Pathfinder Lost Omens: Gods & Magic

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Pathfinder Lost Omens: Gods & Magic

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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

ISBN: 978-1-64078-202-0

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Best lost omens setting book to date

5/5

This is, by a fair margin, the best book in the Lost Omens setting line to have been released so far.

First, on the whole, the artwork is great. There are a couple exceptions (Besmara's and Milani's art looks a little funny), but on the whole the artwork is amazing (Urgathoa's is probably my favorite, but they're pretty much all fantastic).

Second, the flavor is amazing, especially for the "big 20". I wouldn't have thought it, but adding details like a list of common Worshippers goes a long way to helping give a feel for what the God is like (I wish they'd done this for all of the deities in the book). And the Aphorisms, and explanations of each, for each of the "big 20" is awesome -- perfect for giving devout worshippers of those gods a role-playing "hook" to help flesh out their character.

Third, and most importantly (from my perspective), there's a fair amount of crunch in this book, and pretty much all of it is great. The divine boons and curses for each God rain plot hooks like mana from heaven, the extra skill feats are intriguing and well-balanced with the skill feats in the CRB, there's a batch of flavorful and interesting deity-specific magical items, and best of all, the new spells (spell slot and focus) are really interesting and well-balanced -- almost all of the spells are one's I'd consider taking, at least for some builds, but none of them were "must haves" that clearly stood out as more powerful than the ones in the CRB.

All-in-all, a really great book.


Flashing Less Skin Then Jesus.

5/5

It's a great, well written and beautifully illustrated book with impeccable editing, though I am disappointed that there isn't as much skin as previous reviews led me to believe. Still, despite being less sexualized than certain other publications I'm incredibly impressed with all the hard work and love that everyone put into this book.

And at least there's an equal amount of beefcake (Kurgess and Grusathatha (sp?) I'm looking at you!) to balance the deities out.

I'm very impressed with the player options, especially more spells and all the deities included in the table at the back of the book.

I'd give it ten stars if they'd let me.


overall I recommend this book

5/5

Overall I recommend this book. I want to be clear, because I have seen it asked in various discussions/forums, that the "And Magic" part of this book does include spells and magical items; however, there should not be the expectation that those spells and magical items take up half the book. Those options are there, and they are good, but this book is largely a lore book on the various deities and then includes a chapter on the spells/items/feats/new domains (~22 pages).

Getting that out of the way, the lore itself is well written and I have enjoyed reading the aphorisms for the deities. I really like that this book provides more options for deities for characters to worship, or for world/campaign building.

As far as character options go, there are tons of new deities that can now be worshiped and 18 new domains which opens up a lot of customization that I look forward to utilizing in the future when building PCs (I'm largely a player since I'm still fairly new to TTRPG but look forward to GM'ing someday). One focus spell i really enjoyed was one that lets you summon a bunch of tiny, incorporeal dragons. Fun!

Overall I recommend this book, especially if you're looking to incorporate Golorian deities into a campaign or build a PC that worships a deity and want more options than what is found in the CRB.


An Essential book for Integrating Divine Power into a PF2 Campaign

5/5

For an explanation of how I use the five star review method, see my entry on So What's the Riddle Like Anyway? HERE.

Lost Omens: Gods & Magic is a Pathfinder 2nd Edition Campaign supplement covering religion on Golarion. It doesn’t cover all the gods that have been revealed in the setting so far: that would require a book much larger than this. It is designed to bring some of the concepts from the old Pathfinder 1st Edition Inner Sea Gods into PF2 as well as introducing new concepts that the new game system can handle better than the old one could.

The first chapter is the overview, covering the place gods and religion have in Golarion. This is a very concise and uncomplicated description, condensing the basics of religious life in the Lost Omens setting into two pages. Great for those just getting into it or those who have read articles spread out over the entire print run of first edition and would prefer a one stop reference.

