Habololy Forum
Habololy Concepts => Domain => Topic started by: Asinjin on March 01, 2012, 01:58:07 PM
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The ability of Freedom of Movement will stay the same. Here is the spell list:
1st - Longstrider
2nd (removed Locate Object)
3rd - Fly
4th - Dimension Door
5th - Teleport
6th - Find the Path
7th - Greater Teleport
8th - Phase Door
9th - Astral Projection
If you see or think of any that are more appropriate, let me know. I don't love the 3rd, 8th and 9th level spells.
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Phantom Steed?
Plane shift? (I think I saw a greater or improved version as well)
There is a celerity domain and a city domain that might have some good ones as well.
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1st - Longstrider
2nd Swim OR Steed of the Seas
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport OR Tree Stride
6th - Find the Path
7th - Greater Plane Shift
8th - Phase Door
9th - Teleportation Circle
Thoughts?
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1st - Longstrider
2nd Swim OR Steed of the Seas
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport OR Tree Stride
6th - Find the Path
7th - Greater Plane Shift
8th - Phase Door
9th - Teleportation Circle
Thoughts?
I would go with swim over steed of the sea because a cleric doesn't need the mount to swim as much as a paladin would. I also would go with teleport over tree stride because it is the staple travel spell. I would do greater teleport over greater plane shift because the gods on habololy are prime material gods and tommy maeo (sp?) who is the prime god of traveling would be more concerned with teleporting around the planet then onto a different plane.
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Good comments on all counts. My only retort would be that three versions of Teleport seem necessary.
1st - Longstrider
2nd Swim
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport
6th - Find the Path
7th - ??
8th - Phase Door
9th - Teleportation Circle
We need another 7th level spell. Thoughts?
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How about these?
7 - Cloudwalkers (Complete Divine) or Gemjump (Magic of Faerun)
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I like Cloudwalkers, but am using it for the Weather domain.
Gemjump is a good idea, for now I will consider that the spell.
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You can have some overlap between domains. I understand you want to limited more the WotC but I wouldn't rule it out completely.
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What level is Wind Walk?
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6th or 7th
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6th or 7th
That would seem like a winner
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1st - Longstrider
2nd Swim
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport
6th - Find the Path
7th - Windwalk
8th - Phase Door
9th - Teleportation Circle
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I don't like wind walk there because it is a 6th level cleric spell and one could just memorize it the 6th level slot. I would never use that in my 7th level slot I would likely just use the other domain I had.
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What about Mordenkainen's Magnificent Mansion it is a 7th level arcane spell but it isn't too game breaking. It gives the traveler a nice place to stop on his journey.
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I think it's a banned creation spell?
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It creates a dimensional portal so it shouldn't be banned from the creation list. However, I do see it is a conjuration (creation). That seems like a poor classification IMO. Doesn't matter to me either way.
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Since it is a temporary creation, it should not be a banned spell, hence:
1st - Longstrider
2nd Swim
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport
6th - Find the Path
7th - Magnificent Mansion
8th - Phase Door
9th - Teleportation Circle
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Based on Valdis suggestion for another domain, I am taking out Swim and putting in Tern's Persistence at 2nd level.
Unless anyone has any other thoughts, this one is complete.
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New Granted Power: The base speed for the cleric is increased by 5 feet. This increase applies to all forms of travel the cleric has, including those gained through magic.
Thoughts?
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New Granted Power: The base speed for the cleric is increased by 5 feet. This increase applies to all forms of travel the cleric has, including those gained through magic.
Thoughts?
Perfect!
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I don't think it's good enough.. I think you should be able to increase the movement of all those travelling with the cleric as well.
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The problem here is that I am trying to not duplicate an ability of the Pathfinder, which can be found on the website.
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The problem here is that I am trying to not duplicate an ability of the Pathfinder, which can be found on the website.
The move increase duplicates a monk and a ranger ability.
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Pathfinder class gets:
-bonuses to Knowledge (Geography), Profession (Guide), and Survival, Search skill checks and Track feat checks
-increased movement
-movement based bonus feat
Other abilities wouldn't be duplicated. So we need something that is appropriate yet different from those.
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How about the cleric's base speed increases by 5 ft. for every 5 levels for a total of +25 ft. at 20th level? This would mean +5 ft. at 1st, 5th, 10th, 15th, and 20th. If that's too much you could always do +5 at 1st, 7th, 13th, and 19th for a total of +20 ft.
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Now that I here everyone elses arguments I agree with them. Perfect might have been a little strong but I like the idea behind increasing the movement of the character. I also like Zunders idea of increase the whole party. I don't think it is a big deal to duplicate stuff everyone once in awhile but your call.
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Power: for a number of hours each day equal to the caster's constitution modifier the caster can increase their overland travel speed by 25%. The caster can increase the speed of a number of. Companions or their mounts equal to their caster level.
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Power: for a number of hours each day equal to the caster's constitution modifier the caster can increase their overland travel speed by 25%. The caster can increase the speed of a number of. Companions or their mounts equal to their caster level.
Something likes this seems really good. The only thing I don't like is the con modifier being used. I understand the reasoning behind it but I don't think it works too well mechanically. I think it is too much to have a cleric to have a high wisdom for spell casting, a high cha for turning and then a high con to be able to use the domain ability. I think we just need to replace the # of hours per day using con mod to something else. Maybe a # of hours per day equal to 1/2 your cleric level.
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I agree with not using Con modifier. Although it makes logical sense, you would need to set it at 1 + Con modifier, with a minimum one 1, since you could have a negative modifier.
How about a number of hours equal to cleric level and a number of companions equal to caster level?
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I agree with not using Con modifier. Although it makes logical sense, you would need to set it at 1 + Con modifier, with a minimum one 1, since you could have a negative modifier.
How about a number of hours equal to cleric level and a number of companions equal to caster level?
seems fine to me.
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I agree with not using Con modifier. Although it makes logical sense, you would need to set it at 1 + Con modifier, with a minimum one 1, since you could have a negative modifier.
How about a number of hours equal to cleric level and a number of companions equal to caster level?
I think a number of hours equal to level is too many unless your going to limit the number of companions.
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Let's go to our attempt at a standard, one hour plus one hour per three cleric levels.
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Let's go to our attempt at a standard, one hour plus one hour per three cleric levels.
How about this.. one hour, + 1 per three levels, but number of companions limited by Con... 5 companions for every con modifier point?
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I don't think using Con modifier in the equation at all would be better. Maybe Charisma, since that is used for Turn Checks.
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I don't think using Con modifier in the equation at all would be better. Maybe Charisma, since that is used for Turn Checks.
How about using a turn per level?
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By a turn you mean 10 minutes, or a undead turn?
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I don't think using Con modifier in the equation at all would be better. Maybe Charisma, since that is used for Turn Checks.
I think this modifier to Zunder's suggestion works well.
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For a number of hours each day equal to 1+ 1 per three caster levels, the caster can increase his overland travel speed by 25%. The caster can increase the speed of a number of Companions or their mounts equal to 5 + 5 times the cleric's Charisma modifier (with a minimum of 5).
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1st - Longstrider
2nd Swim
3rd - Phantom Steed
4th - Dimension Door
5th - Teleport
6th - Find the Path
7th - Magnificent Mansion
8th - Phase Door
9th - Teleportation Circle
And its done again.