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22 posts. Alias of NotButter.
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I did check out Zeitgeist. While at a glance it did seem like it might be a good fit, closer examination revealed that it wouldn't have been a good fit at all.
I neglected to mention this in my previous posts, but the adventure I plan to run is one where the PCs become revolutionaries seeking to bring about justice through extralegal (and likely destructive) means. In Zeitgeist, the players work alongside law enforcement to bring known criminals to justice and ferret out doomsday conspirators that seek to totally upend the current status quo. By contrast, my adventure would necessarily bring the party into direct and frequent conflict with the local law enforcement, and they are going to be the ones upending a fundamentally corrupt system.
If anyone owns the Zeitgeist adventures, how easy (or difficult) do you think it would be to flip the script?

Actually, art assets are a low priority for me right now. I need prefabricated dungeon layouts, prefabricated town layouts, prefabricated scripted NPCs, and other things related to game mechanics. And I need all of these things to be designed for a setting that is within the ballpark of a turn-of-the-20th century urban setting, so that it's easy for me to reskin and rehash things as needed.
I think the Outlaws of Alkenstar adventure path is the most likely to have everything that I'm looking for, but I'd like for someone to confirm this for me first. If I drop money on a product, expecting to get things like street layouts wide enough for horseless carriage chases, industrialized factory floors, subway stations and tunnels, and tall office buildings designed for stealth missions; I would be very frustrated to find out that it just contains the usual medieval fantasy fare like dirt-road villages and castles and ancient ruins and whatnot.
I would also like to know if there are any other adventure paths besides Outlaws of Alkenstar published for PF2e that can be easily reskinned for an early 1900s big city adventure, if you happen to know of any.

In the upcoming campaign I plan to GM, I am going to homebrew my own setting. I'm going to design the world as the campaign unfolds; I will provide a starting area that should suffice for 1st level, and then continuously design outwards depending on what the players decide to do. I've chosen this approach because the setting of Golarion just doesn't suit my needs. But I'm not confident in my ability to design towns and dungeons from scratch, so my plan is to buy some adventure paths, pick and choose the individual parts I like, and rearrange them into a cohesive whole.
Which adventure paths (or other sources) would likely have the kinds of things that would fit my campaign?
My homebrew setting is an Earth-like planet where humans are pretty much the only sapient Ancestry. If other Ancestries exist, they would all be very Rare. The starting area is largely modeled after Manhattan around the turn of the 20th century, with technology being partly steampunk, partly magitech. Culture and architecture can vary wildly compared to Earth's New York around that time, and can be ahead or behind the curve by plus-or-minus 30-40 years.
The Gilded Age is in full effect, and wage slavery is a major source of strife amongst the working class, mainly upheld by an aristocracy of wizards who have worked to slow the development of non-magical technology so that the working class remains reliant on them.
The city likely has many secrets buried beneath the surface, and the recent opening of the city's first subway line can be a great entry route for a dungeon or two. Additionally, there are some prominent commercial buildings which are as large as castles and up to 30 stories tall which the party may have to infiltrate on secret missions.
The existence of gods and the afterlife remains unconfirmed, but divine magic is about as commonplace as arcane magic, and faith in the ancient and storied traditions of their forebears allows clerics and champions to wield divine power.
Based on everything I laid out, which adventure paths or other sources would be most likely to have the best-fitting elements for my campaign, or at least the first few levels of it?

In the upcoming campaign I plan to GM, I am going to homebrew my own setting. I'm going to design the world as the campaign unfolds; I will provide a starting area that should suffice for 1st level, and then continuously design outwards depending on what the players decide to do. I've chosen this approach because the setting of Golarion just doesn't suit my needs. But I'm not confident in my ability to design towns and dungeons from scratch, so my plan is to buy some adventure paths, pick and choose the individual parts I like, and rearrange them into a cohesive whole.
Which adventure paths (or other sources) would likely have the kinds of things that would fit my campaign?
My homebrew setting is an Earth-like planet where humans are pretty much the only sapient Ancestry. If other Ancestries exist, they would all be very Rare. The starting area is largely modeled after Manhattan around the turn of the 20th century, with technology being partly steampunk, partly magitech. Culture and architecture can vary wildly compared to Earth's New York around that time, and can be ahead or behind the curve by plus-or-minus 30-40 years.
The Gilded Age is in full effect, and wage slavery is a major source of strife amongst the working class, mainly upheld by an aristocracy of wizards who have worked to slow the development of non-magical technology so that the working class remains reliant on them.
