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100 Most Shoanti belong to one of seven quahs, or clans, each
with specific lands, notable strengths, and unique spiritual
16409775 perspectives. Traditionally, each Shoanti undergoes a rite of
passage into adulthood, during which time their particular totem
manifests, and a Shoanti’s first tattoo is an homage to that totem.
The quahs and their most common totems are listed below:
Lyrune-Quah (Moon Clan) bat, cave bear, moon, mountain lion,
owl, stars
Shadde-Quah (Axe Clan) cliffs, eagle, sea, shark, squid, water
elemental
Shriikirri-Quah (Hawk Clan) cloud, falcon, hawk, hippogriff,
horse, wind
Shundar-Quah (Spire Clan) avalanche, earth elemental,
mountain spire or peak, roc, spirestalker
Sklar-Quah (Sun Clan) aurochs, cindersnake, emberstorm, fire
elemental, flames, the sun
Skoan-Quah (Skull Clan) ancestors, earth elemental, giant
scarab beetle, vulture, will-o’-wisp, wolf
Tamiir-Quah (Wind Clan) air elemental, cloud, griffon, roc,
storm, wind
Shoanti Rituals According to their own tradition, Shoanti have lived in the
northwestern lands of Avistan since long before colonizers fractured
Certain rites and rituals are triggered the Varisians’ homeland. Yet the Shoanti people still maintain their
by events throughout the year, independence and traditional way of life in areas across Varisia, particularly
on the Storval Plateau.
such as solstices and eclipses, along
with disease, famine, and warfare. Shoanti animism is rooted in a deep connection to the land. Shoanti see the
Personal situations, such as giving earth not merely as a metaphorical parent, but as a conscious entity whose
birth or coming of age, also invoke constant support is necessary for the survival of all life upon it—animal and
specific rituals. Different quahs vegetable alike. Their traditions emphasize connection and the reciprocal
perform these rituals in different way in which the land provides for those who take care of it. The life force
ways; variation is acceptable and of the land serves as the source of Shoanti power and insight, rather than the
otherworldly spiritual essence of the Great Beyond common to clerics. This
widespread, reflecting the importance life force is the birth of instinct and faith, and thus it sends omens to indicate
of the individual and the clan in future events, warning those with the wisdom to read the signs. Thus most
manifesting their own individual Shoanti hold a profound reverence for natural phenomena as a manifestation
of the will of the earth.
practice. These traditions are under
constant revision and adaptation, Shoanti animism has no required creeds or written doctrine, nor regular
as the individual or the situation worship services. Holy places simply exist, as acknowledged by an individual,
requires. Perhaps most important family, or quah (a clan). Shamans may designate places of importance, but
of all Shoanti rituals are the rites these are not exclusive. Indeed, little is exclusive or limiting about traditional
Shoanti beliefs. Faith is felt by each practitioner; it manifests as an overall
to pass into adulthood. Part of this attitude toward the land and all that depends on it for life, but it has no hard
ceremony involves the Shoanti rules or set restrictions.
forming a connection with a specific Many Shoanti find themselves drawn to particular features of the world
totem. The totem is a manifestation around them, forming a bond with a specific river, a particular tree, or a type
of creature, but even such connections are fleeting. Most Shoanti agree that
of the earth’s vital essence, the such calls from the earth last only as long as a person requires them to survive
power of life, focused in a particular the rigors of the world or to gain the understanding required to overcome a
natural form. Each quah has its own particular obstacle. Such connections are considered less significant than an
characteristic totems, as listed above. individual’s connection to a totem, but no less powerful.
Shoanti shamans are usually druids who draw their power from a
particularly strong connection to their totem and the earth. Because adherents
are welcome to add beliefs, rituals, sites, and objects of worship, shamans are
sometimes also clerics of a particular deity, such as Desna or Gozreh.
