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We're making a better world... All of them better worlds.

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We're making a better world... All of them better worlds.

Post by Joel on Tue Sep 15, 2009 4:20 pm

Hello ladies and gentlemen,

In the abundant amount of free time I have since being laid off work I've decided to get back to a project I've been working on for the better part of this decade. My own fairly unique D&D setting. I'm talking the whole nine yards here. New Deities, detailed cultures, and most importantly a place in the world for everything from each of the 3.5 core expansions. A place for each new core class from the Complete Series to Magic of Incarnum to The Book of Nine Swords. I want to make a world that is built from the very beginning knowing all the options available. There will also be a huge overworking of prestige classes as well to incorporate them with the new pantheon, and cultures eventually. I know it's a large undertaking, but ultimately I believe it's worth it. I'm a large fan of 3.5 and while 4th is fun it doesn't offer me the depth I want, or expect from D&D. Also having my own world to run games in will be reward unto itself. Having a place that can grow with each campaign without worry of contradicting new material is nice.

I'll be putting up a series of posts asking for input from you my noble and stalwart board readers. I've decided that with this world I'm going to build from the top down, and what exactly is at the top you ask? Deities. I've decided to create my Pantheon first because often times society is shaped by religious beliefs as sure as anything else, and fortunately in D&D there is little in questioning the existence of the Divine when it's an often proved to exist. What I'm looking for from you dear reader is perhaps a suggestion on deity concepts, or if you feel particularly motivated a fully written up deity. I will be providing a template for those who wish to write out an entire deity.

I have some changes from the core Deity structure in D&D:

I will not be ranking Deities in power as per Faiths and Pantheons.
Fighting the gods is a long way off in my world and for all intents and
purposes a god is a god.

There is only one core Pantheon. It may be viewed differently by each culture, but despite answering to a few different titles the deities themselves will constant. No secret gods of the deep ocean, or the underdark. Not to say that all deities will be equally revered in each society, but each will be known if not venerated. This also leads into my next change.

There will be no racial deities. Certain deities may favor a race, but not deity is race specific. Each god will be detached enough to accept followers of any race. Philosophy, alignment, and to a small extent profession will be more important to a deity than your born race. Certain races may appear to be favored but if so it's because the typical outlook of the race happens to mesh well with the deities philosophy and domains.

Deities while omnipresent will not be micro-managers and sometimes a church may find itself separated with both sides still being granted divine favor. Favor is much more likely to be heaped upon individuals than organizations with a few possible exceptions.

The number of deities I'm looking to develop is still in flux. I have a list of domains I would like to have assigned to deities, and each deity is looking to receive five or six domains apiece. Certain domains will not be offered by any deity. In my next post I will list all the available domains, and the rules I plan on instating for the exceptions.

I would like each deity to have a solid core affiliation that colors their perspective. For example I'd like each of the season to have a deity associated with it. I'd also like each deity to have an associated animal or beast and possibly a social group or philosophy. For example the deity of winter is also the deity of wolves, barbarians (in the sense of hunter gatherers more than the class), and survival of the fittest. I have him pretty much completely written out by the by. Very Happy

I would like a minimal amount of overlap between deities and domains. I'll get into that more in my next post, and I write out a list of domains I would like to use as well as their source book.

I would also like the neutral deities to represent the bulk of the deities. I'm thinking a ratio of 1 good, 1 evil, and 2 neutral. I want religion to be defining characteristic, but I'd like to keep the pantheon balanced alignment wise to keep them out of direct conflict. I want the setting to be about the world and not about the gods, and their never ending battle of good versus evil.

I don't want to taint you all with what I've already written so I will be withholding the majority of that. I want you to feel free to toss out what ever ideas you have.

Thanks very much for your time and attention.

-Joel

Joel
Wizard
Wizard

Number of posts: 57
Age: 28
Location: Kalispell, MT.

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Re: We're making a better world... All of them better worlds.

