The Obedience Project


Homebrew and House Rules


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So I, for one, really like the obedience mechanic (Deific Obedience, Celestial Obedience, etc) that Pathfinder has. So, because I have lots of free time post-semester, I'll be making obediences for ALL* of Pathfinder's deities.

*except ones who have been done as of the start of this project.

Now the first issue with obediences is that, simply, there are a number of potential pantheons who don't have one of their own. Personally, I don't care for Paizo's solution of simply giving anyone who isn't covered by an existing feat Deific Obedience and calling it a day, mainly because it gives writers (like me, I guess) three times more work to do and I am lazy. So without further ado, here's...

TerminalArtiste's Obedience Project: Part 1
Feats

Daemonic Obedience:

Daemonic Obedience
Your bleak nihilism and your devotion to ending life have attracted the attention of Abaddon's natives, and they reward you with special boons.

Prerequisites: Knowledge (planes) 3 ranks, must worship a daemonic harbinger or one of the Four Horsemen.

Benefit: Each daemonic sponsor requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the daemonic sponsor.

If you have at least 12 Hit Dice, you also gain the first boon granted by your daemonic sponsor upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the daemonic sponsor’s second boon. If you have 20 Hit Dice or more, you also gain the daemonic sponsor’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Special: Taking this feat alters the entry requirements for the souldrinker prestige class ( Book of the Damned - Volume 3: Horsemen of the Apocalypse pg. 34), allowing you to worship a daemonic harbringer instead of one of the Four Horsemen. Should you do so, you replace the lesser oblivion, oblivion, and greater oblivion class features with your boons from this prestige class. If you take this feat and worship one of the Four Horsemen, you also perform this replacement.

Diabolic Obedience:

Diabolic Obedience
The powers of Hell have taken notice of your sacred rites and devotion, rewarding you with special boons.

Prerequisites: Knowledge (planes) 3 ranks, must worship an archdevil, infernal duke, malebrance, or whore queen.

Benefit: Each diabolic patron requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the diabolic patron.

If you have at least 12 Hit Dice, you also gain the first boon granted by your diabolic patron upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the diabolic patron’s second boon. If you have 20 Hit Dice or more, you also gain the diabolic patron’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Infernal cabalists gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Orc Mysticism:

Orc Mysticism
Through foul ritual and dedication to crushing the weak, you have gained the notice of the orc's gods, who reward you with special boons.

Prerequisites Knowledge (religion) 3 ranks, must worhsip one of the orc pantheon.

Benefits Each orc god requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the orc god.

If you have at least 12 Hit Dice, you also gain the first boon granted by your orc god upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the orc god’s second boon. If you have 20 Hit Dice or more, you also gain the orc god’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Brutal mystics gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Service to the Eldest:

Service to the Eldest
You have served one of the inscrutable Eldest faithfully and well, leading them to reward you with special boons.

Prerequistes Knowledge (planes) 3 ranks, must worship an Eldest.

Benefits Each Eldest requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the Eldest.

If you have at least 12 Hit Dice, you also gain the first boon granted by your Eldest upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Eldest’s second boon. If you have 20 Hit Dice or more, you also gain the Eldest’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Agents of the fey gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Unspeakable Pact:

Unspeakable Pact
You have come to the worship of the foul Great Old Ones, and they have provided secrets hidden in the deepest darkness of all, granting you special boons.

Prerequisites: Knowledge (religion) 3 ranks, must worship a Great Old One

Benefits Each Great Old One requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the Great Old One.

If you have at least 12 Hit Dice, you also gain the first boon granted by your Great Old One upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Great Old One’s second boon. If you have 20 Hit Dice or more, you also gain the Great Old One’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Weavers of the tapestry gain access to these boons at lower levels as a benefit of their prestige class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Because the existing obedience feats are a perfectly good framework, I think.

Part 2 will be up once I'm finished with it. Comments are welcome.


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"I can't tell you about the pact my parents had, but rest assured, it was interesting."


Well technically Yog-Sothoth wouldn't be covered by Unspeakable Pact, as he is an Outer God and thus qualifies for Deific Obedience.

But I appreciate the interest! And Korina seems like a very interesting character.


I thought so. XD And at the very least, you've got one person following this thread with interest now!


Well I'm afraid that the plan is to do these guys alphabetically...but just this once, I think I'll break my own rule.


I created Infernal Obedience for Wayfinder #11, if it can be useful to you.


It's cool and flavorful, although the reason that paizo doesn't have this kind of variety is probably that, mechanically, all these feats basically function the same, the flaor is provided by the individual obedience's/boons themselves. that said, I like what your doing, and look forward to seeing what you come up with.


Bardess wrote:
I created Infernal Obedience for Wayfinder #11, if it can be useful to you.

It would have been, but I think I'll challenge myself and do my own spin on the archdevils. Very good work, though.


Any way we can get some extra Empyreal love in here? Some of the coolest ones (Smiad!) Aren't defined yet.


there is a whore queen?


HWalsh wrote:
Any way we can get some extra Empyreal love in here? Some of the coolest ones (Smiad!) Aren't defined yet.

I completely agree! And yes, I will be doing Smiad eventually.

zainale wrote:
there is a whore queen?

There are actually 4. They're the highest of the female devils in Hell.


Excuse me while I plug a relevent thread I made a couple months back.


Well!

Finally have the first Obedience entry done; Aegirran!

Aegirran's Obedience:

Aegirran
The Sea Dreamer
God of dreams, sailing, and voyages
Alignment NG
Domains Good, Travel, Water, Weather
Favored Weapon trident
Nationality giant
Obedience
Gather a gallon of pure water in a bowl, then pour it out over your head. Kneel as the water dries. While doing so, meditate on journeys past and journeys planned. Gain a +4 sacred bonus against water effects.

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Evangelist Boons
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1: Smooth Sailing (Sp) air bubble 3/day, slipstream 2/day, or unseen crew 1/day

2: Experienced Sailor (Ex) Your time spent on the open seas has strengthened you, for you have seen their worst and prevailed. You gain a +4 sacred bonus to CMD against trip maneuvers and a +4 bonus to Swim checks.

3: Aqueous Transport (Sp) You gain the ability to use the Plane of Water to shorten your transit time over the open sea. You can use this ability once per day as greater teleport. You may carry along an amount of allies equal to 1/2 your Hit Die. Your starting point and destination must be bodies of water, though they need not be contiguous.
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Exalted Boons
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1: Dreams of the Sea (Sp) sleep 3/day, augury 2/day or sending 1/day

2: Commune with the Sea (Sp) Once per day, you can cast commune with nature, strengthened so that you may ask up to five facts. This ability only operates if you are on the open sea; this restriction does not apply if you cast commune with nature in another fashion.

3: Emissary to the Deep (Sp) You have been tasked as one of Aegirran's favored minions to spread his light to the darkest seas. You can cast water breathing once per day as a standard action. While this ability is in effect, all creatures affected can see perfectly in darkness and gain a +4 bonus to Perception checks while underwater.
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Sentinel Boons
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1: Breaking with the Waves (Sp) hydraulic push 3/day, obscuring mist 2/day or hydraulic torrent 1/day

2: Trident Mastery (Ex) Your practice with using a trident has made you overwhelming in skill and honed your strength to surpassing levels. You gain a +1 sacred bonus to attack and damage rolls with tridents.

3: Mantle of Waves (Su) You can summon water to surround you, enhancing your defense and movement. While in effect, you gain all-around vision, a +2 bonus to AC against attacks of opportunity, and a +10 bonus to land speed. If used underwater, you gain a swim speed equal to your land speed +10 feet. You may use this ability for one round per day plus 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds per day). These rounds do not need to be consecutive.
-------

Aegirran is a god of the noble storm giants, representing their charge to steward the oceans of creation. He resides on the Plane of Water in a great submersible, the Ballad of Fair Tides, which is the size of a city. Here, he resides alongside his followers, which are usually the reincarnated forms of storm giants who worshipped him in life, reborn as celestial paragons or as mighty water elementals, although any good-natured creature of water is welcome aboard. He is considered one of the greater powers on the Plane of Water, frequently conducting skirmishes against the worshippers of Kelizandri. The spouse of Skode, Aegirran is tragically separated from her except at rare convergences of the Elemental Planes of Water and Air. He tasks a group of the crew aboard his ship with tracking these convergences at all times, but otherwise is dedicated to his cause of making travel at sea safe for all of pure heart.

Aegirran appears as a mighty storm giant, wearing armor made of magically-strengthened coral and carrying a great trident, the head of which is carved out of the same material. His skin is pale blue, and his long hair and beard are dazzling violet.

And also, as a treat for first commentor Korina:

Super-Special One-Time Only Bonus Obedience Entry for Yog-Sothoth:

Yog-Sothoth
Lurker at the Threshold
God of gates, space, and time
Alignment CN
Domains Chaos, Darkness, Knowledge, Travel, Void
Favored Weapon dagger
Nationality alien
Obedience
Use ink mixed with a drop of your own blood to paint a gateway with 45 spirals, representing the sacred number and symbol of Yog-Sothoth. Meditate on Yog-Sothoth's teachings while the ink dries. At the end of the hour, step through the gateway. Any spells of the teleportation subschool that you cast or that are cast on you function at +1 caster level.

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Evangelist Boons
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1: Time is Against Them (Sp) unprepared combatant 3/day, twisted futures 2/day or slow 1/day

2: Knowledge of the True Future (Ex) Your insights into the future affect your perception of the present. Your divination (scrying) spells function at +1 caster level, and you gain a +4 sacred or profane bonus against illusion effects. The type of bonus gained depends on your alignment-if you're neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can't be changed.

3: Chronovore (Su) Once per day, as an immediate action upon landing a critical hit, you can declare use of this ability. The target is prevented from taking any actions until the end of your next turn, while you gain the benefit of haste until the end of your next turn.
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Exalted Boons
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1: Gate to the Abberant (Sp) magic fang 3/day, bull's strength 2/day or summon monster III (chaotic monsters only) 1/day

2: Twisted Ally (Su) Once per day as a standard action, you can summon a chaos beast (Pathfinder RPG Bestiary 2 pg. 1). The chaos beast follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The chaos beast doesn't follow commands that would cause it to act in overly lawful or altruistic ways, and could attack you if the command is particularly egregious.

3: Harbinger of Chaos (Su) All creatures you summon with conjuration (summoning) spells gain the entropic simple template; those which are normally of the chaotic subtype gain the advanced simple template.
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Sentinel Boons
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1: Unearthly Mobility (Sp) longstrider 3/day, blur 2/day, or displacement 1/day

2: Manifold Defense (Su) You can twist space around yourself in order to defend yourself from attack. When you use this ability, you summon 3 mirror images of yourself, one per side except the side you are facing. You gain all-around vision while this ability is in effect, and your doubles protect you from attacks of opportunity. You can use this ability as a move action for 1 round plus 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds per day). These rounds do not need to be consecutive.

