Character Generation > Religion
Each character can choose to be part of a cult or religion. Being part of a religion gives a trait to the character.
Here is an overview of possible religions in Heibesu. Each character can only be part of one given religion. Some religions have alignment prerequisites; in this case, should a character stray more than one step out of the given alignments, their blessing is revoked until they return to the nominal alignment. A character can also renounce their religion and convert to another religion, but the blessings of the first religion are lost forever.
It is important to understand that a few religions are considered heresy in the Empire, which means that if discovered, they will probably risk being hunted down, imprisoned or forced to convert to the state religion.
More information on religion and religious concepts, especially the Faith of the Sun, which is the most common religion in the Empire, can be found here.
Religion
Faith of the Void (Chantry) Cult of the Thousand Paths Fellowship of Saiah Cult of the Earthen Ancestors Church of the Iron Maiden Hikaiko Teachings Drow True Ways |
Heresy to Chantry doctrine
No (unless one worships Onis) No Yes Sometimes Sometimes No (protected faith) Yes |
Domains*
Glory, Law, Magic, Greed. Also depends on chosen deity Charm, Trickery, Nobility Destruction, Glory, Good, War Earth, Glory, Repose, Strength Charm, Law, Protection Knowledge, Magic(arcane), Air/Fire/Earth/Water/Void (depending on school) Chaos, Death, Destruction, Evil, War |
* Domains are currently only used in gameplay by the Inquisitor class, who is required to be part of the Faith of the Void. A Cleric class is to be added in a later update and will make full use of domains for all Faiths.
The Chantry / Faith of the Void
Overview : The Faith of the Void is Heibesu's own state religion and at such, the most widespread one. It is a religion centred around revering the Hikai and Reiki.
More details on this religion can be found on the Lore Religion page linked above.
Alignment : No specific alignment*, though Evil alignments are discouraged.
Followed by : Imperial Ton'keena and Kitsune, non-exclusively. Tengus follow their own admittedly fake deities but focus on Hikai or Reiki too.
Symbol : The Void Rune symbol, stylized onto a burning sun.
Primary Tenets : Motion, Agency, Purity
Focus : Spiritual growth
Divine Figure : The Hikai and their Reiki spirit minions. Yuuriko is the Chief Deity.
Meets in : Shrines to Hikai and Reiki dotted across the Empire.
Spiritual Leader : None. The Empress is sometimes said to embody Yuuriko.
Authority : The Chantry as a whole.
Scripture : Collection of tales and treaties. Each Heiki has its own specific book.
Perks : Choosing this faith grants a +2 bonus to Diplomacy checks when interacting with members of the Clergy (Orthodoxy trait). In addition, each player chooses one Hikai to specifically follow as defined by the table below :
Overview : The Faith of the Void is Heibesu's own state religion and at such, the most widespread one. It is a religion centred around revering the Hikai and Reiki.
More details on this religion can be found on the Lore Religion page linked above.
Alignment : No specific alignment*, though Evil alignments are discouraged.
Followed by : Imperial Ton'keena and Kitsune, non-exclusively. Tengus follow their own admittedly fake deities but focus on Hikai or Reiki too.
Symbol : The Void Rune symbol, stylized onto a burning sun.
Primary Tenets : Motion, Agency, Purity
Focus : Spiritual growth
Divine Figure : The Hikai and their Reiki spirit minions. Yuuriko is the Chief Deity.
Meets in : Shrines to Hikai and Reiki dotted across the Empire.
Spiritual Leader : None. The Empress is sometimes said to embody Yuuriko.
Authority : The Chantry as a whole.
Scripture : Collection of tales and treaties. Each Heiki has its own specific book.
Perks : Choosing this faith grants a +2 bonus to Diplomacy checks when interacting with members of the Clergy (Orthodoxy trait). In addition, each player chooses one Hikai to specifically follow as defined by the table below :
Hikai
Sholanee ♀ Mora'ko ♂ Shigeki ♀ Inari ♀ Shon'ta ♂ / ♀ Ginko ♀ Daalika ♀ Innur'ko ♂ Vaa'sha ♀ Kawanari ♀ Yuuriko ♀ |
Align
Any Any non-evil Any Any Any non-lawful Any good Any chaotic Any neutral Any non-good Any Any neutral |
Domains
Air, Luck, Magic(arcane) Earth, Strength Fire, Magic Travel, Water Darkness, Trickery Light, Healing, Chaos, Madness, Strength Plant, Repose Chaos, Destruction, Strength, War Knowledge, Luck Knowledge, Magic, Void |
Blessing
Elemental Resilience : Choose one of the following energy types : Acid, Cold, or Fire. You gain a +1 trait bonus on saving throws against spells with that descriptor. Once the energy type is chosen, it cannot be changed. Stubborn Strength : When you wear medium or heavy armor, your armor check penalty on Strength-based skills is reduced by 2. Cleansing Arcana : When expending CP to deal magical damage to undead or evil-aligned creatures, you can reroll any damage die roll that results in a natural 1. Inspiring Flow : While touching flowing water, you gain a +2 trait bonus on saving throws against effects that would hamper your movement. Backstab : When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Vitality : When you use the Heal skill to provide long-term care, your patients heal an extra 2 hit points at sunrise. Denial of Fate : Once per day while you are below 0 hit points, at the start of your turn you can choose to stabilize without needing to succeed at a Constitution check. Attunement with Nature : You gain a +2 trait bonus on Perception checks in natural settings. Bestial Wrath : You gain a +2 trait bonus on critical confirmation rolls. This becomes a +3 trait bonus on good-aligned foes. Cunning Eye : +2 to Appraise checks and you don't suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you. Secret Knowledge : You gain a permanent +2 trait bonus on checks with any one Knowledge skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. |
Your character can also choose to worship a certain Reiki. Worshipping a Reiki gives a +1 bonus to any one skill chosen during character creation. Only non-Evil beings can worship a Reiki (and you get to name it!)
Alternatively, your character can turn to the dark side and worship an Oni. Worshipping an Oni grants either +2 Critical Hit damage, a +2 bonus to all saving throws, or one of the Hex spell-like abilities below. However, worshipping an Oni makes the character Heretic and therefore prone to being hunted down by Inquisitors. Death is a very possible outcome for an Oni heretic.
