Paths
I Protection
II Travel
III Wilderness
IV War
Skills: Athletics, Ride, Sneak, Survival, Tactics
Ritual Weapon: Spear, Bow
Avatar: Alpha, Heavenly & Predatory Hunter (pg.246, 286, 289, 293)
Alignments: Protection
Opposed Alignments: Destruction
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Oroxu is one of the Andu and is the patron of hunters of all kinds, especially those who hunt dangerous prey.
It is said the he was one of the most beloved by Qinghis, who envied and marveled after his hunting and tracking skills. In fact, Oroxu led the hunt where Quinghis was slain, but he somehow survived the onslaught and hunts throughout the worlds to this very day.
Oroxu is the principle deity of the Mansaya people of Sahaaba, who portray him as a figure with ebony skin, eyes like fire, and carrying a mighty and unerring bow made up of two in-twined serpents.
In the Sallustrian pantheon Oroxu is known as St. Orius and serves as the patron saint of hunters, trackers and travelers of all kind.
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Protection I: You gain a +5 bonus with Notice checks.
Protection II: You gain an insight bonus to Defense equal to your Protection Step. You may also cast Shield Other once per scene.
Protection III: You may cast Glyph of Protection I and Resilient Sphere I once per scene.
Protection IV: When you or a teammate makes a saving throw, the roll is made twice, keeping the result you prefer. You may also cast Wall of Counter Magic once per scene.
Protection V: You may cast Protection from Spells and Lift Curse III once per scene.
Travel I: Your Speed increases by 5 ft. and you may cast Orient Self at will.
Travel II: You may cast Knock and Jump once per scene.
Travel III: Your Speed increases by an additional 5 ft. and you may cast Freedom of Movement once per scene.
Travel IV: Your Speed increases by an additional 5 ft. and you may cast Find the Path once per scene.
Travel V: Your Speed increases by an additional 5 ft. and you may cast Phase Door once per scene.
Wilderness I: You gain the Pathfinder Basics feat and may cast Endure Elements at will.
Wilderness II: You may cast Goodberry and Concealing Countryside I once per scene.
Wilderness III: You gain the Pathfinder Mastery feat.
Wilderness IV: You gain the Pathfinder Supremacy feat.
Wilderness V: You gain the master tracker 1/session class ability (see page 50).
War I: You inflict additional damage with your ritual weapon equal to your War Step.
War II: You may cast Mage Armor and True Strike I once per combat.
War III: You gain the Contempt feat.
War IV: You gain a trick:
War God’s Blessing (Ritual Weapon or Unarmed Attack Trick): If your target is a standard NPC with DR 4 or less, he automatically fails a Damage save (no damage roll required). You may use this
trick once per round.
War V: Your Strength score rises by 2 and you may cast War Cry once per scene.