
Arevashti |

As some of you already know, I'm currently at work on a Pathfinder-compatible campaign setting. And as it just so happens, I need work with two domains that will be available to clerics.
First, we have the Justice domain, a creation of my own. As it stands, the granted spells are as follows:
1st—remove fear, 2nd—zone of truth, 3rd—lesser geas, 4th—discern lies, 5th—mark of justice, 6th—geas/quest, 7th—discern location, 8th—binding, 9th—freedom.
The current granted ability is:
You are adept at seeking out the truth, and gain a +2 competence bonus to Diplomacy skill checks. Additionally, you treat Intimidate as a class skill.
It should probably be noted that this domain is currently exclusive to a single lawful good deity who is decidedly about justice as opposed to mere vengeance. Therefore, domain powers should be as much about determining guilt or innocence as about punishing the guilty.
The other domain with which I need help is Creation, from the SRD.
Any thoughts?
ETA: A skill change between 3.5 and Pathfinder that I'd managed to miss.

Arevashti |

Doesn't look too bad but Gather Information isn't its own skill anymore.
Okay, there's something that I missed. Did I mention that this started life as a 3.5 project? /facepalm
Thanks for catching that, by the way.
I don't know if Justice and Diplomacy are quite that linked together, but then I've been influenced by Batman.
I figured that someone's gotta play the "good cop." ("Bad cop" is covered by Intimidate.)

Arevashti |

I'm going to have to create more than a few Cleric domains for an upcoming game.....any advice on choosing abilities ?
Have you noticed any pattern so to speak ?
If first-level powers do damage, it seems to always be 1d6 + half cleric levels. If they're limited to a certain number of rounds per day, it's always 3 + Wisdom mod.
I'd figured out that there are several patterns to higher-level domain powers, depending on at what level the power is initially acquired and its exact form. But I got distracted, forgot to copy the text, and lost it.

F. Douglas Wall |

I'm thinking for a low level ability (3-5th or so) for the Justice Domain, a sort of divination ability to help gather clues. You've already got the good divination spells in the domain spell list, so I don't really have a solid suggestion there.
For higher level power, how about a smite guilty ability 1/day? It works like smite evil, but it works regardless of alignment as long as you have evidence of the target's crime.

Remco Sommeling |

1st) A bonus on sense motive equal to half your cleric level, minimum +1.
6th) armor of justice, whenever you are hit by an attack for damage you can use an immediate action to reflect half the damage back upon it's source if the attacker is within 30 feet and fails a will save 10 + 1/2 cleric level + wisdom modifier, you can use this ability once per day at 6th and one additional time per day for every 4 levels after 6th.

Arevashti |

These ideas have potential. I may have to run them past the playtest group.
Here is a related thread at RPG.net, from a while back.

Knight who says Neek! |

When I think "Justice" I would usually think the time for positive speaking (diplomacy) is over and But in terms of truth seeking, why not some CSI-criminal sorcerous investigation.
Granted abiliy at 1st: you can make a Perception roll to examine the site of a crime. But rather then looking for tracks you are looking for things that point to the perp: their height, weight, what weapon or spell they used, items of clothing they may have lost (like torn cloth) or the imprint of a sandal, perhaps the race (if a core race). Once you have a profile of the perp, you will then get a +1 to attack and damage rolls to that perp.
At 8th, this bonus increase to +1d4 to damage and +2 to attack rolls versus the target.