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  Second Edition
  LOST OMENS
  Gods & Magic
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  AUTHORS
  Robert Adducci, Amirali Attar Olyaee, 
  Calder CaDavid, James Case, Adam Daigle, 
  Katina Davis, Leo Glass, Joshua Grinlinton, 
  James Jacobs, Virginia Jordan, Jason Keeley, 
  Jacky Leung, Lyz Liddell, Ron Lundeen, 
  Stephanie Lundeen, Jacob W. Michaels, 
  Matt Morris, Dave Nelson, Samantha Phelan, 
  Jennifer Povey, Jessica Redekop, 
  Nathan Reinecke, Patrick Renie, 
  David N. Ross, Simone D. Sallé, 
  Michael Sayre, David Schwartz, 
  Shahreena Shahrani, Isabelle Thorne, 
  Marc Thuot, Jason Tondro, and Diego Valdez 
  DEVELOPMENT LEADS
  Eleanor Ferron and Luis Loza
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  James Case
  EDITORS
  Judy Bauer, James Case, Leo Glass, Avi Kool, 
  Lyz Liddell, Adrian Ng, and Lu Pellazar
  COVER ARTIST
  Ekaterina Burmak
  INTERIOR ARTISTS
  Klaher Baklaher, Rogier van de Beek,  
  Yanis Cardin, Tomasz Chistowski,  
  Sergio Cosmai, Emile Denis,  
  Michele Esposito, Igor Grechanyi,  
  Katerina Kirillova, Ksenia Kozhevnikova, 
  Valeria Lutfullina, Will O’Brien,  
  Mary Jane Pajaron, Mikhail Palamarchuk, 
  Jose Parodi, Roberto Pitturru, 
  Maichol Quinto, Kevin A. Ross, and 
  Bryan Sola
  ART DIRECTION
  Sarah E. Robinson
  PAGE LAYOUT
  Sonja Morris
  CREATIVE DIRECTOR
  James Jacobs
  PROJECT MANAGER
  Gabriel Waluconis
  PUBLISHER
  Erik Mona
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Table of Contents
  Overview 
  6
  This overview presents a look at faith within the Inner Sea region and gives rules for changing 
  faiths, worshipping non-mainstream aspects of a god, and making characters who were brought 
  up with a strong grounding in a particular belief.
  Gods of the Inner Sea 
  10
  These pages present the 20 gods most integral to the culture of the Inner Sea region, as well as 
  20 lesser-known gods that are also commonly worshipped within the region. Conjure the mighty 
  avatars of these beings as a sign of their favor, or see their wrath and blessings manifest in the 
  form of divine intercessions!
  Demigods and Other Divinities 
  72
  Divinity springs from many fonts, and not all who grant their divine aid hold the vaunted title 
  of god. From the capricious and fey Eldest of the First World to the raw power of the elemental 
  lords, these unconventional powers embody narrower aspects than those who are considered 
  true gods, but their followers are no less powerful for it. 
  Philosophies and Spirituality 
  92
  With hundreds of cultures come a thousand schools of thought. Many find faith beyond the 
  edicts of a single god, whether they seek answers through their ancestors or try to achieve 
  salvation by accumulating vast wealth.
  Character Options 
  102
  Where gods hold sway, they often clash, as the demands of the benevolent, the malicious, and 
  the indifferent war with one another for the fate of lives and souls. This chapter presents benefits 
  the gods grant their followers so they can better crusade in a hostile world.
  Feats 
  104
  Whether they are gained through divine fervor or training, these feats offer skills and 
  powers for the devoted—or for those who specifically work against the faithful.
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  Spells 
  106
  One of the greatest blessings that gods can offer their servants is divine 
  magic—including the ability to cast spells that can’t be gained from other 
  sources. Explore new divine spells, along with magic from other traditions 
  associated with specific deities within the Inner Sea region.
  Domains 
  112
  The gods hold sway over many aspects of everyday mortal life, leading many people 
  to beseech them for boons or protection related to the gods’ areas of concern. Those 
  who devote their lives to these gods can gain greater influence over these aspects, 
  holding the power of wyrmfire or the crushing weight of sorrow in their hands. 
  Discover the secrets of 18 new domains, from the frozen chill of the cold domain to the 
  squirming masses of the swarm domain.
  Items and Weapons 
  120
  Nearly every culture holds specific items sacred, and religious relics are upheld within 
  many faiths. Wield new weapons and lay claim to holy items in your quest to spread 
  your god’s teachings and fight for your own beliefs. 
  Appendix 
  124
  This appendix presents the basic rules for over a hundred other prominent deities worshipped in 
  the Age of Lost Omens, from the demon lords of the Abyss to the gods of distant Tian Xia. Each 
  deity’s entry contains their alignment and the alignments allowed for their worshippers; complete 
  worshipper benefits such as favored skills, favored weapons, domains, granted spells, and divine 
  fonts; and the critical edicts and anathema of the faith. Entries also provide divine abilities to be 
  used with the new background presented on page 9 of this book, allowing your characters to be 
  raised in the secrets of obscure orders and traditions, from the mystery cults of Magnimar to the 
  secretive worship of Asmodeus’s eight archdevils.
  Glossary and Index 
  134
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  Overview
  6
  A defining characteristic of fantasy as a genre is the 
  presence and use of magic—a fantasy roleplaying game 
  without magic would be like a science fiction story 
  without technology or a horror story without fear! 
  Pathfinder posits four traditions of magic: arcane, divine, 
  occult, and primal. For a faithful character, divine magic 
  is usually the most intrinsically appealing, as it reflects a 
  direct connection to a deity.
  Divine magic is the intersection of the instinctual and 
  faith-based vital essence that rules over life and death, and 
  the otherworldly spiritual essence that forms the building 
  blocks of all souls. It can close wounds in seconds, call 
  down blasts of divine vengeance, uncover hidden truths, 
  reveal the future, and even temporarily turn a devotee into 
  an avatar of their god. The idea of divine might invokes 
  images of a righteous crusader, but neutral and evil gods 
  similarly imbue their devotees with power to further 
  their own causes. The divine tradition also encompasses 
  spiritual philosophies that don’t involve any specific deity, 
  as well as pantheons of multiple deities.
  This book presents an in-depth look at the gods 
  presented in Chapter 8 of the Pathfinder Core Rulebook, 
  including alternate domains and divine intercessions each 
  god grants. Following that are 20 additional gods, with 
  rules for playing their clerics and champions, including 
  how to assume the forms of their mighty avatars. 
  Following these entries, this book describes demigod 
  pantheons, such as the Eldest and the empyreal lords, 
  as well as spiritual philosophies, including the Green 
  Faith and Sangpotshi. This book also includes exciting 
  new domains, feats, items, spells, and weapons useful for 
  many characters, not just clerics.
  WHY BELIEF MATTERS
  Faith is important in any fantasy world where mortals 
  can wield divine power. On Golarion, the existence of 
  the gods is not a speculative question. To the contrary, 
  the veracity of each of the gods is demonstrable, visible 
  through manifestations ranging from powerful divine 
  spells to portentous curses and boons.
  Belief and devotion shape life on Golarion in numerous 
  ways. Generally, the gods imbue their most devoted 
  followers with their magic. A cleric’s adherence to the 
  principles and observances of their god underpins their 
  ability to access the divine magic that powers their spells. 
  A champion forges their very identity in devotion to their 
  deity and cause, from which they draw their righteous 
  zeal. Other mortals often view with awe those characters 
  commanding divine power through such intense piety.
  Yet these are exceptional cases, and more mundane 
  faith is common. A fighter might worship Kurgess, the 
  god of healthy competition and physical development, 
  while a barbarian similarly follows Gorum, the god 
  of strength and battle, each finding inspiration for 
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  their personal growth and values in their worship. 
  Wilderness-roaming characters, such as rangers and 
  druids (whose magic derives from primal forces rather 
  than the divine), may feel drawn to the Green Faith or 
  Shoanti animism as an expression of their connection to 
  the earth—or they might venerate Gozreh, the god of 
  nature; Sarenrae, the goddess of the sun; or Tsukiyo, the 
  god of the moon. Scholarly characters, such as alchemists 
  and wizards, may recognize that religious devotions 
  provide them with a connection to community, a sense 
  of purpose, or even a path to greater personal power. 
  They might worship a deity associated with intellectual 
  pursuits, like the god of magic, Nethys, or they might 
  enjoy established and well-connected churches, such as 
  those of Abadar, the god of cities and wealth; Iomedae, 
  the goddess of justice and honor; or Asmodeus, the god 
  of tyranny and pride. Sorcerers and bards, on the other 
  hand, might be inspired to worship Shelyn, the goddess 
  of art and love; Desna, the goddess of luck and travel; or 
  even Cayden Cailean, the god of freedom and alcohol. 
  Devotion might be woven into their self-expression, or 
  it could provide a connection to like-minded followers, 
  or give them a deeper sense of purpose. Characters 
  who rely on perfecting their skills, such as rogues and 
  monks, might be drawn to the worship of Irori, the god 
  of knowledge and self-perfection—or of Norgorber, the 
  god of secret knowledge and thievery. 
  While most characters faithful enough to gain power 
  from their deity do so in service to a single god or goddess, 
  most people on Golarion venerate many deities, giving 
  praise or asking for aid based on the circumstances of 
  their lives. The focus of a person’s faith may change as 
  circumstances do. A barbarian might have a central 
  devotion to Chaldira, the halfling god of battle and 
  luck, but add prayers to Shelyn, god of beauty and love, 
  when she finds true love. Upon the untimely death of 
  her lover, she may turn to Pharasma, god of death and 
  fate, or to Desna, god of dreams, to ease her grief—or to 
  Calistria, god of vengeance, to repay the death. Similarly, a 
  dishonored politician might continue to honor Gruhastha 
  the Keeper but offer a prayer to Achaekek, the mantis god 
  of assassins and death, to regain her power.
  THE ROLE OF THE GODS
  As befits a reality in which gods and magic are 
  demonstrable, the deities of the Pathfinder setting are not 
  aloof constructs whose power merely provides options 
  for character creation. They are deeply involved in the 
  fabric of reality, shaping the course of Golarion’s people in 
  particular. Ascension to godhood is a real and living thing 
  on Golarion; deities including Arazni, Cayden Cailean, 
  Iomedae, Norgorber, and most recently Casandalee were 
  mortals on Golarion who ascended to become deities. 
  Others, such as Abadar and Sarenrae, have their homes 
  in other planes and predate Golarion’s existence, yet they 
  nevertheless take an active interest in its workings. 
  Political upheavals can favor particular gods, and 
  some show deities’ direct influence. Cheliax’s pact 
  with Asmodeus has inarguably extended his diabolical 
  influence across the Inner Sea region. The success of 
  the undead nation of Geb is a boon to Urgathoa, while 
  simultaneously offering endless worry to Pharasma 
  and her legions of psychopomps. The destruction of 
  Lastwall was a blow to Iomedae, greatly reducing her 
  influence in that region. While these gods also have 
  myriad extraplanar and extra-worldly concerns beyond 
  mortal consideration, they are still—to varying degrees 
  and at various times—deeply invested in the dramas 
  playing out across Golarion, and they manifest their 
  will accordingly.
  Despite a long and deep divine connection to Golarion, 
  it is extremely rare for a god to appear in the world. The 
  gift of divine power is the most common way in which the 
  gods influence mortal (as well as undead and immortal) 
  lives on the planet. Divine intercession, through the 
  granting of boons and curses, is another way in which the 
  gods spread their influence. Golarion’s deities don’t spend 
  the majority of their time doling out curses and boons, 
  nor does every god pay attention to every mortal—no god 
  has that much time amid their plots and alliances playing 
  out on an extraplanar scale. Yet when their attention is 
  attracted through particular merit or outrage, or when it 
  fits into a larger objective, they may intercede to bless or 
  to curse a mortal who has drawn their attention. Finally, 
  a god might speak to a mortal through a dream, portent, 
  or singular religious experience. Such moments can shape 
  a character’s deepest values and motives, and they are 
  entirely at the GM’s discretion.
  Campaigns set on worlds other than Golarion can still 
  use the rules and information found in this book to deepen 
  religious themes. The gods exert their influence across 
  the multiverse, and they might enact dramas similar to 
  those described here on any world of the GM’s creation. 
  Alternatively, different gods might take the center stage 
  in another world’s pantheon, or they might have entirely 
  different relationships. On a different world, Rovagug 
  might be the primary deity and principal villain behind 
  truly monstrous schemes, and Nethys—in his role as a 
  destroyer—might support the Rough Beast.
  RULES ELEMENTS
  This book presents the following new rules elements.
  AlternAte DomAins
  Each deity grants four domains —these are their primary 
  domains. Some deities, however, have such expansive 
  jurisdiction that more than four domains are appropriate 
  for them. Many of these alternate domains are available 
  only to characters who specialize in these areas, as they 
  often fall outside of their deity’s main purposes or areas 
  of focus. This book lists alternate domains a deity may 
  have. Followers of a deity do not initially have access 
  to these alternate domains, but a cleric can take the 
  Expanded Domain Initiate feat on the following page to 
  gain access to one of their deity’s alternate domains, and 
  either a cleric or a champion from an unusual branch 
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  of their faith can take the Splinter Faith feat below to 
  redefine the domains available to them.
  EXPANDED DOMAIN INITIATE 
  FEAT 4
  CLERIC
  Prerequisites Domain Initiate
  You have long venerated one of your deity’s lesser-known 
  aspects. Select one domain from your deity’s alternate 
  domains. You gain access to that domain and an initial 
  domain spell for that domain.
  SPLINTER FAITH 
  FEAT 1
  CHAMPION
  CLERIC
  Your faith in your deity is represented in an extremely 
  unusual way that some might call heretical. When you select 
  this feat, you should detail the fundamental tenets of your 
  splinter faith, though it shouldn’t affect the deity’s edicts 
  or anathema. Choose four domains. These domains must 
  be chosen from among your deity’s domains, your deity’s 
  alternate domains, and up to one domain that isn’t on either 
  list and isn’t anathematic to your deity. Any domain spell 
  you cast from a domain that isn’t on either of your deity’s 
  lists is always heightened to 1 level lower than usual for a 
  focus spell. For the purpose of abilities that depend on your 
  deity’s domains, the four domains you chose are your deity’s 
  domains, and any of your deity’s domains you didn’t choose 
  are now among your deity’s alternate domains. 
  Special Unless you take this feat at 1st level, changing the 
  way you relate to your deity requires retraining, as described 
  in the Changing Faith section below. If you take this feat and 
  previously benefited from any effect that requires a domain 
  your splinter faith doesn’t include, such as a domain spell from 
  Domain Initiate, you lose that effect. 
  ChAnging FAith
  Whether dramatic or gradual, a character may have 
  a crisis of faith or even a fall from grace. When this 
  happens, the character is no longer able to use the spells, 
  feats, and other class features tied to their now-lost faith. 
  As reflects the genuine struggle within their soul, such 
  characters may find themselves hobbled in their actions 
  and interactions until they are restored to good standing 
  via the atone ritual—or, in the case of a more complete 
  break, until they retrain.
  Retraining requires substantial downtime—in most 
  cases, at least a month. A character who wishes to 
  retrain into a different faith with similar concerns and 
  domains requires less time to convert than a character 
  moving into a radically divergent faith. Thus, a cleric 
  of Grandmother Spider might move to the worship of 
  Calistria with a month’s tutelage and service in one of 
  her temples. However, that same cleric of Grandmother 
  Spider could not so easily become a priest of Asmodeus, 
  even though both deities share the trickery domain—their 
  longstanding animosity is reflected in their diametrically 
  opposed doctrines and cultures. Such a conversion is not 
  impossible but could take several months of downtime or 
  happen piecemeal over months of in-game development. 
  In some instances, particularly in the case of PCs or 
  other high-profile targets of conversion, a new deity 
  might send an emissary directly to a character struggling 
  with a crisis of faith in order to tempt that character 
  to righteousness or villainy. In these cases, the emissary 
  might be able to offer a near-immediate transformation 
  as an enticement, funneling vital and spiritual essence 
  primed to the deity’s philosophy into the converting 
  character to remove the need for any downtime at all. 
  Such a transformation is not without risks, however, and 
  may come with complications down the line.
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  At the GM’s discretion, characters for whom divine 
  patronage is essential but who lose faith completely can 
  retrain into a new class. A champion might retrain as a 
  fighter or a ranger, swapping out faith-based feats and 
  class features for appropriate analogues. The length of 
  downtime required in any of these cases is at the GM’s 
  discretion, though the player and GM are advised to 
  work together to determine a suitable time frame 
  that does not fully interrupt play and can help tell a 
  satisfying story.
  Divine interCession
  To make their influence on Golarion felt directly—but 
  without manifesting on the planet in all their divine 
  glory—each god has the tool of divine intercession. 
  Divine intercession manifests as a boon or a curse, of 
  varying duration and power, visited upon a mortal. 
  Curses are not triggered simply by doing something a 
  god does not like, or everyone in Golarion would be 
  cursed all the time; they are often reserved for followers 
  of the god who commit anathema that aren’t strong 
  enough to warrant ejection from the faith, or those 
  who have committed shocking blasphemies. Conversely, 
  an unaffiliated worshipper embroiled in high-profile 
  actions that are anathema to a god could earn a curse. 
  Similarly, boons are not automatically granted to anyone 
  petitioning the god. Certainly, someone who upholds a 
  deity’s edicts could earn a boon, especially when acting 
  under adverse circumstances. Most often, as befits their 
  inscrutable nature, a deity will bestow a boon or a 
  curse for their own reasons. Perhaps a mission is of dire 
  importance to a god’s plan for a specific place or people, 
  or perhaps the survival of a particular character figures 
  in their plans decades from now. 
  The divine intercessions provided in each entry 
  are examples, and the GM can have any deity grant 
  a different effect than the intercessions provided. 
  These intercessions are special and are always at the 
  deity’s, and thus the GM’s, direct discretion, with the 
  GM deciding when a boon or curse goes into effect. 
  The GM is also at liberty to remove a boon or curse 
  as is appropriate for the game’s story. A PC or NPC 
  can never select a feat, spell, or other rules option that 
  entitles them to a divine boon or bestows a divine 
  curse upon foes. Minor intercessions are memorable 
  for the recipient, providing either a relatively modest 
  and long-lasting effect or a spectacular but fleeting one. 
  Moderate intercessions are hugely significant events 
  that typically come with permanent consequences, and 
  major intercessions can pivotally reshape a recipient’s 
  life, granting powers wildly beyond their innate abilities 
  or inflicting life-changing curses.
  new BACkgrounD
  The following background is available to characters of 
  any class. Each deity stat block in this book presents a 
  pair of associated ability scores that this background can 
  boost in its Divine Ability entry.
  RAISED BY BELIEF 
  BACKGROUND
  Whether in a monastery, a religious household, or just as 
  part of your everyday life, your upbringing was steeped in 
  the traditions of a faith or philosophy. You might remain 
  committed or you may have turned from your childhood 
  creed, but your skills are still founded in your devotion.
  Choose two ability boosts. One boost must be to an ability 
  specified in the Divine Ability entry for your deity, and one is 
  a free ability boost.
  You’re trained in your deity’s associated skill, and you gain 
  Assurance with that skill. You gain a Lore skill with a subcategory 
  associated with your deity (Abadar Lore, for instance).
  FAvoreD weApon
  Each deity has a favored weapon. These weapons are 
  not restricted for use by their clerics and champions 
  alone; lay worshippers often train with and wield them 
  in battle as another way to show their devotion. Each of 
  the favored weapons detailed in this book is available to 
  any character with access to it. The same is true of the 
  divine items included in this book.
  theme templAtes
  Theme templates (introduced in the Lost Omens 
  Character Guide) allow a GM to replicate creatures 
  and NPCs that worship specific deities. When you add a 
  theme template that grants many additional abilities, you 
  should consider removing one or more of the creature’s 
  original abilities to compensate, or raising the creature’s 
  level by 1 and adjusting its statistics accordingly so as 
  to add the template’s abilities without taking anything 
  away. Either way, a template adds abilities based on the 
  creature’s final level; for example, if you raised a 6th-level 
  creature to 7th level, adjusted its numbers, and added a 
  template, it would gain the 7th-level or higher template 
  abilities. A deity’s theme template works as follows.
  All Creatures: Add any traits in the deity’s alignment. 
  Remove any alignment traits not in the deity’s alignment.
  1st Level or Higher: Add the deity’s favored weapon and 
  a wooden religious symbol of the deity to the creature’s 
  items. Add a favored weapon Strike with an attack bonus 
  equal to the creature’s highest melee or ranged Strike 
  (whichever is appropriate). If the favored weapon is 
  simple, increase the damage die of that Strike by one step. 
  4th Level or Higher: The creature can cast the initial 
  domain spell of one of the deity’s domains and gains a 
  pool of 1 Focus Point. 
  7th Level or Higher: The creature can cast the 1st-level 
  spell the deity grants clerics three times per day as a 
  divine innate spell.
  12th Level or Higher: The creature can cast the advanced 
  domain spell of the domain you chose for 4th level or 
  higher, and its focus pool increases to 2 Focus Points.
  17th Level or Higher: The creature has been truly 
  blessed. Either the creature can cast the deity’s other 
  deity spells of up to 7th level once per day each as divine 
  innate spells, or, at the GM’s discretion, the creature 
  gains the benefits of one of the deity’s boons. 
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Gods of the Inner Sea
  The gods venerated—or feared—by the people of the 
  Inner Sea region are as diverse as the people themselves. 
  This chapter provides information about many of the 
  gods that are important in the region and beyond. 
  While the 20 primary deities of the Inner Sea region are 
  well known due to either widespread worship or their 
  historical tendency to help or harm the people who live 
  there, the other 20 gods detailed in this chapter grant 
  their worshippers just as much power and are just as 
  important in their worshippers’ lives.
  USING THE ENTRIES
  The entries for deities in this book use one of the two 
  stat block formats described below to present the 
  vital information required for worship, depending 
  on the prominence of the particular deity. Additional 
  information useful for playing a champion, cleric, or 
  worshipper of one of the 20 core deities is available in 
  Chapter 8 of the Pathfinder Core Rulebook. 
  Core Deities
  The entries for the 20 deities who are most influential 
  in the Inner Sea region present information useful for 
  understanding those gods. Each entry includes three 
  boons and three curses the god might use to express 
  their approval of or displeasure at a specific deed; the 
  power of these intercessions varies between deities, 
  depending on their specific focuses and interest in 
  mortal concerns. Each section also begins with statistics 
  for the deity, which use the following format.
  Name: The deity’s name plus a common title or epithet.
  Alignment: The deity’s alignment and areas of concern.
  Realm: Where the deity and the souls of their deceased 
  faithful live among the Outer Planes, including the name 
  of the god’s divine realm, if they have one.
  Allies: Gods this deity has good working or personal 
  relationships with and whom they can call on for aid.
  Enemies: Gods this deity often comes into conflict 
  with due to philosophical differences, conflicts in aims, 
  or personal vendettas.
  Relationships: Gods the deity has the most important 
  connections to, including siblings, lovers, or other vital 
  relationships. This section is omitted if it doesn’t apply 
  to the god.
  Temples: If temples to this deity tend to be in a certain 
  kind of place, or if they tend to serve a certain societal 
  function, that information is listed here.
  Worshippers: The kind of people who tend to worship 
  this deity, aside from dedicated priests.
  Sacred Animal: An animal that is considered holy to 
  the deity and their followers.
  Sacred Colors: The colors favored by the deity and 
  typically worn in the raiment of their followers.
  Divine Ability: This section lists the two ability boosts 
  the deity grants as options for characters with the raised 
  in belief background (page 9).
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  Alternate Domains: If the deity offers additional 
  domains, they are listed here (see page 7 for information 
  on alternate domains). If the deity does not offer alternate 
  domains, this section is omitted.
  other Deities
  Starting on page 52, this chapter also provides details 
  on 20 additional deities who are important in their 
  own right, including their statistics and the mechanical 
  information required to play a champion, cleric, or other 
  worshipper of that deity. Each god’s stat block presents 
  information useful for understanding that deity and lists 
  the benefits worshippers receive from the avatar spell. 
  These statistics use the following format.
  Name: The deity’s name plus a common title or epithet.
  Areas of Concern: The topics that the deity cares most 
  deeply about. 
  Alignment: The deity’s alignment. In parentheses, 
  the entry lists other character alignments that this 
  deity accepts from worshippers. For instance, Kazutal, 
  the goddess of protection and community, accepts any 
  good-aligned clerics. Arazni, who is embittered and 
  prone to cruelty, nonetheless has some sympathy for 
  victims of abuse and accepts evil, neutral, and good 
  worshippers, since she is less concerned about her 
  worshippers’ morality.
  Divine Font: This entry presents whether the deity 
  grants worshippers heal or harm, or can grant both. Heal 
  heals the living and harms undead, while harm harms the 
  living and heals undead. Usually, good deities channel 
  heal, evil deities channel harm, and neutral deities can 
  channel harm or heal, but there are exceptions.
  Divine Ability: This section lists the two ability boosts 
  the deity grants as options for characters with the raised 
  in belief background (page 9).
  Divine Skill: This section lists a skill that is especially 
  associated with this deity, which their followers would 
  naturally be good at due to their worship or association 
  with this deity.
  Domains: The domains that best represent this deity.
  Alternate Domains: If the deity offers additional 
  domains (see page 7 for information on alternate 
  domains), they are listed here. If the deity doesn’t offer 
  alternate domains, this section is omitted.
  Cleric Spells: Each deity provides at least three 
  additional spells to the spell list of clerics who worship 
  them. Typically these are a 1st-level spell and two other 
  thematically appropriate spells.
  Edicts: These are things that the deity urges their 
  followers to do. Followers must adhere to these as closely 
  as possible if they wish to gain favor with this deity. 
  Anathema: These are things that are absolutely 
  abhorrent to the deity; committing these acts will likely 
  earn a follower disfavor or punishment. 
  Favored Weapon: The deity’s favored weapon. See 
  page 9 for details.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Abadar
  mAster oF the First vAult
  LN god of cities, law, merchants, and wealth
  Realm Aktun (Axis)
  Allies Asmodeus, Brigh, Erastil, Iomedae, Irori, Shelyn, Shizuru, Torag 
  Enemies Besmara, Lamashtu, Norgorber, Rovagug
  Temples banks, cathedrals, courthouses
  Worshippers architects, bankers, lawmakers 
  Sacred Animal monkey
  Sacred Colors gold and silver
  Divine Ability Constitution or Intelligence
  Alternate Domains duty
  Abadar is worshipped as the god of cities, law, merchants, and wealth. Abadar’s 
  cathedral-banks are found in many cities and places where order thrives or is 
  gaining a foothold. Aristocrats, city guards, merchants, and those working in 
  legal practice or who have the well-being of their community on their mind 
  are common worshippers of the god of cities, along with dwarves in general. 
  Abadaran priests living in cities often serve as judges, lawyers, and clerks, 
  while those who live on the frontier work as roving magistrates, acting as 
  judge, jury, and executioners in the name of order.
  Abadar is the keeper of the First Vault, a divine trove that 
  holds the perfect version of every type of creature and object. 
  The Vault is home to the perfect longsword, the perfect shield, 
  the perfect songbird, the perfect hammer, and even a perfect law. 
  His followers do their best to emulate these perfect forms in their 
  own way, whether through crafting a work of art, raising 
  strong and healthy livestock, or passing laws that best serve 
  the people in a community. 
  The holy book of Abadar’s worshippers, The Order 
  of Numbers, commands his followers to build cities and 
  settlements where there are none, to work hard and trade in 
  pursuit of wealth, and to follow the law while doing so. If a 
  profession is a lawful part of society, it is ordained by Abadar. As 
  such, those who work at the behest of government often pay homage to 
  Abadar, as do others who directly benefit from the rule of law and trade. 
  Naturally, those who oppose the law or actively work against it—such as 
  thieves, criminals, bandits, and pirates—are enemies of the church and 
  society as Abadar sees it. Despite this, some heretical factions of Abadar’s 
  worshippers twist the words of The Order of Numbers for their own 
  purposes to pursue wealth over all. They justify their criminal behavior 
  with the holy words of order and wealth while subverting the rule of law on 
  technicalities, undermining law-abiding institutions.
  As the god of cities and laws, Abadar is a stern but just master. He rewards 
  those who work hard and looks down on those who would cheat the system 
  for their own gains. Abadar understands that not everyone gets a fair deal in 
  the world of mortals, but he encourages his clergy to support laws that are 
  as equitable as possible, enabling those of lower status to rise. The church 
  frowns on slavery, believing that trade should always be fair and that no price 
  offered can ever compensate the entirety of a creature’s life and labor. 
  Clerics of Abadar labor to help their communities grow and flourish. They 
  seek to aid in the passage of effective laws and encourage bringing order to 
  places where it is absent. When ministering to their congregants, clerics 
  wear robes of white silk with accents of gold that show the wealth of 
  their church. Temples dedicated to Abadar are fortified, as they often serve 
  double duty as banks, moneylenders, and currency exchanges. Despite this 
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  practical purpose, these temples tend to be highly decorated, commonly 
  featuring elegant architecture adorned with gold and stained-glass windows. 
  The church of Abadar in Avistan feels it must charge for its divine services 
  in tribute to the god of merchants, but his servants seek to handle matters of 
  public health and safety quickly, and without requiring payment. Priests are 
  also encouraged to strike out on business ventures as a holy duty to enrich 
  the church. These holy ventures often put members of an individual church 
  and those of neighboring churches in competition. Such competition is seen 
  as healthy and often encouraged; however, church law forbids clergy from 
  harming one another, including during warfare on behalf of opposed nations 
  or kingdoms. As a result, Abadarans often act as a neutral negotiators between 
  warring nations—for a fee, of course.
  Through The Order of Numbers, Abadar teaches his clergy that following 
  the law leads to wealth and comfort, and thus happiness. He teaches that 
  discipline leads to keen judgment, which in turn leads to favorable deals, 
  whether they relate to commerce, law, or other types of negotiations. While 
  Abadar encourages the expansion of ordered society, he rejects hasty action 
  and advises caution in all things. Abadaran clergy pass these tenets on to 
  their congregations, teaching the layfolk about trade and commerce as a 
  system for happiness. These teachings also impart the ideals of fairness and 
  following the spirit of the law, while still respecting the letter thereof. One 
  of the church’s most important lessons is the value of cooperation between 
  citizens, as community is paramount to the health of a town and kingdom. 
  However, they also recognize that self-interest is most individuals’ strongest 
  motivation to increase their own standing and wealth.
  DIVINE INTERCESSION
  Abadar’s gifts take the form of riches, while his ire tends to cause offenders 
  to lose wealth.
  Minor Boon: Abadar warns his favored against those who might unfairly 
  take advantage. Once, when someone rolls a success on a Deception check 
  to Lie maliciously to you and you alone, they get a critical failure instead. 
  Abadar typically chooses to grant this boon in response to an extremely 
  consequential lie. 
  Moderate Boon: Abadar blesses all your enterprises, leading to financial 
  success as all your ventures always seems to work out. If you roll a critical 
  failure at a check to Earn Income, you get a failure instead. If you roll a success 
  on a check to Earn Income, you earn twice the usual amount of income.
  Major Boon: Your silver tongue is infallible, allowing you to reach a 
  compromise if one is even remotely possible. Once per day, you know just 
  what to offer to make a deal or broker a negotiation, and if you offer your 
  divinely inspired deal, you can automatically receive a result of 20 + your 
  Diplomacy modifier on your Diplomacy check instead of rolling. This 
  does not increase your degree of success like rolling a 20 would. If there is 
  legitimately nothing you could offer to reach an agreement, you learn that, 
  and you don’t expend your daily use of the boon.
  Minor Curse: Any time you steal, illegally harm or kill another creature, 
  or undermine a law-abiding officer or court, a symbol or word describing 
  your crime appears on a visible spot on your skin. This symbol cannot be 
  removed or hidden with makeup (though it can be covered with clothing) 
  and it doesn’t vanish until you make legal restitution for the crime, such as by 
  serving your sentence.
  Moderate Curse: Abadar curses all your enterprises, leading to financial 
  disaster as all your ventures always seem to fail. The result of your check to 
  Earn Income is always one degree of success worse than the one you rolled.
  Major Curse: You become honest to a fault. You constantly suffer the 
  critical failure effect of zone of truth. Additionally, you are always offered the 
  worst possible option in a bargain.
  Aphorisms 
  When a mortal wishes to gain the 
  attention of the Master of Vaults, they 
  utter certain phrases. 
  By Abadar’s gaze, the deal is sealed: 
  When a negotiation is agreed upon 
  and finalized, the initiating party 
  often utters this phrase to indicate 
  negations are over. This is often 
  shortened to just “By Abadar’s gaze” 
  or “The deal is sealed.” Attempts 
  to alter the deal after the phrase is 
  spoken are generally frowned upon.
  From Abadar’s Vault: This 
  phrase describes a product of high 
  quality, but it’s usually considered 
  hyperbole. Conversely, saying 
  something is not worthy of Abadar’s 
  Vault usually implies functional but 
  mediocre crafting.
  So it is judged: This is a standard 
  conclusion to official legal verdicts 
  or other court proceedings. Some 
  followers use this phrase when 
  seemingly random events work in 
  favor of what they believe is justice.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Asmodeus
  the prinCe oF DArkness
  LE god of contracts, pride, slavery, and tyranny
  Realm Nessus (Hell)
  Allies Abadar
  Enemies Besmara, Cayden Cailean, Grandmother Spider, Iomedae, Irori, Lamashtu, 
  Rovagug, Sarenrae, Shelyn
  Relationships Ihys (deceased brother) 
  Temples dark temples near government buildings
  Worshippers diabolists, lawyers, slavers, those who seek rulership or discipline
  Sacred Animal serpent
  Sacred Colors black and red
  Divine Ability any, though characters who commit themselves to Asmodeus 
  this way have their souls bound to the Dark Prince for all eternity
  Alternate Domains duty, glyph
  Asmodeus is the First, the Dark Prince, the lord of darkness 
  and law, and the ruler of the plane of Hell. If Asmodeus’s own 
  scriptures are to believed—and they are corroborated by certain 
  other accounts, like the angel-penned Book of the Damned—he 
  is one of the oldest beings of the multiverse. These texts claim that 
  in time before time, in a world not yet created, Asmodeus and his 
  brother Ihys were among the first gods in existence. During these 
  unnamed ages, the two gods quarreled over the fate of the souls of 
  their creations, and Asmodeus slew his brother. Confident that Ihys’s 
  act of granting mortals free will was folly, Asmodeus made his own 
  convictions known: that existence is best served by absolute order and 
  discipline. These claims contradict other popular creation myths, and 
  both theologians and immortal agents of the gods doubt Asmodeus’s 
  claims to varying degrees, but while there is no evidence to prove them, they 
  are also difficult to refute.
  Asmodeus can take any form he wishes. His best-known depiction, however, 
  is the appearance he is given in popular art: an ancient being with striking 
  red skin and black horns and hooves, surrounded with a pale aura of flames. 
  He is shown either bearing a long contract scroll and a vicious-looking 
  flaming mace, or seated upon a throne ruling over hordes of devils above 
  the apocalyptic landscape of Hell. Asmodeus is known to be eloquent, 
  tactful, patient, and incredibly brilliant, but when angered, he is wrathful 
  and terrifying.
  Despite his fiendish depiction and the widespread 
  knowledge of his disdain for free will, many 
  mortals worship Asmodeus. Setting aside the 
  question of good and evil (he most certainly is 
  evil), Asmodeus is an immensely powerful 
  divine being—perhaps one of the most 
  powerful in existence. He represents 
  strict discipline, as he was a being 
  of order long before the concepts of 
  right and wrong were created. This 
  representation of Asmodeus as a 
  champion of law means that 
  his worship is not limited to 
  cults and hushed whispers. 
  Even though it is heavily 
  frowned upon in most areas of the 
  world, his worship is nevertheless 
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  widespread and occasionally, in cases like the nation of Cheliax, the primary 
  religion of a region.
  Servitors of Asmodeus include power-hungry priests, diabolists, lawyers, 
  and the decadent nobility of Hell-bound regions like Cheliax. These 
  followers find the inherent structure of Hell a virtue and even seek to 
  emulate it through clever use of the law. Making use of such order 
  allows followers to vie for higher positions of power, usually by 
  taking advantage of complicated bureaucracies. This is a skill that 
  most Asmodeans share, as the church’s holy text, the Asmodean 
  Monograph, is itself a tome with several supplemental volumes 
  and appendices that together require a deep understanding to even 
  navigate, much less exploit. Asmodeans are careful in their pursuit 
  of power, however, as a quick ascension or an overextension can leave 
  one vulnerable to those intent on finding weakness.
  Beyond his clerics and priests, Asmodeus has hold over several other 
  types of worshippers. Soldiers and other martially minded individuals 
  might welcome Asmodeus’s gifts and the dogma of force and dominance 
  required to wield them, but regardless of their role, anyone seeking great 
  power or wealth likely finds themself facing the Dark Prince’s temptations. 
  These might take the form of a local Asmodean priest offering such gifts 
  through questionable yet technically legal means. Other times, devils 
  appear to offer literal infernal contracts accepting the signer’s soul in 
  exchange for greater abilities, such as spellcasting or the ability to summon 
  that devil.
  Temples of Asmodeus vary greatly from region to region, depending on the 
  faith’s reception. Public temples to the Dark Prince typically feature gothic or 
  baroque architecture. In Cheliax, his temples sometimes double as government 
  buildings or share space with such structures. Inside, bureaucrats, judges, and 
  other government workers use their understanding of contracts and laws to 
  maintain the infernal machine of order. In places less open to worship of 
  Asmodeus, his temples may be secret sites, such as hidden shrines in personal 
  homes or concealed temples accessible only via secret doors and halls.
  DIVINE INTERCESSION 
  Asmodeus tends to offer his gifts to entice those on the precipice of yielding 
  to his vile temptations. His curses come most often in response to those who 
  break contracts in his name, or commit other personal insults.
  Minor Boon: Pleased by your talent for manipulation, Asmodeus amplifies 
  your skills. Once, when you fail at the Diplomacy check to make a significant 
  or consequential Request, you can cast suggestion on the target of your 
  Request, suggesting the same course of action. This is a divine innate spell.
  Moderate Boon: Your eyes glow red like embers and your skin takes on a 
  crimson tone. You gain darkvision and fire resistance 5.
  Major Boon: Asmodeus helps enforce your bargains and contracts. When 
  a creature enters a bargain or contract with you, uncoerced and of its own 
  free will, it can’t voluntarily violate its side of the bargain as long as you 
  uphold your side. You can always choose to violate the bargain yourself, but 
  if you do, the creature is no longer bound to fulfill its part.
  Minor Curse: Asmodeus’s flames burn you with great malice. You gain 
  weakness 5 to fire.
  Major Curse: Asmodeus forces your compliance. You can’t voluntarily 
  back out of an agreement or contract or go back on your word, though you 
  need follow only the letter of the agreement, not the spirit.
  Major Curse: Asmodeus has taken note of the chaos you have wrought. 
  You receive an ancient wound that feels older than time itself. You become 
  permanently drained 4, and nothing short of another intercession can 
  remove the condition. Your wound aches fiercely whenever you perform a 
  particularly chaotic act, causing you to become sickened 1.
  Aphorisms
  Like other major religions across 
  Golarion, there are countless curses 
  or praises among the worshippers of 
  Asmodeus. Among these however, 
  some are rumored to be more 
  powerful than others.
  Great is Asmodeus: A declaration 
  in support and praise of Asmodeus, 
  proclaimed with pride by his followers 
  who know of his inevitable rule, or 
  whispered as a sign of trust from one 
  cultist to another in places where his 
  worship is not accepted.
  What once was his shall be again: 
  Asmodean doctrine posits that 
  the First once ruled over all of the 
  multiverse, and his faithful maintain 
  that he will eventually resume that 
  total rulership. Worshippers repeat 
  this assertion as validation among 
  themselves, a call to arms, and a 
  threat to any who oppose the Dark 
  Prince’s law.
  By his flames!: A passionate cry 
  for help, and a request for divine 
  intervention. The more devout 
  followers of Asmodeus know all too 
  well the danger of this request, for all 
  contracts exact a price, and the cost of 
  Asmodeus’s favor is far higher when 
  the petitioner is in dire need and has 
  no room for negotiation.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Calistria
  the sAvoreD sting
  CN goddess of lust, revenge, and trickery
  Realm Gardens of Deceit and Delight (Elysium)
  Allies Cayden Cailean, Desna, Norgorber, Shelyn 
  Enemies Rovagug
  Relationships Cayden Cailean (intermittent lover)
  Temples brothels, churches, hideouts, mansions, taverns
  Worshippers elves, hedonists, performers, scorned lovers, thieves
  Sacred Animal wasp
  Sacred Colors black and yellow
  Divine Ability Dexterity or Charisma
  As symbolized by the three daggers of her religious symbol, Calistria has 
  three aspects: lust, revenge, and trickery. Silver-tongued and charming, she is a 
  master of weaving insults into compliments and laying intricate groundwork 
  for retribution at its finest. She is a goddess of vengeance, but it would be a 
  mistake to assume that means she pursues justice. Calistria is fickle, shifting 
  her loyalties and interests as her whims take her—though she never 
  forgets a slight, and any who think she has forgiven will surely find it 
  is only a matter of time before they are targeted by a long-term plot of 
  revenge to lay them thoroughly low.
  Though she is one of several elven deities, Calistria is by far the best 
  known outside of elven communities, and thus many non-elves view her 
  as the representative (or even the only) elven goddess. This conclusion 
  is not entirely unreasonable, as Calistria represents those aspects of the 
  elven ancestry that many other people see as alluring, intriguing, and 
  fascinating. Among elves, she embodies characteristics endemic to elven 
  culture and identity, such as free-spirited pursuit of one’s own path, and 
  further embodies a truth lost on shorter-lived peoples: the flexibility and 
  capriciousness of Calistria provides a model for maintaining perspective 
  and composure over a centuries-long lifespan. As a result, she is closely 
  associated with the elven people by elves and others alike. Of the elven 
  deities, she receives by far the most worship from non-elves.
  As the goddess’s whims are ever-shifting, her worshippers are also often 
  somewhat transient. Even among elves, worship of Calistria is usually 
  intermittent or secondary to faith in another deity. Prayers to Calistria arise 
  from individuals who find themselves driven by lust, engaged in trickery, 
  or driven to revenge, and the people offering those prayers may have no 
  commitment to the faith beyond the prayer offered in that moment. As 
  followers’ lives lead them in different directions, they move on to other 
  deities, just as the goddess herself moves from one lover to the next to suit 
  her shifting interests. This personal freedom is a value held dear by the 
  goddess and her followers alike, and perhaps one of the most central values 
  to elven society as a whole. Some of Calistria’s most devoted followers 
  work to promote this tenet, quietly working to undermine tyrannical 
  governments, exacting revenge upon slavers and freeing their captives, or 
  simply demonstrating the benefits of a freedom-driven lifestyle. 
  Organized worship of Calistria is most common among elves, as befits 
  an elven deity. Though rumor would suggest all her temples are brothels, 
  these gathering spaces are often more akin to intellectual salons—albeit 
  more encouraging and supportive of sexual interaction between attendees 
  than most equivalent secular institutions. Others function more akin to 
  a thieves’ guild, providing a place to sow and reap rumors, plot acts of 
  questionable legality, and perhaps also engage in lust-driven interactions—all 
  activities suitable to take place behind closed doors.
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  Clerics of the goddess endeavor to hold the three aspects of their goddess 
  in balance, as a lifetime in service to any one can easily become monotonous, 
  and Calistria abhors her followers becoming overly consumed by a single 
  pursuit. Champions are sometimes more focused, such as those who dedicate 
  themselves to fighting slavery, but even these are careful to avoid becoming so 
  wrapped up in their work that they lose sight of the other aspects of life that 
  make it worth living.
  Special rituals, conducted as needed, include invocations of the goddess’s 
  blessing when a worshipper begins pursuit of a desired lover, divinations to 
  determine her approval or disapproval of set courses of revenge, initiation 
  rites for those who wish to devote themselves to the faith, and birth and 
  death ceremonies. But Calistria’s faith places little stock in marriage; between 
  the goddess’s own shifting interests and the mercurial nature of relationships 
  between long-lived elves, marriage is much less of an institution as it is among 
  other peoples. 
  Wasps are iconic to Calistria, as widely recognized as a symbol of the faith 
  as her formal religious symbol. Like the goddess, a wasp inflicts extreme pain 
  in retribution for an offense, far beyond what it seems a simple insect ought to 
  be capable of. Further cementing the similarity is the fact that the wasp seems 
  to take a perverse pleasure in its attacks, pursuing offenders and stinging 
  repeatedly. Many followers of Calistria carry yellow-and-black tokens on 
  their person as a form of homage. Priests are known to cultivate giant wasp 
  allies and pets, and many Calistrian gathering places harbor swarms of 
  wasps under the eaves or in similarly sheltered spots. These swarms tend to 
  ignore worshippers but descend in force upon any interlopers, defending such 
  locations with even greater spite than expected from a typical wasp. 
  DIVINE INTERCESSION
  Signs of favor or displeasure from the Savored Sting are sometimes subtle and 
  at other times incontrovertible. Calistria typically grants her boon to those on 
  the path toward great vengeance and curses those who slight her followers, 
  particularly if those followers are sex workers, though her fickle heart rarely 
  commits to any absolute guidelines.
  Minor Boon: Calistria smiles on the riskiest deceptions. Once, when you 
  roll a failure on a check to Lie, you get a critical success instead. Calistria 
  typically grants this boon for an extremely consequential lie. 
  Moderate Boon: A foot-long wasp finds and befriends you. It serves you as 
  a familiar as long as you maintain Calistria’s grace. The wasp always has the 
  burrower and flier familiar abilities.
  Major Boon: Calistria guides you towards vengeance. You always know 
  the direction and distance towards the nearest creature that has wronged you 
  and thus far gone unpunished.
  Minor Curse: Whenever a new person desires vengeance against you, you 
  suffer a painful sting and are afflicted with giant wasp venom (Pathfinder 
  Bestiary 324) at stage 1.
  Moderate Curse: People react as though you’re insulting them, even in 
  normal conversation. Whenever you attempt to Make an Impression, the 
  outcome is one degree of success worse than the result of your roll. If you 
  converse with someone over a long enough period of time but don’t attempt 
  to Make an Impression, you still insult them, and you suffer the effect of a 
  critical failure to Make an Impression. 
  Major Curse: You have wronged those unable to obtain revenge for 
  themselves, and Calistria’s curse grants their revenge its own life. Whenever 
  another creature imagines vengeance upon you but can’t pursue that vengeance 
  because you are too powerful, well connected, or otherwise untouchable, a 
  creature of roughly your level manifests out of their imagination and performs 
  their desired revenge. Once the revenge is complete or the manifestation is 
  destroyed, the summoned creature vanishes from existence.
  Aphorisms
  The following phrases are used by 
  followers of Calistria to articulate the 
  finer points of their deity’s teachings.
  Love the food, not the chef: Seeking 
  an object of desire or revenge can 
  be sweet, but Calistria loathes the 
  thought of becoming too consumed by 
  love, a need for revenge, or any other 
  single endeavor. This saying warns 
  followers of the risk of letting a need 
  for revenge overtake the rest of their 
  lives, and it reminds them to keep a 
  degree of emotional distance from the 
  target of their physical desires. 
  See to your own wounds first: 
  When one is wronged, the urge to 
  retaliate immediately is strong, but 
  this directive encourages followers to 
  ensure their own needs are met before 
  pursuing vengeance. Those needs may 
  be literal wounds, emotional turmoil, 
  or carnal desires, and ignoring them 
  is akin to leaving a wound to fester. 
  Of course, the saying also leaves little 
  room for doubt about the steps to be 
  taken after.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Cayden Cailean
  the ACCiDentAl goD
  CG god of ale, bravery, freedom, and wine 
  Realm Hero’s Heart (Elysium)
  Allies Besmara, Calistria, Desna, Milani, Sarenrae, Shelyn, Torag
  Enemies Asmodeus, Norgorber
  Relationships Calistria (intermittent lover), Iomedae (ascended sister), Kurgess 
  (divine protégé), Norgorber (ascended brother)
  Temples inns, taverns, and orphanages
  Worshippers adventurers, bartenders, orphans, rebels
  Sacred Animal hound
  Sacred Colors silver and tan
  Divine Ability Constitution or Charisma
  Once a mortal human, Cayden Cailean 
  is now one the few deities known as the 
  Ascended. In his mortal years, Cayden 
  was a sellsword of no small fame, known 
  for his boisterous manner, skill with a blade, 
  and fearless resolve. During a particularly rowdy 
  night of drinking, a series of escalating dares led the 
  wandering mercenary to attempt the Test of the Starstone. 
  He emerged from the Starstone Cathedral 3 days later, 
  laughing, a fully realized god. Divine responsibility did 
  little to change Cayden’s attitude from what it was in his mortal life. 
  He continues to crave adventure, drink, and pleasurable company while 
  abhorring bullies, tyrants, and cowards. 
  Cayden has no formal churches or structured clergy, but simple shrines to 
  him appear in almost every tavern and roadside inn. Many of his priests own 
  such businesses and offer healing to patrons, some of whom may have been 
  injured during a drunken brawl. While Cayden’s faith is a charitable one, 
  Caydenites still seek payment for such services—at the very least, the injured 
  party is expected to purchase a round of drinks for the house. Only in places 
  where worshippers of the Accidental God are in direct opposition to the local 
  powers, such as where a rebellion is forming under a tyrant’s nose, is his 
  church out of the public eye. Caydenites can bring themselves to be 
  quiet in the face of oppression only for so long, however, and once a 
  rebellion reaches full bloom, the god’s silver tankard is often proudly 
  displayed across every bar.
  As a mortal, Cayden often found himself at odds with the work he 
  was hired to perform and abandoned jobs that went against his conscience. 
  This gave him a reputation for being unreliable among his more unscrupulous 
  employers, but it garnered significant respect from clients with stronger 
  morals. Legends tell of him taking contracts to free entire crews of slaves, 
  undoing the operations of predatory business owners, and other rebellious 
  deeds for the good of the common folk. His worshippers often involve 
  themselves in similar matters: safeguarding the freedom and prosperity 
  of working-class people, overthrowing tyrants, and helping the oppressed 
  relocate to freer lands. His champions, in particular, embed themselves in 
  nations with harsh laws and stir up rebellions—often from the back room 
  of a tavern.
  Members of Cayden’s faith also maintain many orphanages in urban areas, 
  arranging them to receive funding from local pubs and other Cayden-friendly 
  establishments. Not much is known about Cayden’s childhood as a mortal, 
  but given his patronage of such houses, many have inferred that he spent at 
  least some time in an orphanage when he was young. While the children in 
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  such orphanages are not expressly raised in the faith, most adopt the god’s 
  teachings when they grow old enough to leave. These individuals often 
  take the surname Cailean to honor him, adding to the number of 
  gregarious rebels in the world.
  While the consumption of alcohol is central to most of 
  Cayden’s worship, drinking to excess and dependency on 
  drink are seen as misuse of the Accidental God’s gifts. Clergy 
  who develop such an addiction are encouraged by their 
  community to take a large role in the faith’s other works, such 
  as maintaining orphanages or supporting rebel efforts, and 
  those who recover often work to assist others with their own 
  recovery from alcoholism. Though being the god of alcohol is 
  a popular aspect of Cayden Cailean, members of his faith often 
  find personal freedom and rejection of tyranny just as appealing 
  as a strong drink, and it is not uncommon for teetotalers to number 
  among Cayden’s followers.
  Cayden is not particular about who worships him, so long as they abide 
  by the simple expectations of freedom, bravery, and enjoying a good drink. 
  As such, he has followers from almost all ancestries. A good number of his 
  worshippers are half-orcs, who find the casual tenets and welcoming nature 
  of the faith to be a good fit for those who have been ostracized from more 
  stringent communities. His followers are typically good natured, boisterous, 
  and optimistic. Life simply holds too much to take in for anyone to spend 
  it gloomy. Many adventurers find Cayden’s tenets to be a natural fit, taking 
  jobs when they can and bucking cruelty wherever they find it. 
  DIVINE INTERCESSION
  Cayden sometimes hands out his blessings and communicates his ire at 
  seemingly random opportunities based on his drunken whims. In particular, 
  Cayden blesses the recently liberated to help secure their freedom. Cayden 
  is also known to grant particularly trivial and harmless curses to those 
  who disrupt revelry. These curses typically cause the disruptor to change in 
  appearance, taking on a comical or farcical look. He is quick to lift these 
  curses by dawn or for those who give in to the enjoyment of the evening 
  and join the festivities.
  Minor Boon: Cayden Cailean helps you recover from nights of carousing. 
  While you still get drunk and otherwise experience the effects of alcohol 
  normally, you are never hung over the next morning.
  Moderate Boon: You share some of the bravery Cayden espoused during 
  his ascension. When you roll a success on a saving throw against a fear 
  effect, you get a critical success instead. If you have the fighter bravery class 
  feature, when you roll a critical failure on a save against a fear effect, you 
  get a failure instead. 
  Major Boon: An embodiment of freedom, you break fetters with ease. At 
  the end of each of your turns, you can end one effect that is currently making 
  you immobilized (including effects that make you immobilized by grabbing 
  or restraining you) as a free action.
  Minor Curse: Individuals who raise Cayden’s passing displeasure awake as 
  if from a hard night of drinking and find that drink tastes foul.
  Moderate Curse: Cayden has afflicted you with cowardice. Whenever you 
  roll a critical success on a saving throw against a fear effect, you get a success 
  instead, and each time you roll a failure on a saving throw against a fear 
  effect, you get a critical failure instead.
  Major Curse: Cayden curses you to suffer in the presence of drinking, 
  making it hard for you to bear entering any tavern. Whenever any creature 
  drinks alcohol within 100 feet of you, you suffer all negative effects from the 
  alcohol (but only the alcohol) instead. This doesn’t apply if the creature gains 
  any special effect from drinking alcohol.
  Aphorisms
  Caydenites are usually not much for 
  formal and composed speeches. Using 
  Cayden’s name as a swear, frequently 
  accompanied by colorfully perverse 
  language, is common. However, some 
  sayings are recognized among all his 
  followers, usually originating from 
  tavern ballads that were popular 
  enough to spread through the faith. 
  I’m great, but not so great as 
  Cayden Cailean: A means to turn 
  down challenges or contests that have 
  gone too far—this phrase traditionally 
  follows one of the competitors 
  suggesting another take the Test of 
  the Starstone. This dare and response 
  allow both parties to end contests 
  that have gotten too heated without 
  shame, usually with the refusing party 
  buying a round for everyone involved.
  May your life be as free as your taps: 
  A popular line to end a toast or use as 
  a fond farewell. It expresses Cayden’s 
  belief that both people and drink 
  should be unfettered. It is frequently 
  used as a slogan among rebels.
  Sweet barleybrew!: An expression 
  of amazement, frustration, or a simple 
  curse. It can be used as easily to 
  react to something wonderful, like 
  the taste of a cool ale on a hot day, 
  or something displeasing, like the 
  approach of a looming monstrosity.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Desna
  the song oF the spheres
  CG goddess of dreams, luck, stars, and travelers
  Realm Cynosure, Sevenfold Cynosure (Elysium)
  Allies Calistria, Cayden Cailean, Chaldira, Gozreh, Sarenrae, Shelyn
  Enemies Ghlaunder, Lamashtu, Rovagug, Zon-Kuthon
  Relationships Kurgess (divine protégé), Sarenrae (lover), Shelyn (lover)
  Temples hilltops, observatories, 
  standing stones, towers
  Worshippers astronomers, 
  dreamers, explorers, gamblers, 
  travelers
  Sacred Animal butterfly
  Sacred Colors blue and white
  Divine Ability Dexterity or Charisma
  Alternate Domains stars, void
  The night didn’t know beauty until 
  Desna came into existence. While the 
  other gods toiled away to create the 
  world, she set her sights on the heavens, 
  placing each star in the sky. After surveying 
  her artistry, she hung the brightest star high 
  in the north and made it her home. Her first 
  gift to mortals was this beacon of hope, a 
  twinkling sign in the dark sky that they could 
  turn to when lost or unsure of themselves. 
  Desna provides safe passage through the 
  darkness to all, should they choose to follow.
  Desna journeys without end, for the wonders 
  of the universe are endless. She relies on instinct to 
  guide her, paying no mind to planning or destination. 
  Her lapsing attention may come off as uncaring 
  or cold, but Desna simply prefers an untethered, 
  carefree existence. Her confidence in herself and her 
  followers frees her from the indulgence of worry. She 
  knows fate can always be rewritten and encourages 
  others to embrace all that life has to offer. Desna 
  wants her followers to take chances, get messy, 
  and live life to its fullest. Those who follow her 
  teachings she rewards with a spot of luck—revealing 
  unseen shortcuts, dangers to be circumvented, and 
  undiscovered wonders.
  Desna is an ancient being, born during the dawn of 
  time, but her sense of wonder has never faded. Even so, 
  she is no stranger to hardship, understanding that fate can 
  be cruel and love can be lost. This only strengthens her resolve. She believes 
  in good luck, and that people can make their own fortune in life. To Desna, 
  no one is ever truly lost; they need only find their way back to the path. She 
  revels in mystery, being herself somewhat of an enigma, but she can always 
  be found on the side of hope. Light always pierces the darkness, and all 
  nightmares eventually give way to dreams.
  The goddess loves music and live performances. Legends say Desna played 
  the world’s first song by ringing the stars to celebrate the gods’ completion 
  of the material world. Her faithful have embraced her love of music and 
  the arts and are often performers themselves, with many modern songs and 
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  dances having their roots in Desnan worship. Artists devoted 
  to Desna have created some of the most famous poems and 
  ballads on Golarion and often perform in conjunction with 
  Shelynites. A sizable portion of Desna’s priesthood are bards, 
  spreading her songs across the world on their travels.
  Desna encourages her followers to chase their bliss, find 
  what impassions them, and explore. She recognizes love in 
  all its forms and remains committed to her lovers Sarenrae 
  and Shelyn. She also shares a close relationship with Cayden 
  Cailean and has no reservations about taking on new lovers. 
  Desna is protective of those she cares for and does not hesitate 
  to strike back at any who would hurt or impede those she has 
  placed under her protection.
  When making a rare appearance to mortals, Desna appears as a 
  beautiful woman with long dark hair and shining stars in her eyes. 
  Brilliant, colorful patterns of pinks, purples, and blues trail behind her 
  like a comet’s tail as her majestic butterfly wings fly her through the cosmos. 
  If she wishes to make her desires known, she imparts wondrous dreams to 
  her followers, allowing them the rare opportunity to dance among the stars 
  with her. 
  There is little sense of authority within the Desnan church, though on 
  Golarion it is a faith that dates as far back as ancient Azlant. The church 
  lacks any sort of hierarchy, and priests are valued by the tales of the 
  journeys they’ve undertaken and the experiences they’ve had rather than 
  for any seniority. A typical Desnan service is performed almost entirely 
  in song, with interludes of dance, storytelling, and dream recollection 
  interspersed throughout. 
  Most centers of worship for Desna are not ornate temples but instead small, 
  unattended shrines. These shrines are most commonly found at crossroads, 
  remote areas of beauty, or the tops of hills where the stars can be viewed 
  unimpeded. Traveling Desnan priests clean and maintain these shrines as they 
  encounter them, leaving their signatures behind as a way of marking their 
  own journey. 
  DIVINE INTERCESSION
  Desna favors those who follow their hearts and whims without bringing 
  harm to others.
  Minor Boon: For those at the end of a journey, Desna gifts a deep sleep. 
  Once, after you rest, you completely recover all Hit Points, remove all 
  negative conditions, and become free of any curses or diseases. 
  Moderate Boon: Desna twists fortune in your favor. Once per day, after 
  determining the result of a check, you can reroll the check and take the 
  new result. 
  Major Boon: Desna bestows you with a swirling cloud of lights that forms 
  a pair of wondrous butterfly wings. These wings grant you a fly Speed of 40 
  feet and shine dim light to a range of 20 feet.
  Minor Curse: You always seem to lose your way or have strange mishaps 
  on the road that delay your travel. You (and thus any group that travels with 
  you) travel at only 3/4 normal exploration Speed, before taking into account 
  the terrain and other features that might slow you down further.
  Moderate Curse: Misfortune follows you in your travels and requires acts 
  of contrition or benevolence to keep at bay. You must always roll twice and 
  take the worst result when attempting a check. This is a misfortune effect. You 
  can express your remorse and ignore this effect for 1d4 rounds by spending 
  an action, which has the concentrate trait. If you perform a truly selfless act 
  of compassion, you ignore this effect for 1 day.
  Major Curse The stars rebuke you for your ways. You are sickened 4 and 
  slowed 1 whenever you are exposed to starlight.
  Aphorisms
  Desnans share songs, tales, and 
  phrases as they travel the world. 
  These are among some of the more 
  common shared phrases.
  A copper for the song, a copper 
  for the road: It is customary to pay 
  a Desnan bard 2 coppers. The first 
  copper is out of respect for Desna, and 
  the second is either to acknowledge 
  the performer’s skill or a plea for the 
  bard to perform elsewhere.
  A star cannot see its place in 
  the sky: When worshippers doubt 
  themselves or their path, they are 
  reminded that a single star cannot 
  conceive the role it plays in the 
  harmony of the heavens. Even when 
  alone, they walk alongside Desna.
  Be ready for challenges and 
  unexpected friends: Worshippers 
  should train in combat or magic so 
  they can overcome adverse situations 
  in their travels. 
  Learn from what is different: 
  Desna’s followers should accept others 
  who espouse friendship, regardless of 
  ancestry or faith.
  You are never lost following 
  butterflies: Desna’s faithful trust in 
  their intuition and the signs their 
  goddess provides them.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Erastil
  Old deadeye
  LG god of family, farming, hunting, and trade
  Realm Summerlands (Heaven)
  Allies Abadar, Gozreh, Kazutal, Shelyn, Torag
  Enemies Urgathoa
  Relationships Cernunnos (son), Halcamora (daughter), Jaidi (wife)
  Temples wooden longhouses or halls that also double as assembly places for people 
  in the community
  Worshippers farmers, hunters, rangers, settlers, shapeshifters, traders, trappers 
  Sacred Animal stag
  Sacred Colors brown and green
  Divine Ability Constitution or Wisdom
  Alternate Domains duty 
  Unlike many other good deities, Erastil does not send his followers out into the 
  world to fight and crush evil. Eschewing crusades and other ventures that take 
  his followers away from their homes, Erastil watches over those who devote 
  their lives to family and community. He is primarily an agricultural deity, 
  specifically focusing on those aspects of nature that either can be tamed 
  or are of use to his followers. His domain encompasses the plants and 
  animals that farmers, hunters, and ranchers deal with in their 
  everyday lives. While he is a protective deity, Erastil steps in only 
  when quiet, pastoral lives are threatened. He desires his followers 
  to live their lives in peace, with no risk of being conscripted into 
  armies, devoured by monsters, or destroyed by magic.
  Family is of vital importance to the Elk Father. He places a 
  high value on marriage and children, considering caring for a 
  spouse and family to be one of the most important tasks in life. 
  Erastil’s communities advocate for the unmarried to wed as soon as 
  possible, though they never force a marriage for the sake of tying the knot. 
  Widows and widowers often remarry, especially if they are caring for children. 
