Pantokra, the Father
The God of Justice and Civilization holds power over any place where mortals have gathered in large numbers, and as the Unconquered Sun he is also the god of kingship and rule. He is widely worshipped for his general benevolence and his active interest in enforcing oaths and vows, such as those of marriage.
Edicts: Help those in need, protect the weak and the impoverished, aid those who ask for it, protect the community, keep the peace, strive for justice and a peaceful society, seek to redeem those who have gone astray
Anathema: Break oaths taken in good faith, ask payment for good deeds, kill sentient mortals (except in self-defence or in defence of others), undermine the law or authority, frame innocents or acquit the guilty, break trust or the law for personal gain.
Divine Ability: Constitution or Wisdom
Divine Font: Heal
Divine Skill: Religion
Favoured Weapon: Any non-advanced, common Polearm or Spear
Domains: Duty, Truth, Cities, Protection
Cleric Spells: [3rd] Zone of Truth, [5th] Scouring Pulse, [9th] Crusade
Special: Ninanna is so closely associated with Pantokra that his lore skill, Lore: Pantokra, also suffices for her. Most Pantokran clergy are Cloistered; more martially-inclined clerics tend to sign with Ninanna instead.
The clergy of Pantokra and Ninanna are the only ones which are organized and their chapels and cathedrals are to be found in every mountain pass and every city citadel and have the ear of every king. Pantokran clergy are trained in law, rhetoric, and natural philosophy, and the Church is the great enemy of the Undead and demons. Friends of the Church find they may be given limited access to the coffers, or even see the church’s formidable political wing mobilize in their support.
Special Action: Sacrosanct Body; 1/day
Reaction; Trigger: an [Attack] makes contact or you are touched or grabbed against your will.
You emit a blast of divine light that knocks back your attacker who dares to touch a sacred being. The attacker is moved back 5 ft directly away from you if they fail a fortitude save against your class DC, and they take damage equal to your class level (basic fortitude save). You then heal damage equal to half your class level (minimum 1). If you would be reduced to 0 HP by the attack you still gain one level of Wounded, but are not knocked prone.