"Be truthful, Nature only ever favors the truth."

Despite being Clerics of a despised minority, Truthseekers are much sought after for disputes in which the truthful party cannot be ascertained. While they have no legal power, the caliphs who frequently seek their advice do. Having a reputation as someone who cannot lie, or be lied too, gives them something of an uneven rep. Everyone wants to know the truth as long as it isn't about themselves.

Almost all Truthseekers are Desert Cyclops Clerics.

Race: Desert Cyclops
Class Abilities: Access to the Truth Domain
Feats: Truthseeker, Domain Spontaneity
Skills: Knowledge (Religion) 4 ranks, Sense Motive 4 ranks

Class Skills
The Truthseeker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    See The Truth, +1 Level of Divine Casting Class
2. +1    +3     +0     +3    Dispel Falsehood, +1 Level of Divine Casting Class
3. +1    +3     +1     +3    Castigate, +1 Level of Divine Casting Class
4. +2    +4     +1     +4    See The Truth, +1 Level of Divine Casting Class
5. +2    +4     +1     +4    Dispel Falsehood, +1 Level of Divine Casting Class
6. +3    +5     +2     +5    Castigate, +1 Level of Divine Casting Class
7. +3    +5     +2     +5    See The Truth, +1 Level of Divine Casting Class
8. +4    +6     +2     +6    Dispel Falsehood, +1 Level of Divine Casting Class
9. +4    +6     +3     +6    Castigate, +1 Level of Divine Casting Class
10.+5    +7     +3     +7   Speak the Truth, +1 Level of Divine Casting Class
Weapon Proficiencies: A Truthseeker gains no new weapon or armor proficiencies.

See The Truth (Su): At 1st Level you may Take 20 on Sense Motive Checks.

At 4th Level when you cast Discern Lies it no longer requires Concentration, and now lasts 1 Minute per Level.

At 7th Level when you cast True Seeing it can be further enhanced by magic, i.e. it can be used with a Crystal Ball or Clairvoyance/Cleairaudience.

Dispel Falsehood (Sp): At 2nd Level when you cast Zone of Truth are also compelled to answer your questions if they fail a Save.

At 5th Level you get a +4 on Caster Level Checks when using Dispel Magic against spells that conceal the truth (most Illusions, some Transmutation).

At 8th Level when you cast Illusion Purge, the area increases to a 15 foot emanation.

Castigate (Su): At 3rd Level whenever you succeed on a Sense Motive vs Bluff Check, the opponent takes damage equal to your Truthseeker Level.

At 6th Level anyone making a Bluff Check within 15 feet of you takes damage equal to your Truthseeker Level.

At 9th Level anyone using a skill, power, spell or effect to conceal their true nature (Disguise skill or Disguise Self for example) within 15 feet of you takes damage equal to your Truthseeker Level.

Speak the Truth (Sp): At 10th Level you can cast Holy Word 3/day as a Spell-Like ability.

Anytime there is a political or judicial dispute that has stalled, you are brought in to compel all sides to tell the truth. This inevitably leads to one or both sides discreetly trying to have you assassinated. Or someone publicly rying to destroy your credibility.
Combat: As capable of combat as most Clerics, you generally refrain from it. You tend more towards the 'healer and purveyor of wisdom' archetype.
Advancement: Advancement will depend on whether or not you have a patron. If not you will need survival skills. If so, your patron will likely pressure you to adapt to his needs.
Resources: You will either have a wealthy patron, or be a despised outcast. There's rarely any middle ground with your kind.

"Honesty is overrated."
You occupy an odd lace where you're spat on by society as a minority, yet the first in line to be called upon in times of trouble and unrest. Were you more vengeful, society might rue it's choices...
Daily Life: Much of your time is spent tending to your congregation, and trying ti avoid notice. Inevitably though, you will be pulled back into the limelight and controversy.
Organizations: Some organization or powerful individual almost always has temporary need of your services.

NPC Reaction
NPC's tend to be nervous around you. Even if they've done nothing wrong, they still seem to feel guilty.

Truthseekers will make running a mystery damn difficult.
Adaptation: This is meant for fairly serious campaigns set in Al-Qadim, but can be adapted.
Encounters: PC's tens to encounter Truthseekers at trials, political counsels, or any meeting in which there are arguments.

Sample Encounter
EL 12: The PC's are involved in a brutal incident at the market bazaar, and are hauled before the local noble's court. Setting at their soon-to-be judge's side is a giant of a man with a single eye as clear and blue as the desert sky. His calm is unnerving, as is his beatific smile.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d8
Skills Points at Each Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Truthseeker gains a Bonus Feat every x levels higher than 20th

Desert Cyclops Racial Feats

You are adept at sniffing out Falsehoods.
Prerequisites: Desert Cyclops, Cleric Level 1
Benefits: Spells you cast from the Truth Domain are cast at +1 Caster Level.

You're tougher than usual.
Prerequisites: Desert Cyclops, Con 19+
Benefits: Your Natural Armor Bonus to AC improves to +9.

Desert Sight
You are well acquainted with desert travel.
Prerequisites: Desert Cyclops
Benefits: You cannot be Dazzled by sun glare or similar effects (see Sandstorm), nor do you take visibility penalties in duststorms or sandstorms.

Improved Desert Sight
You need never worry about mirages again.
Prerequisites: Desert Sight
Benefits: You are immune to Mirages and gain a +2 Racial Bonus on Willpower Saves against Illusions.