http://www.rilmani.org/w/api.php?action=feedcontributions&user=Idran&feedformat=atomTimaresh - User contributions [en]2024-03-28T12:06:31ZUser contributionsMediaWiki 1.39.3http://www.rilmani.org/w/index.php?title=Great_Upheaval&diff=4188Great Upheaval2021-08-29T18:13:09Z<p>Idran: </p>
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<div>This key event in [[Sigil]]ian history has its roots in the ''[[kriegstanz]]'', the long cold war that has marked the factions since their beginnings. This undercurrent of ill will amongst the factions was not always the low simmer it was today; once, centuries ago, it was an outright boil. Battles in the streets between the numerous factions (between 49 and 52 by various counts) were common, resulting in threats to the citizens regardless of faction alignment. There looked to be no end in sight to the bloodshed and terror, and Sigil was rapidly losing its place as a crossroads of the planes as more and more people thought it too risky to visit.<br />
<br />
However, one day approximately 630 years ago, the [[Lady of Pain]] interceded. Appearing before each factol with a single [[dabus]], she issued a now-famous pronouncement in a rare direct action, one which would ensure an end to the battles on the streets.<br />
<br />
<div style="text-align: center;">"By the order of the Lady of Pain, there will be but fifteen factions in Sigil. Organize thy colors by a fortnight hence - or die."</div><br />
<br />
For a brief period, the disorder was even worse, as factions scrambled to be one of the last remaining. Some factions merged, others left Sigil, others simply dissolved or were killed off. Overall, 17,734 are recorded to have died in the faction purge due to the chaos of events. But within two weeks, indeed there were only 15 factions in the city and, most fearing that this is a now-standing rule rather than a single proclamation, none have ever tried to bring the number above this point since, with new factions only allowed to take position in the city when an existing faction disbands, dissolves, or leaves.<br />
<br />
==Reference==<br />
<br />
* {{cite|title=Factol's Manifesto|pagenum=pg.81}}<br />
<br />
[[Category:History]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Noncanon:Alignment&diff=4187Noncanon:Alignment2021-05-18T20:44:43Z<p>Idran: </p>
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<div>{{noncanon}}<br />
<br />
====Excerpt from a lecture by Galerant Panneneon, metaphysicist for the [[Fraternity of Order]], presented at the [[Civic Festhall]] on Regula 19, Hashkar 110.====<br />
<br />
One issue that confuses many as to the nature of the aural manifestation commonly known as the "moral axis" (a misnomer for reasons to be elaborated on) is the precise nature of the Good and Evil configurations. These names are quite unfortunate, assigned by a [[guardinal]] sage eons ago when the configurations were first discovered; to quote a prominent [[yugoloth]] sage, "the terms 'good' and 'evil' for these manifestations are perhaps the biggest propoganda triumph on the part of the guardinals in the multiverse's history". Here, I will describe exactly why these terms do not apply as commonly conceived.<br />
<br />
Logically, the idea of aural configurations being determined by some sort of abstract, objective morality is paradoxical in a number of ways; though the Sentient Multiverse theory is espoused by many, none have given any reasoning why the multiverse would manifest a moral leaning in such a manner. Further, while these configurations do line up somewhat with the moral beliefs of many cultures, no culture strictly holds to it except those guided by the configurations themselves, of which there are few. So what exactly are these configurations?<br />
<br />
Alternate terminology for a time for these extrema were the terms "self-sacrificing" and "self-interested", though experimentation proved that acts categorized in such a manner didn't seem to always correlate properly. Recent research suggests a far more accurate representation of the extrema of this axis. It is proposed - though this is admittedly unlikely to be accepted by the lay public - that these extrema be renamed "Other" and "Self".<br />
<br />
I shall elaborate. The extreme commonly referred to as "Good" seems to best correlate with actions associated with placing interest in Others before interest in Self, and vice versa for the extreme commonly referred to as "Evil". At the extreme interpretations, as seen by the exemplars, these interpretations do manifest in the form of many of the actions most commonly associated in various systems of morality as "Good" and "Evil" respectively, yet this does manifest very good correlation with the murky gray areas located between. Indeed, there have been discovered many commonly-believed immoral and amoral actions - including at a major level, stalking and harassment, and at a minor level intrusion on the affairs of others and gossip - associated with the extreme of "Other", while there are some moral or amoral actions - including self-preservation - associated with the extreme of "Self".</div>Idranhttp://www.rilmani.org/w/index.php?title=Keeper/pf&diff=4186Keeper/pf2020-12-04T05:28:56Z<p>Idran: Created page with "{{convert}} {{stat PF| cr = 4 | al = N | sz = m | type = out | stype = extraplanar (Ethereal Plane) | init = 3 | sense = blindsight 200 ft.; Perception +6 | lang = Common..."</p>
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<div>{{convert}}<br />
{{stat PF|<br />
cr = 4 |<br />
al = N |<br />
sz = m |<br />
type = out |<br />
stype = extraplanar ([[Ethereal Plane]]) |<br />
init = 3 |<br />
sense = blindsight 200 ft.; Perception +6 |<br />
lang = Common |<br />
aura = |<br />
ac = 18 |<br />
touchac = 14 |<br />
flatac = 14 |<br />
acsource = +3 Dex, +1 dodge, +4 natural |<br />
hd = 4 |<br />
heal = |<br />
def = amorphous |<br />
dr = |<br />
imm = |<br />
res = |<br />
sr = |<br />
f = 6 |<br />
r = 7 |<br />
w = 0 |<br />
specsave = |<br />
spd = 40 ft., climb 20 ft. |<br />
melee1 = mimicked weapon +8 (damage varies) |<br />
range1 = spit +7 touch (poison) |<br />
space = |<br />
reach = |<br />
bab = 4 |<br />
satk = poison spit |<br />
spell1 = |<br />
spclass1 = |<br />
spcl1 = |<br />
sla = |<br />
cl = |<br />
rntch = |<br />
str = 19 |<br />
dex = 16 |<br />
con = 14 |<br />
int = 15 |<br />
wis = 9 |<br />
cha = 6 |<br />
sq = compression, mimic weapon, no breath |<br />
gear = |<br />
feats = Dodge, Mobility |<br />
efeats = |<br />
skills = Acrobatics +15, Climb +16, Escape Artist +18, Knowledge (any three) +9, Perception +6, Stealth +10; '''Racial Modifiers''' +8 Acrobatics, +8 Escape Artist |<br />
skptno = no |<br />
env = Any |<br />
org = Pack (3-6) |<br />
tres = Half |<br />
}}<br />
<br />
'''Dissolution (Ex):''' When slain, a keeper dissolves into a puddle of the same poison they spit. This puddle and any poison taken from it evaporates in 4 rounds, though a single dose can be preserved with a DC 20 Craft (Alchemy) check. Any creature that touches the keeper as it dissolves (such as with a natural attack that dealt the death blow) must save against the poison as normal. A keeper can trigger their own dissolution at will as a free action.<br />
<br />
'''Mimic Weapon (Ex):''' A keeper can form the malleable flesh and bone of its arms into any melee weapon (even an exotic weapon) it has witnessed in use and then wield the weapon with proficiency. It can form either arm into any melee weapon of up to Medium-size. It must fuse and form both its arms to mimic a weapon of Large size or a double weapon. A keeper cannot use its arms to create melee weapons of a size larger than it could normally wield. A mimicked weapon has all the properties of a standard weapon of that type.<br />
<br />
A keeper’s attacks with its mimicked weapons are treated as natural attacks; thus, keepers do not incur the normal penalties for fighting with two weapons, cannot be disarmed, and do not gain iterative attacks with their mimicked weapons. Keepers are capable of wielding normal weapons, even ranged weapons, but they rarely do so.<br />
<br />
'''Poison (Ex):''' Spit&mdash;contact; save Fort DC 14; frequency 1/min for 6 mins; effect 1d3 Con dmg and nauseated for 1 minute; cure 3 saves. The save DC is Constitution-based.<br />
<br />
==Reference==<br />
<br />
* {{cite|Fiend Folio (3e)|pp.111-112}}<br />
* {{cite|Planescape Monstrous Compendium Appendix II|pp.56-57}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Thought&diff=4185Category:Thought2020-12-04T02:27:47Z<p>Idran: Created blank page</p>
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<div></div>Idranhttp://www.rilmani.org/w/index.php?title=Cranium_rat/pf&diff=4184Cranium rat/pf2020-12-04T02:21:23Z<p>Idran: Created page with "{{convert2}} ==Single== A single cranium rat has stats identical to a single rat. ==Lesser Pack== {{stat PF| nameor = Lesser Pack | cr = 3 | al = NE | sz = t | type = mgb |..."</p>
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<div>{{convert2}}<br />
==Single==<br />
<br />
A single cranium rat has stats identical to a single rat.<br />
<br />
==Lesser Pack==<br />
{{stat PF|<br />
nameor = Lesser Pack |<br />
cr = 3 |<br />
al = NE |<br />
sz = t |<br />
type = mgb |<br />
stype = extraplanar (varies), swarm |<br />
init = 6 |<br />
sense = low-light vision, scent, thoughtsense 60 ft.; Perception +8 |<br />
lang = telepathy 100 ft. |<br />
aura = |<br />
ac = 15 |<br />
touchac = 15 |<br />
flatac = 13 |<br />
acsource = +2 Dex, +1 insight, +2 size |<br />
hd = 4 |<br />
heal = |<br />
def = swarm traits |<br />
dr = |<br />
imm = |<br />
res = |<br />
sr = |<br />
f = 4 |<br />
r = 5 |<br />
w = 2 |<br />
specsave = |<br />
spd = 15 ft., climb 15 ft., swim 15 ft. |<br />
melee1 = swarm (1d6 plus disease and distraction) |<br />
range1 = |<br />
space = 10 ft. |<br />
reach = 0 ft. |<br />
bab = 2 |<br />
satk = disease, distraction (DC 12), psychic spellcasting |<br />
spell1 = 1st (3/day)&mdash;''charm person'' (DC 10), ''mind thrust I'' (DC 10)<br><br />
0 (at will)&mdash;''daze'' (DC 9), ''ghost sound'' (DC 9), ''open/close'', ''telekinetic projectile'' (DC 9) |<br />
spclass1 = psy |<br />
spcl1 = 1 |<br />
sla = |<br />
cl = |<br />
rntch = |<br />
str = 2 |<br />
dex = 15 |<br />
con = 13 |<br />
int = 9 |<br />
wis = 13 |<br />
cha = 2 |<br />
sq = |<br />
gear = |<br />
feats = Improved Initiative, Skill Focus (Perception) |<br />
efeats = |<br />
skills = Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; '''Racial Modifiers''' uses Dex to modify Climb and Swim |<br />
skptno = no |<br />
env = Any urban |<br />
org = solitary |<br />
tres = none |<br />
}}<br />
<br />
'''Disease (Ex):''' Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.<br />
<br />
'''Merge Swarms (Ex):''' Two or more lesser cranium rat packs can move into the same space and merge into a single swarm. For every swarm merged into the first in this way, increase the HD, intelligence, caster level, insight bonus, and CR by 1, and adjust all stats accordingly.<br />
<br />
==Reference==<br />
* {{cite|Bestiary 6|pg.156}}<br />
* {{cite|Fiend Folio (3e)|pp.167-169}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Template:3emem&diff=4183Template:3emem2020-12-04T00:31:16Z<p>Idran: </p>
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<div>{{#switch:{{{1}}}|brd|sor|ass|inq|psi|psy=Known|Prepared}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Template:3ecls&diff=4182Template:3ecls2020-12-04T00:30:49Z<p>Idran: </p>
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<div>{{#switch:{{lc:{{{1}}}}}|ass=Assassin|bar=Barbarian|brd=Bard|clr=Cleric|drd=Druid|fgr=Fighter|ftr=Fighter|inq=Inquisitor|pal=Paladin|psi=Psion|psy=Psychic|rng=Ranger|sor=Sorcerer|wiz=Wizard|Unknown}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Dark_Eight&diff=4181Dark Eight2020-11-29T04:56:06Z<p>Idran: </p>
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<div>For at least the last 200 millennia, the Dark Eight have led the armies of the [[Baatezu]], guiding Law's side of the [[Blood War]]. These preeminent examples of their kind, by merely surviving over the eons, have proven their skills in both strategy and politics, though they do their best to keep the latter from impacting the ways of the [[Baator Legions]].<br />
<br />
Once nine, the origins of the Dark Eight and their position in the heirarchy of the baatezu is unknown; some say they were once been lieutenants of [[Asmodeus]] himself in the days before the fall, while other stories say it was thanks to nothing more than the idea of an especially forward-thinking pit fiend. After the occupation of [[Baator]], they were chosen not to rule the plane (an achievement they wisely wished not to claim), but rather to rule its military, to continue applying their great skill in fighting off the [[tanar'ri]]. In this role they thrived for thousands of years before struck by the first loss; the public assassination of their leader, [[Cantrum]], during a rally on the fields of Avernus by a crusading knight of [[Bahamut]]. Though greatly impacted by the loss of their leader, they have continued on in his name.<br />
<br />
Each of the Dark Eight is assigned a specific duty towards the upkeep and performance of the Baator Legions. In addition, each is the head of one of the layer garrisons, the elite corps of the armies of Baator.<br />
<br />
: [[Furcas]] - Head of Mortal Relations<br />
:: Furcas is charged with handling all interactions with the mortals that help bolster the ranks of Baator. He handles both planar recruitment and corruption of mortals on the [[Prime]]; in the purview of the latter, he directs all [[erinyes]] and [[falxugon]]s currently active in finding suitable mortals to bring to Baator, alive or dead. He also directs actions against powerful mortals on the Prime serving the tanar'ri. In Baator, he leads the [[Creeping Cadre]], garrison of [[Malbolge]].<br />
: [[Baalzephon]] - Supply Master<br />
:: Baalzephon's role is keeping all baatezu supply lines defended and active, and ensuring that the front lines get what they need. Well-connected, she and her underlings are responsible with contracting with the various multiversal trade guilds as well as agricultural and manufacturing concerns. She also directs mining and recovery operations on [[Acheron]]. In Baator, she leads the [[Gleaming Guard]], garrison of [[Minauros]]<br />
: [[Zimimar]] - Head of Morale<br />
:: Zimimar has the unenviable duty of ensuring the forces of Baator keep their spirits up, in both good times and bad. She does her best to keep good relations with baatezu at all levels, both to make sure they know their issues are heard, and to make sure she knows when those issues might begin to escalate; her network of informants spans even amongst the [[spinagon]]s, and it's thanks to her that no baatezu rebellion or insurrection has succeeded in thousands of years. In Baator, she leads the [[Iron Defenders]], garrison of [[Dis (layer)|Dis]].<br />
: [[Zapan]] - Head of Immortal Relations<br />
:: Where Furcas handles interactions with mortal beings, Zapan handles them with the immortal; chiefly the [[yugoloth]]s, the [[modron]]s, and the [[power]]s. His role is very similar to that of Furcas, but the greater timescales involved and allowed grant a number of difference. Further, unlike Furcas, most of Zapan's dealings are held on equal footing; thankfully for him, he more than has the charisma to deal with hated foes without even a sneer. On rare occasions, Zapan has even dealt with the tanar'ri directly &mdash; he drafted the very short-lived Treaty of [[Ghoresh Chasm]], an achievement that resounds even today. In Baator, he leads the [[Stygian Champions]].<br />
: [[Zaebos]] - Head of Promotions and Demotions<br />
:: Zaebos is responsible with keeping all records on every baatezu soldier across the entire multiverse, looking for the best of the best (and the worst of the worst) in order to ensure everyone is placed in a role best suiting their ability. He works closely with Zimimar in this respect, as being in the proper place in society is an important part of baatezu psychology. Out of all the Dark Eight, he perhaps has the most difficulty averting the politicking that runs rampant outside the Baator Legions, and if not for his position amongst the Dark Eight, he would likely have been killed by now a dozen dozen times over just through butting heads. In Baator, he leads the [[Maladominaar]].<br />
: [[Corin]] - Spymaster<br />
:: Corin heads the interplanar espionage network kept by the baatezu to ensure all tanar'ri plans get in their hands before they become a danger. Said to have infiltrators throughout the militaries of every plane, even amongst the Upper, it's rare that any event more important than a reassignment is able to escape his notice. In Baator, he leads the [[Serpentine Order]], garrison of [[Cania]].<br />
: [[Dagos]] - Head of Strategy<br />
:: Dagos is in charge of directing actual combat operations in the Blood War. Directly below Dagos are the Three Commands of the Baator Legions, each led by three handpicked generals; Dagos' skill at finding strategic minds that rival his own is best exemplarized by his hand-selection of [[Bel]] from the ranks of [[First Command]]. In Baator, he leads [[The Few]], garrison of [[Avernus]].<br />
: [[Pearza]] - Head of Research and Implementation<br />
:: Pearza directs all research into new means by which to destroy the tanar'ri and their forces. With interests both magical and technological, she has made much progress in developing methods for fighting demonic (and generally chaotic) entities; her largest coup was perhaps the creation of [[Baatorian green steel]] thousands of years ago, though it has long since spread outside the ranks of the Baator Legions. She also leads the [[Knoll of Blades]], the [[kocrachon]] institute at which all new inductees to that rank learn their skills in medicine and torture. In Baator, she leads the [[Walkers in Fire]], garrison of [[Phlegethos]]<br />
<br />
==References==<br />
<br />
* {{cite|Faces of Evil - The Fiends|pg.29}}<br />
* {{cite|Fiendish Codex II - Tyrants of the Nine Hells|pg.38}}<br />
* {{cite|Hellbound - The Blood War: DM's Guide|pp.18-20}}<br />
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[[Category:Baatezu]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Cleric_Spells&diff=4180Category:Cleric Spells2020-11-27T03:16:55Z<p>Idran: Created page with "Spells for clerics, either base list or domain spells. Category:Magic Category:Mechanics"</p>
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<div>Spells for clerics, either base list or domain spells.<br />
<br />
[[Category:Magic]]<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_storm&diff=4179Hellfire storm2020-11-27T03:15:26Z<p>Idran: Created page with "{{Spell PF| school = evocation [evil] | level = Hellfire 6 | cast_time = 1 standard action | comp = V,S | range = Medium | aoe = 20-ft.-radius spread | duration = Instantaneou..."</p>
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<div>{{Spell PF|<br />
school = evocation [evil] |<br />
level = Hellfire 6 |<br />
cast_time = 1 standard action |<br />
comp = V,S |<br />
range = Medium |<br />
aoe = 20-ft.-radius spread |<br />
duration = Instantaneous |<br />
}}<br />
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This spell functions like ''[[hellfire (spell)|hellfire]]'', except it deals 1d8 points of damage per caster level (maximum 10d8) to creatures in the affected area.<br />
<br />
==Reference==<br />
<br />
* {{cite|Fiendish Codex II - Tyrants of the Nine Hells|pg.101}}<br />
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[[Category:Cleric Spells|6hellfire storm]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_(spell)&diff=4178Hellfire (spell)2020-11-27T03:14:07Z<p>Idran: Created page with "{{Spell PF| school = evocation [evil] | level = Hellfire 2 | cast_time = 1 standard action | comp = V,S | range = Close | aoe = 10-ft.-radius spread | duration = Instantaneous..."</p>
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<div>{{Spell PF|<br />
school = evocation [evil] |<br />
level = Hellfire 2 |<br />
cast_time = 1 standard action |<br />
comp = V,S |<br />
range = Close |<br />
aoe = 10-ft.-radius spread |<br />
duration = Instantaneous |<br />
}}<br />
<br />
''Calling upon the raw energies of Baator, you cause hellish fires to fill an area you designate.''<br />
<br />
You create a small explosion of brimstone and fire. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures in the affected area. The damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by ''protection from energy (fire)'', ''fire shield (chill shield)'', and similar magic.<br />
<br />
==Reference==<br />
<br />
* {{cite|Fiendish Codex II - Tyrants of the Nine Hells|pg.101}}<br />
<br />
[[Category:Cleric Spells|2hellfire]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_spell&diff=4177Hellfire spell2020-11-27T02:58:37Z<p>Idran: Idran moved page Hellfire spell to Hellfire Spell</p>
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<div>#REDIRECT [[Hellfire Spell]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_Spell&diff=4176Hellfire Spell2020-11-27T02:58:36Z<p>Idran: Idran moved page Hellfire spell to Hellfire Spell</p>
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<div>===Hellfire Spell (Metamagic)===<br />
<br />
The power of hellfire runs through your veins.<br />
<br />
'''Prerequisites:''' Any spellcasting class, allegiance to [[Mephistopheles]].<br />
<br />
'''Benefit:''' You can alter a spell with the Fire descriptor to become a hellfire spell.<br />
<br />
When you cast the spell, the Fire descriptor is replaced with the Evil descriptor, and any fire damage inflicted by the spell is instead untyped. If the spell summons a creature, its home plane is considered [[Baator]] and any fire damage dealt by that creature is instead untyped. In addition, all flames or fire created by the spell or associated with any summoned creatures appear dark and colorless and generate no light.<br />
<br />
A hellfire spell uses a spell slot 1 level higher than the spell’s normal spell level.<br />
<br />
[[Category:Feats]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_Spell&diff=4175Hellfire Spell2020-11-27T02:58:24Z<p>Idran: </p>
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<div>===Hellfire Spell (Metamagic)===<br />
<br />
The power of hellfire runs through your veins.<br />
<br />
'''Prerequisites:''' Any spellcasting class, allegiance to [[Mephistopheles]].<br />
<br />
'''Benefit:''' You can alter a spell with the Fire descriptor to become a hellfire spell.<br />
<br />
When you cast the spell, the Fire descriptor is replaced with the Evil descriptor, and any fire damage inflicted by the spell is instead untyped. If the spell summons a creature, its home plane is considered [[Baator]] and any fire damage dealt by that creature is instead untyped. In addition, all flames or fire created by the spell or associated with any summoned creatures appear dark and colorless and generate no light.<br />
<br />
A hellfire spell uses a spell slot 1 level higher than the spell’s normal spell level.<br />
<br />
[[Category:Feats]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Dark_Speech&diff=4174Dark Speech2020-11-27T02:56:18Z<p>Idran: Created page with "===Dark Speech=== You learn a smattering of the language of truly dark power. '''Prerequisite:''' Will save bonus +5, Int 15, Cha 15, evil alignment. '''Benefit:''' You can..."</p>
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<div>===Dark Speech===<br />
<br />
You learn a smattering of the language of truly dark power.<br />
<br />
'''Prerequisite:''' Will save bonus +5, Int 15, Cha 15, evil alignment.<br />
<br />
'''Benefit:''' You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed below.<br />
<br />
''Dread:'' Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifier). The result of a failed save by a listener depends on the listener's character level and alignment, as detailed on the table below.<br />
<br />
{| class="wikitable"<br />
|-<br />
| '''1st-4th (non-evil)'''<br />
| Listener is shaken for 1d10 rounds and must flee from you until you are out of sight.<br />
|-<br />
| '''1st-4th (evil)'''<br />
| Listener cowers in fear for 1d10 rounds<br />
|-<br />
| '''5th-10th (non-evil)'''<br />
| Listener is shaken for 1d10 rounds.<br />
|-<br />
| '''5th-10th (evil)'''<br />
| Listener is charmed by you (as ''charm monster'') for 1d10 rounds.<br />
|-<br />
| '''11th+ (non-evil)'''<br />
| Listener is filled with loathing for you but is not otherwise influenced.<br />
|-<br />
| '''11th+ (evil)'''<br />
| Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future.<br />
|}<br />
<br />
Any given target can be affected only once by a specific person's usage of this feat every 24 hours.<br />
<br />
''Power:'' Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost.<br />
<br />
''Corruption:'' As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object.<br />
<br />
''Dark Unity:'' You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the ''suggestion'' spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage.<br />
<br />
'''Normal:''' Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible to make someone use the Dark Speech if they are unwilling because the language's pronunciation is so exacting.<br />
<br />
'''Special:''' You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you.<br />
<br />
==Reference==<br />
<br />
* {{cite|Fiendish Codex I - Hordes of the Abyss|pg.85}}<br />
<br />
[[Category:Feats]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_Spell&diff=4173Hellfire Spell2020-11-27T01:41:24Z<p>Idran: </p>
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<div>===Hellfire Spell (Metamagic)===<br />
<br />
The power of hellfire runs through your veins.<br />
<br />
'''Prerequisites:''' Any spellcasting class, fealty to [[Mephistopheles]].<br />
<br />
'''Benefit:''' You can alter a spell with the Fire descriptor to become a hellfire spell.<br />
<br />
When you cast the spell, the Fire descriptor is replaced with the Evil descriptor, and any fire damage inflicted by the spell is instead untyped. If the spell summons a creature, its home plane is considered [[Baator]] and any fire damage dealt by that creature is instead untyped. In addition, all flames or fire created by the spell or associated with any summoned creatures appear dark and colorless and generate no light.<br />
<br />
A hellfire spell uses a spell slot 1 level higher than the spell’s normal spell level.<br />
<br />
[[Category:Feats]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Feats&diff=4172Category:Feats2020-11-27T01:31:02Z<p>Idran: Created page with "Category:Mechanics"</p>
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<div>[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Hellfire_Spell&diff=4171Hellfire Spell2020-11-27T01:30:44Z<p>Idran: Created page with "===Hellfire Spell (Metamagic)=== The power of hellfire runs through your veins. '''Prerequisites:''' Any spellcasting class, fealty to Mephistopheles. '''Benefit:''' Yo..."</p>
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<div>===Hellfire Spell (Metamagic)===<br />
<br />
The power of hellfire runs through your veins.<br />
<br />
'''Prerequisites:''' Any spellcasting class, fealty to [[Mephistopheles]].<br />
<br />
'''Benefit:''' You can alter a spell with the Fire descriptor to become a hellfire spell.<br />
<br />
When you cast the spell, the Fire descriptor is replaced with the Evil descriptor, and any fire damage inflicted by the spell is instead untyped.<br />
<br />
A hellfire spell uses a spell slot 1 level higher than the spell’s normal spell level.<br />
<br />
[[Category:Feats]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Warforged_Archetypes&diff=4170Warforged Archetypes2020-11-27T01:19:15Z<p>Idran: </p>
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<div>Warforged have archetypes, usually but not necessarily tied to their martial purpose.<br />
<br />
==Soldier of the Last War (Fighter archetype)==<br />
<br />
''To many, the words "warforged" and "fighter" seem almost synonymous. Built to serve as soldiers, warforged are indeed singularly suited to the pursuit of the combat arts. The warforged fighter who gives up some of that class's range of options, however, gains a stability in combat and a greater command of his construct body''<br />
<br />
===Battle Hardened (Ex)===<br />
A warforged fighter is crafted for battle, ready to act at a moment's notice. They gain a bonus to initiative checks equal to their Bravery bonus on saves against fear effects.<br />
<br />
This ability replaces the bonus combat feat gained at 1st level.<br />
<br />
===Bonus Warforged Feat===<br />
A warforged fighter can select any warforged feet for which they meet the prerequisites in place of a bonus combat feat.<br />
<br />
This ability modifiers the fighter bonus feats class feature.<br />
<br />
===Body as Weapon (Ex)===<br />
At 5th level, a warforged fighter gains a +1 bonus on attack and damage rolls on any of his natural attacks, or with any weapon attached as a warforged component or integrated weapon. <br />
They also add this bonus on any CMB checks made with these weapons, or to their CMD against manouvres using these weapons.<br />
This bonus increases by +1 every four levels thereafter.<br />
<br />
This ability replaces Weapon Training I.<br />
<br />
==Machina ex Deus (Paladin archetype)==<br />
''The rare warforged who takes up a paladin's path likely follows no deity. With no assurance of divinity or even the existence of their own souls, warforged paladins often follow a simple faith of good will. Believing in the necessity for just and benign behaviour and the benefits of living in such a fashion, these warforged paladins can gain abilities uncommon for the class and unique to their species.''<br />
<br />
===Smite Construct (Su)===<br />
A warforged paladin can use their smite evil ability against a construct, gaining a bonus on their attack and damage rolls as if smiting an evil creature, regardless of the construct's alignment.<br />
<br />
This ability modifies the Smite Evil class feature.<br />
<br />
===Durable Will (Su)===<br />
At 2nd level, a warforged paladin gains a bonus equal to their Constitution bonus (if positive) on Will saves.<br />
<br />
This replaces Divine Grace.<br />
<br />
===Repair Damage (Su)===<br />
Beginning at 2nd level, a warforged paladin can repair damage dealt to any Construct or living construct (including themselves) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Constitution modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets themselves, in which case it is a swift action. A paladin only needs one free hand to use this ability.<br />
<br />
Alternatively, a warforged paladin can use this ability on living creature, however it only heals half the HP it would normally. Unlike Lay on Hands, this ability cannot be used to deal damage to undead.<br />
<br />
This ability replaces the standard Lay on Hands ability.<br />
<br />
===Immunity to Stunning (Ex)===<br />
From 3rd level on, a warforged paladin cannot be stunned.<br />
This ability replaces Divine Health.<br />
<br />
==References==<br />
*{{cite|Races of Eberron|pp.129-132}}<br />
<br />
[[Category:Archetypes]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Archetypes&diff=4169Category:Archetypes2020-11-27T01:18:30Z<p>Idran: Created page with "Class archetypes. Category:Mechanics"</p>
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<div>Class archetypes.<br />
<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Mirror_Magus&diff=4168Mirror Magus2020-11-27T01:18:15Z<p>Idran: </p>
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<div>__NOTOC__<br />
The mirror magus is an archetype of the magus class, available to [[kamerel]] magi.<br />
<br />
''Mirror magi are the descendants of ancient kamerel traditions, born both of the restrictions forced upon them from their [[Outlands|Outlander]] homes and from their long-standing connection with the mysterious and little-understood [[Plane of Mirrors]].''<br />
<br />
==Class Features==<br />
<br />
In addition to the following class features, all class features of a mirror magus that would otherwise be (Su) are now (Ex) with regard to environmental conditions only.<br />
<br />
===Spells===<br />
<br />
A mirror magus has access only to 0 and 1st level spell slots; any higher spell slots a magus would gain instead give them one additional 1st-level spell slot. Any spells marked with an (F) require a specially crafted personal totem mirror to cast. This mirror is considered an additional Focus component to the spell. Such a mirror requires one week to properly form, and the rituals involved cause it to become as strong as steel. As such, many mirror magi incorporate theirs into bucklers, that they may always have them at hand.<br />
<br />
A mirror magus has the following alternate spell list:<br />
<br />
0—''arcane mark'' (F), ''dancing lights'' (F), ''daze'' (F), ''detect magic'', ''flare'' (F), ''ghost sound'', ''light'' (F), ''mage hand'', ''mending'', ''message'' (F), ''open/close'', ''prestidigitation'', ''read magic'', ''spark'' (F)<br />
<br />
1st—''abstemiousness'', ''alarm'', ''alter self'' (F), ''anticipate peril'' (F), ''[[bind the reflection]]'', ''blur'' (F), ''break'', ''burning gaze'', ''color spray'' (F), ''darkness'' (F), ''daze monster'' (F), ''dazzling blade'' (F), ''[[divide the mind]]'', ''enlarge person'', ''erase'' (F), ''expeditious retreat'', ''flare burst'' (F), ''forced quiet'', ''glitterdust'' (F), ''hairline fractures'', ''[[hold reflection]]'', ''hydraulic push'', ''hypnotism'' (F), ''lesser confusion'' (F), ''lock gaze'' (F), ''mage armor'' (F), ''magic weapon'' (F), ''mirror image'' (F), ''mirror strike'', ''misdirection'' (F), ''obscure object'' (F), ''[[pass into mirror]]'', ''[[preserve image]]'', ''reduce person'', ''[[scry mirror]]'', ''shatter'', ''shield'' (F), ''shocking grasp'', ''silent image'' (F), ''snowball'', ''[[spatial mirror]]'', ''[[strengthen glass]]'', ''[[the untraveled road]]'', ''[[transport mirror]]'', ''twisted space'' (F), ''unseen servant'' (F), ''vanish'' (F)<br />
<br />
===Reflect the Spell (Ex)===<br />
<br />
At 4th level, a mirror magus gains the ability to divide one of their spells in two, essentially allowing them to cast the same spell twice at once. This increases to three spells at 11th level, and four at 19th. All variables and numeric effects of the reflections are the same for each copy, and the target only need make a single spell resistance check or saving throw against all spells. The reflections can, however, be directed at separate targets or be directed at different areas.<br />
<br />
This ability replaces Spell Recall, Improved Spell Recall, and Greater Spell Access.<br />
<br />
===Arcane Boost (Ex)===<br />
<br />
At 7th level, a mirror magus can expend one point from their arcane pool to add a bonus to their spell DCs equal to CL/4 for a number of rounds equal to their Int bonus.<br />
<br />
This ability replaces Knowledge Pool.<br />
<br />
===Channel the Spire (Ex)===<br />
<br />
At 13th level, a mirror magus gains spell resistance. The value of the spell resistance varies from spell to spell, however, equal to four times the level of the spell being cast at them (including spell level adjustments for metamagic).<br />
<br />
This ability replaces Heavy Armor.<br />
<br />
===Magus Arcana===<br />
<br />
The following magus arcana complement the mirror magus archetype: empowered magic, maximize magic, reflection<br />
<br />
[[Category:Archetypes]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Wizard_Spells&diff=4167Category:Wizard Spells2020-11-27T01:15:30Z<p>Idran: </p>
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<div>Spells used by sorcerers and wizards.<br />
<br />
[[Category:Magic]]<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Magus_Spells&diff=4166Category:Magus Spells2020-11-27T01:15:27Z<p>Idran: </p>
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<div>Spells used by magi. <br />
<br />
[[Category:Magic]]<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Category:Alchemist_Extracts&diff=4165Category:Alchemist Extracts2020-11-27T01:15:23Z<p>Idran: </p>
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<div>Extracts used by alchemists. <br />
<br />
[[Category:Magic]]<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Mephistopheles&diff=4164Mephistopheles2020-11-27T01:07:30Z<p>Idran: </p>
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<div>{{Infobox God|<br />
strength = Quasipower |<br />
nickname = Lord of No Mercy |<br />
aoc = Hellfire |<br />
align = LE |<br />
wor = evokers, arcane or alchemical experimentalists, disaffected [[Asmodeus]] worshippers |<br />
walign = LN,LE,N,NE |<br />
symbol = Flame rendered in copper and gold |<br />
plane = Baator |<br />
layer = Cania |<br />
realm = Citadel of Mephistar |<br />
ally = [[Dispater]] |<br />
enemy = [[Baalzebul]], [[Bel]], [[Olidammara]] |<br />
weapon = Ranseur |<br />
domain = Evil, Fire, Law |<br />
subdomain = Baatezu, Hellfire |}}<br />
{{Infobox NPC|<br />
align = LE |<br />
gender = male |<br />
folk = archdevil |<br />
home = Citadel of Mephistar |<br />
ally = [[Dispater]] |<br />
enemy = [[Baalzebul]], [[Bel]], [[Olidammara]] |}}<br />
<br />
Holding dominion over the frozen layer of [[Cania]], Mephistopheles has stood as archduke since the dawning days of [[Baator]]. As one of the ancient celestials who served under [[Asmodeus]] even before the [[Pact Primeval]], his name has ever been carved into the tablets of history, though always in the shadow of his superior.<br />
<br />
==Appearance==<br />
<br />
Mephistopheles pays exquisite attention to his presentation as the Noble's Noble. Projecting an air of charm and civility, he embodies the popular conception of the contract-maker: he has the diabolic features mortals and others may expect, such as blood-red skin, prominent horns, and bat-like wings, but his garb is always the finest of silk tailoring, and he is almost never seen without a dramatic cape or cloak about his shoulders, dark as the deepest void, nor his most prominent symbol, his personally-crafted ranseur. Though he stands nine feet tall and as of late is ever cloaked in an aura of hellfire, unlike many baatezu he prefers to ingratiate rather than intimidate. Never showing a bit of anger in public, he holds his notorious temper to private spaces; the cloud of destruction he's been known to leave in his wake in private chambers when things go poorly is an open secret across Baator.<br />
<br />
==History==<br />
<br />
Ages thence, Mephistopheles was the second in command of the legion of Asmodeus alongside [[Dispater]], and his most trusted ally in the endless war against Chaos. Always at the side of his brother in arms, even as they increasingly fell to darkness, and even upon his storied exile to the land that would come to be known as Baator. It is said that even in these early days, his interests fell to the arcane, specializing his squadrons of [[erinyes]] in the mystical arts to better fight against the powers of the [[tanar'ri]]. And when he joined Asmodeus to the Nine Hells, he was granted total dominion over Cania, the Eighth; though second in significance only to [[Nessus]], and though the chokepoint of defense to the realm that would be Asmodeus's own, its frigid nature stirred the first spark of disquiet and bitterness in Mephistopheles's diabolic heart. How dare Asmodeus curse him with a land so harsh and unyielding?<br />
<br />