Alternatively, your character can turn to the dark side and worship an Oni. Worshipping an Oni grants either +2 Critical Hit damage, a +2 bonus to all saving throws, or one of the Hex spell-like abilities below. However, worshipping an Oni makes the character Heretic and therefore prone to being hunted down by Inquisitors. Death is a very possible outcome for an Oni heretic.
Hex (Attack Penalty) or Hex (Fear)
Casting Time : 1 standard action Range : 15 ft Area : any one target Duration : instantaneous Saving Throw : Reflex negates Spell Resistance : Yes |
Description : Hex fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls OR a -1 penalty on saving throws against fear effects depending on which Hex was chosen. In both cases the Hex counters and dispels bless. Can only be used once a day. |
Cult of the Thousand Paths
Overview : The Cult of the Thousand Paths is a splinter group of the Chantry that focuses more specifically on Yuuriko, and dismisses other deities Hikai and Reiki alike as minor semi-gods and Yuuriko's children. It is a religion of hedonism but also of meditation, and emphatises self-improvement. It is most followed by Daarian Ton'keena. It is a matriarchal religion, and places the Mother (and by extention the female gender) above the male one, far more so than in Heibesu. There is no concept of salvation in this faith; once dead, it is believed that followers go to Afterlife, though the champions of Yuuriko are allowed to be reborm as Reiki. The cult revolves around celebrations, but just like the mainstream Chantry, attendance is not compulsory.
Alignment : Any alignment
Followed by : Daarian Ton'keena and Kitsune, non-exclusively.
Symbol : A 15-pointed star, each for the Reiki said to watch over Daaria, with Yuuriko at the centre.
Focus : Physical well-being and hedonism
Divine Figure : Yuuriko, known as the Goddess
Rituals : Most rituals involve dance, music and performing to an extent. Many are in honour of what are perceived to be miracles, be they military or scientific. The Awakening is celebrated every year as the Full Circle Carnival (originating in the Daarian canal city of Benezi), and is a week-long festival of pleasure-seeking and drinking, where all the social rules are inverted.
Meets in : Temples. The all-female clergy also convenes in the Great Temple of Daaria every now and then.
Spiritual Leader : The Matriarch
Scripture : A Dance in Heavenly Fire, 1st and 2nd Tomes
Imperial Heresy : Not a heretic religion at all. In the Empire, the Cult of the Thousand Paths is tolerated and widely embraced in some areas already closely affiliated to Yuuriko. It is at such not considered heresy. Because it is a splinter group, however, some Chantry members see its followers as either deluded or Yuuriko fanatics - though one might argue that since Yuuriko is already the head deity of the Chantry, all arguments are really about the role given to other Haiki and Reiki.
It is not outlawed in the Empire and its followers are therefore not hunted down.
Perks : Followers of this religion can choose one of the following traits :
Overview : The Cult of the Thousand Paths is a splinter group of the Chantry that focuses more specifically on Yuuriko, and dismisses other deities Hikai and Reiki alike as minor semi-gods and Yuuriko's children. It is a religion of hedonism but also of meditation, and emphatises self-improvement. It is most followed by Daarian Ton'keena. It is a matriarchal religion, and places the Mother (and by extention the female gender) above the male one, far more so than in Heibesu. There is no concept of salvation in this faith; once dead, it is believed that followers go to Afterlife, though the champions of Yuuriko are allowed to be reborm as Reiki. The cult revolves around celebrations, but just like the mainstream Chantry, attendance is not compulsory.
Alignment : Any alignment
Followed by : Daarian Ton'keena and Kitsune, non-exclusively.
Symbol : A 15-pointed star, each for the Reiki said to watch over Daaria, with Yuuriko at the centre.
Focus : Physical well-being and hedonism
Divine Figure : Yuuriko, known as the Goddess
Rituals : Most rituals involve dance, music and performing to an extent. Many are in honour of what are perceived to be miracles, be they military or scientific. The Awakening is celebrated every year as the Full Circle Carnival (originating in the Daarian canal city of Benezi), and is a week-long festival of pleasure-seeking and drinking, where all the social rules are inverted.
Meets in : Temples. The all-female clergy also convenes in the Great Temple of Daaria every now and then.
Spiritual Leader : The Matriarch
Scripture : A Dance in Heavenly Fire, 1st and 2nd Tomes
Imperial Heresy : Not a heretic religion at all. In the Empire, the Cult of the Thousand Paths is tolerated and widely embraced in some areas already closely affiliated to Yuuriko. It is at such not considered heresy. Because it is a splinter group, however, some Chantry members see its followers as either deluded or Yuuriko fanatics - though one might argue that since Yuuriko is already the head deity of the Chantry, all arguments are really about the role given to other Haiki and Reiki.
It is not outlawed in the Empire and its followers are therefore not hunted down.
Perks : Followers of this religion can choose one of the following traits :
Trait
Holy Performer Inner Beauty Honey-Tongued Ritual Entertainer Goddess' Blessing |
Alignment
Any Any non-evil Any non-good Any Any |
Description
Your devotion has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you. Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff,Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM. You have a deep if cynical understanding of human nature and are a master of social interaction. You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, such as judges, guards, and Yamabushi. The Goddess created life to be enjoyed and you, as a former Ritual Entertainer - really more of a sacred Temple prostitute - takes this tenet to heart. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. Yuuriko, the Goddess, blessed Ton'keena with magic and a vibrant world to enjoy. You are one of the most devout followers of the Goddess, and she watches over you as a reward. As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. |
Fellowship of Saiah
Overview : The Fellowship of Saiah is a highly organized religion originating from the kingdoms of Catharia. It differs wildly from Chantry doctrine in that it worships Saiah, the One God, who made the world, then gave its inhabitants the power of free will and most importantly magic.
