The Demented One
2008-09-04, 11:49 AM
Penate
Small Outsider (Incorporeal, Native)
Hit Dice: 5d10+5 (32 hp)
Initiative: +6
Speed: Fly 30 ft. (6 squares) (perfect)
Armor Class: 17 (+1 size, +2 Dex, +4 deflection), touch 17, flatfooted 15
Base Attack/Grapple: +5/—
Attack: Divine touch +8
Full Attack: Divine touch +8
Space/Reach: 5 ft./5 ft.
Special Attacks: Apparition, divine touch, domain of divinity
Special Qualities: Cult, darkvision 60 ft. divine traits, natural invisibility, resistance to cold 10, electricity 10, fire 10, telepathy 100 ft.
Saves: Fort +7, Ref +6, Will +8
Abilities: Str —, Dex 14, Con 12, Int 10, Wis 18, Cha 18
Skills: Bluff +12, Concentration +9, Diplomacy +12, Intimidate +12, Knowledge (Local) +8, Knowledge (Religion) +8, Sense Motive +12, Spellcraft +8
Feats: Great Fortitude, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Any
Advancement: See the cult quality, below
Level Adjustment: —
Not all gods are all-powerful deities. There exist small gods, minor divinities of the hearth, the field, the lakes. Known as Penates, these little deities come into being when a large group of mortals has a strong desire or need for something. This collective desire can sometimes draw a shard of divinity, a remnant from the death of a god or a miracle performed by a powerful deity. This shard of divinity takes on a will and purpose becoming a Penate. Penates depend on mortals to sustain them with their belief, and thus the most powerful are not always those with power over death or bloodshed: The Penate who keeps the blacksmith’s forge burning, or ensures the crops will grow, will have more believers and thus more power than the Penate who can bring death or destruction. Penates are incorporeal and invisible, but they can manifest illusory images of themselves to interact with mortals. Each Penate has its own unique apparition that reflects its nature and domain. Penates are shaped by their mortal worshippers, and thus their thoughts and attitude reflect that of their worshippers: The War Penate who blesses orcish armies will think like an orc, while the Knowledge Penate who provides lore and questions at an elven library will think like an elf.
Apparition (Sp)
At will, a Penate can create an illusory form around it, as the major image spell. The form its apparition takes is set, and always reflects its domain: a Fire Penate might appear as a smoldering ball of flame, while a Healing Penate might appear as an angelic figure of light. While the apparition is illusory, Penates with large cults can use it to interact with material objects. A Penate with a major or grand cult can use its apparition to interact with material objects as the mage hand spell, but the maximum weight of object it can carry is equal to its Charisma modifier times 10 lbs. It still cannot use its apparition to attack creatures, nor can it be attacked.
Divine Touch (Su)
A Penate can overpower mortal creatures with but a touch. Whenever a Penate hits a creature with its divine touch attack, it may choose to either overpower it or convert it. If it overpowers it, the creature’s will is broken, causing it to flee from the Penate for a number of rounds equal to the Penate’s Charisma score, or to cower if it cannot flee. If it converts it, then the creature is charmed for one minute. At the end of that duration, the creature may choose whether or not to remain friendly to the Penate. A creature hit by a divine touch may attempt a DC 16 Will save. If the touch was to overpower, a successful save reduces the effect to being shaken for 1 round. If the touch was to convert, a successful save negates it. The save is Charisma-based. A Penate cannot affect creature’s whose HD exceed its own HD + its Charisma modifier with the divine touch ability.
Domain of Divinity (Sp)
Each Penate has one cleric domain associated with it. The Penate gains its domain’s ability. It can use the 1st-level spell of the domain at will as a spell-like ability, and the 2nd-level spell once per day as a spell-like ability. The caster level for its spell-like abilities is 5th. The DC of its spell-like abilities is Charisma-based. In addition, a Penate with an elemental domain, such as Fire or Air, may, at the DM’s discretion, gain a subtype relating to that element. It gains immunity to an energy type associated with that element, but gains vulnerability to an energy type associated with an opposing element, and loses any resistance it might have had to that energy type. Similar changes (such as a Death Penate being healed by negative energy and harmed by positive energy) are appropriate, at the DM’s discretion.
