All Greyhawk Gods (Greyhawk)

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Gods with headers in italics are not canon.

Al'Akbar

(High Cleric, Restorer of Righteousness), LG demigod of Guardianship, Faithfulness, Dignity, and Duty

A title meaning simply "the great", Al’Akbar was a prophet that led the Baklunish after the invoked devastation, helping them survive as a people and to maintain their traditions and lore. His faith is the most popular, especially among city people.

Al'Akbar (ahl AHK-bar) first came to prominence in the days following the Invoked Devastation, when he was called by the gods of the Paynims to restore the Baklunish people to the path of righteousness and dignity. In earnest of this mission, he was given the fabled Cup and star-shaped Talisman that now bear his name. He taught that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful. Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their prayers, soon thereafter ascending to take his place among the gods, although he remains a demigod out of respect for the rest of the pantheon. His symbol is an image of the Cup and Talisman artifacts.

Be as a vessel of kindness and emblem of devotion, for the righteous man is both steadfast and merciful. Be not as the untutored infidel, but rather heed your superiors, and submit to their wisdom and guidance. Let the faithful strive always to nurture the seed of Good in the soil of Law, that by doing so they are received into the Garden of Al'Akbar.

The faith of Al'Akbar dominates the Baklunish culture with its sense of community and propriety. They teach Baklunish as the language of poetry and learning; they are generally well disposed toward other faiths that use the classical language in their liturgy.

Two historical branches of this faith exist, the Exhalted Faith and the True Faith. Many more obscure divisions exist among Paynim, but this is the most important one.

The followers of the Exalted Faith recognize the supremacy of the holy caliph (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Clerics of the Exalted Faith usually bear the title of qadi, and tend toward lawful good or neutral good.

Followers of the True Faith defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to religion that emphasizes hard work, plain speech, and obedience. Clerics of the True Faith are called mullahs, and strongly favor lawful neutral.

Clerics of both types hold office as ministers, judges, scholars and teachers in civil government, while also serving as healers, advisers and guardians for the military. Adventuring clerics are tolerant of infidels, though they are still expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al'Akbar. Ritual prayers may be made at dawn and dusk.

Alignment Lawful Good.

Weapon: Scimitar.

Symbol Cup (exhalted faith) or star (true faith).

Pathfiner Traits

Action Domains:

Force, Life, Light, Order, Spiritual.

Pathfinder Domains:

Good, Healing, Law, Nobility, Protection.

Pathfinder Obedience

Bow down on your knees and repeatedly lean forward with your brow to the ground to show your submission to deserved rulership. For that day, so long as your brow remains uncovered, you gain a +4 sacred bonus on saving throws against charm and compulsion effects.

Boons

  1. Verdict (Sp) command 3/day, enthrall 2/day, or suggestion 1/day
  2. Judgment (Sp) Once per day, you can place a symbol on a target who has shirked his obligations or showed poor judgment in his official capacity; that symbol acts similarly to a mark of justice. This spell-like ability has a casting time of 1 round instead of 10 minutes, and when the mark activates it causes the target to take a –6 penalty to Wisdom and Charisma. The conditions you place on the mark must relate to the target’s actions as a leader.
  3. Lordship (Su) You automatically gain the Leadership feat, and you are always considered to have a reputation of fairness and generosity so long as you maintain your allegiance to Al-Akbar. If you already have the Leadership feat, you gain an additional +2 bonus to your Leadership score. You may choose to attract a hound or legion archon as a cohort. Your archon cohort gains additional HD to bring its total HD to 2 lower than your own level.

Allitur

The Flan god of propriety and diplomacy, Allitur is the son of Beory and Pelor, brother to Rao. He is a minor god with no pretenses to greatness, but important to maintain peace.

Allitur (AH-lih-toor) is an old Flan god, representing the need to maintain traditions, laws, and ethical behaviors between tribes and generations of people. Often considered the younger brother of Rao, he maintains close ties with all of his pantheon and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is this interaction that has gained him some awareness beyond the Flan people in this century. He rides an untiring horse named Keph; his symbol is a pair of clasped hands.

The people should understand and respect their cultural traditions, else breakdown of society should result.

Allitur insists on the performance of traditional rituals, and most of the Flan customs about home and family can be traced to his teachings. He also introduced the concept of laws and punishment to the Flan, and his name is invoked at trials, diplomatic meetings, and other official situations where fairness is expected from a bargaining partner.

Allitur's clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges when needed, scribe laws and other documents for the common folk, travel to teach the proper traditions to children and heathens. They also have a martial aspect because of their role as enactors of punishment for criminals, violators of taboos, and oathbreakers. Allitur's worshipers are expected to comply with clerics when they serve this function. These roles carry them far into hostile lands where their belief comes into conflict with heretics and the uncivilized.

Alignment: LG

Weapon: Spear

Symbol: Pair of clasped hands.

Action Domain

Life, Light, Mind, Order, Spiritual.

Pathfinder Domains

Community, Good, Knowledge, Law.

Pathfinder Traits

Pathfinder Obedience

Write a truth or a symbol of truth on a pebble, roll the pebble in honey, and hold it in your mouth until the honey dissolves. Gain a +2 sacred bonus on Wisdom checks and Wisdom-based skill checks.

Boons

  1. Adept Debater (Sp) comprehend languages 3/day, zone of truth 2/day, or tongues 1/day
  2. Eye of Insight (Sp) You can cast silenced true seeing three times per day. This ability is the equivalent of a 7th-level spell.
  3. Thunder of Truth (Su) Once per day, you can emit a powerful roar that affects a 60-foot cone with the effects of a holy word spell and also deals 2d6 points of sonic damage to all creatures in the area (Fortitude negates; DC 10 + 1/2 your HD + your Cha modifier). This is a sonic effect.

Atroa

Atroa the Spring Maiden is the daughter of Procan, one of the Oerdian wind gods but also honored in noble circles. She is the goddess of spring, romantic love, and innocence. As an Oerdian, she is also a capable warrior with her sling, tough her chief conquests are always hearts; in chivalry she is the patron of chaste romance and her clerics are explorers, diplomats, and entertainers. Some see her as an ascended mortal sponsored by Ehlonna.

Atroa (ah-TROH-ah) is one of the five Oeridian wind and agricultural deities fathered by Procan. Depicted as a fresh-faced blonde woman with an eagle perched on her shoulder, she once loved the god Kurell but was spurned by him for her sister Sotillion. She oversees the blessings of spring, including the opening of hearts to new prospects and the body to new horizons. Her sling Windstorm can strike the most distant foe, and her spherical glass talisman Readying's Dawn can melt ice within her line of sight. She is closest to her divine family and is indifferent to most other gods except Fharlanghn. Her holy symbol is a heart with an air-glyph within.

Spring is the time that the world awakens from her slumber by the invigorating breath of the east wind. Spring brings new life and love to the world, renews old friendships, and pulls on the heartstrings of lovers, poets, and travelers. It is a time for old things to be repaired, old feuds to be buried, and old biases to be discarded. Like the dawn, it presages great things to come; look to them with an open mind and heart so that they may be enjoyed to the fullest.

Clerics of Atroa are optimistic, willing to try new things; and rarely settle in one place for more than a year. They are forgiving and and take pride in turning foes into friends. They love returning to past friends almost as much as they relish any opportunity to travel and see new places. They enjoy exploring strange places, especially in spring after a winter's rest.

Alignment: NG

Weapon: Sling

Symbol: Heart with an air-glyph within.

Action Domain

Air, Life, Light, Plant, Spiritual.

Pathfinder domains

Air, Charm (Love), Good, Plant, Sun.

Pathfinder Trats

Pathfinder Obedience

Recite a children's song or rhyme from memory while weaving a small basket from willow branches and filling the basket with food, money, or other sources of comfort and hide it for children to find. Gain a +4 sacred bonus on saving throws against poison, disease, and ageing effects.

Boons

  1. Comfort of Faith (Sp) sanctuary 3/day, burst of radiance 2/day, or magic circle against evil 1/day
  2. Demanding Presence (Sp) You can cast silenced holy word once per day.
  3. Land of the Children (Sp) Your can cast magnificent mansion once per day. Children count as only 1/4 of a person for the purpose of the banquet, and the food and setting is made for children, including toys, play areas, dens, and so forth.

Azor'alq

Champion, master of discipline, LG hero-deity of Light, Purity, Courage, and Strength.

Azor'alq is a tall, handsome warrior with a dark complexion. He wears fine chain mail and his helm is topped with peacock feathers. His long curved sword, of elven make, is known as Faruk. Azor'alq is a member of the Baklunish pantheon. In the past, he has been a foe of the demon lords Munkir and Nekir. Azor'alq's sanctum can be entered through the highest peak in the Pinnacles of Azor'alq. There he dwells with his ancient paladins, the Thousand Immortals.

Alignment Lawful Good.

Weapon: Scimitar.

Symbol A depiction of an armed man standing atop a stone summit.

Action Domains:

Life, Light, Metal, Order, Spiritual.

Bahamut

Bahamut the platinum dragon is the god of chivalry, protection, and nobility.

In the oldest Suel legends, Bahamut is the teacher and exemplar of the Suel people. He succeeded in teaching them the strength in order, but not quite the importance of benevolence. He has been a constant good influence throughout Suel history, often intervening subtly to check the machinations of Tiamat.

In the Common pantheon, Bahamut has replaced Hieroneous as the god of chivalry. He is seen as less upper-class and conservative, more hands on and impartial. But chivalry is not a major factor in the Common, and Bahamut is a somewhat odd figure known by many but favored by few. His cult is not very large and still seen as impractical or even bigoted.

In Synchretism, Bahamut is seen as the primary power of chivalry, nobles, and paternal protection. He presents himself to the world as Al´Akbar the Baklunish prophet of duty, Solonor the elven patron of archery, Arvoreen the halfling exarch of defense, and Hieroneous the Oerdian exemplar of honorable knighthood and rulership.

Bahamut (bah-hahm-ut) is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver, and brass dragons hold him in particularly high regard. Other dragons, even evil ones (except perhaps his archrival Tiamat), respect Bahamut for his wisdom and power. In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest light. Bahamut’s catlike eyes are deep blue, as azure as a midsummer sky, some say. Others insist that Bahamut’s eyes are a frosty indigo, like the heart of a glacier. Perhaps the two accounts merely reflect the Platinum Dragon’s shifting moods.

Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better to offer information, healing, or a (temporary) safe refuge rather than to take other’s burdens upon oneself. Bahamut is served by seven great gold wyrms that often accompany him or one of his avatars.

Bahamut has few clerics and even fewer temples. He accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut’s philosophy, strive to take constant, but subtle action on behalf of good, intervening wherever they are needed but striving to do as little harm in the process as possible. Many gold, silver, and brass dragons maintain simple shrines to Bahamut in their lairs, usually nothing more elaborate than Bahamut’s symbol scribed on a wall.

Alignment: LG

Weapon: Lance

Symbol: Blue gem or crystal.

Action Domain

Air, Force, Light, Order, Spiritual.

Pathfinder Domains

Good, Law, Glory, Scalykind (Dragon), War.

Pathfinder Traits

Obedience

Count your money and your blessings, meditating on each coin and the good deeds it will inspire you to do. Make a promise to yourself about a goal you wish to achieve today. As long as you make a reasonable effort towards this goal, you gain a +2 sacred bonus on Appraise and Perception checks.

Boons

  1. Comfort of Faith (Sp) sanctuary 3/day, align weapon (law or good only) 2/day, or magic circle against chaos/evil 1/day
  2. Demanding Presence (Sp) You can cast silenced holy word once per day.
  3. Divine Gaze (Su) Your eyes become the golden eyes of a dragon. You gain darkvision out to a range of 60 feet (or, if you already have darkvision, extend your current range by 60 feet). Once per day as a standard action, you can shower yourself and any allies within 30 feet with divine light from your eyes, granting each affected target a +4 sacred bonus to AC, a +4 resistance bonus on all saving throws, and SR 25 for 1 round per HD you possess.

Beltar

Beltar is the Suel hag goddess and mother of monsters is rarely worshiped by humans.

The haglike goddess Beltar (BEL-tar) one of the stranger Suel deities, known to appear as a beholder, red dragon, or marilith demon (the likely cause of Suloise snake-cult rumors). She was once a goddess of mines and earth, but was supplanted by others in her pantheon and finally relegated to worship by nonhuman slaves. She hates most everything, even other gods. Her holy symbol is a set of monstrous fangs closing to bite. She takes many mates in her various forms, but she is known to eat them afterward, as well as her own young.

Mine and explore caves in pursuit of foes and riches. Fear is not acceptable in the face of adversity, and only hatred is allowed for those who stand in your way.

Primarily worshiped by evil nonhumans and savage humans, Beltar pushes her followers to band together into armies and ally with more powerful creatures, such as red dragons, beholders, demons, or greater undead. They must wage war on hated foes.

Clerics of Beltar are expected to take positions of leadership in their tribes; those who cannot do so are cast out to find heathen tribes to convert or new enemies for to fight. They inspire hatred in others and make examples of traitors or the weak-willed. Worship services involve sacrifices and are conducted in caves or points of low ground. Devoted clerics rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess' power.

Alignment: CE

Weapon: Claws (spiked gauntlets)

Symbol: Monstrous fangs closing to bite.

Action Domain

Animal, Darkness, Earth, Gifts, Spiritual.

Pathfinder Domains

Chaos, Earth, Evil, Strength, Trickery.

Patfinder Traits

Pathfinder Obedience

Sacrifice an unwilling living creature in the name of the Mother of Monsters. Draw the process out to inspire the maximum terror and suffering in your victim. The death blow you deal should be savage and destructive—do not grant your sacrifice a clean death. Once the creature is dead, remove one of its bones and sharpen it to a point. Use the bone to cut yourself deeply enough to leave a scar. Leave the sacrificed creature’s mutilated form in the open where scavengers may devour it or travelers may see it and know of Beltar’s power. Gain a +1 natural armor bonus to your AC.

Evangelist or Feat

  1. Savage Summoner (Sp) summon monster I 3/day, summon swarm 2/day, or summon nature’s ally III 1/day
  2. Terrifying Eidolon (Su) Your eidolon gains the frightful presence evolution for free, if you wish. Whenever you gain a new level in the summoner class (or the evangelist prestige class, if your aligned class has the eidolon class feature) and you reassign your evolution points, you can choose to assign or remove the frightful presence evolution. Once your choice has been made, it can’t be altered until the next time you gain an appropriate level. If you don’t have the eidolon class feature, you can instead use summon monster V once per day as a spell-like ability.
  3. Tainted Ally (Sp) Once per day as a standard action, you can summon a baregara (Pathfinder RPG Bestiary 3 34). The baregara follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in the Abyss. The baregara doesn’t follow commands that would cause it to act in lawful, good, or otherwise beneficial ways. Such commands not only earn a snarl of disgust from the creature, but could cause the baregara to attack you if the command is particularly egregious.

Exalted

  1. Howling Terror (Sp) cause fear 3/day, mad hallucinationUM 2/day, or fear 1/day
  2. Maddening Thoughts (Su) Your mind constantly swirls with dark whispers and disturbing thoughts. You gain a +4 profane bonus on saving throws against mind-affecting (compulsion) spells and effects and against divination spells and effects that attempt to read your thoughts. Anyone who targets you with such a spell or effect must succeed at a Will saving throw (with a DC equal to 10 + your Wisdom modifier + 1/2 your Hit Dice) or take 1d4 points of Wisdom damage.
  3. Monstrous Transformation (Sp) Once per day, you can use baleful polymorph, except you change the target into a horribly mutated form of the chosen animal. The target takes a –4 penalty on its saving throw to resist your spell (if the new form would prove fatal for the creature, it still gains a +4 bonus on its saving throw, effectively negating this penalty). In addition to the other effects of the spell, the subject is in constant pain from its twisted and disfigured form, and takes 1d6 points of nonlethal damage each round. This constant agony imposes a –2 penalty on all of the target’s ability checks, skill checks, saving throws, attack rolls, and damage rolls.

Sentinel

  1. Ferocious Battler (Sp) stone fistAPG 3/day, bear’s endurance 2/day, or greater magic fang 1/day
  2. Bestial Jaws (Ex) Your jaw distends slightly and you grow prominent canines. You gain a bite attack that deals 1d4 points of damage if you’re Medium or 1d3 points of damage if you’re Small, plus half your Strength bonus. When part of a full attack, the bite attack is made at your full base attack bonus –5. You can also make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is attempted. If the bite attack hits, you gain a +2 bonus on your grapple check and any other grapple check against the same creature this round.
  3. Scarred Form (Su) An armor-like epidermis of thick scars covers you. You take a –2 penalty on Charisma checks and Charisma-based skill checks (except intimidate). You gain damage reduction 5/—. If you already had damage reduction with no method of bypass (such as from the barbarian’s damage reduction class feature), you instead increase that damage reduction by

Demoniac

  1. Lunatic’s Gift (Sp) lesser confusion 3/day, touch of idiocy 2/day, or summon monster III 1/day
  2. Teratoma (Ex) You gain a beneficial deformity. Generally, this deformity manifests as a tentacle, tail, claw, or bite that grants you a secondary natural attack dealing 1d6 (1d4 for Small creatures) points of damage. You gain an additional ability depending on the attack chosen as well—this ability can be chosen from the following special attacks: bleed 3, grab, trip, or a 5-foot increase to reach with the natural attack only.
  3. Third Eye (Su) A third eye opens in your forehead. This eye grants you darkvision to a range of 60 feet (if you already have darkvision, it extends the range of your darkvision by 60 feet) and a +4 profane bonus on Perception checks. Three times per day, you may use a gaze attack that lasts for 1 round; activating this gaze attack is a swift action. This gaze attack has a range of 30 feet, and drives those who fail to resist its effects with a Will save permanently insane, as per the spell insanity (save DC equals 10 + half your HD + your Charisma modifier).

Antipaladin Code

The leaders of Beltar’s children are proud of their deformities and rage against civilization. They seek to tear the blinders from the eyes of the world and show them the nightmare of nature, the writhing and endlessly fecund truth. Their code is one of bloodshed and howling madness. Its tenets include the following adages.

  • All things are monstrous, and only the weak hide their marks. I show the world as it is.
  • I will bring the outcasts in from the cold and teach them the taste of victory.
  • I fill the wombs. I birth the children. I teach our enemies why they fear the night.
  • I bring madness to the cities, that in their blood and fear they may understand the chaos of the world.
  • I will spread the Mother’s seed. If the blind cannot be taught to see, their children can.

Berei

The Flan goddess of matriarchy and motherhood. The daughter and incarnation of Beory, Berei is the first human and queen mother of the Flan people just as Beory is the mother of the Flan gods. She is not as impartial as Beory, more worldly and practical.

Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the life-giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks. As the goddess of the home and family, she blesses weddings, gives fertility, protects the household and its members, guides the hands of those who till the soil, and teaches ways to care for the land. Beory is her mother, Obad-hai and Incabolous her suitors. Who her father is is not considered important among the Flan, but in the Common culture it is Pelor.

The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again the next year.

Clerics of Berei tend to stay close to their families, serve as advisers and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.

Alignment: Neutral Good.

Weapon: Sickle.

Symbol: Sheaf of wheat stalks.

Action Domain

Earth, Life, Light, Plant, Spiritual.

Pathfinder Domains

Community, Earth, Good, Plant, Protection.

Pathfinder Traits

Pathfinder Obedience

Watch the land around you, contemplating how they can be foraged and cultivated to support you and your allies. Think of your own mate(s) and sing a hymn to them while you fantasize your progeny and their destiny on this land. Gain a +2 sacred bonus on Fortitude saves.

Evangelist

  1. Weather Watcher (Sp) endure elements 3/day, mature plant 2/day, or plant growth 1/day
  2. Homestead (Ex) As a free action, you can grant yourself and any allies the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. This effect covers a 100 ft. radius around the locale you made you most recent obedience.
    Wherever you are, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

Exalted

  1. Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
  2. Nature Child (Su) You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

Besmara

Besmara is a recent god, or a resurgent god - details are not certain. She appears to be of Suel heritage but recently sailed her way into the Common pantheon when piracy became big business. She is an ascended mortal sponsored by Procan.

Besmara (bes-MAR-uh) is the goddess of pirates and sea monsters. She is brash, lusty, confrontational, and greedy, but follows a code of honor and is loyal to her crew and allies as long as it serves her interests. She cares little for senseless murder or other unprofitable acts, but is willing to take risks to attain great prizes. Even the most irreligious pirate captain throws a share of treasure overboard now and then as tribute for the Pirate Queen. Mayors of port cities and captains of merchant vessels curse her name, for her followers are a direct threat to legitimate trade. She has little power or interest in the mortal world beyond the sea and its immediate reach.

Carve your name on the ever-changing sea with a saber of terror and triumph. Fight for plunder, fame, and glory, and earn your place among the legends of the sea.

She has few priests, for pirates are more superstitious than religious, but she counts among her followers anyone who has made a desperate prayer to her when facing death on the sea or given tribute to gain her favor.

Alignment: Chaotic Neutral

Weapon: Cutlass

Symbol: Jaunty hat.

Pathfinder Domains

Besmaran Familairs: A cleric of Besmara may give up one domain in exchange for a bird, blue-ringed octopus, king crab, monkey, or any of the familiars presented in the Core Rulebook. The cleric uses her cleric level as her effective wizard level for this purpose. A ranger who worships Besmara may select any of the creatures listed above as a familiar instead of choosing an animal companion. The ranger’s effective wizard level for this ability is equal to his ranger level – 3.

Chaos, Trickery, War (Tactics), Water (Oceans), Weather (Storms).

Pathfinder Traits

External Links

Bleredd

Bleredd the Iron Mule is a fourth-generation Oerdian god, thoroughly civilized. He is the god of smiths and crafts, and is popular in wide areas. He is the maker of much of the war-gear of his militant pantheon. He is an ascended mortal sponsored by Moradin.

In the Common pantheon Bleredd the Iron Mule is the god of smiths and crafts, and is popular in wide areas. He is the divine craftsman, and brought knowledge of smith-craft to humans.

Bleredd (BLAIR-ed) is known throughout the Flanaess. He taught iron-working to the Oeridians and his worship has spread throughout the Flanaess. He cares little for talk, preferring to work in his shop and fashion metal works of art; he created may of the weapons his godly family uses, including that of his wife, Ulaa. His hammer Fury is thought to be the inspiration for the first hammers of thunderbolts forged by humans. Occasionally he accepts small groups of students and unlocks the gift of mastering metal in them. His holy symbol is an iron mule, reflecting his patience and endurance.

The earth's gifts are there for the taking, and creating a perfect suit of armor or flawless weapon is a goal to which all war-crafters should aspire. Mining and smithy-work is not for the weak, so those who worship Bleredd should be strong in mind and body, for a weak will forges a weak weapon. Anyone with the talent for this craft should be taught it, and those who keep secret more efficient or effective ways of finding or working metal will be punished.

Bleredd's clerics explore caverns for good ore, hammer out iron for the pleasure of creating, and search out sources of meteoric iron, mithral, and adamantine. They also travel to find new students, teach the smith-crafts, and develop better ways of doing their work.

Alignment: Neutral

Weapon: Hammer (pick one)

Holy Symbol: Iron mule

Pathfinder Domains

Artifice, Earth, Fire, Protection (Defense), Strength.

Pathfinder Traits

Action Domain

Earth, Fire, Metal, Order, Spiritual.

Boccob

Once the rockets are up, who cares where they come down?
That's not my department, " says Wernher von Braun.'

Tom Lehrer, Wernher von Braun.

Boccob, sometimes known as Al-Zarad in Baklunish lands, is the god of magical enlightenment, a learned trickster; he is exceedingly intelligent but often plays the fool. His color is blue.

Among the Baklunish Boccob is the god of magic and understanding, god of civilization and progress, the sane counterpart of Ralishaz.

Boccob is the god of arcane magic in the Common pantheon, called the uncaring, arch-mage of the gods and patron of Wizardry. His agenda is to maintain, spread, and develop the use of magic; to see to it that what needs to be secret remains in wise hands while promulgating arcane knowledge as much as possible. He does not hoard arcane secrets, instead wishing all to embrace them. He encourages acceptance and the spread of ideas and is in this way the spiritual father of the Common culture.

In Synchretism Boccob is the god of magic and manifests as other gods of magic and art. Corellon Lathean is the elven god who rules by virtue of his skill and excellence with magic. Garl Glittergold is the first gnome, trickster, jeweler and shaper of the gnomes. Boccob is popular among humans as he gladly helps others to learn his wisdom. Zagyg the Mad is an ascended archmage of Greyhawk City. Ye’cind is an ascended elven musician-mage.

Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic's existence on Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals). He sees that Oerth's magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol.

Seek balance above good, evil, law, or chaos. Fight to push back the zeal of good just as you would the oppression of evil. Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved.

Churches are protected from outside interference, and those within devote most of their time to research, particularly prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos, Good, or Evil grow too strong, churches of Boccob are built to balance those forces.

Clerics of Boccob create and study magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from destruction. Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance between all alignments. Other clerics of Boccob take the specialist stance in their Neutral alignment; they focus on magic leave politics to others.

Alignment: Neutral

Weapon: Staff

Symbol: Eye within a pentagram.

Pathfinder Domains

Artifice, Knowledge, Magic, Rune, Trickery.

Pathfinder Traits

Pathfinder Obedience

Repeat the name of Boccob incessantly as you create or prepare some kind of magic; this is usually done with spell preparation but can be done with magic item creation, ritual magic, or casting spells. Gain a +4 sacred bonus on spellcraft checks.

Evangelist or Feat

  1. Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
  2. Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
  3. Robes of Boccob (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.

Exalted

  1. Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
  2. Staff Channel (Su) You can deliver touch spells with a casting time of one standard action or longer through a quarterstaff. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a melee attack with your quarterstaff against the target’s AC rather than a touch attack against its touch AC. If you hit the target, you deal quarterstaff damage as well as discharge the spell effect. You can hold the charge as normal when delivering a touch spell through a quarterstaff.
  3. Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.

Sentinel

  1. Magical Enhancer (Sp) magic weapon 3/day, arrow eruptionAPG 2/day, or keen edge 1/day
  2. Disrupt Defenses (Su) You have attuned yourself to the essence within magic weapons, and can conjure up that same aura within any weapon you hold. Any weapon attacks you make gain a +1 enhancement bonus. This stacks with other enhancement bonuses.
  3. Boccob's Protection (Su) A complex arcane sigil manifests on your skin. The location of this sigil varies by individual, but always appears in a place easily displayed. (Most commonly, the sigil resembles a third eye.) While the sigil remains uncovered, you gain a deflection bonus to AC equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You lose the deflection bonus if the sigil becomes obscured, but it returns once the sigil is made visible once again.

Action Domain

Flux, Force, Magic, Order, Spiritual.

Bralm

Bralm is the Suel goddess of industry and insects, Bralm seeks to create a perfectly lawful society where everything has its assigned role. Has a large following among the Scarlett Brotherhood, but is not one of their official sponsor deities.

Bralm (BRAHLM) is depicted as a middle-aged woman with dark blonde hair, sometimes with insect wings. She is friendly with rest of the Suel pantheon but has no close allies there because she judges others on ability, not age or status. Trithereon has earned her enmity because of his individualism, and fiery deities like Pyremius and Joramy are avoided because of her dislike of that element. Her symbol is a giant wasp in front of an insect swarm.

Everyone has a place in a society, and you must master your role even if you don't understand how it is important. Those who know more or are in superior positions must be obeyed; you can learn much by observing those around you. Work hard and be satisfied with your work.

Hive insects follow this path, with some members sacrificing themselves for the betterment of the entire hive. Some splinter churches elevate insects as creatures to be worshiped and keep giant insects as guards or pets. Bralm's clerics act as overseers for complex tasks involving large numbers of people: military captains, farm overseers, mine controllers, slave drivers, and so on. They intercede to prevent destruction of crops by insects and are not above getting their hands dirty to get something done. They enjoy leading groups for the sake of imposing order on a group of independent- minded people. Their prayer times are twilight and dawn.

Alignment: Lawful Neutral.

Weapon: Sawtooth sabre.

Symbol: Giant wasp in front of an insect swarm.

Action Domains

Animal, Life, Order, Plant, Spiritual.

Pathfinder Domains

Animal (Vermin), Artifice (Toil), Death (Murder), Trickery, War.

Pathfinder Traits

Pathfinder Obedience

Work together with ten other member's of Bralm's church on a single community project. If no cultists are available, meditate while allowing insects of any type to crawl upon your body. If no vermin is available, you must instead lie facedown in a trench dug into soil and mouth prayers to Bralm into the dirt while scratching yourself with sharp bits of bone or wood. Gain a +4 profane (or sacred, if good) bonus on all saving throws against disease and against effects caused by vermin.

Boons

  1. 'Bram's Industriousness (Sp) ant haul 3/day, summon swarm 2/day, or summon monster III (vermin only) 1/day
  2. Swarm Walker (Su) You can walk through any swarm without fear of taking damage or suffering any ill effects— swarms recognize you as one of their own. As long as you stand within a swarm, you gain a +4 profane bonus on attacks of opportunity and on all saving throws.
  3. Swarm Master (Sp) Quickened insect plague 1/day.

Celene

Celene is the small moon that is only visible around the seasonal festivities, a psychopomp and goddess of mysteries and the Shadowfell. Unlike her sister Luna, she is unfailingly honest; her messages can be faint and hard to understand but are never false. She is depicted as a blue star, a faint blue moon, or as a young girl or old crone draped in a blue veil that holds a flickering candle or glowing soul-gem.

To the Flan she is the daughter of Nerull and Beory, ever-shifting between life and death, and a goddess of the unknown, reincarnation, and a psychopomp godess.

A few apocalyptic cultists worship her as the goddess of the end times. It is said that Celene slowly approaches Oerth, growing ever larger as she approaches. After untold millennia, long after Luna has drifted away, Celene will be a large face in the sky and witness the end of the world and act as the psychopomp of Oerth herself.

As a psychopomp, she is sternly opposed to undead, seeing them as a breach of the natural cycle. Good and neutral clerics of Celene always channel positive energy. Evil clerics of Celene channel positive energy to harm undead or negative energy to harm the living; they cannot channel energy to heal.

Alignment: Lawful Neutral

Weapon: Kukri.

Symbol: Blue crescent.

Pathfinder Domains

Darkness (Moon), Liberation, Repose (Souls), Travel, Void (Stars).

Pathfinder Traits

Pathfinder Obedience

Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a circle. Outside the spiral write the name of someone newly born. Inside the circle, write the name of someone newly deceased. Chant hymns while proceeding solemnly around the circle, trailing a black, blue, grey, or white scarf on the ground behind you. Gain a +2 sacred bonus on attack rolls made with a kukri.

Evangelist

  1. Preserver (Sp) sanctuary 3/day, gentle repose 2/day, or speak with dead 1/day
  2. Strike the Unrestful (Su) As a free action, you can grant the ghost touch weapon special ability to a weapon that you hold. If that weapon is not magical, it is considered magical while under the effect of this ability. This ability affects only weapons held in your hand; if you drop the weapon or give it away, the effect ends on that weapon. You can affect a weapon in this way a number of rounds each day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive.
  3. The Veil Is Drawn Aside (Su) You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Bones mystery. If you don’t have the revelation class feature, you instead gain a +4 sacred or profane bonus on saving throws against necromancy spells and death effects.

Exalted

  1. Quietude (Sp) forced quietUM 3/day, silence 2/day, or hold person 1/day
  2. Decomposition (Su) You can ensure the final rest of a creature. As a standard action, you can touch a corpse and cause it to dissolve into blue ash. A corpse dissolved this way cannot be raised as an undead creature by any means short of a miracle or wish. The blue ash left behind can, however, be used as the “corpse” for spells that return the dead to true life—such as raise dead—as long as the entire collection of ash is kept together.
  3. Ally from the Moon (Sp) Once per day as a standard action, you can summon a pair of vanth psychopomps (Pathfinder RPG Bestiary 4 221) and gain telepathy with them to a range of 100 feet. The vanths follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The vanths don’t follow commands that would cause them to aid or permit the existence of undead, and they could attack you if the command is particularly egregious.

Sentinel

  1. Undead Slayer (Sp) hide from undead 3/day, defending bone 2/day, or halt undead 1/day
  2. Disrupting Strike (Su) Three times per day, you can channel disruptive energy through your weapon against an undead creature. You must declare your use of this ability before you roll your attack. If your attack hits an undead creature, you deal an extra 1d6 points of damage plus 1d6 points of damage for every 4 Hit Dice you possess (maximum 6d6). If your attack misses or your target was not an undead creature, the use of the ability is wasted.
  3. Tethered to the Moon (Ex) You cling ferociously to life—you will go to Celene’s realm when she calls you and no sooner. You are immune to ability damage to Constitution, and ability drain to Constitution becomes ability damage.

Action Domains

Darkness, Death, Life, Light, Spiritual.

Celestian

A distant god of stars and the paths between them, Celestian is mostly worshiped by oerdian wizards, those who see magic as a tool and the pathways of the universe as magical conduits.

Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black coloration, always wearing his symbol: a piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.

The distant stars are an inspiration to travel, be encouraged to wander far from home, just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their secrets if you study them. Celestian and the stars are beacons on the final journey, leading the soul to its final reward.

The clerics are divided into seven orders, bearing no special titles other than the gem of their order; each order's holy symbol differs in which gem is placed at the center. These orders (and their area of focus) are ruby (inner planes), jacinth (travel), topaz (wards and protection), emerald (Oerth), sapphire (astrology, understanding), amethyst (outer planes), diamond (psychopomp, soul ward). Poorer clerics merely have a colored stone or piece of glass in place of the gemstone.

Most of Celestian's worshipers are scholars, astronomers, and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars, fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks.