According to this faith, the old races such as the Unseelie and Elven lived in Heaven, and died to return as faithful servants to the land (the Reiki). However, each race began wanting more and more power, and began worshipping other deities, which is said to be against Saiah's will. The two races committed the Original Sin through abuse of their magical abilities, and in punishment, both were cast out of Heaven - smitten out of existence. Many dark centuries followed until the Awakening happened. A strange prophet figure, known as Bazarah, made himself known in Catharia at the time. His powers were unsurpassed, but he used them for the good of Ton'keena kind. He claimed his powers came from Saiah herself, who gifted them to him during the Awakening. He claimed that Saiah would return, one day, to make the world a new Heaven again, but only when all beings would be absolved of the Original Sin that shattered it in the first place.
Saian theology states that all beings are born sinful - that is prone to disobeying the will of Saiah, usually through abuse of magic or other "Cardinal Sins", amongst them undue wrath, gluttory and lust. This is because all beings fell out of Heaven, and all carry traces of the Original Sin. Only by humbly worshipping Saiah, working hard, fighting in Saiah's name, and spreading and following the teachings of their savior Bazarah, can they be absolved of sin.
The Fellowship has a hatred of all things drow, evil, undead, and also views magic with contempt. They are not interested in converting evil - destroying it is all that matters. Many of their followers will quickly point to the loss of the Kitsune mainland. The Fellowship encourages fighting against these enemies, and holy warriors who prevail in defeating evil are often revered as legends and saints.
Afterlife is called "The Great Slumber". Upon death, each soul is judged and those deemed unworthy of Heaven are turned into Oni. Those that are deemed worthy are said to sleep until the current world becomes Heaven again at an unspecified point in the future. Saiah herself will judge the world and only then those who were saved will be absolved, awoken and be allowed to live in Heaven, while Oni will be cast out and destroyed like the Unseelie were.
Alignment : Any non-CE
Followed by : Catharian Ton'keena, somewhat exclusively as the Fellowship also states Catharians are the chosen people, and Ton'keena the superior race. Oranda Ton'keena seeking to defy the Empire also embrace this religion.
Symbol : A sword and star
Focus : Freedom and salvation from the Original Sin
Divine Figure : Saiah, and the Savior, Bazarah.
Meets in : Churches in town and villages, and Monasteries in remote areas. In the Empire they meet in secret in makeshift chapels.
Spiritual Leader : Pater Lordi VI, Patriarch of Catharia
Scripture : A few Holy Tomes, along with oral tradition
Imperial Heresy : Officially a heretic religion. Heibesu Ton'keena are very jarred by this cult. It relegates their own divine figures to a secondary role, substitutes their deities by a mortal and a Goddess without direct proof of her existence, not to mention its patriarchal, ascetic nature that clashes with Imperial and Daarian matriarchies. The very concept of "Original Sin" and disobeying a deity's actual will, rather than values, is also strange and worrying to many Imperial residents. It is also seen as a political disturbance as the Church is led by the most powerful kingdoms in Catharia, inhabitants of which are very ostencibly the Fellowship's favoured people. Their leaders might have an interest in spreading beyond their borders - not to mention the militaristic tones of the Fellowship's teachings. There is very little the Fellowship and the Chantry agree on - perhaps on how abusing magic is bad, and that drow are evil, but that is as far as it goes. At such, the Fellowship is considered utmost heresy and its Imperial followers ruthlessly hunted down. Nonetheless, a substantial population remains faithful and firmly rooted across the whole Empire.
Perks : Followers of this religion can choose one of the following traits :
Overview : The Fellowship of Saiah is a highly organized religion originating from the kingdoms of Catharia. It differs wildly from Chantry doctrine in that it worships Saiah, the One God, who made the world, then gave its inhabitants the power of free will and most importantly magic.
According to this faith, the old races such as the Unseelie and Elven lived in Heaven, and died to return as faithful servants to the land (the Reiki). However, each race began wanting more and more power, and began worshipping other deities, which is said to be against Saiah's will. The two races committed the Original Sin through abuse of their magical abilities, and in punishment, both were cast out of Heaven - smitten out of existence. Many dark centuries followed until the Awakening happened. A strange prophet figure, known as Bazarah, made himself known in Catharia at the time. His powers were unsurpassed, but he used them for the good of Ton'keena kind. He claimed his powers came from Saiah herself, who gifted them to him during the Awakening. He claimed that Saiah would return, one day, to make the world a new Heaven again, but only when all beings would be absolved of the Original Sin that shattered it in the first place.
Saian theology states that all beings are born sinful - that is prone to disobeying the will of Saiah, usually through abuse of magic or other "Cardinal Sins", amongst them undue wrath, gluttory and lust. This is because all beings fell out of Heaven, and all carry traces of the Original Sin. Only by humbly worshipping Saiah, working hard, fighting in Saiah's name, and spreading and following the teachings of their savior Bazarah, can they be absolved of sin.
The Fellowship has a hatred of all things drow, evil, undead, and also views magic with contempt. They are not interested in converting evil - destroying it is all that matters. Many of their followers will quickly point to the loss of the Kitsune mainland. The Fellowship encourages fighting against these enemies, and holy warriors who prevail in defeating evil are often revered as legends and saints.
Afterlife is called "The Great Slumber". Upon death, each soul is judged and those deemed unworthy of Heaven are turned into Oni. Those that are deemed worthy are said to sleep until the current world becomes Heaven again at an unspecified point in the future. Saiah herself will judge the world and only then those who were saved will be absolved, awoken and be allowed to live in Heaven, while Oni will be cast out and destroyed like the Unseelie were.
Alignment : Any non-CE
Followed by : Catharian Ton'keena, somewhat exclusively as the Fellowship also states Catharians are the chosen people, and Ton'keena the superior race. Oranda Ton'keena seeking to defy the Empire also embrace this religion.
Symbol : A sword and star
Focus : Freedom and salvation from the Original Sin
Divine Figure : Saiah, and the Savior, Bazarah.
Meets in : Churches in town and villages, and Monasteries in remote areas. In the Empire they meet in secret in makeshift chapels.
