Celestial totems, bloodlines that start with "A", you know, PC options with HOLY POWER.


Homebrew and House Rules

Dark Archive

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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Babylon 5 wrote:
Who am I? I am Susan Ivanova. Commander. Daughter of Andrei and Sophie Ivanov. I am the right hand of vengeance, and the boot that is going to kick your sorry ass all the way back to Earth, sweetheart! I am Death Incarnate, and the last living thing that you are ever going to see. God sent me.

For those of us who aren't afraid of playing actually Good-aligned characters, real, true heroes, sometimes we kind of find our options in Pathfinder a bit... limited. We've got Paladins, Clerics, Inquisitors, and... *shrugs* Not much else, that's what. Celestial bloodline sorcerers, if you really want to push it.

Well, if Paizo's not going to publish a book that scratches that "avenging right hand of the gods" itch (and let's face it, Player Companion: Blood of Angels was not nearly enough), then we might as well start on it ourselves. To that purpose, I present a few (extremely) rough drafts. Critique away, and note, none of this has been playtested, so it's likely way overpowered for most games. You've been warned.

(Thanks to Mikaze, Barong, and Set from the boards to inspire me to actually write something up.)

New Barbarian Rage Powers

Celestial Totem
Prerequisites: Barbarian 6, lesser celestial totem rage power
When you emit your burst of light, you can attempt to demoralize all opponents within 20 feet via an Intimidate check as a free action.

Celestial Totem, Greater
Prerequisites: Barbarian 10, celestial totem rage power
Your inner light now shields you from evil magic whenever you rage, granting you SR 10 + barbarian class level against spells with the evil descriptor or the spell-like abilities of evil outsiders.

Celestial Totem, Lesser
Your celestial fury is so intense it becomes visibly incandescent. You emit light as per a torch for the duration of your rage, and you can intensify this light into a sudden burst as a standard action, dealing 1d6 damage to all adjacent foes, this damage automatically overcoming all types of DR. After emitting this burst of light, you must refocus your fury again as a swift action to again emit light and be able to focus it once again.

New Sorcerer Bloodlines

Agathion Bloodline
Class Skill: Handle Animal
Bonus Spells: Speak with Animals (3rd), Detect Thoughts (5th), Lightning Bolt (7th), Dimension Door (9th), Hold Monster (11th), Globe of Invulnerability (13th), Greater Teleport (15th), Frightful Aspect (UltC) (17th), Gate (19th)
Bonus Feats: Combat Casting, Dodge, Empower Spell, Improved Initiative, Iron Will, Mobility, Spell Penetration, Weapon Finesse
Bloodline Arcana: You add all Summon Nature's Ally spells to your class spell list. These are NOT gained as spells known unless selected normally, but you do treat them as class spells.
Bloodline Powers:
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d4 points of holy damage on a successful hit and are now treated as both magic and good-aligned for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Agathion Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against petrification and poison. At 9th level, your resistance to electricity increases to 10 and your bonus on petrification and poison saving throws increases to +4.
Natural Agility (Ex): At 9th level, you gain a +2 inherent bonus to your Dexterity. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Added Summonings (Su): At 15th level, whenever you summon a creature of the Animal type using a summon monster or summon nature's ally spell, you summon one additional creature of the same kind.
Ascension (Su): At 20th level, you become infused with the power of Nirvana. You gain:
* Immunity to Electricity and Petrification
* Resistance to cold 10 and sonic 10
* Darkvision 60 ft. and low-light vision
* Truespeech (Su): You can speak with any language-using creature, as per a Tongues spell, CL 14th. This ability is always active.