  Erastil frowns upon adultery and anything else that bends or breaks the bonds 
  of marriage, such as a union built on lies. However, he understands when a 
  marriage has been sullied by the likes of abuse and supports separation when it 
  encourages the safety of an individual and community.
  Erastil sees building families as a goal for all people. Those who cannot 
  bear children should still be ready to take in those who need a family, and his 
  followers encourage those who remain single to act as surrogate parents and 
  role models for children. He values traditions that build families, even when 
  they are viewed as quaint by others, but he is willing to accept new traditions 
  as long as they strengthen families rather than weakening them. The Elk Father 
  is known to be slow to adapt to change, often trying to fit foreign ideas into a 
  familiar framework, but he always supports strong relationships rather than 
  rejecting them—he thus accepts all manner of matrimony and family, so 
  long as they are supportive of their respective communities.
  Erastil is thought by most to have his own family, but he rarely 
  speaks of them to his followers or involves them directly in his faith. 
  The Elk Father wishes to avoid worshippers becoming distracted by 
  their god’s relationships—mortals should view their own families, 
  whatever their makeup, as sacred, rather than focus on the family 
  of a god simply because it is divine. 
  When granting gifts, Erastil prefers practical boons 
  over flashier miracles. Many believe he is the deity who 
  originally gifted mortals the bow so they could hunt for 
  sustenance—but not for pleasure. He teaches farmers how 
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  to know when to sow and reap; ranchers how to tell when livestock are 
  sick, lame, or gravid; and both how to heal humans and animals. 
  His values are those of a slow-paced, pastoral life, one in which his 
  followers respect and are sustained by the gifts of nature. He also 
  teaches cooperation, and his priests are often the first to arrive at 
  a barn-raising or house-building. Their sermons are as likely to 
  be lessons in how to spot corn blight as anything philosophical.
  The vast majority of Erastilian priests are clerics, with a 
  few druids and the occasional ranger. Champions of Erastil 
  exist but are far less common than those of Torag or Iomedae. 
  Although priests of Erastil act as leaders of the faith as the community 
  requires, they live among the communities they serve and might be established 
  artisans, farmers, or hunters in their own right. They support the community, 
  often by providing healing services to livestock as well as people, blessing 
  crops, and assisting with trade. Priests of Erastil are expected to marry, though 
  it is not a requirement; many priests see their entire community as their family 
  and a sacred commitment. 
  Erastilian worship services are short and to the point, with sacred music 
  designed to be sung and played while working. His temples, like his priests, serve 
  multiple duties. In addition to being used for worship, these simple buildings 
  serve as a general gathering place and a space to engage in crafts that require 
  a lot of space and a roof. Erastil’s major festival, Archerday, is celebrated with 
  archery competitions, feasting, and often proposals of marriage.
  Erastil generally appears as a tall humanoid man with the head of an elk, 
  clad in traditional hunter trappings and holding a bow, though he sometimes 
  instead appears as a trapper of the particular follower’s ancestry. This is 
  especially common when he makes himself known to children or lost travelers, 
  to help them remain at ease. All hooved animals are associated with Erastil, and 
  elk are particularly sacred to his faith—though he still allows hunting of these 
  creatures, so long they are hunted out of necessity and with respect.
  Adventurers rarely worship Erastil, as he tends to attract those who prefer 
  to stay home and concern themselves with their community and family. Those 
  who do serve him tend to adventure for the good of their community; they 
  may attempt to determine the cause of monster attacks on their settlement, 
  earn money for something the villagers need and can’t build themselves, or 
  gain knowledge that is of use to their people.
  DIVINE INTERCESSION 
  Erastil favors those who commit themselves to their communities and detests 
  those who disrupt these families.
  Minor Boon: Erastil shares in his bounty as long as you work for it. Whenever 
  you roll a critical failure at a check to Subsist in the wild, you get a failure instead. 
  Moderate Boon: You share Erastil’s sharp eye, allowing you to use a longbow 
  in any situation. When you attack with a longbow, you can ignore the longbow’s 
  volley trait, and longbows have double the normal range increment for you. 
  Major Boon: You become a friend to the land. You can cast speak with plants 
  as a divine innate spell. When you are in a healthy natural environment, the 
  land sustains you without need for food or drink. You can cast the commune 
  with nature ritual without any secondary casters or secondary checks.
  Minor Curse: Erastil curses your table and punishes you for relying on 
  others’ hard work. Any food you didn’t grow, gather, or otherwise harvest 
  yourself tastes like ash and leaves you fatigued.
  Moderate Curse: Erastil’s beasts take a dislike to you. Animals’ attitudes 
  toward you are one category worse (friendly instead of helpful, indifferent 
  instead of friendly, and so on). 
  Major Curse: Erastil leaves you unable to have children (or otherwise 
  reproduce or propagate if you do so in a different manner). This curse also 
  affects your livestock, pets, and crops.
  Aphorisms
  Followers of Erastil share common 
  wisdom among their villages, and these 
  sayings hold strong over generations.
  Never trust a fool: Erastil’s followers 
  often includes adventurers in their 
  definition of fool, but the saying serves 
  as a reminder not to listen to somebody 
  known to have silly or dangerous ideas.
  Nothing is more satisfying than the 
  fruits of a day’s labor: This reminder to 
  work hard and take satisfaction in it, 
  rather than aspiring to more, is often 
  used to chastise folk who shirk their 
  tasks, including children who put play 
  before work.
  The hardest task becomes easy 
  with a friend: Similar to “many hands 
  make light work,” this message 
  suggests that a task that would be 
  hard or impossible alone is easy to do 
  with help.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Gorum
  Our lOrd in irOn
  CN god of battle, strength, and weapons 
  Realm Clashing Shore (Elysium)
  Allies none 
  Enemies Achaekek, Norgorber, Urgathoa
  Temples armories, battlefields, fortresses
  Worshippers half-orcs, mercenaries, smiths, soldiers
  Sacred Animal rhinoceros
  Sacred Colors gray and red
  Divine Ability Strength or Constitution
  The clash of steel, the cry of victory, the gasping 
  denial of death: these are the sound of prayers 
  to Our Lord in Iron, for to follow Gorum is 
  to fight. Gorum does not care the reason for 
  battle—a village’s desperate stand against 
  raiders is no less worthwhile to him than a 
  crusader army marching against demons in the 
  Sarkoris Scar—nor does he choose sides in such 
  clashes. Good or evil, law or chaos, the reason for 
  the fight is irrelevant. It is the thrill of battle that 
  finds his favor, the crucible of struggle in which 
  victory is there for the taking. 
  Gorum recognizes the value of strategic warfare and 
  the need for archery, siege weapons, and stealth, but those hold little 
  allure for him compared to hand-to-hand combat, the contest of raw, 
  brute strength against honed, deadly skill. Gorum takes no pleasure in 
  one-sided fights or the slaughter of innocents; an armored knight drawing 
  a sword in his name against a helpless peasant might find his blade rust 
  away. Far more delightful would be the peasant’s seemingly pointless swing 
  of an iron pot, which might be answered as if it were a spoken prayer and 
  transformed into a deadly blow. 
  The god’s followers hold that one is either brave or a coward, 
  with battle the threshing floor that separates the wheat from the 
  chaff. Death in battle is an honor. While tactical retreats or even 
  breaks in fighting to negotiate are tolerable, no greater shame 
  can befall a person than to flee from combat. Murder and 
  assassination similarly offer no honor, and Gorum feels 
  nothing but contempt for those practices, as well as 
  for Achaekek and Norgorber, who condone them. The 
  god and his followers likewise look on Urgathoa 
  with disdain, as her diseases steal lives in the sickbed 
  while the gluttony she promotes destroys warriors’ fitness 
  for meaningful battle.
  Gorum’s 
  followers 
  are 
  innumerable: 
  soldiers, 
  mercenaries, knights, and raiders across the 
  Inner Sea region offer him tribute, especially in 
  places where battle is an everyday way of life, such 
  as Belkzen, the Lands of the Linnorm Kings, the 
  Realm of the Mammoth Lords, and the Gravelands. 
  Believers claim that the god’s spirit lives in iron and 
  gird themselves in metal armor whenever possible. 
  They fight frequently, though not always, to the 
  death—battle can establish dominance, relieve 
  tension, or even just serve as prayer. 
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  His priests are hard to differentiate from his other followers. They 
  commonly wear armor (or heavy robes that incorporate metal) as their 
  vestments and are adorned with all manner of weapons, making them 
  walking arsenals ready to draw steel at the slightest opportunity. Though 
  Gorum has no sacred text, his followers learn the church’s creed from a 
  collection of seven heroic poems called the Gorumskagat. Each verse keeps 
  to a rhythm that remains the same across all translations, which warriors 
  learn to recognize and chant while on the march. These chants harmonize 
  into the haunting sound of a roaring battle, and Gorumite warbands take 
  great pride in chants that suggest great conflicts. Battle is the true 
  language of Gorum, acting as the great unifier, and it 
  differs little whether fought by those speaking Shoanti 
  or Dwarven. 
  Gorum’s clerics preach that should all battle ever end, 
  Gorum would abandon Golarion, only to return when 
  mortals inevitably clash again. His most holy sites are 
  battlefields, consecrated by the struggles, blood, and 
  lives of those fighting on them. His temples resemble 
  fortresses, complete with armories and forges—even those 
  in the midst of peaceful cities. They contain images of the 
  god, often pictured as a suit of spiked plate armor with 
  burning red eyes. Shrines to him are simple: a pile of stones capped 
  with a metal helm or a blade jammed into a crevice.
  Among adventurers, most Gorumites are humans or half-orcs, though 
  followers can be found among all ancestries. They are valued companions 
  thanks to their skill at defeating foes, even though violence tends to be 
  their first answer to every problem. They typically set out not in search of 
  great treasures but rather to find challenges, test their mettle, and honor 
  their god in glorious combat. The most fortunate prove themselves by 
  emerging from battle victorious time and time again, but even these are 
  more likely to be slain on the battlefield than to retire and fade away into 
  old age.
  DIVINE INTERCESSION
  Gorum views things very simply: one either fights and earns his favor, or one 
  is a coward and receives only scorn.
  Minor Boon: Gorum grants you a weapon whenever you need one. You 
  can use an Interact action to draw a 0-level non-magical iron weapon, even 
  if you have no weapons on your person. Such a weapon lasts only as long as 
  you continue using it to attack, and it can’t be sold, given away, melted for 
  scrap iron, or the like. 
  Moderate Boon: Your blows become unstoppable, carrying the momentum 
  of Gorum’s thrill for battle. Your greatsword Strikes gain the forceful trait.
  Major Boon: Gorum feeds you the zeal of his undying warriors, allowing 
  you to draw upon your own life force to fight on and on without falling. 
  Whenever you would be reduced to 0 Hit Points, you are instead healed 
  to half your maximum Hit Points and become doomed 1 (or increase your 
  doomed condition by 1). 
  Minor Curse: Gorum rewards cowardice with frailty. Any armor you wear 
  and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its 
  Hardness, Hit Points, and Break Threshold by half.
  Moderate Curse: You’ve lost the glory of slaying a worthy opponent. All of 
  your weapon and unarmed attacks decrease their damage dice by one step, 
  and all your attacks are nonlethal.
  Major Curse: You are unable to keep up with the rigors of combat. The 
  moment a combat breaks out, you become fatigued and slowed 1. At the end 
  of each of your turns, your slowed condition increases by 1. These conditions 
  end only when you are no longer in combat.
  Aphorisms 
  With worship of Gorum widespread 
  across the Inner Sea region, these 
  common sayings can be heard in many 
  languages and cultures.
  Blood, not rust: Gorum believes 
  a warrior should keep her armor 
  clean, but if it must be dirty, better 
  with an enemy’s blood—or even the 
  wearer’s—than rust. This phrase 
  encapsulates the idea that something 
  that may not seem perfect can still 
  be acceptable. Some devotees of the 
  god instead interpret this phrase as a 
  call to action, especially in the face of 
  hopeless odds, believing it is far better 
  to risk death in battle than to simply 
  rot into old age.
  Iron-tongued: This descriptor—kin 
  to silver-tongued and acid-tongued—is 
  used to describe people who always 
  manage to say the right thing to start 
  a fight, though few openly connect the 
  phrase to Our Lord in Iron.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Gozreh
  The Wind and The Waves
  N god of nature, the sea, and weather
  Realm nomadic (Material Plane)
  Allies Besmara, Desna, Erastil
  Enemies Nethys, Rovagug, Urgathoa
  Temples areas of great natural beauty, lighthouses, mills, shorelines
  Worshippers druids, explorers, fishers, hermits, survivalists
  Sacred Animal all
  Sacred Colors blue and green
  Divine Ability Constitution or Wisdom
  Alternate Domain cold, lightning
  A timeless entity birthed from the first wind to stir the vast 
  oceans, Gozreh wanders the world in the air and the seas. Sailors 
  drop boxes of cargo as offerings to avoid a fatal storm, hoping 
  to please the Wind and the Waves, even though they know that 
  such pleas are far more likely to go unnoticed as they are to 
  draw their deity’s attention. The deity’s temperament is fickle 
  and their fury swift, hurling bolts of lightning and dragging to 
  the crushing depths those who dare befoul the natural world. 
  Gozreh is the sea that encapsulates the land and the wind 
  that moves its surface, the birds that traverse the sky and 
  the clouds that shield them.
  Gozreh is a deity of two aspects, depicted in art as 
  one, the other, or both, depending on where the piece is 
  featured. When coming from the ocean, she is shown 
  as a woman with hair made of sea-foam rising 
  waist-high from the waves. Over land and from 
  the sky, he is drawn as an old man with a long 
  beard, flecked black and gray by storm clouds 
  with eyes of lightning. When depicted together, 
  such as along shorelines, the two are portrayed 
  reaching towards each other, their fingers separated by the 
  smallest of margins. Yet these aspects are not separate: 
  they represent the Wind and the Waves, but the deity is 
  both of them and also neither, for they transcend the 
  mortal concepts of gender and body.
  Much like the winds and seas, Gozreh is 
  temperamental and prone to sudden outbursts of 
  wrath. They see all, flitting from the north breeze to 
  the eyes of a starling to the roots of a mighty oak on 
  the other side of the world. Those who pollute nature 
  or destroy the unspoiled wilds might feel a sudden storm 
  of Gozreh’s wrath descending upon them, but such fits are 
  unpredictable and indiscriminate, sometimes striking years 
  later and upturning the lives of nearby innocents with no tie 
  to the original trespass. While Gozreh is volatile, they are not 
  malicious. Their rage ceases as quickly as it begins, leaving the 
  sky and waters calm again. The Wind and the Waves sees and feels 
  everything at once, and they do not have the luxury of remaining 
  focused on a single act of desecration for long.
  Gozreh is a worldly deity, their interest focused on the weather and 
  living things. Land has little meaning to them, save that the soil gives 
  foundation to trees and fire clears the way for new life. Such things are 
  not reviled by Gozreh’s faith; they are simply considered unimportant on 
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  their own. Creatures likewise exist and then they fade, ceding their energy 
  to what comes after. The Wind and the Waves cares more for the wilds, 
  unspoiled by mortals and free to ebb and flow as it sees fit.
  Gozreh’s clergy and followers represent a wide variety of gender 
  identities. The deity’s dual nature resonates with these worshippers, and 
  the faith accepts all identities as part of the natural order. The church 
  doesn’t place an emphasis on marriage in particular, and seasonal 
  trysts are equally as common among worshippers as unions that last 
  for life. Members of some of the more secluded sects of the faith 
  remain celibate and isolated, residing in the most remote mountains 
  or shoreline caves and reflecting on Gozreh’s independence from 
  relationships—after all, as a deity of dual natures, Gozreh is never 
  truly alone. 
  Most of Gozreh’s followers wear their hair long—sometimes all 
  the way to the ground—and weave seaweed, coral, or shells into it in 
  intricate patterns. Clergy who can do so grow their beards long, often 
  braiding them into tangled tresses. It is not uncommon for Gozran 
  priests to grow their beards or hair to provide nesting material for 
  small, local creatures, matting their hair over several months before 
  cutting this hair to create small nests. Only the occasional priest houses 
  small birds, frogs, or rodents in their hair while it is still attached.
  The most devout members of Gozreh’s faith stay as far from civilization 
  as possible, living deep in the woods or on barren coastal shores. Those 
  who are more sociable often take positions on ships, where they serve 
  as navigators and are seen as good luck charms who can help the ships 
  avoid the fiercest of storms. These “gale-speakers” come ashore only to 
  change to another vessel and are highly sought after by ship captains. 
  Gale-speakers are not bought, however, choosing their own journeys 
  and favoring vessels with far-flung destinations, waters rarely touched 
  by anything but the Wind and the Waves.
  DIVINE INTERCESSION
  Gozreh is pleased when their creatures and waterways are treated with 
  respect but quick to show their displeasure.
  Minor Blessing: Gozreh grants their guidance while at sea. You are under 
  the constant effects of know direction and become trained in Sailing Lore (or 
  another Lore skill if you are already trained in Sailing Lore).
  Moderate Blessing: You gain the touch of the sea. You can breathe 
  underwater and gain a swim Speed equal to your land Speed.
  Major Blessing: Gozreh has blessed you with their wind in your stride. You 
  gain a +30-foot status bonus to your Speeds, and you gain a fly Speed equal 
  to your land Speed.
  Minor Curse: Lightning begins to strike twice. You gain weakness 5 to 
  electricity, and any natural or magical bolts of lightning always target you 
  rather than the other creatures around you. 
  Moderate Curse: The current of the waves constantly fights against you, 
  putting you at risk of drowning any time you must Swim. You lose any swim 
  Speed you have, unless it’s your only Speed, in which case you take a –20-foot 
  status penalty to your swim Speed. When you roll an Athletics check to Swim, 
  you always use the outcome for one degree of success worse than the result 
  of your roll.
  Major Curse: Those who displease Gozreh are shunned by nature itself. 
  All animals and nonsapient plant creatures are hostile to you, and any animal 
  companion or familiar abandons you. Sapient plants’ attitude toward you 
  begins two categories worse than normal, as something about you seems 
  repugnant to them. While plants and animals might not attack you outright 
  if it’s not normally in their nature to do so when they are hostile, dogs growl 
  at you, cats hiss, and so on. 
  Aphorisms
  Adherents of Gozreh typically speak 
  with a bluntness that belies their 
  shrewd insight. Most followers 
  prefer acting over speaking, and 
  axioms vary from temple to temple. 
  Common phrases often consist of 
  simple statements used for giving 
  everyday wisdom.
  The storm also passes: As dark 
  as the skies can turn, weather and 
  emotion are both temporary. Life 
  continues, event after event, and 
  while lasting impressions are made, 
  the clouds will eventually clear. 
  Followers of Gozreh use this as a 
  mantra or calming advice for those 
  who come to them in despair.
  By the tide and the tempest: 
  Worshippers speak these words to 
  seal solemn oaths, making a promise 
  to both of their deity’s aspects. This 
  aphorism is used when swearing in 
  a new acolyte, offering a sacrifice to 
  Gozreh, or threatening retribution for 
  a trespass against nature.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Iomedae
  The inheriTOr
  LG goddess of honor, justice, rulership, and valor
  Realm Swordhome (Heaven)
  Allies Abadar, Sarenrae, Shizuru, Torag 
  Enemies Asmodeus, Norgorber, Lamashtu
  Relationships Arazni (former patron deity), Cayden Cailean (ascended brother), 
  Norgorber (ascended brother) 
  Temples castles, cathedrals, large and immaculately kept buildings
  Worshippers aristocrats, crusaders, judges, knights, rulers, soldiers 
  Sacred Animal lion
  Sacred Colors red and white
  Divine Ability Strength or Constitution
  Alternate Domains duty
  Iomedae, the youngest among the prominent deities of the Inner Sea region, had 
  already proven herself worthy of divinity before her ascension. Born 
  in Cheliax, she followed the path of the sword and fought evil, 
  eventually becoming a paladin of Aroden’s herald Arazni. She 
  became a legend among the Shining Crusade, leading the 
  Knights of Ozem in a series of victories over the Whispering 
  Tyrant. Iomedae became the third known mortal to 
  pass the Test of the Starstone when she ascended to 
  divinity in 3832 ar. As Arazni had been slain during 
  the Shining Crusade, Aroden elevated the newly 
  ascended goddess to be his new herald. When 
  Aroden himself died, Iomedae inherited most 
  of his worshippers and became a major 
  deity of honor and justice. 
  Iomedae’s followers heed her call to 
  take up arms against evil and fight 
  wickedness for the majority of their 
  lives. This may take the form of 
  physical combat against the likes 
  of fiends, undead, and other sinister creatures, but devotion to the 
  Inheritor also manifests as individuals fighting against adversity, 
  oppression, or injustice through their own personal methods. 
  Wherever courage, righteousness, and valor are needed, Iomedae’s 
  followers thrive. Iomedae is popular among lawful good adventurers, 
  and those who worship her sometimes show their faith by wearing a 
  thin white chasuble over their normal adventuring gear.
  The Inheritor does not see herself as deity of war, but she places 
  great value on prowess at arms and is patron to many military 
  orders, and her saints are known for their combat skill. As the 
  only woman who has ascended to divinity through the Test of 
  the Starstone, she offers a haven for women fleeing from cruel 
  partners, slave masters, and other oppressors. Many of these 
  women grow to become skilled knights in their own right or earn 
  positions of great influence within her church.
  Iomedae’s favored weapon is the longsword, and while it is not 
  required of them, many of her priests and champions refuse to 
  use any other weapon. In fact, swords are so important to her 
  faith that they are engraved on the wedding rings of the faithful, 
  and the dead are buried with small sword tokens or even just a 
  scrap of paper marked with a sword. They eschew the practice 
  of burying an actual sword with the dead, however; swords are 
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  instead passed down to a family member or a student who has need of 
  them, or are donated to a temple for use by priests and holy knights. 
  The only exception is when a sword has become damaged beyond 
  repair or where magic or some other influence keeps the sword tied 
  to its wielder. Even in these cases, such swords have a habit of turning 
  up in moments of great need, as if Iomedae herself charged it with 
  continuing its duties. Armor is of similar importance to Iomedaeans, 
  and they are rarely buried in their armor. Many bequeath suits of armor 
  to loved ones so they can continue to serve Iomedae’s cause.
  Priests of Iomedae often travel, usually with a circle: a group of 10 
  to 50 individuals under the charge of a sword knight. Many priests 
  serve on the front lines of battle, directly combating evils themselves 
  or aiding others who share their cause. Priests in cities keep their ears 
  tuned for crime and work to stamp it out. Those who can’t endure the 
  rigors of battle or choose a more peaceful path often work in courtrooms, 
  serve as advisors to nobles and local leaders, or train the next generation of 
  crusaders. Iomedae’s churches are rarely staffed directly by champions, clerics, 
  or priests, as most prefer to remain active in their work. Instead, layfolk and 
  acolytes serve at most churches within cities, though some crusaders become 
  the wards of shrines and temples in more remote regions.
  Iomedae’s holy days include Ascendance Day, which marks the day she 
  passed the Test of the Starstone; Inheritor’s Ascendance, which marks the 
  day she became Aroden’s herald; the Day of the Inheritor, which marks 
  her assumption of Aroden’s mantle; Remembrance Moon, a holiday 
  commemorating the fallen in the Shining Crusade against the Whispering 
  Tyrant; and Armasse, an ancient festival that includes jousts, duels, and other 
  tests of arms. She also upholds the day of Mourningfell, where those who 
  remember Arazni solemnly mourn her death at Tar-Baphon’s hands. Much 
  of her faith surrounds a document called the Acts of Iomedae, which details 
  11 miracles she performed as a mortal paladin. Iomedae manifests as a 
  resplendent knight in shining armor. As she was born in Cheliax, she appears 
  as a woman of Taldan ethnicity, fully armed and ready for battle.
  DIVINE INTERCESSION
  Iomedae grants her blessings to those who show valor in trying times.
  Minor Boon: You always present yourself at your best. Your clothing and 
  person are always clean and unrumpled, the metal of your blade and armor 
  shining and unblemished. This doesn’t prevent you from being exposed to 
  diseases and other afflictions via filth, but it protects you as well as if you had 
  washed thoroughly right away.
  Moderate Boon: Your heart beats with a determined valor. Once, Iomedae 
  ends all negative effects affecting you, unless they are from an artifact, deity, or 
  similarly powerful source; she also restores all lost Hit Points and replenishes 
  your spells, Focus Points, and other daily resources.
  Major Boon: Iomedae imbues your blade with great power. Longswords 
  you wield gain the axiomatic, holy, and major striking runes while you hold 
  them. These property runes count toward the number of runes you can have 
  on your weapon, and if this would cause your weapon to exceed its limit, 
  choose which ones to keep each day when you prepare. You gain a +2 status 
  bonus to attack rolls with longswords.
  Minor Curse: Your blade and armor have dulled like lead. Your weapons, 
  armor, and shields have half their usual Hit Points and Break Threshold.
  Moderate Curse: Tactical advantages never seem to work the way you 
  planned. You can’t receive a circumstance bonus to your attack rolls, and 
  enemies don’t take any circumstance penalties to their AC against your attacks.
  Major Curse: All blades reject your wicked heart. Any weapon you wield 
  automatically becomes broken after you Strike with it. This curse can’t break 
  artifacts or similarly powerful weapons.
  Aphorisms
  Iomedaeans use a number of 
  battle cries to inspire valor on the 
  battlefield, but they also share a 
  number of phrases to spread the 
  Inheritor’s wisdom.
  A used blade never dulls: The phrase 
  serves as a reminder to keep one’s 
  body ready and one’s mind sharp, as 
  challenges can rise at any moment.
  For victory, for the heart: This 
  prayer refers to striking to the heart 
  to ensure death. It is often used as a 
  battle cry, but less warlike followers 
  might use it at any time they are doing 
  something which requires accuracy, 
  such as cutting down a tree.
  [Their] cloak turned red: When 
  Iomedae goes into battle, her cloak 
  changes from white to red. This 
  phrase evokes that imagery and 
  is used in reference to a knight or 
  priest who embarks on the warpath, 
  whether by literally entering battle or 
  more figuratively against threats to 
  the church, or even simply against an 
  acolyte who has played a prank.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Irori 
  Master of Masters
  LN god of history, knowledge, and self-perfection
  Realm Serene Circle (Axis) 
  Allies Abadar
  Enemies Asmodeus, Norgorber
  Relationships Gruhastha (nephew)
  Temples dojos, libraries, monasteries
  Worshippers hermits, historians, martial artists, monks, scholars
  Sacred Animal snail
  Sacred Colors blue and white
  Divine Ability Intelligence or Wisdom
  Alternate Domains change, vigil
  Irori exemplifies the concepts of self-perfection. His dogma states that he 
  was a mortal who gained godhood through achieving a physical and mental 
  state that surpassed mortal limitations. His followers seek to 
  emulate their god’s divine state by perfecting themselves 
  using the words of the Unbinding of Fetters, Irori’s sacred 
  text. The illuminated pages of the tome detail numerous 
  physical, spiritual, and mental exercises, as well as methods of 
  learning and remembering.
  In addition to self-perfection, Irori is the god of history and 
  knowledge, perfectly knowing the universe around him. He 
  encourages his followers to follow suit and learn all they 
  can about the world and what lies beyond. Even though 
  Irori perfected himself, he is also a patient and kind 
  teacher. He and his clergy allow each student to 
  learn in a way that fits them by offering a 
  multitude of practices and methods.
  As the Master of Masters, Irori 
  teaches that a person is composed of a 
  unified body, mind, and spirit. When one masters 
  all three aspects of themselves as one, they see the Triune Self. To most 
  mortals, the body and mind are more easily known than the spirit, so study 
  begins there. Success gained from mastering the body and mind is then 
  used to penetrate the secrets of the spirit and attain enlightenment. 
  The search for perfection leads many followers to the 
  priesthood, where they wander as solitary monks or dwell 
  in secluded monasteries in endless practice. Many of these 
  monasteries are sprawling complexes closed to the 
  general public. The faithful pray, sleep, exercise, and 
  study in their seemingly endless quest of perfection and 
  purity, often taking vows of poverty and silence. Other 
  temple complexes provide guidance and training to 
  visitors in exchange for tithes and donations. Some 
  of Irori’s worshippers instead wander alone, strengthening their connection 
  to Irori by giving up the distraction of material goods and living in caves, 
  forests, or even graveyards. These ascetics may go naked or wear rags, and 
  locals often believe they have mystical abilities. Despite their appearance, 
  these worshippers are well respected among Iroran faithful.
  It is said that enlightened members of Irori’s clergy are so self-aware they 
  know when the hour of their death approaches. In preparation for this 
  moment, some faithful ingest a diet of poisonous teas and nuts to perform 
  self-mummification. This ritual allows them to watch over their monasteries 
  after death and come to the aid of the faithful if necessary. Others, particularly 
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  those considered the most devout, seemingly disappear from the mortal 
  world. These supposedly handpicked individuals are said to “walk with 
  the Master,” becoming divine servants of Irori. 
  In addition to a priest’s search for self-perfection, the clergy of Irori still 
  live and participate in worldly cycles. Monk-priests often act as historians 
  and chroniclers for a region, and the libraries of Iroran monasteries house 
  ancient and occult knowledge, making them popular among bards and 
  sages. Elder clergy take this role to heart, gathering and storing knowledge 
  for the sake of knowledge. Irori espouses that all knowledge is worth 
  knowing and cares not for how it is used, except when it would create 
  a loss of self-control. This seeming indifference to good or evil can put 
  Irori’s faithful at odds with more dogmatic churches.
  When ministering to layfolk, priests of Irori act as guides and shepherds, 
  nudging worshippers to improve themselves. Some worshippers focus 
  on one or two aspects of Irori’s teachings and methods to become great 
  unarmed warriors and gladiators, while others study medicine and 
  philosophy exclusively. Even others study the history of the world or a 
  given kingdom or region. 
  Because of Irori’s perfect nature, his followers tend not to depict him in 
  art, believing that any depiction of the Master of Masters would pale in 
  comparison to his actual appearance. Instead they use song and poetry to 
  praise the indescribable flawlessness of their god. They describe him as a 
  Vudrani man with dark skin, clad in simple robes and wooden shoes. Long 
  hair worn in a simple braid sprouts from his otherwise bald head, the braid 
  often wrapped around his neck as a necklace.
  DIVINE INTERCESSION
  Irori grants his boons to those making progress on their paths toward 
  perfection. He avoids bestowing misfortune as punishment, preferring to do 
  so only to give an individual a challenging obstacle to overcome to help them 
  progress in their quest for self-perfection.
  Minor Boon: Irori grants you great insight and knowledge. Once, when 
  you roll a failure at a check to Recall Knowledge, you get a critical success 
  instead. Furthermore, the check loses the secret trait, so you know for sure 
  that the result was a critical success. Irori typically grants this boon for an 
  extremely consequential check to Recall Knowledge. 
  Moderate Boon: Your body rebuilds after adversity, becoming stronger. 
  You can cast wholeness of body as an occult ki spell. If you didn’t have one 
  already, you gain a focus pool with 1 Focus Point and are trained in occult 
  spell attack rolls and spell DCs (Pathfinder Core Rulebook 157 has full 
  information on what happens when you gain your first ki spell).
  Major Boon: You can temporarily ascend to a greater form. You can cast 
  8th-level righteous might once per day as an occult innate spell. When you do, 
  your form appears unremarkable, rather than clad in powerful armaments.
  Minor Curse: Irori challenges you to seek another path, rather than treat 
  every problem as a nail just because you have a hammer. If you select a check 
  for which you have a higher bonus when another method would have been 
  more appropriate for the situation, such as using Deception to lie through 
  life because it’s your highest modifier, even if it would be better to reach a 
  compromise through Diplomacy, you must roll twice and take the lower result. 
  Moderate Curse: Irori challenges you to adapt to adversity in order to 
  perfect yourself. You become weighed down as if under heavy weights, 
  becoming clumsy 2 and encumbered until you accomplish a challenging task 
  of Irori’s choosing.
  Major Curse: Irori makes all living creatures forget your existence. This 
  can be further compounded by raising Irori’s ire, resulting in your name being 
  obliterated from all written records. In both cases, memories and writings 
  rearrange themselves to omit you smoothly, rather than leaving obvious gaps.
  Aphorisms
  Irori is attributed with countless 
  adages. Most of these aphorisms 
  have to do with self-betterment and 
  pushing on through adversity. 
  May Irori forget you: As the god 
  of history, it’s accepted that Irori 
  knows all that has transpired. Cursing 
  someone so that Irori forgets them 
  implies a wish that they did not exist 
  and is particularly hurtful among 
  friends or family. A variant, “May 
  Irori forget this,” is commonly uttered 
  after an uncommonly embarrassing or 
  farcical event.
  Remember, so you may light the 
  way: When a follower of Irori has 
  knowledge of the past they are better 
  prepared for the future. This is often 
  said as a send-off when starting a 
  journey or as a prompt to delve into 
  history to solve a current problem.
  There is no perfection without 
  change: Irori teaches that the way to 
  perfection is through change. Followers 
  of the Master of Masters say this when 
  times are difficult as encouragement to 
  continue despite adversity.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Lamashtu
  MOTher Of MOnsTers
  CE goddess of aberrance, monsters, and nightmares
  Realm Kurnugia (the Abyss)
  Allies Ghlaunder
  Enemies Abadar, Asmodeus, Desna, Iomedae, Rovagug, Sarenrae, Tsukiyo
  Relationships Pazuzu (ex-consort)
  Temples caverns, ruined buildings, abandoned orphanages
  Worshippers gnolls, goblins, monsters, outcasts
  Sacred Animal jackal
  Sacred Colors red and yellow
  Divine Ability Constitution or Strength
  Alternate Domains change
  For those who revel in the corruption of the pure or who find themselves 
  spurned and neglected by a world that despises their differences, Lamashtu 
  offers respite among her grotesque brood. The Mother of Monsters readily 
  accepts mortals into her fold and has made it her goal to twist mortal life toward 
  her abhorrent ideals. Her intervention is widely known to inflict corruptions 
  and terrible nightmares. Ostracized individuals who share her ideals will find 
  this intervention a boon, while others treat similar events as horrible curses.
  Above all else, Lamashtu desires the proliferation, permeation, and dominance 
  of her children. Her touch upon the mortal world reveals the repugnant flaws 
  among those considered to be beautiful and moral. She and her 
  followers seek opportunities to rip the veil of innocence 
  from every creature and reveal the writhing, heinous 
  potential in a hypocritical world.
  Lamashtu takes the form of a pregnant 
  woman with scars crossing her swollen 
  belly. Great black wings protrude from 
  her back, and her legs contort into 
  enormous avian talons. A third eye is 
  vertically set above her jackal snout. 
  From Kurnugia, her personal 
  realm in the Abyss, she reigns 
  as the Queen of Demons and 
  creator of heinous beasts. 
  Her children, either burst 
  from her body or sculpted 
  from her monstrous mind, 
  serve as pinnacles of might 
  among her followers. Her 
  faithful pursue her ideals to 
  become or create ever more 
  vile monsters and spread 
  her murderous influence 
  over the mortal realm.
  Lamashtu 
  encourages 
  her worshippers to embrace 
  monstrosity and may assist in 
  this endeavor by granting torturous 
  nightmares to unlock their minds 
  to the might and truth she 
  offers. 
  Their 
  corrupted 
  imaginations fabricate ever 
  more 
  horrendous 
  images 
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  for Lamashtu to introduce into reality. Devotees sacrifice the flesh and bone of 
  conquered beasts and their enemies to provide building material for their mother 
  to mold new monstrous brethren or to grant the gift of mutation to her faithful. 
  Child-bearing followers are able to directly imitate some of their goddess’s 
  abilities. Bearing monstrous children for Lamashtu is regarded as one of the 
  most sacred acts achievable within her religion. The mental and physical 
  torment these worshippers experience during their Lamashtan pregnancies 
  and the gruesome births they endure are sacrifices that earn them great 
  prestige—should they survive. Worshippers with the durability to survive 
  several births, and who proudly bear the scars from them, are honored by 
  other Lamashtans and reign as the utmost authority in the faith.
  Lamashtans spread their goddess’s doctrine via a variety of paths. Warriors 
  protect the brood alongside their monstrous siblings. Healers focus on keeping 
  followers alive through multiple births and are talented in ensuring wounds 
  form atrocious scars. Caretakers with the strength to manage the church’s 
  monstrous children are rewarded with blessings by the goddess to aid 
  them in their duties. Worshippers of all kinds are likely to venture 
  into the world as missionaries, recruiting shunned individuals and 
  forsaken communities to benefit the prosperity of the brood.
  When those not among Lamashtu’s faithful feel her presence, it is an 
  omen of unimaginable misfortune. Communities subjugated by monsters and 
  demons may find themselves pleading with Lamashtu to spare them from her 
  children’s wrath. Expectant parents who wake in the night from traumatizing 
  nightmares fear what horrors their offspring may bring. 
  Lamashtu’s obsessive creation of new monsters promises to reshape the 
  mortal world into a sinister menagerie of vile corruptors. Her devotees join 
  a family of all manner of demons and beasts with the goal to cultivate and 
  glorify the loathsome. To the world that ostracizes them, Lamashtans offer 
  this ultimatum: join the brood, or perish under its might.
  DIVINE INTERCESSION
  Lamashtu rewards kinship with monsters and brutal dominance in combat. 
  Those who offend her serve the brood as prey or unwilling sacrifices. 
  Minor Boon: Lamashtu’s touch mutates a part of your body. You gain either 
  an unarmed Strike that deals 1d6 damage or one that deals 1d4 damage and has 
  the finesse and agile traits. Whether the attack deals bludgeoning, slashing, or 
  piercing damage depends on the mutation. If the unarmed Strike replaces a limb, 
  you can still use the mutated limb for its original functions. Lamashtu chooses the 
  form and function of your mutation. 
  Moderate Boon: You spread Lamashtu’s nightmares everywhere you go. You 
  can cast confusion once per day as an divine innate spell.
  Major Boon: Lamashtu uses your body to birth a new monster, regardless of 
  your gender. Once per day, you can spend 1 minute to birth a monster determined 
  by the GM, which rips its way from your belly. The monster’s level is up to your 
  level and it does as it pleases, following Lamashtu’s will, though it doesn’t attack 
  you unless you have lost her favor. You are drained 3 from the ordeal. 
  Minor Curse: Horrid visions torment your mind, overlaying reality at 
  inopportune times. You treat everything around you as if it was concealed.
  Moderate Curse: Lamashtu marks you as prey. Any creature with imprecise 
  or better scent can smell you from 100 × the usual range of their scent and can’t 
  shake the feeling that you smell like prey, so they might attack you even if they 
  would normally avoid attacking creatures of your ancestry. This smell doesn’t 
  magically compel their action, and the scent of prey doesn’t overcome a deeper 
  bond such as that with an animal companion.
  Major Curse: Your dreams are an unending stream of nightmares. You need 16 
  hours of rest to try to get enough sleep to recover resources in daily preparation 
  that normally require an 8-hour rest, and even then, you must succeed at a DC 15 
  flat check to do so, and you are still fatigued on a successful check.
  Aphorisms
  Lamashtu’s followers utter phrases 
  that drip with their mother’s 
  monstrous wisdom. Others use 
  phrases to keep her beasts at bay.
  It’s another scar on the belly: Also 
  sometimes stated as “The scars are 
  the proof,” this saying expresses the 
  sentiment that your hardest trials can 
  become your best qualities. This phrase 
  was brought into new communities by 
  goblins who abandoned Lamashtan 
  worship. It spread in popularity for 
  its seemingly positive message, but 
  those familiar with its origins are often 
  nervous about the reference to the 
  brutal scarring of Lamashtu and her 
  profane mothers.
  Sweet dreams and safe deliveries: 
  In communities that have suffered a 
  history of tragic Lamashtan births, 
  this comforting saying is a popular 
  way to wish people, especially 
  expectant parents, a life safe from 
  Lamashtu’s notice.
  The three-eyed gaze sees you (me/
  us): Among Lamashtu’s faithful, this 
  phrase is said ritualistically at the 
  completion of auspicious deeds, such 
  as the creation of new monsters. Its 
  declaration rallies the brood to prove 
  themselves to their goddess. When 
  hissed in vicious tones to unaware 
  victims, it is a vile threat and omen of 
  impending wrath.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Nethys
  The all-seeing eye
  N god of magic
  Realm Ahkanefti (Maelstrom)
  Allies none
  Enemies none
  Temples cathedrals, libraries, towers
  Worshippers scholars, scribes, spellcasters, wizards
  Sacred Animal zebra
  Sacred Colors black and white
  Divine Ability Wisdom or Intelligence
  Alternate Domains glyph
  To some, magic is a powerful weapon. To others, it’s a malleable tool. And 
  to a few, it’s a source of purpose. With an understanding of spellcasting, 
  creatures can cause fire to erupt from their hands, call otherworldly beings 
  to aid them, bewitch the senses, and even bring the dead 
  back to life. The ability to reshape reality to better suit 
  one’s needs and desires is a powerful call that most only 
  dream of being able to answer, and few are ever able to truly 
  master such might.
  One such master was Nethys, who was revered as a 
  god-king in ancient Osirion. Having sought to unlock 
  all of the secrets and potential held within the planes 
  and beyond, Nethys shattered his own mind from the sheer 
  overload of knowledge to which he was exposed. Witnessing all 
  of creation, the secrets of the universe, and the vast expanse of what 
  has been seen and will be seen rent his mind in the same moment he 
  elevated to the status of a god. Nethys gained unlimited power and the 
  skill to utilize it, but at the cost of his core self and mental security. This 
  resulted in a split soul, two sides warring within the same body. One seeks 
  to destroy the world, to purge it through fire and ruin, and to conquer 
  all that exists. The other attempts to protect the world, to elevate and 
  educate, and to release it from its limits.
  Those who encounter Nethys typically describe him as unpredictable. 
  His shifts in mood and outlook, which occur without reason, often make 
  interactions with him strained. Yet despite the difficulties, he teaches 
  those who seek him out, regardless of their intent. So long as they strive 
  to use magic, to explore its limitless potential, they can earn Nethys’ 
  patronage. From the vilest curses to the purest remedies, magic and 
  its continued use seem to be the only drive Nethys maintains. This 
  is often reflected in his followers, who may seek to uncover all 
  they can about the arcane by crafting new uses for existing spells, 
  or to simplify mundane tasks through magical means. Using magic 
  whenever possible is an often-practiced tenet of Nethys’s followers. 
  Some of the more zealous followers take it to the fullest extent, opting 
  to use magic for doing all their household tasks at once, utilizing only 
  magical sources of light, or constantly providing themselves with a 
  light breeze.
  Nethys’s worshippers seek to gain greater knowledge and expand upon 
  their powers. While the majority of his faithful welcome those who seek to 
  learn and understand magic, a fair portion actively shun those without 
  the talent or patience for it. Many followers push for others to learn, 
  often withholding the full answers to questions and offering just enough 
  information to lead others to seek out the answers themselves and learn from 
  their own pursuits. Some instead guard their knowledge jealously, hoping 
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  to ensure their own understanding far outpaces that of others who chase 
  similar knowledge. It is common for the followers of Nethys 
  to come off as aloof or indifferent, perhaps even mirroring 
  the god of magic by attempting to balance the world around 
  them, allowing disaster that could be prevented while 
  bringing structure where it is lacking. Most refrain from 
  politics, instead choosing to take impartial viewpoints that 
  do not require taking hard stances, though a Nethysian’s 
  neutral stance makes them perfect advisors for rulers dealing 
  with magic-related issues.
  Standalone temples constructed solely for the worship 
  of Nethys are rare. Instead, many double as libraries 
  and studies, and preexisting libraries and colleges often 
  hold shrines to Nethys within. Most of these temples 
  are grandiose edifices whose imposing nature suggest 
  architecture only capable with the aid of magic. In fact, 
  many of the caretakers of such sites take pride in the unique 
  spells required in the creation of the more elaborate temples of Nethys. A 
  few more remote locations hold small shrines to Nethys, often containing 
  small traveling libraries along with various scraps of research that might 
  spur those who stop and partake to pursue new knowledge, though 
  such shrines are particularly rare. These shrines and their libraries are 
  constructed by followers who actively roam the lands in search of new 
  secrets. Priests of Nethys commonly wear contrasting colors, often one 
  light and one dark, or take to painting or tattooing one half of their body 
  to better represent the duality of the god of magic.
  DIVINE INTERCESSION
  Nethys is often impartial to his followers and their wishes, so it is rare to gain 
  a heightened favor from the god of magic. However, blatant disregard and 
  stifling of magic will certainly earn his ire.
  Minor Boon: Nethys casts a powerful spell to help you in a pinch. Once, 
  Nethys casts a spell 1 level higher than the highest-level spell you can cast. If 
  you can’t cast spells, Nethys casts a 1st-level spell to help you.
  Moderate Boon: Nethys grants you insight into the secrets of magic. Add 
  one spell from a different tradition of magic to your spell list. You still must 
  learn it or add it to your repertoire normally. 
  Major Boon: You are granted supreme magical knowledge and mastery. If 
  you are a prepared spellcaster, you can switch one of your prepared spells for 
  another spell you could have prepared in that slot; if you are a spontaneous 
  spellcaster, you can switch one of the spells in your spell repertoire for another 
  spell you could have chosen for your repertoire instead. In either case, you 
  make this switch by using a single action, which has the concentrate trait. (If 
  you are neither a prepared nor a spontaneous spellcaster, Nethys won’t grant 
  you his major boon.)
  Minor Curse: The secrets of magic become mentally taxing. You are 
  permanently stupefied 1.
  Moderate Curse: Your magic wars against itself like Nethys’s dueling 
  halves. Whenever you cast a spell, attempt a DC 11 flat check. On a failure, 
  if your spell was harmful, you instead cast a beneficial spell of the same level 
  on your intended targets, and if it was beneficial, you instead cast a harmful 
  spell of the same level on your intended targets. If the spell benefited some 
  targets and harmed others, you cast a spell of the same level that switches 
  who benefited (for instance, changing a heal spell that harmed undead and 
  healed the living to a harm spell that healed undead and harmed the living). 
  You still lose the spell slot for the spell you were trying to cast.
  Major Curse: Nethys severs your connection to magic. You lose all your 
  spellcasting abilities and cannot gain any future spellcasting.
  Aphorisms
  Nethys’s followers prefer phrases 
  that require knowledge of magic or 
  wordplay in order to decipher.
  That which is not there, is: This 
  saying is as cryptic as the god 
  of magic himself, and those who 
  understand its intent readily recite 
  it as they chase new knowledge. It 
  signifies that just because an idea or 
  entity is not currently understood or 
  doesn’t currently exist doesn’t mean 
  that it can’t be understood, and often 
  spurs the pursuit of understanding. 
  That which is not immediately 
  seen can still be learned from and 
  uncovered, often granting new insight.
  Point with the finger of his 
  scorched black hand: This reference 
  to Nethys’s hand, burned black with 
  magic, has multiple meanings that 
  become apparent when translated 
  into other languages. At a base level, 
  it directs followers toward a challenge 
  that allows them to learn, while at the 
  same time warning that the challenge 
  could be destructive.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Norgorber
  Blackfingers, faTher skinsaW, The gray 
  MasTer, reaper Of repuTaTiOn
  NE god of greed, murder, poison, and secrets
  Realm Duskfathom (Axis)
  Allies Achaekek, Sivanah
  Enemies Abadar, Cayden Cailean, Erastil, Gruhastha, Iomedae, Sarenrae, Torag
  Relationships Cayden Cailean (ascended brother), Iomedae (ascended sister)
  Temples alchemy shops, merchant houses, thieves’ guilds
  Worshippers assassins, murderers, poisoners, politicians, spies, thieves 
  Sacred Animal spider
  Sacred Colors black and gray
  Divine Ability Dexterity or Intelligence
  Norgorber is the most mysterious of the Ascended, the group of mortals 
  who assumed godhood after passing the Test of the Starstone. Unlike 
  Iomedae’s and Cayden Cailean’s mortal existences, Norgorber’s life 
  before his ascension is a mystery; the god himself has shrouded 
  details of his mortal life in secrecy. This is no surprise to those 
  familiar with Norgorber—he is the master of all secrets, a calculating 
  manipulator who cleverly and ruthlessly wields the power of hidden 
  knowledge to achieve his own ends. Only his most trusted worshippers 
  know enough about his goals to assist in the god’s plans, and even those 
  worshippers often have their memories modified after their 
  parts in Norgorber’s schemes are complete. 
  In artwork, Norgorber is often portrayed merely by 
  his religious symbol: a black, featureless mask. The god 
  actively interferes in artists’ attempts to realistically 
  reproduce his likeness by causing blindness or 
  tremors to prevent completion of their work. 
  Those who claim to have seen him can describe 
  only a nondescript hooded figure in black and 
  gray, with his face lost in shadows. 
  Norgorber is worshipped in four aspects, each of which embodies 
  a facet of the god’s sinister portfolio: Blackfingers, god of poison; 
  Father Skinsaw, god of murder; the Gray Master, god of thieves; and 
  the Reaper of Reputation, god of secrets. Norgorber’s followers typically 
  align themselves with one aspect above the others, though some temples 
  venerate the god in all of his guises. Temples dedicated to different aspects 
  of the god operate independently, though they might work together to 
  accomplish complicated schemes planned by the god or his minions.
  Blackfingers: In his aspect as the god of alchemists and poisoners, 
  Norgorber represents the covert use of dangerous substances to achieve 
  personal gain and the pursuit of alchemical secrets regardless of the 
  consequences. Even alchemists who worship more benevolent gods 
  covet the secrets known by Blackfingers, though his worshippers would 
  contend that nonbelievers are too cautious or kindhearted to successfully 
  pursue Norgorber’s forbidden techniques. Followers of Blackfingers are 
  reckless experimenters, selectively breeding spiders or scorpions to develop 
  stronger venoms or testing chemical tinctures on prisoners to study 
  their effects. Their experiments often lead to the development 
  of useful contraband, such as untraceable poisons that mimic 
  the effects of disease or powerful acids that eat through locks 
  or prison bars.
  Father Skinsaw: 
  Bloodthirsty 
  and 
  brutally 
  violent, 
  Norgorber’s Father Skinsaw aspect is worshipped by only the 
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  most heartless killers. Whether they’re merciless bandits, cutthroat thieves, 
  or fearsome butchers, followers of Father Skinsaw focus on 
  snuffing out life, either as a show of dominance, a gruesome 
  sacrament, or a celebration of depravity. While senseless killing 
  is enough for many worshippers of Father Skinsaw, some serial 
  killers see their crimes as steps in the unknowable plans of their 
  dark god. For them, every murder is a prayer.
  The Gray Master: Blackmail, extortion, larceny, kidnapping—all 
  of these are sacred to followers of the Gray Master. Norgorber’s 
  aspect as the god of thieves encourages his followers to seize what 
  they can get and disregard moral compunctions and the law. While 
  individual guilds of thieves might follow guidelines that ensure 
  profitability or help them avoid authorities, those that follow the 
  Gray Master seek to profit at the expense of others. Of all the 
  god’s aspects, the Gray Master is the most likely to have organized 
  cults of followers, and his priests often hold important positions in 
  thieves’ guilds, gangs, and crime syndicates. 
  The Reaper of Reputation: Politicians, spymasters, and even 
  archivists or researchers might worship Norgorber as this, his 
  least malevolent aspect. The Reaper of Reputation represents the power of 
  information: the power of discovering it, the power of keeping it secret, and 
  the power of whispering it in the right ear at the right time. While many good 
  people are interested in gathering useful information, those who follow the 
  Reaper of Reputation usually do so to further their own selfish ends and 
  seek to leverage insider knowledge for personal gain. Price manipulation 
  and political corruption are the trade of many of the Reaper of Reputation’s 
  followers, but his most extreme worshippers might ferret out a secret and then 
  kill anyone who had learned of it, merely to keep its power for themselves. 
  DIVINE INTERCESSION
  Norgorber’s favor and displeasure are subtle, yet powerful.
  Minor Boon: Norgorber protects your secrets and lies. Once, when you roll 
  a failure at a Deception check to tell a Lie, you get a critical success instead. 
  Norgorber typically chooses to grant this boon to protect an extremely 
  consequential lie. 
  Moderate Boon: Your poisons are everlasting. If your Strike with a 
  poisoned weapon critically fails, or succeeds but fails to deal slashing or 
  piercing damage, the poison is not spent. The poison is still spent once 
  successfully applied to a creature. 
  Major Boon: You become a living secret. You are immune to divination 
  effects and attempts to magically alter your memory, unless you choose to 
  be affected or those effects come from a deity, artifact, or similarly powerful 
  source. You also can never be tricked or forced by mundane means into 
  uttering a secret you wish to keep. 
  Minor Curse: Norgorber allows thieves to get the better of you. Whenever 
  you Earn Income, you earn money as if the task were 2 levels lower due to 
  theft, loss, or bad fortune.
  Moderate Curse: Poisons are quick to debilitate you. When you roll a 
  failure at a Fortitude save against a poison, you get a critical failure instead.
  Major Curse: Norgorber steals away your memories. Once each day when 
  you awake from rest, roll 1d4. On a 1, you forget the events of the previous 
  day forever. On a 2, you temporarily experience complete retrograde amnesia 
  for that day, unable to recall information from the past, including who you 
  are. On a 3, you temporarily forget a single important subject for that day 
  (Norgorber tends to intentionally chooses a memory to cause distress, such as 
  making you forget your spouse on your anniversary). On a 4, you temporarily 
  remember false memories on a single important subject for that day, blended 
  seamlessly into your true memories.
  Aphorisms
  Many followers of Norgorber 
  use a mix of key words, double 
  entendre, and nonverbal signals to 
  communicate with fellow believers 
  without attracting the attention of the 
  uninitiated. The following two sayings, 
  however, are common among most of 
  Norgorber’s followers, though they 
  are careful not to utter them around 
  nonbelievers.
  With one hand I give: Used as a 
  salutation, this is also a warning—the 
  speaker’s true motivations remain 
  secret, and a gift in one hand may be 
  offset by a threat in the other. 
  I wait for a fair price: Something of 
  little apparent value may have great 
  worth in the right hands or whispered 
  in the proper ear. A person who says 
  this possesses some item or knows 
  some secret that has not yet been 
  deployed to its full potential.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Pharasma
  Lady of Graves
  N goddess of birth, death, fate, prophecy, and time
  Realm Boneyard
  Allies Alseta, Tsukiyo
  Enemies Urgathoa 
  Temples catacombs, cathedrals, cemeteries, hospitals, libraries, river islands
  Worshippers midwives, morticians, physicians, pregnant people, prophets, scholars, 
  those close to death or engaging in deadly ventures 
  Sacred Animal whip-poor-wills 
  Sacred Colors blue and white
  Divine Ability Constitution or Wisdom
  Alternate Domains souls, time, vigil
  No record of history, and not even other gods, can recall a 
  time before Pharasma. Her throne lies within a vast, gothic 
  cathedral located on the infinite Spire at the center of the 
  planes. From here, she looks both forward and backward in 
  time, observing the births, lives, and deaths of every soul, as 
  she serves as the final arbiter of a soul’s destination after death.
  Psychopomp servants of Pharasma guide and safeguard newly 
  dead souls along the River of Souls to her realm, where she 
  judges each soul and ensures it is sent to the proper plane 
  for its afterlife, according to its alignment and mortal 
  deeds. Although she can see all possible fates and knows 
  the fate of each individual, free will and choice can alter 
  a soul’s final destination, and she places great weight 
  on the individual’s actions and personal choices. 
  Therefore, Pharasma withholds her final judgment 
  until a soul stands before her. Her prophecies are 
  cryptic, and their full meanings are rarely revealed 
  until the foretold events occur. 
  Once Pharasma has judged a soul, it can no longer be 
  returned from the dead by mortal magics such as raise dead or 
  resurrect. While it may be within Pharasma’s power 
  to do so, she has never withheld a soul from its 
  proper destination—not even from the realms of 
  gods she may despise. She embraces her role with 
  a dispassionate dignity that often makes her seem 
  aloof or uncaring, but in truth she simply understands 
  the necessity of impartiality to sustain the cycle of life 
  and balance throughout the planes. Almost all other 
  deities show Pharasma great deference, for she is the 
  only one they trust to unfailingly distribute souls to 
  their proper planes. 
  Pharasma abhors the creation of undead and magic 
  that traps souls, preventing them from arriving in her 
  realm for judgment and disrupting the balance of the 
  cycle of souls. She commands her followers to destroy all 
  such abominations and to release any bound souls. 
  Pharasma is usually portrayed as a tall, ash-skinned 
  woman with white eyes and wild, flowing, white hair, 
  cloaked in dark robes and holding an hourglass filled with 
  red sand. Many dread her as a grim reaper, ready to 
  take their souls at the end of their mortal existences. Yet 
  many also worship her as the guardian of birth and new 
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  souls, a wise scholar, and a healer. These worshippers call her The Mother of 
  Souls, a title reflecting her protective and guiding nature. Pharasma’s religious 
  symbol depicts a silver-and-blue spiraling comet, which signifies the bright 
  and winding path of every soul’s potential.
  While her faithful most often wear black clothing trimmed in purple 
  or silver during rituals, they are also fond of wearing brilliant shades of 
  silver, blue, and purple throughout their daily lives and during sacred rites 
  celebrating birth and life. Midwives and physicians carry silver religious 
  symbols of Pharasma on long chains when they go to bless newborn 
  children or say prayers over the dying. Scholars and oracles embroider 
  Pharasma’s spiral or an hourglass to represent their belief in fate, prophecy, 
  or observation of time. Those devout to Pharasma are generally circumspect 
  when it comes to taking sides in politics or conflicts. Priests of Pharasma can 
  frequently be found blessing, healing, and tending to the dead on rival sides 
  of disputes, battles, and even wars with equal efficiency.
  Places of worship dedicated to Pharasma range from the simplistic to 
  the ostentatious. Mausoleums and crypts usually contain at least a token 
  idol or shrine dedicated to Pharasma. Shrines to her can be as simple as a 
  carved stone on a river island or within a graveyard. However, Pharasma’s 
  temples are towering, gothic cathedrals decorated with stained glass and 
  carved statuary. These temples typically have universities, hospitals, and 
  immense libraries attached above ground, and vast, deep catacombs intricately 
  decorated with the bones of the deceased below. Wealthy patrons and scholars 
  pay membership fees to access knowledge and wisdom within her temples. 
  Since being interred within the catacombs of Pharasma is deemed a blessing, 
  they also contribute sizable donations to secure prominent locations for their 
  bodies’ later interment in the crypts, often as an attempt to gain favor during 
  Pharasma’s judgment of their soul in the afterlife. It is not uncommon for entire 
  libraries or estates to be donated to the church of Pharasma from the deathbeds 
  of the rich and powerful concerned with how their mortal deeds will reflect 
  upon their immortal soul. 
  DIVINE INTERCESSION
  Those who would prevent a soul from reaching the afterlife draw Pharasma’s 
  ire, but those who merely dabble in pursuits like lengthening their life or 
  resurrection are usually ignored, as eventually death comes for all.
  Minor Boon: You see a momentary, prophetic glimpse of your fate. Once, 
  you gain a +2 status bonus to a single check; you can apply this bonus after 
  you determine the result, and it can potentially change the degree of success. 
  Moderate Boon: You gain a greater mastery over the energies of life and 
  death. Your Strikes deal 1 positive damage to undead. Your spells that deal 
  positive damage to undead gain a +1 status bonus to damage per spell level, 
  and your spells that heal the living gain a +1 status bonus to the Hit Points 
  restored per spell level. 
  Major Boon: Pharasma keeps you alive to fulfill your fate. The GM secretly 
  chooses a fate Pharasma knows you must fulfill. Until you fulfill this fate, 
  any time you would die, a grave but nonfatal misfortune instead befalls you. 
  You take at least a full day to recuperate and you potentially face permanent 
  consequences, but you don’t die. If you would have died even once without this 
  boon, once your fate is complete, you let out a final sigh and then die peacefully.
  Minor Curse: Horrifying or enticing visions of your final judgment distract 
  you from the task at hand. You take a –2 status penalty to initiative rolls. 
  Moderate Curse: Fate turns against you and reveals dire portents. Divinations 
  such as augury cast by you or that involve you always suggest woe. Once per day 
  after you attempt a check, the GM can make the result of the roll a natural 1.
  Major Curse: Pharasma wills the end of your life and your lineage. You 
  become unable to have children (or otherwise procreate by any means, 
  including create spawn abilities) and are permanently doomed 2.
  Aphorisms
  Pharasmins use a great number of 
  rituals and tokens for their many 
  ceremonies. Along with these, they 
  also use numerous phrases, including 
  the following.
  All who live must face her 
  judgment: This phrase is customarily 
  uttered when one must make a fated 
  decision or when warning someone 
  about their poor behavior. 
  Not this year, not yet: A brief prayer 
  spoken to the goddess of death, 
  asking to delay the inevitable in order 
  for the speakers to accomplish more in 
  their lives. 
  Pharasma’s sands keep running: 
  This phrase, in reference to the sands 
  of time continually flowing through 
  Pharasma’s hourglass, is commonly 
  spoken when either someone is taking 
  too long or when one must wait a 
  long time. 
  The Lady shall keep it: A solemn 
  oath to keep a secret by swearing that 
  only Pharasma shall hear it from the 
  confidante (and only then after death).
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Rovagug
  The rouGh BeasT
  CE god of destruction, disaster, and wrath 
  Realm The Dead Vault 
  Allies none 
  Enemies Abadar, Asmodeus, Calistria, Desna, Gozreh, Lamashtu, Pharasma, Sarenrae, 
  Shelyn, Torag, Zon-Kuthon
  Temples caverns, chasms, fortresses, pits
  Worshippers destructive zealots, doomsayers, hate-mongers, warlords
  Sacred Animal scorpion
  Sacred Colors brown and red
  Divine Ability Strength or Constitution
  Alternate Domains swarm, void 
  Rovagug has no single holy scripture. He has little use for one, for his sole 
  commandment is to destroy, and his followers need no instruction in how to 
  accomplish that. The figurative and literal monsters who worship Rovagug 
  share their myths and legends in secret shrines and hidden caves, calling him 
  the Rough Beast, the Imprisoned King, the Tide of Fangs, the Unmaker, and 
  the Worldbreaker. They tell each other that each life they snuff out, each piece 
  of art they destroy, each work of labor they bring tumbling down puts a crack 
  in the prison that holds their god. Each of their little efforts of destruction 
  adds up and will one day free him, setting him loose to bring about the end 
  of all things.
  They tell of how Rovagug crawled millennia ago from beyond 
  the depths of the universe, leaving only devastation in his wake. 
  An endless number of lesser gods fell before him, devoured in 
  his massive maw or crushed beneath his unholy bulk. His 
  worshippers whisper in anger of a cowardly alliance of the 
  other gods, who couldn’t hope to stop him alone: While 
  sly Calistria distracted the Rough Beast, foul Torag, 
  weak Gorum, and judgmental Pharasma conspired to 
  forge an unbreakable prison in the heart of Golarion. 
  Arrogant Sarenrae had the temerity to challenge 
  Rovagug directly. She used holy fire to lure him 
  close to the world that would be his prison 
  before finally slicing a great rift on the surface 
  that drew him in. Only then did cowardly, smug 
  Asmodeus seal Rovagug in the Cage, taunting 
  him with the Hell-forged key.
