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Help Needed with Homebrew Cleric Domain
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<blockquote data-quote="Arkhandus" data-source="post: 6090078" data-attributes="member: 13966"><p>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):</p><p></p><p><u>Navigation Domain</u></p><p>Knowledge (Geography) and Survival are permanent class skills for you.</p><p><em><strong>Compass (Sp):</strong></em> You can reliably determine your heading (as per a <em>Know Direction</em> 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 <em>Compass.</em></p><p></p><p><em><strong>Guided Weather (Sp):</strong></em> 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 <em>Call Lightning</em> or <em>Gust of Wind</em> 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 <em>Control Water</em> or <em>Control Winds</em> instead at 10th-level onward, when desired. At 14th-level onward, you may instead duplicate <em>Call Lightning Storm</em> or <em>Control Weather</em> when using this power, if you like.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6090078, member: 13966"] 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): [U]Navigation Domain[/U] Knowledge (Geography) and Survival are permanent class skills for you. [I][B]Compass (Sp):[/B][/I] You can reliably determine your heading (as per a [I]Know Direction[/I] 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 [I]Compass.[/I] [I][B]Guided Weather (Sp):[/B][/I] 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 [I]Call Lightning[/I] or [I]Gust of Wind[/I] 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 [I]Control Water[/I] or [I]Control Winds[/I] instead at 10th-level onward, when desired. At 14th-level onward, you may instead duplicate [I]Call Lightning Storm[/I] or [I]Control Weather[/I] when using this power, if you like. [/QUOTE]
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