Domain power clarification


Skills, Feats, Equipment & Spells


Can someone provide me an example of how one could use this power effectively and if it's a good power or not?

WORD OF TRUTH POWER 1
Casting Verbal Casting
You speak a statement you believe to be true and that is free of
any attempt to deceive through twisting words, omission, and
so on. The statement must be 25 words or fewer. A symbol of
your deity glows above your head, and anyone who sees you
and hears your statement knows that you believe it to be true.


It's situational, for example: You're accused of a crime you didn't commit, you could use this power to convince the authorities that you didn't do it.

It is highly subjective as to wether this is a 'good' power or not. The only thing can be said for sure is there are little to no combat uses.

Liberty's Edge

OR you can shoot fire out of yours hands...

Tough call.


1 person marked this as a favorite.

It's a very good power in the rather rare instances where it will come up. Due to how little you will actually get to use it, it's a bad deal compared to powers you can actually use and benefit from every day.

I feel like such situational powers should come as two or three packs, where you get several situational powers for the price of one feat / domain / whatever, allowing that expenditure of character resources to balance better against bread and butter powers like fire ray.


Yes too many situational powers which simply are much weaker than other domains. PF1 had a lot of that too. Those other domains are simply a waste of time when you had about half a dozen good ones to choose from and the other two dozen were subpar.


2 people marked this as a favorite.

In PF1 domain powers were a nice bonus, but for many domains the additional spells and spell slots were the really nice thing.

In PF2 domains have no feature besides their powers. These powers are meant to make up for the reduced number of spells per day. Having about half of them being useless or at the very least extremely situational is terrible, in my opinion.

The only reliable "power" that makes up for the loss of spells is channel energy, which of course turns you into a healbot.

I really think domain powers need to be vastly improved on average. At the very least the level 1 powers should all be made useful enough to use them multiple times per day.


I would certainly prefer to have passive or otherwise non-spellpoint abilities added back to domains, yes. Which of course is another good way of balancing the situational powers, by giving them much better secondary abilities, while domains with strong powers like Fire Ray get the lesser or more situational secondaries.


1 person marked this as a favorite.
Blave wrote:

In PF1 domain powers were a nice bonus, but for many domains the additional spells and spell slots were the really nice thing.

In PF2 domains have no feature besides their powers. These powers are meant to make up for the reduced number of spells per day. Having about half of them being useless or at the very least extremely situational is terrible, in my opinion.

The only reliable "power" that makes up for the loss of spells is channel energy, which of course turns you into a healbot.

I really think domain powers need to be vastly improved on average. At the very least the level 1 powers should all be made useful enough to use them multiple times per day.

Couldn't agree with you more here. This could definitely use a re-work.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Player Rules / Skills, Feats, Equipment & Spells / Domain power clarification All Messageboards

Want to post a reply? Sign in.
Recent threads in Skills, Feats, Equipment & Spells