Xuldarinar
2014-09-30, 02:21 AM
UR-PRIEST (ALTERNATE CLASS)
While most divine spellcasters draw their power from reverence for something greater than themselves, there are those have learned to tap into divine power and use it for their own needs without the need for worship. These individuals are the god-hating spellcasters known as ur-priests. Ur-priests cast spells as cleric do but instead of drawing their power through prayer, each day they go into a trance and mentally siphon the power gods often reserve for their followers. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric’s variety of spellcasting options.
-The ur-priest is an alternate class for the cleric core class. Making use of and altering numerous facets of the cleric class, this devout antitheist can't truly be considered a new character class by its own right. Given this is the alternate class for the cleric class, a character may not have levels in both cleric and ur-priest.
-Alignment: Any non-good.
-Hit Die: d8
-Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS
The ur-priest's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Ur-Priest
Saves
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Channel Siphoned Energy 1d6, Divine Spell Resistance, Orisons 3 1 - - - - - - - -
2nd +1 +3 +0 +3 4 2 - - - - - - - -
3rd +2 +3 +1 +3 Channel Siphoned Energy 2d6 4 2 1 - - - - - - -
4th +3 +4 +1 +4 Siphon Spell Power 4 3 2 - - - - - - -
5th +3 +4 +1 +4 Channel Siphoned Energy 3d6 4 3 2 1 - - - - - -
6th +4 +5 +2 +5 4 3 3 2 - - - - - -
7th +5 +5 +2+5 Channel Siphoned Energy 4d6 4 4 3 2 1 - - - - -
8th +6/+1 +6 +2+6 Steal Spell-Like Ability (1/day) 4 4 3 3 2 - - - - -
9th +6/+1 +6 +3+6 Channel Siphoned Energy 5d6 4 4 4 3 2 1 - - - -
10th +7/+2 +7 +3+7 4 4 4 3 3 2 - - - -
11th +8/+3 +7 +3+7 Channel Siphoned Energy 6d6 4 4 4 4 3 2 1 - - -
12th +9/+4 +8 +4+8 Steal Spell-Like Ability (2/day) 4 4 4 4 3 3 2 - - -
13th +9/+4 +8 +4+8 Channel Siphoned Energy 7d6 4 4 4 4 4 3 2 1 - -
14th +10/+5 +9 +4 +9 4 4 4 4 4 3 [td3-[/td] 2 - - -
15th +11/+6/+1 +9 +5 +9 Channel Siphoned Energy 8d6 4 4 4 4 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10Steal Spell-Like Ability (3/day) 4 4 4 4 4 4 3 3 2 -
17th +12/+7/+2 +10 +5 +10Channel Siphoned Energy 9d6 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel Siphoned Energy 10d6 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Steal Spell-Like Ability (4/day) 4 4 4 4 4 4 4 4 4 4
CLASS FEATURES
All of the following are class features of the ur-priest.
-Weapon and Armor Proficiencies: Ur-priests are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
-Spells: An ur-priest casts divine spells which are drawn from the cleric spell list. An ur-priest must choose and prepare her spells in advance.
-To prepare or cast a spell, an ur-priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ur-priest's spell is 10 + the spell level + the ur-priest's Wisdom modifier.
-Like other spellcasters, an ur-priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-1. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
-Ur-priests enter a meditative trance for their spells. Each ur-priest must choose a time at which she must spend 1 hour each day to spend pilfering the divine energy necessary to regain her daily allotment of spells. Time spent resting has no effect on whether an ur-priest can prepare spells. An ur-priest may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during this time.
-Channel Siphoned Energy (Su): Ur-priests can release a wave of energy by channeling the power they stole through a holy or unholy symbol. This energy can be used to cause or heal damage, depending on the creatures targeted.
-When siphoning off energy to prepare their spells, an ur-priest decides whether to draw positive energy or negative energy. This choice must be made when preparing their spells for the day and cannot be changed until the next time they prepare their spells. While an ur-priest may qualify for feats that are applied exclusively to one type of channeled energy, they may only utilize these feats when channeling the appropriate form of energy.
-Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the ur-priest. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two ur-priest levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the ur-priest’s level + the ur-priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. An ur-priest may channel energy a number of times per day equal to 3 + her Charisma modifier. These uses are replenished whenever the ur-priest prepares her spells. This is a standard action that does not provoke an attack of opportunity. An ur-priest can choose whether or not to include herself in this effect. An ur-priest must be able to present a holy or unholy symbol to use this ability.
-Forsake Divinity: Ur-priests may not prepare and cast divine spells from another class, however an ur-priest may add half of their levels in other divine spellcasting classes to their ur-priest level for the purpose of determining their caster level.
-Divine Spell Resistance (Su): An ur-priest gains a spell resistance equal to their class level plus their Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
-Orisons: Ur-priests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-1 under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
-Siphon Spell Power (Su): Starting at 4th-level, while preparing their spells for the day, an ur-priest can choose to temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell slot must be of a level the ur-preist can cast. Only one exchange of this sort can be made each day. The level of the spell that can be prepared is based on the total level of spell slots sacrificed, as shown on the following table.