In oerdian lands, Celestian has the the duty of psychopomp and guides the souls of the dead to their final destination. Celestian sees the soul as a flighty thing and the body as a mere garnment the body leaves upon death, his cult is not very concerned with graves, burial, or the undead. Oerdians recognize that Celestian is the guide of the departed soul, but the grave itself is a matter for the living, and the faith of the departed themselves, family, clan, and even nation. Burial places thus vary vastly with rank; an apple farmer honoring Wenta might be buried unceremoniously under an apple tree, while a prince or noble is interred in a mausoleum of magnificent splendor.

Celestian is a favored deity of good-aligned members of evil nonhuman races; while their eyes are unable to tolerate daylight, they find acceptance and hope in the light of the stars

Alignment: N (NG)

Weapon: Shuriken.

Symbol: A piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. Six of these stones are along the rim of the amulet, one in the center. Which stone is set in the center depends on the wearer's chief interest: ruby (inner planes), jacinth (travel), topaz (wards and protection), emerald (Oerth), sapphire (astrology, understanding), amethyst (outer planes), diamond (psychopomp, soul ward). For most clerics, these "gems" are actually colored glass or even just cheap colored stones.

Pathfinder Domains

Knowledge, Magic, Repose (Psycopomp), Travel, Void.

Pathfinder Traits

Pathfinder Obedience

Walk in a random pattern staring intently up at the stars, trusting in the stars' guidance. If no stars are currently visible, blindfold yourself and softly sing or chant all of the names of stars that you know as you perform your walk. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the walk feels complete, stop. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +4 luck bonus on Knowledge (planes) checks and Survival checks to avoid getting lost.

Evangelist

  1. Traveler's Tricks (Sp) longstrider 3/day, darkvision 2/day, or phantom steed 1/day
  2. Starlit Caster (Su) Over time you have learned to focus to better damage agents of evil. You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and hurl a shuriken or cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starlight around the weapon or the spell effect.
  3. Starry Eyes (Su) You gain darkvision with a range of 60 feet. If you already have darkvision with a range of 60 feet or greater, the range of your darkvision instead increases by 10 feet. This extension applies only to natural, permanent darkvision, not to darkvision that is granted by spells or other effects. In addition, while you stand in starlight the range increment of your shuriken attacks double and the range of your spells (other than spells with the range of “personal” or “touch”) increases as though your caster level were 1 level higher.

Exalted

  1. Stargazer (Sp) keen senses 3/day, silence 2/day, or searing light 1/day
  2. Splendorous Ally (Sp) Once per day as a standard action, you can summon a movanic deva angel. You gain telepathy with the angel to a range of 100 feet. The angel follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The deva doesn’t follow any commands that would cause it to take evil actions, and the creature could even attack you if the command is particularly egregious.
  3. Blast of Motes (Su) Whenever you channel positive energy to heal living creatures or cast a harmless spell, a shower of starry motes cascades over all of the living creatures in the area of effect. These motes do not impede vision or stealth attempts, nor do they reveal invisible creatures, but they infuse the targets with divine luck. Targets of this ability reduce any miss chance they face by 10%. In addition, when targets of this ability roll damage dice, they may treat all 1s as 2s. The motes and their effects last for 1 round + 1 round for every 4 Hit Dice you have (maximum 6 rounds). If you don’t have the ability to channel positive energy, you gain the ability to do so once per day as a cleric of a level equal to your Hit Dice (maximum 20), but only to heal living creatures. Whenever you use this ability, the beneficiaries are showered with starry motes, with the effects described above.

Sentinel

  1. Fighting Chance (Sp) entropic shield 3/day, blur 2/day, or displacement 1/day
  2. Starsight (Su) Celestian’s blessing allows you to see through half-real and fantastical images. You gain a +1 luck bonus on saving throws made against illusion spells and effects and against teleportation/planar travel effects (such as plane shift. This bonus increases by 1 for every 4 Hit Dice you possess (maximum +6).
  3. 'Shooting Star (Ex) You can throw shuriken with great speed and ease. You can make a ranged attack with a shuriken as a swift action.

Action Domains

Force, Life, Order, Space, Spiritual.

Corellon

Corellon Larethian is the Elven patriarch god, the eternal king and premier mage among his people.

Corellon is considered to be foremost among the Seldarine. His consort is Sehanine Moonbow. Some myths claim that Corellon gave birth to the rest of his pantheon in his female aspect, while others claim that he fathered them on Sehanine Moonbow. He raised Ye'Cind to the status of demigod by infusing him with a spark of his own power.

Gruumsh One-Eye, god of the orcs, is one of Corellon's greatest enemies, because Corellon took his eye in an ancient battle. The entire orc pantheon hates Corellon intensely. He also opposes the deities of the goblinoids.

Corellon was also the one to banish the drow goddess Lolth to the Abyss. For this, he can count all evil drow gods as enemies.

Because of his keen friendship with the Seelie Court, Corellon often finds himself at odds with the Queen of Air and Darkness. Corellon's truest friends are the rulers of the other demihuman pantheons: Moradin, Yondalla, and Garl Glittergold. Together, they work to ensure that the gods of the human and monstrous pantheons don't grow strong too quickly.

Corellon is also allied with Cyrrollalee, Ehlonna, Emmantiensien, Oberon, Pelor, Skerrit, and Titania.

Alignment: Chaotic Good

Weapon: Longsword

Symbol: Crescent moon.

Action Domains

Flux, Force, Life, Light, Spiritual.

Pathfinder Domains

Good, Liberation, Nobility, Void (Stars), War.

Pathfinder Traits

Pathfinder Obedience

Sit on the ground with your head tilted back to study the stars. Maintain the position for an hour and identify 12 constellations. If you cannot see the stars, draw the patterns of 12 constellations on a semi-permanent surface, such as a wall or hard floor. The light radius of any light source you hold or conjure increases by 10 feet.

Boons

  1. Aurora (Sp) color spray 3/day, continual flame 2/day, or guiding star 1/day
  2. Starshot (Su) Three times per day, you can transmute up to 1 arrow per HD into an arrow of starlight. These arrows function as +2 brilliant energy arrows. Arrows of starlight last for 1 minute and shed light in a 10-foot radius.
  3. Otherworldly Traveler (Sp) You can cast gate or interplanetary teleport once per day.

Cyndor

Note: In the Living Greyhawk Gazettteer, Cyndor is described as an Oerdan god, but also as the servant of Lendor (the cheif Suel god). In my campaign I have resolved this by making Cyndor mainly a Suel god, but one some Oerdians feel is an Oerdian god.

Cyndor is a Suel god, servant of Lendor and charged by him to rule over time, Cyndor is too obscure for the modern world and barely remembered. He is mainly know to sages and wizards, some of whom give him worship.

Cyndor (SIN-dohr) has three duties: meditate upon how manipulating time-space alters the universe, record the actions of every creature on Oerth in his Perpetual Libram, and guard the time-stream from powerful beings that might alter it to their advantage. He endorses the concept of predestination, although his perspective differs from that of Istus or even his sometime ally (and superior) Lendor. He is shown as a towering manform with no features and block-like limbs of terrible strength, representing the unknowable and inevitable advance of time. His symbol is a rounded hourglass of black and white set on its side, much like the symbol for infinity.

Time is not a static thing, but rather something liquid that stretches from the forgotten past to the present and into the distant future. Events of the past cause events in the present, which have consequences that last far beyond the lifetimes of their progenitors. There is no need to worry about the choices one makes in life, for all actions are determined and your fate is set based upon those choices. Augury is useful only as a moral balm to allow realization and acceptance of one's place in the stream of life.

Clerics of Cyndor converge near sites of pending importance or disruptions in the time-flow. They study old lore to plot the course of history and learn the future, and many work as advisers or seers. They debunk charlatan fortune-tellers and other false prophets. They travel with people whom they perceive will have interesting futures.

Alignment: Lawful Neutral.

Weapon: Sling.

Symbol: Rounded hourglass of black and white set on its side, much like the symbol for infinity.

Pathfinder Domains

Artifice (Toil), Destruction, Knowledge (Memory), Magic (Divine), Repose (Ancestors).

Pathfinder Traits

Action Domains

Life, Order, Space, Spiritual, Time.

Daern

Daern is an ascended human of the Common pantheon and the goddess of fortification, and by extension of architecture and science, Daern represents a new tradition of intellectual gods and is an ascended mortal sponsored by Delleb.

Daern's priests often advise military leaders on proper placement and construction of fortifications, castles, and keeps. Her priests are valued among rulers who wish to establish stronger borders. The priesthood favors the shortspear.

In her mortal life, Daern was responsible for the construction of a number of famous fortifications, including Castle Blazebane in Almor and Tarthax (currently known as Goldbolt) near Rel Deven. Some sources in the Great Kingdom imply that she was involved in the construction of the Imperial Palace at Rauxes, though this event occurred some time after her supposed death (some time after the Battle of a Fortnight's Length in -110 CY). The Tower of Daern in Irongate was based on her plans.

Alignment: Neutral

Weapon: Shortspear.

Symbol: Shield hanging from a parapet.

Pathfinder Domains

Artifice, Community (Home), Nobility, Protection (Defense), Rune (Wards).

Pathfinder Traits

Pathfinder Obedience

Perform the motions of your preferred method of creation while letting your mind center on the teachings of Daern. Follow any creative thoughts that arise to their conclusion. Gain a +4 sacred bonus to AC against attacks made by constructs, bombs, and traps and a +4 sacred bonus on saves against effects generated by constructs. bombs, or traps.

Boons

  1. Inventor's Tools (Sp) grease 3/day, fox’s cunning 2/day, or secret page 1/day
  2. Improve Item (Su) Three times per day, you can enhance the effects of a magic item that either is consumed during use or has charges. As a swift action, you can enhance a held expendable item’s effects as if using either the Empower Spell, Enlarge Spell, or Extend Spell metamagic feat. You must use the item during the same round you improve it in order to gain the benefits of the selected metamagic feat.
  3. Instant Fortress (Sp) You can cast wall of stone three times per day.

Action Domains

Earth, Force, Life, Metal, Spiritual.

Dalt

Dalt is the somewhat obsessed Suel god of locks and lock picking, and by extension of craft, science, and perfection at any cost. He appears as an old man with ragged white hair. One moment he is designing the perfect lock to bind all power in the world, the next he is martyring himself to free prisoners and the oppressed. His symbol is a locked door with a skeleton key under it.

Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god. First re-discovered by the Suloise people in the southeast, his embrace of new solutions and technology has spread his cult thinly across the Flanaess.

He talks with other gods (except Telchur) in order to solicit help in his quest, and more recently to repay debts for assistance rendered. Dalt is shown as an old man with wild white hair and piercing eyes or as a red-haired young thief.

Confront obstacles from different angles until a solution presents itself.

Dalt is constantly trying to build a better mousetrap while being the better mouse. His name is used to bless fortresses, prisons, and chests of valuables, as well as the construction of new homes and tools. His churches tend to be a mix of clerics who lock things and those who open them, each side seeing the need for the other.

Clerics of Dalt are much like their god, tinkering in workshops, building locks, traps and devices, then turning around and trying to figure a way to undo their own work. Lately this has developed into an ambition to lock down the secrets of the universe, while finding fault in other Daltist's theories. They teach their building skills to artificers and locksmiths, while training aspiring thieves and spies in the locksmith arts. They firmly believe in guarding valuables, and liberating goods from those who don't deserve to own them. They like to wander about cities and dungeons, looking for situations that would challenge their skills.

Alignment: Chaotic neutral

Weapon: Dagger

Symbol: A locked door with a skeleton key under it, or just the door or just the key.

Action Techniques

Create, Know, Spot.

Pathfinder Domains

Artifice, Earth (Metal), Liberation, Rune, Trickery (Thievery).

Pathfinder Traits

Pathfinder Obedience

Work on your preferred method of creation. Follow any creative thoughts that arise to their conclusion, only to realize there is a better way. Tear up what you just made, and start over. This process might be repeated several time during the hour of the ritual, finishing either with a new item, or wild plans for how to improve the design later. Gain a +4 sacred bonus on Craft and Disable Device checks.

Evangelist

  1. Voice of Brass (Sp) jury rigUC 3/day, fox's cunning 2/day, sands of timeUM1/day
  2. Living Construct (Su) You can affect constructs as if they were living creatures. Once per day, you can target a construct with a spell or spell-like ability, and the spell resolves as if the target's creature type was humanoid.
  3. Frozen Time (Sp) You gain the ability to halt time. You can use time stop as a spell-like ability once per day.

Exalted

  1. 1: Creator (Sp) crafter’s fortuneAPG 3/day, make whole 2/day, minor creation 1/day
  2. Safely Locked (Su) Your body is as resistant as a construct. You gain a +2 sacred bonus on saves against effects that cause ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  3. Inspired Crafting (Su) When crafting magic items while adventuring, you can devote 4 hours each day to creation and take advantage of the full amount of time spent crafting instead of netting only 2 hours’ worth of work. In addition, you can use fabricate once per day as a spell-like ability. Though you can’t create magic items with the fabricate spell, you can use it to create items that you later enhance magically.

Sentinel

  1. Bronze Warrior (Sp) crafter’s curseAPG 3/day, heat metal 2/day, haste 1/day
  2. Constructed Form (Su) As a swift action, you gain DR 3/— for a number of rounds per day equal to your Hit Dice. These rounds need not be consecutive.
  3. Call to Battle (Su) Once per day as a full-round action, you can summon a clockwork golem (Pathfinder RPG Bestiary 2 137). The golem follows your commands perfectly for 1 minute for each hit die you possess before vanishing.

Delleb

Delleb, the Oerdian god of scribes and historians, is conscientious but does not tolerate nonsense. He is an ascended mortal sponsored by Rao.

Delleb (DEL-leb) is an Oeridian god depicted as a noble scribe or well-dressed gray-haired man with a large white book (his holy symbol). Although he prefers debate to combat, he used his phoenix-feather quill as a dart to fend off a young and murderous Hextor. He is interested in any sort of useful or interesting lore, but dislikes fiction or overly verbose language. He is friendly to all others but those who are evil or oppose knowledge. It is rumored that Delleb sponsored Daern, hero-goddess of defenses and fortifications, to her present position.

The accumulation of knowledge is the purpose of existence. What cannot be learned from others may be discovered in books, and when books fail the truly studious will turn to experimentation. An hour studying is an hour well spent. Allowing emotion to cloud your judgment risks danger. The ignorant and inexperienced should be educated.

Delleb's clerics ask questions of strangers, listen to bard's tales with a grain of salt, pore over old books, and study lost languages in the hopes of uncovering valuable forgotten knowledge. They use their knowledge to help others, whether designing a more efficient stove for a farmer or planning a great bridge for a city; they may not have the skill to build such things, but they know how to design them. They travel to study recently unearthed tomes, converse with ancient learned people, and adventure to explore old places of lost writings.

Alignment: Lawful Good

Weapon: Dart

Symbol: White book.

Action Techniques

Know, Ride, Spot.

Pathfinder Domains

Good, Knowledge, Law, Magic, Rune (Language).

Pathfinder Traits

Pathfinder Obedience

Neatly inscribe eight runes on separate cards or squares of paper, one for each school of magic (except the universal school). Shuffle the cards facedown and draw two. Gain a +4 sacred bonus on saves against spells cast from the two schools of magic whose runes you draw.

Boons

  1. Calligrapher's Talent (Sp) divine favor 3/day, augury 2/day, or glyph of warding 1/day
  2. Divine Inscription (Su) Three times per day, when using a scroll to cast a spell that deals hit point damage, you can change half the spell’s damage to holy damage. If you lack the ability to cast a particular spell from a scroll, you may attempt a Use Magic Device check with a bonus equal to your HD plus your Charisma modifier (or your regular Use Magic Device bonus, whichever is better).
  3. Warding Sigils (Su) Once per day, you can summon 2d6 shimmering sigils that trail in your wake. The cards dart around you during combat, intercepting deadly attacks. At your discretion, each card can absorb a single damage die from either a sneak attack or a critical hit that would normally hit you. For example, if you would be hit by a sneak attack dealing an extra 3d6 points of damage and you had two cards remaining, you could reduce the sneak attack damage to 1d6 (these dice are removed before being rolled). Once a card absorbs a damage die, it disappears. Unused cards disappear at the end of each day.

Ehlonna

The forest maiden is the goddess of forests, spring, the hunt and of youth. Many elves living among humans favor her. She is also the patron of performing art, shown variously as practitioner, teacher, sponsor, or audience.

Called Ehlenestra by the Elves, to whom she is a goddess of life, innocence, immortality, and the hunt.

To the Flan Ehlonna is the eternal maiden, the divine child, goddess of children, Beory in her girl aspect, and both huntress and prey in the eternal cycle of life.

In the Common pantheon Ehlonna is a goddess of hunters, virgins, and the the symbol of pastoralism to people who revere nature without actually depending on it, the guide and guardian of travelers.

In Synchretism Ehlonna is the goddess of renewal, spring, and youth and also a patron of arts. She is also the protector or travelers. She manifests as Lydia the Suel godess of light and music, Phyton the suel god of beauty and agriculture, Lirr the Oerdian goddess of literature and art, and Fharlanghn the Oerdian god of travel and roads.

Ehlonna (eh-LOHN-nah) is a very old goddess. She combats those who would harm or despoil the forest of its resources and beauty. Shown as either a dark-haired human woman or a golden-haired elf maid (in which form she is known to many as Ehlenestra), she is served by Novelee, a planetar whose heart is so pure it makes unicorns weep. She has a hostile rivalry with Obad-Hai, but is friendly with the elven gods and most good-aligned deities. Her symbol is the unicorn.

The woodlands are a beautiful place full of life. The secrets of the forests should be learned and taught so that people can live in harmony with nature. Those who would harm or exploit the woodlands must be driven out or destroyed. The plants and animals of the forest are things that nature gives as gifts, not things to be stolen.

Most of Ehlonna's clergy are female, whether human, elven, or fey. They live in the forests, are friendly with rangers and druids, and watch for encroaching humanoids, hunters, and loggers. They educate those who wish to live in harmony with the forest, just as the animals do. They are gentle in their first warning to those who would harm the forest and ruthless in stopping those who persist. They travel to spread their teachings or to protect a forest in danger.

Alignment: Neutral Good.

Weapon: Longbow or Longsword.

Symbol: Unicorn or unicorn's head.

Pathfinder Domains

Animal, Glory (Heroism), Good, Plant, Sun (Day).

Pathfinder Traits

Pathfinder Obedience

When you take this feat, choose a plant that you protect and spread; this plant is usually either beautiful, medicinal, or edible. Plant five seeds from this plant in fertile earth, spacing them out in the shape of an arrow. If no soil exists, leave an arrow with the seeds. Mark your gifts with Ehlonna’s sign, and say a prayer. Gain a +4 sacred bonus on Survival checks.

Evangelist

  1. Unicorn's Blessing (Sp) cure light wounds 3/day, shield other 2/day, or remove disease 1/day
  2. Twin Fang (Ex) Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.
  3. Faithful Archer (Ex) You are particularly skilled at using Ehlonna’s favored weapon. When using a longbow, you add your Wisdom bonus on attack and damage rolls against targets within 30 feet.

Exalted

  1. Animal Friend (Sp) charm animal 3/day, animal messenger 2/day, or summon nature’s ally III 1/day
  2. Hunter's Ally (Sp) Once per day as a standard action, you can summon a half-celestial unicorn of neutral good alignment. The unicorn follow your commands perfectly for 1 hour for every Hit Die you possess before vanishing. The unicorn can be ridden without penalty for lacking a saddle. The unicorn don’t follow commands that would violate their neutral good alignment. Such commands will not only earn refusal and scorn from the unicorn, but could cause them to attack you if the command is particularly egregious.
  3. Communal Table (Sp) Your devotion to caring for your community allows you to evoke Ehlonna’s divine bounty to feed your friends with a banquet of cooked game and simple beverages. Once per day, you can use heroes’ feast as a spell-like ability. Creatures that eat from this communal table, a process that takes 1 hour, gain a +2 sacred bonus on attack rolls and Will saving throws instead of the usual +1 morale bonus. Anyone who eats from the communal table gains concealment in woodland terrain and the deuid's woodland stride ability. The benefits last for 12 hours.

Sentinel

  1. Sureshot (Sp) longshotUC 3/day, shock arrow 2/day, or daybreak arrowUC 1/day
  2. Tough Hide (Su) When you wear armor made from leather or animal hide, the armor provides an extra +2 armor bonus to your AC. This bonus improves the normal armor bonus granted by the armor; in other words, it stacks with the suit’s normal armor bonus. If you wear no armor, you gain a +2 luck bonus to AC. You also mystically subsume some of the qualities of the animal that gave its life for the armor. Gain the scent ability.
  3. Planter's Bond (Su) Your time spent planting seeds has given you a bond with plants. You can cast speak with plants 3 times per day. If you spend at least 1 hour during the day in direct sunlight, you don’t need to eat that day. Finally, you become immune to poisons ingested from whole plants (not distilled poisons, such as assassins use) and any poison from attacks or effects generated by plant creatures.

Paladin/Liberator Code

The paladins of Ehlonna are value beauty and innocence. They seek to preserve the integrity and beauty of woodlands. Their tenets include the following affirmations.

  • My woodland comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
  • I must offer the poor and the lost assistance, but I may not do the work for them—instead, I must teach them to survive.
  • When danger threatens, I work to reduce its consequences. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
  • I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
  • I remember that beauty is everything and comes from the beauty of the soul. Mine is pure and bright, and I will mend it if it is broken or tarnished. I test the beauty of others to see if they are falsehood in disguise, but if I find them true I accord them protection and respect.
  • I am honest, trustworthy, and wise. When I leave lands than have been under my protection, I ensure that they will be tended in my absence. Even when duty calls, my duties to beauty and innocence come first—I go forth only to defeat threats to them.

Action Domains

Animal, Life, Light, Plant, Spiritual.

Eruthnul

Eruthnul the Lord of Slaughter is the third born of the noble sons of Velnius and one of the of the oerdian noble gods. He figures in many important myths that define Oerdian faith. He is the eternal enemy, the chaos beyond the border that constantly threatens all that is lawful and good. All Oerdian gods have fought him at one time or another, and his depredations can justify even Hextor’s harsh rule. Because of his opposition to order, revolting peasants sometimes turn to him.

Erythnul (eh-RITH-nul) is the undisciplined counterpart to Hextor, possibly predating him and losing worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red garments, a brutally strong build, and a great stone mace that is pierced to cause a fear-inducing shriek when he swings it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, and his spilled blood becomes an allied creature of like type. His symbol is a red blood drop or a hideous mask.

Destroy anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul's gift of blood rage comes upon you, be sure to use it well.

Clerics of Eruthnul indulge in wild hunts across the land. They drive the hunt to make it as dangerous as possible to prey and predator alike, and try to ensure that its bloody finale takes place in a settled area. Common folk do not appreciate having desperate wolves, displacer beasts, and the like chased through town, and they tend to hate and fear Eruthnul’s faithful— which is the whole idea. Eruthnulite clergy also preach the joy and bounty of the hunt and raiding. They work to destroy civilization. To this end, they stage hunts, raids, and acts of vandalism that are popular with outlaws and bored young nobles.

Any site where great bloodshed has occurred is considered a holy place by the church. Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them.

Alignment: Chaotic Evil

Weapon: Heavy mace

Symbol: Red blood drop or a hideous mask.

Action Techniques: Charm, Impress, Melee.

Pathfinder Domains

Chaos (Demon), Destruction (Rage), Evil (Demon), Liberation (Revolution), War.

Pathfinder Traits

Obedience

Smash or consume an assortment of items, preferably something fragile, aesthetically beautiful, or with significance to a good-aligned deity (particularly Heironeous). The more devout servants of Eruthnul seek out and hoard particularly expensive, artistic, or rare items, such as fine bottles of wine or delicate curios, to destroy during their obedience. Roll in the shards of the destroyed items, howling and shouting praises and curses invoking Eruthnul, until the shards draw blood and your lungs ache. Gain a +4 bonus on attack and damage rolls against objects.

Evangelist

  1. Destructive Force (Sp) break 3/day, bull’s strength 2/day, or shatter 1/day
  2. Bestow Destructive Smite (Su) You can bestow the Destruction domain’s destructive smite granted power upon an ally. As a standard action, you can spend one use of your destructive smite to grant its power to any ally within 30 feet, channeling into him the erratic force of Eruthnul’s rage. Your ally must make the destructive smite within 1 round of being granted the power or its use is wasted. Your ally uses your level to calculate the power of the destructive smite. If you don’t have access to the Destruction domain, you instead gain access to the destructive smite granted power but only for your personal use, as normal.
  3. Apocalyptic Ally (Sp) Once per day as a standard action, you can tear a violent breach between your location and the Outer Rifts—the deepest, foulest pits of the Abyss—and summon forth a pair of nyogoth qlippoth (Pathfinder RPG Bestiary 2 224). You gain telepathy with the creatures to a range of 100 feet, and they follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back into the Abyss. The qlippoth don’t follow commands that would cause them to act in overtly good or lawful ways. Such commands not only earn terrifying roars from the creatures, but could cause the nyogoths to attack you if the command is particularly egregious.

Exalted

  1. Agent of the Beast (Sp) protection from good 3/day, rage 2/day, or righteous might 1/day
  2. Destructive Spell (Su) By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.
  3. The Destroyer's Gifts (Su) You feel the touch of an alien presence at the corner of your mind, as if something hungry and hateful had taken root and now holds a measure of dominion over your thoughts. You gain an extra spell slot of the highest spell level you can cast. If you prepare spells, you can prepare one spell in this spell slot every day from the Chaos or Destruction domain spell lists. You may choose any spell from the lists even if you are an arcane spellcaster, and you can change this spell selection every time you prepare spells. If you are a spontaneous spellcaster, you can cast one spell from either of the domain spell lists as if it was on your known spells list. You can cast this spell only once per day, though you can choose a different spell to cast each time you regain your spells for the day.

Sentinel

  1. Inexorable Death (Sp) doom 3/day, death knell 2/day, or aura of cannibalism 1/day
  2. Wicked Claws (Ex) Your fingernails grow into thick, jagged talons, unevenly matched and vaguely resembling the spurs of a giant insect or the fangs of some unspeakable beast. You gain a pair of claw attacks. These are primary natural attacks that deal 1d8 points of slashing damage if you’re Medium or 1d6 points of damage if you’re Small.
  3. Disintegrating Blow (Sp) Once per day, you can channel a glimpse of Eruthnul’s hatred through your weapon, recreating the effects of disintegrate. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted by disintegrate cast by a wizard of a level equal to your Hit Dice (maximum CL 20th). If your attack misses, the disintegrate effect is wasted.

Antipaladin Code

The antipaladins of Eruthnul seek their master’s attention, and ultimately to transcend and destroy him. Their code is simple, brutal, and direct, and its tenets include the following adages.

  • The world is my playground. Weaker creatures are my toys.
  • Those stronger than me are role models. I obey them as long as they have immediate power over me. I kill them when I can.
  • I take what I can, crush and piss on the rest. If I can't have the good things, neither can you.
  • I will die standing.

Fharlanghn

Fharlanghn , the Oerdian god of travel and the horizon, has a lose cult and many shrines, but few temples

Fharlanghn is the god of roads and travel in the Common pantheon and has many wayside shrines. Caravaneers, sailors, and travelers pay him heed.

Fharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances (including travelers in tunnels), and as such is praised by those who must use mountain passes or travel the Underdark.

People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration—the far end of the world has new peoples, new cultures, new magic, and new roads to walk.

The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them). Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other.

Alignment: Neutral Good

Weapon: Quarterstaff

Symbol: Wooden disc carved with the curved line of the horizon.

Action Techniques

Charm, Ride, Spot.

Pathfinder Domains

Community, Liberation, Luck, Protection, Travel (Exploration).

Pathfiner Traits

Pathfinder Obedience

Sit cross-legged and look at the horizon, meditating for an hour on the path you will take today. When you rise, step out with your right foot first. If you are not planning to travel, meditate as above for a few minutes and then take a walk in the surrounding area. Gain a +4 sacred bonus on saving throws against spells and effects that would hinder your action economy or movement speed.

Boons

  1. Joyful Step (Sp) longstrider 3/day, forest friend 2/day, or good hope 1/day
  2. Infectious Joy (Su) Your delightful demeanor is so contagious that enemies find it hard to resist your charms. The save DC of your mind-affecting effects increases by 1, or by 2 against intelligent foes of the same race as you.
  3. Familiar Journey (Sp) You can cast word of recall once per day to return to the spot where you performed your most recent obedience, except you may target up to six willing creatures within 30 feet to travel with you; these creatures need not be touching you.

Fortubo

Fortubo was once a Suel god, but forsook them for their many sins. He is still included in lists of traditional Suel gods, but has no temples of his own in their lands; among Dwarves he is an honored adopted god of hills and nature above ground.

Fortubo (for-TOO-boh) was once a Suel god but abandoned that race in favor of dwarves when he found that the Suel were responsible for the creation of the evil derro. He is friendly with the gods of the dwarven pantheon but avoids all other gods except his brother Jascar. His holy symbol is a glowing-headed hammer, and his personal weapon is a great hammer named Golbi that returns to his hand when thrown and is said to be a gift from the dwarf god Moradin. He is shown as a small bearded Suel man who resembles a dwarf.

Focus on your tasks. Do not allow yourself to lie distracted by other careers or concerns outside of protecting the community. Feel your kinship with the stone and do not cut it more than what your community needs. Commit no theft, murder, or evil, for they will shackle the dwarven people more strongly than any chains.

Fortubo protects dwarven communities and welcomes clerics of either sex, especially married couples. Fortubo's clerics plan defenses to the smallest detail and are more than willing to shoulder more than their share of the responsibility if they feel anyone else involved is incapable of pulling their weight. They search for orcs and goblins, which they feel harm the earth with their pointless tunneling. Any hammer will serve as a holy symbol. Married pairs of clerics are said to be especially blessed by Fortubo and their children are born with exceptional insight and endurance.

Alignment: Lawful Good

Weapon: Longhammer, dwarven

Holy Symbol: Any hammer.

Action Domains

Earth, Life, Metal, Order, Spiritual.

Pathfinder Domains

Artifice, Earth, Good, Law, Protection.

Pathfinder Traits

Pathfinder Obedience

There is little ritual to Jascar's obedience, just a single action. Slay a proven wrongdoer in Jascar’s name. It is not enough for the sacrifice to have an evil heart or evil intentions; the sacrifice must have committed evil or unlawful deeds. Gain a +4 sacred bonus on saving throws against spells and effects cast by evil creatures. The obedience lasts 24 hours from the last time you did it, making t possible to keep it running from day to day.

Boons

  1. Virtuous Combat (Sp) bless weapon 3/day, litany of righteousness 2/day, or magic vestment 1/day
  2. Retribution (Su) You gain a sacred bonus equal to half your HD on damage rolls made with slashing weapons against the last creature to have physically wounded you within the last 24 hours.
  3. Pure Soul (Sp) You can cast holy aura on yourself once per day. In addition to the effects of the spell, you gain DR 10/good and cold iron and you treat any weapon in hand as a +5 holy weapon for the duration of the effect.

Garl Glittergold

A god of magic, jewelry, illusion, alchemy, and tinkering, Garl Glittergold is worshiped by gnomes and a few alchemists and jewelers of other races.

The deity of gnomes, Garl Glittergold (garl gliht-er-gold), appears as a handsome, golden-skinned gnome with glittering gemstones for eyes. He is well dressed, usually in a silk jacket with long tails and silk hose. He always wears lots of gold jewelry and accoutrements. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been their protector. He is renowned for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the deity of the kobolds. Since then, the two deities have been sworn enemies.

Garl promotes a doctrine of practicality tempered with humor. Ignorance and complacency are dangerous, warns Garl, and he urges his people to explore not only the world around them but new ways of doing things. Garl also emphasizes brains over brawn, and he teaches that befuddling or embarrassing a foe can be just as complete a victory as slaying or capturing that foe.

Garl’s clerics serve as guardians and teachers in gnome communities. They maintain careful vigilance against hostile races (particularly kobolds), and they instruct the young using a mixture of earthy practicality spiced with humor. This approach, they say, keeps the young entertained and makes their learning all the better. Garl’s clerics also keep extensive archives of illusion spells (usually in the form of spellbooks and scrolls), practical jokes, trap designs, and stories. The longer and more outlandish the tale, the better, say the clerics, though not everyone agrees. Like their patron, Garl’s clerics favor gold jewelry.

Garl’s clerics build few temples, preferring instead to place modest shrines and chapels wherever gnome dwell or congregate. These sanctuaries are always built so they are easy to secure against hostile forces, and the clerics fill them with beautiful things. The shrines also usually include at least one trap designed to plague unwelcome visitors. These devices are seldom fatal and often whimsical.

Alignment: Neutral Good.

Weapon: Pick (light or heavy).

Symbol: Gold nugget.

Pathfinder Domains

Knowledge, Luck, Magic, Rune, Trickery.

Pathfinder Traits

Pathfinder Obedience

Play a practical joke on an unsuspecting target. If no suitable targets are nearby, prepare a humorous trap and leave it in a place where someone may someday stumble on it. You can take a full round of actions in a surprise round when you are not surprised..

Evangelist or Feat

  1. Prankster (Sp) dazzling blade 3/day, invisibility 2/day, or major image 1/day
  2. Clever Ruse (Sp) You can cast enlarged mislead three times per day. This ability is the equivalent of a 7th-level spell.
  3. Element of Surprise (Su) Whenever you roll initiative, any allies within 30 feet of you who are also rolling initiative can choose to use the result of your roll instead of theirs. Your allies still add their own modifiers to your roll to calculate their initiative order. Alternatively, you may choose to use another ally’s roll instead of your own.

Exalted

  1. Inventor's Tools (Sp) grease 3/day, arcane lock 2/day, or urban step 1/day
  2. Improve Item (Su) Three times per day, you can enhance the effects of a magic item that either is consumed during use or has charges. As a swift action, you can enhance a held expendable item’s effects as if using either the Empower Spell, Enlarge Spell, or Extend Spell metamagic feat. You must use the item during the same round you improve it in order to gain the benefits of the selected metamagic feat.
  3. Transmogrify (Sp) You can cast extended polymorph any object once per day.

