Saturday, January 1, 2011

Campaign Design - Clerical Domains: Grave

Grave Domain (adapted from Oriental Adventures)
Divine Power: Tuni.
Granted Power: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature using the rules for touch spells. When you touch, roll 1d6 per cleric level. If the total of this die roll is at least equal to the touched creature's current hit points, it dies.

Grave Domain Spells
1st: Ghost light (OA)
2nd: Death knell
3rd: Animate dead
4th: Wall of bones (OA)
5th: Slay living
6th: Create undead
7th: Destruction
8th: Create greater undead
9th: Wail of the banshee

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Tuni

General Rules - Bloodgift Feats

Bloodgift Feats

This is a list of bloodgift feats. Bloodgift feats represent ancestral ties to powerful otherworldly forces in the distant past of the character's family. A character must first choose a prime bloodgift, a special feat that is a prerequisite for other bloodgift feats. A prime bloodgift can be chosen only at 1st level, but feats further down in its "tree" can be taken at any level, provided that the character meets the prerequisites. A character can never have more than one prime bloodgift. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ancient Lineage
Feats
-You gain a bonus to Will saves, Bluff checks, and Intimidate checks
Aspect of Command
H&H
Charisma 14+, Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedEnchantment spells you cast are more powerful than normal and you gain a bonus to your leadership score
Aspect of Fear
H&H
Charisma 16+, Aspect of Command, and one of the following: Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedYou can call upon your sûlic heritage to radiate fear
Blood of Kings
Feats
DwarfYou gain a bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with dwarves
Bonding
Feats
Alvari or elfYou can sacrifice experience points to form an empathic bond with another creature
Born in the Saddle
Feats
Ride as a class skillYou gain a +2 bonus to Ride checks and gain the benefit of the Endurance feat for long rides
Child of the Sea
Feats
Constitution 13+You can hold your breath for 1 hour plus 1 hour per point of your Constitution modifier
Deepblood
H&H
Wisdom 13+, dwarfYou gain a bonus to Spot checks when using darkvision
Deepsight
H&H
DeepbloodThe range of your darkvision increases
Divine Flame
H&H
Dwarf, Forgeblood, ability to channel entropic, positive, principled, or negative energy, Charisma 12+You can expend a channel attempt to grant your weapon the flaming ability
Dogs of War
Feats
Charisma 17+, Constitution 13+, Wisdom 13+You gain an animal companion
Doombringer
Feats
BAB +1, ability to rageYou may add your Strength modifier to the duration of your rage
Draconic Bloodline
Feats
-You gain a bonus to saves against one energy type and extra skill points for sorcerer levels
Dragon-Blooded
DMPI
-One of your distant ancestors was a dragon and that heritage gives you power
Dragon Eyes
DMPI
Wisdom 12+, Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedYou can see four times as well as a normal human
Dragon Hearing
DMPI
Wisdom 12+, Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain a bonus to Listen checks and a penalty to saves against Sonic attacks
Dragon Nose
DMPI
Wisdom 12+, Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain the scent special ability
Dragon Senses
DMPI
Wisdom 12+, Dragon Nose, Dragon Hearing, and one of the following: Dragon-Blooded or Drakeblood or sorcerer with the Sûlic heritage or Sûl-BloodedYour senses are so sharp you gain blindsight with a range of 30 feet
Drakeblood
Feats
Charisma 13+, dwarfYou gain a bonus to Intimidate checks and bonus skill points for sorcerer levels
Elven Blood, Bane Elf
Feats
Elf, character level 1stYou gain bonuses to attack and damage rolls against other elves
Elven Blood, Blood Elf
Feats
Charisma 13+, elf, character level 1st, bard, hexblade, sorcerer, or warlockYour Charisma is treated as 20 for bonus spells and save DCs, you cast Evil spells at +1 caster level
Elven Blood, Death Elf
Feats
Constitution 15+, elfYou are harder to kill and may live longer than other elves
Elven Blood, Earth Elf
Feats
Strength 13+, elfYou gain +1 hit point per Hit Die
Elven Blood, Faith Elf
Feats
Charisma 13+, Wisdom 13+, elfYou gain bonuses to Charisma-based skills when used against other elves and those friendly to elves
Elven Blood, Feign Elf
Feats
Strength 13+, elfYou are immune to negative effects that target elves, but suffer penalties with Charisma skills with respect to other elves
Elven Blood, Fire Elf
Feats
Strength 13+, elfYou gain +1 BAB
Elven Blood, Forsaken Elf
Feats
