Abbathor

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Abbathor (ABB-uh-thorr) is the dwarven deity of greed. His holy symbol is a jeweled dagger. Abbathor manifests as a very large dwarf, fat and piggy-eyed. He wears leather and furs made from those non-dwarves who have opposed him in the past. Of all the dwarven deities, Abbathor gets along best with Vergadain, with whom he sometimes travels.

Although he is the only evil power among the dwarven pantheon, he is tolerated by the other dwarven gods because he has sided with them whenever a threat appeared from outside. Abbathor may be untrustworthy and the embodiment of all dwarven qualities the other gods would rather avoid, but in the end he’s still a dwarf, and both they and Abbathor believe in sticking together. “Greed is good, but do not seize wealth from the children of Moradin,” Abbathor teaches, “for strife in the name of avarice weakens the clan.”

Abbathorran Domains: Dwarf, Evil, Greed, Luck, Trickery

Dwarf Domain
Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5. Fabricate: Transforms raw materials into finished items.
6. Stone Tell: Talk to natural or worked stone.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Elemental Swarm: Summons multiple earth elementals (Earth only).

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Greed Domain
Granted Power: You gain a +2 competence bonus on Appraise, Open Lock, and Sleight of Hand checks.

Greed Domain Spells
1. Alarm: Wards an area for 2 hours/level.
2. Knock: Opens locked or magically sealed door.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Fire Trap (M): Opened object deals 1d4 damage ’+1/level.
5. Fabricate: Transforms raw materials into finished items.
6. Guards and Wards: Array of magical effects protects area.
7. Teleport Object: As teleport, but affects a touched object.
8. Antipathy: Object or location affected by spell repels certain creatures..
9. Time Stop: You act freely for 1d4+1 rounds.

Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
1. Tanil’s Touch [RR]: Allows the choice of two outcomes when rolling dice.
2. Enkili’s Luck [RR]: Bestows a brief bout of ill fortune upon the subject.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Miracle (XP): Requests a deity’s intercession.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Abbathor

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