Geshtai

The goddess of water, and hence of fertility. Among the Baklunish, Geshtai is much loved but little respected. She has many shrines but few mosques.

Geshtai (GESH-tie) is depicted as a young Baklunish woman standing in a pool of water, often holding a clay water jug. Her pet fish, Gumus, summons water creatures to serve her. Revered today by nomads, travelers, and farmers in Baklunish lands, her temperament is moderate and she treats all others with care and patience. She dislikes fiery gods and proponents of disease and poison, especially Pyremius. Her symbol is a waterspout.

Tranquility is a benign state, and it should take an extreme act to disrupt it for more than a moment. When such a disruption comes, turn its force back upon itself to negate it, like the stone that breaks the surface of a lake only to be covered and lost. Water, like tranquility, is hard to find but necessary for vitality. Water is more precious than gold, for a thirsty man gets no sustenance from his wealth.

Clerics of Geshtai act as guardians of valuable waters, whether lakes, streams, oases, or hidden wells, making sure that they are available to all and not claimed or destroyed by any one group of people. They patrol parched areas of land where travelers often become lost and guide them to safety and water. Some explore the length of a river or stream, learning the unique traits of the entire flow. They seek out those who use destructive magic upon natural reserves of water, as well as those who would harm people by contaminating water with disease or poison.

Alignment: Neutral Good.

Weapon: Shortspear.

Symbol: Waterspout.

Action Domains

Animal, Life, Plant, Spiritual, Water.

Pathfinder Domains

Community (Family), Plant, Protection (Purity), Travel, Water.

Pathfinder Traits

Pathfinder Obedience

Stand under a waterfall (or pour water over your head) while singing wordlessly, letting the sound of the moving water inspire you. Gain a +4 sacred bonus on saves against the spells, spell-like abilities, and supernatural abilities of creatures with the aquatic, fire, or water subtype.

Boons

  1. Artesian Well (Sp) hydraulic push 3/day, slipstream 2/day, or water breathing 1/day
  2. Sacred Scales (Ex) You grow a coat of iridescent scales that matches your skin tone. Your natural armor bonus to AC increases by +3.
  3. Waterform (Su) Three times per day, you and a number of willing touched companions equal to 1/2 your HD may meld into a body of flowing water (such as a river or creek) and travel up or downstream at a rate of 50 miles per hour. This transformation takes 1 minute to complete. You can wind through natural obstructions with ease as long as the body of water is still flowing, but not through largely impermeable barriers such as artificial dams. This effect lasts for a number of hours equal to your HD, and you cannot otherwise act or defend yourself while traveling in this way.

Gruumsh

Gruumsh is the patron of orks and savagery, a wild and untamed god that demands bloody trial.

Gruumsh is the god of wrath in the Common pantheon The one-eyed slayer has become something of a generic god of strength in adversity, might making right, and hardship. Street gangs honor him, as do humanoids living among humans or who have lost their racial traditions.

To the Flan he is the enemy, the despoiler of herds, the slaver and stealer of brides, eternal enemy of Ubad-Hai.

In Synchretism he is the good of savagery and strength through trial. Each tribe has its own name for him and he actively sets these different aspects and their tribes at each other's throats. He is Vatun to the Suel barbarians of the north-east and Erythnul to goblins and Oerdians, and is known under a variety of other local names. He actively encourages warfare between the followers of his different avatars.

Gruumsh (groomsh), deity of orcs, is chaotic evil. He appears as a hulking orc in black full plate armor. He has one unblinking central eye. He harbors a special hatred for Corellon Larethian, Moradin, and their followers. In ages past, Corellon Larethian put out Gruumsh’s left eye in a fight. Some orc clerics dispute this tale, claiming that the elven deity stole the eye because he could not beat Gruumsh in a fair fight.

Gruumsh demands that his followers be strong, that they cull the weak from their numbers, and that they take all the territory Gruumsh thinks is rightfully theirs (which is almost everything). He tolerates no sign of friendliness from his people. Unceasing warfare is his creed, though Gruumsh does not object to simple colonization if that can be arranged. Gruumsh dislikes everything that is not an orc or of orcish make, and he feels particularly spiteful toward elves (over the matter of his eye). He feels equal malice toward dwarves, who contested with the orcs for control of the mountains and won; a state of affairs Gruumsh regards as strictly temporary.

Gruumsh’s clerics strive to become the war leaders of their communities or the key advisers to those leaders. They also see to the culling of the weak and unfit through feud or sacrifice. They usually wear fighting gear. A temple or shrine to Gruumsh lies at the heart of nearly every orc community. They tend to be oppressive places full of acrid smoke and the stench of blood. Temples and larger shrines invariably have holding cells where sacrifices to Gruumsh are kept, and many feature gladiatorial areas as well.

Alignment: Chaotic Evil.

Weapon: Battle axe.

Symbol: Empty eye socket, or a single unwinking eye.

Pathfinder Domains: Chaos (Demon), Destruction (Rage), Evil (Demon), Strength (Ferocity), War.

Action Techniques: Impress, Melee, Ride,

Heironeous

Hieroneous is the just knight, the rightful lord of land among the Oerdians. He sees it as both his duty and his right to rule, and he brooks no disrespect. He is an ascended mortal sponsored by Bahamut.

Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain (or more recently plate) mail. At his birth, Heironeous' skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders.

The world is a dangerous place that poses a never-ending series of challenges to those who fight for justice and protection of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for upholding the tenets of Heironeous.

Heironeous' church is very militaristic, championing causes and crusading to eliminate evils. His clerics travel the world, fighting evil as dictated by their church commanders. Older clerics work as judges, strategists, and military instructors.

Alignment: Lawful Good.

Weapon: Longsword (Battle Axe).

Symbol: Silver lightning bolt, sometimes grasped in a hand or gauntlet.

Pathfinder Domains

Good, Law, Glory, Nobility (Normal or Leadership), War.

Pathfinder Traits

Pathfinder Obedience

Raise your sword (or battle-axe, for traditionalists). While holding the weapon high make a zig-zag lightning salute, bow, then stand at vigil, praying. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.

Evangelist or Feat

  1. Meersalm (Sp) remove fear 3/day, aid 2/day, or magic vestment 1/day
  2. Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.
  3. Wrath of Honor (Su) Three times per day, you can call upon Heironeous during the casting of a spell to increase its potency. When you use this ability, you can cast any spell that deals hit point damage and has a casting time of 1 standard action as a full-round action instead. Doing so changes half the damage dealt to divine power, similar to a flame strike spell. For example, a wizard 5/evangelist 9 casts a lightning bolt as a full-round action. The spell deals 10d6 points of damage, half of which is electricity damage and the other half of which is divine energy and not subject to electricity resistance. If you can’t cast spells that deal hit point damage, you instead gain the ability to imbue your weapon with holy power. Three times per day as a free action, you can grant your weapon the holy weapon special ability for 1 minute.

Exalted

  1. Glorious Servant (Sp) shield of faith 3/day, align weapon 2/day, or searing light 1/day
  2. Righteous Strike (Sp) Once per day, you can channel the effects of holy smite through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted with holy smite.
  3. Just Ally (Sp) Once per day as a standard action, you can summon a shield archon (Pathfinder RPG Bestiary 2 31). The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. The shield archon doesn’t follow commands that would violate its alignment, however, and particularly egregious commands could cause it to attack you.

Sentinel

  1. Knight of Valor (Sp) bless weapon 3/day, aid 2/day, or magic vestment 1/day
  2. Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.
    If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
  3. Banishing Strike (Sp) Once per day, you can channel the effects of banishment through your weapon, though you don’t need to cast (or even know) the spell. You must declare your use of this ability before you roll your attack. On a hit, the target is affected by a banishment effect. If you openly wear a holy symbol of Heironeous, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any) and the saving throw DC increases by 2.

Paladin Code

The paladins of Heironeous are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and protect the faithful. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They are allowed to back down or withdraw from a fight if they are overmatched, but if victory can be achieved through sacrifice, they must fight.

  • I will learn the weight of my sword (or axe). Without my heart to guide it, my weapon is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
  • I will have faith in Honor. I will channel Heironeous' strength through my body. I will shine in Heironeous' host, and I will not tarnish Heironeous' glory through base actions.
  • I am the first into honorable battle, and the last to leave it.
  • I will never break my word of honor.
  • I will surrender when honorably defeated, and in captivity strive to sway my captor to honor.
  • When in doubt, I should force my enemies to surrender. I am responsible for their lives and responsible for leading them to redemption.
  • I will pay and accept ransom except against the most vile enemies—my honorable action might redeem them.
  • I will guard the honor of my lord and vassals, both in thought and deed, and I will have faith in them.
  • I will never refuse a challenge from an equal. I will give honor to worthy enemies.
  • I will strive to emulate Heironeous’ perfection. I will be temperate in my actions and moderate in my behavior.

Action Domains

Air, Life, Light, Order, Spiritual.

Hextor

Hextor is Hieroneous evil brother and the Oerdian god of tyrrany. He claims the right to rule based on strength and ability. He disdains Hieroneous tolerance for weakness. The weak exist only to serve the strong. He is an ascended mortal sponsored by Tiamat.

Hextor (HEKS-tor) is the arch-foe of Heironeous, his brother and fellow Oeridian war god. He seeks to conquer or destroy any that oppose him. He is depicted as a handsome man with dark hair and light skin when shown as a god who rules through strength, but takes the visage of a gray-skinned, horrible six-armed being when shown in his more violent aspect. He uses a different weapon in each arm and wears iron scale armor with many skull decorations. His icon is the Symbol of Hate and Discord, six red arrows facing downward in a fan.

The world is a dark and bloody place where the strong rule the weak, and power is the only reward. It is often necessary to be cruel and merciless in the pursuit of ones goals, and achieving those goals can have harsh consequences. Order must be forged out of chaos and law out of anarchy. The forces of tyranny must be obeyed and dissenters must be oppressed or destroyed.

Most of Hextor's temples are built on the sites of great battles where many were slaughtered. Hextor's clerics constantly train themselves in the arts of war, for they plan or lead attacks on rebels and do-gooders. Many serve petty or powerful leaders, and others still have achieved significant political positions of their own, particularly in the former Great Kingdom. Individuals and small groups strike out from established churches to sow dissent in enemy lands, bringing down foreign nations from within so that the arms of Hextor may conquer.

Recently, Hextorians have been pushed out of the limelight in the Great Kingdom, which as forced them to re-evaluate and adapt. Some have started using firearms, saying these weapons are suited to their gods many arms and fiery nature. Others say they picked up a trick or two from their enemy, Myrlund.

Alignment: Lawful Evil

Weapon: Flail

Symbol: Six red arrows facing downward in a fan.

Action Domains

Darkness, Life, Metal, Order, Spiritual.

Pathfinder Domains

Evil, Destruction, Law, Nobility, War.

Pathfinder Traits

Pathfinder Obedience

Do combat drill for half an hour, preferably in a group, reciting passages from Hextor's creed and meditate upon how your god’s will guides your actions. Spend the next half hour recounting the orders and obligations that your superiors have given you and planning the orders you will give your subordinates. You gain a +4 profane bonus on saving throws against spells and effects with the chaotic, good, or pain descriptor.

Boons

  1. Slave-Taker's Tools (Sp) command 3/day, stoke the inner fire 2/day, or chain of perditionUC 1/day
  2. Sense Slaves (Ex) You gain the scent ability, but only with respect to humanoids. You gain a +2 favored enemy bonus against humanoids, which stacks with any favored enemy bonus you already possess against humanoids.
  3. Crushing Strike (Su) Once per day, you can channel the Prince of Steel’s power through your weapon as a free action. You must declare your use of this ability before you make an attack roll. On a hit, the weapon rips away a chunk of the foe's flesh. Your target takes 5d6 points of magic evil bludgeoning damage and starts to bleed unless it succeeds at a Fortitude save (DC 10 + 1/2 your HD + your Charisma modifier). If the target fails its save, it takes an additional 2d6 points of bleed damage each round until it succeeds at a Fortitude save at the original DC. The Heal skill cannot stop this bleeding, and cure spells only do so if they restore the target to full hit points.

Exalted

  1. Tyrant's Weapons (Sp) bane 3/day, dread boltUC 2/day, or protection from energy 1/day
  2. Dread Fangs (Su) Two fangs emerge from your mouth. Twice per day as part of casting a spell or using a spell-like ability, you may remove one of these fangs and use it to augment that spell or spell-like ability; this counts as adding a somatic component to the casting. This augmentation acts as your choice of one of the following metamagic feats: Bouncing SpellAPG, Enlarge Spell, Extend Spell, or Silent Spell. The fangs are insubstantial, and cannot be used to make a bite attack.
  3. Bladestorm (Sp) You can create a whirling curtain of blades of fire and steel. This ability acts like a blade barrier cast by a cleric but also sends out waves of heat like a wall of fire. Humanoid creatures killed by this ability rise as uncontrolled burning skeletons.

Sentinel

  1. Might Makes Right (Sp) protection from good 3/day, weapon of aweAPG 2/day, or deadly juggernautUC 1/day
  2. Knight of Arms (Ex) You may treat any weapon as if you were proficient in it and had the Weapon Focus feat for that weapon. If you already have Weapon Focus for that weapon, your critical hits with that weapon cause the target to bleed as if you had the Bleeding Critical feat.
  3. Pyroclastic Champion (Su) Hextor infuses you with more of his essence. As a free action, you can grow or dismiss four additional arms. You can use these arms as normal arms, tough they are all considered off-hands. You cannot wield two-handed weapons in these additional arms. This is a polymorph effect.

Honey

Honey is an ascended mortal sponsored by Olidarma and the Common goddess of dance and naked beauty. Her cult is very new and barely established, but has some of the fervor of the newly converted. There is little hierarchy and much inspiration among her followers. Synchretists identify her as an aspect of Olidarma.

Honey is shown as a naked female faun or as a young woman of the worshiper's race, nude or dressed in revealing dancing outfits. She has no special items, but is often shown wearing garlands of flowers. When she she is forced to fight she uses a lithe martial art built around trips and kicks. She is said to wander the Flanaess in various identities and in the company of different heroes and romances.

Emotions speak stronger than thoughts, but loudest of all speaks the body in dance. Find harmony within your body and use this to inspire others. Beauty is to be shared, love can dispel evil and darkness.

Her services are always showy affairs, often with feasting and dancing long into the night. Her priestesses are entertainers and work to spread happiness, inspire good deeds, and to further love of all kinds. While they encourage the creation of art, they rarely take any for themselves and are not encouraged to take payment for their magic or performances. They use any donations to establish and embellish temples and to pay their way in the world.

Alignment: Neutral Good

Weapon: Unarmed strike

Symbol: Calla flower

Action Domains

Life, Light, Mind, Plant, Spiritual.

Pathfinder Domains

Charm (Love), Good (Agathion), Healing (Restoration), Luck, Magic (Divine).

Pathfinder Traits

Pathfinder Obedience

Undress and groom yourself to the best of your ability. Achieve sexual or performance climax with one or more partners or spectators. Praise the most beautiful aspects of yourself and any partners aloud. Offer a prayer to Honey, and encourage others to share in this observance. If no-one is there, you must roam an area with a 300 ft. radius looking for others. If you do not find any, you can proceed alone. The entire procedure takes around an hour. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

  1. Honey Charm (Sp) disguise self 3/day, mirror image 2/day, or charm monster 1/day
  2. Entrancing Dance (Su) As a free action you can entrance onlookers who see you perform in the nude. Creatures with an attitude worse than helpful within 30 ft. must make a Will save (DC 10 + 1/2 your HD + your Charisma modifier) or become fascinated. As usual, any direct threat or hostile action will break fascination, but you can use the effect repeatedly until you are satisfied with the result. Fascinated creatures will follow you about as you move. You can initiate this ability a number of times per day equal to your Charisma bonus. Performing is a standard action and you can perform continuously for a number of rounds equal to your Constitution score.
  3. Ultimate Inspiration (Sp) You can cast heroic invocation once per day.

Incabolous

In the Common pantheon The god of pestilence is rarely worshiped. Ceremonies are made to placate him, and his cult always gains adherents during times of famine and plague.

To the Flan Incabolous is a suitor Berei refused, a petty god seeking revenge against her children, the Flan. The cycle of recurring suitor trouble is very central to Flan myth and an admonition to women to manage their lovers well. His weapons are famine and pestilence; he kills humans, plants, and game alike to weaken the tribes. He is an avatar or reincarnation of Nerull.

Incabulos (in-CAB-yoo-lohs) is a dread power feared by mortals, fiends, and (it is said) even some gods. The bringer of disease and blights is a terrifying figure—deformed body, skeletal hands, nightmarish visage, and garbed in a black robe lined with orange and green. He rides a nightmare and is accompanied by hags. He causes a nightmarish slumber in any who meet his eyes, and his great staff causes seeping wounds and withers flesh with a touch. His symbol is the magic icon for the eye of possession. Incabulos hates all other gods, although he is indifferent to Nerull, who completes the work Incabulos starts.

The suffering of the world is meat and bread to Incabulos. Sickness, famine, and other curses bring him power. Some feel that the Black Rider can be warded off or appeased by prayers; but this only delays the inevitable. The world of dreams is his battleground, and he wages war against minds just as he rots bodies.

Clerics of Incabulos are secretive and paranoid. Justifiably fearing persecution by good and evil alike, they rarely reveal themselves for what they are except in times of great despair when they can fan the emotions of the suffering. Greater clerics use this state of fear to encourage junior members to maintain secrecy. They enjoy torturing others, inflicting disease, and spreading blight. They travel to find new locations or people to infect, escape those who would destroy them, or find strange lands where exotic diseases can be found.

Alignment: Neutral Evil

Weapon: Quarterstaff

Symbol: Eye of possession

Action Domains

Animal, Darkness, Death, Life, Spiritual.

Pathfinder Domains

Darkness (Loss), Death, Evil, Destruction, Plant (Decay).

Pathfinder Traits

Pathfinder Obedience

Cover a table (or suitable flat surface) with a black cloth and spread a feast atop it. All or parts of this feast should be spoiled or rotten. Eat to the point of painful fullness, sipping drink between dishes and reciting a prayer to Incabolous. Trust in Incabolous to protect you from any sickness or disease that might follow. Treat your caster level as 1 higher when casting necromancy spells.

Boons

  1. Pestilent Penitent (Sp) curse water 3/day, feast of ashesAPG 2/day, or contagion 1/day
  2. Death Knowledge (Su) Your knowledge of the arcane workings of death increases. Your familiar can teach you all new spell from either the Death domain spell list of a level you can cast. If you cast spells from a spellbook, you learn new spells in the same manner, though it appears magically in your spellbook. If you cast spells spontaneously, you can add to the spells to your list of spells known, but you gain no additional spell slots. If you prepare divine spells, add the spells to your spell list. If you are not a spellcaster, you can use each spell on the Death domain list once per day, as long as the spell level is equal or less than 1/3 of your Hit Dice.
  3. Blight of Ruin (Su) Your blight hex gains power from Incabolous’s favor. If you use your blight hex on a plot of land, you can affect an area whose radius is equal to 20 × your Hit Dice. If you blight a creature of the animal or plant type, increase the saving throw DC by 4 and the curse’s effect to 2 points of Constitution damage per day. If the target successfully saves against your blight hex, it instead takes 3d6 points of negative energy damage. If you don’t have access to the blight hex, you instead gain the ability to use mass festerAPG once per day as a spell-like ability.

Istus

The lady of fate, is often mentioned in ceremonies but attracts little true devotion. Her cult is monastic and rarely makes a spectacle of itself.

The Baklunish pantheon is headed by Istus (IS-tus), but she rarely intervenes and her actions concern few. Day-to-day affairs are handled by more practical gods. She is known among the Baklunish as the greatest power, and acknowledged in parables and idioms such as "If fate allows!".

Istus is the most powerful of the Baklunish deities. She appears as a Baklunish woman of any age or stature, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate. She is aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe and its inhabitants. Her occasional companion is a cloudlike being believed to be a prince from the Plane of Time.

She is honored in the Common pantheon as the lady of fate, but her cult is small and poor.

In Synchretism she is seen as the power behind the small moon, Celene, the Suel god Celestian who watches over the stars and planets. As Cyndor he is the Suel god of time and continuity, the handyman of Lendor. She has sponsored ascended humans who are less distant than she is, trying to guide people to live regimented, industrious lives for their own betterment. They include Labelas Enorteh the elven god of longevity and time, Merikka the Oerdian calendar godess and regulator of seasons, and finally Bralm the Suel god of industriousness and insects.

Everything is connected to every other by invisible strands that push and pull over time. The choices a person makes in life affect the pull of some strands, allowing one to alter fate in a small way, but some of these webs of fate have a strong and inevitable pull that cannot be escaped. The perceptive can come to understand these strands and watch them to predict the future. Accepting your destiny is the greatest service you can make to yourself, for dishonesty about your role in the world leads to ruin and disaster.

Clerics of Istus have seen the extremes of fate, from innocents dying horrible deaths and sadists controlling kingdoms to children recovering from mortal illness and despots felled by simple accidents. Because of this, most of her clerics are cynical or stoic, but some kinder individuals serve her because they feel they were rewarded by fate. They are called upon to make predictions and divinations for important personage all over the world.

Alignment: Lawful Neutral.

Weapon: Net, bola.

Symbol: Gold spindle.

Action Domains

Flux, Life, Order, Spiritual, Time.

Pathfinder Domains

Chaos, Knowledge, Luck (Fate), Law, Nobility.

Pathfinder Traits

Pathfinder Obedience

Deliberately lose yourself in a strange place. If there is nowhere for you to lose yourself, blindfold yourself and wander boldly for 200 steps. Gain a +4 sacred bonus to AC against attacks of opportunity provoked by casting spells or using spell-like abilities.

Boons

  1. Seer (Sp) true strike 3/day, augury 2/day, or see beyond 1/day
  2. Serendipitous Reaction (Su) Three times per day, you can knock aside a ranged attack that would have otherwise hit you, as if you had the Deflect Arrows feat. You need not be aware of the attack to use this ability. If you already have Deflect Arrows, you may use this feat an unlimited number of times per day, and can use it even if you are unaware of an attack.
  3. Quickstep (Su) Once per day, when you would be reduced to 0 or fewer hit points for any reason, you can choose to ignore up to 10 points of damage from the attack or effect that so damaged you, possibly putting you back above 0 hit points.

Iuz

In the Common pantheon Iuz is a demon lord and godling, emperor of the land that bears his name. Although he calls himself Ius the Old, he is a latecomer god, the son of the sorceress Iggwilv and the the demon-lord Graz'zt. He was the main warlord of the Greyhawk Wars and those wars only ended when he was banished by the Crook of Rao. His porfolio covers Deceit, Evil, Oppression, Pain, and Wickedness.

To the Flan Iuz is the fulfillment of a long-held prophecy, the scorned suitor, the warlord that takes what he was not given.

Iuz (EYE-ooze) is thought to be the half-fiend son of the demon lord Graz'zt and the powerful wizard Iggwilv. Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, Iuz has many fiendish allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance despite setbacks since the Greyhawk Wars. His symbol is a grinning skull, and he holds a particular hatred for Zagyg, Vecna, St. Cuthbert, and Greyhawk.

The weak must be exploited, tortured, and stripped of hope. The strong must be constantly wary of betrayal by their underlings. Pain is power, and inflicting pain demonstrates power best. Crush those beneath you. Iuz must be obeyed, and those who defy him will know absolute pain.

Iuz's clerics inflict cruelty and torture upon all who oppose them. Iuz tolerates no less than fanaticism and complete obedience. His clerics constantly try to outdo each other in their acts of cruelty and evil. They show their superiority over all other beings by hunting for trophies; rare finds such as unicorns or paladins are truly prized. The clerics create spells and magic items of terrible power and evil nature, and travel the world to commit acts of evil and search out Iuz's enemies. Iuz is served directly by the Boneheart—two tiers (Greater and Lesser) of six advisers each (clerics and wizards), and by the Boneshadow, six spies and evildoers who roam the world.

Alignment: Chaotic Evil.

Weapon: Greatsword.

Symbol: Grinning skull.

Pathfinder Domains

Chaos (Whimsy), Evil (Demon), Luck (Curse) Trickery (Deception), War.

Pathfinder Traits

Action Domains

Animal, Darkness, Death, Life, Spiritual.

Jascar

Jascar, the Suel god of hills and mountains

Jascar (JAS-kar) is the brother of Fortubo and dedicated foe of Beltar; his holy symbol is a snow-capped mountain peak. With his dark beard and shining silver breastplate, Jascar doesn't resemble the Suel people that worship him, but his visage strikes fear into orcs and goblins. He is sometimes shown as a great horse or pegasus—two forms he once took when fighting Beltar. He is often aided by Phaulkon in his efforts to advance the cause of good, and Jascar's hammer is the bane of all undead. Other than Phaulkon and Fortubo, Jascar talks little with other gods and is often perceived as driven and aloof.

In synchretism, he is seen as a barely concealed avatar of Moradin in his aspect as fighter against evil.

Hold no quarter for evil nonhumans like orcs and goblinoids, and equally hate those who would make the beautiful hills and mountains ugly. Protect the hills and mountains from plundering by evil forces and you will be rewarded with the treasures Jascar places under the earth for good folk to find.

The church teaches common tactics used by evil nonhumans. Jascar's clerics often lead cross-country and underground crusades against evil nonhumans. They survey for precious metals, and advise miners on how to dig their tunnels safely and cause a minimal amount of damage to the surrounding environment. Their single-mindedness often alienates them from others, but their dependable nature means that an entire temple can be called upon in times of crisis; the network of the multi-racial Jascarian faith is strong as stone.

Alignment: Lawful Good.

Weapon: Warhammer.

Symbol: Snow-capped mountain peak.

Action Domains

Earth, Life, Light, Order, Spiritual.

Pathfinder Domains

Earth, Good, Law, Protection, War.

Pathfinder Traits

Pathfinder Obedience

Pray while holding a heavy shield over your head for an hour. Gain a +4 sacred bonus on Strength checks and Strength-based skill checks.

Boons

  1. Divine Defense (Sp) shield of faith 3/day, shield other 2/day, or magic vestment 1/day
  2. Greaves of Silver (Su) You gain a +10 sacred bonus to your CMD when an opponent attempts to bull rush you. You may always attempt attacks of opportunity when a creature attempts to bull rush you, even if your opponent has the Improved Bull Rush feat or a similar ability. In addition, you may attempt an attack of opportunity whenever a charging opponent enters a space you threaten.
  3. Transmogrify (Sp) You can cast extended polymorph any object once per day.

Joramy

Joramy the Shrew is the power of righteous rage and fiery temper in the Suel pantheon. She is also a goddess of flame and volcanoes. Her rage is generally just, but tends to burn everything in its way.

Joramy (JOR-um-ee) is a hot-tempered but generally good-natured goddess. Shown as a nondescript woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when rational ones fail. She is on good terms with nonevil gods who enjoy her aggressive side, but disdains emotionally distant beings such as Delleb, Rao, and her estranged lover Zodal. Her holy symbol is a stylized volcano or pillar of flame.

The dance of a flame and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire's argument with earth. Let your passions burn as hot as these things in all arguments, and never back down when you have the opportunity to convert someone to your perspective. Ideals and opinions forms and shapes a person, and not defending with all your effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals. Any rival opinion is a challenge—answer that challenge with the same fervor that you would a physical threat.

Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring others to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated arguments makes their parent nation appear stronger than it is. They go adventuring to find new people to argue with and new causes to champion.

Alignment: Chaotic Good

Weapon: Quarterstaff

Symbol: Pillar of flame.

Action Domains

Earth, Fire, Flux, Life, Spiritual.

Pathfinder Domains

Destruction (Rage), Fire, Glory (Heroism), Liberation (Revolution), War.

Pathfinder Traits

Pathfinder Obedience

Have a heated argument with a sentient creature. If this argument escalates into a fight, fight fair and only kill if you have to. If no sentient creature with differences of opinion is available, set a wooden pole up vertically. Light a fire at its base and watch it burn until it falls over. Gain a +4 sacred bonus on all saving throws against mind-affecting effects.

Boons

  1. Fire Shrew (Sp) burning hands 3/day, flaming sphere 2/day, or fire snake 1/day
  2. Flame's Consort (Ex) Gain fire resistance 30. If you are immune to fire, you may instead gain cold resistance 30. You may change to cold resistance if you gain immunity to fire at a point after you gain this boon.
  3. Awaken Flames (Su) As a standard action once per day, you may call forth an elder fire elemental from any flame source. Alternatively, you may activate this ability as a swift action during the casting of any fire spell. The elemental appears immediately, and you can direct its actions as a free action via telepathy. The elemental is considered called, not summoned, and remains your minion for 1 hour.

Kelanen

Hero-god of swords, sword skills, and balance Kelanen only recently crossed the border between the mortal and the divine, having spent decades as a "quasi-deity" with unusual abilities, but unable to grant spells. It is only in the past century that he gained the ability to empower priests, and he has been gathering suitable agents since that time.

Kelanen' s true form is a handsome slender man with a vertical silvery scar on the right side of his face, though he rarely appears as himself. He can alter his form at will to any humanoid. His scar manifests in any guise when he becomes angry.

He promotes skill with swords and promotes the balance of things in the world, good versus evil and chaos versus law, intervening when he feels things have fallen out of balance for one side or the other.

Kelanen' s priests relentlessly practice their sword skills and spend much of their time training others. They are expected to work to maintain the balance of all things, and they prefer melee combat to the use of missiles. Their advocacy of balance means they often form temporary alliances with people of extreme alignments, breaking the alliance when the balance is restored. They are restricted to the use of all types of swords, daggers, and crossbows, and are not permitted to use any other weapons. Their formal vestments are gray or blue-gray clothing, silver or platinum jewelry.

Alignment: Neutral.

Rank: Demigod.

Weapon: Longsword.

Symbol: Nine swords arrayed in a star shape, points outward.

Pathfinder Domains

Community (Cooperation), Neutral, Protection (Defense), Travel, War (Tactics).

Pathfinder Traits

Action Techniques

Impress, Maneuver, Melee.

External Links

Kord

Kord is a Suel god, sometimes a hero, sometimes a bumbling fool, always willing to take on any challenge - he is the god of sports and challenges but also of freedom and self expression. He sponsors gladiator games and other sporting events. In civilized settlements his cult provides an outlet, in barbarian ones he can be the focus of the entire community.

In the Common pantheon Kord is mainly a god of sport and gladiatorial games, tough some swashbuckling youth have started to favor him as well.

In Synchretism he is the main good of male strength and heroes. As Procan he is the untamable father of the Oerdian wind gods. He has sponsored ascended mortals who embody his virtues in ways relevant to their cultures. Aedrie Faenya is the elven goddess of air and birds, Tritherion the summoner is the god of individuality and self-defense, while Obad-Hai is the first king and first husband, patriarch of the Flan.

Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragonhide gauntlets (white), boots (blue), and fighting girdle (red); these items can each be used as his holy symbol, although a star composed of spears and maces is also popular. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes who are born of such liaisons.

The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.

Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord's clerics are expected to be leaders or companions to leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord (which many claim to be). Clerics believe magic should be used to enhance allies rather than strike directly at foes.

Alignment: Chaotic Good.

Weapon: Greatsword.

Symbol: White dragonhide gauntlets, blue boots, or red fighting girdle.

Pathfinder Domains

Chaos, Good, Liberation, Luck, Strength.

Pathfinder Traits

Pathfinder Obedience

Shout your oath of loyalty to Kord at the top of your lungs, challenging any foe to take you on. After your oath is done, kneel on one knee with your weapon resting against the other knee. Recite your victories in a sonorous voice until the time for your obedience is done. If you should be attacked while conducting your obedience, defeat the creature who dared test your might. (You may be assisted by allies, but you must attack the opponent with the greatest Strength; you magically sense which opponent this is.) Gain a +4 sacred bonus on Strength checks and Strength-based skill checks.

Evangelist

  1. Champion (Sp) bless weaponAPG 3/day, bull's strength 2/day, or greater magic weapon 1/day
  2. Heroic Feat (Ex) After you've failed a Strength check, you can add 1d6 to the result. You take the same amount of hit point damage. When your base attack bonus reaches +4, and every 4 points of base attack bonus thereafter, you can roll an additional d6 and att to both the result and the damage taken.
  3. Heroic Charge (Ex) Once per day, you can make a heroic charge attack. You must declare your use of this ability before you roll your attack. You deal 1d6 extra points of damage on a successful charge, and this charge does not provoke attacks of opportunity.

Exalted

  1. Battler (Sp) magic stone 3/day, spiritual weapon 2/day, or deadly juggernaut 1/day
  2. Mass Strength Surge (Su) When using the strength surge granted power from the Strength domain, you can target allies within 30 feet of you instead of having to touch a single target. You can target a maximum number of allies equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6). If you don’t have access to the Strength domain, you instead gain the ability to use the strength surge granted power a number of times per day equal to 3 + your Wisdom modifier, as listed in the strength surge description. However, you can touch only a single target when using this granted power.
  3. Kord's Shout (Sp) Once per day as a swift action, you can use litany of thunder or [primal scream as a spell-like ability. In order to use this ability, you must shout a battle cry at top volume, ending your shout in praise to Kord.

Sentinel

  1. Mighty Warrior (Sp) enlarge person 3/day, aid 2/day, or badger's ferocity 1/day
  2. Two-Handed Smash (Ex) If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
  3. Devout Rage (Ex) You enter a holy frenzy whenever you rage, depending on your alignment. You gain a +2 bonus on your attack and damage rolls while raging. If you don’t have the rage class feature, you can fly into a rage once per day as the rage spell, though you don’t need to concentrate. Instead, the rage lasts for a number of rounds equal to your Hit Dice or until you choose to end it, whichever comes first.

