(ENG) D&D 3.5 Ed. - Complete Champion - A Player's Guide to Divine Heroes - Flip eBook Pages 1-50 (2024)

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3 TABLE OF CONTENTS Contents Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Chapter 1: Religion . . . . . . . . . . . . . . . . . . . . . . . . .5 The D&D Churches . . . . . . . . . . . . . . . . . . . . . . . .5 Costs of Affi liation . . . . . . . . . . . . . . . . . . . . . .6 The Anvil of Creation . . . . . . . . . . . . . . . . . . . . . .6 Assembly of Balance . . . . . . . . . . . . . . . . . . . . . . .8 The Blessed Bounty of Yondalla . . . . . . . . . . . . .9 The Brotherhood of Equals . . . . . . . . . . . . . . . .11 The Eternal Library . . . . . . . . . . . . . . . . . . . . . . .12 Fharlanghn’s Way . . . . . . . . . . . . . . . . . . . . . . . . .14 Fingers of the Laughing Rogue . . . . . . . . . . . .15 The Fist of Valor . . . . . . . . . . . . . . . . . . . . . . . . . . .16 The Mighty Arms of Kord . . . . . . . . . . . . . . . . .18 The Ruby Temple . . . . . . . . . . . . . . . . . . . . . . . . .20 Scales of Balance . . . . . . . . . . . . . . . . . . . . . . . . . .21 The Shining Light of Pelor . . . . . . . . . . . . . . . . .22 The Temple of True Aim . . . . . . . . . . . . . . . . . . .23 The Temple of the Twinkling Eye . . . . . . . . . .25 The Dark Churches . . . . . . . . . . . . . . . . . . . . . . .27 Creating D&D Churches . . . . . . . . . . . . . . . . . .28 Domain Affi liations . . . . . . . . . . . . . . . . . . . .28 Air Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Animal Domain . . . . . . . . . . . . . . . . . . . . . . . .29 Chaos Domain . . . . . . . . . . . . . . . . . . . . . . . . .30 Death Domain . . . . . . . . . . . . . . . . . . . . . . . . .30 Destruction Domain . . . . . . . . . . . . . . . . . . .31 Earth Domain . . . . . . . . . . . . . . . . . . . . . . . . . .32 Evil Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Fire Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Good Domain . . . . . . . . . . . . . . . . . . . . . . . . . .34 Healing Domain . . . . . . . . . . . . . . . . . . . . . . .34 Knowledge Domain . . . . . . . . . . . . . . . . . . . .36 Law Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Luck Domain . . . . . . . . . . . . . . . . . . . . . . . . . .37 Magic Domain . . . . . . . . . . . . . . . . . . . . . . . . .37 Plant Domain . . . . . . . . . . . . . . . . . . . . . . . . . .39 Protection Domain . . . . . . . . . . . . . . . . . . . . .39 Strength Domain . . . . . . . . . . . . . . . . . . . . . . .40 Sun Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Travel Domain . . . . . . . . . . . . . . . . . . . . . . . . .41 Trickery Domain . . . . . . . . . . . . . . . . . . . . . . .42 War Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Water Domain . . . . . . . . . . . . . . . . . . . . . . . . .44 Chapter 2: Divine Character Options . . . . . .45 Making Characters Divine . . . . . . . . . . . . . . . .45 Alternative Class Features . . . . . . . . . . . . . . . . .45 New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 Domain Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Reserve Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Tactical Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Wild Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Feat Descriptions . . . . . . . . . . . . . . . . . . . . . . . . .54 Air Devotion . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Animal Devotion . . . . . . . . . . . . . . . . . . . . . . .54 Awesome Smite . . . . . . . . . . . . . . . . . . . . . . . .55 Battle Blessing . . . . . . . . . . . . . . . . . . . . . . . . .55 Bestial Charge . . . . . . . . . . . . . . . . . . . . . . . . . .56 Chaos Devotion . . . . . . . . . . . . . . . . . . . . . . . .56 Charnel Miasma . . . . . . . . . . . . . . . . . . . . . . . .57 Death Devotion . . . . . . . . . . . . . . . . . . . . . . . .57 Destruction Devotion . . . . . . . . . . . . . . . . . .57 Earth Devotion . . . . . . . . . . . . . . . . . . . . . . . . .58 Elemental Essence . . . . . . . . . . . . . . . . . . . . .58 Evil Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .58 Fire Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .58 Fragile Construct. . . . . . . . . . . . . . . . . . . . . . .58 Good Devotion . . . . . . . . . . . . . . . . . . . . . . . . .58 Great and Small . . . . . . . . . . . . . . . . . . . . . . . .59 Healing Devotion . . . . . . . . . . . . . . . . . . . . . .59 Holy Potency . . . . . . . . . . . . . . . . . . . . . . . . . . .59 Holy Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Imbued Healing . . . . . . . . . . . . . . . . . . . . . . . .60 Knowledge Devotion . . . . . . . . . . . . . . . . . . .60 Law Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .61 Luck Devotion . . . . . . . . . . . . . . . . . . . . . . . . .61 Magic Devotion . . . . . . . . . . . . . . . . . . . . . . . .61 Mitigate Suffering . . . . . . . . . . . . . . . . . . . . . .61 Plant Devotion . . . . . . . . . . . . . . . . . . . . . . . . .61 Protection Devotion . . . . . . . . . . . . . . . . . . . .61 Protective Ward . . . . . . . . . . . . . . . . . . . . . . . .61 Retrieve Spell . . . . . . . . . . . . . . . . . . . . . . . . . .62 Spiritual Counter . . . . . . . . . . . . . . . . . . . . . . .62 Spontaneous Domains . . . . . . . . . . . . . . . . . .62 Strength Devotion . . . . . . . . . . . . . . . . . . . . .62 Sun Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .62 Swift Call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 Swift Wild Shape . . . . . . . . . . . . . . . . . . . . . . .62 Touch of Healing . . . . . . . . . . . . . . . . . . . . . . .62 Travel Devotion . . . . . . . . . . . . . . . . . . . . . . . .62 Trickery Devotion . . . . . . . . . . . . . . . . . . . . . .63 Umbral Shroud . . . . . . . . . . . . . . . . . . . . . . . . .63 Venom’s Gift . . . . . . . . . . . . . . . . . . . . . . . . . . .63 War Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .63 Water Devotion . . . . . . . . . . . . . . . . . . . . . . . .64 PC Organizations . . . . . . . . . . . . . . . . . . . . . . . . . .64 Disciples of Legend . . . . . . . . . . . . . . . . . . . . . . .64 The Reliquary of Six . . . . . . . . . . . . . . . . . . . .67 Guardians of the Green . . . . . . . . . . . . . . . . . . . .68 The Paragnostic Assembly . . . . . . . . . . . . . . . . .72 The Paragnostic Repositories . . . . . . . . . . .74 Pelor’s Shadow Guard . . . . . . . . . . . . . . . . . . . . .75 Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Fist of the Forest . . . . . . . . . . . . . . . . . . . . . . . . . .80 Forest Reeve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82 Holt Warden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Mythic Exemplar . . . . . . . . . . . . . . . . . . . . . . . . .86 Ordained Champion . . . . . . . . . . . . . . . . . . . . . .90 Paragnostic Apostle . . . . . . . . . . . . . . . . . . . . . . .94 Paragnostic Initiate . . . . . . . . . . . . . . . . . . . . . . .97 Sanctifi ed One . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Shadowspy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Shadowstriker . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Squire of Legend . . . . . . . . . . . . . . . . . . . . . . . . .110 Chapter 3: New Spells. . . . . . . . . . . . . . . . . . . . 113 Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113 Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . .116 Aligned Aura . . . . . . . . . . . . . . . . . . . . . . . . . .116 Benediction . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Bewildering Mischance . . . . . . . . . . . . . . .116 Bewildering Substitution . . . . . . . . . . . . . .116 Bewildering Visions . . . . . . . . . . . . . . . . . . .117 Bleed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Body Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Bolster Aura . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Conduit of Life . . . . . . . . . . . . . . . . . . . . . . . .118 Confound . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118 Dampen Magic . . . . . . . . . . . . . . . . . . . . . . . .118 Darts of Life . . . . . . . . . . . . . . . . . . . . . . . . . . .118 Deifi c Bastion . . . . . . . . . . . . . . . . . . . . . . . . .119 Divine Presence . . . . . . . . . . . . . . . . . . . . . . .119 Divine Retribution . . . . . . . . . . . . . . . . . . . .119 Door of Decay . . . . . . . . . . . . . . . . . . . . . . . . 120 Execration . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Footsteps of the Divine . . . . . . . . . . . . . . . 120 Forest Child . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Forest Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Forest Voice . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Healing Circle . . . . . . . . . . . . . . . . . . . . . . . 122 Iconic Manifestation . . . . . . . . . . . . . . . . . 122 Impede . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Interfaith Blessing . . . . . . . . . . . . . . . . . . . 123 Light of Courage . . . . . . . . . . . . . . . . . . . . . 123 Light of Faith. . . . . . . . . . . . . . . . . . . . . . . . . 123 Light of Purity . . . . . . . . . . . . . . . . . . . . . . . 123 Light of Wisdom . . . . . . . . . . . . . . . . . . . . . 124 Lore of the Gods . . . . . . . . . . . . . . . . . . . . . . 124 Mark of Sin . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Master Cavalier . . . . . . . . . . . . . . . . . . . . . . 124 Metal Fang . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Moral Façade . . . . . . . . . . . . . . . . . . . . . . . . . 125 Phantom Charge . . . . . . . . . . . . . . . . . . . . . 125 Profane Item . . . . . . . . . . . . . . . . . . . . . . . . . 126 Ravenous Darkness . . . . . . . . . . . . . . . . . . . 126 Rejuvenating Light . . . . . . . . . . . . . . . . . . . 126 Sacred Item . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Seed of Life . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Soul Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Spiritual Advisor . . . . . . . . . . . . . . . . . . . . . 127 Spiritual Guardian . . . . . . . . . . . . . . . . . . . 127 Subdue Aura . . . . . . . . . . . . . . . . . . . . . . . . . 128 Substitute Domain . . . . . . . . . . . . . . . . . . . 128 Summon Holy Symbol . . . . . . . . . . . . . . . 128 Surge of Fortune . . . . . . . . . . . . . . . . . . . . . 128 Touch of Restoration . . . . . . . . . . . . . . . . . 129 Turn Anathema . . . . . . . . . . . . . . . . . . . . . . 129 War-Mount . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Weight of Sin . . . . . . . . . . . . . . . . . . . . . . . . 129 Wooden Blight . . . . . . . . . . . . . . . . . . . . . . . 130 Chapter 4: Divine Items . . . . . . . . . . . . . . . . . 131 Power Components . . . . . . . . . . . . . . . . . . . . . .131 Special Holy Symbols . . . . . . . . . . . . . . . . . . . .133 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Armor and Shields . . . . . . . . . . . . . . . . . . . . . . .135 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142 Chapter 5: Divine Quests and Sites . . . . . . .145 Creating Divine Criteria . . . . . . . . . . . . . . . . . .145 Nonalignment Elements . . . . . . . . . . . . . . .145 Alignment Elements . . . . . . . . . . . . . . . . . .146 Sample Holy Quests . . . . . . . . . . . . . . . . . . . . . .146 The Elemental Wellsprings . . . . . . . . . . . .146 The Pantheistic Tournament . . . . . . . . . . .147 The Ghostly Lair . . . . . . . . . . . . . . . . . . . . . .148 Ancient Temple . . . . . . . . . . . . . . . . . . . . . . .149 Holy Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 Holy Location Descriptions . . . . . . . . . . . .151 Athenaeum of Boccob . . . . . . . . . . . . . . . . .151 Cold Forge of Moradin. . . . . . . . . . . . . . . . 152 Coliseum of Kord . . . . . . . . . . . . . . . . . . . . 153 Palace of Burning Ice . . . . . . . . . . . . . . . . . 154 Sepulcher of Wee Jas . . . . . . . . . . . . . . . . . 156 Temple of the First Dawn . . . . . . . . . . . . . 157 620_95564_Ch1.indd 3 2/21/07 10:48:55 AM

4INTRODUCTION Introduction “We stand between the immortal and the mortal, the divine and the earthly, the material and the sublime. Our duty is clear—bring the light, purge the darkness, and shield the faithful from the grasping claw of evil!” —Dassak Torchin, paladin of the Shining Light of Pelor In the medieval fantasy world of the DUNGEONS & DRAGONS game, religion can become simply a means to an end—a different sort of resource to exploit on the road to power. Paladins, clerics, and a few other divine classes become the faces of religion in the typical D&D campaign, but many players and DMs devote little thought toward how the divine really affects the world. This book is dedicated to changing that conception. It gives every character in the D&D world a tie to the divine and a chance to gain benefi ts (both roleplaying and mechanical) from worshiping a deity or an ideal—or even from simply following a cause. Your character doesn’t have to sacrifi ce at a temple or give up doing what he likes to do best—after all, the D&D game is about coming up with interesting ways to have fun. This book turns the myths and legends of the D&D game into usable features of the campaign world and shows you how to make them work best for your character. TRUE BELIEVERS? In a world of monsters, magic, and miracles, belief in deities ought to be automatic. But your character’s beliefs are entirely up to you as a player. What your character believes and how she practices (or fails to practice) a religion aren’t aspects of the character that rulebooks should dictate. However, the following tenets are central to the game. Deities Do Exist: Kord, Hextor, Tiamat, Obad-Hai, and the other D&D deities are all out there someplace. Your character might not believe that these beings are deities—she might say that they’re simply creatures with powers beyond the norm for the Material Plane—but it’s very diffi cult to disbelieve their existence entirely. The Power of Belief Is Manifest: Some of those who wield divine power do not follow particular deities. Many druids do not worship Obad-Hai (or any other nature deity), and some clerics simply follow ideals in keeping with their alignment and domain choices. But these people still gain divine power, so some source of it must exist. Religions Are Not Absolute: With very few exceptions, any character, of any race or alignment, can worship any deity. Yes, it doesn’t make a lot of sense for a chaotic evil half-orc to worship Moradin Dwarffather, and this book tells you why, but not everyone who follows Hextor is lawful evil. Some lawful neutral types who believe in a benevolent dictatorship might well feel that the God of Tyranny has the right approach. It’s a scary thought, but defi nitely possible. Not Everyone Worships the Same Way: Get used to this idea, because it’s a recurring theme in this book. Even clerics of the same deity might approach worship and holy missions in different ways. A neutral good cleric of Pelor probably has a completely different interpretation of his god’s will than a lawful good paladin of Pelor does—yet both gain divine power and inspiration from the same ultimate source. This book deals with the above issues and more, providing both game mechanical and roleplaying reasons for a character to embrace the beliefs and tenets of a D&D religion. First introduced in the Complete Divine supplement, the term “divine character” refers to one who has chosen a religious path—even if she is not a cleric, druid, or paladin. WHAT YOU NEED TO PLAY To use this book, you will need the three D&D core rulebooks—the Player’s Handbook (PH), Dungeon Master’s Guide (DMG), and Monster Manual (MM). Though no other books are strictly necessary, a few will undoubtedly enhance your enjoyment of this product. Complete Divine is an excellent additional resource, offering additional mechanics that complement those found in this book. Also, Complete Warrior includes includes several feats mentioned herein. Throughout this book, superscript abbreviations are often used to denote game elements and other materials that appear in certain supplements. Those supplements and their abbreviations are as follows: Complete Adventurer (CAd), Complete Arcane (CAr), Complete Divine (CD), Complete Warrior (CW), Expanded Psionics Handbook (EPH), Heroes of Horror (HH), Miniatures Handbook (MH), Spell Compendium (SC), Tome of Magic (ToM), and Unearthed Arcana (UA). An asterisk (*) following the name of a game element denotes an item described in this book. pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs SWIFT AND IMMEDIATE ACTIONS The Miniatures Handbook introduced the concept of a new action type: the swift action. Likewise, Expanded Psionics Handbook introduced another new action type: the immediate action. Some of the class features, spells, and items in Complete Champion use these concepts. A description of how they work follows. Swift Action: A swift action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. Casting a quickened spell is a swift action, as is casting any spell with a casting time of 1 swift action (such as iconic manifestation; see page 122). This kind of swift action does not provoke attacks of opportunity. Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. Unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. If you use an immediate action when it is not your turn, you cannot perform another immediate action or swift action until after your next turn. (Effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn.) You also cannot use an immediate action if you are flat-footed. 620_95564_Ch1.indd 4 2/21/07 10:48:56 AM

divine character in the DUNGEONS & DRAGONS game is unique in one special respect: He has ties to an organization from the very beginning. Whether or not he chooses to acknowledge those ties is your decision as a player. But even if he does not formally embrace the relationship, a church can still affect a divine character’s beliefs and attitudes. This chapter details the non-evil churches of the D&D pantheon as affi liations, using the affi liation rules introduced in Chapter 7 of the Player’s Handbook II supplement. If you’ve ever wondered what the church would demand of a divine character in a given situation, you should fi nd this material useful. The descriptions also present a few unique bits of doctrine relevant to each church, as well as affi liation advancement and benefi t tables. Feel free to use the information presented in these descriptions to fl esh out your character. The rest of this chapter presents the cleric domains given in the Player’s Handbook, also presented here as affi liations. Each domain can serve as an affi liation in its own right, or it can be used to form the affi liations for deities in your own campaign. THE D&D CHURCHES The church descriptions that follow use a simplifi ed version of the affi liation format fi rst presented in Player’s Handbook II. All share the following common elements. Symbol: The symbol of each church is its deity’s holy symbol, as pictured in Chapter 6 of the Player’s Handbook. Typically, a church displays its holy symbol prominently, but its representatives might choose to keep it concealed while traveling through an area hostile to their deity. Type: All churches are considered temple affi liations, even those associated with racial deities such as Moradin or Gruumsh. As for category, the social network of the church is much more important to its function than its racial ties are. Enemies and Allies: Where appropriate, this entry summarizes the sorts of beings who are hostile to and friendly to the church. Scale: The scale of a church as an affi liation is generally high, since most religions span wide regions. See Table 7–1: Affi liation Scale, PH2 184. 5Illus. by D. Griffi th Illus. by D. Griffi th pqs ABSOLUTE TRUTH? Each church presented here is the default interpretation for the main church of one of the core game’s deities. Any church can incorporate several sects with different attitudes and approaches. For example, nothing stops you from playing a cleric of Moradin who believes that only the working of iron, gold, and other metals (as opposed to any raw materials) is a true tribute to the dwarf deity. pqs 620_95564_Ch1.indd 5 2/21/07 10:48:59 AM

6CHAPTER 1 RELIGION Affi liation Score Criteria: Only followers of a church’s deity can gain the benefi ts of affi liation with that church, and then only if they behave in accordance with the church’s philosophies and doctrines. In addition, church members are sometimes called upon to act on the church’s behalf. While no member is expected to be available at all times to do the church’s bidding, members who reject three or more church missions almost always lose their affi liation benefi ts. For more details about assigning criteria modifi ers, see PH2 184. Criteria Tables: The entries in the following tables are divided into one-time and multiple-use score modifiers. One-time criteria can be used only once. For multiple occurrences of the same criterion, the benefits overlap but do not stack. A multiple-use modifier can be gained as many times as you meet the criteria, and the modifiers for multiple occurrences of the same criterion stack. In either case, modifiers for different criteria involving the same feature overlap but do not stack unless otherwise noted. For example, if one of a church’s criteria is “5–9 ranks in Bluff” and another is “10 or more ranks in Bluff,” only the one that provides the higher modifier applies. Likewise, if one criterion reads “founds a school of magic (+4)” and another reads “founds a school of magic devoted to both arcane and divine magic (+6),” only the higher modifier applies. Titles, Benefi ts, and Duties: Unless otherwise noted, the benefits for each rank gained within a church are extraordinary abilities where a designation is appropriate. For more about typical benefi ts, see PH2 185. Roleplaying Applications: Each church’s entry contains a section describing typical features of membership, including favored feats, tactics, and the sorts of adventures members are likely to embark on. COSTS OF AFFILIATION Most churches do not accept new members lightly, nor do they allow just anyone to tap the power granted by their patron deities. To gain a new affi liation score benefi t, a member must tithe to the church as a show of loyalty. The cost of this tithe depends on the new rank sought, as given on the following table. Rank Tithe (in gp) 0 0 1 500 2 2,000 3 4,500 4 8,000 5 12,500 The fi rst rank, listed as rank 0, grants no actual benefi t. Simply joining one of these churches requires no initial tithe, but this rank grants no benefi t except membership. Members at this rank typically include commoners who frequent the church but lack the desire to gain further benefi ts, or the required tithe money, or both. THE ANVIL OF CREATION Some say that work is life, but to you it is an act of worship. You are never so happy as when your hands are busy with the work of creation, like your patron, the Soul Forger. The Church of Moradin is known as the Anvil of Creation in honor of its patron’s role in the creation of the multiverse. Moradin is the patron deity of the dwarves, but he is also one of the most powerful deities in existence—a trait that is mirrored in the power of his church. Followers of Moradin believe that crafting an object, especially from metal or stone, is a tribute to Moradin’s creation. Thus, anyone who takes raw, unformed materials and turns them into items of value—especially practical items, though art is also considered worthy—is engaging in the highest form of worship. The more gifted the worker, the greater the glory to Moradin. The Soul Forger’s altar nearly always takes the form of a massive anvil and forge, around which worshipers work day and night while singing his praises. But the Church of Moradin is concerned with more than just shaping metal and stone. Its primary duty is to the dwarves, and to anyone else who worships the Soul Forger. Thus, the church maintains a significant military presence within dwarven culture, and its champions are often generals in the dwarf armies. Acquiring resources, especially for the benefit of dwarven nations or settlements, is an important function of the church. Finding new sources of ore, food, or even ancient dwarven power, is a noble endeavor. This focus on preserving their own way of life leads others to mistakenly believe that dwarves are greedy. In their own minds, they are merely prepared. Prayers to Moradin nearly always involve the sounds of metal striking metal or stone, which worshipers believe are most pleasing to the deity’s ears. In like manner, the advance of dwarf legions is usually heralded by the sound of axes or hammers beating on shields. These percussive rhythms do not just intimidate the dwarves’ foes; they also ask Moradin for his blessing in a coming battle. The Anvil’s membership consists primarily of dwarves, but members of many other races—particularly craftsfolk of all sorts—also venerate Moradin as the master of the creative process. Because Moradin is thought to be the fi rst deity that arose, many creatures revere or at least acknowledge him as the All-Father. Enemies and Allies: Any enemy of the dwarves is also an enemy of the Anvil of Creation. Orcs, goblinoids, giants, and other evil creatures that lurk near dwarf cities and settlements are typical enemies of the church. The Anvil regularly hires adventuring parties (whether or not they include any dwarves) to seek out and neutralize the strongholds of such foes. Scale: 19 (multiplanar). Affiliation Score Criteria: Any friendly creature, dwarf or not, can join the Anvil of Creation. Although the church’s membership consists primarily of dwarves, and most of its temples are located in dwarf cities, anyone who Holy symbol of Moradin Illus. by S. Wood 620_95564_Ch1.indd 6 2/21/07 10:49:01 AM

