The Muse (Pathfinder Deity)

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The Muse[edit]

Lord Roc has long been revered as the god of the sun, one of the gods of creation, who gave the gift of laws and civilization to the world.

In ancient times, Lord Roc was served by the mystics, a race of winged demigods who ruled over much of the world from the Mystic City. The mystics were created to be perfect and pure of heart and mind, however this purity became their undoing. When they witnessed the wickedness of mortals, they could not abide it. One by one, they fell victim to hatred and became fiends. They made war upon the world, and Lord Roc was forced to destroy them.

In the aftermath of The Fall, Lord Roc changed his ways of doing things. First, the Mystic City was lifted into the heavens and became the Sky Sanctuary. Second, the mystics were replaced, by the race known as the muse. Unlike the mystics, who were created from pure holy light, the muse were born from the souls of deceased mortals. These souls had already witnessed the depravity inherent in the hearts of mortalkind, and had willingly chosen to take a better path. This made them all but immune to The Fall.

In all there are roughly 300 muses in existence, of varying levels of power. Those listed here are the ones who hold a high enough level of strength to be considered true gods.

The Church[edit]

Temples and Shrine[edit]

A Priest's Role[edit]

Adventurers[edit]

Clothing[edit]

Holy Text[edit]

Holidays[edit]

Aphorisms[edit]

Relations with Other Religions[edit]

Realm[edit]

The realm of the muse is known to mortals as the Sky Sanctuary, and it exists simultaneously on the material plane as well as on the upper planes.

On the material plane, the Sanctuary can be seen as a small, rocky island floating in the sky above. It is clearly visible from anywhere in the world, with the exception of desecrated, unhallowed, or otherwise powerfully cursed locations.

If one were to fly toward the Sky Sanctuary - a trip which takes approximately 6 hours for a creature with a fly speed of 60' - one would leave the material plane and enter upper plane in which the Sanctuary exists, where they discover not the small island seen from the ground, but an enormous floating continent.

Though not all of the muse reside permanently on the Sanctuary, most of them do have their own domain there, each of which will be described below.

Planar Allies[edit]

Lord Roc[edit]

God of the Sun, of Good, and of Civilization

Alignment Neutral Good
Domains Community, Good, Nobility, Protection, Sun
Subdomains Agathion, Archon, Azata, Cooperation, Day, Leadership, Light, Purity, Revelation
Favored Weapon
Symbol A solar disk with wings, an eagle's head, and a feathered tail.
Sacred Animal Eagle
Sacred Colors

Celest[edit]

God/Goddess of

Alignment
Domains
Subdomains
Favored Weapon
Symbol
Sacred Animal
Sacred Colors


Josiah Caedmon[edit]

Muse of Fire, Divine Wrath, and Forgiveness

Alignment Chaotic Good
Domains Chaos, Destruction, Fire, Good
Subdomains Arson, Ash, Rage, Redemption
Favored Weapon Ray
Symbol Three pairs of wings engulfed in flames
Sacred Animal Winged serpent
Sacred Colors Sky Blue and Sunset Orange

Josiah Caedmon lived in the time before The Fall, when the mystics dwelt on the material plane. As a powerful witch, he had dealings with the Mystic City and considered many of the mystics to be his personal friends. Sadly, when The Fall occurred, he was called to service, and forced to fight against his former friends. When the war ended Josiah became one of the first muses, known as the Blazing Archangel, music god of the white fire Providence. As one of the Sanctuary's strongest warriors and the most dedicated against evil, he and his followers became the hands of Roc's divine vengeance.

Josiah was never a mindless slayer of heathens, however. He remembered the distrust he had once been shown as a witch among the mystics, and didn't wish for his people to end up the same way the mystics had. He taught his people to respect those who were different, and to judge people on their actions rather than on their race or heritage. "There are no evil races, only evil individuals." However, as time went on Josiah became increasingly disillusioned with the endless crusade he'd been tasked with fighting. He began to go on extended sabbaticals from the Sanctuary, often for decades or even centuries at a time. He stopped leading his people and in time they forgot his teachings.

It was during one of his sabbaticals that Josiah witnessed his paladins burning a child for witchcraft, and he was forced to pass his judgment on them as well. As Josiah's region of the Sanctuary was burned to ash and plummeted back to the world below, Josiah also disappeared. He now travels the world as a man. He has discovered a passion for teaching and seeks out positions to teach whenever and wherever he can. In his time he has taught all manner of subjects and in all manner of settings, from classrooms to amphitheaters and village squares.

