Generic Classes and Divine Domains...

Flynn

First Post
Good Morning, All,

In pursuit of creating a streamlined version of the game for my next campaign (http://www.enworld.org/showthread.php?t=191754), I ran into the problem of implementing domains and domain granted powers for the Priest class (divine spellcaster). Ordinarily, I would have posted this under the main thread for this process, but because of the subject matter, I felt it deserved its own thread.

For purposes of discussion, I am using the generic classes defined in Unearthed Arcana, and making the spellcaster separate into an arcane spellcaster (the Mage) and a divine spellcaster (the Priest).
http://www.d20srd.org/srd/variant/classes/genericClasses.htm

I see that I have four options:
1. No Domains: Ignore domains altogether. This seems to be the basic assumption of the generic classes.
2. Normal Domains: Use domains and granted powers as they currently are used. This goes against the way the generics are written up, but makes it easier for D&D fans to implement. However, it makes the Priest very powerful compared to the other three generic classes, because of the two granted powers.
3. Domain Feats: Make domain access a feat that expands the known spells of a Priest (since the generics use a spontaneous caster approach for spellcasters), and make the granted powers into feats, as well.
4. Unique Spell Lists: Implement a scenario similar to 2E's divine spell list with Spheres of Influence, so that each deity has a unique spell list to choose from, and then make the granted powers into feats.
http://homepages.ius.edu/rvest/Greyhawk/PriestSpheres3E.html

I think the easiest would be Option 1 (No Domains), of course, but then there's little flavor for the divine spellcaster based on patron deity aside from roleplay. Option 4 (Unique Spell Lists) offers some interesting choices, but may be considered a step backwards by some. Option 3 (Domain Feats) was my first gut instinct, but now I've given it some thought and am trying to decide on the proper course of action. I don't want to use Option 2 (Normal Domains) because it appears to unbalance the generic divine spellcaster in comparison to the other generics, but I include it for the sake of completeness.

Which method would you enjoy the most were you in such a game? Also, why would that be the method you'd prefer? What are your thoughts on the subject?

Your thoughts could shape the direction of my next campaign. I look forward to hearing them.

With Regards,
Flynn
 

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Instead of offering more spells or greater access to spells, perhaps you should put restictions on the priests.

have them pick domains that suit their gods, and a set precentage of their spells known have to come from that list. No domain powers. THis will differentiate priests from each other and arcanists.

A second option is to give arcanist domains aswell, using the Domain wizard varient also in unearthed arcana. This will unbalance the casters vrs the non casters, however.
 

Even though I've posted this to my main discussion thread on my efforts to create a streamlined system for my new home campaign, I figured I would also post the following material for this thread as well. Enjoy!

* * * * *

After attempting to start a conversation on domains in this streamlined system, I think I'm going to go with using the domains as they are in regards to spell lists, and dropping the granted powers, turning them into feats for those that wish to have those powers.

Removing the granted powers that are improvements to caster level or simply feats that the character can select anyway, this essentially creates the following new feats for this streamlined system:

Charismatic Blessing [Priest]
Prerequisite: Ability to cast divine spells, Charm domain as one of your character's selected domains
Benefit: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Calm Emotions [Priest]
Prerequisite: Ability to cast divine spells, Community domain as one of your character's selected domains
Benefit: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Death Touch [Priest]
Prerequisite: Ability to cast divine spells, Death domain as one of your character's selected domains
Benefit: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Priest level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Feat of Strength [Priest]
Prerequisite: Ability to cast divine spells, Strength domain as one of your character's selected domains
Benefit: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your Priest level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Freedom of Movement [Priest]
Prerequisite: Ability to cast divine spells, Travel domain as one of your character's selected domains
Benefits: For a total time per day of 1 round per Priest level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This Benefit is a supernatural ability.

Good Fortune [Priest]
Prerequisite: Ability to cast divine spells, Luck domain as one of your character's selected domains
Benefit: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Greater Turn Undead [Priest]
Prerequisite: Ability to cast divine spells, Sun domain as one of your character's selected domains
Benefit: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Heightened Turn Undead [Priest]
Prerequisite: Ability to cast divine spells, Glory domain as one of your character's selected domains
Benefit: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Inspire Allies [Priest]
Prerequisite: Ability to cast divine spells, Nobility domain as one of your character's selected domains
Benefit: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.

Magely Priest [Priest]
Prerequisite: Ability to cast divine spells, Magic domain as one of your character's selected domains
Benefit: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a Mage of one-half your Priest level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a Mage, the effective Mage levels from this feat stack with your actual Mage levels.

Protective Ward [Priest]
Prerequisite: Ability to cast divine spells, Protection domain as one of your character's selected domains
Benefit: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your Priest level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Resistance to Enchantment [Priest]
Prerequisite: Ability to cast divine spells, Liberation domain as one of your character's selected domains
Benefit: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Smite Foe [Priest]
Prerequisite: Ability to cast divine spells, Destruction domain as one of your character's selected domains
Benefit: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Priest level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Speak With Animals [Priest]
Prerequisite: Ability to cast divine spells, Animal domain as one of your character's selected domains
Benefit: You can use speak with animals once per day as a spell-like ability.

Turn Air Creatures [Priest]
Prerequisite: Ability to cast divine spells, Earth domain as one of your character's selected domains
Benefit: Turn or destroy air creatures as a good Priest turns undead. Rebuke, command, or bolster earth creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Earth Creatures [Priest]
Prerequisite: Ability to cast divine spells, Air domain as one of your character's selected domains
Benefit: Turn or destroy earth creatures as a good Priest turns undead. Rebuke, command, or bolster air creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Fire Creatures [Priest]
Prerequisite: Ability to cast divine spells, Water domain as one of your character's selected domains
Benefit: Turn or destroy fire creatures as a good Priest turns undead. Rebuke, command, or bolster water creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Plant Creatures [Priest]
Prerequisite: Ability to cast divine spells, Magic domain as one of your character's selected domains
Benefits: Rebuke or command plant creatures as an evil Priest rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

Turn Water Creatures [Priest]
Prerequisite: Ability to cast divine spells, Fire domain as one of your character's selected domains
Benefit: Turn or destroy water creatures as a good Priest turns undead. Rebuke, command, or bolster fire creatures as an evil Priest rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This Benefit is a supernatural ability.

What are your thoughts on these?

With Regards,
Flynn
 

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