7CHAPTER 1 RELIGION espouses Moradin as a patron deity can gain affi liation with his church. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Craft (any) 5–9 ranks +1 Craft (any) 10 or more ranks +2 Good alignment +1 Lawful alignment +1 Can cast spells that have the earth descriptor +1 Proficient with heavy armor and shields +1 Multiple Use Explores a new underground or mountainous area +2 Holds a position in battle against odds of two to one or worse +2 Successfully defends an item or structure important to the church +4 Performs an act of personal sacrifi ce +1 Converts a new member +1 Slays an evil orc, goblinoid, or giant +1/4 creature’s CR Lives in a mountainous region or underground +1/year Multiple Use Overthrows an evil government +8 Overthrows an evil government and installs a good one in its place +15 Brings order to a frontier or lawless region +4 Brings a lawbreaker to justice +1 Finds new resources for a settlement or town +2 Razes a stronghold of an enemy of the church +8 Catches an enemy of the church off guard and defeats it through superior preparation +1/4 creature’s CR Crafts a new item useful to the church +2 Breaks a law –2 Performs an overtly evil act –4 Associates with known evil creatures –4 Fails to defend an item or structure important to the church –8 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, you must spend 24 hours crafting a gift for the church. This gift can be any item made with a Craft skill (check DC 10) and must be worth at least your new rank × 100 in gp. A temple of the Anvil of Creation is a place of work and worship Illus. by W. England 620_95564_Ch1.indd 7 2/21/07 10:49:03 AM

8CHAPTER 1 RELIGION Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Initiate of the Forge: Once per day, gain a +5-foot bonus to your land speed for 1 minute. 2 13–21 Tempered Steel: Gain a +1 bonus on saves against chaotic spells and effects. 3 22–29 Adamantine Shield: Ready a shield as a free action (normally a move action). 4 30 or higher Mithral Hammer: Once per day, gain a +2 bonus on attack rolls and damage rolls against an enemy of the church for 1 minute. These bonuses double if the enemy is an orc, goblinoid, or giant. Specific Roleplaying Applications Favored Feats: Improved Shield Bash is a favorite feat of shield-wearing dwarves, who often take Two-Weapon Fighting as well. Dwarves don’t usually favor two-handed weapons, but those who do wield them enjoy using Power Attack and any feats that require it—except Improved Sunder. The church considers destroying a valuable weapon—even one wielded by an enemy—to be sacrilege unless the item is irredeemably evil. Clerics of Moradin often take item creation feats, especially Craft Magic Arms and Armor, and many take the Extend Spell metamagic feat to increase the duration of helpful defensive spells they cast on themselves or on allies. Favored Combat Tactics: The Church of Moradin encourages teamwork among its members above all else. A legion of dwarves working in concert is nearly impossible to overcome, and such tactics can work on a smaller scale as well. A member of the Anvil of Creation prefers a careful approach over bravado and has no patience for allies who overextend themselves. Whenever possible, members of the church attempt to set up fl anking positions or fi ght from higher ground, but they’d rather prevent their enemies from gaining such advantages. Favored Adventure Types: Members of the Anvil of Creation loathe orcs, goblinoids, giants, and any other creatures that regularly threaten the dwarves. A member’s thoughts center on how best to protect the dwarves and their way of life, and the church keeps careful tabs on the status of its enemies. Since a good defense often involves striking when enemies are most vulnerable, the church hires small groups or attacks with a larger force when the enemy is weakened. If a goblin tribe has had a bad winter in the mountains, for example, a dwarf army musters under guidance from the temples of Moradin to wipe them out once and for all. Until then, the church is willing to bide its time. Missions to develop a new resource for a city (dwarf or otherwise) are likewise favored by the church. Favored Oaths: In combat and otherwise, members of the Anvil often say, “Moradin’s beard!” Typical curses include “May you fi nd peace between my hammer and anvil” and “I’ll send you home to meet the Soul Forger!” ASSEMBLY OF BALANCE Like Ehlonna of the Forests, you are dedicated to maintaining the balance of life for the benefi t and health of all the world’s creatures. Nature is the ultimate balancing force, offering life-giving sustenance as well as deadly hazards. Those who would disrupt nature’s delicate balance are your enemies, and you consider it your personal mission to educate or eradicate them. The Assembly of Balance embodies the nurturing side of nature and acts on behalf of those who live in the natural parts of the world—including those who make a living from nature (such as farmers or loggers) without desecrating or despoiling the land. But Ehlonna is also a hunter, so her church has a ruthless side as well. Those who take only what they need from nature are unlikely to quarrel with the Assembly of Balance, but those who plunder the world’s natural resources or exploit them for personal gain are the church’s hated foes. Members of the Church of Ehlonna can be found nearly anywhere that nature reigns supreme. Those who venture into dangerous regions that feature natural hazards or deadly monsters usually leave markers to warn other church members of the perils ahead. To defi ne the borders of such areas, they employ a clever series of signs, nearly undetectable by the untrained eye (DC 20 Survival check to notice, or DC 10 for a character who worships Ehlonna). The followers of Ehlonna leave caches of supplies in the wilds for any to use. Such stockpiles include food, water, and sometimes healing potions, healing kits, or even extra weapons. They are marked with the same kind of secret signs that warn travelers away from dangerous areas. Anyone, whether a member of the Assembly of Balance or any knowledgeable wanderer, who takes items from such a cache is expected to replace them as soon as possible. All the non-evil creatures of the world that make their homes in natural regions fall under the church’s domain, no matter how bizarre they might be, but the Assembly of Balance reviles the undead. Such creatures are abominations in the sight of Ehlonna and are tracked down and destroyed without hesitation. Scale: 13 (multiregional). Affi liation Score Criteria: Only good-aligned beings can advance within the church’s ranks. In addition, you must spend a minimum of 7 days each month in a natural setting (often a forest). Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Handle Animal 5 or more ranks +1 Can cast summon nature’s ally spells +1 Can cast 3rd-level or higher divine spells +1 Has been undead –6 Lacks at least 1 rank in Knowledge (nature) –2 Holy symbol of Ehlonna Illus. by S. Wood 620_95564_Ch1.indd 8 2/21/07 10:49:08 AM

9CHAPTER 1 RELIGION Multiple Use Converts a new member +1 Openly thwarts an evil despoiler of nature +2 Establishes an organization dedicated to acts of good in nature +4 Slays a creature with the evil subtype +1/4 creature’s CR Protects a forest or other natural area from destruction +2 Protects a sacred grove or untouched natural area from destruction +4 Organizes a one-time or ongoing celebration of the spring planting or fall harvest +2 Razes the stronghold of an undead creature +8 Undertakes a mission to hunt undead +1 Destroys an undead creature by using a spell from the Sun domain +2 Fails to prevent the destruction of a natural area –4 Fails to prevent the destruction of a sacred grove or untouched natural area –15 Performs an overtly evil act –4 Associates with known evil creatures –4 Contributes in any way to the mistreatment of animals –10 Titles, Benefi ts, and Duties: When you reach the required affi liation score, a new title is bestowed on you in a 24-hour ritual performed by a 5th-level or higher cleric of Ehlonna in one of the deity’s sacred forest groves. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–9 Grove Initiate: Gain a +2 bonus on Knowledge (nature) checks relating to plants or animals. 2 10–17 Forest Guardian: Once per day, use endure elements as a spell-like ability (caster level equals your character level). 3 18–24 Knight of Nature: Once per day, grant an animal companion, an animal summoned with a summon nature’s ally spell, or a dominated animal a number of temporary hit points equal to your character level for 1 minute. 4 25–29 Slayer of the Despoilers: Gain a +1 bonus on attack rolls against evil undead enemies. 5 30 or higher Heart of the Huntress: Gain a +4 bonus on Survival checks made to track an enemy, and smite a creature (see paladin’s smite evil class feature, PH 44) you have successfully tracked once per day. Specific Roleplaying Applications Favored Feats: Church members value Extra Turning and other feats that aid followers of Ehlonna in fi ghts against undead creatures. Since Ehlonna is also famed for her archery, many of her followers (especially those with ranger levels) take Point Blank Shot and other feats that improve their rangedattack capabilities. Natural Spell is a favorite of Ehlonna’s druid followers, and many clerics or druids who worship her take feats designed to make their summon nature’s ally spells more potent, such as Augment Summoning. Favored Combat Tactics: Members of the Assembly of Balance often strike from a distance—and if possible, by surprise. Even Ehlonna’s clerics tend to favor light armor, and most take a few ranks in Hide. Her followers focus on destroying undead enemies first, and they frequently use nonlethal attacks against enemy animals or magical beasts, hoping to subdue the creatures and then relocate them far from populated areas. Members frequently give despoilers of nature fair warning before striking and offer them the option to leave a region peacefully under the church’s protection. This attitude is often displayed in other combat situations as well—a worshiper of Ehlonna frequently gives enemies a chance to yield before attacking. Favored Adventure Types: Followers of Ehlonna jump at the chance to drive away evil creatures that are despoiling or exploiting natural areas. Gnolls are counted among such enemies, even though their tribes include many druids and rangers. Gnolls embody the cruel and heartless aspect of nature and augment it with their own unique brand of sadism, making them the antithesis of the Assembly of Balance’s teachings. In addition, the church encourages its more powerful members to seek out undead everywhere and end the menace they pose. Favored Oaths: Members of the Assembly of Balance favor sayings such as “May your quiver never be empty,” “May Her arrow find your heart,” and “By the bow of the Huntress!” THE BLESSED BOUNTY OF YONDALLA Like all halfl ings, you believe in the virtues represented by Yondalla, deity of the home. As the Nurturing Matriarch, she is primarily associated with peace, prosperity, and harmony. To the world outside the halfl ing caravans, her church appears much the same—and that’s exactly what the halfl ings would like all others to think. In truth, the Church of Yondalla is split, just as the deity herself is split. The church that welcomes strangers to the halfl ing fi res is that of Yondalla, the Blessed One, which is the only side that nonhalfl ings ever see. But the church devoted to Yondalla’s other personality, the dark Dallah Thaun (CN, Chaos, Knowledge, Luck, Trickery), has a following just as large (see Races of the Wild 52 for a detailed description of Dallah Thaun). The Church of Yondalla has clergy devoted to both aspects of the deity. The clerics of the Nurturing Matriarch tend to be peaceful and focus on the well-being of the traditional halfl ing communities. The clerics of Dallah Thaun’s church are much more active in the world, seeking out both potential threats to the halfl ings and ways to enrich and empower the race. Neither Yondalla’s nor Dallah Thaun’s clerics want to see a return to the days when halfl ings were forced to live on the edges of society, barely scraping by on the leavings of the larger humanoid races. Thus, despite their alignment differences, members of Yondalla’s twin churches always work together, though the means they use to accomplish their goals may vary considerably. The Church of Yondalla has few permanent temples, but at least one wagon in every caravan is devoted to Yondalla 620_95564_Ch1.indd 9 2/21/07 10:49:09 AM

10CHAPTER 1 RELIGION (and Dallah Thaun). Wandering halflings who approach a caravan always find welcome with their fellows, and those who care to can pray to either aspect of their deity at the temple wagon. Nonhalflings are free to venerate Yondalla for her bounty, but they are never told of her dark side— indeed, revealing that part of her nature is a crime punishable by death. Within the church, members call each other by familial names to reinforce the connection that all halfl ings have with one another. When the caravans camp close to a town or city, the church sets up a large tent to serve as a gathering place for all the local halfl ings who want to worship their deity. Such tent revivals feature massive feasts, dancing late into the night, and copious amounts of ale. Both sides of the church take threats to the halfl ing race seriously. Yondalla’s clergy acts swiftly to ensure that church members are safe, even moving a caravan out of town in the dead of night to avoid confl ict. Meanwhile, Dallah Thaun’s minions creep out to ascertain (and probably eliminate) the threat. Members: Nearly all members of Yondalla’s church are halfl ings. The church’s few nonhalfl ing members all belong to Yondalla’s branch of the church and have no idea that a clergy devoted to Dallah Thaun exists. Scale: 11 (multiregional). Affi liation Score Criteria: Only good-aligned halfl ings can gain the benefi ts of affi liation with the Blessed Bounty of Yondalla. A halfl ing of any alignment can gain ranks with the Church of Dallah Thaun as long as she has at least 5 ranks in Bluff. Criterion (Yondalla) Affi liation Score Modifi er One-Time Character level +1/2 levels Lawful alignment +1 Knowledge (religion) 5 or more ranks +1 Gives up own life for that of another +8 Can cast 3rd- or 4th-level abjuration spells +2 Can cast 5th-level or higher abjuration spells +3 Can cast a spell that increases AC +1/spell Can cast a spell that increases save modifier +1/spell Multiple Use Performs an act of sacrifice for the benefit of halflings +1 Openly thwarts an evil enemy +2 Converts a new member +1 Brings order to a frontier or lawless region +4 Defends a good-aligned community or group unable to defend itself +4 Performs an overtly evil act –4 Associates with known evil creatures –4 Fails to defend an item or structure important to the church –6 Criterion (Dallah Thaun) Affi liation Score Modifi er One-Time Character level +1/2 levels Chaotic alignment +1 Knowledge (any) 5 or more ranks +1 Disguise or Hide 5 or more ranks +1/skill Can cast 3rd- or 4th-level divination spells +2 Can cast 3rd-level or higher illusion spells +1 Is entitled to a reroll at least once per day through a spell, feat, or item +1 Able to hide in plain sight +2 Charisma 8 or lower –2 Multiple Use Humiliates a law enforcement officer +1 Breaks a law without getting caught +1 Acts preemptively to protect halflings +3 Discovers a plot that threatens halfl ings +1 Avoids a battle as a result of careful preparation +1 Wins a battle as a result of careful preparation +4 Wins a battle against seemingly insurmountable odds as a result of careful preparation +8 Avoids combat by deceiving a foe +1/4 creature’s CR Avoids getting caught while breaking a major law +2 Slays an enemy of the church that has a CR within 1 of own character level, using only trickery (such as illusion spells, sneak attacks, and so on) +1/4 creature’s CR Gets caught breaking the law –8 Acts in a lawful manner outside a halfl ing community –4 Steals knowledge from the church –10 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, you must travel with your church and its caravan for 24 hours. To retain this benefi t, you must always be at the disposal of the church, ready to leap to the defense of halfl ings anywhere at a moment’s notice. Affiliation Score Rank (Yondalla) Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Peacemaker: Gain a +2 bonus on Diplomacy checks made to avoid combat. 2 13–21 Defender: Gain a +1 bonus on saves against chaotic spells and effects. 3 22–29 Blessed Guardian: Gain a +1 bonus on attack rolls and damage rolls against enemies of a larger size category than your own. 4 30 or higher Warden of the Horn: Once per day as an immediate action, grant a dodge bonus to AC equal to 1/2 your character level to yourself or an adjacent ally. (You can use this ability after you know the result of the roll.) Holy symbol of Yondalla Illus. by S. Wood 620_95564_Ch1.indd 10 2/21/07 10:49:11 AM

11CHAPTER 1 RELIGION Affiliation Score Rank (Dallah Thaun) Title: Benefi ts and Duties 0 3 or lower None. 1 4–11 Scout: Gain a +2 bonus on Bluff checks made to feint in combat. 2 12–21 Shadow: Gain a +1 bonus on caster level checks made to overcome spell resistance. 3 22–29 Hunter: Gain a +1 bonus on saves against lawful spells and effects. 4 30 or higher Secret Whisper: Once per day as a swift action, become invisible (as the invisibility spell) as a supernatural ability for 1 round/ character level. Rounds of use need not be consecutive. Deactivating the invisibility is also a swift action unless you end it prematurely. ROLEPLAYING APPLICATIONS Favored Feats: Followers of Yondalla prefer feats that enhance either their ability to protect and serve, or their own defenses (the better to preserve themselves to protect others). Augment HealingCD, Great Fortitude, Iron Will, and Lightning Refl exes are favored choices. Followers of Dallah Thaun also appreciate feats that can save their lives, but they favor those that improve their ability to deceive or distract others, such as Negotiator and Persuasive. In addition, they often learn feats that help them avoid capture or strike quickly, such as Acrobatic, Agile, Improved Feint, and Stealthy. Favored Adventure Types: Wherever halflings are persecuted, followers of Yondalla strike without warning, displaying a capacity for violence undreamed of by those who have never witnessed the ferocity of these small people. Allies who have proven themselves in the past can also expect help from the Blessed Bounty of Yondalla, as can members of any persecuted non-evil group. Favored Oaths: Yondalla’s faithful often utter oaths such as “May you never see Her face” and “For the Horn!” THE BROTHERHOOD OF EQUALS Survival is not a right; it’s a privilege. If you’re worthy of life, you’ll fi nd your place in the world; otherwise, you’ll pass from it. It is up to you to fi nd your own way. The Brotherhood of Equals teaches that nature is not gentle. Obad-Hai, the church’s patron deity, represents a more distant, and to many, a colder aspect of nature than does Ehlonna. Nature does not act altruistically, nor does it act in anyone’s benefi t except its own. Nature is hard and selfi sh, and while it is full of beauty, she is also full of cruelty. The Church of Obad-Hai teaches that all creatures of the natural world merit equal treatment. Its members place no stock in titles, so they might greet a peasant or a king as equals and call them both by name. Though the church does have leaders, no member has a title. Newer members typically defer to the knowledge and experience of more senior ones, but no member is considered innately more worthy to lead than another. The Brotherhood of Equals does not maintain that all creatures are of equal ability—after all, the strong typically achieve dominion over their fellows in nature. Even creatures that survive by cooperation, such as wolves, have an alpha member leading each pack. A leader who shows weakness is replaced quickly and effi ciently for the benefi t of all. Thus, advancement within the church is based solely on merit. Any leader who proves unequal to the task is removed by his peers—gently if possible. As with Ehlonna’s church, the Brotherhood of Equals does not tolerate the unnatural. Thus, the church’s members universally revile undead and slay them on sight. Scale: 11 (multiregional). Affi liation Score Criteria: To gain affi liation benefi ts, a member of the Brotherhood of Equals must have at least one neutral alignment component. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5–9 ranks +1 Knowledge (nature) 10 or more ranks +2 Can cast spells that have the air, earth, fire, or water descriptor +1 Has visited at least one of the Elemental Planes +2 Has an animal companion +2 Has energy resistance as an innate ability or from a magic item +1 Has energy immunity as an innate ability or from a magic item +2 Spends 1–11 months protecting a natural area from exploitation or destruction* +2 Spends 1 year or more protecting a natural area from exploitation or destruction* +6 Lacks ranks in Knowledge (nature) –2 * Overlaps for the same area. Multiple Use Frees someone from captivity or slavery +4 Destroys a sign of civilization encroaching on nature, such as a lumber camp +4 Explores a previously unexplored or undiscovered natural area +2 Successfully defends an item or structure important to the church +4 Acts as a missionary in an inhospitable region +2 Converts a new member +1 Sets up a natural preserve in which nature remains untouchable +2 Hunts down enemies of nature, or razes the stronghold of a despoiler of nature +8 Incarcerates or enslaves another creature –8 Lives in an urban environment for more than half the year –2 Fails to prevent the destruction of a natural area –4 Fails to prevent the destruction of a sacred grove or untouched natural area –15 Illus. by S. Wood Holy symbol of Obad-Hai 620_95564_Ch1.indd 11 2/21/07 10:49:13 AM

12CHAPTER 1 RELIGION Titles, Benefi ts, and Duties: The Brotherhood of Equals does not bestow titles on its members, although it does acknowledge those who have progressed in power. A member who has attained suffi cient rank gains a new benefi t after spending 1 hour in solitary prayer. Affiliation Rank Score Benefi ts and Duties 0 3 or lower None. 1 4–12 Gain a +1 bonus on saves against spells and effects that have the air, earth, fi re, or water descriptor. 2 13–22 Gain a +4 bonus on checks made to resist bull rush, trip, or overrun attacks. 3 24–29 Once per day as a swift action, cast a summon nature’s ally spell of a level normally available to you, provided that you use it to summon an animal. 4 30 or higher Once per day as an immediate action, gain immunity to critical hits for 1 minute. (This ability can be activated in response to a critical hit against you.) ROLEPLAYING APPLICATIONS Favored Feats: Followers of the Shalm favor feats that enhance spellcasting ability. Some members of the Brotherhood of Equals prefer item creation feats and other feats that enhance their self-suffi ciency. Favored Combat Tactics: As proponents of equality and balance, members of the Brotherhood of Equals seek to neutralize enemy advantages in battle. Thus, dispel magic is a favored fi rst-round spell. If the sides of a battle are made unequal by the neutralization of an ally, a church member is quick to rectify the situation with break enchantment or some other spell. A worshiper who faces unbalanced odds in an enemy’s favor is likely to counsel a tactical withdrawal to fi nd a better battleground or more allies. Favored Adventure Types: Creatures that overstep their bounds and claim or annex natural areas often find themselves on the bad side of Obad-Hai’s church, as do those who exert an unnatural influence over nature by building roads, damming rivers, clearcutting forests, and the like. Anyone who defiles, corrupts, or otherwise takes from nature without giving something back also angers the Brotherhood. Favored Oaths: Members of Obad-Hai’s church are likely to exclaim, “My bark is thicker than that” in response to an attack, or “Obad-Hai’s fi re (or wind, earth, or water) take you!” in the heat of battle. Other popular oaths include “By the Shalm!” and “His roots consume you!” THE ETERNAL LIBRARY Knowledge equals power, and it is the only kind of power worth having. With the right knowledge, you can accomplish any goal, so you never rest in your search for information. The knowledge you fi nd in the next crypt, the next dungeon, or the next hidden vault could make the difference between prosperity and poverty, or even life and death. Temples of the Eternal Library are always repositories of magical knowledge. Hidden catacombs and vaults beneath each site hold a priceless collection of ancient tomes on the nature of magic, as well as massive spellbooks and collections of scrolls, both arcane and divine. In addition, temples to Boccob frequently double as schools of magic, where students can learn arcane secrets from some of the most learned practitioners in the world—all for an exorbitant fee. The Church of Boccob has a small clergy that boasts nearly as many mystic theurges (DMG 192) as that of Wee Jas. However, a great many of the Eternal Library’s active “priests” have no ability with divine magic whatsoever. A signifi cant percentage of the highest-ranking members are actually wizards or sorcerers, and some are also loremasters (DMG 191). Services in the temple, when they are held at all, consist of lectures on new spells or on obscure bits of magical lore. Boccob’s devoted realize that their patron doesn’t care a whit whether they even worship him, so why waste their valuable time singing the praises of a deity they openly call “the Uncaring”? The few clerics of Boccob rarely even mention the deity. Instead of the dogma that other churches preach, they teach that their god’s only gifts to his faithful are the ability to think for themselves and the freedom to pursue their own ends. They claim that their patron’s knowledge is so Illus. by E. Widermann A worshiper of Obad-Hai appreciates the beauty of nature . . . and respects its deadliness 620_95564_Ch1.indd 12 2/21/07 10:49:14 AM