ElfYou gain bonuses to Intimidate against elves and others, but suffer penalties to Bluff and Diplomacy against other elves
Elven Blood, Gray Elf
Feats
Intelligence 13+, elfThree skills become synergy skills for you
Elven Blood, High Elf
Feats
Intelligence 13+, Wisdom 13+, elfYou can reroll failed Charisma checks
Elven Blood, Keebler Elf
Feats
ElfYou gain bonuses to Craft and Profession checks to make pastries and treats
Elven Blood, Lifegiver Elf
Feats
Constitution 13+, elfYou automatically stabilize when dying and gain a +2 bonus to Fortitude saves against diseases
Elven Blood, Mercy Elf
Feats
Constitution 13+, elfYou can ignore racial prerequisites for prestige classes and gain a +1 resistance bonus to saving throws
Elven Blood, Moon Elf
Feats
Charisma 15+, elfYou gain one 2nd-level arcane spell as a spell-like ability
Elven Blood, Pain Elf
Feats
Constitution 13+, Strength 13+, elfYou can injure yourself to temporarily give melee weapons you wield the wounding property
Elven Blood, Pale Elf
Feats
Wisdom 15+, elfYou cast spells with one spell descriptor at +2 caster level
Elven Blood, Red Elf
Feats
Constitution 17+, elfYou gain +2 hit points, gain a +2 bonus against mundane diseases, and heal faster than normal
Elven Blood, Star Elf
Feats
Strength 13+, elfYou only need to meditate 1 hour per day to get the benefits of 8 hours of sleep
Elven Blood, True Elf
Feats
Charisma 13+, Constitution 13+, Wisdom 13+, elfYou gain bonuses to all social skills with respect to other elves
Elven Blood, War Elf
Feats
ElfYou gain proficiency with the longsword, rapier, shortbow, composite shortbow, longbow, and composite longbow
Elven Blood, Water Elf
Feats
Constitution 13+, elfYou can breathe water for several hours per day, but suffer penalties against fire-based spells and effects
Elven Blood, Wind Elf
Feats
Dexterity 15+, elfYour base speed increases by +10 feet
Elven Blood, Windrider Elf
Feats
Dexterity 13+, elfYour base speed increases by +5 feet and you do not lose your Dexterity bonus when running
Fæy Blood
Feats
Charisma 17+, spellcaster level 1stYou can use your highest ability score to determine maximum castable spell level and bonus spells known, your spell save DCs increase by +1
Fiend Touched
Feats
Charisma 17+, Intelligence 13+You gain one 1st and two 0th level arcane spells as spell like ability, but suffer a penalty to Charisma-based skill checks
Flameborn Sorcery
Feats
Dexterity 13+, dwarfYou may use your Dexterity bonus in place of Charisma for spellcasting-related effects, but suffer a penalty to saves against cold spells and effects; you cannot learn Transmutation spells
Forgeblood
Feats
Dexterity 13+, dwarfCold damage inflicted on you is nonlethal damage, you gain a bonus against nonlethal cold damage
Grace of the Fæy
Feats
Charisma 15+, Dexterity 15+, elfYou gain proficiency with the longsword, rapier, shortbow, composite shortbow, longbow, and composite longbow; if you are already proficient, you gain a +1 bonus to attack rolls with these weapons
Hounds of Hell
Feats
Charisma 13+, Constitution 15+, ability to rageYou radiate a fear aura that affects anyone who targets you with a melee attack, ranged attack, or spell effect
Icy Calm
Feats
Wisdom 13+You gain a bonus to saves against fear, suffer fewer penalties when shaken, and are harder to intimidate
Mark of the Fæy
Feats
Charisma 13+, elfYou may add you Charisma bonus to saves against spells; this bonus does not apply to spells cast by fæy
Natural Birth Gift
Feats
Wisdom 13+, elfYou gain one 1st-level and two 0th-level druid spells as spell-like abilities
Planar Birthright
Conjuration
Character level 1stYou have a planar ancestor and gain knowledge, resistance, and a special ability as a result
Seaborn Sorcery
Feats
Strength 13+, dwarfYou may use your Strength bonus in place of Charisma for spellcasting-related effects; you cannot learn Illusion spells
Skyborn Sorcery
Feats
Dexterity 13+, dwarfYou may use your Dexterity bonus in place of Charisma for spellcasting-related effects, but suffer a penalty to saves against fire spells and effects; you cannot learn Abjuration spells
Stoneblood
Feats
Constitution 15+, dwarfYour Stonecunning bonuses increase by +2
Stoneborn Sorcery
Feats
Constitution 13+, dwarfYou may use your Constitution bonus in place of Charisma for spellcasting-related effects; you cannot learn Enchantment spells
Trollborn
Feats
Constitution 15+You heal much faster than normal
Warborn Dwarf
Feats
DwarfYou may treat the dwarven battlehammer, dwarven waraxe, and dwarven urgosh as martial weapons
Wünd's Flame
H&H
Charisma 12+, ability to channel axiomatic, negative, or positive energy, ForgebloodYou can channel energy to give your weapon the flaming attribute

