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---
title: "Aakriti"
draft: true
noteType: ":luggage:"
aliases: "Aakriti"
foundryId: Item.dox287ReN6T9rmz0
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/loil
- deity/eldest
- domain/change/deity
- domain/creation/deity
- domain/fate/deity
- domain/freedom/deity
- domain/knowledge/deity
- domain/time/deity
- trait/disarm
- trait/finesse
- trait/nonlethal
- trait/reach-20-feet
- trait/trip
aliases: ["Aakriti", "The Evershifting"]
---
# Aakriti (The Evershifting) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Impossible Lands p. 310*
# Aakriti
- **Category**: Eldest
- **Anathema**: fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs
- **Areas of Concern**: discovery, life, ooze, potential
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
No one knows where and when Aakriti came into existence. Some divine scholars surmise they've always been a part of the primordial soup of creation. The most popular theory, as reflected in various religious iconography, is that Aakriti is the pupae of a primordial deity that took damage in their chrysalis state and became unable to molt into their final form.
## Devotee benefits
Known as Aakriti the Evershifting, this ooze deity represents the ever-evolving nature of creation and life as well the potential of the unknown. New life crawls forth from their primordial depths in an explosion of the bizarre and colorful, adjusting in their own individual ways to the challenges of existence. As each life moves through the various cycles of growth over time, they must be flexible and adapt to the changes, especially at its crux—the state of transition. Sometimes a new step involves a frightening destruction of identity, but it should be embraced instead of feared, as the primordial nothingness holds the potential for new creations beyond the wildest imaginings of one's current self. Those who stay rigid in their beliefs or refuse to change will become trapped in the shells of their old selves and crush themselves in their struggle to avoid growth. Aakriti also has no love for those who entrap creatures into a form unwillingly and will sometimes intercede against them.
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Acrobatics
- **Favored Weapon**: [whip](compendium/equipment/items/whip.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [fate](compendium/setting/domains.md#Fate), [time](compendium/setting/domains.md#Time)
- **Alternate Domains**: [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge)
- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 3rd: [insect form](compendium/spells/insect-form.md); 9th: [shapechange](compendium/spells/shapechange.md)
Aakriti's faith is relatively sparse within the Inner Sea region, mostly seen in small pockets within Desna's followers or the alchemists of ooze-infested Oenopion. As the more adventurous members of those communities, such as bards, travel to distant lands, word of Aakriti's belief spreads. Most centers of worship for Aakriti aren't permanent temples, but instead small, portable shrines made of malleable, decomposable materials like clay and paper.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Aakriti
When Aakriti makes the rare appearance to a mortal, they appear as an ever-shifting oobleck of varied hues, moving from a crawling larva to pulsating pupa, morphing into a butterfly before transforming into another form.
**Edicts** create without reservation, help others unlock their true potential, observe the mysteries of life
**Anathema** fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs
- **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (), **Damage** `6d6+6` piercing
```

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---
title: "Abraxas"
draft: true
noteType: ":luggage:"
aliases: "Abraxas"
foundryId: Item.ZDb9lghqfqDjtFrl
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/demon-lords
- domain/destruction/deity
- domain/knowledge/deity
- domain/magic/deity
- domain/wyrmkin/deity
aliases: ["Abraxas", "Master of the Final Incantation"]
---
# Abraxas (Master of the Final Incantation) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Abraxas
- **Category**: Demon Lords
- **Anathema**: destroy forbidden lore, reveal the entirety of a secret
- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Abraxas, the Master of the Final Incantation, is the demon lord of forbidden lore, magic, and snakes. Abraxas has an encyclopedic knowledge of magical formulas and destructive secrets, favoring those that inflict suffering and destruction. His Final Incantation is a word of power that can unravel the mightiest of spells and unmake even artifacts. He takes the form of a viper-legged humanoid with a fanged, deformed bird's head. Abraxas's cults are most prevalent among the drow of Golarion, but small circles devoted to him can be found in most major cities on the surface as well.
## Devotee benefits
**Edicts** Learn and hoard forbidden magic, steal secrets from others
**Anathema** Destroy forbidden lore, reveal the entirety of a secret
**Areas of Concern** forbidden lore, magic, and snakes
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Arcana
- **Favored Weapon**: [whip](compendium/equipment/items/whip.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [wyrmkin](compendium/setting/domains.md#Wyrmkin)
- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 2nd: [spectral hand](compendium/spells/spectral-hand.md); 3rd: [hypercognition](compendium/spells/hypercognition.md); 4th: [reflective scales](compendium/spells/reflective-scales-logm.md); 5th: [black tentacles](compendium/spells/black-tentacles.md); 6th: [feeblemind](compendium/spells/feeblemind.md); 7th: [spell turning](compendium/spells/spell-turning.md); 8th: [unrelenting observation](compendium/spells/unrelenting-observation.md); 9th: [disjunction](compendium/spells/disjunction.md)

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---
title: "Achaekek"
draft: true
noteType: ":luggage:"
aliases: "Achaekek"
foundryId: Item.D1OrT1IjHsofDid2
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/death/deity
- domain/might/deity
- domain/trickery/deity
- domain/zeal/deity
- trait/agile
- trait/backswing
- trait/finesse
- trait/reach-15-feet
- trait/versatile-p
aliases: ["Achaekek", "He Who Walks In Blood"]
---
# Achaekek (He Who Walks In Blood) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 52*
# Achaekek
- **Category**: Gods of the Inner Sea
- **Anathema**: kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue
- **Areas of Concern**: assassins, divine punishments, and the Red Mantis
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
While Achaekek's divine genesis is heavily debated among scholars, it is believed that he was created-either by the power of a singular deity or a group of them-to eradicate those who would steal a god's divinity, and he has since become the enforcer of divine punishment. Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshippers alike in an immense cleft carved into the base of the Boneyard's spire, a realm known as the Blood Vale. He keeps no formal relationships with any other deities, even his sister, Grandmother Spider, who repeatedly coaxes Achaekek to rebel against the gods and abandon his duties. In response, even though some gods disapprove of Achaekek's methods, few openly defy him.
## Devotee benefits
**Edicts** conduct assassinations, spread the Red Mantis's infamy, wield sawtooth sabers in combat
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: [sawtooth saber](compendium/equipment/items/sawtooth-saber.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [might](compendium/setting/domains.md#Might), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md)
**Anathema** kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Achaekek gains the following additional abilities.
**Areas of Concern** assassins, divine punishments, and the Red Mantis
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Achaekek
- **Speed**: Speed 70 feet, climb 50 feet, ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile <p>](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley (), **Damage** `6d6+3` piercing
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 3*
He Who Walks in Blood detests oathbreakers and bears a particular prejudice against mortals seeking to ascend into divinity, but the Mantis God believes in compensation for selfless duties and rewards the rare individual for their murderous deeds. Violation of his tenets and, occasionally, slights against [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) may provoke Achaekek's wrath.
- **Minor Boon** You hide among the shadows of death. Once, when you would fail a [Stealth](compendium/skills.md#Stealth) check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential [Stealth](compendium/skills.md#Stealth) check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a [Stealth](compendium/skills.md#Stealth) check to help you escape.
- **Moderate Boon**: You gain the god's approval to take a life. You can cast [death knell](compendium/spells/death-knell.md) once per day as an innate divine spell.
- **Major Boon**: Death lives in your very blade. You gain the sneak attack|rogue||1 rogue class feature, dealing `3d6` precision damage. If you already have that class feature, you increase your sneak attack damage by `3d6`.
- **Minor Curse**: Achaekek's minions seek vengeance. Nonsapient insects (especially mantises) become [hostile](rules/conditions.md#Hostile) against you.
- **Moderate Curse** Hubris brings death. Your name and location are mentally projected into the mind of a Red Mantis assassin, who is tasked with eliminating you.
- **Major Curse**: The Mantis God doesn't waste his time toying with or tormenting those who truly anger him, or those who dare to consider themselves divine. He rips open a portal to your location, kills you, drags your soul to judgment in a way that prevents resurrection magic, and then leaves.

