Urxehl
Trollfather, The Trollfather, Lord of Storms, Father Urxehl
PFS Legal
Pantheon
Urxehl (pronounced URK-zhell) is the demon lord of storms and disasters, worshiped by the trolls as their patron. His religious symbol is that of a storm cloud being pierced by a lightning bolt.
- 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
- Natural disasters, storms, trolls
- Favored Weapon
- Greatclub
- Symbol
- Storm cloud with lightning
- Sacred Animals
- Bear
- Sacred Colors
- Brown, greed
- Worshipers
- Trolls, druids, those who live in fear of natural disasters
- Worshipper Alignments
-
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
- Verakivhan, Outer Rifts
Obedience
You must cavort naked atop a hill, rooftop, or mountaintop during a storm, or else ritualistically sever the fingers, toes, then arms and legs of a nonevil being, burning each severed fragment to ash before moving on to the next. Gain a +4 profane bonus on all saving throws against weather-related effects and spells.Boons
Demonic Obedience
Required feat: Demonic Obedience
Demoniac
Source: Book of the Damned - Volume 2: Lords of Chaos
Storm Breath (Sp)
Earthshaker (Sp)
You can cast earthquake once per day, but this ability only affects a 40-foot-radius spread. This ability is the equivalent of a 7th-level spell.
Invoke the True Storm (Sp)
You can cast storm of vengeance once per day.
Fiendish Obedience
Required feat: Fiendish Obedience
Evangelist
Source: Book of the Damned
Storm’s Wrath (Sp)
Tempest Hide (Ex)
Urxehl rewards your devotion by transforming your skin into leathery rust-red hide (if you already have fur, hide, or scales on your body, the coloration merely changes). As a result of this transformation, you gain electricity resistance 30. If you are already immune to electricity (or if you gain immunity to electricity at a point after you gain this boon), you gain sonic resistance 30 instead. In either case, the gift allows you to enjoy the fury of the greatest of storms in relative safety.
Storm of Verakivhan (Su)
You can unleash the power of the Trollfather with your voice, channeling the raw fury of his eternally tempest-tormented realm in a thunderous shout. With a mighty roar, you blast those around you with deadly storms of Abyssal energy. Twice per day as a standard action, you can exude waves of energy in a 30-foot-radius burst centered on yourself. The blast does not harm natural vegetation or creatures in the area you wish to exclude from damage. Other creatures in the area take 1d8 points of acid, cold, electricity, or fire damage per character level you have (maximum 20d8) and are stunned for 1 round. You choose what type of energy damage this ability deals when you activate your storm (all targets take the same type of energy damage; you can’t cause one target to take fire damage and another to take acid damage). A creature that succeeds at a Fortitude saving throw (DC = 10 + half your Hit Dice + your Charisma modifier) takes half damage and negates the stunned effect.
Exalted
Source: Book of the Damned
Storm Breath (Sp)
Earthshaker (Sp)
You can cast earthquake once per day as a spell-like ability, but it affects only a 40-foot-radius spread.
Invoke the True Storm (Sp)
You can cast storm of vengeance as a spell-like ability once per day.
Sentinel
Source: Book of the Damned
Master of Trolls (Sp)
Rip Flesh and Tear Limbs (Ex)
Your limbs become rangy and your hands twist into ghastly claws. You gain two claw attacks, each dealing 1d6 points of damage for a Medium creature; in addition, you gain the rend ability, which requires two successful claw attacks and deals a number of points of damage equal to the damage die of one claw plus your Strength modifier. If you already have the rend ability, you deal double your existing rend damage when rending.
Trollfather’s Chosen (Ex)
Your flesh knits together with gruesome speed, healing wounds almost as soon as they are inflicted. You gain regeneration 5 (acid or fire). If you already have regeneration, increase the rate of healing granted by your regeneration by 10 instead.