Inner Sea Gods Dump

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Greaterthanthewarsofarmiesandempires, Mortals and Deities

beyond the ambitions of revolutionaries and

Golarion is a world shaped by the actions of divine beings,

tyrants, more devastating than the fury of

as well as by those who worship these immeasurably

magic or monsters, is the power of faith. Apart but not

powerful beings. Whether they devote their lives to

aloof from the races of Golarion stand a legion of deities:

service or simply offer minor prayers, most people of the

merciful guardians, impassive observers, vile destroyers,

Inner Sea choose a deity as their patron at a young age,

entities and more inscrutable, all with designs they

either as part of their upbringing or as a personal choice.

seek to make manifest upon the mortal world. Awesome

Yet while the populace of the Inner Sea is a predominantly

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beings of unfathomable power, these divinities sow their

religious one, even priests zealously dedicated to a single

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influence across the planes, whether in direct displays of

deity recognize that the other gods are fantastically

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miraculous might or through the acts of their countless

powerful entities worthy of awe and respect.

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servants. Every deity and demigod knows the power of

Although many people choose to worship a single

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faith to change lives, shape nations, and alter the destiny

deity, it's not uncommon to pay momentary or otherwise

DO

of whole worlds. To such ends, the gods seek followers

limited homage to a wider range of deities who watch

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among mortalkind--champions to take up their banners,

over various aspects of their lives. For example, a farmer

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give voice to their doctrines, and thwart their foes. The

might consider Erastil (god of farming) her patron, but

In

gods seek worshipers, and they offer the ability to work

still offer prayers to Pharasma (goddess of birth) when

great miracles to those who please them. All they ask for in

delivering a child, a curse to Abadar (god of trade) when

return is faith and allegiance.

cheated at market, or a plea to Sarenrae (goddess of

The tome you now hold presents secrets and revelations

healing) while tending to a sick friend. Even clerics, who

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central to the deities, religions, and divine magic of the

must choose one deity as their patron above all others,

Inner Sea region of the Pathfinder campaign setting.

sometimes offer such minor prayers to divinities allied

Whether you're a Gamemaster running a campaign set

with their chosen gods, although their faith must still

in Golarion or a player whose character is driven by faith,

remain primarily focused on their deity of choice, for

you'll find expansive details on the predominant faiths

even the good gods can be jealous.

of the Inner Sea region. Players of clerics in particular

While deep understanding of religion is the province

will find much of interest here, but note that the gods

of priests and scholars, most mortals are reasonably

do not merely look to clerics for worship, or even to their

familiar with the deities commonly worshiped in their

dedicated priests--any class and creature can gain power

communities and can give some common description

or salvation from worshiping a god, and options for all

of them. In the Inner Sea region, the names and basic

manner of characters can be found herein.

attitudes of the core 20 deities are well known, while

As the deities of the Inner Sea make their presences

those of some minor deities, racial deities, or the like may

known through the works of divine servants and the

be completely unknown.

magic of their mortal worshipers, their faithful have

The predominant faith where one grows up can have

little question about the existence of divine beings--

a profound impact on one's chosen faith, yet this doesn't

many even have a sense of their god's personality and

mean everyone worships a deity commonly venerated

desires. This isn't to say that every deity has a personal

in their hometown. On Golarion, evidence of deities

relationship with her servants, though. The gods are

abounds, and the specialized and disenfranchised often

not merely powerful mortals, but enigmatic beings that

look to the gods that best suit their needs. As a result,

operate on a scale beyond mortal ken and with a vision

few communities are completely homogenous in their

fathomless to even the wisest sages. Even deities that

religion, and even those that seem monolithic often

were themselves once mortals have shed most of the

have pockets of divergent worshipers praying in secret.

limitations imposed upon them during their former

Whether through family ties to a religious minority, an

lives, and now possess insights into the deepest mysteries

interaction with a traveling priest, a direct vision from a

of existence. How mortals interact with their deities, and

divine messenger, or some other means, it's easy to justify

how these deities in turn interact with their followers,

playing a character of a faith uncommon in a region.

varies wildly from person to person and god to god.

Of course, choosing a faith not openly and commonly

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worshiped in a region might make a character stand out

right for one congregation might not be for another.

or invite persecution, but such differences can make for

Ultimately, though, most deities care more about their

powerful backstories and roleplaying elements. Players

followers' intentions and that worshipers uphold their

of such characters should think about why and how their

dogmas rather than the specifics of ceremony and

character came to follow an unusual faith, and check with

religious trappings.

their GM to make sure that deity is appropriate for the

Sometimes a person's individual version of a faith

campaign, as well as with the rest of the group to make

gathers like-minded adherents, and over time these

sure your particular mix of religions won't cause conf lict.

shared practices become a cult--an offshoot of a main

What worship actually means differs widely from faith

religion with practices or beliefs that differ from the

to faith. Some churches engage in ostentatious shows of

official or predominant version of the faith. Often, a cult's

wealth or power to draw converts, while others focus on

practices start as a form of protest against a mainstream

more personal matters and pray alone in silence. Daily

belief (or a misunderstanding of dogma). If a cult grows

or weekly ceremonies to instruct and guide the faithful

large enough and the deity continues to grant spells to

may be common. Among the worshipers of the major

its faithful or otherwise indicate approval, the cult may

deities, it's possible to find outlying temples that cleave

be accepted as a legitimate sect of the church, and could

to unusual practices based on divergent interpretations

even revitalize the main church with its unorthodox

of scripture, or isolated towns touched by the divine

beliefs. Evil religions are often called cults even though

with unique revelations and perspectives about the

their rituals are the norm for the deity--this derogatory

faith. Despite the gods' presence and influence over

usage implies that they're marginal or unimportant.

mortals, their ways still often prove mysterious or even

Most group prayers and services take place at temples

contradictory to mortal minds, leaving plenty of room

or other locations dedicated to religious activities. A

for interpretation, misinterpretation, and disagreements

shrine is a smaller location dedicated to a deity, and

even between churches of the same god. What might be

may just be a statue, standing stone, or alcove set aside

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for offerings and prayers, or perhaps commemorating a

Calistria is usually considered an elven deity and Torag

miracle or divine manifestation. However, the gods don't

thought of as a dwarven god, yet their areas of interest are

require worshipers to be at such locations to hear and

still relevant to non-elves and non-dwarves as well.

accept their prayers. The mere act of worship is sufficient

Although some deities lay claim to greater concepts

for a god to hear the prayers of the faithful, and temples

than others, dominate larger regions of the Great Beyond,

or shrines serve more as mortal monuments to their faith

or attract more worshipers, a deity's relative level of power

and centers of worship. Some faiths might have common

among its peers has no bearing on its ability to empower

rituals for prayer, but the degree to which each deity cares

mortals or affect the world. Whether one's patron is a

about mortal rituals or prayers varies.

deity, demigod, or something else doesn't affect the

In addition to deities common to nations or regions,

level of divine spellcasting a worshiper can achieve. For

there are gods primarily associated with different

example, a 9th-level cleric of Desna (a well-known major

races or species, though these gods are generally not

deity) is no more or less powerful than a 9th-level cleric

averse to having worshipers of other races (even if

of Naderi (a minor deity with a small following), and both

their churches may claim otherwise). For example,

are able to cast 5th-level cleric spells.

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Despite the undeniable power of the gods, atheism

IO

still exists in the Inner Sea region, though in a slightly

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unusual sense of the word. Few of Golarion's atheists

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doubt the gods' power or existence; rather, they believe

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the gods are unworthy of worship. Some nations, like

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Rahadoum, are bastions of such anti-divine sentiment,

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going so far as to outlaw the worship of the gods. While

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this can bring the faithful into conf lict with those who

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adhere to such an opposing philosophy, many servants

of the divine are experienced with dealing with those

who cleave to different or even opposing faiths, and

don't go out of their way to convert staunchly opposed

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zealots, choosing instead to focus on converting the

undecided and pursuing their god's agenda on the

Material Plane.

Deities and Mortals

To a farmer or carpenter, the gods are remote, unseen

beings who rarely if ever interact with mortals. However,

servants of the divine argue that deities constantly

interact with mortals, not just by providing spells

to divine spellcasters, but also by presenting small

omens and minor interventions. In general, deities do

not personally meddle in the lives of mortals, yet how

often such interventions happen depends entirely on

the kind of story a GM wants to tell. Barring direct

intercessions, prayer is the best way for a mortal to

gain a deity's attention. Even if a mortal doesn't

receive a direct answer or a sign from the

deity, the message is heard.

A god's ability to influence planes and

creatures is far beyond the comprehension

of mortal beings. Most deities reside on

the Outer Planes, but are nonetheless quite

capable of granting spells to countless

individual mortals on the Material Plane,

even if those mortals travel to places where

the deity's church doesn't have a presence.

Even the few deities who live in the mortal world

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(such as Gozreh, whose realm includes any natural place,

or Azathoth, who roils without heed deep within the Dark

references

Tapestry of outer space) are still able to provide magic for

References to rules content introduced in this book are

their priests on the most remote planets and planes.

marked with an asterisk (*). This book also refers to several

Mortals often wonder why--if the deities have such

other Pathfinder Roleplaying Game products using the

great power--they don't prevent or reverse large-scale

following abbreviations, yet these additional supplements

disasters such as the opening of the Worldwound, or

are not required to make use of this book. Readers

at least prevent bad things from happening to their

interested in references to Pathfinder RPG hardcovers can

followers. Indeed, many deities would intervene to

find the complete rules of these books available online for

prevent such things, but they are opposed by other deities

free at paizo.com/prd.

who want these misfortunes and disasters to occur, and

all recognize that a confrontation between beings of

near-infinite power could destroy entire worlds and still

Advanced Player's Guide

APG

end in a draw. Any deity who tries to directly intervene

Bestiary 2

B2

In

in the mortal world on a large scale becomes a target for

Bestiary 3

B3

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rival powers, many of whom might temporarily ally to

Bestiary 4

B4

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eliminate the troublemaking deity, and no god wants to

The Inner Sea World Guide

ISWG

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push her enemies into an alliance. As much as Iomedae

Ultimate Combat

UC

D

Ultimate Equipment

UE

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would like to heal the Worldwound, taking direct action

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would not only unite a dozen demon lords against her

Ultimate Magic

UM

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(including Lamashtu, a goddess in her own right), but

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also draw the ire of Gorum (who enjoys the ongoing war

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the demonic presence creates in the world) and Nethys

(who is intrigued by the weakness between the planar

common outsider categories such as demons, devils, and

barriers and the effects they have on magic). To prevent

psychopomps, though their service may cause them to

all-out war and unmitigated disaster, the deities have

differ from members of their parent race. Heralds and

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an informal arrangement that discourages them from

servitors can be summoned or called only by a member of

grand acts in the mortal world, and have laws among

that deity's religion.

themselves that forbid taking direct action against each

In rare cases, a deity might manifest physically

other's planar realms. It's this very divine truce that

in the mortal world. The deity's physical form can

makes mortal worshipers--and their proxy conf licts--

sometimes be slain, even by mortals, but such a demise

so important. However, even these laws are sometimes

is only a minor setback for the deity and typically has no

broken, such as when Desna invaded the Abyss to destroy

permanent detrimental effects for them. Although brave

the demon lord Aolar for possessing and corrupting her

and foolish mortals have dared to invade divine realms, it

favored priest. Most of the demon lords united against

is commonly believed that a mortal cannot actually kill a

Desna, and it was only with the help of other deities that

true deity, and even the mightiest mortal army lacks the

the goddess left the Abyss unscathed.

power to do so.

Deities have friends, allies, lovers, confidantes,

Deities can produce offspring with mortals, but how

rivals, and enemies, but these relationships are often

often they do so is a matter of speculation. Descendants of

more complex than mortal bonds: two deities might be

the gods are mortal, and may have mortal brothers, sisters,

lovers and enemies simultaneously, or have an alliance

or ancestors. They walk the world as any other mortal, yet

that doesn't eliminate their rivalry. Alliances may be

their touch of divine blood marks them as destined for

permanent or temporary--although on a divine time

greatness, whether they know it or not. Even when gods take

scale, even a temporary alliance might last an entire

physical form, they transcend common matter and magic,

mortal lifetime, or could be specifically tied to the life

and the source of a divine "bloodline" is more likely to be

and death of a particular hero--and for many deities the

an act of godly will than of normal mortal reproduction.

benefit is camaraderie and the exchange of information

A god who desires heroic mortal offspring can bless a

rather than power.

newborn with a great destiny, imbue a priest with power

Most major deities have a herald: a powerful creature

that passes to her children, or simply create new life out

sent to other planes as a direct agent of that deity. Deities

of nothing and present the infant to a suitable caregiver.

also have servitors, which are minor outsiders tasked

Such beings typically have some traces of mythic power--

with performing tasks on behalf of their patron god.

see Pathfinder RPG Mythic Adventures and Pathfinder Player

In some cases, these divine servants are members of

Companion: Mythic Origins for more details.

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Divine mysteries

FromthefrozenforestsofIrrisentothesweltering commonlyassociated.Notethatwhileinsomecases,

jungles of Sargava, and from the harsh deserts of

the information listed in the Nationality entry is literal

Qadira to the scattered islands of the Steaming

fact--such as for the ascended gods, who started out as

Sea, the Inner Sea region is the heart of the Pathfinder

mortals--in other cases it's more of a social or political

campaign setting. Yet within any one of the region's

construct. The gods are fully capable of manifesting in

panoply of nations, a wide variety of beliefs and ideals hold

whatever physical forms they want, appearing in different

sway. And wherever people's hopes and needs diverge from

guises to different congregations, and they often existed

s

those of their neighbors, so too do their religions.

long before the nations that claim them in this manner.

e

The following pages detail the faiths of the "core 20"--

After the statistics come rules for obediences and

ri

the 20 gods most important to the Inner Sea region because

granted powers. These are used by devout characters

et

of either their widespread worship or their historical

with the evangelist, exalted, and sentinel prestige classes

s

tendency to help or harm the people of the Inner Sea. While

(see pages 198203), as well as any characters who take

y

there are far more than 20 gods in the Pathfinder campaign

the Deific Obedience feat on page 210. The obedience

m

setting, and on other continents or worlds the ranking of

details the specific rituals these characters must conduct

e

the deities' relative importance may change, these are the

each day in order to gain additional powers from their

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gods whose names are best known in Inner Sea nations.

gods, and the sections for each prestige class give the

(For information on lesser-known deities, demigods, and

rules for particular boons. Some boons grant a "sacred

ivi

other powerful extraplanar entities, see Chapter 2.)

or profane" bonus if the deity is neither good nor evil.

D

Just because the following gods are well known, however,

This bonus matches the type the character chose when

doesn't mean they're all well loved. Along with the gods of

first performing that god's obedience, as described in the

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justice and righteousness are those worshiped by thieves

deity's obedience entry.

and murderers, the greedy and the corrupt. These latter

Introduction: This section gives a general overview of

are often honored in secret, through foul rites aimed at

the god and his or her history, personality, and concerns.

fouler goals, yet their presence is still felt and feared across

The Church: In this section you'll find an overview of

the Inner Sea region. After all, even the most twisted mind

the church and its goals, structure, and rites.

can see the benefit of allying oneself with a higher power,

Paladin/Antipaladin Code: Not all gods allow paladins

and for many, the price of a soul is nothing compared to

among their faithful, but for those who do, this sidebar

the rewards that can be earned in this life.

provides a sample code that a holy warrior of the faith

Not everyone around the Inner Sea chooses to worship

would follow. Individual paladins may vary somewhat in

a god, but those who hear the calling--especially those

terms of which aspects of a god's tenets they prioritize

who become priests--often find themselves branded by

highest, and two paladins of the same faith may still have

their affiliation, for good or ill. Choose yours wisely.

differing interpretations on how best to implement a

Using the entries

god's divine mandates. If a god instead has antipaladins

(Pathfinder RPG Advanced Player's Guide 118), their code is

All of the god entries in this chapter follow the same format,

listed in this sidebar.

designed to help you find what you need quickly and easily.

Temples and Shrines: This section discusses places of

Quote: Each section starts with a sample quote from

worship, both temples where large congregations gather

the god's holy text, a scholarly work about the god, or a

and smaller, simpler shrines that might be maintained by

common prayer to the god.

a few faithful--potentially even in secret.

Statistics and Obedience: After the quote, the first

A Priest's Role: This section discusses a priest's role

page of each write-up lists the god's key statistics for

within both the church and his or her community,

quick reference. First comes the title by which the god

discussing everything from priests' typical daily routines

is most commonly known, followed by areas of concern;

to how they commonly further their god's goals in society.

the god's alignment; the magical domains available to

Adventurers: Not all who worship a god feel called to

that deity's clerics; regions around the Inner Sea where

become clergy or spellcasters powered by divine faith. Here

worship of that god is particularly common; and the

you'll find details on how laypeople who worship the god

nationality, race, or ethnicity with which the god is most

in question--particularly those whose professions point

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them toward a life of adventure--differ in personality and

worshipers may vary considerably in their mind-sets,

function from those who worship other gods.

and a Sarenite who seeks to cleanse cultists of an evil god

Clothing: This section discusses ceremonial garments

with fire and sword might be just as much a follower of

typical to the faith. Though many worshipers--and

the Dawnf lower as one who seeks to redeem such cultists

even priests--forgo churchly vestments in favor of more

through compassion and understanding.

practical or inconspicuous attire much of the time, most

Realm: This section details the god's home and private

show off their affiliation in some fashion, even if it's just

domain, usually somewhere on the Outer Planes, where

in choosing colors or symbols associated with their deity.

the god lives with the souls of his or her deceased faithful.

Holy Texts: This section presents a brief overview of

Planar Allies: All gods have particular beings sworn to

the god's most widely recognized holy texts.

their service. This section details some of the best-known

Holidays: Holy days and other celebrations may vary

divine servitors, creatures that have repeatedly acted as

by region, but some occasions observed by the faithful

divine representatives over the ages, responding to the

throughout the Inner Sea region are detailed here.

prayers of the faithful.

Aphorisms: Certain sayings and oaths common to the

For Faithful Characters: This section suggests rules

faith appear here.

elements to help customize religious characters to better

Relations with Other Religions: This section discusses

ref lect their faith. Here you'll find a list of archetypes,

both the god's personal opinion of other deities and their

feats, magic items, spells, and traits either specifically

congregations' prejudices toward other faiths. This is a

designed to be used by characters of the god's religion or

general overview, and individual congregations can vary

otherwise well suited to the church's themes and goals.

considerably from region to region--the churches of

Variant Spellcasting: Because of their patron god's

two gods might be at each other's throats in one nation

specialized interests, priests of a given deity are able to

because of a mixing of politics and religion, but might

prepare certain spells that they wouldn't otherwise be

still work together in another. Similarly, individual

able to, or at lower levels than normal.

CORE

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DEITIES

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ABADAr

Unto each thing is given a role to play in the world

that fits perfectly with all others. With each turn

of every tiny wheel, civilization spreads to cover

the world, and order and prosperity flow forth.

--the Order of numbers

master of the

EXALTED BOONS

First vault

1: Ordered Mien (Sp) Abadar's truthtelling* 3/day, align weapon

(lawful only) 2/day, or magic circle against chaos 1/day

God of cities, law, merchants, and wealth

2: Diplomatic Immunity (Ex) While within the bounds of a

Alignment LN

city of more than 5,000 inhabitants, you gain a +4 sacred or

Domains Earth, Law, Nobility, Protection, Travel

profane bonus on Bluff and Diplomacy checks. You also gain

r

Favored Weapon crossbow

special status with the law. You're considered a person to be

A

Centers of Worship Absalom, Andoran, Brevoy, Cheliax, Katapesh,

respected, and may obtain special treatment and assistance

Mana Wastes, Molthune, Nex, Osirion, Sargava, Taldor, Varisia

that ordinary citizens could not, such as information on political

AD

Nationality Taldan

activity, criminal investigations, or threats against the city.

AB

Obedience Take a handful of mixed gems, coins, and keys.

Any bribes or fees that would normally be levied by the legal

Include coins from three or more different currency systems

system are waived for you. City guards and officials with an

(such as from three different kingdoms), as well as at least

initial starting attitude of unfriendly or hostile instead have an

three different keys--one of which should be the key to a

attitude of indifferent toward you. These benefits apply only

lockbox, vault, or other such storage item. Kneel before a scale

when you identify yourself as an exalted of Abadar.

and balance the items as perfectly as you can on it, removing

3: Scales of Balance (Su) Once per day as a full-round action,

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and replacing items in order to create the most equitable

you can pool and redistribute your current hit points and those

balance of items. Randomize the items you select each time

of all willing allies within 30 feet of you. Total your current hit

you perform this obedience, so as not to let your obedience

points and those of your willing allies, and then decide how

become routine. Meditate on the teachings from The Order

you wish to redistribute them among the same individuals.

of Numbers. Gain a +4 sacred or profane bonus on saving

You cannot give an ally more hit points than her maximum,

throws against spells and effects generated by creatures

nor can you leave an ally with 0 hit points.

with a chaotic alignment. The type of bonus depends on your

SENTINEL BOONS

alignment--if you're neither good nor evil, you must choose

1: Lawful Bulwark (Sp) shield of faith 3/day, shield other 2/day,

either sacred or profane the first time you perform your

or archon's auraUM 1/day

obedience. Once made, this choice can't be changed.

2: Unflagging Ally (Sp) Once per day as a standard action,

EVANGELIST BOONS

you can summon a zelekhut inevitable. You gain telepathic

1: Diplomat (Sp) comprehend languages 3/day, calm

communication with the zelekhut to a range of 100 feet, and

emotions 2/day, or glibness 1/day

the zelekhut follows your commands perfectly for 1 minute

2: City Dweller (Ex) You never become lost in cities of more

for each Hit Die you possess before vanishing back to its

than 5,000 inhabitants--upon entering a city, even for the

home. The zelekhut doesn't obey any command that would

first time, you can always retrace your steps and intuit where

violate its lawful alignment--such commands are met with

particular districts must be. Furthermore, you pick up local

grim refusal, and could even prompt the zelekhut to attack

accents and vernacular instantly, giving you the cant of a

you if the command is egregious enough.

citizen. You also gain a +4 sacred or profane bonus on Disguise

3: Dictum Blow (Su) Once per day, you can channel the effects

and Knowledge (local) checks while in the bounds of a city.

of dictum through your weapon, though you don't need to

3: Sneaky Bolt (Ex) Three times per day, you can snipe with a

cast (or even know) the spell. You must declare your use of

crossbow while hidden, and have little chance of revealing your

this ability before rolling your attack. On a hit, the target is

location. You must declare your use of this ability before you

affected as if caught in the area of dictum as cast by a cleric

roll your attack. You can use this ability only if your target is

of a level equal to your Hit Dice (maximum 20). If the target

within 30 feet of you and unaware of your presence or precise

is lawful or its Hit Dice exceeds yours, it is unaffected. If your

location. Once you roll your attack, immediately attempt a

attack misses or the creature is unaffected, the dictum effect

Stealth check for sniping without the normal 20 penalty.

is wasted.

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Abadarisapatient,calculating,andfar-seeing beastsofburden,consideringitawasteofresources

deity who wishes to bring civilization to the

and detrimental to the profitability of civilization as a

frontiers, order to the wilds, and wealth to all

whole; he views using cheap laborers rather than slaves as

who support the rule of law. His primary desire is to see

a better option, as then the workers can use their funds

the purifying spread of civilization, enlightening the

to participate in commerce and rise above their low

dark corners of the world and revealing the clockwork

station through established economic channels. Abadar

perfection of the cosmos. His nature is not hasty, for

understands, however, that the world changes in small

the pace of society's reach is slow but relentless. He

increments, and that the most advantageous option for

strikes a careful balance between good and evil, seeing

society is not always the most workable in the present.

benefits on both sides and refusing to endorse one or

He respects cautious thought and rejects impulsiveness,

the other. His followers believe he is responsible for

seeing it as a base and destructive whim. He teaches

elevating the various humanoid races from simple tribes

that discipline, keen judgment, and following the law

to beings capable of creating huge cities. He puts words

eventually lead to wealth, comfort, and happiness. He

of diplomacy in the mouths of leaders, guides the pens of

does not believe in free handouts, and because of this his

those who write laws, and steers coins into the hands of

temples sell potions and healing spells or scrolls rather

those who practice fair commerce.

than giving them to those in need. Any who protest are

The god of cities is stern, but rewards those who

directed to the temple of Sarenrae.

work hard and whose actions benefit others as well as

Abadar is the master and guardian of the First Vault,

themselves, though he is morally ambiguous enough

a magical trove in his realm where a perfect version of

to recognize that not every person can benefit from

every type of creature and object exists--a perfect sword,

every decision. He frowns on the misuse of slaves or

a perfect deer, a perfect wheel, and even a perfect law.

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not foolish, contradictory, toothless, or purposeless

mandates) and to work to promote order and peace. He

Paladins of Abadar

has no tolerance for gambling or excessive drinking

Of all the neutral gods, only Abadar supports and promotes

or drug use, as despite the lucrative nature of these

a holy order of paladins. As the god of civilization and

industries, such vices inevitably weaken society rather

order, Abadar recognizes the value of holy warriors in

than strengthen it.

advancing society's aims. His paladins follow the standard

Worshipers who lose Abadar's favor might find

paladin code of protecting the innocent, acting with honor

themselves short on money at a crucial time, tongue-tied

and honesty, and respecting lawful authority. In addition,

in the middle of an important deal, or stymied in their

an Abadaran paladin upholds the following creed.

craft or art. When he is pleased, deals are more profitable

I am a protector of the roadways and keep travelers from

than expected, projects are completed early, and journeys

harm. No matter their destinations or goals, if they are

to or within a city take less time than normal. His

peaceable and legitimate travelers who harm no others

intervention in the mortal world is subtle, for he expects

on the road, I will ensure that they pass safely.

worshipers to do their own work; it usually takes the form

Bandits are a plague. Under my will they come to justice.

of hints or opportunities rather than direct gifts.

If they will not come willingly before the law, where

Abadar is depicted as a handsome man with black hair

they can protest for justice in the courts, they will come

r

dressed in fine garments, often with a gold cloak over

A

under the power of my sword.

a golden breastplate and bearing many keys. Humans,

Corruption in the courts is the greatest corruption of

dwarves, and gnomes show him with a beard, whereas

AD

civilization. Without confidence in justice, citizens cannot

elves show him beardless and with long braids tied with

believe in their countries, and civilization begins to

AB

golden thread. His voice is pleasant and even, his words

disappear. I will root out corruption wherever I find it,

firm but not harsh.

and if a system is fundamentally flawed, I will work to

Abadar's holy symbol is a golden key, often with a city

aid citizens by reforming or replacing it.

image on the head. His clergy is made up almost entirely

I am an aid to the markets. I ensure equitable trade

of clerics, with a small number of paladins. Because of

between merchants and citizens. Theft and deceit on

the emphasis on cities and civilization, he almost never

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has adepts among his priesthood--even the most remote

I make opportunities, and teach others to recognize

settlements paying homage to Abadar are watched over

them. When I aid others, I open the way for them, but

by at least a cleric or a paladin. He is called the Master of

will not carry them--they must take responsibility.

the First Vault, Judge of the Gods, and the Gold-Fisted.

the Church

The worship of Abadar is both functional and theological.

His mortal artists and artisans attempt to emulate these

It is an excellent everyday faith, for it deals with matters

perfect forms, inspired by Abadar's mentoring. Likewise,

that directly affect daily life. The churches of Abadar

his arbiters and judges keep these idealized laws in mind

in each city encourage friendly competition with other

when crafting new laws or ruling on existing ones. It is

cities to promote trade. Church law forbids clergy from

said that centuries ago Abadar allowed mortals to visit the

attacking each other, regardless of political, national, or

First Vault in dreams, the better to inspire them. There

financial motivations, as warfare creates instability and

has been no record of such coveted visions occurring in

chips away at the foundations of civilization. Thus, in

a long time, however, perhaps because he has not found

wartime, the churches of Abadar often become neutral

someone worthy, because he fears his enemies might

territory, not participating in the struggle and acting as

steal the perfect forms, or because he is carefully pacing

safe havens and mediators in the conf lict.

the advance of current civilizations to prevent them from

Priests of Abadar within a given city or temple arrange

growing too quickly and dissolving before they reach

themselves in a set hierarchy, as in a mercantile house.

their peak.

The head of a smaller temple is called a banker, while the

His primary worshipers are aristocrats, artisans,

leaders of larger temples or greater geographical areas

judges, lawyers, merchants, and politicians, all of whom

are archbankers. The church defines itself by its wealth,

benefit from established laws and commerce. Those

counting coins as blessings from Abadar. Competition

who are poor or who have been wronged also worship

between priest-backed business ventures remains

him, praying he might help reverse their ill fortune, for

friendly, and making money is at once a holy duty, a

most mortals seek wealth and the happiness it brings.

serious pursuit, and a beloved pastime, with all the fun

He expects his followers to abide by local laws (though

and excitement of an organized sport.

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Abadar's faith can be found anywhere people strive to

bank, currency exchange, and moneylender, which helps

make civilization work. It is most common in large cities,

keep interest rates reasonable and consistent--while

and its greatest holy site in the Inner Sea region is the

Abadar's clergy see making a profit off such exchanges as

Bank of Absalom. At this center of trade, the blessing of

a holy duty, their loans and deals are rarely predatory or

commerce f lows out into the world, and the archbankers

exploitative, as such practices weaken and destabilize the

can control the interest rates and help adjust the economies

populace. The banker in charge of the temple watches the

of the nations that deal with its great vaults to maximize

local economy and adjusts interest to stimulate growth,

trade's benefits. Of course, this wonder of commerce is

encourage investment, or help recover from a disaster. As

still only a shadow of the great banking houses in Abadar's

priests often serve as lawyers and judges, the temples are

district of Aktun in the Eternal City of Axis.

usually built near courthouses.

Services to Abadar include songs with complex

harmonies (generally accompanied by hammered

A Priest's role

instruments such as dulcimers and glockenspiels) and

Abadar's followers believe in advancing civilization,

the counting or sorting of coins or keys (often in time

teaching the unenlightened about systems and trade,

with the singing or music). Services and ceremonies

driving commerce in pursuit of comfort and happiness,

AB

always take place indoors, representing the shelter

and the idea that fairness lies in both the letter and

of civilization. Worshipers unable to reach an actual

the spirit of the law. They promote cooperation and

AD

building make do with at least a crude structure or a even

believe the whole is greater than the sum of its parts,

a sloping wall or cave that provides protection from the

but also feel that self-interest is the best motivating

A

elements. Services usually take place in the morning,

factor for individuals within a society. While they have

r

and it is customary to thank Abadar after a profitable or

an acquisitive bent, they are thrifty rather than miserly,

advantageous transaction.

and know that helping their neighbors attain prosperity

temples and shrines

improves the lot of everyone, themselves included. They

turn trails into roads and towns into cities, eliminate

Abadar's temples are elaborate buildings with rich

monsters and troublemakers in urban and rural areas,

decorations and high, thick stained-glass windows.

adjudicate disputes, make legal rulings, and reassure

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These windows have heavy frames (to guard against

law-abiding people that the forces of order are watching

thieves) and usually feature vivid yellow glass that casts

over them.

a golden hue on everything within the church. Most

Many urban clerics work with the local legal system as

temples have a guarded vault for church treasures and

judges, lawyers, and clerks (often donating their services,

wealth, and many also rent space in their vault to those

much as a healing-oriented church might run a hospice

who wish a safe place to keep their valuables. Any temple

or give food to the needy), although they are not usually

in a small town or larger settlement also serves as a

politicians or part of the city's government. In wilder

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areas, clerics act as judge and jury, seeking out threats

Those whose talents for dealing with people exceed

to civilization and eliminating them. Younger priests

their business acumen often work as teachers, educating

who are physically fit often do tours through smaller

children and adults so they can advance themselves and

towns and frontier areas to carry news, act as wandering

better serve the community. Every cleric belongs to a

magistrates, and make sure order leaves its footprint. As

particular temple, even those touring remote areas. If

an arbiter of justice, each priest traditionally carries a

circumstances warrant distant travel or a long period near

single golden-headed crossbow bolt for when a criminal

another city, the home temple files paperwork transferring

must be executed. This bolt goes to the dead criminal's

the cleric's affiliation to a closer temple.

family as compensation for the loss and as an initial stake

Inquisitors of Abadar, known as "taxmasters," confront

to begin making an honest living.

the perpetrators of fraudulent payments and tax dodging,

Although Abadar's temples are mercenary when it comes

track down stolen goods, and battle thieves' guilds. Local

to providing healing, they are generous when protecting

officials usually grant them the legal right to threaten,

public health, seeing it as an important component of

punish, or even injure those who withhold the revenue

their role as guardians of civilization. Likewise, when

that allows civilization to persist and grow, although the

traveling with others (such as an adventuring party),

inquisitors are just as likely to turn around and rebuke

clerics of Abadar do not charge their companions for

nobles and other leaders who set taxes excessively high

r

healing, seeing it as an equivalent service to a Fighter's

for mere personal gain. Hated and feared by most people,

A

sword swing or a ranger's scouting. Like a business,

the taxmasters usually wear golden masks or mustard-

questing and traveling requires teamwork, and it

yellow veils to protect their identities while performing

AD

is part of the cleric's responsibility to provide

these duties. Like clerics, inquisitors who serve

AB

healing and magical support--for an equal share

Abadar usually belong to specific temples and

of the eventual profits.

have established territories in which they

A typical day for a priest involves

perform their legal functions. Old, infirm,

waking, breakfast, prayer and the

or recuperating taxmasters do most of

preparation of spells, reading or

the research that finds evidence of

listening to the local news for

financial cheating. A typical inquisitor

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anything worth investigating, and

has ranks in Intimidate, in

a period of work. At night, there is

Knowledge

(local),

in

a brief prayer before the evening

Knowledge (nobility), and

meal, and the evening is reserved

in Sense Motive. The

for hobbies, time with family, or

more politic ones have

other non-work interests.

ranks in Diplomacy as well,

Most clerics of Abadar have at

not only for gathering information

least 1 rank in Knowledge (local)

but also to assure citizens that

in order to be familiar with the

innocent mistakes that result

laws of their home cities. Most

in failure to pay taxes

also dabble in Knowledge

will be corrected but

(local)

and

(nobility),

not punished.

or practice some sort

Paladins of Abadar

of craft or profession--

are

not

common,

always something useful to

as their virtuous

a developing or established

zeal doesn't mesh

settlement. Clerics are not

easily with the

permitted to give money to

more

balanced

those in need, only to lend it

approach 

to

at a fair rate and record the

ethics that the

transaction for the church's

Master of the

record. They are required

First Vault practices,

to tithe, and most clerics

but the god understands that an

have small investments

active force for good is sometimes best

in local businesses that

for dealing with threats to civilization. Their

generate enough income

specialized interests and abilities sometimes lead

to

cover

the

tithe.

them to work behind

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Inner Sea Gods

the scenes in lawful-evil nations where the leaders are

text, and priests commission elaborately decorated copies

exploiting the economy at the expense of their subjects.

to generate business in the community. More than two

Paladins tend to be more fiscally aggressive than clerics,

dozen carefully indexed chapters detail the beliefs and

using their wealth to inspire others to join the cause, and

taboos of the church, and each copy has space for notes

willing to invest in promising enterprises, take a loss on a

on local laws, all the ways such laws interact with church

deal in order to motivate trade, and take greater risks with

doctrine, names of key figures in the city, and so on. The

their money.

inside cover bears the name of the book's owner, and

Adventurers

possessing a copy that once belonging to a prestigious

family or was passed down from a respected church

The bulk of Abadar's worshipers work as judges, lawyers,

official is a great honor.

merchants, and all the other roles necessary for keeping

The Manual of City-Building: Bound in heavy leather

society running smoothly; relatively few are adventurers.

with bronze clasps and corners to protect it from being

The pursuit of adventuring as a way to make a living is an

damaged by the heavy use it sees, this manual contains

indication that local society has failed or broken down--

comprehensive advice on founding a town and building it

most of Abadar's worshipers who become adventurers

into a city, including planning for roads, trade, defenses,

AB

believe they have a holy calling to extend the reach of

utilities, expansion, and so on. The church updates

their god to places where civilization has been forgotten.

the text every few years, and most older copies have a

AD

For the most part, if you call Abadar your master,

substantial appendix of revisions and footnotes. The

you believe strongly in eliminating agents of chaos,

oldest church in a city usually keeps its copy of this book

A

destroying monsters that threaten rural and urban

on a special consecrated table, especially if the church

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society, teaching the unenlightened about systems and

was responsible for the city's founding.

trade, and displaying the truth that law brings. You often

mediate between opponents, and believe that fairness lies

Holidays

in both the letter and the spirit of the law.

All of the Church of Abadar's observed holidays have to

Adventurers and explorers who worship Abadar rarely

do with trade or civilization.

embark on solo expeditions, for they see adventuring

Market's Door: This holiday marks the first day the

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parties as microcosms of society and believe strongly in

markets receive goods from the fall harvest. The actual

the power of cooperation and the idea that the whole is

date varies from year to year, but using historical trends

greater than the sum of its parts. While priests of Abadar

and divination, the church determines the exact date

usually charge random petitioners for healing, the

and announces it a month in advance. Before the market

merchant god's followers are thrifty rather than miserly,

opens, a priest blesses the market area and leads a group

and know that helping their adventuring companions

prayer for all present, thanking Abadar and asking him to

and sharing resources with them will likely increase

look favorably upon the season's business. In cities where

everyone's wealth down the road.

vendors must pay a fee in order to use the market, the

Clothing

church usually subsidizes a portion of the fee on this day.

Taxfest: The church views the annual collecting of taxes

Ritual garb for religious ceremonies includes white silk

as a cause for celebration, seeing fair taxation as a necessary

cloth trimmed with gold thread, a belt or necklace of

part of the building and maintenance of civilization.

gold links bearing a golden key, and a half-cloak of deep

Whenever possible, the church sends a priest with each

yellow or gold. Ceremonial items are always crafted out

tax collector to ensure that the process is respectful and

of precious metals if available and often decorated with

to make sure the taxpayer knows the collection is being

gems or inlays, though not to the extent that the item

monitored. Once all monies have been collected, the

becomes fragile or unusable. In casual situations, the

church opens up its doors and invites the townsfolk to

faithful try to maintain an air of prosperity, or at least

participate in an enormous feast with their civic leaders,

a tidy appearance, as a shabby, dirty person is a poor

both to help the experience remain positive and to give the

representative of wealth and civilization.

commoners a chance to express their opinions on how the

Holy texts

newly collected funds ought to be spent.

The average cleric of Abadar is rarely without numerous

Aphorisms

documents related to the internal processes of the church,

Abadar is the god of cities, and the sayings of his followers

but their holiest texts have a more educational focus.

are commonplace in urban areas.

The Order of Numbers: The faith's core text reads

So It Is Judged: Abadar's approval of any legal verdict

more like a city charter or legal treatise than a religious

is invoked with this phrase. It also traditionally follows

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Abadaran prayers or blessings, weddings (a legal and

see the natural parts of the world remain unspoiled,

religious matter), and funerals. Superstitious folk whisper

but he believes the two of them can eventually reach

it whenever an act in the natural world supports their idea

a compromise. Few deities call the even-handed god

of law and justice, and many gamblers say it when chance

a friend, but many--especially Iomedae, who likes

goes in their favor (a mildly sacrilegious jest).

his attention to detail and planning, and Torag, who

This Can Help Us All: Abadar's church doesn't believe

appreciates his devotion to law and commerce--consider

in giving handouts, so most adherents choose to celebrate

him a valuable and pragmatic ally. He is on good terms

holidays by giving practical gifts such as tools, musical

with most empyreal lords as well, especially Arqueros

instruments, or even simple services like chopping a cord

(patron of bodyguards) and Eldas (patron of architecture

of wood or watching children. These gifts strengthen

and planning).

community bonds and demonstrate the advantages of

Like Abadar himself, his followers try to maintain

civilization, and this phrase expresses thanks on behalf

positive but reserved relations with followers of other

of both the individual and the community as a whole.

gods. They understand that it takes many different

relations with

cultures to keep society advancing, and so are

Other religions

extraordinarily tolerant of other viewpoints--or at least,

they strive to be so. Still, their dealings with the followers

r

Abadar understands that an advanced civilization has

of the Green Faith and Gozreh are difficult, for

A

spiritual needs met by many different gods, and

those faiths do not recognize the obvious virtues

thus maintains an approachable coolness

of civilization. Abadar's faithful remain confident

AD

where other deities are concerned. Only

that they can turn them to the church's view at

AB

those who directly oppose his beliefs

some point, though. Their primary enmity is

and purpose--notably Rovagug, and

with the monsters of Rovagug,

to a lesser extent Lamashtu--are his

Lamashtu, and the demon

declared enemies, and even then he

lords; while the children of

might be open to negotiation, though

the chaotic good gods

these opponents rarely are. He despises

can

be

obnoxious

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Norgorber for sanctioning theft and

and

immoderate,

corrupting potential Abadaran worshipers

at

least

they

like honest politicians and alchemists

mean well, and

with the promise of illegitimate power.

tend not to damage

He is friendly with Erastil (god of

society

as

grievously.

farming, necessary for transitioning

Gorum's followers can be

people from a nomadic lifestyle),

dangerous, for they worship

though the two often end up at

only battle and rarely care

loggerheads over Erastil's desire

for the results of their wars, yet

to keep communities small and

Abadar also understands that war

pastoral as opposed to Abadar's

is simply an extension of politics,

sprawling urban utopia. Other

which is in turn an extension of

deities frequently in his good

commerce, and thus is sometimes

graces include Iomedae (goddess

necessary for the advancement of

of

justice

and

rulership,

civilization. Despite the church's

necessary to preserve peace

strong opposition to corruption,

in a society), Irori (god of

many of those who proclaim the

history and knowledge,

merits of Abadar's worship most

critical for maintaining a

enthusiastically are prominent

stable civilization), Shelyn

citizens in positions of power and

(goddess of art and music,

wealth and thus vulnerable to this

excellent for bolstering civic

failing. The church prefers to handle its

spirit), and even Asmodeus (although

own problems quietly, though the leadership

only for the archdevil's belief in upholding

must balance the church's desire for discretion

laws and contracts). Abadar knows that

against the need to demonstrate to members

his pursuits frequently anger Gozreh

of faiths that their condemnation of

(god of nature), who would like to

corruption is sincere.

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Inner Sea Gods

realm

The god of civilization resides in the Eternal City of Axis,

For Abadaran Characters

presiding over a district called Aktun that centers on the

Characters who worship Abadar may find the following

First Vault. Abadar's deific domain is distinguished by its

rules elements thematically appropriate.

own unique architecture, which blends together the styles

of each mortal race that holds the god of civilization in

Archetypes

Source

high regard, as well as indicating an obvious boundary.

Crossbowman (fighter)

Advanced Player's

While Abadar's domain does not possess any grand

Guide 104

walls or barriers separating it from the rest of Axis--

Urban druid (druid)

Advanced Player's

the god's contractual agreements with the plane's

Guide 101

natives make it unnecessary--entry can be attained only

Urban ranger (ranger)

Advanced Player's

through four points. Each such gateway is defined by a

Guide 129

great freestanding archway of solid gold, marked with

Abadar's holy symbol of a golden key and watched over

Feats

Source

by his herald, Lawgiver. The titan's presence graces each

Crossbow Mastery

Advanced Player's

AB

of the four gateways simultaneously, either by divine

Guide 157

replication or by somehow existing in four places at once

Divine Dignity

See page 210

AD

via arrangement with the axiomite Godmind. (It's likely

Measured Response

See page 213

that it exists in even more places simultaneously, since

A

Perfect Casting

See page 215

the gates are never unguarded but Lawgiver is widely

r

known to serve its patron on quests across other planes.)

Magic Items

Source

Planar Allies

Altar of Abadar

See page 246

Elixir of truth

Core Rulebook 512

While most creatures and planar powers are at least

Fugitive finder

See page 255

neutral toward even-tempered Abadar, a few individuals

Golden judge's breastplate

See page 251

have particularly distinguished themselves as friends of

Key of the second vault

See page 266

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Abadar's faith. In addition to his servitor race, the horse-

Lyre of building

Core Rulebook 522

like orshevals (see page 277), the following are some of his

Rod of metal and

Core Rulebook 487

best-known servants.

mineral detection

Cobblehoof (unique celestial hippogriff ): This celestial

Rod of rulership

Core Rulebook 488

hippogriff is tawny with a white head, and normally

Safecamp wagon

See page 268

appears wearing a set of mithral breastplate barding

(which is light enough that he can f ly when wearing it).

Spells

Source

He is battle-trained and accepts a rider without question.

Abadar's truthtelling

See page 228

"Old Cob" rarely speaks, but understands Common,

Blessing of the watch

See page 230

Celestial, and several other languages. He loves eating

Dictum

Core Rulebook 269

deer and cattle, and presenting him with such a gift is a

Fairness

See page 233

sure way to get on his good side. He has grown feisty in

Order's wrath

Core Rulebook 317

his old age and doesn't appreciate "youngsters" talking

down to him or treating him like a mere beast.

Traits

Source

The Ghost of Merema (unique spectre): In life, Merema

Eye for Quality

See page 220

was a wealthy priest of Abadar who warned against

Eyes and Ears of the City

Advanced Player's

overcrowding in cities and encouraged the faithful to found

Guide 333

new settlements rather than cramming together like rats.

Honey-Tongued

See page 220

She now serves her god in death, sometimes appearing in

Lover of the Law

See page 221

the mortal world as a harbinger of coming plagues and

warning residents to improve living conditions or move

variant spellcasting

away. She has all the abilities of a spectre except that she

Clerics of Abadar may prepare word of recall as a 5th-level

cannot create spawn; destroying her (even with channeled

spell if their designated sanctuaries are the temples of

positive energy) merely sends her back to Abadar's realm.

their home cities; paladins may do so as a 4th-level spell

Lawgiver: This massive golden golemlike creature

under the same circumstances.

serves as Abadar's herald (see page 276 for more

information on Lawgiver's role and abilities).

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AsmODeUs

Hail, Asmodeus! Deliver us from chaos that

we may serve you in eternity. Unmake the

lies of our bodies and reshape our souls in

your design.

--Asmodean monograph

Prince of Darkness

EXALTED BOONS

God of contracts, pride, slavery, and tyranny

1: Darkfire (Sp) burning hands 3/day, darkness 2/day, or

Alignment LE

deeper darkness 1/day

Domains Evil, Fire, Law, Magic, Trickery

2: Embersight (Su) Your eyes take on the appearance of

s

Favored Weapon mace

red-hot, glowing embers, granting you the ability to see in

U

Centers of Worship Cheliax, Isger, Nidal

darkness much like devils. You gain darkvision to a range of

e

Nationality devil

60 feet. If you chose either darkness or deeper darkness as

Obedience Using a ruby-bladed knife, inscribe symmetrical

the spell-like ability granted by your first boon, you can also

OD

cuts into the flesh of another creature--preferably an

see perfectly through both darkness and deeper darkness.

ms

unwilling sentient being you own or hold dominion over. The

If you already have darkvision to a range of 60 feet or more,

A

blade may be solid ruby or forged of metal and edged with

instead increase the range of your darkvision by 10 feet.

serrated ruby fragments. Devout priests of Asmodeus take

Your eyes make you extremely distinctive, causing you to

pride in crafting elaborate daggers made entirely of ruby.

take a 4 penalty on Disguise checks.

Drain the victim's blood into a bowl of bone made from the

3: Hellfire Blast (Sp) You can use delayed blast fireball once

skull of a sentient humanoid. The amount of blood drained

per day as a spell-like ability to throw a sphere of soul-

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is up to you; you don't have to drain so much that you make

scouring hellfire. The hellfire is a distinctive mixture of black

the creature weak or too useless to serve you. Use the bowl

and crimson flames in which screaming devilish faces can be

of blood to draw a large pentagram on the ground. Kneel

seen twisting and writhing. Half the damage from this spell is

within the pentagram and concentrate on the glory you will

fire, while the other half is unholy. This damage modification

bring to the Prince of Darkness's name. Gain a +4 profane

applies only to the delayed blast fireball you create through

bonus on saving throws against fire effects.

this boon, not to any other spells, effects, or attacks.

EVANGELIST BOONS

SENTINEL BOONS

1: Pitiless Judgment (Sp) wrathAPG 3/day, flames of the

1: Unholy Warrior (Sp) protection from good 3/day, death

faithfulAPG 2/day, or bestow curse 1/day

knell 2/day, or defile armorAPG 1/day

2: Tireless Judgment (Ex) You gain Favored JudgmentUM as a

2: Deceitful Duelist (Ex) Your devotion to the Prince of

bonus feat, choosing chaotic outsider, good outsider, or a

Darkness has imbued you with some of his trickery. Three

subtype of humanoid. If you don't have the judgment class

times per day, you can attempt a feint as a swift action.

feature, you instead gain a +4 profane bonus on Survival

You gain a +4 profane bonus on your Bluff check when

checks made to track a creature or individual. This boon

attempting to feint using this ability. If you successfully

doesn't grant you any ranks in the Survival skill; therefore, if

attack a creature that has lost its Dexterity bonus to AC as

you have no ranks, you still can follow tracks only if the DC

a result of your feint, you deal an additional 1d6 points of

of the task is 10 or lower.

damage. This is in addition to any other precision-based

3: Resounding Judgment (Sp) Once per day, you can channel

damage you deal--such as from a sneak attack--and isn't

the effects of resounding blowAPG through your weapon,

multiplied on a critical hit.

though you don't need to cast (or even know) the spell. You

3: Diabolical Resistances (Su) Your dark patron rewards

must declare your use of this ability before you make the

your faith with a few drops of devilish blood in your veins,

attack roll. On a hit, the target is affected as if you had cast

granting you a measure of the resilience enjoyed by

resounding blow before your attack, and the surrounding

devilkind. Your skin takes on a ruddy cast, and your teeth

area rings with the sound of vicious, booming laughter. You

grow slightly sharper. To a casual observer you may look no

don't gain the stunning effect of the spell unless you have

different, but anyone who studies you closely notices these

access to the judgment or smite ability. If your attack misses,

traits. You gain fire resistance 10 and a +4 profane bonus on

the resounding blow effect is wasted.

saving throws against poison.

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AsmOD

eUs

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Asmodeusstandsamongtheoldestbeingsof subservienttotheirsuperiors.Heisanomnipotenttyrant

the multiverse. Fragments of heretical tomes

who creates and destroys as he sees fit. What mortals call

like the Asmodean Monograph, the Book of the

"evil" is the natural order of the multiverse to his vast and

Damned, and the Script of Flies claim he was among those

ancient understanding--water f lows downhill, fire burns,

responsible for the creation of the stars, the planets,

and the strong dominate the weak.

and the first mortal things, but that his pride led to a

The Prince of Darkness is worshiped by creatures all

conf lict over the free will of lesser creatures, sparking a

across Golarion, though in most parts of the world this

war between order and chaos. The bravery of the goddess

is limited to power-hungry diabolists, small cults, and

Sarenrae forced him to acknowledge his murderous role

harsh militaristic orders. In Cheliax--and by extension,

in the war, and he abandoned the battlefield, swearing

Isger and Nidal--his worship is open and public, and to

that one day his opponents would understand the true

many those places are synonymous with devil-worship.

depth of the conf lict--a time when he would return

However, Asmodeus does not seek worship; he merely

and his inferiors would beg for the order he embodies.

wants obedience and acknowledgment that his will is

While many theologians and immortal agents of the

both truth and law. He grants his worshipers magic not

gods deny the legitimacy of this Asmodean account of

as a reward for their prayers, but to help bring the rest

the multiverse's prehistory, the supreme age of the topic

of the universe into his service. He revels in the art of

and blurring between truth and lies make these records

negotiation and delights in deals that appear fair but that

difficult to outright dismiss.

actually give one party a disparate advantage--those of

Asmodeus is a god of rigid hierarchies, imposing

superior intellect should recognize when such methods

systems where every creature knows its place, the strong

are used against them, and those who don't see these traps

rule over lesser beings, and the weak are properly

deserve to have their dullness exploited.

