Abadar

God of cities, wealth, merchants and law

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

Abadar has long served as the guardian and protector of the First Vault, a repository said to be crafted by the deity's own hand, containing perfect versions of everything ever created or seen by civilized peoples. He is also credited with guiding the advancement of the demihuman races towards the point where they could establish civilized societies of their own. He is believed to have been among the group of eldest gods who banded together in the time before mortal reckoning to defeat and imprison the rampaging god Rovagug.

Abadar is often described as an attractive human, with dark hair and wearing a golden breastplate. He wears a cloak and fine clothes, and is often depicted possessing a number of keys. Additional details vary among the races that worship him, though the Master of the First Vault is of Taldan origin.

The temples of Adabar are designed to function independently of one another, usually serving a single community or region. The individual clergy are usually aligned with the local government, but are forbidden to fight amongst themselves and often stand as a neutral faction during legitimate conflicts. Worship of the Master of the First Vault is commonplace in the nations of Absalom, Andoran, Brevoy, Cheliax, Katapesh, Molthune, Nex, Sargava, Taldor, and Varisia.

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. The clergy of Abadar is primarily composed of Balanced Scales, though on occasion paladins are called into his service dedicated to spreading their deity's ideals of civilization and order. Mortal servants of Abadar work to forward the development of civilization in their communities, often serving as judges, lawyers, and clerks. Clerics and paladins of Abadar can prepare word of recall to return them to the designated sanctuary of the temple of their home city.

Temples dedicated to Abadar are usually large, elaborately decorated buildings designed for multiple functions; in addition to being centers of worship, they often provide the surrounding community with banking and other services. Such sites are often built near courthouses, and led by a Banker or Archbanker. With the clergy of Abadar often serving their communities as clerks, a given temple is likely to have extensive records within its vaults. Holy texts for Abadar include The Order of Numbers and The Manual of City-Building. Usually bearing elaborate decoration, writing, and binding, The Order of Numbers serves as the core text of the Church of Abadar. Often stored prominently in a place of honor, The Manual of City-Building contains advice on the topic of founding and running a community.

In conjunction with spreading Abadar's ideals, the Church celebrates festivals associated with the Master of the First Vault's goals. Market's Door, which varies from year to year, marks the arrival of the first shipment of goods from the fall harvest. After taxes have been collected, the clergy of Abadar celebrates Taxfest with a feast open to the community and its leaders.

Priests of Abadar

REQUIREMENTS: Wisdom 13, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
ALIGNMENT: LN, N, LG, LE, NG
WEAPONS: Crossbows, all bludgeoning (wholly Type B) weapons.
ARMOR: Any.
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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