Basic Obediences of the 13 Gods of Peace Myth in Under the Twilight of Forgotten Sins | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Basic Obediences of the 13 Gods of Peace


Notes On Boons: Pathfinder is vague on the first level of exalted boons if the choice is a one-time choice as to which spell is gained or if it can change daily at the time of the obedience or at the time of the first spell cast. For this game, the choice of boon spells can be changed daily. The choice isn’t made until the first spell is cast.   Many obediences can be combined, especially to the same deity. To do so, one must satisfy all the requirements of the obediences other the time constraints. The time constraint must be hours in a day, not hours in a week. The new time constraint is the longest one plus 50% of the time in observance. For most, that means that an hour and a half spent in devotion is sufficient to satisfy 2 obediences.   While not expressly stated, spending time teach others about your god and how to perform the obedience decreases the time of the obedience by 20 minutes. Proselytizing pays off.  

Stengard: Justice, Law, and Competition

    Obedience Law: Spend at least one hour a day studying local laws and customs. Over the course of a month, equal time must be spent aiding the local citizenry with advice and legal counsel, especially those too poor to afford aid This second requirement can be done in larger blocks and needs not to be divided evenly between days. Most active priests are allowed to act on the behalf of those they aid in their home jurisdiction. By spending this time studying and helping, the worshiper gains a +4 sacred bonus on all checks associated with the effort, including those to detect lies and investigate.
    Obedience Judgement: Spend at least an hour a day studying local laws and customs. (A separate hour is not needed when combined with the above obedience.) When making a judgment or ruling, a sacred bonus of +4 is gained to skill checks for all such activities.
    Obedience Competition: Spend an hour a day in contemplation of rules of competition or studying strategy and tactics relevant to an upcoming game or event. Once done, for the next 24 hours the worshiper gets to reroll a failed attempt to make the correct judgment call when observing a series of events. This is done by the GM, as the worshiper does not know they failed the first time. Additionally, the worshiper will always be able to make snap calls correctly along the lines of as to who crossed a line first or who arrived first.   Exalted Boons:
    1. Judge and Jury (SP): Detect Evil and Chaos 3/day, Owl’s Wisdom 2/day, or Zone of Truth 1/day.
    2. Righteous Strike (SP): Once per day you can channel the effects of Holy Smite through your weapon. You must declare your use of this ability before the attack roll. On a hit, the target is afflicted as if hit with a Holy Smite spell.
    3. Divine Judgment (SU): All your spells are cast as if you were two levels higher in ability against evil or chaotic opponents which are undead or at least 5th level.
 

Borollo: Death, Magic, and Mysteries

    Obedience Death: You must spend at least 10 hours a week aiding those who care for the recently deceased or working in some form of hospice capacity with those near death. During this time you will continually pray to Borollo for a peaceful passage for those in your care. Your attunement and acceptance that all things die will give you a +4 sacred bonus to all fear checks and advantage on all saves initiated from an undead attack. This effect will last for a week.
    Obedience Magic and Mysteries: In order to practice this obedience, you must be able to practice some form of magic, even if it is just simple shalingras. For an hour, you will do nothing but cast the shalingra, orison, or cantrip over and over, studying its patterns in an attempt to delve the secrets of Borollo. Between each casting make sure and give reverence and praise to Borollo for bringing magic into the world and preserving its greater mystery from others with ill intent. For the next 24 hours, the DC of all your spells is increased by 1. This increase is a sacred bonus.   Exalted Boons:
    1. Speaker of the Dead (SP): Hide from Undead 3/day, Detect Magic 3/day, Speak with Dead 2/day, or Gentle Repose 1/day.
    2. Delver of Secrets (SU): You gain darkvision of 60 feet, or if you already have darkvision, it increases by 30’. Additionally, once per day you can go into a trance for an hour and start writing cryptic symbols. Once you come out of the trance, it will take you approximately another hour to translate and the result will be the same as if you had cast commune. Sometimes the mysteries revealed will actually be a direction to act rather than the sought answer, but it will always be beneficial to the true believer of Borollo.
    3. Pure Magic Aura (SU): You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.
 