Caedmonic Religion[edit]

Josiah blames the organization of religion and the dogmatic thinking that it encourages for the fall of both the mystics and of his own people as well. As such, he makes a point to not allow the formation of any organized church to himself. He also does not ask for prayers or worship, and if asked pointedly insists that he is not in fact a god.

For the most part, Josiah Caedmon has allowed his name to be lost to mortalkind. His status as a muse (let alone one of the strongest) is known only to religious scholars, high ranking members of the church of the music, and to those who he has personally chosen and trained to become heroes.

Caedmon's Realm: The Holy Desert[edit]

Josiah's region of the Sanctuary was destroyed and crashed back to the material plane's surface long ago. Today it exists as the Holy Desert, a land baked by blistering heat, lifeless and forsaken. Despite its name, the Holy Desert is truly a cursed location.

The outskirts of the desert, at least, are safe enough aside from the general hazards to be found in such a hot and arid climate. There are even humanoid settlements to be found here. Many of the people who call this place home are aasimars - descendants of the innocents who were spared when Josiah destroyed his realm - and most of them are aware of the muse and his connection to this place. Of them, very few think of him as a god. Some think of him as a demon. Most think of him as what he is: a compassionate, yet deeply flawed, man.

The depths of the desert are another story. They are extremely dangerous, getting worse the deeper one goes. After passing more than 1 mile into the desert, the Sky Sanctuary vanishes from sight as the traveler enters the land cursed by Josiah's rage. The temperature here is always very hot regardless of the season or the time of day. At 5 miles in, the temperature becomes severely hot. The sun is no longer visible, yet there is always light coming from the burning sky, casting the land in dim light. At more than 10 miles in, the temperature becomes extremely hot. What little water is to be found here is always boiling, and provides no refreshment but only more scalding pain. At 50 miles in, the desert takes on the Fire-Dominant trait, dealing 3d10 fire damage to creatures every round, or 6d10 to creatures with the water subtype. Very little life exists within the depths of the Holy Desert, as generally only creatures with the fire subtype can survive here. Fire elementals are common, as are blast shadows and burning skeletons, the undead remnants of the realm's former inhabitants which are now cursed to eternally scour the ruins of the muse's once grand palace, searching for living things which they can destroy to sate their undying hatred.

Caedmonic Characters[edit]

Unlike other deities, a character may not choose to become a divine caster of the muse of fire, but must instead be chosen by him. When Josiah discovers a young person who he believes has the potential to be a great hero, he will find a way to insert himself into their life - usually as a teacher - and offer to train them in the ways of combat and heroism. He usually selects his followers when they are still children, and trains them until they come of age and are ready to fight on their own. The number of mortal followers that Josiah has at any one time is usually less than one hundred.

Clerics: Clerics of the muse of fire do not act as priests, they are simply heroes who have chosen to focus on their magical abilities rather than on martial skill. They are not expected to proselytize or preach about their patron, but they are expected to encourage goodness and freedom.

Healing energy channeled from the muse of fire feels warm and cozy, as if one is standing near a warm hearth. People influenced by this power often feel themselves unwittingly thinking of happy times long past, whether at their childhood home or wherever else they have felt comfort and safety.

Harmful energy, on the other hand feels as if one's body is being scorched with a heat so intense that they can't quite tell whether it is hot, cold, or neither at all. This effect is entirely illusory and does not change the damage type caused by the channeling, however creatures that are slain or destroyed by this power are nonetheless left burned beyond all recognition. Flesh turns to ash, and bone blackens into charcoal. Particularly powerful clerics of the muse of fire have been known to disintegrate foes completely into atomic vapor.

Clerics of Josiah Caedmon can select the Elemental Channel feat, but only to heal or harm fire elementals.

Oracles: The many calamities wrought by the muse of divine wrath have left a taint of wild magic on this world. Though rare, this power sometimes coalesces within a mortal body, creating an oracle. This is most common among peoples living near the Holy Desert that was once Josiah's domain, but even there it is rare for this to happen more than once in five generations. These oracles are the only divine followers of Josiah Caedmon not to have been personally trained and offered power by him, though he is always aware of their existence and will usually seek them out as soon as their powers manifest.

