Alignment and the Berth Gods

Alignment Notes

Pantheon

All Allignments
The One
- Pick any 1 domain and any granted ability - All Portfolios
Pantheism - Worships all the gods, no specific God - Any 2 domains (Restricted by allignment)

Good Alignments
Fluumay  - Goddess of Artifice - LG -  Artifice, Creation, Travel, Fire, Crafts, Art, Bards, ,beauty, dance, love, music, poetry,
Maclewar - God of Good - NG - Charm, Good, Healing, Strength, Mercy, light, sun, Agriculture, Fertility
Wabah - God of Magic - CG - Magic, Knowledge, Healing, secrets, Commerce, protection, vengence, Agility

Neutral Alignments
Twillim - God of Law -LN - Protection, Mercy, Law, Nobility, Glory, Supreme, Justice, endurance, wisdom, Truth
Yakmarta - Goddess of Nature - TN - Nature, Air, Earth, Water, Weather, Animal, Death, Plant, Healing, wind
Rahsee - God of Chaos - CN - Chaos, Knowledge, Luck, Madness, Repose,  war, gambling, Rage, storms

Evil Alignments
Gotradang - Lord of War and Champion of Death - LE - Evil, Fire, Law, Strength, War
Gloomera - Goddess of Evil - NE - Darkness, Evil, Fire, Destruction, Trickery, Death
Dority - God of Many Faces - CE - Madness, Chaos, Evil, Trickery, War - CE


God Traits Possessed By All:

The One God - Pick any 1 domain and any granted ability - All Portfolios

Rank: 20
Levels: Fighter: 12, Cleric: 14, Druid: 8, Ranger: 8, Rogue: 8, Sorcerer: 8
Hit Points: 440
Speed: 60' or 100' (based on form)
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude 70 , Reflex 66 , Will 65
Checks: 16 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Salient Divine Abilities:
Domain Powers: +16 Per Day
Spell-Like Abilities: Level 26, ST 35+Spell Level
Senses: Darkvision and low-light vision - Sight 30, Hearing 30, Smell 30, Taste 30, Feel 30
Remote Sensing: 20 Miles around 16 Locations
Block Sensing: 20 Miles for 16 hours
Divine Aura: 20 Miles, Will Save 38 - Daze, Fright, Resolve
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Mace
Symbol:

Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:

Pantheism - No God - Any 2 domains (Restricted by allignment)

Twillim - God of Law - Protection, Mercy, Law, Nobility, Glory, Supreme, Justice, endurance, wisdom, Truth

Rank: 20
Levels: Fighter: 20, Cleric: 15,   Bard: 15
Hit Points: 400
Speed: 60'
Armor Class: 20+13+2+15+7
Breastplate of Command, +5 Plate Armor, of the Sun, +5 Shield of Brotherhood
+2 breastplate armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, +2 competence bonus to his Leadership, Friendly troops within 360 feet of the user become braver than normal.
Plate Armor of the Sun glows with sunlight that penetrates all darkness. Creatures affected by sunlight have a -4 ST.
When activated The Shield of Brotherhood becomes a copy of the gods form with 100HP. The shiled is weilded by the double who will take all damage until it's 100 HP are exhausted.
Attacks: 62, 62, 58, 58
Always Maximize Roll: Yes
Saving Throws: Fortitude: 46, Reflex: 40, Will: 44
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers: +20 Per Day
Spell-Like Abilities: Level 30, ST 40+Spell Level
Senses: Darkvision and low-light vision - Sight 32, Hearing 32, Smell 28, Taste 28, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 36 - Daze, Fright, Resolve
Familiar: Palimino Warhorse mare with silver barding. Named Beucalia
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Long Sword
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:

Rahsee - Goddess of Chaos - Chaos, Knowledge, Luck, Madness, Repose,  war, gambling, Rage, storms

