Elemental Domains
The Air, Earth, Fire, and Water Domains generally go unloved and un-used. You can get Ice Storm from Magic instead of Water with more spells, same with Stoneskin from Earth and Magic. Also, theres the lame ability of being able to turn Elementals.
- *Its useless enough turning undead, now you can be twice as useless with any of these domains and fail at scaring elementals as well as undead. Not to discredit Turn Undead, but its not going to compensate for the lack of that 50% speed increase or concealment.
Healing Domain
I went through the Change Log, and I noticed the maximum amount of points you can heal with spells. Now, I noticed that the Heal spell was the only one where at level 40 a cleric with the Healing Domain healed more than one without.
- *The other spells had a maximum that could be reached by anyone, with or without domain. So that limits the domain's use to +160 hp when casting the Heal Domain. Its a nice bonus considering you can cast it on both spell levels of 5 and 6, but could use more overall for other healing spells.
Animal Domain
Reading the summon changes, I noticed it no longer summons a creature of one higher spell level but increases the strength of animal summons. Which makes sense, but quickly uses its use for Summon Creature IX summons Elder Elementals (Constructs) and not Animals.
- *Now, I'm not sure if thats actually the way it operates. If the summon really is dependent on its type being Animal, or it works some other way. The Bonus spells are much worth it, True Seeing at level 3 and Polymorph Self, but it be nice if it could summon their own Animal from Summon Creature IX.
Suggestion: Simply change the creature summoned from Summon Creature IX and/or the other Summon Creature spells. Also, perhaps add a little more strength into their Polymorph Self spell. I find it cool that a cleric could do a little shifting, not as good as a druid, but it should be decent nonetheless.
Death Domain
I remember everyone talking about the summons from this, and I think thats the only thing that needs to be put in for this Domain. The Negative Plane Avatar, for this is definitely a summoning undead domain. I remember people talking about wether it either affected or didn't affect an undead summons, someone will have to clarify.
Destruction Domain
The spells you earn aren't exactly fantastic, and the maximum of 40d3 vs constructs is pretty darn pitiful. Perhaps earn in more...destruction? A +2 boost to the DC for the Destruction spell maybe. Something to make this domain interesting.
Protection Domain
I noticed this is supposed to cast an improved form of Sanctuary, but Sanctuary is supposed to be changed so I don't know. Supposably the DC is supposed to be 10 + Cleric Level + Charisma Domain. Which means a pure level 40 cleric with max charisma could get the domain up to 10 + 40 + 22(??) = 72.
- *An impressive DC with a depressing duration of 1 round per level + Cleric's Charisma modifier which would be around 6 turns (62 Rounds). Or so thats how I got it. I'm guessing it operates like the Trickery Domain, not a spell as much as an ability that you can use. Someone else would have to test this out. If its just an improvement to Sanctuary, then it could be extended which would be okay.
Suggestion: I don't know, maybe just make it like you guys did with Blinding Speed. Whereas the dexers get Bioware Haste with it, Protection Domain casters get Bioware Sanctuary.
Alright I'm tired, and you guys probably are tired of all the work anyway so I'll just stop here. I was going to type something about the Sun Domain with its "exceptional turning," but I've yet to bother to test it.
- *An impressive DC with a depressing duration of 1 round per level + Cleric's Charisma modifier which would be around 6 turns (62 Rounds). Or so thats how I got it. I'm guessing it operates like the Trickery Domain, not a spell as much as an ability that you can use. Someone else would have to test this out. If its just an improvement to Sanctuary, then it could be extended which would be okay.





