Seeking Advice on Godmaking


Homebrew and House Rules


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

I've been putting together my own setting, but one thing has got me concerned, as the title says, Gods. More specifically, it is how integral they are to basic Cleric abilities and spells. I'd like some feedback on if my ideas are too loose or too specific.

My arrangement has nine gods with somewhat broad interpretations in/from different locations/cultures. They each have six or seven domains, but the player selects four from that list or take three and select any one domain they can justify (Giving the Nature God water is obvious, giving the Chaos God tyranny is not).

Only five of the gods care about alignment, banning their opposite; i.e God of Chaos has no time for mindless obedience (nor mindless contrarianism, but that's a different issue).

I feel good about the flexibility I have going, but Weapons and Spells are harder.
For weapons, I figured that any single common weapon could be justified, but I might be overlooking something. Uncommon weapons have three rules: no advanced weapons, ancestry weapons only if you actually have that ancestry, and they have to be in the God's weapon group.

The Enchanting God of Desire (E) has Ambition, Confidence, Indulgence, Pain, Passion, and Sorrow and favors Flails like the naughty Scorpion Whip.

The Dimensional God of Order (L) rules Cities, Duty, Toil, Travel, Tyranny, Vigil, and Zeal and likes Clubs like the Nightstick, but the image of Nunchaku-wielding Paladin/Monks is too fun to pass up.

The Elusive God of Mystery runs Creation, Glyph, Darkness, Knowledge, Secrecy, and Trickery and favors Knives like the deceptive Fighting Fan.

The Natural God of... Nature (not big on words) is about Family, Healing, Nature, Plague, Protection, and Swarm and goes for Natural Weapons and Brawling.

The Prismatic God of Dragons (and head god) (N) maintains Magic, Perfection, Repose, Void, Wealth, and Wyrmkin and prefers Swords like the blatantly symbolic Nine-rings Sword.

The Energetic God of Force hits with Air, Cold, Earth, Fire, Lightning, and Water is open to Axes, Hammers, or Picks like the this-just-looks-painful Mambele.

The Temporal God of Destiny (G) knows Fate, Time, Might, Moon, Star, Sun, and Truth and favors Swords like the Anachronistic Polytool.

The Morphic God of Chaos (C) is into Change, Delirium, Dreams, Freedom, Luck, and Nightmares and it likes it when people throw things (Bows*, Darts, and Slings), but isn't actually biased to Halflings.

The Mortal God of Death (Yes, this one specifically can die; it comes back.) is Death, Decay, Destruction, Dust, Soul, and Undeath and takes Polearms and Spears, like the Scythe.
*There are no uncommon bows right now.

I'm not sure what to do with spells at all though.

There's more to them, but this is the mechanical info I'm needing an outside opinion on, but other advice is welcome.

Liberty's Edge

Looks pretty solid at first sight. For the spells, I would look at those granted by Golarion deities with similar themes. Such as Gozreh and Erastil for the Nature god.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

Gozreh fits with the Nature god almost perfectly (inhuman, but predictable), so that's a great start.

A detail I left out was that each god relates to a school of magic (combined with a different inspiration) as they are the sources of it in this setting. Nature is a hard one to keep on theme since there aren't a lot of Abjuration nature spells and it's really only paired as the two left over, but clerics have plenty of Abj. so going primal gives them a better connection. While thinking on that, giving devoted druids a cleric spell would be a cool, thematic boon on.


For my own setting, because filtering through spells is indeed a pita, I went with this approach:

for starters i have one less Major God than you (Death, Magic, Nature, Sun, Night, Order, Crafts and "the Banished one" (totally not cliche at all^^)

Then, like you, I split the domains approprietly between those.

But for weapons and spelllists i went with this:

The Gods in my setting don't have a set "name", and two Clerics of the god of Sun (as an example), may refer to him with a different name, even slight differences in his Edicts and such, all depending on the actual place where the Cleric was born/raised/learn his trade.

Accordingly, I let the players choose an existing Golarion Deity that has at least one same Domain as the god in my setting. And they gain his Weapon and his Spell list, as well as his Edicts (if they are appropriate).

Basically, since my Gods are "bigger" than Golarion ones, I think it's appropriate that there are different sects that, while ultimately worship the same god, they either approach him differently, or focus on different aspects of him.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

That was what I started with, but I started feeling like just stapling official gods onto my own felt cheap. The gods are the foundation for the world (and at least one will be interested in PCs), so I need a core that all of the different interpretations can latch onto. Basic character traits like: Dragon God is always a dragon (regardless of what kind), Nature God destroys any representation of it as a humanoid, and Desire God is a classical tempter who loves appearing in a personalized to target form. I've also started thinking about the gods' opinions of how mortals view them; some are indifferent, but a few play into it.

Edicts and Anathema will have to be worked out case by case, but I think working players into the world-building would be cool. I'm just worried about shutting down someone's cleric idea, so if someone wants to take an official god, we could work it as a demigod working for a main god. "Behold, Searenra, Temporal Goddess of Day."

Still, I need a starting point, so I came up with this list. Noting that the gods are all connected to magic, it seems appropriate to start with the maximum (like Nethys) and go down if necessary and change it up based on characters, i.e. a culture that worships the Force God specifically for fire having only fire (and possibly electric) spells.

Mental/Desire: Charm, Phantasmal Treasure, Enthrall, Suggestion, Crushing Despair, Dominate, Entrancing Eyes, Uncontrollable Dance, Overwhelming Presence

Dimensional/Order: Floating Disk, Phantom Steed, Gravity Well, Blink, Strange Geometry, Teleport, Reverse Gravity, Maze, Upheavel

Elusive/Mystery: Illusory Disguise, Mirror Image, Secret Page, Solid Fog, Hallucination, Mislead, Project Image, Disappearance, Weird

Natural: Shattering Gem, Vomit Swarm, Wall of Thorns, Bestial Curse, Control Water, Tangling Creepers, Unfettered Pack, Deluge, Storm of Vengeance

Prismatic/Dragon: Soothe, Blistering Invective, Nondetection, Reflective Scales, Summon Dragon, Blanket of Stars, Prismatic Spray, Prismatic Wall, Prismatic Sphere

Energetic/Force: Pummeling Rubble, Sound Burst, Wall of Wind, Hydraulic Torrent, Acid Storm, Chain Lightning, Fiery Body, Polar Ray, Implosion

Temporal/Fate: True Strike, Blur, Curse of Lost Time, Forgotten Lines*, Mind Probe, Scrying, Time Beacon, Prying Survey, Meteor Swarm
*Uncommon Divine

Morphic/Chaos: Animate Rope, Freedom of Movement, Mad Monkeys, Nightmare, Grisly Growths, Baleful Polymorph, Mask of Terror, Wind Walk, Unfathomable Song

Mortal: Phantom Pain, False Life, Cup of Dust, Rusting Grasp, Blister, Disintegrate, Possession, Horrid Wilting, Disjunction

Community / Forums / Pathfinder / Pathfinder Second Edition / Homebrew and House Rules / Seeking Advice on Godmaking All Messageboards

Want to post a reply? Sign in.