Having faith doesn't always mean worshiping a deity. From the far-flung corners of Golarion to the center of its major cities, many adherents find faith in small congregations dedicated to obscure beliefs and complex philosophies. Pathfinder Player Companion: Disciple's Doctrine explores a dozen of these cults and traditions, including such groups as the Esoteric Order of the Palatine Eye, Magnimar's mystery cults, the Oracular Council of Po Li in Tian Xia, the Prophets of Kalistrade, and many more. Learn more about these lesser-known groups, and discover the class and character options that true faith and deep traditions can unlock.
Inside this book you'll find:
A host of character traits for those with a background in devotion or dogma, including the natural ritualist faith trait for those who venerate the outdoors and the ecumenical social trait for those who grew up learning about many deities.
Archetypes for adherents of these doctrines, from the fist of the Godclaw warpriest for members of that Hellknight order to the seeker of enlightenment spiritualist dedicated to learning about Sangpotshi, the River of Life.
A wide array of spells for the faithful and those who have learned from them, including protective spells tied to the Kalistocrats of Druma and prophetic spells connected to the Harbingers of Fate.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can be easily incorporated into any fantasy world.
ISBN-13: 978-1-64078-011-8
Other Resources: This product is also available on the following platforms:
Disciple's Doctrine is an interesting idea for a Player Companion. The major faiths in the setting have received tons of attention through hardcovers like Inner Sea Gods, campaign setting books like Inner Sea Temples, and lots of Player Companions like the "Faiths of . . ." series. But Golarion also has a lot of smaller, unorthodox quasi-religious organisations that are fascinating to read about. The inside front cover contains a one-paragraph summary of the groups covered, along with an iconographic symbol for each (some of which are seen for the first time here). The inside back cover reproduces the cover art (sans logos), and it's a pretty cool scene.
The first few pages of the book consist of a table of contents, rules index, introduction, and a section containing six new traits that could be taken by adherents of any of the doctrines in the book. They're all on the weak side, with one ("Dogged") being particularly ridiculous (once a day when you roll a natural 1, you get a +1 bonus on one roll in the next round!).
The main purpose of this 32-page softcover is to cover twelve of these groups. Each group receives two-pages of dedicated material that summarises the group and its members' activities. Each section then introduces one or more new class options, such as an archetype, spell, investigator talent, etc. I'll go through the groups relatively quickly:
* Concordance of Elements: A major extraplanar organisation dedicated to maintaining balance between elemental forces. This featured heavily in one season of Pathfinder Society, and the entry here incorporates that storyline well. The section contains a new monk archetype (the "elemental monk", which looks good--especially plane-shifting!), a new ranger archetype (the "elemental envoy" which looks fairly minor in effect), and a new ranger fighting style ("elemental" style, which adds a few new feat options).
* Cults of the Failed: I really like the idea of this one for some reason. The Cults of the Failed honor and remember (but don't worship) those mortals who attempted the Test of the Starstone to become divine but failed. History celebrates winners, but it's kinda fun to read about losers too. The section contains a lengthy new Medium archetype ("Vessel of the Failed"--I like the concept though I don't know enough about Mediums to understand the game effects).
* Esoteric Order of the Palatine Eye: This group rose to some prominence in the Doomsday Dawn adventure for the PF2 Playtest. Ostensibly dedicated to enlightenment and knowledge of the occult, the summary here is done well as I can't tell how legitimate it is--it looks like a cross between a learned society of academics and a ritual-heavy secret society like Freemasonry. The section contains a new Occultist archetype ("Esoteric Initiative") and some new Magus Arcanas ("Book-Bound", "Circle of Order", and "Tabris's Step")--they look okay, but not great.
* Harbingers of Fate: This interesting group has the idea that if some ancient prophecies were forced into occurring, then the famous "Age of Lost Omens" wouldn't have occurred and Aroden wouldn't have died; "history" would be set on the correct course, and the "Age of Glory" would instead manifest. The section contains a new focused arcane school ("Prophecy") and three new prophecy-related spells. These tend to involve a lot of GM discretion, but could be fun in the right hands.
* Hellknights of the Godclaw: From a sociology of religion perspective, Golarion is noteworthy for surprisingly little polytheism or syncretism. One exception is the Hellknights of the Godclaw, an order that worships a pantheon of five deities and fuses their teachings into a unique doctrine. It's interesting, and I could see playing a PC of the faith. There's a new warpriest archetype ("Fist of the Godclaw") that's a bit "meh", but the three new litanies included are cool.
