Habololy Forum
Habololy Concepts => Domain => Topic started by: Asinjin on February 23, 2012, 10:14:19 PM
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The granted power will be +1 to all opposed rolls, as with the old Competition domain.
Here is the spell list:
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
2 Zeal: You move through foes to attack the enemy you want.
3 Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Zealot Pact[X]: You automatically gain combat bonuses when you attack someone of opposite alignment.
7 Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
I think Remove Fear is a necessity, but other than that, they could all change. Those of you with this domain, thoughts?
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Why would "remove fear" be a necessity? I think it belongs as part of the Courage domain and not Competition.
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I was thinking Courage domain, sorry.
I don't know any on this list that are necessary.
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1 Ram's Might
2 Bear's Endurance
3 Freedom of Movement
4 Divine Power
5 Divine Agility
6 Tenser's Transformation
7 Aura of Vitality
8 Iron Guard
9 Iron Body OR Shapechange.
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Not Shapechange for 9th level. Ironbody and Ironguard next to each other, maybe we can find something better.
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That's fine and if we scrap one or both of the Iron spells we can use one for the Weapons domain
My lists are all suggestions
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I forgot to mention: when i used the Tools site all of the Eberon pages came up empty. I was searching by rulebook. All the lists I have posted therefore were made without considering those spells. If you see some that look good feel free to chime in. I also only gave OA a cursory look.
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How about Foresight or Greater Visage of the Deity for 9th
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I feel like they are kind of cop out spells and I tried to avoid them. I passed on Foresight because it's not a physical spell and I passed on Vizsage because of the celestial component
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Then what about this
5th: Meteoric Strike
6th: Chasing Perfection
7th: Aura of Vitality
8th: Ironguard
9th: Iron Body
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I think DM wanted to avoid both IG and IB. I like Divine Agility but I don't know anything about Chasing Perfection.
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5th: Meteoric Strike
6th: Chasing Perfection
7th: Aura of Vitality
8th: Deities Roar (as Lions Roar SpC)
9th: Iron Body
Chasing Perfection: (PHB2) grants +4 to all abilities for 1 minute/level
Lions Roar: (SpC)
Evocation [Sonic]
Level: Cleric 8, Courage 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft.-radius burst centered
on you
Duration: Instantaneous or 1 minute/level
Saving Throw: Fortitude partial or Will negates (harmless); see text
Spell Resistance: Yes or Yes (harmless); see text
You open your mouth and emit a tremendous roar, a sound like a lion but as loud as a mountain falling.
All enemies within the spell’s area take 1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned for 1 round. A successful
Fortitude save halves the damage and negates the stunning effect.
In addition, all allies within the spell’s area gain a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal
to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).
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1 Ram's Might
2 Bear's Endurance
3 Freedom of Movement
4 Divine Power
5 Divine Agility OR Meteoric Strike
6 Chasing Perfection
7 Aura of Vitality
8 Deity's Roar
9 Iron Body
Any other thoughts? Perhaps some of the Tyrogatore spells from Magic of Habololy.
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3rd level: Kordan Dominance:
Enchantment
Level: Clr 3
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 1 round / level
Saving Throw: Willpower (harmless)
Spell Resistance: Yes
The target of this spell may combine his fighter, ranger, paladin, monk, and berserker levels for purposes of determining his unarmed damage and armor class if he has any levels in monk. The target’s base attack bonus is equal to the total of his monk, fighter, ranger, paladin, berserker, and cleric levels.
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Tyrogatore’s Sanctity of Unarmed Combat
Enchantment
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: 1 creature
Duration: 1 round / level (see text)
Saving Throw: See below
Spell Resistance: Yes
Developed by the faith of Tyrogatore to promote what they consider the purest form of combat, this blessing temporarily inhibits an opponent’s ability to use manufactured weapons. If the target has a melee or ranged weapon drawn when this spell is cast, he must make an opposed disarm check against the caster or drop his weapon. This disarm attempt does not provoke an attack of opportunity, and the caster uses his caster level in place of his base attack bonus, his wisdom in place of strength, no size modifier, and no modifier for weapon type. The target uses whatever modifiers normally apply for an opposed disarm check. A separate opposed roll is made for each weapon held. If the maintains possession of at least one weapon held, the spell ends.