Post by Joel on Tue Sep 15, 2009 11:15 pm

Domains - They define deities, clerics and a myriad of other divine spellcasters. There will be certain Domains that will be handled in a different manner than the rest. These domains are the racial domains and the planar domains.

Planar Domains: These powerful domains will only be available to characters who worship no deity in particular. Those domains are made available to the cleric by his filtering of raw divine power through which ever planar dimension corresponds to the chosen domain. Typically there will be little to know religious organization backing such a cleric beyond a cult like following of the practice. The alignment restrictions still apply as does the dedication of both domain choices.

Racial Domains: The domains Orc, Elf, Seafolk, Drow, Dwarf, Dragon, Gnome, and Halfling will always be available to a cleric of said race. Any cleric may choose to pick his racial domain in lieu of one of his deities. Exceptions can be made for characters of a different race if he hails from a society, religious organization, or adoptive family that is predominately of the race that corresponds to the desired domain. For example a human cleric who was adopted by an elven community could take the Elf Domain in lieu of one of his deities domain with DM approval.

And without further ado, and with no more gilding the lily, I present to you the Domains. Domains with (e) listed after book and page number contain evil spells or are strongly evil in tone. The same is true for (L), (N), (G), and (C) respectively. I would ask when designing a deity that you minimize diametrically opposed domains in his portfolio.


Last edited by Joel on Wed Sep 16, 2009 12:19 pm; edited 1 time in total (Reason for editing : Formatting and new information.)

Joel
Wizard
Wizard

Number of posts: 57
Age: 28
Location: Kalispell, MT.

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Re: We're making a better world... All of them better worlds.

Post by Joel on Wed Sep 16, 2009 2:03 pm

I apologize for the length of this list, but there are quite a few available domains. I've abridged the list by removing the spells if you wish details on a domain and don't have access to the source material please pm and I'll fill in the details.


Cleric Domain List
PH = Player's Handbook, SC = Spell Compendium, ECS = Eberron Campaign Setting, RoD = Races of Destiny, RotW = Races of the Wild, FB = Frostburn, SS = Sandstorm, SW = Stormwrack, FC1= Hordes of the Abyss, BoED = Book of Exalted Deeds

Air Domain (PH 185)
Granted Power (Su):
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Animal Domain (PH 186)
Granted Power (Sp)
: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills.

Balance Domain (SC 271) (N)
Granted Power
: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.

Blackwater Domain (SW 109) (E)
Granted Power
: You are immune to pressure damage from descending into even the greatest oceanic depths.

Cavern Domain (SC 271)
Granted Powe
r: You gain the stonecunning ability (PH 15). If you already have stonecunning, your racial bonus on checks to notice unusual stonework increases to +4.

Celerity Domain (SC 271)
Granted Power:
Your land speed is faster than the normal for your race by 10'. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

Celestial Domain (BoED 86) (G)
Granted Power (Su)
: You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.

Chaos Domain (PH 186)
Granted Power:
You cast chaos spells at +1 caster level.

Charm Domain (SC 271)
Granted Power:
You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

City Domain (RoD 162-163)
Granted Power:
Add Gather Information and Knowledge (local) to your list of cleric class skills.

Cold Domain (SC 271)
Granted Power (Su):
You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 plus your Cha modifier.

Community Domain (SC 271-272)
Granted Power (Sp):
Use calm emotions as a spell-like ability once per day. Gain a +2 bonus on Diplomacy checks.

Competition Domain (SC 272)
Granted Power (Ex):
You gain a +1 bonus on opposed checks you make.

Corruption Domain (FC1 88) (E)
Granted Power (Su)
: Once per day you can attack an object and ignore it's hardness.

Courage Domain (SC 272)
Granted Power (Su)
: You radiate an aura of courage that grants all allies within 10' (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious.

