The Top Ten Domains...

I think Kalamar can hardly be counted... Celerity as a standard domain!? Please...

Almost all of the Magic of Faerûn Domains are pretty good, really. Time, Spell, Moon, Elf, etc. But there are quite a few potent ones in the PHB as well. War, Travel, Luck, etc.

Bye
Thanee
 

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Mistwell said:
KOK Player's Guide (which is just as legit a licensed source as FR) lists Celerity as a normal domain. So, I'd have to vote Celerity as #1 best domain.

:D

a bit off-topic, but there was a thread either on here or the WOTC boards debating the legitimacy of KOK. people from WOTC and even kenzerco replied. there was never a clear cut answer though...

regarding the domains, isn't their a rule or something in the PHB that allows clerics to choose 2 domains of their choice if they do not worship a specific deity?

that being the case, i would probably multi-class as a cleric and another class, and then pick 2 domains that would enhance my other class.

for example (maybe not a good one), but pick up the war domain for the free weapon focus, and then get 4th level fighter for weapon specialization, which frees up one extra feat.
 



Celerity

Celerity is from the Defenders of the Faith book.

Celerity
When in light armor, the character gains +2 dex, +2 initiative and a 10' increase to move speed.

I don't remember all of the spells, but it definitely includes these (yes, the levels are right!)

1. Blur
2. Cat's Grace
4. Haste
7. Mass haste
9. Time stop
 



KoK allows Celerity as a regular domain? Ouch!

One of the reasons I like the Strength domain is that it contains spells you'll probably use anyway, like Bull's Strength and Endure Elements, and because the Domain power is useful in a variety of situations. It can be used offensively, as a utility effect for super heavy lifting, and defensively to break out of grapples. My cleric was always getting grappled or swallowed, so I found the power pretty useful. Also, at higher levels, it gives you Bigby's hand spells. Grappling is good.
 

Family (awesome special ability)
Fire (lots of wizzie spells)
Halfling (excellent spell list, perfect for a rogue/cleric)
Luck (IMHO the best special ability of all)
Magic (gimme that wand of magic missiles!)
Nobility (another awesome group ability)
Renewal (save mah butt!)
Sun
Time (do I need to say why?)
Travel
War

OK, so I went past ten. These are the ones that stand out for me. Most have decent spell lists and excellent special abilities. The only others I'd consider are Death, Fate and Elf. I'm just not sure how useful the death touch is. I think Fate is overrated. While excellent at low level, the spell selection is weak for the 2nd and above spells. Elf is similar in progression to Fate.

Celerity a standard domain? Ha ha ha ha ha!
 

Wow. Lots of replies. Sorry I couldn't comment earlier, 60 hour work week, you know how it goes.

Yes, I meant most powerful, but let me caveat that further. Power can be measured in two ways.

A) Most powerful for a cleric devoid of group considerations, or
B) most powerful for a cleric set in the standard four member party. With these criteria, my questions stands altered as so.

And yes, my faux pas, Slime definitely rocks for (A), but probably not (B) as a priest of Ghanadaur's (correct spelling ?) moral bent is probably not best suited for a party.

Luck seems alright in my book. Everyone could use a reroll now and then.

The Family domain power, while once a day, is very strong and is invoked as a free action.

I may have overlooked Renewal.

Good comments Celebrim.

Planning gives you (imo) one of the better metamagic feats in the game and the Clairvoyance/Clairaudience spell at 3rd level, perhaps the optimal information gathering low level spell.
 

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