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New Domains - Craft, Justice, Moon, and Trade
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<blockquote data-quote="DumbPaladin" data-source="post: 5560674" data-attributes="member: 90770"><p>I really feel odd commenting on things other people come up with, because it's not for me to tell you how to run your own game.</p><p></p><p>Since you asked for input, here's what I have:</p><p></p><p>Craft Domain:</p><p>-- lose one of the abilities you gain at level 1. No domain grants 2 domain power at 1st level. The "Perfectionist" ability seems much stronger, so that's probably the one that needs to go. </p><p>-- Master Craftsman is lacking a modifier (Ex would seem to be it), and it should be gained at 8th level, shouldn't it? </p><p>-- The spells gained are primarily non-cleric spells. This is a huge improvement over the spell selection in many of the other domains, which tend to include 1, 2, or 3 spells that aren't cleric spells (0 new spells if you look at the alignment domains). Craft Domain gives the cleric 8 new spells. That should be reduced significantly.</p><p></p><p>Justice Domain:</p><p>-- lose one of the abilities you gain at level 1. No domain grants 2 domain powers at 1st level. I recommend dropping Subduing Strike, since it is no way tied to the "3 + Wis" formula.</p><p>-- Seeker of Justice is WAY, way more powerful than any other level 1 ability. It's basically the Guide archetype given for free to a cleric for picking a domain. I would never pick any domain other than Justice domain, which is always a good barometer for gauging whether or not something's too powerful. </p><p>-- Might I recommend instead:</p><p>"As a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not have to be consecutive."</p><p></p><p>Moon Domain:</p><p>Moonbeam: Should be (Sp), not (Su), since it is basically spell-like attack. Making it supernatural makes it more powerful than the other level 1 domain attacks. Also, it should be +1 per two cleric levels you possess. Otherwise, you could be a level 2 cleric / level 18 anything else and still do 1d4+10 damage.</p><p>Light of the Moon: Since it's an AoE ability, I'd grant it at 8th, not 6th.</p><p></p><p>Trade Domain:</p><p>Fortuitous Businessman: Should be (Ex), otherwise it will go away in dead magic zones & antimagic fields ... is there a reason why this benefit should disappear?</p></blockquote><p></p>
[QUOTE="DumbPaladin, post: 5560674, member: 90770"] I really feel odd commenting on things other people come up with, because it's not for me to tell you how to run your own game. Since you asked for input, here's what I have: Craft Domain: -- lose one of the abilities you gain at level 1. No domain grants 2 domain power at 1st level. The "Perfectionist" ability seems much stronger, so that's probably the one that needs to go. -- Master Craftsman is lacking a modifier (Ex would seem to be it), and it should be gained at 8th level, shouldn't it? -- The spells gained are primarily non-cleric spells. This is a huge improvement over the spell selection in many of the other domains, which tend to include 1, 2, or 3 spells that aren't cleric spells (0 new spells if you look at the alignment domains). Craft Domain gives the cleric 8 new spells. That should be reduced significantly. Justice Domain: -- lose one of the abilities you gain at level 1. No domain grants 2 domain powers at 1st level. I recommend dropping Subduing Strike, since it is no way tied to the "3 + Wis" formula. -- Seeker of Justice is WAY, way more powerful than any other level 1 ability. It's basically the Guide archetype given for free to a cleric for picking a domain. I would never pick any domain other than Justice domain, which is always a good barometer for gauging whether or not something's too powerful. -- Might I recommend instead: "As a swift action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form - "the killer" is insufficient, but "Gurzon the Butcher" or any target in line of sight is enough to use this ability. This ability lasts for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not have to be consecutive." Moon Domain: Moonbeam: Should be (Sp), not (Su), since it is basically spell-like attack. Making it supernatural makes it more powerful than the other level 1 domain attacks. Also, it should be +1 per two cleric levels you possess. Otherwise, you could be a level 2 cleric / level 18 anything else and still do 1d4+10 damage. Light of the Moon: Since it's an AoE ability, I'd grant it at 8th, not 6th. Trade Domain: Fortuitous Businessman: Should be (Ex), otherwise it will go away in dead magic zones & antimagic fields ... is there a reason why this benefit should disappear? [/QUOTE]
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