So I killed clerics.

Let's invent clerics! Or paladins, paladins are cool. Or whatever a sneaky disciple of god is (Jehovah's Witness? Mormon enforcer?). Everyone is welcome to embrace the deep-heart beliefs of god(s) and be their chosen few if you have the strength of conviction. To be the instrument of divine power is no small feat but is open to all who look for it, not just the spell slinging hymn humpers. 

Become the bodhisattva, a hoary guru, Joan d'fucking-Arc. A god will have people who embody them entirely. These persons could well be prophetic figures, although just as often will not. A god of war may pick a great warlord that fits his requirements, regardless of his perceived piety. Maybe unbeknownst to him he has become all that his god desires in mankind. 

This path is open to all PCs, whatever class they may be. All they need do is fulfil the tenets to gain favour and a roll on the table of divine gifts. Further gifts may be gained through the same process.

Note: The player must actively pursue the favour and worship of a god/gods to gain their favour. If they ever ruin the relationship they will lose all powers. May only have favours from one source.

Assume all "equal to wisdom modifier" bonuses are a minimum of 1.

Qadhi, god of the End of All Things

Garner favour via severe ritual scarification. Must be administered by the nomads of the Ekidna desert or another suitably knowledgeable and equipped remote guru. Each application drains d3 permanent constitution, takes a full day of preparation and 500sp worth of tools, including rare inks, blades, hammers, piercings, hot coals and scorching white sand. You will be extremely distinct and noticeable from then on, unable to hide your markings with anything short of a burka.

You will lose these powers if you somehow become immortal.

  1. The Kindly one gives, but any gift is a theft. You can heal others by transferring your own hitpoints to another with a number of d8 equal to your wisdom modifier per day. You may use them all at once or one at a time, but you must transfer the full amount rolled.
  2. You can Turn Undead with the Fear of What Lies Beyond once per day per Wis bonus. Cleric level is equivalent to class level.
  3. You are inured to mundane suffering and prepared to meet Qadhi. Instead of dying from an otherwise fatal wound you can take the fatal damage as permanent Constitution loss. Your body will bear the scars but it is a small price.
  4. Speak With Dead once per day. They never get a save to resist answering questions as they come from Qadhi's realm and relish the release.
  5. May Commune at will. Qadhi's realm is the terminus of all things and exists outside of time so offers an excellent vantage point for the aquisition of knowledge. However, Qadhi doesn't have a pleasant afterlife and the caster will age 1d10 years regardless. There is no penalty for casting it regularly, Qadhi doesn't care, you'll all end up in the same place regardless.
  6. You are The Hand That Felled The First Tree and they dare not look upon you. You are invisible to non-sapient undead, and sapient undead struggle to meet your gaze. They must save vs. magic to strike you.

Bashu, the Summer Lord

1 in 100 chance of a favour for every day's food worth of trapped animals you release when in desperate need of them (less than three days of food while more than three days from civilisation).
Gain a guaranteed favour if you can catch and release Bashu.

You will lose all powers if Bashu is killed

  1. You can sneak about in natural environments as though you had 6 in stealth.
  2. You can use Clairvoyance to look through the eyes of animals once per day per point of wis modifier. If it's unlikely for there to be an animal at the desired location, 2 in 6 chance there is.
  3. If you travel alone you can cover up to 100 miles per day. To you it just feels like a bracing hike through the forest, to others you disappear behind a tree and reappear from behind another 100 miles away that evening.
  4. The seasons breath through you. Extremes of weather no longer harm or slow you.
  5. Speak with (mundane) Animals at will. They will not necessarily be inclined to help but they can at least understand you.
  6. You can intensify the weather either towards summer or winter. It will be shifted one increment (DM can figure out what that means to them, though something like " rainy to clear to sunny to scorching" is intended) per day you maintain the desire to do so.

Invenit, who Makes Clear the Way

1% chance of gaining favour for every 100gp (5'000sp) worth of (total, before splitting) lost treasures you find in a single location. It must be in a place that has not seen human feet for at least a generation and was previously forgotten. Add an additional 50% if it is an item or place of great cultural importance that was believed lost.

Lose your powers if you ever buy a home or settle down.

  1. Though lost, inevitably found. Always search as though you had 6 in 6.
  2. Can cast Vision once per day, but may only ask for directions and may only sacrifice wealth. On a failure the Geas put on the devotee will be to travel to a far away place for a forgotten treasure. They will know the direction and nothing more until they find it. What they do with the treasure is their own business.
  3. Invenit provides for weary feet. Wherever you are you will find a mount not far away. They will be loyal and sturdy and if lost, another will approach within d3 days.
  4. Locate Object once per day per point of wisdom modifier.
  5. Legend Lore once per month.
  6. You can entrust your path to Invenit, follow the Blue Goat and be lead to the quiet places. The player may instruct his DM that he is following Invenit and is starting off in a seemingly random direction to find great adventure. The DM will provide this and is obliged not to screw with them in at least so far as there must be a significant payoff at the end. Gaining the party's approval for this is obviously recommended.

It's all rather rough at this point but I think it's a functional foundation to build on.

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