Liberator Code

  • Always speak openly and proudly. As Kord's champion, you bow to no-one who hasn't bested you in personal combat.
  • Always accept a challenge, unless the result is a foregone conclusion. Novices have to prove their mettle before champions will take them seriously.
  • When you freely give your word, you intend to keep it. Your honor is your own, and if you don't uphold it, it is lost. Respect the spirit of any challenge, but don't let rules make a fool of you.
  • Respect victory, and respect defeat. Once a fight is settled, it is over. Resentment only drags you down.
  • Not everyone can fight. Protect the humble and give them spirit. Release slaves and lead them to freedom. Train the weak so they can protect themselves. Provide for others when you can, but not everyone can be saved.
  • Some enemies cannot accept defeat honorably and send minions to fight while they hide. They must be disgraced or killed to stop them from breaking the spirit of honor.

Action Techniques

Charm, Maneuver, Melee.

Kurell

Kurell is the brother of Zilchus. He was spurned in favor of his brother and in turn spurned Atroa, who loved him. This made him the Oerdian god of jealousy and envy, and by extension thievery. He is an ascended mortal.

Kurell (kuh-REL) is an Oeridian god once loved by Atroa, but he spurned her to pursue Sotillion, his brother Zilchus' lover. This failure caused him to lose both goddesses as well as the favor of his brother, Now, his jealous feelings keeps him alone, even though the others involved would surely forgive him if he would ask. His only allies are the more temperamental, morose, and reactionary deities Joramy, Ralishaz, and Trithereon. His symbol is a grasping hand holding a broken coin. He is a patron of thieves, although other gods such as Norebo and Olidammara are more popular than he, which makes him jealous and fills him with an irrational fervor to steal away their worshipers.

Desires must be seized, for experiencing the act of taking brings joy. Suffering must be avenged, for only retribution alleviates loss. Those that have wealth do not deserve it, nor the power and luck who brought them to where they are, and for that they should be scorned. You must take what is rightfully yours when the time is right or forever be shackled to misery, poverty, and nothingness.

Clerics of Kurell are very self-centered and not particularly interested in proselytizing unless they perceive an immediate benefit for themselves. Their instruction involves teaching by example rather than quoting doctrine. Many make their living as thieves, and spend their time planning acts of revenge against their enemies. They travel in search of great things to steal, to escape their rivals, or to forget their past.

Alignment: Chaotic Neutral

Weapon: Short sword

Holy Symbol: Broken coin, often held in a grasping hand

Pathfinder Domains

Chaos, Darkness (Night), Luck (Fate), Travel (Exploration), Trickery (Thievery).

Pathfinder Traits

Pathfinder Obedience

Compose a declaration of love and present this to a lover—if your lover is present you can present it directly, otherwise do so in your imagination. When rejected rant about it until you have spent your immediate frustration. Meditate on the teachings of Kurell and fantasize about taking vengeance against one who wronged you. You learn one weakness or personality trait you can use against the subject of your jealousy, as if you has successfully used Diplomacy to gather information.

Evangelist

  1. Twisted Words (Sp) sow thoughtARG 3/day, discern next of kinACG (also discerns lovers and close friends and dire enemies) 2/day, or haunting choir UM 1/day

2: Shimmering Sting (Sp) Once per day, you can cast aversionOA. You can chose a creature as the thing the target avoids. if you choose yourself as the creature the target avoids, you can either target one target/level who must all be within 30 ft. of each other, or you can cast the spell without counting against your daily limit. 3: Vengeful Song (Su) You can reflect a spell targeted against you back at its source with a blast of scorn. Once per day when you have been specifically targeted by a spell, you may attempt an Intimidate check as an immediate action. If your Intimidate check equals or exceeds the spell’s save DC, the spell returns immediately to its caster, who must suffer its effects. The caster can attempt a saving throw as normal to negate the returned spell’s effects. If the spell normally allows no saving throw, calculate the Intimidate DC as if the spell did allow a save, taking into account any feats or special abilities the caster may have that would affect the DC. If the spell had multiple targets (for example, a magic missile with three bolts, one of which was targeted at you), you reflect only the portion of the spell targeting you. This ability has no effect on area spells or any spells whose description has no Target entry.

Exalted

  1. Kurell's Tongue (Sp) anticipate perilUM 3/day, absurdity HA 2/day, or malicious spiteUM 1/day
  2. Stunning Touch (Su) When using the touch of darkness power granted by the Darkness domain, you can cause the creature touched to become stunned for 1 round instead of causing concealment. If you don’t have access to the Darkness domain, you instead gain the ability to use the touch of darkness power a number of times per day equal to 3 + your Wisdom modifier, as listed in the ability; this ability has its normal effect and does not cause stun.
  3. Protective Scorn (Ex) You may add your Wisdom bonus to your AC while wearing light or no armor. This bonus applies against touch attacks. Any condition that would cause you to lose your Dexterity bonus to AC also causes you to lose your Charisma bonus to AC.

Sentinel

  1. Disastrous Strike (Sp) taunt 3/day, heckle 2/day, or illusion of treachery 1/day
  2. Sudden Stab (Ex) once per day, you can use the vigilante's hidden strike ability, as a stalker vigilante of a level equal to half your Hit Dice.
  3. Jealous Pursuit (Ex) For a number of rounds per day equal to your Wisdom bonus, you can ignore attacks of opportunity you would otherwise provoke due to your movement. Using this ability is a free action, and the rounds in which you use it don’t need to be consecutive. You still provoke attacks of opportunity normally for actions other than moving.

Antipaladin Code

Antipaladins of Kurell do not demand great things of others, focusing on their own desires. Their ranks are filled with those devoted to bloody vengeance and the shining lusts that spark it. Their tenets include the following adages.

  • My life is my path, and none will sway me from it.
  • I devote myself to the pursuit of my desires and, when thwarted, my jealousy.
  • All slights against me will be repaid tenfold.
  • I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.

Action Domains

Darkness, Flux, Life, Mind, Spiritual.

Lendor

The Suel lord of time and of tedium, Lendor is a scholarly deity not much involved in the everyday affairs of the world or his pantheon.

Lendor (LEN-dor), the leader and progenitor of the Suel pantheon, is depicted as a white-haired and bearded husky older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers himself superior to other gods and especially to his children, as he has the ability to banish any of his children or undo their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars (sometimes less or more).

Time stretches to infinity, and issues that seem pressing are merely a smaller part of a larger whole. In order to make sense of the universe, one must look at the entire mosaic instead of just a part of it. Age brings experience, wisdom, and the impetus to take things slow.

Lendor's clergy are mostly older, particularly sages, village elders, and record keepers. They tend to have little interaction with the outside world, remaining cloistered in their libraries and temples for years at a time. Occasionally a younger person will be drawn to this faith, taking the role of wandering adviser, preaching the need to keep the present in perspective; these preachers often become advisers to conservative leaders or mount expeditions to recover ancient tomes and artifacts lost for generations.

Alignment: Lawful Neutral

Weapon: Greatsword

Symbol: Crescent moon in front of a new moon surrounded by a ring of stars.

Action Domains

Flux, Life, Order, Spiritual, Time.

Pathfinder Domains

Community, Knowledge, Law, Protection, Repose.

Pathfinder Traits

Pathfinder Obedience

Lay a heavy rope (or other burden) across your shoulders and meditate on the strengths and weaknesses of your true self. Remove the rope and continue to meditate on the feeling of lightness that comes with the loss of an burden. Gain a +4 sacred bonus on saving throws against effects that damage, drain, or penalize ability scores.

Boons

  1. The Tender's Path (Sp) remove fear 3/day, calm emotions 2/day, or sands of time 1/day
  2. Elder's Wisdom (Su) You immediately age into the next age category, though you take only the mental bonuses for the next age category and none of the physical penalties. If you are venerable when you receive this boon, gain a +2 sacred bonus to your Wisdom instead.
  3. Judgement (Sp) You can cast freedom or imprisonment once per day.

Lirr

Lirr is the daughter of Hieroneous and the Oerdian goddess of art. She is of minor power but important in many legends as a helper and inspiration. She is the patron of every art, from the barbaric skald to the stately illuminator. She is an ascended mortal sponsored by Ehlonna.

Lirr (LEER) is shown as a fresh-faced Oeridian woman with long black hair and dark blue eyes. Her symbol is an illustrated book, and she carries a tome with her that can show any poetry, prose, spell, or artwork ever created. She works favorably with any being that respects knowledge, learning, and the arts, but she opposes those that would destroy art and knowledge or hide it. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the individual. Many good Oeridian sorcerers and wizards worship Lirr, particularly those who dislike Delleb's conservative and reclusive nature.

The written word, be it in rhyme, prose, myth, or logbook, is the linchpin of civilization. Preserve written works so that the knowledge of the past can be given to the future, and put oral records in more permanent form. Art should be revered, for it conveys feelings and messages that would take hundreds of pages to explain. Every poem, book, or painting lost is a piece of history forgotten.

Lirr's clerics wander Oerth in search of lore, news, poetry, historical tales, magic, and works of art. They sneak into lands ruled by oppressive leaders (such as Iuz), trying to rescue items of interest that are at risk of being destroyed out of malice or ignorance. Many clerics have skill as bards, telling tales and painting pictures rather than singing; they easily find work as tutors, scribes, and artists. Novice clerics spend months making copies of their temple's archives of books, scrolls, and works of art, which are distributed so that others may appreciate them.

Alignment: Chaotic Good
Symbol: An illustrated book
Weapon: Rapier

Pathfinder Domains

Chaos, Charm, Good, Knowledge, Magic.

Pathfinder Traits

Pathfinder Obedience

Paint a small picture, compose a short poem or song, perform, or create another work of art, whispering praise to Lirr’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with Lirr's sign and blessing. Gain a +4 sacred bonus on Craft and Perform checks.

Evangelist or Feat

  1. Fiction Weaver (Sp) silent image 3/day, minor image 2/day, or major image 1/day
  2. Versatile Artist (Ex) Drawing on Lirr’s divine inspiration, you can substitute your bonus in a specific Craft or Perform skill for your bonus in another related skill, as the artiste bard archetype's versatile art class feature. Select one Craft or Perform skill which you can substitute for its associated skills. If you already have the versatile performance class feature when you obtain this boon, choose an additional Craft or Perform skill to substitute.
  3. Persuasive Aesthetic (Sp) You learned to pour your soul into works of art. Once per week, you can use symbol of persuasion as a spell-like ability. Instead of inscribing a symbol, you can cast this spell using either a performance or a piece of art worth 5,000 gp or more as an arcane focus. Unlike the material components of symbol of persuasion, an artwork is not consumed during casting. Each creature within 60 feet of the performance or artwork must succeed at a Will saving throw or be charmed by you (as the charm monster spell) for 1 hour for every Hit Die you possess. The charm effect lasts until the symbol is triggered or until you use this ability again, whichever comes first.

Exalted

  1. Devotionals (Sp) unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day
  2. 'Joyous Ally (Sp)' Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lillend azata from Lirr’s divine realm to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The lillend doesn’t follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.
  3. Plumed Blade (Su) Even in battle, you partake of the beauty and joy with which Lirr graces her devoted followers. As a free action, you can cause an illusion of brightly colored feathers to follow every swipe and motion of your weapon. When you do so, a single weapon you hold gains the holy and shock weapon special abilities. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, this ability’s effects immediately end. You can grant weapons this ability for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.

Sentinel

  1. Graceful Warrior (Sp) animate rope 3/day, cat’s grace 2/ day, or haste 1/day
  2. Glorious Might (Su) Your passionate devotion to Lirr grants you extra prowess in your battles against evil, allowing you to see and root out the ugliness at the heart of your foe. When you use your smite evil class feature, you gain double your Charisma bonus on attack rolls and your Charisma bonus + your paladin level on damage rolls. This replaces the normal bonuses for using smite evil. If you don’t have access to smite evil, you instead gain a +2 bonus on weapon attack rolls against evil targets.
  3. Cloak of Feathers (Su) An aura of colorful features, glowing with Lirr’s holy grace, shields you against electricity attacks with a measure of the protection enjoyed by the azatas who serve her. You gain electricity resistance 15.

Liberator Code

Lirr is an Oerdian, and like all her people she is a warrior. Her liberators see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.

  • I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
  • I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
  • I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
  • I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
  • I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
  • I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

Action Domains

Flux, Life, Light, Magic, Spiritual.

Llerg

Llerg is the wild man of the Suel pantheon, the savage force of nature. In legends he is often an adventuring companion to Kord, who mostly takes a support role in fights and among people, but is the unquestioned master in the wilderness.

The most uncivilized god in the Suel pantheon, Llerg (LERG) ignores most other gods, seeing them as too civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy symbols. He fights with a battle axe or in one of his animal forms and may be the ancestor of the original dire bears, dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg.

Be strong so that others respect you. Be fierce like the creatures of the animal world. Humans have lost contact with their inner animal nature—watch and learn how the predator lives, and you will again be as you should be.

Llerg supports barbarians defending their lands against encroaching civilization. Llerg's clerics choose one of his sacred animals as their totem animal. They act as intermediaries when tribes meet, and range far in search of prey when times are lean for their tribe. They bless weapons, warriors, and sites of battle to ensure victory, and in more peaceful times they train young warriors in armed and unarmed combat. Some clerics see visions and travel to find the meaning of what they have seen.

Alignment: Chaotic Neutral.

Weapon: Battleaxe.

Symbol: Great bear, snake, or alligator.

Action Domains

Animal, Flux, Gifts, Life, Spiritual.

Pathfinder Domains

Animal, Chaos, Liberation, Plant (Growth), Strength.

Pathfinder Traits

Pathfinder Obedience

Build a fire and burn an item or set of items worth at least 50 gp. If you are in nature, you instead burn 3 natural objects that catched your fancy in the last day. When the flames have died down, roll among the cinders to extinguish the last bits of fire and grind the ashes into the ground. Each time you perform this obedience, choose either acid, cold, electricity, or fire. Gain energy resistance equal to your HD against the chosen energy type.

Boons

  1. Master of Elements (Sp) produce flame 3/day, soften earth and stone 2/day, or call lightning 1/day
  2. Quake (Sp) You can cast earthquake once per day.
  3. Wrath of Nature (Su) Once per day, you can assume the form of a Gargantuan earth or fire elemental for up to 1 hour. If you choose the form of an earth elemental, you gain a +10 size bonus to your Strength, a –4 penalty to your Dexterity, a +6 size bonus to your Constitution, and a +8 natural armor bonus. If you choose the form of a fire elemental, you gain a +8 size bonus to your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus. This ability is otherwise identical to elemental body IV.

Lolth

Lolth is the fallen goddess in the Elven pantheon. Patron of the drow, queen of spiders, and goddess of the new moon, she is the eternal nemesis of Sehanine Moonbow.

In the Common pantheon Lolth is a goddess of prostitution, intrigue, and sex appeal, often depicted as a female drow of exaggerated proportions in slinky clothes few real drow would ever wear.

In Synchretism she is the goddess of darkness, intrigue, and murder. She has sponsored ascended mortals among other peoples, both humanoids and monsters. Among humans she is known as Kurell the Oerdian god of jealousy, revenge, and theft and Syrul the Suel goddess of Lies, deceit, and treachery.

Lolth (lohlth) appears as either a tall, beautiful female drow or as a black spider with a female drow’s head. She maintains a ruthless, tyrannical reign over the drow, ruling through a combination of fear and the promise of power. It was Lolth who first spread evil among the elves, and it was she who led the drow to break away from the rest of elven society and to dwell underground. Drow scoff at any attempt to suggest that they were banished from the surface. Nevertheless, Lolth has sworn vengeance against Corellon Larethian and his people.

Lolth constantly turns one drow against another. She claims to do this to cull out the weak and to make the race strong, but she is a cruel and capricious deity who enjoys watching others suffer. She is careful to prevent open or widespread strife among the drow. She does not tolerate campaigns of harassment or attrition among groups of drow, but she does sanction well-planned, swift, and overwhelming attacks.

Lolth expects her people to be shrewd, calculating, and aware of the dangers and opportunities around them. She has no use for sentiment, weakness, or love. She expects her people to rule the entire Underdark (the realm beneath the surface of the earth), eliminating foes that are weak enough to be destroyed and biding their time before attacking other opponents. She also expects them to eventually invade and conquer the surface, not to colonize it but to defeat Corellon Larethian and the surface elves.

Lolth rules her people through her clerics, who are exclusively female and organized into noble houses made up of clerics related by blood. The oldest clerics rule the house, with younger clerics following in order by age. Each house also includes noncleric drow related by blood or marriage. The clerics serve as absolute rulers in Lolth’s name. They are the leaders, police, juries, and executioners of drow society.

Nearly every drow home has at least a small shrine to Lolth, even if it is just a spider statue or modest altar. Larger temples to Lolth are usually laid out in the shape of a spider. They serve as meeting places, sacrificial sites, and centers of entertainment for high-ranking drow.

Lolth was said to have been slain about a hundred years ago, and was indeed absent from the world for about 30 years before reemerging. This was a hard time for the drow, and many drow strayed into worshiping other gods or demons during this time.

Alignment: Chaotic Evil

Weapon: Short Sword.

Symbol: Spider with a female drow head.

Action Domains

Animal, Darkness, Flux, Life, Spiritual.

Pathfinder Domains

Animal (Vermin), Charm (Lust), Darkness (Normal or Loss), Nobility, War (Tactics).

Pathfinder Traits

Pathfinder Obedience - Drow Cult

Bind a living creature so only a few key portions of anatomy (such as the belly, mouth, or eyes) remain exposed, allowing you to torment these exposed areas with needles, tiny knives, or poisonous vermin. Gain a +4 profane bonus on grapple checks and to CMD.

Boons

  1. Lolth's Embrace (Sp) animate rope 3/day, web 2/day, or snare 1/day
  2. Spider's Blessing (Sp) You can use poison and vermin shape II once per day each as spell-like abilities.
  3. Temporal Web (Sp) Once per day, you may use temporal stasis heightened to function as a 9th-level spell. The target of this ability appears to be wrapped tightly in spiderwebs. You can maintain up to three targets in a temporal web at a time—if you use this ability on a fourth target, you must select one of the other three targets to immediately release. This ability is the equivalent of an 9th-level spell.

Pathfinder Obedience - Surface Cult

Ingest a dose of psychedelic plants or fungi and engage in any number of sexual acts (either alone or with others), during which blood must be shed. Gain a +4 profane bonus on Sense Motive and saves against charm effects.

Boons- Surface Cult

  1. The Lady's Charms (Sp) charm person 3/day, darkness 2/day, or suggestion 1/day
  2. Instant Bodyguard (Sp) Three times per day, you can summon 1d4+1 phase spiders, as summon monster VII.
  3. Dominate Thrall (Sp) Once per day, you may cast dominate monster. You may only have one creature dominated at a time via this effect, but the effects are permanent until you dominate a new target, at which point the previous target is released from domination but is stunned for 1d4 rounds - usually enough time for your new dominee to kill it.

Antipaladin Code

Antipaladins of Lolth demand great things of others, and seek to emulate the spider queen in their manner. Most are women; their ranks are filled with those devoted to bloody vengeance and the shining lusts that spark it. Their tenets include the following adages.

  • My life is my path, and none will sway me from it.
  • I devote myself to the pursuit of my passions.
  • I take what I desire, by trick or by force. If others resent my actions, they may attempt to take vengeance against me.
  • All slights against me will be repaid tenfold.
  • I take time enjoying my pawns and prizes, like the spider cocoons her victims.
  • I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.

Luna

Luna, known as Raenei, the Greater Moon, or the Mistress, is Oerth's silver satellite, the companion to the Lesser Moon, Celene. It is known as Mazlateotl among the Olman and as Konola among the Touv. From the perspective of Oerth, it cycles from its new to full phases once a month. Luna is a moody goddess, shifting from light to darkness as her cycle affects her mood and appearance. She is never clear in what she says, and demand that her worshipers decide for themselves what her sayings mean.

To the Elves, she is the goddess of travel, the goddess of hope and subtle influence. Luna is the home of the Elves, their ancestral mother and hope, personification of the Feywild. Her daughters are Lolth and Sehanine, twins who fight over her legacy. It is said that the elves came to Oerth riding Luna, and will depart the same way. Luna slowly moves away from Oerth, and the elves will leave Oerth along with Luna when she finally departs, but this is in the very distant future.

In the Common pantheon Luna the large moon is a moody goddess of secrets, illusion, shadows and magic. Her cult is small but she is a common figure in art.

To the Flan the mysterious moon represents renewal and roads not yet traveled. She leads ever on without revealing where, and is a goddess of aging, menstruation, dreams, and mysterious powers.

Alignment: Chaotic Neutral.

Weapon: Scimitar.

Symbol: Round ball, half light, half dark.

Pathfinder Domains

Darkness (Moon), Knowledge (Memory), Luck (Fate), Magic, Trickery.

Pathfinder Traits

Pathfinder Obedience

Dance in an isolated place under the light of the moon. If no moonlight is available, pray for the spirits of those who have lost their way and then leave a lighted lantern in a dark area. Gain a +4 sacred bonus on saving throws against illusion spells and effects.

Boons

  1. Lunar Dancer (Sp) minor image 3/day, cat’s grace 2/day, or moonstuck 1/day
  2. Moonlight (Sp) You can cast an enlarged sunbeam once per day. The visible effect is a beam of brilliant silver moonlight, but the spell’s effects are unchanged.
  3. Compelling Dance (Sp) You can cast irresistible dance once per day. If you cast this spell-like ability on a willing creature, the target is affected normally by the spell but also gains a +4 sacred bonus on Dexterity checks, Dexterity-based skill checks, and Reflex saves for 24 hours after the effect’s initial duration ends.

Action Domains

Flux, Force, Illusion, Life, Spiritual.

Lydia

Lydia is a wise and benevolent Suel goddess who seeks to instruct trough music and to recover old lore and separate fact from fiction. She is very similar to Lirr.

Lydia (LIH-dee-ah) is a wise Suel goddess, shown as a dynamic older woman with white hair and clear blue eyes. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging information and songs.

People must gain knowledge to better themselves. Music is a key to learning, and the light of day lets one see their own ignorance.

Lydia's church has an open policy on all records, for the goddess hates secrets and those who would hoard information to the detriment of others. Her teachings are presented in song form so that they may be easily remembered, and her church often converts current and historical texts into ballads. Her church uses education to uplift women from lesser stations in life; this tends to make her unpopular with patriarchies.

Most of her clerics are women. They discover and spread information wherever they travel, and are often found in the company of clerics of Fharlanghn. They are required to help women in need of education, and they spend much of their time in villages teaching women and children how to read and acting as midwives. They travel to discover lost caches of information and song, preferring historical accounts of actual deeds rather than fictionalizations and hearsay tales.

Alignment: Neutral Good

Weapon: Shortspear

Symbol: spray of colors from an open hand.

Action Techniques

Charm, Know, Ride.

Pathfinder Domains

Charm, Good, Knowledge, Sun, Travel.

Pathfinder Traits

Pathfinder Obedience

Sing or play a musical instrument in public where strangers can hear you and be instructed. If no suitable public areas are located nearby, compose an original poem about a piece of lore significant to you. Gain a +4 sacred bonus on saving throws against sonic effects.

Boons

  1. Communicator (Sp) color spray 3/day, vizualisation of the mind 2/day, or sculpt sound 1/day
  2. Quiet Muse (Sp) You can cast extended brilliant inspiration three times per day.
  3. Paralyzing Song (Su) You make music with such skill and pathos that all around you become frozen still. Once per day as a full-round action, you may attempt a Perform (keyboard instruments, percussion instruments, string instruments, wind instruments, or sing) check. All enemies within 30 feet who can hear you must make a successful Will save (DC 10 + 1/2 your Perform skill modifier) or be affected as though by hold monster for as long as you continue playing.

Mayaheine

Mayaheine is a goddess of the Common pantheon and something of a pelorite answer to the churches of St. Cuthbert and Bahamut. Mayaheine is more of a saint in the church of Pelor than a separate cult. She is an exarch of Pelor, a goddess of knights and the defender of civilized society.

Mayaheine (MY-ah-heen) is a recently ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil. She is portrayed as a strikingly tall woman with blue eyes and auburn gold hair, dressed for battle. Her shield, Hope's Champion, turns back evil magic upon its source, and her bastard sword Triumph stuns fiends and tyrants with a touch. Her holy symbol is a shield with a bastard sword, sunburst, two golden sphere and two victory runes. While she is fine warrior, she is above all a protector.

Protect those who need it. For good to survive it is necessary to defend the weak and innocent. Bravery, strength of mind, and perseverance in times of hardship or danger are virtues, and adherence to the concepts of justice, fairness, and righteousness are essential. Obedience to Pelor the Sun Father is as important as devotion to the Shield Maiden. Just as Mayaheine traveled a long way to aid our world, it may be necessary for the faithful to travel far to uphold her word.

Clerics of Mayaheine train themselves and others in self-defense. They help build town walls and other protective constructions; many take roles as community leaders, their devotion to justice and good making them excellent judges. They travel to prove their bravery, right wrongs, and to destroy strongholds of evil. This faith sponsors many paladins and is friendly with paladins of other faiths as well. They are always respectful of clerics of Pelor, for their religion wouldn't exist on Oerth if it weren't for him.

Alignment: Lawful Good.

Weapon: Bastard Sword.

Symbol: Shield with a bastard sword, sunburst, two golden sphere and two victory runes.

Pathfinder Domains

Good, Glory (Honor), Law (Archon), Protection, War.

Pathfinder Domains

Pathfinder Obedience

Hold your sword in front of you and hang a holy symbol of Pelor from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings. Gain a +2 sacred bonus Will saving throws.

Evangelist

  1. Courageous (Sp) remove fear 3/day, blessing of courage and lifeAPG 2/day, or heroism 1/day
  2. Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.
  3. Wrath of the Inheritor (Su) Three times per day, you can call upon Mayahine during the casting of a spell to increase its potency. When you use this ability, you can cast any spell that deals hit point damage and has a casting time of 1 standard action as a full-round action instead. Doing so changes half the damage dealt to divine power, similar to a flame strike spell. For example, a wizard 5/evangelist 9 casts a lightning bolt as a full-round action. The spell deals 10d6 points of damage, half of which is electricity damage and the other half of which is divine energy and not subject to electricity resistance. If you can’t cast spells that deal hit point damage, you instead gain the ability to imbue your weapon with holy power. Three times per day as a free action, you can grant your weapon the holy weapon special ability for 1 minute.

Exalted

  1. Glorious Servant (Sp) shield of faith 3/day, enthrall 2/day, or searing light 1/day
  2. Righteous Strike (Sp) Once per day, you can channel the effects of holy smite through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted with holy smite.
  3. Just Ally (Sp) Once per day as a standard action, you can summon a shield archon. The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. The shield archon doesn’t follow commands that would violate its alignment, however, and particularly egregious commands could cause it to attack you.

Sentinel

  1. Knight of Valor (Sp) bless weapon 3/day, bull’s strength 2/day, or magic vestment 1/day
  2. Valorous Smite (Su) If you have the smite evil class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours.
    If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).
  3. Banishing Strike (Sp) Once per day, you can channel the effects of banishment through your weapon, though you don’t need to cast (or even know) the spell. You must declare your use of this ability before you roll your attack. On a hit, the target is affected by a banishment effect. If you openly wear a holy symbol of Mayahine, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any) and the saving throw DC increases by 2.

Paladin Code

The paladins of Mayahine are just and strong, crusaders who live to defend the lands of the sun. Their mission is to bring light and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.

  • My heart is like the sun. Without my heart to guide it, my sword is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
  • I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
  • I carry the sun's honor. I will always protect the faithful of Pelor, and bow to their judgement in civil matters.
  • I will make sure of a good defense before I attack. Once in a fight, I am at the forefront of any position, and the last to retreat.
  • I will not be taken prisoner by my free will. I will not surrender those under my command.
  • I will never abandon a companion, though I will honor sacrifice freely given.
  • I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
  • When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
  • I will suffer death before dishonor.
  • I will be forthright in my actions and proud in my behavior. I will strive to emulate Mayahine’s perfection.

Action Domains

Force, Life, Light, Order, Spiritual.

Merikka

Merikka is a quiet and orderly Oerdian goddess of the calendar, and by extension science. Her task to keep the seasons in order is vital and she performs it dutifully, but she is a passive goddess and figures little in myths or cults. She is either an ascended mortal sponsored by Istus or the daughter of Celestian.

Merikka (meh-RIK-kah) is a quiet Oeridian goddess who takes direction from Celestian and coordinates activities with her cousins (the gods of seasons) to allow farmers to plant and cut their crops at the proper time. She guides the cycle of a family through the days, seasons, and years of life. Her obsession with dates and cycles makes her a patron of expectant mothers. She is shown as a gray-haired woman of faded beauty holding a basket of grain and a long scroll, with the objects being her holy symbol. She was trapped for a time under Castle Greyhawk by Zagig Yragerne but eventually released by a group of adventurers. She resents chaotic gods and any who would disrupt her work.

A well-run farm and strong family both rely on the adherence to routines, an understanding of relationships, and the consequences of actions. Animals will not thrive unless they are cared for, fields cannot be planted unless they are prepared, and grain won't last through the winter unless rationing is kept. Spouses must respect each other, children must obey their parents, and parents should love and teach their children. Ignoring these commands leads to ruin.

Clerics of Merikka coordinate groups of farmers so that everyone's crops are planted and harvested at the optimal time, mediate between warring family members, care for pregnant women, and officiate coming-of-age and marriage ceremonies. They enforce laws and punish lawbreakers where other officials are unavailable. Most city folk see them as emissaries of law because of their single-minded dedication in following their quarry to places far from home.

Alignment: Lawful Good.

Weapon: Sickle.

Holy Symbol: Basket of grain and/or a long scroll.

Pathfinder Domains

Community, Good, Law, Plant, Protection.

Pathfinder Traits

Action Domains

Animal, Life, Order, Plant, Time.

Moradin

Moradin is the creator and patriarch of the Dwarves, the divine craftsman, maker of the firmament.

According to Synchretism Moradin is known as Flandal to the gnomes. He has sponsored godlings in almost every culture, who generally focus on a few of his functions, usually as patron of the crafts. Cyrrollalee is the halfling goddess of trust and protection, Bleredd is the Oerdian god of mines and smiths, Fortubo the Suel god of metal and mountains, while Dalt is the chaotic Suel god of locks and lockpicking, and by extension of other crafts. Daern is a recent exarch, a mortal risen to become the goddess of fortification.

The deity of dwarves, Moradin (moar-uh-din), usually appears as a stern-faced male dwarf with a powerful build. His upper body is particularly robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full armor. He carries a shield and a warhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them.

Moradin is an adamant defender of the dwarven people he created and of the principles of law and good. He teaches the value of making goods that last, of loyalty to clan, leader, and people, and of meeting adversity with stoicism and tenacity. He tolerates no taint of evil among the dwarves; it was he who drove the derro and duergar out of the dwarven community. It is Moradin’s influence that leads the dwarves toward excellence in craftwork and staunch defense of what is theirs.

Clerics of Moradin are charged with maintaining and advancing the dwarven race in all walks of life. They perform a wide range of public ceremonies (marriages, blessing new ventures, crowning monarchs, and the like). They also educate the young, arrange communal defenses, and sponsor expeditions to settle new lands. They also keep detailed genealogies and historical archives. Every temple or shrine of Moradin includes an anvil and a forge that the clerics keep perpetually burning. The anvil can be a simple decoration or part of a working smithy, but it often serves as the temple altar.

Alignment: Lawful Good.

Weapon: Warhammer.

Symbol: Hammer or hammer and anvil.

Pathfinder Domains

Artifice, Earth (Metal or Caves), Knowledge (Memory), Rune (Wards), War.

Pathfinder Traits

Pathfinder Obedience

After reciting a traditional prayer to Moradin, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Moradin’s might and wisdom. Alternatively, if you have created something through this effort, s it to the next person you meet who strikes you as fair and honorable. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Moradin. Gain a +1 sacred bonus on all attack rolls made with warhammers.

Evangelist or Feat

  1. Strategic Warrior (Sp) anticipate perilUM 3/day, status 2/day, glyph of warding 1/day
  2. Sensibility of Crafting (Su) Your understanding of the inner workings of magical crafting has won you a protective boon from your ancestors and from Moradin himself, allowing you to better avoid powers drawn from magical items. You gain a +4 sacred bonus on any saving throw against an effect generated by a magic item. This includes spells cast from scrolls, staves, or wands.
  3. Sacred Crafting (Ex) You are granted insight into the finest techniques for crafting magic items, glimpsing secrets of forgotten master smiths and glimpsing the revelations of ancient dwarven masters. When calculating the base cost for creating an item, perform all the calculations and then reduce the base cost by 10%. This discount affects the crafting time as well as the final price of the item. In addition, you can use fabricate once per day as a spell-like ability. Though you can’t create magic items with the fabricate spell, you may use it to create items that you later enhance magically.

Exalted

  1. Forgecrafter (Sp) crafter’s fortuneAPG 3/day, fox’s cunning 2/day, or greater magic weapon 1/day
  2. Ironskin (Ex) Your skin is as thick and tough as that of a dwarf who’s worked the forge for 50 years, every scratch and burn associated with the memory of a masterpiece you’ve realized in stone or steel. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
  3. Hammerfist Ally (Sp) You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon a stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golem takes the form of a sculpted dwarf hero wielding two massive warhammers, the holy symbol of Moradin hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.

Sentinel

  1. Battlefield Protector (Sp) sanctuary 3/day, shield of faith 2/day, prayer 1/day
  2. Holy Artificer (Su) The spirit of an ancient warrior or artisan guides your hand when you set your mind toward creation, inspiring you and helping you perfect your craft. You gain the artificer’s touch granted power from the Artifice domain if you don’t already have access to it. Use your character level instead of cleric level to determine the power of your artificer’s touch.
  3. Earthen Smite (Su) You call upon your connection with the earth and its hidden strength to levy it behind your holy attacks. Whenever you use your smite evil ability, you can choose to add 2d6 points of acid damage to your damage roll. If you don’t have access to smite evil, you can instead add 2d6 points of acid damage to a single attack against an evil opponent three times per day. You must declare your use of this ability before you roll your attack. If you miss or if the target is not evil, the use is wasted.

