No fantasy setting is complete without a pantheon of powerful deities for its characters to worship or fear. Whether you're a sneaky rogue asking the god of thievery for a blessing on your next heist or a valorous crusader calling the might of your patron down upon the forces of evil, faith and the forces behind it are key to every character's identity. Within this volume you'll find details on the gods and non-deific faiths of the Age of Lost Omens from the perspective of their clergy and lay worshipers. You'll also discover new domains, feats, and spells to customize your character, and an exhaustive index of hundreds of deities from the Pathfinder setting you can worship (and the mechanical benefits of doing so).
An indispensable 128-page resource for both players looking to flesh out their characters' motivations and Game Masters aiming to bring the evil cults, zealous evangelists, and holy warriors of their campaigns to life, Pathfinder Lost Omens Gods & Magic is an essential addition to any Pathfinder Second Edition campaign!
Written by: Robert Adducci, Amirali Attar Olyaee, Calder CaDavid, James Case, Adam Daigle, Katina Davis, Leo Glass, Joshua Grinlinton, James Jacobs, Virginia Jordan, Jason Keeley, Jacky Leung, Lyz Liddell, Ron Lundeen, Stephanie Lundeen, Jacob W. Michaels, Matt Morris, Dave Nelson, Samantha Phelan, Jennifer Povey, Jessica Redekop, Nathan Reinecke, Patrick Renie, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Shahreena Shahrani, Isabelle Thorne, Marc Thuot, Jason Tondro, and Diego Valdez
So this book gives you a quick glance over all of the deities, and that's about it. For that it's great. However when you pull out a lore book, you want to use it to create adventures, locations and NPCs.
For that, the presented lore is way too sparse. You get like 1 page of text for each major deity and some rarely usable spells. Similar to the Lost Omens World Guide, this book can be skipped. Just get Inner Sea Gods book from 1e.
It took about 600 pages to cover both the major and minor deities of the Inner sea in Pathfinder 1e. This book tries to accomplish that in 135. Needless to say, it did not do so.
First of all this book was a little mistitled. A better title might have been "Lost Omens: GODS (and magic)" as the vast majority of the book is taken up with 1-2 page spreads of major and minor deities, pages of paragraphs covering lesser deities and lords, and nearly a dozen or so 1-page spreads of various philosophies. There is no "fluff" content that is more about magic than faith in this book. That's fine, but it's something you should know going into it.
The crunch is also skewed towards content for religious characters (though Godless Healing is a great feat for characters that don't get mechanical benefits from a patron deity) with most of the feats and new items relating in some way to the deities in the book, and quite a few really cool new domains. The exception is the section on new spells, which features only a few new Divine spells, and a bunch of non-Divine spells.
As for the quality of the content itself, it's great:
As a GM you get a bunch of ideas for ways to bring the gods (or more likely, their servants) into your campaigns and flesh them out. I particularly liked the way the major deities all had a little sidebar with a few phrases commonly heard among their followers.
As a player of a religious PC, you can get a better idea of what their faith might mean to them in the game word from a roleplay perspective, and there are a bunch of mechanical options. There are cool feats for Champions and Clerics, but quite a few of the feats are skill feats for a Master in a given skill that relate that skill to the worship of a deity in a cool way. One of my favorites is Battle Prayer, which let's you deal alignment damage to a foe in sight as a single action by praying against them--available to *any PC* that follows a deity and is a Master in Religion. There is also a Monk and a Sorcerer class feat--one each.
There is art in almost every page, and it's all great.
As with most of the Lost Omens books, there is a lot more "fluff" than "crunch" in this book.
Overall to me this book is a 4.5/5 stars, so I'll round up to 5.
Overview
Like the two Lost Omens books before it I consider this to be a perfect sized expansion digest book for those who wish to get more out of the setting or direct their players to further information but don't want to overwhelm themselves or their players.
It won't provide the same sorts of deep dives that the Inner Sea series of 3 hardcovers do but it is a near essential book for those looking to run Golarion set games for the first time and who wish to really ramp up their players connection to the world.
