Shala Character in Elmaloris | World Anvil

Shala

A dead deity, honored and remembered through countless stories. A fitting legacy for the goddess of stories and knowledge.

Obedience

Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge checks. The type of bonus depends on your alignment- if you're neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can't be changed.

Divine Gift

Noshala grants a permanent +1 untyped bonus to Intelligence.

On Elmaloris

She's worshipped predominantly by secretive cults, those who have delved deep into vaults and dusty libraries and found mention of her name.

Boons - Deific Obedience

Evangelist

1: Fiction Weaver (Sp) silent image 3/day, minor image 2/day, or major image 1/day
2: Strike of Secret Truth(Su): For a number of rounds per day equal to your Hit Dice, you can infuse your limbs with the power of ancient knowledge, allowing your unarmed strikes to unerringly pierces concealment provided by illusions, allowing Shala's faithful to ignore the miss chance provided by illusions such as blur, displacement, and invisibility. Such strikes against a creature affected by mirror image or a similar figment always attack the real target. This ability allows the wielder to ignore the miss chance, not to otherwise detect the target. When attacking an invisible creature, for instance, the wielder might still need to guess the target’s location. Activating or dismissing this ability is a free action, and the rounds don't need to be consecutive.
3: The Veil Is Drawn Aside (Su): You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Bones mystery. If you don’t have the revelation class feature, you instead gain a +4 sacred or profane bonus on saving throws against necromancy spells and death effects.

Exalted

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

Sentinel

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

Paladin Code

Noshala never established a code for Paladins, as they are expected to meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. They are to create their own code as part of their journey through life.

Divine Fighting Technique

Disciple's Fist
As a part of delving into ancient secrets, disciples and scholars are encouraged implicitly to dredge up older forms of martial arts, and integrate them into their lives.
Initial Benefit: You can take a -2 penalty on all attack rolls made with your unarmed strikes in order to deal the average amount of damage with each successful attack instead of rolling your weapon damage. For instance, if your unarmed strike would normally deal 1d4 points of weapon damage, you instead deal 2 points of weapon damage. Apply bonuses and modifiers to this result as if you had rolled your damage normally. You must choose to use this benefit before making an attack roll, and its effects last until your next turn. You do not average additional damage dice (such as those granted by a sneak attack) when using this ability.
Advanced Prerequisites: Critical Focus; Divine Fighting Technique; Weapon Focus (unarmed strike base attack bonus +10 or monk level 10th..
Advanced Benefit: You no longer take a -2 penalty on attack rolls with your unarmed strikes when you choose to deal the average amount of damage. If you critically hit a creature when using this ability, you automatically inflict maximum weapon damage for that critical hit (although you must still roll sneak attack dice or any other dice-based additional damage).

For Followers of Deity

Archetypes

Ki Mystic(Monk) Scrollmaster(Wizard) Unarmed Fighter(Fighter)

Feats

Improved Unarmed Strike Arcane Insight Magical Epiphany

Magic Items - Altars


Magic Items - Armor

All-Seeing Armor

Magic Items - Rings


Magic Items - Weapons


Magic Items - Wondrous Items


Monsters


Prestige Classes


Spells


Traits


Unique Spell Rules

Cleric/Warpriest

Astral Projection can be prepared as a 8th-level spell
Moment of Prescience can be prepared as a 8th-level spell
Transformation can be prepared as a 6th-level spell
Haste can be prepared as a 4th-level spell
Legend Lore can be prepared as a 6th-level spell

Inquisitor

Astral Projection can be prepared as a 6th-level spell
Moment of Prescience can be prepared as a 6th-level spell
Transformation can be prepared as a 5th-level spell
Haste can be prepared as a 4th-level spell
Legend Lore can be prepared as a 4th-level spell

Paladin


Ranger


Unique Summon Rules


Children
Pantheon(s): Forgotten Ones
Title(s): The Lorekeeper
Adjective: Shalan
Home: Caverns of Lore, the forgotten lands
Alignment: Neutral
Areas of Concern: History, knowledge, stories
Worshipers: Scholars
Cleric Alignments
LG
NG
CG
LN
N
CN
LE
NE
CE
Domains: Knowledge, Magic, Protection, Rune, Travel
Subdomains: Education, Memory, Thought, Alchemy, Purity, Language, Exploration, Trade
Favored Weapon: quarterstaff
Symbol: Two interlocked open diamonds
Sacred Animal: -
Sacred Colors: Indigo, Tawny