Pathfinder Campaign Setting: Inner Sea Gods (PFRPG) Hardcover

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Pathfinder Campaign Setting: Inner Sea Gods (PFRPG) Hardcover
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Unleash the Power of the Gods!

Through the miracles of priests and the weapons of crusaders, the deities of the Pathfinder Roleplaying Game command unrivaled influence over the lands of the Inner Sea. Tap into their incredible might with Pathfinder Campaign Setting: Inner Sea Gods! Inside you’ll discover the deepest secrets of an entire pantheon of incomparable beings, claim relics suited to both sinners and saints, and wield immortal might as a character of any background, race, or class. No longer does the favor of the gods belong to clerics, paladins, and other divine spellcasters alone—choose your faith and make holy power your own!

This volume expands upon the world and religions detailed in Pathfinder Campaign Setting: The Inner Sea World Guide. Inside this tome of mysteries, you’ll find:

  • Massive articles on the most powerful deities of the Pathfinder campaign setting, revealing everything you need to know about the gods and their followers, temples, adventurers, holy days, otherworldly realms, divine minions, and more!
  • Details on nearly 300 deities from across the Inner Sea region and beyond.
  • New prestige classes to imbue you with the power of the gods! What’s more, each of these three classes is uniquely customized to make worshipers of all 20 core gods mechanically distinct from each other—that’s 60 different prestige class variations!
  • Tons of new feats to help optimize your character and make you a champion of the church.
  • More than 140 magic items tailored to religious characters of all classes! Unleash righteous wrath or spread divine corruption with sacred armor, weapons, altars, holy symbols, and other relics for every faith.
  • A library of spells and subdomains to help your caster sow destruction, spread divine love, or remake reality in your god’s name!
  • Character traits to help you get the most out of your character’s beliefs and backstory.
  • Dozens of monsters, including high-level heralds and divine servitors for Pathfinder’s most prominent deities.

ISBN-13: 978-1-60125-597-6

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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5/5


Must have for divine players and GM

5/5

While it looks like a cleric book at first sight this is way more.
Of course; clerics, inquisitors, oracles, warpriests and (anti)paladins wil benefit the most, but now you can also make a fighter a soldier of god by taking the sentinel class, or make a Desna rogue and gain access to the feats. The feats, traits, spells and boons make the difference between the gods a lot greater, witch also adds more flavor. In the corebook the weapon and domains where the only stats of a deity, but the fire domain didn't give a character more Asmodues feel, because a Sarenrea priest could take it to. With these Deity specific feats, boon etc. it can become a big deal witch you choose.

The 3 archetypes are all good, divine casters can go exalted, martials can take sentinel classes and everyone can go evangelist.

Now the big deal for me:
As a GM you can at so much flavor:
Example: giving the bad guys in your torture chamber Zon-Kuthon feats, prestige classes and spells.

Love this book.


Ring Side Report- RPG Review of Inner Sea Gods

4/5

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product- Pathfinder Campaign Setting: Inner Sea Gods
Producer-Paizo
System-Pathfinder
Price-~$30
TL; DR-If you want to know about the main Golarion gods, get this book. 90%

Basics- Inner Sea Gods is the first hard cover book discussing Golarion in a long time from Paizo, and as the name suggests, it focuses on the gods of the inner sea region. Chapter one discusses the big 20-the top gods of the setting. Each god gets a few pages discussing important stats for this god and prestige classes for characters of this god, the gods beliefs, the priesthood, the church, temples and shrines, a priest's role in the world, how adventures see the god, clothing of worshipers, holy texts, holidays, aphorisms, relations between religions, the gods realm, planar allies, and a sidebar for characters of this god for different items, archetypes and character options. Each god also gets a picture of a worshiper and the god itself. After the main deities' chapter, the second string of deities gets a chapter with each deity getting half a page followed by a section on race specific pantheons. Next is a chapter on character options including three new prestige classes, feats, traits, domains spells, and items. The book finishes with new monsters and quick stat tables on the gods.

