Scalykind and Void Domains for PFRPG


Conversions

Dark Archive

I wrote these up during Beta as well, but the way Pathfinder does Domains has changed a bit since then, so here they are adjusted to fit the old / new way of things.

Scalykind Domain

Dieties: Dahak, Ydersius
Granted Powers: You are granted dominion over serpentine creatures, and can call upon reptilian powers of scale and venom.
Serpentstrike (Su): As an attack action, you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. A translucent serpent of greenish-gold force automatically bites any target you hit with this touch attack, inflicting 1d4 P damage + poison (1d6 Con/1d6 Con, Fort DC 10 +1/2 cleric level). You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Master of Scale (Su): At 6th level, any summon monster or summon nature’s ally spell can be cast to summon dinosaurs, fish, frogs, reptilian animals or snakes as if a spell of the next higher level. A summon monster III could therefore summon 1 celestial or fiendish deinonychus, giant frog or pteranadon, or 1d3 celestial or fiendish constrictors, crocodiles, electric eels, giant lizards or sharks, or 1d4+1 celestial or fiendish octopus, while a summon nature’s ally V could summon 1 elasmosaurus, giant octopus, stegosaurus or triceratops, 1d3 ankylosaurus or giant moray eel, or 1d4+1 deinonychus, giant frogs or pteranodon.
Domain Spells: 1st – magic fang, 2nd – barkskin (presenting a scaly appearance), 3rd – greater magic fang, 4th – poison, 5th – animal growth*, 6th – form of the dragon I, 7th – creeping doom (composed of tiny snakes), 8th – form of the dragon III, 9th – shapechange
* Affects ophidian or reptilian creatures only.

[NOTE: I would add this Domain to the list of options that a Druid can learn via Natural Bond, hence the mention of how it would interact with summon nature's ally.]

Void Domain

Dieties: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars.
Void-Walker’s Grace (Su): You gain a bonus to saving throws versus mind-affecting effects and cold damage equal to ½ your cleric level (minimum +1), as well as a similar bonus on acrobatics checks to avoid falling damage, fortitude checks to avoid damage from environmental cold and to hold one’s breath. As a standard action, you can confer these bonuses to another creature with a touch for one minute.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.

Liberty's Edge

Excellent, I was wondering when the Void domain would be updated! Thanks! Now I can play that Cleric of Cthulhu!

Dark Archive

stardust wrote:
Excellent, I was wondering when the Void domain would be updated! Thanks! Now I can play that Cleric of Cthulhu!

Heh, my pleasure, although I'm not in love with Void-Walker's Grace. Perhaps some lame-o cold-damage touch attack would be more 'Pathfinder-y.' Maybe something that puts a shroud of chilling shadows over someone, blinding them for a short time.

Oh! I want an attack that throws octopuses at people. Bam! Octopus in your face! How's that for a Void Domain special power? Or maybe I should drink less while posting... Could go either way, really.

Really, I want my Void Cleric to be able to summon and bind Akata, from Second Darkness, but Planar Binding could probably be used to do that. Only, yanno, flying akata, with some sort of shadowy nigh-incorporeality.

Liberty's Edge

Set wrote:
stardust wrote:
Excellent, I was wondering when the Void domain would be updated! Thanks! Now I can play that Cleric of Cthulhu!

Heh, my pleasure, although I'm not in love with Void-Walker's Grace. Perhaps some lame-o cold-damage touch attack would be more 'Pathfinder-y.' Maybe something that puts a shroud of chilling shadows over someone, blinding them for a short time.

Oh! I want an attack that throws octopuses at people. Bam! Octopus in your face! How's that for a Void Domain special power? Or maybe I should drink less while posting... Could go either way, really.

Really, I want my Void Cleric to be able to summon and bind Akata, from Second Darkness, but Planar Binding could probably be used to do that. Only, yanno, flying akata, with some sort of shadowy nigh-incorporeality.

I believe the Gods and Magic book gave Void casters a bonus to saves vs. mind-affecting attacks and that's it. How about a summoning benefit? A full round action summoning (like summon monster) and the creature... ahem, abomination... remains for 1 round per level, not all of which must be consecutive (or however this is worded).

Make the bonus a +2 save as a constant ability.
Creature of the Void You may summon a small extraplanar abomination as a full round action. The summoned creature remains under your control for three rounds plus one round per level per day (not all rounds must be consecutive). The summoned creature can be dismissed as a swift action, and it returns to the Void. A summoned creature that is not dismissed or controlled has a 50% chance of returning to the Void by its own power, or of attacking you.

We'd just have to come up with stats for the Creature of the Void. Like a gibbering mouther or a small chaos beast or something. :P

Dark Archive

stardust wrote:

Make the bonus a +2 save as a constant ability.

Creature of the Void You may summon a small extraplanar abomination as a full round action. The summoned creature remains under your control for three rounds plus one round per level per day (not all rounds must be consecutive). The summoned creature can be dismissed as a swift action, and it returns to the Void. A summoned creature that is not dismissed or controlled has a 50% chance of returning to the Void by its own power, or of attacking you.

We'd just have to come up with stats for the Creature of the Void. Like a gibbering mouther or a small chaos beast or something. :P

I like it, but it's just a bit too wordy (particularly given that it will require a stat block) to be squeezed into a Domain power.

If there was some sort of preternatural / pseudonatural / alien template that could be added, in lieu of the celestial / fiendish one, that might make for an interesting tweak, allowing the Void priest to summon creatures from the Void, instead of from the outer planes.

Liberty's Edge

Let me work on it a bit, I can come up with something. I'm half asleep right now... lol. I am thinking of making the stats equal a creature from the summon monster list, as though summoned by a spell of a level equal to half the cleric's level (minimum 1).

1-3 (level 1)
4-5 (level 2)
6-7 (level 3)
8-9 (level 4)
10-11 (level 5)
12-13 (level 6)
14-15 (level 7)
16-17 (level 8)
18-19 (level 9)

Alternatively, we could just put a list of creatures from the bestiary. (an alternative summoning list, if you will)


I just wanted to point out that poison has changed since beta. It would look something like this:

Poison DC 10+1/2 cleric level (plus charisma?) Damage: 1 Con, Frequency: each round, Duration: 1+CHA rounds, Cure: 1 save

Roughly, though. I don't remember the rules off the top of my head. I also got creative with the duration. :D

Dark Archive

Sean FitzSimon wrote:

I just wanted to point out that poison has changed since beta. It would look something like this:

Poison DC 10+1/2 cleric level (plus charisma?) Damage: 1 Con, Frequency: each round, Duration: 1+CHA rounds, Cure: 1 save

Roughly, though. I don't remember the rules off the top of my head. I also got creative with the duration. :D

Oh, good catch! I totally forgot about that. Thanks!

Liberty's Edge

Void Domain

Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars. You gain +2 to saves versus mind-affecting effects.
Creature of the Void (Su): As a full round action, you summon a small grotesque mass of nightmare from the Void between the stars within 30 feet of you and it remains for 3 rounds plus 1 round per level per day. It has a flight speed of 30 (perfect), a space and reach of 5 feet, and can make a melee attack at your highest base attack, dealing 2d6 nonlethal damage plus your wisdom modifier. Anyone struck by the creature must make a Will save (DC 10 + 1/2 cleric level) or become panicked. The creature has your AC (+1 for size if you are medium), saves, and hitpoints, returning to the Void for 24 hours when it is reduced to 0 hitpoints.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.


stardust wrote:

Void Domain

Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars. You gain +2 to saves versus mind-affecting effects.
Creature of the Void (Su): As a full round action, you summon a small grotesque mass of nightmare from the Void between the stars within 30 feet of you and it remains for 3 rounds plus 1 round per level per day. It has a flight speed of 30 (perfect), a space and reach of 5 feet, and can make a melee attack at your highest base attack, dealing 2d6 nonlethal damage plus your wisdom modifier. Anyone struck by the creature must make a Will save (DC 10 + 1/2 cleric level) or become panicked. The creature has your AC (+1 for size if you are medium), saves, and hitpoints, returning to the Void for 24 hours when it is reduced to 0 hitpoints.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.

