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Strip 447 - "If I didn't know any better, I'd say he was an arsonist... oh, wait"

10th Feb 2017, 11:00 PM in Cave of No Return
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Strip 447 - "If I didn't know any better, I'd say he was an arsonist... oh, wait"
Average Rating: 5 (1 votes)

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Rastaba 10th Feb 2017, 11:29 PM edit delete reply
Throwing fire is definitely fun! Especially since it gives you an excuse to sing, "Burn Baby Burn!"
Arillius 11th Feb 2017, 2:09 AM edit delete reply

Domains would be a lot better if they actually gave you access to the spells instead of just giving you the option to cast the spell once a day. When you think about it, a Fire Druid sounds awesome. (A druid devoted to the concept of constant change and fire as a force of nature, as well as perhaps controlling and limiting the worst of forest fires... or starting some in an ecosystem that needs it.)

In actuality it's a regular druid who can throw 1d6 damage at an enemy a few times a day. Oh, +1/2 your level, so 1d6+2 for Eli.

I've long since ruled that Domain powers actually level the other way. (It's 1d6 +1d6 every two levels) and simply give access to the spells the domain offers in any slot. I cost them access to the domains opposite what they use (if they normally have access to the spells) for balance, but it still makes it way more interesting to have a domain then what we get in Pathfinder.
Inbetweenbooks 11th Feb 2017, 11:22 AM edit delete reply

While massively more powerful, i like that you keep the domain powers relevant for more than a few levels (except for the nice lv 8 one, that always was quite useful)

it's slightly OP, but still nice. otherwise only things like travel domains +10 moment and the high level buff would have any use, and fire domains lowlevel fire ability is doomed to remain about as useful as a spark cantrip...
9652769 12th Feb 2017, 4:16 AM edit delete reply

but after this. Alchemist would lose a lot of prestige.
Malroth 12th Feb 2017, 9:46 PM edit delete reply
it's only got like 4 or 5 uses per day, Really Animal compainion is way better.

Edit: With the exception of the Storm Domain on an archer Druid, The ability to ignore hostile wind conditions and See through fogs Is pretty much the best set of abilities an archer can get.
9652769 12th Feb 2017, 11:03 PM edit delete reply

I don't actually like animal compagnon. In the games, I played, they clog combat.
Arillius 12th Feb 2017, 11:06 PM edit delete reply

It is more powerful then the original domain power but it is still weaker then a good Animal Companion. If you spend enough gold on gearing it up, it's almost as strong as a second character.

Malroth isn't wrong about the storm druid either. Slyph Druid who turns into an air elemental via wildshape. Perfect flying + unrivaled archery + strong wind magic. No projectile could hit her if she used wind wall or the like but it never bothered her.
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