Archon Bloodline
Class Skill: Diplomacy
Bonus Spells: Detect Evil (3rd), Continual Flame (5th), Magic Circle against Evil (7th), Terrible Remorse (UltM) (9th), Lightning Arc (UltM) (11th), Transformation (13th), Prismatic Spray (15th), Sunburst (17th), Meteor Swarm (19th)
Bonus Feats: Craft Magic Arms and Armor, Extend Spell, Improved Initiative, Iron Will, Persuasive Power Attack, Skill Focus (Diplomacy), Toughness
Bloodline Arcana: Whenever you cast a spell with a range of personal, you recieve a divine blessing, granting you a sacred armor bonus equal to the spell’s level for 1 rounds.
Bloodline Powers:
Ray of Light (Su): You can emit a beam of light as a 30-foot ranged touch, usable (3 + Cha mod) times per day, dealing 1d6+1/2 class level damage to the target struck, automatically overcoming any type of DR.
Archon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against petrification and poison. At 9th level, your resistance to electricity increases to 10 and your bonus on petrification and poison saving throws increases to +4.
Heaven's Wrath (Sp): At 9th level, you can call down a storm of heavenly electricity. This 10-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Evil creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Heavenly Movement (Sp): You can use Greater Teleport as a spell-like ability 3/day, though you can only transport yourself and 50 lb. of carried objects with this ability.
Glory from On High (Su): At 20th level, your form becomes infused with sacred power. You gain
* Immunity to electricity and petrification.
* Darkvision 60 ft. and low-light vision
* Truespeech (Su): You can speak with any language-using creature, as per a Tongues spell, CL 14th. This ability is always active.
* Aura of Menace (Su): Any hostile creature within 20 feet of you must succeed on a Will save DC = 10 + 1/2 Sor lvl + Cha mod. Those who fail take a -2 penalty to attacks, AC, and saves for 24 hours or until they successfully strike you. Once a creature has resisted or broken the effect, they are immune to it for 24 hours.

Silver Crusade

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Pathfinder Adventure Path Subscriber

You need to be Good to be a true hero? Interesting thesis.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You'd contend that heroism, conscious actions of selfless altruism aren't Good, vis-a-vis alignment?

Silver Crusade

Pathfinder Adventure Path Subscriber

Nope, I'm not convinced that shooting Beams of Good from eyes is a prerequisite for heroism and altruism. I guess that the next time a LN or NN (or,pray tell, CN) character saves lives and halts the bad guys I gotta tell him that he's not this tall to enter the hero hall of fame, 'cause it's for good Good guys only.

*shrug*

Silver Crusade

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Pathfinder Adventure Path Subscriber

I think the issue is that there's a lot of "Bad is Cool" being thrown about, without a decent amount of "Good is Awesome".

Demonic Barbarian Rages, Devil-powered piledrivers (Cornugon Smash) or evil-tainted races (Tieflings, Dhampyres, Wayangs, Half-Orcs). Good gets a short shrift in the game. Understandably so since most of what the PCs encounter needs to meet the pointy end of a sword. People just want some good options, or at least some options to show that the celestial realms are looking out for their flock below. It's a reasonable request, and without getting into any kind of alignment debate is a fun thought exercise.

I personally am not bothered that a majority of things are tainted by dark forces, but then I like my game to be a little bit of a Beacon in a Dark World. Still though it's a fun exercise.


Here's my own Agathion subdomain
And here's the MCA's Celestial Totem (with some others)

And this could be a nicely add for an undead-hunter inquisitor (I didn't read the book yet, so I don't know if this has been covered):

Heavens Inquisition
Death’s Bane (Su):
You can channel energy (as a cleric of your inquisitor level) a number of times per day equal to 3 + your Charisma modifier, but only to damage undead or to cause them to flee (similar to using the Turn Undead feat). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your inquisitor level + your Charisma modifier.
Faith’s Fetters (Su): At 6th level, you may use your death’s bane ability to heal creatures with the good subtype or to command them (as the Command Undead feat). At 12th level, you can turn creatures with the evil subtype (as with Turn Undead).

Sovereign Court

Gorbacz wrote:

Nope, I'm not convinced that shooting Beams of Good from eyes is a prerequisite for heroism and altruism. I guess that the next time a LN or NN (or,pray tell, CN) character saves lives and halts the bad guys I gotta tell him that he's not this tall to enter the hero hall of fame, 'cause it's for good Good guys only.

*shrug*

I agree, how dare Good have options!

But... um... aren't those just options? Nobody says you have to have 'beams of good' or that they make you 'more good'. Or have I misread?

Shadow Lodge

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Isn't the point of playing Neutral to NOT be a hero and more a guy (or gal) caught up in the situaion?

Silver Crusade

Kvantum wrote:
Well, if Paizo's not going to publish a book that scratches that "avenging right hand of the gods" itch (and let's face it, Player Companion: Blood of Angels was not nearly enough), then we might as well start on it ourselves.

It looks like that's changing in the near future. That said, watching this thread like a hawk. :)

Looking at Lesser Celestial Totems, it seems much more powerful than Lesser Spirit Totem, which might be a good basis to work from(in our Jade Regent campaign, our GM let me use Spirit Totems as dealing holy damage rather than negative energy, which leads to a give-and-take on what it can and can't affect, but it seemed to balance out pretty well). Comparing Celestial Totem with Intimidating Glare might be worthwhile too, to balance its range of effect and action economy.

