Belief

Prerequisites

Effect

Athletics

When you activate your creed, you gain a number of temporary hit points equal to your paragon level. These hit points are lost when you deactivate your creed. These temporary hit points are lost first when you take damage, disappear when you deactivate your creed, and are not replenished if you activate your creed again within 1 minute.

Anarchy

Chaotic alignment focus

While your creed active, you double your doctrine bonus against lawful creatures.

Antagonization*

Level 14th

When you strike a creature while your creed is active, that creature is marked with a symbol of antagonization. The next time the marked foe attempts to make an attack against a creature other than you, that attack automatically misses. This symbol lasts for a number of rounds equal to your doctrine bonus or until discharged.

Business

While your creed is active, you gain detect magic as a constant spell-like ability and you add your doctrine bonus on Spellcraft checks.

Cleanliness

You add you doctrine bonus on saving throws against disease and poison effects while your creed is active.

Cooperation*

Level 10th

When you strike a creature while your creed is active, that creature is marked with a symbol of cooperation. Creatures marked with a symbol of cooperation are considered your ally while determining flanking. This symbol lasts for 1 rounds. Multiple symbols of cooperation stack in duration.

Deception*

Non-Lawful alignment focus

When you strike a creature while your creed is active, that creature is marked with a symbol of deception. When a creature deals precision damage to the marked creature, that creature adds your doctrine bonus to the precision damage dealt. This symbol lasts for 1 rounds. Multiple symbols of deception stack in duration.

Diabolism

Evil alignment focus

While your creed is active, you double your doctrine bonus against good creatures.

Discovery

Level 12th

While your creed is active, you gain blindsight within the reach of each melee weapon he is wielding.

Equality

While you creed is active, each creature within 10 feet of you gains a +2 bonus on attack rolls, saving throws, skill checks, and ability checks.

Freedom

While your creed is active, you add your doctrine bonus on Escape Artist checks and on combat maneuver checks made to break a grapple. At 12th level, you are affected as though by freedom of movement while your creed is active.

Greed

Non-lawful alignment focus

While your creed is active, you add your doctrine bonus on steal combat maneuver checks and on Sleight of Hand checks to take something unnoticed.

Incarceration

Non-chaotic

You add you doctrine bonus on combat maneuver checks to grapple while your creed is active and to the DC of Escape Artist and Strength checks to escape manacles and shackles you apply while your creed is active.

Integrity

Lawful alignment focus

While your creed is active, you double your doctrine bonus against chaotic creatures.

Knowledge

While your creed is active, you add your doctrine bonus on Knowledge skill checks and treat all Knowledge skills as class skills.

Love

While your creed is active, you add your doctrine bonus as an insight bonus on a single Charisma-based skill check of your choice. This skill is chosen each time you activate your creed.

Nature

While your creed is active, you add your doctrine bonus on Survival checks, Knowledge (Nature) checks, and Perception checks.

Omnifariousness

Level 20th

While your creed is active, you gain the benefits of alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, or plant shape III. This benefit is chosen when your creed is activated and can be changed when your activates your creed again.

Omnificience

Level 20th

When you activate your creed, you conjure a weapon with a +10 enhancement bonus and are automatically proficient in that weapon’s use. You must add magic weapon properties to the conjured weapon. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The weapon must have at least a +1 enhancement bonus and no more than a +5 enhancement bonus.

If the conjured weapon is a thrown weapon (such as a shuriken), you create a pouch or container with an infinite supply of that weapon. If that weapon is a projectile weapon (such as a longbow), you create a quiver with infinite mundane, masterwork ammunition. Weapons and ammunition created by this ability function only for you and vanish when you deactivate your creed.

Omnipotence

Level 20th

Once per day when the you activate your creed, you may choose reduce your doctrine bonus by 5 until you next get 8 hours of rest in order to cast limited wish as a spell-like ability. If you use this ability to duplicate a spell with a costly material component, you must provide that component. This ability cannot be used to duplicate a spell which allows a saving throw..

Omnipresence

Level 20th

When your creed is active, you exist in two locations at once, as per bilocation.

Omniscience

Level 20th

While your creed is active, you gain the benefits of greater arcane sight and true seeing. Additionally, you add your doctrine bonus on Knowledge skill checks made to identify the abilities and weaknesses of creatures and Spellcraft checks made as part of your greater arcane sight.

Plague

Non-good alignment focus

While your creed is active, you may add your doctrine bonus to the DC of poisons and diseases you apply. This bonus ends when you deactivate your creed.

Power

Level 10th

While your creed is active, you gain the benefits of deadly juggernaut.

Regicide

Non-lawful alignment focus

While your creed is active, you may add your doctrine bonus on Knowledge (Nobility) check and on damage rolls against nobles, council members, and other people in positions of political power.

Righteousness

Good alignment focus

While your creed is active, you double your doctrine bonus against evil creatures.

Resourcefulness

Neutral alignment focus

While your creed is active, you add your doctrine bonus on Bluff checks to feint and may feint as a swift action.

Self-Sacrifice

Non-evil alignment focus

When you activate your creed, you may choose to forgo the effects of your creed in order to grant the effects of your creed to your mentor.

Solitude

Level 8th

While your creed is active, you gain protection from chaos, evil, good, or law as a constant spell-like ability. At 12th level, this functions as magic circle against chaos, evil, good, or law instead. The spell-like ability is chosen each time you activate your creed.

Thankfulness

While your creed is active, your mentor gains your doctrine class feature.

Torture

6th Level, Non-good alignment focus

While your creed is active, you deal 1 point of bleed damage on each successful attack with a piercing or slashing weapon. This damage stacks to a maximum of your doctrine bonus.

Truth

8th Level

While your creed is active, you add your doctrine bonus on saving throws to disbelieve illusions and gain a saving throw to disbelieve whenever you see an illusion, even if you don’t interact with it.

Tyranny*

18th level, Lawful alignment focus

When you strike a foe while his creed is active, your target is marked with a symbol of tyranny, preventing it from taking a specific set of actions, as per forbid action (no saving throw). A symbol of tyranny lasts for 1 round. A creature can be affected by multiple symbols of tyranny, though each symbol must forbit a different set of actions.

Witchery

While your creed is active, you gain acid splash as an at-will spell-like ability and spells you cast which deal damage deal +1 damage per die rolled.

Zealotry*

Level 18th, Non-neutral alignment focus

When you strike a foe while your creed is active, you may mark your target with a symbol of the heretic, affecting it as per antithetical constraint (no saving throw). This symbol 1 round. Multiple symbols of the heretic stack in duration.