Spiritual Leader : Pater Lordi VI, Patriarch of Catharia
Scripture : A few Holy Tomes, along with oral tradition
Imperial Heresy : Officially a heretic religion. Heibesu Ton'keena are very jarred by this cult. It relegates their own divine figures to a secondary role, substitutes their deities by a mortal and a Goddess without direct proof of her existence, not to mention its patriarchal, ascetic nature that clashes with Imperial and Daarian matriarchies. The very concept of "Original Sin" and disobeying a deity's actual will, rather than values, is also strange and worrying to many Imperial residents. It is also seen as a political disturbance as the Church is led by the most powerful kingdoms in Catharia, inhabitants of which are very ostencibly the Fellowship's favoured people. Their leaders might have an interest in spreading beyond their borders - not to mention the militaristic tones of the Fellowship's teachings. There is very little the Fellowship and the Chantry agree on - perhaps on how abusing magic is bad, and that drow are evil, but that is as far as it goes. At such, the Fellowship is considered utmost heresy and its Imperial followers ruthlessly hunted down. Nonetheless, a substantial population remains faithful and firmly rooted across the whole Empire.
Perks : Followers of this religion can choose one of the following traits :
Trait
Blade of Mercy Divine Warrior Lover of Peace Searing Beacon Uncanny Blessing Wrath of Saiah |
Alignment
Any non-evil Any non-chaotic Any Any Any Any |
Description
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. From an early age, you were trained by a militaristic order of clerics. You are devoted to the teachings of the Goddess and to spreading those teachings by force. As a swift action, you can spend a Chi Point to add +2 damage to your next attack with a Melee weapon. Not every Follower is an adept of war. You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. The Fellowship absolutely abhors undeath in all its forms, and believes that undeath is a punishment for the Original Sin. You deal additional damage equal to your Wisdom modifier when you score a critical hit with a melee weapon against an undead opponent. Your theological studies have taught you many lessons of life, and given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse. There are several enemies that Saiah would see removed from the face of the planet. You are a paragon of war, and seek to bring battle to Saiah's enemies in her name. You may choose a specific enemy type from one of the following : Aberration, Humanoid(Drow), Outsider of Evil alignment, Undead. You gain a +1 trait bonus on damage rolls against foes of that type. |
Cult of the Earthen Ancestors
Overview : The Dwarves and Halflings are not the most religious people, with a very personal form of spirituality focused on one's ancestors. However, most Dwarves and Halflings believe they are the spiritual children of the first Dwarves : the Maker and his wife, the Architect. The Maker was, at such, the First Dwarf while the Architect is known as the First Halfling; from their union the two races sprung out into life and the cultures formed as they are known today. Many theologists are quick to point out that the Maker is very akin to the Chantry deity Mora'ko, while the Architect might be none other than Sholanee.
While they are revered as the Makers of the Shuju races, Dwarves put great emphasis on honouring the traditions of their ancestors, the glory and past achievements of their lineage. They believe that their ancestors join the essence of the planet upon death, the spiritual world, and reappear as spirits, which are probably what the Chantry call Reiki. However they put great importance in upholding their legacy in the physical world, so that the lineage as a whole is strengthened in both planes of existence. Because this form of worship is so personal, afterlife also manifests differently, it is believed, for each individual, but it will be defined by their actions in life and the strength and legacy of their ancestors before them. The worst that could happen is to be reincarnated as an Oni or even worse, a Drow. At best, they could be turned into Reiki - in this respect Cult opinion of afterlife is very close to the Chantry view.
The Cult is a very quiet religion, with very few rituals. However many Dwarves have relics of their ancestors' past, as well as a rock that symbolises their attachment to their home fortress. There are no formal mass gatherings or holidays though within each family, there might be celebrations of gone Ancestors. The only exceptions are Makers' Day, held yearly, which is a celebration of the two common Ancestors of both Dwarven races and is usually an occasion for the whole fortress to drink and feast; and the Pilgrimage, which is often undertaken by Wild Mainland dwarves, and consists of visiting the shrine in the Fortress of Eisenthas. Eisenthas is one of the biggest Dwarf fortresses, and a place of great spiritual importance for all Dwarvenkind. Indeed, this shrine contains the Font of Earth and is said to be the birth place of the Maker. Every few years, an especially honourable Dwarf is allowed to look into it and becomes a Paragon, who gets the immense privilege of ruling over Eisenthas.
Alignment : Any
Followed by : Dwarves and Halflings, as well as certain Ton'keena and Kitsune.
Symbol : A hammer and a gilded shield
Focus : Ancestor worship
Divine Figure : The Maker and the Architect
Meets in : Shrines in Dwarven fortresses or Halfling villages
Spiritual Leader : None
Scripture : Oral tradition and the Maker's Carved Stone, which explains how Dwarves and Halflings came to life and contains one commandment : Honour Thy Lineage
Imperial Heresy : Not officially a heretic religion. Because the Cult recognises two of the Chantry Haiki, and does not openly dismiss other Haiki or Reiki. After all, it is an ancestor cult, and the Ton'keena probably have ancestors of their own. The Dwarves do take offence if they are told Yuuriko is the ancestor to both the Dwarven makers, though, as is common Chantry doctrine. Still, because of the non-mutually-exclusive doctrines of the Cult and of the Chantry, they tolerate each other and in the Empire the Cult is not considered to be heretic, though it does not prevent certain followers to be branded heretics when they begin wielding political influence that might be threatening to local lords or to the Empire as a whole.
Perks : Followers of this religion can choose one of the following traits :
Overview : The Dwarves and Halflings are not the most religious people, with a very personal form of spirituality focused on one's ancestors. However, most Dwarves and Halflings believe they are the spiritual children of the first Dwarves : the Maker and his wife, the Architect. The Maker was, at such, the First Dwarf while the Architect is known as the First Halfling; from their union the two races sprung out into life and the cultures formed as they are known today. Many theologists are quick to point out that the Maker is very akin to the Chantry deity Mora'ko, while the Architect might be none other than Sholanee.
While they are revered as the Makers of the Shuju races, Dwarves put great emphasis on honouring the traditions of their ancestors, the glory and past achievements of their lineage. They believe that their ancestors join the essence of the planet upon death, the spiritual world, and reappear as spirits, which are probably what the Chantry call Reiki. However they put great importance in upholding their legacy in the physical world, so that the lineage as a whole is strengthened in both planes of existence. Because this form of worship is so personal, afterlife also manifests differently, it is believed, for each individual, but it will be defined by their actions in life and the strength and legacy of their ancestors before them. The worst that could happen is to be reincarnated as an Oni or even worse, a Drow. At best, they could be turned into Reiki - in this respect Cult opinion of afterlife is very close to the Chantry view.