Table 1-2: Siphon Spell Power
Total Spell Slot Levels Sacrificed Spell Level Prepared
3 2nd
4-5 3rd
6 4th
7 5th
8-9 6th
10 7th
11 8th
12+ 9th
-Steal Spell-Like Ability (Su): Beginning at 8th level when a creature with spell-like abilities is within 50 feet of the ur-priest, he can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability once per day. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability is usable once per day and only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the ur-priest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn’t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails. At every four levels after 8th, the ur-priest gains an additional use of this ability. An ur-priest may expend multiple uses of this class feature to gain additional uses of the stolen spell-like ability, but may not acquire more uses than the target creature inherently possesses.
REBELLION AGAINST THE GODS
-Although a rare case, some clerics fall from grace such that they not only bear a hatred towards their former patron but towards all deities. Such individuals may attract the attention of ur-priests willing to train them in their practice. After undergoing training with the ur-priest, they trade in all ex-cleric levels for ur-priest levels on a 1-to-1 basis.
-It should be noted not all ur-priests are former clerics, but ex-clerics often make for the most motivated ur-priests.
CLERICS OF FALLEN GODS
-While most ur-priests steal from existing deities for their power out of spite, there is another breed of ur-priest. Clerics that follow deities that have died or vanished normally lose their power, but by walking down a path not dissimilar to that of ur-priests they can siphon off what energy remains behind. These ur-priests use their power, not to try to bring down the gods and their followers, but to try to continue their deity's work or even try to bring about their deity's return. Ur-priests that draw from a fallen deity choose their channeling based on their fallen patron's alignment, and when using thematic or variant channeling they may only choose what is associated with their deity.
THEMATIC CHANNELING AND VARIANT CHANNELING
-Although they are almost universally antitheists, ur-priests may utilize thematic channeling and variant channeling. Instead of choosing on the basis of their patron deity, something they lack, they choose a deity or a type of deity to exclusively steal their divine magic from to determine which thematic or variant channeling they may use on a given day.
FAVORED CLASS BONUSES
-Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have ur-priest as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Drow: Add +1/2 to the ur-priest's divine spell resistance.
Half-Elves: Add +1/3 to the amount of damage dealt or damage healed when the ur-priest uses channel siphoned energy.
Humans: Add +1 on caster level checks made to overcome the spell resistance of outsiders
Tieflings: Add +1 on caster level checks made to overcome the spell resistance of outsiders
Vasharans: Add +1/2 to the ur-priest's divine spell resistance.
FEATS
The following are feats designed for the ur-priest class.
Promethean Gamble
All ur-priests steal power from the gods to power their spells, careful to not to much as not to draw the attention of a deity and their wrath. To you however, the power is worth the risk.
-Prerequisites: Ur-Priest, Siphon Spell Power class feature.
-Benefit: While preparing your spells for the day, select a living deity. You may prepare any number of extra spell-slot of any spell level you are capable of casting as an ur-priest, up to a total of spell-levels equal to your ur-priest level, but doing comes with a great risk. Roll a d10 and add your Wisdom modifier to the result. If the number is equal to or less than the total spell levels prepared, or if you roll a 1, the god is aware that power was stolen, that you are the one that stole it from them, and you may not select them for the purpose of this feat again. While some gods are more lenient than others, a deity will pursue retribution for the theft, be it through their followers or through direct action.
ARCHETYPES
The following archetypes are for the ur-priest class.
Acolytes of the Risen (Ur-Priest) Contributed by: Blue_C.
-Worshipers of Aroden, these priests still hear the echoes of their patron deity, or so they claim. Many consider them mad, especially those that used to be their brothers and sisters in worship, but more than a few aren't so quick to dismiss the Acolytes. After all, Aroden rose once before, why not twice?
-Divine Symbol: An Acolyte of the Risen clings to the faith of Aroden. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte.
This alters an Ur-priest's spellcasting ability.
-Aroden's Power: Despite their god's demise, Acolyte's of the Risen still manage the rudiments of his divine power. At 4th level, an Acolyte of the risen may choose two 1st level domain powers from the following domains: Community, Glory, Knowledge, Law, Protection. He may use them as a cleric of his level.
-This replaces the Siphon Spell Power ability.
-Might of Azlanti: For a moment, an Acolyte of the Risen can confer the power of the Last of the First upon his allies. At 8th level once per day as a spell-like ability, an Acolyte of the Risen can touch himself or an ally to confer a +2 enhancement bonus to all stats for one minute. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
-This replaces all instances of Steal Spell-Like Ability.
-Stolen Life: An Acolyte of the Risen accepts their own fate no more than they accept the fate of their deity. At 20th level, once per day as an immediate action, an Acolyte of the Risen may sacrifice a prepared spell and heal themselves for twice the spell's level in hit points. If they use this ability in response to an attack that would normally kill them, they gain the healing after all damage is resolved but before dying.