I really like the feeling Greater Celestial Totem seems to give barbarians. Like a righteous wrecking ball in the face of ultimate evil. :)

Bardess wrote:


And here's the MCA's Celestial Totem (with some others)

Really need to check this out when off work get.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I was comparing Lesser Celestial Totem to Lesser Fiendish Totem. 1d6 to all adjacent opponents as a standard means no other attacks that round, and you don't get any of your raging Str bonus to that, just the straight 1d6 damage, and no possible critical, either.

Celestial Totem ties into that as well, its power triggering only when you limit your action to the light burst. I was also comparing it to feats like Gory Finish which let you affect a 30-foot radius, so this is a lesser area of effect as well as limiting you to only the light burst.

Silver Crusade

Ah, missed that. And it's been way too long since I've look at Fiend Totems, need to check them again.

Also:

Spoiler:
Don't let the usual hecklers discourage you. Some people are just grumps when it comes to some subjects. :)

Silver Crusade

Pathfinder Adventure Path Subscriber
"Devil's Advocate" wrote:
Isn't the point of playing Neutral to NOT be a hero and more a guy (or gal) caught up in the situaion?

Han Solo: Hero or Not?


Gorbacz wrote:
"Devil's Advocate" wrote:
Isn't the point of playing Neutral to NOT be a hero and more a guy (or gal) caught up in the situaion?
Han Solo: Hero or Not?

Technically, i don't see anything in the above submitted work that restricted to Good aligned PC's only Gorbacz? Like you can play a good aligned or neutral with the evil inspired stuff, this would just allow the coin flip for the reverse? What is putting you off to such a degree about it?


Those sent by gods to do good hardly have to be a "good" class like Paladin, Cleric, or Celestial Sorcerer. Any Fighter can hear the call, and Wizard read his book of religious spells. But Evil? Evil needs all the help it can get.

Silver Crusade

Pathfinder Adventure Path Subscriber
Rathendar wrote:
Gorbacz wrote:
"Devil's Advocate" wrote:
Isn't the point of playing Neutral to NOT be a hero and more a guy (or gal) caught up in the situaion?
Han Solo: Hero or Not?
Technically, i don't see anything in the above submitted work that restricted to Good aligned PC's only Gorbacz? Like you can play a good aligned or neutral with the evil inspired stuff, this would just allow the coin flip for the reverse? What is putting you off to such a degree about it?

Because I think that Books of Vile/Exalted were both piles of rotten limburger, and this thread evokes that particular smell.

One core class that gets zomgbbqwtf powahs due to being Good is more than enough!

Shadow Lodge

Gorbacz wrote:
"Devil's Advocate" wrote:
Isn't the point of playing Neutral to NOT be a hero and more a guy (or gal) caught up in the situaion?
Han Solo: Hero or Not?

I think it depends on when you look at him in the movies. If we look at him in the beginning of New hope when he's shooting greedo no, when he's transporting our heroes (currently fugitives at this point) through space he's doing it for huge amounts of money to cover his debt to the mob, again here I would say no, and when he leaves them with cash in hand to fight their little war while he pays off his debt though he kind of knows that he should be helping them stop this death weapon I would again say no. But when he turns up when all seems lost and rally's the remaining rebels to take down the death star and stop it from causing further harm then I would say he was being heroic and earned his G so to speak.

Shadow Lodge

Kvantum wrote:


New Barbarian Rage Powers

Celestial Totem
Prerequisites: Barbarian 6, lesser celestial totem rage power
When you emit your burst of light, you can attempt to demoralize all opponents within 20 feet via an Intimidate check as a free action.

Celestial Totem, Greater
Prerequisites: Barbarian 10, celestial totem rage power
Your inner light now shields you from evil magic whenever you rage, granting you SR 10 + barbarian class level against spells with the evil descriptor or the spell-like abilities of evil outsiders.

Celestial Totem, Lesser
Your celestial fury is so intense it becomes visibly incandescent. You emit light as per a torch for the duration of your rage, and you can intensify this light into a sudden burst as a standard action, dealing 1d6 damage to all adjacent foes, this damage automatically overcoming all types of DR. After...

I would avoid the whole SR vs. evil thing as it turns the whole idea of a celestial barbarian from a barbarian with holy powers to "an evil counter" and sort of pigeon hole the whole endeavor as you won't be inclined to take the powers unless you know you are fighting a lot of evil outsiders or evil aligned spells and feels like an empty power fluff wise for characters who want to play celestial worshipping barbarians. Remember that they worship these celestials for the same reasons that other barbarians worship fiends, they help them get food, water, shelter, and protection from their environment including things like animal attacks and warring tribes which more often then not are probably not evil.

