TEXT: ®
  ™
  ®
  ™
  ®
  ™
  Faiths&
  Philosophies
  Faiths&
  Philosophies
  
  Lifelong Belief...
  Abject Belief
  You cling tenaciously to a faith that is doubted 
  by many, perhaps based around a god 
  who has vanished, or was never a god in 
  the first place. You refuse to forsake your 
  beliefs despite all evidence, perhaps due to 
  a need to belong, respect for tradition, or a 
  religious experience. As a result, it is nearly 
  impossible to convince you of your 
  deity’s absence. You gain a +2 trait 
  bonus on Will saving throws against 
  fear effects.
  Born Free
  You were introduced to an individualistic belief as a youth. 
  Thriving under the promise of control of your own destiny, 
  you soon began to demonstrate the truth of this ideal. Though 
  others may mock you for your unwillingness to go along with a 
  group or accept the easy security and comfort promised by more 
  ecclesiastical faiths, you know that the revelations and destiny 
  you seek can only be brought about through your own actions 
  and individual search for meaning. Once per day, after you roll a 
  saving throw against a compulsion effect, you can choose to roll 
  again as an immediate action before the result of the saving throw 
  is announced. You must keep the new roll, even if it is worse.
  Crisis of Faith
  You were raised to uphold a specific set of tenets, and you never 
  had reason to doubt their veracity. Recent events, however, have 
  undermined that certainty, and you now find yourself wondering 
  if any of the universal truths you once believed in can actually 
  hold up to scrutiny. Perhaps you witnessed a mentor or church 
  official fall from grace or violate your shared tenets. Maybe you 
  watched a friend injured terribly despite (or because of) her pure 
  faith. Whatever the case, your shaken confidence grants you a +1 
  trait bonus on saving throws against illusions. You may replace any 
  other faith trait with the Crisis of Faith trait whenever you gain a 
  level. This replacement is permanent until you receive atonement.
  Divine Denier
  You can’t bring yourself to accept the 
  authority of the gods, even though 
  friends might hound you relentlessly 
  to change your ways.  Perhaps you’re a 
  Rahadoumi objecting on ideological 
  grounds, or perhaps you just want to 
  be left alone. Your doubt causes you 
  to shrug off divine magic more quickly 
  than others. Once per day when you are 
  affected by a divine spell, you may reduce that 
  spell’s duration to half (minimum 1 round) for you alone.
  Monastic
  Either your parents sent you to be raised in a monastery, or 
  you traveled there yourself later in life in order to escape the 
  conflict and distractions of the greater world. There you learned 
  to eschew the material concerns that plague so many and cloud 
  their minds, instead embracing an ascetic lifestyle. You readily 
  let go and step away from trouble, free from any tie or baggage 
  that might slow your path to enlightenment—figuratively or 
  literally. Once per day as a swift action, you gain a +1 trait bonus 
  to Armor Class as long as you are wearing no armor, not using 
  a shield, carrying a light load, and have nothing in your hands. 
  This bonus lasts for 1 minute.
  Nature Worshiper
  When you were young, you saw a 
  dead creature’s body fertilize a 
  field. Witnessing the connection 
  between life and death moved 
  you to recognize your own 
  connection with the world, and 
  ever since you have revered nature 
  and feared death less. You gain a +1 
  trait bonus on saving throws against 
  death effects and effects that use negative 
  energy, such as energy drain and inflict spells.
  Bound by Honor
  Your code of honor, obligations, and 
  taboos stem from the shame of a 
  misspent youth. Now, a personal code 
  reminds you how to live, and you 
  have an impressive ability to resist 
  temptation. Once per day, if a mind-
  affecting effect would compel you to 
  take an action that would cause you 
  to lose Honor Points (see page 8), you 
  may make a new saving throw against 
  the original DC to end the effect.
  Devout Visionary
  As a child, you had a strange vision while suffering from a terrible 
  illness, and only found your way back to the mundane world by 
  following the call of a spiritual leader—perhaps a shaman’s 
  drum or a druid’s lilting poetry. Since then, you have studied 
  symbolism and dreams in the hope that you might understand 
  your own vision, though your lessons prove just as helpful to 
  others. You gain a +1 trait bonus on Will saving throws against 
  spells and effects that grant the confused or dazed condition. 
  Once per day as a full-round action, you may grant an adjacent 
  ally a new Will saving throw to end an effect that grants the 
  confused or dazed condition.
  The following new faith traits are designed to reflect the ways in which your character’s worldviews, personalities, and even 
  abilities are influenced by their spirituality or philosophy. Additional traits can be found on the inside back cover.
  
  ON THE COVER
  ®
  ™
  ®
  ™
  ®
  ™
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Faiths & Philosophies © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • Savannah Broadway, Paris Crenshaw,  
  Neall Raemonn Price, David Ross,  
  Owen K. C. Stephens, and James L. Sutter
  Cover Artist • Ben Wootten
  Interior Artists • Eric Braddock, Jorge Fares,  
  Diana Martinez, Sara Otterstätter, Paolo Puggioni, 
  and Maichol Quinto
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Rob McCreary, Mark Moreland, and 
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Editorial Interns • Jay Loomis and Cassider Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  BelieF on Golarion 
  4
  atheism 
  6
  Codes oF honor 
  8
  druidism 
  10
  Fallen and False deities 
  12
  JuJu 
  14
  WronGFul BelieFs 
  16
  monastiCism 
  18
  Pantheism 
  20
  reliGious orders and sChisms 
  22
  totemism 
  24
  other PhilosoPhies 
  26
  sPells 
  28
  maGiC items 
  30
  next month! 
  32
  liFelonG BelieF, unshakaBle Faith  
  inside Covers
  Lini, a member of the Green Faith, and 
  Amiri, whose curses evoke Gorum’s 
  name, take on  a Daughter of Urgathoa 
  in Ben Wootten’s action-packed cover!
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Inner Sea Magic 
  ISM
  The Inner Sea World Guide 
  ISWG
  Paths of Prestige 
  POP
  Ultimate Campaign 
  UCA
  Ultimate Combat 
  UC
  Ultimate Magic 
  UM
  
  ?
  For Your Character
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Faiths & Philosophies.
  How large a role will my 
  character’s faith play over the 
  course of the campaign?
  What deities or philosophies 
  can we choose from when creating 
  a character background?
  Will the campaign incorporate 
  any rules subsystems, such as 
  the honor system presented in 
  Pathfinder RPG Ultimate Campaign?
  DID YOU KNOW? 
  When naming the gods in the Pathfinder campaign setting, Editor-in-Chief 
  F. Wesley Schneider suggested Gozreh for the nature deity, a reversal of 
  film director Werner Herzog’s surname. Herzog’s films often portray nature 
  as a dangerous force to be reckoned with—an outlook we wanted to 
  emphasize in the setting.
  FOCUS  
  CHARACTERS
  This Player Companion provides 
  new options particularly well suited 
  to members of the following classes.
  Bards
  Bards are versatile characters, and 
  thus often required to fill varied roles 
  in a party or community, including 
  those of clergy and healers. The 
  arcane healer archetype (page 13) 
  allows bards to support parties with 
  more clerical abilities. A bard taking 
  feats from throughout the book can 
  round out his abilities to fill a more 
  faith-based role.
  druids
  Druidism itself is covered in detail 
  on pages 10–11, including the Green 
  Faith initiate archetype. New druid 
  domains based on the totem spirits 
  of the Shoanti and Mwangi peoples 
  are presented on pages 24–25, giving 
  druids a better connection to the 
  spirits of the land.
  monks
  Though not divine characters, per se,  
  monks make a good fit for devout 
  followers of faiths and philosophies 
  that require personal perfection and 
  dedicated training. The meditation 
  rules on page 19 are particularly 
  geared toward monks, who can take 
  any of the provided feats in place of 
  the standard monk bonus feats as 
  they advance in level.
  oraCles
  Spontaneous divine casters who gain 
  power from an innate connection 
  to some greater force—rather than 
  from devoting themselves to prayer 
  or study—oracles may or may not 
  participate in organized religions. 
  The juju mystery (page 14) provides 
  oracles with new options based on 
  the worship of enigmatic spirits 
  known as wendo.
  FOR EVERY 
  CHARACTER
  Certain game elements transcend 
  the particulars of race or class. The 
  following elements work equally well 
  for any character in the Pathfinder 
  Roleplaying Game, regardless of type, 
  focus, or background.
  Codes oF honor
  Members of any class can gain more 
  notoriety and influence in the ranks 
  their respective faiths by advancing 
  the philosophy’s aims and goals. 
  Honor-bound PCs will find several 
  new tools to advance as adherents of 
  their chosen organizations (page 9).  
  This book includes information on  
  Ichimeiyo, the Knights of Ozem, 
  the Prophets of Kalistrade, and the 
  assassin cultists of the Red Mantis. 
  meditation
  Any character can make use of 
  meditation feats (page 19), which 
  focus the mind and body toward a 
  specific goal. Characters can take 
  multiple linked meditation feats to 
  gain extraordinary new abilities.
  Pantheons
  Pantheists, characters who actively 
  worship more than one deity, can 
  gain some divine power from their 
  devotion to a cadre of thematically 
  linked gods. These can include racial 
  pantheons, archdevils and demon 
  lords, Vudra’s myriad deities, and 
  more. Several prominent pantheons 
  and the benefits of dedicating 
  oneself to their worship are presented 
  on page 21.
  traits
  Numerous faith traits offer different 
  background options for pious souls.
  TRAITS	
  PAGE
  Abject belief 
  Front cover
  Born free 
  Front cover
  Bound by honor 
  Front cover
  Crisis of faith 
  Front cover
  Devout visionary 
  Front cover
  Divine denier 
  Front cover
  Monastic 
  Front cover
  Nature worshiper 
  Front cover
  Priest-blessed 
  Back cover
  Proxy of many 
  Back cover
  Religious reformer 
  Back cover
  Self-actualization 
  Back cover
  Totemist 
  Back cover
  Traditionalist 
  Back cover
  Wendifa apprentice 
  Back cover
  Zealot’s bearing 
  Back cover
  In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
  2
  1
  2
  3
  
  RULES INDEX
  In addition to the various class-specific rules mentioned 
  on the previous page and the new faith traits presented 
  on the inside front and back cover of the book, this Player 
  Companion contains the following new rules elements, 
  many of which can be of use to characters of all races, 
  classes, and backgrounds.
  ARCHETYPES	
  PAGE
  Arcane healer (bard) 
  13
  Green Faith initiate (druid) 
  10
  FEATS	
  PAGE
  Animal Ally 
  11
  Atheist Abjurations 
  6
  Bend with the Wind 
  19
  Body Control 
  19
  Body Mastery 
  19
  Combat Meditation (Combat) 
  19
  Divine Defiance 
  7
  Divine Denouncer 
  7
  Druidic Decoder 
  11
  Focused Disbelief 
  7
  Friend to Animals 
  11
  Iconoclast (Combat) 
  7
  Meditation Master 
  19
  Meditative Concentration 
  19
  Nature Soul 
  7
  Pantheistic Blessing 
  21
  Perfect Awareness (Combat) 
  19
  Perfect Center (Combat) 
  19
  Seeds of Doubt 
  7
  Slow Time (Combat) 
  19
  Weather Eye 
  7
  MAGIC	ITEMS	
  PAGE
  Gloves of personal purity 
  30
  Hand wraps of blinding ki 
  30
  Kalistocrat’s coin 
  30
  Leshy mulch manual 
  30
  Pantheistic clasp 
  30
  Prophetic paraphernalia 
  30
  Propitious metumbe 
  31
  Shield of countless causes 
  31
  Tome of heretical revelation 
  31
  Vest of shed servitude 
  31
  Warden’s cudgel 
  31
  SPELLS	
  PAGE
  Blood song 
  28
  Hallucinogenic smoke 
  28
  Jungle mind 
  28
  Lay of the land 
  29
  Source severance 
  29
  Tectonic communion 
  29
  3
  
  Belief on Golarion
  Faith is one of the most powerful forces on Golarion. 
  This book depicts the ways belief can shape the paths of 
  heroes, whether it comes from religious organizations 
  that call adventurers to arms or individualistic codes that 
  give an adventurer reason to keep traveling and fighting 
  instead of retiring safely after the first dungeon. Faith is 
  one of the great organizers of culture, shaping the world 
  through its strictures and conflicts. Knowing how your 
  friends and enemies see the world is a valuable tool in 
  determining how to deal with them.
  Religions and philosophies vary tremendously in their 
  scope and focus. Most people on Golarion have a measure 
  of respect for at least one religion or philosophy, and many 
  are devout believers. Their faith can color their entire 
  worldview, from what they consider worth their time to the 
  extents they go to in pursuit of their goals—in addition 
  to their concern about what divine assistance will answer 
  their calls and prayers.
  Though not everyone feels the need for belief to shape 
  her perspective, most agnostics at least pay lip service to 
  some ideal that gives power and purpose to the people 
  around them, just to be safe. Some actively deny all 
  religion, relying on their own strength or wits alone, 
  but even many of those who deny that the gods deserve 
  worship still follow codes of honor or other philosophies 
  that unite them with their fellows and inform their views 
  of the world.
  “Faith is more than simply following the whims 
  of a more powerful being or gaining access to 
  magic. It is bigger than reading the signs and 
  following orders. It is greater than a spell and 
  more ancient than any artifact. It is stronger 
  even than the gods—though it may often be 
  rooted in their glory—and older than the gods 
  as well. In essence, faith is a recognition that 
  the world is connected in ways no mortal can 
  ever completely understand. It is a way to find 
  one’s place amid that web of interconnections, 
  to touch eternity from within the confines of 
  history by consciously playing a part in an 
  endlessly unfolding mystery. Even those of 
  opposing beliefs cannot deny the power each 
  being gains by drawing on an ideal greater 
  than the self. Opponents are simply playing 
  their own, opposite roles in the dancing, 
  twining currents of time’s boundless river.”
  —Amvirak Twin-Souls,  
  Meditations and Revelations
  4
  
  MODES OF BELIEF
  The countless beliefs spread across Golarion can be divided 
  into the four broad groups presented below, though some 
  fall into multiple categories. These categories have less to 
  do with a faith’s dogma than its structure—how the faith 
  is organized and taught. Getting a sense of the different 
  options can help you decide which style of belief is best for 
  your particular character, and each section notes classes 
  that are commonly drawn to that mode of belief.
  Communal
  Communal beliefs are built on national, cultural, racial, or 
  other group identities. They prescribe duties and privileges 
  specific to the group, maintaining its unique identity over 
  time and keeping longstanding traditions alive. Religions 
  and philosophies that are communal reflect concerns that 
  are relevant to the group and its traditions as a whole. In 
  some societies, weak or nonexistent law enforcement leaves a 
  communal belief as the only institution to mediate between 
  people. Though some groups hold up their communal 
  beliefs as superior to others, many are simply different—
  the members of a tribe might be proud of the influence 
  of their heritage without looking down on foreigners for 
  not sharing in it. These beliefs usually engender loyalty 
  between members.
  Cavaliers, paladins, and those concerned with honor 
  are commonly attracted to the lawful bent demonstrated 
  by the majority of communal philosophies, and bards 
  often find their cultures’ beliefs inspiring.
  Ichimeiyo, Rahadoumi atheism, some pantheism, and 
  ancestor worship are examples of communal philosophies.
  ECClEsiastiCal
  Ecclesiastical beliefs are those centered around deities 
  and mediated primarily by priests such as clerics and 
  adepts. In addition to a deity or deities, all ecclesiastical 
  groups share the assumption that there is at least one 
  ultimate authority on their respective principles (such as 
  a deity, divine herald, or high priest) who understands 
  more than everyone else and teaches and leads those who 
  understand less. Lawful and neutral deities usually have 
  well-structured hierarchies among their clerics, and the 
  leaders of such movements often wield a great deal of 
  authority over those below them. Members are expected 
  to defer to the judgment of their superiors. Ecclesiastical 
  religions serving chaotic deities, on the other hand, tend 
  to be disorganized, often so much so that they begin to 
  resemble individualistic traditions.
  Many ecclesiastical traditions strive to inspire patience 
  and a respect for authority among believers—though 
  individual prophets and visionaries might buck the power 
  structure to attempt sweeping changes and reforms within 
  a faith, potentially creating sectarian conflict or instigating 
  clashes with other faiths. Such is the case for the sample 
  diatribe presented on pages 16–17. Though Father Jask 
  Henbok is an Iomedaean, his views are more extreme than 
  most in the church.
  All clerics and most inquisitors and paladins follow 
  ecclesiastical traditions as members of deity-based churches, 
  and some druids and other divine casters do as well.
  Well-defined churches dedicated to deities and pantheons 
  are, as a rule, ecclesiastical in structure.
  individualistiC
  The tenets of individualistic beliefs are rooted in the power 
  of the self. Some groups that encourage individualistic 
  belief also have a religious component, holding up a god 
  or ideal as the model for the individual to aspire to, but 
  others merely teach about the potential locked within 
  each person. The focus of any individualistic path is on 
  the power of each person to carve out her own destiny 
  and choose her own way of relating to the world. These 
  philosophies and religions often tout practical benefits 
  that lure in ambitious new practitioners.
  Many fighters and rangers practice individualistic 
  beliefs, appreciating the freedom to work out their own 
  directions in life. Sorcerers and rogues gravitate toward 
  these beliefs for similar reasons, but especially because 
  they’re commonly accustomed to relying on their own 
  wit and luck to get by in difficult situations. Monks and 
  wizards, on the other hand, often appreciate the way that 
  an individualistic path encourages them to grow beyond 
  worldly limits and attain their full potential.
  Sangpotshi, the Prophecies of Kalistrade, the Whispering 
  Way, and many codes of honor are individualistic beliefs.
  shamanistiC
  Shamanistic beliefs rely on the guidance provided by 
  certain special people who are particularly well equipped 
  to interact with the divine world. These chosen individuals, 
  commonly called shamans, are different than ecclesiastical 
  priests in that they intercede with many different divine 
  forces on behalf of themselves or their adherents, rather 
  than dedicating themselves to a single one. Non-shamans 
  who hold shamanistic beliefs generally rely on shamans 
  to interact with and interpret the spiritual world on their 
  behalf. Although these lay believers generally have little 
  personal experience of the divine outside of certain shared 
  rituals, a few lucky (or unlucky) souls stumble upon their 
  own brief contact with divinity, such as a chance encounter 
  with a powerful spiritual being or a vision glimpsed in a 
  fever dream. A shaman might reach out to deities or revere 
  the natural world through druidism and the Green Faith, 
  but could also cut deals with a variety of entities, from 
  empyreal lords and archfiends to kami and fey. 
  The most well-known shamans are druids and oracles, 
  although witches and summoners sometimes take on 
  similar roles due to their compacts with powerful beings. 
  Shamanism is also common among barbarians, who 
  might prefer its rooting in the concrete, physical world 
  or who experience the divine during rages and other 
  ecstatic emotional states.
  Druidism, juju, and totemism are shamanistic systems 
  of belief.
  5
  
