There’s more to faith than simply choosing a god. In the Pathfinder campaign setting, dozens of different religions, traditions, and philosophies war for people’s hearts and minds—sometimes with reasoned arguments, and sometimes with bloodied swords. Whether as a servant of a powerful deity, a devotee of a world-shaping philosophy, or a zealous atheist, it’s time to claim the power of your convictions with this guide to devotion—religious or otherwise.
Beliefs are nothing without champions. With Pathfinder Player Companion: Faiths & Philosophies, characters of every class can make their convictions work for them. Inside this book, you’ll find:
Detailed overviews of Golarion’s more esoteric spiritual traditions, from druidism and atheism to juju and pantheism, all with new rules to customize your character’s mechanics, from the arcane healer bard archetype to the juju oracle mystery.
New honor point systems for groups like the righteous Knights of Ozem, the mercantile Prophets of Kalistrade, and the terrifying Red Mantis assassins.
A new system of meditation feats to help characters of any class unleash their greatest potential in battle.
New traits tied to your character’s spiritual and philosophical views.
Information on codes of honor, false and deceased gods, monasticism, religious schisms, and philosophies for all manner of irreligious characters!
New inquisitions to help purge nonbelievers, druid domains to help you draw power from your totem spirit, feats to help atheists defy the gods, spells and magic items usable by characters of any class and philosophy, and more!
Written by Savannah Broadway, Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K.C. Stephens, and James L. Sutter.
Cover Art by Ben Wootten.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world. Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.
ISBN-13: 978-1-60125-543-3
Other Resources: This product is also available on the following platforms:
I’m really glad that a book like this exists as I often wish Pathfinder Player Companion and Pathfinder Campaign Setting volumes would include just a little bit more of what daily life is like in the world. I do wish Faiths & Philosophies could go into quite a bit more detail, in fact. It offers a tantalizing glimpse at the belief structures of the world, but since a lot of space has to be devoted to new traits, feats, archetypes, and more, it can really do nothing more than brush the surface of these things. Nonetheless, it does provide just enough information to inspire players designing characters and gamemasters designing campaigns. For that, if nothing else, it’s well worth it. And some of those new mechanical options are quite interesting.
All right, the old character creation question: which god does the PC worship? Usually, the answer is BOOZE AND SEX, sorry, Cayden Cailean. But sometimes, the answer is ...
... one of the many choices presented in this book. Atheism, theism, pantheism, totemism, philosophy, false gods, schismatic sects ... the list is long, and everything gets a little loving.
The diversity is this book strength, but also a weakness - it's very likely that you'll use just a small part of it. While other Companion books are broadly useful to anybody invested in one particular topic, this one is somewhat all over the place due to its' nature.
All in all, a great thing to have on your bookshelf if you're aware of it's highly situational usefulness.
As much as it does seem to hit the mark, it likewise seems to not just as often. Perhaps Philosophies of the Unfaithful might have been a more appropriate name, as that's what it mostly seems to hit up on.
I see that Paizo also couldn't resisted focusing on the Bard as one of the big four classes covered, but this time I really just don't get it. Why would they focus on Bards, or Monks for that matter, in a book specifically about religions (and anti-religions) and philosophical/spiritual orders?
Typical of many of the Player's Guides, it tends me leave me feeling "that's it?", wishing that certain areas where expanded more, particularly beyond the already published material or flavor, but just not going far enough into the subject. Less Player's Guide material and more almost a brief summary of multiple topics. F&P goes along the same route, retreading Razmiran and Rahadoum without going too much further into other "atheists". I kind of felt the Feats in the particular section are pretty heavy handed. Not entirely sure it's a good idea to undermine some classes main features so strongly. SR 11+ Level for 2 Feats, even if only against Divine and most Outsiders is kind of ridiculous, A feat that can make a Cleric or Paladin doubt themselves and maybe force them to actively Save from even spells they cast on themselves, likewise not cool. Back to Evil getting the good toys.
We have a PFS legal Juju thing, but it's pretty watered down, kind of a Oracle flavored to be a druid/shaman, or a Voodoo analogue.
I'm curious about the point or intent of the centerfold portion. It seems to me an attempt to mock some real world sorts of things, except well in game, it's pretty much entirely correct. Bubblers and Liespinners (Razmiran, most non-divine healing and "cures", and similar things are generally very evil, or at best neutral). There's exceptions, but they generally ARE uncommon exceptions. Atheists and Deniers pretty much are ignorant and blind, but also notably intentionally "bad guys" in the setting (Rahadoum and Razmiran obviously, but the Whispering Way and the River Kingdoms as well).
Spells and Items, in my opinion where kind of "meh". I wished for some more info on Pantheonism, especially the much needed mechanics for it for non-Oracles divine characters, as well as a look at some new, not rehashed Faiths and Philosophies, and religious schisms.
Faiths and Pantheons does a good job of accomplishing what it set out to do. It is a good mix of fluff and crunch. Most of the material is new and it makes a great deal of sense to reprint the bits that I've seen before.
The book is primarily aimed at enriching the backgrounds of those characters for whom religion or philosophy is a major focus (including those characters who dislike or despise the Gods). The book will be useful if you have a particular concept in mind and want to know where you might come from. It is useful if you want to know how the rest of the world tends to view your character. It is useful in giving mechanical suggestions on how to build a character.