* Magnimarian Mystery Cults: The Varisian city of Magnimar is known for the influence of small cults dedicated to worshipping the demigods known as empyreal lords. Some of these empyreal lords have become quite popular to fans of the game (like Arshea), and some of them have more information in other books. This section contains a new Cavalier Order ("Order of the Monument") that doesn't have very useful abilities (and would be hard to play in most campaigns where travel is a thing). The section also has variant channeling powers for worshippers of several different empyreal lords, but their flavour rarely fits well.
* Oracular Council: I haven't seen much about this group elsewhere--it's an organisation in Po Li (in Tian Xia) that uses numerology for divination and decision-making. You could easily make a character tasked with investigating foreboding portents and the like. The section includes an oracle archetype ("Divine Numerologist") that fits really well with the theme and has some cool abilities. There are also several new numerology-themed investigator talents that are okay.
* Prophecies of Kalistrade: People say the pursuit of money is America's religion, and if so the Prophecies of Kalistrade would find a firm footing in the country. Material rewards come to those who follow the strict dogma taught by this faith, and they have very distinctive clothing and customs. There's a new psychic discipline ("Superiority") which is very good, and then three solid new spells.
* Razmir, the Living God: All Hail the Living God! My favourite of the bunch, so much so that I've made a missionary priest of Razmir an important NPC in my Curse of the Crimson Throne campaign. Razmir is the only deity that cares enough about humanity to literally live among them, and he's brought peace and enlightenment to Razmiran, the land named after him. Any blasphemies to the contrary are despicable lies. The section contains a new ninja archetype ("Mask of the Living God") that unfortunately isn't very good (and ninjas don't get stuff offered to them very often!), but the new arcanist exploits look very useful.
* Sangpotshi: A philosophy that permeates the cultures of Tian Xia, Sangpotshi is steeped in the concepts of reincarnation, karma, and fate. It's one of those almost meta-religious belief non-systems that can easily squeeze within and among the tenets of more formal faiths. There's a fairly bland new spiritualist archetype ("Seeker of Enlightenment"), but a class I would never expect to see here, the vigilante, receives several good new talents.
* Shoanti Shamanic Traditions: The nomadic, tribal Shoanti peoples have received a lot of attention in some Paizo APs and books, but the brief summary here is still useful. The section contains a new archetype for skalds ("Totem Channeler") that's okay, but the new faith trait ("Aspect of the Quah") is overpowered for a trait--even though it only applies to hunters and substitutes for one of their animal focuses.
* Tamashigo: This is essentially animism, a belief that all things (animate and inanimate) contain spirits. The section contains a new samurai archetype ("Ward Speaker") that is interesting but really depends upon the presence of shrines for viability. There are also two new bardic masterpieces.
The book ends with four pages of equipment, magic items, and occult rituals. I thought this section was really well-done, as many of the items are flavourful and worthwhile. I particularly like the charlatan's cape, which makes it much harder to identify the caster's spells.
Overall, Disciple's Doctrine is a fun book and a recommended buy. When you think you've seen it all and have run out of character concepts, there's surely something in here that will spark your imagination. And compared to many Player Companions, the class options presented in the book largely strike the right balance in terms of flavour and usefulness.
The Monk, Ninja, and Spiritualist archetypes are the standouts here. Monk gets a style-switching elemental setup that’s pretty cool, Ninja gets an archetype (rare in itself, and you now have a non-Tien flavor option), and Spiritualist gets the largest skill bonuses I think I’ve seen, giving them a flavorful skill monkey option. The Ninja is penalized too much for not wearing a mask, which is rough with UC Rogue overshadowing it. The book has nice talents for various classes (Investigators can whip up extracts at combat-viable speeds, and Vigilantes get sizable knowledge bonuses) plus bloodline-esque options (Wizards get a Divination subschool that is powerful without being must-have, good for replacing the base school with, and Psychics get a discipline with discounted reach metamagic). Overall, enough stuff that I’ll solidly consider on the relevant classes for me to give a five-star rating.
One cool thing worth noting is the minimalist options. Medium and Occultist both get archetypes that don’t replace much, but subtly change things about the class. Neither is something I’d probably use much, but it is something I’d like seeing more of.
The last reviewer seems to have misunderstood the power of a trait. The only thing I might consider overpowered is the Spiritualist’s large untyped skill bonuses.
