| thelesuit |
I'm crafting a home-brewed Pathfinder campaign setting. I will be making some changes to a variety of things and seek constructive feedback.
Dunhya has thousands of deities. The gods here are generally less involved in the affairs of mortals than upon other worlds. In as much as any mortal can know the mind of the divine – they don’t seem to care. To further insulate and isolate themselves from mortals there are numerous layers of semi-divine (often immortal) functionaries, go-betweens, servants, sycophants, and lackeys
Changes to Clerics
1. What is the name of your deity?
2. What is your deity's alignment?
3. What is your deity’s portfolio?
4. What is the role of clerics of your deity in society?
5. Select an archetype if desired (and abide by the normal strictures).
6. Pick two domains or subdomains.
7. Decide if your cleric channels positive or negative energy and Variant Channeling affects if desired. No alignment restriction to type of energy.
8. Select a favored weapon.
a. If the favored weapon is Simple, also select a skill that is not a cleric class skill, and consider it a class skill.
b. If you chose to forgo proficiency with medium armor or shields you may select an Exotic Weapon or a second alternate class skill.
Example: Belarion of the Silver Sword, NG Hero God of Personal Combat, Honor, and Victory. Clerics of Belarion are healers attached to military units. Domains: Healing & Protection. Clerics channel positive energy using the Variant Channeling for Protection domain. Favored Weapon: Bastard Sword, no proficiency with shields.
CJ
| thelesuit |
Sorcerers are different too.
Sorcery upon Dunhya is not based upon ancestral bloodlines, but rather upon ritual attunement to mystical nexuses called motompyra. Lines of power extending through the ethereal plane, called mkondo, connect a sorcerer and his motompyra. It is very hard to sever mkondo – but doing so, generally deprives a sorcerer of the ability to case spells or manifest Bloodline Arcana but does not generally interrupt Bloodline Powers.
1. What is the name of your motompyra?
2. Why is it special?
3. Bloodlines: Select up to four bloodlines (this can include mutated bloodlines from the Wildblooded Archetype) that embody the essence of your motompyra as per the Crossblooded Archetype.
4. Class Skill: A sorcerer can select any one skill to be a class skill. Generally this skill is associated with the ritual that attunes a sorcerer to her motompyra.
5. Bonus Spells: The sorcerer may select her bonus spells from any of her bloodlines (as per the Crossblooded Archetype). The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
6. Bonus Feat: A sorcerer combines the bonus feat lists from all of her bloodlines and may select her bloodline bonus feats from this combined list.
7. Bloodline Arcana: The sorcerer chooses a single bloodline arcana from one of the bloodlines associated with her motompyra.
8. Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a sorcerer gains one of the new bloodline powers available to her at that level – selected from any of the bloodlines associated with her motompyra. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.
9. Drawbacks: Each motompyra has its own unique drawbacks. Additionally the nature of a sorcerer’s connection via mkondo through the ethereal plane to the source of her power leaves her mentally unstable. All sorcerers suffer a -2 penalty to Will saves. The mkondo that connect a sorcerer to her motompyra can be blocked or severed.
The Orb of Cruthe, is an ancient extra-planar artifact that lies at the center of the ethereal plane. The ritual of attunement is very well known and relatively easy to master. Perception is a class skill for sorcerers bound to the Orb of Cruthe. Sorcerers bound to the Orb of Cruthe may manifest abilities from the following bloodlines: Aberrant, Arcane, Starsoul, or Anarchic (Wildblooded Protean bloodline). The nature of the connection to the Orb inhibits lying. A sorcerer attuned to the Orb suffers a -2 circumstance penalty to Diplomacy, Bluff, and Intimidate skill checks.
Anhizger’s Skull, is the worn skull of a primitive troll shaman. Attunement to the Skull is achieved by communing with Anhizger’s spirit – still bound to the skull. Sorcerers bound to the Skull learn Trollish (Bonus Language: Troll), and must survive the harsh trek to where the Skull rests in the depths of the Bad Axe Forest. Survival is considered a class skill. The Skull may manifest abilities from the Dreamspun or Verdant bloodlines. These sorcerers also receive a +2 circumstance bonus to any Charisma-based skills versus any humanoids of the giant subtype. Contact with the spirit of Anhizger carries a lasting psychic taint. Sorcerers attuned to the Skull suffer a -4 penalty to any saves versus haunts or any kind.
More to come...
CJ