Paladin Code

Paladins of Moradin are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

  • My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
  • I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.
  • I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.
  • Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Moradin.

Action Domains

Earth, Life, Metal, Order, Spiritual.

Mouqol

Mouqol is the lord of glibness, high master, lord of the bazaar. A little-regarded but popular prophet in the Baklunish pantheon. He is sponsored by Yondalla.

Trade in the Baklunish lands is the province of Mouqol (moh-KOHL) the Merchant. Like Istus, he was neutral in the war between Light and Darkness that precipitated the mythic Hegira; like Geshtai, he provided necessities to both sides of the struggle. Other tales describe Mouqol's travels among genie-kind, and his skill at bargaining with even these most difficult of clients. Mouqol's particular gifts are the ability to discern the true desire of his customers, and the talent of finding and delivering the rarest of treasures to their predestined owners.

Reward is not gained without risk. The perfect bargain satisfies both necessity and desire. The wise know the worth of a thing as well as its cost. Greed makes the wealthiest into debtors. All life is a matter of exchange. The Bazaar, or marketplace, is holy ground.

Some markets in the larger cities are set up around actual temple-buildings, but most simply contain a tent-covered altar or shrine to the merchants' god. There is no standard tithe, but a variable set of fees is levied on the traders who utilize the marketplace. These monies are used to cover expenses, but any excess is dedicated to charitable works, for the accumulation of large amounts of wealth is foreign to Mouqol's values. Much more important is the art of the negotiation process, for hard bargaining is near to a sacrament for these Western merchants.

Clerics of Mouqol are common among the Baklunish, as well as among the jann and the merfolk of the Dramidj. Clerics use their powers to deter theft, fraud and magical deception. They work as appraisers of common goods, with certain members specializing in more exotic items. Most travel during at least part of their career, particularly as part of merchant caravans. Ritual prayers are said each morning, prior to opening for business or beginning the day's travel.

Alignment: Neutral.

Weapon: Dagger and light Crossbow.

Symbol: Set of scales and weights.

Pathfinder Domains

Charm, Knowledge (Memory), Luck (Fate), Travel (Trade), Trickery.

Pathfinder Traits

Action Techniques

Charm, Know, Ride.

Myhriss

The goddess of romance and beauty among the Flan, Myhrissis the aspect of Beory as a young woman, between Ehlonna the child and Berei the mother. She puts garlands in her hair and dances to entice the warriors and hunters of the tribe.

Myhriss (MEE-ris) is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or else as a fair-skinned, dark-haired provocative beauty or a sun-blonde tanned woman of approachable prettiness. Her dark-haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss appreciates the vain Suel goddess for her obvious attractiveness.

Love can cure the world's ills. Quarreling rivals and warring nations can be brought together with a well-placed romance, and beauty can turn the heart of a dumb beast or a despondent tyrant. Beauty is often fragile, so protect it from accidental harm, as the destruction of something beautiful is a great tragedy. Beauty comes in many forms, for even the most evil red dragon is a sight of terrifying splendor when it is on the wing. Celebrate love, affection, romance, and beauty wherever you find it.

Clerics of Myhriss are starry-eyed and always looking for signs of love and beauty in the people and places around them. They bless young lovers, perform marriage ceremonies, create works of art, and travel to see beautiful people and fantastic sights. A few take roles as diplomats, as their looks and charisma make even the most hostile folk stop to listen to them. Some are crusaders against hate and ugliness, seeking out those who destroy love or vanquishing those of repulsive presence.

Alignment: Neutral Good.

Weapon: Whip or Shortbow.

Symbol: Lovebird.

Action Domains

Air, Life, Light, Mind, Plant, Spiritual.

Pathfinder Domains

Charm (Normal or Love), Good, Healing, Luck (Curse), Protection.

Pathfinder Traits

Pathfinder Obedience

Dance, going through the motions of exchanging one dance partner for another, contemplating the virtues and flaws of each. These can be actual physical dance partners or taken from memory or your imagination. If someone invites you to dance during this ritual, you cannot refuse.

Boons

  1. Boons of Youth (Sp) sanctuary 3/day, eagle’s splendor 2/day, or archon’s aura 1/day
  2. Rite of Passage (Sp) You gain the power to usher others into a new state of being. Once per day, you can cast greater polymorph on a willing creature. The duration of this effect is permanent until you or the target dismiss the effect or you use this ability again.
  3. Second Chance (Su) Once per day you can cast reincarnate on a willing or helpless living creature. The target falls asleep for a full day and is reincarnated as a younger version of itself. Generate a new 1st-level character of the same race and gender. During the day of sleep, you must take all the target's possession and hand them out as gifts. Other creatures, even creatures close to the target, will be completely unable to see her as the same person, possibly thinking she is a relative or descendant.

Myrlund

Murlynd (MURR-lind) is the Oeridian hero-god of Magical Technology. Murlynd's symbol is a solid, six-pointed star with rounded points. Murlynd takes the form of a handsome Oeridian male with weathered features. He is clothed in worn leather, and wears a light-colored hat of a type unfamiliar to the Flanaess. He appears aloof and taciturn, though he is quite personable among his allies. Murlynd is dangerous only when provoked by evil beings. He is known to wield the longsword, battle axe, and crossbow, as well as weapons of more unusual make. Murlynd is especially fond of a pair of strange, hand-held weapons that emit powerful projectiles. He has referred to these weapons variously as "45's," "six shooters," and "hog legs."

Murlynd was sponsored to godhood by Heironeous. He is also known to be an ally of Celestian, Phaulkon, Zagyg, Keoghtom, Mordenkainen, and Heward. Iuz is one of his most fierce enemies. He was once a member of Zagyg's Company of Seven. Later, he adventured in disguise with members of the Citadel of Eight.

Murlynd encourages others to learn from the advancements of civilized races in order to improve the lives of the common folk. His followers will not use inferior items if superior ones are available to them; they are commanded to protect the weak and innocent and to act with honor. They are always to consider Heironeous's followers their allies and Hextor's followers their enemies. Murlynd's holy book, which often bears his symbol, is titled Murlynd's Early Adventures & Subsequent Ventures.

Murlynd's priests strive to uphold the virtues of law and good, and often work with the clergy of Heironeous toward this end. They use their knowledge of technology to aid the common man, and are encouraged to invent new devices and improve upon old ones. They are are incessant inventors often seem odd to common folk, but their services are usually appreciated once their work is finished and yields a return of saved labor. They work to destroy extremely dangerous magical or technological devices, and often find themselves working toward this end with followers of Phaulkon.

Spells past by clerics of Murlynd look different from standard divine magic, adding elements of a technological nature. Paladins dedicated to Murlynd are called the White Paladins. They are actually an extremely rare sect of the church of Heironeous rather than an independent faith. They share Murlynd's fascination with otherworldly weapons and technology, seeking to use such items in their crusade against Evil. They can usually be recognized by their eccentric hodgepodge armor and clothing, much of it created themselves. They jealously guard the secrets of the firebrands, strange devices that can fire metallic balls at high speeds. They travel in search of exotic new equipment.

Alignment: Lawful Good.

Weapon: Firearms.

Symbol: Solid, six-pointed star with rounded points.

Pathfinder Domains

Artifice, Good, Knowledge, Law, Nobility.

Pathfinder Traits

Nerull

The god of the night and of death of the Flan, Nerull is Beory’s second husband and the rival and enemy of Pelor. Defeated numerous times in the legends, Beory always forgives him so that night can follow day.

As god of the dead and undead in the Common pantheon, Nerull is surprisingly respectable, his clerics tolerated as long as they play by the rules. Sometimes his cult exist under the auspices of the church of Pelor, an evil shadow kept to placate the forces of darkness.

In Synchretism Nerull is seen as the power behind Selvekar the Waster among the Baklunish, Telchur the lord of Winter to Oerdians, and has an aspect named Incabolous focused on disease and hopelessness.

Nerull (NEH-rul) is an ancient Flan god; few anywhere do not know and fear his name. He is a rust-red skeletal being with thick, blackish-green hair, a cowl and cloak of rusty black, and eyes, teeth, and nails the color of poisonous verdigris. His sable wood staff Lifecutter forms a scythe-like blade of red force that slays anyone it touches. Fiends answer his call out of fear rather than loyalty, for he hates all life and is not above destroying servants out of displeasure or spite. His symbol is a skull and scythe. Of all other divine beings, the only one he tolerates is Incabulos, whose gifts send many to his realm.

All are equal in Nerull's cold realm. Every living thing is an affront to the Reaper, and every death brings a dark spark of joy to his long-dead heart. Those who pray to Nerull to appease him only attract his attention and their own doom. Those who kill in his name shall be rewarded.

Nerull's clerics commit murder as offerings to their god; when their actions are discovered, they flee their hiding places and move far away to carry out their evil deeds, appearing innocent while occasionally killing wayfarers on their long journey.

According to Erik Mona in Oerth Journal #3, Nerull is known as Tharoth the Reaper among the Bakluni. Though unofficial, this name has proliferated in the fan community.

Alignment: Neutral Evil.

Weapon: Dagger, Scythe, and Quarterstaff.

Symbol: Skull and scythe.

Pathfinder Domains

Darkness (Night) Death (Murder), Evil, Trickery, Void.

Pathfinder Traits

Pathfinder Obedience

Watch a creature die. This can be a sacrifice you make to Nerull, or it can be an intelligent creature that died for any reason at all within the last day. Study the transition from life to death, anticipating and imagining the death of everything around you. Treat your caster level as 1 higher when casting spells with the evil descriptor.

Boons

  1. Master of Undeath (Sp) inflict light wounds 3/day, desecrate 2/day, or animate dead 1/day
  2. Bolstering Channel (Su) When you channel negative energy to heal undead creatures, you infuse the targets with negative energy made more powerful by Nerull’s influence. Any undead creatures healed by your channeled energy increase their movement speed by 10 feet for 1 round for every Hit Die you possess. If you cannot channel negative energy, you gain the ability to channel negative energy once per day as an evil cleric of a level equal to your Hit Dice.
  3. Ally from the Grave (Sp) The death lord's servants have taken notice of your deeds and answer your call. Once per day as a standard action, you can summon a bhuta (Pathfinder RPG Bestiary 3 41) to serve you. You gain telepathy with the bhuta to a range of 100 feet. The bhuta follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. It doesn’t obey commands that would make it perform overly good acts, and such instructions could cause it to attack you if they are particularly egregious.

Action Domains

Darkness, Death, Illusion, Mind, Spiritual.

Norebo

Norebo is the Suel god of luck and gambling, Norebo has had a "secret" affair with Wee Jas for the last thousand years, and in this time We Jas has advanced to a position as the major lawful god of the Suel. This has made his cult something of a god of freedom under order, a safety valve of social pressure.

Norebo (noh-REE-boh) is one of the more popular Suel gods, known for his willingness to make a bet on anything and his fondness for dice games; his symbol (a pair of eight sided dice) stems from this. He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight, and features, but can assume animal forms, especially when he wishes to be hidden.

Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are fleeting things, and best be enjoyed while you have them.

His worship is popular in the barbarian lands and large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling operations are run on-site). Some patrons donate to his temple in the hopes of warding off thieves and assassins. Clerics of the Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house. Others wander the world to bring chance and elements of risk into people's lives; they especially love bothering clerics and followers of rigid gods such as Allitur, Pholtus, and St. Cuthbert.

Alignment: Chaotic Neutral.

Weapon: Dagger.

Symbol: Pair of eight sided dice.

Action Technique

Maneuver, Charm.

Domain: Flux, Spiritual.

Pathfinder Traits

Pathfinder Domains

Animal (Fur), Chaos, Charm (Lust), Luck, Trickery.

Pathfinder Obedience

Spend an hour gambling at a gambling hall. If no gambling hall is available, gamble with any nearby intelligent creatures. If no creature is available to gamble with, make a bet with yourself on some situation where you could profit or make a loss in the next day. Gain a +2 sacred (or profane if evil) bonus on all Reflex saves, Profession (gambler) checks, and Sleight of Hand checks.

Boons

  1. Gambler's Readiness (Sp) cultural adaption 3/day, perceive clues 2/day, or contingent action 1/day
  2. Always Timely (Su) As a full-round action you can Invite one or several creatures within 30 ft. to gamble. Unless they succeed at a Will save (DC 10 +1/2 your Hit Dice + your Charisma modifier) they will accept this invitation. This is a fascination effect and cannot be used in combat, and doesn't prevent targets from gambling as well as they can. You can use this a number of times per day equal to your Wisdom modifier. Each use lasts for as long as you continue to gamble, up to an hour.
  3. Divine Deal (Su) Once per day you can gamble against Norebo himself. Tha game is played in your mind, and each game taking an hour. Make a Wisdom or Charisma check (DC 20). If you succeed, Norebo gives you credit for a wish and you can raise the stakes by trying again. If you fail, you lose any accumulated wishes and you lose 25,000 gp worth of valuables or magic items. If you quit the game while still ahead, you can immediately cash out your wishes.

Obad-Hai

Obad-Hai, also known as the Shalm, is the deity of nature. He is a patron of druids and a friend to those who dwell in harmony with their natural surroundings. Characters or creatures who despoil or wantonly harm either animal or vegetable life are his foes.

Patriarch god of the Flan. The first king, husband to Berei and father of the Flan. Obad-Hai is a god of nature, hunting, and weather. His role is to kill as required to feed the tribe and to make room for new life.

Obad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage through floral and faunal hazards, and the woodwind instrument from which he takes his title. He shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities show him as one of their own race. His symbol is an oak leaf and acorn. Because of their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts Phyton as his enemy.

One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful.

Most of the Shalm's clerics are male, whether human, gnome, halfling, or fey. Most get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach hunting in the way that nature's creatures do (choosing the weakest of the herd, etc.).

Alignment: Neutral

Weapon: Quarterstaff

Holy Symbol: Oak leaves and acorn.

Action Domains

Animal, Earth, Life, Plant, Spiritual.

Pathfinder Religious Traits

Pathfinder Obedience

Kill an animal for food. Take care of all the different parts of the animal, thinking of a use for each. Bury the heart of the animal or burn it in a fire, sending the soul back to the goddess to be born again. You lose all scent. You cannot be tracked by scent, and creatures with the scent ability cannot use that to locate you.

Evangelist
  1. Weather Watcher (Sp) endure elements 3/day, animal aspect 2/day, or longstrider (greater) 1/day
  2. Experienced Traveler (Ex) As a free action, you can grant yourself and any allies within 30 feet of you the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. Your allies must remain within 30 feet of you to gain the benefits. The duration is one hour pet Hit Dice you have, you divide the duration in 1-hour intervals among the creatures touched. This period need not be continuous, but must be spent in one-hour increments for each target.
    Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not also gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon nature's ally VII to summon a treant. This creature lacks the animate trees ability and is not under your control, but it will defend the location it is summoned in against any despoilers and invaders.
Exalted
  1. Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
  2. Nature Child (Su) You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

Worshipers, Clergy & Temples

Obad-Hai's faith has developed mainly in wooded regions under human dominance. Most of the worshipers of Obad-Hai are human or half-elves. It is also reported that gnomes, hobbits, certain woodland creatures, fey and dwarfs living in nature pay homage to him. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late.

Most of Obad-Haï's followers are simple people, living in contact with nature. They are hunters, gatherers, peasants, loggers, shepherds, etc. They live with nature on a daily basis and it is where they draw their sustenance. For this reason, game, plants, trees, forests are precious, even sacred, to them.

Of all the Druids, those from Obad-Hai are the most concerned with uncultivated land and wild animals. They perceive hunting as a natural balancing element of the ecosystem and teach to practice it in a reasoned way, by choosing for example the weakest element of a herd and on the contrary avoiding to kill the pregnant females. On the other hand, they actively fight against any excessive or unnecessary hunting. In the same spirit, although they protect wild lands, they allow and supervise the controlled exploitation of certain areas while taking care to counter any abuse.

Clerics maintain hidden woodland shrines that are usually located far from civilization. They keep to the wilderness and to themselves, rarely getting involved in society.

Vestments Obad-Hai's clerics wear russet-colored clothing, with vines, leaves and twigs often intertwined into the fabric. They often carry quarterstaves.

Hierarchy

The clergy is dominantly by druids and druid ways of thinking, no hierarchy exists and the druids treat each other as equals, regardless of level. However, the elders of a congregation are always listened to with respect, the highest wisdom coming with age. If a conflict develops, it is solved ether by a strong majority making one side step down, or by ritualized duels.

The Obad-Hai druids located in the same geographical area constitute a branch of their order. Every Druid is attached to a chapel, a church, or more rarely to a sacred natural place (druid sanctuary, sacred grove, circle of raised stones, magic spring, etc.). The number of druids present then depends on the size and importance of the place of worship. Most of the time, there are no more than three Druids; however, some congregations have more than twenty Druids.

Hierarchical Progression & Obligations: An ordinary aspirant studies under a mentor, while keeping a rural occupation (groom, beekeeper, cultivator, breeder, etc.). He spends most of his time near the church/grove to which he is attached. He can also be assigned to the service of a powerful druid and find himself responsible, for example, for maintenance of the dwelling of that druid. This bondage is very well accepted because, in return, it is the opportunity to have a powerful mentor and solid support to climb the druid hierarchy.

Junior initiates are the cornerstone of the Druidic order, and generally devote all their time to their faith. They most often live in small stone or wooden houses and protect either a small part of nature (a wood, a valley) or a village or a group of hamlets. Those who opted to protect a village have often become respected leaders in their community.

Senior initiates have considerably widened their area of influence. The latter can now include entire forests or small mountain ranges. Although attached to a given chapel or church, they generally stay there infrequently. In fact, they spend most of their time traveling through the territory for which they are responsible and looking after the ecosystem. When their territory includes villages, they often spend some time there to teach hunting, to bless the fields or to care for men and animals. When they are in their church, they create potions, teach novices or prepare their future expedition. The regional authorities respect (or fear) them and many call upon them as advisers.

When he officially obtains the title of druid, their influence and responsibilities take on proportions that go far beyond the framework of their clergy. They continue to watch over the flora and fauna inside their region but they must also devote more energy to the selection of aspirants and to the tutoring of initiates placed under their control. From time to time, the Grand Druid of their elementary circle can entrust missions to one of his nine druids.

Temples

All the churches and chapels dedicated to Obad-Hai are made of wooden logs. Their interior is always sober and functional. Most of them are simple huts. They are found in rustic places, most often small villages on the fringes of civilization. However, there are some very elaborate ones, which can sometimes be in the trees, which host powerful Druidic congregations. They are found in the deepest forests, out of sight of men. These temples are usually defended by dozens of guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from a distance.

All Druid shrines are sacred areas, imbued with the magic of nature. They generally consist of oaks planted in concentric circles around a pool of clear water.

Rituals

Obad-Hai's prayers and psalms often start with a reference to birth or growth and end with a reference to death or ending. One common prayer for guidance begins, "Shalm, my thirst for knowledge grows/Lend me your wisdom and bury my doubts." Services involve the consecration of earth, fire, living flowers, and water. Rites in Obad-Hai's name are seasonal, often triggered by events such as the year's first birdsong or snowfall.

The Awakening: Those who are attempting to gain acceptance of Obad-Hai are often taken into the woods to attune and survive in nature. This rite is one which is generally not dangerous, however they can turn dangerous (as Obad-Hai teaches).

Midsummer's Night: Worshippers of Obad-Hai consider Midsummer's Night to be the holiest of all. All quarrels between the faith of the Shalm and other sects are set aside, and they join in celebration of the Oerth and the Balance they serve. This is considered the best night to harvest mistletoe.

Picking mistletoe: This solemn ceremony involved picking mistletoe when the two moons of Oerth are full. According to the oral tradition of the Old Faith, the mistletoe is able to capture the essence of the two moons of Oerth in the form of magic energy, which can be used for healing purposes. This plant serves as a material element for many druid spells.

Ordination: When one is ordained aspirant-druid, the novice must appear naked before his peers. They then offer him his first clothes, his weapons (according to his choice), his first sickle and his sacred symbol.

Consecration of a Sickle: The sickle must first be purified in spring water. It is then passed through an open flame and then left to cool in the wind. It is essential that the blade of the sickle is silver or gold, these noble metals better preserving the powers of plants than steel or iron.

Birth: When a child is born, the druid picks plants and braids a cradle with them. The object is then offered to the infant's family. Druids believe that this crib protects the newborn from evil spirits while sleeping and guides him on the path of wisdom.

Death: The death of a person is an event like any other for Obad-Hai Druids, even if that person was dear to them. It is a moment of meditation. The deceased is almost always buried and a tree is then planted near his grave to protect him. The tree can be of any type but, when the dead is a druid, it is always an oak which can sometimes become a Sylvanian.

Festivals

Froidenoce, Regain, Chaudenoce, Brassine: These four festivals are important religious holidays, marked by the summer solstice, winter solstice, fall equinox and spring equinox. It is on these occasions that the Druids meet and exchange news. Groupings often take place in the area of the highest ranking Druid living in the region.

Orders

Orders include The Hidden Watchers, The Warriors of the Wood, and the Black Deer Trackers:

The Black Deer Trackers: These are fighters affiliated with Obad-Hai, who can be found in the darkest and oldest corners of the forests of Flanaess, working to maintain the balance between the different creatures who reside there. They obviously have a lot of respect for the Druids of Obad-Hai and most often follow their directives. However, each of them is free to act and, within their order, no one imposes their will on the others.

Any tracker can call-to-arms when he deems it necessary, and any tracker can refuse to join. Their symbol is a golden tassel and their clothes are dark green, almost black, in order to hide more easily in the dark woods they appreciate so much. The trackers are not very active but when they act, it is with rare efficiency and deadly precision. Their favorite weapons by far are axes, spears and long bows. They never wear a shield and their favorite armor is light leather armor.

Dogma

No one can live a happy life if he does not know how to live in harmony with nature in all its forms. Those who harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature, however, have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can sometimes be ugly, dangerous, or terrible, but that these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful, for these characterizations mark a newcomer's perspective.

Appearance, Manifestations

Obad-Hai is most often shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities depict him as one of their own race. He plays a shalm (a double-reed woodwind musical instrument, also spelled "shawm") and takes his title from this instrument. He also carries a staff.

Relationships & History Because Obad-Hai strictly adheres to neutrality, his primary rival is Ehlonna. However their rivalry is more competitive then aggressive. While Obad-Hai is a chief nature deity, his brother Rillifane Rallathil of The Seldarine is worshipped by the Elves.

Circle of Life Myth According to the ancient traditions of the Old Faith, Obad-Hai is reborn every spring, hatching in the form of a young boy from the fruit of a sapling that grows from his own grave. By summer Obad-Hai takes the form of a strong young man, the Stag King, leading the Wild Hunt against those who would defile Nature. By autumn he has grown into the weathered old man of his standard depictions. When winter begins he is slain by Nerull, who hangs his corpse on the Summer Tree. After seven days, Pelor cuts him down and buries him in the earth, where Beory's tears cause a new sapling to grow, which drops the fruit that hatches into the young Obad-Hai once again in the spring.

Oerth

In the Common pantheon, the various fertility cults have been reduced to one, under the Oerdian name Oerth, tough her worship goes back as much to the Flan goddess Beory. The exact forms of her worship vary widely, and she has a thousand different names.

Beory is the personification of the earth and the supreme mother of the Flan pantheon. All the other flan gods are defined by their relationship to her. She is eternally generous and unable to deny any of her children and lovers, which often leads to tragedy. She is generally identified with Oerth today.

Among Oerdians Oerth is the primal goddess, mother of both the winds gods and the patriarch trio, the wife of Procan. She only figures in some early legends and her name is preserved in tradition, not theology. She has few temples, tough her shadow remains in the cult of the Oerdian Wind Gods.

In Synchretism Oerth is generally recognized as the world goddess, but there is much dispute over what this means. She is the goddess of mothers and the mother of gods. She has been identified with Geshtai the Baklunish goddess of water and life. Beory the Flan mother-goddess. Llerg, the simple but lovable rival of Kord. Dwarves know her as Berronar the patron of safety and marriage, gnomes as Segojan goddess of the earth, halflings as Sheela Peryroyl goddess of agriculture and weather.

Beory (bay-OH-ree) is usually considered a manifestation of the will of Oerth itself. Little concerns her except the actual fate and prosperity of the entire world, and she is a very distant goddess, even from her clerics. Named by the Flan, Beory's name is known throughout the Flanaess. Beory has little time or interest for most other divine beings, even those of similar interests, for her connection to the Oerth consumes most of her attention. Her symbol is either a green disk marked with a circle or a rotund woman figurine.

The Oerth is the wellspring of all life. Whether on the surface, below the waves, or underground, all life is part of the cycle of birth, life, and death, and part of Beory. She inspires every living thing to grow, nurtures them with blessed rain, and calls them to herself when it is time to die. Disasters that cause widespread destruction are agony to her. The actions of individuals are of no consequence unless they threaten the Oerth.

Clerics of Beory are contemplative and spend their time communing with nature. They wander to feel the different sensations of the Oerth, and use their power to relieve the Oerth's pains where it has been wounded. They often associate with druids. When they gather, they defer to the wisest and oldest. As they try to see the greater picture, they tend to be slow to act, but when they do act it is direct and focused on a quick and often violent solution, such as eliminating all combatants on both sides of an overly destructive conflict.

Alignment: Neutral

Weapon: Club

Symbol: Clay ball or disc.

Pathfinder Domains

Animal, Earth, Plant, Water, Weather.

Pathfinder Traits

Pathfinder Obedience

Polish and caress Oerth's holy symbol, contemplating the various ways the goddess nurtures the world. Think of your own mate(s) and sing a hymn to them while you fantasize about mating and procreating with them. Gain a +4 sacred (or profane if you are evil) bonus on Survival and Knowledge (Nature) checks.

Evangelist or Feat

  1. Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or protection from energy 1/day
  2. Experienced Traveler (Ex) As a free action, you can grant yourself and any allies within 30 feet of you the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. Your allies must remain within 30 feet of you to gain the benefits. The duration is one hour pet Hit Dice you have, you divide the duration in 1-hour intervals among the creatures touched. This period need not be continuous, but must be spent in one-hour increments for each target.
    Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not also gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

Exalted

  1. Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
  2. Nature Child (Su) You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

Sentinel

  1. Sky Warrior (Sp) shocking grasp 3/day, elemental touchAPG 2/day, or lightning bolt 1/day
  2. Elemental Aura (Su) You can create an elemental aura as a free action. When you first gain this ability, choose acid, cold, electricity, or fire—once you make this selection, it can’t be changed. When you generate the elemental aura, you are surrounded by the element you chose. Anyone striking you with a melee weapon or natural attack takes 2d6 points of damage of the chosen type, plus 1 point for every 2 Hit Dice you possess (maximum 2d6+10). This aura lasts for 1 round for every Hit Die you possess. The rounds in which you manifest your elemental aura don’t need to be consecutive. You can dismiss the aura as a free action.
  3. Mother's Surge (Su) Once per day as a standard action, you can call upon the earth to strike you with a gout of acid that deals no damage to you but instead seems to fill you with boundless energy. You gain 2d10 temporary hit points, and any fatigued or exhausted conditions you are suffering from end. You also gain a +2 bonus to Strength, and your natural attacks and melee weapons deal an extra 1d6 points of acid damage. These effects last for 1 round plus an additional round for every 4 Hit Dice you possess (maximum 6 rounds). You can call upon this acid when you are indoors, underground, or even underwater or flying.

Action Domain

Animal, Earth, Life, Plant, Spiritual.

Olidammara

Olidammara is the Common prince of parties and the king of luck, worshiped mainly as god of gaiety, wine, and gambling. Everyone knows thieves pray to him too, but that side is tolerated because everyone wants the fun he brings.

A happy trickster and rogue among the Flan, Olidammara invented wine and beer and encourage his followers to indulge. Sometimes seen as the god of youth, the young incarnation of Obad-Hai and suitor of Myhriss, at other times said to be descended from a dalliance between Beory and a goat and is often depicted as a satyr.

In Synchretism Olidammara is seen as the god of freedom, luck, satyrs, wine, joy, and thievery. Known as Baervan in olden times and among gnomes, Olidammara has numerous sponsored godlings – and regularly appears in different guise to keep others on their toes. Erevan Ilesere is the elven god of mischief, change, and thievery. Brandobaris is the halfling patron of thieves. Rudd is the Oerdian goddess of luck and swashbuckling, Norebo the Suel god of luck and gambling.

Olidammara (oh-lih-dam-MAH-rah) loves upsetting those who are too attached to their boring and controlled worlds. He is shown as a brown-haired man of rakish appearance, olive skin, and merry eyes, although his magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once forced him into the shape of a small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful ones resent his capriciousness and tricks.

Treat music as the art it is. Strive to be as skilled at it as your patron. Life is meant to be happy and entertaining, and the best jokes need a target to hang them on; when it is your turn, accept the laugh and appreciate the trick. Wine is one of the joys of life, and the only thing better than making wine is drinking it. Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul.

Olidammara has a faithful following but few easily found churches. Clerics of Olidammara study music, make wine, tell jokes, and occasionally perform acts of mayhem. Those who live in cities tend to work as entertainers or vintners, while those who prefer rural settings act are storytellers, messengers, and minstrels. Many of them live a life on the run from powerful people whom they greatly offended early in their careers. Others just enjoy traveling in search of new music, exotic wines, and celebrations.

Alignment: Chaotic Neutral

Weapon: Rapier

Symbol: His holy symbol is a grinning mask. Other symbols of his faith include the kanteel (a stringed instrument also known as the kantele) and the number nine.

Pathfinder Domains

Animal (Fur), Charm (any subdomain), Luck, Madness (any subdomain), Trickery (Deception).

Pathfinder Traits

Pathfinder Obedience

Sing a song in praise of freedom, joy, and your god’s cleverness. The song must be audible to those nearby—friend or foe. Between stanzas, you must pause to dance or drink from a full mug of ale, wine, or other spirits. If a creature is attracted by your song, do your best to engage it in feasting, and if this fail either try to bluff or stel from the creature. Gain a +4 sacred bonus on saving throws against poison and drug effects.

Evangelist or Feat

  1. Liberation (Sp) liberating commandUC 3/day, knock 2/day, or dispel magic 1/day
  2. Drinking Buddy (Su) Once per day as a standard action, you can create an illusory double of yourself that appears in a square adjacent to you. Your double acts on your initiative count, and can move up to your speed each round. It always attempts to flank with you against a single target you designate. If it must use Acrobatics to avoid an attack of opportunity during this movement, your double uses your bonus. Though your double can’t attack, it is treated as threatening adjacent squares for the purposes of flanking with you. Anyone attacking your double or otherwise physically interacting with it can attempt a Will save (DC 25) to recognize the double as an illusion. The double has your AC, and if any hit would deal damage to it, the double dissipates. An opponent who recognizes your double as an illusion can’t be flanked by it. The double lasts 1 round for every Hit Die you possess or until it is hit with an attack, whichever comes first.
  3. Intoxicating Strike (Su) Once per day, you can declare one of your attacks an intoxicating strike. You must declare your use of this ability before you attempt the attack roll. If your attack hits and you deal damage, your target immediately becomes intoxicated for 1 round for every Hit Die you possess. An intoxicated creature takes a –4 penalty to AC, on attack rolls, and on skill checks, and its movement is reduced by 10 feet.

Exalted

  1. Libations (Sp) bless water 3/day, delay poison 2/day, or create food and water 1/day
  2. Freedom's Ally (Sp) Once per day as a standard action, you can summon a nerid to aid you. This creature can be male or female and lacks the shawl and transparency abilities. You gain telepathy with the nerid to a range of 100 feet. The nerid follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing.
  3. Wine to Water (Su) As a full-round action, you transform a single serving of an alcoholic beverage into either a potion of charm monster or a potion of cure serious wounds. A creature that drinks the charm potion falls for a creature you decide when you make it. A cure potion created in this way heals 3d8 points of damage plus 1 point of damage for every Hit Die you possess (to a maximum of 3d8+15). Neither allows a saving throw (the drinker is assumed to be either helpless or willing by accepting the drink). Potions created in this way last for 1 hour. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

Sentinel

  1. Devastating Duelist (Sp) bless weapon 3/day, brow gasherUC 2/day, or greater magic weapon 1/day
  2. Light Weapon Master (Ex) Whenever you fight with a dagger, kama, kukri, rapier, sickle, short sword, or starknife, you also gain a +2 deflection bonus to AC, provided you have the weapon training (light blades) class feature. If you don’t have that class feature, you instead gain a +1 sacred bonus on attack rolls when using weapons from the light blades weapon group (Pathfinder RPG Ultimate Equipment 47).
  3. Critical Luck (Ex) Keep a record of every time you roll a natural 1 on an attack roll, to a maximum number equal to your Charisma bonus. Anytime you roll a critical threat on an attack roll, you can trade in one of your tallied natural 1s to automatically confirm the critical hit. This tally resets to 0 every day, and any tallied natural 1s from the day before are lost.

Action Techniques

Charm, Create, Maneuver.

External Links

Osprem

Osprem is the Suel goddess of sea travel and wife of Xerbo, a civilizing influence on the sea lanes. Legends say that after the mythical war with AnaKeri, the seas were closed and Xerbo was a sea monster that enforced this divine rule. Osprem was a villager who fell in love with the monster and after many trials succeeded in winning his heart—and won the Suel the right to travel on water. This is said to have happened after the twin cataclysms, making Osprem one of the youngest Suel gods.

Osprem (AH-sprem) is a generally benign goddess, revered by the Suel people as the protector of those who travel on the water. She is more compassionate than her occasional companion Xerbo, yet she is not averse to punishing those who offend her or disobey her laws. She is shown as a beautiful gowned woman, a dolphin, a barracuda, or a sperm whale; the latter two are interchangeably used as her holy symbol. She wears no armor but is protected by a ring carved from a whale's tooth, given to her by the grandfather of all whales.