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Atheists and GODS &
Free Agents MAGIC
Alignment any OVERVIEW
Edicts none
Anathema none GODS OF THE
INNER SEA
In a world where the gods demonstrably exist, DEMIGODS
few people uphold a strictly atheistic or agnostic AND OTHER
worldview; that is, a belief that there are no gods, or DIVINITIES
that the existence of gods is unknowable. However, PHILOSOPHIES
a good number of people choose not to worship any AND
deities whatsoever. Many do so because of the value SPIRITUALITY
they place on freedom—not being beholden to a deity CHARACTER
means no limitations, no censure, no anathema, and OPTIONS
no strictures. While this decision might sound amoral
to some, for atheists, it can be motivated by a desire APPENDIX
for autonomy and the right to choose one’s own fate. INDEX AND
Some atheists feel no particular interest toward any GLOSSARY
of the gods or the divine in general. As a result, they
find the thought of worship pointless and unappealing,
a waste of time for both the god and the atheist. While
these atheists are most likely to be tolerant of the gods and
religion in general, they often chafe at efforts to convert them, seeing Free Agents on Golarion
such overtures as societal pressure to pretend there is faith where truthfully
there is none. Aside from those who uphold the
16409776 Some atheists are driven by thoughts and fears of the afterlife, and by Laws of Mortality, free agents and 4124435
dismay or outrage at the idea of spending eternity serving at the behest of an atheists are common in certain places
eternal master. To such people, a quiet eternity in the Boneyard’s graves is akin across Golarion. Both the River
to a reprieve or a comforting certainty, especially compared to the helpless Kingdom of Touvette and the Tian
terror of being judged by a higher power and sent onward to an unknown nation of Bachuan hold widespread
destination, with little to no say in the matter. bans on religion (though both are
Some atheists feel the gods aren’t inherently worthy of worship. While these harsh authoritarian regimes). Many
skeptics acknowledge that the gods are undeniably powerful beings, they see Prophets of Kalistrade hold no ties to
little difference between these deities and other powerful entities on Golarion deities, instead grasping their fate in
and question what the gods have done to merit the worship of mortals. To them, their own hands. Worshippers of the
worship of a deity is akin to revering the power of the Eye of Abendego, or like Green Faith sometimes pay reverence
a kobold’s veneration of a nearby dragon. Praise and offerings are demanded to nature gods, but as often as not
for protection, yet the gods are sparing and unreliable with their responses. At hold no divine allegiance beyond their
best, such worship is demeaning, and at worst it rivals the practice of slavery awe and reverence of the natural
or, in a slightly more charitable view, indentured servitude. world. The Graycloaks of Absalom
Finally, some refuse to follow the gods out of anger. Those who believe they serve the city, acting as impartial
have been betrayed by faith in a particular god or wronged by a deity’s followers arbiters of the law in the city’s most
might refuse to revere any deity who would willfully choose to inflict such pain. religious district, the Ascendant
The paths these free agents follow vary as much as their reasons for rejecting Court. But ultimately, these are the
the divine. Bards turn to the aggregate eclectic knowledge of the beyond. exceptions—most free agents on
Alchemists and wizards alike seek to understand the universal underpinnings Golarion are loners.
of reality through magic, science, and reason. Any number of barbarians,
fighters, rogues, and even sorcerers operate with no need for spiritual guidance
or reinforcement. Many monks look inward for guidance, rather than outward,
and druids and rangers may uphold the natural order but not the divine.
Some free agents refuse any association with the religious altogether. Others
adopt a live-and-let-live policy and are happy to let others worship and work
divine feats. Without any assurances of (or desire for) divine intervention, the
vast majority of the irreligious instead place their faith in other mortals and
endeavor to make the material world a better place for all.
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102 A character’s faith or philosophy can shape them in and practitioners of any faith can make use of them if
powerful ways both fundamental and peripheral, from they can gain access. Priests of Brigh might develop the
16409777 the cleric who receives spells by the grace of their deity formula for a revolutionary magic item available to the
to a champion who fights tyranny wielding a weapon faithful, but that doesn’t mean they won’t ever trade
imbued with divine power to a raging barbarian who it in exchange for information about another creator’s
cares only that their companions’ divine healing keeps inventions. Similarly, priests of Nalinivati certainly
them in the fight. In a world rife with divine magic, aren’t the only warriors who wield urumis, but they are
only a few rare individuals live without considering in part responsible for the popularity of the weapon
how faith affects their lives—even if that consideration across the Inner Sea region, and the polytool is only
means working in opposition to the divine. The gifts and one of numerous innovations emerging from Numeria.
curses of the gods filter down through all aspects of life,
from the truly world-shaking powers of the mightiest In addition to seeking access to options simply more
clerics to the minor miracles performed by righteous common among other faiths, if you’d like to incorporate
crusaders and wicked priests to the everyday minutiae of an option limited to a faith other than the one your
a common acolyte. character holds, work with your GM to make sure your
use of that option works with the campaign and doesn’t
While any character can express their faith through diminish the choices of other characters who might
their actions, the options presented in this chapter worship the original deity who grants that option. If so,
provide ways for a character to incorporate their you and the GM might work together to alter certain
convictions into their abilities as well. New domains aspects of a feat, spell, item, or other option to ensure
and domain spells expand a cleric’s options beyond it fits your faith and makes sense within the larger story
those listed in the Pathfinder Core Rulebook. New you want to tell.
spells grant specialized abilities to clerics and other
spellcasters, while new feats, weapons, and gear provide FEATS
ways for characters of any class and philosophy to
embrace and express their ideology. Feats can be used to customize a character in several
specific ways, whether by expanding the options available
Many of the new rules presented in this section are to a character whose class is already tied to a deity, or by
closely related to a single deity or domain, but in some granting ways for a character with an unrelated class to
cases, they’re simply more common among a given faith, incorporate a philosophy into their suite of abilities. Some of
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GODS &
MAGIC
OVERVIEW
GODS OF THE
INNER SEA
DEMIGODS
AND OTHER
DIVINITIES
PHILOSOPHIES
AND
SPIRITUALITY
CHARACTER
OPTIONS
APPENDIX
INDEX AND
GLOSSARY
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the feats presented here enhance a follower’s powers, while access to alternate domains and their associated spells.
other abilities arise among those working to foil or deceive GMs may instead prefer to take inspiration from the
the faithful. This section includes general feats, skill feats, rules in the Splinter Faith feat to present new approaches
and a small number of more specialized class feats. to existing faiths or altogether new faiths.