Craft Domain (SC 272)
Granted Power
: You cast conjuration (creation) spells at +1 caster level and gain Skill Focus as a bonus feat for one Craft skill of your choice.

Creation Domain (SC 272)
Granted Power
: You cast conjuration (creation) spells at +1 caster level.

Darkness Domain (SC 272)
Granted Power:
You gain Blind-Fight as a bonus feat.

Death Domain (PH 186)
Granted Power (Su):
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).

Deathbound Domain (SC 272-273)
Granted Power:
Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.

Decay Domain (ECS 105) (E)
Granted Power (Su):
You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 ponts of damage +1 point per cleric level.

Demonic Domain (FC1 88)
Granted Power (Su):
You gain a +1 profane bonus on attack rolls and damage rolls for unarmed strikes and attacks with natural weapons.

Destiny Domain (RoD 163)
Granted Power (Su):
Once per day as an immediate action, you can grant a willing creature within 30' the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself.

Destruction Domain (PH 186)
Granted Power (Su):
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. The ability is usable once per day.

Domination Domain (SC 273)
Granted Power:
You gain Spell Focus (Enchantment) as a bonus feat.

Dream Domain (SC 273)
Granted Power:
Because you have long delved into dreams and nightmares, you are immune to fear effects.

Earth Domain (PH 186)
Granted Power (Su):
Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Endurance Domain (BoED 86)
Granted Power (Su):
You can preform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to Constitution equal to one-half your level. Activating the power is a free action, the power lasts one minute, and it is usable once per day.

Entropy Domain (FC1 89) (E)
Granted Power (Su):
Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing 1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is unholy damage that can not be reduced by sonic resistance or immunity.

Envy Domain (SC 273-274)
Granted Power:
Add Bluff to your list of cleric class skills. In addition, you cast spells that damage or drain ability scores or bestow negative levels at +1 caster level.

Evil Domain (PH 186)
Granted Power:
You cast evil spells at +1 caster level.

Family Domain (SC 274)
Granted Power (Su)
: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10' from you. You can affect yourself with this ability.

Fate Domain (SC 274)
Granted Power (Ex):
You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).

Fey Domain (BoED 86)
Granted Power (Ex):
You gain a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites.).

Fire Domain (PH 187)
Granted Power (Su):
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Force Domain (SC 274)
Granted Power (Su):
By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.

Fury Domain (FC1 89)
Granted Power (Su):
Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your attacks.

Glory Domain (SC 274 or BoED 87) (No Alignment or G)
Granted Power:
Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.

Gluttony Domain (SC 274)
Granted Power:
For a total time per day of 1 round per cleric level you possess, you can increase your size as if you were affected by the enlarge person spell. Activating the power or ending it is a free action.

Good Domain (PH 187)
Granted Power:
You cast good spells at +1 caster level.

Greed Domain (SC 275)
Granted Power:
You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.

Hatred Domain (SC 275)
Granted Power:
Once per day as a free action, choose one opponent. Against that foe you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute.

Healing Domain (PH 187)
Granted Power:
You cast healing spells at +1 caster level.

Herald Domain (PH 187)
Granted Power (Su):
Intimidate is a class skill, You gain a +4 sacred bonus on Diplomacy and Intimidate Checks.

Hunger Domain (SC 275)
Granted Power:
You gain a bite attack. If you are Small, your bite attack deals 1d4 points of damage; Medium, 1d6; or Large, 1d8. You are proficient with your bite, and considered armed. If you already have a natural bite attack, use the higher of the two damage values. This is considered a secondary natural attack.

Illusion Domain (SC 275)
Granted Power:
You cast all illusion spells at +1 caster level.

Inquisition Domain (SC 275-276)
Granted Power:
Gain a +4 bonus on dispel checks.

Joy Domain (BoED 87) (G)
Granted Power:
You gain a +4 sacred bonus on diplomacy checks.

Knowledge Domain (PH 187)
Granted Power:
Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.