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Asmodeus himself is handsome, eloquent, tactful,

the Church

patient, and incredibly brilliant. When crossed he is

Most followers of Asmodeus are power-hungry priests,

wrathful, terrifying, and destructive, though these

diabolists, greedy slavers, ruthless lawyers, wicked

periods are always brief, and he quickly regains his

enchanters, or decadent nobles in search of secret

composure. He believes one's word is a binding contract,

pleasures. In lands such as Cheliax where his worship

with consequences should it be broken. As such, he is

is open, Asmodeus's followers are much like people in

always careful with what he says or agrees to. He opposes

other lands, except they believe in harsh punishments

freedoms if they interfere with the process of governance,

for lawbreakers, are accustomed to the appearance of

and thinks humility is a burden only the weak must bear.

imps in the company of spellcasters, and are openly

He is a domineering and manipulative deity, hell-bent

tolerant of slavery, considering these things a mild price

on discovery and conquest. He has little use for qualities

for keeping order. Many common people active in the

such as gentleness, compassion, or nurturing. He

church remember the chaos and suffering of civil war,

considers those who indulge in such as weak, unworthy,

or fear the violence and barbarism in places like Galt,

cowardly beings. Following his example, his servants

and gratefully support the secure--if tyrannical--

espouse selfish, emotionless, and merciless behaviors,

stability of Asmodeus's faith. In these lands, city guards,

s

viewing romance, tenderness, and sincerity only suitable

government officials, artisans, and even farmers and

U

for their uses in manipulation.

laborers willingly pay lip service to Hell if the alternative

e

In art Asmodeus is frequently shown as a red-skinned

is being robbed by bandits or strung up by an angry mob.

human with black horns, hooves, and a pale aura of

Most still pray to other gods for health and prosperity,

OD

f lames. As an ancient being, countless interpretations

which Asmodeus and the church allow as long as the

ms

of his appearance have fallen into and out of fashion

Prince is acknowledged as superior and these other faiths

A

among his mortal followers, yet always the features of a

do not challenge his position.

fearful immortal tyrant prevail. Most believe his devilish

True followers of Asmodeus believe in law, order, and

form is his true one, though persistent lore speaks of a

knowing their place in the grand scheme; in many cases,

more fiendish shape with constantly bleeding wounds.

they aspire to a higher position and work to prove they are

Asmodeus can take the form of any creature and uses this

worthy of it. They study their betters to learn necessary

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ability to intimidate, manipulate, or intrigue those he

skills, watch their equals and jockey for position, and keep

speaks with. He favors red gemstones and usually appears

an eye on their inferiors for signs of exploitable talent or

with a large ruby pendant, mace, or even a breastplate

dangerous ambition. They keep their friends close and

made entirely of a single dazzling gem.

enemies crushingly closer, usually acting through the

Asmodeus has little interest in direct interaction with

proper channels rather than resorting to base tactics like

mortals, including members of his faith. He assumes

assassination. Most Asmodeans find it far more effective

mortals are weak but useful dupes and won't go out of

to eliminate a rival by unearthing evidence (showing

his way to aid most. Occasionally, however, mortals of

your skill in the process) than by a wasteful murder.

particular power, mercilessness, and finesse attract his

Services to Asmodeus require chanting long phrases

attention. If the desire strikes him, he might manipulate

without error, tolling bells, participating in or receiving

fate to aid such tyrants, so long as doing so ultimately

public punishments, and other acts of domination

furthers his own ends. He does not hesitate to punish

or submission reinforcing one's position within the

failure or even lethally assure that incompetence is not

church. Blood sacrifice is also not unknown at Asmodean

repeated. For casual infractions, he might taunt a mortal

gatherings, typically the killing of a bull, goat , rooster, or

with a brief sensation of burning agony or cause writing

another animal held as being particularly regal, virile, or

to appear to burst into f lame or weep blood. He has

benevolent. Humanoid sacrifices are not unheard of, but

been known to assign lesser devils to guide potent but

such are typically only required of groups that have fallen

troublesome worshipers, letting his infernal servants

out of favor with the Prince of Darkness, are performing

prod them in useful directions as necessary.

a magical rite, or have a member attempting to leave

Asmodeus's symbol is an inverted pentagram, though

their fold. Minor devils, usually imps or bearded devils,

some cults use a pentacle instead. Asmodeus's extremely

are occasionally conjured to participate in the events, but

hierarchical priesthood includes clerics, inquisitors,

sometimes more powerful entities might appear to show

sorcerers (especially those with the infernal bloodline),

the Prince of Darkness's favor (or that of one of his more

conjurers, diabolists (Pathfinder Campaign Setting: Princes

powerful minions). Services in temples converted from

of Chaos, Book of the Damned, Vol. 1), fallen paladins, and

another faith often have rituals designed to blaspheme

cruel soldiers. Many scheming bards and vicious monks

the deity once honored there, particularly on holidays

are also affiliated with his church.

celebrated by the previous tenants.

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temples and shrines

would no more send a called osyluth on a suicide mission

Public temples dedicated to Asmodeus thrive in

than a priestess of Shelyn would send a called hound

Cheliax, where they often share space with the nation's

archon to a similar fate. All priests have at least a passing

bureaucracy, although secret shrines are scattered

knowledge of Hell's organization and workings, and as

across Golarion. Public temples built specifically for

such they take at least one rank in Knowledge (planes).

Asmodeus have a distinctly gothic, diabolical aesthetic.

Most keep their skills in negotiation sharp by taking

Secret temples dedicated to Asmodeus are usually single,

ranks in Diplomacy. Some sell their services to broker

hidden rooms or basements, away from the public eye

mercantile transactions, treaties, bargains between

and secured against accidental discovery. Temples range

devils and mortals, and so on.

from grand, opulent affairs with silk curtains and gold

A typical day for a priest begins with a prostrate prayer,

fixtures to altars of blackened metal in dark places. The

a meal, and then either reporting to a superior for orders

Prince of Darkness appreciates the trappings of wealth

or following extant orders if no superior is present.

but is more interested in sincere devotion to his cause

Those with underlings issue orders after receiving their

than incidental displays. However, he realizes that

own. Evening prayers usually include a blood sacrifice,

greedy mortals enjoy these displays as evidence of their

typically an animal or slave's blood. Significant

A

own power and success, allowing such ostentation to fuel

prayer rituals often require greater sacrifice, possibly

sm

their greed for more and their need for him.

including a human or other intelligent creature--most

OD

Shrines to Asmodeus are usually simple things like

temples use slaves, captured enemies, or traitors for

standing stones, symmetrical rocks or trees with odd

this purpose. Divine spellcasters usually prepare their

e

marks, or even statues of prominent but reviled rulers.

spells after evening prayer, typically during the deepest

U

The faithful have a feel for these places, whether or

hours of night.

s

not they are clearly marked, and some are truly

ancient, dating to an age when early humans were

still trying to understand the patterns in the

night sky and the darkness in their own hearts.

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Priests of Asmodeus are careful in their

exercise and pursuit of power, understanding

that a foolish overextension might leave

them vulnerable to those watching for any

weakness. Within Cheliax, Asmodeus's priests

are a force of order, keeping mortals and weak-

minded devils in line or torturing prisoners to

extract information. Outside Cheliax, priests

work with slavers, bureaucratic governments,

despots, and nobles in positions of power (or

those hoping to be in power). They whisper dark

promises in the ears of the desperate, arrange

meetings between people of influence, and act

as judges in lawless lands. Many travel to bind or

destroy rogue fiends (especially demons), seeking

to convince folk that their faith supports order

and opposes wanton destruction.

Priests honor devils as envoys of their lord,

greater or lesser players in the immense infernal

bureaucracy that all right-minded individuals

should join. Of course, they see lemures and other

minor devils as expendable, and non-lawful fiends as

even more so. Unlike typical conjurers who control devils

with magical force, many Asmodean magic-users parley

carefully with devils, rewarding those in the Prince's

favor and abusing those out of it. An Asmodean conjurer

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Like Hell itself, Asmodeus's church is carefully ordered,

With the encouragement of the church, many go so

with a precise hierarchy of reports and detailed means

far as to call themselves "paladins," relying on the

of determining who is superior or inferior within the

reputations of virtuous crusaders to gain acceptance

church--two priests of distant temples can easily establish

among commoners and those of modest faith. Although

their relative ranks with only a few sentences. Of course,

such armed propagandists lack the holy powers of true

some priests are effectively independent, especially in lands

paladins, many supplement their strength of arms with

where their religion is forbidden, and use their magic to

magic items that allow them to perform miraculous

pursue their own agendas and interpretation of Asmodeus's

feats. Most go out of their way to perform heroic deeds for

will. Members of the organized church tend to look down

communities in need--or to manufacture then thwart

upon such unaffiliated priests (much as academy-trained

tribulations for those not in imminent need. Thus

mages look down upon hedge wizards) and strongly

Asmodeus's servants hope to undermine the common

encourage them to join a known temple.

knowledge of their god's evil, opening the minds and

Asmodean inquisitors command intense respect and

hearts of everyday people to the belief that Asmodeus has

fear. These priests seek out disease and corruption in the

been judged too harshly, and that perhaps peace is worth

tree of the unholy in order to maintain orthodox beliefs.

harsh laws and rigid order. Once even a few entertain the

s

In lands where Asmodeus worship is public, the inquisitors

previously unthinkable possibility of living alongside

U

are easy to spot in their iron masks and black robes, and

worshipers of the Prince of Darkness, the insidious seed

e

are always alert to news of heresy or blatant violation of

of Asmodeus's faith has taken root.

church doctrine. They maintain a network of contacts and

OD

informants, rewarding news with coin, prestige, and the

Clothing

ms

authority to arrest and interrogate in addition to

Asmodeus's impeccably clean and orderly

A

their duties within the church hierarchy.

priests dress mostly in dark tones, usually

Adventurers

black with red accents. The exact type of

clothing worn varies according to the

Beyond Asmodeus's clergy, many

local fashion and climate. Chelish garb

strict, conniving, and entitled

has multiple layers, while in chilly Nidal

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individuals serve the Prince of

clerics favor dark red

Darkness. Worshipers are drawn

robes

trimmed

to Asmodeus through any number

with black fur over

of temptations, but in the end

wool clothing, and

most trade service for the promise

in humid Isger priests

of wealth and power. Though

wear black shirts and pants with

Asmodeus is unquestionably evil,

red vests and short cloaks. Many

his lawful nature draws many law-

ceremonies use horned masks or helms,

abiding individuals to his faith,

often resembling devils, goats , or rams.

and his status as the recognized

Like the Dark Prince, they favor rubies, and

patron deity of Cheliax means

other red gemstones (such as carnelian, red

that even a few good-natured

beryl, red garnet, and sard) are popular for

souls exist uncomfortably within

those who cannot afford true rubies. Among

his church (though never as

wealthier or ostentatious priests, red-hued

divine spellcasters, and rarely in

ioun stones are very popular. Maces of terror

positions of any real power).

and magic rods (particularly rods of lordly

Many soldiers and martially

might and rods of rulership) are sought after by

minded types welcome Asmodeus's

priests as status symbols.

dogma of force and dominance.

While his church has few

Holy text

organized groups of soldiers,

The Archfiend's doctrine is recorded in

monastic orders or mercenary

the Asmodean Monograph, though that

companies aligned with Hell

work is greatly simplified and relies on

are not that unusual. Among

numerous appendices and

such militaristic servants of

supplementary volumes.

Asmodeus are those who extol him has

The common version of

a paragon of law and enforcer of order.

the text is a mere 1,000

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pages, and covers history, the writing and exploitation

appellation is never spoken by a worshiper of Asmodeus

of contracts, the nature of power, the purpose of law,

without the willingness and readiness to offer something

the fallacy of evil, propaganda, diplomacy, subtleties of

of great personal value in return, lest their cry indeed

speech, the hierarchy of Hell, and dozens of other topics

causes a devil to appear in a blast of smoke and brimstone.

related to rulership, all within the context of the faith.

The Kingdom Shall Be His: As Asmodeus claims to have

Its supplemental texts number in the hundreds, each

once held power over all of creation, his faith envisions

focusing on, interpreting, and expounding on particular

an hour when all the multiverse will come under his

topics. To those unfamiliar with the complete library

dominion once again. This exclamation serves as a

associated with the Asmodean Monograph, a religious

validation among the faithful, a call to arms for infernal

discussion between two zealots might appear to be a battle

warriors, and a threat to all who would oppose his zealots.

over who can produce the most obscure reference. Because

the church idealizes laws and rules, knowing which ones

relations with

trump others and which ones need to be bent or broken

Other religions

to advance a greater cause is crucial. A worshiper could

Asmodeus is willing to deal with any god or entity as long

commit an egregious crime against the church but still

as he believes that being will uphold its end of the bargain,

A

be forgiven or even rewarded if he found a way to justify

which means he is open to all but Lamashtu and Rovagug.

sm

it by brilliantly citing some forgotten bit of scripture and

Even wily Calistria has worked with him in the past,

OD

proving the act was beneficial to Asmodeus.

though he typically considers the fickle goddess beneath

his notice. Despite ethical differences, he has been a

e

Holidays

patron of Shelyn, an aide to Nethys, a supplier to Gorum,

U

A truly ancient being, old even among the gods, Asmodeus's

and an advisor to Iomedae, though it is not something his

s

concept of time is boggling to mortals, and he couldn't

sometime partners care to admit. Though he is evil, he is

care less about marking a specific day of the week, month,

quite charming and can often persuade reluctant deities

or year as more important than any other--they all

to temporarily set aside their differences with him for

belong to him, and mortals should bow to him every day.

the purpose of mutually beneficial arrangements. When

However, the church does recognize a few holidays based

dealing with potential enemies, he is careful to keep the

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on mortal traditions, often set in counterpart to the holy

terms of any agreement clear and obvious lest these parties

days of opposing good faiths. Thus, 10 Sarenith (countering

become too suspicious of treachery, which would damage

Sarenrae's Burning Blades) and 16 Arodus (countering

his perfect bargaining reputation.

Iomedae's Armasse) are particularly popular. Most temples

Multiple cadres of lesser deities serve Asmodeus. The

also celebrate Leap Day (31 Arodus), seeing it as an extra day

least of these are the infernal dukes, countless tyrants

to serve their god, giving him additional prayers.

who rule fiefdoms throughout Hell, and the malebranche,

Cheliax has its own set of national holidays somewhat

burgeoning infernal dukes who seek dominion and power

associated with the faith. They celebrate the solstices

through the conquest of mortal worlds. These deities hold

and equinoxes as the Days of Wrath, holding bloodsport

very specific areas of concern and might be worshiped by

tournaments. 19 Calistril is Loyalty Day, marking the date

mortal cults or honored as saintlike patron beings among

when House Thrune cemented its hold over Cheliax. 14 Neth

Asmodeus's faithful.

is Even-Tongued Day, a remembrance of bringing Andoran,

Of corresponding rank to infernal dukes but enjoying

Galt, and Isger under Chelish control (now more a day of

far greater infamy are the Whore Queens: Doloras, Eiseth,

mourning for these lost territories). It is likely that if Cheliax

Mahathallah, and Ardad Lili. These four female infernal

grows, these quasi-Asmodean holidays will grow with it.

dukes number among the oldest beings in Hell, with

Aphorisms

Ardad Lili having supported Asmodeus since his original

rebellion against Heaven. Although they hold Asmodeus

There are countless blessings and exclamations in use

as their liege, they have a close alliance and often skirt

by Asmodeus-worshipers, born of superstitions, ancient

the laws and will of the Prince of Darkness to further

books of forbidden magic, and references in the Asmodean

their own often unified goals. As such, they often attract

Monograph. Yet most are merely variants of three themes.

Asmodeus's suspicion and ire, though for mysterious

Great Is Asmodeus: A simple yet widely used exultation

reasons they rarely provoke his direct wrath. Those who

declaring that Asmodeus is the supreme deity and no

serve the Whore Queens typically refer to them as the

other is worthy of veneration. "Hail, Asmodeus!" and

Queens of Light or Angels of Vengeance and are less likely

"Power and glory to Asmodeus!" are also common.

to form strict hierarchies than most other servants of Hell.

Lend Me Your Might: Asmodeus's power is great, but

Greatest among Asmodeus's followers are the

it is not freely given--there is always a price. Such an

Archdevils: Baalzebul, Barbatos, Belial, Dispater, Geryon,

CORE

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Mammon, Mephistopheles, and Moloch. Each holds

are naturally inclined toward the followers of lawful

absolute rule over one of the nine layers of Hell, with

deities, for they understand the need for order, and their

Asmodeus himself dominating Nessus, the deepest layer.

dedication to law means they can at least agree upon rules

Several have served Asmodeus since the earliest days of

within which to operate, while the congregants of chaos

the multiverse and number among his most fanatical

earn nothing but scorn.

servitors and devoted allies. The archdevils are held as

revered beings, second only to Asmodeus himself within

realm

the Prince of Darkness's church, and all encourage their

While all of Hell--and some might argue all of

own cults across the planes.

existence--belongs to Asmodeus, the Archfiend claims

Asmodeans regard other religions with amusement.

Nessus, the deepest of Hell's layers, as his throne-layer.

They worship young gods who possess a fraction of the

In the temple court of the Prince of Darkness, no sun

power of Hell's master, deities who will eventually fall in

or clouds reign over the cracked, volcano-blasted stone,

line with Asmodeus's will. They confidently assert power

only a vast, depthless night lit by three red stars. Much of

when dealing with other churches, and as their lord is

Nessus's surface appears as an Elysian realm torn asunder

officially recognized as the patron deity of Cheliax,

in the wake of some terrible holocaust. Foreboding

s

they can generally be assured that in that country,

forests of ash hide lakes and seas of poison. Volcanoes

U

at least, other faiths must show them respect. They

endlessly erupt upon the horizon, spewing lava

e

that never falls from the lifeless heavens. Deep

fissures split the land, their depths emanating

OD

sickening crimson light. Roads paved in the

ms

skulls of fallen princes lead between vast

A

palaces, connected either underground or

by reaching cloisters. Little differentiates

between terrain and temple in Nessus,

as armies of enslaved souls have sculpted

vast tracts and whole mountain chains with

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elaborate and terrifying statuary, facades,

spires, and shrines.

Beneath this apocalyptic landscape lie the

courts of Asmodeus: columned halls filled

with terrifying scriptures and images no

mortal should see. Here, Asmodeus's infernal

dukes forgo the grandeur of the layers

above, toiling amid armies of servants in

some of the most elaborate and perverse

workhouses in the multiverse, the whole

realm being at once library, laboratory,

and altar. Asmodeus's audiences with

his archdevils or lesser beings take

place in the Synod Eye, where eight

thrones of salt and an island of glass

orbit Asmodeus's massive Hellfire

Throne. Beneath the f laming sigils of

the diabolical elite falls a depthless gulf,

a pit of absolute darkness that seethes

with the barely restrained malice of Hell

itself. From this pit, Asmodeus can conjure any

view or illusion he wishes, or any bit of knowledge

picked from the minds of his countless followers.

When he wishes to be alone, however, the

Archfiend retreats to the Catafalque, a private

extradimensional hall which no one but the

Prince of Darkness has ever seen.

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Inner Sea Gods

Planar Allies

All manner of devils serve Asmodeus, and he has little

For Asmodean Characters

use for other fiends who do not submit to his infernal

Characters who worship Asmodeus may find the following

hierarchy. The libraries of many churches keep expansive,

rules elements thematically appropriate.

mostly accurate records of prominent devils appropriate

for summoning, whether they be common devils or the

Archetypes

Source

accomplice devils that eagerly aid Asmodeus's clergy (see

Demagogue (bard)

Ultimate Magic 26

page 279). The other deities who serve Asmodeus have

Hungry ghost monk (monk)

Advanced Player's

their own diabolical vassals, favored breeds of devils,

Guide 110

and unique agents, making it not uncommon for those

Infiltrator (inquisitor)

Ultimate Magic 45

priests who identify with Hell's lesser nobles to summon

a wide array of infernal minions. The following are just

Feats

Source

a handful of the fiends most often summoned by the

Conversion Channel

See page 209

church of Asmodeus.

Devilish Pride

See page 210

Arro the Ashensun (unique pit fiend): This lean, jet-

A

Diabolical Negotiator

See page 210

black pit fiend is sullen and disinclined to converse, but is

s

Hamatulatsu

The Inner Sea World

m

ruthless in battle and a strategic mastermind. He reports

Guide 287

OD

directly to the infernal duke Iaozrael, the Untarnished

Angel, and bears with him a deadly orb he calls the

e

Magic Items

Source

Ashensun--a foul relic similar to an orb of pure law that

U

Altar of Asmodeus

See page 246

also has the ability to quench any f lame and spread utter

s

Barbed pentacle of Asmodeus

See page 260

darkness. Those who offer Arro the tongue of a freshly

Circlet of persuasion

Core Rulebook 506

slain archpriest or goodly prince gain a +2 bonus on

Diabolical masquerade mask

See page 263

Charisma checks when dealing with the pit fiend.

Half-plate of the Dark Prince

See page 252

Basileus: This corrupted, angel-like creature serves

Hell's eye

See page 255

as Asmodeus's herald. Down through the millennia,

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dozens of immortal beings have served as heralds of

the Prince of Darkness, yet without fail, each herald has

Spells

Source

eventually garnered Asmodeus's disfavor, facing a quiet,

Beguiling gift

Advanced Player's

ignominious, and likely torturous end within Nessus's

Guide 205

depths. Asmodeus holds Basileus as the most perfect of

Burning gaze

Advanced Player's

all his current emissaries, for rather than elevating the

Guide 208

messenger from among the ranks of his diabolical legions,

Infernal healing

The Inner Sea World

the lord of Hell personally crafted his servant to meet

Guide 295

his every expectation. An infernal automaton of sorts,

Infernal healing, greater

The Inner Sea World

Hell's herald is a being zealously devoted to the Prince

Guide 295

of Darkness, even beyond the allegiances of devilkind.

Planar binding

Core Rulebook 321

Although he rarely visits the mortal realm, wherever he

Shared sacrifice

See page 240

treads he takes the form of the greatest terror of the age.

Vision of Hell

Ultimate Magic 248

This leads to highly varied reports of the herald's nature,

even among Asmodeus's worshipers, and the confusion

Traits

Source

and apprehension seem to please both Basileus and his

Asmodean Demon Hunter

Advanced Player's

master greatly. For more details, see page 278.

Guide 332

Fristax (unique imp): This bright red imp has served

Contract Master

See page 219

more than 30 famed diabolists in his time, taking a

Fiendish Confidence

See page 220

role in some of the greatest diabolical incursions in

Liar's Tongue

See page 221

history. Quite clever and insightful despite often acting

like a fool, Fristax is skilled at suggesting brilliant and

variant spellcasting

terrible machinations that his master takes as his own

Clerics of Asmodeus may prepare lesser geas as a 4th-level

ideas. Those who offer the imp rewards in the form

spell, and may prepare a variant of geas/quest as a 5th-level

of kingly accoutrements--crowns, scepters, orbs, and

spell that allows a Will saving throw to negate its effects.

so on--appeal to his egotism and gain a +2 bonus on

Charisma checks.

CALISTRIA

Savor the three stings of passion, guile, and

vengeance. No food you ever taste and no thing

you ever build will satisfy you as much as my gifts.

--The Book of Joy

The Savored Sting

or special abilities the caster may have that would affect

Goddess of lust, revenge, and trickery

the DC. If the spell had multiple targets (for example, a

Alignment CN

magic missile with three bolts, one of which was targeted at

Domains Chaos, Charm, Knowledge, Luck, Trickery

you), you reflect only the portion of the spell targeting you.

Favored Weapon whip

This ability has no effect on area spells or any spells whose

Centers of Worship Absalom, Galt, Kyonin, Nex, The River

description has no Target entry.

IAR

Kingdoms, The Shackles, Taldor, Varisia

EXALTED BOONS

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Nationality elf

1: Calistria's Tongue (Sp) charm person 3/day, eagle's

IS

Obedience Engage in sexual activity with another individual

splendor 2/day, or suggestion 1/day

L

in exchange for money, information, or another valuable

2: Stunning Touch (Su) When using the dazing touch power

A

resource. This must be a willing act on both your parts; you

granted by the Charm domain, you can cause the creature

C

should not endanger yourself or otherwise enter a situation

touched to become stunned for 1 round instead of dazed. If

that makes you uncomfortable. Pray aloud to Calistria before

you don't have access to the Charm domain, you instead gain

and after the act, and encourage your partner to do the same.

the ability to use the dazing touch power a number of times

If no suitable partner is available, wrap yourself in yellow

per day equal to 3 + your Wisdom modifier, as listed in the

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silk and hold your holy symbol against your chest. Meditate

ability; however, you only daze your opponents instead of

on the teachings of Calistria and fantasize about taking

stunning them.

vengeance against one who wronged you. Gain a +4 sacred

3: Protective Grace (Ex) You may add your Charisma bonus to

or profane bonus on Charisma checks and Charisma-based

your AC while wearing light or no armor. This bonus applies

skill checks when interacting with an intelligent creature that

against touch attacks. Any condition that would cause you to

could be sexually attracted to you. The type of bonus depends

lose your Dexterity bonus to AC also causes you to lose your

on your alignment--if you're neither good nor evil, you must

Charisma bonus to AC.

choose either sacred or profane the first time you perform

SENTINEL BOONS

your obedience. Once made, this choice can't be changed.

1: Lucky Strike (Sp) divine favor 1/day, align weapon (chaotic

EVANGELIST BOONS

only) 2/day, or keen edge 1/day

1: Waspsong (Sp) saving finaleAPG 3/day, piercing shriekUM 2/day,

2: Winsome Lash (Su) You can lash out with your melee weapon

or sculpt sound 1/day

as if it were a whip, no matter what the weapon's type truly is.

2: Shimmering Sting (Sp) Once per day, you can cast rainbow

Your melee weapon elongates and grows flexible, gaining

pattern. Rather than appearing as a multitude of colors, this

an extra 5 feet of reach while still maintaining its ability to

spell manifests as a swarm of shimmering wasps. The wasps

strike targets adjacent to you (provided the weapon could

shine as brightly as gold and fly in an intricate, mesmerizing

normally do so). Using this ability does not provoke attacks

pattern. The saving throw DC for this ability is Charisma-based.

of opportunity, and you can apply this ability only to melee

3: Vengeful Song (Su) You can reflect a spell targeted against

weapons. You can use this ability a number of rounds per day

you back at its source with a blast of scornful music. Once

equal to 1 + 1 for every 4 Hit Dice you possess (maximum

per day when you have been specifically targeted by a spell,

6 rounds). The rounds don't need to be consecutive, and

you may attempt a Perform check as an immediate action.

activating and deactivating the ability is a free action.

If your Perform check equals or exceeds the spell's save

3: Sting Like a Wasp (Ex) For a number of rounds per day equal

DC, the spell returns immediately to its caster, who must

to your Charisma bonus, you can ignore attacks of opportunity

suffer its effects. The caster can attempt a saving throw as

you would otherwise provoke due to your movement. Using

normal to negate the returned spell's effects. If the spell

this ability is a free action, and the rounds in which you use

normally allows no saving throw, calculate the Perform DC

it don't need to be consecutive. You still provoke attacks of

as if the spell did allow a save, taking into account any feats

opportunity normally for actions other than moving.

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CALISTRIA

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Calistria is the most widely worshiped elven Sheismischievous,perplexing,devious,andsilver-

goddess on Golarion--an ancient deity with a

tongued, disarming her most powerful rivals with pretty

long memory for old slights, at once mysterious,

words that, upon careful ref lection, reveal themselves

alluring, temperamental, and passionate. Although most

as humiliating insults. She "surrenders" by convincing

of her worshipers are elves, she is popular with other races

enemies to hand over their weapons, leads suitors on for

as well, for at some point almost everyone has felt the fire

decades with hints of outrageous rewards, and outwits the

of lust, engaged in trickery, or been driven to revenge. She

most brilliant mortals as an afterthought. Though her

is not so much a spiritual guide for the elven people as a

sense of humor is rich and sharp, she considers silly jokes

cornerstone for their culture, never pushing them to act

and crude pranks beneath one who can convey an hour's

but always ready to assist when the time comes for action.

speech in one small gesture and a lifetime of emotion

The Savored Sting is a sultry manifestation of everything

with a careful look. Lies are her meat and drink, half-

in elves that is fascinating to other races, attracting men

truths are her favorite wine, and double entendres are a

and women alike with her raw sexual magnetism. Her

luscious dessert.

beauty is typically characterized as sensual, desirable, and

Calistria enjoys a quick resolution to petty affronts,

arousing, or described in more vulgar terms. Gazing on

but she is patient, unforgiving, and merciless when more

Calistria's clothed body, viewers wonder what she looks

seriously offended, willing to punish the offender with

like naked; her nude form drives their curiosity to even

exacting artistry beyond the ken of mortals. Calistria

more intimate places. Although she considers herself

does not forgive, she does not forget, and any evidence

female, Calistria has been known to take on a male form

to the contrary is part of her plan to sting a foe in the

that is attractive enough to make any mortal f lushed and

most painful way possible after he believes the threat of

weak in the knees.

vengeance is long past. She is a goddess of vengeance, not

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Calistria is usually depicted as a beautiful elven woman

wearing a figure-hugging black dress accented with gold,

CALISTRIA'S

often with a black or golden silk drape falling from her

ANTIPALADIN CODE

arms or drawn seductively across her face. Her eyes are

Antipaladins of Calistria do not demand great things of

dark and mysterious, but sometimes f lash gold with

others, but rather seek to emulate the Savored Sting in

passion or anger. She is commonly shown with giant

their manner. Most are women; their ranks are filled with

wasps, her favorite creature--for unlike bees, wasps can

those devoted to bloody vengeance and the shining lusts

sting again and again without dying. In her male form she

that spark it. Their tenets include the following adages.

usually wears a masculine version of her normal shape,

My life is my path, and none will sway me from it.

with black leggings and a loose golden jerkin and cape, eyes

I devote myself to the pursuit of my passions.

smoldering with barely contained passion. Depending on

I take what I desire, by trick or by force. If others resent

the views of the surrounding society, Calistria's worshipers

my actions, they may attempt to take vengeance

are also not afraid of depicting her in more scandalous

against me.

attire or situations, and sexually explicit art featuring the

All slights against me will be repaid tenfold.

goddess is common.

I am the instrument of my own justice. If I am wronged,

Calistria's holy symbol is three daggers pointing

I will take vengeance with my own hands.

IA

outward from a circle (representing her three aspects);

R

many of her clergy carry daggers in her honor. Most of

T

her priests are clerics or bards, though in some places

IS

more exotic spellcasters are the norm for her clergy, and

L

justice, and feels no compulsion to stop at taking an eye

even some non-spellcasters reach positions of moderate

AC

for an eye; if she pushes beyond a response others might

importance in her priesthood based on their cunning and

deem appropriate, it should serve as a lesson to those who

achievements. Her titles include the Savored Sting, the

get in her way.

Lady in the Room, and the Unquenchable Fire, as well as

Though gracious and personable to those who haven't

many vulgar epithets bestowed by those outside the faith.

drawn her ire, Calistria is fickle, changing loyalties as

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suits her needs and whims. Her changeability is not

malicious; rather, she is uninterested in relationships

Though any individuals bearing grudges may pray for

becoming too strong or too emotional, believing such

Calistria's favor until they have been satisfied, typical

bonds to be foolish. Most of her partners and allies

lifelong worshipers of Calistria are prostitutes, spies,

accept the affection she grants them and then move on,

hedonists, enchanters, and illusionists; rare nonevil

but those who persist in the chase after she has tired

assassins pursuing a justified blood debt or former slaves

of being the prey find her claws sharp and certain. She

seeking revenge on their masters might also call on her aid.

sees love only as a weakness, a needless by-product of

Some crusaders, particularly elven ones, pray to Calistria

physical pleasures.

to help achieve holy vengeance on their targets, and a

Calistria welcomes the worship of any mortal who lusts,

fair number of shady merchants and con artists venerate

deceives, or seeks revenge; she hears the prayers of the

her trickery aspect. Though all races are welcome in the

good, evil, unjustly accused, selfish, moral, criminal, and

church, elves, humans, and humanoids of mixed race are

love-struck alike. Regardless of methods or motives, if a

by far the most common, whereas very few dwarves worship

mortal's actions touch her concerns, she takes an interest

her--even among those avenging slights against clan or

in the outcome and may aid in achieving it. Her worshipers

kin, Calistria's shifting loyalties and disproportionate

are thus diverse, but mostly transitional, only seeking her

responses often seem shameful to dwarven society. Elven

attention when they need her. As she in turn only engages

society, on the other hand, is by far the most accepting of

with others when her interest is piqued, this satisfies her,

her worship, as most elves see Calistria's independence

and she does not ask for more.

from commitment as the only path of sanity for members

Some mortals, unable to emulate or understand her

of a race that lives centuries.

shifting interests and allegiances, accuse Calistria of being

Calistria shows her favor with ease in obtaining

evil, but in truth, she is simply amoral, eschewing right,

companionship, heightened physical pleasure, and easy

wrong, and justice because she knows that the universe

marks for schemes or acts of vengeance. Those who

is not a fair place. If others choose to follow her path, so

displease her often find themselves plagued by impotence,

be it; if some are hurt by such a decision, she stands as

inability to achieve sexual satisfaction, or angry wasps with

a reminder that every creature has the right--and the

an unerring ability to sting in sensitive places. Sometimes

responsibility--to avenge their injuries.

she delays the manifestation of her ire, allowing strings

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of positive events to culminate in eventual catastrophic

those sexually satisfied to be more benevolent toward

failure to heighten the sting.

others and less prone to violence--and the drive of

Ceremonies honoring Calistria may involve ritual

pleasure anticipated, seeing lust as a spur to creativity

sex, but generally are not elevated to the orgiastic excess

and ambition. The temples function as salons, ideal

described in the salacious stories of her detractors (though

places to socialize, hear news and be seen, though

such rites do exist, and are often extremely popular). Most

their respect for privacy makes them good places for

ceremonies take place in the temple, or outdoors in the

clandestine discussions as well. Evil temples are much

natural settings typical of elven rituals. Regular worship

like thieves' guilds: places to plant rumors, seek evidence

services include invocations of the goddess's blessing over

of unfaithful lovers, and make shady plans, while

sexual encounters, the congregation's encouragement

heightening the sharper and more excessive aspects of

and promises of aid to members seeking vengeance, the

desire and its fulfillment. Neutral temples (and elven

consumption of spiced wine, and the performance of

temples in particular) try to mix both, taking a casual

pageants enhanced with illusion and theatrical tricks.

transactional approach to entertaining the lonely and

Special rituals conducted as needed include invocations of

lusty, and functioning as hubs for gossip and rumors,

the goddess's blessing when a worshiper begins pursuit of

while avoiding the more violent plans for vengeance.

C

a desired lover, divinations to determine her approval or

Many temples encourage wasps to nest under their

A

disapproval of set courses of revenge, initiation rites for

eaves; guided by magic, the insects leave the residents

LIS

those who wish to devote themselves to the faith, and birth

alone but react angrily to trespassers. Wealthier temples

T

and death ceremonies.

may employ giant wasps as guardian creatures and spider

R

The church puts little stock in the formalities of

eaters as f lying steeds, while evil ones may bind abyssal

IA

marriage. While such unions serve a valuable function

in society, most of the Savored Sting's worshipers don't

have a strong urge to settle down with one person (elves'

longevity makes the prospect seem stif ling to many)

and they usually don't confuse physical attraction with

emotional affection (with some members seeing the

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latter as a dangerous liability). Some faithful consider

any relationship that lasts more than a few months to be

a "marriage," though this confers no legal rights. Ending

a relationship has no stigma, though these ends are often

the start of long-term feuds if one person feels slighted.

Some worshipers do see the appeal of long, committed

relationships, but even these tend to be tolerant of other

partners, or even polyamorous. Lacking the weight of

law in their relationships, most expect inheritance and

similar matters to go to blood relatives rather than

partners in mutable passionate relationships.

Temples and Shrines

A typical Calistrian temple is a converted mansion

with many rooms that can be locked for privacy. Each

city can hold multiple temples, which often vary wildly

in their interpretations of Calistria's wisdom, and

sometimes engage in serious and bloody doctrinal

disputes. Even within a given temple, arguments can

be quite dangerous, as few feuds escalate as drastically

as those between two Calistrians. The Savored

Sting's faith is as changeable as the goddess herself:

each temple tends toward good, evil, or neutrality,

and this inf luences the activities that take

place there.

Good temples elevate both the sanctity of

pleasure achieved--their doctrines decreeing

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wasp swarms to guard the temple. Some harvest venom

works of their counterparts unless actively engaged in a

from the wasps for use by the temple guards, or for sale.

vendetta against them.

The practice of building shrines has never really

Calistria's emphasis on personal freedom means that

caught on in Calistria's church. Life itself is a pilgrimage

there is no "typical day" for one of her priests. Good

for Calistrians, and so they have no once-in-a-lifetime

clergy address the goddess's vengeance aspect by assisting

destinations of sacred nature. Ancient standing stones at

patrons in finding legal recourse against those who

the site of old temples might bear phallic or yonic carvings,

wrong them, though they may resort to public shaming

and f lat stones might be carved with the names of acts of

of guilty parties when the offense is inconsiderate rather

great vengeance that took place at the site, but in general

than illegal (such as shoddy business practices, slander,

the church prefers to preserve its symbols and history in

or broken promises), or when the legal system does not

stories and adages.

provide satisfaction. They engage in sacred prostitution,

A Priest's Role

and to a small extent they work as matchmakers, though

usually for sexual interest rather than marriage.

The church sees prostitution as a sacred calling of power

Evil priests seduce others as leverage or future blackmail

and pleasure, and its clergy are adamant about

on behalf of themselves or clients, exchange valuable

ensuring the safety of those who engage in sex as

secrets, and make plots to unseat inf luential

IA

a profession; temples do not make their priests

leaders or strong-arm reluctant merchants. A

R

into victims, and accept only willing adults as

few work as thieves or assassins for the church, or

T

initiates. In cities where the church holds

even for the highest bidder, acting anonymously

IS

sway, residents tread carefully around

or under a pseudonym. The most alluring

L

courtesans and streetwalkers alike,

members demand payment in the form of

AC

lest an abused escort call on the temple

secrets, exacerbating clients' lust in order

for aid in avenging herself. All clergy

to drive their prices higher, and fanning

undergo extensive training in the

the f lames of jealousy to inspire acts of

arts of conversation, body language, and

revenge. Some lead double or triple lives as

seduction. Even the most uncomely or

spies in extensive secret plots. Evil priests

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disagreeable priest knows how to

tend to be very competitive, trying to outdo

turn on the charm at the right

their rivals in feats of intimacy, trickery,

time, often surprising those who

and vengeance, and as a result many are

witness the change. Others may

forced to wander for their own safety.

work--alone or in groups--as spies,

Priests of neutral temples advise

investigators (for individuals or the

petitioners on how best to pursue

government), or smugglers of exotic

vengeance, usually urging them to

materials.

find non-injurious recompense,

Calistria's church is organized

though if the offense is great

democratically, and each priest receives

enough, they are not averse to giving

a vote in temple affairs. Its hierarchy

advice or explicit aid in fulfilling

is very casual, with priests valued more

a debt of blood. Viewing knowledge

for their ability to persuade others (or

as valuable but neither good nor evil,

feared for their history of revenge)

they often fill their temple's coffers by

than their magical power. The

brokering information, remaining

high priest or priestess of a temple

aloof from the help or harm done

is addressed as "Revered One,"

with it. In some communities, a lone

but otherwise, titles are often

priest may be greatly respected and

unique to their bearers. Individuals

feared for what he knows and the

might earn various honorifics based

careful web of peace he brokers with

on deeds, assigned by the head of

f lesh and promises.

the temple and customized for the

Alchemy, herbalism, and potion-

recipient, such as "of the Gentle

making are common pastimes among

Hands," "the Heartless Avenger,"

priests,andsomemakealivingselling

"of the Hundred Faces," or "the

poisons, aphrodisiacs, love potions,

Shameless." Most temples focus

contraceptives, abortifacients, and

on local issues and ignore the

their counteragents. Even good

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priests sell nonlethal poisons designed to embarrass or

attracted to her vengeful aspect study methods that aid

humiliate the target (such as laxatives, those that simulate

them in finding their targets, such as Diplomacy, Disguise,

drunkenness, and so on). The followers of Norgorber

Intimidate, Knowledge, and Sense Motive. Priests attracted

carefully watch Calistria's priesthood to make sure they

to her trickster role usually focus on skills appropriate to

aren't overstepping their bounds or undercutting prices. If a

thieves, deceivers, or diplomats, depending on the type of

temple has guardian wasps, the priests might be responsible

deception they enjoy.

for caring for or magically influencing them, and many

become used to stings and resistant to venom. Some keep

Adventurers

unusually large specimens as pets, and a few priests are

A follower of Calistria declares himself either a thrill-

known within the church for their cat-sized pet wasps with

seeker and hedonist or someone who never forgives a

abilities similar to a familiar.

slight. If he carries vengeance in his heart or a strong

While temples rituals can vary, one of the most common

desire for the pleasures of the f lesh, then he will find a

is the Rite of the Triple Sting, a test faced when a temple

willing ally in Calistria. In his mind, the world is a garden

initiate has completed his novitiate. In this test, the initiate

of delights, and he is determined to experience them all.

must disguise himself and, in this new guise, seduce

If something stands in his way or causes him injury, he is

C

someone who has wronged him. The candidate must play

more than willing to take revenge until his enemies call

A

upon the target's lust for him to lure her into revealing

for mercy. A follower of Calistria is not necessarily cruel--

LIS

secrets that, if publicly exposed, would humiliate or even

though he can be--nor is he evil unless it suits his natural

T

ruin her, or if she has no such secrets, into activities that

predisposition to be so. While he might enjoy crushing his

R

could do the same. Once he has obtained this power over

foes, he might also find an equal satisfaction in bringing

IA

her, he must expose her vulnerability in public, and, his

joy to another and allowing the person to find bliss and

vengeance accomplished, reveal his true identity.

release in the union of their bodies. When someone

Once his sponsors in the temple have judged his attempt

worships the Savored Sting, he chooses above all to live

as worthy of Calistria's approval, the priest undergoes his

life on his own terms, without the moral compass others

initiation into the priesthood. This usually starts with

might try to impose on him.

a fast from sunset to sunset, alone in the temple, that

Calistria has long been a favored goddess of the elves

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he might experience the hunger that drives people to

because of her focus on personal freedom, and it may be

revenge. At sunset, a masked priest leads him to a private

that the elves' long lifespans are what make her hard-nosed

chamber, where he drinks from a cup of sharply spiced,

approach to individual liberty so popular. (After all, some

honeyed wine, that he may taste the fire, the sweetness,

relationships grow old after a few centuries, and an elf who

and the intoxication that together comprise lust. Masked

follows Calistria is always free to reassign his affections.)

clergy members attend him and he selects a partner. The

Half-elves and other half-breeds who were the product

priests remove his clothes and burn them, discarding

of exotic unions often support her as a way of embracing

his old identity and welcoming him to his new one as a

their heritage, and gnomes' constant search for variety and

servant of the Savored Sting. Hallucinogenic herbs laced

novelty makes her a natural fit for them as well. Calistria

into the wine heighten both the mystical aspect and the

herself is generally imagined in the form of an elf, yet seems

disorientation of the experience as the initiate couples

perfectly willing to accept the worship of anyone with a

with a priest that may or may not be the one he chose.

slight to avenge or a desire to make his body an altar.

Some clerics who have dared to remove their partner's

mask during the rite claim that the goddess herself lay

Clothing

beneath it, though such claims are usually dismissed as

Formal clothing for Calistria's clergy is generally scant,

braggadocio or the effects of the psychoactive herbs in the

typically dark leather or yellow silk that covers little and

wine. After the effects wear off, the new priest is escorted

conceals even less, often augmented with henna dyes on

to a ritual bath and given his first set of clerical robes. His

the palms of the hands and in narrow bands on the arms,

sponsors declare him sealed to the goddess, and begin

though individual clergy members tailor their clothing to

filling him in on the temple's secrets.

their own styles of seduction. Some priests like to add other

Calistria's church is not known for its altruistic healing,

accent clothing like a wasp's colors, but most eventually

though its priests have been known to sell cures for money or

grow out of this habit, as the insect represents the goddess

favors. Sometimes they heal without demanding payment,

but is not inherently divine or worthy of emulation.

saying only that they will collect a service at some point in

Adventurer-priests favor gold jewelry and gold plating

the future. Priests concerned with the goddess's lustful side

or decorations on their armor. Church paraphernalia

are usually skilled at Acrobatics, Bluff, Diplomacy, Disguise,

is usually made of slender wood or fine gold, and often

Escape Artist, Intimidate, or Sense Motive. Priests more

includes erotic carvings or sculpture.

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Holy Text

Relations with

Although Calistria's followers recommend several works

Other Religions

of theater and literature as shining examples of how to

Calistria's interactions with other gods are complex and

execute the perfect seduction or revenge, the only text

strewn with contradictions. Some stories even suggest that

they hold as sacred is The Book of Joy. Some versions of this

she was the force behind the creation or destruction of

guide to passion include illustrations of sexual positions,

certain deities. Each temple has its own idea about which

instructions on reading and manipulating others'

stories are true and which are false, and these differences

emotions, or collected anecdotes on satisfying revenge

only escalate the conf licts between factions. All agree that

schemes to address various offenses; the sections included

the other gods treat her very carefully and respectfully, as

in each temple's unique copy of the text say much about the

they fear her reprisal for an unintended slight.

temple's leadership. Conservative cities sometimes make it

In general, Calistria and Shelyn get along well, as

illegal to possess a copy, but mischievous Calistrians print

erotic love leads to sex and common lust can turn into

portions of the book as one-page "penny bibles" showing

love, though Calistria believes Shelyn's insistence on love

the most erotic portions of the manuscript in the hope of

is a weakness. Calistria finds Urgathoa distasteful but

eliciting curiosity in the readers.

respects her lust for life. She is intrigued by Norgorber

IA

Holidays

and willing to work with him, though he is never

quite sure if he is somehow being manipulated.

R

Calistria's church as a whole has no set holidays,

She respects Desna, but thinks she's a little too

T

although each temple has established its own

hung up on her failures and setbacks. Calistria

IS

holidays to commemorate the avenging of old

and Cayden Cailean are on very friendly

L

slights or great conquests and epic acts of trickery.

terms, and just how friendly is the

AC

Aphorisms

subject of much speculation.

Calistria's worshipers are open to

To punctuate their vengeful desires, Calistria's

dealing with members of most other

worshipers circulate several bitter sayings and

faiths, provided it suits their needs or

deadly sentiments.

desires at the moment. Most of them

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I Stab Thee With My Heart: When carefully

evaluate people as individuals rather than

planned vengeance comes to fruition, the

members of groups or followers of creeds.

satisfaction of it is as exhilarating as any

While they are implacably vengeful if roused,

intimate act. The faithful whisper this

Calistrians rarely judge a person on the basis of

saying as their daggers strike home, leave

social standing, ethnicity, or personal history.

it in notes when explaining their targets'

Their attitudes toward members of faiths

downfalls, and crow it during particularly

they consider prudish range from amused to

juicy acts of revenge. Oddly, in the rare

contemptuous, and some take a certain impish

cases where members of the church

pleasure in seducing those with such beliefs.

pursue genuine love, couples use

Every person presents an opportunity for

this expression to indicate the

rewarding exchanges of money, information,

intensity of their feelings for

or caresses, so Calistrians are generally amiable

one another.

until they are wronged. They tend to be found

Love the Food, Not

in cities, where it's easiest to indulge

the Chef: This saying is

their hedonism and find

used as an admonition

willing partners, and

against the transgression

have little interest in

of falling in love with

associating with those

the target of one's lust. It is

who would get in the way of

also a reminder to not become

their revels. Followers of Cayden

consumed by vengeance

Cailean tend to get along well

to the exclusion of

with Calistria's faithful, and

all other things.

Shelynites focused on the beauty

There is more to life

of eroticism often find common

than revenge, and there

interests with Calistrians, who

are many joys one can experience

are ever attentive to the eroticism

even while seeking retribution.

of beauty.

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Inn C

e al

r

i

Se s

a t

G ri

od a

s

Realm

Despite her neutral nature, Calistria calls the fields of

For Calistrian Characters

Elysium home. The fickle goddess often shifts her realm's

Characters who worship Calistria may find the following

location and size, and it's not uncommon for those seeking

rules elements thematically appropriate.

its borders to be unable to find it, or those who'd prefer to

avoid it to stumble unprepared into its gardens of sensual

Archetypes

Source

delights. In this sense, Calistria's realm uniquely matches

Charlatan (rogue)

Ultimate Combat 72

the goddess herself: beautiful, inviting, playful--and

Court bard (bard)

Advanced Player's

completely untrustworthy. Visitors might gradually notice

Guide 81

the slight buzzing of wasps in the deep and otherwise silent

forest, and then quite abruptly find themselves wandering

Feats

Source

a hedge maze of rose bushes or standing before one of the

Antagonize

Ultimate Magic 143

Savored Sting's palatial, baroque manors. Though Elysium

Bloody Vengeance

See page 208

may focus on positive and benevolent aspects of freedom

Curse of Vengeance

See page 209

and chaos, Calistria's minions don't always take the same

Seductive Channel

See page 215

C

tack, and her pleasure palaces can be extremely dangerous

A

for the unwary.

L

Magic Items

Source

IS

Planar Allies

Altar of Calistria

See page 246

T

Armor of the unquenchable fire

See page 250

R

In addition to her servitor race, the vendenopterixes (see

Elixir of love

Core Rulebook 511

IA

page 281), Calistria often sends the following entities to

Eyes of charming

Core Rulebook 512

further her causes.

Feather token, whip

Core Rulebook 512

Menotherian: Appearing alternately as a perfect elf

Ring of unquenchable passions

See page 259

or a bear-sized wasp, Calistria's herald maintains an

Stinging stiletto

See page 270

ardent curiosity about mortal elves. The Menotherian is a

Vengeful kiss

See page 257

creature of spirit but has a physical body, and sometimes

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seeks attractive elves (using her elven form) to satisfy her

Spells

Source

carnal desires; this overwhelming experience is a sign of

Cape of wasps

Ultimate Magic 211

great favor among the devout. For more information, see

Lover's vengeance

The Inner Sea World

page 280.

Guide 296

Threv (unique protean): This frog-like, shape-changing

Phantasmal revenge

Advanced Player's

sorcerer has gray skin and strangely expressive eyes.