Each time the target attempts to pick up a dropped weapon or draw a new one, he must make a Will save. Failure means he cannot do so, but is otherwise unhindered and is free to attack with natural or unarmed attacks or take any other action. Success on this Will save ends the spell.
This blessing has no effect on natural weapons or objects that are not being used offensively to physically attack (such as spell components, wands, shields, etc.). If the subject attempts to use an object not initially affected by the spell as a weapon (such as a shield bash or an improvised weapon), that object is immediately subject to the disarm attempt (if already in hand) or the Will save (if the target is attempting to draw or pick up) described above.
For the duration of this blessing, the caster cannot wield a manufactured weapon in combat. He automatically drops any object intended to be used in such a manner.
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It sounds like Chasing Perfection and Aura of Vitality do the same thing? May need to check that.
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- Aura of Vitality is a morale bonus to Str, Dex, and Con for 1 creature/3 levels for 1 round per level
- Chasing perfection is an Enhancement bonus to all stats for 1 creature touched for 1 min/level
I think they both work for the domain. You can think of it as the Aura is an evolution of the Chasing prefection
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1 Ram's Might
2 Bear's Endurance
3 Tyrogatore's Sanctity of Unarmed Combat
4 Divine Power
5 Divine Agility
6 Chasing Perfection
7 Aura of Vitality
8 Deity's Roar
9 Iron Body
The theme of this domain is clearly self enhancement for combat; with one attack spell and one area of effect spell.
Thoughts?
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Sounds about right. Not many cooperative martial arts/unarmed fighting styles. It would stand to reason that the deities who have this domain would be in favor of a domain that boosts their clerics physical prowess.
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I would like to lose Divine Power in favor of Freedom of Movement. I think it is the essential defensive spell for this Domain.
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I don't care either way about freedom of movement being there but I think divine power is one of the premier cleric combat spells and should absolutely be in there.
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I don't care either way about freedom of movement being there but I think divine power is one of the premier cleric combat spells and should absolutely be in there.
Part of my concern is we have so many ability enhancing spells that nothing will stack.
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1 Ram's Might (We need a replacement for this, it essentially provides the Imp Un Strike feat, which most clerics with this will already have)
2 Bear's Endurance (+4 enhancement bonus to Con)
3 Tyrogatore's Sanctity of Unarmed Combat (prevent weapon attacks)
4 Divine Power (BAB = cleric level; 1 temp hp per cleric level; +6 enhancement bonus to STR)
5 Divine Agility (Reflex save = rogue level; +4 enhancement to Dex; Spring Attack)
6 Chasing Perfection (+4 enhancement bonus to all ability scores)
7 Aura of Vitality (+4 enhancement to Str, Dex, Con)
8 Deity's Roar (stunning roar)
9 Iron Body (lots, but relevant +6 enhancement Str, -6 Dex)
I think we should replace chasing perfection with a spell that doesn't confer enhancement bonuses.
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I would consider keeping Chasing Perfection and swapping out Aura of Vitality. Here's why, Chasing Perfection not only gives you boosts to your physical abilities, it also boosts your mental abilities, helping to raise the DC of your spells, raise your own saves, etc..
The Aura only boosts your physical abilities.
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I am fine with replacing one or the other, lets determine it by which level replacement spell we find that fits better.
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I would replace 1, 6, 7.
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What about something like Sakkratar's Triple Strike http://www.imarvintpa.com/dndlive/spells.php?ID=6350 (http://www.imarvintpa.com/dndlive/spells.php?ID=6350), but for unarmed strikes and/or natural weapons
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I would replace 1, 6, 7.
