RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Eyes of the Hawk (Ex): Perception is the most rolled skill in the game, and initiative bonuses are fantastic. If you plan to multiclass Rogue-Cleric, you may find the Theivery subdomain useful, but even then you will likely get more from the unmodified Trickery domain. A first level spell hardly makes a domain. Eyes of Darkness (Su): Useful, but the duration is garbage. Touch of Good (Sp): The bonus only lasts one round, which is useless in combat. Considerably better than the Evil domain, the Daemon subdomain replaces Scythe of Evil with a much more exciting power, and adds two very powerful spells to the Cleric spell list. Surprisingly awful. Solid, reliable, and a great option at low levels when your spells are limited. Copycat (Sp): Basically a 50% miss chance. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. The other shadow spells also add some cool utility options. Insight bonuses are easier to stack with common Cleric buffs like Bless and Prayer, and it can affect multiple targets. If you like to move around a lot in combat, this can give you some excellent tactical options. Of course, this combination requires to turns (or a quickened spell) to manage, but it's certainly effective. Ward Against Death (Su): This will absolutely save your life. None of the Plant domain's spells are on the Cleric spell list, so this domain adds a lot of fantastic new options. Deviating from the Liberation domain's theme of physical freedom, the Revolution domain takes on a much more social feel. Fire Bolt (Sp): Generic ranged energy attack. The spells aren't quite as useful, and Door Sight is less interesting than Agile Feet, and more options are available to replicate its effects. Unless your ally is going to do something really impressive with their turn, you are probably better off doing almost anything else. Sudden Shift (Sp): While not as useful defensively as Copycat, this is fantastic to get into flanking position. Oh, and you can only use this a few times per day in case you're unnaturally lucky. If you aren't using this regularly, you are doing yourself a disservice. Speak With Dead (Su): Hugely situational, and you can replicate this with a spell which you could cast three levels earlier. Holy Lance (Su): The duration is very short, but Holy can deal a huge amount of damage. Wall of Ashes (Su): Absolutely fantastic. Invest in additional hit points, because you will need them. Binding Ties is very slightly better than Calming Touch, but the spell list is worse than the default Community spell list. Inspiring Command (Su): Despite the one round duration, this is considerably better than Inspiring Word. Spread the duration around as much as you can, because it's not going to last very long. It also takes a standard action to use, which means you probably won't use it on yourself in combat. Combat Expertise and Power Attack are good options if you don't have them already, but you can also pick things like Toughness, Weapon Focus, or Dodge. fireball: Good damage spell; one of the best AOE spells at early levels. Gale Aura (Su): Decent area control effect. The other spell options aren't any better than the default Nobility list. The only important option on the spell list is Eyebite, which is really only great for a level or 2 before enemies will have too many hit dice to be affected. It's not as scary as your spells, but it's very useful. Strength Surge (Sp): The bonus is nice, but the duration is only one round, which makes this extremely difficult to use. Touch of Evil (Sp): The big appeal here is the penalty to saving throws, and treating the target as Good for your Evil spells. The Insanity Subdomain isn't significantly better than the base Madness domain, but has slightly different options. This ability does lower your combat effectiveness, but the utility is still fantastic. It won't be as accurate, but at first level your weapon will do slightly more damage. Thundercloud (Su): This is a great area control power. Powerful Persuader (Su): If you aren't the party's Face, you won't get much mileage out of this. The Caves subdomain helps you survive fighting underground. Clerics don't get you a lot of skill points, but be sure to put one rank in every important knowledge skill. The Glory domain starts off very flat, but opens up a bunch of really excellent buffs, including some of the best options from the Paladin spell list. Artificer's Touch (Sp): Mending isn't particularly important unless you have someone in the party who likes to Sunder things. Fearful Touch (Su): Fear effects are generally weak, with the exception of Phantasmal Killer, which kills people. Its effects are more self-centered than Trickery, but certainly no less effective. Rerolls on saves are amazing, and there is nothing that prevents you from using this repeatedly until your target passes their save. Thief of the Gods (Su): If you are a multiclassed Rogue, this could be useful. blindness/deafness (only to cause blindness), I support a limited subset of Pathfinder's rules content. The Archon domain is a lateral shift from the Good and Law domains. At high levels, this will almost never be helpful. Nimbus of Light (Su): Removes Darkness spells, fries undead. In addition, you give up Protection from and Magic Circle against Evil/Law for some more general buff spells. Divine Vessel is really cool, and could be very easy to use, but the spell list manages to be considerably worse than the already poor Magic domain spell list. | Starjammer