Issues
Two main issues that keep this book from being a 5* for me
1. Index: it has one section called "gods of the inner sea" that covers all of the god entries and doesn't give a way to quickly search for gods by name. Made worse that the section isn't even alphabetical, it is two alphabetical lists. A minor pain but one that comes up when I have tried to search for something mid session.
2. Core Gods: Any god from the core rule book lacks the mechanical elements from the core rulebook, meaning that anyone trying to decide who they want to take has to look between both books. This includes integral information like edicts and anathema sadly.
Mechanics
The book contains a smattering of background(singular), extra feats, items, spells along side some new domains and a lot of god options.
All nice to have but not the real draw for this book and certainly not the primary focus.
Conclusion
I have always found Gods to be one of the hardest elements of world building to handle personally, even in my own homebrew settings I tend to steal heavily from products like this.
As I said in the overview, I consider each of the first three lost omens books (world guide, character guide and gods and magic) to be essential digests of a perfect length for GMs or players who are getting into Golarion lore and want to add that bit of extra spice to the pot.
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on). While we couldn't fit every god ever mentioned in Pathfinder's history, we did try to cram in as many as we could. That includes a number of the Tian deities!
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on). While we couldn't fit every god ever mentioned in Pathfinder's history, we did try to cram in as many as we could. That includes a number of the Tian deities!
That... is... AWESOME!
Also, I had the chance to see the actual cover only today and Good Golly Miss Molly, it's friggin' astounding!!
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on). While we couldn't fit every god ever mentioned in Pathfinder's history, we did try to cram in as many as we could. That includes a number of the Tian deities!
Joking aside, I guess it'd be useful for Homebrewing Aroden to be alive or "Let's play in the past" sort of games, but having mechanics for something you can't use in character would be weird
The party became "micro gods" (4 mythic tiers, divine source and longevity path abilities for free) with the explanation their souls have integrated with the multiverse and would eventually grow strong like other demigods. They used their new power to rescue a captured demigoddess, re-unite her with her love, steal a world-ending artifact, bring Razmiran's capitol to its knees, and unite nations in one climatic battle against a city-sized undead abomination from another dimension.
And it all started as a level 1 adventure in 2012.
- The kitsune magus became a goddess of knowledge, magic, and swordplay as well as taking the place as herald to the Yatagarasu, a homebrew goddess of repose, darkness, and revenge.
- The former slave soulknife became a god of strength, endurance, and freedom. Believing there's still much he needs to learn about himself and the world before he can have worshippers, he began traveling the world on his pet hydra with his sensei at his side.
- The suli monk became a goddess of strength and community and took the throne as queen of her homeland, leading her once divided kingdom into a new era of unification and peace.
- The catfolk oracle became a goddess of the dead, prophecy, visions, and fate. She fulfilled her destiny as becoming her tribe's Oracle of Death, but decided to expand that role to maintaining the harmony of life and death across the Inner Sea. The campaign ended with her returning home and making plans to topple Geb and other parts of the Inner Sea where the restless dead abuse the living.
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on).
Out of curiosity, does this mean that rules for non-good champions* will be appearing in (or prior) to this release?
*he asketh about his favorite 2E class, hopefully?
Thanks in advance (and even if the answer is no, I'm still very much looking forward to this book)!
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on).
Out of curiosity, does this mean that rules for non-good champions* will be appearing in (or prior) to this release?
*he asketh about his favorite 2E class, hopefully?
Thanks in advance (and even if the answer is no, I'm still very much looking forward to this book)!
Rules for playing evil champions are coming in the Advanced Player's Guide, so this is going to be a case of us getting information on the evil deities before you can play an evil champion of said deities. We hope people don't mind being patient for a few months until they can play their evil champions. There are plenty of ways to be bad in the interim! ;)
All of the deities showcased in the book will feature the basic information required to worship them and play a champion or cleric of their faith (edicts, anathemas, domains, favored weapon, and so on).
Out of curiosity, does this mean that rules for non-good champions* will be appearing in (or prior) to this release?
*he asketh about his favorite 2E class, hopefully?
Thanks in advance (and even if the answer is no, I'm still very much looking forward to this book)!