This seeming gift, however, was seen by Mephistopheles as nothing but a curse. Though he took firm grip of Cania, purging those [[Baatorian]] settlements that still stood beneath the glaciers, he loathed the land he was tasked with ruling. It was this insult that planted the first seeds of his now-noted desire of unseating Asmodeus and taking the throne of Nessus. A desire that he has ever been open about, even to Asmodeus himself. And yet no action nor censure has ever been levied against Mephistopheles for his open mutiny; despite his goals, after all, he has still followed the word of Asmodeus, still kept at his side, and still protected him from all outside threats as he ever had, for he is no fool. Indeed, his mind is easily the match of Asmodeus's, his plots renown for their complexity and success. Most noted by scholars and studied by lesser baatezu of these is what has come to be known as the Mask of Molikroth.<br />
<br />
===The Mask of Molikroth===<br />
<br />
In the decades leading up to the [[Reckoning]], Mephistopheles posed as his own noble vassal, a pit fiend known as Molikroth who began to quickly climb the ladders of presence and respect amongst the nobility of Mephistar. This disguise none knew of but for four of his most trusted underlings: his consort, [[Baalphegor]], for he could not hold such back from his love; the Chamberlain of Mephistar [[Barbas]], for he was sure to identify the ruse otherwise; and his generals [[Nexroth]] and [[Hutijin]], for he would never dare disrupt the chain of command to his soldiers within the Blood War upon the realization of his scheme. And when the time came and he sent his armies after [[Baalzebul]], to weaken his greatest rival in preparation for unseating Asmodeus, at the same time now-Baron "Molikroth" went about his court fomenting rebellion against him; an act meant both to prepare for his potential loss, and to discover who amongst his court held the least loyalty towards him.<br />
<br />
As he suspected might happen, his primary scheme within the Reckoning failed, his armies turned against him by Asmodeus just as Baalzebul's. But unlike Baalzebul, a coup within his court led by "Baron Molikroth" resulted in his apparent death, with his faux identity taking the title of Archduke in his place. And so as Molikroth, he ruled Cania for decades following, never once the guise suspected by either his co-conspirators or his greatest enemies. Baalzebul himself is said to have courted Molikroth during this time, which if true assuredly brought no end of amusement to Mephistopheles. (Though none have risked asking either party the truth of the rumor.)<br />
<br />
And when the identity ran the course of its usefulness, a mere handful of years ago, the facade was revealed, each and every one of Molikroth's original co-conspirators in the coup put to the ranseur for their lack of loyalty and ensuring that any future rebellious attitudes amongst his nobles would be suspect from that day forward. Asmodeus himself is said to have congratulated him for the centuries-long deceit, and the thoroughness of the disguise is still analyzed to this day.<br />
<br />
===Hellfire===<br />
<br />
However, in recent years, obsession seems to have taken hold in Mephistopheles. During the waning days of the Molikroth persona, ancient Baatorian texts were discovered by his lead researcher, the pit fiend [[Quagrem]], in the ruins of the city of [[Kintyre]]. These texts described early experiments by Baatorian scholars in a new form of flame; one utterly decoupled from the element of fire, but founded purely in the essence of Baator itself. The city, once capital of Cania, was destroyed by Mephistopheles himself before these experiments could bear fruit, but when these notes were discovered, the concept immediately took hold of Mephistopheles's mind. <br />
<br />
After abandoning his persona, he personally led efforts to enact these experiments. It was within mere years that he found success: the first manifestation of what he termed "[[hellfire]]". A flame made of pure diabolic energy, able to burn even those otherwise immune to fire, for there's no element to be found anywhere in its nature.<br />
<br />
While this discovery is certainly significant &mdash; even [[Pearza]] of the [[Dark Eight]] has been seeking opportunity to visit the School of Hellfire and observe research in practice &mdash; all agree that the potential applications of this substance have taken far more of Mephistopheles's attention than is perhaps wise. Immediately integrating it into his own [[spark]], his aura of blackened flame is now iconic, and the number of alchemical and arcane devices and spells personally developed by Mephistopheles himself, let alone his researchers, have only grown; the [[hellfire engine]] perhaps the most newsworthy, their conflicts against the tanar'ri [[ship of Chaos|ships of Chaos]] more destructive than any conflicts seen since the dawning days of the [[Blood War]]. However, these efforts have led to a noted reduction in soul-harvesting over recent years by the baatezu of Cania, as well as discontent amongst them. Even the icy walls of Mephistar have begun to show harm from the hellfire beacons ensconced throughout it, the air thick with a constant fog and many gelugons choosing to exile themselves from a citadel whose environment is increasingly hostile to them.<br />
<br />
Between his focus on hellfire and his perhaps overinvestment in his growing cult on the [[Prime]], many wonder if Mephistopheles is overextending himself, reaching beyond even his own impressive grasp. Should his efforts bear fruit, he could indeed pose a threat to Asmodeus, but if not, his downfall is almost assured; and this time, the one to unseat him may not be the result of a scheme.<br />
<br />
==Military==<br />
<br />
Two armies find home in Cania: Mephistopheles's personal legions, and the Serpentine Order.<br />
<br />
===Legions of Mephistopheles===<br />
<br />
Led by General [[Nexroth]], Mephistopheles's personal legions are largely dominated by gelugons, including the famous 9,999 who guard the only known entryway to the layer of [[Nessus]], though a significant number of [[malebranche]] are found among their ranks. However, recent research into hellfire has led to a significant increase in number of non-gelugon soldiers in recent years due to obvious issues with gelugon wielding the substance themselves, to the frustration of the caste that once held exclusive dominion over the layer. [[Bifrons]], leader of the gelugon companies, and [[Tuncheth]], the most decorated gelugon of Mephistopheles's army, have both been quite concerned over this shift, but their efforts towards encouraging Mephistopheles not to neglect the caste that has supported him these many eons have shown little success.<br />
<br />
===Serpentine Order===<br />
<br />
Ostensibly under the command of [[Corin]] of the [[Dark Eight]] with Mephistopheles officially responsible merely for upkeep, the Serpentine Order serves as the intelligence arm of Baator's armies of the [[Blood War]], largely dominated by [[pit fiend]]s in composition. Any covert duties are handled by this branch, including scouting, infiltration, and assassination, and the skills of its special operatives at posing as tanar'ri without succumbing to chaos are without compare. Of course, its leadership is somewhat questionable; General [[Hutijin]] of Cania, a long ally of Mephistopheles, is the direct commander when Corin is otherwise occupied, and any intelligence collected by the Order goes through him, and thus Mephistopheles, first before being passed along to the Dark Eight. <br />
<br />
==Court of Mephistopheles==<br />
<br />
Mephistopheles's court is often active, both by locals of Cania or higher seeking audience with either himself or Asmodeus, or members of his own nobility seeking favor or merely basking in power. Closest among his nobility is of course his consort, the Duchess [[Baalphegor]], ever his companion since his dawning days in Baator. She often serves the role of ambassador, her tactical mind and maneuvering of Baatezu politics granting her respect from nearly the entire plane, including Asmodeus himself. Her diplomatic talents exceed even that of her partner, a fact he openly and proudly admits.<br />
<br />
Managing his court and household are the steward of Cania, [[Adonides]], and the chamberlain of Mephistar, [[Barbas]], respectively. While Barbas has served since before even the Mask of Molikroth, Adonides was brought into the court only after the previous steward was slain for his aid in the faux coup. [[Bele]], the Justicar of Cania, manages petitions of dispute or claims, passing them along to Mephistopheles only as needed; again a more recent selection, for the previous Justicar was also an ally of "Molikroth", but utterly devout in their duties ever since they were chosen for the role. Most popular in the Court is [[Antilia]], a half-elven alu-fiend bard who fills the halls with song between meetings or discussion; often of praise for her master, yet despite the repetitive subject matter, it never fails to delight. <br />
<br />
The nobility as a whole was well-devastated following the removal of the Mask, with well over half of Cania's nobility slain for supporting Molikroth. However, a few noted pit fiends from before the ruse &mdash; all of whom were allies of Baalphegor in her "government-in-exile" &mdash; have returned happily to the Court following, most prominently [[Buldumech]], [[Guland]], [[Silcharde]], and [[Sphandor]].<br />
<br />
==Cult==<br />
<br />
The Cult of Mephistopheles is a fairly recent development. Previously, Mephistopheles's efforts in growing worship on the Prime were largely limited to aiding the Cult of Asmodeus in growth, to the point where many mortals confuse the two baatezu even today (a fact that brings him no end of ire). However, upon discovering hellfire, it wasn't long before he realized its potential not just as a tool, but as a means by which he could establish his own base of worship.<br />
<br />
His cult thus varies from most other diabolic cults in a number of key ways. First, a lesson learned in aiding the growth of the Cult of Asmodeus: rather than usher those who convert to his name on to their end before they can recant, he instead encourages them to spread word of his name, not just aiding through word of mouth but providing a reputation of being on the "kinder" side of such religions. His own cult is much more open than many, allowing in those disaffected by the more prominent Asmodean cult, and even holding some members with no interest in collecting souls for Cania, but purely in arcane or alchemical research.<br />
<br />
Second, his initiates are granted the ability to conjure hellfire almost ''immediately''. Understanding the appeal, he views offering such spells so early in an initiate's career a means by which to encourage greater worship; a gift to the loyal rather than a promise of later reward. And this does seem to be paying off, with great numbers of followers wielding dark flames drawing even more eyes.<br />
<br />
However, this is paying a price: between the energies needed to grant hellfire conjuration, the slower collection of souls, and the lighter enforcement of worship rituals often needed by early cults to sustain their patron, Mephistopheles seems to be expending far more divine energy than he is collecting in hopes to recoup this in the future. Indeed, rumors have spread that he's been forced to request a loan of energy from the divine wellsprings of Dispater and Levistus merely to keep his cult operating; whether he'll be able to maintain this or collapse under his own weight is still a question on the minds of many diabolic scholars.<br />
<br />
Temples of the cult are noted for their dark, fiery aesthetics, including pits of flames set to flare up at opportune or dramatically appropriate times as needed. Despite the broader membership of the laity, the innermost core of the cult does indulge in sacrifices to Mephistopheles as any other diabolic cult; its victims are bound to altars of black basalt and burned alive with hellfire, the act consecrated to the Lord of Cania.<br />
<br />
==References==<br />
* {{cite|Book of Vile Darkness|pgs.62-63,143,146,149,158,161-164}}<br />
* {{cite|Dragon #76 - The Nine Hells, Part II|pgs.26,28-31}}<br />
* {{cite|Faces of Evil: The Fiends|pg.32}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pgs.5,28,36,38,41,65,69-70,81,119-120,143,145,153-155}}<br />
* {{cite|Manual of the Planes (3e)|p.122}}<br />
* {{cite|Planes of Law: Baator|pgs.13,24-25}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Domains&diff=4163Domains2020-11-27T01:07:21Z<p>Idran: /* Fire */</p>
<hr />
<div>==Air==<br />
<br />
'''Granted Powers:''' You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.<br />
<br />
''Lightning Arc (Sp):'' As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Electricity Resistance (Ex):'' At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''wind wall'', 3rd—''gaseous form'', 4th—''air walk'', 5th—''control winds'', 6th—''chain lightning'', 7th—''elemental body IV'' (air only), 8th—''whirlwind'', 9th—''elemental swarm'' (air spell only).<br />
<br />
===Cloud===<br />
<br />
'''Replacement Power:''' The following granted power replaces the electricity resistance power.<br />
<br />
''Thundercloud (Su):'' At 8th level, you can, as a standard action, summon a storm cloud. This power functions as ''fog cloud'' except that creatures inside the could are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 4th—''solid fog'', 9th—''storm of vengeance''.<br />
<br />
===Wind===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lightning arc power.<br />
<br />
''Wind Blast (Su):'' As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''whispering wind'', 6th—''wind walk'', 9th—''winds of vengeance''.<br />
<br />
==Animal==<br />
<br />
'''Granted Powers:''' You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.<br />
<br />
''Speak with Animals (Sp):'' You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.<br />
<br />
''Animal Companion (Ex):'' At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).<br />
<br />
'''Domain Spells:''' 1st—''calm animals'', 2nd—''hold animal'', 3rd—''dominate animal'', 4th—''summon nature's ally IV'' (animals only), 5th—''beast shape III'' (animals only), 6th—''antilife shell'', 7th—''animal shapes'', 8th—''summon nature's ally VIII'' (animals only), 9th—''shapechange''.<br />
<br />
===Feather===<br />
<br />
Add Fly to your list of class skills. In addition, whenever you case a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).<br />
<br />
'''Replacement Power:''' The following granted power replaces the speak with animals power.<br />
<br />
''Eyes of the Hawk (Ex):'' You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''feather fall'', 3rd—''fly'', 6th—''fly (mass)''.<br />
<br />
===Fur===<br />
<br />
'''Replacement Power:''' The following granted power replaces the speak with animals power.<br />
<br />
''Predator's Grace (Su):'' You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 rounds. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''magic fang'', 3rd—''beast shape I'' (animals only).<br />
<br />
==Artifice==<br />
<br />
'''Granted Powers:''' You can repair damage to objects, animate objects with life, and create objects from nothing.<br />
<br />
''Artificer's Touch (Sp):'' You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Dancing Weapons (Su):'' At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''animate rope'', 2nd—''wood shape'', 3rd—''stone shape'', 4th—''minor creation'', 5th—''fabricate'', 6th—''major creation'', 7th—''wall of iron'', 8th—''statue'', 9th—''prismatic sphere''.<br />
<br />
===Construct===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dancing weapons power.<br />
<br />
''Animate Servant (Su):'' At 8th level, as a standard action, you can give live to inanimate objects. This ability functions as ''animate objects'' using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 7th—''limited wish'', 8th—''polymorph any object''.<br />
<br />
===Toil===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dancing weapons power.<br />
<br />
''Aura of Repetition (Su):'' At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 5th—''waves of fatigue'', 7th—''waves of exhaustion''.<br />
<br />
==Chaos==<br />
<br />
'''Granted Powers:''' Your touch infuses life and weapons with chaos, and you revel in all things anarchic.<br />
<br />
''Touch of Chaos (Sp):'' You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Chaos Blade (Su):'' At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from law'', 2nd—''align weapon'' (chaos only), 3rd—''magic circle against law'', 4th—''chaos hammer'', 5th—''dispel law'', 6th—''animate objects'', 7th—''word of chaos'', 8th—''cloak of chaos'', 9th—''summon monster IX'' (chaos spell only).<br />
<br />
===Eladrin (Azata)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain.<br />
<br />
''Arborea's Call (Su):'' With a touch, you can imbue creatures with the spirit of Arborea, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell—like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll applies only when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 3rd—''fly'', 6th—''planar ally'' (eladrin only).<br />
<br />
===Revelry===<br />
<br />
'''Replacement Power:''' The following granted power replaces the chaos blade power.<br />
<br />
''Intense Celebration (Su):'' At 8th level, any spells you cast that confer a morale effect upon you or your allies are automatically affected as if by the Extend Spell metamagic feat with no increase in spell level.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''hideous laughter'', 3rd-''good hope'', 6th-''heroes' feast'', 8th-''irresistible dance''.<br />
<br />
===Slaad (Protean)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the chaos blade power.<br />
<br />
''Aura of Chaos (Su):'' At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.<br />
<br />
'''Replacement Domain Spells:''' 1st—''confusion (lesser)'', 3rd—''displacement'', 6th—''planar binding'' (slaadi only).<br />
<br />
===Tanar'ri (Demon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.<br />
<br />
''Fury of the Abyss (Su):'' As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a -2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''doom'', 3rd—''rage'', 6th—''planar binding'' (tanar'ri only).<br />
<br />
==Charm==<br />
<br />
'''Granted Powers:''' You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.<br />
<br />
''Dazing Touch (Sp):'' You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Charming Smile (Sp):'' At 8th level, you can cast ''charm person'' as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.<br />
<br />
'''Domain Spells:''' 1st—''charm person'', 2nd—''calm emotions'', 3rd—''suggestion'', 4th—''heroism'', 5th—''charm monster'', 6th—''geas''/''quest'', 7th—''insanity'', 8th—''demand'', 9th—''dominate monster''.<br />
<br />
===Love===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dazing touch power.<br />
<br />
''Adoration (Su):'' As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as ''sanctuary'', but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''enthrall'', 8th—''euphoric tranquility''.<br />
<br />
===Lust===<br />
<br />
'''Replacement Power:''' The following granted power replaces the charming smile power.<br />
<br />
''Anything to Please (Su):'' At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''touch of idiocy'', 4th—''confusion''.<br />
<br />
==Community==<br />
<br />
'''Granted Powers:''' Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.<br />
<br />
''Calming Touch (Sp):'' You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Unity (Su):'' At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''bless'', 2nd—''shield other'', 3rd—''prayer'', 4th—''status'', 5th—''telepathic bond'', 6th—''heroes' feast'', 7th—''refuge'', 8th—''mass cure critical wounds'', 9th—''miracle''.<br />
<br />
===Cooperation===<br />
<br />
'''Replacement Power:''' The following power replaces the calming touch power.<br />
<br />
''Synergistic Touch (Su):'' You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to &frac12; your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''borrow skill'', 2nd-''share language'', 3rd—''coordinated effort''.<br />
<br />
===Family===<br />
<br />
'''Replacement Power:''' The following power replaces the calming touch power.<br />
<br />
''Binding Ties (Su):'' As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''calm emotions'', 3rd—''create food and water''.<br />
<br />
===Home===<br />
<br />
'''Replacement Power:''' The following granted power replaces the unity power.<br />
<br />
''Guarded Hearth (Su):'' At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.<br />
<br />
'''Replacement Domain Spells:''' 1st—''alarm'', 3rd—''glyph of warding'', 7th—''guards and wards''.<br />
<br />
==Darkness==<br />
<br />
'''Granted Power:''' You manipulate shadows and darkness. In addition, you receive Blind—Fight as a bonus feat.<br />
<br />
''Touch of Darkness (Sp):'' As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Eyes of Darkness (Su):'' At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''blindness/deafness'' (only to cause blindness), 3rd—''deeper darkness'', 4th—''shadow conjuration'', 5th—''summon monster V'' (summons 1d3 shadows), 6th—''shadow walk'', 7th—''power word blind'', 8th—''greater shadow evocation'', 9th—''shades''.<br />
<br />
===Loss===<br />
<br />
'''Replacement Power:''' The following granted power replaces the eyes of darkness power.<br />
<br />
''Aura of Forgetfulness (Su):'' At 8th level, you can emit a 30- foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 5th—''enervation'', 6th—''modify memory'', 9th—''energy drain''.<br />
<br />
===Night===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of darkness power.<br />
<br />
''Night Hunter (Su):'' As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per ''invisibility'') to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''sleep'', 6th—''nightmare''.<br />
<br />
==Death==<br />
<br />
'''Granted Powers:''' You can cause the living to bleed at a touch, and find comfort in the presence of the dead.<br />
<br />
''Bleeding Touch (Sp):'' As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Death's Embrace (Ex):'' At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.<br />
<br />
'''Domain Spells:''' 1st—''cause fear'', 2nd—''death knell'', 3rd—''animate dead'', 4th—''death ward'', 5th—''slay living'', 6th—''create undead'', 7th—''destruction'', 8th—''create greater undead'', 9th—''wail of the banshee''.<br />
<br />
'''Domain Spells<ref name="death">This set of spells is for deities of death that stand against undeath. Deities which use this set have their domain or subdomain indicated by an asterisk.</ref>:''' 1st—''cause fear'', 2nd—''death knell'', 3rd—''speak with dead'', 4th—''death ward'', 5th—''slay living'', 6th—''antilife shell'', 7th—''destruction'', 8th—''symbol of death'', 9th—''wail of the banshee''.<br />
<br />
===Murder===<br />
<br />
'''Replacement Power:''' The following granted power replaces the death's embrace power.<br />
<br />
''Killing Blow (Su):'' At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''keen edge'', 5th—''suffocation'', 9th—''suffocation (mass)''.<br />
<br />
===Psychopomp===<br />
<br />
'''Replacement Power:''' The following granted power replaces the death's embrace power of the Death domain or the ward against death ability of the Repose domain.<br />
<br />
''Spirit Touch (Su):'' At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ''ghost touch'' weapon special ability. You can use this power a number of times per day equal to your cleric level. These rounds need not be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd-''chains of perdition'', 6th-''planar ally'' (psychopomps only), 8th-''trap the soul''.<br />
<br />
===Undead===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bleeding touch power.<br />
<br />
''Death’s Kiss (Su):'' You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''ghoul touch'', 4th—''enervation'', 9th—''energy drain''.<br />
<br />
==Destruction==<br />
<br />
'''Granted Powers:''' You revel in ruin and devastation, and can deliver particularly destructive attacks.<br />
<br />
''Destructive Smite (Su):'' You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Destructive Aura (Su):'' At 8th level, you can emit a 30—foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''true strike'', 2nd—''shatter'', 3rd—''rage'', 4th—''inflict critical wounds'', 5th—''shout'', 6th—''harm'', 7th—''disintegrate'', 8th—''earthquake'', 9th—''implosion''.<br />
<br />
===Catastrophe===<br />
<br />
'''Replacement Power:''' The following granted power replaces the destructive aura power.<br />
<br />
''Deadly Weather (Su):'' At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (-4 on all Perception checks and ranged attack rolls), howling winds (-8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as ''call lightning''). Other effects depending on the weather might also apply (at the GM's discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''gust of wind'', 3rd—''call lightning'', 7th—''control weather''.<br />
<br />
===Rage===<br />
<br />
'''Replacement Power:''' The following granted power replaces the destructive aura power.<br />
<br />
''Rage (Su):'' At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''bull’s strength'', 6th—''moonstruck''.<br />
<br />
==Earth==<br />
<br />
'''Granted Powers:''' You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.<br />
<br />
''Acid Dart (Sp):'' As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Acid Resistance (Ex):'' At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.<br />
<br />
'''Domain Spells:''' 1st—''magic stone'', 2nd—''soften earth and stone'', 3rd—''stone shape'', 4th—''spike stones'', 5th—''wall of stone'', 6th—''stoneskin'', 7th—''elemental body IV'' (earth only), 8th—''earthquake'', 9th—''elemental swarm'' (earth spell only).<br />
<br />
===Caves===<br />
<br />
'''Replacement Power:''' The following granted power replaces the acid resistance power.<br />
<br />
''Tunnel Runner (Su):'' At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of ''spider climb''. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''create pit'', 3rd—''spiked pit'', 6th—''hungry pit''.<br />
<br />
===Metal===<br />
<br />
'''Replacement Power:''' The following granted power replaces the acid dart power.<br />
<br />
''Metal Fist (Su):'' As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''heat metal'', 6th—''wall of iron'', 8th—''iron body''.<br />
<br />
==Evil==<br />
<br />
'''Granted Powers:''' You are sinister and cruel, and have wholly pledged your soul to the cause of evil.<br />
<br />
''Touch of Evil (Sp):'' You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Scythe of Evil (Su):'' At 8th level, you can give a weapon touched the ''unholy'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from good'', 2nd—''align weapon'' (evil only), 3rd—''magic circle against good'', 4th—''unholy blight'', 5th—''dispel good'', 6th—''create undead'', 7th—''blasphemy'', 8th—''unholy aura'', 9th—''summon monster IX'' (evil spell only).<br />
<br />
===Baatezu (Devil)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.<br />
<br />
''Hell's Corruption (Su):'' You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a -2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Tanar'ri (Demon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.<br />
<br />
''Fury of the Abyss (Su):'' As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a -2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''doom'', 3rd—''rage'', 6th—''planar binding'' (tanar'ri only).<br />
<br />
===Yugoloth (Daemon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the scythe of evil power.<br />
<br />
''Whispering Evil (Su):'' At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 1st—''cause fear'', 3rd—''vampiric touch'', 6th—''planar binding'' (yugoloths only).<br />
<br />
==Fire==<br />
<br />
'''Granted Powers:''' You can call forth fire, command creatures of the inferno, and your flesh does not burn.<br />
<br />
''Fire Bolt (Sp):'' As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Fire Resistance (Ex):'' At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.<br />
<br />
'''Domain Spells:''' 1st—''burning hands'', 2nd—''produce flame'', 3rd—''fireball'', 4th—''wall of fire'', 5th—''fire shield'', 6th—''fire seeds'', 7th—''elemental body IV'' (fire only), 8th—''incendiary cloud'', 9th—''elemental swarm'' (fire spell only).<br />
<br />
===Ash===<br />
<br />
'''Replacement Power:''' The following granted power replaces the fire resistance power.<br />
<br />
''Wall of Ashes (Sp):'' At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude check or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes equal to your cleric level, but these minutes do not have to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 7th—''disintegrate'', 9th—''fiery body''.<br />
<br />
===Hellfire===<br />
<br />
Characters with the hellfire domain receive the [[hellfire spell]] feat for free.<br />
<br />
'''Replacement Power:''' The following granted power replaces the fire bolt power.<br />
<br />
''Hellfire Bolt (Sp):'' This ability functions as fire bolt, except the resulting damage is 1d4 points of untyped damage + 1 point for every two cleric levels you possess.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''[[hellfire (spell)|hellfire]]'', 6th—''[[hellfire storm]]''.<br />
<br />
===Smoke===<br />
<br />
'''Replacement Power:''' The following granted power replaces the fire bolt power.<br />
<br />
''Cloud of Smoke (Su):'' As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''pyrotechnics'', 3rd—''stinking cloud''.<br />
<br />
==Glory==<br />
<br />
'''Granted Powers:''' You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.<br />
<br />
''Touch of Glory (Sp):'' You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma—based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Divine Presence (Su):'' At 8th level, you can emit a 30—foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a ''sanctuary'' spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.<br />
<br />
'''Domain Spells:''' 1st—''shield of faith'', 2nd—''bless weapon'', 3rd—''searing light'', 4th—''holy smite'', 5th—''righteous might'', 6th—''undeath to death'', 7th—''holy sword'', 8th—''holy aura'', 9th—''gate''.<br />
<br />
===Heroism===<br />
<br />
'''Replacement Power:''' The following granted power replaces the divine presence power.<br />
<br />
''Aura of Heroism (Su):'' At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of ''heroism''. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''heroism'', 6th—''heroism (greater)''.<br />
<br />
===Honor===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of glory power.<br />
<br />
''Honor Bound (Su):'' With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''zone of truth'', 6th—''geas/quest''.<br />
<br />
==Good==<br />
<br />
'''Granted Powers:''' You have pledged your life and soul to goodness and purity.<br />
<br />
''Touch of Good (Sp):'' You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Holy Lance (Su):'' At 8th level, you can give a weapon you touch the ''holy'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from evil'', 2nd—''align weapon'' (good only), 3rd—''magic circle against evil'', 4th—''holy smite'', 5th—''dispel evil'', 6th—''blade barrier'', 7th—''holy word'', 8th—''holy aura'', 9th—''summon monster IX'' (good spell only).<br />
<br />
===Archon===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain.<br />
<br />
''Aura of Menace (Su):'' At 8th level, you can emit a 30—foot aura of menace as a standard action. Enemies in this aura take a —2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''divine favor'', 3rd—''prayer'', 6th—''planar ally'' (archons only).<br />
<br />
===Eladrin (Azata)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain.<br />
<br />
''Arborea's Call (Su):'' With a touch, you can imbue creatures with the spirit of Arborea, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell—like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll applies only when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 3rd—''fly'', 6th—''planar ally'' (eladrin only).<br />
<br />
===Guardinal (Agathion)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power.<br />
<br />
''Protective Aura (Su):'' At 8th level, you can emit a 30—foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of ''protection from evil'' (although the AC bonus and saving throw bonus to not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''shield of faith'', 3rd—''tongues'', 6th—''planar ally'' (guardinals only).<br />
<br />
===Redemption===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power<br />
<br />
''Aura of Sanctification (Su):'' At 8th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''qualm'', 4th-''forced repentance'', 5th-''atonement''.<br />
<br />
==Healing==<br />
<br />
'''Granted Powers:''' Your touch staves off pain and death, and your healing magic is particularly vital and potent.<br />
<br />
''Rebuke Death (Sp):'' You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Healer's Blessing (Su):'' At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.<br />
<br />
'''Domain Spells:''' 1st—''cure light wounds'', 2nd—''cure moderate wounds'', 3rd—''cure serious wounds'', 4th—''cure critical wounds'', 5th—''breath of life'', 6th—''heal'', 7th—''regenerate'', 8th—''mass cure critical wounds'', 9th—''mass heal''.<br />
<br />
===Restoration===<br />
<br />
'''Replacement Power:''' The following granted power replaces the rebuke death power.<br />
<br />
''Restorative Touch (Su):'' You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''remove disease'', 4th—''neutralize poison'', 5th—''break enchantment''.<br />
<br />
===Resurrection===<br />
<br />
'''Replacement Power:''' The following granted power replaces the healer's blessing power.<br />
<br />
''Gift of Life (Su):'' At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees f it during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 5th—''raise dead'', 7th—''resurrection'', 9th—''true resurrection''.<br />
<br />
==Knowledge==<br />
<br />
'''Granted Powers:''' You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.<br />
<br />
''Lore Keeper (Sp):'' You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.<br />
<br />
''Remote Viewing (Sp):'' Starting at 6th level, you can use ''clairvoyance''/''clairaudience'' at will as a spell—like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''comprehend languages'', 2nd—''detect thoughts'', 3rd—''speak with dead'', 4th—''divination'', 5th—''true seeing'', 6th—''find the path'', 7th—''legend lore'', 8th—''discern location'', 9th—''foresight''.<br />
<br />
===Memory===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lore keeper power.<br />
<br />
''Recall (Su):'' With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''memory lapse'', 6th—''modify memory'', 8th—''moment of prescience''.<br />
<br />
===Thought===<br />
<br />
'''Replacement Power:''' The following granted power replaces the remote viewing power.<br />
<br />
''Read Minds (Su):'' At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast ''detect thoughts''. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''seek thoughts'', 5th—''telepathic bond'', 8th—''mind blank''.<br />
<br />
==Law==<br />
<br />
'''Granted Powers:''' You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.<br />
<br />
''Touch of Law (Sp):'' You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Staff of Order (Su):'' At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from chaos'', 2nd—''align weapon'' (law only), 3rd—''magic circle against chaos'', 4th—''order's wrath'', 5th—''dispel chaos'', 6th—''hold monster'', 7th—''dictum'', 8th—''shield of law'', 9th—''summon monster IX'' (law spell only).<br />
<br />
===Archon===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain.<br />
<br />
''Aura of Menace (Su):'' At 8th level, you can emit a 30—foot aura of menace as a standard action. Enemies in this aura take a —2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''divine favor'', 3rd—''prayer'', 6th—''planar ally'' (archons only).<br />
<br />
===Baatezu (Devil)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.<br />
<br />
''Hell's Corruption (Su):'' You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a -2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Judgment===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of law power.<br />
<br />
''Chastisement (Su):'' As a standard action, you can cast a strengthened spell against a creature that damaged you during the previous round. Such a spell is cast at +1 caster level. This spell must specifically target the creature that damaged you. Area of effect spells cannot be used in conjunction with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''castigate'', 4th—''rebuke'', 5th—''mark of justice''.<br />
<br />
===Modron (Inevitable)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of law power.<br />
<br />
''Command (Su):'' As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell ''command''. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''command undead'', 5th—''command (greater)'', 6th—''planar binding'' (modrons only).<br />
<br />
==Liberation==<br />
<br />
'''Granted Powers:''' You are a spirit of freedom and a staunch foe against all who would enslave and oppress.<br />
<br />
''Liberation (Su):'' You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by ''freedom of movement''. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.<br />
<br />
''Freedom's Call (Su):'' At 8th level, you can emit a 30—foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''remove fear'', 2nd—''remove paralysis'', 3rd—''remove curse'', 4th—''freedom of movement'', 5th—''break enchantment'', 6th—''greater dispel magic'', 7th—''refuge'', 8th—''mind blank'', 9th—''freedom''.<br />
<br />
===Freedom===<br />
<br />
'''Replacement Power:''' The following granted power replaces the liberation power.<br />
<br />
''Liberty's Blessing (Sp):'' You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''sanctuary'', 5th—''plane shift''.<br />
<br />
===Revolution===<br />
<br />
'''Replacement Power:''' The following granted power replaces the freedom's call power.<br />
<br />
''Powerful Persuader (Su):'' At 8th level, when you make a Diplomacy or Intimidate check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''enthrall'', 6th—''symbol of persuasion''.<br />
<br />
==Luck==<br />
<br />
'''Granted Powers:''' You are infused with luck, and your mere presence can spread good fortune.<br />
<br />
''Bit of Luck (Sp):'' You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Good Fortune (Ex):'' At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.<br />
<br />
'''Domain Spells:''' 1st—''true strike'', 2nd—''aid'', 3rd—''protection from energy'', 4th—''freedom of movement'', 5th—''break enchantment'', 6th—''mislead'', 7th—''spell turning'', 8th—''moment of prescience'', 9th—''miracle''.<br />
<br />
===Curse===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bit of luck power.<br />
<br />
''Malign Eye (Su):'' As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a -2 penalty on all saving throws against your spells. This effect lasts for 1 minute or until the target hits you with an attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''bane'', 3rd—''bestow curse'', 6th—''eyebite''.<br />
<br />
===Fate===<br />
<br />
'''Replacement Power:''' The following granted power replaces the good fortune power.<br />
