Those who devote their lives to the gods receive potent gifts from their patrons. Pathfinder Player Companion: Divine Anthology presents many of these powers, both sacred and profane, along with the holy books in which they're found. The secrets revealed in these pages are not limited to those who can cast divine magic, though—faith in the appropriate religion is the only requirement for using many of the revelations and ancient techniques hidden away in the prayer books detailed within.
Inside this book, you'll find:
Several new magic items, traits, feats, and spells, including a new category of magic: meditative spells.
A wealth of new options for characters from arcanists to bards and from clerics to paladins, including the mysteries of apocryphal subdomains and new paladin oaths.
New archetypes, new fighting styles, and additional information about a wide range of faiths and religions.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder Campaign Setting, but can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-894-6
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This book has a lot of great Traits, Archetypes, Domains, and to my surprise, Paladin Codes. Solid flavor and structure throughout, so even if you ditch the mechanics in the book, it can give great ideas.
Addition: combine the Medicine Sub-Domain (presented in this book) with Heal Skill Unlock Feat and the Battlefield Surgeon Trait, tons o fun.
It just doesn't live up to the Arcane Anthology. From premise to fluff to crunch I think that the authors just really missed the point. Almost the entire book revolves around what to me feels like a very lackluster in-setting manual with a heavy snowflaky sort of backstory. I didn't really check, but I'm pretty sure that the setting material used here is mainly something just made up rather than using existing material.
I was hoping more for either A.) some sort of Divine/religious themed artifacts or tomes or B.) maybe something like the religious teachings of the Godclaw, combining a few deity's tenets together. I don't know, I was hoping for a Divine version of Arcane Anthology, and this is nothing like it. While it does have some good stuff in it, I also feel like there is way too much that should have been put in other books, like the Paladin Codes, especially when the Patron's are not even otherwise touched on in any meaningful way. Perhaps I had my hopes up too much, but this one just doesn't really do much for me.
Full disclosure, I purchase all Pathfinder books relating to the gods or religions as a matter of habit, and I'm a bit predisposed to like them.
When this book was first announced on the blog, the description led me to the impression this book would have actual quotes and excerpts from the holy books of the Inner Sea region, perhaps on interstitial pages. This is decidedly not the case, and while I was initially crestfallen this book really turned things around on my first read-through.
GMs interested in building a realistic world through inclusion of unique treasures will find a lot to love in the early sections of the book, which detail noteworthy theological texts outside the standard holy books (some of which are quite rare, or circulate in different editions with different uses). Plenty of related magic items are found there that would also make good crafting quests or unique gifts from servitor's of one's god.
Overall the flavor of the book, and the detail it adds to the setting, is tantalizing; so many new offshoots of major religions are introduced, as well as new points of contention among major sects. These 32 pages have made me want to play followers of deities I previously found uninteresting, thanks primarily to the apocryphal subdomains that help clerics specialize in a certain tradition of worship that might set them apart from the crowd.
Which leads me to my favorite thing about this book... NEW PALADIN CODES FOR EMPYREAL LORDS! I was over the moon about this, Chronicle of the Righteous is a top-5 book for me and this really compliments it in a great way. Dwarven gods and gods of the Dragon Empires also feature here in smaller share. In less than 5 pages the Paizo staff has here considerably opened up options for paladins, including some long-overdue codes (e.g., Ragathiel's). Additional details on who might become a paldin for these deities and how will help give players good backstory ideas.
The two best additions to the game in this book are the sheer number and variety of traits (many of which could be used quite creatively by players), and the new archetypes related to the obedience feats. Ever since Paizo introduced boons and obediences I've always been on the lookout for new ways to use them other than prestiging, and this book delivers on that. If you're looking to snag some boons without prestiging, you need this book!
Now, for the downsides. Pharasma does not feature in this book, so those looking to find new options for her worshippers will be dissapointed. However, given the number of empyreal lords and lesser deities featured, I think it's to be expected one of the main pantheon wasn't going to make the cut, and Pharasma has plenty of mechanical support already. Secondly, meditative spells (while interesting) are somewhat limited in their utility, and probably won't become a universal feature in people's games in the short term. I like these spells, don't get me wrong, but I wouldn't buy the book just for them.
Overall, not what I expected, but still a real treat! This book is crammed full of great tools and inspiration, and makes a great addition to the Pathfinder line.
Wouldn't it be Psychic Anthology? But yes, I certainly hope we see one, regardless of the name. Not sure what a Dark Fantasy Anthology would contain, but I think some thematic anthologies could be interesting. Holy Anthology for a book all about [good] descriptor spells, or perhaps if that's too narrow, one for all alignment descriptor spells. Anthology of the Mind for mind-affecting spells? Though that does get away from [X Anthology] if they want to stick with that over [Anthology of X]...
