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Planar Adventures

Role of the Divine

Source Planar Adventures pg. 70
The concept of free will hangs at the fundamental core of all living beings, even the choice to have faith in the gods or not. Whenever deities meddle directly in mortal affairs, they damage this agency and erode the concept of free will—what is the point of being able to make your own choices, after all, if an entity infinitely more powerful than you can simply ignore those choices and alter reality at its whim?

The gods understand the nature of this conundrum far better than any of us mortals can, and their greater understanding of these paradoxes is a large part of what causes them to move in their proverbial “mysterious ways.” Still, mortals are often driven to ask the question, “Why do the gods allow bad things to happen?”

The simplest explanation for this paradox is to equate divine intervention to an arms race. Were there one divinity, there would be none to question its actions or oppose its needs, but this is not the nature of the Great Beyond. Countless gods, demigods, and quasi deities exist, each of which has interests spread throughout the multiverse and across all Material Plane worlds. This means that every god, even the most secluded or nonconfrontational, has competitors at best and enemies at worst. When a god takes direct action in a world, that god’s opposing forces take note and react. The resulting arms race, with opposing deities taking increasingly overwhelming actions to counter each other, can swiftly spiral out of control and destroy entire worlds, at which point all the hard work of creation is, in effect, undone.

And so the gods follow a largely self-imposed ban on direct interaction with the Material Plane. They leave their concerns and agendas in the capable hands of their faithful and allow their churches to represent the deity’s interests and decide their own fates. It should be noted that this element of self-imposed non-intervention does not extend equally to the ranks of demigods. These entities, while powerful, can be defeated by the mortals whose lives they manipulate, and they do well to keep that possible fate, however unlikely, in mind.

Divine Power

Source Planar Adventures pg. 70
There are three levels of power among the divine, although divinities of all levels wield vast power, especially when compared to a lowly mortal.

Deity

Source Planar Adventures pg. 70
The most powerful category among the divine are full-fledged deities. These divinities exist beyond the concept of rules, do not have stat blocks, and thus cannot be slain in simple combat. A deity can change reality, undo any mortal magic, restore or snuff out life, or do any other thing required for the story you wish to tell.

Deities grant their clerics access to five domains.

Demigod

Source Planar Adventures pg. 70
Unlike a deity, a demigod is represented in game with statistics, ranging in power from CR 26 to CR 30. Archdevils, demon lords, empyreal lords, and Great Old Ones are all examples of demigods. A demigod who controls a planar realm can effect physical change in that realm by thought, but such changes are not instantaneous. Beyond the reach of its realm, a demigod must rely upon its own abilities and magic to effect such changes.

Demigods grant their clerics access to four domains.

Quasi Deity

Source Planar Adventures pg. 70
Quasi deities are the least powerful of the divine, and the most eclectic in their nature. A quasi deity has a stat block, and can be of any CR (although the vast majority lie in the CR 21–25 range). Nascent demon lords, the malebranche, and qlippoth lords are all examples of quasi deities, as are creatures like deep one elders, conqueror worms, and green men, who have the ability to grant spells to clerics. Mythic characters who take the divine source path ability are also quasi deities.

Quasi deities have no inborn ability to shape and alter reality by thought alone, even if they somehow gain control of a planar realm, and must rely upon their own abilities and magic to effect changes of this nature.

A quasi deity grants from one to four domains to its clerics.

Divine Intervention

Source Planar Adventures pg. 70
In the Pathfinder Roleplaying Game, elements of divine intervention occur when the GM steps in to change the flow of play, be it by arbitrarily assigning die roll results, reversing entire events, or even changing the nature of in-game reality, if only for a split second. The effects of a divine intervention are not bound by rules, and you can justify any sudden reversal of fortune or adjustment to reality you wish by categorizing it as divine intervention.

This is a tool you should use only rarely—if ever—in your game. The best reason to allow divine intervention in your game is when there is no other option for party survival and you and your players wish to continue the campaign. In such cases, divine intervention can not only allow the game to continue but can instill in the characters and players alike a feeling of gratitude for the sudden unexpected salvation.

Take care to not remove the threat of failure from your game, of course—if the players come to expect you to save their characters each and every time they fail, the suspense of the game will fade. As a general rule, divine intervention should only occur once per player per campaign, but of course you can alter this frequency as you wish to suit the preference of your table.

Divine Gifts

Source Planar Adventures pg. 71
The gods do not need to wait for mortals to call upon them for aid to grant boons. At times, when a character performs a particularly devout act or completes a legendary crusade, that character’s deity may choose to reward her with a divine gift.