3: Shredding Space (Sp) Once per day as a standard action, you can use dimension door. This ability creates a violent warp in the fabric of space; all creatures within a 10 ft. radius of the starting square and the destination are knocked prone (Fort save DC 30 negates); additionally, creatures in this radius take 4d6 points of slashing damage even if they are not knocked prone. Lawful creatures take a -2 penalty on the save to resist the prone effect, and suffer 4d8 slashing damage.
-------

Yog-Sothoth is thoroughly an enigma, like most of his brethren of the Dark Tapestry. Even the Old Cults debate on his true nature; prevailing theories suggest that he is a sapient embodiment of the Dark Tapestry or an intelligent dimension coterminous to the Material Plane. They agree, however, that he is somehow shackled, and unable to act on the Material Plane directly. As such, he enlists cults to open gates in space to try to summon him, which mercifully are rarely successful. More malevolent cults perform debased rituals in order to invest his chaotic power into themselves or their offspring, trading sanity for eldritch awareness and their rightful forms for twisted strength.

Yog-Sothoth rarely manifests on the Material Plane, but chooses to appear as a massive conglomerate of iridescent orbs, sometimes joined by putrid and twisted flesh.

And we will return as of now to the regularly scheduled alphabetical listing. Hope you all like them!


What is a "water effect"? [Water] spells? Cold effects? Drowning? Swimming tests?

Teleportation spells are not only rare, they can be used against you. Giving opponents a +1 CL to beat your SR and Plane Shift you to a hostile location isn't much of a benefit.


Dot


Slithery D wrote:
What is a "water effect"? [Water] spells? Cold effects? Drowning? Swimming tests?

I was thinking water spells. Too late to edit, so I'll just resubmit.

Aegirran's Obedience 2.0:

Aegirran
The Sea Dreamer
God of dreams, sailing, and voyages
Alignment NG
Domains Good, Travel, Water, Weather
Favored Weapon trident
Nationality giant
Obedience
Gather a gallon of pure water in a bowl, then pour it out over your head. Kneel as the water dries. While doing so, meditate on journeys past and journeys planned. Gain a +4 sacred bonus to saving throws against water spells.

-------
Evangelist Boons
-------
1: Smooth Sailing (Sp) air bubble 3/day, slipstream 2/day, or unseen crew 1/day[i]

2: Experienced Sailor (Ex) Your time spent on the open seas has strengthened you, for you have seen their worst and prevailed. You gain a +4 sacred bonus to CMD against trip maneuvers and a +4 bonus to Swim checks.

3: Aqueous Transport (Sp) You gain the ability to use the Plane of Water to shorten your transit time over the open sea. You can use this ability once per day as [i] greater teleport. You may carry along an amount of allies equal to 1/2 your Hit Die. Your starting point and destination must be bodies of water, though they need not be contiguous.
-------
Exalted Boons
-------
1: Dreams of the Sea (Sp) sleep 3/day, augury 2/day or sending 1/day

2: Commune with the Sea (Sp) Once per day, you can cast commune with nature, strengthened so that you may ask up to five facts. This ability only operates if you are on the open sea; this restriction does not apply if you cast commune with nature in another fashion.

3: Emissary to the Deep (Sp) You have been tasked as one of Aegirran's favored minions to spread his light to the darkest seas. You can cast water breathing once per day as a standard action. While this ability is in effect, all creatures affected can see perfectly in darkness and gain a +4 bonus to Perception checks while underwater.
-------
Sentinel Boons
-------
1: Breaking with the Waves (Sp) hydraulic push 3/day, obscuring mist 2/day or hydraulic torrent 1/day

2: Trident Mastery (Ex) Your practice with using a trident has made you overwhelming in skill and honed your strength to surpassing levels. You gain a +1 sacred bonus to attack and damage rolls with tridents.

3: Mantle of Waves (Su) You can summon water to surround you, enhancing your defense and movement. While in effect, you gain all-around vision, a +2 bonus to AC against attacks of opportunity, and a +10 bonus to land speed. If used underwater, you gain a swim speed equal to your land speed +10 feet. You may use this ability for one round per day plus 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds per day). These rounds do not need to be consecutive.
-------

Aegirran is a god of the noble storm giants, representing their charge to steward the oceans of creation. He resides on the Plane of Water in a great submersible, the Ballad of Fair Tides, which is the size of a city. Here, he resides alongside his followers, which are usually the reincarnated forms of storm giants who worshipped him in life, reborn as celestial paragons or as mighty water elementals, although any good-natured creature of water is welcome aboard. He is considered one of the greater powers on the Plane of Water, frequently conducting skirmishes against the worshippers of Kelizandri. The spouse of Skode, Aegirran is tragically separated from her except at rare convergences of the Elemental Planes of Water and Air. He tasks a group of the crew aboard his ship with tracking these convergences at all times, but otherwise is dedicated to his cause of making travel at sea safe for all of pure heart.

Aegirran appears as a mighty storm giant, wearing armor made of magically-strengthened coral and carrying a great trident, the head of which is carved out of the same material. His skin is pale blue, and his long hair and beard are dazzling violet.

Slithery D wrote:
Teleportation spells are not only rare, they can be used against you. Giving opponents a +1 CL to beat your SR and Plane Shift you to a hostile location isn't much of a benefit.

And I admittedly hadn't thought of that...but it's actually fitting considering as a theme I'm trying to explore with the gods of the Dark Tapestry is that their power is usually a double-edged sword. So I think I'll keep it as is.


Next Obedience is up: Aesdurath, our first Abaddon native!

Aesdurath's Obedience:

Aesdurath
The Pale Dowager
Goddess of immortality, liches, and magical catastrophes
Alignment NE
Domains Death, Evil, Magic, Trickery
Favored Weapon dagger
Nationality daemon
Obedience
Take the skull of a sentient creature and place a large crystal, worth at least 50 gp, in the mouth. This crystal can be used in multiple obediences, if it survives. Burn the skull, then smear the still-hot ashes on one hand and leave a handprint on your torso over your heart. Treat your caster level as 1 higher when casting necromancy spells that deal hit point damage.

-------
Souldrinker[b]
-------
[b]1: Taste of Death (Sp)
inflict light wounds 3/day, unshakeable chill 2/day or false life 1/day

2: Deadly Magic (Su) You can call on your goddess' might to make a spell particularly lethal. Once per day while casting a necromancy spell that deals Hit Point damage, you can use this ability to apply the Empower Spell metamagic feat to it as though it was a spontaneously cast spell (increasing a standard action to a full-round action, or otherwise adding an extra full-round action to spells with a longer casting time). This does not increase the spell's level.

3: Refraction (Ex) Your goddess' influence has shaped you to be proofed against your enemies, causing strange crystals to grow in your body. You gain spell resistance equal to 5 + your number of Hit Die (maximum 25). If an enemy spell fails to penetrate this spell resistance, you gain temporary Hit Points equal to the spell level.

Aesdurath claims to have been apprentice to the first lich in creation, but her attempt to ape her master's success failed; catapulted to Abaddon by the spectacular nature of her death as a venedaemon, she rose among that kind and fell into Zyphus' service, drawn to the older god's interest in senseless death. Consumed with resentment for successful liches like her master and all who follow in his being's path, she sets herself as an advisor to those who pursue lichdom. Those who succumb to her methods are consumed by her; she is canny enough to allow some successes to continue drawing desperate spellcasters into her service. Those who succeed on her advice, however, fare little better than the failures; drawn by her will to her domain in Abaddon and trapped in a steadily growing gallery where they face her vindictive torments.

Aesdurath shows the tragic nature of her death in her physical form; she appears as a humanoid with flesh so burned and raw that her original race is indistinguishable. She bears gleaming clear crystals for teeth, eyes, and jutting from her body in a twisted parody of a bride's gown. Her faithful use crystals in many rituals, including their obedience, and craft elaborate crystalline hilts for their signature daggers.

As usual, comments are welcome.


Huh, my earlier post didn't go through. Weird. o.O

Anyway, I like seeing more of Yog-Sothoth. XD Also, have you considered putting these in a Google document page (or something similar) for easy access and editing?


Korina, Daughter of Yog-Sothoth wrote:

Huh, my earlier post didn't go through. Weird. o.O

Anyway, I like seeing more of Yog-Sothoth. XD Also, have you considered putting these in a Google document page (or something similar) for easy access and editing?

I had not...I will investigate that option though.

Community Manager

Removed posts by request.


So I was really busy with work through last week, and haven't had much time or motivation to work on stuff. Rest assured, though, that the project is still active and I will update again soon. As a treat, the next update will be the 'Abaddon A-names Triple Pack' of Ahriman, Ajids, and Alazhra. I didn't notice it when I uploaded Aesdurath, but yeah, the next three alphabetically after her are all natives of Abaddon, and two more As besides.

Find that kind of funny.


So I've decided to abort the Triple Pack and just make a double update.

Ahriman's Obedience:

Ahriman
Lord of All Divs
God of destruction, divs, & nihilism
Alignment NE
Domains Darkness, Death, Destruction, Evil
Favored Weapon whip
Nationality div
Obedience
Sequester yourself away from all others, and blindfold yourself. Take a bone from a sentient creature and smash it to pieces. Take a handful of the shards and clench your fist around them hard enough to draw blood, meditating on Ahriman's philosophy of ruination. You gain a +4 bonus to saves against spells and effects with the light descriptor.

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Evangelist Boons
-------
1: Bringer of the Eclipse (Sp) shadow weapon 3/day, haunting mists 2/day, or deeper darkness

2: Blinding Flayer (Ex) When you deal a critical hit with a whip, your opponent is blinded for 1 round + 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds). Dealing a critical hit to an opponent who is already blinded by this ability does not increase the duration.

3: Destruction from the Shadows (Su) Once per day as a standard action, you can call on Ahriman's dark powers to summon a foe's own shadow against them. This ability summons a shadowy duplicate of the foe, who possesses their current hit point total, weapons and armor. The duplicate cannot cast spells or activate spell trigger or spell completion magic items, even if the original foe could. Other magic items on the foe's person affect the duplicate's statistics. This duplicate lasts for a number of rounds equal to your evangelist level (maximum 10) or until the foe is dead.
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Exalted Boons
-------
1: Corrupted Whispers (Sp) bungle 3/day, touch of idiocy 2/day or suggestion 1/day

2: Dark Council (Su) Your guidance can unlock great strength, but it makes those who take your advice more susceptible to corruption. As a standard action, you can use this ability to grant a willing ally +2 to attack & damage with weapon attacks or a +2 bonus to save DCs for their spells for one minute, but the ally takes a -2 penalty to Will saves against your mind-affecting spells for the duration. You may use this ability a number of times per day equal to 1 + 1 for every 4 Hit Die you possess (to a maximum of 6 times per day).

3: Litany of Devastation (Sp) You spread Ahriman's destructive gospel to all. Once per day as a full-round action, you can use your dark council ability on all allies within a 60 ft. radius, with the effects outlined above. This counts as one usage from your daily limit.
-------
Sentinel Boons
-------
1: Inciter of Destruction (Sp) sundering shards 3/day, bull's strength 2/day or rage 1/day

2: Precise Sundering (Ex) When you deal sneak attack damage, you can, as an immediate action, attempt a sunder combat maneuver with a +2 bonus to your CMB. If you do not have the sneak attack class feature, this ability grants you the ability to sneak attack as a rogue with a class level equal to your sentinel level once per day, with this boon's benefit.

3: Committed to Destruction (Su) Once per day upon inflicting damage with a weapon attack, you can call upon Ahriman's power to grant that weapon the bane weapon special ability against any one subtype the opponent possesses. This ability lasts for a number of rounds equal to your sentinel level (maximum 10) or until the opponent is dead.

