God of cities, wealth, merchants, and law
Domains: Earth, Law, Nobility, Protection, Travel
Subdomains: Aristocracy, Defense, Fortifications, Inevitable, Leadership, Legislation (Law), Martyr, Metal, Trade
Favored Weapon: Light crossbow
Symbol Golden: key
Sacred Animal: Monkey
Sacred Color: Gold, silver
Centers of Worship: Absalom, Andoran, Brevoy, Cheliax, Katapesh, Mana Wastes, Molthune, Nex, Osirion, Sargava, Taldor, Varisia
Divine Servitors: Orshevals
Minions: Archons, axiomites, inevitables
For unto each thing is given an order to follow, a role to play in the world that fits perfectly with all others. When performing this role, they advance the cause of civilization and bring order and prosperity to all who serve their part. With each turn of every tiny wheel, civilization spreads to cover the world.—The Order of Numbers, Chapter 10, Lines 14-17
Abadar (AB-uh-dar) is a patient, calculating, and far-seeing deity who wishes to bring civilization to the frontiers, order to the wilds, and wealth to all who support the rule of law. His primary desire is to see the purifying spread of civilization, enlightening the dark corners of the world and revealing the clockwork perfection of the cosmos. His nature is not hasty, for the pace of society's reach is slow but relentless. He strikes a careful balance between good and evil, seeing benefits on both sides and refusing to endorse one or the other. His followers believe he is responsible for elevating the various humanoid races from simple tribes to beings capable of creating huge cities. He puts words of diplomacy in the mouths of leaders, guides the pens of those who write laws, and steers coins into the hands of those who practice fair commerce.
The god of cities is stern, but rewards those who work hard and whose actions benefit others as well as themselves, though he is morally ambiguous enough to recognize that not every person can benefit from every decision. He frowns on the misuse of slaves or beasts of burden, considering it a waste of resources and detrimental to the profitability of civilization as a whole; he views using cheap laborers rather than slaves as a better option, as then the workers can use their funds to participate in commerce and rise above their low station through established economic channels. Abadar understands, however, that the world changes in small increments, and that the most advantageous option for society is not always the most workable in the present.
He respects cautious thought and rejects impulsiveness, seeing it as a base and destructive whim. He teaches that discipline, keen judgment, and following the law eventually lead to wealth, comfort, and happiness. He does not believe in free handouts, and because of this his temples sell potions and healing spells or scrolls rather than giving them to those in need. Any who protest are directed to the temple of Sarenrae.
Abadar is the master and guardian of the First Vault, a magical trove in his realm where a perfect version of every type of creature and object exists—a perfect sword, a perfect deer, a perfect wheel, and even a perfect law. His mortal artists and artisans attempt to emulate these perfect forms, inspired by Abadar's mentoring. Likewise, his arbiters and judges keep these idealized laws in mind when crafting new laws or ruling on existing ones. It is said that centuries ago Abadar allowed mortals to visit the First Vault in dreams, the better to inspire them. There has been no record of such coveted visions occurring in a long time, however, perhaps because he has not found someone worthy, because he fears his enemies might steal the perfect forms, or because he is carefully pacing the advance of current civilizations to prevent them from growing too quickly and dissolving before they reach their peak.
His primary worshipers are aristocrats, artisans, judges, lawyers, merchants, and politicians, all of whom benefit from established laws and commerce. Those who are poor or who have been wronged also worship him, praying he might help reverse their ill fortune, for most mortals seek wealth and the happiness it brings.
He expects his followers to abide by local laws (though not foolish, contradictory, toothless, or purposeless mandates) and to work to promote order and peace. He has no tolerance for gambling or excessive drinking or drug use, as despite the lucrative nature of these industries, such vices inevitably weaken society rather than strengthen it.
Worshipers who lose Abadar's favor might find themselves short on money at a crucial time, tongue-tied in the middle of an important deal, or stymied in their craft or art. When he is pleased, deals are more profitable than expected, projects are completed early, and journeys to or within a city take less time than normal. His intervention in the mortal world is subtle, for he expects worshipers to do their own work; it usually takes the form of hints or opportunities rather than direct gifts.