The timing and frequency in which divine gifts are granted is left strictly to the discretion of the GM. They can be given to a particularly devout worshiper in a time of need. They might be granted upon the completion of a significant quest that furthers the faith. Or they might be rewards given in return for a significant sacrifice made in a deity’s name or dedication shown to the deity. A divine gift can be granted to any creature, even to a follower of a different deity or to a creature who does not worship the divine at all. The only restriction is that a creature must be sapient in order to receive a divine gift, for a creature always has the option to refuse the gift if it so wishes—the freedom to accept or reject such a gift is part of the nature of this boon. However, at the GM’s discretion, rejecting a divine gift from a deity you worship (or accepting a divine gift from a rival deity) may have repercussions.

Divine gifts can be of any power level, but the example gifts presented in the following section focusing upon the core pantheon are all on par with effects that could be granted by a miracle spell—feel free to adjust this power level as you prefer for your home campaign. At your discretion, you can allow divine spellcasters to duplicate the effects of a divine gift (as appropriate for their deity) by casting miracle themselves.

Faith and the Divine

Source Planar Adventures pg. 71
Divinities have immense power and can intervene in the lives of mortal worshipers to grant miraculous boons. They can raise up realms and create life on a whim. What use, therefore, do divinities have for mortal life at all?

One use lies in the nature of the fundamental building block of the Outer Planes—quintessence. As detailed in The River of Souls, when a mortal dies, the soul eventually merges with the material of another plane (usually after spending time as a petitioner or outsider), expanding the plane’s size and counterbalancing its erosion by the Maelstrom. Thus, the very existence of the Outer Planes depends on the constant influx of souls. When a deity’s religion is widespread on the Material Plane, her realm reaps direct benefits in the form of more petitioners, which can, in time, increase the overall size of the planar realm.

But there’s an even more important role that mortals play: they provide faith. When a mortal has faith in a divinity, that power increasingly ties that mortal’s fate and soul to that divinity. The divinity does not directly gain power from this interaction—a deity with only one or even no worshipers can be as powerful as a deity with trillions of worshipers. A religion that is powerful and widespread, however, can expand a divinity’s influence in ways that the divinity cannot, due to the fact that the divine do not directly interfere in the affairs of mortals. A deity who has legions of worshipers will see her religion spread, and that spread of faith will directly translate into an increase of souls into her realm. Deities with few or no worshipers will, over time, see their realms eaten away by the Maelstrom, their armies dwindle, and their standing among the divine fade. Faith can meet a divinity’s emotional needs as well, be it the need for a self-centered deity to feel his ego bolstered, an extroverted deity to feel accepted and popular, a power-hungry deity to feel feared, or a benevolent deity to bask in the love of her children and family.

Some deities have no interest in faith. These divinities may seek widespread destruction (such as Rovagug, whose realm is also his prison, and who would be released into the Multiverse upon its destruction) or exist as a manifestation of the fact that all things must end (such as Azathoth, Shub-Niggurath, and Yog-Sothoth are incalculably ancient, and they exist outside of the boundaries and restrictions of faith, souls, and the concept of quintessence entirely. Mortals still worship them, yet the Outer Gods have little interest in such worship, and in many cases these alien divinities may not even comprehend the concept of faith at all. Among the Outer Gods, only Nyarlathotep’s pursuit of faith provides a singular, ominous, and unnerving exception to this rule.

Deific Realms

Source Planar Adventures pg. 72
A divinity gains authority over a portion of a plane in one of two ways. The first is via simple conquest. Such conflicts may involve vast armies, clever traps, devious espionage, political subterfuge, or any combination thereof. Whatever form it takes, the resulting battles and confrontations are always the stuff of legend.

Conflict-based conquests are only rarely carried out by lawful or good divinities. The planes are vast, and for every realm currently ruled by a divinity, there are thousands, if not millions, more locations spread throughout the plane ripe for the picking. Thus, the most common method by which a divinity claims a realm on the planes is by challenging the plane itself. The divinity selects the realm it wishes to be its own, then exerts its will upon that realm and reshapes it to suit its needs. The more closely aligned a divinity is with the plane and the type of region it has chosen, the more quickly that territory transforms into a realm suited for rule.

While a demigod’s power within its realm is immense, a deity’s is nigh absolute. Yet even in deities’ realms, the concepts of free will and noninterference remain. Just as a divinity leaves its worshipers free to express their faith and set their own fates as they wish, it also does not oversee and police every facet of life in its realm. This means that non-worshipers, or even enemies of a faith, can travel through a deity’s planar realm without fear of immediate reprisal. A paladin among a group of adventurers on a mission into Lamashtu’s realm in the Abyss will likely feel unwelcome and meet strong resistance from that region’s denizens, but would not need to fear direct punishment from Lamashtu herself. Likewise, a devil-worshiping priest who infiltrates an enclave of azatas in Cayden Cailean’s realm in Elysium to chase down an escaped petitioner from the pits of Hell would not be immediately crushed by the offended god. Only in the most significant of incursions or when a divinity is directly called out or confronted will a deity or demigod take note—and even then, the most common response would be to send a powerful minion to handle the situation.

