New Domains - Craft, Justice, Moon, and Trade

SteelDraco

First Post
I put the following domains together for my campaign - they're just gaps I felt weren't adequately filled by existing domains. Craft and Trade already existed as subdomains, to some extent, but I didn't think they were sufficient. Thoughts?

Craft

Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Perfectionist (Ex): You gain a sacred bonus to all Craft checks equal to one-half your cleric level. You also gain this bonus on any Spellcraft checks to make a magic item. Any item you personally craft gains 2 points of hardness and 5 additional hit points. This bonus increases by 2 hardness and 5 hit points per five levels you possess (at 5th, 10th, etc).

Master Craftsman: At 6th level, you gain the benefits of the Master Craftsman feat with all Craft skills you possess, allowing you to duplicate the Craft Magic Arms and Armor and Craft Wondrous Item feats.

1st - crafter's fortune, 2nd - make whole, 3rd - locate object, 4th - minor creation, 5th - major creation, 6th - hardening, 7th - rampart, 8th - iron body, 9th - polymorph any object

Justice

Seeker of Justice (Su): Once per day as a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger's favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every four levels. The bonus granted by this ability increases by +2 for every eight levels.

Subduing Strike (Ex): You are trained in bringing back fugitives alive so that they make face justice. You may choose to deal nonlethal damage with a weapon without suffering the normal -4 to your attack rolls.

Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a swift action. This has two effects. First, any weapon you wield gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. Second, any damaging spell you cast is modified as if by the Merciful Spell metamagic feat. You may use this ability a number of rounds per day equal to your level. These rounds don't need to be consecutive.

1st - command, 2nd - zone of truth, 3rd - blood biography, 4th - discern lies, 5th - mark of justice, 6th - geas, 7th - sequester, 8th - discern location, 9th - soul bind

Justice Subdomain - Redemption

Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice.

Alternate spells: 1st - sanctuary, 2nd - calm emotions, 3rd - crushing despair, 5th - atonement, 9th - miracle

Justice Subdomain - Retribution

Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30' of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Subduing Strike and Take Them Alive.

Alternate spells: 1st - divine favor, 3rd - pain strike, 6th - spell turning, 7th - phantasmal revenge

Moon

Moonbeam (Su): You can project a ray of moonlight for your outstretched hand at a target within 30. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon' essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30' of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level.

1st - hypnotism, 2nd - owl's wisdom, 3rd - guiding star, 4th - moonstruck, 5th - dream, 6th - cloak of dreams, 7th - shadow walk (must be cast at night, called moon bridge by the faithful), 8th - scintillating pattern, 9th - etherealness

Trade

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%.

1st - comprehend languages, 2nd - eagle's splendor, 3rd - locate object, 4th - treasure stitching, 5th - secret chest, 6th - guards and wards, 7th - greater scrying, 8th - sympathy, 9th - miracle

Subdomain: Greed

Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30'. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman.

Alternate spells: 1st - ant haul, 2nd - retrieve item, 3rd - create treasure map, 5th - covetous aura
 

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I really feel odd commenting on things other people come up with, because it's not for me to tell you how to run your own game.

Since you asked for input, here's what I have:

Craft Domain:
-- lose one of the abilities you gain at level 1. No domain grants 2 domain power at 1st level. The "Perfectionist" ability seems much stronger, so that's probably the one that needs to go.
-- Master Craftsman is lacking a modifier (Ex would seem to be it), and it should be gained at 8th level, shouldn't it?
-- The spells gained are primarily non-cleric spells. This is a huge improvement over the spell selection in many of the other domains, which tend to include 1, 2, or 3 spells that aren't cleric spells (0 new spells if you look at the alignment domains). Craft Domain gives the cleric 8 new spells. That should be reduced significantly.

Justice Domain:
-- lose one of the abilities you gain at level 1. No domain grants 2 domain powers at 1st level. I recommend dropping Subduing Strike, since it is no way tied to the "3 + Wis" formula.
-- Seeker of Justice is WAY, way more powerful than any other level 1 ability. It's basically the Guide archetype given for free to a cleric for picking a domain. I would never pick any domain other than Justice domain, which is always a good barometer for gauging whether or not something's too powerful.
-- Might I recommend instead:
"As a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not have to be consecutive."

Moon Domain:
Moonbeam: Should be (Sp), not (Su), since it is basically spell-like attack. Making it supernatural makes it more powerful than the other level 1 domain attacks. Also, it should be +1 per two cleric levels you possess. Otherwise, you could be a level 2 cleric / level 18 anything else and still do 1d4+10 damage.
Light of the Moon: Since it's an AoE ability, I'd grant it at 8th, not 6th.

Trade Domain:
Fortuitous Businessman: Should be (Ex), otherwise it will go away in dead magic zones & antimagic fields ... is there a reason why this benefit should disappear?
 

I really feel odd commenting on things other people come up with, because it's not for me to tell you how to run your own game.

Since you asked for input, here's what I have:
Nah, I appreciate it. That's why I'm posting it, after all - that and the hope that others might find my stuff useful.