<br />
''Tugging Strands (Su):'' At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''augury'', 3rd—''borrow fortune''.<br />
<br />
===Imagination===<br />
<br />
'''Replacement Power:''' The following power replaces the good fortune power.<br />
<br />
''Haze of Daydreams (Su):'' At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the fascinated condition unless they succeed at a Will save (DC equal to 10 + &frac12; your cleric level + your Wisdom modifier). You may designate a number of creatures equal to your cleric level that are not affected by the haze. The fascinated condition ends immediately when the creatures leave the area or the aura expires.<br />
<br />
'''Replacement Domain Spells:''' 1st-''silent image'', 2nd—''minor image'', 3rd—''major image'', 5th-''dream''.<br />
<br />
==Madness==<br />
<br />
'''Granted Powers:''' You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.<br />
<br />
''Vision of Madness (Sp):'' You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Aura of Madness (Su):'' At 8th level, you can emit a 30—foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + &frac12; your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''lesser confusion'', 2nd—''touch of idiocy'', 3rd—''rage'', 4th—''confusion'', 5th—''nightmare'', 6th—''phantasmal killer'', 7th—''insanity'', 8th—''scintillating pattern'', 9th—''weird''.<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Insanity===<br />
<br />
'''Replacement Power:''' The following granted power replaces the vision of madness power.<br />
<br />
''Insane Focus (Su):'' You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 4th—''moonstruck'', 6th—''phantasmal web''.<br />
<br />
===Nightmare===<br />
<br />
'''Replacement Power:''' The following granted power replaces the vision of madness power.<br />
<br />
''Fearful Touch (Su):'' As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 4th—''phantasmal killer'', 6th—''cloak of dreams''.<br />
<br />
==Magic==<br />
<br />
'''Granted Powers:''' You are a true student of all things mystical, and see divinity in the purity of magic.<br />
<br />
''Hand of the Acolyte (Su):'' You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Dispelling Touch (Sp):'' At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''identify'', 2nd—''magic mouth'', 3rd—''dispel magic'', 4th—''imbue with spell ability'', 5th—''spell resistance'', 6th—''antimagic field'', 7th—''spell turning'', 8th—''protection from spells'', 9th—''mage's disjunction''.<br />
<br />
===Arcane===<br />
<br />
'''Replacement Power:''' The following granted power replaces the hand of the acolyte power.<br />
<br />
''Arcane Beacon (Su):'' As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''magic aura'', 4th—''arcane eye'', 6th—''analyze dweomer''.<br />
<br />
===Divine===<br />
<br />
'''Replacement Power:''' The following granted power replaces the hand of the acolyte power.<br />
<br />
''Divine Vessel (Su):'' Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''bless water'', 5th—''cleanse'', 7th—''resurrection'', 9th—''miracle''.<br />
<br />
==Nobility==<br />
<br />
'''Granted Powers:''' You are a great leader, an inspiration to all who follow the teachings of your faith.<br />
<br />
''Inspiring Word (Sp):'' As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Leadership (Ex):'' At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).<br />
<br />
'''Domain Spells:''' 1st—''divine favor'', 2nd—''enthrall'', 3rd—''magic vestment'', 4th—''discern lies'', 5th—''greater command'', 6th—''geas''/''quest'', 7th—''repulsion'', 8th—''demand'', 9th—''storm of vengeance''.<br />
<br />
===Aristocracy===<br />
<br />
'''Replacement Power:''' The following granted power replaces the inspiring word power.<br />
<br />
''Noble Visage (Su):'' You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a humanoid). This bonus increases by 1 for every 5 levels you possess.<br />
<br />
As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd-''enter image'', 9th-''overwhelming presence''.<br />
<br />
===Leadership===<br />
<br />
'''Replacement Power:''' The following granted power replaces the inspiring word power.<br />
<br />
''Inspiring Command (Su):'' As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 1st level—''bless'', 3rd—''prayer'', 6th—''brilliant inspiration''.<br />
<br />
===Martyr===<br />
<br />
'''Replacement Power:''' The following granted power replaces the leadership power.<br />
<br />
''Sacrificial Bond (Su):'' At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''shield other'', 6th—''sacrificial oath''.<br />
<br />
==Plant==<br />
<br />
'''Granted Powers:''' You find solace in the green, can grow defensive thorns, and can communicate with plants.<br />
<br />
''Wooden Fist (Su):'' As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
''Bramble Armor (Su):'' At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''entangle'', 2nd—''barkskin'', 3rd—''plant growth'', 4th—''command plants'', 5th—''wall of thorns'', 6th—''repel wood'', 7th—''animate plants'', 8th—''control plants'', 9th—''shambler''.<br />
<br />
===Decay===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bramble armor power.<br />
<br />
''Aura of Decay (Su):'' At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative -1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of -1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''contagion'', 4th—''poison'', 6th—''harm''.<br />
<br />
===Growth===<br />
<br />
'''Replacement Power:''' The following granted power replaces the wooden fist power.<br />
<br />
''Enlarge (Su):'' As a swift action you can enlarge yourself, as if you were the target of ''enlarge person''. You can use this ability a number of times equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''enlarge person'', 5th—''righteous might''.<br />
<br />
==Protection==<br />
<br />
'''Granted Powers:''' Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.<br />
<br />
''Resistant Touch (Sp):'' As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Aura of Protection (Su):'' At 8th level, you can emit a 30—foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''sanctuary'', 2nd—''shield other'', 3rd—''protection from energy'', 4th—''spell immunity'', 5th—''spell resistance'', 6th—''antimagic field'', 7th—''repulsion'', 8th—''mind blank'', 9th—''prismatic sphere''.<br />
<br />
===Defense===<br />
<br />
'''Replacement Power:''' The following granted power replaces the resistant touch power.<br />
<br />
''Deflection Aura (Su):'' Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.<br />
<br />
'''Replacement Domain Spells:''' 1st—''shield'', 2nd—''barkskin'', 7th—''deflection''.<br />
<br />
===Purity===<br />
<br />
'''Replacement Power:''' The following granted power replaces the aura of protection power.<br />
<br />
''Purifying Touch (Su):'' At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.<br />
<br />
'''Replacement Domain Spells:''' 1st—''protection from chaos/evil/good/law'', 3rd—''remove blindness/deafness'', 5th—''atonement''.<br />
<br />
===Solitude===<br />
<br />
'''Replacement Power:''' The following granted power replaces the resistant touch power.<br />
<br />
''Taboo (Su):'' When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a -1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd-''silence'', 4th-''detect scrying'', 5th-''mirage arcana'', 9th-''greater create demiplane''.<br />
<br />
==Repose==<br />
<br />
'''Granted Powers:''' You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.<br />
<br />
''Gentle Rest (Sp):'' Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Ward Against Death (Su):'' At 8th level, you can emit a 30—foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''deathwatch'', 2nd—''gentle repose'', 3rd—''speak with dead'', 4th—''death ward'', 5th—''slay living'', 6th—''undeath to death'', 7th—''destruction'', 8th—''waves of exhaustion'', 9th—''wail of the banshee''.<br />
<br />
===Ancestors===<br />
<br />
'''Replacement Power:''' The following granted power replaces the ward against death power.<br />
<br />
''Speak With Dead (Su):'' At 8th level, as a standard action, you can ask one question of a dead creature as if using ''speak with dead''. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.<br />
<br />
'''Replacement Domain Spells:''' 4th—''rest eternal'', 6th—''geas/quest''.<br />
<br />
===Psychopomp===<br />
<br />
'''Replacement Power:''' The following granted power replaces the death's embrace power of the Death domain or the ward against death ability of the Repose domain.<br />
<br />
''Spirit Touch (Su):'' At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ''ghost touch'' weapon special ability. You can use this power a number of times per day equal to your cleric level. These rounds need not be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd-''chains of perdition'', 6th-''planar ally'' (psychopomps only), 8th-''trap the soul''.<br />
<br />
===Souls===<br />
<br />
'''Replacement Power:''' The following granted power replaces the gentle rest power.<br />
<br />
''Touch the Spirit World (Su):'' With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''animate dead'', 6th—''antilife shell'', 9th—''trap the soul''.<br />
<br />
'''Replacement Domain Spells<ref name="death" />:''' 6th—''antilife shell'', 9th—''trap the soul''.<br />
<br />
==Rune==<br />
<br />
'''Granted Powers:''' In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.<br />
<br />
''Blast Rune (Sp):'' As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st—level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Spell Rune (Sp):'' At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest—level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.<br />
<br />
'''Domain Spells:''' 1st—''erase'', 2nd—''secret page'', 3rd—''glyph of warding'', 4th—''explosive runes'', 5th—''lesser planar binding'', 6th—''greater glyph of warding'', 7th—''instant summons'', 8th—''symbol of death'', 9th—''teleportation circle''.<br />
<br />
===Language===<br />
<br />
'''Replacement Power:''' The following granted power replaces the spell rune power.<br />
<br />
''Rune Shift (Su):'' At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.<br />
<br />
'''Replacement Domain Spells:''' 1st—''comprehend languages'', 2nd—''share language'', 3rd—''tongues'', 5th—''telepathic bond''.<br />
<br />
===Wards===<br />
<br />
'''Replacement Power:''' The following granted power replaces the spell rune power.<br />
<br />
''Warding Rune (Su):'' At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell ''sanctuary''. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.<br />
<br />
'''Replacement Domain Spells:''' 1st—''arcane lock'', 4th—''dimensional anchor'', 6th—''guards and wards''.<br />
<br />
==Scalykind==<br />
<br />
'''Granted Powers:'''<br />
<br />
''Venomous Stare (Sp):'' You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.<br />
<br />
''Serpent Companion (Ex)'': At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion.<br />
<br />
'''Domain Spells:''' 1st—''magic fang'', 2nd—''animal trance'', 3rd—''greater magic fang'', 4th—''poison'', 5th—''animal growth'' (snakes only), 6th—''eyebite'', 7th—''creeping doom'' (takes the form of Diminutive-sized snakes), 8th—''animal shapes'' (snakes only), 9th—''shapechange''.<br />
<br />
===Dragon===<br />
<br />
'''Replacement Power:''' The following granted power replaces the serpent companion power.<br />
<br />
''Dragonbreath (Su):'' At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''draconic reservoir'', 4th—''dragon's breath'', 6th—''form of the dragon I''.<br />
<br />
===Saurian===<br />
<br />
'''Replacement Power:''' The following granted power replaces the serpent companion power.<br />
<br />
''Dinosaur Companion (Ex):'' At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 2. You may choose any dinosaur as your companion.<br />
<br />
'''Replacement Domain Spells:''' 4th—''summon nature's ally IV'' (deinonychus or pteranodon only), 5th—''beast shape III'', 7th—''summon nature's ally VII'' (brachiosaurus or tyrannosaurus only).<br />
<br />
==Strength==<br />
<br />
'''Granted Powers:''' In strength and brawn there is truth—your faith gives you incredible might and power.<br />
<br />
''Strength Surge (Sp):'' As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength—based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Might of the Gods (Su):'' At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength—based skill checks. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''enlarge person'', 2nd—''bull's strength'', 3rd—''magic vestment'', 4th—''spell immunity'', 5th—''righteous might'', 6th—''stoneskin'', 7th—''grasping hand'', 8th—''clenched fist'', 9th—''crushing hand''.<br />
<br />
===Ferocity===<br />
<br />
'''Replacement Power:''' The following granted power replaces the strength surge power.<br />
<br />
''Ferocious Strike (Su):'' Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''rage'', 6th—''bull's strength (mass)''.<br />
<br />
===Fist===<br />
<br />
'''Replacement Power:''' The following granted power replaces the strength surge power.<br />
<br />
''Wooden Fist (Su):'' As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''true strike'', 3rd-''greater magic fang'', 4th-''force punch''.<br />
<br />
===Resolve===<br />
<br />
'''Replacement Power:''' The following granted power replaces the might of the gods power.<br />
<br />
''Bestow Resolve (Su):'' At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 1st—''bless'', 6th—''heroes’ feast''.<br />
<br />
==Sun==<br />
<br />
'''Granted Powers:''' You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.<br />
<br />
''Sun's Blessing (Su):'' Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.<br />
<br />
''Nimbus of Light (Su):'' At 8th level, you can emit a 30—foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a '''Daylight''' spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell—like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''endure elements'', 2nd—''heat metal'', 3rd—''searing light'', 4th—''fire shield'', 5th—''flame strike'', 6th—''fire seeds'', 7th—''sunbeam'', 8th—''sunburst'', 9th—''prismatic sphere''.<br />
<br />
===Day===<br />
<br />
'''Replacement Power:''' The following granted power replaces the nimbus of light power.<br />
<br />
''Day's Resurgence (Su):'' At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day, nor does it allow a target to regain its uses of day's resurgence. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''continual flame'', 3rd—''daylight''.<br />
<br />
===Light===<br />
<br />
'''Replacement Power:''' The following granted power replaces the sun's blessing power.<br />
<br />
''Blinding Flash (Su):'' As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''faerie fire'', 3rd—''daylight''.<br />
<br />
===Revelation===<br />
<br />
'''Replacement Power:''' The following granted power replaces the sun's blessing power.<br />
<br />
''Guided Eyes (Su):'' Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.<br />
<br />
'''Replacement Domain Spells:''' 1st—''detect secret doors'', 2nd-''see invisibility'', 3rd-''banish seeming'', 5th-''true seeing''.<br />
<br />
==Travel==<br />
<br />
'''Granted Powers:''' You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.<br />
<br />
''Agile Feet (Su):'' As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Dimensional Hop (Sp):'' At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5—foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.<br />
<br />
'''Domain Spells:''' 1st—''longstrider'', 2nd—''locate object'', 3rd—''fly'', 4th—''dimension door'', 5th—''teleport'', 6th—''find the path'', 7th—''greater teleport'', 8th—''phase door'', 9th—''astral projection''.<br />
<br />
===Exploration===<br />
<br />
'''Replacement Power:'' The following granted power replaces the agile feet power.<br />
<br />
''Door Sight (Su):'' You can lay your hand upon any surface and see what is on the other side, as if using ''clairvoyance''. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 4th—''locate creature'', 9th—''world wave''.<br />
<br />
===Trade===<br />
<br />
'''Replacement Power:''' The following granted power replaces the agile feet power.<br />
<br />
''Silver-Tongued Haggler (Su):'' Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''floating disk'', 5th—''overland flight'', 9th—''gate''.<br />
<br />
==Trickery==<br />
<br />
'''Granted Powers:''' You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.<br />
<br />
''Copycat (Sp):'' You can create an illusory double of yourself as a move action. This double functions as a single ''Mirror Image'' and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the ''Mirror Image'' spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Master's Illusion (Sp):'' At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell '''veil'''. The rounds do not need to be consecutive.<br />
<br />
Domain Spells: 1st—''disguise self'', 2nd—''invisibility'', 3rd—''nondetection'', 4th—''confusion'', 5th—''false vision'', 6th—''mislead'', 7th—''screen'', 8th—''mass invisibility'', 9th—''time stop''.<br />
<br />
===Deception===<br />
<br />
'''Replacement Power:''' The following granted power replaces the copycat power.<br />
<br />
''Sudden Shift (Sp):'' In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''mirror image'', 7th—''project image''.<br />
<br />
===Innuendo===<br />
<br />
'''Replacement Power:''' The following granted power replaces the copycat power.<br />
<br />
''Fool's Privilege (Su):'' You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.<br />
<br />
'''Replacement Domain Spells:''' 1st—''sow thought'', 3rd-''suggestion'', 6th-''mass suggestion''.<br />
<br />
===Thievery===<br />
<br />
'''Replacement Power:''' The following granted power replaces the master's illusions power.<br />
<br />
''Thief of the Gods (Su):'' At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''locate object'', 7th—''ethereal jaunt''.<br />
<br />
==Void==<br />
<br />
'''Granted Powers:'''<br />
<br />
''Guarded Mind (Ex):'' You gain a +2 insight bonus on saving throws against all mind-affecting effects.<br />
<br />
''Part the Veil (Su):'' At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity.<br />
<br />
The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.<br />
<br />
'''Domain Spells:''' 1st—''feather fall'', 2nd—''levitate'', 3rd—''fly'', 4th—''lesser planar binding'', 5th—''overland flight'', 6th—''planar binding'', 7th—''reverse gravity'', 8th—''greater planar binding'', 9th—''interplanetary teleport''.<br />
<br />
===Dark Tapestry===<br />
<br />
'''Replacement Power:''' The following granted power replaces the guarded mind power.<br />
<br />
''It Came From Beyond (Su):'' Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric&mdash;it does not work on spellcasting ability gained from any other spellcasting classes you might have.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''summon monster II'', 5th—''summon monster V'', 7th—''insanity''.<br />
<br />
===Stars===<br />
<br />
'''Replacement Power:''' The following granted power replaces the part the veil power.<br />
<br />
''The Stars Are Right (Su):'' If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell's level as you cast the spell.<br />
<br />
Replacement Domain Spells: 2nd—''hypnotic pattern'', 7th—''sunbeam'', 9th—''meteor swarm''.<br />
<br />
==War==<br />
<br />
'''Granted Powers:''' You are a crusader for your god, always ready and willing to fight to defend your faith.<br />
<br />
''Battle Rage (Sp):'' You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Weapon Master (Su):'' At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.<br />
<br />
'''Domain Spells:''' 1st—''magic weapon'', 2nd—''spiritual weapon'', 3rd—''magic vestment'', 4th—''divine power'', 5th—''flame strike'', 6th—''blade barrier'', 7th—''power word blind'', 8th—''power word stun'', 9th—''power word kill''.<br />
<br />
===Blood===<br />
<br />
'''Replacement Power:''' The following granted power replaces the weapon master power.<br />
<br />
''Wounding Blade (Su):'' At 8th level, you can give a weapon that you touch the ''wounding'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''vampiric touch'', 5th—''wall of thorns'', 7th—''inflict serious wounds (mass)''.<br />
<br />
===Tactics===<br />
<br />
'''Replacement Power:''' The following granted power replaces the battle rage power.<br />
<br />
''Seize the Initiative (Su):'' Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''aid'', 5th—''command (greater)'', 8th—''planar ally (greater)''.<br />
<br />
==Water==<br />
<br />
'''Granted Powers:''' You can manipulate water and mist and ice, conjure creatures of water, and resist cold.<br />
<br />
''Icicle (Sp):'' As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Cold Resistance (Ex):'' At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''fog cloud'', 3rd—''water breathing'', 4th—''control water'', 5th—''ice storm'', 6th—''cone of cold'', 7th—''elemental body IV'' (water only), 8th—''horrid wilting'', 9th—''elemental swarm'' (water spell only).<br />
<br />
===Flowing===<br />
<br />
'''Replacement Power:''' The following granted power replaces the icicle power.<br />
<br />
''Go with the Flow (Su):'' You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the ''calm emotions'' spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to &frac12; your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''cat's grace'', 4th-''freedom of movement'', 6th-''fluid grace'', 8th-''mind blank''.<br />
<br />
===Ice===<br />
<br />
'''Replacement Power:''' The following granted power replaces the cold resistance power.<br />
<br />
''Body of Ice (Su):'' At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 7th—''freezing sphere'', 9th—''polar ray''.<br />
<br />
===Oceans===<br />
<br />
'''Replacement Power:''' The following granted power replaces the icicle power.<br />
<br />
''Surge (Su):'' As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''slipstream'', 3rd—''water walk'', 9th—''tsunami''.<br />
<br />
==Weather==<br />
<br />
'''Granted Powers:''' With power over storm and sky, you can call down the wrath of the gods upon the world below.<br />
<br />
''Storm Burst (Sp):'' As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Lightning Lord (Sp):'' At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as ''call lightning''.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''fog cloud'', 3rd—''call lightning'', 4th—''sleet storm'', 5th—''ice storm'', 6th—''control winds'', 7th—''control weather'', 8th—''whirlwind'', 9th—''storm of vengeance''.<br />
<br />
===Seasons===<br />
<br />
'''Replacement Power:''' The following granted power replaces the storm burst power.<br />
<br />
''Untouched by the Seasons (Su):'' By touching a creature, you can grant it the benefits of ''endure elements'', which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''goodberry'', 4th—''blight'', 8th—''sunburst''.<br />
<br />
===Storms===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lightning lord power.<br />
<br />
''Gale Aura (Su):'' At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 5th—''call lightning storm'', 6th—''sirocco''.<br />
<br />
<references /><br />
<br />
==References==<br />
* [http://paizo.com/paizo/blog/v5748dyo5lbvp Golarion Day: Other Gods and New Subdomains]<br />
* {{cite|Champions of Balance|pp.16-17}}<br />
* {{cite|Champions of Purity|pp.20-21}}<br />
* {{cite|Pathfinder Advanced Player's Guide|pp.86-97}}<br />
* {{cite|Pathfinder Core Rulebook|pp.41-48}}<br />
<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Mephistopheles/pf&diff=4162Mephistopheles/pf2020-11-26T10:15:13Z<p>Idran: Created page with "{{convert2}} {{stat NPC PF| cr = 30 | gender = Male | folk = archdevil | al = LE | sz = l | type = out | stype = Baatezu, Evil, Extraplanar (Baator), Lawful | init = 14 |..."</p>
<hr />
<div>{{convert2}}<br />
{{stat NPC PF|<br />
cr = 30 |<br />
gender = Male |<br />
folk = archdevil |<br />
al = LE |<br />
sz = l |<br />
type = out |<br />
stype = Baatezu, Evil, Extraplanar ([[Baator]]), Lawful |<br />
init = 14 |<br />
sense = darkvision 60 ft., ''detect chaos'', ''detect good'', ''discern lies'', see in darkness, ''true seeing''; Perception +50 |<br />
lang = all (language mastery); telepathy 300 ft. |<br />
aura = flames of hell; frightful presence (120 ft., DC 41) |<br />
ac = 48 |<br />
touchac = 40 |<br />
flatac = 37 |<br />
acsource = +4 deflection, +10 Dex, +1 dodge, +8 natural, +16 profane, –1 size |<br />
hp = 752 (35d10+560) |<br />
heal = regeneration 30 (deific or mythic) |<br />
def = |<br />
dr = 20/epic, good, and silver |<br />
imm = cold, fire, poison |<br />
res = acid 30 |<br />
sr = 41 |<br />
f = 31 |<br />
r = 33 |<br />
w = 37 |<br />
specsave = +8 vs. mind-affecting effects |<br />
spd = 50 ft., fly 100 ft. (perfect) |<br />
melee1 = +5 ''flaming burst icy burst'' ranseur +55/+50/+45/+40 (2d6+29/x3 plus 1d6 fire and 1d6 cold [plus 2d10 fire and 2d10 cold on a critical hit]), gore +50 (2d8+8), 2 wings +48 (1d8+8/19-20) |<br />
range1 = |<br />
space = 10 ft. |<br />
reach = 10 ft. |<br />
bab = 35 |<br />
satk = evoke hellfire, profane gift |<br />
spell1 = |<br />
spclass1 = |<br />
spcl1 = |<br />
dmsla = |<br />
dmcl = |<br />
rntch = |<br />
sla = Constant&mdash;detect chaos, detect good, discern lies (DC 28), freedom of movement, mind blank, shield of law (DC 32), true seeing<br><br />
At will&mdash;astral projection, deeper darkness, desecrate<sup>M</sup>, dictum<sup>M</sup> (DC 31), dominate person<sup>M</sup> (DC 29), greater dispel magic, greater scrying (DC 31), greater teleport, [[hellfire storm]]<sup>M</sup> (DC 32), order’s wrath<sup>M</sup> (DC 28), secret page, unhallow<br><br />
3/day&mdash;quickened dominate person<sup>M</sup> (DC 29), globe of invulnerability<sup>M</sup>, mass charm monster (DC 32), mislead<sup>M</sup> (DC 30), summon devils<br />
1/day&mdash;soul bind (DC 33), time stop<sup>M</sup>, wish<sup>M</sup><br><br />
'''M''' Mephistopheles can use this ability’s mythic version while in [[Cania]]. |<br />
cl = 30 |<br />
durcomb = No one understands the dangers of Hell’s politics more than Mephistopheles. Since enemies lurk in every shadow, he is never without a pair of fiendish bodyguards. Anyone bold enough to attack him deserves annihilation, so Mephistopheles holds nothing back. He sends his minions forward to engage the enemy while he calls in more reinforcements, typically a pair of pit fiends. He then unleashes a barrage of spell-like abilities. Should it seem he faces a serious threat, Mephistopheles ''teleports'' away, leaving his allies to fend for themselves. |<br />
morale = |<br />
str = 42 |<br />
dex = 30 |<br />
con = 43 |<br />
int = 35 |<br />
wis = 34 |<br />
cha = 39 |<br />
sq = flattering inquisitor |<br />
gear = +5 ''flaming burst icy burst'' ranseur |<br />
feats = Combat Expertise, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, [[Dark Speech]], Deceitful, Dodge, Flyby Attack, Forge Ring, Improved Critical (trident, wing), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Staggering Critical |<br />
skpt = |<br />
skills = Bluff +56, Diplomacy +52, Disguise +56, Fly +54, Intimidate +52, Knowledge (arcana, history, local, nobility, religion) +47, Knowledge (planes) +50, Linguistics +50, Perception +50, Sense Motive +50, Sleight of Hand +45, Spellcraft +47, Stealth +44, Use Magic Device +49 |<br />
}}<br />
<br />
'''Evoke Hellfire (Su)''' Mephistopheles can create a burst of hellfire as an immediate action. Any creature within 5 feet must succeed on a DC 41 Reflex save or take 2d6 points of damage. A successful save results in half damage. The save DC is Charisma-based.<br />
<br />
'''Flames of Hell (Su)''' Mephistopheles’s body is swathed in dark flames. Any creature that strikes or touches Mephistopheles with its body, or that grapples Mephistopheles, automatically takes 2d6 points of damage. A creature takes damage from this ability only once per turn. Mephistopheles can suppress or resume his flames of hell ability as a free action.<br />
<br />
'''Flattering Inquisitor (Su)''' Mephistopheles is unsurpassed at inveigling himself into a creature’s good graces and ferreting out secrets. His ''discern lies'' spell-like ability automatically affects all creatures within 30 feet of him, and he does not need to concentrate to know whether a target is lying (although each time a creature tries to lie in this area it can attempt a Will save to negate the effect as normal). Anyone who attempts to lie when responding to a direct question posed by Mephistopheles must succeed at a DC 41 Will save or take 1d3 points of Wisdom drain and be unable to speak for 24 hours (Mephistopheles can end this enforced vow of silence at will as a free action). This is a mind-affecting effect. The save DC is Charisma-based.<br />
<br />
'''Profane Gift (Su)''' As a full-round action, Mephistopheles can grant a willing non-devil a +4 profane bonus to one ability score; this also allows him to communicate telepathically with and use his mind-affecting spell-like <br />
abilities on the creature at any distance (even across planar boundaries). A creature can have only one such gift at a time. The profane gift can be removed with ''dispel evil'' or ''dispel law'', or Mephistopheles can remove it as a free action, dealing 3d6 points of Charisma drain to the target (no save). In addition, a creature that accepts a ''wish'' from Mephistopheles immediately becomes ''lawful evil'' (Will DC 41 negates) and gains the benefits of ''good hope'' for 1 week, followed by the effects of ''crushing despair'' for 1d6 months (CL 30th). The save DC is Charisma-based.<br />
<br />
==References==<br />
<br />
* {{cite|Fiendish Codex II - The Nine Hells|pp.153-154}}<br />
* {{cite|Bestiary 6|pp.28-29}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Template:Convert2&diff=4161Template:Convert22020-11-26T09:33:33Z<p>Idran: Protected "Template:Convert2" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
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<div><div class="notice metadata" id="noncanon">''This article is a partial conversion, blending D&D and Pathfinder content from the cited products.''</div><includeonly>[[Category:Conversion]]</includeonly></div>Idranhttp://www.rilmani.org/w/index.php?title=Template:Convert2&diff=4160Template:Convert22020-11-26T09:10:10Z<p>Idran: Created page with "<div class="notice metadata" id="noncanon">''This article is a partial conversion, blending D&D and Pathfinder content from the cited products.''</div><includeonly>Category:..."</p>
<hr />
<div><div class="notice metadata" id="noncanon">''This article is a partial conversion, blending D&D and Pathfinder content from the cited products.''</div><includeonly>[[Category:Conversion]]</includeonly></div>Idranhttp://www.rilmani.org/w/index.php?title=Timaresh:Bibliography&diff=4159Timaresh:Bibliography2020-11-26T09:05:24Z<p>Idran: </p>
<hr />
<div>All contributions to Timaresh are considered to be released under the Attribution-Noncommercial-Share Alike 3.0 Creative Commons license. Use of this license is intended to make no implications as to the ownership of information gleaned from any of the products referenced or cited on any included page.<br />
<br />
In order to reproduce or create a derived work from any page of this wiki, Timaresh must be cited, including the specific URL of the original page used. Further, all references and citations on that page must be preserved bibliographically in the reproductive work, including reference to the original authors and/or designers in the case of a written work and artists and/or cartographers in the case of a graphical work, and the time of initial publication.<br />
<br />
* "Acheron." Suda On Line. Trans. Samuel Huskey. 9 June 2000. 6 April 2013 <[http://www.stoa.org/sol-entries/alpha/4687]>. Web.<br />
* Atkiss, Jim, Steve Brown, Timothy B. Brown, Andrew P. Morris, et al. ''Dark Sun Monstrous Compendium Appendix II: Terrors from Tyr''. Lake Geneva, WI: TSR, Inc., 1995. Print.<br />
* Atsma, Aaron. "Ares." Theoi Greek Mythology. 2 Sept 2014 <[http://www.theoi.com/Olympios/Ares.html]>. Web.<br />
* Avellone, Chris, Stephen Bokkes, John Deiley, Kenneth Lee, et al. ''Planescape: Torment''. v1.1. Interplay Entertainment, 1999. Computer Game.<br />
* Baker, Keith, Bill Slavicsek, and James Wyatt. ''Eberron Campaign Setting''. Renton, WA: Wizards of the Coast, Inc, 2004. Print.<br />
* Baker III, L. Richard. ''Rock of Bral''. Lake Geneva, WI: TSR, Inc., 1992. Print. <br />
* Baker, Rich. ''Planescape Monstrous Compendium Appendix II''. Lake Geneva, WI: TSR, 1995. Print. <br />
* Baker, Richard. ''Complete Arcane''. Renton, WA: Wizards of the Coast, Inc., 2004. Print. <br />
* Baker, Richard, James Jacobs, and Steve Winter. ''Lords of Madness: The Book of Aberrations''. Renton, WA: Wizards of the Coast, Inc., 2005. Print. <br />
* Bambra, Jim. ''The Complete Book of Dwarves''. Lake Geneva, WI: TSR, Inc, 1993. Print.<br />
* Baur, Wolfgang, James Jacobs, and George Strayton. ''Frostburn: Mastering the Perils of Ice and Snow''. Renton, WA: Wizards of the Coast, Inc, 2004. Print. <br />
* Baur, Wolfgang, and Rick Swan. ''In the Cage: A Guide to Sigil''. Lake Geneva, WI: TSR, 1995. Print. <br />
* Beach, Tim, Dori Hein, and J.M. Salsbury. ''The Factol's Manifesto''. Lake Geneva, WI: TSR, 1995. Print. <br />
* Bedlam, David. "The Deities of the Flanaess: Lolth." ''Canonfire''. Thursday Group, 27 Sep 2007. Web. 26 Mar 2012. <[http://www.canonfire.com/cfnew/modules.php?name=News&file=article&sid=861]>. <br />
* Benner, Jesse, Ryan Costello, Brian R. James, et al. ''Giants Revisted''. Redmond, WA: Paizo Publishing, LLC, 2012. Print. <br />
* Bonny, Edward. "The Demiplane of Shadow." ''Dragon''. Jan 1995: 22-30. Print. <br />
* Bonny, Ed, Jeff Grubb, Rich Redman, Steve Winter, et al. ''Monster Manual II''. Renton, WA: Wizards of the Coast, Inc, 2002. Print. <br />
* Boomer, Clinton, Jason Bulmahn, Joshua J. Frost, et al. ''Dungeon Denizens Revisited''. Bellevue, WA: Paizo Publishing, LLC, 2009. Print. <br />
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<hr />
<div>{{Infobox God|<br />
strength = Quasipower |<br />
nickname = Lord of No Mercy |<br />
aoc = Hellfire |<br />
align = LE |<br />
wor = evokers, arcane or alchemical experimentalists, disaffected [[Asmodeus]] worshippers |<br />
walign = LN,LE,N,NE |<br />
symbol = Flame rendered in copper and gold |<br />
plane = Baator |<br />
layer = Cania |<br />
realm = Citadel of Mephistar |<br />
ally = [[Dispater]] |<br />
enemy = [[Baalzebul]], [[Bel]], [[Olidammara]] |<br />
weapon = Ranseur |<br />
domain = Evil, Fire, Law |<br />
subdomain = Baatezu |}}<br />
{{Infobox NPC|<br />
align = LE |<br />
gender = male |<br />
folk = archdevil |<br />
home = Citadel of Mephistar |<br />
ally = [[Dispater]] |<br />
enemy = [[Baalzebul]], [[Bel]], [[Olidammara]] |}}<br />
<br />
Holding dominion over the frozen layer of [[Cania]], Mephistopheles has stood as archduke since the dawning days of [[Baator]]. As one of the ancient celestials who served under [[Asmodeus]] even before the [[Pact Primeval]], his name has ever been carved into the tablets of history, though always in the shadow of his superior.<br />
<br />
==Appearance==<br />
<br />
Mephistopheles pays exquisite attention to his presentation as the Noble's Noble. Projecting an air of charm and civility, he embodies the popular conception of the contract-maker: he has the diabolic features mortals and others may expect, such as blood-red skin, prominent horns, and bat-like wings, but his garb is always the finest of silk tailoring, and he is almost never seen without a dramatic cape or cloak about his shoulders, dark as the deepest void, nor his most prominent symbol, his personally-crafted ranseur. Though he stands nine feet tall and as of late is ever cloaked in an aura of hellfire, unlike many baatezu he prefers to ingratiate rather than intimidate. Never showing a bit of anger in public, he holds his notorious temper to private spaces; the cloud of destruction he's been known to leave in his wake in private chambers when things go poorly is an open secret across Baator.<br />
<br />
==History==<br />
<br />
Ages thence, Mephistopheles was the second in command of the legion of Asmodeus alongside [[Dispater]], and his most trusted ally in the endless war against Chaos. Always at the side of his brother in arms, even as they increasingly fell to darkness, and even upon his storied exile to the land that would come to be known as Baator. It is said that even in these early days, his interests fell to the arcane, specializing his squadrons of [[erinyes]] in the mystical arts to better fight against the powers of the [[tanar'ri]]. And when he joined Asmodeus to the Nine Hells, he was granted total dominion over Cania, the Eighth; though second in significance only to [[Nessus]], and though the chokepoint of defense to the realm that would be Asmodeus's own, its frigid nature stirred the first spark of disquiet and bitterness in Mephistopheles's diabolic heart. How dare Asmodeus curse him with a land so harsh and unyielding?<br />
<br />
This seeming gift, however, was seen by Mephistopheles as nothing but a curse. Though he took firm grip of Cania, purging those [[Baatorian]] settlements that still stood beneath the glaciers, he loathed the land he was tasked with ruling. It was this insult that planted the first seeds of his now-noted desire of unseating Asmodeus and taking the throne of Nessus. A desire that he has ever been open about, even to Asmodeus himself. And yet no action nor censure has ever been levied against Mephistopheles for his open mutiny; despite his goals, after all, he has still followed the word of Asmodeus, still kept at his side, and still protected him from all outside threats as he ever had, for he is no fool. Indeed, his mind is easily the match of Asmodeus's, his plots renown for their complexity and success. Most noted by scholars and studied by lesser baatezu of these is what has come to be known as the Mask of Molikroth.<br />
<br />
===The Mask of Molikroth===<br />
<br />
In the decades leading up to the [[Reckoning]], Mephistopheles posed as his own noble vassal, a pit fiend known as Molikroth who began to quickly climb the ladders of presence and respect amongst the nobility of Mephistar. This disguise none knew of but for four of his most trusted underlings: his consort, [[Baalphegor]], for he could not hold such back from his love; the Chamberlain of Mephistar [[Barbas]], for he was sure to identify the ruse otherwise; and his generals [[Nexroth]] and [[Hutijin]], for he would never dare disrupt the chain of command to his soldiers within the Blood War upon the realization of his scheme. And when the time came and he sent his armies after [[Baalzebul]], to weaken his greatest rival in preparation for unseating Asmodeus, at the same time now-Baron "Molikroth" went about his court fomenting rebellion against him; an act meant both to prepare for his potential loss, and to discover who amongst his court held the least loyalty towards him.<br />
<br />
As he suspected might happen, his primary scheme within the Reckoning failed, his armies turned against him by Asmodeus just as Baalzebul's. But unlike Baalzebul, a coup within his court led by "Baron Molikroth" resulted in his apparent death, with his faux identity taking the title of Archduke in his place. And so as Molikroth, he ruled Cania for decades following, never once the guise suspected by either his co-conspirators or his greatest enemies. Baalzebul himself is said to have courted Molikroth during this time, which if true assuredly brought no end of amusement to Mephistopheles. (Though none have risked asking either party the truth of the rumor.)<br />
