Pathfinder to Forgotten Realms coversion

Post/Author/DateTimePost
#1

Diffan

Aug 21, 2008 7:13:53
The name says it all. This thread it designed to discuss adaptations from the Pathfinder Campaign Guide to the Forgotten Realms setting. Here, we'll converse about racial abilities and changes, Domain specifics and what will apply to which deity, Realm specific spells (Aganazzar's Scorcher, Gedlee's Electric Loop, Laeral's Cutting Hand, etc.) and how these will adapt well to the Pathfinder rule-set, as well as other options, rules, and specifics that can be made more Realms-ish.

The Pathfinder Campaign guide is a FREE!!! download and 410 wonderful pages of alternative rules to make your 3.5 game that much better. Here's the link--- http://paizo.com/store/paizo/pathfinder/pathfinderRPG

Now, since this was another thread that lost it's way, i'll start again with the races provided by Pathfinder and find ways to adjust them to FR.


Races
Show

Dwarves- +2 Con, +2 Wis, -2 Cha. Medium size. Base speed 20ft. Darkvision 60 ft. Stonecunning (same). Keen Senses- (+2 bonus on taste- and touch- based Perception skill checks ). Greed- (Treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones). Hearty- (+2 racial bonus on SVs vs. poison, spell, and SLAs). Weapon Familiarity- (proficient with Battleaxes, heavy picks, and warhammers and treat any weapon with the word Dwarven in it's name as a martial weapon). Hatred- (+1 bonus on attacks vs. humanoid orc and goblin subtypes). Defensive Training- (+4 dodge bonus vs. Giant type). Stability (same). Languages (same). Favored Class- (Cleric or Fighter and must choose at 1st level and cannot be changed thereafter).
This should be the standard dwarven race of Faerun (Shield Dwarf).

Gold dwarf: -2 to Dexterity instead of Charisma and Hatred should be changed to +1 against aberrations.

Gray dwarf (Duergar): +2 Con, +2 to Wis, and +1 racial bonus on Perception skill checks (instead of +1 bonus to Listen/Spot). -4 Charisma instead of -2. Darkvision out to 120 feet. Immunity to paralysis, phantasms, and poison (this replaces the shield dwarf’s +2 racial bonus on saving throws against poison). +2 racial bonus on saves against spells and spell-like abilities. Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries. Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell. +4 racial bonus on Stealth checks. Favored Class (Fighter or Rogue and must be made at 1st level and cannot be changed thereafter). Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
Level adjustment +1

Elves- +2 Dex, +2 Int, -2 Con. Medium size. Base speed 30 ft. Low-light vision. Keen Senses- (+2 bonus on sight- and sound-based Perception checks. Can make a Perception check to spot a secret or concealed door if they pass within 10 feet, reguardless of whether or not they are actively looking). Elven Immunities (magical sleep). Elven Magic- (+2 racial bonus on casterlevel checks made to oversome spell resistance. In addition, +2 racial bonus on Appraise skill checks to identify properties of magical items). Weapon Familiarity- (proficient with longbows (including composite), shortbows (including composite), longswords, rapiers, and treat any weapon with the word elven in it's name ass a martial weapon. Languages (same). Favored Class- (Ranger or Wizard and must be made at 1st level and cannot be changed thereafter)
This should be the standard elven race of Faerun (Moon elf).

Sun elf: Arrogant: (-2 penalty to Charisma-based skill checks when dealing with non-elven races). Favored class (Cleric or Wizard).

Wood elf: +2 Str, +2 Dex, -2 Con. Favored class (Fighter or Ranger).

Wild elf: +2 Dex, +2 Wis, -2 Int. Aloof: (-2 penalty to Charisma-based skill checks when dealing with non-elven or non-fey races. Favored class (Druid or Ranger)

Star elf: +2 Dex, +2 Cha, -2 Con. Favored class (Bard or Sorcerer).

Drow: +2 Intelligence, +2 Charisma, +2 (in addition to the standard elf racial ability adjustments. Darkvision 120 feet (replaces low-light vision). Spell resistance equal to 11 + class levels. +2 racial bonus on Will saves against spells and spell-like abilities. Drow Magic- (gain spell-like abilities: 1/day-dancing lights, darkness, faerie fire. CL= the drow’s class levels). Weapon Familiarity- (proficient with the hand crossbow, rapier, short sword. Replaces the moon elf’s weapon proficiency). Light Blindness: Exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Fighter or Wizard (male) or Cleric or Rogue (female).
Level adjustment +2.

Gnomes- +2 Con, +2 Cha, -2 Str. Small size. Base speed 20ft. Low-light vision. Keen Senses- (+2 bonus on smell- and touch-based Perception checks). Obsessive- (+2 racial bonus on Craft or Profession skill of their choice). Illusion Resistant- (+2 racial saving throw bonus vs. Illusion spells/effects). Gnome Magic- (+1 to DC of Illusion spells and Gnomes with a 11 or higher Cha gain the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation, speak with animals. CL equals Gnome's level, DC = 10 + spell level + Cha modifier). Weapon Familiarity- (treat any weapon with the word Gnome in it's name as a martial weapon. Hatred- (+1 bonus on attack/damage rolls vs. humanoid reptilian and goblin subtype. Defensive Training- (+4 dodge bonus vs. Giant type). Language (same). Favored class (Bard or Sorcerer and must choose at 1st level and cannot be changed thereafter).
This should be the standard race of Gnome in Faerun (Rock Gnome).

Deep gnome (Svirfneblin): can be -2 Str, +2 Dex, +2 Wis, -2 Cha. Darkvision 120 feet. Spell-Like Abilities: 1/day-blindness, blur, change self. This replacs the standard spell-like abilities of the gnome. Stonecunning (like the Dwarven ability). Nondetection-(continuous nondetection supernatural ability as the wiz/sor spell equal to their level. Spell Resistance 11 + character level. +4 dodge bonus (not specific to one creature type). +2 racial bonus on all saves. +2 racial bonus on Stealth checks (improves to +4 in darkened areas underground).
Level adjustment +3.

Half-Elves- +2 to one ability score. Medium size. Base speed 30 ft. Low-light vision. Keen Senses- (+2 bonus on sight- and sound-based Perception checks and can make a Perception check to spot a secret or concealed door if they pass within 10 feet, reguardless of whether or not they are actively looking). Elven Immunities (magical sleep). Adaptability- (receive Skill Focus, as a bonus feat at 1st level). Elf Blood- (they count as both elf and human for any effects related to race). Languages (same). Favored class (any, but cannot change after it's chosen).
This should be the standard race of Half-elves in Faerun.

Half-drow: can be Darkvision 60 ft. in addition to the Half-elf's Low-light vision ability. Drow Blood- (they count as both Drow and human for any effects related to race).

Half-Orc- +2 Str, +2 Wis, -2 Int. Medium size. Base speed 30 ft. Darkvision 60 ft. Weapon Familiarity- (proficient with greataxes and falchions, and treat any weapon with the word Orc in it's name as a martial weapon. Orc Ferocity- (1/day, when brought below 0 hp but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hp, he immediately falls unconscious and begins dying). Orc Blood- (count as both orc and human for any effects related to race). Languages (same). Favored class (Barbarian or Druid and the choice is made at 1st level and cannot be changed thereafter).
This should be the standard Half-orc race in Faerun.

Halflings- +2 Dex, +2 Charisma, -2 Str. Small size. Base speed 20 ft. Keen Senses- (+2 racial bonus on sound-based Perception skill checks). Sure Footed- (+2 racial bonus on Acrobatics and Climb skill checks). Halfling Luck- (+1 racial bonus on all saves). Fearless- (+2 racial bonus on saves against fear and stacks with Halfling Luck). Weapon Familiarity- (proficient with slings and treat any weapon with the word Halfling in it's name as a martial weapon). Languages (same). Favored Class (Bard or Rogue).
This should be the standard Halfling race of Faerun (Lightfoot halfling).

Ghostwise halfling: Speak without Sound (can communicate telepathically with any creature within 20 feet). Ghostwise halflings do not receive Halfling Luck. Favored Class (Barbarian or Fighter)

Strongheart halfling: Gain one extra feat at 1st level. Strongheart halflings do not receive Halfling Luck. Favored Class (Fighter or Rogue).

Human- +2 to one ability score. Medium size. Base speed 30 ft. Bonus Feat- (Gain one extra feat at 1st level). Skilled- (gain 1 additional skill rank at first level and at each additional level). Weapon Training- (Proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This must be chosen at 1st level and cannot be changed. Favored Class- (any, but cannot change after it's chosen and must be selected at first level). Languages (same).
This should be the standard Human race of Faerun. For further ethnic choices, refer to the Races of Faerun supplement or Player's Guide to Faerun for additional information.

Planetouched (Aasimar)- Outsider. +2 Wisdom, +2 Charisma. Medium size. Base speed 30 ft. Darkvision 60 feet. +2 bonus on sight- and sound-based Perception skill checks. Spell-like abilities: 1/day-daylight. Resistance to acid 5, cold 5, and electricity 5. Languages (same). Favored Class: Cleric or Paladin. Level adjustment +1.

Planetouched (Tiefling)- Outsider. +2 Dexterity, +2 Intelligence. Medium size.
Base speed 30 ft. Darkvision 60 feet. +2 racial bonus on Bluff and Stealth checks. Spell-like abilities: 1/day-darkness. Resistance to cold 5, electricity 5, and fire 5. Languages (same). Favored Class: Rogue or Warlock.
Level adjustment +1.
Note: Planetouched are not featured in the Pathfinder Campaign Setting but I threw them in with hardly any adjustments besides an additional favored classes.
#2

lord_karsus

Aug 21, 2008 18:11:23
-Good. I'll have the other thread closed (or moved, depends on the VCL), since 85% of that thread became extraneous, and that 15% that wasn't is here now.
#3

Diffan

Aug 21, 2008 18:18:29
-Good. I'll have the other thread closed (or moved, depends on the VCL), since 85% of that thread became extraneous, and that 15% that wasn't is here now.

Sounds good.

I should be putting in the information on Halflings, Humans, and Planetouched soon.
#4

Diffan

Aug 21, 2008 19:29:11
Post converged with original post
#5

leon_stryfe

Aug 21, 2008 19:56:27
Nothing to add but my thanks at the moment. Good job, Diffan!
#6

Diffan

Aug 21, 2008 20:09:57
Nothing to add but my thanks at the moment. Good job, Diffan!

Thanks.

Now, I could add further races such as Genasi, but for the time being I think they're pretty good as-is. In cases where they would gain a bonus or penalties to certain changed skills, I'll list the original skill and what it's now listed as.

Balance = Acrobatics
Concentration = Spellcraft
Decipher Script = Linguistics
Forgery = Linguistics
Gather Information = Diplomacy
Hide = Stealth
Jump = Acrobatics
Listen = Perception
Move Silently = Stealth
Open Lock = Disable Device
Search = Perception
Speak Languages = Linguistics
Spot = Perception
Tumble = Acrobatics
Use Rope = N/A (no longer available)

For my games though, i'm going to merge Climb and Swim into Athletics.
#7

valgard

Aug 22, 2008 11:51:44
I thank you for this, Diffan, though I think you missed something: Level Adjustments.

I think the new "standard to +0 LA" is now higher, but not as high as how was +1 LA. That may cause that some powerful races might have their LAs a bit lower. It's not easy to set, but maybe considering dropping by one actual LAs might be a good idea.

What do you think?
#8

valgard

Aug 22, 2008 11:55:02
For my games though, i'm going to merge Climb and Swim into Athletics.

I also thought this, but I think that, if that is used, Jump would be better set in Athletics rather than Acrobatics (Jump is, as Climb and Swim, based in Str, while Acrobatics is Dex).
#9

Diffan

Aug 22, 2008 20:39:11
I thank you for this, Diffan, though I think you missed something: Level Adjustments.

I think the new "standard to +0 LA" is now higher, but not as high as how was +1 LA. That may cause that some powerful races might have their LAs a bit lower. It's not easy to set, but maybe considering dropping by one actual LAs might be a good idea.

What do you think?

Although I can see the Drow's LA being reduced to +1, not planetouched. Their Outsider type makes them immune to alot of low-mid level spells (sleep, hold person, etc) but if you want to make them a Humanoid (outsider) then those spells would work as well as the planar spells like dismissal and it would negate the +1 adjustment. For races such as the Svirfneblin though, maybe a +2 adjustment rather than a +3 would be fine IMO. For the Duergar, they receive some pretty nice SLAs for their +2 adjustment, so i'm still on the fence about them.

I also thought this, but I think that, if that is used, Jump would be better set in Athletics rather than Acrobatics (Jump is, as Climb and Swim, based in Str, while Acrobatics is Dex).

Yea, I thought the same thing but now I think i'm just going to keep the skills they have as they are for now. Though if a class has Jump originally but not Balance or Tumble, they're still going to receive the Acrobatics skill. And of course I'm getting rid of the skill Fly. It's a pretty stupid idea if you ask me.
#10

valgard

Aug 23, 2008 10:35:18
And of course I'm getting rid of the skill Fly. It's a pretty stupid idea if you ask me.

Though I think that the idea of making skill checks to maneuver while in the air is a good one, I also find silly to dedicate one skill to fly. I may think to use Acrobatics instead and lowering the DCs a bit so, as a cross-class skill for arcanists who can fly (sorcerers and wizards), they may do quite as well with no great training.
#11

Diffan

Aug 23, 2008 16:32:41
Though I think that the idea of making skill checks to maneuver while in the air is a good one, I also find silly to dedicate one skill to fly. I may think to use Acrobatics instead and lowering the DCs a bit so, as a cross-class skill for arcanists who can fly (sorcerers and wizards), they may do quite as well with no great training.

There were rules about flying in 3.5. You had to spend much of the round moving so you wouldn't drop like a stone and there were rules for ascending and decending and how many feet it took either to accomplish, etc. Also, take the spell Fly. I'm not sure if the spell makes you follow the rules for flying or if you have powers akin to Superman?

And as a side note, Pathfinder rules do away with cross-class skills per se. Considering that you can now only put a number of ranks into a skill equal to your total HD, I don't see how you can have a max cross-class skill. If you put a rank into a Class skill you then receive a +3 bonus to the skill and for all other non-class skills that you put ranks into, you don't receive a bonus.