I fiddled with these a bit, based on your suggestions. Here are my revised versions. I'll comment on a few things below this.

Craft

Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. If this power is used to enhance every Craft check to produce an item, its hardness increases by 2 and it gains an additional 5 hit points. This bonus increases by 2 hardness and 5 hit points for every five cleric levels you possess (at 5th, 10th, etc). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master of Artifice (Ex): At 6th level, you gain a bonus item creation feat, either the Craft Wondrous Item or Craft Magic Arms and Armor. Once you have selected the feat, it cannot be changed. When creating items with this feat, you may use an appropriate Craft skill check in place of the Spellcraft check usually used to create a magic item.

1st - crafter's fortune*, 2nd - make whole, 3rd - locate object, 4th - minor creation*, 5th - major creation*, 6th - hardening*, 7th - refuge, 8th - discern location, 9th - miracle

Justice

Seeker of Justice (Su): Once per day as a standard action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger's favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every six cleric levels. The bonus granted by this ability increases by +2 for every cleric eight levels.

Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a standard action. Any weapon you wield while using this ability gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. You may use this ability a number of rounds per day equal to your cleric level. These rounds don't need to be consecutive.

1st - command, 2nd - zone of truth, 3rd - blood biography, 4th - discern lies, 5th - mark of justice, 6th - geas, 7th - sequester*, 8th - discern location, 9th - soul bind

Justice Subdomain - Redemption
Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice.
Alternate spells: 1st - sanctuary, 2nd - calm emotions, 3rd - crushing despair*, 5th - atonement, 9th - miracle

Justice Subdomain - Retribution
Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30' of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Take Them Alive.
Alternate spells: 1st - divine favor, 3rd - pain strike*, 6th - spell turning*, 7th - phantasmal revenge*

Moon

Moonbeam (Sp): You can project a ray of moonlight for your outstretched hand at a target within 30'. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two cleric levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon' essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30' of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level.

1st - hypnotism*, 2nd - owl's wisdom, 3rd - guiding star, 4th - moonstruck*, 5th - dream*, 6th - cloak of dreams*, 7th - shadow walk* (must be cast at night, called moon bridge by the faithful), 8th - scintillating pattern*, 9th - etherealness

Trade

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%.

1st - comprehend languages, 2nd - eagle's splendor, 3rd - locate object, 4th - treasure stitching*, 5th - secret chest*, 6th - guards and wards*, 7th - greater scrying, 8th - sympathy, 9th - miracle

Subdomain: Greed

Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30'. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman.

Alternate spells: 1st - ant haul, 2nd - retrieve item*, 3rd - create treasure map*, 5th - covetous aura*

Craft Domain
I combined the effects of the two powers. I wanted some way of making normal items crafted by a Craft-oriented cleric to be better than a normal item. Honestly, I don't see this coming up too often - how common is sundering in most games?

I fiddled with the spells at the higher levels. There were a lot of non-cleric spells, that's true - I was having trouble filling up the higher-level slots with powers that seemed appropriate.

I also simplified the second domain ability - how I had it before was overcomplicated and didn't mesh well with most of the rest of the system.

Justice Domain
I got rid of the extra domain power and reduced the utility of the second domain power. I also toned down the first domain power somewhat, though not as much as you recommended. I intended this domain to get most of its power from the Seeker of Justice ability; that's why there's only one non-cleric spell on the list, and it's pretty limited in its utility. (Sequester - I thought of it as the best method of transporting a prisoner. They're immune to being found through most magic, are comatose, and can't be seen unless you know where they already are. Since an unconscious creature is always considered a willing target, I figured the Justice cleric knocked out his target, restrained them, Sequestered them, and threw them in the back of a wagon.)

Back on topic, I'm playing a ranger with the Guide ability right now. It is a useful power, no doubt. I've made the Seeker of Justice power a standard action - a lot of the time I'm not sure I'd use it if I had to give up a full round of arrows to do it. I also slowed down the progression a bit. I'm considering adding some text to the effect of needing the target to be a sentient creature and committing a crime that the cleric knows about in order to be targeted by this ability. What do you think of that idea?

Moon Domain
This domain actually has a crazy number of non-cleric spells, I hadn't realized that. It doesn't strike me as overpowered, just somewhat unfocused. The moonbeam power is pretty generic, and by the time you get it, the ability to make weapons magic and silver isn't all that fantastic.

There are several powers in the core domains that aren't granted at 8th level - several get powers at 6th instead. I put this one at 6th just because it doesn't strike me as very useful on a regular basis.

Regarding not noting cleric level - I was under the impression that "level" in the description of a class ability was assumed to refer to level in that class. If I had been intending how you interpreted it, I would think I'd have to say "character level", which specifically means the sum of all class levels.
Trade Domain
I actually figured Fortuitous Businessman wouldn't work in a magic-dead area, since it represents the cleric's deity indirectly intervening on his behalf. Business opportunities all work out well, you get more lucky breaks than most, and merchants just happen to remember something you're looking for deep in the back room.

Once again, thanks for commenting on this stuff. Your thoughts were very helpful, and I like the revised domains quite a bit more.
 

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