Why not something like "You hands are bathed in holy light allowing you to heal the innocent and punish the wicked: your attacks now deal 2d6 holy damage to all evil creatures struck by you and are shaken their body breaking out in cauterized wounds from your holy conflagration, neutral aligned creatures take half and are not shaken. If a good aligned creature is touched by you during this rage they instead are filled with the glory of your divine rage the passion to do what is right and the light of good healing them and allowing them to press on, good creatures heal 2d6 (or gain 2d6 temporary hp).

Shadow Lodge

another one could be

Celestial Totem
Prerequisites: Barbarian 6, Lesser Celestial totem rage power
You are filled with so much holy fervor that others are pained to harm you. Any enemy that does damage to you takes 2d6 nonlethal damage as their body tries to resist harming such powerful source of good.

Dark Archive

Gorbacz wrote:
Han Solo: Hero or Not?

Speculating about Batman's alignment is probably better if you're going for the epic derail.

Probably just easier to flag the thread, if it bugs you that much.


Kvantum wrote:
Ray of Light (Su): You can emit a beam of light as a 30-foot ranged touch, usable (3 + Cha mod) times per day, dealing 1d6+1/2 class level damage to the target struck, automatically overcoming any type of DR.

Umm... the mini-blasts at first level of Sorcerer Bloodlines tend to be Sp, not Su. Upgrading them to Su (no concentration check, no SR) makes them a tad too effective in my opinion.

Why do you need the 'overcoming any type of DR' part? Those mini blasts to energy damage. Simply declare the effect being 'holy energy damage' (akin to the Lyrakien's Starlight Blast ability or the Flame Strike spell, which deals 1/2 fire and 1/2 holy energy damage, which cannot be mitigated), and you're set.

The same discussion goes for the Lesser Celestial Totem Blast. Unless you deal weapon typed damage, DR is not a factor anyway. By making the damage holy (or untyped, which would be thematically less appropriate, though), you can bypass the whole DR story.


Gorbacz wrote:

Because I think that Books of Vile/Exalted were both piles of rotten limburger, and this thread evokes that particular smell.

One core class that gets zomgbbqwtf powahs due to being Good is more than enough!

Hey, evil has the Antipaladin. Personally I think that everything plane- and alignment-related needs an equal opposite. However I also think that the Paladin is a screw-up in that regard. I would prefer it if there was a champion class for good, evil, law and chaos, not just for lawful good and chaotic evil.


Navarion wrote:
However I also think that the Paladin is a screw-up in that regard. I would prefer it if there was a champion class for good, evil, law and chaos, not just for lawful good and chaotic evil.

Actually, I consider the Anti-Paladin pretty much screwed up, as well.

Divine Code of Conduct for a CE character... yeah right.


Midnight_Angel wrote:
Navarion wrote:
However I also think that the Paladin is a screw-up in that regard. I would prefer it if there was a champion class for good, evil, law and chaos, not just for lawful good and chaotic evil.

Actually, I consider the Anti-Paladin pretty much screwed up, as well.

Divine Code of Conduct for a CE character... yeah right.

I meant the antipaladin too. As I wrote, I would like it best if there was a champion for each of the four alignment extremes (and maybe one for true neutrality), not specific alignments. (And yeah, the most hilarious part about the anti is that his code of conduct specifically allows selfish good acts while the rules under ex-antipaladin disallow all good acts.)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:


One core class that gets zomgbbqwtf powahs due to being Good is more than enough!

They should all have the option for sacred cosmic powers, and horribly corrupted powers, too. If you're a devotee of your alignment, there should be some benefit available to you if you select it.

And as for Han Solo, I'd contend that's a pretty decent example of alignment change, based on behavior. Transitioning from a selfish CN to more of a CG, maybe even NG by the end of RotJ.


How often does the trope of "making deals with the angels" come up in fantasy, relative to "making deals with the devil", anyways? There's almost always a cost to getting power from Evil, such as your soul, or the souls from that orphanage over there...but why would Good aligned beings apply a cost to their help? Maybe if they were the Supar Angels of Commerce and Eye Lasers. But other than that, it's a bit silly.

Anyways...

Lesser Celestial Totem is silly. It's very weak. It's worthwhile at level 2, and that's about it. Make the burst a move action, but only once per turn if you're worried about being able to do 2d6 points of damage.