Cult (Ex)
Each Penate has a small group of worshippers that sustain it with their belief. The size of a Penate’s cult typically depends on how useful it is to mortals: A Death Penate might have only a minor cult, but a Healing Penate could easily have a major or even a grand cult. The DM should choose what size cult a Penate has. A Penate gains benefits based on its cult, shown below. The benefits are not cumulative. None of these benefits are factored into the stat block above.
No Cult: The Penate has no worshippers. It cannot use its domain of divinity or apparition abilities, its Charisma score falls to 10, and it gains one negative level each day. When its negative levels equal its HD, it dies.
Minor Cult: The Penate has under a dozen worshippers. Its worshippers are not devout or dedicated, but simply mortals who offer praise or thanks in exchange for the Penate’s grace. This grants the Penate no bonuses, but does allow it to avoid the penalties of not having a cult.
Major Cult: The Penate has between a dozen and a hundred worshippers, most of whom pray or worship it at household shrines regularly. It gains a +2 sacred or profane bonus to Charisma, and gains one extra hp per hit die. It can use the 3rd-level spell of its domain once per day.
Grand Cult: The Penate has over a hundred devout worshippers. It gains a +4 sacred or profane bonus to Charisma, and gains maximum hp per hit dice. It can use the 2nd-level spell of its domain 3 times per day, the 3rd-level spell of its domain once per day, and the 4th-level spell of its domain once per week.
Divine Traits (Ex)
The Penates are not gods in the same way deities are, but they are still beings of divine power. Penates are immune to ability burn, damage, or drain, energy drain, mind-affecting abilities, petrification, or polymorphing.
Natural Invisibility (Su)
A Penate is unseen and incorporeal, completely invisible. This ability is constant, allowing a Penate to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. A see invisibility or true seeing spell allows a Penate to be seen, showing it as the form its apparition takes.
Small Outsider (Incorporeal, Native)
Hit Dice: 5d10+5 (32 hp)
Initiative: +6
Speed: Fly 30 ft. (6 squares) (perfect)
Armor Class: 17 (+1 size, +2 Dex, +4 deflection), touch 17, flatfooted 15
Base Attack/Grapple: +5/—
Attack: Divine touch +8
Full Attack: Divine touch +8
Space/Reach: 5 ft./5 ft.
Special Attacks: Apparition, divine touch, domain of divinity
Special Qualities: Cult, darkvision 60 ft. divine traits, natural invisibility, resistance to cold 10, electricity 10, fire 10, telepathy 100 ft.
Saves: Fort +7, Ref +6, Will +8
Abilities: Str —, Dex 14, Con 12, Int 10, Wis 18, Cha 18
Skills: Bluff +12, Concentration +9, Diplomacy +12, Intimidate +12, Knowledge (Local) +8, Knowledge (Religion) +8, Sense Motive +12, Spellcraft +8
Feats: Great Fortitude, Improved Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Any
Advancement: See the cult quality, below
Level Adjustment: —
Not all gods are all-powerful deities. There exist small gods, minor divinities of the hearth, the field, the lakes. Known as Penates, these little deities come into being when a large group of mortals has a strong desire or need for something. This collective desire can sometimes draw a shard of divinity, a remnant from the death of a god or a miracle performed by a powerful deity. This shard of divinity takes on a will and purpose becoming a Penate. Penates depend on mortals to sustain them with their belief, and thus the most powerful are not always those with power over death or bloodshed: The Penate who keeps the blacksmith’s forge burning, or ensures the crops will grow, will have more believers and thus more power than the Penate who can bring death or destruction. Penates are incorporeal and invisible, but they can manifest illusory images of themselves to interact with mortals. Each Penate has its own unique apparition that reflects its nature and domain. Penates are shaped by their mortal worshippers, and thus their thoughts and attitude reflect that of their worshippers: The War Penate who blesses orcish armies will think like an orc, while the Knowledge Penate who provides lore and questions at an elven library will think like an elf.