Oracles of the muse of fire may choose between the Apocalypse, Flame, and Volcano mysteries, and their curse is one of Blackened, Elemental Imbalance (fire only), Powerless Prophecy, Reclusive, or Scourge.

Paladins: Paladins of the muse of fire must always remember that there is light in darkness and darkness within light. The place of the paladin is to eliminate those who do evil in this world; it is NOT to destroy "evil races", "evil religions", "evil factions", or any other nebulous and generalized notions of "evilness."

As such, Caedmonic paladins are required to be Chaotic Good. They do not gain detect evil as a spell-like ability. A Caedmonic paladin treats anyone who he has personally witnessed performing vile acts as through they were an evil outsider, dragon, or cleric for the purposes of his Smite Evil ability, regardless of their actual alignment or creature type. However, his Smite Evil has no effect against anyone the paladin has NOT personally witnessed performing an act of evil, even if they are of evil alignment.

Witches: Josiah is known to make patronage with witches, and is one of the very few muse to do so. Witches sworn to the muse of fire can select from the Vengeance and Wisdom patron themes. They can also choose a variant of the Elements theme, replacing the spell normally learned at 2nd level with burning hands, the spell gained at 8th level with wall of fire, the spell gained at 12th level with chain lightning (dealing fire damage and with the [fire] descriptor), and the spell gained at 14th level with delayed blast fireball. While Josiah allows his witches to choose any suitable animal to be their familiar, when he is asked to grant a familiar himself he grants a viper. If a witch has the Improved Familiar feat, he can grant a winged viper instead (using the statistics for a Pseudodragon).

Cimer Arliss[edit]

Muse of Chivalry, Empire, and Unity

Alignment Lawful Good
Domains Community, Good, Law, Nobility
Subdomains Archon, Cooperation, Leadership, Loyalty
Favored Weapon Longsword
Symbol A winged, golden sword
Sacred Animal Hawk
Sacred Colors Royal Blue and Gold

Cimer Arliss is well known as the greatest warrior from the first Demon War, though at the time the war started he was only a simple farmer. Remarkably small in stature and possessing a very mild nature, no one would have thought him a warrior. When the Demon King invaded the mortal world, however, the young man was forced to quickly learn the ways of war. His stubborn determination and plucky fortitude earned him renown as the greatest fighter in the struggle against the demons. So it was he was chosen to become champion of the gods and to wield the holy sword Eins, called the Sword of Unity as it was the first time all the gods came together to perform a single miracle for the sake of the world.

With the holy sword in hand, Eins drove back the darkness and slayed the Demon King, however the world had already long since been devastated. Over half of all mortals were dead, and every known kingdom and civilization had already fallen. Arliss united the survivors and brought them together under his own banner, becoming the first Emperor of the World.

His work finally complete, Arliss ascended into the heavens, his soul fusing together with the holy sword Eins to become the music god of chivalry. Today, Lord Arliss is best known as the patron deity of the Arlington Empire, and especially of its paladins. Even knights and paladins who don't directly receive divine spells from Lord Arliss still generally revere him as the patron of their order. To the chosen few paladins who prove themselves above all others, Arliss creates and grants special holy swords: avatars of the original holy sword, Eins. Because of this, Lord Arliss is also commonly referred to as King of Swords.

Arling Religion[edit]

Arliss' Realm[edit]

Arling Characters[edit]

Clerics:

Healing energy from the muse of chivalry fills one with a sense of divine justice and righteousness: a knowledge that one's cause is worthy, and a drive to push onward despite any and all obstacles.

Harmful energy feels as though one is being slashed repeatedly by dozens of swords, though this effect is only illusory and does not change the damage type dealt. Those who have been affected by it and survived sometimes say that in the rush of holy energy they thought they saw the figures of people whom they had wronged wielding the blades which cut them. Creatures slain by this effect always bear grievous slashing wounds, sometimes even being fully dismembered or decapitated.

Inquisitors:


Oracles:


Paladins:

Ikari Tira[edit]

Muse of Freedom, Liberation, and Rightful Rebellion Against Tyranny

Alignment Chaotic Good
Domains Chaos, Liberation, Trickery
Subdomains Ambush, Espionage, Freedom, Revolution, Riot
Favored Weapon
Symbol
Sacred Animal Greensting Scorpion
Sacred Colors

Tira was born during a dark era of the Arlington Empire. Its people fell to greed and paranoia. They stopped listening to the words of the muses, and conquered and enslaved without pity. Of course, Cimer Arliss, muse of chivalry and the original founder of the Empire, attempted to reclaim control and to restore order. However, sun god Roc had decreed that mortals should be sovereigns of their own world. It was not allowed for a muse to act directly to change the world.