Creation has forever given way to destruction, and Ahriman has always been there, in turn. He bedevils mortals and outsiders of all sorts, wishing to see all of existence collapse into ruin; he only creates in order to further the destruction he craves. He is the ultimate enemy of genies, having vexed them since time immemorial. His own servants, the race of fiends called the div, are born from the souls of wicked genies. His mortal cultists wish to ruin the good works of others in emulation of him, taking the name of Usij on Golarion. The Usij were sought out and mostly eliminated by the faith of Sarenrae, but they maintain small cabals in secret, especially in the deserts of the world. A favorite tactic of the Usij is to infiltrate local governments and to slowly lead them down self-destructive paths through seemingly competent advice. Other groups take on paths of banditry and thievery, seeking to destroy the lives of others on a smaller scale. Followers of Ahriman are careful to prolong a target's agonies as long as is feasible, relishing in the pain and suffering they bring.

Ahriman appears in a terrifying form: the size of a house, skin covered in writhing vipers, bound in great chains, with wicked claws and four horns primed to gore foes. His followers wield whips with handles made from animal horns or styled to look like snakes, with the former style being favored by more aggressive cults and the latter favored by cults based around deceit.

Ajids' Obedience:

Ajids
Father Flense
God of mutilation, skinning, and trophy taking
Alignment NE
Domains Death, Evil, Madness, War
Favored Weapon war razor
Nationality daemon
Obedience
Take a strip of skin from a living sentient creature and cover your eyes with the skin. You do not have to kill the creature, allowing you to use the same target to fuel multiple obediences. If no suitable creature is available, slash your own palm and smear the blood over your eyes. While blood obscures your vision, meditate on past kills. You gain a +4 profane bonus to CMB when performing disarm and steal combat maneuvers.

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Souldrinker
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1: Knives in the Dark (Sp) true strike 3/day, invisibility 2/day or twilight knife 1/day

2: Cunning Stalker (Ex) You gain a +2 bonus to initiative checks made during a surprise round, a +4 bonus to Stealth checks, and you deal +1 damage per die with slashing weapons.

3: Bloodthirst (Su) You can empower your light weapons with Ajids' power, granting them the wounding weapon special quality for 1 round. You can use this ability a number of times per day equal to 1 + 1 for every 4 Hit Die you possess (to a maximum of 6 rouns per day).

Ajids is a mysterious figure among the harbingers, mainly because he does not converse about his past with others. His focus is simply on stalking and killing prey, and on these subjects he proves a font of information. His victims are stalked at length, and after death he flays their skins from them; he refuses to target foes who cannot provide this sort of trophy, but issues no such directives to his faithful. He guides the murderous into ever greater heights of savagery in their kills, content to use them as perverse shepherds sending souls spiraling into Abaddon's embrace. Ajids makes his realm in an isolated portion of Abaddon called the Gallery of Shredded Skin, which bears monuments to his greatest kills; it is noted that each monument also bears an image of the victim in life, to contrast their proper state with the brutal aftermath of Ajids' attentions. Ajids seldom spends time here, though, preferring the hunt, which takes him to all corners of the Great Beyond.

Ajids appears as a humanoid creature made from an irregular patchwork of different sorts of flesh, with the quirk that these patches fade into and out of visibility to provide only the barest outline of his form. His empty eye sockets, however, remain a constant feature.

Alazhra will be uploaded once she is complete.


Alazhra's obedience is done. Had a lot of fun with this one.

Alazhra's Obedience:

Alazhra
The Dream Eater
Goddess of dreams, night hags, and planar travel
Alignment NE
Domains Darkness, Evil, Repose, Travel
Favored Weapon dagger
Nationality monster
Obedience
Take a nail made of cold iron and clutch it in one hand tightly enough to prick yourself. Use the pain to focus your mind on the day's hunt to come. Sleep effects you cast function at +1 caster level.

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Evangelist Boons
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1: Huntress' Tricks (Sp) unprepared combatant 3/day, chameleon stride 2/day, or isolate 1/day

2: Somnolent Surprise (Sp) Your sleep attacks can tire your foes. If you successfully inflict sleep attack damage, your foes take a -2 penalty to their saves against sleep effects you cast for the rest of the combat; this penalty stacks with the bonus you gain from your obedience. This does not remove immunity to sleep effects. If you do not have the sneak attack class feature, you gain the ability to perform a sneak attack as a rogue equal to your evangelist level, gaining this boon's benefit.

3: Capturing Strike (Su) Once per day, you can channel the effects of create soul gem through your weapon, though you don't need to cast (or even know) the spell. You must declare the use of this ability before you make the attack roll. If the target is reduced to negative hit points or killed, they are affected as if you had used create soul gem to trap their soul in a gem carried on your person. If your attack misses, the create soul gem effect is wasted.
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Exalted Boons
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1: Walking Nightmare (Sp) bane 3/day, darkness 2/day, or fear 1/day

2: Dreamsense (Sp) You can detect nearby dreaming creatures, as though you had used the spell thoughtsenseOA, but only to detect if nearby creatures are dreaming. Only creatures with an Intelligence of 3 or greater are detected by this ability. You may use this ability for 1 minute per exalted level (to a maximum of 10); these uses do not have to be consecutive, but they must be used in 1-minute increments.

3: Draining Dream (Sp) Once per day, you can use the spell symbol of sleep, using an unholy symbol of Alazhra as an additional focus component. While any creatures affected continue to sleep, you gain fast healing equal to your exalted level (maximum 10). Creatures who are affected and continue to sleep take damage as though subjected to your dream haunting special ability, losing 1 point of Constitution per 10 minutes that they continue to sleep.
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Sentinel Boons
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1: Vile Mount (Sp) magic fang 3/day, bull's strength 2/day, or heal mount 1/day

2: Shadowy Steed (Ex) You gain a mount as the cavalier class feature, with your mount being a nightmare (Pathfinder RPG Bestiary). Your mount advances as though you were a cavalier of a level equal to your Hit Die (maximum 20). This boon replaces any companion, fiendish boon, or mount you may already possess through class levels.

3: On Dark Hooves (Su) Your mount possesses powers beyond those of its kin. It can use its plane shift spell-like ability 1 additional time per day, plus 1 additional time for every 5 Hit Die you possess (to a maximum of 6 uses per day). Additionally, its smoke ability is empowered. It constantly affects any adjacent square, and on any round in which it moves at least 5 feet, the smoke continues to fill the spaces it occupied as solid fog until the start of its next turn.

Alazhra is mother of the night hag race, treated as an exemplar by these foul crones, for she is the very first of their kind. Originating as a mortal hag of exceptional spellcasting power, she perfected the method by which to create soul gems, and struck a foul deal with the Four Horsemen of Abaddon. She was elevated to a demigoddess, and she and her spawn allowed free reign to sell souls to the daemons who so hunger for them. In the modern day, the Dream Eater mostly resides on Abaddon in an underground city which forms the central hub of her soul market, but she occasionally ventures forth to hunt in the Dimension of Dreams, riding with a cadre of her favored daughters in tow. Alazhra creates new night hags by plying the Dimension of Dreams, taking the pleasure dreams of a wicked soul and the nightmares of an innocent, then comingling them with her own foul essence by gestating them. Only her own sense of self-preservation prevents reality from being inundated with the wicked beings; Desna bears a particular enmity for the Dream Eater, and would surely strike at her directly if Alazhra was to try such a thing.
Alazhra's relationship with the other two main hag deities, Gyronna and Mestama, is surprisingly amicable. She was not devout to them in her mortal life, and maintains essentially a nonaggression pact with them. In particular, her worshippers are prohibited from feeding on the dreams of the two older goddesses' worshippers. Night hags who do so forfeit the protection accorded by this truce.
Worshipped exclusively among night hags and a growing contingent of mortal hags, Alazhra gives power and protection but does not retaliate against individual deaths of her wicked worshippers, viewing pesky adventurers as simply an occupational hazard. But she is aware of those deaths, nonetheless; those who would try to mount any sort of organized campaign against her spawn and faithful draw the ire of her sentinels, who ride into battle on powerful nightmares and seek to end such threats as quickly as possible.

Alazhra appears to her worshippers and customers as an impossibly dark figure, like a silhouette of a night hag. The umbral blackness of her substance is interrupted only by her eyes, which appear as searing points of light. She wears a gown made of writhing souls and studded with many soul gems. She is further distinguished by her size, being at least 10 feet in height but emaciated in frame.

It should be noted that Alazhra, as a monster deity, is more intended to be an option to empower villains rather than as one for player characters, even evil ones. Nonetheless, she's intended to provide an obedience and boons of comparable power to standard ones, and I'll be striving for that in future.


First of Hell's legions (alphabetically), it's the Jester Prince of the Cage.

Alichino's Obedience:

Alichino
Jester Prince of the Cage
God of deception, madness, and royalty.
Alignment LE
Domains Evil, Law, Madness, Trickery
Favored Weapon dagger
Nationality devil
Obedience
Inflict five small cuts to the forehead of an living sentient being you own or hold dominion over, making each cut deep enough to draw blood. Touch one finger of your dominant hand to each wound in turn until blood marks all your fingers, then hold that hand aloft until your obedience is complete, meditating on the power you have come to attain and/or that you still pursue. You gain a +4 profane bonus to saves against charm effects.

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Infernal Cabalist
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1: Trickster's Charm (Sp) charm person 3/day, eagle's splendor 2/day, or enthrall 1/day

2: Jester's Influence (Sp) Once per day, you can cast triggered suggestionACG. If the suggestion involves the target exercising its political powers, it takes a -2 penalty on its saving throw against the spell.

3: Jester's Cage (Sp) Once per day, you can trap a foe using powerful enchantments. This ability acts for 1 round as hold monster, and a creature that fails its save is marked for that round by a skull-like marking on its face. After this first round, the creature is affected as if you had cast dominate monster, and these markings disappear. You may only have one creature bound by this ability at a time; using it on a second creature dispells any previous and active casting.

Alichino is one of Hell's rare cadre of elite devils known as the malebrance, tasked with the conquest of Golarion itself. His methods are patient and subtle, and those knowledgeable in the ways of Hell say that Alichino is a trickster second to none save Asmodeus, his one and only master. Alichino's thoughts on this are unkown, for the reclusive being does not converse except to order or manipulate others. His followers seek to infiltrate local governance systems and slowly accrue political power, sowing infernal influence until the afflicted powers fall willingly into Hell's grasp. There is strong speculation regarding a connection between his efforts and the rise of House Thrune in Cheliax, but no substantive proof. Alichino himself offers no answer, for he answers to one being only. Nonetheless, he is satisfied that he can topple this world of kings into the grasp of the Prince of Darkness.

Alichino appears to his followers in a variety of forms, suggesting great proficiency at shapechanging or illusion magic; it is debated which is his tool of choice, and the possibility exists that he uses both to keep others guessing as to his true capabilities. Nonetheless, records of Hell confirm that his true form is something like a harpy, but with the humanoid aspect of a fiendish man, bearing black and white feathers on his wings and limbs.


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Well it's been a lot of work, but here's...

TerminalArtiste's Obedience Project: Part 2
Prestige Classes

Agent of the Fey:

Agent of the Fey
The Eldest of the First World are mighty indeed; not rulers of that plane, but shapers of surpassing skill, whose own will manages to create stable domains amid the chaos that is the First World. Not fond of distraction from their inscrutable goals, the Eldest dispatch agents of the fey as needed to complete tasks outside of their domains. Typical tasks assigned to agents include diplomatic visits, whether to another Eldest's realm or to other planar powers, or tracking down items that the Eldest might desire. In times of aggression, an agent of the fey may lead fey and other worshippers, using their gifts to support allies in battle.
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Requirements
To qualify to become an agent of the fey, a character must fulfill all of the following criteria.

