Hello everyone, and welcome to another 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.
All that said, welcome to this week’s article on the domain of: Law.
The Law domain is described as ”You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.” – from this, we can infer that this is someone who strictly adheres to a set of rules that have been laid out before her, whether that is a set of external rules (like a codified law) or an internal one (like a code of honor or conduct that the person sticks to). It is worth noting though that nowhere in the description does it say that the law has to be JUST, so in the eyes of someone adhering to this, the law is the law, and as such should be followed. (Though some deities might well, and usually do, include justice underneath this banner).
The first power granted is “Touch of Law”- which allows the cleric to touch a willing creature and have a following d20 roll count as if it has naturally rolled an 11. (Similar to taking 10 in effect, though this carries no risk of failure, and can be done even when rushed).
The second power is “Staff of Order,” which enables you to give a weapon the axiomatic special weapon quality, enabling it to bypass damage reduction and causing 2d6 points of damage extra to chaotic creatures. Even the “wielding effect” can be used aggressively—put it on the opponent’s weapon and VOILA, he’s just gained a permanent negative level while wielding the weapon, a good way to take a particularly nasty opponent’s weapon out of the combat.
Spells:
The spells you get with the Law domain are as follows:
Protection from Chaos
A good protective spell against chaotic creatures needing to get its grips on you, but the real strength of this spell comes from the protection against mental control. That part of the spell applies regardless of the alignment involved, so it is possible for you to gain a second saving throw, suppressing the effect of the mental control for the duration of the spell, which could potentially be a life-saver in situations where you or your allies get confused, dominated or otherwise controlled. Furthermore, it doesn’t have to be in effect when the control takes place, so you can cast it as a reaction to your opponent’s actions or preemptively if you know what you’re facing.
Align Weapon
In effect, a poor man’s version of the Staff of Order described above, this enables a weapon to bypass damage reduction for some creatures, but once you get access to Staff of Order you don’t really need it. However, an important note on this is that it DOES affect siege engines and ammunition, so you could potentially have some nasty siege equipment if you ever face creatures large enough to engage with siege equipment.
Magic Circle against Chaos
Same strengths and weakness as Protection From Chaos, except now, of course, you have a radius for the spell.
Order’s Wrath
A small, but powerful attack spell in the right circumstances, Order’s Wrath is in many ways a Fireball spell that slows your opponent if they are chaotic or neutrally aligned. Lawful characters aren’t affected, so you could drop this on top of a melee combat, knowing that your lawful friends (assuming they’re lawful, that is) would be safe from damage.
Dispel Chaos
This provides you with a number of bonuses, a +4 deflection modifier to AC against chaotic creatures, and if you successfully make a touch attack on a chaotic outsider (or creature from another plane), you can potentially drive that creature back to its home plane. And finally, you can automatically dispel an enchantment cast by a chaotic creature or any chaotic spell, though this ends Dispel Chaos.
Hold Monster
Hold Monster leaves the target paralyzed, i.e. completely helpless, apart from being able to take purely mental actions (like certain occult casters being able to still use spells). However, being helpless means that a target can be on the receiving end of a coup de grace, which can take out even the toughest target in a single full-round action.
Dictum
Non-lawful creatures hearing Dictum can suffer a number of effects, depending on their level compared to yours, plus you might banish non-lawful outsiders from your plane. That said, this is likely a spell that only the villains will use often, as PCs generally do not encounter many creatures of a level lower than their own.
Shield of Law
Shield of Law is an excellent defensive spell in that it protects you as an upgraded Protection From Chaos. You gain the same bonuses, but against all creatures, plus you gain a spell resistance against chaotic spells and creatures, and finally chaotic creatures attacking you might get slowed from hitting you in melee. And at the time where you get the spell, you’ll be level 15, so you can give this benefit to up to 15 creatures for 15 rounds. Definitely a spell worth bringing along.
Summon Monster IX
The various summon monster spells are generally great to have, and in this case, you can summon only law creatures, though if you’re only applying the Pathfinder Roleplaying Game Core Rulebook, you’ll have access to the Ice Devil and Trumpet Archon. It might well be worth it to talk to your Game Master and check if there are other monsters of CR 13-14 that he’ll allow you to summon with this spell (like an Adult Red Dragon for example).
New Deity
Iustitia
Lady Justice, Blind Justice, the Balanced Scale
Alignment LN
Worshipers judges, barristers, advocates, nobles, royalty, dictators, city guard, anyone interested in upholding the law.
Cleric Alignments LG, LN, LE, NG, N
Domains: Community, Glory, Knowledge, Law, Nobility, Protection
Sub-domains: Cooperation, Education, Honor, Judgement, Leadership, Legislation
Favored Weapon: longsword
Symbol: a balanced set of scales, held at the end of a sword blade or a robed, blindfolded woman holding a set of scales and a sword.
The expression “blind justice” is far more literal than most people realize. Iustitia, or Lady Justice, isn’t so much about equality or fairness, as she is about making certain that the law is upheld. While she by far prefers a set of laws that apply equally to everyone, she realizes that this might not always be possible, but knows that the rule of law is far superior to the anarchy that some experience where there are no laws in place.
Her clergy consists mainly of those who either make or enforce the law, be it judges, politicians, or even the city watch or the local executioner. All of them work towards making the laws which they uphold to be fair to all, but they all prefer a gradual approach, seeing fairness a decade or a century from now, as preferable to the anarchy imposed by an immediate change.
A priest of Iustitia gets up early in the morning, working till late in the evening. Throughout the day they observe a series of small rituals tied to their work, such as a priest reciting a passage from Iustitia’s holy scriptures when they’re starting a proposal for a new law or something similar. Most rituals of Iustitia are done in private, but once a week (always on the same day and at the same time, as appropriate for the priests’ society), they will gather up all the local clergy to discuss any recent rulings, new laws, and any news that may affect their work.
A priest of Iustitia is never off duty, as the faith has no holy days, beyond those of the society in which she lives, and as a result, the clergy of Iustitia has earned a (probably true) reputation for being dour and somewhat boring.
I hope you all enjoyed this week’s look at the Law domain. For the next installment, we’ll be looking at the Liberation domain.
Kim Frandsen
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