13CHAPTER 1 RELIGION vast, and his power so tremendous, that he ignores his worshipers out of pity. Were he to turn his gaze upon his mortal followers and actually notice them, the massive accumulation of his knowledge would bathe the world all at once and drive its people into madness. Members of the Eternal Library believe that magical knowledge is not a prize to be enjoyed only by the worthy, or even those with an understanding of the nature or laws of magic. Rather, it should be available to anyone for the right price. Thus, in addition to its massive library, any temple of Boccob houses a thriving business in magic items. Business-savvy members of the church keep a shop in a corner of each temple to display their wares. The Eternal Library sometimes runs afoul of local governments because of this practice. Many a temple has been secretly approached by those seeking to buy magic items for an army attacking the temple’s own town—and the Eternal Library is always willing to accommodate even such buyers as long as its own livelihood isn’t threatened. The church never takes sides in political confl icts, and its members care only about who stands between them and another magical discovery. The Eternal Library often employs adventurers to acquire new or rare magic items and spells, or to retrieve the long-lost magical knowledge of some ancient culture. If the desired item or information is already in someone else’s possession, the church does not hesitate to lie or cheat to acquire it, or even steal it outright. In such cases, its members might hire unscrupulous individuals to procure the desired item or send their own agents to take charge of a particularly rare fi nd. Enemies and Allies: While not necessarily an ally, the Ruby Temple of Wee Jas (see page 20) frequently works with the Eternal Library to the mutual benefi t of both organizations. The leaders of the Church of Boccob know that the Ruby Temple sells magic items only to those they deem worthy, so the Boccobites do not stand to lose much profit by sharing their fi nds. Scale: 11 (multiregional). Affi liation Score Criteria: To gain the benefi ts of affi liation, a member of the church must be able to cast 1st-level or higher spells. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (any) 5–9 ranks +1/skill Knowledge (any) 10 or more ranks +2/skill Bluff, Disguise, or Hide 5 or more ranks +1/skill Skill Focus (Knowledge [any]) +1/skill Can cast 3rd- or 4th-level spells +1 Can cast 5th-level spells +2 Has one or more levels in the loremaster prestige class +1 Is illiterate –4 Lacks ranks in any Knowledge skill –2 Multiple Use Turns the tide of a battle by identifying an enemy creature’s weakness with a Knowledge check +1 Recovers an ancient, previously lost piece of knowledge (such as a new spell) +2 Spends at least 1 month creating magic items for the church +4 Discovers a new source of magical power +4 Creates a new spell or magic item +1 Founds a school of magic +4 Founds a school of magic dedicated to both arcane and divine magic +6 Deceives someone into giving up a valuable item +1/1,000 gp value Successfully steals a valuable magic item, spellbook, or tome of magical lore +1/1,000 gp value Associates with creatures of lawful alignment –2 Gets caught stealing from or deceiving the church –8 Associates with creatures that hunt or persecute spellcasters –4 Loses or destroys magic church property –1/1,000 gp value Destroys a place of learning (such as a library or college) –10 Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a member must donate some piece of magical knowledge to the Eternal Library in addition to paying the normal tithe. Such a donation usually takes the form of a minor scroll or potion, but could include allowing a fellow member to scribe a free spell from the affiliate’s spellbook. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Student: Gain a +2 bonus on checks with one Knowledge skill of your choice in which you have at least 1 rank. 2 13–19 Scholar: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check. 3 20–29 Professor of Magic: Once per day, identify a magic item with a successful Spellcraft check (DC 15 + item’s caster level). 4 30 or higher Eternal Librarian: Once per day, counter a spell without a readied action, and without having the same spell ready to cast, provided you succeed on a Spellcraft check to identify the spell, as normal. Specific Roleplaying Applications Favored Feats: Members of Boccob’s church prefer feats that enhance their spellcasting abilities or enable them to avoid melee combat. Dodge and Mobility are favorites in the latter category. Item creation feats are also prized by the Eternal Library, especially if they are used to produce items the temple can sell. Favored Adventure Types: A member of the Eternal Library leaps at the chance to lead any mission dedicated to gaining new magic, even if doing so means breaking local laws. Church members would readily break into an Illus. by S. Wood Holy symbol of Boccob 620_95564_Ch1.indd 13 2/21/07 10:49:16 AM

14CHAPTER 1 RELIGION ancient, sacred tomb to rob the dead of their treasured belongings or invade the home of a local merchant who recently bought a rare spellbook. A true follower of Boccob does not shrink from unwholesome tasks if undertaking them could bring new knowledge, new power, and greater wealth to the church. Favored Oaths: Members of the Eternal Library frequently exclaim, “By the holy book!” (a reference to all books) and “May you see his eyes!” FHARLANGHN’S WAY Life is the ultimate journey. You can’t tell exactly where you’ll end up—and it’s likely to be where you least expect. The world is a terrifying, massive, and deadly place, and you never know when you might need a new home, so why have one at all? It’s much more exciting to see what’s around the next bend in the road. Even if that bend is your last, you can say that you’ve truly lived and walked Fharlanghn’s Way. Death is but another stage in life’s journey, and the next existence opens up other worlds to travel. That fact doesn’t mean that you shouldn’t be prepared for dangers along the way, or that you should allow your enemies to trample you into the dust of the road. Fight for your journey until your last breath, because you haven’t yet seen and experienced all that this life has to offer. Those who persist in obstructing your way must be dealt with quickly so that you can resume your travels. All these concepts and more are the dogma of the Church of Fharlanghn. To deliberately obstruct another’s journey is the ultimate sin in the eyes of the Dweller on the Horizon, and slavery is an abomination for this reason. Thus, members of Fharlanghn’s Way frequently converge on known slave rings and destroy them, leaving no slaver standing. Church members also aid fellow travelers under attack. A follower of Fharlanghn might calmly teleport a merchant away from the ring of bandits stealing his rich cargo—often to the merchant’s displeasure. Members of Fharlanghn’s Way tend to be collectors, picking up miscellaneous souvenirs from their travels to remind them of places they’ve been and of places to which they might someday return. They also hoard odd but useful magic items, just in case. A rope of climbing, a dozen scrolls and potions of dubious use, a decanter of endless water, an immovable rod—these are the tools of an affi liate of Fharlanghn’s Way. Members of this church have unusual views on mundane possessions as well. They often shrug and decline items that others would consider highly valuable, so they can focus more on objects that remind them of their journeys. That isn’t to say a member would refuse a useful item—any tool that could improve the journey has value. But wealth for its own sake is pointless. Gold and treasure are heavy and only entice others to slow one’s travels. Temples to Fharlanghn rarely stay in fi xed locations. Most commonly, they take the form of traveling shrines housed in merchant caravans or carried in the wagons of individual travelers. Occasionally a church member leaves a shrine in a well-traveled spot for another member to pick up and transport elsewhere. Affiliates of Fharlanghn’s Way believe that their patron constantly travels the multiverse in an effort to see all creation. Because he sees whatever his followers see, his church readily welcomes new members, whose travels can aid the deity in his ultimate mission. The church teaches that one day, when his followers have shown him every place that exists, Fharlanghn will stop to rest, and the multiverse will cease to grow. What exactly that event will mean, no one can say. But the church celebrates Fharlanghn’s endless travels once each year with the Day of Rest, when every member stops traveling to revel in that single moment of life. For the rest of the year, Fharlanghn’s Way exhorts its members to see the world in the short time they have in it, and to spread this message to anyone who bothers to stop, listen, and share the road with them for a brief time. Scale: 11 (multiregional) in terms of reach and power, but technically 17 (global). Affiliation Score Criteria: Fharlanghn’s Way has no membership criteria, although few of its members are evil. The church teaches that everyone has a right to the journey. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (geography) 5 or more ranks +1 Knowledge (local) 5 or more ranks +1 Knowledge (the planes) 5 or more ranks +1 Is entitled to a reroll at least once per day through a spell, feat, or item +1 Can cast a spell that increases speed +1/spell Can cast a spell that increases at least one saving throw modifi er +1/spell Can cast teleport +1 Can cast plane shift +3 Has more than one mode of movement (such as a climb speed, the ability to fly, or the like) +3 Spends more than 1 month in a single place* –2 Spends more than 1 year in a single place* –4 * Overlaps for the same place and for multiple places. Multiple Use Survives an encounter with an EL 3–4 higher than own character level +1 Survives an encounter with an EL 5 or more higher than own character level +2 Avoids a battle as a result of careful preparation +1 Wins a battle as a result of careful preparation +4 Wins a battle against seemingly insurmountable odds as a result of careful preparation +8 Converts a new member +1 Finds a use for an item thought to be useless +1 Destroys a slave ring +4 Discovers an area never traveled before +8 Discovers an area never traveled before and records the voyage +2 Spends no more than 1 week in a single place for an entire year +3 Incarcerates or enslaves another creature –15 Fails to defend a structure or item important to the church –6 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member of the church must spend 24 hours traveling without rest (see PH 164 for forced march 620_95564_Ch1.indd 14 2/21/07 10:49:18 AM

15CHAPTER 1 RELIGION rules). A would-be affi liate usually uses magical means to offset the fatigue of such a long journey. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–11 Vagabond: Gain a +2 bonus on Sense Motive checks. 2 12–20 Wanderer: Gain a +2 bonus on checks made to resist a grapple, trip, or bull rush attempt. 3 21–29 Explorer: Once per day, gain a bonus equal to +1 per three character levels on one saving throw. 4 30 or higher Traveler of Worlds: Once per day, become ethereal for 1 round per three character levels as a spelllike ability (caster level equals your character level). ROLEPLAYING APPLICATIONS Favored Feats: Members of Fharlanghn’s Way value selfreliance and have a talent for avoiding trouble. Thus, they often choose feats such as Endurance, Self-Suffi cient, Dodge, and Mobility. Favored Combat Tactics: Many members of Fharlanghn’s Way are pacifists who rise to battle only when no other choice is left—or to defend or free slaves. Thus, a member of this church favors spells and abilities that keep her out of reach of her foes. Spring Attack is a favorite choice, and members often use the various teleport spells to avoid combat or to maintain a safe distance from hostile creatures. Favored Adventure Types: Any sort of adventure is right up the alley of a member of Fharlanghn’s Way, but one that takes her to a place she’s never been before is greeted with the most enthusiasm. Extraplanar adventures are especially exciting, as are journeys to places rumored to exist only in myth. Members of Fharlanghn’s church frequently make extra money as couriers or explorers. They are amazed that people are willing to pay them for services they would perform for free, as long as they were headed in that direction. Favored Oaths: “May you find a twist in your road” is a favorite saying of Fharlanghn’s followers. More emotional oaths include “By the bent and winding road!” and “By my feet!” FINGERS OF THE LAUGHING ROGUE Ownership equals possession. If you want an item, take it—as long as you’re willing to risk the consequences. If someone takes an item from you, you didn’t guard it carefully enough and should take better care next time. Members of the Church of Olidammara like to refer to themselves as the Fingers of the Laughing Rogue, but the church lacks any formal organization. Few cities permit open worship of the deity of thieves, so Olidammara’s church is little more than a loose network of hidden shrines tended by secretive clerics. These temples are always located in urban environments—usually at the heart of thieves’ guilds or smuggling rings—because the Laughing Rogue’s followers enjoy the music and vices of the city and find little of interest in more rural environs. It would be incorrect and shortsighted to say that members of the church never leave civilization, however. They can frequently be found plumbing the depths of hidden temples and dungeons in search of vast stores of ancient wealth. The Fingers of the Laughing Rogue live for the opportunity to deceive. Some church members believe that any creature they can take advantage of is weak and exists only for their benefit. Most, however, have had hard lives themselves at some point, so they focus on the wealthier members of society who, they believe, are more deserving of their attention. In addition, openly lawful individuals are frequent targets of the Laughing Rogue’s church. The followers of Olidammara enjoy deceiving anyone, but nothing pleases them more than swindling a paladin or some other champion of law. To the followers of Olidammara, deception is a form of worship. The church teaches that anything taken from someone else was clearly not meant to belong to that person, and that any theft in Olidammara’s name increases the deity’s power. Each member tithes a portion of his take to the church, giving thanks for the deity’s blessing and offering prayers for success on the next job. Offerings are always left anonymously by night on a small hidden shrine, and they always disappear before another night has passed. The church’s only noncriminal activities involve music. The Laughing Rogue loves musical entertainment, so Olidammara’s few large temples are always filled with music of all kinds—calm garden tunes one day, and bawdy tavern chants the next. The church frequently sponsors gifted performers, and any appearance by a famous bard is sure to be attended by many of the deity’s followers. A musician is never the target of a deception perpetrated by church members unless he has committed an act that draws the wrath of a worshiper. Both the church and its members are unreliable when it comes to agreements. They can change allegiances on a whim if doing so appears entertaining or profi table. According to the church, many grades of deception exist, and white lies are only the beginning. For these reasons, any follower of Olidammara forms only a few close friendships. Enemies and Allies: The Fingers of the Laughing Rogue have many enemies. Few understand the church’s principles and ideologies, and lawful organizations especially condemn its activities. The churches of St. Cuthbert and Heironeous in particular frequently attempt to expose temples to the Laughing Rogue and shut them down. Scale: 10 (regional). Affiliation Score Criteria: A member of the church cannot gain affiliation benefits without first deceiving Holy symbol of Fharlanghn Illus. by S. Wood 620_95564_Ch1.indd 15 2/21/07 10:49:20 AM

16CHAPTER 1 RELIGION at least one person (by robbing, successfully bluffing, or otherwise misleading them). Furthermore, a member cannot be of lawful alignment. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Chaotic alignment +1 Bluff, Disguise, or Hide 5–9 ranks +1/skill Bluff, Disguise, or Hide 10 or more ranks +2/skill Knowledge (religion) 5 or more ranks +1 Can cast 3rd-level or higher illusion spells +1 Can hide in plain sight +2 Lacks ranks in Bluff, Disguise, or Hide –2 Multiple Use Secretly breaks an unjust law (if character is not chaotic evil) +1 Openly breaks an unjust law (if character is not chaotic evil) +3 Secretly breaks any law (if character is not chaotic good) +1 Openly breaks any law (if character is not chaotic good) +3 Humiliates a law enforcement officer +1 Survives an encounter with an EL 3–4 higher than own character level +1 Survives an encounter with an EL 5 or more higher than own character level +2 Avoids a battle as a result of careful preparation +1 Wins a battle as a result of careful preparation +4 Wins a battle against seemingly insurmountable odds as a result of careful preparation +8 Scores two consecutive critical hits in a single battle +1 Converts a new member +1 Deceives a creature into offering +1/4 creature’s CR a desired item Deceives a lawful creature into +(1/4 creature’s CR) +2 offering a desired item Successfully steals a valuable item +1/1,000 gp value Becomes the patron of a musician +1 Is caught breaking the law –8 Is caught in a lie –4 Acts in a lawful manner –4 Associates with known lawful beings (such as paladins or monks) –4 Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a church member must repeat her success at deception, this time against a foe that has a CR within 1 of her character level. Affi liation titles represent some of the church’s major categories of deception. The infamous crimson deception, at the top of the list, is an achievement that only a few members have ever pulled off in the history of the church. Such a deception is on par with talking a mature adult dragon out of its hoard. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–9 White: Gain a +2 bonus on Bluff checks made to feint in combat. 2 10–17 Blue: Gain a +2 bonus on Perform and Tumble checks. 3 18–24 Gray: Gain a +1 bonus on saves against lawful spells and effects. 4 25–29 Black: Caster level +1 when casting illusion spells or spells of the Trickery domain. 5 30 or higher Crimson: Once per day, force one opponent to reroll an attack, check, or save after you know the result of the roll. ROLEPLAYING APPLICATIONS Favored Feats: The Fingers of the Laughing Rogue teach that a truly successful combatant is one who fi ghts only when she wants to. Anyone foolish enough to get hit is in the wrong place. Thus, members prefer feats that increase their combat mobility (such as Spring Attack) and enhance their ability to choose their own battlegrounds. Favored Combat Tactics: Many church members take levels of rogue, so they attempt to set up sneak attack opportunities whenever possible. Clerics try to remain unobtrusive, often staying invisible and summoning monsters to fi ght for them. Most affi liates also like to use spells that incapacitate their enemies so that allies can do the dirty work of killing. All, however, revel in the chaos of a battle once joined. In such situations, they focus on known lawful enemies fi rst and try to humiliate as well as defeat such targets. A member of Olidammara’s church can agree with a member of the Fist of Valor (see below) on at least one topic—defeating Hextorites is good fun. Favored Adventure Types: A member of this church enjoys any quest designed to take another person down a peg. If the enemy is lawful—especially one in a position of authority—at least one Finger of the Laughing Rogue is likely to lurk in the shadows, hoping to teach him a lesson. High-risk quests might interest church members, as long as the payoff is high as well. After all, the greater the danger, the fi ner the song that can be written afterward. Favored Oaths: Common oaths uttered by members of Olidammara’s church include “By my fi ngers!” and “May you be the target of his laughter.” THE FIST OF VALOR Valor, courage, and righteousness are more than mere words to you—they form the foundation of your life. A champion of the downtrodden and a stalwart punisher of evil, you honor Heironeous every time you take a stand against wickedness. The Fist of Valor—Heironeous’s church—is an implacable force for holiness in the world. A temple to Heironeous is one of the most magnifi cent structures in a city. Each temple of the Fist is a self-contained fortress, even within a wellfortifi ed city, and sentries patrol its walls day and night. The Fist of Valor always attempts to become involved in the politics of any region where it has established temples. The Holy symbol of Olidammara church uses political contacts to gather information about Illus. by S. Wood 620_95564_Ch1.indd 16 2/21/07 10:49:22 AM

17CHAPTER 1 RELIGION any evil that taints the local nobility, who view such interest as meddling. However, it also garners favor with those who can fund expeditions and fi eld armies to root out threats to the land. The fact that the Heironeans are always doing good for lawful communities gives their requests great weight in the courts, despite occasional accusations by disgruntled nobles of subversive activities. As might be expected, the Church of Heironeous governs itself effi ciently. Members who transgress against the laws of Heironeous are tried in the Court of Thunder. Local governments encourage the Fist of Valor to dispense its own justice, since taking care of its own problems represents a signifi cant savings in time and gold for the community. The Fist of Valor is dedicated to eradicating evil everywhere. However, church members also believe in a fair fight. A worshiper of Heironeous doesn’t give up tactical advantages in combat but rarely fi ghts from the shadows. He typically announces his presence before a battle begins so that enemies know they are about to experience the deity’s wrath. Foes that are not considered irredeemable are given the opportunity to repent and redeem themselves. Those beyond salvation (such as undead, fi ends, and occasionally, minions of Hextor), and those that refuse redemption, receive a quick and sure swordstrike. Typically, any small group engaged to perform a service for the church must include a member of the Fist of Valor. The Heironeans tolerate freelance bounty hunters, but only barely. They trust only their own members to ensure that the laws of the church are followed to the letter. The church also believes that storms, especially those that include lightning, are harbingers of Heironeous’s wrath and portents of great meaning. Regions that frequently experience such storms are considered holy places, and the church often builds small forts at such sites to house the clerics who go there to study the omens. These “storm forts” bristle with lightning rods, both to protect the inhabitants and to draw more strikes so that the clerics can better interpret Heironeous’s will. The church views lightning bolts as the sword of Heironeous touching the earth. Those who die from natural lightning strikes clearly deserve their fate, but those who are struck and live are considered blessed by the deity. Though they are often mentally damaged, such individuals are consulted nonetheless by the clergy of Heironeous, who seek wisdom and guidance in their ravings. But storms are not the only sources of the Invincible One’s voice. Members of the Fist of Valor are very superstitious as a group and are constantly on the lookout for signs and portents that show their deity’s touch. Enemies and Allies: Evil in every form is the enemy of Heironeous, but the forces of his dark brother Hextor truly enrage his followers. Thus, the Herald of Hell is a prime target for missions involving members of the Fist of Valor. Scale: 15 (continental). Affi liation Score Criteria: The church’s doors are open to new members, but to gain affi liation benefi ts, a character must be good-aligned. A paladin of Heironeous leads an army to fi ght the forces of evil Illus. by F. Hooper 620_95564_Ch1.indd 17 2/21/07 10:49:23 AM

