Aldinach
She of the Six Venoms, Lord of Scorpions
PFS Legal
Pantheon
Aldinach (pronounced ALL-di-nach) is the demon lord of sand, thirst and scorpions. Her religious symbol is an image of a gold scorpion with sand dripping from its claws.
- Alignment
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CE
Chaotic EvilA chaotic evil character is driven entirely by her own anger and needs. She is thoughtless in her actions and acts on whims, regardless of the suffering it causes others.
In many ways, a chaotic evil character is pinned down by her inherent nature to be unpredictable. She is like a spreading fire, a coming storm, an untested sword blade. An extreme chaotic evil character tends to find similarly minded individuals to be with—not out of any need for company, but because there is a familiarity in this chaos, and she relishes the opportunity to be true to her nature with others who share that delight. - Areas of Concern
- Sand, scorpions, thirst
- Favored Weapon
- Kukri
- Symbol
- Sandy gold scorpion
- Sacred Animals
- Scorpion
- Sacred Colors
- Gold, orange
- Worshipers
- Evil humans, gharros demons, desert nomads, slavers, raiders
- Worshipper Alignments
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CN
Chaotic NeutralA chaotic neutral character values his own freedom and ability to make choices. He avoids authority and does not fear standing out or appearing different. In extreme cases, he may embrace a lifestyle entirely suited to himself— living in a cave near a city, becoming an artist, or otherwise challenging traditions. He never accepts anything at face value and makes up his own mind rather than blindly accepting what others tell him to do or think., NENeutral EvilMotivated by his own needs and wants, a neutral evil character is without conscience, acting only for self-gratification. He might surround himself with the trappings of cults and evil, but does so purely because it brings him closer to sin and wickedness. While a lawful evil person is inclined to bargain and a chaotic evil one to lash out, a neutral evil person is inclined only to look out for himself. In many ways, he epitomizes evil, since he has no clear loyalty to anything except absolute self-interest., CE
An extremist neutral evil character tends to be a loner, since he has either betrayed or slain those who came close to knowing him.Chaotic EvilA chaotic evil character is driven entirely by her own anger and needs. She is thoughtless in her actions and acts on whims, regardless of the suffering it causes others.
In many ways, a chaotic evil character is pinned down by her inherent nature to be unpredictable. She is like a spreading fire, a coming storm, an untested sword blade. An extreme chaotic evil character tends to find similarly minded individuals to be with—not out of any need for company, but because there is a familiarity in this chaos, and she relishes the opportunity to be true to her nature with others who share that delight. - Realms
- Aioganthus, Sea of Whispering Sands, Outer Rifts
Obedience
Pray to Aldinach while lying prone on sand for an hour, during which time you must eat at least one live scorpion. Gain a +4 profane bonus on saves against poison from vermin and effects that cause fatigue or exhaustion.Boons
Demonic Obedience
Required feat: Demonic Obedience
Demoniac
Source: Book of the Damned - Volume 2: Lords of Chaos
Desert's Wrath (Sp)
Raise Scorpion (Su)
Once per day, you may cause a dead body within 60 feet to transform into a fiendish giant scorpion under your mental control. This transformation lasts for 1 round per level, after which the scorpion returns to its original corpse form. This is a polymorph effect.
Dehydrating Strike (Su)
Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds after recovering from being stunned.
Fiendish Obedience
Required feat: Fiendish Obedience
Evangelist
Source: Book of the Damned
Dominion Over the Sands (Sp)
Living Sandstorm (Su)
Three times per day, you can dissipate yourself and all of your gear into a swirling mass of wind-tossed sand for 5 minutes. While in this form, you gain DR 10/— and immunity to acid, critical hits, disease, fire, infestations, poison, and precision damage (such as sneak attacks). You can speak, but you can’t make physical attacks or manipulate objects, and you can’t use somatic or material (including focus) spell components. You can fly at a speed of 10 feet and automatically succeed at Fly checks, and you can pass through small holes or narrow openings. You are treated as a Fine creature for the purpose of wind effects. While in sandstorm form, you can enter another creature’s space once per round as part of a move action; this provokes an attack of opportunity as normal. When you enter a creature’s space this way, that creature takes 3d6 points of slashing damage from abrading sands and is blinded for 1d6 rounds; the target can halve the damage and negate the blindness with a successful Reflex save (DC = 10 + half your Hit Dice + your Constitution modifier). A creature can be affected in this way only once per round, even if you move into its space multiple times.
Flensing Storm (Sp)
Once per day, you can call out to Aldinach to conjure a deadly sandstorm from the Whispering Sands, which flenses those caught within down to nothing but bloody bones. This acts as an incendiary cloud spell, except that instead of fire damage it deals 6d6 points of slashing damage and 1d4 points of Constitution damage; this Constitution damage can be negated with a successful Reflex save (DC = 10 + half your Hit Dice + your Constitution modifier). As a move action, you can direct a flensing storm to move up to 60 feet in any direction; this need not be a straight line. You are immune to the effects of your flensing storms and can see through them without penalty.
Exalted
Source: Book of the Damned
Desert’s Wrath (Sp)
Raise Scorpion (Su)
Once per day, you can cause a dead body within 60 feet to transform into a fiendish giant scorpion under your mental control. This transformation lasts for 1 round per level, after which the scorpion returns to its original corpse form. This is a polymorph effect.
Dehydrating Strike (Su)
Once per day as a swift action, when you deal damage to a creature, that creature must attempt a Fortitude save (DC = 10 + half your Hit Dice + your Constitution modifier) to avoid becoming instantly and painfully dehydrated. If the victim fails this save, it takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds. On a successful save, the victim is instead staggered for 1 round.
Sentinel
Source: Book of the Damned
Chitin and Sting (Sp)
Hidden Strike (Ex)
She of the Six Venoms grants you a scorpion’s talent for striking rapidly from hiding. You gain a hidden strike, with which you deal an extra 2d8 points of precision damage on melee attacks or ranged attacks from within 30 feet against foes who are unaware of your presence or who consider you an ally. You can also deal hidden strike damage to a target that you are flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage is reduced to 2d4. You can deal hidden strike damage against targets with concealment (but not total concealment). This stacks with other sources of hidden strike damage or sneak attack damage you already have. In addition, like a deadfall scorpion, you are adept at taking advantage of your foes’ surprise. During a surprise round, you can take a full round’s worth of actions, rather than a single standard action.
Sting of Aldinach (Su)
Once per day as a swift action, you can grow a golden-hued scorpion’s tail, complete with stinger. This sting is a primary natural attack that deals damage as appropriate for a creature of your size (1d6 points of damage for a Medium creature). The sting is poisonous (injury; save DC 10 + half your Hit Dice + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Str damage and 1d3 Con damage; cure 1 save). Like that of the immense black scorpion, your stinger strikes with blinding speed; you can make an attack with your stinger as a swift action (in addition to any other attacks or actions taken during that round). Once activated, your stinger remains for a number of minutes equal to your Hit Dice.