Xuldarinar
2016-12-19, 09:51 AM
APOSTATE (CLERIC ARCHETYPE)
Not all clerics follow the living. Known as apostates, these clerics serve gods and demigods long dead, channeling remnants of the very essence of fallen divinity. Befitting their name, most channel from the quasi-souls of slain demon lords, drawing from the Rift of Repose.
-Alignment: An apostate must have an alignment no more than one step on each axis from their patron deity.
-Patron: An apostate must have a dead god or demigod as their patron.
-Quasi-Spirit (Su): As part of the apostate's preparation of spells, she performs a ritual not unlike that of a seance to channel a portion of the remnant essence of their patron deity, henceforth referred to as the deity's quasi-spirit.
By channeling the quasi-spirit of their deity, the apostate allows them to gain 1 point of influence over her. If the apostate loses that 1 point of influence, she loses contact with her deity's quasi-spirit and loses all remaining prepared spells. When the quasi-spirit leaves after a 24-hour duration and before she prepares her spells again, her deity's quasi-spirit's influence over her resets to 0.
When the quasi-spirit gains at least 3 points of influence over her, she takes a -2 penalty on initiative checks as well as Fortitude saves, Will saves, and Armor Class. However, this also grants the apostate a +4 bonus against possession effects and a +2 bonus on saving throw against mind-affecting effects not related to possession.
If the quasi-spirit of the apostate's deity attains 5 or more points of influence over her, the apostate completely loses control to the quasi-spirit. She effectively becomes an NPC under the GM's control until she awakens the next day with the quasi-spirit gone.
-Spiritual Domains: At 1st level, apostate gains a single domain of her choosing, though tit must be associated with her patron deity in some way. Domain powers that have a number of daily uses equal to 3 + her Wisdom modifier instead provide a number of daily uses equal to 1 + her Wisdom modifier.
This ability alters Domains.
-Inspirited Channeling (Su): An apostate only gains 1 + her Wisdom modifier uses of Channel Energy. However, when an apostate's influence points reach 3 or more, the DC of her channel energy increases by +2 and it does +1d6 additional damage/healing.
This ability alters Channel Energy.
-(To be named later) (Su): At 1st level, an apostate gains Silent Spell and Still Spell as bonus feats. Whenever an apostate casts a spell, she may allow her deity's quasi-spirit to gain 1 point of influence over her in exchange for applying a metamagic feat to the spell being cast, reducing the level cost of the metamagic feat by 1. Starting at 5th level and every 5 levels thereafter, she may allow her deity's spirit to gain 1 additional point of influence (to a maximum of +5 at 20th level) when using this ability, allowing her to lower the cost of the metamagic feat by 1 per point of influence gained. Using this ability cannot place you at more than 6 influence.
Regretfully, the vast majority of dead deities lack domain lists. We don't know what they were, and we never will. Many are just names, with a title or a snippet of portfolio. Some don't even have stated alignments. Below I'll suggest some domain options for each dead deity with a few possible subdomains. My goal is 2 domains excluding alignment ones, which I will not be listing even if subdomains are appropriate, and I'll base strictly on what we have. For the purpose of the section below, parenthesis indicate subdomains. I will be skipping any that have domains already listed. These are by no means what others have to use, only my take.
Acavna: Darkness, War (Moon, Resolve)
Alinythia: Air, Charm (Lust, Wind)
Alir: Earth, Plant (Radiation, Thorns)
Amaznen: Knowledge, Magic (Arcane, Thought)
Aolar: Repose, Strength (Ferocity, Souls)
Azinym: Animal, Luck (Curse, Fur)
Azverindus: Knowledge, Rune (Memory, Language)
Belatruve: Death, Trickery (Ambush, Murder)
Bezwarluu: Animal, Travel (Insect, Portal)
Colyphyr: Plant, Scalykind (Dragon, Venom)
Curchanus: Animal, Travel (Fur, Exploration)
Deluria: Sun, Water (Ice, Thirst)
Gorg: Charm, Magic (Divine, Lust)
Halvireg: Water, Weather (Oceans, Storms)
Ibdurengian: War, Water (Blood, Oceans)
Ihys: Knowledge, Liberation (Freedom, Thought)
Illaren: Charm, Earth (Captivation, Metal)
Illmarendus: Death, Sun (Thirst, Undead)
Kexervix: Animal, Plant (Insect, Rot)
Korluuraud: Death, Ruins (Undead)
Kovalarue: Strength, Trickery (Deception, Ferocity)
Luralune: Death, Charm (Murder, Undead)
Melarach: Healing, War (Blood, Medicine)
Mharah: Death, Trickery (Deception, Murder)
Migorg: Charm, Nobility (Aristocracy, Lust)
Mirogo: Animal, Travel (Exploration, Feather)
Nahyndri: Charm, Earth (Captivation, Caves)
Namzaruum: Void, War (Duels, Stars)
Peacock Spirit: Knowledge, Strength (Memory, Self-Realization)
Raknus: Ruins, Trickery (Thievery)
Talerox: Death, Plant (Plague, Thorns)
Tharvool: Fire, Magic (Ash, Arcane)
Typhon: Earth, Fire (Metal, Smoke)
Urvog: Destruction, Ruins (Hatred)
Uzail: Luck, Void (Fate, Stars)
Vaetuu: Artifice, Death (Construct, Trap)
Vazglar: Darkness, Ruins (Loss)
Vyriavaxus: Darkness, Repose (Night, Souls)
Xar-Azmak Earth, Plant (Decay, Metal)
Zimhain: Animal, Rune (Fur, Language)
Not all clerics follow the living. Known as apostates, these clerics serve gods and demigods long dead, channeling remnants of the very essence of fallen divinity. Befitting their name, most channel from the quasi-souls of slain demon lords, drawing from the Rift of Repose.
