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Andreios (LG)

The Battered Knight

The god of Justice & Righteousness. Andreios fights against the creatures of evil within the world and the outer plane. He has fought countless battles, been broken and marred, but still continues on his quest. "Evil does not sleep, nor shall I"

Those who are followers of Andreios are part of the Solarius church, but put an emphasis on Fighting against those who do wrong by the sick and needy. One must be prepared to speak up and defend against injustice. Paladins, Guards, and Judges are often know to be followers of this variant of the Solarius religion.

Domains

Law

Good

Glory 

Protection

Strength

War (Duels)

Relations:

-Andreios trusts Solarius to guide him to those who need him most, and will often follow her will.

-He has a fair relationship with most of the non-evil gods.

-Since the Demon war, he also has an understanding with Gazeck about the warrior's code.

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Scripture: Without Hope, Without Witness, Without Reward

Is both a prayer to the god and a name borne by his sacred text. A simple and solid leatherbound book, it contains parables of those who do right because it is right.

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Heralds:

Those who fall alone while fighting for Andreios' highest ideals may join the Fallen Legion in the afterlife. These knights fight alongside Andreios on the Fields of Heaven. They also may be summoned into battle by the blowing of The Horn of Andreios.

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Curse/Blessings:

-Andreios will often guide followers to where they need to be by an almost magnet-like pull on their sword.

-Those who have fallen from the path of righteousness may feel their armour weighing on them greatly.

Major God

Solarius

Andreios 3 WEyes.png

Obedience

Donned in your choice of Armor, and a shield prominently displaying Andreios's mark, Stand straight backed shield held in front of you. speak loudly so all can hear, a prayer to Andreios, and a declaration that you will stand in the way of evil, for as long as you live. Gain a +4 sacred bonus to Fortitude saves to resist fatigue or Exhaustion effects.

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Evangelist

1: Champion's Last Stand

Shield of Fortification 3/day

Paladin’s Sacrifice 2/day

Heroism 1/day

 

2: Defending Shield: Your dedication to protecting your community manifests as a way to shield yourself and others. Three times per day as a standard action, you can summon a mystical glowing shield that sheds light as a torch. This shield manifests in a square within 30 feet of you, and it can share your space or that of any of your allies. If the defending shield is in a creature’s square, it grants that creature a sacred bonus to its Armor Class equal to your Wisdom modifier. You can move the shield to a different square within 30 feet of you as a swift action and can dismiss the shield as a free action. The defending shield lasts for 10 rounds each time it is summoned.

 

3: Divine Justice: You can call upon Andreios to lend you his strength. Three times per day, as a free action, you may convert Half the damage of an attack or damaging spell to deal Divine Energy damage. Divine energy damage bypasses all DR & Energy Resistance.

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Exalted

1: Unwavering Protector

Challenge Evil 3/day 

Shield Other 2/day 

Titanic Anchoring 1/day

 

2: Righteous Strike: Once per day, you can channel the effects of holy smite through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted with holy smite

 

3: Just Ally: Once per day as a standard action, you can summon a shield archon. The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. The shield archon doesn’t follow commands that would violate its alignment, however, and particularly egregious commands could cause it to attack you

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Sentinel

1: Unbreakable Defense

Shield of Faith 3/day

Holy Shield 2/day

Magic Vestment 1/day

 

2: Valorous Smite: If you have the smite evil or Chaos class feature, you gain an extra use of that ability per day. You add the levels of sentinel to your paladin or Hell Knight levels when calculating the extra damage dealt by your smite. If you successfully deal damage with your smite, your target must succeed at a Will saving throw (with a DC equal to 10 + your Charisma modifier + 1/2 your Hit Dice) or be stunned for 1 round plus 1 round for every 4 Hit Dice you possess (maximum 6 rounds). Once a target saves against this stunning effect, it is immune to the stunning effect from your holy smite for 24 hours If you don’t have the smite evil class feature, instead you can, as a free action, single out an outsider with the evil subtype or an evil-aligned dragon you plan to vanquish. Against this target, you gain a +2 sacred bonus on attack rolls and a sacred bonus equal to your sentinel level on damage rolls. The bonuses remain until the target is dead or you use this ability again, whichever comes first. If you choose a target that is not one of the listed creature types, the ability is wasted. You can use this ability a number of times per day equal to your Charisma bonus (minimum once per day).

 

3: Banishing Strike: Once per day, you can channel the effects of banishment through your weapon, though you don’t need to cast (or even know) the spell. You must declare your use of this ability before you roll your attack. On a hit, the target is affected by a banishment effect. If you openly wear a holy symbol of Andreios, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any)

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