The city likely has many secrets buried beneath the surface, and the recent opening of the city's first subway line can be a great entry route for a dungeon or two. Additionally, there are some prominent commercial buildings which are as large as castles and up to 30 stories tall which the party may have to infiltrate on secret missions.
The existence of gods and the afterlife remains unconfirmed, but divine magic is about as commonplace as arcane magic, and faith in the ancient and storied traditions of their forebears allows clerics and champions to wield divine power.
Based on everything I laid out, which adventure paths or other sources would be most likely to have the best-fitting elements for my campaign?

I've thought about this before. My idea is to make Slowed an inversion of Quickened; instead of reducing the number of actions available to you outright, it should instead impose limitations on what you can do with a number of actions. Furthermore, if an affected creature ends a turn without using some of its actions, it can carry over the unaffected action to its next turn; when it regains its three actions on its next turn, it can choose not to regain the affected action, thus giving it three unaffected actions for the turn.
As an example, you can rewrite the second paragraph of the Magnetic Repulsion spell as follows:
While the spell is active, you're slowed 1, and can't use the affected action to use metal objects (including to Strike with a metal weapon). If you're wearing metal armor, you also can't use the affected action to take move or manipulate actions.
If for whatever reason you choose to cast this spell on yourself while wearing metal armor, and then want to cast a Summon Elemental spell, you can do so, but it requires an additional turn to pull off. First, end your turn with one action not affected by the slowed condition. When your next turn comes, you can choose to regain only the two actions that are not affected by the slowed condition. You can then use your three unaffected actions to cast Summon Elemental.
I would use Nature in place of Survival for the skill needed to extract. Also, duration per level is a very 3.5e/pf1e mechanic and doesn't really gel well with the 2e ruleset. I would change the success shelf life to "until your next daily preparations" and critical success shelf life to "48 hours".
Fair point. I originally proposed that all checks relating to the limit break should be guaranteed no worse than successes for allies and no better than failures for enemies. Do you think it should be more extreme? All limit break checks should be critical successes for allies and critical failures for enemies?
Or maybe, the Hero Point cost should be variable. Spending 1 Hero Point could trigger minor limit breaks (regular success/failure with a small chance to critical). Whereas spending 3 Hero Points could trigger major limit breaks (guaranteed criticals).
Teridax wrote: I'd be keen to playtest that, as a single feat a couple levels above the party's may not necessarily be so impactful as to make up for the cost and restrictions That might be a good thing, though.
If you're familiar with Final Fantasy 8, then you probably know about a certain degenerate strategy in which players intentionally leave their characters at low health in order to continually trigger opportunities to unleash their massively overpowered limit breaks. I want to avoid encouraging that same sort of metagaming with this house rule. If limit breaks are too powerful, then the players may choose to deliberately leave their characters under-healed (or worse, attack each other until they're bloodied). I would consider that to be a design failure.
Limit breaks should not be so powerful that they're worth intentionally suffering damage for, but should be powerful enough to create a sense of awe and spectacle.

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The intent of this variant rule is to give struggling player parties sudden bursts of power to overcome unexpectedly dangerous situations, and give players a preview of abilities they may acquire at future levels.
Under this variant rule, a player can spend Hero Points in one of two ways: to lose the dying condition and stabilize at 0 HP (this costs only 1 Hero Point), or to invoke a Limit Break (this costs all of their Hero Points).
A player can only choose to invoke a Limit Break when the entire party is bloodied or worse, or a party wipe seems likely under the current circumstances. The GM is the final arbiter for when the use of a Limit Break is appropriate.
On the player's turn, if they choose to invoke a Limit Break, the GM searches their rulebooks or Archives of Nethys for a feature or feat up to 2 levels higher than the player's character level, or a spell up to 1 rank higher than what the player's character can cast; the GM must choose something which is likely to be very effective against the most dangerous threat present, and the player must meet the prerequisites and requirements (except the level requirement).
The player gains access to the chosen ability for a brief time -- usually until the end of the player's current turn, but can be up to 1 minute depending on the nature of the ability and the severity of the situation -- and the GM instructs the player how to use the ability. When the Limit Break ability is used and/or while it is in effect, whenever the ability requires checks of any kind, the Limit Break user and their allies cannot get results worse than success, and the user's enemies cannot get results better than failure.