The Cult is a very quiet religion, with very few rituals. However many Dwarves have relics of their ancestors' past, as well as a rock that symbolises their attachment to their home fortress. There are no formal mass gatherings or holidays though within each family, there might be celebrations of gone Ancestors. The only exceptions are Makers' Day, held yearly, which is a celebration of the two common Ancestors of both Dwarven races and is usually an occasion for the whole fortress to drink and feast; and the Pilgrimage, which is often undertaken by Wild Mainland dwarves, and consists of visiting the shrine in the Fortress of Eisenthas. Eisenthas is one of the biggest Dwarf fortresses, and a place of great spiritual importance for all Dwarvenkind. Indeed, this shrine contains the Font of Earth and is said to be the birth place of the Maker. Every few years, an especially honourable Dwarf is allowed to look into it and becomes a Paragon, who gets the immense privilege of ruling over Eisenthas.
Alignment : Any
Followed by : Dwarves and Halflings, as well as certain Ton'keena and Kitsune.
Symbol : A hammer and a gilded shield
Focus : Ancestor worship
Divine Figure : The Maker and the Architect
Meets in : Shrines in Dwarven fortresses or Halfling villages
Spiritual Leader : None
Scripture : Oral tradition and the Maker's Carved Stone, which explains how Dwarves and Halflings came to life and contains one commandment : Honour Thy Lineage
Imperial Heresy : Not officially a heretic religion. Because the Cult recognises two of the Chantry Haiki, and does not openly dismiss other Haiki or Reiki. After all, it is an ancestor cult, and the Ton'keena probably have ancestors of their own. The Dwarves do take offence if they are told Yuuriko is the ancestor to both the Dwarven makers, though, as is common Chantry doctrine. Still, because of the non-mutually-exclusive doctrines of the Cult and of the Chantry, they tolerate each other and in the Empire the Cult is not considered to be heretic, though it does not prevent certain followers to be branded heretics when they begin wielding political influence that might be threatening to local lords or to the Empire as a whole.
Perks : Followers of this religion can choose one of the following traits :
Trait
Ancestral Alchemy Centred Drow Hunter Fallen Legacy Formidable Artisan Honoured Drinker Loreseeker Toilcrafter |
Alignment
Any Any non-chaotic Any Any Any Any Any Any non-lawful |
Description
Many of your ancestors were chemists of some sort. Throughout the ages, poisons and potions of all sorts were invented by your lineage. At such you have knowledge of poisons and have developed a certain resistance to their ingestion. You gain a +1 trait bonus to saving throws against poison, and a permanent +1 bonus to Craft(Alchemy). Strengthened by the legacy of your lineage, the deeds of your ancestors and your knowledge of yourself, you've made it very difficult for others to dominate you. You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1. Raised in a family that prides itself on its great Drow Hunters, you have focused a certain fervor on the eliminations of the Drowish threat to Dwarves, Kitsune and Halflings worldwide. You have Drow as a favoured enemy and gain a +4 trait bonus on Knowledge(Local) checks made about Drow. Your legacy has been tarnished, your ancestors are remembered for unsavoury deals or you simply might have been outcast by your own family. Either way there is not much to be proud about, and the underworld has become a haven for you. You get a +1 trait bonus on Diplomacy and Sense Motive checks against underworld figures. Your ancestors were great artisans or erudits of a specific trade. You get a +2 trait bonus to any one Craft or +3 to any one Knowledge skill. Drinking, feasting, such were the honoured feats of countless ancestors before you, and you have inherited their legendary talent for holding your drink. You get a +1 trait bonus to saving throws against mind-altering effects and a +1 trait bonus to the benefits of any consumed alcoholic beverage. Your legacy dates back longer than even you can ever know, and magical artefacts have been passed down from generation to generation. You gain a +4 trait bonus on Spellcraft checks made to identify magical items. You know where to take shortcuts when making weapons, armors, and shields through diligence and toil...even if it were to cost an arm. The toilcrafter takes 25% less time to make non-masterwork items. |
Hikaito (Teachings of the Four Winds)
Overview : Kitsune clans do not worship Hikai as the Chantry does. Hikaito is based around four Schools, each based around one of four Elemental Planes. According to Hikaito, the mortal plane is but one possible form of existence, but there are others. Each individual Kitsune is instead attuned to one of these planes and will, at the end of their life, return to it. In times past, each subrace of Kitsune followed one specific school; since they exiled themselves from their doomed homeland, many Kitsune instead follow the school they like best.
Elemental planes are often associated to Hikai by Chantry scholars, but the followers of the Teachings of the Four Winds don't. Instead they see themselves as vessels of energy, parts of a greater cosmic whole that must fulfil the will of the inhabitants of their Elemental Plane - or be cursed into Oni forever. At such they usually strive to follow ideals or missions dictated by their school. The discovery of some elemental planes has the followers of Hikaito in upheaval. They consider these planes their afterlife, though some agree with visiting them, as they are, in the end, but the servants of the inhabitants of these strange places.
Because it deals more with Planes and their inhabitants than actual Hikai, Hikaito is not a form of Chantry worship. However some scholars agree that early forms of Chantry worship may well be based on Hikaito, especially worship to the Mother Figure of the Void, Yuuriko. Some followers of Hikaito do worship Yuuriko more specifically as the Goddess of Magic and of the Void, she who created the planes and even today, maintains the magical link between a Kitsune and their Plane.
Alignment : Any
Followed by : Some Kitsune and some High Mane Ton'keena
Symbol : Depends, usually the runic symbol for the element of each school
Focus : Fulfill the will of planar inhabitants, usually through advancing knowledge or being in harmony with the world
Divine Figure : Yuuriko as the Goddess of Magic and the Void, and usually more prevalently the Planar Inhabitants of each plane. Some followers, but not all, consider some elemental Hikai to be the planar and at such spiritual leaders.