Suhnnyth (Ur-Priest)
-Whether it is brought about by curiousity in their ancestry, a lust for power, or simply the cruel hand of fate, there are those that become bound to the darkness between the stars and one of its vile patrons. Where most are strong in their resolve, theirs wains. Through plagues of unwelcome visions of madness in the night, and the power provided through them, they are rendered little more than slaves. While the vast majority of suhnnyth are alloprax (http://www.giantitp.com/forums/showthread.php?345917-Alloprax-Spawn-of-the-Dark-Tapestry-PEACH) or others bound to the dark tapestry by blood, any individual can conceivably become one. A suhnnyth possesses the following class features.
-Patron: Although as most ur-priests, a suhnnyth does not typically serve a patron, they must select an Outer God or Great Old One to serve as their patron.
-Spells: A suhnnyth casts spells drawn from the cleric spell list as psychic spells. He can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a suhnnyth must have a Wisdom score equal to 10 - the spell's level. The saving DC to resist a suhnnyth's spells is equal to 10 + the spell's level - the suhnnyth's Wisdom modifier.
-Like other spellcasters, a suhnnyth can cast only a certain number of spells of each level per day. He knows the same number of spells and recieves the same number of spells per day as an oracle of his ur-priest level, and knows and uses 0-level knacks as an oracle uses orisons. In addition, he receives bonus spells per day if he has a low Wisdom score.
-At 4th level and every even-numbered level thereafter, a suhnnyth can choose to learn a new spell in place of one he already knows, in effect, the suhnnyth loses the old spell in exchange for the new one. The new spell's spell level must be the same as the one being exchanged. A suhnnyth may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same that he gains new spells known for that level.
-A suhnnyth need not prepare his spells in advance. He can cast any cleric spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
-This ability replaces the ur-priest's casting.
-Nightmare-Plagued Rites: A suhnnyth each night is plagued by persistent, awful dreams. Sometimes the suhnnyth may remember snippets of the dreams, but works to push such horrors from their mind. Their nightmare-riddled sleep undermines their Constitution, inflicting upon them a permanent -1 penalty to their Constitution score. To the suhnnyth's favor, he never needs to use a divine focus when casting their spells. Additionally, a suhnnyth may treat any spell that can be undercast as being on the cleric's spell list.
-Waining Mind (Su): A suhnnyth's mind is uniquely bound to the dark tapestry and the patron to which they have been bound, willingly and knowingly or otherwise. A suhnnyth does not fall unconscious should their Wisdom score reach 0. For the purpose of losing consciousness from low ability score, a sunnyth remains conscious and aware, abet insane, down to a negative Wisdom score equal to half the suhnnyth's class level. When the suhnnyth possesses a Wisdom score below 1, they continue to accrue penalties following the same pattern. Additionally, so long as he possesses a Wisdom score lower than 1, he possess an insanity. This insanity is incurable while their Wisdom score is below 1 and is randomly determined. Additionally, whenever the suhnnyth would be able to increase one of their ability scores, such as through level, a suhnnyth may instead choose to decrease an ability score by the same amount.
-Channel the Tapestry (Su): At 1st level, a suhnnyth gains the ability to channel the maddening energies of the dark tapestry itself. This ability possesses two options, chosen between each time the suhnnyth sleeps.
-The first option is to unleash a burst of energies drawn from the dark tapestry itself. This form functions near identically to channel negative energy except in all instances it normally would effect undead, such as healing and Command Undead it instead effects aberrations and creatures tied to the dark tapestry. A suhnnyth does not need to use an unholy symbol to channel energy in this way.
-The second option alters creatures at a touch. The suhnnyth acquires an evolution pool equal to half their character level. As a standard action, the suhnnyth can touch a creature to bestow evolutions available normally to eidolon. For the purpose of these evolutions; treat the suhnnyth as possessing an unchained summoner level equal to their ur-priest level, ignore all subtype requirements for evolutions, and treat the touched creature as possessing a base form that most closely matches their appearance. These evolutions come at a price, however. A creature accepting these evolutions also takes a number of points of Wisdom damage equal to the number of evolution points used on their evolutions. These evolutions last a number of minutes equal to the suhnnyth's Charisma modifier plus 3. The suhnnyth cannot apply these evolutions to an unwilling creature. The suhnnyth does not take Wisdom damage from this ability, but cannot possess more evolution points applied to them than minus their Wisdom modifier at any given time.
-This abillity replaces channel siphoned energy.
-Tapestry's Servant: At 4th level, the suhnnyth selects two 1st-level domain powers. These must be drawn from domains available to the suhnnyth's patron. For the purpose of using these powers, subtract the suhnnyth's Wisdom modifier rather than add it, and treat him as possessing a cleric level equal to his ur-priest level.
-This ability replaces Siphon Spell Power.
SECONDARY CLASS
Secondary classes are a part of an optional system, exchanging feats at particular levels for advancement in a "secondary class". Below is a secondary class, reflecting the ur-priest.