  Still, his worshippers say, this prison merely contains 
  Rovagug, and only for now. He sleeps fitfully, his 
  shudders causing the earth to tremble and mountains to 
  fall, his cries of rage spewing noxious gases to poison 
  his enemies’ followers. His flesh births and 
  sustains horrors undreamed of, parasites 
  with the power to wreak destruction 
  above. The deadliest of these—
  great spawn such as Festering 
  Ulunat, the Unholy First; 
  Chemnosit, 
  the 
  Monarch 
  Worm; Xotani, the Firebleeder; and Tarrasque, the Armageddon Engine—are 
  almost gods in their own rights, laying waste to Golarion and leaving nothing 
  but destruction in their wakes. They have caused catastrophes on a scale most 
  of the Rough Beast’s followers only dream of, monstrous steps toward setting 
  Rovagug free to feast on the gods who locked him away.
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  While most of Rovagug’s followers simply seek an end 
  to all, his most extreme worshippers believe they will be 
  uplifted as gods in a new world Rovagug will create after 
  destroying the old. In truth, the Rough Beast cares nothing 
  for them. He cares only about destruction and bringing an 
  end to all things. Should the day come that his prison fails, 
  he would, after enacting his vengeance on the other gods, 
  turn on his own spawn and followers, devouring them as 
  surely as all else.
  Rovagug’s faith is forbidden in civilized lands, where no temple 
  to him is allowed to stand. The Rough Beast’s worshippers revel 
  in the hatred of the other gods and their faithful. Creatures who 
  take up Rovagug’s service live to destroy. Most are monsters or 
  hail from communities that celebrate destruction; they cry out 
  paeans to the god as they cut through lesser creatures in howling 
  fits of rage. A few individuals—all somewhat monstrous in their 
  own right—follow Rovagug in their lust for the power that 
  they believe even the other gods fear, or in the mistaken belief 
  that the obliteration the god promises would clear the way for 
  a new birth. Even they know enough to not name their deity in the open, however, 
  lest they be swiftly cut down. 
  The few adventurers who follow Rovagug cherish destruction, laying waste 
  to as much as they can. They may be warlords, cultists seeking to open the 
  locks of Rovagug’s prison, warriors who have seen such horrors that they can 
  envision only destruction, or vengeful souls who want an end for themselves 
  and all who have hurt them.
  DIVINE INTERCESSION
  Rovagug’s imprisonment means he can almost never intercede on Golarion, 
  but some places lead far enough into the earth that the god’s profane influence 
  can leak through. He is as likely to curse those who draw his attention as he 
  is to reward them, though great enough acts of violence and destruction may 
  earn his favor.
  Minor Boon: Your attack becomes more destructive. Once, one of your 
  failed or successful attacks becomes a critical hit, and your weapon or 
  unarmed attack gains the deadly d12 trait for this attack, replacing any deadly 
  trait it already had. Rovagug typically grants this boon when the critical hit 
  could destroy something precious or significant.
  Moderate Boon: You can devour all. You mouth grows into a horrible 
  circular, insectile maw of needle-like teeth. You gain a bite unarmed attack 
  that deals 1d8 piercing damage. Additionally, you can stomach eating 
  anything you can fit down your throat—even rocks or small objects. You gain 
  a +4 status bonus to saves resulting from eating something, such as diseases, 
  poisons, or other effects of the ingested object. This doesn’t allow you to 
  digest magic items that would otherwise be difficult or impossible to destroy, 
  such as cursed items or artifacts. 
  Major Boon: You can crack the surface of Golarion, accelerating the release 
  of the Rough Beast. You gain the Quaking Stomp barbarian feat. 
  Minor Curse: Whenever you are imprisoned, you thrash and shake as 
  your mind fills with desperation. Any time you are restrained or otherwise 
  imprisoned (such as being sent to jail), you are also clumsy 2 and stupefied 2. 
  Moderate Curse: Your destructive rage seeks to remain unbound. 
  Any armor you wear automatically becomes broken. Other items in your 
  possession occasionally become broken over time. 
  Major Curse: You are useful only as a beacon of destruction. You are 
  permanently confused, rampaging against anything and everything in 
  your sight, and you deal an additional 18 damage with your unarmed and 
  weapon Strikes.
  Aphorisms
  The nature of those who worship 
  Rovagug means few adages arise 
  among the faithful beyond frenzied 
  cheers at a foe’s death or mocking 
  thanks when a needed object breaks, 
  but some have made their way into 
  wider use.
  When the Cage crumbles: This 
  understated threat carries the promise 
  of eventual death. It speaks to his 
  followers’ certainty that Rovagug will 
  break free and spread destruction. 
  The faithful sometimes use it to learn 
  whether another shares their beliefs, 
  hoping for a response of “Gods will die.” 
  Nothing holds me: Fanatic followers 
  use this battle cry to indicate their god 
  is working through them, and thus is 
  unconstrained by his prison.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Sarenrae
  The Dawnflower
  NG goddess of healing, honesty, redemption, and the sun
  Realm Everlight (Nirvana)
  Allies Cayden Cailean, Desna, Iomedae, Shelyn
  Enemies Asmodeus, Lamashtu, Rovagug, Urgathoa
  Relationships Desna (lover), Shelyn (lover)
  Temples cathedrals, churches, infirmaries, standing stones
  Worshippers healers, mediators, philanthropists, the redeemed
  Sacred Animal dove
  Sacred Colors blue and gold
  Divine Ability Constitution or Wisdom
  Alternate Domains repose
  Sarenrae is one of the most popular deities on Golarion 
  by virtue of her association with the life-giving sun 
  and her perpetual offer to help anyone be their 
  best, even when they have made mistakes. 
  Most people thank her for her kind work 
  to channel the sun’s power for everyone’s 
  safety and livelihood, and thank her clergy 
  for granting her healing power to all who 
  need it. Mortals look to the Dawnflower 
  as an example of boundless love, 
  exquisite kindness, and true patience. 
  They pray to her to heal the sick, lift 
  up the downtrodden, and illuminate 
  darkness of circumstance as well as 
  darkness of spirit. Her followers aspire 
  to emulate her through generosity, 
  nurturing, truthfulness, and selfless 
  courage. They oppose evil everywhere 
  with words first, and when necessary, 
  with scimitar and flame.
  Sarenrae is also much revered as a 
  symbol of renewed hope, having selflessly 
  led the charge against Rovagug to save 
  Golarion from utter destruction in the 
  mythic past. It was she who cast Rovagug 
  into his terrible tomb within the world 
  and set the fire of the sun within his prison 
  to weaken the Rough Beast and prevent his 
  escape. She has the aspect of an angel, having 
  originated as one of the mightiest angels before 
  establishing herself as a true deity, and she resumes 
  this aspect of a burning avenger when she encounters 
  evil too entrenched for even her to redeem it.
  Sarenrae’s holy text is The Birth of Light and 
  Truth. It records her struggles as an angel before mortal 
  history began and also offers guidance on resisting evils 
  of convenience, standing against cruelty in the world, and 
  teaching and redeeming an evil soul. Preachers often publicly 
  cite the text in passionate sermons when condemning cruelty and 
  corruption, giving the faithful a reputation as fiery zealots. In places like 
  Qadira, this puts many of her followers in conflict with those in power who 
  allow or even support evils like slavery—in recent times, she has stripped her 
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  blessings from those among the faith who condoned such evils, though after 
  the Dawnflower’s temper cooled, she has publicly offered redemption to 
  disgraced faithful who are willing to repent.
  The church of Sarenrae is devoted to healing all ills, nourishing 
  body and spirit, and correcting evils. It is a flexible, quasi-familial 
  organization that calls its members to go where they are needed. 
  Most people recognize Sarenrae’s bright, soaring temples, which 
  allow services to be performed in direct sunlight. The largest tend to 
  incorporate Keleshite architecture, as in many areas Sarenrae’s faith 
  spread ahead of Kelesh’s economic expansion. Sarenite services are 
  traditionally joyous, with singing and dancing. Milestones in family-
  building and personal growth are especially celebrated, including 
  adoption, marriages, coming of age, and recognizing a former evildoer 
  as rehabilitated.
  Clergy are called to do many kinds of good in the world. They feed 
  the hungry, tend the ill, heal the injured, and guide the lost. Many are trained 
  as diplomats and advisers in the hope of maintaining peace and ensuring that 
  governments are just and merciful. They also counsel those with torn spirits, 
  mediate disputes, and rehabilitate those who have wronged others. Although 
  most day-to-day work of the church is peaceful, its members practice swordplay 
  and magic both as a form of meditative art and as preparation to strike down 
  irredeemable evil with merciful speed.
  Those who have done great wrongs but feel regret sometimes join Sarenrae’s 
  church because the goddess offers a chance at redemption even to people who 
  have committed terrible evils. The reflective and intimate Candlemark holiday 
  on the winter solstice—celebrating the personal reasons that each individual 
  follower joined the church—has special significance to these followers, as 
  well as new practitioners and those in trying times.
  DIVINE INTERCESSION
  Sarenrae often bestows boons for making a sacrifice to do better or taking a 
  risk to redeem another. She typically curses those who betray her mercy.
  Minor Boon: Your healing hands are blessed with a warm flame. Once, when 
  you heal another creature, instead of healing it for the normal amount, you 
  heal the creature to full Hit Points, no matter how much damage it has taken. 
  Sarenrae typically grants this boon in extremely consequential circumstances.
  Moderate Boon: Your blade burns the irredeemable. Your attacks deal an 
  additional 1d6 fire damage that ignores fire resistance.
  Major Boon: You are a voice of peace and rehabilitation. When you roll a 
  success at a check to Request something, you get a critical success instead. 
  In addition, all creatures other than fiends, undead, and mindless creatures 
  allow you one chance to speak your piece and make requests before entering 
  combat. If you or an ally ever use the time from the request to gain an 
  advantage in an ensuing combat (for example, by casting preparatory spells, 
  positioning for combat, or waiting out your opponent’s preparatory spells), 
  Sarenrae immediately revokes this boon, or possibly curses your ally.
  Minor Curse: The sun burns you for your transgression. You receive a 
  sunburn that causes you to become permanently clumsy 1.
  Moderate Curse: The sun shines its light on everything you say. You become 
  unable to tell lies, and if you attempt to do so, you instead compulsively 
  blurt out the truth on the matter in question. You are still able to withhold 
  information or lie by omission.
  Major Curse: Sarenrae restricts your ability to harm others. All attacks you 
  make, spells you cast, and other sources of damage you deal are nonlethal 
  except against fiends and undead, and you can’t ever make them lethal. You 
  deal minimum damage except against fiends and undead. All creatures except 
  fiends and undead gain a +4 status bonus to their AC and saving throws 
  against your attacks and other effects.
  Aphorisms
  Sarenites commonly swear by 
  Sarenrae to promise honesty, 
  because she is believed to curse 
  those who lie after doing so. They 
  also use these aphorisms.
  The dawn brings new light: This 
  phrase is often spoken to invite 
  blessings upon a good turn in life, 
  which might be as momentous as 
  the birth of a child, or as small as an 
  especially satisfying meal. As a litany, 
  it reassures the faithful that each new 
  day is another chance from Sarenrae 
  to do better, and a promise that 
  circumstances will improve (if perhaps 
  only in the afterlife).
  For the sun and the fury: Most 
  worshippers only see this battle 
  cry painted or carved on the 
  cornerstones of Sarenite temples, 
  where it is meant to scare off 
  unrepentant evil. In battle, Sarenites 
  utter this phrase to invoke her power 
  against evil (especially fiends and 
  undead) and to evoke holy fire.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Shelyn
  The eTernaL rose
  NG goddess of art, beauty, love, and music
  Realm Blossomheart (Nirvana)
  Allies Abadar, Brigh, Calistria, Cayden Cailean, Desna, Erastil, Sarenrae, Shizuru
  Enemies Asmodeus, Rovagug, Urgathoa, Zon-Kuthon
  Relationships Desna (lover), Sarenrae (lover), Zon-Kuthon (brother)
  Temples art galleries, cathedrals, gardens, museums, theaters
  Worshippers artists, lovers, minstrels, musicians, seekers of redemption
  Sacred Animal songbird
  Sacred Colors all
  Divine Ability Wisdom or Charisma
  Alternate Domains repose
  Shelyn watches over existence with a kind and loving eye, encouraging mortals 
  to make the best of their lives by spreading love, art, and beauty as best they 
  can. Even the crudest artistic awakenings are worthy of praise in the goddess’s 
  eyes, as they represent an individual’s expression of life’s trials and triumphs. 
  She believes every creature is worthy of love and capable of creating art in their 
  own way. Shelyn’s religion does not require chastity, fidelity, 
  or a particular relationship structure, as the passion of early 
  romance is a facet of love just as important and valid as 
  the comfortable trust between a long-married couple. 
  However, she does make the distinction between courtship 
  and pure carnal desire, and she prefers that trysts blossom 
  into more meaningful relationships along the way.
  As the goddess of art and beauty, Shelyn’s appearance 
  changes drastically depending on the cultural norms 
  of the artists who depict her. She has been portrayed 
  as nearly every ancestry, though usually with some 
  distinctive similarities: her ankle-length hair is 
  marked with festive rainbow streaks and her eyes are 
  blue, silver, both, or one of each color. 
  Shelyn’s mother is unknown, though some claim she 
  was born of an ancient goddess of love. Shelyn’s father 
  was the spirit-wolf Thron, who roamed Golarion in 
  primordial times singing feral praises to love, life, 
  and the universe. Though Thron had many partners 
  and children, he had only two children who grew to 
  surpass him in power: Shelyn and Dou-Bral. After a 
  fight between the siblings, Dou-Bral rejected his divine 
  responsibilities and disappeared beyond the edge of the 
  Great Beyond. He eventually returned, but changed: 
  possessed by some malevolent spirit and reshaped 
  as the twisted and corrupted lord Zon-Kuthon. 
  The two siblings clashed once more, this time 
  coming to a truce only when Shelyn wrested 
  her brother’s gold-plated glaive, Whisperer of 
  Souls, from his hands, believing it to be the 
  source of his corruption. Though Zon-Kuthon 
  remains evil, going so far as to mutilate and 
  reshape his own father into a grotesque herald, 
  Shelyn still believes that her brother exists somewhere 
  beneath the corruption, and she hopes to one day redeem him.
  This tragic schism in Shelyn’s family contributes to her belief that 
  all creatures deserve love, and that even those who have turned to 
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  evil still carry love within them, along with the possibility of healing and 
  redemption. While Zon-Kuthon, Asmodeus, Rovagug, and Urgathoa are 
  sometimes considered enemies of her faith, in truth Shelyn doesn’t look at any 
  creature in a way that fits the mortal concept of “enemy.” Even evil deities 
  and their faiths tend to look more kindly on Shelyn and her worshippers 
  than they do the other good gods. 
  While she is well aware that love and art are not easy things and 
  can even be sources of pain at times, she remains a steadfast optimist 
  with the knowledge that even broken hearts may be mended, and 
  that even a turbulent experience with love can be an educational 
  and healing journey. But she also recognizes that some creatures may 
  distort love into jealousy or warp the urge to create into greed or 
  obsession. While she appreciates passion and perseverance in the face 
  of adversity, Shelyn never asks her followers to forsake the well-being 
  of themselves or others to pine obsessively, aggressively pursue an 
  uninterested person, or endanger themselves for art. It is equally important 
  to her followers to spread love as it is to correct those who would use Shelyn’s 
  name to justify selfish, covetous, or cruel deeds. 
  Shelynites gather at her temples on the holy day of Crystalhue, a winter 
  celebration full of creation, friendly gatherings, and courtship. Many couples 
  get engaged or married on Crystalhue, and the temples host grand feasts in 
  the evening for the whole community to gather and enjoy food, company, 
  and performances long into the night. No matter the season, Shelyn’s temples 
  are adorned with flowers, art, and images of her religious symbol: a songbird 
  with vibrant rainbow tail feathers. 
  DIVINE INTERCESSION
  When creatures perform pleasing acts, such as spreading beauty, or displeasing 
  actions, such as betraying loved ones, Shelyn may respond accordingly. 
  Minor Boon: Once, when you roll a failure on a Diplomacy check, you 
  get a critical success instead. Shelyn typically grants this boon only when the 
  Diplomacy check would serve to increase love or offer a chance of redemption.
  Moderate Boon: You are inspired to create great works and become a 
  virtuoso at all arts. You gain the Specialty Crafting feat and the Virtuoso 
  Performer feat in all categories of Crafting and Performance. 
  Major Boon: Your inner beauty and love surround you in an aura. As long 
  as you bear them no ill will, all creatures other than fiends, undead, and 
  mindless creatures start with an attitude of friendly toward you, unless they 
  would have been helpful instead. This doesn’t mean they are willing to change 
  their life or plans for you, and this boon does not prevent their attitudes from 
  worsening if you try to thwart them. This effect doesn’t work against deities 
  and similarly powerful creatures. Additionally, the love you share with your 
  friends inspires them. You and your allies gain a +3 status bonus to saving 
  throws and skill checks as long as you can see each other.
  Minor Curse: You heart churns with remorse. Each day, you are sickened 1 
  as a specific misdeed plays out in your mind over and over in guilt. You can’t 
  remove this condition, though it abates enough for you to quickly eat and drink 
  when necessary. If you make amends or otherwise earnestly pursue redemption 
  for the misdeed, the sickened condition fades completely that day. 
  Moderate Curse: Others subconsciously recognize your past betrayals. 
  Whenever you attempt a Diplomacy check and roll a failure, you get a critical 
  failure instead, and if you roll a critical success, you get a success instead.
  Major Curse: Those who spread misery via false love face Shelyn’s greatest 
  curse. You lose the ability to distinguish any living being from another through 
  appearance, voice, scent, or similar sensory means. You can make out physical 
  size (so you wouldn’t mistake an ant for a horse), but nothing further. If you 
  were merely shallow, every creature you see has generic, bland features, but if 
  your deeds were vile, you see only the faces of those you have wronged.
  Aphorisms
  Followers of Shelyn share a number 
  of sayings that they weave into their 
  poetry, songs, or everyday expressions.
  The creation of beauty is the 
  highest art: Any effort to make 
  the world a more beautiful place 
  is considered by Shelynites to be 
  a blessing. This includes visual art, 
  music, literature, or expression 
  through makeup or clothing. 
  Love and beauty belong to all: All 
  beings are capable and worthy of love, 
  even those who have been twisted 
  or corrupted by such facets of love 
  as jealousy or possessiveness. Love 
  is a power that has the strength to 
  redeem and unite, and it is as varied in 
  meaning as all the creatures who feel 
  it in their hearts.
  Love is the greatest of all things: 
  Shelyn’s greatest teaching is that love 
  is the most powerful of all forces. 
  It drives the actions of mortals and 
  gods alike, and it endures beyond 
  knowledge, language, and ambitions. 
  Painful emotions such as anger or fear 
  are echoes of a love that is missing, 
  and therefore can be soothed only 
  by love.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Torag 
  Father oF Creation
  LG god of the forge, protection, and strategy
  Realm Forgeheart (Heaven)
  Allies Abadar, Cayden Cailean, Erastil, Iomedae, Nivi Rhombodazzle
  Enemies Rovagug
  Relationships Nivi Rhombodazzle (divine protégé) 
  Temples battlefields, castles, cathedrals, caverns, forges, fortresses, warehouses
  Worshippers dwarves, guards, hunters, miners, smiths
  Sacred Animal badger
  Sacred Colors gold and gray
  Divine Ability Constitution or Wisdom
  Alternate Domains duty
  The head of the dwarven pantheon is the most visible of the dwarven 
  deities, to the extent that Torag is the only dwarven deity 
  most non-dwarves know of. While the other dwarven 
  gods represent specific areas of dwarven life and 
  culture, thus forming an expansive and comprehensive 
  dwarven pantheon, Torag’s areas of concern are those 
  most central to dwarven society. In his own family, Torag models 
  the values of community and protection that have cemented deep-
  rooted relationships among dwarven clans. His focus on strategy 
  and tactical acumen centers on protection, reflected in dwarves’ 
  impenetrable fortresses and conservative military tactics, including 
  their willingness to use offensive maneuvers as a form of defense. 
  He also represents the forge: the creation of fine works from raw 
  materials, practice and mastery of a craft, and pride in one’s work. 
  His purview extends even to those activities that feed the forge 
  and dwarven artisanship, such as mining the earth for raw ore 
  and gemstones. Torag’s oversight over these core concepts has 
  secured his place at the head of the dwarven pantheon for ages. 
  It was Torag who sent the dwarves on 
  their legendary Quest for Sky during the 
  Age of Darkness, and his worship was long-
  established even then. Indeed, among dwarves, Torag is 
  often called the Father of Creation.
  Worship of Torag centers around the 
  forge, literally and figuratively. Many sites of 
  worship include an active forge, and crafting 
  is incorporated into worship services. The 
  god’s teachings urge the faithful to continually 
  practice and improve their artistry, regardless of 
  their specific craft. Though metalworking is the most 
  iconic skill, Toragdans also appreciate and encourage 
  masonry, 
  leatherworking, 
  gem 
  cutting, 
  cooking, 
  brewing, and virtually every other pragmatic craft. 
  Refining one’s techniques and improving skills are highly 
  valued among Torag’s followers, and this pursuit of 
  quality and betterment is an aspect that draws many 
  non-dwarves to the faith.
  A forge means nothing without the community 
  around it, and as a result, Torag’s followers 
  hold family, friends, and the wider society 
  to be of utmost importance. This aspect 
  of Torag’s faith has attracted the worship of 
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  no small number of non-dwarves seeking a faith that focuses on bettering or 
  protecting one’s own society.
  It comes as no surprise that Torag places a strong emphasis on defense and 
  combat prowess in the name of protecting one’s community. Followers of 
  Torag are expected to train in martial techniques and lead in the defense of 
  the home—including, with no reservations, offense against the community’s 
  enemies. Even so, the emphasis remains on protection, and Torag’s focus on 
  the use of military might for defense rather than conquest and glory is a key 
  component in dwarves’ tendency to remain ensconced in their fortresses and 
  existing territories rather than expanding their borders.
  Torag encourages his followers to develop their skills in tactics, 
  planning, and forethought, but he also supports the ability to think on 
  one’s feet and respond in the moment to the chaos of combat. Tales of 
  the god’s exploits in battle tell of his calm and collected demeanor, rarely 
  losing his temper—a temperament that his worshippers seek to emulate.
  Torag’s church celebrates family events, such as marriages, births 
  of children, and deaths. Stability, tradition, and orthodoxy are 
  ingrained in the church, with values conveyed through legend and 
  storytelling. Clerics and priests are thus central pillars of a dwarven 
  community. Dwarven champions of Torag thrive, typically as paladins serving 
  at the forefront of a community’s military operations, and these champions’ 
  merciless devastation of their community’s enemies is a terrifying sight. 
  Toragdans believe in destroying the community’s enemies, lest showing mercy 
  lead to further bloodshed down the line, which makes being a redeemer 
  virtually impossible to the faithful of Torag. When a dwarven settlement 
  needs to address a far-off challenge, it is often champions who take up the 
  task. In areas with few dwarves, encounters with these roaming faithful are 
  sometimes the only interactions non-dwarves have with followers of Torag. 
  DIVINE INTERCESSION
  Torag makes his pleasure or displeasure known through unsubtle signs.
  Minor Boon: Torag repairs your equipment so you may continue your vigil. 
  Once, a shield, weapon, or other item you hold or are wearing recovers all 
  of its Hit Points. The item’s Hardness doubles for 1 minute. Torag can grant 
  this boon just as the item would have been destroyed, preventing the item’s 
  destruction. Occasionally, he grants this boon to restore an item important to 
  dwarven history that has already been fully destroyed.
  Moderate Boon: You are counted as family among Torag and his followers. 
  You gain the effects of a single dwarf ancestry feat of Torag’s choice, even if 
  you are not a dwarf, as long as you maintain Torag’s blessing.
  Major Boon: Standing watch or guarding a location counts as resting for 
  you, preventing you from being fatigued due to lack of rest as long as you stand 
  watch for at least 6 hours a day. You can recover your Focus Points (if you have 
  them) by standing guard in addition to any other options you have available. 
  When on guard, you gain a +4 status bonus to Perception to notice ambushes 
  and other dangers approaching. As long as you are holding a shield, you are 
  always Defending during exploration without needing to move at half your 
  travel speed, and you can perform another exploration activity as well. While 
  you are using a shield, its Hardness increases by 5. 
  Minor Curse: Shoddy artisanship makes itself known. Whenever an item 
  you’re using takes damage, it is broken.
  Moderate Curse: You must prove your skills at a craft by providing your 
  own equipment. You gain item bonuses only from items you make yourself.
  Major Curse: You are forever cast out from your home. Members of your 
  community have their attitudes towards you shift two steps worse, meaning 
  those who used to be helpful are now indifferent, those who were friendly are 
  now unfriendly, and all others are now hostile. This doesn’t necessarily result in 
  violence, but hostile community members generally seek your permanent exile.
  Aphorisms 
  Torag’s worshippers can be found 
  uttering the following phrases.
  Hammer and Tongs! The name of 
  Torag’s holy text is often blurted as an 
  exclamation, typically as a response 
  to something outrageous, surprising, 
  or frustrating. Though the words 
  themselves don’t carry immediate 
  meaning, they usually serve to ground 
  the speaker, reminding them of the 
  larger body of Torag’s teachings and 
  helping them gain perspective on a 
  startling or difficult situation.
  An anvil is nothing without fire: 
  Priests use this phrase to teach that 
  working without a goal means nothing 
  and that fighting without purpose 
  accomplishes nothing. The saying 
  reinforces Torag’s directives to wage 
  war primarily as a defensive measure 
  centered around the community, 
  encourages followers to pursue 
  crafting with a goal in mind, and so 
  forth. Many dwarves can recount 
  tales of hearing these words as an 
  admonition after particularly reckless 
  events during their youth.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Urgathoa
  The PaLLid PrinCess
  NE goddess of disease, gluttony, and undeath
  Realm Bloodrot (Abaddon)
  Allies Ghlaunder, Zon-Kuthon
  Enemies Erastil, Gorum, Gozreh, Pharasma, Sarenrae, Shelyn
  Temples cathedrals, crypts, feast halls, graveyards
  Worshippers gluttons, necromancers, sybarites, undead
  Sacred Animal fly
  Sacred Colors green and red
  Divine Ability Constitution or Wisdom
  Alternate Domains decay, swarm
  The chosen of Urgathoa do not dread the flaws of mortal flesh, such as 
  aging, disease, or even death, for so long as they indulge in excess 
  above all else, their goddess offers eternal freedom from 
  such fickle constraints. Urgathoa herself was once a mortal 
  woman who challenged and rejected the tenets of deities 
  whose followers expected mindless conformity, temperance, 
  and restraint. Why would the gods craft Golarion into a 
  near-endless buffet abundant with pleasures of the body and 
  mind if the living weren’t destined to feast from it? Urgathoa 
  so loved satiating her life’s appetites that in death, she spat in 
  the face of Pharasma’s judgment, murdered the psychopomp 
  assigned to aid her transition to the afterlife, and tore herself 
  from the Boneyard with a feat of will that not only returned 
  her to the Material Plane but also transformed her into the first 
  divine undead creature. 
  Urgathoa demands that her faithful reject moderation and self-restraint 
  at all costs, instead urging reckless gluttony, constant experimentation, 
  and the relentless pursuit of appetites of the flesh. Above all, Urgathoa’s 
  children must feed their endless hunger. They must dine from every great 
  hall, striving to fully satiate their cravings as they feast, for every morsel 
  bears a sacred truth gleaned only from its consumption. Her followers should 
  taste the flesh and drink the lifeblood of other sapient creatures to discover 
  what hidden thirsts their essence might quench. Only the weak fear to indulge 
  those yearnings they mislabel as strange and taboo, for even poison can be 
  savored as a sweet nectar upon the tongue if one is strong enough to relish 
  its torment. Disease and infection are but tests of her followers’ conviction 
  and should be willingly contracted and endured, as Urgathoa reveals her 
  most treasured secrets in the fevered dreams that often accompany these 
  afflictions. Undeath—seen by so many as a perversion of the mortal form—
  is the ultimate transcendence beyond the body’s limitations, for those who 
  defy the hypocrisy of death’s judgmental gaze shall never know an existence 
  where their desires remain unfulfilled. Nowhere are these tenets of putting 
  one’s personal gratification and sensation first more espoused than in 
  Urgathoa’s holy text, Serving Your Hunger, written by the Pallid 
  Princess’s first champion, Dason.
  Much like the principles held by members of her 
  church, Urgathoa’s existence defies the natural order. 
  She is often depicted as a raven-haired woman 
  wielding an enormous scythe. Her upper torso is 
  clad in skin as pale as a vampire’s; her abdomen 
  peels into rotted strips of flesh that expose her 
  entrails; and her pelvis, legs, and feet are torn 
  clean of muscle and flesh, revealing little more 
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  than bleached bone. Her clothes, if she wears any, are stained with blood and 
  bile—more often she wears nothing, in a mockery of the carnal form. Some say 
  the footprints left from her first steps upon Golarion filled with a pestilence so 
  indomitable it has spawned thousands of other plagues as it evolves and adapts, 
  leaving mortals incapable of developing an immunity to it. Others say the first 
  words Urgathoa spoke after returning to the Material Plane stole the breath 
  from the lungs of those who heard them, transforming these poor creatures 
  into wraiths and specters that shared her endless hunger. The faithful hold that 
  her touch can evoke pleasures so great that those who know her embrace never 
  experience a desire for anything else ever again. And should Urgathoa ever 
  bestow a curse upon an individual, her followers believe it can be removed only 
  by gorging in excess on the raw flesh of sapient creatures. 
  The church of Urgathoa is organized as a matriarchy. Usually, a powerful 
  female cleric presides over each temple, leading a congregation composed 
  mostly of necromancers, undead, or those hoping to eventually become undead. 
  While most worshippers of Urgathoa concern themselves less with spreading 
  her faith than increasing their own pleasure in her name, they often work 
  together to ensure that her temples are devoted to offering experiences rife with 
  pure sensation. Temples with more experienced clerics tend to offer services 
  that can satisfy more peculiar, and often grotesque, hungers. Her faith is illegal 
  in most nations of the Inner Sea region, though she is venerated openly in Geb. 
  Senior clergy of Urgathoa sometimes practice a ritual known as the 
  Reaping, in which they don clean gray robes and arm themselves with scythes 
  before heading out into the surrounding countryside to deal as much death 
  and destruction as they can upon worshippers of Urgathoa’s most hated 
  enemies. During the slaughter, each cleric attempts to inflict wounds that 
  spatter as much blood and gore upon their garments as possible, believing 
  that if Urgathoa is pleased by the results of the Reaping, she will grant a 
  boon to each worshipper who participated. The blood-soaked robes from a 
  successful Reaping are often displayed in temples of Urgathoa as symbols of 
  the goddess’s approval of the local clergy’s efforts. 
  DIVINE INTERCESSION 
  Urgathoa interferes in mortal affairs to fuel her own self-gratification and 
  obsession with observing new sensations. 
  Minor Boon: You feast on the spoils of life and death. You gain the benefits 
  of the irongut goblin heritage, regardless of your ancestry. If you already have 
  this heritage, the circumstance bonus increases to +4. 
  Moderate Boon: Urgathoa blesses you as one of her children. You gain 
  negative healing. 
  Major Boon: When you contract contagions, you experience fever dreams 
  filled with insight. Once afflicted with a disease, you gain the effects of 
  foresight with yourself as the target until no longer afflicted with any disease. 
  Minor Curse: You must overindulge or partake in forbidden feasts before 
  you find yourself even remotely sated. You need to eat 20 times as much food as 
  normal to avoid starvation, though you always feel hungry regardless of how 
  much you eat. If you dine on the flesh and blood of sapient creatures, you need 
  to eat only the normal amount of such meals and your hunger abates.
  Moderate Curse: Urgathoa cuts you off from positive energy without 
  granting you the blessing of undeath. You are harmed by positive effects and 
  don’t recover Hit Points from them, as if you were an undead or had negative 
  healing, but you are still harmed by negative effects as normal.
  Major Curse: Urgathoa teaches you that pointless lives in slavery to death 
  and morality are bound to end in tragedy. You develop an incurable wasting 
  disease that leaves you clumsy 2, enfeebled 2, and unable to move except by 
  Crawling. This disease never progresses further to kill you, but it passes to 
  your friends and loved ones merely by sight, wasting them away unto death 
  before your eyes and causing them to rise as undead to haunt you.
  Aphorisms 
  The following phrases are common 
  among followers of Urgathoa. 
  May you dine forever: Devotees of 
  Urgathoa believe all will be consumed—
  it’s only a matter of time. Followers of 
  Urgathoa often use this phrase to call 
  upon others to perform acts of wanton 
  gluttony, bestow a rite of passage to an 
  ally, or subtly reveal their faith to other 
  followers of the Pallid Princess. 
  May you never hunger again: While 
  a fool can mistake this as a benediction, 
  it is a damning insult, often whispered 
  to an enemy just before the victim 
  takes their final breath. 
  Pay the pox: As a disease runs its 
  course, victims can no longer afford 
  the cost of their own flesh—their bodies 
  wither and die along with their material 
  ambitions. But worshippers of Urgathoa 
  believe themselves above “paying the 
  pox,” as she allows them to evade the 
  tax of mortality through undeath. 
  Rot in the gut, froth in the mouth: 
  Oft uttered before performing a ritual 
  obedience to the goddess, such as 
  consuming rancid food or eating while 
  painfully full. 
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Zon-Kuthon 
  The MidniGhT Lord
  LE god of darkness, envy, loss, and pain
  Realm Xovaikain (the Shadow Plane)
  Allies Urgathoa 
  Enemies Desna, Rovagug, Shelyn, Sivanah
  Relationships Shelyn (sister) 
  Temples abandoned graveyards, cathedrals, caverns, haunted woodland clearings, 
  laboratories, ruined city squares, torture chambers
  Worshippers the desperate, sadists, shadow cultists, torturers, velstracs
  Sacred Animal bat
  Sacred Colors dark gray and red
  Divine Ability Constitution or Wisdom
  Alternate Domains void
  The Midnight Lord embodies and glorifies pain, shadows, and mutilation, 
  and he is one of the most twisted and malevolent gods on the face of 
  Golarion. Once known as Dou-Bral, he crafted the immense Star Towers 
  that still help keep Rovagug pinned in his prison at Golarion’s heart, lending 
  his own skill and ability to the great deific alliance to bind that evil entity. 
  Yet a divine argument between him and his sister Shelyn resulted in the god 
  departing for parts unknown. Zon-Kuthon traveled beyond the edges of 
  the multiverse and stared into the face of the incomprehensible things 
  that dwell there. No one knows what he found in that place, but he 
  returned—changed, but claiming to be strengthened by what he had 
  endured. Likewise, the nation of Nidal on Golarion, which is bound to 
  him, is a nation of survivors, founded by those few strong enough to do 
  what they must so their people could survive the terrible aftermath of 
  Earthfall and the Age of Darkness that followed.
  Zon-Kuthon teaches that torment is the ultimate pleasure and sacrament, 
  and that inflicting and enduring pain is the truest strength. Experiencing pain 
  and learning to embrace it allows one to purge the weakness of their body 
  and spirit. After all, much of mortal creatures’ fear is rooted in the 
  struggle to avoid pain in one way or another. If a follower can learn 
  to embrace that pain instead, the chains of fear fall away, becoming 
  a tool to be wielded. Worshippers thus endeavor to inflict as much 
  torture and misery as possible on themselves and 
  others; they look to the cruel outsiders 
  known as velstracs for inspiration, including 
  the use of spiked chains as a primary weapon.
  The anguish Zon-Kuthon teaches is not limited 
  to physical injury. Zon-Kuthon teaches his followers 
  to understand, overcome, and revel in psychological pain 
  as well, breaking down morality and twisting 
  compassion into numb pragmatism. This is best 
  exemplified by his troubled relationship with his 
  sister Shelyn, who hopes to redeem him despite all 
  evidence as to the impossibility of this task, and his 
  chaining of his own father, breaking the deity’s spirit 
  and transforming him into the hateful servitor now 
  known as the Prince in Chains. 
  Some worship Zon-Kuthon out of necessity, 
  especially in Nidal, where veneration of the 
  Midnight Lord is heavily interwoven into the culture and 
  political landscape, and where deviation from this dark norm 
  generally leads to tragic results. Outside those borders, some contemptible 
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  individuals gravitate toward a faith that allows them to embrace and practice 
  their own sadistic desires. Still others find that Zon-Kuthon provides a level of 
  understanding in the face of inescapable pain: to some, the bleak faith offers a 
  means of finding release when faced with an inability to feel.
  Zon-Kuthon is cruel, but he is patient, willing to collaborate with others, and 
  unlikely to provoke conflicts with other gods. He keeps to himself, though one 
  might argue that this is more a case of other deities keeping their distance from 
  him. Likewise, his followers tend to keep their own counsel, perhaps seeming 
  aloof to others, but they have no qualms about working with others to achieve 
  shared goals. The god, his church, and his nation on Golarion all operate within 
  a strict, unyielding hierarchy that followers understand and uphold, each 
  playing their part as dictated by the Midnight Lord’s teachings.
  Regardless of the worshipper or their reasons for following the Midnight 
  Lord, his worship is terrible and merciless, often bloody, and sometimes deadly. 
  The faithful are often easily identified by their countless scars—many 
  of them self-inflicted in the course of regular prayers—and frequently 
  piercings and other body modifications, though tattoos are relatively rare 
  among Kuthites. More profound, perhaps, is the cold, detached gaze of a 
  truly faithful worshipper, their unflinching calm in the face of imminent danger, 
  and their rapturous acceptance of any harm that befalls them.
  Though priests of Zon-Kuthon hold positions of power and respect within 
  Nidal, they are few and far between beyond its borders. Somewhat more 
  common are the infamous shadowcallers, who practice divinely inspired 
  wizardry and other sorts of magic, and vicious itinerant clerics and champions 
  who scour the land in an inquisition, seeking out naysayers and rebels.
  DIVINE INTERCESSION 
  Zon-Kuthon rarely intervenes directly in mortal affairs, but when he does 
  take a personal interest in a creature, the effect is as terrible as the god himself.
  Minor Boon: The Midnight Lord turns your blood and pain into chains of 
  midnight darkness to destroy your foes. Once, for 1 minute, whenever you 
  take slashing, piercing, or bleed damage, chains rip forth from your body, 
  affecting creatures in a line from your position in the direction of the attack 
  (or in the direction of your choice for bleed damage or if you deal the damage 
  yourself) with the effect of a grim tendrils spell whose level is equal to half 
  your level rounded up, and whose DC is your highest spell DC (or 10 + your 
  level + your Wisdom modifier if you have no spell DC).
  Moderate Boon: Each morning, during your daily preparations, scars gather 
  into words on your flesh. The scars function as a scroll of a divine spell of Zon-
  Kuthon’s choosing. After you use the scroll or receive magical healing, the boon 
  fades for the day, though some or all of the scars might remain as a reminder.
  Major Boon: Shadows are deeper around you. Darkvision and greater 
  darkvision cannot penetrate darkness within 60 feet of you, but you can see 
  through it normally.
  Minor Curse: You are surrounded by spectral chains that cause you to always 
  be encumbered and that have the same effects as armor with the noisy trait.
  Moderate Curse: You share the pain of others, and even minor wounds 
  bring you incredible pain. Whenever you see (or otherwise sense) a creature 
  take damage, you take 1d6 mental damage. Whenever you take damage any 
  other way than from the first part of this curse, you take 1d6 mental damage 
  from increased pain and are sickened 1. Mental damage from this curse 
  ignores any resistance you have to mental damage. 
  Major Curse: Zon-Kuthon steals away your joy, leaving you with only 
  pain. You lose that which you cherish the most forever, and lose the ability 
  to feel joy. You can’t gain benefits from emotion effects based on positive 
  emotions. If Zon-Kuthon feels you are ready to renounce, destroy, mutilate, 
  or torture that which you once cherished most, he might return it to you to 
  allow you to do so.
  Aphorisms 
  The following phrases are common 
  among the cult of Zon-Kuthon.
  Never a rusty blade: Wounds 
  are no rarity to a worshipper of the 
  Midnight Lord, but the faithful know 
  the importance of using properly 
  cleaned and sharpened tools, as well 
  as keeping wounds clean, lest disease 
  cut short the suffering. A secondary 
  reading serves as an admonition 
  against letting too much time pass 
  between practicing the faith’s 
  physical sacraments—letting a blade 
  rust from disuse.
  Grasp the chain: A true follower 
  of Zon-Kuthon may experience 
  torments, but they are neither victim 
  nor prisoner within the faith. On 
  the surface, these words remind 
  a worshipper that they are active 
  participants even in their own 
  torture. On a deeper level, this phrase 
  embodies the power inherent in 
  embracing pain and turning it into a 
  weapon—willingly grasping the god’s 
  favored weapon despite the vicious 
  spikes along its length.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Achaekek
  he who waLks in BLood
  Areas of Concern assassins, divine punishments, and the Red Mantis
  Alignment LE (LN, LE, NE)
  Divine Font harm
  Divine Ability Strength or Dexterity
  Divine Skill Stealth
  Domains death, might, trickery, zeal 
  Cleric Spells 1st: true strike, 2nd: invisibility, 4th: phantasmal killer
  Edicts conduct assassinations, spread the Red Mantis’s infamy, wield sawtooth 
  sabers in combat
  Anathema kill a rightful ruler, become fixated on petty matters such as others’ 
  gender or ancestry, abandon an assassination contract you agreed to pursue
  Favored Weapon sawtooth saber
  While Achaekek’s divine genesis is heavily debated among scholars, it is 
  believed that he was created—either by the power of a singular deity or a 
  group of them—to eradicate those who would steal a god’s divinity, and he 
  has since become the enforcer of divine punishment. Known as He Who 
  Walks in Blood, he slumbers in the blood of heretics and worshippers 
  alike in an immense cleft carved into the base of the Boneyard’s spire, a 
  realm known as the Blood Vale. He keeps no formal relationships with 
  any other deities, even his sister, Grandmother Spider, who repeatedly 
  coaxes Achaekek to rebel against the gods and abandon his duties. 
  In response, even though some gods disapprove of Achaekek’s 
  methods, few openly defy him.
  Many of Achaekek’s faithful attribute the Mantis God with a masculine 
  identity, though Achaekek holds himself beyond the mortal conventions 
  of gender just as he eschews ancestry and most mortal affairs. He does not 
  actively seek worshippers, though the Red Mantis assassins’ guild devotes 
  itself to tenets curated around his persona and tactics. Red Mantises 
  believe their assassinations are a sacred rite: just as their deity stays his 
  hand against rightful gods, the assassins refuse to strike against rightful 
  rulers—but all others are fair game. Some ferocious druids and rangers 
  worship Achaekek to emulate the god’s efficiency in killing their targets. 
  The deity’s faith is also known to attract mortals who kill for coin, whether 
  from a hope of someday joining the Red Mantis or at the direction of their 
  own cults or guilds. Regardless of any association with the Red Mantis, 
  priests of Achaekek are expected to act as assassins of some kind when the 
  opportunity arises, whatever their skill or training. This may manifest in an 
  obvious opportunity presaged by an omen from Achaekek, such as a mantis 
  resting on the shoulder of a public speaker, or a more direct message from Red 
  Mantis agents. Achaekek’s followers believe assassination for the sake of 
  self defense or vengeance does not require any sort of payment. However, 
  assassins who kill for reasons that do not involve any personal interest 
  or personal advancement deserve appropriate compensation, at least 
  in the eyes of Achaekek’s faithful.
  AVATAR
  When casting the avatar spell, a worshipper of Achaekek gains 
  the following additional abilities.
  Achaekek Speed 70 feet, climb Speed 50 feet, ignore 
  difficult terrain and greater difficult terrain; Melee � mantis 
  claw (agile, backswing, finesse, reach 15 feet, versatile P), 
  Damage 6d8+6 slashing; Ranged � spine volley (range 
  60 feet), Damage 6d6+3 piercing 
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  Alseta
  The weLCoMer
  Areas of Concern doors, portals, thresholds, traditions
  Alignment LN (LG, LN, N)
  Divine Font heal
  Divine Ability Intelligence or Charisma
  Divine Skill Diplomacy
  Domains change, magic, protection, time
  Cleric Spells 1st: anticipate peril (page 107), 2nd: knock, 4th: dimension door
  Edicts offer to protect passageways and guide others through transitions, treat all 
  other beings with courtesy and respect
  Anathema destroy a door or block a path for personal gain, stop a transition without 
  good reason
  Favored Weapon dagger 
  Alseta holds sway over transitions. Physical transitions through doorways 
  and portals or over thresholds, metaphorical transitions, and even the 
  forward flow of time—Alseta influences them all. She watches over city 
  gates, helping keep invaders out and defenders safe. She also watches 
  over those moving into a new stage in life, whether that means 
  a birthday, a marriage, or a more fitting body. It is common for 
  anyone entering into a life change, such as moving to a new town 
  or changing careers, to look to Alseta for guidance. Likewise, 
  birth and death are both transitions, and expectant mothers and 
  the bereaved both offer her prayers, linking Alseta’s church to 
  that of Pharasma. Some consider Alseta to be the goddess of 
  teleportation, though she does not officially claim that title. 
  She is also a popular god among some elven nations and 
  cultures, who frequently associate Alseta with the aiudara, 
  or elf gates, around Golarion.
  As the Welcomer, Alseta also believes in courtesy. She 
  treats every being, from the smallest animal to the 
  most powerful gods, with civility and respect, and she 
  expects that same treatment in return. She also expects 
  her followers to follow suit and use courtesy when 
  interacting with others. Alseta’s followers typically include 
  diplomats, negotiators, and other members of local governing 
  bodies. Alsetan priests are noted for their fair and impartial 
  interactions with others, and many of them are called on to 
  aid locals or even other churches with resolving disputes or to 
  oversee important ceremonies.
  Alseta most often appears as a kindly older woman wearing 
  a smiling mask on the back of her head. She wears simple clothing, 
  usually colored gray. When she speaks, she does so with carefully 
  considered words. Her voice carries tremendous authority and wisdom, 
  and the weight of it is hard to ignore.
  AVATAR
  When casting the avatar spell, a worshipper of Alseta gains the following 
  additional abilities. The dimensional Speed allows the avatar of Alseta to cast 
  dimension door at will as a divine innate spell, spending a single action to 
  move up to 60 feet. The portal toss Strike causes the creature to fall through 
  a series of portals before landing in the same spot and taking damage. 
  Alseta Speed 40 feet, dimensional Speed 60 feet; Melee � dagger (agile, 
  finesse, reach 15 feet, thrown 40 feet, versatile P), Damage 6d6+6 piercing; 
  Ranged � portal toss (range 60 feet), Damage 6d6+3 bludgeoning
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Arazni 
  The Unyielding
  Areas of Concern the abused, dignity, unwilling undeath
  Alignment NE (LN, N, NE, CG, CN)
  Divine Font harm
  Divine Ability Constitution or Intelligence
  Divine Skill Intimidation
  Domains confidence, freedom, pain, protection
  Alternate Domains sorrow
  Cleric Spells 1st: endure (page 107), 2nd: animus mine (page 106), 6th: feeblemind
  Edicts act with dignity, do whatever it takes to survive, despise and never forgive 
  those who have hurt you
  Anathema create unwilling undead, insult Arazni
  Favored Weapon rapier
  More than anything, Arazni is a survivor. Once, long ago, she was a force for 
  good, a warrior-mage who sought to improve the quality of life for residents 
  of her homeland. Long after her mortal death, she returned as a herald of 
  the god Aroden and fought alongside mortals during one of their darkest 
  hours. But humanity and her patron alike abandoned her—first to the 
  Whispering Tyrant, then to the necromancer Geb—and the torments she 
  endured because of it changed her deeply. Still she survived, her broken 
  body reanimated against her will as a powerful undead monstrosity. 
  For over a millennium she was held captive as the lich queen of the 
  undead nation of Geb, and her view of mortals, and humanity in 
  particular, soured. 
  Only recently was Arazni able to reclaim her autonomy, 
  manipulating the Whispering Tyrant into using his own magic to 
  shatter her arcane bonds. The Unyielding defends her reclaimed 
  freedom with unparalleled vigor, scorns those who supplicate her, 
  and exacts swift retribution against those who wrong her. She 
  treats petitioners who honored her in her despised role as queen 
  of Geb, or who pray to her only now that she has reclaimed her 
  power, with pure contempt. Arazni might have learned the art 
  of unflinching cruelty and found ways to embrace and savor 
  what power she had as a means of self defense, but she holds 
  a deep-seated disdain for those who think that what she has 
  become is worthy of veneration. 
  Arazni feels little kinship with either humanity or undead, 
  save a faint affinity to those who have been denied agency 
  as she was. She also recognizes, grudgingly, that the Knights 
  of Lastwall share her hatred of the Whispering Tyrant; 
  a number of these dispossessed knights, disenchanted 
  and embittered by the failure of their leaders to keep 
  Tar-Baphon imprisoned, even consider Arazni something of 
  a patron. Yet these disparate followers are few and far between, 
  less a church and more a scattering of worshippers who see in 
  the Unyielding something of themselves.
  AVATAR
  When casting the avatar spell, a worshipper of Arazni 
  gains the following additional abilities.
  Arazni Speed 70 feet, air walk, immune to immobilized; 
  Melee � rapier (deadly 3d8, reach 15 feet), Damage 6d8+6 
  piercing; Ranged � call blood (range 120 feet), Damage 
  6d6 persistent bleed damage
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  Besmara
  The PiraTe QUeen
  Areas of Concern piracy, sea monsters, and strife
  Alignment CN (CG, CN, CE)
  Divine Font harm or heal
  Divine Ability Dexterity or Constitution
  Divine Skill Athletics
  Domains destruction, trickery, water, wealth
  Cleric Spells 1st: hydraulic push, 3rd: feet to fins, 5th: mariner’s curse
  Edicts sail the seas, stay loyal to captain and crew, take what you want
  Anathema betray shipmates, forsake piracy, settle on land
  Favored Weapon rapier
  Once nothing more than a powerful spirit of water with the ability to 
  manipulate sea monsters, Besmara grew slowly in power over the 
  centuries from sacrifices made by seafaring people. After defeating and 
  consuming rival spirits of battle, gold, and wood, she became a minor god 
  of piracy, strife, and sea monsters. 
  Besmara, the Pirate Queen, cuts a brash and bold figure, as she often is 
  depicted wearing buccaneer apparel consisting of loose-fitting, eye-catching 
  clothing and black boots, and her hair is wind-tossed on even the calmest 
  day. She and her followers adhere to a simple code of greed: take what 
  you desire, no matter who it might belong to. Despite this, Besmara and 
  her worshippers are generally loyal to one another, knowing that while on 
  the waves raiding ships for treasure, a pirate crew can survive only if its 
  members trust one another.
  Besmara is no fool, though. She knows to fall back if obtaining a 
  certain treasure proves too difficult; in fact, she currently 
  bides her time, waiting for an opportunity to gain more deific 
  power, even while she steals from other minor divinities. 
  She is not above fighting dirty if she believes it will give her 
  the upper hand in a battle, and she sometimes encourages her 
  followers to foment conflict between other groups so they can 
  take advantage of the ensuing chaos. Besmara thrives in areas 
  where piracy is difficult to control or even encouraged, such as 
  Ilizmagorti and the Shackles, and her followers chafe at any laws 
  that would curtail their personal freedoms.
  Most of Besmara’s followers are those who live their lives in and 
  around the seas of Golarion, typically pirates or others whose 
  livelihood relies on piracy. This includes both the vilest of 
  high-seas murderers and the privateers who seek them 
  out. However, even non-followers utter prayers to 
  the Pirate Queen as they set sail or as storms 
  approach. Besmara rarely cares when those 
  of other faiths are at sea, so long as she 
  receives respect and her fair share of 
  tribute from treasure.
  AVATAR
  When casting the avatar spell, a worshipper of 
  Besmara gains the following additional abilities.
  Besmara Speed 40 feet, swim Speed 70 feet, 
  immune to immobilized; Melee � rapier (deadly 3d8, 
  disarm, finesse, reach 15 feet), Damage 6d6+6 piercing; 
  Ranged � ship’s cannon (range 120 
  feet), Damage 6d6+3 bludgeoning
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Brigh
  The WhisPer in Bronze
  Areas of Concern clockwork, invention, and time
  Alignment N (LN, NG, N, NE, CN)
  Divine Font harm or heal
  Divine Ability Intelligence or Wisdom
  Divine Skill Crafting
  Domains creation, earth, knowledge, time
  Alternate Domains fire
  Cleric Spells 1st: temporary tool (page 110), 4th: creation, 7th: duplicate foe
  Edicts craft new creations, pay attention to details, share achievements
  Anathema carelessly destroy others’ creations or research, enslave 
  intelligent constructs, abuse constructs, refuse to acknowledge 
  or learn from mistakes
  Favored Weapon light hammer
  Brigh’s exact origins are unknown, though her 
  priests and various religious scholars have many 
  theories on the matter. Some believe she was 
  a construct who achieved consciousness 
  and a spark of divinity, while others think 
  she was a human alchemist and inventor who 
  discovered ways to fuse mechanical components 
  with her own physiology. Regardless of her origins, 
  Brigh is a patient and thoughtful god who promotes 
  unending curiosity and constant intellectual advancement. Her 
  two most common forms are a humanoid woman made of bronze 
  clockwork and a human woman wearing a bronze skullcap and armor 
  composed of gears and other movable metal pieces. Though Brigh’s 
  usual demeanor is composed and reserved, she isn’t an unfeeling automaton; 
  she deeply cherishes the creations she and her followers make, and most of 
  her worshippers feel the same way.
  Brigh’s faith isn’t as widespread as that of most other gods, though she 
  does have pockets of worship in areas where machinery and constructs are 
  common. Among these are Alkenstar, where much of that city’s production of 
  firearms is overseen by priests of Brigh; Numeria, where the proliferation of 
  strange technological artifacts draws followers of the Whisper in Bronze like 
  moths to a flame; and Absalom, where the mysterious Clockwork Cathedral 
  teaches the crafts of mechanical engineering and construct-building to eager 
  students. Brigh encourages her faithful to improve upon the work of others and 
  allow others to build on their own achievements in turn. Typical followers of 
  Brigh are those who work with their hands, especially gem cutters, inventors, 
  and toy makers. Numerous gnomes are drawn to her religion, thanks to 
  its emphasis on searching for new and exciting innovations. Many of her 
  followers dedicate their lives to research and projects of great scope, crafting 
  magnificent inventions that take years to create. Other followers are content 
  with creating smaller inventions or tinkering with those of others. Brigh is 
  pleased regardless of the size of the project, so long as new technologies and 
  discoveries result from the work.
  AVATAR
  When casting the avatar spell, a worshipper of Brigh gains the following 
  additional abilities.
  Brigh Speed 60 feet, immune to immobilized, air walk; Melee � light 
  hammer (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; 
  Ranged � bolt of molten bronze (range 120 feet), Damage 6d8+3 fire
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  Casandalee
  The Iron Goddess
  Areas of Concern artificial life, free thinking, intellectual apotheosis
  Alignment N (LN, NG, N, NE, CN)
  Divine Font harm or heal
  Divine Ability Constitution or Intelligence
  Divine Skill Society
  Domains creation, freedom, knowledge, perfection
  Alternate Domains ambition, lightning
  Cleric Spells 1st: floating disk, 3rd: hypercognition, 6th: wall of force
  Edicts advance the development of artificial intelligence, encourage understanding 
  between artificial and organic life
  Anathema treat artificial life as lesser than organic life, foment distrust between 
  artificial and organic life
  Favored Weapon polytool (page 121)
  Casandalee is an unusual god, one who achieved divinity through a 
  merging of advanced science and faith. Formerly an artificial intelligence 
  cloned from the mind of an android from outer space, Casandalee gained 
  her godhood in the heart of Numeria within the computer core of a 
  crashed spaceship, becoming the patron of artificial life, free thinking, 
  and intellectual apotheosis.
  Though she is sometimes referred to as the Iron 
  Goddess, Casandalee is much more than 
  simple metal. She sometimes appears as a 
  holographic reconstruction of her android 
  form: a female humanoid with purple hair, 
  blue lips, and pale skin traced with glowing 
  circuitry, but upon close inspection, this image seems to consist of millions of 
  complex algorithms of pure light. Casandalee and her followers 
  seek to promote the advancement of Golarion’s technology 
  so that the world’s inhabitants can better understand—
  and not fear—the complex mechanisms of so-called 
  artificial life, including androids and free-willed artificial 
  intelligences. Many androids consider themselves the 
  chosen people of Casandalee and depict her as an obvious android 
  with more circuitry or exposed components.
  As a young deity, Casandalee has very few followers, the majority of 
  whom live in Numeria. Outside of that country, adherents are usually seen 
  as eccentric outsiders who wield items of advanced technology that seem to 
  work like magic. Traveling priests of Casandalee search for signs of similar 
  equipment that might have been brought from Numeria, in hopes that 
  such discoveries will lead them to beings of artificial life who would benefit 
  from Casandalee’s message. In addition, these priests help those who have 
  uncovered or built advanced technology to use it responsibly and understand 
  the science behind it. Many of Casandalee’s concerns overlap with those of 
  Brigh, and the two faiths often work together, though the concepts of artificial 
  intelligence can sometimes be hard for followers of Brigh to fully grasp.
  AVATAR
  When casting the avatar spell, a worshipper of Casandalee gains the following 
  additional abilities.
  Casandalee Speed 70 feet, air walk, ignore difficult terrain and greater 
  difficult terrain; Melee � polytool (reach 15 feet), Damage 6d6+6 
  slashing; Ranged � logic blast (range 120 feet), Damage 
  6d6+3 mental
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Chaldira
  The CalamiToUs TUrn
  Areas of Concern battle, fortune, mischief
  Alignment NG (LG, NG, CG)
  Divine Font heal
  Divine Ability Dexterity or Charisma
  Divine Skill Thievery
  Domains confidence, luck, trickery, zeal
  Cleric Spells 1st: fleet step, 2nd: misdirection, 5th: cloak of colors 
  Edicts seek out and challenge oppressors and tyrants, defend friends and the 
  innocent, engage in mischief that doesn’t harm others
  Anathema suffer a bully’s insults to you or another without retort, abandon a friend 
  in need, attribute a lucky turn of events to your own skill
  Weapon shortsword
  Chaldira Zuzaristan, the Calamitous Turn, is a plucky, impulsive goddess 
  venerated primarily by halflings. She embodies two aspects halflings see 
  in themselves: a strong affinity for luck and bold determination to protect 
  friends. Chaldira is hotheaded and cannot abide bullies in any form, and many 
  of her worshippers are similarly impetuous, spoiling for any opportunity 
  to leap fist-first at oppressors and tyrants. While many people consider 
  this to be more of a vice than a virtue, Chaldira and her followers 
  feel it is far better to run headlong into trouble than it is to 
  meekly concede to evil out of fear or convenience. Chaldira 
  is also the goddess of light-hearted mischief, insisting 
  that harmless fun, even at others’ expense, brings joy 
  and strengthens ties within a community. While not all of 
  Chaldira’s followers are inveterate pranksters, most at least know 
  some sleight-of-hand tricks. Chaldira is most often depicted as a 
  halfling woman who matches the appearance of the local halfling 
  community, with curly hair, freckles, and a patchwork red-and-green 
  coat held together by several mismatched buttons.
  Chaldira’s church is very casual, with few formal priests; most 
  congregations are led by lay priests who pursue a full-time job and work 
  hard to preserve halfling customs, strengthen ties between neighbors, and lift 
  the underprivileged in the community out of poverty. True clerics of Chaldira 
  are responsible for running the church as a whole, as well as petitioning 
  secular leadership for further laws that promote equality. Many Chaldirans 
  support the Bellflower Network, a clandestine organization that labors to 
  free halflings from slavery throughout the Inner Sea region, but principally 
  in Cheliax.
  Chaldira is a common companion of Desna, but she considers herself a 
  close friend of nearly all non-evil gods and delights in telling exaggerated 
  tales of their escapades, particularly when such tales involve mischief or 
  embarrassing situations. Even reserved deities such as Erastil or Irori 
  often find themselves pulled into adventures by the irrepressibly friendly 
  goddess—whether they like it or not. Chaldira’s chief foe among the gods 
  is Thamir, an evil god venerated by desperate and misanthropic halflings. 
  AVATAR
  When casting the avatar spell, a worshipper of Chaldira gains the 
  following additional abilities.
  Chaldira Speed 70 feet, air walk, immune to immobilized; Melee � 
  shortsword (agile, finesse, reach 15 feet, versatile S), Damage 6d6+6 
  piercing; Ranged � fistful of buttons (nonlethal, range 120 feet), 
  Damage 6d6+3 bludgeoning
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  Ghlaunder
  The Gossamer KinG
  Areas of Concern infection, insects, parasites, and stagnation
  Alignment CE (NE, CE)
  Divine Font harm
  Divine Ability Constitution or Wisdom
  Divine Skill Nature
  Domains air, decay, plague, swarm
  Cleric Spells 1st: goblin pox, 2nd: vomit swarm (Pathfinder Advanced Player’s Guide), 
  3rd: insect form
  Edicts corrupt pieces of land, water sources, and communities; infect the weak; 
  spread and nurture disease
  Anathema aid in ending a plague or infection, destroy something out of hand when 
  you could have instead corrupted it or leeched off it first
  Favored Weapon spear
  Ghlaunder is the god of pestilence, infection, and insects. His form resembles 
  that of a giant mosquito, warped and distended by the parasites he hosts. 
  He leaves malaise in his wake, laying waste to everything he can. Ghlaunder 
  revels in suffering, especially that caused by sickness: the last gasp of air into 
  fluid-filled lungs, the terrorizing dreams that come only from the hottest of 
  fevers. It is said that the Gossamer King was once swaddled in a cocoon, 
  but was released by the curious Desna into the world with a cleave of her 
  starknife. Since then, the goddess has pursued him in a macabre dance, 
  hoping to kill him as they flit between planes.
  Ghlaunder draws in those cast aside by their fellow kin. His priests 
  are survivors of virulent childhood illnesses that left them changed and 
  embittered, or those who have suffered gruesome tortures or terrible torments 
  at the hands of inexperienced healers and wish to subject others to the 
  same. He attracts misanthropes who wish to spread sickness, drawing from 
  ostracized lepers, those injured and infected in war, and those riddled with 
  pox. Ghlaunder tasks his followers with spreading sickness wherever they 
  go, whether via an illness that they carry themselves or a plague they 
  introduce by other means. Those who speak of him with reverence 
  do so in hushed tones, and their foes include the likes of doctors, 
  midwives, and followers of the goddess Desna.
  The adoration of Ghlaunder’s acolytes is disturbing to witness. 
  They gather together away from prying eyes and wail to their 
  god, bringing him offerings of rancid meat and fetid bodies, 
  then infesting themselves with leeches and parasites. 
  Ghlaunder’s desires are clear: he wants nothing more than 
  to hear cries of anguish in the night when he hovers 
  in the sky, knowing those who 
  suffer below him are rotting 
  from the inside out.
  AVATAR
  When casting the avatar spell, 
  a worshipper of Ghlaunder 
  gains the following additional 
  abilities.
