Pathfinder 1E Pathfinder Forgotten realms


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Clifford

First Post
Ok thanks Anyway....

Drow Domain

Granted Powers: You gain Lightning Reflexes as a bonus feat.
Spiders Caress (Ex): As a Standard action, you can you can deliver a poisonous touch attack. This poison is Identicle to Medium spider venom except it has a touch vector. This poison cant be applied to weapons. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spider Shapes(Su): At 8th level, you can assume the form of a Medium monsterous spider. this is similar to the animal shapes I spell You can maintain this form for a number of rounds equal to your cleric level. these rounds need not be consecutive.
Domain Spells: 1st—Cloak Of Dark Power (Or Magic Weapon*), 2nd—Claraudiance/claravoyance, 3rd—Sugjestion, 4th—Discern Lies, 5th—Insect Plague (Flying spiders Instead of wasps), 6th—Greater Dispelling, 7th—Word Of chaos, 8th—Greater Planar Ally, 9th— Gate
* Use this spell if you dont have FRCS
 



Walking Dad

First Post
Stuff I made for my PBP (http://www.enworld.org/forum/talking-talk/264016-pathfinder-ooc-darksun-game.html):

MIND DOMAIN
Granted Powers: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess.
Mental Ward (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 Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evolving Mind (Ex): At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts†: Read subject’s memories, one question/ round.
7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.

Psionic Bloodline
Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice.
Class Skill: Knowledge (psionic).
Bonus Spells: charm person (3rd), detect thoughts (5th), telepathic bond, lesser (7th), dweomer of transference (9th), psychic turmoil (11th), mental pinnacle (13th), psychic turmoil, greater (15th), mind blank (17th), astral projection (19th).
Bonus Feats: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]).
Bloodline Arcana: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage.
Psionic Bond (Su): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal.
Psionic Resilience (Su): At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends.
Confuse (Sp): At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as confusion. These rounds need not be consecutive.
Dual Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Evolved Self (Ex): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects.
Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.
 

Clifford

First Post
Stuff I made for my PBP (http://www.enworld.org/forum/talking-talk/264016-pathfinder-ooc-darksun-game.html):

MIND DOMAIN
Granted Powers: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess.
Mental Ward (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 Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Evolving Mind (Ex): At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Rary’s Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts†: Read subject’s memories, one question/ round.
7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: As phantasmal killer, but affects all within 30 ft.

Psionic Bloodline
Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice.
Class Skill: Knowledge (psionic).
Bonus Spells: charm person (3rd), detect thoughts (5th), telepathic bond, lesser (7th), dweomer of transference (9th), psychic turmoil (11th), mental pinnacle (13th), psychic turmoil, greater (15th), mind blank (17th), astral projection (19th).
Bonus Feats: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]).
Bloodline Arcana: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage.
Psionic Bond (Su): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal.
Psionic Resilience (Su): At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends.
Confuse (Sp): At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as confusion. These rounds need not be consecutive.
Dual Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Evolved Self (Ex): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects.
Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Cool which forgotten realms god gives out the Mind domain? Im drawing a blank.
 

Clifford

First Post
Time Domain

Granted Powers:
You can manipulate the flow of time and peer into the Personal time Acceleration (Su): you can gain a bonus to your inishitive equal to 1/2 your cleric level. You can use this ability a number of times per day equal to 3+ your Wis modifier.
Change Future (Sp): At 8th level, you gain gain the ability to alter the future. Once per day You may reroll a save attack roll or skill check you just failed. This is done by momentarily peeking into the future and seeing how things turned out than trying it a different way at the last second. At 12th level you can use this power 2/day at 18th lvl you can use it 3/day.
Domain Spells: 1st—True Strike, 2nd—Gentle Repose, 3rd—Haste, 4th—Freedom of movement, 5th—Permanancy, 6th—Contingency, 7th—Mass Haste, 8th—Foresight, 9th—Time Stop.
 
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Walking Dad

First Post
Cool which forgotten realms god gives out the Mind domain? Im drawing a blank.
mind is an 'alternative' to mentalism (just check how many different Weather Domains exist). So anyone who got mentalism. I haven't the list ready now, but I remember Deep Duerra.
 


Clifford

First Post
Moon Domain

Granted Powers: You can manipulate the moon and creatures associated with The moon. You also have some command over the mental state of lunacy.
Touch Of Moonsilver (Sp): You may imbue a weapon With magical powers against shape-shifters At 1st level this weapon is the equivalent to a silver weapon. At 11th level this weapon is also bane against Shape shifters. Each day you may use this power A total number of rounds per day equal to your cleric level these rounds need not be consecutive.
Little Moon (Sp): At 8th level, you gain the ability to create an orb of moonlight at will. This is equivalent to a light spell centered on the characters hand A number of times each day equal to 3+ Wis modifier you may hurl this ball as a ranged touch attack delivering 1d6 points of damage for each 3 cleric levels the character possesses. This attack delivers double damage against Shapechangers.
Domain Spells: 1st—Fearie Fire, 2nd—Moon Beam (Or Rage*), 3rd—Moon Blade (Or Daylight* moon version) , 4th—Emotion, 5th—Moon Path (Or Feeblemind*), 6th—Permanent Image, 7th—Insanity, 8th—Animal Shapes, 9th—.Moonfire (Or Shapechange*)
* Use this spell if you don’t have FRCS
 

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