Law Domain (PH 187)
Granted Power:
You cast law spells at +1 caster level.

Liberation Domain (SC 276)
Granted Power (Su):
If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.

Luck Domain (PH 187)
Granted Power (Ex):
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse that the original roll.

Lust Domain (SC 276)
Granted Power:
Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.

Madness Domain (SC 276)
Granted Power:
Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

Magic Domain (PH 188)
Granted Power:
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Mentalism Domain (SC 276)
Granted Power (Sp):
Once per day as a standard action, you can generate a mental ward, granting a creature you touch a resistance bonus on its next Will saving throw equal to your level +2. The mental ward is an abjuration effect with a duration of 1 hour.

Metal Domain (SC 276)
Granted Power:
You gain Martial Weapon Proficiency and Weapon Focus as bonus feats for either the light hammer or the warhammer (your choice).

Mind Domain (SC 276-277)
Granted Power:
You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Moon Domain (SC 277)
Granted Power:
Turn or destroy lycanthropes as a good cleric turns undead. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Mysticism Domain (SC 277)
Neutral, Lawful Neutral, and Chaotic Neutral deities would never have this Domain.
Granted Power (Su):
Once per day, you can use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). The effect lasts for 1 round per cleric level.

Nobility Domain (SC 277)
Granted Power (Sp):
Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to your Charisma bonus (minimum 1 round).

Ocean Domain (SC 277)
Granted Power (Su):
You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit).

Ooze Domain (FC1 89-90)
Granted Power:
You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3+ you Charisma modifier.

Oracle Domain (SC 277-278)
Granted Power:
You cast all divination spells at +2 caster levels.

Pact Domain (SC 278)
Granted Power:
Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills.

Passion Domain (ECS 107)
Granted Power (Su):
For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability.

Pestilence Domain (SC 278)
Granted Power:
You gain immunity to the effects of all diseases, though you can still carry infectious diseases.

Planning Domain (SC 278)
Granted Power:
You gain Extend Spell as a bonus feat.

Plant Domain (PH 188)
Granted Power (Su):
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.

Pleasure Domain (BoED 87)
Granted Power:
You are immune to any effect that damages or drains your Charisma.

Portal Domain (SC 278)
Granted Power:
You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).

Pride Domain (SC 278-279)
Granted Power:
Whenever your roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll if it is another 1.

Protection Domain (PH 188)
Granted Power (Su)
: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Purification Domain (SC 279)
Granted Power:
You cast all abjuration spells at +1 caster level.

Renewal Domain (SC 279)
Granted Power (Su):
If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.

Repose Domain (SS 107) (Differs from the Death Domain in that it's anti-undead)
Granted Power (Su):
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).

Retribution Domain (SC 279)
Granted Power (Su):
Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.

Rune Domain (SC 279)
Granted Power:
You gain Scribe Scroll as a bonus feat.

Sand Domain (SS 107)
Granted Power (Su):
Once per day, You can shape a small amount of sand into any solid object you can imagine, up to eight cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet. (Further rules clipped for space)

Scalykind Domain (SC 279)
Granted Power:
Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + Charisma modifier.

Sky Domain (RotW 174)
Granted Power:
Your fly speed (or glide speed) improves by 5'. Add Spot to your list of cleric class skills.

Slime Domain (SC 280)
Granted Power:
Rebuke or command oozes as an evil cleric rebukes or commands undead. You can use this abilities a number of times per day equal to 3 + your Cha modifier.

Sloth Domain (SC 280)
Granted Power:
You are closest to your god while lazing and relaxing. You take no penalty to Armor Class against melee attacks while prone.

Spell Domain (SC 280)
Granted Power:
You gain a +2 bonus on Concentration checks and Spellcraft checks.

Spider Domain (SC 280)
Granted Power:
Rebuke or command spiders as an evil cleric rebukes or commands undead. You can use this abilities a number of times per day equal to 3 + your Cha modifier.

