One of the planar creatures I enjoy using is the petitioner, a mortal that has died and are en route to their version of heaven but they get stuck in someplace in between. I really like the thematic idea of a place between the heavens and the mortal plane. That's why I created the Elder World, which is where petitioners (and many others) reside in my game reality. These are the more advanced versions of petitioners found in the core books.
A Not so Final Destination
A Not so Final Destination
When intelligent creatures die, if they are not yet ready to enter their final destination to the heaven of their beliefs, most are reborn in the afterlife as petitioners, preparing for when they are ready. What is much less recognized is
that for some beings this becomes a preferred existence and they continue to grow,
learn and exude their faith but never commit to going to their final destination.
While most reborn into this stage
remain just for a short time, for a very few petitioners have key positions
that they or their sponsors want them to continue especially if the "greater
cause" would suffer if the current holder would leave. These rare few are bound
to remain in their position for indefinite periods and can gain in stature and power.
Nobody can truly fathom why some petitioners stay in their role for a lifetime or
more but those who are are truly devoted to the cause and cannot be swayed from
their personal divine path.
At the moment of their creation, most petitioners have no memories of their past mortal existence. A few may
have a flash of one point of their lives but the advanced ones remember much more of their mortal lives simply because the more they exist, the more chances they have to remember. Some grey-beards believe memories are stained
into a soul and can be reawakened with specific actions.
Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.
Their appearance matches the description found for the general petitioner entry in Bestiary 2, but since they are rediscovering their former existence small features of who they once were begin to bleed into who they are now.
Most petitioners in the Outer-Lands
are rural folk as there are few large communities, their roles are to help the departed
reach their final goal as they try to find how to do the same. Advanced and Superior Petitioners are very different, having individual and unique roles required by both the plane, citizens, visitors and even the faithful. They do not have to attack or prevent others from travelling thru or interacting with their common brethren, only if the opposition is preventing the faithful from moving onto their next destination - that is the only absolute crime in the Elder-Lands.
While petitioners have various
viewpoints and alignments they are rarely enemies with each other, even if a
different alignment. However they are usually defensive when outer Planar beings
visit, they need to balance distinct allegiances. Their task is to help newly reborn
find their place in the afterlife, they are mentors and guides but rarely actually leave
their communities.
All petitioners start as the Low or Basic petitioner, and then through service they may advance in levels which eventually means they attain a higher level of performance. They keep their primary appearance but become more angelic (or demonic if appropriate) gaining wings, halo, golden glow and divine weapons or tools as fits their status and power.
As unliving creatures, they can be turned, but not in the Outer-Lands. While they are immortal creatures they can be killed, and some believe that this is their point when their soul is pushed towards the higher level plane.
Advanced Petitioner
Type Medium Outsider
AC 18 (+3
natural, +2 Dex, +3 light armour)
HD 5
Saves Fort +3 Ref +3 Will +0
Init +5
Speed 40 ft
BAB CMB CMD
Melee Range
Special Attacks Memory Flood, 3rd level Summon Once/day
Special Defenses Dmg Reduction 5/+1, Immune to Mind Effecting
affects,
Skills Craft, Knowledge (Any 2) +10, Perception, Sense
Motive Survival +12
Typical Feats Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will
Attribute Boons: Arrange boons +3,+2 X 2, +1 X 3
Str 14 Con 16 Dex 15
Str 14 Con 16 Dex 15
Int 12 Wis 14 Cha 13
Environment Elder World
Organisation 2-8 (when
on a mission), 1-2 with 11-30 least petitioners
Treasure Half Typical
Typical Roles: librarian, soldier, guide, watcher, sneak, historian.
Spells: Bless, Sanctuary, Holy Word 3/week, Commune (1/day)
Petitioner Lesser - Memory Flood, Summon, Imitation, 40 skill points, 4 Feats, 13 SR, 5 HD
Memory Flood: Petitioners spend a second lifetime (or longer) learning about their own and other beings histories, so they have a wealth of memories and history to call upon. Three times a day they can infuse good or negative memories to enable others a + / - 4 to any roll for creatures they can see. There is no saving throw to avoid the affect but magic resistance can prevent it.This is a near instant affect, for example, if someone was attacking the petitioner they could flood the foe with feelings of weakness and failure, and it would affect their next attack roll. They can also do this to discourage foes, by making them forget key facts thus hoping they will lose focus.
Summon: Able to call a 1-2 HD native creature to assist them in running errands or contact allies
Skill Imitation: If they are near someone with a higher skill level than them (swimming, climbing, hiding, etc) they can imitate the expert, gaining half of the experts base skill. Do not use bonuses from higher attribute bonus or magic bonuses to determine the skill boost. They can do this five times a day.
Bathed in the waters of the Pure, cleansed and pure, these are pure souls dedicated to a specific purpose, guiding the newly dead to their ultimate destination. Each newly dead soul has a path that they must find and take, but it is unique to them. It usually takes days or months before a petitioner finds their own way.
* * * * * * * * * * * * * * * * * * * * * * * *
Superior Petitioner
AC 20 (+7
natural, +3 Dex)
HD 14
Saves Fort +7 Ref +7 Will +5
Init +5
Speed 40 ft
BAB CMB CMD
Melee Range
Special Attacks Memory Flood (5/day), 6th level Summon **
Special Defenses Dmg Reduction 15 /+2, SR 21, Immune to Mind
Influencing affects
Skills Acrobatics, Intimidate, Knowledge (Any 3) +15,
Perception, Sense Motive, Stealth +12
Typical Feats Dodge, Mobility, Cleave, Imp Bull Rush, Iron Will
Typical Boons: Str 18 Con 19 Dex 17
Int 14 Wis 18 Cha 16 (24 to petitioners of their faith)
Environment Elder World
Organisation 1, 2-4 (when
on a mission), 1-2 with 11-30 least petitioners
Treasure Triple Typical
|Superior petitioners are often the souls of adventurers who have become apart of the heavenly missions for a long time. They have served for such a long time many do not know how to let go of this part of their existence. Their main goal is hunting down and stopping impediments for souls to get to their final destinations. They are leaders of their kind, and have incredible influence among petitioners. Good aligned ones are often mistaken for angels, as they may have wings, halo, etc.
Spells: As 8th level cleric, DC 15+ spell level,
Spells Known: Sanctuary, Bless, Bestow Curse, Dispel Magic, Charm Monster, Dimension Door, Discern Lies, Hold Person; Commune (3/day); Open Magical Portal 1/day & Holy Word 2 /day
Higher Skill Imitation: As Advanced Petitioner but 7 times a day and matches the experts bonus
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies
75 skill points, 7 Feats, 21 SR, 10 HD
Summon: Able to call a 5 HD native creature to assist them in running errands or contact allies
75 skill points, 7 Feats, 21 SR, 10 HD