DF PDF update. Please post what needs to be included.

Leopold

NKL4LYFE
NOTE : I am going through the old .pdf with a pen and paper and making possible changes, spelling, realm additions, etc. There is a slew of typos in here and lots and lots of places I will have to have clarification just to be sure.

LRK: I will send you a .pdf with the possible changes maybe or via a doc with the proposed items changed. Everyone else is free to go ahead and contribute to this. I think with this massive update we did we can now revise this .pdf to bring us up to speed.
 
Last edited:

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Lichtenhart

First Post
I was talking abot non-standard domains, such as
War/Blades He is the Lord Of Blades
Knowledge/Artifice He is the Lord Of The Forge
Death/Spirit He is the Lord Of The Dead
Travel/Shadow He is the Lord Of Shades And Shadow
Good/Celestial He is the Pure One
Law/Justice He is the Just Lord
Knowledge/Aberrations She is the Seer Of The Bygone Ages
Earth/Water/Air/Plant He is the Forest Walker
Insect/Animal: She is the queen of the rattling races
Fungi/Plant: She is the great goddess
Fertility: She is the mother of many
Chains: He is the chained god, the living and the dead serve him
Darkness: He is the lord of pitch
Shadow: He is cloaked in shadow
Good/Hope: The Hope Of The Lost
Glamour: He is still the beautiful one

There was a thread in the old boards with all of them. Do you still have it, or a transcription?
 

We should also work on getting rules written up for what spells can and can't be cast because of the planar ban. I was going to do this, but I really don't have the time now. I'm really sorry about it. Would someone be able to write these out?
 


LRonKnieval

First Post
I can peel everything apart, no problem... but what we need is consistancy.
I suggest that we be smart about the whole thing and take the reconstruction chapter by chapter.

That way nothing gets too crazy.

So what we all need to decide is what goes into chapter 1,
and then get ourselves an updated version of it that we're all happy with. then I'll make it into a PDF file and we can move onto the next chapter.
sound ok.

What that means for the moment, is we need a nice introduction.
 

The Burned Man

First Post
The Domains Were Done Before By Draken

Hive:

Granted Powers - You can breed with any species, and your children will be born as members of the Rattling Race and will spawn in only one month.

1- Venomous Being
2- Carapace Armor
3- Spawn Vermin
4- Summon Monster IV (Vermin only)
5- Dominate Vermin
6- Royal Jelly
7- Ravenous Horde
8- Creeping Doom
9- Shapechange (Vermin Only)

Machine Domain:

Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.

0- Detect Machines/Constructs/Golems
1- Invisibility to Machines/Constructs/Golems
2- Make whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)

Spirit Domain:

Granted Power – You cast necromancy spells at +1 caster level

0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion

Shadow Domain:

Granted Power: Darkvision, you may also see normally even in magical darkness

0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird

Blood Domain:

Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)

0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.

Ecstasy Domain:

Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.

0 - Prestidigitation
1 - Hypnotism
2 - Hypnotic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:

Granted Power: You are knowledgeable with bladed weapons; you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take free exotic weapon proficiency for a bladed weapon.

0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight

Celestial Domain:

Granted Power: You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.

0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice:

Granted Power: You may cast detect lies 1/day.

0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy

Aberrations:

Granted Power: You cast transformation spells at +1 caster level

0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:

Granted Power: You may also use psychic items.

0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm

Glamour:

Granted Power: You receive a +4 domain Bonus vs. Enchantment spells and spell-effects.

0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster

Alternate Glamour

Granted Power: You receive a +4 domain bonus vs. Illusion spells and spell-effects.

0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird

Fungi:

Granted Power: You receive a +4 domain bonus to all poison and disease saving throws.

0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler

Fertility:

Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions

0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Hero’s Feast
7 – Greater Restoration
8 – Share the pain of Birth – wracks enemy with pain
9 – Rebirth – Heals and restores allies and damages undead

Chains:

Granted Power: Gather Information, Intimidate and Sense Motive are class skills.

0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall

Alternate Chains:

Granted Power: Weapon proficiency with one chain weapon.

0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains

Darkness:

Granted Power: You may cast Darkness 1/day as a spell like ability

0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.
 

The Burned Man

First Post
Here´s some more.... They should be ruleschecked

Hive Domain:
Granted Powers: You can breed with any species, and your children will be born as members of the Rattling Race and will spawn in only one month.
Spells:
1- Venomous Being
2- Carapace Armor
3- Spawn Vermin (http://dynamic.gamespy.com/~dnd3e/ubb/Forum2/HTML/000934.html)
4- Summon Monster IV (Vermin only)
5- Dominate Vermin
6- Royal Jelly
7- Ravenous Horde
8- Creeping Doom
9- Shapechange (Vermin Only)
New Spells: Venomous Being gives you highly poisonous saliva which you can drip on to your weapons. Enemies hit with a weapon treated with this or with a bite attack must save or be affected.
Carapace Armor: Like Barkskin, except with a different cosmetic effect.
Spawn Vermin: Follow the link.
Dominate Vermin: Like Dominate Monster except it can affect as many HD of vermin as your Hit Dice at one time and only affects vermin.
Royal Jelly: As Heroes Feast except it calls forth a great pile of Royal Jelly, the food of the Queen. Identical in all other ways.
Ravenous Horde: As Destruction except those who fail their save are devoured by invisible and ethereal insects, leaving no trace.
Shapechange: You can only turn in to vermin, though no matter what size they are they have your Hit Dice. This can result in much weaker colossal vermin or much stronger small vermin.