Storm Domain (SC 280)
Granted Power:
You gain resistance to electricity 5.

Strength Domain (PH 188)
Granted Power (Su)
: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts one round, and it is usable once per day.

Suffering Domain (SC 280-281)
Granted Power (Sp):
You can use a pain touch once per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.

Summer Domain (SS 107)
Granted Power:
You are considered a native of the waste for purposes of heat resistance. During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.

Summoner Domain (SC 281)
Granted Power:
Add +2 to your caster level for all conjuration (summoning) or conjuration (calling) spells.

Sun Domain (PH 188)
Granted Power:
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Temptation Domain (FC1 90)
Granted Power:
Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against this gender increases by 1.

Thirst Domain (SS 108) (Focuses on creating thirst and desiccation)
Granted Power:
You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3+ you Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.

Time Domain (SC 281)
Granted Power:
You gain Improved Initiative as a bonus feat.

Trade Domain (SC 281)
Granted Power (Sp)
: Once per day as a free action, you can use detect thoughts, affecting one subject and lasting a number of minutes equal to your Charisma bonus (minimum 1 minute).

Travel Domain (PH 188)
Granted Power (Su):
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.

Trickery Domain (PH 189)
Granted Power:
Add Bluff, Disguise, and Hide to your list of cleric class skills.

Tyranny Domain (SC 281)
Granted Power:
Add +1 to the save DC of any enchantment (compulsion) spell you cast.

Undeath Domain (SC 281)
Granted Power:
You gain Extra Turning as a bonus feat.

War Domain (PH 189)
Granted Power:
Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus feat with the deity's favored weapon.

Water Domain (PH 189)
Granted Power (Su):
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Wealth Domain (SC 281)
Granted Power:
Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.

Weather Domain (ECS 108)
Granted Power:
Your vision is unobstructed by nonmagical weather conditions. Add Survival to your list of cleric class skills. You gain a +2 bonus on all weather-related Survival checks.

Windstorm Domain (SC 282)
Granted Power:
Inclement weather has less of an effect on you. Rain and snow don't penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger..

Winter Domain (FB 85)
Granted Power:
During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.

Wrath Domain (SC 282)
Granted Power: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.

Joel
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Re: We're making a better world... All of them better worlds.

Post by Joel on Wed Sep 16, 2009 2:15 pm

And now I will give you the basic template for a Deity

Name:
Alignment:
Description: - Lay out how the god is typically viewed, what he/she tries to promote, and if you feel like it a general appearance of his/her avatar. Does the god hold other titles?
Portfolio: - What things does the deity claim as it's own?
Domains: - What domains does the deity offer it's followers?
Typical Cleric Training: - Very much optional
Typical Church Quests: - Also very optional
Example Prayer: - Again very optional
Typical Temple Design: - What sort of building does the deity favor? If at all?
Holidays: - Optional - What do the followers of this deity celebrate? Birth, death, a day dedicated to champions of the cause?


Last edited by Joel on Wed Sep 16, 2009 2:19 pm; edited 2 times in total (Reason for editing : Formatting and another field.)

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Re: We're making a better world... All of them better worlds.

Post by Joel on Wed Sep 16, 2009 3:19 pm

An Example deity

Name: Greywulf
Alignment: Neutral
Description: Greywulf, Lord of the Frozen North, is a harsh and demanding deity. He sends harsh blizzards and cruel winters to test, and better, the natives of his lands. He urges his followers to be tenacious, unforgiving, and aggressive in their battle for survival. He advocates a nomadic tribal existence that tests and strengthens his followers. He teaches the efficient use of hunted game, and the benefits of coordinated combat. Favored by the savage societies in the north he's most fervently worshiped by neanderthals, ogres, frost giants, and the nomadic northern tribes of humans, elves and goliaths. He finds followers amongst mercenaries, other martial combatants, and occasionally bandits in the more southern civilized lands. He receives prayers and sacrifices at the time of harvest from many farmers. Their effort to placate the deity and reduce the harshness of the coming winter.
Portfolio: - Winter, wolves, survival of the fittest, and barbaric cultures.
Domains: - Winter, Windstorm, Travel, Wrath, War

