Cleric of Gozreh.. Which Domains?


Pathfinder First Edition General Discussion


Hi there, I'm making a Cleric of Gozreh and was wondering if I might get some input on which Domains to take.. options are:

Air
Animal
Plant
Water
Weather

The campaign will be in a coastal city and I'm the party's main healer. I don't know many other details.

Thanks in advance!


I'd go for Water and Animal.

Plant may simply not work in the urban environments.

Water gives you options if you are on a ship, in sewers or in towns.

Air and Weather double up with Water too much.

Animal gives you the chance remove animal threats or summon animal allies, either way this is handy.


Blake Ryan wrote:

I'd go for Water and Animal.

Plant may simply not work in the urban environments.

Water gives you options if you are on a ship, in sewers or in towns.

Air and Weather double up with Water too much.

Animal gives you the chance remove animal threats or summon animal allies, either way this is handy.

That makes pretty good sense to me. I was concerned about the level of duplication in the bonus spells for sure.

What, in your opinion, puts Water above Air or Weather?


Bumping this up to hopefully get a couple more opinions. Thanks!

Dark Archive

Air - not in love with the domain powers *or* the spell options.
Animal - potentially awesome domain power, and halfway decent spell options.
Plant - meh domain powers, but nice useful spell options.
Water - see Air.
Weather - neat domain powers, some interesting spell options at the higher levels.

I'd go either Animal / Plant or Animal / Weather, and, in either case, come across as a kinda/sorta Druid, with an animal companion and either calling lightning (via spell and / or Storm Lord) or taking advantange of excellent spells like entangle, barkskin and wall of thorns. (Barkskin on the animal companion could also help mitigate the generally low ACs of such critters, although you'll still be levels behind an actual Druid companion, barring a Feat or Trait that boosts such things.)

Air and Water, considering their former utility in 3.5, when you could use them to rebuke / command / turn *dragons* (as well as other Air / Water / Fire / Earth subtype creatures, such as Elementals, Mephits, etc.) are particularly unexciting domain choices. All of the Pathfinder Elemental Domains follow the 'generic blast, elemental immunity' formula, which makes them a tad uncreative, although you could talk to your DM about substituting a power for a different ability of similar value.

For example, variant Air Domain. Same spells, but replace Lightning Arc with;

Wind's Wrath (Sp): As a standard action, you can generate a sudden rush of wind to strike a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting the target as a Bull Rush from a target with a CMB equal to 10 + your Wisdom modifier + ½ your Cleric class level. You can use this ability a number of times equal to 3 + your Wisdom modifier.

And replace the electrical resistance with some sort of feather fall / fly ability usable for X rounds / day called Walker on the Winds or something.

That would make the 'Air' powers feel more 'airy' and less electrical, for instance, and something similar could be done for Water, if you want Domain powers that actually have something to do with *water* and not Cold/Ice.


Set wrote:

Air - not in love with the domain powers *or* the spell options.

Animal - potentially awesome domain power, and halfway decent spell options.
Plant - meh domain powers, but nice useful spell options.
Water - see Air.
Weather - neat domain powers, some interesting spell options at the higher levels.

I'd go either Animal / Plant or Animal / Weather, and, in either case, come across as a kinda/sorta Druid, with an animal companion and either calling lightning (via spell and / or Storm Lord) or taking advantange of excellent spells like entangle, barkskin and wall of thorns. (Barkskin on the animal companion could also help mitigate the generally low ACs of such critters, although you'll still be levels behind an actual Druid companion, barring a Feat or Trait that boosts such things.)

Air and Water, considering their former utility in 3.5, when you could use them to rebuke / command / turn *dragons* (as well as other Air / Water / Fire / Earth subtype creatures, such as Elementals, Mephits, etc.) are particularly unexciting domain choices. All of the Pathfinder Elemental Domains follow the 'generic blast, elemental immunity' formula, which makes them a tad uncreative, although you could talk to your DM about substituting a power for a different ability of similar value.

For example, variant Air Domain. Same spells, but replace Lightning Arc with;

Wind's Wrath (Sp): As a standard action, you can generate a sudden rush of wind to strike a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting the target as a Bull Rush from a target with a CMB equal to 10 + your Wisdom modifier + ½ your Cleric class level. You can use this ability a number of times equal to 3 + your Wisdom modifier.

And replace the electrical resistance with some sort of feather fall / fly ability usable for X rounds / day called Walker on the Winds or something.

That would make the 'Air' powers feel more 'airy'...

Thanks a ton.. that was very helpful. I really like the idea of potential alternate powers.

I actually really like the non-lethal aspect of the Weather domain's power (as it gives another option in combat if, say, you need to interrogate an enemy and you know they are low on health), and then there's the nice little bonus of the -2 to attack in the next round.

I'm definitely leaning Weather/Animal at this point

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