Guide 235

Obsessed with vengeance, he is often the agent of

Secret speech

See page 240

Calistria's ire in the mortal world when she isn't angered

Seducer's eyes

See page 240

enough to send her herald. He works cheaply for mortals

Unnatural lust

Ultimate Magic 245

seeking revenge, although those that lie to him to get a

Vengeful stinger

See page 245

discount find themselves the target of his ire.

Tordurbar (unique chaos beast): Though most chaos

Traits

Source

beasts alternate between horrible forms, this strange

Calistrian Courtesan

Advanced Player's

being usually appears as a large f leshy mass, with

Guide 333

heads, mouths, eyes, hands, hair, and various organs

Enchanting Conniver

See page 219

sprouting randomly and being reabsorbed in short

Holy Schemer

See page 220

order; in battle, it takes on more dangerous forms.

Opportunistic

See page 221

Though it accepts payments for services in coin or

magic, it prefers sexual favors, whether the summoner

Variant Spellcasting

is male or female. It does not speak (except to coo and

Clerics of Calistria may prepare rage as a 3rd-level spell

moan), preferring telepathic communication.

and may prepare suggestion as a 4th-level spell (though

Velvet Wing (unique vendenopterix): A tan elven

those with the Charm domain have access to it earlier).

seductress with slightly ragged insect wings, this beautiful

Inquisitors add these spells to their spell list at 3rd and

vendenopterix (see page 281) is often mistaken for a succubus.

4th levels, respectively.

Her kisses and other intimate acts drain Intelligence,

Wisdom, or Charisma (her choice), and she is adept at

mimicking a specific person's voice and mannerisms.

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CAyDEN CAILEAN

Don't let rules get in the way of enjoying what is

truly good in life.

--Placard of Wisdom

The Drunken Hero

An intoxicated creature takes a 4 penalty to AC, on attack rolls,

God of bravery, ale, freedom, and wine

and on skill checks, and its movement is reduced by 10 feet.

Alignment CG

EXALTED BOONS

N

Domains Chaos, Charm, Good, Strength, Travel

1: Libations (Sp) bless water 3/day, delay poison 2/day, or

A

Favored Weapon rapier

create food and water 1/day

E

Centers of Worship Absalom, Andoran, Galt, River Kingdoms,

2: Freedom's Ally (Sp) Once per day as a standard action, you

IL

The Shackles, Taldor, Varisia

can summon a pair of bralani azatas to aid you. You gain

A

Nationality Taldan

telepathy with the bralanis to a range of 100 feet. The bralanis

C

Obedience Sing a song in praise of freedom, bravery, and your

follow your commands perfectly for 1 minute for every Hit Die

NE

god's glory (and good looks). The song must be audible to

you possess before vanishing back to their home in Elysium.

D

those nearby--friend or foe. Between stanzas, you must

The bralanis don't follow commands that would cause them

y

pause to drink from a full mug of ale, wine, or other spirits.

to commit evil acts or restrict freedom solely for the sake of

A

When the song is done, drink the remaining alcohol while

law. Such commands not only earn refusal and scorn from

C

mentally composing the song you will sing on the morrow. If a

the bralanis, but could cause the bralanis to attack you if the

creature is attracted by your song, do your best to engage it in

command is particularly egregious.

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conversation about the merits of Cayden Cailean. If hostilities

3: Wine to Water (Su) As a full-round action, you transform a

become inevitable, leap boldly into the fight without hesitation.

single serving of an alcoholic beverage into either potent holy

Gain a +4 sacred bonus on saving throws against poison effects.

water or a potion of cure serious wounds. A potion created in

EVANGELIST BOONS

this way heals 3d8 points of damage plus 1 point of damage for

1: Liberation (Sp) liberating commandUC 3/day, knock 2/day, or

every Hit Die you possess (to a maximum of 3d8+15). The holy

dispel magic 1/day

water you create is more potent than usual, dealing 4d4 points

2: Drinking Buddy (Su) Once per day as a standard action,

of damage to an undead creature or evil outsider, and 2d4

you can create an illusory double of yourself that appears

points of splash damage to each such creature within 5 feet of

in a square adjacent to you. Your double acts on your

the point where the flask hits. Holy water and potions created

initiative count, and can move up to your speed each round.

in this way last for 1 hour. You can use this ability a number of

It always attempts to flank with you against a single target

times per day equal to your Charisma bonus (minimum 1).

you designate. If it must use Acrobatics to avoid an attack

SENTINEL BOONS

of opportunity during this movement, your double uses

1: Devastating Duelist (Sp) bless weapon 3/day, brow gasherUC

your bonus. Though your double can't attack, it is treated as

2/day, or greater magic weapon 1/day

threatening adjacent squares for the purposes of flanking with

2: Light Weapon Master (Ex) Whenever you fight with a

you. Anyone attacking your double or otherwise physically

dagger, kama, kukri, rapier, sickle, short sword, or starknife,

interacting with it can attempt a Will save (DC 25) to recognize

you also gain a +2 deflection bonus to AC, provided you have

the double as an illusion. The double has your AC, and if any hit

the weapon Training (light blades) class feature. If you don't

would deal damage to it, the double dissipates. An opponent

have that class feature, you instead gain a +1 sacred bonus

who recognizes your double as an illusion can't be flanked by

on attack rolls when using weapons from the light blades

it. The double lasts 1 round for every Hit Die you possess or

weapon group (Pathfinder RPG Ultimate Equipment 47).

until it is hit with an attack, whichever comes first.

3: Critical Luck (Ex) Keep a record of every time you roll a

3: Intoxicating Strike (Su) Once per day, you can declare one

natural 1 on an attack roll, to a maximum number equal to

of your attacks an intoxicating strike. You must declare your

your Charisma bonus. Anytime you roll a critical threat on an

use of this ability before you attempt the attack roll. If your

attack roll, you can trade in one of your tallied natural 1s to

attack hits and you deal damage, your target immediately

automatically confirm the critical hit. This tally resets to 0 every

becomes intoxicated for 1 round for every Hit Die you possess.

day, and any tallied natural 1s from the day before are lost.

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Inner Sea Gods

CAyDENCAILEAN

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CaydenCaileanisoneoftheAscended,amortal indulgesinfermenteddelights.Helovesgood-spirited

man who became a god after passing the

toasts, friendly bar brawls, bawdy songs, and standing

grueling tests of the magical Starstone. Three

up for the underdog. He loathes slavery, mean-

days after entering the Cathedral of the Starstone on a

spiritedness, bullying, teetotalers, and restrictive laws

drunken dare, the good-natured sellsword emerged a

and customs. He believes that everyone would get along

living god, baff led and amused. His behavior changed

better if they could all just sit down and have a drink,

little after his ascension: he continued to fight for just

preferably in the company of attractive companions. A

causes, sample various drinks, and avoid things he didn't

former mercenary, he believes in fair pay for a job well

want to do. Thus, Cayden Cailean became the patron of

done, whether in coin, drink, or a tumble in the hay with

brave souls, alcoholic spirits, and the freedom to choose

an enthusiastic paramour.

your own path in life. He expects his followers to be

Cayden Cailean's direct intervention in the mortal

brave in the face of danger, though there is no shame in

world isn't frequent, but he has been known to prevent a

necessary retreat--he's the god of bravery, not reckless

keg from emptying (often to help good folk survive a siege

stupidity. Although many assume his faithful will accept

or convince them to congregate a little longer in a place

any dare, the god's focus on freedom keeps his heroes from

of safety) or to push someone especially meek to show

being manipulated so easily, and even the dullest hero of

courage at a key moment. Having had his share of hard

Cayden Cailean has the sense not to accept an impossible

times as a mortal, he's not above helping someone for

or suicidal challenge--though it is not uncommon to

free now and then, or leaving an extra-generous tip for

accept a risky one after a swig or two of "liquid courage."

someone in need. This simple and welcoming philosophy

Cayden Cailean is outgoing, friendly, boisterous,

makes him popular with adventurers, philanthropists,

unashamed, and f lirtatious, even more so when he

revelers, and those who fight for good, and it is traditional

CORE

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among his adherents to toast his name with the first

Cayden Cailean is the only major god who uses a

drink of the evening.

surname. In his early years as a god, he insisted that his

As the god of wine, Cayden's interest is in the merriment

last name be included in all forms of address, an unusual

and socialization alcohol can facilitate rather than

habit for someone normally so relaxed about formalities.

attempting to drown or forget sorrows, and he despises

The prevalent opinions on the matter are that he wished

mean drunks or those who allow their drunkenness

to distance himself from another mortal named Cayden

to hurt innocents. He has been known to inspire tipsy

(perhaps someone of evil intent) or to honor his parents,

revelers to confess secrets better aired than left to fester,

said to have died when he was young. This second theory

and he encourages his worshipers to push each other

is corroborated by his interest in sponsoring orphanages,

to greatness via friendly dares. A "Cayden's dare" is any

perhaps as a thank-you to the long-gone orphanage that

foolish-seeming thing that turns out to have beneficial

raised him. He ignores questions about the matter,

consequences, and at Caydenite weddings, it's common to

insisting that it was decided long ago and there are more

tell jokes and stories explaining how the bride or groom

important things to talk about.

is only present because of a drunken dare (especially if

Cayden's holy symbol is a tankard of ale, with or without

N

they're true).

a rich head of foam on it. He is called the Drunken Hero,

A

Although his other divine concerns are f lexible in

the Lucky Drunk, and many other affectionate nicknames.

E

interpretation, Cayden is as hard as nails when it comes

He's amused rather than offended by those who use his

IL

to a person's right to freedom. Coupled with his love of

name as part of colorful oaths, and thus many of his

A

drink, his refusal in his mortal days to go against his own

clergy can be creative and prolific in their swearing. Most

C

beliefs for the sake of mere coin gave him a somewhat

of his true "clergy" are clerics, but he is also honored by

NE

unreliable reputation. He believes there is no justice

hordes of good-natured rogues, barbarians, and fighters

D

in a law that oppresses one person to benefit another,

who--despite not receiving any direct boons from the

y

and over the centuries he has worked to counter slavery

god--seek to spread his faith and emulate his relaxed

A

and the plots of deities who see human misery as a fair

attitude toward a mercenary or adventuring life. His

C

price to pay in pursuit of their goals. In places where

priesthood also includes some inquisitors, mainly those

the peasantry suffers from harsh taxes or demoralizing

questing to free slaves and overturn tyrants, as well as a

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practices, he helps them topple their oppressors or at least

handful of druids who attend to sacred vineyards and the

aids them in escaping to more friendly lands. Though

other agricultural aspects of brewing.

often seen as a god of righteous rebellion, he doesn't

believe in vengeance or coups for their own sake, and is

The Church

not a god of destructive chaos or madcap frivolity--his

Most Caydenites are common folk who seek simple

followers must take responsibility for the consequences

contentment in their daily lives, like to have a drink with

of their actions.

their friends, and find the courage to stand up to evil when

Those who go against Cayden's simple tenets may find

it rears its ugly head, no matter what shape it takes. They are

themselves ill the next time they drink, intoxicated when

happy people, preferring to look on the bright side of things

clarity is needed, or frightened by common animals or

and accepting any downturn as a challenge to make right.

shadows. When he is happy, drinks are more delicious,

Brewers, vintners, barkeeps, and innkeepers pray to the

the night air feels brisker and smells sweeter, and

Drunken Hero for tasty beverages and the good business

courage burns white-hot. An unexpected windfall of

that comes from them. Happy drunks and revelers of all

alcohol is a common sign of favor, yet can just as easily

sorts toast his name. Wealthy folk do good deeds in honor

turn to vinegar or sewage in the mouths of the unworthy.

of him, such as sharing a private store of wine in lean times.

When Cayden Cailean appears to his followers,

Cayden Cailean is a popular deity among good adventurers,

he usually looks much as he did in life: an average-

who share his casual goals of questing and celebrating

looking bronze-skinned human with a tankard in one

one's victories. Those not keen on adventuring often work

hand, often wearing chainmail. In grander art, he is

as guides or explorers, enjoying the freedom of living

sometimes shown fending off a swarm of devils with his

and going wherever they please. While most worshipers

well-worn rapier, all while holding his tankard high.

are human, a significant number are half-elves, finding

Some artists portray the Drunken Hero with broken

comfort and acceptance in a faith interested in good works

shackles hanging loosely from his wrists or fallen at his

and good times rather than formal hierarchies, ancient

feet, representing breaking free of mortal concerns--

traditions, and old grudges. Although dwarves appreciate

though in areas where his faith has brought freedom

his interest in ale, few worship him, though some clans will

from oppression or slavery, the shackles have a more

lift a mug to him while telling stories about Torag, in

literal interpretation.

which he typically takes the role of a humorous sidekick.

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There are many mortals alive today with the surname

heroes often garner special respect within the church, but

Cailean, and they may be distantly related to the god, but

few attempt to lead by warrant of their age or reputations.

children raised in church-funded orphanages also often

Most priests believe that the people who discovered a

take the god's surname as their own when they leave. Thus,

problem are the best people to deal with it, and don't bother

the handsome farmhand might be a direct descendant of

trying to follow a chain of command unless an issue turns

Cayden Cailean's brother, or merely a survivor of a goblin

out to be too big to handle alone. The majority of the god's

attack that wiped out entire families.

clergy are amiable with each other, and while there can

The faith is not inclined to formality, and official church

be personal rivalries, they can generally be solved with a

holidays resemble festivals more than worship services.

shared drink or friendly bar fight.

Services to Cayden Cailean always include a toast or a song,

which typically involves shouting choruses, stomping

Temples and Shrines

feet, and the clanking of drinkware, and a simple toast

Most of the Drunken Hero's sacred buildings are

at a wedding might become a game of "dueling dares"

alehouses run by clergy members or small inns bearing

C

between the groomsmen. Services may be indoors or

a shrine to him above the bar. Large breweries often

A

outdoors, aboveground or below, day or night--whatever is

contain a small room set aside for the church, and

y

appropriate to the occasion.

members of the owner's family may enter the priesthood

DE

Cayden's church essentially has no hierarchy, and the

to secure prosperity for the brewery. In cities, the

N

god himself sometimes has to send visions or dreams to his

occasional feast hall might bear the symbol of Cayden

C

priests to encourage them to meet on an issue and decide

Cailean on its sign or over its doors. These larger

A

how to deal with it. None of his priests really like other

"temples" donate much of their earnings to promote

IL

people telling them what to do, despite any good intentions,

the public good, ease the burden of the poor, buy slaves'

E

and while his faithful combat evil and injustice where they

freedom, or fund pious adventurers.

A

find it, they're rarely out to change the world in a systematic

The casual nature of the faith--plus its popularity

N

and orderly way. Elderly priests and those renowned as local

among non-spellcasting classes--means that a typical

temple or shrine might only have a very low-level cleric

on hand. If someone comes knocking covered in blood,

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however, any able cleric will usually patch her up, perform

a healing incantation, and give her a stiff drink to numb

any remaining pain.

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A Priest's Role

and have relatively relaxed attitudes toward marriage.

Cayden Cailean's easygoing nature and lack of a central

Many also develop close platonic friendships with people

church mean that his priests are able to use their discretion

of all genders. Given Cayden Cailean's own status as an

when it comes to deciding how to advance his cause in the

orphan, priests and temple-taverns often foster orphans

world. Some are solo crusaders for good, while others found

and children born of other traveling priests. These are

adventuring companies or support border towns in need of

raised by the church community, though if the parents'

faith and comfort. Some brew ale or beer, some make wine,

identities are known, they are still held responsible for

some plant crops for these beverages, and some involve

their children's welfare.

themselves in the transport or sale of spirits. City-based

A typical day for a priest involves waking, a prayer-toast,

clerics might be heavily involved with the local brewers' or

breakfast, and a period of work. Meals are always begun

vintners' guilds, and may even oversee the quality of spirits

with a toast, and in some places late afternoon is marked

for the city government (provided any bureaucracy is kept to

with a swig of hearty, thick ale. Evening is for friends,

a minimum). In smaller communities, a cleric might work

family, telling stories, and personal interests. Spell

as a mediator, teach farmers how to brew their

preparation takes place after breakfast. The church uses

N

own drinks in small quantities, and encourage

no formal titles, though those who have a title from a guild

A

townsfolk to share with their neighbors to

or profession normally use it within the church as well.

E

create bonds of friendship. Explorer clerics and

IL

adventurers in distant lands often seek to assuage

A

or combat the scars of slavery; look for new stories,

C

rumors, and recipes to share; or act as healers and

NE

spiritual support for principled mercenary companies.

D

The god's close association with alcoholic beverages

y

leads most clerics to have a high alcohol tolerance. Most

A

individuals who are easily sickened from drinking or

C

dislike the taste of alcohol usually do not enter the clergy,

but the faith would never turn away a worthy potential

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who has no taste for booze. The church is also aware that

some folk drink to the extent that it becomes a crutch or a

poison to the will. Cayden Cailean and his priests believe

this is a corruption and abuse of his favorite things, and

sometimes a priest takes it upon himself to counsel these

poor souls, often using minor magic to bolster a patient's

resolve and steering the person toward work or activities

that improve the patient's life and negate the need to

drown his or her sorrows.

The clergy has a tradition of drinking contests and

"dueling dares" or boasting contests, all in good fun and

never with the intent to harm or humiliate. In contests

that become heated, a competitor who feels the contest

has gone too far may suggest that the other person take

the Test of the Starstone, at which point the opponent

usually says, "I'm great, but not so great as Cayden

Cailean," refusing the dare and ending the contest

honorably, usually buying the darer a drink in the hopes

of becoming comrades. By custom, many brigands

who consider themselves civilized will allow a priest of

Cayden Cailean to pass safely in exchange for a drink

and a blessing, though this courtesy rarely extends to the

priest's companions.

A typical priest of Cayden Cailean has at least one rank in

a useful Craft or Profession skill. Most study Diplomacy,

Knowledge (geography), or Knowledge (nature) to better

influence people or enhance their craft. Priests tip well

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While many bards claim Cayden Cailean as their

may add lines to that effect, and it's not uncommon for

patron, only a small number are so devout that they

philosopher-priests to add a few comments of their own,

consider themselves part of the clergy. Bards are proud

as Cayden himself doesn't seem to mind.

to point out that it was their forebears who first spread

the news of Cayden Cailean's ascension, and bards believe

Holidays

that they (as a profession) have a dear place in the god's

The church believes that every day is a good reason to

heart because of this. Their skills and magic make them

celebrate--life, good friends, good wine, and so on--

excellent rabble-rousers in unhappy lands, and many like

and thus only acknowledge a few holidays that merit

to keep an ear to the ground for such opportunities.

extra festivities.

Adventurers

AscensionDay:TheactualdateofCayden'stransformation

from mortal to god is irrelevant even to him, but the church

The Drunken Hero attracts more than his fair share

celebrates this event on 11 Kuthona with a toast of thanks to

of adventurers and glory-seekers. A follower of Cayden

him for his gifts. Typically this is a hot alcoholic beverage

C

Cailean is generally a happy and companionable traveler,

with a sweet bread pastry of some kind.

A

looking to right wrongs and explore the world at her

First Brewing: After the first harvest, a small amount

y

own discretion. Caydenites leave it to others to bear the

is set aside to create ale, wine, or stronger drink. When

DE

burden of grim and tortured personas; for a follower of the

this is ready for tasting, the community comes together

N

Drunken Hero, the world is too big and life is too short

to sample the first brewing of the year and toast Cayden's

C

and sweet to waste any time whining about it. This is not

name. Because of local variables in the date of the harvest

A

to say that Caydenite adventurers don't have a keen sense

and different brewing times, this holiday has no set date

IL

of justice. If one is stout enough to be an adventurer and

but is normally about 1 month after harvest-time.

E

serious about one's faith, one don't turn your back on the

Merrymead: Started in Druma, this holiday on 2

A

poor and oppressed--Cayden's faithful just do the job,

Calistril is about sharing the last of the previous year's

N

show them how to take care of themselves, and then get

mead with the community, and is celebrated through

back to the serious business of enjoying life.

either sharing stories and drinks around a fire or--

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Formal raiment of a Caydenite priest is a simple brown

Aphorisms

tunic or robe with a wine-red stole bearing the god's

Caydenites are an expressive lot, and followers from

ale-mug symbol, though most clergy and lay worshipers

different regions all have their own local sayings and

content themselves with a simple stein or other drinking

oaths. As many worshipers of Cayden Cailean are quick to

vessel. Ceremonial objects are primarily functional

swear, they often do so by their god's name. While many

rather than decorative, and a high priest of Cayden

such oaths are ribald and improvised on the spot--both

Cailean would think nothing of performing a blessing

things Cayden appreciates--a few sayings are common.

with water or wine from a common bar mug rather

In Cayden's Name: Flowery speeches are for bards, yet

than a bejeweled font. His church's holy water may be

common warriors sometimes still need a poignant turn

blessed water, wine, ale, or other spirits, though the

of phrase, either to exclaim in the heat of battle or offer

stuff intended for use against evil monsters is usually

in honor of the dead. Before combat it is said as a toast,

of inferior quality. After all, why waste good wine by

followed by a healthy swallow of Cayden's brew. It is also

throwing it at something?

used to seal oaths between comrades in arms, generally

Holy Text

also followed by a healthy swallow of Cayden's brew.

Sweet Barleybrew!: Usually uttered in surprise or

Cayden rarely spent enough time in one place to read

amazement--whether at the sight of an approaching army,

a book, let alone write one, and he prefers to keep his

a taste of the brewmaster's best, or a peek at a barmaid's

message simple.

treasures--this exclamation can also call out unpleasant

Placard of Wisdom: This simple document condenses

things, such as the taste of beer gone bad, the face of an orc,

Cayden's divine philosophy into a few short phrases

or the imminent arrival of the barmaid's father.

suitable for hanging on the wall. Though the specific

By the Light of the Starstone: Used both as an oath (on

wording may vary from city to city or even tavern to

the rare times his followers swear serious oaths) and a

tavern, the general message is "do good, enjoy life,

declaration of something so profound that saying "Sweet

have a drink now and then, and stand up for what you

barleybrew!" proves insufficient, this phrase is used even

believe in"--easy words of common sense that appeal to

though most people have no idea what the Starstone looks

all. In areas more focused on abolitionism, worshipers

like or if it actually gives off light.

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Relations with

Other Religions

gods are leery of his faith's destabilizing influence, as it

encourages people to shirk responsibilities. Still, most

Cayden doesn't go out of his way to provoke fights with

folks are happy to share a drink with a Caydenite, and

other godly beings, but isn't afraid to take a few swings

even happier to have one on their side in a fight.

if challenged. He avoids evil deities unless they directly

cause trouble, at which point he is all battle cries and heroic

Realm

charges and inspiring speeches followed by lightning-

Situated on the plane of Elysium, Cayden Cailean's deific

quick cuts of his blade. The exception to this is Asmodeus,

domain is split into two portions, both ref lecting the

who is the antithesis of Cayden, and the Drunken Hero

Drunken Hero's persona as a carefree mortal adventurer

rarely passes up a chance to tweak the devil's nose.

and divine patron of the same.

He is on good terms with Desna, Sarenrae, and

At the heart of his domain is an inner, urban cityscape

especially Shelyn (whom he delights in serenading).

of mixed architectural styles, filled with a multitude

He enjoys swapping brews with Torag. Erastil is a little

of bars, breweries, and feast halls where his petitioners

too somber and dutiful for Cayden's tastes, Irori too

and servitors share tales and boast of their deeds over

N

stuffy, and Abadar tolerable but too forgiving

all manner of drinks, some of which cannot be tasted in

A

of oppression in the name of progress.

mortal realms. Fights are common and even expected,

E

Iomedae has little patience for what she sees

but they're always started with the full

IL

as Cayden's poor discipline and shirking of

knowledge that whatever the outcome,

A

responsibility. He occasionally trysts with

a hangover is the worst that can befall

C

Calistria but remains wary of her; on more

anyone so long as they fight with

NE

than one bitter occasion, the beautiful

passion rather than anger.

D

goddess of lust has gotten the best

The revelry at the domain's heart

y

of him, and those who imply that

is surrounded by the so-called

A

Cayden only took the Test of the

Fields of Battle. Here warriors

C

Starstone in an attempt to impress

come not to tell their tales but to

Calistria quickly find themselves

create new ones, testing themselves

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on his bad side.

and their courage against one another or against

While many other faiths

any unknown but suitable opponent or situation

recognize Cayden Cailean's

provided. While Cayden Cailean's divine servants

worshipers as a force for

often select the challenges, many times the native

good, many of the lawful

azatas offer their own contests and dares to residents

and visitors alike, offering rewards commensurate

to the risk, especially when mortals are involved.

Of all Elysium's gods, Cayden Cailean is the one

who's most in tune with the mind-set of many

of the plane's native creatures, and his halls

and fields are full of such creatures, alongside

mortal souls, planar travelers, and anyone else

of good heart who feels like enjoying a drink

and a joke.

Planar Allies

A number of rowdy azatas that attend the revels

in Cayden Cailean's realm can often be convinced

to aid his followers, and in addition to Cayden

Cailean's servitor race, the ataxians (see page 281),

the following beings also serve the god of freedom

and only answer planar ally and similar calling spells

from his faithful.

Little Thunder (unique celestial cayhound): This

Large celestial cayhound is a favored son of Cayden

Cailean's pet mastiff, Thunder. He speaks in a great

booming voice, is quick to laugh, has a bawdy sense of

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Inner Sea Gods

humor, and is fond of strong beer. Once per day, he can

growl at his maximum volume, equivalent to a shout spell.

For Caydenite Characters

Like his father, he welcomes battle, but if innocents are in

danger, he strives to move them to safety first. He prefers

Characters who worship Cayden Cailean may find the

kegs of ale or wine or even potions as payment for his

following rules elements thematically appropriate.

services, as he has difficulty using other items.

Luthier, the Knight of the Vineyard (unique half-

Archetypes

Source

celestial human): This man looks more like a fat minstrel

Cad (fighter)

Ultimate Combat 45

than a knight, dressed in colorful leathers and carrying a

Daredevil (bard)

Ultimate Combat 32

mandolin and rapier. He also appears to be quite drunk,

Drunken brute (barbarian)

Advanced Player's

swaying with every step, mumbling half of his words, and

Guide 78

frequently dropping his sword or instrument. Despite his

appearance, he is a fearsome enemy of evil and cruelty,

Feats

Source

C

snapping to attention when the scent of blood is in the

Courage in a Bottle

See page 209

A

air, then dancing across the battlefield with acrobatic

Drunken Brawler

See page 211

y

grace. His leather armor is as hard as steel, his mandolin

Liberation Channel

See page 213

DE

produces notes as clear as church bells, and his hands are as

N

fast and dexterous as those of any pickpocket. Luthier loves

Magic Items

Source

C

fine wine and fine food, and those wishing to bargain for

Altar of Cayden Cailean

See page 246

A

his services should have both on hand for the discussion.

Carouser's retort

See page 254

IL

Thais: This five-winged angelic woman serves as

Drinking horn of

Ultimate Equipment 292

E

Cayden Cailean's herald. She is usually sent to aid or

bottomless valor

A

protect Cayden Cailean's faithful, but might appear any

Lucky Drunk's mail

See page 252

N

place where slaves struggle against oppression, valiant

Red hound ring

See page 259

rebels fight for freedom, the desperate and afraid need

Stagger-proof boots

See page 270

hope and courage, or a hero needs just a little luck to

Tankard of the Drunken Hero

See page 270

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further some great cause. When not at Cayden Cailean's

side, Thais spends time on the Material Plane, often in

Spells

Source

the guise of her former human form. She frequently takes

Blessing of courage and life

Advanced Player's

mortal lovers of both sexes, and is even rumored to have

Guide 205

had relationships over the years with Aroden, Calistria,

Enhance water

See page 233

and Nethys, as well as scores of lesser deities. She is a

Freedom's toast

See page 234

sworn enemy of Asmodeus, however, as his portfolios

Heroism

Core Rulebook 295

of tyranny and slavery are in direct opposition to her

Pick your poison

See page 238

embodied philosophy, and once even faced the Prince

of Darkness himself. She suffered a humiliating defeat

Traits

Source

at his hands, narrowly escaping only by sacrificing one

Adventurous Imbiber

See page 218

of her wings. That wing, representing freedom from

Fortified Drinker

Advanced Player's

oppression, remains within Asmodeus's hellish trophy

Guide 333

room, leaving Thais with only five wings. For more

Good-Natured

See page 220

information, see page 282.

Strong-Willed

See page 223

Valon, the Spirit of Spirits (unique ghost): This

ghostlike creature is the friendly soul of a priest whose

Variant Spellcasting

body was utterly destroyed long ago in a battle with evil.

Clerics, bards, and inquisitors of Cayden Cailean add knock

Knowledgeable in esoteric histories and obscure lore,

to their spell lists as a 1st-level spell, but only to open

he often held that beer was the greatest of any race's

welds, shackles, or chains used to imprison or hobble

inventions. While he can manifest as an incorporeal

someone. A create water spell cast by his clerics or

creature, he prefers to possess the body of a willing

inquisitors can create simple ale or wine (1 cup per level),

humanoid (typically the cleric who calls him) as he

and create food and water spells cast by them can be

misses the sensations of life, and he has been known to

used to make ale or wine rather than water (which spoils

drink and carouse if the opportunity presents itself. If

at the same rate the food does).

the cause is right, he is willing to serve in exchange for

"a night on the town" in a borrowed body.

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DeSna

Blessed is the long road, the destination, the

homeward path, and all who make the journey.

Let each dream be a bright star in the night

sky of your mind, lighting your path in the day.

--Prayer carved on a shrine near Magnimar

Song of the Spheres

EXALTED BOONS

Goddess of dreams, luck, stars, and travelers

1: Slumberer (Sp) sleep 3/day, silence 2/day, or deep

Alignment CG

slumber 1/day

Domains Chaos, Good, Liberation, Luck, Travel

2: Splendorous Ally (Sp) Once per day as a standard action,

Favored Weapon starknife

you can summon a lillend azata. You gain telepathy with

Centers of Worship Kyonin, Lands of the Linnorm Kings, Nidal,

the lillend to a range of 100 feet. The lillend follows your

a

Numeria, River Kingdoms, Ustalav, Varisia

commands perfectly for 1 minute for every Hit Die you

n

Nationality Varisian

possess before vanishing back to its home on Elysium. The

S

Obedience Dance in a random pattern beneath the light of

lillend doesn't follow any commands that would cause it

eD

the stars, trusting in the guidance of destiny. If no stars

to take evil or overly lawful actions, and the creature could

are currently visible, softly sing or chant all of the names

even attack you if the command is particularly egregious.

of stars that you know as you perform your dance. Let

3: Blast of Motes (Su) Whenever you channel positive energy

your mind expand and turn your thoughts away from

to heal living creatures, a shower of starry motes cascades

where your feet might land, allowing your steps to fall

over all of the living creatures in the area of effect. These

where chance wills. When the dance feels complete, cease

motes do not impede vision or stealth attempts, nor do they

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dancing. Ponder the steps you took and the position in

reveal invisible creatures, but they infuse the targets with

which you stopped, and consider what portents these

divine luck. Targets of this ability reduce any miss chance

subtle clues might hold for the future. Gain a +1 luck bonus

they face by 10%. In addition, when targets of this ability

on initiative checks and a +4 sacred bonus on Perception

roll damage dice, they may treat all 1s as 2s. The motes

checks made to determine whether you are aware of

and their effects last for 1 round + 1 round for every 4 Hit

opponents just before a surprise round.

Dice you have (maximum 6 rounds). If you don't have the

EVANGELIST BOONS

ability to channel positive energy, you gain the ability to do

1: Traveler's Tricks (Sp) longstrider 3/day, darkvision 2/day, or

so once per day as a cleric of a level equal to your Hit Dice

phantom steed 1/day

(maximum 20), but only to heal living creatures. Whenever

2: Starlit Caster (Su) Over time you have learned to focus

you use this ability, the beneficiaries are showered with

your magical power to better damage agents of evil. You

starry motes, with the effects described above.

add your Charisma bonus on your concentration checks,

SENTINEL BOONS

as well as on your caster level checks to overcome spell

1: Fighting Chance (Sp) entropic shield 3/day, blur 2/day, or

resistance. In addition, when you stand in starlight and cast

displacement 1/day

a spell that deals hit point damage, you can have it deal an

2: See through Dreams (Su) Desna's blessing allows you

extra 2d6 points of damage. This bonus damage is untyped,

to see through half-real and fantastical images. You gain

and manifests as a glowing aura of starlight around the

a +1 luck bonus on saving throws made against illusion

spell's original effect.

spells and effects and against dream-based magic (such as

3: Starry Eyes (Su) You gain darkvision with a range of 60 feet.

nightmare). This bonus increases by 1 for every 4 Hit Dice

If you already have darkvision with a range of 60 feet or

you possess (maximum +6).

greater, the range of your darkvision instead increases by

3: Shooting Star (Ex) You can throw your deity's star-shaped

10 feet. This extension applies only to natural, permanent

favored weapon with great speed and ease. Three times

darkvision, not to darkvision that is granted by spells or

per day, you can make a single ranged attack with a

other effects. In addition, while you stand in starlight the

starknife as a swift action. To throw a starknife as a swift

range of your spells (other than spells with the range of

action, you must have it in hand, have sufficient actions

"personal" or "touch") increases as though your caster level

available to draw the starknife, or have the Quick Draw feat

were 1 level higher.

or a similar ability.

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DeSna

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Desnaisanimpulsiveandaloofgoddesswho Althoughherdominionoverdreamsandstarsmeans

delights in freedom, discovery, and mystery.

that many seers, diviners, and mystics revere her as an

Her aloofness stems not from arrogance, but

informal goddess of prophecy, she delights in the freedom

from confidence in her own abilities and her desire to be

of people to choose their own destiny. She prefers to use

unburdened by troubles. She is a collection of contrasts--

prophecy as a tool for exploration and creating choices, not

an ancient goddess who dislikes predicting the future,

for limiting action and snuffing hope, and finds "doom

a traveler who cares nothing for her destination, a

and gloom" prophecies and those that seem to guarantee

carefree creature of instinct haunted by a past stretching

good people will commit horrible acts. She hands out such

back eons, and a peaceful deity forced to battle with old

warnings only in the direst circumstances, generally in

enemies, eternally young despite the weight of ages and

dreams, and if she must send dreams that portend despair,

stars upon her.

she may grace a follower in need with the benefit of a

Some believe Desna is f lighty, frivolous, and easily

helpful spell upon awakening (such as aid, magic vestment,

distracted, but she has a cold side born of loss, tragedy,

prayer, protection from evil, or remove fear) that persists

and battle. As a luck goddess, she always believes there is

throughout the day. Thus does she pair dark portents with

a chance for success, but knows that dreams can turn to

hope that the outcome may still be bright.

nightmares and bright destinies can become dark fates;

When Desna has a message for one of her faithful,

these opposites in her own nature define her and give her

she prefers to intervene in dreams, sending simple

things to strive against. She challenges those who would

impressions, visions, or even prophecies that the sleeper

corrupt her domain or who have wronged her friends or

clearly remembers upon awakening. When dreams are

followers, striking at them with burning starlight, bad

unsuitable or time is short, she indicates her favor with

luck, and energies alien to Golarion.

f lights of swallowtail butterf lies, sparrows, dragonf lies,

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geese f lying in a four-pointed star shape, or the timely

not above singing to lighten dour moods or dancing with

arrival of messenger birds. She typically shows her disfavor

those whose confidence is in need of reinvigoration. When

with dreamless sleep that fails to refresh the sleeper (as

Desna wishes to reveal her true nature, she transforms her

if the person had not slept at all), sore feet, messenger

common clothing into a billowing silken gown and grows

animals losing their messages, and minor travel accidents.

brightly colored butterf ly wings on her back, although in

Desna watches over those who travel for any reason.

somber situations her wing colors are pale and moth-like.

Trailblazers, scouts, adventurers, and sailors all praise

Desna's holy symbol is a butterf ly with images of stars,

her name. (Although most sailors honor Gozreh in some

suns, and moons upon its wings. Most of her clergy are

fashion, he is a temperamental deity, and a little luck from

clerics, although about one-third of her priests are bards

Desna often comes in handy during a storm.) Her influence

or rogues, with a number of neutral good druids and

over luck also makes her a favorite among gamblers,

rangers also choosing her as their patron. She is called

thieves, and others who rely on fortune for shady dealings.

the Song of the Spheres, the Great Dreamer, Starsong,

Desna teaches her followers to indulge their desires,

and the Tender of Dreams.

experience all they can, and trust instinct as a guide. Her

faithful are often wide-eyed, exuberant people, embracing

The Church

the world in all its strangeness, and willing to jump in with

While Desna's faith is ancient--known even in the age of

both feet. Desnans aren't afraid to get their hands dirty,

storied Thassilon--the church is extremely disorganized,

a

their feet wet, or their knuckles (or faces) bloodied while

with few actual temples or settled priests, and no formal

n

living life to its fullest. Critics call them hedonists, but that's

chain of command. Physical and magical might are

S

an exaggeration, as worldly experience, rather than pure

respected, as are knowledge and experience, with personal

eD

sensation, is their true goal. Ascetics, hermits,

expertise in a field trumping mere combat

and meticulous planners are unknown in her

prowess or spellcasting ability. For

church. Her faithful teach that it's better

example, when dealing with a basilisk's

to ask forgiveness than permission, as

attacks on a frontier town, a low-level

sometimes a unique opportunity requires a

cleric who has survived an encounter

split-second decision, whether it's a chance

with the creature is accorded

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to touch a dragon's egg, savor a rare fruit, or

greater authority than a high-level

passionately kiss the mayor's son.

character who has never faced one.

The goddess encourages her worshipers

This structure means that Desnans

to believe in themselves and express their

have certain ideas about what they

inner strengths, often in the form of music,

consider to be "informed" authority;

dance, or theater. Many songs penned by her

they feel free to ignore nobles,

faithful become popular tunes for dancing

politicians, and other "meritless"

and gatherings, and numerous old favorites

leaders if more knowledgeable

are attributed to long-dead Desnan bards

folk are on hand to provide better

whose musical legacies have persisted

advice. Although they can be

for centuries. Some people believe the

competitive with others inside

custom of a traveling bard paying for his

and outside the church, these are

lodging with a song stems from Desna's

friendly rivalries; they

church, and like bards, followers of Desna

prefer to move on if a

encourage young folk to sing and dance in

disagreement is going

the hope of discovering hidden talents.

to turn ugly--after all,

Desna usually appears to her followers

there's an entire world of wonder

as a beautiful but remote elven acolyte of

to explore, so there's no sense

her faith. In this guise, she

wasting time on an argument.

aids people in need or

Services dedicated to Desna

suggests

relevant

include singing, dancing,

excerpts from her

storytelling (especially of

holy writings, The

unusual dreams), footraces,

Eight Scrolls, as a

and music. Some use exotic

way to lead the

substances, herbal drinks,

faithful on the

alcohol, or animal venom

correct path. She is

to spark unusual or (for

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the very lucky) lucid dreams. Many rituals involve sand

prefer to make their acts seem like luck, coincidence, or the

because of its relation to sleep and the comparison of

blessings of their goddess. Common skills for priests are

grains of sand to the number of stars in the sky. Dust

Diplomacy, Knowledge (geography), Knowledge (history),

made from crushed rose quartz (which can have a starry

Profession (harrower), Ride, and Survival.

pattern when illuminated from behind) is used in the

Many of Desna's faithful are talented artists, writers, and

faith's rare ceremonies and blessings instead of water or

entertainers, and the church expects all priests to at least be

sacred oil; Desnan priests carry holy quartz dust in glass

familiar with contemporary music, theater, and literature,

f lasks instead of holy water. Some luck-seeking faithful

even if an individual priest shows no talent for playing

carry dice or other luck talismans carved of rose quartz.

instruments, acting, or writing. Those without abilities in

Temples and Shrines

these areas are still taught to recognize such gifts in others

and are expected to encourage the gifted to explore their

Desna keeps few temples, preferring unattended shrines

talents. Worshipers with performance skills share them

at crossroads and places of secluded beauty, like hilltops

regularly at festivals, local venues, and celebrations such

or peninsula points. Although unmanned, these shrines

as weddings. The church also throws public parties to

often hold simple provisions and a place to scrawl notes

showcase such performances, and such events endear the

or feelings if visitors are so inspired. Her association with

church to the public, even if the offered fare is no more than

D

the stars and night sky means that her temples sometimes

cheese, warm bread, and watered wine.

e

double as celestial observatories, or at least have one

Some Desnans are skilled fortune-tellers, using their

S

room partially open to the sky. In many cases, these

gift for reading people to entertain and inspire hope. Like

n

observatories have markers on the walls or windows to

their goddess, they oppose the use of divination to create

a

indicate the positions of important stars on holy days (one-

fear or despair; most brush off requests stemming from

room churches might have a single hole in the ceiling to

unhappiness or malice, such as when the listener or one of

show a particular star's position, and keep the hole covered

his enemies might die. The goddess expects her diviners

on other days to keep out rain or snow). Temples in large

to challenge any speaker who prophesies ill, misfortune, or

cities often take the form of tall towers with observatories

doom, and when they hear of magical auguries predicting

at their tops, and with small libraries of astronomical and

bad times, they actively intervene to make sure those events

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astrological charts. Rural temples usually incorporate an

do not come to pass. In addition to soothsaying, some

inn or stable as a service to travelers. As Desna maintains

Desnans learn to interpret dreams in order to ease troubled

friendly--or, at least, non-conf licting--relationships

minds and mend other wounds of the psyche. Recurring or

with most good-aligned and civilized deities, it's not

shared dreams are of particular interest, as they often stem

uncommon for her faith to be among those practiced in

from inner traumas or external magical sources. Those

communal temples.

plagued by insomnia or nightmares call on Desnan priests

Butterf lies and moths (as well as their caterpillar

for aid, for their healing spells or even just a soothing touch

young) congregate at her holy sites; legends say the priests

are often enough to bring a tranquil night's sleep.

can call upon these creatures to defend the temple,

A typical day for a Desnan priest involves an early prayer

devouring cloth and leather to leave would-be thieves

(often spoken in bed moments after waking), recording

naked but unharmed. Some temples maintain colonies of

remembered dreams in a journal, breakfast, study (the

silk-producing moths, creating hardy and beautiful silk

arts if so inclined, geography or the culture of a foreign

for use and sale by the temple. Every temple protects a

land if not), and any duties assigned by a more experienced

small chest of silver coins (usually no more than 300 sp),

priest if one is present. After a light lunch, the priest goes

which it uses to help fund journeys by the faithful.

for a walk or ride, either to someplace new or by taking

Needy travelers can petition the temple for financing,

a new path to a known place. Once at his destination, he

but this funding is normally available only for frontier

attends to his duties there, helps passersby who require his

exploration or travel to exotic locations--a trip to the

skills, possibly entertains at a local gathering spot, seeks a

next town might merit only a silver for water, bread, and

place to stay for the night, dines, prays, and sleeps. Caravan

a spare blanket. Those who exploit this generosity tend to

masters like to hire priests of Desna to accompany their

suffer bad luck in the long run.

wagons for luck, especially in regard to warding off attacks

a Priest's Role

from beasts, and this gives priests an excuse to travel when

they have no other pressing matters. If a holy site needs

Priests of Desna--including clerics, bards, rogues, rangers,

maintenance or repair, the priest takes care of what is

and occasionally druids--go where they please, earning

needed or hires a skilled person to do it.

money by telling fortunes, providing entertainment, and

Elder priests whose bodies can no longer handle

interpreting dreams. They help people when they can, but

physical travel tend to use magic to visit the minds of

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others in distant locations (using the dream spell) or even

tops of ruined buildings--have become pilgrimage sites

travel to distant planes (using the astral projection spell).

in their own right, eventually bearing the mark of the

Some use herbal or alchemical substances to enter a

original Founder surrounded by dozens of personal runes

dreamlike state to explore higher levels of consciousness

or butterfly symbols left by those who have followed in his

or commune with dream entities. A few such "Wakeless

or her path.

Ones" are so strong-willed that they have remained

asleep and dreaming for years--they don't even wake to

adventurers

eat or drink, and are instead sustained by faith, will, and

Those who follow Desna follow their dreams. They

dream-food. It is considered a noble end for a Desnan to

accept and cherish the world's surprises, but sometimes

die in her sleep, as it sets the sleeper on the first step of

see the world not as it is, but as it could be. Their most

the final spiritual journey to the goddess.

cherished desire is to accumulate experiences, to find

Followers of the Song of the Spheres consider sleep a

out what existence has to offer, and to expand their souls'

form of prayer, and traveling Desnans volunteer only for

understanding of the myriad delights of the cosmos.

the first or last watch of the night so as to be able to sleep

Desna's faithful are accustomed to making decisions

uninterrupted. If a priest believes he won't get as much

quickly (though not rashly!), because they never know when

sleep as he likes that night (for example, if his comrades

opportunities might arise again. They express themselves

plan a midnight battle), he tries to fit a nap or two into

freely, whether through voice, dance, music, or art,

a

his schedule for the day rather than risking being

regardless of whether they're any good at it.

n

short on sleep. Divine priests prepare their spells

Desnans don't pick fights, and would rather leave

S

during morning prayers, while Desna's bard-priests

than get involved in one--but if there's no choice, or if

eD

generally prepare spells after those prayers.

innocents might be harmed by their departure, they

Desna shares a mutual loathing with night

hit hard and fast to end the battle quickly. Many

hags and other creatures that prey on sleepers,

members of the Desnan faith find themselves

so her priests oppose them, as

drawn to the Pathfinder Society, with its

well as spellcasters who use

limitless potential for travel and adventure.

nightmare--priests go so far

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as to destroy spellbooks and

magic items that use the spell.

Desna's priesthood has no regalia or

Because of Desna's feud with

vestments beyond bright colors, often

Lamashtu, she charges her

adorned with butterfly-wing patterns,

priests with protecting the

and their goddess's holy symbol.

common folk from dangerous

Worshipers typically have little

beasts (especially from intelligent

problem recognizing each other,

beast-like creatures such as worgs),

as they often work Desna's symbol

although she holds no hatred for wary

into jewelry, clothing, or tattoos, or

predators that avoid mankind.

bear her holy weapon, the starknife.

Desna's priests have a tradition of

exploring distant places and leaving

Holy Texts

marks indicating someone of the faith has

The faithful of Desna care little for heavy

been there. This "found-mark" might be as

tomes of holy doctrine or arguments over

simple as the goddess's symbol scratched on

the most righteous path. They prefer

a flat rock or tree trunk, as elaborate as a small

their religion concise, entertaining to

shrine, or anything in between. Often, explorers

read, and easy to carry.

leaves personal glyphs or notes indicating who

The Eight Scrolls: These eight

they are; in this way, they gain fame in the

short scrolls contain all the official

church, and someone who has marked many

doctrine of the church, summarizing

sites in this way is called a Founder--a title that

Desna's early days as a goddess, her

confers no formal powers but garners high esteem

interactions with other deities, her

among the faithful. Although Desnans

constantly seek to make new discoveries,

some particularly remote or hard-

to-reach

locales--such

as

mountaintops, islands, or the

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discovery of her powers, and the fixing of the stars in the

night sky. The fifth scroll contains the church's words

Desna's Sorrows

regarding the behavior of mortals, which sparks many

All of Desna's followers know stories of the two greatest

friendly debates among the faithful. Desna is a goddess

sadnesses that the goddess carries with her.

of inherent contradictions; fortunately, her loosely

Ghlaunder's Hatching: While wandering the Ethereal

organized church accepts all plausible interpretations

Plane long ago, Desna discovered a strange cocoon that

of the scrolls that do not radically deviate from standard

pulsed with magic. Curious, she broke it open and released

church teachings. The scrolls are short enough that

a mosquito-like being called Ghlaunder, which immediately

they all fit within two scroll cases (one if the writer's

attacked her. She easily fended off its attacks, but the

handwriting is particularly fine).

resilient creature managed to escape before she could

Shrine Writings: Wayside shrines to Desna are typically

destroy it. Now Ghlaunder plagues the mortal world as a

covered in graffiti, most inscribed by traveling followers

demigod of parasites and infection. Desna still hunts the

of the goddess. It is said that the goddess herself grants

godling and his cults in the hope of wiping them out or

inspiration at such places, and that those who add

perhaps turning his power to a more positive end, just as

drawings, scribbled verses, or life observations upon the

leeches can aid certain ailments and maggots can cleanse

shrine are granted safe travels and good luck.

infected wounds. Her priests teach this story as an example

D

Holidays

of how every life contains mistakes and bad choices, but

e

it is better to live, make those mistakes, and accept the

S

Given their lack of unified structure and penchant for

n

challenges they present than to hide away and do nothing.

spontaneous celebrations, the church of Desna has few

a

Lamashtu's Trap: In her earliest days as a goddess,

formal holidays. Two major festivals stand out from the

Desna's mentor was Curchanus, a mostly forgotten god

dozens of minor occasions and celestial events.

of beasts, travel, and endurance, and Desna spent many

Ritual of Stardust: This celebration takes place on the

nights listening to stories of his travels. Curchanus's

summer and winter solstices, bracketing the shortest and

greatest enemy was Lamashtu, who longed for his control

longest nights of the year (and thus the best day to travel and

over beasts. Lamashtu set a trap for Curchanus, leading

the longest night to view Desna's stars). A great feast starts

him on a strange wandering path into her realm, where

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at dusk with several large bonfires throwing sparks into the

she swarmed him with horrible monsters, finally attacking

darkening sky. When dusk turns fully to night, the faithful

in the guise of a deformed jackal and tearing his beast-

sing until the fires burn down to glowing embers, then

dominion from him. This wound was too great for the elder

throw handfuls of sand laced with star gems (star rubies,

deity, and as his dying act he willed his power over travel to

star sapphires, or rose quartz) on the coals or into the air

Desna. Since this theft, wild animals have treated mankind

downwind of the festival. Pledges of friendship and journeys

as invaders rather than a part of nature, and Desna still

follow the stardust ritual, with the winking speckles of

searches far and wide to find a way to force Lamashtu to

sand mirroring the stars in the sky and representing Desna

surrender Curchanus's stolen power.

bearing witness to the words. Some cultures include prayers

for good harvests or mild winters, depending on the season.

Swallowtail Release: Legends tell of a portion of Desna's

spirit plummeting from the heavens after a great battle

with Lamashtu. A blind orphan nursed Desna's avatar back

aphorisms

to health, and to thank the child, the goddess transformed

Desna's followers collect stories, phrases, and habits from

her into an immortal butterf ly. In this form, the child

many parts of the world. A few have become common

could forever f ly around the world, seeing its wonders.

among the faithful across the Inner Sea region.

In honor of this event, the church raises swallowtail

Be Ready for Challenges and Unexpected Friends:

butterf lies, releasing them from a netted wagon on the

Worshipers should train in combat or magic so they can

first day of autumn in front of a crowd of the faithful.

overcome adverse situations in their travels. They should be

These "children of Desna" fill the air for the rest of the

especially vigilant for agents of the Old Cults and harmful

day's singing, feasting, and storytelling. Desna's followers

creatures from the Dark Tapestry, but should welcome

believe it is good luck for a butterf ly to rest on them during

friendly travelers from far places and distant stars.

the festivities. Larger temples sometimes have enclosed

Feet Are for Walking: Desna teaches that it's better to

gardens where they raise the caterpillars for eventual

wander and explore than to stay home and grow stale in

release on the holiday; smaller temples or those in climates

thought and habit. Those who can't wander in the f lesh

that won't support butterf lies might release dry leaves or

may still explore through their dreams and through the

corn husk fragments painted to look like butterf lies.

stories of others.