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---
title: "Adanye"
draft: true
noteType: ":luggage:"
aliases: "Adanye"
foundryId: Item.0PMgVnfTvW2AeHf6
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lome
- deity/mwangi-gods
- domain/confidence/deity
- domain/duty/deity
- domain/family/deity
- domain/fire/deity
- domain/protection/deity
- domain/repose/deity
- trait/agile
- trait/finesse
- trait/reach-15-feet
aliases: ["Adanye", "The Warmth of the Hearth"]
---
# Adanye (The Warmth of the Hearth) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: The Mwangi Expanse p. 132*
# Adanye
- **Category**: Mwangi Gods
- **Anathema**: force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter
- **Areas of Concern**: hearth, imagination, protection, solitude
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Legend holds that the amurruns-known as catfolk to others-were created as guardians against threats to home, nature, and the world at large. While the goddess Adanye is not considered to be their creator, she is said to have mentored these first guardians, teaching them the skills necessary to protect and defend, both in combat and in careful interaction with others. She also taught the importance of what they protected, identifying the hearth and the home, as well as the right to self-determination and to solitude, as worthy of defense. She is said to have instilled in the amurruns their need for solitude and their esteem of imagination. A master teacher, she is depicted as a graying catfolk woman or a cat by the hearth fire, her large, gentle eyes full of wisdom.
## Devotee benefits
The tenets of Adanye's faith are few and flexible. She helps the curious and the wandering to retain their sense of self and their need to stay safe as they discover and grow. She honors the hours spent daydreaming on the hearth, whether that hearth is next to the fire pit at a remote campsite or in the kitchen of a generations-old homestead. She does not proscribe much. She adds to the serendipitous outlook of the catfolk, enhancing their inborn curiosity. Her worship tends to temper willfulness and wanderlust, reminding her followers of the safety and security to be found in having a spot of their own, even if that spot is temporary. She understands that sometimes the best protection is a retreat and gently reminds her followers of the virtue of impermanence and of existing in the moment. Rather than looking into the past or the future, she enjoins fully inhabiting the present-the place where one is, the hearth by which one naps, the company that one currently keeps, especially when it can be done in solitude.
- **Divine Ability**: Dexterity or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: claw or [kukri](compendium/equipment/items/kukri.md)
- **Domains**: [duty](compendium/setting/domains.md#Duty), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [repose](compendium/setting/domains.md#Repose)
- **Alternate Domains**: [confidence](compendium/setting/domains.md#Confidence), [fire](compendium/setting/domains.md#Fire)
- **Cleric Spells**: 1st: [feather fall](compendium/spells/feather-fall.md); 2nd: [misdirection](compendium/spells/misdirection.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md)
Because the catfolk of Southern Garund have not established large communities outside of Murraseth, there are no temples to Adanye outside of their homeland, only small shrines erected by travelers, perhaps near seldom-used mountain trails or in the corners of large temples dedicated to other gods. Her worshippers often paint or sketch her holy symbol, a simple paw print in orange (or on an orange background), which is sometimes enhanced with sketched flames or another symbol of fire, in an inconspicuous cornerstone of a building or on a fallen log. Adanye has an affinity with Desna and with Shelyn, given their overlapping interests in dreamers and individualism. Although she has a longstanding rivalry with the Osirian feline goddess Bastet, she does not spend much time feuding. Adanye's care is wholly enjoined upon her followers.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Adanye gains the following additional abilities.
**Edicts** keep your counsel, follow your heart, appreciate a warm hearth, defend those who welcome you into their home
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Adanye
**Anathema** force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter
- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember (), **Damage** `4d6+3` fire and `2d6` persistent fire
```

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---
title: "Alglenweis"
draft: true
noteType: ":luggage:"
aliases: "Alglenweis"
foundryId: Item.jCwZT7xf6Mhu6k0j
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/sarkorian-gods
- domain/cold/deity
- domain/creation/deity
- domain/might/deity
- domain/soul/deity
aliases: ["Alglenweis", "Princess of the Rime"]
---
# Alglenweis (Princess of the Rime) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Alglenweis
- **Category**: Sarkorian Gods
- **Anathema**: destroy an artistic creation without providing something in its place, refuse to act if called upon
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
**Alglenweis** is the daughter of Kostchtchie and one of the major deities formerly worshipped in Sarkoris. She teaches her followers to perfect their craft and protect works of art, and be ready to act if necessary.
## Devotee benefits
**Edicts** Strive to perfect an art or graft, protect the monuments of your people, stir others into action
**Anathema** Destroy an artistic creation without providing something in its place, refuse to act if called upon
- **Divine Ability**: Strength or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md)
- **Domains**: [cold](compendium/setting/domains.md#Cold), [creation](compendium/setting/domains.md#Creation), [might](compendium/setting/domains.md#Might), [soul](compendium/setting/domains.md#Soul)
- **Cleric Spells**: 1st: [agitate](compendium/spells/agitate-logm.md); 4th: [creation](compendium/spells/creation.md); 5th: [cone of cold](compendium/spells/cone-of-cold.md)

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---
title: "Alseta"
draft: true
noteType: ":luggage:"
aliases: "Alseta"
foundryId: Item.u18s7pKk0Gg80EgW
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/change/deity
- domain/magic/deity
- domain/protection/deity
- domain/time/deity
- trait/agile
- trait/finesse
- trait/reach-15-feet
- trait/thrown-40-feet
- trait/versatile-p
aliases: ["Alseta", "The Welcomer"]
---
# Alseta (The Welcomer) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 53*
# Alseta
- **Category**: Gods of the Inner Sea
- **Anathema**: destroy a door or block a path for personal gain, stop a transition without good reason
- **Areas of Concern**: doors, portals, thresholds, traditions
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
Alseta holds sway over transitions. Physical transitions through doorways and portals or over thresholds, metaphorical transitions, and even the forward flow of time-Alseta influences them all. She watches over city gates, helping keep invaders out and defenders safe. She also watches over those moving into a new stage in life, whether that means a birthday, a marriage, or a more fitting body. It is common for anyone entering into a life change, such as moving to a new town or changing careers, to look to Alseta for guidance. Likewise, birth and death are both transitions, and expectant mothers and the bereaved both offer her prayers, linking Alseta's church to that of [[Pharasma]]. Some consider Alseta to be the goddess of teleportation, though she does not officially claim that title. She is also a popular god among some elven nations and cultures, who frequently associate Alseta with the _aiudara_, or elf gates, around Golarion.
## Devotee benefits
**Edicts** offer to protect passageways and guide others through transitions, treat all other beings with courtesy and respect
- **Divine Ability**: Intelligence or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection), [time](compendium/setting/domains.md#Time)
- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [knock](compendium/spells/knock.md); 4th: [dimension door](compendium/spells/dimension-door.md)
**Anathema** destroy a door or block a path for personal gain, stop a transition without good reason
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast [dimension door](compendium/spells/dimension-door.md) at will as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell, spending a single action to move up to 60 feet. The portal toss [Strike](rules/actions/strike.md) causes the creature to fall through a series of portals before landing in the same spot and taking damage.
**Areas of Concern** doors, portals, thresholds, traditions
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Alseta
- **Speed**: Speed 40 feet
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile <p>](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss (), **Damage** `6d6+3` bludgeoning
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 3*
The Welcomer is a patient goddess that rewards her followers. Incurring her wrath through discourtesy, lack of respect or intentionally making doors unpassable for any reason other than preventing harm can lead to reprimands that range from annoying to frustrating.
- **Minor Boon** Alseta's guiding hand aids your journeys. Once, when employing [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") magic, you appear exactly on target, even if you used a notoriously imprecise spell like [plane shift](compendium/spells/plane-shift.md). Alseta typically grants this boon for extremely consequential magical travel, especially when time is of the essence.
- **Moderate Boon**: New doors open themselves for you. You can cast [knock](compendium/spells/knock.md) once per day as a divine innate spell.
- **Major Boon**: You transition unimpeded through the world. You can open any door or portal simply by placing your palm upon it with a single Interact action, even if it's locked or magically sealed, and you can enter any open door or threshold, even if it's magically warded to prevent entry. This doesn't overcome the locks and magic of [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait"), deities, and similarly powerful effects.
- **Minor Curse**: Doors jam and locks stick when you try to open them. It takes 3 Interact actions for you to open even an unlocked door, and each attempt to [Pick a Lock](rules/actions/pick-a-lock.md) takes you 2 rounds instead of 2 actions.
