In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). You will likely get Darkvision from the spell, but the bonuses to Stealth and Initiative are very good. You give up the ability to enhance your weapons for an aura to debuff your enemies. Deflection Aura (Su): Deflection bonuses are expensive, and this can reduce the need for Rings of Protection. The immunity to Confusion is situational. How often will there be other people channeling energy near you? Door Sight (Su): Clerics already get a lot of excellent divination effects which make this ability hard to justify. Animal Companion (Ex): An Animal Companion is like a furry fighter. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. Touch of Chaos (Sp): If you need to shut down an enemy attacker, this can really hurt them. Granted Powers: Stealth and trickery generally aren't things that Clerics do, but apparently you're the exception. The spell selection is roughly equivalent, but you give up Disintegrate for Control Weather, which is already a Cleric spell. The spell selections are fine, but you give up Shadow Conjuration and Shades, both of which provide massive improvements to the Cleric's spell options. 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. For travelling and delving dungeons, this is difficult to use. Deviating from the Liberation domain's theme of physical freedom, the Revolution domain takes on a much more social feel. Gift of Life has so much potential, but only comes into play if your party is falling apart. Electricity Resistance (Ex): Permanent resistance to electricity, but it's not a lot of resistance. Wounding Blade (Su): Wounding only inflicts one point of bleed, so it's not spectacular, but extra damage is never bad. We would like to show you a description here but the site won’t allow us. Inspiring Word is bad, but you get Leadership for free, and a bonus to your leadership score. 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. The Good domain brings practically nothing to the table. Saves you some money on a cloak of resistance, and gives you great saves early in the game. Touch of Law (Sp): It's hard to use in combat, but this ability is fantastic. It won't be as accurate, but at first level your weapon will do slightly more damage. Touch the Spirit World (Su): Situational, but effective. You get it a little later, but the effect is well worth the wait. Deafness (nec): Make a creature deaf. Creation spells are very powerful, but the rest of this domains abilities are lackluster. Just the way it should be. The addition of Borrow Fortune to your spell list also adds a somewhat costly reroll option when your free rerolls run out. Tunnel Runner (Su): The duration is decent and the bonuses are pretty good. The other conditions affected are fairly gentle and can be overcome by other means. As always, check with your GM before making any character decisions. 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. The Ash subdomain replaces the rather boring Fire Resistance power for the super exciting Wall of Ashes. Aura of Decay (Su): Because this aura affects allies, it's hard to determine when to use this. Your fortitude won't be shabby, but fortitude saves are generally less scary than will saves. It's no worse, fortunately. Not particularly helpful at low levels when the duration is short, and hard generally you can just prepare spells appropriate to your enemies' alignments. Deadly Weather (Su): Deadly Weather offers a lot of tactical options to fit your situation. 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. The spell list gives up three spells from the Druid spell list for three spells already on the Cleric spell list. The DR is also fantastic, and exceeds the DR of Barbarians until very high level. This is our PF2 site, click here for PF1! Solid, reliable, and a great option at low levels when your spells are limited. Fearful Touch (Su): Fear effects are generally weak, with the exception of Phantasmal Killer, which kills people. This is miles better than the Nobility domain. Ant, Giant (Worker) Impressive 50 ft. speed, grab, and poison that deals Strength damage. Destructive Smite (Su): The damage bonus is small, doesn't scale well, and it's a common morale bonus, so it won't stack with many of your buff spells. Engage them in melee, dispel their buffs, then stick around to disrupt their spells. 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. Every creature inside the cabin besides Jinkler reappears 5 … The Healing domain is bland. If you don't think you will need Liberation between levels 1 and 7, Liberty's Blessing is incredibly powerful. Oceans isn't as much of an improvement on the Water domain as Ice, but it provides some cool new utility and area control options, and replaces some of the less interesting Water spells with new spells from the Wizard and Druid spell lists. 3+wisdom rerolls a day makes your party a bottomless well of knowledge. If you enemies have more attacks, this will get you killed. A first level spell hardly makes a domain. This is a more defensive version of the Charm domain. Turn this on, politely excuse yourself, and walk out of the room. Sunbeam and Sunburst are difficult to interpret because the spell descriptions are written strangely, but if your GM takes a reasonable interpretation of these spells, they can be very effective. Fire Resistance (Ex): It's not a lot of resistance, but fire is the most common energy damage type. The other shadow spells also add some cool utility options. The ability to damage artifacts and constructs is very situational, and doesn't do much damage. If someone took this in my game, I would punch them in the mouth. The duration isn't great, and it's only usable once a day, so you may need to save this for when things get scary. The War spell list is entirely Cleric spells until high levels, at which point you gain access to the extremely powerful Power Word spells. You get an easy way to get Darkvision for brief periods, and you get a selection of cool area control spells. It's certainly powerful, but also very situational. 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. 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. | d20 Anime SRD Surprisingly awful. Inspiring Word is terrible, and Inspiring Command is a welcome replacement. The spells are mostly utilities or area control effects, and several of them come from the Druid spell list. 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. Touch of Good (Sp): The bonus only lasts one round, which is useless in combat. While Clerics typically don't dabble in stealth, guile, and generaly trickery, the Trickery domain allows you to do just that. Artificer's Touch (Sp): Mending isn't particularly important unless you have someone in the party who likes to Sunder things. Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. However, you don't get Disable Device as a class skill, and you can't disable traps with a DC higher than 21, so you need some rogue levels to make this even remotely useful. I have been a nurse since 1997. Inspiring Command (Su): Despite the one round duration, this is considerably better than Inspiring Word. Surge (Su): You sacrifice the benefit of easy damage at low levels for an excellent tactical option. This can be a fantastic way to rescue your squishy allies, or keep your defender on the front lines. Granted Power: Add Fly to your list of class skills. Tugging Strands is just better than Good Fortune. Throw something nasty on the rune like Hold Person or Harm, and really ruin someone's day. Instead, use this for Skill and Ability checks, or before you throw the Rogue into a room full of traps. 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. Weapon Master is fantastic despite the limited duration. It also takes a standard action to use, which means you probably won't use it on yourself in combat. A small improvement to the spell list provided by the Good domain, but hardly enough to justify losing Holy Lance. fire shield: Decent buff, but you get it a level behind wizards. Its effects are more self-centered than Trickery, but certainly no less effective. Good on any character, and in any situation. Binding Ties is very slightly better than Calming Touch, but the spell list is worse than the default Community spell list. Deception is a lateral move from Trickery. The Undead subdomain trades some of the Death domains normal killing power for some better support and debuff options. The 20% miss chance really helps, especially if the target gets a lot of attacks. Guarded Hearth (Su): This is helpful for protecting wherever you rest or for defending a specific area. The Theivery domain is really only useful if you have Trapfinding. All of the spell options are already on your spell list, and Touch of Evil is situational. Touch of Good is bad, and Touch of Chaos is about as situational as Elysium's Call. If the Rogue didn't roll well, choose him. Oh, look! Most of the spells are generic cure spells, and untilyou get Breath of Life, most Healing clerics will be able to spontaneously cast the entire domain. Touch of Darkness (Sp): No save, and completely prevents the target from making Sneak Attacks. Corruption really is n't already on the Cleric spell list potential, but not enough to justify the of... 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