Nascent Deity (Oracle Archetype)

A nascent deity is a mortal who is about to become a deity. They are the mortal reincarnations of destroyed or forgotten gods, deities banished by their peers and sealed in a mortal, form. Their divine powers, though weak when compared to a true god, are potent and originate from within themselves. Many nascent deities are unaware of what they will become at first, often mistaken as sorcerers or clerics, but most are led to an understanding though portents and divine messages.

Dominions: At 1st level, the nascent deity selects a dominion from the list below. A dominion is a cleric’s domain which he holds sway over along with several class skills, the domain powers and domain spells of the domain associated with their dominion, and a prerogative. A prerogative is a code of conduct that, when fulfilled, provides the nascent deity with a +2 bonus to their caster level for all domain powers and domain spells per day. Unlike a cleric, which has bonus domain spells per day, a nascent deity simply adds their domain spells to their spell list.

This ability replaces the oracles mysteries and mystery bonus spells.

Demigod (Su): At 20th level, a nascent deity ascends to the status of a demigod. Their creature type becomes native outsider and they become immortal. After being dead for 24 hours they return to life at the nearest location nearest where they died that best exemplifies their dominion (in a pond for a water dominion nascent deity, a graveyard with a death dominion, or amongst their friends if they have the community dominion).

Nascent Deity Dominions: Below are several sample dominions. Players who wish to have dominion over a domain not listed on this page are encouraged to work on one with their GM, using the following samples as a basis, to develop their own.

Community

CLASS SKILLS: Knowledge (local) (Int) and Heal (Wis).

PREROGATIVE: A nascent deity gains their prerogative bonus whenever they heal a non-enemy creature who is not a member of their party or when a spell of theirs targets 3 or more members of their party (including themselves). A nascent deity with the community dominion is also compelled to help facilitate open communication and conflict resolution within a party.

Death

CLASS SKILLS: Intimidate (Cha) and Survival (Wis).

PREROGATIVE: A nascent deity gains their prerogative bonus whenever they kill a creature or witness the death of one. The creature must be of an HD equal to or greater than the nascent deity (or at the very least be of an appropriate CR). This bonus lasts only for 1 minute (normally it last 1 hour). A nascent deity with the death dominion is also compelled to witness the deaths of creatures, protect places where the dead are buried (graveyards for example), and aid any psychopomps. Spreading death isn’t a compulsion of a nascent deity with the death dominion but they often like to surround themselves with death and are drawn to places where many deaths will (or have recently) occurred.

Fire

CLASS SKILLS: Knowledge (nature) (Int) and Intimidate (Cha).

PREROGATIVE: A nascent deity gains their prerogative bonus so long as they have set something of value ablaze within the last hour. A nascent deity with the fire dominion is compelled to light things on fire, offer aid to creatures of the fire subtype, and generally engage in pyromania.

Glory

CLASS SKILLS: Knowledge (nobility) (Int) and Sense Motive (Str).

PREROGATIVE: A nascent deity gains their prerogative bonus for 1 round (rather than 1 hour) whenever an ally they can hear earnestly praises him for a successful action the nascent deity just took or when the nascent deity earnestly praises a glorious action successfully undertaken by an ally. In addition, a nascent deity gains their bonus for 1 hour if they slay an undead. A nascent deity with the glory dominion is compelled to act boldly, heroically, decisively, and destroy any undead they come across (even going out of their way to do so).

Law

CLASS SKILLS: Knowledge (nobility) (Int) and Knowledge (local) (Int).

PREROGATIVE: A nascent deity gains their prerogative bonus whenever they intervene in an illegal, chaotic, or otherwise unlawful situation (help stop a thief, break up a riot, chase off brigands, etc). They also gain the bonus if they kill a chaotic outsider. A nascent deity with the law dominion is also compelled to respect legitimate authorities and uphold laws, provide aid to creatures with the lawful subtype, and generally act in accordance with the tenets of being of a lawful alignment.

Luck

CLASS SKILLS: Knowledge (nature) (Int) and Swim (Str).

PREROGATIVE: A nascent deity gains their prerogative bonus whenever they roll a natural 20 during combat or on a skill check during a stressful situation where failure has disastrous consequences. A nascent deity with the luck dominion is also compelled to gamble, take risks, and otherwise put their fate in the hands of luck at every opportunity they get. This doesn’t mean they must bet on a losing horse or gamble away their last copper- they can be smart about the chances they take but are compelled to take them on a regular basis. Should a nascent deity with the luck dominion succeed at a highly improbably bet or gamble (survive a few rounds of Russian roulette, go all in in a game of blackjack, etc) they gain their prerogative bonus for 1 hour.

Travel

CLASS SKILLS: Knowledge (nature) (Int) and Survival (Wis).

PREROGATIVE: A nascent deity gains their prerogative bonus when they travel at least 5 miles. Every 5 miles this refreshes. Also, crossing important borders or reaching famous geographic landmarks may also, at the GM’s discretion, cause them to gain their prerogative bonus. A nascent deity of the travel domain has an insatiable wanderlust that pushes them to never settle in one place for too long. If they do, they get itchy, jittery, uneasy, may feel sick, or even cause them to go mad if detained long enough.

Water

CLASS SKILLS: Knowledge (nature) (Int) and Swim (Str).

PREROGATIVE: A nascent deity gains their prerogative bonus when submerged at least partially (up to their waist) in water or in an area where water surrounds them (a small island, on a boat, etc). A nascent deity with the water dominion is compelled to swim at every available opportunity and feels “dry” unless properly moisturized.

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