Ur-Priest
A character who chooses ur-priest as her secondary class gains the following secondary class features.
--Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
--Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
--Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
--Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
--Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
--Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.
--Special: Given the ur-priest is an alternative class of the cleric, a character who selects ur-priest as their secondary class may not take levels in cleric. The reverse holds true, meaning someone who has cleric as their secondary class may not take levels in ur-priest. A character may convert the cleric secondary class to the ur-priest secondary class by the same means as one can convert their cleric levels into ur-priest levels.
DEDICATED SECONDARY CLASS
Expanded upon under the Genius Guide to Variant Multiclassing, Dedicated Secondary Classes give up additional feats in order to gain more abilities from their dedicated secondary class. Below is the devoted version of the ur-priest secondary class.
Ur-Priest
A character who chooses ur-priest as her secondary class gains the following secondary class features.
--Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
--Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
--Ur-Priest Spells: At 5th level, she gains the ability to cast 3 0-level spells and 1 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
-Improved Ur-Priest Spells: At 9th level, she gains the ability to cast 1 2nd-level spell and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
--Greater Ur-Priest Spells: At 13th level, she gains the ability to cast 1 3rd-level spell, an additional 2nd- level spell, and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
--True Ur-Priest Spells: At 17th level, she gains the ability to cast 1 4th-level spell and an additional 3rd-level and 2nd-level spell from the cleric spell list as spell-like abilities once per day.
--Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.
BACKGROUND GENERATOR
Not everyone constructs their characters on their own, and why should they? One's life is a series of events, many largely out of our control. As such, there exists a character background generator (found here on the PFSRD (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/character-backgrounds/background-generator)). Below is a rough table to be used with this generator, should one wish to randomly determine their ur-priest's background.
d%
Result
01-10 Apostasy Earlier in life you followed a faith, devoting yourself to your god. Perhaps you were in training to become a cleric, or some other servant of your deity. However, as you trained you saw horrible things within the church. Perhaps it was a corrupt faith, or maybe you entered unaware of some of inner workings. Whatever the case, you came to renounce your faith, and it was then you found your true calling. You gain access to the Reformed Acolyte regional trait.
11-20 Devoted to the Dead Whether you were raised in it, or entered the faith later on, you revere a deity who has died. Unable to channel their power through conventional means, the path of the ur-priest drew you in. One day, maybe you can restore your god to their former glory. You gain access to the Devotee of a Dead God religion trait.
21-30Forbidden Insight Reading various old tomes you came upon something, rituals describing the folly of the gods and how one might steal from them. For what ever reason you read on, taking in all the knowledge you could so that you might one day do everything the tome promised. You gain access to the Forbidden Knowledge regional trait.
31-40 Power without Devotion Long have you craved power and envied the feats carried out by the servants of the divine. For whatever reason, however, you could never bring yourself to follow down their path. Perhaps it was pride, or maybe you never believed in what they were selling enough to claim that power. When the opportunity came to you, you learned to steal that power for yourself. You gain access to the Arcane Temper magic trait.
41-50 Promethean You came to the conclusion one day that for all the might of the gods, they hoard their power, keeping much from the mortal races many claim to cherish. As such, you trained so that you might take what you believe man kind deserves and spread it among the masses. You gain access to the Equality for All regional trait.
51-60 Raised by Heresy Throughout your life you were taught to hate the gods, led to believe that they were false and vile. Perhaps you even came to believe that they aught to be destroyed, along with those whom follow them. Whatever it was exactly you were taught, you oppose faith because it was what you have always known. You gain access to the History of Heresy faith trait, and ur-priest does not count as a divine spellcasting class for the purpose of this trait.
61-70 Taken under Wing In your early years, you displayed certain qualities. A certain disrespect for religion, a hunger for might, a willingness to take from others, a combination the above or perhaps something else. Impressed, an ur-priest took you in and sought to train you in their craft, passing on the torch to you. You gain access to the Mentored social trait.
71-80 Unanswered Prayers In a critical moment of your life, you turned to the gods for help and only found silence. For whatever reason your desperate pleas earned nothing in return, and forever you have blamed them for what ever followed. Since then, you have sought any means to get back at the gods for what had been done. You gain access to the Hatred of the Gods religion trait. This reflects your own hatred, not that of any deity you may have prayed to.
81-90 Victim of Faith You have seen the worst religion has to offer, you or your loved ones long being its victim. Whether it was abuse by a member of clergy, an act of blind zealotry, or cultists gathering sacrifices for their dark rituals. You might have struggled with the scars of this encounter, be it an instant or years of pain, survival never being enough. When the opportunity came, you took it, putting you on the path to steal the might away from such people. You gain access to the Disdainful Defender faith trait.
91-100 Vile Revelation Your purpose came to you in a moment of revelation. Perhaps you decided the gods are not true, or maybe simply that they are unworthy of devotion. Whatever the case may be, you realized that the best course of action was not to draw their might by their will, but to take it to shape the world to your ends. You gain access to the Inspired faith trait.
