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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
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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
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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
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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
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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
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push her enemies into an alliance. As much as Iomedae
Ultimate Combat
UC
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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
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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
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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
(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
approachÂ
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
the
tithe.
them to work behind
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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
r
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--
Advanced Player's
the god's contractual agreements with the plane's
Guide 101
natives make it unnecessary--entry can be attained only
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
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
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
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
See page 266
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Abadar's faith. In addition to his servitor race, the horse-
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.
See page 228
"Old Cob" rarely speaks, but understands Common,
See page 230
Celestial, and several other languages. He loves eating
Core Rulebook 269
deer and cattle, and presenting him with such a gift is a
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.
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
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,
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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,
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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
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
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
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,
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.
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.
Ultimate Magic 248
This leads to highly varied reports of the herald's nature,
even among Asmodeus's worshipers, and the confusion
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
T
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
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
Ultimate Magic 143
Savored Sting's palatial, baroque manors. Though Elysium
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
Core Rulebook 511
IA
page 281), Calistria often sends the following entities to
Core Rulebook 512
further her causes.
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
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
The Inner Sea World
page 280.
Guide 296
Threv (unique protean): This frog-like, shape-changing
Advanced Player's
sorcerer has gray skin and strangely expressive eyes.
Guide 235
Obsessed with vengeance, he is often the agent of
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
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
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
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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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Inner Sea Gods
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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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
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
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
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
Advanced Player's
mortal lovers of both sexes, and is even rumored to have
Guide 205
had relationships over the years with Aroden, Calistria,
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
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
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
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
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
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
Ultimate Equipment 200
the blessing of Desna. Followers of Desna who spot the
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See page 270
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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.
Core Rulebook 274
Nightspear (unique avoral): This fierce avoral (Bestiary 2
See page 232
16) has jet-black feathers with white spots on the tips, and
Core Rulebook 281
his eyes are a bright silver that becomes dull and opaque
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
See page 235
spare. He has an excellent singing voice and often belts out
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
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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eR
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
TS
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
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
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
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
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.
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
Advanced Player's
Erastil's religion became more prominent, it allied with
Guide 201
Old Deadeye, respecting his wisdom, strength, and
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
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
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
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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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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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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
Advanced Player's
of death.
Guide 156
G
First Blade: This giant, armor-clad creature serves as
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
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.
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
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
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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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
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
yet survives is
and Survival, as well as
declared
the
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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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
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
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
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
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
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
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
See page 238
them. When the herald is on the Material Plane and left
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
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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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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Inner Sea Gods
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
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
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.
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
that it is uncomfortable for him to do so. He prefers payment
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):
Ultimate Combat 235
This young celestial gold dragon never sits still for more
Ultimate Magic 240
than a moment, and rarely lets his summoner get a word
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
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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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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.
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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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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.
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
The Inner Sea World Guide 288
who serve Irori include the following, who answer to planar
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
Core Rulebook 496
white tiger, is her fourth incarnation as an intelligent
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
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
See page 228
Old Man is not so generous with his efforts, for he feels
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
--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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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
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
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
Queen's
servants
or
lovers.
Particularly
ambitious
Lamashtans
may infiltrate other
faiths to corrupt them
from within, sowing
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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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
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
Ultimate Magic 208
normal red glow). He can't use weapons that require hands
Ultimate Combat 234
and refuses to serve if offered such things as payment. He
See page 237
and his pack understand Abyssal and Infernal.
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
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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Temples and shrines
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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
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
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
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,
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
See page 230
tasty meal, or some other physical object that may be new
See page 234
to her experience, even if humans would think it stinks
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.
CORE
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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
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
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.
Core Rulebook 510
Secret Shade (unique fiendish shadow): Secret Shade
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
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
See page 236
believe that anything other than its master can kill it,
Core Rulebook 315
despite mortal records that show it has been killed in
See page 237
the past; Norgorber wiped its memory of these failures
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.
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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
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cults are planning to raise undead, Pharasmins recruit
SA
allies and spend resources without hesitation to stop the
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abomination. Otherwise, Pharasmins are free--but not
A
compelled--to make alliances and enmities with anyone
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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
One
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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
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Magic items
source
addition to her psychopomps, some of Pharasma's servitors
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Altar of Pharasma
See page 249
include the following, which answer to planar ally and
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Crystal ball
Core Rulebook 507
similar calling spells from the faithful.
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Fate blade
See page 255
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Birthed-in-Sorrow (unique linnorm): Resembling a gaunt,
Fate's shears
See page 263
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gray, wyvern-sized linnorm, this creature can channel
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Ghost battling ring
See page 258
positive energy like a cleric and can animate objects, forcing
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Gravewatcher chainmail
See page 251
them to serve her. She loathes undead, and often blasts and
See page 265
grapples packs of them, reducing them to dust and vapor.
She prefers offerings of magic items useful for destroying
spells
source
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
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.