Rules elements are included here for using alternate domains for the core 20 gods found in the Core Rule Book, incorporating the subdomain concept (after a fashion) and the separatist cleric archetype with a couple of feats. This shows the strength of the new system: if an old PF1 archetype only swapped out one thing, it could be represented by a class feat in PF2.

The overview covers rules for changing faiths, favored weapons for non-clergy and champions, a new background (Raised By Belief) available to a devout character of any class that is easily customized to each deity or philosophy, and a template structure for building opponents that thematically fit with a deity. All great stuff and very easy to implement.

The best part of the section are the rules for divine intercessions. Though the gods rarely interfere directly with the world, rules are given for the rare gift or curse from a pleased or displeased deity. The GM is advised to use them sparingly and only when role-play makes them appropriate, but this sort of story point is a great gift for story-oriented GMs everywhere. Having a god give a small temporary blessing for service rendered or a little zap for an insult adds flavor and consequence to the player’s choices. This is wonderful flavor and an excellent easy-to-implement tool.

The second chapter covers the basic information and description of the twenty core deities of the Lost Omens setting, adding to the brief overview given in the CRB, as well as brief descriptions of twenty other gods somewhat worshiped in and around the Inner Sea region. Not only do we get great new art for all forty deities, but we get information for use with the new Background, alternate domains for the core 20, the divine intercessions each of the core twenty usually use, their relationships with other gods, all amazing material. We also get a piece of art showing how one culture or another has depicted each of the twenty core deities in the setting itself. This conveys cultural values and aesthetics as well as the nature of veneration for each religion with a simple picture. I absolutely loved this!

Speaking about the art in the book, it is solid and all high quality. Though there is some sexy imagery of a few female gods, except for Calistria it is all less revealing than previous images of the deities. Calistria, as the goddess of lust, looks pretty much exactly like she should. The picture of Shyka the Many starting the third chapter is wonderfully representative: beautiful and eerie at the same time. So overall the art exceeds my expectations both regarding modern standards and wow factor.

The writers did work up the divine intercessions for the secondary twenty deities, but these were sadly unable to be included due to space constraints. So Paizo did a wonderful thing: they included the divine intercessions and more detail on their workings in a free web supplement! Be sure to download it, as it essentially gives you forty gods fully realized and ready to go with all the new rules.

The third chapter covers a brief and incomplete overview of the demigods and other deities of the setting. The chapter covers the highlights and explains the various groups and pantheons, but if you want all the deities written up so-far, you’ll have to look to the old Pathfinder Campaign Setting books. With so many deities, there is no way they could cover them all, but they do give you an idea of what is out there and how they relate to each other and the setting.

Chapter four is one of the more exciting ones for me as it covers pantheons and philosophies and rules on how to use them in game. They give three sample pantheons (Dwarves, Elves, and the Godclaw) and explain that you still have a patron deity within the pantheon whose edicts and anathema you must follow. But you also follow the edicts and anathema of the pantheon. Doing this allows you to select the pantheon’s domains, favored weapon, etc. More versatility and a way to expand on cleric and champion options.

I used the sample pantheons and rules to create two pantheons for the Extinction Curse Adventure Path in this thread. It was very easy to do. You just take a group of deities that would be invoked in the practice of an occupation (like farming, for example) or culture (like forest goblins) and build edicts and anathemas that wouldn’t violate the various gods’ edicts and anathemas. Select appropriate domains and a favored weapon, skill, abilities, alignments, and cleric bonus spells. It took me very little time to complete.

The rest of the chapter details eight philosophies on Golarion, from the Esoteric Order of the Palatine Eye to the Laws of Mortality to Atheism. All but atheism and free agency have rules that work with the Raised by Belief background, as well as acceptable alignments, edicts, and anathemas. This means that someone raised with the Laws of Mortality can used the Raised by Belief background without worshiping a deity. Very cool!

