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deuxhero
2012-04-01, 03:58 PM
Starting as a Cleric for Guided Hand (and the required Channel Smite) is recommended often enough, but what second domain to pick? You only get the first level ability(ies), and they have the power of level 1+spell options for your 1 domain slot. Your Inquisitor must be the same as the other and it stacks.

Hylas
2012-04-01, 03:59 PM
Travel domain is pretty good because it gives a flat +10 to base movement at level 1.

Corlindale
2012-04-01, 04:52 PM
Travel is quite nice, a popular choice.

I also like Honor - immediate action reroll against compulsion-style spells might just save you & your party members in a pinch.

Luck and Law are also somewhat front-loaded - both essentially let you touch an ally (or yourself) to give him or her 1 round of being awesome at everything.

Defense has an oddly written and largely useless power, but deserves mention for giving you the Shield spell, which can be very handy for martial builds.

Growth gives you swift-action enlarge person, which can be highly useful. Also for extending your reach for that crucial full-attack, since you can presumable choose the "direction" in which you grow.

Tactics is also awesome - anything that helps you (or your party arcanist) go first in combat is a godsend.

grarrrg
2012-04-01, 05:33 PM
[shameless plug]
I made a Class Dipping Guide for just such occasions! There is a brief section for Domains that give decent 1-level bonuses!
[/shameless plug]

You can get a variety of Free Feats, and there are a couple domain Powers that DON'T rely on Wis/Level to function nicely.
*copy/paste*
Domains with non-power/non-spell bonuses:
Animal: class skill: Knowledge (Nature)
>Feather (Animal Sub-domain): class skill: Fly, when you cast a spell that grants Flight, your maneuverability increases by 1 step.
Darkness: Blind-Fight feat
Glory: Channel Energy save DC +2
Knowledge: class skills: All Knowledge skills
Protection: +1 all Saves
Rune: Scribe Scroll feat
Travel: +10ft. movement
Trickery: class skills: Bluff, Disguise, Stealth
Void: +2 to Saves vs. Mind-affecting

Animal/Nature Domains (Typically Druid only, ask your DM)
Cave: Darkvision 60ft. (1hr. 3+Wis/day yourself, 1min. 3+Wis/day ally)
Plains: Increased duration/speed on Summon spells, if summoning certain creatures
Wolf: Improved Trip feat

Inquisitions: (can be taken by any class with compatible Deity)
Black Powder: Firearm prof, Gunsmithing feat
Conversion: Wis instead of Cha on Bluff/Diplomacy/Intimidate
Heresy: Wis instead of Cha on Bluff/Intimidate
Oblivion: 10ft. Aura, you/ally add your Wis to Stabilization checks
Persistence: Step Up feat
Spellkiller: Disruptive feat
Torture: +2 on Intimidate checks