While most divine spellcasters draw their power from reverence for something greater than themselves, there are those have learned to tap into divine power and use it for their own needs without the need for worship. These individuals are the god-hating spellcasters known as ur-priests. Ur-priests cast spells as cleric do but instead of drawing their power through prayer, each day they go into a trance and mentally siphon the power gods often reserve for their followers. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric’s variety of spellcasting options.
-The ur-priest is an alternate class for the cleric core class. Making use of and altering numerous facets of the cleric class, this devout antitheist can't truly be considered a new character class by its own right. Given this is the alternate class for the cleric class, a character may not have levels in both cleric and ur-priest.
-Alignment: Any non-good.
-Hit Die: d8
-Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS
The ur-priest's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Ur-Priest
Saves
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Channel Siphoned Energy 1d6, Divine Spell Resistance, Orisons 3 1 - - - - - - - -
2nd +1 +3 +0 +3 4 2 - - - - - - - -
3rd +2 +3 +1 +3 Channel Siphoned Energy 2d6 4 2 1 - - - - - - -
4th +3 +4 +1 +4 Siphon Spell Power 4 3 2 - - - - - - -
5th +3 +4 +1 +4 Channel Siphoned Energy 3d6 4 3 2 1 - - - - - -
6th +4 +5 +2 +5 4 3 3 2 - - - - - -
7th +5 +5 +2+5 Channel Siphoned Energy 4d6 4 4 3 2 1 - - - - -
8th +6/+1 +6 +2+6 Steal Spell-Like Ability (1/day) 4 4 3 3 2 - - - - -
9th +6/+1 +6 +3+6 Channel Siphoned Energy 5d6 4 4 4 3 2 1 - - - -
10th +7/+2 +7 +3+7 4 4 4 3 3 2 - - - -
11th +8/+3 +7 +3+7 Channel Siphoned Energy 6d6 4 4 4 4 3 2 1 - - -
12th +9/+4 +8 +4+8 Steal Spell-Like Ability (2/day) 4 4 4 4 3 3 2 - - -
13th +9/+4 +8 +4+8 Channel Siphoned Energy 7d6 4 4 4 4 4 3 2 1 - -
14th +10/+5 +9 +4 +9 4 4 4 4 4 3 [td3-[/td] 2 - - -
15th +11/+6/+1 +9 +5 +9 Channel Siphoned Energy 8d6 4 4 4 4 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10Steal Spell-Like Ability (3/day) 4 4 4 4 4 4 3 3 2 -
17th +12/+7/+2 +10 +5 +10Channel Siphoned Energy 9d6 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel Siphoned Energy 10d6 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Steal Spell-Like Ability (4/day) 4 4 4 4 4 4 4 4 4 4
CLASS FEATURES
All of the following are class features of the ur-priest.
-Weapon and Armor Proficiencies: Ur-priests are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
-Spells: An ur-priest casts divine spells which are drawn from the cleric spell list. An ur-priest must choose and prepare her spells in advance.
-To prepare or cast a spell, an ur-priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ur-priest's spell is 10 + the spell level + the ur-priest's Wisdom modifier.
-Like other spellcasters, an ur-priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-1. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
-Ur-priests enter a meditative trance for their spells. Each ur-priest must choose a time at which she must spend 1 hour each day to spend pilfering the divine energy necessary to regain her daily allotment of spells. Time spent resting has no effect on whether an ur-priest can prepare spells. An ur-priest may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during this time.
-Channel Siphoned Energy (Su): Ur-priests can release a wave of energy by channeling the power they stole through a holy or unholy symbol. This energy can be used to cause or heal damage, depending on the creatures targeted.
-When siphoning off energy to prepare their spells, an ur-priest decides whether to draw positive energy or negative energy. This choice must be made when preparing their spells for the day and cannot be changed until the next time they prepare their spells. While an ur-priest may qualify for feats that are applied exclusively to one type of channeled energy, they may only utilize these feats when channeling the appropriate form of energy.
-Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the ur-priest. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two ur-priest levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the ur-priest’s level + the ur-priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. An ur-priest may channel energy a number of times per day equal to 3 + her Charisma modifier. These uses are replenished whenever the ur-priest prepares her spells. This is a standard action that does not provoke an attack of opportunity. An ur-priest can choose whether or not to include herself in this effect. An ur-priest must be able to present a holy or unholy symbol to use this ability.
-Forsake Divinity: Ur-priests may not prepare and cast divine spells from another class, however an ur-priest may add half of their levels in other divine spellcasting classes to their ur-priest level for the purpose of determining their caster level.
-Divine Spell Resistance (Su): An ur-priest gains a spell resistance equal to their class level plus their Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
-Orisons: Ur-priests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-1 under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
-Siphon Spell Power (Su): Starting at 4th-level, while preparing their spells for the day, an ur-priest can choose to temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell slot must be of a level the ur-preist can cast. Only one exchange of this sort can be made each day. The level of the spell that can be prepared is based on the total level of spell slots sacrificed, as shown on the following table.