With the way skills work in Pathfinder, I've come to a problem. I made a Scout using their rules and started at 1st level with 40 skill points. Thing is, I only really wanted to put ranks into about 20 skills (4 of which weren't even in my class list). So I still had 20 skill points left over. What I did was allow those skill points to roll over onto the next level and go from there. Pretty easy solution for those classes who get TONS of skill points at 1st level!
#12

lord_karsus

Aug 23, 2008 17:25:49
-Sounds like a reasonable fix. The 'potential' for learning is still there, it just manifests itself at a later point.
#13

Diffan

Aug 23, 2008 18:32:36
-Sounds like a reasonable fix. The 'potential' for learning is still there, it just manifests itself at a later point.

Exactly. And classes that have 15-20 class skills receive 8 + Int per level so those extra points from the level before help fill in the rest. Now, whether or not putting ranks into a non-class skill costs 2 points, I don't know. It doesn't list that in the Campaign guide and I would think after the total over-haul of the base classes, feats, and skill changes, it would've been mentinoned. I should probably go to the Paizo boards and see if they have discussed this there.

So, moving this threat back to a FR view point......
#14

Wizardman

Aug 24, 2008 1:31:56
Shouldn't Sun Elves get something to balance out Arrogant?
#15

Diffan

Aug 24, 2008 1:32:08
So Domains......

First I'm going to list the Domains listed in the Pathfinder Campaign and then, the Gods associated with them (via Player's Guide to Faerun).

Air- Aerdrie Faenya, Akadi, Auril, Set, Shaundakul, Sheela, Peryroyl, Valkur.

Animal- Aerdrie Faenya, Baervan Wildwanderer, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

Artifice- Callarduran Smoothhands, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Garl Glittergold, Geb, Gond, Laduguer, Moradin, Thoth.

Chaos- Aerdrie Faenya, Angharradh, Anhur, Bahgtru, Besheba, Corellon Larethian, Cyirc, Deep Sashelas, Dugmaren, Brightmantle, Eilistraee, Erevan Ilesere, Fenmarel Mestarine, Finder Wyvernspur, Garagos, Ghaunadaur, Gruumsh, Haela Brightaxe, Hanali Celanil, Kiaransalee, Labelas Enoreth, Lliira, Lolth, Lurue, Malar, Nephthys, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Sune, Talona, Talos, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Ultgar, Valkur, Vhaeraun.

Charm- Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.

Those are for now, i'll be back later.
#16

Diffan

Aug 24, 2008 1:33:24
Shouldn't Sun Elves get something to balance out Arrogant?

Nope, as well as Wild elves won't gain anything to balance out Aloof. It's to add more flavour for FR races than the standard stuff given to us by the Pathfinder Campaign.
#17

askanipsion

Aug 24, 2008 3:53:00
I made a Scout using their rules and started at 1st level with 40 skill points.

It is not possible to get 40 points at 1st level. You no longer get the X 4 modifier at 1st level.

You just get class points + Intelligence modifier + (if you choose favored class) + (human bonus).
#18

Diffan

Aug 24, 2008 8:04:39
It is not possible to get 40 points at 1st level. You no longer get the X 4 modifier at 1st level.

You just get class points + Intelligence modifier + (if you choose favored class) + (human bonus).

wow, your right. I don't know how I could've missed that. Well, based on that information, I don't think player's will have a problem with too many skill points. Thanks for pointing that out AskaniPsion.
#19

valgard

Aug 24, 2008 9:54:48
So Domains......

Well, the domains that are named as those that originally appeared in the PH and the PGtF should be granted to the same deities.

Summarizing, the domains that need to be assigned are:

Artifice
Community
Glory
Liberation
Madness
Weather

Unless we wanted to consider the new changes of 4E .
#20

lord_karsus

Aug 24, 2008 11:02:28
Well, the domains that are named as those that originally appeared in the PH and the PGtF should be granted to the same deities.

-Right. If Pathfinder is backwards compatible (mostly), then we just need to assign any new domains to deities.
#21

Diffan

Aug 24, 2008 12:43:41
-Right. If Pathfinder is backwards compatible (mostly), then we just need to assign any new domains to deities.

There-in lies the problem. See, Pathfinder changed how domains work. The cleric class no longer receives domains spells. In exchanged, they receive certain powers and spell like abilities as they gain higher in level. For example-

Air Domain
[b][u]Caster Level[/u][/b] [b][u]Ability[/u][/b]<br /> 1st- [i]Lightning Arc[/i] (Su): As a standard action you can <br /> unleash an arc of electricity targeting any foe within<br /> 30 feet as a ranged touch attack. The lightning arc<br /> deals 1d6 points of electricity damage +1 for every two<br /> caster levels you possess.<br /> <br /> 2nd- [i]Obscuring Mist[/i] (Sp): You can cast [i]obscuring mist[/i]<br /> 1/day per 2 caster levels you possess.<br /> <br /> 4th- [i]Gust of Wind[/i] (Sp): You can cast [i]gust of wind[/i] 1/day<br /> <br /> 8th- [i]Walk on Air[/i] (Su): You can walk on air as if it were solid for<br /> a number of rounds per day equal to your caster level. These <br /> rounds do not need to be consecutive. This ability otherwise <br /> functions as [i]air walk.[/i]<br /> <br /> 12th- [i]Chain Lightning[/i] (Sp): You can cast [i]chain lightning[/i] 1/day.<br /> <br /> 16th- [i]Control Weather[/i] (Sp): You can cast [i]control weather[/i] 1/day.<br /> <br /> 20th- [i]Elemental Swarm[/i] (Sp): You can cast [i]elemental swarm[/i] <br /> 1/day, summoning only air creatures.
#22

lord_karsus

Aug 24, 2008 18:49:22
There-in lies the problem. See, Pathfinder changed how domains work. The cleric class no longer receives domains spells. In exchanged, they receive certain powers and spell like abilities as they gain higher in level. For example-

Now, I guess with this formula you could re-create FR domains such as Balance, Cavern, Cold, Drow, Dwarf, Elf, etc. but it'll take some play testing or messing around with.

-Ah, yes, that's right. Well, that doesn't mean that we have to reassign deities to domains, but that for domains that don't exist, we need to make up mechanical reflections. No need to reinvent the wheel.
#23

banpai

Aug 24, 2008 20:00:59
Good luck with your project, the pathfinder rules are most definitely a step up from 3.5 and should be superiour to 4th in many areas until about next april.
#24

askanipsion

Aug 24, 2008 23:29:31
wow, your right. I don't know how I could've missed that. Well, based on that information, I don't think player's will have a problem with too many skill points. Thanks for pointing that out AskaniPsion.

We just tried out the Pathfinder rules with my 3.5 group yesterday. At first the players complained they had to learn new rules and didn't get as many skill points at 1st level......until I explained there were no longer cross class skills and you could take any skill you wanted....then they cheered!! :D

The druid in the party loved that he could now take an elemental domain as an option....he was thrilled and loved using it throughout the night.


Everyone was happy with the Pathfinder changes which we are now calling "3.7".
#25

valgard

Aug 25, 2008 14:09:33
Now, I guess with this formula you could re-create FR domains such as Balance, Cavern, Cold, Drow, Dwarf, Elf, etc. but it'll take some play testing or messing around with.

Well, I see that, apart from assigning those domains who weren't assigned to FR deities, we'll have to create those who were in the PGtF and not on Pathfinder. These are:

Balance
Cavern
Cold
Craft (proposal: use Artifice instead?)
Drow
Elf
Family (proposal: use Community instead?)
Fate
Gnome
Halfling
Hatred
Illusion
Mentalism
Metal
Moon
Ocean
Orc
Planning
Portal
Renewal
Retribution
Scalykind
Slime
Spell
Spider
Storm
Suffering
Time
Trade
Tyranny
Undeath
Watery Death

I have to admit it is a long list. Let's see what we can do!
EDIT - Proposal: Assign as the 1st level ability the granted power. Choose six spells from the spell list and assign them as spell-like abilities. It's not very elegant, but until we make something...
#26

umbralknight

Aug 25, 2008 16:37:49
If subscriptions still work, consider this thread subscribed to.
#27

green_giant_02

Aug 25, 2008 20:06:45
Well, I see that, apart from assigning those domains who weren't assigned to FR deities, we'll have to create those who were in the PGtF and not on Pathfinder. These are:

Balance
Cavern
Cold
Craft (proposal: use Artifice instead?)
Drow
Elf
Family (proposal: use Community instead?)
Fate
Gnome
Halfling
Hatred
Illusion
Mentalism
Metal
Moon
Ocean
Orc
Planning
Portal
Renewal
Retribution
Scalykind
Slime
Spell
Spider
Storm
Suffering
Time
Trade
Tyranny
Undeath
Watery Death

I have to admit it is a long list. Let's see what we can do!
EDIT - Proposal: Assign as the 1st level ability the granted power. Choose six spells from the spell list and assign them as spell-like abilities. It's not very elegant, but until we make something...

Dragonlance Nexus has posted some of these domains for their Pathfinder Dragonlance. They can be found here.
#28

lord_karsus

Aug 25, 2008 22:32:45
-I deleted my Pathfinder download, being as that I just wanted to look at the Monk. Now, if I am remembering correctly, isn't the difference to Clerics and Domains very minor, like that they cast their Domain spells as a Spell-like ability once per day?
#29

Diffan

Aug 26, 2008 2:27:14
-I deleted my Pathfinder download, being as that I just wanted to look at the Monk. Now, if I am remembering correctly, isn't the difference to Clerics and Domains very minor, like that they cast their Domain spells as a Spell-like ability once per day?

They receive a special touch power at first level. Afterwards, as they gain levels in the Cleric class, they receive bonus spell-like abilities and another special power at 8th level. Keep in mind that if you Prestige Class out of cleric at say, 5th level, you won't receive additional domain powers beyond that (though your powers increase for your earlier SLAs and Power because it's based off your caster level). I think it's designed for more incentive to stay in the class for more than 5 or 6 levels, something they've done to most of the base classes.

Dragonlance Nexus has posted some of these domains for their Pathfinder Dragonlance.

Good looks.

Planning Domain
Deity: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao
[b][u]Caster Level[/u][/b] [b][u]Ability[/u][/b] <br /> 1st- [i]Memorable Attack (Su):[/i] As long as you take a full round action<br /> and move no more than 5ft, you can attack a target within reach and <br /> force the target to relive the attack on the following round, suffering <br /> damage equal to the initial attack's damage. You must successfully <br /> strike the target for this ability to work. The target gains a Will save <br /> (DC = the damage) to negate the effect. <br /> <br /> 2nd- [i]Augury (Sp):[/i] You can cast [i]augury[/i] 1/day per 2 caster<br /> levels. <br /> <br /> 4th- [i]Imbue with Spell Ability (Sp):[/i] You can cast [i]imbue with spell ability[/i] <br /> 1/day. <br /> <br /> 8th- [i]Counter (Su):[/i] You can counter the effects of any single spell, <br /> spell-like effect or supernatural ability that targets only you with a <br /> successful saving throw against the effect. If the effect does not offer <br /> a saving throw, you gain one. <br /> <br /> 12th- [i]Detect scrying (Sp):[/i] You can cast [i]detect scrying[/i] 1/day. <br /> <br /> 16th- [i]Discern location (Sp):[/i] You can cast [i]discern location[/i] 1/day. <br /> <br /> 20th- [i]Time Stop (Sp):[/i] You can cast [i]time stop[/i] 1/day.
#30

lord_karsus

Aug 26, 2008 9:52:40
They receive a special touch power at first level. Afterwards, as they gain levels in the Cleric class, they receive bonus spell-like abilities and another special power at 8th level.

-So, a touch ability at 1st and 8th, and a regular ability at 2nd, 4th, 12th, 16th, and 20th, judging by your examples above. Gotcha. So, it'd be something like this:

Elf Domain
Deity: The Seldarine


[b][u]Caster Level[/u][/b] [b][u]Ability[/u][/b] <br /> 1st- [i]Elfsight (Su):[/i] Equivalent of a Swift Action for the round, you may double the range of your vision.<br /> <br /> 2nd- [i]Cat's Grace(Sp):[/i] You can cast [i]Cat's Grave[/i] 1/day per 2 caster<br /> levels. <br /> <br /> 4th- [i]Tree Stride(Sp):[/i] You can cast [i]Tree Stride[/i] <br /> 1/day. <br /> <br /> 8th- [i]Weavesight:[/i] As a Full-Round Action, you may immerse yourself in the Weave, and gain the effects of a [i]Analyze Dweomer[/i] spell for a number of rounds equal to 1/2 your total Cleric Levels.<br /> <br /> 12th- [i]Find The Path[/i] You can cast [i]Find The Path[/i] 1/day. <br /> <br /> 16th- [i]Sunburst:[/i] You can cast [i]Sunburst[/i] 1/day. <br /> <br /> 20th- [i]Antipathy(Sp):[/i] You can cast [i]Antipathy[/i] 1/day.
#31

valgard

Aug 26, 2008 10:58:20
I see you move quite fast with all these. I thought about helping you but you have left me behind.
12th- [i]Find The Path[/i] You can cast [i]Find The Path[/i] 1/day.

I remember that they have some "difficulties" with find the path (even they cite how ironic would be to not have find the path in a game called Pathfinder). We'll have to look what they finally do with this, although I think it's a good ability for the elf domain.
#32

lord_karsus

Aug 26, 2008 10:59:44
-I was just picking from the Elf domain spell list in the FRCS.
#33

Diffan

Aug 26, 2008 11:08:24
I think it works, good job LK. Though you might want to make Elfsight an ability granted by touch and able to be used on others as well.
#34

Diffan

Aug 26, 2008 12:12:53
I've been trying to think of a way to make the Courage domain powers unique. Pathfinder's Liberation domain sorta blends the two together so here's what I've come up with so far.