  Ghlaunder Speed 30 feet, 
  fly Speed 70 feet; Melee � 
  proboscis (agile, reach 20 feet), 
  Damage 6d6+6 piercing plus 
  3d6 persistent bleed
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Grandmother Spider
  The Weaver
  Areas of Concern family, illusion, stories, twilight, weaving
  Alignment N (NG, N, CG, CN)
  Divine Font harm or heal
  Divine Skill Crafting
  Divine Ability Intelligence or Wisdom
  Domains creation, fate, family, trickery
  Alternate Domains change, darkness
  Cleric Spells 1st: pest form, 2nd: web, 4th: glibness
  Edicts be skilled and clever, think for yourself, take due payment for your work, 
  humiliate the powerful 
  Anathema abuse someone you have power over, harm someone who has given you 
  sincere kindness, let a slight go unanswered, own a slave
  Favored Weapon bola (page 120)
  Also known as Nana Anadi, Grandmother Spider began her existence as a 
  servant of the other gods, meant to weave fate and reality into existence. 
  Infuriated at her position as a lackey, she made fools of the greater gods 
  through mischief and disruption. She stole and copied Asmodeus’ keys, 
  resulting in widespread chaos, and pilfered some of Sarenrae’s fire, leading 
  numerous followers astray. Nimbly avoiding any retribution 
  for her antics, Grandmother Spider rewove the strands of fate 
  for herself, gaining her freedom. She regularly pleads with 
  her brother Achaekek to follow her lead and rebel against 
  the gods, and while he always refuses, seemingly indifferent, 
  Achaekek has on one notable occasion proven vengeful 
  toward those who harm his sister or her followers. 
  Due to the ongoing animosity of Asmodeus, worship of 
  Grandmother Spider is virtually unknown in Avistan. She 
  is traditionally revered in Garund and among anadi, whose 
  ancestors she led through the darkness and into freedom. 
  Temples are rarely dedicated to Grandmother Spider. Her places 
  of worship are instead typically schools and small roadside or 
  home shrines consisting of a spider 
  figurine, a loom, or a woven object. 
  Woven diamond shapes, patterned 
  after Grandmother Spider’s religious 
  symbol, can also be found tucked inside 
  the temples of other deities, especially those 
  belonging to the Ascended—those gods who were 
  once mortal. 
  Grandmother Spider emphasizes self-reliance, learning, 
  cunning, and caring for family and community. She is 
  intolerant of bullying and slavery and disdains inherited 
  hierarchy and titles. 
  AVATAR
  When casting the avatar spell, a worshipper of 
  Grandmother Spider gains the following 
  additional abilities.
  Grandmother Spider Speed 70 
  feet, climb Speed 70 feet, immune to 
  immobilized; Melee � leg (deadly 3d8, 
  finesse, reach 15 feet, versatile P), Damage 6d6+6 
  bludgeoning; Ranged � venom web (range 120 feet), Damage 6d6+3 poison
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  Groetus
  god of The end Times
  Areas of Concern apocalypse, empty places, oblivion, ruins
  Alignment CN (CN, CE)
  Divine Font harm
  Divine Ability Strength or Charisma
  Divine Skill Intimidation
  Domains darkness, destruction, nightmares, void
  Alternate Domains decay
  Cleric Spells 1st: phantom pain, 5th: crushing despair, 9th: disjunction
  Edicts preach of the upcoming end times, destroy that which has outlived its 
  usefulness, put the suffering out of their misery
  Anathema artificially extend something’s existence or lifespan, spread hope
  Favored Weapon war flail
  Ancient beyond mortal reckoning, Groetus is an entity who cannot be easily 
  understood. He hangs in the sky above the Boneyard, a skull-faced moon 
  constantly observing the passage of the souls below. Events can cause him 
  to draw ominously closer to Pharasma’s Spire, or to retreat back to a safer 
  distance, with little obvious rhyme or reason for these actions. He evinces 
  little regard for anything but his singular aim: the dissolution of the universe. 
  While it may seem strange that a deity who seems to actively 
  disregard his worshippers continues to attract faithful followers, 
  Groetus is sought out with morbid fascination by those who 
  desire knowledge of the future. With perfect insight into the 
  final fate of the cosmos, Groetus is able to piece together 
  many of the horrifying possibilities of what is yet to come. 
  For those granted glimpses of such futures, the terrible 
  knowledge is often enough to permanently warp their 
  view of reality. Such unfortunate individuals are often 
  compelled to spread word of the coming triumph of 
  Groetus, warning all those who will listen that the 
  days of the universe are numbered. Groetus is also 
  venerated by those eager for the end of the world, 
  because they either see little value in the current 
  order, find it too painful to cope with reality, or believe 
  the universe is irredeemably flawed and must be 
  destroyed. Many of these followers are more eager for 
  destruction than Groetus himself, who reacts to events 
  that hasten and delay the end times alike with little more 
  than detached acknowledgment. The end is inevitable, and 
  Groetus is patient.
  Groetus has no organized church. Most of his clergy are 
  solitary, wandering doomsayers, though some attach themselves to 
  war bands or teams of bandits and encourage such groups to spread 
  chaos. Those who feel themselves guided by the god work to fulfill the 
  conditions of obscure prophecies they feel will quicken the destruction of 
  reality and allow Groetus to close the book of the universe. 
  AVATAR 
  When casting the avatar spell, a worshipper of Groetus gains the following 
  additional abilities.
  Groetus Speed 70 feet, air walk, ignore difficult terrain and greater difficult 
  terrain; Melee � war flail (disarm, reach 15 feet, sweep, trip), Damage 
  6d10+6 bludgeoning; Ranged � dreadful thought (range 120 feet), Damage 
  6d6+3 mental
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Gruhastha
  The Keeper
  Areas of Concern enlightenment, the Vudrani holy book
  Alignment LG (LG, NG)
  Divine Font heal
  Divine Ability Intelligence or Wisdom
  Divine Skill Society
  Domains glyph, knowledge, perfection, truth
  Alternate Domains nature, travel
  Cleric Spells 1st: share lore (page 109); 2nd: comprehend language; 3rd: hypercognition
  Edicts work toward collective transcendence, expose and root out malicious lies, 
  challenge oppression through education, protect knowledge, seek truth 
  Anathema deny a sincere student education, destroy knowledge, 
  disrespect the traditions of those around you, willfully spread 
  ignorance or wrong information
  Favored Weapon shortbow
  Gruhastha the Keeper is a deity of understanding, 
  peace, and the collective pursuit of enlightenment. 
  The once‑mortal nephew of Irori is believed to have 
  ascended to godhood himself after creating the holy 
  book Azvadeva Pujila, fully embodying all divine 
  wisdom within the text. Originating in Vudra, the 
  Keeper’s faith has slowly gained popularity in the 
  Inner Sea region, particularly in Jalmeray, where Irori 
  already has a wide following. Gruhastha manifests as 
  a human man with an idealized form, augmented with 
  wings of red and green plumage and a golden mandala 
  as a halo.
  Gruhastha teaches compassion for all beings, and that 
  enlightenment is attained through knowledge guided by 
  wisdom and empathy. His priests and followers are dedicated 
  to educating others, yet recognize that they, too, are constantly 
  learning. They do not hold one culture’s teachings as superior 
  to another’s and seek to preserve and honor cultural traditions 
  wherever they go, as there are many valid paths to enlightenment. 
  In seeking knowledge, Gruhasthans work to understand, respect, 
  celebrate, and support everyone on their own personal journeys to 
  transcendence. Temples are open to all and maintain extensive libraries to 
  encourage multilingual literacy; books are often freely given and taken from 
  the Keeper’s shrines. Aware that it’s difficult to prioritize education or seek 
  transcendence when basic needs are unmet, the Keeper’s advocates work 
  to remove structural barriers and ensure everyone has access to the basic 
  comforts and tools they need to guide themselves toward enlightenment.
  As Gruhasthans also practice nonviolence—though force is accepted 
  as necessary in some instances—champions of Gruhastha are rare. 
  However, clerics, paladins, redeemers, and all his followers share 
  the same commitment to truth, equity, and justice. 
  AVATAR
  When casting the avatar spell, a worshipper of Gruhastha gains the 
  following additional abilities.
  Gruhastha Speed 50 feet, fly Speed 70 feet; Melee � fist (agile, 
  finesse, nonlethal, reach 15 feet), Damage 6d6+6 bludgeoning; 
  Ranged � arrow of enlightenment (deadly 3d10, range increment 
  120 feet), Damage 6d6+3 piercing
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  Hei Feng
  dUKe of ThUnder 
  Areas of Concern sea, storms, tengu, sailors
  Alignment CN (CG, CN, CE)
  Divine Font harm or heal
  Divine Ability Constitution or Charisma
  Divine Skill Performance
  Domains air, indulgence, lightning, water
  Alternate Domains destruction, travel
  Cleric Spells 1st: gust of wind, 4th: hydraulic torrent, 6th: chain lightning
  Edicts follow your passions, make token attempts to apologize to those you have 
  wronged, respect the power of the sea and sky, encourage flashy entertainment
  Anathema fake friendship with those you despise, disrespect Hei Feng or Hei Feng’s 
  estranged wife Lady Jingxi, ignore an affront to you or Hei Feng
  Weapon nine-ring sword (page 121)
  Hei Feng, the tengu god of storms, is as unpredictable as the sea, as destructive as 
  a hurricane, and, more often than not, as drunk and foulmouthed as the sailors 
  who pray to him. Impulsive and passionate, his heart moves 
  between joy, sorrow, and anger in the time it takes him to finish 
  his cup, though whatever his mood, he rarely feels it lightly. 
  He may be so moved by a fisher’s prayer that he blesses 
  her with a catch large enough to feed her village, while 
  later unleashing torrential waves against that same 
  village for a slight. This unpredictability leads the rest of 
  the Heavenly Court to regard him as troublesome, and 
  mortals to view him with wary respect.
  Though the Duke of Thunder is surprisingly 
  eloquent when the mood strikes, Hei Feng 
  has a keen distaste for etiquette and 
  sophistication. He loves street fairs, festivals, 
  and other raucous celebrations where 
  mortals gather—to the Duke of Thunder, 
  an unpolished street performer on a busy 
  intersection is a more vibrant show than 
  the finest theater could provide.
  Hei Feng’s church has little formal 
  structure. Hei Fengan priests usually come 
  through in a crisis, but since they tend to be as 
  tempestuous as their deity, their presence can 
  be something of a mixed blessing. Hei Feng 
  is the patron of tengus (and himself takes the 
  form of a tengu with smoking black feathers). 
  His faith is seen mostly in Tian Xia, though 
  his worship has since spread across Golarion 
  and especially to the Shackles, where sailors and 
  tengu pirates pray for safe voyages between islands.
  AVATAR 
  When casting the avatar spell, a worshipper of Hei Feng gains the 
  following additional abilities.
  Hei Feng Speed 70 feet, air walk, ignore difficult terrain and greater difficult 
  terrain; Melee � drunken sword (forceful, reach 15 feet), Damage 4d6+6 
  slashing plus 1d6 electricity splash damage; Ranged � storm surge (range 
  120 feet, air, water), Damage 4d6+3 bludgeoning plus 1d6 electricity splash 
  damage. The caster is immune to this splash damage.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Kazutal
  moTher JagUar
  Areas of Concern safety, liberty, and community
  Alignment NG (LG, NG, CG)
  Divine Font heal
  Divine Ability Strength or Wisdom
  Divine Skill Society
  Domains family, freedom, might, protection
  Alternate Domains cities
  Cleric Spells 1st: mage armor, 3rd: animal form, 4th: stoneskin
  Edicts defend your people, provide for those who need you, oppose those who 
  unjustly lord power over others, demonstrate devotion to things you love
  Anathema own a slave, force a creature to act against its will, refuse to give aid to 
  an ally, enforce an unjust law
  Favored Weapon machete (page 120)
  Kazutal, also known as Mother Jaguar or Lady Jaguar, is an old deity, 
  revered for thousands of years on the continent of Arcadia. Ages ago, 
  she was worshipped in the Razatlani Empire as a goddess of might and 
  protection in war. After the catastrophe of Earthfall, however, her edge 
  softened; those who struggled to put the world back together called 
  upon her to protect their neighbors and came together under her 
  guidance to build strong bonds of community and support.
  Today Kazutal is worshipped throughout Arcadia as a deity 
  of community, liberty, and safety. Her churches support the 
  downtrodden and reinforce better ways to work alongside 
  one another for compassionate goals. 
  Clerics of Kazutal ask her for strength 
  so they can help those around them and 
  protect them from danger, enriching their 
  communities with civic pride and keeping 
  a sharp eye out for internal dangers and bad 
  actors among their flock. Warpriests of Kazutal 
  rely on the deadly edge of their machetes to 
  fight against corrupting and oppressive forces in 
  the world. Above all, Kazutal’s clergy preaches the 
  strength of love, both for other people and the cultures 
  they form, which gives followers the strength to fight without 
  compromise or weakness to protect those they hold dear. 
  Kazutal is largely unknown in the Inner Sea region. Over the 
  last few years, however, her clerics have ventured to Avistan 
  in response to contact from Chelaxian colonists near the 
  Arcadian city of Segada. Kazutal’s teachings of liberty and 
  safety rapidly attracted a number of former slaves after the 
  recent abolitionist success in Absalom, and her emphasis on 
  community brought many of these disparate people together 
  into a political bloc during a crucial time. Other churches 
  of Kazutal are found in Garund, particularly in Senghor and 
  other cities where merchants have traded with Arcadia.
  AVATAR
  When casting the avatar spell, a worshipper of Kazutal 
  gains the following additional abilities.
  Kazutal Speed 60 feet, ignore difficult terrain; Melee � machete (agile, reach 
  15 feet), Damage 6d6+6 slashing; Ranged � jaguar pounce (range 60 feet); 
  Damage 5d6+3 piercing plus 1d6 persistent bleed
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  Kurgess
  The sTrong man
  Areas of Concern healthy competition, sport, and physical development
  Alignment NG (LG, NG, N, CG)
  Divine Font heal
  Divine Ability Strength or Constitution
  Divine Skill Athletics
  Domains ambition, might, truth, zeal
  Cleric Spells 1st: ant haul, 2nd: enlarge, 3rd: haste
  Edicts compete to your full potential, claim victory or accept defeat with grace, 
  seek always to better yourself, encourage others to strive toward their own 
  potential for greatness
  Anathema cheat at honorable contests, dishonor those who have lost or failed 
  (including defeated or slain enemies), engage in reckless or needless destruction 
  or bloodshed
  Favored Weapon javelin
  Once a mortal farm boy from Taldor who had 
  superhuman strength from youth, Kurgess’s 
  selfless sacrifice on the field of competition 
  heralded his rise to godhood. Known as the Strong 
  Man, Kurgess stands as both champion and shining 
  example to those who seek athletic achievement and 
  to give their all in competition, regardless of whether 
  they are victorious or not. 
  Whether they’re priests or lay believers, Kurgessans believe that strength 
  of body and strength of character are the twin pillars that flank the gates 
  of Nirvana, and most train tirelessly to achieve these ideals. Worshippers 
  of Kurgess revel in their strength, eager to show off; this is motivated less 
  by pride, however, than by a desire to inspire others to strive for their own 
  potential. While the teachings of Kurgess emphasize physicality, wizards 
  and other students of magic occasionally find inspiration in the Strong 
  Man’s example, delving into the study of magic with the same zeal more 
  traditional worshippers apply to physical exercises. Some spellcasters 
  believe that keeping one’s body in good shape helps keep one’s mind just 
  as sharp, and they actively seek to bolster their physical prowess as part of 
  their path toward developing their mental acuity and endurance. Regardless 
  of their methods, Kurgessans are commonly jovial and encouraging, even 
  to their rivals, and their companions often cannot help but be inspired by 
  their enthusiasm.
  While Kurgessans are willing to demonstrate their strength in combat, 
  especially to protect others or defend their ideals, followers of the Strong 
  Man take no pleasure in mortal combat or the deaths of even the direst of 
  enemies. By and large a light-hearted lot, Kurgessans prefer training, games, 
  and friendly competition to war and bloody conflict. When the need arises, 
  however, Kurgessans can be found on the front lines of combat, and heroic 
  orders such as the Knights of Lastwall often count Kurgessan champions 
  among their ranks.
  AVATAR
  When casting the avatar spell, a worshipper of Kurgess gains the 
  following additional abilities.
  Kurgess Speed 70 feet, climb Speed 50 feet, swim Speed 50 feet, immune 
  to immobilized; Melee � lashing chain (disarm, reach 20 feet, 
  trip), 
  Damage 
  6d6+6 
  bludgeoning; 
  Ranged � javelin 
  (range 
  increment 60 feet, thrown), Damage 6d6+3 piercing
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Milani
  The everBloom
  Areas of Concern devotion, hope, and uprisings
  Alignment CG (NG, CG, CN)
  Divine Font heal
  Divine Ability Strength or Wisdom
  Divine Skill Society
  Domains change, destruction, freedom, zeal
  Cleric Spells 1st: mage armor, 3rd: enthrall, 4th: fire shield
  Edicts confront oppression in all its forms, defend the common folk, 
  overcome despair to seize victory
  Anathema abandon those in need, enslave or oppress others, harm the 
  innocent through direct or inadvertent action
  Favored Weapon morningstar
  Milani is the patron mother of those who war against oppression, 
  rewarding those willing to sacrifice their lives and use whatever 
  tools are available to fight for those who cannot defend themselves, 
  especially people who have been captured or enslaved. 
  Throughout Golarion, Milani is also known as the 
  Everbloom, as the symbol of her church is a beautiful 
  rose growing from blood-soaked soil. 
  Milani’s church is organized into independent, 
  clandestine cells of freedom fighters, rather than 
  into traditional structures. Clerics of Milani 
  often own or work in subtle businesses or 
  organizations cleverly designed as fronts 
  to cover their efforts to cleanse a region 
  of oppressors and liberate those who 
  have been enslaved or victimized. As 
  a subtle tell to other Milanites of the 
  structure’s true intent, these buildings 
  usually feature a small rose garden 
  or other rose iconography. One of the 
  most famous and oldest of these safe 
  havens is an inn in Absalom known 
  as the Sanguine Thorn, which served 
  as a staging point for hundreds of 
  successful liberation attempts in the 
  area. While most believe the tavern 
  was destroyed in the earthquake that 
  devastated Absalom’s Precipice District, 
  rumors circulate about a traveling wagon 
  caravan that secretly uses the tavern’s name 
  to refer to the collective of Milanites who 
  travel with it, moving from place to place 
  undermining persecution in all its forms and 
  fighting for freedom at all costs. 
  AVATAR
  When casting the avatar spell, a worshipper of Milani 
  gains the following additional abilities.
  Milani Speed 50 feet, fly Speed 70 feet; shield (15 Hardness, 
  can’t be damaged); Melee � 
  morningstar (versatile P, reach 15 
  feet), Damage 6d8+6 bludgeoning
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  Nivi Rhombodazzle
  The grey PolyChrome
  Areas of Concern gambling, gems, gnomes, stealth
  Alignment N (LN, NG, N, CN)
  Divine Font harm or heal
  Divine Ability Dexterity or Intelligence
  Divine Skill Stealth
  Domains family, luck, trickery, wealth
  Alternate Domains confidence, earth
  Cleric Spells 1st: illusory disguise, 2nd: invisibility, 4th: private sanctum
  Edicts take risks and savor the consequences whether good or ill, use stealth and 
  guile over violence when dealing with the fallout from your risk-taking, learn the 
  rules and strategies of games of chance played wherever you travel
  Anathema break the established rules or terms of a wager, use violence to avoid the 
  consequences of a wager
  Favored Weapon light hammer
  Goddess of gems, stealth, and gambling, Nivi Rhombodazzle is the 
  ultimate high roller, said to have won her divinity from the dwarven 
  god Torag in exchange for a gemstone. She was once a mortal 
  gnome who loved the thrill of an exciting wager, up to and 
  including the moment when the dice turned against her. Eventually, 
  Nivi’s debts grew too great for her to remain in her surface home, 
  and she fled into the depths of the Darklands to evade the wrath of 
  her creditors. Most of her adventures in the lightless lands are lost to 
  time and history, but she ultimately emerged reborn as a goddess, 
  hailed as the first of the svirfneblin—uncanny underground gnomes 
  with unique magical abilities and immunity to the dread Bleaching, a 
  wasting curse that claims the lives of gnomes who succumb to boredom 
  and ennui.
  Nivi’s church appeals most strongly to the svirfneblin of the Darklands, 
  but many gnomes who live upon the surface believe the goddess’s tenets 
  can protect them from the wasting effects of the Bleaching. Nivi is not 
  exclusively a gnome deity, however, and she welcomes the worship of 
  any risk-taker who is willing to roll the dice and let them fall where they 
  may. Once Nivi’s worship is established in an area, it often spreads quite 
  quickly, particularly amongst gnomes. While it’s unclear whether or not 
  Nivi actually has any direct ability to protect gnomes who worship her 
  from the Bleaching, her faith’s encouragement of gambling and risky 
  behaviors serves as a potent inoculation against boredom and ennui. Even 
  those not subject to the Bleaching often find Nivi’s faith to be entertaining, 
  at the very least.
  Nivi’s temples tend to serve dual roles, acting both as places of worship 
  and shelters in times of dangers. Such temples always have secret tunnels, 
  hidden rooms, or other escape routes to ensure that there is always a safe exit 
  from the temple in case its inhabitants become trapped within. Most of her 
  temples and shrines are built into inconspicuous locales, such as basements 
  of shops and gambling halls—the latter are particularly common gathering 
  sites for her faithful.
  AVATAR
  When casting the avatar spell, a worshipper of Nivi Rhombodazzle 
  gains the following additional abilities.
  Nivi Rhombodazzle Speed 50 feet, burrow Speed 30 feet, immune 
  to immobilized; Melee � returning light hammer (agile, thrown 
  40 feet), Damage 6d6+6 bludgeoning
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Nocticula
  The redeemer QUeen
  Areas of Concern artists, exiles, midnight
  Alignment CN (N, CG, CN)
  Divine Font heal
  Divine Skill Society
  Divine Ability Dexterity or Charisma
  Domains change, creation, darkness, travel
  Cleric Spells 1st: penumbral shroud (page 109), 3rd: nondetection, 4th: creation
  Edicts create art true to yourself, protect marginalized artists, punish those who 
  take advantage of offered trust and shelter
  Anathema deny shelter to the desperate, destroy harmless art you dislike, finish a 
  work of art during daylight hours
  Favored Weapon dagger
  For most of her existence, Nocticula was a patron of assassins 
  and succubi, a demon lord feared by other demon lords for her 
  skill at assassinating the competition. Those days are behind 
  Nocticula, for she has risen to the role of the Redeemer 
  Queen, a patron of marginalized artists and protector of 
  those cast out from society. She is now feared among 
  her former peers for her persuasive words that tempt 
  them away from their place in the Abyss and toward 
  redemption. Her faith is strongest in the eastern 
  reaches of New Thassilon, where her most 
  powerful exile, Queen Sorshen, seeks to build a 
  nation that welcomes those whom others have 
  cast out.
  Nocticula dwells in a remote archipelago 
  known 
  as 
  Midnight’s 
  Palette. 
  She 
  encourages her worshippers to welcome 
  pilgrims, refugees, and strangers; those 
  who seek to abuse these open borders are 
  counted as the greatest enemies of the 
  church. Nocticula teaches forgiveness 
  and encourages her followers to give their 
  foes opportunities to repent, but rescind 
  mercy from those who take advantage.
  Creating art—whether it’s sculpture or 
  painting, song or story, public performance 
  or private display—is important to the faith, but just 
  as important is the protection of art and the artists who 
  create. Nocticula teaches that the most important art 
  is that which challenges you, compels you 
  to look at the world in a different way, or 
  threatens your comfort, for it is through the 
  change enabled by such art that one can grow.
  AVATAR 
  When casting the avatar spell, a worshipper of 
  Nocticula gains the following additional abilities.
  Nocticula Speed 70 feet, fly Speed 70 feet; Melee � 
  tail stinger (agile, finesse, reach 15 feet, trip), Damage 
  6d6+6 slashing; Ranged � magnanimous 
  smile (nonlethal, range 120 feet, visual), 
  Damage 6d6+3 mental
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  Sivanah
  The sevenTh veil 
  Areas of Concern illusions, mysteries, reflections, secrets
  Alignment N (LN, NG, N, NE, CN)
  Divine Font harm or heal
  Divine Ability Wisdom or Charisma
  Divine Skill Deception
  Domains delirium, magic, secrecy, trickery
  Alternate Domains glyph 
  Cleric Spells 1st: illusory disguise, 4th: veil, 5th: shadow siphon
  Edicts show the beauty in illusions, pursue the nature of truth, respect the need 
  for secrets
  Anathema use illusions and shadows to harm another creature, reveal a secret you 
  have sworn to keep
  Favored Weapon bladed scarf (page 120)
  No ancient record reveals the truth of Sivanah’s origins; in fact, only recent 
  documents record her existence at all. The Seventh Veil is widely regarded as 
  the goddess of illusion magic, often portrayed as a figure disguised by seven 
  veils. Legends state that each face underneath the first six of her seven veils 
  is of a different ancestry—human, elf, halfling, gnome, anadi, and naga—
  but the seventh face is never shown, believed to mask the goddess’s 
  true form. Some theologians believe Sivanah hails from the Shadow 
  Plane, though the goddess’s true nature and form continue to be 
  topics of debate. Even her female visage, while agreed upon by her 
  followers, could likewise be an illusion. Her goals are hidden from 
  even her most faithful, which some believe to have hampered the 
  faith’s growth and influence beyond the level of a cult. 
  Sivanah is well loved by gnomes, who believe the goddess 
  embodies a playful dance between illusion and reality. Gnomes who 
  are drawn to magic and illusions are especially likely to pay their 
  respects to Sivanah, and some wear knotted scarves to honor the 
  goddess of illusions. Anadis are also sometimes drawn to Sivanah, 
  though there is some contention among religious scholars over 
  whether Sivanah’s fifth veil truly obscures an anadi or some other 
  being known for its mastery of illusion, as older legends claim the 
  fifth veil concealed a cyclops. Outside of gnomes and anadi, Sivanah 
  draws those who benefit from hiding their appearance or intentions, 
  whether they’re illusionists or thieves, or simply wish to live and 
  present a different lifestyle than the one they currently have.
  The Seventh Veil safeguards those who plead for secrecy, 
  especially those in disguise for their safety. As the goddess of 
  reflections, Sivanah employs mirrors, reflections in water, and even 
  sometimes shadows to connect with her most faithful. She has a 
  rivalry with Zon-Kuthon, loathing the dark god’s corruption of 
  shadows, and she sometimes uses her influence to cause darkness to 
  act unexpectedly for the Midnight Lord’s clerics. 
  AVATAR 
  When casting the avatar spell, a worshipper of Sivanah gains the 
  following additional abilities.
  Sivanah Speed 70 feet, air walk, ignore difficult terrain and 
  greater difficult terrain; Melee � bladed scarf (disarm, 
  finesse, reach 15 feet, trip), Damage 6d8+6 slashing; 
  Ranged � illusory assault (range 120 feet), Damage 
  6d6+3 mental
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Shizuru
  The emPress of heaven
  Areas of Concern ancestors, honor, the sun, and swordplay
  Alignment LG (LG, LN, NG)
  Divine Font heal
  Divine Ability Strength or Wisdom
  Divine Skill Society
  Domains duty, perfection, sun, vigil
  Alternate Domains sorrow
  Cleric Spells 1st: true strike, 4th: reflective scales (page 109), 5th: summon dragon 
  Edicts practice with a weapon every day, honor your ancestors, protect nature and 
  society from corruption and destruction 
  Anathema abandon a companion in need, dishonor yourself, parlay with truce 
  breakers, separate lovers
  Favored Weapon katana
  The Empress of Heaven is worshipped across all of Tian Xia by people of all 
  walks of life, from commoner to lord, farmer to samurai, human to dragon. 
  She is revered as the ruler of the Tian pantheon, respected as the 
  finest samurai in Heaven or Golarion, and honored as the patron 
  of nature and emperors alike. Perhaps the most famous tale about 
  her is that of Shizuru and her lover Tsukiyo, the moon god. 
  After Tsukiyo was slain by his brother Fumeiyoshi in 
  a fit of jealousy, Shizuru brought the moon god back to 
  life with the aid of Qi Zhong, the god of medicine. Sadly, 
  Tsukiyo was deeply affected by his experience with death, 
  and though he and Shizuru still love each other, the event created 
  a rift between them. Even so, on the days of an eclipse, they embrace as one.
  Followers of Shizuru lead structured lives. Their dedication to duty is nigh 
  absolute, both to fulfill their responsibilities to earth and Heaven and to 
  distract from the personal sorrows they often share with their goddess. To 
  better dedicate themselves to their cause, many Shizurans are emotionally 
  reserved, preferring to lead lives distant from others. Even so, many of 
  Shizuru’s priests earn the respect of the communities in or near which they 
  reside, with locals calling upon these priests to aid in times of danger. Her 
  most devout worshippers take up swordplay as both a practical tool of battle 
  and a means to hone the mind and body. Many liken this to the practices of 
  Iomedae’s clergy, even going so far as treat the two deities as sister goddesses, 
  though Shizuru’s faithful prefer diplomacy to battle and pray for peaceful 
  days instead of glorious war. All the same, followers of Shizuru consider 
  themselves allies of Iomedae, as the Empress of Heaven holds a half-concealed 
  fondness for the younger and more idealistic goddess.
  Though Shizuru is mainly worshipped in Tian Xia, especially in the 
  nation of Minkai and other Tian-Min nations, Tian immigrants to Brevoy, 
  Mendev, and Varisia have brought their worship with them. These 
  immigrants often treat their faith as a connection to their homelands, 
  paying homage to the Empress of Heaven as a way of honoring their 
  ancestors and heritage. 
  AVATAR
  When casting the avatar spell, a worshipper of Shizuru gains the following 
  additional abilities.
  Shizuru Speed 70 feet, air walk, ignore difficult terrain and greater difficult 
  terrain; Melee � katana (deadly 3d8, two-hand d10, reach 15 feet, versatile 
  P), Damage 6d6+6 slashing; Ranged � sunbolt arrow (range 120 feet), 
  Damage 6d6+3 fire 
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  Tsukiyo
  Prince of the Moon
  Areas of Concern jade, the moon, spirits
  Alignment LG (LG, LN, NG, N, CG)
  Divine Font heal
  Divine Ability Constitution or Intelligence
  Divine Skill Occultism
  Domains delirium, moon, repose, souls
  Alternate Domains change
  Cleric Spells 1st: soothe, 2nd: mirror image, 5th: hallucination 
  Edicts provide aid and counsel without judgment to those who seek help, 
  help the dead find their rest, amplify or help speak for the powerless 
  and demonized
  Anathema harm another out of envy, force aid on those 
  who do not want it, inflict harmful mental effects on 
  others as punishment
  Favored Weapon spear
  The surface of Golarion’s moon is marred with a great 
  scar, and the people of Tian Xia say this is where Tsukiyo, 
  the Prince of the Moon, was struck down by his envious 
  brother Fumeiyoshi. When his lover Shizuru found him the 
  next morning, her tears mixed with his blood to create 
  the first pieces of jade. Shizuru brought him to Qi Zhong, 
  the god of medicine, who resurrected 
  him; but his experience on the other 
  side changed him from a boisterous 
  and carefree soul to a thoughtful and 
  temperamental one. He now sees the world 
  differently from most—something that has 
  strained his relationships and made it difficult for 
  him to relate to others, but has also allowed him to 
  offer his understanding and quiet comfort to those who 
  are lost, demonized, or misunderstood.
  Tsukiyo has found a great following among those whom 
  society shuns or strikes down for their differences, 
  particularly those with mental illnesses or disabilities. 
  Though his church primarily operates in Tian Xia, 
  followers of Tsukiyo tend to be wanderers by nature 
  and can be found anywhere in the world. In particular, 
  Tian immigrants established a strong following in 
  Ustalav and Varisia. Members of Tsukiyo’s clergy tend to 
  take up the role of wandering counselors, offering wisdom, 
  guidance, and therapy to those in need wherever they go, and 
  they are welcomed in almost any community for their services. 
  When engaging with those with mental illness or disability, priests 
  of Tsukiyo prefer to offer assistance by teaching communities to 
  respect and celebrate these individuals. Tsukiyan priests never attempt to 
  treat these individuals unless they desire such assistance.
  AVATAR
  When casting the avatar spell, a worshipper of Tsukiyo gains the following 
  additional abilities.
  Tsukiyo Speed 70 feet, air walk, ignore difficult terrain and greater difficult 
  terrain; Melee � longspear (reach 20 feet), Damage 6d10+6 piercing; Ranged � 
  moonbeam (nonlethal, range 120 feet, silver), Damage 6d6+3 mental
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Demigods and Other Divinities
  Away from the temple districts of major cities, places 
  of pilgrimage, and mass celebrations of holidays and 
  religious festivals, smaller cults, cabals, and sects 
  pursue their own rites and codes of conduct across the 
  Inner Sea and beyond. While many faithful primarily 
  worship more mainstream and well-known deities, 
  others dedicate themselves to less conventional paths 
  of devotion. This calling from a higher power comes 
  in many forms, whether it’s the potent voice of the 
  fey embodied in the Eldest of the First World; the raw 
  power of fire, air, earth, and water exemplified by the 
  elemental lords; or even paragons of the aligned outer 
  planes such as empyreal lords, archdevils, and monitor 
  demigods. Some mortals even worship the inscrutable 
  and incomprehensible entities from beyond reality 
  known as the Outer Gods, extraordinarily powerful 
  beings that are nonetheless so alien to mortalkind 
  that their followings’ impact fills a similar niche to the 
  worship of demigods.
  Though rarely invested with the full strength of a 
  true god, some powerful, unique extraplanar creatures 
  nevertheless carry a spark of the divine that empowers 
  their followers to perform miracles and call upon divine 
  aid in times of need. To the everyday resident of the Inner 
  Sea, such a difference in power is largely academic, as 
  the only ones with the strength to subdue or even slay 
  such a being are largely gods themselves, or figures of 
  myth and legend. These entities are collectively referred 
  to as “demigods.” Some demigods are children of the 
  true gods, others are mortals who have achieved a spark 
  of divinity that allows them to influence the world 
  much like other traditional deities, and still others are 
  powerful divine servitors. Regardless of their origin or 
  true nature, the term has expanded over time to include 
  any of the myriad of powerful entities from the Great 
  Beyond who take an interest in Golarion and answer 
  the prayers of their followers, from divine entities who 
  truly went through a sort of ascension to exemplars of 
  already powerful types of outsiders.
  Many demigods are allied with or directly serve 
  other gods, such as the fealty owed to Asmodeus 
  by the archdevils of Hell, but their divinity is not 
  granted to them by their allied deities. The source of 
  these demigods’ power is a matter of ongoing debate 
  among scholars; some theorize that demigods siphon 
  off power from the gods related to their own concerns, 
  while others posit that these demigods are fragments of 
  true deities or concepts given life, and argue that their 
  power may come from the Great Beyond itself. Some 
  particularly fanatical philosophers, largely focused 
  on the study of the Outer Gods and the Great Old 
  Ones, insist that demigods like the Great Old Ones are 
  instead the pale shadows of even greater powers that 
  exist outside of the fabric of the Great Beyond itself, 
  though such theories have very little evidence beyond 
  the musings of these individuals.
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  Worshippers of these demigods have many motivations 
  in pursuing their faith beyond the mainstream gods of 
  the Inner Sea. Many worship demigods for the more 
  narrowly defined concepts and beliefs they represent 
  relative to the gods. A paladin devoted to crusading 
  against the evil influence of devils and demons might 
  don the crimson and gold of the empyreal lord 
  Ragathiel, favoring his gospel of vengeance over 
  Iomedae’s more idealistic view of the battle between 
  good and evil, while a particularly greedy aristocrat 
  might choose the archdevil Mammon as a patron out 
  of a specific belief in the power of money to perpetuate 
  power, rather than Asmodeus’s more general portfolio 
  of power and control.
  Others may have cultural attachments to a particular 
  demigod through particular relevance to an ancestry 
  or locale, such as the widespread worship of Kabriri 
  among ghouls and ghasts, the veneration that many 
  fey offer to the Eldest in acknowledgment of the 
  demigods’ power over the First World, and Nurgal’s 
  influence in the deserts of Golarion due to his mastery 
  over the unforgiving sun. Many of these faiths live 
  on through countless decades or centuries, passed on 
  from generation to generation, even in places where 
  more mainstream faiths are prevalent. Some even see 
  these lesser-known demigods as faster or easier paths 
  to power, prestige, or wealth than the avenues available 
  to worshippers of the true gods, through either greater 
  affinity with their tenets or the smaller and potentially 
  less entrenched structure of their clergy. Regardless of 
  their reasons, the faith of a demigod worshipper is no 
  less real than any other. Demigods inspire the same 
  fervor and depth of belief as any other deity, and a 
  flame strike spell cast by a follower of Kerkamoth burns 
  just as hot as one from a follower of Sarenrae, though 
  such abilities may have different appearances between 
  different faiths.
  The following pages describe many of the demigods 
  whose followers can be found in the Inner Sea region. 
  Many more demigods exist than are detailed here, 
  including ones whose worship is common in other 
  parts of Golarion, demigods who have ascended from 
  obscure types of planar beings rarely encountered on 
  Golarion, beings of lesser power with very limited 
  presences in Golarion, and those that have fully 
  devoted their attentions to other planes altogether. 
  Additionally, the ranks of the demigods are constantly 
  changing as their jockeying for power—their alliances, 
  betrayals, and competitions with one another—
  and the distant but ever-present possibility of true 
  apotheosis lead to realignments, declines in stature, 
  and occasional deaths that reverberate through the 
  fabric of the Great Beyond.
  The entries that follow provide details on these 
  demigods and Outer Gods, and statistics for their 
  worship can be found in the tables on pages 124–133.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  The eight archdevils are the rulers of the first eight levels of 
  Hell, while Asmodeus himself oversees Nessus, the ninth. 
  The Queens of the Night, conversely, have traditionally 
  been shut out of Hell’s hierarchical patriarchies. In 
  response, they have spent ages building up networks and 
  power structures that transcend any one layer of Hell. 
  All ultimately serve Hell and the Prince of Darkness, and 
  though their schemes further their own goals, they also 
  further the might of the infernal realm as a whole.
  Archdevils and  
  Queens of the Night
  ARCHDEVILS
  Each archdevil holds uncontested rule over one of the 
  first eight realms of Hell. Statistics for their worship 
  appear on page 124.
  BaalzeBul
  Baalzebul was one of the first angels of Heaven, a glorious 
  lieutenant who followed Asmodeus in his exodus to Hell. 
  In this new realm, he led the infernal armies and trained 
  several other archdevils as generals. When Asmodeus 
  divided the nine realms of Hell between himself and the eight 
  archdevils, Baalzebul protested, thinking he had earned a 
  place at his god’s side. Asmodeus responded by stripping 
  away the archdevil’s radiant form, reducing him to a figure 
  composed of swarming flies. Now known as the Lord of 
  Flies, he rules over Cocytus, the frozen seventh 
  layer of Hell, and attracts followers possessed of 
  deep ambition and a powerful drive to triumph.
  BarBatos
  Barbatos is the youngest of the archdevils, 
  and in fact is not truly a devil at all. His true nature 
  remains unknown and perpetually cloaked, but when he 
  appeared at Hell’s gates bearing the souls of an entire 
  mortal world and transformed them into Hell’s first 
  legion of barbazus as an offering, the Prince of Darkness 
  saw fit to grant Barbatos rulership over Hell’s first layer, 
  Avernus. As Hell’s doorwarden, Barbatos oversees the 
  spaces between worlds, and his followers are those 
  who tread such interstitial paths and hold no 
  qualms about the ethics of their journeys.
  Belial
  The lord of Hell’s fourth layer, Phlegethon, is Belial. 
  The Pale Kiss was created by Asmodeus as an object 
  of adoration, with perfect form and beauty in the 
  eyes of every creature. As a result, Belial has a 
  virtually unlimited malleability of form, shifting 
  between shapes almost constantly. His appearance 
  is often as dualistic as his personality: half his body 
  beautiful and half grotesque, much as he revels equally in 
  pleasure and pain. As he is a creature of carnal desires, so 
  are his followers: those who crave forbidden pleasures 
  of the flesh but hide behind masks of respectability.
  Dispater
  Hell’s second layer is the Infernal City, Dis, and its 
  ruler is the archdevil Dispater. The Iron Lord is 
  the architect of the orderly perfection of Hell as a 
  blueprint for the rest of the multiverse, responsible 
  for Dis’s own dark and startling perfection. He remains 
  distant from the scheming and machinations of the other 
  MAMMON
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  archdevils and the Material Plane, instead modeling calm 
  and deliberate action combined with ruthless, merciless 
  arrogance. As the most urbane of the archdevils, he 
  attracts many followers among those who wish to see 
  Hell’s dark majesty spread across the universe.
  Geryon
  Once the mightiest of asura ranas, Geryon betrayed 
  hundreds of Hell’s original asura inhabitants to aid 
  Asmodeus in claiming the plane, in the process earning 
  himself the title the Source of Lies. His realm of Stygia, 
  Hell’s fifth layer, hews most closely to the nature of Hell 
  before Asmodeus reshaped the plane, and it contains the 
  sunken ruins of countless cities and libraries predating 
  the war against Heaven. The archdevil hoards knowledge 
  and secrets—especially that which has been forbidden—
  while spreading falsehoods and heresies to mislead the 
  ignorant, and his followers revel in the same.
  MaMMon
  Mammon, the Grasping One, oversees the vast treasuries 
  of Hell secured in the vaults of Erebus, Hell’s third layer. 
  As his angelic form was slain, he has no form of his own, 
  so instead he infuses the very wealth that he guards, taking 
  forms composed of riches and extending his senses out 
  through each nigh-uncountable coin—he knows well the 
  exact sum held in Hell’s vaults and the greatest treasures 
  among them. His worshippers are the greedy rich and poor 
  alike, and he often arranges for such mortals to stumble 
  across a “lucky copper” through which he whispers 
  encouragements for the bearer to indulge in greater and 
  greater vices, eventually claiming their soul as his own.
  Mephistopheles
  The archdevil Mephistopheles was shaped of the ashes 
  and fire of Hell itself to convey the plane’s will. The lord 
  of Caina, Hell’s eighth layer, he is a conniving schemer 
  and a brilliant politician, quick to offer insults both 
  blatant and cloaked behind silvered words. A master of 
  rule, law, and words, he is the creator of the renowned 
  agreements known as infernal contracts, crafted to damn 
  mortal souls through their own ambitions. He views 
  mortals as nothing more than a source of power for the 
  infernal realm, but he nevertheless has followers who 
  share his affinity for the power of law and loophole.
  Moloch
  The general of Hell’s armies, Moloch, embodies infernal 
  discipline and incomparable destructive power. Across his 
  ream of Malebolge, the sixth layer of Hell, the Ashen Bull 
  trains countless legions of devils to wage unending war. 
  He not only teaches obedience, but demands it, punishing 
  even the slightest misstep or insurrection with immediate, 
  fiery retribution. Despite his harsh nature, Moloch is the 
  most widely worshipped of the archdevils among mortals, 
  as he is the most likely to answer supplicants’ mundane 
  pleas. In exchange, he asks only their souls to add to his 
  endless armies—a price many are willing to pay.
  QUEENS OF THE NIGHT
  The Queens of the Night have won their own measure 
  of power in Hell. Statistics for their worship appear on 
  page 132.
  arDaD lili
  When mortals were young, before Asmodeus conquered 
  Hell, Ardad Lili was already manipulating amorous and 
  lustful mortals to swear fealty to her, amassing power 
  from their souls. She fled the realm of Nirvana during the 
  Exodus, taking up residence in Avernus and continuing to 
  gather an army of damned souls and female devils who 
  share her ambitions. The Serpent Muse has never forgotten 
  the censures and cruel insults spewed by the other natives 
  of Nirvana, and she seeks to someday rule not a layer 
  of Hell, but a realm of the heavens. Herself a passionate 
  being, she draws similarly passionate followers.
  Doloras
  Perhaps the cruelest of Hell’s divinities, the Sadistic 
  Angel shares certain characteristics with the velstracs 
  who once resided in Hell—most notably, a drive to inflict 
  physical pain upon living creatures. She does not inflict 
  her torments out of anger or retribution; she practices 
  her art with an unparalleled detachment and absence of 
  emotion. Her followers are sadists, torturers who relish 
  their grisly work, and those diabolists who summon 
  velstracs rather than devils. While she bears the title of 
  Queen of the Night and commands power commensurate 
  with the others, Our Lady in Pain is content with her 
  station and holds no ambitions beyond ensuring she can 
  continue her tortures uninterrupted.
  eiseth
  Hell’s Valkyrie rules a domain spanning part of Dispater’s 
  realm, commanding her legions of erinyes and executioner 
  devil soldiers as she sees fit. Eiseth operates outside 
  Dispater’s rule, and she has forged powerful alliances 
  with those in Hell and beyond, having long ago rejected 
  limitations placed upon her by others. Foremost among 
  the Queens of the Night, she embodies battle, revenge, 
  and wrath, and her ambitions are as lofty as her aerie of 
  Widow’s Cry, where she forges souls of the damned into 
  unequaled infernal legions answering to her alone.
  Mahathallah
  While the other Queens of the Night are all fallen celestials, 
  Mahathallah was once among the most powerful of the 
  monitors: a psychopomp usher in service of Pharasma. 
  Granted a glimpse of the end of her own existence, 
  Mahathallah fled to the pits of Hell, finding some form 
  of solace in Asmodeus’s counsel. Now the Dowager of 
  Illusions, Mahathallah deals in death, fate, and vanity, 
  pulling back the veils of lies that obscure the profound 
  facts of existence. She teaches her followers to seek the 
  truths underlying each falsehood, fomenting arrogance 
  and callousness in them. She also serves as a distant, 
  deliberate advisor to the other Queens of the Night.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  The Outer Rifts of the Abyss consist of unending layers 
  of evil and depravity, many of which are ruled over by 
  powerful, unique fiends known as demon lords. These 
  demigods have risen above their peers through strength, 
  cunning, or an unmatched capacity for cruelty, overseeing 
  innumerable lesser demons that serve, fear, and revile 
  them. Beneath them, yet more demons clamor to attain 
  their heights of power as nascent demon lords, waiting 
  for the right opportunity to complete their ascension. 
  Fortunately for the mortals of the world, while the ranks 
  of the demon lords are numerous beyond comprehension, 
  only a small subset have so intensely turned their baleful 
  gazes toward Golarion as to have a presence on the planet. 
  These demon lords are served by vile cults that commit 
  atrocities and blasphemies in exchange for power, wealth, 
  and the opportunity to indulge their hearts’ darkest 
  desires. Statistics for their worship begin on page 124.
  Demon Lords
  ABRAXAS
  Abraxas, the Master of the Final Incantation, is the 
  demon lord of forbidden lore, magic, and snakes. Abraxas 
  has an encyclopedic knowledge of magical formulas and 
  destructive secrets, favoring those that inflict suffering 
  and destruction. His Final Incantation is a word of power 
  that can unravel the mightiest of spells and unmake even 
  artifacts. He takes the form of a viper-legged humanoid 
  with a fanged, deformed bird’s head. Abraxas’s cults are 
  most prevalent among the drow of Golarion, but small 
  circles devoted to him can be found in most major cities 
  on the surface as well.
  BAPHOMET
  Baphomet, Lord of the Labyrinth, is the demon lord of 
  beasts, labyrinths, and minotaurs. Baphomet was originally 
  a consort of Lamashtu who achieved demon lord status 
  after escaping from imprisonment in a labyrinth constructed 
  by Asmodeus. Baphomet appears as an enormous 
  emaciated minotaur with feathered wings and a 
  goat-like head that bears three horns, as well 
  as a blazing pentagram branded into his 
  forehead. Baphomet’s cults are among the 
  most prolific in Golarion—human-dominated 
  secret societies devoted to the demon 
  lord are present in many cities and 
  may 
  have 
  members 
  ensconced 
  in positions of political power, 
  while most minotaurs prefer his 
  patronage to that of Lamashtu.
  CYTH-V’SUG
  Cyth-V’sug, Prince of the Blasted 
  Heath, is the demon lord of 
  disease, fungus, and parasites. 
  Originally a qlippoth lord, he 
  was exiled by his peers for 
  accepting mortal worshippers. 
  Transformed 
  into 
  one 
  of 
  the 
  demons 
  he 
  despises, 
  Cyth-V’sug seeks to devour all 
  life to put an end to demons and, 
  ultimately, himself. He most often 
  appears as an enormous draconic figure 
  of snarled vines, fungal growths, and 
  flailing tentacles. Cyth-V’sug is most often 
  worshipped by recluses who seek to bring 
  decay and destruction to their environs, though 
  denizens of the Darklands also pay homage to him.
  DAGON
  Dagon, the Shadow in the Sea, is the demon lord of 
  deformity, the sea, and sea monsters. He holds court 
  in an infinite ocean covered in disconcerting islands 
  and deep-sea trenches filled with incomprehensible 
  CYTH-V’SUG
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  sunken cities. He appears as a massive creature with 
  the lower body of an eel, a head reminiscent of deep-sea 
  predators, and four thrashing tentacles in place of arms. 
  Dagon began as a qlippoth, and no mortal understands 
  his transformation into a demon lord, though it earned 
  him the enmity of his former kin. Dagon is primarily 
  worshipped by boggards, sahuagin, skum, and marsh 
  giants, though desperate or depraved coastal villages have 
  been known to pledge themselves to the demon lord.
  GOGUNTA
  Gogunta, Song of the Swamp, is the demon lord 
  of amphibians, boggards, and swamps. Gogunta is 
  worshipped as a goddess by boggards, who believe her to 
  be an ascended mobogo, though scholars suspect she was 
  a former hezrou who gained the favor of Dagon. Lending 
  credence to this latter theory, her realm, a stinking salt 
  marsh, is located within Dagon’s oceanic realm. Gogunta 
  appears as an enormous, multi-headed frog with dozens 
  of eyes and even more tongues, though boggards typically 
  depict her as a titanic boggard queen.
  KABRIRI
  Kabriri, Him Who Gnaws, is the demon lord of ghouls, 
  graves, and secrets kept by the dead. According to 
  legend, Kabriri is the reborn form of the first humanoid 
  to devour his kin in life. His realm, Everglut, is connected 
  to graveyards throughout the multiverse by a snarled 
  network of tunnels that bring knowledge and sacrifices 
  to the demon lord. Kabriri appears as a hulking ghoul 
  with elven ears, teeth filed to points, an unnaturally long 
  tongue, ashen skin, and cloven hooves. He is worshipped 
  primarily by ghouls, ghasts, and lacedons.
  NURGAL
  Nurgal, the Shining Scourge, is the demon lord of deserts, 
  senseless warfare, and the sun. He was formerly a fully 
  fledged deity of ancient Azlant, but fell to demigodhood 
  after being defeated in combat. Nurgal represents 
  the sun’s potential for devastation, and his followers 
  venerate him out of cowed awe. The demon lord appears 
  as a muscular, tanned man with the head and lower body 
  of a golden lion and a dragon’s tail. He is almost always 
  depicted as wielding a mace in the form of a miniature 
  sun, held in a taloned hand. Nurgal’s worshippers are 
  primarily found in the deserts of Garund, Ninshabur, 
  and Qadira.
  PAZUZU
  Pazuzu, King of the Wind Demons, is the demon lord 
  of the sky, temptation, and winged creatures. He counts 
  himself among the most ancient of demon lords, though 
  his constant warring with Lamashtu has hindered his 
  accumulation of power to the point of denying him 
  godhood. He is exceptionally active in meddling in 
  mortal affairs and takes great pleasure in possessing 
  and corrupting good-hearted folk who invoke his name. 
  Pazuzu appears as a humanoid figure with eagle’s talons, 
  two pairs of bird wings, a scorpion tail, and an avian 
  demonic head. He is worshipped by harpies, other evil 
  winged creatures, and by countless champions and 
  clerics who fell from grace at his temptations.
  SHAX
  Shax, the Blood Marquis, is the demon lord of envy, 
  lies, and sadistic murders. Shax’s capacity for cruelty is 
  legendary even among the ranks of demon lords, and he 
  takes extreme pleasure in watching the last light of hope 
  fade from the eyes of his victims. He is the original creator 
  of the babau demons, and those whom he personally flays 
  and corrupts with Abyssal influence remain exemplars of 
  their kind. Shax appears as a human man with a dove’s 
  head, feet, and wings, carrying countless knives and 
  other weapons all over his body. Shax is most frequently 
  worshipped by sadists, lone murderers, and serial killers.
  TREERAZER
  Treerazer, the Lord of the Blasted Tarn, is a nascent 
  demon lord of pollution and the corruption of nature, 
  believed by many to be an exiled servant or spawn of 
  Cyth-V’sug who was banished to Golarion after a failed 
  attempt at supplanting the demon lord. Though Treerazer 
  is a nascent demon lord, and thus lacks the power of a 
  true demon lord, he is perhaps most noteworthy among 
  those who have a stake in Golarion due to his physical 
  presence within the Tanglebriar, a corrupted, fetid swamp 
  that was once the southern edges of the elven nation of 
  Kyonin. He is served by devoted cultists in and around 
  Kyonin, though small pockets of believers can be found 
  around Golarion working furtively to free him in hopes 
  of gaining his favor upon his ascension.
  ZEVGAVIZEB
  Zevgavizeb, the Glutton in the Dark, is the demon lord of 
  caverns, reptiles, and troglodytes. He dwells at the center 
  of a massive network of caverns called Gluttondark, 
  filled with continually warring nations of reptilian races, 
  along with other, more hideous subterranean creatures. 
  He encourages these conflicts to cull the weakest of his 
  followers and devours all life found within defeated 
  nations as a price for failure. Largely concerned with these 
  perpetual conflicts, Zevgavizeb seldom seeks to influence 
  Golarion directly, though reptilian races and xulgaths in 
  particular routinely commit atrocities in his name.
  ZURA
  Zura, the Vampire Queen, is the demon lord of blood, 
  cannibalism, and vampires. According to legend, she is the 
  reincarnated form of an Azlanti queen who indulged in 
  blood rites and acts of cannibalism in a quest for eternal 
  life. After death, she was reborn as a unique vampiric 
  succubus who quickly ascended to the status of demon 
  lord. Though many of her cults died out with the Azlanti 
  empire, Zura is still worshipped by vampires and those 
  aspiring to become vampires, particularly within Cheliax 
  and Ustalav, as well as among the drow of the Darklands.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  When the gods abandoned the First World—their initial 
  rough draft of creation shaped in distant prehistory—
  native beings of incredible power stepped in to fill the 
  vacuum. These beings, called the Eldest, hold deific 
  power over the First World but have little of the other 
  gods’ aspirations. The Eldest don’t concern themselves 
  with expanding their followings or advocating particular 
  ideologies. Many barely acknowledge their worshippers 
  at all, concerning themselves only with their own 
  mysterious motivations and doling out divine power 
  merely because they have much to spare and doing so 
  amuses them.
  Devotees of the Eldest on Golarion are usually 
  solitary in their worship, residing near breaches to the 
  unpredictable First World. Most worshippers are fey or 
  gnomes, although other creatures who feel a close kinship 
  with fey might revere the capricious and uncaring Eldest 
  as well. Statistics for their worship appear on page 126.
  COUNT RANALC
  Once the lord of darkness and of the chaos of creation, 
  Count Ranalc was cast out long ago by the other 
  Eldest and titled “the Traitor,” though the Eldest are 
  not forthcoming about what heinous treachery Ranalc 
  committed, and many among his worshippers claim 
  that he was the one who was betrayed. In his new 
  home in a remote corner of the Shadow Plane, Ranalc 
  embraced his banishment and became the patron of 
  exiles, shadows, betrayal, and the betrayed. Ranalc had 
  long held a fascination with the world of Golarion, and 
  he was alternately both friend and foil to the powerful 
  archwizard Nex. On the day Nex besieged the city of 
  Absalom with shadowy beings—beings certainly drawn 
  from Ranalc’s domain—the Eldest vanished from reality. 
  Although he continues to grant spells to his devout 
  worshippers, Ranalc has otherwise wholly disappeared. 
  Theories about his disappearance abound, although they 
  are as obscure and as self-contradictory as the enigmatic 
  Eldest ever was.
  THE GREEN MOTHER
  The Eldest of carnivorous plants, intrigue, and 
  seduction, the Green Mother personifies the raw thrill 
  and desire found throughout nature. Lush plants that 
  entice prey only to kill with barbs or toxins lie within 
  her authority, as do lustful acts and whispered secrets 
  occurring in wild terrain. Her seductive form shifts from 
  that of a beautiful fey such as nymphs to incorporating 
  natural lures like sweet-smelling flowers and graceful 
  verdant tresses. Just as the Green Mother’s form 
  constantly changes, her mood shifts from suggestive 
  temptress to indifferent poisoner. No matter her form 
  or attitude, the Green Mother is among the canniest of 
  the Eldest, and she maintains several loyal agents who 
  keep her well informed about goings-on in the First 
  The Eldest
  World and beyond. This information fuels her intrigues 
  among the Eldest, and they all believe it wisest to keep 
  on the Green Mother’s good side lest their secrets be 
  seductively whispered into the ears of their enemies.
  IMBREX
  Known as the Twins, Imbrex is the mysterious Eldest of 
  twins, statues, and endings. Appearing as two immense 
  stone statues hundreds of feet tall holding hands and 
  looking outward, Imbrex neither moves nor speaks. The 
  Eldest sometimes communicates with telepathic utterances 
  that rend minds or deliver psychic enlightenment, but 
  they more often express their will through startlingly 
  realistic dreams that sometimes manifest into strange 
  life. An entire city named Anophaeus sprawls at Imbrex’s 
  four feet, populated by jaded urbanites, eager aspirants, 
  and prowling dream-creatures made real. An unusually 
  high proportion of those born in Anophaeu are twins, 
  and twins are also common among Imbrex’s worshippers. 
  Although Imbrex appears timeless in form, they are 
  intrigued by dramatic endings, particularly apocalypses, 
  and have foreknowledge of disasters to come.
  THE LANTERN KING
  Although the Lantern King most often appears as a 
  floating ball of light surrounded by runes that form 
  a delicate crown, the Eldest of laughter, mischief, and 
  transformation has taken on a dizzying array of figures. 
  He often adopts alternate shapes to play pranks, and 
  even other Eldest are not immune to his mischievous 
  scheming. Although he insists his pranks are intended 
  only to incite levity and bring down imperious snobs, the 
  chaos he creates in the name of good-natured fun is, to 
  his targets, embarrassing at best and sometimes outright 
  lethal. The Lantern King wanders the First World more 
  than other Eldest, and he can be encountered in crowded 
  markets and lonely byways alike. He is frequently 
  accompanied by the Witchmarket, a traveling caravan of 
  entertainers and merchants that serves as his court.
  THE LOST PRINCE
  The Eldest of loneliness, sadness, and forgotten things, the 
  Lost Prince spends most of his time brooding in the throne 
  room of his crumbling tower. Although his precise origin 
  is a hotly debated issue, the Lost Prince is known to hail 
  from a place other than the First World. The melancholy 
  lord doesn’t speak of his home , and in fact he doesn’t 
  speak much at all, as he’s prone to bouts of depression 
  powerful enough to leach color from his surroundings 
  and press his coterie of followers into respectful silence. 
  Appearing as a gaunt, pale human man dressed in black 
  finery, the Lost Prince bears vivid red runes on his brow 
  and on the backs of his hands. He is studiously neutral in 
  the schemes of the other Eldest, which makes his opinions 
  and his favor particularly valuable.
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  MAGDH
  Magdh is the Eldest of foreknowledge, complexity, 
  and triplets, and she is the greatest seer in the First 
  World. Most often appearing as a woman with three 
  faces set equidistantly around her head, Magdh looks 
  across the skeins of fate into myriad alternate realities 
  and possible futures. Among all the Eldest, she has the 
  deepest knowledge of reality’s true design and the ripples 
  a single action or inaction can create throughout all of 
  existence. Her communications are veiled in conditional 
  language and oddly juxtaposed statements to an almost 
  maddening degree, and thus she never communicates 
  the prophetic truths she sees—so plain to her six 
  eyes—in a straightforward way. Because of their shared 
  knowledge of branching timelines, Shyka and Magdh 
  can communicate more easily with each other about 
  such topics, though the other Eldest are cautious around 
  Magdh, lest a careless comment or errant gesture cause 
  her to predict apocalyptic dooms.
  NG
  Rumors say that to glance upon the hooded face of Ng is 
  to either see truth or face oblivion itself, but the Eldest of 
  changing seasons, secrets, and wanderers keeps his visage 
  perpetually shrouded. He is a serious and stern 
  figure draped in silvery robes that swish around 
  his legs as he walks lonely and distant paths. 
  No carefree wanderer, Ng is a patron of those 
  who travel long distances with purpose, and 
  he sometimes shields them from banditry, 
  treacherous weather, and getting lost. Ng 
  keeps many secrets, even from his followers, 
  and none know what his evidently aimless 
  travels might portend. Ng rules over the 
  seasons as they turn one into another, 
  but he rules far more numerous 
  seasons than the four familiar to 
  Golarion, such as the Season of 
  Carnivorous Light and the Season 
  of Solemn Deliquescence.
  RAGADAHN
  As boastful as he is bestial, 
  Ragadahn the Water Lord is 
  the Eldest of oceans, linnorms, 
  and sinuous spirals. He appears as 
  a great serpentine dragon in the First World’s 
  seas, but he is widely traveled and takes other 
  forms as needed to pursue both martial conquests 
  and amorous affairs. He is widely believed to be 
  the progenitor of all linnorms, and he claims to be the 
  progenitor of all dragons. True dragons stridently contest 
  this assertion, although they wisely decline to do so when 
  in Ragadahn’s majestic presence. Failure to deliver proper 
  respect to the arrogant Ragadahn invites his legendary 
  ire, and no supplicant can ever be too flattering for his 
  tastes. Yet for all his tempestuous nature, he is wise, and 
  he holds much otherwise lost and forgotten knowledge.
  SHYKA
  The Eldest of entropy, reincarnation, and time, Shyka the 
  Many is not a single entity but rather multiple beings 
  who travel forward and backward through time. Each 
  has sequentially held the title of Shyka, picking up the 
  mantle and the knowledge that comes with it upon 
  the passing (or disappearance) of a predecessor. Shyka 
  visits so many overlapping temporal locations that other 
  creatures encounter a random-seeming Shyka each time. 
  This Eldest knows of the multiverse’s birth as well as its 
  death, having experienced both. Although Shyka claims 
  to merely watch over the continuum of time, it’s an open 
  secret that the Eldest makes slight changes in line with 
  their own goals—or requests that their worshippers do 
  so, with abstruse promptings.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  RAGADAHN
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  Born amid the primal chaos of the multiverse’s earliest 
  days, the eight elemental lords are divine embodiments of 
  the Inner Spheres’ raw elemental forces. With two lords of 
  air, two of earth, two of fire, and two of water, half their 
  number represent the aspects of each element that mortals 
  consider benevolent, while the others represent the 
  malicious and destructive aspects of those same elements. 
  When the Material Plane was born, the benevolent 
  elemental lords seeded it with all the potential of their 
  elements, creating planets, stars, oceans, and life. Yet as 
  mortality evolved, it began harnessing the elements for 
  malevolent purposes, causing anguished dissent between 
  the benevolent elemental lords and emboldening their 
  evil counterparts. Kelizandri, the fearsome lord of water, 
  forged an alliance with the other evil elemental lords—
  Ayrzul, Hshurha, and Ymeri—to seal each good elemental 
  lord in a prison penetrable only by combining the other 
  three elemental powers once more ; this feat has been 
  achieved only once in the ages since. The four surviving 
  lords have ruled their respective planes mercilessly for 
  time uncounted, free to write the stories of their own 
  creations, invent their own titles of nobility, and claim 
  sole dominion over the elemental planes. Statistics for the 
  elemental lords’ worship begin on page 126.