The seas provide a bounty of food and a means of travel; protect the sea as you would your own home, or face Osprem's wrath.

She protects those who sail and their vessels as long as they respect her and abide by her laws. She guides vessels through dangerous waters and is the patron goddess of naval explorers. Those who defy her laws are punished by storms of ice, and it is said entire towns were wiped out because of serious transgressions against her.

Her clerics are skilled navigators and often become the spiritual leaders of communities that rely on the sea for survival. Many gain political power for themselves based on the need for their abilities. Clerics not tied to one place might travel a great deal by ship; though they feel awkward away from the ocean, they are comfortable enough near lakes or rivers to venture inland.

Alignment: Lawful Neutral

Weapon: Trident

Symbol: Barracuda or a sperm whale

Action Domains

Animal, Life, Order, Spiritual, Water.

Pathfinder Domains

Animal (Any subdomain), Law, Protection, Travel, Water (Flotsam).

Pathfinder Traits

Pathfinder Obedience

Recite a sailor's tale from memory ot sing a sea chanty while weaving a small basket from reed and filling the basket with food, money, or other sources of comfort and releasing it on the waves. Gain a +4 sacred bonus on Swim checks and Constitution checks to hold your breath.

Boons

  1. Comfort of Faith (Sp) sanctuary 3/day, air step 2/day, or water breathing 1/day
  2. Aquatic Assistance (Sp) You can cast summon nature's ally VII once per day, but only to summon swimming creatures. You have telepathy range 100 ft. to summoned creatures, and the effect lasts one minute per HD you have. If you restrict yourself to summon nature's ally IV, the duration is extended to one hour per level.
  3. Sea Sight (Su) You gain blindsense 100 ft. and blindsight 30 ft., but only in water.

Pelor

In the Flan mythos, Pelor is the god of the sun. Pelor is Beory’s favored husband, father of many of the Flan gods. He is a positive male aspect and a fertility god, the eternal enemy of Nerull.

Pelor was known as Sol by the early Oeridians. The Solnor Ocean is named for him.

Among the Bakluni, Pelor is known as Al'Asran. Al'Asran is said to have granted the legendary Cup and Talisman to Al'Akbar.

Among the Flan nomads of the Bright Desert, Pelor is known as Aurifar.

Pelor is the main god in the Common pantheon, not because of his position in a pantheon but because he is a very popular. His cult appeals to common people, knights, and nobles alike.

In Synchretism Pelor is the god of the sun, life, and fortune. To Oerdians, she is known as Sotillion, the goddess of summer and comfort. Ascended mortals sponsored by him tend to focus on one of aspects – fire, agriculture, or fighting evil. Mayahene is an ascended paladin of Pelor and defender of good. Python is the Suel god of nature, beauty, and farming, while Joramy is the Suel goddess of fire, volcanoes, righteous wrath, and unbending will. Velnius is the Oerdian god of the sky and overseer of the seasons, mediator of the wind gods.

Pelor (PAY-lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great kirin Star Thought, he summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an old man in white, with wild hair and a beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of suffering. Then he became a more martial deity who brings his wrath to bear on darkness and evil. This aspect of the cult branched off into the separate sub-cult of Mayaheine, summoned by Pelor for this very purpose. Now he invigorates and heals those who champion the cause of good, but does not fight himself. Still, the stylized sun-face holy symbol is painted on shields and banners across the Flanaess.

The energy of life originates from the sun. This light brings strength to the weak and health to the injured, while destroying darkness and evil. Do not be afraid to challenge the forces of corruption, but remember that just as staring at the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the true essentials of life: kindness, mercy, and compassion.

Pelor's clerics are usually quiet, kindly people with a backbone of steel. They are primarily nurturers and protectors, but when the time comes to bear arms they are not afraid to do so. They use their powers to heal, nourish, and otherwise aid the needy, while practicing the skills needed to protect their charges should they be threatened. Clerics of Pelor are free to explore far lands in an effort to drive off harmful beings and spread their god's gift to all who need it.

Alignment: Neutral Good

Weapon: Heavy mace

Symbol: Sun face

Pathfinder Domains

Good, Healing, Nobility, Strength (Resolve), Sun.

Pathfinder Traits

Pathfinder Obedience

The sun lord values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, usually by using the Heal skill, but magic is encouraged. Tell the stranger it is by the will of Pelor that you share your healing gifts. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Look at the sun's reflection, preferably on gold or yellow metal, but anything is permissible . Gain a +4 sacred bonus on Heal checks.

Evangelist or Feat

  1. Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day
  2. Fiery Spirit (Su) You have spent so much time in the sun, reveling in Pelor’s power and meditating on his glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10.
  3. Holy Brand of the Sun (Su) Your devotion to the sun lord allows you to wrap your weapon in his cleansing flames to better bring justice to his foes. For a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a +1 flaming burst weapon. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than +1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don’t need to be consecutive.

Exalted

  1. Brightness (Sp) dancing lanternAPG 3/day, continual flame 2/day, or daylight 1/day
  2. Healing Sunburst (Su) You can transmute the sun’s burning rays into brilliant, healing fire. You can add your exalted levels to any cleric levels you have to calculate the power of your channel energy ability. In addition, you can spend three of your daily uses of your channel energy ability to channel an especially powerful burst of healing that manifests as a bright burst of sunlight around you. Anyone healed by your channeled energy sunburst who is currently suffering from poison or a nonmagical disease can immediately attempt a new saving throw with a +2 sacred bonus to end the poison or disease effect.
  3. Angelic Ally (Sp) Once per day as a standard action, you can summon a movanic deva (Pathfinder RPG Bestiary 2 28) to aid you. You gain telepathy with the movanic deva to a range of 100 feet. The deva follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The deva doesn’t follow commands that would cause it to violate its alignment by committing evil acts, and it could even attack you if the command is particularly egregious.

Sentinel

  1. Firebrand (Sp) produce flame 3/day, fire breathAPG 2/day, or fireball 1/day
  2. Channel Efficiency (Su) You are a talented healer, and have honed your ability so that you can preserve your resources while you provide aid to the wounded. You can channel positive energy by consuming a single use of your lay on hands ability instead of two uses. If you don’t have the lay on hands class feature (or if you have lay on hands but can’t use it to channel positive energy), you instead gain a +2 sacred bonus on Perception checks.
  3. Sunburst Strike (Sp) Once per day, you can channel the effects of sunburst through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if you had cast sunburst, as well as taking normal weapon damage. The sunburst effect you generate affects only the target you have struck, not an area of effect as it would normally. If you miss with your attack, the sunburst ability is wasted.

Paladin and Liberator Code

The paladins of the sun lord are protectors and avenger. They provide hope to the weak and support to the righteous. His liberators do much the same, but focus more on the interior of Pelor's lands, expunging decadence, harsh rule, and corruption. Their tenets include the following adages.

  • I will protect my allies and charges with my life. They are my light and my strength, as I am their light and their strength. We rise together.
  • I will seek out and destroy the spawn of the death lord, Nerull, such as undead. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
  • I am fair to others and expect them to be fair to me. If I am not shown due respect, I am free to wander off, as the sun rides away over the land.
  • The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
  • I will show the less fortunate the light of the sun lord. I will live my life as his mortal blade, shining with the light of truth.
  • The sun shines on all the world, good and evil. I am magnanimous towards those who might be redeemed. I will redeem the ignorant with my words and my actions. If they threaten the faithful, I will redeem them by the sword.
  • Each day is another step toward grace. I will not turn into the dark. My soul cannot be bought for all the stars in the sky.

Action Domains

Air, Fire, Life, Light, Spiritual,

Phaukon

Phaukon, the father of Kord and an impressive Suel hero in his own right, Phaukon is a god of the air and archery. He brings people hope and teaches them to hunt and support themselves; he had an instrumental role in saving many of the Suel after the Invoked Devastation.

Synchretists see Phaukon as alternate name for Procan.

Phaulkon (FAHL-kahn) is an active deity, promoting the cause of good and chasing down evil. He concerns himself with all things that happen under the open sky, and is a scholar of artifacts (and how to negate their powers). Father of Kord and second only to him in fighting ability, he is friendly with Aerdrie Faenya (the elven goddess of air and weather), Jascar, and the other gods with portfolios similar to his own. Depicted as a powerful, clean-shaven, bare-chested, wingless man, his holy symbol is a winged human silhouette.

Victory in battle depends upon archery. The sky is the dome over creation, and creatures of the sky are blessed for freeing themselves from the soil. Take the fight to the enemy; do not wait for the encroach of evil. The ancient devices of war are best left alone, as their use involves great danger.

Phaulkon's clerics study the sky and clouds for portents, and work to protect the nesting places of flying animals. They teach archery and hunting to common people so they may feed and protect themselves, teach farmers the difference between birds that eat seeds and those that kill seed-eaters, and train soldiers in the more difficult aspects of ranged combat. When rumors of ancient evil magic surface, they seek out the source to make sure the item gets destroyed or at least stays buried. His clerics tend to be wanderers, enjoying living under the open sky and fighting evil where they discover it.

Alignment: Chaotic Good

Weapon: Longbow

Symbol: Winged human silhouette or stylized wing symbol.

Action Domains

Air, Animal, Flux, Life, Spiritual.

Pathfinder Domains

Air (Wind), Animal (Feather), Chaos (Azata), Good (Azata), War (Tactics).

Pathfinder Traits

Pathfinder Obedience

Recite a tale of heroism from memory while weaving or folding a small bird. Release the bird created on the wind. The farther it travels, the better. This can lead to impromptu contests between devotees.

Boons

  1. Comfort of Faith (Sp) divine favor 3/day, align weapon (chaos or good only) 2/day, or remove curse 1/day
  2. Avian Assistance (Sp) You can cast summon nature's ally VII once per day, but only to summon flying creatures. You have telepathy range 1000 ft. to summoned creatures, and the effect lasts one minute per HD you have.
  3. Raptor Gaze (Su) Your eyes become the golden eyes of a bird of prey. You gain the ability to ignore all range penalties on Perception checks. This is a sacred bonus.

Pholtus

The Oerdian god of theocracy and an unwavering god of law, both natural and human, Pholtus sees himself as the first and final law-keeping god. This makes him unpopular with other law gods and their clergy. Where his cult is dominant, other religions are pushed aside.

Synchretism equates Pholtus with Pelor and Rao. Clerics of Pholtus accept this, seeing the other two faiths as flawed but redeemable cults of Pholtus.

Pholtus (FOHL-tus) is a stern Oeridian guardian of unbending Law, depicted as a tall, slender man in a white robe, with fair skin and hair, and eyes that shine with the fires of devotion. He carries the Staff of the Silvery Sun, an ivory object shod in silver and topped by an electrum sun-disk. His holy symbol is a full moon (Luna) partially eclipsed by a smaller crescent moon (Celene). He believes that he is the prime authority on Law and the natural order, which makes him unpopular with other gods. He particularly despises the Oeridian wind gods and is opposed by St. Cuthbert.

The One True Way is a strict path, but guarantees greatness. Show no tolerance for those who do not give all for the cause of Law, Fanaticism in the name of the Blinding Light is praiseworthy, and Law's champions shall be rewarded in the era when chaos has been vanquished.

This church does not have much respect for those of other religions, especially chaotic ones. The anthem of the worshipers is "O Blinding Light"; the church has three ascending orders: Glimmering (preferring white garments), Gleaming (preferring white and silver), and Shining (preferring white, silver, and gold). Clerics of the Blinding Light are expected to bring the word to unbelievers, and brook no argument against this practice. This quest means they must travel far from their churches, usually in groups should unbelievers and heretics turn hostile. They smite chaos where they find it, and Evil once chaos is rooted out. These clerics get along well with conservative paladins. When not preaching, they act as judges, lawyers, and arbiters.

His main stronghold used to be in Medegia, before that province fell to the undead. Pholtus has traditionally been worshiped by the Diembre Oerdian tribe that settled the northern part of the great Kingdom. He is popular in Andoran as god of enlightened rule and civilization. The new Andorean branch of the church is less dogmatic, and fights evil and lawlessness in that order. They dress in typical Andorean fashion, but in monochrome, going from black with white cuffs and collars for devoted lay members to a light grey for lower clerics and white for ranking clergy. This branch of the church is Lawful Good.

Alignment: Lawful Neutral (Lawful Good)

Weapon: Quarterstaff

Symbol: A silvery sun with a crescent moon on the lower right quadrant

Action Domains

Force, Life, Light, Order, Spiritual.

Pathfinder Domains

Good (Normal or Agathion), Knowledge, Law, Nobility (Leadership), Sun.

Pathfinder Traits

Pathfinder Obedience

Mark your brow with five white stripes and hang suncatchers on as many public buildings as you can. If no buildings are around, hang the suncatchers from a tree or natural formation instead. Never hang a suncatcher in the same place 2 days in a row. Gain a +4 sacred bonus on saving throws against light and blindness effects.

Boons

  1. Bright Magic (Sp) color spray 3/day, hypnotic pattern 2/day, or blindness/deafness (blindness only) 1/day
  2. Body of Light (Su) You gain a +4 sacred (or profane if evil) bonus on saves against effects that would blind you. In addition, whenever you make a successful saving throw against a spell or effect with the light descriptor (such as sunbeam), you can choose to ignore the effect entirely and redirect its path toward two different creatures or spaces within 30 feet of you. The designated creatures or spaces are affected as though they were caught in the effect’s area or were targeted by the effect.
  3. Rainbow Orb (Sp) You can cast prismatic sphere once per day.

Phyton

Phyton, the Suel god of agriculture, was once a power of the wilderness, but allowed himself to be tamed and turned into a civilized farmer. He is also a god of beauty and physical perfection. His cult is large but lacks much influence. Some worshipers of phyton has turned the god's aspect of beauty into sustenance, and he has thus become a god of prostitution.

Phyton (FIE tahn) is a tall, slender, youthful looking Suel god who can take the form of any forest creature. Once like most nature deities, he now represents man's dominion over nature, and this puts him at odds with those who would protect a forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He clears forests to make room for crops, cuts tracks through mountains to make roads, and dams rivers to form fishing ponds. His symbol, a scimitar in front of an oak tree, hearkens back to his old purpose.

Nothing in nature is so beautiful as what man can make of it. A field of crops, a garden of herbs, and a swamp drained to form fertile soil are all marvels of nature as much as the forest and mountains. Natural animals that can be domesticated should be, but those that are dangerous to man or his works should be slain.

Clerics of Phyton act as protectors for farming settlements and look for ways to make use of nearby land. Each normally chooses a region to watch over, typically a circle one day's walk in diameter. They might use their powers to redirect a river to suit a town's needs, or to cull a forest of its uglier plants to leave a more pleasant locale. Some clerics wander the unsettled parts of the world, looking for destructive creatures to kill, abandoned sites of old civilizations, or wild places that might be useful to mankind.

Alignment: Lawful Neutral.

Weapon: Scimitar.

Symbol: Scimitar in front of an oak tree.

Pathfinder Domains

Animal, Charm (Love), Plant, Sun, Water.

Pathfinder Domains

Action Domains

Animal, Earth, Life, Plant, Spiritual.

Procan

In the Flan pantheon, Procan is a a rival of Pelor, a powerful lord of sky and storm that imposes himself between Pelor and Beory. Unlike Nerull, Procan is not seen as evil, merely violent and unruly. In the end, Pelor won Beory and Procan departed. He is now only a marginal member of the Flan pantheon, a god of warriors, storms, and hills. Some Flan claim the Oerdians are former Flan followers of Procan that left to become their own people, but this idea has few adherents.

The original father and first ruler of the Oerdian pantheon, Procan lost interest in his children when they became civilized. He is a rain and sea god, as mercurial as the sea. He is honored as the progenitor of the Oerdian wind gods, lords of life and the common man. Procan (PROH-kan) is the father of the Oeridian wind gods (Atroa, Sotillion, Telchur, and Wenta) and the sky-god Velnius. He usually ignores other gods save those who rival his control of the sea (Osprem and Xerbo). Typically worshiped for his aquatic aspect, a few inland peoples revere him as a weather god. He is greedy, tempestuous, and mercurial, rarely keeping the same mood for more than an hour. His trident Undertow is made of coral and gold and finds sunken treasure; this weapon over a cresting wave is his holy symbol.

The seas and skies are ever-changing and unpredictable. The waters that blanket the earth are deep and unknowable, and their waves can pull down any ship not guided by Procan. He must be honored so that one can avoid his fury in the greatest storms and reap the bounties of the deep blue waters. Life came from the sea and to the sea all life will return.

Clerics of Procan avoid complexities in life (the faith itself has few rituals) and usually live on or near the sea, attending to those who earn their livelihood on the seas. They are considered good luck on sea voyages, and are often hired by captains, or choose to pilot their own vessels. They may be leaders or enemies of pirates. Procan's holy water is made from salt water, their create water cantrips may create fresh or salty water.

Alignment: Chaotic Neutral.

Weapon: Trident.

Symbol: Trident over a cresting wave or hill (often hard to see which).

Pathfinder Domains

Animal (Fur), Destruction (Catastrophe), Travel (Exploration), Water (Oceans), Weather (Storms).

Pathfinder Traits

Pathfinder Obedience

Hang a set of chimes where they will be stirred by either wind or water. If no suitable location exists to hang the chimes, you must hold the chimes and shake them gently to sound them throughout your obedience. Chant prayers as you attune yourself to the sound of the chimes, then spray water wildly about you and strike the chimes hard, making as much noise as you can. Gain a +4 sacred or profane bonus on saving throws against air, electricity, and water spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

Evangelist or Feat

  1. Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or sleet storm 1/day
  2. Experienced Traveler (Ex) As a free action, you can grant yourself and any allies within 30 feet of you the ability to move over difficult terrain not caused by vegetation at normal speed and without taking damage or suffering any other impairment. This effect lasts 1 round for every Hit Die you possess or until you dismiss it as a free action, whichever comes first. Your allies must end each of their turns within 30 feet of you or lose the benefit. Areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the web spell. (Your allies do not gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater air or water elemental. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

Exalted

  1. Green Worker (Sp) gentle breeze 3/day, gust of wind 2/day, or call lightning 1/day
  2. Lightning Child (Su) You become resistant to lightning and similar effects. Gain electricity resistance equal to 5 + your Hit Dice.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

Sentinel

  1. Sky Warrior (Sp) shocking grasp 3/day, elemental touchAPG (cold or electricity only) 2/day, or lightning bolt 1/day
  2. Elemental Aura (Su) You can create and dismiss an elemental aura as a free action. When you use this ability, choose cold or electricity. When you generate the elemental aura, you are surrounded by the element you chose. Anyone striking you with a melee weapon or natural attack takes 2d6 points of damage of the chosen type, plus 1 point for every 2 Hit Dice you possess (maximum 2d6+10). You can manifest this aura for 1 round per day for every Hit Die you possess. The rounds in which you manifest your elemental aura don’t need to be consecutive.
  3. Lightning Surge (Su) Once per day as a standard action, you can call a lightning bolt to strike you. This deals no damage to you but instead seems to fill you with boundless energy. You gain 2d10 temporary hit points, and any fatigued or exhausted conditions you are suffering from end. You also gain a +2 bonus to Strength, and your natural attacks and melee weapons deal an extra 1d6 points of electricity damage. These effects last for 1 round plus an additional round for every 4 Hit Dice you possess (maximum 6 rounds).

Action Domains

Air, Flux, Ice, Life, Water.

Pyremius

Pyremius is the Suel god of fire and assassins and a patron of the Scarlett Brotherhood.

Pyremius (pie-REH-mee-us) was once a demigod of poison and murder, but he poisoned Ranet, the Suel goddess of fire, and assumed her portfolio. He is now the patron of assassins, and he carries a longsword called Red Light and a whip called Viper. He is friendly with fiends; jermlaine worship him, as do many nonhuman tribes. He keeps other gods at arm's length, except for Syrul, a fellow patron of the Scarlet Brotherhood. His holy symbol is a demonic face with ears like a bat's wings.

The world will perish in fire. Anything that threatens you must be burned, and those who would keep you from doing this must be killed. The greatest enemy must sleep sometime. Those who fall to such tactics deserve their fate, and those who exploit these weaknesses are the most crafty of all.

This doctrine means ranking clerics tend to prey upon each other, and smarter ones sometimes leave a temple to found their own order of the church. His clerics watch other people for weaknesses or openings in their defenses. They expose themselves to great heat to test their strength, plot against those who hold things they want, build superior forges, and explore exotic locations to find rare plants and other substances from which poisons can be made. Assassins can be hired at their temples; turnover among the clerics is high because of internal feuds,

Alignment: Lawful Evil.

Weapon: Longsword, whip, poi, unarmed attack.

Symbol: Demonic face with ears like a bat's wings.

Action Domains

Darkness, Fire, Life, Plant, Spiritual.

Pathfinder Domains

Darkness (Night), Death (Murder), Destruction, Evil (Fear), Fire (any subdomain).

Pathfinder Traits

Pathfinder Obedience

Strike a practice dummy with every melee attack you are capable of until the dummy smolders from profane fire. If no dummy is available, you can do with a wooden pillar or even a tree. When you score a critical hit, you inflict an additional 1d6 points of fire damage for every four hit dice you have.

Boons

  1. Martial Excellence (Sp) divine favor 3/day, spiritual weapon 2/day, or greater magic weapon 1/day
  2. Strong Arm (Su) As a swift action, you can increase the damage die of your weapon by one step for a number of rounds per day equal to your HD. These rounds need not be consecutive.
  3. Ranet's Rings (Su) Once per day, you can summon a floating array of giant iron rings that provide cover or attack foes, as if you had cast crushing hand, except that it has the [fire] subtype and any damage the hand inflicts is fire damage..

Ralishaz

The prophet of chance and madness, Ralishaz is a Baklunish god, a warning that striving can go wrong but also a temptation to find the grain of truth in madness. He has no mosques and few shrines.

Ralishaz (RAL-ih-shaz) is ever-changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools, He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them.

Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later.

Clerics of Ralishaz are a curious combination of fatalism and recklessness, stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they should, or at the roll of a die. They are often mean-minded or cruel, not seeing the point of friendliness to someone who will eventually be cursed by bad luck.

Alignment: Chaotic Evil

Weapon: Quarterstaff

Symbol: Three sticks of bone

Action Domains

Flux, Force, Illusion, Mind, Spiritual.

Pathfinder Domains

Chaos (Entropy), Destruction (Torture), Luck (Curse), Madness, Trickery (Deception).

Pathfinder Traits

Pathfinder Obedience

Spend an hour sitting on the grave of someone who suffered an accidental death. You must reflect on how chance has treated you. If no suitable grave exists, spend an hour telling strangers how their religious beliefs and hopes for a just afterlife are folly and of no consequence. Alternatively, you can write this creed and post it in a public place within a settlement. If you’re away from civilization, you can instead spend an hour sabotaging a path, bridge, tool, or other device so that it’s dangerous for the next person who uses it. You gain a +4 profane bonus on Craft (traps) and Disable Device checks.

Boons

  1. Champion of Cruel Chance (Sp) deathwatch 3/day, false life 2/day, bestow curse 1/day
  2. Resiliency (Ex) You gain the resiliency rogue talent. The number of temporary hit points you gain is equal to your Hit Dice. If you have the resiliency ability from another source, you can activate these abilities separately or as part of the same immediate action.
  3. Tragic Minion (Su) By spending 1 minute praying over the corpse of a humanoid opponent or a humanoid who has died a tragic death, you can summon an allip (Bestiary 3 12) to serve you. Unlike a normal allip, this allip’s alignment matches yours, and the allip has a number of hit points equal to half your total. It receives a +4 bonus on Will saves made to halve the damage from channeled positive energy, and it can’t be turned or commanded. This allip serves as a companion to you and can communicate intelligibly with you despite its madness. You can dismiss it as a standard action. You can summon an allip once/day. This ability allows you to have only allip companion at a time.

Exalted

  1. Catalyst of Destruction (Sp) break 3/day, find traps 2/day, spiked pit 1/day
  2. Ever Vigilant (Su) You’re resistant to effects that attack your life force or would affect you before you have a chance to react. You are protected by death ward, except the immunity to energy drain ends after it has prevented a number of negative levels equal to your HD; this resets when you perform the obedience again. You gain a +2 profane bonus on initiative checks and on saving throws against effects that occur before your first turn in combat.
  3. Visitor from Abaddon (Sp) Once per day as a standard action, you can summon a pair of greater ceustodaemons (Bestiary 2 65) and gain telepathy with them to a range of 100 feet. The ceustodaemons follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The ceustodaemons don’t follow commands that would cause them to perform overly good acts or save mortal lives other than your own, and they immediately vanish if your orders contradict these restrictions.

Sentinel

  1. Walking Disaster (Sp) bungle 3/day, spontaneous immolation 2/day, deadly juggernaut 1/day
  2. Tragic Accident (Su) Once per day as part of a successful attack, you can target your opponent with either inflict critical wounds or poison. The DC is this ability is equal to 10 + your sentinel level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You don’t have to declare the use of this ability until you know the attack is successful.
  3. Unfairness of the World (Su) Once per day, you can channel all of your outrage through your weapon, afflicting your opponent with deadly negative energy. You must declare your use of this ability before you roll your attack. On a hit, the target gains a number of negative levels equal to 3 + your sentinel level unless the target succeeds at a Fortitude saving throw (DC = your tragic accident DC). If you openly wear an unholy symbol of Ralishaz, the saving throw DC to resist this effect increases by 2.

Rao

The serene god, Rao is a Flan god, the brother of Allitur and the son of Beory and Pelor. He is the god of reason, peace, and law. He is the first medicine-man and the oft-ignored adviser of Obad-Hai.

In Synchretism Rao is identified with Lendor, the father of the Suel pantheon. Dwarfs name him Dumathoin the lord of secrets. His sponsored godlings pursue different aspects of his portfolio – the most famous is Vecna, the lord of evil secrets. As Delleb he is the Oerdian god of intellect and study. As Pholus he is the Oerdian god of law and by extension of rulership, a strict disciplinarian.

Rao (RAH-oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart-shaped mask with a calm expression.

Reason is the greatest gift. It leads to discourse, which leads to peace, which leads to serenity. If all could be convinced to reason with each other, the world would enjoy the harmony of benign order. Some refuse to use reason and instead resort to violence, at which time action—governed by reason and wisdom—is required to counteract their deeds and restore peace.

His clerics pursue knowledge, paths of logical thought, theology, and introspective meditation. They prefer peaceful means over violence, but are not above using force when their arguments are ignored or the bastions of reason are threatened. They search for new schools of thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good.

Alignment: Lawful Good

Weapon: Light mace

Symbol: White heart or a heart-shaped mask with a calm expression.

Action Technique

Charm, Know, Spot.

Pathfinder Domains

Community, Law (Archon), Good (Archon), Knowledge (Thought), Nobility (Leadership).

Pathfinder Traits

Pathfinder Obedience

Write a wrong or cause for aggression on a slip of parchment and bury the parchment in fertile soil. Plant a seed above the buried knowledge and pray over the site that good and growth can come from the decaying parchment. Gain a +4 sacred bonus on saving throws against enchantment effects.

Boons

  1. Peacefulness (Sp) unprepared combatant 3/day, calm emotions 2/day, or charitable impulse 1/day
  2. Relaxation (Su) Three times per day, you can attempt a melee touch attack to obliterate the cares of the wicked. On a successful hit, the target takes a penalty to Charisma equal to 1d6 + 1 per 2 HD you possess (maximum 1d6+5, to a minimum Charisma score of 1). This penalty lasts for 1 round per HD. If the target succeeds at a Fortitude save (DC 10 + 1/2 your HD + your Wis modifier), the penalty is halved.
  3. Still Mind (Su) You are continually shielded as if by a mind blank spell. If anyone attempts to divine information about you through scry or similar spells and is foiled by the mind blank, the scrier must succeed at a Will save (DC 10 + 1/2 your HD + your Wis modifier) or take 1d6 points of Intelligence damage.

Rudd

Rudd is the Oerdian goddess of skill and luck. Rudd is a happy-go-lucky adventuress, and as such is popular among mortal adventurers who seek to emulate her wild exploits. She is an ascended mortal sponsored by Olidarma.

Rudd (RUD) is a woman who ascended to godhood with Olidammara's help. She appears to be a trim, athletic Oeridian woman wearing form-fitting clothing and a long blue cloak. Some say she was one of the nine demigods trapped by the mad archmage Zagig, and her church has become popular in the last two decades, especially among adventurers. She is friendly with her mentor and Norebo, but opposes Zagyg, Ralishaz, and Iuz. A master of the rapier, she never misses with her shortbow and claims the bull'seye target as her holy symbol.

Depend upon skill for success, but also on your good fortune. Never rule out the long shot, but don't count on it. Successful people make their own luck, at a gaming table or in a duel, especially if they buck the odds with expertise. The ability to recognize good luck and seize its possibilities divides the heroes from the fools.

Rudd's clerics practice at games that rely heavily on chance and physical prowess (less often mental ability), hone their fighting abilities, and perform other tasks that improve with repetition. They work in gambling establishments and schools of fencing and archery, counsel the novice to continue training, and caution the perpetually unlucky to find other interests. They adventure for the thrill of experience, to prove their ability, to beat the odds, and just for the sake of exploring.

Alignment: Chaotic Good.

Weapon: Rapier or Shortbow (including composite short bow).

Symbol: Bull'seye target

Pathfinder Domains

Chaos, Charm (Love), Good (Azata), Liberation, Luck.

Pathfinder Traits

Pathfinder Obedience

Play a game of chance, preferably with other participants. If no-one else will play with you, make the game boisterous or even obnoxious, trying to goad others into competing. Try and arrange a friendly wager on the game, preferably some dare the loser should do. Gain a +1 luck bonus to Armor Class and a +4 luck bonus on Acrobatics checks to fulfill any dare you accepted as part of the obedience.

Evangelist or Feat

Source Inner Sea Gods pg. 36

  1. Liberation (Sp) liberating commandUC 3/day, knock 2/day, or dispel magic 1/day
  2. Long Shot (Su) Once per day as an immediate action, you can reverse your change of making a roll. You must use this before rolling the die. Any result that would normally be a failure is now a suiccess; any result that would normally be a failure is now a success. You cannot fumble or score a critical result on this check.
  3. Eye of the Bull (Su) Once per day as an immediate action, you can declare a d20 roll you are just about to make to be an automatic 20.

Exalted

Source Inner Sea Gods pg. 36

  1. Libations (Sp) Bless 3/day, longstrider 2/day, or prayer 1/day
  2. Freedom's Ally (Sp) Once per day as a standard action, you can summon a pair of bralani azatas to aid you. You gain telepathy with the bralanis to a range of 100 feet. The bralanis follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in Elysium. The bralanis don’t follow commands that would cause them to commit evil acts or restrict freedom solely for the sake of law. Such commands not only earn refusal and scorn from the bralanis, but could cause the bralanis to attack you if the command is particularly egregious.
  3. Eye of the Bull (Su) Once per day as an immediate action, you can declare a d20 roll you are just about to make to be an automatic 20.

Sentinel

Source Inner Sea Gods pg. 36

  1. Devastating Duelist (Sp)' bless weapon 3/day, brow gasherUC 2/day, or greater magic weapon 1/day
  2. Light Weapon Master (Ex) Whenever you fight with a dagger, rapier, short bow, or short sword, you also gain a +2 deflection bonus to AC.
  3. Critical Luck (Ex) Keep a record of every time you roll a natural 1 on an attack roll, to a maximum number equal to your Charisma bonus. Anytime you roll a critical threat on an attack roll, you can trade in one of your tallied natural 1s to automatically confirm the critical hit. This tally resets to 0 every day, and any tallied natural 1s from the day before are lost.

Action Techniques

Spot.

Action Domains: Flux, Life, Spiritual.

Sehanine

Sehanine, called the moonbow, is the mother-goddess of the elves and the current consort of Corellon Larethian. She is the guardian of the moon-paths the elves use to travel to their mystic homeland, the goddess of the full moon, of dreams, and of death.

In Synchretism Sehanine is seen to as the moon Luna and as the Flan love-goddess Myhiss. Her most famous sponsored godlings are Wee Jas, the Suel goddess of death and magic. Xan Yae is the Baklunish patroness of stealth, self-discipline, and psionics. Hanali Celanil is an elven goddess of romance and beauty. Wenta is the Oerdian goddess of autumn, harvest, west wind, and brewing.

Sehanine (SAY-hah-neen) appears as a youthful and ageless female elf wearing a diaphanous flowing gown of moonbeams, using her magic and wands to stun foes or put them into deep sleep. The wife of Corellon Larethian, Sehanine shed tears that mingled with his blood and formed the first elves. She watches over elves' spirits on their journey from death to the afterlife. As a moon goddess she is also responsible for dreams, omens, and illusions, but protects her faithful against lunacy. Her symbol is a full moon topped by a crescent-shaped haze.

Life is a series of mysteries whose secrets are veiled by Sehanine. As the spirit transcends its mortal limits and discovers new mysteries, it achieves a higher state and the cycle of life continues. Through dreams and visions revealed in sleep and reverie, she unveils the next step along the path and the next destination in the cycle of life and death. Revere the mysterious moons, for they pull on the soul of each being like tides.

Sehanine's clerics are seers and mystics, serving as spiritual counselors to elves and half-elves who embark on journeys in search of enlightenment and transcendence. They serve her aspect as guardian of the dead by administering funeral rights and guarding the remains of the fallen; they consider undead to be a blasphemy. They create illusions to guard elven lands and strongholds, and cast divinations to discover potential threats to their communities. They adventure to discover lost arcane knowledge, particularly that of divination and illusion.

Alignment: Chaotic Neutral.

Weapon: Composite longbow.

Symbol: Full moon topped by a crescent-shaped haze.

Action Domains

Flux, Illusion, Life, Spiritual, Water.