  Atheism
  Denial of Divine Authority
  Centers	of	Belief: Bachuan, Rahadoum, River Kingdoms 
  (especially Touvette)
  Common	Believers: Bards, philosophers, sorcerers, 
  summoners, wizards
  Compatible	Beliefs: Codes of honor, druidism, 
  monasticism, Whispering Way
  Incompatible	Beliefs: Any religion based around deities
  On Golarion, “atheism” usually denotes the belief that 
  those beings commonly called “gods” are not worthy of the 
  authority and reverence bestowed upon them by others. 
  Atheists rarely doubt the existence of deities, and generally 
  acknowledge that deities are very powerful beings, but 
  deem them no more than that. Instead of gods, they tend 
  to revere ideals such as goodness or freedom, philosophies 
  such as the Prophecies of Kalistrade or diabolism, or 
  nothing in particular. Though some scholars argue that 
  the term “atheist” is incorrectly applied to these people—
  preferring terms such as “dystheists” or “misotheists”—
  such distinctions are lost on a generally religious society, 
  and most accept the more common term.
  LAWS OF MAN
  The Laws of Man came out of a rejection of all things godly 
  in the nation of Rahadoum, as part of a successful effort to 
  put an end to the religious strife that was tearing the country 
  apart during the Oath Wars. As a belief system, the Laws 
  of Man are linked to Rahadoumi culture; the philosophy 
  has little following outside of that nation, but is the law 
  of the land within its territory. Under the Laws of Man, 
  all demonstrations of faith in a deity are banned within 
  Rahadoum under the principle that divine aid comes at too 
  high a price—a seductive form of indentured servitude that 
  extends even after death. Other sorts of divine magic, such 
  as druidism explicitly divorced from a deific patron, aren’t 
  banned, though their practitioners are often suspected of 
  secret religious leanings. The philosophy’s tenets also move 
  the government to provide its citizens some of the best 
  education in the Inner Sea region, so that they can better 
  make decisions regarding their own destinies. 
  Followers of the Laws of Man are known for having 
  a dark but honest sense of humor that demonstrates a 
  keen awareness of their own mortal limitations and the 
  need to rely on each other. Though theists often portray 
  Rahadoum’s Pure Legion as brutal witch hunters, most 
  Rahadoumis are not bloodthirsty—they simply do what’s 
  necessary to protect their way of life, exiling those they see 
  as fundamentalists devoted to undermining and enslaving 
  their secular nation.
  The active prohibition against religion forces Rahadoum 
  to call upon secular healers to pick up the slack. Bards 
  are in high demand, as their supportive and healing 
  magic shines without divine magic to steal its thunder. 
  Alchemists are also well-regarded, and serve among the 
  nation’s principal healers.
  Supporting Options: Godless Healing featISWG, chirurgeon 
  alchemist archetypeUM, hidden priest archetypeISM (for clerics 
  living under this philosophy), songhealer bard archetypeUM.
  OTHER ATHEISTS
  Not all atheists follow the Laws of Man. In the River 
  Kingdom of Touvette and in the Tian nation of Bachuan, 
  the priests have also been cast out, but the blessings of 
  benevolent gods have been replaced by collectivist beliefs 
  and systems designed to maximize the common good. 
  Although as human institutions, they have significant flaws 
  (both nations are gripped by unquestionably authoritarian 
  leaders), these places have managed to eliminate most 
  religious strife and divinely inspired manipulation of the 
  populace, albeit at the cost of persecuting their religious 
  citizens or forcing them underground. Many Prophets of 
  Kalistrade (discussed on page 9) have no interest in deities, 
  but unlike the institutional atheism of the Laws of Man, 
  they don’t actively quash the religion of others. 
  Individualistic atheists who reject the gods without the 
  support of a government tend to have trouble getting by, 
  since they lack a strong social institution to help them  
  without divine aid—though some are perfectly willing to 
  receive divine magical aid so long as they don’t have to 
  be the ones worshiping the gods. Some gods encourage 
  their clerics to withhold their aid from atheists, but 
  most don’t, perhaps hoping to win over souls through 
  indirect missionary work. Atheists outside areas of 
  atheist majority are widely distrusted and persecuted by 
  religious folk who fear and misunderstand them, or who 
  are unable (or unwilling) to make the distinction between 
  refusing to tie yourself to a god and denying the gods’ 
  very existence.
  Atheism attracts self-reliant loners, such as witches 
  and some rogues. It also appeals to those who, like many 
  wizards and sorcerers, view the divine power to control 
  reality as something that can be learned or developed 
  with effort rather than prayer.
  Supporting Options: Careful Speaker featISWG, Godless 
  Healing featISWG, chirurgeon alchemist archetypeUM, hedge 
  witch archetypeUM, hidden priest archetypeISM.
  ATHEIST FEATS
  These feats provide options to help atheists fight or resist 
  divine powers.
  atheist aBJurations
  Your critical attitude toward the divine allows you to 
  determine the best ways to remove divine influence.
  Prerequisite: Divine Defiance.
  6
  
  Benefit: You gain a +2 bonus to your caster level 
  whenever you use an abjuration spell to dispel or counter 
  a divine spell, or send an extraplanar outsider summoned 
  or called by a divine caster back to its home plane.
  divine deFianCe
  You distrust, disrespect, or doubt the gods, which helps 
  you fight off their power.
  Benefit: You gain a +2 bonus on saving throws against 
  divine spells and the spell-like abilities granted by levels in 
  a divine casting class.
  Special: In certain circumstances, some outsiders and 
  creatures of other types might have a strong connection 
  to a specific deity they work for as agents and servants. 
  These creatures’ spells and spell-like abilities should 
  likewise be affected by this feat, regardless of the 
  creatures’ planar origins or sources of magical power, 
  subject to the GM’s discretion.
  divine denounCer
  You choose to resist rather than serve the gods.
  Prerequisite: Divine Defiance.
  Benefit: You gain a +2 insight bonus on Bluff, Diplomacy, 
  Intimidate, Knowledge, Perform (oratory), and Sense Motive 
  checks involving any divine spellcaster or outsider that 
  casts spells as a cleric.
  FoCused disBelieF
  So certain is your disbelief in the authority of the gods 
  that you can brush aside their spells without effort.
  Prerequisite: Divine Defiance.
  Benefit: You gain spell resistance equal to 11 + your 
  character level. This spell resistance applies only against 
  spells and spell-like abilities covered by the Divine 
  Defiance feat. You can lower this resistance for 1 round 
  as a standard action.
  iConoClast (ComBat)
  You know how to turn a holy symbol into a weapon 
  against her followers.
  Prerequisite: Divine Defiance, Improved Sunder, Power 
  Attack, Intimidate 3 ranks.
  Benefit: When you succeed at a sunder combat 
  maneuver against a holy or unholy symbol, you can 
  attempt an Intimidate check to demoralize as a free 
  action. This demoralization affects all followers of the 
  deity or philosophy whose symbol you sundered who saw 
  you sunder it and are within 30 feet. If you destroyed the 
  symbol, you gain a +5 bonus on your Intimidate check. 
  You can use this feat when sundering any physical holy 
  symbol—it doesn’t have to be the hand-held variety 
  commonly used by clerics and other divine spellcasters.
  seeds oF douBt
  You have learned to plant the seeds of your own doubt in 
  the minds of others by way of your hexes.
  Prerequisite: Hex class feature,Divine Defiance.
  Benefit: As long as a creature is subject to one of your 
  hexes, it gains a +1 luck bonus on Will saving throws and 
  can’t help but doubt and resist divine magic. Whenever 
  an affected creature is subject to a divine spell or spell-
  like ability granted by a divine spellcasting class, that 
  creature must attempt a saving throw if at all possible, 
  even if the effect is harmless, cast by an ally, or cast by the 
  creature itself.
  7
  
  Codes of Honor
  Systems to Sanctify and Perfect
  Centers	of	Belief: Druma, Lastwall, Tian Xia
  Common	Believers: Cavaliers, clerics, monks, paladins
  Compatible	Beliefs: Atheism, monasticism, pantheism
  Incompatible	Beliefs: Churches of chaotic gods, druidism
  Codes of honor are beliefs built around firm restrictions 
  on behavior. These restrictions generally serve to set a 
  practitioner apart from non-practitioners, often making 
  them better, stronger, more holy, or more perfect in 
  some way. Codes may apply to initiates into a specific 
  organization, members of a specific culture or social class, 
  or lone individuals who strive to be all that they can be 
  by sticking to unbending standards. What they all share 
  is a distinctive lawful streak and a strong emphasis on 
  self-control.
  ICHIMEIYO
  Lawful Tian Warriors
  Ichimeiyo is a strongly communal warrior’s code built 
  upon three simple principles. The first, “One Body, One 
  Soul,” prescribes full commitment to any undertaking to 
  achieve one’s potential, and not sabotaging one’s duties 
  with half-hearted effort. The second principle, “Honor Is 
  All,” proclaims that, without honor, martial glory is just 
  so much bloodshed, and promises and laws are only empty 
  words. The third principle, “Without Service, Nothing,” 
  directs followers to commit completely to a worthy liege 
  who will properly direct the honorable warrior. Followers 
  of this code live and die by their reputations, but some 
  uphold the letter of its law without abiding by the spirit.
  Supporting Options: Samurai alternate classUC.
  KNIGHTS OF OZEM
  Lawful Good Crusader Knights
  The Knights of Ozem are an order of knights originally 
  founded in service to Aroden. Since that god’s death, the 
  knights have found a new patron in Iomedae. The code 
  of the knights is similar to that followed by Iomedae’s 
  paladins and many other knightly orders, emphasizing 
  chivalry, fairness, justice, weapon mastery, strategy, and the 
  opposition to evil forces such as the Whispering Tyrant, 
  the orcs of the Hold of Belkzen, and the demons of the 
  Worldwound. The ideal Knight of Ozem is an unbreakable 
  bulwark against monstrous hordes as well as an impeccable 
  manager of her troops. Most knights are cavaliers, fighters, 
  and paladins, who are drawn to the group by its noble 
  mission as well as its long history of glorious victories.
  Supporting Options: Oathbound paladin archetypeUM, 
  undead scourge paladin archetypeAPG, Knight of Ozem 
  prestige classPOP.
  PROPHECIES OF KALISTRADE
  Lawful Neutral Ascetics and Mercantilists
  The Prophecies of Kalistrade offer the hope of eventually 
  achieving vast wealth to anyone willing to follow its strict 
  tenets. A strongly individualistic tradition, it teaches that 
  only those with the resolve to adhere completely to its rules 
  of self-denial deserve wealth and success. A significant 
  number of the prophecies’ followers are atheists, and smug 
  about avoiding the hazards that come with worshiping a 
  god. Prophets of Kalistrade are renowned for their focus, 
  resolve, and ruthlessness in all business dealings. Lawful 
  bards and rogues make excellent prophets, as they are well 
  adapted to talking their way out of most problems.
  8
  
  Supporting Options: Prophet of Kalistrade prestige 
  classPOP.
  RED MANTIS ASSASSINS
  Lawful Evil Assassin Cultists
  The notorious Red Mantis assassins share a code that is 
  both ecclesiastical and communal, and which instills in 
  them a perverse reverence for the mantis god Achaekek—
  He Who Walks in Blood. To them, every assassination is 
  a divine ritual. They do their best to conceal their true 
  identities, making the Red Mantis an impersonal force of 
  death throughout the Inner Sea region. To maintain the 
  sanctity of their sacrifices as well as the group’s reputation, 
  they ensure that no part of the job is handled poorly—
  payment is always collected, no haggling is allowed, no 
  jobs other than assassination are accepted, and no victim 
  is resurrected for long. 
  Supporting Options: Red Mantis assassin prestige 
  classISWG.
  HONOR POINTS
  If you use the honor rules presented in Pathfinder RPG 
  Ultimate Campaign, you can use the following tables of 
  honor point adjustments for the codes of honor described 
  above. These examples of events that would cause you to 
  gain or lose honor points are guidelines; the GM should 
  adjust them as appropriate to the situation and campaign.
  iChimeiYo Code
  Event	
  Honor	Points
  Make a major personal sacrifice in the 
  +6 
  interest of your lord
  Publicly dedicate yourself to overcoming a difficult 
  +4 
  challenge or foe1 until you succeed at the task
  Swear fealty to a lord 
  +4
  Challenge and defeat in single combat 
  +3 
  someone who has publicly dishonored you
  Destroy a shrine dedicated to an opposing power 
  +2
  Protect a shrine from marauders 
  +2
  Perform an action against your alignment 
  +1 
  because of a sworn oath2
  Publicly expose a liar 
  +1
  Help your lord gain honor points 
  +1/23
  Cause your lord to lose honor points 
  –1/23
  Be convicted of a petty crime 
  –2
  Be drunk in public 
  –2
  Be caught in a lie 
  –4
  Slay an honorable opponent who has surrendered 
  –5
  1 CR at least 2 higher than APL.
  2 The oath must be to someone with more honor points than you.
  3 Equal to half the number of points gained or lost by your lord.
  kniGhts oF ozem Code
  Event	
  Honor	Points
  Ascend to the rank of general 
  +15
  Actively defend the seals on Gallowspire 
  +10
  Push back enemy battle lines 
  +6
  Acquire one or more sworn lieutenant 
  +4
  Learn an important clue about Arazni’s future plans 
  +3
  Offer sanctuary and defend that offer 
  +3
  Defeat a challenging demon or undead creature* 
  +2
  Protect a site holy to Iomedae against attackers 
  +2
  Protect an innocent against significant odds* 
  +2
  Start a popular war 
  +2
  Be convicted of a petty crime 
  –2
  Refuse to aid someone who helped you 
  –3
  Use violence to solve a problem when 
  –3 
  negotiation was an option
  Be caught in a lie 
  –4
  Offer sanctuary and betray it 
  –4
  Start an unpopular war 
  –6
  Fail to keep a popular war popular 
  –8
  * CR higher than APL.
  ProPheCies oF kalistrade Code
  Event	
  Honor	Points
  Become the richest person in a metropolis or nation +30
  Become the richest person in a large city 
  +15
  Make more profit off of a loophole in a contract 
  +4 
  than on the initial contract
  Outwit a more honorable prophet in a business deal1 +3
  Exploit a loophole in an agreement 
  +2
  Go without basic comforts despite easily affording them +2
  Roll 30 or higher on a Profession check to make money2 +2
  Conserve your resources so that you never exhaust them +1
  Give money to those who have not earned it 
  –2
  Violate a sexual or dietary prohibition of the prophecies –3
  Touch a person who does not follow the prophecies 
  –5
  Wear an outfit that is not primarily white 
  –5
  1 Your respective honor scores must differ by at least 20 points.
  2 You can gain honor points this way no more than once per month.
  red mantis Code
  Event	
  Honor	Points
  Join the Vernai, the order’s ruling council 
  +50
  Eliminate all clues to your identity from 
  +5 
  before you joined the Red Mantis
  Assassinate a target despite challenging defenses* 
  +3
  Identify and approach a new client unsolicited 
  +2
  Kill a victim again after he is brought back 
  +2 
  from the dead
  Leave no clues after an assassination that would 
  +2 
  allow any investigation to progress
  Avoid being delayed or sidetracked by a clever ruse 
  +1
  Complete an assassination and receive payment 
  +1 
  Punish someone for improper use of a sawtooth saber +1
  Be identified while in disguise 
  –1
  Perform an assassination without a mantis mask 
  –1
  Fail to kill a target or allow him to remain 
  –3 
  alive when he is resurrected after you killed him
  Perform tasks other than assassination for a client 
  –5
  Perform an assassination without being paid 
  –8
  Assassinate a rightfully sitting monarch 
  –20
  * CR at least 2 higher than APL.
  9
  