-Alignment: An apostate must have an alignment no more than one step on each axis from their patron deity.
-Patron: An apostate must have a dead god or demigod as their patron.
-Quasi-Spirit (Su): As part of the apostate's preparation of spells, she performs a ritual not unlike that of a seance to channel a portion of the remnant essence of their patron deity, henceforth referred to as the deity's quasi-spirit.
By channeling the quasi-spirit of their deity, the apostate allows them to gain 1 point of influence over her. If the apostate loses that 1 point of influence, she loses contact with her deity's quasi-spirit and loses all remaining prepared spells. When the quasi-spirit leaves after a 24-hour duration and before she prepares her spells again, her deity's quasi-spirit's influence over her resets to 0.
When the quasi-spirit gains at least 3 points of influence over her, she takes a -2 penalty on initiative checks as well as Fortitude saves, Will saves, and Armor Class. However, this also grants the apostate a +4 bonus against possession effects and a +2 bonus on saving throw against mind-affecting effects not related to possession.
If the quasi-spirit of the apostate's deity attains 5 or more points of influence over her, the apostate completely loses control to the quasi-spirit. She effectively becomes an NPC under the GM's control until she awakens the next day with the quasi-spirit gone.
-Spiritual Domains: At 1st level, apostate gains a single domain of her choosing, though tit must be associated with her patron deity in some way. Domain powers that have a number of daily uses equal to 3 + her Wisdom modifier instead provide a number of daily uses equal to 1 + her Wisdom modifier.
This ability alters Domains.
-Inspirited Channeling (Su): An apostate only gains 1 + her Wisdom modifier uses of Channel Energy. However, when an apostate's influence points reach 3 or more, the DC of her channel energy increases by +2 and it does +1d6 additional damage/healing.
This ability alters Channel Energy.
-(To be named later) (Su): At 1st level, an apostate gains Silent Spell and Still Spell as bonus feats. Whenever an apostate casts a spell, she may allow her deity's quasi-spirit to gain 1 point of influence over her in exchange for applying a metamagic feat to the spell being cast, reducing the level cost of the metamagic feat by 1. Starting at 5th level and every 5 levels thereafter, she may allow her deity's spirit to gain 1 additional point of influence (to a maximum of +5 at 20th level) when using this ability, allowing her to lower the cost of the metamagic feat by 1 per point of influence gained. Using this ability cannot place you at more than 6 influence.
Regretfully, the vast majority of dead deities lack domain lists. We don't know what they were, and we never will. Many are just names, with a title or a snippet of portfolio. Some don't even have stated alignments. Below I'll suggest some domain options for each dead deity with a few possible subdomains. My goal is 2 domains excluding alignment ones, which I will not be listing even if subdomains are appropriate, and I'll base strictly on what we have. For the purpose of the section below, parenthesis indicate subdomains. I will be skipping any that have domains already listed. These are by no means what others have to use, only my take.
Acavna: Darkness, War (Moon, Resolve)
Alinythia: Air, Charm (Lust, Wind)
Alir: Earth, Plant (Radiation, Thorns)
Amaznen: Knowledge, Magic (Arcane, Thought)
Aolar: Repose, Strength (Ferocity, Souls)
Azinym: Animal, Luck (Curse, Fur)
Azverindus: Knowledge, Rune (Memory, Language)
Belatruve: Death, Trickery (Ambush, Murder)
Bezwarluu: Animal, Travel (Insect, Portal)
Colyphyr: Plant, Scalykind (Dragon, Venom)
Curchanus: Animal, Travel (Fur, Exploration)
Deluria: Sun, Water (Ice, Thirst)
Gorg: Charm, Magic (Divine, Lust)
Halvireg: Water, Weather (Oceans, Storms)
Ibdurengian: War, Water (Blood, Oceans)
Ihys: Knowledge, Liberation (Freedom, Thought)
Illaren: Charm, Earth (Captivation, Metal)
Illmarendus: Death, Sun (Thirst, Undead)
Kexervix: Animal, Plant (Insect, Rot)
Korluuraud: Death, Ruins (Undead)
Kovalarue: Strength, Trickery (Deception, Ferocity)
Luralune: Death, Charm (Murder, Undead)
Melarach: Healing, War (Blood, Medicine)
Mharah: Death, Trickery (Deception, Murder)
Migorg: Charm, Nobility (Aristocracy, Lust)
Mirogo: Animal, Travel (Exploration, Feather)
Nahyndri: Charm, Earth (Captivation, Caves)
Namzaruum: Void, War (Duels, Stars)
Peacock Spirit: Knowledge, Strength (Memory, Self-Realization)
Raknus: Ruins, Trickery (Thievery)
Talerox: Death, Plant (Plague, Thorns)
Tharvool: Fire, Magic (Ash, Arcane)
Typhon: Earth, Fire (Metal, Smoke)
Urvog: Destruction, Ruins (Hatred)
Uzail: Luck, Void (Fate, Stars)
Vaetuu: Artifice, Death (Construct, Trap)
Vazglar: Darkness, Ruins (Loss)
Vyriavaxus: Darkness, Repose (Night, Souls)
Xar-Azmak Earth, Plant (Decay, Metal)
Zimhain: Animal, Rune (Fur, Language)