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encourages even godly paramours to explore and discover

new things while trying to court her. Recently, Cayden

Cailean has made attempts to woo Desna, a f lirtation

she finds endearing.

Her detachment has not prevented her from

acquiring enemies, most from long-standing

feuds or old grudges. Her biggest enemies are

Ghlaunder and Lamashtu--the former because she

accidentally released him from his cocoon and thus

set his evil loose into the multiverse, and the latter

because she murdered Desna's mentor, Curchanus.

Desna also battles Zon-Kuthon, for she wants the

night to be a time of wonder rather than of fear and

oppression, and Rovagug, who contests her for the

void of space. The goddess also watches for signs

of numerous forgotten and departed deities

from ages long past, guarding against their

a

unlikely but ever-possible return.

n

Desna's only true sources of comfort among

S

the deities are Sarenrae, who tends the wounds she

eD

receives in battling the evils of the night, and

Shelyn, who reinvigorates her spirits and

creates new wonders to be explored.

Desna's followers don't spend much time

worrying about anyone else's faith, although

they're happy to talk about their own if asked.

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They're not averse to paying their respects at

shrines or temples to most other good-aligned gods,

or welcoming members of other faiths with which

Desna is friendly into the safety of their temples or

homes when those guests are threatened or in need. As long

as others respect their ways, they'll return such respect;

Follow a Hunch, but Bear the Consequences: If faced

the road to truth passes through different landscapes for

with a sudden problem, worshipers should be guided

everyone, and a Desnan would never interrupt someone

by intuition and emotions if reason doesn't provide an

else's journey unless that person were in mortal peril.

obvious answer. If this leads to something harmful, they

Desna's footloose dreamers are polite but cautious--some

are responsible for repairing the harm that is done.

might say aloof--toward followers of deities who encourage

Learn from What Is Different: Desna's followers should

their faithful to settle down, such as Abadar's congregations

accept others who espouse friendship, regardless of race

and worshipers of Erastil; they are protective of their right to

or religion. They learn redemption and acceptance from

wander, and don't take kindly to attempts to tie them to one

Sarenrae, appreciation of beauty from Shelyn, bravery

place. Though members of other faiths might see Desnans

from Cayden Cailean, passion from Calistria, magic

as flighty or disapprove of their amusement at religious

from Nethys, combat from Gorum, nature from Gozreh,

practices they consider stodgy, Desna's faithful can be just

and more. Ignoring the teachings of other religions is

as implacable as the adherents of any other good-aligned

ignoring the chance to learn.

faith when it comes to opposing evil. They are especially

Relations with

dedicated to guarding against the return of ancient, evil

Other Religions

gods, and to rooting out cults of Ghlaunder and Lamashtu.

While friendly toward most other deities, Desna is

Realm

ultimately a lone wanderer who remains aloof, and her

Desna's domain is shrouded in mystery. While most clergy

sometimes-tragic history has left her cautious about

agree that she makes her home in Cynosure, Golarion's

leaving herself vulnerable to others. She is aware that

pole star, details beyond that begin to drift significantly

some find her remoteness enticing, however, and she coyly

according to personal interpretation. Is her palace, the

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fabled Sevenfold Cynosure, actually on the Material Plane,

or is the star merely the gateway to a pocket dimension of

For Desnan Characters

her own devising? If it is in the star, is it a place of celestial

Characters who worship Desna may find the following rules

fire or a garden of starry delights where the deceased

elements thematically appropriate.

faithful can dabble their feet in moonlit pools? Does

the goddess actually reside there, or does she constantly

Archetypes

Source

wander the spaces between the stars and those unknown

Guide (ranger)

Advanced Player's

reaches from whence she first came? And given that she

Guide 125

also maintains a small f loating castle on Elysium, how

Stargazer (oracle)

Ultimate Magic 59

many other "homes" does the goddess keep? As with many

World walker (druid)

Ultimate Combat 43

questions related to Lady Luck, the goddess's answer is

merely a wink and a smile, if she deigns to answer at all.

Feats

Source

Planar allies

Butterfly's Sting

See page 208

Trailblazing Channel

See page 217

In addition to her servitor races, the thyrlien (see page

285) and the lyrakien (Pathfinder RPG Bestiary 2 38), the

Magic Items

Source

D

following unique outsiders serve the goddess of dreams,

Altar of Desna

See page 247

e

and willingly answer only to planar ally and similar spells

S

Cloak of the night sky

See page 262

cast by her worshipers.

n

Dream candle

See page 263

Night Monarch: This enormous moth or butterf ly

a

Dreamwing cape

See page 263

serves as Desna's herald, and rises to protect Desna's

Necklace of netted stars

Ultimate Equipment 260

faithful and combat her enemies in times of great need.

Ring of stairs and stars

See page 259

Surprisingly stealthy despite its size, the Night Monarch

Robe of stars

Core Rulebook 528

soars through the sky in near silence. Spotting the

Shooting starknife

See page 257

Night Monarch is considered a sign of good luck and

Staff of slumber

Ultimate Equipment 200

the blessing of Desna. Followers of Desna who spot the

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Night Monarch sometimes go so far as to set up shrines

Starsong mail

See page 253

to the goddess marking the event. If destroyed, the Night

Stone of good luck

Core Rulebook 530

Monarch reappears later in full health, but Desna's mortal

worshipers consider attacking the creature blasphemy

Spells

Source

and go to great lengths to avenge the creature's temporary

Beacon of luck

See page 229

death. For more information, see page 284.

Dream

Core Rulebook 274

Nightspear (unique avoral): This fierce avoral (Bestiary 2

Dream feast

See page 232

16) has jet-black feathers with white spots on the tips, and

Find the path

Core Rulebook 281

his eyes are a bright silver that becomes dull and opaque

Guiding star

Advanced Player's

when he's hunting or hiding. He is especially proud of his

Guide 226

ability to pull up out of a full plummet with only inches to

Haze of dreams

See page 235

spare. He has an excellent singing voice and often belts out

Wandering star motes

Advanced Player's

heroic songs of his own composing mid-battle.

Guide 255

The Prince of the Night Sky (unique djinni): This

arrogant djinni once served Gozreh, but joined Desna

Traits

Source

when he found her attitude more to his liking. He appears

Faithful Artist

See page 220

as a djinni made of dense white smoke or inky black

Starchild

Advanced Player's

darkness dotted with bright stars (alternating between the

Guide 333

two at whim). In either form, he has a long black beard,

Stoic Optimism

See page 222

which he keeps meticulously combed. For payment, he

Thrill-Seeker

See page 223

prefers jewelry and items that summon air elementals.

Sorrowbrand (unique lillend): This dramatic lillend is

Variant Spellcasting

a composer and author. Her scales are a silvery black, and

Desna's clerics and druids may prepare dream as a 5th-

she wears dozens of black silk ribbons in her hair. While

level spell; rangers may prepare it as a 4th-level spell.

she enjoys helping mortals, she constantly complains that

it takes time away from her study and writing. She prefers

payment in the form of bardic scrolls or long-lost songs.

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eRaSTiL

The first gift you ever receive is your

family. We all grow from the seeds of our

parents' plant.

--Parables of erastil

Old Deadeye

2: Hunter's Ally (Sp) Once per day as a standard action, you

God of family, farming, hunting, and trade

can summon a pair of hound archons. The hound archons

Alignment LG

follow your commands perfectly for 1 minute for every Hit

Domains Animal, Community, Good, Law, Plant

Die you possess before vanishing back to their home in

Favored Weapon longbow

Heaven. The hound archons don't follow commands that

Centers of Worship Andoran, Cheliax, Galt, Isger, Lands of the

would violate their lawful good alignment. Such commands

iL

Linnorm Kings, Mana Wastes, Molthune, Nirmathas, River

will not only earn refusal and scorn from the hound archons,

TS

Kingdoms, Varisia

but could cause them to attack you if the command is

a

Nationality Ulfen

particularly egregious.

Obedience Plant five seeds in fertile earth, spacing them out

3: Communal Table (Sp) Your devotion to caring for your

eR

in the shape of an arrow. The seeds may be those of any

community allows you to evoke Erastil's divine bounty

plant that can potentially grow in the region, though edible

to feed your friends with a banquet of cooked game and

plants are preferred. The seeds don't need to be from a

simple beverages. Once per day, you can use heroes' feast

type of plant that could thrive in that soil--all they must

as a spell-like ability. Creatures that eat from this communal

have is a chance at survival. If no suitable earth exists,

table, a process that takes 1 hour, gain a +2 sacred bonus

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place a small bundle of seeds (again, those that grow

on attack rolls and Will saving throws instead of the usual

edible plants are preferred), a small bundle of preserved

+1 morale bonus. Whenever you cast this spell, choose one

food, or a quiver of arrows in a place where a passerby

teamwork feat; you may select a new feat every time you

might see it. Mark your gifts with Erastil's sign, and say a

cast this spell, but once it's cast, your selection can't be

prayer for the health and safety of the communities in the

changed. Anyone who eats from the communal table gains

area and those who may be in need of Erastil's guidance.

the benefits of the chosen teamwork feat. The benefits of

Gain a +4 sacred bonus on Survival checks.

the heroes' feast, including the bonus teamwork feat, last for

EVANGELIST BOONS

12 hours. A character doesn't need to meet the prerequisites

1: Family's Bond (Sp) cure light wounds 3/day, shield

for a teamwork feat granted through this ability.

other 2/day, or prayer 1/day

SENTINEL BOONS

2: Twin Fang (Ex) Once per day as a standard action, you can

1: Sureshot (Sp) longshotUC 3/day, deadeye's arrow* 2/day,

summon an exact double of your animal companion. The

or flame arrow 1/day

double acts and thinks like your animal companion in every

2: Tough Hide (Su) When you wear armor made from leather

way, and obeys your commands just as the original would.

or animal hide, the armor provides an extra +2 armor bonus

Your original animal companion and its double understand

to your AC. This bonus improves the normal armor bonus

and trust each other perfectly. The double remains for 1

granted by the armor; in other words, it stacks with the suit's

round for every Hit Die you possess, and then vanishes. If

normal armor bonus. You also mystically subsume some of

you don't have an animal companion, you instead gain the

the qualities of the animal that gave its life for the armor.

ability to use summon nature's ally V as a spell-like ability

Gain the scent ability with a range of 30 feet while wearing

once per day.

armor made from leather or animal hide.

3: Faithful Archer (Ex) You are particularly skilled at using

3: Farmer's Bond (Su) Your time spent cultivating crops has

Erastil's favored weapon. When using a longbow, you add

given you a bond with plants. You can cast speak with plants

your Wisdom bonus on attack and damage rolls against

3 times per day. If you spend at least 1 hour during the day

targets within 30 feet.

in direct sunlight, you don't need to eat that day. Finally, you

EXALTED BOONS

become immune to poisons ingested from whole plants (not

1: Animal Friend (Sp) charm animal 3/day, animal

distilled poisons, such as assassins use) and any poison from

messenger 2/day, or summon nature's ally III 1/day

attacks or effects generated by plant creatures.

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aSTiL

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erastil,alsoknownasOldDeadeye,isanancient world-endingmagic.Heisasternpatriarchwhosespirit

deity who first became known on Golarion

is as hard as wood. He isn't afraid to face down a bully,

when early humanoids began to domesticate

nor is he too proud to calm a frightened child. He teaches

and dominate their natural surroundings. Pastoral

how to read the turning of the seasons, how to know when

legends claim that Old Deadeye crafted the first bow as

to sow and reap, how to tell when livestock are sick or

a gift to mortals so that they might learn to hunt and

gravid, how to poultice a wound and set a broken leg, how

survive in the dangerous world. Though civilization

to spot a straggling sheep or the signs that a dog has gone

has continued to advance beyond simple villages, Erastil

rabid. He believes that cooperation leads to friendship

remains popular in tradition and in the frontiers of the

and safety, and that if mortals respect the gifts of nature,

world, a transitional figure between the worship of the

it will sustain them. He loves customs that encourage

Green Faith and the religions of cities.

strong family bonds--no matter how quaint they are by

Erastil is primarily a nature deity focusing on the

modern standards--and enjoys hunting for sustenance

plants and animals that farmers, hunters, and ranchers

but not for sport. Happy weddings and new babies make

deal with in their challenging lives. He is also a god

him smile. He is not one to spout philosophy, and instead

of close-knit communities and families, and has a

gives practical advice and hands-on teaching.

protector aspect that only surfaces when such things are

Old Deadeye believes that leadership is a virtue of

threatened. Erastil eschews crusades and brazen heroism,

strong souls and that groups function best when led by

and he has no grand plans to eradicate chaos and evil

a benevolent leader--whether that group is his church,

from the world; he simply wants people to be able to live

a community, or a family. Many communities strong in

their lives in peace without the threat of being devoured

Erastil's faith follow the leadership of a village patron or

by monsters, conscripted into an army, or destroyed by

matron, another elder, or the scions of a family renowned

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of both races are looking at him at the same time. Some

representations show him as fully human--usually of

erastil's Paladin Code

Ulfen or Kellid heritage--depicting how he sometimes

The paladins of Erastil are gruff, strict traditionalists. They

appears to children, lost travelers, or those he simply

seek to preserve the integrity of rural life and communities.

doesn't wish to reveal his divine nature to. In most stories,

Their tenets include the following affirmations.

Old Deadeye's arrows never miss, and a few communities

My community comes first, and I will contribute to it all

still own a spent arrow supposedly once fired by Erastil,

that I can. If I don't give something back, who will?

passed down through the generations and treasured for

I must offer the poor in my community assistance, but

its connection to the god.

I may not do the work for them--instead, I must teach

Depictions of Erastil in artwork are uncommon, as his

them to contribute to the settlement. It is only through

followers prefer focusing their energy on more practical

cooperation that a community grows strong.

matters. Those physical representations that do exist are

When danger threatens, I am not a fool. I seek first to

often carved wooden placards bearing his likeness--

make sure the weak and innocent are safe, and then I

these aren't worshiped as icons, but serve as constant

quell the danger.

reminders of his presence. In other communities, a

I keep to the old ways, the true ways. I am not seduced by

stuffed elk's head or just its horns serve this purpose. In

the lure of money or power. I remember that true honor

more elaborate representations, Erastil is shown fighting

comes from within, not from the accolades of others.

iL

off wild animals or teaching people how to hunt. On the

T

I remember that reputation is everything. Mine is pure

S

walls of a few ancient caves predating the Azlanti era

and upstanding, and I will repair it if it is broken or

a

are painted primitive silhouettes of an elk-headed man

tarnished. I stand by my decisions, and live so that none

performing similar acts.

eR

shall have cause to blame me.

Old Deadeye shows his approval through bountiful

I show respect to my elders, for they have done much.

hunts, bumper harvests, mild weather, the appearance of

I show respect to the young, for they have much left to

straight paths, and the like, but he prefers to limit his

do. I show respect to my peers, for they carry the load.

direct intervention to helping needy people in lean times,

And I shall carry it with them.

as he does not want to encourage laziness. A hungry

I am honest, trustworthy, and stable. If I must leave my

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family might find their tiny garden provides bushels of

lands and community, before I go, I ensure that they

vegetables, an old cow might start giving milk again, a

will be tended in my absence. Even when duty calls, my

weary hunter's prey might stumble or become entangled,

duties to my home come first--letting them lapse makes

and so on. Hoofed animals are considered channels

me a burden on my people.

for Erastil's power, with elk-horns being favored by

his worshipers for making simple tools and weapons.

Forked lighting is considered a sign of his presence, and

creatures or structures struck by lightning are said to

for their clearheadedness and past members' leadership

have been felled by Erastil's arrows. His anger is reserved

roles. In Erastilian families, one family elder is likewise

for followers who betray his principles; he usually

viewed as the leader of the clan or head of the household.

punishes them by changing them into something more

The members of such groups typically defer to that

useful to their community, such as a pig or a fruit tree.

leader's plan for peace and prosperity, contributing their

Mothers often warn misbehaving children that Erastil

own talents, skills, and labor for the betterment of the

will transform them, and most communities have at least

whole community.

one small, gnarled tree that local legend claims was once

Erastil believes that children should honor their

an especially unruly child.

parents and know when it is time to work or time to play.

Erastil's favored weapon is the longbow, but his clerics

He dislikes the chaos and trouble that adventurers bring,

and druids are proficient with the shortbow as well. Most

and while they may have their uses when monsters come

of his priests are clerics, but a small minority are druids,

sniffing about, it is best if adventurers take care of the

rangers, and (most rare) paladins, while a few remote

problem quickly, receive a meal and a place to sleep, then

communities are served by adepts. Druids usually serve

move on before their wanderlust catches on in otherwise

communities in places where natural hazards and the

quiet communities.

weather are their greatest threats, while paladins tend

Erastil's avatar is an upright hunter with the head of

to be leaders in lands where monsters lurk. Often called

an elk, clad in well-used leathers and carrying a simple

Old Deadeye by his faithful, Erastil is also known as Elk

bow. Old legends say that half lings and humans each see

Father and the Old Hunter. His holy symbol is a bow

him as a member of their own race, even when members

made of elk antlers with a nocked arrow.

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The Church

In such temples, sitting during the faith's short services

A typical worshiper of Erastil is a common farmer,

while not taboo, is looked down on for all but the elderly

rancher, village artisan, or subsistence hunter who wants

or infirm--and even they bring their own chairs or mats.

to live her life, take care of her family, and not worry about

A shrine to Erastil is usually little more than an antler- or

kings, wars, or monsters. Erastilians are not pretentious,

bow-mark carved on a tree or rock.

and while they might be proud of their accomplishments,

they're simple folk and their desires are modest--a

a Priest's Role

good crop, a fine piece of land, fat livestock, and a

Erastil's priests usually have a conventional role in a

healthy family. They look after their neighbors' farms

community--such as being farmers or artisans--in

in emergencies and expect the same in return, but are

addition to their explicitly religious duties, and consider

otherwise content to be left to their own business.

attending to the needs of their own land and families a

Among the faithful, elk iconography is common, but

form of devotion as well. Most of a priest's day is spent

they have no taboos about hunting the animals as long as

performing mundane tasks just like any other member

no part of the body goes to waste. Because elk shed their

of the village, with the priest pausing only to speak a

antlers at the start of winter, tools made from them are

blessing at the dawn's breaking, but always ready to drop

fairly common, and even children may own simple knives

what he's doing and pitch in when he's needed. They are

eR

made from antlers. At birth, a firstborn child is given an

often called upon to help build homes, deliver children,

elk tooth, supposedly to ensure fertility and a long life. In

oversee trade, and bless crops. Erastil's priests are careful

aS

the extreme north, reindeer iconography is more common

to put the needs of the community first, because Old

T

than that of elk, though the traditions and rituals among

Deadeye's gifts may give them an advantage in aiding

iL

Erastil's worshipers are otherwise essentially the same.

their fellow townsfolk. For example, a cleric of Erastil

Hymns constitute most of the church's music, often

with a strong rhythm so they can be sung to keep time

during repetitive work. Flutes, drums, horns, and other

easy-to-make, easy-to-play instruments are also common.

Erastil is very pro-marriage, seeing it as the proper

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way to create families and frowning on those who

would bend or break the sacred bonds with

adultery or divorce. The church sees marriage

as a way to "tame" unruly men and women, and

most villages have at least one married couple

who tied the knot after being caught in an

indiscretion. Widowers and widows usually

remarry, especially if there are still children

in the house. Most of Erastil's priests are

married, though they are not required to be.

Temples and

Shrines

A temple to Old Deadeye is almost always a

simple wooden building, longhouse, or even

town hall that serves a rural community as

a gathering place, with religion being only

one of its many uses. Sparsely decorated,

such structures often contain highly

functional furnishings, as the faithful

prefer not to waste their holy area with

rows of awkward, heavy pews and statues

when sturdy tables and stools would make

the area well suited for mending tools and

clothes, food preparation, and other helpful

crafts. In some cases, temples of Erastil have

no seating, leaving the congregation to stand.

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who is a shepherd might use his skill and magic to take

person is a frequent drunk, an abusive spouse, or a child

care of all the village's animals rather than just his own,

prone to screaming tantrums. Adult troublemakers

even if that means he makes less money selling his own

who repeatedly break the community's trust and prove

sheep at market--the prosperity of the community and

unwilling to change are usually branded on the hand and

the health of its f lock being more important than his own

exiled from the community. To prevent more problems,

wealth. Priests usually have ranks in Diplomacy (though

they're usually pointed in the direction of the nearest

Intimidate may work just as well), Heal, Knowledge

city. If something comes along that's too much for the

(local), Knowledge (nature), and Sense Motive.

priest to handle, such as bandits, an orc band, or a hungry

Priests bless farmland and herd animals, plan the

monster, it is the priest's responsibility as a community

planting and harvest, and look after injured folk and

leader to find those who can deal with the problem, such

families in need. Priests often serve as community

as experts from other communities who share the faith,

counselors and mediators, and are generally the first

or traveling adventurers.

to step in with a firm hand to deal with a rebellious or

Every few years the church encourages young priests to

disruptive member of the community, whether that

set out from the community in search of news, seeds for

new crops, alternate techniques for animal husbandry,

and other useful new skills that can aid their home

villages. Though these wanderers appear to be fish out

iL

of water, their stubborn dedication to helping those back

TS

home has guaranteed the survival of many poor villages,

a

whether they acquired desperately needed money to send

back or by eradicated foul beasts that lurked nearby.

eR

Young adventuring priests often end up settling in remote

villages saved by their heroic efforts, especially if there is

no local priest. This gives the faith an opportunity to grow

and establishes the bonds of a greater community outside

the immediate interests of a single village--though the

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church prefers to focus on life in small settlements, it

sees the surrounding communities as a kind of extended

family and recognizes the importance of maintaining

ties with them. Because a priest usually has a leadership

role in a community, the priests of Erastil prefer to take

charge when they are part of an adventuring party, and

sometimes run into conf lict with equally headstrong

members of the group as a result.

Though druids are a minority among the clergy, all

priests respect them for maintaining the natural world

they and their people depend upon. They also give a nod

to the rare paladins of the faith who are willing to take up

swords and shields so the common folk can keep on with

their lives. Ranger rarely become leaders in the church,

as their skills and magic cater less to healing and growth

compared to other priests.

Erastil's church is simple and practical. Most

communities have only one or two priests, so complicated

hierarchies are unnecessary, and priests defer to the

wisdom of elder clergy. Visiting priests are shown

hospitality as is appropriate for any guest, but unless these

visitors are particularly important (such as the eldest priest

in the country), they typically defer to the judgment of the

local leaders. Priests who are part of a community are

usually called elders, regardless of their rank within the

community or the church. Traveling priests not associated

with a community are called brothers or sisters.

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adventurers

Cider is served cold during the day and hot at night. At

Because of his focus on the home and family, and the

sundown, an animal is offered to the god, and everyone

need for adults to be practical providers for their children

in the community eats a piece to share in his blessing.

and communities, Erastil produces fewer adventurers

than many other gods. When his faithful do strike out

aphorisms

on an adventure, it's inevitably to help those they leave

Any folksy, rural saying is likely to spill from the mouths

behind. Followers of Erastil seek riches not for their own

of Erastil's faithful as if it were the god's dogma. Two in

sake, but for what such rewards can do for their families

particular are favorites.

and communities, and those forced to embark on a long

Never Trust a Fool: Whether the fool is the village

adventure regularly count the days until they can return

idiot trying to catch the moon with a spoon or a traveling

to the warmth and simplicity of home.

adventurer trying to inspire the locals to rise up against

Erastil's faithful desire to keep the peace, and while

the local lord, a sensible person ignores him, as no good

they do what they have to, the farther a conf lict strays

will come of this "work."

from regions that directly affect their chosen community,

Nothing Is More Satisfying Than the Fruits of a Day's

the less they feel compelled to continue the fight. They

Labor: This saying is used to chastise lazy folk and rebuke

are paragons of stability--some might say too much

those who wonder what's so satisfying about a simple

eR

so--yet while some might call Erastilian values quaint or

country life. Gold and gems make one weak; hard work in

backward, the faithful feel they serve as anchors for hearth,

a field shows strength of body and character.

aS

home, and family, and help folk understand their place in

T

rural communities, where roles must be well defined.

Relations with

i

Other Religions

L

Clothing

Erastil can be gruff and reserved, but he is still on good

Given Erastil's focus on simplicity over frivolous

terms with most nonevil deities of Golarion. However,

adornment, the formal raiment of his clerics and druids

he is very set in his ways and frequently criticizes the

is practical, and usually consist of a leather or fur cloak or

particulars of his fellow deities' faiths and practices.

shoulder-cape branded with his symbol or affixed with a

Although Erastil's stodgy demeanor means that few

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wooden badge bearing his mark. Communities led by a

deities go out of their way to fraternize with him, his

druid may have a ceremonial horned hat or drape made

skills at archery and tracking are among the greatest

from the tanned hide of an elk.

in the Outer Planes. More than once other deities have

Holy Text

sought out the god of hunters for his aid and insight into

slaying marauding beasts or finding someone lost in

The Parables of Erastil is the common text of the Erastilian

the multiplanar wilds--begrudgingly enduring Erastil's

faith. It gives homilies on strengthening family bonds,

instructions for and opinions on making sure such a

almanac-like advice on planting, and lore about game

thing never happens again.

animals and tracking. The number of chapters varies

Despite being ill-suited to planar politics, Erastil

from place to place, as communities omit things

does have several allies among the deities of Golarion.

irrelevant to their way of life or add fables emphasizing

Although Erastil views Abadar as a good fellow who's

local events or traditions.

perhaps forgotten where he came from, both want

Holidays

peaceful, orderly homes for their followers. Erastil frowns

on Abadar's pomp and occasional heartlessness, but the

Erastil believes extensive and complicated ceremonies

god of cities sees the value of Erastil's work in setting

take time away from necessary things like tending to crops

people and villages on the path to the grand communities

and putting food on the table, so most religious events are

they could eventually be--even as he smirks over opinions

short and to the point. The solstices and equinoxes are

he usually views as outmoded. Erastil also appreciates the

holy days for the church (the week of the vernal equinox

work of Torag, especially his dedication to craftsmanship

is called Planting Week by the faithful, and week of the

and clan, but neither stubborn deities can find much

autumn equinox is called the Harvest Feast, even though

more of a common ground with the other besides the

the associated rituals only take about an hour). The

mutual respect of two old men nodding across a taproom.

summer month of Erastus is named for Erastil.

Erastil's paternal affection for Desna is real, but distant

Archerfeast: This holiday on 3 Erastus is a day of

and tinged with a slight sadness. Her independence

feasting, fun, and relaxation. Villages hold archery and

and providence over the reliable cycles of the moon and

stone-throwing contests, ranchers rope and trade calves

stars could make her a trusted friend, but her distance,

and lambs, and young people ask permission to wed.

whimsy, and encouragement of self-indulgence makes

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her too untrustworthy in all but times of direst need. He is

setting her minions upon fragile frontier communities

more patient in his interactions with Shelyn, for her support

whenever the opportunity arises.

of marriage and families strengthens communities. The

Erastil's followers are generally friendly toward members

goddess of art has, on numerous occasions, sought out the

of other good-aligned religions, but they also harbor a

god of hunters, asking him to guide her to the most amazing

sense of superiority that can vary from private conviction

vistas and unique settings in the multiverse. Erastil regularly

to outright paternalism. The faith tends to be an all-or-

indulges her, enjoying her company even as he argues with

nothing affair, and thus attracts people with somewhat

her over the value of art and life. They disagree on most

black-and-white worldviews. Most of Erastil's faithful,

topics, but Shelyn's congeniality and honest appreciation of

however, have good hearts, and though they may grumble

Erastil's time have preserved their friendship.

and mutter disapprovingly at those with different beliefs,

Evil deities are largely of a kind to Erastil, and he has little

they'll also help people in true need without hesitation.

time or interest in doing much more than contributing

Many see themselves as having a parental role toward those

arrow fire to drive them away. While he views Lamashtu

around them. If they don't engage in outright evangelism for

and Rovagug as a frontier scout might wild monsters, he

their faith and worldviews, they still consider it important

reserves an especial hatred for Urgathoa. That goddess's

to attempt to instill proper values in their neighbors while

gluttony and fostering of diseases regularly blight his

aiding them: they may teach local youth valuable skills

people, whether in the form of deadly plagues, the tainting

while emphasizing the importance of using those skills

iL

of game and fields, or in cultivating the sick-hearted desire

to contribute to their families and communities, or help a

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for more than one's neighbors. Urgathoa is aware of the

newcomer fix up a house while encouraging him to use it to

a

god's loathing, and goes out of her way to needle Erastil,

start a family. They are unlikely to take action against cults

of evil deities unless those worshipers directly threaten their

eR

community, although any adherent of a malevolent deity

who strikes up a conversation with one of Erastil's followers

can expect a stern lecture on her misguided beliefs.

Realm

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Erastil's pastoral domain stands on the

gentle slopes of the fourth tier of Heaven.

True to his ethos, Old Deadeye's realm is filled

with lush farmland punctuated by forests and rivers and

populated by small, tightly knit villages of his petitioners,

reunited in death. His domain contains only a few

cities, mostly as a way of fostering and promoting trade,

especially between the petitioners of the dwarven

pantheon and the plane's archons, though a few

permanent portals allow for cross-planar

trade in and out of his domain. For the

most part, Erastil is content to have his

realm be a pleasantly rural place, where

his petitioners can spend eternity in the

simple pleasures of working fruitful land

and hunting in bountiful forests alongside

their families and friends, free from hardship

and sadness. While angels, archons, and petitioners

devoted to the god may take up causes of their

own--acting across the multiverse to help

protect faithful communities and fight the

horrors of the evil planes--Erastil does not

directly require such services, and sees

nothing wrong with his people supporting

the celestial armies and their righteous cause

by staying home and keeping Heaven a stable,

healthy, well-defended plane.

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Planar allies

Most of Erastil's divine servants are animals or benign

For erastilian Characters

forest creatures. Some of them reside permanently on the

Characters who worship Erastil may find the following rules

Material Plane, patrolling frontier areas and keeping an

elements thematically appropriate.

eye out for settlers in need. A few "legendary" animals

known to villages are actually Old Deadeye's minions

Archetypes

Source

rather than true animals, making appearances once or

Archer (fighter)

Advanced Player's

twice a generation to protect the community. In addition

Guide 104

to Erastil's servitor race, the stag archons (see page 287),

Divine hunter (paladin)

Ultimate Combat 62

the following allies serve Erastil, and are suitable for

Sniper (rogue)

Advanced Player's

conjuring with planar ally or similar spells.

Guide 134

Arangin (unique celestial heavy horse): Said to be the

Trapper (ranger)

Ultimate Magic 65

resurrected spirit of the paladin Jaydis Von's equally heroic

and storied mount, Arangin appears when servants of

Feats

Source

Erastil most need aid, carrying the lost out of labyrinthine

Nimble Natural Summons

See page 214

forests and saving the wagons of desperately stuck

eR

Savior's Arrow

See page 215

pioneers from hidden bogs. This ruby-toned heavy horse

Thicket Channel

See page 217

has an Intelligence score of 8 and understands Common

aS

but speaks no languages.

Magic Items

Source

T

Blackfeather (unique avoral): Able to take the form

i

Altar of Erastil

See page 247

L

of a man, an eagle, or an eagle-man hybrid, this fierce

Bracers of archery

Core Rulebook 504

avoral archer is a skilled and deadly archer who hunts

Bronze skinning knife

See page 262

only for sustenance or to defend the innocent. Often he

Cloak of elvenkind

Core Rulebook 507

is content to perch on a rooftop, silently watching over a

Deadeye leather

See page 251

village when strangers appear, ready to aid in case there

Deadeye's spotter ring

See page 258

is trouble.

Efficient quiver

Core Rulebook 511

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The Grim White Stag: This enormous stag serves

Kinbonded bow

See page 256

as Erastil's herald. The Grim White Stag was once a

powerful spirit creature, worshiped by early humans

Spells

Source

under the tutelage of druids of the Green Faith. When

Allfood

Advanced Player's

Erastil's religion became more prominent, it allied with

Guide 201

Old Deadeye, respecting his wisdom, strength, and

Deadeye's arrow

See page 232

nobility. Some regional tales say that in the early days

Deadeye's lore

Ultimate Combat 227

of the world, Erastil hunted the beast, seeking to make a

Hunter's blessing

See page 235

bow of its horns, yet it proved so agile and hardy that after

Tracking mark

See page 243

weeks of pursuit, the god of the hunt tired of tracking

the beast. At night, as the god stopped to rest and enjoy a

Traits

Source

simple meal, the stag fearlessly approached, bowing low

Deadeye Bowman

See page 219

to the tenacious tracker. Erastil, understanding that the

Erastil's Speaker

See page 219

beast was no savage, welcomed the Grim White Stag into

Patient Optimist

Advanced Player's

his camp and shared his meal with the ancient spirit of

Guide 333

the forest. From then on, the two have understood and

Wise Teacher

See page 223

respected one another, sharing the same reverence for

the forests and creatures there, as well as care for all

Variant Spellcasting

who would live honestly and in peace with the denizens

Clerics, paladins, and rangers of Erastil may prepare

of the wilderness. For more information on the Grim

goodberry as a 2nd-level spell, and druids can cast the spell

White Stag, see page 286.

on nuts or seeds as well as berries. Clerics and paladins may

Scorchbark (unique treant): Nearly crippled in a

cast animal messenger as a 2nd-level spell, and all priests

skirmish with a barbed devil, this reckless young treant

may use that spell on any non-hostile animal (including

now displays his burns like a badge of honor. He is

friendly guard animals and domesticated animals).

obviously wary whenever an enemy uses fire near him,

but is a stalwart ally and never lets it deter him from his

responsibilities or cause him to hesitate in battle.

GOrum

The clash of sword on shield is my song. I am

in your armor, your blade. Strike at your foes

and I will guide your hand, for I thirst only

for battle.

--Gorumskagat IV

Our Lord in Iron

ExAltED BOONs

God of battle, strength, and weapons

1: Battler (sp) magic stone 3/day, spiritual weapon 2/day, or

Alignment CN

deadly juggernautUC 1/day

Domains Chaos, Destruction, Glory, Strength, War

2: Mass strength surge (su) When using the strength surge

Favored Weapon greatsword

granted power from the Strength domain, you can target

Centers of Worship Brevoy, Lastwall, Lands of the Linnorm

allies within 30 feet of you instead of having to touch a

m

Kings, Nirmathas, Numeria, Realm of the Mammoth Lords,

single target. You can target a maximum number of allies

River Kingdoms

equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6).

ru

Nationality Kellid

If you don't have access to the Strength domain, you instead

O

Obedience Dress yourself in the heaviest set of metal armor you

gain the ability to use the strength surge granted power a

G

own. Shout your oath of loyalty to Gorum at the top of your

number of times per day equal to 3 + your Wisdom modifier,

lungs, punctuating each pause for breath by smashing your

as listed in the strength surge description. However, you can

weapon against a shield or against your armor-clad body.

touch only a single target when using this granted power.

After your oath is done, kneel on one knee with your weapon

3: gorum's shout (sp) Once per day, you can use word of

resting against your shoulder. Recite your victories in battle

chaos as a spell-like ability. In order to use this ability, you

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in a sonorous voice until the time for your obedience is done.

must shout a battle cry at top volume, ending your shout in

If you should be attacked while conducting your obedience,

praise to Gorum.

slay the creature who dared test your might. (You may be

sENtiNEl BOONs

assisted by allies, but you must strike the killing blow.) Gain a

1: Mighty Warrior (sp) enlarge person 3/day, bull's strength

+4 sacred or profane bonus on Strength checks and Strength-

2/day, or beast shape I 1/day

based skill checks. The type of bonus depends on your

2: two-Handed smash (Ex) If you make a full attack while

alignment--if you're neither good nor evil, you must choose

wielding a two-handed melee weapon, you may make a

either sacred or profane the first time you perform your

single unarmed strike in addition to your normal attacks.

obedience, and this choice can't be changed.

In essence, after you complete your two-handed weapon

EvANgElist BOONs

attacks, you smash with your elbow, kick out with a foot, or

1: Weaponsmith (sp) crafter's fortuneAPG 3/day, fox's cunning

make some other unarmed strike against an opponent. This

2/day, or greater magic weapon 1/day

bonus attack is made at your highest base attack bonus, and

2: War Mount (Ex) If you make a full attack while mounted, your

provokes an attack of opportunity if you lack the Improved

mount also attacks with great enthusiasm. You must attempt

Unarmed Strike feat or a similar ability. If you're Medium, you

a Ride check as normal to fight with a combat-trained mount.

deal 1d6 points of damage with this unarmed strike; if you're

If your Ride check succeeds, your mount can attack with a +4

Small, you deal 1d4 points of damage. Add half your Strength

bonus on its attack and damage rolls.

bonus to the damage dealt. The attack roll for the unarmed

3: Chaotic Charge (Ex) Three times per day, you can make a

strike is subject to the normal penalties for two-weapon

chaotic charge attack while mounted. You must declare your

fighting unless you have the feats to reduce these penalties.

use of this ability before you roll your attack. You take an

3: Devout Rage (Ex) You enter a holy or unholy frenzy

extra 2 penalty to AC in addition to the normal AC penalty

whenever you rage, depending on your alignment. You gain

for charging, but you deal an extra 2d6 points of damage to

a +2 bonus on your attack and damage rolls while raging.

creatures of lawful alignment on a successful mounted charge.

If you don't have the rage class feature, you can fly into

If you have the cavalier's charge, mighty charge, or supreme

a rage once per day as the rage spell, though you don't

charge class ability, you instead deal an extra 3d6 points of

need to concentrate. Instead, the rage lasts for a number of

damage to creatures of lawful alignment on a successful wild

rounds equal to your Hit Dice or until you choose to end it,

charge and don't take the AC penalty.

whichever comes first.

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GOru

m

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Saidtohavebeenbornfromthefirstbattlesbetween butashumanclashedwithorc,Gorumroseintoprominence

humans and orcs, Gorum appears as a suit of spiked

as the divine personification of horrible, exhilarating war.

plate armor with blazing red eyes. Though claimed

Wherever was has risen throughout the world ever since,

by half-orcs, humans, and orcs as one of their own, the god

Gorum has been there to inspire mortals to greatness on the

cares nothing for these divisions except insofar as they relate

battlefield. Under his iron gaze, the worthy find glory--and

to battle and strife. He believes in strength and power, the

those who fall are forgotten.

verdict of the sword, and the music of clashing iron. He does

Gorum's priests believe that if the world ever became free

not favor good or evil, and the only right he confers upon

of war, his spirit would abandon Golarion in disgust, but

mortals is the right to fight for their next breath. As long as

he would eagerly return should mortals ever take up arms

people struggle against themselves and each other, Gorum's

again. Despite advances in magic, technology, and the tools

teachings live on. The greatest moments in a Gorumite's life

of war, Our Lord in Iron is remarkably constant, for his

are those spent locked in close combat, with every moment

focus is on battle itself, not the reasons for it or the types of

threatening annihilation--all else is dull and dreary.

weapons used. Whether a battle is between orcs and humans,

When the dwarves drove the orcs upward out of the

goblins and dwarves, or elves and creatures from beyond the

Darklands and onto the surface world in their legendary

stars, Gorum is there to glory in the vital energy of conflict.

Quest for Sky, the savage hordes fought with primitive

Gorum's entire focus is on battle and the crucible of

human tribes that were all that remained of the broken

struggle. He understands the need for archery, siege

human empires. In an era of conflict and bloodshed, new

weapons, and stealth, but nothing satisfies him more

pains and passions unknown in all the centuries before

than face-to-face melee combat in which sweat, blood,

broke forth in mortal souls and carved themselves in

and fear fog the air. While Torag represents the tactical

broken flesh. Before this conflict, his name was not known,

side of war, and Sarenrae its necessity as a last resort

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when evil cannot be stopped in any other way, Gorum is

The Church

the excitement, battle-lust, and brutality of combat. He is

Gorum's is an all-or-nothing faith. An individual is either

indifferent to whether his followers are knights in plate

brave or a coward; he either stares the enemy in the eye or

mail, goblins wielding dogslicers, or children armed with

drops his gaze in shame. Gorum demands only that his

table knives--anyone willing to put up a fight, no matter

faithful constantly prove themselves in battle. If there's

how pathetic or pointless, is worth swinging at. He does

no convenient war, daily duels and other mock battles

not condone the wild slaughter of innocents and invalids,

can satisfy this need for a time, but Gorumites living in a

for such acts are the parlance of murderers and butchers,

peaceful region tend to wander off in search of conf lict--

not of warriors. Likewise, he can be merciful, giving

or start some of their own.

quarter to those who surrender, but he is quick to slay any

A typical worshiper of Gorum is a soldier, mercenary,

who pretend to submit in the hope of striking while the

brigand, or bloodthirsty raider, or even a smith who crafts

superior opponent is unaware, and those who refuse to

the tools of war. His followers tend to be impulsive, violent,

fight at all are barely worth a scornful beheading.

and prone to grabbing whatever they feel like owning; as

It is more pleasing to Gorum to see a soldier fight

a result, there are far more evil followers of Gorum than

a score of battles in his lifetime than die in the first,

good. Fights between the faithful are common, though they

and if compromises or truces mean warriors live on to

are usually not fought to the death; they are undertaken to

fight again, he supports diplomacy over seeing every

establish dominance or claims over treasure, to impress

m

soldier fight to a pointless death, but he doesn't care for

lovers, or just for entertainment. Among the faithful there

negotiations and quickly loses interest when tempers

is often a sense that those fighting on the same side are

ru

cool and blades are sheathed. Battles of words and wits

kin--comrades willing to shed blood in a ritual of violence

O

tire him, not because he lacks the intellect for them, but

predating civilization and even their god himself.

G

because he finds them as pointless and unsatisfying as

Gorum is popular across the Inner Sea region, but

crushing ants--true challenges are those where lives are

especially so in the places where war is a constant fact of

on the line and a moment's hesitation can mean blood

life, such as Belkzen, the Lands of the Linnorm Kings, the

and pain. As good and evil have little meaning for him,

Realm of the Mammoth Lords, and Lastwall. Holy rites

he may fight demons one day and noble dragons another,

among his congregants include ceremonial battles, tests of

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just to challenge himself and test his own mettle. Among

strength and bravery, beating large drums, and shouting.

other deities, Gorum is seen as warrior with few equals,

Most church music is based on Gorum's holy text, the

but prone to rage and destruction when he grows bored.

Gorumskagat, and is suitable for marching, charging,

Artistic depictions of Gorum are uncommon, as his

working, or dancing that favors stomps or other loud

followers prefer mighty deeds and boastful words to

footfalls. Gorumite bards use their magic to duplicate

quieter, more permanent works of art. Of the depictions

the sound of weapons breaking bones and the screams

that are created, however, his image, shape, or shadow is

of the injured, giving any performance the semblance

often drawn in blood or hammered together out of scraps

of a battlefield; evil bards of the faith may actually own

of metal. A few temples with forges have molds for casting

disposable slaves they "play" for this purpose.

weapons, and the spillover channels in the molds lead

Gorum doesn't care about marriage or familial bonds.

to hand-sized receptacles shaped like spiked, armored

He knows such things are necessary to produce the next

men with Gorum's symbol on their chests. These heavy,

generation of warriors, but doesn't care whether children

inadvertently created icons of the faith are used both as

come from an exclusive marriage or from polygamous or

holy symbols and for focusing group prayers before battle.

random couplings. He understands that love can inspire

Gorum shows his favor through iron armor or weapons

passions that make men and women fight, and that

that gleam or leak blood when touched. Certain legendary

protecting a spouse and children is often why mortals go

warriors are known for leaving a trail of blood and gore

to war, but he values these reasons no more highly than

behind them even when not in battle, and sometimes a

territorial claims, family honor, greed, or survival. In

favored, lone warrior outnumbered by a superior force

human communities where his faith is popular, marriage

manages to survive because his enemies slip on the

is no more or less common than in other lands, but devout

blood-slick bodies of the dead. Gorum's anger most

worshipers of Gorum tend to have loud marriages with

often manifests in sudden patches of rust that appear

frequent arguments and much throwing of household

to completely ruin a valued weapon or piece of armor,

items. Some of the church's stories tell of mighty warriors

and he has been known to punish a cowardly warrior by

who swore to only take a lover who could defeat them in

causing his armor to fall apart into a pile of rusty scraps

single combat--and how when they met their matches,

just as enemies converge on him. His holy symbol is a

the couples became even more powerful in battle together

mountaintop with an enormous sword jutting from it.

than they were alone.

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Inner Sea Gods

Temples and Shrines

Gorum's temples are more akin to fortresses than to

places of worship--they are built with thick walls,

iron gates, internal forges and stables, and spikes

on the parapets, even in the center of an otherwise

peaceful city. The priests keep them stockpiled with

armor and weapons, typically harvested from dead

enemies and kept clean and battle-ready by acolytes;

many adventurers laden with salvaged armor head to

a Gorumite temple first to sell their heavy loot. The

priests don't bother to record what armor came from

whom, so it is entirely possible for a young priest's first

set of armor to have previously been worn by a fallen orc

or a hero of the faith.

A typical shrine to Our Lord in Iron is a pile of rocks

capped with a helm or a sword jammed into a crevice

G

in a boulder. Sometimes the shrines mark the graves of

O

fallen champions, and other times merely a battlefield

ru

where much blood was shed.

m

A Priest's role

To worship Gorum is to recognize that fame and glory

are f leeting, and that all that matters is how one acquits

oneself in the moment. The companionship of others can

lift a priest of Gorum up for a time, but in the end she

must prove her powers every day or risk coasting on past

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glories. Gorum's clergy may be savage, or they may be

cool and calculating, yet their goal is always to know that

they spent their lives pushing their limits.

The church values strength over age or knowledge,

keep the peace--which they accept only because it gives

and the senior priest in any tribe or temple typically

them an excuse to fight. Priests usually have ranks in

reaches that position by defeating hosts of enemies

Intimidate, Heal, and Perception; those with a more

and beating down all rivals. When several leaders come

tactical bent also study Knowledge (history), and the

together, there is usually some gruff posturing and a few

cannier ones put ranks in Sense Motive to better deal

brawls until a hierarchy is established. Underhanded

with tricky opponents. Nearly all of Gorum's priests

tactics such as poison are considered dishonorable in

are clerics. A few battle-druids are part of the clergy,

these bouts, though spells that enhance the priest, his

however, lending an animalistic perspective and

weapons, or armor are considered fair. The head of a

unusual spells to the church's battle-repertoire. War-

particular area may be addressed as a lord or lady, or by

bards and rangers serve the church in essential roles

a local military title such as "commander," "captain,"

but are not considered part of the clergy.

or even "chief."

Inquisitors of Gorum are very rare and make it

Priests of Gorum in aggressive warrior cultures

their personal mission to chase down deserters and

earn fame and riches by raiding other tribes or lands.

others who f lee from battle, as well as soldiers who

Exiles and those from more "civilized" lands seek

turn on their own. When they witness others f leeing,

employment as mercenaries or bodyguards, or pursue

these coward-slayers prefer to finish the current battle

criminal endeavors, such as brigandry, that allow

before hunting their prey--this gives the scum a

them to crack skulls on a regular basis. Some travel

running start, makes the game more challenging, and

the land as "monster hunters," usually out of a desire

avoids giving the impression that the inquisitor is also

to test their mettle against strange beasts rather than

f leeing. When dealing with traitors who attack their

an interest in helping threatened communities. Priests

own allies in battle, inquisitors immediately intervene

try to enter combat at least once per day, even if it is

and--assuming the perpetrator isn't being magically

only a duel. In especially lawless lands they may find

controlled--dispatch the offender and audibly curse his

themselves deputized by local guard captains to help

or her name.

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Adventurers

the niceties of civilized life to carry the glory of battle to

Adventurers in Gorum's service are relatively common, as

their graves. They reject the idea of old age and instead

heroes and treasure hunters can always use an ally who is

make the most of the present, exercising their strength

good with a sword. Villainous groups learn to rely on the

and will to display their dominance over others. Though

might of evil Gorumite priests, especially their ability

many may call their actions evil--and may be correct

to channel negative energy, inf licting bloody wounds on

to do so--worshipers see such quibbling as unworthy

all nearby creatures. Gorumites venture forth to improve

of a warrior. At the same time, however, they are not

their battle skills, challenge particularly revered or

murderers, and they hunger only for victory through

infamous champions, to obtain famous weapons or

strength of arms; killing prisoners or surrendering foes

armor, or simply to find opportunities to enjoy the sound

is beneath them.

of their blades singing against those of their opponents.

Gorum's followers believe that all of life's problems

Half-orcs, humans, and orcs are the most common

can be solved through martial might. They recognize

worshipers of Gorum, yet his reach can be felt everywhere

the place of brains in battle, because stupid people

that blood and glory are a way of life. He attracts all

die quickly. They appreciate tactics and the thrill of

those who have sworn to live by the sword and suffer its

outmaneuvering an enemy--indeed, these are crucial

m

judgments. Those who take up the faith of Gorum forsake

skills--but they pale next to the blood and sweat of melee

itself. They are not fools charging blindly into battle;

ru

Gorum teaches that it is better to retreat strategically to

OG

fight another day than to throw away one's life in vain.

For a Gorumite, only when the stakes are highest does

life have meaning.

Clothing

Gorumites identify themselves through their arms and

armor. Many warriors of the faith carry greatswords, and

the faithful garb themselves in metal armor whenever

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possible to emulate their lord. No matter how poor, a

worshiper of Gorum will grab metal armor at the earliest

opportunity, frequently claiming the armor of fallen

enemies. Once they may have metal armor and weapons,

they forever disdain any other kind, preferring to fight

naked and barehanded rather than use anything else.

The more devoted among the faith adorn their armor

and shields with spikes and jagged bits of metal. The

faithful are frequently heavily scarred, as even the

most skilled among them suffer wounds on a regular

basis due to the number of battles they fight, and

they bear these scars as marks of pride. Few wear

gaudy holy symbols or specialized clothing--

their arms and armor are the only identification

they need.

Formal raiment for priests is spiked

armor, preferably full plate, though spiked

armor of other types is acceptable in

climates or cultures where full plate is

unavailable or impractical. Some priests

keep a separate set of ceremonial armor

(as opposed to their functional battle

armor) that bristles with additional spikes and

decorations; this armor is often so heavy that it

is difficult for the priest wearing it to walk. Gorum's

favored weapon, the greatsword, makes the use of

shields less common than in other martial faiths.