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Campaign Design - Clerical Domains: Law

Law Domain (as modified by Relics & Rituals II and Secrets)
Divine Power: Tiwas.
Granted Power: You cast all law spells at +1 caster level.

Granted Power: You gain the supernatural ability to smite chaotic creatures. Once per day, you may attempt to smite chaos with one normal melee attack. You add a +4 insight bonus to you attack roll and deal 1 extra point of damage per cleric level. If you accidentally smite a creature that is not chaotic, the smite has no effect, but the ability is still used up for the day.

Law Domain Spells
1st: Protection from chaos
2nd: Calm emotions, Tiwas' balance (RR)
3rd: Magic circle against chaos
4th: Order's wrath
5th: Dispel chaos
6th: Hold monster
7th: Dictum
8th: Shield of law
9th: Summon monster IX [can only be used to summon axiomatic creatures]

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Tiwas

Campaign Design - Clerical Domains: Nobility

Nobility Domain (as modified by SpirosBlaak)
Divine Power: Tiwas.
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.

Additional Granted Power: Once per day, you can use any spell you can cast as though it were quickened by the Quicken Spell feat. You can only do this after you have actively adhered to one of your moral codes on that same day (see below).

Nobility Domain Spells
1st: Divine favor, sanctuary
2nd: Enthrall, resist energy
3rd: Magic vestment, prayer
4th: Discern lies
5th: Greater command, mark of justice
6th: Geas/quest, globe of invulnerability
7th: Greater teleport, repulsion
8th: Demand, discern location
9th: Limited wish, storm of vengeance

Nobility Moral Code
At character creation or adoption of this domain, you must develop a list of moral codes to which your character adheres. The list must have at least five specific situation your character might enter into and the reaction your character would have to them. The reaction must be one that upholds good, and it must bear some level of consequence that affects the character. The DM must approve each code, and can disallow any code that is not a cause of good, is too general, or does not have a consequence of enough cost.

For example, a character might have as one of her codes: "When dealing with children, I must do everything possible to protect them and at any cost".

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Tiwas

Campaign Design - Clerical Domains: Inquisition

Inquisition Domain
Divine Power: Church of Arrio.
Granted Power: You gain a +4 bonus on all dispel checks.

Inquisition Domain Spells
1st: Detect chaos
2nd: Zone of truth
3rd: Detect thoughts
4th: Discern lies
5th: True seeing
6th: Geas/quest
7th: Dictum
8th: Shield of law
9th: Imprisonment

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Campaign Design - Clerical Domains: Planning

Planning Domain
Infernal Power: Rúadan.
Granted Power: You gain the feat Extend Spell as a bonus feat.

Planning Domain Spells
1st: Deathwatch
2nd: Augury
3rd: Clairaudience/clairvoyance
4th: Status
5th: Detect scrying
6th: Heroes' feast
7th: Greater scrying
8th: Discern location
9th: Time stop

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Rúadan

Campaign Design - Clerical Domains: Flame

Flame Domain (adapted from Oriental Adventures)
Divine Power: Surtan.
Granted Power: You can generate a flame ward, a spell-like ability to grant yourself or someone you touch a resistance bonus equal to your cleric level on all saving throws against fire spells and effects. Activating this power is a standard action. The flame ward is an abjuration effect with a duration of 1 minute + 1 minute per cleric level that is usable once per day.

Flame Domain Spells
1st: Burning hands
2nd: Produce flame
3rd: Animate fire (OA)
4th: Wall of fire
5th: Fire breath (OA)
6th: Fire seeds
7th: Fire storm
8th: Incendiary cloud
9th: Internal fire (OA)

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Surtan