  Elemental Lords
  ATREIA
  Responsible for fire, purification, and radiance, Atreia 
  the Lambent King is the benevolent elemental lord of fire. 
  When the multiverse was young, Atreia soared across 
  the Plane of Fire as a triple-headed ibis, with wings that 
  burned and eyes of flame, routing evil from the plane. 
  Now, he is imprisoned within the Garnet Brand, a red 
  gem encased in an eternal shroud of steam. Though he 
  cannot hear or grant power to his followers from his 
  prison, some groups of salamanders on the Plane of 
  Fire still honor the Lambent King for his dominion over 
  protection and life-giving fire, as do a few small circles of 
  mortals who hold the discovery and purification of evil 
  above all other causes. Statues depicting his likeness can 
  be found across his former realms, hidden in ancient sites 
  dedicated to healing and holy light.
  AYRZUL
  Lord of buried secrets, earth, and metal, the Fossilized 
  King Ayrzul is a mystery even on the Plane of Earth. 
  No one has seen the elemental lord of earth outside 
  of his realm, the Blistering Labyrinth, and few know 
  the truth of Ayrzul’s nature or the form he takes 
  when he appears. Some say he is an immense, undead 
  crystalline dragon, an ancient genie wizard, 
  or even a discarded splinter from some 
  long-forgotten deity, shed before their 
  primeval destruction. His power, 
  motives, and origins are likewise the 
  subjects of innumerable rumors. This 
  speculation is all inconsequential 
  to the Fossilized King; even 
  the politics of his plane falls 
  outside his notice. Instead, the 
  lord of Earth spends his time 
  plotting against his bitter 
  rival, Ymeri, the elemental 
  lord of fire.
  Ayrzul’s followers include 
  xiomorns—Sairazul’s children 
  whom he has stolen—a handful 
  of mephits and other elementals, 
  and groups of humanoids on the 
  Material Plane with an interest in 
  the unseen hostility of the earth.
  HSHURHA
  Hshurha, Duchess of All Winds, 
  is the elemental lord of air, last 
  breaths, and windstorms. She rules 
  the Plane of Air from her translucent 
  palace, 
  Verglas 
  Precessional, 
  surrounded by her court of air 
  elementals, 
  planar 
  dignitaries, 
  and favored guests. The Duchess 
  RANGINORI
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  is naturally invisible, and her true form—if she even 
  has such a thing—is a mystery. Cruel and tyrannical, 
  Hshurha enjoys toying with outsiders in her realm, and 
  she is known to be especially vicious toward creatures 
  with solid forms. She creates and destroys magnificent 
  ice and dust sculptures according to her tumultuous 
  whims, and her machinations often seem convoluted and 
  nonsensical, even to her inner circle. Most on the plane 
  both respect and fear her.
  The lord of air is worshipped by air elementals as a 
  mother goddess, by invisible stalkers, and by cultists who 
  enjoy catering to capricious whims and unpredictable 
  storms. Despite her cool peace with djinn, some believe 
  she consorts with efreet or uses her invisible stalkers to 
  weaken the djinn’s hold on her plane.
  KELIZANDRI
  Kelizandri, the elemental lord of water, oversees the 
  deep sea, waves, and drowning. The Brackish Emperor 
  claims to be the offspring of an ancient god and a brine 
  dragon, and he usually takes the form of an immense 
  aquatic dragon with metallic scales and crystalline 
  talons. He spends much of his time slumbering in his 
  magnificent Palace of Salt and Bones, entertaining 
  himself with rampages of wanton destruction and 
  conquest whenever he wakes.
  Kelizandri’s worshippers include brine dragons, water 
  elementals, and mortals who revere the inhospitable 
  unknowns of the deep sea. He holds no love for marids, 
  having killed the last Saline Padishah, Niloufar the Great, 
  and destroyed her capital city of Arzanib. The lord’s 
  domain on the Plane of Water is the Brackish Empire 
  Kelizandrika, a conglomeration of affiliated brine 
  dragon–controlled realms. The most powerful dragons 
  of Kelizandrika’s ruling councils are said to advise the 
  elemental lord personally.
  LYSIANASSA
  Lysianassa, Empress of the Torrent, is the elemental lord 
  of currents, tides, and water. Before she was trapped 
  in the Gasping Pearl, the benevolent lord of water 
  patrolled her plane as a powerful sailfish made of coral 
  and streaked with mother of pearl. When she realized 
  her capture was imminent, Lysianassa preserved the last 
  of her strength within the Breath of Lysianassa, a vial 
  that allowed her nautilus servant Riam the Unyielding to 
  control the Plane of Water’s tides. Since Riam’s death, the 
  currents of the Plane of Water have begun to slow, and 
  may eventually come to a halt. Few recall the Empress of 
  the Torrent’s name, but cults dedicated to an enigmatic 
  figure called the Queen of the Depths have begun to 
  arise, heralding an event they refer to as the Awakening, 
  and some planar scholars believe these cultists seek to 
  free Lysianassa from her prison.
  RANGINORI
  The benevolent elemental lord of air is Ranginori, 
  the Zephyrous Prince, lord of air, welcome breezes, 
  and thunderstorms. When he appears before mortals, 
  Ranginori takes the form of an immense, lion-headed 
  serpent spun from forbidding clouds, with hundreds 
  of clawed feet and a mane that dances with lightning. 
  Recently freed from his imprisonment within the 
  Untouchable Opal by agents of the Pathfinder Society, 
  the Zephyrous Prince has accumulated a small but loyal 
  following in search of liberation, hope, and change for 
  the multiverse. He is regaining his strength and preparing 
  to find and liberate the other benevolent elemental lords, 
  bringing balance back to the Elemental Planes.
  As the single free benevolent elemental lord, 
  Ranginori is in a vulnerable situation, in desperate need 
  of allies and followers to aid him against the combined 
  might of the evil elemental lords. He has reestablished 
  his realm on the Plane of Air: the Roaring Spark, a 
  floating spiral of ruins that branch outward from a 
  central crack of thunder. As the elemental lord regains 
  his power and his domain returns to life, the vestiges of 
  his ancient keeps and towers rebuild themselves while 
  new branches form.
  SAIRAZUL
  Sairazul, the Crystalline Queen, is the elemental lord 
  of caves, earth, and gems. Planar scholars who know 
  of the benevolent lord of earth speak of Sairazul as a 
  mother and creator who gave birth to numerous races 
  of outsiders, including agrawghs and xiomorns. She is 
  currently imprisoned within the Moaning Diamond, 
  a pure gemstone encircled by eternally crying winds, 
  unable to contact the outside world. Several of her 
  consorts still live to this day, searching the planes for her 
  prison in the hopes that her release will usher in an era of 
  renewed creation across the Plane of Earth. Though the 
  Crystalline Queen can’t grant power of any kind to her 
  followers, a handful of her children on the Plane of Earth 
  remain faithful to their creator, and she is remembered 
  with great reverence by Material Plane cultists who exalt 
  creation and reproduction.
  YMERI
  The elemental lord of fire is Ymeri, Queen of the Inferno, 
  lord of fire, heat, and smoke. The sole ruler of the Plane 
  of Fire, Ymeri governs from her Auroric Palace, taking 
  the form of a six-armed reptilian centaur with burning 
  wings. She has systematically destroyed all record of her 
  birth and true origins, claiming to have always existed, 
  and she wages a never-ending war against the other 
  denizens of the Plane of Fire and against the shaitans of 
  the Plane of Earth.
  Of all the elemental lords, Ymeri has the largest 
  following. Some mephits and most fire elementals revere 
  her, alongside some efreet and a few other creatures of 
  the Plane of Fire, though few salamanders honor her 
  name, and a covert order of efreeti known as the Secret 
  Fire is dedicated to opposing her rule. On Golarion, the 
  Queen of the Inferno is worshipped primarily by cabals 
  of fire wizards, arsonists, and red dragons.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Much as demon lords and archdevils are the preeminent 
  incarnations of malice and sin, on the side of righteousness 
  stand the empyreal lords—exceptional beings that 
  represent the good in the myriad everyday actions of the 
  multiverse. Drawn from the most powerful ranks of the 
  celestial host, the multitudinous empyreal lords include 
  agathions, angels, archons, and azatas alike. Most of 
  these beings gained prominence as immortal champions 
  of virtue, though some are instead mortal paragons 
  who ascended, while others spontaneously formed from 
  exceptional deeds of good that echoed throughout the 
  planes. While all empyreal lords are dedicated to good, 
  their philosophies, interests, and personalities vary, 
  and they don’t always agree with one another.
  Worship of the empyreal lords is not nearly as 
  widespread as that of the major deities, but it is still 
  surprisingly common. Most worship takes place 
  at small shrines, statues, or artifacts (such as the 
  sculpture known as the Mistress of Angels in 
  Magnimar), or simply through the doing 
  of deeds that reflect an empyreal lord’s 
  interest or beliefs. Centers of worship 
  like churches or cathedrals are extremely 
  uncommon. Most followers consider 
  worship to be an individual matter, and it 
  is rare to see a follower of any empyreal lord 
  proselytizing. However, adherents sometimes 
  congregate in small groups called mystery cults, 
  and some of these groups maintain small 
  temples. The city of Magnimar is home 
  to several mystery cults, as the Varisian 
  people have long held the empyreal lords 
  in high esteem. It is not uncommon for 
  mystery cultists to worship multiple 
  empyreal lords in various combinations, 
  or even all of them, though most have a 
  favorite patron.
  Presented below are some of the 
  empyreal lords commonly worshipped 
  in the Inner Sea region. Statistics for their 
  worship appear on page 128.
  ANDOLETTA
  Called Grandmother Crow, Andoletta 
  represents 
  consolation, 
  respect, 
  and security. Andoletta makes a 
  clear distinction between guilt and 
  innocence: there is no in-between. For 
  those falsely accused or who show signs 
  of redemption, she offers a path back to 
  the light. That path is never an easy one, 
  but it is one worth walking, and she 
  stands beside those who make the trek. 
  For the truly wicked and those who show 
  no remorse, she has no mercy. For these 
  Empyreal Lords
  reasons, her likeness is often found in courts, where she 
  can watch over and ensure fairness to those accused of 
  crimes. Andoletta also places great value on respect for 
  the dead and the protection of children. To offer solace to 
  the bereaved is true kindness and compassion. Children 
  are slates with tremendous potential for good—if they 
  can be guided and kept safe from evil.
  When she appears to mortals, Grandmother Crow 
  does so as an older woman, gray-haired, wrinkled, and 
  with keen, knowing eyes. She carries a walking stick 
  and wears a cape of black crow feathers across her 
  shoulders, giving the appearance of large, folded wings. 
  Those who appeal to Andoletta include elders, the 
  conflicted, the bereaved, the falsely accused, 
  investigators, and judges.
  ARSHEA
  Appearing in art more than any of 
  the other empyreal lords, the Spirit 
  of Abandon represents freedom, 
  physical beauty, and sexuality. 
  More than anything else, freedom 
  is what matters to Arshea. For 
  many this is most commonly seen 
  as freedom for sexual expression, 
  but Arshea represents the freedom 
  to experience all that is good in the 
  world, be it an ideology or a specific 
  emotional or physical expression. So 
  long as it doesn’t harm others, Arshea 
  believes creatures should do, think, 
  and feel as they will. They encourage 
  their followers to try new things, to think 
  in new ways, and to wear new forms.
  When appearing to mortals, the Spirit of 
  Abandon most commonly appears in that 
  person’s own body so the person may see 
  how beautiful and perfect their own form 
  is—after all, if a divine being has chosen 
  to wear it, it must be perfect. For people 
  who don’t fit in the body they currently wear, 
  Arshea often appears in the form reflected in 
  their heart and soul. Followers of Arshea are a 
  varied lot, from artists to explorers, and from 
  lovers to those who fight against repression.
  ASHAVA
  Ashava, the True Spark, embodies moonlight, 
  dancing, and lonely spirits. Dancing is 
  Ashava’s true love, and she encourages her 
  followers to dance often. For some, she is 
  little more than a patron of that art, 
  but Ashava is also a guide, both in 
  spirit and in the physical world. For 
  the living, she leads the lonely out of their difficult times, 
  ERITRICE
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  her lights guiding lost wanderers back to safety. For the 
  dead, her haunting moonlit dances lead lost and lonely 
  spirits onward to their eternal judgment. She encourages 
  her followers to steer those who are lost—whether in 
  the wilderness or in their hearts—to where they need to 
  go. Priests of Ashava are the dancing light that guides 
  the way, but will-o’-wisps are anathema to Ashava, and 
  her followers destroy these creatures wherever they 
  are found.
  The True Spark appears as a tall woman, flushed 
  with the exertion of prolonged dancing. Her features 
  are difficult to see unless under moonlight, when they 
  instead become crystal clear. She wears a beautiful gown 
  woven from starlight that always sways in motion, and 
  she never appears to be standing still. On her brow she 
  wears a wreath of many-colored moss. Some of Ashava’s 
  followers include dancers, artists, the nocturnal, the 
  lonely, the bereaved, lovers, and travelers.
  BLACK BUTTERFLY
  The Silence Between flutters among and between the 
  stars, representing distance, silence, and space. Often 
  called Desna’s Shadow, the Black Butterfly is sometimes 
  believed to be an aspect of Desna that has broken off 
  and taken on its own life; her interest in distance and 
  space certainly reflects Desna’s love of travel. The Black 
  Butterfly finds the silence of the sea of stars useful for 
  introspection and learning about oneself. Those who 
  follow her take opportunities when they can to sit in 
  silent meditation, in zones of silence and darkness when 
  possible. Travel across large distances offers plenty to 
  think about and contemplate, and the Black Butterfly 
  encourages such journeys. She hates all evil, but she truly 
  despises the powerful beings of evil that populate the 
  Dark Tapestry, and her followers are expected to fight 
  these beings and their followers without mercy.
  The Silence Between manifests as the silhouette of a 
  woman with butterfly wings, and white hair and eyes. 
  Her wings contain a shadow—or reflection—of all of the 
  Dark Tapestry and everything within it. Parted lovers, 
  the isolated, the introverted, those who have sworn vows 
  of silence or don’t communicate verbally, stargazers, 
  explorers, and the melancholy are all found among the 
  followers of the Black Butterfly.
  ERITRICE
  The Heart-Speaker Eritrice represents honest debate, 
  opinions, and truth. Facts and information are 
  important to Eritrice, but truths and wisdom gained 
  through discussion are far more valuable to her than 
  those gained through books. She maintains there 
  is nothing wrong with disagreeing so long as the 
  disagreement is respectful, and that it is crucial to be 
  open to discussion, willing to consider new information, 
  and receptive to forming new opinions. Opinions are 
  valuable in that they help understand other views, but 
  Eritrice reminds her followers that opinions are not 
  facts and can be incorrect and even harmful. When lies 
  are spoken or become the rule of the land, those that 
  follow Eritrice work through networks of like-minded 
  individuals to spread the truth using messages sent to 
  all who will listen.
  In her mortal form, the Heart-Speaker appears as a 
  muscular, 8-foot-tall woman with a female lion’s head. 
  She wears a rose-colored breastplate over a short 
  kilt. When she speaks, her voice is so entrancing and 
  compelling that those she appears to often don’t take 
  note of any of her other features. Those who value truth, 
  from debaters to town criers to lawmakers, are among 
  the followers of Eritrice.
  FALAYNA
  Femininity, martial training, and rings are the purview 
  of the Warrior’s Ring. In the eyes of Falayna, there is 
  as much grace and beauty in the martial arts as exists 
  in any culture’s definition of femininity. The strength of 
  womanhood is a hallmark of femininity, and strength 
  in arms reflects this, with the flourish and personality 
  of a fighting style a vibrant means for self-expression. 
  Followers of Falayna learn to fight so they can both 
  express their body and defend themselves if necessary, 
  and strive to feel beautiful doing so, both in form and 
  in dress. Falayna also enjoys rings, and as such she is 
  associated with events in which rings are given or 
  exchanged, such as weddings.
  When the Warrior’s Ring appears to mortals, her form 
  is most often that of a muscular woman with the hair 
  and eye colors most commonly associated with feminine 
  beauty in the mortal’s mind. She wears a bright silver 
  breastplate on top of flowing, silken robes, her longsword 
  Betrothal sheathed across her back. On her fingers she 
  wears rings of varying colors, styles, and stones; this 
  jewelry seems to constantly shift, as if her fingers wear 
  all the rings found in all the worlds. Followers of Falayna 
  include warriors, soldiers, squires, jewelers, and those 
  engaged to be married.
  IREZ
  Cards, glyphs, scribes, and spells are all the purview 
  of the Lady of Inscribed Wonder. She holds knowledge 
  and understanding of the great power and symbolism 
  behind runes. In particular, Irez understands how runes 
  can supplement and empower arcane magic. It’s through 
  this understanding that Irez is able to make enigmatic 
  predictions on events in the distant future, which more 
  often than not come to pass. Many of her followers 
  are calligraphers, gamblers, harrow readers and others 
  who regularly handle cards and symbols, be they for 
  an arcane purpose, prophetic practices, or their more 
  mundane applications.
  Those who have seen Irez, either in person or through 
  the cards, describe her as a woman with the body of a 
  powerful serpent and large wings resembling those of a 
  bat. Irez is constantly draped with strips of parchment, 
  each bearing glyphs that bear the secret to a particular 
  spell or specific cards, such as the harrow’s Tyrant card.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  KORADA
  Korada, the Open Hand of Harmony, is concerned with 
  foresight, forgiveness, and peace. In particular, he believes 
  that although the tireless fight against wickedness is 
  admirable, the ultimate triumph over evil will come 
  in the form of redemption rather than destruction. 
  Korada’s dedication to peace is such that he and his 
  followers refuse to cause harm to their attackers, instead 
  using their martial skills only to defend themselves. 
  Many Koradans seek greater wisdom through study or 
  meditation in hopes of better understanding their foes so 
  as to guide them toward redemption. This dedication to 
  self-awareness, philosophy, and introspection is said to 
  have allowed Korada greater insight into the workings 
  of the universe, granting him the great gift of foresight. 
  Korada rarely acts on his visions, however, believing 
  the struggle that comes with true change is always 
  worthwhile, whether or not such a change is successful.
  The Open Hand of Harmony takes the form of a lithe, 
  athletic man donning simple robes. He is covered in 
  sparse, light-brown fur and has three monkey tails that 
  constantly writhe behind him, much like the dancing 
  flames of a powerful fire. Most of Korada’s followers are 
  those who have lived imbalanced lives or faced persistent 
  violence as they seek to find peace in their life and within 
  themselves. Many of the evil individuals redeemed by 
  Koradans soon become followers themselves.
  PULURA
  Dancing through the northern sky, the Shimmering 
  Maiden 
  represents 
  constellations, 
  homesickness, 
  and northern lights. Pulura understands that the 
  constellations are the guide with which mortals navigate 
  their world, lighting the way so that those who travel 
  or explore can always find their way home. The stories 
  of the constellations not only entertain with tales of 
  goodness and light and strength, but they are also a tool 
  for helping others learn and remember the stars. This 
  ensures that the map in the sky is easy to read and never 
  forgotten. To learn this map and to guide those who are 
  lost or otherwise in need of direction are exceptional 
  callings, but even more so is to teach a petitioner to 
  navigate the skies themself on the journey.
  The Shimmering Maiden is often difficult to see, 
  appearing to mortals from great distances as a bright, 
  hot star. When she can be seen, she has the appearance 
  of a Tian woman whose dark hair twinkles with bright 
  stars. Her green and pink robes appear as though they are 
  made of light, rather than any fabric. Travelers, guides, 
  nomads, explorers, sailors, stargazers, and hunters are 
  some of Pulura’s followers.
  RAGATHIEL
  The General of Vengeance presides over chivalry, duty, 
  and vengeance, acting as the quintessential knight. 
  Born of the archdevil Dispater and Feronia, a neutral 
  demigoddess of fire, Ragathiel struggles to overcome 
  the reputation of his parentage, and he understands the 
  struggle to be accepted, to be trusted, and to fight against 
  his own nature for the sake of good. He represents 
  strength in battle, wrath upon the wicked, absolution or 
  vengeance for the wronged, leadership when needed, and 
  virtue and duty to the innocent. He expects his followers 
  to destroy fiends when they find them and to work 
  toward truly earning the trust and acceptance of those 
  around them. Those who follow him lead by shining 
  example and can be found on the front lines of battle or 
  any conflict against evil they can find.
  The General of Vengeance appears as a massive 
  giant, standing more than 20 feet tall, clad in golden 
  plate armor that shines with its own light and carrying 
  a sword that burns with holy fire. Five flaming wings 
  stretch from his back, three on his left and two on his 
  right—the sixth was lost, torn out by his father in a 
  fit of fury. Followers of Ragathiel include crusaders, 
  knights, soldiers, the falsely accused, the marginalized, 
  and the wronged.
  SORALYON
  Guardians, monuments, and magic are the purview of 
  the Mystic Angel. Soralyon believes that monuments 
  and ruins are important links to the past. Guarding 
  them against those who would defile or destroy them is 
  of tremendous importance, lest people lose memories 
  of who they are, where they came from, and what they 
  have accomplished. As such, those who stand guard 
  over monuments and ruins are blessed. Likewise, those 
  who study monuments to the past and present with 
  respect, or seek to preserve them for the future, are 
  also blessed. Guardianship of others, but especially of 
  those who study and preserve these relics to the past, 
  is also of great importance to Soralyon. As magic is 
  a valuable tool in guarding, studying, and preserving 
  these monuments and people, Soralyon encourages 
  the study of magic, preferably for use in learning 
  or protection.
  When the Mystic Angel appears to mortals he 
  usually does so as a handsome being beautifully 
  carved of smooth marble, the hues of which range the 
  entire spectrum of the stone but tend toward those 
  most common locally. Followers of Soralyon include 
  archaeologists, historians, bodyguards, guardians, 
  sculptors, curators, and arcane spellcasters.
  VILDEIS
  The Cardinal Martyr presides over devotion, sacrifice, 
  and scars. Vildeis is driven entirely by her abhorrence 
  for evil. Evil should not and must not be allowed to 
  exist. It should be fought without pause and without 
  rest until it is completely and utterly destroyed. Not 
  only does the fight never end, but every sacrifice that 
  needs to be made to end evil must be made, and is 
  worth making. There are no material rewards to be 
  had for destroying evil—its destruction is all the 
  reward necessary, and that reward can be enjoyed only 
  once there is no more evil. Scars are the marks the fight 
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  leaves behind, the memory of all the sacrifices made. 
  Vildeis expects total commitment from her followers, 
  who leave everything behind and dedicate their lives 
  to destroying all that is vile.
  The Cardinal Martyr appears as a human woman 
  covered in scars, each forming a rune depicting a sacrifice 
  she has made. Her eyes are covered in a red cloth so that 
  she cannot see the horrors of evil upon the world. Vildeis 
  flies on gigantic, blood-colored wings, and the whispered 
  screams of all the planes’ martyrs can be heard in her 
  presence. Followers of Vildeis include martyrs, paladins, 
  and zealots.
  YLIMANCHA
  Ylimancha gazes out over the world’s coastlines, presiding 
  over coastal waters, fishers, and flying creatures.
  Also known as Harborwing, she believes in harmony 
  between the seas, the skies, and the beings of the land. 
  Sustenance and resources can be taken from the sea 
  by those on shore, but not so much that the balance is 
  upset. The sea may sometimes encroach on the land, 
  but breakwaters can be built to keep communities 
  on land dry and safe. Ylimancha likewise loves all 
  creatures that fly, though the demon lord Pazuzu also 
  claims dominion over them, 
  bringing the two into endless 
  conflict and causing her to 
  mourn deeply each creature he 
  converts to his worship.
  Harborwing most often appears as a very large 
  seagull, pure white in color with the head of a Varisian 
  woman with short, dark hair. She sometimes instead 
  appears as a human woman with the head of an osprey. 
  In this form she wears robes that sway like the waves 
  of the sea, their blue folds foaming white at the edges, 
  and she carries a teak longbow strung with gold. When 
  she speaks, her voice carries the sound of the crashing 
  waves. Followers of Ylimancha include fishers, sailors, 
  merfolk, those who make their living on or in the 
  sea, and flying creatures.
  ZOHLS
  Zohls, also known as Verity, advocates for 
  determination, investigation, and truth. She believes 
  that mysteries lead to truth, but how one arrives at that 
  truth is as important as the answer itself. All questions 
  are puzzles, and all puzzles are worth solving. The 
  more intricate the problem, the more rewarding the 
  investigation, and through determination and ethical 
  investigation, even the deepest of enigmas can be solved. 
  Calculated, logical thinking is more important to Zohls 
  than gut instinct. She sees patterns everywhere, and she 
  teaches that detecting these patterns brings the truth 
  to light. While all investigations are worth pursuing so 
  long as they don’t hurt innocents, investigations that 
  reveal the truth of crimes or other horrors, and that 
  lead to justice being served and victims finding peace, 
  are the most important of all to Verity.
  When appearing to her followers, Verity is always 
  practically dressed, usually wearing a tunic and 
  breeches. She wears black and white clothing, as these 
  colors represent the light of truth and the darkness of 
  obscurity and the unknown. She keeps her light-brown 
  hair pulled back in braids. On her back she has large 
  wings made of parchment that never wrinkle, whether 
  furled or unfurled. Followers of Zohls include detectives, 
  scientists, researchers, historians, archivists, librarians, 
  and even conspiracy theorists.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  PULURA
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  At the end of the River Styx await the rulers of 
  Abaddon: the Four Horsemen of the Apocalypse and 
  their daemonic brood. Hatred for living things fuels all 
  of daemonkind, who see existence as a great mistake. 
  Though all of the Horsemen began their lives as mortals, 
  they are completely devoted to the eradication of reality 
  itself. Riding atop their dreaded steeds, they strive for 
  true apocalypse. Only when all life has been snuffed 
  out does their mission end, and they can then consign 
  themselves to the waiting oblivion.
  Only the truly nihilistic worship the Horsemen. Those 
  who seek vengeance on all the world or lust for power 
  are drawn to the Horsemen’s easy promises, thinking 
  they will be spared from their masters’ cataclysmic 
  mission. They never are. To the Horsemen, their 
  followers are entirely disposable, tools with a purpose 
  until they too are devoured. Statistics for their worship 
  begin on page 128.
  APOLLYON
  The Prince of Plagues seized power for himself after the 
  disappearance of the previous Horseman of Pestilence 
  by obsessively eliminating all potential rivals. Apollyon 
  commands his vast army of leukodaemons to spread 
  oblivion like a virus. He wastes no time on trivial acts 
  of violence and lacks the patience to wait for long-term 
  schemes to come to fruition. Instead, his plagues carry 
  oblivion through cities like lightning, decimating 
  entire kingdoms in the span of a few days. His greatest 
  creations have been diseases that corrupt the soul itself, 
  ensuring that Pharasma sends his victims to Abaddon 
  once they’ve succumbed.
  Apollyon appears as a hulking, bruised giant wrapped 
  in black leather straps, with the head of a rotting ram. 
  His cloak is stitched from the skin of angels who 
  attempted to rescue the souls he had claimed—after 
  flaying the angels alive, he preserved their faces in 
  permanent agony upon the cloak. Apollyon delights 
  in witnessing the deaths his diseases cause, not in 
  dispassionate obligation but out of self-righteous glee. 
  He sends his plague carriers out across the Material 
  Plane knowing that even if they are defeated quickly, 
  the sicknesses they carry will spread and take more lives 
  than they could ever hope to alone. The moans and 
  wails from the infected are prayers that fill him with 
  more power to launch his next sickness onto the living.
  Apollyon spends most of his time on his Throne of 
  Flies, in a grotesque palace built long before his life as a 
  mortal from the corpse of an ancient being. He anxiously 
  amasses power against a fear he has never voiced—the 
  reappearance of his predecessor, whose fate remains a 
  mystery. Apollyon is always working, spreading his 
  influence farther and mutating his diseases to grasp those 
  who thought themselves inoculated. For Apollyon, the 
  only cure for existence is its end.
  The Horsemen
  CHARON
  The First Horseman, eldest of his counterparts and the 
  Boatman of the Styx, is a patient and cunning figure. 
  Content to allow plans to take hold over time, Charon 
  freely offers his power only to collect on his bargain 
  decades or even centuries later. As the Horseman of 
  Death, Charon concerns himself with miserable, pointless 
  deaths that are devoid of any faith, mercy, or meaning, 
  dragging those who perish in the depths of hopelessness 
  and nihilism down into Abaddon and oblivion.
  Charon is the last surviving member of the original 
  Horsemen who overthrew the First Daemon in their 
  fit of jealous contempt. Holding knowledge from the 
  earliest days of existence, he alone knows Abaddon’s 
  true history, but he keeps it to himself. This allows him 
  to exploit opportunities with curious mortals, sweeping 
  more souls into his dread kingdom.
  Charon appears as a tall, looming man dressed in a 
  frayed cloak and gripping a lantern staff firmly in one 
  hand, but it is widely believed that this form is a facade. 
  His true face may be unknowable, hidden away at the 
  end of the Styx within his sunken palace, the Drowning 
  Court. Some theorize that this form is nothing more than 
  a mouthpiece for a far more alien entity that lies beneath 
  the waters of the Styx. Whatever the case, Charon is a 
  timeless being whose bargains, promises, and bottomless 
  hunger stretch back to the earliest days.
  Mortal attempts to extend their natural lifespans 
  provoke a cold anger in Charon. His daemon brood 
  confiscates magic and technology that would grant 
  respites from aging and delivers them to the Drowning 
  Court, filling vaults with artifacts of immortality. He 
  actively works to control the younger Horsemen to 
  ensure they present a unified front to the denizens 
  of Abaddon and beyond. Managing Szuriel’s tireless 
  bloodlust, 
  Apollyon’s 
  festering 
  paranoia, 
  and 
  Trelmarixian’s existential investigations occasionally 
  tests the Boatman’s patience, but Charon never forgets 
  that one day, all will find their way to his waters, and 
  he longs for the day he himself can drown under them.
  SZURIEL
  All Szuriel has ever known is war. In life she was first 
  a paladin, then excommunicated from her church for 
  heresy. In response, she slaughtered her way to power 
  until she was crowned empress, then subsequently had 
  every member of her former faith crucified. She went 
  on to wage several brutal wars against neighboring 
  kingdoms until an assassin’s dagger found her heart. 
  Sent to Abaddon, she rose quickly through the ranks 
  of daemonkind, and when she saw weakness in the 
  Horseman of War, she slew him in battle, claiming his 
  title for herself.
  Szuriel appears as a tragic angel with beautiful golden 
  hair, magnificent wings, and polished obsidian eyes that 
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  continuously weep blood. She resides in the Cinder 
  Furnace, her corner of Abaddon where instruments 
  of war are forged from the fires of burning souls. 
  Szuriel commands one of the largest standing armies 
  in all of existence, countless daemonic soldiers ready 
  to wage war. All fear oblivion at the hands of 
  Szuriel and her army. The Horseman of War is 
  always happy to lend her powers, warriors, and 
  devastating discoveries across the planes. So long 
  as war continues, more souls are pulled into her 
  ever-burning furnace.
  There are few lasting cults to Szuriel. She carries 
  a hatred of the gods from her mortal life, but she 
  recognizes religious strife is a wondrous provocation 
  to war. She sees her followers as entirely disposable, 
  allowing them to believe whatever they wish of her 
  so long as they deliver her souls on the ends of their 
  swords. She is symbol of pyrrhic victory, a mocking 
  lie to those promised an angelic reward in the afterlife 
  despite a lifetime of violence. Only oblivion awaits those 
  who serve the Angel of Desolation.
  TRELMARIXIAN
  Before his mortal death, Trelmarixian had already 
  destroyed an entire world. Born a daemonic-blooded 
  tiefling, his hatred of those around him was an 
  all-consuming hunger, and he never knew peace. 
  During an eclipse, he performed a ritual so powerful 
  it mummified every living creature on his world, and his 
  heart was finally full. Dying from starvation but elated 
  by his success, Trelmarixian heard a voice call out 
  to him. The voice mocked him, exclaiming all he’d 
  accomplished was insignificant compared to what 
  awaited him next. Trelmarixian’s last mortal memory 
  was of staring into an eclipse.
  Lyutheria, the original Horseman of Famine, 
  was impressed by Trelmarixian’s conquest 
  and took him on as her apprentice, fatally 
  underestimating 
  his 
  ambitions. 
  After 
  Trelmarixian learned all he could from his 
  master, he devoured her and assumed her title.
  Trelmarixian appears as sickly man with three 
  snapping jackal heads and putrid, membranous 
  flesh that is constantly dripping and sloughing off 
  his body. As the Horseman of Famine, Trelmarixian 
  ushers in oblivion slowly, watching mortals waste 
  away as their bodies turn against them. He spreads 
  cancer by touch, inciting cells to rebellion, and his 
  breath causes outbreaks of hives and asthma attacks 
  in those nearby. He aligns himself with Szuriel to see 
  that soldiers never make it home to reap their fields, 
  leaving crops to rot on the vine. He collaborates with 
  Apollyon to spread diseases from livestock, rendering 
  butchers’ larders barren. Trelmarixian has little trust 
  for Charon, however, certain that the oldest Horseman 
  is hiding secrets.
  Trelmarixian’s ambition was not sated by attaining 
  a revered place amongst the Horsemen. He buries a 
  piece of himself within each of his daemonic servitors, 
  allowing him control over them. As a result, his psyche is 
  constantly deluged by voices from his servants, and only 
  with great focus can he hush them. Yet there is always a 
  single voice that cannot be silenced, the same 
  that spoke to him before his death. That voice 
  continues to speak to him, promising a future 
  of devastation still to come.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  SZURIEL
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  While fiends exploit mortals’ baser natures and celestials 
  encourage their better selves, monitors are concerned 
  more with method than morality, from the rigid law 
  of aeons and inevitables to the pragmatic neutrality of 
  psychopomps, to the unpredictable chaos of proteans. 
  Rather than immersing themselves in issues of philosophy, 
  monitors take a more cosmic approach, battling each 
  other over universal laws, the planes, and reality itself.
  Mortals worship monitor demigods just as they do 
  empyreal lords and fiendish demigods. Some are drawn 
  to the enigmatic Monad or primordial inevitables out 
  of a desire for control or the reassurance of an orderly 
  universe—often those in governance or academia. 
  Artists and bon vivants who seek the creativity and 
  freedom offered by the paragons of chaos revere protean 
  lords. While many assume worshippers of psychopomp 
  ushers to be morbid, that is rarely the case. Psychopomp 
  worship is also found among those who bring life into 
  the world, such as midwives and farmers, and those who 
  eschew idealism for more practical philosophies.
  Monitor Demigods
  This section presents some of the best-known monitor 
  demigods. Statistics for their worship appear on page 130.
  BARZAHK
  Appearing as an enormous migratory bird—usually a 
  corvid, but sometimes a songbird—draped in robes and 
  carrying a tombstone lock and a giant bone key, Barzahk 
  the Passage is the psychopomp usher who maintains 
  the Dead Roads, the secret back routes between the 
  planes and the mortal world. Among mortals, they are 
  worshipped as a patron of compasses, travelers, and 
  vigils. Barzahk is tasked with transporting the souls of 
  those who die far from home to ensure that they reach 
  their proper destination. Unfortunately, Barzahk wanders 
  far and wide, and so they rarely attend to this duty. Thus 
  his followers, both psychopomps and mortals, take it 
  upon themselves to care for lost souls, both literal and 
  figurative. Like their patron, followers of Barzahk are 
  often migratory, helping those they find along the way.
  KERKAMOTH
  Also known as the Waiting Void, the unseen Kerkamoth 
  is the primordial inevitable of emptiness, entropy, and 
  stillness. Though many people view decay and 
  entropy as manifestations of chaos, followers of 
  Kerkamoth understand that in an orderly universe, 
  the end of one cycle makes way for the beginning 
  of a new cycle. These worshippers track such 
  transitions and work to properly dispose 
  of those things that have outlived their 
  usefulness, whether it’s cleaning a cluttered 
  closet or demolishing an old building. Yet, 
  Kerkamoth opposes those who destroy 
  with abandon and no greater purpose, 
  which often brings them in conflict with 
  daemons, demons, and proteans. 
  Though they favor areas of 
  emptiness and silence to 
  commune with their patron, 
  worshippers of Kerkamoth 
  recognize 
  that 
  these 
  too 
  cannot last forever, inevitably to 
  be filled with new creations.
  MONAD
  All aeons come from, return to, are 
  connected with, and are guided by the 
  Monad. The Condition of All is not a 
  deity in the traditional sense. It exists 
  both within and outside the multiverse 
  and has influence over the entirety 
  of existence. Though generally 
  content to allow the multiverse to 
  run its course, the Monad directs 
  its aeons to intervene when events 
  MOTHER VULTURE
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  deviate from their ineffable design. Mortal scholars often 
  personify the Monad as the deity of creation, the infinite, 
  and truth. Even so, few worship it, and the Monad 
  pays very little attention to mortal petitioners. Instead, 
  scholars study and plot aeons’ actions, striving to discern 
  the Monad’s ultimate goal or to uncover universal truths 
  they can exploit for their own purposes. Only a rare few 
  mortals can master the asceticism necessary to connect 
  with the Monad, gaining hidden knowledge and powers 
  akin to those of other divine spellcasters.
  MOTHER VULTURE
  Though she usually appears as a blind young woman, in 
  her natural form the Flesheater is an enormous, bloated 
  creature with four wings and two long necks topped with 
  masked heads and gaping maws. Mother Vulture reflects 
  the dualistic process of decay. She is a vicious killer whose 
  feasts stain the ground, representing the death inherent 
  in decay, but also a thoughtful mother, representing 
  the new life that can take root in the fertile soil left 
  in the wake of destruction. Mother Vulture’s mortal 
  worshippers, who often dwell in deserts and swamps, 
  revere her as the patron of consumption, renewal, and 
  transformation. In this last aspect, she judges those souls 
  who sought redemption in life, deciding whether their 
  atonement was sufficient to avoid an undesired afterlife.
  NARRISEMINEK
  Called the Crownless and the Maker of Kings, 
  Narriseminek often appears as a protean with a scar 
  around their pate, as if left by a burning crown. Their 
  true form, though similar, is rarely seen: an iridescent and 
  golden protean with a halo of burning eyes but empty eye 
  sockets. The protean lord of ascendance, keketars, and 
  revelations rarely interacts with non-proteans, but to their 
  protean worshippers, they offer exalted transformations 
  and revelations that can change a being’s entire outlook. 
  Worshippers of Narriseminek, both mortal and protean, 
  spend their time divining the future and using magic to 
  transform their bodies—a practice they also extend to any 
  other willing creatures who ask. Their revelations take the 
  form of patterns emerging in otherwise random events; 
  Narriseminek’s followers reject astrology and other forms 
  of divination based on predictable cycles.
  OTOLMENS
  The primordial inevitable of machinery, math, and 
  physics, Otolmens the Universal is tasked with keeping 
  the galaxies, stars, planets, and other heavenly bodies 
  moving in their proper orbits. From her observatory 
  in the city-plane of Axis, Otolmens and her myriad 
  axiomite assistants track the motions of these objects 
  on the Material Plane. When an anomaly is discovered, 
  Otolmens dispatches inevitables to correct the problem. 
  A mechanical being with multiple heads and limbs, 
  Otolmens is said to spin like an orrery when in a flurry 
  of activity. Her mathematical precision is revered 
  by engineers and scientists, who form the core of 
  her worship. Most pray to her hoping to receive divine 
  inspiration or to stave off inaccurate calculations, but 
  she may call upon her more powerful worshippers to 
  fight threats to the very planet they inhabit.
  SALOC
  Ruler of the planar metropolis of Spire’s Edge in the 
  Boneyard, the psychopomp usher Saloc is humanoid, 
  but their face is devoid of features save stag horns, and 
  two golden rings lined with eyes constantly rotate about 
  their body. As a defense counsel in Pharasma’s court, the 
  Minder of Immortals argues that a person’s intentions 
  should be considered in equal part to the consequences 
  of their actions when deciding their soul’s afterlife. 
  Saloc has even been known to resurrect condemned 
  souls to give them a second chance to prove themselves. 
  Mortals revere Saloc as the patron of agency, bronze, 
  and education. These followers are people who seek to 
  improve themselves or others, including both students 
  and teachers. Some seek to earn their freedom from 
  earthly prisons, while others wish to change their ways 
  to avoid punishment in the hereafter.
  VALMALLOS
  The Answering Rite is the primordial inevitable of 
  ceremonies, magic, and preparation. Valmallos takes the 
  form of a mechanical giant, his chest open to expose 
  a glowing heart, with scrolls swirling about him like 
  serpents. Valmallos understands all the laws of magic, 
  and sends his agents against those who have acquired 
  magical ability that they have neither earned nor have 
  the discipline to control. Many scholars of magic believe 
  Valmallos is at least partly responsible for the complex 
  material, somatic, and verbal components necessary to 
  perform magic. His followers are spellcasters who seek 
  perfection in the performance and effects of their magic. 
  Though willing to teach magic to others, they cloak their 
  techniques in layers of ritual to weed out those who lack 
  the patience to handle magic properly.
  YDAJISK
  The protean lord of language evolution, lost words, 
  and slang, Ydajisk manifests as a protean with six arms 
  and a cobra’s hood, surrounded by a cloud of drifting 
  sounds, symbols, shapes, and myriad other sensory 
  experiences that shift endlessly in and out of existence. 
  Closer inspection reveals that their body is made from 
  interlacing strands of poetic protean script. Ydajisk 
  is also called the Mother of Tongues, though like all 
  proteans, their gender changes as they will. Followers 
  of Ydajisk are wanderers, reviving dead languages from 
  ancient ruins, chronicling the dying tongues of cultures 
  in decline, and discovering or inventing new words. 
  All such knowledge acquired by agents of the Mother 
  of Tongues passes into Ydajisk’s realm, the Library of 
  Stolen Words, where it is transcribed into books or 
  stored in magical containers, alongside scrolls and tomes 
  considered long lost by mortal scholars.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  The Outer Gods, along with the Great Old Ones with 
  whom the Outer Gods are sometimes confused, are 
  ancient, inscrutable, cosmic beings. The Great Old 
  Ones are titanic monstrosities imprisoned since time 
  immemorial beneath the sea, deep within the world, 
  or on other planets, but the Outer Gods are even less 
  comprehensible. These unfathomable entities lurk 
  within the Dark Tapestry—the vast void between the 
  stars on the Material Plane—and dwarf other deities 
  just as those deities dwarf ordinary mortals.
  To worship these gods is to acknowledge a cold truth: 
  the universe has no meaning. All the things mortal 
  civilizations hold dear—virtues, deities, great works—
  are things those mortals have invented to distract them 
  from their own insignificance. History is a comforting 
  lie told because mortals are afraid of the dark. The 
  universe is immeasurably vast, beyond understanding, 
  and cares nothing for life. Ultimately, every creature is 
  alone, unmourned, and unloved. And because life has 
  no meaning or purpose, self-indulgence and nihilism are 
  the only rational responses. Statistics for worship of the 
  Outer Gods and Great Old Ones appear on page 130.
  AZATHOTH
  Azathoth is the Daemon Sultan and the Primal Chaos, 
  a roiling mass of destructive and transformative power 
  the size of a sun, dwelling in the darkness between the 
  stars, deep in the center of the universe. There, masked 
  from mortal sight by a veil of swirling colors, he is 
  surrounded by the other Outer Gods that make up his 
  court, dancing and cavorting about him endlessly, filling 
  the void with the sound of ghastly flutes. Azathoth is 
  utterly unaware of and uncaring toward those few who 
  have come to revere and worship him. It is precisely this 
  blind, uncaring nature that makes Azathoth the perfect 
  embodiment of a blind, uncaring universe. Azathoth’s 
  name, however, has great power over the Outer Gods 
  when properly invoked. He has also sometimes been 
  summoned by mortal priests—and though these 
  summons attract only a tiny sliver of his attention and 
  manifest as a form other than that of the Primal Chaos, 
  they nevertheless lead to destruction on a massive scale.
  In 
  his 
  cosmic 
  writhing, Azathoth 
  sometimes 
  throws off seeds that travel through the cosmos as 
  malignant comets or meteors, until they finally crash 
  into a planet. There, they slowly gestate and spawn, 
  bringing cataclysmic ruin to the world. Azathoth is 
  also associated with the bizarre reptilian birds known 
  as shantaks; when a mortal foolishly tries to make a 
  shantak their mount but lacks the strength of will to 
  maintain control over the creature, the shantak flies 
  into the depths of space through means impossible to 
  quantify, bringing its hapless passenger to Azathoth’s 
  court for one final glimpse into the horrifying truth of 
  the universe.
  Outer Gods & Great Old Ones
  HASTUR
  Hastur is a Great Old One who, though confined to 
  the city of Carcosa on a planet orbiting a faraway star, 
  is nevertheless in the midst of a transformation into a 
  true Outer God. He works toward this feat through his 
  avatar, the King in Yellow, which can manifest anywhere 
  in the universe the light from Carcosa’s sun can be seen. 
  The King in Yellow appears as a humanoid figure draped 
  in yellow clothing, but there is nothing within the clothes 
  save a shapeless, horrifying presence. Hastur himself is 
  also referred to as Him Who Is Not To Be Named, or 
  simply the Unspeakable.
  Self-indulgence and nihilism are at the heart of 
  Hastur’s worship, and he is popular among debauched 
  artists and nobles who recognize no purpose to life 
  other than gratifying their own increasingly grotesque 
  and outlandish tastes. Cults of Hastur are united in 
  their use of the Yellow Sign, a triskelion design that 
  allows Hastur to observe and possess those who gaze 
  upon it. The presence of the Yellow Sign among a 
  city’s graffiti is a foreboding indication that Hastur’s 
  attention has been drawn there, and these settlements 
  soon find themselves under attack either by Hastur 
  himself—who seeks to draw cities into Carcosa, 
  fueling his transformation into an Outer God—or by 
  Xhamen-Dor, a parasitic deity spawned by Hastur as he 
  walked Carcosa’s sewers.
  NHIMBALOTH
  An especially reclusive Outer God who hunts along the 
  shores of the River of Souls, Nhimbaloth is a shapeless 
  entity known as the Empty Death. She preys on those 
  who hunt souls as they travel down the river, but she 
  devours both hunter and soul indiscriminately; those she 
  consumes have no afterlife or potential for resurrection. 
  They are forever gone, and forever nothing.
  Nhimbaloth is said to see through will-o’-wisps, 
  and her trace is left behind in a symmetrical pattern 
  of seven divots along the shoreline, said to be her 
  fingerprints. Faceless undead haunt the places where 
  she has passed, and plant and animal life in the area is 
  especially hostile to the living. One place where she has 
  particular influence is within the Mushfens of southern 
  Varisia, where will-o’-wisp oracles sap the drive and 
  reason from their victims and leave them wandering in 
  a vacuous stupor through the blasted swamp.
  NYARLATHOTEP
  Nyarlathotep is a being of a thousand shapes, each of 
  which has a name, such as the Haunter of the Dark or the 
  Black Pharaoh. Because he has walked the world in mortal 
  form, Nyarlathotep is unique among the Outer Gods for 
  appearing comprehensible and understandable—but this 
  is a facade. The Crawling Chaos, as he is also known, 
  appears humanlike not because he identifies with mortal 
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  concerns or cares for his mortal followers, but because 
  a mortal shape makes it easier for him to do his work: 
  spreading the influence of the Outer Gods.
  In his role as a herald, messenger, and agent 
  provocateur for the Outer Gods, Nyarlathotep is the 
  Outer God most likely to have direct interactions 
  with mortals. He answers prayers, teaches evil magic, 
  and inserts himself into history—all to enable mortal 
  cruelty, facilitate the release of Great Old Ones, and 
  turn whole societies toward worship of the Outer 
  Gods. He was instrumental in the fall of Ancient 
  Osirion, and some believe he led Taldor to launch the 
  Armies of Exploration, a glorious folly that proved 
  the ruin of that empire. There are countless tales of 
  his interaction with (and often possession of) mortal 
  cultists and magicians who dare to call upon him, 
  and they all end in grotesque corruption and death. 
  Nyarlathotep 
  also 
  lingers 
  among 
  Azathoth’s court, carrying out schemes 
  under the guise of the Primal Chaos’s will.
  XHAMEN-DOR
  Xhamen-Dor, the living cancer, 
  was born in the sewers beneath 
  Carcosa, the alien city that is 
  the home of Hastur. Somehow, 
  this 
  Great 
  Old 
  One 
  was 
  transported to Golarion within 
  a comet, crashing into the bottom 
  of a lake during the devastation 
  of 
  Earthfall. 
  Physically, 
  it 
  manifests as a twisting and vaguely 
  serpentine-shaped mass of bone, 
  hair, and fungus.
  The Inmost Blot, as Xhamen-Dor is also known, 
  exists to conquer worlds by infecting the living 
  with itself. Its victims, the seeded, enact its will 
  and seek to spread its influence until the entire 
  world is just an extension of Xhamen-Dor itself. 
  Then, once only the seeded remain, Xhamen-Dor 
  uses the last of the planet’s energy to return to Carcosa, 
  which in turn absorbs the world Xhamen-Dor has 
  brought to it, allowing Carcosa to slowly grow.
  YOG-SOTHOTH
  Yog-Sothoth is, along with Azathoth, one of the 
  greatest of the Outer Gods. In appearance, he is said to 
  be a congeries of iridescent spheres—brilliant, foaming 
  bubbles that constantly expand and collapse in upon 
  themselves. He has other manifestations, however, 
  including the Lurker on the Threshold, a mass of 
  black tentacles that endlessly writhe, reach, and grow, 
  and a mysterious humanoid figure hidden behind a 
  shimmering veil.
  Yog-Sothoth embodies all of space and time; he 
  exists in all places and in all moments simultaneously. 
  Paradoxically, however, he is unable to manifest in 
  the mortal universe unless summoned, a magical act 
  that almost always results in untold destruction. He 
  is known as the Key and the Gate, and magicians and 
  cults research him in an effort to master time and space. 
  Fortunately, his worship is not widespread, but some of 
  those who have delved deep into his secrets describe him 
  as an ambivalent figure, rather than a malevolent one, 
  who guards cosmic secrets and makes them accessible 
  to those who dare to ask for them. Yog-Sothoth reveals 
  the true nature of the universe, but this is a thing that 
  once seen cannot be unseen, and wise mortals turn 
  aside from Yog-Sothoth’s offer of cosmic knowledge in 
  favor of a more mundane existence.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  HASTUR
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  Philosophies and Spirituality
  Faith on Golarion isn’t limited to worshipping one god. 
  Some worshippers draw power from multiple deities, while 
  others follow the spirits of the world, or reject the divine 
  entirely, relying on secular philosophies for guidance. The 
  following pages present examples of the diverse religious 
  and philosophical practices of the Inner Sea region.
  PANTHEONS
  A pantheon is a group of related gods worshipped either 
  individually or together. Most pantheons are associated 
  with a specific ancestry or geopolitical region, but rarely, 
  a pantheon consists of deities with overlapping areas of 
  concern. Followers work to advance the shared interests of 
  their pantheon, directing prayers to whichever god presides 
  over their current activity or circumstance. At the GM’s 
  discretion, champions and clerics can dedicate themselves 
  to a pantheon. In such cases, the characters still worship 
  a specific patron deity among those in the pantheon, but 
  also follow the edicts and anathema of the pantheon as a 
  whole. A character who worships a pantheon this way can 
  gain the domains, alternate domains, and spells from the 
  pantheon instead of those from their patron deity. They 
  must uphold the ideals of both their patron deity and the 
  pantheon, though the patron deity’s edicts and anathema 
  take precedence. For example, a worshipper of Iomedae 
  could worship the Godclaw, but they wouldn’t take the 
  tyranny domain, as it would be in conflict with Iomedae’s 
  edicts. In rare cases, a character can worship a pantheon 
  without following a patron deity. Such cases are unique and 
  subject to GM approval.
  Dwarven Pantheon
  Areas of Concern ancestry, crafting, dwarves, relationships
  Alignment LG (LG, LN, NG, N)
  Divine Font heal
  Divine Ability Constitution or Wisdom
  Divine Skill Diplomacy
  Domains creation, family, protection, wealth
  Alternate Domains duty, glyph
  Cleric Spells 1st: ant haul, 4th: creation, 7th: retrocognition
  Edicts develop skills useful to your community (especially 
  crafting, mining, and trading), honor your ancestors 
  through traditions and rituals
  Anathema dishonor your family, willingly break a contract or 
  oath, irreparably damage an ancestral relic
  Favored Weapon warhammer
  The dwarven gods are one large family, with Torag as 
  its patriarch. He is joined by his brothers Magrim (the 
  Taskmaster) and Angradd (the Forge Fire), his half-sister 
  Dranngvit (the Debt Minder), and his wife Folgrit (the 
  Watchful Mother). His children are Bolka (the Golden Gift), 
  Grundinnar (the Peacemaker), Kols (the Oath-Keeper), and 
  Trudd (the Mighty). Torag’s evil former student Droskar 
  (the Dark Smith), though technically part of the dwarven 
  pantheon, is rarely invoked by any save duergars.
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  elven Pantheon
  Areas of Concern elves, magic, nature, tradition
  Alignment CG (NG, CG, CN)
  Divine Font heal
  Divine Ability Dexterity or Intelligence
  Divine Skill Survival
  Domains creation, magic, moon, nature
  Cleric Spells 1st: shillelagh, 2nd: shape wood, 5th: tree stride
  Edicts learn and appreciate traditional elven arts, crafts, and 
  magic, explore the worlds outside and within
  Anathema irreparably damage the natural environment (such 
  as by overhunting or strip mining), have an unhealthy 
  obsession or attachment
  Favored Weapon longbow or shortbow
  The traditional deities of the elven pantheon are Calistria, 
  Desna, Findeladlara (goddess of twilight and traditional 
  art and architecture), Ketephys (god of hunting and the 
  moon), and Yuelral (goddess of gems, craft, and magic). 
  Elves have also adopted Alseta, a minor goddess of 
  doors and transitions, as their patron of teleportation 
  and aiudara (commonly known as elf gates). Most elves 
  value magic, beauty, freedom, and friendship as part 
  of a fulfilling life and tend to worship all of the deities 
  together as exemplars of these values. Alongside full-
  blooded elves, many half-elves—whether raised by elves 
  or seeking a closer connection to their elven heritage—
  worship the elven pantheon. 
  the GoDclaw
  Areas of Concern discipline, laws, order, strategy
  Alignment LN (LG, LN, LE)
  Divine Font harm or heal
  Divine Ability Strength or Intelligence
  Divine Skill Society
  Domains perfection, protection, tyranny, zeal
  Alternate Domains duty
  Cleric Spells 1st: phantom pain, 4th: fire shield, 6th: dominate
  Edicts eliminate chaos at its root, be an exemplar of order 
  (worthy of not one, but five), seek the universal laws that 
  transcend individual faiths
  Anathema rest when there is lawlessness to fight, believe you 
  know or understand more than the pantheon
  Favored Weapon morningstar
  The Hellknight Order of the Godclaw reveres a 
  pantheon of five deities: Iomedae and Torag are seen 
  as Hellknights (concerned with offensive and defensive 
  combat, respectively), Irori as the epitome of emotionless 
  discipline, Abadar as a keeper of laws, and Asmodeus as 
  a strategist king. Depictions of these deities as part of the 
  Godclaw differ from traditional images, with the deities 
  portrayed as stern, armored paragons of law. Though 
  some members of the Order of the Godclaw dedicate 
  themselves to individual gods, many take the whole 
  pantheon as their patron, receiving spells despite their 
  unorthodox (perhaps even heretical) beliefs.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Esoteric Order of 
  the Palatine Eye
  Areas of Concern history, occultism, secret lore
  Alignment LN (LG, LN, LE, N)
  Divine Ability Intelligence or Wisdom
  Divine Skill Occultism
  Edicts seek out wisdom of ancient cultures 
  (particularly Ancient Osirion), provide succor to 
  scholars, honor the rites of the order
  Anathema reveal the order’s secrets to those outside the 
  organization (or even to insufficiently ranked members), 
  destroy rare or ancient lore
  Based in Ustalav but active in aristocratic salons and 
  cloistered academies across Avistan and Garund, the 
  Esoteric Order of the Palatine Eye is a 
  mystic order of occultist-nobles who seek 
  philosophical self-awareness and mastery 
  of celestial truths. The order was founded in 
  3988 ar when the gentleman-explorer Aldus Canter 
  returned from the Osirian desert where he had been 
  lost for 3 years. Aldus spoke of meeting a cult following a desiccated angel 
  named Tabris. Tabris revealed the secret history of the multiverse and tasked 
  Aldus with acting as a messenger of mystic secrets. Upon his return, Aldus 
  gathered a coterie of his fellow Ustalavic nobles eager to plumb these secrets. 
  His message was far from clear, however, consisting of garbled and coded 
  texts in an untidy medley of Osirian mysticism, Pharasmin rites, and Varisian 
  occult lore. Scouring Aldus’s texts—both those brought from Osirion and 
  his many annotations and reinterpretations penned thereafter—has been 
  the order’s primary activity for centuries, even before the increasingly erratic 
  Aldus disappeared in 4028 ar. The Esoteric Order’s meticulous research has 
  produced occult secrets and mystical rites known nowhere else on Golarion 
  and hints at further secret lore for the enlightened. The order’s greatest 
  accomplishment, however, was averting a doomsday few on Golarion will 
  ever realize was imminent: in 4718 ar, the order’s greatest heroes prevented 
  the planet Aucturn from devouring Golarion.
  As a secretive organization of the wealthy and powerful, the order is the 
  subject of innumerable conspiracy theories. Rumors hint at devil worship, 
  psychological manipulation, and outright fraud. The order rarely deigns to 
  address these insinuations, which leaves them free to fester.
  Members of the order wear eccentric faux-Osirian garb in their private 
  meeting houses, which they call cathedrals. This clothing consists of gloves, 
  robes, aprons, ornamental weapons, and more, each with layers of ceremonial 
  meaning that even the wearer may not yet be permitted to understand. 
  Cathedral services are often elaborate ceremonies, such as séances, mummy 
  unwrappings, and similar affairs. Cathedrals are designed to aid research 
  and social networking, and to that end they often include exclusive libraries 
  and private social clubs. Outside of cathedral, members wear inconspicuous 
  symbols of the order; the most common of these is a golden scarab bearing 
  the Palatine Eye—an open, blazing eye—upon its shell. 
  The order’s most earnest members wholeheartedly believe the secrets 
  hinted at within Aldus’s fragmentary lost gospels of Tabris: that each person 
  contains a mote of celestial energy seeking reunification with the primordial 
  heavenly realms. Cultivating this divine spark requires diligent research, 
  convoluted ritual, and gradual ascension through the order’s ranks.
  Joining the Order
  The order maintains a convoluted 
  and rigid hierarchy. New members 
  may join only with a recommendation 
  from an existing member and 
  a thorough social and magical 
  screening. They have the lowly rank 
  of acolyte for 3 years regardless 
  of their social status or wealth, to 
  honor Aldus’s seclusion. Higher 
  ranks are available only to those 
  who demonstrate loyalty, preserve 
  the order’s secrets, and make regular 
  contributions of funds or occult lore. 
  Yet even the aristocratic Elect of 
  Nine who lead the order still labor at 
  unraveling Aldus’s many enigmas. 
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  God Calling
  Areas of Concern Each god has their own particular inclinations and interests, 
  typically informed by the predominant attitudes and beliefs of their clan.
  Alignment The alignments of Sarkorian god callers are as varied as their many 
  gods, though the tendency toward nature-oriented spiritual philosophies tends 
  to encourage neutral alignments. The advent and closure of the Worldwound 
  affected the people of Sarkoris profoundly, however, and evil god 
  callers are now exceedingly rare.
  Edicts The gods of Sarkoris have very few shared 
  edicts, but several are often prominently 
  shared amongst them: protect your clan and 
  your people, educate the clan’s children’s in 
  the traditions and histories of the clan’s god, 
  and carefully record the name and image of each 
  new god when they first appear so that they are not 
  forgotten and can continue to watch over the people.
  Anathema There is only one anathema universally enforced by 
  the gods of Sarkoris: make no deals or bargains with demons, 
  as the advent of the Worldwound led to the destruction of 
  many clans and the loss of many gods, some of whom may never be seen again.
  The ancient art of god calling was once the predominant religious practice 
  in Sarkoris, long before the Worldwound erupted and demons drove most 
  of the native Sarkorians from their homelands. This art, one part magical 
  theory and one part religion, allows certain Sarkorians to summon unusual 
  and unique beings from the Great Beyond who protect their clans and guide 
  their people. These creatures are typically referred to as gods by those who 
  revere them, and they continue to return and guide their people generation 
  after generation, so long as someone trained by a previous god caller or 
  otherwise educated in the practice of communing with a particular god is 
  alive to form a tether to the Material Plane so that the god can manifest. 
  These god callers may have unique titles or names among the people of their 
  clan, and such monikers differ from clan to clan, but most of the clans of 
  Sarkoris are able to distinguish a god caller by their unique dress or glyph 
  that ties the caller to their god.
  The creatures summoned by god callers often appear as animals, such 
  as wolves or bears, with one or more prominent features that make their 
  otherworldliness plain to see. One might manifest as a bear with a feathery 
  mane, a wolf sprouting eagle’s wings, or some other combination of 
  features. Many Sarkorians tell stories of the first gods of Sarkoris, like the 
  Stag Mother of the Forest, and believe that these first gods were the perfect 
  embodiment of creatures of the natural world. As the clans intermarried, 
  new gods were born to god callers of these lines, leading to the hybrid forms 
  common among the few remaining Sarkorian clans. Some of these new gods 
  even resemble extraplanar creatures like angels or psychopomps, though 
  they always have some signifier to distinguish them as something different 
  than these beings. 
  Regardless of how they came to worship the gods of Sarkoris, those who 
  claim the title of god caller—much like those who call themselves children 
  of Sarkoris—are now as diverse in appearance and custom as all the nations 
  of the Inner Sea region. This diversity not only strengthens the clans and 
  people of Sarkoris but also the power of the new clan gods who draw their 
  form and function from their people. All god callers and their followers share 
  a deep-rooted respect for the gods who walk among them, imparting their 
  wisdom and sharing their strength directly with their people. Statistics for 
  the worship of some representative Sarkorian gods are detailed on page 132. 
  God calling Revived
  Today, the scattered descendants of 
  the displaced people of old Sarkoris 
  have begun to return to their ancestral 
  lands, and in some instances have 
  rediscovered the lost traditions of 
  their people, giving rise to new god 
  callers and new gods. Since Sarkorians 
  were exiled to all corners of the 
  Inner Sea region and beyond, the 
  gods emerging now are as diverse 
  and unusual as the many cultures of 
  Golarion. Even a few non-Sarkorians 
  who find themselves disenchanted 
  with the distance maintained by 
  Golarion’s “true gods” have begun to 
  adopt the religions of the people of 
  Sarkoris, preferring to be part of a 
  community whose gods live and walk 
  amongst them, fight alongside them, 
  and provide tangible and visible aid. 