The Core Pantheon

Source Planar Adventures pg. 73
The most significant deities of the Inner Sea region are the 20 presented in the Pathfinder RPG Core Rulebook. In a setting of your own design, the most powerful and prominent deities are entirely up to you. Regardless of which deities hold sway in your setting, you should take the time to design and detail your chosen pantheon of gods and goddesses, both as individuals and as a group. The following section summarizes this information for each deity in the core pantheon, to provide players of characters (and GMs of NPCs) who worship one of these deities more information for roleplaying.

Reading a Deity Stat Block

Source Planar Adventures pg. 73
Each of the core pantheon's deities are presented below in stat block format for ease of reference.

Name and Title: The deity's name and its common title.

Alignment, Gender, and Areas of Concern: The gender of a deity is indicated by use of “god” or “goddess” in this entry. A deity's areas of concern represent those aspects of reality in which it has the most interest and influence.

Realm: This entry gives the name of the deity's realm, followed by the plane on which that realm is located.

Allies: This entry lists deities among the core pantheon who have allied with the god or goddess in question.

Relations: If the deity is related in some way to another deity of the core pantheon, that information is presented here. Although many deities are related to deities or demigods outside the core pantheon, those relationships are not listed in this book. A special relationship that deserves additional clarification is “ascended sibling.” Three of the core deities (Cayden Cailean, Iomedae, and Norgorber) ascended from mortality via a harrowing quest known as the Test of the Starstone, and while these three deities are often at odds, they share an unshakable bond in that all three became deities in the same way.

Enemies: This entry lists deities among the core pantheon who are active enemies to the god or goddess in question.

Symbol: A description of the deity's symbol.

Temples: This describes typical places of worship.

Sacred Animal: With the exception of Gozreh (whose faith holds all animals as sacred), each of the core deities' faiths holds a specific animal as particularly sacred. A deity's sacred animal often appears with the deity in artistic depictions, and some are kept as pets or guardians on temple grounds.

Sacred Colors: With the exception of Shelyn (whose faith sees beauty and sacred significance in all colors), worshipers of the core pantheon typically associate two colors as sacred for each deity. These colors are typically incorporated into holy raiment or clothing worn by worshipers.

Holy Days: The days listed here are held as particularly sacred by the faith, and reasons for each day's significance to the faith along with the time of year at which the holy day occurs are listed in parentheses. Most faiths maintain several less important or regional holy days as well, but these are not listed here. These dates are listed using real-world days and months to avoid confusion. The names of days and months can vary in your campaign, as they do in the world of Golarion.

Domains, Subdomains: The domains and subdomains the deity grants to its clerics are listed here.

Favored Weapon: This lists the deity's favored weapon.

Worshipers: The worshipers listed here are the most common agents of the deity in question, but this list is not exhaustive. Because all 20 faiths count clerics, inquisitors, oracles, and warpriests among their worshipers, these four classes are not listed so as to avoid repetition.

Minions: As opposed to those that typically worship the deity, minions are the outsider races that often serve the deity. A deity's minions can often be encountered in temples and other places sacred to the deity, but more often they enter play when a worshiper of the deity calls upon one of the minions using magic like summon monster or planar ally.

Herald: This lists the name of the deity's herald. A deity's herald is a unique creature who serves as a messenger and emissary. Heralds are typically CR 15 with 18 or fewer Hit Dice, making them available via greater planar ally (Rovagug's herald, the Tarrasque, is a significant exception to this rule).

Divine Gift: These gifts are thematically appropriate boons the deity might grant, but are certainly not the only types of gifts the deity might hand out. Unless otherwise noted, any abilities granted by a divine gift can be used only once per gift.

Abadar

Master of the First Vault

LN god of cities, law, merchants, and wealth

Divinity

Realm Aktun, Axis
Allies Asmodeus, Erastil, Iomedae, Irori, Shelyn, Torag
Enemies Lamashtu, Norgorber, Rovagug

Religion

Symbol golden key
Temples banks, cathedrals, courthouses
Sacred Animal monkey
Sacred Colors gold and silver
Holy Days Market's Door (blessing of the fall marketplace and the year's harvest trade, first day markets receive goods from the fall harvest), Taxfest (annual collection of city taxes followed by public feast with civic leaders, date varies by city)

The Faithful

Domains Earth, Law, Nobility, Protection, Travel
Subdomains Defense, Inevitable, Leadership, Martyr, Metal, Trade
Favored Weapon light crossbow
Worshipers architects, bankers, cavaliers, city guards, dwarves, halflings, judges, lawyers, merchants, monks, paladins, samurai, wizards
Minions archons, axiomites, inevitables
Herald Lawgiver (a massive golden golem-like creature)
Divine Gift The character gains the ability to cast word of recall as a spell-like ability (CL 20th). This version of word of recall can transport the caster across planar boundaries, but it still doesn't function in areas that bar teleportation effects. When a character gains this gift, the GM designates as the spell's sanctuary a specific temple of Abadar located in a city of at least 1,000 inhabitants.