Good flavor text, solid art, and a lot of little cool things.
An Archtype for Oracle, Ranger, Monk (works with vinalla and unchained), Occultist, Warpriest, Ninja, Spiritualist, Skald, Samurai, and Medium.
Arcanist exploits, Bardic masterpieces, a Warpriest blessing, Investigator talents, Magus arcana, Occult rituals, a cavalier Order, a psychic discipline, a few new Variant channels, some Vigilante talents, some cool new spells, and a few Magic items.
Like most companion books, there are a few gems, several non optimal (but interesting) options, and a few clunkers that are laughably bad. Overall I like this book. 4 out of 5 stars.
I'm super excited for the Prophecy (Divination) school. Any hints on what it's like or what group it's linked to?
Spoiler:
It's associated with divination. Bet you didn't see hat coming!
It replaces both of the school powers of divination with two powers that are more prophecy-themed. One grants a luck bonus to allies on their next attack|skill|save. The other has a chance of Empowering your next spell, or causing is to fail altogether.
PS: It's detailed in the Harbingers of Fate section. Take that however you will.
Does this in any way feature stuff on the Whispering Way?
Spoiler:
A quick search returns no results for the Whispering Way.
Thomas Seitz wrote:
Also what do the Godclaw Blessing give?
Spoiler:
Minor: touch an ally to grant a saving throw re-roll vs. enchantment.
Major: grant allies within 30' some interesting free action tactical options.
Thomas Seitz wrote:
Finally, any more details about the two occult rituals?
Spoiler:
Breath of Forgotten Life - grants primary caster some combat bonuses and a casting of legend lore.
Song of the Kami's Gift - basically summons a kodama.
let me know if those were the kinda details you were interested in.
Ah, sorry, after Ultimate Wilderness I've been spending a lot less time on the forums. I'll let Skeld handle the details, but as for the organizations involved...
Faiths and Associated Rules Elements:
Concordance of Elements: Elemental Monk (Archetype), Elemental Envoy (Archetype), Elemental (Combat Style), lantern of the four elements (magic item)
Cults of the Failed: Dogged (Trait), Vessel of the Failed (Archetype), echo of divinity's promise (magic item)
Esoteric Order of the Palatine Eye: Esoteric Intiate (Archetype), book-bound (magus arcana), circle of order (magus arcana), Tabris's step (magus arcana)
Hellknights of the Godclaw: Fist of the Godclaw (Archetype), Godclaw (Blessing), litany of admonition (spell), litany of dependability (spell), litany of duty (spell), litany of order (spell), godstar (magic item)
Magnimarian Mystery Cults: Ecumenical (Trait), Order of the Monument (Cavalier Order), duty (variant channeling), flying creatures (variant channeling), journeys (variant channeling), moonlight (variant channeling), monuments (variant channeling), sexuality (variant channeling)
Razmir, The Living God: Self-Sustaining (Trait), Mask of the Living God (Archetype), armored mask (arcanist exploit), aspect of innocence (arcanist exploit), charmer (arcanist exploit), mending flesh (arcanist exploit), convert wand (greater arcanist exploit)
Sangpotshi: Imperfect Recall (Trait), Seeker of Enlightenment (Archetype), ancestral enlightenment (social talent), skill familiarity (social talent), magical familirity (vigilante talent), steely resolve (vigilante talent), weapon familiarity (vigilante talent), emblem of lost lives (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)
Shoanti Shamanic Traditions: Natural Ritualist (Trait), Totem Channeler (Archetype), Aspect of the Quah (Trait), Storval's fang (magic item)
Tamashigo: Natural Ritualist (Trait), Ward Speaker (Archetype), kaminari drums (bardic masterpiece), spirit of the horse (bardic masterpiece), cloak of good fortune (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)
Miscellaneous: Heretic’s Caution (Trait), convocation bells (equipment), disguised holy text (equipment), ritual disk (equipment), spiritual leader's vestments (equipment), charlatan's cope (magic item), malleable monument (magic item), spectacles of comprehension (magic item), tome of forgotten epithets (magic item)
Yes. Yes it is. When you absolutely, positively need to silence those heretics who dare claim that Razmir isn't really a god, trust to the Masks of the Living God.
That is SO COOL!
Who wrote that one? I don't even care how mechanically sound it is, it's awesome!