The final chapter is about character options: feats, spells, new domains (with focus spells!), new weapons, and magic items tied to the deities and philosophies. The feats are quite varied, from the obvious—like being able to bless water—to faith and philosophy specific. As an example, Mortal Healing works with Godless Healing (from the Lost Omens: World Guide) and the Laws of Mortality to augment non-divine healing. There is even a feat—Charlatan—that allows someone to fake divine power through manipulation of magical items. This alludes to a faith that is not actually detailed in the book, and a wonderful addition to material ported over from PF1.

The spells are cool (I particularly like brand the impenitent, a curse that marks someone with an ethereal holy symbol of your deity and that only other followers of your faith can see, but they can see it even when the subject is concealed). The new domains and focus spells match up with the new gods presented in the book, giving a lot more faith-based options for clerics and champions as expected from a book called Lost Omens: Gods & Magic.

The items and weapons present cool new weaponry like a polytool (yes, the Swiss army knife now exists in Golarion), the bladed scarf, and the fighting fan. The magic items are all tied to the various faiths (yes, there is a bottomless stein from Cayden Cailean. Like you expected anything else).

The rest of the book is a list of the gods briefly described in chapter three so they can be used with the rules in the CRB and this volume. There are A LOT of gods listed here, covering everything from Empyreal Lords to the Outer Gods to Ancient Osirion Gods. In my opinion, 150 gods are enough to cover most campaign needs.

Final Thoughts: I love this book. It really covers everything you need to integrate the religious systems of Golarion into your campaign. If you want more information, you can find detail on all the gods on the Archives of Nethys, so this primer is really a great intro for new gamers and an aid for GMs learning to work religion rules into PF2. All in all, I consider this an essential book for GMs, with the sample rules systems being of use to even those developing their own deities and pantheons. Five out of five stars.


4/5

This book is great for those that like the deities in the setting. The rules for the included gods are thorough and cover everything you need to play clerics for each god. Granted, they don't cover everyone, like the Goblin Hero Gods or the Orcish Gods, but they cover a lot of ground for the size of the book.


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caps wrote:
There are, however, many uncommon items that have access restrictions based on deity.

Cool cool.

Since my concern was specifically "feats with an Access entry" I'm down with it.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

But why would you be concerned about feats with access entry?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Let’s hope it comes soon.


1 person marked this as a favorite.

Any information on Arshea? Domains, alignments, that sort of thing?


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
MGX wrote:
Any information on Arshea? Domains, alignments, that sort of thing?

Arshea gets a blurb in the Empyreal Lords section, and a writeup like the gods in the CRB (Title, Alignments, Domains, Cleric Spells, Favored Weapon, Divine Font, Divine Ability, Divine Skill, Divine Font, Key Edicts, Key Anathema). To answer your specific questions, Arshea's domains are Confidence, Freedom, Passion, Perfection, and cleric alignments are LG, NG, and CG.


4 people marked this as a favorite.

I hope that the success of this book will spur Paizo on to do more like it.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Are there deities with allowed alignments in PF2 that were not available in PF1?

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Set wrote:
QuidEst wrote:
Oddly, most of the other skeletons are slumped with their backs towards the pedestal.

Almost as if, at the last moment, they had turned away...

Perhaps because the cost was too high?

Or was it fear of the sights their eyes had become opened to?

Maybe they saw what the universe would be like if they became Gods and they decided it was better to die there.

So many resources here for an enterprising necromancer.


2 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
The Raven Black wrote:
Are there deities with allowed alignments in PF2 that were not available in PF1?

There are an awful lot of deities for me to go through and compare, but it is much more likely for this in PF2 than PF1.

Arazni, for example has a NE alignment, meaning in PF1 she could have had only LE, NE, CE, and True Neutral worshipers. In PF2, she allows LN, N, NE, CN, and CG. Yep a good alignment. Very few of Arazni's worshipers are evil, and she doesn't particularly like evil followers (or many of her followers of any alignment, for that matter).