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Inner Sea Gods

Holy Text

his followers to be fearless, but he does expect them to

Gorum has no sacred text, but a collection of seven heroic

swallow their fear long enough to get the job done.

poems called the Gorumskagat explains the church's

Will You Fight?: This simple phrase sums up almost

creed. Young priests quickly learn to recite these poems

the entirety of Gorum's philosophy. If a spindly youth

perfectly, as elders beat them every time they make

wants to join an army, the priest of Gorum asks this

a mistake. The poems may be spoken or sung, and

question. If an injured orc struggles with a wound, his

each has a distinct rhythm so a familiar listener can

chieftain asks this question. Before a particularly bloody

easily recognize them when played on a drum. Though

battle, the army commander asks this question. Those

individual translations have slightly different meanings,

who will fight are the blessed, no matter how feeble

all translations of a poem use the same rhythm (meaning

their sword arms. Note that the question is not "Can you

that in some languages, particularly Elven and Osirian,

fight?" but " Will you fight?"--a crucial distinction.

the phrasing is awkward).

relations with

Holidays

Other religions

Unlike other martial faiths, such as Iomedae's church,

Traditionally, Gorum has little interest in the affairs

which records the dates of great victories and celebrates

of other gods, considering politics a waste of time. He

G

them as holy days, Gorum's church has little interest

has battled with most other deities, with demon lords,

O

in keeping track of old battles beyond creating the

and with other beings of power when their interests

ru

occasional shrine at a battle's end. The faithful celebrate

happened to conf lict with his or they opposed him

battles won today and look forward to victories in the

directly. As such, other gods lay plans against the day

m

future. Unless a war or battle's anniversary is strongly

when Gorum might cross their paths again. The craftier

associated with a particular date, such as the first of the

deities, knowing he is always willing to enter a battle

year or a prominent holiday, the church may forget about

and cares little for its purpose or the goals of either side,

the specific date within a year or two, only mentioning it

find ways to get him on their side of a fight, promising

when it comes to mind or serves as an example to extol.

him the chance to leap into the most heated waves of

Of course, any number of events may provoke such a

combat, allies at his back. Many divine conf licts have

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memory and an impromptu celebration. For example,

been decided based on whom Gorum chose to fight

a change in the weather may cause a twinge in the

beside--and that allegiance may have changed over the

old battle scars on a priestess's knee, causing her to

course of the conf lict.

reminisce about that battle in a speech a few days later;

Gorum is generally on friendly terms with Asmodeus,

likewise, as a priest repels the orcs trying to sack his

not out of any common philosophy but because the Prince

town, he may exhort the town guard to be brave, drawing

of Darkness often supplies his divine minions with new

from memories of his first battle against orc hordes.

and more effective weapons of war. He respects Besmara

Thus, a particular month may have no "holy days" one

for her strength and devotion to battle--both deities are

year and several the next.

more interested in the excitement of the struggle than

Aphorisms

the spoils of war or the reason for fighting. Gorum is

unimpressed by and a bit contemptuous of Nethys's

Gorumites don't have time for fancy speeches, so most

reliance on magic over physical might, but still feels a

of their sayings are short and to the point.

kinship with the other god in their mutual love of warlike

Better to Die a Warrior Than Live a Coward: While

power and indifference to its ethics. He even feels some

Gorum doesn't believe his followers should recklessly

admiration for Nethys's strategic prowess. There is no

throw away their lives in battles they cannot win,

nuance or mitigating factor, however, for the contempt

agreeing to a fight and then f leeing a battle is the act of

he feels for Norgorber, as assassination and murder

an unworthy cur. Surrender is honorable, for those who

are for cowards. He acknowledges commonalities with

surrender may have a chance to redeem themselves in a

Szuriel, Horseman of War, as both encourage battle in

later battle, but those who f lee are best cut down before

general, but primarily, he sees the Horseman as a rival:

they shame themselves again.

Gorum's role is to stoke the hearts of mortals so they

Cowards Flee, Warriors Retreat: The subtle difference

embrace the glory of war with enthusiasm and bloodlust,

between these two ideas is lost on many who do not

whereas the Horseman wants mortals to accept oblivion

fully understand the nature of battle. Warriors retreat

and cold, murderous intent.

from battle because they want to win the next battle;

In recent years, a conf lict has gradually built between

cowards f lee a battle because they fear death and wish

Gorum and Urgathoa. The Lord in Iron encourages his

to avoid the next battle. The Lord in Iron doesn't expect

mortal champions to wage war and become more skilled

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at martial endeavors, making them more difficult to

his petitioners to wage continual, disordered combat,

kill. He believes a valorous death in battle is the proper

the entirety of their existence devoted to the heat and

reward for a life of devotion to such pursuits, and becomes

frenzy of battle. Unlike Cayden Cailean's domain, where

indignant at the idea of seeing his favorite worshipers

individual accomplishment and bravery are valued,

humiliated by the debilitating effects of disease.

Gorum and his souls care only for the heady rush of

Urgathoa takes particularly keen pleasure in bringing

spilt blood and the violent glory of war.

ruin to the mightiest physique with lingering illness,

Many might wonder why a god that cares nothing

or tempting the most disciplined paragon of bodily

for morality would choose--or be allowed--to

health into gluttony, and sees no reason that Gorum's

make his home on Elysium, a fundamentally good

faithful should be exempt from her efforts. Her interest

plane of existence. While religious scholars have

has been piqued by the Lord in Iron's implication that

long debated the possible reasons, citing previous

his faithful should be reserved for death in battle, and

battles in which Gorum allied with the side of

a number of new Urgathoan cults have sprung up in

justice and light, the only clue lies in the fact

recent years. They pose as warrior sects and challenge

that the Gorum's domain is encircled by a

other fighters to contests of skill, but infect their

meandering line of ancient, weathered stones,

weapons with both mundane and magical diseases. Even

each impaled with a gleaming, untarnished

the lightest scratch may contaminate a fighter with a

azata blade. Inscribed on the blades in various

m

stealthy pestilence that will lie dormant for months

languages--including Celestial--is the phrase:

before beginning to slowly, inexorably wither his limbs

"Thus the pledge is sealed, and thus you are

ru

and sap his strength, until he is left too helpless to

accepted, forever with our thanks, come

O

feed himself, let alone lift a blade. Gorum's frustration

what may."

G

grows, and he may soon choose to escalate the tension

between them--whether by striking at her directly or

encouraging his followers to focus on seeking out and

slaying her followers.

Gorum's worshipers have no particular enmity or

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friendship with the followers of other religions. If the

others accept the superiority of Gorum's teachings,

they see no need to fight them, but otherwise, they're

happy to engage them at the end of a blade. Because

their god has fought almost all other deities at

times, and has allied with all of them at others, his

faithful see no need to declare themselves for one

side or another for any real duration. They admire

the physical might of many of Irori's worshipers,

but see the effort invested in such discipline as

wasted when it is not applied to martial pursuits.

A few Gorumite sects have friendly annual

competitions with followers of Falayna, the empyreal

lord of martial training; though their philosophies

differ, they're willing to swap techniques. They respect

the tactical skill of Torag's followers and the passionate

charges of Iomedaean or Sarenite crusaders, yet disdain

their fundamental restrictions on where and when

to fight.

realm

As god of strength, battle, and weapons, Gorum makes

his home a massive battlefield, devoted to the glory

of these pursuits. The fortified keeps studding his

kingdom face daily sieges and may crumble into rubble

by the end of a battle, but reappear intact each dawn, and

his rolling and bloodstained plains provide a place for

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Planar Allies

Gorum's divine servants are all clad in spiked armor or

For Gorumite Characters

actually made of metal; even servitors of other gods who

Characters who worship Gorum may find the following

come to serve him experience a transformation to match

rules elements thematically appropriate.

his other minions. In addition to his servitor race, the

zentragts (see page 289), the following are well-known

servitors of Gorum, suitable for conjuring with planar ally

Archetypes

source

or similar calling spells.

Armor master (fighter)

Ultimate Combat 44

Bloody Hands (unique outsider): A red-skinned,

Armored hulk (barbarian)

Ultimate Combat 28

hezrou-like creature, Bloody Hands wears intricate scale

Invulnerable rager (barbarian)

Advanced Player's

mail that fits like a second skin. He enjoys the taste of

Guide 79

potions and elixirs, especially those that augment his

already formidable physical prowess. Though he cannot

Feats

source

f ly, he enjoys leaping upon opponents from high places

Channel Viciousness

See page 209

and charging through their ranks like a slashing wheel

Charge Through

Advanced Player's

of death.

Guide 156

G

First Blade: This giant, armor-clad creature serves as

Furious Focus

Advanced Player's

O

Gorum's herald. While the heralds of most deities go forth

Guide 161

ru

to bear the words of their divine patrons or answer the

Ironbound Master

See page 213

desperate summons of their gods' most pious servants,

m

To the Last

See page 217

the First Blade marches endlessly to battle. Uninterested

in diplomacy or subtlety, Gorum has little need for a

Magic items

source

messenger with capabilities beyond communicating in

Altar of Gorum

See page 247

the language of the battlefield: while legends abound of

Bloodlight

See page 254

the First Blade answering the call of Gorum's faithful to

Eternal iron breastplate

See page 251

aid them in appropriately glorious battle, no accounts

Iron Lord's transforming slivers

See page 266

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exist of the Lord in Iron's herald responding to any

Maul of the titans

Core Rulebook 523

summons for noncombat tasks. Most accounts of the

Ring of sundering metals

See page 259

herald tell of the gory swaths it cuts through battlefields

Shad'Gorum nugget

See page 269

of heroes, in clashes between titanic armies, or in

weeks-long battles between history's greatest warlords.

spells

source

Although it is a living creature, the First Blade is little

Gorum's armor

The Inner Sea World

more than a weapon of Gorum. It knows almost nothing

Guide 294

beyond its lord's commands, and goes where he instructs.

Instant armor

Advanced Player's

In many respects, the First Blade is similar to a golem,

Guide 229

and the herald leaves but scant traces upon the lands it

Lighten object

See page 236

passes through between battles, eating little and having

Lighten object, mass

See page 236

no need even to breathe. In war, however, its presence and

passage are obvious, marked by rent bodies and blood-

traits

source

soaked earth. For more information, see page 288.

Iron Grip

See page 220

Saint Fang (unique silver dragon): An unusual creature

Shield-Trained

See page 222

resembling a silver dragon covered in spikes, Saint Fang

Strong Heart

See page 222

is the dark gray of tempered iron rather than the bright

Veteran of Battle

Advanced Player's

silver hue common to that type of dragon. Patches of his

Guide 333

scales appear to be rusted, but the blemishes are actually

old stains from Silver Fang's habit of painting his hide

Variant Spellcasting

with the blood of his fallen enemies.

Clerics and druids of Gorum may prepare rage as a 3rd-

Temperbrand (unique fire elemental): This large fire

level spell and iron body as an 8th-level spell. Clerics

elemental is made of molten metal and is in a near-

may prepare heat metal as a 3rd-level spell. Clerics and

constant battle rage. She enjoys taking her enemy's

inquisitors add lead bladesAPG to their respective spell lists

weapons and melting them within her fiery form, which

as a 3rd-level spell.

heals her and temporarily lends the weapon's magic to

her attacks.

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Gozreh

respect the sea and the sky, lest we bring

you ruin. --Hymns to the Wind and the Waves

The Wind and

the Waves

ExAltED BOONs

1: green Worker (sp) entangle 3/day, warp wood 2/day, or

God of nature, the sea, and weather

speak with plants 1/day

Alignment N

2: lightning Child (su) You become resistant to lightning and

Domains Air, Animal, Plant, Water, Weather

similar effects. Gain electricity resistance equal to 5 + your

Favored Weapon trident

Hit Dice.

H

Centers of Worship Mwangi Expanse, Sargava, The Shackles,

3: Nature's Companion (Ex) Your animal companion develops

Er

Sodden Lands, Thuvia, Varisia

greater combat prowess, mental acumen, and protection

Nationality Mwangi

against natural elements. First, your animal companion gains

OZ

Obedience Hang a set of chimes where they will be stirred by

a +1 bonus to its Intelligence and Wisdom scores. Second,

G

either wind or water. If no suitable location exists to hang the

your animal companion gains a +2 sacred or profane bonus

chimes, you must hold the chimes and shake them gently to

on attack and damage rolls. Third, your animal companion

sound them throughout your obedience. Chant prayers from

gains a +4 sacred or profane bonus on all saving throws

Hymns to the Wind and the Waves as you attune yourself to

against cold, electricity, and fire spells and effects. If you

the sound of the chimes, then drink a mouthful of pure water

don't have an animal companion, you instead gain the

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and pour a handful over your head. Gain a +4 sacred or profane

ability to use summon nature's ally VII as a spell-like ability

bonus on saving throws against electricity and water spells and

once per day.

effects. The type of bonus depends on your alignment--if you're

sENtiNEl BOONs

neither good nor evil, you must choose either sacred or profane

1: sky Warrior (sp) shocking grasp 3/day, elemental touchAPG

the first time you perform your obedience, and this choice can't

(lightning only) 2/day, or lightning bolt 1/day

be changed.

2: Elemental Aura (su) You can create an elemental aura as a

EvANgElist BOONs

free action. When you first gain this ability, choose acid, cold,

1: Weather Watcher (sp) endure elements 3/day, resist energy

electricity, or fire--once you make this selection, it can't be

2/day, or protection from energy 1/day

changed. When you generate the elemental aura, you are

2: Experienced traveler (Ex) As a free action, you can grant

surrounded by the element you chose. Anyone striking you

yourself and any allies within 30 feet of you the ability to

with a melee weapon or natural attack takes 2d6 points

move through undergrowth at normal speed and without

of damage of the chosen type, plus 1 point for every 2 Hit

taking damage or suffering any other impairment. This effect

Dice you possess (maximum 2d6+10). This aura lasts for 1

lasts 1 round for every Hit Die you possess or until you dismiss

round for every Hit Die you possess. The rounds in which you

it as a free action, whichever comes first. Your allies must

manifest your elemental aura don't need to be consecutive.

remain within 30 feet of you to gain the benefits. Thorns,

You can dismiss the aura as a free action.

briars, and overgrown areas that are enchanted or magically

3: lightning surge (su) Once per day as a standard action,

manipulated to impede motion still affect you and your allies.

you can call upon the sky to strike you with a lightning bolt

While using this ability, you also gain a +4 sacred or profane

that deals no damage to you but instead seems to fill you

bonus on saving throws against spells and effects that would

with boundless energy. You gain 2d10 temporary hit points,

cause such terrain-based movement impairment, such as the

and any fatigued or exhausted conditions you are suffering

entangle spell. (Your allies do not also gain this bonus.)

from end. You also gain a +2 bonus to Strength, and your

3: Elemental Ally (sp) Once per day as a standard action, you

natural attacks and melee weapons deal an extra 1d6 points

can cast summon monster VII to summon a greater elemental

of electricity damage. These effects last for 1 round plus an

of a type you choose. You gain telepathic communication with

additional round for every 4 Hit Dice you possess (maximum

the elemental to a range of 100 feet, and the elemental obeys

6 rounds). You can call upon this lightning when you are

your commands perfectly.

indoors, underground, or even underwater.

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Inner Sea Gods

GOZ

rEH

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Gozrehistimeless.Bornwhenthefirstbreeze asidehiswrathwhenappeasedwithgiftsandflattering

caressed the ocean, she is ever changing,

words, or he may ignore mortal cries entirely. Many cargo

tempestuous, and unpredictable, yet also prone

ships throw a crate or two overboard in the deep ocean

to periods of constancy, stillness, and routine. He is the

to satisfy her, so that she does not take more by force.

storm cloud chased by clear skies, the spring warmth that

He is the amoral side of nature, that which brings life

follows winter, and the fair winds that carry seagoing

and takes it unexpectedly. Gozreh represents both female

ships. She is the great wave that capsizes those ships, the

and male facets of life, unconstrained by civilization's

gentle current that deposits sailors on safe shores, and

notions of masculinity and femininity. Grandmother,

the rising and falling tides. Those who ply the waters or

grandfather, brother, sister, eternal and ever changing,

rely upon the rains know this better than most, and are

the Wind and the Waves echo and shape the countless

sure to placate Gozreh and honor him when the wind and

living things on Golarion.

waves are favorable.

Gozreh refers to himself or herself as "I" or "We"

Gozreh has two aspects, equally depicted in art and

interchangeably. He loves to race the wind, tearing

sculpture. When at sea or over water, Gozreh is a woman

clouds in two with his passing, or sculpting them into

with wild, f lowing green hair, whose body transforms into

islands and palaces for his pleasure. She hides under the

endless waves. In the sky and over land, Gozreh appears

waves and plummets to the crushing depths of the ocean,

as an aged man with a long white beard, emerging from a

chasing whales and building grottoes visible only by the

mighty storm cloud. Gozreh is moody and brooding, able

light of the glowing creatures that live there. He hates

to spend weeks in a glowering quiet only to explode in

those who defile the sky with smoke, taint the waters

a fury of water, wind, and lightning. He is an elemental

with mortal filth, or abuse the bounties of land and

force, not fettered by the work of mortals; he may turn

sea. Her official church is small, but her lay worshipers

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are countless. He particularly likes seabirds, f lying fish,

legend, he can stretch from one horizon to the other,

and frogs, both as living specimens and as sacrificial

darkening the entire sky with his fury. In female form,

offerings. He is known to watch the world through the

Gozreh's body is usually shown blending with the water

eyes of beasts, whether on the wing or under the sea,

of a lake or sea. She has been known to rise from a

f litting from the body of a solitary bear to the countless

waterspout, but sometimes gathers all the nearby water

beating hearts of a f lock of starlings. He senses the day

into a great wave, emerging from the top as a nymph-

and night through green plants and pale fungi, drinking

like shape, a crone, or a vaguely humanoid construct of

deeply through the roots of the mighty oak or clinging to

pure water.

a stone as the tiniest moss or lichen.

Statues of Gozreh are usually made of driftwood or

Gozreh's interests lie entirely in the realm of weather

lightning-scorched trees either tied together into a

and living things. He has little interest in earth except

humanoid shapes or carved to resemble one or both

in the form of soil or as a foundation for living works.

incarnations; a few are chiseled from ice and either

She cares naught for fire save for how f lame and ash

magically preserved or allowed to melt to be recreated

provide opportunities for new life to grow in their

as needed. Stone is rarely used for religious imagery,

wake. These materials are not taboo to her faithful, just

and never brick or pottery, as such things are signs of

inconsequential. Likewise, he accepts that some creatures

civilization's encroachment. Holy symbols and small

must die so that others may survive and still others be

idols may be made of coral, polished shell, lacquered

H

born, but the mystical aspects of death and its cycles do

wood, whalebone, and other materials that represent life

Er

not concern him--he leaves these things to entities such

in the sea and the sky that have naturally fallen.

as Pharasma. Like nature itself, Gozreh can be cruel and

Signs of Gozreh's favor include a sudden gentle breeze

OZ

indifferent, allowing a storm to ravage the land or sink

that carries the scent of f lowers, the appearance of large

G

a dozen ships, or a plague to wipe out an entire herd of

numbers of animals, the unexplained sound of waves

animals or even whole settlements. Yet she also pushes

crashing on a distant beach, and dreams of a specific,

trading ships across the world, multiplies animals in

recognizable animal (such as a white wolf, a frilled lizard

springtime, and brings gentle rain to thirsty fields. His

with glowing blue eyes, or a ghostly raven). Omens of his

way is a way beyond morals and ethics--as long as life

displeasure include being watched and shrieked at by

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survives in some form, and water and weather support

wild birds or beasts, sudden rainstorms localized over a

it and keep the world itself dynamic, Gozreh is satisfied.

specific building or individual, or an unending taste of

Though her priests and priestesses may have personal

blood in the mouth. She may foul fresh water, or aff lict

ideas about which creatures should live and which

offenders with terrible smells or excruciating joint pain

should not, or visions of what Gozreh wants protected or

as the weather changes.

destroyed, they accept that their beliefs are just one facet

It's not unusual for zealous priests of Gozreh to remain

of their deity's infinite perceptions.

celibate, devoting all their energy to their deity; these

The Wind and the Waves may be intractable one

priests have been known to worship their deity naked in

moment and sympathetic the next. He does not do this to

high places or shallow waters--a process referred to as

be deliberately contrary or mischievous, or in the interest

becoming "sky-clad" or "sea-clad." Priests have a habit of

of chaos; it is simply because he perceives everything--

finding discarded things washed up or left on the shore,

every living organism, every drop of water, every gust

including infants orphaned by shipwrecks or abandoned

of wind--at all times. Events distant and unrelated may

to die from exposure; in most lands, such children are

draw her attention, and the outcome of those events may

traditionally raised by the church and trained for the

change her mood, whether because a potential tornado

priesthood, which offsets the low number of children

disperses too soon or a rare breed of fox births a dozen

born to priests because of their high celibacy rate.

healthy kits. He is a great monarch, constantly beseeched

Gozreh's holy symbol is a green leaf with a drop of water

by courtiers and commoners, listening to each argument

pouring from the lower end. Most of Gozreh's priests are

simultaneously and shifting his attention and response

clerics, but about a tenth are druids, with a few rangers

to each in turn. To one unaware of the cacophony, she

("weather-hunters") and adepts taking active roles in the

may appear f lighty or distracted, but the truth is far

priesthood. Inquisitors are rare; those who embrace this

more complicated, in a way that mortal cannot hope

a path seek out folk who pollute water, clear-cut forests,

to perceive.

and abuse the natural creatures of the world.

Gozreh is usually depicted as a colossal humanoid

whose lower half trails away into a mass of roiling

The Church

elemental matter. In male form, he appears as a storm

Gozreh's worshipers are typically sailors, merchants who

cloud and always remains f lying--according to one old

ship goods between ports, and farmers. Seagoing raiders

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Inner Sea Gods

ask her to speed them to their prey, fisherfolk pray for

sometimes conf licting beliefs, members of these sects

favorable currents to bring them heavy catches, millers

continue to receive spells from Gozreh, and the church

ask for consistent winds to power their mills and well

as a whole makes no attempt to eliminate splinter groups

pumps (along with forgiveness for cutting trees), and

or force them to return to more mainstream practices so

travelers seek good weather, especially for lengthy

long as they continue to foremost respect the wind, the

journeys. Wise generals ask Gozreh's blessing before

waves, and the natural world.

transporting soldiers by sea; wiser ones ask his priests

whether a blessing would do any good.

Temples and Shrines

Worship services include chanting, playing wind

Gozreh's temples are always open to the sky and generally

instruments, listening to chimes moved by wind or water,

contain some sort of pool or open water at their heart.

drinking water, and ritual use of salt, fragrant herbs, and

Coastal temples are often just a driftwood wall with

smokeless incense. Farming communities often leave

lean-tos on the outside rim, while a mountain temple

tributes of meat and grain exposed on a high rock to allow

might be a natural amphitheater where the wind

the deity's servants to claim it. Fishing communities

howls on a mountaintop, and a desert temple a simple

tow the strung-together bones of their most impressive

oasis surrounded by a half-wild garden. Some temples

catches behind their boats, releasing them as offerings

incorporate water wheels, windmills, lighthouses, or

G

to the goddess. Some civilized folk perpetuate stories

other structures that respectfully harness the wind and

OZ

of Gozrens engaging in human sacrifice in lean times

waves or are essential to a community that relies on the

r

(often by burning victims encased in wicker effigies or

sky and sea for survival; for the priests who staff such

E

drowning them in tidal pools), but no reliable records of

temples, tending the mechanisms in the structures is a

H

this exist--at least as far as anyone knows.

hereditary, traditional role, and many have remarkably

The church does not have a strong preference for

advanced knowledge of the engineering necessary to

or against marriage, recognizing that some creatures

maintain them, despite the church's general preference

mate for life while others unite only for a season or

for wildness and nature over civilization.

until offspring are mature. Priests are very tolerant

Shrines are incredibly simple--often just a f lat stone

of nontraditional families, including polyamorous

at a high elevation or on a secluded beach, a large whale

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grouping and seasonal unions, and individuals

bone jutting from a cleft on a rocky shore, or a place

interested in such relationships often join the faith

where the waves crash against a crevice to create high-

because of this tolerance--though this attitude is

arcing spray. Some underwater shrines surface only in

actually more akin to indifference, as the bonds that

years with especially low tides. A few large shrines dating

humanoids make between their own kind and the

relationship roles they choose to play are irrelevant to

the forces of nature.

Gozreh's many roles and areas of interest spark

countless splinter cults. Some embrace the

deity's entire area of influence; others

choose one particular aspect (such as

weather) or a handful of specific interests

(such as birds and wind, or fish and the

sea, or storms and plants). A few extreme or

isolated groups develop fringe beliefs and

practices not present in the more mainstream

churches. Some espouse belief in beast totems

or reincarnation, pursue lycanthropy, or

venerate spirit animals and intelligent

plants. Others follow eunuch-priests

or start fertility or even crossbreeding

cults. There are those that practice

ritualized baptisms or dream quests,

"mushroom cults" that seek to commune

directly with the god by ingesting strange

fungi, and sects that follow diets restricted to fruits,

nuts, and leaves. Despite this wide variety of radical and

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from ancient times still exist on Golarion, primarily

the priesthood, and magic items that permit f lying or

circles or triangles of standing stones (though one circle

water-breathing are treasured. Most Gozrens avoid steel

north of the Lands of the Linnorm Kings is composed

armor because it rusts, preferring wood, hide, or mithral,

of blocks of nigh-indestructible ice rather than stones).

and some even wear armor made of hardened ice (see

These standing stones function as calendars, tracking

page 236).

solstices, equinoxes, and other celestial events. Most

Druids of Gozreh are often hermits, rarely seeing other

are also burial sites for priests or particularly devout

speaking creatures and leaving their refuges only when

members of the faith.

the goddess calls or a local settlement bribes them to

A Priest's role

make rain. Most are content to live off the land, sometimes

gathering treasures of the sea (such as pearls, coral, and

Priests of Gozreh look for the deity's will in swirling

abalone shells), or selling sea ivory or scrimshaw. Some

water, racing clouds, and the movement of f locks of birds

spend their entire lives on boats; others exile themselves

and schools of fish. Those associated

to remote islands to commune with their deity.

with

humanoid

communities

The church is decentralized, and each regional

serve as diviners or provide advice

congregation tends to have periods of stability offset by

about fishing, the weather, or the

sudden turmoil and reorganization, though in the long

care of domesticated birds. Some live

term a charismatic and powerful priest is apt to stay at

H

on ships, selling their services to pirates,

the top of his temple's organization. Within

Er

navies, or merchants hoping to sail in fair

the church, a respected priest is one who

weather and avoid deadly storms. Others

reacts quickly to changing circumstances,

OZ

dedicate themselves to healing and

interprets portents accurately, and

G

nurturing the wounded places in

is good at working with plants,

the world or destroying the things

animals, or both (depending on

responsible for the wounds--

the specific focus of the temple).

battling the corruption of

For splinter churches, traits

the Worldwound, the deadly

such as a sense of the spirit

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radiation of certain locations in

world or prophetic dreams may be

Numeria, and coastal pollution

considered more important.

from large human cities.

When

a

high

priest

dies,

Some Gozrens see themselves

contenders for her rank compete

as agents of the goddess's

in ceremonies traditional to the

anger at damage wrought by

faithful of their region, which vary

civilization, sending plagues of

widely across the entire religion. In

bats, crows, and locusts to ravage

rugged coastal regions, claimants might

cities and croplands, turning schools

dive naked from tall ocean cliffs and

of fish away from seaside towns,

swim to shore, with the first to return

and summoning storms to drown

becoming the new high priest. In river

f leets built from stolen timber.

settlements and along gentler coasts,

A few are explorers, determined

retrieving heavy stones from the ocean or

to experience as much of the god's

riverbed is a common test. In woodland

beauty as possible. Some good-

regions, hopefuls might climb as

aligned priests make it their

far up the forest's tallest tree

mission to visit tiny islands

as they dare and throw

and rescue any travelers

themselves off, and the

lost

at

sea.

Priests

person

who

falls

usually have ranks in

the farthest and

Heal, Knowledge (nature),

yet survives is

and Survival, as well as

declared

the

Diplomacy or Intimidate

new high priest.

(depending

on

their

In harsher climes,

interests and personality).

the would-be successors

Flight and swimming are

must make harrowing treks

common

obsessions

among

and brave the dangers of the

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Inner Sea Gods

elements; those who endure prove their commitment to

to preserve only the sections relevant to local needs;

the faith--a more important quality than their deity's

certain bardic colleges have large collections of church

unpredictable favor. Inexperienced and overly ambitious

teachings, but no known temple bothers with all of them.

priests have been known to die because of these contests,

Most excerpts from the text are carved on wood plaques

but in most cases the worst anyone suffers is injuries and

or walls, as paper and parchment tend to mold and rot

severe exhaustion.

after decades in the vicinity of salt and water magic. Some

Among those races for whom it's feasible, male priests

temples carve selections of prayers onto driftwood and

are expected to grow long beards, and those with patchy

cast them into the sea where the currents carry them far

growth often braid or knot their facial hair into tangled

away to wash up on foreign shores; a few sister temples

masses. Female priests traditionally keep long hair, and

have been trading prayers with each other in this way

hair that nearly reaches the ground is common. The

for generations.

cutting of hair and beards is not forbidden, and what

constitutes "long" varies from region to region. Both

Holidays

sexes weave dried seaweed, strands of white cloth, plant

In addition to various regional holidays based on

fibers, feathers, and other decorative items into their

harvests, seasonal high and low tides, the appearance

hair. When an old priest dies, snippets of this long hair

or concealment of often-submerged reefs and menhirs,

G

are cut and given to his or her successors, who tie or weave

and similar phenomena, most members of the church

OZ

it into their own locks. Water or sky burial is typical for

celebrate two common holidays.

r

priests; cremation is considered an ignoble means of

Currentseve (7 Gozran): The original meaning of this

E

disposing of a corpse.

holiday's name is lost to time, as it doesn't refer to any

H

Adventurers

specific event relating to water or wind currents. In

modern tradition, it is a daylong fast in anticipation of

The worship of Gozreh spans all races and nationalities.

the first sprouting plants of the year (in planting and

Adventurers who worship Gozreh are usually hunters,

gathering communities) or the spawning season (in

sailors, or those who rely on the vagaries of sea and sky

fishing communities). It represents the fact that feast

to reach their destinations. Farmers often petition her as

and famine are natural cycles; by abstaining from food,

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well, though many find that Erastil has far more concern

worshipers redirect spiritual energy to other lives so

for their welfare than the Wind and the Waves. They might

that they may multiply and provide food when needed.

also devoutly appreciate nature, and spend a great deal of

Firstbloom (Vernal Equinox): Honored primarily in

time in the outdoors to study its beauty and understand

farming communities, this holiday marks the start of

their place in it. They're generally curt and gruff, rather

the planting season, and is typically celebrated with

than expansive, for they believe in quick reactions and

dances and other fertility rites. Traditionalists of the

moving with purpose, reading the intentions of the world

faith consider Firstbloom the start of the year, even

around them so that they might react immediately and

though the common calendar marks it 2 months earlier

appropriately. They know that the world is far larger than

in Abadius.

their simple perceptions, and they strive to pass through

life with this knowledge held before them. They're willing

Aphorisms

to lash out at that which seems wrong, most often the

Followers of Gozreh are often curt and gruff, and their

despoiling of nature and its gifts.

sayings ref lect this tendency.

Clothing

Drink Deep, Think Fast: In many ways, the church of

Gozreh is a religion from a simpler time, and some of

Formal raiment varies by temple but usually includes

its traditions stem from the days before civilization when

feathers, green or blue cloth, a rope belt, and a hoodless

the humanoid races lived in hunter-gatherer tribes. The

cloak of thin, oiled leather. In coastal areas, at least one

presence of water and the ability to react to unexpected

garment is usually made of kiml, a linen-like cloth made

predators were both vital for survival, and this phrase

of a sea plant the church cultivates. Holy symbols are

hearkens back to those times. To the faithful, this

usually made of driftwood, bone, coral, or twigs.

aphorism essentially means "Gather your wits, be ready,

Holy Text

and make the best of what you have."

Last Gasp of the Sky/Dark Blood of the Sea: These two

Gozreh's Hymns to the Wind and the Waves is a collection

oaths are reserved for the direst occasions, such as seeing

of prayers and rules that provide guidance on showing

an entire pack of seals slaughtered for its pups' fur or

respect for the natural world through personal behavior.

coming upon a natural spring defiled with sewage. The

The exact message varies by temple, as each tends

words come from a bleak passage (perhaps a prophecy)

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in Gozreh's holy writings that talks about "civilized"

Vault takes it as a personal affront when one of his cities

races overrunning the natural world, crushing it with

suffers because of severe weather. Gozreh hates Nethys

their metal-shod feat, poisoning the air with the smoke

and Rovagug for their desire to destroy the world, Gorum

of burned forests, and spoiling the seas with filth and

for the scars battles leave on the land, and Urgathoa for

the blood of countless animals, until Gozreh creates a

bringing forth unnatural, undead abominations. He is

storm that wipes the world clean so life can start again.

alternately affectionate and cool with Desna, for while

Worshipers tend to use the version appropriate to their

the sky and stars are a good match, Gozreh can be jealous

favored aspect of the deity (air or water).

of travelers' prayers to the Song of the Spheres.

Storm and Salt!: This is a common oath, and is used for

Gozreh is genuinely friendly with Erastil, for he

both fortuitous and calamitous events. In most temples,

believes only Old Deadeye fully appreciates all aspects

when new priests join the clergy, they swear "to obey

of nature. Informally, Gozreh considers the beasts of the

the Wind and Waves, come storm and salt, drought and

earth and crops planted by humanoids to be Erastil's,

f lood, feather and scale, until the sky or sea claims my

while the sky, sea, fish, birds, and wild plants belong to

dead f lesh."

her. Although no specific deity heads the Green Faith,

H

relations with

Gozreh is on good terms with the countless nature-

Er

Other religions

entities who support mortals of that religion, as well as

with the Eldest of the First World.

Gozreh is largely indifferent to other deities unless

OZ

they threaten his domain or existence. She

realm

G

rebukes Abadar when his farms encroach too

As a deity concerned entirely with nature and its

much the wilds, and the Master of the First

fundamental forces, Gozreh makes her home on the

Material Plane, wandering ceaselessly in the

form of windstorms that race across the

land or waves that roll across vast

oceans. He cares little for the

Outer Planes or the concerns

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of

other

gods,

choosing

instead to listen to the song of every

unfurling leaf or insect wing. While

she enjoys the wilds and deplores

cities, there is no particular location

that holds a stronger fascination for

her than others, and thus she cannot

really be said to truly have a realm beyond

the wild places of the Material Plane. Some

scholars theorize that of all the gods, Gozreh

retains the most connection to the First World

because of its primal life energy and wild nature,

yet at least on the surface the god retains the same

distance as others when it comes to that plane, perhaps

because he feels that even nature needs to be governed by

consistent physical laws.

Planar Allies

All of Gozreh's servitors have an air or water aspect; if a

creature can neither swim nor f ly, she has no use for it

as a supernatural minion. Few true elementals serve

Gozreh, as most of their kind feel allegiance to the

elemental lords, but many cloud and storm giants are

native to her planar realm. In addition to his servitor

race, the xocothian (see page 291), the following are well-

known servitors of Gozreh, and are suitable for conjuring

with planar ally or similar spells.

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Hargle (unique air elemental): This easily distracted

air elemental, one of only a few serving Gozreh, looks

For Gozren Characters

like a dark storm cloud with f lickering lightning for

Characters who worship Gozreh may find the following

eyes. It is equally comfortable high in the air or deep

rules elements thematically appropriate.

in the sea (where it becomes a roiling mass of bubbles).

It strongly dislikes dwarves, offerings of metal, and

Archetypes

source

speakers who take too long to get to the point, but likes

Aquatic druid (druid)

Advanced Player's

potions (especially potions of haste), exotic incense, and

Guide 98

the fresh blood of those who despoil nature.

Sea singer (bard)

Advanced Player's

Kraz'Tesh (unique giant dragonf ly): This creature

Guide 84

resembles a giant dragonf ly (Pathfinder RPG Bestiary 2

Storm druid (druid)

Ultimate Magic 40

105) with icy hairs and dexterous claws that work as

well as human hands. It is chatty and prone to asking

Feats

source

inappropriate questions about mammal biology. Kraz-

Channel Endurance

See page 209

Tesh is immune to electricity, as is any passenger it

Riptide Attack

See page 215

carries, so it's frequently called upon to carry travelers in

Wave Master

See page 217

G

inclement weather, It enjoys eating gibbering mouthers

OZ

and fat larvae from buglike creatures.

Magic items

source

r

Personification of Fury: This strange blend of

Altar of Gozreh

See page 247

E

elementals serves as Gozreh's herald. Unusual in that

Driftwood shield

See page 251

H

it is one of the few elemental creatures serving the

Featherscale cloak

See page 264

Wind and the Waves, Personification of Fury is often

Kiml coat

See page 252

courted by the elemental lords to join their ranks as a

Orb of storms

Core Rulebook 524

high-ranking general or advisor on the mortal world,

Ring of animal friendship

Core Rulebook 478

but Fury dislikes the lords' squabbling and petty wars

Rod of thunder and lightning

Core Rulebook 489

among their kind, seeing itself as a perfect example

Stormstrike

See page 257

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of how in the material realm elements should mix

Wayfinder of zephyrs

See page 271

together without jealousy. It remains neutral in the

Windwave kilt

See page 271

dealings of various planar entities, and with Gozreh's

permission it sometimes acts as an intermediary

spells

source

between rival forces--but only in a direct, blunt, and

Call animal

Advanced Player's

expedient way, for it is a creature of force and action,

Guide 209

not gentle diplomacy. Its actions have attracted a small

Control weather

Core Rulebook 261

number of sycophants and refugees from the elemental

Gozreh's trident

See page 235

wars, air and water elementals tired of battle and

Hydraulic torrent

Advanced Player's

looking for other ways to fill their immortal lives; these

Guide 229

creatures follow Fury and allow it to summon them, and

Ice armor

See page 236

in faithful service to it they allow mortals to summon

Read weather

See page 238

them. When the herald is on the Material Plane and left

Sky swim

See page 241

idle (such as before a battle or while guarding a sacred

place), it entertains itself by summoning dozens of

traits

source

Small elemental minions and sending them scurrying

Child of Nature

See page 218

about, letting them explore for a few minutes and get

Natural Philosopher

See page 221

into mischief. For more information, see page 290.

Strong Swimmer

See page 222

Saltbeard (unique triton): Like an old sailor, this

snaggletoothed, white-bearded male triton has a foul

Variant Spellcasting

mouth, fouler breath, and the foulest of tempers. He

Clerics, druids, and rangers of Gozreh may prepare

enjoys using his magical trident to trap ships in ice, then

whispering wind as a 2nd-level spell, and can alter it (when

stabbing the landlubbers who try to chip their vessels

preparing it) to transmit through water. Druids may prepare

free. Hot rum is his favorite drink, although he also

water walk as a 3rd-level spell. Ranger may prepare create

enjoys magic items that give him breath weapons (such

water and purify food and drink as 1st-level spells.

as elixir of fire breath) or cloud attacks (such as a wand of

stinking cloud).

Iomedae

Justice and honor are a heavy burden for

the righteous. We carry this weight so that

the weak may grow strong and the meek

grow brave.

--The acts of Iomedae

The Inheritor

2: Righteous strike (sp) Once per day, you can channel the effects

Goddess of honor, justice, rulership, and valor

of holy smite through your weapon. You must declare your use

Alignment LG

of this ability before you roll your attack. On a hit, the target is

Domains Glory, Good, Law, Sun, War

affected as if targeted with holy smite.

Favored Weapon longsword

3: Just Ally (sp) Once per day as a standard action, you can

e

Centers of Worship Absalom, Andoran, Cheliax, Galt, Lastwall,

summon a shield archon (Pathfinder RPG Bestiary 2 31). The

Mendev, Molthune, Nirmathas, Sargava

shield archon follows your commands perfectly for 1 minute

da

Nationality Chelaxian

for every Hit Die you possess before vanishing back to its

e

Obedience Hold your primary weapon in front of you and hang

home in Heaven. The shield archon doesn't follow commands

m

a holy symbol of Iomedae from it. Kneel while focusing on

that would violate its alignment, however, and particularly

Io

the holy symbol, pray for guidance and protection from the

egregious commands could cause it to attack you.

Inheritor, and swear to follow her teachings. Gain a +4 sacred

sENtiNEl BOONs

bonus on Diplomacy and Knowledge (nobility) checks.

1: Knight of valor (sp) bless weapon 3/day, bull's strength

EvANgElist BOONs

2/day, or magic vestment 1/day

1: Courageous (sp) remove fear 3/day, blessing of courage

2: valorous smite (su) If you have the smite evil class feature,

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and lifeAPG 2/day, or heroism 1/day

you gain an extra use of that ability per day. You add the

2: Demon-Feared Caster (Ex) You are used to fighting the

levels of sentinel to your paladin levels when calculating the

forces of evil. You gain a sacred bonus equal to 1 + 1 for

extra damage dealt by your smite. If you successfully deal

every 4 Hit Dice you possess (maximum +6) on caster level

damage with your smite, your target must succeed at a Will

checks to overcome the spell resistance of outsiders with

saving throw (with a DC equal to 10 + your Charisma modifier

the chaotic or evil subtypes. These bonuses stack against

+ 1/2 your Hit Dice) or be stunned for 1 round plus 1 round

outsiders who are both chaotic and evil (maximum +12) . If

for every 4 Hit Dice you possess (maximum 6 rounds). Once a

you don't have the ability to cast spells, you instead gain the

target saves against this stunning effect, it is immune to the

ability to use protection from chaos/evil as a spell-like ability

stunning effect from your holy smite for 24 hours.

three times per day.

If you don't have the smite evil class feature, instead you

3: Wrath of the inheritor (su) Three times per day, you can

can, as a free action, single out an outsider with the evil

call upon Iomedae during the casting of a spell to increase its

subtype or an evil-aligned dragon you plan to vanquish.

potency. When you use this ability, you can cast any spell that

Against this target, you gain a +2 sacred bonus on attack rolls

deals hit point damage and has a casting time of 1 standard

and a sacred bonus equal to your sentinel level on damage

action as a full-round action instead. Doing so changes half

rolls. The bonuses remain until the target is dead or you use

the damage dealt to divine power, similar to a flame strike

this ability again, whichever comes first. If you choose a

spell. For example, a wizard 5/evangelist 9 casts a lightning

target that is not one of the listed creature types, the ability

bolt as a full-round action. The spell deals 10d6 points of

is wasted. You can use this ability a number of times per day

damage, half of which is electricity damage and the other

equal to your Charisma bonus (minimum once per day).

half of which is divine energy and not subject to electricity

3: Banishing strike (sp) Once per day, you can channel the

resistance. If you can't cast spells that deal hit point damage,

effects of banishment through your weapon, though you

you instead gain the ability to imbue your weapon with holy

don't need to cast (or even know) the spell. You must declare

power. Three times per day as a free action, you can grant your

your use of this ability before you roll your attack. On a hit, the

weapon the holy weapon special ability for 1 minute.

target is affected by a banishment effect. If you openly wear

ExAltED BOONs

a holy symbol of Iomedae, you gain a +1 bonus on your caster

1: glorious servant (sp) shield of faith 3/day, enthrall 2/day,

level check to overcome the target's spell resistance (if any)

or searing light 1/day

and the saving throw DC increases by 2.

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Iomeda

e

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at just over 900 years old, Iomedae is the mortalinCheliax,sheledtheKnightsofOzeminaseries

youngest of the major deities of Golarion,

of victories over the Whispering Tyrant, and participated

and has only begun to reach her full potential

in his imprisonment. Success in the Test of the Starstone a

as an independent deity in the last century. She is a

short time later granted the valiant swordswoman a spark

righteous knight, fearless in fighting for her beliefs,

of divinity and brought her to the attention of Aroden,

and a missionary and crusader on behalf of the benign

who elevated her to the position of his herald, vacated by

sovereignty of good and merciful justice for evil. She

the fallen Arazni. When the Last Azlanti died, Iomedae

would rather convince evildoers to lay down their arms

inherited most of his remaining followers. Though born

in honorable surrender than cut them down, but she

in Cheliax, she is worshiped by many people outside that

will wield her mighty sword against those who persist

land, and most recently has taken up patronage of the

in serving evil. She loathes incorrigible evil, fiend-

Mendevian Crusades. Once the crusaders have succeeded

spawn, traitors, and those who abuse good in the name

in ending the expanding threat of the Worldwound, she

of "greater" good. Now out from under the shadow of her

plans to inspire them to wipe her homeland free of its

patron, the slain human culture deity Aroden, she has

diabolical taint.

proven she needs no mentor to guide her--she is valor,

Iomedae's avatar appears as a fierce Chelish

glory, honor, justice, and strength, and is unafraid to

swordswoman, resplendent in gleaming battle armor

point her sword at the greatest evils facing the world.

with heraldic markings, and brandishing a longsword

Despite her youth and comparative late start, she has

and shield. When she is roused to battle, her white cloak

been instrumental in fighting evil in the world, even

turns red and her white-and-gold armor turns the silver-

during her mortal lifetime as a paladin of Arazni (and,

gray of adamantine. The light from her shield blinds all

after that demigod's death, Aroden himself ). Born a

evil, the force of her aura causing the corrupt to weaken

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and collapse. She shows her approval of mortals by making

The Church

mundane objects take on swordlike forms, bathing her

While members of some other virtuous faiths take a

chosen warriors in mysterious white or golden lights,

"live and let live" approach to dealing with the rest of the

and exerting a compass-like pull on longswords to guide

world, the Inheritor's followers strongly desire justice for

her servants. Common folk pushed to defend themselves

everyone, honorable behavior from each individual, and

may happen upon an old, rusty blade that still has the

righteous leaders making good decisions for the welfare

strength of a new weapon and grows shinier the more it

of all. A typical follower of Iomedae is a right-minded,

is used in the name of justice and honor. The Inheritor

hardworking person, helpful toward others and ready

shows her displeasure by f lickering lights, shattering

to accept help when it is offered. Though an Iomedaean

weapons, and turning metal dull. In the rare cases

looks to church heroes to reshape the world into a better

where one of her paladins embraces evil, it is said that

form through sword and spell, she also understands that

the traitor's cloak shifts to black and his shining metal

fixing the world can be done through everyday activities

armor and sword turn to dull lead.

like feeding one's family and friends, making one's

As the major deity who was most recently mortal

environment cleaner and safer for oneself and others,

herself, the Inheritor has a strong empathic sense

and ensuring that the local market is a welcoming and

of human frailties and the costs of oppression. She

fair place.

e

ensures that her temples are havens for the weak and

The church is organized into circles of 10 to 50 priests

the overlooked, and many who initially come to her for

or knights of similar ability, attitude, and rank, led by a

da

refuge go on to become great warriors. Iomedae is both

Sword Knight. The high priest or priestess is called the

e

fiercely martial and adamantly feminine, and commands

First Sword Knight of Iomedae; her circle is the first

m

the respect of any deity who deals with her. She expects

circle, comprised of 14 Second Sword Knights, each of

Io

her mortal servants to exercise courtesy and receive the

whom leads a second circle, and so on. There is much

same in their dealings with one another.

competition to join circles led by a famous Sword Knights,

The Inheritor's holy symbol is "the sword of valor," a

and it is a mark of honor to be selected for such a knight's

longsword surrounded by a burst of light, whether sunlight,

circle. The Sword Knight ranks correspond to military

fire, or some other energy. She is associated with lions,

ranks in standard armies (general, colonel, captain, and

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horses, eagles, griffons, and hippogriffs. The primary title

so on). Temple music is composed to inspire courage and

she uses is the Inheritor, though the Knights of Ozem call

invigorate tired f lesh, with upbeat marching tempos,

her the Light of the Sword.

repeated choruses, and simple harmonies.

It is traditional for a young priest of the Inheritor to

receive a gift of a sword when she leaves the temple to enact

the goddess's will; in some cases, this is a weapon once

used by a senior priest or other hero of the church. Some

blades have passed through many hands, as

Iomedae believes it is wasteful to bury a

perfectly good weapon with the dead; the

only time a fallen hero is buried with

his weapon is if it was broken or if there

is unusual magic tying it to him, and

even in these cases the weapons have

been known to turn up in moments

of great need, as if plucked from the

tombs by the goddess herself. It is

common for the faithful to bury a

small token sword (often just an inch

long and usually made of copper, tin,

brass, or bronze) with their dead,

believing the sword will fight

battles on behalf of the good

soul so that person can

remain at rest. In poorer

communities, the dead are

buried with paper or wood

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Inner Sea Gods

stamped or branded with a sword symbol. So great is the

church's fixation on swords that even wedding rings for

Iomedae's Paladin Code

those married in the church are usually engraved with a

The paladins of Iomedae are just and strong, crusaders

sword as a sign of devotion and fidelity.

who live for the joy of righteous battle. Their mission is to

Just as swords are generally kept in the hands of the

right wrongs and eliminate evil at its root. They serve as

living, it is rare for worshipers to be buried in armor. Most

examples to others, and their code demands they protect

faithful who are wealthy enough to own armor usually

the weak and innocent by eliminating sources of oppression,

bequeath it to close relatives or their favorite temples so

rather than merely the symptoms. They may back down or

that it may find use in the goddess's name even after they

withdraw from a fight if they are overmatched, but if their

are gone.

lives will buy time for others to escape, they must give

Iomedaeans' preference for law and order results in

them. Their tenets include the following affirmations.

strong church support for marriage, and equally strong

I will learn the weight of my sword. Without my heart to

disapproval of adultery, abuse, and other activities that

guide it, it is worthless--my strength is not in my sword,

threaten healthy relationships. Even if it goes against

but in my heart. If I lose my sword, I have lost a tool. If I

local tradition, the church teaches that spouses retain

betray my heart, I have died.

their individual rights and are not property, and temples

I

I will have faith in the Inheritor. I will channel her

o

provide shelter if necessary to individuals seeking divorce.

strength through my body. I will shine in her legion, and

m

Likewise, it insists that children must be treated with love

I will not tarnish her glory through base actions.

e

and respect, though this does not preclude an appropriate

da

I am the first into battle, and the last to leave it.

level of discipline. The church's focus on self-discipline

I will not be taken prisoner by my free will. I will not

e

and honor in action and appearance lead most of the

surrender those under my command.

faithful to consider poorly behaved children or a family

I will never abandon a companion, though I will honor

that appears unkempt or unruly a great embarrassment,

sacrifice freely given.

both to themselves and to their community.

I will guard the honor of my fellows, both in thought and

Of all the good churches on Golarion, Iomedae's is

deed, and I will have faith in them.

the most aggressive in seeking out and fighting evil.

When in doubt, I may force my enemies to surrender, but

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Her priests prefer to be out questing rather than doing

I am responsible for their lives.

mundane tasks in a city. Older and infirm priests who

I will never refuse a challenge from an equal. I will give

cannot handle the rigors of battle work in courtrooms and

honor to worthy enemies, and contempt to the rest.

as advisors to nobles and city leaders, or else train the next

I will suffer death before dishonor.

generation of crusaders. Layfolk and talented acolytes staff

I will be temperate in my actions and moderate in my

most in-city positions, and see to the auxiliary needs of

behavior. I will strive to emulate Iomedae's perfection.

the church, helping run temple-owned farms, smithies,

and shops.