Meets in : Hikaito Shrines. In ancient times, there were many shrines across the Kitsune homelands. Today they tend to be simple structures, usually gardens arranged around a stone monolith.
Spiritual Leader : None, but Grand Mistress Aimiko is often considered the champion of Hikaito as a whole
Scripture : Oral tradition only. Priestesses pass down the teachings of each school.
Imperial Heresy : Protected religion and therefore non-heretic. Persecution might still be possible, though, but is relatively rare. Hikaito was granted specific protections when Kitsune were allowed to settle in Heibesu, and they still stand today, even if some Chantry followers do wish they were revoked.
Perks : Followers of this religion choose one of the following schools :
Overview : Kitsune clans do not worship Hikai as the Chantry does. Hikaito is based around four Schools, each based around one of four Elemental Planes. According to Hikaito, the mortal plane is but one possible form of existence, but there are others. Each individual Kitsune is instead attuned to one of these planes and will, at the end of their life, return to it. In times past, each subrace of Kitsune followed one specific school; since they exiled themselves from their doomed homeland, many Kitsune instead follow the school they like best.
Elemental planes are often associated to Hikai by Chantry scholars, but the followers of the Teachings of the Four Winds don't. Instead they see themselves as vessels of energy, parts of a greater cosmic whole that must fulfil the will of the inhabitants of their Elemental Plane - or be cursed into Oni forever. At such they usually strive to follow ideals or missions dictated by their school. The discovery of some elemental planes has the followers of Hikaito in upheaval. They consider these planes their afterlife, though some agree with visiting them, as they are, in the end, but the servants of the inhabitants of these strange places.
Because it deals more with Planes and their inhabitants than actual Hikai, Hikaito is not a form of Chantry worship. However some scholars agree that early forms of Chantry worship may well be based on Hikaito, especially worship to the Mother Figure of the Void, Yuuriko. Some followers of Hikaito do worship Yuuriko more specifically as the Goddess of Magic and of the Void, she who created the planes and even today, maintains the magical link between a Kitsune and their Plane.
Alignment : Any
Followed by : Some Kitsune and some High Mane Ton'keena
Symbol : Depends, usually the runic symbol for the element of each school
Focus : Fulfill the will of planar inhabitants, usually through advancing knowledge or being in harmony with the world
Divine Figure : Yuuriko as the Goddess of Magic and the Void, and usually more prevalently the Planar Inhabitants of each plane. Some followers, but not all, consider some elemental Hikai to be the planar and at such spiritual leaders.
Meets in : Hikaito Shrines. In ancient times, there were many shrines across the Kitsune homelands. Today they tend to be simple structures, usually gardens arranged around a stone monolith.
Spiritual Leader : None, but Grand Mistress Aimiko is often considered the champion of Hikaito as a whole
Scripture : Oral tradition only. Priestesses pass down the teachings of each school.
Imperial Heresy : Protected religion and therefore non-heretic. Persecution might still be possible, though, but is relatively rare. Hikaito was granted specific protections when Kitsune were allowed to settle in Heibesu, and they still stand today, even if some Chantry followers do wish they were revoked.
Perks : Followers of this religion choose one of the following schools :
Hikaito School
Fire Earth Water Air Void |
Description
Once the school of Firekin Kitsune, the Fire School focuses today on unbridled creativity. Their followers consider it their Planar duty to build and enkindle for generations to come and at such make it their mission to create works of art, but also to play pranks. You gain a +2 bonus to a Perform or Craft skill of your choice. Earth School teachings focus around survivability, endurance and usefulness. They believe it their Planar mission in the world to protect and ensure the survival of their kin, be it through leading defensive battles, helping those in need or even working in the fields. You gain a +2 trait bonus to Will saves. Water School followers are rational thinkers, whose Planar duty is to keep the world "flowing forward". They usually seek to advance knowledge, usually of arcanic nature. You gain a +2 trait bonus to a Knowledge skill of your choice. Followers of the Air School are dreamers, reformers, or wanderlust-stricken wanderers. All they seek is to be in harmony with a vibrant, moving world - such is their duty as requested by the Plane of Air. You gain a 5ft bonus to your Base Speed. There is no such thing as a "Void School", technically speaking, but some followers of Hikaito have devoted themselves to the Goddess of Magic, without whom Planes would simply not exist. Instead of following the inhabitants of a specific plane, they attune themselves to the Void through long hours of meditation. These Kitsune often live on their homeland, and strive to fix the corruption that eats away at their homeworld. You gain Spell Resistance of 5 + your Wisdom Modifier. |
Church of the Iron Maiden
Overview :
The Iron Maiden is a strict, yet benevolent Elven champion revered in old times as a deity. Her faith has long been a driving force for stability, notably by recruiting those who were let down by a crumbling Empire and could no longer sustain themselves. In this age this faith is being revived. The Maiden was a warrior, though little is known of her life. Upon her death she was deified by the Elven people. She stood for balance in all things. The cult was revived in the Wild Mainland, where her former monastery of old was discovered.
The Church claims that the world is ruled by "survival of the fittest" : the strong prevail while the weak perish. To the Church, this is an inherent part of life, but it manifests in chaotic, unruly shows of violence and grief. The Church recognizes this rule, but strives to bring harmony and order to it. Such is the Imperative : some are meant to be ruled and others to lead, but only in a way that mutually benefits to both groups : through the upholding and following of rules. The weak must be shown leadership, but mercy. The strong must be shown restraint and compassion. Through balance and harmony, and accepting of one's position according to the Imperative, one's soul can be freed in this world and the next. There is little worship - the Maiden herself is not worshiped, the Imperative is - and at such this Church is more of a spiritual philosophy than a religion in the otherwise understood definition of it.
At such the Church strives to keep balance between the two groups and accordingly its Clergy is split in two : the Servants of the Maidens are typically the more submissive followers. They serve the Templars of the Maiden, the more dominant followers, who lead and defend the Church. The Church is centred around tenets of order and balance, and it is a misconception to think the former group are just slaves : the Templars have as many obligations, by the Imperative, to the Servants as the Servants do to them. A Templar that abuses their Servant can be punished for their misdeeds. At such the Council of the Maiden serves as the actual clergy - Priests of both groups - and often serves as arbiter in courts for such conflicts.