Over the course of a campaign, each time a player uses a Limit Break, the GM should try to select a different ability each time. The player should not be able to choose or predict which ability they will temporarily receive. This helps to maintain a sense of unpredictability and wonder each time a Limit Break is invoked.

I'm planning on creating a setting where Automatons are Uncommon rather than Rare. I want them to be distinctly non-organic, without unbalancing them too much from other organic ancestries. Take a look at the ancestry features and let me know if this looks too strong, too weak, or just right.
Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Glitch-Prone
You can be affected by the glitching condition, despite not having the tech trait. For you, the penalty on a failure or critical failure is a status penalty.
An adjacent creature with a thieves' toolkit can spend a single action (which has the attack and manipulate traits) to make a Thievery check against your Fortitude DC. On a success, you become glitching 1 or your glitching value increases by 1 (to a maximum of 2). On a critical success, you become glitching 2 or your glitching value increases by 2 (to a maximum of 4).
Effects that counteract magic can target you even if they normally can't target creatures. If you are targeted by such an effect, the counteract check is made against your Fortitude DC. If the counteract check succeeds, you become glitching 2 or your glitching value increases by 2 (to a maximum of 4). If the counteract check critically succeeds, you become glitching 4.
Constructed Body
Your physiological needs are different than those of living creatures. Except as noted below, you are treated as a living creature.
* You must rest for a period of 2 hours each day. While resting, you are not unconscious. If you go 22 hours without this resting period, you become glitching 1, and your glitching value can't be reduced below 1 until you rest for a 2-hour period.
* You do not need to eat, and are immune to starvation.
* Your body contains no significant moisture. You do not need to drink, and are immune to thirst.
* You do not breathe, and are immune to suffocation and inhaled hazards.
* You do not have blood, and are immune to bleed damage.
* You are immune to afflictions unless they are magical or have any of the mental, spirit, vitality, or void traits.
Construct Maintenance
You cannot be targeted by the Repair activity. If you or another creature attempts to use Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds on you, they must use Crafting in place of Medicine for the check, they must be trained in Crafting instead of Medicine if it is a trained action, and they must wear or hold a repair toolkit instead of a healer's toolkit.
When a creature Administers First Aid on you, instead of the option to Stop Bleeding, they have the option to Stop Glitching, and the success and critical failure effects are modified as follows.
* Stop Glitching: Attempt a Crafting check on a creature with the glitching condition. The DC is usually the DC of the effect that caused the glitching.
* Success: If you're trying to stabilize, the target loses the dying condition (but remains unconscious). If you're trying to stop glitching, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.
* Critical Failure: If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop glitching, the target automatically critically fails their next flat check triggered by the glitching condition.
I just realized I didn't make it available to edit earlier. Now anyone who uses the link can contribute.
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@Teridax: You know, I think that might actually work.
I made a Google Sheet to map out which domains are opposed. In most cases, there are pairs of domains that are mutually weak to each other, but in some cases one domain is weak to the other, but not vice versa (Metal is weak to Lightning, but Lightning is not weak to Metal.)
Anyone on this forum can contribute here.
https://docs.google.com/spreadsheets/d/1tfmufJbtcfPgMw1mnHqQf-1TrykjSVlD-dk 0Pk1rC4U/edit?usp=sharing

TL;DR - In a homebrew setting where no incontrovertible proof of the gods exist, what makes divine magic any different from occult magic? Please post your suggestions below.
I'd like to request some help from the worldbuilding community. I want to create a setting where the existence of the Outer Sphere, let alone what it contains, is unknowable and can neither be proven nor disproven. The kinds of stories I want to tell as a GM are ones including themes of existentialism and pontifications on mortality. At best, mortals should only be able to confirm the existence of souls, and any systems of reincarnation that do not necessarily involve trips to the Outer Sphere. Final Fantasy VII is my main inspiration here.
Unfortunately, the default Golarion setting is terrible for telling these sorts of stories. Just about every mortal in Golarion knows that the gods and the afterlife exist, so the concept of death already loses a lot of gravitas. And because everyone knows that their souls will be judged when they die, everyone is incentivized to be good for a few decades or centuries so that they can enjoy paradise for eternity. Only the absolute densest 0.1% of mortals would ever choose petty evil, knowing full well that Hell or other unholy realms await them as punishment. And mortal supervillains seeking to upend the cosmic order wouldn't fare much better, as they wouldn't have very many loyal minions to select from. At that point, the only real contenders for villains are monstrous beings like fiends, undead, fey, and aberrations. Saturating my villain roster entirely with monsters like that is sure to break the intended tone of my stories. I absolutely must have human (and human-adjacent) villains who seek world conquest, who lie and cheat and steal for their own self-interest, who believe life is all about maximizing their own pleasure in the little time that is available to them, and who will exploit their fellow human beings to those petty ends.