Courage
Deity:
Nobanion, Torm
[b]Caster <br /> [u]Level[/u] [u]Ability[/u][/b]<br /> <br /> 1st [b][i]Inspire Bravery[/i][/b] (Su): As part of this ability, you must <br /> initiate a charge. Until the beginning of your next turn, <br /> you or one ally within 30 ft. gain immunity to fear spells and <br /> effects. This immunity lasts for 3 rounds. Once a creature has <br /> benefited from [i][b]inspire bravery[/b][/i] , it gains no further <br /> benefits from this ability for 1 hour.<br /> <br /> 2nd [i][b]Lesser Vigor[/b][/i] (Sp): You can cast [i]lesser vigor[/i] <br /> 1/day per 2 caster levels you possess.<br /> <br /> 4th [b][i]Shield Other[/i][/b] (Sp): You can cast [i]shield other[/i] 1/day. <br /> <br /> 8th [b][i]Valiant Aura (Su):[/i][/b] You can emit a 20 ft. aura of valor for a number <br /> of rounds per day equal to half your caster level. You and all your <br /> allies receive a +4 morale bonus to Strength and Constitution. In <br /> addition, when making a full-attack, the affected creatures can <br /> make one additional attack with any weapon it's holding. The <br /> attack is made using the creature's full base attack bonus, plus <br /> any modifiers appropriate to the situation. This efect is not <br /> cumulative with similar effects such as that provided by <br /> the [i]haste[/i] spell. These roundneed not be consectuative<br /> <br /> 12th [i][b]Heroism[/b][/i] (Sp): You can cast [i]heroism[/i] 1/day.<br /> <br /> 16th [i][b]Lion&#8217;s Roar[/b][/i] (Sp): You can cast [i]lion&#8217;s roar[/i] 1/day.<br /> <br /> 20th [b][i]Greater Cloak of Bravery[/i][/b] (Sp): You can cast <br /> [i]greater cloak of bravery[/i] 1/day.
#35

lord_karsus

Aug 26, 2008 13:38:45
-A Shield Other effect? Sounds courageous.
#36

Diffan

Aug 27, 2008 8:02:41
I like the idea, but I'm thinking of doing something with an aura effect. Maybe taking the spell Valiant Fury and turning it into a 30 ft. aura that lasts for so many rounds.

BTW- Valiant Fury:
Show

VALIANT FURY
Transmutation
Level: Courage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Pointing your holy symbol at your ally as you chant, you imbue him with fighting spirit.

The affected creature gains a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. In addition, when making a full-attack, the affected creature can make one additional attack with any weapon it's holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. This efect is not cumulative with similiar effects, such as that provided by the haste spell.
#37

green_giant_02

Aug 30, 2008 12:23:02
Somebody was working on converting other domains to PF domains at Paizo.com but I forgot the name of the thread. I believe he had a link that contained his work. Here's what I copied and pasted. (Its possible he's added more powers since then).

Balance Domain
1st: (Su):
2nd: Make Whole (Sp): Castable 1/day per 2 caster levels.
4th: Calm Emotions (Sp): Castable 1/day
8th: Aura of Clarity (Su): You create an aura with 30Ft. radius for a number of rounds equal to your caster level that gives allies +1/2 caster level bonus on save against mind affecting spells and abilities. This aura also allows a reroll for concealment miss chance. These rounds need not be consecutive.
12th: Sanctuary, Mass (Sp): Castable 1/day
16th: Word of Balance (Sp): Castable 1/day
20th: Weighed in the Balance (Sp): Castable 1/day

Bestial Domain
1st: Summon Beast (Su): As a standard action, you can summon one animal to aid you as per summon monster I (must be of a similar alignment). The creature remains until you dismiss it and you can never have more than one such creature in your service at one time. Once the creature dies or is dismissed, you must wait 1 hour before summoning another. At 6th level, and every four levels thereafter, you may summon a more powerful beast, increasing the summon monster spell by 1 (II at 6th level, III at 10th, IV at 14th, and V at 18th).
2nd: Magic Fang (Sp): Castable 1/day per 2 caster levels.
4th: Bull’s Strength (Sp): Castable 1/day
8th: Bestial Form (Su): You can assume the form of any animal you can summon using your summon beast ability for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions as beast shape III.
12th: Claws of the Savage (Sp): Castable 3/day
16th: Whirlwind of Teeth (Sp): Castable 1/day
20th: Were-Doom (Sp): Castable 1/day

Cavern Domain
1st: Stonecunning (Su): You gain the stonecunning ability the same as a dwarf. If you have stonecunning already the bonus is +4 instead.
2nd: Detect Secret Doors (Sp): Castable 1/day per 2 caster levels.
4th: Darkness (Sp): Castable 1/day
8th: Stonemeld (Su): For a number of rounds equal to your caster level you can meld with stone as the spell, this includes your equipment. These rounds do not need to be consecutive.
12th: Passwall (Sp): Castable 1/day
16th: Find the Path (Sp): Castable 3/day
20th: Imprisonment (Sp): Castable 1/day

Celerity Domain
1st: Quick Stride (Su): Your land speed is faster than normal folk. Your movement rate is increased by 5Ft. at 1st level, then an extra 5Ft. at 6th, 12th and 18th caster level.
2nd: Expeditious Retreat (Sp): Castable 1/day per 2 caster levels.
4th: Cat’s Grace (Sp): Castable 1/day
8th: God’s Speed (Su): For a number of rounds equal to your caster level you gain a displacement effect. This displacement effect counts as 50% concealment. These rounds do not need to be used consecutively.
12th: Haste (Sp): Castable 3/day
16th: Cat’s Grace, Mass (Sp): Castable 1/day
20th: Time stop (Sp): Castable 1/day

Cold Domain
1st: Channel Ice (Su): You can damage creatures of fire with your channelling bursts. Creature with the fire type/subtype take damage from your channelling with the normal will save for half, but they will not run.
2nd: Chill touch (Sp): Castable 1/day per 2 caster levels.
4th: Chill Metal (Sp): Castable 1/day
8th: Chill aura (Su): You emit an 30Ft. radius aura for a number of rounds equal to your caster level which gives everyone (including enemies) a resistance to fire. This resistance is equal to your caster level. These rounds do not need to be used consecutively.
12th: Wall of Ice (Sp): Castable 1/day
16th: Cone of Cold (Sp): Castable 3/day
20th: Obedient Avalanche (Sp): Castable 1/day

Competition Domain
1st: Competitors Spirit (Su): You gain a bonus on all opposed checks. This bonus is equal to +1/4 caster level minimum +1.
2nd: Remove Fear (Sp): Castable 1/day per 2 caster levels.
4th: Zeal (Sp): Castable 1/day
8th: (Su):
12th: Divine Power (Sp): Castable 3/day
16th: Zealot Pact (Sp): Castable 3/day
20th: Visage of the Deity (Sp): Castable 1/day

Corruption Domain
1st: Blistering Touch (Su): As a standard action you can make a melee touch attack, which causes the victim’s skin to blister and dry causing pain and discomfort. The effect is the same as the sickened condition. This effect lasts for 3 rounds and can only affect a target once a day.
2nd: Doom (Sp): Castable 1/day per 2 caster levels.
4th: Blindness/Deafness (Sp): Castable 1/day
8th: Corrupting Strike (Su): You can strike objects ignoring hardness for a number of rounds equal to your caster level. These rounds need not be consecutive.
12th: Morality Undone (Sp): Castable 3/day
16th: Insanity (Sp): Castable 1/day
20th: Despoil (Sp): Castable 1/day

Courage Domain
1st: Aid Ally (Su): As a standard action you can help your allies withstand the fearful opponents they face. Touching an ally gives that ally a bonus on fear saves equal to +1/2 caster levels lasting for 3 rounds. Each ally can only benefit from this once a day.
2nd: Remove Fear (Sp): Castable 1/day per 2 caster levels.
4th: Aid (Sp): Castable 1/day
8th: Rally (Su): You can create an aura of tranquillity out to 30Ft. radius for a number of rounds equal to your caster level. Any ally in the aura is immune to fear effects. These rounds need not be consecutive.
12th: Valant Fury (Sp): Castable 1/day
16th: Heroism, Greater (Sp): Castable 1/day
20th: Cloak of Bravery, Greater (Sp): Castable 1/day

Craft Domain
1st: (Su):
2nd: Animate Rope (Sp): Castable 1/day per 2 caster levels.
4th: Wood Shape (Sp): Castable 1/day
8th: (Su):
12th: Minor Creation (Sp): Castable 1/day
16th: Fantastic Machine (Sp): Castable 3/day
20th: Fantastic Machine, Greater (Sp): Castable 1/day

Creation Domain
1st: (Su):
2nd: (Sp): Castable 1/day per 2 caster levels.
4th: Minor Image (Sp): Castable 1/day
8th: (Su):
12th: Major Creation (Sp): Castable 1/day
16th: Permanent Image (Sp): Castable 1/day
20th: Pavilion of Grandeur (Sp): Castable 1/day

Deathbound Domain
1st: Fortify Undead (Su): As a standard action you can fortify any undead you control within a 30Ft. radius. This fortification adds +1/2 caster level to the undead’s Turn Resistance. This bonus lasts for 3 rounds and will only affect an individual undead once a day.
2nd: Chill of the Grave (Sp): Castable 1/day per 2 caster levels.
4th: Blade of Pain and Fear (Sp): Castable 1/day
8th: Call Undead (Su): You can summon undead to aid you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead created by this ability is destroyed.
12th: Revive Undead (Sp): Castable 1/day
16th: Awaken Undead (Sp): Castable 3/day
20th: Wail of the Banshee (Sp): Castable 1/day

Deathless Domain (modified from seekerofshadowlight’s original)
1st: Sense Undead (Su): As a standard action you can detect the presence of Undead within a 30Ft. radius. This cannot be focused on as with Detect Undead, it only shows the presence of undead in the area.
2nd: Gentle Repose (Sp): Castable 1/day per 2 caster levels.
4th: Consecrate (Sp): Castable 1/day
8th: Spirit of the Steed (Su): This ability allows you to channel the spirit of an ancient elf into your mount, which must be a living animal. It grants a +30 to movement, the run feat (if it already has the feat it moves 6 times faster with no armor) and the ability to hustle for the whole time without penalty. This ability is usable 1/hour per level per day.
12th: Hallow (Sp): Castable 1/day
16th: Create Deathless (Sp): Castable 1/day
20th: Hero’s Blade (Sp): Castable 1/day

Demonic Domain
1st: Demonstrength (Su): Your unarmed strikes do not provoke attacks of opportunity and gain a profane bonus of +1/4 caster level.
2nd: Demonflesh (Sp): Castable 1/day per 2 caster levels.
4th: Demoncall (Sp): Castable 1/day
8th: Demon Wings (Su): You can fly at a speed of 30Ft. and average manoeuvrability for a number of rounds equal to your caster level. These need not be used consecutively.
12th: Planar Binding, Lesser (Sp): Castable 1/day
16th: Fiendish Clarity (Sp): Castable 1/day
20th: Gate (Sp): Castable 1/day

Diabolic Domain
1st: (Su):
2nd: Devil’s Tail (Sp): Castable 1/day per 2 caster levels.
4th: Devil’s Eye (Sp): Castable 1/day
8th: Devil’s tongue (Su): You can add a profane bonus of +5 on Bluff, Diplomacy, Intimidate or Sense Motive for a number of rounds equal to your caster level. These need not be used consecutively and can be used on different skills each round.
12th: Hellfire (Sp): Castable 1/day
16th: HellfireStorm (Sp): Castable 1/day
20th: Gate (Sp): Castable 1/day

Domination Domain
1st: Dazing Touch (Su): You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day.
2nd: Command (Sp): Castable 1/day per 2 caster levels.
4th: Enthral (Sp): Castable 1/day
8th: Charming Touch (Su): You can use charm monster as a melee touch attack. You can only have one creature charmed in this way at a time. The total duration of this effect per day is 1 round per caster level. These rounds do not need to be consecutive. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds at its save to resist the effect.
12th: Dominate Person (Sp): Castable 1/day
16th: Suggestion, Mass (Sp): Castable 1/day
20th: Monstrous Thrall (Sp): Castable 1/day

Dragon Domain
1st: Dragon Claw (Su): You grow claws which you can make natural attacks with. Claw damage is D4 for a medium sized creature and is dependant on size.
2nd: Magic Fang (Sp): Castable 1/day per 2 caster levels.
4th: Resist Energy (Sp): Castable 1/day
8th: Dragon Wings (Su): You can fly at a speed of 30Ft. and average manoeuvrability for a number of rounds equal to your caster level. These need not be used consecutively.
12th: Voice of the Dragon (Sp): Castable 3/day
16th: Dragon Ally (Sp): Castable 1/day
20th: Dominate Monster (Sp): Castable 1/day

Dream Domain
1st: Dazing Touch (Su): You can cause a living creature to become dazed as a melee touch attack. This ability has no effect on creatures of a higher level than you or with more HD. Once a creature has been affected by dazing touch, it is immune to its effects for 1 day.
2nd: Sleep (Sp): Castable 1/day per 2 caster levels.
4th: Augury (Sp): Castable 1/day
8th: (Su):
12th: Phantasmal Killer (Sp): Castable 3/day
16th: Dream Sight (Sp): Castable 3/day
20th: Weird (Sp): Castable 1/day

Drow Domain
1st: (Su):
2nd: Cloak of Dark Power (Sp): Castable 1/day per 2 caster levels.
4th: Clairaudience/Clairvoyance (Sp): Castable 1/day
8th: (Su):
12th: Spiderform (Sp): Castable 1/day
16th: Word of Chaos (Sp): Castable 1/day
20th: Gate (Sp): Castable 1/day

Dwarf Domain
1st: (Su):
2nd: Magic Weapon (Sp): Castable 1/day per 2 caster levels.
4th: Bear’s Endurance (Sp): Castable 1/day
8th: (Su):
12th: Fabricate (Sp): Castable 1/day
16th: Stone Tell (Sp): Castable 3/day
20th: Elemental Swarm (Sp): Castable 1/day

Elf Domain (modified from Svipdag’s original)
1st: Archer’s Smite (Su): As a standard action, you can make a single bow attack against an opponent within 30Ft. with a bonus on damage equal to +1/2 caster level (minimum 1). If the attack hits, all critical threats against the target are automatically confirmed for 1 round, including this attack.
2nd: True Strike (Sp): Castable 1/day per 2 caster levels.
4th: Cat’s Grace (Sp): Castable 1/day
8th: Fleet Stride (Su): You can dodge Attacks of Opportunity as if you had the Mobility Feat for a number of rounds equal to your caster level. These rounds need not be consecutive. You do not need to meet any of the requirements for the Mobility Feat for this ability.
12th: Commune with Nature (Sp): Castable 1/day
16th: Liveoak (Sp): Castable 1/day
20th: Antipathy (Sp): Castable 1/day

