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Community
General Tabletop Discussion
*Pathfinder & Starfinder
more domain abilities, less domain spells?
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<blockquote data-quote="Li Shenron" data-source="post: 1262594" data-attributes="member: 1465"><p>Hi Kahuna. What about something along the following lines?</p><p></p><p>1) you get rid of domain spells altogether as you say, so clerics lose 9 spells/day (not spell-like! those are better) of level 1-9 which are gained every odd level</p><p>2) you give a domain 5 steps of benefits, each of which may give a new ability and/or improve the previous (rather than having an automatic improve with levels)</p><p>3) at level 1 and every <u>even</u> level afterwards, a cleric either select the next step in a domain or otherwise takes the first step in a new domain (obviously they must be all her deity's domains)</p><p></p><p>In the span of 20 levels a cleric would get 11 steps and can eventually "complete" advancement in 2 domains. You could instead make more steps per domain if you find enough ideas. The first step can be the same as the original domain power: this may make players choose as many domains as possible, but since many of these powers would not improve unless further steps are taken, it probably won't be too powerful.</p><p></p><p>Let me try some unbalanced possibilities...</p><p></p><p>ANIMAL</p><p>step 1: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills</p><p>step 2: You gain Wild Empathy as a Druid/Ranger of your level, add Summon Nature's Ally I-III to your spell list</p><p>step 3: You can use Dominate Animal once per day as a spell-like ability, , you can use Speak with Animals 3/day</p><p>step 4: You can use Wild Shape 1/day, add Summon Nature's Ally IV-VI to your spell list</p><p>step 5: , you can use Speak with Animals at will, add Summon Nature's Ally VII-IX to your spell list</p><p></p><p>HEALING</p><p>step 1: You cast healing spells at +1 caster level.</p><p>step 2: You cast spontaneously Cure Wounds spells (if you didn't before), you brew healing potions at half gp price, you gain a +4 inherent bonus to Heal checks</p><p>step 3: You cast spontaneously Heal, you cast healing spells at +2 caster level</p><p>step 4: Once per day you can cast a healing spell as with Reach Spell without increasing the spell level</p><p>step 5: You cast spontaneously any healing spell, you cast healing spells at +3 caster level</p><p></p><p>KNOWLEDGE</p><p>step 1: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.</p><p>step 2: You can use any Knowledge skill untrained, add any 2 divinations to your spell list from the Wizard/Sorcerer list</p><p>step 3: You can cast spontaneously Detect Magic, add any 2 divinations to your spell list from the Wizard/Sorcerer list</p><p>step 4: You don't need concentration to mantain a Detect spell, add any 2 divinations to your spell list from the Wizard/Sorcerer list</p><p>step 5: Once per day you may reroll a failed Knowledge check, add any 2 divinations to your spell list from the Wizard/Sorcerer list</p><p></p><p>Just thoughts... this way enables high customization, but it is more difficult to choose adequate powers because you could reach step 5 at level 8, therefore you can't grant high-level spell-like abilities. Another option is to let the cleric choose a first domain at level 1 and then it improves automatically at level 4, 8, 12, 16, 20 while the second domain improves automatically at level 2, 6, 10, 14, 18.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1262594, member: 1465"] Hi Kahuna. What about something along the following lines? 1) you get rid of domain spells altogether as you say, so clerics lose 9 spells/day (not spell-like! those are better) of level 1-9 which are gained every odd level 2) you give a domain 5 steps of benefits, each of which may give a new ability and/or improve the previous (rather than having an automatic improve with levels) 3) at level 1 and every [U]even[/U] level afterwards, a cleric either select the next step in a domain or otherwise takes the first step in a new domain (obviously they must be all her deity's domains) In the span of 20 levels a cleric would get 11 steps and can eventually "complete" advancement in 2 domains. You could instead make more steps per domain if you find enough ideas. The first step can be the same as the original domain power: this may make players choose as many domains as possible, but since many of these powers would not improve unless further steps are taken, it probably won't be too powerful. Let me try some unbalanced possibilities... ANIMAL step 1: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills step 2: You gain Wild Empathy as a Druid/Ranger of your level, add Summon Nature's Ally I-III to your spell list step 3: You can use Dominate Animal once per day as a spell-like ability, , you can use Speak with Animals 3/day step 4: You can use Wild Shape 1/day, add Summon Nature's Ally IV-VI to your spell list step 5: , you can use Speak with Animals at will, add Summon Nature's Ally VII-IX to your spell list HEALING step 1: You cast healing spells at +1 caster level. step 2: You cast spontaneously Cure Wounds spells (if you didn't before), you brew healing potions at half gp price, you gain a +4 inherent bonus to Heal checks step 3: You cast spontaneously Heal, you cast healing spells at +2 caster level step 4: Once per day you can cast a healing spell as with Reach Spell without increasing the spell level step 5: You cast spontaneously any healing spell, you cast healing spells at +3 caster level KNOWLEDGE step 1: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. step 2: You can use any Knowledge skill untrained, add any 2 divinations to your spell list from the Wizard/Sorcerer list step 3: You can cast spontaneously Detect Magic, add any 2 divinations to your spell list from the Wizard/Sorcerer list step 4: You don't need concentration to mantain a Detect spell, add any 2 divinations to your spell list from the Wizard/Sorcerer list step 5: Once per day you may reroll a failed Knowledge check, add any 2 divinations to your spell list from the Wizard/Sorcerer list Just thoughts... this way enables high customization, but it is more difficult to choose adequate powers because you could reach step 5 at level 8, therefore you can't grant high-level spell-like abilities. Another option is to let the cleric choose a first domain at level 1 and then it improves automatically at level 4, 8, 12, 16, 20 while the second domain improves automatically at level 2, 6, 10, 14, 18. [/QUOTE]
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more domain abilities, less domain spells?
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