SPELLS ITEMS AND WEAPONS
Divine spellcasters can call a deity’s might to their The final section of this chapter provides rules for a
fingertips, acting as a worldly conduit for divine wrath number of new items, both magical and non-magical,
or redemption—but not just anyone can call the power suitable for characters who operate closely within a faith
of the gods. Some of the spells in this section are new or philosophy—or those who oppose them! The deities
additions to the divine spell list, and thus they can be in this book are revered across all of Golarion, with
cast by any clerics, sorcerers whose bloodlines grant some having origins or centers of worship far removed
divine spells, or other characters with access to divine from the Inner Sea region. As such, many of these deities
spells. Others are more commonly used by bards, druids, favor weapons not commonly found around the Inner
sorcerers, wizards, and other characters with access to Sea. These new weapons are detailed on pages 120–123.
spellcasting, but can be granted to worshippers of a
specific deity as a blessing to the faithful. In addition to the new weapons, this section presents a
variety of exciting items to give all characters the means
DOMAINS AND DOMAIN SPELLS to express their faith and make their mark on the world,
from simple trinkets to powerful items granted to the
This section provides a number of new domains, as well most favored of a god’s servants.
as basic and advanced domain spells for each of these
new domains. Several of the gods presented in this book APPENDIX
rely upon the new domains listed here, but several of
the entries for the more common deities on Golarion list The tables at the end of this book list dozens of other
some of the domains in this section as alternate domains, deities whose faiths are prominent in the Age of Lost
representing lesser-known or niche aspects of the deity. Omens. The chart provides the basic details required for
Followers of these deities can take the Expanded Domain a worshipper, such as permitted alignments, edicts, and
Initiate or Splinter Faith feats presented on page 8 to gain anathema. GMs and players are encouraged to use the
tables as inspiration for characters and new deities.
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104 While champions and clerics have clear ties to their Attempt a Religion check against the Will DC of a foe
chosen deities and gain definitive benefits from them, they within 30 feet. The foe is then temporarily immune to Battle
16409779 don’t hold a monopoly on such abilities. The following Prayers from your deity for 1 day.
feats represent ways all characters might benefit from Critical Success You deal 2d6 damage of the chosen alignment
adherence to a deity or a particular philosophy—as well
as feats for characters who oppose the faithful. type, or 6d6 damage if you have legendary proficiency
in Religion.
BATTLE PRAYER [one-act FEAT 7 Success You deal 1d6 damage of the chosen alignment type, or
3d6 damage if you have legendary proficiency in Religion.
DIVINE GENERAL SKILL Failure There is no effect.
Critical Failure The backlash of your foe’s will against your
Prerequisites master in Religion, you follow a deity prayer prevents you from using Battle Prayer again for
Calling out to your deity, you recite scripture to harm a foe. 10 minutes.
When you select this feat, choose chaos, evil, good, or law. Your
choice must match one of your deity’s alignment components. BLESS TONIC FEAT 7
This action has the trait corresponding to the chosen alignment.
GENERAL POSITIVE SKILL
Prerequisites master in Crafting, deity who grants heal
divine font
You channel positive energy into restoratives that ward
against harm. When you Craft an alchemical item that restores
Hit Points (rather than create it with advanced alchemy, Quick
Alchemy, or another means), it becomes a blessed alchemical
item and gains the positive trait. For example, an elixir of life
would become a blessed elixir of life. When a creature regains
Hit Points using a blessed alchemical item, the overflowing
energy grants them negative resistance 5 for 1 round, or
negative resistance 10 if you are legendary in Crafting.
BLESS TOXIN FEAT 7
GENERAL NEGATIVE SKILL
Prerequisites master in Crafting, deity who grants harm
divine font
You pour negative energy into toxins you create to further
debilitate your targets. When you Craft an alchemical
poison (rather than create it with advanced alchemy,
Quick Alchemy, or another means), it becomes
a blessed alchemical poison and gains the
negative trait. When a creature is afflicted
with a blessed alchemical poison, for 1
round, any Hit Points it would regain from a positive effect are
reduced by 5, or by 10 if you are legendary in Crafting.
BLESSED BLOOD FEAT 1
SACRED DEFENSE SORCERER
Prerequisites bloodline that grants divine spells, you follow
a deity
Your deity’s blessings manifest in your blood-borne power.
Add up to three of your deity’s spells (spells your deity grants
to clerics) to your spell list. They are not automatically added
to your repertoire, but you can select them just as you would
spells normally on the divine spell list.
CHARLATAN FEAT 1
GENERAL SKILL
Prerequisites trained in Deception
You’ve learned to mimic the abilities of
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