18CHAPTER 1 RELIGION Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Lawful alignment +1 Knowledge (religion) 5 or more ranks +1 Base attack bonus +5 or higher +1 Proficient with all martial weapons +1 Multiple Use Brings a lawbreaker to justice +1 Converts a new member +1 Slays a CR 8 or higher evil creature +1/4 creature’s CR Slays a CR 8 or higher evil minion of Hextor +1/2 creature’s CR Thwarts a plot of Hextor’s church or minions +3 Razes a stronghold of Hextor +8 Overthrows an evil government +8 Overthrows an evil government run by the Church of Hextor +10 Spearheads the revision of an unjust law (if character is good) +1 Commands a unit within an army during a major war +2 Commands an army during a major war +6 Fails in combat against Hextorites –4 Breaks a law –2 Associates with known evil creatures –4 Associates with known evil minions of Hextor –10 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member must spend 24 hours fasting and praying in a structure sacred to Heironeous, under the supervision of one of his clerics or paladins. The required tithe must be paid at the end of this time. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–13 Soldier-at-Arms: Gain a +2 bonus on Diplomacy checks made while enforcing the law. 2 14–23 Hand of Might: Once per day, ignore the effects of difficult terrain on your movement for 1 round. 3 24–29 Bolt of Glory: Gain a +1 bonus on attack rolls made against evil enemies. 4 30 or higher Righteous Blade of Justice: Once per day, any melee weapon you wield deals +1d6 points of electricity damage, or each damaging spell you cast deals +1d6 points of electricity damage, for 1 round/character level. ROLEPLAYING APPLICATIONS Favored Feats: Followers of Heironeous prefer feats that improve their martial prowess (such as Power Attack or Weapon Focus) or their ability to destroy evil. Paladins and clerics frequently select divine feats that empower their spellcasting at the cost of their ability to turn undead, since such creatures can just as easily be crushed to dust with a blow from a mace. Favored Combat Tactics: Fond of intricate tactics, followers of Heironeous seek any advantage in a battle, watching for ways to split enemy forces and use terrain cleverly. Once combat begins, they pursue their enemies with dogged determination. Members of the Fist of Valor maneuver with their allies to guard lightly armored spellcasters and fl ank targets, and they rarely give ground in battle. Minions of Hextor are their favored targets, followed by any other known servants of evil. Members of the Fist of Valor can be frustrating comrades for groups facing non-evil foes. They are likely to seek a diplomatic solution to such a confl ict and might refuse to fi ght unless forced by circ*mstance to do so. Favored Adventure Types: Worshipers of Heironeous are always eager for any adventure that allows them to smash the heavy fi st of their deity against agents of evil. They prefer missions to battle the forces of Hextor above all others. Favored Oaths: In combat, Heironeans might shout imprecations such as “By the fi st of thunder and lightning!” or “May his mailed fi st strike you down!” While battling minions of Hextor, they curse, “Hextor’s treacherous beard!” THE MIGHTY ARMS OF KORD Battle brings violence, bloodshed, and loss, but also glory. Full of bold and beautiful chaos, combat claims even the most careful or craven in the end. So what do you have to lose by making a bold stand? Indeed, battle is the surest way to determine who is most worthy of life. If you conduct yourself bravely on the battlefi eld during life, you earn a place of honor at your deity’s table after death. And if you fall short of that goal, you can always return to the Material Plane in a new form to try your luck once more. To the members of Kord’s church, the Mighty Arms of Kord, battle represents the best way to revel in physical prowess and approach the perfection of the Brawler. Just like the multiverse itself, a fi ght is unpredictable, wild, and deadly. No outcome is sure, even for the most powerful of warriors. Thus, the struggle between two combatants is a microcosm of all creation. But although the members of this church worship physical perfection, strength of mind is nearly as important to them. A fi ghter might be able to cleave a mighty giant with a single blow of his greatsword, but if the spell of the least wizard can make him a bumbling fool, he has no place on the battlefi eld. Given a choice between magic and brute force, however, a member of the Mighty Arms of Kord relies on physical prowess once battle is joined. He isn’t averse to using the best tools to defeat any given foe, swinging a silvered sword at a lycanthrope or hacking with an adamantine axe at an iron golem. A temple to Kord typically resembles an arena. Areas where members can practice the fi ghting arts fi ll the interior, surrounded by galleries where others can observe their favorite combatants. Battles within the temple are rarely to the death. Differences between members of the church are always resolved here in some sort of athletic competition, game, or duel. Services often consist of members’ recitations of their Holy symbol of Heironeous Illus. by S. Wood 620_95564_Ch1.indd 18 2/21/07 10:49:28 AM

19CHAPTER 1 RELIGION glorious victories and accomplishments. More than simple boasting, they are songs of praise to the deity, honoring Kord with the battles fought in his name. Such praise is usually reserved for the temple, but some boisterous members so honor their deity wherever they fi nd a receptive ear. Most members of the church keep a tally of the powerful enemies they have killed, as well as other notable achievements in the arena or on the battlefi eld, and add these achievements to their songs of glory. Members of the Mighty Arms of Kord hold bravery in the highest esteem. Those who fl ee from battle are often excommunicated publicly, displaying their cowardice before the entire community. Thus, even if the odds are against her, a follower of Kord is likely to take the fi eld. She would rather go down in a blaze of glory, singing hymns to the god of battle, than suffer the public humiliation accorded to cowards. Scale: 14 (continental). Affi liation Score Criteria: Anyone can join the Mighty Arms of Kord, but only those who actively pursue physical combat can gain affi liation ranks. Characters who are spellcasters cannot advance within the church unless they use their spellcasting ability only to improve their combat skills. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Chaotic alignment +1 Good alignment +1 Fortitude save bonus of +10 or higher +1 Will save bonus of +10 or higher +1 Power Attack +1 Base attack bonus +5 or higher +1 Strength score below 12 –2 Lawful alignment –10 Multiple Use Razes the stronghold of a tyrannical lawful regime +8 Bests a law-enforcement offi cer in nonlethal combat +1 Converts a new member +1 Survives an encounter with an EL 3–4 higher than own character level +1 Survives an encounter with an EL 5 or more higher than own character level +2 Earns victory in battle as a result of careful preparation +4 Earns victory in battle against seemingly insurmountable odds as a result of careful preparation +8 Scores two consecutive critical hits in a single battle +1 Scores three or more consecutive critical hits in a single battle +3 Wins an athletic competition +1/4 opponent’s CR Wins an athletic competition against an opponent that has a CR 3 or more higher than own character level +1/2 opponent’s CR Destroys a creature at full hit points with one blow +1/4 creature’s CR Deals 30 or more points of damage with a single blow +1/4 creature’s CR Deals 100 or more points of damage with a single blow +1/2 creature’s CR Loses an athletic competition against a foe that has a CR 1 or more lower than own character level –2 Loses in battle against an enemy of the church –4 Performs an overtly evil act –4 Fails in combat due to lack of preparation –4 Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a church member must defeat a fellow member in single combat (typically with practice weapons) or some other athletic competition. The opponent’s Challenge Rating must be within 1 of the challenger’s character level. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Persuader: Gain a +2 bonus on Intimidate checks. 2 13–21 Bravo: Gain a bonus equal to your character level on saves against fear effects. 3 22–29 War Leader: Once per day, gain a bonus equal to your Strength modifi er on a single Fortitude or Will save. 4 30 or higher Battle Savant: Once per day, force one opponent to reroll an attack, check, or save after you know the result of the roll. ROLEPLAYING APPLICATIONS Favored Feats: Any feats that can make a member more potent in battle are valuable, but members of the Mighty Arms of Kord especially favor Power Attack and its related feats. Because these feats emphasize brute force, they complement right Kordites’ typical strengths. Iron Will is a fi ne choice for those with low Will saves, and Great Fortitude for those whose Fortitude saves are below par. Favored Combat Tactics: Those unfamiliar with the church’s philosophies might think that followers of Kord favor straightforward, brutal combat tactics—and they would be mostly right. A frontal assault gives a member of the church a chance to prove her bravery. One of the Mighty Arms of Kord need not reject sound strategy in favor of a foolhardy charge, but she is likely to grumble about any plan that doesn’t give her a chance to engage as many enemies as possible. Favored Adventure Types: Kord wears garb made from the hides of slain evil dragons. His followers seize upon any chance to emulate this aspect of their deity, slaying evil dragons and crafting from them clothing that matches that of Kord. The church also frequently backs an underdog, not out of any sense of nobility or fair play, but because fi ghting against unfavorable odds makes for a more challenging battle. Any adventure that lets a follower of Kord challenge superior enemies gives her a greater chance for immortality, both in the Church of Kord and later in Kord’s own halls of battle. Are the odds a hundred to one? Fantastic. A thousand to one? Even better! Favored Oaths: In combat, Kordites are likely to utter oaths such as “May fate Holy symbol of Kord Illus. by S. Wood 620_95564_Ch1.indd 19 2/21/07 10:49:30 AM

20CHAPTER 1 RELIGION see your blade shatter!” and “By Kord’s sword!” “By the blue boots of Kord!” is another popular epithet. THE RUBY TEMPLE Magic is the ultimate power. By mastering its secrets, you can break all the so-called laws of nature and reorder the world as you see fi t. But the entirety of magic cannot be mastered in a single lifetime. Only through carefully studying the work of sages and wizards of the past can you gain a full appreciation of this power. The fact that mortals must pass from this world does not mean that their knowledge must die with them. The church routinely uses necromancy to contact the spirits of dead masters of magic, hoping to recover lost knowledge. Thus, the Ruby Temple studies death for the purpose of further expanding its mastery of magic. Temples to the Ruby Sorceress are fi lled with the ancient bones of long-dead mages, as well as carefully preserved scrolls that hold the distilled knowledge and research of their lives. The Church of Wee Jas teaches that each life is an hourglass: When the sand runs out, that person’s life is over. But only the Witch Goddess knows when someone’s time is truly up. A cleric of Wee Jas who attempts to raise a dead ally knows that if the soul returns, that person was not yet meant to die. The church also teaches that the passage of a soul into its afterlife is a moment of tremendous magical power, and its members have been trying for millennia to harness that power. Thus, members like to observe death fi rsthand. When a creature is taking its last breath, a cleric of Wee Jas might well be nearby, taking copious notes and asking questions of the dying creature. Despite their fascination with death, followers of Wee Jas don’t sanction the creation of undead except as an academic study. They view such pursuits as attempting to circumvent the laws of life and death—and only the Ruby Sorceress has that purview. However, some members of the church believe that lichdom is an exception to this rule. A lich has selected its path of its own volition; it has not tried to extend the time allotted to another. Liches devoted to Wee Jas see their existence as an experiment in the nature of death and magic, with the clear understanding that they must destroy themselves when they have learned as much as they can from the experience. Those who do not are hunted down as heretics. The followers of Wee Jas believe that the mind holds an undiscovered wealth of knowledge. Thus, one arm of the Ruby Temple is dedicated exclusively to the study of psionics. This branch of the church has begun collecting the bodies of dead psions, hoping to learn more of their strange and obscure powers. The church as a whole is interested in learning how the laws that govern psionics and the laws that govern magic interact, if they do at all. Members: The Ruby Temple is based on a strict hierarchy, with rank determined by individual knowledge and magical strength. Many priests pursue both arcane and divine spellcasting classes, and some of the highest-ranking church members are mystic theurges. Scale: 11 (multiregional). Affi liation Score Criteria: Only a spellcaster can gain an affi liation score with the Ruby Temple. A would-be member must swear to abide by the dictums of the church, obey its superior members, and devote himself to the study of magic and the preservation of knowledge. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Lawful alignment +1 Knowledge (religion) or (arcana) 5–9 ranks +1 Knowledge (religion) or (arcana) 10 or more ranks +2 Aids the uneducated masses in understanding death (if character is non-evil) +1 Can cast 5th-level or higher necromancy spells +2 Can cast 3rd- or 4th-level arcane or divine spells +1 Can cast 5th-level or higher arcane or divine spells +2 Has at least one level in the mystic theurge class +1 Chaotic alignment –10 Known to be sympathetic to a religion dedicated to a deity of life or healing (such as Ehlonna or Pelor) –2 Multiple Use Converts a new member +1 Makes a new discovery about the nature of death or dying +2 Destroys a creature of the chaotic subtype +1/4 creature’s CR Destroys a foe single-handedly using only magic +1/4 creature’s CR Defends a bastion of magical knowledge from attack +4 Discovers a new magic item or spell +2 Discovers an artifact and donates it to the church +10 Founds a school of magic +4 Founds a school of magic dedicated to both arcane and divine magic +6 Destroys a magic item or magic-related knowledge –8 Associates with characters who hunt or persecute spellcasters –4 Breaks a law of the church –2 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member of the Ruby Temple must spend 24 hours in one of the crypts below a temple of Wee Jas. During this time, he must commune with the dead interred there using magic such as a speak with dead spell. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–14 Crystal Novice: Gain a +2 bonus on Knowledge (religion) checks made regarding undead creatures. 2 15–22 Topaz Apprentice: Gain a +1 bonus on saves against death spells and effects. 3 23–29 Emerald Master: Increase caster level by 1 for a single school of magic (your choice). 4 30 or higher Ruby Master: Once per day, counter a spell without a readied action, and without having the same spell ready to cast, provided you succeed on a Spellcraft check to identify the spell, as normal. 620_95564_Ch1.indd 20 2/21/07 10:49:31 AM

21CHAPTER 1 RELIGION ROLEPLAYING APPLICATIONS Favored Feats: Members of the Ruby Temple who can turn or rebuke undead often choose feats that enhance that ability, such as Extra Turning, Empower TurningCD, or Quicken TurningCD. Many members also choose Spell Focus (necromancy) and Greater Spell Focus (necromancy). Favored Combat Tactics: An affi liate of the Ruby Temple uses magic in preference to all other attack forms, if possible. Non members believe that the church favors necromantic magic, but this supposition is simply a myth that the church allows to persist. Its enemies are thus caught off guard when confronted by evokers, transmuters, or conjurers affiliated with the church, or even clerics with tremendous mastery of destructive divine spells. Many church members hide behind dark robes and death fetishes to encourage the belief that they practice only necromancy. Favored Adventure Types: A follower of Wee Jas enjoys adventures that involve recovering rare or unique magic items. Because the preservation and recovery of magical knowledge is also very important to the church, its leaders often send members to seek out the bones of long-dead spellcasters and return them to the church’s crypts. Favored Oaths: Followers of Wee Jas often exclaim “By the sands of life!” or “By the blessed lady!” in combat. “May your sands run more quickly,” is a favorite curse for an enemy. SCALES OF BALANCE Justice must be brought to those who transgress against the Law. To you and the other members of St. Cuthbert’s church, the word of the Law is your patron’s word. This strict and complex code of conduct was written by the hand of the Judge himself, and it transcends all mortal law. Those who wantonly break the Law are unworthy and must be utterly destroyed. St. Cuthbert’s church, known as the Scales of Balance, is devoted to the Law set down by its patron deity. Mortal laws are to be respected, but if they must be broken to preserve the Law of the church, so be it. An enemy of the church is branded a Lawbreaker—the most heinous condemnation the clergy can hand out—and dealt with mercilessly. The Church of St. Cuthbert does not believe in redemption, only in retribution. Its members do not hesitate to make examples of enemies. An eye for an eye is not enough for the Scales of Balance. When it comes to a Lawbreaker, only a head for an eye can balance the scales. If a group of twenty bandits has been terrorizing a trade route, the Scales of Balance does not hesitate to send a hundred of its affiliates to deal with the threat. Nor does this church deal in half measures. Known enemies are rarely given quarter, and the church frequently brings far more troops to the field than most observers would deem necessary to win. As a result of its unbending views, this church frequently forms the foundation of a region’s system of laws in areas where it holds power. Where St. Cuthbert’s church does not dictate local laws, it still enforces its own, making its clergy unpopular with the ruling caste. For the most part, high-ranking members of the church are willing to work with local governments to form alliances, but the Law is always supreme. Scale: 14 (continental). Affi liation Score Criteria: A member of the Scales of Balance must be of lawful alignment. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Base attack bonus +5 or higher +1 Knowledge (religion) 5 or more ranks +1 Can cast disintegrate or destruction +2 Can cast 3rd-level or higher spells +1 Strength score of 20 or higher +1 Strength score below 12 –2 Multiple Use Razes the stronghold of an enemy of the church +8 Razes the stronghold of an enemy of the church while the inhabitants are unprepared or through superior preparation +10 Brings a lawbreaker to justice +1 Aids a government by improving or creating its system of laws +6 Converts a new member +1 Destroys a creature of the chaotic subtype +1/4 creature’s CR Brings order to a frontier or lawless region +4 Upholds the church’s Law +2 Successfully defends a church or other structure important to the church +2 Destroys a creature at full hit points with one blow +1/4 creature’s CR Deals 30 or more points of damage with a single blow +1/4 creature’s CR Loses in battle against an enemy of the church –4 Caught breaking the law (or any rules, such as in an athletic competition) –10 Associates with known chaotic-aligned creatures –4 Breaks a law –2 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member of the church must fast for 24 hours in a temple of the Judge, meditating on the Law. Holy symbol of Wee Jas Illus. by S. Wood Holy symbol of St. Cuthbert 620_95564_Ch1.indd 21 2/21/07 10:49:33 AM

22CHAPTER 1 RELIGION Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Marshal: Gain a +1 bonus on Climb and Jump checks. 2 13–21 Justice: Gain a +1 bonus on saves against chaotic spells and effects. 3 22–29 Lawbringer: Caster level +1 when casting infl ict spells or harm. 4 30 or higher Wielder of the Cudgel: Once per day, use a bludgeoning weapon to stun and daze a foe. The foe struck must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be stunned for 1 round and dazed for 1d4 rounds thereafter. Declare use of this ability before making the attack roll. ROLEPLAYING APPLICATIONS Favored Feats: Taking a weapon from the hand of an enemy is considered an ideal tactic in the Scales of Balance, so Improved Disarm and Improved Sunder are favorite feats of its members. Paladins of St. Cuthbert and clerics with the Destruction domain also favor Extra SmitingCW. Favored Adventure Types: St. Cuthbert’s followers can’t abide the guilty escaping punishment. If a Lawbreaker manages to avoid just retribution, the church sends out adventurers to see that justice is done. The Scales of Balance might also send a group on behalf of a local government to bring in a criminal who has evaded the conventional legal authorities. Favored Oaths: Followers of St. Cuthbert often exclaim “Lawbreaker!” or “By the cudgel!” in the heat of battle. “His justice be done” is a phrase often delivered in conjunction with a smite attack. THE SHINING LIGHT OF PELOR The sun is the source of light, warmth, and life, and all living creatures embody some degree of its energy. If you embrace that light and make it part of yourself, you can use it to illuminate the dark corners of the world, where evil and death lurk. Known on the Material Plane as the Shining Light, the Church of Pelor is one of the most altruistic and welcoming of the established religions. The primary goal of Pelor’s church is to ensure the well-being of its members, as well as all the people who live in the vicinity of its temples. Often a temple to Pelor functions both as a center of spirituality and a place of sanctuary. Followers of Pelor believe that protecting those who cannot protect themselves is one of their deity’s most important values, and they go out of their way to help the needy in his name. The church, though not warlike, builds many remote temples in the style of small fortresses to defend nearby residents in the event of attack. The Shining Light considers all living beings to be manifestations of Pelor’s light, and its members welcome all equally. Undead, however, are abominations in the sight of the Shining One—the antithesis of light, life, and warmth, and incapable of redemption. Therefore, members of Pelor’s church seek out and destroy these creatures of negative energy without hesitation. Clerics of the Shining Light preach that the cycle of light and darkness is Pelor’s way of sparing the world. If the sun burned both day and night, all living creatures would be consumed by the god’s holy radiance. Thus, each day begins cool in the morning and warms as it progresses. The holiest of times is the afternoon, when Pelor is closest to the world and his divinity is most clear. The Shining One is almost universally respected, if not worshiped, on the surface of the earth, but is reviled in the dark places beneath the ground. The church views the wild and lightless Underdark as an unholy place, despite the fact that many good-aligned races call it home. The church sends many “missionaries” to bring Pelor’s shining wisdom to the underbelly of the world. Though such campaigns seem noble to most surface dwellers, they usually involve wielding a heavy mace in one hand and Pelor’s holy fi re in the other. Enemies and Allies: While members of the Shining Light loathe the undead, such creatures typically do not present an organized threat—they are numerous but scattered. However, in the blackest depths lurks a much greater danger to the Pelorites: the illithids. These creatures seek to extinguish the sun—a deed tantamount, in the minds of the Pelorites, to assassinating the deity. Only a few of the Shining Light’s most powerful leaders are aware of this threat, but it is the primary reasons that clerics and paladins of Pelor venture into the Underdark. The Shining Light of Pelor maintains close ties with many other good-aligned churches, and has organized joint ventures with the clergy of Heironeous, such as the formation of Pelor’s Shadow Guard (see page 75). Members of Pelor’s church also share many goals with the churches of nature, such as those of Ehlonna and Obad-Hai, which also despise the foul undead. Scale: 16 (multicontinental). Affiliation Score Criteria: Church membership is open to anyone, although denizens of the Underdark are viewed with distrust and interviewed intensely before their membership is approved. Suspicious-seeming individuals might be asked to perform some sort of task appropriate to their rank and abilities to demonstrate their commitment to Pelor. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Cleric or paladin +1 Knowledge (religion) 5–9 ranks +1 Knowledge (religion) 10 or more ranks +2 Heal 5–9 ranks +1 Heal 10 or more ranks +2 Will save bonus +10 or higher +1 Strength score of 20 or higher +1 Can cast heal +3 Has been undead –6 620_95564_Ch1.indd 22 2/21/07 10:49:35 AM

23CHAPTER 1 RELIGION Multiple Use Destroys a CR 8 or higher undead creature* +1/4 creature’s CR Undertakes a mission to hunt undead* +1 Undertakes a mission underground* +1 Razes the stronghold of an undead creature +8 Brings a dead creature back to life with raise dead or similar magic +2 Aids the less fortunate with own funds +1/500 gp expended Converts a new member +1 Associates with undead –4 Associates with evil outsiders –2 Associates with illithids –6 Acts against alignment** –10 * Stacks with other mission criteria (for example, a mission to hunt a CR 9 undead creature underground nets a +4 modifier). ** Cannot improve affiliation score until atonement is completed. Titles, Benefits, and Duties: To gain a new rank and its associated benefit requires no special action beyond the required tithing. Rising through the ranks of the Shining Light of Pelor increases a member’s ability to minister to the ill and infirm, as well as to destroy the reviled undead. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–9 Novitiate of the Sun: Gain a +2 bonus on Heal checks made to stabilize a dying creature. 2 10–17 Light of the Sun: Gain a +2 bonus on turning checks. 3 18–24 Heat of the Sun: Gain a +1 bonus on saves against evil spells and effects. 4 25–29 Fury of the Sun: Once per day, add your Strength modifier as a bonus on a single saving throw. 5 30 or higher Shining Light: Once per day, wreathe yourself in the divine energy of the sun, which acts as a fire shield spell (warm shield only, caster level equals your character level). ROLEPLAYING APPLICATIONS Favored Feats: Pelorites prefer feats that aid them in combating undead, or that help bring Pelor’s light to the dark corners of the world. Extra Turning, especially when used in conjunction with divine feats, is a favorite. But knowing that turn attempts are less effective against more powerful undead, a typical cleric of Pelor takes at least one divine feat, so that he can still use his turning ability as a resource. Clerics who wield their cure spells as weapons against the undead frequently choose Spell Focus (conjuration). Favored Combat Tactics: In battle, clerics of Pelor focus first on undead enemies, typically beginning with a turn attempt to thin their ranks. Most pursue support or ranged spellcasting roles on the battlefield and usually prepare spells that deal extra damage to undead, such as searing light or sunburst. Still, they are always ready with a quick cure or restoration spell to sustain allies. Most paladins of Pelor wield one-handed weapons and shields and focus on protecting more poorly armored comrades, leaving major damage-dealing to others. They try to goad enemies into attacking them, drawing their attention while allies move into flanking positions. When they have the opportunity, paladins attack undead opponents first. Favored Adventure Types: A mission to determine the strength of an orc horde would interest Pelor’s followers for the sake of rooting out evil, but any of them would leap at a quest to destroy a vampire. Likewise, the Shining Light is always eager to venture into the Underdark. Any quest in the lightless depths is an opportunity to shed Pelor’s light on those who have yet to be graced by his presence. Favored Oaths: In combat, Pelorites frequently exclaim “By the burning light!” or “By the fi ery face!” “By the wizened one” is an expression of wonder, and “Pelor’s touch” refers to healing magic of any sort. THE TEMPLE OF TRUE AIM Only with eternal vigilance can the world be kept safe from those who would destroy it. Too many times in their long history, the elves have seen evil rise—often from within their own ranks—and too often they have suffered at the hands of their enemies. But no more. With neverending vigilance, the Temple of True Aim has kept vigil over the world for uncounted centuries at the behest of Corellon Larethian. It does so for the good of all elves, even if that means keeping an eye on every elf. The enemies of Corellon and his people are so numerous that relaxing your watch for even a moment would let evil again win a foothold in the elven realms. The Temple of True Aim consists of extremely cautious elves who know the truth of the world. Allies come and go, but enemies are never absent. The church encompasses a vast network of members. Many are clerics, but elves of other classes also want to keep their people safe. Elf rogues wander the streets of enemy nations, seeking to learn whether rumors of war are true. Elf rangers and druids scout the wild mountains, hoping to learn the strength of the current orc chieftain and his plans for conquest. When the vigilant church of Corellon Larethian detects the taint of evil in any elf nation, it strikes without mercy. Whether the enemies are fi ends from the Abyss, raiding orcs, or the hated drow, Corellon’s followers ply their sure arrows with deadly accuracy. Great heroes of the church earn honorifi cs among their enemies—a sign of respect strongly Holy symbol of Pelor tinged with fear. Illus. by S. Wood 620_95564_Ch1.indd 23 2/21/07 10:49:36 AM