So, for all these reasons, I want to make a custom setting where the Outer Sphere is ambiguous in its existence. I want to keep in divine spells, clerics, champions, and all other game mechanics involving the divine in place, partly out of a desire to avoid having to rebalance everything, but also because discussions of faith and the eventual fate of the soul are very interesting to have, especially when such subjects are not understood by even the wisest of mortals.
But here is the main problem I've been running into in trying to design such a setting. Without the confirmed existence of gods, what really differentiates divine magic from occult magic? In Secrets of Magic, Djavin Vhrest describes occult magic as follows:
"Ideas, art, and expression form metaphysical threads, each woven into a grander tapestry of culture, tradition, and community. Every thinking being develops some twist on this vocabulary—every painful lesson of cause and effect, every bedtime tale laughed off or taken to heart, every syntactic rule that dictates our logic, every object that carries even a semblance of symbolism—all strained through the myriad combination of senses we each experience. Each of these elements forms your narrative language, rooted in your thoughts and emotions. Each is a tool to create and manipulate a story.
"Enduring thoughts slowly manifest as immortal archetypes on the Astral Plane, and souls resonating with the weight of a million aligned choices meld with the Outer Planes to form the Great Beyond. Untold trillions have lived and died, and their stories form the tapestry’s very foundation. Pick any mortal's little patch in the greater design, and you’ll find the multiverse’s vast narrative reflected in some corner of their mind. Even without shared language, values, and lived experience, an occult practitioner and their subject almost always share this esoteric memory. Not only is that enough to work magic, but any practitioner powerful enough to tap into these cosmic expressions can influence thousands at a time by manipulating the multiverse’s underlying mythology."
This is how I would ideally like faith to be handled in my stories. The shared values that bind communities of people develop into widely-accepted that embody these values. When enough people believe in the shared idea of Sarenrae, Sarenrae becomes real -- or at least, real enough that dedicating your life in her service will grant you real power. But then, if that is all the gods really are -- just shared delusions which grow so popular that they take on a life of their own -- then what really makes divine magic anything more than just a popular offshoot of occult magic?
There must be some other aspect that divine magic embodies which occult magic does not. In a world where no incontrovertible proof of the gods exist, what would take its place? That's what I need help figuring out, more than anything.
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For my second draft, I'm considering grouping cover, concealment, observing, detecting, and noticing as Circumstances; pseudo-conditions which are relative and usually provided by the environment.

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Intent
The current rules as written lack some flexibility when it comes to ruling on characters with unusual senses. For example, a hero based on Matt Murdock (a.k.a. Daredevil) would be permanently blinded but possess hearing as a precise sense. It's up to the GM to do the heavy lifting and reinterpret the rules in a way that makes sense for this particular character.
My rewrite of the rules is an attempt to elaborate on current mechanics as they pertain to stealth and perception, making them both more robust and sense-agnostic. In doing so, it opens the door for additional character concepts. I plan to incorporate any feedback into future drafts; I want to write these rules in a manner that is at once clear, concise, and fulfills the goals I outline above.
Note: "Subject" is a catch-all term for any creature, object, or individually-targetable entity.
Detection conditions
* Observing: You know a subject's exact location. You can directly target a subject you observe. You can only observe subjects using precise senses. As long as you observe a subject, you also detect and notice it.
* Detecting: You know the space that a subject is in (within a 5-foot square). If you are not observing the subject, you are off-guard to it. You can directly target the subject, if you are not observing it, you must succeed at a DC 11 flat check or you fail to affect it. You can detect subjects using precise or imprecise senses, but not vague senses. As long as you detect a subject, you also notice it.
* Noticing: You know that a subject is or recently was present. If you are not observing the subject, you are off-guard to it. If you are not detecting the subject, you cannot directly target it. You can notice subjects using any senses, and subjects remain noticed until you can no longer reasonably believe that they are present.
Note: Some abilities only work against targets that don't notice the user.
