This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Path of the Devoted ====== <WRAP center 50%> {{:paths:pasted:20231120-215033.jpeg|Give up your pride, serve the Divine, and receive power beyond measure.}} </WRAP> //In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Followers of this Path are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, the Devoted prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of this Path are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.// ===== Key Skills ===== When you unlock the Path of the Devoted, you gain the following Key Skills: * [[priority:skills:heal|Heal]] * [[priority:skills:knowledge|Knowledge]] (Planes) * [[priority:skills:knowledge|Knowledge]] (Religion) * [[priority:skills:perception|Perception]] * [[priority:skills:sense_motive|Sense Motive]] <WRAP round box> ===== Deific Allegiance ===== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 0 EXP You swear fealty and service to a single specific deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to radiate an aura corresponding to your deity’s alignment, based upon your CST. Failing to follow the tenants of your deity means that you lose all abilities which list Deific Allegiance as a requirement, at GM discretion. You may have to pursue [[priority:magic:spells:tier5:atonement|]] accordingly. </WRAP> ===== In Their Footsteps ===== <WRAP round box> ==== Primus ==== * **Requirements:** Deific Allegiance, 10 EXP You gain one [[~:domain|Domain]] within the purview of your deity, and the Primus ability from it. </WRAP> <WRAP round box> ==== Revelation ==== * **Requirements:** Primus, [[priority:skills:knowledge|Knowledge]] (Religion) 2, 15 EXP You gain a second [[~:domain|Domain]] within the purview of your deity, and the Primus ability from it. </WRAP> <WRAP round box> ==== Enlightenment ==== * **Requirements:** Primus, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 20 EXP You gain the Enlightenment ability from your first [[~:domain|Domain]]. </WRAP> <WRAP round box> ==== Reformation ==== * **Requirements:** Revelation, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 25 EXP You gain the Enlightenment ability from your second [[~:domain|Domain]]. </WRAP> <WRAP round box> ==== Zenith ==== * **Requirements:** Enlightenment, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Religion) 12, 30 EXP You gain the Zenith ability from your first [[~:domain|Domain]]. </WRAP> <WRAP round box> ==== Nirvana ==== * **Requirements:** Reformation, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:knowledge|Knowledge]] (Religion) 12, 35 EXP You gain the Zenith ability from your second [[~:domain|Domain]]. </WRAP> <WRAP round box> ==== Proxy (Su) ==== * **Requirements:** Zenith, Nirvana, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Religion) 15, 40 EXP You forge a direct, personal relationship with your deity: you instinctively know whether or not your deity would approve or disapprove of a given course of action, and receive one direct "yes" or "no" answer from the information available to them from an hour of prayer. In addition, you gain a **full** tertiary [[~:domain|Domain]] from those available from your deity (simultaneously gaining the Primus, Enlightenment, and Nirvana abilities from the chosen Domain). </WRAP> ---- <WRAP round box> ==== Miracle (Sp) ==== * **Requirements:** Proxy, [[chargen:common_terms#core_stats|CST]] 30, 50 EXP Once per week, you may petition for your deity’s interference in mortal affairs as a Full Action. At GM discretion, this may require additional time or special sacrifices and preparation. Usually, your deity will only reply to this request if it furthers their own interests, or if they are gaining something that they consider to be of equivalent value for their services. As you must possess Proxy to unlock this Talent, you are fully and inherently aware of what sort of actions would constitute your deity requiring a form of payment for their services or not, and the GM may tell you this accordingly. In any event, a request that is out of line with the deity’s nature is refused. Leveraging of Miracles should be done only in dire circumstances, and players are encouraged to avoid calling on their deity too often for problems which they could solve themselves, or are otherwise below a deity’s “pay grade”. Calling upon a deity too frequently may cause other requests, and even a character’s divine magic (if they possess it) to be cut off, at GM discretion. </WRAP> <WRAP round box> ==== Sacred Relic (Ex) ==== * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Religion) 