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Now if I am to understand you need 3.5 creatures of light/sun or celestial sub-types. Now you could search through the Monster manuals until you find what you are looking for. Or you could make what you want basing it off of both the sun domain of a cleric and the stats of a Archon. These links may also be of some use: ...


5

Plane Shift will save all of the party. Unlike with teleport, discussed below, there is no chance of accidentally taking any chest bursters with you, choose the 'up to 8 creatures holding hands' option, and then the chest bursters can only come along if they are holding your hands. Downside? Takes 2 casts to get back to the material plane and you are 5-500 ...


10

Raise Dead is a 5th level cleric spell which you'll probably want to raise the townsfolk after you put 'em down the first time. Make sure you preface castings with Purify Food and Drink (an orison) Remove Disease, as @AceCalhoon notes, is the correct spell for easily fixing this at any stage of development pre-death. Restoration Domain gets it as a level ...


20

The typical spell for dealing with implanted eggs is Remove Disease: The spell also kills some hazards and parasites, including green slime and others. An example of a creature very similar to a chest burster is the Lunarma: Implant Eggs (Ex) As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 ...


7

The spell only has only one effect: increase damage dealt by one weapon by 1d4. I would rule that the -1 ongoing is the cost of the Magic Weapon spell, which is unaffected by empower. The cost of the empower is having to choose one from the 7-9 list, so this bonus die has already been paid for. I see no reason for it to increase the cost of the base spell ...


13

It means what it says: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. You always have it prepared. It doesn't count against spells you prepare. It says nothing about not using slots to cast, so it does. A cleric can prepare a given number of spells plus their ...


16

Yes, and this and Nature are the only Domains that gets an extra cantrip, so other clerics still have 3 at first level while Light and Nature Domains gets 3 plus Light / (Druid cantrip). All the clerics get bonus cantrips as they grow up levels as you can see in the Player's Handbook (PHB) page 57, starting at 3 and reaching 5 at level 10th, the Light and ...


4

You are exactly right. All 1st level Clerics get 3 Cantrips known at 1st level, and some of the domains do give you additional Cantrips, as well as other benefits and extending your list of prepared spells. The Light Domain gives you the Light Cantrip if you don't already have it, so that you now have 4 Cantrips. Some Races and other features also give ...



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