Mortal Herald (Pathfinder Second Edition Archetype)
(art by wmikaelart on DeviantArt)
It is one thing to believe you are loved by your god, and it is another thing entirely to be chosen as their representative, to enact their will.
In the paradigm set by Pathfinder and indeed D&D, gods have plenty of servants. From the mortal divine spellcasters that they empower with their magic to do as they see fit to the actual outsiders that actually get to meet them and carry out direct orders from them.
And then there are the heralds, beings that, while not necessarily the strongest entities that a particular god has in their service, they are certainly among the most unique and distinctly qualified to act as the voice of their deity. Some aren’t even outsiders, though they do have plenty of divine power infused in them.
Indeed, sometimes, for whatever reason, a mortal gets to be a herald to a divinity. Before her own ascension via the Starstone, Iomedae, for example, served as the herald of Aroden, and even now, Iomedae’s own herald is currently former Queen Galfrey of Mendev.
And with that in mind, we come to todays subject, the Mortal Herald archetype, representing a character that has, through fate or good fortune, become such a devout follower of their deity that they’ve been considered worthy of serving as one of the foremost of their servants.
Admittedly, such a role might be less of a reward and more the culmination of remote grooming on the part of the deity, depending on the divinity in question. Either way, in the eyes of their deity these beings have been judged worthy and been given a tiny portion of their divine power in a way that not even proper clerics or oracles can match.
This archetype steps into a peculiar niche as well, because it’s technically not a mythic destiny archetype, but it can be used as one. It has some feats that can only be taken if the character is also using the mythic rules, but still has plenty to offer those that it does not.
Needless to say, however, this is an archetype that no character can just casually take because the player is interested in playing with it. It definitely requires at least some discussion with the GM about if they are willing to take that direction with the character and the campaign.
The base dedication of this archetype establishes the character as a herald, binding them to their deity’s holy or unholy aspect as well as their anathema, not to mention giving them a subtle aura that others can sense if not recognize. They also gain a reserve of strong healing magic to heal themselves with, even saving them from falling unconscious if needed.
Some deities gift their heralds with power over their domains, allowing them to choose two different magical abilities from the basic or advanced options of these domains each day.
Even the most benevolent deity can be fearsome in the right circumstances, and some heralds tap into that, able to strike fear into others and even deepen the fear that others feel.
Deities are often said to be everywhere all at once, and truly mythic heralds can emulate that by teleporting next to their allies. By expending mythic power they can extend this reach much further, and the act of doing so comes with a pulse of power that can leave foes stunned.
Those with a combatative bent can empower their weapon into an implement of their god’s wrath, transforming the damage to raw spiritual harm greater than what the weapon could achieve in it’s natural state.
Whether it be by wings or from raw uplifting power, some heralds develop the ability to fly.
The divine protection sported by some heralds expends beyond their person and proves especially potent, warding themselves and allies against attack, especially spirit damage, and even punishing those that touch them with hostile intent.
A word of chastisement from these beings can literally cause the spirit of foes to wither, though it only works on those that actually fear the herald.
Going further, a herald can declare a foe anathema, isolating them by making even their allies hesitant to aid them, as well as marking them as vulnerable to spiritual power.
Those that can fly by any means can drop from the sky with a tremendous physical and spiritual impact, blasting back foes.
Following through, those with the gift of the herald’s weapon can cause a successful wound with such a weapon to flare with spiritual power, in the mystical equivalent of a sword slash that takes a moment for blood to spray forth.
When those capable of a flash of omnipresence vanish away, powerful individuals can drag some of the spirit of foes daring to try to restrain them with them, wounding their vital essence as they vanish.
When warding allies, some learn to fill the aura with vital energy, helping their friends absorb damage.
Like a trumpet archon delivering a message that brings hope to the righteous and despair to the wicked, some heralds can infuse a spell they cast with a pulse of power, healing nearby allied witnesses and harming foes.