I like them, but I do want to point out that most classes (look at the bard) get a save based effect equal to 10 + 1/2 level + primary or secondary mental stat. I would recommend Charisma for the save, since single-stat characters tend to get overpowered.

Dark Archive

Tweaking Scalykind to account for the new Pathfinder poison system.

Scalykind Domain

Dieties: Dahak, Ydersius
Granted Powers: You are granted dominion over serpentine creatures, and can call upon reptilian powers of scale and venom.
Serpentstrike (Su): As an attack action, you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. A translucent serpent of greenish-gold force automatically bites any target you hit with this touch attack, inflicting 1d4 P damage + poison (save Fort DC 10 + 1/2 cleric level; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save). You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Master of Scale (Su): At 6th level, any summon monster or summon nature’s ally spell can be cast to summon dinosaurs, fish, frogs, reptilian animals or snakes as if a spell of the next higher level. A summon monster III could therefore summon 1 celestial or fiendish deinonychus, giant frog or pteranadon, or 1d3 celestial or fiendish constrictors, crocodiles, electric eels, giant lizards or sharks, or 1d4+1 celestial or fiendish octopus, while a summon nature’s ally V could summon 1 elasmosaurus, giant octopus, stegosaurus or triceratops, 1d3 ankylosaurus or giant moray eel, or 1d4+1 deinonychus, giant frogs or pteranodon.
Domain Spells: 1st – magic fang, 2nd – barkskin (presenting a scaly appearance), 3rd – greater magic fang, 4th – poison, 5th – animal growth*, 6th – form of the dragon I, 7th – creeping doom (composed of tiny snakes), 8th – form of the dragon III, 9th – shapechange
* Affects ophidian or reptilian creatures only.

[NOTE: I would add this Domain to the list of options that a Druid can learn via Natural Bond, hence the mention of how it would interact with summon nature's ally.]

I'm torn on setting the DC for the poison. Most of these damaging abilities scale with level (at least a little bit), so basing the Fort save on 10 + 1/2 Cleric level would at least allow it to remain slightly relevant. Basing it instead on DC 10 + Cha mod, as with the various Spell-likes has precedent, but I'm concerned that it would be potentially 'too good' at lower level (when the Cleric with a 16 Charisma is forcing CR 1 foes to make a DC 13 Fort save) and then useless at higher levels. Combining the two, DC 10 + 1/2 Cleric level + Cha mod would be too much, IMO. (at least, in comparison the various other starter Domain attack abilities)

Dark Archive

stardust wrote:

Void Domain

Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars. You gain +2 to saves versus mind-affecting effects.
Creature of the Void (Su): As a full round action, you summon a small grotesque mass of nightmare from the Void between the stars within 30 feet of you and it remains for 3 rounds plus 1 round per level per day. It has a flight speed of 30 (perfect), a space and reach of 5 feet, and can make a melee attack at your highest base attack, dealing 2d6 nonlethal damage plus your wisdom modifier. Anyone struck by the creature must make a Will save (DC 10 + 1/2 cleric level) or become panicked. The creature has your AC (+1 for size if you are medium), saves, and hitpoints, returning to the Void for 24 hours when it is reduced to 0 hitpoints.

This is far better than the Domain abilities of the others, although it could make a cool as heck spell effect.

I'm thinking that it might be easier to take this idea sideways, and instead of summoning an actual *creature,* the void-creature should be an ephemeral mass of tentacles and shadows and cold that doesn't have a corporeal existence. It just hits once (at range) for nonlethal Cold damage plus a shaken condition and then fades away, without any need for AC, hit points, saves, etc. since it's more of a spell effect than a living creature. It would roughly equal the Weather Domain power in effect.

It could be made a little better by limiting it to a touch effect (the darkness tentacles ooze forth from the priests hands), but still wouldn't be likely to inflict a panicked result, just a longer duration shaken effect (3 rounds?) plus nonlethal damage equal to 1d6 + 1/2 Cleric level. Or, it could function as a reach weapon, as the dark tentacles fly forth to hit someone up to 10 ft. distant. (Which sounds cooler.)

Liberty's Edge

Shaken is so weak. The void is terrifying, terrifying!, I tell you! Unless you're willing to seek out the Void yourself (which explains the +2 modifier to saves vs. mental effects.

How about stunned for one round, and shaken for 3 after that. I mean, you just got slapped in the face with an otherworldly tentacle. I think the nonlethal damage works better than the reach, since these things are supposed to make you go unconscious. (That's how the books have it go, anyway) If they don't terrify you to hell and back again when you first see them, you'll be unconscious from fright before the end of the encounter. :P

Liberty's Edge

Void Domain

Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars. You gain +2 to saves versus mind-affecting effects.
Tentacles of the Void (Su): Your hands become dark, alien tentacles that shift about as though time and space were irrelevant. Your hands become natural weapons that deal 1d6 damage. Half of this damage is cold, the other half is arcane and not subject to energy resistance. A creature struck with this attack must make a Will save (DC = 10 + 1/2 cleric level + Charisma modifier) to avoid being stunned for 1 round and shaken for the next three rounds after that. This is a fear and mind-affecting effect. A cleric can use the tentacles a number of rounds per day equal to 3 + Wisdom modifier, but the rounds do not have to be consecutive.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.


Since some months ago I posted my 'Beta-Pathfinderized' Clerical Domains for the Eberron Campaign Setting in the original thread opened by Set in the Playtest Forums, I decided to add my 'Final-Pathfinderized' version here, as well.

Some of the spells on these revision are quite different from the official ones in the Campaign, and (obviously) the granted powers are totally home-brewed. These Domains have received quite a number of suggestions during the Beta Playtest (again, thanks to Set and Golarion Goblin for the suggestions back then), so feel free to do the same even now for improving them.

CLERIC DOMAIN: COMMERCE

Spoiler:

Granted Powers:
Add ½ your cleric level (minimum 1) to any Appraise check you make.
Master of Appraisal (Sp): You can touch an item to learn about its magical properties as a melee touch attack. If successful, you gain information as if you had cast detect magic and had made a trained Spellcraft skill check with a result equal to 10 + your caster level + your Intelligence modifier. At 6th level, and every four levels thereafter, add a +3 bonus to your check (+3 at 6th, +6 at 10th, +9 at 14th, and +12 at 18th).You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master of Negotiation (Sp): At 6th level, as a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of minutes per day equal to your caster level. These minutes do not need to be consecutive, but you must activate the ability for at least one minute each time. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Charisma modifier + your cleric level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as Glibness.

