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| - Domains represent the spheres of power that a deity grants his clerics. Many of these are well covered in the Player's Handbook. However, some are only covered in other sources. Examples include Darkness (Deities and Demigods), Repose (Deities and Demigods), and Time (presented here).
- Cavern: Blind Fight Chaos : Turn Outsider Charm : Eagle's Splendor once per day Darkness : Blind Fight Drow : Dwarf : Great Fortitude Elf : Point Blank Shot Fate : Uncanny Dodge Gnome : Greater Spell Focus: Illusion Halfling : Stealthy Illusion : Spell Defense: Illusion Luck : Defensive Roll Metal : Weapon Proficicency: Martial Mist : Slippery Mind Nobility : Inspire Courage 1/day Ooze : Turn Oozes Orc : Weapon Proficicency: Exotic Planning : Extend Spell Portal : Renewal : Toughness Repose : Extra Turning Reptilian : Turn Reptiles Retribution : Oath of Wrath Rune : Scribe Scroll Spells : Courteous Magocracy
- (3rd party published- 4 winds fantasy gaming) The god of fate's touch has given you the ability to affect the fate of others, and to even change your own fate. A number of times per day equal to 3+ your wisdom modifier, You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched. Only one instance of this ability can be active at a time.
- Domains are an expression of a god’s expertise and influence on the world. A god with fewer domains is most likely less powerful and has fewer followers than a god with many domains, by sheer amount of time spent in the world. Every god has at least one domain. A god can share any domain he posses with another god at any time he wishes. However, the domain can be reclaimed at anytime by the original owner.
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| abstract
| - Cavern: Blind Fight Chaos : Turn Outsider Charm : Eagle's Splendor once per day Darkness : Blind Fight Drow : Dwarf : Great Fortitude Elf : Point Blank Shot Fate : Uncanny Dodge Gnome : Greater Spell Focus: Illusion Halfling : Stealthy Illusion : Spell Defense: Illusion Luck : Defensive Roll Metal : Weapon Proficicency: Martial Mist : Slippery Mind Nobility : Inspire Courage 1/day Ooze : Turn Oozes Orc : Weapon Proficicency: Exotic Planning : Extend Spell Portal : Renewal : Toughness Repose : Extra Turning Reptilian : Turn Reptiles Retribution : Oath of Wrath Rune : Scribe Scroll Spells : Courteous Magocracy Storm : Electricity Resistance 5/- Suffering : Toughness Time : Improved Initiative Trade : Skill Focus: Appraise Tyranny : Skill Focus: Intimidate Undead : Extra Turning
- Domains are an expression of a god’s expertise and influence on the world. A god with fewer domains is most likely less powerful and has fewer followers than a god with many domains, by sheer amount of time spent in the world. Every god has at least one domain. Domains come in multiple levels, each with varied degrees of specialization. The cheapest domains to acquire, lesser domains, are the most specialized and likely most commonly acquired. Any god may claim any Greater, Moderate, or Lesser domain regardless of if it has already been claimed by another god. However, each domain may only be claimed once as the starting domain of a god, and new gods may start with domains that have already been claimed (unless another god already started with that domain) A god can share any domain he posses with another god at any time he wishes. However, the domain can be reclaimed at anytime by the original owner. While Greater domains tend to be wider in scope, Lesser domains exert greater control over the limited element. A god of Dragons (a Moderate domain) would have more control over dragons than a god of Life (a Greater domain), but a god of Chromatic Dragons (a Lesser domain) would have greater control over Chromatic Dragons than the god of Dragons, and a god of Red Dragons (also a Lesser Domain) would have greater control over those creatures than any other mentioned god.
- Domains represent the spheres of power that a deity grants his clerics. Many of these are well covered in the Player's Handbook. However, some are only covered in other sources. Examples include Darkness (Deities and Demigods), Repose (Deities and Demigods), and Time (presented here).
- (3rd party published- 4 winds fantasy gaming) The god of fate's touch has given you the ability to affect the fate of others, and to even change your own fate. A number of times per day equal to 3+ your wisdom modifier, You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched. Only one instance of this ability can be active at a time. Beginning at 8th level, your acceptance of the god of fate's grand plans leaves you mentally calm, granting you a +3 bonus to your Will saves. 1st—serenity, 2nd—augury, 3rd—bestow curse, 4th—saving grace, 5th—opportunity, 6th—geas/quest, 7th—resurrection, 8th—greater spell immunity, 9th—miracle.
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