Theme or fluff- I liked and didn't like this one. What was here was great, but what wasn't was what really made this disappointing. The first chapter of the book is amazing! The write up on each god is an excellent resource for anyone who wants to learn about the gods of this world. However, I would have gladly traded any items and spells in this book for more page space on the second string deities. That was what I really wanted from this book. Gods like Besmara already have a deity write up that could have been copy/pasted from the Adventure Paths (AP) right in this book! And that's the assumed default god of the second highest selling AP! Heck, some gods don't even get the half page as some race deities get less than a paragraph in the pantheons. Now, I know this is kind of nit-picking as +90% of players will pick a main god and use that, but those minor god details are important to me. 4/5

Mechanics or Crunch-This was done well even if I wanted more fluff in the book. Instead of making an ungodly (ha puns!) number of different prestige classes, Paizo made three, BUT each god gives different powers depending on the god the character serves. That right there, along with CMB/CMD, is the smartest thing Paizo has added to the 3.X system! I don't need a book with three classes per god (basically the standard Paizo three: skill monkey, fighter, and caster); I can have two pages explaining each class and 1/2 a page per god giving each god's specific powers for those three. That frees up page space that was much better used and solved a problem in a smart way. The feats, items, monsters, and powers provided by the book are also well done too. Like any large book, there are winners and losers for all the options provided, but overall it's not bad. I think the alters and item are far overpriced for the bonus you get though. As above, since the non-core gods don't get much more than half a page, you can't out of the box play the new prestige classes with the obscured gods. But, those are minor problems. 4.5/5

Execution- It's not a bad book. I might have problems with content, but Paizo knows how to really put a bunch in each book. The art helps keep the reader from getting bored since you are in essence reading at least 150 pages of fake theology textbook. Item, spell, power, class layout is as great as ever. I find nothing to complain about here. 5/5

Summary- If you play Pathfinder and are a cleric, then this book is a no brainer. If you run a Pathfinder game and will use ANY gods at all, then this book is a no brainer. I have my problems with what didn't make the cut for this book as opposed to what did. However, if you are the vast majority of people out there who pretend to worship some fantasy god in this system, then this book is for you. If you want to worship some obscure god, you have a bit of work on your hands. Since I love clerics in my 3.5 games, this a well done book I'm glad is part of my collection but not completely what I wanted. 90%


Great for those interested in the core deities

4/5

I've posted a complete review on my blog, The Triangular Room.

I think Inner Sea Gods is a great addition to my Pathfinder collection. While a fair amount of the content is recycled from previous products, it’s really fantastic to have everything in one place, especially in such a beautiful, well-designed volume. I’d consider it a must-buy for fans of the core Golarion deities. For those looking for more options related to the non-core deities, this title is probably not going to help you a great deal.


Finally got one

5/5

I'm a big fan of giving back story to the world around us, and this helps. Added in the fact it is Reynolds best covers, and the interior matched it was just outstanding. I do agree some of this is a repeat, but I also think this may be one of those that we will see have an update. Maybe new gods added, some deaths, feats better explained, etc. Needs work, but I still love it. Worth the buy.


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Alleran wrote:
What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?

A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.

The mythic version? Actually summons one of the true Spawn.


1 person marked this as a favorite.
nighttree wrote:

Are their Deific Obedience for gods outside of the core gods ?

Like Groetus for example ???

Unfortunately no. I actually would have really liked that at least for the minor gods. This means we will have to wait for another book. Hopefully they will this as a blog entry.


nighttree wrote:

Asked this earlier...but it got lost in the potion discussion.

Does the Evangelist look like a good way to represent a Wizard/Priest of a god of magic (Nethys/Lissala) ???

Yes. To me that is really the great thing about the PRC as it can be used to represent a Priest without it having to be a cleric.

Liberty's Edge

nighttree wrote:

Asked this earlier...but it got lost in the potion discussion.

Does the Evangelist look like a good way to represent a Wizard/Priest of a god of magic (Nethys/Lissala) ???

Nethys was the first thing I thought of when I read it. I only looked over it once so I might be a little off, but you still gain Class Features as if you were still advancing in that class. Evangelist replaces saves, BAB, and adds some little divine bonuses.


What does the deific obedience for Pharasma do?


137ben wrote:
What does the deific obedience for Pharasma do?

Base: +2 Sacred or Profane bonus to attack rolls with daggers.

Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.

Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.

Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.

Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.


Evil Midnight Lurker wrote:
Alleran wrote:
What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?

A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.

The mythic version? Actually summons one of the true Spawn.

It's 9th level, right?

It sounds 9th level and immediately sparks a desire in me to pit somebody using it against somebody in the process of calling the Oliphaunt of Jandelay, because why not?