Abadar is depicted as a handsome man with black hair dressed in fine garments, often with a gold cloak over a golden breastplate and bearing many keys. Humans, dwarves, and gnomes show him with a beard, whereas elves show him beardless and with long braids tied with golden thread. His voice is pleasant and even, his words firm but not harsh.
Abadar's holy symbol is a golden key, often with a city image on the head. His clergy is made up almost entirely of clerics, with a small number of paladins. Because of the emphasis on cities and civilization, he almost never has adepts among his priesthood—even the most remote settlements paying homage to Abadar are watched over by at least a cleric or a paladin. He is called the Master of the First Vault, Judge of the Gods, and the Gold-Fisted.
The worship of Abadar is both functional and theological. It is an excellent everyday faith, for it deals with matters that directly affect daily life. The churches of Abadar in each city encourage friendly competition with other cities to promote trade. Church law forbids clergy from attacking each other, regardless of political, national, or financial motivations, as warfare creates instability and chips away at the foundations of civilization. Thus, in wartime, the churches of Abadar often become neutral territory, not participating in the struggle and acting as safe havens and mediators in the conflict.
Priests of Abadar within a given city or temple arrange themselves in a set hierarchy, as in a mercantile house. The head of a smaller temple is called a banker, while the leaders of larger temples or greater geographical areas are archbankers. The church defines itself by its wealth, counting coins as blessings from Abadar. Competition between priest-backed business ventures remains friendly, and making money is at once a holy duty, a serious pursuit, and a beloved pastime, with all the fun and excitement of an organized sport.
Abadar's faith can be found anywhere people strive to make civilization work. It is most common in large cities, and its greatest holy site in the Inner Sea region is the Bank of Absalom. At this center of trade, the blessing of commerce flows out into the world, and the archbankers can control the interest rates and help adjust the economies of the nations that deal with its great vaults to maximize trade's benefits. Of course, this wonder of commerce is still only a shadow of the great banking houses in Abadar's district of Aktun in the Eternal City of Axis.
Services to Abadar include songs with complex harmonies (generally accompanied by hammered instruments such as dulcimers and glockenspiels) and the counting or sorting of coins or keys (often in time with the singing or music). Services and ceremonies always take place indoors, representing the shelter of civilization. Worshipers unable to reach an actual building make do with at least a crude structure or a even a sloping wall or cave that provides protection from the elements. Services usually take place in the morning, and it is customary to thank Abadar after a profitable or advantageous transaction.
Abadar's temples are elaborate buildings with rich decorations and high, thick stained-glass windows. These windows have heavy frames (to guard against thieves) and usually feature vivid yellow glass that casts a golden hue on everything within the church. Most temples have a guarded vault for church treasures and wealth, and many also rent space in their vault to those who wish a safe place to keep their valuables. Any temple in a small town or larger settlement also serves as a bank, currency exchange, and moneylender, which helps keep interest rates reasonable and consistent—while Abadar's clergy see making a profit off such exchanges as a holy duty, their loans and deals are rarely predatory or exploitative, as such practices weaken and destabilize the populace. The banker in charge of the temple watches the local economy and adjusts interest to stimulate growth, encourage investment, or help recover from a disaster. As priests often serve as lawyers and judges, the temples are usually built near courthouses.
Abadar's followers believe in advancing civilization, teaching the unenlightened about systems and trade, driving commerce in pursuit of comfort and happiness, and the idea that fairness lies in both the letter and the spirit of the law. They promote cooperation and believe the whole is greater than the sum of its parts, but also feel that self-interest is the best motivating factor for individuals within a society. While they have an acquisitive bent, they are thrifty rather than miserly, and know that helping their neighbors attain prosperity improves the lot of everyone, themselves included. They turn trails into roads and towns into cities, eliminate monsters and troublemakers in urban and rural areas, adjudicate disputes, make legal rulings, and reassure law-abiding people that the forces of order are watching over them.
