Domains with Missing Powers

Started by Yamo B. There, June 06, 2014, 09:52:11 PM

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Yamo B. There

Most of EFU's custom domains have associated powers of one sort or another, but a few seem to have been skipped over. There are some domains (Travel, Magic, Knowledge in the default, Spells as a custom) without abilities, but these domains benefit from an expanded spell pool (4-5 instead of the usual 2-3).

The custom domains with missing powers are Charm, Nobility, Renewal, Suffering, Fungus, and Illusion. I've tried to come up with a few suggestions for each, and other ideas would be super, too. I've tried to keep the ideas to things that seem relatively simple to implement (like feat additions) instead of more complex scripted functions.

Charm
PnP: You can boost your Charisma by 4 points once per day. Activating this  power is a free action. The Charisma increase lasts for 1 minute.
The PnP power doesn't seem hard, but basically boils down to +2 to some skill checks of dubious utility, but could help with Turning Undead or a few Divine feats. Charm Clerics can already cast Aura of Glory though, which basically accomplishes this.
Easy options include Spell Focus: Enchantment (to boost DCs on two of their domain spells.. and Holds) or maybe some of the Charm-based functionality from the Mesmerizing Sorcerer perk, since that's already implemented. There's also the Harper Scout's feat-based Eagle's Splendor or flat bonuses to Intimidate/Persuade/Bluff, but the latter seems dull.

Nobility
PnP: Once per day, you can inspire allies that hear you speak for 1 round.  Each such ally gains a +1 morale bonus on saving throws, attack rolls,  ability checks, skill checks, and weapon damage rolls. Using this  spell-like ability is a standard action, and the effect lasts for a  number of rounds equal to your Charisma bonus (minimum 1 round).
This is basically just the ally-only effect of Prayer with a horrible duration. Most other Cleric clickies in this vein are 5+Cha (War, Strength, Protection).
Short of implementing the whole PnP thing, there's always chucking the Inspire Courage ability (+1AB/Dam, +2 Will vs. Mind / 10 rounds to allies) from the Purple Dragon Knight PRC at them since I think that's just a feat.

Renewal
PnP: If you fall below 0 hit points, you regain a number of hit points equal  to 1d8 + your Charisma modifier. This supernatural ability functions  once per day. If an attack brings you to -10 or fewer hit points, you  die before this power takes effect.
This wimpy heal is basically free stabilization. Depending on how quickly enemy AI switches away from downed targets, this might actually get you killed, too.
Anything with a healing or restoring effect could work here for easy options, like a few uses of the Paladin's Remove Disease (which is kind of a feat-based solution for casts of Lesser Resto).

Suffering
PnP: You may use pain touch as a spell-like ability once per day. To deliver a pain touch,  you must succeed on a melee touch attack against a living creature  (using the rules for touch spells). If you hit, your touch bestows a -2  penalty to Strength and Dexterity on the target for 1 minute. Creatures  that are immune to critical hits are also immune to this effect.
This is actually pretty neat given the lack of a save, but would require scripting.
The closest feat I can think to this is the Palemaster's Undead Graft, but that paralyzes and gives you a skeleton arm to boot. Maybe a clicky that hurls out some Negative Energy Bursts?

Fungus
PnP: Couldn't find squat.
I suppose there's always jacking the Plant Domain's Turn Vermin and giving it the Rebuke / Command style, since Fungus is just "Plant but mean" and there's no Plant creature subtype in NWN1 to my knowledge (otherwise, dominating mushrooms would be cool if EFU has them). Commanding spiders is also cool, though.

Illusion
PnP: You cast all illusion spells at +1 caster level.
Basically just slightly longer durations.
Free Spell Focus: Illusion makes sense, but going by the Mechanics Changes thread, all that would do is buff the DC on Phantasmal Killer since only Invisibility Sphere (which Illusion Clerics don't get) benefits from GS:I. A clicky with some Illusion spell on it would also be another easy way out. Perhaps a minor amount of permanent Concealment like the Rogue perk, or a clicky that applies Concealment. Gnome Hardiness vs. Illusion, too.

Spells
PnP: You gain a +2 bonus on Concentration and Spellcraft checks.
I figured I'd put this here anyway despite the expanded spell list since the bonus spell is sixth circle and it seems unlikely many people are going to get to 11.
The skill ranks are nice, I suppose, if few. Maybe the Dwarf's Hardiness vs. Spells?

Knight Of Pentacles

I think the only domain listed here that needs a bit of lovin' would be suffering and maybe renewal.  Otherwise they're already pretty powerful as is.  I doubt the DMs are willing to revamp a class to give them more unique powers when the class is already enormously powerful

Also Nobility is no longer a supported domain. As there are no deities with it.  That along with sun.  Which I think is pretty appropriate for the setting.

Valhalla

Red Knight isn't Silent, is she? She's got Nobility.

Yamo B. There

Nobility's still got Red Knight and maybe Bahamut if that's an allowed thing (Kobold Paladin?)

The power of various domains due to their spells and abilities (plus the combinations that are allowed with various Gods) or whether "Clerics are already too good" is best saved for another thread.