The church currently devotes a great deal of its focus

to the Mendevian Crusades against the horror of the

Worldwound, seeing it as the greatest threat to Golarion

Temples and Shrines

as a whole, though it also encourages those members who

Iomedae's temples are whitewashed buildings that

seek to guard innocents against the orcs of Belkzen, the

double as courts and living space for holy knights.

undead surrounding Gallowspire, and other threats. While

Each has at least one fortified tower or wing that is

the church as a whole may have to make hard choices about

easily defensible even if the rest of the structure is

how to dedicate resources, it is not monolithic: individual

razed. Arched entrances, pillared courtyards, statues of

worshipers are still encouraged to protect their own

knights, high stained-glass windows, and large fountains

communities and fight injustice wherever they find it.

are common decorations. Iomedae's followers also use

Iomedae informally enforces Aroden's teachings as

converted churches of Aroden, slowly replacing the dead

well as her own, in deference both to her patron and to

god's ornamentation with that of her faith so as to not

his followers who have been absorbed by her church,

disturb the sensibilities of the dwindling population of

although she is more forward-looking in her goals and

Aroden worshipers. While priests and knights set aside

doesn't let herself be constrained by the events of history.

an hour per day for prayer, the church usually only holds

Her church's sensitivity toward the legacy of Aroden is

public worship once a week for an hour or two depending

largely responsible for people accepting her as his heir

on local interest.

and allowing her followers to take over his properties and

The devout often create a shrine of stones on the

holy artifacts.

site of any great battle fought in the name of Iomedae,

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sometimes capping it with a broken sword thrust into

adventurers

the top of the pile. Flat stones carved with the goddess's

To follow Iomedae is to tolerate neither chaos nor evil,

symbol, sculptures of inverted swords, or simple crosses

and to vow to stamp them out wherever they arise. Her

representing sword hilts mark the graves of the faith, as

faithful travel the world to find uprisings of evil, and are

well as locations of miracles or sites important to saints

willing and able to serve and to lead; they have forthright

of the church.

attitudes and have no patience for lying, fraud, or deceit.

a Priest's Role

They believe in discipline tempered with love and

respect, and still prefer the word over the sword, though

All of Iomedae's priests are clerics or paladins, although

they recognize that situations exist where the sword is

she has many rangers, inquisitors, and cavaliers serving

the only answer.

the church in important roles, as well as a wide variety of

lay worshipers.

Clothing

An ideal day for an Iomedaean priest varies. For those

Formal raiment is a white cassock with gold or yellow

within military organizations or entrenched in battle,

trim and matching mitre, but this rarely sees

ritual takes a back seat to doing whatever is necessary to

use outside of the church. In practice, most

further the cause of justice and light, and for a priest to

Iomedaean warriors are recognized by their

e

stand on ceremony at the cost of the church's goals would

shining armor and prominent displays

be highly shameful. As such, priests in war zones tend to

of the goddess's symbol. Banners with

da

act much like chaplains or military commanders rather

her symbol are also popular, almost

e

than city priests. If there is no sign of active villainy,

always in white and gold. Most

m

priests travel, perhaps in ways that help local officials

ceremonies involve the use of a

Io

(such as transporting a criminal from a remote town to a

sword, and even the naming of

city's jail). City priests keep their ears to the ground for

news of local crime, always ready to attack a thieves'

guild's headquarters, uncover an evil cult, or slay

some monster fresh from the depths. To perform

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their duties, most priests have ranks in Diplomacy,

Heal, and Knowledge (history and nobility).

In recent years, it has become customary for

aspiring sword knights to travel the River Road to

Mendev and serve at least a year in the crusade against

the Worldwound. Sometimes a particularly heroic

sword knight leads her entire circle to travel up the

Sellen River and battle the demons, and the priests

who survive earn much honor for themselves and

go on to lead circles of their own or train others in

demon-hunting. It's common for a seasoned priest

to mentor an acolyte as if he were a squire, though

the priest never endangers the acolyte unless the

church grants permission for such activity.

Priests must act honorably, show courage in

battle, uphold righteous laws, bring evildoers

to justice, and generally conduct themselves

like great knights. Even the most battle-weary

stand proud and tall in the presence of common

folk and impressionable youths. Priests have a

reputation for trustworthiness that serves them

well in political affairs, and while few choose

to retire to political offices such as judge or

magistrate, having an Iomedaean priest as a

witness in a trial is highly advantageous. To an

Iomedaean, the quest for justice and the need to work

hard for the betterment of all is never complete.

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a child requires touching the hilt of a sword, so it's rare

to find a priest without one. These weapons are always

The acts of Iomedae

suitable for combat, though some become extensively

Each of the Acts is a specific episode of heroism performed by

decorated after decades of use; to the faithful, a sword

Iomedae during her life as a champion in the service of Arazni

that isn't serviceable as a weapon is useless.

and Aroden. Tales of valor and adventure, these stories serve

Holy Text

as examples of Iomedaean virtues. While regional variants

of the stories exist, all have the same general themes, with

The one book common to all churches is The Acts of

the goddess herself acknowledging that it is the lessons, not

Iomedae, usually just called The Acts by the faithful.

the particulars, that are important. The 11 Acts are as follows.

The book is a recounting of 11 miracles performed by

First: She slew the fell beast Nakorshor'mond and cut the

Iomedae while she was still a mortal as demonstrations

still-sleeping bodies of her circle from its gullets.

of the power of Arazni and Aroden (see the sidebar). All

second: She defeated a coven of Garundi witches, freeing

of these miracles happened before she became a goddess,

the city of Senghor from their tyranny.

and provide evidence and examples of the greatness

third: While riding a griffon in an aerial battle, she cut

within each person should they adopt the Inheritor's

the wings from Segruchen the Iron Gargoyle, so-called King

belief in honor, valor, and justice. Individual churches

I

of the Barrowood, then slew him in his falling-crater before

o

usually keep a ledger of names of local heroes and

m

he could flee.

saints, important battles that took place nearby, and

e

Fourth: With heartfelt words and a prayer to Arazni, she

inspirational tales that reinforce the ideals of the faith.

da

convinced a regiment of mortally wounded knights at the

Given the relative newness of Iomedae's faith, there are

Second Battle of Encarthan to hold back a wave of wraiths

e

no myths associated with her, at least none commonly

long enough for reinforcements to arrive at dawn.

accepted as fact by the entire church; the truth of the Acts

Fifth: She smote Erum-Hel, Lord of the Mohrgs, at the

takes the place of myths of the faith.

Battle of Three Sorrows (where the Whispering Tyrant

Holidays

returned Arazni's body to the Knights of Ozem), crippling

him and causing him to flee to Orv.

Iomedae--and, therefore, her holy days--have been

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around for less than a millennium, and her church's

her sword, she fused it together with a prayer and an oath

detailed records contain accounts of the first celebrations

to bring an end to his evil, her pure heart and righteous ire

of many of her holidays. In addition to these faith-wide

reforging it in an instant.

events, and those inherited from the church of Aroden,

seventh: An image of Iomedae appeared at a shrine to

the church has records of countless battles and slayings

Aroden in Absalom, healing anyone virtuous who touched it

of named monsters, any of which might be mentioned

and burning wicked folk who came too near. When she later

in weekly sermons but aren't quite important enough to

became a goddess, the shrine was expanded into a temple

merit their own holidays.

dedicated to her, named the Seventh Church.

The Inheritor's Ascendance: Originally called Herald's

Eighth: She convinced the graveknight known only as the

Day, this festival on 1 Arodus honors the day Aroden

Black Prince to throw himself upon his sword as punishment

chose Iomedae as his herald, boosting her beyond the

for his evil. This reversed his undead state, redeeming his

power of a f ledgling goddess. It was renamed after

soul and allowing him to be judged and pass into Aroden's

Aroden's death.

domain on Axis.

Armasse: Observed on 16 Arodus, this is traditionally

Ninth: She gave nine drops of her blood to free nine

a day to train commoners in the use of simple weapons,

righteous knights imprisoned by the vampire-mage Basilov;

choose squires for knights, and ordain new priests,

she and the knights then slew him when he attempted to

though in recent decades it has begun to include jousts,

recapture them.

duels, and proud celebrations. When Aroden was alive

tenth: She ruled the city of Kantaria for a year and a

it was also a day to discuss past human wars and study

day while its lord, heirless patriarch of House Narikopolous,

the lessons of history with regard to how they shape the

was missing; the city prospered despite constant attacks by

modern day.

shape-changing horrors, which she battled personally.

Day of the Inheritor: This somber day of remembrance

Eleventh: At the Pit of the Starstone in Absalom, she cast

on 19 Rova marks the day when Iomedae formally

her cloak before her, transforming it into a firm walkway across

invited all members of Aroden's failing church to join

the gap so she could enter the cathedral and take the test.

her faith. Celebration of this holiday is increasingly rare

throughout the Inner Sea region, and likely to fade away

entirely in another human generation.

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Ascendance Day: This joyous celebration occurs on 6

Relations with

Lamashan, the anniversary of the day Iomedae entered

other Religions

the Starstone Cathedral, and is characterized by singing,

Iomedae is on good terms with Abadar, Cayden Cailean,

pledging of friendship, and forgiving old grievances or

Erastil, Sarenrae, Shelyn, and Torag, holding common

repentant enemies.

interests with each of them. Of these, she particularly

Remembrance Moon: This national holiday celebrated

appreciates Abadar for civilization's formalized systems

on the first full moon of Desnus in Lastwall and Ustalav

of justice, Sarenrae for her righteous fervor, and Torag for

commemorates those who died in the Shining Crusade

his military expertise. She does not deal with fiends of

against the Whispering Tyrant, and the church of

any status, has little to do with evil deities, and enlists the

Iomedae honors it as well due to the goddess's role in

aid of the Empyreal Lords when appropriate, though she

those events.

defers to Sarenrae if the elder goddess needs them first.

aphorisms

Iomedae is very fond of Milani, whom she calls her sister,

and is always ready to support the Everbloom when it is

Iomedaean warriors have dozens of battle cries, some

time to act. To all other deities she is indifferent, hoping

regional, with many referring to The Acts or the goddess's

to inspire them to great deeds but not setting her plans

words while achieving those miracles. Outside of combat,

aside to do so.

e

one phrase sees frequent use among the goddess's

Iomedae's faithful are eager to aid members of other

worshipers.

good faiths in any organized attempts to stamp out

da

For Victory, For the Heart: Whether whispered

evil or mediate conf licts, and while most attempt

e

as a prayer or shouted as a challenge, this saying

not to be overbearing about it, they are certainly

m

refers to striking at the heart to make sure a foe is

willing to try to sway prospective converts to the

Io

slain. Knights use it in battle, priests use it when

path of the Inheritor. Privately, many find

baptizing a new acolyte, and farmers use it

followers of Sarenrae and Torag most

when cutting a tree stump.

rewarding to work with;

Sarenrae's faith includes

a healthy contingent of

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holy crusaders, and the

practical military expertise

of Torag's followers comes

in handy in a fight. Her

church treats the remaining

worshipers of Aroden with

kindness, but it's leavened with

a strong dose of pity such as one

might feel for an elderly parent

whose mind has gone.

Realm

Despite being the youngest of

Heaven's gods, Iomedae has

increasingly accrued more and

more influence within the

plane. The Inheritor's realm

sits within Heaven's second tier,

near the border with the first

tier, a land dotted with keeps

and castles echoing the styles of

Aroden's former domain in Axis

as well as the majestic structures

common to that region of Heaven.

Iomedae's role in Heaven increasingly blurs

the line between having a discrete deific

realm and being a part of the celestials'

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military hierarchy. Certainly, the goddess holds plenty of

sway with even the highest ranks of angels and archons,

For Iomedaean Characters

and those who don't share her zealous desire to actively

Characters who worship Iomedae may find the following

crusade against evil grumble that Heaven itself becomes

rules elements thematically appropriate.

Iomedae's realm more and more with each passing year.

Planar allies

Archetypes

source

Battle scout (ranger)

Ultimate Combat 66

The church is known for its many saints, all of them dead

Crusader (cleric)

Ultimate Combat 40

mortals granted power and sometimes a new form in the

Shining knight (paladin)

Advanced Player's Guide 117

afterlife. In many cases, these saints are the patrons of

Standard bearer (cavalier)

Ultimate Combat 39

particular churches or military orders, and may only be

known to locals or religious scholars. In addition to her

Feats

source

servitor race, the iophanites (see page 293), the following

Charge of the Righteous

See page 209

are well-known supernatural servitors of Iomedae, and are

Disciple of the Sword

See page 210

suitable for calling with planar ally or similar spells.

Hands of Valor

See page 212

Hand of the Inheritor: This golden-skinned angel serves

Io

Protective Channel

See page 215

as Iomedae's herald. The Hand of the Inheritor focuses

m

on honorable combat, the preservation of just rulers, and

e

Magic items

source

valorous deeds. He feels no guilt in slaying those who

da

Altar of Iomedae

See page 248

embrace evil, but strikes to subdue when his opponent is

Cloak of the Crusader

See page 262

e

magically controlled or otherwise compromised in his

Inheritor's breastplate

See page 252

decision-making. He enjoys battle hymns and marching

Inheritor's gauntlet

See page 265

music, though his voice is more suited for harmonizing

Inheritor's light

See page 256

with a true performer than leading a song. For more

Knight-inheritor's ring

See page 258

information, see page 292.

Knight's pennon

Ultimate Equipment 307

Jingh (unique iophanite): This servant appears as a white

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Lord's banner

Ultimate Equipment 308

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metal wheel burning with golden fire, but is able to spread

Medal of the hero's heart

See page 266

the hundreds of swordlike shards that comprise his body

over an area, acting much like a blade barrier, except that those

spells

source

who touch him take slashing, fire, and holy damage. He can

Bestow grace of the

Ultimate Magic 208

dampen his fires in his natural state, though he complains

champion

that it is uncomfortable for him to do so. He prefers payment

Burst of glory

See page 230

in the form of rare or exotic oils and magical swords, which

Inheritor's smite

See page 236

he usually gives to deserving heroes elsewhere in the world.

Light prison

See page 237

Peace through Vigilance (unique celestial gold dragon):

Litany of righteousness

Ultimate Combat 235

This young celestial gold dragon never sits still for more

Spear of purity

Ultimate Magic 240

than a moment, and rarely lets his summoner get a word

Weapons against evil

See page 245

in edgewise. He likes to take charge in situations where

his strength and magic are especially suited for a task. He

traits

source

refers to his patron as "Mother Iomedae," leading some to

Divine Warrior

Advanced Player's Guide 333

believe he is the offspring of the Inheritor and Apsu, god

Purity of Faith

See page 222

of good dragons. He prizes gems and is especially friendly

Regal Presence

See page 222

toward mortals who offer them for his services.

A Shining Beacon

See page 222

Saint Lymirin (unique angel): Though this warrior-

priest normally appears as a Chelish woman with white-

Variant Spellcasting

feathered wings, her shape sometimes includes the head

Clerics of Iomedae may prepare holy sword as an 8th-

of an eagle, and in the heat of battle she has been known to

level spell; inquisitors may learn it as a 6th-level spell.

gain talons. She is a no-nonsense sort of angel, intolerant

Her clerics may prepare good hope and mark of justice

of cruelty or injustice, and inclined to strike first and ask

as 4th-level spells; paladins may prepare them as 3rd-

questions later. (In fact, she is the patron saint of first

level spells.

blood). She enjoys gifts or payments of feather-based

magic items, often weaving them into her wings so she can

use them later.

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IRoRI

To transcend your flaws, you must know your

inner self. Gaining this knowledge is a journey,

and the path may be straight or twisted.

--Unbinding the Fetters

master of masters

Spirit Tattoos: Two allow you to assume an ethereal state

God of history, knowledge, and self-perfection

for 1 minute as though using the spell etherealness. The

Alignment LN

third allows you to gain spell resistance equal to 10 + 1 for

Domains Healing, Knowledge, Law, Rune, Strength

every Hit Dice you possess for 1 minute.

Favored Weapon unarmed strike

ExAltED BOONs

Centers of Worship Absalom, Jalmeray, Katapesh, Mana

1: Cloud the Mind of the Unwary (sp) hypnotism 3/day, daze

I

Wastes, Nex, Osirion, Qadira

monster 2/day, or suggestion 1/day

R

Nationality Vudrani

2: Repair the Damaged Body (su) Up to three times per day,

o

Obedience Over the course of 1 hour, spend an equal amount of

when you can cast a conjuration (healing) spell with a range

IR

time practicing with a weapon or your unarmed strikes, reading

of touch, treat it as having a range of close instead.

any text that you have never read before, and braiding a length

3: Walk Above the Earth (su) You hover several inches off the

of hair while contemplating the mysteries of the multiverse.

ground as if levitating. This doesn't affect your speed, and

Hang the length of hair around your neck when your obedience

makes you immune to most kinds of difficult terrain, traps

is complete and wear it for the rest of the day. Gain a +4 sacred

triggered by pressure, and potentially other effects. You can

or profane bonus on all Knowledge checks. The type of bonus

levitate over solid surfaces only, so you fall if you step off a

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depends on your alignment--if you're neither good nor evil, you

cliff or over a liquid. You can, however, raise or lower yourself

must choose either sacred or profane the first time you perform

as levitate. If you make an attack while hovering, you are not

your obedience, and this choice can't be changed.

subject to the attack and damage penalties listed in the levitate

EvANgElist BOONs

spell description. However, if you move yourself higher in the

1: Expansive Knowledge (sp) identify 3/day, fox's cunning 2/

air using a move action, you become subject to the attack and

day, or secret page 1/day

damage penalties until you return to the ground.

2: inevitable Fist (su) For a number of rounds per day equal

sENtiNEl BOONs

to your Hit Dice, you can infuse your limbs with the power of

1: Masterful Warrior (sp) true strike 1/day, false life 2/day, or

pure law. Your unarmed strikes deal damage as if you were

haste 3/day

one size category larger, and gain the axiomatic weapon

2: secrets of the Enemy (Ex) The knowledge you've gained

special ability. Activating or dismissing this ability is a free

over the years regarding different creatures lets you strike

action, and the rounds don't need to be consecutive.

your foes with unerring insight. As a standard action, you can

3: Runic Form (sp and su) Nine runic tattoos appear on your

study your opponent during combat, a task which requires you

body, three for each of the three disciplines of Irori: mind,

to succeed at a Knowledge check related to the enemy's type

body, and spirit. As a standard action (unless otherwise noted)

(Pathfinder RPG Core Rulebook 99). The DC is equal to 10 +

you can discharge the power stored in a tattoo. Once spent,

your opponent's Hit Dice. If you succeed at the check, you gain

a tattoo's power returns gradually over the course of 1 week.

a +2 bonus on weapon attack and damage rolls against that

The tattoo powers are as follows:

enemy. If you fail at the Knowledge check, you may try again

Body Tattoos: Two contain cure serious wounds, which

with another action, but all subsequent attempts to use this

you can use as a spell-like ability. One contains restoration,

ability against the same enemy take a cumulative 2 penalty.

which you can use as a spell-like ability.

3: Perfection of Form (Ex) You develop your body to such

Mind Tattoos: Two can each be discharged as a swift action

a degree of physical perfection that you become almost

to allow you to reroll a saving throw against an enchantment

untouchable by the ravages of toxins and disease. You gain a

spell or effect. You must use this ability before you learn the

+4 sacred or profane bonus on saving throws against poison,

result of your save, and you must take the second result, even

magical and supernatural diseases, and spells and effects

if it is lower. The third can be discharged to grant you a +4

that cause ability damage, ability drain, or negative levels.

sacred bonus to Wisdom for 1 minute.

You also become immune to non-magical diseases.

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IRoRI

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Iroriwasonceamortalmanwhoseintensediscipline Vudra,Irorihasgainedadiversefollowingacrossthe

allowed him to attain enlightenment and divinity

Inner Sea region as those who seek discipline and self-

through physical, mental, and spiritual perfection.

perfection look to him for inspiration.

He teaches that mastery of the self allows one to master

Irori's followers rarely depict him in art because

the world, but paradoxically also purges one of desire

they believe that no icon can hope to live up to his

to master the world. Countless others seek to follow

perfect image. They describe him in poetry and prose

his path, and he encourages them to challenge their

as a f lawless man, clothed in simple robes and wooden

minds, bodies, and souls in order to transcend their

sandals, hairless save for a long braid. Beyond the Inner

self-imposed limits. He is also a god of knowledge; his

Sea region, his race often changes to ref lect that of the

followers are keen students of history, for experience is

artist; artists of the Inner Sea tend to depict him in ways

key to understanding and there is much to be learned

that emphasize his exoticism. Irori sees no need to cloak

from the experiences of others.

himself in mystery or augment himself with divine power,

Irori knows that there's no single technique that works

so on the rare occasions when he manifests to mortals, he

for everyone, and that every student must experiment and

appears as a physically fit man matching his followers'

practice to find the best method for her. He is patient,

descriptions, often sitting, kneeling patiently, or resting

forgiving, and serene, welcoming all who seek perfection

in a meditative pose. He's also been known to project a

as brothers and sisters. He is a teacher who leads by

portion of his awareness into a statue, animating its face

example rather than issuing reprimands and corrections.

and speaking through it.

Meanwhile, he constantly tests his own limits as a deity,

The Master of Masters teaches that body, mind, and

expanding his awareness and control without impinging

spirit are inexorably linked, and that the division between

upon the interests of others. Originating from distant

them is illusory and counterproductive. Within each

CORE

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When Irori is pleased, he eases the path toward

enlightenment--soothing pain, bestowing mental

The master's Rebus

clarity, and granting insight about the next step in the

In at least one alphabet, Irori's name is

worshiper's journey. Especially devout followers might

identical when reversed, and this image,

catch a brief glimpse of the god's serene eyes, or come

when rotated, creates a starlike pattern. The

across the mysterious single imprint of a sandal in

faithful call this image the Master's Rebus,

the sand. He sometimes punishes transgressions with

and say that the lines of the "star" represent knowledge

cramps, fatigue, dizziness, and obvious setbacks on the

and enlightenment flowing outward from the god to

path to self-perfection. However, in most cases he refrains

illuminate the Triune Selves of all mortals. The horizontal

from these actions, as he believes that for his sincere

axis represents the physical self and mortal lifeline, with

followers, straying from the ideal path is punishment

birth on the left and death on the right. The vertical axis

enough, and that it's best for those who are not sincere

represents the mind, with the lower half representing

to leave the church and pursue other interests. Only in

simple needs such as food, shelter, and sex, and the

extreme cases--generally with mortals who are destined

upper half representing enlightened concepts such as

for greatness--does he aff lict the person with an injury

charity, ethics, fellowship, and self-sacrifice. Wise aspirants

or disability to overcome, either to encourage her to look

understand that the rebus has a third dimension, projecting

for an alternate perspective to a problem, or to encourage

out of and into the surface it's drawn on, representing the

I

humility in someone especially prideful.

spirit, oscillating through positive and negative incarnations

R

Irori's holy symbol is an open blue palm within a circle,

o

until it stabilizes at the perfect center, aligned at the

though in some lands his rebus (see sidebar) is used more

point where the physical and mental rays cross. Crafting a

IR

often than the hand.

Master's Rebus, whether by painting it on canvas, carving

it from wood, or hammering it into copper, is an art form

The Church

among many temples, and poorer monasteries supplement

Irori's worship is most popular in Vudra and Tian Xia,

donations by selling these creations to pilgrims. Some have

and thus the Isle of Jalmeray is its biggest center in the

a tiny cup at the center to hold a small candle, lit on holy

Inner Sea region. From there, the faith originally traveled

days and representing the spirit axis of the rebus. It is

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north and west to Osirion, home of the great Monastery

common for temples to have a rebus mosaic on a floor, and

of Tar Kuata, and to Absalom, where the arena known as

to have a prayer service each morning to trace its lines with

the Irorium showcases nonlethal combat and provides

sand, ash, or water; the material is allowed to drain or blow

a strong draw in the Foreign Quarter. While the faith

away, as a person should strive for perfection every day.

has spread far and wide, it most often takes the form of

solitary monks and secluded monasteries, thus keeping it

largely out of the daily life of common folk.

Irori's followers are a varied lot, for he teaches that

individual is a perfect version of these three aspects,

there are many paths to perfection and each individual's

called the Triune Self, and mastering all three while

path may be slightly different from the next. His primary

understanding that they are one is the key to achieving

worshipers are mystics, ascetics, and martial artists. Those

perfection and enlightenment. As most have difficulty

who rise to the rank of master are said to go to his side

sensing and refining their own spirits, novices usually

to serve him forever when they die, while those who fall

prioritize improving the body and the mind, allowing

short of perfection are reincarnated to begin the journey

the control gained from these efforts to steer the growth

anew. Though most of his followers worship him as the

of the spirit.

god of self-perfection, some pray to him as a god of history

Irori believes that self-awareness leads to discipline and

or knowledge, notably in regard to anatomy, medicine,

eventually to mastery, whereas ignorance forces the spirit

philosophy, comparative studies of martial arts, and the

to repeat its mistakes in the next life. He opposes radical

history of combat and the Vudrani lands. This secondary

action and extreme changes in habits and behavior,

aspect is more prominent among elder members of the

preferring subtle shifts over time to allow a creature to

faith and those whose health prevents the rigorous exercise

adjust to unfamiliar practices and avoid adverse reactions

needed to perfect the physical self; such worshipers often

to extreme change, such as injuries or emotional disorders.

become the archivists and keepers of lore, transcribing oral

Discipline, moderation, and temperance lead to internal

traditions into lasting forms to ensure the preservation of

balance and are the keys to creating healthy, lasting

wisdom that would otherwise be lost.

change in a person's life; radical action without proper

Rituals in Iroran temples usually involve a period

preparation is chaotic and leads to negative outcomes.

of meditation or prayer, sometimes with ritualized

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consumption of particular foods, which varies from

Temples and Shrines

region to region or may be unique to a particular

Iroran houses of worship are typically sprawling

monastery. Drums, gongs, rainsticks, and bells are

complexes that function as self-sufficient temples

common instruments used to mark time in a ceremony.

and monasteries. Some operate at near-poverty levels

Monasteries devoted to martial arts may consider

and depend on donations from pilgrims and layfolk,

practicing their combat forms a kind of ritual prayer.

providing guidance and training to visitors in return.

The church doesn't practice animal or human sacrifice.

Others, especially those where the monks have taken

Physical offerings are usually seeds, bread, rice, sweat

vows of silence or dedicated themselves to similar

from the worshiper's brow, tea, or even folded paper

extreme disciplines, are generally not open to the public;

goods shaped like useful objects (such as teapots, f lowers,

visitors must wait outside lest their presence disturb the

or animals). These objects are burned in a sacred fire that

energy of those within. Many temples devoted to Irori

represents the god's spirit.

also train monks, and it's through these temples that the

There is evidence that Irori was an ascetic for a portion

martial arts of distant lands have spread across the Inner

of his mortal life, and some of his followers practice

Sea region. Such simple temples often gain footholds in

varying levels of asceticism in search of enlightenment.

oppressive lands where commoners are not allowed to

Known as sathu (meaning "done well"), these sages

use weapons, for the expert hands of a monk can show a

give up most material goods and ties to civilization to

IR

strengthen their connection with the divine. Some sathus

o

live alone in forests, caves, or graveyards, while others

R

live in temples to provide examples for aspiring monks.

I

Some wear only rags, some go naked, some paint their

f lesh, some carry swords, some never cut their hair, and

some shave or pluck all the hair from their bodies. Sathus

are greatly respected among the faithful, even by those

who do not practice asceticism, but outsiders may view

them with suspicion and believe they have supernatural

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talents, such as cursing people or summoning ghosts.

Some enlightened members of the faith, particularly

monks, are so aware of their own bodily processes that

they can sense their approaching death from old age,

knowing in advance the day or even the hour they will

pass. A few employ a method of self-mummification,

following a diet of poisonous nuts and teas that preserves

their bodies after death. These masters of life and

death leave behind their bodies to watch over

Irori's temples, and their dried but perfectly

preserved Iroran mummies may once again

serve as vessels for their spirits in times

of great need.

Among the most devout and

powerful members of Irori's faith, a

very rare few have been known to simply

disappear from the world, presumably to

continue their studies on another physical

plane or a higher plane of consciousness.

This is called "walking with the Master,"

as if such individuals were handpicked

by Irori for a greater purpose, and such

is considered a great honor. Many of

these lucky individuals revisit Golarion

decades or centuries later as spirit

guides, and at least one is known to now

be a divine servant of the god.

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peasant how to disarm a knight or use a farm implement

ends his teachings are used, so long as the individual

with deadly purpose. Almost all Iroran temples feature

continues to strive for her own concept of perfection.

rooms for prayer, sleep, and exercise, where Irori's

The rare druid-priests of Irori help civilized folk

faithful study and train endlessly to seek perfection.

reconnect with their natural instincts and extol the

A temple's leader is the resident closest to self-

emulation of various animals as the most natural way

perfection, normally determined through collective

to achieve self-perfection. Iroran priests feel a kinship

meditation but sometimes through combat or some other

for ancestor and lore oracles, particularly those cursed

esoteric metric. In most cases, the leader is a guide rather

with blindness or lameness; though these oracles

than a tyrant, though some temples tend to be more

are generally not official participants in the church

aggressive in their outlooks, requiring combat challenges

hierarchy, they're welcome in Irori's temples. Irori's

(sometimes of a bloody or even deadly variety) to ascend

inquisitors are a grim, protective group of stealthy

to higher status. Each temple is sufficient unto itself, its

investigators who track down and destroy versions of

masters responsible for guiding others down a path of

the god's teachings corrupted by minions of Asmodeus

enlightenment and opening the doors of their minds. In

or Urgathoa, who tempt the faithful with false paths

general, the priests within a given temple share certain

to perfection. These inquisitors are usually trained in

viewpoints regarding the proper way to achieve mastery,

hunting devils and undead to better deal with these

and some maintain rivalries with other temples that

common enemies. They destroy documentation

I

teach competing philosophies.

of these deceptive methods to prevent others

Ro

a Priest's Role

from using it, instruct misled followers on

how their practices will lead to failure, and

IR

To devote oneself to service of Irori is to devote oneself

put an end to those creatures responsible

to unswerving pursuit of perfection. While many

for such temptation.

are attracted to the ideals of his faith, few have

Priests are responsible for aiding others

the strength or rigor to pursue the path for long.

on the path to self-perfection, by guiding

The claims of the world are many and pressing,

followers with insights and shepherding

and their grasp demands that the student pull

them to their own personal paths

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his gaze from the light of truth: families, debts,

through rigorous questioning and

conf licts, and even old

encouragement. While the

memories reach out

specifics of each person's

to drag students back

path vary, all worshipers

to their former lives.

of Irori require good

Irori understands this,

health and clear minds,

and asks only that his

so priests avoid excessive gluttony, and

followers continue to

the use of intoxicants or other vices

strive toward perfection

that dull the senses. However, some

with their body, their

sects teach that drunkenness

wits, and most of all their

and certain drugs help expand

unquenchable spirit.

the user's consciousness, and

Though

his

clergy

predominantly

priests of these sects dose

consists of monks and clerics, Irori

themselves on a regular basis.

welcomes all who appreciate his ideals and

Even though clerics and druids can

seek to develop their spiritual growth

wear armor, many choose not to so as

into his clergy. Sorcerers, wizards, and

not to hamper the movement of their

academic sages developing their mental

bodies (though there is no stigma for

acuity may ignore the physical aspects

wearing armor, as that is yet another

of his discipline, while others focus on

ref lection on how personal path differs).

them to the exclusion of all others. Magic-obsessed

Priests who aren't part of a temple may

individuals, however, are regularly disappointed--

barter or sell their services: masters of a

most find the lore gathered by Irorans too holistic to

specialized diet might sell rare herbs used for medicinal

prove practically useful, and are instead driven toward

or cultural purposes, practitioners of exotic martial

Nethys's faith. So enlightened is Irori that even good

arts might work at a fighting academy, and others

and evil have ceased to have meaning for him. The

might teach at a university or lecture to members of

Master of Masters does not appear to care to what

other faiths on various topics.

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Inner Sea Gods

Irori often challenged himself both physically and

Clothing

mentally on his path to enlightenment, and many

Serious followers of Irori's path do not usually wear

of his priests attempt similar trials in imitation of

f lashy clothing or jewelry that easily identifies their

their master. Most trials last a year, though some

faith. Instead, they can be recognized by their physical

Iroran priests embrace challenges that last for longer

fitness, their serenity, and the poise with which they carry

periods. Such tests of body, mind, and spirit can range

themselves. Irori's priests have no formal garb save a long

from living on rice and water, taking a vow of silence,

rope of braided hair, usually tied in a loop and worn like

counting every waking breath, and so on.

a necklace. There is no specific requirement for the hair's

A typical day for a priest begins with exercise, a meal,

origin; some use their own, and others use the hair of a

meditation, and study or debate, with these activities

mentor or even an exotic creature. From these braids

repeating throughout the day. Depending on priests'

typically hangs a symbol of Irori--the hand or the rebus.

chosen paths, they may emphasize one of these activities

more than others, or eschew certain activities entirely.

Holy Text

Some priests meditate for days, pausing only to eat

Irori's sacred book is Unbinding the Fetters, a lengthy tome

a bit of bread and water periodically, while others eat

describing meditation, physical exercises, diet, and other

raw meat every hour and spend the rest of their time

methods to cleanse the body, free the mind, purify the

lifting heavy stones to build strength. Priests train their

senses, and eventually transcend the limitations of the

IR

bodies and minds, and as such they often have ranks

mortal form. The book is long and difficult, filled with

o

in Acrobatics, Climb, and Swim, along with ranks in a

aphorisms, metaphors, and riddles designed to challenge

R

wealth of Knowledge skills.

the reader's preconceptions. Each sect tends to use its

I

Irori's faith has few taboos common to all temples,

own version of the book, adding chapters that clarify

but individual paths require commitment to certain

and expand upon its preferred path to enlightenment.

mental, physical, and dietary restrictions. If a priest

Though one sect may not agree with another sect's

fails in these things, her only punishment is to try

amendments, the main sections of the book are used

again--she is her own taskmaster, and cutting corners

by the entire religion, and some scholars of the church

only postpones her enlightenment. If she fails too many

collect different versions to compare and contrast the

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times, however, she may no longer be welcome in the

various practices.

temples of Irori--the point of the religion is self-control,

and those who lack the willpower to manage their own

Holidays

excesses are encouraged to go elsewhere, though they're

Irori recognizes many paths to enlightenment, and his

welcomed back if they find such inner strength.

diverse followers celebrate countless holidays, which vary

adventurers

from sect to sect. A temple espousing the invigorating

power of sunlight might celebrate the summer solstice,

Those who have taken the teachings of Irori to heart

while one promoting the health aspects of raw grains

are likely quiet, studious, and extraordinarily focused

might observe the Harvest Feast; some scholars claim

individuals who have a deep desire to explore the hidden

that any particular day of the year is a holy day for at least

talents locked within their bodies, seeking such secrets

one sect of Irori's faith. Despite these varied practices,

either within themselves or by exploring the world. They

most churches use the Master's Rebus in their holiday

believe that by understanding themselves, they better

celebrations--worshipers draw the rebus on thin cloth or

understand the world. Those who follow this path see

paper and set it af loat on a lake or river to collide with

every day as a step toward a more serene center.

others, sink, or be carried out of sight, as a metaphor for

While Irori's followers often congregate in monasteries

the interaction of individual lives.

and other centers of learning, they may take to the

adventuring life for a variety of reasons. Some seek

aphorisms

knowledge unavailable through established channels,

Although countless masters in Irori's faith have entrusted

others seek to hone their bodies as weapons or to test

their followers with their wisdom, two quotes from the

themselves against the world, and still others may

god himself are known and used by all of his faithful.

venture forth on missions assigned by their masters.

Endure and Renew: A battle is not won with a single

Great are the troves of knowledge held by Irori's faith, but

punch or kick, and enlightenment is not reached with

greater still are the secrets that have been lost or that lie

one bout of meditation or by reading one book. Most

undiscovered. For Irori's followers, there are few honors

people spend lifetimes trying to achieve perfection.

greater than revealing mysteries and sharing them with

Expect setbacks. Learn from mistakes. Improve now so

all who seek to learn.

that another life will bring one closer to perfection.

CORE

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Mastery without Form: This is the root of Irori's

they disagree with their teachings. Their objectivity

manifold philosophy: each person's path is unique, and

and devotion to perfection and balance often cause

while much can be learned from others, an individual must

other churches to call upon them to mediate interfaith

be willing to follow her own path to achieve perfection.

disputes, especially when temples are built in areas new

Spending too much time trying to emulate another

to a particular faith and there are clashes with religions

person's path may limit an aspirant's own potential. A

already long established in those locales. Irorans oblige

follower of Irori should recognize the limits of others--

such requests if they believe they may help lead members

physical, mental, and spiritual--while realizing that they

of those faiths closer to enlightenment, but may regret

may not also be bound by those limitations.

the time and focus taken away from their own pursuits if

Relations with

the disputants are too petty or bureaucratic to see reason.

other Religions

Realm

Irori seeks to avoid interfering with other divine beings

Irori's realm in the Great Beyond is called the Serene

unless they threaten his work or his people, as he respects

Circle--a large, f lat space within Axis, a lush garden

other deities and recognizes what is correct for him may

broken by footpaths and scattered with large rock

not be so for them. He frowns on those who tear down or

outcroppings. The few buildings typically resemble

corrupt the accomplishments of others, and has an ongoing

Vudrani temples, palaces, or monasteries, though the

I

feud with Asmodeus because the Prince of Darkness likes

enlightened claim they can see aspects of all of these

R

to taunt his followers with false shortcuts to perfection.

structures in each, as if the buildings appear in whatever

o

Unlike the Ascended, Irori became a god without the

shape is needed. The god's divine servants walk the

IR

aid of a magical artifact--in effect, he considers Cayden

paths, discussing philosophy and taking breaks to

Cailean, Iomedae, and Norgorber to have cheated in their

practice meditation, martial arts, or breathing exercises.

ascension (as they used the path made by Aroden rather

Most have been reincarnated dozens of times, aided by

than finding their own), but is polite enough to keep

Irori in experiencing life anew again and again, refining

his opinion to himself unless he feels they are behaving

their souls' fundamental experience and nearness

arrogantly. The attitude causes mild rivalry between

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his faith and those of the Ascended, a tension

that takes the form of an ongoing feud

with Norgorber--Irori seeks to share

knowledge, while the god of secrets

tries to hide it away and often

endangers his followers. This has

led to many bloody encounters

between Irori's followers and secret-

hoarding Norgorberites like the

Anaphexia. Irori views the dispute as

one more challenge to overcome.

Irori was greatly troubled by the death

of Aroden; their shared status as powerful

mortals who became gods resulted in a friendly

relationship between them, and followers of Irori are

taught to show respect for Aroden's holy sites, much as a

great warrior would honor the graves of his friends and

honorable enemies. This reverence doesn't inherently

extend to sites that have been converted to Iomedae's

service, though Irori holds no enmity toward

Aroden's heir and understands the

practicality of these alterations.

As the children of a god who is

one of a pantheon of hundreds

of Vudrani deities, Irori's

followers largely respect

other religions, even if

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Inner Sea Gods

to perfection with each life. Those who choose to return

to the Material Plane again and again help others

FoR IRoRaN CHaRaCTeRS

find wisdom, often acting as mentors, antagonists, or

Characters who worship Irori may find the following rules

martyrs. At the god's insistence, Axis's native inevitables

elements thematically appropriate.

and formians are forbidden to enter the Serene Circle, for

their alien nature and constant noise are disruptive to the

Archetypes

source

sense of tranquility he seeks. A few fortunate mortals may

Ki mystic (monk)

Advanced Player's Guide 111

receive visions of this place, with its serenity motivating

Scrollmaster (wizard)

Ultimate Magic 89

them to continue their work toward perfection.

Unarmed fighter (fighter)

Ultimate Combat 48

Planar allies

Feats

source

Most of Irori's divine servants are ascended or reincarnated

Improved Unarmed Strike

Core Rulebook 128

mortals, taking steps toward perfection with each lifetime

Ki Channel

See page 213

and gaining wisdom with each journey. In addition to his

Master of Knowledge

See page 213

servitor race, the pavbaghas (see page 295), notable masters

Scholar

The Inner Sea World Guide 288

who serve Irori include the following, who answer to planar

Steady Engagement

See page 216

ally and similar calling spells from the faithful.

IR

Cheu Chem (unique pavbagha): Not all paths to

Magic items

source

o

perfection require or result in a humanoid shape, and

R

Altar of Irori

See page 248

this pavbagha claims that her current form, that of a

I

Amulet of mighty fists

Core Rulebook 496

white tiger, is her fourth incarnation as an intelligent

Incense of meditation

Core Rulebook 520

animal. She speaks nearly a dozen mortal languages

Monk's robes

Core Rulebook 528

and doesn't tolerate impertinence from her students,

Perfection leather

See page 253

delivering chastisement with a paw to the head (though

Perfectionist shavtoosh

See page 256

she always sheathes her claws).

Purification talisman

See page 268

The Old Man: Irori's herald, the Old Man loves to see

Ring of serene contortions

See page 259

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people achieving their potential, even if it's limited by a

Robe of the Master of Masters

See page 268

mortal lifespan. He enjoys watching over favored students

in successive lifetimes, guiding them in different ways

spells

source

each time. When called to Golarion by mortal magic, the

Abstemiousness

See page 228

Old Man is not so generous with his efforts, for he feels

Blood crow strike

Ultimate Magic 208

that anyone powerful enough to call him can afford to pay

Channel vigor

See page 231

for his services. He accepts magic items that can aid young

Replenish ki

See page 238

monks in their training and travels; rare books of history

that contain valuable anecdotes; magic that increases

traits

source

Intelligence or Wisdom scores; and pledges to build or

Centered

See page 218

restore temples, shrines, schools, and monasteries of Irori

Eternal Understanding

See page 219

in places that could benefit from such attention. While he

Seer of Reality

See page 222

often proves curt when summoned, he quickly assesses

Wisdom in the Flesh

Advanced Player's Guide 333

the honest needs of whoever called him and proves quick

to act if their wishes parallel the will of Irori. For more

Variant Spellcasting

information, see page 294.

Clerics of Irori add astral projection and moment of

Sixth Rebirth (unique resolute stone giant): This

prescience to their spell list as 8th-level spells; inquisitors

humorless stone giant's f lesh bears several rough scars, as

add them to their spell list as 6th-level spells. Clerics

if he had scoured away tattoos from a life he wishes to forget.

add transformation to their spell list as a 6th-level spell;

His name is not one he choose for himself, but rather one

inquisitors add it as a 5th-level spell. Clerics and inquisitors

that was given to him by a student. He prefers secluded

of Irori add haste to their spell lists as a 4th-level spell.

meditation to physical exertion, but can pulverize stone

Additionally, clerics add legend lore to their spell list as a

and even steel with his bare hands, if given proper cause.

6th-level spell; inquisitors add it as a 4th-level spell. Finally,

He can be found sitting in near-constant meditation in a

Iroran clerics and inquisitors add stone fistAPG to their spell

shrine built high atop a rock outcropping in the Serene

list as a 1st-level spell.

Circle. The Sixth Rebirth answers a follower's call if

directed to do so by the Master of Masters.

LaMashTu

"Great is the daughter of heaven who tortures

infants. her hand is a net, her embrace is death.

she roars like a lion. she constantly howls

like a demon-dog."

--Lamashtan prayer from Osirion

The Mother of

Monsters

ExAltED BOONs

1: Howling terror (sp) cause fear 3/day, mad hallucinationUM

Goddess of madness, monsters, and nightmares

2/day, or fear 1/day

Alignment CE

2: Maddening thoughts (su) Your mind constantly swirls

Domains Chaos, Evil, Madness, Strength, Trickery

with dark whispers and disturbing thoughts. You gain a +4

u

Favored Weapon falchion

profane bonus on saving throws against mind-affecting

Th

Centers of Worship Belkzen, Irrisen, Katapesh, Nex, Osirion,

(compulsion) spells and effects and against divination spells

s

River Kingdoms, Varisia, Worldwound

and effects that attempt to read your thoughts. Anyone who

a

Nationality demon

targets you with such a spell or effect must succeed at a Will

M

Obedience Sacrifice an unwilling living creature in the name

saving throw (with a DC equal to 10 + your Wisdom modifier

a

of the Mother of Monsters. Draw the process out to inspire

+ 1/2 your Hit Dice) or take 1d4 points of Wisdom damage.

L

the maximum terror and suffering in your victim. The death

3: Monstrous transformation (sp) Once per day, you can

blow you deal should be savage and destructive--do not

use baleful polymorph, except you change the target into

grant your sacrifice a clean death. Once the creature is

a horribly mutated form of the chosen animal. The target

dead, remove one of its bones and sharpen it to a point.

takes a 4 penalty on its saving throw to resist your spell

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Use the bone to cut yourself deeply enough to leave a scar.

(if the new form would prove fatal for the creature, it still

Leave the sacrificed creature's mutilated form in the open

gains a +4 bonus on its saving throw, effectively negating

where scavengers may devour it or travelers may see it and

this penalty). In addition to the other effects of the

know of Lamashtu's power. Gain a +1 natural armor bonus

spell, the subject is in constant pain from its twisted and

to your AC.

disfigured form, and takes 1d6 points of nonlethal damage

EvANgElist BOONs

each round. This constant agony imposes a 2 penalty on

1: savage summoner (sp) summon monster I 3/day, summon

all of the target's ability checks, skill checks, saving throws,

swarm 2/day, or summon nature's ally III 1/day

attack rolls, and damage rolls.

2: terrifying Eidolon (su) Your eidolon gains the frightful

sENtiNEl BOONs

presence evolution for free, if you wish. Whenever you

1: Ferocious Battler (sp) stone fistAPG 3/day, bear's endurance

gain a new level in the summoner class (or the evangelist

2/day, or greater magic fang 1/day

prestige class, if your aligned class has the eidolon class

2: Bestial Jaws (Ex) Your jaw distends slightly and you grow

feature) and you reassign your evolution points, you

prominent canines. You gain a bite attack that deals 1d4

can choose to assign or remove the frightful presence

points of damage if you're Medium or 1d3 points of damage if

evolution. Once your choice has been made, it can't be

you're Small, plus half your Strength bonus. When part of a full

altered until the next time you gain an appropriate level. If

attack, the bite attack is made at your full base attack bonus

you don't have the eidolon class feature, you can instead use

5. You can also make a bite attack as part of the action to

summon monster V once per day as a spell-like ability.

maintain or break free from a grapple. This attack is resolved

3: tainted Ally (sp) Once per day as a standard action, you

before the grapple check is attempted. If the bite attack hits,

can summon a baregara (Pathfinder RPG Bestiary 3 34). The

you gain a +2 bonus on your grapple check and any other

baregara follows your commands perfectly for 1 minute for

grapple check against the same creature this round.

every Hit Die you possess before vanishing back to its home

3: scarred Form (su) An armorlike epidermis of thick scars

in the Abyss. The baregara doesn't follow commands that

covers you. You take a 2 penalty on Charisma checks and

would cause it to act in lawful, good, or otherwise beneficial

Charisma-based skill checks. You gain damage reduction

ways. Such commands not only earn a snarl of disgust from

5/--. If you already had damage reduction with no method of

the creature, but could cause the baregara to attack you if

bypass (such as from the barbarian's damage reduction class

the command is particularly egregious.

feature), you instead increase that damage reduction by 5.

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LaMashTu

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Lamashtuisthemotherofmonsters,devourerof newbornstoprotecttheirown,andmanystoriesofinfants

infants, and source of all that is corrupted and

stolen and replaced with wicked faerie-kind are actually

bestial. A monstrous and terrifying deity born

Lamashtu-altered infants who appear normal and then

from the depths of madness, she is both fiendish queen

transform overnight into monsters. Lamashtu revels in

and revered mother to the horrors that stalk the night. She

destroying the most innocent, whether defiling their f lesh

is a fertility goddess, but though those who pray to her are

or tainting their minds; to her, a nursery is a banquet.

certainly more likely to survive childbirth, their offspring

The Mother of Monsters tore out her own womb and

will be inevitably tainted. Legends say that from her womb

feasted upon it to gain power over the unborn, then

sprang many of Golarion's monstrous races: goblins,

regenerated her own f lesh by consuming a thousand stolen

gnolls, and other foul spawn too numerous to count. Her

infants. Her milk can sustain, poison, and even transform

dominion over beasts makes the wilderness a fearsome

those who drink it. Lamashtu steals seed from men while

place, while her nightmares invade the peace of sleep. The

they sleep and uses that to create half-breed monsters that

endless screams of the insane are glorious hymns to her,

she later sends to shame and wound their fathers. Her touch

and the destruction of all things lies within her desire.

and breath cause stillbirth and infant deformities, and

Lamashtu's goal is to corrupt mortals and twist the entire

those who suffer this are usually plagued by nightmares.

world into her misshapen brood, an enormous monstrous

Lamashtu has dominion over all unintelligent monsters.

family devoted to her. She's neither an empire-builder

She murdered the god Curchanus and stole his dominion

nor a conquering warlord; if her world is full of warring

over beasts, which is why the untamed creatures of the

tribes, so much the better, for it means there will always be

wild consider humanoids their enemies. Many strange

a need for many births to replenish the ranks of the fallen.

and unique monsters arise from her whim, as she enjoys

The primitive and desperate have long sacrificed others'

molding the f lesh of radically different beasts to create

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new terrors. Those plagued by monsters can pray to her

though many lesser humanoid clergy are adepts, a small

for assistance, and in exchange for loyalty and offerings

number are rangers, and a handful are corrupted druids.

of newborns or infants (or sometimes merely breast milk

She is called the Demon Queen, the Mother of Beasts, and

or placentas, if she is in a good mood), Lamashtu sends

the Demon Mother--but despite her titles, she isn't the

her minions away to prey upon unbelievers. Her name can

creator of the demon race as a whole, though many such

be invoked as a charm or prayer against nightmares, but

fiends serve her and she herself once numbered among

using it might draw her attention and lead to monstrous

the demon lords of the Abyss. Along with numerous well-

births if the invoker is not a member of her cult or doesn't

known demons, seven powerful demonic sorceresses

make the appropriate grisly sacrifices.

serve her; called the Seven Witches, in some tales they are

Lamashtu's worshipers believe that purity and

identified as her most powerful daughters.

perfection are temporary or illusory, while corruption

and f laws are the natural and final state of things. While

The Church

high-minded artists and philosophers might argue that

Lamashtu's church is scattered and lacks an overall

change is a dynamic agent that prevents the stagnation of

hierarchy. It is rare that two priests come into conf lict,

civilization, the followers of the Mother of Monsters only

as they recognize their shared devotion as well as the

want to bend, tear, and break the blasphemous beauty they

hostility they face from those outside the faith. When

u

see in the world. Her true form is a pregnant woman with

conf lict is inevitable, the priests compare scars, number

Th

a three-eyed jackal head, taloned bird legs, and black hawk

of offspring, and malformations to determine which is

s

wings. The state of her pregnancy varies, but she is always

superior. Magical power is the last element compared--a

a

visibly pregnant, and often hugely so, though this never

less experienced priestess with six children can have

M

affects her mobility. She carries two blades: one shrouded

higher status than an older one with fewer surviving

a

in fire called Redlust, and one crusted in frost called

children. Conf lict among tribes that worship Lamashtu

L

Chillheart. Her voice is deep and rich, and rises to a howl

is just as rare.

when enraged; her screams are like a lion's roar that can

Services to Lamashtu include howling, screaming,

be heard for miles.

branding, bloodletting, childbirth, and sacrificing

When the Mother of Beasts is angry, her victims

humanoids or animals. The use of music is limited

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suffer painful joints, infections, or nightmares. For

to a throbbing drumbeat that sets the tempo for the

her worshipers, giving birth to an untainted child is a

ceremony's events. Services usually take place at night

sign of great disfavor and shame, requiring sacrifices to

or underground, though an auspicious labor or a

atone, starting with that of the unwanted newborn. Her

particularly long and painful birth might inspire a ritual

greatest disfavor results in monstrous parents giving

no matter when it occurs.

birth to children of a people cursed with beauty, such as

The use of intoxicants is a common part of Lamashtan

elves. Worshipers asking her for signs generally undergo

rituals, which often devolve into an orgiastic excess

physical changes: a priest asking whether to pursue a

of food, sex, hallucination, and violence. The Demon

vendetta against an old foe might wake to find his canine

Queen's followers ritually eat hallucinogenic plants

teeth elongated into fangs. Such changes tend to last only

and poisonous animals to alter their perceptions of the

a few hours and give no significant advantage. Lamashtu

mortal world, sometimes causing permanent mental

may also send messages through nightmares: a hunter

changes and insanity--though in most cases, the

might receive a vivid nightmare of Lamashtu biting the

substances only cause vivid dreamlike or nightmarish

head off a dwarven infant, thus directing him to kill the

visions. Cultists have also been known to poison others

dwarven captain (the head, or leader of the group) to force

with these materials in order to sow chaos. Though most

pesky dwarven soldiers to return to their base. In rare

cultists are too crude and direct to formulate complex

cases, injured worshipers deep in her favor might wake to

attacks against the psyche, particularly devious members

find wounds half-healed or a lost limb regrown, though

have been known to harass and demoralize opposing

she is not a healing deity, and in these cases the result is

groups (such as monk orders and religions that espouse

meant to stand as testament to her unnatural intervention:

physical beauty) with horrifying campaigns of torture

a man with a belly wound might have pink scarring and

and humiliation intended to break their enemies' spirits.

strange hairy growths, a human amputee might have a

Communing with the Demon Queen typically involves

gnoll's leg, and so on.

an animal or beast for her to possess and some sort of

Lamashtu's holy symbol is a three-eyed jackal's head.

meat sacrifice for the creature to eat.