Domain spells: 1st- Comprehend Languages, 2nd-Undetectable Alignment, 3rd- Tongues, 4th-Discern Lies, 5th-Mass Suggestion, 6th- True Seeing, 7th-Refuge, 8th-Discern Location, 9th- Polymorph Any Object

CLERIC DOMAIN: DEATHLESS

Spoiler:

Granted Powers:
Touch of the Councilor (Sp): Your touch has a power similar to that of the Deathless Councilors that cleanses creatures of their wickedness. As a standard action you can make a melee touch that deals 1d4 points of Charisma damage to an evil creature, or 1d2 points of Charisma damage to a neutral creature. Good creatures are immune to this effect. Once a target has been affected by the touch of the Councilor, it is immune to its effects for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Deathless Bless (Sp): At 8th level, as a swift action, you can call the power of the Undying Court to temporarily bestow upon yourself some of the immunities of the Deathless for a number of rounds per day equal to your caster level. While affected in this way, you gain immunity to critical hits, disease, paralysis and poison. These rounds do not need to be consecutive.

Domain spells: 1st-Detect Undead, 2nd-Gentle Repose, 3rd- Halt Deathless (ECS, pg. 111), 4th- Spirit Steed (ECS, pg. 115), 5th-Commune, 6th- Create Deathless (ECS, pg. 109), 7th-Control Deathless (ECS, pg. 109), 8th-Create Greater Deathless (ECS, pg. 110), 9th-Hero’s Blade (ECS, pg. 112)

CLERIC DOMAIN: DECAY

Spoiler:

Granted Powers:
Touch of Decay (Sp): As a standard action, you can touch a creature and cause putrescence in organic matter and weaken inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature (including a construct with the living subtype) you deal 1d2 points of Constitution damage; if you touch an undead creature (including a deathless creature), an object, or a construct without the living construct subtype, you deal 1d4 points of damage +1 for every two caster levels. Once a target has been affected by the touch of decay, it is immune to its effects for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Decay (Sp): At 8th level, you can emit a 30-ft. aura of putrefaction for a number of rounds per day equal to ½ your caster level. Any object or creature that takes damage in this area (including you) must make a Fortitude save, with a DC equal to 10 + ½ your caster level + your Charisma modifier. If the save fails, the creature takes an additional 1d3 points of Constitution damage if it is a living creature (including a construct with the living subtype), or an additional damage of 1d8 points + 1 point per caster level if it is an undead creature (including a deathless creature), an object, or a construct without the living subtype. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st-Doom, 2nd-Ghoul Touch, 3rd-Contagion, 4th-Bestow Curse, 5th- Blight, 6th-Harm, 7th- Withering Palm (ECS, pg. 117), 8th-Horrid Wilting, 9th- Energy Drain

CLERIC DOMAIN: DRAGON BELOW

Spoiler:

Granted Powers:
Claws of Khyber (Sp): You grow fiendish claws thanks to the unholy power of the Dragon Below itself. You can make two claw attacks as your full-attack action. These claws are treated as natural weapons and deal 1d4 points of damage plus your Strength-modifier (1d3 if you are Small). At 6th level, these claws are considered magic weapons for the purpose of overcoming DR. At 10th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 14th level, these claws become flaming weapons, dealing 1d6 additional points of fire damage on a successful hit. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
8th: Fiendish Resilience (Sp): At 8th level, as a swift action, you can call the power of the Dragon Below to temporarily bestow upon yourself an unholy resilience and vitality for a number of rounds per day equal to your caster level. While affected in this way, you gain fire resistance 10, electricity resistance 10, and +2 inherent bonus to Constitution. At 17th level, the bonus to Constitution increases to +4. These rounds do not need to be consecutive.

Domain spells: 1st- Summon Monster I (Fiendish creatures only), 2nd- Summon Swarm (fiendish bats swarm or fiendish spiders swarm only), 3rd-Bestow Curse, 4th-Lesser Planar Ally (evil creatures only), 5th-Summon Monster V (evil creatures only), 6th-Planar Ally (evil creatures only), 7th-Blasphemy, 8th- Greater Planar Ally (evil creatures only), 9th-Gate (evil creatures only)

CLERIC DOMAIN: EXORCISM

Spoiler:

Granted Powers:
Touch of Cleansing (Sp): You can channel the pure light of the Silver Flame into the corrupted body of an evil outsider, burning it with holy fire. As a melee touch attack you can deal 1d8 points of damage +1 for every two caster levels you possess. This damage comes directly from divine power and is therefore not subject to being reduced from energy resistance. This touch has no effect on creatures that are not evil outsiders. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scourge of the Wicked (Sp): At 6th level, you can emit a 30-ft. aura of purifying energy that inhibits the powers of evil outsiders for a number of rounds per day equal to your caster level. Evil outsiders in the aura are exhausted unless they succeed in a Fortitude save; the DC for this save is equal to 10 + ½ your cleric level + your Charisma modifier. This power has no effect on an evil outsider who is already exhausted. A possessing fiend (an evil outsider who is currently possessing a creature or an object) is instead rendered helpless inside his victim (he is not forced out, but he cannot control it or influencing it in any way); the fiend gets no saving throw against this power, and the possessed victim immediately emits a soft-glowing blue light, revealing his possessed status. Both these effects end immediately when the creature leaves the area or the aura expires. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st-Protection from Evil, 2nd-Calm Emotions, 3rd-Remove Curse, 4th-Dismissal, 5th-Atonement, 6th-Banishment, 7th-Holy Word, 8th-Holy Aura, 9th-Freedom

CLERIC DOMAIN: FEAST

Spoiler:

Granted Powers:
Touch of Nourishment (Sp): You can touch a creature as a standard action, warding him off the fatigue of the day and giving him energy and nourishment. This ability removes the fatigued condition from the target, as well as removing from him the need of food and water for the current day (effectively, the creature is nourished as if it had consumed a full day’s ration of both food and water). Once a creature has benefited from touch of nourishment, it gains no further benefit from this ability for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Cleansing (Sp): At 8th level, you can emit a 30-ft. aura of cleansing for a number of rounds per day equal to your caster level. All of your allies in the aura gain immunity to disease and poison while this power is active; any disease and poison already in effect is not automatically cured but deal no damage while aura of cleansing is active, and your allies can make a new saving throw each round with a bonus equal to your Wisdom modifier in order to remove any poison and disease already in effect completely. This ability also removes automatically the exhausted, fatigued, nauseated and sickened condition from your allies, as well as granting immunity to these same conditions. These rounds do not need to be consecutive. You are not affected by the effects of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st- Goodberry, 2nd- Delay Poison, 3rd-Create Food and Water, 4th-Repel Vermin, 5th-Hallow, 6th- Heroes’ Feast , 7th-Mage’s Magnificent Mansion, 8th- Detoxify (ECS, pg. 110), 9th- Feast of Champions (ECS, pg. 111)

CLERIC DOMAIN: LIFE

Spoiler:

Granted Powers:
Bolt of Life (Sp): As a standard action you can unleash a blazing white sparkle of positive energy targeting any creature within 30 feet as a ranged touch attack. The bolt of life deals 1d4 points of positive energy damage +1 for every two caster levels you possess to undead creatures. This power cures living creatures (including a deathless creature or a construct with the living subtype) of a like amount of damage (this amount is halved for a living construct), rather than harming them, but once a living creature has been affected by bolt of life, it is immune to its effects for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Renewal (Sp): At 8th level, you can emit a 30-ft. aura of positive energy for a number of rounds per day equal to your caster level. Living allies (including deathless creatures and constructs with the living subtype) within this aura that are below 0 hit points are immediately stabilized and cured of 1d8 points +1 for every two caster levels you possess (this amount is halved for a living construct). You and living allies (including deathless creatures and constructs with the living subtype) that are already at 0 hit points or above are immediately cured of 1 point of temporary ability damage from a single ability score (targeted ally’s choice if more than one is damaged), restored of 1 point of permanent ability drain from a single ability score (targeted ally’s choice if more than one is drained), and cured from fatigue and exhaustion. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st-Hide from Undead, 2nd-Lesser Restoration, 3rd-Plant Growth, 4th-Death Ward, 5th-Breath of Life, 6th-Reincarnate, 7th-Regenerate, 8th-Animate Plants, 9th-Mass Heal