Arliss had to choose a mortal champion, and he chose Ikari Tira, an escaped slave turned rebel leader. He granted her a unique holy sword, specially designed to kill holy knights. With this sword, she challenged the corrupt Imperial knights and slew them all, reclaiming the swords they had proved themselves to be no longer worthy of. In doing so, she earned her nickname: Sword Hunter. With her duty complete, Ikari Tira ascended to the Sky Sanctuary. She is today revered as the muse of rightful rebellion against tyranny.

Arild the Dragonslayer[edit]

Muse of Battle, Strength, and Dragons

Alignment Chaotic Good
Domains Chaos, Glory, Scalykind, Strength
Subdomains Azata, Competition, Dragon, Heroism, Legend
Favored Weapon Battleaxe
Symbol A shield bearing eight runes.
Sacred Animal Dragon
Sacred Colors

Arild the Dragonslayer, also known as Arild the Conqueror, is a historic figure from the time when the dragons made war upon the world of men. He destroyed the eight lords of dragonkind in order to save the world from their wrath, and as their blood washed over him, it is said, he absorbed their power until he became a living god. Then, when his duty was complete, he ascended into the heavens to become the muse of battle and strength.

He is also called Arild of the Eight Marked Shield, based on the legend of how he marked his shield with the dragons' blood, with symbols each bearing the shape of his most recently slain foe's head and its horns. It is said that in doing this, Arild's shield became a legendary artifact impervious to every form of attack.

Surprising to many is that Arild is actually a far more popular deity among dragons and their kin, than he is among humans. To humans Arild is often seen as a savage and a warmonger, and he is not commonly worshiped, especially not in the Arlington Empire. To dragons, however, he is considered a mighty being worthy of respect. His tale represents the triumph of hard work over birthright, and is a reminder that even the perfect dragons are not invincible and that they must always strive to improve themselves. Many even believe that Arild was a dragon himself, or perhaps that by slaying the eight lords of dragonkind, that he became a dragon. Others believe that he became a half-dragon, and that through his children he created all of the dragonkin races.

It does, of course, also help that once he had done what needed to be done to protect the world, Arild then gave up dragonslaying. While the church of Arild today does still view combat as a sport, they teach that one should only actively aim to kill one's opponent if it is self-defense, or to protect the innocent.

Arildite Religion[edit]

The church of Arild views the eternal crusade not only as the struggle to right injustice, but also as a chance to prove oneself through glorious combat. Its members are taught not to view themselves as followers, but as allies of the gods. When their mortal bodies die, their souls will become immortal, and they will stand side by side with Arild himself as equals.

Within the Arlington Empire, followers of Arild are strong-willed but mostly peaceful. They view the muse of battle as an incarnation of strength and willpower, rather than one of war and mayhem. The endless fight is considered to be largely an internal one, to strengthen one's own mind and soul. When it is fought externally, it is usually done as part of the organized armed forces, in nonlethal combat arenas, and through political advocacy.

However, these peaceful followers of the muse of battle are somewhat uncommon. Arild is far more popular as a deity on the frontiers. The walled cities of the wild lands are equal parts settlement, church, and fortress. Here, the muse's people live and train. They do battle with enemy nations as well as with monsters that would threaten the Empire, especially evil dragons. At times when they find such wicked foes scarce, they have been known to do battle against the Empire as well. They argue that these raids are done only to test the Empire's defenses and expose weak points so they can be fixed... but the tribes are not above claiming spoils of war from defeated Imperial outposts regardless. Needless to say, this does not do anything to make the church of Arild more popular with the Empire. There are many who view the Arildite tribes as little more than barbarians themselves, and would gladly wipe them out if only they had the strength to do so.

Arild's Realm[edit]

Arild's region of the Sky Sanctuary is a fierce and untamed land of endless battle. Its plains and forests are dotted with walled fortresses, most of them in states of disrepair with very hasty reconstructions to seal up previous breaches. The weather here is in a constant state of flux. Seasons change seemingly at random, sometimes multiple times in the same day.

