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Rahab, The Arbiter

 

Symbol: Two scale pans balanced on a double-edged sword

Home Plane: Nirvana

Portfolios: Justice & Retaliation

Worshippers: judges, Magistrates, Lawyers, Law Enforcement, The Oppressed, Nobility, Gaolers

Worshipper Alignments: Any non-evilc

Cerics and Lyans: LN or LG

Domains: Law, Nobility, Strength, Retribution

Favored Weapon: Double-edged sword

 

Description:

 

Rahab is depicted as a strong, handsome man dressed in shining armor and balancing a pair of scale pans atop his upraised sword. Typically, Rahab is depicted as having long hair flowing behind his aureoled head.  Rahab is never depicted helmed.

 

History/Relationships:

 

Rahab counts few deities as allies; his unswerving views on justice above all other considerations make him unwilling to commit to long term alliances. Rahab sides with Galen on issues of truth, but the two disagree on issues of peace versus justice. Rahab’s support of knowledge makes him a cautious ally with the triad (Amairgen, Gavriel, Metran), but they disagree on the keeping of secrets within the magical arts. Rahab finds himself at odds with Mylore over administrating the domain of the dead, since his interest is in ensuring the correct judgment of the dead (and those put to death), not just killing for its own sake. Rahab actively opposes Phantos and Garrotongue (for their support of deception) and Jarrek (for the undead who cheat life). To a slightly lesser degree, Rahab opposes all evil deities and all those who show partiality in dispensing justice (every deity in Rahab’s eyes at one point or another).

 

Dogma:

 

Without justice, there is no law. Justice is a sword wielded by the hand of truth. The vigilante seeks retribution without justice. What is hidden distorts the law. Let no wrong go unpunished. Expect and accept justice in all things. Avenge those who cannot avenge themselves if their cause is just. Unjust laws and rulers should be thrown down, such mock justice. The nobility are obliged to be just in all dealings; this alone elevates them above other men. Cut out thy tongue before uttering a lie. Make swift and deep amends for any flawed judgment or any word uttered in error. Track all you judge, that your uncovered errs may temper your cry for quick justice.

 

Clergy and Temples:

 

The extensive rivalries between Rahab, other churches, and (to some extent) with human government, leave Rahab’s church small in number and monetarily weak. Most mortals are quick to call upon Rahab in need but quick to abandon justice when it falls against them. The agents of other good and neutral deities try to avoid political confrontation with the Rahabites whenever possible. These churches appreciate the work of Rahab but grow weary of its inflexibility. Those of more evil (or practical bent, if you ask them) will remove the offending ’thorn’ at every possible opportunity. Rahabism is a complex religion, as it follows both the divine laws of Rahab and the laws of individual governments. Thus, the focus of the law shifts according to region and the accumulated knowledge of the cleric. This makes experienced Rahabite clergy slow to render judgment on a complex issue until all the facts are understood. However, once the decision is made that justice must be served, was mis-served, or ignored, a Rahabite is relentless in his pursuit for justice. Fortunately, Rahabites seldom succumb to vigilantism or treason against a government, or they would be even less welcome. There are, still, fanatics who will take up causes that have been denied by those in authority. In official public ceremony, Rahabites wear chain shirts or breastplates covered by a tabard portraying the sword and scales. Rahabites refuse any headgear which covers the face or blocks vision and always bear the arm of their deity, the two-edged sword. When not officiating, there is no one dress code for a Rahabite except regarding headgear and the ever-present sword. Rahab welcomes male and female clergy or any race into his fold; hierarchy within his clergy knows no distinction based upon gender or race. Rahabites pray for spells at either Firstlight or Highsun. While prayers to Rahab are traditionally offered at all court proceedings and royal proclamations, worship ceremonies are stoic affairs centering around the liturgical recitations of law, chanted in rounds. It is from the mixing of the words that Rahabites listen for the enlightened word of the Arbiter. Rahab grant his followers the right to use a double-edged blade as a weapon of choice in addition to those allowed to all clerics.Most followers of Rahab class as either clerics or lyans (paladins). Some multiclass as divine champions, divine disciples, divine seekers, fighters, loremasters, or rangers. A rare few delve into necromancy for ways to better destroy the undead.

 

In smaller cities, temples of Rahab also double as courts of law and places for detaining the accused and guilty. Of note is the prison complex in the city of Milhaus Gate in the Hethaemir Empire. This prison, the Isle of Sins, contains areas magically warded to contain all manner of creatures, including outsiders. Rahabites celebrate one holy day each year, Liesrouting, on Pyros 13. This holiday commemorates the physical confrontation between Rahab and Garrotongue in the northern plains near Stygios. Rahab confronted and slew the Lord of Lies for the mass slaughter of his children. The struggle created the dead area known as the Echo Rift. The celebration is marked by the ceremonial re-enactment of the event followed by the burning of the Lord of Lies in effigy. Local temples will also call for smaller celebrations in response to some great local victory for justice.

 

Special Abilities:

 

Rahabite priests gain additional special abilities as they progress in their dedication. Unless otherwise specified, these powers are supernatural abilities usable at will by the caster only.

 

3rd level – the cleric may take Sense Motive as a class skill

7th level – the cleric gains the ability of inquisition plus one additional usage for every three additional levels .

                    A target within 10 feet must make a successful save versus will (DC at +2) or answer the next three questions of the cleric completely

                    and honestly.

12th level – the cleric gains the use of a zone of truth (1/day). When activated, all those in a 15’r around the cleric cannot utter any known untruth

                       or half-truth. Affected creatures may opt to remain silent but will likely not know the spell is in effect until it is too late.

 

Specialty Prayers  of Rahab:

 

Rahab makes several special prayers available to his faithful that are almost unknown to other clerics.

 

Rituals:

 

Rahab offers no rituals to those outside his worship. However, the church of Rahab does produce two special magical items for use in cases where a Rahabite may not be a cleric or may need additional aid in discernment. These items are not for sale and are typically only in the possession of rulers, judges, and inquisitors.

 

Candle of the Truthful Flame -- These magical candles are prepared by the priests of Rahab (Create Wondrous Item Feat) to allow others to evidence if a third party speaks the truth. The user lights the candle when within 5 feet of the being to be questioned. Once lit, the candle burns quickly, melting completely within 10 minutes. Within that time, the user (and only the user) may ask questions of the third party using the candle. If the being knowingly lies, the flame is extinguished. If the being tells a half-truth or gives an evasive answer, the flame flickers deeply and will go out if the next statement made by the being does not correctly answer the question. Up to 10 questions may be discerned by the candle before it fails. Spells which distort the truth must make a successful DC (15- the spell’s level) to successfully mask a lie put before the candle; if the check is successful, the candle cannot detect falsehoods spoken by that being.

 

Flame of Justice – These more powerful candles are similar to Candle of the Truthful Flame but are more powerful. As before, the user who lights the candle may ask up to 10 questions within a 10 minute period of a third party. However, the Flame of justice does not go out when a lie is told; instead, a part of the liar is set aflame. The first lie told inflicts 1-4 points of damage (successful save for half). The next lie told inflicts 1-6 points of damage. Subsequent lies add an additional 1-6 points of fire damage per lie cumulative. While telling the third party the nature of the spell is not necessary, it almost always leads to a truthful confession. In some lands, this method is known as a trial by fire. Spells which distort the truth will pass this method of questioning only on a DC(20 - spell’s level), and a new check must be made for each falsehood told.

 

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