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First of all, determine what your gods are.
Are they merely powerful entities with a preference for certain things, but in no way embody it or have any special connection to it

They are powerful entities with a preference towards certain things, and have greater skill over those things. For instance one of the Goddesses greatly enjoys things that are always changing, she has the Water, Chaos, and Darkness domains as she likes things that flow, are more reactionary, and the moon ended up being her symbol as it is never the same two days in a row.

Does your pantheon require worship to sustain itself?
Embodiment gods shouldn't really need worship, but the other two might.

No, they are powerful on their own.

Are they distant, rarely if ever interfering directly with elements on your world?
Do they have plots and plans for the world that require mortal hands, or do they let things run as they will?

Their are the four top gods, the Sun God, Water/Moon Goddess, Earth/Fire God, and the Sky Goddess. They were collectively tasked to take care of the world (my universe has the one planet that has life at the moment) by the first God (who died in the process of making the planet and them).
They basically have a collective ceasefire pact, as each one of them has their own views of how things should be run (One is Lawful, one is Good, one is Evil, and the Last Chaotic) so if one of them decides to try and push for their vision the other three fight back. They do take it in turns to be the most influential, which ended up creating the seasons. (Lawful runs Winter, Good Spring, Evil Summer, Chaos Autumn).
The other gods are lesser, but end up having to follow similar rules, unable to do much to change the world as a whole without getting in trouble.
They use mortals as pawns to enact bigger goals, as it is a loophole in their agreement that each of them is aware of, but don't want to close.

What sort of relationship do the gods have with each other?
Are some hostile/friendly towards each other, or are they cool and uninterested? Are they more like colleagues at work or family?
Can new gods arise, and if so how?

They are closer to family, and will fight, be friends, and so on depending on who we are talking about and so on. The Law and Chaos God have a bit of a love/hate relationship, which has ended up with them both fighting a lot and having kids together, who are some of the other gods that came later.
Two gods don't fit the trend set by the others. One is the god of Healing, Death, and the Void he kind of came about as sort of an antithesis to the original god, where that one created stability out of chaos, this one likes to kind of reject reality. It is why he is both all about healing and death, both are undoing the natural order, and I see him as a two faced god, who embodies the idea of "the smallest kindness can cause the greatest harm" as he usually has some kind of scheme going on when he offers help.
The other is the god of Luck who become a god by chance, though how I haven't quite figured, I was thinking some tiny, lucky creature stumbled into it (Probably a halfling) but I am still figuring that out.

What roles do priests have, both in communities and to the gods?
What sort of holy rituals and holy days do they observe?
What sort of restrictions and taboos and duties do they have?
Do the gods accept pantheonic worship or are they jealous of their favor?

I haven't quite gotten to that yet, still have to figure out how all the races work together, all that.
I do see the gods accepting pantheonic worship, though you would have to be careful not to offend anyone by stepping on the others toes.


So I am looking to homebrew a custom setting to use in my Pathfinder games, and right now I am working on the Gods, to help direct the flow of the world. And I was looking for a bit of advice on what sort of details and considerations I need to make. I can post what I have so far if that helps, but mostly I am thinking about the number of domains each god should have. At present each as 3 and no two gods share a domain. I was thinking about basically encouraging the Separatist archtype and removing the penalty to charisma and wisdom as these gods are a bit less focused then the other ones.


I am a little curious. If you retrain a class level into one with a different roll on the HP Dice. Say... for an extreme example, a Barbarian into a Wizard. What happens to your health?


Serisan wrote:
Nope! It only applies to spells that say "This spell can be undercast." The numbered spells that lack this text cannot be undercast. The only spells with that text are psychic caster exclusive (Ego Whip, Id Insinuation, etc.). If Summon Monster, Beast Shape, etc. were intended to be undercast, they would have been reprinted.

Okay, but as far as I can tell, my example works, in that I can't find a spell that can be undercast that does not have a number, or a spell with a number that can't be undercast (in the book) it was only a five minute search, so I could be wrong. Anyways houserule, since that is what this thread is about, that any spell with a II, III etc in the name can be undercast.


Knitifine wrote:
DracoLord wrote:
Well, maybe not prepared casters, not like it really hurts them anyways, but I think it should for spontaneous ones. I don't get why it works for one and not the other.
It applies to specific spells, not all spells.
Serisan wrote:
darth_borehd wrote:

Undercasting in Occult Adventures seems really out of balance with non-psychic casters. For example, Wizards/Sorcerers still have have to know multiple versions of the Summon Monster and Beast Shape series.

If they wanted to give this to the psychic casters, it should apply to all arcane and divine casters too to be balanaced.

Am I missing something?

You obviously have not actually read the spells to which undercasting applies.

It applies to all spells with a Number (sort of) in the name. Like Beast Shape I, II, III. Summoner Monster I, II, III, etc. What is so bad about that? And if you only apply to spontaneous casters, it doesn't do much in the way of damage. The casters are pretty OP already, this gives them a few extra spell slots.


Well, maybe not prepared casters, not like it really hurts them anyways, but I think it should for spontaneous ones. I don't get why it works for one and not the other.