Some spirits demonstrate their devotion to their deity by traveling to the deity’s home plane. Those that survive the journey across the planes become servants of their deity. While a few may remain disembodied spirits, most become petitioners through the divine will of their patron deity.
In general, petitioners appear in the form that they had when they died, though they may be remade by deities to fit the nature of their particular afterlife. In general, petitioners who become divine servants are creatures that originally had at least 1 Intelligence and 1 Wisdom.
The following creature types may become petitioners depending on the deity: aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, and plants, oozes, and vermin with sufficient ability scores. Constructs and undead are not usually made into petitioners, though the spirits of their original forms may be. Elementals and outsiders tend to meld with their native planes, and as such do not become petitioners. Their spirits may still be called back from the dead, however.
The template presented below is for NPCs, not player characters. If dead characters who are petitioners are later restored to life (once again becoming player characters), they forget any of their experiences as petitioners.
- 1 Creating a Petitioner
- 1.1 Hit Dice
- 1.2 AC
- 1.3 Attacks
- 1.4 Special Attacks
- 1.5 Special Qualities
- 1.6 Saves
- 1.7 Abilities
- 1.8 Skills
- 1.9 Feats
- 1.10 Climate/Terrain
- 1.11 Organization
- 1.12 Challenge Rating
- 1.13 Treasure
- 1.14 Alignment
- 1.15 Advancement
- 1.16 Exceptional Petitioners
Creating a Petitioner
“Petitioner” is a template that may be added to any creature as determined by the nature of the campaign (referred to hereafter as the base creature). The creature’s type changes to outsider, and the creature uses all the base creature’s statistics and special abilities except as noted here.
Change to 2d8. Retain bonus hit points.
A petitioner loses all supernatural and spell-like attacks, but retains normal and exceptional attacks.
A petitioner loses all supernatural and spell-like abilities, but retains exceptional abilities. In addition, it gains the following qualities.
All petitioners are immune to mind-affecting effects.
Depending on its nature, the petitioner is immune to two of the following effects: acid, cold, electricity, fire, poison, petrifaction, or polymorphing. These immunities are applied similarly to all petitioners of a particular plane or deity.
Depending on the nature of the petitioner’s plane, the petitioner gains resistance 20 against two of the following effects: acid, cold, electricity, or fire.
Petitioners cannot leave the plane they inhabit. They are teleported one hundred miles in a random direction if an attempt is made to force them to leave.
Additional Special Qualities
Particular planes may provide additional benefits for petitioners of those planes. Typical additional special qualities may include any one of the following.
- Continuous magic circle against evil.
- Fast healing 1.
- Damage reduction 10/magic.
- Spell resistance 10.
- Additional 2d8 Hit Dice.
- Remove all immunities and resistances except immunity to mind-affecting effects. Add acid, cold, electricity, fire, and poison resistance 5.
Such modifications are the result of the nature of the plane or the powerful beings within it.
Base saving throw bonuses are +3.
Same as the base creature. Some cosmologies or deities may set a maximum of 18 for petitioner ability scores. Abilities higher than that are reduced to the maximum.
Petitioners have no skills. Previous skills are lost.
Any land and underground (within the same plane).
Same as the base creature.
Same as the native plane.
The deities may choose particular servants for specific tasks that may retain the knowledge of their previous selves. These exceptional petitioners retain the feats and skills they had in life, but are otherwise limited as for the petitioners of their plane.