  Druidism
  Nature-Centered Animism
  Centers	of	Belief: Andoran (Arthfell Forest, Verduran 
  Forest), Nirmathas (Fangwood), River Kingdoms
  Common	Believers: Druids, fey, gnomes, explorers
  Compatible	Beliefs: Erastil, Gozreh, juju, Pharasma, 
  Tamashigo, totemism
  Incompatible	Beliefs: Abadar, Old Cults, Rovagug, 
  Urgathoa, Whispering Way
  Druids revere and draw power from the natural world, 
  seeing in the endless cycle of creation and destruction a 
  single great pattern into which all existence is interwoven. 
  Although most people see no difference between druidism 
  and the Green Faith, the distinction is an important one. 
  While anyone capable of drawing on the magic of nature’s 
  essence can become a druid, the Green Faith refers 
  specifically to the most prominent tradition of druidism 
  and nature-worship, with its own histories, techniques, 
  and dogma. Adding to the confusion is the fact that 
  while druids make up the majority of the Green Faith’s 
  adherents, members of other classes are also welcome to 
  share the faith—if not the deepest secrets of druidism. 
  Druids and Green Faith followers seek to learn and 
  represent the needs and interests of the natural world, 
  including not only animals and plants, but also nature 
  spirits such as fey and kami. Other faiths, such as juju, 
  totemism, and Tamashigo, hold a similar reverence for 
  nature, but differ in their methodology and dogma.
  THE GREEN FAITH
  The Green Faith is a multifaceted set of beliefs centered 
  on the natural world which grew out of an ancient conflict 
  between druids that worshiped different elemental aspects 
  of the world. As a druidic belief system, it is shamanistic, but 
  also has elements of the ecclesiastical in its strong hierarchy 
  and an underlying current of worship of Gozreh. It teaches 
  that all things are connected and that the natural changes 
  of the weather, the world, and individuals over time are to 
  be respected and celebrated rather than feared. Even death is 
  just another change. The Green Faith is most prominent in 
  Andoran, Nirmathas, Taldor, and Sevenarches in the River 
  Kingdoms, but was once strongest in Sarkoris before that 
  nation fell to the Worldwound. Though Sarkoris is believed 
  by many to be the birthplace of the Green Faith, much of 
  the Sarkorian druid’s knowledge now lies hidden in the 
  Worldwound or in isolated troves across the Inner Sea region.
  Members of the Green Faith typically recognize and accept 
  that all things change in time, show impartiality among 
  people, and try to protect the natural world from exploitation 
  by humanoids as well as from defilement by the presence of 
  undead, aberrations, and other unnatural forces. In addition 
  to druids, barbarians and rangers are common followers of 
  the Green Faith.
  Supporting Options: Elemental kin barbarian archetypeAPG, 
  Green Faith acolyte prestige classPOP, Green Faith initiate 
  druid archetype (see below), nature warden prestige classAPG, 
  Fey Foundling featISWG, Green Faith Acolyte featISWG.
  UNAFFILIATED DRUIDS
  Not all druids follow the Green Faith. Some, such as the 
  matrons of the hidden Mwangi city Osibu, follow their own 
  distinct traditions. These other traditions are generally 
  isolated, but a few are prolific; druids in Mendev’s Estrovian 
  Forest and Iobaria follow their own traditions revering 
  numerous nature spirits, and many druids on the continent 
  of Tian Xia follow the philosophy of Tamashigo (discussed 
  on page 27). Others are inspired by encounters with fey, who 
  embody the diverse faces of nature with their strange habits 
  and varied personalities. Fey-inspired druids are often as 
  accepting of the change of death as Green Faith druids, but 
  usually demonstrate a generous, if strange, sense of humor 
  and a social bent that leads them to seek out communities 
  of fey, unicorns, and other beings who live as part of the 
  natural world. Still others simply find themselves called to 
  communion with the natural world after living closely with 
  it for a time; these loners are often true hermits, avoiding 
  contact with even the most sympathetic humanoids, or local 
  shamans who intercede with the natural world on behalf of 
  rural communities. A few druids even embrace the vibrant 
  energy of cities as their object of veneration, drawing power 
  from and defending the surprisingly vibrant ecosystems to 
  be found in parks, dumps, sewers, and vacant lots. They teach 
  anyone who will listen to them about the natural rhythms of 
  the humanoid throngs and the symbiosis that links each city 
  with the surrounding world.
  Unaffiliated druids often serve as shamans to small 
  enclaves of nature worshipers, including barbarians and 
  rangers. Barbarians respect the freedom of unaffiliated 
  druidic traditions, and rangers serving small, isolated 
  communities or ranging across uninhabited wilds often 
  keep in touch with similarly isolated druids in the region 
  for mutual defense and to compare notes.
  Supporting Options: animal shaman druid archetypeAPG, 
  beast master ranger archetypeAPG, desert druid archetypeAPG, 
  elemental kin barbarian archetypeAPG, urban druid 
  archetypeAPG.
  GREEN FAITH INITIATE (DRUID 
  ARCHETYPE)
  Druids who are initiated into the magic of nature as 
  strict students of the Green Faith’s traditions sometimes 
  demonstrate abilities unique to their organization.
  Mediator’s Ear (Ex): By 3rd level, a Green Faith initiate 
  is respected for her neutrality and even-handed attitude 
  toward all people as well as other living things. She quickly 
  develops some sense for others’ attitudes, much as she 
  10
  
  does with animals. A Green Faith initiate gains a bonus 
  on Diplomacy and Sense Motive checks equal to half her 
  druid level. This ability replaces trackless step.
  Zephyr Message (Sp): At 6th level, once per day, the Green 
  Faith initiate can cast whispering wind as a spell-like ability, 
  treating her druid level as her caster level. This replaces the 
  druid’s additional daily use of wild shape gained at 6th level.
  Path to Refuge (Sp): At 9th level, once per day, a Green 
  Faith initiate can travel as if with transport via plants to 
  any major Green Faith druid circle or important holy site. 
  Each of these sites is marked with special standing stones 
  that allow all Green Faith followers within range using 
  transport via plants or tree stride to sense their distance and 
  direction. At 14th level and again at 19th level, she can 
  use this ability one additional time per day. This ability 
  replaces venom immunity.
  Secrets across Lifetimes (Sp): At 10th level, the Green 
  Faith initiate can use legend lore once per week as a spell-
  like ability, drawing upon the knowledge of Green Faith 
  archdruids recorded in secret across the generations in 
  places where magic such as this can retrieve it. This ability 
  does not require material components. This replaces the 
  druid’s additional daily use of wild shape gained at 10th level.
  A Thousand Voices (Su): At 13th level, the Green Faith 
  initiate can communicate with any creature with a 
  language or any stone, as if using tongues and stone tell, for 
  up to 1 minute per druid level per day. These minutes do 
  not need to be consecutive, but must be spent in 1-minute 
  increments. This ability replaces a thousand faces.
  NATURE WORSHIPER FEATS
  Any worshiper of nature, regardless of whether she associates 
  with any particular religion, can choose to take one of the 
  following feats to express her connection to the living world.
  animal allY
  Your respect for nature is so great that you can form a 
  deep and lasting friendship with an animal.
  Prerequisites: Nature Soul, character level 4th, must not 
  have an animal companion or mount that advances as an 
  animal companion.
  Benefit: You gain an animal companion as if you were 
  a druid of your character level –3 from the following 
  list: badger, bird, camel, cat (small), dire rat, dog, horse, 
  pony, snake (viper), or wolf. If you later gain an animal 
  companion through another source (such as the Animal 
  domain, divine bond, hunter’s bond, mount, or nature 
  bond class features), the effective druid level granted by 
  this feat stacks with that granted by other sources.
  druidiC deCoder
  You have a natural understanding of the Druidic language.
  Prerequisites: Linguistics 1 rank, cannot be a druid.
  Benefit: You gain a +5 bonus on Linguistics checks made 
  to decipher writings in the Druidic language. If you have 10 
  or more ranks in Linguistics, add Druidic to the list of bonus 
  languages available to you.
  Friend to animals
  You show great respect for all living things, and they 
  sense and return the gesture.
  Prerequisites: Nature Soul, Handle Animal 3 ranks.
  Benefit: As a standard action you can require all animals 
  within 30 feet to make a Will saving throw. Animals who fail 
  the save cannot attack you unless you attack them or one of 
  their allies first. The DC of the Will save is equal to 10 + half 
  your character level + your Charisma modifier.
  nature soul
  You are innately in tune with nature and venerate the 
  power and mystery of the natural world.
  Benefit: You get a +2 bonus on all Knowledge (nature) 
  checks and Survival checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that skill.
  Weather eYe
  Your constant attention to the natural order and your 
  place in it has given you a keen sense for the ebb and flow 
  of the seasons.
  Prerequisites: Survival 3 ranks, must worship nature.
  Benefit: You gain a +4 bonus on Survival checks made 
  to predict the weather. You gain a +1 bonus on saving 
  throws to avoid the effects of extreme weather.
  11
  
  Fallen and False Deities
  Idols without Substance.
  Centers	of	Belief: Absalom (Ascendant Court, Shrine of 
  the Failed), Razmiran (Thronestep)
  Common	Believers: Bards, charlatans, criminals, humans
  Compatible	Beliefs: Atheism, diabolism, totemism
  Incompatible	Beliefs: Most other religions
  What is a god? In the Pathfinder campaign setting, there 
  are several answers. In one sense, a god is whatever a 
  character chooses to worship as such, from an inarguable 
  deity such as Sarenrae all the way down to a particular 
  stone idol or fetish. In a more technical sense, however, 
  a deity in the Pathfinder Roleplaying Game is any entity 
  capable of consciously granting spells to its worshipers 
  and adherents—a creature that acts as a conduit for divine 
  magic. Thus, the title of god can be applied to the oldest 
  and most powerful deities like Asmodeus and Erastil, 
  ascended mortals like Iomedae or Cayden Cailean, or 
  demigods and powerful outsiders such as demon lords, 
  the Eldest, or empyreal lords.
  With such a wide range of creatures classifying as 
  gods, what then counts as a false god? Though the term 
  may be thrown around loosely by members of various 
  faiths to disparage those who disagree with them, a false 
  god is any worshiped creature or patron that doesn’t 
  actually have the ability to grant divine magic to its 
  flock. For instance, the god callers of Sarkoris worship 
  their summoned eidolons, yet these gods could be called 
  false. Similarly, a kobold tribe that worships a dragon 
  may receive great benefits from the creature’s protection, 
  wisdom, and magic—yet without divine spell-granting, 
  this would also be a false god. Yet the most insidious form 
  of false god is not the creature worshiped mistakenly, but 
  the entity which deliberately claims godhood and uses 
  subterfuge to fleece the unwary of their offerings.
  The following pages detail several prominent false 
  gods, as well as a god whose apparent death has robbed 
  his church of legitimacy. Some of the worshipers of these 
  “gods” are sadly misguided, while others couldn’t care 
  less about the god’s legitimacy, so long as their homes are 
  safe and their bellies full.
  ARODEN
  Aroden, a powerful and well-regarded god heavily involved 
  in human affairs, was prophesied to return to the mortal 
  realm in 4606 ar to usher in the Age of Glory. Instead, 
  storms wracked the Inner Sea for weeks. When the 
  storms abated, those who worshiped Aroden found their 
  prayers and divinations unanswered, and their prophecies 
  increasingly inaccurate. Though none know the cause, in 
  time mortals came to accept that Aroden was dead.
  The goddess Iomedae, herself a worshiper of Aroden 
  before she became a goddess, accepted many worshipers of 
  Aroden into her church. Even powerful clerics of Aroden 
  found that if they accepted Iomedae as their divine ruler 
  and patron, their previous mystic powers returned in full. 
  This is one of only a very small known number of cases 
  where a divinity extended the full power of her clergy to 
  those who had once worshiped another god.
  For a few generations, the worship of Aroden straggled 
  on in limited cults and ridiculed sects. Some faithful 
  believed Aroden was simply testing their loyalty, and 
  even though more than a century has passed since 
  Aroden’s death, some still believe their faithful worship 
  of a god that gives them nothing in return proves theirs 
  is the truest religion. Others still worship in the hope 
  that if they can restore belief in Aroden among a large 
  enough population his power would return, and thus use 
  arcane magic and trickery to imitate full clerical power. 
  In recent generations, a very few dedicated and honest 
  acolytes of Aroden have found they do have divine spells 
  available. This appears to be a result of Iomedae taking 
  pity on the noblest of her former lord’s worshipers, 
  giving the best of them her own divine power despite 
  their misguided worship of the dead god whose mantle 
  she now carries.
  Supporting Options: Arcane healer bard archetype 
  (see page 13), separatist cleric archetypeUM, imperious 
  sorcerer bloodlineARG.
  CULTS OF THE FAILED
  Since being placed in the Starstone Cathedral in 
  Absalom, the Starstone has elevated only three mortals 
  to godhood, but thousands of aspirants have plunged 
  into the building to face the Test of the Starstone, 
  never to be seen or heard from again. For each of these 
  failed aspirants, a small place of honor is erected in 
  the nearby Shrine of the Failed. Whatever is known 
  about the aspirant is noted, as is the best guess of local 
  theologians on what kind of god the mortal would have 
  become if successful.
  While most of these shrines quickly fall into disrepair 
  and are forgotten, this list of thousands of gods-that-
  never-were is too much temptation for some hucksters. 
  Many cheats and criminals see it as a ripe resource 
  for creating a false cult, whose religious fervor can be 
  harnessed for their own purposes. The gullible always 
  want to be told they are special, allowing these hucksters 
  to convince a small following that some mortal is a god, 
  if a very minor one, and to demand that action be taken 
  to bring her to full godhood.
  Much rarer, but more tenacious, are groups who believe 
  they can elevate a failed Starstone aspirant to godhood by 
  spreading his word. Like some of the faithful of Aroden, 
  these worshipers truly hope that by pretending to have 
  divine powers, they can bring immortality and divinity 
  12
  
  to their object of worship. To them, pretending to have 
  the power of clerics is a holy calling and not truly a “lie,” 
  as in time their efforts will be rewarded by the granting 
  of the powers they pretend to already have. Thus far, 
  however, no one has succeeded in bringing about a failed 
  aspirant’s apotheosis by sheer force of will.
  Supporting Options: False Casting featISM, charlatan 
  rogue archetypeUC, arcane healer bard archetype (see below).
  RAZMIR
  Razmir claims to be a mortal who faced and passed the 
  Test of the Starstone and thus become a Living God. 
  Like Geb and Nex before him, he used his magical 
  powers to build a nation—yet unlike those arcanists 
  of antiquity, however, he wraps his rule in a shroud 
  of religion. Those who worship him feel the fact that 
  Razmir continues to exist is itself proof of his godhood. 
  After all, what mortal would be so bold as to claim to sit 
  among the ranks of the gods, and what gods would allow 
  an upstart to claim false equality with them?
  Outside of the Living God’s pet nation of Razmiran, 
  however, skepticism about his divine nature runs high. 
  The most common assumption is that he’s in fact a 
  powerful arcane spellcaster who draws on his magical 
  powers to warp the minds of his followers and duplicate 
  many of the miracles that saints and champions of other 
  faiths claim as divine gifts. Skeptics are quick to point 
  out as well that, given his presumably vast arcane powers, 
  Razmir could also easily help his priesthood appear to 
  have clerical powers of their own, through covert spells 
  and magic items.
  Despite such defamation, Razmir’s tenets—promoting 
  the acquisition of wealth and power—continue to draw 
  many “faithful” to support him. Whether or not they 
  truly believe his story, the fact that his rule allows them 
  to claim a divine mandate to benefit at the expense of 
  others makes Razmir’s adherents as militantly loyal as 
  any other clergy.
  Supporting Options: False Casting featISM, Razmiran 
  priest sorcerer archetypeISM, Razmiran priest prestige 
  classPOP.
  NEW ARCHETYPE
  While it’s common for people to see the ability to heal 
  as the primary dividing line between arcane and divine 
  magic, bards and witches (both arcane spellcasters) have 
  access to some healing magic. This makes them ideal 
  clergy for false or fallen gods, for they can still provide 
  many clerical benefits to their followers. Whether their 
  motives are pure or less scrupulous is often of little 
  concern to those who benefit from their healing.
  arCane healer (Bard)
  Thought bards may have different reasons for wanting to 
  heal the sick and injured, both out of pure altruism and 
  in order to keep adventuring companions safe, the ability 
  to heal also makes it much easier for a bard to pose as a 
  cleric or other divine healer, opening the door for a wide 
  array of swindles and scams.
  Channel Energy (Su): At 2nd level, an arcane healer 
  gains the ability to channel positive energy as a cleric 
  of one level lower than his level. If a creature within 
  the channeled energy’s area of effect would be allowed 
  a save against its effects, the DC is equal to 10 + 1/2 the 
  arcane healer’s level + the arcane healer’s Charisma 
  modifier. An arcane healer can use this ability once 
  per day at 2nd level, gaining an additional use per day 
  every four levels thereafter (6th, 10th, 14th, and 18th), 
  to a maximum of 5 times per day at 18th level. This 
  ability replaces versatile performance.
  Inspiring Healing (Sp): At 5th level, an arcane 
  healer gains the ability to expend rounds of his 
  bardic performance to provide extra healing 
  to his allies. By expending 2 rounds of bardic 
  performance, an arcane healer can cast cure 
  light wounds as a spell-like ability. At 11th level, 
  the arcane healer can expend 2 rounds of 
  bardic performance to cast cure 
  moderate wounds as a spell-like 
  ability. At 17th level, he may 
  instead expend 2 rounds of 
  bardic performance to cast 
  cure serious wounds as a spell-
  like ability. No single target 
  may be affected by an 
  arcane healer’s inspiring 
  healing ability more 
  than once in a 24-hour 
  period. This ability 
  replaces loremaster.
  13
  
