Charon
The Boatman, Rider of Death, Horseman of Death, The Boatman of the Styx, Lord of Death
PFS Legal
Pantheon
Charon (pronounced KAIR-unn) is the Rider of Death, an ancient and the most powerful Apocalypse Rider of Abaddon. He is the lord of the River Styx, and the ferryman for lost souls to the Outer Rifts. Charon is served by his deacons: the thanadaemons.
- Alignment
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NE
Neutral 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. - Areas of Concern
- Death
- Favored Weapon
- Quarterstaff
- Symbol
- Skull with coins on eyes
- Sacred Animals
- Horse, raven
- Sacred Colors
- Pale green
- Worshipers
- Ferrymen, grave robbers, undertakers, undead, urdefhans, would-be immortals
- Worshipper Alignments
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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., LE
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.Lawful EvilA lawful evil character goes about her business motivated by her own interests, but knows that ultimately order protects her. She seeks to achieve her own ends—but through order, not chaos. Even when boiling with anger, she is more likely to carefully plot vengeance than risk her own death through hasty actions. Sometimes that revenge will take years to happen, and that is acceptable., NE
A lawful evil character at the extreme end of the spectrum is zealous in her aims and will make any sacrifice to achieve them. Her twisted philosophy can make her paranoid of her closest followers, even family and friends. She stops at nothing to gain control, for only through control can she have peace. Yet even the most powerful and ordered society has its enemies, and to a lawful evil character only the destruction of those enemies can bring fulfillment.
Order is everything, at any cost.Neutral 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
- Drowning Court, Abaddon
Edicts
End all mortal life, exploit those who fear death
Anathema
Offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying
Obedience
Meditate upon your infirmities and the slow, inevitable progression of physical and mental decay inherent to the ravages of time. Mimic this progression by immersing yourself or a victim in icy water until nearly unconscious, or by consuming alcohol or drugs that dull memory and mental faculties. Gain a +4 profane bonus on saving throws against necromancy and negative energy effects.Boons
Fiendish Obedience
Required feat: Fiendish Obedience
Evangelist
Source: Book of the Damned
Death’s Blessing (Sp)
Soul Crush (Su)
As a standard action, you can crush a soul gem (such as one you create via create soul gem or one created by a cacodaemon) to gain fast healing 15 for a number of rounds equal to your Hit Dice. This action condemns the crushed soul to Abaddon; resurrecting this victim requires a successful DC 28 caster level check.
Death’s Clutches (Sp)
You can use soul bind as a spell-like ability once per day.
Exalted
Source: Book of the Damned
Death’s Grace (Sp)
Hunger of the Styx (Su)
By channeling the memory-sapping ability of the River Styx, you can stun foes with a sudden but temporary loss of all memory. You can use this ability three times per day, activating it as a swift action when you strike a foe in combat with a melee weapon. The creature struck is stunned for 1 round and then staggered for an additional 1d4+1 rounds if it fails a Will save (DC = 10 + half your Hit Dice + your Charisma modifier). On a successful save, the creature is instead staggered for 1 round. This is a mind-affecting effect.
Grasp of the Styx (Sp)
Once per day as a standard action, you can call upon the waters of the Styx to bubble up and manifest as an immense, skeletal talon of mud and black water. This effect duplicates the effects of grasping hand, except any creature that is grappled by the hand must also succeed at a Fortitude save against the spell or gain 1 negative level.
Sentinel
Source: Book of the Damned
Death’s Crusader (Sp)
On a Pale Horse (Su)
You gain the ability to invoke the power of the Pale Horse. As a swift action, you cause a flickering image of the Pale Horse to appear in a 10-foot square adjacent to you. It then moves up to 120 feet as you mentally direct its movement (doing so is a move action that requires concentration). The image of the Pale Horse ignores difficult terrain and can walk over water or other surfaces that would normally not bear a creature’s weight, but it cannot fly. Any creature whose space the image of the Pale Horse passes through must succeed at a Fortitude save or take a –6 penalty to Strength, Dexterity, and Constitution, as if it had suddenly aged to become venerable. Creatures (like dragons) that normally gain benefits from aging do not gain any benefits, and they instead take the ability score penalties described above. These penalties do not stack with themselves or with existing penalties from aging. A creature can resist the effects of the Pale Horse with a successful Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier). A creature can be affected by the Pale Horse only once per round, regardless of how many times the Pale Horse moves through its space. This is an aging curse effect.
Death’s Call (Sp)
Once per day, you can call upon Charon’s power to wither your enemies into dust. This ability functions as wail of the banshee, except it lacks a sonic component.