It's a bit weird how the SR is effective against just the SLAs of evil outsiders, but that can slide.

Claws is a boring ability for the Agathion bloodline. And weak too. It's almost excusable on the dragon bloodline due to the Dragon Disciple, but this doesn't have that sort of support. Wild Empathy might be a better fit, even though they get speak with animals. Or maybe an ability like Unnatural Presence...except instead of fear, it's Awe. Ok, that one is probably better as a 9th level ability.

The Archon bloodline doesn't emphasize their devotion to Order at all. You should replace some of the abilities with something Law related. That is their schtick, just like the Agathion's schtick is beast aspects.

Shadow Lodge

Navarion wrote:
Midnight_Angel wrote:
Navarion wrote:
However I also think that the Paladin is a screw-up in that regard. I would prefer it if there was a champion class for good, evil, law and chaos, not just for lawful good and chaotic evil.

Actually, I consider the Anti-Paladin pretty much screwed up, as well.

Divine Code of Conduct for a CE character... yeah right.
I meant the antipaladin too. As I wrote, I would like it best if there was a champion for each of the four alignment extremes (and maybe one for true neutrality), not specific alignments. (And yeah, the most hilarious part about the anti is that his code of conduct specifically allows selfish good acts while the rules under ex-antipaladin disallow all good acts.)

I don't know for me I've always felt like the antipaladin was a cool idea (they are basically chaos space marines after all) but would have to be so rare in practice that you would almost never see them as they are as stated kind of a walking contradiction. Now what always got me is that we have yet to see a release of a LE paladin option which to me makes more sense, they are paladins who want order at all cost and know how to organize and execute such plans and I would think that LE gods would find having holy warriors like that far more appealing.

RPG Superstar Season 9 Top 16

How about something like:

Celestial Totem
Prerequisites: Barbarian 6, lesser celestial totem rage power
You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Charisma modifier.) to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this ability for the next 24 hours.

Celestial Totem, Greater
Prerequisites: Barbarian 10, celestial totem rage power
You may enter your rage as an immediate action in response to being hit spell or attack. You gain your choice of either DR/— equal to your barbarian level or Spell Resistance equal to 20+your barbarian level for one round. For the rest of the rage, the value of the DR or SR is halved.

Celestial Totem, Lesser
You are able to harness your powerful emotions for compassion as well as anger. You can channel positive energy as a Cleric of your level, and only to heal the living. Channeling uses 1 round of rage per 1d6, and leaves you fatigued as if you had just exited Rage.
(Ex. A lvl5 Barbarian would burn 3 rounds of rage for a 3d6 channel, and he can't overclock to 4d6 until he reaches lvl7)

Quickly cobbled together. Probably needs some number changes like perhaps having Lesser cost 2 rounds of rage per d6 of channel, or maybe having the Aura not give evil enemies a save (since you won't be able to afford a very good Charisma). The greater totem is a pretty cinematic ability I think.

Silver Crusade

Gorbacz wrote:

Because I think that Books of Vile/Exalted were both piles of rotten limburger, and this thread evokes that particular smell.

One core class that gets zomgbbqwtf powahs due to being Good is more than enough!

Then maybe don't read a thread about providing homebrew solutions for people that do want that stuff? Crazy, I know.

Seriously, what's to be gained from threadcrapping one everyone else's parade?

The BoED may have had serious problems, but trying to make holy options available for all classes and making them fit each one was not one of them.

Cheapy wrote:

How often does the trope of "making deals with the angels" come up in fantasy, relative to "making deals with the devil", anyways? There's almost always a cost to getting power from Evil, such as your soul, or the souls from that orphanage over there...but why would Good aligned beings apply a cost to their help? Maybe if they were the Supar Angels of Commerce and Eye Lasers. But other than that, it's a bit silly.

Why would good characters have to make deals when there are themes like:

Guardian angels/spirits
Divinely-touched-and-guarded Fool figures
Cosmic Good and celestials taking notice of and backing mortals that most exemplify what they stand for.
Characters tapping into the ancestral well of the honored and virtuous dead who went before them, and drawing strength from that.
Inscrutible but benign patrons, especially for witches.
And on and on.

The only limit is your imagination.

Shadow Lodge

This is something I thought of yesterday while talking with a friend about the curses from Blood of angels and how though cool the curse options we were presented with didn't really feel "angelic" to me. So here's my stab at curses that fit more to the whole angelic theme.