<br />
And when the identity ran the course of its usefulness, a mere handful of years ago, the facade was revealed, each and every one of Molikroth's original co-conspirators in the coup put to the ranseur for their lack of loyalty and ensuring that any future rebellious attitudes amongst his nobles would be suspect from that day forward. Asmodeus himself is said to have congratulated him for the centuries-long deceit, and the thoroughness of the disguise is still analyzed to this day.<br />
<br />
===Hellfire===<br />
<br />
However, in recent years, obsession seems to have taken hold in Mephistopheles. During the waning days of the Molikroth persona, ancient Baatorian texts were discovered by his lead researcher, the pit fiend [[Quagrem]], in the ruins of the city of [[Kintyre]]. These texts described early experiments by Baatorian scholars in a new form of flame; one utterly decoupled from the element of fire, but founded purely in the essence of Baator itself. The city, once capital of Cania, was destroyed by Mephistopheles himself before these experiments could bear fruit, but when these notes were discovered, the concept immediately took hold of Mephistopheles's mind. <br />
<br />
After abandoning his persona, he personally led efforts to enact these experiments. It was within mere years that he found success: the first manifestation of what he termed "[[hellfire]]". A flame made of pure diabolic energy, able to burn even those otherwise immune to fire, for there's no element to be found anywhere in its nature.<br />
<br />
While this discovery is certainly significant &mdash; even [[Pearza]] of the [[Dark Eight]] has been seeking opportunity to visit the School of Hellfire and observe research in practice &mdash; all agree that the potential applications of this substance have taken far more of Mephistopheles's attention than is perhaps wise. Immediately integrating it into his own [[spark]], his aura of blackened flame is now iconic, and the number of alchemical and arcane devices and spells personally developed by Mephistopheles himself, let alone his researchers, have only grown; the [[hellfire engine]] perhaps the most newsworthy, their conflicts against the tanar'ri [[ship of Chaos|ships of Chaos]] more destructive than any conflicts seen since the dawning days of the [[Blood War]]. However, these efforts have led to a noted reduction in soul-harvesting over recent years by the baatezu of Cania, as well as discontent amongst them. Even the icy walls of Mephistar have begun to show harm from the hellfire beacons ensconced throughout it, the air thick with a constant fog and many gelugons choosing to exile themselves from a citadel whose environment is increasingly hostile to them.<br />
<br />
Between his focus on hellfire and his perhaps overinvestment in his growing cult on the [[Prime]], many wonder if Mephistopheles is overextending himself, reaching beyond even his own impressive grasp. Should his efforts bear fruit, he could indeed pose a threat to Asmodeus, but if not, his downfall is almost assured; and this time, the one to unseat him may not be the result of a scheme.<br />
<br />
==Military==<br />
<br />
Two armies find home in Cania: Mephistopheles's personal legions, and the Serpentine Order.<br />
<br />
===Legions of Mephistopheles===<br />
<br />
Led by General [[Nexroth]], Mephistopheles's personal legions are largely dominated by gelugons, including the famous 9,999 who guard the only known entryway to the layer of [[Nessus]], though a significant number of [[malebranche]] are found among their ranks. However, recent research into hellfire has led to a significant increase in number of non-gelugon soldiers in recent years due to obvious issues with gelugon wielding the substance themselves, to the frustration of the caste that once held exclusive dominion over the layer. [[Bifrons]], leader of the gelugon companies, and [[Tuncheth]], the most decorated gelugon of Mephistopheles's army, have both been quite concerned over this shift, but their efforts towards encouraging Mephistopheles not to neglect the caste that has supported him these many eons have shown little success.<br />
<br />
===Serpentine Order===<br />
<br />
Ostensibly under the command of [[Corin]] of the [[Dark Eight]] with Mephistopheles officially responsible merely for upkeep, the Serpentine Order serves as the intelligence arm of Baator's armies of the [[Blood War]], largely dominated by [[pit fiend]]s in composition. Any covert duties are handled by this branch, including scouting, infiltration, and assassination, and the skills of its special operatives at posing as tanar'ri without succumbing to chaos are without compare. Of course, its leadership is somewhat questionable; General [[Hutijin]] of Cania, a long ally of Mephistopheles, is the direct commander when Corin is otherwise occupied, and any intelligence collected by the Order goes through him, and thus Mephistopheles, first before being passed along to the Dark Eight. <br />
<br />
==Court of Mephistopheles==<br />
<br />
Mephistopheles's court is often active, both by locals of Cania or higher seeking audience with either himself or Asmodeus, or members of his own nobility seeking favor or merely basking in power. Closest among his nobility is of course his consort, the Duchess [[Baalphegor]], ever his companion since his dawning days in Baator. She often serves the role of ambassador, her tactical mind and maneuvering of Baatezu politics granting her respect from nearly the entire plane, including Asmodeus himself. Her diplomatic talents exceed even that of her partner, a fact he openly and proudly admits.<br />
<br />
Managing his court and household are the steward of Cania, [[Adonides]], and the chamberlain of Mephistar, [[Barbas]], respectively. While Barbas has served since before even the Mask of Molikroth, Adonides was brought into the court only after the previous steward was slain for his aid in the faux coup. [[Bele]], the Justicar of Cania, manages petitions of dispute or claims, passing them along to Mephistopheles only as needed; again a more recent selection, for the previous Justicar was also an ally of "Molikroth", but utterly devout in their duties ever since they were chosen for the role. Most popular in the Court is [[Antilia]], a half-elven alu-fiend bard who fills the halls with song between meetings or discussion; often of praise for her master, yet despite the repetitive subject matter, it never fails to delight. <br />
<br />
The nobility as a whole was well-devastated following the removal of the Mask, with well over half of Cania's nobility slain for supporting Molikroth. However, a few noted pit fiends from before the ruse &mdash; all of whom were allies of Baalphegor in her "government-in-exile" &mdash; have returned happily to the Court following, most prominently [[Buldumech]], [[Guland]], [[Silcharde]], and [[Sphandor]].<br />
<br />
==Cult==<br />
<br />
The Cult of Mephistopheles is a fairly recent development. Previously, Mephistopheles's efforts in growing worship on the Prime were largely limited to aiding the Cult of Asmodeus in growth, to the point where many mortals confuse the two baatezu even today (a fact that brings him no end of ire). However, upon discovering hellfire, it wasn't long before he realized its potential not just as a tool, but as a means by which he could establish his own base of worship.<br />
<br />
His cult thus varies from most other diabolic cults in a number of key ways. First, a lesson learned in aiding the growth of the Cult of Asmodeus: rather than usher those who convert to his name on to their end before they can recant, he instead encourages them to spread word of his name, not just aiding through word of mouth but providing a reputation of being on the "kinder" side of such religions. His own cult is much more open than many, allowing in those disaffected by the more prominent Asmodean cult, and even holding some members with no interest in collecting souls for Cania, but purely in arcane or alchemical research.<br />
<br />
Second, his initiates are granted the ability to conjure hellfire almost ''immediately''. Understanding the appeal, he views offering such spells so early in an initiate's career a means by which to encourage greater worship; a gift to the loyal rather than a promise of later reward. And this does seem to be paying off, with great numbers of followers wielding dark flames drawing even more eyes.<br />
<br />
However, this is paying a price: between the energies needed to grant hellfire conjuration, the slower collection of souls, and the lighter enforcement of worship rituals often needed by early cults to sustain their patron, Mephistopheles seems to be expending far more divine energy than he is collecting in hopes to recoup this in the future. Indeed, rumors have spread that he's been forced to request a loan of energy from the divine wellsprings of Dispater and Levistus merely to keep his cult operating; whether he'll be able to maintain this or collapse under his own weight is still a question on the minds of many diabolic scholars.<br />
<br />
Temples of the cult are noted for their dark, fiery aesthetics, including pits of flames set to flare up at opportune or dramatically appropriate times as needed. Despite the broader membership of the laity, the innermost core of the cult does indulge in sacrifices to Mephistopheles as any other diabolic cult; its victims are bound to altars of black basalt and burned alive with hellfire, the act consecrated to the Lord of Cania.<br />
<br />
==References==<br />
* {{cite|Book of Vile Darkness|pgs.62-63,143,146,149,158,161-164}}<br />
* {{cite|Dragon #76 - The Nine Hells, Part II|pgs.26,28-31}}<br />
* {{cite|Faces of Evil: The Fiends|pg.32}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pgs.5,28,36,38,41,65,69-70,81,119-120,143,145,153-155}}<br />
* {{cite|Manual of the Planes (3e)|p.122}}<br />
* {{cite|Planes of Law: Baator|pgs.13,24-25}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Serpentine_Order&diff=4156Serpentine Order2020-11-25T23:32:29Z<p>Idran: Redirected page to Mephistopheles#Serpentine Order</p>
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<div>#REDIRECT [[Mephistopheles#Serpentine Order]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Erinyes&diff=4155Erinyes2020-11-25T22:01:14Z<p>Idran: </p>
<hr />
<div>{{creature}}<br />
Approximately mid-ranked amongst the lesser baatezu, the erinyes (ih-RIN-ee-eez) hold an important dual role in diabolic culture: in [[Baator]], they are the first caste to take the role of a true tactician in fighting the [[Blood War]], while beyond their home plane, they are the first charged with gaining not just souls from mortals, but true devotion.<br />
<br />
==History==<br />
<br />
Though none trustworthy enough to believe can say for certain, it is thought that the first erinyes were celestials dating back to the time of the [[Pact Primeval]]. As minions of [[Asmodeus]], when he was dismissed from service and fell to [[Nessus]], these celestials fell with him. Their wings were tainted, and their connection to the divine was severed. This, it is said, is why they differ from other baatezu in so many ways, and why they and their ascended forms alone (but for unique devils) hold the ability to bear young.<br />
<br />
==Culture==<br />
<br />
In baatezu culture, the erinyes is one of the first castes to be granted any actual respect by other baatezu for their abilities. Erinyes take their form in one of two paths. The first are granted the form as a reward for great accomplishments as an [[abishai]], or the demonstration of high degrees of potential, while the second are given the form after "graduation" from the status of [[kocrachon]], after they have learned as much as they can about the fine art of torture, and demonstrated that art in innumerous fashions. In both cases, however, the newly-promoted fiend is not given any great training, no newfound forms of education, for they are seen as far beyond that point. No, they are thrown straight to the wolves, sent to either the front lines of the Blood War or the communities of mortals beyond Baator in order to perform their task.<br />
<br />
An erinyes's first assignment is determined largely from the nature seen in their abilities prior to their promotion. Those that show great skill in mortal interaction are first sent to exploit this ability for the sake of the baatezu (most promoted from kocrachon are given this initial assignment), and those that instead show great skill at combat or great tactical intuition are sent as lieutenants into the Blood War. However, all erinyes are expected to excel at both roles, and are given ample assignments in both regions; this is where many baatezu first begin to mature a breadth of ability, after all, and those that cannot excel in both areas, equally important as they are, are looked down upon by all.<br />
<br />
In the Blood War, the erinyes is the lowest of the officers, directing the [[spinagon]] and [[barbazu]] soldiers according to the orders of their superiors, and often engaging in battle themselves. As the major front-line officers, erinyes have ample chance to practice their abilities in both tactics and strategies, often needing to lead situations unforeseen by the more distant castes and adapt to changes in the battlefield faster than orders can be communicated from further up the chain in order to ensure victory.<br />
<br />
Their other role, however, is just as important; pulling mortals to the side of Baator in order to fuel the kind through both spiritual energy and greater numbers. Unlike the falxugon, erinyes do not achieve this goal through promises of riches or power; instead, they ply mortals in such a way that they themselves will decide to come to the Hells. And unlike the succubus, they do not achieve this through trickery, nor through physical pleasure alone. Whether through seduction, debate, coercion, or torture, an erinyes is meant to inspire not just promises, but true and ''honest'' devotion. Even the seduction of an erinyes, though it does include physical elements, is far more focused on the emotional than that of the succubus, forging a relationship as opposed to a fling. By far the preferred targets of the erinyes are the faithful, those with existing ties of devotion that can be broken and reforged in Baator's name. Some think this to be additionally in part a reflection of their rumored status as fallen angels, though as this belief as to the origins of the erinyes is yet to be confirmed, none can say how accurate this theory may be.<br />
<br />
Because of their differing methods, erinyes have a longstanding feud of sorts with the falxugon, each seeing their methods as far superior to the other; the falxugon tend to have a higher success rate with their contracts and bargains, while the loyalty of those swayed by an erinyes is of no compare to the parties of a falxugon. Erinyes have a similar feud with the [[succubus]], though of far greater fervor of course &mdash; beyond the usual divisions of law and chaos, many erinyes see succubi as sex-obsessed fools that are far too quick to seek personal sustenance even when it is against the best interests of the tanar'ri as a whole. Ironically, with how often erinyes come into contact with succubi outside the bounds of the planes or the fields of the Blood War, especially in situations where they cannot simply kill one another due to the necessities of the mask, out of all castes they are those most likely to also hold some level of professional respect towards one another; they may think one another as blood enemies suffering from pure philosophical delusion, but their interactions in the field seem to temper this hate somewhat. As tempered as a fiend's hate can be, at least.<br />
<br />
After decades of service, erinyes are given the opportunity to be promoted on just as any fiend. Most are promoted to the station of [[osyluth]], but depending on their skill, can be promoted to [[hamatula]], [[amnizu]], [[cornugon]], [[gelugon]], or even [[pit fiend]]. Further, every decade those thousand that have had the most success on the Prime are promoted to the level of [[brachina]] and given the illustrious goal of bringing those whose faith and devotion is already promised to other beings (priests, cultists, and the like) into the fold. The position of brachina is perhaps the most coveted amongst erinyes, and they hold no greater honor than to be brought to that point; many erinyes in fact specifically eschew promotion in hopes that when the next cycle of brachina comes about, they will be among those rewarded.<br />
<br />
==Ecology==<br />
<br />
When a baatezu is promoted to the position of erinyes, their first act is the creation of their rope of entanglement. This item, an animated rope woven from their own hair, is tied innately to them, bound to their identity and used both physically in combat and metaphorically in their collection of damned mortals. <br />
<br />
Erinyes can be found throughout Baator, though the largest concentration can be found on [[Avernus]] amongst the armies of the Blood War. In addition, some secluded communities of erinyes dot [[Dis (layer)|Dis]], where erinyes children are raised away from the wiles of other fiends that would wish to take them for their own purposes. Though all castes of baatezu can father young, only the erinyes, brachina, and [[noble baatezu]] can bear young, and as such they treasure their children greatly. Though fiendish love, even familial love, is a far crueler form than that experienced by most mortals, it is just as strong; for allowing them a home away from baatezu society, many of them take up service in the name of [[Dispater]] in gratitude, lending his troops a far greater proportion of such than most Baatorian armies.<br />
<br />
In these communities, erinyes children are taught the lessons and skills that most erinyes learn as they ascend the ranks of baatezu. As it takes but a century for an erinyes child to reach adulthood, most such "natural" erinyes are kept for much longer until they have the talents expected of them by other fiends. This is all under the approval of the higher echelons of baatezu society, as they have no wish for poor examples of baatezu to come into society. These communities are strictly sealed from all but erinyes and their kin, but for a single osyluth observer (always once an erinyes themselves) charged with keeping order as necessary. This kin always includes small numbers of [[alu-fiend]]s, [[cambion]]s, and [[tiefling]]s, kept and taught no differently from a fully fiendish erinyes child.<br />
<br />
==Appearance==<br />
<br />
The natural form of an erinyes is always female, much as the natural form of a falxugon is always male, though they do have the ability to shift their apparent gender. Physically, an erinyes will always resemble some humanoid species, though the vast majority appear most similar to humans or half-elves. The major distinction is in their broad, feathered wings, ranging in color from charcoal gray to pitch black, though some erinyes have been known to have unnatural skin tone, usually on the spectrum from green to blue.<br />
<br />
But for gender, no erinyes has any natural ability to shift their form like their demonic equivalents. Some explore other methods of doing so if only to allow their work upon the Prime to proceed more efficiently, but others see such as crutches used by the likes of the succubi, and prefer to do their work wholly naturally. Given their continued resemblance to celestials, this often is not as ineffective as it may appear.<br />
<br />
==Reference==<br />
<br />
* {{cite|Bestiary|pg.75}}<br />
* {{cite|Dragon #75 - The Nine Hells: Part I|pg.21}}<br />
* {{cite|Faces of Evil: The Fiends|pgs.14,20}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pgs.13,18,134-135}}<br />
* {{cite|Planescape MCI|pg.22}}<br />
<br />
[[Category:Baatezu]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Domains&diff=4154Domains2020-11-25T21:56:18Z<p>Idran: </p>
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<div>==Air==<br />
<br />
'''Granted Powers:''' You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.<br />
<br />
''Lightning Arc (Sp):'' As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Electricity Resistance (Ex):'' At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''wind wall'', 3rd—''gaseous form'', 4th—''air walk'', 5th—''control winds'', 6th—''chain lightning'', 7th—''elemental body IV'' (air only), 8th—''whirlwind'', 9th—''elemental swarm'' (air spell only).<br />
<br />
===Cloud===<br />
<br />
'''Replacement Power:''' The following granted power replaces the electricity resistance power.<br />
<br />
''Thundercloud (Su):'' At 8th level, you can, as a standard action, summon a storm cloud. This power functions as ''fog cloud'' except that creatures inside the could are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 4th—''solid fog'', 9th—''storm of vengeance''.<br />
<br />
===Wind===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lightning arc power.<br />
<br />
''Wind Blast (Su):'' As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''whispering wind'', 6th—''wind walk'', 9th—''winds of vengeance''.<br />
<br />
==Animal==<br />
<br />
'''Granted Powers:''' You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.<br />
<br />
''Speak with Animals (Sp):'' You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.<br />
<br />
''Animal Companion (Ex):'' At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).<br />
<br />
'''Domain Spells:''' 1st—''calm animals'', 2nd—''hold animal'', 3rd—''dominate animal'', 4th—''summon nature's ally IV'' (animals only), 5th—''beast shape III'' (animals only), 6th—''antilife shell'', 7th—''animal shapes'', 8th—''summon nature's ally VIII'' (animals only), 9th—''shapechange''.<br />
<br />
===Feather===<br />
<br />
Add Fly to your list of class skills. In addition, whenever you case a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).<br />
<br />
'''Replacement Power:''' The following granted power replaces the speak with animals power.<br />
<br />
''Eyes of the Hawk (Ex):'' You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''feather fall'', 3rd—''fly'', 6th—''fly (mass)''.<br />
<br />
===Fur===<br />
<br />
'''Replacement Power:''' The following granted power replaces the speak with animals power.<br />
<br />
''Predator's Grace (Su):'' You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 rounds. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''magic fang'', 3rd—''beast shape I'' (animals only).<br />
<br />
==Artifice==<br />
<br />
'''Granted Powers:''' You can repair damage to objects, animate objects with life, and create objects from nothing.<br />
<br />
''Artificer's Touch (Sp):'' You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Dancing Weapons (Su):'' At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''animate rope'', 2nd—''wood shape'', 3rd—''stone shape'', 4th—''minor creation'', 5th—''fabricate'', 6th—''major creation'', 7th—''wall of iron'', 8th—''statue'', 9th—''prismatic sphere''.<br />
<br />
===Construct===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dancing weapons power.<br />
<br />
''Animate Servant (Su):'' At 8th level, as a standard action, you can give live to inanimate objects. This ability functions as ''animate objects'' using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 7th—''limited wish'', 8th—''polymorph any object''.<br />
<br />
===Toil===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dancing weapons power.<br />
<br />
''Aura of Repetition (Su):'' At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 5th—''waves of fatigue'', 7th—''waves of exhaustion''.<br />
<br />
==Chaos==<br />
<br />
'''Granted Powers:''' Your touch infuses life and weapons with chaos, and you revel in all things anarchic.<br />
<br />
''Touch of Chaos (Sp):'' You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Chaos Blade (Su):'' At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from law'', 2nd—''align weapon'' (chaos only), 3rd—''magic circle against law'', 4th—''chaos hammer'', 5th—''dispel law'', 6th—''animate objects'', 7th—''word of chaos'', 8th—''cloak of chaos'', 9th—''summon monster IX'' (chaos spell only).<br />
<br />
===Eladrin (Azata)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain.<br />
<br />
''Arborea's Call (Su):'' With a touch, you can imbue creatures with the spirit of Arborea, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell—like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll applies only when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 3rd—''fly'', 6th—''planar ally'' (eladrin only).<br />
<br />
===Revelry===<br />
<br />
'''Replacement Power:''' The following granted power replaces the chaos blade power.<br />
<br />
''Intense Celebration (Su):'' At 8th level, any spells you cast that confer a morale effect upon you or your allies are automatically affected as if by the Extend Spell metamagic feat with no increase in spell level.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''hideous laughter'', 3rd-''good hope'', 6th-''heroes' feast'', 8th-''irresistible dance''.<br />
<br />
===Slaad (Protean)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the chaos blade power.<br />
<br />
''Aura of Chaos (Su):'' At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.<br />
<br />
'''Replacement Domain Spells:''' 1st—''confusion (lesser)'', 3rd—''displacement'', 6th—''planar binding'' (slaadi only).<br />
<br />
===Tanar'ri (Demon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.<br />
<br />
''Fury of the Abyss (Su):'' As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a -2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''doom'', 3rd—''rage'', 6th—''planar binding'' (tanar'ri only).<br />
<br />
==Charm==<br />
<br />
'''Granted Powers:''' You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.<br />
<br />
''Dazing Touch (Sp):'' You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Charming Smile (Sp):'' At 8th level, you can cast ''charm person'' as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.<br />
<br />
'''Domain Spells:''' 1st—''charm person'', 2nd—''calm emotions'', 3rd—''suggestion'', 4th—''heroism'', 5th—''charm monster'', 6th—''geas''/''quest'', 7th—''insanity'', 8th—''demand'', 9th—''dominate monster''.<br />
<br />
===Love===<br />
<br />
'''Replacement Power:''' The following granted power replaces the dazing touch power.<br />
<br />
''Adoration (Su):'' As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as ''sanctuary'', but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''enthrall'', 8th—''euphoric tranquility''.<br />
<br />
===Lust===<br />
<br />
'''Replacement Power:''' The following granted power replaces the charming smile power.<br />
<br />
''Anything to Please (Su):'' At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''touch of idiocy'', 4th—''confusion''.<br />
<br />
==Community==<br />
<br />
'''Granted Powers:''' Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.<br />
<br />
''Calming Touch (Sp):'' You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Unity (Su):'' At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''bless'', 2nd—''shield other'', 3rd—''prayer'', 4th—''status'', 5th—''telepathic bond'', 6th—''heroes' feast'', 7th—''refuge'', 8th—''mass cure critical wounds'', 9th—''miracle''.<br />
<br />
===Cooperation===<br />
<br />
'''Replacement Power:''' The following power replaces the calming touch power.<br />
<br />
''Synergistic Touch (Su):'' You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to &frac12; your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''borrow skill'', 2nd-''share language'', 3rd—''coordinated effort''.<br />
<br />
===Family===<br />
<br />
'''Replacement Power:''' The following power replaces the calming touch power.<br />
<br />
''Binding Ties (Su):'' As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''calm emotions'', 3rd—''create food and water''.<br />
<br />
===Home===<br />
<br />
'''Replacement Power:''' The following granted power replaces the unity power.<br />
<br />
''Guarded Hearth (Su):'' At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.<br />
<br />
'''Replacement Domain Spells:''' 1st—''alarm'', 3rd—''glyph of warding'', 7th—''guards and wards''.<br />
<br />
==Darkness==<br />
<br />
'''Granted Power:''' You manipulate shadows and darkness. In addition, you receive Blind—Fight as a bonus feat.<br />
<br />
''Touch of Darkness (Sp):'' As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Eyes of Darkness (Su):'' At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''blindness/deafness'' (only to cause blindness), 3rd—''deeper darkness'', 4th—''shadow conjuration'', 5th—''summon monster V'' (summons 1d3 shadows), 6th—''shadow walk'', 7th—''power word blind'', 8th—''greater shadow evocation'', 9th—''shades''.<br />
<br />
===Loss===<br />
<br />
'''Replacement Power:''' The following granted power replaces the eyes of darkness power.<br />
<br />
''Aura of Forgetfulness (Su):'' At 8th level, you can emit a 30- foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 5th—''enervation'', 6th—''modify memory'', 9th—''energy drain''.<br />
<br />
===Night===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of darkness power.<br />
<br />
''Night Hunter (Su):'' As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per ''invisibility'') to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''sleep'', 6th—''nightmare''.<br />
<br />
==Death==<br />
<br />
'''Granted Powers:''' You can cause the living to bleed at a touch, and find comfort in the presence of the dead.<br />
<br />
''Bleeding Touch (Sp):'' As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Death's Embrace (Ex):'' At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.<br />
<br />
'''Domain Spells:''' 1st—''cause fear'', 2nd—''death knell'', 3rd—''animate dead'', 4th—''death ward'', 5th—''slay living'', 6th—''create undead'', 7th—''destruction'', 8th—''create greater undead'', 9th—''wail of the banshee''.<br />
<br />
'''Domain Spells<ref name="death">This set of spells is for deities of death that stand against undeath. Deities which use this set have their domain or subdomain indicated by an asterisk.</ref>:''' 1st—''cause fear'', 2nd—''death knell'', 3rd—''speak with dead'', 4th—''death ward'', 5th—''slay living'', 6th—''antilife shell'', 7th—''destruction'', 8th—''symbol of death'', 9th—''wail of the banshee''.<br />
<br />
===Murder===<br />
<br />
'''Replacement Power:''' The following granted power replaces the death's embrace power.<br />
<br />
''Killing Blow (Su):'' At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''keen edge'', 5th—''suffocation'', 9th—''suffocation (mass)''.<br />
<br />
===Psychopomp===<br />
<br />
'''Replacement Power:''' The following granted power replaces the death's embrace power of the Death domain or the ward against death ability of the Repose domain.<br />
<br />
''Spirit Touch (Su):'' At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ''ghost touch'' weapon special ability. You can use this power a number of times per day equal to your cleric level. These rounds need not be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd-''chains of perdition'', 6th-''planar ally'' (psychopomps only), 8th-''trap the soul''.<br />
<br />
===Undead===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bleeding touch power.<br />
<br />
''Death’s Kiss (Su):'' You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''ghoul touch'', 4th—''enervation'', 9th—''energy drain''.<br />
<br />
==Destruction==<br />
<br />
'''Granted Powers:''' You revel in ruin and devastation, and can deliver particularly destructive attacks.<br />
<br />
''Destructive Smite (Su):'' You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Destructive Aura (Su):'' At 8th level, you can emit a 30—foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''true strike'', 2nd—''shatter'', 3rd—''rage'', 4th—''inflict critical wounds'', 5th—''shout'', 6th—''harm'', 7th—''disintegrate'', 8th—''earthquake'', 9th—''implosion''.<br />
<br />
===Catastrophe===<br />
<br />
'''Replacement Power:''' The following granted power replaces the destructive aura power.<br />
<br />
''Deadly Weather (Su):'' At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (-4 on all Perception checks and ranged attack rolls), howling winds (-8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as ''call lightning''). Other effects depending on the weather might also apply (at the GM's discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''gust of wind'', 3rd—''call lightning'', 7th—''control weather''.<br />
<br />
===Rage===<br />
<br />
'''Replacement Power:''' The following granted power replaces the destructive aura power.<br />
<br />
''Rage (Su):'' At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''bull’s strength'', 6th—''moonstruck''.<br />
<br />
==Earth==<br />
<br />
'''Granted Powers:''' You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.<br />
<br />
''Acid Dart (Sp):'' As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Acid Resistance (Ex):'' At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.<br />
<br />
'''Domain Spells:''' 1st—''magic stone'', 2nd—''soften earth and stone'', 3rd—''stone shape'', 4th—''spike stones'', 5th—''wall of stone'', 6th—''stoneskin'', 7th—''elemental body IV'' (earth only), 8th—''earthquake'', 9th—''elemental swarm'' (earth spell only).<br />
<br />
===Caves===<br />
<br />
'''Replacement Power:''' The following granted power replaces the acid resistance power.<br />
<br />
''Tunnel Runner (Su):'' At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of ''spider climb''. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''create pit'', 3rd—''spiked pit'', 6th—''hungry pit''.<br />
<br />
===Metal===<br />
<br />
'''Replacement Power:''' The following granted power replaces the acid dart power.<br />
<br />
''Metal Fist (Su):'' As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''heat metal'', 6th—''wall of iron'', 8th—''iron body''.<br />
<br />
==Evil==<br />
<br />
'''Granted Powers:''' You are sinister and cruel, and have wholly pledged your soul to the cause of evil.<br />
<br />
''Touch of Evil (Sp):'' You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Scythe of Evil (Su):'' At 8th level, you can give a weapon touched the ''unholy'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from good'', 2nd—''align weapon'' (evil only), 3rd—''magic circle against good'', 4th—''unholy blight'', 5th—''dispel good'', 6th—''create undead'', 7th—''blasphemy'', 8th—''unholy aura'', 9th—''summon monster IX'' (evil spell only).<br />
<br />
===Baatezu (Devil)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.<br />
<br />
''Hell's Corruption (Su):'' You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a -2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Tanar'ri (Demon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.<br />
<br />
''Fury of the Abyss (Su):'' As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a -2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''doom'', 3rd—''rage'', 6th—''planar binding'' (tanar'ri only).<br />
<br />
===Yugoloth (Daemon)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the scythe of evil power.<br />
<br />
''Whispering Evil (Su):'' At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 1st—''cause fear'', 3rd—''vampiric touch'', 6th—''planar binding'' (yugoloths only).<br />
<br />
==Fire==<br />
<br />
'''Granted Powers:''' You can call forth fire, command creatures of the inferno, and your flesh does not burn.<br />
<br />
''Fire Bolt (Sp):'' As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Fire Resistance (Ex):'' At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.<br />
<br />
'''Domain Spells:''' 1st—''burning hands'', 2nd—''produce flame'', 3rd—''fireball'', 4th—''wall of fire'', 5th—''fire shield'', 6th—''fire seeds'', 7th—''elemental body IV'' (fire only), 8th—''incendiary cloud'', 9th—''elemental swarm'' (fire spell only).<br />
<br />
===Ash===<br />
<br />
'''Replacement Power:''' The following granted power replaces the fire resistance power.<br />
<br />
''Wall of Ashes (Sp):'' At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude check or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes equal to your cleric level, but these minutes do not have to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 7th—''disintegrate'', 9th—''fiery body''.<br />
<br />
===Smoke===<br />
<br />
'''Replacement Power:''' The following granted power replaces the fire bolt power.<br />
<br />
''Cloud of Smoke (Su):'' As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''pyrotechnics'', 3rd—''stinking cloud''.<br />
<br />
==Glory==<br />
<br />
'''Granted Powers:''' You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.<br />
<br />
''Touch of Glory (Sp):'' You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma—based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Divine Presence (Su):'' At 8th level, you can emit a 30—foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a ''sanctuary'' spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.<br />
<br />
'''Domain Spells:''' 1st—''shield of faith'', 2nd—''bless weapon'', 3rd—''searing light'', 4th—''holy smite'', 5th—''righteous might'', 6th—''undeath to death'', 7th—''holy sword'', 8th—''holy aura'', 9th—''gate''.<br />
<br />
===Heroism===<br />
<br />
'''Replacement Power:''' The following granted power replaces the divine presence power.<br />
<br />
''Aura of Heroism (Su):'' At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of ''heroism''. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''heroism'', 6th—''heroism (greater)''.<br />
<br />
===Honor===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of glory power.<br />
<br />
''Honor Bound (Su):'' With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''zone of truth'', 6th—''geas/quest''.<br />
<br />
==Good==<br />
<br />
'''Granted Powers:''' You have pledged your life and soul to goodness and purity.<br />
<br />
''Touch of Good (Sp):'' You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Holy Lance (Su):'' At 8th level, you can give a weapon you touch the ''holy'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from evil'', 2nd—''align weapon'' (good only), 3rd—''magic circle against evil'', 4th—''holy smite'', 5th—''dispel evil'', 6th—''blade barrier'', 7th—''holy word'', 8th—''holy aura'', 9th—''summon monster IX'' (good spell only).<br />
<br />
===Archon===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain.<br />
<br />
''Aura of Menace (Su):'' At 8th level, you can emit a 30—foot aura of menace as a standard action. Enemies in this aura take a —2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''divine favor'', 3rd—''prayer'', 6th—''planar ally'' (archons only).<br />
<br />
===Eladrin (Azata)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain.<br />
<br />
''Arborea's Call (Su):'' With a touch, you can imbue creatures with the spirit of Arborea, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell—like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll applies only when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 3rd—''fly'', 6th—''planar ally'' (eladrin only).<br />
<br />
===Guardinal (Agathion)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power.<br />
<br />
