Best Cleric Domains for a single class Sorcerer?


Advice


I'm fairly new to pathfinder, and this is my first campaign. I've been playing the campaign for a few months and I'm sure of one thing at this point. My GM is an insane bastard, and has decided to make my Sorcerer OP in a number of aspects (he's made everything OP so is kinda balances out somehow). The ealrliest of these buffs was my ability to know every spell in my class list (rather than playing by class rules and only picking a few). At the moment I'm level 7, and part of my GM's crazy scheme involves having me choose between gaining druid spells or cleric spells. If I choose cleric spells I get to pick four domains, and recieve the ability of those domains as if I were worshiping a god. My major concern is that most of the spells in these domains are just sorcerer spells adapted to clerics, and I'll just get them anyway.
So to sum up my question I need help choosing four cleric domains that have unique non-sorcerer spells, and abilities that are benefical to a sorcerer.

Thanks in advance for any support.

(There are a lot of other ridiculous things in this campaign, so some ideas might be struck down on account of ridiculous buffs.)


Healing for breath of life/cures? Glory/heroism for the heroic aura. Travel for boosted speed if desired. Luck to roll again. Those are the ones i remember offhand.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Let's just turn up the volume shall we?

Volume: ▁ ▂ ▃ ▄ ▅ ▆ █ 10,000 % (It's over 9,000!)

I have no words for the insanity that can come from this. With that much power I don't think it much matters what you will pick, and without exact details on what other balance altering alterations your insane bastard of a GM intends to implement, we can't realistically offer good advice on the matter.

Good luck. It's been my experience that games that deviate THAT far from the base rules are most often short lived. I hope you have a blast while it lasts.

BLOW THE SPEAKERS! BLOW IT ALL UP!!!

Scarab Sages

Umm, yah. This is crazy.

That Said, Travel for boost to Speed.
Eagle for a boost to your ranged attacks and a Familar.
Cave for Termorsense
Flotsam for any item you ever wanted from a pool of water


Ravingdork wrote:

Let's just turn up the volume shall we?

Volume: ▁ ▂ ▃ ▄ ▅ ▆ █ 250 %

I have no words for the insanity that can come from this. With that much power I don't think it much matters what you will pick, and without exact details on what other balance altering alterations your insane bastard of a GM intends to implement, we can't realistically offer good advice on the matter.

Good luck. It's been my experience that games that deviate THAT far from the base rules are most often short lived. I hope you have a blast while it lasts.

BLOW THE SPEAKERS!!!

I've been playing for around 4 months, and we're only 75% through with the first arc. He's planned 11 arcs.

The campaign is insanity, but still fun. Our cleric is still somehow chaotic neutral even though he's done horrible things (sat in the town square eating a box of live kittens, murdering 9 orphans in front of a group of villagers, putting rare quest items in his ass, etc...)
Our bard was OP in the early game, and so he would just tackle enemies and rape them to death (NOT A METAPHOR).
Our warrior is a pro at s##! rolls. He once managed to get three 1's in a row followed by a two. (Yes he is bad at rolling all the time).
All the players are OP, but the enemies are even more so (just trust me).

I could write a nice book with all the crazy s+@& I've seen in the campaign.


Eating live kittens, murdering orphans, and raping people to death? What is your group either all 13 years old or all in the state prison?

Travel, Heroism, Luck, Feather


EsperMagic wrote:

Eating live kittens, murdering orphans, and raping people to death? What is your group either all 13 years old or all in the state prison?

Travel, Heroism, Luck, Feather

I'd say the average age of our group is around 18. I'm fairly sure that every group member has some sort of mental abnomality, and I would not be surprised in the least if one of us were arrested. In fact I'd bet money on one of us being arrest (I'd put it on the GM).

Scarab Sages

greenguy wrote:


I'd say the average age of our group is around 18. I'm fairly sure that every group member has some sort of mental abnomality, and I would not be surprised in the least if one of us were arrested. In fact I'd bet money on one of us being arrest (I'd put it on the GM).