Many urban clerics work with the local legal system as judges, lawyers, and clerks (often donating their services, much as a healing-oriented church might run a hospice or give food to the needy), although they are not usually politicians or part of the city's government. In wilder areas, clerics act as judge and jury, seeking out threats to civilization and eliminating them. Younger priests who are physically fit often do tours through smaller towns and frontier areas to carry news, act as wandering magistrates, and make sure order leaves its footprint. As an arbiter of justice, each priest traditionally carries a single golden-headed crossbow bolt for when a criminal must be executed. This bolt goes to the dead criminal's family as compensation for the loss and as an initial stake to begin making an honest living.
Although Abadar's temples are mercenary when it comes to providing healing, they are generous when protecting public health, seeing it as an important component of their role as guardians of civilization. Likewise, when traveling with others (such as an adventuring party), clerics of Abadar do not charge their companions for healing, seeing it as an equivalent service to a fighter's sword swing or a ranger's scouting. Like a business, questing and traveling requires teamwork, and it is part of the cleric's responsibility to provide healing and magical support—for an equal share of the eventual profits.
A typical day for a priest involves waking, breakfast, prayer and the preparation of spells, reading or listening to the local news for anything worth investigating, and a period of work. At night, there is a brief prayer before the evening meal, and the evening is reserved for hobbies, time with family, or other non-work interests.
Most clerics of Abadar have at least 1 rank in Knowledge (local) in order to be familiar with the laws of their home cities. Most also dabble in Knowledge (local) and (nobility), or practice some sort of craft or profession— always something useful to a developing or established settlement. Clerics are not permitted to give money to those in need, only to lend it at a fair rate and record the transaction for the church's record. They are required to tithe, and most clerics have small investments in local businesses that generate enough income to cover the tithe.
Those whose talents for dealing with people exceed their business acumen often work as teachers, educating children and adults so they can advance themselves and better serve the community. Every cleric belongs to a particular temple, even those touring remote areas. If circumstances warrant distant travel or a long period near another city, the home temple files paperwork transferring the cleric's affiliation to a closer temple.
Inquisitors of Abadar, known as "taxmasters," confront the perpetrators of fraudulent payments and tax dodging, track down stolen goods, and battle thieves' guilds. Local officials usually grant them the legal right to threaten, punish, or even injure those who withhold the revenue that allows civilization to persist and grow, although the inquisitors are just as likely to turn around and rebuke nobles and other leaders who set taxes excessively high for mere personal gain. Hated and feared by most people, the taxmasters usually wear golden masks or mustardyellow veils to protect their identities while performing these duties. Like clerics, inquisitors who serve Abadar usually belong to specific temples and have established territories in which they perform their legal functions. Old, infirm, or recuperating taxmasters do most of the research that finds evidence of financial cheating. A typical inquisitor has ranks in Intimidate, in Knowledge (local), in Knowledge (nobility), and in Sense Motive. The more politic ones have ranks in Diplomacy as well, not only for gathering information but also to assure citizens that innocent mistakes that result in failure to pay taxes will be corrected but not punished.
Of all the neutral gods, only Abadar supports and promotes a holy order of paladins. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society's aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority.
Paladins of Abadar are not common, as their virtuous zeal doesn't mesh easily with the more balanced approach to ethics that the Master of the First Vault practices, but the god understands that an active force for good is sometimes best for dealing with threats to civilization. Their specialized interests and abilities sometimes lead them to work behind the scenes in lawful-evil nations where the leaders are exploiting the economy at the expense of their subjects.
Paladins tend to be more fiscally aggressive than clerics, using their wealth to inspire others to join the cause, and willing to invest in promising enterprises, take a loss on a deal in order to motivate trade, and take greater risks with their money.
In addition, an Abadaran paladin upholds the following creed.
• I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
• Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.
• Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.
• I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft and deceit on either side are intolerable.
• I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.
The bulk of Abadar's worshipers work as judges, lawyers, merchants, and all the other roles necessary for keeping society running smoothly; relatively few are adventurers. The pursuit of adventuring as a way to make a living is an indication that local society has failed or broken down— most of Abadar's worshipers who become adventurers believe they have a holy calling to extend the reach of their god to places where civilization has been forgotten.