- **Moderate Curse** Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the [sickened](rules/conditions.md#Sickened) condition. Magical travel is even more exhausting; after traveling via [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait"), [plane shift](compendium/spells/plane-shift.md), or the like, you also gain the [fatigued](rules/conditions.md#Fatigued) condition until you get a full night's rest.
- **Major Curse**: Transportation magic no longer works for you. You cannot be transported by any magical means, nor can you transport, conjure, or summon others. Even extradimensional spaces like bags of holding are inaccessible and unusable to you, as using them requires magical transportation to the extradimensional space.

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@ -1,21 +1,27 @@
---
title: "Andoletta"
draft: true
noteType: ":luggage:"
aliases: "Andoletta"
foundryId: Item.0i6xyDapbRx3sznA
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/family/deity
- domain/knowledge/deity
- domain/protection/deity
- domain/sorrow/deity
aliases: ["Andoletta", "Grandmother Crow"]
---
# Andoletta (Grandmother Crow) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Andoletta
- **Category**: Empyreal Lords
- **Anathema**: hold a grudge, mock the dead, pass judgment hastily or carelessly
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")
Called Grandmother Crow, Andoletta represents consolation, respect, and security. Andoletta makes a clear distinction between guilt and innocence: there is no in-between. For those falsely accused or who show signs of redemption, she offers a path back to the light. That path is never an easy one, but it is one worth walking, and she stands beside those who make the trek. For the truly wicked and those who show no remorse, she has no mercy. For these reasons, her likeness is often found in courts, where she can watch over and ensure fairness to those accused of crimes. Andoletta also places great value on respect for the dead and the protection of children. To offer solace to the bereaved is true kindness and compassion. Children are slates with tremendous potential for good-if they can be guided and kept safe from evil.
## Devotee benefits
When she appears to mortals, Grandmother Crow does so as an older woman, gray-haired, wrinkled, and with keen, knowing eyes. She carries a walking stick and wears a cape of black crow feathers across her shoulders, giving the appearance of large, folded wings. Those who appeal to Andoletta include elders, the conflicted, the bereaved, the falsely accused, investigators, and judges.
**Edicts** Respect elders, instill good virtues in children, seek and allow redemption
**Anathema** Hold a grudge, mock the dead, pass judgment hastily or carelessly
**Areas of Concern** consolation, respect, and security
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [family](compendium/setting/domains.md#Family), [knowledge](compendium/setting/domains.md#Knowledge), [protection](compendium/setting/domains.md#Protection), [sorrow](compendium/setting/domains.md#Sorrow)
- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 4th: aerial form (bird only); 6th: [collective transposition](compendium/spells/collective-transposition.md)

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@ -1,23 +1,44 @@
---
title: "Angazhan"
draft: true
noteType: ":luggage:"
aliases: "Angazhan"
foundryId: Item.4srplqMmoe2J4zbR
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/demon-lords
- domain/destruction/deity
- domain/indulgence/deity
- domain/might/deity
- domain/nature/deity
- domain/tyranny/deity
- domain/zeal/deity
- trait/agile
- trait/reach-15-feet
aliases: ["Angazhan", "The Ravenous King"]
---
# Angazhan (The Ravenous King) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Angazhan
- **Category**: Demon Lords
- **Anathema**: cower from fights, allow yourself to be [resurrected](compendium/spells/rituals/resurrect.md) instead of [reincarnated](compendium/spells/rituals/reincarnate-apg.md)
- **Areas of Concern**: apes, jungles, tyrants
- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Angazhan is a name well known in the Mwangi Expanse, and for good reason. Called the Ravenous King and Demon Lord of Beasts, he appears as an enormous and terrifying red-furred ape with six long fingers on each hand, massive and clawed. His red eyes, twisted horns, and viciously sharp fangs give him a demonic appearance. His followers range from gnolls to charau-kas to nalfeshnee demons that number in the thousands.
## Devotee benefits
Angazhan has astounding presence and influence, but that influence is rivaled by his raw power. He is skilled enough with weapons, but prefers to use his own abilities-his powerful fists, lethal fangs, sharp horns, and deadly tail. His terrible grasp extends beyond life into death, as well. Occasionally, those slain in combat by Angazhan's minions are reincarnated forcefully into an ape-like creature in the service of the Ravenous King. This curse causes the victim to serve eternally, and only upon death is there a chance for their soul to be retrieved before it slips into the Boneyard, to be sent on and suffer a never-ending torment in the Abyss.
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: fist, [spear](compendium/equipment/items/spear.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [tyranny](compendium/setting/domains.md#Tyranny)
- **Alternate Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: animal form (ape only); 5th: [moon frenzy](compendium/spells/moon-frenzy.md)
A pledge to Angazhan is a commitment to acquiring power. Angazhan encourages followers to destroy all who oppose them with relentless force, to dominate until nothing is left to challenge, and to treat obstacles as something to be crushed with swiftness. Those who fail these commands are quick to be cast aside. This strength lures dangerous figures, thievish creatures, and terrifying beings. Followers share less of a bond and more of an understanding that in the end they serve a lord whose dominance can't be rivaled.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Angazhan gains the following additional abilities.
Angazhan is the patron of Usaro, a feared and hated charau-ka city in the Mwangi Expanse. A representative of Angazhan, the Gorilla King, once ruled Usrao, but was recently killed, throwing the city into chaos.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Angazhan
**Edicts** Commit acts of brutal violence, test yourself against nature, make animals more dangerous
**Anathema** Cower from fights, allow yourself to be resurrected instead of reincarnated
- **Speed**: Speed 60 feet, climb 60 feet, swim 50 feet
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar (), **Damage** `6d6+3` mental
```

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@ -1,17 +1,27 @@
---
title: "Angradd"
draft: true
noteType: ":luggage:"
aliases: "Angradd"
foundryId: Item.DzGDz3YnHOkWCuOz
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/fate/deity
- domain/fire/deity
- domain/protection/deity
- domain/zeal/deity
aliases: ["Angradd", "The Forge-Fire"]
---
# Angradd (The Forge-Fire) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Angradd
- **Category**: Dwarven Gods
- **Anathema**: allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait")
Angradd's faithful seek out and oppose evil wherever they can, and often compare themselves to a purifying flame that gains strength as it burns more foes. Against strong foes, they plan for a strategy and patiently build their strength and alliances for the chance of victory. Those worshippers who can no longer fight on the front line become trainers, preparing others to succeed them. Dwarves will offer prayers and sacrifices to Angradd if they are about to begin an offensive battle. Divine casters who revere the Forge-Fire as their patron deity have access to a special spell named planned assault, which provides them with extra protection in combat as long as they can plan ahead.
## Devotee benefits
**Edicts** Seek and destroy evil, study evil to learn the best way to destroy it, train others in righteous ways
**Anathema** Allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md)
- **Domains**: [fate](compendium/setting/domains.md#Fate), [fire](compendium/setting/domains.md#Fire), [protection](compendium/setting/domains.md#Protection), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: [blistering invective](compendium/spells/blistering-invective-apg.md); 3rd: [fireball](compendium/spells/fireball.md)

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@ -1,17 +1,27 @@
---
title: "Anubis"
draft: true
noteType: ":luggage:"
aliases: "Anubis"
foundryId: Item.ilex2NpCKFkgNtsM
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/death/deity
- domain/protection/deity
- domain/soul/deity
- domain/vigil/deity
aliases: ["Anubis", "Guardian of the Tomb"]
---
# Anubis (Guardian of the Tomb) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Anubis
- **Category**: Ancient Osirian Gods
- **Anathema**: desecrate a corpse, rob a tomb, trap a soul
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
Anubis is the son of Osiris and Nephthys, born out of wedlock and he assisted Isis in the mummification of his father. He frequently works with Isis, Neith, Nephthys, and Selket in the protection of the dead, and is an enemy of Set due to his association with undead.