Alleran wrote:
Evil Midnight Lurker wrote:
Alleran wrote:
What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?

A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.

The mythic version? Actually summons one of the true Spawn.

It's 9th level, right?

It sounds 9th level and immediately sparks a desire in me to pit somebody using it against somebody in the process of calling the Oliphaunt of Jandelay, because why not?

It is Wizard/sorcerer 9, Cleric 9, witch 9


John Kretzer wrote:
137ben wrote:
What does the deific obedience for Pharasma do?

Base: +2 Sacred or Profane bonus to attack rolls with daggers.

Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.

Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.

Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.

Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.

Huh, +2 attack with daggers might be interesting. You could make an interesting dagger warpriest build with that feat.


I suppose while we're fishing for the obediences, mind saying what Calistria's are? Curious to know if there is a charisma-to-ac bonus for her similar to Arshea's Celestial Boon and I figure she'd be the most likely candidate. I am highly interested in the concept of a Swashbuckler/Sentinel.

Liberty's Edge

Can anyone give some info about Caiden's obediences?


And Zon-Kuthon's?


Arachnofiend wrote:
I suppose while we're fishing for the obediences, mind saying what Calistria's are? Curious to know if there is a charisma-to-ac bonus for her similar to Arshea's Celestial Boon and I figure she'd be the most likely candidate. I am highly interested in the concept of a Swashbuckler/Sentinel.

Base: +4 to Cha based checks and skills when interacting with intelligent creatures that could be attracted to you.

Evangelist:
1: Saving Finale 3/day, Piercing Shriek 2/Day, or Sculpt Sound 1/Day.
2: Shimmering Sting: 1/Day cast Rainbow Pattern with a different special effect...it is instead a swarm of shimmering wasps.
3: Vengeful Song: Once per day make a perform check to reflect a spell back at the caster.

Exalted:
1: Charm Person 3/Day, Eagle's Splendor 2/Day, Suggestion 1/Day.
2: Stunning Touch: When using the Dazing touch ability from the Charm Domain you can instead stun the creature for one round. If you don't have the Charm Domain you gain the Dazing Touch power.
3: Protective Grace: You add your Cha bonus to AC when weaaring light or no armor.

Sentinel:
1: Divine Favor 1/Day(maybe a typo and it should be three times a day), Align Weapon(Chaotic only) 2/Day, or Keen Edge 1/Day.
2: Winsome Lash: Your weapon gain 5' of reach for a number of rounds a day equal to 1+ 1 / 4HD.
3: Sting Like a Wasp: For number of rounds per day equal to your Cha mod you may ignore attacks of opportunity due to movement.


Paladinosaur wrote:
Can anyone give some info about Caiden's obediences?

Base: +4 bonus to saves vs poisons effects.

Evangelist:
1: Liberating command 3/Day, Knock 2/Day, Dispel Magic 1/Day.
2: Drinking Buddy: One per day for 1 round per level you have a illusionary duplicate that can flank with you.
3: Intoxicating Strike: 1/Day if you hit and deal damage the target becomes intoxicated for 1 round per level you have.

Exalted:
1: Bless Water 3/Day, Delay Poison 2/Day, Create Food and Water 1/Day.
2: Freedom's Ally: Once per day summon a pair of Bralani Azatas to aid you.
3: Wine to Water: You can turn a single serving of a alcoholic beverage into either potent holy water or a potion of Cure Serious wounds. You can use this abilty a numbewr of time equal to your Cha Mod.

Sentinel:
1: Bless Weapon 3/Day, Brow Gasher 2/Day, Greater Magic Weapon 1/Day.
2: Light Weapon Master: When using light weapons and have the Weapon Training (light blade) class feature gain a =2 Deflection Bonus to AC. If you don't have the class feature gain +1 Sacred bonus to attack rolls with light weapon group.
3: Critical Luck: Keep track of all the time in the day you roll a natural one(up to a max. of your Cha mod.). You can use one of these to auto confirm a critical hit. It resets to 0 each day.


Axial wrote:
And Zon-Kuthon's?

Base:+2 Profane bonus to saves vs spells that deal HP damage.

