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Path of the Devoted

Give up your pride, serve the Divine, and receive power beyond measure.

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:

Deific Allegiance

  • Requirements: CL 1, 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 the number of HD you possess.

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 Atonement accordingly.

In Their Footsteps

Primus

  • Requirements: Deific Allegiance, 5 EXP

You gain one Domain or Subdomain within the purview of your deity, and the Primus ability from it.

Revelation

  • Requirements: Primus, Knowledge Religion 2 Ranks, 7 EXP

You gain a second Domain or Subdomain within the purview of your deity, and the Primus ability from it

Enlightenment

  • Requirements: Primus, Knowledge Religion 8 ranks, 4 HD, CL 6, 25 EXP

You gain the Enlightenment ability from your first Domain.

Reformation

  • Requirements: Revelation, Knowledge Religion 8 ranks, 4 HD, CL 6, 30 EXP

You gain the Enlightenment ability from your second Domain.

Proxy (Su)

  • Requirements: Domain Boost 1 and 2, Knowledge Religion 12 ranks, HD 6, CL 8, 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. In addition, you gain a full tertiary Domain from those available from your deity (simultaneously gaining the Primus and Enlightenment abilities from the chosen Domain).

Miracle (Sp)

  • Requirements: CL 20, Proxy, 60 EXP

Once per week, you may petition for your deity’s interference in mortal affairs as a Full Round 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.

Sacred Relic (Ex)

  • Requirements: Deific Allegiance, Knowledge Religion 1 ranks, CL 1, 35 EXP

Your deity manifests their powers via a sacred relic that can be worn. It counts as a holy/unholy symbol for similar purposes. The relic normally takes up the neck slot or bracelet slot but in many cases you and the GM can work to find a suitable equipment slot that is suitable for your deity, but it may never be a magically or mundanely enhanced piece of equipment.

This relic allows the character to call on their 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 to their spell list. These known spells last until changed or the Sacred Relic leaves their possession (the spells are restored once the item is recovered or re-equipped).

By burning blessed incense, anointing with sacred oil, or performing costly sacraments the character can gain 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.

Holy Dedication

Channel Energy

  • Requirements: Deific Allegiance, CL 1, 5 EXP

You gain the ability to channel energy by expending 4 MP. Channeling deals damage according to your channel type (see below) within a 30 ft. radius burst. Creatures affected by the channel may make a Will saving throw (DC 10 + 1/2 your Caster Level + your Primary Casting Attribute modifier) for half damage. For every increase in your caster level, the channel deals increased damage, to a maximum of 10d6 of damage at Caster Level 10. Your Channel Energy can inflict the following damage types, based upon your alignment and deity selected (for example, a deity of fire cannot grant you an acid elemental channel). Once you have chosen the type of energy you channel, it can only be changed via retraining.

  • Variant of Good: Holy, Elemental
  • Variant of Neutral: Holy, Unholy, Elemental
  • Variant of Evil: Unholy, Elemental

Divine Petitioner

  • Requirements: Deific Allegiance, CL 1, 5 EXP

You may gain Spells known from your Deity without expending 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 would not be able to utilize a Tier 3 spell for this purpose, as your Caster Level is not high enough to do so.

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.

Lord of the Dead

Command Undead

  • Requirements: Channel Energy (Unholy), CL 3, Knowledge Religion 5, 15 EXP

As a standard 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.

Corpse Companion (Su)

  • Requirements: Command Undead, 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 standard action, which destroys it.

Charnel Soldiers

  • Requirements: Command Undead, 15 EXP

When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with you or with other undead that you have created. If you control undead with the Command Undead feat or a spell like command undead, they likewise gain one teamwork feat you know as a bonus feat as long as they remain under your control. Intelligent undead gain no benefit from this Talent.

Adept Necromancer

  • Requirements: Command Undead, CL 7, Knowledge Religion 10, Knowledge Arcana 10, 30 EXP

The HD limit of undead you may control with Command Undead is doubled.

Master Necromancer

  • Requirements: Adept Necromancer, CL 15, Knowledge Religion 15, Knowledge Arcana 15, 45 EXP

The HD limit of undead you may control with Command Undead is tripled.

Channeling Specialist

Selective Channel

  • Requirements: Channel Energy, Knowledge Religion 3, 10 EXP

You may choose a number of creatures equal to your Secondary Attribute modifier to be unaffected by your channel.

Empowered Channel

  • Requirements: Channel Energy, Knowledge Religion 5, CL 5, 20 EXP

By doubling the Mana cost of the channel, 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).

Swift Channel

  • Requirements: Empowered Channel, Knowledge Religion 10, 30 EXP

By doubling the Mana cost, you may channel as a Move Action. Alternatively, by tripling the Mana cost, 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.

Line Channel

  • Requirements: Channel Energy, Knowledge Religion 5, 15 EXP

You may now channel in a 60 ft. line instead of a 30 ft. burst at will.

Improved Line Channel

  • Requirements: Line Channel, Knowledge Religion 10, 30 EXP

You may now channel in a 120 ft line instead of a 60 ft line when using Line Channel.

Ray Channel

  • Requirements: Channel Energy, BaB 3, CL 3, Knowledge Religion 5, 15 EXP

You may now channel energy as a ranged touch attack. You gain one additional ray for every 3 caster levels you possess, to a maximum of 4 rays at caster level 12. Creatures affected by a Ray Channel receive no saving throw against the damage.

Burst Channel

  • Requirements: Channel Energy, Improved Line Channel, 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.