Targeting spaces and areas
If you notice but can't detect a subject, you can guess at its location and target where it might be. When you use an attack, spell, or ability that targets a subject, you can select a space (a 5-foot square) as a target instead. The GM rolls a DC 11 flat check, as well as the check needed for the ability to affect its intended target (usually an attack roll or saving throw), both in secret. If the space is not occupied, the flat check fails, or everything in the space would be unaffected, the GM only reveals that nothing was affected.
Area effects do not directly target subjects, and so detection and sense-based conditions do not invoke a flat check. Furthermore, for each subject you notice but don't detect, the GM secretly rolls the check for that subject even if it isn't in the effect's area; if the subject is unaffected, the GM doesn't reveal whether it was due to the check result or the subject's location.
Concealment
When you're in thick fog, underbrush, or some other obscuring feature, you have concealment, making you harder to target. Concealment is relative, so you might simultaneously be concealed from one creature and not another. Concealment obscures against one or more senses.
When a creature targets you with an attack, spell, or other effect while you have concealment against all of its precise senses, it must succeed at a DC 5 flat check or it fails to affect you. Both lesser concealment and standard concealment provide this benefit. In addition, while you have standard concealment against one or more creatures' precise senses, you can Hide to stop them from observing you.
Usually, the GM can quickly decide whether your target has concealment. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain, object, or creature that would obscure line of sight/sound/scent, the target has concealment against vision/hearing/scent.
Cover
Mostly unchanged from RAW.
Typically, cover prevents subjects from being observed by all senses, but only prevents subjects from being detected via sight. Most senses other than sight can be used to detect subjects behind cover, so long as an unobstructed path no longer than the sense's usual range exists between the sensing creature and the subject; this path can travel through the air (with the exception of tremorsense, which travels through the ground).
Sense-based conditions
* Unnoticeable: This condition always lists one or more senses. Creatures cannot observe, detect, or notice you using the listed senses. If a creature was observing you using any of the listed senses, it no longer is. The effects of this condition take precedence over other creatures' checks to Seek you.
** Invisible: You are unnoticeable by vision.
** Silent: You are unnoticeable by hearing.
* Overstimulated: One or more of your senses are overwhelmed or obscured. This condition always lists the senses affected. All subjects have concealment from your overstimulated senses.
** Dazzled: Your vision is overstimulated.
** Ringing: Your hearing is overstimulated.
* Impaired: This condition always lists one or more senses. All subjects are unnoticeable by your impaired senses. If a Perception check requires you to use an impaired sense, or does not permit the use of any senses which are not impaired, you automatically critically fail the check. You take a –2 status penalty to Perception checks involving an impaired sense. If all your precise senses are impaired, the status penalty is –4, and all normal terrain is difficult terrain for you. Perception checks for initiative typically involve vision and hearing.
** Blinded: Your vision is impaired. Blinded overrides dazzled.
** Deafened: Your hearing is impaired. If you perform an action that has the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. Deafened overrides ringing.
Examples of abilities and effects with updated descriptions
Hide (1-action)
You use your surroundings to prevent other creatures from observing you. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature observing you but that you have cover, greater cover, or concealment from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success: If your source of cover or concealment obstructs all of the creature's precise senses, it cannot observe you.
If you successfully avoid a creature's observation but then cease to have cover, greater cover, or concealment from it, it resumes observing you. The creature can observe you if you do anything except Hide, Sneak, or Step. If you attempt to Strike the creature, it remains off-guard against the attack, and then begins observing you. If you do anything else, the creature observes you just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to observe you, you must successfully Hide to prevent it from observing you again.
Seek (1-action)
(First paragraph unchanged from RAW.)
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of creatures you are not observing, or the DC to detect each object in the area you are not observing (as determined by the GM or by someone Concealing the Object). If you use only imprecise and vague senses to Seek, you cannot get a result better than Success; if you use only vague senses to Seek, you cannot get a result better than Failure. The unnoticeable condition takes precedence over the results of your check.
Critical Success: You observe any subject you critically succeed against.
Success: For each creature you succeed against, you detect it if you weren't detecting it before, and you observe it if you were detecting but not observing it before. You also observe one object that you weren't previously observing.
Failure: For each creature you fail (but don't critically fail) against, you notice it if you weren't noticing it before. You get a clue as to the location of one object you are not observing.
Crystalline Dust (2-action) Feat 5
You've learned to disperse the crystalline motes coating your body as a haze. You gain lesser visual concealment from all creatures for a number of rounds equal to half your level.