Rank: 20
Levels: Fighter: 15, Cleric: 15,Rogue: 10, Sorcerer: 10
Hit Points: 400
Speed: 60'
Armor Class: 20+13+4+2=39
+5 Leather Blink Armor, Helmet of Greater Invisibility,  +4 Shield of Displacement, Ring of Blur
Leather Blink armor acts as Improved Blink as cast by a 15th level sorc., Helmet of Invisibility as the spells
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level 30, ST 36+Spell Level
Senses: Darkvision and low-light vision - Sight 30, Hearing 30, Smell 30, Taste 30, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 32 - Daze, Fright, Resolve
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Flail
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:

Maclewar - God of Good - Charm, Good, Healing, Strength, Mercy, light, sun, Agriculture, Fertility

Rank: 20
Levels: Fighter: 10, Cleric: 20, Druid: 10, Sorcerer: 10
Hit Points: 400
Speed:60'
Armor Class: 20+13+5=38
Never wears armor, relies on it's damage resistance and regeneration to protect him, +5 Ring of Protection
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities: Regeneration +30 per round
Domain Powers: +20 Per Day
Spell-Like Abilities: Level 30, ST 45+Spell Level
Senses: Darkvision and low-light vision - Sight 34, Hearing 34, Smell 22, Taste 30, Feel 30
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 32 - Daze, Fright, Resolve
Familiar: Golden haired Unicorn named Alcosterai
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Lance
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:

Gloomera - Goddess of Evil - Darkness, Evil, Fire, Destruction, Trickery, Death, Undead, theives, lies

Rank: 20
Levels: Fighter: 10, Cleric: 10, Rogue: 15, Sorcerer: 15
Hit Points: 400
Speed: 65'
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 20 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level 30, ST 30+Spell Level
Senses: Darkvision and low-light vision - Sight 30, Hearing 28, Smell 28, Taste 32, Feel 34
Remote Sensing: 20 Miles around 20 Locations
Block Sensing: 20 Miles for 20 hours
Divine Aura: 20 Miles, Will Save 30 - Daze, Fright, Resolve
Familiar: Ancient Black Dragon named Ruinous
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Great Ax
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
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Dogma:
Clergy and Temples:

Yakmarta - Goddess of Nature - Nature, Air, Earth, Water, Weather, Animal, Death, Plant, Healing, wind

Rank: 18
Levels: Cleric: 12, Druid: 12, Ranger: 12, Sorcerer: 10
Hit Points: 370
Speed: 100' (Quadraped)
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 18 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level 28, ST 38+Spell Level
Senses:Darkvision and low-light vision - Sight 36, Hearing 36, Smell 36, Taste 24, Feel 18
Remote Sensing: 18 Miles around 18 Locations
Block Sensing: 18 Miles for 18 hours
Divine Aura: 18 Miles, Will Save 30 - Daze, Fright, Resolve
Familiar: Legendary Lion named Goldenmain
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Quarterstaff
Symbol:
Allignment:
Initiative:
Face/Reach:
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Skills:
Feats:
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Clerical Spells:
Dogma:
Clergy and Temples:

Fluumay  - God of Artifice - Artifice, Creation, Travel, Fire, Crafts, Art, Bards, ,beauty, dance, love, music, poetry

Rank: 18
Levels: Fighter: 12, Cleric: 15, Rogue: 10, Sorcerer: 8
Hit Points: 360
Speed: 50'
Armor Class: 
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 18 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level 28, ST 32+Spell Level
Senses: Darkvision and low-light vision - Sight 38, Hearing 28, Smell 30, Taste 28, Feel 24
Remote Sensing: 18 Miles around 18 Locations
Block Sensing: 18 Miles for 18 hours
Divine Aura: 18 Miles, Will Save 30 - Daze, Fright, Resolve
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Rapier
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
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Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:

Wabah - God of Magic - Magic, Knowledge, Healing, secrets, Commerce, protection, vengence, Agility

