Proxies as presented in Deities and Demigods are normal NPCs with a single divine rank bestowed upon them by a god. Any being with a divine rank is barred from entering Sigil by the Lady of Pain. The problem is that according to the original Planescape material, Sigil is positively lousy with proxies, since they’re the only way a god can take “direct” action in the Cage. Also, while proxies have been shown to be more powerful than most mortals, even high level ones, they have never been shown to have anything near the power of a being with a divine rank.

Fortunately, Sovereign Press came to the rescue with the “Aspect” template from Holy Orders of the Stars. While originally created for the Dragonlance setting, the template works beautifully to represent a proxy. Below is the template, renamed and updated for the Pathfinder Roleplaying Game.


A proxy speaks and acts on behalf of a divine being. When the demand for a deity’s presence is too high, the deity may use proxies.

For the deity’s purposes, a proxy is the deity. An insult to a proxy is an insult to the patron deity. Likewise, an attack on a proxy is an attack on the patron deity. Deities expect their proxies to be treated with the same awe, respect, and reverence as the deities themselves.

Deities rarely entrust such responsibility to creatures of low intelligence. Proxies are most often exemplary servants, the best of those who serve their patron.

Creating a Proxy

“Proxy” is an acquired template that can applied to any corporeal creature with at least 5 Hit Dice or class levels (referred to hereafter as the base creature). Proxies can only be empowered by a god, referred to hereafter as the deity. Proxies are further denoted as being minor, major, or greater proxies depending on the extent of the deity’s manifestation.

A proxy uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. It gains the alignment subtype(s) of the deity and retains any subtypes it had apart from conflicting alignment subtypes. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Proxies are native to the home plane of their deity and gain the extraplanar subtype when not on that plane.

Hit Dice: As base creature. Proxies have maximum hit points as determined by Hit Dice and Constitution bonus.

Speed: As base creature.

Armour Class: A proxy gains a deflection bonus to its AC equal to its Charisma bonus, if any.

Special Attacks: A proxy retains all the special attacks of the base creature.

Domain Mastery: A proxy gains the benefits of one or more of the deity’s clerical domains, including granted power(s) and access to domain spells as spell-like abilities. The extent of this domain mastery depends on the HD of the base creature. The number of domains depends on the type of proxy: minor proxies have 1 domain, major proxies 2 domains, and greater proxies 3 domains. A proxy gains the granted powers of the domain(s) based on the creature’s total HD. Domain spell level and the number of times per day each can be used are indicated on the table below. Caster level for granted powers and spell-like abilities equals the creature’s HD, and all save DCs are Charisma-based.

HD Domain Spells/Day
1-2 1/day—1st
3-4 1/day—1st, 2nd
5-6 1/day—1st-3rd
7-8 3/day—1st, 1/day—2nd-4th
9-10 3/day—1st-2nd, 1/day—3rd-5th
11-12 3/day—1st-3rd, 1/day—4th-6th
13-14 At will—1st, 3/day—2nd-4th, 1/day—5th-7th
15-16 At will—1st-2nd, 3/day—3rd-5th, 1/day—6th-8th
17-18 At will—1st-3rd, 3/day—4th-6th, 1/day—7th-9th
19-20 At will—1st-4th, 3/day—5th-7th, 1/day—8th-9th

Special Qualities: A proxy retains all the special qualities of the base creature and also gains the following qualities.
—Damage reduction 5/magic (if HD 12 or less) or 10/ magic (if HD 13 or more).
—Immunity to ability damage, ability drain, disease, energy drain, petrification, poison, polymorph, and mind-affecting effects.
—Resistance to acid, cold, electricity, and fire 10 (minor), 15 (major) or 20 (greater)
—Spell resistance equal to HD (minor, max 20), HD +5 (major, max 25) or HD +10 (greater, max 30). If the base creature already has spell resistance, use it instead of HD in the above calculations only if the result would be higher.
—A proxy’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned, chaotic-aligned, evil-aligned, or good-aligned weapons (depending on its own alignment subtype) for the purposes of overcoming damage reduction.
—Unlike most outsiders, proxies do not gain darkvision unless the base creature already possesses it.
Immortality (Ex): A proxy does not age and does not need to eat, sleep or breathe. A proxy cannot die except by extraordinary circumstances, such as magical or physical combat.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +8, Wis +8, Cha +8.