CLERIC DOMAIN: MADNESS

Spoiler:

Change the spells Touch of Madness to [Bard 2] (ECS, pg. 116), and Bolts of Bedevilment to [Bard 5] (ECS, pg. 109)

CLERIC DOMAIN: MEDITATION

Spoiler:

Granted Powers:
Touch of Recall (Sp): Your perfect state of mind can help other creatures to regain focus on their abilities more swiftly than normal. As a standard action you can touch another creature to make it regain its expended daily abilities, gaining one of the following benefits (targeted creature’s choice if it possesses more than one type of daily abilities). If the creature has a special ability that uses daily points (such as a psion’s power point allotment, or a monk’s ki point allotment), it regains 1d4 daily points +1 for every three caster levels you possess. If the creature has an ability that can be used a limited number of times or rounds per day (such as a paladin’s smite attack, a kalashtar’s mindlink psi-like ability, or a barbarian’s rage ability), it immediately regains one use or one round of duration of that ability for every six caster levels you possess (minimum 1). If a creature has a spell slot allotment (such as a druid or a sorcerer), it immediately regains one of his expended spells or spell slots of a maximum level equal to 1 for every five caster levels you possess (minimum 1). If a creature has spent none of his daily abilities, it gains no benefit from touch of recall. Any points exceeding the maximum daily allotment of the creature’s daily ability are lost. You cannot target yourself with this ability. Once a creature has been affected by touch of recall, it can gain no further benefit from it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Inner Perfection (Sp): At 8th level, you can emit a 30-foot aura of peace and serenity for a number of rounds per day equal to your caster level. Allies in this aura gain a +4 morale bonus on saving throws against mind-affecting effects. You are totally immune to mind-affecting effects while the aura is active. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st-Comprehend Languages, 2nd-Owl’s Wisdom, 3rd-Nondetection, 4th-Tongues, 5th-Telepathic Bond, 6th-Find the Path, 7th-Legend Lore, 8th-Mind Blank, 9th-Foresight

CLERIC DOMAIN: NECROMANCER

Spoiler:

Granted Powers:
Necrotic Bolt (Sp): As a standard action you can unleash a black sparkle of negative energy targeting any foe within 30 feet as a ranged touch attack. The necrotic bolt deals 1d4 points of negative energy damage +1 for every two caster levels you possess. This power cures undead creatures of a like amount of damage, rather than harming them, but once an undead creature has been affected by necrotic bolt, it is immune to its effects for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Necrotic Nova (Sp): At 8th level, you can emit a 30-ft. aura of negative energy for a number of rounds per day equal to your caster level. Undead creatures within this aura gain fast healing equal to ¼ your caster level as long as they remain in range; this fast healing only applies to damage caused after the aura began. Living creatures (including constructs with the living subtype) within the aura are shaken unless they succeed in a Will save; the DC for this save is equal to 10 + ½ your caster level + your Charisma modifier. The shaken condition ends immediately when an affected creature leaves the aura or the aura expires. These rounds do not need to be consecutive. You can choose to be unaffected by the effect of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st-Summon Undead (Summon Nature’s Ally II, animals with Skeleton template only), 2nd-Command Undead, 3rd- Vampiric Touch, 4th- Enervation, 5th-Waves of fatigue, 6th-Create Undead, 7th-Control Undead, 8th-Horrid Wilting, 9th-Energy Drain

CLERIC DOMAIN: PASSION

Spoiler:

Granted Powers:
Touch of Fury (Sp): As a standard action, you can touch a creature, giving it a brief rush of violent passion and fury. For the next 3 rounds, the target gains a +2 morale bonus to his attack rolls, weapon damage rolls, and Will save against fear. Once a target has been affected by touch of fury, he can gain no further benefit from it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Resolve (Sp): At 8th level, you can emit a 30-ft. aura of fiery passion for a number of rounds per day equal to your caster level. Allies within this aura gain immunity to fear and a +3 morale bonus to their attack rolls and weapon damage rolls. These rounds do not need to be consecutive. You are not affected by the effects of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

Domain spells: 1st- Cause Fear, 2nd- Hideous Laughter, 3rd-Confusion, 4th-Crushing Despair, 5th-Song of Discord, 6th-Greater Heroism, 7th-Insanity, 8th-Irresistible Dance, 9th-Dominate Monster

CLERIC DOMAIN: REVERED ANCESTOR

Spoiler:

Granted Powers:
Blade of the Ancestor (Sp): As a standard action, you can briefly materialize a ghostly scimitar made of force to strike any foe within 30 feet with a single melee attack, using your base attack bonus and your Wisdom modifier to the attack roll. If the blade hits, it deals 1d6 points of force damage +1 for every four caster levels you possess. The blade has a critical range of 18-20 and can strike incorporeal foes without the usual miss chance. Damage reduction and spell resistance does not apply to this damage. Once the attack has been made (either successful or not), the blade winks out of existence. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master of the Horses (Sp): At 6th level, as a swift action, you can imbue yourself and your steed with the mighty prowess of your ancestors for a number of rounds per day equal to your caster level. While this power is active, you gain the use of the Spirited Charge combat feat (even if you do not meet the prerequisites to use this feat), while your mount gains a +30-foot enhancement bonus to its base land speed and the use of the Run feat. If some of these bonuses are already in place (for example, if your mount has already the Run feat), the effects do not stack. These rounds do not need to be consecutive.

Domain spells: 1st-Mount, 2nd-Heroism, 3rd-Keen Edge, 4th-Spirit Steed (ECS, pg.115), 5th-Glimpse of Eternity (FoE, pg. 151), 6th-Greater Heroism, 7th-Thundering Hooves (Earthquake), 8th-Vision, 9th-Hero’s Blade (ECS, pg. 112)

CLERIC DOMAIN: SHADOW

Spoiler:

Granted Powers:
Bolt of Shadow (Sp): As a standard action, you can materialize and fire a ghostly, semi-substantial arrow, targeting any foe within 30 feet as a ranged touch attack. The bolt of shadow deals 1d6 points of piercing damage +1 for every two caster levels you possess. The bolt is considered a magic, ghost-touch weapon for the purpose of bypassing damage reduction and striking incorporeal creatures. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Shadow Slide (Sp): At 8th level, you can briefly disappear into the Plane of Shadow to travel to a great distance. You can teleport up to 30 feet per caster level per day as a full-round action. This teleportation must be used in 10-foot increments and such movement does not provoke attacks of opportunity. The limitation is that the magical transport must begin and end in an area with at least some shadows. You cannot bring other creatures with you (for this purpose, a familiar counts as part of yourself). This ability otherwise functions as the spell dimension door.