Evangelist:
1: Protection From Chaos 3/Day, Arrow of Law 2/Day, Pain Strike 1/Day.
2: Strike of the Endless: 3/Day a unarmed strike may blind the target for 1d4 rounds. Fort save negates.
3: Agonizing Blow: 1/Day your Unarmed strike can cause so much pain your target takes 2d6 nonlethal damage and is nauseated for 10 round. If you make the fort save you only take 1d6 and are sickened for the 10 rounds.

Exalted:
1: Obscuring Mist 3/Day, Indivisibility 2/Day, Deeper Darkness 1/Day.
2: Path of Darkness: 1/Day Shadow Walk with added effect.
3: Flesh-rending Ally: 1/Day summon a pair of interlocutor kyton to aid you.

Sentinel:
1: Compel Hostility 3/Day, Touch of Bloodletting 2/Day, Vampiric Touch 1/Day.
2: Rending Trip: When you trip somebody with a spiked chain gain a attack of opportunity on the tripped target.
3: Sight of Perfect Night: Gain Blindsense 20'.


Mechalibur wrote:


Huh, +2 attack with daggers might be interesting. You could make an interesting dagger warpriest build with that feat.

Or a knifemaster rogue...

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

John Kretzer wrote:
137ben wrote:
What does the deific obedience for Pharasma do?

Base: +2 Sacred or Profane bonus to attack rolls with daggers.

Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.

Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.

Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.

Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.

I kind of wonder if the sections are out of order, or if the section headings just got swapped?


I'd be interested to know what Norgorber's boons are, but I suppose that, since he is the god of secrets, such information will not be easily revealed... :P


John Kretzer wrote:
2: Drinking Buddy: One per day for 1 round per level you have a illusionary duplicate that can flank with you.

But can it actually drink with you? It is an illusion, after all.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Alleran wrote:
John Kretzer wrote:
2: Drinking Buddy: One per day for 1 round per level you have a illusionary duplicate that can flank with you.
But can it actually drink with you? It is an illusion, after all.

It can drink non-alcoholic beer. Illusionary buddy drinking illusionary beer.


Darthslaverus wrote:
I'd be interested to know what Norgorber's boons are, but I suppose that, since he is the god of secrets, such information will not be easily revealed... :P

Well here you go...of course I could be just making these up to spread misinformation...

Base: +3 Profane Bonus to Bluff checks and Diplomacy checks to Gather information.

Evangelist:
1: Comprehend Languages 3/Day, Detect Thoughts 2/Day, Clairvoyance/Clairaudience 1/Day.
2: Noxious Bomb: You can combine a Alchemist Bomb with a poison. If you are not a alchemist you get the Sentinel 2nd boon(see below).
3: Secret Self: 1/Day Greater Indivisibility with added effects and bonus.

Exalted:
1: Command 3/Day, Distressing Tone 2/Day, Suggestion 1/Day.
2: Masterful Poisoner: Any poison you use has the save DC increase by 2.
3: Virulent Ally: Once per Day summon a piscodaemon.

Sentinel:
1: Poisoned Egg 3/Day, Delay Poison 2/Day, Poison 1/Day.
2: Poison Expertise: Apply a poison to weapon as a move action and never risk poisoning yourself while applying it or if you roll a natural 1 with the weapon.
3: Death Strike: Once per Day you can declare a attack as a death strike. You get +4 to hit, +1d6 per 4 HD you have to damage(Max. 5d6).
Also if your attack reduces the target to negative HP it is reduced a negative HP total of your con mod -1 (being 1 away from death).

There you go...if you can trust it...:)


Benchak the Nightstalker wrote:
John Kretzer wrote:
137ben wrote:
What does the deific obedience for Pharasma do?

Base: +2 Sacred or Profane bonus to attack rolls with daggers.

Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.

Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.

Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.

Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.

I kind of wonder if the sections are out of order, or if the section headings just got swapped?

Looking at the general pattern I have seen my guess would be the section are simply out of order.


2 people marked this as a favorite.

Any new toy for the bald and bold cardinal of Asmodeus and his new regime in Talingarde?

Shadow Lodge

Arachnofiend wrote:
I suppose while we're fishing for the obediences, mind saying what Calistria's are? Curious to know if there is a charisma-to-ac bonus for her similar to Arshea's Celestial Boon and I figure she'd be the most likely candidate. I am highly interested in the concept of a Swashbuckler/Sentinel.

