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Medos was once a mortal, but through physical and spiritual perfection he achieved divinity, becoming the God of Discipline & Self Improvement. The calmest of all gods, he is never rushed in word or action. Hadurin respected his resolve and so selected him to serve as his Demigod.

Those who are followers of Medos are part of the Hadurin church, but put an emphasis on self discipline, and the hard work of self improvement. They follow an additional holy text, know as "The Path". Monks are often know to be followers of this variant of

the Hadurin religion.

Relations:

- Medos respects that other deities are different spiritual beings and that what is correct for him may not be so for them. He therefore tries to avoid interfering with other divine beings, unless they threaten his work or his people.

- He does have a minor feud with Gazek, who tends to destroy what others have made.

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Scripture: The Path

A small book that can be easily carried upon one's person during travel. It contains instruction on proper eating and daily exercise, as well as a number of questions and words of wisdom upon which one can meditate.

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Heralds:

-A number of Medos' most enlightened followers are reincarnated as pure white creatures who serve his will.

-His most prominent Herald is an ancient dwarf. His scarred hands and weathered skin run contrary to the strength and ease of his movements. He has been known to appear to loyal followers who stand at a crossroads in their path, and give council.

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Curse/Blessings:

-Those who stay true to their path will often find themselves buoyed with the energy to carry on through any hardship.

-Medos shows his displeasure through sudden stiffnes or cramps on one's muscles.

Domains

Law

Healing

Knowledge 

Rune

Strength

Major God

Hadurin

Medos.jpg

Medos (LN)

Master of the Path

Obedience

Spend an hour slowly performing the martial dance of the Branching Oak. The hour must be spent in silence, to promote a meditative state. Gain a +4 Sacred Bonus to CMD

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Evangelist

1: Elevated Spirit

Heightened Awareness 3/day

Levitate 2/day

Water Walk 1/day

 

2: Fist of Redemption: Once per day, you can make a special touch attack against an outsider. On a hit, the outsider becomes staggered for 1 round as it suddenly becomes aware of the fact that it need not follow the ethos and morals of its kind— that it can choose options other than the traditions of its ilk. The outsider must also succeed at a Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) or become favourably disposed toward you, as if affected by charm monster; in this case the stagger effect persists for 1d4+1 rounds, even if the charm effect is dispelled or negated. Given time, you may be able to convert the outsider from its ways and help it find a new path beyond its alignment, although the GM should adjudicate the time and potential success of such an endeavour. This effect is the equivalent of a 7th-level mind-affecting spell.

 

3: Markings of Enlightenment: Nine runic tattoos appear on your body, three for each of the three disciplines of Medos: mind, body, and spirit. As a standard action (unless otherwise noted) you can discharge the power stored in a tattoo. Once spent, a tattoo’s power returns gradually over the course of 1 week. The tattoo powers are as follows: Body Tattoos: Two contain cure serious wounds, which you can use as a spell-like ability. One contains restoration, which you can use as a spell-like ability. Mind Tattoos: Two can each be discharged as a swift action to allow you to reroll a saving throw against an enchantment spell or effect. You must use this ability before you learn the result of your save, and you must take the second result, even if it is lower. The third can be discharged to grant you a +4 sacred bonus to Wisdom for 1 minute. Spirit Tattoos: Two allow you to assume an ethereal state for 1 minute as though using the spell etherealness. The third allows you to gain spell resistance equal to 10 + 1 for every Hit Dice you possess for 1 minute.

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Exalted

1: Stored Power

Blessed Fist 3/day

Visualization of The Mind 2/day

Burst of Speed 1/day

 

2: Inevitable Fist: For a number of rounds per day equal to your Hit Dice, you can infuse your limbs with the power of pure law. Your unarmed strikes deal damage as if you were one size category larger, and gain the axiomatic weapon special ability. Activating or dismissing this ability is a free action, and the rounds don’t need to be consecutive.

 

3: Walk Above the Earth: You hover several inches off the ground as if levitating. This doesn’t affect your speed, and makes you immune to most kinds of difficult terrain, traps triggered by pressure, and potentially other effects. You can levitate over solid surfaces only, so you fall if you step off a cliff or over a liquid. You can, however, raise or lower yourself as levitate. If you make an attack while hovering, you are not subject to the attack and damage penalties listed in the levitate spell description. However, if you move yourself higher in the air using a move action, you become subject to the attack and damage penalties until you return to the ground.

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Sentinel

1: Physical Control

True strike 3/day

Visualization of The Body 2/day

Haste 1/day

 

2: Rejuvenating Strike: Whenever you confirm a critical hit with a melee attack, you heal a number of hit points equal to your Hit Dice or the target’s Hit Dice, whichever is less.

 

3: Perfection of Form: You develop your body to such a degree of physical perfection that you become almost untouchable by the ravages of toxins and disease. You gain a +4 sacred bonus on saving throws against poison, magical and supernatural diseases, and spells and effects that cause ability damage, ability drain, or negative levels. You also become immune to non magical diseases.

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