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The overall art in this book is just amazing. Absolutely fantastic addition to my collection! :)

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Feros wrote:
The Raven Black wrote:
Are there deities with allowed alignments in PF2 that were not available in PF1?

There are an awful lot of deities for me to go through and compare, but it is much more likely for this in PF2 than PF1.

Arazni, for example has a NE alignment, meaning in PF1 she could have had only LE, NE, CE, and True Neutral worshipers. In PF2, she allows LN, N, NE, CN, and CG. Yep a good alignment. Very few of Arazni's worshipers are evil, and she doesn't particularly like evil followers (or many of her followers of any alignment, for that matter).

One is enough for me. That is great. Thank you very much.

I was worried because the Core 20 all offered less choices than in PF1.

Does the Splinter Faith feat allows more alignments than those in the deity's entry?


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I do like that Asmodeus only allows LE clerics.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
The Raven Black wrote:
Does the Splinter Faith feat allows more alignments than those in the deity's entry?

No, that feat only affects domains, not allowed alignments.


I thought I heard something about new snares in this book is that true?


Pathfinder Lost Omens, Rulebook Subscriber

This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
pavaan wrote:
I thought I heard something about new snares in this book is that true?

That's probably another book as there aren't any in this one.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Feros wrote:
pavaan wrote:
I thought I heard something about new snares in this book is that true?
That's probably another book as there aren't any in this one.

Well the church of Urgathoa does offer cookies so there’s that.

Grand Lodge

I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?

Any thoughts?


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Rulebook Subscriber
Feros wrote:
pavaan wrote:
I thought I heard something about new snares in this book is that true?
That's probably another book as there aren't any in this one.

Extinction Curse #1, The Show Must Go On, has some. That's why they're confused.

Paizo Employee

5 people marked this as a favorite.
The-Magic-Sword wrote:
This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?

I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.

It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Terevalis Unctio of House Mysti wrote:
I do like that Asmodeus only allows LE clerics.

Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.


Ssalarn wrote:
The-Magic-Sword wrote:
This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?

I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.

It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.

I want to say it's just about the amount of content it's the type that matters since certain things are gonna ping new character ideas or builds buuuuut the Character guide was 3 new ancestries and a bunch of feats which are way more important now so I'm at a loss. Maybe the religious stuff is just more inspiring.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Ssalarn wrote:
The-Magic-Sword wrote:
This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?

I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.

It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.

I do not have my pdf yet so my take might be inaccurate, but I think focus of content explains a lot of it.

This book is 100% useful to those interested in deities and their followers.

The other books likely did not have 100% of their content feeling useful to many readers. If I am only interested in Hellknights and Magaambya, I will just skip over the other options.

Liberty's Edge

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Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
Bluescale wrote:
Terevalis Unctio of House Mysti wrote:
I do like that Asmodeus only allows LE clerics.
Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.

IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.


Pathfinder Lost Omens, Rulebook Subscriber
Bluescale wrote:
Terevalis Unctio of House Mysti wrote:
I do like that Asmodeus only allows LE clerics.
Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.

I think I heard in a Twitch session that Asmodeus want absolute following from his cultist, and so they have to bend to Hell hierarchy as everyone else


IIRC the LE only is in the CORE book.


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Zaister wrote:
But why would you be concerned about feats with access entry?

Thank you for asking. Nothing y'all need to concern yourselves with - just a little houserule I came up with for the previous Lost Omens books: a random free feat to incentivize my players to browse the books.

details:

Find up to six feats with an Access restriction and list them 1-6. Roll d6. If you choose to create a character that meets the requirements, you can opt to take the indicated feat for free.

You don't have to accept the gift. Heck, you don't even have to write up a list.

In the end, four out of five players created their lists.. Two of them ended up taking the feat they randomized, thus letting the dice decide their region, ethnicity etc. A third listed "Living Monolith", didn't roll it, and took it anyway (paying for it normally). One player had a character concept in mind and didn't engage. The final player rolled a dedication feat "Pathfinder Agent" but chose to multiclass instead. All in all, I consider the gift a success.