Rank: 16
Levels: Cleric15, Rogue: 5, Sorcerer: 22
Hit Points: 340
Speed: 50'
Armor Class: 36
Attacks:  +25 With Staff of Destruction
Always Maximize Roll: Yes
Saving Throws: Fortitude: , Reflex: , Will:
Checks: 16 + Greater deities always get a result of 20 on any check, provided they need to make a check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Salient Divine Abilities:
Domain Powers: +16 Per Day
Spell-Like Abilities: Level 26, ST 40+Spell Level
Senses: Darkvision and low-light vision - Sight 36, Hearing 38, Smell 20, Taste 28, Feel 28
Remote Sensing: 16 Miles around 16 Locations
Block Sensing: 16 Miles for 16 hours
Divine Aura: 26 Miles, Will Save 26 - Daze, Fright, Resolve
Familiar: Giant Owl named Flewsburry
Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Crossbow
Symbol:  Owl or a Gold Mobius Strip circle
Allignment:  Neutral Good
Initiative:  +10
Face/Reach: 5'
Special Attacks: 
Special Qualities:
Skills:
Feats:
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Dogma: 
Clergy and Temples:

Gotradang - Lord of War and Champion of Death

Intermediate Deity
Symbol: Flaming sword
Home Plane: Muspelheim
Alignment: Lawful evil
Portfolio: Fire, war
Worshipers: Tyrants, Evil Warriors, Arsonists
Cleric Alignments: LE, LN, NE
Domains: Evil, Fire, Law, Strength, War
Favored Weapon: Longsword

Ranger 20/Fighter 20
Divine Rank: 14
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d10+200 (Ftr) (1,160 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 120 ft.
AC: 63 (–4 size, +8 Dex, +14 divine, +27 natural, +8 deflection)
Attacks: Gargantuan +5 brilliant energy flaming burst longsword +77/+72/+67/+62 melee; or spell +71 melee touch or +62 ranged touch
Damage: Gargantuan +5 brilliant energy flaming burst longsword 4d6+34/17–20 or by spell Face/Reach: 20 ft. by 20 ft./20 ft.
Gotradang  will be responsible for setting the world on fire, burning it down to make room for the new one. His clerocs teach that fire is a cleansing agent, and point to the new growth after a forest fire as proof of their contention.

Clergy and Temples
The clerics tend to conceal their devotion to the god destined to burn down the world. Their temples are hidden affairs, or they are enormous fortresses . Visitors to Surtur’s temples have only a few seconds to prove their devotion to Surtur  before the members of the cult attack.