Why would you change 6 and 7?
The argument for keeping both of them is that they stack. One is a morale bonus the other enhancement. If we are keeping one I would go with Aura of Vitality. It has the Morale bonus so it stacks with most of the other spells and applies to the physical abilities only, which is more appropriate for this domain. We could then put Freedom of Movement back for Divine Power and Tenser's Transformation for Chasing Perfection.
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I don't think Tenser's is a good fit. It is not a 6th level spell for clerics, since it improves them less than it improves a wizard. It requires a potion of Bull's Strength as a component, which I don't think works well for a domain spell. You also lose your spellcasting ability, which isn't good for a monk cleric.
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Why would you change 6 and 7?
The argument for keeping both of them is that they stack. One is a morale bonus the other enhancement. If we are keeping one I would go with Aura of Vitality. It has the Morale bonus so it stacks with most of the other spells and applies to the physical abilities only, which is more appropriate for this domain. We could then put Freedom of Movement back for Divine Power and Tenser's Transformation for Chasing Perfection.
according to what was posted they were both enhancement bonus so they don't stack with all the other enhancement bonuses we have in the other spell slots. If one of those is a morale bonus then I would keep the one that is a morale bonus and get rid of the one that is an ehancement bonus.
I like Tenser's transformation too.
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I don't think Tenser's is a good fit. It is not a 6th level spell for clerics, since it improves them less than it improves a wizard. It requires a potion of Bull's Strength as a component, which I don't think works well for a domain spell. You also lose your spellcasting ability, which isn't good for a monk cleric.
I take it back I don't like tenser's after reading that. I forgot what it did.
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- Aura of Vitality is a morale bonus to Str, Dex, and Con for 1 creature/3 levels for 1 round per level
- Chasing perfection is an Enhancement bonus to all stats for 1 creature touched for 1 min/level
I think they both work for the domain. You can think of it as the Aura is an evolution of the Chasing prefection
In response to Windblade's post: this from Valdis is all I have to go on.
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1 Ram's Might (We need a replacement for this, it essentially provides the Imp Un Strike feat, which most clerics with this will already have)
2 Bear's Endurance (+4 enhancement bonus to Con)
3 Tyrogatore's Sanctity of Unarmed Combat (prevent weapon attacks)
4 Divine Power (BAB = cleric level; 1 temp hp per cleric level; +6 enhancement bonus to STR)
5 Divine Agility (Reflex save = rogue level; +4 enhancement to Dex; Spring Attack)
6 Chasing Perfection (+4 enhancement bonus to all ability scores)
7 Aura of Vitality (+4 enhancement to Str, Dex, Con)
8 Deity's Roar (stunning roar)
9 Iron Body (lots, but relevant +6 enhancement Str, -6 Dex)
I think we should replace chasing perfection with a spell that doesn't confer enhancement bonuses.
I was going by Asinjin. So if Valdis is right then I would get rid of the enhancement bonus one and keep the morale bonus one.
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Divine Power is the clerical version of Tenser's Transformation.
I propose:
#2 Tyrogatore's Mastery replaces Bear's Endurance
#3 Refreshment replaces Sanctity
#6 Greater Sanctity replaces Chasing Perfection
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1 ???
2 Tyrogatore's Mastery
3 Refreshment
4 Divine Power (BAB = cleric level; 1 temp hp per cleric level; +6 enhancement bonus to STR)
5 Divine Agility (Reflex save = rogue level; +4 enhancement to Dex; Spring Attack)
6 Greater Sanctity of Unarmed Combat
7 Aura of Vitality (+4 enhancement to Str, Dex, Con)
8 Deity's Roar (stunning roar)
9 Iron Body (lots, but relevant +6 enhancement Str, -6 Dex)
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1 ???