SRD Services of language translation the ... An announcement must be commercial character Goods and services advancement through P.O.Box sys At high levels, your weapon may be enhanced to deal more damage than the energy rays, but without enhancement the energy rays will scale faster. You can also use it on your allies to get them into position to full attack, or to get them out of dangerous locations. Blinding Flash (Su): Blindness can be very debilitating, and blindness effects at level 1 are nearly nonexistent. Traveller SRD Battle Rage (Sp): This should never be a better option than attacking or casting a spell. Solid, reliable, and a great option at low levels when your spells are limited. Replaced Power(s): Holy lance (Good domain) or Staff of order (Law domain). | Swords and Wizardry SRD wall of fire: Good area control, not on the Cleric spell list. Fearful touch is a very interesting option if you like to use Fear effects, and it's the key component of this subdomain. Because Travel is already so great, this is largely a lateral change. Fascination takes targets out of combat until someone does something hostile to them, so you can use this to disable groups of enemies while your allies move into position. It's on your spell list! The Home subdomain is great if you plan to spend a lot of time defending a specific area or structure. Binding Ties (Su): It is generally a better idea to simply remove the condition from the target. Archon is more of a support domain, where Good and Law are more geared toward getting into melee with your foes. If you don't need to identify things beforehand, this can save you a ton of skill ranks on Knowledge skills. Death's Kiss (Su): If your party is living (likely) and you channel negative energy, this allows you to heal your party by channeling energy or by casting harm spells. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. Aura of Madness is a fantastic group debuff which can shut down entire encounters. This isn't really any better than the Repose domain, and might actually be worse if Gentle Rest is working well for you. The bonus is typeless, and should be impressive depending on your Wisdom score. Darkness (evo) H: Suppress all light in an area. In the same amount of time you could cast spells which might give the target Shaken or Sickened, both of which apply -2 penalties to saves on top of a laundry list of other effects. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells. Excellent buffs, but they're all Morale bonuses so you can't use more than one of the options granted by the subdomain at a time. You will likely get Darkvision from the spell, but the bonuses to Stealth and Initiative are very good. Enlarge (Su): Situationally useful, though the duration is very short. Dispelling Touch (Sp): Great for fighting other spellcasters. You get it a little later, but the effect is well worth the wait. | PF2 SRD. Sieze the Initiative is miles better than battle rage, but Power Word Stun is one of the best options on the War spell list, and War has terribly few good options to trade. Anything to Please (Su): The save DC will keep pace with your spells, and the effect can really ruin the target's day. The lost spells are annoying, but become less of a problem as you advance in level. Honor Bound is a gret defense for you, and it's a good way to break enchantments at low levels before you get the Break Enchantment spell. | The Modern Path SRD How often will there be other people channeling energy near you? The new spells aren't notably worse than the Strength domain's spells, and the Strength spells replaced are situational. The sheer reliability of a guranteed 11 really makes you much more reliable. Darkvision (div) H: See in the dark. Cold Resistance (Ex): Permanent resistance to cold, but it's not a lot of resistance. On par with the Charm domain's already fantastic abilities, and it replaces two of the worst spell options with some excellent debuffs. The cumulative strength penalty can be very debilitating, and doesn't require a save. The air domain isn't particularly exciting. | 3.5e SRD Destructive Aura (Su): This is very scary to use, as it affects you and your party members. Animate Servant is only slightly better than Dancing Weapon, but the new spells are considerably better than what you give up. These abilities are very powerful, especially in a magic-heavy campaign. The Animal domain brings several iconic Druid abilities to the Cleric, including an Animal Companion and access to a small set of polymorph spells. Granted Powers: Makes your Channel Energy harder to resist for undead. The spells are mostly utilities or area control effects, and several of them come from the Druid spell list. Death Knell (nec): Finish off a creature who's near death. Spell Rune (Sp): And suddenly Blast Rune becomes useful! Miles better than the Protection domain, the Defense subdomain replaces the useless Resistant Touch with a once per day party AC buff, and replaces several Cleric spells on the Protection spell list with some excellent defensive buffs from the Wizard and Druid spell lists. Even if you can't cover your party's knowledge needs by yourself, allowing your allies to reroll knowledge checks even once a day can dramatically change the outcome of your campaign. Night Hunter (Su): The duration is short, and it doesn't work on things with Darkvision, but Clerics get very few options for invisibility. Easily the best of the elemental domains, the Fire domain has effectively the same powers as the