Sithrak (CE)The Blind Madman
Sithrak, is the most twisted being in the universe. The god of insanity and pain, even the other gods are disturbed by his presence.
It is said that if a soul were to fail to find favor with any other god, then it would be to Sithrak's hell they would be cast. For an eternity of suffering.
Those who follow Sithrak are part of the Gazekian church. Though a crazier part of an already wild belief system. They belive that there is no such thing as heaven, that all souls eventually end up with Sithrak, and so find no moral wrong with pain, torture or murder. While they make for very potent tortures, keep in mind any alliance with them is tenuous. They keep themselves mostly confined within the wall of their church, known as the pit.
Relations:
-Spends much of his time following Gazek's wake for they share a certain kind of madness.
-Sithrak has a Hatred for all beings, but seems to revel in his mad hatred. The other gods avoid him, for they find his presence unsettling.
Scripture: The Book of Dismay
A twisted and dark volume. It dictates a myriad of unconditional torments that await in the afterlife for all beings who enter Sithrak's clutches. Copies are often written in blood instead of ink.
Heralds:
The Eyes of Sithrak is a sentient magical item that carries a small portion of Sithrak's essence. When the two iron spikes that make-up the item are inserted into a humaniod's eyes, they become a servant and divine conduit for the gods' twisted will unto their death.
Cuse/Blessings:
-The rantings of madmen, and the babbling of creatures in great pain are said to contain messages from Sithrak. Pursuit of these messages has become the focus of many cultists.
-A child born with scars upon their back, is said to be destined for Sithrak. It is a a sign met with great horror and sadness by Parents, for their soul is damned from the start
Major God

Obedience
Torture a living creature for at least 15 minutes. Explain it as a preparation for the Pain Sithrak will surely visit upon them in the future. The subject of the torture does not have to be willing, but if at any point the subject leaves or dies before the 15 minutes are up, You must start again with another creature. The pain inflicted can be as subtle as thin needles under the skin or as overt as a lashing with a whip. If no suitable individuals can be located, coil a spiked chain into a nest and kneel on it, letting your weight sink your knees into the spikes. Whip your own back while chanting praises to Sithrak.
Evangelist
1: Bringer of Madness
Murderous Command 3/day
Mad Hallucination 2/day
Howling Agony 1/day
2: Rot the Mind: Your mad ravings, and cryptic warnings of doom take on a malevolent timbre, and your enemies’ minds bend before the potency of your ire. Once per day, you can cast feeblemind, as per the spell, except remove curse can remove this effect, as can heal, limited wish, miracle, and wish. If the target fails its Will saving throw against this effect, it recognizes you as the cause of its affliction. After this effect ends, if you are within 30 feet of the target, it is shaken for a number of rounds equal to your Hit Dice or until you move more than 30 feet away from it (whichever comes first). This is a curse effect.
3: Crush All Hope: Once per day as a Standard Action, you can target one corporeal enemy within 60 feet and call out a castigating challenge that causes the creature to painfully collapse in on itself in a crackle of black energy. The target takes 10 points of damage per Hit Dice you have. Creatures targeted by this ability can attempt a Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) to reduce the damage by half. A creature slain by this effect is completely destroyed, and all items it was carrying or wearing at the time fall to the ground and become cursed for a number of hours equal to your Hit Dice. The curse on these items causes non evil creatures who carry one of the items to take a –1 penalty on saving throws against fear and insanity effects; the penalties for carrying multiple items stack
Exalted
1: Torturer
Interrogation 3/day
Touch of Idiocy 2/day
Pain Strike 1/day
2: Maddening Thoughts: Your mind constantly swirls with dark whispers and disturbing thoughts. You gain a +4 profane bonus on saving throws against mind-affecting (compulsion) spells and effects and against divination spells and effects that attempt to read your thoughts. Anyone who targets you with such a spell or effect must succeed at a Will saving throw (with a DC equal to 10 + your Wisdom modifier + 1/2 your Hit Dice) or take 1d4 points of Wisdom damage.
3: Whispers of Insanity: Once per day as a standard action, you can whisper an insight gleaned from Sithrak to shatter the mind of another creature within 30 feet. The target must attempt a Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma modifier). If it fails, the target is driven mad by thoughts and concepts far beyond what the brain can handle, it is affected as if by the insanity spell. In addition to the normal ways to remove this spell, this ability’s maddening thoughts can be removed using modify memory. A successful Knowledge (religion) check (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) reveals this additional way to negate the effect.
Sentinel
1: Blood Lust
Inflict Light Wounds 3/day
Castigate 2/day
Sadomasochism 1/day
2: All Who Live Suffer Loss: You channel the despair and pain you have suffered into a cloud of madness that saps the will of those who oppose you. All foes within a 30-foot, cone-shaped burst are confused for a number of rounds equal to your Hit Dice, and take a –1 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. A successful Will saving throw (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) negates this effect.
3: Agonizing Blow: Once per day, you can make an unarmed strike that deals agonizing pain to a single target. You must declare your use of this ability before you roll your attack, and if your attack misses, the strike is wasted. You make an unarmed strike against your target, and if you hit, your target must succeed at a Will save (with a DC equal to 10+ 1/2 your Hit Dice + your Wisdom modifier) or take 2d6 points of nonlethal damage each round for the next 10 rounds as terrible pain rips through its body. Additionally, during those 10 rounds, your target is nauseated, and you gain a +4 circumstance bonus on Intimidate checks against it. If the target succeeds at its saving throw, it instead takes 1d6 points of nonlethal damage per round for the next 10 rounds, and is sickened for those 10 rounds. If you have a ki pool, you may spend 1 point from it to increase the saving throw DC of this ability by 4.