Envy Domain
1st: (Su):
2nd: Disguise Self (Sp): Castable 1/day per 2 caster levels.
4th: Ray of Enfeeblement (Sp): Castable 1/day
8th: (Su):
12th: Vampiric Touch (Sp): Castable 3/day
16th: Limited Wish (Sp): Castable 1/day
20th: Wish (Sp): Castable 1/day

Family Domain
1st: (Su):
2nd: Bless (Sp): Castable 1/day per 2 caster levels.
4th: Shield Other (Sp): Castable 1/day
8th: (Su):
12th: Imbue with Spell Ability (Sp): Castable 3/day
16th: Heroes’ Feast (Sp): Castable 3/day
20th: Prismatic Sphere (Sp): Castable 1/day

Fate Domain
1st: (Su):
2nd: True Strike (Sp): Castable 1/day per 2 caster levels.
4th: Augury (Sp): Castable 1/day
8th: (Su):
12th: Status (Sp): Castable 3/day
16th: Vision (Sp): Castable 1/day
20th: Foresight (Sp): Castable 1/day

Force Domain
1st: Force Dart (Su): As a standard action you can fire a dart of force at a target within 30Ft. as a ranged touch attack. This dart does D4 +1/2 caster level force damage.
2nd: Magic Missile (Sp): Castable 1/day per 2 caster levels.
4th: Mage Armor (Sp): Castable 1/day
8th: (Su):
12th: Resilient Sphere (Sp): Castable 3/day
16th: Forcecage (Sp): Castable 1/day
20th: Crushing Hand (Sp): Castable 1/day

Gluttony Domain
1st: Engorged (Su): You may use weapons as if you had powerful build.
2nd: Goodberry (Sp): Castable 1/day per 2 caster levels.
4th: Death Knell (Sp): Castable 1/day
8th: (Su):
12th: Vampiric Touch (Sp): Castable 3/day
16th: Stone to Flesh (Sp): Castable 1/day
20th: Trap the Soul (Sp): Castable 1/day

Gnome Domain
1st: (Su):
2nd: Silent Image (Sp): Castable 1/day per 2 caster levels.
4th: Gembomb (Sp): Castable 1/day
8th: (Su):
12th: Hallucinatory Terrain (Sp): Castable 1/day
16th: Screen (Sp): Castable 1/day
20th: Summon Nature’s Ally IX (Sp): Castable 1/day (Earth Elementals or animals only)

Greed Domain (Kaeyoss)
1st: Soul of Greed (Su): As a standard action, you can touch an item to know its value. You make an Appraise check with a +5 bonus and will know its market value to the copper piece. You can always take 10 on this roll.
2nd: Cheat (Sp): Castable 1/day per 2 caster levels.
4th: Entice Gift (Sp): Castable 1/day
8th: Guard the Hoard (Su): You can guard a container with a trap that deals 1d6 points of damage for every two caster levels you possess when the object is opened. The trap lasts a number of rounds equal to your caster level or until discharged. You can create a number of traps per day equal to your caster level. This ability works otherwise like fire trap.
12th: Fabricate (Sp): Castable 1/day
16th: Teleport Object (Sp): Castable 1/day
20th: Sympathy (Sp): Castable 1/day

Halfling Domain
1st: Halfling Blessing (Su): You gain a bonus of +1/5 caster level on Acrobatics, Climb and Stealth checks, minimum +1.
2nd: Magic Stone (Sp): Castable 1/day per 2 caster levels.
4th: Cat’s Grace (Sp): Castable 1/day
8th: (Su):
12th: Freedom of Movement (Sp): Castable 3/day
16th: Shadow Walk (Sp): Castable 1/day
20th: Foresight (Sp): Castable 1/day

Hatred Domain
1st: (Su):
2nd: Doom (Sp): Castable 1/day per 2 caster levels.
4th: Scare (Sp): Castable 1/day
8th: (Su):
12th: Rage (Sp): Castable 3/day
16th: Blasphemy (Sp): Castable 1/day
20th: Wail of the Banshee (Sp): Castable 1/day

Hunger Domain
1st: Ghoul Fangs (Su): Your gain a bite attack as a secondary natural attack. Damage is 1D6 for medium, but will be more or less depending on size.
2nd: Ghoul Light (Sp): Castable 1/day per 2 caster levels.
4th: Ghoul Glyph (Sp): Castable 1/day
8th: Paralyzing Ray (Su): As a ranged touch attack up to 30Ft. you paralyze a target for a number of rounds equal to your caster level or until the target is damaged. These rounds need not be consecutive.
12th: Enervation (Sp): Castable 3/day
16th: Field of Ghouls (Sp): Castable 1/day
20th: Energy Drain (Sp): Castable 1/day

Illusion Domain
1st: Blinding Ray (Su): As a standard action you can fire a blinding ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more hit dice than your caster level are dazzled for 1 round instead.
2nd: Silent Image (Sp): Castable 1/day per 2 caster levels.
4th: Minor Image (Sp): Castable 1/day
8th: Displacement (Su): For a number of rounds equal to your caster level you gain a displacement effect. This displacement effect counts as 50% concealment. These rounds do not need to be used consecutively.
12th: Phantasmal Killer (Sp): Castable 3/day
16th: Mislead (Sp): Castable 3/day
20th: Weird (Sp): Castable 1/day

Inquisition Domain
1st: (Su):
2nd: Detect Chaos (Sp): Castable 1/day per 2 caster levels.
4th: Zone of Truth (Sp): Castable 1/day
8th: (Su):
12th: True Seeing (Sp): Castable 1/day
16th: Dictum (Sp): Castable 1/day
20th: Imprisonment (Sp): Castable 1/day

Lust Domain
1st: (Su):
2nd: Charm Person (Sp): Castable 1/day per 2 caster levels.
4th: Invisibility (Sp): Castable 1/day
8th: (Su):
12th: Scrying (Sp): Castable 1/day
16th: Symbol of Persuasion (Sp): Castable 3/day
20th: Trap the Soul (Sp): Castable 1/day

Mentalism Domain
1st: (Su):
2nd: Confusion, Lesser (Sp): Castable 1/day per 2 caster levels.
4th: Detect Thoughts (Sp): Castable 1/day
8th: (Su):
12th: Modify Memory (Sp): Castable 3/day
16th: Antipathy (Sp): Castable 1/day
20th: Astral Projection (Sp): Castable 1/day

Metal Domain
1st: (Su):
2nd: Magic Weapon (Sp): Castable 1/day per 2 caster levels.
4th: Heat Metal (Sp): Castable 1/day
8th: (Su):
12th: Rusting Grasp (Sp): Castable 3/day
16th: Transmute Metal to Wood (Sp): Castable 1/day
20th: Repel Metal or Stone (Sp): Castable 1/day

Mind Domain
1st: (Su):
2nd: Comprehend Languages (Sp): Castable 1/day per 2 caster levels.
4th: Detect Thoughts (Sp): Castable 1/day
8th: (Su):
12th: Telepathic Bond (Sp): Castable 1/day
16th: Probe Thoughts (Sp): Castable 3/day
20th: Weird (Sp): Castable 1/day

Moon Domain
1st: (Su):
2nd: Faerie Fire (Sp): Castable 1/day per 2 caster levels.
4th: Moonbeam (Sp): Castable 1/day
8th: (Su):
12th: Fear (Sp): Castable 3/day
16th: Insanity (Sp): Castable 1/day
20th: Moonfire (Sp): Castable 1/day

Mysticism Domain
1st: (Su):
2nd: Divine Power (Sp): Castable 1/day per 2 caster levels.
4th: Spiritual Weapon (Sp): Castable 1/day
8th: (Su):
12th: Weapon of the Deity (Sp): Castable 3/day
16th: Blasphemy/Holy Word (Sp): Castable 1/day
20th: Visage of the Deity, Greater (Sp): Castable 1/day

Ocean Domain
1st: (Su):
2nd: Endure Elements (Sp): Castable 1/day per 2 caster levels.
4th: Sound Burst (Sp): Castable 1/day
8th: (Su):
12th: Freedom of Movement (Sp): Castable 3/day
16th: Waterspout (Sp): Castable 1/day
20th: Elemental Swarm (Sp): Castable 1/day

Oracle Domain
1st: Oracle’s Fortune (Su): You can touch a creature as a standard action, giving it an enhancement bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until used. Once a creature has benefited from oracle’s fortune, it gains no further benefit from this ability for 1 day.
2nd: Identify (Sp): Castable 1/day per 2 caster levels.
4th: Augury (Sp): Castable 1/day
8th: Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying.
12th: Commune (Sp): Castable 1/day
16th: Legend Lore (Sp): Castable 3/day
20th: Foresight (Sp): Castable 1/day

Orc Domain
1st: (Su):
2nd: Cause Fear (Sp): Castable 1/day per 2 caster levels.
4th: Produce Flame (Sp): Castable 1/day
8th: (Su):
12th: Divine Power (Sp): Castable 3/day
16th: Blasphemy (Sp): Castable 1/day
20th: Power Word Kill (Sp): Castable 1/day

Pact Domain
1st: (Su):
2nd: Command (Sp): Castable 1/day per 2 caster levels.
4th: Shield Other (Sp): Castable 1/day
8th: (Su):
12th: Stalwart Pact (Sp): Castable 1/day
16th: Zealot Pact (Sp): Castable 3/day
20th: Gate (Sp): Castable 1/day

Pain Domain
1st: Vampiric Strike (Su): As a standard action you can make a melee attack. On a successful hit you heal 1hp per damage caused up to a maximum of your caster level. Vampiric Strike can only affect an opponent once in a day.
2nd: Angry Ache (Sp): Castable 1/day per 2 caster levels.
4th: Sadism (Sp): Castable 1/day
8th: Wrack (Su): You create a 30Ft. aura causing pain to all enemies for a number of rounds equal to your caster level. This aura gives the following penalties, -2 attack, saves and skill checks for 1 round. These rounds need not be consecutive.
12th: Thousand Needles (Sp): Castable 1/day
16th: Wave of Pain (Sp): Castable 1/day
20th: Eternity of Torture (Sp): Castable 1/day

Pestilence Domain
1st: (Su):
2nd: Doom (Sp): Castable 1/day per 2 caster levels.
4th: Summon Swarm (Sp): Castable 1/day
8th: (Su):
12th: Poison (Sp): Castable 3/day
16th: Scourge (Sp): Castable 1/day
20th: Otyugh Swarm (Sp): Castable 1/day

Planning Domain
1st: (Su):
2nd: Deathwatch (Sp): Castable 1/day per 2 caster levels.
4th: Augury (Sp): Castable 1/day
8th: (Su):
12th: Status (Sp): Castable 3/day
16th: Scrying, Greater (Sp): Castable 1/day
20th: Time Stop (Sp): Castable 1/day

Portal Domain
1st: (Su):
2nd: Summon Monster I (Sp): Castable 1/day per 2 caster levels.
4th: Analyze Portal (Sp): Castable 1/day
8th: (Su):
12th: Dimension Door (Sp): Castable 3/day
16th: Etherealness (Sp): Castable 1/day
20th: Gate (Sp): Castable 1/day

Pride Domain
1st: (Su):
2nd: Hypnotism (Sp): Castable 1/day per 2 caster levels.
4th: Eagle’s Splendour (Sp): Castable 1/day
8th: (Su):
12th: Divine Power (Sp): Castable 3/day
16th: Heroism, Greater (Sp): Castable 1/day
20th: Charm Monster (Sp): Castable 1/day

Purification Domain
1st: (Su):
2nd: Nimbus of Light (Sp): Castable 1/day per 2 caster levels.
4th: Deific Vengeance (Sp): Castable 1/day
8th: (Su):
12th: Dance of the Unicorn (Sp): Castable 1/day
16th: Fires of Purity (Sp): Castable 3/day
20th: Visage of the Deity, Greater (Sp): Castable 1/day

Renewal Domain
1st: (Su):
2nd: Charm Person (Sp): Castable 1/day per 2 caster levels.
4th: Restoration, Lesser (Sp): Castable 1/day
8th: (Su):
12th: Atonement (Sp): Castable 1/day
16th: Restoration, Greater (Sp): Castable 1/day
20th: Freedom (Sp): Castable 1/day

Retributive Domain
1st: (Su):
2nd: Shield of Faith (Sp): Castable 1/day per 2 caster levels.
4th: Bear’s Endurance (Sp): Castable 1/day
8th: (Su):
12th: Fire Shield (Sp): Castable 3/day
16th: Spell Turning (Sp): Castable 1/day
20th: Storm of Vengeance (Sp): Castable 1/day

Scalykind Domain
1st: (Su):
2nd: Magic Fang (Sp): Castable 1/day per 2 caster levels.
4th: Animal Trance (Sp): Castable 1/day
8th: (Su):
12th: Poison (Sp): Castable 3/day
16th: Creeping Doom (Sp): Castable 1/day
20th: Shapechange (Sp): Castable 1/day

Slime Domain
1st: (Su):
2nd: Grease (Sp): Castable 1/day per 2 caster levels.
4th: Acid Arrow (Sp): Castable 1/day
8th: (Su):
12th: Black Tentacles (Sp): Castable 1/day
16th: Transmute Rock to Mud (Sp): Castable 3/day
20th: Implosion (Sp): Castable 1/day

Sloth Domain
1st: (Su):
2nd: Touch of Fatigue (Sp): Castable 1/day per 2 caster levels.
4th: Unseen Servant (Sp): Castable 1/day
8th: (Su):
12th: Slow (Sp): Castable 3/day
16th: Waves of Fatigue (Sp): Castable 3/day
20th: Astral Projection (Sp): Castable 1/day

Spell Domain
1st: (Su):
2nd: Mage Armor (Sp): Castable 1/day per 2 caster levels.
4th: Silence (Sp): Castable 1/day
8th: (Su):
12th: Mnemonic Enhancer (Sp): Castable 3/day
16th: Anyspell, Greater (Sp): Castable 3/day
20th: Disjunction (Sp): Castable 1/day

Spider Domain
1st: (Su):
2nd: Spider Climb (Sp): Castable 1/day per 2 caster levels.
4th: Summon Swarm (Sp): Castable 1/day
8th: (Su):
12th: Giant Vermin (Sp): Castable 3/day
16th: Stone Spiders (Sp): Castable 1/day
20th: Spider Shapes (Sp): Castable 1/day