Mist (3-action) Spell 2
You call forth a cloud of mist. The area in the cloud provides visual concealment. You can Dismiss the cloud.
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Will this book contain guidelines for converting any Medium-sized creature into a Troop? I'd really like a convenient way to build an encounter with a swarm of any kind of monster from the Bestiary.

I've come up with a better way to implement this concept in gameplay. I will use Irori as an example this time.
Irori's edicts are:
* Be humble
* Help others perfect themselves
* Hone your body, mind, and spirit to a more perfect state
* Practice discipline
Whenever a sanctified follower of Irori deals spirit damage to a target sanctified by another deity, the player must declare an act or behavior that abides by Irori's edicts and either violates the target's anathema or singles out a fundamental aspect of the target. The GM arbitrates, and can reject a declaration that they deem too vague or too contrived. The GM can instead allow the target to treat their save as one degree of success better if a declaration does not strictly follow these guidelines but still feels "on-brand" for an Irori worshiper.
This is a non-comprehensive list of declarations that a reasonable GM might accept for the purposes of an Irori cleric dealing spirit damage against sanctified followers of other deities.
Asmodeus: "I would share my power with the downtrodden to give them the opportunity to grow and become better."
Calistria, Dranngvit, Grandmother Spider, Dahak, Gyronna, Eiseth: "When someone slights me, I turn the other cheek."
Lamashtu: "I will help you fix your imperfections."
Norgorber: "I will show mercy and not give in to the temptations of wrath."
Urgathoa: "I will deny my appetites in pursuit of self-discipline."
Baalzebul: "I will show humility."
Belial: "I will stop you from indulging in wanton acts of hedonism and teach you to become more disciplined."
Jaidz: "If a creature shows cowardice, I will discipline them to the extent necessary to help them grow out of it."
Charon: "I'll offer to train you to become your best self, and I won't even charge you for it."
Fandarra: "If I can hone my physical form to the point that I achieve immortality, I will do so."
Lao Shu Po, Lahkgya: "I work honestly for the things I need, and I do not succumb to the temptation to steal."
Diomazul: "If someone provokes a fight with me, I refrain from needless violence."

Calistria's edicts are as follows:
* Pursue your personal freedom
* Seek hedonistic thrills
* Take revenge
The GM may decide that sanctified clerics and champions of Calistria can deal aligned damage to creatures sanctified by or otherwise closely associated with the following gods:
* Erastil: "do not choose yourself over your community".
* Irori: "do not engage in overly unhealthy or self-destructive behaviors".
* Torag: "do not tell lies or cheat someone" (even in pursuit of revenge).
* Horus: "do not undermine a rightful ruler" (even one that restricts your personal freedom).
* Ma'at: "do not deal unfairly with your family or community" (even if this would get in the way of your personal freedom).
* Barbatos: "do not hide any plot against your masters".
* Folgrit: "do not abandon your family" (even if they restrict your personal freedom).
* Kols: "do not lie, do not dishonor yourself or your family, do not shirk your duties, do not break an oath".
* Magdh: "do not lie".
* Ashava: "do not intentionally mislead someone".
* Black Butterfly: "do not interrupt tranquil moments, do not play noisy or discordant music" (if your preferred form of hedonistic thrill involves loud music).
* Eritrice: "do not sow or perpetuate lies".
* Tanagaar: "do not abandon your post".
* Vildeis: "do not indulge in luxury".
* Rowdrosh: "do not abandon your community".
* Kerkamoth: "do not perform an act of wanton and significant destruction".
* Narakaas: "do not take joy in suffering".
* Lissala: "do not disobey a superior, do not shirk your duties".
* Vineshvakhi: "do not abandon your post, do not willingly suffer corruption over death or grievous harm".
* Mugura and Nrithu: "do not steal credit from others, do not upstage or sabotage, do not spread rumors to get ahead" (all valid forms of revenge).

Abadar's edicts are as follows:
* Bring civilization to the frontiers.
* Earn wealth through hard work and trade.
* Follow the rule of law.
The GM may decide that sanctified clerics and champions of Abadar can deal aligned damage to creatures sanctified by or otherwise closely associated with the following gods:
* Gozreh: "do not bring civilization to intrude on the wild"
* Thoth: "do not upset stable ecosystems" (such as by building human settlements)
* Immonhiel: "do not destroy nature" (even in the process of building human settlements)
* Adanye: "do not force anyone into drudgery or mindless work" (particularly via wage slavery).