24CHAPTER 1 RELIGION The drow earn special enmity for more than just the ancient schism that divided the elf race. The church teaches that when Corellon cast the drow from the surface, he meant to send them to the Abyss, there to spend the rest of eternity with their dark mistress, Lolth. But Lolth’s power and trickery were too strong, so the drow remained on the Material Plane. Thus, killing drow is holy work, because each dark elf soul sent to the Abyss is another step toward completing the work begun by Corellon Larethian so long ago. Enemies and Allies: The older the race, the more numerous its enemies. The elves have many foes in many nations. But the drow and the orcs are the elves’ most hated opponents, both because of actions taken by Corellon Larethian in eons past. Thus, members of the Temple of True Aim dedicate the slaughter of both to the greater glory of their deity, and killing these enemies with a bow is considered especially holy. Members: Only elves and half-elves can be members of the Temple of True Aim. Scale: 16 (multicontinental). Affiliation Score Criteria: Only good-aligned elves and half-elves can advance in rank within the Church of Corellon. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Chaotic alignment +1 Knowledge (religion) 5 or more ranks +1 Base attack bonus +5 or higher +1 Profi cient with all martial weapons +1 Can cast 3rd- or 4th-level spells +2 Can cast 5th-level or higher spells +3 Multiple Use Overthrows a tyrannical lawful government +8 Overthrows an evil government +8 Converts a new member +1 Slays an evil drow or orc +1/4 creature’s CR Successfully defends a church or other structure important to the church +2 Serves as a guardian of the church or a structure important to the church for 1–11 months* +1 Serves as a guardian of the church or a structure important to the church for 1 year* +4 Defends a community or group unable to defend itself (if character is good) +4 Associates with known lawful creatures (such as paladins or monks) –4 Associates with known evil creatures –4 Associates with drow or orcs –20 Fails to defend a structure or item important to the church –6 Fails in combat –2 Fails in combat against a drow or orc –4 * Overlaps for same structure. Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member of the Temple of True Aim must spend 24 hours in a grove (or similar natural site) sacred to Corellon. At the end of this time, she must fi re a single arrow from a longbow straight into the air. If it comes back down within the confi nes of the grove, she gains the benefi t of her new rank. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–8 Watcher: Gain a +2 bonus on Sense Motive checks. 2 9–16 Keeper: Once per day, ignore armor check penalty, if any, on one skill check. 3 17–23 First Captain: Gain a +1 bonus on attack rolls against evil enemies. 4 24–29 High Captain: Once per day, gain double the normal bonus when using Combat Expertise or Power Attack. If using a two-handed weapon with Power Attack, gain three times the damage for each –1 on the attack roll. 5 30 or higher Arrow of Corellon: Once per day, add 1/2 your character level to the save DC of a 3rd-level or lower spell that you cast, or as a bonus on a single attack roll and the corresponding damage roll if it hits. (Declare the bonus before resolving the spell or attack.) ROLEPLAYING APPLICATIONS Favored Feats: As a general rule, elves prefer to fi ght with bows, and the followers of Corellon are no exception. Thus, any feats that improve effectiveness with a bow are favorites in the Temple of True Aim. Feats that improve a spellcaster’s potency—especially Spell Focus and metamagic feats—are also common. Favored Combat Tactics: The bow is Corellon’s favored weapon, and his mortal worshipers follow his example, whether they use a similar weapon or the magic that comes so naturally to the elven race. A member of the Temple of True Aim typically seeks to strike from ambush, using hit-and-run tactics and engaging in melee only when necessary. Favored Adventure Types: The Church of Corellon considers the destruction of orcs a sacred calling. Gruumsh and his get are still prime enemies of elves everywhere, and Corellon’s clerics frequently send adventuring parties into the mountains or the Underdark to take the fight to the orc hordes. Any mission to hunt drow, or counter the threat they represent, is also a sacred duty to Corellon’s followers. In addition, the Temple of True Aim strives to preserve the elven way of life at any cost. The church knows that conflict can never end, and that some enemy will always attempt to exterminate the elves. Only a preemptive strike before an enemy becomes a real threat can keep Corellon’s people safe. Favored Oaths: “By the bow!” is a common epithet Holy symbol of Corellon Larethian Illus. by S. Wood 620_95564_Ch1.indd 24 2/21/07 10:49:38 AM

25CHAPTER 1 RELIGION among Corellon’s followers. “May your bowstring break!” and “The arrow take your eye!” are curses often heard on the battlefi eld. THE TEMPLE OF THE TWINKLING EYE Life is meaningless unless it can be enjoyed to the fullest, but you can’t enjoy it unless you’re still alive. Seek out what brings you joy, but be prudent in your pursuits. Caution, a clear head, a good sense of humor about life, and a genuine interest in the world are the most admirable of traits. Recklessness is only for those with nothing to lose. According to the dogma of the Temple of the Twinkling Eye, the gnomes were born out of their deity’s curiosity and his sense of humor. Its priests teach their followers to follow Garl Glittergold’s example and learn about the world. They also honor their deity by the acquisition of wealth through their own hard work. Those who exploit others for gain haven’t actually earned anything at all, because the used ones should have reaped the rewards of their own labor. Because of this philosophy, the church has no tolerance for slavers or tyrants. Garl’s church also preaches that life is inevitably full of conflict, but combat should be a gnome’s last resort. The world is full of creatures larger in stature than they, so Garl’s children must use their brains, rather then brawn, to work around an enemy. Confl icts within the community are brought before the local cleric, who settles the debate with some contest of the mind, such as a riddling match, a duel of harmless pranks, or a name-calling contest. The rest of the gnomes act as judges and declare the winner. A worshiper of Garl Glittergold honors the trickery aspect of his deity primarily by playing tricks and fooling enemies. He is not malicious, nor does he seek to lead another into a harmful situation—except a deserving enemy. Rather, he tries to out-think, charm, or convince his enemies that he is harmless. That way, they will leave him to pursue prosperity, peace, and whatever profession brings about those results. Enemies and Allies: No discussion of the Temple of the Twinkling Eye can be complete without mention of Kurtulmak, the deity of the kobolds. Kurtulmak’s spawn are the hereditary enemies of the gnomes, and the only creatures whose destruction Garl’s church actively sanctions. Kurtulmak’s hatred of the gnome race can never be quenched. The gnomes pity the kobolds for their poor sense of humor and slavish obedience to their own church leaders, but they can keep these everbreeding enemies at bay only through extreme measures. Goblinoids also pose a constant threat; no matter how many times their invasions are rebuffed, these creatures continue to see the gnomes as easy pickings. Members: As a rule, the Temple of the Twinkling Eye accepts only gnomes as members, though rare exceptions exist. Scale: 13 (multiregional). An elf archer uses his faith to guide his arrows to the hated enemies of his people and his deity Illus. by W. England 620_95564_Ch1.indd 25 2/21/07 10:49:40 AM

26CHAPTER 1 RELIGION Affiliation Score Criteria: Only gnomes and wellknown gnome friends can gain ranks in the Temple of the Twinkling Eye. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Good alignment +1 Knowledge (religion) 5 or more ranks +1 Perform 5 or more ranks +1 Bluff, Disguise, or Hide 5 or more ranks +1/skill Can cast 3rd-level or higher illusion spells +1 Has visited at least one of the Upper Planes +4 Can cast a spell that increases AC +1/spell Can cast a spell that increases at least one saving throw modifi er +1/spell AC 25 or higher +1 Multiple Use Performs an act of personal sacrifice for the betterment of a gnome community +1 Converts a new member +1 Avoids combat by deceiving the foe +1/4 creature’s CR Exposes the deception of an enemy of the church +1/4 creature’s CR Slays an enemy of the church that has a CR within 1 of own character level by using only trickery (such as illusion spells, sneak attacks, and so on) +1/4 creature’s CR Slays an enemy of the church that has a CR equal to own character level +3 or more by using only trickery +1/2 creature’s CR Saves the life of a church member who has an affiliation score of 21 or higher +3 Catches an enemy of the church off guard and defeats it through superior preparation +1/4 creature’s CR Catches a kobold off guard and defeats it through superior preparation +1/2 creature’s CR Defends a community or group unable to defend itself (if character is good) +4 Razes the stronghold of a kobold enemy +8 Razes a kobold stronghold while the inhabitants are unprepared or through superior preparation +10 Humiliates an enemy through superior tactics and skill +2 Caught stealing from or deceiving the church –8 Performs an overtly evil act –4 Associates with known evil creatures –4 Associates with fiendish creatures –8 Fails to defend a structure or item important to the church –6 Titles, Benefi ts, and Duties: To gain a new rank and its associated benefi t, a member of the Temple of the Twinkling Eye must win a battle of wits within the walls of Garl Glittergold’s church. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Master of Names: Gain a +2 bonus on Diplomacy checks made to avoid combat. 2 13–18 Master of Riddles: Gain a +1 bonus on one kind of saving throw. Choose Fortitude, Reflex, or Will. Once made, this choice cannot be changed. 3 19–29 Master of Pranks: Once per day, make a single Bluff or Diplomacy check as a move action without penalty. 4 30 or higher Master of Illusion: Once per day, make a Bluff check as a full-round action to convince an enemy you are no longer a threat. If you are successful, the creature moves to attack another target. That enemy is considered flat-footed if you make an attack against it on your next turn. ROLEPLAYING APPLICATIONS Favored Feats: Members of the Temple of the Twinkling Eye prefer feats that improve their defensive capabilities. Dodge, Mobility, and Combat Expertise are all favorites, as is Spring Attack. Only those who are trained for close combat wear heavier armor, accepting the speed limitations it entails. Most members of the church prefer Point Blank Shot and other archery-related feats to those that enhance close combat. Improved Feint is also a favorite for members who can deal sneak attack damage. Favored Combat Tactics: The primary combat philosophy of the Temple of the Twinkling Eye is to know the enemy, know its numbers, know the terrain, and take advantage of that knowledge. A member of the church who enters combat unprepared might as well take off his armor, drop his sword, lie down, and wait for an enemy to strike. Ranks in Gather Information and Knowledge might be as important to a member’s combat repertoire as any weapon profi ciency, feat, or readied spell. Favored Adventure Types: A member of Garl’s church takes any opportunity to destroy kobolds, especially if he can humiliate them fi rst. A gnome who “counts coup” in this way shows he truly understands the value of brain over brawn. Kobold temples to Kurtulmak are fi lled with the skulls of dead gnomes. The Temple of the Twinkling Eye sends its followers to raid such temples, retrieve the skulls, and give them proper burial. Pulling such a mission off successfully is a tremendous achievement. Favored Oaths: “By His glittering eye!” and “May the nugget strike you dead where you stand!” are typical oaths uttered by Garl Glittergold’s followers in battle. “By the tongue of gold!” is an expression of wonder. Holy symbol of Garl Glittergold Illus. by S. Wood 620_95564_Ch1.indd 26 2/21/07 10:49:49 AM

27CHAPTER 1 RELIGION THE DARK CHURCHES The evil deities of the world remain hidden for the most part, pursuing their own dark agendas, but their mere names inspire dread in the hearts of common folk everywhere. Playing a character devoted to one of these churches can be difficult in a party of self-styled heroes, but it is possible. By focusing on the less gruesome or morbid aspects of your church’s doctrine and your deity’s portfolio, you can play an interesting character, torn between dedication to a church most scorned and a desire to prove that one doesn’t have to be evil to serve one of these dark deities. ERYTHNUL: THE TEMPLE OF CARNAGE Because its patron revels in absolute slaughter, the Church of Erythnul has the fewest non-evil members of all the dark faiths. No civilized land wants a sect of mass murderers nearby. Most followers of Erythnul kill without thinking, believing that each soul they release from its mortal coil fuels the power of their deity. Many are also utterly insane. The Temple of Carnage’s few non-evil members are chaotic neutral. These individuals see the practicality of leaving no foe standing. They might take prisoners if doing so serves some purpose, but they never leave survivors for long. They take great joy in battle, but they believe that slaughter should come only to those who invite it. In fact, they are convinced that releasing the souls of noncombatants actually angers the deity. From their point of view, those who do not live by the sword are beneath notice and therefore unworthy of destruction. GRUUMSH: THE FURY OF THE EYE Only orcs and half-orcs worship Gruumsh. But even though He-Who-Never-Sleeps is a wrathful deity, his worshipers include many non-evil individuals. Gruumsh’s church teaches that when the orcs have grown powerful enough, One-Eye will descend to the world and lead them on a savage tour of conquest. The non-evil members of Gruumsh’s church are all chaotic neutral. Such individuals believe in the supremacy of the orc race, and that orcs are destined to triumph over their enemies one day. But they also believe that death should be reserved only for true enemies of the church—especially dwarves and elves. Gruumsh’s chaotic neutral followers don’t share their fellows’ absolute fervor for the annihilation of all other races. In fact, they believe that most other humanoids have some purpose—even if that purpose is serving the Fury of the Eye. However, the non-evil followers of Gruumsh do revel in battle—especially against challenging foes—and they shout praises to their deity while they lay waste to their enemies. Weaker foes are deemed unworthy of attention unless they prove to be a nuisance, in which case they are destroyed mercilessly. HEXTOR: THE FIST OF TYRANNY The Church of Hextor took its name to mock its patron’s good-aligned brother. The Fist of Tyranny seeks to rule the world with an iron gauntlet in Hextor’s name, bringing order and sowing fear wherever its members pass. A few lawful neutral members of the church, however, believe that the law of Hextor is harsh, but fair. Because Hextor’s law doesn’t discriminate, every law-abiding citizen has an equal opportunity to prosper in lands ruled by his church. The Fist of Tyranny brings peace to conquered areas, eliminates crime, and protects citizens by providing a strong military presence. Indeed, it brings stability and more to those who bend their knees to Hextor. A lawful neutral member of the church doesn’t share all the beliefs held by the Fist of Tyranny. She believes in punishing those who violate the church’s laws, but not without a fair trial. Hextor’s church frequently sends dark-cloaked minions to deal with its enemies in the dead of night, spiriting them away never to be seen again. But a non-evil Hextorite would rather see such enemies brought before the public to be accused and tried openly. Hextor’s justice is absolute, and all members of his church live and die by its truth. NERULL: THE FANE OF THE SKULL The Church of Nerull is accepted in even fewer places than that of Hextor because its members worship the Lord of Death with a cold, haunting fervor. The typical follower of Nerull believes that when all living creatures have passed from this world, Nerull will have ultimate power and reward his most loyal minions with eternal unlife. Non-evil members of the Fane of the Skull are typically neutral. Such individuals believe that death is to be embraced rather than feared. It is merely another state of being, as is undeath. All forms of existence are equally viable, and all provide valuable insights into the workings of the multiverse. Such church members don’t hold to the more widespread doctrine that all undead serve Nerull’s greater plan but believe that such creatures should be limited. They feel that the church is too eager to add to the ranks of undead by killing, and that true worship of Nerull involves studying death for his greater glory. Only after full understanding of death is achieved will the world be in perfect balance. VECNA: THE HALLS OF SECRETS The Church of Vecna is nearly equally split between evil and non-evil members. Many spellcasters pray to the Maimed Lord when they make a new discovery that could be of great value, hoping to keep their knowledge safe until they can make a fortune from a timely exposure. All members of the Halls of Secrets believe that knowledge in the wrong hands should be removed to the safekeeping of the church through any means necessary. Knowledge is too powerful and too dangerous to be left with the uninitiated. It must be guarded carefully by those with the ability to protect it and understand it fully—namely themselves. Non-evil members are typically neutral. They share the same hunger for knowledge and power as the rest, but they are less violent in its acquisition. Such members are also more likely to share what they have learned with those they trust, such as other members of the church (on rare 620_95564_Ch1.indd 27 2/21/07 10:49:51 AM

28CHAPTER 1 RELIGION occasions), or people with whom they have close bonds. But even they believe that knowledge must be protected from those who do not understand or appreciation its importance—a category that includes nearly everyone else in the world. CREATING D&D CHURCHES Since not all divine characters worship deities from the D&D pantheon (and some do not worship any deities at all), you might wish to create your own D&D churches, or model affiliation rules for churches in another campaign setting. The following domain descriptions can be used for that purpose. Players and DMs should work together to design the specific feel and structure of any churches needed, using the domains most appropriate to the deity or belief. Some of the affi liation criteria in this section might be mutually exclusive with those of other domains, or even internally contradictory (depending on what aspect of that domain is being emphasized). Such exclusions are intentional but need not prevent desired pairings. In fact, you don’t have to adopt every criterion in a domain description to make a successful and interesting church model. For example, if you wanted to create a church using the Animal, Death, and Destruction domains, you might not choose as a criterion “protect the resources of you or your pack (adventuring party),” since you’ve defi ned ferocity and killing as key tenets of that religion. Use the following domain descriptions, criteria, and benefi ts as starting points for your own inspiration, and work from there. DOMAIN AFFILIATIONS The cleric domains of the DUNGEONS & DRAGONS game are more than just lists of spells and powerful granted abilities. Each deity of the core pantheon embodies the philosophical concepts of the domains around which it bases its power in addition to granting access to powerful magic through them. In this section, each domain is presented as a basis for creating affi liations like those detailed in the previous pages. Some affiliations have membership restrictions, set out under affi liation score criteria, but most are broad-reaching philosophies. If you’re running a home campaign and don’t want to use the deities from the Player’s Handbook, you can create your own by choosing from the domain entries that follow, then using the affiliation tables provided to come up with church affiliation rules for your new deity. Not every affiliation criterion from a domain needs to be selected for a deity with that domain. Just choose the criteria that match your deity’s concept, then do the same for the affiliation benefits. You could also add a specific Some followers of Nerull do not share their patron’s penchant for evil Illus. by F. Hooper 620_95564_Ch1.indd 28 2/21/07 10:49:53 AM

29CHAPTER 1 RELIGION criterion or two that is unique to your deity, and perhaps even a specific benefit. Alternatively, the deities of your world might be much more focused than those in the D&D pantheon, with each devoted to only one philosophical concept. In such a case, you could use each domain as its own “church,” treating it as a religious affiliation like those described earlier. If you use the core D&D pantheon in your home game, the material provided here expands on each domain as a philosophy. You can substitute different criteria and benefi ts from the domain affi liation tables for those in the churches’ tables if you want to create a different sect for one of the core deities, or if the church affi liation presented for a given deity doesn’t match your concept. AIR DOMAIN The wind moves unhindered throughout the world. It touches all but can never be touched. Air embodies both life (living creatures need it to survive) and death (in the form of destructive winds). By becoming one with the air, you can take fl ight and experience life as you were meant to do—in complete freedom. Deities who grant access to the Air domain embody balance and freedom. Such deities are rarely lawful, but some portion of an air god’s alignment (as is that of any elemental patron) is almost always neutral. Air represents the purest form of existence: It sees the whole world, travels on a whim, and can never be entirely contained. Yet when its power is harnessed, it becomes a potent force. Churches dedicated to air deities preach that no creature can constrain another, and that freedom is meaningful only if it is absolute. The wind seems fi ckle and unpredictable only to those who don’t understand it. In truth, it offers the ultimate equality. Air simply is. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Is capable of flight +3 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the air descriptor +1 Has visited the Elemental Plane of Air at least once +2 Lacks a neutral alignment component (if the deity has one) –4 Multiple Use Frees someone from captivity or slavery +4 Lives in a plain, mountainous region, or other windy area for at least 1 year +1/year Travels more than 100 miles in a week +2/year Humiliates or defeats a follower of earth +1 Casts a spell that has the earth descriptor –1 Knowingly associates with creatures of the earth subtype –2 Imprisons or enslaves another creature –8 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Wind Traveler: Gain a +1 bonus on saves against earth spells and effects, and a +1 bonus to AC against attacks from earth creatures. 2 13–22 Wind Runner: Once per day, gain a +5-foot bonus to speed (all movement modes, even those granted by a spell or special ability) for 1 minute. 3 23–29 Soaring Gust: Use fl y, as the spell, for up to 10 rounds per day (duration need not be consecutive, caster level equals your character level). 4 30 or higher Breath of the Hurricane: Once per day, use overland flight, as the spell (caster level equals your character level) ANIMAL DOMAIN As the domains of humans, elves, and dwarves spread both above and beneath the ground, the beasts of the earth have endured. Whether in the sacred, quiet parts of the world, or just outside civilization’s back door, the fi erce, proud animals have adapted and seek a way to survive. They are your kindred, and it is your duty to render them whatever aid you can in their struggle. A deity with the Animal domain does not discriminate between good and evil, or between law and chaos. Survival is far more important than such civilized concepts. Such deities are fi ercely protective of their territory. The basic requirements of life—food, water, shelter, and companionship—are worth fi ghting and dying for. The dogma of the churches devoted to these deities tends to be simple. Their clergy preaches that the bare essentials of life are more important than any other trappings. However, as humanoids, representatives of these churches have more resources at their disposal than normal animals do. Thus, they often provide shelter and food for roaming packs of dogs, sewer rats, and other animals that have managed to carve their own niches out of an urban environment. Animals in the wild are seen as allies in a mutual struggle for survival, but the church does not provide for their needs as often. “Survival of the fi ttest” is a precept more appropriate to the wilds of nature than to the dangers of civilization. Churches devoted to deities with the Animal domain are typically little more than shrines. For the most part, they exist in out-of-the-way places or temporary shelters, although they occur almost as frequently in cities as in the wilderness. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Handle Animal 5 or more ranks +1 Has an animal companion +2 Can cast summon nature’s ally spells +1 Lacks at least 1 rank in Handle Animal –2 Lacks at least 1 rank in Knowledge (nature) –2 620_95564_Ch1.indd 29 2/21/07 10:49:58 AM

