TEXT: Power of Prayer
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
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  Webb; Based on original content from TSR. 
  Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing 
  Book of the Faithful I: Power of Prayer. Copyright 2009, Jon Brazer Enterprises.  
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  Power of Prayer 
  Author: Dale C. McCoy, Jr. 
  Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved. 
  Copyright 2009 Jon Brazer Enterprises 
  
  Prayer of a Nameless Constable  
  My dear blessed god and master, I come before you this 
  day the same as I, your servant, do everyday. Again I 
  called upon your name and you helped me in my hour of 
  need. For this I thank you. I pray that you will do so again 
  for me today. You have never failed me in all I do and I 
  have faith that you will be equally faithful to your servant 
  as you have always been. I know you have not seen fit to 
  bless me with your divine insight and call your servant to 
  be a priest in your name, yet I do continue on in the hope 
  that someday you will see fit to bless me as such. May you 
  help me to get closer to and eventually bring the elusive 
  trickster that I seek to justice and may my companions that 
  choose to worship others see your justice through my 
  actions. I have faith that you will help me, your servant, in 
  my quest.  
  This day, as I do everyday, I do pray. 
  Prayer of General Blood Fang, Chief Battlefield 
  Commander of an undead army 
  You granted me with the power to crush my enemies. Now 
  they tremble at the sound of my name and flee in fear at a 
  mere utterance of your name. This sacrifice of the 
  thousands that you shall put in my way today will be shed 
  for you. I know you will be as pleased with today’s offering 
  as you were with yesterday’s. Whenever the forces of the 
  living amass against me, they will meet the same end as 
  all the others. All this I do in your name, to bring you the 
  fear and the blood harvest you desire. Grant me the same 
  blessing you gave me today. Without it I will not continue 
  to bring you the sacrifice you desire. 
  Prayer of Sagarus, the Deposed King 
  Once again, you did not grant me the power to restore me 
  to my throne. Today and every other day you willnot 
  receive worship from me. I still hold true to your teachings 
  and your ways, call upon your name for help, and retain 
  my faithfulness to you.  As an act of faith, I confess again 
  my confidence in your power.  For this small token, I beg 
  of you to guard the mind of my new friends. Your blessed 
  assistance yesterday saved us from having to kill our 
  leader who had his mind turned by that foul beast. It was 
  good to see again your priest that taught my family in your 
  ways long ago. I departed his company before I brought 
  trouble to him. He begged me to stay, but I could not. 
  Seeing him again reminded me of the life I once led.  
  I pray someday you will right the wrongs done upon me 
  and my nation. Until then, I cannot set foot in your temple.  
   
  Religion and Role Playing 
  Religion and deities are not only for clerics. While many 
  followers of a god give little more than lip service because 
  that was what they were taught in their youth, a few make 
  the teachings of a particular faith or religion a major tenant 
  in their life and your character can be one of those 
  devoted few. It is never the faceless masses that do little 
  more than attend an occasional worship service that draws 
  the attention of the deities; they care little for the god and 
  the god gives them the same in return. While a deity may 
  bestow a great blessing upon their high priests, they 
  seldom require much attention. They focus tends to be on 
  the overall wellbeing of the faithful without constantly 
  having their faith challenged. It is the few that possess a 
  strong faith and live among those that care little for the 
  same values that require much a deity’s attention. These 
  few, the devout, the faithful, can be one of your characters. 
  The process generally begins at character generation. 
  Choose your character’s central beliefs and values. Then 
  look in the listing of deities for your setting that match up 
  closest to those values. While it is possible that all of these 
  values will match up with a single deity, odds are they will 
  not. This is ok. You can choose to worship multiple deities 
  
  or you can choose to worship a single deity and describe 
  in other ways why you value such. When deciding your 
  beliefs, remember that they do not need to match up with 
  your class. A fighter can choose to worship a god of magic 
  for many reasons. A few of those reasons could be: that is 
  the deity of your character’s parents, your character’s 
  single greatest wish is to be a spellcaster, a faithful 
  worshiper of that god helped your character in an hour of 
  need, or your character’s sworn enemy  also sees that god 
  as their enemy.  