Domain spells: 1st-Obscuring Mist, 2nd-Darkness, 3rd-Deeper Darkness, 4th-Shadow Conjuration, 5th-Shadow Evocation, 6th-Shadow Walk, 7th-Project Image, 8th-Simulacrum, 9th-Shades

CLERIC DOMAIN: WARFORGED

Spoiler:

Granted Powers:
Arm of the Construct (Sp): Your dominant arm takes a full-metal appearance, a mark of your vow of faithfulness to the almighty Lord of Blades. As a standard action, you can make a single slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small) +1 for every two caster levels you possess; you also add one and a half your Strength bonus (if any) to this damage, as if you were wielding a two-handed weapon (this attack is considered a two-handed weapon attack also for the purpose of feats like Power Attack). At 6th level, your slam is considered a magic weapon for the purpose of overcoming damage reduction. At 14th level, your slam is considered also an adamantine weapon for the purpose of overcoming damage reduction (but not for bypassing hardness on objects). If you already possess a natural attack, use the slam base damage or your own (whichever is higher) before adding the bonuses from your caster level and from your Strength modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Construct Body (Sp): At 8th level, your strong affinity with the construct nature grants you temporarily some of the immunities of a true construct for a number of rounds per day equal to your caster level. You can activate this power as a swift action; while affected in this way, you gain immunity to ability damage, ability drain, critical hits and nonlethal damage. These rounds do not need to be consecutive.

Domain spells: 1st-Repair Light Damage (ECS, pg. 114), 2nd-Lesser Construct Essence (FoE, pg. 150), 3rd-Repair Moderate Damage (ECS, pg. 114), 4th-Stoneskin, 5th-Repair Critical Damage (ECS, pg. 114), 6th-Mass Lesser Construct Essence (FoE, pg. 150), 7th-Total Repair (ECS, pg. 116), 8th-Iron Body, 9th-Summon Warforged Champion (FoE, pg. 151)

Dark Archive

The Wraith wrote:
Since some months ago I posted my 'Beta-Pathfinderized' Clerical Domains for the Eberron Campaign Setting in the original thread opened by Set in the Playtest Forums, I decided to add my 'Final-Pathfinderized' version here, as well.

Very cool! You are way more ambitious than I was, I only picked Scalykind and Void, and am still not happy with how Void turned out! (And I still have to get around to tweaking Metal and Wood, for those Tien Clerics.)

A plethora of random thoughts to follow, some of which might be better-thought-out than others...

Commerce - Master of Negotiation - +Cleric level to Bluff check, instead of flat +20? +20 at 6th level, for up to 6 minutes / day, seems a bit high. On the other hand, it's only a plus to Bluff checks, so perhaps I am overreacting...

Exorcism - Touch of Cleansing should be usable on any evil creature, perhaps at half effect? Perhaps 1d4+X vs. evil critters, 2d4+X vs evil undead and outsiders? I think I prefer that second option, affecting evil non-outsiders at about half strength, but remaining a touch range effect.

My real quibble here is that limiting it to outsiders seems pretty situational for an ability granted to 1st level Clerics (who, unless their DM hates them, probably won't be seeing any Outsiders for a few levels!).

Decay - Aura of Decay - probably should be tweaked to not cause extra damage to a creature more than once per round, to prevent a party from making five or six attacks on a single foe during the roound to stack up 5d3 Con damage to it! The Cleric should be immune to the effect. I dunno. This effect bugs me. Does it rot equipment, and, if so, is the Cleric naked after he uses it? I have no idea. I like this conceptually, but mechanically and practically, I hate it. Perhaps an aura that has some effect on Hardness and Damage Reduction, making targets in the area easier to damage, would work better?

Life - Aura of Renewal - keep temporary ability damage cure, drop ability drain cure (stick to requiring spells for that), and cure fatigue by one step (exhausted to fatigued, fatigued to rested). Give Fast Healing X instead of cure wounds level healing? (See Necromancer for comparison.) If changed to Fast Healing, should be Cleric level / 2 Fast Healing (so, at 8th level, a single round of the effect will heal 4 hp).

Meditation - Touch of Recall- optiomally a prepared caster (wizard, cleric, paladin, ranger) does not regain use of any spells they've already used, but can immediately overwrite a single spell of up to the highest level he has prepared with another spell as if he had just rested, allowing him to 'swap out' a spell in the middle of the day. No preparation time is required. The new spell from his spellbook / spell list is just 'remembered' in place of another prepared spell of equal or higher level, which is overwritten.

Necromancer - Necrotic Nova - remove limitation on the fast healing to only damage inflicted after it is used. Compare to the effect of the Life Aura (1d8+1/2 cleric level in healing each round, huge, huge, disparity there!). Have the heal undead affect also affect the Necromancer, regardless of whether he is living or dead. As with Life, Fast Healing should be at least Cleric level / 2, giving Fast Healing 4 at 8th level.

Revered Ancestor - Master of the Horses - Mounted speed is always +10 ft. When spurring to action and gaining the Spirited Charge / etc. benefits, adds the extra +20 ft.

Shadow - Bolt of Shadow - also causes Dazzled condition for 1 round, as shadows flit over the subject, hindering it's vision.

Warforged - Arm of the Construct - if you are a construct and already possess a slam attack, you are treated as if possessing Improved Natural Attack and your slam does damage as if one size category larger when invoking this ability. Maybe the arm is spiky and does B/P, like a Morningstar?


Set wrote:
Lot of stuff

Thank you for your feedback ! I will try to implement some of your suggestions in a couple of days, for now these are my first thoughts:

Commerce-Master of Negotiation- +20 to Bluff checks is effectively a bit high, but this is based on the spell Glibness, which has a longer duration (10 min/lvl). Since I didn't give the Glibness spell to the Domain spell list, I thought to 'squeeze' it in an underpowered way.

Exorcism-Touch of Cleansing- your idea is good, maybe I will give 1d4 damage +1 every 2 levels to 'vanilla' evil creatures and leave the 1d8 damage +1 every level to evil outsiders.

Decay-Aura of Decay- you are right, a creature should take damage from this aura only once per round. I'm pondering if the Cleric himself should be immune or not (kind of a double-edged sword...). The equipment should not rot however, unless it is subjected to a Sunder attempt ! The idea is basically "your bodily structure is weakened, if you take damage, you take more!", so the damage is not subjected to DR or Hardness (an Adamantine Longsword which takes at least 1 point of damage in the area would have an additional 1d8 + cleric level... I will make this more clear).

Life-Aura of Renewal- your ideas are good, maybe I will give Fast Healing and tweak some of the other bonuses.

Meditation-Touch of Recall- a good idea (akin to a 'refresh' of a spell)

Necromancer-Necrotic Nova- the description already says that the Fast Healing only works on damage taken after the Aura has been activated ("Undead creatures within this aura gain fast healing equal to 1/4 your caster level as long as they remain in range; this fast healing only applies to damage caused after the aura began."). You are right, however, on the discrepancies on the damage healed by the Life Domain (see above). I'm not reaaly sure to give Fast Healing 10 at 20th level, though; maybe I will use Cleric level/3 (Fast Healing 2 at 8th, Fast Healing 3 at 9th, up to Fast Healing 6 from 18th), but I still don't know.

Revered Ancestor-Master of the Horses- I'm not sure, I will see (since the power is already a bit weak, I think the +30 'always on' for a few rounds seems more balanced...I dunno)

Shadow-Bolt of Shadow- the 'rider' effect is a good idea, but maybe I would have to reduce the damage to compensate... I'm not sure...