Storm Domain
1st: (Su):
2nd: Entropic Shield (Sp): Castable 1/day per 2 caster levels.
4th: Gust of Wind (Sp): Castable 1/day
8th: (Su):
12th: Sleet Storm (Sp): Castable 3/day
16th: Control Weather (Sp): Castable 1/day
20th: Storm of Vengeance (Sp): Castable 1/day

Suffering Domain (Kaeyoss)
1st: Pain Touch (Su): You can use a pain touch on a living creature as a melee touch attack. If you hit, pain wracks the target, bestowing a -2 penalty to Strength and Dexterity for 3 rounds. Once a creature has been affected by pain touch, it is immune to its effects for 1 day.
2nd: Bane (Sp): Castable 1/day per 2 caster levels.
4th: Bear’s endurance (Sp): Castable 1/day
8th: Aura of Suffering (Su): You can emit a 30 ft. aura of suffering for a number of rounds per day equal to your caster level. All enemies within this aura must make a will safe or take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as long as they are within range. These rounds do not need to be consecutive.
12th: Enervation (Sp): Castable 3/day
16th: Eyebite (Sp): Castable 1/day
20th: Horrid Wilting (Sp): Castable 1/day

Summoner Domain
1st: (Su):
2nd: Summon Monster I (Sp): Castable 1/day per 2 caster levels.
4th: Summon Monster II (Sp): Castable 1/day
8th: (Su):
12th: Summon Monster V (Sp): Castable 1/day
16th: Summon Monster VII (Sp): /day
20th: Gate (Sp): Castable 1/day

Time Domain
1st: (Su):
2nd: True Strike (Sp): Castable 1/day per 2 caster levels.
4th: Gentle Repose (Sp): Castable 1/day
8th: (Su):
12th: Permanency (Sp): Castable 1/day
16th: Legend Lore (Sp): Castable 1/day
20th: Time Stop (Sp): Castable 1/day

Trade Domain
1st: (Su):
2nd: Message (Sp): Castable 1/day per 2 caster levels.
4th: Gembomb (Sp): Castable 1/day
8th: (Su):
12th: Fabricate (Sp): Castable 1/day
16th: Magnificent Mansion (Sp): Castable 1/day
20th: Discern Location (Sp): Castable 1/day

Tyranny Domain
1st: (Su):
2nd: Command (Sp): Castable 1/day per 2 caster levels.
4th: Enthral (Sp): Castable 1/day
8th: (Su):
12th: Command, Greater (Sp): Castable 1/day
16th: Grasping Hand (Sp): Castable 1/day
20th: Dominate Monster (Sp): Castable 1/day

Undeath Domain
1st: (Su):
2nd: Detect Undead (Sp): Castable 1/day per 2 caster levels.
4th: Desecrate (Sp): Castable 1/day
8th: Call Undead (Su): You can summon undead to aid you. With this ability you can summon a number of skeletons and zombies whose total Hit Dice do not exceed your caster level. These undead do not count against the total number of undead you can control and remain until destroyed. You cannot use this ability again until 1 hour after the last undead created by this ability is destroyed.
12th: Circle of Death (Sp): Castable 1/day
16th: Control Undead (Sp): Castable 1/day
20th: Energy Drain (Sp): Castable 1/day

Wealth Domain
1st: (Su):
2nd: Alarm (Sp): Castable 1/day per 2 caster levels.
4th: Obscure Object (Sp): Castable 1/day
8th: (Su):
12th: Secret Chest (Sp): Castable 1/day
16th: Sequester (Sp): Castable 1/day
20th: Antipathy (Sp): Castable 1/day

Windstorm Domain
1st: (Su):
2nd: Obscuring Mist (Sp): Castable 1/day per 2 caster levels.
4th: Blinding Winds (Sp): Castable 1/day
8th: (Su):
12th: Arc of Lightning (Sp): Castable 1/day
16th: Cloudwalkers (Sp): Castable 3/day
20th: Whirlwind, Greater (Sp): Castable 1/day

Planar Domains
Abyss Domain
1st: (Su):
1st: (Su):
2nd: Align Weapon (Sp): Castable 1/day per 2 caster levels.
2nd: Cause Fear (Sp): Castable 1/day per 2 caster levels.
4th: Bull’s Strength (Sp): Castable 1/day
4th: Death Knell (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Balor Nimbus (Sp): Castable 3/day
12th: Slay Living (Sp): Castable 1/day
16th: Harm (Sp): Castable 3/day
16th: Destruction (Sp): Castable 1/day
20th: Implosion (Sp): Castable 1/day
20th: Summon Monster IX (Sp): Castable 1/day (Chaotic Evil Only)

Arborea Domain
1st: (Su):
1st: (Su):
2nd: Endure Elements (Sp): Castable 1/day per 2 caster levels.
2nd: Longstrider (Sp): Castable 1/day per 2 caster levels.
4th: Aid (Sp): Castable 1/day
4th: Eagle’s Splendour (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Opalescent Glare (Sp): Castable 3/day
12th: Break Enchantment (Sp): Castable 1/day
16th: Eagle’s Splendour, Mass (Sp): Castable 3/day
16th: Spell Turning (Sp): Castable 1/day
20th: Freedom (Sp): Castable 1/day
20th: Summon Monster IX (Sp): Castable 1/day (Chaotic Good Only)

Baator Domain
1st: (Su):
1st: (Su):
2nd: Bane (Sp): Castable 1/day per 2 caster levels.
2nd: Disguise Self (Sp): Castable 1/day per 2 caster levels.
4th: Darkness (Sp): Castable 1/day
4th: Fox’s Cunning (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Suggestion (Sp): Castable 3/day
12th: Spell Resistance (Sp): Castable 1/day
16th: Dominate Person (Sp): Castable 3/day
16th: Repulsion (Sp): Castable 1/day
20th: Imprisonment (Sp): Castable 1/day
20th: Summon Monster IX (Sp): Castable 1/day (Lawful Evil Only)

Celestia Domain
1st: (Su):
1st: (Su):
2nd: Light of Lunia (Sp): Castable 1/day per 2 caster levels.
2nd: Shield of Faith (Sp): Castable 1/day per 2 caster levels.
4th: Bear’s Endurance (Sp): Castable 1/day
4th: Shield Other (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Divine Power (Sp): Castable 3/day
12th: Righteous Might (Sp): Castable 1/day
16th: Bear’s Endurance, Mass (Sp): /day
16th: Regenerate (Sp): Castable 1/day
20th: Foresight (Sp): Castable 1/day
20th: Summon Monster IX (Sp): Castable 1/day (Lawful Good Only)

Elysium Domain
1st: (Su):
1st: (Su):
2nd: Charm Person (Sp): Castable 1/day per 2 caster levels.
2nd: Protection from Evil (Sp): Castable 1/day per 2 caster levels.
4th: Enthral (Sp): Castable 1/day
4th: Planar Tolerance (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Holy Smite (Sp): Castable 3/day
12th: Dispel Evil (Sp): Castable 1/day
16th: Mind Fog (Sp): Castable 3/day
16th: Holy Word (Sp): Castable 1/day
20th: Heal, Mass (Sp): Castable 1/day
20th: Moment of Prescience (Sp): Castable 1/day


Hades Domain
1st: (Su):
1st: (Su):
2nd: Doom (Sp): Castable 1/day per 2 caster levels.
2nd: Protection from Good (Sp): Castable 1/day per 2 caster levels.
4th: Resist Planar Alignment (Sp): Castable 1/day
4th: Rebuke (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Unholy Blight (Sp): Castable 3/day
12th: Dispel Good (Sp): Castable 1/day
16th: Waves of Fatigue (Sp): Castable 3/day
16th: Blasphemy (Sp): Castable 1/day
20th: Energy Drain (Sp): Castable 1/day
20th: Gate (Sp): Castable 1/day

Limbo Domain
1st: (Su):
1st: (Su):
2nd: Confusion, Lesser (Sp): Castable 1/day per 2 caster levels.
2nd: Protection from Law (Sp): Castable 1/day per 2 caster levels.
4th: Entropic Shield (Sp): Castable 1/day
4th: Resist Planar Alignment (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Chaos Hammer (Sp): Castable 3/day
12th: Dispel Law (Sp): Castable 1/day
16th: Insanity (Sp): Castable 3/day
16th: Word of Chaos (Sp): Castable 1/day
20th: Perinarch, Planar (Sp): Castable 1/day
20th: Shapechange (Sp): Castable 1/day

Mechanus Domain
1st: (Su):
1st: (Su):
2nd: Command (Sp): Castable 1/day per 2 caster levels.
2nd: Protection from Chaos (Sp): Castable 1/day per 2 caster levels.
4th: Calm Emotions (Sp): Castable 1/day
4th: Mechanus Mind (Sp): Castable 1/day
8th: (Su):
8th: (Su):
12th: Order’s Wrath (Sp): Castable 3/day
12th: Dispel Chaos (Sp): Castable 1/day
16th: Hold Monster (Sp): Castable 3/day
16th: Dictum (Sp): Castable 1/day
20th: Call Marut (Sp): Castable 1/day
20th: Disjunction (Sp): Castable 1/day
#38

green_giant_02

Aug 30, 2008 12:25:05
Here's some other ones. Could be from that same Paizo thread or somewhere else. Don't remember where I got them.

Commerce Domain
Deity: Kol Korran.
Cleric Level Ability
1st Smell Money (Su): As a standard action, you can touch an item to automatically sense its monetary value. Additionally you can sense the monetary value of a subject's gear by making an Appraise check against a 15 DC. You normally must be able to see the subject. You can sense the gold piece value of the contents of an area within 20 feet by making an Appraise check with a DC of 20. If the subject or area is beyond a solid barrier or otherwise hidden, the Appraise DC is +10.
2nd Comprehend Languages (Sp): As the spell 1/day per two caster levels.
4th Zone of Truth (Sp): As the spell 1/day.
8th Tongues (Su): Once per day any willing subject gains the effect of the tongues spell for 1 minute per caster level. These rounds do not need to be consecutive.
12th Glibness (Sp): You can use glibness 3/day.
16th Secret Chest (Sp): You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will, as per the spell secret chest.
20th Polymorph Any Object (Sp): As the spell 1/day.

Deathless Domain
(Note: I have a house rule where rebuking undead in Pathfinder's Channel Energy causes an "awe" condition unless your cleric has more than twice the HD of the undead he's rebuking; only then are undead normally "awed" commanded instead. Also, I never liked the spirit steed bonus spell on the Deathless list. It seems this was done before it was decided that the Valenar's "Keepers of the Past" religion was different from the Aerenal's. Its a less straight up conversion than the one above, but here it is...)
Deity: The Undying Court.
Cleric Level Ability
1st Deathless Warder (Su): Deathless creatures are affected by Channel Energy in the opposite manner that undead are, i.e. if you turn undead you rebuke deathless, and if you rebuke undead you turn deathless. Once per day, you can perform a "greater rebuking" against deathless creatures in place of one of your channel energy attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be awed are commanded instead.
2nd Detect Undead (Sp): As the spell 1/day per 2 caster levels you possess.
4th Consecrate (Sp): As the spell 1/day.
8th Call Deathless (Su): You can summon undying wizards and soldiers to aid you. With this ability you can summon a number of undying whose total Hit Dice do not exceed 1/2 your caster level. These deathless remain for a number of rounds equal to your caster level or until they are destroyed. Summoned undying expect to serve the cause of good, and will angrily vanish if they have reason to believe they have been disturbed for petty or selfish reasons. You cannot use this ability more than once in a 24 hour period.
12th Hallow (Sp): As the spell, 1/day.
16th Create Deathless (Sp): As the spell, once per day.
20th Create Greater Deathless (Sp): As the spell, once a day.

Decay Domain
Deity: The Keeper.
Cleric Level Ability
1st Touch of Putrescence (Su): Your touch causes decomposition in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature. If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1 point per cleric level.
2nd Doom (Sp): As the spell 1/day per 2 caster levels you possess.
4th Ray of Enfeeblement (Sp): As the spell 1/day.
8th Swarm Aura (Su): Once per day, you may summon a swarm of flies to surround you. Any living creature (other than the caster) that attacks you with a melee weapon must succeed on a Fortitude save or be nauseated for 1 round. A nauseated creature must make another Fort save to avoid contracting Filth Fever. The swarm lasts 1 round per caster level but it can be dispersed - it possesses AC 18, 5 hp per caster level, and is only vulnerable to the same things that damage swarms (high winds, area effect spells and energy damage, brandished torches).
12th Enervation (Sp): As the spell 3/day.
16th Horrid Wilting (Sp): As the spell 1/day.
20th Energy Drain (Sp): As the spell 1/day.

Exorcism Domain
Deity: Church of the Silver Flame.
Cleric Level Ability
1st Exorcise (Su): You can force possessing spirits out of the bodies they inhabit. You channel energy, and if your turning damage is at least equal to half the possessing entity's hit points, you force it out of the body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.
2nd Protection from Evil (Sp): As the spell 1/day per 2 caster levels you possess.
4th Magic Circle against Evil (Sp): As the spell 1/day.
8th Spectral Flenser (Su): You deal damage normally to incorporeal creatures, and your attacks likewise are treated as force effects that reach into the ethereal plane. You can activate this ability a number of rounds per day equal to your caster level, though they need not be consecutive.
12th Dismissal (Sp): As the spell 1/day.
16th Holy Word (Sp): As the spell 1/day.
20th Holy Aura (Sp): As the spell 1/day except with range of 50 ft around caster.

Feast Domain
Deity: Olladra.
Cleric Level Ability
1st Iron Stomach(Su): You have immunity to ingested poisons and to diseases spread by ingestion.
2nd Goodberry (Sp): As the spell 1/day per 2 caster levels you possess.
4th Create Food and Water (Sp): As the spell 1/day.
8th Aura of Detoxification (Su): You detoxify any sort of venom within 30 feet of you for a number of rounds per day equal to your caster level. These rounds need not be consecutive. Any poisons in the air, in food, or on weapons or traps within the radius of the aura, are neutralized. The aura does not reverse instantaneous effects, but any secondary effects to come are nullified. The venom of any creatures within the aura loses its potency while they remain within the aura and for 1d4 rounds after.
12th Secure Shelter (Sp): As the spell 1/day.
16th Heroes’ Feast: As the spell 1/day.
20th Feast of Champions: As the spell 1/day.