Typical Cleric Training: - In the north clerics of Greywulf are often the most promising warriors in their tribe. The existing clergy watches keenly for those talented youths who show not only courage and strength, but wisdom to temper such traits and the charisma to lead. Once a student has accepted initiation he is often forced to survive a winter, in the wilderness, with the help of only his sponsoring cleric. It's believed that by being forced to live without ones community that the initiate will learn the value of said group. Among the more civilized followers of Greywulf initiation more often comes in the form of one on one discovery, training, and trials of martial prowess.

Typical Church Quests: - The "church" of Greywulf is often times less a church and more of a club. Very little organization exists from one tribal cleric to another. Quests taken on by individual clerics are much more common than those issued by the church. A lone hunt for a dangerous monster, the group hunt of a truly dangerous beast, and the spending of a month alone in the dead of winter are all fairly common quests self assigned. A significant portion of Greywulf's northern followers actively engage in raiding more settled regions. Emulation of their patron deity is commonly used as justification. They claim they test the softer southern people. Other clerics claim that praying off the weak softens the raiders themselves. For surely it is better to survive without the ease of raiding in Greywulfs eyes. The deity himself has remained silent on the issue. In the south there are very few organized churches of Greywulf and his followers also tend to self assign missions in the name of their deity.

Typical Temple Design: Most commonly the clergy of Greywulf practices in a lodge made of bear pelt, or in a copse of trees exposed to the northern winds. Greywulf frowns upon permanent buildings, and his clergy typically respects that.

Holidays: The followers of Greywulf celebrate the Winter Solstice and the Autumn Equinox. The Winter Solstice is marked by a great feast and tests of might. Often times devout followers will travel to neighboring tribe to demonstrate the power of their own. Conflict beyond an occasional brawl is almost unheard of among the tribes at this time of year. Each successful hunt is celebrated to a certain extend as is the slaying of a threat to the tribe. Among the raiding tribes the beginning and end of the raiding season is also celebrated.

Favored Weapon: Greywulfs Favored weapon is the Tigerskull club (FB pg 76). The War domain does provide proficiency for said weapon despite it's typical classification as exotic when taken by a follower of Greywulf.

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Re: We're making a better world... All of them better worlds.

Post by Bryan on Thu Sep 17, 2009 8:57 am

Wowsers, thats a lot of stuff
Looks great Joel.

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Re: We're making a better world... All of them better worlds.

Post by Joel on Thu Sep 17, 2009 12:35 pm

Well thanks Bryan. If you ever have some time to kill at work I'd love to see what you come up with.

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Re: We're making a better world... All of them better worlds.

Post by Joel on Mon Sep 21, 2009 6:39 pm

No one has any suggestions or ideas at all? Sad panda.

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Re: We're making a better world... All of them better worlds.

Post by Bryan on Tue Sep 22, 2009 1:03 pm

Joel wrote:No one has any suggestions or ideas at all? Sad panda.


It's a long read and I always forget when I'm at home.

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Re: We're making a better world... All of them better worlds.

Post by SpellBinder on Tue Sep 22, 2009 6:23 pm

I've only scanned it, but otherwise it looks good. Nothing D&D related really coming to my mind as of late, especially when trying to run Shadowrun at the shop (this week bombed, mid-run and one player didn't show).

And every time I see the title of this thread, I keep thinking of a Cake song.

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Re: We're making a better world... All of them better worlds.

