In a world of technology it’s easy to forget about the old ways, but there are still some that stay faithful to the old gods. Angry and cruel they remind us that this world is temporary and we exist only because they allow it. Though they cannot be happy with how many have followed new fashions you know, as long as there are true believers giving praise to them they will find joy and spare us for another day.
1st - True Believer - Most people choose to focus on pleasing one or two of the gods at a time, in the morning they light a candle for each one and pray for 10 minutes. This ritual does 1 point of damage per level to you, this damage can be healed; it represents the fulfilling of a promise to the nine.
Choose which gods you are making a pact with and you have those bonuses for the day.
Orimek - You cannot accept aid another in combat or any flanking bonuses -
You can designate an opponent in combat you gain a bonus to your AC against them up to 1+Your Tier and suffer an equal penalty to your AC against non-designated targets.
You can only have one designated opponent.
Logalo - You cannot help another who is dying or accept help while dying -
You gain the diehard feat and go an additional negative equal to twice your tier plus your con score.
Kondrii - You cannot accept benefits from a divine source that is not the nine -
You have the mettle ability.
Mekith - You cannot give information without getting something in return -
You gain a bonus to your will saves equal to your tier against mind affecting spells.
Baalim - You cannot reveal important information about yourself -
You gain the signature skill for Bluff.
Ammon - You cannot aid another or provide a flanking bonus -
You gain a bonus to damage equal to 1+Your Tier against creatures being affected by a condition.
Gol’Shern - You cannot lie -
You gain damage reduction X/- equal to 1+Your Tier
Tali - You cannot have a pact with another one of the nine -
You are under the effects of freedom of movement as long as you are moving and gain a bonus to movement of +5ft per tier.
Horeth - You cannot leave the earth for longer than a round - elemental damage is minimized against you.
If you break a pact you take your level in non-lethal damage that cannot be restored through magic, and you cannot make a pact with that god until you spend an hour of atonement praying in front of a candle for them, you cannot atone to more than one god at a time.
4th - Armor of Faith - You gain spell resistance against spells cast by people who do not follow the nine equal to 15 + 2 per god you have a pact with.
If you are not benefiting from an armor bonus you gain a divine bonus to your AC equal to your tier.
7th - Smite the heathen - You gain an amount of smites per day equal to your tier, you can smite a creature that does not believe in the nine, when you do smite you gain a bonus to hit equal to your tier and a bonus to damage equal to twice the gods you have a pact with plus your tier.
10th - Righteous Conviction - As a swift action you can pull upon the power of a god you have made a pact with to gain a benefit for 1 round, unless you have broken the pact or not atoned. You have a +2 Divine bonus to all saving throws and AC when you have made a pact, this goes away as soon as you break any pact.
Orimek - Against your designated target you increase your critical threat range by 1.
Logalo - When you are below 0 you can heal 4d8 or gain a bonus to hit equal to how many pacts you have.
Kondrii - You can roll another save against any ongoing effect, if you pass the effect is ended regardless of remaining duration.
Mekith - You can listen or view any messages sent over telepathy or the constant within 60ft.
Baalim - You can use the bluff skill like stealth to hide even while being observed
Ammon - You can apply either the shaken or sickened condition to any creatures you have given a condition to (knocked prone, charmed, etc)
Gol’Shern - You add your damage reduction value to your CMB and CMD.
Tali - You gain a fly speed equal to your ground speed as long as you are wearing light or no armor.
Your maneuverability is good.
Horeth - You gain resistance 20 to the element of your choice and your smite can do elemental damage of your choice.