Table 1-2: Siphon Spell Power
Total Spell Slot Levels Sacrificed Spell Level Prepared
3 2nd
4-5 3rd
6 4th
7 5th
8-9 6th
10 7th
11 8th
12+ 9th
-Steal Spell-Like Ability (Su): Beginning at 8th level when a creature with spell-like abilities is within 50 feet of the ur-priest, he can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability once per day. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability is usable once per day and only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the ur-priest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn’t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails. At every four levels after 8th, the ur-priest gains an additional use of this ability. An ur-priest may expend multiple uses of this class feature to gain additional uses of the stolen spell-like ability, but may not acquire more uses than the target creature inherently possesses.
REBELLION AGAINST THE GODS
-Although a rare case, some clerics fall from grace such that they not only bear a hatred towards their former patron but towards all deities. Such individuals may attract the attention of ur-priests willing to train them in their practice. After undergoing training with the ur-priest, they trade in all ex-cleric levels for ur-priest levels on a 1-to-1 basis.
-It should be noted not all ur-priests are former clerics, but ex-clerics often make for the most motivated ur-priests.
CLERICS OF FALLEN GODS
-While most ur-priests steal from existing deities for their power out of spite, there is another breed of ur-priest. Clerics that follow deities that have died or vanished normally lose their power, but by walking down a path not dissimilar to that of ur-priests they can siphon off what energy remains behind. These ur-priests use their power, not to try to bring down the gods and their followers, but to try to continue their deity's work or even try to bring about their deity's return. Ur-priests that draw from a fallen deity choose their channeling based on their fallen patron's alignment, and when using thematic or variant channeling they may only choose what is associated with their deity.
THEMATIC CHANNELING AND VARIANT CHANNELING
-Although they are almost universally antitheists, ur-priests may utilize thematic channeling and variant channeling. Instead of choosing on the basis of their patron deity, something they lack, they choose a deity or a type of deity to exclusively steal their divine magic from to determine which thematic or variant channeling they may use on a given day.
FAVORED CLASS BONUSES
-Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have ur-priest as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Drow: Add +1/2 to the ur-priest's divine spell resistance.
Half-Elves: Add +1/3 to the amount of damage dealt or damage healed when the ur-priest uses channel siphoned energy.
Humans: Add +1 on caster level checks made to overcome the spell resistance of outsiders
Tieflings: Add +1 on caster level checks made to overcome the spell resistance of outsiders
Vasharans: Add +1/2 to the ur-priest's divine spell resistance.
FEATS
The following are feats designed for the ur-priest class.
Promethean Gamble
All ur-priests steal power from the gods to power their spells, careful to not to much as not to draw the attention of a deity and their wrath. To you however, the power is worth the risk.
-Prerequisites: Ur-Priest, Siphon Spell Power class feature.
-Benefit: While preparing your spells for the day, select a living deity. You may prepare any number of extra spell-slot of any spell level you are capable of casting as an ur-priest, up to a total of spell-levels equal to your ur-priest level, but doing comes with a great risk. Roll a d10 and add your Wisdom modifier to the result. If the number is equal to or less than the total spell levels prepared, or if you roll a 1, the god is aware that power was stolen, that you are the one that stole it from them, and you may not select them for the purpose of this feat again. While some gods are more lenient than others, a deity will pursue retribution for the theft, be it through their followers or through direct action.
ARCHETYPES
The following archetypes are for the ur-priest class.
Acolytes of the Risen (Ur-Priest) Contributed by: Blue_C.
-Worshipers of Aroden, these priests still hear the echoes of their patron deity, or so they claim. Many consider them mad, especially those that used to be their brothers and sisters in worship, but more than a few aren't so quick to dismiss the Acolytes. After all, Aroden rose once before, why not twice?
-Divine Symbol: An Acolyte of the Risen clings to the faith of Aroden. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte.
This alters an Ur-priest's spellcasting ability.
-Aroden's Power: Despite their god's demise, Acolyte's of the Risen still manage the rudiments of his divine power. At 4th level, an Acolyte of the risen may choose two 1st level domain powers from the following domains: Community, Glory, Knowledge, Law, Protection. He may use them as a cleric of his level.
-This replaces the Siphon Spell Power ability.
-Might of Azlanti: For a moment, an Acolyte of the Risen can confer the power of the Last of the First upon his allies. At 8th level once per day as a spell-like ability, an Acolyte of the Risen can touch himself or an ally to confer a +2 enhancement bonus to all stats for one minute. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
-This replaces all instances of Steal Spell-Like Ability.
-Stolen Life: An Acolyte of the Risen accepts their own fate no more than they accept the fate of their deity. At 20th level, once per day as an immediate action, an Acolyte of the Risen may sacrifice a prepared spell and heal themselves for twice the spell's level in hit points. If they use this ability in response to an attack that would normally kill them, they gain the healing after all damage is resolved but before dying.