Curse of Beauty
You are cursed with a beauty so divine that it borders on maddening causing most if not all that view you to foster infatuation or even obsession. Wherever you go you often attract the eye of all who see you and usually gather a small crowd of admirers if you stay too long. Unfortunately this also leads to many misunderstandings as many feel more insulted then usually when they feel spurned by this new source of supernatural affection. Anytime you fail a diplomacy check the attitude of that person drops by 2 categories instead of one with failure by 5 or more dropping it by 3. These spurned admirers can sometimes develop obsessions with their "lost love" and do anything to try and get back into their good graces even if it means lying, stealing, and killing those they think are in the way (including other PC's). At 1st level add charm person to your spells list, at 5th level add blindness/deafness and unnatural lust (or enthrall or adoration not sure on 2nd one) to their spell list, at 10th they add dominate person added to their spell list, and at 15th add insanity or waves of ecstasy to your spells list (again not sure one which I like better).

So what do you guys think?

Edit: cleaned up the description a bit and italicized the spells to make them easier to pick out.

Shadow Lodge

I'm not a fan of devorcing "Good" from divine. I can see religion, to a point, but holy, sacred, and the essence of goodness, which such characters would call upon or channel angels, the celestial realms, and a sense of faith, similar to how Oracles are suppossed to work. They don't need a deity or an established religion (organized) any more than any other Characters, nor do Paladins, Druids, (or in my games) Clerics.

I do mean, however, divine, in the sense of faith based, mystical understanding of the universe's deep meanings, incuding religion, riddles, ethics, the soul, the afterlife, etc. . ., not in the sense that divine = deities.

That being said, I would like to see some more "exalted goodness" for Clerics, Sorcerers/Oracles, Fighters, and a few other classes. Barbarians (and their celestial totems, ok, but not top of the list. I do not ever want to see holy Witches, Summoners, Arcanists in general (minus maybe a little for Sorcerer), Inquisitors, Rogues, Alchemists, Bards or basically any of the classes that would just be pandering too for the sake of it. The very nature of Witch's Patron's are mutually exclusive to a good deity or celestial being's powers, Inquisitors are bound not by a true faith but their own justifications, and that sets them outside the scope of this in my opinion. Paladins are already there and back again, and nothing about Alchemists really should have any connection to holy powers.


Doc, your curse should go well with Zelgadas Greyward's Oracle of Passion

Shadow Lodge

Bardess wrote:
Doc, your curse should go well with Zelgadas Greyward's Oracle of Passion

Ty the thing I'm trying to figure out is which spells to use for some of the later abilities. As you can see I've got a few options but want to kind of figure out which ones would get players most excited to run it.

Silver Crusade

Y'know, a lot of these options could probably mesh well with some sort of code of conduct/taboo/etc. restriction beyond Alignment: Any Good, at least for those options meant to represent PCs that are exemplars of Good. Preferably something geared to the flavor of each class, with a number of options/sets of restrictions for each to adhere to. Or it could be certain acts the character needs to do, even something as common as properly seeing to your dead enemies.(be it whatever form of burial/funeral is appropriate or taking on their debts/duties in life, like the hero from the Serpent's Skull Pathfinder Journals.

(inb4 "chaotic characters can't follow self-imposed restrictions" even when CG characters typically do)


"Devil's Advocate" wrote:

I'm not a fan of devorcing "Good" from divine. I can see religion, to a point, but holy, sacred, and the essence of goodness, which such characters would call upon or channel angels, the celestial realms, and a sense of faith, similar to how Oracles are suppossed to work. They don't need a deity or an established religion (organized) any more than any other Characters, nor do Paladins, Druids, (or in my games) Clerics.

I do mean, however, divine, in the sense of faith based, mystical understanding of the universe's deep meanings, incuding religion, riddles, ethics, the soul, the afterlife, etc. . ., not in the sense that divine = deities.

That being said, I would like to see some more "exalted goodness" for Clerics, Sorcerers/Oracles, Fighters, and a few other classes. Barbarians (and their celestial totems, ok, but not top of the list. I do not ever want to see holy Witches, Summoners, Arcanists in general (minus maybe a little for Sorcerer), Inquisitors, Rogues, Alchemists, Bards or basically any of the classes that would just be pandering too for the sake of it. The very nature of Witch's Patron's are mutually exclusive to a good deity or celestial being's powers, Inquisitors are bound not by a true faith but their own justifications, and that sets them outside the scope of this in my opinion. Paladins are already there and back again, and nothing about Alchemists really should have any connection to holy powers.

So your saying a bard cant have a divine muse?


pretty sure they need all the divine help they can get, just sayin....

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