This realm is guarded by the fearsome azatas as well as Arild's chosen einherji warriors. By day, they fight endless battles against one another, or against the mighty beasts of the savage land. At night they return to their mead halls for drinking, feasting, and revelry, to listen to the blessed music of the lillends, to listen to the poems of the brijidines, and to enjoy the sweet dreams of the uinujas. When the dawn comes, those who have fallen in battle rise again, and all join the battles once more.

All of this is done as training, in preparation for the final war which they believe is destined to come, in which the Demon King will at last be destroyed forever and the world will be reborn into a pure existence where there is no evil or chaos. Of course, such a rebirth would also mean the end of the einherji, of Arild, and of everything they hold dear... but this is seen by them not as a terrible loss, but as a noble sacrifice.

Arildite Characters[edit]

While Arild does grant divine spells, his followers are encouraged to develop their own power rather than simply rely on his magic. As such, full casters are rare among his followers. He trains paladins and warpriests more often than clerics, and his clergy often multiclass into levels of fighter or barbarian.

Clerics:

Healing energy energizes those affected by it and makes them feel strong and ready for battle. Some have claimed that in the rush of energy they could hear distant war cries, trumpets, and the singing of battle hymns.

Harmful energy from the muse of battle feels as if one is being bombarded by wrathful fists from every direction simultaneously, though this is only an illusory effect and does not change the damage type. Those slain by this energy are left pulverized, with bones shattered and flesh bruised and swollen.

Inquisitors:


Paladins:

Warpriests:

Lowell von Mitternacht[edit]

Muse of Protection, Fortification, and Martyrdom

Alignment Lawful Good
Domains Earth, Law, Nobility, Protection
Subdomains Defense, Fortifications, Martyr, Metal
Favored Weapon Spiked Shield
Symbol A shield bearing the mark of a lion, with a sword behind it
Sacred Animal Lion
Sacred Colors Red and gold

Basteyashka[edit]

Muse of Cats, Hunters, and Protection Against Evil

Alignment Chaotic Good
Domains Animal, Charm, Earth, Trickery
Subdomains Ambush, Caves, Espionage, Fur
Favored Weapon Claw
Symbol A cat wearing an ornate jeweled gorget
Sacred Animal Cat
Sacred Colors

It is said that in ancient times, Lord Roc once came to the world in the form of a mortal man. While there, he was attacked by a demon which had taken the form of a serpent, which hoped to kill him and steal the power of the sun for itself. Before the demon snake could strike, however, a wildcat leapt out of a nearby cave and attacked, ripping the snake into pieces and killing it. Though the Sun God was never truly in danger from such an adversary, he was nonetheless impressed by the wildcat, so much so that he took her to the Sky Sanctuary to become one of his muses.

Basteyashka is one of the few muses who can travel freely between the worlds of light and dark, and is tasked with hunting down and eliminating monsters and demons who harbor plans to threaten the world of light.

It is believed, though not true, that the Muse of Cats also ferries the souls of the damned into the darkness when she goes. Because of this, the presence of cats at a funeral is considered to be a dire omen, that the deceased has been judged as evil and condemned to Hell. Cemeteries make a point of shooing cats away from their property, though they take care never to actually hurt the felines. After all, anyone who willingly harms a cat will surely face Basteyashka's wrath.

Amaranth Marin[edit]

Muse of Death, Sorrow, and The Lost

Alignment Neutral
Domains Darkness, Death, Repose, Water
Subdomains Ice, Loss, Psychopomp, Souls
Favored Weapon Scythe
Symbol A white feather encased in ice
Sacred Animal Snowy Owl
Sacred Colors Ice Blue and Violet

Despite what the church of Arliss tends to preach, not everyone in the age following the Demon War wished to join the Arlington Empire. Lord Arliss' greatest rival was the wicked witch Damascia, who sought to take advantage of the chaos to conquer and rule over the surviving mortals. Arliss vanquished the witch after a long and arduous war, but he never fully recovered from the war or the witch's strength-draining magic, and it is believed this is why he was forced to ascend to the heavens with the Empire's founding rather than rule over it himself.

Centuries later, Damascia's soul had regained enough strength to reincarnate in the mortal world. She chose to do so as the daughter of Grand Saint Paladin Lebanin Marin, who was leader of the paladins of Arlington at the time, hoping to gain revenge on the descendants of those who had stolen her ambition away from her. However, she lost her memories during the reincarnation process, and rather than getting revenge she instead spent her developing years as the daughter of a loving father, who taught her kindness and compassion.