Asmodeus

Prince of Darkness

LE god of contracts, pride, slavery, and tyranny

Divinity

Realm Nessus, Hell
Allies Abadar
Enemies Cayden Cailean, Iomedae, Irori, Lamashtu, Rovagug, Sarenrae, Shelyn

Religion

Symbol red pentagram
Temples cathedrals, libraries
Sacred Animal serpent
Sacred Colors black and red
Holy Days none (but many worshipers celebrate on holidays sacred to good deities in ways intended to blaspheme)

The Faithful

Domains Evil, Fire, Law, Magic, Trickery
Subdomains Arcane, Ash, Deception, Devil, Divine, Smoke
Favored Weapon heavy mace
Worshipers alchemists, arcanists, bigots, bullies, cavaliers, corrupt nobles, diabolists, magi, mesmerists, occultists, rogues, slavers, slayers, soldiers, sorcerers, summoners, witches, wizards
Minions cerberi, devils (including archdevils), hell hounds
Herald Basileus (a corrupted, angel-like creature)
Divine Gift Asmodeus grants the service of a devil to aid in a specific task (which can last no longer than 9 nights). The type of devil is generally one whose CR is equal to the character's level (or in the case of an NPC, the character's CR).

Calistria

The Savored Sting

CN goddess of lust, revenge, and trickery

Divinity

Realm Gardens of Deceit and Delight, Elysium
Allies Cayden Cailean, Desna, Norgorber, Shelyn
Relations Cayden Cailean (intermittent lover)
Enemies Rovagug

Religion

Symbol three daggers touching at the pommel with points out
Temples brothels, churches, hideouts, mansions, taverns
Sacred Animal wasp
Sacred Colors black and yellow
Holy Days none (individual temples have their own holidays to commemorate significant acts of revenge or trickery)

The Faithful

Domains Chaos, Charm, Knowledge, Luck, Trickery
Subdomains Azata, Curse, Deception, Lust, Memory, Thievery
Favored Weapon whip
Worshipers antipaladins, avengers, bards, elves, gunslingers, hedonists, investigators, rangers, rogues, slayers, swashbucklers, vigilantes
Minions azatas, chaos beasts, empusas, fey, giant wasps, valkyries
Herald Menotherian (a bear-sized wasp)
Divine Gift The character can cast quickened dominate person (CL 20th). If the target is someone whom the character seeks revenge against for a past humiliation or injury visited on her, she can increase the save DC of this spell-like ability by an amount equal to her Charisma modifier.

Cayden Cailean

The Drunken Hero

CG god of ale, bravery, freedom, and wine

Divinity

Realm Hero's Heart, Elysium
Allies Calistria, Desna, Sarenrae, Shelyn, Torag
Relations Calistria (intermittent lover), Iomedae (ascended sister), Norgorber (ascended brother)
Enemies Asmodeus, Norgorber

Religion

Symbol tankard
Temples alehouses, breweries, taverns
Sacred Animal hound
Sacred Colors silver and tan
Holy Days Ascension Day (drinking celebration of Cayden Cailean's ascension to godhood, December 11), First Brewing (community tasting of the year's brewing, typically 1 month after harvest time), Merrymead (sharing of stories and drinks around a fire or during pub crawls, February 2)

The Faithful

Domains Chaos, Charm, Good, Strength, Travel
Subdomains Azata, Exploration, Ferocity, Love, Lust, Resolve
Favored Weapon rapier
Worshipers adventurers, alchemists, barbarians, bards, bartenders, bloodragers, brawlers, drunkards, fighters, gunslingers, halfelves, rebels, rogues, skalds, swashbucklers, vigilantes
Minions azatas, fey
Herald Thais (a five-winged woman)
Divine Gift When the character is affected by an effect that freedom can prevent, he can immediately avoid that effect. He must choose to use this gift the instant the effect occurs; if he opts not to use the gift to avoid such a fate, he can save it for use against a future immobilization effect, but he cannot use it to escape the ongoing effect he chose not to avoid.

Desna

Song of the Spheres

CG goddess of dreams, luck, stars, and travelers

Divinity

Realm Cynosure and Sevenfold Cynosure, Elysium
Allies Calistria, Cayden Cailean, Gozreh, Sarenrae, Shelyn
Relations Sarenrae (lover), Shelyn (lover)
Enemies Lamashtu, Rovagug, Zon-Kuthon

Religion

Symbol butterfly with two stars, a sun, and a moon on its wings
Temples hilltops, observatories, standing stones, towers
Sacred Animal butterfly
Sacred Colors blue and white
Holy Days Ritual of Stardust (night of song, bonfires, and sharing of love and friendship; summer and winter solstices), Swallowtail Festival (day of feasting, storytelling, and public release of a wagonload of butterflies; autumnal equinox)