For the most part, if you call Abadar your master, you believe strongly in eliminating agents of chaos, destroying monsters that threaten rural and urban society, teaching the unenlightened about systems and trade, and displaying the truth that law brings. You often mediate between opponents, and believe that fairness lies in both the letter and the spirit of the law.
Adventurers and explorers who worship Abadar rarely embark on solo expeditions, for they see adventuring parties as microcosms of society and believe strongly in the power of cooperation and the idea that the whole is greater than the sum of its parts. While priests of Abadar usually charge random petitioners for healing, the merchant god's followers are thrifty rather than miserly, and know that helping their adventuring companions and sharing resources with them will likely increase everyone's wealth down the road.
Ritual garb for religious ceremonies includes white silk cloth trimmed with gold thread, a belt or necklace of gold links bearing a golden key, and a half-cloak of deep yellow or gold. Ceremonial items are always crafted out of precious metals if available and often decorated with gems or inlays, though not to the extent that the item becomes fragile or unusable. In casual situations, the faithful try to maintain an air of prosperity, or at least a tidy appearance, as a shabby, dirty person is a poor representative of wealth and civilization.
The average cleric of Abadar is rarely without numerous documents related to the internal processes of the church, but their holiest texts have a more educational focus.
The Order of Numbers:: The faith's core text reads more like a city charter or legal treatise than a religious text, and priests commission elaborately decorated copies to generate business in the community. More than two dozen carefully indexed chapters detail the beliefs and taboos of the church, and each copy has space for notes on local laws, all the ways such laws interact with church doctrine, names of key figures in the city, and so on. The inside cover bears the name of the book's owner, and possessing a copy that once belonging to a prestigious family or was passed down from a respected church official is a great honor.
The Manual of City-Building:: Bound in heavy leather with bronze clasps and corners to protect it from being damaged by the heavy use it sees, this manual contains comprehensive advice on founding a town and building it into a city, including planning for roads, trade, defenses, utilities, expansion, and so on. The church updates the text every few years, and most older copies have a substantial appendix of revisions and footnotes. The oldest church in a city usually keeps its copy of this book on a special consecrated table, especially if the church was responsible for the city's founding.
All of the Church of Abadar's observed holidays have to do with trade or civilization.
Market's Door: This holiday marks the first day the markets receive goods from the fall harvest. The actual date varies from year to year, but using historical trends and divination, the church determines the exact date and announces it a month in advance. Before the market opens, a priest blesses the market area and leads a group prayer for all present, thanking Abadar and asking him to look favorably upon the season's business. In cities where vendors must pay a fee in order to use the market, the church usually subsidizes a portion of the fee on this day.
Taxfest: The church views the annual collecting of taxes as a cause for celebration, seeing fair taxation as a necessary part of the building and maintenance of civilization. Whenever possible, the church sends a priest with each tax collector to ensure that the process is respectful and to make sure the taxpayer knows the collection is being monitored. Once all monies have been collected, the church opens up its doors and invites the townsfolk to participate in an enormous feast with their civic leaders, both to help the experience remain positive and to give the commoners a chance to express their opinions on how the newly collected funds ought to be spent.
As Abadar is the god of cities, the sayings of his followers are commonplace in urban areas.
So It Is Judged: Abadar's approval of any legal verdict is invoked with this phrase. It also traditionally follows Abadaran prayers or blessings, weddings (a legal and religious matter), and funerals. Superstitious folk whisper it whenever an act in the natural world supports their idea of law and justice, and many gamblers say it when chance goes in their favor (a mildly sacrilegious jest).
This Can Help Us All: Abadar's church doesn't believe in giving handouts, so most adherents choose to celebrate holidays by giving practical gifts such as tools, musical instruments, or even simple services like chopping a cord of wood or watching children. These gifts strengthen community bonds and demonstrate the advantages of civilization, and this phrase expresses thanks on behalf of both the individual and the community as a whole.
The followers of Abadar are meticulous record-keepers, and the general population regards most of their stories and parables as fact.
