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- Join Date
- Oct 2007
[PF] True Death Deliverer archetype
Quick and dirty archetype to make a channeling oracle that can hold his own in an undead-heavy setting. This is what i would play in adventures such as Carrion Crown, Return to Castle Ravenloft or even Resident Evil!
The structure (and balancing) of the archetype has been lifted almost directly from the dual-cursed oracle archetype.
True Death Deliverer
Alignment: any nonevil.
Patron deity: none or any with a strong aversion to Undeath (e.g. Pharasma)
Oracle Curse: haunted. These are the spirits of the dead slain by level drain or by undead creatures in general. They clamor for justice and release of the dark energies binding their bodies.
The curse does not progress as the oracle gains levels.
Mystery: all delvers must choose Life as their mystery.
Class skills: A deliverer gains no additional class skills from her mystery.
Bonus Spells: These bonus spells replace the oracle’s mystery bonus spells at these levels: consecrate (4th), searing light (6th), sunbeam (14th).
Revelations: deliverers must select Channeling as ther 1st level revelation. Deliverers must channel positive energy. Their channelling is enhanced (+50%) when used to harm undead (variant channelling).
Deliverers can apply revelations that specifically work on cure spells on any spell that employs positive energy or has a specific effect on undead. Other restrictions still apply.
A deliverer gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the deliverer may select the following revelations in place of a mystery revelation.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your oracle level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Glorious Channelling (Su): the DC of saving throws made to resist the effects of your channel energy ability is increased by +1. This bonus improves by 1 for every 5 oracle levels you possess.
Ward Against Death (Su): as a free action, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your oracle level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive. You must be at least 7th level in order to select this revelation.
Suggested feats: Channel Force, Channel Smite, Extra Channel, Greater Channel Force, Greater Channel Smite, Improved Channel, Improved Channel Force, Quick Channel, Turn Undead
- Phylactery of Positive Channeling
- 1st level pearls of power (to fuel divine interference)
- Gloves, Ghostvision
- Weapon enchantments: Undead Bane, Holy, Lifesurge, Disruption, Grayflame, ...
- Raven’s Head (artifact)
As a shaman's apprentice close to graduation, Grom was sent on a vision quest on his own. In the meanwhile, the entire tribe was slaughtered by a necromancer, and their corpses used for foul necromantic rituals and experiments.
When the young orc came back, not only he found death and destruction, but also the souls left behind from all the members of his tribe, clinging to him like glue and clamoring for revenge.
The necromancer who slaughtered the tribe is long dead himself, probably due to his own nefarious actions. But the undead he created from the remains of the tribesman survive, and have spread far and wide, commanded and controlled or left to their own devices, often spawning more of their sorry lot.
Grom now roams the earth, tracking them down and destroying them. Every time he does, a small measure of peace is visited upon the tribe and its last remaining member. Still, many more are yet to be freed.
Race: Male Half Orc (Ferocity, Skilled, Shaman's Apprentice, weapon familiarity)
Bonus spells known cannot be underestimated. Ferocity is a great boon for a character that can heal themselves with a standard action. Endurance can lead to diehard, and undead are notStats (Pb20): STR: 13 DEX: 12 CON: 14 INT: 10 WIS: 10 CHA: 18
easilyintimidated anyway. Plus, shaman's apprentice is flavorful.
Class: Oracle (True Death Deliverer archetype): Life mystery, Haunted curse.
- 1. Channel (required)
- 3. Sun's Blessing
- 5. Glorious Channelling
- 7. Ward from Death
- 11. Safe Curing (and by cure I mean "DIE, DIE, VILE SPAWN!")
- 13. Spirit Boost (Heal was gained the previous level)
- 15. Enhanced Cures (++ points of damage to heal)
- 19. Combat Healer (we now have spell slots to burn)
Skills: Acrobatics (3), Diplomacy, Knowledge: Religion, Knowledge: Planes (5), Perception
- Sacred Conduit: +1 channel DC
- Ghost Sight: +2 perception vs undead, chance to see ethereal creatures
- 1. Diehard or Toughness (because we want to be in the middle of the action and survive)
- 3. Turn Undead (because that's why we are here) or Selective Channelling (because there might be other people with us)
- 5. Quick Channelling (action economy)
- 7. Improved Channel
- 9. Deathless Initiate (because we laugh in the face of danger)
- 11. Divine Interference (because it's one of the most useful feats in the game)
Advanced Race: Middle-aged Aasimar (Scion of Humanity, Immortal Spark, Deathless spirit)
Feats: Channel Force line of feats. Just for the cool factor.