Mechanically, the book has lots of new material and some reprinted material (lots of traits I`ve seen before). The material is usually very flavorful and is the usual mix of mechanically weak and mechanically sound options. None are overpowered which I personally think to be a VERY good thing.
Mechanically, my favourite by far is the Juju Oracle Mystery. While similar to the older one it has been altered somewhat in a good way. This one is even legal in PFS. I`m definitely going to be creating one of these for my next character
But there are a lot of other options that I`d at least consider using, especially with a new character. And some of the background fluff will be applied to existing characters to make them a little richer and a little better tied to the world.
I`d like to give this 3.5 stars. The Juju Oracle causes me to raise that to 4 stars.
I'm definitely interested in seeing more for the Prophecies of the Kalistrade and the Kingdom of Man.
I'm sure development of the Green Faith will also appeal to some, even if the majority of philosophies seem either two-dimensionally cartoon evil or otherwise unplayable, such as the Whispering Way or the Cult of Razmir or whatever.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
in my opinion the title refers to the fact that it will address faiths in general as the Faiths books already deal with some of the specifics. however i expect and hope that some of the philosophy's of Galorian are given some details that others sources didn't go into.
I'd actually love to see some more stuff on Razmir, even though I think a Razmiran book and more options for them should be in the chronicles line. Razmir is probably my favorite part of Golarion and I'm getting ready to play a Razmiran Priest in our upcoming Pathfinder game here in the summer, so if they present more options for Razmir I'd love it. Now just to figure out how to get all my fellow players addicted to Tears of Razmir....
I hope to see a channeling Inquisitor and a trapfinding, dungeon-delving Inquisitor, rules on alternate Paladins, ways to give every class an Aura, etc.
I really like the cover and this does sound more interesting then I thought at first. Wow stuff for non-religious characters and for non-divine casters in general.
What I am hoping for is a focus on abilities related to characters morals directly. Maybe some Devine and arcane powers powered by the characters own soul rather than an outside force.a more ki intensive monk with an expanded list of ki powers would be awesome. I would also like an option for polytheism in addition to the atheism and some devine options for non-devine characters. Finally some options related to willpower. A sort of (somewhat cheesy) "I won't give!" or "I fight for my friends!" Type thing.
Regardless i have been waiting for a book like this for a while now and im stoked!
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Since I am hearing news of subscribers opening up their PDFs like gifts from the jolly fat man, Demon Claws. I was wonder what archetypes does this book have, and have there been any changes to the Juju mystery other then the correction to the zombies alignment?
I have to say, I have been waiting for the Animal Ally feat for a very long time. I don't care if it takes three feats, being able to give any class a mount with an effective druid level equal to your character level opens up so many character ideas... my future sohei, roughriders and mounted furies all thank you!
And interesting... lately the devout of Aroden have been receiving a few spells here or there...
ARODEN!!!!!!!
HOW????????
Because...
Spoiler:
...Iomedae took pity on a few of them and stepped in as a surrogate deity to grant their spells. Whether or not these rare few somewhat insane-from-grief clerics ever realize this truth is up to them!
And interesting... lately the devout of Aroden have been receiving a few spells here or there...
ARODEN!!!!!!!
HOW????????
Aside from the solution James pointed out, it would seem the ideal method for followers of Aroden eventually having their prayers answered would be for one of the zealots to ascend to mythic status and obtain the ability to grant spells to followers. Such an Arodenite could then claim to be Aroden returned and carry on the faith. I could easily see some misguided soul pursuing that path.
Can someone explain to me how the feats that give bonuses to resist the magic of the Gods make sense in the world? I'm not really grasping it. Why does a God care whether not someone sees them as a God or not? And why would this extend to this person having increased defenses against the magic of the God or their servants?
Can someone explain to me how the feats that give bonuses to resist the magic of the Gods make sense in the world? I'm not really grasping it. Why does a God care whether not someone sees them as a God or not? And why would this extend to this person having increased defenses against the magic of the God or their servants?
How someone views a god doesn't affect their defenses against divine magic at all. It's only if they take the feat, which usually represents specifically training against that kind of magic.
Then again, I don't have the book, so maybe it's worded odd or something.
There's been a trait that gives a bonus against divine magic since the first traits were published in the Advanced Players Guide. I'm not sure what's in this new book with regards to that, but it sounds like the same sort of thing.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cheapy wrote:
Can someone explain to me how the feats that give bonuses to resist the magic of the Gods make sense in the world? I'm not really grasping it. Why does a God care whether not someone sees them as a God or not? And why would this extend to this person having increased defenses against the magic of the God or their servants?
It's not that the God's care. It's that your own will is such that you are now more resilient to divine magic. Taking the feat simply means the character has firmed their will against the touch of any divine power.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Regarding the Green Faith initiate Druid Archetype (pg. 10), they switch out two uses of Wild Shape over the course of their career (At Sixth level & again at Tenth). Does that affect their capstone, at will use? The wording looks like it might go either way.
Normally, I wouldn't worry about it, but as I'm considering a Green Faith Druid for if I play Wrath of the Righteous & lvl 20 play is not only possible in that, it seems likely expected I was curious.
Regarding Animal Ally...wouldn't getting an animal companion at a later point mean you no longer meet the requirements of the feat, and thus mean that you lose access to the feat? So the clause of the 'if you later gain...' wouldn't really apply. This might cause issues in PFS, where you're going off of the written word.