House Rules - Cleric Domains


Homebrew and House Rules


Here.


Mordo the Spaz wrote:

Fix choices beyond first level. Fix more flavor. Fix all domain spells off-list. Yea trolls!

Save DCs usual.

Look close! Every or exclusive!

Troll clerics spend "domain points" equal CL. {price} below. Exists feat "Two extra domain points" can be taken lots.

When re-spend?
- when go up level
- when pray hour in temple/shrine where clergy work/live full-time
- when deity wants (GM say, "In dream told when first step into evil tomb will have chance re-spend.")

Ancient Troll Lore wrote:

EARTH DOMAIN - TROLL VERSION

(Was Earth with Caves, Metal, and Radiation subdomains.)
Out-of-Combat Abilities
{1} Knowledge (Dungeoneering) becomes a class skill. If already a class skill, gain a +2 insight bonus on that skill.
{1} Receive Skill Focus (Knowledge (Dungeoneering)) as a bonus feat.
{2} Gain the ability to speak Terran.
---
{1} Gain a +1 insight bonus on Perception, Knowledge (Geography), Stealth, and Survival when underground.
or
{3} Gain the Ranger's Favored Terrain (Ex) ability with the Underground terrain. This does not make you eligible when feats, items, or abilities might grant additional favored terrains. This does make you eligible when feats, items, or abilities modify an existing favored terrain bonus.
Sensory/Movement Abilities
{1} Earth Sight (Su): Add the following spells to your spell list: detect metal (1st), detect secret doors (1st)
{4} Wall Movement (Su): Add the following spells to your spell list: spider climb (2nd), earth glide (4th), passwall (5th)
---
{1} Lesser Tremorsense (Su): Gain tremorsense 5'.
or
{6} Minor Tremorsense (Su): Gain tremorsense 10'.
or
{12} Major Tremorsense (Su): Gain tremorsense 15'.
Resistance Abilities
{2} Lesser Acid Resistance (Su): Gain resist acid 5.
or
{5} Minor Acid Resistance (Su): Gain resist acid 10.
or
{11} Major Acid Resistance (Su): Gain resist acid 20.
or
{17} Acid Immunity (Su): Gain immunity to acid.
Combat Abilities
{1} Stone Blaster (Su): Add the following spells to your spell list: stone call (2nd), stone discus (2nd)
{2} Metal Fists (Su): As a standard action, your fists become metal. For CL rounds, attacks with your fists ignore the hardness of items with a hardness of 10 or less.
{2} Irradiating Touch (Sp): As a standard action that provokes attacks of opportunity, you can irradiate any unattended object for CL rounds. You are immune, but any other creature that passes within 5 feet of it must succeed at a Fortutude save or become sickened.
{#} Acid Dart (Sp): As a standard action, attack one close-range target with a ranged touch attack dealing 1d6 per # acid damage. You must wait 1d6 rounds before using this ability again.
{#} Acid Spray (Sp): As a standard action, attack 15' cone with twice # acid damage. A Foritude save halves the damage.
{#} Rooted to Earth (Ex): When standing on solid ground, gain +# to CMD
Spellcasting Abilities
{2} Statue Gardener (Su): Add the following spells to your spell list: flesh to stone (6th), stone to flesh (6th)
{3} Metal Manipulator (Su): Add the following spells to your spell list: mirror polish (1st), heat metal (2nd), heart of the metal (3rd), major creation (metal only) (5th), wall of iron (6th), iron body (8th).
{4} Metal Blaster (Su): Add the following spells to your spell list: molten orb (2nd), pellet blast (3rd), conjure deadfall (4th), iron body (8th).
{4} Pit Maker (Su): Add the following spells to your spell list: create pit (2nd), spiked pit (3rd), hungry earth (5th), hungry pit (6th).
{5} Lesser Earth Metamagic (Su): When preparing spells with the [earth] or [metal] descriptors, you may add the following metamagic even if you do not have the metamagic feats: Consecrate Spell, Disruptive Spell, Heighten Spell, Merciful Spell.
{6} Greater Earth Metamagic (Su): When preparing spells with the [earth] or [metal] descriptors, the total metamagic applied raises the level of the modified spells one less than otherwise (minimum zero levels raised).
{CL/2} Blessing of Earth (Su): When casting spells with the [earth] descriptor, gain +1 CL, increase the saving throw DC by 1, and treat target creatures with SR as having an SR of 5 lower.
{CL/2} Blessing of Metal (Su): When casting spells with the [metal] descriptor, gain +1 CL, increase the saving throw DC by 1, and treat target creatures with SR as having an SR of 5 lower.
Domain Spells
First: magic stone or expeditious excavation or stone fist or stone shield
Second: defoliate or magic stone or soften earth and stone or tremor blast
Third: create holds (yes, a level early)
Fourth: blight or spike stones or stoneskin or volcanic storm
Fifth: wall of stone
Sixth: move earth or communal stoneskin
Seventh: elemental body IV (earth only) or rampart
Eighth: earthquake or horrid wilting
Ninth: clashing rocks or elemental swarm (earth spell only) or imprisonment or world wave (earth only)

I went ahead and copied your post over here so we can discuss this further. I like this, it is very interesting.

Verdant Wheel

That's just it. Subdomains!

What if each Domain had a couple lesser powers to choose from (at 1st and 4th), a couple greater powers to choose from (at 8th, 12th, 16th), and a capstone (20th)?

These powers already exist because we could just pool all powers under Domains and associated Subdomains under the same umbrella.

now, for each (expanded) Domain, two skills and one forbidden spell (at least) for each level (0th-9th), and we could make a little steam.

Example: Fire

Spoiler:

Fire
Skills: Survival, Escape Artist
Lesser Powers: Fire Bolt, Fire Resistance, Cloud of Smoke (APG/Smoke)
Greater Powers: Wall of Ash (APG/Ash)
Capstone: You may use Fiery Body (APG) at will as a spell-like ability (new)
Forbidden Spells: Create Water, Bless/Curse Water, Obscuring Mist, Holy/Unholy Ice Weapon (ACG), Water Breathing, Water Walk, Ride the Waves (UM), Communal Water Walk (UC), Control Water, Life Bubble (APG), Holy/Unholy Ice (UM), Cold Ice Strike (UM), or any spell with the [water] or [cold] descriptor.

...

sorry Mordo. I can't go that in-detail.


I like the idea of forbidden spells. But what if you're a Cleric, and you took the Water domain too? Would that cancel out the forbidden spells?


Is there a deity that grants both fire and wate as domains?


Well, maybe not an official one. But Aang the God of Avatars has the Air, Earth, Fire and Water domains. It could happen in homebrew.

But to make another point, surely there is a deity out there who would have two domains in which the forbidden spells cancel each other out. Maybe not Fire and Water, but certainly Death and Life.

This is almost like the Cleric counterpart to Sin Wizards. Which is pretty awesome if you think about it.


Overall this seems like a giant boost to clerics, which they don't need.


Agreed, but I imagine that like a Sin Magic Wizard, a Cleric using the Expanded Domains would give up something (in addition to the forbidden spells). It's an interesting theory that I wouldn't mind seeing turned into an archetype.

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