  Juju
  Ritualistic Tradition of Spirit Worship
  Centers	of	Belief: Mwangi Expanse (Kibwe, Mzali), 
  Sargava (Kalabuto), The Shackles (Mgange Cove)
  Common	Believers: Druids, oracles, rangers, Mwangi 
  humans (Bekyar, Bonuwat, Zenj)
  Compatible	Beliefs: Druidism, totemism, pantheism
  Incompatible	Beliefs: Ecclesiastical religions (particularly 
  Abadar and Iomedae)
  The tribal people of the Mwangi Expanse walk a path between 
  the mortal world and the spirit world, or hana juju. Those who 
  follow their ancient traditions believe that countless entities 
  known as wendo move among mortals, shaping fate and 
  guiding destiny. Though not gods, the wendo are capricious 
  and demand worship in exchange for cooperation. Only the 
  wendifa, juju oracles whose craft is passed down through oral 
  tradition from lost civilizations, can divine what the wendo 
  want. Wendifa lead rites and sacrifices to gain insight from 
  the wendo and offer their followers some protection from 
  the unforgiving forces of nature. Wendifa of great power can 
  bend the spirits of both nature and the living to their will, 
  earning them respect from both foes and followers.
  To the uninitiated, juju is a complicated system of objects 
  and symbols for protection and power. Some even believe 
  it to be an organized religion with a standard set of beliefs 
  and rituals. Those with greater experience know that juju 
  is a living, breathing faith—an ever-evolving collection 
  of traditions transmitted by word of mouth from one 
  generation to the next. Fetishes, power objects, and ancient 
  sigils are the tools of worship, but they are not the heart of 
  juju, nor are the practices of one tribe common to all.
  The heart of juju is communion with the wendo through 
  elaborate rituals designed to summon the spirits, who 
  carry messages and entreaties to hidden spiritual entities 
  of immense power. These rituals involve idols and sacrifice, 
  music and dance, and the crafting of metumbe, detailed 
  pictograms identified with specific wendo. The nature 
  of these rites can range from celebrations and offerings of 
  food to the bloody sacrifice of intelligent beings, depending 
  on a tribe’s moral tendencies. Failing to follow the precise 
  directions of a ritual, improperly fashioning a wendo’s 
  metumbe, or—worst of all—allowing nonbelievers or ben 
  kudu (“lost ones”) to witness a ritual can bring the wendos’ 
  wrath, requiring even greater sacrifice to appease the spirits.
  Juju is a highly personal faith, with each practitioner 
  keeping to the rituals and taboos handed down from his 
  family or tribe. Though they prefer to stay close to their 
  wendifa for guidance, juju practitioners who travel the world 
  follow their rituals closely, seeking guidance from the spirits 
  while making sure to guard them from the eyes of ben kudu.
  Rather than choosing a specific patron, most wendifa deal 
  with a wide range of wendo according to their needs. While 
  undead-creation exists within the faith, and is often fixated 
  on by outsiders, it isn’t indicative of the religion as a whole, 
  and reflects merely the specific practices of individual tribes. 
  ORACLE MYSTERY: JUJU 
  Oracles with the juju mystery have the following abilities 
  and options. Wendifa usually have the haunted, wasting, or 
  tongues curse.
  Deities: Wendo
  Class Skills: An oracle with the juju mystery adds Bluff, 
  Intimidate, Knowledge (nature), Perform (oratory), and 
  Survival to her list of class skills.
  Bonus Spells: speak with animals (2nd), hideous laughter 
  (4th), fear (6th), charm monster (8th), mass suggestion (10th), 
  contact other plane (as a 6th-level spell) (12th), summon nature’s 
  ally VII (14th), mass charm monster (16th), shapechange (18th).
  Revelations: An oracle with the juju mystery can choose 
  from any of the following revelations.
  Beast Tongue (Ex): You can communicate with a single type 
  of animal (birds, cats, snakes, fish, and so on) as if you were 
  constantly using speak with animals. Although this ability 
  grants you the ability to converse with such creatures, it 
  grants you no special influence over them.
  Connaissance (Su): You can spend a full-round action to 
  attune yourself to the spirit world, gaining the benefit of a 
  moment of prescience spell with the insight bonus equal to one 
  half your oracle level (minimum 1). You may use this ability 
  a number of times per day equal to your Charisma modifier 
  (minimum 1), but you may only have one connaissance 
  effect active at a time.
  Common Wendo
  Wendo	
  Title	
  Weapon	
  Sacred	Animal
  Kindo Kane 
  The One Who Stands at the Gate 
  Longspear 
  Panther
  Sister Liiza 
  Sweet Sister 
  Dagger 
  Chicken
  Lo Lulu 
  Night Lord 
  Blowgun 
  Spider
  Adamde Baaka 
  The Jungle Spirit 
  Shortbow 
  Monkey
  The Serpent King 
  Wise Brother 
  Quarterstaff 
  Snake
  Omoro 
  The One Mighty and Strong 
  Club 
  Warthog
  Mfuello 
  The Journeyer 
  Shortspear 
  Frog
  Old Ba 
  Old Man, The Ancient 
  Quarterstaff 
  Goat
  Donma Goko 
  The Cliffdweller 
  Dagger 
  Swallow-tailed gull
  14
  
  Ensnare the Soul (Su): Your magic turns others into zombie-
  like servants. Add charm person and dominate person to your 
  spell list. Creatures affected by either spell become listless 
  and pale, appearing dead to observers (DC 20 Heal or 
  Perception check to determine the creature is not undead). 
  Affected creatures are slow to take any action unless you 
  specifically direct them to do so. They are not mindless or 
  helpless, however, and defend themselves if attacked.
  Juju Senses (Ex): When casting detect magic and identify, 
  you gain a +2 bonus on Knowledge (arcana) and Spellcraft 
  checks to recognize auras and identify their properties. You 
  also gain a +2 bonus on Perception and Sense Motive checks 
  made against spirit creatures, such as outsiders, fey, and 
  incorporeal undead. At 10th level, this bonus increases to +4.
  Night Terror (Su): You send your spirit to torment another 
  being’s dreams. Once per day, you may target a creature 
  with the effects of a nightmare spell. Instead of the spell’s 
  normal damage, you make a full attack, using your 
  Charisma modifier in place of your Strength modifier, 
  against the victim’s touch AC. You deal 1d10 damage for 
  each successful hit. You must be at least 11th level before 
  selecting this revelation.
  Path of the Snake (Su): Once per day, as a standard action, 
  you can become incorporeal. While in this form, you 
  gain a +10 bonus on Stealth checks and can move in any 
  direction and through any object (except for those made of 
  force). You can take no action other than to move while in 
  this form. You remain in this form for a number of rounds 
  equal to your oracle level, but you can end this effect 
  prematurely with a standard action. At 15th level, you can 
  use this ability twice per day. You must be at least 11th 
  level to select this revelation.
  Spiritual Defense (Sp): Your chanting grants protection 
  against your enemies. As a move action, you can begin 
  chanting to gain the benefit of a protection spell (such as 
  protection from evil) using your oracle level as your caster 
  level. This protection lasts until you stop chanting or 
  for the spell’s normal duration, whichever comes first. 
  Chanting after the initial round of the effect is a free 
  action, and you can incorporate verbal components and 
  communication into the chant; magical silence ends a 
  chant and its protection effect. At 6th level, you 
  can chant aloud to create a magic circle effect 
  (such as magic circle against evil). You can use 
  this ability a number of times per day equal to 
  3 + your Charisma modifier.
  Summon Nature’s Spirits (Sp): Once per day, 
  as a standard action, you may cast a summon 
  monster spell of a level up to the highest level you can 
  cast. You may only summon elementals in this manner, 
  but are treated as having the Augment Summoning feat 
  when you do so. You must be at least 5th level to select 
  this revelation.
  Unwilling Host (Su): You command spirits to invade 
  the bodies of your enemies. Once per day as a standard 
  action you may target a number of creatures equal to your 
  Charisma modifier within 100 feet, no two of which can 
  be more than 30 feet apart. Targeted creatures must make 
  a Will save or suffer the effects of a confusion spell as the 
  spirits possess them and cause them to behave erratically 
  for a number of rounds equal to your oracle level. You 
  must be at least 7th level to select this revelation.
  Final Revelation: At 20th level, you become a master of 
  the connections between the mortal world and the spirit 
  world. Your knowledge enables you to gain incredible 
  insight and control over others by manipulating spiritual 
  energy. You gain an insight bonus equal to your Charisma 
  modifier to your AC and on all saving throws and Knowledge 
  checks. Additionally, once per day, you may cast extended 
  dominate monster as a spell-like ability. With this ability, you 
  may dominate a number of creatures equal to double your 
  Charisma modifier.
  15
  
  Wrongful Beliefs
  Hear me, brothers and sisters! Blessed Iomedae has spoken to me in a vision, and commanded me—her humble servant, Father Jask Henbok—to warn 
  you of the WRONGFUL FAITHS that even now threaten to tear the unwary from the righteous path! Read these pages to your children, talk to your 
  neighbors, and draw your swords, noble crusaders, for the Lady of Valor will never be content while these FALSE PROPHETS guide the unwary astray!
  veryone knows that it’s good to look upon the wild places 
  of the world, the beautiful mountains and forests and 
  seas, and reflect on the magnificence of creation, and 
  the generosity of the gods who grant it to us. Yet there are 
  those who mistake the CREATION for the CREATOR! 
  These backward people believe that divinity lies in the 
  forest ITSELF, not the gods who made it. Would you 
  follow in their footsteps, kneeling before trees, making 
  sacrifices to squirrels, and speaking prayers to the birds? Will you trust the sparkle 
  of morning dew on a daffodil to protect you on the battlefield? Or will you follow a 
  goddess who SPEAKS to her chosen, and guides her faithful to VICTORY?
  o hone one’s body and mind is an 
  admirable pursuit, but if a knife 
  is never used, does it matter how 
  sharp it is? The goddess teaches 
  us to make ourselves strong so as 
  to be the TOOLS of her justice. Yet 
  there are those who see themselves 
  as TOO IMPORTANT to risk their 
  safety in the service of a cause. These selfish wastrels often call 
  themselves monks, scholars, or philosophers, but in truth they 
  are COWARDS, locking themselves away in monasteries or 
  libraries, serving no one but themselves. TRUE self-perfection 
  comes only through dedication to Iomedae’s undying justice!
  hile it may sound unbelievable, there are 
  buffoons so damaged or ignorant as to 
  reject religion entirely. Despite the fact 
  that you and I can SEE MIRACLES every 
  day, both in simple things and in the 
  great magics worked by battle-priests and 
  healers, there are some who DENY these 
  truths, BLINDING themselves to the glory 
  all around them. The arrogance of these deniers cannot be overstated, 
  for in claiming to not need a god’s guidance, they place themselves 
  as high as Iomedae herself! This self-worship is a grievous sin, and 
  should be DRIVEN from the impressionable with logic and sticks!
  Atheists and Deniers
  Hermits and Narcissists
  Druids and Tree-Kneelers
  
  ealing is the domain of the 
  HOLY and RIGHTEOUS—
  proof of a god’s love and 
  forgiveness, given to the 
  deserving 
  and 
  DENIED 
  to the sinner! Any healing 
  magic that doesn’t come 
  from a god—such as that 
  purveyed by lie-spinning bards on their wandering SIN 
  CIRCUITS, or the alchemists who seek salvation in the 
  bottom of a bottle—is by its very nature UNHOLY. The 
  purveyor of ineffective snake oils may steal your money, 
  but the seller of ungodly potions steals your SOUL!
  o you really think that money can buy you happiness? That 
  the Lady of Graves will ask for payment in order to send you 
  to Iomedae’s armored bosom, as if Heaven were some tawdry 
  carnival PEEPSHOW? Material wealth is a TEMPTATION, 
  and unlike petty Abadar, Iomedae knows that the measure of 
  mortals is in the strength of their RESOLVE, not the contents 
  of their pockets. Strive not to be rich, but to DO JUSTICE, and 
  to see it done through strength of arms and character! 
  ould you marry a man who never told you his name? Or would you 
  think he had something to hide? For the faithful of Iomedae, we 
  KNOW our goddess for the BEAUTY of her RIGHTEOUSNESS, 
  yet there are those gods who FEAR to reveal themselves, even 
  to their own priests! In claiming to not know where their 
  powers come from, the so-called “oracles” of these gods 
  ADMIT that they would willingly accept EVIL into 
  themselves! Equally damned are the witches who make 
  SHAMEFUL PACTS with the unknown entities, trading their souls for petty magic!
  so-called 
  pantheist 
  may claim to love all 
  gods equally, but do 
  you know who else 
  may claim to love 
  many 
  equally? 
  An 
  ADULTERER! These 
  dabblers who profess 
  to worship many gods in fact worship none, for 
  that which is given too freely loses its value. If a 
  warrior gives his fealty to many lords, then he has 
  given it to NONE, for no man may fight on both 
  sides of a battle. Seek not to follow the path of the 
  dabbler, for in attempting to hedge their bets, they 
  GUARANTEE their own loss. Lesser gods may 
  tolerate such lip service, but Blessed Iomedae is the 
  goddess of the RIGHTEOUS, and will not suffer 
  anything less than total commitment and resolve.
  Bubblers and Liespinners
  Witches and Oracles
  Pantheists and Dabblers
  Merchants and Misers
  
  Monasticism
  Isolation for Perfect Focus
  Centers	of	Belief: Jalmeray, Osirion, Tian Xia
  Common	Believers: Clerics, fighters, monks, paladins
  Compatible	Beliefs: Atheism, codes of honor, pantheism
  Incompatible	Beliefs: Juju, totemism
  Monasticism is the practice of isolating a group of like-
  minded individuals from the rest of the world in an effort to 
  devote their attention to a certain matter without distraction. 
  Monastic traditions generally fall into one of two groups: 
  religious practice and self-improvement. Although these 
  groups may draw members with very different motives, they 
  share one quality: all monastic groups seek refuge from 
  temptations and distractions that might prevent them from 
  reaching their goals in the outside world. Not all monasteries 
  expect their members to stay forever; many merely train 
  initiates for a time before allowing them to explore their own 
  needs in a manner of their choosing after they demonstrate 
  a certain level of mastery over the monastery’s traditions.
  MARTIAL MONASTERIES
  Martial monasteries teach the arts of fighting as a route 
  to self-understanding and inner peace. In order to perfect 
  reliable techniques, monasteries sequester their students 
  away from the influence of their homes and associates for 
  at least short periods. In a new place, a willing student can 
  more readily let go of the bad habits he has developed over 
  the years and become aware of the subtleties of his own 
  movements, his own breath, and his own mind. Fighters, 
  monks, and magi are the most common students of typical 
  martial monasteries.
  Monastic Centers: Jalmeray (Houses of Perfection), Taldor 
  (Monastery of the Seven Forms), Tian Xia (Dragon Temple).
  Supporting Options: Sensei monk archetypeUC, unarmed 
  fighter archetypeUC.
  RELIGIOUS MONASTERIES
  Religious monasteries are founded on the teachings of 
  a particular ecclesiastical religious tradition and allow 
  worshipers to spend their time meditating and studying 
  without concern for political, social, or financial matters. 
  Few churches of chaotic deities maintain monasteries, 
  since the solitude and stability typically does not mix 
  well with their areas of concern, but lawful religions 
  often take advantage of monasticism. Torag, for example, 
  sponsors monasteries near dwarven settlements, in 
  which residents abstain from all but the most necessary 
  interactions with the community so that they can 
  meditate on the mysteries of metalcraft and perfect the 
  art of smithing. The church of Pharasma maintains 
  several secluded enclaves for those priests who seek 
  communion with their deity’s aspect as seer. Clerics of 
  Shelyn use monasteries to perfect their arts and refresh 
  their love of life before returning to their work among 
  the common folk. Followers of Irori blend the religious 
  and the martial, as they use the instruction of their god 
  to guide their own self-perfection. A few oracles retreat to 
  places such as these to experience their visions among a 
  group that respects the significance of divine revelation 
  and may aid them in the interpretations.
  Monastic Centers: Mendev (Monastery of Tala), Osirion 
  (Monastery of Tar Kuata), Varisia (Windsong Abbey).
  Supporting Options: Champion of Irori prestige classPOP, 
  cloistered cleric archetypeUM.
  SANGPOTSHI
  Sangpotshi is a philosophy of reincarnation, teaching 
  that individual souls are reborn over the course of 
  many lives, gradually accumulating experience until 
  they escape the cycle of worldly suffering and travel to 
  Pharasma’s Boneyard and their final reward. Followers 
  of this tradition meditate in order to unite all parts 
  of themselves, ensuring that they never forget the 
  lessons they have learned or falter on their path toward 
  enlightened release. Out of respect for the power 
  of tolerance and a strong desire to avoid evil acts, 
  practitioners of Sangpotshi often avoid using lethal 
  force. They prefer to avoid distractions, suffering, and 
  selfishness, and thus attract many monks and a few self-
  aware rogues.
  Monastic Centers: Tian Xia (Quain, Zi Ha).
  Supporting Options: Monk of the lotus archetypeAPG, 
  reincarnated druid archetypeUM, reincarnated samsaran 
  oracle archetypeARG.
  18
  