This seems interesting. I have a few questions if someone would be so kind as to answer
What is the Seeker of Enlightenment like?
Spoiler:
From a fluff standpoint, it's a Spiritualist who's trying to make up for a past life's failure to reach enlightenment. The replaced class abilities are focused on callbacks and insights granted by the past life.
jedi8187 wrote:
What does the Totemic Channeler do?
Spoiler:
Basically a Skald that can share rage powers with allies, pull from other totems' abilities, etc.
jedi8187 wrote:
What is the Order of the Monument?
Spoiler:
Cavalier Order dediciated to a particular settlement.
jedi8187 wrote:
How does the Elemental combat style work?
Spoiler:
It's a Ranger Combat Style, so at when you gain a Combat Style feat as part of a class ability, you choose from the provided list.
jedi8187 wrote:
What are the investigator talents like?
Spoiler:
Flavor-wise, they're going for a numerology feel. Two of them alchemy-related and three of them affect damage under right circumstances.
jedi8187 wrote:
I will also echo the request for more info on the Vigilante talents. THank you in advance.
Spoiler:
Two Social Talents that affect knowledge and skills. Three talents that are flavored as coming from a past life (in the same vein as the Seeker of Enlightenment).
Okay, so what's the deal with this Ninja archetype?
** spoiler omitted **
-Skeld
Thanks for all the info. :)
Mechanically what does the Ninja Archetype get? :)
Spoiler:
The get the Vigilatne's Many Guises Social Talent, they can cast fumbletongue, they get a bonus to Intimidate and Sense Motive, and they have a list of Ninja Tricks and Master Tricks. The lose Poison Use and No Trace. Weapon/Armor Proficiencies and Ki Pool are altered.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
One of my sources of frustration with the medium is that it’s set up to strongly incentivize making the champion spirit the default, and the other spirits something you only channel during downtime. Does the medium archetype do anything to make the othe spirits more attractive?
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Fourshadow wrote:
Certainly would not mind knowing something about the Masterpieces. Obviously, I have yet to receive mine.
Kaminari Drums:
Uses drums to call down a bolt of lightning and thunder that works like a flamestrike only using electrical damage instead of fire.
Spirit of the Horse:
Played on a stringed instrument—traditionally a morin khuur—gives greater magic fang to all animal companions, familiars, and mounts of allies that can hear it.
Certainly would not mind knowing something about the Masterpieces. Obviously, I have yet to receive mine.
** spoiler omitted **
** spoiler omitted **
WOW! Thank you Feros! Those Masterpieces ROCK!
Just one clarifying question:
** spoiler omitted **
** spoiler omitted **
WooHoo! Thanks again Feros! The Bard just got two masterful Masterpieces added to their repertoire by my estimation. I will be able to judge better once I finally get my PDF.
Certainly would not mind knowing something about the Masterpieces. Obviously, I have yet to receive mine.
Kaminari Drums
Wow that would be perfect for the Belkzen War Drummer Skald.
Skalds can use Masterpieces right?
Unfortunately, yes. However, Bards cannot use Sagas. Just love that DOUBLE STANDARD, don't you?! If Bards can't do Sagas, why should Skalds get Masterpieces?
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Xenocrat wrote:
Can I get a description of the perfection psychic discipline? Thanks.
Superiority Psychic Discipline:
You believe yourself superior to others of your species and gain power from this belief.
Phrenic Pool Ability: Charisma
Bonus Spells include moment of greatness, deflect blame, majestic image and other spells with vanity and personal worth at their core.
Psychic Powers: Self-Assurance—give yourself a morale bonus as an immediate action on a single ability check, attack roll, saving throw, or skill check.
At Arm’s Length—At 5th level, you gain Reach Spell as a bonus feat and can use your phrenic pool to extend the range (so as to not touch the riff-raff.)
Magical Hoarder—At 13th level, you can use your phrenic pool to include yourself in any buffing spell being cast within 30 feet of you.
Ninja archetype gets Many Guises from level 1! (… But if you're not wearing your mask, you are basically an Expert NPC class.) Plus, the Fumbletongue is applied on an attack, rather than taking up an action, and it eventually upgrades to a short mute duration.
Spiritualist archetype is really skillsy. How would you like to add your level as an untyped bonus to, say, perception? How about bluff, or diplomacy? Also gives you some nice knowledge stuff.
Vigilante can pick up +4 to knowledge skills with a social talent, which is very nice.
