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dailycharacteroption · 6 months
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Grim Apostle (Spiritualist Archetype)
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(art by StuHarrington on DeviantArt)
Ah, the spiritualist class, those shepherds of the dead, but very specifically not undead excepting in one case, because of reasons.
The spiritualist is very similar to the summoner, which is why the two were merged in 2E, but there are some stories that can only be told with the combination of ghostly being and the one they are bound to.
Truly, both the spiritualist and their phantom can come from all walks of life, leading to some odd couples and some interesting concepts… but one walk of life really doesn’t normally lend itself to cultivating such a bond: the nihilistic worshippers of daemons.
After all, daemons are distinguished from other fiends by their desire to devour souls, to snuff out those candles from the cosmos and leave it that much darker. A free-floating soul attached to a binder is surely too tempting a target for them.
Luckily, The Midwives of Death adventure, the final part of the Tyrant’s Grasp AP and the final First Edition product created, had a few final character options in it to round things off, including this option for such dark casters.
Rather than draw upon a wayward soul, these spiritualist bond themselves with a spiritual echo similar to those tapped into by mediums, but manifested in ectoplasmic form like a spiritualist. However, it is the nature of these vestiges that give one pause: for they are echoes of the Four Horsemen, the demigod rulers of daemonkind!
This hungry shadow that the mystic bonds with is not forced to reflect only one Horseman, but can shift each day to reflect a new one, giving them variable power sets depending on the day, again hearkening back to the similarities to mediums.
Needless to say, these mystics are every bit as monstrous as their dark patrons, and I can just imagine them feeding souls to their grim phantom as a sacrifice to their daemonic masters, believing, perhaps rightfully that those souls end up on the plates of the Horsemen themselves. They best take care though, for these phantoms prove just as cruel and hungry as the daemons they resemble, taking a bit of their “master” with them when banished.
Regardless, the result is a ghostly master/servant duo with a nasty set of powers and a sinister relationship.
As a reflection of the Four Horsemen, the phantoms of a grim apostle draw upon foci based on those entities, which they can change each day. However, their hunger and malevolence claws even at their own masters, and when the spirit is sent hurtling away from the material world by violence, they dig metaphysical claws into their master, risking taking them with them.
Which isn’t to say that they are entirely a liability. The spiritualist’s soul belongs to them, after all, and they will brook no other claimants, warding their host against death magic and magic that would displace or ensnare their soul, at least while cohabitating their body.
The four foci that these mystics and their phantoms have available are as follows. Firstly, there is Death, when they draw upon Charon. Such phantoms appear as shapeless, cowl-laden figures. They seem to embody death in general rather than Charon’s inevitability, but they gain some fancy abilities regardless. The apostle, for one, marks foes for death with their attacks, making the phantom’s attacks more potent against them. The phantom also develops an aura which impedes mundane and magical healing as well. Furthermore, they also instinctively learn techniques to quickly follow foes that try to escape their grasp. Finally, they learn a killing word to slay foes.
Second up is Famine, the purview of Trelmarixian, which gives the phantom a jackal-like visage. Their attacks are particularly dexterous, and take the form of ravenous bites. Their aura weakens foes with the pangs of starvation, they can unleash a horrific magical howl of anguish that weakens nearby foes, and they can even briefly swallow foes whole.
Apollyon’s domain is Pestilence, and the phantoms gain a ram skull cranium in this form. Their strikes weaken foes as if suffering illness, they surround themselves with phantasmal biting flies that devour foes, they can deliver disease with a touch, and finally, their strikes can make a foe suddenly very contagious, spreading their suffering to others.
Finally, we have War, the position held by Szuriel, and these phantoms resemble his form as an eyeless angel with black wings. These phantoms are strong, rather than agile, and their strikes aim for the most painful and damage-causing areas of the body. Their aura whips allies and foes alike into a frenzy of aggression, and their strikes heal themselves. Finally, Their fury becomes so great that any effect that would slow down or cause them to hesitate in their assault no longer have any effect.
With four powerful combat-focused foci to choose from, this archetype can be pretty good for tailoring your power set to the day, but you can also narrow your focus to one or two if you so choose. It really depends upon you. Just keep in mind the drawback that you can be dealt heavy damage with no way to resist it if your phantom goes down. With that in mind, perhaps building with some survivability in mind would be good.
Now, aside from villain campaigns, this archetype sits squarely in the “mostly for NPCs” category, but the fact they can vary up the powers and fighting strategy of their phantom per encounter means that this archetype works best for a recurring villain rather than a one-off foe. This can be a fun way to surprise the heroes that have prepared for the villain’s previous strategy.
Another interesting note: this archetype draws upon the current holders of the positions of the Horsemen. If you plan a game set in a different setting or time period, might those Horsemen be different? Could be worth homebrewing.
The party has been invited to the manor of a local noble for a gala, but when they arrive, they find the place curiously quiet. Once inside, they find the place overrun with monsters evoking rot and disease, including a whole colony of verduous oozes. It seems a cult of the Rotten One crashed the party before they arrived, led by their half-mad leader and their phantasmal advisor which looks suspiciously similar to depictions of the dark demigod.
After losing a beloved companion, the formerly ascetic astomoi Viius found that he could not return to his former life, taking on a more and more nihilistic worldview, until one day he was contacted by a shape in the dark, offering him the power to help end the world that lacked any such meaning.
The embodiment of War has an iron grip on the nation of Merkas, his devotees whipping the country up into a frenzy of jingoism and fascism, turning their blades upon neighbors for any reason at all, be it greed for resources, preemptive violence against imagined threats, and of course, bigotry against those unlike themselves. High in their rankings are speakers of War, who call upon translucent visions of their master, interpreting his will.
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