Alignment: Within one step of their patron.
Feats: Service to the Eldest.
Language: Sylvan
Skills: Knowledge (planes) 5 ranks, Knowledge (nature) 5 ranks
Special: Must have been transported to the First World, whether by your own power or another entity's.

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Class Skills
The Agent of the Fey's class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier
Hit Die: d8

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Class Features
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
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1st | +0 | +0 | +0 | +1 | Forsworn, obedience, sylvan Charisma +2 | -
2nd | +1 | +1 | +1 | +1 | Channel vigor (lesser) | +1 level of existing class
3rd | +2 | +1 | +1 | +2 | Reward of service 1 | +1 level of existing class
4th | +3 | +1 | +1 | +2 | Sylvan Charisma +4 | +1 level of existing class
5th | +3 | +2 | +2 | +3 | Channel vigor | +1 level of existing class
6th | +4 | +2 | +2 | +3 | Reward of service 2 | +1 level of existing class
7th | +5 | +2 | +2 | +4 | Sylvan Charisma +6 | +1 level of existing class
8th | +6 | +3 | +3 | +4 | Channel vigor (greater) | +1 level of existing class
9th | +6 | +3 | +3 | +5 | Reward of service 3 | +1 level of existing class
10th | +7 | +3 | +3 | +5 | Sylvan haven | +1 level of existing class

Weapon and Armor Proficiency: An agent of the fey gains proficiency with her chosen Eldest's favored weapon. She gains no further proficiencies with armor or shields.

Spells per Day/Spells Known: At the indicated levels, when a new agent of the fey level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an agent of the fey, she must decide to which class she adds the new level for the purposes of determining spells per day.

Forsworn: The Eldest are possessive beings, and they strengthen their chosen agent's minds to avoid losing control over their favored servants. An agent of the fey gains a +4 sacred or profane bonus to saves against mind-affecting (compulsion) spells and effects. The type of bonus gained depends on your alignment-if you're neither good nor evil, you must select either profane or sacred bonus upon joining this prestige class. Once made, this choice can't be changed.

Obedience (Ex): In order to maintain the abilities granted by this prestige class (including all spellcasting abilities that have been augmented by this prestige class), an agent of the fey must indulge in a daily obedience to her chosen Eldest.

Sylvan Charisma: An agent of the fey gains a +2 bonus on all Charisma checks made when interacting with fey. This bonus increases to +4 at 4th level and to +6 at 7th level.

Channel Vigor (Lesser) (Sp): At 2nd level, an agent of the fey can channel vigor a number of times per day equal to her Charisma bonus. This ability acts as mass cure light wounds using her character level as her caster level, though it cannot harm undead. If cast on a fey, the spell also acts as lesser restoration.

Reward of Service: As the agent of the fey gains levels, she gains boons from her Eldest patron. The nature of the boons varies depending on the agent of the fey’s chosen Eldest patron. Each Eldest grants three boons, each more powerful than the last. At 3rd level, the agent of the fey gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. When a reward of service grants a spell-like ability, the agent of the fey’s level for the spelllike ability equals her total character level. This ability allows an agent of the fey to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Channel Vigor (Sp): At 4th level, an agent of the fey's channel vigor acts as mass cure moderate wounds using her character level as her caster level. If cast on a fey, the spell also acts as restoration.

Channel Vigor (Greater) (Sp): At 8th level, an agent of the fey's channel vigor acts as mass cure serious wounds using her character level as her caster level. If cast on a fey, the spell acts as breath of life and kiss of the First WorldISM.

Sylvan Abode (Sp): At 10th level, an agent of the fey is granted a special abode at the side of their chosen Eldest. A room is set aside for her in her patron's residence within the First World. Once per day, the agent of the fey can teleport herself and one willing creature per agent of the fey level to this sylvan abode as per plane shift, except she always arrives exactly at the threshold of her abode. The room is outfitted with comfortable beds for everyone, a small research library, a shrine, and a chest or cupboard that functions as a portable hole but that cannot be removed from the room. The agent of the fey can teleport herself and her allies out of the sacred haven at will, but can only return to the spot from which they last left.

Infernal Cabalist:

Infernal Cabalist
As Hell is a mockery of Heaven, a singular vision of the corruption that Asmodeus would visit upon reality, so is purpose also corrupted. As Heaven and the Upper Planes assemble their mystery cultists to work good upon the world, so too do the powers of Hell call together infernal cabals in order to stamp Hell's vision of the mortal realm into reality. These cabalists are the selfish and desperate, those who pledge themselves in exchange for the dark powers needed to enact their goals. Hell's exemplars are happy to aid in these requests, caring more about the results of these tool's efforts than the particulars of the arrangement.
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Requirements
To qualify to become an infernal cabalist, a character must fulfill all of the following criteria.

Alignment: Lawful evil.
Feats: Diabolic Obedience.
Language: Infernal.
Skills: Knowledge (religion) 7 ranks.
Special: Must have performed your obedience in the presence of a devil of at least 7 Hit Die.
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Class Skills
The Infernal Cabalist's class skills are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (planes), Knowledge (religion), and Spellcraft (Int).

Skill Points at each Level 2 + Int modifier.
Hit Dice d8
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Class Features
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
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1st | +0 | +0 | +0 | +1 | Damned, obedience | -
2nd | +1 | +1 | +1 | +1 | Hellish aura | +1 level of existing class
3rd | +2 | +1 | +1 | +2 | Diabolic boon 1 | +1 level of existing class
4th | +3 | +1 | +1 | +2 | Brand of command, summon devil 1 | +1 level of existing class
5th | +3 | +2 | +2 | +3 | Flames of hell | +1 level of existing class
6th | +4 | +2 | +2 | +3 | Diabolic boon 2 | +1 level of existing class
7th | +5 | +2 | +2 | +4 | Infernal transport | +1 level of existing class
8th | +6 | +3 | +3 | +4 | Summon devil 2 | +1 level of existing class
9th | +6 | +3 | +3 | +5 | Diabolic boon 3 | +1 level of existing class
10th | +7 | +3 | +3 | +5 | Infernal banishment | +1 level of existing class

The following are class features of the infernal cabalist prestige class.

Weapon and Armor Proficiency: An infernal cabalist gains proficiency with her diabolic patron's favored weapon. She gains no further proficiencies with armor or shields.

Spells per Day/Spells Known: At the indicated levels, when a new infernal cabalist level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming an infernal cabalist, she must decide to which class she adds the new level for the purposes of determining spells per day.

Damned: Upon an infernal cabalist's death, her soul instantly appears in Hell. In time, her soul will be elevated to the ranks of devilkind.

Obedience (Ex): In order to maintain the abilities granted by this prestige class (including all spellcasting abilities that have been augmented by this prestige class), an infernal cabalist must indulge in a daily obedience to her chosen diabolic patron.

Hellish Aura (Su): Starting at 2nd level, an infernal cabalist can surround herself in a hellish aura for 1 round per infernal cabalist level. These rounds need not be consecutive. Her features radiate with dark power, bewitching her foes but bolstering her allies. The infernal cabalist gains a +4 profane bonus to Charisma-based skill checks. Additionally, the cabalist & her allies within 10 ft are warded as protection from good, and this effect continues for 1 round if allies should leave the aura.

Diabolic Boon: As the infernal cabalist gains levels, she gains boons from her diabolic patron. The nature of the boons varies depending on the infernal cabalist’s chosen diabolic patron. Each diabolic patron grants three boons, each more powerful than the last. At 3rd level, the infernal cabalist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. When a diabolic boon grants a spell-like ability, the infernal cabalist’s level for the spelllike ability equals her total character level. This ability allows an infernal cabalist to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Brand of Dominance (Sp): At 4th level, the infernal cabalist gains the ability to cast lesser geas as a spell-like ability once per day. The target of this ability is branded on the forehead or another visible area with an incandescent tattoo of the unholy symbol of the infernal cabalist’s patron. The unholy brand lasts for 24 hours before fading.

Summon Devil (Sp): Starting at 4th level, an infernal cabalist can use summon monster VI once per day to conjure one erinyes, 1d3 barbazus, or 1d4+1 hell hounds to serve her. At 8th level, the infernal cabalist also gains the ability to use summon monster VIII once per day to conjure one hamatula, 1d3 osyluths, or 1d4+1 erinyes to serve her.

Flames of Hell (Sp): At 5th level, the infernal cabalist can channel the fires of Hell, allowing her to use hellfire rayPOD as a spell-like ability once per day. Creatures damaged by this attack take a -2 penalty to saving throws against the infernal cabalist's spells and a -2 penalty to AC against the infernal cabalist's weapon attacks for 1 hour per class level.

Infernal Transport (Sp:) At 7th level, the infernal cabalist can transport herself through Hell in a burst of brimstone. She can use this ability twice per day as damnation strideARG, or expend both uses to travel as if using teleport. She cannot use this ability to enter or leave areas warded against evil creatures.

Infernal Banishment (Sp:) At 10th level, the infernal cabalist can sentence a foe to the torments of Hell. She can cast plane shift on an adversary once per day; should it fail its saving throw, the target finds itself in the home realm of the infernal cabalist's diabolic patron. Though not necessarily fatal, a target who dies under the effect of this ability finds its soul trapped in Hell. On a successful saving throw, the target disappears then reappears immediately where it is, but the glimpse of Hell stuns it for 5 rounds.

Weaver of the Tapestry:

Weaver of the Tapestry
The Great Old Ones, those malign intelligences that seek to corrupt the mortal world on behalf of their masters in the Dark Tapestry, work their will upon the world in many ways. They inspire cults amongst the desperate and the mad, and sometimes see fit to bestow special power among their most devout followers, catapulting them to lead their fellows into grand schemes. These agents are tasked with unique abilities, chiefly the ability to induce beneficial mutations in their allies and themselves to make them more lethal in battle.
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Requirements
To qualify to become a weaver of the tapestry, a character must fulfill all of the following criteria.

Alignment: Any non-lawful.
Feats: Spell Focus (transmutation), Unspeakable Pact.
Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Languages: Aklo.
Spells: Must be able to cast at least 3 different transmutation spells that have a beneficial effect, one of which must be at least 3rd-level.
Special: Must have read every page of Preklikin's Book of Cults.
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The Weaver of the Tapestry's class skills are Bluff (Cha), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.
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Class Features
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
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1st | +0 | +0 | +0 | +1 | Inured to aberration +2, obedience | -
2nd | +1 | +1 | +1 | +1 | Induce mutation 1 | +1 level of existing class
3rd | +2 | +1 | +1 | +2 | Unspeakable boon 1 | +1 level of existing class
4th | +2 | +1 | +1 | +2 | Inured to aberration +4 | +1 level of existing class
5th | +2 | +2 | +2 | +3 | Enduring shapes, induce mutation 2 | +1 level of existing class
6th | +3 | +2 | +2 | +3 | Unspeakable boon 2 | +1 level of existing class
7th | +3 | +2 | +2 | +4 | Inured to aberration +6 | +1 level of existing class
8th | +4 | +3 | +3 | +4 | Induce mutation 3 | +1 level of existing class
9th | +4 | +3 | +3 | +5 | Unspeakable boon 3 | +1 level of existing class
10th | +5 | +3 | +3 | +5 | Aberrant form | +1 level of existing class

The following are class features of the weaver of the tapestry prestige class.

