Abadar (pronounced AH-bah-dar), the god of cities, law, merchants, and wealth, is known to be a patient deity. Maintaining a strong neutral stance in his actions, he sets forth to expand civilization and order among the peoples of Golarion.

Dogma: Abadar and his followers wish to bring the light of civilization to the wilderness, to help educate all in the benefits of law and properly regulated commerce. He expects his followers to obey all meaningful laws, but not those which are ridiculous, unenforceable, or self-contradictory. He is also a great proponent of peace, as war inevitably leads to the degradation of trade and the stifling of prosperity for the general public. He advocates cautious, careful consideration in all matters, and frowns on impulsiveness, believing that it leads to the encouragement of primitive needs. Abadar discourages dependence on government or any religious institution, believing that wealth and happiness should be achievable by anyone with keen judgement, discipline, and a healthy respect for all sensible, just laws.

Worshippers: Abadar is primarily worshiped by judges, merchants, lawyers, and aristocrats, though many others turn to the worship of the Master of the First Vault in the hope of attaining wealth and happiness. He is also an object of veneration by the poor, or those who have suffered at the hands of others. These latter groups pray that their suffering is alleviated, and that justice is restored to them. Abadar's faithful believe structures represent the protection provided by society and always hold formal ceremonies indoors. Regular services are generally held in the morning and often involve songs which require the congregation to harmonize, which may symbolize the community working together. Lay worshipers will maintain the appearance of prosperity in manner and dress and, even in periods of hardship, a tidy appearance.

Priests of Abadar
REQUIREMENTS: Wisdom 13, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
WEAPONS: Crossbows, all bludgeoning (wholly Type B) weapons.
SPHERES: Major - All, Charm, Divination, Guardian, Law, Protection. Minor - Combat, Healing, Numbers, Sun, Weather.
MAGICAL ITEMS: Same as cleric
REQ. PROFS: Reading/writing, Law (see Complete Paladin's Handbook),
BONUS PROFS: Etiquette, Appraise
RECOMMENDED PROFS: History (local)
TURN UNDEAD: At 1/2 level round down, see below.

  • Know the laws and legal codes of the land, the city, and the province they live in and the land, the city, and the province they were raised in (which may be two different places). They automatically know all commonly known and uncommonly known information within that body of law and its attendant procedures. If asked to call to mind an incredibly obscure point of the law of their homeland or native land, they may make an ability check against their Wisdom or Intelligence, whichever is higher, to recall the point in question. They must make a similar ability check to know the common laws of other lands; to recall the uncommon legal practices or obscure legal points of order of foreign lands, this ability check 1s at a -3 penalty or a -6 penalty, respectively.
  • Detect lie once per day. They are able to do so an additional time per day for every four levels of experience they gain beyond 1st level (twice at 5th level, three times at 9th level, etc.).
  • Detect Treasure one per day. They are able to do so an additional time per day for every four levels of experience they gain beyond 1st level (twice at 5th level, three times at 9th level, etc.). By concentrating they are able to determine the general direction to the largest treasure with a 60 foot range.
  • At 2nd level, gain the ability to turn undead creatures. They affect undead creatures as a cleric of half their actual level (round down).
  • +4 vs. all spells with the word charm in the name.
  • From 1st level to 4th, the priest receives one extra language per level; the languages chosen must be those of sentient humanoids.
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