Common (Greyhawk Action)
Attributes and Schticks
Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.
- You look like a hybrid between a human and your selected race and might be mistaken for either.
- You can purchase the racial schticks of the selected race.
- Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.
Inherent or Limit Break
You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.
You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.
Trigger Action (Combo)
After you have made a successful attack or stunt, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.
Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.
You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.
This the emerging culture of the central Flaness. Many are citizens of the emerging city-states, from Dyvers and Greyhawk over the cities of the Wild Coast, Sea Princes, and Sasserine to the Iron League. A mixture of Flan and Oerdian, with traces of Suloise and Baklunish, the common people are hardy but otherwise varied, combining many of the best elements of earlier cultures. The are less magically talented, prospering in martial classes and as merchants.
- Attribute bonuses: +2 Dex, +2 any one other attribute.
Common humans are a mix, and thus display very diverse traits. They have a wide range of skin and hair colors, from dark olive to fair skin and from black over sandy and ruddy to blond hair. Likewise, length and girth also vary a lot. Their ancestry can sometimes be traced in their appearance, but such stereotyping can also be dangerously misleading.
Accepting, Pragmatic, Ambitious, Honest, Outgoing. Common man is homo economicus, always striving to better his own condition. While politics, ideals, and religion matter, they take second stand to having a good life and realizing oneself. It has been said that the common people is a people of shopkeepers.
Common men would like to say that they ignore politics, only when they do things usually end up badly. Content to live under any political system as long as it does not interfere with their personal lives and pursuit of happiness, common men are so territorial about these things that their government is usually in turmoil and revolution is an everyday possibility.
Common men pretty much define integration. With enough tolerance to adapt quickly and absorb other cultures even more quickly, the common culture and its values can be insidious in how fast they spread.
Monogamous. Liaisons are tolerated. Lineage is by social standing; children inherit the name and identity of the most prosperous parent. Core family is very strong; extended family is weak. Though common morals are often seen as lax by other peoples, there are taboos against public nudity, masturbation, and incest, while gender equality, prostitution, birth control, and marriage outside the culture are all accepted practices.
The common culture is very dynamic; if it has a flaw, it might be failing to realize how shocking this can be to other people. This can make common people seem cruel and rash to to others when they only consider themselves rational and efficient. For example, if a common man has bought a piece of land, he might want to evict generations of tenants and start over with some other land use without regard for the customary rights of these people in their own culture.
The common gods do not form a pantheon. It is a collection of gods popular today in the central Flaeness. This disassociation of gods from their pantheons was what started the syncretistic theology that led to a new understanding of gods, avatars, and exarches. Thus, the common mythos usually applies the "game names" to the gods.
Exarch is a term in syncretism for a divine being that is either an ascended mortal sponsored by a specific god, or possibly an avatar of that god with its own name and mything identity. THe difference between these two possible meanings is intentionally not clear; lack of understanding of the difference is why the term was first proposed.
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.
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
Good, Healing, Nobility, Strength (Resolve), Sun.
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
- Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day
- 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.
- 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.
- Brightness (Sp) dancing lanternAPG 3/day, continual flame 2/day, or daylight 1/day
- 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.
- 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.
- Firebrand (Sp) produce flame 3/day, fire breathAPG 2/day, or fireball 1/day
- 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.
- 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.
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.
Good, Glory (Honor), Law (Archon), Protection, War.
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.
- Courageous (Sp) remove fear 3/day, blessing of courage and lifeAPG 2/day, or heroism 1/day
- 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.
- 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.
- Glorious Servant (Sp) shield of faith 3/day, enthrall 2/day, or searing light 1/day
- 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.
- 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.
- Knight of Valor (Sp) bless weapon 3/day, bull’s strength 2/day, or magic vestment 1/day
- 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).
- 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.
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.
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.
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).
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.
- Verdict (Sp) command 3/day, enthrall 2/day, or charm person (mass) (only affects humans) 1/day
- 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.
- 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.
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.
Symbol: Blue gem or crystal.
Good, Law, Glory, Scalykind (Dragon), War.
Count your money and your blessings, meditating on each coin and one 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.
- Comfort of Faith (Sp) sanctuary 3/day, align weapon (law or good only) 2/day, or magic circle against chaos/evil 1/day
- Demanding Presence (Sp) You can cast silenced holy word once per day.
- 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.
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.
Symbol: Clay ball or disc.
Animal, Earth, Plant, Water, Weather.
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
- Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or protection from energy 1/day
- 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.)
- 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.
- Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
- 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.
- 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.
- Sky Warrior (Sp) shocking grasp 3/day, elemental touchAPG 2/day, or lightning bolt 1/day
- 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.
- 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.
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.
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.
Weapon: Hammer (pick one)
Holy Symbol: Iron mule
Artifice, Earth, Fire, Protection (Defense), Strength.
Boccob, sometimes known as Al-Zarad in Baklunish lands, is the god of enlightenment, a learned trickster; he is exceedingly intelligent but often plays the fool. His color is blue.
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.
Symbol: Eye within a pentagram.
Artifice, Knowledge, Magic, Rune, Trickery.
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
- Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
- 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.
- 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.
- Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
- 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.
- 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.
- Magical Enhancer (Sp) magic weapon 3/day, arrow eruptionAPG 2/day, or keen edge 1/day
- 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.
- 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.
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
- LG: Merikka, goddess of the calendar
- NG: Zodal, god of diplomacy and martyrs?
- CG: Rudd, goddess of skill and luck
- LN: Zouken, prophet of mastery
- N: Kelanen, god of swords?
- CN: Olidarma, in an animal form with a carapace
- LE: Wastri the hopping Prophet
- NE: Vecna, god of secrets?
- 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.
Knowledge, Luck, Madness (Insanity), Magic, Trickery.