1, 35 EXP Your deity manifests their powers via a sacred relic that can be worn. The relic acts as a holy or unholy symbol for similar purposes, depending upon your deity. The relic usually occupies the neck or bracelet slot. However, this may be adjusted to a different appropriate slot with GM approval. The Sacred Relic may never be a magically or mundanely enhanced piece of equipment. The Sacred Relic allows you to call on your deity's wisdom and power for aid. Each dawn or dusk (depending on what fits your deity best) the character may gain a number of of known spells, as if you had purchased them with Experience. These known spells last until changed, or until the Sacred Relic leaves your possession (the spells are restored once the item is recovered or re-equipped). You may gain these spells by burning blessed incense, anointing with sacred oil, or performing other appropriate (but costly) sacraments. Upon doing so, the character gains flexible spell Tiers that can be assigned each day. For every 4 TU spent on these rituals, an additional tier of spell can be learned, temporarily, from the Sacred Relic. For example, if David spent 40 TU on his Sacred Relic he could add 8 Tier 1 spells and a Tier 2 spell adding up to 10 Tiers of spells known. He can change what spells (including tier) are known each day at the appropriate time based on his deity. A character can know a spell that they cannot cast, but outside of rare circumstances this is of little use. Adding a spell Tier to the pool takes 3 hours of work per tier added. </WRAP> ===== Holy Dedication ===== <WRAP round box> ==== Lesser Channel (Sp) ==== * **Requirements:** Deific Allegiance, 5 EXP You gain the ability to channel energy as a Half Action by spending 4 [[priority:magic#mana|MP]]. Channeling deals damage according to your channel type (see below) within a 30 ft. radius burst centered upon you. Creatures affected by the channel may make a Will saving throw (DC 10 + 1/2 your [[priority:magic|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier) for half damage. You never take damage from your own Channel. Channel Energy does not provoke Attacks of Opportunity. For every increase in your CL, the Channel deals increased damage, to a maximum of 5d6 of damage at Caster Level 5. Your Channel Energy can inflict any type of [[game_systems:combat:energy_damage|Energy Damage]] (elemental or aligned), based upon your alignment and selected deity (for example, a deity of fire cannot grant you an acid elemental channel). The GM has final say on what types of Energy are appropriate for your deity, though all deities typically have at least 2 that are suitable. You must select only one energy type for your Channel to create. <WRAP center round info 60%> The damage inflicted by your chosen type of Channel is pure energy, and harms all creatures equally, unless they possess an immunity or resistance of some kind. The "base dice", a d6, is affected by your chosen Energy Type. </WRAP> </WRAP> <WRAP round box> ==== Channel Energy (Sp) ==== * **Requirements:** Lesser Channel, [[chargen:common_terms#core_stats|CST]] 5, 5 EXP Your Channel may now reach a maximum of 10d6 at CL 10. </WRAP> <WRAP round box> ==== Sacred Channel (Sp) ==== * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 12, 10 EXP Your Channel may now reach a maximum of 15d6 at CL 15. </WRAP> <WRAP round box> ==== Channel Divinity (Sp) ==== * **Requirements:** Sacred Channel, [[chargen:common_terms#core_stats|CST]] 16, 15 EXP Your Channel may now reach a maximum of 20d6 at CL 20. </WRAP> <WRAP round box> ==== Variant Channel (Sp) ==== * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 5, 10 EXP You gain one additional type of [[game_systems:combat:energy_damage|Energy]] for use with your Channel. You may use it as desired and interchangeably with your original energy choice. </WRAP> <WRAP round box> ==== Divine Petitioner ==== * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP You may gain [[priority:magic:spells|Spells]] known from your Deity without expending [[game_systems:experience|Experience]], depending upon your strength as a spellcaster. By spending one hour in prayer, you may gain a number of temporary known spells of a Tier equal to your Caster Level. You may not learn spells which exceed your casting abilities. For example, if you possess a Caster Level of 5, you may learn two Tier 2 spells, and one Tier 1 spell, to make a total of five. You must possess the necessary Initiation Grade to cast the spells. Upon using this ability, the