TheMutant
2011-09-21, 12:11 PM
Hey. Hopefully this is the right sort of question to put here; I'm new to this homebrewing stuff. X)
I'm cobbling together notes for a campaign I may try to run (my first! augh!) and some of it's homebrew. Most is going to be standard core stuff, but I made up my own Material Plane rather than use and existing one (drew a map and all that good stuff), and more importantly, I homebrewed a god because the loose campaign concept is that the party are faithful to the god (it's going to be a quasi-evil campaign), and there weren't any already in existence that suited my rather picky needs.
ANYWAYS. My latest stumbling block is that I need to make a couple of cleric domains not suck horribly. The domains I picked for the god are Death, Darkness, Cold and Winter. I could be wrong- I'm far from a game expert- but the abilities of the Darkness and Winter ones seem kinda eh. This isn't going to be a high powered game, but I don't want the players to think they shouldn't pick some of the domains because they're total ass.
I've copied the domains in question here to save anyone having to reach for their books or Google.
Darkness domain:
Granted power: You gain Blind-Fight as a bonus feat.
Darkness domain spells:
1. Obscuring Mist
2. Blindness/Deafness
3. Blacklight
4. Armor of Darkness
5. Darkbolt
6. Prying Eyes
7. Nightmare
8. Power Word Blind
9. Power Word Kill
Winter domain:
Granted power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
Winter domain spells:
1. Snowsight
2. Snow Walk
3. Winter's Embrace
4. Ice Storm
5. Blizzard
6. Death Hail
7. Control Weather
8. Summon Giants (frost only)
9. Fimbulwinter
My idea for Darkness was that, instead of Blind-Fight being the only benefit, make it give some options- either A) you get Blind-Fight, B) the character gets low-light vision or C) the character gets darkvision out to 30 feet. I'm not sure if that's too powerful.
I'm stumped on Winter, though. While some of the campaign will take place during the winter season, far from all of it will be so- and heck, I dunno if the ability is that great even when it IS winter. I mean, what- yay, my cleric gets a +2 on Spot and Listen and Survival checks, but only when it's winter? Shouldn't the party ranger or druid be doing those, anyways?
Any advice or ideas would be gratefully welcomed. I really do want to make this setting and campaign awesome.
I'm cobbling together notes for a campaign I may try to run (my first! augh!) and some of it's homebrew. Most is going to be standard core stuff, but I made up my own Material Plane rather than use and existing one (drew a map and all that good stuff), and more importantly, I homebrewed a god because the loose campaign concept is that the party are faithful to the god (it's going to be a quasi-evil campaign), and there weren't any already in existence that suited my rather picky needs.
ANYWAYS. My latest stumbling block is that I need to make a couple of cleric domains not suck horribly. The domains I picked for the god are Death, Darkness, Cold and Winter. I could be wrong- I'm far from a game expert- but the abilities of the Darkness and Winter ones seem kinda eh. This isn't going to be a high powered game, but I don't want the players to think they shouldn't pick some of the domains because they're total ass.
I've copied the domains in question here to save anyone having to reach for their books or Google.
Darkness domain:
Granted power: You gain Blind-Fight as a bonus feat.
Darkness domain spells:
1. Obscuring Mist
2. Blindness/Deafness
3. Blacklight
4. Armor of Darkness
5. Darkbolt
6. Prying Eyes
7. Nightmare
8. Power Word Blind
9. Power Word Kill
Winter domain:
Granted power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
Winter domain spells:
1. Snowsight
2. Snow Walk
3. Winter's Embrace
4. Ice Storm
5. Blizzard
6. Death Hail
7. Control Weather
8. Summon Giants (frost only)
9. Fimbulwinter
My idea for Darkness was that, instead of Blind-Fight being the only benefit, make it give some options- either A) you get Blind-Fight, B) the character gets low-light vision or C) the character gets darkvision out to 30 feet. I'm not sure if that's too powerful.
I'm stumped on Winter, though. While some of the campaign will take place during the winter season, far from all of it will be so- and heck, I dunno if the ability is that great even when it IS winter. I mean, what- yay, my cleric gets a +2 on Spot and Listen and Survival checks, but only when it's winter? Shouldn't the party ranger or druid be doing those, anyways?
Any advice or ideas would be gratefully welcomed. I really do want to make this setting and campaign awesome.