This is the 2nd "Anthology" book, a little early to speak of a line.
Fair point.
Marco Massoudi wrote:
Also, Arcane Anthology was mediocre.
With all respect, that is your opinion. I quite liked Arcane Anthology.
Based on the reviews, I'm not alone. ^_^
No, you most definitely are not alone. I loved Arcane Anthology.
In my opinion, the whole Companion line has not been 'mediocre' for awhile now...it's why I subscribed. Some of the most innovative and creative Pathfinder fun comes from this line of books, IMO.
Me too. I recommend those two calmly and quietly back up the way they came...or perhaps show some respect and lower their weapons at the very least. Don't poke the flying serpent.
Anyone else notice that the Companion art is getting better and better?! Sometimes I pick up the book and just stare at the cover a moment before I open it.
Honestly, I'm really hoping that material for non-Divine classes is extremely minimal, and it's 90% focused on Clerics and Paladins, (Warpriests, Inquisitors, and Druids as well).
Some Cleric Spells that Oracles can not take would be amazing.
Honestly, I'm really hoping that material for non-Divine classes is extremely minimal, and it's 90% focused on Clerics and Paladins, (Warpriests, Inquisitors, and Druids as well).
Some Cleric Spells that Oracles can not take would be amazing.
Judging by this: "A wealth of new options for characters from arcanists to bards and from clerics to paladins, including the mysteries of apocryphal subdomains and new paladin oaths.
•New archetypes, new fighting styles, and additional information about a wide range of faiths and religions."
I imagine there will be much less than the 90% you are hoping for. Divine stuff for bards? Yes please!
That's what a bad wizard archetype(the name which escapes me) is for.
I don't believe there is one unless it's third party. I was thinking more along the lines of a white mage/scholarly divine caster. Could maybe give a small selection of divine spells to the wizard spell list.
I'm pretty sure there's something. It's very recent - maybe in Horror Adventures? The name "faith wizard" comes to mind...
There was the hallowed necromancer but that was less a white mage and more a undead slayer mage. Less about divine magics and more about using necromancy to kill the undead. Then there's the undead master but that's really far from a white mage. And the only other one in horror adventures was the elder mythos scholar but that one was focused on killing aberrations. I like the hallowed necromancer but I was thinking more like an archivist-like archetype. Not an archetype who can only cast the healing-line of spells to solely damage undead.
I see a lot of the conversation going on, and I'm hearing the cries for Wizards to get better access to the Cleric spells, particularly healing, but listen. What if we got a Cleric that casts with INT? I know it's not the exact same, but there's a lot of reasons that that too is nice. And this would maybe be just the place for it to show up. Even maybe limited to Nethys worshippers? Or all deities with knowledge domain. But maybe limited to Nethys worshippers.
We've got several divine casters that use INT already, but they're both just 6th level casting. It's time. Time for a Cleric who studies for their spells. The Living Grimoire (Inquisitor) and the Reliquarian (Occultist) are hella neat, but it's just a void in my heart that is waiting to be filled.
[SNIP}
Time for a Cleric who studies for their spells.
I'm all for it! I love the idea of divine casters who study rituals of faith, using scholarship and holy texts, and spend their off-time arguing about how many angels can dance on the head of a pin.
Int-based druidic natural philosophers, who record their observations and hand down their ogham script on bark 'scrolls' or inscribe them onto standing stones, could also be a thing, as well as Int-based court herald / aristocratic bards, who learn a smattering of arcane lore the old fashioned way, *by learning,* (picking up magic the same way they pick up mundane skills, or dabble in swordplay), instead of maybe having some sort of dragon blood or something.
The inflexible connection of casting class to casting stat is a sacred cow I'd love to turn into burgers, and not just for Wildblooded Empyreal or Sage Sorcerers.
So..what you want Int based casting Paladins too, Set?
*I'm* not immediately seeing a way that 'makes sense' to me, but then again, I'm not terribly interested in Paladins.
If there's no *balance* reason to forbid it, and it makes sense to someone else (or they have a good enough justification for it!), who am I to stand in the way just because 'it's not the way we used to do it!'
(Paladin is an interesting example, since it's the one core class that *has already* changed it's casting stat, from Wisdom to Charisma.)
But Clerics and Druids and Witches, for examples, using any of the three casting stats, make sense. Witches that form a deep spiritual connection with primal forces and use Wisdom? Scholarly Clerical archivists using Intelligence and recording the rites and practices of faith that work for them in big prayer books? Druids who use force of personality (Charisma) to soothe, or enrage, the spirits of the natural world, whether animal, vegetable or elemental? Sure!
I was just asking Set, because while yes, it went from Wisdom to Charisma (since much of the paladin's power is CHA based), this might make those who DON"T dump their stat in Int to have an incentive to have like a 14 int or something like it.