As mentioned by John, above, she does grant Cha to AC, but only as exalted (which incidentally is the path of boons you get for not taking any levels in any of the three PRCs) you would get the cha to AC at level 20 without any levels in any of the PRCs. Additionally, I want to note this - "Any condition that would cause you to lose your Dexterity bonus to AC also causes you to lose your

Charisma bonus to AC." Calistra's bonus to AC applies any time the dexterity bonus would apply, and is lost any time that dexterity would be lost, whereas Arshea's was in place of the armor bonus. Also, I suspect that Calistra's bonus would not stack with the various oracle revelations that give CHA to AC (in place of dexterity) since it would apply on the same channel.


It has been mentioned that the altars in the book are stationary? In the real world there are actually smaller and more packable version of altars. These are used for three reasons; the worshiper is constantly on move, the worshiper is keeping her faith in secret (an example is the shoebox altar, literately), or the worshiper is poor (in that case, it's more about the fact the altar she can set up to the best of her ability is fairly small but can often be stationary than being packable).
So do the altars have a compact version like above in the book?

I would appreciate being corrected if my assumption is wrong.


Vakr wrote:

It has been mentioned that the altars in the book are stationary? In the real world there are actually smaller and more packable version of altars. These are used for three reasons; the worshiper is constantly on move, the worshiper is keeping her faith in secret (an example is the shoebox altar, literately), or the worshiper is poor (in that case, it's more about the fact the altar she can set up to the best of her ability is fairly small but can often be stationary than being packable).

So do the altars have a compact version like above in the book?

I would appreciate being corrected if my assumption is wrong.

As written no. The magical version are only done in the large version.

Though there was portable alters someplace...so I don't see why you can't do up your own versions.


You know looking at the boon paths...I kinda think they missed a opportunity here. If you look at each boon path they pretty much align with one of the gods interest...there is some overlap fop sure. I am thinking I am going to just house rule that you get to pick which path you want to follow. It makes the core gods more flexible but they really should be than demon lords and empryphal lords who really have a tighter focus.

Just a thought.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

>Clocks in, and begins F5ing<


John Kretzer wrote:

As written no. The magical version are only done in the large version.

Though there was portable alters someplace...so I don't see why you can't do up your own versions.

Ah! Portable, the word that had eluded me during my last post. My thanks for posting it.

That's not a problem though I do figured that a portable version, being smaller, would have corresponding smaller benefits if any. If you only need to pray to the deity though, the size doesn't matter and for that matter the benefits coming from a magical altar (though some deities are egotistical about having offerings...and a few of them do want very lavish ones, heh).

Contributor

I wish Potion Glutton wasn't limited to Urgathoa worshiping characters. I could definitely see a worshipper of Cayden making great use of that.


What are the Calistria spells?


I ordered this yesterday, immediately after getting email of its availability. Since then I've been hoping they would teleport the book to me. :p


xavier c wrote:
What are the Calistria spells?

Secret Speech: Pass along secret messages hidden in your normal speech.

Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.

Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.

RPG Superstar 2008 Top 32

2 people marked this as a favorite.
John Kretzer wrote:
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.

I like the art for that one.

Editor-in-Chief

1 person marked this as a favorite.
Ross Byers wrote:
John Kretzer wrote:
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
I like the art for that one.

That was totally one of those are pieces where I ordered it and was like "That's never going to read."

But somehow it did!


John Kretzer wrote:
xavier c wrote:
What are the Calistria spells?

Secret Speech: Pass along secret messages hidden in your normal speech.

Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.

Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.

the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?


xavier c wrote:
John Kretzer wrote:
xavier c wrote:
What are the Calistria spells?

Secret Speech: Pass along secret messages hidden in your normal speech.

Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.

Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.

the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?

Those first two are pretty low leveled...so meh.

Shelyn:
Aspect of the Nightingale: +2 Competence Bonus to Perform(Sing) and Diplomacy Checks: Once per min roll twice when making a save vs Charm effects

Tap Inner Beauty: +2 Insight bonus on all Cha ability checks and Cha based skill checks

Sarenrae:
Greater Shield of the Dawn Flower: Creature that hit take 1d6+1/Caster Level damage. Undead take more.

Unwelcome Aura: You glow. Providing light up to 20'. temp negates magical darkness.


F. Wesley Schneider wrote:
Ross Byers wrote:
John Kretzer wrote:
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
I like the art for that one.

That was totally one of those are pieces where I ordered it and was like "That's never going to read."