Life Domain
Deity: Arawai.
Cleric Level Ability
1st Touch of Life (Su): You can grant fast healing 1 (+1 per 1/2 caster level rounded down) to a creature you touch. The effects last 3 rounds. No one creature may benefit from this ability more than once every 24 hours.
2nd Hide From Undead (Sp): As the spell 1/day per 2 caster levels you possess.
4th Restoration, Lesser (Sp): As the spell 1/day.
8th Field of Life: You can emit a 30-ft. ward against death for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area.
12th Animate Objects: As the spell 1/day.
16th Regenerate: As the spell 1/day.
20th Heal, Mass: As the spell 1/day.

Meditation Domain
(Note: I've kept Concentration in my games - sub Spellcraft for a straighter conversion to Pathfinder)
Deity: The Path of Light.
Cleric Level Ability
1st Mystic Insight (Su): By meditating for one full round and succeeding a Concentration check (provoking attacks of opportunity) you can cast one spell as though it had the Empower Spell feat applied to it (all variable, numeric effects of an empowered spell are increased by one-half). You cast the spell at its normal level. The Concentration DC is 15 + the spell level of the spell you are trying to Empower.
2nd Comprehend Languages (Sp): As the spell 1/day per 2 caster levels you possess.
4th Owl’s Wisdom (Sp): As the spell 1/day.
8th Ubiquitous Awareness (Su): You have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking. Your Spot and Search checks gain a +4 enhancement bonus. Concurrently, you take a -4 penalty on saves against all gaze attacks during the power’s duration. This ability lasts for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive.
12th Tongues (Sp): As the spell 3/day.
16th Mind Blank (Sp): As the spell 1/day.
20th Astral Projection: As the spell 1/day.

Necromancer Domain
Deity: The Blood of Vol.
Cleric Level Ability
1st Necrobolt (Su): You can make a ranged touch attack that does 1d4 points of cold damage. When struck, your foe must succeed a Fort save or be stunned for one round. The range is 30 feet.
2nd Ray of Enfeeblement (Sp): As the spell 1/day per 2 caster levels you possess.
4th Command Undead (Sp): As the spell 1/day.
8th Vampiric Shroud (Su): You emit a parasitic aura for a number of rounds per day equal to your caster level. These rounds need not be consecutive. Any foe who attacks you with a melee weapon takes 1d6 points of negative energy damage +1 per two caster levels you possess. Additionally, you receive an equal amount of hit points up to your normal maximum.
12th Enervation (Sp): As the spell 3/day.
16th Control Undead (Sp): As the spell 1/day.
20th Energy Drain (Sp): As the spell 1/day.

Passion Domain
Deity: The Fury.
Cleric Level Ability
1st Reckless Abandon (Su): For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the rage spell.
2nd Cause Fear (Sp): As the spell 1/day per 2 caster levels you possess.
4th Hideous Laughter (Sp): As the spell 1/day.
8th Aura of Passion (Su): You can emit a 30-ft. aura of passion for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. Allies within the aura receive a +2 bonus to Will saves and 1d8 temporary hit points, but receive a -1 AC. Leaving the radius of the aura and returning does not bestow additional temporary hit points.
12th Crushing Despair (Sp): As the spell 3/day.
16th Song of Discord (Sp): As the spell 1/day.
20th Irresistible Dance: As the spell 1/day. 30 foot ranged touch attack.

Shadow Domain
Deity: The Shadow. Same as Pathfinder's Darkness domain, but sub shades for imprisonment at level 20.
#39

ianten_silverblade

Aug 31, 2008 22:32:26
(Note: Please ignore this post)
#40

valgard

Sep 01, 2008 8:55:23
Wow! This becomes even greater every day. Thanks for all of this Ianten and Green Giant (it's a long time since I've seen you, I was missing your writeup on deities and domains!)
#41

ianten_silverblade

Sep 01, 2008 23:05:20
see below
#42

ianten_silverblade

Sep 01, 2008 23:06:20
see below
#43

ianten_silverblade

Sep 01, 2008 23:08:13
Forest Gnomes

+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Wisdom: Forest Gnomes are agile, quite smart, and their attitudes make them agreeable to be around but their curiosity sometimes gets the better of them.

Small: Forest Gnomes are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.

Slow Speed: Forest Gnomes have a base speed of 20 feet.

Low-Light Vision: Forest Gnomes can see twice as far as humans in conditions of poor illumination. This replaces the Rock Gnome’s Darkvision trait.

Defensive Training: Forest Gnome’s get a +4 dodge bonus to AC against monsters of the giant type.

Forest Camouflage: Forest gnomes receive a +4 racial bonus on their stealth checks when in forest terrain. This replaces the Rock Gnome’s Hatred trait.

Keen Senses: Forest Gnomes receive a +2 bonus on smell or touch Perception checks.

Illusion Resistant: Rock gnomes get a +2 racial saving throw bonus against spells and spell-like abilities. This bonus stacks with the bonus granted by the gnome’s bonus to Will saves against spells and spell-like abilities.

Gnome Magic: Forest Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Forest Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these effects is equal to the Forest Gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the Forest Gnome’s Charisma modifier.

Strong Mind: Forest Gnomes get a +2 racial saving throw bonus to Will saves against spells and spell-like abilities.

Trackless Step: Forest Gnomes leave no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. This replaces the Rock Gnome’s Weapon Familiarity trait.

Bonus Languages: Forest Gnomes begin play speaking Gnome and Sylvan languages in addition to any other languages they may gain via a high intelligence score.

Favored Class: The favored class of Forest Gnomes is Bard or Sorcerer. This choice must be made at 1st level and cannot be changed.

Level Adjustment: +1.
#44

ianten_silverblade

Sep 01, 2008 23:09:56
See below.
#45

ianten_silverblade

Sep 01, 2008 23:11:44
see below
#46

valgard

Sep 02, 2008 2:24:46
I don't completely agree with these example races, Ianten. I think Sun Elves have too much ability modifiers, and that the standard Pathfinder's elf +2 Dex, +2 Int, -2 Con is enough (Sun and Moon elves don't need to have different ability mods, though they can have different racial traits).

Also I don't like so many abilities with the aasimar and the tiefling. I think this is a good opportunity to get rid of their +1 LA. The same is true for the forest gnome.

On a side note, I'd make the favored classes of the wild elf to be Sorcerer or Ranger, or maybe Sorcerer or Druid. I find the decision of the 3rd Edition Wild Elf favored class of Sorcerer to be a good one, that makes them wild and arcane at the same time.
#47

lord_karsus

Sep 02, 2008 10:05:52
-Concerning Elves, I don't see any mentions of their immunity to Sleep spells, and their reverie ability.
#48

Diffan

Sep 02, 2008 11:15:05
I don't completely agree with these example races, Ianten. I think Sun Elves have too much ability modifiers, and that the standard Pathfinder's elf +2 Dex, +2 Int, -2 Con is enough (Sun and Moon elves don't need to have different ability mods, though they can have different racial traits).

In my campaigns, I like to keep things simple. Races with LOTS of ability adjustments are more of a hinderance than a boon if you ask me. Also, races with more than 1 negative ability adjustment just doesn't appeal to me at all.

Also I don't like so many abilities with the aasimar and the tiefling. I think this is a good opportunity to get rid of their +1 LA. The same is true for the forest gnome.

I've always made my Tieflings and Aasimars Humanoids with outsider subtype to get rid of that stinking +1 LA and a -2 to Con is hard to swallow. They're favored class Paladin and pallys NEED their Con. Tiefling's -2 Cha really hurts espically when one of their favored classes is Warlock, which derives most of it's class powers from Charisma. Everything else, I don't really see a problem with though (again, changing outsider to humanoid to get rid of the +1 LA). In reference to the Forest gnome, considering i've never played one, or even really read the stats on one, i still hate to see level adjustments.

On a side note, I'd make the favored classes of the wild elf to be Sorcerer or Ranger, or maybe Sorcerer or Druid. I find the decision of the 3rd Edition Wild Elf favored class of Sorcerer to be a good one, that makes them wild and arcane at the same time.

On the original post, their favored classes were Druid or Ranger. Would it be more appropriate me to change it to say Druid or Sorcerer?
#49

valgard

Sep 03, 2008 2:51:32
I've always made my Tieflings and Aasimars Humanoids with outsider subtype to get rid of that stinking +1 LA (...) Everything else, I don't really see a problem with though (again, changing outsider to humanoid to get rid of the +1 LA).

I don't think that because they are Outsiders (native) it's automatically needed a +1 LA, if you take away some other abilities compared to the +0 LA races from the Pathfinder book, you can low their LA still maintaining their original type and subtype. Of course, do they really need to be outsiders? That's another question.

On the original post, their favored classes were Druid or Ranger. Would it be more appropriate me to change it to say Druid or Sorcerer?

I already read it in you original post, but I posted it now for no special reason, just causality. Regarding the decision, it's just a matter of preference, I think Sorcerer is a good favored class for Wild Elves, but if you or someone else argues another option with better arguments, I would gladly accept it.
#50

Diffan

Sep 03, 2008 7:00:32
I don't think that because they are Outsiders (native) it's automatically needed a +1 LA, if you take away some other abilities compared to the +0 LA races from the Pathfinder book, you can low their LA still maintaining their original type and subtype. Of course, do they really need to be outsiders? That's another question.

Taking away the Outsider type was the idea given in the back of the Player's Guide to Faerun. Because many spells (espically at low levels) deal with humanoids, they are immune to such things and that's a big help. Also, other aspects of their racial abilities....fit (for lack of a better word) with the general theme of the race IMO and changing their type is an unnoticeable, but fairly large way to reduce the +1 LA.

I already read it in you original post, but I posted it now for no special reason, just causality. Regarding the decision, it's just a matter of preference, I think Sorcerer is a good favored class for Wild Elves, but if you or someone else argues another option with better arguments, I would gladly accept it.

The reason I liked the Druid and Ranger favored classes is because I always felt Wild elves reverted to the primal elements, ie. nature magic. While a sorcerers power is innate, for me, I've think the wild elves have repulsed the idea of arcane magic in favor of the elements of the wild and nature itself. I know it's sad, but I link them to the Night Elves of Warcraft. It just works for me.
#51

valgard

Sep 03, 2008 9:06:07
Taking away the Outsider type was the idea given in the back of the Player's Guide to Faerun. Because many spells (espically at low levels) deal with humanoids, they are immune to such things and that's a big help. Also, other aspects of their racial abilities....fit (for lack of a better word) with the general theme of the race IMO and changing their type is an unnoticeable, but fairly large way to reduce the +1 LA.

I think your arguments are good. The only thing I think it must be done is to reduce their LA.

The reason I liked the Druid and Ranger favored classes is because I always felt Wild elves reverted to the primal elements, ie. nature magic. While a sorcerers power is innate, for me, I've think the wild elves have repulsed the idea of arcane magic in favor of the elements of the wild and nature itself. I know it's sad, but I link them to the Night Elves of Warcraft. It just works for me.

Well, if this arcane repulsion cannot be canonically proved, then the best thing is to consider both ideas, and making Sorcerer or Druid their favored class can make everyone happy. If you like to use them more primal, choose druid, if you want them to use arcane magic, choose sorcerer.

And I repeat:
if this arcane repulsion cannot be canonically proved

#52

Diffan

Sep 09, 2008 2:19:03
Well, if this arcane repulsion cannot be canonically proved, then the best thing is to consider both ideas, and making Sorcerer or Druid their favored class can make everyone happy. If you like to use them more primal, choose druid, if you want them to use arcane magic, choose sorcerer.

I cannot disprove that wild elves refuse arcane magic, though it's just what I do in my campaigns. Being a wild elf sorcerer does give elements of innate magical abilities and I could see them using it, though the reason I suggested Druid and Ranger was to give some diversity between class types (spellcaster and melee/ranged warrior) vs. (spellcaster and spellcaster).


Something else that I noticed while going through the Pathfinder rules. The lack of Greater Turning. Because turning/rebuking has changed significantly into channeling, undead just take damage and flee rather than just flee. So to make a suggestion as to how Greater Turning might work, you could increase the die to which you channel. For example, you could take the Disciple of the Sun feat (Complete Divine), spend 2 channel attempts to produce a Greater Channeling effect, making the d6's into d8's. Does that sound balanced? Taking suggestions.
#53

ianten_silverblade

Sep 09, 2008 20:26:10
Okay. Since not many people enjoyed the Aasimar I did I revised it. Lemme know what you guys and gals think:

Aasimar
+2 Strength, +2 Wisdom, +2 Charisma, -2 Constitution: Aasimar are strong, wise, and fair to look upon but the circumstances of their celestial heritage combined with their human blood leaves them with somewhat frail bodies.

Medium: Aasimar are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Aasimar have a base speed of 30 feet.

Outsider (Native): Aasimar are outsiders native to the Material Plane, and thus have the outsider (native) type. They gain the extraplanar subtype when not on the Material Plane. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person.

Low-Light Vision: Aasimar can see twice as far as humans in conditions of poor illumination.

Aasimar Magic: Aasimar add +1 to the DC of any saving throws against good spells that they cast. Aasimar with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—daylight. The caster level for these effects is equal to the Aasimar’s level. The DC for this spell is equal to 10 + the spell’s level + the Aasimar’s Charisma modifier.

Cat-Like Reflexes: Aasimar gain a +2 racial bonus to Initiative rolls.

Celestial Fortitude: Aasimar gain a +2 racial bonus to saving throws to resist poison and petrification.

Celestial Resistance: Aasimar gain acid, cold, and electricity resistance 5

Keen Senses: Aasimar receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.

Languages: Aasimar begin play speaking Common and Celestial languages in addition to any other languages they may gain via a high intelligence score.

Favored Class: The favored class of Aasimar is Cleric or Paladin. This choice must be made at 1st level and cannot be changed.

Level Adjustment: +1
#54

ianten_silverblade

Sep 09, 2008 21:04:09
Here's a Pathfinder version of the Air Genasi. Let me know what you guys think kay?

Air Genasi
+4 Dexterity, +2 Intelligence, -2 Wisdom: Air Genasi are extraordinarily agile and possess keen intellects but are flighty and their arrogance often leads them into trouble they might otherwise avoid.

Medium: Air Genasi are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Air Genasi have a base speed of 30 feet.