Josca: War and Beauty

    Obedience War: Spend an hour a day in equal measures practicing various katas and exercises while taking time to meditate on combat and battle scenarios. Once done, for the next 24 hours, the worshiper gains the following benefit. If during the surprise round the worshiper has a weapon already drawn but loses the initiative roll by 4 or less, then they will not be considered flat-footed.
    Obedience Beauty: Spend an hour a day contemplating the beauty of Josca through reflection or creation of some type of art via painting, drawing, or poem. Alternatively, one can spend an hour a day in reflection while also working to make themselves as beautiful as possible. Once done, for the next 24 hours the worshiper gains a +4 sacred bonus on all CHA-based checks to all Bluff and Diplomacy checks.  
    Exalted Boons:
    1. Herald (SP): Remove Fear 3/day, Eagle’s Splendor 2/day, or Heroism 1/day
    2. Stunning Radiance (SU): Once per day equal to your charisma bonus (minimum of 1) you can as a full round action focus on another individual within 30’ whom you are in combat with. At the end of your action, they will be blinded by a brilliant flash as they perceive the holiness of your bond to Josca. They will be stunned for 1d6 rounds and blinded for 10 minutes. If they make their save (will DC 14 plus you CHA bonus) they are instead dazed for 1d6 rounds and forfeit any attack on their next turn to act. The effect will not work on anyone devoted to the good gods.
    3. Stunning Beauty (EX): Your belief and assurance in your own self along with the inner peace of being in tune with the beauty of Josca grants you a +2 morale bonus rolls involving interactions with others whose reaction is indifferent or better to you.
 

Radok: Earth and Good Weather (not storms)

    Obedience Earth: Depending on your connection, your devotion will come in one of three forms. Mining, Metalworking or Farming. Both require working the earth a full day. During your workday, you will sincerely hum or sing hymns to Radok. Each day you do this will allow you to reap an additional 24% of what your effort would have otherwise yielded. Additionally, you will make any saves at advantage from any accident which might result from your efforts (like a save to avoid a tunnel collapsing in a mine.)
    Obedience Weather: With a gathering of those like-minded to you, you will spend an hour dancing around a fire in the evening chanting and singing the rites of the rain dance. Successfully doing this will increase the chances of beneficial weather by 25%. If it is to rain, it will be 25% more or less depending on the need, and its duration will last 25% more or less also depending on the situation. Those who follow this obedience at least once a week will not be struck by lightning or the victim of earthquake or tornado damage. Radok has little purview over the seas and as such offers less protection from hurricanes or typhoons.  
    Exalted Boons:
    1. Gift of the Earth (SP): Crafter’s Fortune 3/day, Bull’s Strength 2/day, or Plant growth 1/day
    2. Ironflesh (EX): Your skin is as thick and tough as that of a dwarf who’s worked the forge for 50 years, every scratch and burn associated with the memory of a masterpiece you’ve realized in stone or steel. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
    3. Earthfriend (EX): Your attachment to the earth grants you a +2 sacred bonus to save vs. any attack from a weather or earth source. Additionally, three times a day you can channel the weight of mountains through your melee blows with a bludgeoning weapon, dealing an additional 6d6 points of crushing damage. You must announce the attempt before the attack roll is made and if you miss, that attempt is lost for the day. If you blow connects, a loud roar is heard which echoes off into the distance.
 

Valshin: Healing, Suns, and Life

    Obedience Healing and Life: You must spend an hour a day working with and caring for the hurt, injured, infirm or those otherwise in need medical care. As you do so, offer praise to Valshin periodically and console the infirm that Valshin watches over them. Engage in conversations about her mercies as you are able. If you do this, for the next 24 hours all your healing attempts will offer a +1 sacred bonus for every 4 levels you possess to any attempts to pass a save versus poison or disease. Additionally, if your ministrations heal any hp damage, you heal your target for an additional +1 hp for every 4 levels you possess. If you are a midwife and help deliver a child, that child will gain a permanent +1 sacred bonus to their fortitude save.
    Obedience Suns: Meditate in the sun for at least 30 minutes. Sunbathing is acceptable as long as you are also meditating on the virtues of Valshin. Once done, you must spend at least 30 minutes in your community helping out, all the while looking for opportunities to talk about Valshin. Once done, for the next 24 hours you get a +4 sacred bonus to any save against any type of visual attack (illusion, hypnotic spray, blinding attack, etc.). Additionally, you gain a +2 sacred bonus to hit, damage, and AC when fighting the undead.

