Strormer
2011-12-30, 01:12 AM
Right, so we're starting a PF game and I'm dm'ing and playing the healer of the group. I wanted him to be a little different from the normal cleric so in addition to healing excessively I want him to fling around a little mind control/coercion magic. I remembered from 3.5 there was a cleric domain for the Dracolyte PrC called the Domination Domain. It seems to be fine for a normal cleric to have access to it as it provides power roughly even with other domain power levels. My questions are these:
1) I know that PF has done away with XP costs in spells so what would be appropriate to replace the 500XP cost of Monstrous Thrall (a stupid powerful level 9 spell).
2) What granted powers should I give the domain.
3) Is this a good idea? It doesn't add too much that the cleric doesn't already have access to and it fits the character's theme, but I'm not completely sure. If you don't like this, any suggestions?
The last piece of information that I want to share is that every player has one powerful magical item (or similar) that is unique to them and, while it may have combat applications, doesn't grant an overt power boost. The item that my cleric will have, which is actually a story tool, is a small dagger I'm calling the "oathblade." It has the ability to cast Lesser Geas on any willing creature without a saving throw, due to the willing thing, as well as Geas/Quest once per month using the same rules, but with the exception that no more than one creature can be under the Geas/Quest spell at any given time while any number of creatures can be under Lesser Geas at any given time.
1) I know that PF has done away with XP costs in spells so what would be appropriate to replace the 500XP cost of Monstrous Thrall (a stupid powerful level 9 spell).
2) What granted powers should I give the domain.
3) Is this a good idea? It doesn't add too much that the cleric doesn't already have access to and it fits the character's theme, but I'm not completely sure. If you don't like this, any suggestions?
The last piece of information that I want to share is that every player has one powerful magical item (or similar) that is unique to them and, while it may have combat applications, doesn't grant an overt power boost. The item that my cleric will have, which is actually a story tool, is a small dagger I'm calling the "oathblade." It has the ability to cast Lesser Geas on any willing creature without a saving throw, due to the willing thing, as well as Geas/Quest once per month using the same rules, but with the exception that no more than one creature can be under the Geas/Quest spell at any given time while any number of creatures can be under Lesser Geas at any given time.