Apparition (Sp)
At will, a Penate can create an illusory form around it, as the major image spell. The form its apparition takes is set, and always reflects its domain: a Fire Penate might appear as a smoldering ball of flame, while a Healing Penate might appear as an angelic figure of light. While the apparition is illusory, Penates with large cults can use it to interact with material objects. A Penate with a major or grand cult can use its apparition to interact with material objects as the mage hand spell, but the maximum weight of object it can carry is equal to its Charisma modifier times 10 lbs. It still cannot use its apparition to attack creatures, nor can it be attacked.
Divine Touch (Su)
A Penate can overpower mortal creatures with but a touch. Whenever a Penate hits a creature with its divine touch attack, it may choose to either overpower it or convert it. If it overpowers it, the creature’s will is broken, causing it to flee from the Penate for a number of rounds equal to the Penate’s Charisma score, or to cower if it cannot flee. If it converts it, then the creature is charmed for one minute. At the end of that duration, the creature may choose whether or not to remain friendly to the Penate. A creature hit by a divine touch may attempt a DC 16 Will save. If the touch was to overpower, a successful save reduces the effect to being shaken for 1 round. If the touch was to convert, a successful save negates it. The save is Charisma-based. A Penate cannot affect creature’s whose HD exceed its own HD + its Charisma modifier with the divine touch ability.
Domain of Divinity (Sp)
Each Penate has one cleric domain associated with it. The Penate gains its domain’s ability. It can use the 1st-level spell of the domain at will as a spell-like ability, and the 2nd-level spell once per day as a spell-like ability. The caster level for its spell-like abilities is 5th. The DC of its spell-like abilities is Charisma-based. In addition, a Penate with an elemental domain, such as Fire or Air, may, at the DM’s discretion, gain a subtype relating to that element. It gains immunity to an energy type associated with that element, but gains vulnerability to an energy type associated with an opposing element, and loses any resistance it might have had to that energy type. Similar changes (such as a Death Penate being healed by negative energy and harmed by positive energy) are appropriate, at the DM’s discretion.
Cult (Ex)
Each Penate has a small group of worshippers that sustain it with their belief. The size of a Penate’s cult typically depends on how useful it is to mortals: A Death Penate might have only a minor cult, but a Healing Penate could easily have a major or even a grand cult. The DM should choose what size cult a Penate has. A Penate gains benefits based on its cult, shown below. The benefits are not cumulative. None of these benefits are factored into the stat block above.
No Cult: The Penate has no worshippers. It cannot use its domain of divinity or apparition abilities, its Charisma score falls to 10, and it gains one negative level each day. When its negative levels equal its HD, it dies.
Minor Cult: The Penate has under a dozen worshippers. Its worshippers are not devout or dedicated, but simply mortals who offer praise or thanks in exchange for the Penate’s grace. This grants the Penate no bonuses, but does allow it to avoid the penalties of not having a cult.
Major Cult: The Penate has between a dozen and a hundred worshippers, most of whom pray or worship it at household shrines regularly. It gains a +2 sacred or profane bonus to Charisma, and gains one extra hp per hit die. It can use the 3rd-level spell of its domain once per day.
Grand Cult: The Penate has over a hundred devout worshippers. It gains a +4 sacred or profane bonus to Charisma, and gains maximum hp per hit dice. It can use the 2nd-level spell of its domain 3 times per day, the 3rd-level spell of its domain once per day, and the 4th-level spell of its domain once per week.
Divine Traits (Ex)
The Penates are not gods in the same way deities are, but they are still beings of divine power. Penates are immune to ability burn, damage, or drain, energy drain, mind-affecting abilities, petrification, or polymorphing.
Natural Invisibility (Su)
A Penate is unseen and incorporeal, completely invisible. This ability is constant, allowing a Penate to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. A see invisibility or true seeing spell allows a Penate to be seen, showing it as the form its apparition takes.