Barzahk
The Passage
In AP #143 ,the additional spellcasting options for clerics of Barzahk on page 78, as well as the expanded summoning options, obedience, and boons on page 79, are legal for play. The spell that clerics of Barzahk have access to as a 9th level spell is teleportation
Pantheon
Barzahk is the psychopomp usher responsible for maintaining the Dead Roads, the route network used by the psychopomps to travel to the Universe, and for escorting the souls of those who die far from their home. Barzahk also keeps track of visitors arriving at and leaving the Boneyard.Their symbol of office is the artefact known as Surcease of Sorrows.
- Alignment
-
N
NeutralA neutral character is unusual in that she may have one of two distinct philosophies: she may be a person who is neutral because of distrust or apathy toward others, or one who wishes to have a truly neutral stance in the world and rejects extremism.
A neutral character could seem selfish or disinterested. She might be driven primarily by an acceptance of fate, and the most extreme followers of this alignment become hermits, hiding from the zealots of the world. Some neutral characters, however, strive openly for neutrality, and shun any act that veers too extremely toward any alignment. This type of neutral character prides herself on navigating her way between law and chaos, evil and good. She may have a fatalistic view in the face of nature and the fundamental power of night and day. - Areas of Concern
- Compasses, travelers, vigils
- Favored Weapon
- Club
- Symbol
- Two straight lines that converge vertically through a circle
- Worshipers
- Guards, Pilgrims, Nomads, Sailors
- Worshipper Alignments
-
NG
Neutral GoodA neutral good character is good, but not shackled by order. He sees good where he can, but knows evil can exist even in the most ordered place., LN
A neutral good character does anything he can, and works with anyone he can, for the greater good. Such a character is devoted to being good, and works in any way he can to achieve it. He may forgive an evil person if he thinks that person has reformed, and he believes that in everyone there is a little bit of good.Lawful NeutralA lawful neutral character admires order and tradition, or seeks to live by a code. He might fear chaos and disorder, and perhaps have good reason to do so from past experience. A lawful neutral person is not as concerned about who rules him so much as how secure he and his compatriots are, and finds great solace in the normality of society. Such a character may admire the strongest of leaders and punishments if they keep order, and he may support wars against other nations even if his own country is a brutal invader—his only concern is the rightness of the military action., N
A lawful neutral character who follows his own code never breaks it willingly, and may become a martyr to defend it.NeutralA neutral character is unusual in that she may have one of two distinct philosophies: she may be a person who is neutral because of distrust or apathy toward others, or one who wishes to have a truly neutral stance in the world and rejects extremism., CN
A neutral character could seem selfish or disinterested. She might be driven primarily by an acceptance of fate, and the most extreme followers of this alignment become hermits, hiding from the zealots of the world. Some neutral characters, however, strive openly for neutrality, and shun any act that veers too extremely toward any alignment. This type of neutral character prides herself on navigating her way between law and chaos, evil and good. She may have a fatalistic view in the face of nature and the fundamental power of night and day.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.
An extremist neutral evil character tends to be a loner, since he has either betrayed or slain those who came close to knowing him. - Realms
- Dead Roads, Boneyard
Edicts
Aid travelers and those who return from the dead, tend to roadside graves, find missing objects or people
Anathema
Celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature
Obedience
Walk a road for an hour and keep a constant eye out for signs of fallen travelers or roadside graves. Tend to any of either you find. Gain a +4 insight bonus on Survival and Knowledge (geography) checks to find locations and avoid becoming lost, as well as on saving throws against magic effects that would force you to become lost (such as the maze spell).Boons
Deific Obedience
Required feat: Deific Obedience
Evangelist
Source: Pathfinder #143: Borne by the Sun's Grace
Know Who Passed (Sp)
Wings of the Wanderer (Su)
Terrain Dominance
Exalted
Source: Pathfinder #143: Borne by the Sun's Grace
Prepared Traveler (Sp)
Seasoned Traveler (Ex)
Into the Dead Roads (Su)
Sentinel
Source: Pathfinder #143: Borne by the Sun's Grace
Find the Lost (Sp)
Studied Hunter (Ex)
Warden of the Ways (Su)
Monitor Obedience
Required feat: Monitor Obedience
None
Source: Concordance of Rivals
Prepared Traveler (Sp)
Seasoned Traveler (Ex)
Into the Dead Roads (Su)
Domains
Unique Summon Rules
Source: Pathfinder #143: Borne by the Sun's Grace
- Summon Monster 3 : Entropic Giant Raven
- Summon Monster 3 : Nosoi
- Summon Monster 5 : Catrina
- Summon Monster 7 : Shoki
Unique Spell Rules
Source: Pathfinder #143: Borne by the Sun's Grace
Cleric, Warpriest
- Tireless Pursuit : can be prepared as a 1st-level spell
- Teleport : can be prepared as a 5th-level spell
- Teleportation Circle : can be prepared as a 9th-level spell