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Richard's Cleric Variants

Domain Philosopher

The study of theology is of great consequence and almost every faith goes to great lengths to teach its values, traditions, dogmas and domains. A few clerics take this to its logical limit – delving ever deeper into the research of domains and their inflections among the gods. Such domain philosophers gain access to a vastly greater and more versatile arsenal of domain manifestations than a typical cleric – albeit at the cost of being able to channel less often.

A cleric that chooses to be a domain philosopher loses the Channel Energy class feature, instead gaining the Channel Domain 1 class feature at level 1. This increases to Channel Domain 2 at level 3, Channel Domain 3 at level 5, and so forth. Unlike Channel Energy, the Channel Domain class feature is based on the Intelligence attribute, and allows the cleric to channel domains 1 + Intelligence modifier times a day. Channeling a domain is a standard action that does not provoke attacks of opportunity. The area of effect is a 30-foot radius centered on the cleric. If desired and applicable a save can be made to resist the effects of a domain channel against a DC of 10 + half cleric level + Intelligence modifier. The cleric may at will include or exclude herself from the effect of the channeling, but other entities are automatically included unless the cleric makes use of the feat Selective Channeling or a similar ability. The effect of channeling a domain often includes “X” as part of the description (for example X rounds, or Xd6 damage), in these cases X refers to the level of Channel Domain, for example “3″ in the case of a level 5 cleric with the Channel Domain class feature.

When a cleric decides to become a domain philosopher, she is able to channel her own domains (as chosen by the Domains class ability) – but she can gain access to additional domains using the Domain Study feat. Thus she can initially channel 2 domains and has the option to get access to more.

When channeling a domain which effect has a duration, the area of effect stays static at the position where it was originally invoked. Creatures that gain a duration based effect (such as an increase to attack rolls) retain the effect even when leaving the area of effect – and creatures that enter the area of effect gain the benefits or penalties appropriate for the remaining duration. Creatures that have been explicitly excluded from the channeling effect (through abilities or feats such as Selective Channeling) remain unaffected except for physical changes to the area that were wrought by the domain manifestation such as difficult terrain from entangling plants created by the Plant domain.

Domain channeling effects:

Domain Flavor Effect
Air The area of effect becomes densely satiated with static and electrical charge, small lightnings crackle along metallic equipment and larger ones streak throughout the area of effect. Xd6 electrical damage, Reflex save for half
Animal All creatures in the area of effect become subtly more feral for the duration of the effect – patches of hair or fur form along skin, hands become more claw-like, muscles firm, teeth elongate slightly. Duration X + 2 rounds, creatures gain a +2 size bonus to Strength for Medium and larger creatures, or a +2 size bonus to Dex for Small and smaller creatures
Artifice The area of effect becomes infused with a vibrancy as non-living materials shift and reform during the process of mending and hardening. Xd6 structural mending, and all inanimate matter gains +X hardness for a duration of X rounds
Chaos The very essence of causality ruptures within the area of effect, causing eddies of inexplicable phenomena all around the area. Rainbows of indescernable colors, actions appearing to happen in reverse, floating debris of unidentifiable objects flittering into and out of existence, and so forth litter the area of effect. Xd8 positive or negative energy (determined by dice roll, 50% chance of each), after the type of energy has been determined the cleric may expend an additional use of domain channeling to change the energy type
Charm Creatures in the area of effect are instilled with a sense of warmth and well-being. Sluggish and distracted, for a duration of X + 2 rounds creatures that fail a Will save take a -4 penalty on attacks of opportunity. This is a charm effect.
Community The area is suffused with a strong sense of camaraderie that bolsters each creatures moral and allows them to work together more effectively in a team. For a duration of X + 2 rounds creatures are immune to the shaken condition and when they make use of the Aid Another action they provide a +3 bonus instead of the normal +2
Darkness The entire area is covered by a tremendous shadow. Wisps and strands of pure darkness shift throughout the area, creating thick strains of night that obscure and limit vision. For a duration of X + 2 rounds the vision of creatures is reduced to 15 feet, Will save negates
Death A subtle shiver overcomes creatures in the area – a hint of decay and dread is in the air – and the very life ebbs from all living things. Xd6 negative energy, Will save for half
Destruction Raw power crackles through the air. Every movement seems harsher, more fierce than before. A will bent on destruction is felt that offers a certainty that each and every assault will wreak havoc. For a duration of X + 2 rounds all damage (including spell damage) is increased by 1, the damage is increased by an additional 1 for every 5 cleric levels the channeler possesses. Additionally all damage is lethal, sources of damage that would deal non-lethal damage deal lethal damage instead.
Earth A violent tremor shakes the ground. The very earth appears to undulate like an enormous beast waking from its slumber. An earthquake shakes the area of effect, all creatures that are standing on a surface fall prone if their CMD fails to save them from a trip attack with a CMB of 5 + cleric level
Evil A malignant aura menaces the hearts of the righteous and bolsters the will of the wicked. For a duration of X + 2 rounds all non-evil creatures become shaken if they fail a Will save, additionally evil creatures are immune to the shaken condition
Fire A nigh unbearable heat lashes out to all that stand in the area of effect. Eddies of fire waver through the air and flames lick along flammable materials. Xd6 fire damage, Reflex save for half
Glory A powerful aura awes all but the strongest of wills. The emanation strikes fear into those who cannot stand their ground in the face of such brilliance – while those that embrace it become more certain in their actions. Duration X + 2 rounds, shake all creatures, Will save to negate – creatures that make the save gain a +2 divine bonus to attack and weapon damage rolls. Creatures immune to the shaken condition naturally do not suffer the shaken condition if they fail the will save, but they still need to succeed on the will save to gain the bonus to attack and damage rolls
Good A sense of benevolence embraces the area allowing those of pure heart to stand firm where others find themselves wavering in their steps. For a duration of X + 2 rounds all non-good creatures become shaken if they fail a Will save, additionally good creatures are immune to the shaken condition
Healing A vibrant vitality floods the area, suffusing all living things with the essence of life and destroying abominations of unlife. Xd6 positive energy, Will save for half
Knowledge Creatures in the area receive a tremendous clarity of thought and concentration – they are instilled with a competence that allows them to access knowledge and apply skills they would not otherwise have access to. For a duration of X + 2 rounds all skills are considered class skills and all skills may be used untrained
Law The environment takes on a settled atmosphere – nothing appears out of place or unexpected. A steady pulse slowly beats, akin to a giant grandfather clock. For a duration of X + 2 rounds creatures are allowed to take 5 on any d20 rolls
Liberation A sense of freedom and independence suffuses the area offering all within sanctity for their body, mind and soul. For a duration of X + 2 rounds creatures are immune to entangled condition and receive a +2 bonus to resist (not maintain) grapples, as well as a +2 divine bonus to all saves against charm and compulsion effects
Luck The area of effect glows with a warm ambience. Fate smiles on creatures within assuring success and immunity from misshaps. For a duration of X + 2 rounds creatures treat rolls of a natural “1″ on a d20 as rolls of a natural “10″ instead. Additionally creatures gain a +4 divine bonus to confirm critical threats.
Madness A thinly veiled lucidity envelopes the area that gives way to madness. A manic laughter tears at the very soul of entities – hauntingly familiar until with a sudden realization they recognize their own voice. For a duration of X + 2 rounds creatures are confused, Will save negates
Magic A raw excess of power boils within creatures in the area. Energy spills forth in showers of colors and words of power spoken physically manifest for all to see. For 1 round spells cast gain a +1 divine bonus to Caster Level for spells up to level X. Additionally all attacks with manufactured or natural weapons are considered magical in that round.
Nobility A tremendous sense of a noble and just purpose empowers the area. For a duration of X + 2 rounds creatures within the area of effect are granted a +2 divine bonus to Charisma. Additionally for 1 round characters able to channel energy or domains do so as if their cleric level was 4 levels higher.
Plant Vegetation both native and alien springs forth on all surfaces creating a shallow though dense foliage that covers the area of effect. For a duration of X + 2 rounds, entangle creatures in area of effect, Reflex save negates but must be remade each round a creature spends in the area of effect. The area is considered difficult terrain
Protection A powerful force imposes on all creatures guaranteeing the sanctity of each. For a duration of X + 2 rounds, creatures gain DR 2/-. This DR stacks with any other untyped DR the creatures may have
Repose A sense of final, everlasting peace comes over the area – a proverb on the final rest of each creature. For a duration of X + 2 rounds, creatures in the area gain the benefits of Ward Against Death (as the Repose domain ability)
Rune Runes trace along the air, scriptures appear on surfaces, letters and symbols both foreign and familiar, ancient and modern spell out paragraphs of destiny. For a duration of X + 2 rounds creatures are beholden to their destiny, granting them a +1 divine bonus to saves versus spells, spell-like abilities and supernatural abilities. This bonus increases by +1 for every 5 cleric levels
Strength Muscles harden and bulge – even fragile and weak characters appear powerfully toned and physically well-built and capable of feats of brute strength. For a duration of X + 2 rounds, creatures gain the Power Attack, Improved Bullrush, Improved Overrun and Improved Sunder feats
Sun The area is bathed in a glaring bright light of almost unbearable heat. For a duration of X + 2 rounds, bright light shines in the area of effect (and increases the light level by one step for an additional 30 feet). Creatures that take penalties in bright light take them while in the area of effect. Undead in the area of effect suffer X divine damage every round. Channeling the Sun domain counters or dispels any magical darkness of level X or lower, though it has no effect on magical darkness of a higher level
Travel Images appear briefly, only to be replaced by new ones: buildings and structures artificial and natural, vistas and views from near and far, indigineous and not of this world. For a duration of X + 2 rounds, creatures gain a +10 divine bonus to their movement speed and may ignore the effects of difficult terrain
Trickery A sense of serenity and trustworthiness fills the area, easing suspicions and soothing fears. This domain may be channeled without the need for motions or sound. For a duration of X + 2 rounds creatures in the area of effect suffer a -5 penalty to Perception and Sense Motive
War The rhythmic thudding of a war drum thunders through the area urging creatures within to fight, to battle, to war. For a duration of X + 2 rounds, creatures gain a +1 divine bonus to attack rolls. This bonus increases by +1 for every 5 cleric levels
Water The ground becomes soggy, water seeps upwards and a clear mist forms – a mist so thick it threatens to strangle those within the area. Xd6 non-lethal drowning damage, Fortitude save for half
Weather Regardless of weather conditions outside, within the area of effect a pleasantly temperate climate prevails. For a duration of X hours creatures ignore climate and weather conditions as if benefiting from endure elements

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