Elemental Monk is cool. You can shift between five specific style lines at-will, and your elemental fist does any damage type you like.
Numerical Alchemy is really nice! Spend inspiration for one-round preparation of your extracts. If you upgrade it, it's now standard action prep instead.
Medium archetype:
Spoiler:
The changes are extremely minor for the most part. Nothing is fully traded until 15th; things are just altered to allow risk-taking behavior. Want to hit five points of influence, or even spend a little over that? If you make your will save, you can remain in control with some unpleasant penalties instead. Break a taboo? Spend an influence to reduce the penalties. Really need a good surge result? Spend more influence for a much larger surge… and a chance of getting nothing.
If you like characters with a bit more gambling built in, this is great becasue it trades almost nothing for the options- you generally keep the old options as well so you only use the risky ones when you feel like it.
Certainly would not mind knowing something about the Masterpieces. Obviously, I have yet to receive mine.
** spoiler omitted **
** spoiler omitted **
WOW! Thank you Feros! Those Masterpieces ROCK!
Just one clarifying question:
** spoiler omitted **
** spoiler omitted **
WooHoo! Thanks again Feros! The Bard just got two masterful Masterpieces added to their repertoire by my estimation. I will be able to judge better once I finally get my PDF.
Sigh, waiting is so difficult.
Got mine late yesterday afternoon! Absolutely love the Spirit of the Horse. If your party includes animal companions or mounts, you will likely want it.
Now, I have one issue with Kaminari Drums and it is the same issue we have had with Vindictive Soliloquy: the performance time of 5 rounds! If it could be performed in league with Inspire Courage, I have no issue with the 'casting time'. But, that is for another thread.
This really is a cool book that seems to fill in niches that perhaps we didn't know existed. I had no idea there were any Cults of the Failed, for instance.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Schwarzer Schatten wrote:
What does the Fist of the Godclaw Warpriest do?
Stuff! ;)
Fist of the Godclaw:
Has to be Lawful and has to select the Law and Godclaw Blessing.
Godclaw Blessing: Minor—Command Obedience: touch an ally and give them a new saving throw against an enchantment effect.
Major—Tactical Readiness: allow allies to take an action to prepare for a fight through various actions like drawing weapons, moving 5 feet, stop being flat-footed, etc. as free actions.
At 3rd level, instead of a feat the Fist gets to cast detect chaos 3 times per day unless he already has the spell in which case it becomes an at-will SLA.
At 6th level he gets Alignment Channel as a bonus feat and can use it more effectively. At 12th level he can use fervor to channel energy as a move action. This loses the bonus feats at 6th and 12th.
At 20th they get Aspect of Law instead of Aspect of War. It lasts for 1 minute and he gets to use his level as his BAB, DR 20/chaotic, and can use the average on every roll instead of rolling, and is immune to mind-influencing effects.
So, it's functioning more like a MoMS, but specifically just for the Elemental Fist styles?
I'm not sure how the old one worked, but yeah, you enter whichever chain you want as a swift action. At high levels, you get some extra stuff beyond what the feats can grant. (An elemental immunity or size change.) You keep your flurry, though, and are still limited to one style line at a time.
That first-level school power for the prophecy school is absurd. Makes a great addition to a wizard dip, since none of its aspects are level-dependent. An arcanist with school understanding would have a field day with it too. It's even a swift action, so you can cast your spells too.
Speaking of arcanists, I'm loving the armored mask exploit. It's very aesthetic, especially for someone like a blade adept. The deceptive ones aren't bad either.
When I finally build my Thunder and Fang character, I'm definitely looking forward to getting a Storval's Thunder and Storval's Fang matched set.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jurassic Pratt wrote:
Are any of the monk archetypes unchained compatible?
There is only one monk archetype (Elemental Monk) and it comes as both a CRB Monk AND an Unchained Monk archetype. (There is one ability that swaps out something the unchained monk doesn't have to swap, so they give instructions in parenthesis which ability gets swapped out)
Are any of the monk archetypes unchained compatible?
There is only one monk archetype (Elemental Monk) and it comes as both a CRB Monk AND an Unchained Monk archetype. (There is one ability that swaps out something the unchained monk doesn't have to swap, so they give instructions in parenthesis which ability gets swapped out)
Thanks!
Definitely will be picking this up soon then. New content for Unchained Monk always sells me on books. Not to mention that a lot of the other content sounds cool.