Ah, memories.


greenguy wrote:
EsperMagic wrote:

Eating live kittens, murdering orphans, and raping people to death? What is your group either all 13 years old or all in the state prison?

Travel, Heroism, Luck, Feather

I'd say the average age of our group is around 18. I'm fairly sure that every group member has some sort of mental abnomality, and I would not be surprised in the least if one of us were arrested. In fact I'd bet money on one of us being arrest (I'd put it on the GM).

Now I'm afraid to recommend the Destruction domain or Murder and Torture subdomains.


Master of the Dark Triad wrote:
greenguy wrote:
EsperMagic wrote:

Eating live kittens, murdering orphans, and raping people to death? What is your group either all 13 years old or all in the state prison?

Travel, Heroism, Luck, Feather

I'd say the average age of our group is around 18. I'm fairly sure that every group member has some sort of mental abnomality, and I would not be surprised in the least if one of us were arrested. In fact I'd bet money on one of us being arrest (I'd put it on the GM).
Now I'm afraid to recommend the Destruction domain or Murder and Torture subdomains.

That made me laugh a little bit. Not because it's a legitimate concern, but because you believe that any spell those domains contain is more dangerous than the mentality of my team mates.


Liberation is always very nice to have, works very well when against enemies that can grapple...

Liberation Domain:

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Protection as it gives bonuses you would normally need to spend cash for...

Protection:

Protection Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Any of the four elements because you gain resistance and then finally immunity.

Healing is nice as are both the associated subdomains

Good luck.

Scarab Sages

You don't take Domains for spells, you take them for granted powers. And on that point, you may want to see if you can take some inquisitions instead of domains. They don't give spells, but they have very good granted powers.


Imbicatus wrote:
You don't take Domains for spells, you take them for granted powers. And on that point, you may want to see if you can take some inquisitions instead of domains. They don't give spells, but they have very good granted powers.

Exactly.

If you are gonna completely break the system why not push for the gold standard. :D


The Thing from Beyond the Edge wrote:
Imbicatus wrote:
You don't take Domains for spells, you take them for granted powers. And on that point, you may want to see if you can take some inquisitions instead of domains. They don't give spells, but they have very good granted powers.

Exactly.

If you are gonna completely break the system why not push for the gold standard. :D

I asked him.

He said no inquisitor stuff.
Sometimes he actually is concerned about being OP.


Easy, get Animal and boon companion if you need it, your rules are... different, so you can have an Animal Companion - may as well have an extra attack or two!

Then Liberation as mentioned above.

Then Protection and Luck


greenguy wrote:
The Thing from Beyond the Edge wrote:
Imbicatus wrote:
You don't take Domains for spells, you take them for granted powers. And on that point, you may want to see if you can take some inquisitions instead of domains. They don't give spells, but they have very good granted powers.

Exactly.

If you are gonna completely break the system why not push for the gold standard. :D

I asked him.

He said no inquisitor stuff.
Sometimes he actually is concerned about being OP.

Excuse me while I find this hilarious.


Lyee wrote:
greenguy wrote:
The Thing from Beyond the Edge wrote:
Imbicatus wrote:
You don't take Domains for spells, you take them for granted powers. And on that point, you may want to see if you can take some inquisitions instead of domains. They don't give spells, but they have very good granted powers.

Exactly.

If you are gonna completely break the system why not push for the gold standard. :D

I asked him.

He said no inquisitor stuff.
Sometimes he actually is concerned about being OP.
Excuse me while I find this hilarious.

It gets better. in our latest session our cleric got in a fight with a level 25 npc, and won.

He's level 7.


You guys should play GURPS Supers if you want to play at that power level.

Sovereign Court

Ah, this is just stuff new people need to get out of their system. Don't judge it, enjoy it!

As for domains, I'd say Travel, Liberation, Luck and Protection.

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