  Events of role playing can also cause a character to shift 
  beliefs. Nearly dying, coming face to face with an 
  unimaginable horror, and witnessing another that shares 
  your character’s faith commit acts against the deity’s core 
  beliefs for corrupt reasons are a few examples of why 
  someone would change religions during the course of their 
  life. While clerics must be within one alignment step of 
  their god, there exists no such rule for their followers. 
  While it may be odd, your character’s alignment may be 
  completely opposite of their deity, for many of the same 
  reasons outlined above. Additionally, while a religion may 
  publicly frown upon a follower’s actions, some among the 
  religion may privately support the actions. For example: a 
  cleric of a lawful deity may support a follower that seeks 
  revenge outside of the law on those that evade justice, a 
  nature based church may accept followers that are hunters 
  and cut down trees, and a priest of a prideful god may 
  choose the most humble among them to demonstrate 
  another follower’s incompetence.  
  When playing a character devoted to their religion, 
  keeping their beliefs integral to the character’s daily life is 
  critical. Characters might say the name of the god as an 
  exclamation or swear by an object closely associated with 
  the god to stress its importance. Dressing in the colors or 
  symbols closely associated with the god or wielding a 
  similar type of weapon depicted with the god also display 
  the desire of the character to emulate the god. They 
  should also possess a passion for their god and learning 
  more about their god. They might possess a book detailing 
  stories about the god’s works, common parables of the 
  religion or stories of past followers.  
  Devout Character Concepts 
  Below are several character concepts to base characters 
  on that you might find appealing. As with all other things, 
  you should discuss these concepts with your game master 
  before settling on a concept for your character. 
  Continuing the Line: Many devout followers come from a 
  long line of worshippers of the same god. While not all in 
  the character’s family history may be as devout as the 
  character, the teachings and ways of the god are as much 
  apart of the character’s upbringing as breathing. 
  Adventuring may be the first contact the character has with 
  those that do not share the same faith. Behavior contrary 
  to the god’s teaching would be almost alien to the 
  character. The faithful character’s ancestor might have 
  even done some great act of faith that is now legendary. 
  This could serve as a point of pride, inspiration or 
  animosity for the character. Any NPCs that worships the 
  same god as the devoted character may have heard of the 
  character’s ancestor and will want to discuss the matter.  
  Convert: This character remembers a time when they did 
  not worship the god, follow the teachings, nor found 
  comfort in the fellowship of believers and shudders to think 
  of returning to those days. The passion of this character to 
  help others see the truth of this god remains strong and 
  vibrant. Their zeal for expressing their faith outweighs the 
  character’s ability to follow the teachings. They try to live 
  up to the religion’s ideals but constantly slip back into their 
  old ways. This character is on a journey to become a 
  better follower.  
  Evangelist: Unlike the convert, the evangelist has been a 
  member of the faith for some time and the impulse to 
  make everyone see the truth of the god’s teaching right 
  away has lessened considerably. The faithful character 
  has received training in telling others about their deity and 
  knowing when is the appropriate time to do so. But mostly, 
  the evangelist knows that living a life as a right and faithful 
  follower speaks far louder than any words they can ever 
  say. Monks lend themselves well to evangelists because 
  they are use to spending time in contemplation and 
  reflection. The class is built around the idea of devoting 
  one’s self, meditating and speaking when the time is right. 
  Seeker: Those that seek will eventually find what they are 
  looking for. If the character is seeking to understand a 
  certain principle of a god’s teaching, they should be trying 
  to incorporate that principle into everyday life. For 
  example: a god of slavery might teach that everyone is 
  either a master or slave and in all things the follower 
  should know their place and be beholden to that place. 