spells remain known for up to 24 hours. You may only overwrite spells gained in this manner once per day. However, you may leave "slots" open, to allow for only partial preparation (such as only gaining one Tier 2 spell at Caster Level 5, leaving 3 "tier slots" open for the day). You must spend a full hour in prayer each time to fill out any number of available slots. </WRAP> ===== Lord of the Dead ===== <WRAP round box> ==== Command Undead ==== * **Requirements:** Channel Energy (Unholy), [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP As a Half Action, you can use one of your uses of Channel Unholy Energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your caster level + your Secondary Casting Attribute modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead, though the duration is unlimited. However, intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your Caster Level (this is a separate pool from the limits imposed by Animate Dead and similar spells). If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed caster level check whenever your orders conflict. </WRAP> <WRAP round box> ==== Corpse Companion (Su) ==== * **Requirements:** Command Undead, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 24 EXP With a ritual requiring 8 hours, you can animate a single skeleton or zombie whose Hit Dice do not exceed yours. This corpse companion automatically follows your commands and does not need to be controlled. You cannot have more than one corpse companion at a time, and it does not count against the number of Hit Dice of undead controlled by other methods. You can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half of yours. You can dismiss your companion as a Half Action, which destroys it. </WRAP> <WRAP round box> ==== Adept Necromancer ==== * **Requirements:** Command Undead, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Religion) 10, [[priority:skills:knowledge|Knowledge]] (Arcana) 10, 30 EXP The HD limit of undead you may control with Command Undead is doubled. </WRAP> <WRAP round box> ==== Master Necromancer ==== * **Requirements:** Adept Necromancer, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:knowledge|Knowledge]] (Religion) 15, [[priority:skills:knowledge|Knowledge]] (Arcana) 15, 45 EXP The HD limit of undead you may control with Command Undead is tripled. </WRAP> ===== Channeling Specialist ===== <WRAP round box> ==== Selective Channel ==== * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 3, 10 EXP You may choose a number of creatures equal to your Secondary Attribute modifier to be unaffected by your channel. </WRAP> <WRAP round box> ==== Improved Selective Channel ==== * **Requirements:** Selective Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 15 EXP You may choose a number of creatures equal to double Secondary Attribute modifier to be unaffected by your channel. </WRAP> <WRAP round box> ==== Empowered Channel ==== * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, CL 5, 20 EXP By spending four additional Mana, the DC for saves against your channel energy now use your full caster level instead of half (DC 10 + CL + your Primary Casting Attribute modifier). </WRAP> <WRAP round box> ==== Swift Channel ==== * **Requirements:** Empowered Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 10, 30 EXP By spending four additional Mana, you may channel as a Swift Action. You may channel up to 3 times in one turn by using this Talent, provided that you expend the necessary Mana. You may only use Swift Channel as a burst effect. Swift Channeling allows you to bypass the one spell per turn limit. </WRAP> <WRAP round box> ==== Line Channel ==== * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 5 EXP You may now channel in a 60 ft. line instead of a 30 ft. burst at will. </WRAP> <WRAP round box> ==== Improved Line Channel ==== * **Requirements:** Line Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 10, 10 EXP You may now channel in a 120 ft line instead of a 60 ft line when using Line Channel. </WRAP> <WRAP round box> ==== Ray Channel ==== * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP You may now channel energy as a ranged touch attack with a range of 100ft +10ft per CL, this reduces the cost of channeling to 2 MP. There is no save against damage. </WRAP> <WRAP round box> ==== Burst Channel ==== * **Requirements:** Channel Energy, Improved Line Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 15, 45 EXP You may now channel energy as a 20 ft. radius burst in a location you can see within 100 ft. </WRAP>