When Amaranth's memories of her previous life finally resurfaced on her 16th birthday, she couldn't handle it, and she lost control of her magic. A terrible blizzard descended on the capitol city, and may have destroyed it in its entirety had Saint Lebanin not stopped her. As she embraced her father, fearing that she may lose control again at any moment, she called on her magic one last time and froze herself and her father to death.

With Amaranth's death, Lord Roc was faced with a difficult decision. Two personalities resided within her soul: one good and deserving of paradise, but the other evil and deserving of the inferno. The sun god chose to give her neither. Instead, he made her into a muse so that she might work toward redemption in the service of mortals. She has become known as the daughter of sorrow, shepherd of the dead, and keeper of the lost.

Amaranthine Religion[edit]

Given that Amaranth's spheres of influence include such melancholic concepts as death and suffering, it should be no surprise she is not a particularly popular deity to worship, but she is still respected nonetheless.

Most commonly, the church of Amaranth is called upon to oversee funeral rites, however this is not their only function. As followers of the muse of sorrow and loss, the church is also known for grief and crisis counseling, as well as their work in the field of mental health. The church operates asylums across the Empire, and has made great strides for the humane treatment of the mentally ill. Amaranth is also known as a patron of lost children, and is sometimes called upon by the parents of missing children, praying for the safe return of their loved ones.

Amaranth's Realm: Marin Manor[edit]

Lady Amaranth's realm takes the form of a mid-sized manor house in the midst of a dark and snowy forest. It is in fact a perfect recreation of Marin Manor, her worldly home which was destroyed in its entirety when she lost control of her magic. At least, it is a perfect recreation on the outside. Inside, the manor is impossibly large - many hundreds of times larger than it should be given its exterior dimensions.

In addition to Amaranth herself, and the deathless skeletal revenant that her father has become, the manor is home to the spirits of the recently deceased, who are kept under the muse of sorrow's care while they await judgment. Peaceful souls, especially those of children, are allowed to dwell in the manor itself. Violent and revengeful souls, regardless of their alignment, are interred in the crypt beneath the manor, which itself bears many similarities to the tomb of the witch Damascia.

No one knows where exactly on the Sky Sanctuary Marin Manor is located, as there is no exit or entrance to be found between the two places. The only clue is the old snowglobe that sits upon the mantel in the main hall. This unbreakable snowglobe holds inside it a perfect replica of the manor ground and the surrounding forest. When the snowglobe is shaken, the weather outside whips up into a terrible blizzard, which quickly settles as the white particles within the snowglobe also settle. Should one leave the manor house, they find just over a mile away that the world suddenly stops, as if by an invisible wall. This wall is cool to the touch and smooth like glass, but it can not be broken by any means nor can it be cut even by diamond, and incorporeal creatures can not phase through it. If one looks closely enough into the darkness beyond the wall, one begins to make out what looks like the warm and inviting main hall of the manor house.

Amaranthine Characters[edit]

Clerics: While Amaranth's clerics most often perform funeral rites and provide emotional counseling, there are times when they quest in service of the Empire. Often, clerics of Amaranth are called upon to deal with evil witches and undead, as their knowledge of the dark arts makes them invaluable against these foes. One may notice, as a neutral deity, Amaranth is capable of accepting evil clerics. She is in fact the ONLY one of the music gods to do so. However, even these act in service to the Empire and to the heavens, for there can be no light without darkness, and there are some injustices that only the repayment of pure evil unto pure evil can make right.

Healing energy channeled from the muse of sorrow has a soothing coolness to it, and a melancholy yet oddly comforting feeling, like being given a loving embrace after a long cry. It isn't uncommon for those affected by this to suddenly begin sobbing without even realizing that they're doing it, or understanding why.

Harmful energy carries with it a feeling of bitter cold, though this is entirely illusory and does not change the damage type dealt by the effect. More intense than the cold, however, is the feeling of loss. Those who have been affected by it and survived describe it as feeling as though something extremely important had just been taken away from them, and knowing that no matter what happened in the future they would never feel happiness or warmth again. Creatures slain by this channeling are found half-frozen and with blood pouring like bitter tears from their eyes.

Inquisitors:


Oracles:


Paladins:

For Characters[edit]

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Paladins/Antipaladins of[edit]


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