''Protective Aura (Su):'' At 8th level, you can emit a 30—foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of ''protection from evil'' (although the AC bonus and saving throw bonus to not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''shield of faith'', 3rd—''tongues'', 6th—''planar ally'' (guardinals only).<br />
<br />
===Redemption===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power<br />
<br />
''Aura of Sanctification (Su):'' At 8th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''qualm'', 4th-''forced repentance'', 5th-''atonement''.<br />
<br />
==Healing==<br />
<br />
'''Granted Powers:''' Your touch staves off pain and death, and your healing magic is particularly vital and potent.<br />
<br />
''Rebuke Death (Sp):'' You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Healer's Blessing (Su):'' At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.<br />
<br />
'''Domain Spells:''' 1st—''cure light wounds'', 2nd—''cure moderate wounds'', 3rd—''cure serious wounds'', 4th—''cure critical wounds'', 5th—''breath of life'', 6th—''heal'', 7th—''regenerate'', 8th—''mass cure critical wounds'', 9th—''mass heal''.<br />
<br />
===Restoration===<br />
<br />
'''Replacement Power:''' The following granted power replaces the rebuke death power.<br />
<br />
''Restorative Touch (Su):'' You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''remove disease'', 4th—''neutralize poison'', 5th—''break enchantment''.<br />
<br />
===Resurrection===<br />
<br />
'''Replacement Power:''' The following granted power replaces the healer's blessing power.<br />
<br />
''Gift of Life (Su):'' At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees f it during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 5th—''raise dead'', 7th—''resurrection'', 9th—''true resurrection''.<br />
<br />
==Knowledge==<br />
<br />
'''Granted Powers:''' You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.<br />
<br />
''Lore Keeper (Sp):'' You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.<br />
<br />
''Remote Viewing (Sp):'' Starting at 6th level, you can use ''clairvoyance''/''clairaudience'' at will as a spell—like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''comprehend languages'', 2nd—''detect thoughts'', 3rd—''speak with dead'', 4th—''divination'', 5th—''true seeing'', 6th—''find the path'', 7th—''legend lore'', 8th—''discern location'', 9th—''foresight''.<br />
<br />
===Memory===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lore keeper power.<br />
<br />
''Recall (Su):'' With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''memory lapse'', 6th—''modify memory'', 8th—''moment of prescience''.<br />
<br />
===Thought===<br />
<br />
'''Replacement Power:''' The following granted power replaces the remote viewing power.<br />
<br />
''Read Minds (Su):'' At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast ''detect thoughts''. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''seek thoughts'', 5th—''telepathic bond'', 8th—''mind blank''.<br />
<br />
==Law==<br />
<br />
'''Granted Powers:''' You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.<br />
<br />
''Touch of Law (Sp):'' You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Staff of Order (Su):'' At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''protection from chaos'', 2nd—''align weapon'' (law only), 3rd—''magic circle against chaos'', 4th—''order's wrath'', 5th—''dispel chaos'', 6th—''hold monster'', 7th—''dictum'', 8th—''shield of law'', 9th—''summon monster IX'' (law spell only).<br />
<br />
===Archon===<br />
<br />
'''Replacement Power:''' The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain.<br />
<br />
''Aura of Menace (Su):'' At 8th level, you can emit a 30—foot aura of menace as a standard action. Enemies in this aura take a —2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 1st—''divine favor'', 3rd—''prayer'', 6th—''planar ally'' (archons only).<br />
<br />
===Baatezu (Devil)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.<br />
<br />
''Hell's Corruption (Su):'' You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a -2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Judgment===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of law power.<br />
<br />
''Chastisement (Su):'' As a standard action, you can cast a strengthened spell against a creature that damaged you during the previous round. Such a spell is cast at +1 caster level. This spell must specifically target the creature that damaged you. Area of effect spells cannot be used in conjunction with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''castigate'', 4th—''rebuke'', 5th—''mark of justice''.<br />
<br />
===Modron (Inevitable)===<br />
<br />
'''Replacement Power:''' The following granted power replaces the touch of law power.<br />
<br />
''Command (Su):'' As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell ''command''. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''command undead'', 5th—''command (greater)'', 6th—''planar binding'' (modrons only).<br />
<br />
==Liberation==<br />
<br />
'''Granted Powers:''' You are a spirit of freedom and a staunch foe against all who would enslave and oppress.<br />
<br />
''Liberation (Su):'' You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by ''freedom of movement''. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.<br />
<br />
''Freedom's Call (Su):'' At 8th level, you can emit a 30—foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''remove fear'', 2nd—''remove paralysis'', 3rd—''remove curse'', 4th—''freedom of movement'', 5th—''break enchantment'', 6th—''greater dispel magic'', 7th—''refuge'', 8th—''mind blank'', 9th—''freedom''.<br />
<br />
===Freedom===<br />
<br />
'''Replacement Power:''' The following granted power replaces the liberation power.<br />
<br />
''Liberty's Blessing (Sp):'' You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''sanctuary'', 5th—''plane shift''.<br />
<br />
===Revolution===<br />
<br />
'''Replacement Power:''' The following granted power replaces the freedom's call power.<br />
<br />
''Powerful Persuader (Su):'' At 8th level, when you make a Diplomacy or Intimidate check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''enthrall'', 6th—''symbol of persuasion''.<br />
<br />
==Luck==<br />
<br />
'''Granted Powers:''' You are infused with luck, and your mere presence can spread good fortune.<br />
<br />
''Bit of Luck (Sp):'' You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Good Fortune (Ex):'' At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.<br />
<br />
'''Domain Spells:''' 1st—''true strike'', 2nd—''aid'', 3rd—''protection from energy'', 4th—''freedom of movement'', 5th—''break enchantment'', 6th—''mislead'', 7th—''spell turning'', 8th—''moment of prescience'', 9th—''miracle''.<br />
<br />
===Curse===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bit of luck power.<br />
<br />
''Malign Eye (Su):'' As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a -2 penalty on all saving throws against your spells. This effect lasts for 1 minute or until the target hits you with an attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''bane'', 3rd—''bestow curse'', 6th—''eyebite''.<br />
<br />
===Fate===<br />
<br />
'''Replacement Power:''' The following granted power replaces the good fortune power.<br />
<br />
''Tugging Strands (Su):'' At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''augury'', 3rd—''borrow fortune''.<br />
<br />
===Imagination===<br />
<br />
'''Replacement Power:''' The following power replaces the good fortune power.<br />
<br />
''Haze of Daydreams (Su):'' At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the fascinated condition unless they succeed at a Will save (DC equal to 10 + &frac12; your cleric level + your Wisdom modifier). You may designate a number of creatures equal to your cleric level that are not affected by the haze. The fascinated condition ends immediately when the creatures leave the area or the aura expires.<br />
<br />
'''Replacement Domain Spells:''' 1st-''silent image'', 2nd—''minor image'', 3rd—''major image'', 5th-''dream''.<br />
<br />
==Madness==<br />
<br />
'''Granted Powers:''' You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.<br />
<br />
''Vision of Madness (Sp):'' You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Aura of Madness (Su):'' At 8th level, you can emit a 30—foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + &frac12; your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''lesser confusion'', 2nd—''touch of idiocy'', 3rd—''rage'', 4th—''confusion'', 5th—''nightmare'', 6th—''phantasmal killer'', 7th—''insanity'', 8th—''scintillating pattern'', 9th—''weird''.<br />
'''Replacement Domain Spells:''' 1st—''command'', 3rd—''suggestion'', 6th—''planar binding'' (baatezu only).<br />
<br />
===Insanity===<br />
<br />
'''Replacement Power:''' The following granted power replaces the vision of madness power.<br />
<br />
''Insane Focus (Su):'' You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 4th—''moonstruck'', 6th—''phantasmal web''.<br />
<br />
===Nightmare===<br />
<br />
'''Replacement Power:''' The following granted power replaces the vision of madness power.<br />
<br />
''Fearful Touch (Su):'' As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 4th—''phantasmal killer'', 6th—''cloak of dreams''.<br />
<br />
==Magic==<br />
<br />
'''Granted Powers:''' You are a true student of all things mystical, and see divinity in the purity of magic.<br />
<br />
''Hand of the Acolyte (Su):'' You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Dispelling Touch (Sp):'' At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.<br />
<br />
'''Domain Spells:''' 1st—''identify'', 2nd—''magic mouth'', 3rd—''dispel magic'', 4th—''imbue with spell ability'', 5th—''spell resistance'', 6th—''antimagic field'', 7th—''spell turning'', 8th—''protection from spells'', 9th—''mage's disjunction''.<br />
<br />
===Arcane===<br />
<br />
'''Replacement Power:''' The following granted power replaces the hand of the acolyte power.<br />
<br />
''Arcane Beacon (Su):'' As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''magic aura'', 4th—''arcane eye'', 6th—''analyze dweomer''.<br />
<br />
===Divine===<br />
<br />
'''Replacement Power:''' The following granted power replaces the hand of the acolyte power.<br />
<br />
''Divine Vessel (Su):'' Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''bless water'', 5th—''cleanse'', 7th—''resurrection'', 9th—''miracle''.<br />
<br />
==Nobility==<br />
<br />
'''Granted Powers:''' You are a great leader, an inspiration to all who follow the teachings of your faith.<br />
<br />
''Inspiring Word (Sp):'' As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Leadership (Ex):'' At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).<br />
<br />
'''Domain Spells:''' 1st—''divine favor'', 2nd—''enthrall'', 3rd—''magic vestment'', 4th—''discern lies'', 5th—''greater command'', 6th—''geas''/''quest'', 7th—''repulsion'', 8th—''demand'', 9th—''storm of vengeance''.<br />
<br />
===Aristocracy===<br />
<br />
'''Replacement Power:''' The following granted power replaces the inspiring word power.<br />
<br />
''Noble Visage (Su):'' You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a humanoid). This bonus increases by 1 for every 5 levels you possess.<br />
<br />
As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 3rd-''enter image'', 9th-''overwhelming presence''.<br />
<br />
===Leadership===<br />
<br />
'''Replacement Power:''' The following granted power replaces the inspiring word power.<br />
<br />
''Inspiring Command (Su):'' As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.<br />
<br />
'''Replacement Domain Spells:''' 1st level—''bless'', 3rd—''prayer'', 6th—''brilliant inspiration''.<br />
<br />
===Martyr===<br />
<br />
'''Replacement Power:''' The following granted power replaces the leadership power.<br />
<br />
''Sacrificial Bond (Su):'' At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''shield other'', 6th—''sacrificial oath''.<br />
<br />
==Plant==<br />
<br />
'''Granted Powers:''' You find solace in the green, can grow defensive thorns, and can communicate with plants.<br />
<br />
''Wooden Fist (Su):'' As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
<br />
''Bramble Armor (Su):'' At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''entangle'', 2nd—''barkskin'', 3rd—''plant growth'', 4th—''command plants'', 5th—''wall of thorns'', 6th—''repel wood'', 7th—''animate plants'', 8th—''control plants'', 9th—''shambler''.<br />
<br />
===Decay===<br />
<br />
'''Replacement Power:''' The following granted power replaces the bramble armor power.<br />
<br />
''Aura of Decay (Su):'' At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative -1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of -1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 3rd—''contagion'', 4th—''poison'', 6th—''harm''.<br />
<br />
===Growth===<br />
<br />
'''Replacement Power:''' The following granted power replaces the wooden fist power.<br />
<br />
''Enlarge (Su):'' As a swift action you can enlarge yourself, as if you were the target of ''enlarge person''. You can use this ability a number of times equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''enlarge person'', 5th—''righteous might''.<br />
<br />
==Protection==<br />
<br />
'''Granted Powers:''' Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.<br />
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''Resistant Touch (Sp):'' As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Aura of Protection (Su):'' At 8th level, you can emit a 30—foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.<br />
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'''Domain Spells:''' 1st—''sanctuary'', 2nd—''shield other'', 3rd—''protection from energy'', 4th—''spell immunity'', 5th—''spell resistance'', 6th—''antimagic field'', 7th—''repulsion'', 8th—''mind blank'', 9th—''prismatic sphere''.<br />
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===Defense===<br />
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'''Replacement Power:''' The following granted power replaces the resistant touch power.<br />
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''Deflection Aura (Su):'' Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.<br />
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'''Replacement Domain Spells:''' 1st—''shield'', 2nd—''barkskin'', 7th—''deflection''.<br />
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===Purity===<br />
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'''Replacement Power:''' The following granted power replaces the aura of protection power.<br />
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''Purifying Touch (Su):'' At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.<br />
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'''Replacement Domain Spells:''' 1st—''protection from chaos/evil/good/law'', 3rd—''remove blindness/deafness'', 5th—''atonement''.<br />
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===Solitude===<br />
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'''Replacement Power:''' The following granted power replaces the resistant touch power.<br />
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''Taboo (Su):'' When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a -1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 2nd-''silence'', 4th-''detect scrying'', 5th-''mirage arcana'', 9th-''greater create demiplane''.<br />
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==Repose==<br />
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'''Granted Powers:''' You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.<br />
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''Gentle Rest (Sp):'' Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Ward Against Death (Su):'' At 8th level, you can emit a 30—foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.<br />
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'''Domain Spells:''' 1st—''deathwatch'', 2nd—''gentle repose'', 3rd—''speak with dead'', 4th—''death ward'', 5th—''slay living'', 6th—''undeath to death'', 7th—''destruction'', 8th—''waves of exhaustion'', 9th—''wail of the banshee''.<br />
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===Ancestors===<br />
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'''Replacement Power:''' The following granted power replaces the ward against death power.<br />
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''Speak With Dead (Su):'' At 8th level, as a standard action, you can ask one question of a dead creature as if using ''speak with dead''. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.<br />
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'''Replacement Domain Spells:''' 4th—''rest eternal'', 6th—''geas/quest''.<br />
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===Psychopomp===<br />
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'''Replacement Power:''' The following granted power replaces the death's embrace power of the Death domain or the ward against death ability of the Repose domain.<br />
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''Spirit Touch (Su):'' At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ''ghost touch'' weapon special ability. You can use this power a number of times per day equal to your cleric level. These rounds need not be consecutive.<br />
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'''Replacement Domain Spells:''' 3rd-''chains of perdition'', 6th-''planar ally'' (psychopomps only), 8th-''trap the soul''.<br />
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===Souls===<br />
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'''Replacement Power:''' The following granted power replaces the gentle rest power.<br />
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''Touch the Spirit World (Su):'' With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 3rd—''animate dead'', 6th—''antilife shell'', 9th—''trap the soul''.<br />
<br />
'''Replacement Domain Spells<ref name="death" />:''' 6th—''antilife shell'', 9th—''trap the soul''.<br />
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==Rune==<br />
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'''Granted Powers:''' In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.<br />
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''Blast Rune (Sp):'' As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st—level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Spell Rune (Sp):'' At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest—level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.<br />
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'''Domain Spells:''' 1st—''erase'', 2nd—''secret page'', 3rd—''glyph of warding'', 4th—''explosive runes'', 5th—''lesser planar binding'', 6th—''greater glyph of warding'', 7th—''instant summons'', 8th—''symbol of death'', 9th—''teleportation circle''.<br />
<br />
===Language===<br />
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'''Replacement Power:''' The following granted power replaces the spell rune power.<br />
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''Rune Shift (Su):'' At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.<br />
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'''Replacement Domain Spells:''' 1st—''comprehend languages'', 2nd—''share language'', 3rd—''tongues'', 5th—''telepathic bond''.<br />
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===Wards===<br />
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'''Replacement Power:''' The following granted power replaces the spell rune power.<br />
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''Warding Rune (Su):'' At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell ''sanctuary''. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.<br />
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'''Replacement Domain Spells:''' 1st—''arcane lock'', 4th—''dimensional anchor'', 6th—''guards and wards''.<br />
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==Scalykind==<br />
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'''Granted Powers:'''<br />
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''Venomous Stare (Sp):'' You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.<br />
<br />
''Serpent Companion (Ex)'': At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion.<br />
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'''Domain Spells:''' 1st—''magic fang'', 2nd—''animal trance'', 3rd—''greater magic fang'', 4th—''poison'', 5th—''animal growth'' (snakes only), 6th—''eyebite'', 7th—''creeping doom'' (takes the form of Diminutive-sized snakes), 8th—''animal shapes'' (snakes only), 9th—''shapechange''.<br />
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===Dragon===<br />
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'''Replacement Power:''' The following granted power replaces the serpent companion power.<br />
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''Dragonbreath (Su):'' At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day.<br />
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'''Replacement Domain Spells:''' 3rd—''draconic reservoir'', 4th—''dragon's breath'', 6th—''form of the dragon I''.<br />
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===Saurian===<br />
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'''Replacement Power:''' The following granted power replaces the serpent companion power.<br />
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''Dinosaur Companion (Ex):'' At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 2. You may choose any dinosaur as your companion.<br />
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'''Replacement Domain Spells:''' 4th—''summon nature's ally IV'' (deinonychus or pteranodon only), 5th—''beast shape III'', 7th—''summon nature's ally VII'' (brachiosaurus or tyrannosaurus only).<br />
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==Strength==<br />
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'''Granted Powers:''' In strength and brawn there is truth—your faith gives you incredible might and power.<br />
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''Strength Surge (Sp):'' As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength—based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Might of the Gods (Su):'' At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength—based skill checks. These rounds do not need to be consecutive.<br />
<br />
'''Domain Spells:''' 1st—''enlarge person'', 2nd—''bull's strength'', 3rd—''magic vestment'', 4th—''spell immunity'', 5th—''righteous might'', 6th—''stoneskin'', 7th—''grasping hand'', 8th—''clenched fist'', 9th—''crushing hand''.<br />
<br />
===Ferocity===<br />
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'''Replacement Power:''' The following granted power replaces the strength surge power.<br />
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''Ferocious Strike (Su):'' Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 3rd—''rage'', 6th—''bull's strength (mass)''.<br />
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===Fist===<br />
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'''Replacement Power:''' The following granted power replaces the strength surge power.<br />
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''Wooden Fist (Su):'' As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 1st—''true strike'', 3rd-''greater magic fang'', 4th-''force punch''.<br />
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===Resolve===<br />
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'''Replacement Power:''' The following granted power replaces the might of the gods power.<br />
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''Bestow Resolve (Su):'' At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.<br />
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'''Replacement Domain Spells:''' 1st—''bless'', 6th—''heroes’ feast''.<br />
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==Sun==<br />
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'''Granted Powers:''' You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.<br />
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''Sun's Blessing (Su):'' Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.<br />
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''Nimbus of Light (Su):'' At 8th level, you can emit a 30—foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a '''Daylight''' spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell—like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.<br />
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'''Domain Spells:''' 1st—''endure elements'', 2nd—''heat metal'', 3rd—''searing light'', 4th—''fire shield'', 5th—''flame strike'', 6th—''fire seeds'', 7th—''sunbeam'', 8th—''sunburst'', 9th—''prismatic sphere''.<br />
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===Day===<br />
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'''Replacement Power:''' The following granted power replaces the nimbus of light power.<br />
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''Day's Resurgence (Su):'' At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day, nor does it allow a target to regain its uses of day's resurgence. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
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'''Replacement Domain Spells:''' 2nd—''continual flame'', 3rd—''daylight''.<br />
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===Light===<br />
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'''Replacement Power:''' The following granted power replaces the sun's blessing power.<br />
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''Blinding Flash (Su):'' As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 1st—''faerie fire'', 3rd—''daylight''.<br />
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===Revelation===<br />
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'''Replacement Power:''' The following granted power replaces the sun's blessing power.<br />
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''Guided Eyes (Su):'' Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.<br />
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'''Replacement Domain Spells:''' 1st—''detect secret doors'', 2nd-''see invisibility'', 3rd-''banish seeming'', 5th-''true seeing''.<br />
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==Travel==<br />
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'''Granted Powers:''' You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.<br />
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''Agile Feet (Su):'' As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Dimensional Hop (Sp):'' At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5—foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.<br />
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'''Domain Spells:''' 1st—''longstrider'', 2nd—''locate object'', 3rd—''fly'', 4th—''dimension door'', 5th—''teleport'', 6th—''find the path'', 7th—''greater teleport'', 8th—''phase door'', 9th—''astral projection''.<br />
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===Exploration===<br />
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'''Replacement Power:'' The following granted power replaces the agile feet power.<br />
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''Door Sight (Su):'' You can lay your hand upon any surface and see what is on the other side, as if using ''clairvoyance''. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 1st—''expeditious retreat'', 4th—''locate creature'', 9th—''world wave''.<br />
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===Trade===<br />
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'''Replacement Power:''' The following granted power replaces the agile feet power.<br />
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''Silver-Tongued Haggler (Su):'' Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 1st—''floating disk'', 5th—''overland flight'', 9th—''gate''.<br />
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==Trickery==<br />
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'''Granted Powers:''' You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.<br />
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''Copycat (Sp):'' You can create an illusory double of yourself as a move action. This double functions as a single ''Mirror Image'' and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the ''Mirror Image'' spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Master's Illusion (Sp):'' At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell '''veil'''. The rounds do not need to be consecutive.<br />
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Domain Spells: 1st—''disguise self'', 2nd—''invisibility'', 3rd—''nondetection'', 4th—''confusion'', 5th—''false vision'', 6th—''mislead'', 7th—''screen'', 8th—''mass invisibility'', 9th—''time stop''.<br />
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===Deception===<br />
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'''Replacement Power:''' The following granted power replaces the copycat power.<br />
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''Sudden Shift (Sp):'' In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times per day equal to 3 + your Wisdom modifier.<br />
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'''Replacement Domain Spells:''' 2nd—''mirror image'', 7th—''project image''.<br />
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===Innuendo===<br />
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'''Replacement Power:''' The following granted power replaces the copycat power.<br />
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''Fool's Privilege (Su):'' You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.<br />
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'''Replacement Domain Spells:''' 1st—''sow thought'', 3rd-''suggestion'', 6th-''mass suggestion''.<br />
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===Thievery===<br />
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'''Replacement Power:''' The following granted power replaces the master's illusions power.<br />
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''Thief of the Gods (Su):'' At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.<br />
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'''Replacement Domain Spells:''' 3rd—''locate object'', 7th—''ethereal jaunt''.<br />
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==Void==<br />
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'''Granted Powers:'''<br />
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''Guarded Mind (Ex):'' You gain a +2 insight bonus on saving throws against all mind-affecting effects.<br />
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''Part the Veil (Su):'' At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity.<br />
<br />
The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.<br />
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'''Domain Spells:''' 1st—''feather fall'', 2nd—''levitate'', 3rd—''fly'', 4th—''lesser planar binding'', 5th—''overland flight'', 6th—''planar binding'', 7th—''reverse gravity'', 8th—''greater planar binding'', 9th—''interplanetary teleport''.<br />
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===Dark Tapestry===<br />
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'''Replacement Power:''' The following granted power replaces the guarded mind power.<br />
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''It Came From Beyond (Su):'' Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric&mdash;it does not work on spellcasting ability gained from any other spellcasting classes you might have.<br />
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'''Replacement Domain Spells:''' 2nd—''summon monster II'', 5th—''summon monster V'', 7th—''insanity''.<br />
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===Stars===<br />
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'''Replacement Power:''' The following granted power replaces the part the veil power.<br />
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''The Stars Are Right (Su):'' If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell's level as you cast the spell.<br />
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Replacement Domain Spells: 2nd—''hypnotic pattern'', 7th—''sunbeam'', 9th—''meteor swarm''.<br />
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==War==<br />
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'''Granted Powers:''' You are a crusader for your god, always ready and willing to fight to defend your faith.<br />
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''Battle Rage (Sp):'' You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.<br />
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''Weapon Master (Su):'' At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.<br />
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'''Domain Spells:''' 1st—''magic weapon'', 2nd—''spiritual weapon'', 3rd—''magic vestment'', 4th—''divine power'', 5th—''flame strike'', 6th—''blade barrier'', 7th—''power word blind'', 8th—''power word stun'', 9th—''power word kill''.<br />
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===Blood===<br />
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'''Replacement Power:''' The following granted power replaces the weapon master power.<br />
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''Wounding Blade (Su):'' At 8th level, you can give a weapon that you touch the ''wounding'' special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br />
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'''Replacement Domain Spells:''' 3rd—''vampiric touch'', 5th—''wall of thorns'', 7th—''inflict serious wounds (mass)''.<br />
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===Tactics===<br />
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'''Replacement Power:''' The following granted power replaces the battle rage power.<br />
<br />
''Seize the Initiative (Su):'' Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''aid'', 5th—''command (greater)'', 8th—''planar ally (greater)''.<br />
<br />
==Water==<br />
<br />
'''Granted Powers:''' You can manipulate water and mist and ice, conjure creatures of water, and resist cold.<br />
<br />
''Icicle (Sp):'' As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Cold Resistance (Ex):'' At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''fog cloud'', 3rd—''water breathing'', 4th—''control water'', 5th—''ice storm'', 6th—''cone of cold'', 7th—''elemental body IV'' (water only), 8th—''horrid wilting'', 9th—''elemental swarm'' (water spell only).<br />
<br />
===Flowing===<br />
<br />
'''Replacement Power:''' The following granted power replaces the icicle power.<br />
<br />
''Go with the Flow (Su):'' You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the ''calm emotions'' spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to &frac12; your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''cat's grace'', 4th-''freedom of movement'', 6th-''fluid grace'', 8th-''mind blank''.<br />
<br />
===Ice===<br />
<br />
'''Replacement Power:''' The following granted power replaces the cold resistance power.<br />
<br />
''Body of Ice (Su):'' At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 7th—''freezing sphere'', 9th—''polar ray''.<br />
<br />
===Oceans===<br />
<br />
'''Replacement Power:''' The following granted power replaces the icicle power.<br />
<br />
''Surge (Su):'' As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 2nd—''slipstream'', 3rd—''water walk'', 9th—''tsunami''.<br />
<br />
==Weather==<br />
<br />
'''Granted Powers:''' With power over storm and sky, you can call down the wrath of the gods upon the world below.<br />
<br />
''Storm Burst (Sp):'' As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
''Lightning Lord (Sp):'' At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as ''call lightning''.<br />
<br />
'''Domain Spells:''' 1st—''obscuring mist'', 2nd—''fog cloud'', 3rd—''call lightning'', 4th—''sleet storm'', 5th—''ice storm'', 6th—''control winds'', 7th—''control weather'', 8th—''whirlwind'', 9th—''storm of vengeance''.<br />
<br />
===Seasons===<br />
<br />
'''Replacement Power:''' The following granted power replaces the storm burst power.<br />
<br />
''Untouched by the Seasons (Su):'' By touching a creature, you can grant it the benefits of ''endure elements'', which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br />
<br />
'''Replacement Domain Spells:''' 1st—''goodberry'', 4th—''blight'', 8th—''sunburst''.<br />
<br />
===Storms===<br />
<br />
'''Replacement Power:''' The following granted power replaces the lightning lord power.<br />
<br />
''Gale Aura (Su):'' At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.<br />
<br />
'''Replacement Domain Spells:''' 5th—''call lightning storm'', 6th—''sirocco''.<br />
<br />
<references /><br />
<br />
==References==<br />
* [http://paizo.com/paizo/blog/v5748dyo5lbvp Golarion Day: Other Gods and New Subdomains]<br />
* {{cite|Champions of Balance|pp.16-17}}<br />
* {{cite|Champions of Purity|pp.20-21}}<br />
* {{cite|Pathfinder Advanced Player's Guide|pp.86-97}}<br />
* {{cite|Pathfinder Core Rulebook|pp.41-48}}<br />
<br />
[[Category:Mechanics]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Olidammara&diff=4153Olidammara2020-11-25T21:32:54Z<p>Idran: /* History */</p>
<hr />
<div>{{Infobox God|<br />
strength = Intermediate Power |<br />
nickname = The Laughing Rogue |<br />
pantheon = Oerthian Pantheon |<br />
aoc = Music, revels, wine, rogues, humor, tricks |<br />
align = CN |<br />
wor = Rogues, beggars, bards, jesters |<br />
walign = Any C |<br />
symbol = Laughing mask |<br />
plane = Ysgard |<br />
layer = Ysgard |<br />
realm = Den of Olidammara |<br />
ally = [[Aasterinian]], [[Dalt]], [[Ehlonna]], [[Fharlanghn]], [[Garl Glittergold]], [[Hlal]], [[Kord]], [[Kuroth]], [[Rudd]], [[Ye'Cind]] |<br />
enemy = [[Astilabor]], [[Kurell]], [[Scahrossar]], [[Vecna]], [[Zagyg]] |<br />
weapon = Rapier |<br />
domain = Chaos, Charm, Liberation, Luck, Trickery |<br />
subdomain = Curse, Deception, Freedom, Lust, Slaad, Thievery |<br />
proxy = [[Gurz Grep]] {{NPC|proxy|m|gray slaad|||CN}} |<br />
}}<br />
<br />
For the most part a power of little prominence on the planes, Olidammara is still one of the most popular gods upon the [[Prime]] world of [[Oerth]].<br />
<br />
==History==<br />
<br />
Olidammara is one of the most ancient deities on Oerth, and the origins of his existence are lost to the ages. Even the most ancient texts make no mention of his parentage, though they do describe his life as a young godling. In the earliest days, before the [[Twin Cataclysms]], he and his sister [[Scahrossar]] indulged themselves in any number of adventures upon the surface of the world, especially in the region known as the Tilvanot Peninsula. These ancient writings indicate that the two were then worshiped as gods of the adventure, Olidammara more playful and Scahrossar more serious, evening one another out in their pursuit of excitement and glory. Over the centuries, the two drifted apart, Olidammara finding Scahrossar's increasing interest in pain and sadism exceedingly disturbing. Once independent, he discovered his great love of music and its applications in upending the far-too-stuffy figures he was so often thrust against, and from this point in the literature little is said of his sister; nowadays her worship is almost unknown, and their familial connection even less so.<br />