* Hanspur: "do not impose needless laws or restrictions on others"
* Kazutal: "do not enforce an unjust law"
* Fumeyoshi: "do not allow honor or tradition to prevent you from taking what you want"
* Lao Shu Po: "do not work honestly for something you could steal instead"
* Yamatsumi: "do not become reliant on civilization"
* Srikalis, Sritaming, and Sribaril: "do not lay waste to nature" (even in the process of building human settlements)
Bear in mind that these are not hard-and-fast rules, and the nuances of a given situation are factors in deciding whether any two gods' goals are antithetical to each other. Ultimately, the GM is the final arbiter.
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@Teridax
You're absolutely right that this shouldn't be used on every creature. In general, only sanctified characters and outsiders should have weakness to aligned damage. And In regards to your example of a Pharasmin cleric exploiting Ng's anathema, I didn't intend for something like that. What I should have written was "an act which is enforced by your edicts, and which either violates the target's anathema or singles out a fundamental aspect of the target (such as being undead)." So a Phasmarin cleric should not be able to exploit an Ng worshipper's anathema of wearing clothes out of season, because that is not addressed in Pharasma's edicts.
The main reason why I propose this concept of anathema-based alignment damage is because Paizo has shown a vested interest in moving away from D&D's Good-Evil-Lawful-Chaotic system, and I'm in support of this decision.
This is more of a shower thought than an actual homebrew, but I think it could work.
When performing an action that would deal spirit damage, the player declares one act that abides by their character's edicts and does not violate their character's anathema. If the act does not abide by the target's edicts and violates the target's anathema, the target takes spirit damage.
You can determine a target's edicts and anathema through prior research, from making a successful Recall Knowledge check (usually Religion), or just by making educated guesses based on observed behavior.

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This is an attempt to split the Confused condition into two separate conditions, Berserk and Erratic. The Berserk condition forces the player to fight aggressively, but still allows them to choose which targets to attack. The Erratic condition randomizes the player's target each turn, but allows the player to choose their actions.
Berserk: You are enraged and attack wildly. You are off-guard, and cannot Delay or Ready.
As long as a viable enemy target is within reach of your Strikes or spells, you must use all of your actions to Strike or cast offensive spells. At the GM's discretion, other actions may be available to you if they would facilitate destruction of your enemies (such as Interacting to draw a weapon).
If you cannot attack any enemies that are currently present, you must use actions to make attacks against enemies possible as expediently as possible. Such actions include Striding within reach of an enemy, Striking or Forcing Open a door to reach enemies hiding behind it, or Seeking to make an invisible enemy detected.
You may use activities comprised of basic actions only if they facilitate your aggression (such as Flurry of Blows, Spellstrike, Quick Draw if you don't have a weapon drawn, or Sudden Charge if no enemies are within reach). The GM is the final arbiter on what activities facilitate aggression.
The condition automatically ends when every enemy is unnoticed. Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to end the condition. If you would become Erratic while you have the Berserk condition, you become Confused. If you would become Fascinated while you have the Berserk condition, you become Provoked toward the subject of your fascination.
Erratic: You don't have your wits about you, and act inefficiently. You cannot Ready or use reactions.
At the start of each of your turns, the GM randomly selects from one viable target (including you). You cannot use actions unless they (or their intended consequences) are related to this target.
Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to end the condition. If you would become Berserk while you have the Erratic condition, you become Confused.
Confused: You are in a violently irrational state and pose a danger to friend and foe alike. You are Berserk and Erratic, and you don't treat anyone as your ally (though they might still treat you as theirs). Neither the Berserk nor Erratic conditions can end as long as you are Confused.
You may let the GM choose your actions for you. If you cast spells, you can only cast cantrips. If you target yourself, your attack rolls automatically succeed (but don't critically succeed) and your saving throws automatically fail (but don't critically fail).
Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the Confused, Berserk, and Erratic conditions.
Provoked: You're compelled to violently attack a specific target to the exclusion of other viable targets. You are Berserk. You do not treat the subject of your provocation as your ally (though they might still treat you as theirs). The Berserk condition cannot end as long as you are Provoked.
You may let the GM choose your actions for you. You may only use actions that affect the subject of your provocation.
If you begin your turn without the Fascinated condition, the Provoked condition ends. Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to end the Berserk and Provoked conditions.
Fascinated: As RAW. Additionally, if you would become Berserk while Fascinated, you become Provoked toward the subject of your fascination.
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