2 Tyrogatore's Mastery
3 Refreshment
4 Divine Power (BAB = cleric level; 1 temp hp per cleric level; +6 enhancement bonus to STR)
5 Divine Agility (Reflex save = rogue level; +4 enhancement to Dex; Spring Attack)
6 Greater Sanctity of Unarmed Combat
7 Aura of Vitality (+4 enhancement to Str, Dex, Con)
8 Deity's Roar (stunning roar)
9 Iron Body (lots, but relevant +6 enhancement Str, -6 Dex)
I still think Freedom of Movement is a better choice than Divine Power.
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I think FoM is a good for its benefit vs grapplers, but the immunity to things that impede movt doesn't fit the theme of the domain. Tyro's Mastery provides the opportunity to boost the clerics grappling bonus.
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I think FoM is a good for its benefit vs grapplers, but the immunity to things that impede movt doesn't fit the theme of the domain. Tyro's Mastery provides the opportunity to boost the clerics grappling bonus.
Agree.
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Do all the deities with the Unarmed domain give access to stunning fist? If no, then Tyro's Mastery might not be useful to those that don't.
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They do not all give stunning fist.
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Still looking for a good 1st level spell.
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Do all the deities with the Unarmed domain give access to stunning fist? If no, then Tyro's Mastery might not be useful to those that don't.
The answer is now yes.
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We can close this one out if we can find a 1st level spell.
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Ram's Might was the best I found. Bull's Strength?
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I originally ham Ram's Might, but half of the usefulness of the spell is making your unarmed attack not provoke an AoO, which most clerics of this feat won't find useful, since they will have Imp Un Att.
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If you don't want to use Bull's Strength how about the Combat Readiness I suggested for Time and Hero suggested for Weapons?
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Bull Strength is second. How about enlarge person or true strikeor divine favor.
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Of those, I like combat readiness.
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I don't like combat readiness. I don't think it is very useful especially since you don't allow the flanking bonus for winning initiative.
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winning initiative is always important.
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But not as important as the rules initially intended which I think down powers the spell.
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Unless we come up with something else, that will be it.
Valdis....I'm looking at you....
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Unless we come up with something else, that will be it.
Valdis....I'm looking at you....
Why not enlarge person that is so useful for unarmed fighting.
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Also why don't we vote on it like the other ones if combat readiness wins then it wins. So far we have 2 votes in favor of it. I vote for enlarge person, divine power or true strike.
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Possible replacements:
- Unfettered grasp
- Personal Weapon Augmentation
- Lesser Vigor
- Tigers tooth
- Theskyn's(insert Deities name here) Hearty Heave
- Terns(insert deities name here) Persistence
- Strategic Charge
- Stand
- Silvered claws(Fist)
- Shock and Awe
- Second Wind
- Rosemantle
- Mighty Wallop
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I really like Lesser Vigor for the 1st level spell.
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Mighty Wallop is a good one for this domain.
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I don't know if it would work with unarmed attacks.
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Mighty wallop sounds cool. You can make an argument that a unarmed strike is a melee bludgeoning weapon.
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Ill go with Lesser Vigor
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We have two votes for Mighty Wallop and two for Lesser Vigor. Valdis, Malchia, Zunder...break the tie.
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We would have to build some mechanics for Mighty Wallop (unless I'm just not seeing the duration, range, and casting time, etc... on the tools site) but that would be my vote
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The tools say that the spell has a duration of 1 minute a level. Touch range. Standard action casting time.
3 for Wallop
2 for Vigor
Malchia, Zunder, Master Po?
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Isn't mighty wallop a weapon only spell?
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It says a blunt weapon, but that could be considered a fist with the imp unarmed combat feat.
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It says a blunt weapon, but that could be considered a fist with the imp unarmed combat feat.
Are we just making an exception for this spell or are we making a blanket rule? I don't think that would be a good idea.
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There are several spells that wizards makes an official exception for just like that.
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Mighty Wallop
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Okay, Mighty Wallop wins.
Unless there are any other comments, this one will finally be closed tomorrow.