  MEDITATION
  Meditation provides some of the advantages of a 
  monastic refuge anywhere. While meditation can help 
  any character center herself or calm a troubled mind, 
  those specially trained in the art can use it to unlock 
  fantastic abilities within themselves, ref lected in 
  the following feats. These feats can be taken by any 
  character who meets the prerequisites, but are most 
  commonly encountered among those who have trained 
  in a monastery.
  Monks and Meditation Feats: A monk may take a 
  meditation feat in place of a bonus feat. She must meet all 
  of the prerequisites to take the feat as normal.
  Bend With the Wind
  Meditation allows you to regulate your body temperature, 
  heart rate, and other attributes to resist the elements.
  Prerequisites: Wis 15, Body Control, Endurance, 
  Meditation Master.
  Benefit: For 24 hours after you meditate, you gain cold 
  resistance 5 and fire resistance 5.
  BodY Control
  You can directly manipulate your autonomic functions.
  Prerequisites: Wis 11, Meditation Master.
  Benefit: For 24 hours after you meditate, you gain a +1 
  bonus on Fortitude saving throws against poison, disease, 
  starvation, and effects that would make you fatigued 
  or exhausted. You need only half as much food to avoid 
  starvation, half as much water to avoid dehydration, 
  and half as much sleep to heal injuries, avoid fatigue or 
  exhaustion, and prepare spells.
  BodY masterY
  Meditation allows you to harden your body against 
  physical attacks. 
  Prerequisites: Wis 19, Body Control, Meditation Master, 
  character level 15th.
  Benefit: For 24 hours after you meditate, you gain 
  damage reduction 2/—.
  ComBat meditation (ComBat)
  Quick momentary meditation allows you to gain insight 
  in combat.
  Prerequisites: Wis 13, Meditation Master, character 
  level 5th.
  Benefit: You can meditate as a full-round action. If you do, 
  you gain all the benefits of your meditation feats, but they 
  last for only 1 round per character level. Combat meditation 
  allows you to expend the +1 insight bonus granted from the 
  Meditation Master feat to instead roll twice when attempting 
  an ability check, attack roll, saving throw, or skill check, 
  taking the better of the two results. You must decide to use 
  this ability before the initial roll is made. You may only 
  use this alternate ability in place of bonuses granted by the 
  Meditation Master feat. You can perform combat meditation 
  a number of times per day equal to your Wisdom modifier.
  meditation master
  When fully focused on your inner self, you can enter a 
  deep meditative state that allows you a more perfect 
  control over your mind and body.
  Benefit: When you meditate for at least 1 hour after 
  getting at least 8 hours of rest, you gain special insight 
  into your situation that is nearly impartial, granting 
  you the edge in whatever endeavor matters most during 
  the day. After meditating, you gain a +1 insight bonus 
  that you can apply to any d20 roll over the course of the 
  next 24 hours without using an action. The bonus may 
  be applied after the roll is made, but must be applied 
  before the results of the roll are determined. Once the 
  bonus has been used for the day, you cannot use it again 
  until after you meditate again after another 8 hours of 
  rest. An unused bonus fades after 24 hours.
  meditative ConCentration
  Meditation clears your mind, allowing you to concentrate 
  on your spells as if not distracted.
  Prerequisites: Wis 13, Combat Meditation, Meditation 
  Master, character level 5th.
  Benefit: For 1 round per character level after you 
  perform combat meditation, whenever you attempt a 
  concentration check to avoid losing a spell or a Fortitude 
  save to resist a distraction effect (such as the distraction 
  ability of a swarm), you gain a +4 bonus on the check. If 
  you choose to use the benefits of Combat Meditation on 
  the check, the bonus applies to both die rolls.
  PerFeCt aWareness (ComBat)
  You can set aside all irrelevant sensory information to 
  understand your surroundings perfectly for a moment.
  Prerequisites: Wis 17, Combat Meditation, Meditation 
  Master, character level 9th.
  Benefit: Once per day, you can take 20 on a Perception 
  check as a move action.
  PerFeCt Center (ComBat)
  You can ignore almost any distraction.
  Prerequisites: Wis 21, Combat Meditation, Meditation 
  Master, character level 17th.
  Benefit: You can take 10 on any skill check or 
  concentration check, even if it is not normally allowed 
  due to strenuous circumstances.
  sloW time (ComBat)
  Meditation allows you to perceive time as if it were 
  moving more slowly.
  Prerequisites: Wis 15, Combat Meditation, Meditation 
  Master, character level 7th.
  Benefit: Once per day, when you meditate as a full-
  round action using the Combat Meditation feat, you 
  gain the effects of haste for 1 round per 2 character levels. 
  These effects do not stack with the haste spell, the speed 
  magic weapon special ability, or other effects granting 
  the same result. This is an extraordinary ability.
  19
  
  Pantheism
  Worship of Many Deities
  Centers	of	Belief: Cheliax (Citadel Dinyar), Five Kings 
  Mountains, Kyonin
  Common	Believers: Oracles, paladins, summoners
  Compatible	Beliefs: Codes of honor, druidism, juju, 
  totemism
  Incompatible	Beliefs: Atheism, ecclesiastical faiths
  Pantheists revere groups of related deities. Most people 
  on Golarion are pantheists to some minor degree, as they 
  offer prayers to deities other than their patrons when 
  the other deity seems relevant to an important matter at 
  hand, rather than relying solely on their chosen patron. 
  However, a few carry this to its logical conclusion, 
  adhering to a belief system that draws from the ideals 
  of multiple gods to create a gestalt system that often 
  resembles none of the component religions.
  Supporting Options: Ancient lorekeeper elven oracle 
  archetypeARG, exarch dwarven inquisitor archetypeARG, 
  forgemaster dwarven cleric archetypeARG, Hellknight 
  prestige classISWG, Hellknight signifier prestige classPOP, 
  pantheistic blessing feat (see page 21).
  ALIGNED PANTHEONS
  Idealistic ecclesiastical organizations and individuals 
  sometimes choose to revere a group of gods that share a 
  stake in an important moral and/or ethical position. Most 
  prominently, the Hellknights of the Order of the God Claw 
  worship a pantheon of five lawful 
  deities. Although their pantheon 
  includes deities who oppose each 
  other, and none of these gods 
  seem likely to endorse the full range of actions taken by 
  the Order of the God Claw, they nonetheless demonstrate 
  divine power rooted in this group of deities and interpret 
  the ideal way of the world from the examples of their divine 
  patrons, picking and choosing parts of the dogma of all five. 
  These Hellknights, unlike the more measured and dutiful 
  members of other orders, enforce their infernally restrictive 
  dogma upon the world with a religious fervor comparable to 
  the most vehement of clerics or inquisitors.
  Aligned pantheons generally attract members more 
  interested in their ideals than in the dogma of any 
  particular member deity. As a result, they readily attract lone 
  inquisitors and others unsatisfied with the complacency of 
  mainstream churches. Similarly, free-spirited barbarians 
  and especially methodical monks may be drawn to 
  pantheons built around chaos and law, respectively.
  CULTURAL PANTHEONS
  Some settlements, tribes, and nations develop their own 
  pantheons of gods whose interactions with members are 
  unique to that pantheon. These gods generally share features 
  reflecting the culture’s way of life, ideals, specializations, 
  fears, and aspirations. In addition, as the community feels 
  free to call upon whichever patron is most useful, they more 
  commonly deal with deities through bargains and personal 
  requests, ignorant of the god’s agenda, and mediated by 
  shamans rather than through prayers aimed at learning a 
  deity’s will, blending ecclesiastical and shamanistic beliefs. 
  Cultural pantheons with influence over small regions, such 
  as that of the Varisian town of Sandpoint, tend to be small. 
  Those in large regions, such as Vudra or lost Sarkoris, tend to 
  include a large number of beings, with each community, 
  clan, or worshiper generally paying heed to only a tiny 
  fraction of the vast multitude. For example, while 
  gods, demon lords, empyreal lords, and others 
  were worshiped in Sarkoris, any given clan or 
  settlement within the region tended to revere a 
  small sub-pantheon of only a half-dozen or 
  so through a witch, summoner, druid, or 
  other spellcasting intermediary.
  Cultural pantheons are appealing to 
  the leaders, champions, and visionaries 
  of the cultures that spawn them, commonly 
  cavaliers, barbarians, or whatever spellcasting 
  classes serve as priests or shamans.
  RACIAL PANTHEONS
  Some races, such as dwarves and elves, have deities they 
  consider their own. These pantheons generally have 
  a prominent head deity and numerous lesser deities 
  that are in some way subordinate to the pantheon head. 
  Religious practices in these groups tend to be ecclesiastical 
  and centered around the patron deity of the race; worship 
  20
  
  of the others is practiced only when events arise that fall 
  within a lesser pantheon member’s area of concern. The 
  aspects of gods represented in a racial pantheon express that 
  race’s experience. As a result, gods well known outside the 
  pantheon may take on an appearance so different within it 
  that other races would have a hard time recognizing them. 
  Racial deities tend to attract worshipers from the more 
  isolated segments of that race, ones who are little influenced 
  by the religious views of other races. Adventurers from these 
  origins tend to be exemplars of that race’s ideals, such as 
  elven wizards demonstrating the wide range of artistry and 
  dwarven warriors who live for the home and forge gloriously 
  represented by the dwarven gods. For more information on 
  the dwarven and elven pantheons, see the Pathfinder Player 
  Companions Dwarves of Golarion and Elves of Golarion.
  PANTHEISTS ON GOLARION
  A follower of a specific pantheon may take the Pantheistic 
  Blessing feat to gain access to a spell-like ability tied 
  thematically to his or her chosen pantheon. Note that 
  single-class clerics gain their powers through allegiance 
  to a single deity, and therefore cannot select this feat.
  PantheistiC BlessinG
  You are grated a small bit of divine power as a result of your 
  veneration of a pantheon of deities.
  Prerequisites: Wis 13, must worship a pantheon of deities.
  Benefit: When taking this feat, select a pantheon from 
  the list below. You gain the listed spell-like ability for 
  your selected pantheon, usable once per day. If the granted 
  spell allows a saving throw, the DC is equal to 10 + 1/2 your 
  character level + your Charisma modifier.
  Special: If you act out of line with the tenets of your 
  pantheon’s beliefs, you lose the ability to cast the granted 
  spell-like ability until you have received an atonement for 
  your transgression (as a cleric restoring lost class abilities).
  Pantheons oF Golarion
  Each pantheon below notes the type of pantheon, as well 
  as the member deities and the most common sorts of 
  worshipers found within the faith. Additionally, each 
  pantheon grants a spell-like ability to followers who take 
  the Pantheistic Blessing feat. An asterisk after a deity’s 
  name indicates that he or she is the head of the pantheon.
  ARCHDEVILS	(ALIGNED,	RACIAL,	AND	CULTURAL)
  Deities Asmodeus* (LE), Baalzebul (LE), Barbatos (LE), 
  Belial (LE), Dispater (LE), Geryon (LE), Mammon (LE), 
  Mephistopheles (LE), Moloch (LE)
  Common	Believers Chelaxians, devils, diabolists, tieflings
  Granted	Spell-Like	Ability infernal healingISWG
  ASCENDED	PANTHEON	(CULTURAL)
  Deities Cayden Cailean (CG), Iomedae (LG), Norgorber (NE), 
  Aroden (prior to his death), sometimes Irori (LN) and Nethys (N)
  Common	Believers Absalomians, adventurers, individualists
  Granted	Spell-Like	Ability	divine favor
  DEMON	LORDS	(ALIGNED,	CULTURAL,	AND	RACIAL)
  Deities Abraxas (CE), Baphomet (CE), Cyth-V’sug (CE), Deskari (CE), 
  Flauros (CE), Lamashtu* (CE), Nocticula (CE), Pazuzu (CE), 
  Shax (CE), Sifkesh (CE), Zura (CE), many others
  Common	Believers drow, murderers, psychopaths
  Granted	Spell-Like	Ability	lesser confusion
  DWARVEN	PANTHEON	(RACIAL)
  Deities Angradd (LG), Bolka (NG), Dranngvit (LN), Folgrit (LG), 
  Grundinnar (LG), Kols (LN), Magrim (LN), Torag* (LG), Trudd (NG)
  Common	Believers dwarves
  Granted	Spell-Like	Ability crafter’s fortuneAPG
  ELDEST	(CULTURAL	AND	RACIAL)
  Deities Count Ranalc (CN), Green Mother (NE), Imbrex (LN), 
  Lantern King (CN), Lost Prince (N), Magdh (LN), Ng (N), 
  Ragadahn (CE), Shyka (N)
  Common	Believers druids, gnomes, fey
  Granted	Spell-Like	Ability silent image
  ELVEN	PANTHEON	(RACIAL)
  Deities Calistria* (CN), Desna (CG), Findeladlara (CG), 
  Ketephys (CG), Nethys (N), Yuelral (NG)
  Common	Believers elves, half-elves
  Granted	Spell-Like	Ability identify
  EMPYREAL	LORDS	(ALIGNED	AND	CULTURAL)
  Deities Andoletta (LG), Arshea (NG), Korada (NG), Ragathiel (LG), 
  Sinashakti (CG), Valani (CG), many others
  Common	Believers aasimars, angels, Kellids, Varisians.
  Granted	Spell-Like	Ability protection from evil
  ORDER	OF	THE	GOD	CLAW	PANTHEON	(ALIGNED)
  Deities Abadar (LN), Asmodeus (LE), Iomedae (LG), Irori (LN), 
  Torag (LG)
  Common	Believers Hellknights
  Granted	Spell-Like	Ability protection from chaos
  SANDPOINT	PANTHEON	(CULTURAL)
  Deities Abadar (LN), Desna (CG), Erastil (LG), Gozreh (N), 
  Sarenrae (NG), Shelyn (NG)
  Common	Believers natives of the Lost Coast
  Granted	Spell-Like	Ability	sanctuary
  TALDAN	PANTHEON	(CULTURAL)
  Deities Abadar (LN), Cayden Cailean (CG), Norgorber (NE), 
  Shelyn (NG)
  Common	Believers Taldan nationalists
  Granted	Spell-Like	Ability shield of faith
  VUDRANI	PANTHEON	(CULTURAL)
  Deities Chamidu (N), Dhalavei (LE), Gruhastha (LG), Irori* 
  (LN), Lahkgya (CE), Likha (N), Ragdya (N), Raumya (NE), 
  Suyuddha (LN), Vineshvakhi (LN), Vritra (LE), thousands of 
  other deities
  Common	Believers Vudrani
  Granted	Spell-Like	Ability true strike
  21
  
