The Church of Cymer & Psionics Domain

Mark Chance

Boingy! Boingy!
After much neglect, my We're Not In Arkansas Anymore! site is being updated as the campaign moves into its "year two" stories. The PCs are relocating to a southern coastal region wherein I'll introduce psionics via Dreamscarred Press's excellent Psionics Unleashed. The ruling maenad minority is devoted to to Cymer, god of conquest, knowledge, psionics, and rulership.

Here's my initial draft work for this new deity. I haven't gotten any good hook on subdomains yet, but I'm leaning toward Noetics for one of them.

Thoughts?

The Church of Cymer is the state religion of Mordel and its vassal lands. Cymer is a stern, militaristic deity favored by the maenad ruling class of the region. Mordel’s subjects can practice state-approved faiths, but these faiths (and their adherents) must pay tithe taxes for the support of Cymer’s work.

Cymer
Title: The Hexarchic Mind
Alignment: LN
Portfolio: conquest, knowledge, psionics, rulership
Cleric Alignments: LN, LG, LE, N
Domains: Knowledge, Law, Nobility, Psionics, War
Subdomains: Discipline, Inevitable, Leadership, Memory, Noetics, Tactics
Favored Weapon: longsword

Psionics Domain

Granted Power: You are attuned to the uncanny powers of the mind. In addition, you receive Wild Talent as a bonus feat. If you can already manifest psionic powers (not psi-like abilities) when you gain this domain, you receive Psionic Talent as a bonus feat instead of Wild Talent.

Psionic Amplifier (Su): As a standard action you can become an amplifier of psionic energy until the end of your next turn. The aura emanates 15 feet from you. All psionic powers manifested within the aura either gain a +1 bonus to their manifester level or increase their saving throw DC by +1. The manifester chooses the benefit when he manifests the power. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Psi): At 8th level, you can use a targeted dispel psionic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—charm person, 2nd—detect thoughts, 3rd—seek thoughts, 4th—charm monster, 5th—telepathic bond, 6th—mass suggestion, 7th—insanity, 8th—mind blank, 9th—foresight.
 
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This is an incredibly minor critique, but the standard number of domains and subdomains that Paizo usually gives to their deities is five domains and six subdomains.
 

This is an incredibly minor critique, but the standard number of domains and subdomains that Paizo usually gives to their deities is five domains and six subdomains.

Ah. I knew that about the domains, but had forgotten. Didn't realize about subdomains. Just assumed a deity got two subs per dom. Thanks!
 

First draft of subdomains for the Psionic domain:

Subdomains

Discipline

Your spiritual strength grants you control over both mind and body.

Associated Domain: Psionics.

Replacement Power: The following granted power replaces the psionic amplifier power of the Psionics domain.

Mind Over Body (Su): As a swift action, you can boost your capabilities, gaining one of the following effects for 1 round: make one additional attack at your highest attack bonus when making a full attack (but all attacks suffer a -2 attack roll penalty), increase your speed by a +10 foot enhancement bonus, give yourself a +2 dodge bonus to AC, or give yourself a +2 resistance bonus on saving throws. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—delay pain, 3rd—magic circle against chaos, 5th—greater forbid action.

Noetics

You are devoted to the idea that the thought is a form of energy capable of affecting the physical world.

Associated Domain: Psionics.

Replacement Power: The following granted power replaces the psionic amplifier power of the Psionics domain.

Psychokinesis (Psi): You can move an object, or even a creature, by concentrating your mind on its current location and then the location you desire, creating a sustained force. You can move up to 10 pounds per level up to 20 feet per round. A creature can negate the effect on an object it possesses or itself with a successful Will save (save DC equals 10 + 1/2 level + Wisdom modifier) or with power resistance. The weight can be moved across the ground or through the air. This effect ends if the object is forced out of close range (25 feet plus 5 feet per 2 levels) or if you cease concentration. You can use this psi-like ability a number of rounds per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—levitate, 3rd—force punch, 5th—telekinesis, 8th—telekinetic sphere.
 
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For my campaign, I also needed a "bad guy" religion. I took inspiration from DM_aka_Dudemeister and put together this.

The Cult of Rascarl is outlawed in Mordel. It was conquered and suppressed by House Fresleven and the Church of Cymer decades ago.

Rascarl
Title: The Slithering Darkness
Alignment: CN
Portfolio: ancestors, dreams, hidden places, serpents
Cleric Alignments: CN, CG, CE, N
Domains: Chaos, Darkness, Psionics, Repose, Scalykind
Subdomains: Ancestors, Demon, Dreams, Loss, Protean, Souls
Favored Weapon: whip (includes scorpion whip)

Subdomain

Dreams
You understand that the dream world is nearly as real as the waking world.

Associated Domain: Psionics.

Replacement Power: The following granted power replaces the dispelling touch power of the Psionics domain.

Lucid Dream (Psi): At 8th level, you can make a slight alteration to reality changing the world around you. This ability works like the stone shape spell using your cleric level as the caster level. It works on any unworked non-living solid material. The material reverts back to its previous shape after 1 minute per level. You may use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Replacement Domain Spells: 1st—sleep, 4th—deep slumber.
 
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I sort of cringe at the idea of the whip being a favored weapon, not because it's a bad choice thematically, but because of the slew of caveats involved with the weapon mechanically.

The big one is that it isn't useful in most combat situations, since it deals no damage to creatures with a +1 armor bonus or +3 natural armor bonus. So yeah, that spellcaster with all deflection and dodge bonuses is vulnerable, but the vast majority of creatures won't be. And all of its 1d3 damage is nonlethal. And you don't actually threaten the area it attacks. And you draw an AoO from threatening creatures when using it.

None of this is the fault of the deity you posted, but as-is, I don't see most using their god's favored weapon outside of ceremonies or attacking unarmored peasants.
 

None of this is the fault of the deity you posted, but as-is, I don't see most using their god's favored weapon outside of ceremonies or attacking unarmored peasants.

True, true. I've long been unfond of the game rules for the whip. I had also forgotten about the scorpion whip until this morning. Proficiency with one equals proficiency with the other. Perhaps regular whips are for ceremonies and unarmored peasants, and scorpion whips are for making a point.

:)
 

As the new campaign area continues to evolve, details of the dromite menace are starting to emerge. The Dromite Colonies are structured in castes with the queen and warriors at the top imposing their wills on the mass of drones. The drones tend to favor the Cult of Rascarl whereas the upper caste is devoted to the Cult of Entomon. The result is a seething, chaotic lower class ruled by a diabolical warrior caste.

The Cult of Entomon is the ruling faith of the Dromite Colonies within the Bug Hills.

Entomon
Title: The Hive Queen
Alignment: LE
Portfolio: caves, dromites, mining, psionics, tyranny
Cleric Alignments: LE, LN, NE
Domains: Earth, Evil, Law, Nobility, Psionics
Subdomains: Caves, Crystals, Devil, Discipline, Leadership, Noetics
Favored Weapon: heavy pick

N.B. Details for the Crystal Subdomain TBD.
 

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