Weapon and Armor Proficiency: A weaver of the tapestry gains proficiency with his Great Old One patron's favored weapon. He gains no additional proficiency with armor or shields.

Spells per Day/Spells Known: When a new weaver of the tapestry level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a weaver of the tapestry, he must decide to which class he adds the new level for purposes of determining spells per day.

Obedience (Ex): In order to maintain the abilities gained from this prestige class (including all spellcasting abilities that have been augmented by this prestige class), a weaver of the tapestry must indulge in a daily obedience to his chosen Great Old One.

Inured to Aberration (Ex): A weaver of the tapestry gains a +2 sacred or profane bonus to saves against the mind-affecting abilities of aberrations at 1st level. This bonus increases to +4 at 4th level and +6 at 7th level. The type of bonus depends on your alignment; if you are neither good nor evil, you must select whether you gain a sacred or profane bonus upon gaining access to this ability, and this choice cannot be changed.

Induce Mutation (Su): At 2nd level, a weaver of the tapestry gains the ability to induce mutations in himself or his allies. He can use this ability as a standard action a number of times per day equal to his class level, and can only affect one creature per use. Once used, induce mutation lasts for a number of rounds equal to 1/2 the affected creature's Hit Die (minimum 1 round, maximum 10). He can use this ability to grant a +2 bonus to an ability score of his choice. Induce mutation is a polymorph effect.

At 5th level, induce mutation grants a +4 bonus to one ability score, as well as two tentacles. These tentacles cannot function as natural attacks, but impart a +2 bonus to CMB for the purpose of disarm, steal, and trip combat maneuver, and a +2 bonus to CMD against disarm and steal combat maneuvers.

At 8th level, induce mutation grants a +6 bonus to ability scores, which may be used on only one ability score or divided among more than 1 ability score in +2 increments; for instance, he could grant 3 +2 increases or 1 +4 increase and 1 +2 increase. The two tentacles are sturdier; they impart a +4 bonus to CMB and CMD, under the same conditions as induce mutation 2.

Unspeakable Boon: As the weaver of the tapestry gains levels, he gains boons from his Great Old One patron. The nature of the boons varies depending on the weaver of the tapestry’s chosen Great Old One. Each Great Old One grants three boons, each more powerful than the last. At 3rd level, the weaver of the tapestry gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon. When an unspeakable boon grants a spell-like ability, the weaver of the tapestry’s level for the spelllike ability equals his total character level. This ability allows a weaver of the tapestry to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Enduring Shapes (Su): Starting at 5th level, when a weaver of the tapestry uses induce mutation, it lasts for a number of rounds equal to the target's Hit Die (minimum 1, maximum 20). Additionally, once per day as part of casting any spell of the polymorph subschool, he can apply the Extend Spell metamagic feat as part of the casting; this increases the casting time, but does not cause the spell to expend a higher level spell slot. The weaver of the tapestry does not need to have the Extend Spell feat to use this ability.

Aspect of the Elder (Su): When a weaver of the tapestry reaches 10th level, he may channel his Great Old One's power into his body, undergoing a temporary transformation into a uniquely abberant form. His type changes to aberration. He gains damage reduction 10/law, immunity to sneak attacks and precision damage, resistance to acid 10, cold 10, and a +4 bonus to saves against hostile transmutation effects. Upon gaining this ability, he chooses one natural attack (a claw, bite, gore, slam, or tail sting—damage inflicted as appropriate for the weaver of the tapestry’s size). He also gains two tentacles as secondary natural attacks, dealing damage as appropriate for his size. These new natural weapons, as well as any weapon the aberration wields, are treated as chaotic for the purpose of resolving damage reduction. The weaver of the tapestry can remain in this form for a number of minutes per day equal to his caster level (maximum 20); this duration does not need to be consecutive, but it must be used in 1 minute increments. Returning to his normal form is a free action.

Sorry orc god fans, but I've decided to scrap their planned prestige class and it's associated feat, Orc Mysticism (so just consider that part of the first post void now, I guess). Similar to the dwarven pantheon, I just can't think of any cohesive themes to base a whole prestige class around. On the other hand, that means they get Deific Obedience now...so think of it as kind of getting more goodies instead.


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So before I upload the next obedience entry, I'd just like to ask and see if anyone is actually following these? I haven't gotten a comment in forever and I'm just curious.


For Infernal Cabalist, I would suggest you either make it require 5 ranks in Knowledge (religion) or grant the boons at 1/4/7 to make it in-line with the other prestige classes.

For Weaver of the Tapestry, I would recommend that you give a type to the attribute bonuses. Probably Enhancement or Moral. You could also add Grapple to the CM list for the tentacles.


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Scud422 wrote:

For Infernal Cabalist, I would suggest you either make it require 5 ranks in Knowledge (religion) or grant the boons at 1/4/7 to make it in-line with the other prestige classes.

For Weaver of the Tapestry, I would recommend that you give a type to the attribute bonuses. Probably Enhancement or Moral. You could also add Grapple to the CM list for the tentacles.

Well I based it off of the requirements for the Mystery Cultist, which is deliberate (as I wrote in the flavor text).

Your point about the Weaver is perfectly valid, enhancement bonuses would be most fitting I think. Good thinking on the tentacles as well.

Edited:

Weaver of the Tapestry 2.0:

Weaver of the Tapestry
The Great Old Ones, those malign intelligences that seek to corrupt the mortal world on behalf of their masters in the Dark Tapestry, work their will upon the world in many ways. They inspire cults amongst the desperate and the mad, and sometimes see fit to bestow special power among their most devout followers, catapulting them to lead their fellows into grand schemes. These agents are tasked with unique abilities, chiefly the ability to induce beneficial mutations in their allies and themselves to make them more lethal in battle.
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Requirements
To qualify to become a weaver of the tapestry, a character must fulfill all of the following criteria.

Alignment: Any non-lawful.
Feats: Spell Focus (transmutation), Unspeakable Pact.
Skills: Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Languages: Aklo.
Spells: Must be able to cast at least 3 different transmutation spells that have a beneficial effect, one of which must be at least 3rd-level.
Special: Must have read every page of [i]Preklikin's Book of Cults[/b].
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The Weaver of the Tapestry's class skills are Bluff (Cha), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.
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Class Features
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
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1st | +0 | +0 | +0 | +1 | Inured to aberration +2, obedience | -
2nd | +1 | +1 | +1 | +1 | Induce mutation 1 | +1 level of existing class
3rd | +2 | +1 | +1 | +2 | Unspeakable boon 1 | +1 level of existing class
4th | +2 | +1 | +1 | +2 | Inured to aberration +4 | +1 level of existing class
5th | +2 | +2 | +2 | +3 | Enduring shapes, induce mutation 2 | +1 level of existing class
6th | +3 | +2 | +2 | +3 | Unspeakable boon 2 | +1 level of existing class
7th | +3 | +2 | +2 | +4 | Inured to aberration +6 | +1 level of existing class
8th | +4 | +3 | +3 | +4 | Induce mutation 3 | +1 level of existing class
9th | +4 | +3 | +3 | +5 | Unspeakable boon 3 | +1 level of existing class
10th | +5 | +3 | +3 | +5 | Aberrant form | +1 level of existing class

The following are class features of the weaver of the tapestry prestige class.

Weapon and Armor Proficiency: A weaver of the tapestry gains proficiency with his Great Old One patron's favored weapon. He gains no additional proficiency with armor or shields.

Spells per Day/Spells Known: When a new weaver of the tapestry level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a weaver of the tapestry, he must decide to which class he adds the new level for purposes of determining spells per day.

Obedience (Ex): In order to maintain the abilities gained from this prestige class (including all spellcasting abilities that have been augmented by this prestige class), a weaver of the tapestry must indulge in a daily obedience to his chosen Great Old One.

Inured to Aberration (Ex): A weaver of the tapestry gains a +2 sacred or profane bonus to saves against the mind-affecting abilities of aberrations at 1st level. This bonus increases to +4 at 4th level and +6 at 7th level. The type of bonus depends on your alignment; if you are neither good nor evil, you must select whether you gain a sacred or profane bonus upon gaining access to this ability, and this choice cannot be changed.

Induce Mutation (Su): At 2nd level, a weaver of the tapestry gains the ability to induce mutations in himself or his allies. He can use this ability as a standard action a number of times per day equal to his class level, and can only affect one creature per use. Once used, induce mutation lasts for a number of rounds equal to 1/2 the affected creature's Hit Die (minimum 1 round, maximum 10). He can use this ability to grant a +2 enhancement bonus to an ability score of his choice. Induce mutation is a polymorph effect.

At 5th level, induce mutation grants a +4 enhancement bonus to one ability score, as well as two tentacles. These tentacles cannot function as natural attacks, but impart a +2 bonus to CMB for the purpose of disarm, grapple, steal, and trip combat maneuver, and a +2 bonus to CMD against disarm and steal combat maneuvers.

At 8th level, induce mutation grants a +6 enhancement bonus to ability scores, which may be used on only one ability score or divided among more than 1 ability score in +2 increments; for instance, he could grant 3 +2 increases or 1 +4 increase and 1 +2 increase. The two tentacles are sturdier; they impart a +4 bonus to CMB and CMD, under the same conditions as induce mutation 2.

Unspeakable Boon: As the weaver of the tapestry gains levels, he gains boons from his Great Old One patron. The nature of the boons varies depending on the weaver of the tapestry’s chosen Great Old One. Each Great Old One grants three boons, each more powerful than the last. At 3rd level, the weaver of the tapestry gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon. When an unspeakable boon grants a spell-like ability, the weaver of the tapestry’s level for the spelllike ability equals his total character level. This ability allows a weaver of the tapestry to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Enduring Shapes (Su): Starting at 5th level, when a weaver of the tapestry uses induce mutation, it lasts for a number of rounds equal to the target's Hit Die (minimum 1, maximum 20). Additionally, once per day as part of casting any spell of the polymorph subschool, he can apply the Extend Spell metamagic feat as part of the casting; this increases the casting time, but does not cause the spell to expend a higher level spell slot.

Aspect of the Elder (Su): When a weaver of the tapestry reaches 10th level, he may channel his Great Old One's power into his body, undergoing a temporary transformation into a uniquely abberant form. His type changes to aberration. He gains damage reduction 10/law, immunity to sneak attacks and precision damage, resistance to acid 10, cold 10, and a +4 bonus to saves against hostile transmutation effects. Upon gaining this ability, he chooses one natural attack (a claw, bite, gore, slam, or tail sting—damage inflicted as appropriate for the weaver of the tapestry’s size). He also gains two tentacles as secondary natural attacks, dealing damage as appropriate for his size. These new natural weapons, as well as any weapon the aberration wields, are treated as chaotic for the purpose of resolving damage reduction. The weaver of the tapestry can remain in this form for a number of minutes per day equal to his caster level (maximum 20); this duration does not need to be consecutive, but it must be used in 1 minute increments. Returning to his normal form is a free action.

Just going to chalk those up to inexperience at writing these sort of rules (first time doing prestige classes).


Next up is the Pack Lord of Hell, Alocer.