Pathfinder Domains

Chaos (Protean), Community, Darkness (Moon), Madness, Magic (Arcane).

Pathfinder Domains

Pathfinder Obedience

Drape yourself in gauze and gaze at the moon, mists, water, or some other chaotic, amorphous thing to break up your thought patterns and give you inspiration. Gain a +4 sacred bonus on saving throws against illusion effects and curses.

Boons

  1. Kaleidoscopic Images (Sp) color spray 3/day, hypnotic pattern 2/day, or gaseous form 1/day
  2. Wispy Form (Su) Your body becomes misty when you are under attack, diluting the damage of edged weapons. You gain DR 5/bludgeoning.
  3. Terrible Reverie (Sp) You can cast weird once per day.

Sevelkhar

Sevelkhar the Waster, Master of Famine and Drought, the Poisoner of Wells. Among the Baklunish Sevelkhar is the dark wind of the desert, the drought, the scourging sand—he is only worshiped to placate him. He has shrines at the sites of disasters and in the deep desert.

In the Bakluni culture, Sevelkhar is the eternal opponent of Geshtai, and both are viewed as subservient to Istus, Our Lady of Fate.

Alignment: Neutral Evil.

Weapon: Scimitar.

Symbol: Black whirl.

Action Domains

Air, Darkness, Death, Earth, Spiritual.

Pathfinder Domains

Darkness (Loss), Death, Evil, Destruction, Plant (Decay).

Pathfinder Traits

Pathfinder Obedience

Pray to Selvekar while lying prone on sand for an hour, consuming as much water as you possibly can, regurgitating if enough is available. Gain immunity to thirst and immunity to fatigue, and exhaustion, and nonlethal damage from force marching.

Boons

  1. Desert's Wrath (Sp) endure elements 3/day, glitterdust 2/day, or searing light 1/day
  2. Summon Dust (Su) Once per day, you can summon a greater earth elemental, as summon nature's ally VII. This elemental is composed of dry sand and cannot move through stone, but any soil it moves through instantly becomes parched.
  3. Dehydrating Strike (Su) Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds after recovering from being stunned.

Sotillion

Sotillion is Queen of Summer, lady of ease, goddess of prosperity, wife to Zilchus, and one of the Oerdian wind gods. She is the most popular god among commoners in Oerdian lands. She is an ascended mortal sponsored by Pelor.

Sotillion (so-TIL-ee-on) is depicted as a beautiful woman in diaphanous clothes, reclining on a blanket with a bottle of wine, accompanied by a winged, pure-orange tiger (her holy symbol). With a wave of her hand she can afflict others with a careless stupor nearly unto slumber. Zilchus's wife, she can retain her favorite comforts because of her husband's prosperity. Ever a languid goddess, she often has to be prodded to her duties by her family.

When the wind blows from the south and when planting is done, it is time to rest and enjoy the warm weather with good food, pleasant folk, friendly gossip, and content quiet. Hard work and strain are things to be avoided. If your rewards are threatened, defend them with zeal like the great cat defends her young, for life without its comforts is a life not worth living.

Sotillion's clerics like to be pampered and enjoy casual parties and banquets where they can listen to soft music, engage in pleasant conversation with interesting people, and sample tasty foods and beverages. Her clerics make good diplomats because they are able make people so relaxed that they forget their quarrels and gripes. They travel in style, usually on horseback, in a carriage, or on a litter, in order to visit acquaintances or attend parties. Some are of the mindset that ease and comfort become stale and boring without times of distress and hardship to which it can be contrasted; these clergymen go adventuring, both for the purpose of roughing it and to acquire riches to allow them the comforts they desire.

Alignment: Chaotic Good

Weapon: Net

Symbol: A pure-orange winged tiger

Action Domains

Fire, Life, Light, Plant, Spiritual.

Pathfinder Domains

Chaos (Azata), Good (Azata), Healing, Plant, Weather (Seasons).

Pathfinder Traits

Pathfinder Obedience

Pour half a glass of a drink you enjoy onto fertile earth. Drink the rest of the wine yourself while toasting Sotillion. Gain a +4 sacred bonus on saves against bleed and disease effects.

Boons

  1. Bountiful Spirit (Sp) goodberry 3/day, tears to wine 2/day, or daylight 1/day
  2. Touch of Wine (Su) Once per day, you can make a touch attack to cause a creature to become intoxicated. If your attack is successful, the target takes 1d6 points of Dexterity, Wisdom, and Charisma damage. The damage is halved with a successful Fortitude save (DC 10 + 1/2 your HD + your Wis modifier).
  3. Divine Gardener (Sp) You can cast control plants three times per day. This ability is the equivalent of an 8th-level spell.

St. Cuthbert

A very popular church in the Common culture, second only to Pelor, St. Cuthbert appeals to people living on the frontier and to hard-working city folks. Some consider him too strict, but his worshipers are often very successful, which naturally attracts more people. He is an ascended mortal sponsored by Rao and Delleb.

St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.

The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saints teachings are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues.

St. Cuthbert's clergy consists of three divisions that have different purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and the Billets, which minister to and protect the faithful. Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear Traditional crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or bronzewood billet symbol.

Alignment: Lawful Neutral (Good).

Weapon: Club and heavy mace.

Symbol: Starburst of rubies, a wooden billet, or a crumpled hat.

Pathfinder Domains

St. Cuthberts clerics channel positive energy unless they are evil. There is no evil branch of the church; evil clerics of St. Cuthbert can still gain spells, but are constantly sought out and judged by the order of the star.

Destruction, Good (Archon), Law, Protection (Defense), Strength (Resolve).

Pathfinder Traits

Pathfinder Obedience

Heft a cudgel and meditate on your actions of the last day. Separate your actions into moral judgements (chest), acts of communication (head), and physical actions and admonishments (hand). Strike yourself on the body location that has been least active. If you are not wearing anything on the location you strike, take 1d6 nonlethal damage from this strike. St Cuthbert's clerics usually wear crumpled hats, thick robes, but no gloves or gauntlets unless they are on a war footing. Gain a +2 bonus on all Will saving throws.

Boons

  1. Verdict (Sp) command 3/day, enthrall 2/day, or charm person (mass) (only affects humans) 1/day
  2. Cuthbert's Judgment (Su) Once per day, you can strike a target with a cudgel or mace. This attack deals nonlethal damage, and the target must make a Will saving throw (DC 10 + 1/2 your HD + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If the target fails, he is stunned for ten minutes and receives an atonement spell, allowing him to rethink his actions. If the target is a worshiper of St Cuthbert who has shirked his obligations or showed poor judgment in his official capacity, the saving throw automatically fails. You gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks against the companions or followers of a creature stunned by this effect.
  3. Common Sense (Ex) When affected by a mind-affecting effect that makes you act against the tenets of your faith, you gain a Will saving throw every round to break the effect. If the effect does not normally allow a saving throw, such as a use of the Bluff, Diplomacy, or Intimidate skills, the saving throw DC is 10 + 1/2 the effect user's HD + the user's Charisma modifier.

Action Domains

Force, Life, Light, Order, Spiritual.

Stern Alia

Also known as Alia or the Shield Mother, Stern Alia is the demigoddess of Oeridian Culture, Law, and Motherhood. She is also the tutelary goddess of the island nation of Thalos in Western Oerik (across the Solnor Ocean), which was settled by Aerdi explorers many centuries ago. Since she is no longer worshiped in the Flanaess, the details of her portfolio have become sketchy.

Her holy symbol is an Oeridian woman's face on a round amulet, or painted on a round shield. The Shield Mother is a maternal figure, fully armed and armored. Alia is lawful neutral, but her church in Thalos tends toward good, while her church in Medegia tended toward evil.

Relationships

It has been suggested (in Bastion of Faith, the Player's Guide, and Warriors of Heaven) that Stern Alia is somehow an aspect of the Flan god known as Allitur. However, she is presented as entirely separate from Allitur in 3rd edition materials. There are also parallels between Stern Alia and Wee Jas. Still others equate her with the Flan goddess Berei, or see them as sisters and daughters of Oerth. There is a legend her father is Pholtus, a claim that creates conflict within the church of Pholtus as it challenges Pholtus' super-divine claims if he should have a daughter, especially with a pagan goddess like Oerth.

Syncretists largely ignore Stern Alia as she is not currently worshiped.

Alia is the mother of Heironeous and Hextor (and by implication the other brothers Thritherion and Erythnul), although they have unknown fathers. This clashes with the legends of Vilnius, that claims to be the father of all four of the Oerdian Noble Gods. Another son, Stratis, is mentioned in literature for the Chainmail miniatures game in Dragon #285, but he is deceased. He used to be an important god in far-off Thalos and patron deity of that country.

Cult

The clerics of Stern Alia organize local militias to fight back against threats, buying time for the professional armies.

In the Flanaess, Stern Alia's church was mostly limited to Medegia, where it has been largely destroyed due to infighting and by priests of Hextor and Pholtus. In the city of Pontylver, Alia was the patron of the Temple of the Correct and Unalterable Way. Many of the clergy there became increasingly arrogant and arbitrary over time, seeing themselves as the ultimate interpreters of the law. They embraced a heresy that said the Law was concentrated in the individual rather than the community, and for this their goddess forsook them, no longer granting them spells. The temple hierarchy managed to keep this a secret for a time; when their fellow cleric Myrrha attempted to speak out, they tried to silence her permanently. She barely escaped the city with her life. This scandal weakened the cult and paved the way for the cults of Hextor and Pholtus to take over Medegia.

In Thalos, her powerful church works hand in hand with the monarchy of that country. At the moment, paladins of the Shield Mother in Thalos are on a quest to recover the Shield of Stratis, one of the artifacts left scattered across the land when that son of the Mother of War was killed. The church would do anything to win this holy relic.

Myths and Legends

Rival Brothers Stern Alia is the mother of Hextor, Heironeous, and Stratis. To Heironeous she gave the gift of physical invulnerability, to Stratis she gave her shield, and to Hextor she gave nothing, for he had no concept of Law in her eyes. When Stratis died mysteriously, Alia began to suspect Hextor, and to this day believes that Hextor's ascension in power may be because he orchestrated his own brother's death. The goddess is preparing her church for war against Hextor for his crimes, a goal many other deities seem eager to help fulfill.

Meersalm It was the Shield Mother who gave Heironeous the gift of meersalm, coating him with it at birth, which made his skin immune to mortal weapons. She neglected to do so for his brother Hextor, which began the jealousy that eventually led Hextor to the Lords of Evil.

Savnok According to myth, Alia used to to leave her arms and armor in the care of her sons Heironeous and Hextor while she met with her many lovers. Once, before recorded history, a servant of the half-brothers, a man called Savnok, convinced his masters to allow him to guard the armory of Stern Alia while they attended to other matters. Left alone with the relics, Savnok could not resist trying on the goddess's armor. Drunk with power, he knew he could never bring himself to take it off, so he fled to the mortal realm, where he began carving a kingdom out for himself.

As long as he wore the armor, Savnok could not be harmed by any mortal weapon or energy. Stricken with guilt, Heironeous and Hextor became determined to retrieve the suit before their mother returned. He was immune to Heironeous' lightning, however, so Hextor broke into the armory again and acquired his mother's bow and arrows. Though young, still two-armed Hextor could just barely draw the bow, his arrows hit their mark, and Savnok slowly bled to death from small wounds.

Hextor advised his brother to help him replace the missing items and hide the body of Savnok beyond the edge of the cosmos, where their mother would never know about it. Heironeous agreed to the plan, feeling like he owed Hextor for solving the problem. He has felt guilty about this deception ever since.

Alignment: Lawful Neutral

Weapon: Spear

Pathfinder Domains

Inquisition, Knowledge, Law, Protection?

Pathfinder Traits

?

Pathfinder Obedience

?

Action Domains

?

Syrul

Syrul is a Suel goddess of deceit and trickery and patron of the Scarlet Brotherhood, rarely worshiped openly outside their lands. She likes to hide the truth under layers of illusion.

Syrul (SIGH-rul) appears as a dirty, smelly old hag in tattered clothing (an illusion that covers her nondescript appearance). She is never without Small Lie (a dagger of venom made from an evil unicorn's horn) and Harsh Truth (a rod of withering made from a gold dragon's crystallized soul), and rides a great nightmare called Flamedevil. She can see through any deception or illusion, and her holy symbol is a forked tongue. Syrul avoids other deities except for Pyremius, whom she partners with in many things.

The best way to protect what you know is to shield it in a lie. Speech is deadlier than any weapon; the greatest and smallest fall with a well-spoken untruth. Give your word to advance your cause, and break it when it is no longer of use. Trust is for fools, and betraying a fool is the greatest gift and lesson you can give them. Honesty and straightforwardness are for the dull-witted.

Her churches get along well despite their communication obstacles. Her clerics use their ability to lie effectively in situations where they can cause the most trouble: markets, courtrooms, embassies, and fortunetellers' booths. Many are skilled actors, performing in self-written plays that slander authority figures. They engage in debate, and are hired by leaders to confuse and misdirect spies and unwarranted foreign dignitaries. They travel to escape persecution, to find rumors to escalate, and to exploit the trust of greedy and foolish explorers.

Alignment: Neutral Evil

Weapon: Dagger

Symbol: Forked tongue.

Action Domains

Darkness, Illusion, Life, Order, Spiritual.

Pathfinder Domains

Charm, Evil (Daemon), Knowledge (Thought), Luck (Curse), Trickery.

Pathfinder Obedience

Torture a living creature with a knife. The creature must remain alive for the duration,. Gain a +4 profane bonus on saves against illusions and a +4 profane bonus to Bluff and Sense Motive.

Boons

  1. Liar's Trick (Sp) disguise self 3/day, passing fancy 2/day, or glibness 1/day
  2. Deeper Cuts (Ex) When you damage a creature with a slashing weapon or effect that deals slashing damage, at your discretion you may add a bleed 5 effect to the target.
  3. Syrul's Kiss (Sp) You can use geas once per day. This takes only a standard action, but requires touch.

Telchur

The god of winter and the most adverse of the Oerdian wind gods, Telchur can be a terror when the mood strikes him. He is an ascended mortal sponsored by Nerull.

Telchur (TEL-chur) is the bitterest of Procan's children. Resenting being assigned the coldest and bleakest months of the year, he shuns his family to associate with strange beings (including noble slaadi, the Wolf Lord, and the arch-devil Belial). Shown as a gaunt man with dark eyes and an icicle beard, he wields an icy shortspear and is accompanied by a winged, albino bull. He is extremely good at his work; because he wishes no rivals to blight his reputation, he urged his greatest clerics to trap his rival Vatun in a magical prison seven hundred years ago. He prefers the tranquility of a frozen forest to the screams of an icy wind through a mountain pass; his symbol is a leafless tree in a field of snow.

While life blossoms in the spring and flourishes in the summer, winter always comes and causes it to die, freezing the ground so that even the strongest shoot cannot break free. The cold wind covers all like a shroud, sucking the life from man and beast, blowing out the fires of his hope, and leaving nothing but endless white silence.

Telchur's clerics are brooding and withdrawn. They dislike noise and pleasantries, preferring to focus on the grim necessities of survival, even in times of prosperity. They pray just after dark. They preside over winter funerals, help the fit survive the coldest parts of winter, and adventure to spread the gloom of the Icebrother to distant people.

Alignment: Chaotic Neutral

Weapon: Short spear and short bow.

Symbol: Leafless tree in a field of snow.

Action Domains

Air, Darkness, Flux, Ice, Spiritual.

Pathfinder Domains

Chaos (Entropy), Strength (Resolve), Plant (Decay), Water (Ice), Weather.

Pathfinder Traits

Pathfinder Obedience

Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated or frozen. Gain a +4 sacred bonus on saves against cold effects.

Boons

  1. Frozen Magic (Sp) mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day
  2. Icy Shards (Su) Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD + your Constitution modifier) halves damage taken from this attack.
  3. Glacial Dark (Sp) You can cast polar midnight once per day.

Tharizdun

Tharizdun, the god of madness, is not worshiped by the Suel per se, but over time he has had a fundamental influence over Suel culture, manly their wizardry. He plays a role in many legends and inspired the invoked devastation, his greatest triumph to date.

In Synchretism Tharizdun is seen not so much a god as the destructive principle, the impulse to madness and destruction inherent to intelligence. He masquerades as Ralishaz the god of madness and misfortune among the Baklunish and is served by Wastri the hopping prophet.

Thadzdun (iha-RIZ-dun) is an old and evil god of uncertain origin, imprisoned by the concerted effort of all of the gods, He has not been heard from in over one thousand years. If freed, it is said that the gods would again unite to lock him away, for he wishes no less than to unravel the fabric of the universe. Sites keyed to him still exist, and his relics still hold power. Although no true depictions of him remain, he is thought to be an utterly black entity without a solid form, leaving cold, decay, and insanity in his wake. His modern worshipers (such as the Scarlet Brotherhood, many say) carry a symbol of a dark spiral or inverted pyramid.

Light must be snuffed, perfection decayed, order dissolved, and minds fragmented.

All sorts of evil are described in the few remaining texts—foul rituals of sacrifice, destruction, and horrors from beyond the world unleashed upon the innocent. The current teachings of this faith revolve around the number three, the discovery of items relating to his power (keys to contacting him), and the means to free him from his confinement. Many of his clerics are mad. The rest are deluded enough to think that his release will grant them privilege when he remakes the world. They are very secretive and learn to trust only other members of the cult. They conduct bizarre rituals and explore ancient sites for keys to his chains. Because of their god's imprisonment, his clerics must be in contact with an object or site imbued with some of Tharizdun's power to prepare or cast spells.

Alignment: Chaotic Evil

Weapon: Spiral of decay (chakram)

Symbol: Dark spiral or inverted pyramid.

Action Domains

Darkness, Flux, Mind, Space, Spiritual.

Pathfinder Domains

Darkness (Normal or Loss), Chaos (Entropy), Destruction, Evil (Fear), Knowledge (Normal or Thought), Luck (Curse), Madness (any subdomain), Magic (Arcane), Plant (Decay), Trickery, Void (normal, Dark Tapestry). Tharizdun has far more domains than any other deity, this is part of his terrible temptation.

Pathfinder Traits

Pathfinder Obedience

Carve a jagged spiral in living flesh—your own if no other is available. Follow the spiral in your mind, letting you lead to you a vision of the dissolution of all things. Spend half an hour in a swoon, recovering from the ordeal. If you cannot perform this rite, you can instead focus your mind on visualizing the inverted pyramid. This only takes one minute, but you take 1d4 Wisdom damage.

Boons

  1. Secret Lore (Sp) identify 3/day, augury 2/day, or bestow curse 1/day
  2. Heretical Revelation (Su) Up to three times per day, you can whisper terrible secrets to an adjacent target as a standard action. The target can resist with a Will save (DC = 10 + 1/2 your HD + your Charisma modifier). If the target fails its save, it is stunned for 1 round, then confused for 1d4 rounds, and then nauseated for 2d6 rounds. This is a mind-affecting effect.
  3. Penultimate Incantation (Sp) You can cast maze of madness and suffering three times per day.

Tiamat

Tiamat has been subtly influencing the Suel since the dawn of history, often as a respected goddess, sometimes as a tempting voice in the darkness. She is worshiped both openly and secretly.

Tiamat is part of the Common pantheon as the goddess of power and wealth. Cruel lords and unscrupulous merchants flock to her temples. Her cult is pretty good at staying out of trouble. Attendants are encouraged to wear masks, which allows them to avoid blame when one of the flock is discovered doing nefarious deeds.

In Synchretism Tiamat is the evil god of tyranny, pride, and greed. She is seen to manifest as Abbathor among dwarves, Beltar among the Suel and Urdlen among gnomes. Her most important sponsored godling is Hextor, the Oerdian god of tyranny and brother of Hieroneous. Others include Pyremius, patron of the Scarlet Brotherhood. Kurtumlak, an ascended kobold and the god of traps. Raxivort the god of goblins and rats. Her most respectable divine follower is Xerbo the Suel god of the sea and trade. It is seen as a testament to Tiamat's influence among the Suel that she has one avatar and two agents in their pantheon as well as being worshiped directly.

Tiamat (tee-ah-mat), like her archrival, Bahamut, is revered as a deity in many locales. All evil dragons pay homage to Tiamat; green and blue dragons acknowledge her sovereignty the most readily. Good dragons have a healthy respect for Tiamat, though they usually avoid mentioning her or even thinking about her. In her natural form, Tiamat is a thick-bodied dragon with five heads and a wyvern’s tail. Each head is a different color: white, black, green, blue, and red. Her massive body is striped in those colors. Tiamat has many consorts, include great wyrm dragons of the white, black, green, blue, and red types.

Tiamat concerns herself with spreading evil, defeating good, and propagating evil dragons. She enjoys razing the occasional village, city, or country, but only as a diversion from her subtle, worldspanning plots. She is the villain who lurks in the shadows. Her presence is felt but seldom seen. Tiamat constantly seeks to extend the power and dominion of evil dragons over the land, particularly when her subjects find themselves embroiled in territorial disputes with good dragons. Tiamat also unfailingly demands reverence, homage, and tribute from her subjects.

Like Bahamut, Tiamat has few clerics and even fewer temples. Tiamat’s clerics, like Tiamat herself, seek to place the world under the domination of evil dragons. Though most evil dragons honor Tiamat, few keep shrines dedicated to her in their lairs because they don’t want Tiamat’s greedy eyes gazing at their treasure hoards. Instead, they dedicate vast, gloomy caverns to their deity and keep them stocked with treasure and sacrifices.

Alignment: Lawful Evil.

Weapon: Bardiche.

Symbol: An amulet of five parts, or a stylized dragon, or a set of five full helms.

Action Domains

Darkness, Gifts, Life, Order, Spiritual.

Pathfinder Domains

Destruction, Evil (Fear), Nobility, Scalykind (Dragon), War.

Pathfinder Traits

Pathfinder Obedience - Seducer Aspect

Achieve sexual release, either alone or with a partner, and then defile a page torn from the religious canon of a lawful good deity. Gain a +4 bonus on saves against enchantment effects.

Boons

  1. Sins of the Flesh (Sp) charm person 3/day, eagle’s splendor 2/ day, or beast shape I 1/day
  2. Compelling Voice (Su) Your mind-affecting effects become harder to resist. Increase the save DC of such effects created by you by +1, or by +2 when used against an intelligent creature that could be sexually attracted to you.
  3. Truth in the Flesh (Sp) Shapechange 1/day.

Trithereon

The Summoner and the Lord of Freedom, Trithereon represents the continuation of the barbarian Oerdian's free spirit into the modern world. While he accepts nations and the protection they offer the weak, he sees them with suspicion, a necessary evil that the heroic knight and defender should not subjugate himself too. He is an ascended mortal sponsored by Kord.

He is the symbol of freedom and national identity in the new republic of Andorea, symbolized by the falcon. Andoreans favoring Trithereon favor blue and white clothes. In the common pantheon, Trithereon is worshiped mainly in the Keoland area, where he is a god of adventurers and free roamers. He has some presence among the pirates of the pearl sea region as well, who see him as a god of independent spirit, skill, and charm.

Trithereon (tri-THEH-ree-on) is shown as a tall well-built young man with red-gold hair, clad in a chainmail shirt and blue or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting down oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword Freedom's Tongue; and the scepter called the Baton of Retribution) and his three summoned animals (Nemoud the Hound, Harrus the Falcon, and Carolk the Sea Lizard). He fights evil and oppressive law, so he sometimes opposes law-aligned deities such as Hextor, Heironeous and Pholtus.

All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common folk to defend themselves and their property should another wish to take their freedoms, if you are wronged, you are right to exact vengeance yourself, especially if none will help you.

Because the faith praises individuality over standardized doctrine, each church has a different focus but is allied with all others. Trithereon's clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self-defense and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts or spies against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they become too powerful. The Summoner's clerics travel far and wide in search of those in need of their help.

Alignment: Chaotic Good

Weapon: Shortspear, longsword, and greatclub

Symbol: Rune of pursuit, a combination of three half Zs into a triskelion-like symbol.

Pathfinder Domains

Chaos (Azata), Good (Azata), Liberation, Protection (Defense), Strength.

Pathfinder Traits

Pathfinder Obedience

Wander the land, observing the creatures you see. Remember how each aids Trithereon in the legend, and think about how they can aid you in your adventures. Gain a +4 sacred bonus on Wild Empathy checks. If you lack wild empathy, you gain the ability (as the druid class feature) with a bonus equal to your Hit Dice + your Charisma modifier.

Boons

  1. Hero (Sp) bless weaponAPG 3/day, animal aspect 2/day, or greater magic weapon 1/day
  2. War Mount (Ex) If you make a full attack while mounted, your mount also attacks with great enthusiasm. You must attempt a Ride check as normal to fight with a combat-trained mount. If your Ride check succeeds, your mount can attack with a +4 bonus on its attack and damage rolls.
  3. Freedom Charge (Ex) Three times per day, you can make a chaotic charge attack. You must declare your use of this ability before you roll your attack. You deal an extra 2d6 points of damage to creatures of lawful alignment on a successful charge. If you have the cavalier’s charge, mighty charge, or supreme charge class ability, you instead deal an extra 3d6 points of damage to creatures of lawful alignment on a successful wild charge.

Action Techniques

Impress, Know, Melee.

Ulaa

Ulaa is the Dwarven mother-goddess, the earth from which Moradin fashioned their race, and the ultimate source of all wealth. She is a very passive goddess, taking no momentous actions in dwarf history, but she sometimes appears to individual dwarfs, providing gifts of riches and fertility.

Ulaa is the most ancient Oerdian mother-wife goddess known by name and worshiped in the present day, the wife of Bleredd and goddess of hills and the riches they contain; metals and gems. She often regarded as an avatar of Oerth.

Ulaa (OO-lah) is the wife of the Oeridian god Bleredd, but is herself of unknown origin. Built like a dwarven woman but with the facial features of a gnome, she is worshiped by both of those races and humans. Her enchanted hammer Skull Ringer was forged on the same anvil as her husband's weapon. Earth elementals serve her, she can pass through stone, and can commune with the Oerth Mother. Her holy symbol is a mountain with a ruby heart; she places rubies in the earth as gifts to those who do her husband's work.

The hills and mountains are sacred and beautiful places, whether on the surface or within tunnels that hole them like veins. Working with stone for any good purpose is a blessed task, but cutting rock out of pure greed or evil intent is an abomination. The greatest gift the earth gives are gemstones, each a tiny part of the earth's power and beauty reflected a thousand times upon itself.

Ulaa's clerics live on or in the mountains, protecting them from those who would enter for the sake of greed or evil. They protect their community, root out dens of evil nonhumans, and teach miners and quarrymen how to spot the best places to work. They act as guides for those passing through their lands, travel to see other stony examples of the earth's beauty, and abhor slavery.

Alignment: Lawful Good

Weapon: Warhammer

Symbol: Mountain with a ruby heart.

Action Domains

Animal, Earth, Life, Metal, Spiritual.

Pathfinder Domains

Earth, Good, Healing (Restoration) Law, Protection (Purity).

Pathfinder Traits

Pathfinder Obedience

Keep with you a 5-pound statuette of a humanoid. Before sleeping, trace the statuette’s surface with your fingers. Close your eyes with your hands resting on the monument and meditate on Ulaa’s teachings until you fall asleep. Gain a +4 sacred bonus on saving throws against effects that cause slowness or magical aging and any effects that damage ability scores.

Boons

  1. Lorefinder (Sp) identify 3/day, locate object 2/day, or glyph of warding 1/day
  2. Arcane Knowledge (Su) Your eyes harden and turn into ruby. You can see as though under the effects of a permanent analyze dweomer spell, though you only use this effect only on objects, not on creatures.
  3. Petrified Guardians (Su) Once per day, you can speak a divine utterance to turn one creature within 60 feet to solid marble as flesh to stone (Fort save negates; DC 10 + 1/2 your HD + your Int modifier). You can then order your petrified victim to guard a clearly defined area or object as long as it remains turned to marble. Anyone who enters the area or touches the object triggers the petrified victim, who attacks as a stone golem with HD equal to the creature’s original HD for 1d4 minutes before reverting back to flesh.

Vatun

Vatun is the patron of the Suel barbarians of the North-East, Vatun the one-eyed is a harsh and unforgiving master that sends long ships south to plunder and sets tribe against tribe in trials of strength and valor. Because he is currently imprisoned, his worshipers need to carry a burning torch in order to invoke spells from him.

Vatun (VAY-tun) is largely forgotten outside the Thillonrian peninsula. Not worshiped by the Suel Imperium, Vatun is included in that pantheon because of his worship by the Suel-descended northern barbarians. Vatun was imprisoned by clerics of Telchur about the time of the Battle of a Fortnight's Length. He wields an ice battleaxe called Winter's Bite. When free, Vatun was a whirlwind of cold rage and energy, inspiring his followers to raid south as often as possible. Dalt and Llerg are his only allies. He is shown as a huge Suel man wearing polar bear skins and a beard of ice and snow, with frozen fog coming from his mouth. His holy symbol is the sun setting on a snowy landscape.

Winter is a time for culling the weak so that the strong may survive. Snow shall cover cowards and they shall be forgotten by all. The people of the north are the true survivors and will inherit the world when the Great Winter comes to cover the land.

Vatun's clerics preach violence against Telchur's faith, help their tribes survive in winter, heal the injured, and aid their people in battle. Level-headed clerics are sent to search for the Five Blades of Corusk, which if united will free Vatun from his prison (or so say the legends). Recent lore indicates a diabolical connection to Vatun's prison, and so his clerics have become ardent foes of devils. Because of his imprisonment, Vatun's clerics must be within ten feet of a torch-sized (or larger) flame to prepare or cast spells.

Alignment: Chaotic Evil.

Weapon: Battleaxe.

Symbol: Sun setting on snow.

Action Domains

Death, Flux, Ice, Life, Spiritual.

Pathfinder Domains

Air, Destruction (Catastrophe), Fire (Smoke), Strength (Resolve), Weather (Storms).

Pathfinder Traits

Pathfinder Obedience

Recite all the names you can recall of those who have died by your hand. Mediate upon their faces and the circumstances of their deaths, evaluating your actions in the light of cold. Gain a +4 sacred bonus to AC against critical hit confirmation rolls.

Boons

  1. Chooser of the Slain (Sp) shield of faith 3/day, death knell 2/day, or keen edge 1/day
  2. Severe Strike (Su) You ignore the first 5 points of creatures’ damage reduction when making melee weapon attacks, regardless of the type and composition of your weapon. For example, a creature with DR 10/silver would be treated as having DR 5/silver against your attacks.
  3. Execute (Sp) You can cast power word kill once per day.

Vecna

The Common god of secrets is an ascended lich and archmage. He has hidden covens of conspirators, often infiltrating magical guilds. The cult is small, but many members are powerful mages or rogues.

In Flan myths, Vecna deposed Zodal to become the greatest king of the Ur-Flan. Vecna mastered all the tribes by learning and using their secrets against them. In time he became the first lich and was served by the first vampire, creating an empire of evil that fell only when the two fought it out.

Vecna (VEK-nah) was a terrifying and evil Flan lich-king who gained a foothold on godhood thousands of years ago. Betrayed by his lieutenant Kas, the Whispered One disappeared from Oerth, leaving behind his legend and his two great artifacts, the Eye and Hand of Vecna. He recently became a lesser god after freeing himself from an extraplanar prison and now plots the destruction of all other gods so that he may take Oerth for himself. He has a great hatred for Iuz and is hated and feared by other deities. His symbol is a left hand clutching a human eye.

No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will lake your seed, too.

Vecna's clerics subvert governments, seduce good folk to evil, and plot the eventual takeover of all Oerth. So hated is this cult that these clerics' lives are forfeit if they are discovered. They are very secretive as a result but can be found anywhere, spreading evil or looking for items that date back to their master's ancient empire. Of particular interest are Vecna's two artifacts, which once again are lost.

Alignment: Neutral Evil.

Weapon: Dagger.

Symbol: Eyeball in the palm of a left hand.

Pathfinder Domains

Artifice (Construct) Darkness (Loss), Death (Undead), Knowledge (any subdomain), Magic (Arcane).

Pathfinder Traits

Pathfinder Obedience

While moving through a crowd of people (at least six individuals), whisper a prayer to Vecna so quietly that no one hears you. If you suspect a member of the crowd heard you, you must follow that individual either cast a non-harmless spell on her or and prick her with a needle or other sharp implement. If you can’t locate a suitable crowd, dig a hole at least 6 inches deep in the ground, whisper your prayers into the hole, and bury the sound. Gain a +3 profane bonus on Bluff checks and on Diplomacy checks to gather information.

Evangelist or Feat

  1. Secrets and Lies (Sp) comprehend languages 3/day, detect thoughts 2/day, or clairaudience/clairvoyance 1/day
  2. Cunning Lies (Ex) You can use your Intelligence modifier instead of your Charisma modifier on Bluff checks. You can use Bluff as if it was Diplomacy to gather information or make a request.
  3. Secret Self (Sp) Once per day, you can use greater invisibility on yourself as a spell-like ability. When you use this spell-like ability, you gain certain gifts from Vecna in addition to the spell effects. You gain a +4 profane bonus on Perception checks while invisible. You gain a +2 profane bonus on attack rolls made with thrown weapons, ranged weapons, and short swords while invisible as well. In addition, the invisibility effect lasts for 1 minute/level instead of the normal 1 round/level.

Exalted

  1. Poison Tongue (Sp) hidden speech 3/day, anonymous interaction 2/day, or witness 1/day
  2. Enervating Strike (Sp) You can use enervation (sp) with a range of touch. You can use this ability a number of times per day equal to your Wisdom modifier.
  3. Virulent Ally (Sp) Once per day as a standard action, you can summon a piscodaemon (Pathfinder RPG Bestiary 2 72) to serve you. The piscodaemon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Abaddon. The piscodaemon doesn’t follow commands that would cause it to act in altruistically good ways, and could attack you if a command is particularly egregious.

