Oghma, The Binder of All Things Known

Alignment: Neutral
Domains: Balance, Charm, Knowledge, Luck, Pride, Travel, Trickery [Espionage].
Mysteries: Intrigue, Lore.
Favored Weapon: Longsword or Unarmed Strike

Oghma is the most powerful god of Knowledge in Faerûn. Much as Mystra of old was said to sit in judgment of each new spell, Oghma is said to decide whether a new idea would be known to the world or confined to its originator. Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors. He is on good relations with the artificer god, Gond the Wonderbringer, who serves him by giving ideas manifest forms, but their relationship has sometimes become tense due to Gond’s proclivity to press for the rapid introduction of new devices throughout Faerûn.

Oghma is venerated by sages, wizards, and the knowledgeable. He is particularly worshiped by bards, who also show their bended knees to Milil. Anyone seeking information, particularily lost or hidden information, sends a few good words in Oghma’s direction and asks for his blessing.

Dogma: Knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains; it has no height but it can dominate a nation; it has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem; rather, let them be heard and considered. Spread knowledge wherever it is prudent to do so. Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them. Write or copy lore of great value at least once a year and give it away. Sponsor and teach bards, scribes, and record keepers. Spread truth and knowledge so that all folk know more. Never deliver a message falsely or incompletely. Teach reading and writing to those who ask (if your time permits), and charge no fee for the teaching.

For Deific Obedience

Obedience: Spend at least an hour teaching someone to read, analyze allegories, or otherwise improve her self-education skills. You can also use this time to study under a more learned teacher. If neither a student nor a teacher is available, spend the hour working on a literacy primer, book of fables, or other educational text to be donated to a school or library. After devoting an hour to this work, gain a +2 sacred or profane (depending on your alignment) bonus on all knowledge checks, and if you do not already have the ability to make Knowledge checks untrained, you gain it for this day of obedience.

Boons
1: Expansive Knowledge (Sp) identify 3/day, page-bound epiphany 2/day, or secret page 1/day
2: Secrets of the Enemy (Ex) The knowledge you’ve gained over the years regarding different creatures lets you strike your foes with unerring insight. As a standard action, you can study your opponent during combat, a task which requires you to succeed at a Knowledge check related to the enemy’s type. The DC is equal to 10 + your opponent’s Hit Dice. If you succeed at the check, you gain a +2 bonus on weapon attack and damage rolls against that enemy. If you fail at the Knowledge check, you may try again with another action, but all subsequent attempts to use this ability against the same enemy take a cumulative –2 penalty.
3: Call the Keeper (Su) You both learn from and teach the finest of Oghma’s scholars. Once per day as a standard action, you can summon a Keeper of Lore  from Oghma’s dominion in Tir Na Og to consult on a topic of your choice for 1 hour. A Keeper of Lore has a +25 bonus on Knowledge and Profession checks and is considered trained in all Knowledge and Profession skills. If it uses the aid another action for any sort of Knowledge check, the effects gained from aiding another last for the duration of the hour in which the Keeper was summoned. A Keeper of Lore will not serve in combat, and any request for the Keeper to do so will cause it to immediately return to its home plane.

For Followers of Oghma

Archetypes and Alternate Class Features: Archivist (Bard), Archaeologist (Bard),

Specialty Priest: Lorekeeper† (Cleric)

  • A Lorekeeper gains all Knowlege Skills as class skills, and gains 4 skill points per level; this alters the cleric’s class skills.
  • A Lorekeeper is not proficient in medium armor or shields; this alters the cleric’s proficiencies.
  • A Lorekeeper chooses only one domain, and cannot channel energy, nor can she spontaneously cast curing spells.
  • Adept Wrestler (Ex): Lorekeepers can use weapons in combat but are most comfortable wrestling, a type of combat in which their patron is excellent. She is able to maneuver in light armor when using this combat techniqe without penalty. At 1st level, she gains the Unarmed Strike ability of the brawler. At 3rd level, she gains the maneuver training ability of the brawler, and treats her cleric level as her brawler level for the purposes of progressing these abilities, and as her monk level for the purpose of feat prerequisites and magic items that apply to these features. She loses this ability while wearing medium or heavy armor, or carrying a medium or heavy load.
  • Bardic Knowledge (Ex): At 2nd level, a Lorkeeper gains a bonus equal to half her class level on Knowledge checks, and can make these checks untrained. This counts as the Bardic Knowledge ability for all purposes and stacks with any other class levels in this ability.
  • Apocryphal Lore: A Lorekeeper is continually researching, delving into ancient tomes of knowledge and broadening her own understanding of religious and arcane lore. At 3rd level, and every odd numbered level thereafter, a Lorekeeper selects a spell from one of Oghma’s domains that she didn’t choose as her domain; this must be a spell of a level she is able to cast. She adds this spell to her spell list, and can prepare it in her domain slot in place of the spell for her chosen domain, and use spell completion and spell trigger items of this spell.
  • Deft Dodger (Ex): At 4th level, when the Lorekeeper wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by +1 at 9th and every 5th level thereafter; and these bonuses to AC apply against touch attacks and flat footed attacks. She loses this bonus while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.
  • Arcane Research: At 5th level, and every 5 levels thereafter, a Lorekeeper can select a metamagic feat, item creation feat, or she can choose a secret from the Unchained Loremaster’s list of secrets.

Feats: Bravery in Action, Fateful Channel, Master of Knowledge, Trailblazing Channel, Trick Spell, Unbound Bravery, Undaunted Bravery.

Magic Items: All-Seeing Armor

Prestige Classes: Arcane DevoteeChronicler (with unchained revisions), Divine ChampionDivine Disciple, Divine Scion (Unchained), Divine Seeker, Loremaster (Unchained)

Traits: Agent of Chance, Alluring, Call for Help, Cheat Death, Denial of Fate, Enchanting Conniver, Eternal Understanding, Frightening SpeedLight Sleeper, Loreseeker, Reckless Luck, Seer of Reality, Stoic Optimism, Thirst for Knowledge, Thrill-Seeker.

Unique Spell Rules

  • Burst of Insight can be prepared as a 1st-level Cleric or Inquisitor spell.
  • Object Reading can be prepared as a 2nd-level Cleric or Inquisitor spell.
  • Clairaudience/Clairvoyance can be prepared as a 3rd-level Cleric or Inquisitor spell.
  • Steal Book has additional effect when cast by a follower of Oghma.

Clergy & Temples

Priests of Oghma have traditionally been of two sorts: those who remain within the temples, monasteries, and abbeys, spending their lives in analysis, reading gathered tomes, and copying out texts and spells as requested and those who go out into the world to find the writings that fill the abbey libraries. There have always been conflicts between the overly fussy pedants among the cloistered and those who chafe under the petty rules and infighting they encounter within abbey walls and prefer to face the real world as one of the wayfaring. Most abbeys of Oghma support themselves by selling maps, scribework, and spell scrolls.

An Oghmanyte is expected to publish at least one book and cause it to be delivered to at least three temples of the Wise God. Such books may be some sort of small chapbook, such as a collection of song lyrics overheard from observation of performing minstrels, or they may even be romantic fiction, so long as such works realistically portray an existing society or place in the Realms and so impart some true knowledge to the reader.