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Polis (LN)

The Golden God

A minor god that was raised to major godhood after the death of ZOL, he is the weakest of the 9 major gods and is therefore often seen as the diplomat. The god of large cities, commerce, and order. He is often prayed to for protection or prosperity, as such he is a favorite of merchants and nobles. His temples often act as banks. Of his followers he expects honesty and prosperity.

Relations:

-Works occasionally with Balmoth. Often acts as a mediator between the good and bad gods.

-Has a rocky relationship with the nature gods.

-Developed an unusual but strong working relationship with Velona, over their shared interest in community and bonds.

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Scripture: The March of Marble

An extensive tome detailing proper procedures for growing and building a town or city. Detailing ranges from proper sanitation to maintenance of trade. It is often stored in a prominent place.

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Heralds:

A great golden eagle named Aristaeus who soars high above the clouds serves the Golden God. It is said those who reach him can receive his judgement.

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Curse/Blessings:

-Finding a coin with heads on both sides (to reprisent Polis' balanced veiws. Is a sign of favor from the god. -Sudden increases in cost or loss of profit is considered a sign of his displeasure.

Obedience

A dedicated follower is to keep a perfect ledger of all his possessions. At the beginning of each day he is to take inventory reading aloud each item and its worth as it's observed and counted (for items not yet officially valued, like rare gems, an expected value should be noted). Then each coin, bronze silver gold and platinum is to be counted and weighted (to assume that the price has not been illegally shaved, any piece whose weight has been obviously shaved must be marked and set aside, and noted in the ledger. Gain a +4 sacred or profane bonus to Appraise checks. The type of bonus 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.

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Evangelist

1: Wealth Maker

Fool's Gold 3/day

Protection from Chaos, Communal 2/day

Rags to Riches 1/day

 

2: City Dweller: You never become lost in cities of more than 5,000 inhabitants—upon entering a city, even for the first time, you can always retrace your steps and intuit where particular districts must be. Furthermore, you pick up local accents and vernacular instantly, giving you the cant of a citizen. You also gain a +4 sacred or profane bonus on Disguise and Knowledge (local) checks while in the bounds of a city.

 

3: Shared Expertise: You know that your bond to your allies is your greatest benefit. Each time you complete your obedience, you can select a bonus teamwork feat. You must meet the prerequisites for this feat. All of your allies are treated as if they possessed the same teamwork feat as you for the purpose of determining whether you receive the benefit of the teamwork feat. As a free action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies do not need to meet the prerequisites of the bonus teamwork feat. You can grant this feat for a number of rounds per day equal to your Hit Dice. These rounds need not be consecutive. You can select a different teamwork feat for this boon each time you complete your obedience.

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Exalted

1: Ambassador's Mantle

Fairness 3/day

Build Trust 2/day

Tongues 1/day

 

2: Diplomatic Immunity: While within the bounds of a city of more than 5,000 inhabitants, you gain a +4 sacred or profane bonus on Bluff and Diplomacy checks. You also gain special status with the law. You’re considered a person to be respected, and may obtain special treatment and assistance that ordinary citizens could not, such as information on political activity, criminal investigations, or threats against the city. Any bribes or fees that would normally be levied by the legal system are waived for you. City guards and officials with an initial starting attitude of unfriendly or hostile instead have an attitude of indifferent toward you. These benefits apply only when you identify yourself as an exalted of Polis.

 

3: Scales of Balance: Once per day as a full-round action, you can pool and redistribute your current hit points and those of all willing allies within 30 feet of you. Total your current hit points and those of your willing allies, and then decide how you wish to redistribute them among the same individuals. You cannot give an ally more hit points than her maximum, nor can you leave an ally with 0 hit points.

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Sentinel

1: Negotiator

Comprehend Languages 3/day

Calm Emotions 2/day

Detect Desires 1/day

 

2: All that Glitters: Once per day as a standard action, you can summon a Very Young Gold Dragon. You gain telepathic communication with the Dragon to a range of 100 feet, and the Dragon follows your commands perfectly for 1 minute for each Hit Die you possess before vanishing back to its home. The Dragon doesn’t obey any command that would violate its lawful good alignment—such commands are met with grim refusal, and could even prompt the Dragon to attack you if the command is egregious enough. This Dragon has the Detect Gems special ability as an older dragon of its kind

 

3: Society's Savior: You are the final defence of a community, and are willing to sacrifice your own safety to keep them alive. Once per day as an immediate action, if an ally within 60 feet of you would normally take enough damage to fall unconscious or die, you can move to an adjacent space and intercept the killing blow, taking the damage in your ally’s place. If the attack would have inflicted any effects other than hit point damage, those effects are negated. If the damage would bring you to negative hit points, you are brought to 0 hit points instead, and the remaining damage is negated. Any attacks of opportunity you provoke by moving in this way are resolved after you take the damage from the intercepted blow; you take any damage from those attacks as normal.

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