Alocer's Obedience:

Alocer
The Pack Lord
God of beasts, hunters, and tradition
Alignment LE
Domains Animal, Evil, Law, Strength
Favored Weapon shortbow
Nationality devil
Obedience
Kneel while wearing only the preserved hide of a predatory animal of at least your size. Take one of the animal's fangs or claws and press it into your chest hard enough to cause pain. Meditate on past hunts, and pray to Alocer for success in any present ones. You gain a +4 profane bonus on Survival checks.
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Infernal Cabalist
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1: Hunter's Edge (Sp) longshot 3/day, acute senses 2/day, or instant enemy 1/day

2: Hellcat's Grace (Ex) You have inherited the cunning and alacrity of Hell's notorious hunters. You gain a +2 bonus to Acrobatics and Stealth checks.

3: Hellcat's Aspect (Su) Once per day as a move action, you can channel some of the powers of a hellcat into your body. You gain a bite attack, which functions as a primary natural attack and deals damage appropriate to your size. You become infused with fire, gaining fire resistance 15, and all your weapon and natural attacks (including the bite gained from this ability) deal 1d6 points of extra fire damage on a successful hit, or 1d8 points of fire damage on a critical hit. This state lasts for a number of rounds equal to 1 plus 1 for every 4 Hit Die you possess (to a maximum of 6 rounds).

Alocer is a patron of hunters who claims mastery over the hellcat species. He exerts a strange amount of influence over what are otherwise willful entities, but respects their independence of spirit; he settles for directing them to choice hunts and makes sure that they do not harass devils in their schemes. Hellcats that defy his orders, however, are summarily dispatched. Created as a supreme hunter by Asmodeus himself, and apparently the first hellcat, Alocer gained his dukedom after discovering how to propogate his kind. He dwells on Avernus in the Barracks of the Pack, a gothic fortress as high as a mountain which houses legions of host devils who serve him, with hellcats lairing in the the surrounding terrain. From here he leads efforts to recover lost souls, but occasionally he ventures forth to exercise his skills at the head of a pack of hellcats. He bears a surprisingly close relationship with fellow duke Losarkur, the Beastlord, and the malebrance Barbariccia; their common interests in predatory animals lead to frequent cooperation between their forces, and occasionally they engage in hunting contests which are prime entertainment among Hell's nobility.

Alocer appears as a pit fiend with the head of a fiendish feline, lacking wings but possessing a leaner frame that grants him greater speed and agility, and wielding a powerful bow. He can also take the shape of a giant hellcat, which he does while leading hunts directly.


TerminalArtiste wrote:
So before I upload the next obedience entry, I'd just like to ask and see if anyone is actually following these? I haven't gotten a comment in forever and I'm just curious.

Saying other people's ideas aren't welcome and asking for devs to delete their posts kinda makes other kids not want to play with you.

Advocates

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Pathfinder Adventure, Adventure Path, Maps Subscriber
necromental wrote:
TerminalArtiste wrote:
So before I upload the next obedience entry, I'd just like to ask and see if anyone is actually following these? I haven't gotten a comment in forever and I'm just curious.
Saying other people's ideas aren't welcome and asking for devs to delete their posts kinda makes other kids not want to play with you.

Except the person who put the ideas in here was the one who asked for their own posts to be deleted... in other news I really like the project. It's really cool and fun.


TerminalArtiste wrote:

Well I based it off of the requirements for the Mystery Cultist, which is deliberate (as I wrote in the flavor text).

Your point about the Weaver is perfectly valid, enhancement bonuses would be most fitting I think. Good thinking on the tentacles as well.

Edited: ** spoiler omitted **...

I hear there is a cleric archetype - Mythos cultist cleric in the upcoming Horror Adventures... interesting to see how it matches with your idea...


Harleequin wrote:
TerminalArtiste wrote:

Well I based it off of the requirements for the Mystery Cultist, which is deliberate (as I wrote in the flavor text).

Your point about the Weaver is perfectly valid, enhancement bonuses would be most fitting I think. Good thinking on the tentacles as well.

Edited: ** spoiler omitted **...

I hear there is a cleric archetype - Mythos cultist cleric in the upcoming Horror Adventures... interesting to see how it matches with your idea...

Well that's certainly interesting!


First entry for June, kicking off the dwarven pantheon with Angradd.

Angradd's Obedience:

Angradd
The Forge-Fire
God of fire, tradition, and war
Alignment LG
Domains Fire, Good, Law, War
Favored Weapon greataxe
Nationality dwarf
Obedience
Stoke a small fire, using whatever methods are at hand. Practice with your weapons or spells, letting your steps make at least one complete circuit of the fire. At the end of your practice, place your hands near the fire and feel the warmth. Say a short prayer to Angradd, asking him for guidance in battles to come. You gain a +4 sacred bonus to saving throws against fear effects.

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Evangelist Boons
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1: Into the Breach (Sp) remove fear 3/day, bless weapon 2/day, or planned assault 1/day

2: Touch of Courage (Su) Three times per day as a swift action, you may touch an ally to bless them with courage. Your ally gains a +4 sacred bonus to saves against fear effects for a number of rounds equal to your evangelist level (maximum 10).

3: Punish Cowardice (Sp) Sign of wrath 1/day, taking the form of Angradd's holy symbol. Creatures suffering from fear are denied a Reflex saving throw, and take a -2 penalty to CMD to resist the bull rush effect of this spell.
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Exalted Boons
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1: Fires of Battle (Sp) burning disarm 3/day, fiery runes 2/day, or elemental aura (fire only) 1/day

2: Aura of Forge-Fire (Su) As a move action, you can channel The Forge-Fire's sacred flames. You and all allies within 30 feet cast spells with the fire descriptor at +1 caster level while this aura is active. You may use this ability for 1 round per day + 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds per day). These rounds do not need to be consecutive.

3: Forge-Fire's Ally (Su) Once per day as a standard action, you can summon a champion of Angradd, which manifests as an einherjar (Pathfinder RPG Bestiary 4 pg. 84). This einherjar is Lawful Good and appears as a dwarf wielding a greataxe, changing its statistics accordingly. The champion follows your commands perfectly for 1 minute per Hit Die you possess before vanishing back to its home in Heaven. The champion doesn't obey commands to engage in chaotic or evil actions, and could even attack you if the command is particularly egregious.
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Sentinel Boons
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1: Staunch Opponent (Sp) challenge evil 3/day, resist energy (fire only) 2/day, or sanctify armor 1/day

2: No Escape (Ex) You gain a +2 sacred bonus to CMB for the purposes of grapple, pull, and reposition maneuvers. Against enemies suffering from fear, this increases to a +4 sacred bonus.

3: Powerful Smite (Su) If you possess the smite evil class feature, foes under its effects who take damage on a critical hit are stunned for 1 round plus 1 round for every 4 Hit Die you possess (to a maximum of 6 rounds). If you make a critical hit to a target who is already stunned, the duration is reset.
If you do not have the smite evil class feature, you gain the ability to use smite evil once per day as a paladin of a class level equal to your Hit Die (maximum 20), gaining this boon's benefit.

Angradd is the younger brother of Torag, hot-headed where the latter is patient. He marshalls dwarven armies on crusades against their enemies, and oversees the weapon workshops of Heaven where his smiths toil. Though aggressive, Angradd's doctrine urges decisive action to be tempered by sound planning. He does not expect his followers to throw their lives away, but those who endanger others with their cowardice face his wrath, being consumed utterly by divine fire and barred from rebirth in his halls. His crusading nature leads to good relations with Iomedae and Ragathiel, which is reflected in their mortal followers.

Angradd appears as a dwarf wearing iron armor trimmed with blood red, with bronzed skin and flickering flames in place of his hair and beard. Rather than the native archons, he is served by a legion of valkyries, and his followers who meet valiant deaths are reincarnated as einherji to join Heaven's forces. His forces are distinguished by wielding fiery greataxes; even his mortal worshippers will paint their axes red if they cannot secure magical flaming weapons.

With bonus monster entry:

Champion of Angradd:

Champion of Angradd CR 11
Bearing a massive fiery greataxe, this dwarven warrior wears a fierce expression enhanced by the searing glow of its eyes.
XP 9,600
LG Medium outsider (extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch; Perception +18
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 123 (13d10+52); fast healing 5
Fort +12, Ref +11, Will +8
Defensive Abilities freedom of movement; DR 10/cold iron and evil; Immune cold, disease, fear, poison; Resist acid 10, electricity 10, fire 10; SR 21
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OFFENSE
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Speed 30 ft.
Melee +2 flaming greataxe +19/+14/+9 (1d12+6/x3 plus 1d6 fire)
Ranged mwk throwing axe +17 (1d6+4)
Special Attacks challenge of single combat, infuse weapon
Spell-Like Abilities (CL 10th; concentration +10)
Constant—deathwatch, freedom of movement
At will—rage, protection from evil
3/day—divine power
1/day—bestow grace of the champion
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STATISTICS
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Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 11
Base Atk +13; CMB +17; CMD 30
Feats Combat Reflexes, Improved Initiative, Improved Iron WillB, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
Skills Intimidate +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +18, Ride +16, Survival +18
Languages Celestial, Common
SQ battle-trained, thirst for battle
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ECOLOGY
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Environment any
Organization solitary, squad (1 + 3–6 einherjar), or warband (1 + 7–16 einherjar)
Treasure triple (+2 scale mail, +2 greataxe, masterwork throwing axe)
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SPECIAL ABILITIES
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Battle-Trained See Bestiary 4 entry.

Challenge to Single Combat See Bestiary 4 entry.

Infuse Weapon (Su) Any weapon a champion of Angradd wields functions as a flaming weapon as long as it wields it, but loses this property once it leaves the champion's grasp.

Thirst for Battle See Bestiary 4 entry.

Champions of Angradd are special einherjar who serve the dwarven god, elevated with special abilities beyond most of their kin. They usually lead other einherjar in his service into battle, using their spell-like abilities to bolster their allies' prowess, but may also lead Angradd's mortal crusaders in times of need. They appear as powerful dwarves of either gender, marked as outsiders only by their glowing eyes. They typically stand around 5 feet tall and weigh up to 200 pounds fully armored.

This might be the last entry for a bit, as I start an educational program tomorrow and anticipate it taking up a lot of my time over the next 4 weeks. We'll see how that goes.


Or my first day will prove to be easy and end early.

Here's the Fated Fangs! Had a ton of fun on his story.

Anogetz's Obedience:

Anogetz
The Fated Fangs
God of animal attacks, coups, and revolutions
Alignment NE
Domains Animal, Destruction, Evil, Liberation
Favored Weapon spiked gauntlet
Nationality daemon
Obedience
Take a crown, scepter, or some other regalia of rulership (a replica is acceptable). Using a weapon adorned with body parts from an animal you killed, break this item into pieces. Pick up as many pieces as you can and hold them over your head. Meditate on how you will destroy those who would restrict or restrain you. At the end of the hour, bury these pieces. You gain a +4 profane bonus to saves against compulsion effects.

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Souldrinker
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1: Wild Rebellion (Sp) liberating command 3/day, animal trance 2/day or summon nature's ally III 1/day

2: Cunning Stalker (Su) While wearing leather or hide armor, you gain a +2 profane bonus to Stealth checks in natural environments and a +2 profane bonus to attack and damage rolls with light weapons.