Outsider (Native): Air Genasi are outsiders native to the Material Plane, and thus have the outsider (native) type. They gain the extraplanar subtype when not on the Material Plane. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person.

Darkvision: Air Genasi have darkvision up to 60 feet

Agile as the Wind: Air Genasi treat the Acrobatics skill as a class skill and gain a +2 racial bonus on all Acrobatics checks.

Air Genasi Magic: Air Genasi add +1 to the DC of any saving throws against air spells that they cast. Air Genasi with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day— gust of wind. The caster level for this spell-like ability is equal to the Air Genasi’s level. The DC for this spell is equal to 10 + the spell’s level + the Air Genasi’s Charisma modifier.

Born of the Sky: Air Genasi gain electricity resistance 10 and gain a +1 racial bonus on saving throws against all air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.

Breathless: Air Genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Languages: Air Genasi begin play speaking Common and Auran languages in addition to any other languages they may gain via a high intelligence score.

Favored Class: The favored class of is Rogue or Wizard. This choice must be made at 1st level and cannot be changed.

Level Adjustment: +1
#55

ianten_silverblade

Sep 09, 2008 21:07:00
Finally, here is the my Pathfinder version of the Earth Genasi. As always, let me know what you all think.

Earth Genasi
+2 Strength, +4 Constitution, -2 Wisdom: Earth Genasi are quite strong and fantastically tough as the bones of the Earth itself but they are somewhat oblivious to their surroundings at times.

Medium: Earth Genasi are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Earth Genasi have a base speed of 30 feet.

Outsider (Native): Earth Genasi are outsiders native to the Material Plane, and thus have the outsider (native) type. They gain the extraplanar subtype when not on the Material Plane. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person.

Darkvision: Earth Genasi have darkvision up to 60 feet

Earth Genasi Magic: Earth Genasi add +1 to the DC of any saving throws against earth spells that they cast. Earth Genasi with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—soften earth and stone. The caster level for this spell-like ability is equal to the Earth Genasi’s level. The DC for this spell is equal to 10 + the spell’s level + the Earth Genasi’s Charisma modifier.

Born of the Earth: Earth Genasi gain acid resistance 10 and gain a +1 racial bonus on saving throws against all earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.

Tough Skin: Earth Genasi have a +2 natural armor bonus.

Stonecunning: Earth Genasi treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Languages: Earth Genasi begin play speaking Common and Terran languages in addition to any other languages they may gain via a high intelligence score.

Favored Class: The favored class of Earth Genasi is Fighter or Ranger. This choice must be made at 1st level and cannot be changed.

Level Adjustment: +1
#56

Diffan

Sep 12, 2008 14:44:54
Not too bad Iantan. Though I've never played (or have played with) a Genasi, it seems good. I like the Aasimar except for the +2 Str, -2 Con, but that's just me.
#57

Diffan

Sep 12, 2008 15:23:42
Below, I've posted some NPCs that deal with the plane of shadow and are disciples of Falazure. They all use the Pathfinder rules. Info about Falazure----> http://crpp0001.uqtr.ca/w4/campagne/monsters/Falazure.html


Shadow Minotaur cleric
Show

Shadow Tauren; CR 13
hp 192 (14 HD)
Female minotaur cleric 8 of Falazure
CE Large magical beast
Init +1; Senses darkvision 60 ft, low-light vision, scent; Perception +8 (+12 sight- and sound-based)
Aura evil (moderate)
Languages Common, Giant
_________________________________________________________________
AC 27, touch 12, flat-footed 26
(-1 size, +10 armor, +1 Dex, +5 natural, +2 deflection)
Immune maze
Resist cold 19, evasion
Fort +12, Ref +11, Will +15
_________________________________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 large unholy great-axe of viciousness +21/+16/+11 (3d6+14/x3 plus 2d6, plus 2d6 against good, plus 1d6 to self) or
Melee gore +19 (2d6+4) or
Melee +2 large unholy great-axe of viciousness +21/+16/+11 (3d6+14/x3 plus 2d6, plus 2d6 against good plus 1d6 to self) and gore +14 (2d6+4) or
Melee deathly pallor +17 melee touch (-2 to attacks, damage, saves, ability checks, skill checks; Will DC 19) or
Melee touch of darkness +17 melee touch (-2 on attacks and saves against fear; 12 rounds)
Base Atk +12; Grp +24
Atk Options Cleve, Power Attack, powerful charge
Special Actions aura of shadows 12 rounds/day, call undead 12 HD, channel negative energy 4/day (4d6 damage; DC 15)
Cleric Spells Prepared (CL 12th, choose spells as 8th):
4th-cure critical wounds, recitation, summon undead IV
3rd-dispel magic, invisibility purge, slashing darkness (+13 ranged touch), unholy storm
2nd-cure moderate wounds, darkness, desecrate, living undeath, summon undead II
1st-bane (DC 16), cure light wounds, divine favor, ebon eyes, entropic shield, sign*
0 (orisons)-detect magic, mending, read magic, stabilize
Domains: Darkness, Undeath. Deity: Falazure
* Already cast
Spell-Like Abilities (CL 12th):
12/day-detect undead, obscuring mist
1/day-animate undead, blindness (DC 17)
_________________________________________________________________
Abilities Str 26, Dex 12, Con 18, Int 10, Wis 20, Cha 12
SQ shadow blend
Feats Cleave, Corpse Crafter, Deadly Chill, Destruction Retribution, Improved Natural Attack (gore), Power Attack, Practiced Spellcaster
Skills Acrobatics +6, Appraise +6, Diplomacy +5, Heal +9, Intimidate +8, Knowledge (arcana) +5, Knowledge (history) +4, Knowledge (religion) +6, Linguistics +4, Sense Motive +10, Spellcraft +8
Possessions +2 full plate, +2 large unholy great-axe of viciousness, periapt of Wisdom +2, gauntlets of ogre strength +2, belt of battle, cloak of resistance +2, winged boots, 2,600 gp.
_________________________________________________________________
Aura of Evil (Ex): The power of the Shadow Tauren’s aura of evil (see the detect evil spell) is equal to her cleric level.
Aura of Shadows (Su): The Shadow Tauren can emit a 30-ft. aura of shadow for 12 rounds. Her and all her allies gain 20% concealment while inside this aura. The rounds need not be consecutive.
Call Undead (Su): The Shadow Tauren can summon 12 hit die of skeletons and zombies who do not count against the total number of undead she can control and remain until destroyed.
Shadow Blend (Ex): In any condition of illumination other than full daylight, a shadow tauren can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
_________________________________________________________________
Hook: “Falazure commands it!”
#58

ianten_silverblade

Sep 13, 2008 18:05:22
I like the Aasimar except for the +2 Str, -2 Con, but that's just me.

I agree it is a bit odd but the old TSR stats of an Aasimar state that an Aasimar's normal racial ability bonuses are Str +2 and Wis +2 with a Con -2 and you can even add a Cha +2 in there is you sacrifice the Aasimar's half damage from fire and cold ability.

Still, having a bonus to Strength while having a penalty to Constitution doesn't seem right does it? Maybe the Aasimar's body is strong but can't sustain long periods of endurance due to the strain it puts on the body (or it could be due to the mixing of Human and Celestial blood).

How are those new versions of Ianten and Saria coming? ^_^
#59

Diffan

Sep 14, 2008 14:07:47
I agree it is a bit odd but the old TSR stats of an Aasimar state that an Aasimar's normal racial ability bonuses are Str +2 and Wis +2 with a Con -2 and you can even add a Cha +2 in there is you sacrifice the Aasimar's half damage from fire and cold ability.

Still, having a bonus to Strength while having a penalty to Constitution doesn't seem right does it? Maybe the Aasimar's body is strong but can't sustain long periods of endurance due to the strain it puts on the body (or it could be due to the mixing of Human and Celestial blood).

I think the Aasimar's body is probably about as strong and tough as any humans, hence no -2 Con or +2 Str. Again, different strokes for different folks.

How are those new versions of Ianten and Saria coming? ^_^

I'm going to start on Saria tonight at work.

Below is my Pathfinder conversion of the PH2's Knight base class. It doesn't differ very much at all from the original except for skills and some ability re-wording.

Knight
Show

Hit Die: d12
Alignment: Any Lawful
Starting Gold: 6d10x4
Starting Age: Same as Paladin

Class Skills (2 + Int per level) Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility), Ride, Swim.

Base Attack Bonus- Good (same as fighter)
Base Saving Throws- Fortitude (poor), Reflex (poor), Will (good) (same saving throw progression as wizard).

Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with all armor and shields (including tower shields).

Knight's Challenge: A knight can use this ability a number of times per day equal to 1/2 his class level + his Charisma modifier. As a knight gains levels, he gains a number of options to use in conjunction with this ability:

Fighting Challenge (Ex): As a swift action, a knight can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher. If the target meets the requirements, the knight receives a +1 bonus to attacks, damage, and Will saves against that opponent for a number of rounds equal to 5 + Charisma modifier. If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active. At 5th level, the bonus you gain from this ability increases to +2. At 10th level, it rises to +3. At 15th level it rises to +4. At 20th level, it rises to +5.

Test of Mettle (Ex): Starting at 4th level, a knight can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have an Intelligence score of 5 or higher. You mus have line of sight and line of effect to the targets of this ability. As a swift action, a knight can expend one use of his knight's challenge ability to cause all your enemies within 100 feet to make Will saves (DC 10 + 1/2 your class level + Cha modifier). Creatures that fail this ability are forced to attack you with their melee, ranged, or spell attacks in preference over other available targets. This lasts for a number of rounds equal to 5 + Cha modifier.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportuinity against him. In such a case, he can use ranged attacks against you or attack any opponent he threatens as normal. Creature affected by test of mettle who do not attack the knight receive a -2 penalty to all attacks and damage rolls againts other targets. A knight who is reduced to 0 hp or fewer from oppoents affected by this ability receives one additional use of his Knight's challenge ability for the day.

Call to Battle (Ex): Starting at 8th level, as an immediate action, a knight can expend one use of his knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus. This ability reflects your talent to inspire your allies in the face of a daunting foe.

Daunting Challenge (Ex): Starting at 12th level, as a swift action, a knight can expend one of his knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have an Intelligence of 5 or higher. All targets who meet the condition must make a Will save (DC 10 + 1/2 you class level + Cha modifier) or become shaken for a number of round equal to 5 + Charisma modifier.

Bond of Loyalty (Ex): Starting at 16th level, you can expend one use of your knight's challenge ability to make an additional saving throw against a mind-affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your Knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. if you body is somehow destroyed before your next action (such as by disintegrate) then you cannot act. You can keep using Knight's challenge to stay alive and if you receive healing that bring you above -10, you survive or fall unconscious as appropriate.

Knight's Code: A Knight does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day). For more information on the Code, refer to page 27 of the Player's Handbook II.

Knight's Calling: At 2nd level, you can chose between two callings that lead you further down the path of knighthood:

Cavalier- This path grants you the Mounted Combat feat at 2nd level. At 5th level and every 5 levels afterward you can choose another feat taken from the following list: Animal Affinity, Mounted Archery, Ride-by-Attack, Short HaftPH2, Spirited Charge, Trample, and Weapon Focus (lance). At 7th level, your determination and drive for mounted warfare has given you insights to better controlling your mount. From now on, you reduce any Ride check DC by 5 and your armor check penalty by 2 while mounted. At 11th level, you gain the services of a powerful warhorse (or warpony for small knights). This ability functions just like the Druid's animal companion ability, except that the knight's effective druid level is one-half his knight's level. The knight cannot select from a list of alternative animal companions.

Vigilant Shield- This path grants you the Endurance feat at 2nd level. At 5th level and every 5 levels afterward you can choose another feat taken from the following list: Active Shield Defense, Agile Shield Fighter, Deft Shield, Diehard, Greater Fortitude, Shield Master, Shield Slam, Shield Ward, Two Shield Specialization, and Two-Weapon Fighting. You must still meet any requirements for the feat you select. At 7th level, your stalwart defense has taught you to use your shield more effectively. From now on, you no longer receive an armor check penalty from shields you wield and any ally you are adjacent to may receive a +1 shield bonus to his AC (this bonus stacks with any other shield bonus allies might have). At 11th level, the bonus adjacent allies receive to AC increases to +2 and you gain DR 2/-.

Shield Block (Ex): At 2nd level, during a knight's action he can designate a single opponent as the target of this ability. A knight's shield bonus to AC against that foe increases by 1.This shield bonus increases to +2 at 8th, +3 at 14th level, and +4 at 19th level.

Bullwark of Defense (Ex): At 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain.

Armor Mastery (Ex): At 4th level, a knight is able to wear his armor like a second skin and ignore the standard speed reduction of medium armor and reduce the armor check penalty for medium armor by 1. At 9th level, you ignore the speed reduction for heavy armor and reduce the armor check penalty for medium and heavy armor by 2.

Vigilant Defender (Ex): Starting at 5th level, if an opponent attempts to use the Acrobatic skill to move through your threatened area or your space without provoking attacks of opportuinity, the Acrobatics check DC to avoid your attack of opportuinity increases by an amout equal to your class level.

Shield Ally (Ex): Starting at 6th level, as an immediate action a knight can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally take damage from a physical attack before your next turn, you can take half this damage on yourself. The target take the other half as normal. A knight can only absorb damage from physical melee and ranged attcks.

Improved Shield Ally (Ex): At 13th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before it rolls damage.

Impetuous Endurance (Ex): Starting at 17th level, a knight's fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
#60

valgard

Sep 16, 2008 3:52:44
What did you change, Diffan, apart from the logical changes on skills? I don't have the books right now and I don't remember specifically what the Knight had, so just a small list of changes would help.
#61

Diffan

Sep 16, 2008 13:57:58
What did you change, Diffan, apart from the logical changes on skills? I don't have the books right now and I don't remember specifically what the Knight had, so just a small list of changes would help.

Besides the skill changes..

-Knight's Challenge: Before, a creature had to meet certain requirements for you to challenge them (CR equal to your level -2, Intelligence 5 or greater, and had to have a language). Now, it's just Intelligence requirement.

-Fighting Challenge: You receive a bonus at 5 level intervals instead of at 1st, 7th, 13th, and 19th levels. This gives you an additional +1 and I've changed it so the bonus can stack with others (it's no longer morale).

-Test of Mettle: What i've changed here is that enemies that fail their Will save and attack other opponents besides the Knight take a -2 penalty.