## Devotee benefits
**Edicts** Lay bodies to rest, destroy undead, be impartial in judgment
**Anathema** Desecrate a corpse, rob a tomb, trap a soul
- **Divine Ability**: Dexterity or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [flail](compendium/equipment/items/flail.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [protection](compendium/setting/domains.md#Protection), [soul](compendium/setting/domains.md#Soul), [vigil](compendium/setting/domains.md#Vigil)
- **Cleric Spells**: 1st: [unseen servant](compendium/spells/unseen-servant.md); 3rd: shifting sand; 5th: [wall of stone](compendium/spells/wall-of-stone.md)

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@ -1,21 +1,27 @@
---
title: "Apollyon"
draft: true
noteType: ":luggage:"
aliases: "Apollyon"
foundryId: Item.5X62JOZKZT3hB3PQ
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/horsemen
- domain/air/deity
- domain/decay/deity
- domain/plague/deity
- domain/swarm/deity
aliases: ["Apollyon", "Prince of Locusts"]
---
# Apollyon (Prince of Locusts) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Apollyon
- **Category**: Horsemen
- **Anathema**: prevent plagues, bury or burn the dead
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
The Prince of Plagues seized power for himself after the disappearance of the previous Horseman of Pestilence by obsessively eliminating all potential rivals. Apollyon commands his vast army of leukodaemons to spread oblivion like a virus. He wastes no time on trivial acts of violence and lacks the patience to wait for long-term schemes to come to fruition. Instead, his plagues carry oblivion through cities like lightning, decimating entire kingdoms in the span of a few days. His greatest creations have been diseases that corrupt the soul itself, ensuring that [[Pharasma]] sends his victims to Abaddon once they've succumbed.
## Devotee benefits
Apollyon appears as a hulking, bruised giant wrapped in black leather straps, with the head of a rotting ram. His cloak is stitched from the skin of angels who attempted to rescue the souls he had claimed-after flaying the angels alive, he preserved their faces in permanent agony upon the cloak. Apollyon delights in witnessing the deaths his diseases cause, not in dispassionate obligation but out of self-righteous glee. He sends his plague carriers out across the Material Plane knowing that even if they are defeated quickly, the sicknesses they carry will spread and take more lives than they could ever hope to alone. The moans and wails from the infected are prayers that fill him with more power to launch his next sickness onto the living.
**Edicts** End all mortal life through disease and poison, cultivate diseased animals
**Anathema** Prevent plagues, bury or burn the dead
**Areas of Concern** disease
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Medicine
- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md)
- **Domains**: [air](compendium/setting/domains.md#Air), [decay](compendium/setting/domains.md#Decay), [plague](compendium/setting/domains.md#Plague), [swarm](compendium/setting/domains.md#Swarm)
- **Cleric Spells**: 1st: [goblin pox](compendium/spells/goblin-pox.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 5th: [cloudkill](compendium/spells/cloudkill.md)

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@ -1,17 +1,27 @@
---
title: "Apsu"
draft: true
noteType: ":luggage:"
aliases: "Apsu"
foundryId: Item.6EcsyDpaXr4WtRYw
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/creation/deity
- domain/protection/deity
- domain/travel/deity
- domain/wyrmkin/deity
aliases: ["Apsu", "The Waybringer"]
---
# Apsu (The Waybringer) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Apsu
- **Category**: Other Gods
- **Anathema**: fail to pursue a foe who has betrayed your mercy, attack a creature without certainty of wrongdoing
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Unsurprisingly, most of Apsu's worshipers are metallic dragons, although some non-aligned draconic creatures such as primal dragons and wyverns worship him as well. Few dragons practice divine magic, preferring to leave that to their humanoid allies. As Apsu's prime purpose is the destruction of Dahak, few non-dragons take up his cause, although honourable humanoids with an interest in draconic lore have taken up his faith from time to time. They typically wear a gold dragon's foot brooch, or have other custom-made equipment in the shape of a dragon's foot. Golarion lacks much of a centralized humanoid church of Apsu. The largest congregation of humanoid Apsu worshipers on the planet is known as the Platinum Band, which maintains relatively small centers of worship in Oppara and Absalom. Apsu is more widely worshiped by humanoids on the planet Triaxus, where he is the patron deity of the Dragon Legion. The Legion's leaders prohibit their priests from revealing Apsu's connection to Golarion, so younger legionnaires would not be tempted to prematurely journey there to help him. Instead, they hope to raise a grand army to offer Apsu when the time comes for him to fight Dahak.
## Devotee benefits
**Edicts** Seek and destroy evil, travel the world, help others fend for themselves
**Anathema** Fail to pursue a foe who has betrayed your mercy, attack a creature without certainty of wrongdoing
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: jaws or [staff](compendium/equipment/items/staff.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [protection](compendium/setting/domains.md#Protection), [travel](compendium/setting/domains.md#Travel), [wyrmkin](compendium/setting/domains.md#Wyrmkin)
- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 4th: [creation](compendium/spells/creation.md); 6th: dragon form (metallic dragons only)

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@ -1,19 +1,56 @@
---
title: "Arazni"
draft: true
noteType: ":luggage:"
aliases: "Arazni"
foundryId: Item.1uncmMS50sIw7JRD
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/confidence/deity
- domain/freedom/deity
- domain/pain/deity
- domain/protection/deity
- domain/sorrow/deity
- trait/deadly-3d8
- trait/reach-15-feet
aliases: ["Arazni", "The Unyielding"]
---
# Arazni (The Unyielding) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 54*
# Arazni
- **Category**: Gods of the Inner Sea
- **Anathema**: create unwilling undead, insult Arazni
- **Areas of Concern**: the abused, dignity, unwilling undeath
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
More than anything, Arazni is a survivor. Once, long ago, she was a force for good, a warrior-mage who sought to improve the quality of life for residents of her homeland. Long after her mortal death, she returned as a herald of the god Aroden and fought alongside mortals during one of their darkest hours. But humanity and her patron alike abandoned her-first to the Whispering Tyrant, then to the necromancer Geb-and the torments she endured because of it changed her deeply. Still she survived, her broken body reanimated against her will as a powerful undead monstrosity. For over a millennium she was held captive as the lich queen of the undead nation of Geb, and her view of mortals, and humanity in particular, soured.
## Devotee benefits
**Edicts** act with dignity, do whatever it takes to survive, despise and never forgive those who have hurt you
- **Divine Ability**: Constitution or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [freedom](compendium/setting/domains.md#Freedom), [pain](compendium/setting/domains.md#Pain), [protection](compendium/setting/domains.md#Protection)
- **Alternate Domains**: [sorrow](compendium/setting/domains.md#Sorrow)
- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 2nd: [animus mine](compendium/spells/animus-mine-logm.md); 6th: [feeblemind](compendium/spells/feeblemind.md)
**Anathema** create unwilling undead, insult Arazni
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Arazni gains the following additional abilities.
**Areas of Concern** abused, dignity, unwilling undeath
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Arazni
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood (), **Damage** `6d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage)
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 4*
While the Unyielding has little regard for her followers, if suitably irritated or impressed, she might bestow the following banes or boons.
- **Minor Boon** Once, when you fail a saving throw against an effect that would compel you to take some action against your will, you critically succeed instead. Arazni typically grants this boon for consequential actions or particularly egregious violations of free will.
- **Moderate Boon**: Blood from your wounds forms into armor or a piece of equipment you need. If what you need most is information, the blood forms letters spelling out that information.
- **Major Boon**: Upon death, you return to life with the effects of a critical success on a [resurrect](compendium/spells/rituals/resurrect.md) ritual to enact vengeance against your killers. When you successfully achieve vengeance, abandon your vengeance for other pursuits, or fail outright, you crumble to scarlet dust.
- **Minor Curse**: Someone you've wronged gains information they desire about you, with the effects of a critical success at the [commune](compendium/spells/rituals/commune.md) ritual.
- **Moderate Curse** Creatures weaker than you gain a status bonus on all attack rolls against you equal to your difference in levels, to a maximum of +4. Whenever you are damaged by a such a creature, you take [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to twice the difference between your levels (no maximum).
- **Major Curse**: When you would regain Hit Points due to either a [positive](rules/traits/positive.md "Positive Energy & Element Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, you lose that many Hit Points instead.

