| Post/Author/DateTime | Post |
|---|---|
| Xeviat-DM03-18-05, 08:29 PM | In my setting, I've greatly altered my Cleric. I've removed turn/rebuke undead from being a standard cleric ability, removed their ability to spontaniously cast cure/inflict spells, reduced their HD to d6, increased their skill points to 4, and reduced their starting proficiencies to simple weapons, and light armor. To balance these losses, I've granted the cleric a spirit companion which is augmented by their domains, and given them the ability to spontaniously cast their domain spells. Also, I have made rebuke undead the ability of the death domain, and turn undead the ability of the sun domain. Animal has rebuke animals, Plant has rebuke plants, elemental domains have the ability to rebuke opposite element and turn the same element, and the alignment domains have the ability to rebuke opposite alignment and turn the same alignment. For a while I was going through and attempting to change all of the other domains to be related to charisma in some way, but now I'm thinking that it would be great if each domain could have some sort of energy channeling mechanic, so all clerics can channel energy, it's just the exact effect of the channeling that is different. So, what domains have I not covered: Artifice Charm Community Destruction (though part of me wants to leave this as the reverse of Lay on Hands as I have it right now) Fear (my own domain, it grants fightful presence right now) Knowledge (my version grants Lore, like Bardic knowledge, now) Luck Madness Magic Nobility Protection Strength Travel Trickery Venom (my own domain, it grants poison blood and immunity right now) Throw out any ideas. |
| Dracoulis The Phyrexian03-18-05, 09:14 PM | Wouldn't some of the various Divine feats which use the Turn/Rebuke Undead attempts work just fine here? You just remove them from being selectable featwise, and give them to appropriate domains as is. For example: Destruction gives you the Divine Might feat for free, regardless of prerequisites and all. Just a thought, but it sounds about right to me with what you're doing. |
| Xeviat-DM03-18-05, 10:01 PM | Yes, some of those feats could be appropriate, I will keep them in mind if I cannot decide upon anything else. |
| dragoncc03-20-05, 12:23 PM | I don't know that you'd want to make them all channeling style abilities. I mean, what's the point of that? Then the point of domains is lost (variance in the class) IMO. I like the ones you did change (did something similar), but I think you should stick with more abilities based on the theme of the domains you listed above. |
| Xeviat-DM03-20-05, 05:28 PM | I don't know that you'd want to make them all channeling style abilities. I mean, what's the point of that? Then the point of domains is lost (variance in the class) IMO. I like the ones you did change (did something similar), but I think you should stick with more abilities based on the theme of the domains you listed above. All I mean by the channeling mechanic would be to have each domain grant an ability that can be used 3+Cha mod times per day. If not, I still want every domain to be tied to charisma in some way. |
| Lord Welkerfan03-20-05, 06:49 PM | I would leave Destruction as your Reverse Lay on Hands. That is already keyed to charisma. I would let the Artifice domain turn or rebuke constructs. I would let the community domain use divine shield. Just a thought. |
| dragoncc03-20-05, 11:07 PM | I do think, now that you mention it, that making each of them deal with CHA in some fashion would actually be a good thing so that CHA is consistently relied on for all clerics. Just thought you were going for some type of turning ability for each, but now I see ;) So something like: Luck You may add your CHA bonus to any d20 roll 3+CHA mod times per day. (may be a bit much?) OR You may substitute your CHA bonus for your stat modifier to any d20 roll 3+CHA mod times per day. Protection You may add your CHA modifier to your AC for one round 3+CHA mod times per day. just off the top of my head, but maybe it will spark something. |
| Lord Welkerfan08-23-05, 02:24 PM | I would like to see this more developed. Bump. :bump: |
| Gilean08-24-05, 12:23 PM | elemental domains have the ability to rebuke opposite element and turn the same element, and the alignment domains have the ability to rebuke opposite alignment and turn the same alignment.Shouldn't alignments and elemental domains rebuke the same energy and turn the opposite?ArtificeThe construct idea was nice. Alternatively, add charisma modifier to caster level (or maximum augmentation) to conjuration (creation) spells.CharmOnce per day per point of charisma bonus, the cleric can attempt to befriend someone (mystically; no limit on mundane attempts). The target must make a will save, DC 10 + half cleric's level + charisma modifier or the target's attitude towards the cleric changes one step to the positive direction. Any single target can only be affected once an hour by this ability. If the target is not in contact with cleric for an entire week, the effects are lost.CommunityWard Hearth: Cleric can, once per day per point