Sentinel

  1. Trust Breaker (Sp) doom 3/day, fox's cunning 2/day, or keen edge 1/day
  2. Sly Maneuver (Su) A number of times per day equal to your Intelligence modifier (minimum 1), you can add your Intelligence modifier (minimum 1) to your combat maneuver bonus.
  3. Fatal Choice (Su) Once per day, upon defeating an opponent, you can heal it and attempt to force it to obey you. As soon as you reduce a living creature to –1 or fewer hit points, you can force it to attempt a Will saving throw with a DC equal to 10 + 1/2 your Hit Dice + your Intelligence modifier. If it succeeds, it begins dying as normal. If the target fails, it is restored to 1 hit point and is affected as per the spell charm monster. The target can willingly fail this saving throw.

Action Techniques

Charm, Impress, Spot.

Velnius

Velnius is the eldest and most respectable of Procan 's children, leader of the Oerdian wind gods and father of the four noble brothers. Deposed when he refused to become an empire-builder, he enjoys little respect from nobles but is loved among the common folk. He represents the time before the twin cataclysms when the Oerdians were a minor people.

Velnius (VEL-nee-us) is the most responsible member of his family. As Procan's oldest child, he is the leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in their duties. He is shown as tall man of middle age with white hair and a cloak of feathers from which pours water and lightning He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol is a bird perched on a cloud.

The sky is the dome of heaven from which flow the necessities of life. The desert and the parched field cry out for rain while the road and swamp ask for the drying sun, and the request of each is answered. No matter which direction the wind blows, it is all part of the weather that Velnius controls. Weather is a blessing; for even if a storm or drought brings hardship, it will continue on its way to where it is needed.

Velnius's clerics are used to speaking on the behalf of others (even if such intervention is not needed). They prefer talk to conflict, but can be very aggressive when provoked. They pray for rain when crops need water and call for temperance when the weather deviates too far from the norm. As mobile as their god, they travel far, and adventure to counteract weather disruptions caused by heretical agents or when Velnius is too busy.

Alignment: Neutral (Good)

Weapon: Shortspear

Symbol: Bird perched on a cloud.

Action Domains

Air, Flux, Light, Order, Spiritual.

Pathfinder Domains

Air, Good (Agathion), Travel, Water, Weather.

Pathfinder Traits

Pathfinder Obedience

Wrap yourself in a robe of feathers and immerse yourself in water, holding your breath for as long as possible. Climb out of the water, kneel down, and pray until the robe dries. Gain a +4 sacred bonus on saving throws against effects with the water descriptor and effects from flying creatures.

Boons

  1. Winged Blessing (Sp) feather fall 3/day, levitate 2/day, or water breathing 1/day
  2. Aspect of the Wind (Su) Avian wings sprout from your back, granting you a fly speed of 30 feet with average maneuverability.
  3. Body of Water (Su) Your body becomes permanently fluid and malleable, making you immune to critical hits and sneak attacks. In addition, you can move through an area as small as one-quarter your space without squeezing or one-eighth your space when squeezing.

Wastri

This Common god is a nonhuman god of self-deception is not generally taken seriously—his teachings are the butt of bad jokes. He is secret prophet of Tharizdun.

Wastri (WAH-stree) is a violent proponent of human supremacy, causing many to believe he has ties to the Scarlet Brotherhood. Wearing clothes of gray and yellow, Wastri uses his great glaive-guisarme, Skewer of the Impure, to impale his favorite targets: dwarves, gnomes, and halflings. He looks like a human with toad features, and is accompanied by gray-clad followers and giant toads. Living in the Vast Swamp, he is amiable to any human god save Zagyg, whose mortal self once trapped him in a magical prison. His symbol is a gray toad. The fact that he dislikes nonhuman races, yet is only barely human himself, is an irony lost on the godling.

Humans are superior to all other races. Orcs, goblins, and such are sufficient to serve humans, but creatures such as elves, dwarves, gnomes, and halflings deserve only death. Grippli and bullywugs are humans too. Those who disagree with you are wrong and must be convinced of their error, with a weapon if need be. Those who live both in the water and on land deserve respect, for having a refuge when one of your realms becomes too dangerous is clever and resourceful.

Wastri's clerics preach the superiority of humankind, seek out enclaves of inferiors to slay, and search for new species of amphibians to collect and study. Their bodies are gradually altered by Wastri's presence, and the most powerful clerics become less human and more toadlike with time. They raise, tame, and train amphibians, favoring toads; some sell poisonous toads to wizards, alchemists, and assassins. His clerics serve as intermediaries to the many bullywug tribes that revere him.

Alignment: Lawful Evil.

Weapon: Galaive-guisarme.

Symbol: Gray toad.

Action Domains

Animal, Flux, Gifts, Life, Spiritual.

Pathfinder Domains

Animal (toads and amphibians), Destruction, Madness (Insanity), Scalykind (toads rather than serpents), War.

Pathfinder Domains

Pathfinder Obedience

Drown a living creature in swamp water (or at the very least, in muddy water), then impale the dead body on a sharp branch so wild creatures can feast on it. After impaling the creature, you must spend the rest of your obedience meditating on the sound of fluid dripping from its sodden body. Gain a +4 profane bonus on saves against disease and poison caused by exposure to the jungle or creatures native to swamps.

Boons

  1. Swamper's Boon (Sp) jump 3/day, summon swarm 2/day, or water walk 1/day
  2. Warty Skin (Ex) Your skin grows thick and warty, increasing your base natural armor bonus by +3.
  3. Summon Froghemoth (Sp) Once per day, you may summon a fiendish froghemoth as if using summon monster IX.

Wee Jas

Wee Jas is the Suel goddess of beauty, death, and magic. She is the most important lawful Suel divinity today. Wee Jas has had flirtations with evil over the ages, which is not a big thing the way the Suel see it. She also in a relationship with Norebo.

Wee Jas (WEE jas) is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the creation of such things). She gained her death aspect when the survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that the dead were being escorted to the afterworld. Her allies are the lawful Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical differences). She respects Boccob, dislikes the beauty goddess Myhriss, and ignores most other deities. Her symbol is a red skull, sometimes in front of a fireball.

Magic is the key to all things. Understanding, personal power, security, order, and control over fate come with the study of magic. Respect those who came before you, left their knowledge, and died to make room for you; there will come a time when your life is over and those who come after will honor your learning and your memory.

Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals. The more powerful clerics use their magic to fortify their temple and city. Clerics of lower level are expected to defer to ones of higher level at all times. Her clerics must get her permission before restoring a weak or chaotic being to life.

Alignment: Lawful Neutral.

Weapon: Dagger.

Symbol: Red skull, sometimes in front of a fireball.

Pathfinder Domains

Death, Knowledge (Memory), Law, Magic (Arcane), Repose (Souls).

Pathfinder Traits

Obedience Speak the words of a spell that has had a significant effect on your fate, over and over, while studying your own face in a mirror. Meditate on how this spell has changed you, what you would like if this spell had not been, and finally on death and how this spell contributed to keeping you alive. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

Evangelist or Feat

  1. Arcane Essence (Sp) mage armor 3/day, false life 2/day, or speak with dead 1/day
  2. Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast deathwatch and were able to view its information through the arcane eye.
  3. Beauty of Wee-Jas (Su) You gain a sacred or profane bonus to armor class equal to your Charisma bonus (minimum 1). The type of this bonus is the same as that granted by your obedience.

Exalted

  1. Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
  2. Atame (Su) You can deliver touch spells with a casting time of one standard action or longer through a dagger. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a throwing attack with your dagger against the target’s touch touch AC. You take normal range penalties on this attack. This allows you to deliver touch spells at range. Hit or miss, the dagger teleports back into your hand, holding the charge if you missed the attack roll.
  3. Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.

Sentinel

  1. Magical Enhancer (Sp) magic weapon 3/day, arrow eruptionAPG 2/day, or vampire touch 1/day
  2. Strip Defences (Sp) Once per day when you hit an opponent with a melee attack, you can cast greater dispel magic with a caster level equal to your HD, as a free action that does not trigger attacks of opportunity.
  3. Wee-Jas's Protection (Su) A complex arcane sigil manifests on your skin. The location of this sigil varies by individual, but always appears in a place easily displayed. (Most commonly, the sigil appears on your upper chest.) While the sigil remains uncovered, you gain a deflection bonus to AC equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You lose the deflection bonus if the sigil becomes obscured, but it returns once the sigil is made visible once again.

Action Domains

Death, Life, Magic, Order, Spiritual.

Wenta

Wenta is the Oerdian wind goddess of autumn and west wind, and watches over harvests and festivities. She is also the patron of winting and brewing. She is an ascended mortal sponsored by Sehanine.

Wenta (WEN-tah) is a middle-aged Oeridian wind god. She always appears as a buxom, rosy-cheeked woman with straw in her hair and a large mug of beer (her holy symbol). She has no permanent ties to any one being, preferring to go where her heart takes her, and as such has been linked to many deities. The week of Brewfest is a holy time for her, although she prefers that people spend it cavorting and drinking rather than praying. She dislikes only her brother Telchur, seeing him as the black sheep always on her heels.

The cool winds of autumn are Wenta's sign that it is time to reap. Winter's cold can be delayed with the warmth of ale and beer, and brewing deserves as much care as you would give your lover. A day of hard work in autumn is repaid with pleasantly cool nights, good friends, and plenty of good drink to loosen your tongue and quicken your heart.

Wenta's clerics are friendly, outgoing, and unafraid to talk to strangers. Their time of prayer is a brief interval before sundown. They organize gatherings, particularly those involving alcohol, and direct harvest procedures so that work is shared fairly by all and finished early. Many work as brewmasters and travel to other parts of the world to enjoy the weather and local spirits. They adventure to meet new people and spend time with friends, or because they agreed to do so while intoxicated. Their holy water is actually blessed ale or beer.

Alignment: Chaotic Good.

Weapon: Club.

Symbol: Mug of beer.

Pathfinder Domains

Chaos, Charm, Good, Plant, Weather (Seasons).

Pathfinder Traits

Action Domains

Flux, Life, Plant, Spiritual, Water.

Xan Yae

Xan Yae is the lady of perfection, an ascended mortal sponsored by Istus. Psychics and monks use her as a model in their meditations.

Xan Yae is the Common pantheon patron of monks not of the Scarlet Brotherhood. She is seen as a perfectionist and a harsh teacher. Her cult is very small and elite.

The Baklunish honor Xan Yae as the gentle goddess of moderation and balance who seeks to avoid extremes, teaching that happiness is found inside once balance is achieved. Mystic power flows naturally from this balance. She is also the Baklunish psychopomp goddess.

Xan Yae (zan YAY) is a Baklunish goddess with some measure of popularity in the Flanaess. She has temples scattered in hidden places across the land. Having little patience for petty divine rivalries, she has only a few like-minded allies but places herself in opposition to Pyremius and Pholtus, whose lights destroy her beloved shadows. She appears to be Baklunish, of any age or sex but always slender and graceful, wielding a pair of magic scimitars that can shrink to the size of table knives.

Reality depends upon three metaphysical ideals: the Universal Mind (the universe and all things in it exist because the mind created them and maintain them), the Perpetual Harmony (life is balanced, symmetry is in all things, achieving a similar state puts one in harmony with nature), and Internal Peace (martial and mental activities must be mastered to attain a higher level of existence). Flamboyance and wasted energy have no place in the Lady's realm. The extremes of evil and good must be sought out and tempered with harmony to maintain balance.

Xan Yae's clerics are agents of harmony and discipline. They seek out radical factions, alignments, and politics and bend them toward balance. They train others in the simple arts of war, hone the minds of those open to mental challenges, scour the world to find evidence of the Universal Mind, and seek gurus of advanced physical and mental abilities for knowledge of self-elevation. They are not passive beings, but actively seek change to ensure the stability of the universe. Their prayer time is at dusk.

Alignment: Lawful Neutral.

Weapon: Scimitar.

Symbol: Black lotus blossom.

Pathfinder Domains

Darkness (Night), Knowledge (Memory), Protection, Trickery (Deception), War (Tactics).

Pathfinder Traits

Pathfinder Obedience

Make a series of exercises of limberness and balance. Escalate these exercises to the point of failure. Then don a blindfold and repeat the same exercises again, comparing the two results. Contemplate the result of acting in light and darkness, and act accordingly during your day.

Boons

  1. Nullity (Sp) keen senses 3/day, darkness (this never lowers the light intensity to less than dim light, and in darkness or total darkness it increases the light level by one level) 2/day, or debilitating portent (aura is grey) 1/day
  2. Still Perfection (Sp) You are immune to the flatfooted and helpless conditions. Even when paralyzed or otherwise incapacitated, you retain your normal Armor Class. Invisible creatures gain no advantage against you.
  3. Shadow Balance (Su) Your form grows shadowed and indistinct. You gain a +6 sacred bonus on Stealth checks. In any condition of illumination other than full daylight you gain concealment, physical attacks against you have a 20% miss chance.

Action Domains

Life, Light, Mind, Order, Spiritual.

Xerbo

Xerbo is a Suel god of monsters and the ocean depths, mainly worshiped in conjunction with his wife Osprem.

Xerbo (ZER-boh) is a stern and indifferent god. He is shown as a large man with matted kelplike hair, wearing dragon turtle armor and shield. His trident, Murky Deep, enchants and grants him dominion over all ocean life and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard bargain. Most revere him as a merchant's god and placate him as a sea god. He avoids other gods except his estranged wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon turtle.

The law of the sea states that no sea creature should be favored over another. Land creatures, including intelligent ones, have no place in the water; it is a place to be feared and respected, not exploited. Land creatures in danger on the sea deserve no help unless they act to protect sea creatures or the sea itself. Do not let one's emotions get in the way of making trade; no person should be favored over another. This last thought makes him popular with smaller merchants and disliked by unions and guilds.

Xerbo's clerics are expected to protect the sea and sea life. They watch over merchant vessels on trade routes or facilitate business meetings in port cities. The god does not tolerate extended forays on land, especially for foolish pursuits such as exploring ruins and dungeons.

Alignment: Chaotic Neutral

Weapon: Trident

Symbol: Dragon turtle.

Action Domains: Animal, Flux, Life, Spiritual, Water.

Pathfinder Domains

Animal (Normal, Fur), Knowledge, Plant (Growth), Travel (Trade), Water (Flotsam or Oceans).

Pathfinder Traits

Pathfinder Obedience

Throw a coin or other treasure into the sea. In you are not by the sea, put the offering into a turtle shell, that you will empty when you are next by the sea. If you lose your turtle shell while there are offerings within it, you cannot perform this obedience until you have reclaimed it or dropped a piece of jewelry worth 100 gp. or more into the sea.

Boons

  1. First Oath (Sp) speak with animals (aquatic animals only) 3/ day, summon nature's ally II (aquatic creatures only) 2/day, or water breathing 1/day.
  2. Second Oath (Ex) You become immune to damage from water pressure, and gain the ability to breathe water, a +2 profane bonus to Constitution, and a swim speed equal to your base land speed (or increase your current swim speed by 30 ft.).
  3. Third Oath (Sp) Dominate monster 1/day (aquatic creatures only).

Yondalla

Yondalla is the ancestral mother of the halflings, a goddess of safe homes, travel, trade, and diplomacy. She teaches that violence is a fool’s last resort and that it is better to try and talk with a clear escape route than to stand fast and fight. She is revered by halflings, merchants, travelers, and river-folk. Her wisdom includes this:

  • Talk to everyone and listen more than you talk.
  • Avoid lies and outright cheating, but ply on the expectations of your listeners. Treat a wise listener with respect.
  • Always have one foot in the burrow—or other means of escape.

Yondalla is only known among halflings, and until the advent of Synchretism was considered a minor power. The synchretists found her to be the main trade god, a portfolio that only recently has become important. Trade has low esteem among the elder races—she is only known to the dwarves, and to them he is Vengadain, god of suspicion, trickery, and trade. The Flan know him as Alliuir the god of propriety, while the Baklunish know him as Mouqol. She gladly helps others to learn her wisdom, and has exarchs in all the human pantheons. Zilchus is the Oerdian god of prestige, money, and influence, Fharlanghn the Oerdian god of travel and roads. Osprem is the Suel goddes of the sea and sea voyages.

The deity of halflings, Yondalla (yon-dah-lah), appears as a strong female halfling, with a proud bearing. She dresses in green, yellow, and brown, and always carries a shield. Yondalla is the creator and protector of the halfling race.

Yondalla espouses harmony within the halfling race and stalwart defense against its enemies. She urges her people to work with others but to remain true to their halfling heritage. Most halflings heed this advice, which allows them to form close-knit enclaves where halflings are welcomed, even when they have settled in areas where other creatures predominate. Yondalla also teaches that opportunities are there to be seized, which leads most halflings to be both adaptable and somewhat opportunistic. Yondalla brooks no evil among halflings, but she does not despise any halfling. Rather, she seeks to guide halflings who have lost their way back to their homes and friends. This attitude is taken up by her followers to such a degree that a halfling who wants to pursue a less than lawful career is on the run from other halflings and their well-meaning redemption efforts.

Clerics of Yondalla are concerned with all areas of halfling life, except for thievery. (Thievery arises among halflings, the clerics say, from a too-liberal interpretation of Yondalla’s advice about seizing opportunities.) Yondalla’s clerics officiate at weddings and funerals, bless crops and new ventures, and lay plans for community defense. Temples dedicated to Yondalla are often set amid bountiful rose gardens (which conveniently doubles as living fortifications) or farm fields. They always contain storehouses stuffed with food and other necessities, They also contain hidden armories and fortified sections where local halflings can safely ride out natural disasters or enemy attack.

Alignment: Neutral Good

Weapon: Shortsword

Symbol: Rose.

Action Domains

Light, Mind, Order, Spiritual, Water.

Pathfinder Domains

Charm, Community (Family), Protection, Travel (trade), Trickery.

Pathfinder Traits

Pathfinder Obedience

Spend time meditating among roses you have planted yourself, so you can inhale their sacred scent while offering prayers to Yondalla . If no such roses are available, you can instead brew tea from various herbs and rose petals and share the tea with close friends or neighbors. During times of war or conflict, though, you must instead spend time sparring, preferably with friends or neighbors with whom you plan to fight alongside during the conflicts to come. Gain a +2 sacred bonus on all saving throws against charm and compulsion effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.

Evangelist or Feat

  1. Voice of the Everbloom (Sp) liberating command.. 3/day, protection from evil (communal) 2/day, or chain of perditon (rose stems instead of chains) 1/day
  2. Inspiring Presence (Su) Your mere presence bolsters and emboldens allies to fight harder. All creatures within 30 feet of you whom you count as allies gain a +1 sacred bonus on attack rolls, saving throws, and weapon damage rolls as long as you are conscious.
  3. Liberating Resolve (Su) You are automatically aware of any creature within 10 feet of you that is currently under the effects of a charm, compulsion, or possession effect. Three times per day as a swift action, you can inspire such a creature to throw off the influence, granting that creature a new saving throw to immediately end the effect. The creature gains a sacred bonus on this saving throw equal to your Charisma bonus (minimum +1). This bonus is doubled if you include a physical touch as part of your invocation to rise up against the effect. In either case, this is a language-dependent effect.

Exalted

  1. Sacred Partisan (Sp) divine favor 3/day, spiritual weapon 2/day, or magic vestment 1/day
  2. Burrow Escape (Sp) Once per day as an immediate action, you can teleport as per dimension door, but only when you are in an area no wider than your space, and you can only arrive in an area of similar width.
  3. Wall of Roses (Sp) Once per day, you can cast wall of thorns. The wall consists of a dense tangle of roses through which you and other worshipers of Yondalla can pass through with ease. The wall of roses heals damage inflicted to itself at a rate of 5 hit points per round, is immune to fire damage, and all piercing damage it inflicts bypasses damage reduction as if it were a magic, cold iron, silver, and good weapon. Evil creatures damaged by a wall of roses’ thorns automatically become sickened for the next minute (this is a poison effect).

Sentinel

  1. Neighborhood Guardian (Sp) protection from evil 3/day, shield other 2/day, or magic circle against evil 1/day
  2. Stoic Guardian (Ex) You are immune to fear and charm effects, and gain a +4 bonus on all saving throws against compulsion effects.
  3. Martyrdom (Su) As an immediate action once per day, whenever a single creature within 300 feet of you is slain by an effect or outright damage, you can redirect that effect or damage onto yourself. You gain no additional saving throw to reduce this effect. If the effect kills you, you are restored to life in 1d4 rounds as per resurrection, but once this resurrection effect occurs, you lose the ability to use martyrdom for 1 year.

Zagyg

Zagyg the Mad is the Common god of Wizardry, the ascended mayor of the City of Greyhawk is also a god of crazy pranks and wild magic. He is not widely worshiped, but features widely in stories and jokes. He is an ascended mortal sponsored by Boccob.

Zagyg (ZA-gig) was once Zagig Yragerne, the most famous lord mayor of the city of Greyhawk. Part of his apotheosis required the capture of nine demigods of opposing alignments (including Iuz, Merikka, Wastri, and Rudd). While some of these demigods were freed by a group of adventurers, their temporary confinement (and Boccob's sponsorship) was sufficient to allow Zagig's ascendance. Eccentric and likely insane when a mortal, he chose the rune of insanity as his symbol. He favors dark blue and silver but has little constancy in his physical depictions. He serves his divine sponsor and has been known to associate with Celestian.

All deserve and need to be entertained and surprised by humor, although preferably in a manner that leaves them wondering for some time; to provide this service is of the highest priority. The quest for odd bits of information on magic is of utmost importance, and above all one should live a life of unpredictability and abstain from repetitive habits.

The various small clusters of his faith focus on one type of humor for a time, then abandon it when they believe it perfected, only to take it up again after a seemingly random interval. Zagyg's few clerics enjoy bringing strangeness and humor to the lives of those around them, especially those in need of comedy to lift up their dulled souls. Many work as bards, travel far when their jokes are misunderstood or cause offense, and try to uncover lost magical knowledge. Most have at least one odd personal quirk, although whether this is an actual trait or one affected solely for the observer is debatable.

Gods imprisoned by Zagyg

  1. LG: Merikka, goddess of the calendar
  2. NG: Zodal, god of diplomacy and martyrs?
  3. CG: Rudd, goddess of skill and luck
  4. LN: Zouken, prophet of mastery
  5. N: Kelanen, god of swords?
  6. CN: Olidarma, in an animal form with a carapace
  7. LE: Wastri the hopping Prophet
  8. NE: Vecna, god of secrets?
  9. CE: Iuz the Old One

It is suspected that Zagyg did not force these gods into imprisonment, rather that he offered them a deal that would increase their divine powers. Zodal, Rudd, Zouken, Kelanen, Wastri, Vecna, and Iuz all have showed an increase in divine rank recently.

Alignment: Chaotic Neutral

Weapon: Light mace (preferably a magic rod)

Holy symbol: Insanity rune.

Action Domain

Flux, Force, Illusion, Magic, Spiritual.

Pathfinder Domains

Knowledge, Luck, Madness (Insanity), Magic, Trickery.

Pathfinder Traits

Pathfinder Obedience

Play a practical joke on an unsuspecting target. If no suitable targets are nearby, write down or physically prepare an original joke and leave it in a place where someone may someday find it. Gain a +4 sacred bonus to AC during surprise rounds, regardless of whether or not you participate in the surprise round.

Boons

  1. Prankster (Sp) lesser confusion 3/day, invisibility 2/day, or suggestion 1/day
  2. Clever Ruse (Sp) You can cast enlarged mislead three times per day. This ability is the equivalent of a 7th-level spell.
  3. Element of Surprise (Su) Whenever you roll initiative, you may choose to use an ally within 30 ft. and use that ally’s roll instead of your own. If you don't, allies within 30 feet of you who are also rolling initiative can choose to use the result of your roll instead of theirs.

Zilchus

Zilchus is the Oerdian god of guilds, trade, and wealth, married to Sotillion and a very well-regarded and popular god. He is an ascended mortal.

As the Common god of wealth and trade he is highly popular but not respected or political. He has few temples but many shrines in offices and guild halls. This means his cult is often politically overshadowed by the churches of St. Cuthbert or Tiamat.

Zilchus (ZIL-chus) is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold.

In the world of men, the desire for money can be overwhelming. Control that desire in yourself and exploit it in others—that is the key to success and power. Anything done in the world can be done better for a profit, and those who recognize these opportunities are one step ahead of any competition. Politics and war are simply two other forms of trade, one using a currency of words and the other lives; the trick is to spend yours more efficiently than your opponent.

Zilchus' clerics are ruthless in business and often seen as emotionless. They are heavily involved in business and politics, and conduct deals above or below the table depending upon their disposition. They work for powerful merchants, trade and crafts guilds, politicians, or nations, making transactions and garnering prestige for themselves and their employers. Neophytes get less glorious jobs, such as managing caravans or remote businesses, but some are hired to participate in high-risk but potentially profitable enterprises such as smuggling contraband and adventuring.

Alignment: Lawful Neutral.

Weapon: Dagger.

Symbol: Hands clutching a bag of gold.

Pathfinder Domains

Artifice (Construct), Charm, Community, Knowledge (Memory), Law.

Pathfinder Traits

Pathfinder Obedience

Take a handful of mixed gems and coins. Include coins from three or more different currency systems (such as from three different kingdoms). Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings. Gain a +4 sacred or profane bonus on saving throws against compulsion and charm spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.

Boons

  1. Cloud the Mind of the Unwary (Sp) hypnotism 3/day, daze monster 2/day, or suggestion 1/day
  2. Eye of the Market (Ex) You can estimate value quickly and accurately, particularly to find forged or illegal wares. You receive a +4 sacred (or profane if evil) bonus on all Appraise checks, can appraise an item with 1 full-round action instead of 1 minute, and can use Appraise to identify falsified merchandise.
  3. Zilchus' Recommendation (Su) You are recognized as an influential merchant even in places where you would not normally be known. You are taken into confidence by merchants as if you were an old partner. All bribes, fess, and gratuities are waived for you, and you (and to a lesser extent your companions) always receive free lodgings to the best standard a settlement can provide. The monetary limit of a settlement is doubled for you.

Action Techniques

Charm, Ride, Spot.

Zodal

The martyr and messenger of peace among the Flan, Zodal is an ascended human, a disciple of Rao, and a victim and enemy of Vecna. He was a tribal chieftain at the time of the Ur-Flan. Only Zodal had no dirty secrets Vecna could use to control him, but was still dethroned by Vecna's intrigue and forced to live as a wanderer.

Zodal (ZOH-dal) is a servant power of Rao. He espouses kindness and compassion in situations of anger and vengeance, and diffuses negative emotions of those around him. Depicted as a man in simple gray robes with large careworn hands, he considers even the most hateful and destructive gods his friends, for he believes that with enough effort on his part they might change their ways. He continues his ministrations despite the evil and pain in the world, believing that his efforts will eventually make change happen. His symbol is a man's hand partially wrapped in gray cloth.

Only by experiencing kindness and mercy can evil be turned from its path, whether in a single goblin or an entire nation. Despite the world's troubles, press on with faith that your actions bring about a better place. Let the Zodal guide you when you would be pulled into the sea of blood, pain, anger, and despair. You are the master of your feelings and by acting upon your positive ones you set an example for those who have known only misery.

Zodal's clerics spend their lives in simple circumstances, using their knowledge and abilities helping people in need and alleviating pain. They are drawn to warfare, to minister to the wounded and convince evildoers to change their ways. They adventure to bring attention to their cause, discover artifacts of good like the Crook of Rao, and destroy items that promote woe.

Alignment: Neutral Good.

Weapon: Unarmed (clerics gain Improved Unarmed Combat feat)

Symbol: Hand partially wrapped in gray cloth.

Action Domains

Life, Light, Mind, Order, Spiritual.

Pathfinder Domains

Charm, Good (Agathion), Healing, Nobility (Martyr), Protection.

Pathfinder Traits

Pathfinder Obedience

Sit cross-legged in a quiet place. Fill your mind with thoughts of those who have harmed you or your loved ones. Strive to find forgiveness in your heart. Maintain your pose for an hour, rising above any physical discomfort you experience. Gain a +4 sacred bonus on saves against effects with the chaotic or evil descriptor.

Boons

  1. Harmonic (Sp) bless 3/day, augury 2/day, or mad monkeys 1/day
  2. Steady Hand (Su) Three times per day as a swift action, you can choose to deal nonlethal damage with a weapon that normally deals lethal damage for 1 minute. When you use this ability, you do not take the normal –4 penalty on attack rolls for dealing nonlethal damage with a lethal weapon, and the damage die of your weapon increases by one step as long as you deal nonlethal damage with it.
  3. Quietude (Su) You maintain an aura of utter peace. A continual sanctuary effect surrounds you, requiring enemies to succeed at a Will save (DC 10 + 1/2 your HD + your Wis modifier) to directly attack you. Extraplanar creatures that manage to attack you directly must succeed at an additional Will save (same DC) or return to their plane of origin as though affected by a dismissal spell. If you attack another creature, the sanctuary effect temporarily subsides for 1d4+1 rounds.

Zuoken

The prophet of mastery among the Baklunish, Zouken is an ideal for all seeking perfection, especially in the arts of war and psychic powers.

Zuoken (zoo-OH-ken) is an ascended martial artist in the service of Xan Yae. He was a Baklunish man of unremarkable appearance, but had achieved the highest level of skill in edel ("gift of fate," psionics), and da'shon ("falling hail," a complicated form of unarmed combat practiced by one of Xan Yae's sects). His symbol is a striking fist. In 505 CY, he stopped manifesting to his faithful; investigation has revealed that his essence is held somewhere in the central Flanaess; his followers continue to seek the exact place so that he may be freed.

To learn da'shon is to be on the path to perfection, for the use of weapons is a hindrance to the ability of mankind to attain the goal; once the goal is reached, one can use such things without fear of losing sight of perfection. One must strive to achieve the pinnacle of physical and mental ability. One must pursue harmony to achieve perfection, so every issue must be considered from both sides so that a balance may be struck between the two, allowing a harmonious resolution.

Zuoken's clerics teach da'shon and the way of Zuoken and Xan Yae. They wander the land to accelerate their physical and mental advancement, undergo many tests of hardship within and outside their temples in the pursuit of perfection, search for their god's prison, and attack monks of the Scarlet Brotherhood when encountered. As aging and infirmity are concerns for those who perfect their bodies, they care for the elderly to acclimatize themselves with its changes. Although Zuoken is confined in some way, his clerics receive their spells normally.

Alignment: Lawful Neutral.

Weapon: Unarmed strike (gain Improved Unarmed Combat feat).

Symbol: A striking fist.

Pathfinder Domains

Healing (Restoration), Knowledge (Memory), Strength, Protection (Defense), War (Tactics).

Pathfinder Traits

Pathfinder Obedience

Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred bonus on all Knowledge checks.

Evangelist or Feat

  1. Expansive Knowledge (Sp) mage armor 3/day, fox’s cunning 2/ day, or archon's aura 1/day
  2. Inevitable Fist (Su) For a number of rounds per day equal to your Hit Dice, you can infuse your limbs with the power of perfection. Your unarmed strikes deal damage as if you were one size category larger, and gain the axiomatic or holy magic weapon quality (your choice when activating the ability). Activating or dismissing this ability is a free action, and the rounds don’t need to be consecutive.
  3. Runic Form (Sp and Su) Nine runic tattoos appear on your body, three for each of the three disciplines of Zouken: mind, body, and spirit. As a standard action (unless otherwise noted) you can discharge the power stored in a tattoo. Once spent, a tattoo’s power returns gradually over the course of 1 week. The tattoo powers are as follows:
    Body Tattoos: Two contain cure serious wounds, which you can use as a spell-like ability. One contains restoration, which you can use as a spell-like ability.
    Mind Tattoos: Two can each be discharged as a swift action to allow you to reroll a saving throw against an enchantment spell or effect. You must use this ability before you learn the result of your save, and you must take the second result, even if it is lower. The third can be discharged to grant you a +4 sacred bonus to Wisdom for 1 minute.
    Spirit Tattoos: Two allow you to assume an ethereal state for 1 minute as though using the spell etherealness. The third allows you to gain spell resistance equal to 10 + 1 for every Hit Dice you possess for 1 minute.

Exalted

  1. Cloud the Mind of the Unwary (Sp) hypnotism 3/day, daze monster 2/day, or suggestion 1/day
  2. Illusion of Separation (Su) Up to three times per day, when you can cast a spell with a range of touch, treat it as having a range of close instead.
  3. Walk Above the Earth (Su) You hover several inches off the ground as if levitating. This doesn’t affect your speed, and makes you immune to most kinds of difficult terrain, traps triggered by pressure, and potentially other effects. You can levitate over solid surfaces only, so you fall if you step off a cliff or over a liquid. You can, however, raise or lower yourself as levitate. If you make an attack while hovering, you are not subject to the attack and damage penalties listed in the levitate spell description. However, if you move yourself higher in the air using a move action, you become subject to the attack and damage penalties until you return to the ground.

Sentinel

  1. Masterful Warrior (Sp) true strike 1/day, false life 2/day, or haste 3/day
  2. Secrets of the Enemy (Ex) The knowledge you’ve gained over the years regarding different creatures lets you strike your foes with unerring insight. As a standard action, you can study your opponent during combat, a task which requires you to succeed at a Knowledge check related to the enemy’s type (Pathfinder RPG Core Rulebook 99). The DC is equal to 10 + your opponent’s Hit Dice. If you succeed at the check, you gain a +2 bonus on weapon attack and damage rolls against that enemy. If you fail at the Knowledge check, you may try again with another action, but all subsequent attempts to use this ability against the same enemy take a cumulative –2 penalty.
  3. Perfection of Form (Ex) You develop your body to such a degree of physical perfection that you become almost untouchable by the ravages of toxins and disease. You gain a +4 sacred or profane bonus on saving throws against poison, magical and supernatural diseases, and spells and effects that cause ability damage, ability drain, or negative levels. You also become immune to nonmagical diseases.

Action Domains

Force, Life, Light, Order, Spiritual.

See Also