<br />
As the years passed, he was involved in all manner of incidents &mdash; among the most renown is his support of a minor rebellion against [[Vecna]] during the days of the Occluded Empire and a confrontation alongside his close friend [[Fharlanghn]] with an entity known only as the Nameless Demon. He's additionally sponsored no less than two mortals, [[Rudd]] and [[Kuroth]], into their own divinity. His actions beyond the Prime, though, are quite scant indeed. Perhaps the only of any note are the stories behind the construction of his realm, the [[Den of Olidammara]]. Tales say that in constructing this vast and varied structure, the god literally stole the manor houses of dozens of figures throughout the planes, including [[Mephistopheles]], a minor proxy of [[Bahamut]], and the god [[Astilabor]]. Most of these thefts it is still unclear how he accomplished them, even accounting for his divinity.<br />
<br />
==Priesthood==<br />
<br />
Priests of Olidammara tend to be of two minds towards how they apply their patron's lessons. Some choose to apply their talents largely in the pursuit of lightening the lives of those who need it, of lifting the less fortunate from their situation in order that they might better draw enjoyment out of life. Of course, the definition of "less fortunate" can be fairly broad, ranging from those truly in need, to those that merely have such a boring and stodgy life that (in the opinion of the priest) they could do with a bit of lighthearted prankery. <br />
<br />
The rest choose instead to bring down the people and situations that put themselves as above such "frivolous" matters, whether a humorless mayor, an ancient and solemn ceremony, a tyrannical king, a crusade of paladins and knights. That which holds itself as beyond a good laugh deserves to be shown its place in the eyes of these priests, and any can potentially be the target for some embarrassment, disruption, and heckling.<br />
<br />
Temples set up in honor of Olidammara often double as showhouses or taverns, and many of their priests ply their talents on stage, most having some level of talent at musical performance. Such temples are exceedingly informal even during "services"; since most rituals, liturgies, and even simple prayers are encouraged to be made up as necessary, there's almost no ritual to stand upon.<br />
<br />
The dress of his priests is similarly informal, with no ostentation of any sort. Shunning the idea of formal robes, few wear anything too far from what one would expect of a street performer or traveler. Holy symbols are similarly simple, rarely more than a simple wood sculpture. Some do go so far as to have actual wearable masks crafted to use for such a purpose, but this is somewhat uncommon.<br />
<br />
==Dogma==<br />
<br />
Those that worship Olidammara are brought up to take nothing especially seriously, to find the good humor in everything if only to keep one's sense of priority and, when necessary, one's sanity. That no matter the power, importance, or tyranny of any authority figure, good or evil, that anyone can still do to have themselves taken down a peg or two now and again, if only to show that anything can bring a laugh. Even Olidammara himself has occasionally been the subject of a good prank &mdash; the actions of [[Andromalius]], for example. One must never hold themselves so high that they would be offended by being brought back down. Thievery, along these lines, is thought of as just another form of practical joke, a way of proving that no one is immune from being knocked from a pedestal by so-called "lessers".<br />
<br />
Olidammara's basic life lesson is that life should be enjoyed for the delights that it holds, and those that take themselves too seriously only bring themselves away from this central fact. On this topic, he further teaches that if one has the chance to indulge themselves in a way that doesn't risk the fun of others &mdash; whether it be a wonderful song, an expression of art, a fine carafe of wine, or a delicious meal &mdash; they should enjoy it to their fullest, for one never knows how long before the next opportunity comes about. Because of this aspect of his faith, many of his followers become [[Sensates]] soon after arriving on the planes.<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.11-12}}<br />
* {{cite|Dragon #342 - Core Beliefs: Olidammara|pp.33-44}}<br />
<br />
[[Category:Humor]]<br />
[[Category:Music]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Olidammara&diff=4152Olidammara2020-11-25T21:32:31Z<p>Idran: /* History */</p>
<hr />
<div>{{Infobox God|<br />
strength = Intermediate Power |<br />
nickname = The Laughing Rogue |<br />
pantheon = Oerthian Pantheon |<br />
aoc = Music, revels, wine, rogues, humor, tricks |<br />
align = CN |<br />
wor = Rogues, beggars, bards, jesters |<br />
walign = Any C |<br />
symbol = Laughing mask |<br />
plane = Ysgard |<br />
layer = Ysgard |<br />
realm = Den of Olidammara |<br />
ally = [[Aasterinian]], [[Dalt]], [[Ehlonna]], [[Fharlanghn]], [[Garl Glittergold]], [[Hlal]], [[Kord]], [[Kuroth]], [[Rudd]], [[Ye'Cind]] |<br />
enemy = [[Astilabor]], [[Kurell]], [[Scahrossar]], [[Vecna]], [[Zagyg]] |<br />
weapon = Rapier |<br />
domain = Chaos, Charm, Liberation, Luck, Trickery |<br />
subdomain = Curse, Deception, Freedom, Lust, Slaad, Thievery |<br />
proxy = [[Gurz Grep]] {{NPC|proxy|m|gray slaad|||CN}} |<br />
}}<br />
<br />
For the most part a power of little prominence on the planes, Olidammara is still one of the most popular gods upon the [[Prime]] world of [[Oerth]].<br />
<br />
==History==<br />
<br />
Olidammara is one of the most ancient deities on Oerth, and the origins of his existence are lost to the ages. Even the most ancient texts make no mention of his parentage, though they do describe his life as a young godling. In the earliest days, before the [[Twin Cataclysms]], he and his sister [[Scahrossar]] indulged themselves in any number of adventures upon the surface of the world, especially in the region known as the Tilvanot Peninsula. These ancient writings indicate that the two were then worshiped as gods of the adventure, Olidammara more playful and Scahrossar more serious, evening one another out in their pursuit of excitement and glory. Over the centuries, the two drifted apart, Olidammara finding Scahrossar's increasing interest in pain and sadism exceedingly disturbing. Once independent, he discovered his great love of music and its applications in upending the far-too-stuffy figures he was so often thrust against, and from this point in the literature little is said of his sister; nowadays her worship is almost unknown, and their familial connection even less so.<br />
<br />
As the years passed, he was involved in all manner of incidents &mdash; among the most renown is his support of a minor rebellion against [[Vecna]] during the days of the Occluded Empire and a confrontation alongside his close friend [[Fharlanghn]] with an entity known only as the Nameless Demon. He's additionally sponsored no less than two mortals, [[Rudd]] and [[Kuroth]], into their own divinity. His actions beyond the Prime, though, are quite scant indeed. Perhaps the only of any note are the stories behind the construction of his realm, the [[Den of Olidammara]]. Tales say that in constructing this vast and varied structure, the god literally stole the manor houses of dozens of figures throughout the planes, including [[Mephistopheles]], a minor proxy of [[Bahamut]], and the god [[Astilabor]]. Most of these thefts, it is still unclear how he accomplished the feat, even accounting for his divinity.<br />
<br />
==Priesthood==<br />
<br />
Priests of Olidammara tend to be of two minds towards how they apply their patron's lessons. Some choose to apply their talents largely in the pursuit of lightening the lives of those who need it, of lifting the less fortunate from their situation in order that they might better draw enjoyment out of life. Of course, the definition of "less fortunate" can be fairly broad, ranging from those truly in need, to those that merely have such a boring and stodgy life that (in the opinion of the priest) they could do with a bit of lighthearted prankery. <br />
<br />
The rest choose instead to bring down the people and situations that put themselves as above such "frivolous" matters, whether a humorless mayor, an ancient and solemn ceremony, a tyrannical king, a crusade of paladins and knights. That which holds itself as beyond a good laugh deserves to be shown its place in the eyes of these priests, and any can potentially be the target for some embarrassment, disruption, and heckling.<br />
<br />
Temples set up in honor of Olidammara often double as showhouses or taverns, and many of their priests ply their talents on stage, most having some level of talent at musical performance. Such temples are exceedingly informal even during "services"; since most rituals, liturgies, and even simple prayers are encouraged to be made up as necessary, there's almost no ritual to stand upon.<br />
<br />
The dress of his priests is similarly informal, with no ostentation of any sort. Shunning the idea of formal robes, few wear anything too far from what one would expect of a street performer or traveler. Holy symbols are similarly simple, rarely more than a simple wood sculpture. Some do go so far as to have actual wearable masks crafted to use for such a purpose, but this is somewhat uncommon.<br />
<br />
==Dogma==<br />
<br />
Those that worship Olidammara are brought up to take nothing especially seriously, to find the good humor in everything if only to keep one's sense of priority and, when necessary, one's sanity. That no matter the power, importance, or tyranny of any authority figure, good or evil, that anyone can still do to have themselves taken down a peg or two now and again, if only to show that anything can bring a laugh. Even Olidammara himself has occasionally been the subject of a good prank &mdash; the actions of [[Andromalius]], for example. One must never hold themselves so high that they would be offended by being brought back down. Thievery, along these lines, is thought of as just another form of practical joke, a way of proving that no one is immune from being knocked from a pedestal by so-called "lessers".<br />
<br />
Olidammara's basic life lesson is that life should be enjoyed for the delights that it holds, and those that take themselves too seriously only bring themselves away from this central fact. On this topic, he further teaches that if one has the chance to indulge themselves in a way that doesn't risk the fun of others &mdash; whether it be a wonderful song, an expression of art, a fine carafe of wine, or a delicious meal &mdash; they should enjoy it to their fullest, for one never knows how long before the next opportunity comes about. Because of this aspect of his faith, many of his followers become [[Sensates]] soon after arriving on the planes.<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.11-12}}<br />
* {{cite|Dragon #342 - Core Beliefs: Olidammara|pp.33-44}}<br />
<br />
[[Category:Humor]]<br />
[[Category:Music]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Olidammara&diff=4151Olidammara2020-11-25T21:29:24Z<p>Idran: /* References */</p>
<hr />
<div>{{Infobox God|<br />
strength = Intermediate Power |<br />
nickname = The Laughing Rogue |<br />
pantheon = Oerthian Pantheon |<br />
aoc = Music, revels, wine, rogues, humor, tricks |<br />
align = CN |<br />
wor = Rogues, beggars, bards, jesters |<br />
walign = Any C |<br />
symbol = Laughing mask |<br />
plane = Ysgard |<br />
layer = Ysgard |<br />
realm = Den of Olidammara |<br />
ally = [[Aasterinian]], [[Dalt]], [[Ehlonna]], [[Fharlanghn]], [[Garl Glittergold]], [[Hlal]], [[Kord]], [[Kuroth]], [[Rudd]], [[Ye'Cind]] |<br />
enemy = [[Astilabor]], [[Kurell]], [[Scahrossar]], [[Vecna]], [[Zagyg]] |<br />
weapon = Rapier |<br />
domain = Chaos, Charm, Liberation, Luck, Trickery |<br />
subdomain = Curse, Deception, Freedom, Lust, Slaad, Thievery |<br />
proxy = [[Gurz Grep]] {{NPC|proxy|m|gray slaad|||CN}} |<br />
}}<br />
<br />
For the most part a power of little prominence on the planes, Olidammara is still one of the most popular gods upon the [[Prime]] world of [[Oerth]].<br />
<br />
==History==<br />
<br />
Olidammara is one of the most ancient deities on Oerth, and the origins of his existence are lost to the ages. Even the most ancient texts make no mention of his parentage, though they do describe his life as a young godling. In the earliest days, before the [[Twin Cataclysms]], he and his sister [[Scahrossar]] indulged themselves in any number of adventures upon the surface of the world, especially in the region known as the Tilvanot Peninsula. These ancient writings indicate that the two were then worshiped as gods of the adventure, Olidammara more playful and Scahrossar more serious, evening one another out in their pursuit of excitement and glory. Over the centuries, the two drifted apart, Olidammara finding Scahrossar's increasing interest in pain and sadism exceedingly disturbing. Once independent, he discovered his great love of music and its applications in upending the far-too-stuffy figures he was so often thrust against, and from this point in the literature little is said of his sister; nowadays her worship is almost unknown, and their familial connection even less so.<br />
<br />
As the years passed, he was involved in all manner of incidents &mdash; among the most renown is his support of a minor rebellion against [[Vecna]] during the days of the Occluded Empire and a confrontation alongside his close friend [[Fharlanghn]] with an entity known only as the Nameless Demon. He's additionally sponsored no less than two mortals, [[Rudd]] and [[Kuroth]], into their own divinity. His actions beyond the Prime, though, are quite scant indeed. Perhaps the only of any note are the tales of the construction of his realm, the [[Den of Olidammara]]. Tales say that in constructing this vast and varied structure, the god literally stole the manor houses of dozens of figures throughout the planes, including [[Mephistopheles]], a minor proxy of [[Bahamut]], and the god [[Astilabor]]. Most of these thefts, it is still unclear how he accomplished the feat, even accounting for his divinity.<br />
<br />
==Priesthood==<br />
<br />
Priests of Olidammara tend to be of two minds towards how they apply their patron's lessons. Some choose to apply their talents largely in the pursuit of lightening the lives of those who need it, of lifting the less fortunate from their situation in order that they might better draw enjoyment out of life. Of course, the definition of "less fortunate" can be fairly broad, ranging from those truly in need, to those that merely have such a boring and stodgy life that (in the opinion of the priest) they could do with a bit of lighthearted prankery. <br />
<br />
The rest choose instead to bring down the people and situations that put themselves as above such "frivolous" matters, whether a humorless mayor, an ancient and solemn ceremony, a tyrannical king, a crusade of paladins and knights. That which holds itself as beyond a good laugh deserves to be shown its place in the eyes of these priests, and any can potentially be the target for some embarrassment, disruption, and heckling.<br />
<br />
Temples set up in honor of Olidammara often double as showhouses or taverns, and many of their priests ply their talents on stage, most having some level of talent at musical performance. Such temples are exceedingly informal even during "services"; since most rituals, liturgies, and even simple prayers are encouraged to be made up as necessary, there's almost no ritual to stand upon.<br />
<br />
The dress of his priests is similarly informal, with no ostentation of any sort. Shunning the idea of formal robes, few wear anything too far from what one would expect of a street performer or traveler. Holy symbols are similarly simple, rarely more than a simple wood sculpture. Some do go so far as to have actual wearable masks crafted to use for such a purpose, but this is somewhat uncommon.<br />
<br />
==Dogma==<br />
<br />
Those that worship Olidammara are brought up to take nothing especially seriously, to find the good humor in everything if only to keep one's sense of priority and, when necessary, one's sanity. That no matter the power, importance, or tyranny of any authority figure, good or evil, that anyone can still do to have themselves taken down a peg or two now and again, if only to show that anything can bring a laugh. Even Olidammara himself has occasionally been the subject of a good prank &mdash; the actions of [[Andromalius]], for example. One must never hold themselves so high that they would be offended by being brought back down. Thievery, along these lines, is thought of as just another form of practical joke, a way of proving that no one is immune from being knocked from a pedestal by so-called "lessers".<br />
<br />
Olidammara's basic life lesson is that life should be enjoyed for the delights that it holds, and those that take themselves too seriously only bring themselves away from this central fact. On this topic, he further teaches that if one has the chance to indulge themselves in a way that doesn't risk the fun of others &mdash; whether it be a wonderful song, an expression of art, a fine carafe of wine, or a delicious meal &mdash; they should enjoy it to their fullest, for one never knows how long before the next opportunity comes about. Because of this aspect of his faith, many of his followers become [[Sensates]] soon after arriving on the planes.<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.11-12}}<br />
* {{cite|Dragon #342 - Core Beliefs: Olidammara|pp.33-44}}<br />
<br />
[[Category:Humor]]<br />
[[Category:Music]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Olidammara&diff=4150Olidammara2020-11-25T21:28:40Z<p>Idran: /* History */</p>
<hr />
<div>{{Infobox God|<br />
strength = Intermediate Power |<br />
nickname = The Laughing Rogue |<br />
pantheon = Oerthian Pantheon |<br />
aoc = Music, revels, wine, rogues, humor, tricks |<br />
align = CN |<br />
wor = Rogues, beggars, bards, jesters |<br />
walign = Any C |<br />
symbol = Laughing mask |<br />
plane = Ysgard |<br />
layer = Ysgard |<br />
realm = Den of Olidammara |<br />
ally = [[Aasterinian]], [[Dalt]], [[Ehlonna]], [[Fharlanghn]], [[Garl Glittergold]], [[Hlal]], [[Kord]], [[Kuroth]], [[Rudd]], [[Ye'Cind]] |<br />
enemy = [[Astilabor]], [[Kurell]], [[Scahrossar]], [[Vecna]], [[Zagyg]] |<br />
weapon = Rapier |<br />
domain = Chaos, Charm, Liberation, Luck, Trickery |<br />
subdomain = Curse, Deception, Freedom, Lust, Slaad, Thievery |<br />
proxy = [[Gurz Grep]] {{NPC|proxy|m|gray slaad|||CN}} |<br />
}}<br />
<br />
For the most part a power of little prominence on the planes, Olidammara is still one of the most popular gods upon the [[Prime]] world of [[Oerth]].<br />
<br />
==History==<br />
<br />
Olidammara is one of the most ancient deities on Oerth, and the origins of his existence are lost to the ages. Even the most ancient texts make no mention of his parentage, though they do describe his life as a young godling. In the earliest days, before the [[Twin Cataclysms]], he and his sister [[Scahrossar]] indulged themselves in any number of adventures upon the surface of the world, especially in the region known as the Tilvanot Peninsula. These ancient writings indicate that the two were then worshiped as gods of the adventure, Olidammara more playful and Scahrossar more serious, evening one another out in their pursuit of excitement and glory. Over the centuries, the two drifted apart, Olidammara finding Scahrossar's increasing interest in pain and sadism exceedingly disturbing. Once independent, he discovered his great love of music and its applications in upending the far-too-stuffy figures he was so often thrust against, and from this point in the literature little is said of his sister; nowadays her worship is almost unknown, and their familial connection even less so.<br />
<br />
As the years passed, he was involved in all manner of incidents &mdash; among the most renown is his support of a minor rebellion against [[Vecna]] during the days of the Occluded Empire and a confrontation alongside his close friend [[Fharlanghn]] with an entity known only as the Nameless Demon. He's additionally sponsored no less than two mortals, [[Rudd]] and [[Kuroth]], into their own divinity. His actions beyond the Prime, though, are quite scant indeed. Perhaps the only of any note are the tales of the construction of his realm, the [[Den of Olidammara]]. Tales say that in constructing this vast and varied structure, the god literally stole the manor houses of dozens of figures throughout the planes, including [[Mephistopheles]], a minor proxy of [[Bahamut]], and the god [[Astilabor]]. Most of these thefts, it is still unclear how he accomplished the feat, even accounting for his divinity.<br />
<br />
==Priesthood==<br />
<br />
Priests of Olidammara tend to be of two minds towards how they apply their patron's lessons. Some choose to apply their talents largely in the pursuit of lightening the lives of those who need it, of lifting the less fortunate from their situation in order that they might better draw enjoyment out of life. Of course, the definition of "less fortunate" can be fairly broad, ranging from those truly in need, to those that merely have such a boring and stodgy life that (in the opinion of the priest) they could do with a bit of lighthearted prankery. <br />
<br />
The rest choose instead to bring down the people and situations that put themselves as above such "frivolous" matters, whether a humorless mayor, an ancient and solemn ceremony, a tyrannical king, a crusade of paladins and knights. That which holds itself as beyond a good laugh deserves to be shown its place in the eyes of these priests, and any can potentially be the target for some embarrassment, disruption, and heckling.<br />
<br />
Temples set up in honor of Olidammara often double as showhouses or taverns, and many of their priests ply their talents on stage, most having some level of talent at musical performance. Such temples are exceedingly informal even during "services"; since most rituals, liturgies, and even simple prayers are encouraged to be made up as necessary, there's almost no ritual to stand upon.<br />
<br />
The dress of his priests is similarly informal, with no ostentation of any sort. Shunning the idea of formal robes, few wear anything too far from what one would expect of a street performer or traveler. Holy symbols are similarly simple, rarely more than a simple wood sculpture. Some do go so far as to have actual wearable masks crafted to use for such a purpose, but this is somewhat uncommon.<br />
<br />
==Dogma==<br />
<br />
Those that worship Olidammara are brought up to take nothing especially seriously, to find the good humor in everything if only to keep one's sense of priority and, when necessary, one's sanity. That no matter the power, importance, or tyranny of any authority figure, good or evil, that anyone can still do to have themselves taken down a peg or two now and again, if only to show that anything can bring a laugh. Even Olidammara himself has occasionally been the subject of a good prank &mdash; the actions of [[Andromalius]], for example. One must never hold themselves so high that they would be offended by being brought back down. Thievery, along these lines, is thought of as just another form of practical joke, a way of proving that no one is immune from being knocked from a pedestal by so-called "lessers".<br />
<br />
Olidammara's basic life lesson is that life should be enjoyed for the delights that it holds, and those that take themselves too seriously only bring themselves away from this central fact. On this topic, he further teaches that if one has the chance to indulge themselves in a way that doesn't risk the fun of others &mdash; whether it be a wonderful song, an expression of art, a fine carafe of wine, or a delicious meal &mdash; they should enjoy it to their fullest, for one never knows how long before the next opportunity comes about. Because of this aspect of his faith, many of his followers become [[Sensates]] soon after arriving on the planes.<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.11-12}}<br />
* {{cite|Dragon #342 - Core Beliefs: Olidammara|pp.32-44}}<br />
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[[Category:Humor]]<br />
[[Category:Music]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Main_Page&diff=4149Main Page2020-06-25T15:39:15Z<p>Idran: </p>
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<div><div class="mainHeader">Welcome To Timaresh</div><br />
<div class="mainSubHeader">The Mirrored Library</div><br />
<br />
''In the center of the great [[rilmani]] city [[Sum of All]], a building of strange angles stands, obviously not of rilmani construction. Ancient even amongst their number, the Mirrored Library once known as [[Timaresh]] holds untold amounts of lore from across the Multiverse.''<br />
<br />
A wiki kept for various games in the [http://www.planewalker.com Planescape] setting. While this wiki does include a good deal of expansion and elaboration on existing sources, at its foundation it is based on [[Timaresh:Bibliography|canon Planescape sources and real-life cultural details]], and thus should be usable for any Planescape campaign.<br />
<br />
==Index==<br />
<br />
[[Special:Allpages|See here]]<br />
<br />
==Newest Articles==<br />
<br />
{{Special:Newpages/15}}<br />
<br />
==Newest Categories==<br />
<br />
{{Special:Newpages/namespace=Category,limit=10}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Pazuzu&diff=4148Pazuzu2020-06-24T04:57:31Z<p>Idran: </p>
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<div>{{Infobox God|<br />
strength = abyssal lord |<br />
nickname = Prince of the Lower Aerial Kingdoms |<br />
pantheon = Miscellaneous Powers |<br />
aoc = Corruption, Flight, Protection from Curses or Sickness |<br />
align = CE |<br />
wor = Any evil winged beings |<br />
walign = CN,CE,NE,LE |<br />
symbol = A twisted bird talon gripping an eye |<br />
plane = Abyss |<br />
realm = Torremor |<br />
ally = [[Ardat]], The [[Fated]], [[Harpy|Harpies]], [[Kenku]], [[Malcanthet]], [[Peryton]]s |<br />
enemy = [[Bechard]] (dead), [[Cabiri]], [[Graz'zt]], [[Lamashtu]], [[Pale Night]], [[Ubothar]] |<br />
weapon = Natural weapon (talon) or greatsword |<br />
domain = Animal, Evil, Trickery |<br />
subdomain = Deception, Feather, Tanar'ri, Thievery |<br />
proxy = None |<br />
}}<br />
<br />
One of the oldest figures still active (let alone significant) in the [[Abyss]], Pazuzu (also known as Fazuzu, Ghlaunder, Pazrael) is an ancient figure dating back long before the coming of the [[tanar'ri]], perhaps to the very dawning of the Abyss. Said by some to have spawned from [[Hanpa]], a minor power of the [[Ananaki]] (although the chronology of this claim is odd, the powers are often strange in this way), Pazuzu is one of the last surviving [[obyrith lord]]s, though one would hardly know that to look upon him anymore. Always an independent figure, he was once one of the greatest of the obyriths, holding his own in a seemingly-eternal war for dominance with [[Cabiri]], [[Bechard]], and [[Ubothar]]. In spite of his status, though, he was saved from the obyrith purge of the tanar'ri following the [[War of Law and Chaos]] by the fact that he never deigned to stand with the [[Queen of Chaos]], nor even involve himself in the War, a lack of interest that carries to the [[Blood War]] today. In the interests of self-preservation, he has far removed himself from his obyrith origins and associated himself more and more with the new rulers of the Abyss, transforming his appearance to one more in line with the tanar'ri, even able now to call upon them as any other abyssal lord.<br />
<br />
Though most commonly associated with his personal realm of [[Torremor]] or his preferred stalking ground of the skies of the [[Plain of Infinite Portals]] (or Pazunia, as it is often known due to his presence), Pazuzu sees himself as holding dominion over the skies of all layers of the Abyss, as well as over all evil fliers throughout the multiverse, looking down upon the petty local struggles and continuing to hold himself apart from the strife that saturates his plane. Few choose to challenge this claim of dominion, either through acceptance or apathy, though [[Graz'zt]] has been known to speak out against it, and even occasionally act to drive Pazuzu's agents from the skies of [[Azzagrat]]. Still, Pazuzu makes this claim almost offhandedly, having little interest in the Abyss itself. No, instead his interests fall far more commonly upon the [[Prime]], seeking out not those that have already accepted his ways, but rather those that he can potentially yet bring into the fold; it is said by some that amongst those that have yet to fall, merely speaking his name aloud three times is enough to bring his eye upon you. Indeed, at times he almost seems to ignore his oldest cults in favor of the newest yet formed, those that still have a ways to go before truly converting to his outlook. His greatest focus is most commonly upon those that have much yet to learn, believing that those that have fully converted to him have little need for him as a result.<br />
<br />
Of course, this is not to say that he does nothing for those that act in his name. He clings tenaciously to those that follow him, watching for any sign of the intrusion of others. He's almost fatherly in his own twisted way, doing his best to ensure that those under his wing suffer no harm from not only forces of Good, but even from the other various powers of the Abyss that may try to draw others from him, wherever they may dwell. As a result, though he's far from a true power as of yet, limited only to the lesser boons he can grant as an [[abyssal lord]], his cults are still among not only the largest of the demon cults, but the most loyal as well, trusting that their lord truly does look after their interests to a degree few tanar'ri legitimately match.<br />
<br />
==Appearance==<br />
<br />
Unlike other obyrith, Pazuzu in his long time associated with the tanar'ri has reshaped his own form to fall more in line with their traditional appearances, to the point where he no longer causes even the slightest mental distress to look upon (his natural aura having been twisted instead towards enforcing his dominion over those of the air). Today, he appears as a nearly eight-foot-tall, well-proportioned male harpy with four black-feathered wings stretching from his back and leaving a trail of smoke in his wake, a vicious, hawk-like hooked beak lined with hundreds of needle-thin teeth upon his face.<br />
<br />
==Priesthood==<br />
<br />
Cults of Pazuzu dot nearly the entirety of the Prime, as well as having a surprising spread throughout the Outer Planes and the [[Plane of Air]]. Given his stance apart from the Blood War and even occasionally against the tanar'ri, many neutral and even a small handful of good powers or forces are, if not accepting of Pazuzu, at least more tolerant of him than other Abyssal forces, even given the blood sacrifices he demands in his name. [[Arborea]], surprisingly enough, has one of the larger populations of Pazuzu disciples outside the Abyss, given the high population of [[harpy|harpies]], a people he claims not merely dominion over, but creation of.<br />
<br />
In his own realm, most of his followers consist of the various flight-capable castes of the tanar'ri &mdash; chiefly [[anzu]], [[vrock]]s, [[chasme]], and [[nabassu]] &mdash; although he is known to keep a personal collection of [[retriever]]s as necessary. There are a few more traditional mortal cults amongst its peaks &mdash; including the Wire-Stringers, a branch sect that believes the weakest must be weeded out via the suspension of nearly-invisible wires or nets throughout the realm &mdash; but only the strongest can survive in the harsh environs of Torremor. Granted, that is precisely why many choose to settle there, to better prove themselves in his eyes.<br />
<br />
==Dogma==<br />
<br />
''Life is only deserving of those that can hold it. What you can take, you deserve to keep. There is no shame in asking for aid against a truly overwhelming challenge, but there is great shame in needing aid against that you ought be able to face.''<br />
<br />
The core of Pazuzu's dogma ought be familiar to many that know the tanar'ri well, but unlike many, Pazuzu respects the ability of a group to overpower that which individually they would be powerless against. Similarly, while he has much ill will from some of the more strident tanar'ri as a result, he holds great respect for acts of deception, trickery, or exploitation that many of his kin see as almost baatezu-esque. A common saying amongst Pazrealites sums up his philosophy succinctly: "Strike for the eyes, as the blind cannot fly. Let enemies hate, so long as they fear. The young must fly or fall."<br />
<br />
==See Also==<br />
<br />
* The [[Blinding Claw]]<br />
<br />
==References==<br />
<br />
* {{cite|Dragon #329 - Demonomicon of Iggwilv: Pazuzu|pp.56-67}}<br />
* {{cite|Fiendish Codex I: Hordes of the Abyss|pgs.76-77,115}}<br />
* {{cite|Hellbound: The Blood War - Dark of the War|pg.51}}<br />
* {{cite|Planes of Chaos: Book of Chaos|pp.32-33}}<br />
* {{cite|Planescape Monstrous Compendium Appendix II|pg.83}}<br />
<br />
[[Category:NPCs]]<br />
[[Category:Abyss]]<br />
[[Category:Abyssal Lords]]<br />
[[Category:Obyrith NPCs]]<br />
[[Category:Air]]<br />
[[Category:Flight]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Kocrachon&diff=4147Kocrachon2020-06-24T04:54:39Z<p>Idran: /* Appearance */</p>
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<div>{{creature}}<br />
Though their rank may technically be low amongst the hierarchy of the baatezu, the kocrachon (ko-KRA-kahn) are honored and respected by near all devils regardless of caste, as experts in the application and study of pain and torment in all its forms.<br />
<br />
==History==<br />
<br />
Rarely dispatched from positions where they can ply their well-built expertise, and thus almost never encountered either on the [[Prime]] or on the battlefields of the [[Blood War]], little attention has been paid amongst mortals to the kocrachon, and thus little has been recorded of their past. As kocrachon can be formed only from [[abishai]], they are generally believed to have only existed as a caste since the agreement between baatezu and [[Tiamat]] was first forged; a belief substantiated by [[Pearza]]'s role in the creation of the abishai and her position as commander of the kocrachon. However, some sages point to the [[erinyes]] &mdash; a caste which can similarly only be formed today from abishai or kocrachon, and yet which has historical precedent prior to Tiamat's contract with the baatezu &mdash; as evidence that kocrachon may predate the agreement as well.<br />
<br />
==Culture==<br />
<br />
Focused entirely on the study of the various vagaries of mortal and immortal physiology, the kocrachon is the first opportunity for a baatezu to begin expanding their intellect, and to orient it towards pursuits other than best enacting the orders of others. Kocrachon are formed from those abishai who show great mental potential, placing them commonly at odds with [[barbazu]], their castekin chosen from the most physically capable abishai. On selection, an abishai is sent to the [[Knoll of Blades]], where it is implanted by other kocrachon with dozens of almost invisible eggs. These eggs quickly hatch, the released larvae consuming the abishai's essence from the inside out as they meet each other and combine into a greater being; a torturous process that can stretch out for up to an hour, before the newly formed kocrachon rips its way out of its reptilian skin, its carapace hardening over the next months to the caste's noted sheen.<br />
<br />
Once hatched, kocrachon are inducted into the [[School of Pain]], an organization led by [[Pearza]] of the [[Dark Eight]], the director of baatezu research and implementation, and commander of all kocrachon. This school is totally devoted to instruction in the inner workings of all known beings, both physiologically and psychologically. It's here that a baatezu first begins to learn how exactly to manipulate those outside their kind, to understand the thoughts and drives and psyches of the other various peoples of the planes. They are given ample opportunity to test and experiment on souls captured by baatezu teams across the multiverse; [[tanar'ri]] are of course the most common, but Pearza ensures that [[petitioners]], mortals, and even [[celestials]] are provided to her students in sufficient quantity to perfect their knowledge. Some even pursue the arcane arts, seeking to analyze responses to a broader assortment of stimuli in order to best approach breaking their victims. The most experienced kocrachon are especially noted for being such skilled torturers that their victims often gain a twisted respect, and even love, for them, learning to associate their pain with affection following the breaking of their minds, and devoting themselves to the well-being of their torturer above all else.<br />
<br />
Once a kocrachon has been judged as having reached the pinnacle of their status and become ready for a new role, they are granted promotion to either [[erinyes]] or [[falxugon]], depending on the nature of their particular studies; many are even given the right to select to which they will be promoted, whether they wish to forge relationships directly as with the erinyes, or legalistically as with the falxugon.<br />
<br />
==Ecology==<br />
<br />
Kocrachon are found almost exclusively at the Knoll of Blades, though some especially accomplished or skilled ones are chosen as personal aides, torturers, chirurgeons, or researchers by greater baatezu, placed in positions of high esteem and prestige on other layers. Besides these lauded individuals, the only common encounters with kocrachon beyond their halls of torment are for those engaging in field research, seeking to examine and learn of the ways of mortal beings in their day to day life. This is almost always limited to mortals within Baator, but it's many the occasional visitor to that plane who's reported noting a kocrachon stalking them in the shadows, constantly noting and muttering to themselves while never deigning to interact directly and contaminate their study.<br />
<br />
While kocrachon do implant "eggs" in order to promote deserving abishai, the hatching of these eggs within the abishai is largely an incredibly complicated placebo effect; unlike many baatezu, kocrachon are unable to reproduce naturally through any biological means.<br />
<br />
==Appearance==<br />
<br />
These fiends most resemble massive, man-sized beetles, though with the addition of curled proboscides that when unfurled extend up to three feet long. Their sight tends to be somewhat limited for a baatezu; though they have very detailed near-range vision, their acuity fades much more quickly at longer ranges than most castes, both in normal and darkvision. They make up for this with their three sensory antennae, which are able to pick up incredibly fine changes in scent, sound, and atmosphere. As would be expected for an insectile caste, in addition to their two legs they have four arms, two dominant and two secondary, each ending in pincered claws. Despite their clumsy appearance, kocrachon are of course noted for their incredibly detailed manual dexterity and precision with a blade; a necessity for their role.<br />