Though her favored weapon is the falchion, the kukri,

Lamashtu's worshipers often perform ritualistic self-

with its murderous implications, is also valued and

mutilation to prove their devotion to her, wearing their

used by those of her faith. Most of her clergy are clerics,

scars as trophies until the lucky day when she graces them

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Inner Sea Gods

with some kind of deformity (which is then displayed

with reverence). A rare few use primitive surgery to make

Lamashtu's antipaladin

these alterations, but most are just masochists with a high

Code

tolerance for pain and crippling injuries. Those that wholly

The leaders of Lamashtu's children are proud of their

abandon their original appearance to become more bestial

deformities and rage against civilization. They seek to tear

are highly respected for their physical sacrifices, and gain

the blinders from the eyes of the world and show them

power and favor in the goddess's eyes. Adventurers tell of

the nightmare of nature, the writhing and endlessly fecund

at least one pink-skinned gnoll chieftain who speaks like a

truth. Their code is one of bloodshed and howling madness.

human nobleman raised in a great city.

Its tenets include the following adages.

Pregnant cultists can pray for Lamashtu's blessing,

All things are monstrous, and only the weak hide their

transforming their unborn into monsters that claw

marks. I show the world as it is.

their way free of the womb, leaving behind horrific

I will bring the outcasts in from the cold and teach them

scarring that the faithful view as signs of devotion and

the taste of victory.

piety. In these ritual births, magical healing is shunned

I fill the wombs. I birth the children. I teach our enemies

as it prevents scarring, though non-magical healers are

why they fear the night.

L

typically present to give the mother a chance of surviving.

a

I bring madness to the cities, that in their blood and

Because they can bear children, female cultists rank

M

fear they may understand the chaos of the world.

high in Lamashtu-worshipping communities. Bearing

a

I will spread the Mother's seed. If the blind cannot be

many monstrous children is an ambitious goal for

s

taught to see, their children can.

h

cultists, (especially as some of Lamashtu's spawn are too

T

deformed or fragile to survive long), but success brings

u

with it the deep respect of other worshipers. Barren

women tend to have low status within any Lamashtan

tribe and often try to make themselves useful to the tribe

in other ways--hunting, raiding, and guarding whenever

possible--lest they risk being shunned as Lamashtu's

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worshipers consider infertility a curse from the Demon

Queen. Some male worshipers of Lamashtu, jealous of

the revered position of female clergy members, go to

outlandish and repulsive lengths to mimic the ability to

give birth, willingly becoming the vessels for rot grubs,

xill eggs, vrock swarms, and other terrible parasites.

Temples and

shrines

The Demon Queen's church operates on the outskirts

of civilization. Most primitive humanoids worship

her outside or underground, their gathering places

simple affairs, usually with flat, bloodstained rocks

suitable for sacrifices or more ornate rings of stones

and idols carved with the goddess's image. Civilized

folk usually cannot worship Lamashtu publicly, and

thus only construct churches officially dedicated to

her in the most depraved lands (such as Belkzen and

the Worldwound). More commonly, her worshipers

build elaborate hidden shrines beneath cities, in

ruins, or in other secret redoubts. In such places,

Lamashtu's faithful pay their foul mistress honor

as grandly as secrecy allows.

In both cases, Lamashtu's shrines feature an

altar carved with a shallow basin. Some sites built

to honor the goddess and where the faithful make

regular blood sacrifices to her are blessed with the

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waters of Lamashtu, foul unholy fluid that bubbles up upon

The children among Lamashtu's worshipers often don't have

the altar or in specially consecrated fonts. If a creature

identifiable parents, and her priests act as disciplinarians

drinks of these waters, he suffers terrible side effects. See

and harsh role models, guiding the next generations in the

page 297 of Pathfinder Campaign Setting: The Inner Sea World

goddess's merciless ways. Some sects have discovered magical

Guide for more information on the waters of Lamashtu.

means of impregnating both male and female humanoids,

a Priest's Role

and priests often tend the resulting monstrous offspring,

which may require a specialized nursery.

Lamashtu's faith is ancient, yet still very primitive in its

Because of such intertwined relationships, most

beliefs and habits. A priest must ensure the strength of his

priests have strong ties to their community and are rarely

people's faith, tend to their physical injuries (especially those

encountered alone. Those traveling solo are usually on a

whose deformities are a significant hindrance), spiritually

mission or vision quest, the last survivor of a dead cult, or

guide them through hard times by focusing on the hideous

an exile in search of a new tribe. Sometimes these loners

glory of the Demon Queen, and interpret signs of Lamashtu's

hide for a time among lepers and beggars, using their

favor and displeasure.

misshapen f lesh to blend in and create new converts to

Her priests use magic, faith, and f lesh to soothe disputes

the faith. Other priests use their magic and knowledge

and settle arguments--a spell used for compulsion, a threat

to infiltrate madhouses in the role of a healer, arranging

u

of torture in the afterlife, or an intimate encounter

"escapes" for those who might serve the cult's purposes.

Th

might be exactly what someone needs to defuse

A typical day for a priest involves waking, blessing

s

his anger, jealousy, or desire for vengeance.

the tribe's food, physical examination of themselves

a

Promiscuity is as much a part of a cleric's role as

and others for new f lesh or abilities, some

M

healing, and most leave multiple children

manner of masochistic prayer, performing

a

in their wakes. Marriages or lifetime

rites over any pregnant tribe members, and

L

pairings are exceedingly rare in the

tending any monsters or beasts allied with

cult, especially among uncivilized

the cult. A cleric normally prepares spells

humanoids; male priests usually

after the evening's tribal rituals. The

aren't sure how many children

clergy have no official ranks--all are

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they've sired and female priests

merely priests unless they gather

generally

can't

identify

their

enough fame and power to lead

children's

fathers.

Lamashtu's

their tribe. A priest with a gift

priests learn early not to grow too

in a particular area might

attached to a particular person

acquire a title appropriate

or thing, as sometimes the best

to that trait (prophet, war-

way to settle a dispute is to

leader, and so on), but this

murder or banish one of the

carries no concrete status

parties. Exposed to deformity

within the church.

at an early age and taught to

The cult's association

view it as a sign of their patroness's

with ferocious beasts often

favor, they are unblinking in the face

puts druids and rangers sworn

of horrible aff lictions and willing

to Lamashtu in prominent roles

to get close to people "civilized" folk

among cults; among the more

would consider unclean or unholy--

primitive, they may be the head priest

often to a fetishistic degree.

or war-leader. Most priests have ranks

Priests are responsible for

in Handle Animal, Heal, Intimidate,

teaching the young about

and an appropriate Knowledge skill

the Mother of Monsters

relating to local monsters.

and making sure they

Lamashtu began her existence

understand

her

among the throngs of the Abyss,

importance

in

and she retains many connections

their

lives.

They

to that fiendish realm and the

eagerly

punish

reluctant

perverse spellcasters who seek

children

either

with

painful

power from its denizens. Her church

physical

transformations

or

by

welcomes demoniacs (Book of the Damned

plaguing them with horrible nightmares.

Volume 2: Lords of Chaos 46), as they offer their

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Inner Sea Gods

patroness as much--or more--zeal as clerics. Their pacts

to make leather, and painting them. Two of the strips

with the goddess are businesslike exchanges of service

have been torn and repaired, and legend tells of a fourth

for power, but the Mother of Monsters does not begrudge

strip containing a heresy expunged from cult lore.

the arrangement. To most of Lamashtu's servants, the

The Skull of Mashaag: This is the preserved skull of a

distinction between cleric and demoniac is semantic, as

yaenit champion slain by a cleric of Desna. The skull was

they fill the same roles in the goddess's cults and tribes.

found intact by a Lamashtan priest and empowered with

adventurers

the ability to speak the Demon Queen's doctrine in several

different humanoid languages, as well as in Abyssal. Every

The worshipers of Lamashtu are monstrous, whether in

few years, a number of Lamashtan cults meet to hear the

appearance or deep in their souls. Her worshipers wish

skull speak, and heroes of each cult face off in contests

nothing less than overarching corruption, destruction,

of strength to determine which cult holds the skull until

and the defilement of all that is beautiful. They are

the next meeting. On these occasions, the skull makes

outsiders and rejects from civilized society, often from

observations as if it were its own sentient being.

birth, and see existence as an endless bath of blood

and entrails, a constant churn of life rising and falling

holidays

L

under the teeth and blades of those stronger, smarter,

The cults of Lamashtu celebrate no known regular

a

or luckier. They believe in the propagation of monsters,

holidays, though they engage in debauched hedonism to

M

all sorts of crossbreeds and abominations, and the hot

celebrate births, deformities, and demonic visitations.

a

and vicious filth of life. They are the incarnations of vile

The entire month of Lamashan is sacred to them, not

sh

poisoned fertility.

only because it is named for their goddess, but because

T

Worshipers of Lamashtu may venture forth and even

it represents the transition from fall to winter, a time

u

ally with those outside the faith in order to seek out

of year when the weakest offspring die from the first

monsters or great beasts to serve their cult, to blood

seasonal illnesses.

themselves and prove their strength so that they may

return to their tribe and be accorded greater status,

aphorisms

or to find parents--willing or unwilling--for their

Servants of Lamashtu extol the insane wisdom of the

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monstrous offspring. War means birth, as the children

Mother of Monsters, often in the form of short mantras

of submission and savagery grow to loathe and replace

or savage truths.

their forefathers.

Blessed Be the Mother: An oath to the Demon Queen

Clothing

and praise to mortal mothers, this invocation may be a

battle cry, a plea for help, or a prayer of thanks, depending

Ritual garb for priests may include jackal masks made

on the context. It is chanted during childbirth to link

of leather or precious metal, horned headdresses, cloaks

the expectant mother to Lamashtu so the goddess takes

of shaggy fur or black feathers, and pairs of falchions or

notice and brings forth a strong (though deformed) new

kukris decorated to resemble the Demon Queen's own

life. In rituals where creatures are sacrificed, the victim

weapons. Wealthy followers might imbue these weapons

is bled first and the blood used to spell this phrase on the

with the f laming or frost ability, though a continual f lame

ground in simple runes.

spell has a similar look, and red and blue paint are

The Scars Are the Proof: Rival cultists of Lamashtu

satisfactory representations of the icons. Most wear her

often challenge each other to a "duel of scars," in which

symbol as an amulet, brand, or tattoo. Brown and black

they compare scarring to see who has been in more battles

are typical clothing colors, more out of convenience and

or marked himself to a greater extent; the one with the

availability than a preference for those shades, though

most scars is considered the victor. If the decision is

they do match the goddess's fur and wings.

too close to call, opponents may take turns branding or

holy Texts

cutting themselves until one concedes victory. Among

women, the rough belly-scars from monstrous births are

Although most Lamashtan writings are clawed in stone

proof of the goddess's favor, and are often the deciding

or painted in blood, her holiest teachings can be found in

factor in a scar duel.

a pair of profane references.

The Four Hides of Lawm: This text is a series of three

Relations with

leather straps stitched together and marked with simple

Other Religions

runes telling the history and lessons of the Demon

Lamashtu considers all other gods her enemies, although

Queen. Lawm, a hero of the faith, created this item by

she focuses her energy on nurturing her children and

pulling strips of f lesh from her own body, tanning them

expanding the lands for them to inhabit. She knows

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Desna hates her for killing the god Curchanus and

She created a realm in the Abyss and gifted it to the four

stealing his power over beasts, as well as for her control of

gods now known as the Goblin Hero-Gods (see page 189)

nightmares, but she treats the childless, f lighty goddess

in return for their help in ensuring that goblins worship

as beneath her notice. She sees Urgathoa as a rival, as the

the Demon Queen above all others.

Pallid Princess's deathless followers can multiply quickly

Lamashtu also makes occasional deals with demon

and have the potential to swarm the mortal world.

lords, but never with for Pazuzu, her former lover,

Lamashtu wars with Rovagug often over control of the

for whom she brooks no quarter. Pazuzu is one of the

various races and tribes of uncivilized humanoids that

most ancient demon lords, and his long conf lict with

revere him. She has a vague interest in capturing Shelyn

Lamashtu has prevented him from achieving greater

and transforming her into a hideous breeder of monsters,

power or perhaps even ascending to godhood himself;

but such interests can wait until her offspring cover the

this knowledge only serves as a goad for his hatred of the

mortal world.

Demon Queen. Accounts differ as to whether the King of

Though she distrusts any beings that rival or approach

the Wind Demons and the Mother of Monsters began as

her in power, Lamashtu does occasionally work with

siblings, lovers, or merely allies, but most agree that they

other deities and demigods when it serves her interests.

slaughtered thousands of greater demons and claimed a

large territory they ruled jointly. When the Demon Queen

u

tore away Curchanus's power over wild beasts, her ascent

Th

to greater power and status infuriated Pazuzu. When

s

she returned from battle, he stabbed her with a shard

a

of cold iron snapped from the heart of a mountain,

M

maiming her wings and casting her into an infinitely

a

deep chasm at the edge of their shared realm. It took her

L

centuries to recover, but upon her emergence from the

pit, she wrested control of their territory from Pazuzu.

She hopes to someday capture him, break his wings, and

imprison him for a thousand years before finally eating

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his heart. To this day, his name is believed to disperse

her influence, and mortals fearful of her corrupting

touch put amulets with Pazuzu's name or image around

the necks of pregnant women and newborns to ward

her away.

Her faithful are generally hostile toward

other faiths, no matter how closely aligned

their goals are. The rare exception comes

from worshipers of those demons

like Socothbenoth or Nocticula

who claim (or seek) to be the

Demon

Queen's

servants

or

lovers.

Particularly

ambitious

Lamashtans

may infiltrate other

faiths to corrupt them

from within, sowing

nightmares,

suspicion,

infighting,

and

even

monstrous offspring among

them, a tactic

they particularly favor against

worshipers of Pharasma because of their shared

interest in births.

Realm

Lamashtu claims Kurnugia, the largest layer

of the Abyss, as her personal realm. Kurnugia's vast,

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Inner Sea Gods

world-swallowing size allows it to include all known

terrestrial terrains--steaming jungles, parched deserts,

For Lamashtan Characters

ice-caked mountains, vast seas, immense swamps, and

Characters who worship Lamashtu may find the following

more. Other decidedly nonterrestrial terrains exist here

rules elements thematically appropriate.

as well, violent and insane regions that only the Abyss

could host. All of these realms are infested with demons,

Archetypes

source

ruled by great nations of warring fiendish gnolls, or

Antipaladin (paladin)

Advanced Player's Guide 119

otherwise prove inimical to non-demonic life.

Evolutionist (summoner)

Ultimate Magic 79

Lamashtu's seat or power upon the plane is the palace-

Beast rider (cavalier)

Ultimate Combat 36

city of Yanaron: a towering mass of strange spires and

Beast-bonded (witch)

Ultimate Magic 83

towers, itself the size of a world, positioned in the center

Beastmorph (alchemist)

Ultimate Combat 24

of an impossibly large mesa. The diamond-shaped city

Savage warrior (fighter)

Advanced Player's Guide 107

that surrounds the central palace is heavily populated by

Abyssal creatures handpicked by the Demon Queen for

Feats

source

their loyalty or unique deformities, all fighting wars for

Destroy Identity

See page 210

L

positions in this legendary city. Several nascent demon

a

Fearsome Finish

See page 212

lords dwell here as well--powerful minions of Lamashtu

M

Lamashtu's Mark

Rise of the Runelords

that may soon become true demon lords and rulers of

a

Anniversary Edition 419

Abyssal realms of their own, including many-bodied

s

Nightmare Scars

See page 214

h

Izyagna, sulking and filthy Murnath, and shadowy

T

Nightripper (see pages 3435 of Pathfinder Campaign Setting:

Magic items

source

u

Inner Sea Bestiary for more details on Nightripper).

Altar of Lamashtu

See page 248

Planar allies

Demon Mother's mask

See page 263

Fanged falchion

Rise of the Runelords

Along with shemhazian demons (Pathfinder RPG Bestiary 2

Anniversary Edition 421

80), swaithes (see page 297), and yaenits (Pathfinder Module:

Gutbite belt

See page 265

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Broken Chains 29), the following outsiders serve Lamashtu

Pelt of the Demon Mother

See page 253

and only willingly answer planar ally and similar calling

Redlust's daughter

See page 257

spells from her faithful.

Bloodmaw (unique yeth hound): This beast leads a large

spells

source

pack in Lamashtu's realm, and stands out because of his

Anthropomorphic animal

Ultimate Magic 206

different-colored eyes (one glows green, the other has the

Blade of dark triumph

Ultimate Magic 208

normal red glow). He can't use weapons that require hands

Litany of madness

Ultimate Combat 234

and refuses to serve if offered such things as payment. He

Monstrous extremities

See page 237

and his pack understand Abyssal and Infernal.

Vision of Lamashtu

The Inner Sea World

Yethazmari: This jackal-like beast serves as Lamashtu's

Guide 297

herald. As much as Yethazmari delights in the war-torn

Waters of Lamashtu

The Inner Sea World

devastation of the Abyss, it exalts in every opportunity to

Guide 297

rampage upon the Material Plane. On the rare occasions

what Lamashtu sends her herald to Golarion, the

traits

source

servants of the Mother of Monsters f lock to its side--an

Deformed

See page 219

act of dangerous fanaticism, as the beast is just as likely

Opportune Slayer

See page 221

to prey upon allies as foes. Worshipers of Lamashtu claim

Unhinged Mentality

See page 223

that no host joined by the Demon Queen's herald has ever

been defeated. Legends of Yethazmari often say that it is

Variant spellcasting

accompanied by a pack of powerful yeth hounds known

Clerics of Lamashtu may prepare nightmare as a 6th-

as the Black Hunt. These yeth hounds claim direct

level spell; those with the Madness domain gain access

parentage from the herald and are among the oldest and

to this spell earlier. Clerics and druids may prepare baleful

strongest of their kind. Should Yethazmari be killed

polymorph as a 5th-level spell. Druids and rangers can use

on the Material Plane, it's said that his essence chooses

summon nature's ally spells to summon fiendish animals

one from among this pack to bind with, resurrecting

from the same level summon monster list.

the ancient fiend. For more information on Lamashtu's

herald, see page 296.

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NEThys

Magic is all things, and in all things. It is in the

air, the stone, the flame, the water. It is time,

space, and the void. It will nurture you, it will

consume you, and always will it be your master.

--The Book of Magic

The all-seeing Eye

ExAltED BOONs

God of magic

1: Magical Essences (sp) magic aura 3/day, misdirection 2/day,

Alignment N

or arcane sight 1/day

Domains Destruction, Knowledge, Magic, Protection, Rune

2: staff Channel (su) You can deliver touch spells with a

Favored Weapon quarterstaff

casting time of one standard action or longer through a

Centers of Worship Absalom, Geb, Katapesh, Kyonin, Nex,

quarterstaff. Using this ability doesn't change the casting

ys

Numeria, Osirion, Thuvia

time or other qualities of the spell, but you must make a

h

Nationality Garundi

melee attack with your quarterstaff against the target's AC

T

Obedience Inscribe blessings to Nethys, arcane formulae,

rather than a touch attack against its touch AC. If you hit the

E

and lines of prayer on a blank parchment. Don't inscribe

target, you deal quarterstaff damage as well as discharge

N

a complete spell--only notations sufficient to potentially

the spell effect. You can hold the charge as normal when

spur a reader to study magic in an effort to complete the

delivering a touch spell through a quarterstaff.

incantation. At the culmination of your obedience, cast any

3: Pure Magic Aura (su) You radiate an aura of the pure

spell or spell-like ability or activate a spell completion or

essence of magic. You can use this ability a number of

spell trigger magic item. Gain a +4 sacred or profane bonus

rounds per day equal to 1 + 1 for every 4 Hit Dice you

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on concentration checks. The type of bonus depends on your

possess (maximum 6 rounds). These rounds don't need to

alignment--if you're neither good nor evil, you must choose

be consecutive, and you can activate and deactivate your

either sacred or profane the first time you perform your

aura as a free action. You and any allies within 20 feet of

obedience, and this choice can't be changed.

you increase your caster levels by 1d4. Roll this die when

EvANgElist BOONs

you activate this ability and use the same value for all

1: Arcane Essence (sp) mage armor 3/day, mirror image 2/day,

who gain this benefit. The increase affects spell qualities

or fly 1/day

(such as duration and number of targets) that rely on caster

2: Arcane Eye (sp) You can use arcane eye three times per day

level, as well as caster level checks made to overcome spell

as a spell-like ability. The arcane eye you summon functions

resistance. The bonus caster levels don't grant higher-level

as if you had cast arcane sight and were able to view its

spell slots or cause the recipients to learn new spells.

information through the arcane eye. This allows you to

sENtiNEl BOONs

see magical auras through the arcane eye, and potentially

1: Magical Enhancer (sp) magic weapon 3/day, arrow

identify the schools of magic involved. You can also

eruptionAPG 2/day, or keen edge 1/day

potentially determine the spellcasting or spell-like abilities

2: Disrupt Defenses (su) You have attuned yourself to the

of viewed creatures, as noted in the spell description.

essence within magic weapons, and can conjure up that

3: Robes of Nethys (su) You can manifest an illusory robe

same aura within any weapon you hold. Any weapon

that absorbs hostile spells for a number of rounds per day

attacks you make are considered magic for the purposes of

equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6

overcoming damage reduction, regardless of the composition

rounds). These rounds don't need to be consecutive, and you

or special qualities (or lack thereof) of the weapon you hold.

can activate or deactivate the robe as a free action. The robe

3: Nethys's Protection (su) A complex arcane sigil manifests

functions as a lesser globe of invulnerability except that it

on your skin. The location of this sigil varies by individual,

only excludes hostile spell effects of 3rd level or lower. Any

but always appears in a place easily displayed. (Most

spell that would force you to attempt a saving throw; cause

commonly, the sigil resembles a third eye.) While the sigil

you to take hit point damage, negative levels, ability drain, or

remains uncovered, you gain a deflection bonus to AC equal

ability damage; or end your life is considered hostile for the

to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You

purposes of this effect. Unlike a lesser globe of invulnerability,

lose the deflection bonus if the sigil becomes obscured, but

you can move normally while cloaked in the robes.

it returns once the sigil is made visible once again.

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NEThys

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ancientOsirianlegendsspeakofthegod-king rewardstheirdevotionwithdivinepower,butnotfortheir

Nethys, a man whose monomaniacal pursuit

use of magic alone. When some mortal tyrant outlaws the

of magic opened the fabric of reality to his

use of magic, Nethys expects his followers to intervene,

probing vision, revealing to him the secrets of creation in

though he issues no call to crusade. Likewise, those who

this world and in the Great Beyond. The sight catapulted

perceive new avenues of magic and pursue them gain his

him to godhood and tore apart his sanity, creating two

favor, regardless of the nature or purpose of the magic.

minds in one body. Now his fractured mind seeks both

His total awareness means he sees every success and

to cleanse the world through its destruction and to guard

every failure, from the first cantrip learned by a f ledgling

and heal it, to bend and preserve it, to conquer and free

hedge wizard to the rudiments of star-exploding magic

it. Nethys is a god of two warring personalities, prone to

developed on the farthest-f lung planet.

sudden and unexpected mood swings. He teaches that

Othergodsmaytakeparentalrolestowardtheirchurches,

the use of magic for its own sake is the highest calling of

but Nethys acts more like the volatile but dispassionate

mortals, for it is only through magic that one can change

guardian of an estate, unconcerned about individual heirs

reality itself, and he embraces all who take up magical

as long as the vast legacy of the family continues. Queries

study. He does not care about the type of magic involved

made of the All-Seeing Eye via commune and similar spells

or the ends to which people turn it, only that they honor

always give accurate information, but his tone might

it and exult in its gifts. He represents all magic, from the

range from amused to cold to disappointed to enraged,

most benign healing spells to the vilest necromancy, and

seemingly without rhyme or reason. Other deities have

mortal spellcasters of all alignments ask for his blessing.

tried to stabilize or cure his shattered mind and violent

Nethys's only concern is magic--its use, creation, and

mood swings, but he inevitably perceives any progress

innovation. He is aware of his mortal worshipers and

as a depletion of his energy and negates their efforts.

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His allies have learned to tolerate his ever-changing

of Nethys's followers is an absolute love of magic, and to

nature, keeping him at a respectful arm's length for the

join his church is to unite with fellow practitioners--if

sake of his knowledge.

not in an alliance, then at least in a shared goal. Though

Nethys is a proponent of magic for all purposes, even

some of his worshipers seek rewards through magic,

frivolous or wasteful ones. Magic is an infinite resource

for most, magic itself is the reward, and the power and

that permeates all dimensions, and thus he insists

wealth that it could bring are only a means to increase

there is no need to limit its use for fear of its eventual

their understanding of the arcane arts. Some love the

depletion. He sees magic-drained places like the Mana

physical act of using magic; others appreciate it as a tool

Wastes as aberrations, tumors in the world that can be

of the highest quality. Some are generous and willing to

excised, though dealing with them is not a high priority

teach what they know; others are jealous and paranoid

unless they begin to grow and threaten the healthy f low

practitioners who seclude themselves and guard their

of magic elsewhere. Nethys isn't averse to technology

secrets from potential rivals. Nethys's followers are likely

unless it interferes with or supplants magic; indeed, he

to experiment with their knowledge, and brandish it like

relishes the blending of technology and magic.

a banner of faith, since Nethys teaches that using magic

Nethys normally appears as a male human crackling

is a sign of refinement, and that conserving it is foolish.

with power, one side of him burned and broken, the other

A true worshiper revels at the opportunity to use magic

half calm and serene. This duality is usually emphasized

and show others its glory.

ys

in artwork, which often depicts the god releasing terrible

Worship services vary from temple to temple, but

h

magic from his broken side even as he casts spells from

usually include a weekly meeting involving chanting and

T

his good side to heal the wounds he just caused. Though

spellcasting demonstrations. In many cases, the hymns

E

he is generally depicted as Garundi, some regional

are phonetic transcriptions of verbal components of spells

N

temples deviate from this by showing him as a member

favored by that temple, allowing the faithful to chant a

of a prominent local race or as an Azlanti.

representation of the magical words, but with a few key

Outside of promoting the use of magic and embracing

syllables removed so that someone who actually knows

those who engage in it, Nethys is supremely indifferent to

that spell or has it prepared doesn't risk accidentally

both mortals and other deities. Pleas for mercy or justice,

casting it. Musical instruments are rarely part of services

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incitements to violence, and invocations of fairness or the

unless the temple has a bardic priest, though limited

balance of power have no effect on him; he acts in the

percussion involving the tapping of wands or staves is

interest of increasing magical knowledge or according to

not unusual.

his whim, but is otherwise unpredictable and unreliable.

Crossbreeding and mutating animals and magical

He is not known for showing favor or wrath to his

creatures is a common practice at many churches,

followers or enemies in the form of divine intervention,

reinforcing the "mad wizard" stereotype and often scaring

a fact that many of his worshipers note with some pride.

non-magical folk away from the temples. From time to

Layfolk, especially peasants, believe that invoking his

time this experimentation creates a useful creature

name may help to ward off curses, hexes, the evil eye, and

with magical powers that breeds true to create more of

other superstitions, though his utter disregard for those

its kind, and the temple shares this information or the

who do not practice magic means these invocations fall on

offspring with other allied temples or spellcasters. Once

deaf ears. The devout believe that zones of unpredictable

a year, the church demands that each priest tithe a minor

magic manifest where Nethys passes close to the Material

magic item--such as a scroll or potion--to the temple

Plane, though there is no confirmation of this from

for use or sale. Many adventuring priests use this as an

the god himself. Likewise, his church teaches that the

opportunity to get rid of lower-powered items that have

manifestation of zones of "empty magic" (where magic

been superseded by other magic. Other priests have the

simply doesn't function) are indications of his anger at

option--in hierarchical order--to purchase them before

someone or something in that area, though there is no

the sale is opened to the public. Though temple leaders

evidence that this is true.

are usually willing to take money from outsiders to fund

His holy symbol is his face, half black and half white,

their research, few want their holy places to become

which might be highly detailed or abstracted to little

marketplaces sullied by the feet of the unworthy.

more than a two-tone, shield-shaped mask without holes.

Those without magical ability may work for the

The Church

church, but are treated as second-class citizens at best

and expendable guardians or experimental subjects at

The worship of Nethys attracts those who wish to explore

worst. In the church of Nethys, even a lowly apprentice

the limits of reality and move beyond the mundane

who has mastered nothing beyond a few cantrips has

patterns of everyday life. The only common characteristic

higher status than a master rogue or talented fighter.

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Most senior temple guards have at least one level in a

infirmary, and so on. Sometimes the true nature of a

magical class or have acquired (via a feat or special ritual)

temple is a secret kept from the public, and this special

the ability to cast a few spells in order to gain some

chamber is hidden away so that no outsiders see it. A

respect in the eyes of the priests and establish a firm

few temples, primarily those focused on healing, are

seniority over the common guards. The newest recruits

specifically built to serve the public interest, but most are

are first trained in Spellcraft so they recognize and do

not open to layfolk or casual visitors, and function more

not needlessly fear magic. Though the church does not

like exclusive private clubs than places for commoners to

go out of its way to teach magic to laypeople, neither does

pray and seek solace.

it attempt to prevent them from learning or hold their

Shrines to Nethys are uncommon, because the faithful

former mundane status against them if they do manage

are more inclined to build grand structures at noteworthy

to learn. After all, few people are born knowing how to

sites--almost always with the help of magic--in order to

cast spells, and those who manage to persevere and learn

make comfortable quarters for long-term study, rather

the magical arts are to be commended and respected

than simply mark a place and move on. Actual shrines

above non-casters, regardless of how long it takes them to

unlock that first f licker of ability.

Worshipers of Nethys can be found almost anywhere.

N

The best-known temples are those in places of strong

E

magic, such as Nex, Geb, Absalom, Kyonin, Thuvia, and

Th

Osirion, for the most powerful spellcasters converge

ys

on major cities in these regions to demonstrate their

skills or display their knowledge. As Nethys himself is

believed to have been Osirian in life, his worship is most

prominent there, and many of his most ardent believers

have been lost to the sands while seeking the site where

vision transformed him into a god.

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Nethys is both guardian and destroyer, and overall his

church tries to balance his two aspects. Individual

temples, however, often focus on one type of magical

study, philosophy, or application in order to draw

worshipers similarly inclined.

A few temples alternate between the god's aspects or

directly oppose the actions of other temples purely to

keep the balance. Opposing temples might even war

against each other for supremacy, while good temples

might work together to siphon magic from evil items,

lock the items away, or convert the items to a more

benign use. Specialized temples are usually named in an

identifying way so visitors are fully aware of their natures.

For example, a Numerian temple devoted to deciphering

the magical properties of skymetals might be called the

Church of Skysteel, whereas a Gebbite temple studying

necromancy might be called the Bone Cathedral.

Each temple usually has its own colors, which tend

to be a range of similar hues, such as scarlet, deep red,

and dark wine. Every one has at least one wall containing

some or all of the text of The Book of Magic, and daily

prayers usually take place near this wall. Significant or

long-established temples set aside at least one chamber

for the practice of the branch of magic favored by their

inhabitants: a temple focusing on conjuration usually

has a summoning circle, a temple of healing keeps an

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tend to be unusual, and guarded with dangerous curses

hire themselves as bodyguards for ships or caravans, or

to encourage the unworthy to stay away. For example, a

act as battle-casters for armies or adventuring companies.

wizard who wins a duel by turning her enemy to stone

Some tithe service to a lord in exchange for property and

might declare his shattered remains to be a shrine to

a retinue of servants so that they can focus on research.

Nethys, casting spells that explain what happened and

Others use their magic to entertain or swindle others.

warn of the rotting curse that will befall anyone who

Priests evangelize as the mood strikes them, or remain

disturbs the site.

within their towers seeking knowledge divorced from

a Priest's Role

the outside world. As long as the direction they choose

points toward greater magical knowledge and power, they

Any spellcaster can join Nethys's priesthood: whether

may worship however they choose. For those priests and

divine or arcane, academy-trained wizard or wild

temples that do decide to evangelize, this generally

shaman, all who call upon magical power are

takes the form of displaying the obvious benefits of

welcome. Divine casters are valued, but must

magical power and then waiting for those who wish

be able to defend their positions with magical

to learn magic to prove their worthiness, either by

knowledge or brute power. Even alchemists,

passing arbitrary and arduous tests or by fronting

paladins, adepts, and rangers can become priests,

significant sums of money, before they are allowed

although advancement within the church is based on

to apprentice to a priest or be tutored by the temple.

ys

magical ability and knowledge, which means that most

Often, the best way to convince the temple you're

h

practitioners of simpler magic never ascend past the

worthy of magical training is to take the first

T

church's lower ranks.

(and most laborious) steps on your own,

E

Temple-trained clergy are polite to adherents of other

thus proving your dedication. Most magical

N

faiths as long as they have either magical ability of

training consists of helping the Nethysian

their own or proper deference toward those who

tutors with their own researches and learning

possess it. Such priests are used to magical folk

what one can in the process, as few Nethysians

being in charge, and have difficulty hiding their

are interested in teaching except as it

contempt for the benighted non-spellcasters

advances their own goals.

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who lack such deference. They often make

Rank in the church is based on magical

the mistake of barking orders in more

knowledge and power. Benign temples

egalitarian groups such as adventuring

tend to weight the former more heavily,

parties, making their companions wary of

while malevolent ones value the latter. As

their god's mercurial nature and the priests'

masters of magic, priests are trained to

disdain for those without magical aptitude.

recognize spell levels and caster levels and

Independent priests tend to be

use them to assess where someone fits in

a bit more accommodating

the pecking order. Individuals of higher

in their dealings with non-

rank often acquire apprentices--these

Nethysians, although they

may be neophyte members of the faith

still consider themselves

or individuals who have no status in the

superior to non-magical folk

church whatsoever until their masters

and comport themselves with

declare them sufficiently trained.

pride often seen as arrogance.

Visitors from other Nethysian temples

Nethys doesn't care what

are welcome to participate in temple

his priests do with their magic

ceremonies unannounced, and many

any more than he cares about

young spellcasters who show up are

their souls. Many of his followers

recently graduated apprentices--

take pride in the fact that their

or those whose masters died or cast

god mostly ignores them, believing

them out--hoping to gain a place in a

that any power they achieve is thus

new temple where the clergy neither knows

fundamentally their own. Most take

nor cares about their history, and where

a mercenary attitude toward those

they can attain rank based purely on

benefitting from their services:

their power.

priests craft and sell magical goods,

Nethysian priests have a limited

advise nobles and merchants on how

role in most rural communities,

magic can improve their stations,

unless they focus on animals,

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crops, healing, or some other area that gives them

as they are to use it as daily wear because they're too

reason to interact with common folk. Urban priests have

distracted to find other appropriate clothing or otherwise

stronger ties to locals, particularly those connected to

oblivious to "insignificant social mores." Many priests

construction, trade, and the exotic interests of nobles.

tattoo their faces and hands on one side to match their

Temple priests always have ranks in Knowledge (arcana)

god's image; darker-skinned priests rub white ash or

and Spellcraft, and depending on the temple's focus,

other irritants into their fresh tattoos or cuts to create

they may also have ranks in Appraise, Heal, Intimidate,

white scars.

and Use Magic Device. Temple priests are addressed

as "disciple, "priest," "brother," or "sister," depending

holy Text

on the speaker's familiarity with the priest. The head

The official text of the church is The Book of Magic, a

of a temple is usually just called "high priest," though

comprehensive guide for casting spells and channeling

individual temples may use unique titles. Members of

magic, as well as a treatise on the moral ramifications of

the faith who are not associated with a temple are usually

its use and misuse. As might be expected from a Nethysian

called "acolyte," "disciple," or "master," depending on

text, the book often comes down squarely on one side of

their apparent skill with magic. While it's not considered

certain issues, only to contradict itself a few paragraphs

an insult to mistake a stranger's rank if she doesn't give

later. Most scholars consider it useless as an ethical

N

any indication of her magical prowess, persisting in this

guide, since these inconsistencies put forth a worldview

E

error after a correction is made is considered rude, and is

fractured to the point of insanity--temples of Nethys

Th

often taken as a challenge.

tend to adopt whichever codicils are most convenient

ys

adventurers

for their particular needs. The information within the

book is detailed enough that someone with a proclivity

Anyone with a passion for magic is welcome to worship

for wizardry can often eventually come to understand the

Nethys. Though he is believed to have once been human,

basics of a few cantrips by reading it from cover to cover,

his worship is strong among all races that employ magic.

and more than one great wizard has started out by reading

Though Nethys's teachings appeal to those who seek

a stolen copy of this book and using it as the foundation

to manipulate reality, to enter his church is to join a

for decades of study and innovation. Likewise, some

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community of fellow practitioners--at least in a shared

latent sorcerers see their power blossom after sleeping

goal and passion if not a true alliance.

(sometimes unknowingly) near a copy of the book.

Nethys's worshipers have no built-in moral compass of

any sort. He doesn't care what his faithful do with magic,

aphorisms

just that they seek out power with full intent to use it. Small

Nethys knows more about magic than any being in

wonder, then, that many power-hungry adventurers would

the Outer Sphere, and his faithful recite aphorisms

turn to his calling. One might worship the All-Seeing

that require intimate knowledge of the arcane to

Eye so that she can dominate your village or raze a city

decipher. A few even rely on wordplay through phonetic

with a word. Another might worship him so that she can

pronunciations of certain magical runes that take on

save her dear friends' souls from torment at the hands of

additional meaning in key languages. Two examples of

demons in the Abyss. Still more simply desire knowledge,

this are as follows.

the more esoteric the better. Nethys cares about deeds and

The Cube Is the Red Is the Sphere: This phrase refers

motivations as little as he cares about his followers' soul,

to an esoteric intellectual test between three wizards,

and many in Nethys's f lock take pride in the fact that their

in which one realizes the answer to a puzzle precisely

god generally ignores them, for it means the power they

because the other two haven't answered it. In casual use,

achieve is fundamentally their own.

the aphorism exhorts the faithful to find an answer to

Clothing

a problem based on the failures of others, as well as to

transform something worthless into something useful

Individual temples of Nethys have great latitude both

or valuable.

in terms of members' behavior and dress code, though

Point with the Finger of the Scorched Black Hand:

formal ceremonies require an elaborate robe, skullcap,

Nethys's hand, blasted with raw magic, reveals his will,

mozzetta, and hood in the temple's colors. A two-colored

directing his followers to the path of learning in a phrase

face may be included as an insignia, or the mozzetta itself

with many layers of meaning. The saying also refers to

may be dark on one side and light on the other. Priests

the somatic component of spellcasting--though in the

of the All-Seeing Eye tend to focus their energies on the

Draconic tongue, the words for "point with the finger"

pursuit of knowledge rather than fashion, and are just

sound similar to a related phrase which means "seek

as likely to don their ceremonial robes to honor the god

the greater knowledge." (When certain syllables are

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stressed, it also translates to a vulgar suggestion, a fact

Evoking Day: 18 Neth is a day of magical fireworks

that delights many snickering apprentices.) Members of

displays, dueling (both mock and real), and trading

the faith sometimes use this as a written catchphrase to

spells. Among the Garundi, even commoners celebrate

indicate their divine allegiance.

helpful magic by dancing with bright streamers and

holidays

wearing black-and-white f lowing robes designed to f lare

out around the waist when the wearers spin.

The month of Neth is named for the All-Seeing Eye. The

Transmutatum: 28 Neth is a day of ref lection and self-

church has three holidays shared by all temples.

improvement. Some traditionalists believe it is fortuitous

Abjurant Day: On 8 Neth, the faithful work together to

to begin researching spells or crafting difficult magic

shore up mutual defenses and train friends and children

items on this day.

in defensive magic. It's also traditionally a day for testing

possible apprentices; some evil casters do so by performing

Relations with

deadly tests upon kidnapped subjects to find promising

other Religions

students and eliminate potential rivals.

Nethys's shattered mind makes him an uncertain ally in

long-term plans, but he is able to negotiate with other

deities, and doesn't turn on them unless his omniscient

senses reveal threats or imminent betrayals. Much like

ys

his martial counterpart, Gorum, with whom he shares

h

a mutual appreciation for power and strategy, he is

T

indifferent to the ethics of an engagement: many deities

E

rely on his aid from time to time, and he might ally with

N

anyone in the pantheon, supplying spells, magic items, or

even raw magical power. Of course, he knows better than

to provide more than minor spells and items to agents

of Rovagug; despite his destructive aspect, he does not

wish the entire world ruined.

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Nethys and Irori were both mortals who ascended to

godhood without use of the Starstone. Irori's perfection

of his physical self transcends the divide between the

extraordinary and supernatural, something that both

intrigues and vexes Nethys. He simultaneously wants to

both praise Irori for his achievement and tear him apart

to figure out how he did it.

Realm

Golarion's god of magic resides in a domain of thousands

of wizards' towers perched atop a massive shelf of stone

drifting within the deep Maelstrom. Given the All-

Seeing Eye's nature and dual personality, the plane and

its natives readily embrace its presence. The domain's

stable base and its elaborate, often madly designed and

precariously perched towers exist in a state of constant

growth and destruction, ref lecting the god's twin aspects.

Additionally, the domain has the wild magic planar trait,

operating according to Nethys's whimsy, something that

the surrounding depths often mirror for hundreds of

miles around it. Surrounding the domain is a hurricane

of magical energy formed by the Maelstrom as a frenzied

and constant ref lection of the turmoil within the realm.

Beautiful, hazardous, and wondrous, the hurricane

sometimes spins off cyclones with similarly wild magical

effects, which experienced travelers use as a warning that

they are near the mad god's realm.

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Planar allies

The All-Seeing Eye's divine servants are ascended

For Nethysian Characters

mortals (whom Nethys has lifted to near-divine status)

Characters who worship Nethys may find the following

and magical beings. Mirroring his many aspects, some

rules elements thematically appropriate.

are as nurturing as the most benign angels, while others

are as murderous as the vilest fiends. Mortals seeking

their advice or assistance had best ensure they summon

Archetypes

source

one with compatible goals. In addition to his servitor

Cloistered cleric (cleric)

Ultimate Magic 31

race, the burleevs (see page 299), the following creatures

Magician (bard)

Advanced Player's

serve Nethys and only answer the calls of his worshipers.

Guide 82

Arcanotheign: Appearing as a woman-shaped cloud

Staff magus (magus)

Ultimate Magic 49

of swirling energy, this creature serves as the herald

of Nethys. As a supernatural creature created in a

Feats

source

moment of lucidity by an insane, omniscient god, the

Arcane Insight

See page 207

Arcanotheign is often left to her own devices when her

Forceful Channel

See page 212

master does not need her, and wanders Golarion and

Magical Epiphany

See page 213

N

the planes searching for new sensations and meaning to

E

her existence and that of the multiverse. She is a lonely

Magic items

source

Th

creature and welcomes those who would speak to her as

All-seeing armor

See page 250

ys

part of a normal conversation rather than an attempt to

Altar of Nethys

See page 248

get information from her. Her affection for animals is

Mask of conflicting energies

See page 266

related to this; they are simple creatures who make no

Nethysian ring of minor

See page 259

demands of her, and her habit of animating giant bears,

spell storing

lions, and other animals out of earth, stone, or wood

Quarterstaff of entwined serpents See page 256

represents her respect for animals she has known in the

Ring of wizardry

Core Rulebook 484

past ages. The Arcanotheign understands she is foreign

Spellsight bracers

See page 269

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to mortal life and mortal needs. She enjoys experiencing

new aromas and tastes; someone wishing to get on her

spells

source

good side should bring her strongly scented f lowers, a

Channel the gift

See page 230

tasty meal, or some other physical object that may be new

Fractions of heal and harm

See page 234

to her experience, even if humans would think it stinks

Spell gauge

See page 242

or is inedible. For more information, see page 298.

Spell scourge

See page 243

Bard (unique female trumpet archon): Perhaps the

noblest of Nethys's servants, this neutral good being

traits

source

resembles a trumpet archon wearing a silvery mask.

Arcane Depth

See page 218

Skilled with any magic relating to sound, music, or

Magic is Life

Advanced Player's

rhythm, she uses the mask in place of a trumpet,

Guide 333

projecting bolts of pure sonic energy with the power of

Thirst for Knowledge

See page 223

her voice.

Underlying Principals

See page 223

Takaral (unique male lich): Other than his all-white

eyes and skeletal forearms, this neutral evil lich could

Variant spellcasting

pass as fully human, though the scope of his knowledge

Priests of Nethys use imbue with spell ability to teach

of arcane magic--especially necromancy--is greater

apprentices how powerful magic feels; sorcerers and wizards

than could be amassed in most mortal lifetimes. He

who worship Nethys may learn it as a 4th-level spell, and

carries a strange, semispherical device that allows him

bards may do so as a 3rd-level spell. Nethys's followers are,

to shield places, and allies within them, from the effects

however, forbidden to use spells that grant spellcasting to

of his spells.

share magic with those normally unable to cast spells or use

Yamasha (unique succubus): Sinfully beautiful, this

spell-like abilities. Clerics may prepare arcane mark as an

hawk-winged neutral succubus-like creature is a master

orison, arcane lock and fox's cunning as 2nd-level spells, and

of conjuration and enchantment magic. When she

permanency as a 5th-level spell. Bards can learn arcane lock

answers a summons, she insists on an oath of service

as a 2nd-level spell and permanency as a 4th-level spell.

from the mortal conjurer, and offers him a single feather

from her wing as a token of their agreement.

NORGORBER

There is value in the things that others shun

or conceal. A secret is an intangible coin worth

more than a noble's murder.

--The Words Behind the Mask

The Reaper of

Reputation

grants greater invisibility. In addition, the invisibility effect

lasts for 1 minute/level instead of the normal 1 round/level.

God of greed, murder, poison, and secrets

ExAltED BOONs

Alignment NE

1: Poison tongue (sp) command 3/day, distressing toneUM

Domains Charm, Death, Evil, Knowledge, Trickery

2/day, or suggestion 1/day

RE

Favored Weapon short sword

2: Masterful Poisoner (Ex) You know the best techniques

B

Centers of Worship Absalom, Galt, Nex, Osirion, River

for storing and applying poisons. Your knowledge of the

Kingdoms, The Shackles, Taldor, Varisia

proper methods of handling and applying poisons grants

OR

Nationality Taldan

them additional potency. The saving throw DC of any

G

Obedience While moving through a crowd of people (at least

poison you use increases by 2. This effect applies only to

OR

six individuals), whisper a prayer to Norgorber so quietly

poisons you administer directly, including applying the

N

that no one hears you. If you suspect a member of the crowd

poison to a weapon you use. Giving the weapon to another

heard you, you must follow that individual and prick her with

person reduces the poison's efficacy back to normal, as the

a poisoned needle or other sharp implement. If you can't

weapon's new owner does not have your skill at storing

locate a suitable crowd, dig a hole at least 6 inches deep in

and using the poisoned item.

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the ground, whisper your prayers into the hole, and bury

3: virulent Ally (sp) Once per day as a standard action, you

the sound. At the end of your obedience, dip a needle in

can summon a piscodaemon (Pathfinder RPG Bestiary 2 72)

poison and leave it on a road, jutting from a windowsill, or

to serve you. The piscodaemon follows your commands

anywhere else a passerby might inadvertently prick herself.

perfectly for 1 minute for every Hit Die you possess before

Gain a +3 profane bonus on Bluff checks and on Diplomacy

vanishing back to its home in Abaddon. The piscodaemon

checks to gather information.

doesn't follow commands that would cause it to act in

EvANgElist BOONs

altruistically good ways, and could attack you if a command

1: secrets and lies (sp) comprehend languages 3/day, detect

is particularly egregious.

thoughts 2/day, or clairaudience/clairvoyance 1/day

sENtiNEl BOONs

2: Noxious Bomb (Ex) As a full-round action, you can combine

1: virulence (sp) poisoned egg* 3/day, delay poison 2/day,

a vial of poison with a thrown alchemist bomb. The bomb

poison 1/day

deals normal direct hit and splash damage, plus the target

2: Poison Expertise (Ex) Long practice has taught you how to

of the direct hit must save successfully or suffer the effects

deftly apply poison during combat. You can apply poison to

of the poison. Only contact and injury poisons can be used

a weapon or a single piece of ammunition as a move action.

this way. Creatures hit by the bomb's splash damage are

You never risk exposing yourself to the effects of the poison

unaffected by the poison. If you don't have the bomb class

when applying it to the weapon, nor do you run the risk of

feature, this boon instead functions the same as poison

poisoning yourself if you roll a natural 1 on an attack roll

expertise, the second divine boon for sentinels of Norgorber.

with a poisoned weapon.

3: secret self (sp) Once per day, you can use greater

3: Death strike (Ex) Once per day, you can make a death strike

invisibility on yourself as a spell-like ability. When you use

with a melee weapon. You must declare your use of this

this spell-like ability, you gain certain gifts from Norgorber

ability before you roll your attack. You gain a +4 bonus on

in addition to the spell effects. You gain a +4 profane bonus

your attack roll and deal an extra 1d6 points of damage for

on Perception checks while invisible. You gain a +2 profane

every 4 Hit Dice you possess (maximum 5d6). If your death

bonus on attack rolls made with thrown weapons, ranged

strike reduces the target to negative hit points but doesn't

weapons, and short swords while invisible as well. These

kill it outright, the target immediately drops to a negative hit

bonuses apply only when you're using this spell-like ability,

point total equal to its Constitution score 1 (one point away

not when you're affected by any other spell or effect that

from death).

