StickPerson
First Post
Hello All,
I've been lurking off and on for a couple months, mainly to keep up with the latest rumors on 4E, and I really like the community here, lots of smart creative people. So greetings!
Anyway, I'm DM'ing a 3.5 campaign, it’s kind of a classic dungeon crawl/uncover the mystery type adventure. I'm attempting to inject some elements of horror from Heroes of Horror and also trying to give it a bit of creepy Cthulhu feel... ancient elder gods and the like beyond the planes of existence type thing.
So one of my players wants to dip a level or two of cloistered cleric to get in touch with the dark side a bit. I'd like him to take the dream and madness domains, since those themes play well into the adventure. My player came up with his own take on the granted abilities. I really like his ideas as they are very evocative and flavorful, but would like some feedback and suggestions on whether or not they seem balanced.
Anyway, here they are:
Dream Domain:
WakingTrance:
The caster is able to enter into a lucid trance, and gain deep understanding and knowledge through passage into this state. The trance can be taxing on the user and generally should be used sparingly, but great insight can be gained through its use. Essentially, you may take 1d6 nonlethal damage to use your Concentration roll in place of your normal roll for a Bardic Knowledge/Lore check. For every additional 1d6 nonlethal damage you take, you may gain a +1 bonus to your roll. While in this state, you are considered dazed.
At the DM’s option, visions may be forced on the character through this power, granting limited prophetic ability. The visions can be of objects, events, places or people...in the past, present, or future. They are rarely ever detailed or direct when they come on.
The visions tend to be stronger, more detailed, and more specific based on the character’s proximity to the source and the intensity of the connection (generally based on location, time from/until event, degree of trauma, and degree of connection to the character/character’s goals).
These forced visions do not inflict nonlethal damage, but they do daze the character for the duration of the vision. The character may try to focus on these visions to pick additional info or gain greater clarity with a successful Bardic Knowledge/Lore check.
Madness Domain:
DarkWhispers:
The caster hears voices and they guide his actions, providing him with some benefits, but also a measure of distraction and paranoia as the voices aren’t always in agreement. The character gains a +4 on all saves against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Consequently, this power imposes a -2 modifier on all wisdom-based skills. The power can be subdued with a successful concentration roll, DC 15 + the caster level.
Any input anyone can give will be greatly appreciated. Thanks!
I've been lurking off and on for a couple months, mainly to keep up with the latest rumors on 4E, and I really like the community here, lots of smart creative people. So greetings!
Anyway, I'm DM'ing a 3.5 campaign, it’s kind of a classic dungeon crawl/uncover the mystery type adventure. I'm attempting to inject some elements of horror from Heroes of Horror and also trying to give it a bit of creepy Cthulhu feel... ancient elder gods and the like beyond the planes of existence type thing.
So one of my players wants to dip a level or two of cloistered cleric to get in touch with the dark side a bit. I'd like him to take the dream and madness domains, since those themes play well into the adventure. My player came up with his own take on the granted abilities. I really like his ideas as they are very evocative and flavorful, but would like some feedback and suggestions on whether or not they seem balanced.
Anyway, here they are:
Dream Domain:
WakingTrance:
The caster is able to enter into a lucid trance, and gain deep understanding and knowledge through passage into this state. The trance can be taxing on the user and generally should be used sparingly, but great insight can be gained through its use. Essentially, you may take 1d6 nonlethal damage to use your Concentration roll in place of your normal roll for a Bardic Knowledge/Lore check. For every additional 1d6 nonlethal damage you take, you may gain a +1 bonus to your roll. While in this state, you are considered dazed.
At the DM’s option, visions may be forced on the character through this power, granting limited prophetic ability. The visions can be of objects, events, places or people...in the past, present, or future. They are rarely ever detailed or direct when they come on.
The visions tend to be stronger, more detailed, and more specific based on the character’s proximity to the source and the intensity of the connection (generally based on location, time from/until event, degree of trauma, and degree of connection to the character/character’s goals).
These forced visions do not inflict nonlethal damage, but they do daze the character for the duration of the vision. The character may try to focus on these visions to pick additional info or gain greater clarity with a successful Bardic Knowledge/Lore check.
Madness Domain:
DarkWhispers:
The caster hears voices and they guide his actions, providing him with some benefits, but also a measure of distraction and paranoia as the voices aren’t always in agreement. The character gains a +4 on all saves against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Consequently, this power imposes a -2 modifier on all wisdom-based skills. The power can be subdued with a successful concentration roll, DC 15 + the caster level.
Any input anyone can give will be greatly appreciated. Thanks!