I asked since the answer (="no Access feats") allowed my players to go ahead without waiting for the book to arrive.


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Thanks for sharing what you did Zapp.


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The Raven Black wrote:
Bluescale wrote:
Terevalis Unctio of House Mysti wrote:
I do like that Asmodeus only allows LE clerics.
Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.
IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.

The Tenants of Asmodeus require you to be both Lawful (follow the EXPLICIT letter of the law) and Evil. You can't faithfully follow only half the rules. If you ignore the Evil parts, you aren't following the letter of the law, i.e. you are being non-Lawful in a metaphysical alignment sense. It is an infernal contract, and as with any other infernal contract you don't get to pick or choose which sections you want to follow. You have to accept the entire package as is. If you don't want to be evil, go somewhere else, if you want access to Asmodeus's immeasurable COSMIC POWER then you have to ALL the rules.

TLDR; If you're not being evil, you're not being lawful. It's all or nothing.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Kelseus wrote:
The Raven Black wrote:
Bluescale wrote:
Terevalis Unctio of House Mysti wrote:
I do like that Asmodeus only allows LE clerics.
Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.
IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.

The Tenants of Asmodeus require you to be both Lawful (follow the EXPLICIT letter of the law) and Evil. You can't faithfully follow only half the rules. If you ignore the Evil parts, you aren't following the letter of the law, i.e. you are being non-Lawful in a metaphysical alignment sense. It is an infernal contract, and as with any other infernal contract you don't get to pick or choose which sections you want to follow. You have to accept the entire package as is. If you don't want to be evil, go somewhere else, if you want access to Asmodeus's immeasurable COSMIC POWER then you have to ALL the rules.

TLDR; If you're not being evil, you're not being lawful. It's all or nothing.

All true. My personal take on the Lawful portion can be a personal set of Morals that must be adhered to when it comes to Lawful Evil. Make up a set of rules with the game master and stick to them. Also gives the game master an opportunity to cater to your anathema's and requirements. Has to line up with whoever they worship, or the ideals they set up.


That makes sense, Yoshua.

Silver Crusade

Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Huh. I'm surprised. Only Ranginori is listed as freed! The other three elemental lords are still trapped in their respective gems. Didn't we hear in an earlier publication that they had all been freed? Do we have a bit of a retcon here?

Aha! Thanks, Gold Sovereign.

Bestiary, page 146 wrote:

Elemental Lords

The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.

I swear I saw it in a blog post or something, too, but I can't locate it.

IMO it makes sense; freeing an Elemental Lord seems like a whole campaign (or, you know, a season in Pathfinder Society), not necessarily something that happens arbitrarily off-screen. I'm just curious.

Paizo Employee Managing Developer

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Brilde Phelon wrote:

I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?

Any thoughts?

We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.

And no worries with the printed book. It's all fine. :)

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Adam Daigle wrote:
Brilde Phelon wrote:

I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?

Any thoughts?

We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.

And no worries with the printed book. It's all fine. :)

Couldn’t have happened to a better bug :3

Dark Archive

3 people marked this as a favorite.
The Raven Black wrote:
Set wrote:
QuidEst wrote:
Oddly, most of the other skeletons are slumped with their backs towards the pedestal.

Almost as if, at the last moment, they had turned away...

Perhaps because the cost was too high?

Or was it fear of the sights their eyes had become opened to?

Maybe they saw what the universe would be like if they became Gods and they decided it was better to die there.

So many resources here for an enterprising necromancer.

Oh goodness. (Or, badness...) That's quite the plot seed. Imagine what sort of spark of potential divinity a zombie of a person who came within arm's length of godhood might carry within it. Even if the necromancer only wants to sneak in there and walk them out, to harvest the 'failed divinity' lingering within their bones for their own fell purposes, fun, fun, fun!