of charisma modifier, use a sanctuary effect on a house (of no great size). All creatures in the house are affected. Breaking the sanctuary requires a will save DC 10 + half cleric's level + charisma modifier and breaks the entire effect. Cleric is immediately aware, and unless the target makes another save (same DC), cleric is aware of the breaker's identity, too (the latter effect is divinatory in nature). Only one sanctuary per cleric level can be in effect once. Warding a larger structure (palace) expends 2 daily uses. Entire community takes 2 uses for every community size category.Destruction (though part of me wants to leave this as the reverse of Lay on Hands as I have it right now)As an alternative, 3+cha modifier times a day, touch an item to reduce its hardness by cleric level.Fear (my own domain, it grants fightful presence right now)Fine, I'd say. It uses charisma for DC, right?Knowledge (my version grants Lore, like Bardic knowledge, now)Modify commune to suit your needs, uses based on charisma. Or use it as is, but cha bonus times a week or a month.LuckKey the current one to charisma, or an ability to add cha modifier to any roll after seeing the result, but before effects are announced, 1 a day.MadnessConfusing presence: When cleric wills so, and during moments of great stress or excitement, all creatures with less HD than cleric within 30 feet must make a will save DC 10 + half cleric's level + charisma modifier or be confused for d4 rounds. This is a mind-affecting effect.MagicOnce a day, the cleric can spontaneously add any metamagic feat with slot adjustmen equal or less than cleric's charisma modifier. This can't breach the metamagic cap.NobilityThe cleric has continuous sanctuary effect (DC 10 + half cleric's level + charisma modifier) against creatures with both less charisma and HD than the cleric ha cleric levels and charisma.ProtectionOnce a day, as a swift action, the cleric can add his charisma modifier as a resistance bonus to armour class or all saves for a number of rounds equal to cleric's charisma bonus, halved if the boost was to AC.StrengthOnce a day, add charisma modifier to strength as a morale bonus for one round, plus one round for every 4 ceric levels.TravelThe cleric can ignore environmental effects (wind, mud, great heat/coldness, etc.) for one minute per point of charisma modifier.TrickeryCleric adds his charisma modifier as a competence bonus to disguise, forgery, hide and move sliently checks.Venom (my own domain, it grants poison blood and immunity right now)Charisma modifier as a competence bonus to saves against poison and as a boost to DCs of any poisons coming from caster, wether manufactured, casted or natural. |
| Lord Welkerfan08-25-05, 01:45 PM | I like most of those, though Trickery should still give the skills as class skills. |
| Gilean08-25-05, 02:04 PM | With the great amount of work I had to do, a few of them are greatly overpowered. Such as community. The DC probably should be 11 + cha modifier, or something like that. They are just ideas, someone should balance the rest of them if they are to be used. |
| Xeviat-DM08-28-05, 12:45 AM | Wow, thanks everyone. I'm going to take some time to digest all of this, an I'll make another post soon. Thanks! |
| Lord Welkerfan10-28-05, 11:11 AM | So, what domains have I not covered: Artifice Charm Community Destruction (though part of me wants to leave this as the reverse of Lay on Hands as I have it right now) Fear (my own domain, it grants fightful presence right now) Knowledge (my version grants Lore, like Bardic knowledge, now) Luck Madness Magic Nobility Protection Strength Travel Trickery Venom (my own domain, it grants poison blood and immunity right now) Throw out any ideas. Artifice - Rebuke or Turn Constructs Charm Community - Spend a turning attempt to ward an area with a radius of 5 ft per cleric leve, centered on the cleric. In order to enter the warded area, an opponent must must beat the cleric on an opposed check of d20 + HD + Cha mod. Destruction - Reverse Lay on Hands or +Cha to all inflict spells Fear - Turning attempt to activate Frightful Presence that lasts for cleric level + cha mod rounds, with a DC based on Cha. Knowledge - Turning attempt to use Lore, add Cha mod in addition to Int mod. Luck - Turning attempt to add Cha bonus to a d20 roll. Madness - Rebuke aberrations. Magic - Rebuke Magical Beasts and Dragons. Nobility - Rebuke giants Protection - Turning attempt to use divine shield. Strength - Turning attempt to add Cha mod to strength rolls (attack, damage, checks) for one round. Travel - Turning attempt to add a number of squares equal to Cha mod to speed for Cha mod round. Trickery - Turning attempt to cast swift invisibility. Venom - Turning attempt to neutralize poison or to poison melee attacks for one round. Poison DC keyed to cha, primary and secondary damage 1d3 strength. Those are my thoughts. |
| MythMage12-02-05, 11:19 PM | I'd just like to mention that I really like this idea; I haven't had the time to properly draw out all the ability replacements, but the ones suggested here seem to cover all significant bases. Very nice. :thumbsup: |