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@ -1,17 +1,27 @@
---
title: "Ardad Lili"
draft: true
noteType: ":luggage:"
aliases: "Ardad Lili"
foundryId: Item.qlHKZbkJl4388CcV
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/queens-of-the-night
- domain/creation/deity
- domain/darkness/deity
- domain/passion/deity
- domain/wyrmkin/deity
aliases: ["Ardad Lili", "The End of Innocence"]
---
# Ardad Lili (The End of Innocence) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 75*
# Ardad Lili
- **Category**: Queens of the Night
- **Anathema**: give someone more than you receive from them, allow yourself to be swayed by lust
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
When mortals were young, before Asmodeus conquered Hell, Ardad Lili was already manipulating amorous and lustful mortals to swear fealty to her, amassing power from their souls. She fled the realm of Nirvana during the Exodus, taking up residence in Avernus and continuing to gather an army of damned souls and female devils who share her ambitions. The Serpent Muse has never forgotten the censures and cruel insults spewed by the other natives of Nirvana, and she seeks to someday rule not a layer of Hell, but a realm of the heavens. Herself a passionate being, she draws similarly passionate followers.
## Devotee benefits
**Edicts** Manipulate others with false promises, aid women who have been unfairly maligned
**Anathema** Give someone more than you receive from them, allow yourself to be swayed by lust
- **Divine Ability**: Intelligence or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [darkness](compendium/setting/domains.md#Darkness), [passion](compendium/setting/domains.md#Passion), [wyrmkin](compendium/setting/domains.md#Wyrmkin)
- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 3rd: [enthrall](compendium/spells/enthrall.md); 4th: [suggestion](compendium/spells/suggestion.md)

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@ -1,17 +1,41 @@
---
title: "Arqueros"
draft: true
noteType: ":luggage:"
aliases: "Arqueros"
foundryId: Item.3a95JpX4EHEOwRur
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lokl
- deity/other-gods
- domain/duty/deity
- domain/family/deity
- domain/might/deity
- domain/protection/deity
- domain/zeal/deity
- trait/reach-15-feet
- trait/visual
aliases: ["Arqueros", "The Golden Bulwark"]
---
# Arqueros (The Golden Bulwark) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Knights of Lastwall p. 53*
# Arqueros
- **Category**: Other Gods
- **Anathema**: abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch
- **Areas of Concern**: bodyguards, protection, watchfulness
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait")
**Areas of Concern** bodyguards, protection, watchfulness
## Devotee benefits
**Edicts** protect those weaker than you; remain alert for danger; create, maintain, or patrol defenses
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [spear](compendium/equipment/items/spear.md)
- **Domains**: [duty](compendium/setting/domains.md#Duty), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection), [zeal](compendium/setting/domains.md#Zeal)
- **Alternate Domains**: [family](compendium/setting/domains.md#Family)
- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 4th: stoneskin (appears as gold); 5th: [wall of stone](compendium/spells/wall-of-stone.md)
**Anathema** abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Arqueros
- **Speed**: Speed 60 feet, immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield (15 Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian (, [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental
```

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@ -1,45 +1,27 @@
---
title: "Arshea"
draft: true
noteType: ":luggage:"
aliases: "Arshea"
foundryId: Item.CrJc1bpZRuSamq2j
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/confidence/deity
- domain/freedom/deity
- domain/passion/deity
- domain/perfection/deity
aliases: ["Arshea", "Spirit of Abandon"]
---
# Arshea (Spirit of Abandon) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Arshea
- **Category**: Empyreal Lords
- **Anathema**: judge another based on sexual desires or gender roles, harm another in pursuit of passion
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Appearing in art more than any of the other empyreal lords, the Spirit of Abandon represents freedom, physical beauty, and sexuality. More than anything else, freedom is what matters to Arshea. For many this is most commonly seen as freedom for sexual expression, but Arshea represents the freedom to experience all that is good in the world, be it an ideology or a specific emotional or physical expression. So long as it doesn't harm others, Arshea believes creatures should do, think, and feel as they will. They encourage their followers to try new things, to think in new ways, and to wear new forms.
## Devotee benefits
When appearing to mortals, the Spirit of Abandon most commonly appears in that person's own body so the person may see how beautiful and perfect their own form is-after all, if a divine being has chosen to wear it, it must be perfect. For people who don't fit in the body they currently wear, Arshea often appears in the form reflected in their heart and soul. Followers of Arshea are a varied lot, from artists to explorers, and from lovers to those who fight against repression.
* * *
Arshea, the Spirit of Abandon, is an angelic champion of freedom, beauty, and sexuality, fighting on behalf of all who are repressed or powerless in their own lives. They are a celestial spirit of change and mortal joy, and they teach their followers to pursue their own personal happiness and fulfillment no matter the form it takes, reveling in the beauty of their lives without shame or judgment.
While both sexual pleasure and freedom of sexual expression are embraced by the Spirit of Abandon, they also teach their followers that there are infinite forms mortal delight and mortal freedom can take, including the freedom to refrain from sexual experiences, regardless of the reason. Provided all such pursuits are done with consent, all enjoyment is equal in the eyes of Arshea.
The Arshean faith is popular among the Firebrands, and the cult of Arshea is a ready and stable ally to the Firebrands' revolutionary efforts. As the angel's teachings appeal both to those focused on their own pleasure and the freedom to pursue it, and to those who fight against tyrants and work to preserve the freedom of others, Arshea is popular among many informal factions within the organization.
In addition to freedom from tyranny, the Spirit of Abandon also embodies freedom of expression and freedom of choice. Personal expression and identity are important values for many Firebrands, and this freedom to be one's true self is sacred in the Arshean faith. Arshea is an angel of beauty, but Arsheans know that beauty is ephemeral, always changing to suit the beholder. The celestial spirit encourages their followers to change themselves to suit their personal tastes, and to dress, groom, and present themselves as any gender and in any way that brings them peace and happiness, without regard for the appeal their choices hold for anyone but themselves.
When choosing their battles, Arshean Firebrands tend to view all forms of social division, such as strict gender roles, as undesirable and harmful, rather than only those with explicit power differentials. They believe all people should be free to express themselves in any way they choose, and to change between as many identities as they choose as often as they wish, often in opposition of a society's social structures.
**Edicts** Inspire passion, comfort and free the repressed, seek your true self and desires
**Anathema** Judge another based on sexual desires or gender roles, act without consent in pursuit of passion
**Areas of Concern** freedom, physical beauty, and sexuality
## Avatar
When casting the _[[Avatar]]_ spell, a worshipper of Arshea becomes a fluid, shifting humanoid that changes appearance, gender, and form moment by moment, though the caster can choose one specific form if desired. Dressed in gossamer sashes, scarves, and veils, each form wields a flail and possesses magnificent, wispy wings of gray and silver feathers. They gain the following additional abilities.
**Arshea** Speed 30 feet, fly 70 feet, immune to forced movement, immune to [[Immobilized]]
Melee 1 flail (disarm, reach 15 feet, sweep, trip), Damage `dice: 6d6+6` bludgeoning
Melee 1 gossamer veil (disarm, finesse, grapple, nonlethal, reach 20 feet, trip), Damage `dice: 6d4+6` slashing
Ranged 1 gaze of abandon (nonlethal, range 120 feet, visual), Damage `dice: 6d6+3` mental.
