Pathfinder Player Companion: Faiths of Balance (PFRPG) (based on
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Paizo Publishing, LLC
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Perfect Order, Perfect Chaos
There are those who walk a middle road, the heroes to whom questions of morality come second to some greater goal. It is to these bold individuals that the gods of balance offer their hands. Whether it’s the god of cities and civilization or the guardians of the wild places, the goddess of death or the twisted and insane lord of magic, the neutral gods of Golarion are every bit as active as their righteous or evil counterparts. Often misunderstood, their worshipers run the gambit from enlightened scholars to bloodthirsty paragons of battle, all bound together by the same knowledge: that there are distinctions more important than good versus evil.
Faiths of Balance presents a player-friendly overview of the neutral-aligned religions and faiths of the Pathfinder campaign setting, along with new rules and information to help players customize pious characters in both flavor and mechanics.
Inside this book, you'll find:
Information on each of the major neutral gods and his or her corresponding religion, including what’s expected of adventurers of various classes, ways for the faithful to identify each other, taboos, devotions and ceremonies, church hierarchies, holy texts, religious holidays, and more
An overview of the ancient Green Faith, to which many druids still hold
New character traits to help represent and cement a character’s background in the church
New feats for holy warriors
New god-specific spells for a wide variety of spellcasters
New magic items designed specifically for members of the faith
New religious organizations and military orders, plus a paladin code for the chosen warriors of Abadar, god of cities
Details on minor neutral deities, powerful fey entities, and more!
Written by Colin McComb
Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.
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This book WILL talk about paladins of Abadar; there's a sidebar about them in the faiths section at the end.
It does not contain information about paladins of Irori. While that's an interesting concept, and it's technically legal... paladins of Irori are super super rare. To the point where the're not really supported as an official "option," really. There's certainly no paladin order of Irori in the Inner Sea region, so there's nothing to say about paladins of Irori in this book.
That might change if and when we talk about how Irori is worshiped in other regions of the world, though.
This book WILL talk about paladins of Abadar; there's a sidebar about them in the faiths section at the end.
It does not contain information about paladins of Irori. While that's an interesting concept, and it's technically legal... paladins of Irori are super super rare. To the point where the're not really supported as an official "option," really. There's certainly no paladin order of Irori in the Inner Sea region, so there's nothing to say about paladins of Irori in this book.
That might change if and when we talk about how Irori is worshiped in other regions of the world, though.
That's an acceptable answer, I guess.
I guess my Monk/Paladin of Irori is a long way from home.
This book WILL talk about paladins of Abadar; there's a sidebar about them in the faiths section at the end.
It does not contain information about paladins of Irori. While that's an interesting concept, and it's technically legal... paladins of Irori are super super rare. To the point where the're not really supported as an official "option," really. There's certainly no paladin order of Irori in the Inner Sea region, so there's nothing to say about paladins of Irori in this book.
That might change if and when we talk about how Irori is worshiped in other regions of the world, though.
That's an acceptable answer, I guess.
I guess my Monk/Paladin of Irori is a long way from home.
There is always the option of writing your own paladin code based on how you interpret Irori.
OK, I burned much of a $25 gift card on the condition cards and purity for Erastil. This one is going to have info on the Green Faith? My birthday is at the end of July, if I get another gift card for Amazon, this will definitely be a purchase.
I glanced through the PDF and found some great flavor for my inquisitor. Once my print version comes in I'll sit with tea in hand and give it a thorough read.
I loved Faiths of Purity and am really thinking about picking this up. I have one question, and I'm sure the answer is no, but here goes. Is there an antipaladin code for Calistria?
Sure I'll have to wait for Faiths of Corruption for that.
I loved Faiths of Purity and am really thinking about picking this up. I have one question, and I'm sure the answer is no, but here goes. Is there an antipaladin code for Calistria?
Sure I'll have to wait for Faiths of Corruption for that.
I loved Faiths of Purity and am really thinking about picking this up. I have one question, and I'm sure the answer is no, but here goes. Is there an antipaladin code for Calistria?
Sure I'll have to wait for Faiths of Corruption for that.
You will, in fact, have to wait for Faiths of Corruption for antipaladins. Or so I have been told by a little golem.
If I was going to open up the Sky Swim spell to all core rulebook casters, what spell levels should be appropriate for them?