Special Attacks: Domain powers, salient divine abilities, spelllike abilities.
Special Qualities: Divine immunities, DR 49/+4, fast healing 34, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, fire subtype, favored enemies (CG deities +5, fey +4, humans +3, beasts
+2, animals +1), SR 46, divine aura (1,400 ft., DC 32).
Fire Subtype: Immune to fire damage.
Saves: Fort +56, Ref +56, Will +57.
Abilities: Str 44, Dex 27, Con 31,
Int 27, Wis 28, Cha 27.
Skills*: Bluff +49, Climb, +69, Craft (metalworking), +60, Diplomacy +59, Disguise, +49, Handle Animal, +60, Hide +37, Intimidate, +59, Jump +69,, Knowledge (history), +49, Knowledge (the planes) +49, Knowledge (religion) +49, Listen +58, Profession (metalworker) +50, Ride (horse) +64, Search +49, Sense Motive +50, Spellcraft +49, Spot +52,
Wilderness Lore +53. *Always receives a 20 on checks.
Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Reflexes, Dodge, Endurance, Expertise, Eyes in the Back of Your Head, Great Cleave, Hold the Line, Improved Bull Rush, Improved Critical (longsword), Improved Disarm, Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Knock-Down, Iron Will, Lightning Reflexes, Mobility, Power Attack, Power Critical (longsword), Quick Draw, Spring Attack, Stunning Fist, Sunder, Track, Weapon Focus  longsword), Weapon Specialization (longsword), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Banestrike (good outsiders), Call Creatures (fire elementals), Divine Battle Mastery, Divine Fast Healing, Divine Fire Mastery, Divine Storm, Energy Burst (fire), Energy Storm (fire), Extra Domain (Strength), Extra Domain (War), Extra Energy Immunity (cold), Indomitable Strength, Irresistible Blows, Shapechange, Sunder and Disjoin.
Domain Powers: Cast evil spells at +1 caster level; 14/day turn or destroy water creatures, or rebuke or command fire creatures; cast law spells at +1 caster level; 14/day feat of strength (+14 enhancement bonus to Str for 1 round).
Spell-Like Abilities: Gotradang uses these abilities as a 24th-level caster, except for evil spells and law spells, which he uses as a 25thlevel caster. Save DCs are 32 + spell level. Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade barrier, blasphemy, bull’s strength, burning hands, calm emotions, create undead, desecrate, dictum, dispel chaos, dispel good, divine power, elemental swarm (as fire spell only), endure elements, fire seeds, fire shield, fire storm, flame strike, hold monster, incendiary cloud, magic circle against chaos, magic circle against good, magic vestment, magic weapon, order’s wrath, power word blind, power word kill, power word stun, produce flame, protection from chaos, protection from good, resist elements (as cold or fire spell only), righteous might, shield of law, spell immunity, spiritual weapon, stoneskin, summon monster IX (as evil or law spell only), unholy aura, unholy blight, wall of fire.
Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
Other Divine Powers
Automatically receives a die result of 20 on any check. Gotradang treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Can hear, see, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.
Portfolio Sense: Gotradang automatically senses events related to giants or to fires greater than 10 feet across regardless of the number of people involved, both in the present and up to fourteen weeks in the past.
Automatic Actions: Gotradang can use Craft (metalworking), Disguise, or Profession (metalworker) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions in a round.
Create Magic Items: Gotradang can create any magic weapon or armor, any wondrous item related to metalworking, or any item that produces or uses fire, as long as the item’s market price does not exceed 200,000 gp.

