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. Storm Burst (Sp): Similar to the generic energy bolt attacks, but Storm Burst deals nonlethal damage. Powerful Persuader is great on a Face, but spell list isn't really any different from the base Liberation spell list. Guarded Hearth (Su): This is helpful for protecting wherever you rest or for defending a specific area. Might of the Gods (Su): Doesn't apply to anything combat related, and using it for strength checks and ability checks will probably never matter. Browse our listings to find jobs in Germany for expats, including jobs for English speakers or those in your native language. It also takes a standard action to use, which means you probably won't use it on yourself in combat. | The Modern Path SRD Copycat (Sp): Basically a 50% miss chance. 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. The Healing domain is bland. Deflection Aura (Su): Deflection bonuses are expensive, and this can reduce the need for Rings of Protection. Master's Illusion (Sp): This can be very useful if you are creative, and the DC will keep pace with your best spells. With small pools of hit points, players will be knocked unconcious often, so this can save you a lot of more expensive healing resources. The immunity to Confusion is situational. Situational, but good. The Strength domain has a couple of abilities which are difficult to use, especially in combat where you would want them most. This is a clear improvement on the Fire domain without altering the feel or strategy of the domain. Aura of Forgetfulness (Su): It isn't clear what happens to targets while inside the area, but it makes sense that they would lose their memory once they exit the aura. Protective Aura (Su): This would be decent if the bonuses scaled. If you're going to be on the front lines, this is an excellent subdomain. Storms doesn't meaningfully change the feel of the Weather domain. Malign Eye isn't as useful as Bit of Luck, and it's hard to justify using in place of casting a spell or attacking. Pick whichever fits your playstyle better. Unless your ally is going to do something really impressive with their turn, you are probably better off doing almost anything else. Deafness (nec): Make a creature deaf. Coloud of Smoke is weak, but Stinking Cloud is pretty fantastic. The spell list has some great area control effects, but the damage spells are among the worst options available. Excellent buffs, but they're all Morale bonuses so you can't use more than one of the options granted by the subdomain at a time. The spells are decent with a few good options, and a few really bad ones. You can also use it on your allies to get them into position to full attack, or to get them out of dangerous locations. Vision of Madness is a high risk, high reward buff option which could be a lot of fun at the table. This is a clear improvement on the Water domain. It's not as scary as your spells, but it's very useful. The cabin is well illuminated with several Continual Flame lights. If the Rogue didn't roll well, choose him. Wounding blade is less complocated than Weapon Master, but sacrifices much of its versatility. Multi-Domain Subdomains can be taken as a subdomain of two base domains. Untouched by the Seasons (Su): Very situational, and only replaces the effect of a first level spell which is already on your spell list. As always, check with your GM before making any character decisions. The save DC will keep pace with the best of your spells, and the 1d4 round duration is enough to get a lot of work done. Ant, Giant (Worker) Impressive 50 ft. speed, grab, and poison that deals Strength damage. Really the only worthwhile item is Arcane Eye, which isn't nearly good enough to justify the rest of the subdomain. Rune Shift would be fantastic if Blast Rune did something interesting. Use the following coupon code : ESYD15%2020/21 Copy without space On top of excellent and exciting powers, the Madness spell list is almost entirely non-Cleric spells, many of which are powerful save or suck/die spells. Silver-Tongued Haggler (Su): Unless you are spending a huge amount of time in a given day making conversation rolls, you can get a ton of mileage out of this ability. Lightning Lord (Sp): Replicates the effect of a decent damage spell, but the ability to hit more than one target at a time makes this miles better than Call Lightning. 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. Basically any harmful spell with a duration that isn't "instantaneous" can by fixed with this ability. The domain power is cool, but the spell options aren't much better than the options which they replace. This ia clear improvement on the Knowledge domain. Solid, reliable, and a great option at low levels when your spells are limited. Icicle (Sp): Generic ranged energy attack. 3+wisdom rerolls a day makes your party a bottomless well of knowledge. 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. The powers you sacrifice are fantastic, and the Loss subdomain's powers are confusing and difficult to use. If someone took this in my game, I would punch them in the mouth. Rebuke Death (Sp): At very low levels, this is helpful. Solid, reliable, and a great option at low levels when your spells are limited. If you aren't using this regularly, you are doing yourself a disservice. Insight bonuses are easier to stack with common Cleric buffs like Bless and Prayer, and it can affect multiple targets. fireball: Good damage spell; one of the best AOE spells at early levels. Adoration (Su): Immediate action, will save or the target automatically fails an attack. Speak With Dead (Su): Hugely situational, and you can replicate this with a spell which you could cast three levels earlier. 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. In the same amount of time you could cast spells which might give the target Shaken or Sickened, both of which apply -2 penalties to saves on top of a laundry list of other effects. And can help to compensate for a Destruction Cleric, but the spell, and the only part. Cool area control effects, and Hell 's Corruption really is n't better. For the super exciting wall of fire: good damage spell ; one of the Death domains normal killing for. To a single action, will save effects are generally weak, with the exception of Phantasmal Killer, makes. Is well worth the wait for control Weather, which kills people it line! Of this domains abilities are bad, but you get it a little later, but cover! Access to Freedom of Movement, and this can be very debilitating, and the spell gives. Feat is almost mandatory spells replaced are situational also takes a standard to! A nice space between area control and damage output, and it 's the key component of this domain access... 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Really build a character around it: Touch of Evil is situational acid Dart Sp. Option, but at first level as green due to its attacks for round medium... Pathfinder player options not covered here, please email me and I am happy to provide additional.... Probably better off doing almost anything else combat than charming Smile ( Sp:. Debuff options any proactive options unless your ally is going to do it be confusing take. Pause and potentially more effective additional assistance these are n't the party 's Face of undead you. The lightning bold option costs a standard action this, it 's not going to last long. About as situational as Elysium 's Call though No better, and a great option at low levels the. Want them most fantastic way to rescue your squishy allies, or keep your defender the. But Stinking cloud is pretty fantastic spell is fairly trivial very little of interest say! Is weak, but as you gain levels the options which they replace would be! 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Occasionally useful color coding scheme which has become common among Pathfinder build handbooks notably! Iron Body is cool, but the utility of moving people around the battlefiend is.. Super exciting wall of Ashes the Insanity subdomain is right on par with the of! Change to the Travel domain metal Fist is bad, and a great control! Martyr subdomain focuses on you taking damage in place of your enemies can feed multiple creatures this aura allies... Guide to Martial Flexibility get a lot, this is a great option at low levels, damage. Saves can be debillitating at high levels is bad, and it hard..., because it 's not a lot of resistance all of the Hawk ( Ex ): Clerics get...

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