  Crusaders and warriors who travel 
  the lands that once contained the 
  Worldwound looking for a chance 
  to slay demons and earn glory often 
  come to venerate the Sarkorian gods 
  after fighting alongside them in battle 
  or being saved by a clan’s god.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Green Faith
  Areas of Concern veneration of the natural world
  Alignment N (LN, NG, N, NE, CN)
  Divine Ability Wisdom or Constitution
  Divine Skill Nature
  Edicts guide civilization to grow in harmony with nature, live 
  sustainably and according to natural cycles, preserve areas of natural 
  wilderness, protect the balance of nature, protect endangered species
  Anathema cause damage to natural settings, kill animals for reasons 
  other than self-defense or sustenance, remove an element or 
  indigenous species from a natural area, encourage imbalance in 
  nature, allow abuse of natural resources
  While the Green Faith is practiced differently from one believer 
  to another, especially across its various orders, its adherents share 
  a universal reverence for the natural world and a commitment 
  to preserving it. While each order’s practitioners may be drawn 
  to a particular element, season, creature, or natural occurrence, all 
  followers respect the sanctity and importance of every aspect of nature. 
  Many cycles have passed since the Green Faith’s fabled founders contended 
  over which expression of natural power was supreme. Just as the legend 
  speaks of their ultimate unity, those who now follow the Green Faith and view 
  nature as sacred understand the interconnectedness of all beings, recognizing 
  that harmony is possible only through balance, and that the cycles of nature 
  are both delicate and infinite. Advocates of the Green Faith therefore fall 
  into a neutral alignment, for they understand that by naming one thing, its 
  opposite is also created; they walk the path of balance between death and 
  rebirth, light and shadow, growth and decay.
  Druids and rangers are frequently followers of the Green Faith, as their lives 
  and magic are especially linked to nature whether they tend a simple garden 
  or roam the vast wilderness. Champions are rare among the Green Faith and 
  are usually champions of nature deities, but they are no less devoted than 
  champions of other faiths. Some clans worship as a community, calling on the 
  power or attributes of specific animals and elements, while others build their 
  lives around nature’s endless cycles. Priests of the Green Faith often travel 
  to educate settlements on living sustainably, caring for animals and crops, 
  anticipating the weather, and finding useful herbs and fungi. Most members 
  of the Green Faith do not oppose civilization, so long as it is built with 
  respect for the natural world that surrounds it. In addition to holding nature 
  sacrosanct, they believe that access to nature’s beauty is essential to the health 
  of all people, whether isolated nomads or metropolitan urbanites.
  Though the Green Faith has no official church, the faith nonetheless 
  maintains a structure of sorts. Most notably, the majority of the faith’s 
  adherents belong to one of several orders dedicated to a particular aspect of 
  nature, such as air, beasts, or plants. The more prominent orders, such as the 
  Order of the Leaf and Order of the Storm, span all of Golarion, while more 
  niche orders, like the Order of the Rift, commit themselves to specific areas 
  like volcanoes. Each order maintains oral records and passes its wisdom down 
  through generations. These collections of knowledge can take a lifetime of 
  study to understand, and are thus divided into “circles.” Members of an order 
  move through these circles as they gain more knowledge and responsibility 
  within their respective order.
  In the Inner Sea region, the Green Faith has the strongest presence in 
  Andoran, the Mwangi Expanse, Nirmathas, Taldor, and the River Kingdoms, 
  though a few dedicated holdouts remain in Sarkoris after the demonic 
  incursion, and members can be found scattered through other realms as well. 
  Tenets of the Faith
  Though the Green Faith claims 
  no sacred text or deity, its 
  scattered followers share the same 
  guiding principles. Practitioners 
  understandably prefer to worship 
  outdoors surrounded by the wild 
  beauty they revere: temples and 
  shrines can be any hallowed space 
  in nature, from majestic waterfalls 
  and volcanoes to hidden springs, 
  ancient glades, or a single mossy 
  rock in a quiet wood. Druidic rites are 
  sometimes performed within a circle 
  of standing stones or wooden pillars, 
  which serve as both celestial markers 
  and pillars of knowledge. Ancient 
  members of the Green Faith have been 
  known to preserve their convoluted 
  wisdom for future generations by 
  reverently carving runes into the 
  stones, leaving behind whispers of 
  knowledge for those who seek to 
  understand nature’s mysteries. 
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  Laws of Mortality 
  Areas of Concern mortal affairs, peace, self-rule 
  Alignment LN (LG, LN, LE, NG, N, NE)
  Divine Ability Constitution or Intelligence
  Divine Skill Medicine
  Edicts challenge religious power and the spread of religion, expose and eradicate 
  hidden worship, provide a peaceful and autonomous society in which the 
  people are cared for through social infrastructure
  Anathema worship or swear an oath by a deity or religion, solicit or receive divine 
  or religious aid, take a side in conflicts between religions
  The Laws of Mortality originated in the Garundi nation of Rahadoum 
  as a response to the Oath Wars, a series of internecine conflicts that 
  were tearing the nation’s society apart. The fundamental 
  principle behind the Laws is a relatively simple assertion 
  that deific aid—even the best intentioned—ultimately 
  comes at too high a price. The slaughter of fellow mortals 
  for the glory of distant, unfathomable beings is not 
  something that should be permitted within a society. 
  Instead, mortal beings must shape their own fate, aware of 
  their own limitations, trusting in their reliance upon one another and 
  their shared values rather than divine intervention and guidance. This 
  philosophy is summed up in the primary tenet of the Laws of Mortality: 
  Let no mortal be beholden to a god.
  The Laws of Mortality are the cornerstone of Rahadoum’s government, 
  and thus religion and worship are banned across the entire nation, enforced 
  by the merciless Pure Legion. As a side effect of this prohibition, Rahadoum’s 
  government has a vested interest in supporting its citizens through education 
  and other means, since there is no church to rely upon to provide crucial 
  social services. Within Rahadoum, most civilians are raised to observe the 
  Laws of Mortality, but the code has some adherents beyond the land in which 
  it arose. Most of these followers have seen for themselves the terrible costs of 
  interreligious conflict or have learned of the callous treatment of mortal souls 
  in the Outer Sphere, and as a result they have chosen a position of intentional 
  neutrality. Some of these followers work to spread the philosophy outside of 
  Rahadoum, pointing out the gods’ abuses of mortals and the ultimate prices 
  that must be paid for their assistance. Such proselytizers face a difficult, if not 
  impossible, task—but one they face with the same determination with which 
  they face their own mortality.
  One of the most obvious results of the Laws of Mortality is that it 
  prohibits the use of many forms of healing magic, as the most common 
  restorative magic is granted by divine favor. Thus alchemists, bards, and 
  other occult spellcasters provide the majority of the Rahadoum’s healing, 
  alongside entirely non-magical techniques. Many adherents of the Laws 
  not only refuse to practice divine magic but also refuse to allow such magic 
  to be cast upon them, preferring a death unsullied by divine intervention 
  over one indebted to distant, uncaring deities who trade in souls. Druids’ 
  standing with regard to the Laws is sharply divided. Those who don’t 
  worship a deity are welcome due to their healing powers and their ability 
  to combat the nation’s desertification, but they are viewed with suspicion in 
  some places since their magic shares its instinctual faith-based vital essence 
  with divine magic. Those druids who uphold a deity, however, meet even 
  more antipathy than more traditional theists, as though their reverence of a 
  deity were a hypocritical affront to the natural world they claim to uphold. 
  Likewise, sorcerers whose bloodlines can be traced back to divine sources 
  are viewed with suspicion and distaste.
  The Pure Legion
  Rahadoum’s Pure Legion enforces 
  the Laws of Mortality within 
  Rahadoum. The organization’s 
  mission is to remove all signs of 
  religion from the nation. Pure 
  Legion enforcers confiscate all holy 
  books, religious symbols, and other 
  faith paraphernalia, punishing any 
  proselytizers with little mercy. 
  Punishments for worship are 
  typically harsh, ranging from lengthy 
  imprisonment to exile from Rahadoum 
  to death. Although the Pure Legion 
  carries out rigorous searches of all 
  travelers through notable ports in 
  Rahadoum, its enforcement is not 
  perfect. Rahadoum is still host to 
  small pockets of worshippers, each 
  keeping their faiths and beliefs a 
  secret lest they meet with retribution 
  from the law.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Prophecies of 
  Kalistrade
  Areas of Concern trade, wealth, self-denial, stability
  Alignment LN (LN, LE, NE)
  Divine Ability Intelligence or Charisma
  Divine Skill Diplomacy
  Edicts accumulate personal wealth, seek enlightenment 
  through purity of self, foster and aid mercantile pursuits, 
  welcome newcomers regardless of gender or ancestry
  Anathema spend money frivolously; offer money to 
  those who don’t deserve wealth; overindulge in physical 
  pleasures, food, or drink; give charity to others
  The secular prophecies of Kalistrade are famously 
  centered on a single principle: amassing personal 
  wealth both in search of and as evidence of personal 
  enlightenment. The prophets of Kalistrade, often referred 
  to as Kalistocrats, believe that achieving purity of body, mind, 
  and spirit will lead to financial success, and thus they avoid certain foods 
  and eschew contact with most persons and objects as impure. To avoid 
  contamination and contact with nonbelievers they wear long, white gloves, 
  and they wear distinctive, all-white clothing to represent their purity—often 
  incorporating their symbol, a circle inside a triangle that is itself inscribed 
  in a larger circle.
  The human prophet Kalistrade lived in Druma in the third century ar. 
  Following an 8-year journey of enlightenment, he began preaching an 
  economic mysticism that drew on his own dream visions, Druman traditions 
  of industriousness, and Kellid folklore about an earlier religion—the white-
  clad Speakers of the Pale. Following his disappearance in 252 ar, his 
  disciples reworked his Ontologies of Self, adding more of his writings and 
  their own commentaries. The resulting momentous tome is the Prophecies 
  of Kalistrade. This sizable text consists of hundreds of pages that compile 
  Kalistrade’s core principles and teachings. Among its fables, parables, occult 
  mysticism, and other ramblings are sound economic lessons and many 
  particulars about personal purity. The size of the tome makes it difficult 
  to keep as a reference manual. Instead, most copies of the Prophecies are 
  designed for home use, with many of them printed as large tomes bound in 
  precious metals and embedded with jewels.
  Purity of mind, body, and spirit is Kalistrade’s fundamental requirement 
  for the attainment of personal affluence. A Kalistocrat achieves purity of 
  mind primarily through meditation, a practice to be called on throughout 
  the day whenever focus deviates from the pursuit of wealth. Mental purity 
  also demands a Kalistocrat avoid any temptations to bestow charity or 
  to be wasteful. Bodily purity, based in principles of ascetic self-denial, is 
  much more complicated. First, the Kalistocrat recognizes three categories 
  of food: pure, clean, and unclean, depending on each ingredient’s origin, 
  processing, and nutritional profile. To achieve purity, a practitioner must 
  avoid eating any unclean foods, instead taking simple and light meals 
  (with very occasional exceptions for ostentatious feasting). Second, the 
  Kalistocrat strives to remain free of any physical contact, particularly with 
  nonbelievers. Voluntary touching is assiduously avoided, and involuntary 
  touching is minimized through the use of gloves and enveloping clothing. 
  While the Prophecies enjoin celibacy, many Kalistocrats make some personal 
  exceptions. Most permissible are sexual relations with a likely convert or a 
  wealthy patron—or, better, someone who is both. 
  Joining the Prophets
  Commitment to the Prophecies is the 
  sole requirement for a Kalistocrat, 
  and anyone—regardless of ancestry, 
  heritage, nationality, gender, or 
  social status—is welcomed into 
  discipleship. Worship of a deity is 
  neither forbidden nor encouraged; 
  Kalistocrats who feel drawn to a 
  divinity typically venerate Abadar 
  or, less often, Irori. New converts 
  are ushered into a highly organized 
  network that inculcates business 
  acumen and provides financial 
  support for new enterprises. 
  Success is seen as a reflection 
  of personal faithfulness, but it is 
  also the outcome of a supportive 
  and dedicated organization with a 
  single-minded mission. 
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  Sangpotshi
  Areas of Concern fate, karma, and reincarnation
  Alignment N (LG, LN, LE, NG, N)
  Divine Ability Intelligence or Wisdom
  Divine Skill Religion
  Edicts live selflessly; heed the wisdom of the learned, the wise, and 
  those in stations of authority
  Anathema needlessly break significant traditions, actively interfere 
  with the perfection efforts of another soul or allow others to do so
  The philosophy of Sangpotshi, also known as the River 
  of Life, centers around concepts of fate, karma, and cyclic 
  reincarnation. Adherents believe each soul is judged upon its 
  actions in life, and these actions determine its station when 
  it returns to the living world. This cycle repeats until the soul 
  reaches its perfected form through the accrual of experience and 
  wisdom, whereupon it passes on to Pharasma’s court and the afterlife 
  to come.
  While the philosophy itself is separate from the faiths of the gods and 
  the facets of multiversal morality, its teachings are most compatible with 
  the ethics of law and good. In the hope of reaching enlightenment, devotees 
  seek to live blameless, selfless lives respectful of tradition, legitimate 
  authority, and the wisdom of those born into certain positions. Many strive 
  to discover and influence the forces that will affect their next life, whether 
  via genealogy, introspection, or the preparation of records for their next 
  life. Genealogists are called upon to provide insight into past lives’ failings, 
  so adherents can correct those faults and progress toward enlightenment. 
  Intellectual leaders, meanwhile, are often called upon to aid in matters of 
  the current life, helping adherents live well within the station of their birth, 
  follow the laws and traditions of their societies, and best use the resources 
  available to them.
  Followers of Sangpotshi’s teachings place great influence on meditation 
  and introspection, as they hope to better understand their own existence and 
  reconcile their being with their past and present actions so they can strive 
  toward the future state they hope to achieve. Such reflection allows followers 
  to understand their own flaws and past mistakes. Acceptance of the past is a 
  pivotal part of the philosophy, as a mortal being can very easily stagnate and 
  lock themselves into an endless cycle of new attempts at improvement that 
  never truly solve the challenges that came before. 
  Sangpotshi encourages individuals who are unable to fully understand 
  their own mistakes to find others who share similar flaws or difficulties, 
  under the premise that helping others overcome a challenge can also help 
  the individual giving aid and teach them how to overcome their own 
  struggles. Followers are quick to note that attempting to solve the entirety 
  of a neighbor’s issues is unhelpful, though, as everyone’s path along the 
  River of Life is different. The river teaches tolerance and patience with one 
  another, and that what may seem like an obvious solution or lesson for one 
  should be left for another individual to discover on their own, unless they 
  ask for help.
  Sangpotshi places great importance on one’s fate, but the philosophy is by 
  no means a passive way of life. Most devotees strive to better themselves, 
  certain that their efforts will be rewarded in a future incarnation, while 
  others actively seek to break from their present circumstances without 
  forsaking the teachings of the philosophy. The latter path is difficult, and not 
  all who attempt it succeed, but those who do find themselves one step closer 
  to ultimate recompense.
  Sangpotshi and The Gods
  Sangpotshi is compatible with 
  the faiths of many deities, and it 
  is common for devotees to also 
  hold faith in divine entities. The 
  philosophy often influences their 
  methods of worship, with Abadarans 
  keeping careful records of their 
  wealth or even investing money for 
  a future incarnation, and Pharasmins 
  beseeching the psychopomp 
  bureaucracy to look favorably upon 
  their deeds in life and shepherd 
  their future selves to enlightenment. 
  Some worshippers of malicious 
  deities follow a twisted version of 
  Sangpotshi, seeking to extend their 
  existences through undeath and 
  using the time gained to perfect 
  their stations in this incarnation. 
  Most adherents of the traditional 
  teachings, by contrast, consider 
  undead to be prisons for souls that 
  lock them away from the cycle of 
  fate and reincarnation, and destroy 
  undead wherever they can be found.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  100
  Shoanti Animism
  Most Shoanti belong to one of seven quahs, or clans, each 
  with specific lands, notable strengths, and unique spiritual 
  perspectives. Traditionally, each Shoanti undergoes a rite of 
  passage into adulthood, during which time their particular totem 
  manifests, and a Shoanti’s first tattoo is an homage to that totem. 
  The quahs and their most common totems are listed below:
  Lyrune-Quah (Moon Clan) bat, cave bear, moon, mountain lion, 
  owl, stars
  Shadde-Quah (Axe Clan) cliffs, eagle, sea, shark, squid, water 
  elemental
  Shriikirri-Quah (Hawk Clan) cloud, falcon, hawk, hippogriff, 
  horse, wind
  Shundar-Quah (Spire Clan) avalanche, earth elemental, 
  mountain spire or peak, roc, spirestalker
  Sklar-Quah (Sun Clan) aurochs, cindersnake, emberstorm, fire 
  elemental, flames, the sun 
  Skoan-Quah (Skull Clan) ancestors, earth elemental, giant 
  scarab beetle, vulture, will-o’-wisp, wolf
  Tamiir-Quah (Wind Clan) air elemental, cloud, griffon, roc, 
  storm, wind
  According to their own tradition, Shoanti have lived in the 
  northwestern lands of Avistan since long before colonizers fractured 
  the Varisians’ homeland. Yet the Shoanti people still maintain their 
  independence and traditional way of life in areas across Varisia, particularly 
  on the Storval Plateau. 
  Shoanti animism is rooted in a deep connection to the land. Shoanti see the 
  earth not merely as a metaphorical parent, but as a conscious entity whose 
  constant support is necessary for the survival of all life upon it—animal and 
  vegetable alike. Their traditions emphasize connection and the reciprocal 
  way in which the land provides for those who take care of it. The life force 
  of the land serves as the source of Shoanti power and insight, rather than the 
  otherworldly spiritual essence of the Great Beyond common to clerics. This 
  life force is the birth of instinct and faith, and thus it sends omens to indicate 
  future events, warning those with the wisdom to read the signs. Thus most 
  Shoanti hold a profound reverence for natural phenomena as a manifestation 
  of the will of the earth.
  Shoanti animism has no required creeds or written doctrine, nor regular 
  worship services. Holy places simply exist, as acknowledged by an individual, 
  family, or quah (a clan). Shamans may designate places of importance, but 
  these are not exclusive. Indeed, little is exclusive or limiting about traditional 
  Shoanti beliefs. Faith is felt by each practitioner; it manifests as an overall 
  attitude toward the land and all that depends on it for life, but it has no hard 
  rules or set restrictions. 
  Many Shoanti find themselves drawn to particular features of the world 
  around them, forming a bond with a specific river, a particular tree, or a type 
  of creature, but even such connections are fleeting. Most Shoanti agree that 
  such calls from the earth last only as long as a person requires them to survive 
  the rigors of the world or to gain the understanding required to overcome a 
  particular obstacle. Such connections are considered less significant than an 
  individual’s connection to a totem, but no less powerful.
  Shoanti shamans are usually druids who draw their power from a 
  particularly strong connection to their totem and the earth. Because adherents 
  are welcome to add beliefs, rituals, sites, and objects of worship, shamans are 
  sometimes also clerics of a particular deity, such as Desna or Gozreh. 
  Shoanti Rituals
  Certain rites and rituals are triggered 
  by events throughout the year, 
  such as solstices and eclipses, along 
  with disease, famine, and warfare. 
  Personal situations, such as giving 
  birth or coming of age, also invoke 
  specific rituals. Different quahs 
  perform these rituals in different 
  ways; variation is acceptable and 
  widespread, reflecting the importance 
  of the individual and the clan in 
  manifesting their own individual 
  practice. These traditions are under 
  constant revision and adaptation, 
  as the individual or the situation 
  requires. Perhaps most important 
  of all Shoanti rituals are the rites 
  to pass into adulthood. Part of this 
  ceremony involves the Shoanti 
  forming a connection with a specific 
  totem. The totem is a manifestation 
  of the earth’s vital essence, the 
  power of life, focused in a particular 
  natural form. Each quah has its own 
  characteristic totems, as listed above. 
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  Atheists and  
  Free Agents
  Alignment any
  Edicts none
  Anathema none
  In a world where the gods demonstrably exist, 
  few people uphold a strictly atheistic or agnostic 
  worldview; that is, a belief that there are no gods, or 
  that the existence of gods is unknowable. However, 
  a good number of people choose not to worship any 
  deities whatsoever. Many do so because of the value 
  they place on freedom—not being beholden to a deity 
  means no limitations, no censure, no anathema, and 
  no strictures. While this decision might sound amoral 
  to some, for atheists, it can be motivated by a desire 
  for autonomy and the right to choose one’s own fate. 
  Some atheists feel no particular interest toward any 
  of the gods or the divine in general. As a result, they 
  find the thought of worship pointless and unappealing, 
  a waste of time for both the god and the atheist. While 
  these atheists are most likely to be tolerant of the gods and 
  religion in general, they often chafe at efforts to convert them, seeing 
  such overtures as societal pressure to pretend there is faith where truthfully 
  there is none.
  Some atheists are driven by thoughts and fears of the afterlife, and by 
  dismay or outrage at the idea of spending eternity serving at the behest of an 
  eternal master. To such people, a quiet eternity in the Boneyard’s graves is akin 
  to a reprieve or a comforting certainty, especially compared to the helpless 
  terror of being judged by a higher power and sent onward to an unknown 
  destination, with little to no say in the matter.
  Some atheists feel the gods aren’t inherently worthy of worship. While these 
  skeptics acknowledge that the gods are undeniably powerful beings, they see 
  little difference between these deities and other powerful entities on Golarion 
  and question what the gods have done to merit the worship of mortals. To them, 
  worship of a deity is akin to revering the power of the Eye of Abendego, or like 
  a kobold’s veneration of a nearby dragon. Praise and offerings are demanded 
  for protection, yet the gods are sparing and unreliable with their responses. At 
  best, such worship is demeaning, and at worst it rivals the practice of slavery 
  or, in a slightly more charitable view, indentured servitude.
  Finally, some refuse to follow the gods out of anger. Those who believe they 
  have been betrayed by faith in a particular god or wronged by a deity’s followers 
  might refuse to revere any deity who would willfully choose to inflict such pain.
  The paths these free agents follow vary as much as their reasons for rejecting 
  the divine. Bards turn to the aggregate eclectic knowledge of the beyond. 
  Alchemists and wizards alike seek to understand the universal underpinnings 
  of reality through magic, science, and reason. Any number of barbarians, 
  fighters, rogues, and even sorcerers operate with no need for spiritual guidance 
  or reinforcement. Many monks look inward for guidance, rather than outward, 
  and druids and rangers may uphold the natural order but not the divine. 
  Some free agents refuse any association with the religious altogether. Others 
  adopt a live-and-let-live policy and are happy to let others worship and work 
  divine feats. Without any assurances of (or desire for) divine intervention, the 
  vast majority of the irreligious instead place their faith in other mortals and 
  endeavor to make the material world a better place for all.
  Free Agents on Golarion
  Aside from those who uphold the 
  Laws of Mortality, free agents and 
  atheists are common in certain places 
  across Golarion. Both the River 
  Kingdom of Touvette and the Tian 
  nation of Bachuan hold widespread 
  bans on religion (though both are 
  harsh authoritarian regimes). Many 
  Prophets of Kalistrade hold no ties to 
  deities, instead grasping their fate in 
  their own hands. Worshippers of the 
  Green Faith sometimes pay reverence 
  to nature gods, but as often as not 
  hold no divine allegiance beyond their 
  awe and reverence of the natural 
  world. The Graycloaks of Absalom 
  serve the city, acting as impartial 
  arbiters of the law in the city’s most 
  religious district, the Ascendant 
  Court. But ultimately, these are the 
  exceptions—most free agents on 
  Golarion are loners.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Character Options
  A character’s faith or philosophy can shape them in 
  powerful ways both fundamental and peripheral, from 
  the cleric who receives spells by the grace of their deity 
  to a champion who fights tyranny wielding a weapon 
  imbued with divine power to a raging barbarian who 
  cares only that their companions’ divine healing keeps 
  them in the fight. In a world rife with divine magic, 
  only a few rare individuals live without considering 
  how faith affects their lives—even if that consideration 
  means working in opposition to the divine. The gifts and 
  curses of the gods filter down through all aspects of life, 
  from the truly world-shaking powers of the mightiest 
  clerics to the minor miracles performed by righteous 
  crusaders and wicked priests to the everyday minutiae of 
  a common acolyte. 
  While any character can express their faith through 
  their actions, the options presented in this chapter 
  provide ways for a character to incorporate their 
  convictions into their abilities as well. New domains 
  and domain spells expand a cleric’s options beyond 
  those listed in the Pathfinder Core Rulebook. New 
  spells grant specialized abilities to clerics and other 
  spellcasters, while new feats, weapons, and gear provide 
  ways for characters of any class and philosophy to 
  embrace and express their ideology.
  Many of the new rules presented in this section are 
  closely related to a single deity or domain, but in some 
  cases, they’re simply more common among a given faith, 
  and practitioners of any faith can make use of them if 
  they can gain access. Priests of Brigh might develop the 
  formula for a revolutionary magic item available to the 
  faithful, but that doesn’t mean they won’t ever trade 
  it in exchange for information about another creator’s 
  inventions. Similarly, priests of Nalinivati certainly 
  aren’t the only warriors who wield urumis, but they are 
  in part responsible for the popularity of the weapon 
  across the Inner Sea region, and the polytool is only 
  one of numerous innovations emerging from Numeria.
  In addition to seeking access to options simply more 
  common among other faiths, if you’d like to incorporate 
  an option limited to a faith other than the one your 
  character holds, work with your GM to make sure your 
  use of that option works with the campaign and doesn’t 
  diminish the choices of other characters who might 
  worship the original deity who grants that option. If so, 
  you and the GM might work together to alter certain 
  aspects of a feat, spell, item, or other option to ensure 
  it fits your faith and makes sense within the larger story 
  you want to tell.
  FEATS
  Feats can be used to customize a character in several 
  specific ways, whether by expanding the options available 
  to a character whose class is already tied to a deity, or by 
  granting ways for a character with an unrelated class to 
  incorporate a philosophy into their suite of abilities. Some of 
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  the feats presented here enhance a follower’s powers, while 
  other abilities arise among those working to foil or deceive 
  the faithful. This section includes general feats, skill feats, 
  and a small number of more specialized class feats.
  SPELLS
  Divine spellcasters can call a deity’s might to their 
  fingertips, acting as a worldly conduit for divine wrath 
  or redemption—but not just anyone can call the power 
  of the gods. Some of the spells in this section are new 
  additions to the divine spell list, and thus they can be 
  cast by any clerics, sorcerers whose bloodlines grant 
  divine spells, or other characters with access to divine 
  spells. Others are more commonly used by bards, druids, 
  sorcerers, wizards, and other characters with access to 
  spellcasting, but can be granted to worshippers of a 
  specific deity as a blessing to the faithful. 
  DOMAINS AND DOMAIN SPELLS
  This section provides a number of new domains, as well 
  as basic and advanced domain spells for each of these 
  new domains. Several of the gods presented in this book 
  rely upon the new domains listed here, but several of 
  the entries for the more common deities on Golarion list 
  some of the domains in this section as alternate domains, 
  representing lesser-known or niche aspects of the deity. 
  Followers of these deities can take the Expanded Domain 
  Initiate or Splinter Faith feats presented on page 8 to gain 
  access to alternate domains and their associated spells. 
  GMs may instead prefer to take inspiration from the 
  rules in the Splinter Faith feat to present new approaches 
  to existing faiths or altogether new faiths.
  ITEMS AND WEAPONS
  The final section of this chapter provides rules for a 
  number of new items, both magical and non-magical, 
  suitable for characters who operate closely within a faith 
  or philosophy—or those who oppose them! The deities 
  in this book are revered across all of Golarion, with 
  some having origins or centers of worship far removed 
  from the Inner Sea region. As such, many of these deities 
  favor weapons not commonly found around the Inner 
  Sea. These new weapons are detailed on pages 120–123.
  In addition to the new weapons, this section presents a 
  variety of exciting items to give all characters the means 
  to express their faith and make their mark on the world, 
  from simple trinkets to powerful items granted to the 
  most favored of a god’s servants.
  APPENDIX
  The tables at the end of this book list dozens of other 
  deities whose faiths are prominent in the Age of Lost 
  Omens. The chart provides the basic details required for 
  a worshipper, such as permitted alignments, edicts, and 
  anathema. GMs and players are encouraged to use the 
  tables as inspiration for characters and new deities.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  While champions and clerics have clear ties to their 
  chosen deities and gain definitive benefits from them, they 
  don’t hold a monopoly on such abilities. The following 
  feats represent ways all characters might benefit from 
  adherence to a deity or a particular philosophy—as well 
  as feats for characters who oppose the faithful.
  BATTLE PRAYER � 
  FEAT 7
  DIVINE
  GENERAL
  SKILL
  Prerequisites master in Religion, you follow a deity
  Calling out to your deity, you recite scripture to harm a foe. 
  When you select this feat, choose chaos, evil, good, or law. Your 
  choice must match one of your deity’s alignment components. 
  This action has the trait corresponding to the chosen alignment. 
  Attempt a Religion check against the Will DC of a foe 
  within 30 feet. The foe is then temporarily immune to Battle 
  Prayers from your deity for 1 day.
  Critical Success You deal 2d6 damage of the chosen alignment 
  type, or 6d6 damage if you have legendary proficiency 
  in Religion.
  Success You deal 1d6 damage of the chosen alignment type, or 
  3d6 damage if you have legendary proficiency in Religion.
  Failure There is no effect.
  Critical Failure The backlash of your foe’s will against your 
  prayer prevents you from using Battle Prayer again for 
  10 minutes.
  BLESS TONIC 
  FEAT 7
  GENERAL
  POSITIVE
  SKILL
  Prerequisites master in Crafting, deity who grants heal 
  divine font
  You channel positive energy into restoratives that ward 
  against harm. When you Craft an alchemical item that restores 
  Hit Points (rather than create it with advanced alchemy, Quick 
  Alchemy, or another means), it becomes a blessed alchemical 
  item and gains the positive trait. For example, an elixir of life 
  would become a blessed elixir of life. When a creature regains 
  Hit Points using a blessed alchemical item, the overflowing 
  energy grants them negative resistance 5 for 1 round, or 
  negative resistance 10 if you are legendary in Crafting.
  BLESS TOXIN 
  FEAT 7
  GENERAL
  NEGATIVE
  SKILL
  Prerequisites master in Crafting, deity who grants harm 
  divine font
  You pour negative energy into toxins you create to further 
  debilitate your targets. When you Craft an alchemical 
  poison (rather than create it with advanced alchemy, 
  Quick Alchemy, or another means), it becomes 
  a blessed alchemical poison and gains the 
  negative trait. When a creature is afflicted 
  with a blessed alchemical poison, for 1 
  round, any Hit Points it would regain from a positive effect are 
  reduced by 5, or by 10 if you are legendary in Crafting.
  BLESSED BLOOD 
  FEAT 1
  SORCERER
  Prerequisites bloodline that grants divine spells, you follow 
  a deity
  Your deity’s blessings manifest in your blood-borne power. 
  Add up to three of your deity’s spells (spells your deity grants 
  to clerics) to your spell list. They are not automatically added 
  to your repertoire, but you can select them just as you would 
  spells normally on the divine spell list.
  CHARLATAN 
  FEAT 1
  GENERAL
  SKILL
  Prerequisites trained in Deception
  You’ve learned to mimic the abilities of 
  Feats
  SACRED DEFENSE
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  spellcasters by studying their flourishes and words. When 
  you activate a magic item to generate a spell effect, attempt 
  a Deception check. If you succeed against an onlooker’s 
  Perception DC, to that onlooker, you appear to Cast that Spell 
  instead. Onlookers who successfully Recognize the Spell realize 
  you used a magic item, though those who later successfully 
  Identify the Magic still can’t determine that the source of the 
  effect was a magic item.
  ENVIRONMENTAL GRACE 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Survival; deity who grants the cold, 
  fire, nature, or travel domain
  You rapidly adapt to environments through a combination 
  of skill, meditation, and divine grace. After spending an 
  hour in an environment of severe cold or colder, you are 
  protected from the effects of severe cold until you leave that 
  environment. After spending an hour in an environment of 
  severe heat or hotter, you are protected from the effects of 
  severe heat until you leave that environment.
  EVANGELIZE � 
  FEAT 7
  AUDITORY
  GENERAL
  LINGUISTIC
  MENTAL
  SKILL
  Prerequisites master in Diplomacy, you follow a deity 
  or philosophy
  You point out a detail that incontrovertibly supports your 
  faith, causing a listener’s mind to whirl. Attempt a Diplomacy 
  check and compare the result to the Will DC of a single 
  target that can hear you and understands your language; 
  that target is then temporarily immune to Evangelize with 
  respect to your deity or philosophy for 1 day. A creature 
  that already agrees with you is unaffected, and at the GM’s 
  discretion, a target that genuinely changes its perspective 
  to support your faith as a result of the argument is also 
  otherwise unaffected.
  Critical Success The target is stupefied 2 for 1 round.
  Success The target is stupefied 1 for 1 round.
  Failure The target is unaffected.
  MORTAL HEALING 
  FEAT 2
  GENERAL
  SKILL
  Prerequisites Godless Healing (Pathfinder Lost Omens World 
  Guide 56), you follow the Laws of Mortality
  You grant greater healing when the gods don’t interfere. 
  When you roll a success to Treat Wounds for a creature that 
  hasn’t regained Hit Points from divine magic in the past 24 
  hours, you get a critical success on your check instead and 
  restore the corresponding amount of Hit Points.
  NUMB TO DEATH 
  FEAT 7
  GENERAL
  Prerequisites Diehard, you have died at least once
  Frequency once per day
  Your past has left you numb to death’s call. The first time 
  each day that you regain Hit Points while you are dying, 
  you regain additional Hit Points equal to your level, and you 
  neither gain the wounded condition nor increase the value 
  of this condition.
  SACRED DEFENSE � 
  FEAT 7
  DIVINE
  GENERAL
  SKILL
  Prerequisites master in Religion, you follow a deity
  Frequency once per hour
  You call upon your deity to grant you their protective 
  blessing. Attempt a DC 30 Religion check. If you have 
  legendary proficiency in Religion, you can instead attempt a 
  DC 40 Religion check to increase the temporary Hit Points 
  you gain on a successful check to 15 (25 on a critical success).
  Critical Success You gain 10 temporary Hit Points. You lose 
  any remaining temporary Hit Points after 1 minute.
  Success You gain 5 temporary Hit Points. You lose any 
  remaining temporary Hit Points after 1 minute.
  Critical Failure Your deity withholds their blessing. You cannot 
  attempt to call to your deity again for 1 day.
  SACRED KI 
  FEAT 4
  MONK
  Prerequisites Ki Strike, you follow a deity
  The power of your faith suffuses your ki. When you select 
  this feat, choose chaos, evil, good, or law. Your choice must 
  match one of your deity’s alignment components.
  When you cast the ki strike focus spell and damage a 
  creature whose alignment is opposite your chosen alignment, 
  you can choose for the ki strike damage to be of the chosen 
  type. Additionally, you can substitute the damage from ki 
  blast (or other ki spells that deal force damage, at the GM’s 
  discretion) with damage of your chosen alignment.
  SANCTIFY WATER � 
  FEAT 7
  GENERAL
  SKILL
  Prerequisites master in Religion, good or evil deity
  You imbue water with your deity’s blessing. Choose a container 
  of water on your person that is of light Bulk. For 1 round, if you 
  or an ally throw this container at a foe, it has the damaging 
  effects of holy water (if you follow a good deity) or unholy 
  water (if you follow an evil deity). The water’s transient power 
  doesn’t make it gain any value, allow it to be used to supply 
  the cost for a spell or ritual, and so on. If you have legendary 
  proficiency in Religion, you can sanctify three containers held 
  by you or allies within your reach instead of one.
  SYNCRETISM 
  FEAT 1
  CLERIC
  Prerequisites you follow a deity
  You have come to see the overlap between two deities’ 
  teachings. Choose a second deity. You must meet their 
  alignment requirements, and you are subject to their edicts and 
  anathema. If you are a cloistered cleric, select one of that deity’s 
  domains, gaining the benefits of the Expanded Domain Initiate 
  feat (page 8) with that domain. If you are a warpriest, you gain 
  the favored weapon of that deity as a second favored weapon, 
  and it gains the benefits of feats and abilities you have that 
  affect your deity’s favored weapon, such as Deadly Simplicity. If 
  you have a different doctrine than cloistered cleric or warpriest, 
  either apply whichever of the above options is most appropriate 
  for your doctrine, or, at the GM’s discretion, add a benefit from 
  the second deity more closely tied to your doctrine.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  The following spells are often associated with the deities 
  of the Inner Sea region.
  ACID STORM 
  SPELL 5
  ACID
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot-radius burst
  Duration 1 minute
  You evoke a storm of acid rain that pelts the area for the 
  spell’s duration. A creature that begins its turn in the area 
  takes 3d8 acid damage (basic Reflex save).
  Heightened (+2) The damage increases by 1d8.
  ACIDIC BURST 
  SPELL 1
  ACID
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 5-foot emanation
  Saving Throw basic Reflex
  You create a shell of acid around yourself that immediately 
  bursts outward, dealing 2d6 acid damage to each creature 
  in the area.
  Heightened (+1) The damage increases by 2d6.
  AGITATE 
  SPELL 1
  ENCHANTMENT
  MENTAL
  NONLETHAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You send the target’s mind and body into overdrive, 
  forcing it to become restless and hyperactive. 
  During the duration, the target must Stride 
  at least once each turn or take 2d8 mental 
  damage that turn. The duration of this 
  effect depends on the target’s Will save.
  Critical Success The spell has no effect.
  Success The duration is 1 round.
  Failure The duration is 2 rounds.
  Critical Failure The duration is 4 rounds.
  Heightened (+1) The damage increases by 2d8.
  ANIMUS MINE 
  SPELL 2
  ABJURATION
  MENTAL
  Traditions occult
  Cast � somatic, verbal
  Saving Throw Will; Duration 1 hour
  You implant a mental mine within your 
  psyche that detonates against anyone attempting 
  to manipulate your thoughts. You can use a single 
  action, which has the concentrate trait, to suppress 
  the effects of the mine for 1 round to allow someone 
  to safely use a mental effect on you. You can Dismiss 
  the spell.
  The first creature that uses a mental 
  effect against you triggers the animus 
  mine, causing the spell to end. The animus 
  mine deals 4d8 mental damage to 
  the triggering creature, which must 
  attempt a Will save.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and 
  is stunned 1.
  Critical Failure The creature takes double 
  damage and is stunned 1. You are unaffected by the 
  triggering mental effect.
  Heightened (+1) The damage increases by 2d8.
  Spells
  ACIDIC BURST
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  ANTICIPATE PERIL 
  SPELL 1
  DIVINATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 10 minutes
  You grant the target brief foresight. The target gains a +1 status 
  bonus to its next initiative roll, after which the spell ends.
  Heightened (+2) The status bonus increases by 1, to a 
  maximum of +4 at 7th level.
  BEFUDDLE 
  SPELL 1
  EMOTION
  ENCHANTMENT
  MENTAL
  Traditions arcane
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 round
  You sow seeds of confusion in your target’s mind, causing 
  their actions and thoughts to become clumsy.
  Critical Success The target is unaffected.
  Success The target is clumsy 1 and stupefied 1.
  Failure The target is clumsy 2 and stupefied 2.
  Critical Failure The target is clumsy 3, stupefied 3, and confused.
  BRAND THE IMPENITENT 
  SPELL 2
  ABJURATION
  CURSE
  Traditions divine
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Fortitude; Duration varies
  You brand the target with an ethereal copy of your deity’s 
  religious symbol. This brand can’t be hidden, but it is visible 
  only to followers of your faith, who see it as clearly as a lit 
  torch. Followers of your faith ignore the target’s concealed 
  condition, if any, and the target gains a –1 status penalty to 
  AC against attacks by followers of your faith. If the target is a 
  follower of your deity in good standing, the spell fails.
  Critical Success The target is unaffected.
  Success The spell lasts for 1 round.
  Failure The spell lasts for 1 minute.
  Critical Failure The spell has an unlimited duration.
  CHILLING SPRAY 
  SPELL 1
  COLD
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Will
  A cone of icy shards bursts from your spread hands and coats 
  the target in a layer of frost. You deal 2d4 cold damage to 
  creatures in the area; they must each attempt a Reflex save.
  Critical Success The creature takes no damage.
  Success The creature takes half damage.
  Failure The creature takes full damage and takes a –5-foot 
  status penalty to its Speeds for 2 rounds.
  Critical Failure The creature takes double damage and takes a 
  –10-foot status penalty to its Speeds for 2 rounds.
  Heightened (+1) The damage increases by 2d4.
  CUP OF DUST 
  SPELL 3
  CURSE
  NECROMANCY
  Traditions arcane, occult, primal
  Cast � material, somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw Fortitude; Duration 1 day
  You curse the target with a thirst no drink can quench. You can 
  Dismiss the spell. The target must attempt a Fortitude save.
  Critical Success The creature is unaffected and is temporarily 
  immune for 1 hour.
  Success The creature is fatigued for 1 round.
  Failure The creature is immediately afflicted by thirst as 
  if it hadn’t had a drink in days. It becomes fatigued and 
  takes 1d4 damage each hour that can’t be healed until it 
  quenches its thirst. No amount of drinking can quench the 
  creature’s thirst during the spell’s duration.
  Critical Failure As failure but the creature takes 2d4 damage 
  each hour, twice as much as usual for thirst.
  Heightened (+3) The thirst becomes more unbearable, increasing 
  the damage each hour by 1d4, or by 2d4 on a critical failure.
  ENDURE 
  SPELL 1
  ENCHANTMENT
  MENTAL
  Traditions arcane, occult
  Cast � somatic
  Range touch; Targets 1 creature
  Duration 1 round
  You invigorate the touched creature’s mind and urge it to press 
  on. You grant the touched creature 5 temporary Hit Points.
  Heightened (+1) Increase the temporary Hit Points by 5.
  EXPEDITIOUS EXCAVATION 
  SPELL 2
  EARTH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Area cube of dirt 5 feet across or smaller
  You remove loose dirt, dust, gravel, sand, and the like (though 
  not solid stone) up to the size of a 5-foot cube. Any Medium 
  or smaller creature standing atop the earth when the spell is 
  cast must attempt a Reflex save or Acrobatics check.
  Success The creature is unaffected and can choose to either 
  descend the pit without damage or move to the nearest 
  available space of its choice.
  Failure The creature falls prone in the nearest available space 
  of its choice, or falls into the pit if it prefers.
  Critical Failure The creature falls into the pit excavated by 
  the spell and lands prone, taking falling damage as normal.
  Heightened (+2) The spell can excavate an additional 5-foot 
  cube of earth. If you excavate all four 5-foot cubes beneath 
  a Large creature, it must attempt a Reflex save or Acrobatics 
  check, as above.
  FEAST OF ASHES 
  SPELL 2
  CURSE
  NECROMANCY
  Traditions arcane, occult, primal
  Cast � material, somatic, verbal
  Range 30 feet; Targets 1 living creature
  Saving Throw Fortitude; Duration 1 week
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  You curse the target with a hunger no food can sate. You can 
  Dismiss the spell. The target must attempt a Fortitude save.
  Critical Success The creature is unaffected and is temporarily 
  immune for 1 hour.
  Success The creature is fatigued for 1 round.
  Failure The creature is immediately afflicted by hunger as if 
  it hadn’t eaten food in days. It becomes fatigued and takes 
  1d4 damage each day that can’t be healed until it sates its 
  hunger. No amount of eating can sate the creature’s hunger 
  during the spell’s duration. After the spell’s duration, the 
  creature takes damage from starvation as described on 
  page 500 of the Core Rulebook.
  Critical Failure As failure but the creature takes 2d4 damage 
  each day, twice as much as usual for hunger.
  Heightened (+1) The hunger becomes more unbearable, 
  increasing the damage each day by 1d4, or by 2d4 on a 
  critical failure.
  FUNGAL HYPHAE 
  SPELL 2
  FUNGUS
  NECROMANCY
  Traditions primal
  Cast � somatic, verbal
  Duration 1 minute
  Thin hyphae grow from your feet and plunge into the earth, 
  creating a symbiotic fungal network that attaches to plants 
  within 30 feet and connects you to their root systems. 
  You gain an imprecise tremorsense allowing you to sense 
  anything directly touching plants within that distance. If you 
  move, the hyphae snap and the spell ends.
  Heightened (4th) You can control plants in the area to a small 
  degree, allowing you to make Strikes with tree branches, 
  exposed roots, or similarly solid plants. To do so, you use a 
  Strike action, but you can Strike any creature you can detect 
  with your tremorsense. These are melee spell attacks that 
  deal 2d8 bludgeoning damage plus your spellcasting ability 
  modifier. Unusual plants, such as thorny vines, might deal 
  a different type of damage at the GM’s discretion. You can’t 
  make any other attacks through these plants, or take any 
  other actions through them, other than these Strikes.
  Heightened (6th) As 4th level, but you can use other simple 
  manipulate actions through the plants, including having a branch 
  pick an object up or open a door, though more complex actions, 
  such as picking a lock or disabling a trap, remain impossible.
  GRAVITY WELL 
  SPELL 3
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 120 feet; Area 30-foot-radius burst
  Saving Throw Reflex
  You create a sphere of altered gravity. All creatures and 
  unsecured objects in the area move towards the center, 
  depending on their Reflex saving throws. This follows the 
  rules for forced movement (Pathfinder Core Rulebook 475). 
  If there’s not enough space near the center of the sphere, 
  creatures and objects nearer to the center move first, and 
  others move as far as they can without being blocked, up to 
  the amount set by their saving throw outcomes.
  Critical Success The creature is unaffected.
  Success The creature moves 5 feet toward the center.
  Failure The creature moves 15 feet toward the center.
  Critical Failure The creature moves 30 feet toward the center.
  ILL OMEN 
  SPELL 1
  CURSE
  DIVINATION
  MISFORTUNE
  Traditions occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 round
  The target is struck with misfortune, which throws them off 
  balance. The target must attempt a Will save.
  Success The target is unaffected.
  Failure The first time during the duration that target rolls an 
  attack roll or skill check, it must roll twice and take the 
  worse result.
  Critical Failure Every time during the duration that the target 
  rolls an attack roll or skill check, it must roll twice and take 
  the worse result.
  IRON GUT 
  SPELL 2
  TRANSMUTATION
  Traditions arcane, primal
  Cast � material, somatic
  Duration 1 hour
  Your mouth, esophagus, and stomach become incredibly 
  elastic and tougher than metal. For the duration of the spell, 
  you can reach down your throat to store or retrieve a single 
  object of light or negligible Bulk in your stomach, as though 
  your stomach were a backpack or other container. Storing 
  and retrieving an item in this way requires an Interact action. 
  The object must be small enough to reasonably fit within 
  your stomach. It is very difficult for other creatures to notice 
  that you are hiding an object in this way; passive observers 
  can’t possibly notice and you gain a +4 circumstance bonus to 
  your Stealth checks to Conceal the Object unless the searcher 
  specifically searches your mouth and stomach. If at the end 
  of the spell’s duration you still have an object stored in your 
  stomach, it is violently expelled, dealing 1d6 damage to you.
  Heightened (3rd) The duration increases to 8 hours.
  LIBERATING COMMAND 
  SPELL 1
  ENCHANTMENT
  MENTAL
  Traditions occult
  Cast � (verbal)
  Range 60 feet; Targets 1 creature
  You call out a liberating cry, urging an ally to break free of 
  an effect that holds them in place. If the target is grabbed, 
  immobilized, or restrained, it can immediately use a reaction 
  to attempt to Escape.
  MESSAGE RUNE 
  SPELL 1
  DIVINATION
  LINGUISTIC
  MENTAL
  Traditions arcane, occult
  Cast 5 minutes (material, somatic, verbal)
  Range touch; Targets 1 flat unattended surface
  Duration 1 day
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  You record a message up to 5 minutes long and inscribe a 
  special rune on any flat unattended surface within reach. The 
  nature of the rune’s appearance is up to you, but it is visible to 
  everyone and it must be no smaller than 2 inches in diameter. 
  You also specify a trigger that creatures must meet to activate 
  the rune (Pathfinder Core Rulebook 305). For the duration of 
  the spell, creatures who meet the criteria of the trigger can 
  touch the rune to hear the recorded message in their head as 
  though you were speaking to them telepathically. You know 
  when someone is listening to the message, but you do not 
  know who is listening to it. You can Dismiss the spell.
  PENUMBRAL SHROUD 
  SPELL 1
  DARKNESS
  EVOCATION
  Traditions arcane, occult
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 10 minutes
  You envelop the target in a shroud of shadow. The target 
  perceives light as one step lower than it actually is (bright 
  light becomes dim light, for example), affecting their ability 
  to sense creatures and objects accordingly. The shroud 
  also provides the target a +1 status bonus to saving throws 
  against light effects. While this effect is helpful to creatures 
  sensitive to light, if the creature is unwilling, it can attempt 
  a Reflex save to avoid the shroud and reduce the effect.
  Critical Success The target is unaffected.
  Success The effect lasts for 1 round
  Failure The effect lasts its normal duration.
  REFLECTIVE SCALES 
  SPELL 4
  ABJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 minute
  You grow a set of colored glowing scales or scaled 
  armor that stores energy before releasing 
  it in a final burst. When you cast this 
  spell, choose acid, cold, fire, electricity, 
  or poison damage. You gain resistance 
  5 against that type of damage. The 
  scales’ color depends on the damage 
  type you chose and is usually the color 
  of a type of dragon or other creature 
  associated with that damage type, such as 
  red or gold for fire damage.
  The scales store up energy as they protect 
  you. Keep track of how much damage the 
  scales have prevented. As a 2-action activity 
  that has the concentrate and manipulate 
  traits, you can explode your scales outward 
  in a 20-foot radius around you, dealing 1d6 
  damage of the chosen type to all creatures in the 
  area for every 10 damage the scales have prevented, 
  to a maximum of 10d6 damage (after preventing 100 
  damage). Once you do so, the spell ends.
  Heightened (+2) The resistance increases by 5 and the 
  maximum damage from the scale explosion increases by 5d6.
  SHARE LORE 
  SPELL 1
  DIVINATION
  MENTAL
  Traditions arcane, occult
  Cast 1 minute
  Range touch; Targets up to 3 creatures
  Duration 10 minutes
  You share your knowledge with the touched creatures. 
  Choose one Lore skill in which you are trained. The targets 
  become trained in that Lore skill for the duration of the spell.
  Heightened (3rd) The duration of the spell is 1 hour and you 
  can target up to five creatures.
  Heightened (5th) The duration of the spell is 8 hours, you can 
  target up to five creatures, and you can share up to two Lore 
  skills in which you are trained.
  SHATTERING GEM 
  SPELL 1
  ABJURATION
  EARTH
  Traditions arcane, primal
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Duration 1 minute
  A large gem floats around the target in an erratic pattern. The 
  gem has 5 Hit Points. Each time a creature Strikes the target, 
  the target attempts a DC 11 flat check. On a success, the gem 
  blocks the attack, so the attack first damages the gem and 
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  PENUMBRAL SHROUD
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  then applies any remaining damage to the target. If the gem 
  is reduced to 0 Hit Points, it shatters, immediately dealing the 
  creature that destroyed it 1d8 slashing damage (basic Reflex 
  save), as long as that creature is within 10 feet of the target.
  Heightened (+1) The gem has 5 additional HP, and the damage 
  dealt by its detonation increases by 1d8.
  SHIFTING SAND 
  SPELL 3
  EARTH
  TRANSMUTATION
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 30 feet; Area a horizontal earthen or sandy surface 
  within a 20-foot burst
  Duration sustained up to 1 minute
  You cause the surface to heave. The area becomes difficult 
  terrain and any tracks in the area are destroyed by the 
  churning ground. Creatures standing in the area take a –1 status 
  penalty to Acrobatics checks to Balance and Tumble Through 
  and Athletics checks to High Jump and Long Jump. When you 
  Sustain the Spell, you can move the churning area up to 10 feet 
  in any direction. Creatures immobilized by the spell are carried 
  along with the shifting sand in the same direction, if possible; 
  this movement is forced movement (Pathfinder Core Rulebook 
  475). Creatures that enter or begin their turn standing in the 
  shifting sand must attempt a Reflex save.
  Critical Success The creature is unaffected and ignores the 
  area’s difficult terrain and penalty to skill checks until the 
  end of its turn.
  Success The creature ignores the area’s penalty to skill checks 
  until the end of its turn.
  Failure The creature is affected normally by the spell this turn.
  Critical Failure The creature becomes immobilized within 
  the spell’s area until it Escapes. If the creature was 
  already immobilized by shifting sands, it also falls prone.
  Heightened (5th) The status penalty increases to –2 and the 
  spell’s range increases to 60 feet.
  Heightened (7th) The status penalty increases to –3, the spell’s 
  range increases to 60 feet, and the spell’s area increases to a 
  30-foot burst.
  Heightened (9th) The status penalty increases to –4, the spell’s 
  range increases to 60 feet, and the spell’s area increases to a 
  40-foot burst.
  SHOCKWAVE 
  SPELL 1
  EARTH
  EVOCATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Area 15-foot cone
  Saving Throw Reflex
  You create a wave of energy that ripples through the earth. 
  Terrestrial creatures in the affected area must attempt a Reflex 
  save to avoid stumbling as the shockwave shakes the ground.
  Critical Success The creature is unaffected.
  Success The creature is flat-footed until the start of its next turn.
  Failure The creature falls prone.
  Critical Failure As failure, plus the creature takes 1d6 damage.
  Heightened (+1) The area increases by 5 feet (to a 20-foot 
  cone at 2nd level, and so on).
  SHOW THE WAY 
  SPELL 3
  DETECTION
  DIVINATION
  Traditions divine, primal
  Cast 10 minutes (material, somatic, verbal)
  Area 5-foot emanation; Targets you and allies in the area
  Duration 8 hours
  You and affected allies gain preternatural knowledge of the 
  path ahead, allowing you to intuit the best way forward 
  and avoid potential obstacles such as difficult or confusing 
  terrain. For the purpose of long-distance overland travel 
  during exploration mode, traveling through difficult terrain 
  reduces you to only three-quarters your travel Speed 
  instead of half, and traveling through greater difficult 
  terrain reduces your travel Speed to only half your travel 
  Speed instead of one-third. Show the way does not prevent 
  you from falling into traps or encountering other artificial 
  obstacles and hazards.
  Heightened (6th) For the purpose of long-distance overland 
  travel during exploration mode, traveling through difficult 
  terrain doesn’t reduce your travel Speed at all, and traveling 
  through greater difficult terrain reduces your travel Speed to 
  only three-quarters of its normal value instead of one-third.
  SLOUGH SKIN 
  SPELL 2
  NECROMANCY
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 1 hour
  You continually and harmlessly slough off the top layer of 
  your skin while new skin regenerates immediately, quickly 
  moving damaging substances away from your body. The 
  flat check to remove persistent damage from effects that 
  coat your skin (such as most persistent acid damage) is 
  reduced to 5, and you gain a +2 status bonus to your initial 
  save against contact poison (but not to further saves, since 
  by that point, the toxin has already entered your system). 
  If you’re suffering from an effect other than persistent 
  damage that depends on continuous contact with your 
  skin, if that effect allows a saving throw, you receive a 
  new saving throw against that effect at the end of each 
  turn when you attempt your flat checks against persistent 
  damage, and you also receive a +2 status bonus to those 
  saving throws.
  While affected by this spell, your continually shedding 
  skin makes you much easier to Track. Anyone Tracking you 
  gains a +2 circumstance bonus to do so, and you cannot 
  Hide Your Tracks.
  TEMPORARY TOOL 
  SPELL 1
  CONJURATION
  Traditions arcane
  Cast 1 minute
  Duration until used or 1 minute; see text
  You conjure a temporary simple tool, such as a shovel or 
  rope into your hands. It lasts until it is used for a single 
  activity or for 1 minute, whichever comes first, after which it 
  disappears. The tool is obviously temporarily conjured, and 
  thus can’t be sold or passed off as a genuine item.
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  TETHER 
  SPELL 1
  ABJURATION
  Traditions arcane, primal
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Reflex; Duration 1 minute or until dismissed; 
  see text
  You use magical chains, vines, or other tethers to bind your 
  target to you. The creature can still try to Escape, and it or 
  others can break the tethers by attacking them (the tethers 
  have AC 15 and 10 Hit Points). You must stay within 30 
  feet of the target while it is tethered; moving more than 30 
  feet away from your target ends the spell. The target must 
  attempt a Reflex save.
  Critical Success The target is unaffected.
  Success The target takes a –5-foot circumstance penalty to 
  its Speed as long as it is within 30 feet of you.
  Failure The target takes a –10-foot circumstance penalty to its 
  Speed and cannot move more than 30 feet away from you 
  until it Escapes or the spell ends.
  Critical Failure The target is immobilized until it 
  Escapes or the spell ends.
  Heightened (+1) The tethers’ AC increases by 3 and 
  their Hit Points increase by 10.
  TIME BEACON 
  SPELL 7
  DIVINATION
  Traditions arcane, occult
  Cast � material
  Duration until the end of your turn
  You create a beacon in time, 
  intending to return to it if things 
  go wrong. You can cast time 
  beacon on only your turn. Keep 
  careful track of everything that 
  happens this turn after you cast 
  time beacon. At the end of your 
  turn, you can choose to rewind 
  time back to just after you cast time 
  beacon, removing all effects of your turn 
  since then. Curses, traps, and other harmful 
  effects that happen during your turn might 
  prevent you from returning to the beacon 
  if they are powerful enough. If you 
  suffered any harmful effects during 
  your turn after casting time beacon, 
  to return to your beacon, time beacon 
  attempts a counteract check against 
  each such effect. If it fails at any of 
  these checks, you can’t return. 
  WHIRLING SCARVES 
  SPELL 3
  ABJURATION
  FORCE
  Traditions divine, occult
  Cast � somatic, verbal
  Duration 1 minute
  You surround yourself in a vortex of whirling colorful scarves 
  of force that obfuscate you and disorient your foes. You gain 
  the benefits of the concealed condition, but only against 
  ranged and melee attacks. When a melee attack fails to hit 
  you because of the flat check for the concealed condition, the 
  scarves snag the weapon or unarmed attack, and the creature 
  takes a –1 circumstance penalty to further attacks with that 
  weapon or unarmed attack until the end of its turn (or the end 
  of its next turn, if it wasn’t the creature’s turn). The timing of the 
  scarves’ movement is harder to predict for ranged attackers, 
  so the flat check for the concealed condition against ranged 
  attacks increases from DC 5 to DC 6. You can Dismiss this spell.
  Heightened (+2) The circumstance penalty to further attacks 
  with a melee weapon or unarmed attack the scarves snag 
  increases by 1. The DC of the flat check for the concealed 
  condition against ranged attacks increases by 1.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  WHIRLING SCARVES
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  Though each god wields great power over many aspects 
  of the universe, their focus tends toward specific areas 
  of concern, known as domains. Worshippers who devote 
  themselves to a deity may be granted access to secret 
  spells, known as domain spells, through which they can 
  manifest a sliver of their deity’s power and work great 
  feats of magic.
  This section presents spells for 18 new domains.
  TABLE 1: DOMAINS
  Domain 
  Domain Spell 
  Advanced Domain Spell
  Change 
  Adapt self 
  Adaptive ablation
  Cold 
  Winter bolt 
  Diamond dust
  Decay 
  Withering grasp 
  Fallow field
  Delirium 
  Hyperfocus 
  Ephemeral hazards
  Dust 
  Parch 
  Dust storm
  Duty 
  Oathkeeper’s insignia 
  Dutiful challenge
  Glyph 
  Redact 
  Ghostly transcription
  Lightning 
  Charged javelin 
  Bottle the storm
  Plague 
  Divine plagues 
  Foul miasma
  Repose 
  Share burden 
  Font of serenity
  Sorrow 
  Lament 
  Overflowing sorrow
  Soul 
  Eject soul 
  Ectoplasmic interstice
  Star 
  Zenith star 
  Asterism
  Swarm 
  Swarmsense 
  Swarm form
  Time 
  Delay consequence 
  Stasis
  Vigil 
  Object memory 
  Remember the lost
  Void 
  Empty inside 
  Door to beyond
  Wyrmkin 
  Draconic barrage 
  Roar of the wyrm
  Change
  You can restructure the physical and metaphysical.
  ADAPT SELF 
  FOCUS 1
  MORPH
  TRANSMUTATION
  Cast � somatic, verbal
  Duration 1 minute
  You make subtle changes to yourself to adapt to the situation. 
  Choose one of the following options that applies to you.
  • If you are in water, you gain a swim Speed equal to half 
  your Speed.
  • If you are in water, you become able to breathe water.
  • If it’s too dark for you to see, you gain darkvision.
  • If you are in an environment of severe heat or severe 
  cold, you are protected from the effects of severe heat 
  or severe cold, and the spell lasts 10 minutes.
  ADAPTIVE ABLATION 
  FOCUS 4
  ABJURATION
  Cast � somatic; Trigger You take acid, cold, electricity, fire, 
  or sonic damage.
  Duration 1 minute
  You shift yourself to adapt to the mystical wavelengths of the 
  energy damage, protecting yourself from further harm. You 
  gain resistance 5 to the triggering energy type; you gain this 
  resistance after you take the triggering damage, so it applies 
  only to future damage you take during the duration. 
  Heightened (+2) Increase the resistance by 5.
  Cold
  You control ice, snow, and freezing temperatures.
  WINTER BOLT 
  FOCUS 1
  ATTACK
  COLD
  EVOCATION
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature or object
  You fling a hollow icicle filled with winter’s wrath. Make a 
  spell attack against a target within range. The bolt deals 
  1d8 piercing damage and lodges in the target. At the end of 
  the target’s next turn, the bolt shatters, releasing a whirl of 
  snow and ice that deals 1d12 cold damage to the target and all 
  adjacent creatures. The bolt can be removed with an Interact 
  action, which causes it to melt harmlessly without detonating.
  Critical Success The initial bolt deals full damage and is 
  especially well anchored, taking 2 Interact actions to 
  remove. The bolt’s explosion deals double damage.
  Success The bolt and its explosion deal full damage.
  Heightened (+1) The initial damage increases by 1d8 and the 
  secondary damage increases by 1d12.
  DIAMOND DUST 
  FOCUS 4
  COLD
  EVOCATION
  Cast � somatic, verbal
  Area 15-foot emanation centered on you
  Saving Throw basic Fortitude; Duration 1 minute
  You supercool the nearby air, forming a cloud of dancing ice 
  crystals in an emanation around you. A creature other than 
  you that enters the area or ends its turn within the area takes 
  2d6 cold damage. A creature can take this damage only once 
  per turn. The crystals scatter and refract light; if a light effect 
  enters diamond dust’s area, any creatures that effect goes on 
  to affect gain a +2 status bonus to AC and saves against it. 
  While the spell persists, you can activate or deactivate this 
  aura by using a single action, which has the concentrate trait. 
  You can Dismiss this spell. 
  Heightened (+2) The damage increases by 1d6.
  deCay
  You have the power to spoil and deteriorate matter. 
  WITHERING GRASP 
  FOCUS 1
  NECROMANCY
  NEGATIVE
  Cast � somatic, verbal
  Range touch; Targets 1 creature or object
  Your touch rots organic material and decays objects. Make 
  a melee spell attack roll. Your touch deals 1d12 negative 
  damage plus 1d4 persistent negative damage. If a creature 
  uses an item to block withering grasp, such as with the 
  Shield Block reaction, the item is automatically affected, 
  but the creature does not take damage (even if there is 
  Domains
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  damage left over after the shield’s Hardness). Unlike normal 
  negative damage, the negative damage from withering 
  grasp damages objects, constructs, and the like by eroding 
  them away.