But somehow it did!

My only problem with that art it but a mental image in my head of Calistrian goblins. Now I am going have to inflict that on my players.

Thanks a lot Cosmo! Not!!


So what are the prerequisites on the PrC like ?
What's the average entry level ?


John Kretzer wrote:
xavier c wrote:
John Kretzer wrote:
xavier c wrote:
What are the Calistria spells?

Secret Speech: Pass along secret messages hidden in your normal speech.

Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.

Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.

the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?

Those first two are pretty low leveled...so meh.

Shelyn:
Aspect of the Nightingale: +2 Competence Bonus to Perform(Sing) and Diplomacy Checks: Once per min roll twice when making a save vs Charm effects

Tap Inner Beauty: +2 Insight bonus on all Cha ability checks and Cha based skill checks

Sarenrae:
Greater Shield of the Dawn Flower: Creature that hit take 1d6+1/Caster Level damage. Undead take more.

Unwelcome Aura: You glow. Providing light up to 20'. temp negates magical darkness.

Okay so what are all the 9th/8th/7th level spells?


What is Sarenrae's realm like?


nighttree wrote:
So what are the prerequisites on the PrC like ?

All of them require Deific Obedience and must worship Deity.

nighttree wrote:
What's the average entry level ?

About 6th is the first level you can generally take it at.


xavier c wrote:
Okay so what are all the 9th/8th/7th level spells?

That will take a while. They don't have a easy reference list for the spells.


What are the Exalted class abilities


John Kretzer wrote:
xavier c wrote:
Okay so what are all the 9th/8th/7th level spells?
That will take a while. They don't have a easy reference list for the spells.

thank you for trying


John Kretzer wrote:
nighttree wrote:
So what are the prerequisites on the PrC like ?

All of them require Deific Obedience and must worship Deity.

nighttree wrote:
What's the average entry level ?
About 6th is the first level you can generally take it at.

Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?

BIG hole in my Evangalist of Lissala idea :(


xavier c wrote:
What are the Exalted class abilities

Divine Brand: You get a mark on someplace easily visible that acts has your holy symbol.

Obedience: you must complete your obedince each day or loose all the abilities from the prc including the + level to existing spell casting class.

Scholar: Gain a knowledge skill as a class skill

Vitality: + bonus to Fort Saves and Con checks to stabilize.

Divine Boon: You gain them at levels 3, 6, and 9.

Religious Speaker: +2 Bonus to Bluff, Diplomacy, and Perform(Oratory) Checks while your Divine Brand Visible.

Expanded Portfolio: Gain access to a new domain Counting you Exalted Levels as your cleric levels. The domain spells become spell like ability with Caster Level equal to your exalted level. You have to be able to cast that level of spell normally.

Aspect of Divinity: Gain a trait that reflects your deity. Also gain a permanent protect vs evil/goo/law/chaos...depending on alignment of deity.

Ardent Vision: Gain Detect evil/good/law/chaos at will. Alignment dependent on your deity alignment.

Perform Miracle: 1/Day Lesser Miracle.

I'll get to the spell request when I get the chance.


nighttree wrote:
John Kretzer wrote:
nighttree wrote:
So what are the prerequisites on the PrC like ?

All of them require Deific Obedience and must worship Deity.

nighttree wrote:
What's the average entry level ?
About 6th is the first level you can generally take it at.

Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?

BIG hole in my Evangalist of Lissala idea :(

Yes though I really don't think these classes are for Demon lords or Emphyral Lords as they have this kinda of support already. Or for Devils, Daemons, Eldest, as they get their own stuff eventually.

The big hole is the minor deities (like Besmara) which hopefully will be fixed by a blog.

Though I don't see them doing obediences for Dead or Lost Gods like Lissala.


what are Shelyn's boons and what is Shelyn's realm like?


nighttree wrote:
John Kretzer wrote:
nighttree wrote:
So what are the prerequisites on the PrC like ?

All of them require Deific Obedience and must worship Deity.

nighttree wrote:
What's the average entry level ?
About 6th is the first level you can generally take it at.

Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?

BIG hole in my Evangalist of Lissala idea :(

You could take the boons from a deity with similar focuses like Nethys or maybe Asmodeus. Maybe talk to your GM about altering them a bit to match :)

Unless it's PFS, I guess, but are characters in that even allowed to worship Lissala?

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