30CHAPTER 1 RELIGION Multiple Use Destroys a sign of civilization encroaching on an animal habitat (such as a lumber camp) +4 Protects own resources and those of the pack (adventuring party) +1 Converts a new member +1 Creates a shelter for animals in an urban area +4 Donates money for the protection of less fortunate animals +1/1,000 gp Frees animals that are used as forced labor +1 Frees animals that are abused or mistreated +2 Contributes to the mistreatment of animals –10 Lives in urban environment for more than half a year –2 Sells one or more animals –4 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–13 Beast Adept: Gain a +2 bonus on Handle Animal checks. 2 14–19 Beast Friend: Once per day, grant an animal companion, an animal summoned with a summon nature’s ally spell, or a dominated animal temporary hit points equal to your character level for 1 minute. 3 20–24 Beast Heart: Gain a +4 bonus on checks made to resist bull rush, trip, or overrun attacks. 4 25–29 Beast Soul: Once per day as a swift action, use summon nature’s ally, as the spell, of a level normally available to you, provided that you use it to summon an animal. 5 30 or higher Beast Master: Once per day, use bull’s strength, bear’s endurance, or cat’s grace, as the spell (your choice each day; caster level equals your character level). CHAOS DOMAIN The world was spawned from the formless void, and all that mortals see and experience is temporary. Life, death, and all other states of being are transitory. One day, the world will return to the absolute chaos that existed at the beginning of time. No one except you can prevent you from enjoying this temporary existence, and since you likely won’t remember this time after you’ve gone on to another, you should live to the fullest. Rules are for those without the inner strength to make their own paths, so seize whatever gives you joy and don’t worry about the consequences. A deity of chaos believes that the laws binding the world exist only to give comfort to those who cannot see the beauty of utter abandon. Rules only prevent an individual from fully experiencing whatever life brings, so they should be ignored or, at worst, tolerated. Chaotic good doctrine teaches that life should be lived joyfully, in the “now.” Chaotic evil churches, on the other hand, teach that mortals should take what they can while they can and not allow others to dictate their behavior. Churches of the deities who seek to balance these two philosophies, such as the chaotic neutral Olidammara, teach a more pragmatic view. People can take what they like, as long as they are willing to accept the consequences. Affi liation Score Criteria: Only chaotic-aligned creatures can gain rank within a chaos church. If your alignment ever changes to one that is no longer chaotic, you lose your affi liation with this church. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Has visited Limbo at least once +4 Multiple Use Secretly breaks an unjust law (if character is not evil) +1 Openly breaks an unjust law (if character is not evil) +3 Secretly breaks any law (if character is not good) +1 Openly breaks any law (if character is not good) +3 Humiliates a law enforcement officer +1 Razes the stronghold of a tyrannical lawful regime +8 Overthrows a tyrannical lawful government +15 Fails in combat against a lawful enemy –4 Acts in an overtly lawful manner (upholding laws at the expense of personal freedom) –4 Knowingly associates with lawful creatures –4 Knowingly associates with devils –8 (if good) or –4 (if evil) Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Individualist: Gain a +2 bonus on Diplomacy checks made to infl uence people oppressed by the law or to foment an uprising against a lawful authority. 2 13–21 Renegade: Gain a +1 bonus on saves against lawful spells and effects. 3 22–29 Revolutionary: Gain a +1 bonus on attack rolls against lawful enemies. 4 30 or higher Anarchist: Once per day, you can randomly redirect a spell targeting you to another target. The new target must be legal and within range, line of effect, and line of sight of the original caster. DEATH DOMAIN The fi nality of death is eternal. Life is but an interim state of existence, teaching mortals to appreciate the strength of death and its invincibility. Nothing is certain except that life always, eventually, succumbs to death. Revel in that certainty. Plumb the secrets of death, and embrace it when it comes for you. A death deity embodies the concept of death as the ultimate power. The only feature all living creatures have in common is that someday death will claim them all. One deity of death might hasten the fl ow of souls from life to death, while another sees the transition as an impersonal process. The churches of light and life differ in their appreciation of living creatures, and so do the churches of death deities in their veneration of the eternal mystery. All such religions teach that death is, if not desirable, at least to be viewed without trepidation. Some churches of death believe that life is a disease, and that only when “cured” of this malady can one come to know ultimate strength. Such groups revel in the slaughter of all living beings and include more undead than living members. Other churches, including the Ruby Temple of Wee Jas, preach that death should be understood and not feared. These groups believe that a creature’s predestined 620_95564_Ch1.indd 30 2/21/07 10:49:59 AM

31CHAPTER 1 RELIGION time of death is not to be interfered with. Still other churches believe that the transition from life to death releases great power that can be harnessed for some purpose. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Maintains a CR 1–10 undead minion for at least 1 month +1 Maintains a CR 11+ undead minion for at least 1 month +2 Can spontaneously cast 3rd-level or higher infl ict spells +1 Can cast 5th-level or higher necromancy spells +2 Can cast animate dead +1 Can cast create undead +2 Can cast create greater undead +3 Can cast a spell that kills a creature outright, not through damage (such as finger of death or slay living) +1 Has been undead but is now alive +1 Is currently undead +2 Maintains a shrine honoring the dead for 1–51 weeks (if character is non-evil)* +1 Maintains a shrine honoring the dead for one year (if character is non-evil)* +10 * Overlaps for same shrine. Multiple Use Kills ten or more living creatures within 1 day (if character is evil) +1 Aids the uneducated masses in the understanding of death (if character is non-evil) +1 Converts a new member +1 Makes a new discovery about the nature of death or dying +2 Does not bring a dead creature back to life, despite having the power to do so +2 Associates with followers of a deity of life or healing (such as Ehlonna or Pelor) –2 Casts raise dead, resurrection, or a similar spell –4 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–10 Novitiate: Gain a +2 bonus on Knowledge (religion) checks made regarding undead. 2 11–17 Adept: Gain a +2 bonus on turn or rebuke undead checks. 3 18–24 Grave Guardian: Gain a +1 bonus on (non-evil) saves against the spells and abilities of undead creatures. 3 18–24 (evil) Grave Guardian: Once per day, grant an allied undead creature within 30 ft. a +1 bonus on attack and damage rolls for 1 minute. 4 25–29 Death Warden: Effective caster level for spells that have the death descriptor increases by 1. 5 30 or higher Master Necromancer: Once per day (non-evil) as a full-round action, attempt a turn or rebuke undead check with a +4 bonus. If the check is successful, the creature is instantly destroyed. 5 30 or higher Master Necromancer: If undead, (evil) gain turn resistance +4, or increase existing turn resistance by 4. DESTRUCTION DOMAIN The righteous stand to gain great power in this world and the next, but the faithless deserve utter destruction. Those worthy of salvation will be absolved; the unworthy will fi nd no solace from you. A deity with the Destruction domain has no patience for disbelievers—or worse yet, heretics. Such deities are absolute in their judgment, whether their decisions are reached in haste or after deliberation. Destruction is not simple death—it is obliteration, often spiritual as well as physical. Some deities decree that only certain individuals or groups are deserve such punishment, but many endorse a policy of annihilation for adversaries in any sort of conflict. Whatever their motives, these churches all teach that their mission is not complete unless their enemies’ deaths are irreversible. A church dedicated to a deity of destruction teaches that enemies should be given no quarter. Any creature it identifi es as a foe is marked for obliteration. Adherents of these religions rarely take prisoners unless doing so furthers the cause of the church. (Few churches with any sort of power base are ever foolish enough to destroy a potential resource.) Churches of destruction deities view the use of such absolute force either as a brutal necessity or as a glorious celebration of their faith. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Base attack bonus +5 or higher +1 Knowledge (religion) 5 or more ranks +1 Can cast disintegrate or destruction +2 Can cast 5th-level or higher spells +2 Possesses ranks in a Craft skill –2 Multiple Use Razes a stronghold of an enemy of the church +8 Destroys an enemy so thoroughly that it can’t be brought back from the dead +10 Kills an enemy with a successful critical hit +2 Kills an enemy with a single blow, taking it from full health to 0 or fewer hp +1 Destroys any item considered a threat to the church +2 Sunders an enemy’s weapon and destroys it in one blow +1 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–9 Wrecker: Gain a +2 bonus on opposed attack rolls made to sunder objects. 2 10–20 Reaver: Gain a +1 sacred bonus on Fortitude saves. 3 21–26 Destroyer: Once per day, deal extra damage equal to your character level for one melee attack. 4 27–29 Eradicator: Effective caster level for inflict spells or harm increases by 1. 5 30 or higher Annihilator: Once per day, create a localized tremor that mimics the earthquake spell (CL 15th) in a 10- ft. radius centered on you. (You are unaffected.) 620_95564_Ch1.indd 31 2/21/07 10:50:01 AM

32CHAPTER 1 RELIGION EARTH DOMAIN The air passes over and the water through, but the earth endures. Kingdoms and civilizations rise and fall, but the mountain still stands. To wear a mountain down takes eons, yet in time, another will rise to take its place. Like the mountains, you stand tall and strong, drawing your power from the earth beneath your feet. The fi rst creatures of the world were created from the earth. In the D&D pantheon, Moradin the Soul Forger crafted the fi rst races from the living stone around his forge. Deities of earth are patient beings, willing to wait for millennia to see their goals fulfi lled. Like those of other elements, they often have a neutral alignment component. They are strong and deliberate and do not make up their minds quickly, but once they have come to a decision, they are as endlessly stubborn as any stone. They are slow to anger, but once their ire is roused, their retribution is as fi erce and sudden as an earthquake. A church of an earth deity preaches that earth is the preeminent element, and that it is the source of all strength and all life. It carries the water, absorbs the wind, and is unharmed by fi re. Such groups teach that the earth was the fi rst creation brought forth from the void that preceded creation, and that it will exist long after the races of humans, elves, and even dwarves have passed from the world. The followers of earth deities also believe that complete peace comes only from emulating the soil and stone. Patience, solidity, and resilience are valued highly in such organizations. Affiliation Score Criterion Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Has a burrow speed +4 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the earth descriptor +1 Has visited the Elemental Plane of Earth at least once +2 Lacks a neutral alignment component (if the deity has one) –4 Multiple Use Remains within the same 10-sq.-mile area for 1 year +2 Explores a new underground or mountainous area +2 Lives in a mountainous region or underground for at least 1 year +1/year Humiliates or defeats a follower of air +1 Holds a position in battle against odds of two to one or worse +2 Successfully defends an item or structure important to the church +4 Casts a spell that has the air descriptor –1 Knowingly associates with creatures of the air subtype –2 Fails to defend an item or structure important to the church –8 A follower of a deity of destruction shows no mercy to its enemies Illus. by W. England 620_95564_Ch1.indd 32 2/21/07 10:50:02 AM

33CHAPTER 1 RELIGION Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Earth Walker: Gain a +1 bonus on saves against air spells and effects and a +1 bonus to AC against air creatures. 2 13–22 Strength of Stone: Gain a +4 bonus on checks made to resist bull rush, trip, or overrun attacks. 3 23–29 Mighty Avalanche: Once per day, gain a +2 bonus to Strength and Constitution for 1 minute as long as your feet touch the ground. 4 30 or higher Feet of the Mountain: Gain a burrow speed of 20 feet for 10 rounds per day (duration need not be consecutive). EVIL DOMAIN Concern for others is for the weak. Other creatures exist to be used, exploited, or disposed of in any way that advances your own agenda. Evil acts are an expedient means to some end— even if that end is no more than glory in the acts themselves. The tyrant, the sociopath, and the egocentric are all archetypes of evil who advance their own goals through evil acts. Deities of evil have no compassion, not even for their own followers. They grant divine power because doing so furthers their own ends, be they calculated or utterly mad. Mortals are tools to advance their agendas or to be sacrifi ced for some desired purpose—usually more power. Churches of evil deities vary wildly in their agendas, which manifest in the way their adherents pursue the deities’ goals. Merely thinking evil thoughts does not necessarily make a person evil; acting on those thoughts is what defines an evil alignment. The priests of evil churches exhort their congregations to seize any opportunity to commit acts of depravity or exploit other creatures for gain. Affi liation Score Criteria: Only evil-aligned creatures can gain rank within an evil church. If your alignment ever changes to one that is not evil, you lose your affi liation with this church. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Furthers the church’s cause through evil acts +2 Creates opportunities to pursue an evil agenda +1 Creates opportunities to pursue an evil agenda in a strongly good-aligned area (such as a city run by paladins) +3 Has visited an infernal plane at least once +4 Multiple Use Performs an overtly evil act in a meaningful/dangerous situation +1 Openly thwarts a good-aligned enemy +2 Slays a creature with the good subtype +1/4 creature’s CR Razes the stronghold of a good-aligned regime +8 Overthrows a good-aligned government +15 Fails in combat against a good-aligned enemy –4 Performs an overtly good act –4 Knowingly associates with good-aligned creatures –4 Knowingly associates with celestial creatures –8 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Scoundrel: Gain a +2 bonus on Intimidate checks against creatures whose character level are below your. 2 13–21 Villain: Gain a +1 bonus on saves against good spells and effects. 3 22–29 Fiend: Gain a +1 bonus on attack rolls against good-aligned enemies. 4 30 or higher Paragon of Villainy: Once per day, gain an aspect of evil for 1 round/ character level. Each good-aligned creature that moves within 5 feet of you must succeed on a Will save or become stricken with fear as the fear spell (DC 14 + your Cha modifier; CL equals your character level). FIRE DOMAIN Nothing can withstand the heat of the inferno. The greatest glory of all is in the flames consuming all in their path. Even steadfast earth and water become tools to do the bidding of eternal fire. Air serves only to fuel the flames. The deities of fi re are always hungry. Whatever causes they espouse or goals they aspire to, they pursue their agendas with unpredictable abandon. Even when they seem beaten, they can lie in wait, smoldering, until the time is right for their fl ames to leap up once more. Fire deities are passionate, moody, and given to fi ts of temper, and they are more likely to indulge in carnal pleasures than most others. Like other elemental deities, they typically have at least one neutral alignment component. A church dedicated to the worship of a fire deity typically engages in impassioned proselytizing; its adherents stand on street corners and harangue passersby to worship their lord. Fire churches have active missionary movements, sending hardy clerics into the wild reaches of the world in search of converts. The heady mix of impassioned sermons and gaudy shows of power (usually casting impressive spells such as flame strike) make them popular even among more savage humanoid tribes, as does their habit of encouraging parishioners to give in to the whims of the flesh. Most fire churches are also distinctly warlike, and many active priests have levels of barbarian as well as cleric. Slights to their members or their deities are not tolerated. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Has innate resistance to fire +2 Has innate immunity to fi re +4 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the fi re descriptor +1 Has visited the Elemental Plane of Fire at least once +2 Lacks a neutral alignment component (if the deity has one) –4 620_95564_Ch1.indd 33 2/21/07 10:50:08 AM

34CHAPTER 1 RELIGION Multiple Use Serves as a missionary in an inhospitable region for at least 1 month +2 Converts a new member +1 Explores a new volcanic or fiery area +2 Razes an enemy structure to the ground using fi re +1 Deals 30–99 points of fire damage with a single spell +1 Deals 100 or more points of fire damage with a single spell +5 Lives in a volcanic region for at least 1 year +1/year Humiliates or defeats a follower of water +1 Successfully defends an item or structure important to the church +4 Casts a spell that has the water descriptor –1 Knowingly associates with creatures of the water subtype –2 Refuses a missionary assignment –4 Fails to attack an enemy of the church, given an opportunity –8 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Fire Walker: Gain a +1 bonus on saves against water spells and effects, and a +1 bonus to AC against water creatures. 2 13–22 Scorching Ember: Gain a +1 bonus on initiative checks. 3 23–29 Roaring Confl agration: Gain resistance 10 to fi re for 2 minutes per day or increase existing resistance to fi re by 10 for 2 minutes per day (duration need not be consecutive). 4 30 or higher Raging Inferno: Once per day, any weapon you wield (melee or ranged) deals an extra 1d6 points of fire damage for 1 round/character level (duration need not be consecutive). GOOD DOMAIN Life is a struggle, and no one can endure its hardships entirely alone. But altruism does not always come naturally. Doing for others means sacrifi ce—sometimes the ultimate sacrifi ce of your own life. But you know that your selfl essness and charitable nature will be rewarded in the next life, when your spirit merges with divine purity. The benevolent and just ruler, the altruistic missionary, and the freedom fi ghter are all followers of good, each pursuing the path to purity in a different manner, and each seeking to redeem the souls of the lost. The deities of good endorse a philosophy that doing for others is more important than doing for oneself. Such deities are kind, caring, and actively interested in the welfare of their mortal followers. The souls of mortals are treasures, not avenues to power (although even a good deity wouldn’t decline power gained through pure means). Self-denial is often a cornerstone of the belief structure for these deities’ churches. Some hold that a mortal cannot truly learn the meaning of goodness without experiencing the ultimate sacrifi ce. Like true evil, true goodness is composed of both intent and action. It is not enough to harbor kind thoughts in your heart; they must be expressed as deeds. Churches of good are likely to be engaged in missionary work. Souls turned to evil or apathy must be aided in any way—even by destroying their mortal forms if necessary. All churches of good openly preach messages of redemption, but some take a stiffer stance than others on how such redemption should be delivered. Some teach that certain kinds of evil creatures are irredeemable and must be destroyed. Others hold that even the most despicable souls, such as those of fi ends, can be saved by a heart of absolute purity (possibly requiring a great deal of time). All good churches are intolerant of sin, though their defi nitions of sin vary wildly. According to most doctrines, perfect purity can be achieved only through a lifetime of experience—and even then, most fall short of ultimate glory. Affi liation Score Criteria: Only good-aligned creatures can gain rank within a good church. If your alignment ever changes to one that is not good, you lose your affi liation with this church. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Furthers the church’s cause through good acts +2 Has visited a celestial plane at least once +4 Multiple Use Performs an act of personal sacrifice +1 Openly thwarts an evil enemy +2 Aids the less fortunate with personal funds +1/500 gp expended Converts a new member +1 Slays an evil creature +1/4 creature’s CR Establishes an organization dedicated to acts of good (such as a poorhouse or orphanage) +4 Works to undermine an evil government +2 Gives up own life for that of another +8 Overthrows an evil-aligned government +8 Overthrows an evil-aligned government and installs a good government in its place +15 Fails in combat against an evil-aligned enemy –4 Performs an overtly evil act –4 Knowingly associates with evil-aligned creatures –4 Knowingly associates with fiendish creatures –8 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Samaritan: Gain a +2 bonus on Diplomacy checks made to avoid combat. 2 13–21 Humanitarian: Gain a +1 bonus on saves against evil spells and effects. 3 22–29 Altruist: Gain a +1 bonus on attack rolls against evil-aligned enemies. 4 30 or higher Saint: Once per day, confound an evil foe within 5 feet with the power of good, forcing it to make a Will save (DC 10 + your character level + your Cha modifier) or be unable to take an attack or spellcasting action on its next turn. HEALING DOMAIN Life is more valuable than anything else in the multiverse. It is a rare and precious gift, and preserving it is the highest 620_95564_Ch1.indd 34 2/21/07 10:50:09 AM

35CHAPTER 1 RELIGION calling to which one can aspire. Those who cheat life and pursue a path of death (or worse, undeath) are fools who bring only pain and misfortune to the world. By preserving life and health, you take a stand against death and heal some of the world’s ills. Deities of the healing arts try to alleviate suffering and pain and value life, in all its forms, above all else. Such deities are nearly always good, although those who espouse the practice of medicine as a purely scientifi c pursuit might be neutral. But even good-aligned healing deities discourage their followers from withholding aid even from a creature with the blackest of souls. Only creatures that spurn life are without hope of redemption, and worshipers of healing deities use cure spells to guide them to a peaceful afterlife. The church of a healing deity is likely to found adjunct hospitals or schools of medicine. Some such churches practice only divine healing, while others teach that sustaining and aiding life can follow many paths, including the use of alchemy or natural remedies. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Heal 5–9 ranks +1 Heal 10 or more ranks +2 Can spontaneously cast 3rd- or 4th-level cure spells +1 Can spontaneously cast 5th-level or higher cure spells +2 Can cast heal +3 Serves in a hospital without compensation of any kind for at least 1 month +2 Multiple Use Discovers a new natural remedy that heals or removes a debilitating condition +1 Heals more than 50 points of damage with a single cure spell +1 Converts a new member +1 Uses the Heal skill to stabilize a dying creature +1 Brings a dead creature back to life with raise dead or similar magic +2 Founds a hospital or organization dedicated to the healing arts +6 Destroys a CR 8+ undead creature +1/4 creature’s CR Casts a spell that has the death descriptor –2 Refuses healing to a living creature when providing it is feasible –4 Associates with known followers of a deity devoted to death –4 Takes the life of another creature without cause –10 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–10 Novitiate: Gain a +2 bonus on Heal checks made to stabilize a dying creature. 2 11–17 Healer: Gain a +2 bonus on turning checks. 3 18–24 Bastion of Health: Gain a +1 bonus on saves against the spells and abilities of undead creatures. 4 25–29 High Physician: Effective caster level for healing spells increases by 1. 5 30 or higher Master Physician: Once per day, cast a cure spell as a ranged touch spell with a range of 30 feet. Clerics of healing value life above all else, and they find undead to be an abomination in the eyes of their deity Illus. by H. Lyon 620_95564_Ch1.indd 35 2/21/07 10:50:11 AM