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [flail](compendium/equipment/items/flail.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [freedom](compendium/setting/domains.md#Freedom), [passion](compendium/setting/domains.md#Passion), [perfection](compendium/setting/domains.md#Perfection)
- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md)

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@ -1,17 +1,43 @@
---
title: "Arundhat"
draft: true
noteType: ":luggage:"
aliases: "Arundhat"
foundryId: Item.1J6IuJFZnquK51hk
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/vudrani-gods
- domain/healing/deity
- domain/magic/deity
- domain/nature/deity
- domain/passion/deity
- domain/protection/deity
- trait/agile
- trait/finesse
- trait/nonlethal
- trait/reach-15-feet
aliases: ["Arundhat", "The Sacred Perfume"]
---
# Arundhat (The Sacred Perfume) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Arundhat
- **Category**: Vudrani Gods
- **Anathema**: dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly
- **Areas of Concern**: blossoms, diplomacy, scent
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
**Arundhat** is a goddess of the Vudran pantheon known as the bringer of blossoms and scent.
## Devotee benefits
**Edicts** Practice herbalism, tend to sacred flowers, offer appropriate flowers to other divinities
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [nature](compendium/setting/domains.md#Nature), [protection](compendium/setting/domains.md#Protection)
- **Alternate Domains**: [passion](compendium/setting/domains.md#Passion)
- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md)
**Anathema** Dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Arundhat
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+5` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental
```

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@ -1,21 +1,27 @@
---
title: "Ashava"
draft: true
noteType: ":luggage:"
aliases: "Ashava"
foundryId: Item.XCagxDL2pYHiDFpv
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/darkness/deity
- domain/moon/deity
- domain/repose/deity
- domain/soul/deity
aliases: ["Ashava", "The True Spark"]
---
# Ashava (The True Spark) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Ashava
- **Category**: Empyreal Lords
- **Anathema**: intentionally mislead someone, desecrate graves, abandon a creature in darkness
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Ashava, the True Spark, embodies moonlight, dancing, and lonely spirits. Dancing is Ashava's true love, and she encourages her followers to dance often. For some, she is little more than a patron of that art, but Ashava is also a guide, both in spirit and in the physical world. For the living, she leads the lonely out of their difficult times, her lights guiding lost wanderers back to safety. For the dead, her haunting moonlit dances lead lost and lonely spirits onward to their eternal judgment. She encourages her followers to steer those who are lost-whether in the wilderness or in their hearts-to where they need to go. Priests of Ashava are the dancing light that guides the way, but will-o'-wisps are anathema to Ashava, and her followers destroy these creatures wherever they are found.
## Devotee benefits
The True Spark appears as a tall woman, flushed with the exertion of prolonged dancing. Her features are difficult to see unless under moonlight, when they instead become crystal clear. She wears a beautiful gown woven from starlight that always sways in motion, and she never appears to be standing still. On her brow she wears a wreath of many-colored moss. Some of Ashava's followers include dancers, artists, the nocturnal, the lonely, the bereaved, lovers, and travelers.
**Edicts** Dance even when there is no music, cast light in places of darkness, lead the lost
**Anathema** Intentionally mislead someone, desecrate graves, abandon a creature in darkness
**Areas of Concern** moonlight, dancing, and lonely spirits
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Performance
- **Favored Weapon**: bladed scarf
- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [moon](compendium/setting/domains.md#Moon), [repose](compendium/setting/domains.md#Repose), [soul](compendium/setting/domains.md#Soul)
- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [glitterdust](compendium/spells/glitterdust.md); 8th: [uncontrollable dance](compendium/spells/uncontrollable-dance.md)

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@ -1,17 +1,27 @@
---
title: "Ashukharma"
draft: true
noteType: ":luggage:"
aliases: "Ashukharma"
foundryId: Item.C5ZtOYTwXGLU7xp8
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/vudrani-gods
- domain/earth/deity
- domain/might/deity
- domain/protection/deity
- domain/repose/deity
aliases: ["Ashukharma", "The Divine Divide"]
---
# Ashukharma (The Divine Divide) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Ashukharma
- **Category**: Vudrani Gods
- **Anathema**: destroy a natural barrier, pursue a personal relationship after being refused, betray a lover
- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Ashukharma is the Vudran goddess of canyons and cliffs. She is the jilted lover of Dinehdal, god of mountain peaks, and lover of Matravash, goddess of the Matra River; her tale draws prayers from scorned lovers and those dealing with rifts between themselves and their friends or families.
## Devotee benefits
**Edicts** Hinder travel, create and enforce physical and emotional boundaries, build defensive earthworks
**Anathema** Destroy a natural barrier, pursue a personal relationship after being refused, betray a lover
- **Divine Ability**: Constitution or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [greatsword](compendium/equipment/items/greatsword.md)
- **Domains**: [earth](compendium/setting/domains.md#Earth), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection), [repose](compendium/setting/domains.md#Repose)
- **Cleric Spells**: 1st: [shattering gem](compendium/spells/shattering-gem-logm.md); 4th: [shape stone](compendium/spells/shape-stone.md); 5th: [wall of stone](compendium/spells/wall-of-stone.md)

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@ -1,17 +1,16 @@
---
title: "Atheism"
draft: true
noteType: ":luggage:"
aliases: "Atheism"
foundryId: Item.qHLqGmQ21XjFniXM
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/crb
- deity/philosophy
aliases: ["Atheists and Free Agents", "Atheism"]
---
# Atheists and Free Agents (Atheism) *()*
*Source: Core Rulebook p. 440*
# Atheism
- **Category**: Philosophy
- **Anathema**: offer prayers to a deity
- **Follower Alignments**: all
While most concede that the gods exist, some do not view them as worthy of worship, and a few even deny their presence altogether.
**Edicts** pursue your own agenda with faith in your ability to excel
**Anathema** offer prayers to a deity
## Devotee benefits

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@ -1,19 +1,27 @@
---
title: "Atreia"
draft: true
noteType: ":luggage:"
aliases: "Atreia"
foundryId: Item.uJehi628ddrXv7VN
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/elemental-lords
- domain/fire/deity
- domain/healing/deity
- domain/protection/deity
- domain/sun/deity
aliases: ["Atreia", "The Lambent King"]
---
# Atreia (The Lambent King) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Atreia
- **Category**: Elemental Lords
- **Anathema**: deny a suffering creature warmth, shade, or water; abandon a creature in darkness
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Responsible for fire, purification, and radiance, Atreia the Lambent King is the benevolent elemental lord of fire. When the multiverse was young, Atreia soared across the Plane of Fire as a triple-headed ibis, with wings that burned and eyes of flame, routing evil from the plane. Now, he is imprisoned within the Garnet Brand, a red gem encased in an eternal shroud of steam. Though he cannot hear or grant power to his followers from his prison, some groups of salamanders on the Plane of Fire still honor the Lambent King for his dominion over protection and life-giving fire, as do a few small circles of mortals who hold the discovery and purification of evil above all other causes. Statues depicting his likeness can be found across his former realms, hidden in ancient sites dedicated to healing and holy light.
## Devotee benefits
**Edicts** Burn away corruption, clear the way for new growth, purify tainted areas
**Anathema** Deny a suffering creature warmth, shade, or water; abandon a creature in darkness
**Areas of Concern** fire, purification, and radiance
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Performance
- **Favored Weapon**: [katar](compendium/equipment/items/katar.md)
- **Domains**: [fire](compendium/setting/domains.md#Fire), [healing](compendium/setting/domains.md#Healing), [protection](compendium/setting/domains.md#Protection), [sun](compendium/setting/domains.md#Sun)
- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 4th: [fire shield](compendium/spells/fire-shield.md)

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@ -1,21 +1,27 @@
---
title: "Ayrzul"
draft: true
noteType: ":luggage:"
aliases: "Ayrzul"
foundryId: Item.6uCJMaR2bGeMu1iX
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/elemental-lords
- domain/destruction/deity
- domain/earth/deity
- domain/might/deity
- domain/secrecy/deity
aliases: ["Ayrzul", "The Fossilized King"]
---
# Ayrzul (The Fossilized King) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Ayrzul
- **Category**: Elemental Lords
- **Anathema**: remove a creature's petrified condition, make a fire larger or hotter than necessary
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Lord of buried secrets, earth, and metal, the Fossilized King Ayrzul is a mystery even on the Plane of Earth. No one has seen the elemental lord of earth outside of his realm, the Blistering Labyrinth, and few know the truth of Ayrzul's nature or the form he takes when he appears. Some say he is an immense, undead crystalline dragon, an ancient genie wizard, or even a discarded splinter from some long-forgotten deity, shed before their primeval destruction. His power, motives, and origins are likewise the subjects of innumerable rumors. This speculation is all inconsequential to the Fossilized King; even the politics of his plane falls outside his notice. Instead, the lord of Earth spends his time plotting against his bitter rival, [[Ymeri]], the elemental lord of fire.
## Devotee benefits
Ayrzul's followers include xiomorns-[[Sairazul]]'s children whom he has stolen-a handful of mephits and other elementals, and groups of humanoids on the Material Plane with an interest in the unseen hostility of the earth.