The Faithful

Domains Chaos, Good, Liberation, Luck, Travel
Subdomains Azata, Curse, Exploration, Fate, Freedom, Revolution
Favored Weapon starknife
Worshipers astronomers, barbarians, bards, dreamers, elves, explorers, gamblers, mediums, psychics, rangers, rogues, shamans, shifters, sorcerers, travelers, witches
Minions aliens, azatas
Herald Night Monarch (a huge mothlike creature)
Divine Gift The character gains 20 luck points that can be spent at any time as a free action to increase the rolled result of a single d20 roll on a one-to-one basis. This ability can be used as many times as the character wishes as long as she retains luck points to spend, but only once per roll. These luck points can be spent after the result of the roll is determined, but must be spent immediately or the opportunity to adjust the luck of that roll is lost.

Erastil

Old Deadeye

LG god of family, farming, hunting, and trade

Divinity

Realm Summerlands, Heaven
Allies Abadar, Gozreh, Shelyn, Torag
Enemies Urgathoa

Religion

Symbol bow and arrow
Temples barns, fallow fields, hunting lodges, longhouses, town halls, village squares
Sacred Animal stag
Sacred Colors brown and green
Holy Days Archerfeast (a day of feasting and good-natured competitions, July 3rd)

The Faithful

Domains Animal, Community, Good, Law, Plant
Subdomains Archon, Family, Feather, Fur, Growth, Home
Favored Weapon longbow
Worshipers farmers, fighters, halflings, hunters, paladins, rangers, settlers, shifters, skalds, spiritualists, traders, trappers
Minions archons, plant creatures, wild animals
Herald The Grim White Stag (a stag of flesh and plant matter)
Divine Gift The character gains three greater slaying arrows. The designated creatures for each of these three arrows is determined by the GM. The magic of these greater slaying arrows vanishes if they are sold, but they can be given to others in trade for goods or as a gift. If a worshiper of Erastil fires one of these greater slaying arrows and misses, the arrow vanishes and a slaying arrow of the same type appears in the gifted character's quiver. If this regular slaying arrow is then fired, only to miss its target, it has a 50% chance to be lost, as normal.

Gorum

Our Lord in Iron

CN god of battle, strength, and weapons

Divinity

Realm Clashing Shore, Elysium
Allies none
Enemies Norgorber, Urgathoa

Religion

Symbol sword impaling a mountain
Temples armories, battlefields, fortresses
Sacred Animal rhinoceros
Sacred Colors gray and red
Holy Days none (some worshipers denote impromptu holy days)

The Faithful

Domains Chaos, Destruction, Glory, Strength, War
Subdomains Blood, Ferocity, Protean, Rage, Resolve, Tactics
Favored Weapon greatsword
Worshipers barbarians, bloodragers, brawlers, cavaliers, fighters, half-orcs, mercenaries, skalds, smiths, soldiers
Minions giants, proteans, valkyries
Herald First Blade (a giant, armor-clad creature)
Divine Gift Gorum grants a permanent +1 untyped bonus to Strength.

Gozreh

The Wind and the Waves

N goddess/god of nature, the sea, and weather

Divinity

Realm nomadic, Material Plane
Allies Desna, Erastil
Enemies Rovagug, Urgathoa

Religion

Symbol dripping leaf
Temples areas of great natural beauty, lighthouses, mills, standing stones, windmills
Sacred Animal all
Sacred Colors blue and green
Holy Days Currentseve (a daylong fast in anticipation of the new year and prayer for safe passage on the water, April 7th), Firstbloom (celebration of the coming spring with dances and fertility rites, vernal equinox)

The Faithful

Domains Air, Animal, Plant, Water, Weather
Subdomains Cloud, Decay, Growth, Oceans, Seasons, Wind
Favored Weapon trident
Worshipers druids, gnomes, hermits, hunters, explorers, kineticists, rangers, shamans, shifters, sorcerers, survivalists, witches
Minions animals, elementals, plant creatures
Herald Personification of Fury (an amalgamation of all four types of elemental)
Divine Gift The recipient gains the ability to call down nature's wrath by casting one of the following spells as a spell-like ability (CL 20th): earthquake, storm of vengeance, tsunami, or whirlwind.

