Highlords

Of all the faith paths for worshipers of Baatu, these priests are the most insidious. As clever, manipulative, and focused as many Orders are, the Highlords are more so. They are the backbone of the belief in Baatu; they are the true believers. These priests are cold and calculating in their goals, they stop at nothing to achieve them and they will use anyone or anything they see as useful in achieving their ultimate end. Highlords seek to swing the power base away from the Church of Palanos into the hands of Baatu with Orcus as his chief captain. As such, Highlords see the other faiths, even those of the other Avatars, as useful tools in their campaign.

Rumors: While rarely witnessed, it is said that when a Highlord is slain, they die in a variety of ways, all spectacular (implosion, explosion, random magics, etc.)​

Highlords are thoroughly discriminate – they use membership in other Orders as cover for their back dealings. They fully participate in society, often developing circumstances and policies (usually from seats of power) that will “make the ground more fertile” for their twisted beliefs. They shy away from no vile action, seeing suffering and hatred on the mortal plain as the fulfillment of their covenant with Baatu, however, they rarely debase themselves in crude or unrefined tactics. How many Highlords exist is unknown as is their organization. It would seem to some who have studied them that they have a loose fealty with each other, a gentleman's confederation of sorts, however, it is widely known that one would sell out another should it serve their master plan. The self is of the greatest regard to Highlords, as it is only their powers and cunning that will bring Lloth to prominence (or so they believe).​

 
Tenets of Faith
​Seek power over others that you might rule with strength as the lord of hell does.​
​Never reveal all you know.​
Repay evil with evil. If others are kind to you, exploit their weakness for your own gain.​
​Show neither pity nor mercy to those who are caught underfoot as you climb your way to power. The weak do not deserve compassion.​
​Do whatever it takes to gain and hold power.​
​Rely on stealth and slander in preference to outright confrontation.​
Seek the death of elves and their kin at every opportunity.​
 
Duties and Rites of the Priest
Mission (Duty)
Also Known As
Highlords of the Darkflame​
 
Worshiped God
Baatu​
 
Known Titan(s)
Lloth (Elves)​
 
Archetype
​Priesthood of Evil​
 
Typical Alignments
Any evil, ​tending toward lawful evil (though they seem to follow their own code of ethics, whatever it may be) ​
 
Holy Symbol
HOLYSYMBOL
 
Affiliate Order(s)
​Harbingers (H'rod)​
 
Opposition Order(s)
​Rising Dragons (Volora), Templars (Balera)​
 
Leader
​None​
 
Typical Racial Followers
Morwen and humans​
 
Dedicated Servants
Baatezu​
  If you are a Specialty Priest (Theologian):  
Initial Funds
​3d6 x 10 gp (once the priest has bought their equipment, they must return all the remaining funds to their organization except for d3 gp)​
 
Minimum Ability Scores
Wisdom 9. Wisdom 16 means +10% experience​
 
Race(s) Allowed
Any
 
Followers and Strongholds
​The followers are received at 9th level, and consist of one third-level priest and two first-level priests of the same order, plus one fifth-level fighter, three third-level fighters, and six first-level fighters to act as soldiers, and one third-level thief and two first-level thieves to act as special agents; all will be of the exact same alignment as the priest they follow. The priest may take the following on adventures: Two priests, two fighters, and one thief of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level. Temples of Evil typically have torture chambers and dangerous, trapped dungeons as part of their construction, but this is a tendency, not a requirement of the order.​
 
Limitations
None​
 
Non-Weapon Proficiencies Required
Religion
 
Non-Weapon Proficiencies Recommended
Reading/Writing
 
Weapon Proficiencies Required
None​
 
Weapons Permitted
​Bill, crossbow, dagger/dirk, dart, knife, net, picks (all), polearm, scourge, scythe, sickle, stiletto, sword/long, sword/rapier, sword/sabre, sword/short, whip, katana, shuriken, wakizashi​
 
Armor Permitted
​All armor and shields​
 
Major Sphere Access
All, Charm, Necromantic
 
Minor Sphere Access
Animal, Protection (​May only use reversed forms of Protection spells​)
 
Granted Powers
Command Undead
Inspire Fear Detect Good 3/day ​
Divines