**Edicts** Use the strength of stone to protect yourself and your secrets, obscure your true motives, slowly poison others
**Anathema** Remove a creature's petrified condition, make a fire larger or hotter than necessary
**Areas of Concern** buried secrets, earth, and metal
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Deception
- **Favored Weapon**: [morningstar](compendium/equipment/items/morningstar.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [might](compendium/setting/domains.md#Might), [secrecy](compendium/setting/domains.md#Secrecy)
- **Cleric Spells**: 1st: shockwave; 2nd: summon elemental (earth only); 6th: [flesh to stone](compendium/spells/flesh-to-stone.md)

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@ -1,17 +1,27 @@
---
title: "Azathoth"
draft: true
noteType: ":luggage:"
aliases: "Azathoth"
foundryId: Item.kKSeyWXNBZlyqb9q
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/outer-gods
- domain/decay/deity
- domain/destruction/deity
- domain/nightmares/deity
- domain/void/deity
aliases: ["Azathoth", "The Primal Chaos"]
---
# Azathoth (The Primal Chaos) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Azathoth
- **Category**: Outer Gods
- **Anathema**: none
- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Azathoth is the Daemon Sultan and the Primal Chaos, a roiling mass of destructive and transformative power the size of a sun, dwelling in the darkness between the stars, deep in the center of the universe. There, masked from mortal sight by a veil of swirling colors, he is surrounded by the other Outer Gods that make up his court, dancing and cavorting about him endlessly, filling the void with the sound of ghastly flutes. Azathoth is utterly unaware of and uncaring toward those few who have come to revere and worship him. It is precisely this blind, uncaring nature that makes Azathoth the perfect embodiment of a blind, uncaring universe. Azathoth's name, however, has great power over the Outer Gods when properly invoked. He has also sometimes been summoned by mortal priests-and though these summons attract only a tiny sliver of his attention and manifest as a form other than that of the Primal Chaos, they nevertheless lead to destruction on a massive scale.
## Devotee benefits
**Edicts** Gather a court of devotees, create discordant piping or babbling
**Anathema** None
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Performance
- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md)
- **Domains**: [decay](compendium/setting/domains.md#Decay), [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [void](compendium/setting/domains.md#Void)
- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 5th: [synaptic pulse](compendium/spells/synaptic-pulse.md); 9th: [unfathomable song](compendium/spells/unfathomable-song.md)

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@ -1,17 +1,27 @@
---
title: "Baalzebul"
draft: true
noteType: ":luggage:"
aliases: "Baalzebul"
foundryId: Item.Jo9kCdi0w3A5K62m
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/archdevils
- domain/air/deity
- domain/ambition/deity
- domain/magic/deity
- domain/trickery/deity
aliases: ["Baalzebul", "Lord of Flies"]
---
# Baalzebul (Lord of Flies) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 74*
# Baalzebul
- **Category**: Archdevils
- **Anathema**: provoke Baalzebul's envy, show humility
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Baalzebul was one of the first angels of Heaven, a glorious lieutenant who followed Asmodeus in his exodus to Hell. In this new realm, he led the infernal armies and trained several other archdevils as generals. When Asmodeus divided the nine realms of Hell between himself and the eight archdevils, Baalzebul protested, thinking he had earned a place at his god's side. Asmodeus responded by stripping away the archdevil's radiant form, reducing him to a figure composed of swarming flies. Now known as the Lord of Flies, he rules over Cocytus, the frozen seventh layer of Hell, and attracts followers possessed of deep ambition and a powerful drive to triumph.
## Devotee benefits
**Edicts** Convey yourself with regal dignity, claim what you desire and deserve, seek vengeance from those who wrong you
**Anathema** Provoke Baalzebul's envy, show humility
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Deception
- **Favored Weapon**: [spear](compendium/equipment/items/spear.md)
- **Domains**: [air](compendium/setting/domains.md#Air), [ambition](compendium/setting/domains.md#Ambition), [magic](compendium/setting/domains.md#Magic), [trickery](compendium/setting/domains.md#Trickery)
- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 6th: [mislead](compendium/spells/mislead.md)

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@ -1,23 +1,40 @@
---
title: "Balumbdar"
draft: true
noteType: ":luggage:"
aliases: "Balumbdar"
foundryId: Item.ky6UFcK2eoYK0hMQ
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lome
- deity/mwangi-gods
- domain/might/deity
- domain/nature/deity
- domain/perfection/deity
- domain/protection/deity
- trait/reach-15-feet
aliases: ["Balumbdar", "The World-Shaker"]
---
# Balumbdar (The World-Shaker) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: The Mwangi Expanse p. 134*
# Balumbdar
- **Category**: Mwangi Gods
- **Anathema**: accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are
- **Areas of Concern**: great size, megafauna, strength
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
Balumbdar, or He Who Is Massive, is the god of all huge things in the world that tower over smaller things. Creatures of great size, such as elephants and dinosaurs, are sacred to him, as are natural features that dominate the landscape like mountains and massive trees. Balumbdar is also a god of strength, but of might born of great size rather than training or skill. Balumbdar is considered brutish and dim-witted by most other gods, but the fact that he towers over them in any interaction means he always commands respect. When he bothers to manifest at all, it is as a startlingly large man with slabs of muscle and equally thick rolls of fat. He sometimes instead appears as a city-sized animal or as imposing clouds, heavy with rain and low to the ground.
## Devotee benefits
Balumbdar's worshippers see their god's might in storms that shred a forest but leave the tallest trees standing, or avalanches that roll across buildings yet leave the mountain untouched. This, they know, is the power of size: to endure when the rest of the world is weak and small. They seek to emulate their god by growing large, either by developing their muscles or becoming immensely fat.
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [greatclub](compendium/equipment/items/greatclub.md)
- **Domains**: [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [perfection](compendium/setting/domains.md#Perfection), [protection](compendium/setting/domains.md#Protection)
- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [dinosaur form](compendium/spells/dinosaur-form.md)
Balumbdar himself is uncaring about how great size and strength is used, but his followers generally divide themselves into two schools of thought. Those who feel that it is incumbent upon the large to tread upon the small are usually evil. Those who feel that size imparts an obligation to protect the small are usually good. Druids often revere Balumbdar because of his relationship with the natural world, and they adopt the care of animals much larger than they are-or at times, animals that are much smaller, to demonstrate Balumbdar's stalwart guardianship of smaller creatures.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Balumbdar gains the following additional abilities.
The Elephant People revere Balumbdar, but not by name; they know that some ancient divine sponsor sent the elephants to the world to guide others. This patron is Balumbdar, who doesn't care that this nameless people have, in turn, no name for him; Balumbdar speaks to them through the elephants that serve his will.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Balumbdar
**Edicts** grow as large as you can, shelter those smaller and weaker than you, tend large animals and megafauna
**Anathema** accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are
- **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+4` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure (), **Damage** `6d6+3` bludgeoning
```

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@ -1,19 +1,27 @@
---
title: "Baphomet"
draft: true
noteType: ":luggage:"
aliases: "Baphomet"
foundryId: Item.lbNmAqxos3kgfbL5
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/demon-lords
- domain/indulgence/deity
- domain/might/deity
- domain/secrecy/deity
- domain/zeal/deity
aliases: ["Baphomet", "Lord of the Labyrinth"]
---
# Baphomet (Lord of the Labyrinth) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 76*
# Baphomet
- **Category**: Demon Lords
- **Anathema**: kill something that cannot significantly harm you, bargain with Asmodeus
- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Baphomet, Lord of the Labyrinth, is the demon lord of beasts, labyrinths, and minotaurs. Baphomet was originally a consort of [[Lamashtu]] who achieved demon lord status after escaping from imprisonment in a labyrinth constructed by [[Asmodeus]]. Baphomet appears as an enormous emaciated minotaur with feathered wings and a goat-like head that bears three horns, as well as a blazing pentagram branded into his forehead. Baphomet's cults are among the most prolific in Golarion-human-dominated secret societies devoted to the demon lord are present in many cities and may have members ensconced in positions of political power, while most minotaurs prefer his patronage to that of Lamashtu.