    Exalted Boons:
    1. Sister/Brother of Mercy (SP): Cure Light Wounds 3/day, Continual Flame 2/day, or Remove Curse 1/day
    2. Fiery Spirit (SU): You have spent so much time in the sun, reveling in Valshin’s power and meditating on her glory, that their fiery rays have soaked into your very soul. You gain fire resistance 6.
    3. Healing Curse (SU): Once per day, you can touch an opponent’s weapons (it cannot be a natural attack which is targeted) and curse the weapon to become a weapon of healing. The weapon gets a save only if it is decidedly evil in nature. For the next 20 minutes, anyone non-evil and living struck by the weapon with the true intent to cause damage will instead be healed for the amount of damage the weapon would have otherwise delivered. Against undead the weapon now does +1d6 sacred damage.
 

Kristor: Time and Fate

    Obedience Time and Fate: Spend an hour in deep meditation focusing on cause and effect. Clear your mind and think about a single event which you did not like and focus on everything that went into how it worked out as it did. Focus yourself so you are unemotional about how that event turned out. If done properly, you are under the effects of Calm Emotion for 24 hours.

    Exalted Boons:
    1. Fate’s Student (SP): Serenity 3/day, Augury (at advantage) 2/day, or Opportunity 1/day
    2. Determined Focus (EX): By focusing on a task requiring a skill check or a set of skill check, spend an equal amount of time (minimum 10 minutes up to 1 hour) meditating on the task. The task must be one or which it's component parts are realistically evident and yet has some element of chance (craft a shield, give a speech, climb a particular side of a mountain, solve a puzzle.) After spending the time focusing, all skill checks for the task are made as if you took 10 on the task. If taking 10 would still result in a failure, then you get a +10 concentration bonus to your checks for the task. This ability works for one time tasks and once the task is completed, it can’t be used on the same task again for at least a week.
    3. Harmony with Fate (SU): You focus on yourself, item, or another. With regards to your focus, you gain True Seeing and Foresight for 30 minutes. This aspect can be used once a day. During this time that you are focusing on an item or another, you can see what entire action they will perform in the next round to the details of its success or failure, what they will say, how they will react, etc. This second part of the ability can only be used once a day.
 

Sanderal: Luck, Good times and Trickery

    In all of Sanderal’s obediences, one must partake of drink or other narcotic which reduces inhibitions while increasing one’s desire for fun. As such, it can’t be something which induces a stupor (at least not in mild quantities) or negative traits. Alcohol is generally the drug of choice. This is required for at least the entire duration of the obedience.  
    Obedience Luck: Spend an hour a day gambling in some form of fashion. Invoke the presence and name of Sanderal on each attempt. When you win, offer praise. When you lose, take comfort in knowing that you can’t win if you don’t play. Once done, for the next 24 hours gain a +1 luck bonus to AC and a +4 luck bonus on all games of chance. This luck bonus automatically applies during the next hour in which the obedience is being rendered as long as it happens within 3 days of the last obedience and the intention is to gamble for at least one hour.
    Obedience Good Times: Spend an hour in some sort of revelry. During this revelry, sing the praises of Sanderal and his many heroic deeds. Once done, gain the ability to consume 3x as much alcohol before entering the next stage of drunkenness for 24 hours.
    Obedience Trickery: Spend at least 15 minutes praying to Sanderal for guidance. Then study and pick a target to take advantage of by trickery, deception, or theft. The end result must be appropriate to the level of the character, however, the end result should value about 1 sp of goods or effort from the victim per level squared. To qualify, the victim must be no more than 2 levels lower than your level or at least level 5, whichever is lower. Once done, receive a +4 luck bonus on all skill checks of subterfuge like bluff, forgery, slight of hands, etc. for 24 hours.  
    Exalted Boons:
    1. Lucky Scoundrel (SP): Bless 3/day (self only), Augury 2/day, or Disguise Self 1/day
    2. Quick Escape (SP): Sometimes things go wrong and you just need to leave. Once a day, as an immediate action, you can Dimension Door.
    3. Lucky Wine (SU): Once per day equal to your charisma bonus (minimum 1), covert one pint of any non-magical liquid to the blessed wine of Sanderal. When drunk, it heals 4d12 points of damage and intoxicates the imbiber. If thrown at anything undead or an evil outsider, it deals 4d8 points of damage on a direct hit and 2d8 points of damage on a splash. If you instead invoke Sanderal by saying, “Sanderal, I need focus,” before the pint is drunk, it will cure any nonmagical poison (including drunkenness.) If the poison is magical, a new save at +6 is granted.
 