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NOR

GOR

BER

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NorgorberisoneoftheAscended,amortal Inartwork,Norgorberismostoftenrepresentedonlyby

who triumphed in the Test of the Starstone

his holy symbol: a featureless black mask, often polished

and took the mantle of the god of killers and

to a mirror sheen. Some artists evoke his presence with

spies. Little is known of his life as a mortal, for he has

a black masklike badge or an empty black glove, and

concealed this information so others can't use it against

worshipers have been known to nail a black glove to a

him--possibly murdering those who knew him. He has

door as a warning to someone who has offended the cult.

wiped knowledge of his past from even the memories of

He is sometimes shown as an invisible man dressed in

the other gods, becoming an enigma to all. Only his most

the garb of a thief, or a hooded, spectre-like figure with

favored worshipers know enough about his goals to help

an obscured face and sinister black gloves. Those who

bring his plans to fruition in the world, and sometimes

try to paint or sculpt him as a recognizable figure, even

he wipes the knowledge from their minds when their

if the image is purely from the artist's imagination and

tasks are done to better preserve his secrets. Some sages

not based on any knowledge or insight, find their hands

believe that if Norgorber's true nature were discovered,

fumbling and their work increasingly erratic. If they

he would be undone--perhaps as a side effect of his

persist, their motor control is often permanently afflicted.

passing the Test of the Starstone, or perhaps as fallout

Wiser priests of his church say this is because if the god

from some sacrifice he made for greater power. He is

blotted out only accurate depictions of him, mortals could

subtle, devious, and cunning, a cold killer who hides in

deduce his true appearance by determining what they are

shadows and trades on his power and information. He is

not allowed to paint, so instead he hinders all attempts

a master of secrets, a true gamesman, and he welcomes all

to portray his visage. When he manifests to mortals, he

into his church--for eventually, all have secrets for which

appears to be a normal human dressed in brown and black,

they would kill.

of average height and build, always with his face concealed

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or entirely invisible, and vaguely threatening even when

The Four Aspects

speaking pleasantly.

Norgorber has four aspects, all of them sinister. He is

Norgorber treasures secrets like a merchant loves gold,

the Reaper of Reputation, god of secrets; the Gray Master,

whether the secret is his own or belongs to a mortal or

god of thieves; Blackfingers, god of poisons; and Father

supernatural creature. He trades them for more valuable

Skinsaw, god of murder. Members of Norgorber's cult

secrets, gives them away if such knowledge serves his

usually align themselves with one of his four aspects,

long-term goals, and takes them from volunteers who

though some temples venerate all of them. The faithful

can't trust themselves not to speak of what they know.

are all Sons and Daughters of the Mask, and the different

He modifies memories or kills to preserve secrets.

branches of the church might work together toward some

He is not a god of lies, but will use them to protect the

secret plan orchestrated by the god and his direct agents,

truth of the matter or make it more valuable, though

though in many respects they operate like four distinct

he dislikes altering knowledge to change truth into

churches of different deities. The faithful mask themselves

falsehood. Norgorber understands that controlling

and hide their identities from their fellow congregants as

something is having power over that thing, and having

scrupulously as they do from their victims.

power leads to the desire for more. He knows there may

Blackfingers: In his alchemist and poisoner aspect,

R

be negative consequences for acting openly, and instead

Norgorber represents unethical experimentation for the

E

uses deceptive, circumspect, and insidious efforts like

sake of knowledge and the harmful use of alchemy. While

B

blackmail and poison. Of course, some poisons are merely

plenty of good- and neutral-inclined alchemists worship

an inconvenience to the target, while some targets are

other gods, all have at least heard of the secrets taught by

OR

easier to eliminate than to threaten or persuade. Together,

Blackfingers. His alchemists breed spiders and scorpions

G

these ideas make Norgorber the god of secrets, greed,

with stronger venom, invent paralytics and memory-

OR

poison, and murder--four pernicious traits interwoven to

fogging drugs to aid criminal activity, and practice

N

create a treacherous whole.

vivisection and surgery without anesthetic to discover

Norgorber's realm in the Great Beyond is a network of

secrets of the f lesh or create hybrid monsters. His

sprawling tunnels and caverns beneath the perfect city of

assassins engineer exotic drugs and toxins that duplicate

Axis. Its shadows and dark inhabitants hum silently with

the effects of food poisoning, dropsy, and dyspepsia, or

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secret intent, bending the letter and spirit of Axis's laws

are otherwise untraceable. The god's followers prefer

but never going so far as to disrupt its perfect order. The

masks of smoked glass, ostensibly to protect the wearers'

domain connects to various points in Axis, sometimes

faces from chemical spatters.

in defiance of normal perceptions of time and space.

Father Skinsaw: The most dangerous branch of

Norgorber's presence and that of his followers is like the

Norgorber's church is the Skinsaw Cult. Both good or

grease in a complex mechanism: messy and hidden away,

neutral folk and those whose honest work is killing (such

but crucial to its overall function.

as executioners, mercenaries, or soldiers) normally serve

The god of secrets is subtle in his interventions.

deities like Abadar, Gorum, and Iomedae; the Skinsaw

When he is pleased, a pickpocket finds a gold coin in an

Cult attracts only the sociopaths and the dangerously

otherwise poor man's purse, a spy overhears a juicy bit

insane, from bloodthirsty bandits to unabashed serial

of information from an unexpected source, a poisoned

killers, for whom every murder is a prayer to their dark

weapon retains its coating for a second attack, or a guard

god and a step toward completing his mysterious plan. To

dies with only a quiet gurgle. When he's roused to anger,

them, each murder has a ripple effect that echoes down

his ire is carefully measured. A thief finds she's lost the

through the centuries, incrementally guiding the world

jewel she was supposed to steal, a speaker completely

toward a particular dark future, though only Norgorber

forgets whatever important topic he was talking about,

knows what the end goal might be. Their killings are not

an envenomed blade nicks the hand of a master assassin,

clean or gentle; the bodies are mutilated and the scene

or a skilled murderer finds himself downed by a lucky

of the crime is left bloody. Many cult members wear

blow from an alley thug. Norgorber is disinclined to kill

magical masks made of human skin that allow them

followers who fail him, provided they're still useful, and

to detect the most vulnerable parts of their targets (see

prefers to instead punish them with humiliation, sickness,

page 426 of Pathfinder Adventure Path: Rise of the Runelords

or a crippling injury for a time, wiping key information

Anniversary Edition).

from their minds to preserve his master plan. However, he

The Gray Master: Just as a predator hunts the weakest

has been known to dispose of those who are of no further

animal in a herd, worshipers of Norgorber's thieving

use to him, especially those whose lives could be a threat

aspect target the most vulnerable citizens in their

to his objectives and whose deaths can serve as a lesson to

society. Neutral and evil thieves often worship the Gray

surviving members of the cult.

Master; good individuals who like the idea of liberating

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wealth from evil folk usually prefer Cayden Cailean or

psychosis, living two lives separated by nightfall and

Desna instead. Burglary, gambling, extortion, blackmail,

sunrise, completely forgetting the existence of the other

or selling illegal materials all provide the Gray Master's

self except for brief moments of transition.

guild with profits at the expense of others and usually

Common folk are rightfully suspicious of any known or

outside the allowances of the law. Individual thieves'

thought to worship Norgorber, believing them thieves and

guilds vary, from thugs who would disfigure a merchant

liars at best and assassins or serial killers at worst. Indeed,

or her family members if she fell behind on protection

most of Norgorber's cults are associated with or double as

payments to nearly legitimate organizations that don't

thieves' guilds, and the guildlike traditions of worshipers

allow drugs or wanton violence in their territory. The

of the Gray Master have carried over into temple practices,

cult's masks are usually simple strips of gray or black

even for the other three aspects of the god. Once a new

cloth that create anonymity by concealing the face below

member of the cult has established competency at

the eyes, and are easily discarded after a crime.

basic tasks, she must complete a mission relating to the

The Reaper of Reputation: Norgorber's least malevolent

cult's more nefarious activities to be promoted to full

aspect is concerned with guarding hidden information,

(journeyman) status within the organization. A cult of the

which makes him a favorite of politicians and spies.

Gray Master may require the cult member to steal goods

N

Secrets and manipulation are bread and butter to these

amounting to a certain value, get a gambler into a specified

OR

folk, and even the most amiable politician or good-

amount of debt, or extort protection payments from a

G

hearted spy masters their use. Despite this, however, few

merchant. In the cult of Blackfingers, members gain

OR

goodly folk follow the Reaper, and his faithful usually

full status by synthesizing a particular poison, reverse-

have selfish interests at heart, and use their knowledge

engineering a drug's components from its final product, or

B

or influence for personal gain--though their actions

discovering a new alchemical use for an animal gland. For

ER

may incidentally benefit others as well. For example,

followers of the Reaper of Reputation, typical initiations

the guildmaster of a crafting guild who manipulates

involve liberating a choice secret, defaming or defeating

market prices to drive out foreign competition might

a key rival outside the organization, or accomplishing

increase the wealth of the artisans he represents as well

a political goal of value to the cult. Unsurprisingly, the

as his own. Yet most of the Reaper's followers are simply

challenges of the cult of Father Skinsaw involve murder,

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corrupt politicians and informants for powerful tyrants

or despots. Some followers of the Reaper take a more

aggressive route to gathering information; most

notoriously, the mysterious Ustalavic assassins

known as the Anaphexia collect esoteric secrets and

slay all others who possess such knowledge. A typical

mask for a worshiper of the Reaper is a domino or

masquerade mask or a spiral that covers the mouth.

The Church

Norgorber's faith is outlawed or at least

persecuted in most civilized lands, but its

main centers are urban nonetheless, as his

followers require a substantial population on

which to practice their arts. Fortunately,

the cult's affinity for secrecy allows

it to thrive under these conditions:

congregations operate behind facades

of legitimate business or literally work

underground with lairs and meeting-places

in a city's sewers and basements. Many city-

dwelling members of the cult lead double

lives, reputable by day and shady or even

murderous at night. A few--particularly

the crazed worshipers of Father Skinsaw--

take this habitual dual identity to such

an extreme that they develop a form of

CORE

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a merchant's guild, selling exotic substances through

legitimate fronts, though many of those substances can be

Norgorber's antipaladin code

combined with others into deadly poisons.

Antipaladins who serve Norgorber are secretive and

Shrines are uncommon in the faith. Any place with a

cunning. They prefer to strike from the shadows, even

large populace supports a temple that operates in secrecy,

when the odds are already in their favor. They rely on traps,

leaving little need for other locations that only increase

tricks, ambushes, and poison to weaken their foes. Their

the chance of discovery. The Skinsaw Cult may, however,

code reflects a cold and honest assessment of the human

bury the remains of murdered victims in public places

condition, and its tenets include the following adages.

and treat such sites as secret shrines, and followers of

Innocence is ignorance, and ignorance is weakness.

Blackfingers might designate one place in town as a

I will seek to shed my own ignorance, and encourage

dumping-ground for dangerous alchemical leftovers,

ignorance in my enemies.

creating a blighted space where nothing grows, then

I do not take credit, nor do I accept blame. I work always

visiting it as a tribute to the god's secrets.

in the shadows.

A fair fight is not worth fighting. I will take every

A Priest's Role

advantage I can. No tool is beneath me.

R

To serve Norgorber is to operate in the shadows, where

Cold eyes, cold heart. My enemies can expect no mercy

E

the sharpest minds survive through their knowledge,

from me.

B

skill, and coolness under pressure. Rogues, assassins,

Everyone is expendable, and I will sacrifice them all

alchemists, and shadowdancers make up the bulk of

OR

as necessary.

Norgorber's clergy, though spellcasters and even more

G

Each life I take shapes the future to my lord's desires.

specialized types also serve him. Thieves and burglars

OR

venerate him as the Gray Master, and those who choose

N

to devote themselves to his service tend to be the most

either of a high-profile target or a specific number of

greedy and covetous. Bookish alchemists, herbalists, and

people in a short period of time.

assassins worship him as Blackfingers, and even a few

Ceremonies to Norgorber are quiet, even in cities

druids and witches are drawn to this aspect's patronage

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where his faith is not banned. Typically, a masked senior

of poisonous creatures. The Reaper of Reputation uses

priest leads a prayer, pausing for murmured assent from

secretive spies and politicians, as well as assassins, as his

the faithful. Ceremonies avoid singing or using musical

operatives. Norgorber is most terrifying in his aspect as

instruments, though the shaking of coins in a cup or the

Father Skinsaw--insane and sociopathic murderers and

whetting of blades accompanies some rituals.

barbarians slaughter in this aspect's name. Of course,

The greatest taboo in the Reaper's faith is revealing

these traits color rather than define a worshiper, and

secrets--specifically the secrets of the faith. Escalating

while some are caricatures of these qualities, most have

punishments for this offense include lashings, being

the good sense to rein in their urges and present a normal

administered a painful but not fatal poison, having one's

demeanor to the outside world.

civilian identity suffer debilitating setbacks, and murder.

Priests train in a number of skills to hide their identity.

Along the same lines, revealing the identity of another

They often maintain some sort of profession as a cover and

member to someone outside the faith--especially to

have ranks in that skill. Thievery, whether common or

someone in law enforcement--might also earn a visit

elaborate, is a standard profession for priests, as are forgery

from the Skinsaw Men, as most members prefer to handle

and blackmail, leading them to have ranks in Bluff,

any internecine conf licts from within the secret shrouds

Linguistics, and Stealth. Some of the clergy are master

of their society.

imitators, stealing others' identities and using them to

Temples and Shrines

cover up dark deeds or infiltrate clandestine meetings

to collect their secrets. Others use their knowledge of

Norgorber's temples are organized like thieves' guilds

alchemy, poisons, and potions to keep villains supplied

and are often housed in legitimate businesses that serve

with deadly goods while maintaining public personas

as fronts for more disreputable activities. Alternatively,

as harmless apothecaries. More sociable priests work

worshipers may use temporary meeting places in

as diplomats, spies, or negotiators, buying and selling

basements or sewers to avoid suspicion centering on a

information and contracts. Spellcasters in his service may

single location. A guildmaster (usually a rogue, assassin,

be skilled in illusion spells to misdirect foes, divination

or cleric) runs each temple, with lieutenants and lesser

magic to discover secrets, enchantments to twist the minds

bosses in charge of various plans and teams of followers.

of those who oppose them, or destructive evocations to

Temples to Blackfingers sometimes operate more like

destroy enemies utterly.

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Inner Sea Gods

Adventurers

Holidays

Those who worship Norgorber live in a world of lies,

Norgorber's followers often commemorate his ascension

deceit, and mortal danger. His followers work constantly

in midwinter by snatching a random person from the

to protect their identities, and trust no one outside of

street, bringing him to their temple, quietly poisoning

the mask, but they know that when the faithful gather,

him, then hiding the body where it will never be found.

they are a force that can shape history. They may disdain

Cults that avoid killing might plant incriminating

those in authority for their pettiness, or may simply

evidence on a victim, drug a target and place her in a

have no need for the constricting bonds of law. Likewise,

compromising position, or steal something valuable in a

they don't particularly care about chaos and the reign

way that embarrasses its owner. Individual cults may also

of the individual. They seek the power of secrets, the

celebrate the anniversaries of successful schemes, killing

strength that lies in terror and misdirection, the might

sprees, or the invention of unusual drugs or poisons.

of uncertainty and betrayal; they live double lives, always

on guard. Though the faith accepts all kinds, those who

Aphorisms

worship the Reaper tend to be secretive, while the acolytes

With four different aspects, countless individual

of Blackfingers are bookish, students of the Gray Master

organizations scattered across Golarion, and a love of

N

are greedy and covetous, and followers of Father Skinsaw

secrecy

and

coded

messages, the cult has few

OR

are antisocial or sociopathic.

G

Clothing

OR

Norgorber's adherents tend to keep their worship secret,

B

and even in a metropolis like Absalom, where his faith

ER

is marginally tolerated out of respect for his place of

ascension, it can be dangerous for a worshiper to identify

herself in public. Thus, the churches within most cities

develop specific identifiers known only to members.

Followers of Norgorber may wear simple masks when they

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wish to hide their identity, and carry a variety

of secondary masks that they can hold up

to send messages to members of their

faith. Cult members prefer clothing cut

to the latest fashion to avoid drawing

attention, and containing plenty of

hidden pockets for poisons, weapons, and other

surprises.

Ceremonial

clothing

varies, but is black and brown for

those temples that worship all four

aspects of Norgorber, and always

involves masks or other identity-

shielding precautions.

Holy Text

At least 17 short texts, all given innocuous code names and

often disguised as mundane books or encoded to prevent

easy scrutiny, comprise The Words Behind the Mask,

though any two cults may have very different ideas

about how the chapters are organized, the specific

wording of certain phrases, or which sections

are the most important. Within these slim

tomes lie precepts for organizing guilds,

maintaining secrecy, finding suitable work

sites, conducting blackmail and extortion,

and worming one's way into a victim's

confidence. Most are written as parables.

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unifying phrases. His faithful in each region use a unique

whispered in the proper ear. A person who says this

mix of regional slang, doublespeak, inverted syllables,

possesses some item or knows some secret that has not

similar-sounding words borrowed from other languages,

yet been deployed to its full potential.

rhyming words substituted for key phrases, and hand

signals to pass secret messages. In a city where the cult

Relations with

of Norgorber has been a fixture for a decade or more,

Other Religions

this system often effectively becomes the local thieves'

Norgorber is careful to maintain civil relations with most

cant, even if there is no active guild there. Despite all

deities and is scrupulous in covering his tracks when he

these differences, however, two lines from Norgorber's

must act against them, working through intermediaries

scripture regularly crop up among cultists.

and obscuring his involvement. Only six major deities

With One Hand I Give: Used as a salutation, this is

refuse to speak with Norgorber. Abadar objects to the way

also a warning--the speaker's true motivations remain

Norgorber's thievery undermines the idea of law and the

secret, and a gift in one hand may be offset by a threat in

honest acquisition of wealth. Cayden Cailean considers

the other.

him a coward and a villain. Erastil has seen his criminal

I Wait for a Fair Price: Something of little apparent

activity and family-damaging secrets--and those of his

R

value may have great worth in the right hands or

followers--damage too many lives. Iomedae steadfastly

E

believes Norgorber has evaded justice for far too long, and

B

thinks the dark god was somehow involved in the death

of Aroden. Sarenrae has given him enough chances to

OR

redeem himself, only to see his false repentance further

G

some evil plot. Torag sees him as the cancer that destroys

OR

a city from within, despite walls mighty enough to keep

N

out the most dangerous foes. Yet despite their enmity,

even these deities have dealt with Norgorber in the past

through intermediaries in order to obtain valuable

secrets. Father Skinsaw shares with Achaekek the love

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of conceiving, planning, and executing murder, and the

two cults sometimes work together. He has been known

to consort with Gyronna and Sivanah as well, calling

upon their aid directly or manipulating them for his own

purposes, and withdrawing in silent amusement when

they manage to manipulate him in turn.

Like Norgorber himself, members of his church

make a point of working well with members of other

faiths--especially if such outsiders are willing to

pay for the unique skills cultivated by Norgorber's

followers. They are darkly amused when representatives

of those faiths that despise them come to them for

help in times of grief or need. Though the faith is

not welcome or even tolerated in many places,

the secretive power its members carry allows them to make

inroads of friendship (or at least alliances of convenience)

with others. In the end, however, Norgorber's worshipers

will likely show them why they cannot be trusted.

Realm

As with all cities, no matter how lawful, Axis has its

own dark underbelly, an illicit underworld populated by

thieves and predators. While some might be surprised

to find criminal activity in a realm of perfect law, they

forget that the concept of lawfulness doesn't mean solely

governmental laws, and Axis itself cares nothing for good

or evil. The best example of this is Norgorber's domain,

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a literal underground of sewers and tunnels filled with

thieves and murderers that connects disparate points

For Norgorberite

across Axis. Far from purging this sprawling network

Characters

of its shady inhabitants, most Axiomites and other

Characters who worship Norgorber may find the following

residents accept it as a necessary part of what makes a city

rules elements thematically appropriate.

run smoothly, like grease in a machine. While Norgorber

and his servants may not always follow the letter or spirit

Archetypes

source

of the laws to which they agree (laws that theoretically

Infiltrator (inquisitor)

Ultimate Magic 45

bind all of Axis's inhabitants), their unreliability is

Poisoner (rogue)

Advanced Player's Guide 134

anticipated and planned for--they can be trusted to be

Vivisectionist (alchemist)

Ultimate Magic 20

untrustworthy. The utility provided by the god of thieves

(and his role as the head of what is functionally the largest

Feats

source

thieves' guild in the cosmos) allows most of Axis to turn

Poisoner's Channel

See page 215

a blind eye to his activities in the name of pragmatism.

Reject Poison

See page 215

N

Planar Allies

Shadow Dodge

See page 216

OR

Norgorber has few divine servants who are known by

Magic items

source

G

name to the faithful, and those who do give names may

Altar of Norgorber

See page 248

OR

serve multiple aspects under alternate designations. In

Assassin's dagger

Core Rulebook 472

addition to Norgorber's servitor race, the karumzeks (see

B

Black alibi

See page 254

page 301), the following beings sometimes answer the call

E

Blackfingers apron

See page 250

R

of his faithful.

Dust of disappearance

Core Rulebook 510

Secret Shade (unique fiendish shadow): Secret Shade

Flask of the Reaper

See page 264

was once a human master assassin, but its recollection is

Gray Master's leathers

See page 251

spotty, perhaps from centuries of mental fragmentation

Hat of disguise

Core Rulebook 516

intended to preserve the god's secrets. This incorporeal

Poison gum

See page 267

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figure has all the powers of an undead shadow with the

Skinsaw mask

Rise of the Runelords

fiendish creature template, and responds favorably to

Anniversary Edition 246

gifts of valuable history books and biographical stories.

It excels at spying and assassination.

spells

source

The Stabbing Beast: This monstrous killer serves

False alibi

See page 234

as Norgorber's herald. The Stabbing Beast does not

Lose the trail

See page 236

believe that anything other than its master can kill it,

Modify memory

Core Rulebook 315

despite mortal records that show it has been killed in

Night of blades

See page 237

the past; Norgorber wiped its memory of these failures

Poisoned egg

See page 238

when he resurrected his herald. When the cult of

Norgorber summons the Stabbing Beast, the mortals

traits

source

may present it with several choice targets to hunt and

Poisonous Slayer

See page 221

slay, though predicting its interests is difficult. The

Practiced Deception

See page 221

beast keeps trophies of its kills by covering the corpses

Secret Knowledge

See page 222

in a preservative bile, swallowing them in its scorpion

form, and regurgitating them when it returns to its lair

Variant Spellcasting

deep beneath the planar metropolis of Axis. For more

The unique magical abilities of a priest of Norgorber depend

information on the Stabbing Beast, see page 300.

on which aspect of the god the priest serves. Clerics serving

Venomfist (unique water elemental): A greenish water

Blackfingers may prepare pernicious poisonUM as a 2nd-

elemental, Venomfist is infused with poison; the type

level spell. Clerics of the Reaper of Reputation may prepare

varies according to its whim. The priest who conjures

nondetection as a 3rd-level spell. Clerics of Father Skinsaw

this divine servant may be able to convince it to use

may prepare circle of death as a 6th-level spell. Clerics of

a particular toxin by offering it a sample of a deadly

the Gray Master may prepare clairaudience/clairvoyance

concoction, whether animal venom, a potion of poison, or

as a 3rd-level spell, and antipaladins of the Gray Master

something purely alchemical. It loves to drown creatures

may prepare it as a 2nd-level spell.

in its own body, especially if the victims are naturally

poisonous or have been poisoned for this purpose.

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PHARASMA

Birth and death are written in the bones, but

bones can be broken.

--The Bones Land in a Spiral

Lady of Graves

hold. If that weapon is not magical, it is considered magical

Goddess of birth, death, fate, and prophecy

while under the effect of this ability. This ability affects only

Alignment N

weapons held in your hand; if you drop the weapon or give

Domains Death, Healing, Knowledge, Repose, Water

it away, the effect ends on that weapon. You can affect a

Favored Weapon dagger

weapon in this way a number of rounds each day equal to

A

Centers of Worship Brevoy, Nex, Osirion, The Shackles, Thuvia,

1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds).

M

Ustalav, Varisia

These rounds don't need to be consecutive.

SA

Nationality Garundi

3: Ally from the tomb (sp) Once per day as a standard action,

R

Obedience Collect small bones whenever it is convenient and

you can summon a pair of vanth psychopomps (Pathfinder

A

respectful to do so. When it comes time to perform your

RPG Bestiary 4 221) and gain telepathy with them to a range

H

obedience, lay out the bones in a spiral. At one end of the

of 100 feet. The vanths follow your commands perfectly

P

spiral lay a slip of parchment on which you have written the

for 1 minute for every Hit Die you possess before vanishing

name of someone newly born. At the other end of the spiral,

back to their home in the Boneyard. The vanths don't

lay a slip of parchment on which you have written the name of

follow commands that would cause them to aid or permit

someone newly deceased. Chant hymns from The Bones Land

the existence of undead, and they could attack you if the

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in a Spiral while proceeding solemnly around the spiral, trailing

command is particularly egregious.

a black scarf on the ground behind you. Gain a +2 profane or

sENtiNEl BOONs

sacred bonus on attack rolls made with daggers. The type of

1: Undead slayer (sp) hide from undead 3/day, defending

bonus depends on your alignment--if you're neither good nor

bone* 2/day, or halt undead 1/day

evil, you must choose either sacred or profane the first time

2: Disrupting strike (su) Three times per day, you can channel

you perform your obedience, and this choice can't be changed.

disruptive energy through your weapon against an undead

ExAltED BOONs

creature. You must declare your use of this ability before

1: Preserver (sp) sanctuary 3/day, gentle repose 2/day, or

you roll your attack. If your attack hits an undead creature,

speak with dead 1/day

you deal an extra 1d6 points of damage plus 1d6 points of

2: Decomposition (su) You can ensure the final rest of a

damage for every 4 Hit Dice you possess (maximum 6d6).

creature. As a standard action, you can touch a corpse and

If your attack misses or your target was not an undead

cause it to dissolve into black ash. A corpse dissolved this

creature, the use of the ability is wasted.

way cannot be raised as an undead creature by any means

3: tethered to the Material (Ex) You cling ferociously to

short of a miracle or wish. The black ash left behind can,

life--you will go to Pharasma's realm when she calls you

however, be used as the "corpse" for spells that return the

and no sooner. Once per day, you can send yourself into

dead to true life--such as raise dead--as long as the entire

a determined state that lasts for 1 minute. While in this

collection of ash is kept together.

determined state, you can fall to a number of negative hit

3: the veil is Drawn Aside (su) You gain the Extra Revelation

points equal to 10 + your Constitution score before you die.

feat, choosing a revelation from either your chosen mystery

If you drop to negative hit points while in this determined

or the Bones mystery. If you don't have the revelation class

state, you can continue to act normally, and do not bleed

feature, you instead gain a +4 sacred or profane bonus on

each round due to taking actions. If your determined state

saving throws against necromancy spells and death effects.

ends while you still have a number of negative hit points

EvANgElist BOONs

equal to or greater than your Constitution score, you die

1: Quietude (sp) forced quietUM 3/day, silence 2/day, or hold

instantly. If your determined state ends while you still have

person 1/day

negative hit points, but the number of negative hit points is

2: strike the Unrestful (su) As a free action, you can grant

not equal to or greater than your Constitution score, you fall

the ghost touch weapon special ability to a weapon that you

unconscious and gain the dying condition as normal.

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PHARASMA

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Pharasmaisthesternobserveroflifeanddeath, carrytokensofthisimageonlongnecklacestoprotecttheir

scrutinizing the tangled webs of fate and

unborn children and grant them good lives. As the prophet,

prophecy, mercilessly cold in the administration

Pharasma is wild-eyed and tangle-haired, and her words

of her duties. Having seen infants die, the righteous fall

echo like thunder. As the reaper, she is tall and gaunt, with a

too soon, and tyrants live to advanced age, she makes no

hooded black gown and an hourglass with fast-flowing red

judgment about the justness of a particular death, and

sand, and is often shown seated on her throne and passing

welcomes each birth with equal severity. At the moment of

judgment on mortal souls.

a mortal's birth, she knows the many possible paths each

Situated atop an impossibly tall spire, Pharasma's realm

soul could follow, but reserves her official verdict until the

in the afterworld--the Boneyard--looms over the perfectly

last possible moment. Legends claim that Pharasma saw

ordered city-plane of Axis. When mortals die, their

Aroden's death approaching--and even judged him as she

souls join the vast River of Souls that flows through the

does for all those born as mortals--but did nothing to warn

Astral Plane, and eventually deposits them in Pharasma's

even her own followers, many of whom were driven mad by

Boneyard at the top of her spire. Once there, they stand in a

the event. Though prophecy is no longer reliable, prophets

great line, filtered through several courts according to their

continue to be born, and most of them are rendered insane

alignment and supposed planar destination. Those who die

by their confusing and contradictory visions.

before experiencing their full fate might be lucky enough

In art, Pharasma is depicted as a midwife, a mad prophet,

to return in this life or the next, either spontaneously or by

or a reaper of the dead, depending upon her role. Her visage

getting called home by resurrection magic, but more often

usually has gray skin, white eyes, and white hair. As the

those who feel that they've met an untimely end discover

midwife, she is efficient and severe, hair pulled back and

that their destiny was in fact always leading them to their

arms bare from hands to the elbows. Pregnant women often

particular moment of death, however unjust or ignoble.

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nationalism and other petty concerns as beneath them.

Traditions passed down by the goddess and her prophets

The Pharasmin Penitence

are followed stringently, though the various branches

In Ustalav, a popular sect called the Pharasmin Penitence

of the church differ with respect to which rituals and

teaches that when Pharasma judges a soul, she

practices they assign the most weight. These differences

counterbalances the pains and trials of life with rewards

are never severe enough to force different factions to open

in the afterlife. Most who share this belief take on ascetic

conf lict, but may make it easy for worshipers to distinguish

restrictions in their diet and allow themselves only meager

between members of their sect and other adherents.

pleasures in life, but some sacrifice more by wearing hair

Most members of Pharasma's priesthood are clerics,

shirts, or even by blinding, deafening, or flagellating

though a significant number are diviners, oracles, and

themselves, hoping to guarantee greater rewards in the

adepts. Roughly two-thirds of her clergy are women,

afterlife. In some counties, extremists view enduring pain

though the gender mix varies regionally, and worldly

as a condemnation of pleasure and change, and hunt those

details like gender and species matter little to most

who alter the world to satisfy mere mortal whims--by

Pharasmins. Pharasma's followers are expectant mothers,

which they mean users of arcane magic.

midwives, morticians, and so-called "white necromancers"

who study other applications of the magic than undead

A

creation. Harrowers, palmists, oneiromancers, cloud-

M

readers, and others who use non-magical forms of

SA

Though she allows resurrection, the Lady of Graves opposes

divination also call upon her, although their allegiance

R

undeath as a desecration of the memory of the flesh and a

has dropped off dramatically since Aroden's death and

A

corruption of a soul's path on its journey to her judgment.

the end of reliable prophecy. In smaller communities, a

H

She encourages her followers to hunt undead, as the souls

Pharasmin priest may assume several of these roles, or

P

of the destroyed undead will then reach her for judgment.

a team of spouses might split the duties between them.

At the heart of the Boneyard is Pharasma's Palace, a

Prophets often go mad in this age of conf licting omens,

gothic structure built over the exact center of the Spire.

and the church has taken it upon itself to care for these

Psychopomps walk its pathways and quietly fly above

poor souls, devoting portions of major temples to be

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its walls, performing the administration of souls, and

sanitariums, which are operated by the goddess's clerics.

Pharasma's faithful are housed within. Despite its light

Of course, as the goddess of birth and death, Pharasma has

color and mood, the Palace is obviously a creation of the

many lay followers as well, and even in lands where her

goddess. It's unknown whether she made the Spire itself.

faith is not large or organized, commoners pray to her for

Pharasma manifests her favor through the appearance of

guidance or protection, much as farmers everywhere pray

scarab beetles and whippoorwills, both of which function

to Erastil for good crops.

as psychopomps (both in the figurative sense as guides for

Pharasma encourages her followers to procreate, whether

dead souls, as well as in the literal sense as manifestations

they're married or in less formalized partnerships; she

of the outsiders called psychopomps). Black roses are

also supports childless couples adopting and orphanages

thought to invite her favor and good luck, especially if the

taking care of those who have no living parents. Church

stems sport no thorns. Her displeasure is often signified

weddings may be simple or ornate, depending on the

by cold chills down the spine, bleeding from the nose or

social status and wealth of the participants. Though she

under the fingernails, an unexplained taste of rich soil,

is the goddess of birth, she does not oppose contraception.

the discovery of a dead whippoorwill, or the feeling that

Her temples are known to provide assistance to women

something important has been forgotten. Pharasma also

dealing with pregnancies that would inevitably end in the

sometimes allows the spirits of those who have died under

death of both mother and child, or to end the torment of a

mysterious conditions to transmit short messages to their

mother whose child is already dead in the womb, but on the

living kin to comfort them, expose a murderer, or haunt

whole she believes killing the unborn is an abomination,

an enemy.

for it sends the infant soul to the afterlife before it has a

Pharasma's holy symbol is a spiral of light, representing a

chance to fulfill its destiny. The goddess's midwives take

soul, its journey from birth to death to the afterlife, and the

all the precautions they can to reduce the risk of pregnancy

confusing path of deciphering prophecy.

and childbirth; some church midwives, called casarmetzes,

The Church

are so skilled in a combination of medicine, magic, and

surgery that in dire circumstances they can cut a living

Pharasma's church is a somber and structured organization,

child from its mother's womb and save both.

and staunchly neutral in matters unrelated to its tripartite

On the third day after a child's birth, families devoted

roles--as stewards of life and death, most priests see

to Pharasma call a gathering to welcome its soul into

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Inner Sea Gods

the world. The child must be given a name before this

in shared burial cells in catacombs or ossuaries. The

gathering, else superstition holds that it will be unlucky.

church allows the dead to be cremated, though burial in

Visitors bring small cakes, seeds, salted peas, and watered

earth is preferred; disposing of a corpse at sea, sky burial,

beer to share with the family and other guests. A priest or

and funerary cannibalism are generally considered

family elder lists the names of a girl's maternal ancestors

disrespectful. Exhuming a buried corpse is considered

or a boy's paternal forefathers, calling for the child to be

a violation of the dead, and the church normally refuses

named publicly and grow up with good health, and for the

to do this--even when a city government seeks to break

parents to live to see grandchildren born.

ground for a sewer, aqueduct, or other vital construction.

Worshipers of Pharasma--as well as commoners in

However, if a priest discovers a worshiper's corpse that has

many regions--trace the goddess's spiral symbol on their

been buried improperly or accidentally exposed, he or she

chests, typically as a form of prayer when hearing ill news

usually arranges for a proper burial in accordance with

or witnessing blasphemy, and before or during dangerous

church teachings. The church does not mourn apostates,

events or events with uncertain outcomes. Different lands

and while priests do not withhold services from those

perform this gesture differently--in Ustalav, it is often

of other faiths, they f latly refuse to give rites to former

done with a closed fist, while in Osirion it is with the

Pharasmins who turn their back on the church.

P

first two fingers extended. Especially devout folk repeat

H

this gesture in everyday activities, such as stirring soup or

A

scrubbing a f loor.

RA

Prayer services to Pharasma are a mixture of somber

S

chants, stirring ritualized sermons, and joyous song, often

M

based upon regional music, and usually end on an uplifting

A

note--for while death comes to all, new generations stride

forth in its wake. During celebrations, the goddess's

followers often eat kolash, bread braided into a tight spiral

and topped or filled with diced fruit or sweet cheese.

During the winter feast, the center portion of the spiral is

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left open and a wax candle is placed within; the candle is lit

at the start of the meal and extinguished when the bread is

to be eaten. Each temple keeps a record of births and deaths

of its members, and on the anniversaries of death dates,

priests speak the names of the departed while those close

to the deceased honor them by lighting votive candles that

burn for an entire day and night. Many tombstones have

niches to protect soul candles from the wind.

When a member of the faith dies, the body is cleaned,

immersed in water, and dressed in a special multi-part

shroud consisting of five pieces for a male or nine for a

female. A prayer written on parchment, bark, cloth, or

stone is tucked into the shroud, and the corpse is sealed

in a casket if local custom calls for one. A guardian sits

with the body the night before the burial--to honor the

deceased, to guard against body thieves, and to watch that

the body does not rise as an undead. Mourners (typically

the immediate family) traditionally mark their eyelids

with black ash or an herbal paste for 5 days after the burial.

Curiously, the church does not frown upon suicide, though

individual priests may debate whether taking one's own

life is the natural fate of some souls or a means to return

to the goddess for a chance at a different life.

Those who can afford it usually pay to have their

remains interred on holy ground by priests. Wealthy

merchants and nobles are laid to rest in room-sized

private tombs, while those with fewer resources rest

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Temples and Shrines

A Priest's Role

In heavily populated areas, Pharasma's temples tend to be

Priests of Pharasma take responsibility for all three of her

grand, gothic cathedrals adjacent to graveyards, although

concerns in the mortal world. Priests (of any gender) who

in smaller towns they might be humble structures with

are skilled in midwifery assist at births, and the presence

artistic flourishes meant to echo the great cathedrals, and

of a Pharasmin priest during childbirth almost always

even a single bleak stone in an empty field or graveyard can

ensures that both mother and child will live. Priests

serve as a shrine. Large temples usually have catacombs

focused on prophecy bear its questionable gift, or record

underneath, filled with corpses of the wealthy and of former

and interpret the ravings of those who do. And all priests

members of the priesthood, as burial under the goddess's

of Pharasma are stewards of the dead, familiar with both

temple is believed to soften her judgment of the deceased.

local funerary customs and those of neighboring lands.

Even a remote Pharasmin monastery has ample cemetery

They protect graveyards from robbers and necromancers,

space, and might be the final resting place of generations

and the memory of the deceased from the ravages of time,

of wealthy and influential folk--as well as an uncountable

memorizing or recording what they know about anyone who

accumulation of tomb treasures.

dies in their presence. Pharasmin inquisitors hunt down the

Many local temples have only one ranking priest, but

undead and those who seek to create such monstrosities, but

the largest temples have a high priest or priestess for each

all priests have a solemn duty to oppose such abominations

A

aspect of the faith--birth, death, and fate. In theory these

when they find them. Creating undead is forbidden, and

M

high priests are all equal, though the high priest of

controlling existing undead is frowned upon, even

SA

prophecy has assumed a lesser role in recent decades,

by evil members of the faith. Most priests are

R

and the person holding that position is often

highly skilled in Heal, but often have

A

strange or unstable. Temples that include

ranks in Diplomacy and Knowledge

H

crypts also have a cryptmaster in charge of

(religion) as well.

P

that facility. Rank within a temple is based

A typical priest earns her living

on seniority, as well as on knowledge of the

tending to women in labor, acting as

faith, magical power, and personal achievements

a mortician, digging graves, selling

(such as the destruction of powerful undead).

spellcasting services, or building

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Hierarchy between churches depends on

and blessing tombs for wealthy

the size of the populations they serve; a

patrons. An adventuring priest will not

large city's temple has greater influence

violate the sanctity of a tomb simply for

than a small town's temple.

the purpose of looting it, and if she enters a

burial place to fight abominations, she still

opposes desecrating any non-undead corpses

encountered during the hunt. Followers of

Pharasma tend to be brusque; some people

attribute this to haughtiness, but more often

it's simply due to the fact that most of a

Pharasmin's interactions are with the dead

or dying, mad prophets, or women in labor--

groups who rarely care about social niceties.

When their services are needed, Pharasmins

give orders and expect to be obeyed, as a

mortal soul (either recently departed or about

to arrive) is usually at stake.

All priests carry a skane--a double-edged

ceremonial dagger with a dull gray blade, often

with a stylized depiction of the goddess's face and

hair on the pommel. They use these daggers to

hold open prayer scrolls, to touch parts of a corpse

when performing death rites, to cut shrouds for

the dead, and to sever the umbilical cords of

newborns. It is not forbidden for a priest to

use a skane to draw blood or take a life,

but some refuse to do so and carry

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a different item to use in combat. A casarmetzes carries a

Holy Text

special skane bearing Pharasma's likeness on one side of the

Pharasma's holy book, The Bones Land in a Spiral, mostly

pommel and a crying child on the other, and uses this to

consists of the words of an ancient prophet. The faithful

perform her surgeries.

debate which events its predictions foretell, and whether the

Though Pharasmin priests worship the death goddess,

prophesied days have already passed. Later sections dispense

they have no taboo against preventing death through

advice on facilitating safe childbirth, properly disposing of

healing, either mundane or magical. Pharasmin priests

the dead to prevent undeath, and other relevant topics.

who sign on with adventuring parties usually act as

In older temples, the holy book consists of collections

healers--if not particularly gentle or sympathetic ones--

of scrolls illuminated with rare inks and bound in metal

and most temples raise money by selling healing and other

filigree, each held in a gray silk mantle to protect it from

spellcasting services. Even spells like raise dead, reincarnate,

wear and mishaps. Some of these collections are historical

and resurrection are not forbidden, though churches usually

artifacts worth thousands of gold pieces, and priests bring

charge a great deal for these.

only the scrolls they need to temple services, leaving the

Adventurers

remainder in a safe place. Church doctrine mandates that

worn-out protective mantles can't simply be discarded, so

P

Many adventurers follow Pharasma because they believe

used mantles are either walled up in tiny compartments

H

in fate, and in the inescapable path of destiny. Everyone

within temples or sewn into a burial shroud for a priest

A

worships the goddess to some extent, for not even the

or other notable member of the faith. Corpses fortunate

RA

most hubristic of mortals or gods can deny that hers is

enough to bear a Pharasmin mantle as part of their shrouds

S

the hand that shepherds souls into the afterlife, sending

are said to be especially resistant to the power of undeath,

M

those bound to other gods to their rightful destinations.

including being animated or turned into spawn.

A

It's said that even gods are judged after their death by the

Lady of Graves.

Holidays

For those who worship Pharasma above all others,

The first month of spring, Pharast, is named for the Lady of

the most important things in life are birth, death, and

Graves--a month of new life and renewal for the world. The

prophecy. When they adventure in her name, it is often to

church has two common holidays shared by all temples.

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destroy undead or to seek out and attempt to understand

Day of Bones: On the fifth day of Pharast, priests carry

strange prophecies. They might seek to protect the dead

the enshrouded corpses of the recent dead through the

from disgrace, and be exceedingly uncomfortable with the

streets of the city in an honored procession. These corpses

standard adventurers' practice of tomb robbing--though

are interred at no cost in a church graveyard, tomb, or

they have no problem rooting out whatever abominations

sepulcher, which is considered a great honor to the departed.

may have taken up residence in such places, provided the

Procession of Unforgotten Souls: In lands where the Lady

innocent dead are treated with respect.

of Graves is a prominent deity, this ceremony is held nightly

Clothing

in the weeks leading up to the harvest feast, during which

the faithful ask the goddess to delay when she takes them to

Pharasmin clothing takes two different routes. For many

the afterlife. Priests wear thin, black robes over their festival

traditionalist or more ascetic priests, the only acceptable

clothes, and carry lit candles in a procession into a large

color for formal garments is black, sometimes accented

fountain, pool, lake, or quiet river. As they enter the deeper

with silver (such as spiral brooches or amulets) and tiny

water, the candles go out, but as the priests reach the other

vials of holy water. In recent generations, however, there

side, the candles re-light, and the water makes the black

has been a movement in many temples away from such

robes transparent, revealing the festival colors beneath.

dour fashions. Pointing out that the solemnity of death is

only part of their concern, such iconoclasts celebrate the

Aphorisms

birth of new life by wearing more colorful and fancifully

Along with its abundance of rituals, ritual objects, and ritual

designed raiment. Instead of traditional black robes, they

clothing, the church has developed many habitual phrases.

gravitate toward silver, gray, purple, and the iridescent

In most cases, a member of the faith makes the sign of the

blue of the goddess's spiral. In addition to color, these

spiral over the heart when speaking one of these locutions.

iconoclast priests often add highly artistic elements to

Three of the most common are as follows.

their clothing, designing their own unique outfits as a

Not This Year, Not Yet: This is a brief prayer, spoken in

ref lection of their unique threads in Pharasma's great

response to hearing a tragedy or bad rumor, asking that

tapestry. While outright conf lict is rare, the two camps of

Pharasma delay when believers are sent to her realm, for

Pharasmins have strong opinions regarding each other's

they have much to do before that time. The devout speak it

clothing choices.

at each morning's prayers and when they pray before bed.

CORE

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DEITIES

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All Who Live Must Face Her Judgment: This is a promise

and distant, with no true friends or enemies. She detests

that another person--typically an enemy, but possibly just

entities like Urgathoa and Orcus, who actively disrupt the

a f lippant or disrespectful person--will suffer whatever

cycle of souls by creating undead, as well as daemons who

fate is in store for them, even if it takes longer than the

prey on the River of Souls, yet she leaves direct conflict to

speaker would like.

her minions, and does not demean the honor of her role

The Lady Shall Keep It: This is an oath to bear a secret

as judge by withholding souls rightfully bound for such

to the grave, swearing that only Pharasma shall hear it in

patrons. Most of the other gods understand and appreciate

person (and only once the oath-maker has died), or that she

her impartiality, though Iomedae views her with some

will claim the oath-maker early if he breaks his promise

resentment for keeping Aroden's approaching death a

of secrecy.

secret. Pharasma's relationship with the enigmatic Groetus,

Relations with

who floats above the Spire, is a mystery.

Other Religions

Like their goddess, the followers of Pharasma detest

Urgathoa, Orcus, and all those who exult in undeath, for

All deities deal peaceably with Pharasma, for their agents

they represent both a corruption of natural existence and

must have access to her realm to escort souls under their

a vile bending of the will of Pharasma. Pharasmins oppose

protection to their respective homes. While she approves of

these foes whenever they encounter them, and vehemently

A

some actions and disapproves of others, she remains aloof

counter their attempts at evangelism. If they learn that such

M

cults are planning to raise undead, Pharasmins recruit

SA

allies and spend resources without hesitation to stop the

R

abomination. Otherwise, Pharasmins are free--but not

A

compelled--to make alliances and enmities with anyone

H

they choose, on an individual level or as a temple, just as

P

the Lady of Graves works with all the gods to guide mortal

souls into their realms.

Pharasmin priests are renowned for their impartial

natures, and regularly minister to both sides in a given

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conflict, caring foremost for the proper treatment of the

dead and newborns. Followers of the Pharasmin Penitence

might clash with the faithful of deities who focus on

alleviating or preventing suffering, but are more likely to

simply view them with cold distrust. A few fanatics take it

upon themselves to pursue wizards, sorcerers, and other

magic-users who attempt to improve the world through

magical means; the fanatics see these attempts as defying

the will of Pharasma.

Realm

Pharasma's realm is enormous, and layered like an onion.

The whole of the Spire is hers, with no other god disputing

her claim on the thin mesa that rises far above the city

of Axis and supports her Boneyard. At the same time,

however, the Boneyard is split into several different

regions, with the most notable being the various courts

where souls with obvious destinations are divided

up and sent on to their just rewards. Particularly

complicated cases, however--such as those who

sell their souls and then genuinely repent and work

toward redemption--end up judged by Pharasma

herself within her palace, with representatives

from the planes involved arguing the

matter. Pharasma's Palace is also the

eventual home of those who worship the

goddess directly. A soaring gothic edifice,

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Chapter

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Inner Sea Gods

the palace stands in contrast to Pharasma's often somber

and dour nature. Constructed of white marble glowing with

For Pharasmin Characters

an inner light and with floors paved in onyx, it represents

Characters who worship Pharasma may find the following

the goddess's dualistic power over birth and death.

rules elements thematically appropriate.

Planar Allies

Archetypes

source

Pharasma's divine servants are usually psychopomps

Exorcist (inquisitor)

Ultimate Magic 44

(see page 303 and Pathfinder RPG Bestiary 4 217) , though

Seer (oracle)

Ultimate Magic 59

spirits whose destinies were especially bright or unusually

dark may visit the mortal world to carry a message on her

Feats

source

behalf, even if they went to another deity or realm as part

Eerie Sense

See page 211

of their final judgment. The appearance of such a spirit

Fateful Channel

See page 212

usually relates to its activities in life or the god it served. For

Messenger of Fate

See page 214

example, to warn her followers of a bloody battle, Pharasma

may call forth the spirit of a mighty warrior of Gorum. In

P

Magic items

source

addition to her psychopomps, some of Pharasma's servitors

H

Altar of Pharasma

See page 249

include the following, which answer to planar ally and

A

Crystal ball

Core Rulebook 507

similar calling spells from the faithful.

R

Fate blade

See page 255

A

Birthed-in-Sorrow (unique linnorm): Resembling a gaunt,

Fate's shears

See page 263

S

gray, wyvern-sized linnorm, this creature can channel

M

Ghost battling ring

See page 258

positive energy like a cleric and can animate objects, forcing

A

Gravewatcher chainmail

See page 251

them to serve her. She loathes undead, and often blasts and

Icon of the midwife

See page 265

grapples packs of them, reducing them to dust and vapor.

She prefers offerings of magic items useful for destroying

spells

source

undead or healing the living.

Defending bone

See page 232

Echo of Lost Divinity (unique ghost): This spectral

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Early judgment

See page 233

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Azlanti soldier wears fine clothes in green and gold. When

Smite abomination

See page 241

his face is visible, he resembles depictions of Aroden as a

god. As he has only appeared in Pharasma's service since

traits

source

the death of the Last Azlanti, some believe he is a remnant

Corpse Hunter

See page 219

of that god. Echo of Lost Divinity denies this, however. He

Spirit Guide

See page 222

prefers to heal and support those who call him rather than

Stabilizing Touch

See page 222

attacking their foes directly.

Undead Slayer

Advanced Player's Guide 333

Steward of the Skein: This skull-adorned, armor-clad,

winged woman is Pharasma's herald. The Steward is a

Variant Spellcasting

loner, and has little interest in the desires of mortals. She

Pharasmin adepts, bards, rangers, sorcerers, and wizards

is personable with other planar servitors of her creator,

add to their spell lists augury as a 2nd-level spell, death

but her unique role places her above them in the religious

knell as a 2nd-level spell, and speak with dead as a 3rd-

hierarchy, and she does not like fraternizing too much with

level spell. Inquisitors may learn augury as a 2nd-level

her underlings lest she distract them from what Pharasma

spell. Clerics and oracles who serve Pharasma may prepare

has planned for them. Conversely, she is extremely

false life as a 2nd-level spell, clairaudience/clairvoyance as

interested when one of the goddess's other servants is due

a 3rd-level spell, and moment of prescience as an 8th-level

to give birth or die. Though the Steward has no interest

spell; inquisitors may learn these as 2nd-, 3rd-, and 6th-

in procreating on her own, she arrives at the moment of

level spells, respectively.

celestial and half-celestial births to witness them with

Since Pharasma despises undead, Pharasmin clerics with

great interest--perhaps as a proxy for Pharasma herself,

the Death domain replace the animate dead domain spell

whose presence would certainly overwhelm the newborn

with speak with dead, replace create undead with antilife

and confuse its role in the tapestry of fate. Likewise, the

shell, and replace create greater undead with symbol

Steward has an almost morbid curiosity about one of her

of death. Clerics with the Souls subdomain (Advanced

fellow servitors dying, and has an almost precognitive sense

Player's Guide 96) replace the animate dead domain spell

for such things, making her sudden appearance next to

with speak with dead.

other servants of Pharasma in the Material Plane slightly

worrisome. For more information, see page 302.