  The character might be seeking understanding as to how 
  one can be master to some and slave to another. As 
  another example, the follower of a nature god might be 
  seeking how to understand how larger civilizations can live 
  in harmony with nature around them. As the character 
  travels, they should try to find ways around domesticating 
  animals, farming, cutting stone and harvesting trees for 
  lumber. This differs from the evangelist by focusing more 
  on the character’s own enlightenment rather than 
  someone else’s conversion. This also differs from the 
  
  convert in that the character has no problem living up to 
  the basic ideals of the faith but instead desires to reach a 
  higher level of understanding.  
  Conflicted: This character possesses two significant 
  beliefs or qualities: following their deity closely and another 
  thing that goes against the deity’s core beliefs. The 
  character should be trying to find a way to make peace 
  with these two aspects of their life. These might include: a 
  deity of justice and murdering someone close to them, a 
  god of beauty and being horribly scarred or disfigured, and 
  a god of wealth and being bad at business. A conflicted 
  character focuses more on their own internal conflict rather 
  than conflict with the religion’s community at large. Others 
  of the faith may try to help the character, but the character 
  feels like an outcast and chooses such a life. A character 
  like this should make their passion known in all ways and 
  even be respected among other followers but walks away 
  before getting to close.  
  Unclean: Unlike the conflicted character, the unclean is 
  viewed as a necessary evil by other followers. Their 
  presence is tolerated but only thus. When staying in a 
  town that follows that god, the character may be forced to 
  stay in a special place set aside for them outside of town 
  or be completely unwelcome in that town. Shop keepers  
  should openly choose to have no dealings with that 
  character or charging them a higher price for the same 
  goods and services. Others might give them what they 
  desire freely, as long as the unclean character departs 
  immediately. An unclean character should dress in a 
  particular way or carry a certain symbol on their clothing, 
  identifying them to all. There may be particular ways of 
  keeping the character’s hair (shaving it off, not permitted to 
  shave or style the hair) or a particular tattoo they must 
  possess. Tribal cultures may require the character to have 
  their face painted white at all times. Examples include a 
  character that follows a pacifist deity and yet defends 
  others through violence, a character that follows a 
  destruction oriented deity yet is a craftsman of weapons, 
  undead followers of a sun deity, or a hunter that worships 
  an animalistic deity. Others that share in the same 
  uncleanliness form closely knit groups for companionship.  
  Prayer Feats 
  Prayer feats are a god’s reward to a faithful follower. A 
  deity may grant prayer feats that coincide with the 
  domains available to that deity’s cleric. The faithful follower 
  can be of any class or alignment. Unlike clerics, the 
  follower need not be an alignment close to their patron 
  deity. Followers cannot have prayer feats from two 
  different deities at the same time. Should the follower 
  grossly violate the deity’s core beliefs, the follower cannot 
  use the feat until atoned for the deeds (see the atonement 
  spell description). 
  Whenever a cleric of that deity would pray for spells, the 
  follower must make a small prayer to that deity, requiring a 
  few minutes of the follower’s time. Should the follower be a 
  spellcaster, this can be done while praying/memorizing 
  spells. 
  The benefits from prayer feats are administered by the 
  gods and not the faithful. The character sees this as a 
  sudden benefit not of their choosing. Out of character, the  
  player decides when to use the feat’s granted benefit. All 
  prayer feats are supernatural abilities and are immediate 
  actions. 
  Agile Feet (Prayer) 
  The gods of travel keep your feet from being slowed. 
  Prerequisites: Worshiping a deity with the Travel Domain. 
  Benefit: For one round per day, you ignore all difficult 
  terrain and do not take any penalties when moving through 
  it. 
  Armor of Law (Prayer) 
  The gods of law protect you against a single blow. 
  Prerequisites: Worshiping a deity with the Law Domain, 
  Lawful alignment 
  Benefit: Against a single blow a day, you gain DR (1/2 
  your character level)/Law.  You may decide to use this 
  after a successful attack roll but before damage is rolled.  