  Religious Orders and Schisms
  Variation and Violence within Churches
  Centers	of	Belief: Lastwall, Qadira, Ustalav
  Common	Believers: Clerics, inquisitors, paladins
  Compatible	Beliefs: Codes of honor, ecclesiastical, 
  monasticism, pantheism
  Incompatible	Beliefs: Atheism, juju, totemism
  Churches, the institutions devoted to interpreting and 
  serving the divine will of deities, and centers of the most 
  prominent religions in the Inner Sea region, are commonly 
  thought of as monolithic in their accordance with their 
  deities’ agendas. This is a misconception. All churches have 
  divergent views within them, if for no other reason than 
  that no two people are identical, and thus no two people 
  relate to their deity in exactly the same way. Every so often, 
  these divergences grow large enough that most worshipers 
  begin to gravitate toward one practice or another, until two 
  distinct traditions begin to form.
  Often, one of these groups 
  focuses on a smaller aspect of the 
  deity’s portfolio than the church as 
  a whole. Perhaps this specialization 
  provides a more nuanced view of that 
  aspect of the deity, a view that seems very different from the 
  whole deity. Or the distinction may come from elsewhere, 
  such as a revelation from the religion’s patron to a little-
  known believer (see the example on pages 16–17) or a falsehood 
  planted by deluded heretics.
  When these variations in understanding are accepted, a 
  religious order is maintained to keep the group connected 
  to the main body of the church. When the variation is not 
  accepted, a schism takes place, dividing the faithful into 
  separate and often conflicting groups. Those in power and 
  their agents (such as inquisitors) tend to assume they hold 
  exclusive access to the truth, but in reality, high priests 
  are just as capable of mistakes as initiates. Unfortunately, 
  unwavering confidence has fueled many conflicts within 
  churches long past the point of a rational resolution.
  CHURCH OF NORGORBER
  Worshipers of Norgorber are divided into four different 
  orders, each centered around one of Norgorber’s four aspects 
  and concerned with a subset of Norgorber’s whole area of 
  concern: the Reaper of Reputation (secrets, spies, politicians); 
  the Gray Master (thieves); Blackfingers (herbalists, alchemists, 
  poisons); and Father Skinsaw (murder, madmen). These four 
  orders have little to do with each other except when necessary 
  to further the mysterious goals of their masked god, and 
  then only when coordinated by Norgorber’s direct servants. 
  Followers of Norgorber’s four aspects are as different from 
  each other as the aspects are: the 
  Reaper of Reputation tends to 
  attract rogues, bards, and statesmen; 
  the Gray Master’s worshipers are most 
  often skillful rogue thieves and subtle fighter enforcers; 
  Blackfingers is revered by duplicitous alchemists and 
  unscrupulous wizards; and Father Skinsaw attracts vicious 
  assassins and barbarians. (For more information, see page 70 
  of Pathfinder Adventure Path #59: The Price of Infamy.)
  Supporting Options: Daggermark poisoner prestige 
  classPOP, hidden priest cleric archetypeISM, poisoner rogue 
  archetypeAPG, spy rogue archetypeAPG.
  CULT OF THE DAWNFLOWER
  The Cult of the Dawnflower is a militant ecclesiastical faction 
  of Sarenrae’s church which has traditionally exerted  a 
  great deal of power in Qadira, calling for territorial 
  expansion and war against nonbelievers. It was this 
  faction that originally led Qadira to invade and hold 
  Osirion, and  which currently supports Xerbystes 
  II’s schemes to reignite war with Taldor. Lately, 
  however, a growing faction of Sarenrae’s clergy in Qadira 
  has begun to preach against their wayward leaders, banding 
  together with Sarenites from other nations to extol tolerance 
  and redemption before war and punishment. Fighters and 
  other martial classes are often drawn to the Cult of the 
  22
  
  Dawnflower over more peaceful branches of Sarenrae’s faith, 
  as it encourages them to seek the glory of war and defend 
  their homeland under the auspices of a respected religion.
  Supporting Options: Dawnflower dissident prestige 
  classPOP, demagogue bard archetypeUM, heresy inquisitionUM, 
  heretic inquisitor archetypeUM, separatist cleric archetypeUM.
  PHARASMIN PENITENCE
  Somewhere between a schism and an order, the ecclesiastical 
  Pharasmin Penitence adheres to the main tenets of its parent 
  faith but adds a grim fixation on worldly suffering. Penitents 
  believe that suffering in life leads to greater rewards in the 
  afterlife and holds that all pleasure is a distraction. Some 
  members go so far as to become flagellants, depriving 
  themselves of even basic pleasures and constantly seeking 
  their own pain as an offering to Pharasma. Inquisitors 
  commonly follow this philosophy, as it gives them a clear and 
  constant opponent to watch for: overindulgence among their 
  fellow Pharasmins. Penitents typically hail from Ustalav and 
  are judgmental, humorless, and motivated to prove their 
  superior willingness to suffer for their faith.
  Supporting Options: Evangelist cleric archetypeUC.
  RELIGIOUS ORDER AND 
  SCHISM INQUISITIONS
  Nothing appeals to an inquisitor’s talents like division 
  and conflict within a church. To better deal with these 
  troublesome divisions, many inquisitors are called to adopt 
  inquisitions that further specialize their abilities to tackle 
  the unique matters involved in repelling heretics, redeeming 
  the lost, healing schisms, or whatever else is appropriate for 
  their faith and their places in the organization. See Pathfinder 
  RPG Ultimate Magic for more information on inquisitions.
  exCommuniCation inquisition
  Marked by your deity for your impressive will, you are among 
  the few with the wherewithal to carry out the necessary work 
  of removing dangerous influences from your church.
  Granted Powers: You can repulse the influence of 
  confused divine servants.
  Touch of Silence (Su): With a melee touch attack, you 
  render a target silent (as the spell silence, but only affecting 
  the target) for 1 round. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Excommunicate (Su): At 8th level, once per day, you can 
  silence a creature within 30 feet as a standard action. A Will 
  save against DC = 10 + 1/2 your inquisitor level + your Wisdom 
  modifier negates the effect. A creature that fails its save gets a 
  second save 1 round later. If it fails the second save, the target 
  cannot speak, provide verbal components for spells, make 
  use of language-dependent effects, write, pantomime, or 
  take any other action meant to communicate anything more 
  complex than a simple affirmative or negative for 1 day.
  redemPtion inquisition
  Your deity inspires you with hope that wayward members of 
  your faith can be brought back into the fold.
  Granted Powers: You reach out to your misguided fellows 
  and give them every chance to turn back from conflict with 
  the true faith, even if your differences come to violence.
  Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, 
  Perception, and Sense Motive checks.
  Redeemer’s Mercy (Su): At 4th level, any weapon you wield 
  gains the merciful magic weapon special ability. The weapon 
  immediately reverts to its original abilities when you cease 
  to wield it.
  Second Chance (Sp): At 8th level, you can give an enemy a 
  second chance to correct the error of its ways. Once per day 
  as a standard action, you can cast atonement as a spell-like 
  ability, targeting a creature that has violated the tenets of a 
  religion you both share or that freely desires to convert to 
  your alignment. If costly material components are required 
  for the atonement, you may choose to accept a permanent 
  negative level as a sacrifice in place of those components. 
  The target of this effect also receives the benefits of a cure 
  serious wounds spell as part of the effects of the atonement.
  reFormation inquisition
  Moved by divine disapproval of your church’s mistakes, you 
  seek to correct them however you can.
  Granted Powers: You can speak with divine persuasiveness.
  Inspired Rhetoric (Ex): You use your Wisdom modifier in 
  place of your Charisma modifier when making Diplomacy, 
  Intimidate, and Perform (oratory) checks. Perform (oratory) 
  is an inquisitor class skill for you.
  Blessed Correction (Ex): At 4th level, when you make 
  a Diplomacy, Intimidate, or Perform (oratory) check, you 
  may roll twice and take the more favorable result. You can 
  use this ability a number of times per day equal to your 
  Wisdom bonus.
  Awaken Discontent (Su): At 8th level, you can deliver a 
  stirring speech condemning the mistakes of those in power 
  and calling for reform, causing the target of your rhetoric to 
  be affected by charm person with a caster level equal to your 
  inquisitor level and a save DC of 10 + 1/2 your inquisitor level 
  + your Wisdom modifier. You may use this ability a number 
  of times per day equal to your Wisdom modifier.
  BUT THE DEITY SAYS...
  Many wonder how it is possible for variations in a church’s 
  doctrine to crop up when it is possible to simply ask the 
  deity’s opinion on the matter through the use of mid-level 
  spells. In practice, however, most clerics will never have the 
  power to gain more than a handful of enigmatic hints at 
  their deity’s true opinions.
  Few deities have strong opinions regarding the correct 
  expression of a religion in the mortal world. This is in large 
  part because mortals have so many natural limitations on 
  their ability to learn and understand the true meaning of 
  the faith. Their religious practices will always be merely 
  approximations of the unfathomable truth, so attitude shifts 
  or even overt schisms in mortal churches are rarely dramatic 
  enough to draw direct divine attention. 
  23
  
  Totemism
  Veneration of the Spirits That Dwell in All Things
  Centers	of	Belief: Mwangi Expanse (Kibwe, Usaro), Realm 
  of the Mammoth Lords, Varisia (Storval Plateau)
  Common	Believers: Bards, druids, Kellids, Mwangi 
  Expanse natives (Zenj humans, halflings, and 
  dwarves), Shoanti
  Compatible	Beliefs: Druidism, juju, monasticism
  Incompatible	Beliefs: Authoritarian religious sects 
  (Abadar, Asmodeus, Torag)
  In totemism, all things are believed to contain a spirit. Though 
  not actually gods, these spirits are forces or entities capable of 
  providing protection, guidance, and punishment. Totemists 
  honor the spirits by creating physical representations of the 
  animal or spiritual entity with which they are associated. To 
  them, these objects actually contain the awareness and power 
  of the entities they represent, making them a link between 
  the believers and the totem spirits.
  In practice, totemism varies from region to region and 
  from person to person. A totem can be worshiped by a large 
  group or an individual, and totem spirits might be anything 
  from close friends or companions to cruel tyrants. Around 
  the Inner Sea, the most common forms of totemism are 
  those practiced among the Shoanti and certain tribes in the 
  Mwangi Expanse.
  Mwangi Totemism: In the Mwangi Expanse, various tribes 
  (usually Zenj) combine juju (see page 14) with totemism. 
  While they still venerate the wendo, they also worship totem 
  spirits, recognizing their union with the things that also 
  call their lands home. There are two types of Mwangi totem 
  spirits: flesh totems and spirit companions.
  Flesh totems are sacred creatures, their veneration passed 
  down through maternal bloodlines. Often, the entire tribe 
  will follow a single creature or species of animal as a flesh 
  totem. Although some tribes revere violent, bloodthirsty 
  totems (like the demon ape Angazhan), many flesh totems 
  are animal spirits who guide and protect the community. It 
  is taboo for tribe members to eat any part of a flesh totem 
  animal; to do so is akin to eating a family member and 
  brings immediate sickness and death.
  The other type of Mwangi totem is the spirit companion, 
  an individual totem taken by a tribe’s shaman. Spirit 
  companions are passed down from the shaman to his 
  apprentice. They serve as protectors, advisors, and 
  messengers to the spirit world. Causing insult or injury to 
  this totem is the same as harming the shaman. For more 
  information about totemism in the Mwangi Expanse, see 
  Pathfinder Campaign Setting: Heart of the Jungle.
  Shoanti Totemism: In Shoanti spiritual culture, the land 
  is alive. Every animal, plant, and stone is part of this life, 
  and possesses a unique spirit. These spirits are raw forces 
  of nature, whose passion and wisdom are shared with those 
  who honor them. Most people know that each of the seven 
  great Shoanti totems demand gratitude and respect. Life is 
  a struggle for survival. Each day, each meal, is a gift from 
  the spirits. A totem spirit will withdraw its favor from those 
  who fail to give thanks or abuse that which it holds dear. 
  Hunger, sickness, war, and death quickly fall on the homes 
  of the selfish and prideful. Since these punishments often 
  affect whole communities, the Shoanti are quick to punish 
  transgressors to fend off the spirits’ retribution.
  The Shoanti show their love and respect for the totem 
  spirits through elaborate ceremonies that usually include 
  music and dance. Many of their rites involve fasting or even 
  self-inflicted pain to show their willingness to suffer for 
  both wisdom and survival. For more information on Shoanti 
  faith and totemism, see Pathfinder Player Companion: Varisia, 
  Birthplace of Legends.
  NEW DRUID DOMAINS
  In many tribal cultures, druids serve the role of shaman. 
  Such druids may take a druidic domain associated with 
  that spirit or with the land it calls home. For additional 
  druid domains, see Pathfinder RPG Ultimate Magic.
  Badlands domain
  Granted Powers: Your spirit knows both the harshness of the 
  drying wind and the raw beauty of painted canyons.
  Subsistence (Ex): You can survive on very little food 
  or water while helping others survive in harsh climates. 
  When determining how long you can withstand starvation 
  and thirst, including checks to avoid nonlethal damage, 
  treat your Constitution score as though it were 10 points 
  higher. Additionally, you gain a bonus equal to one half 
  your druid level (minimum 1) on Survival checks in dry 
  hills or desert terrain.
  Wasteland Stride (Ex): At 2nd level, you may move 
  through light or dense rubble, as well as up or down 
  steep slopes, at your normal speed without suffering any 
  impairment. Areas that have been magically manipulated 
  to impede motion still affect you, however. This replaces 
  woodland stride.
  Badlands Spirit (Su): At 8th level, whenever you use wild 
  shape to take on the form of an earth elemental, you also gain 
  the following spell-like abilities, depending on your druid 
  class level: geyserAPG (8th); siroccoAPG (12th), scouring windsUM 
  (15th). Each spell-like ability is usable once per day.
  Domain Spells: 1st—cloak of shadeAPG, 2nd—feast of 
  ashesAPG, 3rd—cloak of windsAPG, 4th—spike stones, 5th—wind 
  bladesARG, 6th—find the path, 7th—firestorm, 8th—earthquake, 
  9th—storm of vengeance.
  CroCodile domain
  Granted Powers: You are connected with the primal forces 
  of creation and destruction and with the crocodile spirit’s 
  ancient wisdom.
  24
  
  Familiar: You gain a dwarf caiman familiar (Pathfinder 
  Player Companion: Animal Archive, Pathfinder Adventure Path 
  #55). Your effective wizard level for this ability is equal to 
  your druid level. Your druid level stacks with levels from 
  other classes that grant familiars when determining the 
  powers of your familiar.
  Death Roll (Ex): While grappling an enemy up to one 
  size category larger than you, you may make a grapple 
  check to roll wildly, knocking your enemy prone and 
  dealing 1d8 points of damage. When using this ability, 
  you gain a bonus to your CMB equal to one half your druid 
  level (minimum 1). You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Ambush (Ex): At 6th level, you gain sneak attack +1d6. 
  This increase to sneak attack damage stacks with sneak 
  attack damage you may have from other sources. This 
  sneak attack damage increases by +1d6 for every 5 druid 
  levels you possess beyond 6th, to a maximum of  +3d6 at 
  16th level.
  Domain Spells: 1st—touch of the seaAPG, 2nd—savage 
  mawARG, 3rd—water walk, 4th—strong jawAPG, 5th—legend 
  lore, 6th—mass owl’s wisdom, 7th—true seeing, 8th—mass 
  heal, 9th—regenerate.
  Panther domain
  Granted Powers: You share the power of the Hunter in 
  Darkness. The potent magic of an ancient predator spirit 
  flows through you.
  Hunter’s Senses (Ex): You gain the ability to augment 
  your senses on command. As a standard action, you 
  grant yourself the scent special ability and improved 
  vision. If you have normal vision, you gain low-light 
  vision. If you have low-light vision, you gain darkvision 
  out to a range of 30 feet. If you have darkvision, the 
  range of your darkvision increases by 30 feet. You may 
  use this ability a number of minutes per day equal to 
  your druid level, in 1 minute increments. Dismissing 
  these augmented senses is a free action.
  Move in Darkness (Ex): At 8th level, in areas of normal 
  or magical darkness, you gain a +2 bonus on Stealth 
  skill checks and initiative checks for every 4 druid levels 
  you possess, to a maximum bonus of +10 at 20th level.
  Domain Spells: 1st—true strike, 2nd—darkness, 3rd—deeper 
  darkness, 4th—moonstruckAPG, 5th—commune with nature, 
  6th—mislead, 7th—true seeing, 8th—nine livesARG, 9th—greater 
  spell immunity.
  vulture domain
  Granted Powers: Yours is the power of death and rebirth. 
  Your spirit soars above all and moves with the flow of 
  unseen currents.
  Death’s Companion (Ex): Your totem grants you 
  protection from the harbingers of death. As an 
  immediate action, you gain a +2 bonus on saving 
  throws against disease, death spells, and death 
  effects that lasts a number of rounds equal to your 
  druid level. This bonus increases by 2 at 6th level and 
  every 5 levels thereafter, to a maximum of +8 at 16th level. 
  You may use this ability a number of times per day equal 
  to 3 + your Wisdom modifier.
  Agent of Rebirth (Sp): At 8th level, you may expend a 
  quantity of special oils worth 1,000 gp to cast reincarnate 
  as a spell-like ability usable once per day. Additionally, 
  when using this ability or casting reincarnate as a prepared 
  spell, you have some influence over the physical form that 
  the reincarnated spirit will take. When rolling against the 
  spell’s incarnation table, you may roll twice and choose 
  between the two results.
  Domain Spells: 1st—deathwatch, 2nd—glideAPG, 3rd—
  death knell, 4th—death ward, 5th—breath of life, 6th—circle of 
  death, 7th—resurrection, 8th—finger of death, 9th—winds of 
  vengeanceAPG.
  25
  
