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Help Needed with Homebrew Cleric Domain

SmuggleNutz

Explorer
I am trying to translate a homebrew cleric Domain from 3.x over to Pathfinder. The PF system has the pattern of granting two powers, one at 1st level and another at either 6th or 8th level.

Below are the details of the domain as it stands. All spells are Core PF unless noted. I am having a mental block on coming up with appropriate powers. Any and all ideas are welcome (on the whole thing, not just the Domain Powers).

Thanks!
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Navigation Domain:
Survival and Knowledge (Geography) are Class Skills for you. You also gain the ability to use Know Direction as a spell-like ability 3 times per day.

Power 1: ????

Power 2: ???

Navigation Domain Spells (*New spells, descriptions are below)
1. Locate Object
2. Stay on Course*
3. Plot Position*
4. Mapmaking*
5. Prying Eyes
6. B’Artaign’s Selective Location*
7. Find the Path
8. Discern Location
9. Foresight

New Spells:

Stay on Course (Divination)
Level : Brd 1, Clr 2, Sor/Wiz 1, Navigation 2
Components : V, S, F (A map showing the terrain around the specified location*)
Casting Time : 1 minute
Range : Personal
Target : You
Duration : 1 hour/level
Saving Throw : None
Spell Resistance : No

Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). He/she then knows when he/she is on course to arrive at that location. He/she does not know exactly how to get there, but rather is alerted whenever he/she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location, but does not take into account objects or creatures along that route, nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane, and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.

*This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.

Plot Position (Divination)
Level : Brd 3, Clr 4, Sor/Wiz 3, Navigation 3
Components : V, S, F (A map and a piece of crystal, spread out on a flat surface)
Casting Time : 10 minutes
Range : Personal
Target : You
Duration : Instantaneous
Saving Throw : Will negates (harmless)
Spell Resistance : No

During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.

This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.

Mapmaking (Transmutation)
Level : Clr 4, Sor/Wiz 3, Navigation 4
Components : S, M
Casting Time : 10 minutes
Range : Close (25 feet + 5 ft./2 levels)
Target : One map or writing surface
Duration : Instantaneous
Saving Throw : None
Spell Resistance : No

This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location he/she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.

Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).

Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.

B’Artaign’s Selective Location (Divination)
Level: Sor/Wiz 6, Navigation 6
Components : V, S, F (A map and a number of small stones or markers)
Casting Time : 10 minutes
Range : Unlimited (see text)
Target : 10 creatures/level
Duration : Instantaneous
Saving Throw : None
Spell Resistance : No

This spell functions similarly to Plot Position , with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all Plaguetouched, all Iron Golems, all magic users, etc). This characteristic can be of any level of specificity.

To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position . The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.
 

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GMMichael

Guide of Modos
What kind of gods have power over this domain? These are the gods that will be granting the domain powers.

Know Direction 3/day is already a granted power.

Granted power: gust of wind. The cleric can create a gust of wind that blows toward his destination, which either powers sails or knocks down foes.
 

SmuggleNutz

Explorer
The setting is a Homebrew with what are called "The Five Gods," whose Domains are as follows:
------------------------------------------------------------------------------------
Godsphere.... Standard Domains................................................................. Symbol
Life/Death -> Death, Destruction, Healing, Repose, Darkness, Glory, Judgement... Skull
Magic -> -> Magic, Knowledge, Protection, Rune, Strength, Gravity ...................Fireball
Travel -> -> Travel, Trickery, Liberation, Luck, Creation, Navigation .................Wheel
War -> -> Chaos, Law, Good, Evil, War, Charm, Community, Nobility ...................Sword/Shield
Nature -> -> Sun, Plant, Animal, Water, Fire, Air, Earth, Weather ......................Oak Leaf
------------------------------------------------------------------------------------
Naturally, the Navigation domain is under the Travel sphere (or 'god'). There are some 'gods' that the various races have created to represent these five spheres, going into it would a lot of ink.. er, typing. Some idea of the "types" of gods can be seen in their domains.
 

Sounds like something for a Quartermaster. (Naval navigator, for you non-military types.)

Weather Eye would be a good spell/ability for a traveling navigator, and SmuggleNutz's suggestion of a gust of wind is also a good idea.