  Blessed Spell (Prayer) 
  The gods of magic help a spells’ effectiveness against 
  your foes. 
  Prerequisites: Worshiping a deity with the Magic Domain 
  Benefit: When you take this feat, choose a school of 
  magic. Add a +2 divine bonus to the Difficulty Class for a 
  saving throw against spells from the school of magic you 
  select. You can use this effect once per day. This effect 
  stacks with Spell Focus.  
  Dastardly Deception (Prayer) 
  The gods of trickery give you the gift of guile.  
  Prerequisites: Worshiping a deity with the Trickery 
  Domain 
  Benefit: You gain a +5 divine bonus to a single Bluff 
  check, once every day. If you have 10 or more ranks in 
  Bluff, the bonus increases to +10.  
  
  Flame Strike (Prayer) 
  The gods of fire burn your enemies with your attacks. 
  Prerequisites: Worshiping a deity with the Fire Domain 
  Benefit: Flames engulf your melee, ranged, or natural 
  weapon, causing half the damage inflicted to be fire 
  damage. This occurs for a single attack once per day. 
  Flash of Divine Insight (Prayer) 
  The gods of knowledge give you a moment’s insight into a 
  problem facing you. 
  Prerequisites: Worshiping a deity with the Knowledge 
  Domain 
  Benefit: You gain a +5 divine bonus to a single 
  Knowledge, Craft or Profession check, once every day. If 
  you have 10 or more ranks in the skill this bonus is about 
  to be applied to, the divine bonus increases to +10. 
  Held at Death’s Door (Prayer) 
  The gods of death prevent your demise, this time. 
  Prerequisites: Worshiping a deity with the Death Domain 
  Benefit: Once per day, when a blow strikes you that would 
  otherwise kill you, the god of death allows you to retain a 
  single hit point short of dying.  You are stable and do not 
  need to roll for stabilization. You are still unconscious and 
  are not immune to additional attacks that may kill you.  
  Holy Inspiration (Prayer) 
  The gods of nobility give you the words to inspire your 
  allies. 
  Prerequisites: Worshiping a deity with the Nobility 
  Domain 
  Benefit: You can speak an inspiring word your allies within 
  30 feet. Those allies receive a +2 divine bonus on attack 
  rolls, skill checks, ability checks, and saving throws for a 
  single round. You can use this ability once per day. 
  In Glorious Maddness (Prayer) 
  The gods of madness send you into a mad frenzy 
  frightening those that oppose you.  
  Prerequisites: Worshiping a deity with the Madness 
  Domain 
  Benefit: You gain a +5 divine bonus to a single Intimidate 
  check per day. If you have 10 or more ranks in Intimidate, 
  the bonus increases to +10. If you use this bonus while 
  making an Intimidating Glare rage power, your divine 
  bonus increases by an additional +2. 
  Lucky Dodge (Prayer) 
  The gods of luck keep you out of harm’s way. 
  Prerequisites: Worshiping a deity with the Luck Domain 
  Benefit: You gain a +3 divine bonus to your Reflex save, 
  once per day. If your base Reflex Save is at least +5, this 
  bonus increases to +6 
  Memory of Friends (Prayer) 
  The gods of community see your friends in need and helps 
  them to regain their senses. 
  Prerequisites: Worshiping a deity with the Community 
  Domain 
  Benefit: When an ally within 30 ft fails a saving throw 
  since your last action against a spell or spell-like ability 
  from the enchantment school, you can call out to them on 
  your turn and help them regain their senses, giving them 
  another saving throw at your full save bonus. You may use 
  this ability once per day.  
  Overwhelming Evil (Prayer) 
  The gods of evil cripple their enemies. 
  Prerequisites: Worshiping a deity with the Evil Domain, 
  evil alignment 
  Benefit: Any enemy within 30 ft with Damage Reduction 
  against all but evil see their damage reduction reduced by 
  (1/2 your character level). This effect lasts for 1 round per 
  day. 