Torya: Nature – Animals and Plants

    Obedience Animals: Spend at least thirty minutes a day outside interacting with nature in general. It can be hiking, hunting or fishing for survival, camping, or conservation efforts. As you do so, sing various hymnals to Torya, focusing on her teachings of balance. When hunting, in particular, pay close attention to the balance of nature, seek to hunt the older beasts, allowing the younger beasts a chance to live. At the end of the time paying reverence to nature, meditate for at least thirty minutes how you can better preserve the nature of balance with the needs of society and vice versa. If done, unfriendly animals are now indifferent towards you as long as you keep your engagement with them limited. You leave them alone, and they leave you alone. This effect lasts for 24 hours.
    Obedience Plants: Similar to the Obedience Animals, spend at least thirty minutes a day interacting with nature but more focused on plants. Tasks might include gardening or even lumberjack. As you do so, sing her hymnals and focus on her teachings of balance. At the end of the time paying reverence, meditate for at least 30 minutes on how to better conserve the Great Balance. Once done for the next 24 hours you gain a +4 sacred bonus to all saves against poisons and toxins. You will be immune from reaction with common irritants like poison ivy/poison oak and common insects will leave you alone.  
    Exalted Boons:
    1. Nature’s Ally(SP): Speak with Animals and Plants 3/day, Plant Growth 2/day, or Animal Summoning IV 1/day.
    2. Experienced Traveler (EX): As a free action, you can grant yourself and any allies within 30 feet of you the ability to move through undergrowth at normal speed without taking damage or suffering any other impairment. This effect lasts 1 round for every Hit Die you possess or until you dismiss it as a free action, whichever comes first. Your allies must remain within 30 feet of you to gain the benefits. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, you also gain a +4 sacred bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not also gain this bonus.)
    3. Nature's Companion (EX): Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.
 

Yahalla: Knowledge, History, and Crafts

    Obedience Knowledge and History: Yahalla and his worship is all about learning and expanding one’s knowledge, understanding, and beliefs. He is also a neutral god and as such, rarely takes sides. Learning for its own sake is important. Obedience should be some time giving reverence to Yahalla, deeply meditating, then spending time helping to scribe or paying to scribe works so that others can see them. Once a copy is made, in the idea that nothing is lost forever, the work should be burned with the smokes rising to heavens to be collected by the graces of Yahalla. These observance require about 30 minutes a day on average. Beyond this, you will need to study and read histories and other books of information for at least an hour a day. If you do this, you will gain a +1 on all knowledge checks for the next 24 hours. If you do this for at least 7 out of 8 days, you will gain a +2 on all knowledge checks for the coming week. And if you do this for a month with no more than 1 day missed for every 10 days, you will gain a +3 on all knowledge checks for the coming month.
    Obedience Crafts: Spend time singing the praises to Yahalla as you practice your craft or art. You must either spend an hour a day teaching another the craft or working on making the crafted item or a piece of physical art as a gift. If you gift the item, make sure and extol the virtues of Yahalla and his ways. Try, if you can, combine the gift with a lesson about history or some moral obligation. Once done, for the next 24 hours, gain a +2 sacred bonus on all rolls for your chosen craft. Rolls for that craft are also made at advantage for that day.  
    Exalted Boons:
    1. Librarian (SP): Burst of Insight 3/day, Fox’s Cunning 2/day, or True Seeing 1/day
    2. Quick Learner (SU): Once per day, you can quickly absorb most of the relevant information of a book or tomb you touch. Holding the book for a minute is sufficient time. You automatically know if you are gaining information related to a knowledge check you have done in the last 24 hours and you gain the appropriate bonuses and get a reroll as the situation merits. You don’t memorize the book verbatim, just have a good understanding of the information. You will need to look in the book for detailed instructions or if it lists a spell, you will need to study it as normal. Your memory of the book will be similar to what it would be if you had read the book in the last week.
    3. Perfect Creation (SP): You learned to pour your soul into works of art or craft. Once per week, you can create an item of such enduring quality that it automatically gains a +1 bonus in some form or fashion most related to what it is (most likely an enchantment bonus). You will need to spend the time needed to make a master craft version of the item and the cost to make the item will be for a master craft item. If you create a work of art, that art is worth 5x what it otherwise would be worth.
 