3: Brutal Companion (Ex) Your animal companion gains a +2 profane bonus to attack and damage rolls, and its natural attacks all double their critical range. If you do not have an animal companion, you gain the ability to cast summon nature's ally VII once per day.

Anogetz is a misguided and tragic soul to those who know his history, for seldom has noble ambition been so thoroughly twisted by selfishness and corrupted into depravity. In ages past, there was a great king who wished to expand the bounds of his cities into sacred wilds. The druids native to those lands tried to reason with him, but the king was set in his ways and responded to their pleas with violence. Anogetz, then a novice druid, pledged to overthrow the corrupt king and avenge his slain fellows. He marshalled the powers of the land, and beasts flocked to his call, as did others who also wished to depose the brutal king. Anogetz, great in power by now, elected to lead the attack. He blasted through the king's forces, called stampedes and packs to ravage his soldiers, and advanced into his foe's throne room sure of his victory...but realizing too late that he had walked into an antimagic field, and so he was killed by the king, a skilled warrior. His allies, now aware of the trap, sent in a better suited champion who managed to slay the king. But Anogetz was incensed at both his defeat and his allies' success, and his bitter soul found its way to Abaddon in time. Now he strikes out against monarchs, regardless of moral inclinations, and against followers and minions of Abadar, though he does not remember why he hates them. Abadar despises him in turn, and strikes back with uncharacteristic vigor against these attacks. He dwells in the Bleak Wilds of Abaddon, located near his mistress Szuriel's realm, a desolate landscape populated by animate skeletons of beasts who act out their most savage instincts against each other and against trespassers. He is a patron of rebels who act out of less-than-altruistic motives, breeders of war animals, and druids who wish to strike violently against civilization's trespassing into nature.

Anogetz appears as a skeleton dressed in animal skins, with clawed fingers and a mouth full of sharpened fangs. He bears a staff said to hold the power to raise animals as skeleton beasts, such as those that populate his domain.


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Our first deity of ancient Osirion, Anubis.

Anubis' Obedience:

Anubis
Guardian of the Tomb
God of burial, the dead, funeral rites, mummification, and tombs
Alignment LN
Domains Death, Earth, Law, Protection, Repose
Favored Weapon flail
Nationality Osirian
Obedience
Procure a bone of a sentient creature with as much respect as possible, and perform funeral rites that invoke Anubis' power. Take the bone or any remains and bury them at the end of your obedience. Gain a +4 profane or sacred bonus to saves against death effects. The type of bonus gained depends upon your alignment; if you are neither good nor evil, you must choose either sacred or profane the first time you perform this obedience, and this choice can't be changed.

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Evangelist Boons
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1: Tomb Guard (Sp) detect secret doors 3/day, arcane lock 2/day, or unseen engineers 1/day

2: Trap Maestro (Ex) You gain a bonus equal to 1/2 your Hit Die (minimum +1, maximum +10) to Perception checks to locate traps and to Disable Device checks. This bonus stacks with a rogue's trapfinding class feature.

3: Guard Portal (Sp) You can cast wall of force once per day, though the area of the spell must cover at least one door or portal.
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Exalted Boons
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1: Gravedigger (Sp) expeditious excavation 3/day, binding earth 2/day, or stone shape 1/day

2: Hypogeal Allies (Su) Once per day as a standard action, you can summon a pair of graven guardians (Pathfinder RPG Bestiary pg. 140-141). You gain telepathy with the guardians to a range of 100 feet. The guardians follow your commands perfectly for 1 minute per Hit Die you possess before vanishing back to their lord's side. These guardians always manifest the Law and Repose domains and wield flails; their statistics are otherwise standard.

3: Calcification (Sp) You can cast flesh to stone once per day. Undead creatures take a -4 penalty to their saving throws against this spell.
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Sentinel Boons
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1: Seek the Restless (Sp) detect undead 3/day, ghostbane dirge 2/day, or halt undead 1/day

2: Master Slayer (Ex) You gain a +2 sacred or profane bonus to attack and damage rolls against undead. The type of bonus gained depends upon your alignment; if you are neither good nor evil, you must choose either sacred or profane the first time you perform this obedience, and this choice can't be changed.

3: To Final Rest (Sp) You can cast disrupting weapon once per day.

Anubis is a deity who's worship is uncommon in modern times, but he was once a pinnacle of ancient Osirion's pantheon. Though he shares much in common with Pharasma, he focuses on how mortals are treated in death, believing that it is crucial to respect those who have passed on, regardless of their status or deeds in life; to him, the most blackhearted of villains should be treated with the same respect as the purest of saints. His influence propelled the creation of numerous elaborate tombs throughout history, including Osirion's famous pyramids. He and his followers despise undead, seeing them as the ultimate desecrations of the deceased, and expend considerable resources to vanquish such foes. Risen mummies are especially hated by him and his faithful, since Anubis is said to have granted mortals the secrets of mummification; hence such creatures represent both a desecration of flesh and a perversion of his teachings. Though most slain undead are given a new funeral, mummies are simply consigned to destruction. He is known to dispatch marut inevitables to support his followers against particularly difficult foes. His followers can be found at every excavation of ancient tombs in order to protect scholars against monsters and to ensure that those interred are shown proper respect. He is impartial to morals as they pertain to funeral practices, and is criticized by good-aligned gods for his tacit support of rituals that encompass evil acts such as human sacrifice.

Anubis appears as a tall and muscular man with the head of a jackal and night-black skin, wearing fine garments of white and gold. His followers often wear masks in the image of a jackal's visage as homage to his appearance and to readily identify themselves.


I like what you've been putting together here so far, TerminalArtiste.

I know you're still on the beginning of the alphabet, but any thoughts on Drangvitt, the dwarven god of revenge? What might make a good obedience/boons for her?


Mr. Shiny wrote:

I like what you've been putting together here so far, TerminalArtiste.

I know you're still on the beginning of the alphabet, but any thoughts on Drangvitt, the dwarven god of revenge? What might make a good obedience/boons for her?

Thank you! I've been very lax for...a couple of months because work has been kicking my butt, but I mean to get back to working on the

Project more properly soon.

I don't recall what my plans were for Drangvitt...her evangelist boons would have involved tracking, though. I'm blanking on an obedience at the moment, though. I will let you know if I have any more thoughts.


dotting for later


casts Thread Necromancy

So um...my fickle motivation decided I'd better work on other things. But I'm back! For the next couple months at least.

Without further ado...another ancient Osirian, Apep.

Spoiler:

Apep
Devourer of Dawn
God of chaos, darkness, destruction, and snakes
Alignment CE
Domains Chaos, Darkness, Destruction, Evil, Scalykind
Favored Weapon dagger
Nationality Osirian
Obedience
Torture a living creature of your size category or smaller within a completely dark room. The creature must survive for the duration of the obedience, and must die within 1 minute of the obedience's end. Gain a +4 bonus to Perception checks in dim light or darker conditions.

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Evangelist Boons
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1: Bring the Night (Sp) obscuring mist 3/day, shadow anchor 2/day, or deeper darkness 1/day.

2: Deepest Darkvision (Ex) Your eyes become solid black orbs, granting you darkvision 60 ft.; if you already have darkvision, its range is increased by 30 ft. Once per day, you may call on Apep's power to gain the see in darkness monster ability for 1 minute.

3: Shadowy Snare (Su) Once per day, you may create a shadowy snare trap, using an unholy symbol of Apep as an additional component. This supernatural trap functions as a channeled energy trap Pathfinder Player Companion: Kobolds of Golarion pg. 20 channeling negative energy, using the caster's total Hit Dice (maximum 20) when determining damage. If a creature is affected but survives the negative energy damage, it takes a 50% penalty on Perception saves that involve vision for 24 hours.
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Exalted Boons
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1: Rushing to Destruction (Sp) hydraulic push 3/day, river whip 2/day, or unlife current 1/day

2: River Raider (Ex) Your magic is empowered by the very waters you battle in. You gain a +4 profane bonus to the DCs of spells with the water descriptor as long as both you and the spell's target are within water. You also gain a +4 profane bonus to saving throws against spells with the water descriptor.

3: Drown for Me (Su) You channel your patron's powers to make water treacherous. Once per day if you are within water, you may create a whirlpool. This functions as a vortex spell with a caster level equal to your Hit Die (maximum 20) and modified by the Extend Spell feat.
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Sentinel Boons
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1: Scaled Superiority (Sp) bristle 3/day, venomous bite 2/day, or greater scale spikes 1/day

2: Rampaging Reptile (Ex) You gain the service of a fiendish constrictor snake animal companion (Pathfinder RPG Core Rulebook pg. 54). Your companion advances in levels as though you were a druid of a level equivalent to your Hit Die (maximum 20). This boon replaces any companion, fiendish boon, or mount you may already possess through class levels.

3: Swamp Skin (Su) You gain the change shape universal monster ability, allowing you to assume the form of an adult black dragon as per form of the dragon II. Although you can activate this ability only once per day, the new form lasts indefinitely. If you lose access to this boon by failing to perform your obedience, you cannot change forms or return to your true form until you perform the obedience again or the effect is otherwise ended.
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Apep is a powerful fiend, worshipped during the days of ancient Osirion. He is usually considered to be an exemplar of the nightshades, a theory supported by his dwelling in the Negative Energy Plane within the Tenth Region of Night. This place is a sea of entropy, which Apep lurks in while he plots destruction against the Material Plane. Ancient Osiriani myth claims he is the greatest enemy of Ra, who seeks to extinguish the sun itself to create eternal darkness in order to bring his full powers to bear against Golarion. Understandably, he particularly despises Sarenrae and other sun gods. His followers are solitary nihilists, who seek to sow destruction to the best of their capability. Moving water, as a force chaotically malleable but potentially quite destructive, is a favored tool of these deranged cultists.

Apep appears as a colossal serpent with crocodilian jaws, with rough scales of night-black crystal and gleaming red eyes. Those caught in his coils are enveloped by crushing darkness, blinded by shadows as their lives are drained. His followers often incorporate snake scales and fangs as decorations for their weapons.


I'm actually trying to make obediances for my homebrew gods and finding it pretty difficult, any advice?


DaLucaray wrote:
I'm actually trying to make obediances for my homebrew gods and finding it pretty difficult, any advice?

Well, I'll try my best!

I try to take a god's portfolio into account first; that narrows down some concrete themes to build around. For instance, Apep that I just uploaded has darkness in his portfolio, so his obedience involves a dark room.
Alignment is next: evil deities always involve pain, usually to somebody else but sometimes to the follower, while good gods involve doing something beneficial to somebody else (some good gods involve pain, but it's really rare). Lawful evil, in particular, involves a display of domination, while chaotic evil involves a display of personal power. A lot of demon lords involve torture, for instance, as does Apep's obedience.
When in doubt, I look at deities with similar domains and alignments for inspiration; the Archives of Nethys is very useful for this.

I hope that helps! Feel free to ask me for more advice!


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Up next, the first of the Horsemen...Apollyon!

Apollyon's Obedience:

Apollyon
Prince of Locusts
God of pestilence
Alignment NE
Domains Air, Darkness, Destruction, Evil
Favored Weapon scythe
Nationality daemon
Obedience
Sequester yourself in an area suffused with filth, such as a sewer or rubbish dump. Meditate on how disease has affected your life, whether directly or indirectly, and on how you will bring disease into the lives of others. Gain a +4 profane bonus on saving throws against diseases and poisons.