  Protect Thy Neighbor (Prayer) 
  The gods of protection aid you in your protection of 
  another. 
  Prerequisites: Worshiping a deity with the Protection 
  Domain 
  Benefit: When you aid another to grant a bonus to 
  another’s Armor Class, the bonus increases to +4 for a 
  single round per day. 
  Shield of Divine Gust (Prayer) 
  The gods of air blow a single strike from you. 
  Prerequisites: Worshiping a deity with the Air Domain 
  Benefit: Against a single ranged attack per day, you gain 
  a divine bonus to your armor class equal to (1/2 your 
  character level). When multiple ranged weapons work off a 
  single attack roll (such as a Manyshot attack), they count 
  as a single attack. 
   
  
  Strength of the Gods (Prayer) 
  The gods of strength bless you with their strength. 
  Prerequisites: Worshiping a deity with the Strength 
  Domain 
  Benefit: You gain a bonus to your Strength equal to (1/2 
  your character level) for a single Strength-based skill 
  check or a single Strength check once per day.  
  Touch of Goodness (Prayer) 
  The gods of the goodness unleash their power against 
  undead creatures. 
  Prerequisites: Worshiping a deity with the Good Domain, 
  good alignment 
  Benefit: Holy light surrounds your melee, ranged, or 
  natural weapon, causing half the damage inflicted to be 
  holy damage. This occurs for a single attack once per day. 
  Vine Skin (Prayer) 
  The gods of plants make you the protection of a plant 
  against the elements. 
  Prerequisites: Worshiping a deity with the Plant Domain 
  Benefit: Against a single blow per day, you gain 
  resistance to either electricity or fire equal to (1/2 your 
  character level).  You may decide to use this and which 
  energy type after a successful attack roll but before 
  damage is rolled.  
  New Magic Items and Equipment 
  Book of Teachings: This heavy tome possesses the 
  deity’s holy symbol on the cover and is typically bound in 
  leather or a material characteristic of the religion (wood for 
  nature based religions, so on). The book tells the holy 
  wisdom of the specific deity. It shares the deity’s teachings 
  and common examples for the priest to explain them to 
  their followers. Additionally, it also tells how to conduct 
  worship services, basic ceremonies, and proper ways to 
  make sacrifices to the deity. Price 5 gp. Wt 3 lb. 
  Book of Clerical Wisdom: Similar to a Book of 
  Teachings, the Book of Clerical Wisdom is specifically 
  designed for high priests and other high level clerics of a 
  particular faith. Never sold openly and jealously guarded, 
  this book contains spells specific to the deity, teaching 
  clerics how to prey for those particular spells. Unlike 
  wizards spell books, these spells cannot be copied as 
  written to produce a scroll. The cleric must first prey for the 
  spell then record that knowledge as a scroll. Price 1000 
  gp. Wt 45 lb. 
  Book of Parables: All religions possess stories of how the 
  deity ascended, tales about someone of great faith being 
  rewarded or legends of the deity’s works. These stories 
  are generally gathered up and sold to followers. Religions 
  sell these to their followers at the cost to manufacture 
  these books to help disseminate the wisdom of the deity 
  and exemplify how the followers should live their lives in a 
  format that is both entertaining and easily understandable. 
  Price 5 sp. Wt 1 lb. 
  Holy Talisman of Resistance 
  Aura weak abjuration; CL 1st 
  Slot neck; Price 200 gp; Weight - 
  DESCRIPTION 
  Displaying the holy symbol of the creator’s                              
  deity, this talisman hangs upon a thin chain                        
  or strap of leather. The wearer receives a                          
  +1 bonus to all saving throws for one min-                        
  ute every day.  
  CONSTRUCTION 
  Requirements Craft Wonderous Item, resistance, creator 
  must be a cleric; Cost 100 gp 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Jon Brazer Enterprises/Book of the Faithful Power of Prayer.pdf