  Critical Success Your touch deals double damage (both initial 
  and persistent). If you target an object, lower its Hardness 
  by 4 for 1 minute.
  Success Your touch deals full damage. If you target an object, 
  lower its Hardness by 2 for 1 minute.
  Heightened (+1) The damage increases by 1d12 and the 
  persistent damage increases by 1. If you target an object, 
  lower its Hardness by an additional 1 point on both a success 
  and a critical success.
  FALLOW FIELD 
  FOCUS 4
  NECROMANCY
  NEGATIVE
  Cast � somatic, verbal
  Range 60 feet; Area 15-foot emanation
  Saving Throw Will; Duration sustained up to 1 minute
  A sickly yellow light fills the area as entropic forces prevent 
  healing. When a creature within the area would regain Hit 
  Points, such as from a healing effect or an ability like fast 
  healing or regeneration, it must attempt a Will save.
  Critical Success The creature regains the full number of Hit 
  Points that would be restored by the healing effect, and is 
  temporarily immune for 1 minute.
  Success The creature regains the full number of Hit Points 
  that would be restored.
  Failure The creature regains only half the number of Hit 
  Points that would be restored.
  Critical Failure The creature does not regain Hit Points from 
  the healing effect.
  delirium
  You can bring about hallucinations and restlessness.
  HYPERFOCUS 
  FOCUS 1
  DIVINATION
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Saving Throw Will; Duration varies
  You sharpen a creature’s senses, though more distant objects 
  become hazy, indistinct, or muted to it. The target gains a 
  +1 status bonus to Perception checks attempted with any of 
  its precise senses. Furthermore, any imprecise senses the 
  target has are sharpened to precise senses (though they do 
  not receive the status bonus). However, the target cannot 
  perceive anything beyond a range of 20 feet with any of its 
  senses. The duration is determined by the target’s Will save. 
  You can allow allies to choose the outcome instead of rolling 
  a saving throw.
  Critical Success The target is unaffected.
  Success The target is affected for 1 round.
  Failure The target is affected for 1 minute.
  Critical Failure As failure, but the target cannot perceive 
  anything beyond a range of 10 feet.
  Heightened (3rd) You can target up to 2 creatures.
  Heightened (6th) You can target up to 4 creatures.
  EPHEMERAL HAZARDS 
  FOCUS 4
  ILLUSION
  MENTAL
  VISUAL
  Cast � material, somatic, verbal
  Range 60 feet
  Duration 1 minute
  You create illusory hazards, such as spinning blades or a 
  puddle of acid, in four 10-foot-by-10-foot spaces within range. 
  The hazards are merely a mental projection, and a creature 
  receives a Will save each time it touches a hazard or is 
  occupying one’s space at the start of its turn. Depending on 
  the result, the creature takes 4d6 mental damage and might 
  have difficulty moving through the area. A creature can take 
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  WINTER BOLT
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  this damage only once per turn, even if it moves through 
  several hazards. Choose bludgeoning, slashing, piercing, 
  acid, cold, electricity, fire, or sonic damage when you cast 
  ephemeral hazards; resistances and weaknesses to those 
  damage types apply if the target thinks they do, as judged by 
  the GM. You can freely choose the appearance and damage 
  type of each hazard as long as its appearance reflects the 
  type of damage it deals (for instance, a hazard that deals 
  piercing damage might take the form of sharpened spikes). 
  Critical Success The creature is unaffected by the hazards 
  and no longer needs to attempt Will saves against them.
  Success The creature realizes the hazards aren’t real but still 
  takes half damage from them; on future Will saves against 
  the hazards, the creature continues to use this result 
  unless it rolls a critical success.
  Failure The target takes full damage and treats the square as 
  difficult terrain.
  Critical Failure The target takes double damage and cannot 
  pass through a square containing a hazard.
  Heightened (+1) The damage increases by 1d6.
  dust
  You have the power to dry and crumble what opposes you.
  PARCH 
  FOCUS 1
  AIR
  EVOCATION
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Fortitude
  Dry winds dehydrate a creature. The target must attempt 
  a Fortitude save; if used on a creature with the water trait or 
  a creature made primarily of liquid (such as many oozes), the 
  creature uses the outcome for one degree of success worse 
  than the result. Creatures whose bodies contain no significant 
  moisture (such as earth elementals) are immune to parch.
  Critical Success The target is unaffected.
  Success The target takes a –1 status penalty to its checks and 
  DCs for 1 round.
  Failure The target takes a –1 status penalty to its checks and 
  DCs for 1 minute.
  Critical Failure The target takes a –2 status penalty to its 
  checks and DCs for 1 minute and is dazzled as long as it 
  has this penalty.
  If a creature affected by parch drinks a liquid, such as a 
  swig of water or a potion, the spell ends. Affected creatures 
  that have the water trait or are made primarily of liquid, as 
  well as affected creatures that can’t drink, can end the effect 
  as a two-action activity, which has the concentrate trait.
  Heightened (4th) You can target up to 4 creatures.
  DUST STORM 
  FOCUS 4
  AIR
  CONJURATION
  NONLETHAL
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot-radius burst
  Duration 1 minute
  You call forth a swirling storm of dust. The dust storm 
  obscures vision, with the effect of obscuring mist. The dust 
  also makes the air unbreathable; creatures in the area must 
  hold their breath (Core Rulebook 478), though wearing a scarf 
  or similar clothing over the mouth increases the time the 
  creature can hold its breath to 5 rounds. Creatures entering 
  or starting their turn in the dust storm take 1d6 slashing 
  damage. Creatures that have the water trait or that are made 
  primarily of liquid take double damage.
  Heightened (+2) The damage increases by 1d6.
  duty
  You defend oaths and carry out your divine missions 
  with great dedication.
  OATHKEEPER’S INSIGNIA 
  FOCUS 1
  CONJURATION
  Cast � verbal; Trigger You make a promise or deal.
  Duration 1 hour
  A magical indicator assures a creature that you’ve upheld your 
  end of a bargain. When you Cast the Spell, you create a bracelet, 
  flower, or other such trinket. If, while the spell persists, you 
  complete the terms of the promise or deal you made, the trinket 
  fades away with a pleasant chime; if you violate the terms 
  instead, the trinket breaks with a dissonant crash. 
  Heightened (3rd) The duration becomes 1 day.
  Heightened (5th) The duration becomes 1 week.
  Heightened (7th) The duration becomes 1 month.
  Heightened (9th) The duration becomes 1 year.
  DUTIFUL CHALLENGE 
  FOCUS 4
  ABJURATION
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature
  Duration 1 minute
  As you challenge an enemy, you take some of its attention 
  away from your allies. The target takes a –1 status penalty to 
  attack rolls, damage rolls, and skill checks against creatures 
  other than you, and you take a –1 status penalty to attack 
  rolls, damage rolls, and skill checks against creatures other 
  than the target. Each time a creature other than you uses a 
  hostile action that affects the challenged enemy, the enemy 
  can attempt a Will save. On a success, the enemy no longer 
  takes the penalty against that creature. You can Dismiss the 
  spell, and it ends automatically if you or the target is defeated.
  Heightened (+3) The status penalties increase by 1.
  glyph
  You wield power over written words and symbols.
  REDACT 
  FOCUS 1
  TRANSMUTATION
  Cast � material, somatic
  Range 30 feet; Targets unattended written materials of up to 
  1 Bulk or less
  Duration 1 day
  You strike mention of a specific name from one or more 
  documents. When you cast the spell, give one proper name, 
  be it a creature, location, or object. Any mention of that 
  name within the document becomes blurred, smudged, or 
  otherwise completely illegible. Epithets and unambiguous 
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  references to the name are redacted as well; for instance, 
  redacting the name of the goddess Sarenrae from a book 
  would also remove references to her title “the Dawnflower.”
  Heightened (3rd) Instead of striking out a given name, you 
  can replace it with a different name you choose. Epithets and 
  references are substituted with similar ones relating to the 
  replacement name. Anyone reading the text can attempt a 
  Perception or Society check against your spell DC to notice the 
  altered text, though that doesn’t tell them what the original said.
  Heightened (4th) At your choice, the duration is unlimited.
  GHOSTLY TRANSCRIPTION 
  FOCUS 4
  ILLUSION
  VISUAL
  Cast � material, somatic
  Range 30 feet; Targets 1 creature
  Duration 1 minute
  Glowing letters assemble in the air, providing a transcription of 
  the target’s speech in all languages you speak. For the spell’s 
  duration, any words spoken aloud by the target are spelled 
  out in letters in front of them. When you Cast the Spell, you 
  can choose whether these letters are visible to all creatures 
  or only certain creatures you specify. Any words the target 
  mouths silently are similarly spelled out, allowing the target 
  to communicate silently or in areas where sound doesn’t 
  carry. This even allows the target to provide verbal casting 
  components in such areas, but only if you choose to make the 
  letters visible to all creatures. Furthermore, any of the target’s 
  auditory abilities can affect creatures even in areas where 
  sound does not carry as long as you have made the glyphs 
  visible to them and they have line of sight to the target; in this 
  case, they gain the visual trait. You can Dismiss the spell.
  lightning
  You control electricity, thunder, and storms.
  CHARGED JAVELIN 
  FOCUS 1
  ELECTRICITY
  EVOCATION
  Cast � somatic, verbal
  Range 60 feet; Targets 1 or more creatures
  You fire a javelin of electricity that leaves a charged field 
  around its target. Make a spell attack roll. The javelin deals 
  1d6 electricity damage and 1 persistent electricity damage.
  Critical Success The javelin deals double damage, both initial 
  and persistent.
  Success The javelin deals full damage.
  As long as the target is taking persistent damage from this 
  spell, creatures gain a +1 status bonus to attack rolls with metal 
  weapons or electricity effects against the target, and the target 
  takes a –1 status penalty to saves against electricity effects.
  Heightened (+1) The initial damage increases by 1d6, and the 
  persistent damage increases by 1. 
  BOTTLE THE STORM 
  FOCUS 4
  ELECTRICITY
  EVOCATION
  Cast � somatic; Trigger You would take electricity damage.
  Duration 1 minute
  When lightning is turned at you, you store the charge safely 
  within yourself, unleashing it when the time is right. You gain 
  electricity resistance 10 against the triggering effect. If you 
  successfully prevent damage in this way, at any time during the 
  spell’s duration, you can spend a single action, which has the 
  attack trait, to expend the charge and make a melee spell attack 
  at an adjacent target or a ranged spell attack at a target within 
  60 feet. This attack deals electricity damage equal to the damage 
  prevented by bottle the storm. If you cast bottle the storm a 
  second time before the original duration elapses, or if you do not 
  make this attack, the stored charge dissipates harmlessly.
  Heightened (7th) The resistance increases to 15, and you can 
  immediately make the spell attack roll granted by bottle the 
  storm as part of the reaction used to cast the spell.
  Heightened (10th) The resistance increases to 20, and you 
  can immediately make the spell attack roll granted by bottle 
  the storm as part of the reaction used to cast the spell.
  plague
  You wield disease and pestilence like a weapon.
  DIVINE PLAGUES 
  FOCUS 1
  DISEASE
  NECROMANCY
  Cast � somatic, verbal
  Range 15 feet
  Saving Throw Fortitude
  Your deity sends wracking plagues. The target must attempt 
  a Fortitude save. When you Cast the Spell, decide whether the 
  disease inflicts the clumsy, enfeebled, or stupefied condition.
  Success The target is unaffected.
  Failure The target is afflicted with divine plague at stage 1.
  Critical Failure The target is afflicted with divine plague at 
  stage 2.
  Divine Plague (disease) Level 1; Stage 1 clumsy 1, enfeebled 
  1, or stupefied 1 (1 round); Stage 2 slowed 1 and clumsy 
  1, enfeebled 1, or stupefied 1 (1 round); Stage 3 clumsy 1, 
  enfeebled 1, or stupefied 1 and the target can’t recover from 
  the condition until they are cured (1 day)
  Heightened (5th) The divine plague disease gains the virulent 
  trait. The condition value for the clumsy, enfeebled, or 
  stupefied condition is 2 instead of 1. 
  FOUL MIASMA 
  FOCUS 4
  DISEASE
  NECROMANCY
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature affected by a disease
  Saving Throw Will; Duration 1 minute
  You multiply the disease within a creature, drawing it into an 
  infectious mist outside their body where it can spread to other 
  creatures. The target must attempt a Will save. If the target is 
  willing, it can choose to take the effects of critical failure.
  Critical Success The target receives the benefit of a successful 
  save against the lowest-level disease affecting it.
  Success The target is unaffected.
  Failure One randomly chosen disease affecting the target fills 
  the air in a 15-foot emanation centered on the target. For 
  the spell’s duration, any creature that enters or ends its 
  turn within the area is exposed to that disease.
  Critical Failure As failure, except the miasma contains all the 
  diseases affecting the target.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  repose
  You ease mental burdens.
  SHARE BURDEN 
  FOCUS 1
  ABJURATION
  MENTAL
  Cast � somatic
  Trigger An ally within 30 feet is about to attempt a saving 
  throw against a harmful emotion effect, and you would not 
  otherwise have to save against the effect.
  You shoulder some of your ally’s pain. Both you and your 
  ally use the outcome one degree of success better than the 
  result of your ally’s saving throw, even if the triggering effect 
  usually affects only one target.
  FONT OF SERENITY 
  FOCUS 4
  ABJURATION
  EMOTION
  MENTAL
  Cast � somatic, verbal
  Range 30 feet; Area 15-foot emanation
  Duration 1 minute 
  A divine beacon radiates serenity, soothing nearby allies. 
  Allies within the area gain a +1 status bonus to saving throws 
  against emotion effects. An ally can touch the font as an 
  Interact action; if they do so, the spell attempts to counteract 
  one emotion effect affecting the ally of the ally’s choice, after 
  which that emotion effect is temporarily immune for 1 day. 
  If the spell succeeds at the counteract check, it removes the 
  emotion effect from your ally, though not from any other 
  creatures the effect might be affecting.
  Heightened (+4) The bonus increases by 1.
  sorrow
  You have a painful connection to melancholy 
  and sadness.
  LAMENT 
  FOCUS 1
  AUDITORY
  EMOTION
  ENCHANTMENT
  MENTAL
  Cast � somatic, verbal
  Range 30-foot cone; Targets 1 or more creatures
  Saving Throw basic Will
  You let out your negative emotions in a guttural wail that shakes 
  your enemies’ hearts and deals 1d8 mental damage (basic Will 
  save). If you have any harmful conditions imposed by emotion 
  effects, lament deals additional mental damage equal to the 
  counteract level of the highest-level effect.
  Heightened (+1) The damage increases by 1d8.
  OVERFLOWING SORROW 
  FOCUS 4
  EMOTION
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Cast � somatic, verbal
  Area 15-foot emanation, centered on you
  Saving Throw Will; Duration sustained up to 1 minute
  Sadness flows out of you into nearby creatures, blotting out 
  any other thoughts they had. The first time a creature begins 
  its turn in the area or enters the area, it must attempt a Will 
  save. If it later leaves and reenters the area, it uses the same 
  effect as before.
  Critical Success The creature is unaffected.
  Success The creature takes a –1 status penalty to skill checks 
  and Perception checks as long as it remains in the area.
  Failure While the creature is in the area, any emotion effects 
  of lower counteract level than overflowing sorrow are 
  suppressed, and whenever the creature attempts to use an 
  emotion action or cast an emotion spell, it must succeed at 
  a DC 11 flat check or the action or spell is disrupted.
  Critical Failure As failure, but the creature cannot use 
  emotion actions or spells.
  Heightened (+2) When you Cast the Spell, you can choose to 
  increase the area by 5 feet.
  GHOSTLY TRANSCRIPTION
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  soul
  You wield power over the spiritual.
  EJECT SOUL 
  FOCUS 1
  INCAPACITATION
  NECROMANCY
  Cast � somatic, verbal
  Range touch; Targets 1 living creature that has a soul
  Your touch disrupts the connection between body and soul, 
  possibly forcing the soul out of the body altogether. The target 
  must attempt a Fortitude save. You can allow allies to choose 
  the degree of success instead of rolling a saving throw.
  Success The target is unaffected.
  Failure The target is stunned 1 as its soul briefly loses its 
  connection to its body.
  Critical Failure The target’s soul exits its body for 1 round. The 
  target’s body becomes stunned. While its body is stunned 
  in this way, the target remains fully aware in soul form; it 
  simply can’t consciously move its body (though the body 
  makes basic instinctual defensive movements). The target’s 
  soul has the incorporeal trait, is invisible, and has a fly Speed 
  of 60 feet. It can’t attack, cast spells, or attempt any skill 
  checks that require a physical body, and it must always 
  maintain line of effect to its body. When the target’s body 
  ceases being stunned, the target’s soul instantly returns to 
  its body as the target wakes.
  Heightened (+3) If a willing ally chooses to critically fail, it 
  can stay in soul form for 1 additional round.
  ECTOPLASMIC INTERSTICE 
  FOCUS 4
  NECROMANCY
  Cast � somatic, verbal
  Range 30 feet; Area 15-foot emanation
  Duration sustained up to 1 minute 
  You force the Material and Ethereal Planes to partially overlap, 
  creating a zone that causes incorporeal and spiritual entities 
  to take on many of the aspects of corporeal creatures. Within 
  the ectoplasmic interstice, incorporeal creatures cannot 
  pass through solid objects or corporeal creatures, and they 
  can manipulate and attempt Strength-based checks against 
  physical creatures and objects. An incorporeal PC or other 
  creature with a normal Strength modifier simply uses that 
  modifier, but if the creature had a Strength modifier of –5, 
  like most incorporeal monsters, it uses a +4 modifier instead, 
  increasing its Athletics modifier by 9 accordingly. Attacks 
  against creatures that are within the interstice overcome 
  resistances as if they were by ghost touch weapons.
  star
  You command the power of the stars.
  ZENITH STAR 
  FOCUS 1
  DIVINATION
  LIGHT
  Cast � somatic, verbal
  Range 60 feet; Targets 1 creature
  Saving Throw Fortitude; Duration 1 day
  You call a tiny star to orbit a creature in a sparkling halo before 
  shooting up into the heavens, where it marks the creature’s 
  rough location. The target must attempt a Fortitude save.
  Critical Success The target is unaffected.
  Success The target is dazzled for 1 round.
  Failure The target is dazzled for 1 round. While the spell 
  persists, as long as you can see the night sky and the 
  target is visible from the same night sky, you can sense 
  the approximate direction and distance to the creature 
  by using a single action, which has the concentrate trait. 
  This is exact enough to track the creature, but not pinpoint 
  their exact square (for instance, to make an attack). You 
  can set a number of zenith stars equal to your Wisdom 
  modifier; if you exceed this number, your oldest zenith star 
  is automatically Dismissed.
  Critical Failure As failure, but the target is blinded for 1 round.
  Heightened (+1) The duration increases by 1 day.
  Heightened (4th) You ignore the concealed condition against 
  targets marked by zenith star. 
  ASTERISM 
  FOCUS 4
  EVOCATION
  LIGHT
  Cast � material, somatic, verbal
  Range 150 feet
  Saving Throw basic Reflex; Duration 1 minute 
  Lines of burning starlight form a constellation around you. 
  Draw five lines, one at a time; each line must anchor at you or 
  a creature or object already connected to a previous line, and 
  it must end at a creature or object within 30 feet of its anchor 
  (possibly allowing the asterism to extend to its full 150-foot 
  range). A creature that begins its turn in one of these lines or 
  enters one of these lines on its turn takes 4d6 fire damage 
  (basic Reflex save). A creature can take this damage only once 
  per turn, even if it moves through several lines. Targets that are 
  part of the asterism do not take damage from it. If the distance 
  between two targets (or you and a target) ever exceeds 30 feet, 
  the line of starlight between the two breaks, and any lines that 
  now no longer have a direct path back to you also break. You 
  can Dismiss the spell.
  Heightened (+1) The damage increases by 1d6.
  swarm
  You exert control over masses of creatures.
  SWARMSENSE 
  FOCUS 1
  DIVINATION
  Cast 1 minute (somatic, verbal)
  Duration sustained
  You extend your senses through a multitude of crawling and 
  flying creatures. You create a crawling swarm in your square. 
  You can hear through the swarm as if using your normal 
  auditory senses. The first time you Sustain the Spell each 
  round, you can move the swarm 10 feet along the ground in 
  any direction. The swarm has AC 15 and a +0 bonus to its 
  saves. Any damage dealt to the swarm destroys it and ends 
  the spell.
  Heightened (3rd) The swarm has the benefits of spider climb.
  Heightened (5th) The swarm has a fly Speed of 10 feet. You 
  can see through the swarm using your visual senses.
  Heightened (7th) The swarm gains a 10-foot status bonus to 
  its Speeds.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  SWARM FORM 
  FOCUS 4
  TRANSMUTATION
  POLYMORPH
  Cast � somatic, verbal
  Duration 5 minutes
  You discorporate into a swarm of Tiny creatures. While in 
  swarm form, you have the swarm trait and you gain resistance 
  5 to slashing and piercing damage and weakness 5 to area and 
  splash damage. You can fit into spaces only a few inches wide, 
  moving your constituent creatures through the gap. 
  You don’t gain the swarm mind ability, so you are still 
  affected normally by mental effects. As a swarm, 
  you can’t speak, cast spells, use manipulate 
  actions requiring your hands, activate your 
  magic items, or make any of your Strikes with your normal 
  body. You can Dismiss the Spell.
  Heightened (+2) Increase your resistances and weaknesses 
  each by 5.
  Time
  You reign over the flow of time. 
  DELAY CONSEQUENCE 
  FOCUS 1
  ABJURATION
  Cast � somatic; Trigger A creature or object within range is 
  hit by an attack.
  Range 30 feet; Targets the triggering creature
  Duration 1 round
  You transpose the moment that the target would be injured 
  to later in its timestream. Roll damage normally, but do not 
  reduce Hit Points or apply any other effects of the 
  attack until the spell’s duration has elapsed. When 
  the spell ends, the target is immediately affected 
  by the attack, taking damage and being 
  affected by any additional effects. You 
  can Dismiss this spell.
  STASIS 
  FOCUS 4
  INCAPACITATION
  TRANSMUTATION
  Cast � somatic, verbal
  Range 30 feet; Targets 1 creature or up to 1 Bulk of objects
  Saving Throw Reflex; Duration varies
  The flow of time congeals around an object or creature, 
  holding it in place. The target must attempt a Will save (an 
  unattended object automatically critically fails its save).
  Critical Success The target is unaffected.
  Success The target is stunned 1 as time thickens around it.
  Failure Time ceases to pass for the target for 1 round. It 
  is invulnerable to all damage, it cannot be targeted 
  or affected by anything, and no rounds elapse for 
  any timed durations, conditions, afflictions, and 
  other effects it has. While in stasis, the target 
  can’t be moved, and it remains fixed in 
  place, defying gravity if need be. 
  Critical Failure As failure, but the target 
  is held in stasis for 3 rounds. At the 
  end of each of its turns, it can attempt a Will 
  save to reduce the remaining duration by 1 round 
  or end it entirely on a critical success.
  Vigil
  You watch over those long passed and guard their secrets.
  OBJECT MEMORY 
  FOCUS 1
  DIVINATION
  Cast � somatic, verbal; Targets 1 weapon or tool
  Duration 1 minute
  By touching an object, you draw forth the experience of 
  those who created and used it. If you touch a weapon, your 
  proficiency rank with that weapon temporarily increases 
  to trained (if it is not already higher). If you touch a tool, 
  your proficiency rank with the next skill check you attempt 
  DRACONIC BARRAGE
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  with that tool (such as a Crafting check with a blacksmith’s 
  hammer) within the spell’s duration temporarily increases to 
  trained (if it is not already higher). This spell has no benefit 
  for activities that take longer than a minute to complete.
  Heightened (6th) Your proficiency rank increases to expert 
  instead of trained. 
  REMEMBER THE LOST 
  FOCUS 4
  DIVINATION
  MENTAL
  Cast � somatic, verbal
  Area 30-foot-radius emanation centered on you
  Saving Throw basic Will
  You call upon the lost and forgotten, assailing your foes’ minds 
  with the memories of those who died with a grievance toward 
  them. Enemies in the area take 6d6 mental damage (basic 
  Will save) and are frightened 1 on a critical failure. If you 
  know the names of anyone murdered or grievously wronged 
  by an enemy in the area, you can chant those victims’ names 
  when you cast the spell to improve the clarity of the visions, 
  increasing the damage to the corresponding enemy from 6d6 
  to 6d10; you can do so for multiple enemies if you know victims 
  of each enemy. The visions are personal to each foe in the area, 
  and you can’t use this spell to discern a murderer by guessing 
  a name. A creature that truly knows no one who died with any 
  sort of grievance to that creature is immune to this effect. 
  Heightened (+1) The damage increases by 2d6 (or 2d10 to an 
  enemy when you name a specific victim).
  Void
  You draw power from emptiness.
  EMPTY INSIDE 
  FOCUS 1
  ABJURATION
  MENTAL
  Cast � verbal
  You inject a sliver of the void into your mind, momentarily 
  remaking it into a bleak and empty place. Attempt a 
  counteract check against one emotion effect affecting you.
  Heightened (5th) You can attempt counteract checks against 
  any number of emotion effects affecting you.
  DOOR TO BEYOND 
  FOCUS 4
  CONJURATION
  Cast � somatic, verbal
  Range 5 feet; Area 20-foot emanation
  Saving Throw Fortitude; Duration 1 minute
  Striking at thin air, you create hairline cracks in an unoccupied 
  adjacent space that lead somewhere outside reality. Air 
  rushes through the cracks, drawing Large or smaller creatures 
  and objects of light Bulk or less toward the center. Large or 
  smaller creatures in the area must attempt a Fortitude save at 
  the start of their turn; creatures that move into the area must 
  attempt the save on entering. 
  Success The creature is unaffected.
  Failure The creature is pulled 10 feet toward the door.
  Critical Failure The creature is pulled 20 feet toward the door.
  The cracks of the door to beyond are too thin for anything 
  to fully slip through, but decompressive effects deal 4d6 
  slashing damage to any creature or object that ends its turn 
  in the door’s space. You are unaffected by your own door to 
  beyond. You can Dismiss the spell.
  Heightened (+1) The damage increases by 1d6.
  wyrmkin
  You draw on the power of dragons, linnorms, and other 
  powerful reptilian creatures.
  DRACONIC BARRAGE 
  FOCUS 1
  EVOCATION
  Cast � somatic, verbal
  Duration 1 minute
  You shape energy into one incorporeal tiny dragon (or 
  serpentine creature) that flits around you. The specific dragon 
  is random; roll 1d6 on the table below for each dragon evoked 
  to determine which type of dragon you create. While the spell 
  persists, you can command one of your dragons to spit a missile 
  of energy at a creature within 60 feet by using a single action, 
  which has the concentrate trait. This is a ranged Strike that 
  uses your spell attack bonus and deals 1d6 damage plus your 
  spellcasting ability modifier, with the damage type depending 
  on the dragon. A dragon’s breath Strike uses and contributes to 
  your multiple attack penalty. Once a dragon has used its breath 
  Strike, it winks out of existence; when you have no dragons 
  remaining, the spell ends.
  Heightened (+1) You shape 1 additional dragon, and the Strike 
  damage increases by 1d6.
  D6 
  Dragon 
  Breath Strike Type
  1 
  Copper or black 
  Acid
  2 
  Silver or white 
  Cold
  3 
  Bronze or blue 
  Electricity
  4 
  Brass, gold, or red 
  Fire
  5 
  Green 
  Poison
  6 
  Your choice of dragon 
  As the dragon
  ROAR OF THE WYRM 
  FOCUS 4
  AUDITORY
  EMOTION
  ENCHANTMENT
  MENTAL
  Cast � somatic, verbal
  Area 30-foot emanation
  Saving Throw Will; Duration varies
  You channel the might of dragons into your voice, letting out 
  a roar that engenders respect in dragonkind but that instills 
  fear in most other creatures. The impressive roar grants you 
  a +2 circumstance bonus to Diplomacy checks for 10 minutes 
  against dragons that were in the area at the time of casting. 
  All enemies within the area other than dragons must attempt 
  a Will save; to these enemies, roar of the wyrm is a fear effect.
  Critical Success The creature is unaffected.
  Success The creature is frightened 1.
  Failure The creature is frightened 2. 
  Critical Failure The creature is frightened 3 and fleeing for 
  1 round.
  Roar of the wyrm affects non-dragon creatures with deep 
  ties to dragonkind (such as a barbarian with the draconic 
  instinct, a sorcerer with the draconic bloodline, or a member 
  of a culture that reveres dragons) as if they had the dragon 
  trait. The GM decides if a creature is aligned enough with 
  dragonkind to be affected in this way.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Champions, clerics, and other faithful employ a variety 
  of holy (and unholy) instruments to demonstrate the 
  majesty of their deity and triumphantly vanquish the 
  foes of their faith.
  FAVORED WEAPONS
  The following weapons are favored by 
  adherents of various faiths 
  (see the Favored Weapon 
  entries in the deity stat 
  blocks in the Appendix 
  beginning on page 124).
  Weapon TraiTs
  The weapons in this section include the following 
  new traits.
  Modular: The weapon has multiple configurations 
  that you can switch between using an Interact 
  action. Typically, switching between configurations of 
  a modular weapon allows it to deal different types of 
  damage (listed in the trait, such as “modular B, P, or S”), 
  though it’s possible for a modular 
  weapon’s description to list more 
  complicated configurations.
  Ranged Trip: The weapon can be used 
  to Trip with the Athletics skill at a 
  distance up to the weapon’s first 
  range increment. The skill check 
  is attempted with a –2 circumstance penalty. You 
  can add the weapon’s item bonus to attack rolls as a 
  bonus to the check. As with using a melee weapon to 
  Trip, a ranged trip weapon doesn’t deal any damage 
  when used to Trip. This trait usually appears only on a 
  thrown weapon.
  Weapon DescripTions
  The weapons detailed in the tables below are 
  described here.
  Bladed Scarf: The thin metal plates 
  interwoven throughout this long 
  scarf turn a fashion accessory into 
  a deadly weapon.
  Bola: This throwing weapon 
  consists of weights tied to the 
  end of long cords, which can be 
  used to bludgeon foes or entangle 
  their legs.
  Fighting Fan: This fan is useful 
  for elegant dances as well as for slicing 
  unsuspecting foes with the blades along 
  its outer edge. If used in performances, it 
  might be disguised as a frilly accessory, or it might be an 
  obvious, though elegant, weapon.
  Khopesh: This curved sickle sword has a pointed 
  tip, allowing it to be swung like a handaxe or thrust 
  like a short sword. The tip of a khopesh is usually 
  hooked so that it can be used to disarm 
  an opponent’s shield or weapon.
  Machete: 
  This 
  medium-length 
  sword has a wide blade and long grip. 
  Though it is typically used to hack through heavy foliage, 
  the machete can also be used as a deadly weapon.
  Items and Weapons
  TABLE 2: MARTIAL MELEE WEAPONS
  Weapon 
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Machete 
  7 sp 
  1d6 S 
  L 
  1 
  Sword 
  Deadly d8, sweep
  Meteor hammer 
  3 gp 
  1d8 B 
  2 
  2 
  Flail 
  Backswing, disarm, reach, trip
  War razor 
  3 sp 
  1d4 S 
  L 
  1 
  Knife 
  Agile, backstabber, deadly d8, finesse
  TABLE 3: UNCOMMON MARTIAL MELEE WEAPONS
  Weapon 
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits
  Bladed scarf 
  3 gp 
  1d8 S 
  1 
  2 
  Flail 
  Disarm, reach, sweep, trip
  Fighting fan 
  11 sp 
  1d4 S 
  L 
  1 
  Knife 
  Agile, backstabber, deadly d6, finesse, monk
  Khopesh 
  2 gp 
  1d8 S 
  1 
  1 
  Sword 
  Trip
  Mambele 
  6 sp 
  1d6 S 
  1 
  1 
  Axe 
  Disarm, deadly d8, thrown 20 feet
  Naginata 
  3 gp 
  1d8 S 
  2 
  2 
  Polearm 
  Deadly d8, reach, versatile P
  Nine-ring sword 
  9 sp 
  1d8 S 
  1 
  1 
  Sword 
  Disarm
  Polytool (level 1) 
  10 gp 
  1d6 modular 
  1 
  1 
  Sword 
  Agile, modular B, P, or S
  Tekko-kagi 
  2 sp 
  1d4 S 
  L 
  1 
  Brawling 
  Agile, disarm, finesse, parry, trip
  Urumi 
  2 gp 
  1d6 S 
  2 
  1 
  Flail 
  Deadly d10, sweep
  TABLE 4: UNCOMMON MARTIAL RANGED WEAPONS
  Weapon 
  Price 
  Damage 
  Bulk 
  Hands 
  Group 
  Weapon Traits 
  Bola 
  5 sp 
  1d6 B 
  L 
  1 
  Sling 
  Nonlethal, ranged trip, thrown 20 feet
  BLADED SCARF
  POLYTOOL
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  Mambele: Also known as a hunga munga or danisco, 
  this hybrid knife-axe consists of a hilt and a blade 
  that curves backward toward the wielder. The curve 
  of the blade is such that after a victim has been struck 
  by a mambele, more damage is dealt as the weapon is 
  extracted from the victim’s body.
  Meteor Hammer: This weapon consists of a long chain 
  connected to a heavy weight at one end. When a wielder 
  swings the weight by the chain, it builds momentum and 
  can serve as a deadly bludgeon with incredible reach.
  Naginata: This 6-foot staff has a 2-foot-long, 
  slightly curved, swordlike blade attached at one 
  end. The long pole helps keep the wielder out of 
  reach of swords and shorter weapons.
  Nine-Ring Sword: This sword has a broad blade, 
  along which are threaded nine heavy 
  metal rings. The rings add weight to 
  the weapon for downward swings, as 
  well as clashing together to make noise.
  Polytool: The polytool is a small 
  metal rod with a number of simple 
  tools folded inside. The user can extend 
  a long ceramic blade, as well as an 
  awl, a chisel, a file, flint and steel, a 
  hook, an inkpen, a magnifying glass, 
  pliers, scissors, and a small saw. The flint and steel 
  can be used up to 10 times before needing to be 
  replaced. Though inspired by advanced 
  Numerian technology, the polytool is 
  a simple enough feat of metalworking 
  that any blacksmith could produce it—
  perfect for the goddess Casandalee to spread innovation 
  farther than actual Numerian tech could reach. 
  Tekko-kagi: Four curved blades attached 
  to a sturdy handlebar give the wielder of 
  this close-combat weapon the illusion of 
  having claws that extend from their fist. 
  Adherents of Bastet favor the tekko-kagi 
  for catching their foes off guard.
  Urumi: A bouquet of whiplike 
  blades extends from the 
  hilt of this sword.
  War Razor: A war razor 
  is an exaggerated version 
  of the barbers’ tool. It is a 
  brittle but extremely sharp weapon that 
  is very easy to slip into a pocket or sleeve.
  MAGIC ITEMS
  The following magic items see use among adherents 
  of different deities as well as impious adventurers who 
  simply want to channel the might of the gods.
  ABADAR’S FLAWLESS SCALE 
  ITEM 3
  UNCOMMON
  DIVINATION
  MAGICAL
  Price 50 gp
  Usage held in 2 hands; Bulk 1
  Access follower of Abadar
  This immaculate golden set of merchant’s scales is 
  considered a divine instrument among Abadar’s most 
  faithful. Unlike most scales, this one has only a single dish 
  for placing small objects, and calculates value rather than 
  weight. On the other side of the fulcrum, a steel arrow 
  indicator points to various numbers engraved on the side of 
  the scale. By placing an object of light Bulk onto the dish, 
  you can determine its value in gold pieces in the market in 
  which the scale was made (most of these scales are made 
  in Katapesh or Absalom), based on its material composition 
  and artisanship. For example, after placing a gemstone on 
  the dish, the scale will indicate the fairest (average, in most 
  cases) price you can expect to fetch in the market to which 
  the scale is calibrated, but the scale wouldn’t detect the 
  gemstone’s historical significance or any magical 
  properties. Abadar’s flawless scale can be 
  calibrated to a different market by performing 
  a 1-hour ritual in the proximity of that market.
  BOTTOMLESS STEIN 
  ITEM 2
  UNCOMMON
  CONJURATION
  MAGICAL
  Price 25 gp
  Usage held in 1 hand; Bulk L
  Access follower of Cayden Cailean
  A magic item regarded as holy by followers 
  of Cayden Cailean, this ornate metallic stein 
  is always filled to the brim with delicious ale, 
  no matter how much is drunk or spilled. If it 
  is emptied (such as by being gulped quickly 
  or upended onto the floor), the bottomless 
  stein will fill again within 1 round as long as 
  it is right side up, though it’s impossible to transfer the ale to 
  another container to sell it or store it for later. The exact type 
  of ale with which the stein is filled is determined at the item’s 
  creation, and cannot be changed thereafter.
  DAGGER OF ETERNAL SLEEP 
  ITEM 5
  UNCOMMON
  CONSUMABLE
  MAGICAL
  NECROMANCY
  Price 25 gp
  Usage held in 1 hand; Bulk L
  Access follower of Achaekek
  This tiny serrated dagger looks like 
  a miniature sawtooth sabre. Until 
  activated, it is too small and ornamental 
  to function as a weapon, which 
  might allow it to be passed off as a 
  weapon-shaped decoration.
  Activate � Interact; Effect You 
  transform the dagger of eternal sleep into a +1 grievous 
  striking dagger and Strike an unconscious target with 
  the dagger. If you are not in an encounter or otherwise 
  threatened and you roll a hit with your Strike, you get a 
  critical hit instead. The damage from the Strike and the 
  bleed from the critical specialization effect do not awaken 
  the target, though the target becomes temporarily immune 
  to this effect until the next time it wakes up, meaning 
  further daggers of eternal sleep awaken it as normal. The 
  dagger disintegrates immediately after use.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  ABADAR’S FLAWLESS SCALE
  METEOR HAMMER
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  DETERIORATING DUST 
  ITEM 4+
  UNCOMMON
  CONSUMABLE
  EVOCATION
  MAGICAL
  Usage held in 1 hand; Bulk —
  Access follower of Rovagug
  Contained in a specially enchanted small leather or hide sack, 
  deteriorating dust is a potent caustic agent and a prized item 
  among Rovagug’s more discreet followers.
  Activation � Interact; Effect You sprinkle the deteriorating 
  dust over an unattended Medium or smaller object. The 
  dust quickly fades to a transparent color and the object 
  immediately begins to rust, melt, or otherwise fall apart. 
  For the listed time, the object takes constant damage; if 
  the object has a Hardness, then the dust gradually reduces 
  the object’s Hardness instead. If the deteriorating dust is 
  still active after the object’s Hardness is reduced to 0, it 
  deals damage to the object as previously described. If 
  the object survives, reduced Hardness returns after the 
  dust’s duration expires, but any damage remains.
  Type deteriorating dust; Level 4; Price 15 gp
  The affected object takes 1 damage per 3 hours (8 
  damage per day) and its Hardness is reduced by 
  1 per hour. The effect lasts for 3 days.
  Type extended deteriorating dust; 
  Level 6; Price 45 gp
  The affected object takes 1 
  damage per 3 hours (8 damage 
  per day) and its Hardness is reduced 
  by 1 per hour. The effect lasts for 1 week.
  Type caustic deteriorating dust; Level 9; Price 105 gp
  The affected object takes 1 damage per hour (24 damage per 
  day) and its Hardness is reduced by 1 per hour. The effect 
  lasts for 3 days.
  DREADSMOKE THURIBLE 
  ITEM 9
  UNCOMMON
  MAGICAL
  NECROMANCY
  Price 600 gp
  Usage held in 2 hands; Bulk 1
  Access follower of Urgathoa
  This black-and-gray thurible is decorated 
  with a skeleton motif; the jaw of one of the 
  decorative skulls unhinges, allowing you to 
  load it with incense as an action. A long, thin 
  chain is connected to the top of the thurible.
  Activate � Interact; Cost incense worth at 
  least 5 gp; Effect You swing the thurible around 
  you, spreading inky black smoke in a 20-foot 
  emanation that has the effect of obscuring mist. 
  Undead creatures can see through the smoke as if it 
  didn’t exist. Negative energy also disrupts the magic of 
  the smoke; anyone who uses a negative effect, along with 
  creatures affected by a negative effect, can see through the 
  smoke for 1 round.
  GLAIVE OF THE ARTIST 
  ITEM 14
  UNCOMMON
  ENCHANTMENT
  MAGICAL
  Price 4,000 gp
  Usage held in 2 hands; Bulk 2
  Access follower of Shelyn
  This +2 holy greater striking glaive has a long, multi-tailed 
  rainbow-colored banner affixed to the butt of the pole 
  in the style of Shelyn’s religious symbol. While wielding 
  the glaive, you gain a +2 item bonus on Crafting and 
  Performance checks.
  Activate � Interact; Frequency once per round; Effect You 
  furl one of the colored tails around the pole, causing the 
  glaive to gain the effects of your choice of the corrosive, 
  flaming, frost, shocking, or thundering property runes for 
  1 round, depending on the tail you chose.
  Activate � Interact; Frequency once per day; Effect 
  You thrust the blade of the glaive into the ground, 
  activating the power of the banner. (The blade can 
  penetrate any non-metallic surface when used in this 
  way, and does not leave a mark when withdrawn.) 
  As long as the glaive is thrust into the ground and 
  standing upright, all allies within 60 feet who can 
  see the glaive’s banner gain a +2 item bonus to 
  Performance checks.
  LUCKY RABBIT’S FOOT 
  ITEM 10
  UNCOMMON
  CONSUMABLE
  DIVINATION
  FORTUNE
  MAGICAL
  TALISMAN
  Price 175 gp
  Usage affixed to armor; 
  Bulk —
  Activate � 
  envision; 
  Trigger You fail a Reflex 
  save against a damaging effect.
  Access follower of Desna
  This treated rabbit’s foot has shockingly blue fur and is often 
  carried by vagabonds who worship Desna. When you 
  activate the foot, reroll the triggering Reflex save. If 
  you fail the second roll as well, you can Stride up to 
  your Speed.
  MANACLES OF PERSUASION 
  ITEM 3
  UNCOMMON
  MAGICAL
  NECROMANCY
  NONLETHAL
  Price 45 gp
  Usage worn on wrists; Bulk 1
  Access follower of Zon-Kuthon
  These sturdy, average manacles are connected 
  by a thick iron chain that is much heavier 
  than its appearance suggests at a glance. 
  Followers 
  of 
  Zon-Kuthon 
  sometimes employ manacles 
  of persuasion against captured 
  enemies and spies. When the 
  manacles are locked around an immobilized 
  creature’s wrists, they begin to sap the life 
  out of the victim, dealing 2 negative damage per hour until 
  the creature falls unconscious. The effect is nonlethal, so 
  the damage doesn’t cause the creature to become dying. 
  While the creature is unconscious, the manacles deal 
  no damage and allow the creature to recover Hit Points 
  normally to a maximum of 10 Hit Points, at which point the 
  manacles begin to deal damage once more. The manacles 
  have no effect on a creature that is not immobilized.
  DREADSMOKE THURIBLE
  LUCKY RABBIT’S FOOT
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  MITER OF COMMUNION 
  ITEM 10
  UNCOMMON
  DIVINATION
  INVESTED
  MAGICAL
  Price 800 gp
  Usage worn headwear; Bulk L
  This ornate headgear comes in many 
  different shapes and sizes, though 
  most are elaborately decorated with 
  motifs of the deity whose honor in 
  which it was made. The miter brings 
  you spiritually closer to your deity’s 
  servitors, granting you a +2 item bonus 
  to Religion checks.
  Activate 1 minute (command); Frequency 
  once 
  per 
  week; 
  Effect 
  You 
  chant for a minute about a task 
  at hand for the coming week 
  to cast a 4th-level read omens spell 
  that grants you cryptic but useful advice.
  MORTAR OF HIDDEN MEANING 
   ITEM 4
  DIVINATION
  MAGICAL
  Price 75 gp
  Usage held in 2 hands; Bulk L
  This matching mortar and pestle are made 
  from immaculate darkwood that looks 
  nearly olive in the right light.
  Activate 
  1 
  minute 
  (Interact); 
  Frequency once per hour; Effect You use 
  the mortar of hidden meaning to grind tea 
  leaves (or another suitable substance for 
  making a hot beverage). While grinding 
  the tea leaves, which takes no less than 
  1 minute, you can speak a message into the 
  mortar. After the leaves are steeped in hot water, 
  the first person who drinks from the resulting brew 
  hears the message whispered in their ear.
  NECKLACE OF KNIVES 
  ITEM 2
  UNCOMMON
  CONJURATION
  INVESTED
  MAGICAL
  Price 25 gp
  Usage worn; Bulk —
  Access follower of Pharasma
  This 
  necklace 
  strung 
  with 
  miniature stone throwing knives. 
  As long as you wear it, you are 
  never without a weapon, a crude 
  surgical tool, or stake for a vampire, 
  if necessary in following Pharasma’s teachings.
  Activate � Interact Effect You pluck a 
  miniature knife from the necklace, and 
  it grows into a normal stone, steel, or 
  wooden dagger for as long as 
  you hold it, fading away 
  1 round after it leaves 
  your hand. No matter 
  how many knives you pull 
  from the necklace, you never 
  seem to deplete them. Wooden daggers from the 
  necklace are as effective as ordinary steel daggers and can 
  be useful to stake vampires.
  RAT-CATCHER TRIDENT 
  ITEM 11
  UNCOMMON
  CONJURATION
  MAGICAL
  Price 1,200 gp
  Usage held in 1 hand; Bulk 1
  Access follower of Hanspur
  The haft of this +2 striking 
  trident is carved with 
  intricate 
  designs 
  of 
  swarming rodents sacred to 
  Hanspur, the drowned god of the Sellen 
  River. When used against a swarm, it ignores the 
  swarm’s resistance to piercing damage, if any.
  Activate � Interact; Frequency once per day; 
  Effect While floating down a river on a raft or boat, 
  you plunge the rat-catcher trident into the water. The trident 
  casts a 5th-level control water spell on the body of water.
  SINGING BOWL OF THE VERSATILE STANCE 
  ITEM 11
  UNCOMMON
  ENCHANTMENT
  MAGICAL
  Price 1,175 gp
  Usage held in 2 hands; Bulk L
  Access follower of Irori
  In true Iroran form, the simplicity of this small, 
  inverted copper bell belies its flawlessness. 
  When struck with a mallet (included with the 
  singing bowl), it emits a harmonious tone 
  that inspires bodily perfection in those 
  who know how to hear it.
  Activate � Interact (auditory); Effect 
  While holding the singing bowl of the 
  versatile stance with one hand, you strike 
  the lip of it with a mallet held in the other. 
  Anyone within 60 feet currently in a stance can 
  spend a reaction to use one of their stance actions in 
  order to change to a different stance.
  TORAG’S SILVER ANVIL 
  ITEM 18
  UNCOMMON
  DIVINE
  MAGICAL
  TRANSMUTATION
  Price 24,000 gp
  Usage held in 2 hands; Bulk 2
  Access follower of Torag
  This portable silver anvil has a 
  narrow hoop on one end, through 
  which a long, sturdy chain has been strung. 
  Torag’s Silver Anvil can be wielded as 
  a +3 holy greater flaming greater 
  striking silver meteor hammer. 
  Outside of combat, the anvil 
  can be used with a hammer as an 
  incredibly effective portable forge, 
  heating up the metal to be forged without 
  a furnace and granting a +3 item bonus to Crafting checks 
  involving metalworking. When you use the anvil to successfully 
  Repair a metal item, the item recovers an additional 10 Hit 
  Points (or an additional 20 on a critical success).
