Inner Sea region of the Pathfinder campaign setting. Whether you're a Game Master running a campaign set in Golarion or a player whose character is driven by. (based on 20 ratings). Pathfinder Campaign Setting: Inner Sea Gods (PFRPG) Hardcover Show Description For: Non-Mint. Add Hardcover $ Add PDF. Pathfinder Campaign Setting Inner Sea Gods - Free download as PDF File .pdf), Text File .txt) or read online for free.
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Nov 24, PDF: $ Inner Sea Gods, a hardcover Pathfinder Campaign Setting sourcebook by Sean K Reynolds, with Amanda Hamon, James Jacobs, Details on nearly deities from across the Inner Sea region and beyond. Dec 17, Sea region. Other gods primarily worshiped within the Inner Sea region include : . [hide]. v • d • e. Deities of the Pathfinder campaign setting. Product Line: Campaign Setting preserbelleodo.gq Store Page: preserbelleodo.gq /btpy94wj?Pathfinder-Campaign-Setting-Inner-Sea-Gods-Hardcover.
Despite the frequent and public intercession of deities on Golarion, some mortals refuse to believe in or rebuke the authority of divine forces.
Rahadoum in particular is well known for being a militantly atheistic state. Not all who claim divinity actually wield it.
For instance, followers of Razmir claim to draw divine power from their patron but instead wield deceptive arcane magic. For all their power, deities are forbidden by informal arrangements, as well as ancient laws and edicts, from taking direct action in mortal affairs or each others' planar realms.
Deities have also created offspring with mortals. Nearly all gods have certain divine attributes that distinguish them from one another. These relate to either the divine being itself, or how they are worshiped by mortals. All gods have areas or concern or portfolios, subjects they and their followers focus on and hold in high regard. Each deity has a favored weapon that is associated with him or her.
Priests of a given deity tend to prefer wielding this weapon over others. Most deities employ a herald and servitors who act on direct behalf of their deity, as gods rarely manifest directly among mortals. When they do, a deific manifestation can be "killed", but doing so has little or no effect on the deity.
All deities have species of animals that are sacred to them and their followers. In especially rare cases, a god might procreate with a mortal. The resulting child is often fated for greatness and expresses supernatural powers. Followers of the hundreds of known deities express their devotion differently, but some commonalities emerge from cultural and religious differences.
Worship often focuses at holy sites or temples , but organized services aren't universally required. Shows of obedience and prayers can be simple or ritualized , and are a common means among a god's faithful of communicating with their deity.
Deific power is equal among those who wield it, regardless of how many followers the god has or how powerful it is in relation to other gods, though the more practical capabilities of larger congregations can have a material effect on their followers' effectiveness. The most capable among a deity's faithful often gain divine magic powers from their deity and take up a class to further specialize such gifts. In most cases this results in a cleric or inquisitor ; for good-aligned deities this includes paladins , while for evil-aligned deities it includes antipaladins.
Main article: False divine magic.
Inner Sea Gods , p. Paizo Inc. Gods and Magic , p. Paizo Publishing, LLC.
Faiths of Golarion , p. But one problem with all this information is that it is scattered across more than twenty different books, which can make it difficult to find when needed. Inner Sea Gods , a massive page hardcover tome, helps rectify that problem and introduces lots of new material for both GMs and players.
To be fair, some people may see a lot of the material in this book as a retread. It does compile the Pathfinder Adventure Path articles on the 20 core gods of the Inner Sea Region into one place, and that fills up the entire first half of the book.
The information on the other gods is also mostly compiled from other sources, leaving about a third of the book to completely new material mostly game options like new feats, spells, traits, and prestige classes.
However, the book has done more than just compile the older information. It has also revised that information to bring it in line with the way the setting has developed and even changed since the material was first published. Inner Sea Gods is really quite a remarkable book. The interior layout is absolutely gorgeous. More important than that, the content is full of flavourful information that will leave GMs with tons of material to create new NPCs and plots with. The first chapter covers the twenty core gods of the setting.
These are the same twenty gods that appear in the Pathfinder Core Rulebook as just a single chart of sample gods for clerics, and the same gods that each get a half-page description in the Inner Sea World Guide. Here, each god gets eight pages of detailed information. The information here mostly comes from those aforementioned Pathfinder Adventure Path volumes, but as I said before, that information has been revised and sometimes expanded upon to bring it all in-line with the current outlook of the campaign world and to make them a more unified whole.
Some information comes from other sources, too, such as the paladin and anti-paladin codes, which come from the Faiths of These refer to the Deific Obedience feat described later in the book. This feat follows the style of feats like Demonic Obedience introduced in Lords of Chaos and Celestial Obedience introduced in Chronicle of the Righteous , where a character swears allegiance to a specific power and, by performing daily actions called obediences , acquires added powers called boons.
Since celestials and fiends are capable of granting such abilities, it makes sense that the gods should also be able to grant such abilities to their most devoted followers. Indeed, the gods go one step further by offering three categories of boons as opposed to just one offered by fiends and celestials , one for each of the three different prestige classes introduced later in the book.
Each section closes with a sidebar containing a list of relevant game options for followers of that god such as archetypes, feats, and spells along with the sourcebooks and page numbers where those options can be found. Several of the gods have other sidebars in their sections, covering other things, such as paladin and anti-paladin codes, or other details specific to those gods.
In addition to having them all in one book, the best thing about compiling all this information here is the way it makes them all seem part of a cohesive whole. As those other gods got their own articles, they might sometimes make some of the earlier assumptions not quite work any more. The way was open for inconsistencies to creep in. This book helps remove inconsistencies. Yet the section on Gorum implies that he is a much younger god who came into being during first battles between humans and orcs.
Also, the paladin code for Abadar, although reworded slightly from its appearance in Faiths of Balance, still refers to Abadar as the only neutral god with paladins. Much like the Faiths of.. With such material available, it seems a little odd that Inner Sea Gods does not contain a paladin code for Irori and indeed, no book yet published contains such a code.
It then provides quick overviews of various racial deities, demigods, outer gods, forgotten gods, and dead gods. This is the shortest chapter in the book, and unfortunately, it suffers from this fact. I rather wish this book had about a hundred more pages so that all the gods mentioned here could get a half-page on them like the first fourteen do.
I wonder if Abadar and Asmodeus should be concerned. Even though there are only three separate classes, the use of the Deific Obedience feat and the boons that are specific to each god means that these classes are a great way to customize the followers of every god.
Following the prestige classes are the new feats. As well as Deific Obedience, there is a large selection of feats, all with some kind of divine relevance. Most of these feats require that your character worship a specific god, although a few are open to followers of any god. After the feats comes a very comprehensive selection of religion traits, and then a selection of new subdomains.