Marriage is a key concept to the Church. A Templar and a Servant are bound together in love, and together they exemplify both sides of the Imperative, in its harmony and order. The Church is highly ritualistic, may it be in the protocols of life in a Monastery, of marriage, or in the general faith expected of followers. Many of this rituals have elements of restraining, lust, pain but also meditation and dance.
Many join to expiate guilt, others in search of hedonistic harmony. Some join to seek protection or leadership, or simply because they seek salvation. It is not necessary to live in a Monastery to be part of the Church (though many like to stay). However, belonging to one is compulsory to be part of either group, and they must go through a test of resolve as balance is not something that can be easily achieved. The test of resolve is also ritualistic : the new follower is assessed in their position in the group, and becomes an Aspirant of either main group. It can take weeks or months before an Aspirant is accepted into either group, for the responsibilities that come with life as a Servant or Templar are not trivial.
Alignment : Any non-chaotic
Followed by : Kitsune, Ton'keena, mostly in the Wild Mainland but also in Daaria and the Empire.
Symbol : A tightly bound female icon
Focus : Uphold and celebrate the Imperative, bring harmony and order to an uneven world
Divine Figure : The Maiden, though she is revered as a Champion and not as a Goddess.
Meets in : Monasteries, usually out of the way. There are many in the Wild Mainland but few in the Empire.
Spiritual Leader : Each Monastery is led by a Supplicant and a High Templar. Usually the leaders of the Monastery of Uldar, on the Wild Mainland, are considered the leaders of the Church and of the Council of the Maiden.
Scripture : Books describe in detail rituals, protocols, tenets, and parables that exemplify codes to follow.
Imperial Heresy : There is no ruling on this cult yet, but many consider it heresy because it is said to have Drow connections and because it does not worship any Chantry deities. Others point out that they do not reject Chantry teachings and are more of a way of life and therefore are not heretics. Inquisitors tend to follow their own judgement on that one; in backwater parts of the Empire, the Cult is considered heretic; but it actually flourishes and thrives in Heibesu City.
Perks : Followers of this religion choose one of the following ranks:
Overview :
The Iron Maiden is a strict, yet benevolent Elven champion revered in old times as a deity. Her faith has long been a driving force for stability, notably by recruiting those who were let down by a crumbling Empire and could no longer sustain themselves. In this age this faith is being revived. The Maiden was a warrior, though little is known of her life. Upon her death she was deified by the Elven people. She stood for balance in all things. The cult was revived in the Wild Mainland, where her former monastery of old was discovered.
The Church claims that the world is ruled by "survival of the fittest" : the strong prevail while the weak perish. To the Church, this is an inherent part of life, but it manifests in chaotic, unruly shows of violence and grief. The Church recognizes this rule, but strives to bring harmony and order to it. Such is the Imperative : some are meant to be ruled and others to lead, but only in a way that mutually benefits to both groups : through the upholding and following of rules. The weak must be shown leadership, but mercy. The strong must be shown restraint and compassion. Through balance and harmony, and accepting of one's position according to the Imperative, one's soul can be freed in this world and the next. There is little worship - the Maiden herself is not worshiped, the Imperative is - and at such this Church is more of a spiritual philosophy than a religion in the otherwise understood definition of it.
At such the Church strives to keep balance between the two groups and accordingly its Clergy is split in two : the Servants of the Maidens are typically the more submissive followers. They serve the Templars of the Maiden, the more dominant followers, who lead and defend the Church. The Church is centred around tenets of order and balance, and it is a misconception to think the former group are just slaves : the Templars have as many obligations, by the Imperative, to the Servants as the Servants do to them. A Templar that abuses their Servant can be punished for their misdeeds. At such the Council of the Maiden serves as the actual clergy - Priests of both groups - and often serves as arbiter in courts for such conflicts.
Marriage is a key concept to the Church. A Templar and a Servant are bound together in love, and together they exemplify both sides of the Imperative, in its harmony and order. The Church is highly ritualistic, may it be in the protocols of life in a Monastery, of marriage, or in the general faith expected of followers. Many of this rituals have elements of restraining, lust, pain but also meditation and dance.
Many join to expiate guilt, others in search of hedonistic harmony. Some join to seek protection or leadership, or simply because they seek salvation. It is not necessary to live in a Monastery to be part of the Church (though many like to stay). However, belonging to one is compulsory to be part of either group, and they must go through a test of resolve as balance is not something that can be easily achieved. The test of resolve is also ritualistic : the new follower is assessed in their position in the group, and becomes an Aspirant of either main group. It can take weeks or months before an Aspirant is accepted into either group, for the responsibilities that come with life as a Servant or Templar are not trivial.
Alignment : Any non-chaotic
Followed by : Kitsune, Ton'keena, mostly in the Wild Mainland but also in Daaria and the Empire.
Symbol : A tightly bound female icon
Focus : Uphold and celebrate the Imperative, bring harmony and order to an uneven world
Divine Figure : The Maiden, though she is revered as a Champion and not as a Goddess.
Meets in : Monasteries, usually out of the way. There are many in the Wild Mainland but few in the Empire.
Spiritual Leader : Each Monastery is led by a Supplicant and a High Templar. Usually the leaders of the Monastery of Uldar, on the Wild Mainland, are considered the leaders of the Church and of the Council of the Maiden.
Scripture : Books describe in detail rituals, protocols, tenets, and parables that exemplify codes to follow.
Imperial Heresy : There is no ruling on this cult yet, but many consider it heresy because it is said to have Drow connections and because it does not worship any Chantry deities. Others point out that they do not reject Chantry teachings and are more of a way of life and therefore are not heretics. Inquisitors tend to follow their own judgement on that one; in backwater parts of the Empire, the Cult is considered heretic; but it actually flourishes and thrives in Heibesu City.