Eagle's Eye: Eagles play a significant role in several Abadaran myths. The faithful honor them for their farseeing eyes that search for subtle details and the high flights that give them perspective. One prominent myth says that Abadar spends a day each year in the form of a two-headed eagle (representing his even perspective on both sides of every situation). He soars above the greatest mortal cities and observes their craft and commerce. If members of the faithful find and recognize him, he grants them boons that greatly profit them and their towns.
The First Vault: As nomadic tribes began to create permanent settlements, they established permanent places to keep important or valuable things. Sensing a need for a godly version of these caches, the young god Abadar sought a place in his realm where he could keep the perfect forms of anything ever created or witnessed by civilization. He found a deep cave with an even floor and used his powers to carve additional space and seal it with a huge door of gold. He placed within the vault pure, godly representations of the first mortal creations and was pleased to see that others appeared as mortals did their work. Abadar locked the vault with a great key so that if a civilization failed, its works would persist and could be taught to or discovered by those who came after. In honor of this great undertaking, the priests of the Master of the First Vault emulate him by keeping detailed records of their accomplishments.
Zorin's Pledge: Long ago, an army of barbarians and undead besieged the home city of a priest named Zorin. Faced with grim odds and dreading the pillaging the army would bring, he swore an oath to Abadar that he would give his life and soul to protect his city from the raiders. When the horde charged the city gate, Zorin stepped forward to repel them, and with each hit he took more of his armor turned to gold. Even his skin took on a golden hue, until eventually he was transformed into the Lawgiver, the golden herald of Abadar's faith. Zorin vanished after the battle, but he has been known to spontaneously arrive to defend a city in great need.
Abadar understands that an advanced civilization has spiritual needs met by many different gods, and thus maintains an approachable coolness where other deities are concerned. Only those who directly oppose his beliefs and purpose—notably Rovagug, and to a lesser extent Lamashtu—are his declared enemies, and even then he might be open to negotiation, though these opponents rarely are. He despises Norgorber for sanctioning theft and corrupting potential Abadaran worshipers like honest politicians and alchemists with the promise of illegitimate power.
He is friendly with Erastil (god of farming, necessary for transitioning people from a nomadic lifestyle), though the two often end up at loggerheads over Erastil's desire to keep communities small and pastoral as opposed to Abadar's sprawling urban utopia. Other deities frequently in his good graces include Iomedae (goddess of justice and rulership, necessary to preserve peace in a society), Irori (god of history and knowledge, critical for maintaining a stable civilization), Shelyn (goddess of art and music, excellent for bolstering civic spirit), and even Asmodeus (although only for the archdevil's belief in upholding laws and contracts). Abadar knows that his pursuits frequently anger Gozreh (god of nature), who would like to see the natural parts of the world remain unspoiled, but he believes the two of them can eventually reach a compromise. Few deities call the even-handed god a friend, but many—especially Iomedae, who likes his attention to detail and planning, and Torag, who appreciates his devotion to law and commerce—consider him a valuable and pragmatic ally. He is on good terms with most empyreal lords as well, especially Arqueros (patron of bodyguards) and Eldas (patron of architecture and planning).
Like Abadar himself, his followers try to maintain positive but reserved relations with followers of other gods. They understand that it takes many different cultures to keep society advancing, and so are extraordinarily tolerant of other viewpoints—or at least, they strive to be so. Still, their dealings with the followers of the Green Faith and Gozreh are difficult, for those faiths do not recognize the obvious virtues of civilization. Abadar's faithful remain confident that they can turn them to the church's view at some point, though. Their primary enmity is with the monsters of Rovagug, Lamashtu, and the demon lords; while the children of the chaotic good gods can be obnoxious and immoderate, at least they mean well, and tend not to damage society as grievously.
Gorum's followers can be dangerous, for they worship only battle and rarely care for the results of their wars, yet Abadar also understands that war is simply an extension of politics, which is in turn an extension of commerce, and thus is sometimes necessary for the advancement of civilization. Despite the church's strong opposition to corruption, many of those who proclaim the merits of Abadar's worship most enthusiastically are prominent citizens in positions of power and wealth and thus vulnerable to this failing. The church prefers to handle its own problems quietly, though the leadership must balance the church's desire for discretion against the need to demonstrate to members of faiths that their condemnation of corruption is sincere.