Iomedae

The Inheritor

LG goddess of honor, justice, rulership, and valor

Divinity

Realm Swordhome, Heaven
Allies Abadar, Sarenrae, Torag
Relations Cayden Cailean (ascended brother), Norgorber (ascended brother)
Enemies Asmodeus, Norgorber, Lamashtu

Religion

Symbol sword and sun
Temples castles, cathedrals, churches
Sacred Animal lion
Sacred Colors red and white
Holy Days Armasse (a day devoted to the training of new soldiers and studying history, August 16th), Ascendance Day (a day of singing and forgiving old grievances in honor of Iomedae's divine ascension, October 6th), Remembrance Moon (somber celebration of those who fought in past crusades, first full moon of May)

The Faithful

Domains Glory, Good, Law, Sun, War
Subdomains Archon, Day, Heroism, Honor, Light, Tactics
Favored Weapon longsword
Worshipers aristocrats, cavaliers, crusaders, fighters, knights, judges, mediums, monks, paladins, rulers, soldiers
Minions angels, archons, lammasus
Herald Hand of the Inquisitor (a golden-skinned angel)
Divine Gift By spending 10 minutes in prayer to Iomedae (this may take place during daily preparation of spells), a character can activate a holy aura or shield of law effect on himself (CL 20th) that lasts for the next 12 hours.

Irori

Master of Masters

LN god of history, knowledge, and self-perfection

Divinity

Realm Serene Circle, Axis
Allies Abadar
Enemies Asmodeus, Norgorber

Religion

Symbol blue hand
Temples dojos, fighting academies, libraries, monasteries
Sacred Animal snail
Sacred Colors blue and white
Holy Days various regional holidays

The Faithful

Domains Healing, Knowledge, Law, Rune, Strength
Subdomains Inevitable, Language, Memory, Resolve, Restoration, Thought
Favored Weapon unarmed strike
Worshipers arcanists, bards, brawlers, hermits, historians, investigators, kineticists, martial artists, mesmerists, monks, paladins, psychics, samurai, scholars, wizards
Minions aeons, guardian nagas, inevitables
Herald the Old Man (an elderly but spry human)
Divine Gift Irori grants a permanent +1 untyped bonus to Constitution.

Lamashtu

The Mother of Monsters

CE goddess of madness, monsters, and nightmares

Divinity

Realm Kurnugia, the Abyss
Allies none
Enemies Abadar, Asmodeus, Desna, Iomedae, Rovagug, Sarenrae

Religion

Symbol three-eyed jackal face
Temples abandoned orphanages, caverns, ruined buildings
Sacred Animal jackal
Sacred Colors red and yellow
Holy Days Night of the Pale (night of grim revelry, December 31)

The Faithful

Domains Chaos, Evil, Madness, Strength, Trickery
Subdomains Deception, Demon, Ferocity, Insanity, Nightmare, Thievery
Favored Weapon falchion
Worshipers alchemists, antipaladins, barbarians, bloodragers, deformed outcasts, demon cultists, hunters, lunatics, occultists, shifters, sorcerers, summoners, witches
Minions barghests, demons, yeth hounds
Herald Yethazmari (a snake-tailed jackal-like fiend)
Divine Gift The recipient can disgorge a servitor monster from her body as a full-round action. The monster views the character as its mother and follows her general commands, although it can't be directly controlled. The exact type of monster spawned is chosen by the GM, but is generally one whose CR is equal to the character's level (or in the case of an NPC, the character's own CR). The monster lives for 9 days, after which it dies in a spectacular shower of gore.

Nethys

The All-Seeing Eye

N god of magic

Divinity

Realm Ahkanefti, Maelstrom
Allies none
Enemies none

Religion

Symbol two-toned mask
Temples cathedrals, libraries, towers
Sacred Animal zebra
Sacred Colors black and white
Holy Days Abjurant Day (traditional day for the testing of apprentices, November 8), Evoking Day (festival of fireworks and trading of spells, November 18), Transmutatum (day of reflection; November 28)

The Faithful

Domains Destruction, Knowledge, Magic, Protection, Rune
Subdomains Arcane, Catastrophe, Divine, Defense, Thought, Wards
Favored Weapon quarterstaff
Worshipers alchemists, arcanists, bards, kineticists, magi, mediums, mesmerists, occultists, psychics, skalds, spellcasters, scribes, sorcerers, summoners, teachers, witches, wizards
Minions aeons, elementals, sphinxes
Herald Arcanotheign (a feminine cloud of energy)
Divine Gift Nethys grants a permanent +1 untyped bonus to Intelligence.

Norgorber

The Reaper of Reputation

NE god of greed, murder, poison, and secrets

Divinity

Realm Duskfathom, Axis
Allies Calistria
Relations Cayden Cailean (ascended brother), Iomedae (ascended sister)
Enemies Abadar, Cayden Cailean, Iomedae, Irori, Gorum

Religion

Symbol one-eyed mask
Temples hidden complexes, thieves' guilds, warehouses
Sacred Animal spider
Sacred Colors black and gray
Holy Days Ascendance Day (celebration of Norgorber's ascension to divinity, traditionally worshiped on the winter solstice)

The Faithful

Domains Charm, Death, Evil, Knowledge, Trickery
Subdomains Daemon, Deception, Memory, Murder, Thievery, Thought
Favored Weapon short sword
Worshipers alchemists, antipaladins, bards, corrupt merchants and bankers, fighters, investigators, magi, mesmerists, murderers, ninja, occultists, poisoners, rogues, slayers, swashbucklers, thieves, vigilantes, wizards
Minions jorogumos, soul eaters, xills
Herald the Stabbing Beast (a scorpion-like humanoid)
Divine Gift Norgorber grants a permanent +1 untyped bonus to Dexterity.