Rules for playing evil champions are coming in the Advanced Player's Guide, so this is going to be a case of us getting information on the evil deities before you can play an evil champion of said deities. We hope people don't mind being patient for a few months until they can play their evil champions. There are plenty of ways to be bad in the interim! ;)
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Good Twitch Stream. A lot of cool stuff, but I think I really like the depictions of in-world art of the deities. Nethys' depiction as Ancient Egyptian Art is phenomenal!
Good Twitch Stream. A lot of cool stuff, but I think I really like the depictions of in-world art of the deities. Nethys' depiction as Ancient Egyptian Art is phenomenal!
Stream. A lot of cool stuff, but I think I really like the depictions of in-world art of the deities. Nethys' depiction as Ancient Egyptian Art is phenomenal!
Since nobody asked it yet on stream I've been watching:
Did any of Orc Deities from Belkzen book get in or at least on the chart?
Edit: Aww man, it got mentioned that they got cut from this book :'D
Well hope we have more books like this, especially since with this format inner sea faiths and faiths of golarion type small god books are less likely. At least by next book more rules(and maybe weapons!) have gotten added to system so books need less to introduce new stuff to make gods have all mechanics available.
Oh hey, I figured out a question that wasn't asked in stream!:
Is there anything about gods' heralds & servitors & unique planar allies and summoning them? It doesn't sound like book will have bestiary entry for them, but if nothing else, I want Paizo to know that I really loved heralds and different divine servitor entries in god articles and wanted more of them in 1e than the core 20 heralds(was glad few of other ones got detailed in ap articles) :'D
I'm kinda sad if Pathfinder will be moving away from Heralds, Tarrasque isn't mentioned to be herald of Rovagug(though to be fair, him being divine herald never made full sense to me since Herald's have quality of being summonable AND being revived upon death and Tarrasque is already borderline immortal) and Age of Ashes seems like it would have been cool chance to feature Dahak's herald but there isn't such bonus bestiary entry
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Valantrix1 wrote:
Terevalis Unctio of House Mysti wrote:
Feros wrote:
Good Twitch
Stream. A lot of cool stuff, but I think I really like the depictions of in-world art of the deities. Nethys' depiction as Ancient Egyptian Art is phenomenal!
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Terevalis Unctio of House Mysti wrote:
Did they mention anything about champions of other alignments?
Only that by providing the anathemas for deities that accept evil followers, they were preemptively ready for when evil champion causes are released in the Advanced Player's Guide.
Wow, so that's what the Starstone looks like, I always thought it was as big as a minivan at least. Also, holy crap in a daemonic hat, looks like the Starstone has racked up an IMPRESSIVE LIST of failures (or victims, depending on your point of view I guess).
Makes one wonder what on Golarion is the main prerequisite (or prerequisiteS) for passing the Trial of the Starstone? Maybe you have to possess mythic power already before attempting the trial (or trials)?
I mean it's been around for centuries and it is widely known that success makes you a god.
Hundreds if not thousands would have tried over the ages...and only three have succeeded the Trial, well four I suppose but Aroden had a different challenge compared to the others.
Did they mention anything about champions of other alignments?
Only that by providing the anathemas for deities that accept evil followers, they were preemptively ready for when evil champion causes are released in the Advanced Player's Guide.
That is what I thought. I had the understanding that there would be champions of other alignments other than good in this book.
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Berselius wrote:
Wow, so that's what the Starstone looks like, I always thought it was as big as a minivan at least. Also, holy crap in a daemonic hat, looks like the Starstone has racked up an IMPRESSIVE LIST of failures (or victims, depending on your point of view I guess).
Makes one wonder what on Golarion is the main prerequisite (or prerequisiteS) for passing the Trial of the Starstone? Maybe you have to possess mythic power already before attempting the trial (or trials)?
What's incredible is those are just the bodies of the people who made it to the stone. There are others who failed the first task—cross the chasm to the cathedral without using the bridge and in a manner that no one ever successfully used before—or fell to the traps and tests inside the cathedral itself.
Man, that one skeleton on the right. Can you imagine getting that close to being a God? Literal inches, your fingertips almost brushing an item coveted by thousands, and still...you are found unworthy.
The trauma of that has do horrors to someone’s soul.