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Evangelist Boons
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1: Knight of Locusts (Sp) jump 3/day, summon swarm 2/day, or vermin shape I 1/day

2: Ally of Swarms (Ex) You have learned how to move through vermin without danger. You can safely pass through swarms of vermin and do not take swarm damage while within a vermin swarm’s space. In addition, you are immune to a swarm’s distraction ability. If you attack a swarm, you lose this protection against only that swarm.

3: Become the Swarm (Sp) Once per day, you can cast swarm skin on yourself, using your Hit Die as your caster level to determine what swarms you may create and how many.
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Exalted Boons
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1: Plagued Breaths (Sp) advanced scurvy 3/day, pox pustules 2/day, or virulent miasma 1/day

2: Channel Pestilence (Su) When you channel negative energy to harm living creatures, you can subject up to one creature per 4 Hit Die you possess (to a maximum of 5 creatures) that failed its Will save with a contagion spell. You may choose each affected subject's specific disease individually. You use your channel energy DC for any disease's secondary saves.

3: Infectious Ally (Sp) The Prince of Locusts blesses you with the ability to call upon one of his favored servants. Once per day as a standard action, you can summon a leukodaemon (Pathfinder RPG Bestiary 2 68) to serve you. You gain telepathy with the leukodaemon to a range of 100 feet. It serves your commands perfectly for 1 minute per Hit Die you possess before returning to it's master's side. It doesn't obey commands to perform overly good acts or to halt the spread of disease, and may even attack you if the command is particularly egregious.
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Sentinel Boons
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1: Plaguemere's Champion (Sp) ray of sickening 3/day, sickening strikes 2/day, or contagion 1/day

2: Apostle of Plague (Su) If you have the cruelty class feature, you add your sentinel levels to your antipaladin levels when calculating the save DCs of your cruelties. Additionally, when using the sickened, diseased, or poisoned cruelties, you calculate the save DC using your full antipaladin level instead of 1/2 your antipaladin level.
If you do not have the cruelty class feature, you add +1 to the save DCs of poisons you use and spells with the disease or poison descriptor that you cast.

3: Pestilent Strike (Su) Once per day upon striking a foe with a melee attack, you can call upon Apollyon's power to affect the target with a greater contagion spell, using your Hit Die as your caster level (to a maximum of CL 20th).
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Apollyon is one of the dreaded Four Horsemen of Abaddon. He is the most recent of the current Four to take this station, but has swiftly capitalized to become a force on par with his seniors. His mortal origins are unknown, though he remembers painfully wasting away from some disease before dying. He once served under the prior Horseman of Pestilence, Yrsinius, as a leukodaemon and later a harbinger. In his bid for power, he requested aid from Urgathoa, who granted him unknown secrets that allowed him to bring his master low. In exchange, he has a friendly relationship with the Pallid Princess, though one tinged by a hint of competitiveness. This competitiveness is reflected by their respective cults; in areas that they overlap, they try to outdo each other in spreading increasingly vile plagues, bringing even swifter ruin to such areas.

Apollyon appears as a ram-headed humanoid, with skin covered in sores and boils. He wears heavy armor from the neck down, though stained bandages show through the gaps. He is normally accompanied by swarms of flies or other vermin.


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First of the Whore Queens...the End of Innocence, Ardad Lili!

Ardad Lili's Obedience:

Ardad Lili
the End of Innocence
Goddess of seduction, snakes, and women
Alignment LE
Domains Charm, Evil, Law, Scalykind
Favored Weapon dagger
Nationality devil
Obedience
Engage in sexual acts in the presence of an intelligent creature that could be sexually attracted to you, but is restrained so it cannot take any actions. Offer prayers to Ardad Lili during the act, and encourage the subject to do so as well. Gain a +4 profane bonus to Charisma-based skill checks against intelligent creatures that could be sexually attracted to you.

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Infernal Cabalist
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1: Infernal Pleasures (Sp) charm person 3/day, touch of idiocy 2/day, or venomous promise 1/day

2: Hidden Fangs (Ex) You know that the best attack is the one a target never sees coming. You gain a +2 profane bonus to Sleight of Hand checks to hide light one-handed weapons on your person, but only while wearing no armor or light armor. You gain Quick Draw as a bonus feat, but only for light one-handed weapons.

3: Fatal Rejection (Sp) Ardad Lili suffers no unwanted attentions, and neither do her servants. Once per day when you successfully save against a charm or compulsion effect, you can cast quickened finger of death against the creature that originated the effect. You use your Hit Die as your caster level for this spell (to a maximum of CL 20th).
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Ardad Lili is the seductress of Hell, who revels in the power she can wield with promises of sensual delights. As a rule, she only targets men, a reaction to the glaring sexism she faces in Hell's hierarchy. Her games always have their limits though, and anyone who pushes past the boundaries she sets learns the true depths of her ire, as her ignited lust becomes heart-stopping rage. Among the archdevils, she is closest to Belial for their similar portfolios, and accordingly spends most of her time in Phlegathon. The two delight in contests to see which can draw a particular mortal to ruin faster, using seduction and guile.

Ardad Lili looks like a young human woman with a permanent blush, though her fiendish nature is betrayed by her slim snake-like tail and her small bat-like wings. When dispatching unruly suitors, however, she displays a monstrously enlarged mouth full of fangs, and her hands morph into biting viper's heads. In this aggressive form, her tail and wings enlarge to become potent weapons as well.


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Another Abaddon native (lots of those in the As, I've realized), Arlachramas.

Arlachramas Obedience:

Arlachramas
the Silent Breath
God of dehumanization, disposal, and euthanasia
Alignment NE
Domains Community, Death, Evil, Strength
Favored Weapon warhammer
Nationality daemon
Obedience
Procure the remains of a sentient creature that was at least 1 age category less or greater than your current one. Pray over the remains, asking for strength to continue spreading your god's agenda. Gain a +4 profane bonus to saves against death effects.

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Souldrinker
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1: Sow Weakness... (Sp) frostbite 3/day, blindness/deafness 2/day, or litany of admonition 1/day

2: Merciless (Ex) You know how to capitalize on the weakness in your foes. Against foes which are suffering from the bleed, blinded, deafened, disabled, exhausted, fatigued, paralyzed, or staggered conditions, you gain +1 per damage die when using warhammers or spells that deal Hit Point damage.

3: ...Reap Strength (Su) You steal the might of your victims, for in death they no longer need it. Upon reducing a foe to 0 Hit Points, you gain a +2 bonus to Strength, Constitution, or Dexterity, depending on which of these was your foe's highest ability score. This bonus lasts for 1 minute, but you can only benefit from 1 such bonus at a time.
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Arlachramas is one of Charon's favored servants, who makes sure that only the strongest and most capable minions serve his master. He sows such ruthless pragmatism among mortals as well, using his followers to amass power in order to spread such sentiments. As such, he has a reputation for long-term scheming even among daemons. In life, he inhabited a harsh and unforgiving environment, managing to lead his tribe through many perils with brawn and wit. Ultimately age made him too weak and he was exiled, where he met his end. His spiteful soul filtered to Abaddon and ended up in Charon's service.

Arlachramas appears as a man-sized figure, with desiccated skin over an emaciated frame, and his extremities are blackened as though by fire. Though frail in build, he wields his signature warhammer with ease; its head is adorned with two skulls, said to be from the tribesmen that sentenced him to death.


more Osirion Deities lil!
I love Sobek


Wonderful project, would love to see it continued sometime.

Searching for an obedience for Anubis for one of my players brought me here and the obedience boons helped me a ton.

I made slight alterations to the obedience ritual, just to have it be less restrictive if needed.

Anubis Obedience Ritual:
Find and collect the body of a deceased sentient creature (humanoid, animal, etc.) with as much respect as possible and perform funeral rites according to your local culture (burying, cremation, mummification, building a cairn, etc.) to invoke Anubis' power.

At the request of the player, I also made some small changes to the exalted's abilities in relation to Anubis. It should fit a follower of Anubis and the Mummy's Mask campaign just fine.

Exalted of Anubis:

Aspect of Divinity (Su)
At 7th level, the exalted can choose between a permanent protection from chaos effect or a permanent protection from evil effect with a caster level equal to her character level. Once the exalted makes this choice, it can’t be changed.

Ardent Vision (Sp)
At 8th level, the exalted can always discern the enemies of her faith. She gains the ability to cast detect chaos or detect evil at will, with a caster level equal to her character level. Once this choice is made it can’t be changed.

Also, for anyone else coming here for Obediences for Osirian gods, I'd love to share the Wadjet obedience I made for another player! If
TerminalArtiste ever continues this project and comes around to letter W, let this not stop you from making your own!
Credit where credit is due, the ritual is in part inspired/based off the one the Hastur group came up with, but I found the herb and plant theme unfitting for Wadjet's portfolio. Might rather suit Sobek as god of fertility.

Anyway..

Wadjet Obedience:

Wadjet
The Green Empress
Goddess of good serpents, the River Sphinx, and wisdom
Alignment LG
Domains Good, Law, Protection, Travel, Water
Subdomains Archon, Defense, Exploration, Purity, Rivers, Trade
Favored Weapon light mace
Nationality Osirian
Symbol Uraeus
Sacred Animal(s) Uraeus

Obedience
Dress yourself in colorful feathers. Recline in calm water and meditate on the teachings of Wadjet for 1 hour. Gain a +4 sacred bonus on survival checks.
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Evangelist Boons

1: Safe Travels (Sp) Longstrider (3/day), Lay of the Land (2/day), Water Walk (1/day)
2: Enduring All (Sp) You can cast Life Bubble one per day. Aside from the mentioned effects, the bubble also protects against all environmental hazards dealing non-lethal damage.
3: Destination Bound (Sp) You can cast Find the Path once per day. For the duration of the spell, you and allies within 30 feet gain a 10 feet enhancement bonus to their base speed as long as you stay on the revealed route.
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Exalted Boons

1: Protect the Meek (Sp) shield of faith 3/day, shield other 2/day, magic circle against evil (1/day)
2: River's Ally (Su) Once per day as a standard action, you can summon a pair of Uraeuses to aid you. You gain telepathy with the uraeuses to a range of 100 feet. The uraeusesfollow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in Elysium. The uraeusesdon’t follow commands that would cause them to commit evil acts or violate its lawful alignment. Such commands not only earn refusal and scorn from the uraeuses, but could cause the bralanis to attack you if the command is particularly egregious.
3: Waterbringer (Sp) You can cast Oasis once per day. The DC to cast this spell in a desert is reduced by 5. The water of this oasis is blessed and especially nourishing. Any creature drinking from it may heal 1d8+5 points of damage. The oasis can provide this boon for a number of times up to half your Hit Dice. When within 1 mile of the River Sphinx, the casting time is reduced to 1 minute.
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Sentinel Boons

1: Gentle Waters (Sp) wave shield (3/day), slipstream (2/day), hydraulic torrent (1/day)
2: Caring Defender (Su) Protection of self and community is paramount to you. You gain a +2 sacred bonus to your Armor Class. When using the aid another action to increase an ally’s Armor Class, this sacred bonus increases to +4 and the ally gains an additional +2 bonus to her Armor Class against attacks.
3: River’s Renewal (Su) When completely submerged in water, you gain fast healing 2. You can recover a total number of hit points equal to twice your Hit Dice in this manner each day. At 20th level, if you fall below 0 hit points and your body is fully submerged in a river, you automatically stabilize.

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