The god of civilization resides in the Eternal City of Axis, presiding over a district called Aktun that centers on the First Vault. Abadar's deific domain is distinguished by its own unique architecture, which blends together the styles of each mortal race that holds the god of civilization in high regard, as well as indicating an obvious boundary.
While Abadar's domain does not possess any grand walls or barriers separating it from the rest of Axis– the god's contractual agreements with the plane's natives make it unnecessary—entry can be attained only through four points. Each such gateway is defined by a great freestanding archway of solid gold, marked with Abadar's holy symbol of a golden key and watched over by his herald, Lawgiver. The titan's presence graces each of the four gateways simultaneously, either by divine replication or by somehow existing in four places at once via arrangement with the axiomite Godmind. (It's likely that it exists in even more places simultaneously, since the gates are never unguarded but Lawgiver is widely known to serve its patron on quests across other planes.)
While most creatures and planar powers are at least neutral toward even-tempered Abadar, a few individuals have particularly distinguished themselves as friends of Abadar's faith. In addition to his servitor race, the horselike orshevals, the following are some of his best-known servants.
Cobblehoof (unique celestial hippogriff): This celestial hippogriff is tawny with a white head, and normally appears wearing a set of mithral breastplate barding (which is light enough that he can fly when wearing it). He is battle-trained and accepts a rider without question. "Old Cob" rarely speaks, but understands Common, Celestial, and several other languages. He loves eating deer and cattle, and presenting him with such a gift is a sure way to get on his good side. He has grown feisty in his old age and doesn't appreciate "youngsters" talking down to him or treating him like a mere beast.
The Ghost of Merema (unique spectre): In life, Merema was a wealthy priest of Abadar who warned against overcrowding in cities and encouraged the faithful to found new settlements rather than cramming together like rats. She now serves her god in death, sometimes appearing in the mortal world as a harbinger of coming plagues and warning residents to improve living conditions or move away. She has all the abilities of a spectre except that she cannot create spawn; destroying her (even with channeled positive energy) merely sends her back to Abadar's realm.
Lawgiver: This massive golden golemlike creature serves as Abadar's herald.
Justiciars embody law and civilization wherever they go, from the most corrupt depths of a city slum to the wildest frontier lands. They arbitrate disputes, deal with criminals, and establish law where there is none. In pleasant times they are diplomats, in dangerous ones they are judge, jury, and executioner. Their feet leave trails destined to become great roads, and their decrees carry the force of law. Being a justiciar is a serious duty and is not taken lightly—they tend to wear down over time, weathered not from travel and sunlight but from the heavy burden of carrying civilization forward into the future. A rare few pursue heretics of their own religion, keeping the faith stable and weeding out unruly elements. Each is sworn to uphold a religious or secular code.
Justiciars are usually clerics or paladins of Abadar, but order-minded individuals of other classes (particularly fighters, monks, and wizards) sometimes heed the calling to tend the roots of enlightened society.
The Church of Abadar possesses a vast network of zealous agents scattered across Golarion.
Poss: (LG female human paladin 7) spends most of her days checking on frontier settlements, carrying news, and watching for disruptive influences that might harm her chosen communities. She loves tackling groups of bandits or other raiding monsters, as they usually have the kind of spoils that she can sell to an entrepreneur at a discount, and is a part-owner of several small roadside inns.
Black Olan: (LN male human cleric 11) is a dour, middle-aged man who dresses all in black except for a golden holy symbol. Easily recognized by his rancher-style hat with a wide, stiff brim, he preaches the need to obey laws, establish trade, and expand the reach of civilization. He has little use for druids, seeing them as obstacles to progress, and views hermits and other isolationists as a dying breed. He has no qualms about bashing skulls to protect settlements, and the only time he cracks a smile is at weddings.
Characters who worship Abadar may find the following rules elements thematically appropriate.
