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Oros (NN)

The Reaper

The final arbitrator of all things. The God of Death, and the passage of Time. Oros came into being simultaneously with life itself, well before the gods. The first step a soul meets on it's way to eternity, his penetrating gaze sees all of a being's thoughts and deeds and directs them towards their afterlife. Few follow Oros, for he seeks no followers. You will hear his name whispered at funerals, and the few followers who seek out to kill necromancers and their unholy creations.

Relations:

-Strongly dislikes Zahkaz.

-Never lets a relationship with any god interfere with his work.

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Scripture: The Grey Curtain

A heavy tome that details the correct procedures for preparation and burial of a body. It contains instructions for every creature of every culture and religion known. The last section of the book contains blank pages for the book-keeper to fill with new burial cultures and instructions discovered. It is of great importance to Oros' clergy to meet whenever possible to exchange this new knowledge.

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Heralds:

The god of death knows that all must come to him at their time. As such, he possesses no Herald.

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Curse/Blessings:

-The scarab beetle is often seen as a sign from Oros. As is a sudden feeling of foresight into upcoming events.

-Those who have displeased the god may feel chills down their spine, or have their mouth filled with the taste of grave-dirt.

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Additional Notes:

Followers of Oros will not be granted any spells that raise or ressurect the dead. 

Followers of Oros who pass away and follow to his afterlife, cannot be resurrected as Oros will not return a soul once it's his

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Obedience

Bury within a hole, at least two feet deep, a bone; a handful of ash; or a handful of sand. Then kneeling before the freshly laid dirt, Recite the names of all family, friends and acquaintances you know, who've died, as well as the names of any person whose funeral you've seen to. (many of Oros's followers keep a list of these names written inside a black book, kept upon their person). Once the last name has been recited, stay kneeling in silence for 1 minute, while contemplating the names you may recite in the future, and your own inevitable fate. Gain a +2 Luck bonus on saves again spell from the Necromancy school.

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Evangelist

1: Exorcist

Sanctify Corpse 3/day

Calm Spirit 2/day

Greater Hide from Undead 1/day

 

2: Endbringer: Three times per day as a standard action, you can drive back undead creatures. This functions as if you had used the Turn Undead feat (though you do not need to have the channel energy ability or expend uses of channel energy to do this), and the save DC is 10 + half your character level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest).

 

3: Soul Scry: Once per day, you can show a number of creatures equal to you hit dice within 60 feet a flash of what work remains in order for them to be ready for the afterlife. The target must attempt a Will saving throw (DC = 10 + half your character level + your Intelligence, Wisdom, or Charisma modifier [whichever is highest]), if a target worships a deity with a different alignment then his own he takes a -2 on this check. If it fails its save, you show it a mental image of its destined plane in the afterlife, depending on the creature’s alignment and its adherence to its ethos, if it succeeds at finishing its mortal business. If the target is good-aligned, it is fascinated for 1d4+1 rounds on a failed save. If the target is neutral-aligned, it is confused for 1d4+1 rounds on a failed save. If the target is evil-aligned, it is staggered for 1d4+1 rounds on a failed save. Creatures without a soul, such as constructs or mindless undead are immune to this effect.

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Exalted

1: Patience Eternal

Deathwatch 3/day

Silence 2/day

Sands of Time 1/day

 

2: Decomposition: You can ensure the final rest of a creature. As a standard action, you can touch a corpse and cause it to dissolve into black ash. A corpse dissolved this way cannot be raised as an undead creature by any means short of a miracle or wish. The black ash left behind can, however, be used as the “corpse” for spells that return the dead to true life—such as raise dead—as long as the entire collection of ash is kept together

 

3: Ally from the Tomb: Once per day as a standard action, you can summon a pair of vanth psychopomps (Pathfinder RPG Bestiary 4 221) and gain telepathy with them to a range of 100 feet. The vanths follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in the Boneyard. The vanths don’t follow commands that would cause them to aid or permit the existence of undead, and they could attack you if the command is particularly egregious.

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Sentinel

1: Grave Walker

Hide from undead 3/day

Time Shudder 2/day

Halt undead 1/day

 

2: Disrupting Strike: Three times per day, you can channel disruptive energy through your weapon against an undead creature. You must declare your use of this ability before you roll your attack. If your attack hits an undead creature, you deal an extra 1d6 points of damage plus 1d6 points of damage for every 4 Hit Dice you possess (maximum 6d6). If your attack misses or your target was not an undead creature, the use of the ability is wasted.

 

3: Fearless in the Face of Undeath: You have spent too much time among the unliving to be taken in by their tricks and abilities, and you are proof against many of their powers. You are immune to fear effects generated by undead. If you have the Bravery class feature this bonus now also applies to saving throws against spells and effects generated by undead. If you don’t have the bravery class feature, you instead gain a +1 profane bonus on saving throws against spells and effects generated by undead.

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