Machine Domain:
Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.
Spells:
0 - Detect Machines/Constructs/Golems
1 - Invisibility to Machines/Constructs/Golems
2- Make Whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)

Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Raise Dead
6 – Create Undead
7 – Resurrection
8 – Create Greater Undead
9 – True Resurrection


Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird

Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Hold Monster
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Clone
9 - Freeze Blood (Same effect as Temporal Statis)
Estascy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.
0 - Prestidigitation
1 - Hypnotism
2 - Hyponitic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:
Granted Power: You are knowledgable with bladed weapons, you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take a free exotic weapon proficiency for a bladed weapon.
0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight

Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.

Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion
Celestial Domain
Granted Power : You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice
Granted Power: You may cast detect lies 1/day.
0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy
Aberrations
Granted Power: You cast transformation spells at +1 caster level
0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:
Granted Power: You may also use psychic items.
0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm
Glamour
Granted Power: You receive a +4 domain Bonus vs Enchantment spells and spell-effects.
0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster

Anyway on to the domains:
Alternate Glamour
Granted Power: You receive a +4 domain bonus vs Illusion spells and spell-effects.
0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird
Fungi:
Granted Power : You receive a +4 domain bonus to all poison and disease saving throws.
0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler
Chains:
Granted Power: Weapon proficiency with one chain weapon.
0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains

Chains:
Granted Power: Gather Information, Intimidate and Sense Motive are class skills.
0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall

Fertility:
Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions
0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Share the pain of Birth – wracks enemy with pain
7 – Greater Restoration
8 – Rebirth – Heals and restores allies and damages undead
9 – Harvest Moon – cuts the life short on target, killing them.


Machine Domain:
Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.
Spells:
0- Detect Machines/Constructs/Golems
1- Invisibility to Machines/Constructs/Golems
2- Make whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)
Spirit Domain:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion
Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird
Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.
Ecstasy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.
0 - Prestidigitation
1 - Hypnotism
2 - Hypnotic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:
Granted Power: You are knowledgeable with bladed weapons; you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take free exotic weapon proficiency for a bladed weapon.
0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight
Celestial Domain
Granted Power: You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice
Granted Power: You may cast detect lies 1/day.
0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy
Aberrations
Granted Power: You cast transformation spells at +1 caster level
0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:
Granted Power: You may also use psychic items.
0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm
Glamour
Granted Power: You receive a +4 domain Bonus vs. Enchantment spells and spell-effects.
0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster
Alternate Glamour
Granted Power: You receive a +4 domain bonus vs. Illusion spells and spell-effects.
0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird
Fungi:
Granted Power: You receive a +4 domain bonus to all poison and disease saving throws.
0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler
Fertility:
Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions
0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Hero’s Feast
7 – Greater Restoration
8 – Share the pain of Birth – wracks enemy with pain
9 – Rebirth – Heals and restores allies and damages undead
Chains:
Granted Power: Gather Information, Intimidate and Sense Motive are class skills.
0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall
Alternate Chains:
Granted Power: Weapon proficiency with one chain weapon.
0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains
Darkness
Granted Power: You may cast Darkness 1/day as a spell like ability
0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.
 

Leopold

NKL4LYFE
LRonKnieval said:
I can peel everything apart, no problem... but what we need is consistancy.
I suggest that we be smart about the whole thing and take the reconstruction chapter by chapter.

That way nothing gets too crazy.

So what we all need to decide is what goes into chapter 1,
and then get ourselves an updated version of it that we're all happy with. then I'll make it into a PDF file and we can move onto the next chapter.
sound ok.

What that means for the moment, is we need a nice introduction.


So far the current Intro works well for me. A brief synopsis of what's happened before and whats going on. Could be a bit more grusome or otherwise hopeless, it's up to the group. We got a decent one and until someone says "I don't like it I got a better idea" let's run with it.

I wouldn't mind using the PHB layout for the chapters:
1. Races
2. Classes
3. Feats/skills
etc.

We can knock out the basic PC Creation and then move onto items, domains, spells, etc. In this regard the end user is familar with the PHB and they will take to it like a fish to water as the layout would be similar.

Definately move the setting info to the back, not neccessary up front as it isn't needed. Pull out the major players stats in each section and move it to the DM Guide. I like the idea of 2 books: 1 for players 1 for DM's. I am only on page 24 of the .pdf right now in editing and I most of it is good just needs to be reorged. That's why it's a draft document and not a full release :).

Any other suggestions on the .pdf layout?
 



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