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.
- Prankster (Sp) lesser confusion 3/day, invisibility 2/day, or suggestion 1/day
- Clever Ruse (Sp) You can cast enlarged mislead three times per day. This ability is the equivalent of a 7th-level spell.
- 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.
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.
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.
Animal, Glory (Heroism), Good, Plant, Sun (Day).
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.
- Unicorn's Blessing (Sp) cure light wounds 3/day, shield other 2/day, or remove disease 1/day
- 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.
- 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.
- Animal Friend (Sp) charm animal 3/day, animal messenger 2/day, or summon nature’s ally III 1/day
- 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.
- 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.
- Sureshot (Sp) longshotUC 3/day, shock arrow 2/day, or daybreak arrowUC 1/day
- 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.
- 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.
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.
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.
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 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.
Symbol: White dragonhide gauntlets, blue boots, or red fighting girdle.
Chaos, Good, Liberation, Luck, Strength.
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.
- Champion (Sp) bless weaponAPG 3/day, bull's strength 2/day, or greater magic weapon 1/day
- 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.
- 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.
- Battler (Sp) magic stone 3/day, spiritual weapon 2/day, or deadly juggernaut 1/day
- 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.
- 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.
- Mighty Warrior (Sp) enlarge person 3/day, aid 2/day, or badger's ferocity 1/day
- 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.
- 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.
- 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.
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.
Animal (Vermin), Charm (Lust), Darkness (Normal or Loss), Nobility, War (Tactics).
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.
- Lolth's Embrace (Sp) animate rope 3/day, web 2/day, or snare 1/day
- Spider's Blessing (Sp) You can use poison and vermin shape II once per day each as spell-like abilities.
- 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
- The Lady's Charms (Sp) charm person 3/day, darkness 2/day, or suggestion 1/day
- Instant Bodyguard (Sp) Three times per day, you can summon 1d4+1 phase spiders, as summon monster VII.
- 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.
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.
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.
Symbol: Shield hanging from a parapet.
Artifice, Community (Home), Nobility, Protection (Defense), Rune (Wards).
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.
- Inventor's Tools (Sp) grease 3/day, fox’s cunning 2/day, or secret page 1/day
- 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.
- Instant Fortress (Sp) You can cast wall of stone three times per day.
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.
Darkness (Night) Death (Murder), Evil, Trickery, Void.
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.
- Master of Undeath (Sp) inflict light wounds 3/day, desecrate 2/day, or animate dead 1/day
- 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.
- 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.
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
Symbol: Eye of possession
Darkness (Loss), Death, Evil, Destruction, Plant (Decay).
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.
- Pestilent Penitent (Sp) curse water 3/day, feast of ashesAPG 2/day, or contagion 1/day
- 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.
- 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.
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
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.
Animal (Fur), Charm (any subdomain), Luck, Madness (any subdomain), Trickery (Deception).
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
- Liberation (Sp) liberating commandUC 3/day, knock 2/day, or dispel magic 1/day
- 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.
- 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.
- Libations (Sp) bless water 3/day, delay poison 2/day, or create food and water 1/day
- 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.
- 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).
- Devastating Duelist (Sp) bless weapon 3/day, brow gasherUC 2/day, or greater magic weapon 1/day
- 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).
- 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.
- [Kantele] @ Wikipedia.
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.
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.
Symbol: Round ball, half light, half dark.
Darkness (Moon), Knowledge (Memory), Luck (Fate), Magic, Trickery.
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.
- Lunar Dancer (Sp) minor image 3/day, cat’s grace 2/day, or moonstuck 1/day
- 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.
- 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.
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.
Symbol: Gray toad.
Animal (toads and amphibians), Destruction, Madness (Insanity), Scalykind (toads rather than serpents), War.
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.
- Swamper's Boon (Sp) jump 3/day, summon swarm 2/day, or water walk 1/day
- Warty Skin (Ex) Your skin grows thick and warty, increasing your base natural armor bonus by +3.
- Summon Froghemoth (Sp) Once per day, you may summon a fiendish froghemoth as if using summon monster IX.
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.
Symbol: Black lotus blossom.
Darkness (Night), Knowledge (Memory), Protection, Trickery (Deception), War (Tactics).
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.
- 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
- 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.
- 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.
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.
Symbol: An amulet of five parts, or a stylized dragon, or a set of five full helms.
Destruction, Evil (Fear), Nobility, Scalykind (Dragon), War.
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.
- Sins of the Flesh (Sp) charm person 3/day, eagle’s splendor 2/ day, or beast shape I 1/day
- 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.
- Truth in the Flesh (Sp) Shapechange 1/day.
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
Symbol: Wooden disc carved with the curved line of the horizon.
Community, Liberation, Luck, Protection, Travel (Exploration).
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.
- Joyful Step (Sp) longstrider 3/day, forest friend 2/day, or good hope 1/day
- 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.
- 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.
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.
Symbol: Hands clutching a bag of gold.
Artifice (Construct), Charm, Community, Knowledge (Memory), Law.
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.
- Cloud the Mind of the Unwary (Sp) hypnotism 3/day, daze monster 2/day, or suggestion 1/day
- 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.
- 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.
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.
Symbol: Eyeball in the palm of a left hand.
Artifice (Construct) Darkness (Loss), Death (Undead), Knowledge (any subdomain), Magic (Arcane).
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
- Secrets and Lies (Sp) comprehend languages 3/day, detect thoughts 2/day, or clairaudience/clairvoyance 1/day
- 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.
- 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.
- Poison Tongue (Sp) hidden speech 3/day, anonymous interaction 2/day, or witness 1/day
- 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.
- 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.
- Trust Breaker (Sp) doom 3/day, fox's cunning 2/day, or keen edge 1/day
- 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.
- 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.