Spells should be designed and "priced" as if they were available to all casters of that type, not just a specific faith. A 2nd-level general spell should be the same power as a 2nd-level spell of Abadar, and vice-versa. So if you want to open up a spell to more members of that class, you just use the listed level.
If I was going to open up the Sky Swim spell to all core rulebook casters, what spell levels should be appropriate for them?
Spells should be designed and "priced" as if they were available to all casters of that type, not just a specific faith. A 2nd-level general spell should be the same power as a 2nd-level spell of Abadar, and vice-versa. So if you want to open up a spell to more members of that class, you just use the listed level.
No, I mean every spellcaster type in the core rulebook; bards, (clerics & druids - already covered), paladins, rangers, sor/wiz.
So regarding these classes which spell levels would be appropriate for assigning the Sky Swim spell too.
Look at the class level where the existing classes get the spell, and see what spell levels are available to bards, paladins, and rangers at that class level.
By default, these other classes should get the spell at the same level or a slightly later level than the listed class (because a spell that's good for clerics but not super-thematically-appropriate for bards should be available to bards AFTER the cleric's already had it).
For example, a spell that's on the 5th-level cleric list is something a cleric could pick up at character level 9.
At character level 9, bards have been casting 3rd-level spells for a couple of levels, so you probably want to make it bard 4 so the bard gets it at level 10 (after the cleric).
At 9th level, paladins have access to 2nd-level spells, but if you make it a 2nd-level spell then the paladin could cast it as early as 7th level, which means she's getting it before the cleric would--better to make it paladin 3, to delay it until the paladin hits level 10, giving the cleric a "head start" on using it.
If the spell in question were a sonic spell or a spell especially suited to a bard, then you could justify making it a bard 3 spell so the bard gets it earlier than the cleric (but then I'd wonder why the original designer didn't make it a bard spell in the first place). Likewise, if it were a smitey-melee sort of spell or a spell especially suited to a paladin, then you could perhaps justify making it a 2nd-level paladin spell so the paladin gets it before the cleric (but... same wondering).
And as always, compare the spell to other class spells of that level. If the sonic spell is better than other bard 3 spells, keep it at bard 4. If the smitey-melee spell is better than other paladin 2 spells, keep it at paladin 3.
Note that it's okay for a spell to be an optimal spell level and power for one class, and a poor or weak spell for its level for another class. For example, a bard 2 spell is available at bard 4th, and if you made it a sor/wiz 3 or even 4 it probably would be weak compared to fireball or cone of cold, but that's okay because the "target audience" for the spell is bards, and it's okay for it to be a weaker option for other classes--basically, if it's at the right power level for the target audience, it is better for it to be a weak spell for the secondary audience than for it to be a strong spell for the secondary audience.
It's not the most intuitive place to put it, with the magic items, but I suspect it was the only 'open space' lying around, that wouldn't necessitate cutting down the Abadar write up, or some other section of text.
It's not the most intuitive place to put it, with the magic items, but I suspect it was the only 'open space' lying around, that wouldn't necessitate cutting down the Abadar write up, or some other section of text.
Thank you. Of course, that's not where I'd expect it to be.
There is a couple of hundred word piece under Minor Deities, do not have G&M to hand so no comparison.
Just purchased all 3 Faith books and am currently reseting my core pantheons. Awesome stuff!
There was a 'non-generic Cleric' article posted a while back, tailoring the Clerics of specific deities more closely. Anyone interested in brainstorming such conversions?
Thanks, Bwang. I went ahead and got the PDF, and can report that the info on Brigh is basically the same as that in Gods and Magic, except for a couple of minor details that differ. Part of me wishes there had been a bit more on this minor goddess, but the other part of me is gleefully realizing that the scant detail leaves me lots of wiggle room for backstory.
It looks like the construction information for the calming oils magic item on page 26 got moved to the end of the description of the next magic item, the clockwork key.
Additionally, while we're on the subject, it looks like the construction information may be in error. For one, it requires Craft Potion which was likely meant to be Brew Potion, but actually this could be in error, too, since the item itself does not function like normal potions and oils do. It is more like the various elixir magic items and therefore probably requires Craft Wondrous Item instead.
Also on page 27, the construction requirements for the triple-stinging blade say it needs the Craft Weapon feat, which isn't a thing. It was probably meant to say Craft Magical Arms and Armor.