Doarity - The Many Faced

Intermediate Deity
Symbol: A half-demon, halfboar mask
Home Plane: Pandemonium
Alignment: Chaotic evil
Portfolio: Hate, envy, malice, panic, ugliness, slaughter
Worshipers: Barbarians, fighters,  rogues, looters, outlaws
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Madness, Trickery, War
Favored Weapon:Morningstar
The deity of slaughter, Dority, is a terrible sight to behold. He usually appears as a human with knotted muscles and a blocky frame. His skin is mottled and ruddy, almost as though blood oozes from his pores. In battle, his features change between human, gnoll, bugbear, ogre, and troll. This mutable form is reflected in his title, The Many. He wields a two-handed morningstar in battle. This weapon has a perforated stone head that makes frightening sounds whenever Erythnul swings it.
Dogma
Doarity is a brutal deity who delights in panic and slaughter. In civilized lands, his followers (including evil fighters, barbarians, and rogues) form small, criminal cults. In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him. He admonishes his followers to shed blood for its own sake, to covet what is not theirs, and to destroy anyone who would deny them anything. He further urges them to bring ugliness and strife to pleasant locales. He encourages human sacrifice and glories in ritual deathj of all kinds. To take something away from someone else—especially from a rival—is an exalted act in Erythnul’s eyes. Foes who cannot be killed should be maimed, and that which cannot be stolen should be destroyed.
Clergy and Temples
Doarity’s clerics favor rust red or bloodstained garments. They are  cruel, sadistic, and hateful. They maintain a low profile in most civilized lands. In savage areas, members of the priesthood are known as bullies and murderous tyrants. They love to deface beautiful things and to disfigure attractive people. Anyplace where great bloodshed or a spectacular act of cruelty has occurred is considered a holy site and an excellent place for a temple dedicated to Erythnul. In the countryside, Erythnul’s followers build squat, unsightly fortresses in places where battles, ambushes or massacres have occurred. In urban areas, Doarity’s temples are usually hidden in seedy sections of cities, preferably on sites where horrible crimes have happened.
Doarity
Barbarian 10/Fighter 10/Rogue 10/Sorcerer 10
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+220 (outsider) plus 10d12+110 (Bbn) plus 10d10+110
(Ftr) plus 10d6+110 (Rog) plus 10d4+110 (Sor) (1,250 hp)
Initiative: +15, always first (+11 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 70 ft.
AC: 73 (+11 Dex, +15 divine, +28 natural, +9 deflection)
Attacks: Large +5 unholy chaotic frightful morningstar +81/+76/+71/+66 melee; or spell +71 melee touch or +66 ranged touch
Damage: Large +5 unholy chaotic frightful morningstar 2d6+46/19–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, crippling strike.
Special Qualities: Divine immunities, DR 50/+4, fire resistance 35, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (boars), traps, uncanny dodge (cannot be flanked, +1 against traps), SR 47, divine aura (1,500 ft., DC 33).
Saves: Fort +58, Ref +58, Will +54.
Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
Skills*: Balance +28, Bluff +47, Climb +47, Concentration +79, Diplomacy +28, Disable Device +37, Disguise +62, Gather Information +39, Hide +64, Intimidate +81, Jump +49, Knowledge (arcana) +52, Listen +80, Move Silently +64, Open Lock +64, Pick Pocket +66, Scry +35, Search +60, Sense Motive +38, Spellcraft +62, Spot +75, Swim +47, Tumble +51, Use Magic Device +47. *Always receives a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Dodge, Empower Spell, Enlarge Spell, Expertise, Great Cleave, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll, Spring Attack, Stunning Fist, Sunder, Weapon Focus (morningstar), Weapon Specialization (morningstar), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain,  mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Celerity, Divine Inspiration (rage), Divine Shield, Divine Weapon Focus (morningstar), Divine Weapon Specialization (morningstar), Extra Domain (Trickery), Frightful Presence, Hand of Death, Manifold Rage†, Mass Divine Blast, Supreme Initiative, Wave of Chaos, Wound Enemy.
†Unique ability, described below.
Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level.
Spell-Like Abilities: Doarity uses these abilities as a 25th level caster, except for chaos spells and evil spells, which he uses as a 26th-level caster. The save DCs are 34 + spell level. Animate objects, blade barrier, blasphemy, change self, chaos hammer, cloak of chaos, confusion, create undead, desecrate, dispel good, dispel law, divine power, false vision, flame strike, invisibility, magic circle against good, magic circle against law, magic vestment, magic weapon, mislead, nondetection, polymorph any object, power word blind, power word kill, power word stun, protection from good, protection from law, screen, shatter, spiritual weapon, summon monster IX (as chaos or evil spell only), time stop, unholy aura, unholy blight, word of chaos.
Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level):
0—arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, read magic;
1st—chill touch, expeditious retreat, true strike, unseen servant, ventriloquism;
2nd—blindness/deafness, minor image, mirror image, see invisibility;
3rd—dispel magic, fly, haste; 4th—emotion, phantasmal killer;
5th—telekinesis. Manifold Rage (unique salient divine ability): Up to fifteen times per day, Erythnul can work himself into a frenzied rage similar to the Divine Rage salient divine ability (this power replaces the barbarian rage ability for Erythnul). Once used, the power lasts 1 hour. While raging, Erythnul gains a +5 bonus on attack rolls, weapon damage, and Will saves, and a +10 bonus to Strength and Constitution. He also receives 100 temporary hit points. While raging, Erythnul suffers a –5 penalty to Armor Class and cannot use skills or abilities that require patience and concentration.



Lawful Neutral Chaotic
Good Lawful Good. Neutral Good. Chaotic Good.
Neutral Lawful Neutral, Neutral. Chaotic Neutral.
Evil Lawful Evil. Neutral Evil. Chaotic Evil.

The Nine Alignments

Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.

Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good combines honor with compassion.
Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or against order.
Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit.
Lawful Neutral: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral means you are reliable and honorable without being a zealot.
Neutral: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally in any situation, without prejudice or compulsion.
Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.
Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.
Lawful Evil: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil represents methodical, intentional, and organized evil.
Neutral Evil: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
Neutral evil represents pure evil without honor and without variation.
Chaotic Evil: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.