36CHAPTER 1 RELIGION KNOWLEDGE DOMAIN Knowledge truly is power. Understanding an enemy’s weakness can turn defeat into victory, and the right piece of information can open any door. Wizards and their ilk embrace learning as a path to might, but arcane lore is only one aspect of knowledge. With absolute, untainted certainty, you can make the impossible possible. Deities of knowledge seek it in any form: information about their foes, about their allies, and about the nature of the multiverse. All deities of knowledge share a healthy respect for the unknown and an insatiable curiosity, and they pursue knowledge without concern about its potential for good or evil. They differ only in their motives. Some covet lore and seek to conceal it from others, using it to further their own agendas. Others seek to pass knowledge along, so that all might share in the benefits of their discoveries. A church devoted to a deity of knowledge follows its patron’s desires when gathering, cataloguing, and disseminating information. Such churches instill the hunger for learning in their parishioners, and many start schools for basic or advanced instruction. Their clerics share their patrons’ hunger for knowledge. Some choose to obtain it through adventuring, seeking out lost temples or ancient ruins to learn the secrets of the past. Others hire spies to ferret out secrets that they can use to increase their personal power. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (any) 5–9 ranks +1/skill Knowledge (any) 10 or more ranks +2/skill Skill Focus (Knowledge [any]) +1 Can cast 3rd- or 4th-level divination spells +2 Can cast 5th-level or higher divination spells +3 Has at least one level in the loremaster class +1 Has at least one level in the wizard class +1 Is illiterate –4 Lacks ranks in any Knowledge skill –2 Multiple Use Turns the tide of a battle by identifying an enemy creature’s weakness with a Knowledge check +1 Teaches at a church-sponsored school for at least 1 month* +1 Teaches at a church-sponsored school for at least 1 year* +2 Helps found a church-sponsored school +4 Recovers an ancient, previously lost piece of knowledge +2 Recovers an ancient, previously lost piece of knowledge on another plane +4 Discovers a new creature and identifies at least two of its special attacks or qualities +1 Converts a new member +1 Donates recovered new knowledge to the church +2 Prevents the destruction of knowledge +2 Willingly destroys a book –2 Knowingly associates with an organization that destroys sources of knowledge –4 Destroys a place of learning –10 Steals knowledge from the church –10 * Overlaps for the same church-sponsored school. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Student: Choose a Knowledge skill in which you have at least 1 rank. Gain a +2 bonus on checks with that skill. (Once made, this choice cannot be changed.) 2 13–19 Academic: Once per day, gain a +2 insight bonus on a single attack, save, or check. 3 20–29 Master Researcher: Effective caster level for divination spells increases by 1. 4 30 or higher Scholar: Once per day, negate a single ability of an enemy creature that you’ve discovered using a successful Knowledge check. This effect lasts for 1 minute and is a supernatural ability. The creature can attempt a Fortitude save (DC 10 + your character level + your Int modifier) to negate this effect. LAW DOMAIN The world might have been formed from chaos, but through the application of perfect order and the fi rst laws, it was given form. Law now reigns supreme. Cultures everywhere have found peace through following this model, creating their own laws and forging discipline and order where none existed before. In bringing this mighty force into your own life, you too have experienced peace and stability. Deities of law are strict, unbending, and often unforgiving, although the specifi c laws of their churches might be tempered by their individual moral codes. Whether they are dedicated to good, evil, or neither, all law deities know that order brings strength and security, but only if it is enforced without exception. Allowing even one person to break the law sets a dangerous precedent. A church devoted to a law deity is highly principled and steeped in tradition. Such churches often become involved in local politics so that they can help to shape the laws that govern the population. But whether or not they are openly part of an area’s government, the clerics of these churches respect the law of the land, despite their personal feelings—provided that it does not contradict the higher law of the church. Followers of a lawful good church keep the welfare of the community in mind, actively looking for failed laws and trying to improve them. Those of a lawful neutral church place more faith in the laws themselves, and create and enforce those that benefi t their own interests. Affi liation Score Criteria: Only lawful-aligned creatures can gain rank within a law church. If your alignment ever changes to one that is not lawful, you lose your affi liation with this church. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Serves as a member of a local government for at least one month* +1 Serves as a member of a local government for at least one year* +3 * Overlaps for the same government. 620_95564_Ch1.indd 36 2/21/07 10:50:13 AM

37CHAPTER 1 RELIGION Multiple Use Brings a lawbreaker to justice +1 Aids a government by improving or creating its system of laws +6 Converts a new member +1 Destroys a creature of the chaotic subtype +1/4 creature’s CR Brings order to a frontier or lawless region +4 Reports a lawbreaker, no matter the law or circ*mstance (if character is evil) +1 Plays a key role in revising an unjust law (if character is good) +1 Breaks a law –2 Fails in combat against a chaotic-aligned enemy –4 Acts in an overtly chaotic manner –4 Knowingly associates with creatures of the chaotic subtype –4 Knowingly associates with demons –8 (if good) or –4 (if evil) Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Citizen: Gain a +2 bonus on Diplomacy checks (if good) or Intimidate checks (if evil) made while enforcing the law 2 13–21 Deputy: Gain a +1 bonus on saves against chaotic spells and effects. 3 22–29 Marshal: Gain a +1 bonus on attack rolls against chaotic-aligned enemies. 4 30 or higher Judicator: Once per day, with a successful touch attack, you can compel a creature to tell the truth for 1 minute. A successful Will save (DC 10 + 1/2 your character level + your Cha modifier) negates the effect. LUCK DOMAIN Fate is fi ckle. Although fortune might occasionally favor the bold, the wise make their own luck. The worship of luck combines respect for the inevitable randomness in life with a dedication to swaying fate in one’s own favor. The unenlightened allow fate to trample roughshod over their lives, bringing doom as often as joy. A true master of fortune manipulates luck ever so slightly to bring more good outcomes than bad. Most deities of luck are chaotic in nature, but pure chance is only part of the Luck domain. Such deities often let fate decide their actions, such as by fl ipping a coin to make a decision. But they also consider all possible outcomes before choosing a path. Clerics of deities devoted to luck preach messages of independence, telling their congregations to seek truth within themselves and make their own way in the world. These churches embody the belief that what goes around comes around. The whim of fate touches everyone, but that those who are prepared are likely to do better than those who aren’t. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Nonlawful alignment +1 Knowledge (religion) 5 or more ranks +1 Use Magic Device 5 or more ranks +1 Is entitled a reroll at least once per day, through a spell, feat, or item +1 Lawful alignment –2 Charisma 8 or lower –2 Multiple Use Survives an encounter with an EL 3–4 higher than own character level +1 Survives an encounter with an EL 5 or more higher than own character level +2 Prepares for an important battle ahead of time in some fashion +1 Avoids a battle as a result of careful preparation +1 Wins a battle as a result of careful preparation +4 Wins a battle against seemingly insurmountable odds as a result of careful preparation +8 Scores two consecutive critical hits in a single battle +1 Scores three or more consecutive critical hits in a single battle +3 Converts a new member +1 Finds a use for an item thought to be useless +1 Fails in combat due to lack of preparation –4 Rolls a natural 1 on two consecutive rolls –4 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–13 Blessed: Gain a +2 bonus on Knowledge checks made to prepare for an upcoming challenge or adventure. 3 14–21 Charmed: Gain a +1 bonus on caster level checks made to overcome spell resistance. 4 22–29 Scion of Luck: Once per day, gain a bonus equal to +1 per three character levels on one saving throw. 5 30 or higher Fatebender: Once per day, force one opponent to reroll an attack, check, or save after you know the result of the roll. MAGIC DOMAIN The forces that power the multiverse are many, but chief among them is magic. Whether arcane, divine, or otherwise, magic can manipulate all other forces. By mastering that power, you can bend all things to your will. Deities of magic are mostly unconcerned with distinguishing between arcane and divine magic, wielding both with ease. True power lies in more than mastering a single approach to this force. These deities encourages the founding of schools devoted to magic. In such halls, novice wizards master their first cantrips while clerical scholars practice powerful rituals to scourge the land with holy fire. Very often, a deity of magic is also a deity of knowledge, since the two disciplines are inextricably tied together. Churches of magic have few members, since the level of education necessary to pursue such learning is rare 620_95564_Ch1.indd 37 2/21/07 10:50:14 AM

38CHAPTER 1 RELIGION in most communities. They fund their studies through researching new spells, creating magic items of all sorts, and sponsoring exploration of ancient sites that hold magical secrets from ages long past. Clerics of a deity of magic are devoted to exploring and furthering the laws of magic. Many walk the path of the mystic theurge, mastering arcane and divine magic equally. In their capacity as priests, these clerics do not preach so much as they teach. A typical sermon might consist of a lecture on summoning creatures from a distant plane, or dealing with the correct mix of ingredients to cast a fireball correctly, or more esoteric topics. Deities of magic gain power and great joy through the discoveries made by their mortal servants. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (arcana) or (religion) 5–9 ranks +1/skill Knowledge (arcana) or (religion) 10 or more ranks +2/skill Use Magic Device 5–9 ranks +1 Use Magic Device 10 or more ranks +2 Can cast 3rd- or 4th-level arcane or divine spells +1 Can cast 5th-level or higher arcane or divine spells +2 Can cast both arcane and divine spells +1 Has one or more item creation feats +1 Lacks any spellcasting ability –2 Multiple Use Converts a new member +1 Discovers a new source of magical power +4 Creates a new spell or magic item +1 Destroys a foe single-handedly using only magic +1/4 creature’s CR Defends a bastion of magical knowledge from attack +4 Recovers an artifact and donates it to the church +10 Founds a school of magic* +4 Founds a school of magic dedicated to both arcane and divine magic* +6 Destroys a magic item or magic-related knowledge –8 Knowingly associates with those who hunt or persecute spellcasters –4 Loses or destroys magic church property –1/1,000 gp value Fails to defend an item or location important to the church –4 * Overlaps for the same school. Affiliation Title: Benefi ts Rank Score and Duties 0 3 or lower None. 1 4–14 Orison/Cantrip: Gain a +2 bonus on Use Magic Device checks made to emulate a class feature. 2 15–22 Prodigy: Gain a +2 bonus on Spellcraft checks made to identify a spell being cast. 3 23–29 Sage: Effective caster level for a single type of magic (arcane of a single school or divine, your choice) increases by 1. 4 30 or higher Master of Magical Philosophy: Once per day, counter a spell without a readied action, and without having the same spell ready to cast, provided you succeed on a Spellcraft check to identify the spell as The pursuit of magic drives many to seek out the most inhospitable regions of the world normal. Illus. by E. Deschamps 620_95564_Ch1.indd 38 2/21/07 10:50:16 AM

39CHAPTER 1 RELIGION PLANT DOMAIN Many creatures walk the earth, and some of them (especially humanoids) have the audacity to consider themselves rulers of the land. In fact, the world is ruled by a different order altogether: its plant life. The most ancient trees have witnessed the passage of eons. When mighty armies clash in epic battles and civilizations fall, vegetation moves in and feeds on the remains. Plants have witnessed every event since the fi rst spark of creation, and learning to tap their wisdom can open up unmatched power. Plant deities take a long view of the world. They have the capacity for endless patience and are willing to wait millennia for their plans to come to fruition. A plant deity becomes upset only when the unnatural world interferes with the course of nature. The exact defi nition of “unnatural” varies from one deity to another, but nearly all revile the undead. Most also frown upon intelligent races that breed too quickly or spread their civilizations too widely. To plant deities, the most sacred places in the world have stood undisturbed by any force other than nature since the beginning of time. A plant deity’s followers are just as often fey or creatures of the plant type as they are humanoids, and the clergy of its church can include as many druids as clerics. Churches of plant deities rarely maintain temples in the conventional sense. Their members congregate outside in natural settings. To their priests, plants provide the fundamental sustenance for all forms of life, so harvest and planting times are key holidays in their calendars. The priests of plant churches teach that true wisdom comes from observing the natural cycle of plants and from communing with them. The most powerful members set out on long voyages to fi nd the sacred, untouched regions of the world and speak with the plants there, witnesses to the wisdom and knowledge of the most ancient days. Devotees of a plant deity domain revere vegetation as the living embodiment of their patron on earth. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5–9 ranks +1 Knowledge (nature) 10 or more ranks +2 Has visited an untouched area of plant life at least once +4 Spends 1–11 months protecting a natural area from exploitation or destruction* +2 Spends one year protecting a natural area from exploitation or destruction* +6 Can cast 3rd- or 4th-level divine spells +1 Can cast 5th-level or higher divine spells +2 Can cast speak with plants +1 Lacks ranks in Knowledge (nature) –2 * Overlaps for same area. Multiple Use Protects a natural area from destruction +2 Protects a sacred grove or other untouched natural area from destruction +4 Discovers a new type of plant or creature of the plant type +1 Converts a new member +1 Sets up a natural preserve where plants cannot be harvested +2 Organizes a celebration of the planting or harvest +2 Participates in a community’s annual planting or harvest +1 Destroys knowledge pertaining to plants –4 Fails to prevent the destruction of a natural area –4 Fails to prevent the destruction of a sacred grove or untouched natural area –15 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–13 Seed: Gain a +2 bonus on Knowledge (nature) checks relating to plants. 2 14–19 Sapling: Gain a +2 bonus on saves against poison. 3 20–24 Mature Growth: Gain a +2 bonus on saves against mind-affecting spells and abilities. 4 25–29 Old-Growth Adept: You no longer need to eat or drink to live as long as you spend 10 minutes each day with your bare feet or hands in contact with the earth or a plant. 5 30 or higher Ancient Heart of the Forest: Once per day as an immediate action, gain immunity to critical hits for 1 minute. This ability can be activated in response to a critical hit against you. PROTECTION DOMAIN The multiverse is a dangerous place, and the wary always outlive the careless. You might make the heavens quake with the power of your spells, or cut a swath through your foes with mighty sweeps of your greatsword, but if you cannot survive heaven’s wrath or a mightier enemy, what good is all that power? The Protection domain embodies the philosophy of defense fi rst. For some, this concept means protecting others; for others, oneself. The master of this ideal is often the last one standing on a bloody battlefi eld. Many protection deities champion the cause of the defenseless or downtrodden. They highly value the lives of their followers, often the smallest or most fragile-seeming creatures. But not all are interested solely in the defense of others. In some cases, only the strongest are worthy of divine wards and abjurations; the weak must find mercy elsewhere. In either case, deities of protection do not espouse purely defensive strategies. Sometimes, the best protection is forethought: Eliminate a threat before it can manifest, by engaging enemies when they least expect it and when conditions favor the defenders. Built like a small fortress, the church of a protection deity can withstand full-scale sieges. The priests of such churches preach sermons on preparedness. As winter approaches, they 620_95564_Ch1.indd 39 2/21/07 10:50:20 AM

40CHAPTER 1 RELIGION remind their parishioners to store up food and mend their roofs. If nearby goblins typically raid during the spring thaw, the church of a protection deity warns the town’s leaders to double the guard during that season. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Profi cient with heavy armor and shields +1 Has an adamantine weapon or armor +1/item AC 25–34 +1 AC 35–49 +2 AC 50 or higher +4 Can cast a spell that increases AC +1/spell Can cast a spell that increases at least one saving throw modifi er +1/spell Can cast 3rd- or 4th-level abjuration spells +2 Can cast 5th-level or higher abjuration spells +3 Guards the church or a structure important to the church for 1–11 months* +1 Guards the church or structure important to the church for at least one year* +4 AC 20 or lower –2 * Overlaps for the same structure. Multiple Use Successfully defends a church or other structure important to the church +2 Converts a new member +1 Saves the life of a church member who has an affiliation score of 21 or higher +3 Catches an enemy of the church off guard and defeats it through superior preparation +1/4 creature’s CR Defends a community or group unable to defend itself (if character is good) +4 Razes the stronghold of an enemy of the church +8 Razes the stronghold of an enemy of the church while the inhabitants are unprepared or through superior preparation +10 Allows a close friend to die –1 Fails to defend a structure or item important to the church –6 Refuses a mission to defend the church –8 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–10 Protector: Gain a +2 bonus on Sense Motive checks. 2 11–18 Guardian: Choose Fortitude, Reflex, or Will. Gain a +1 bonus on the selected saving throw. (Once made, this choice cannot be changed.) 3 19–29 Knight-Defender: You can ready a shield as a free action (normally a move action). 4 30 or higher Holy Shield: Once per day as an immediate action, grant yourself or an ally a dodge bonus to AC equal to 1/2 your character level. (This ability can be used after you know the result of the roll.) STRENGTH DOMAIN The word “strength” conjures up images of muscled warriors swinging massive swords and cutting down foes. But the concept of strength is more than physical. Someone grounded in this ideal is mighty in all aspects, whether through raw physical power, force of will, or sheer presence. Despite this emphasis on well-rounded strength, deities devoted to this principle fi nd more joy in the physical exertion of melee combat than in more intellectual forms of battle. They are robust and exuberant, with personalities that overwhelm those around them. Such deities revel in displays of physical might, such as athletic competitions. A temple of a strength deity often resembles an arena. Many serve primarily as arenas with simple altars or shrines annexed to them. Athletic contests and feats of strength form part of worship services, and prayers typically begin with some sort of physical activity. Community outreach generally consists of combat training, in which the clergy teaches young members basic martial skills. The priests of a strength church are as likely to be fi ghters or barbarians as clerics. They teach that strength of body and mind embodies the primal forces of the multiverse and that, by harnessing these forces, followers can channel the raw energy of the world into everyday actions. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Fortitude save +10 or higher +1 Will save +10 or higher +1 Power Attack +1 Strength 20–29 +1 Strength 30–39 +2 Strength 40 or higher +3 Base attack bonus +5 or higher +1 Strength 12 or lower –2 Fortitude save +4 or lower –4 Will save +4 or lower –4 Multiple Use Destroys an enemy of the church +2 Razes the stronghold of an enemy of the church +8 Wins an athletic competition +1/4 opponent’s CR Wins an athletic competition against an opponent that has a CR 3 or more higher than own character level +1/2 opponent’s CR Defeats an opponent by grappling only +1/4 creature’s CR Destroys a creature at full hit points with one blow +1/4 creature’s CR Converts a new member +1 Deals 30–99 points of damage with a single blow +1/4 creature’s CR Deals 100 or more points of damage with a single blow +1/creature’s CR Loses an athletic competition against a foe that has a CR 1 or more below own character level –2 Loses in battle against an enemy of the church –4 Is caught cheating in an athletic competition –10 (if lawful) or –6 (if chaotic) 620_95564_Ch1.indd 40 2/21/07 10:50:21 AM

41CHAPTER 1 RELIGION Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–12 Hearty Soul: Gain a +1 bonus on Climb and Jump checks. 2 13–21 Pillar of Strength: Gain a +2 bonus on Strength checks (but not Strength-based skill checks). 3 22–29 Mighty Champion: Once per day, add your Strength modifi er to a single Fortitude or Will save. 4 30 or higher Paragon of Brawn: Your Strength score permanently increases by 1. SUN DOMAIN Untouchable, the sun hangs in the sky, bringing light, warmth, and ultimately, life itself. It enables crops to grow, warms the land and its denizens, and brings life to those who toil on the surface of the world. This aspect of the sun’s power is not the only manifestation of its divinity, however. Some of the vilest creatures in existence cannot tolerate the sun. Its holy rays scorch the fl esh from their bones or destroy them outright. Deities of the sun wield tremendous power among surface-dwelling mortals—even those who pledge their allegiance to other deities. Sun deities demonstrate compassion for the creatures that depend upon their light while at the same time demanding respect for their power. Their wrath is fearsome to behold. The full manifestation of the sun’s divine brilliance can incinerate enemies as surely as if they stood inside the fi ery orb itself. Because of this dichotomy between lifegiving power and incredible devastation, the alignments of sun deities can vary widely, though the need for balance between those forces means such gods are rarely chaotic. A church of the sun is popular in any region, especially among the working classes. Since crops need light to grow, a sun temple is the fi rst place a farmer stops to pray for a good season. Temples of the sun are rarely if ever found underground. Many sun deities’ most ardent followers are eager to bring the holy light to the Underdark, while others work to seal off access to the netherworld forever. By the same token, the enemies of such churches often lurk belowground, plotting to harness the sun for their own purposes or extinguish its light altogether. In particular, creatures of the night such as undead (many of which are destroyed by contact with the sun) are anathema to the followers of a sun church. Priests of the sun preach respect for its power. Yet the sun must leave the sky each night, allowing darkness to fall. Individual sun churches have very different views about the meaning of this phenomenon. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5–9 ranks +1 Knowledge (religion) 10 or more ranks +2 Can cast 3rd- or 4th-level divine spells +2 Can cast 5th-level or higher divine spells +3 Can cast daylight +1 Has been undead –6 Multiple Use Converts a new member +1 Destroys a CR 8 or higher undead creature +1/4 creature’s CR Undertakes a mission to hunt undead* +1 Undertakes a mission underground* +1 Razes the stronghold of an undead creature +8 Destroys an undead creature by casting a spell from the Sun domain +2 Aids in the growing of crops +1/season Knowingly associates with a follower of a deity devoted to darkness –2 Knowingly associates with undead –4 Knowingly associates with illithids –6 * Overlaps for same missions. Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–11 Ray of Light: Gain a +2 bonus on Knowledge (religion) checks regarding undead. 2 12–18 Searing Scion: Once per day, use endure elements as a spell-like ability (caster level equals your character level). 3 19–29 Divine Light: Once per day as a swift action, grant any weapon you wield the fl aming property (DMG 224) for 1 round per three character levels. 4 30 or higher Master of Radiance: Once per day, wreathe yourself in the divine energy of the sun, as the fire shield spell (warm shield only, caster level equals you character level). TRAVEL DOMAIN Life is the longest journey you will ever take, and if you walk its path wisely and safely, you will be happier for it. Parts of the trip are mundane and others are hazardous, but what fun is a journey without a little danger? Risk is the price you must pay for the blessing of learning what lies ahead. Most deities of travel are whimsical by nature. Like their followers, they can’t resist seeing what’s around the next corner, and because of that insatiable curiosity, they are usually among of the wisest of any pantheon. Having seen and experienced more than other deities, they are also among the most knowledgeable. Travel deities sometimes seem to have short attention spans, as thoughts of their travels fi ll their minds in a neverending stream. Since freedom is ultimately important to travel deities, they often grant access to the Chaos or Air domain. In addition, they loathe the practice of slavery. The members of a travel deity’s church are both fatalists and adventure-seekers: They believe that if what lies ahead kills them, then their journey was meant to end there. They know better than anyone else how dangerous the world can be, so they also believe in preparation—though they also accept the impossibility of preparing for every possibility. The priests of travel churches teach that one must know when to walk the main road, when to take the path less traveled, and when to step off entirely and forge a new way. Such churches rarely have large, established temples; instead, they 620_95564_Ch1.indd 41 2/21/07 10:50:22 AM