  Other Philosophies
  Diverse Minor Traditions
  Centers	of	Belief: Andoran, Cheliax, Geb
  Common	Believers: Barbarians, oracles, witches, wizards
  Compatible	Beliefs: Atheism, monasticism, pantheism
  Incompatible	Beliefs: Codes of honor, totemism
  Not all philosophies take the place of religion, and 
  Golarion has many, from political philosophies to shared 
  methods of looking at the world. Political philosophies 
  include communism (practiced in Bachuan in Tian Xia), 
  monarchism (practiced in the majority of Inner Sea nations), 
  and authoritarianism (practiced primarily in young nations). 
  Agnosticism, the belief that the truth of divine matters 
  is unknowable by mortals, is a common choice for those 
  uninterested in divine truth and who are content to make 
  their own way in the universe (especially arcane spellcasters).
  COMMON RULE
  Common rule is the controversial, individualistic political 
  ideal that people are fit to govern themselves, and that 
  the authority to rule must be given freely by the general 
  populace, not claimed as a divine mandate automatically 
  granted to kings and queens. All people are held to deserve 
  a voice in the government that acts on their behalf and 
  serves their interests of defense and public policy. It has 
  thus far been practiced on a wide scale only in Andoran 
  and Galt. While it has flowered as a road to peace and 
  prosperity in Andoran, it has unfortunately produced only 
  bloody mob rule in Galt. Proponents of common rule are 
  widely characterized as either virtuous champions of the 
  common folk or trouble-making busybodies convinced 
  they know better than thousands of years of tradition. 
  It’s true that common rule proponents rarely have much 
  respect for what is old simply because it has managed 
  to go unchallenged for so long, but how open they 
  are to having their own ideals questioned varies. 
  The most fervent champions of common rule tend 
  to be idealistic fighters who come from a common 
  background or philosophical types such as wizards, as 
  well as clerics of Cayden Cailean. (For more information, 
  see page 42 of the Inner Sea World Guide.)
  Supporting Options: Golden Legionnaire prestige 
  classPOP, Gray Gardener prestige classPOP.
  DEMIGOD WORSHIP
  Demigods include a vast array of godlike beings. 
  Although rarely as powerful as conventional deities, 
  they nevertheless still manage to attract worshipers 
  with their more specialized portfolios. Followers of 
  demigods are as diverse as their countless patrons, 
  but these devotees often share a few common traits. 
  They are usually desperate in some way, either hungry 
  for power they cannot get on their own, despairing 
  for liberation from a terrible burden, or in need of a 
  spiritual connection no typical god seems able to 
  provide. These individuals usually act alone or as a 
  part of a small and secretive cult, since worship of 
  most of these beings is often looked upon as strange, 
  if not suspicious. 
  Most outsider demigods offer unusual abilities 
  or rewards in exchange for a price in keeping with 
  their natures and interests. Though their small 
  cults may have their own ecclesiastical traditions, 
  most outsider demigod worship is shamanistic or 
  individualistic, since these demigods usually require at 
  least a little esoteric knowledge to tap into their powers, 
  and outsiders usually enter into surprisingly personal 
  relationships with their cultists. Demigod worshipers 
  generally dwell at the fringes of society, ignored or 
  untouched by the wider culture of the Inner Sea region. 
  26
  
  The primary exception is the archdevils, each of whom 
  maintains his own ecclesiastical organization under the 
  auspices of Cheliax. 
  Groups of demigods commonly worshiped on Golarion 
  (as well as sources of more information) include: 
  •	 Archdevils	 (powerful	 devils	 and	 rulers	 of	 Hell;	 see	
  Pathfinder Campaign Setting: Princes of Darkness, Book of the 
  Damned, Vol. 1).
  •	 Demon	lords	(competing	rulers	of	the	Abyss;	see	Pathfinder 
  Campaign Setting: Lords of Chaos, Book of the Damned, Vol. 2).
  •	 The	Eldest	(mysterious	fey	entities	of	the	First	World;	
  see The Inner Sea World Guide).
  •	 Elemental	 lords	 (masters	 of	 the	 elemental	 planes;	 see	
  The Inner Sea World Guide)
  •	 Empyreal	 lords	 (angels,	 azatas,	 and	 agathions	 who	
  have attained divinity; see Pathfinder Campaign Setting: 
  Chronicle of the Righteous)
  •	 Great	Old	Ones	(unknowable	creatures	of	madness	from	
  beyond the stars; see Pathfinder Adventure Path #46) 
  •	 Horsemen	of	the	Apocalypse	(the	harbingers	of	famine,	
  death, pestilence, and war; rulers of the daemons of 
  Abaddon; see Pathfinder Campaign Setting: Horsemen of the 
  Apocalypse, Book of the Damned, Vol. 3)
  •	 Psychopomp	 Ushers	 (vigilant,	 dispassionate	 stewards	
  of dead souls; see Pathfinder Campaign Setting: Inner Sea 
  Bestiary).
  See Pathfinder RPG Bestiary 3 for information on 
  additional demigods, including the asura ranas, kyton 
  demagogues, oni daimyo, and rakshasa immortals.
  Supporting Options: Careful Speaker featISWG, demoniac 
  prestige class (Lords of Chaos), diabolist prestige class 
  (Princes of Darkness), mystery cultist prestige class (Chronicle 
  of the Righteous), Pantheistic Blessing feat (see page 21), 
  souldrinker prestige class (Horsemen of the Apocalypse).
  DIABOLISM
  Diabolists idolize the perfect and unyielding law of Hell, 
  and hold that Hell’s orderliness is the only appropriate 
  model on which to base a society. Although diabolists 
  point to Asmodeus and the archdevils as role models 
  worthy of respect and emulation, many are unwilling 
  to worship such wicked creatures directly, for obvious 
  reasons. Indeed, due to its status as a philosophy rather 
  than a religion, diabolism is widely studied by scholars 
  in many societies that would never permit outright devil 
  worship. Although some students are quick to point out 
  that these are only philosophical ideals rather than 
  realistic expectations, diabolism holds many distasteful 
  things to be necessary, given the example of Hell. The 
  suppression of free will is necessary to avoid rebellion 
  and build ref lexive loyalty. Harsh rulers distinguished 
  for their cruelty, discipline, and cleverness are 
  necessary to keep the rabble from going astray or falling 
  to chaos and ruin. Punishment is necessary to reduce 
  misconduct and prevent mutiny. Slavery is necessary 
  to keep the unworthy from wielding power they do not 
  deserve. Even evil and pain are necessary to give context 
  and meaning to good and kindness. Most diabolists 
  are academics, court advisers, and military personnel, 
  commonly training as bards, cavaliers, and wizards. 
  They are particularly common in Cheliax.
  Supporting Options: Diabolist prestige class (Princes of 
  Darkness), Hellknight prestige classISWG, Hellknight signifer 
  prestige classPOP.
  TAMASHIGO
  Tamashigo teaches that all or nearly all things and 
  qualities have spirits suffusing and protecting them, such 
  as the powerful kami. Respecting these spirits smooths 
  the path of destiny, while disregard for them attracts 
  their ire in unpredictable ways. Spirits can be appeased 
  with offerings and the construction of shrines in the 
  home and at sites of great natural beauty. Tamashigo’s 
  teachings imply that there is no such thing as good or 
  bad luck, and that all events are the will of some being or 
  another to whom a respectful person can appeal, against 
  whom a brave or foolish person can fight, and whom a 
  clever person might outsmart. Those who subscribe to 
  these beliefs often react to this knowledge with great calm, 
  satisfied that their awareness and respect will allow them 
  to curry favor with benevolent spirits and deflect the ire 
  of more dangerous ones. Tamashigo is popular among 
  oracles and witches, who feel they have insight into the 
  spirit world, and rangers, who appreciate spirits taking 
  some of the responsibility for the safety of the wilds where 
  they are worshiped.
  Supporting Options: Spirit ranger archetypeAPG.
  WHISPERING WAY
  In the much the same way as diabolists extol the virtues 
  of law and the order of Hell, members of the Whispering 
  Way exalt undeath as the ultimate state of being. This 
  individualistic oral tradition reveres no deities or 
  founders; instead, its members dream of a dead world 
  where they rule as the lords of the living dead. Many 
  members quest after lichdom or another form of 
  undeath, which they see not as a curse, but rather as a 
  way of transcending their mortal limitations. Although 
  the group has no patron, they idolize Tar-Baphon, the 
  Whispering Tyrant, as their fallen king and wish to 
  release him as a means of beginning the final end of 
  the living world. Followers of the Whispering Way are 
  chillingly efficient, and are always interested in finding 
  one more secret they can use as leverage against undead 
  rivals or the living creatures they know will one day 
  be massacred and reanimated. They are most often 
  necromancers or sorcerers with the undead bloodline, 
  excellently equipped to explore the marvels of undeath, 
  although a few are vampires or other intelligent undead 
  of any class.
  Supporting Options: Agent of the grave prestige 
  class (Pathfinder Adventure Path #45), gravewalker witch 
  archetypeUM, Necromantic Affinity featISWG, , undead lord 
  cleric archetypeUM.
  27
  
  Spells
  When Earthfall leveled the first great human empires, one man brought the light of learning and magic back to the world. Even 
  today, Old-Mage Jatembe is revered by scholars, and those rare few of his spells still known are fascinating in their ability to 
  esoterically blend and split arcane and divine magic in a seamless fashion unknown to modern thaumaturgy. 
  BLOOD	SONG
  School evocation; Level bard 4
  Casting	Time 2 minutes
  Components V, S, M (the caster’s blood)
  Range touch
  Target creature touched; see text
  Duration 1 day or until discharged (D)
  Saving	Throw Will negates (harmless); Spell	Resistance yes 
  (harmless)
  This spell functions as imbue with spell ability, with the following 
  exceptions: only bard spells of the conjuration (healing), 
  enchantment, and transmutation schools can be transferred; the 
  imbued spells last for 1 day; and the subject isn’t beholden to 
  any principles regarding the imbued spells’ use.
  As part of the casting, the caster must shed some of his blood 
  (or an equivalent humor). If the caster isn’t susceptible to bleed 
  damage, regardless of the reason, he can’t cast blood song. For 
  each spell that is imbued using blood song, the caster loses 5 
  hit points, which can’t be regained by any means until the spell 
  ends or is discharged.
  HALLUCINOGENIC	SMOKE
  School conjuration [poison]; Level cleric 4, witch 4
  Casting	Time 1 standard action
  Components S, M (tobacco leaves, ingested)
  Range personal
  Target you
  Duration 3 rounds/level or until discharged; see text
  Saving	Throw Fortitude partial; Spell	Resistance yes
  Dark gray smoke seeps from your eyes, ears, and mouth for the 
  spell’s duration, though the smoke doesn’t significantly hamper 
  your vision. Upon casting the spell, you may immediately 
  exhale the smoke in a 30-foot cone or do so in a later round 
  as a standard action, ending the spell. Each living creature 
  caught within the cone must succeed at a Fortitude save or 
  be nauseated for 1 round per caster level as it is wracked with 
  waves of nausea and disorienting visions. If it succeeds at its 
  Fortitude save, the creature is instead sickened for 1d4 rounds.
  If you don’t expel the smoke by the end of the spell’s duration, 
  you suffer the spell’s effects instead.
  If you cast augury during the duration of hallucinogenic 
  smoke, treat your caster level as 5 higher when determining 
  the chance for a meaningful reply. Additionally, you know 
  whether a result of “nothing” resulted from a failed or 
  successful augury.
  JUNGLE	MIND
  School divination (scrying); Level druid 5, oracle 5, ranger 4
  Casting	Time 1 minute
  Components V, S, DF
  Range personal
  Target you
  Duration 10 minutes/level
  Saving	Throw Will negates (see text); Spell	Resistance no
  You merge your mind into the jungle’s social hierarchy, 
  
  mystically establishing yourself as a master of wild beasts 
  and an apex predator. You attain knowledge about the 
  general animal population in a radius of 1 mile as commune 
  with nature, and you then select one type of animal (such 
  as birds, cats, snakes, or fish). For the duration of the spell, 
  you can sense the location, movement, and size of creatures 
  of this type in the area, though you can’t discern species 
  or individual identity. In addition, you improve the starting 
  attitude of animals of the chosen type by one step for the 
  duration of the spell.
  As a full-round action, you may focus on a single animal 
  that you can sense with this spell to establish a mental link. 
  You can read the animal’s surface thoughts as detect thoughts, 
  and can see, hear, and smell what the animal is experiencing 
  using your own Perception skill. If you target another creature’s 
  animal companion, the spell ends if the animal succeeds at 
  a Will save. Using this ability reduces the spell’s remaining 
  duration to 1 round/level, and the selected animal is treated 
  as the scrying sensor.
  Despite the name, jungle mind functions within any terrain.
  LAY	OF	THE	LAND
  School divination; Level cleric 2, bard 2, druid 2, ranger 2, 
  witch 2
  Casting	Time 1 minute
  Components V, S, M (a piece of soil from the land to be 
  memorized)
  Range personal
  Target you
  Duration 1 day
  Saving	Throw none; Spell	Resistance yes
  In a flash of recognition, you learn about the geography of 
  your surroundings within a radius of 1 mile per 2 caster levels 
  (minimum 1 mile). This instant familiarity grants you an insight 
  bonus equal to your caster level (maximum +5) on Knowledge 
  (geography) checks and Survival checks to avoid getting lost so 
  long as you remain in the affected area.
  Additionally, for the duration of the spell you can make 
  Knowledge (geography) checks regarding the affected area as 
  though you were trained in that skill.
  SOURCE	SEVERANCE
  School abjuration; Level cleric 6, druid 6, witch 6
  Casting	Time 1 standard action
  Components V, S, M (an unworked lodestone)
  Range 5 feet
  Area 5-ft.-radius emanation, centered on you
  Duration 10 minutes/level (D)
  Saving	Throw none; Spell	Resistance see text
  You create an invisible barrier that surrounds you and moves 
  with you, inhibiting one category of magic. When you cast this 
  spell, choose either arcane or divine magic. This spell functions 
  like antimagic field, but it suppresses only spells of the chosen 
  type and supernatural and spell-like class abilities from classes 
  that grant spellcasting of the selected type. Magic items, 
  other spell-like abilities, and other supernatural abilities are 
  unaffected. 
  While this spell is in effect, you must succeed at a concentration 
  check (DC 20 + twice the spell level) to cast any spell, whether 
  arcane or divine. If you fail at the check, you lose the spell as if 
  you had cast it to no effect.
  TECTONIC	COMMUNION
  School divination; Level druid 7
  Casting	Time 1 hour
  Components V, S, DF
  Range personal
  Target you
  Duration Instantaneous
  Tectonic communion functions as commune with nature with an 
  even greater range. In outdoor or natural underground settings, 
  the spell operates on a radius of 100 miles per caster level, 
  extending even underground without penalty. 
  For every 2 caster levels above 13th, you may glean an 
  additional fact from the list presented in commune with nature. 
  Communities, dungeons, and signs of civilization (such as roads, 
  farms or other constructions and settlements) exist as dark and 
  unknowable blots in your perception of the spell’s area; you’re 
  aware of their location and existence, but can’t discern any 
  information regarding them.
  BOOK OF THE SERPENT’S PATH
  Mwangi folklore paints Old-Mage Jatembe as the finest 
  mage who ever lived, and even foreign arcanists with 
  any historical perspective recognize that he was one of 
  the most influential and legendary figures of the Age 
  of Anguish. Jatembe and his Magic Warriors strode the 
  expanse as heroes and cultural treasures, valued as 
  icons and inspirations long after their disappearance and 
  presumed deaths. The Book of the Serpent’s Path features 
  in a great number of songs and tales of Jatembe’s heroism, 
  as both a journal and a teaching tool.
  Despite the tome’s legendary status, the book appears 
  to be a humble text bound in snakeskin. In fact, the pages 
  are comprised of cunningly jointed slats made from the 
  heartwood of a dozen different trees. Pyrography covers 
  each slat, lovingly crafted prose burned into the wood 
  by fire and magic. Separating the slats and fitting them 
  together in new configurations reveals a collection of 
  elegant magical formulae, which includes all of the spells 
  in this article and numerous spells that straddle the druid 
  and sorcerer/wizard spell lists.
  According to orthodox scholarly thought, Old-Mage Jatembe 
  himself created most of these spells, a notion supported by 
  several entries in the book. The Magaambya, which currently 
  holds the book, continues to espouse this legend, though 
  even the Tempest-Sun mages might privately admit that they 
  don’t know whether Jatembe created the spells or merely 
  compiled them. Adepts of the Pathfinder Society aware of the 
  book’s history suspect the latter, given the snakeskin binding 
  and Jatembe’s rumored study of the Skull of Ydersius. The 
  sheer diversity of the spells suggests a divine hand and more-
  than-mortal viewpoint of the magic world.
  29
  