Warforged-Arm of the Construct- I will integrate your suggestions (except for the 'spikey arm', it seems a bit too much... heh, you seem to like this kind of things, I remember you suggested the same months ago - you even thought of a 'shoot the spikes' idea, back then !...), the power already is an 'Improved Natural Attack' on the Slam attack of a Warforged (1d4 usually), I will include it also for other Constructs as well.


Ok, I’ve made some changes as suggested. Just let me know if this seems more balanced.

CLERIC DOMAIN: DECAY

Some slight changes to Aura of Decay.

Spoiler:

Aura of Decay (Sp): At 8th level, you can emit a 30-ft. aura of putrefaction for a number of rounds per day equal to ½ your cleric level. Any object or creature that takes damage in this area (including you) must make a Fortitude save, with a DC equal to 10 + ½ your cleric level + your Charisma modifier. If the save fails, the creature takes an additional 1d3 points of Constitution damage if it is a living creature (including a construct with the living subtype), or an additional damage of 1d8 points + 1 point per cleric level if it is an undead creature (including a deathless creature), an object, or a construct without the living subtype. This damage bypasses any damage reduction or hardness the creature or item might possess. An object or creature that has failed a Fortitude save becomes immune to the effects of the Aura of Decay for the rest of the round. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

CLERIC DOMAIN: EXORCISM

Some changes to Touch of Cleansing.

Spoiler:

Touch of Cleansing (Sp): You can channel the pure light of the Silver Flame into the corrupted body of an evil outsider, burning it with holy fire. As a melee touch attack you can deal 1d8 points of damage +1 for every two cleric levels you possess. This damage comes directly from divine power and is therefore not subject to being reduced from energy resistance. Against evil creatures that are not outsiders, this power has a weakened effect, and deals 1d4 points of subdual damage +1 for every 4 cleric levels you possess. This touch has no effect on creatures that are not evil. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

CLERIC DOMAIN: LIFE

Some changes on Aura of Renewal. I’ve not changed the hp recovery (since it only works on creatures at -1 or less hp), but I’ve slightly changed the benefits it gives to creatures at 0 hp or more.

Spoiler:

Aura of Renewal (Sp): At 8th level, you can emit a 30-ft. aura of positive energy for a number of rounds per day equal to your cleric level. Living allies (including deathless creatures and constructs with the living subtype) within this aura that are below 0 hit points are immediately stabilized and cured of 1d8 points +1 for every two cleric levels you possess (this amount is halved for a living construct). You and living allies (including deathless creatures and constructs with the living subtype) that are already at 0 hit points or above are immediately cured of 1 point of temporary ability damage from a single ability score (targeted ally’s choice if more than one is damaged) and recover any fatigue condition they possess by one step (from exhausted to fatigued, from fatigued to rested). These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

CLERIC DOMAIN: MEDITATION

A little 'add-on' to Touch of Recall.

Spoiler:

Touch of Recall (Sp): Your perfect state of mind can help other creatures to regain focus on their abilities more swiftly than normal. As a standard action you can touch another creature to make it regain its expended daily abilities, gaining one of the following benefits (targeted creature’s choice if it possesses more than one type of daily abilities). If the creature has a special ability that uses daily points (such as a psion’s power point allotment, or a monk’s ki point allotment), it regains 1d4 daily points +1 for every three cleric levels you possess. If the creature has an ability that can be used a limited number of times or rounds per day (such as a paladin’s smite attack, a kalashtar’s mindlink psi-like ability, or a barbarian’s rage ability), it immediately regains one use or one round of duration of that ability for every six cleric levels you possess (minimum 1). If a creature has a spell slot allotment (such as a druid or a sorcerer), it immediately regains one of his expended spells or spell slots of a maximum level equal to 1 for every five cleric levels you possess (minimum 1); alternatively, it can change one of his prepared spells for the day with another one as if he had just rested – both the original spell and the changed one must be of the same level and of a maximum level equal to 1 for every five cleric levels you possess (only creatures which prepares spells can benefit from this alternate feature). If a creature has spent none of his daily abilities and cannot prepare spells (see above), it gains no benefit from touch of recall. Any points exceeding the maximum daily allotment of the creature’s daily ability are lost. You cannot target yourself with this ability. Once a creature has been affected by touch of recall, it can gain no further benefit from it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

CLERIC DOMAIN: NECROMANCER

A little improvement on Necrotic Nova.

Spoiler:

Necrotic Nova (Sp): At 8th level, you can emit a 30-ft. aura of negative energy for a number of rounds per day equal to your cleric level. Undead creatures within this aura gain fast healing 2 plus 1 for every three cleric level you possess as long as they remain in range; this fast healing only applies to damage caused after the aura began. Living creatures (including constructs with the living subtype) within the aura are shaken unless they succeed in a Will save; the DC for this save is equal to 10 + ½ your cleric level + your Charisma modifier. The shaken condition ends immediately when an affected creature leaves the aura or the aura expires. These rounds do not need to be consecutive. You gain the benefits of fast healing and are not subjected to the shaken effect, regardless if you are a living creature or an undead creature. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.

CLERIC DOMAIN: REVERED ANCESTOR

A little 'add-on' to the Granted powers of this Domain (I was not completely satisfied with my previous results, I though it needed something else).

Spoiler:

Granted Powers:
You receive Mounted Combat as a bonus feat, even if you don’t have the required prerequisites.

CLERIC DOMAIN: WARFORGED

A little 'add-on' on Arm of the Construct (more of a clarification, actually).

Spoiler:

Arm of the Construct (Sp): Your dominant arm takes a full-metal appearance, a mark of your vow of faithfulness to the almighty Lord of Blades. As a standard action, you can make a single slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small) +1 for every two cleric levels you possess; you also add one and a half your Strength bonus (if any) to this damage, as if you were wielding a two-handed weapon (this attack is considered a two-handed weapon attack also for the purpose of feats like Power Attack). At 6th level, your slam is considered a magic weapon for the purpose of overcoming damage reduction. At 14th level, your slam is considered also an adamantine weapon for the purpose of overcoming damage reduction (but not for bypassing hardness on objects). If you already possess a natural attack and you are not a construct, use the slam base damage or your own (whichever is higher) before adding the bonuses from your cleric level and from your Strength modifier. If you are a construct (or a construct with the living subtype), you gain the use of the Improved Natural attack feat on your slam damage while this power is active (unless you already possess the feat) before adding the bonuses from your cleric level and from your Strength modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dark Archive

For Tien Xa clerics (who would use Earth, Fire, Water, Metal and Wood Domains, if following a Chinese-style system);
.
.
.
.
.
Metal Domain
Deities:
Granted Powers: Your spiritual connection to the element of metal allows you to enhance the protective and damaging power of metal armor and weapons, to imbue yourself with the unfailing durability of metal, and to create weapons of metal in times of need.
Always Armed (Su): You can create a metal weapon within your grasp of up to 1 lb per cleric level as a move action. These weapons vanish at the end of the round if they ever leave your possession. When you use weapons that you have created in this manner in combat, you can use your Wisdom modifier in place of Strength or Dexterity modifiers for attacks and damage.
Always Armored (Su): At 8th level, you gain the ability to create metal weapons with Always Armed as a free action, and weapons created are of masterwork quality. You also gain the ability to absorb one suit of metal armor with an armor bonus equal to your permanent Wisdom modifier, gaining the armor bonus of that armor as a natural armor bonus, but suffering none of the other effects of being armored (armor check penalty, weight carried, movement speed reduction, arcane spell failure or maximum dexterity bonus). Absorbing the armor takes one hour, but it can be expelled as a full-round action at any time. No other properties of the armor are in effect while it is absorbed, and any beneficial magical properties or enhancement bonuses are suspended until it is expelled from your body. Once absorbed, a suit of armor effectively does not exist, conferring only the appropriate natural armor bonus, and you can wear another suit of armor without difficulty.
Domain Spells: 1st – magic weapon*, 2nd – heat metal, 3rd – magic vestment*, 4th – rusting grasp, 5th – wall of iron, 6th – blade barrier, 7th – move earth, 8th – repel metal or stone, 9th – iron body.