Perks : Followers of this religion choose one of the following ranks:
Rank
Templar of the Maiden Servant of the Maiden High Cleric Supplicant |
Description
Templars of the Maiden are the leaders and protectors of the faith. Whether they live in Monasteries or roam the world in their quest to bring balance, undo evil and uphold the Imperative (which often includes bringing more people to convert), they show strong resolve and an iron will. You receive a +2 trait bonus on saving throws against charm and compulsion effects. In addition, your role as a protector allows you to use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes. Servants of the Maiden are the counterpart to Templars. They are the servants and occasional toys of the Templars, and serve below them. Not all of them serve in monasteries; many roam the world serving Templars or generally being of use to their communities. It takes strong resolve, too, to live the life of a servant; at such you receive a +2 trait bonus on saving throws against charm and compulsion effects. You also gain a +1 trait bonus on Fortitude and Will saves whenever you have fewer than half your maximum number of hit points. High Clerics are the wisest of followers, who made it to Upper Clergy positions, with the responsibilities that come with it. They lead monasteries and oversee their day to day activities, as well as train new recruits. More so than the Templars, they represent the authority of the Church and can be seen outside their monasteries spreading their faith. You get a +2 trait bonus on Knowledge(Religion) or Knowledge(History) checks. In addition you can select any Strength-, Constitution-, or Dexterity-based skill, and may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. Supplicants are servants not to any one individual but to the Church as a whole. At such they are few in numbers but are amongst the most respected in the Church. Supplicants live a life of quiet, submissive devotion to the Maiden herself and at such can be found organizing activities in Monasteries under the lead of a High Cleric. They are often pushed to the limit, and at such the life of a Supplicant is a hard one, often kept quiet. Supplicants gain a +1 trait bonus on Fortitude and Will saves, a +2 trait bonus to both Knowledge(Religion) and Knowledge(History) checks. In addition you receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks. |
Drowish True Way
Overview : It is ironic that the Drow religion is called the "True Way". There are in fact several cults that the Drow follow, all fighting and seeking to destroy each other and gain recognition as the One True Way to rule over all Drowkin. Drow worship Onis and other outsiders from the plane known as the Shriek, each more evil, devious and twisted. Some cults are organized, while others are very informal; but they are all defined by their attraction to death, destruction, trickery, and war. Drows hope to please these Outsiders in exchange for power, influence and wealth in this life and the next - a common feature is the tenacious belief a Drow will end up, if they pleased their masters, in the Shriek itself, with all the power they might ever desire. Many a war amongst the Drow were started because of religious debate, and many note the Onis and Demons in question take great pride and joy in watching their minions fall in combat.
Alignment : Any non-good, non-lawful
Followed by : Drows, for the most part and rather exclusively. Some Ton'keena and Tengu have taken to these beliefs too.
Symbol : Various different symbols - usually something to do with death and destruction.
Focus : Destruction, Hoarding of Power in this life and the next - a twisted take on redemption
Divine Figure : Many, usually Onis and Demons
Meets in : Depends on the Way in question
Spiritual Leader : None
Scripture : Usually oral tradition
Imperial Heresy : It's a Drow faith, it deals around little more than destruction, it justifies slavery and war against the Empire, it dabbles with such forbidden arcanes as necromancy, it is centred around Onis and evil-aligned Outsiders -- it is pure heresy to Chantry doctrine, with no chance of conversion.
Perks : Followers of this religion choose one of the following traits:
Overview : It is ironic that the Drow religion is called the "True Way". There are in fact several cults that the Drow follow, all fighting and seeking to destroy each other and gain recognition as the One True Way to rule over all Drowkin. Drow worship Onis and other outsiders from the plane known as the Shriek, each more evil, devious and twisted. Some cults are organized, while others are very informal; but they are all defined by their attraction to death, destruction, trickery, and war. Drows hope to please these Outsiders in exchange for power, influence and wealth in this life and the next - a common feature is the tenacious belief a Drow will end up, if they pleased their masters, in the Shriek itself, with all the power they might ever desire. Many a war amongst the Drow were started because of religious debate, and many note the Onis and Demons in question take great pride and joy in watching their minions fall in combat.
Alignment : Any non-good, non-lawful
Followed by : Drows, for the most part and rather exclusively. Some Ton'keena and Tengu have taken to these beliefs too.
Symbol : Various different symbols - usually something to do with death and destruction.
Focus : Destruction, Hoarding of Power in this life and the next - a twisted take on redemption
Divine Figure : Many, usually Onis and Demons
Meets in : Depends on the Way in question
Spiritual Leader : None
Scripture : Usually oral tradition
Imperial Heresy : It's a Drow faith, it deals around little more than destruction, it justifies slavery and war against the Empire, it dabbles with such forbidden arcanes as necromancy, it is centred around Onis and evil-aligned Outsiders -- it is pure heresy to Chantry doctrine, with no chance of conversion.
Perks : Followers of this religion choose one of the following traits:
Trait
Cannibal Deathspeaker Demon Whisperer Drowish Vengence Hatred of the Hikai Holy Schemer Reeking Bond Voice of Monsters |
Description
Your faith encourages you to indulge a variety of perverse hungers, leading you to shrug at even some of the darkest taboos. You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects. Your faith dabbles in necromancy, and actively seeks to raise hordes of undead for its own agenda. You gain a +2 trait bonus on Diplomacy checks when dealing with undead, as well as a +2 trait bonus on Charisma checks to influence undead. You speak to Demons and other superior beings from the Shriek. You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype. Nobody would dare to cross you. Your vengeance is inspired by your faith - the more brutal the better. Once per day as an immediate action, you gain a +1 trait bonus on a single attack roll. In addition, if the target has damaged you within the last round, you deal 1 additional point of damage on a successful hit. You must choose to use this ability before making the attack roll. The Hikai and the Void utterly revolt you. You gain a +1 trait bonus on saving throws made against divine spells (such as a Yamabushi's). You are well versed in the arts of misdirection and intrigue - you are a Drow after all. You know how to recognize these tactics when they're used against you. You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. You are an ally of the unclean creatures of the world. You gain a +2 trait bonus on Diplomacy checks when dealing with creatures of the aberration type. Whether you are truly inspired by a Demon or tap into long-forgotten Elven magics, you can cast speak with animals once a day. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower. |