other elemental domains, but a considerably better spell list. The Night subdomain is right on par with the Darkness domain. The Murder subdomain greatly improves on the Death domain. This can help to compensate for a lack of a defender, but the Martyr subdomain lacks any proactive options. Use it to buff your touch spells if you use a lot of those, or use it on important attacks if you're used to swinging a weapon around. Note that it doesn't allow a save. Door Sight (Su): Clerics already get a lot of excellent divination effects which make this ability hard to justify. Just the way it should be. The spell list has only one option which isn't already on the Cleric spell list, and most of the spells ar mediocre. Chaos Blade (Su): The duration is very short, but Anarchic can deal a huge amount of damage. Ant, Giant (Worker) Impressive 50 ft. speed, grab, and poison that deals Strength damage. Tactics gives up Power Word Stun to replace Battle Rage with Seize the Initiative. Weapon Master is fantastic despite the limited duration. Make scrolls of situational spells so that you always have them handy. This is a clear improvement on the Water domain. Aura of Repetition (Su): The will save will keep pace with your spells, and if you time this right you can really mess with your enemies. Because it blocks line of sight, it interferes with spellcasting and ranged attacks, and you get guranteed damage. Tugging Strands (Su): I honestly didn't think that I would find a better option than Good Fortune, but here it is. | OGN Articles Choosing between the two isn't a matter of which is better; it is a choice of which one you enjoy more. The immunity to Confusion is situational. Continual Flame (evo) H: A magical flame burns indefinitely. Miles better than wooden fist. More useful in combat than Charming Smile, but less useful socially. Turn this on, politely excuse yourself, and walk out of the room. Engage them in melee, dispel their buffs, then stick around to disrupt their spells. Pick whichever fits your playstyle better. Gentle Rest (Sp): No save. Malign Eye (Su): This hurts as a standard action. Aura of Decay (Su): Because this aura affects allies, it's hard to determine when to use this. Plus, you give up the only interesting part of the Good domain. Hell's Corruption (Su): Opposed skill checks are fairly rare, but the -2 penalty to saves can be occasionally useful. The spell list is mediocre, but provides some potentially interesting options. The Martyr subdomain focuses on you taking damage in place of your allies. The Wind domain trades some mediocre options for some equally mediocre options. Staggered reduces the target to a single action, which can be debillitating at high levels. Liberty's blessing is incredibly powerful, but the spell list really isn't any different. The duration is dissappointing. Somewhat redundant with Freedom's Call. Touching them again to make them fall asleep makes the target bait for a Coup de Grace. Touch of Law (Sp): It's hard to use in combat, but this ability is fantastic. Solid, reliable, and a great option at low levels when your spells are limited. Day's Resurgence (Su): Healing per day is fairly small, and there are very few effects which require daily saves. Speak with Animals (Sp): Very situational. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. I support a limited subset of Pathfinder's rules content. Purifying Touch (Su): This is a great way to remove a huge number of negative effects: poison, disease, curses, enchantments, ongoing damage, etc. | Fudge SRD Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. The Command ability is very useful if you are creative, and can address a lot of problems. The powers are useful, but not exciting. This ia clear improvement on the Knowledge domain. You give up the ability to enhance your weapons for an aura to debuff your enemies. Freedom's Call (Su): The listed status effects are all very debilitating, and being able to ignore them for a few rounds per day will save your life. Granted Powers: Stealth and trickery generally aren't things that Clerics do, but apparently you're the exception. Scythe of Evil is cool, but hardly enough to justify taking this domain. The options your give up are pretty bad, but Magic Fang is great for your companion, and Beast Shape I give you an early polymorph option. The domain abilities are bad, and all of the spells are already on the Cleric spell list. * - Main goods are marked with red color . The spell list change isn't particularly interesting, and Hell's Corruption really isn't very interesting. It can save your life from save-or-suck effects, it can make sure you make that crucial last attack, and it can help in any number of other cases. | Here Be Monsters Hugely powerful. Liberty's Blessing (Sp): This could potentially apply to a huge number of effects: Stone to Flesh, Dominate Person, Geas/Quest, Hold Person, etc. | 13th Age SRD Granted Powers: A permanent resistance bonus. Blast Rune (Sp): Useless at first leve due to the dismal duration, and the damage doesn't scale enough to keep it relevent at high levels. Fury of the Abyss (Su): The -2 penalty to AC is annoying, especially at low levels, but that bonus is going to scale very well and it's going to be very helpful. Dazing Touch (Sp): No save, and Daze takes away the target's whole turn. Instead, use this for Skill and Ability checks, or before you throw the Rogue into a room full of traps. The spell list isn't an improvement, and you give up Bless Weapon, which is a really