Post by Jake on Wed Sep 23, 2009 12:15 pm

I would like to see the logical ramifications in society when the Gods are not a question of faith, but a fact of the universe. that would change everything, I think. I mean, how do you condemn a racial purge when you r god mandates it in person. what happens when, at higher levels, you can visit your gods domain(it would be like being able to visit heaven). I have to say that it would change the whole universe I think, or at least how society views the universe. this is just a random thought I have though.

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Re: We're making a better world... All of them better worlds.

Post by Joel on Wed Sep 23, 2009 12:43 pm

Oh I agree which is why my deities will be a little more detached from the world. There will be no heaven mandated racial purges. In my world. Cause you know I decided how my gods work. Wink Possibly societal purges, but not racial. Very Happy Racism will not come from religion in my world. It'll come from socioeconomic strain, fear, and racial pride.

The planar books talk a lot about what happens to an individual after death in cannon dnd, and what a visit to "Heaven" is like. You have to remember that heaven isn't much like the judeo-christian concept by cannon. You ascend to your deities/alignments plane and become a pleeb. If you preform well you get elevated in status and eventually can become something ba. Like an Archon or a Pit Fiend.

Also just because a god mandates an action it doesn't make that action right. In a pantheon setting where gods disagree their edicts should be judged in a similar fashion to how you would judge the edict of a king. No god is automatically right if other gods disagree. Hell if two churches of the same god disagree and yet both are still granted favor how are you going to know anymore than now what your god wants?

In a monotheistic setting if gods wants to be a elephant then he'll never be really questioned by the faithful. No one on a similar level would ever be there to criticize.

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Re: We're making a better world... All of them better worlds.

Post by Jake on Wed Sep 23, 2009 4:45 pm

yeah that's my point. how would society be effected by the knowledge of the gods being factual and provable. how would they react to the different doctrines of the different gods. how do the gods react if the people who follow them do wrong? these all need to be worked out.

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I ordered a chicken sandwich but I think the waitress misunderstood me because she said, "How would you like your eggs?" So I tried to answer her anyhow. I said "Incubated, and then raised, and then beheaded, and then plucked and then cut up then put onto a grill then put onto a bun. Shit, it's gonna take awhile. I don't have time, scrambled!-Mitch Hedberg
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Re: We're making a better world... All of them better worlds.

Post by Joel on Thu Sep 24, 2009 12:21 am

Really why would a being so far above humanity care what humanity is doing in it's name? If ants were waging war against termites in the name of Jake would you care? Would you even know? I think it's rather arrogant to assume that meta-humanity is so special that the highest beings in existence would pay attention.

Really I think society would keep on keeping on for the most part. Einstein's theory of relativity could have had a world altering impact on the entire planet, but really it only affect those who were already interested. Newton's theory of relativity was "fact" for a very long time and it was thrown out the window. A basic "truth" was fundamentally changed and the world barely noticed

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Re: We're making a better world... All of them better worlds.

Post by Jake on Thu Sep 24, 2009 8:37 am

yeah, but relativity didn't bring people back from the dead...though it did allow for worm holes and relativistic speeds which allow for a form of time travel, but that is neither here nor there. the main reason that I view the gods in D&D as being involved in the lives of the humans is that it is the standard of the setting. outside of Eberron, the remainder of the settings have a great deal of gods interacting with mortals. divine magic alone adds some interesting social changes. mostly the world is more interesting if the gods are involved(in my mind), and so I think that they should be. if the gods do not pay attention/don't care, then you have to come up with an alternate explanation for devine magic, or get rid of it. also you then have to explain why you even included gods at all. I am of the opinion that, as GM, you are only to place things in a world that effect the PCs, if it doesn't effect them, why does it exist? but these are just my thoughts.

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I ordered a chicken sandwich but I think the waitress misunderstood me because she said, "How would you like your eggs?" So I tried to answer her anyhow. I said "Incubated, and then raised, and then beheaded, and then plucked and then cut up then put onto a grill then put onto a bun. Shit, it's gonna take awhile. I don't have time, scrambled!-Mitch Hedberg
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