One question I've got for you is this: why are spells that seem to be perfect for a navigator to know or learn harder for him/her to get than some cloistered wizard in their tower?
 
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Arkhandus

First Post
Aye, that Know Direction 3/day bit is already a granted power, but a weak one so here's a suggestion to bring it more in-line with the core Pathfinder 1st-level domain powers (and also a suggested 2nd domain power):

Navigation Domain
Knowledge (Geography) and Survival are permanent class skills for you.
Compass (Sp): You can reliably determine your heading (as per a Know Direction spell), or instead the direction to the nearest landmark (such as an island, a mountain, a lake, a tomb, a village, a castle, or a portal), or instead the nearest source of food or water (your choice which), up to 3 times per day plus your Wisdom modifier. Choose which of these options to use each time that you activate Compass.

Guided Weather (Sp): You don't always need to wait for a natural change in the weather to save you from being stranded, slowed down, or sent the wrong way, and you can call upon useful weather effects in other situations too. This spell-like ability is gained at 6th-level, and duplicates a Call Lightning or Gust of Wind spell once per day, at a caster level of your cleric level. You may use this power one additional time per day for every four cleric levels obtained beyond 6th-level (twice per day at 10th-level, three times per day at 14th, etc.). You may duplicate Control Water or Control Winds instead at 10th-level onward, when desired. At 14th-level onward, you may instead duplicate Call Lightning Storm or Control Weather when using this power, if you like.
 

SmuggleNutz

Explorer
Aye, that Know Direction 3/day bit is already a granted power, but a weak one so here's a suggestion to bring it more in-line with the core Pathfinder 1st-level domain powers (and also a suggested 2nd domain power):

Navigation Domain
Knowledge (Geography) and Survival are permanent class skills for you.

Compass (Sp):
You can reliably determine your heading (as per a Know Direction spell), or instead the direction to the nearest landmark (such as an island, a mountain, a lake, a tomb, a village, a castle, or a portal), or instead the nearest source of food or water (your choice which), up to 3 times per day plus your Wisdom modifier. Choose which of these options to use each time that you activate Compass.

Guided Weather (Sp): You don't always need to wait for a natural change in the weather to save you from being stranded, slowed down, or sent the wrong way, and you can call upon useful weather effects in other situations too. This spell-like ability is gained at 6th-level, and duplicates a Call Lightning or Gust of Wind spell once per day, at a caster level of your cleric level. You may use this power one additional time per day for every four cleric levels obtained beyond 6th-level (twice per day at 10th-level, three times per day at 14th, etc.). You may duplicate Control Water or Control Winds instead at 10th-level onward, when desired. At 14th-level onward, you may instead duplicate Call Lightning Storm or Control Weather when using this power, if you like.

Those are exactly what I needed, thank you!
 

SmuggleNutz

Explorer
Here is what I came up with. ("ToB" [Tears of Blood] is the Campaign setting this is part of)

New Domain: Navigation
(Orig. by Mephibosheth/ToB Team, addl. By Arkhandus@EN World)

Survival
and Knowledge (Geography) are Class Skills for you. If either is already a Class Skill you gain Skill Focus in one of them as a Bonus Feat. This choice must be made at character creation.

Internal Compass (Ex): You can reliably determine your heading (as per a Know Direction spell), or the direction to the nearest major landmark (i.e. island, mountain, lake, city, castle, portal or village), or the nearest source of food and water (your choice), up to 3 times per day plus your Wisdom modifier. Choose the desired option each time that you activate Compass.

Guided Weather (Sp): You don't need to wait for a natural change in the weather to save you from being stranded, slowed, or misdirected, and you can also call upon useful weather effects in other situations. Beginning at 6th-level you can duplicate the effects of a Call Lightning or Gust of Wind spell once per day, using your cleric level as caster level. You may use this power one additional time per day for every four cleric levels obtained beyond 6th-level (twice/day at 10th-level, three times/day at 14th, etc.). You add the spell effects of Control Water and Control Winds at 10th-level, and of Call Lightning Storm and Control Weather at 14th-level.


Navigation Domain Spells (*New spells)
1. Locate Object
2. Stay on Course*
3. Plot Position*

4. Mapmaking*
5. Prying Eyes
6. B’Artaign’s Selective Location*
7. Find the Path
8. Discern Location
9. Foresight

*New Spells
 
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