Suhnnyth (Ur-Priest)
-Whether it is brought about by curiousity in their ancestry, a lust for power, or simply the cruel hand of fate, there are those that become bound to the darkness between the stars and one of its vile patrons. Where most are strong in their resolve, theirs wains. Through plagues of unwelcome visions of madness in the night, and the power provided through them, they are rendered little more than slaves. While the vast majority of suhnnyth are alloprax (http://www.giantitp.com/forums/showthread.php?345917-Alloprax-Spawn-of-the-Dark-Tapestry-PEACH) or others bound to the dark tapestry by blood, any individual can conceivably become one. A suhnnyth possesses the following class features.
-Patron: Although as most ur-priests, a suhnnyth does not typically serve a patron, they must select an Outer God or Great Old One to serve as their patron.
-Spells: A suhnnyth casts spells drawn from the cleric spell list as psychic spells. He can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a suhnnyth must have a Wisdom score equal to 10 - the spell's level. The saving DC to resist a suhnnyth's spells is equal to 10 + the spell's level - the suhnnyth's Wisdom modifier.
-Like other spellcasters, a suhnnyth can cast only a certain number of spells of each level per day. He knows the same number of spells and recieves the same number of spells per day as an oracle of his ur-priest level, and knows and uses 0-level knacks as an oracle uses orisons. In addition, he receives bonus spells per day if he has a low Wisdom score.
-At 4th level and every even-numbered level thereafter, a suhnnyth can choose to learn a new spell in place of one he already knows, in effect, the suhnnyth loses the old spell in exchange for the new one. The new spell's spell level must be the same as the one being exchanged. A suhnnyth may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same that he gains new spells known for that level.
-A suhnnyth need not prepare his spells in advance. He can cast any cleric spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
-This ability replaces the ur-priest's casting.
-Nightmare-Plagued Rites: A suhnnyth each night is plagued by persistent, awful dreams. Sometimes the suhnnyth may remember snippets of the dreams, but works to push such horrors from their mind. Their nightmare-riddled sleep undermines their Constitution, inflicting upon them a permanent -1 penalty to their Constitution score. To the suhnnyth's favor, he never needs to use a divine focus when casting their spells. Additionally, a suhnnyth may treat any spell that can be undercast as being on the cleric's spell list.
-Waining Mind (Su): A suhnnyth's mind is uniquely bound to the dark tapestry and the patron to which they have been bound, willingly and knowingly or otherwise. A suhnnyth does not fall unconscious should their Wisdom score reach 0. For the purpose of losing consciousness from low ability score, a sunnyth remains conscious and aware, abet insane, down to a negative Wisdom score equal to half the suhnnyth's class level. When the suhnnyth possesses a Wisdom score below 1, they continue to accrue penalties following the same pattern. Additionally, so long as he possesses a Wisdom score lower than 1, he possess an insanity. This insanity is incurable while their Wisdom score is below 1 and is randomly determined. Additionally, whenever the suhnnyth would be able to increase one of their ability scores, such as through level, a suhnnyth may instead choose to decrease an ability score by the same amount.
-Channel the Tapestry (Su): At 1st level, a suhnnyth gains the ability to channel the maddening energies of the dark tapestry itself. This ability possesses two options, chosen between each time the suhnnyth sleeps.
-The first option is to unleash a burst of energies drawn from the dark tapestry itself. This form functions near identically to channel negative energy except in all instances it normally would effect undead, such as healing and Command Undead it instead effects aberrations and creatures tied to the dark tapestry. A suhnnyth does not need to use an unholy symbol to channel energy in this way.
-The second option alters creatures at a touch. The suhnnyth acquires an evolution pool equal to half their character level. As a standard action, the suhnnyth can touch a creature to bestow evolutions available normally to eidolon. For the purpose of these evolutions; treat the suhnnyth as possessing an unchained summoner level equal to their ur-priest level, ignore all subtype requirements for evolutions, and treat the touched creature as possessing a base form that most closely matches their appearance. These evolutions come at a price, however. A creature accepting these evolutions also takes a number of points of Wisdom damage equal to the number of evolution points used on their evolutions. These evolutions last a number of minutes equal to the suhnnyth's Charisma modifier plus 3. The suhnnyth cannot apply these evolutions to an unwilling creature. The suhnnyth does not take Wisdom damage from this ability, but cannot possess more evolution points applied to them than minus their Wisdom modifier at any given time.
-This abillity replaces channel siphoned energy.
-Tapestry's Servant: At 4th level, the suhnnyth selects two 1st-level domain powers. These must be drawn from domains available to the suhnnyth's patron. For the purpose of using these powers, subtract the suhnnyth's Wisdom modifier rather than add it, and treat him as possessing a cleric level equal to his ur-priest level.
-This ability replaces Siphon Spell Power.
SECONDARY CLASS
Secondary classes are a part of an optional system, exchanging feats at particular levels for advancement in a "secondary class". Below is a secondary class, reflecting the ur-priest.