42CHAPTER 1 RELIGION build roadside shrines where church members are likely to pass by. Some shrines travel in caravans, constantly moving from one community to another to allow members to see the world. A travel church’s doctrine is simple: Live your journey, see what you can, and watch out for bumps along the way. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (geography) 5–9 ranks +1 Knowledge (geography) 10 or more ranks +2 Knowledge (local) 5 or more ranks +1 Knowledge (the planes) 5 or more ranks +1 Gather Information 5 or more ranks +1 Has more than one mode of movement (climb speed, fl y speed, or the like) +3/mode Can cast teleport +1 Can cast plane shift +3 Spends more than 1–11 months in a single place* –2 Spends more than 1 year in a single place* –4 * Overlaps for same place. Multiple Use Frees one or more creatures from slavery +1, +1 per additional five creatures Destroys a slave ring +4 Discovers an area never traveled before +8 Discovers an area never traveled before and records the voyage +2 Makes a pilgrimage +1 Converts a new member +1 Spends 1 week or less in a single place for an entire year +3 Knowingly associates with slavers –8 Imprisons or enslaves another creature –15 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–10 Journeyman: Gain a +2 bonus on Knowledge (geography) checks. 2 11–20 Wanderer: Gain a +2 bonus on checks made to resist grapple, trip, or bull rush attempts. 3 21–29 Life Pilgrim: Once per day, you can use clairaudience/clairvoyance as a spell-like ability (caster level equals your character level). 4 30 or higher Nomad of Many Worlds: Once per day as a swift action, you can automatically escape from a grapple or any bonds that prevent you from moving freely (such as ropes or manacles). If you were grappled, you move to the nearest 5-foot square of your choice. This is a supernatural ability. TRICKERY DOMAIN The world is an unforgiving place, and only those who are willing to go to any lengths have a chance to seize power. Deception, lies, and illusion are your stock-in-trade. No foe is a threat that doesn’t know where you are, who you are, or what your motives might be. Deities of trickery are naturally duplicitous. Even when they aren’t actively seeking to deceive, they do so out of sheer habit. To them, the line between what is and isn’t real is so blurred that reality is merely a state of mind. The world is malleable, and those who best learn to manipulate it fi nd the most success, wealth, and power. This worldview makes many trickster deities jaded, and they most enjoy seeing perfectly hatched deceptions come to fruition—the more complex, the better. Those few who do not see the world as a plaything treat their mortal followers with more compassion. Such a deity delights in a well-executed trick but is less infatuated with power. The church of a trickster deity is unlikely to establish public temples unless its patron is one of the more compassionate sorts. But even shrines tucked away in hidden locations never lack for members. Thieves, scoundrels, and criminals of all sorts mutter prayers to trickster deities before jobs. The teachings of a trickery church boil down to one simple rule: Don’t get caught. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Bluff, Disguise, or Hide 5–9 ranks +1/skill Bluff, Disguise, or Hide 10 or more ranks +2/skill Can cast 3rd- or 4th-level illusion spells +1 Can cast 5th-level or higher illusion spells +2 Can hide in plain sight +2 Has one or more rogue levels +1 Lacks ranks in Bluff, Disguise, or Hide –2 Multiple Use Avoids combat by deceiving a foe +1/4 creature’s CR Successfully feints in combat) +1 Deceives someone into offering a valuable item +1/1,000 gp value Successfully steals a valuable item +1/1,000 gp value Avoids getting caught while breaking a major law +2 Converts a new member +1 Exposes the deception of an enemy of the church +1/4 creature’s CR Slays an enemy of the church that has a CR within 1 of own character level using only trickery +1/4 creature’s CR Slays an enemy of the church that has a CR equal to own character level +3 or more using only trickery +1/2 creature’s CR Is caught breaking the law –8 Is caught in a lie –4 Knowingly associates with creatures of lawful alignment –2 Is caught stealing from or deceiving the church –8 620_95564_Ch1.indd 42 2/21/07 10:50:24 AM

43CHAPTER 1 RELIGION Affiliation Title: Benefi ts Rank Score and Duties 0 3 or lower None. 1 4–10 Con Artist: Gain a +2 bonus on Bluff checks made to feint in combat. 2 11–19 Expert Trickster: Once per day, gain a bonus equal to 1/2 your character level on one Bluff, Disguise, or Hide check. 3 20–29 Master of Deception: Effective caster level for illusion or Trickery domain spells increases by 1. 4 30 or higher Superior Dissembler: As a swift action, you can become invisible (as the invisibility spell) for 1 round/character level per day. The duration need not be consecutive. Deactivating this effect is also a swift action unless ended prematurely. This is a supernatural ability. WAR DOMAIN Confl ict is everywhere. As inevitable as death, it lurks even in places that seem utopian. And since war cannot be escaped, it should be experienced to the fullest. Revel in confl ict, because only in its grip will you know that you are truly alive. Know peace in the absence of all tranquility, and you will fi nd unmatched inner strength. Deities of war embrace the challenges of combat, but they might be less focused on battle than on the broader concept of confl ict. The husband and wife having a domestic squabble, the merchant haggling angrily with a customer, and the two mighty armies clashing on a fi eld of battle—a deity of war guides them all. Like protection churches, war churches are often built like fortresses. In fact, many a war temple started as a shrine in the corner of some fort or outpost, then gradually overtook the entire structure as the members of the congregation grew more powerful. A typical church of war maintains a standing military arm housed in barracks adjoining the worship area, plus training yards, stables for cavalry, and a functioning armory and smithy. All war churches teach that confl ict is inevitable, but some seek it out more than others, for reasons as varied as the deities they represent. Some war priests view battle as a glorious way to worship their deity; others see martial prowess as a blessing that enables them to defend the less fortunate. Still others see war as a means to obtain more power, in the form of land, servants, and wealth. All glory in any form of confl ict, which they see as a momentary conduit to the divine. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (religion) 5 or more ranks +1 Base attack bonus +5 to +9 +1 Base attack bonus +10 or higher +2 Profi cient with all nonexotic armor and shields +1 Proficient with all martial weapons +1 Weapon Focus (any) +1 Lacks proficiency with at least one martial weapon –2 Base attack bonus +4 or lower –3 Multiple Use Razes a stronghold of one of the church’s enemies +8 Destroys an enemy of the church in combat +1/4 creature’s CR Serves in an army during a war for 1–11 months* +1 Serves in an army during a war for 1 year* +3 Commands a unit within an army during a major war +2 Commands a unit within an army during a major war and wins a skirmish against an enemy unit with an EL equal to or greater than the EL of own unit +4 Commands an army during a major war +6 Commands an army during a major war and wins +15 Loses a war as commander of an army –20 Loses a skirmish as commander of a smaller unit –6 Fails in combat –2 Fails in combat against a hated foe of the church –4 * Overlaps provided the service is to the same army. Followers of trickery take a great deal of joy in the fine arts of deception Illus. by E. Deschamps 620_95564_Ch1.indd 43 2/21/07 10:50:25 AM

44CHAPTER 1 RELIGION Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–13 Sergeant: Once per day, you can ignore the armor check penalty, if any, on one skill check. 2 14–22 Captain: Once per day, you can ignore the effects of difficult terrain on your movement for 1 round. 3 23–29 Commander: Once per day, gain double the normal bonus when using Combat Expertise or Power Attack. If using a two-handed weapon with Power Attack, you gain three times the damage for each –1 you take on the attack roll. 4 30 or higher General: Apply any feat that normally applies to a single weapon to all the weapons with the same damage type in an entire weapon class. For example, if you have Weapon Focus (longsword), you can apply its benefit to all martial slashing weapons. WATER DOMAIN Water flows eternally, wearing away obstacles bit by bit. Change is necessary, but rapid change is not. Indeed, haste often leads to mistakes, so you must first consider all the options. Like a river, you patiently apply pressure to eliminate problems. Only when the time is right do you unleash your full fury; until then, you display the calm, still peace of an undisturbed pool. But water is more than an agent of change; it is also the lifeblood of nearly all creatures. Only air can claim as important a role in life. Deities of water are observant, patient, and calculating, and usually have a neutral alignment component. Like earth deities, they can wait eons, if necessary, to achieve a goal. But unlike a deity of earth, who might simply outlast an opponent, a water deity watches for weakness and gradually erodes an enemy’s will. Victory is assured through the constant application of pressure, combined with keen insight. Churches devoted to the principles of water teach that haste and quick action are routes to defeat—the opposite of a fire church’s approach. Wisdom, patience, and careful observation are much more reliable paths to victory. But when the right moment comes to strike, the followers of water do so with overwhelming force, hammering their foes until nothing remains. Water clerics also preach on the life-giving power of water; without its blessing, all would be dust. Criterion Affi liation Score Modifi er One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Has a swim speed +4 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the water descriptor +1 Has visited the Elemental Plane of Water at least once +2 Lacks a neutral alignment component (if deity has one) –4 Multiple Use Explores a new underwater area +2 Lives within 1 mile of a major body of water +1/year Humiliates or defeats a follower of fire +1 Saves the life of a member of the affi liation +1 Takes the time to formulate a detailed plan on a church mission +1 Wins a battle that lasts for more than 8 rounds against an enemy that has a CR within 1 of own character level +1/4 creature’s CR Wins a fight that lasts more than 8 rounds against an enemy that has a CR equal to own character level + 3 or more +1/2 creature’s CR Wins a fight that lasts more than 15 rounds against an enemy that has a CR equal to own character level + 3 or more +1/2 creature’s CR + 2 Brings peace to two warring factions +6 Finds an enemy’s weak spot and exploits it to earn victory +2 Finds the weak spot of an enemy that has a CR equal to own character level + 3 or more and exploits that weakness to earn victory +4 Casts a spell that has the fi re descriptor –1 Takes a hasty action that results in defeat by an enemy of the church –8 Knowingly associates with creatures of the fire subtype –2 Affiliation Rank Score Title: Benefi ts and Duties 0 3 or lower None. 1 4–11 Spring: Gain a +2 bonus on Diplomacy checks made to negotiate peace. 2 12–21 River: Gain a +1 bonus on saving throws against fire spells and effects. 3 22–29 Flood: Once per day, gain water breathing or water walking as a spelllike ability (your choice each use). Caster level equals your character level. 4 30 or higher Mighty Ocean: Gain a swim speed of 20 feet, or add 20 feet to your swim speed if you already have one. 620_95564_Ch1.indd 44 2/21/07 10:50:27 AM

our character is defi ned by your choice of race, classes, and other abilities. With divine characters, belief systems are thrown into the mix as well. Roleplaying and mechanical decisions might depend on the deities such characters worship and the convictions they espouse. But a divine character is more than a paladin, cleric, druid, and the like. Belief is a powerful force in the D&D world. This chapter presents new benefi ts and options that allow players of any class to embrace the divine, as well as roleplaying suggestions and guidelines for new divine prestige classes. MAKING CHARACTERS DIVINE Characters with levels in a divine spellcasting class might enjoy direct conduits to the powers they represent, but they do not exist in a spiritual vacuum. Churches and temples require large support networks of specialists, who need not be divinely inspired. Though they may lack the talent for manipulating divine energies, such characters are no less devoted to their deities than are the holy men and women who lead them in daily prayers. Those who are especially deserving—whether because of the strength of their faith or by virtue of the heroic (or horrific) deeds they have accomplished—occasionally receive blessings from their deities. Particularly spiritual folk might gain access to such divine power without ever choosing a specifi c deity or pantheon to honor. The manner of acquiring these divine gifts varies from one individual to another. In game terms, gaining access to them might require taking the appropriate feat, devoting one or more character abilities to a divine alternative class feature, or taking levels in a divine prestige class. But such characters can never aspire to the heights of holy strength that their more devout colleagues enjoy unless they become divine spellcasters themselves. ALTERNATIVE CLASS FEATURES Each character class has defining mechanical and roleplaying characteristics, while feats, skills, spells, and other choices provide ways to customize a character within that basic framework. Alternative class features replace class features of the original class description, changing its very nature. Each alternative class feature presented here provides a new divine theme for that particular class. If a character has already passed the level at which the alternative feature is available, you can use the retraining option described on page 192 of Player’s Handbook II to acquire it retroactively. You can find more alternative class features in Player’s 45Illus. by D. Griffi th Illus. by D. Griffi th 620_95564_Ch2.indd 45 2/21/07 10:54:18 AM

46CHAPTER 2 CHARACTER OPTIONS Handbook II, Unearthed Arcana, Complete Mage, and other D&D supplements. The format for alternative class features is as follows. Alternative Class Feature Name This section provides a general description of the alternative class feature, including some roleplaying suggestions for each variant of the standard class. Level: You can select the alternative class feature only at the indicated level. Replaces: This line identifi es the ability you must sacrifi ce to gain the alternative class feature. Benefi t: This section describes the mechanical effects of the alternative class feature. BARBARIAN Barbarians who follow a spiritual path are often tied at some deep level to the wildlands that gave them birth. Such characters feel a kinship with the spirits of nature—especially animal spirits—and draw their power from these essences. Divine barbarians are viewed with awe and sometimes fear by their tribes, and some such characters are considered holy people in the absence of any organized religion. Spiritual Totem Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). The DM can add more totems to the above list as desired, using those presented here as guidelines. Level: 1st. Replaces: This benefi t replaces the fast movement class feature. Benefi t: You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. Bear Totem: The mighty bear is known for her crushing embrace. If you adopt her as your spiritual totem, you gain the improved grab ability (MM 310). Eagle Totem: The eagle can see clearly over great distances and often notices details that are not obvious. If you embrace him as your spiritual totem, you gain a +4 bonus on Search and Spot checks. Fox Totem: The cunning fox uses stealth to gain the upper hand. Should you choose her as your spiritual totem, you gain a +4 bonus on Hide and Move Silently checks. Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313). Wolf Totem: The wolf is a loyal ally who uses pack tactics to subdue her foes. If you choose her as your spiritual totem, you gain an additional +2 bonus on attack rolls when fl anking an opponent. Totem Manifestation As the bond between you and your totem grows closer, the spirit of your chosen animal reveals itself more strongly. Level: 7th. Replaces: This benefi t replaces the damage reduction class feature, including all damage reduction increases gained at higher levels of the barbarian class. Benefi t: When you select this ability, your connection to your spiritual totem intensifi es. If you have not yet chosen a spiritual totem, you must do so now, but you gain only those abilities described here, not those for the spiritual totem alternative class feature. Each of these effects is a supernatural ability. Bear Totem: The powerful bear rewards your loyalty. If you choose her as your spiritual totem, you gain 1 extra hit point per barbarian level. Eagle Totem: The keen-eyed eagle grants you low-light vision if you adopt him as your spiritual totem. If you have previously chosen the eagle as your spiritual totem, the bonus on Search and Spot checks increases by 1 at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels). Fox Totem: The quick fox grants you a +1 dodge bonus to Armor Class if you choose her as your spiritual totem. This bonus increases by 1 at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels). Any condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus. Lion Totem: If you select the lion as your spiritual totem, he rewards you with the ability to loose a powerful and intimidating roar. When you roar, every creature within a 30-foot radius must succeed on a Will save (DC 10 + 1/2 your barbarian level + your Str modifi er) or be shaken for a number of rounds equal to your barbarian level. This ability can be used once per day, and you gain an additional use per day at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels). Wolf Totem: The wolf is an intelligent hunter who can track her prey with uncanny accuracy and insight. If you choose her as your spiritual totem, you gain Track as a bonus feat. In addition, you gain a +2 sacred bonus on Survival checks. View the Spirit World Your link to the divine gives you an uncanny insight into the intricacies of the spirit world. This unique perception lets you expand your senses into realms that few mortals can perceive. Level: 5th. Replaces: This benefi t replaces the improved uncanny dodge class feature. Benefi t: Once per day, you can peer into the spirit world for a number of rounds equal to one-half your barbarian level (rounded down). While doing so, you gain darkvision out to 60 feet, can see invisible creatures, and gain a +2 bonus on Search and Spot checks. This is a supernatural ability. BARD You use music to entertain, to enlighten, and to boost the morale and abilities of those around you. By using your special insight into the divine, you can tap into the very essence of the universe, bringing forth positive energy and channeling it to your allies through your songs. Those who 620_95564_Ch2.indd 46 2/21/07 10:54:20 AM

47CHARACTER CHAPTER 2 OPTIONS listen to your music become more capable of healing others and recovering from injury themselves. Healing Hymn When you play your healing hymn, your allies can cast curative spells more effectively. Furthermore, everyone around you feels rejuvenated and more fully rested when your hymn becomes a lullaby. Level: 1st. Replaces: This benefi t replaces the fascinate bardic music ability. Benefi t: If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you’re good or neutral) or profane (if you’re evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items. In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability. Hymn of Fortification By singing praises to the holy powers, you can cloak yourself or an ally in a protective sheath of sound. This effect protects the subject from supernatural creatures, as well as their malign powers. Level: 3rd. Replaces: This benefi t replaces the inspire competence bardic music ability. Benefi t: If you are a 3rd-level or higher bard with 6 or more ranks in Perform (oratory) or Perform (sing), you can grant protection from supernatural creatures. This effect fortifi es you or a single chosen ally within 30 feet against mental control and attacks from evil-aligned or summoned creatures. In most respects, hymn of fortifi cation mirrors the effects of the protection from evil spell. If you wish to protect an ally with this ability, the two of you must be able to see and hear each other. The effect lasts as long as you concentrate, up to a maximum of 2 minutes. Each use of hymn of fortifi cation counts as one daily use of your bardic music ability. This is a spell-like ability. CLERIC Many clerics have a special gift for healing, but you have found ways to use that gift more precisely. In your hands, no positive energy is ever wasted, and your touch provides the gift of healing to those around you. Pool of Healing By sacrifi cing some of your personal power, you permanently establish a link to the Positive Energy Plane through your Left to right: a divine barbarian, a divine bard, a divine fi ghter, and a divine monk Illus. by H. Lyon 620_95564_Ch2.indd 47 2/21/07 10:54:22 AM

48CHAPTER 2 CHARACTER OPTIONS deity or belief system. The energy you draw from that plane obeys your direct command, and you can dispense it in the form of healing with a simple touch. Level: 7th. Replaces: To select this class feature, you must permanently sacrifi ce one of your 4th-level spell slots. Benefit: You establish a pool of positive energy that you can use to heal yourself or others. This pool contains enough positive energy to heal an amount of damage equal to 5 × (1 + your divine caster level) hit points per day. You can dole it out with a touch, expending as much or as little of the pool at a time as you wish in much the same way as a paladin does with her lay on hands ability. The pool automatically replenishes every time you prepare spells for the day. You can also deal out this positive energy with a melee touch attack against any creature vulnerable to positive energy (such as undead), damaging it as if you had cast a cure spell upon it. Example: Jozan, a 7th-level cleric of Pelor, gives up one of his 4th-level spell slots to set up his pool of healing. Every day, he can heal up to 5 × (1 + 7) = 40 points of damage, or deal that amount of damage to creatures powered by negative energy, or use the energy for a combination of those effects, up to the maximum available. At 10th level, he can heal up to 55 points of damage using this ability. Pool of healing is a spell-like ability. FIGHTER Not all those who take up arms in the name of their faith are clerics or paladins. Many are ordinary fi ghters, knights, and mercenaries who have placed their souls in the hands of the almighty gods. Few who fi ght on the front lines are unbelievers, and those with true faith can perform astounding feats of bravery in the names of their deities. Aligned Strike As a holy warrior, you can channel your faith into your attacks. Level: 4th or any even-numbered higher level. Replaces: This benefi t replaces one of your fi ghter bonus feats. Benefit: As a free action, you can orient your weapon along one alignment component that you possess. For example, if you are chaotic good, you can make your weapon either chaotic- or good-aligned for the purpose of overcoming damage reduction. This effect lasts until you choose to end it or change it (as a free action) to the other alignment component, or until you no longer wield the weapon. Ammunition or a thrown weapon affected by this ability remains aligned until it either strikes a target or misses. Aligned strike is a supernatural ability. Armor of God Your belief protects you from attacks. Level: 8th or any even-numbered higher level. Replaces: This benefi t replaces one of your fi ghter bonus feats. Benefit: As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability. Resolute Your faith bolsters your resolve, allowing you to stand fi rm against all foes. Level: Any even-numbered level. Replaces: This benefi t replaces one of your fi ghter bonus feats. Benefit: As an immediate action, you can reduce your base attack bonus by one-half and gain a bonus on your Will save equal to the amount of the reduction. This effect lasts until the end of your next action. This is a super natural ability. MONK A monk treats her body as her temple, subscribing to her own ascetic code or to that of her order. Though the path of the monk is spiritual in nature, and some monasteries are tied to churches, most monks distance themselves from the sectarian pursuits of the various divine orders. Those who shift their focus from the perfection of their bodies and minds toward the service of a deity gain a new clarity of spirit. Holy Strike Your fi sts and monk weapons gain the power of your beliefs and can strike your opponents for extra damage. Level: 4th. Replaces: This benefi t replaces the ki strike (magic) class feature. Benefi t: When you hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage. Holy strike is a supernatural ability. Special: Evil monks can select this ability, but their attacks are considered evil-aligned for the purpose of overcoming damage reduction. Prayerful Meditation Your religious convictions protect you from the spells and magical abilities of those who oppose your beliefs. Level: 3rd. Replaces: This benefit replaces the still mind class feature. Benefi t: Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaoticaligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability. PALADIN Clerics serve as priests, healers, and evangelists for their religions, while paladins are their deities’ armed champions, imbued with some magical ability. Some paladins, though, dedicate themselves more directly to serving their deity through strength of arms. 620_95564_Ch2.indd 48 2/21/07 10:54:26 AM

49CHARACTER CHAPTER 2 OPTIONS Holy Warrior By giving up your spellcasting ability, you gain access to bonus feats much as a fi ghter does. This choice does not, however, close you off from divine infl uence—in fact, several of these feats actually increase your divine power. Level: 1st. Replaces: To select this class feature, you must sacrifi ce your spellcasting ability. Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can select any feat from the following list for which you meet the prerequisites: any divine feat (see page 53), Cleave, Extra SmitingCW, Extra Turning, Great Cleave, Improved SmitingCD, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample. This is an extraordinary ability. Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells. Underdark Knight If you dedicate yourself to overcoming evil in the Underdark, you might fi nd little use for the paladin’s most prized ally, the special mount. By giving up the ability to call this devoted creature, you become a more mobile and effective fi ghter underground. Level: 5th. Replaces: This benefit replaces the special mount class feature. Benefi t: Whenever you are underground, you can draw upon the earth to gain the following abilities. At 5th level, your base speed increases by 10 feet, and you gain a +2 circ*mstance bonus on Balance, Climb, and Jump checks. You also gain low-light vision that functions as long as you remain underground. If you already had low-light vision, you instead gain darkvision out to 60 feet while underground; if you already had darkvision, add 30 feet to its range. At 7th level, you can use spike stones once per day, as the spell (caster level equals your paladin level). At 12th level, you gain the earth glide extraordinary ability, which enables you to move through stone, dirt, or almost any other sort of earth except metal as easily as a fi sh moves through water (MM 98). If you end your movement inside earth or stone, however, you begin to suffocate (DMG 304). At 15th level, you can use dimension door, as the spell, once per day for every fi ve paladin levels you possess (caster level equals your paladin level). You must begin and end any such movement in contact with stone or earth. An Underdark knight moves quickly while fi ghting underground Illus. by E. Deschamps 620_95564_Ch2.indd 49 2/21/07 10:54:28 AM


(ENG) D&D 3.5 Ed. - Complete Champion - A Player's Guide to Divine Heroes - Flip eBook Pages 1-50 (2024)
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