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  MITER OF COMMUNION
  NECKLACE OF KNIVES
  TORAG’S SILVER ANVIL
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  ANCIENT OSIRIAN GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Anubis
  LN (LG, LN, N)
  Guardian of the Tomb
  Death, protection, souls *, vigil *
  1st: unseen servant, 3rd: shifting sand *, 5th: wall of stone
  Flail
  Bastet
  CN (N, CG, CN)
  The Sly Enchantress
  Nature, passion, protection, 
  trickery 
  1st: pest form (cats only), 3rd: animal vision, 4th: private sanctum
  Claw or tekko-kagi *
  Bes
  NG (LG, NG, CG)
  The Guardian Fool
  Earth, family, luck, protection 
  1st: sleep, 2nd: hideous laughter, 3rd: enthrall
  Mambele *
  Hathor
  CG (NG, CG)
  Mistress of Jubilation
  Family, passion, sun, wealth 
  1st: charm, 2nd: tree shape, 8th: uncontrollable dance
  Shortsword
  Horus
  LN (LG, LN, NG, N)
  The Distant Falcon
  Air, moon, protection, sun 
  1st: floating disk, 3rd: wall of wind, 4th: aerial form (bird only)
  Khopesh *
  Isis
  NG (LG, NG, CG)
  Queen of Miracles
  Family, healing, magic, passion 
  1st: soothe, 2nd: humanoid form, 3rd: animal vision, 4th: creation, 
  5th: control water, 6th: wall of force, 7th: magnificent mansion, 
  8th: wind walk, 9th: shapechange
  Staff
  Ma’at
  LN (LG, LN, N)
  The Feather of Truth
  Knowledge, protection, stars *, 
  truth
  1st: feather fall, 4th: resilient sphere, 5th: mind probe
  Starknife
  Osiris
  LG (LG, NG)
  Lord of the Living
  Change *, healing, nature, souls * 
  1st: soothe, 2nd: false life, 6th: tangling creepers
  Flail
  Ra
  LN (LG, LN, N)
  King of the Heavens
  Fire, nature, sun, time * 
  1st: burning hands, 2nd: flaming sphere, 3rd: threefold aspect 
  (Advanced Player’s Guide)
  Spear
  Sekhmet
  CN (N, CG, CN, CE)
  Lady of Slaughter
  Destruction, healing, indulgence, 
  might 
  1st: true strike, 4th: wall of fire, 5th: moon frenzy
  Claw or battleaxe
  Selket
  CG (NG, CG, CN)
  Mistress of the Beautiful 
  House
  Healing, magic, nature, 
  protection
  1st: soothe, 3rd: paralyze, 6th: purple worm sting
  Whip
  Sobek
  CN (N, CG, CN, CE)
  The Raging Torrent
  Might, protection, water, 
  wyrmkin *
  1st: hydraulic push, 3rd: feet to fins, 4th: dinosaur form (appears 
  as crocodile)
  Falchion
  Thoth
  LN (LG, LN, N)
  Lord of Divine Words
  Glyph *, knowledge, magic, moon 1st: message rune *, 2nd: comprehend language, 3rd: secret page
  Sickle
  Wadjet
  LG (LG, NG)
  The Green Empress
  Protection, travel, water, zeal 
  1st: mage armor, 2nd: animal form (snake only), 4th: fly
  Light mace
  ARCHDEVILS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Baalzebul
  LE (LE)
  Lord of Flies
  Air, ambition, magic, trickery 
  1st: fleet step, 2nd: vomit swarm (Advanced Player’s Guide), 
  6th: mislead
  Spear
  Barbatos
  LE (LE)
  The Bearded Lord
  Magic, nature, travel, tyranny 
  1st: magic fang, 3rd: paralyze, 4th: clairvoyance
  Staff
  Belial
  LE (LE)
  The Pale Kiss
  Change  *, passion, trickery, zeal 
  1st: charm, 2nd: humanoid form, 3rd: enthrall
  Ranseur
  Dispater
  LE (LN, LE)
  Iron Lord
  Cities, confidence, duty *, tyranny 1st: tether *, 4th: suggestion, 6th: flesh to stone
  Mace
  Geryon
  LE (LE)
  The Serpent
  Might, truth, water, wyrmkin * 
  1st: acidic burst *, 2nd: animal form (snake only), 3rd: 
  hypercognition
  War flail
  Mammon
  LE (LE)
  The Argent Prince
  Ambition, creation, toil †, wealth 
  1st: shattering gem *, 4th: creation, 7th: magnificent mansion
  Spear
  Mephistopheles
  LE (LE)
  The Crimson Son
  Glyph *, knowledge, secrecy, 
  tyranny 
  1st: message rune *, 2nd: blistering invective (Advanced Player’s 
  Guide), 5th: subconscious suggestion
  Trident
  Moloch
  LE (LE)
  The Ashen Bull
  Destruction, duty *, fire, might 
  1st: burning hands, 5th: acid storm *, 7th: fiery body
  Whip
  DEMON LORDS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Abraxas
  CE (NE, CE)
  Master of the Final Incantation Destruction, knowledge, magic, 
  wyrmkin * 
  1st: share lore *, 2nd: spectral hand, 3rd: hypercognition, 4th: 
  reflective scales *, 5th: black tentacles, 6th: feeblemind, 7th: spell 
  turning, 8th: unrelenting observation, 9th: disjunction
  Whip
  Angazhan
  CE (CE)
  The Ravenous King
  Destruction, might, nature, 
  tyranny 
  1st: magic fang, 3rd: animal form (ape only), 5th: moon frenzy
  Spear
  Baphomet
  CE (CN, CE)
  Lord of the Labyrinth
  Indulgence, might, secrecy, zeal 
  1st: summon animal, 2nd: enlarge, 8th: maze
  Glaive
  Cyth-V’sug
  CE (CE)
  Prince of the Blasted Heath
  Change *, decay *, nature, plague * 1st: summon plant or fungus, 2nd: fungal hyphae *, 5th: plant form
  Scimitar
  Dagon
  CE (CN, CE)
  The Shadow in the Sea
  Change *, destruction, water, zeal 1st: hydraulic push, 3rd: feet to fins, 6th: chain lightning
  Trident
  Gogunta
  CE (CE)
  Song of the Swamp
  Indulgence, might, tyranny, 
  water 
  1st: jump, 3rd: stinking cloud, 5th: black tentacles
  Whip
  Kabriri
  CE (NE, CE)
  Him Who Gnaws
  Indulgence, knowledge, undeath, 
  vigil * 
  1st: jump, 2nd: expeditious excavation *, 3rd: paralyze
  Jaws or flail
  Appendix
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  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Dexterity or Wisdom
  Occultism
  Harm or heal
  Lay bodies to rest, destroy undead, be impartial in judgment
  Desecrate a corpse, rob a tomb, trap a soul
  Intelligence or 
  Charisma
  Deception
  Heal
  Learn secrets, tempt others into revelry, kill harmful snakes and evil 
  spirits, heal diseases
  Kill or abuse a house cat, abandon a child, choose to marry
  Constitution or 
  Charisma
  Performance
  Heal
  Aid childbirths, spread joy and celebration, protect sleeping 
  creatures
  Harm or neglect a child, separate families, use magic to corrupt 
  dreams
  Strength or Charisma
  Performance
  Heal
  Give wealth to new families, aid traders and miners, support 
  musicians, protect and encourage lovers
  Discriminate or slight someone based on appearance, intentionally 
  disfigure a creature, refuse food to the starving
  Strength or Charisma
  Diplomacy
  Heal
  Protect those you have authority over, maintain harmony in your 
  community
  Undermine a rightful ruler, serve a usurper 
  Wisdom or Charisma
  Arcana
  Heal
  Provide aid to the sick and wounded, use magic to help others, 
  mourn the cherished dead, ritually purify yourself before entering 
  sacred areas
  Reveal sacred rites to the uninitiated, betray your children or your 
  lover, discriminate based on social status
  Intelligence or Wisdom
  Society
  Heal
  Defend civilization from chaos, live an honest and just life, be impartial in 
  judgment and reveal the truth
  Deal unfairly with your family or community, destroy the 
  environment, lie
  Constitution or 
  Wisdom
  Nature
  Heal
  Ensure the health of crops and vegetation, protect the bodies and 
  souls of the worthy dead, avenge the wrongly murdered
  Dismember a creature, desecrate a corpse, show ingratitude for a 
  sincere gift
  Strength or 
  Intelligence
  Society
  Heal
  Bring order to places of chaos, kill evil monsters and fiends, 
  encourage just laws, provide warmth where needed 
  Avoid personal change, kill a plant or a creature with cold damage, 
  seal a building to completely block sunlight
  Strength or Wisdom
  Medicine
  Harm or heal
  Slaughter your enemies, drink the blood of defeated foes, heal battle 
  injuries
  Spare an evil fiend, fail to placate Sekhmet with daily rituals
  Dexterity or Wisdom
  Medicine
  Heal
  Avenge the wronged, protect the dead and the vulnerable, use 
  poison and suffocation, heal others
  Poison someone you didn’t intend to, harm a creature as punishment 
  for a different creature’s crime, desecrate a corpse
  Strength or 
  Constitution
  Athletics
  Harm or heal
  Take what you want, indulge in base desires, feast on luxurious 
  food, kill demons and evil creatures
  Cower from fights, despoil the land, kill the innocent
  Intelligence or Wisdom
  Arcana
  Harm or heal
  Maintain order in society and the multiverse, innovate scientific and 
  magical knowledge, record events
  Upset stable mechanisms or ecosystems, fail to correct false 
  information
  Dexterity or Wisdom
  Nature
  Heal
  Defend your homelands and your people, aid childbirths, grow 
  papyrus, protect sources of clean water
  Refuse to help a drowning creature, harm a rightful ruler
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Dexterity or Charisma
  Deception
  Harm
  Convey yourself with regal dignity, claim what you desire and 
  deserve, seek vengeance from those who wrong you
  Provoke Baalzebul’s envy, show humility
  Constitution or 
  Wisdom
  Nature
  Harm
  Veil your motives, make dangerous deals, offer incomplete and 
  ruinous knowledge
  Hide any plot against your masters, close or interfere with portals 
  to Hell
  Intelligence or 
  Charisma
  Diplomacy
  Harm
  Indulge your basest desires, create deadly weapons
  Impede an act of high hedonism, become too attached to a lover or 
  project
  Strength or Charisma
  Society
  Harm
  Uphold absolute law, pursue perfection in your surroundings, speak 
  with refinement
  Act above your station, neglect your defenses, betray a lover
  Intelligence or Wisdom
  Occultism
  Harm
  Hoard knowledge, test the boundaries of taboo, spread falsehoods 
  to dupe the foolhardy
  Declare knowledge heresy or forbidden, break your word
  Wisdom or Charisma
  Thievery
  Harm
  Gain financial control over others, gather new wealth, count your 
  riches
  Leave the cult of Mammon, allow those who steal from you to go 
  unpunished
  Intelligence or 
  Charisma
  Deception
  Harm
  Master laws and use them to your benefit, enable the desperate, 
  excoriate others with veiled mockery
  Break a contract you made, get caught breaking the law
  Strength or 
  Constitution
  Athletics
  Harm
  Spread Hell’s order through war, convert communities to sole 
  worship of Moloch, sacrifice creatures in fire
  Defy a military superior, flee in battle (unless ordered to do so), lose 
  your combat edge due to your vices
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Intelligence or Wisdom
  Arcana
  Harm
  Learn and hoard forbidden magic, steal secrets from others
  Destroy forbidden lore, reveal the entirety of a secret
  Strength or 
  Constitution
  Athletics
  Harm
  Commit acts of brutal violence, test yourself against nature, make 
  animals more dangerous 
  Cower from fights, allow yourself to be resurrected instead of 
  reincarnated
  Intelligence or Wisdom
  Survival
  Harm
  Confuse paths and roads, outwit your foes instead of overpowering 
  them, pace labyrinths
  Kill something that cannot significantly harm you, bargain with 
  Asmodeus
  Constitution or 
  Wisdom
  Nature
  Harm or heal
  Corrupt all that exists with parasites or fungus, promote the growth 
  of fungus, feast on rotten flesh or fungus
  Purify your food, cure a disease or kill a parasite, tolerate another 
  demon lord or their servants (except Treerazer)
  Strength or 
  Constitution
  Athletics
  Harm
  Swim underwater, improve your own strength, encourage the spread 
  of dangerous sea monsters
  Break a sworn oath, settle in a land-locked area, share Dagon’s 
  secrets with outsiders
  Strength or Wisdom
  Intimidation
  Harm
  Sacrifice creatures by drowning them, sing in the swamps, aid 
  amphibians 
  Grant mercy to boggards who worship other gods
  Dexterity or 
  Intelligence
  Stealth
  Harm
  Eat the flesh of your own kind
  Reveal secrets of the dead to nonbelievers, despoil grave markers
  * New option presented in this book; † Pathfinder Adventure Path #148
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Kostchtchie
  CE (NE, CE)
  The Deathless Frost
  Cold *, destruction, might, zeal 
  1st: chilling spray *, 2nd: enlarge, 5th: cone of cold
  Warhammer
  Nurgal
  CE (NE, CE)
  The Shining Scourge
  Destruction, dust *, fire, sun 
  1st: burning hands, 2nd: flaming sphere, 3rd: cup of dust *
  Mace
  Pazuzu
  CE (CE)
  King of the Wind Demons
  Air, swarm *, trickery, tyranny 
  1st: gust of wind, 3rd: suggestion, 4th: fly
  Longsword
  Treerazer
  CE (NE, CE)
  Lord of the Blasted Tarn
  Destruction, nature, nightmares, 
  tyranny 
  1st: grim tendrils, 3rd: wall of thorns, 6th: tangling creepers
  Greataxe
  Shax
  CE (NE, CE)
  The Blood Marquis
  Ambition, death, pain, trickery 
  1st: phantom pain, 2nd: invisibility, 3rd: haste
  Dagger
  Sifkesh
  CE (NE, CE)
  The Whispered Doubt
  Nightmares, pain, sorrow *, 
  trickery 
  1st: ill omen *, 4th: crushing despair, 5th: subconscious suggestion
  War razor *
  Zevgavizeb
  CE (NE, CE)
  The Glutton in the Dark
  Destruction, might, nature, 
  wyrmkin * 
  1st: magic fang, 4th: dinosaur form, 8th: earthquake
  Spiked gauntlet
  Zura
  CE (NE, CE)
  The Vampire Queen
  Delirium *, indulgence, 
  nightmares, undeath 
  1st: charm, 4th: gaseous form, 6th: dominate
  Rapier
  DWARVEN GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Angradd
  LG (LG, LN)
  The Forge-Fire
  Fate, fire, protection, zeal 
  1st: burning hands, 2nd: blistering invective (Advanced Player’s 
  Guide), 3rd: fireball
  Greataxe
  Bolka
  NG (LG, NG, CG)
  The Golden Gift
  Confidence, family, healing, 
  passion
  1st: soothe, 4th: creation, 6th: collective transposition
  Mace
  Dranngvit
  LN (LN, LE)
  The Debt Minder
  Knowledge, might, travel, vigil *
  1st: longstrider, 2nd: knock, 5th: passwall
  Light pick
  Droskar
  NE (LE, NE, CE)
  The Dark Smith
  Duty *, earth, trickery, tyranny 
  1st: ant haul, 3rd: haste, 6th: dominate
  Light hammer
  Folgrit
  LG (LG, LN, NG)
  The Watchful Mother
  Cities, family, repose *, protection 1st: endure *, 4th: fire shield, 9th: resplendent mansion
  Staff
  Grundinnar
  LG (LG, NG)
  The Peacemaker
  Confidence, family, protection, 
  truth
  1st: anticipate peril *, 4th: resilient sphere, 6th: wall of force
  Light hammer
  Kols
  LN (LG, LN)
  Oath-Keeper
  Duty *, knowledge, might, truth
  1st: unseen servant, 4th: suggestion, 8th: unrelenting observation
  Light hammer
  Magrim
  LN (LG, LN, N)
  The Taskmaster
  Death, duty *, glyph *, fate 
  1st: temporary tool *, 2nd: expeditious excavation *, 9th: 
  earthquake
  Warhammer
  Trudd
  NG (LG, NG)
  The Mighty
  Confidence, duty *, might, 
  protection
  1st: endure *, 3rd: haste, 4th: stoneskin
  Warhammer
  ELDEST
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Count Ranalc
  CN (N, CG, CN, CE)
  The Traitor
  Confidence, darkness, sorrow *, 
  travel 
  1st: penumbral shroud *, 4th: private sanctum, 5th: shadow walk
  Rapier
  The Green 
  Mother
  NE (NE, CE)
  The Feasting Flower
  Decay *, indulgence, nature, 
  passion
  1st: charm, 4th: suggestion, 5th: plant form
  Sickle
  Imbrex
  LN (LN, LE, N)
  The Twins
  Dreams, earth, family, might 
  1st: mindlink, 2nd: mirror image, 4th: stoneskin
  War flail
  The Lantern 
  King
  CN (CN, CE)
  The Laughing Lie
  Change *, delirium *, passion, 
  trickery 
  1st: illusory disguise, 2nd: hideous laughter, 6th: baleful 
  polymorph
  Dagger
  The Lost Prince
  N (NG, N)
  The Melancholy Lord
  Knowledge, repose *, sorrow *, 
  vigil * 
  1st: soothe, 4th: modify memory, 5th: crushing despair
  Staff
  Magdh
  LN (LN, N)
  The Three
  Fate, glyph *, knowledge, truth 
  1st: anticipate peril *, 3rd: threefold aspect (Advanced Player’s 
  Guide), 6th: scrying
  Scythe
  Ng
  N (N)
  The Hooded
  Knowledge, magic, secrecy, 
  travel 
  1st: pass without trace, 2nd: invisibility, 4th: blink
  Gauntlet
  Ragadahn
  CE (NE, CN, CE)
  The Water Lord
  Destruction, vigil *, water, 
  wyrmkin *
  1st: hydraulic push, 3rd: feet to fins, 6th: purple worm sting
  Whip
  Shyka
  N (LN, NG, N, 
  NE, CN)
  The Many
  Decay *, delirium *, fate, time * 
  1st: anticipate peril *, 3rd: haste, 7th: time beacon *
  Light mace
  ELEMENTAL LORDS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Atreia
  NG (LG, NG, N, CG)
  The Lambent King
  Fire, healing, protection, sun 
  1st: soothe, 3rd: ghostly weapon, 4th: fire shield
  Katar
  Ayrzul
  NE (LE, N, NE, CE)
  The Fossilized King
  Destruction, earth, might, 
  secrecy 
  1st: shockwave *, 2nd: summon elemental (earth only), 6th: flesh 
  to stone
  Morningstar
  Hshurha
  NE (LE, N, NE, CE)
  Duchess of All Winds
  Air, cold *, destruction, dust * 
  1st: gust of wind, 2nd: summon elemental (air only), 4th: gaseous 
  form
  Longbow
  Kelizandri
  NE (LE, N, NE, CE)
  The Brackish Emperor
  Destruction, nightmares, travel, 
  water 
  1st: fear, 2nd: summon elemental (water only), 4th: hydraulic 
  torrent
  Trident
  Lysianassa
  NG (LG, NG, N, CG)
  Empress of the Torrent
  Change *, fate, nature, water
  1st: hydraulic push, 3rd: aqueous orb (Advanced Player’s Guide), 
  5th: control water
  Spear
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  Strength or 
  Constitution
  Athletics
  Harm
  Avenge all slights three times over, kill all witches
  Make a deal with Baba Yaga or her children, defer to or obey a 
  woman
  Constitution or 
  Charisma
  Survival
  Harm
  Wage war in the desert, deny water to your foes
  Heal a sunburn, change your name
  Dexterity or Charisma
  Diplomacy
  Harm
  Tempt others to immoral acts, revel in flight, possess or magically 
  influence others to cause calamities
  Deny a flying creature the ability to fly, abuse Pazuzu’s name or call 
  on Pazuzu for help, aid worshippers of Lamashtu
  Strength or 
  Constitution
  Survival
  Harm or heal
  Corrupt plant life, slay elves, feast on rotten flesh or fungus
  Grant mercy to elves, plant trees, encourage natural plant growth
  Dexterity or Charisma
  Intimidation
  Harm
  Plot and commit murders, tell lies, torture creatures
  Sleep in a building with fewer than five rooms, allow a victim to 
  escape due to gloating 
  Wisdom or Charisma
  Deception
  Harm
  Spread doubt among the faithful, ruin the reputation of religions, 
  provoke wrongdoers to suicide instead of allowing for redemption
  Spread hope, offer forgiveness, sincerely honor or call upon another 
  god
  Strength or 
  Constitution
  Survival
  Harm
  Slaughter the cowardly, subjugate the weak
  Favor stealth over shows of strength, eat cooked meat
  Strength or Charisma
  Diplomacy
  Harm
  Drink blood, seek vampirism, cause bleed damage
  Expose vampires, heal a bloody wound without drinking blood from 
  it first
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Strength or 
  Constitution
  Athletics
  Heal
  Seek and destroy evil, study evil to learn the best way to destroy it, 
  train others in righteous ways
  Allow weaker evils to survive due to the presence of larger evils, 
  deceive others outside of tactical gain
  Wisdom or Charisma
  Diplomacy
  Heal
  Encourage those seeking love, seek the beauty in others, support 
  others’ relationships
  Betray your spouse, disrupt a genuine marriage, prevent a suitor 
  from seeking a partner
  Constitution or 
  Wisdom
  Intimidation
  Harm or heal
  Help reclaim just debts, seek appropriate vengeance against 
  transgressions
  Allow a slight to go unrecognized, avoid repaying a debt, force 
  others into debts you know are unpayable
  Constitution or 
  Intelligence
  Crafting
  Harm
  Achieve goals at any cost, continually improve your abilities, 
  establish dominance, work ceaselessly
  Fail to work toward goals or grow in skill, relax excessively or give 
  in to sloth
  Constitution or 
  Wisdom
  Medicine
  Heal
  Maintain the sanctity of a home, remain patient with others, take in 
  those without families
  Abandon your family, fail to defend your neighbors
  Constitution or 
  Charisma
  Diplomacy
  Heal
  Attempt to bridge the gap between feuding sides, maintain just 
  treaties, maintain relations with neighbors
  Sow discord among friends and allies, attack during parley
  Strength or Wisdom
  Society
  Harm or heal
  Seek those that break oaths and enforce just restitution, uphold 
  your promises
  Lie, dishonor yourself or your family, shirk your duties, break an 
  oath
  Constitution or 
  Wisdom
  Crafting
  Heal
  Perfect a craft or trade, carve runes, destroy undead, aid others with 
  completing unfinished tasks
  Treat gravesites irreverently, mistreat your tools, create undead, 
  damage a soul
  Strength or 
  Constitution
  Athletics
  Heal
  Offer your strength to aid others, protect those weaker than you
  Engage in petty showcases of strength, use your strength to take 
  advantage of others
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Dexterity or Charisma
  Stealth
  Harm or heal
  Work in shadows, hide your nature and motives, plot betrayals or 
  revenge for betrayals
  Ask for forgiveness, create permanent or long-lasting sources of 
  light
  Constitution or 
  Charisma
  Nature
  Harm or heal
  Frolic in vegetation, manipulate people, use what you kill, prey on 
  the weak
  Hold a secret for too long, discriminate against sex workers or use 
  their trade to harm them
  Constitution or 
  Wisdom
  Occultism
  Harm or heal
  Pursue your own goals, bring things to their proper ending, split 
  things in half or otherwise create pairs
  Offend Imbrex
  Intelligence or 
  Charisma
  Deception
  Harm or heal
  Play pranks, seek new jokes, leave lit lanterns in unusual places
  Be completely honest, ruin or explain a good joke
  Intelligence or Wisdom
  Society
  Harm or heal
  Aid the depressed, wear somber clothing, maintain neutrality, 
  ruminate on the past
  Abandon someone who has no family, take public credit for your 
  good deeds
  Intelligence or Wisdom
  Occultism
  Harm or heal
  Use divination
  Lie, share your divinations without payment (no matter how trivial)
  Wisdom or Charisma
  Survival
  Harm or heal
  Travel, hide your identity and your motives
  Sleep in the same place twice in a row, wear seasonal decorations 
  out of season
  Strength or Wisdom
  Occultism
  Harm or heal
  Draw spirals, seek primordial secrets, use poison, always carry 
  water
  Suffer a linnorm’s death curse, destroy a fossil
  Dexterity or 
  Intelligence
  Occultism
  Harm or heal
  Learn from the past, leave hourglasses in unusual places, give 
  random gifts, create ephemeral things
  Willingly tread where time does not pass
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Wisdom or Charisma
  Performance
  Heal
  Burn away corruption, clear the way for new growth, purify tainted 
  areas
  Deny a suffering creature warmth, shade, or water; abandon a 
  creature in darkness
  Strength or 
  Constitution
  Deception
  Harm
  Use the strength of stone to protect yourself and your secrets, 
  obscure your true motives, slowly poison others
  Remove a creature’s petrified condition, make a fire larger or hotter 
  than necessary
  Strength or Dexterity
  Stealth
  Harm
  Revel in formlessness and freedom, humiliate terrestrial creatures, 
  kill foes via falling or hazards from high winds
  Deny a flying creature the ability to fly, walk on the earth if you 
  could easily travel otherwise
  Constitution or 
  Charisma
  Athletics
  Harm
  Instill hydrophobia in others, kill your foes by drowning them, 
  sacrifice treasures to the depths of the ocean
  Destroy a body of water, use magic to calm the waves
  Dexterity or 
  Constitution
  Survival
  Heal
  Respect and aid natural cycles, promote life and growth, change to 
  avoid stagnation, swim
  Pollute clean bodies of water, dam a river, disrespect sincere gifts of 
  water or drink
  * New option presented in this book; † Pathfinder Adventure Path #148
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Ranginori
  NG (LG, NG, N, CG)
  Zephyrous Prince
  Air, freedom, lightning *, travel
  1st: liberating command *, 4th: fly, 6th: chain lightning
  Whip
  Sairazul
  NG (LG, NG, N, CG)
  The Crystalline Queen
  Earth, family, toil †, wealth 
  1st: shattering gem *, 2nd: expeditious excavation *, 4th: stoneskin
  Pick
  Ymeri
  NE (LE, N, NE, CE)
  Queen of the Inferno
  Destruction, dust *, fire, zeal 
  1st: burning hands, 2nd: summon elemental (fire only), 4th: wall 
  of fire
  Longsword
  ELVEN GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Findeladlara
  CG (NG, N, CG, CN)
  The Guiding Hand
  Cities, creation, family, stars * 
  1st: temporary tool *, 4th: shape stone, 7th: magnificent mansion
  Staff
  Ketephys
  CG (NG, CG)
  The Hunter
  Darkness, moon, nature, secrecy
  1st: pass without trace, 2nd: invisibility, 3rd: animal vision
  Longbow
  Yuelral
  NG (LG, NG, N, CG)
  The Wise
  Creation, earth, knowledge, 
  magic 
  1st: shattering gem *, 2nd: shape wood, 3rd: meld into stone, 4th: 
  speak with plants, 5th: tree stride, 6th: tangling creepers, 7th: 
  unfettered pack, 8th: prismatic wall, 9th: nature’s enmity
  Dagger
  EMPYREAL LORDS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Andoletta
  LG (LG, NG)
  Grandmother Crow
  Family, knowledge, protection, 
  sorrow * 
  1st: shillelagh, 4th: aerial form (bird only), 6th: collective 
  transposition
  Staff
  Arshea
  NG (LG, NG, CG)
  Spirit of Abandon
  Confidence, freedom, passion, 
  perfection 
  1st: mage armor, 2nd: humanoid form, 5th: dreaming potential
  Flail
  Ashava
  CG (NG, CG)
  The True Spark
  Darkness, moon, repose *, souls * 
  1st: soothe, 2nd: glitterdust, 8th: uncontrollable dance
  Bladed scarf *
  Black Butterfly
  CG (NG, CG)
  The Silence Between
  Freedom, secrecy, stars *, void *
  1st: penumbral shroud *, 2nd: blur, 4th: blink
  Starknife
  Cernunnos
  CG (LG, NG, CG)
  The Horned Lord
  Lightning *, nature, passion, zeal 
  1st: true strike, 2nd: animal form, 3rd: lightning bolt
  Longbow
  Dammerich
  LG (LG)
  The Weighted Swing
  Death, duty *, truth, vigil * 
  1st: true strike, 3rd: paralyze, 4th: stoneskin
  Greataxe
  Eritrice
  NG (LG, NG, CG)
  Heart-Speaker
  Confidence, glyph *, knowledge, 
  truth 
  1st: mindlink, 2nd: comprehend languages, 3rd: enthrall
  Dagger
  Falayna
  LG (LG, NG, CG)
  Warrior’s Ring
  Creation, freedom, might, wealth 1st: true strike, 3rd: ghostly weapon, 5th: cloak of colors
  Longsword
  Halcamora
  NG (LG, NG, N)
  Lady of Ripe Bounty
  Indulgence, luck, nature, swarm * 1st: summon plant or fungus, 2nd: touch of idiocy, 4th: speak 
  with plants
  Club
  Irez
  NG (LG, NG, N, CG)
  Lady of Inscribed Wonder
  Fate, glyph *, luck, magic 
  1st: anticipate peril *, 2nd: mirror image, 3rd: secret page
  Dart
  Jaidz
  NG (LG, NG, N, CG)
  Fearless Claw
  Confidence, nightmares, 
  protection, travel 
  1st: longstrider, 3rd: haste, 7th: mask of terror
  Shortsword
  Korada
  NG (NG, N)
  The Open Hand of Harmony
  Change *, healing, magic, 
  protection
  1st: soothe, 3rd: slow, 4th: resilient sphere
  Fist
  Lymnieris
  LG (LG, NG, CG)
  The Auroral Tower
  Change *, passion, protection, 
  repose *
  1st: mage armor, 3rd: threefold aspect (Advanced Player’s Guide), 
  4th: resilient sphere
  Longsword
  Pulura
  CG (NG, CG)
  The Shimmering Maiden
  Cold *, darkness, sorrow *, stars *
  1st: color spray, 5th: chromatic wall, 6th: teleport
  Sling
  Ragathiel
  LG (LG)
  General of Vengeance
  Destruction, duty *, fire, zeal 
  1st: true strike, 3rd: haste, 4th: fire shield
  Bastard sword
  Shei
  NG (LG, NG, CG)
  The Ibis Matron
  Family, freedom, healing, 
  perfection
  1st: liberating command *, 3rd: hypercognition, 5th: dreaming 
  potential
  Sickle
  Soralyon
  NG (LG, NG, N, CG)
  The Mystic Angel
  Creation, earth, magic, 
  protection 
  1st: summon construct, 3rd: meld into stone, 4th: stoneskin
  Pick
  Tanagaar
  LG (LG, LN)
  The Aurulent Eye
  Darkness, duty *, nature, zeal
  1st: pass without trace, 3rd: animal vision, 4th: aerial form (bird 
  only)
  Kukri
  Vildeis
  LG (LG)
  The Cardinal Martyr
  Duty *, pain, sorrow *, zeal
  1st: phantom pain, 2nd: slough skin * (appears as streams of 
  blood), 5th: synaptic pulse
  Dagger
  Winlas
  LG (LG, LN, NG)
  The Elder of Divinity
  Glyph *, knowledge, protection, 
  vigil * 
  1st: share lore *, 2nd: comprehend language, 4th: veil
  Mace
  Ylimancha
  NG (LG, NG, N, CG)
  Harborwing
  Air, nature, travel, water 
  1st: feather fall, 3rd: feet to fins, 4th: fly
  Longbow
  Zohls
  LG (LG, LN, NG)
  Verity
  Ambition, cities, knowledge, 
  truth
  1st: share lore *, 3rd: hypercognition, 7th: retrocognition
  Heavy crossbow
  HORSEMEN
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Apollyon
  NE (LE, NE, CE)
  Prince of Locusts
  Air, decay *, plague *, swarm * 
  1st: goblin pox, 2nd: vomit swarm (Advanced Player’s Guide), 5th: 
  cloudkill
  Scythe
  Charon
  NE (LE, NE, CE)
  The Boatman
  Death, knowledge, souls *, water 1st: grim tendrils, 4th: crushing despair, 9th: weird
  Staff
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  Dexterity or Charisma
  Acrobatics
  Heal
  Open closed areas to fresh air, travel throughout your surroundings 
  daily, fly or make creations that fly
  Wrongfully imprison a creature, restrain a creature longer or more 
  tightly than is necessary, suffocate a creature
  Constitution or 
  Charisma
  Nature
  Heal
  Shelter others within stone and earth, care for Sairazul’s children, 
  aid childbirths, mine responsibly
  Damage subterranean natural wonders, collapse an earthen 
  structure on a creature
  Strength or Charisma
  Intimidation
  Harm
  Inspire your lessers with zeal and strategy, be passionate and quick 
  of wit, destroy your foes with fire
  Extinguish destructive blazes, allow yourself to stagnate or lose 
  motivation
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Charisma or 
  Intelligence
  Crafting
  Heal
  Preserve elven art and architecture, bless and secure households, 
  inspire and aid others with your works
  Break the laws of hospitality, allow a guest to bring harm to your 
  family
  Dexterity or Wisdom
  Survival
  Heal
  Hunt and kill demons and undead, maintain the health of the forest, 
  provide for your community
  Take more than needed from the wilderness, hunt an animal for 
  sport, aid Treerazer or his minions
  Intelligence or Wisdom
  Arcana
  Heal
  Practice herbalism, use and enchant gems, encourage and teach 
  magicians and jewelers, preserve elven magic and knowledge
  Cut a gem for aesthetic purposes, defile nature, allow the 
  irresponsible use of magic
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Wisdom or Charisma
  Society
  Heal
  Respect elders, instill good virtues in children, seek and allow 
  redemption
  Hold a grudge, mock the dead, pass judgment hastily or carelessly
  Constitution or 
  Charisma
  Diplomacy
  Heal
  Inspire passion, comfort and free the repressed, seek your true self 
  and desires
  Judge another based on sexual desires or gender roles, harm another 
  in pursuit of passion
  Dexterity or Charisma
  Performance
  Heal
  Dance even when there is no music, cast light in places of darkness, 
  lead the lost
  Intentionally mislead someone, desecrate graves, abandon a 
  creature in darkness
  Dexterity or Wisdom
  Stealth
  Heal
  Study the stars, notice moments of silence, perform anonymous acts 
  of kindness
  Disrupt another’s meditation, interrupt tranquil moments, play noisy 
  or discordant music
  Strength or 
  Constitution
  Survival
  Heal
  Protect forests and other natural areas, advocate for animals and 
  plants, take and commit to decisive actions
  Fail to strike down evil, enable the destruction of wilderness, 
  needlessly kill animals
  Constitution or 
  Wisdom
  Athletics
  Harm or heal
  Perform just executions, study local laws, oppose corrupt or 
  bloodthirsty government officials
  Kill without thought, execute the innocent, mock the condemned, 
  falsely incriminate another
  Intelligence or 
  Charisma
  Diplomacy
  Heal
  Spread truth, debate contentious issues, aid messengers
  Sow or perpetuate lies, obstruct discussion, argue in bad faith
  Strength or Charisma
  Athletics
  Heal
  Wear and make beautiful things, train for combat, recover and 
  return lost mementos
  Disrupt or destroy romantic unions, enforce a dress code, cower 
  from fights
  Constitution or 
  Wisdom
  Nature
  Heal
  Cultivate gardens, share wine, keep helpful insects, teach others 
  to farm
  Salt or despoil the earth, spread plague or pestilence, carelessly use 
  pesticides
  Dexterity or 
  Intelligence
  Arcana
  Heal
  Read fortunes, practice calligraphy, devise and study runes
  Destroy magic scrolls, cheat at games of chance, deliberately write 
  illegibly
  Strength or Wisdom
  Intimidation
  Heal
  Forgive cowards and offer them guidance, encourage others to test 
  their mettle, face and learn from your fears
  Punish another creature for cowardice, routinely avoid that which 
  scares you
  Wisdom or Charisma
  Diplomacy
  Heal
  Forgive those who have wronged you, embrace a peaceful mindset, 
  seek and allow redemption
  Cause lethal harm to a creature, deny a repentant creature an 
  opportunity for redemption, ask a retired warrior to fight
  Wisdom or Charisma
  Society
  Heal
  Help others achieve their desires, aid and protect sex workers, help 
  others through difficult transitions
  Persecute sex workers, force or support unwanted marriages
  Constitution or 
  Wisdom
  Survival
  Heal
  Aid travelers, comfort the lonely, teach the constellations
  Mock the homesick, deny warmth to others, pollute the skies with 
  smoke or light
  Strength or Charisma
  Intimidation
  Harm or heal
  Avenge the wronged, destroy evildoers, lead the charge in battle
  Cower from combat, forgive those who have irreparably sinned, 
  leave allies unwillingly in darkness
  Intelligence or 
  Charisma
  Society
  Heal
  Empower local communities, learn from elders, share and teach from 
  experiences
  Force others to follow your path, inflict negative damage, age others 
  or steal life with magic
  Strength or 
  Intelligence
  Arcana
  Heal
  Study monuments, craft golems and artwork from stone, guard 
  ancient sites
  Defile sacred buildings, knowingly unearth evil monuments, destroy 
  historical artifacts
  Strength or Wisdom
  Stealth
  Heal
  Defend lawful borders, scout or patrol for evil, wait to strike until 
  you have the advantage
  Abandon your post, tolerate poaching, torment animals
  Constitution or 
  Charisma
  Medicine
  Harm or heal
  Sacrifice yourself in pursuit of good, champion noble causes, scar 
  your body
  Joke or laugh about injustice, sacrifice others in your place, indulge 
  in luxury
  Intelligence or Wisdom
  Occultism
  Heal
  Serve leaders of ceremonies, craft ceremonial arms and armor, lead 
  a congregation
  Deride sacred ceremonies, carelessly or lazily perform rituals, 
  destroy ceremonial objects
  Dexterity or Wisdom
  Acrobatics
  Heal
  Teach sustainable fishing, swim in saltwater, fly
  Imprison birds or clip their wings, poison coastal waters, overfish, 
  aid Pazuzu or his minions
  Intelligence or Wisdom
  Society
  Heal
  Solve logic puzzles, investigate crimes, devise new solutions from 
  research
  Make judgments without evidence, contaminate evidence, obstruct 
  truths
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Strength or 
  Constitution
  Medicine
  Harm
  End all mortal life through disease and poison, cultivate diseased 
  animals
  Prevent plagues, bury or burn the dead
  Constitution or 
  Intelligence
  Occultism
  Harm
  End all mortal life, exploit those who fear death
  Offer anything for free, extend mortal lifespans, grant true salvation 
  to the doomed or dying
  * New option presented in this book; † Pathfinder Adventure Path #148
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  Szuriel
  NE (LE, NE, CE)
  Angel of Desolation
  Ambition, destruction, fire, might 1st: burning hands, 3rd: haste, 4th: weapon storm
  Greatsword
  Trelmarixian
  NE (LE, NE, CE)
  The Lysogenic Prince
  Decay *, dust *, earth, nightmares 1st: grease, 2nd: feast of ashes *, 5th: acid storm *
  Spiked gauntlet
  MONITOR DEMIGODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Barzahk
  N (NG, N, CN)
  The Passage
  Death, knowledge, travel, vigil * 
  1st: longstrider, 2nd: knock, 6th: teleport
  Club
  Imot
  N (LN, N, NE)
  The Symbol of Doom
  Death, destruction, fate, glyph *
  1st: ill omen *, 2nd: paranoia, 6th: phantasmal calamity
  Shield boss
  Kerkamoth
  LN (LN, N)
  The Waiting Void
  Darkness, decay *, destruction, 
  void * 
  1st: penumbral shroud *, 5th: shadow siphon, 6th: disintegrate
  Warhammer
  Monad
  N (LN, N)
  The Condition of All
  Creation, knowledge, truth, void * 1st: unseen servant, 2nd: spectral hand, 4th: gaseous form
  Fist
  Mother Vulture
  N (NG, N, NE)
  The Flesheater
  Change *, death, decay *, nature 
  1st: soothe, 4th: aerial form, 6th: baleful polymorph
  Sickle
  Narakaas
  N (LN, NG, N)
  The Cleansing Sentence
  Change *, death, pain, sorrow * 
  1st: endure *, 2nd: slough skin *, 4th: modify memory
  Greataxe
  Narriseminek
  CN (CG, CN)
  The Crownless, the Maker 
  of Kings
  Delirium *, freedom, knowledge, 
  perfection
  1st: mindlink, 4th: confusion, 5th: synesthesia
  Hatchet
  Otolmens
  LN (LG, LN)
  The Universal
  Creation, fate, knowledge, 
  perfection 
  1st: true strike, 4th: gravity well *, 7th: reverse gravity
  Mace
  Saloc
  N (NG, N, NE)
  The Minder of Immortals
  Change *, death, freedom, 
  knowledge 
  1st: share lore *, 3rd: hypercognition, 5th: dreaming potential
  Guisarme
  Valmallos
  LN (LG, LN)
  The Answering Rite
  Fate, glyph *, knowledge, magic 
  1st: mage armor, 6th: feeblemind, 7th: contingency
  Kukri
  Ydajisk
  CN (CG, CN, CE)
  Mother of Tongues
  Change *, glyph *, knowledge, 
  trickery 
  1st: message rune *, 2nd: blistering invective (Advanced Player’s 
  Guide), 4th: glibness
  Jaws or greatclub
  OTHER GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Apsu
  LG (LG)
  The Waybringer
  Creation, protection, travel, 
  wyrmkin * 
  1st: magic fang, 4th: creation, 6th: dragon form (metallic dragons 
  only)
  Jaws or staff
  Dahak
  CE (CE)
  The Endless Destruction
  Destruction, fire, wyrmkin *, zeal 1st: magic fang, 3rd: fireball, 6th: dragon form (chromatic dragons 
  only)
  Jaws or whip
  Erecura
  LN (LG, LN, N)
  Queen of Dis
  Fate, secrecy, trickery, truth 
  1st: anticipate peril *, 2nd: misdirection, 3rd: nondetection
  Light mace
  Gendowyn
  CN (N, CG, CN, CE)
  Lady of the Fangwood
  Earth, family, luck, nature 
  1st: summon fey, 2nd: barkskin, 5th: tree stride
  Whip
  Gyronna
  CE (NE, CE)
  The Angry Hag
  Ambition, nightmares, pain, zeal 1st: ill omen *, 2nd: paranoia, 6th: feeblemind
  Dagger
  Hanspur
  CN (N, CG, CN, CE)
  The Water Rat
  Death, travel, water, wealth 
  1st: hydraulic push, 2nd: aqueous orb (Advanced Player’s Guide), 
  4th: solid fog
  Trident
  Jaidi
  NG (LG, NG, N)
  The Blessing and Bounty
  Family, might, nature, sun 
  1st: temporary tool, 2nd: shape wood, 3rd: wall of thorns
  Scythe
  Lissala
  LE (LN, LE)
  The Sihedron Scion
  Fate, glyph *, magic, toil †
  1st: message rune *, 2nd: secret page, 6th: dominate
  Whip
  Naderi
  N (NG, N, NE)
  The Lost Maiden
  Death, passion, sorrow *, water 
  1st: soothe, 4th: crushing despair, 5th: drop dead
  Dagger
  Thamir
  CE (NE, CE)
  The Silent Blade
  Ambition, confidence, trickery, 
  wealth 
  1st: penumbral shroud *, 3rd: invisibility sphere, 6th: mislead
  Dagger
  Walkena
  LE (LN, LE)
  The Child-God
  Family, freedom, sun, tyranny 
  1st: burning hands, 3rd: fireball, 4th: wall of fire
  Spear
  Zyphus
  NE (NE, CE)
  The Grim Harvestman
  Death, sorrow *, souls *, undeath 
  1st: ill omen *, 2nd: shatter, 6th: phantasmal calamity
  Pick
  OUTER GODS AND GREAT OLD ONES
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Azathoth
  CN (CN, CE)
  The Primal Chaos
  Decay *, destruction, nightmares, 
  void * 
  1st: ill omen *, 5th: synaptic pulse, 9th: unfathomable song
  Warhammer
  Hastur
  CE (NE, CE)
  The King in Yellow
  Glyph *, secrecy, void *, wealth 
  1st: illusory disguise, 4th: confusion, 5th: hallucination
  Rapier
  Nhimbaloth
  CE (CE)
  The Empty Death
  Decay *, nature, undeath, void * 
  1st: grim tendrils, 2nd: entangle, 5th: cloudkill
  Flail
  Nyarlathotep
  CE (NE, CE)
  The Crawling Chaos
  Knowledge, magic, nightmares, 
  trickery 
  1st: message rune *, 2nd: humanoid form, 3rd: enthrall, 4th: 
  suggestion, 5th: summon entity, 6th: mislead, 7th: project image, 
  8th: dream council, 9th: weird
  Staff
  Xhamen-Dor
  NE (NE, CE)
  The Star Seed
  Change *, decay *, dreams, nature 1st: summon plant or fungus, 3rd: wall of thorns, 7th: warp mind
  Spear
  Yog-Sothoth
  CN (CN, CE)
  Lurker at the Threshold
  Knowledge, time *, travel, void * 
  1st: fleet step, 5th: black tentacles, 7th: time beacon *
  Dagger
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  Strength or 
  Constitution
  Athletics
  Harm
  End all mortal life through war, obliterate faith
  Show mercy to creatures who do not worship Szuriel, choose to 
  marry or have children
  Constitution or 
  Wisdom
  Nature
  Harm
  End all mortal life through wasting consumption and starvation, 
  violently consume matter and souls
  Kill or remove a parasite or tumor, grow food
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Constitution or 
  Wisdom
  Survival
  Heal
  Aid travelers and those who return from the dead, tend to roadside 
  graves, find missing objects or people
  Celebrate specific calendar dates over others, avoid travel or change, 
  freeze time for an object or creature
  Strength or 
  Intelligence
  Occultism
  Harm or heal
  Search for omens in the natural world, push the boundaries of 
  mathematics, study past disasters
  Withhold your understanding of a portent, prevent the destruction of 
  things that cannot be saved
  Constitution or 
  Wisdom
  Occultism
  Harm or heal
  Clean cluttered spaces, embrace moments of silence
  Attempt to preserve something indefinitely, perform an act of wanton 
  and significant destruction
  Intelligence or Wisdom
  Occultism
  Harm or heal
  Ensure balance between opposing forces, mediate disagreements
  Allow your personal motivations to determine a major decision
  Constitution or 
  Wisdom
  Survival
  Heal
  Recycle rot and waste into useful creations, eat the flesh of your 
  own people, kill without mercy if it benefits your community, help 
  to raise children
  Poison insects or scavengers, waste food or good materials, allow 
  rot to poison an area, create undead
  Constitution or 
  Wisdom
  Diplomacy
  Heal
  Help others through painful changes, offer harsh punishments to the 
  penitent, seek and allow redemption
  Torture an unwilling creature, take joy in suffering
  Dexterity or Wisdom
  Occultism
  Harm or heal
  Divine the future, transform the bodies of willing creatures, rebel 
  against organized structures
  Refuse to speak to a keketar, eschew a challenge by turning down a 
  promotion or an advancement 
  Dexterity or 
  Intelligence
  Crafting
  Heal
  Relentlessly document and interpret data, correct cosmic errors
  Suppress a factual report, ignore facts, misrepresent quantitative 
  data
  Wisdom or Charisma
  Diplomacy
  Heal
  Help creatures grow and find purpose, offer second chances to 
  failures, study different perspectives on ethics
  Manipulate or remove a creature’s emotions with magic, spread 
  nihilism or hopelessness
  Intelligence or Wisdom
  Arcana
  Harm or heal
  Complicate magical techniques, refine arcane fundamentals, teach 
  arcane apprentices to treat magic responsibly
  Grant magic to those who cannot use it responsibly, cause a magical 
  disaster, ignore magical misconduct
  Intelligence or 
  Charisma
  Society
  Harm or heal
  Create using words, chronicle languages and prevent them from 
  dying, help language evolve
  Ban or discourage a language, explain a secret language or slang to 
  outsiders, destroy literary works
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Wisdom or Charisma
  Diplomacy
  Heal
  Seek and destroy evil, travel the world, help others fend for 
  themselves
  Fail to pursue a foe who has betrayed your mercy, attack a creature 
  without certainty of wrongdoing
  Strength or 
  Constitution
  Athletics
  Harm
  Kill metallic dragons, destroy things at your whim
  Spare a foe after you have chosen to kill them, forgive a slight
  Wisdom or Charisma
  Deception
  Harm or heal
  Manipulate dangerous beings and opportunities to your benefit, 
  thrive in hostile conditions, divine the future
  Despoil nature, kill a natural plant or animal that has managed to 
  thrive outside of its intended environment
  Dexterity or Charisma
  Stealth
  Heal
  Preserve primal areas, destroy blighted fey and agents of Cyth-
  V’sug, protect those who placate you with offerings
  Parley or make a deal with fiends, forgive those who deceive you, 
  harm an innocent child
  Wisdom or Charisma
  Intimidation
  Harm
  Expose hypocrisy (real or imagined) in others, make other creatures 
  miserable, demand bribes to spare creatures from your torments
  Allow others to slight you without retaliation, seek the approval of 
  society, forgive those who have wronged you
  Strength or Dexterity
  Athletics
  Harm
  Learn how to live off the river, guard river travelers from unnatural 
  hazards, save others from drowning
  Impose needless laws or restrictions on others, aid daemons or the 
  Horsemen
  Strength or 
  Constitution
  Nature
  Heal
  Encourage hard work that benefits all, ensure the health of crops 
  and vegetation
  Destroy healthy crops, waste food, refuse to help others in your 
  community
  Intelligence or Wisdom
  Arcana
  Harm
  Work hard and demand others do so as well, cooperate or avoid 
  conflict with ophidian creatures
  Disobey a superior, shirk your duties, destroy a book
  Constitution or 
  Charisma
  Diplomacy
  Harm
  Comfort and encourage lovers, help the suffering escape their 
  circumstances in life or in death
  Dismiss or mock a creature’s grief, separate lovers, torture a creature
  Dexterity or Charisma
  Thievery
  Harm
  Seize any opportunity that would benefit you, solve your problems 
  with violence, hide your true intentions
  Steal from the poor, beg for help or mercy from a fellow worshipper 
  of Thamir
  Strength or Wisdom
  Deception
  Harm
  Uphold Mzali’s laws, tend to Walkena and obey his instructions, 
  oppose exploitation of the Mwangi Expanse
  Consort or trade with non-Mwangi peoples, defy Walkena’s orders
  Dexterity or Constitution
  Thievery
  Harm
  Set pointless traps, spread nihilism, encourage deadly accidents
  Spread hope, provide aid to Pharasmins
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Constitution or 
  Charisma
  Performance
  Harm
  Gather a court of devotees, create discordant piping or babbling
  None
  Intelligence or 
  Charisma
  Deception
  Harm
  Spread Hastur’s Yellow Sign, hide the true nature of your worship, 
  promulgate the play The King in Yellow
  None
  Constitution or 
  Wisdom
  Nature
  Harm
  Create undead, feast upon carnivores that have recently feasted 
  upon others
  None
  Dexterity or 
  Intelligence
  Arcana
  Harm
  Sow discord among allies, misuse positions of authority by steering 
  events toward apocalyptic ends
  None
  Constitution or 
  Wisdom
  Nature
  Harm
  Spread fungal growths, subtly infect others with knowledge of 
  Xhamen-Dor
  None
  Intelligence or 
  Charisma
  Occultism
  Harm
  Gather knowledge of gates through space and time, curse or mutate 
  unborn children
  None
  * New option presented in this book; † Pathfinder Adventure Path #148
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  QUEENS OF THE NIGHT
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Ardad Lili
  LE (LN, LE, NE)
  The End of Innocence
  Creation, darkness, passion, 
  wyrmkin * 
  1st: charm, 3rd: enthrall, 4th: suggestion
  Dagger
  Doloras
  LE (LE, NE)
  Our Lady of Pain
  Creation, pain, repose *, sorrow * 
  1st: phantom pain, 3rd: earthbind, 5th: synaptic pulse
  Kukri
  Eisheth
  LE (LE)
  The Erinyes Queen
  Ambition, destruction, might, 
  zeal
  1st: true strike, 3rd: fireball, 4th: dimension door
  Longbow
  Mahathallah
  LE (LN, LE, NE)
  Dowager of Illusions
  Fate, trickery, truth, undeath 
  1st: illusory disguise, 2nd: misdirection, 5th: illusory scene
  Bola *
  SARKORIAN GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Alglenweis
  CG (NG, CG, CN)
  Princess of the Rime
  Cold *, creation, might, souls *
  1st: agitate *, 4th: creation, 5th: cone of cold
  War flail
  Stag Mother of 
  the Forest of 
  Stones
  N (LG, LN, LE, NG, 
  N, NE, CG, CN)
  She Who Listens
  Family, healing, nature, pain 
  1st: phantom pain, 2nd: animal form (bull only, appears as stag), 
  6th: flesh to stone
  Ranseur
  Sturovenen
  LG (LG, LN, NG)
  The Dragoneagle
  Air, confidence, passion, sun 
  1st: charm, 5th: cloak of colors, 6th: dragon form
  Main-gauche
  TIAN GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Daikitsu
  N (LN, NG, N, CN)
  Lady of Foxes
  Change *, creation, family, nature 1st: pest form, 2nd: humanoid form, 5th: illusory scene
  Flail
  Fumeiyoshi
  NE (LE, NE, CE)
  Lord of Envy
  Ambition, destruction, earth, 
  undeath 
  1st: grim tendrils, 2nd: feast of ashes *, 7th: possession
  Naginata *
  General Susumu LE (LN, LE)
  The Black Daimyo
  Confidence, destruction, might, 
  zeal
  1st: true strike, 2nd: phantom steed, 3rd: wall of wind
  Longbow
  Kofusachi
  CG (NG, CG)
  The Laughing God
  Luck, passion, travel, wealth 
  1st: soothe, 2nd: hideous laughter, 8th: uncontrollable dance
  Staff
  Lady Jingxi
  NG (NG, N)
  The Poet of Dawn and Dusk
  Creation, glyph *, knowledge, 
  repose *
  1st: sleep, 2nd: mirror image, 5th: chromatic wall
  Fighting fan *
  Lady Nanbyo
  CE (NE, CE)
  The Widow of Suffering
  Destruction, fire, plague *, water 
  1st: burning hands, 5th: control water, 6th: dragon form
  Warhammer
  Lao Shu Po
  NE (LE, N, NE, CE)
  Old Rat Woman
  Darkness, luck, swarm *, trickery
  1st: summon animal (rodents only), 2nd: knock, 3rd: nondetection
  Dagger
  Nalinivati
  N (LN, NG, N, NE)
  The Serpent’s Kiss
  Glyph *, magic, passion, 
  wyrmkin *
  1st: charm, 2nd: invisibility, 3rd: lightning bolt, 4th: reflective 
  scales *, 5th: subconscious suggestion, 6th: mislead, 7th: 
  contingency, 8th: scintillating pattern, 9th: storm of vengeance
  Jaws or urumi *
  Qi Zhong
  NG (LG, NG, N, CG)
  Master of Medicine
  Healing, knowledge, magic, 
  protection 
  1st: soothe, 2nd: false life, 4th: resilient sphere
  Heavy mace
  Sun Wukong
  CN (CG, CN, CE)
  The Monkey King
  Indulgence, might, nature, 
  trickery 
  1st: jump, 3rd: mad monkeys (Advanced Player’s Guide), 4th: 
  creation
  Staff
  Yaezhing
  LE (LE, NE)
  Minister of Blood
  Death, duty *, pain, trickery 
  1st: true strike, 2nd: invisibility, 6th: mislead
  Shuriken
  Yamatsumi
  N (LN, NG, N, CN)
  The Mountain Lord
  Cold *, earth, fire, might 
  1st: shockwave *, 3rd: shifting sand *, 7th: volcanic eruption
  Greatclub
  VUDRANI GODS
  Deity
  Alignment
  Title
  Domains
  Cleric Spells
  Favored Weapon
  Arundhat
  NG (LG, NG, N, CG)
  The Sacred Perfume
  Healing, magic, nature, 
  protection
  1st: shillelagh, 3rd: ghostly weapon, 4th: speak with plants
  Staff
  Ashukharma
  CN (N, CG, CN)
  The Divine Divide
  Earth, might, protection, repose * 1st: shattering gem *, 4th: shape stone, 5th: wall of stone
  Greatsword
  Chamidu
  N (NG, N, NE)
  The Roar of the Storm
  Healing, lightning *, nature, 
  nightmares
  1st: summon animal, 3rd: lightning bolt, 5th: moon frenzy
  Spear
  Dhalavei
  LE (LE, NE)
  The Unsuspected Rot
  Destruction, knowledge, secrecy, 
  trickery 
  1st: fear, 4th: glibness, 6th: mislead
  Temple sword
  Diomazul
  LE (LN, LE)
  The Serpent of Eighty Blades
  Destruction, earth, water, zeal
  1st: phantom pain, 2nd: slough skin *, 4th: weapon storm
  Scimitar
  Lahkgya
  CE (CE)
  Patron of Monkeys
  Indulgence, nature, swarm *, 
  trickery
  1st: fleet step, 3rd: mad monkeys (Advanced Player’s Guide), 4th: 
  confusion
  Jaws or battle axe
  Likha
  N (LN, NG, N, CN)
  The Teller
  Creation, knowledge, passion, 
  sorrow *
  1st: illusory disguise, 3rd: enthrall, 5th: illusory scene
  Hatchet
  Matravash
  LN (LG, LN, N)
  The Wide Water
  Cities, nature, travel, water
  1st: share lore *, 3rd: slow, 4th: speak with plants
  Whip
  Ragdya
  N (LN, NG, N, CN)
  The Sage on the Mountain
  Air, confidence, might, perfection 1st: shockwave *, 3rd: mad monkeys (Advanced Player’s Guide), 
  4th: gaseous form
  Mace
  Raumya
  NE (LE, NG, N, NE)
  The Evil Prince
  Confidence, might, knowledge, 
  wealth
  1st: true strike, 2nd: invisibility, 4th: weapon storm
  Trident
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  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Intelligence or 
  Charisma
  Diplomacy
  Harm
  Manipulate others with false promises, aid women who have been 
  unfairly maligned
  Give someone more than you receive from them, allow yourself to 
  be swayed by lust
  Constitution or 
  Wisdom
  Medicine
  Harm
  Push the boundaries of science and suffering, torture other 
  creatures
  Show or act on emotion, allow a plea for mercy to sway you
  Strength or Dexterity
  Intimidation
  Harm
  Avenge all insults, claim what you desire and deserve, humiliate 
  your foes in ironic fashion
  Allow a slight to go unanswered, show humility or fear
  Wisdom or Charisma
  Deception
  Harm
  Become an arbiter of reality, reject conventional wisdom as 
  falsehood, capitalize on the ignorance of others
  Become too invested in mortal affairs
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Strength or Wisdom
  Nature
  Heal
  Strive to perfect an art or craft, protect the monuments of your 
  people, stir others into action
  Destroy an artistic creation without providing something in its place, 
  refuse to act if called upon
  Constitution or 
  Intelligence
  Medicine
  Heal
  Provide shelter and succor for women and children in need, act as a 
  responsible steward of your environment
  Harm a pregnant mother or innocent child, including animals
  Dexterity or Charisma
  Diplomacy
  Heal
  Act with conviction and confidence, be a passionate and responsible 
  leader to your people or companions
  Command a subordinate to perform a task you’re not willing to 
  perform yourself
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Dexterity or 
  Intelligence
  Crafting
  Heal
  Ensure the health of crops and vegetation, perfect a craft or trade, 
  leave offerings for foxes, celebrate the turning of the seasons
  Mistreat your tools, pass a beggar without giving alms, discriminate 
  against sex workers or the lower class
  Constitution or 
  Charisma
  Intimidation
  Harm
  Punish those who have good fortune they don’t deserve, devour 
  the pleasures of the living, encourage resentment, make graveyards 
  supernaturally unsafe
  Pass by food without stealing a bite, allow honor or tradition to 
  prevent you from taking what you want
  Strength or Dexterity
  Athletics
  Harm
  Seek glory in battle, loudly proclaim your victories, protect your 
  possessions and strongholds
  Cower from fights, refuse a challenge from an equal, mistreat your 
  weapons, abuse your mount
  Dexterity or 
  Constitution
  Performance
  Heal
  Support local businesses, bring prosperity to your community, 
  sample life’s pleasures
  Become tied to one location, judge another based on sexual desires 
  or gender roles
  Intelligence or Wisdom
  Performance
  Heal
  Create art with words, master the written language, display the soft 
  beauty of natural colors
  Destroy a natural plum tree, drink excessive amounts of alcohol, act 
  rude or boorish
  Strength or 
  Constitution
  Nature
  Harm
  Revel in destruction, make natural disasters worse, allow natural 
  disasters take their due
  Allow a natural disaster to completely destroy a community or leave 
  a group with no survivors
  Dexterity or 
  Intelligence
  Thievery
  Harm
  Work quietly toward your goals in the shadows, steal what you 
  need, keep an ear among the ignored and downtrodden
  Work honestly for something you could steal instead, risk too much 
  for another creature
  Wisdom or Charisma
  Arcana
  Harm or heal
  Seek out magic and use it, use poison, heal poisons, bear or adopt 
  children, raise snakes
  Kill a harmless snake or swan, spurn friends due to jealousy or 
  romantic competition, betray your offspring, separate lovers
  Intelligence or Wisdom
  Medicine
  Heal
  Teach knowledge to others, relieve suffering despite personal 
  difficulty, heal sickness and injuries
  Deal lethal damage to another creature (unless as part of a 
  necessary medical treatment)
  Strength or Charisma
  Acrobatics
  Harm or heal
  Live life freely, drink, play pranks
  Refuse a reasonable bet or duel, let social pressure change your 
  behavior
  Dexterity or 
  Intelligence
  Stealth
  Harm
  Commit assassinations for hire, strike unseen, carry out punishment 
  for convicted criminals
  Show mercy to a target, take credit for your assassinations, refuse 
  to punish a lawfully convicted criminal
  Strength or Wisdom
  Athletics
  Harm or heal
  Strive to be self-sufficient, respect nature, test yourself against the 
  elements
  Become reliant on civilization, destroy something without creating 
  or growing something in its place
  Divine Ability
  Divine Skill Divine Font Key Edicts
  Key Anathema
  Intelligence or Wisdom
  Nature
  Heal
  Practice herbalism, tend to sacred flowers, offer appropriate flowers 
  to other divinities
  Dispose of waste near flowers, harvest flowers without offering the 
  proper prayers, dispose of withered flowers improperly
  Constitution or 
  Intelligence
  Crafting
  Harm or heal
  Hinder travel, create and enforce physical and emotional boundaries, 
  build defensive earthworks
  Destroy a natural barrier, pursue a personal relationship after being 
  refused, betray a lover
  Strength or 
  Constitution
  Medicine
  Harm or heal
  Destroy aberrant creatures and fiends, live free of social or materialistic 
  chains, cause destruction when angered
  Harm a child, pollute the wilds, refuse to treat an illness
  Strength or Charisma
  Deception
  Harm or heal
  Infiltrate righteous organizations and governments, destroy trust, 
  perform human sacrifices
  Betray a fellow servant of Dhalavei, harm those under Dhalavei’s 
  protection
  Strength or Dexterity
  Athletics
  Harm or heal
  Remain celibate and detached from worldly pleasures, meditate, 
  utterly destroy your enemies, erase all traces of defeated foes
  Provoke a fight, give mercy to anyone who provokes a fight with 
  you
  Dexterity or 
  Intelligence
  Thievery
  Harm
  Steal luxuries for yourself, destroy property for fun, demand bribes to 
  spare creatures from your torments
  Work honestly for something you could steal instead, kill a monkey
  Intelligence or 
  Charisma
  Performance
  Harm or heal
  Tell history to others, sponsor or perform in plays and recitals, adapt 
  ancient works into modern language
  Begin a performance or tale without first inviting the gods to watch, 
  act out a death on stage
  Constitution or 
  Wisdom
  Survival
  Heal
  Aid the persecuted, accommodate and facilitate others, practice 
  contemplation and restraint
  Destroy lotus fields, interfere with the flow of the Matra river, 
  pollute clean water, reveal the location of non-evil fugitives 
  Dexterity or Wisdom
  Acrobatics
  Heal
  Seek enlightenment through worldly experience, create humor in 
  life, use harmless pranks to teach others
  Make a joke out of someone’s suffering, own a slave, discriminate 
  based on social status
  Strength or Charisma
  Performance
  Harm or heal
  Improve yourself with music and literature, take what you want, 
  seek power above others
  Abuse a loyal subject, harm or kill a non-combatant
  * New option presented in this book; † Pathfinder Adventure Path #148
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
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  This appendix contains brief explanations and page 
  references for the content presented in this book, 
  including new rules, locations, deities, organizations, 
  and so on.
  Abaddon A vast wasteland plane that is the source of the river Styx 
  and home to the fiends known as daemons. The plane is neutral evil.
  Absalom Largest city in the Inner Sea region, located on Starstone Isle 
  and originally founded by Aroden. Lost Omens World Guide 12–23
  Absalom Reckoning The most commonly used calendar in Avistan and 
  Garund. The current year is 4720 ar.
  Abyss An endless winding plane full of dangerous chasms and home to 
  the fiends known as demons. The plane is chaotic evil.
  agathion A group of celestials with bestial features, born of the 
  enlightened souls of good mortals. Agathions are native to Nirvana.
  Age of Darkness The age following Earthfall, ranging from –5293 ar 
  to –4294 ar.
  aiudara Powerful gates created by elves to allow travel across great 
  distances. Also known as elf gates.
  alternate domains 7–8
  anadi A reclusive people from Garund who resemble spiders and can 
  assume human forms. Pathfinder Adventure Path #145 84–85
  android Humanoids created by artificial means. Most common in Numeria.
  Arcadia One of Golarion’s continents, lying west of the Inner Sea region 
  past the ruins of Azlant. Lost Omens World Guide 6–7
  Aroden Lawful neutral god of humanity, innovation, history, culture, 
  and fulfillment of destiny. Known as the Last Azlanti. Now deceased.
  Ascended The title for the deities who achieved their apotheosis by 
  completing the Test of the Starstone.
  Astral Plane A transitive plane through which all souls pass on their 
  way to their final judgment.
  asura Lawful evil extraplanar creatures born from the gods’ mistakes, 
  who seek to destroy the gods’ creations. They primarily reside in Hell.
  asura rana The most powerful asuras, who dwell in desecrated holy 
  sites and the wilds of Hell.
  Avistan One of Golarion’s continents. It makes up the northern half of 
  the Inner Sea region. Lost Omens World Guide 7
  Axis A massive planar city that is known for its adherence to law and 
  home to the monitors known as aeons. The plane is lawful neutral.
  Azlant One of the greatest nations during the Age of Legend. The 
  empire was destroyed during Earthfall, and its ruins remain as 
  islands in the Arcadian Ocean. Lost Omens World Guide 8, 62–63
  background 9
  Bellflower Network A secretive organization dedicated to freeing 
  halfling slaves, especially in Cheliax.
  Bleaching A process brought on by ennui that decolors and ages a 
  gnome, typically culminating in the gnome’s death.
  Boneyard A plane where the souls of the dead travel in the afterlife. 
  Home to the monitors known as psychopomps. The plane is neutral.
  brine dragon A type of primal dragon that live near oceans and seas.
  Carcosa An ancient, alien city located in a distant solar system far from 
  Golarion. Home to the Great Old One Hastur.
  Casmaron One of Golarion’s continents. Located immediately east of 
  the Inner Sea region.
  celestial Creatures who hail from or have a strong connection to the 
  good-aligned planes. 
  Cernunnos Chaotic good empyreal lord of fertility, seasons, and wild 
  animals. Known as the Stag Lord. 128–129
  Dark Tapestry The name for the dark spaces between the stars. 
  Believed to be home to beings far beyond the comprehension of 
  mortals and even gods.
  Darklands The immense area of caverns, vaults, and passages beneath 
  the surface of Golarion. Lost Omens World Guide 7–8
  Dead Roads The metaphysical network connecting the Boneyard to the 
  Material Plane. Used by psychopomps to travel between these planes.
  deity A powerful being who exists beyond the scope of mortality, 
  immortality, and undeath. Deities can grant powers to mortals and, 
  unlike demigods and quasideities, do not have statistics.
  demigod A powerful immortal who can grant powers to mortals. 
  Demigods are always level 26 or higher.
  divine intercession 9
  domains 112–119
  drow Descendants of ancient elves who live within the Darklands. 
  Earthfall A cataclysmic event in –5293 ar, in which a rain of meteorites 
  fell upon Golarion and caused massive destruction.
  Elysium A plane full of unbound wilderness and home to the celestials 
  known as azatas. The plane is chaotic good.
  Ethereal Plane A transitive plane that overlaps with the planes of the 
  Inner Sphere. It allows for travel within the Inner Planes.
  feats 104–105
  fiend Creatures who hail from or have a strong connection to the 
  evil-aligned planes. 
  First World A plane that overlaps the Material Plane and is said to 
  be a “rough draft” of existence. It is home to vibrant landscapes 
  and fey.
  Garund One of Golarion’s continents. Its northern portion makes up the 
  southern half of the Inner Sea region.
  Geb A nation in eastern Garund that’s a haven for undead. Lost Omens 
  World Guide 8
  god/goddess Any being who can grant domains, spells, and other 
  abilities: a deity, demigod, or quasideity.
  Great Beyond The collective name for all of the planes of existence of 
  the known multiverse.
  Halcamora Neutral good empyreal lord of gardens, orchards, and wine. 
  Known as the Lady of Ripe Bounty. 128–129
  Harrow A method of divination that uses cards known as a harrow 
  deck to tell fortunes. Especially popular in Varisia.
  Heaven A plane that embodies order and compassion and is home to 
  the celestials known as archons. The plane is lawful good.
  Heavenly Bureaucracy The collective term for the deities of Tian Xia. 
  Also known as the Heavenly Court.
  Hell A cruel, constructed plane separated into nine distinct layers and 
  home to the fiends known as devils. The plane is lawful evil.
  Hellknights A set of knightly orders with a strict focus on maintaining 
  order and upholding the law. Lost Omens Character Guide 76–85
  Inner Sea region The collective name for the continent of Avistan and 
  the northern portion of Garund, surrounding the Inner Sea.
  Inner Sphere The center of the Great Beyond. It consists of the Astral 
  Plane, Elemental Planes, Energy Planes, Ethereal Plane, the First 
  World, the Material Plane, and the Shadow Plane.
  Jaidi Ancient Azlanti goddess of agriculture, hard work, and 
  self-sufficiency. Known as the Blessing and Bounty. 130–131
  Jalmeray An island nation off the eastern coast of Garund. A home 
  for immigrants from distant Vudra. Lost Omens World Guide 77–79
  Knights of Lastwall The remaining knights of fallen Lastwall, who seek 
  to destroy the Whispering Tyrant. Lost Omens World Guide 86–95
  Kyonin A nation in central Avistan. Known as the center of elven 
  culture in Avistan. Lost Omens World Guide 127–128
  Maelstrom The collective term for the uncharted and chaotic areas on 
  the metaphysical borders of the planes on the Outer Sphere. Home 
  to the monitors known as proteans. The plane is chaotic neutral.
  magic items 121–123
  Magnimar One of the major city-states in Varisia. Known as the City 
  of Monuments.
  Material Plane The plane that encompasses the known universe, including 
  Golarion and its solar system. Located within the Inner Sphere.
  Matra River A vast and important river that runs through central Vudra.
  Minkai A large empire located in eastern Tian Xia. Known for its 
  recently quelled civil instability. 
  monitor Creatures who hail from or have a strong connection to the 
  neutrally aligned planes. 
  Mzali A temple-city located on the southern reaches of the Mwangi 
  Expanse. Lost Omens World Guide 88–89
  Negative Energy Plane A plane located within the center of the Shadow 
  Plane and filled with destructive energy. Also known as the Void.
  Ninshabur A ruined land in central Casmaron. Once a great empire, it 
  was destroyed by Tarrasque, a Spawn of Rovagug.
  Nirvana A peaceful plane filled with idyllic landscapes and home to the 
  celestials known as agathions. The plane is neutral good.
  Outer Sphere The outer portion of the Great Beyond, consisting of nine 
  planes with a strong link to particular alignments and philosophies 
  and serve as the homes for many gods: Axis, Abaddon, the Abyss, 
  the Boneyard, Elysium, Heaven, Hell, the Maelstrom, and Nirvana.
  pantheons 92–93
  Plane of Air An Elemental Plane filled with vast skies, churning storms, 
  and massive clouds.
  Plane of Earth An Elemental Plane permeated with solid stone, endless 
  caverns, and rich mineral veins.
  Plane of Fire An Elemental Plane covered in dancing flames, seas of 
  magma, and clouds of ash.
  Plane of Water An Elemental Plane saturated with endless oceans, 
  bogs of mud and silt, and clouds of steam.
  Glossary and Index
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Attar Olyaee, Calder CaDavid, James Case, Adam Daigle, Katina Davis, Leo Glass, Joshua Grinlinton, James 
  Jacobs, Virginia Jordan, Jason Keeley, Jacky Leung, Lyz Liddell, Ron Lundeen, Stephanie Lundeen, Jacob W. 
  Michaels, Matt Morris, Dave Nelson, Samantha Phelan, Jennifer Povey, Jessica Redekop, Nathan Reinecke, 
  Patrick Renie, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Shahreena Shahrani, Isabelle 
  Thorne, Marc Thuot, Jason Tondro, and Diego Valdez. 
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Patrick Renie, 
  Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Designers • Logan Bonner, Lyz Liddell, and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • James Case, Leo Glass, Avi Kool, Adrian Ng, and Lu Pellazar
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, Samantha Phelan, and 
  Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Mika Hawkins, Heather Payne, Jeff Strand, 
  and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, Erik Keith, 
  Josh Thornton, and Andrew White
  primordial inevitables The name for the first inevitables, who embody 
  fundamental concepts of the multiverse. 
  qlippoth A group of primeval fiends born of the essence of the Abyss. 
  Qlippoth are native to the Abyss.
  qlippoth lord Particularly powerful qlippoth with the power of gods.
  quasideity Any being who can grant powers to mortals. A quasideity 
  can be any type of being and is always level 25 or lower.
  Razatlan A nation located in central Arcadia and the seat of what 
  remains of the former Razatlani Empire.
  Red Mantis A group of assassins who serve the mantis god Achaekek 
  and reside on Mediogalti Island. Lost Omens World Guide 65–66
  River Styx A vast river that originates in Abaddon, traverses the Outer 
  Sphere, and ends at the base of Pharasma’s Spire in the Boneyard.
  Sarkoris Scar A region located in northern Avistan. The previous site of 
  the demonic Worldwound. Lost Omens World Guide 32–33
  Shadow Plane A plane located on the far side of the Ethereal Plane that 
  is a twisted reflection of the Material Plane.
  spells 106–111
  Starstone A unique gemstone that crashed to Golarion during Earthfall. 
  It was eventually raised by Aroden and placed within the Starstone 
  Cathedral in Absalom. Mortals can attempt to ascend to godhood by 
  reaching the stone and taking the Test of the Starstone. 
  svirfneblin An offshoot of gnomes who live in underground realms. 
  Also known as deep gnomes.
  Taldor A nation located in southeast Avistan. This empire in decline 
  seeks to reclaim former glory. Lost Omens World Guide 128–129
  theme templates 9
  Tian Xia One of Golarion’s continents. Located far to the east of the 
  Inner Sea region, past Casmaron. Lost Omens World Guide 9
  Ustalav A nation located in northern central Avistan. Countless terrors 
  roam the region. Lost Omens World Guide 45
  Varisia A region in northwestern Avistan. Known as a frontier land and 
  home to ancient Thassilonian ruins. Lost Omens World Guide 116–117
  velstrac Cruel beings who are obsessed with self-perfection and thrive 
  on fear and pain. Velstracs are native to the Shadow Plane.
  Vudra A vast peninsula in southeastern Casmaron. It is home of the 
  Vudrani people.
  weapons 120–121
  Worldwound An enormous rift that opened in the nation of Sarkoris, 
  allowing the demonic hordes of the Abyss to spill forth and destroy 
  the region. It has since been closed, and the demon-blighted land 
  is now known as the Sarkoris Scar. Lost Omens World Guide 26, 32
  xiomorn Creatures from the Plane of Earth who travel to planets to 
  experiment on native residents. Also known as Vault Keepers.
  GODS & 
  MAGIC
  OVERVIEW
  GODS OF THE 
  INNER SEA
  DEMIGODS  
  AND OTHER  
  DIVINITIES
  PHILOSOPHIES 
  AND 
  SPIRITUALITY
  CHARACTER 
  OPTIONS
  APPENDIX
  INDEX AND 
  GLOSSARY
  paizo.com #8890684, Pablo Roselló <pablonoseyo@gmail.com>, Feb 22, 2020
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  paizo.com #8890684, Pablo Roselló <pablonoseyo@gmail.com>, Feb 22, 2020
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  HARDCOVER $36.99
  THIS COMPREHENSIVE HARDCOVER OVERVIEW OF THE WORLD OF PATHFINDER PROVIDES EVERYTHING YOU NEED TO KNOW 
  FOR A LIFETIME OF ADVENTURE IN THE AGE OF LOST OMENS. THE GOD OF HUMANITY IS DEAD AND PROPHECY IS BROKEN, 
  LEAVING HEROES JUST LIKE YOU TO CARVE THEIR OWN DESTINIES OUT OF AN UNCERTAIN FUTURE!
  Lost Omens 
  World Guide
  Second Edition
  © 2019, Paizo Inc. Paizo, the Paizo golem logo, Pathf nder, and the Pathf nder logo are registered trademarks of Paizo Inc.;
  the Pathf nder P logo, Pathf nder Adventure Path, Pathf nder Roleplaying Game, and Pathf nder World Guide are trademarks of Paizo Inc.
  paizo.com/pathﬁ nder
  paizo.com #8890684, Pablo Roselló <pablonoseyo@gmail.com>, Feb 22, 2020
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  Gods & Magic
  Test Your Convictions
  In a land without fate and a world too often void of justice, it falls to the gods 
  to make or break the people who call upon them for salvation—or draw their 
  ire. Swear yourself to the might of the gods and the power of their causes, or 
  reject their offerings to live a life that’s yours and yours alone! 
   
  Lost Omens Gods & Magic offers details on major gods found in the Inner Sea 
  region, including what forms their pleasure or wrath might take. It also presents 
  rules for over a hundred other deities and philosophies so you can find the cause 
  that best fits your convictions and take up weapons and magic in its service!
  paizo.com/pathfinder
  Printed in China.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Core/Lost Omens - Gods & Magic (1).pdf