God Caller (Apath)

From Action
Revision as of 08:48, 1 October 2014 by Starfox (talk | contribs) (→‎Spells: wk)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

The divine summoner is a summoner with a divine sponsor that uses divine magic.

God caller, part of an old Sarkorian religious belief that many clans followed. They believed that certain people could call the gods themselves to serve them—in truth, these god callers were summoners and their “gods” were merely their eidolons. Some god callers were cynics and enjoyed this deception, while others believed deeply that their eidolons were indeed “small gods.” - Demon's Heresy p 28.

Class Information

This is a summoner archetype.

Hit Die: d8.

Class Features

A divine summoner has all class abilities of the normal summoner, except as follows.

Armor and Weapon proficiency

A divine summoner is proficient with all simple weapons and with light armor. As a divine spellcaster, a divine summoner can freely cast spells in armor.

Faith and Alignment

As their powers are influenced by their faith, all divine summoners must focus their worship upon a divine source, which provides their eidolon ally and powers their powers and miracles. Many divine summoners revere a specific deity and see the eidolon as an agent of that faith. Some see their eidolon as a living god or spirit and consider themselves the servant of their eidolon and not the other way a round. A few others dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge.

A divine summoner with a deity must have an alignment within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Spells

A divine summoner casts divine spells. This means he does not suffer from arcane spell failure. Add and delete the following spells to the divine summoner's spell list:

Spell Level Added Spells Removed Spells
1 Cure light wounds, inflict light wounds, sanctuary Unseen servant, ventriloquism
2 Aid, cure moderate wounds, delay poison, inflict moderate wounds, spiritual weapon Alter self, glitterdust, haste, invisbility, twisted space
3 Cure serious wounds, inflict serious wounds, lesser planar ally, remove curse, remove disease Black tentacles, dimension door, fire shield, fly, greater invisibility, wall of fire, wall of ice
4 Cure critical wounds, inflict critical wounds, neutralize poison, planar ally Baleful polymorph, lesser planar binding, mage’s faithful hound, overland flight
5 Break enchantment, mass cure light wounds, mass inflict light wounds, word of recall Geniekind, greater teleport, planar binding, sequester, simulacrum, wall of iron
6 Heal, greater planar ally, mass cure moderate wounds, mass inflict moderate wounds Antipathy, dominate monster, greater planar binding, teleportation circle, walk trough space

A divine summoner cannot cast spells or use spell-like abilities of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that summon monster spells are aligned, having the same alignment as the creature summoned.

Ex-Divine Summoner

A divine summoner who grossly violates the code of conduct required by her faith loses all spells and class features, except for weapon, armor, and shield proficiencies. She cannot thereafter gain levels as a divine summoner of that faith until she atones for her deeds (see the atonement spell description).

Summary of Changed Class Abilities

The following class abilities are affected by this archetype:

  • Spells

External Links

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.