Author Topic: Judgement Domain  (Read 7734 times)

Offline Asinjin

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Re: Judgement Domain
« Reply #30 on: April 09, 2012, 10:02:53 PM »
Of those three, I considered Compel, but it takes away from the flavor of the Corruption and Redemption domains.
The hand that rolls the Dice rules the world.

Offline Hero

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Re: Judgement Domain
« Reply #31 on: April 09, 2012, 10:06:42 PM »
How about a +4 bonus to sense motive and knowledge (law) with the ability to take 10 on a sense motive check.  The reason I say take 10 is  because the take 20 check takes a long time and with sense motive you want to be able to make a determination right away.  I think take 10 still takes the normal amount of time for the check.
Sense Motive and Know(law) should also be made class skills.

Offline Windblade

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Re: Judgement Domain
« Reply #32 on: April 09, 2012, 10:32:39 PM »
Sense Motive and Know(law) should also be made class skills.

Good idea.

Offline Asinjin

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Re: Judgement Domain
« Reply #33 on: April 11, 2012, 11:37:19 AM »
Granted Power:  The cleric gains a +4 divine bonus to sense motive and knowledge (law) skills.  The cleric can take 10 on a sense motive check.  Sense Motive and Know(law) are class skills for the cleric.

1 Comprehend Languages
2 Mark of Judgment (PHB2)
3 Enduring Scrutiny (caster alerted when target takes a specific predetermined action)
4 Discern Lies
5 Private Sanctum
6 Geas
7 Sequester
8 Unyielding Form of the Inevitable Death (turns you into a marut)
9 Look into the Soul (tells you everything about a character - alignment, classes, levels, abilities, etc)

Unless anyone has any objections, this will be the list and locked tomorrow.
The hand that rolls the Dice rules the world.