*To affect weapons with striking surfaces of metal or armor predominantly composed of metal only.

Wood Domain
Deities:
Granted Powers: Your spiritual connection to the element of wood allows you to pass through the forested places unhindered, take on the strength of wood and eventually call the forest to your aid. You can move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without taking damage or other impairment. Any such terrain that is magically manipulated to impede motion still impedes you.
Wooden Fortitude (Su): As a standard action, you can touch a creature to grant it Hardness 5 for 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wood like Iron (Su): At 8th level, items, weapons and armor of wood that you carry or wear are strengthened by an Ironwood-like effect that causes them to gain the hardness, hit points, armor value and damaging properties of metal armor, items or weapons, but retain the weight and rust-resistant properties of wood. Armor is treated as one size category lighter, and items that would normally be made primarily of metal are one-half the weight of their metal counterparts. These effects cease at the end of any round that the affected item leaves the Clerics person.
Domain Spells: 1st – shillelagh, 2nd – tree shape, 3rd – speak with plants, 4th – command plants, 5th – tree stride, 6th – repel wood, 7th – liveoak, 8th – changestaff, 9th – control plants.

Tien Clerics following a more Japanese-inspired elemental scheme would choose from Air, Earth, Fire, Water and Void, with the Void Domain granted by the likes of Groetus and the Old Cults seeing a bit of a visual change, so that the nightmarish tentacled horror from the void between the stars instead manifests as a glowing ancestral figure, which strikes the target to the same effect. Tien Clerics refer to this power as 'Celestial Judgement' instead of 'Creature of the Void.' The higher level Void Domain supernatural ability is called 'Cloud-Vaulter's Wings' instead of 'Void-Dancer's Wings,' but is also mechanically identical.

Void Domain
Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars. You gain +2 to saves versus mind-affecting effects.
Creature of the Void (Su): As a full round action, you summon a small grotesque mass of nightmare from the void between the stars within 30 feet of you. It strikes a single target as a ranged touch attack, dealing 2d6 points of nonlethal damage plus your wisdom modifier. Anyone struck by the creature must make a Will save (DC 10 + 1/2 cleric level) or become shaken for 1d4 rounds.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.

Some Tien Clerics are said to engage in unusual permutations, such as sacrificing the ability to Channel Energy to broaden their studies to encompass all five elemental Domains, or specializing in a single elemental Domain to receive extra effect, but most seem to follow the traditional Cleric's path.

Dark Archive

Finalized Scalykind Domain, just to put it back at the bottom of the thread;
.
.
.
.
.
Scalykind Domain
Dieties: Dahak, Ydersius
Granted Powers: You are granted dominion over serpentine creatures, and can call upon reptilian powers of scale and venom.
Serpentstrike (Su): As an attack action, you can cause a single creature to suffer the effects of a snake's bite with a melee touch attack. A translucent serpent of greenish-gold force automatically bites any target you hit with this touch attack, inflicting 1d4 P damage + poison (save Fort DC 10 + 1/2 cleric level; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save). You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Master of Scale (Su): At 6th level, any summon monster or summon nature’s ally spell can be cast to summon dinosaurs, fish, frogs, reptilian animals or snakes as if a spell of the next higher level. A summon monster III could therefore summon 1 celestial or fiendish deinonychus, giant frog or pteranadon, or 1d3 celestial or fiendish constrictors, crocodiles, electric eels, giant lizards or sharks, or 1d4+1 celestial or fiendish octopus, while a summon nature’s ally V could summon 1 elasmosaurus, giant octopus, stegosaurus or triceratops, 1d3 ankylosaurus or giant moray eel, or 1d4+1 deinonychus, giant frogs or pteranodon.
Domain Spells: 1st – magic fang, 2nd – barkskin (presenting a scaly appearance), 3rd – greater magic fang, 4th – poison, 5th – animal growth*, 6th – form of the dragon I, 7th – creeping doom (composed of tiny snakes), 8th – form of the dragon III, 9th – shapechange

* Affects ophidian or reptilian creatures only.

[NOTE: I would add this Domain to the list of options that a Druid can learn via Natural Bond, hence the mention of how it would interact with summon nature's ally.]

Dark Archive

Oh hey, I found another OGL Domain to play with. (Metal and Wood were not OGL, btw, so I took greater than normal liberties with them to mix things up).
.
.
.
.
Mind Domain
Deities: Irori (replaces Rune, if used)
Granted Powers: Your understanding of the inner workings of the mind grants you uncanny insights into others, and remarkable self-control. You gain a +2 to Will saves vs. enchantment spells and effects.
Mind Thrust (Su): As a standard action, you can generate a blast of disorienting psychic energy that inflicts 2d6 nonlethal damage to a single target within 30 ft. and causes the target to suffer the effects of the Sickened condition for one round. Only sentient creatures are affected by this psychic blast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tower of Iron Will (Su): At 6th level, you can generate a faintly visible fortress of psychic protection that allows you and all allies within 30 ft. another saving throw versus any mind-affecting effect currently affecting them, such as fear, confusion, rage, etc. You can generate this mental bastion for as many rounds per day as you have Cleric levels, and the rounds do not need to be consecutive. Each round within the protection confers another saving throw to shake off mental charms, compulsions or other unwanted influence.
Domain Spells: 1st – comprehend languages, 2nd – detect thoughts, 3rd – lesser geas, 4th – discern lies, 5th – telepathic bond, 6th – mass suggestion, 7th – demand, 8th – mind blank, 9th – weird.

RPG Superstar 2012 Top 32

For the summoned Void beasties, you might want to consider the Dark Creature template from Tome of Magic. It adds +8 Hide, +6 Move Silently (+7 Stealth), +10 feet of speed to all forms of movement, superior low light vision, darkvision 60 feet, Cold Resistance 10, and Hide in Plain Sight. It's normally a +0 or +1 ECL, depending on the powers of the base creature.

RPG Superstar 2010 Top 32

Set wrote:

Void Domain

Dieties: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing yourself into the night sky and calling down the horrors that live between the stars.
Void-Walker’s Grace (Su): You gain a bonus to saving throws versus mind-affecting effects and cold damage equal to ½ your cleric level (minimum +1), as well as a similar bonus on acrobatics checks to avoid falling damage, fortitude checks to avoid damage from environmental cold and to hold one’s breath. As a standard action, you can confer these bonuses to another creature with a touch for one minute.
Void-Dancer’s Wings (Su): At 8th level, you become immune to suffocation and damage from environmental cold, and when you cast a prepared Domain spell of fly or overland flight upon yourself, the duration becomes 24 hours.
Domain Spells: 1st – feather fall, 2nd – levitate, 3rd – fly, 4th – lesser planar binding, 5th – overland flight, 6th – planar binding, 7th – reverse gravity, 8th – greater planar binding, 9th – gate.

Scalykind looks good, but Void has issues.

