{"id":16362,"date":"2019-02-01T07:00:24","date_gmt":"2019-02-01T13:00:24","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=16362"},"modified":"2019-01-21T16:35:00","modified_gmt":"2019-01-21T22:35:00","slug":"finding-the-path-clerical-domination-travel-domain","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/finding-the-path-clerical-domination-travel-domain\/","title":{"rendered":"Finding the Path \u2013 Clerical Domination: Travel Domain"},"content":{"rendered":"<p><em>Hello everyone, and welcome to the next installment in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game. The goal for each of these is to provide you with a quick overview of your domain powers, spells, and introduce you to a god or goddess from real-Earth mythology who could be a deity using this particular domain.<\/em><\/p>\n<p><em>All that said, welcome to this week\u2019s article on the domain of Travel<\/em>.<\/p>\n<p>The <strong>Travel<\/strong> Domain is described as \u201cYou are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.\u201d \u2013 So, you\u2019re likely one of those people who travel for the journey, rather than the destination. You\u2019re likely to be very much of an explorer, both of new lands and ancient ruins, and you\u2019re unlikely to settle down in one place for long.<\/p>\n<p>So, what does a Cleric with this domain get?<\/p>\n<p><strong>First,<\/strong> they get a base speed increase of 10, which could come in quite handy for things like battlefield movement, but the same goes for overland speeds. If combined with things like monk levels or barbarian levels, you could get to extreme speeds very quickly.<\/p>\n<p><strong>Secondly,<\/strong> you get Agile Feet, which means that for a number of times per day (3+Wisdom modifier) you can ignore difficult terrain and move freely through it for one round. Again, very handy for battlefield movement in crowded areas or areas where your movement would normally be restricted.<\/p>\n<p><strong>Thirdly,<\/strong> you get Dimensional Hop. This allows you to teleport 10 feet per cleric level, per day, as a move action, allowing you to jump to any nearby location as long as it is within line of sight. In effect a short <em>dimension door <\/em>or <em>teleport <\/em>spell. Good for getting you (and your friends) out of trouble.<\/p>\n<p>&nbsp;<\/p>\n<h2><strong>Spells:<\/strong><\/h2>\n<p>The spells you get with the Travel domain are as follows:<\/p>\n<p><strong><em>Longstrider<br \/>\n<\/em><\/strong>This one is simple: Just like your base speed increase from your travel domain, you get a +10-foot enhancement bonus to your base speed, though ONLY your landspeed. (So for most creatures who have the Travel domain, this would take them to a base speed of 50 feet).<\/p>\n<p><strong><em>Locate Object<br \/>\n<\/em><\/strong>This allows you to discern the direction of a well-known or clearly visualized object, though it can only be used for general items (like a sword, rather than a particular sword), unless you have observed a particular item first hand and not through divination. So, for example, if you and your friends were in an abandoned ruin looking for treasure, you might try to use Locate Object for a general type of item that you know is in the treasure, but you won\u2019t be able to track specific ones. Also, if you generalize too much, you might only find your own items, so looking for coins is unlikely to be helpful, whereas looking for statuettes might be.<\/p>\n<p><strong><em>Fly<br \/>\n<\/em><\/strong>One of the most commonly used movement spells, <em>fly<\/em> gives you a fly speed of 60 and good maneuverability. More importantly though, is that it allows you to reach areas and creatures that you would not normally be able to engage, like the \u201cFly-By Dragon\u201d for a barbarian character and so on. The spell is versatile enough, and the duration long enough, that you could even use it simply to make the Small characters in your party able to move faster, for a while at least, or the heavily laden fighter in his armor, to be able to keep up. Just be wary of flying around when there are people with <em>dispel magic<\/em> and <em>antimagic field<\/em> spells around. You might just come crashing down.<\/p>\n<p><strong><em>Dimension Door<br \/>\n<\/em><\/strong>This is the first of the teleportation sub-schools spells that you\u2019ll get access. It allows you to travel 400 feet + 40 feet\/level (meaning a minimum distance of 680 feet) in any direction, which is enough to take you out of any immediate danger (though you\u2019d still be within range of certain ranged weapons, but at that point they would take a significant penalty to hit you). It is important to note that while casting the spell is a standard action, the spell does not allow you to do anything once you go through the portal, so if you have not used your move action that turn, it is lost. This spells also allows you to affect 1 other person per 3 caster levels, so when you first get it, you can move 3 creatures in total (yourself and 2 more).<\/p>\n<p><strong><em>Teleport<br \/>\n<\/em><\/strong>In effect, <em>dimension door<\/em> writ large, as you now travel hundreds of miles (at the minimum level you can travel 900), with the same creature limitations. Just be wary of trying to move to areas that are not well-known to you, as there are places you do not wish to end up (in the middle of the sea while trying to teleport to a ship comes to mind). While it seems like a transportation spell for you and your friends, it does have offensive purposes. Teleporting someone to a nearby airless planetoid springs to mind as a particularly nasty way to use it. Just be wary of needing that touch attack for it, but it is a remarkably good way to remove high hit point, but low Will save opponents from the battlefield (like some Giants for example).