<br />
Their carapace naturally holds an enamel-like sheen, ranging in tint from a deep midnight blue to a silvery blue-grey, often speckled or patterned much as any traditional beetle. When need be, they can open their rear carapace (or elytron) and extend broad, membranous wings in order to fly. These wings are usually translucent yellow, and produce an incredibly loud, almost mind-numbing buzz when a kocrachon is in flight.<br />
<br />
==Reference==<br />
<br />
* {{cite|Book of Vile Darkness|pp.175-176}}<br />
* {{cite|Planes of Law: Monstrous Supplement|pp.10-11}}<br />
* {{cite|Faces of Evil: The Fiends|pgs.14,17}}<br />
* {{cite|Hellbound: The Blood War|pgs.20,49}}<br />
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[[Category:Baatezu]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Blood_War&diff=4146Blood War2020-06-24T04:48:43Z<p>Idran: /* The Chasm Erupts */</p>
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<div>There is no question that the Blood War is ''the'' most significant event on the Planes; having gone on since the dawning days of sentience, this battle for the supremacy of Law or Chaos has marked not only the Lower Planes, but the whole of the multiverse for eons on end, seemingly never-ending in its bloodshed and violence. No one can walk the planes for long before encountering something, somewhere, or someone incontrovertibly touched by the Blood War, and hardly ever the better for it.<br />
<br />
==Involved Parties==<br />
<br />
The Blood War is almost entirely a fight between the [[baatezu]] of [[Baator]] and the [[tanar'ri]] of the [[Abyss]], a balance between the perfect obedience of the baatezu and the tremendous numbers of the tanar'ri; their first battles marked the beginning of the war, and every major event in its history has been at the hands of one or the other. Thousands upon thousands of each fiend are spawned to serve as nothing but cannon fodder for the gristmills that are the front lines of the Blood War. On the side of the baatezu, the Blood War is largely run by the [[Dark Eight]], a collection of eight [[pit fiend]]s dating back to the original fall. Once soldiers of [[Asmodeus]] himself, today they are charged with leading the forces of the baatezu in battle, arranging for materiel and intelligence support, handling diplomatic military arrangements with outside organizations, and any other related duties that may fall under the purview of the War. The tanar'ri of course have no such structure, but some [[Abyssal Lord]]s have more direct interest in the Blood War than others. [[Pazuzu]], [[Graz'zt]], [[Alzrius]], [[Lissa'aere]], and [[Vucarik]] are amongst those known to have the greatest interest in the War, though it's rare the Lord with absolutely no stake in it whatsoever; somewhat surprisingly, though, and in contrast to Asmodeus, [[Demogorgon]] indeed does have little to no interest in the War, perhaps having gained his fill in service to the Queen of Chaos long ago. And while not all tanar'ri have spent time on the battlefields, those chosen for it must fight or face the wrath of the [[molydei]], who are always hunting for deserters, or simply travelers that can be impressed into the Abyssal ranks. Of course, while these two fiendish kinds may comprise the majority of forces on the Blood War battlefields, there are more than a few others that involve themselves for their own varied reasons.<br />
<br />
Chief among these are the [[yugoloth]], the fiends of the [[Grey Waste]]. Mercenaries for hire by either side, they offer their talents in combat, infiltration, or tactical planning to the highest bidder, their long-practiced skills often turning the tide one way or the other. They seem to have no allegiance but their own, perfectly willing to serve which ever side suits them so long as the price is right. Not always something as simple as gold or gems, but arcane knowledge, prisoners, any one of a variety of opportunities that they find suitable for the task requested. Some even say that the Blood War persists by their hand, the slaughter guided towards one direction or another according to their hidden desires towards some unknown end; while the same has been said about nearly every planar event of any significance since the dawn of history, the far more blatant involvement in the Blood War leads many to wonder if in this situation it might not be true.<br />
<br />
A surprise to some, the [[modron]]s are in fact a significant force in the Blood War as well, aiding the baatezu in demonstrating the ultimate supremacy of Law. Though not precisely allied with the baatezu per se, [[Primus]] has no desire to see chaos win out to any degree; as such, he has committed to the Blood War efforts the [[Army of the Blood War]], a force nearly one million modrons strong, separate from the [[Mechanus]] military heirarchy. While this force does occasionally cooperate or coordinate with baatezu actions, far more commonly they are simply sent out against front-line tanar'ri strongholds or forces, fighting alongside baatezu but not entirely with them.<br />
<br />
The celestials, however &mdash; contrary to the thoughts of many Primes &mdash; most commonly keep far away from the Blood War. There are some exceptions, the renown [[Sword of Vengeance]] being one of the most prominent such, but since both the betrayal of the [[eladrin]] by the tanar'ri during the [[Tanar'ri Rebellion]] (resulting in the Sorrow of [[Androlynne]]) and the utter failure of the Celestial Invasion to do any more than turn the full force of both fiendish armies against their might, the result of the [[Celestial Schism]] that followed was to leave the forces of Good hesitant to step in, for the large part relieved that the War at least keeps both fiendish kinds distracted from other matters that might have their attention otherwise. The end result of the Celestial Invasion was enough to bring even the highest of celestials the awareness of what a focused fiendish army could truly do without the Blood War to draw its ire. Rumors fly that there may even be sects amongst the celestial kinds that go so far as to encourage the Blood War through arms trade or information warfare, though such claims are solidly dismissed as ludicrous whenever brought before the celestials.<br />
<br />
Though many may be tempted to, one cannot ignore the impact of the thousands and thousands of mortal mercenaries hired by both sides on the Blood War. While in terms of pure numbers these men and women are hardly noticeable against the backdrop of warfare, mortal contribution has long been marked as providing the most unexpected developments in the War since its earliest day, even into recent years. Further, the Blood War remains the top employer of mercenary force across the planes, and has since the first mortals stepped upon it, despite the immense mortality rates and the trauma such battles as are found in the War can inflict. This has had quite the impact on mercenary companies upon the planes, with nearly all having to account for it outright in one fashion or another: whether it be full-on devotion to one side or another, open hiring by either baatezu or tanar'ri if the pay is good, assignments on a person-by-person basis, or any number of such schemes. And of course, more than a few such companies have even taken hard lines against Blood War employment despite the lucrative contracts it brings, if only that they don't lose employees faster than they can acquire them.<br />
<br />
Finally, there are minor contributions or involvement by nearly every other significant culture upon the planes. The [[slaad]]i, perhaps surprisingly, are rarely involved as they are just as likely to strike against tanar'ri as baatezu should the whim strike, their innate individuality ironically giving most of them no great devotion to chaos as a philosophy; as a result, the tanar'ri hesitantly call upon them thanks to this innate unreliability. The [[rilmani]] grow involved only when the balance seems to be tipping too far in one direction or another, but the Blood War is such a wide-ranging and embroiled conflict that even they at times have trouble seeing the balance held at any given time; thus, it's rare to see a rilmani even at a significant Blood War event. And the more minor planar peoples &mdash; the [[gehreleth]], the [[bladeling]]s, the [[githzerai]] and [[githyanki]], etc. &mdash; while certainly fighting from time to time (often in either a general self-defense or a mercenary role), rarely have any consistent or notable devotion to the War.<br />
<br />
==Organization==<br />
<br />
Amongst the baatezu, initial preparation for a Blood War sortie occurs either from [[Avernus]] or from [[Stygia]], depending on if the destination is to be reached by gate travel or via the [[River Styx]]; the former is far more common, as it relies less on the somewhat unpredictable winds and ways of the River, but depending on situation, the Styx may be judged a reasonable necessity. Once armed, supplied, and verified, squadrons are dispatched in strict regiment, with travel proceeding across the [[Great Ring]] if battle is to be met merely in [[Gehenna]], but via the [[Outlands]] or, rarely, even through [[Sigil]] itself if a more distant destination.<br />
<br />
Baatezu forces are divided into three units, known as "[[Three Commands|Commands]]". The most commonly encountered is the Third Command, led by generals [[Bel]], [[Meritos]], and [[Hanariel]]; this Command is the rank-and-file of the baatezu armies, with the majority of the ranks filled by the least of their number. [[Lemures]] and [[nupperibos]] make up the vast majority of most battles, herded into combat by the thousands, if not millions for the especially significant conflicts, most often shepherded by [[spinagon]] or [[abishai]], or rarely a less-talented [[barbazu]] not deserving of higher duty, to ensure they stay on track. The higher ranks of most combat consists of the First Command, led by generals [[Alusiel]], [[Phanior]], and [[Galarond]], made up of air forces and elite unites. The [[barbazu]] are most commonly seen in the thick of things, the most vicious of Baatorian soldiers, with [[abishai]] providing magical support, [[hamatula]] serving as advance scouts and patrols, and [[erinyes]] keeping the entire collection directed, passing along direction from above. The average First Command unit is led on the field by a handful of [[cornugon]] or [[gelugon]], but in especially large battles, entire squadrons of these baatezu will be sent out, led by [[pit fiend]] generals on the battlefield. It's only these greatest of battles that bring forth pit fiends, most instead preferring to direct battle from afar via divination and telepathy, passing along orders and guidance to the cornugon who then filter it down as needed to the lower ranks. Finally, the Second Command is the naval command, under the leadership of generals [[Kobbis]], [[Meathe]], and [[Laginus]]. Though sea battles are rare in the Blood War, the Second Command is charged with transporting any units that require sea- or river-travel, including ferrying along the Styx; as a result, their support is key in many battles. The ranks of the Second Command are largely filled with abishai and erinyes, with lesser ranks not trusted to handle themselves on the Styx without losing their minds; [[osyluth]]s make up the majority of lieutenants and boatsmen, with [[amnizu]] and, less commonly, cornugons filling the upper ranks.<br />
<br />
In contrast, the tanar'ri have of course little order to their way of things. Nearly all tanar'ri embarkations are made from the realm of [[Durao]], but this is simply due to its Stygian piers also holding convenient access to the [[Plain of Infinite Portals]], allowing for both quick collection and quick dispatch of forces both willing and not; while it's strictly avoided in the case of the baatezu due to lack of time to learn their specific stratagems, the tanar'ri (specifically, the molydei) have no compunctions about conscripting any and every bit of aid they can find, whatever plane that may be. Tanar'ri armies are a morass of fiends and "allied" forces with no rhyme or reason, occasionally but not consistently armed and supplied by the master of a given battle. Once enough of these soldiers are gathered, they're sent out to fight as soon as possible (if only to avoid the in-fighting that inevitably occurs when too many tanar'ri are in the same place for too long), sent out by whatever method has been chosen by whoever happens to be leading this gathering of forces. At times speed is the desired factor, at others surprise, but contrary to common belief, there is at least some sense and thought put into tanar'ri battle plans; perhaps not nearly as much as the baatezu, but it is far from random happenstance and feel as they may claim.<br />
<br />
The lowest ranks of the tanar'ri are filled by [[manes]] and [[rutterkin]], directed by [[dretch]] infantry that do their best to keep these mad figures pointed at the proper enemies, and [[babau]] keeping them all on track. The barbazu are matched amongst the tanar'ri by the [[buleazu]] and [[armanites]], both fearsome fighters in their own regard, the former prone to unbreakable bloodlust while the latter quite skilled at sudden hit-and-run force. [[Alu-fiend]]s provide arcane support, while [[cambion]]s either fight alongside the other ground forces or act as advance scouts and infiltrators, a dual role also filled depending on situation by [[bar-lgura]] and [[maurezhi]] respectively. [[Goristro]]i serve as living siege engines, similar in some respects to mortal army elephants, and often ridden in a similar manner into battle by entire squadrons of fighters more adept at ranged combat. [[Vrock]]s serve as the elite fighters, adept both at aerial combat and at acting in surprising concert to direct their innate and powerful magics against foes. A given sortie will most commonly be led by a [[marilith]] or [[balor]] tactician, with a collection of [[hezrou]] distributed throughout the ranks to relay orders and ensure that the demands of the leaders are born out; under threat of punishment if necessary, but the Blood War is of such deep importance to so many tanar'ri that such threats are rarely necessary, the lesser following these demands out of pure respect for the devotion and intelligence they show (yet quick to act independently if they see what seems a better option).<br />
<br />
==Tactics==<br />
<br />
Once arriving at the battlefield, the least of both sides are the first sent into the fray, thousands of lemures and nupperibos sent directly into at least as many manes and rutterkin, each side quickly followed behind by their greater forces. While occasionally shock tactics and surprise strikes are done by both sides, thanks to natural telepathy, summoning, and teleportation any such strike rarely keeps advantage for long, as any surprised party can usually call upon support near-instantly. (Though there have been more than a few times where the defending party in a surprise attack was slain before they could call upon any of these resources.) Baatezu nearly always fight in rigid formations predetermined by their generals, quickly regrouping and rearranging in practiced patterns to respond to differing terrains, conditions, and situations, while tanar'ri more often than not charge in en masse, seeking to overwhelm both by force of numbers and by pressing until a weakness is found and pouncing.<br />
<br />
Blood War battlefields are a mess of swinging blades and blasts of magical energy flying in all directions, a hazard not only to combatants but to anyone in the general area. And while fiends are resistant to many forms of magical energy, let alone their innate resistance to magic in general, this by no means reduces their usage on the battlefield. Far too useful a weapon to simply abandon because it isn't guaranteed, the many-varied innate magical abilities and learned spellwork of fiends are let fly in all respects, even if only to strike out against equipment or non-fiendish aid. In fact, because they possess so much innate, theoretically-inexhaustible magic, battles between fiends tend to involve even more prolonged magical use than any mortal fight. The average mortal magic duel rarely lasts beyond three minutes, but a Blood War strike can easily stretch on for an hour before one side is devastated or destroyed, innate magic striking out all the while. This of course has significant impact on local conditions, and with so much magical energy released over such a relatively short period of time, strange effects often follow in the wake of a Blood War battlefield; [[wild magic|wild]] or [[dead magic]] zones, tears in space, necromantic hot zones, and [[spellhaunt]]s are amongst the more common, but the specific results depend on the precise conditions, which can rarely be predicted in advance.<br />
<br />
Of course, the innate magic that poses the most significant difference to fiendish warefare is their natural innate teleporation. Thanks to this ability, possessed by the higher ranks of both forces, as well as the disconnected nature of Blood War battlefields, there is little sense of "side" to such combats, and following the initial contact there is no sense of front or rear rank in a given battle, nor any safety gained by any one position in a given battlefield relative to any other. This is not to say that fiends are constantly blinking about every second, but it does mean that tracking the events of a given battle can be extraordinarily difficult even in the best of situations. Despite their natural teleportation, though, Blood War battlesites tend still to be quite concentrated, for two reasons. For one, just because you can blink away as well as your foe doesn't mean you automatically know where exactly they blinked to, and thus a retreat away from the battlefield tends to be successful. (Not to mention effects like the natural unpredictable teleportation of Oinos, for example.) Second, however, is that Blood War battles are often fought not over arbitrary tracts of land that just happen to be contiguous as in mortal wars, but over land, artifacts, or even people of some sort of value to one side or the other, and as such battles tend not to stray much from that target or else they may as well simply be giving it away to their opponents.<br />
<br />
==History==<br />
<br />
===Origins===<br />
<br />
The Blood War, as is known to many sages, has as its origins a much older, yet much more protracted war: the [[War Between Law and Chaos]]. This conflict was fought in the ancient past between the then-ruling kind of the Abyss, the [[obyrith]], and the [[Wind Dukes of Aaqa]], with the [[archomentals]] offering aid to both sides as their outlooks saw fit. The obyriths, led by the [[Queen of Chaos]], fought against the elemental forces of Law via their servitor kind, the tanar'ri; one of the first efforts at transmuting the spiritual entities that filled the planes into new, plane-appropriate forms. This war came to a head in a region known as Pesh upon the world of [[Oerth]], in the ancient prehistory of that place. (In fact, the only reason the battle has been associated to that world is mention of the nearby iconic White Plume Mountain and recent extraordinarily-ancient tombs found in their vicinity.) The forces of the Queen of Chaos were defeated via the Rod of Law, a creation of the Wind Dukes of immense power, that enabled the imprisonment of then-[[Prince of Demons]] [[Miska the Wolf-Spider]] deep within the depths of [[Pandemonium]]. The Rod, however, was shattered in the battle, transforming it into the artifact known today as the [[Rod of Seven Parts]]. The resulting loss was so great that the Queen of Chaos pulled all forces from the war, and without her help, the Archomentals of Chaos fell to simple infighting against the Archomentals of Law. However, the Wind Dukes themselves were utterly decimated; though they did indeed defeat the Queen of Chaos, only but a handful remained to celebrate it.<br />
<br />
With this weakening of their obyrith masters, the tanar'ri saw their chance. Calling the aid of the eladrin for ending a slavery that had lasted millennia, they together overthrew the obyriths, executing or exiling as many as they could grab. And once their revolution was complete and their grip on the Abyss was unquestionable, they turned on the eladrin, slaughtering them and driving them out from the plane. Thus the tanar'ri stood as masters of the infinite depths, the few surviving obyriths nothing but a relic of days gone by.<br />
<br />
Meanwhile, across the Lower Planes in Baator, the baatezu had little interest or even awareness of the events of the War. Their focus in these early days was entirely upon the [[Prime Material Plane]], as per what was both then and now seen as one of the highest duties of the baatezu: the corruption of mortal souls. They were not blind to the planes &mdash; in fact, there had always been the occasional skirmish between baatezu and tanar'ri since their first chance encounter upon the [[Grey Waste]] some time hence, though nothing so fervent as today &mdash; but it simply paled below their chief duty. It was in fact not until that great battle upon the Fields of Pesh that [[Asmodeus]] and his lessers first bothered to turn their attention to this matter. To them, this great victory in the name of Law seemed to say it all. Though the Wind Dukes may have largely passed on in their victory, its implication still held true in their eyes: Law was supreme over Chaos. And so they may have continued, self-satisfied in the proof of their own superiority.<br />
<br />
But then the tanar'ri didn't fall, and for the first time, and perhaps the last, Asmodeus was surprised. They in fact improved their position in the fall of the obyriths, contrary to all he could have expected. They flaunted the very essence of Law with their success in the fate of their own defeat, a contradiction that could not be solved. And so the skirmishes grew and grew in intensity, the baatezu wishing to demonstrate to the tanar'ri what they ought to have learned after the defeat at Pesh, and the tanar'ri wishing to bow to no power in the name of utter freedom through force of arms. While there is no one specific fight that can be said to be ''the'' start of conflict, the Blood War had begun.<br />
<br />
===Dawning Days===<br />
<br />
The earliest times in the Blood War were in many ways the most successful for both sides. It was mere years before both forces noticed how force of belief could literally move entire regions under the domain of one or another side, and the battles for the weakest portions of the Lower Planes were intense to a degree that had never before been seen. It was common in these days for total warfare to erupt in [[Avernus]] or [[Pazunia]] themselves, even on occasion deeper layers of each plane. And occasionally these battles were even successful at hauling a portion of Baator into the Abyss, or a piece of the Abyss into Baator, not to mention the effects on [[Carceri]], [[Gehenna]], or the Grey Waste itself. So much was in flux in the first centuries of the War that one could not even truly define a front line to the fighting.<br />
<br />
Over time, though, these triumphant victories slowed amongst both sides, with each growing more accustomed to the tactics of the other, starting a mutual arms race between the two to find any weaknesses that could be exploited in the other. Neither could stray far from their own inner nature, of course, which made any significant amount of study hopeless. Still, there were the occasional shining examples of new stratagems, spellworks, or devices emerging from this rush to outsmart the other. The great [[Four-Cross]] of General Bel, the strategem that cemented his reputation for tactical genius and placed him at the head of the [[Three Commands|Third Command]], emerged from this time period, as did the tanar'ri [[Mask of the Pit]], though it was significantly less successful. In fact, many spells still used today are said to have come about from this very research, only to filter down through the millennia, having lost all fiendish connotations in the intervening time. Lesser spells of summoning, circles of protection, dimensional locks and anchors, all and more are believed to have come from the Blood War.<br />
<br />
===Celestial Invasion===<br />
<br />
As the Blood War gained in force and presence, it began to worry the celestials. The archons and angels had already had much to unnerve them in the baatezu, many of whom (especially in those old days) had not so long ago stood upon the [[Mount Celestia|Mount]] with them. The eladrin had much to hate about the tanar'ri after their betrayal. And now this War which seemed to threaten to embroil the entire multiverse if left unchecked. They could not stand for this, and they knew that while these fiends were distracted with their war, the celestial host could move upon them and cow the fiends with the full force of their arms. Millions upon millions of celestials moved upon the Lower Planes as a single great unit, looking to end the danger once and for all.<br />
<br />
Little could have diverted the fiends from the Blood War even at this early time, but the mass invasion of millions of celestials was certainly it. And they hadn't counted on a key fact: these were people that had spent centuries warring, that had learned techniques, methods, weapons, and magicks that the celestials hadn't even dreamed of. Though the fiends never truly worked as one, they put aside their differences in the short term in repelling the invading armies, a postponement of their battle until this threat could be dealt with. It was a year-long slaughter for the celestials; of all the millions that went into the battle, only a few thousand survived to the end of the year to return home. The loss was so devastating and such a blow to morale that it sent the survivors and their home superiors into a [[Celestial Schism|philosophical tailspin]] leading to a general policy of withdrawal from direct combat and action only to protect innocents.<br />
<br />
===The Powers Intercede===<br />
<br />
Following the failed invasion, centuries upon centuries passed of continuing warfare, before even the [[power]]s themselves decided to try and bring an end to the fighting and bring forth victory in their name once and for all. While most of the Lawful powers were hesitant to intercede due to questionable clauses in the [[Pact Primeval]], and the more significant Chaotic powers cared little for planar affairs, especially in these early days before planar travel had come to their mortal followers, some minor powers of the Abyss felt that were they to gain favor with the tanar'ri and help lead them to victory, it would surely lead them to greatness of their own. They may have sought to make a blow against the forces of Law, to spread chaos by whatever means, or perhaps even the worship of the tanar'ri; whatever the individual reasons, the first alliance between tanar'ri and power was thus forged, an agreement between the fiends and [[Thuon]], an intermediate single-sphere power of chaos and destruction that called the Abyss home. And once that first agreement was made, other powers soon fell in alongside the tanar'ri in Thuon's wake: among others, [[Laogzed]], [[Loki]], [[Kanchelsis]], and [[Ekwensu]] all offered their aid against the baatezu. <br />
<br />
It must be pointed out that today the idea of a power directly fighting alongside mortals, even upon the planes, in a matter not directly involving another deity is ludicrous. In these early days, however, the planes were seen by most powers as purely under their purview, and the [[Divine Compact]] held little in the way of restrictions on deities acting against other planar beings. And so indeed, the deities physically manifested upon Blood War battlefields, nearly always to great success. Of course, this divine involvement drew attention from others, and while even the minor Lawful deities did not wish to embroil themselves into the minutiae of the Pact Primeval, they did not wish the War to end so abruptly and so destructively, the violence already wreaking havoc even beyond Baator. Thus a number of deities of Law interceded, if only to combat the deities of Chaos walking the battlefield. Then followed more deities of Chaos, more of Law, and so on until it almost seemed that was once a battle purely of the fiends may have turned to an all out battle of the very powers themselves.<br />
<br />
But then, an act that none could have predicted: the utter death of Thuon, not at the hands of another deity, but at the hands of the baatezu. None are sure how it was accomplished, but all present watched him wither to nothing before the eyes of those in combat, his avatar shriveling to dust at the same moment that his corpse manifested upon the Astral. The baatezu were quick to claim the credit, and none stepped forward to contest it. This act, whatever means were applied to bring it about, struck true terror in the hearts of the collected deities for the first time they could remember. The idea that fiends, beings barely a step above mortals, could bring about such an act without divine aid was enough for the gods to immediately withdraw all direct involvement, limiting themselves, as on the Prime, to the aid of followers alone. And much as with the celestial invasion, this act defined general policy for deities for ages to come, with the following [[Godmoot]] occupied almost wholly with discussion on proper reaction to the death of Thuon alongside the task of appending the Divine Compact to include restrictions on planar manifestations, if only for the mutual safety of the divine.<br />
<br />
Some deities still involve themselves in the Blood War today, of course. Many powers of war in all its varied form, from [[Kiri-Jolith]] to [[Morrigan]], send their followers in to fight, enjoying the rush of the vastest war in existence if vicariously, while others encourage it more indirectly, supporting it much as the rumored celestials simply so the fiends do not cease their efforts and turn their attentions outwards; [[St. Cuthbert]] is such a power, for example, as is [[Arvoreen]]. However, they each are wary not to grow too involved, that they do not themselves face the lesson poor Thuon endured so long ago.<br />
<br />
===And So It Goes===<br />
<br />
With the failure of the powers to truly join directly, the Blood War was able to role on largely unchanged for millennia upon millenia. Both sides grew increasingly staid, with battles far too evenly matched for either to make any significant progress. Morale ticked away bit by bit, plummeting upon the spread of the [[Illithid Empire]] as the flow of petitioners to both the Abyss and Baator slowed to a trickle, souls that may otherwise have been destined for or seduced to their lands instead pulled into the hopelessness of the Grey Waste, brought to Carceri thanks to the betrayal of their peers to the illithid, or even lost to the planes entirely thanks to a complete loss of belief. For nearly a year, the War halted but for the rare skirmish as both sides regrouped, seeking means of dealing with this lack of petitioners; it was during this time that the [[larva]] trade with the Waste first came into vogue, the [[night hag]]s of Hades first finding their calling as soul traders if only to supply the forces of both sides.<br />
<br />
Indeed, morale was such an issue during this time, an entire settlement of lesser baatezu [[Rebellion of the Inferiors|rebelled]] thanks to encouragement by the tanar'ri, rising up against their superiors and spilling entirely over to chaos in a successful repeat of the much older Mask of the Pit gambit. While the rebellion was quashed by Dark Eight themselves (following the decimation of a squadron of [[balor]]s that hoped to take advantage of the situation by the rebels themselves), this still sent a message deep into the heart of the Lords of the Nine: things could not be allowed to continue as they were. They recognized that something must be done to bolster their numbers, and began seeding the Prime with various rituals and magicks, means of calling upon the baatezu that would allow them more influence than the conjurers might hope. The tanar'ri were quick to follow suit, of course, and soon mortals themselves found ways of modifying the rituals, some (but not all) removing the hidden flaws and loopholes left by the baatezu. Thus the first binding spells began to spread through the Prime, as well as possibly the first rituals of possession, and even perhaps the first reproducible recipe of lichdom. This increased planar contact with the Prime further led to the first major incursions in the opposite direction, mortal mages reverse-engineering the spells of summoning to develop the first spells of planar travel, making first inroads onto the planes and becoming the ancestors of the first planars; largely reptilian in [[Reptilian Era|this era]], as reptilian societies were far less likely to be taken by the illithid. And while the Illithid Empire faded within the millennium of the Rebellion, it marked the first sign that where the planes may have failed to turn the course of the Blood War, perhaps mortals in sufficient means or ways could succeed where they failed.<br />
<br />
In the centuries and millennia following the fall of the Empire, a surge in fiendish callings to the Prime began, and unsurprisingly, the first waves of half-fiends, [[cambion]]s, [[alu-fiend]]s, and [[tiefling]]s followed soon after. And through them, a new rush of creativity was brought to the Blood War, the flexibility of mortals bringing new perspectives that the rigid beliefs of the baatezu, and even the tanar'ri, had never thought of. Not bound by the strictures of a specific framework of philosophy or morality, the new blood thought in ways their ancestors never would have, though at times tainted by thoughts of mercy, justice, or other such concepts also beyond fiendish mindsets. Not merely half-fiends, though, but the first significant wave of [[liveborn]] fiends also came about during this period, if bringing with it many of the same stereotypes associated to mortal-blood. The second wave of fiendish exploration was soon to follow, each side picking up on the adventurous spirit of mortals and seeking out lost relics or places of power that could turn the tide in the War; this second Age of Exploration was most marked by the first discovery of [[Sigil]] by the tanar'ri, kicking off a number of failed attempts by both tanar'ri and baatezu at taking the city.<br />
<br />
===The Chasm Erupts===<br />
<br />
With new blood, new resources, and the flow of petitioners from the Prime restored to its former levels if not greater, the Blood War surged for the next millennia, on occasion spilling over to the [[Outlands]], the [[Astral]], [[Acheron]], [[Pandemonium]], and even for [[The Slags|one brief occasion]] Sigil. This period of the War was marked, as mentioned, by wholly new developments: new breeds of fiends, new weapons techniques, the first experimentations at ritualistic replacement of innate fiendish powers, and even applications of spellwork taken from mortals, including the introduction of construct and undead soldiers to the ranks. This surge could not last forever, of course, and eventually it settled down as new habits engrained themselves and new lines were drawn. The increasing planar presence of mortals, however, led to even more sources of bodies for combat, with the introduction of the first mercenary companies to the planes a welcome sight to the generals of both sides.<br />
<br />
Eventually, as complacency wore in, and even some of the oldest fiends sought an end to the violence, there erupted a great yawning chasm upon the Grey Waste directly beneath the yugoloth [[Fortress Ghoresh]]. This great pit, known afterwards as the [[Ghoresh Chasm]], showed striations both physical and auratic along its length indicative of both the shifting tones of chaos and the rigid lines of law, intertwined in a spiral formation along its length down as far as any could observe. Exploratory yugoloth parties sent into those depths were lost, and analysis by oracles, sages, and diviners of the patterns along its surface suggested that only a perfect cooperation of law, chaos, and neutrality could unlock whatever secrets it held.<br />
<br />
And so for the first time in thousands upon thousands of years, the Blood War halted, this time a full truce called between the baatezu and tanar'ri with yugoloth mediation that they might cooperate and investigate this pit and determine just what the Ghoresh Chasm meant and what it implied. For months, the two forces sent their best minds to analyze the chasm, with all observers watching with bated breath for the other shoe to drop. A conclave of the three sides was established about the Chasm, and the highest ranks for once agreed to meet in person to discuss matters. Generals Bel and [[Ilssender]], amongst the most decorated of the baatezu and tanar'ri respectively, were to lead the meeting with any number of lesser squadron leaders and diplomats.<br />
<br />
Unsurprisingly, however, the conclave quickly fell to blows, upon something as minor as General Ilssender refusing to move from General Bel's assigned seat. The entire force of baatezu and tanar'ri struck at one another, with any number falling into the chasm's depths, as the yugoloths for once utterly failed to bring about any measure of control over events. Both sides retreated from the chasm but for a smattering of fiendish sages that had hid themselves from the combat, and the Blood War once more erupted in full force. Though erstwhile attempts at resuming the truce on behalf of returning to study the Chasm began here and there, never again have they reached any measure of success, to the great frustration of the yugoloth as well as those few sages still willing to cooperate if only allowed to do so.<br />
<br />
===Modern Era===<br />
<br />
Following the failure of the truce of Ghoresh, the Blood War returned much as it had been, though Prime contact began to grow into even greater prominence. In this time some of the most significant Prime civilizations of the so-called [[Modern Era]] were at their peaks, including many still well-known today: [[Netheril]], the [[Suel Imperium]], and the [[Thri'kreen Empire|Thri'Kreen]] and [[Al'Malamut Empire]]s being among the most written-on. With them and their arcane experimentations came a new wave of mortal exploration and a vast increase in summonings, deals, and planar contact in general. Though the invigoration brought about by new blood wasn't nearly as all-encompassing as it was previously, it did bring with it new mercenary blood not nearly as weary, as well as a heightened sense of morale on both fronts that their efforts may be showing some success by bringing new mortals to their causes.<br />
<br />