Ur-Priest
A character who chooses ur-priest as her secondary class gains the following secondary class features.
--Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
--Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
--Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
--Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
--Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
--Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.
--Special: Given the ur-priest is an alternative class of the cleric, a character who selects ur-priest as their secondary class may not take levels in cleric. The reverse holds true, meaning someone who has cleric as their secondary class may not take levels in ur-priest. A character may convert the cleric secondary class to the ur-priest secondary class by the same means as one can convert their cleric levels into ur-priest levels.
DEDICATED SECONDARY CLASS
Expanded upon under the Genius Guide to Variant Multiclassing, Dedicated Secondary Classes give up additional feats in order to gain more abilities from their dedicated secondary class. Below is the devoted version of the ur-priest secondary class.
Ur-Priest
A character who chooses ur-priest as her secondary class gains the following secondary class features.
--Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
--Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
--Ur-Priest Spells: At 5th level, she gains the ability to cast 3 0-level spells and 1 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
-Improved Ur-Priest Spells: At 9th level, she gains the ability to cast 1 2nd-level spell and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
--Greater Ur-Priest Spells: At 13th level, she gains the ability to cast 1 3rd-level spell, an additional 2nd- level spell, and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
--Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
--True Ur-Priest Spells: At 17th level, she gains the ability to cast 1 4th-level spell and an additional 3rd-level and 2nd-level spell from the cleric spell list as spell-like abilities once per day.
--Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.
BACKGROUND GENERATOR
Not everyone constructs their characters on their own, and why should they? One's life is a series of events, many largely out of our control. As such, there exists a character background generator (found here on the PFSRD (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/character-backgrounds/background-generator)). Below is a rough table to be used with this generator, should one wish to randomly determine their ur-priest's background.
d%
Result
01-10 Apostasy Earlier in life you followed a faith, devoting yourself to your god. Perhaps you were in training to become a cleric, or some other servant of your deity. However, as you trained you saw horrible things within the church. Perhaps it was a corrupt faith, or maybe you entered unaware of some of inner workings. Whatever the case, you came to renounce your faith, and it was then you found your true calling. You gain access to the Reformed Acolyte regional trait.
11-20 Devoted to the Dead Whether you were raised in it, or entered the faith later on, you revere a deity who has died. Unable to channel their power through conventional means, the path of the ur-priest drew you in. One day, maybe you can restore your god to their former glory. You gain access to the Devotee of a Dead God religion trait.
21-30Forbidden Insight Reading various old tomes you came upon something, rituals describing the folly of the gods and how one might steal from them. For what ever reason you read on, taking in all the knowledge you could so that you might one day do everything the tome promised. You gain access to the Forbidden Knowledge regional trait.
31-40 Power without Devotion Long have you craved power and envied the feats carried out by the servants of the divine. For whatever reason, however, you could never bring yourself to follow down their path. Perhaps it was pride, or maybe you never believed in what they were selling enough to claim that power. When the opportunity came to you, you learned to steal that power for yourself. You gain access to the Arcane Temper magic trait.
41-50 Promethean You came to the conclusion one day that for all the might of the gods, they hoard their power, keeping much from the mortal races many claim to cherish. As such, you trained so that you might take what you believe man kind deserves and spread it among the masses. You gain access to the Equality for All regional trait.
51-60 Raised by Heresy Throughout your life you were taught to hate the gods, led to believe that they were false and vile. Perhaps you even came to believe that they aught to be destroyed, along with those whom follow them. Whatever it was exactly you were taught, you oppose faith because it was what you have always known. You gain access to the History of Heresy faith trait, and ur-priest does not count as a divine spellcasting class for the purpose of this trait.
61-70 Taken under Wing In your early years, you displayed certain qualities. A certain disrespect for religion, a hunger for might, a willingness to take from others, a combination the above or perhaps something else. Impressed, an ur-priest took you in and sought to train you in their craft, passing on the torch to you. You gain access to the Mentored social trait.
71-80 Unanswered Prayers In a critical moment of your life, you turned to the gods for help and only found silence. For whatever reason your desperate pleas earned nothing in return, and forever you have blamed them for what ever followed. Since then, you have sought any means to get back at the gods for what had been done. You gain access to the Hatred of the Gods religion trait. This reflects your own hatred, not that of any deity you may have prayed to.
81-90 Victim of Faith You have seen the worst religion has to offer, you or your loved ones long being its victim. Whether it was abuse by a member of clergy, an act of blind zealotry, or cultists gathering sacrifices for their dark rituals. You might have struggled with the scars of this encounter, be it an instant or years of pain, survival never being enough. When the opportunity came, you took it, putting you on the path to steal the might away from such people. You gain access to the Disdainful Defender faith trait.
91-100 Vile Revelation Your purpose came to you in a moment of revelation. Perhaps you decided the gods are not true, or maybe simply that they are unworthy of devotion. Whatever the case may be, you realized that the best course of action was not to draw their might by their will, but to take it to shape the world to your ends. You gain access to the Inspired faith trait.