Urban druid (druid)
Urban ranger (ranger)
Altar of Abadar
Elixir of truth
Golden judge's breastplate
Key of the second vault
Lyre of building
Rod of metal and mineral detection
Rod of rulership
Blessing of the watch
TraitsThe City Protects
Eye for Quality
Eyes and Ears of the City
Lover of the Law
Sense of Order
Clerics of Abadar may prepare word of recall as a 5th-level spell if their designated sanctuaries are the temples of their home cities; paladins may do so as a 4th-level spell under the same circumstances.
Abadar's priests prefer summoning paragon beasts and embodiments of perfect law. They can use summon monster spells to summon the following creature in addition to the normal creatures listed in the spells (rangers can use summon nature's ally to summon creatures from the same-level summon monster list).
Summon Monster II: Two-headed celestial eagle (LN)*
Summon Monster III: Celestial hippogriff (LN)
Summon Monster IV: Two-headed celestial giant eagle (LN)*
Summon Monster V: Celestial griffon (LN)
Summon Monster IX: Kolyarut (LN)
*These creature have two heads. They gain a +2 racial bonus on Perception checks, but do not gain an extra bite attack.
Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 sacred or profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment. The type of bonus depends on your alignment—if you're neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can't be changed.
1: Diplomat (Sp)comprehend languages 3/day, calm emotions 2/day, or glibness 1/day
2: City Dweller (Ex) You never become lost in cities of more than 5,000 inhabitants—upon entering a city, even for the first time, you can always retrace your steps and intuit where particular districts must be. Furthermore, you pick up local accents and vernacular instantly, giving you the cant of a citizen. You also gain a +4 sacred or profane bonus on Disguise and Knowledge (local) checks while in the bounds of a city.
3: Sneaky Bolt (Ex) Three times per day, you can snipe with a crossbow while hidden, and have little chance of revealing your location. You must declare your use of this ability before you roll your attack. You can use this ability only if your target is within 30 feet of you and unaware of your presence or precise location. Once you roll your attack, immediately attempt a Stealth check for sniping without the normal -20 penalty.
1: Ordered Mien (Sp)Abadar's truthtelling* 3/day, align weapon (lawful only) 2/day, or magic circle against chaos 1/day
2: Diplomatic Immunity (Ex) While within the bounds of a city of more than 5,000 inhabitants, you gain a +4 sacred or profane bonus on Bluff and Diplomacy checks. You also gain special status with the law. You're considered a person to be respected, and may obtain special treatment and assistance that ordinary citizens could not, such as information on political activity, criminal investigations, or threats against the city. Any bribes or fees that would normally be levied by the legal system are waived for you. City guards and officials with an initial starting attitude of unfriendly or hostile instead have an attitude of indifferent toward you. These benefits apply only when you identify yourself as an exalted of Abadar.
3: Scales of Balance (Su) Once per day as a full-round action, you can pool and redistribute your current hit points and those of all willing allies within 30 feet of you. Total your current hit points and those of your willing allies, and then decide how you wish to redistribute them among the same individuals. You cannot give an ally more hit points than her maximum, nor can you leave an ally with 0 hit points.
1: Lawful Bulwark (Sp)shield of faith 3/day, shield other 2/day, or archon's aura 1/day
2: Unflagging Ally (Sp) Once per day as a standard action, you can summon a zelekhut inevitable. You gain telepathic communication with the zelekhut to a range of 100 feet, and the zelekhut follows your commands perfectly for 1 minute for each Hit Die you possess before vanishing back to its home. The zelekhut doesn't obey any command that would violate its lawful alignment—such commands are met with grim refusal, and could even prompt the zelekhut to attack you if the command is egregious enough.
3: Dictum Blow (Su) Once per day, you can channel the effects of dictum through your weapon, though you don't need to cast (or even know) the spell. You must declare your use of this ability before rolling your attack. On a hit, the target is affected as if caught in the area of dictum as cast by a cleric of a level equal to your Hit Dice (maximum 20). If the target is lawful or its Hit Dice exceeds yours, it is unaffected. If your attack misses or the creature is unaffected, the dictum effect is wasted.