Cleric of Desna Question


Advice


So in the game I run, one of the PCs is a cleric of Desna. Said PC has discovered an item that I want to have slowly become better over time (its a holy symbol). The idea is for it to slowly unlock more abilities as the cleric continues to follow the path of Desna (and levels up of course).

The question is, what would be some cool abilities to grant the PC that are also in character? They don't necessarily need to be powerful, just things that seem to fall in line with a cleric of Desna. (I mean I get that more healing or a boost to Wis, etc., is always good for a cleric, but was wondering what ideas you all had for stuff that would be particularly cool for this PC). And yes, I know that cool is in the eye of the beholder. :)

Thanks in advance!

Silver Crusade

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Perhaps something that plays into the Luck or Travel Domain, which most Clerics of Desna take.

Something that generates difficult terrain is great for a Travel Domain cleric, as it sets up a situation where foes are hindered and PC is not. Agile Steps. Foes will be denied the 5' step, which can be huge or trivial depending on party tactics. Potions of Featherstep to allies are a thing. This might be how Desna's wrath manifests.

How about , "Once per day the cleric may enhance the Bit of Luck ability of the Luck Domain. Once per day this luck last TWO full rounds instead of only ONE round." This is situational but can be quite effective. This fits with an enhanced Desna holy symbol as an early or or initial power.


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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

having it act as a phylactery of positive channeling would be cool. Just remember, since it isn't slotted it would be valued as twice as much.

A summon monster like spell that summons a giant butterfly or swarm of butterflies.

Acting like a stone of good luck

Magic missile like effect with a shooting star visual

Planar travel or planar adaptation abilities


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-Luck bonus to saves. +1 to one save at first. Then another. Then another.
-Extra use of the domain power Bit of luck. OR another domain power.
-Able to burst in to a kaleidoscope of butterflies á la the Raven's Flight spell.
-Always have safe dreams. +10 to perception checks while sleeping, immune to Nightmare spells and similar effects.
-Use summon monster III to summon a star monarch 1/day.
-Cast sleep or Deep slumber 1/day
-Never get lost while travelling under the stars.
-Reroll a natural 1 1/day.
- x times per day invoke the power of Desna to get a +x luck bonus to a skill check/save/what ever as a swift/move/immediate action.
-Sacred bonus to Perform(Dance) and Perform(Sing)
-Cast one domain spell 1/day. GM picks. Or maybe have the player pick.
-Can use the symbol as a masterwork starknife. May improve with levels.
-Heal double the normal amount with rest. Heal ability damage quicker with rest. Heal ability drain with rest.


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Channeling Feats like:
*Alignment Channel -Channel energy can heal or harm outsiders
*Turn Undead -Channel energy can be used to make undead flee
*Blazing Channel -Undead that fail their saving throw vs. your Turn Undead catch on divine fire (like the divine damage from flame strike) rather than fire.
*Channel Ray -Channel energy in a ray instead of a burst.
*Channeled Shield Wall -Enhance your shield and the shields of allies adjacent to you.
*Channel Smite -Channel energy through your attack.
*Clarifying Channel -1/day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Cha bonus (minimum +1).
*Elemental Channel -Channel energy can harm or heal elementals
*Extra Channel -Channel energy two additional times per day

...and so on. there are dozens to choose from. I'd say 1 extra Channeling Feat every 3 or 4 levels.

My questions are:
will the holy symbol become intelligent?
will it have a special purpose in the campaign?
as a holy relic, can it imbue the other player's items with lesser enchantments, if temporarily? The Blessing of Desna?

Take care it doesn't over-shadow the other PC's and the Player's feel left out.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

In a campaign a few years back, the players were saved from a near TPK event when the last survivor managed to bring their bodies to a temple of Desna where they were raised. Although none of the PCs were priests of Desna, I used an approach which might work for you.

The PCs could start having dreams of glorious sunsets and a moonless nightfall where the stars come out shining like beacons in the vast expanse of darkness. You prepare in advance short handouts with the dreams that you give to all the players upon awakening to a new day, with slight variations that might either confuse or inspire them. Whatever interpretation the players put on their dreams, roll with it as a campaign seed.

Also have the Desnan cleric PC suddenly discover a power (perhaps generated on a daily basis from a random list) that buffs the party once a day, starting with simple things like bless or protection from evil and working the way up. By having the item give party-buffing powers, everybody benefits and they won't feel left out from the cleric's cool beans.


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Have it give the character the benefits of the Varisian Pilgrim archetype, without the trade offs. That’s the ability to use their domain powers on other PCs, and at 8th level gives the entire party a random bonus for the day based on a Harrow card (+1 to hit, or saves, or cater level etc.)


These are excellent ideas everyone, thanks!

@I am Nemesis: I agree with being careful not to overshadow the other players. I'm slowly trying to introduce similar items to everyone. One of the other players already has one that is also helping to drive the story. Ultimately the idea is for none of the items to be overly powerful, but rather, just neat little things that provide flavor to the campaign.


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Adventurer's Armory has rules for channel foci, which are holy symbols (or items that incorporate them) with additional powers activated through uses of channel energy.

Inner Sea Gods presents many new magic items tied to specific dieties, including a half-dozen for Desna's worshipers. The cheapest (permanent) one is the cloak of the night sky, which has a handful of minor but useful powers that could easily be added one at a time to a custom holy symbol.


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Gargs454 wrote:

These are excellent ideas everyone, thanks!

@I am Nemesis: I agree with being careful not to overshadow the other players. I'm slowly trying to introduce similar items to everyone. One of the other players already has one that is also helping to drive the story. Ultimately the idea is for none of the items to be overly powerful, but rather, just neat little things that provide flavor to the campaign.

Gargs454- do your players read these boards &/or know your handle/screen-name?

if they don't i'd like to see what items your intending to give your other players? maybe we could help with those items, too.
mostly i'm curious about the party make-up; classes/races/play-style? it would help to design some truly iconic items.

Liberty's Edge

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An item that gives beautiful dreams would be very appropriate, as would one that an at-will dancing lights effect, where the dancing lights look like stars. Perhaps some type of dowsing ability, where once a day you can ask the goddess for a hint as to which direction would lead to the most wonderous (not safest, not treasure-filled, not optimal, but possibly the most interesting) adventures.


I am Nemesis wrote:

Gargs454- do your players read these boards &/or know your handle/screen-name?

if they don't i'd like to see what items your intending to give your other players? maybe we could help with those items, too.
mostly i'm curious about the party make-up; classes/races/play-style? it would help to design some truly iconic items.

They do unfortunately read the boards. :p

There is definitely a wilderness and divine theme going on in general. Not much on the brute strength side of things. Give me a bit and might be able to spoiler tag some of what's going on. ;)

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