Pharasma

Lady of Graves

N goddess of birth, death, fate, and prophecy

Divinity

Realm Boneyard
Allies none
Enemies Urgathoa

Religion

Symbol spiraling comet
Temples cathedrals, graveyards, river islands
Sacred Animal whippoorwill
Sacred Colors blue and white
Holy Days Day of Bones (day for displaying the dead and for free interment of the dead, March 5)

The Faithful

Domains Death, Healing, Knowledge, Repose, Water
Subdomains Ancestors, Ice, Memory, Resurrection, Souls, Thought
Favored Weapon dagger
Worshipers gravediggers, mediums, midwives, occultists, philosophers, prophets, psychics, shamans, sorcerers, spiritualists, witches
Minions einherji, norns, psychopomps
Herald Steward of the Skein (an armored, winged, faceless woman)
Divine Gift The recipient is not affected by the next effect, damage, or other event that would otherwise kill him.

Rovagug

The Rough Beast

CE god of destruction, disaster, and wrath

Divinity

Realm The Dead Vault
Allies none
Enemies Abadar, Asmodeus, Calistria, Desna, Gozreh, Lamashtu, Sarenrae, Shelyn, Torag, Zon-Kuthon

Religion

Symbol open maw surrounded by spider legs
Temples caverns, chasms, fortresses, pits
Sacred Animal scorpion
Sacred Colors brown and red
Holy Days Lastday (planetary alignments symbolizing the weakening of Rovagug's prison, typically in early Fall), the Waking (celebration of the destruction wreaked by Earthfall, typically in early Spring)

The Faithful

Domains Chaos, Destruction, Evil, War, Weather
Subdomains Blood, Catastrophe, Demon, Protean, Rage, Storms
Favored Weapon greataxe
Worshipers antipaladins, barbarians, bloodragers, doomsayers, fighters, hate-mongers, hunters, kineticists, maniacs, shamans, shifters, slayers, witches
Minions demons, fiendish vermin, qlippoth
Herald the Tarrasque (towering destructive monster)
Divine Gift The recipient gains the ability to bring destruction by casting one of the following spells as a spell-like ability (CL 20th): implosion, meteor swarm, storm of vengeance, or tsunami.

Sarenrae

The Dawnflower

NG goddess of healing, honesty, redemption, and the sun

Divinity

Realm Everlight, Nirvana
Allies Cayden Cailean, Desna, Iomedae, Shelyn
Relations Desna (lover), Shelyn (lover)
Enemies Asmodeus, Lamashtu, Rovagug, Urgathoa

Religion

Symbol ankh-shaped angel with upraised wings
Temples cathedrals, churches, infirmaries, standing stones
Sacred Animal dove
Sacred Colors blue and gold
Holy Days Burning Blades (festival of dancing and fire, June 10), Candlemark (individual celebration of when one first joined the faith, winter solstice), Sunwrought Festival (acts of kindness, dancing, gift giving, and kites; summer solstice)

The Faithful

Domains Fire, Glory, Good, Healing, Sun
Subdomains Agathion, Day, Heroism, Light, Restoration, Resurrection
Favored Weapon scimitar
Worshipers bards, cavaliers, diplomats, druids, healers, paladins, philanthropists, psychics, shamans, sorcerers, spiritualists, witches
Minions angels, peris, phoenixes
Herald Sunlord Thalachos (shining angelic being)
Divine Gift As the sun rises over the recipient's home world, he can perform a 10-minute prayer (this may be part of his daily ritual to prepare spells) to invoke the Dawnflower. For the next 24 hours, all healing effects the character generates heal the maximum amount of damage possible. In addition, during this time he can cast breath of life and heal as spell-like abilities 3 times each (CL 20th).

Shelyn

The Eternal Rose

NG goddess of art, beauty, love, and music

Divinity

Realm Blossomheart, Nirvana
Allies Abadar, Calistria, Cayden Cailean, Desna, Erastil, Sarenrae
Relations Desna (lover), Sarenrae (lover), Zon-Kuthon (brother)
Enemies Asmodeus, Rovagug, Urgathoa, Zon-Kuthon

Religion

Symbol songbird with multicolored tail
Temples art galleries, cathedrals, gardens, museums, opera houses, theaters
Sacred Animal songbird
Sacred Colors all
Holy Days Crystalhue (day of artistic creation and romantic proposals, Winter solstice)

The Faithful

Domains Air, Charm, Good, Luck, Protection
Subdomains Agathion, Cloud, Defense, Fate, Love, Purity
Favored Weapon glaive
Worshipers alchemists, artists, bards, cavaliers, druids, gnomes, lovers, mediums, musicians, paladins, skalds, swashbucklers
Minions agathions, azatas, fey
Herald Spirit of Adoration (armored winged woman)
Divine Gift Shelyn grants a permanent +1 untyped bonus to Charisma.