Slinjetto: Chaos, Oceans, Fire, Magic, War, and Dragons

    Obedience Chaos: The only stipulation is that you create some sort of havoc and invoke Slinjetto’s Grace somewhere toward the end of the event. The scope of the chaos should not be decidedly evil or destructive and should rarely result in grave injuries or death, at least not of more than a few people. The form of the chaos beyond that is irrelevant as long as it affects more than five people and will take at least one day to sort out. Once done, gain a +1 luck bonus on all rolls for the until the suns next come up.
    Obedience Oceans: To gain this benefit, you must be near an ocean. Drink a pint of seawater in one setting, making the symbol of Slinjetto (tapping a surface with crossed fingers) on the top of the holding container. As soon as it is drunk, ask for Slinjetto’s Blessing while a sea. Doing this will both protect you from the effects of having drunk the salt water and give you a +2 competence bonus on all ocean/sea related tasks till the next time the suns set.
    Obedience Fire: Spend an hour staring at an open flame, pondering its ways, its randomness, if all-consuming beauty. As you do so ponder the stories of Slinjetto in how fire purifies by eliminating the old, making room for the new growth. Revel in her aspects of rebirth of the new out of the ashes of the old. Once done, for the next 24 hours gain DR2/fire. Additionally, should you encounter any undead you will gain a +1 sacred bonus to hit for that 24 hours and a green flame will surround your weapon as you strike. This +1 will actually allow you to hit undead which can only be hit by silver or magic.
    Obedience Magic: You must be a spellcaster to practice this obedience. As you rest and study for the next day’s spells, be ever mindful of Slinjetto’s influence in your life. Once you are prepared to cast spells for the day, you cast a spell frivolously from that cycle for no apparent gain other than create a little mayhem (though it can be to impress or entertain friends or to cause minor confusion among friends and allies), gain a +4 sacred bonus to concentration checks for the rest of the spells learned in that cycle.
    Obedience War: You must be engaged in a battle to practice this obedience. As you fight and vanquish foes, reach down and with fingers crossed dab them in your foe’s blood, then with fingers still crossed smear the blood down your nose. If you vanquish a second foe, smear blood across your forehead. For the third, from the center of your nose down under the left eye, and the for a fourth from the center of your nose down under the right eye. The foe must be a true foe, it cannot be a helpless victim, it must be someone with the power to have defended themselves against your attack. Once done, during your next battle you will receive a +1 sacred bonus to AC for one vanquished foe, a +2 sacred bonus to hit for a 2nd vanquished foe, a +3 sacred bonus to damage for a 3rd vanquished foe, and +4 sacred bonus to all saves for a 4th vanquished foe.
    Obedience Dragons: Only available to her priests 10th level and higher. Kept deeply secret, it is believed that following this obedience is one of the requirements before her followers can assume their dragon forms of later levels.  
    Exalted Boons:
    1. Soldier of Randomness (SP): Liberating Command 3/day, Entropic Shield 2/day, or Confusion 1/day
    2. Weather Warden (SU): Any ship you are on will fare better in a storm than if you weren’t on it. Generally, the chance of mishaps is decreased by 90% due to your presence, especially in violent weather.
    3. Friend of Dragons (EX): Speak draconian. Dragons will automatically recognize you as a follower of Slinjetto and unless they have a direct reason to be hostile to you will not treat you worse than indifferent. However, this in turns means that you do not intend ill will toward the dragon.
 