-Call to Battle: Changed it to an immediate action instead of swift.

-Daunting Challenge: In the PH2, it doesn't list how long they are shaken, so I added the "rounds equal to 5 + Cha modifier".

-Shield Block: I changed the levels at which you gain bonuses. Used to be at 2nd, 11th, and 20th levels. Now it's 2nd, 8th, 14th, 19th levels.

-Armor Mastery: I added the ability to reduce the armor check penalty to medium armor by 1 at 4th level and reduce the armor check penalty to medium and heavy armor by 2 at 9th level. This is in addition to ignoring the speed reduction of wearing such armor.

-Bonus Feats: I replaced Animal Affinity with Leadership and added Improved Initiative. I also added that you gained an additional feat at 20th level.

-Improved Shield Ally: Dropped it from level 14 to level 13 to reduce the amount of Dead levels.

Everything else I've kept the same. If you were to chart out the progression, you would have 3 dead levels (level 7, 11, 18) instead of just 1 (I know, it sucks) but it's only because I increased the bonuses.
#62

ianten_silverblade

Sep 16, 2008 14:47:59
Everything else I've kept the same. If you were to chart out the progression, you would have 4 dead levels instead of just 1 (I know, it sucks) but it's only because I increased the bonuses.

Could you make Improved Shield Ally at a lower level then than 14th (aka filling a lower dead level)?
#63

Diffan

Sep 16, 2008 15:02:56
Could you make Improved Shield Ally at a lower level then than 14th (aka filling a lower dead level)?

Well as of now, the dead levels are 7th, 11th, 13th, and 18th. I could drop Improved Shield Ally by 1 level (to level 13) to reduce the number of dead levels or I could drop it further to level 11. Though for what the ability does (absorbing ALL types of damage from an ally), dropping it to level 13 seems more likely. How's that sound?
#64

valgard

Sep 17, 2008 3:00:46
-Bonus Feats: I replaced Animal Affinity with Leadership and added Improved Initiative. I also added that you gained an additional feat at 20th level.

One thing I like about the new Pathfinder classes is that some abilities "that may be other ones" are given different options. Maybe, all bonus feats from the class may be chosen from a list. That also would include the Mounted Combat "feat slot" from early levels.

I'd suggest a list consisting of Mounted Combat and its successive feats, Leadership and its successive ones, maybe those using a shield, Improved Initiative, Animal Affinity, Skill Focus (Diplomacy), Persuasive... any more suggestions?
#65

Diffan

Sep 17, 2008 14:53:18
One thing I like about the new Pathfinder classes is that some abilities "that may be other ones" are given different options. Maybe, all bonus feats from the class may be chosen from a list. That also would include the Mounted Combat "feat slot" from early levels.

I'd suggest a list consisting of Mounted Combat and its successive feats, Leadership and its successive ones, maybe those using a shield, Improved Initiative, Animal Affinity, Skill Focus (Diplomacy), Persuasive... any more suggestions?

Yeah, I see what your saying. The different options would probably have to be centered around which feats your granted. For example, at 2nd level you could go the Cavalier path and gain Mounted Combat as a bonus feat. This would allow you to gain certain bonus feats along the way at 5th, 10th, etc. levels. The other path you could go would be something akin to a stout defender and gain Endurance at 2nd level. Levels afterward would revolve around boosting your AC, keeping you alive longer, and making you more of a wall.

Good idea Valgard.
#66

alediran

Sep 17, 2008 18:35:44
Good stuff. If you compile all this stuff in a PDF let me know so I can upload it on The Vault. I may be away from D&D at this time but I still have time to help Pathfinder.
#67

Diffan

Sep 18, 2008 8:06:43
Good stuff. If you compile all this stuff in a PDF let me know so I can upload it on The Vault. I may be away from D&D at this time but I still have time to help Pathfinder.

Not really sure how to do that. Does it require software other than Adobe Reader 7.0? If not, then I'll see what I can do and put it into a PDF format.

BTW, as much as I find Pathfinder's 3.75v of D&D a breath of fresh air, there are things I don't particularly like about it. For example the skill Fly. Seriously...wtf? Of course I'd never actually use it in my campaigns but I don't see why it would be needed in the first place. Second is their feats. Many of them are really cool, receiving them at every odd level is even better, and dropping the XP requirement to make magical items is great but then they go and "nerf" other feats such as Power Attack. To me it seems like its 2 steps forward and 1 step back. Thank God it's still in "Testing" phase.

As for the knight's 2 paths, I was thinking of calling it Knight's Calling.
At 2nd level, you can choose a more specific path that furthers your knightly ideals. The first is the Cavalier. This path grants you the Mounted Combat feat at 2nd level. At 5th level and every 5 levels afterward you can choose another feat taken from the following list: Animal Affinity, Mounted Archery, Ride-by-Attack, Short HaftPH2, Spirited Charge, Trample, and Weapon Focus (lance). At 7th level, your determination and drive for mounted warfare has given you insights to better controlling your mount. From now on, you reduce any Ride check DC by 5 and your armor check penalty 2 while mounted. At 11th level, you gain the services of a powerful warhorse (or warpony for small knights). This ability functions just like the Druid's animal companion ability, except that the knight's effective druid level is one-half his knight's level. The knight cannot select from a list of alternative animal companions.

How's that look? It takes up the dead levels at 7th and 11th plus it's more incentive to stay in the class longer. I'll still have to come up with the other Knight's Calling path and I'm not going to add this to the class write-up until I get some feed back (positive or negative).
#68

valgard

Sep 18, 2008 9:16:31
Not really sure how to do that. Does it require software other than Adobe Reader 7.0? If not, then I'll see what I can do and put it into a PDF format.

A PDF writer is needed. There are some freeware on the Internet, such as CutePDF or PrimoPDF. Then, the only thing needed is a way to print it, such as Word itself. I can see what's to be done, though I don't know how to upload files to the net.

Also, I recall a thread by LK to recreate the Warlock using Pathfinder rules. If someone is so kind to find it and post a link in this thread that would be very appreciated.

BTW, as much as I find Pathfinder's 3.75v of D&D a breath of fresh air, there are things I don't particularly like about it. For example the skill Fly. Seriously...wtf? Of course I'd never actually use it in my campaigns but I don't see why it would be needed in the first place. Second is their feats. Many of them are really cool, receiving them at every odd level is even better, and dropping the XP requirement to make magical items is great but then they go and "nerf" other feats such as Power Attack. To me it seems like its 2 steps forward and 1 step back. Thank God it's still in "Testing" phase.

From what I saw in the Paizo forums, this skill is not very popular, and I agree with that, though I think it was a well intended idea. On the other side, I don't personally see those feat rewrites to be particularly a step back. I like the new Cleave feat.

As for the knight's 2 paths, I was thinking of calling it Knight's Calling.
At 2nd level, you can choose a more specific path that furthers your knightly ideals. The first is the Cavalier. This path grants you the Mounted Combat feat at 2nd level. At 5th level and every 5 levels afterward you can choose another feat taken from the following list: Animal Affinity, Mounted Archery, Ride-by-Attack, Short HaftPH2, Spirited Charge, Trample, and Weapon Focus (lance). At 7th level, your determination and drive for mounted warfare has given you insights to better controlling your mount. From now on, you reduce any Ride check DC by 5 and your armor check penalty 2 while mounted. At 11th level, you gain the services of a powerful warhorse (or warpony for small knights). This ability functions just like the Druid's animal companion ability, except that the knight's effective druid level is one-half his knight's level. The knight cannot select from a list of alternative animal companions.

How's that look? It takes up the dead levels at 7th and 11th plus it's more incentive to stay in the class longer. I'll still have to come up with the other Knight's Calling path and I'm not going to add this to the class write-up until I get some feed back (positive or negative).

I like those suggestions. These flavorful options for characters may be quite funny to develop in a game.
#69

ianten_silverblade

Sep 18, 2008 13:18:43
Well as of now, the dead levels are 7th, 11th, 13th, and 18th. I could drop Improved Shield Ally by 1 level (to level 13) to reduce the number of dead levels or I could drop it further to level 11. Though for what the ability does (absorbing ALL types of damage from an ally), dropping it to level 13 seems more likely. How's that sound?

11th actually works better for me dude. Is that okay with ya?
#70

ianten_silverblade

Sep 18, 2008 15:46:02
By god Jim, I'm beginning to think I can cure a rainy day! Heh, sorry, I just love bones. Here's my take on the Knight class:

Knight Class

Class Skills (2 + Int per level) Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Nobility), Ride, Swim.

1st +1 +0 +0 +2 Fighting challenge +1, knight's challenge, knight's code

2nd +2 +0 +0 +3 Knight’s calling feat

3rd +3 +1 +1 +3 Armor mastery (medium)

4th +4 +1 +1 +4 Shield block +1

5th +5 +1 +1 +4 Bulwark of defense, shield ally

6th +6 +2 +2 +5 Knight’s calling feat

7th +7 +2 +2 +5 Test of mettle

8th +8 +2 +2 +6 Armor mastery (heavy)

9th +9 +3 +3 +6 Fighting challenge +2, vigilant defender,

10th +10 +3 +3 +7 Call to battle,

11th +11 +3 +3 +7 Improved shield ally,

12th +12 +4 +4 +8 Knight’s calling feat

13th +13 +4 +4 +8 Bond of loyalty, shield block +2

14th +14 +4 +4 +9 Daunting challenge

15th +15 +5 +5 +9 Fighting challenge +3,

16th +16 +5 +5 +10 Gallant nature,

17th +17 +5 +5 +10 Impetuous endurance, knight’s calling feat

18th +18 +6 +6 +11 Loyal beyond death,

19th +19 +6 +6 +11 Fighting challenge +4,

20th +20 +6 +6 +12 Shield block +3

Here is info on the Knight's Calling Feat:

Knight’s Calling Feat (Ex): At 2nd level, a knight must select one of two callings to pursue: mounted combat or shield wielding combat. This choice affects the character’s class features but does not restrict his selection of feats gained through normal advancement. He can choose these feats, even if he does not have the normal prerequisites.

If the Knight selects mounted combat, he can choose from the following list whenever he gains a knight’s calling feat:

Animal Affinity, Mounted Combat, Short Haft, Weapon Focus (Lance),

At 5th level, he adds the following feats to his list: Mounted Archery and Ride By-Attack

At 12th level, he adds the following feats to his list: Trample and Spirited Charge

If the knight selects shield wielding combat, he can choose from the following list whenever he gains a knight’s calling feat: Active Shield Defense, Deft Shield, Two Shield Specialization, Two-Weapon Fighting.

At 5th level, he adds the following feats: Agile Shield Fighter and Shield Slam

At 12th level, he adds the following feats to his list: Shield Master and Shield Ward
#71

valgard

Sep 19, 2008 3:49:13
The bonus feats class feature seems good to me, but I miss something. Things regarding command: Leadership, Skill Focus (Diplomacy), Improved Initiative (to give orders more quickly). I don't know if it deserves a different "Knight's Calling Feat Tree", you could simply allow to choose them whatever Calling you selected.
#72

valgard

Sep 20, 2008 9:49:09
I've found LK's 4e to 3e Warlock Pact Power Conversion thread. Though there isn't actually a new class builded, there are indeed quite good ideas.

... At 11th level, you gain the services of a powerful warhorse (or warpony for small knights). This ability functions just like the Druid's animal companion ability, except that the knight's effective druid level is one-half his knight's level. The knight cannot select from a list of alternative animal companions.

I was thinking about this ability you proposed and why couldn't a knight select from a list of alternative companions. What about these creatures? Light Warhorse, Heavy Warhorse, Griffon, Hippogriff, Dragonne... even the possibility of a true dragon of appropriate age category.
#73

Diffan

Sep 21, 2008 14:21:10
I was thinking about this ability you proposed and why couldn't a knight select from a list of alternative companions. What about these creatures? Light Warhorse, Heavy Warhorse, Griffon, Hippogriff, Dragonne... even the possibility of a true dragon of appropriate age category.

Not a bad idea, I just didn't have the time to make the chart for alternative mounts. But at which level is appropriate for say a Griffon, Dragonne, Dragon? In the 3.5 DMG, the Paladin's special mount could be switched out with something more powerful (as per DM's approvial). The creature's CR could be no better than the paladin's level -3. So, for example at 10th level a paladin could change his Heavy Warhorse for a Celestial Dire lion (CR 7). Maybe we can do the same here?
#74

blackmasque

Nov 23, 2008 0:37:24
Did anyone compile or use this stuff?
#75

Diffan

Nov 23, 2008 8:22:42
Did anyone compile or use this stuff?

I don't have the means to compile the information into a PDF format, for example. However, I've used the changes I've made and they seem to work just fine. Nothing i've noted became over/under-powerful and it plays just fine. The only thing you'll have to modify is the large list of Domains Green Giant gave us.
#76

blackmasque

Nov 23, 2008 11:00:35
Just meant if people used the information or not. Its nice to see people being constructive and not whining about everything for a change. I think that Pathfinder is just as bad that 3e is, but people want to hail it like the messiah, whatever, as long as it keeps them busy/
#77

Diffan

Nov 23, 2008 11:57:04
Just meant if people used the information or not. Its nice to see people being constructive and not whining about everything for a change. I think that Pathfinder is just as bad that 3e is, but people want to hail it like the messiah, whatever, as long as it keeps them busy/

lol, I wouldn't go as far to say that Pathfinder is the Messiah for D&D. Though, I have to admit that I belive Paizo's rule system to be superior to the traditional 3/3.5 rules and I'm trying to convince my group to use them more often when we're not playing 4e (which, BTW is alot of fun as well).

Anyways, can anyone think of additional conversions I could add to this thread in relation the Pathfinder changes?
#78

MattDroz

Jan 19, 2009 9:43:58
Okay, getting ready to post some NPCs later on and I thought I'd share my thoughts:

Drow, Svirfneblin and the Planetouched - I'll be sure to post my stats for the races in my thread, but I've based them off the "Lesser" race descriptions in the back of the PGtF. It removes the Level Adjustment while still keeping them pretty good to play. I also modified the Star Elf race from Diffan's post since he didn't include their Ghost Touch or Otherworldly qualities.

Climb/Swim/Fly skills - I see the reasoning behind Pathfinder keeping these separate. They are different types of movement (although Burrow is missing, ;)).