Truly mythic heralds of gods of subtlety and stealth sometimes are empowered to be hidden from all, allowing them to begin a combat invisible to foes, or even for longer periods than a combat with a bit of mythic power.
No power is permitted hold sway over a deity’s herald, and as such many are blessed with the power to help overcome such mental effects.
A herald is often willing to sacrifice much to serve their deity, and this is sometimes literal as some can sacrifice their own life essence to fuel spells instead of magical energy.
Some can enter a stance that gives them an aura of deific poise and grace, which allows them to strike and cast from anywhere within it and hampers foes standing inside. The more they focus on it, the larger this sphere of influence becomes.
Some heralds are perpetually followed by an aura of blessing or bane, depending on the nature of their deity.
The petty illusions of mortals mean nothing to gods, and some heralds are blessed with this insight as well, seeing the true nature of things.
Many recognize that while gods are not truly all-knowing, they are pretty close to omniscience. Some truly mythic mortal heralds can borrow a bit of that insight to know the resistances and weaknesses of foes at a glance.
Flying up into the sky, some heralds can raise their weapon and unleash a flare of raw light and glory, blinging foes and overwhelming them with spirit-sapping awe.
Spoken assurances to allies from the lips of some heralds are as good as guiding their actions directly by hand, improving their accuracy in combat.
Further punishing the enemies of the faith, a spellcaster herald can mark a foe harmed by their magic for follow-up attacks, letting allies deal devastating blows to such a marked foe to finish them.
Raw vital energy lingers in those some heralds save from death, giving fast healing to those brought from unconsciousness or death for a short time.
Others, however, would rather save foes from falling in the first place, and have a knack for interposing themselves to take a surprising amount of damage for allies without falling.
With a touch, some heralds can bless an item to bolster the traits of the wearer based on what attributes the deity favors.
Powerful heralds can invoke a truly potent form of healing that erases wounds and soothes the mind and body.
Some heralds at their zenith are given permission to enter and invite others into the private realm of their deity, though care must be taken to prevent allies from being overwhelmed or harmed by the realms of some deities.
Truly mythic heralds at their zenith can invoke a measure of true omnipotence, empowering their attack to ignore all protections and resistances, or even trigger a vulnerability.
Others demonstrate hitting foes hard by striking them such that they briefly pass through the deity’s realm, overwhelming their spirit and senses from the raw intensity of such unprotected exposure.
Some can become as avatars of their deity, assuming a magical transformation for that purpose.
Others would rather protect the hearts and minds of others, blessing them with the same mental protection their deity offers.
Finally, some deities grant their heralds true immortality. Certainly their bodies can be slain with extreme effort, but age cannot touch them, and their spirit remains an honored guest in their realm until they are needed again, reconstituting into the mortal plane with a new body. Of course, if their current quest was incomplete, this period of rest may be short indeed.
This archetype can be quite potent, offering a lot of divine power to characters. Better yet, it has feats for all sorts of characters, from those that prefer physical combat to spellcasters and the like, plus some flashy tricks that any can use!
Mortal heralds are rare indeed, and it is interesting that this archetype counts as a pseudo mythic destiny, as it is clearly related to but distinct from the likes of being a godling, instead being powered by another deity rather than your own burgeoning power of the divine.
The primeval lands of Kocha have many threats not seen in other lands. Such is the case when a village is attacked by a plodding mammoth tar zombie. None were expecting, however, to be saved by the divine herald of the Moon Guardian, who has sent them to find the source of the blight that brought forth the horrible undead beast.
On the dry plains of Umbaku, a war is being fought over the very soul of the kholo, with one side being headed by the herald of the Dark Mother, and the other by the herald of the newly-ascended Wise Hunter deity, both laying claim to the hyena folk in their own way.
While exploring the manor of his famed painter uncle, a young debutante and his party of friends discover that he has the ability to use the paintings to enter demiplanes, seeming entire worlds based on the painting themselves. Furthermore, while within them, he discovers he has strange divine powers, though what the truth behind that is not yet known.