Of course one doesn't just 'sneak into' the Starstone. One needs a group of do-gooder patsies who think they have to sneak in to fetch a mcguffin sword carried by a failed aspirant that's needed to save some fools from some dire fate, thanks to some 'ancient prophecy' that you just made up and seeded around the yokels with modify memory...


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I am liking the interventions that DM's can use for the followers of the gods.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I've used the sample pantheons in this book to make a circus themed pantheon for the Extinction Curse AP.

Check it out!

:)

Paizo Employee Webstore Coordinator

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Adam Daigle wrote:
Brilde Phelon wrote:

I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?

Any thoughts?

We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.

And no worries with the printed book. It's all fine. :)

I'm just waiting on one lil' component before I can get the fixed version uploaded. It should be fixed tomorrow, and I'll send out an email to all the folks who have the PDF to let them know when the update is complete. Thanks for pointing this out!

Dark Archive

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Did I miss the web supplement announcement?

I love how Achaekek's major curse is just "He kills you, that's it"


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The most Holy Hour of the Sacred Day approaches! Soon I shall present the gods of Paizo with a sacrifice of $24.49 and receive my Divine Reward!

Dark Archive

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Groetus' major boon is that Harrim's ability from CRPG xD

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

I love that the Laws of Mortality are in this book. Complete with Divine ability and Divine skill xD

Dark Archive

Definitely lots of stuff to love in the book. Most of it isn't new content lore wise, but that is okay since it essentially has content from three different 1e deity books in single book and for those who have the previous three books they ares till usable lore wise AND it still updates tons of gods to be usable by 2e clerics. And even if god still doesn't have lot of lore, the edicts and anathemas do good job of informing whats important to the deity behavior wise

Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games


How long before it becomes available for the pre-order from Amazon? Thought of purchasing it here, but the international transport fee (28.95$) made me go for my prime account service on Amazon.

Contributor

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CorvusMask wrote:
Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games

If your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)


Krueger48 wrote:
How long before it becomes available for the pre-order from Amazon? Thought of purchasing it here, but the international transport fee (28.95$) made me go for my prime account service on Amazon.

I can't speak to this book specifically, but I can tell you my general experience is that Amazon will get the books up in a few weeks +/-. It's a bit of a niche product from a small company. Not high on their priorities list. Truthfully the delay in getting books from Amazon is part of what pushed me to subscribe in the first place.


Kelseus wrote:
Krueger48 wrote:
How long before it becomes available for the pre-order from Amazon? Thought of purchasing it here, but the international transport fee (28.95$) made me go for my prime account service on Amazon.
I can't speak to this book specifically, but I can tell you my general experience is that Amazon will get the books up in a few weeks +/-. It's a bit of a niche product from a small company. Not high on their priorities list. Truthfully the delay in getting books from Amazon is part of what pushed me to subscribe in the first place.

I understand your choice, but for me paying almost same amount for transport as the book itself is out of question. I already pre-ordered the Gods and Magic book, the Gamemastery Guide, and the Bestiary Pawn box from Amazon. I guess I'll just need to be patient...


Jessica Redekop wrote:
CorvusMask wrote:
Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games
If your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)

Wait...but the Bestiary stats in a small blurb in the Elemental sections that the Goodly Elemental Lords have escaped...

Paizo Employee Developer

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VerBeeker wrote:
Jessica Redekop wrote:
CorvusMask wrote:
Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games
If your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)
Wait...but the Bestiary stats in a small blurb in the Elemental sections that the Goodly Elemental Lords have escaped...

That bit about all of the good elemental lords escaping was a mistake on our part. What we were trying to express is that recent events have brought the remaining good lords closer to escape than ever before. Essentially, the wheels are now in motion, but they're not yet free. It was meant to be a fun hook to inspire campaigns where heroes go and release the remaining lords, perhaps with Ranginori's support.


The batch of new weapons was a nice, unexpected bonus.

(Although I'm a little sad that the meteor hammer isn't a Monk weapon.)

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