<\/p>\n<p><strong><em>Find the Path<\/em><\/strong><strong><br \/>\n<\/strong>This enables you to find any specific location (though it must be a prominent one) and it will unerringly lead you there through the most direct physical route. It is a bit of an odd spell at such a high level, but the reasoning is actually simple. This is because it allows the PCs to \u201cskip through the dungeon\u201d and go the most direct route, avoiding as many accidental encounters as possible. In short, it makes adventuring safer, but things a little more boring around the gaming table.<\/p>\n<p><strong><em>Greater Teleport<br \/>\n<\/em><\/strong>This one is simple: It\u2019s <em>teleport<\/em> but without any risk of it going wrong.<\/p>\n<p><strong><em>Phase Door<br \/>\n<\/em><\/strong>This creates a way for you and one of your allies to move through a solid object, made of wood, plaster or stone. (Though not things like steel). As it is invisible and has a duration based on uses, you\u2019ll be able to create an entry and exit point that other creatures are unlikely to notice is there and will be unable to use, even if they do notice its presence. In many ways, it\u2019s the perfect spell for breaking and entering.<\/p>\n<p><strong><em>Astral Projection<br \/>\n<\/em><\/strong>The ability to travel the planes, using the old theme of the silver lifeline. However, as you get transported back if you\u2019re slain on the other planes, it has an automatic escape clause. Though this costs you two permanent negative levels, the ability to flee if you\u2019re killed is a very good way to retreat if you run into something that you cannot handle. In effect, it lets you (relatively) safely explore places that you would not normally dare to go.<\/p>\n<p>&nbsp;<\/p>\n<h2><strong>New Deity<\/strong><\/h2>\n<p><strong>Hermes<br \/>\n<\/strong><em>The Swift, the Messenger, the Traveler, The Thief, God of Commerce<\/em><\/p>\n<p><strong>Alignment<\/strong> N<br \/>\n<strong>Worshipers<\/strong> travelers, merchants, thieves, explorers, guides and messengers<br \/>\n<strong>Cleric Alignments<\/strong> NG, LN, N, CN, NE<br \/>\n<strong>Domains<\/strong>: Air, Charm, Community, Luck, Travel, Trickery<br \/>\n<strong>Sub-domains<\/strong>: Cooperation, Exploration, Fate, Thievery, Trade, Wind<br \/>\n<strong>Favored Weapon<\/strong>: a quarterstaff<br \/>\n<strong>Symbol:<\/strong> a caduceus inscribed with the name of all other gods<\/p>\n<p>Hermes is primarily known for being the messenger of the gods, carrying all messages to their destinations, though he\u2019s likely to get sidetracked. He treats all gods as equally as possible, though he sometimes fails in this charge, and he favors those deities of a female bent, especially those who are physically attractive.<\/p>\n<p>He is less well-known for being the patron of merchants and thieves. The former pray to him to ensure that their trades are fruitful, and to keep thieves away from their treasuries, while the latter always pray for the \u201cone big haul\u201d so that they can retire. The faithful of either side have often found that they miraculously end up working together, for example by one of the thieves robbing a competitor. Some suspect that this might be more the doing of the clergy than the fateful hand of the god himself though, as they dabble in these matters.<\/p>\n<p>The normal lay-members of this faith are usually what they appear: Merchants, thieves or messengers, but the clergy is a different matter. Almost all of them have their fingers in illicit deals, always to the betterment of the faith or the faithful, and have been known to work clandestinely as both messengers between rival kingdoms, but also as spies.<\/p>\n<p>Their days have no set rhythm, finding themselves in tune with the people around them, and since they normally don\u2019t stay for more than a year at most, they\u2019re normally able to move on before anyone catches on to their machinations. Their clothing is utilitarian in nature, and often wellworn from traveling, but all carry the caduceus pinned to their clothing or as a symbol of office at all times (unless they\u2019re incognito, in which case the caduceus is hidden from view).<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Hello everyone, and welcome to the next installment in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game. The goal <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/finding-the-path-clerical-domination-travel-domain\/\" title=\"Finding the Path \u2013 Clerical Domination: Travel Domain\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1580,"featured_media":16364,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[1539],"tags":[2161,315,2180],"class_list":["post-16362","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-finding-the-path","tag-domains","tag-pathfinder","tag-travel"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Finding the Path \u2013 Clerical Domination: Travel Domain - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/finding-the-path-clerical-domination-travel-domain\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Finding the Path \u2013 Clerical Domination: Travel Domain - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"Hello everyone, and welcome to the next installment in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game. 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These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current \\\"go-to\\\" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.\",\"url\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/author\\\/kfrandsen\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Finding the Path \u2013 Clerical Domination: Travel Domain - d20 Radio","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/www.d20radio.com\/main\/finding-the-path-clerical-domination-travel-domain\/","og_locale":"en_US","og_type":"article","og_title":"Finding the Path \u2013 Clerical Domination: Travel Domain - d20 Radio","og_description":"Hello everyone, and welcome to the next installment in a series of articles focusing on the Cleric Domains in the Pathfinder Roleplaying Game. 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