Godling / domain recommendation.


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I currently running an infernal Sorcerer who will soon be making the jump to Godling Prestige class from Super genius.

I'm REALLY torn on what Domains to take... We're restricted to the Core book... but I've never really done ANYTHING with Divine casters, and I'm sure I'm missing something Awesome.

Basically for those who don't know... You get the 'Domain Powers' but you don't get any of the spells (unless you take them under the equivalent of Rogue talents)

So... my question is, Without actual CLERIC levels... What are the best/most useful Domains out there?

It seems at first glance they are all pretty limited if you don't plan on gaining Cleric levels...

Scarab Sages

phantom1592 wrote:

I'm REALLY torn on what Domains to take... We're restricted to the Core book... but I've never really done ANYTHING with Divine casters, and I'm sure I'm missing something Awesome.

[snip]
It seems at first glance they are all pretty limited if you don't plan on gaining Cleric levels...

One design drawback of the Godling prestige class is that it's not spellcaster friendly, so I advise caution in taking it for a sorcerer. You might be better off picking up the Genius Guide to Mystic Godlings and (if allowed) rewriting the character as an eldritch godling from the start, or just using the Spark of Divinity, Extras Talent and Godling Spell feats to earn godling powers.

However, to address your original question, there are still some great powers with domains, just not many combat-effective ones by the time you're taking a PrC. Artifice's 1st level power can be useful. So can Chaos', but it may not match your character concept. Community's power is useless for healing, but nice to remove the fatigued, shaken, or sickened conditions. darkness can be helpful. Destruction, if you fight with a melee weapon much (that depends a lot on your sorcerer build).

Evil is nice if you have a lot of [evil] spells. Glory is nice for a negotiator. Healing gets you some ability to make the real cleric conscious so HE can heal YOU. Knowledge can be useful if you haven;t bought many Knowledge skills. Law is a great buff effect for friends who roll badly. Luck is always useful. Travel is actually pretty good if you can't fly yet. Trickery starts at least mildly useful early on, and gets more so as you gain levels.


I'm partial to the new Monkey Domain for Druids.
Monkey Familiar and some good bonuses.

Scarab Sages

Realmwalker wrote:

I'm partial to the new Monkey Domain for Druids.

Monkey Familiar and some good bonuses.

I'd also recommend looking at the Inquisitor domains from Ultimate Magic, since they are designed for classes that get domain powers, but not domain spells.

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