Alignment: Same as deity. If the base creature is usually prohibited from having this alignment, the prohibition is lifted. Thus, non-lawful monks, non-neutral druids, etc. are permitted as proxies.

Challenge Rating: Same as base creature +3 (minor), +4 (major) or +5 (greater).

Sample Proxy

Qaida      CR 12

XP 19,200
Female aasimar greater proxy (Death, Knowledge, Trickery) cleric 8 of Arawn (Dustmen)
NE Medium outsider (evil, planetouched, psionic)
Init +2; Senses darkvision 120 ft.; Perception +19

AC 20, touch 20, flat-footed 18 (+8 deflection, +2 Dex)
hp 72 (8d8+8)
Fort +7, Ref +4, Will +13
Defensive Abilities death’s embrace; DR 5/magic; Immune ability damage, ability drain, disease, energy drain, mind-affecting effects, petrification, poison, polymorph; Resist acid 20, cold 20, electricity 20, fire 20; SR 18

Speed 30 ft.
Melee +3 flaming scythe +11/+6 (2d4+6/×4 plus 1d6 fire)
Special Attacks channel negative energy 11/day (4d6; DC 22, DC 26 when commanding undead), scythe of evil 1/day, spontaneous casting (inflict spells)
Psi-Like Abilities (ML 8th; concentration +16)
2nd–read thoughts (DC 20)
PP 9
Racial Spell-Like Abilities (CL 8th; concentration +16)
Proxy Spell-Like Abilities (CL 8th; concentration +16)
3/day—animate dead, cause fear (DC 19), comprehend languages, death knell (DC 20), detect thoughts (DC 20), disguise self, invisibility, nondetection, speak with dead (DC 21)
1/day—confusion (DC 22), death ward, divination
Domain Spell-Like Abilities (CL 8th; concentration +15)
At will–lore keeper
10/day—bleeding touch, copycat, touch of evil
8 rounds/day–master’s illusion (DC 21), remote viewing
Spells Prepared (CL 8th; concentration +15)
4th—discern lies (DC 21), divine power, tongues, unholy blightD (DC 21)
3rd—bestow curse (DC 20), blindness/deafness (DC 20), dispel magic, glibness**, locate object, magic circle against goodD
2nd—align weaponD (evil only), desecrate, enthral (DC 19), silence (DC 19), status, undetectable alignment
1st—bane (DC 18), deathwatch, detect good, divine favour, entropic shield, protection from goodD, wyvern watch* (DC 18)
0 (at will)—detect magic, guidance, putrefy food and drinkAPG**, read magic
D domain spell; Domains Death, Evil
* New spell.
** Qaida is granted access to these spells by her power so she can do her job. They are not normally available to clerics, even other clerics of Arawn.

Str 14, Dex 14, Con 12, Int 18, Wis 25, Cha 26
Base Atk +6; CMB +8; CMD 28
Feats Command UndeadB, Hidden TalentXPH, Improved Channel, Persuasive, Skill Focus (Diplomacy)
Skills Diplomacy +26, Intimidate +10, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (religion) +15, Perception +19, Sense Motive +18; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common, Abyssal
SQ aura of evil, immortality, orisons
Faction Traits Command Undead, Dead Truce, Undead Minions, Toward True Death
Gear +3 flaming scythe, robe of eyes, silver skull mimir

Immortality (Ex) Qaida does not age and does not neet to eat, sleep or breathe. She cannot die except by extraordinary circumstances, such as magical or physical combat.

Guile’s Notes: Qaida became a proxy of Arawn when she was 6th level; therefore her 18 Intelligence only applies to skills from 7th level on.

Yes, I know her psionic ability isn’t done correctly. I had to fudge it to make it somewhat similar to her original ability.

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