fantastic spell. Powerful Persuader is great on a Face, but spell list isn't really any different from the base Liberation spell list. Also note that many colored items are also links to the Paizo SRD. Blast Rune by itself is pitiful. Bit of Luck (Sp): When things are going to come down to one attack or skill check, this is very comforting to have on hand. The additional of Stealth to the Cleric spell list is difficult due to the Cleric's already limited skill ranks, but spells like Disguise Self and Invisibility can really make the Trickery Cleric a good stand-in for a rogue. Storm Burst (Sp): Similar to the generic energy bolt attacks, but Storm Burst deals nonlethal damage. Purifying Touch is a great power, but the Purity subdomain's spell list isn't any better than the Protection domain's regular spell list. Solid, reliable, and a great option at low levels when your spells are limited. | Design Finder 2018 By 8th level, most people will have a Ring of Protection, and everyone should have a Cloak of Resistance +2. If you're going to be on the front lines, this is an excellent subdomain. Since this is essentially a weaker version of Martial Flexibility, you may want to read my Practical Guide to Martial Flexibility. The duration is very short, so you won't get much use at first level. The spells are slightly different, though no better, and Warding Rune removes much of the utility of Spell Rune. Sun's Blessing (Su): If you ever fight undead, you will win. Warding Rune (Su): Not as versatile as Spell Rune, but certainly an excellent defensive measure. Read Minds is an interesting ability, and probably removes the need to cast Detect Thoughts. On a normal day, you won't be able to use most of your abilities. Silver-Tongued Haggler (Su): Unless you are spending a huge amount of time in a given day making conversation rolls, you can get a ton of mileage out of this ability. Good on any character, and in any situation. The Strength domain has a couple of abilities which are difficult to use, especially in combat where you would want them most. The abilities are powerful and scale very well, and the spell list includes a ton of really fantastic options at almost every level. Rage (Su): Rage like a low level Barbarian. Overall the domain tries to find a nice space between area control and damage output, and manages to fail at both. How often will they be channeling negative energy? The Catastrophe subdomain replaces Destructive aura with Deadly Weather, which gives you several interesting tactical options instead of potentially murder your own party. This can provide an extra layer of protection for your fighter against spells like Dominate Person which will wreck your party. Calming Touch (Sp): Subdual damage is very rare, and wears off quickly. À tout moment, où que vous soyez, sur tous vos appareils. Divine Presence (Su): Is the fight going poorly? Recall (Su): I would take this over Lore Keeper any day of the week. Saves you some money on a cloak of resistance, and gives you great saves early in the game. Aura of Heroism (Su): Very solid buff, very easy to use. This is a clear improvement on the Fire domain without altering the feel or strategy of the domain. If you want to polymorph as a Cleric, this is the way to do it. Browse our listings to find jobs in Germany for expats, including jobs for English speakers or those in your native language. Aura of Madness (Su): Confusion is a great debuff spell, and the save on this ability will keep page with your spells. Divine Presence provides a really cool mechanic to pause and potentially escape fights. The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. Untouched by the Seasons (Su): Very situational, and only replaces the effect of a first level spell which is already on your spell list. Predator's Grace (Su): Very situational, but better than Speak with Animals. The spell list is somehow worse. Hand of the Acolyte (Su): Unlike the energy ray abilities, this targets AC. Deception is a lateral move from Trickery. The Ancestors subdomain gives you nothing that you didn't already have. Elysium's Call (Su): The only benefit you will likely use is the reroll on Charm/Compulsion spells, which is situational, but very powerful. Staff of Order (Su): The duration is very short, but Axiomatic can deal a huge amount of damage. Animate Servant (Su): Better duration than the Dancing Weapon ability, and potentially more effective. Body of Ice (Su): This is a really cool ability. Resistant Touch (Sp): Your allies should have their own resistance bonuses. Telepathic bond is a welcome addition, but Tongues and Telepathic bond aren't good enough to make up for the loss of Spell Rune and Lesser Planar Binding. Rune Magic PF2e January 17, 2021; Sword of Kings PF2e January 11, 2021; Treasury of Winter (Pathfinder Second Edition) December 11, 2020; Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. For tutoring please call 856.777.0840 I am a recently retired registered nurse who helps nursing students pass their NCLEX. | Dungeon World SRD | d20HeroSRD Insane Focus (Su): Most Will save effects are mind-affecting, so that +4 bonus applies to most will saves. The Trade subdomain is a weird change to the Travel domain. Ferocious strike is considerably easier to use in combat than Strength Surge, and Ferocity doesn't meaningfully change the Strength spell list. All of the spells on the spell list are already Cleric spells. Rune Shift (Su): This would be fantastic if you hadn't given up Spell Rune for it. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. Really the only worthwhile item is Arcane Eye, which isn't nearly good enough to justify the rest of the subdomain. Giving up Unity for this hurts. Iron Body is cool, but not enough to justify the rest of the subdomain. Touch the Spirit World is very situational, and the only interesting spell on this subdomain's spell list in Trap the Soul. Faerie Fire is an excellent utility spell at any level, and Daylight is a welcome utility. New Pages | Recent Changes | Privacy Policy, Pathfinder Lost Omens Gods & Magic (Second Edition), Pathfinder Adventure Path #150: Broken Promises, Pathfinder Adventure Path #151: The Show Must Go On, Pathfinder Lost Omens Pathfinder Society Guide, Pathfinder Lost Omens World Guide (Second Edition), Treasury of Winter (Pathfinder Second Edition), Ancestral Anthologies Vol. The save DC will keep pace with the best of your spells, and the 1d4 round duration is enough to get a lot of work done. Still, this is better than Calming Touch. The Earth domain provides some generic abilities, and a decent spell selection. Situational, but good. Rerolls are great in any situation. The low level spell options are bad, but as you gain levels the options improve. The other conditions affected are fairly gentle and can be overcome by other means. Aura of Chaos (Su): Do you want combat to be confusing and take forever? Healer's Blessing is the only thing truly worthwhile in the entire domain, and even that can largely be replaced by a Wand of Cure Light Wounds (or Infernal Healing if you're crazy like that). Truly awful. I have been a nurse since 1997. If you enemies have more attacks, this will get you killed. Your fortitude won't be shabby, but fortitude saves are generally less scary than will saves. Deafness (nec): Make a creature deaf. Rage is a great option for a Destruction cleric, but the spell selection isn't much better than what you get from Destruction. Honor Bound (Su): Touching your friends to allow another save against charm/compulsion effects is good, but allowing yourself a second save as an immediate action is amazing. Healer's Blessing (Su): This is a huge amount of extra healing. It doesn't give you any particularly exciting new spells, but the domain spells are decent selections from the Cleric spell list. The Madness domain is absolutely fantastic. Charming Smile (Sp): In encounters with NPCs, this is a good use for a swift action. While the domain abilities are uninteresting, the spells list includes several really fantastic options across every spell level. The addition of Brilliant Inspiration to the spell list is a welcome addition. Bramble Armor (Su): The damage is small, and it's hard to know when to best use these rounds. Good fortune is a game changer. ), and the duration is pitiful. The spells are decent with a few good options, and a few really bad ones. The Destruction domain just isn't good. If you prefer to use Fear over Confusion effects, use the Nightmare subdomain. This can be a fantastic way to rescue your squishy allies, or keep your defender on the front lines. Blinding Flash is better than Sun's Blessing in every situation not involving undead. Scythe of Evil (Su): The duration is very short, but Unholy can deal a huge amount of damage. Tunnel Runner (Su): The duration is decent and the bonuses are pretty good. | d20PFSRD Allowing your entire party to ignore them is fantastic. Ice replaces the very dull and easily replicated cold resistance ability, and replaces two of the worst spells on the Water spell list with two decent direct damage spells from the Wizard spell list. If you aren't running other morale bonuses already, use this in every fight. Arcane Beacon (Su): A conceptually interesting support effect, but you are a truly awful character if th best you can do with your turn is to replicate the effects of Spell Focus. The powers you sacrifice are fantastic, and the Loss subdomain's powers are confusing and difficult to use. Still, this is free healing, and can help to overcome temporary negative levels and diseases. Lightning Lord (Sp): Replicates the effect of a decent damage spell, but the ability to hit more than one target at a time makes this miles better than Call Lightning. Of course, if you're friends tend to die a lot you are probably going to die before this can get a lot of mileage. The early benefits are terrible, so this domain should largely be ignored until level 5. Command (Su): Command is a good spell, and the DC will keep pace with your spells. Blood trades Power Word Blind to replace the War domain's lousy ooptions at level 3 and 5. 3+wisdom rerolls a day makes your party a bottomless well of knowledge. This is miles better than the Nobility domain. While Clerics typically don't dabble in stealth, guile, and generaly trickery, the Trickery domain allows you to do just that. 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Several excellent area control, not on the spell options are bad, and you get more! Counter-Invisibility mechanic with a great option for a lack of a guranteed 11 really makes you much reliable... Is fantastic, which kills people ( evo ) H: Suppress all in! 'S the key component of this the default Nobility list speak your languages excellent Touch Glory... At first level ranks on knowledge skills inspiring Word is bad, but nothing to the spell list is fantastic... It also takes a penalty to its pitiful damage condition from the good and Law are more geared toward into...

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