Over the centuries, these new mortals settled throughout the planes, forming new planar populations, while the Blood War pressed on. As always, little to no progress was achieved by either side, the two forces evenly matched. Then, in a surprise to all, a significant blow was struck: the death of [[XXXXXX]], self-proclaimed lord of the undead, not by any baatezu force but rather by the demigoddess [[Kiaransalee]]; such a thorough attempt at purging him from existence that his very name was removed from every record throughout all reality. One of the three most significant Abyssal Lords in the entire plane, his armies of undead were considered a key backbone to Blood War efforts, and with his death these armies were lost in but an instant, either de-animated or released of their own accord. The tanar'ri scrambled to make up ground, unsure whether to seek some means of restoring XXXXXX or to call upon Kiaransalee's offer to replace the forces; by then, [[Lolth]] had herself held some significant forces in play in the Blood War, and few were eager to risk her ill will in such a dark time. Other planar forces were simply not an option, far too risky to make up such slack. Yes, surely the tanar'ri numbers could make up the difference eventually, but losses were already beginning.<br />
<br />
They found aid, however, in an unexpected ally. The [[Dustmen]], themselves transient allies of XXXXXX, offered their own fairly considerable necromantic services in his name. Here was an organization with no prior bounds to the Blood War, and with fairly considerable resources, that had slipped entirely under the glance of the tanar'ri. And so their eyes were first opened to the factions of Sigil and the potential they held. Indeed accepting the aid of the Dustmen, they began seeking contact with the other factions that seemed to hold common purpose with them. Within mere years, the baatezu followed suit, Bel in particular quick to solidify connections. The [[Sign of One]] and [[Mercykillers]] aiding the baatezu, the [[Revolutionary League]] and [[Fated]] aiding the tanar'ri, and the [[Doomguard]] offering their knowledge to both. Bringing far greater strength and ambition to both sides, sending the Blood War surging further out into the planes than it had been recorded in ages, at times even touching upon the Upper-side regions of the Outlands. And so the War as it is today stands, far more intertwined with mortals than it ever had been.<br />
<br />
===Current State===<br />
<br />
While today the majority of fighting occurs on Carceri, Gehenna, and Grey Waste, it's hard to determine any specific front lines due to the fluctuating nature both of planar travel and of the armies themselves. Still, it is rare that any significant combat happens outside these three planes, or even outside [[Othrys]], [[Khalas]], and [[Oinos]].<br />
<br />
As of Hashkar 127, the tanar'ri look to be gaining ground on the baatezu, thanks in large part to the recently completed [[ship of chaos|ships of chaos]] constructed by a joint tanar'ri/Doomguard venture. These massive vessels, while not unstoppable, have proven quite near to such in most every baatezu encounter yet recorded. This advantage is sure not to last long, of course, as none does, but it does mark a possible new direction for the War to come, the institution of constructs and artifice not merely for arms or soldiers, but true war engines in the fiendish arsenals. Recent rumor has it that the War may reach a new pitch in recent days, perhaps brought about by the pure existence of these massive weapons of war; there's word spreading of baatezu seeking aid for their own battles in the most unlikely of places: the [[Beastlands]]. While appearances of the baatezu in the Beastlands have increased sharply in recent months, many are eager to see what precisely this rash of sightings bodes for the War.<br />
<br />
==References==<br />
<br />
* {{cite|Fiendish Codex I: Hordes of the Abyss|pg.106}}<br />
* {{cite|Guide to the Astral Plane|pgs.44,77}}<br />
* {{cite|Hellbound: The Blood War}}<br />
* {{cite|In the Abyss}}<br />
* {{cite|On Hallowed Ground|pg.42}}<br />
* {{cite|Planes of Chaos: Book of Chaos|pgs.14,19,21,26}}<br />
* {{cite|Planes of Chaos: Mosntrous Supplement|pg.2}}<br />
* {{cite|Planes of Law: Baator|pg.12}}<br />
* {{cite|Planes of Neutrality: Adventures in Chaos|pg.24-32}}<br />
* {{cite|Planes of Neutrality: Liber Malevolentiae|pgs.36,46}}<br />
* {{cite|Planewalker's Handbook|pg.116}}<br />
<br />
[[Category:History]]<br />
[[Category:War]]<br />
[[Category:Abyss]]<br />
[[Category:Baator]]<br />
[[Category:Carceri]]<br />
[[Category:Gehenna]]<br />
[[Category:Grey Waste]]<br />
[[Category:Baatezu]]<br />
[[Category:Tanar'ri]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Kocrachon/pf&diff=4143Kocrachon/pf2019-04-14T08:48:25Z<p>Idran: Created page with "{{convert}} {{stat PF| cr = 5 | al = Always LE | sz = m | type = out | stype = baatezu, evil, extraplanar (Baator), lawful | init = 4 | sense = darkvision 60 ft., see in darkn..."</p>
<hr />
<div>{{convert}}<br />
{{stat PF|<br />
cr = 5 |<br />
al = Always LE |<br />
sz = m |<br />
type = out |<br />
stype = baatezu, evil, extraplanar (Baator), lawful |<br />
init = 4 |<br />
sense = darkvision 60 ft., see in darkness; Perception +11 |<br />
lang = Celestial, Common, Draconic, Infernal; telepathy 100 ft. |<br />
aura = |<br />
ac = 20 |<br />
touchac = 14 |<br />
flatac = 16 |<br />
acsource = +4 Dex, +6 natural |<br />
hd = 6 |<br />
heal = |<br />
def = |<br />
dr = 5/good |<br />
imm = fire, poison |<br />
res = acid 10, cold 10 |<br />
sr = 14 |<br />
f = 8 |<br />
r = 6 |<br />
w = 9 |<br />
spd = 30 ft., fly 60 ft. (average) |<br />
melee1 = bite +9 (1d6+3 plus disease) and 2 claw +9 (1d4+3) |<br />
satk = cause pain |<br />
sq = healing fluid |<br />
bab = 6 |<br />
At will&mdash;''animate dead'', ''charm person'' (DC 14), ''greater teleport'' (self plus 50 lbs. of objects only), ''major image'' (DC 16), ''suggestion'' (DC 16) |<br />
cl = 10 |<br />
str = 16 |<br />
dex = 19 |<br />
con = 13 |<br />
int = 17 |<br />
wis = 14 |<br />
cha = 16 |<br />
feats = Great Fortitude, Iron Will, Skill Focus (Heal) |<br />
skills = Fly +10, Heal +14, Intimidate +9, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Perception +11, Sense Motive +14, Spellcraft +9 |<br />
skptno = no |<br />
env = any (Baator) |<br />
org = solitary |<br />
tres = double |<br />
}}<br />
<br />
'''Cause Pain (Su):''' By striking at the right spot, a kocrachon can cause debilitating pain in their targets. When attacking with any bladed weapon, in addition to damage dealt, a kocrachon can force their target to pass a DC 16 Fortitude save or be nauseated until receiving any amount of healing. A creature that succeeds at this saving throw, or who recovers from the effect, is immune to that kocrachon's cause pain for 24 hours.<br />
<br />
'''Disease (Su):''' ''Devil Chills'': Bite—injury; save Fort DC 14; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.<br />
<br />
Unlike most diseases, a kocrachon can choose whether or not to attempt to infect their target.<br />
<br />
'''Healing Fluid (Su):''' When making a bite attack, a kocrachon can choose to instead inject a healing fluid into their target. In lieu of causing damage, the kocrachon will instead heal that same amount.<br />
<br />
==Reference==<br />
<br />
* {{cite|Book of Vile Darkness|pp.175-176}}<br />
* {{cite|Planes of Law: Monstrous Supplement|pp.10-11}}</div>Idranhttp://www.rilmani.org/w/index.php?title=Erinyes/pf&diff=4142Erinyes/pf2019-04-14T08:04:47Z<p>Idran: </p>
<hr />
<div>{{stat PF|<br />
cr = 8 |<br />
al = Always LE |<br />
sz = m |<br />
type = out |<br />
stype = baatezu, evil, extraplanar (Baator), lawful |<br />
init = 6 |<br />
sense = darkvision 60 ft., see in darkness, ''true seeing''; Perception +16 |<br />
lang = Celestial, Common, Draconic, Infernal; telepathy 100 ft. |<br />
aura = |<br />
ac = 23 |<br />
touchac = 17 |<br />
flatac = 16 |<br />
acsource = +6 Dex, +1 dodge, +6 natural |<br />
hd = 9 |<br />
heal = |<br />
def = |<br />
dr = 5/good |<br />
imm = fire, poison |<br />
res = acid 10, cold 10 |<br />
sr = 19 |<br />
f = 11 |<br />
r = 12 |<br />
w = 7 |<br />
spd = 30 ft., fly 50 ft. (good) |<br />
melee1 = ''+1 longsword'' +15/+10 (1d8+8/19-20) |<br />
range1 = ''+1 flaming composite longbow'' +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle) |<br />
bab = 9 |<br />
cmdon = 1 |<br />
sla = Constant&mdash;''true seeing''<br><br />
At will&mdash;''fear'' (single target, DC 19), ''greater teleport'' (self plus 50 lbs. of objects only), ''minor image'' (DC 17), ''unholy blight'' (DC 19)<br><br />
1/day&mdash;summon (level 3, 2 bearded devils, 50%) |<br />
cl = 12 |<br />
str = 20 |<br />
dex = 23 |<br />
con = 21 |<br />
int = 14 |<br />
wis = 18 |<br />
cha = 21 |<br />
feats = Combat Reflexes, Dodge(B), Mobility(B), Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run |<br />
skills = Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15 |<br />
skptno = no |<br />
env = any (Baator) |<br />
org = solitary or trio |<br />
tres = triple (''+1 longsword'', ''+1 flaming composite longbow'' [+5 Str bonus], rope) |<br />
}}<br />
<br />
'''Entangle (Su):''' Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an ''animate rope'' spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.<br />
<br />
==Reference==<br />
<br />
* [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/erinyes d20 PF SRD]</div>Idranhttp://www.rilmani.org/w/index.php?title=Kocrachon&diff=4141Kocrachon2019-04-14T03:39:30Z<p>Idran: Created page with "{{creature}} Though their rank may technically be low amongst the hierarchy of the baatezu, the kocrachon (ko-KRA-kahn) are honored and respected by near all devils regardless..."</p>
<hr />
<div>{{creature}}<br />
Though their rank may technically be low amongst the hierarchy of the baatezu, the kocrachon (ko-KRA-kahn) are honored and respected by near all devils regardless of caste, as experts in the application and study of pain and torment in all its forms.<br />
<br />
==History==<br />
<br />
Rarely dispatched from positions where they can ply their well-built expertise, and thus almost never encountered either on the [[Prime]] or on the battlefields of the [[Blood War]], little attention has been paid amongst mortals to the kocrachon, and thus little has been recorded of their past. As kocrachon can be formed only from [[abishai]], they are generally believed to have only existed as a caste since the agreement between baatezu and [[Tiamat]] was first forged; a belief substantiated by [[Pearza]]'s role in the creation of the abishai and her position as commander of the kocrachon. However, some sages point to the [[erinyes]] &mdash; a caste which can similarly only be formed today from abishai or kocrachon, and yet which has historical precedent prior to Tiamat's contract with the baatezu &mdash; as evidence that kocrachon may predate the agreement as well.<br />
<br />
==Culture==<br />
<br />
Focused entirely on the study of the various vagaries of mortal and immortal physiology, the kocrachon is the first opportunity for a baatezu to begin expanding their intellect, and to orient it towards pursuits other than best enacting the orders of others. Kocrachon are formed from those abishai who show great mental potential, placing them commonly at odds with [[barbazu]], their castekin chosen from the most physically capable abishai. On selection, an abishai is sent to the [[Knoll of Blades]], where it is implanted by other kocrachon with dozens of almost invisible eggs. These eggs quickly hatch, the released larvae consuming the abishai's essence from the inside out as they meet each other and combine into a greater being; a torturous process that can stretch out for up to an hour, before the newly formed kocrachon rips its way out of its reptilian skin, its carapace hardening over the next months to the caste's noted sheen.<br />
<br />
Once hatched, kocrachon are inducted into the [[School of Pain]], an organization led by [[Pearza]] of the [[Dark Eight]], the director of baatezu research and implementation, and commander of all kocrachon. This school is totally devoted to instruction in the inner workings of all known beings, both physiologically and psychologically. It's here that a baatezu first begins to learn how exactly to manipulate those outside their kind, to understand the thoughts and drives and psyches of the other various peoples of the planes. They are given ample opportunity to test and experiment on souls captured by baatezu teams across the multiverse; [[tanar'ri]] are of course the most common, but Pearza ensures that [[petitioners]], mortals, and even [[celestials]] are provided to her students in sufficient quantity to perfect their knowledge. Some even pursue the arcane arts, seeking to analyze responses to a broader assortment of stimuli in order to best approach breaking their victims. The most experienced kocrachon are especially noted for being such skilled torturers that their victims often gain a twisted respect, and even love, for them, learning to associate their pain with affection following the breaking of their minds, and devoting themselves to the well-being of their torturer above all else.<br />
<br />
Once a kocrachon has been judged as having reached the pinnacle of their status and become ready for a new role, they are granted promotion to either [[erinyes]] or [[falxugon]], depending on the nature of their particular studies; many are even given the right to select to which they will be promoted, whether they wish to forge relationships directly as with the erinyes, or legalistically as with the falxugon.<br />
<br />
==Ecology==<br />
<br />
Kocrachon are found almost exclusively at the Knoll of Blades, though some especially accomplished or skilled ones are chosen as personal aides, torturers, chirurgeons, or researchers by greater baatezu, placed in positions of high esteem and prestige on other layers. Besides these lauded individuals, the only common encounters with kocrachon beyond their halls of torment are for those engaging in field research, seeking to examine and learn of the ways of mortal beings in their day to day life. This is almost always limited to mortals within Baator, but it's many the occasional visitor to that plane who's reported noting a kocrachon stalking them in the shadows, constantly noting and muttering to themselves while never deigning to interact directly and contaminate their study.<br />
<br />
While kocrachon do implant "eggs" in order to promote deserving abishai, the hatching of these eggs within the abishai is largely an incredibly complicated placebo effect; unlike many baatezu, kocrachon are unable to reproduce naturally through any biological means.<br />
<br />
==Appearance==<br />
<br />
These fiends most resemble massive, man-sized beetles, though with the addition of curled proboscides that when unfurled extend up to three feet long. Their sight tends to be somewhat limited for a baatezu; though they have very detailed near-range vision, their acuity fades much more quickly at longer ranges than most castes, both in normal and darkvision. They make up for this with their three sensory antennae, which are able to pick up incredibly fine changes in scent, sound, and atmosphere. As would be expected for an insectile caste, in addition to their two legs they have four arms, two dominant and two secondary, each ending in pincered claws. Despite their clumsy appearance, kocrachon are of course noted for their incredibly detailed manual dexterity and precision with a blade; a necessity for their role.<br />
<br />
Their carapace naturally holds an enamel-like sheen, ranging in tint from a deep midnight blue to a silvery blue-grey, often speckled or patterned much as any traditional beetle. When need be, they can open their rear carapace (or elytron) and extend broad, membranous wings in order to fly. These wings are usually translucent yellow, and produce an incredibly loud, almost mind-numbing buzz when a kocrachon is in flight.<br />
<br />
Pearsa also commands the kocrachon torturers at the Knoll of Blades, those who've learned the most efficient ways to extract knowledge from a subject. (HB20)<br />
<br />
And kocrachons study learned magic selectively, focusing on spells to hone their talents for torture. (HB49)<br />
<br />
Kocrachons, the elite torturers of Baator, are creatures of horror and nightmare. Where the barbazu are noted for their ferocity on the field of battle, the kocrachons are known for their skill and subtlety with the instruments of cruelty - the very antithesis of the dull and brutal warriors. They extract battle plans and information about spies from tanar'ri and celestial prisoners of war, and from mortals unwise enough to fall int fiendish hands. Masters of their trades, kocrachons are respected by every other kind of baatezu for their ability to wring a confession from even the most unwilling throat. (Interestingly, the most skilled kocrachons earn the respect of their victims as well, who learn to equate exquisite pain with love; the mortals and celestials among them are especially dangerous when - or if - released.) But no matter how successful their methods, kocrachons can be promoted only to the station of erinyes.<br />
<br />
The lesson of the kocrachon: Take pains to induce in others respect for a being of obvious skill. (FE14)<br />
<br />
==Reference==<br />
<br />
* {{cite|Book of Vile Darkness|pp.175-176}}<br />
* {{cite|Planes of Law: Monstrous Supplement|pp.10-11}}<br />
* {{cite|Faces of Evil: The Fiends|pgs.14,17}}<br />
* {{cite|Hellbound: The Blood War|pgs.20,49}}<br />
<br />
[[Category:Baatezu]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Baatorian&diff=4140Baatorian2019-04-14T02:44:03Z<p>Idran: /* Extant Examples */</p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants &mdash; but it's well known that [[Baatezu|devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate kind of beings.<br />
<br />
__TOC__<br />
<br />
==Ecology & Appearance==<br />
<br />
It is common knowledge that Baatezu reproduce through the twisting of [[larva|larvae]] into [[lemure]]s, "young" baatezu who then ascend through the ranks. What is much less known, however, is that larvae left untransformed on the plane instead transform into [[nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the nupperibo are supposedly the larval form of Baator's original inhabitants, whom the baatezu are said to have supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the baatorians, if they did exist, extremely hard to pin down. Most sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or even as entirely noncorporeal entities, existing only as abstract concepts of primal terror that occasionally manifest in the deepest and darkest recesses of the Lower Planes. They agree, however, that the baatorians were extremely hard to kill, possessed of great regenerative properties; traits that are still evident in nupperibo, forming another link of evidence. Some few of the sources suggest a resistance to divine and scrying magic, perhaps explaning why fiends reformed as nupperibo must be located manually, and perhaps the reason why Asmodeus had been banished to Baator in the first place.<br />
<br />
Their creation and purpose is likewise murky: one theory that has gained traction among scholars of Fiendish History is that the myth of baatezu and [[tanar'ri]] originating from the runoffs of Law and Chaos from the [[yugoloth]]s' purge by the [[Heart of Darkness]] could instead be applicable to the baatorians and the [[obyrith]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
It's hard to pin down whether any of these supposed creatures currently exist &mdash; the apparent long "gestation period" for nupperibo means observing a creature for the time needed to mature is impractical, though such a drawback would not deter the yugoloths and their arcanoscientists, given that they are immortal and (as a rule) extremely patient. The yugoloths also engage in sporadic trading of nupperibo, similar to the larvae trade between [[night hag]]s and fiends, even though there are much more efficient trade goods and food stores.<br />
<br />
The most likely places to find baatorians, of course, would be in Baator, even though it is filled with devils nowadays, and resembles a giant military base more than a plane. Any potential civilisations or creatures would be hard-pressed to exist under the cast-iron glare of the baatezu, though there are a few places and phenomena of interest.<br />
<br />
Adventurers and miners within the deepest recesses of [[Maladomini]] have reported shapeless creatures, indestructible masses that breathe in light and breathe out darkness, with some of the more aggressive examples breathing in life instead of light. Similar rumours float around [[Malbolge]], and the terrible screams that occasionally echo from deep caverns around the layer &mdash; though oddly only [[tiefling]]s and fiends appear able to hear them.<br />
<br />
More observably, a canny cutter can sometimes spy strange things in the glaciers of [[Cania]]: snapshots of battles between baatezu and [[archon]]s, sometimes with unrecognisable creatures caught in the fray. Of greater interest to scholars are the buildings, ranging from simple to elaborate, all seemingly carved or shaped from solid stone, and almost all incorporating alien geometries. Planar merchants extracting frozen commodities from the [[Paraelemental Plane of Ice]] have reported similar phenomena, possibly contamination from crossplanar connections originating from sufficiently large Canian glaciers; one especially crackpot theory is that [[the Sleeping Ones]] are in fact ancient baatorians (or perhaps even their gods).<br />
<br />
The last and least searchable place where Baatorians might be found is on the [[Prime Material Plane]] itself. Scattered accounts of the supposed ousting of Baator by the baatezu say that some of the ancient evil fled to the farthest reaches of the Prime and buried itself, or was thrown there by Asmodeus and his army of devils. So far expeditions to the Prime have proved fruitless &mdash; there are simply too many worlds, and scrying has continued to be ineffective in locating signs of baatorians. The most promising lead so far is a cult from the either the prime world of [[Oerth]] or [[Toril]] &mdash; accounts vary &mdash; dedicated to the worship of "[[Zargon|Zargon the Returner]]", though this cult seems to have vanished from all records.<br />
<br />
==References==<br />
<br />
*{{cite|Elder Evils|pp.144-148}}<br />
*{{cite|Fiendish Codex I: Hordes of the Abyss|pg.107}} <br />
*{{cite|Faces of Evil: The Fiends|pp.12-14}} <br />
*{{cite|Hellbound: The Blood War - War Games|pp.74-75}}<br />
*{{cite|Manual of the Planes (3e)|pp.121-122}}<br />
*{{cite|Tales from the Infinite Staircase|pg.127}}<br />
*{{cite|The Inner Planes|pg.72}}<br />
*{{cite|The Lost City}}<br />
<br />
[[Category:Creatures]]<br />
[[Category:Baator]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Baatorian&diff=4139Baatorian2019-04-14T02:42:20Z<p>Idran: </p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants &mdash; but it's well known that [[Baatezu|devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate kind of beings.<br />
<br />
__TOC__<br />
<br />
==Ecology & Appearance==<br />
<br />
It is common knowledge that Baatezu reproduce through the twisting of [[larva|larvae]] into [[lemure]]s, "young" baatezu who then ascend through the ranks. What is much less known, however, is that larvae left untransformed on the plane instead transform into [[nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the nupperibo are supposedly the larval form of Baator's original inhabitants, whom the baatezu are said to have supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the baatorians, if they did exist, extremely hard to pin down. Most sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or even as entirely noncorporeal entities, existing only as abstract concepts of primal terror that occasionally manifest in the deepest and darkest recesses of the Lower Planes. They agree, however, that the baatorians were extremely hard to kill, possessed of great regenerative properties; traits that are still evident in nupperibo, forming another link of evidence. Some few of the sources suggest a resistance to divine and scrying magic, perhaps explaning why fiends reformed as nupperibo must be located manually, and perhaps the reason why Asmodeus had been banished to Baator in the first place.<br />
<br />
Their creation and purpose is likewise murky: one theory that has gained traction among scholars of Fiendish History is that the myth of baatezu and [[tanar'ri]] originating from the runoffs of Law and Chaos from the [[yugoloth]]s' purge by the [[Heart of Darkness]] could instead be applicable to the baatorians and the [[obyrith]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
It's hard to pin down whether any of these supposed creatures currently exist - the apparent long "gestation period" for nupperibo means observing a creature for the time needed to mature is impractical, though such a drawback would not deter the yugoloths and their arcanoscientists, given that they are immortal and (as a rule) extremely patient. The yugoloths also engage in sporadic trading of nupperibo, similar to the larvae trade between [[night hag]]s and fiends, even though there are much more efficient trade goods and food stores.<br />
<br />
The most likely places to find baatorians, of course, would be in Baator, even though it is filled with Devils nowadays, and resembles a giant military base more than a Plane. Any potential civilisations or creatures would be hard-pressed to exist under the cast-iron glare of the baatezu, though there are a few places and phenomena of interest.<br />
<br />
Adventurers and miners within the deepest recesses of [[Maladomini]] have reported shapeless creatures, indestructible masses that breathe in light and breathe out darkness, with some of the more aggressive examples breathing in life instead of light. Similar rumours float around [[Malbolge]], and the terrible screams that occasionally echo from deep caverns around the layer - though oddly only [[tiefling]]s and fiends appear able to hear them.<br />
<br />
More observably, a canny cutter can sometimes spy strange things in the glaciers of [[Cania]]: snapshots of battles between baatezu and [[archon]]s, sometimes with unrecognisable creatures caught in the fray. Of greater interest to scholars are the buildings, ranging from simple to elaborate, all seemingly carved or shaped from solid stone, and almost all incorporating alien geometries. Planar merchants extracting frozen commodities from the [[Paraelemental Plane of Ice]] have reported similar phenomena, possibly contamination from crossplanar connections originating from sufficiently large Canian glaciers; one especially crackpot theory is that [[the Sleeping Ones]] are in fact ancient Baatorians (or perhaps even their gods).<br />
<br />
The last and least searchable place where Baatorians might be found is on the [[Prime Material Plane]] itself. Scattered accounts of the supposed ousting of Baator by the baatezu say that some of the ancient evil fled to the farthest reaches of the Prime and buried itself, or was thrown there by Asmodeus and his army of devils. So far expeditions to the Prime have proved fruitless - there are simply too many worlds, and scrying has continued to be ineffective in locating signs of baatorians. The most promising lead so far is a cult from the either the prime world of [[Oerth]] or [[Toril]] - accounts vary - dedicated to the worship of "[[Zargon|Zargon the Returner]]", though this cult seems to have vanished from all records.<br />
<br />
==References==<br />
<br />
*{{cite|Elder Evils|pp.144-148}}<br />
*{{cite|Fiendish Codex I: Hordes of the Abyss|pg.107}} <br />
*{{cite|Faces of Evil: The Fiends|pp.12-14}} <br />
*{{cite|Hellbound: The Blood War - War Games|pp.74-75}}<br />
*{{cite|Manual of the Planes (3e)|pp.121-122}}<br />
*{{cite|Tales from the Infinite Staircase|pg.127}}<br />
*{{cite|The Inner Planes|pg.72}}<br />
*{{cite|The Lost City}}<br />
<br />
[[Category:Creatures]]<br />
[[Category:Baator]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Erinyes&diff=4138Erinyes2019-04-14T02:00:13Z<p>Idran: </p>
<hr />
<div>{{creature}}<br />
Approximately mid-ranked amongst the lesser baatezu, the erinyes (ih-RIN-ee-eez) hold an important dual role in diabolic culture: in [[Baator]], they are the first caste to take the role of a true tactician in fighting the [[Blood War]], while beyond their home plane, they are the first charged with gaining not just souls from mortals, but true devotion.<br />
<br />
==History==<br />
<br />
Though none trustworthy enough to believe can say for certain, it is thought that the first erinyes were celestials dating back to the time of the [[Pact Primeval]]. Minions of [[Asmodeus]], when he was dismissed from service and fell to [[Nessus]], these celestials fell with him. Their wings were tainted, and their connection to the divine was severed. This, it is said, is why they differ from other baatezu in so many ways, and why they and their ascended forms alone (but for unique devils) hold the ability to bear young.<br />
<br />
==Culture==<br />
<br />
In baatezu culture, the erinyes is one of the first castes to be granted any actual respect by other baatezu for their abilities. Erinyes take their form in one of two paths. The first are granted the form as a reward for great accomplishments as an [[abishai]], or the demonstration of high degrees of potential, while the second are given the form after "graduation" from the status of [[kocrachon]], after they have learned as much as they can about the fine art of torture, and demonstrated that art in innumerous fashions. In both cases, however, the newly-promoted fiend is not given any great training, no newfound forms of education, for they are seen as far beyond that point. No, they are thrown straight to the wolves, sent to either the front lines of the Blood War or the communities of mortals beyond Baator in order to perform their task.<br />
<br />
An erinyes's first assignment is determined largely from the nature seen in their abilities prior to their promotion. Those that show great skill in mortal interaction are first sent to exploit this ability for the sake of the baatezu (most promoted from kocrachon are given this initial assignment), and those that instead show great skill at combat or great tactical intuition are sent as lieutenants into the Blood War. However, all erinyes are expected to excel at both roles, and are given ample assignments in both regions; this is where many baatezu first begin to mature a breadth of ability, after all, and those that cannot excel in both areas, equally important as they are, are looked down upon by all.<br />
<br />
In the Blood War, the erinyes is the lowest of the officers, directing the [[spinagon]] and [[barbazu]] soldiers according to the orders of their superiors, and often engaging in battle themselves. As the major front-line officers, erinyes have ample chance to practice their abilities in both tactics and strategies, often needing to lead situations unforeseen by the more distant castes and adapt to changes in the battlefield faster than orders can be communicated from further up the chain in order to ensure victory.<br />
<br />
Their other role, however, is just as important; pulling mortals to the side of Baator in order to fuel the kind through both spiritual energy and greater numbers. Unlike the falxugon, erinyes do not achieve this goal through promises of riches or power; instead, they ply mortals in such a way that they themselves will decide to come to the Hells. And unlike the succubus, they do not achieve this through trickery, nor through physical pleasure alone. Whether through seduction, debate, coercion, or torture, an erinyes is meant to inspire not just promises, but true and ''honest'' devotion. Even the seduction of an erinyes, though it does include physical elements, is far more focused on the emotional than that of the succubus, forging a relationship as opposed to a fling. By far the preferred targets of the erinyes are the faithful, those with existing ties of devotion that can be broken and reforged in Baator's name. Some think this to be additionally in part a reflection of their rumored status as fallen angels, though as this belief as to the origins of the erinyes is yet to be confirmed, none can say how accurate this theory may be.<br />
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Because of their differing methods, erinyes have a longstanding feud of sorts with the falxugon, each seeing their methods as far superior to the other; the falxugon tend to have a higher success rate with their contracts and bargains, while the loyalty of those swayed by an erinyes is of no compare to the parties of a falxugon. Erinyes have a similar feud with the [[succubus]], though of far greater fervor of course &mdash; beyond the usual divisions of law and chaos, many erinyes see succubi as sex-obsessed fools that are far too quick to seek personal sustenance even when it is against the best interests of the tanar'ri as a whole. Ironically, with how often erinyes come into contact with succubi outside the bounds of the planes or the fields of the Blood War, especially in situations where they cannot simply kill one another due to the necessities of the mask, out of all castes they are those most likely to also hold some level of professional respect towards one another; they may think one another as blood enemies suffering from pure philosophical delusion, but their interactions in the field seem to temper this hate somewhat. As tempered as a fiend's hate can be, at least.<br />
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After decades of service, erinyes are given the opportunity to be promoted on just as any fiend. Most are promoted to the station of [[osyluth]], but depending on their skill, can be promoted to [[hamatula]], [[amnizu]], [[cornugon]], [[gelugon]], or even [[pit fiend]]. Further, every decade those thousand that have had the most success on the Prime are promoted to the level of [[brachina]] and given the illustrious goal of bringing those whose faith and devotion is already promised to other beings (priests, cultists, and the like) into the fold. The position of brachina is perhaps the most coveted amongst erinyes, and they hold no greater honor than to be brought to that point; many erinyes in fact specifically eschew promotion in hopes that when the next cycle of brachina comes about, they will be among those rewarded.<br />
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==Ecology==<br />
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When a baatezu is promoted to the position of erinyes, their first act is the creation of their rope of entanglement. This item, an animated rope woven from their own hair, is tied innately to them, bound to their identity and used both physically in combat and metaphorically in their collection of damned mortals. <br />
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Erinyes can be found throughout Baator, though the largest concentration can be found on [[Avernus]] amongst the armies of the Blood War. In addition, some secluded communities of erinyes dot [[Dis (layer)|Dis]], where erinyes children are raised away from the wiles of other fiends that would wish to take them for their own purposes. Though all castes of baatezu can father young, only the erinyes, brachina, and [[noble baatezu]] can bear young, and as such they treasure their children greatly. Though fiendish love, even familial love, is a far crueler form than that experienced by most mortals, it is just as strong; for allowing them a home away from baatezu society, many of them take up service in the name of [[Dispater]] in gratitude, lending his troops a far greater proportion of such than most Baatorian armies.<br />
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In these communities, erinyes children are taught the lessons and skills that most erinyes learn as they ascend the ranks of baatezu. As it takes but a century for an erinyes child to reach adulthood, most such "natural" erinyes are kept for much longer until they have the talents expected of them by other fiends. This is all under the approval of the higher echelons of baatezu society, as they have no wish for poor examples of baatezu to come into society. These communities are strictly sealed from all but erinyes and their kin, but for a single osyluth observer (always once an erinyes themselves) charged with keeping order as necessary. This kin always includes small numbers of [[alu-fiend]]s, [[cambion]]s, and [[tiefling]]s, kept and taught no differently from a fully fiendish erinyes child.<br />
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==Appearance==<br />
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The natural form of an erinyes is always female, much as the natural form of a falxugon is always male, though they do have the ability to shift their apparent gender. Physically, an erinyes will always resemble some humanoid species, though the vast majority appear most similar to humans or half-elves. The major distinction is in their broad, feathered wings, ranging in color from charcoal gray to pitch black, though some erinyes have been known to have unnatural skin tone, usually on the spectrum from green to blue.<br />
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But for gender, no erinyes has any natural ability to shift their form like their demonic equivalents. Some explore other methods of doing so if only to allow their work upon the Prime to proceed more efficiently, but others see such as crutches used by the likes of the succubi, and prefer to do their work wholly naturally. Given their continued resemblance to celestials, this often is not as ineffective as it may appear.<br />
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==Reference==<br />
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* {{cite|Bestiary|pg.75}}<br />
* {{cite|Dragon #75 - The Nine Hells: Part I|pg.21}}<br />
* {{cite|Faces of Evil: The Fiends|pgs.14,20}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pgs.13,18,134-135}}<br />
* {{cite|Planescape MCI|pg.22}}<br />
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[[Category:Baatezu]]</div>Idranhttp://www.rilmani.org/w/index.php?title=Terlen/pf&diff=4137Terlen/pf2019-03-31T16:58:35Z<p>Idran: Created page with "{{stat PF| cr = 3 | al = Always N(E) | sz = m | type = mgb | stype = Aquatic, Extraplanar | init = 2 | sense = low-light vision; Perception +17 | lang = | aura = | ac = 20 |..."</p>
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<div>{{stat PF|<br />
cr = 3 |<br />
al = Always N(E) |<br />
sz = m |<br />
type = mgb |<br />
stype = Aquatic, Extraplanar |<br />
init = 2 |<br />
sense = low-light vision; Perception +17 |<br />
lang = |<br />
aura = |<br />
ac = 20 |<br />
touchac = 12 |<br />
flatac = 18 |<br />
acsource = +2 Dex, +8 natural |<br />
hd = 4 |<br />
heal = |<br />
def = |<br />
dr = |<br />
imm = |<br />
res = |<br />
sr = |<br />
f = 6 |<br />
r = 6 |<br />
w = 1 |<br />
specsave = |<br />
spd = 5 ft., fly 60 ft. (average), swim 60 ft. |<br />
melee1 = bite +7 (1d8+3) |<br />
range1 = |<br />
space = |<br />
reach = |<br />
bab = 4 |<br />
cmdnotes = cannot be tripped |<br />
satk = |<br />
spell1 = |<br />
spclass1 = |<br />
spcl1 = |<br />
sla = |<br />
cl = |<br />
rntch = |<br />
str = 16 |<br />
dex = 14 |<br />
con = 14 |<br />
int = 1 |<br />
wis = 11 |<br />
cha = 7 |<br />
sq = amphibious, camouflage |<br />
gear = |<br />
feats = Alertness, Skill Focus (Stealth) |<br />
efeats = |<br />
skills = Fly +5, Perception +4, Stealth +14, Survival +1, Swim +7; '''Racial Modifiers''' +8 Stealth |<br />
skptno = y |<br />
env = Any in or near water (Lower Neutral Planes) |<br />
org = Solitary or school (2-8) |<br />
tres = None |<br />
}}<br />
<br />
'''Camouflage (Ex):''' Due to their ability to shift the coloration of their skin, terlens can use the Stealth skill to hide even if the terrain doesn't grant cover or concealment.</div>Idran