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Graz'Zhakios (gräz-ˈzä-ˈkē-,ōs)

All things must come from somewhere, and all must return from whence they come.

The Cthonic Origin

The progenitor god of the cthonic primordials, his appearance is next to unknown but it is said he bears a trait from every person who is a descendant of his existence and that he is the origin point of soulites.   He is commonly associated with with elements, even the indirect elements of light and darkness, as well as ancient legends and codes. He is rarely worshiped. His followers can be primarily distinguished by the manner of clothes they wear and how they wear them, having a cloak or some other form of clothing that always covers one restrained arm. His followers also often keep their shrines to him hidden, commonly in places that resemble older eras, such as unbridled jungles or deep caves untouched by civilization.   This is often because he is often related to things that represent older times, this is primarily because of one story that his clerics commonly know of. A rarely talked about myth, commonly considered heretical by modern society, that due to his power of the origin point it can be said that his domain is a primal domain that is no longer understandable by the majority of the malbaar and instead conflated as other domains. This is to say his true domain could be considered something the universe has evolved out of into it's more modern iteration, and that his true domain is simply the original negative aspects of divinity.   One of the things he has been known to do, while he does not often directly interact with those who seek to worship him, he is known to offer power to those seeking to punish those who have wronged them.

Divine Domains

  • Air
  • Chaos
  • Darkness
  • Earth
  • Evil
  • Fire
  • Water
Subdomains
  • Honor
  • Ice
  • Legend
  • Light
  • Lightning
  • Wind

Divine Symbols & Sigils

A symbol capable of causing pause in pious men and people of civilization, graz'zhakios' gauntleted arm is his most recognizable symbol and what many clerics choose to associate with him, making it out of a material with similar origin as he is speculated to represent, wild memory. Acting as a representation of power from ancient primal material of one of his most renowned features, this is the most to the point a symbol could be in most cases.   The most known of his symbols other then his direct symbol is his favored weapon, the tekko-kagi, as it allows his followers to mimic his fighting style using his own bladed claw and cape. In regards to other symbols, his connection with the past and primal aspects of life means that he is commonly considered related to dire creatures. The overflowing power that resides in these creatures of nature is often conflated with ancient strengths and to revert to a more feral warlike state. As such he is commonly considered to be watching when in places that share this same nature, such as deep jungles or unexplored places that suffer from immense overgrowth, the animals there having raw power. Consequently, his sacred animal is commonly considered the sabretoothed tiger as a result, along with his sacred plant being considered the fern
Titles
Dark God of Elements
Keeper of Ancient Tales
Lord of the Absent Throne
One-Armed Demon King
Scorned Witness of Creation
The Black Dawn
The Soulite Origin
Adjective
Grazian
Alignment
Chaotic Evil
Areas of Concern
Ancient Legends
Self Control
The Body, The Mind, The Soul
The Elements
Worshipers
Black knights, blood-drunk warriors, corrupt spiritualists, monks, fallen druids, outcasts, raiders, rogue shinobi, ronin, skalds, unfettered historians.
Edicts
Be not bothered by the wild, demonstrate restraint while displaying overwhelming power, do not destroy the past, do not let your reputation be slandered, have your name go down in history or observe history in the making from a far, keep your promises and do not make promises you do not intend to keep.
Anathema
Breaking promises, historical ignorance, taming the unbridled, vandalizing ruins.
Domains
Air, Chaos, Darkness, Earth, Evil, Fire, Water
Subdomains
Honor, Ice, Legend, Light, Lightning, Wind
Symbol
A Gauntleted Arm of Wild Memory
Favored Weapon
Tekko-kagi
Sacred Animal
Sabretooth Tiger
Sacred Colors
Black, Gray
Sacred Plant
Fern
Divine Classification
Prime Cthonic God
Realm
Church/Cult
Children
Ruled Locations

Obedience

Take one of your arms and bend it as much as you can so it takes as little room as possible, then restrain it using whatever you see fit, whether chains or wrappings, and tighten this restraints until you feel pain and the arm is incapable of moving or being used at all. These restraints must be on at all times and may never be taken off. Gain a +4 shield bonus to your AC. You are considered benefiting from your obedience as long as these restraints are on, and must perform an atonement spell if these restraints are ever taken off to regain the benefit of following your obedience.

Divine Gift

The character gains the ability at the beginning of their day to perform a 10-minute prayer (this may be part of their daily ritual to prepare spells) to become immune to mind-affecting effects for the next 24 hours. They may only do this once unless granted this divine gift again.

Boons - Deific Obedience

Evangelist

1: Focused Warrior (Sp) divine favor 3/day, suppress charms and compulsions 2/day, or trial by fire 1/day
2: All of Me (Ex) Once per week, when making a saving throw against a mind-affecting effect, you can roll two dice and take the better result. If this actions caused by the mind-affecting effect would tarnish your reputation, you instead can roll three dice and take the best result.
3: Exalted Soul Form (Su) Once per day as a swift action, you invigorate yourself and enter soul form for a number of rounds per day equal to half your character level. The soul form provides either +4 natural armor bonus to Armor Class, +4 dodge bonus to Armor Class, DR/- equal to 5 plus half your level that stacks with any existing DR you possess, +5 damage, or +4 attack bonus. This choice cannot be changed. As well, you also gain access to special bonuses taken from the eidolon evolution list using your character's total level as your effective summoner level to determine evolution points. These abilities can be changed whenever you gain a new level, but they are otherwise set.

Exalted

1: Primal Power (Sp) shocking grasp 3/day, scorching ray 2/day, or fireball 1/day
2: Understanding Forces (Su) Each day, you pick three spell descriptors from the following list: air, acid, cold, earth, electricity, fire, water. Gain a +2 profane bonus on saving throws against spells with one or more of those descriptors for the rest of the day.
3: Master of Elements (Su) When you cast a spell that does damage, you may change the damage dealt to acid, bludgeoning, cold, electricity, fire, negative energy, positive energy, or slashing damage. This changes the descriptor of the spell to match the new damage type. Any non-damaging effects remain unchanged unless the new damage type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion.

Sentinel

1: Elemental Guardian (Sp) ice armor 3/day, bladed dash 2/day, or protection from energy 1/day
2: Way of Restraint (Ex) As long as you only attack with a single weapon wielded in one hand during a round, you treat that weapon as if you were wielding it in two hands for the purposes of feats and abilities that would benefit from this change. In addition, you add 1-1/2 times your Strength modifier to damage, as if you were wielding the weapon in two hands.
3: Tale as Old as Time (Ex) As a full-round action, you may make a martyrish declaration against an opponent with a CR of your APL +3 or more. This functions as per the cavalier's challenge ability except as noted here. As well as the extra damage you deal from the challenge, you gain a +6 profane bonus to your Strength, Dexterity, Constitution, Wisdom, and Charisma. In addition, you remain conscious and are not staggered while you are below 0 hit points. While using this ability you may no longer follow your obedience and may use your restrained arm as you wish, including no longer having it restrained, while maintaining the benefits as if you were still following your obedience, and you cannot be killed by melee or ranged weapons unless they are wielded by the target of your challenge. Attacks made by opponents that are not the target of your challenge deal no damage when you have 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect you normally and can kill you (although they do not cause you to fall unconscious or to become staggered if they reduce your hit points below 0). The challenge remains in effect until the target is dead. Once this ability ends, you die and cannot be resurrected by any effect short of miracle, wish, or direct intervention from a deity. Allies who witness your death are compelled to tell stories about you and your challenged opponent's battle unless they succeed at a will save (DC 10 + 1/2 your character level + your Charisma modifier).