Darkwood--Powers of clerics and worshippers

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Darkwood--Powers of clerics and worshippers

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I don't particularly like the domains thing in 3rd edition. here are what powers (in addition to their spells, of course) the deities give. I'll have the list of minor benefits for worshippers up later.


Tar Anatha—automatic Extra Turning Feat at L1, healing spells and harming spells (Cures and their reverses) ALWAYS do maximum possible. L4, Turn at +1 level, further +1 per 4 levels. At level 10, can Raise Dead or Slay Living 1/week, if Raising does NOT count towards Con limit…if Slay, ignore SR and -4 on save. At level 15 saves versus Cause Wounds and Slay/Destruction spells take a -4 modifier (stacks with level 10 power) Absolute hatred of Tar-Rozaa’s works, MUST destroy undead as directly as possible. MUST kill all Tar-Rozaa clerics except when attacking them is obviously suicidal. Must offer prayer over all dead foes, commending them to She Who Waits For All.

Serloth—at 1st level, get 4 bonus skill points for Knowledges ONLY, and +1 point per level for Knowledge only. Level 3--+2 on gather Information and Knowledge checks. Every 3 levels thereafter a further +1. Any informative spells (Commune, etc.) are cast as if 1.5 x actual level, with a ½ level modifier on die roll. Can automatically see through (figuratively speaking) any illusion/deception spell (e.g., unknowable alignment) with a caster level of ½ yours (or less). Your reveal spells (Detect Lie) CANNOT be defeated unless their caster level is 2x yours. These powers are negated by (and negate) obscuring granted powers of Barxonas clerics). Cannot lie outright. Lying by omission gives a +4 bonus to people using Sense Motive on you.

Barxonas—Hide In Shadows becomes class skill. Gain +4 modifier to same, +1 every 3 levels after 1st. Same for Move Silently. 3/day can Darkness. Any time invoking Darkness (either granted, or casting spell) gain 60’ Darkvision (if have Darkvision already, add 60’), at 3rd level, gain 30’ Low Light Vision (if already had 30’, become 60..if had 60, become 30’Darkvision , 30 dark to 60 dark, 60 drk to 90 dark...progress every 3 levels to max of 240’ darkvision). ½ class level modifier to sense motive. Your caster level for obscuring spells (Obscure Lie, etc.) is 1.5 actual level, and Sense Motive rolls against you are -1/2 your class level. Level 5 gain 1d6 Sudden Attack. Level 12 gain 1d6 Sneak Attack. Level 18 another 1d6 Sneak Attack. -1 on to-hit when engaging a single enemy from squarely in front by their self.

Missaryi—Turn Undead at 2x level. Gain Smite Evil (1/2 level +Wis Mod) 1/day per 3 levels. Healing spells always do max, and gain +1 spell per level of healing, if that level of spell has healing spells. So, 1 bonus 1st level Cure Light Wounds, in addition to normal spells for the day. Can only use Cause Wounds spells against devotees of Barxonas or Tar-Rozaa. At 1st level can Purify Food/Drink 1/week, at 3rd level can Remove Curse 1/week. At 6th, Cure Poison 1/week, at 9th Cure Disease 1/week. At 10th, Immune to Poison. At 12th, Immune to disease. At 15th, Restoration 1/week, at 18 Resurrection 1/week.

Tar-Anedrel—Her Clerics are druids. Nuff said.

Tar-Rozaa—No PC worshippers of her

Kergan--+4 bonus to Swim, +1/3 levels. Gain +4 to Survival roll for fishing. Can Purify water 1/day. At 3rd level, can use a Turning to create (level + Wis Mod) vials worth of Holy Water, can do +1 time per 3 levels. At 4th, gain +2 in Profession (sailor), +1 per 4 levels. At 5th, can use water breathing or water walk daily, uses = Wis Modifier. At 7th, can Detect Poison 1/day, Cure Poison 1/week. At 10th, Weather Control 1/week, 2/week at 15th at 12th, permanent Water breathing. At 15, can swim at full movement rate. At 18, swim at 1.5 x land movement.. at 20, can Speak with Animals at will all aquatic types only. 1/week, must offer hour-long prayer over water, minimum 10 gallons, or during a heavy rainstorm.

Valkhan—Immune to fear, can remove fear 1/day per 5 levels. At 3rd, can extend Merciful Shield—take ½ of damage instead of target. Also, +1 on all saves, +1 per 4 levels hereafter At 5th, all Protective spells are 50% enhanced—duration, effect, range. At 6th, DR 1/magic or adamantine 1/day. At 7th, gain a +2 to AC, +1 per 4 levels. At 9th, 10’ radius +1 all saves for allies (not self). At 10th, all protective spells are doubled. At 13th, radiate Protection from Fear in 15’ radius. At 15, 1/day DR 10/magic or adamantine. At 18, radius save bonus +3 (still not self)


Zyrz—No PC Scourges

Rrzknth—Use Magic Domain powers from Player’s Handbook, except Detect magic at 1st level instead.. Also, gain (5+1/2 class level+wis Modifier) Spell resistance, as well as automatic Spell Penetration at 2nd level, and Greater Penetration at 9th.

Cerana—entropic shield 1/day per 2 level (self first, then can grant to others with subsequent uses). +1 luck bonus to all saves, increase by 1 per 5 levels. When rolling to overcome spell resistance, roll twice. At Level 4, 1 per week, gain a 1d8-3 Dodge bonus to AC (yes, your luck could go bad, giving you a negative modifier…she IS the Wild Bitch), +1/week at 10 (change to 1d8-2), and +1/week at16 (1d8-1). Level 6, can reroll one saving throw per week, as well as 1/day force an enemy to reroll a saving throw (taking the worse of the two). At level 8, 2/day, with full attack action, can increase critical threat range of weapon by 2 for 1 + Cha mod rounds. At 11th, while using the 8 power, automatically gain Power Critical Feat. At 15th, automatically gain Improved Critical with ANY weapon wielded. At 20, automatically reroll ANY failed save.

Darethon—No PC Bloods

---edit--I skipped Valkhan when I first posted, have added him in.
Last edited by Seven Words on Sat Apr 02, 2011 11:00 pm, edited 1 time in total.
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Post by Seven Words »

And here are the powers for simply worshipping a specific deity.


Tar-Anatha--+1 on any save where failure means dying.

Serloth—1/week, for 1 hour, can get +1 on any Knowledge skill rolls.

Barxonas--+1 modifier to Hide in Shadows rolls or Bluff skill (irrevocable choice)

Missaryi--+1 on saves vs negative levels

Tar-Anedrel--+1 on Survival rolls

Kergan--+1 on Swim checks and Survival rolls relating to water (rivers, swamps, lakes)

Valkhan--+1 save vs Fear

Rrzknth—+1 on Spellcraft and Knowledge: Arcana rolls.

Cerana—1/week, for 2 + cha mod rounds, 75% chance of +1 to AC, attack, and saves 25% chance of -1 modifier.
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