Habololy Forum
Habololy Concepts => Domain => Topic started by: Asinjin on March 24, 2012, 04:32:31 PM
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Hero, what is the granted power?
1st - Knock
2nd - Freedom of Breath
3rd - ??
4th - Freedom of Movement
5th - Break Enchantment
6th - ??
7th - ??
8th - ??
9th - Unbinding (Complete Divine)
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This is what we came up with a few years go.
Liberation
Granted Power: If you are effected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on you saving throw. This is an extraordinary ability that can be used one time on every effect.
1 Resurgence
2 Knock
3 Mass Resurgence
4 Freedom of Movement
5 Break Enchantment
6 Passwall
7 Phase Door
8 Mind Blank
9 Unbinding
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why don't we use the same power but have it a #number of times per day equal to your turn undead. You can have it be used on the same effect more then once. It can be used either once every round or once ever minute. I think once a round is fine but up to everyone else.
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1st - Knock
2nd - Freedom of Breath
3rd - Mass Resurgence
4th - Freedom of Movement
5th - Break Enchantment
6th - Passwall
7th - Phase Door
8th - ???
9th - Unbinding (Complete Divine)
I don't like Mind Blank here.
So you one the granted power to use the same pool of uses as turn undead, or just use that as how many times a day?
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Don't most of the spells already allow a save every round? Seems kind of weak to me.
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Very few allow a save every round (Hold does and it is the most common).
Some only allow a save if some other effect comes into play (Dominate).
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Very few allow a save every round (Hold does and it is the most common).
Some only allow a save if some other effect comes into play (Dominate).
If the ones that don't allow a save every round give you a save every time the caster tries to exert some influence over you I'd say that's functionally equivalent. I'd include a save bonus to make it a little better.
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I agree it isn't a super powerful ability. I was more worried about the mechanical aspect to fit around the turn undead than the power. I would have a # of times a day based on your turn attempts. I think adding a small + to save isn't a bad idea.
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I think allowing it once for every time you get effected by a qualifying spell is fine. How many times in a day are you going to get to use it realistically.
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I think allowing it once for every time you get effected by a qualifying spell is fine. How many times in a day are you going to get to use it realistically.
Good point. I forgot it is a domain ability so it doesn't need to match with turn undead. I keep getting the domain abilities and the turn undead abilities mixed up.
Another possibility is you are under effects of a freedom of movement spell for a # of rounds day equal to your cleric level. This maybe activated when you are under the effects of a spell that holds you such as hold, power word stun etc.
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The Freedom of Movement is already the ability of the Travel domain. Although it does sound appropriate for Liberation.
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I don't like spells as domain powers.
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I don't know Unbinding. Could we knock it down to 8th and make Freedom the 9th level spell. Freedom is arcane only 9th so I don't think we would put it at 8th. Otherwise I can't find a good 8th level spell.
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The Freedom of Movement is already the ability of the Travel domain. Although it does sound appropriate for Liberation.
I think freedom of movement makes much more sense in liberation then in a travel domain. Travel domain should be an ability that effect your travel either by increasing movement speed or mode of movement.
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UNBINDING (Complete Divine)
Abjuration Level: Liberation 9, sorcerer/wizard 9
Components: V, S, M, DF
Casting Time: 1 full round
Range: 180 ft.
Area: 180-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that con- tain, constrain, or seal, with the exceptions noted below.
The unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is ended. A magic jar is shattered—forever destroyed—and the life force within snuffed out. In addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on).
Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding. Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (includ- ing creatures such as familiars, invisible stalkers, genies, and elementals). An antimagic field is not affected, nor does the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.
Curses and geas/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster.
All these effects occur without regard to the caster’s wishes. Spell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies. The opening of locks or other closures triggers any alarms or traps attached to them. Any released creature may or may not be friendly to the caster.
Material Components: A lodestone and a pinch of saltpeter.
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Unbinding removes mental and physical restrictions. Appears to be better than Freedom, though there's no mention of how Unbinding affects grapples.
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I like Mindblank because it makes the recipient immune to mental subjugation. I think we should keep it.
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I like Mindblank because it makes the recipient immune to mental subjugation. I think we should keep it.
This is kind of where Liberation and Protection rub against each other. I think of Liberation spells as more rescue than prepared defense. That's just my opinion.
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This is kind of where Liberation and Protection rub against each other. I think of Liberation spells as more rescue than prepared defense. That's just my opinion.
Good point, but that would apply to freedom of movt as well.
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Pathfinder Liberation domain has Freedom of Movt as the domain ability:
http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/liberation-domain
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So its time for another vote:
Which domain gets the Freedom of Movement:
Liberation or Travel?
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So its time for another vote:
Which domain gets the Freedom of Movement:
Liberation or Travel?
Are we talking about as a spell or a domain ability? I have no issue with both having it as a spell. I think it's too powerful as a domain ability.
If we have to pick one I'd like to see the alternatives but I'd lean towards Liberation.
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We are talking about as a domain ability and I believe its one round per cleric level per day
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Liberation
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Viva la Liberation!!
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Look like liberation wins.
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1st - Knock
2nd - Freedom of Breath
3rd - Mass Resurgence
4th - Freedom of Movement
5th - Break Enchantment
6th - Passwall
7th - Phase Door
8th - ???
9th - Unbinding (Complete Divine)
Granted Power: For one round per cleric level each day, the cleric can activate Freedom of Movement (as per the spell) as a free action. This effect lasts for one round.
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For lack of anything else, I will put Unbinding at 8th level and Freedom at 9th.
Unless anyone has any complaints, I will lock this one tomorrow.
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Why Freedom of Breath? That really doesn't seem to fit. Our originally modified Liberation domain had Resurgence at 1st and Knock at 2nd.
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Why Freedom of Breath? That really doesn't seem to fit. Our originally modified Liberation domain had Resurgence at 1st and Knock at 2nd.
I just took the time to read freedom of breathe because Hero was questioning the spell choice. I agree with him.
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1st - Resurgence
2nd - Knock
3rd - Mass Resurgence
4th - Freedom of Movement
5th - Break Enchantment
6th - Passwall
7th - Phase Door
8th - Unbinding (Complete Divine)
9th - Freedom
I didn't like resurgence when it closely mimicked the domain power, now that has changed and it is better. So the question then, is do we need Freedom of Movement?
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Unbinding and Freedom are also awfully similar. The domain is now more heavily weighted towards freedom from physical subjugation and less mental.
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They are similar, but there are key differences.
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Granted Power: For one round per cleric level each day, the cleric can activate Freedom of Movement (as per the spell) as a free action. This effect lasts for one round.
How about this for an alternative domain ability that combines resistance to physical and mental effects: For a number of times per day equal to your cleric level, you may add your cleric level to rolls made to resist any one effect intended to exert physical or mental control of the subject (checks made to resist a grapple, saving throws against charm or compulsion effects or paralysis, etc.). One effect per use.
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I'm am fine with that if everyone thinks it would be better than Freedom of Movement.
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I am fine with either ability.
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My vote is for hero's suggestion.
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My vote is for hero's suggestion.
Ditto
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1st - Resurgence
2nd - Knock
3rd - Mass Resurgence
4th - Freedom of Movement
5th - Break Enchantment
6th - Passwall
7th - Phase Door
8th - Unbinding (Complete Divine)
9th - Freedom
For a number of times per day equal to your cleric level, you may add your cleric level to rolls made to resist any one effect intended to exert physical or mental control of the subject (checks made to resist a grapple, saving throws against charm or compulsion effects or paralysis, etc.). One effect per use.
That is what we will go with unless anyone has any issues.