Torag

Father of Creation

LG god of the forge, protection, and strategy

Divinity

Realm Forgeheart, Heaven
Allies Abadar, Cayden Cailean, Erastil, Iomedae
Enemies Rovagug

Religion

Symbol iron hammer
Temples cathedrals, caverns, castles, battlefields, forges, fortresses, warehouses
Sacred Animal badger
Sacred Colors gold and gray
Holy Days Skylost (day of mourning for lost dwarven Sky Citadels, date varies)

The Faithful

Domains Artifice, Earth, Good, Law, Protection
Subdomains Archon, Caves, Construct, Defense, Metal, Toil
Favored Weapon warhammer
Worshipers cavaliers, dwarves, fighters, guards, gunslingers, hunters, miners, monks, occultists, paladins, rangers, shamans, skalds, smiths, soldiers, spiritualists
Minions archons, azers, constructs
Herald Grand Defender (a massive dwarf-shaped golem)
Divine Gift The recipient can perform a 10-minute prayer (this can be part of her daily ritual to prepare spells) to gain divine insight into defense and strategic situations for the next 24 hours. During this time, the character gains a pool of 20 defense points. She can allocate these points among any number of recipients as untyped bonuses to AC or on saving throws, to a maximum of 5 points per target (a single target can receive this bonus only to AC or to saving throws, not both). She can reallocate these points as a standard action any point during these 24 hours, but each time she does so, the total pool of defense points available for the next allocation is reduced by 5.

Urgathoa

The Pallid Princess

NE goddess of disease, gluttony, and undeath

Divinity

Realm Bloodrot, Abaddon
Allies Zon-Kuthon
Enemies Erastil, Gorum, Gozreh, Pharasma, Sarenrae, Shelyn

Religion

Symbol skull-decorated fly
Temples cathedrals, feast halls, graveyards
Sacred Animal fly
Sacred Colors green and red
Holy Days Night of the Pale (night of morbid revelry and hauntings, December 31), various regional holidays

The Faithful

Domains Death, Evil, Magic, Strength, War
Subdomains Blood, Daemon, Divine, Ferocity, Murder, Undead
Favored Weapon scythe
Worshipers alchemists, antipaladins, bloodragers, gluttons, mediums, necromancers, occultists, rogues, shamans, slayers, sorcerers, spiritualists, undead, witches, wizards
Minions daemons, disease carriers, undead
Herald Mother's Maw (giant winged vampire skull)
Divine Gift The recipient dies and rises at the next sunset (or after 12 hours have passed, whichever comes first, but never in a situation that would result in the gift being granted during the day) as a vampire. (At the GM's discretion, other vampire templates, such as jiang-shi or nosferatu, can be applied rather than the standard vampire template.) If the character is already a vampire, he does not suffer any of the traditional vampire weaknesses (such as sunlight or running water) for 24 hours.

Zon-Kuthon

The Midnight Lord

LE god of darkness, envy, loss, and pain

Divinity

Realm Xovaikain, the Shadow Plane
Allies Urgathoa
Relations Shelyn (sister)
Enemies Desna, Rovagug, Shelyn

Religion

Symbol human skull with chains hanging like streaming tears from its eye sockets
Temples abandoned graveyards, cathedrals, caverns, haunted woodland clearings, laboratories, ruined city squares, torture chambers
Sacred Animal bat
Sacred Colors dark gray, red
Holy Days Joymaking (day of amputations and body modifications applied to willing volunteers and captives alike, date varies), Eternal Kiss (sacrifice of a prisoner who was first pampered for several days, first new moon of the year)

The Faithful

Domains Darkness, Death, Destruction, Evil, Law
Subdomains Catastrophe, Devil, Loss, Murder, Night, Undead
Favored Weapon spiked chain
Worshipers arcanists, cavaliers, the desperate, fighters, mesmerists, monks, ninja, occultists, rogues, sadists, shadow cultists, slayers, sorcerers, spiritualists, summoners, torturers, vigilantes, witches, wizards
Minions kytons, shadow creatures, undead
Herald the Prince in Chains (chain-shrouded wolf)
Divine Gift The recipient can perform a 10-minute prayer (this can be part of her daily ritual to prepare spells) involving self-flagellation or other forms of self-inflicted pain to replace her body with a shadowy duplicate of her true form for 24 hours. During this time, the character exists as a strange, shadowy incarnation of her normal self, and is immune to precision damage and bleed, fear, negative energy, and pain effects, and she treats all piercing and slashing damage as nonlethal damage. The character is treated as undead for the purposes of determining the effects of damage or healing caused by negative or positive energy.