Ramian Fax: Darkness, Evil, Vengeance, Law

    Obedience Darkness and Vengeance: Spend at least one hour a day praying to Ramian for guidance in planning the downfall of another. As you plan, repeat the mantras and go through the various religious rituals associated with the activities you have planned. The more personal to you and your cause, the better. It should be someone who has somehow wronged you if possible, though it could just be someone in the way of your own personal gain. The goal should be to establish a rule of might makes right. The weak deserve to be ruled, the strong deserve to rule. Anyone who can’t protect themselves doesn’t deserve their position in society. Once done, receive a +3 profane bonus on all skill checks related to the fulfillment of your plan for the next 24 hours.
    Obedience Law and Evil: As above, however, your focus should be on furthering the aims and goals of both Ramian Fax and your order. Rather than a personal enemy, focus more on those who are contrary to your order’s goals and standards. Once done, receive a +3 profane bonus on all checks related to the manipulation of the law and all deception checks needed to further your goals. If combined with a personal target from the Darkness and Vengeance obedience, the total profane bonus can’t exceed +5 for any single check. Additionally, gain a +1 AC profane bonus against any attacks from a good opponent.  
    Exalted Boons:
    1. Dark Sibling (SP): Darkness 3/day, Wrath 2/day, or Unholy Smite 1/day
    2. Darkling Ally (SU): Once per day you can take the surrounding darkness and wrap it around you like armor. You cannot be in an area brighter than dim light or a torchlight for this work. For three rounds you gain an armor bonus of +8. At the end of the third round, if you are still in darkness, you will gain the benefits of a Shadow Form spell for an additional 2 rounds. If at any time you are exposed to daylight, all benefits from Darkling Ally immediately cease.
    3. True Avenger (SU): The hellish black flames of Ramian Fax surround you, making you a supernatural creature for 10 minutes out of every day. The minutes do not need to be consecutive. You gain DR5/magic and any chaotic or good creature which attacks you must make a reflex save (DC 18) or take 2d6 points profane damage.
 

Letheria: Pain, Cold and Vice

    Obedience Pain: Spend an hour a day inflicting pain (1 point of damage per level) on yourself to toughen your resolve or an hour inflicting pain (can be true mental anguish) on another and studying the results of those actions. While doing this, meditate on the teachings of Letheria. Once done, for the next 24 hours you are able to up to 3/day a day inflict wracking pain with a successful touch attack. The damage is non-lethal and does 1d6 per level you have. The pain lasts for 10 minutes per level you have, though you can end it early. Should the target take over 50% its hit point total, the target must make a save DC 15 (plus your CHA modifier) or be stunned for the duration of being in pain. You must announce the attempt before making the attack roll.
    Obedience Cold: Spend an hour a day in a cold environment which could kill a lesser creature. The most common method is to spend an hour in an ice bath trusting in Letheria to keep you alive. For the next 24 hours, gain cold resistance 5.
    Obedience Vice: Engage in sexual activity with another individual in exchange for money, information, or another valuable resource. Pray aloud to Letheria before and after the act, and encourage your partner to do the same if feasible. Gain a +4 profane bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature that could be sexually attracted to you.  
    Exalted Boons:
    1. Devotions of Letheria (SP): Charm Person 3/day, Ice Mirror 2/day, or Symbol of Pain 1/day
    2. Paragon of Vice (SU): Once a day you can completely transform yourself into significant other, paramour, or crush of your intended target for 1 hour. During this time, you gain limited knowledge of how the person you are imitating should act based on your target’s expectations. Such knowledge comes from several sources including sensing motive and a limited ESP with your intended victim. You get a base +25 on your attempt to disguise yourself. A common use of this ability is to sow dissension among enemies by betraying the trust of those they value the most.
    3. Unhealable Wound (SP): Once per day enchant any blade you use so that its next strike delivers a wound which can’t be healed magically. Only the physical damage from the blade gets this unhealable quality, not extra sources like flame or poison on the blade. The wound will also bleed for 1d6 points of lethal and non-lethal damage for a number rounds equal to your Charisma bonus after the attack. Even after the initial effect is over, the wound will never fully close and the victim will suffer 1d6 +1 point per Charisma bonus worth of bleeding damage each day. Only a priest of Letheria or Valshin of an equal or higher level than you can permanently heal this wound.   The damage from the initial blow (extra damages from other sources like fire don’t apply, only the actual damage from the blade) will continue to bleed for 1d6 points each day and never fully close.
 

Grethello: Death, Hate and Ugliness

    Obediences: Grethello has no known actual obediences or exalted boons. Creating an act of evil or destruction in his name grants the notice of Grethello who rewards each such service in a manner inconsistent with the level of the act. Sometimes a small act gets a great reward while a great act of evil might even incur what amounts to a penalty.  
    Exalted Boons: None or as above for Obediences.

Comments

Please Login in order to comment!