Void-Walker's Grace works oddly. It's a bunch of random themed bonuses, but it's a lot to keep track of (I count five conditional bonuses there) and has some weird interactions (you're resistant to cold, but only cold that gives you a saving throw?). Endure Elements already covers most of this, so just give always on Endure Elements with regard to cold, maybe? Also, you have no limit on the touch, so as long as the party doesn't mind the void cleric feeling them up every so often it's always on.

Void-Dancer's Wings is INCREDIBLY powerful. You've bumped always-on flight up to level 9, and given it to a class that normally doesn't have Fly at all. Considering always-on flight is normally a level 15 bloodline/specialization power for wizards and sorcerers and those are classes that normally get Phantom Steed and Overland Flight, I think this needs some reconsidering. Immunity to suffocation is probably big enough.

Also, I seriously don't know what theme you have going on that involved binding demons. Maybe limit it to chaotic outsiders/Far Realm stuff/fiendish aberrations or something?

The spells are all really good in pretty much any game (unless you just ignore the Binding spells like many groups), and all of them are non-cleric spells. On top of this, the spells don't have any tools to let the rest of the party participate in a Far Realm/void-with-scary-stuff themed game until Gate. Plane Shift, Etherealness, and/or Endure Elements all get the party into that game. There's also a lack of crazy stuff; is this space themed or otherworldly horrors themed? If it's the latter, consider Word of Chaos, Confusion, or Insanity.

Liberty's Edge

I like them :) any chance of seeing the creation domain from the campaign setting being converted as well?

Dark Archive

A Man In Black wrote:
Void-Walker's Grace works oddly. It's a bunch of random themed bonuses, but it's a lot to keep track of (I count five conditional bonuses there) and has some weird interactions (you're resistant to cold, but only cold that gives you a saving throw?).

I agree, and earlier feedback did as well.

That was replaced in the later version (about four posts up?) with;

Quote:
Creature of the Void (Su): As a full round action, you summon a small grotesque mass of nightmare from the void between the stars within 30 feet of you. It strikes a single target as a ranged touch attack, dealing 2d6 points of nonlethal damage plus your wisdom modifier. Anyone struck by the creature must make a Will save (DC 10 + 1/2 cleric level) or become shaken for 1d4 rounds.
A Man In Black wrote:
Void-Dancer's Wings is INCREDIBLY powerful. You've bumped always-on flight up to level 9, and given it to a class that normally doesn't have Fly at all. [snip] Immunity to suffocation is probably big enough....

As an 8th level Cleric Domain ability, Immunity to suffocation would be pretty junky, IMO. Perhaps the ability to auto-Extend Domain-cast Fly and Overland Flight on onself only?

As for the spells, they are taken straight from Gods & Magic, so the theme of travel and calling is already built-in. I just gave it some Domain powers that suited that theme.

Thanks for the feedback!

Dark Archive

Wildfire142 wrote:
I like them :) any chance of seeing the creation domain from the campaign setting being converted as well?

I didn't even notice that it hadn't been updated! It is awfully similar to Artifice, so it might be fun to come up with a different enough Creation domain to make it worth it.

Dark Archive

First thoughts on a Creation Domain upgrade to Pathfinder. The Creation Domain is OGL, which makes it eminently pillagable.
.
.
.
.
.
Creation Domain
Dieties:
Granted Powers: You have developed a powerful connection to the forces of creation itself, allowing you to form objects within your grasp. The duration of any conjuration (creation) spells you cast are treated as if your caster level was +2.
Creation’s Craft (Su): As a full-round action you can create an item within your grasp similar to the effects of minor creation, but limited to a single item with a weight in pounds no greater than your Wisdom modifier + 1 lb. per Cleric level. As with minor creation, complex items may require a Craft check to properly form. You can have no more than one such item in existence at a time, and the item disappears at the end of any round in which it leaves your grasp or possession (otherwise, the duration is permanent). The item can be made of vegetable matter (plant, fibers, leaves, etc.), or bone, chitin, hide, fur or cloth. Items of stone or metal cannot be created with this ability, and, regardless of Craft skill, you cannot make a Masterwork item with this ability, nor use any such created material as a spell component. Items crafted cannot be inherently dangerous, including venomous, disease-ridden or caustic nature, although a weapon (such as a longbow or quarterstaff) can be crafted in this manner. If an item created in this manner is damaged or separated, the entire item dissolves at the end of that round, making it unusable for the creation of foodstuffs (as any bite taken from the whole destroys the entire item).
Craftsmaster (Su): At 8th level, you become able to conjure up items of metal or stone with your creation’s craft, and the item created can be Masterwork, assuming that your Craft check is successful. You can also create food and water sufficient to satisfy your own requirements (even if you have already used this ability to fashion a weapon or tool), although you still cannot use this ability to create food or water for others, as the material vanishes at the end of any round in which it leaves your person. The weight of items you can create doubles, and you can have multiple objects in existence at one time, or conjure complex objects of separate components (such as a lantern filled with oil), so long as the total items created does not exceed weight in pounds equal to twice your cleric level plus Wisdom modifier.
Domain Spells: 1st – mount, 2nd – minor image, 3rd – create food and water, 4th – minor creation, 5th – major creation, 6th – heroes’ feast, 7th – permanent image, 8th – greater shadow conjuration, 9th – shades.

Dark Archive

Creation, Mind, Scalykind, Void (and Metal and Wood) Domains updated on my site.

An optional way to handle the Void-Dancer's Wings granted power might be to allow the Cleric to break up the duration of any fly or overland flight Domain spell he casts upon himself to use it in smaller increments of 1 minute (or 1 hour) at a time, so that he can nurse a single casting throughout the day, with care. It would be similar to how many Domains give the ability to use 1 round of some ability now, and another round of it later, only being limited to Domain spells he has cast upon himself (but having a much higher potential duration, as the spells are measured in minutes / level and hours / level, respectively, with him being only able to break them up in clumps as small as 1 minute or 1 hour, instead of using a round here and a round there).

Liberty's Edge

I like you take on the creation domain, all domains snagged for my home games :)

Dark Archive

Wildfire142 wrote:
I like you take on the creation domain, all domains snagged for my home games :)

Thanks! The granted powers just sort of made sense to me, and swapping out create water, true creation and genesis for mount, greater shadow conjuration and shades fit with the already-present 'illusion/creation' theme (started with spells like minor image and permanant image).

Mount may not have fit as well into the theme, but giving the Creation domain create water as a 1st level Domain spell just seemed mean.

With create food and water and heroes' feast, it was already feeling kind of like a luxury/convenience Domain of sorts, so throwing in a riding horse just fit the decadence.

Oy. I'm trying to discipline myself to do the formatting right, italicizing the spell names and stuff, but it's so darn annoying. :)

RPG Superstar 2010 Top 32

Set wrote:

As an 8th level Cleric Domain ability, Immunity to suffocation would be pretty junky, IMO. Perhaps the ability to auto-Extend Domain-cast Fly and Overland Flight on onself only?

As for the spells, they are taken straight from Gods & Magic, so the theme of travel and calling is already built-in. I just gave it some Domain powers that suited that theme.

I'm not feeling the theme, here. I don't know what the Bindings are for and I don't see what flight has to do with anything, so I have trouble giving more-specific advice. Since you're redoing the powers anyway there's no reason you can't start from scratch and decide on a theme then adapt all of the domain to it.

If you're married to the spells, aim low on the domain powers because the domain spells are all out-of-class and really good (except Feather Fall).

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Scalykind and Void Domains for PFRPG All Messageboards

Want to post a reply? Sign in.