  Magic Items
  Although the most dedicated devotees might eschew material crutches in their pursuit of enlightenment, many disciples 
  have developed tools that both augment their prayers and punish those who would impugn their philosophies.
  GLOVES OF PERSONAL PURITY 
  PRICE	
  1,000 GP
  SLOT	hands
  CL	1st
  WEIGHT	—
  AURA	faint divination
  These long, white, elbow-length gloves are typical of those 
  Kalistocrats wear to avoid making direct contact with the 
  unenlightened. The wearer gains a +2 insight bonus on 
  saving throws against disease and poison spread by contact, 
  and against effects that occur when the wearer touches 
  another creature (such as the effects of a babau’s protective 
  slime ability).
  CONSTRUCTION	REQUIREMENTS
  COST	500 GP
  Craft Wondrous Item, anticipate perilUM, resistance
  HAND WRAPS OF BLINDING KI
  PRICE	
  10,000 GP
  SLOT	hands
  CL	5th
  WEIGHT	1 lb.
  AURA	faint transmutation
  These fine silk wrappings—covered in 
  mystic symbols and diagrams of the 
  wearer’s pressure points—wind around 
  the wearer’s hands and wrists. When the 
  wearer spends ki to make an additional 
  attack, he can spend 1 additional point 
  of ki to use the Stunning Fist feat with the attack, even if he 
  has already used the feat that round.
  If the wearer is a monk using an archetype that replaces 
  Stunning Fist with a different feat that’s usable a number 
  times per day equal to his monk level, hand wraps of blinding 
  ki allow that feat to be used a second time instead of allowing 
  him to use Stunning Fist.
  CONSTRUCTION	REQUIREMENTS
  COST	5,000 GP
  Craft Wondrous Item, ki pool class ability
  KALISTOCRAT’S COIN
  PRICE	
  1,100 GP
  SLOT	none
  CL	1st
  WEIGHT	—
  AURA	faint abjuration and transmutation
  This silver coin bears the symbol of 
  the Prophecies of Kalistrade on one 
  side, and its other side is inscribed 
  with one of the many rules that lead 
  to enlightenment. When the coin is 
  placed in a non-magical bag or purse and the command word 
  is spoken, the coin reduces the weight of any coins, gems, or 
  jewelry carried in the bag by half. In addition, the container 
  becomes the focus of an alarm spell that’s triggered if the 
  container is opened without the command word being 
  spoken. Most Kalistocrat’s coins have a mental alarm. The 
  coin doesn’t function for containers of other materials, and 
  a container can benefit from only one Kalistocrat’s coin at 
  a time.
  CONSTRUCTION	REQUIREMENTS
  COST	550 GP
  Craft Wondrous Item, alarm, feather fall
  LESHY MULCH MANUAL
  PRICE	
  VARIES
  Fungus leshy
  1,875 GP
  Gourd leshy
  1,125 GP
  Leaf leshy
  800 GP
  Seaweed leshy
  3,600 GP
  SLOT	none
  CL	varies
  WEIGHT	5 lbs.
  AURA	varies
  A leshy mulch manual is a fragile, bark-bound book containing 
  a dozen pages of coarse, grainy paper. The book includes 
  information and incantations that help in crafting a leshy. The 
  instructions grant a +3 competence bonus on skill checks made 
  to create a leshy, reduce the number of ranks in Knowledge 
  (nature) needed to create a leshy by 2, and allow the user to treat 
  her caster level as 2 higher for the purposes of creating a leshy. 
  The book can also be chopped up and mixed into the soil used 
  to grow a leshy, replacing the normal crafting cost for the leshy. 
  When a leshy is cultivated from this soil, a spirit is automatically 
  lured into the body, with no percentile roll required.
  CONSTRUCTION	REQUIREMENTS
  COST	varies
  Fungus leshy
  1,250 GP
  Gourd leshy
  750 GP
  Leaf leshy
  500 GP
  Seaweed leshy
  2,250 GP
  Craft Wondrous Item, plant growth, summon nature’s ally III
  PANTHEISTIC CLASP
  PRICE	
  3,000 GP
  SLOT	neck
  CL	3rd
  WEIGHT	1 lb.
  AURA	faint abjuration
  A simple clasp dangles from this fine brass chain. As a standard 
  action, the wearer can attach a single holy symbol to the clasp. 
  The wearer gains a +2 sacred bonus on saving throws against 
  spells and effects with an alignment descriptor that matches the 
  alignment of the deity represented by the attached holy symbol.
  CONSTRUCTION	REQUIREMENTS
  COST	1,500 GP
  Craft Wondrous Item, corruption resistanceAPG
  PROPHETIC PARAPHERNALIA 
  PRICE	
  2,000 GP
  SLOT	none
  CL	9th
  WEIGHT	3 lbs.
  AURA	moderate divination
  This roll of tanned horsehide contains 
  pockets that hold ceremonial gear such as 
  incense, candles, and tiny bells as well as 
  a small, carved stone idol in the shape of 
  30
  
  a totem spirit such as a dragon or other creature known for its 
  wisdom. Anyone who unrolls the kit and spends 10 minutes 
  performing a special ritual either increases her caster level by 
  1 for any divination spell she begins casting immediately after 
  concluding the ritual, or gains a +3 insight bonus to any one 
  skill check she makes in the next hour. Alternatively, she may 
  spend all remaining uses of the kit in an hour-long ritual to cast 
  commune, asking one question for every two remaining uses 
  in the kit.
  A newly created set of prophetic paraphernalia has 10 uses. 
  When all of the uses are expended, the stone idol crumbles 
  into powder.
  CONSTRUCTION	REQUIREMENTS
  COST	1,250 GP
  Craft Wondrous Item, commune
  PROPITIOUS METUMBE
  PRICE	
  8,000 GP
  SLOT	neck
  CL	7th
  WEIGHT	1 lb.
  AURA	moderate abjuration
  This polished talisman of darkwood inscribed with the 
  pictogram of a specific wendo hangs from a loop of twine. The 
  wearer gains a +2 luck bonus on saving throws against witch 
  hexes, spells and abilities with the curse descriptor, and any 
  spells or effects that would force the wielder to reroll a die or 
  roll multiple dice and take the worst result. 
  Once per day when the wearer is targeted by such a spell 
  or effect that doesn’t normally grant a saving throw, she can 
  make a Will saving throw to negate the effect. If she attempts 
  the save against a spell, the save DC is equal to 10 + the spell’s 
  level + the caster’s primary casting ability bonus (Cha for 
  sorcerers, Int for wizards, Wis for clerics, and so forth). If she 
  attempts the save against a non-spell effect, the save DC is 
  equal to 10 + half the HD of the effect’s source + the source’s 
  Charisma modifier. 
  CONSTRUCTION	REQUIREMENTS
  COST	4,000 GP
  Craft Wondrous Item, hex wardUM
  SHIELD OF COUNTLESS CAUSES
  PRICE	
  11,157 GP
  SLOT	shield
  CL	5th
  WEIGHT	10 lbs.
  AURA	faint enchantment
  Dozens of pages of scripture cover the 
  face of this +2 heavy wooden shield, each 
  detailing in word or illustration the tenets of 
  a knightly order. While worn or carried, the 
  shield acts like a phylactery of faithfulness, 
  except that it only functions for actions that 
  would violate the edicts of the wearer’s cavalier order. A newly 
  created shield of countless causes has 5 charges. By expending 
  1 charge and studying the shield’s texts for 10 minutes, the 
  wielder can regain the use of his order abilities as if 24 hours 
  had passed. By expending 3 charges and studying the shield’s 
  texts for 8 hours, the wielder can change his order. When the 
  last charge is used, the shield remains a +2 heavy wooden 
  shield.
  CONSTRUCTION	REQUIREMENTS
  COST	5,657 GP
  Craft Wondrous Item, atonement
  TOME OF HERETICAL REVELATION
  SLOT	
  NONE
  AURA	strong abjuration
  CL	17th
  WEIGHT	5 lbs.
  This thick book appears to be an 
  educational treatise filled with 
  philosophical insights. Anyone 
  who reads from this cursed 
  book and has a patron deity 
  must make a DC 20 Will save or be overcome by a crushing 
  sense of doubt and hopelessness as she loses all faith in her 
  deity’s teachings. Anyone who fails this save loses all divine 
  spellcasting ability, as well as class abilities from classes that 
  grant divine spells, and she can’t gain additional levels in 
  those classes. She can regain her abilities and advancement 
  potential if she atones (see the atonement spell description). 
  Succeeding at the Will save still leaves the reader shaken for 
  10 minutes.
  INTENDED	MAGIC	ITEM
  manual of bodily health, manual of gainful exercise, tome of 
  understanding, tome of leadership and influence
  VEST OF SHED SERVITUDE
  PRICE	
  4,000 GP
  SLOT	chest
  CL	7th
  WEIGHT	2 lbs.
  AURA	moderate necromancy
  This pale leather vest’s surface is decorated with a web of vein-
  like ridges. Once per day as an immediate action when you 
  are struck by a critical hit or sneak attack, your shed blood or 
  flesh coagulates into a short-lived guardian that appears in any 
  adjacent square and follows your commands. This guardian has 
  all the abilities of a homunculus, except that its type is undead. 
  If the triggering attack inflicted bleed damage, the homunculus 
  also gains the giant simple template. This homunculus lasts for 
  7 rounds before melting, and it doesn’t deal damage to you 
  when it’s destroyed.
  CONSTRUCTION	REQUIREMENTS
  COST	2,000 GP
  Craft Wondrous Item, animate dead, mirror image
  WARDEN’S CUDGEL
  PRICE	
  12,150 GP
  SLOT	none
  CL	5th
  WEIGHT	3 lbs.
  AURA	faint transmutation
  Commonly created by members of the 
  Green Faith, this type of +1 greenwood 
  club is made from knotted wood, is 
  covered in thorns and vines, and looks 
  as though it is still alive. Twice per 
  day when the wielder hits a target 
  with a warden’s cudgel, vines, leaves, 
  and roots instantly grow from the target’s square in a 15-foot 
  radius. These plants remain for 1 minute and are treated as 
  difficult terrain and natural plant growth for the purposes of 
  the woodland stride class feature. If the area already has brush 
  and trees in it, the plants in the affected area instead grow as 
  the overgrowth version of plant growth.
  CONSTRUCTION	REQUIREMENTS
  COST	6,150 GP
  Craft Wondrous Item, plant growth
  31
  
  Next Month!
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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.
  Pathfinder Player Companion: Faiths & Philosophies © 2013, Paizo Publishing, LLC; Authors: Savannah Broadway, 
  Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K. C. Stepehens, and James L. Sutter.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  Looking for information on one of 
  Golarion’s many deities? Look no 
  further than Pathfinder Chronicles: Gods 
  & Magic, which features new spells and 
  magic items related to dozens of gods 
  from the campaign setting.
  Some characters dedicate themselves 
  neither to the forces of good nor the 
  agents of evil, but rather cold logic and 
  justice. Pathfinder Player Companion: 
  Faiths of Balance presents character 
  options for just such neutral PCs.
  Righteousness isn’t just for clerics 
  and paladins! For tons of game-
  changing options for good-aligned 
  characters of any class, be sure to 
  check out Pathfinder Player Companion: 
  Champions of Purity!
  The vile hordes of the Abyss have been unleashed, and all Golarion quails beneath their insane 
  rampage! Fortunately, not all mortals are the easy prey that the demons expect. Grab 
  your sword or cast protection from evil, because it’s time to take the fight to the fiends 
  with Pathfinder Player Companion: Demon Hunter’s Handbook! Within these pages you’ll 
  learn everything you need to know about demons, from the best ways to battle them to 
  the blasphemous secrets of enslaving them. Plus pick up some new spells, magic items, 
  campaign traits for the new Wrath of the Righteous Adventure Path, and more! Whether 
  you’re a Mendevian crusader or a demonic victim bent on revenge, this book is for you!  
  WOULD YOU LIKE TO KNOW MORE?
  A character’s faith is one of the key defining features of any inhabitant of Golarion, and there are many 
  options available to reflect this important decisions in a character’s build. The following sources provide 
  more details on the faiths of the world and scores of new character options for members of all religions.
  32
  
  Proxy of Many
  As a pantheist, you are accustomed to 
  calling on aid from a variety of sources, 
  and have a pragmatic sense for how to 
  best make use of any ally. You gain 
  a +2 trait bonus on Diplomacy 
  checks made to request a favor 
  from a creature that has not 
  performed a favor for you in the 
  past week. This bonus increases 
  to +4 if you have performed a favor 
  for that creature since it last did a favor for you.
  Priest-Blessed
  You were guided to maturity by a trusted priest of an ecclesiastical 
  tradition, who inspired you and made you understand that the 
  authority exerted by a religious hierarchy is a blessing rather 
  than a restriction, allowing the faithful to always feel confident 
  in their direction and the righteousness of the guided actions. 
  Now, your faith wells up whenever you are aided by divine magic, 
  and you find it easy to open up to the magic and succor of any 
  faith, seeing the similarities between all such traditions. Three 
  times per day when you are the target of a harmless divine spell, 
  you may increase its caster level by 1 for purposes of its effect on 
  you alone.
  Religious Reformer
  You have spent many years studying the tenets of your faith, 
  and now believe that the dominant factions within the church 
  have deviated from its true meaning and purpose. Rather than 
  breaking with your misguided church, you’ve decided to stand 
  up and fight to reform the organization you love. You have 
  fervently studied scripture and steeled your will to combat the 
  divergent beliefs of your peers. You gain a +2 trait bonus on 
  Knowledge (religion) checks that pertain to your own religion 
  or spiritual practice, and you gain a +2 trait bonus on saving 
  throws against spells cast by others who worship your god or 
  adhere to your philosophy.
  Self-Actualization
  Inspired by stories of mortals 
  ascending to godhood, you’re 
  certain that you can do the same, 
  and do all you can to hone your 
  talents and reach your utmost 
  potential. Once per day, when you 
  take 20 on a roll or check, you can 
  complete the action in only five 
  times the normal amount of time for 
  that action, rather than 20 times the 
  normal amount.
  Totemist
  You grew up in a culture where the touch 
  of totem spirits was felt in everyday life, 
  their subtle urgings constantly guiding 
  you and keeping you safe. As a result, you 
  learned quickly to ask for their help when 
  trouble arises. Once per day, you may call 
  upon your totem’s wisdom as a standard 
  action. You gain the benefits of guidance, except 
  that the granted competence bonus is equal to 
  half your character level (minimum +1). This is 
  a supernatural ability.
  Traditionalist
  You spent a part of your youth far away from your homeland and 
  your people. The experience of being a stranger in a strange 
  land taught you to appreciate the support and understanding of 
  the other members of your communal belief, and to never take 
  it for granted. Though you still respect other cultures, you have 
  come to see the way in which your particular culture keeps the 
  knowledge of your people and their history alive, and feel that 
  you have a responsibility to guard their traditions even when 
  you are far from home. You gain a +1 trait bonus on Knowledge 
  (history) and Knowledge (local) checks, and one of those skills 
  (your choice) becomes a class skill for you.
  Wendifa Apprentice
  For a time during your childhood, you were 
  left in the care of a juju oracle or wendifa, 
  who saw your potential and taught you 
  simple juju magic to influence the weak-
  minded for brief periods of time. You 
  can use daze as a spell-like ability once 
  per day, using your character level as 
  your caster level (minimum 1). The save 
  DC of this effect is Charisma-based. The 
  dazed individual looks ashen and deathly for 
  the duration of the effect.
  ...Unshakable Faith
  Zealot’s Bearing
  Your fiery passion for your faith or philosophy is obvious 
  to everyone around you. Those who share your convictions 
  automatically find themselves wanting to defer to your 
  zealous authority, making you a natural leader of your faith. 
  Unfortunately, your scorn for those who haven’t yet seen the 
  wisdom of converting is equally obvious, and makes you a poor 
  ambassador or missionary to the “ignorant masses” (as you not-
  so-secretly think of them). You gain a +2 bonus on Diplomacy 
  and Intimidate checks when dealing with adherents of your faith 
  or philosophy, but a –1 penalty on Diplomacy and Intimidate 
  checks when dealing with anyone else.
  The following new faith traits are designed to reflect the ways in which your character’s worldviews, personalities, and even 
  abilities are influenced by their spirituality or philosophy. Additional traits can be found on the inside front cover.
  
  There’s more to faith than simply choosing a god. In the Pathfinder campaign 
  setting, dozens of different religions, traditions, and philosophies war for 
  people’s hearts and minds—sometimes with reasoned arguments, and 
  sometimes with bloodied swords. Whether as a servant of a powerful deity, a 
  devotee of a world-shaping philosophy, or a zealous atheist, it’s time to claim the power of your 
  convictions with this guide to devotion—religious or otherwise.
  Beliefs are nothing without champions. With Faiths & Philosophies, characters of  
  every class can make their convictions work for them. Inside this book, you’ll find:
  ► Detailed overviews of Golarion’s more esoteric spiritual traditions, from druidism and 
  atheism to juju and pantheism, all with new rules to customize your character’s mechanics, 
  from the arcane healer bard archetype to the juju oracle mystery.
  ► New honor point systems for groups like the righteous Knights of Ozem,  
  the mercantile Prophets of Kalistrade, and the terrifying Red Mantis assassins.
  ► A new system of meditation feats to help characters of any class unleash their 
  greatest potential in battle.
  ► New traits tied to your character’s spiritual and philosophical views.
  ► Information on codes of honor, false and deceased gods, monasticism,  
  religious schisms, and philosophies for all manner of irreligious characters!
  ► New inquisitions to help purge nonbelievers, druid domains to help you draw 
  power from your totem spirit, feats to help atheists defy the gods, spells and 
  magic items usable by characters of any class and philosophy, and more!
  This Pathfinder Player Companion is intended for use with the Pathfinder 
  Roleplaying Game, but can easily be incorporated into any fantasy world.
  What Do You Believe?
  Printed in China. PZO9436
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Faiths & Philosophies.pdf