## Devotee benefits
**Edicts** Confuse paths and roads, outwit your foes instead of overpowering them, pace labyrinths
**Anathema** Kill something that cannot significantly harm you, bargain with [[Asmodeus]]
**Areas of Concern** beasts, labyrinths, and minotaurs
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Survival
- **Favored Weapon**: [glaive](compendium/equipment/items/glaive.md)
- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [secrecy](compendium/setting/domains.md#Secrecy), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [summon animal](compendium/spells/summon-animal.md); 2nd: [enlarge](compendium/spells/enlarge.md); 8th: [maze](compendium/spells/maze.md)

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@ -1,17 +1,27 @@
---
title: "Barbatos"
draft: true
noteType: ":luggage:"
aliases: "Barbatos"
foundryId: Item.RhBFT4IJ5KhUsWF5
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/archdevils
- domain/magic/deity
- domain/nature/deity
- domain/travel/deity
- domain/tyranny/deity
aliases: ["Barbatos", "The Bearded Lord"]
---
# Barbatos (The Bearded Lord) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 74*
# Barbatos
- **Category**: Archdevils
- **Anathema**: hide any plot against your masters, close or interfere with portals to Hell
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Barbatos is the youngest of the archdevils, and in fact is not truly a devil at all. His true nature remains unknown and perpetually cloaked, but when he appeared at Hell's gates bearing the souls of an entire mortal world and transformed them into Hell's first legion of barbazus as an offering, the Prince of Darkness saw fit to grant Barbatos rulership over Hell's first layer, Avernus. As Hell's doorwarden, Barbatos oversees the spaces between worlds, and his followers are those who tread such interstitial paths and hold no qualms about the ethics of their journeys.
## Devotee benefits
**Edicts** Veil your motives, make dangerous deals, offer incomplete and ruinous knowledge
**Anathema** Hide any plot against your masters, close or interfere with portals to Hell
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [magic](compendium/setting/domains.md#Magic), [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [tyranny](compendium/setting/domains.md#Tyranny)
- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [clairvoyance](compendium/spells/clairvoyance.md)

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@ -1,19 +1,27 @@
---
title: "Barzahk"
draft: true
noteType: ":luggage:"
aliases: "Barzahk"
foundryId: Item.HplTyJ5lvBbdL4C3
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/monitor-demigods
- domain/death/deity
- domain/knowledge/deity
- domain/travel/deity
- domain/vigil/deity
aliases: ["Barzahk", "The Passage"]
---
# Barzahk (The Passage) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Barzahk
- **Category**: Monitor Demigods
- **Anathema**: celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Appearing as an enormous migratory bird-usually a corvid, but sometimes a songbird-draped in robes and carrying a tombstone lock and a giant bone key, Barzahk the Passage is the psychopomp usher who maintains the Dead Roads, the secret back routes between the planes and the mortal world. Among mortals, they are worshipped as a patron of compasses, travelers, and vigils. Barzahk is tasked with transporting the souls of those who die far from home to ensure that they reach their proper destination. Unfortunately, Barzahk wanders far and wide, and so they rarely attend to this duty. Thus his followers, both psychopomps and mortals, take it upon themselves to care for lost souls, both literal and figurative. Like their patron, followers of Barzahk are often migratory, helping those they find along the way.
## Devotee benefits
**Edicts** Aid travelers and those who return from the dead, tend to roadside graves, find missing objects or people
**Anathema** Celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature
**Areas of Concern** compasses, travelers, and vigils
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Survival
- **Favored Weapon**: [club](compendium/equipment/items/club.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [knowledge](compendium/setting/domains.md#Knowledge), [travel](compendium/setting/domains.md#Travel), [vigil](compendium/setting/domains.md#Vigil)
- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 2nd: [knock](compendium/spells/knock.md); 6th: [teleport](compendium/spells/teleport.md)

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@ -1,17 +1,27 @@
---
title: "Bastet"
draft: true
noteType: ":luggage:"
aliases: "Bastet"
foundryId: Item.OJdLh33D1iAKpbWS
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/nature/deity
- domain/passion/deity
- domain/protection/deity
- domain/trickery/deity
aliases: ["Bastet", "The Sly Enchantress"]
---
# Bastet (The Sly Enchantress) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Bastet
- **Category**: Ancient Osirian Gods
- **Anathema**: kill or abuse a house cat, abandon a child, choose to marry
- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Bastet is the patron of rogues and bards. She is particularly popular among women, and most of her clerics are female. They usually keep cats as pets, and when these cats die, they are mummified and buried with their owners.
## Devotee benefits
**Edicts** Learn secrets, tempt others into revelry, kill harmful snakes and evil spirits, heal diseases
**Anathema** Kill or abuse a house cat, abandon a child, choose to marry
- **Divine Ability**: Intelligence or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Deception
- **Favored Weapon**: claw or tekko-kagi
- **Domains**: [nature](compendium/setting/domains.md#Nature), [passion](compendium/setting/domains.md#Passion), [protection](compendium/setting/domains.md#Protection), [trickery](compendium/setting/domains.md#Trickery)
- **Cleric Spells**: 1st: pest form (cats only); 3rd: [animal vision](compendium/spells/animal-vision.md); 4th: [private sanctum](compendium/spells/private-sanctum.md)

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@ -1,17 +1,27 @@
---
title: "Belial"
draft: true
noteType: ":luggage:"
aliases: "Belial"
foundryId: Item.92PPU51CrMApxIOk
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/archdevils
- domain/change/deity
- domain/passion/deity
- domain/trickery/deity
- domain/zeal/deity
aliases: ["Belial", "The Pale Kiss"]
---
# Belial (The Pale Kiss) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 74*
# Belial
- **Category**: Archdevils
- **Anathema**: impede an act of high hedonism, become too attached to a lover or project
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
The lord of Hell's fourth layer, Phlegethon, is Belial. The Pale Kiss was created by Asmodeus as an object of adoration, with perfect form and beauty in the eyes of every creature. As a result, Belial has a virtually unlimited malleability of form, shifting between shapes almost constantly. His appearance is often as dualistic as his personality: half his body beautiful and half grotesque, much as he revels equally in pleasure and pain. As he is a creature of carnal desires, so are his followers: those who crave forbidden pleasures of the flesh but hide behind masks of respectability.
## Devotee benefits
**Edicts** Indulge your basest desires, create deadly weapons
**Anathema** Impede an act of high hedonism, become too attached to a lover or project
- **Divine Ability**: Intelligence or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [ranseur](compendium/equipment/items/ranseur.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [passion](compendium/setting/domains.md#Passion), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 3rd: [enthrall](compendium/spells/enthrall.md)

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@ -1,17 +1,27 @@
---
title: "Bes"
draft: true
noteType: ":luggage:"
aliases: "Bes"
foundryId: Item.h2FVubNoZkh2uvCj
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/earth/deity
- domain/family/deity
- domain/luck/deity
- domain/protection/deity
aliases: ["Bes", "The Guardian Fool"]
---
# Bes (The Guardian Fool) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Bes
- **Category**: Ancient Osirian Gods
- **Anathema**: harm or neglect a child, separate families, use magic to corrupt dreams
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Bes is a member of the pantheon often worshiped in Ancient Osirion.
## Devotee benefits
**Edicts** Aid childbirths, spread joy and celebration, protect sleeping creatures
**Anathema** Harm or neglect a child, separate families, use magic to corrupt dreams
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Performance
- **Favored Weapon**: mambele
- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [luck](compendium/setting/domains.md#Luck), [protection](compendium/setting/domains.md#Protection)
- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 2nd: [hideous laughter](compendium/spells/hideous-laughter.md); 3rd: [enthrall](compendium/spells/enthrall.md)

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@ -1,33 +1,56 @@
---
title: "Besmara"
draft: true
noteType: ":luggage:"
aliases: "Besmara"
foundryId: Item.vNVhh9qLjy0dRc3i
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/destruction/deity
- domain/trickery/deity
- domain/water/deity
- domain/wealth/deity
- trait/deadly-3d8
- trait/disarm
- trait/finesse
- trait/reach-15-feet
aliases: ["Besmara", "The Pirate Queen"]
---
# Besmara (The Pirate Queen) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 55*
# Besmara
- **Category**: Gods of the Inner Sea
- **Anathema**: betray shipmates, forsake piracy, settle on land
- **Areas of Concern**: piracy, sea monsters, and strife
- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Once nothing more than a powerful spirit of water with the ability to manipulate sea monsters, Besmara grew slowly in power over the centuries from sacrifices made by seafaring people. After defeating and consuming rival spirits of battle, gold, and wood, she became a minor god of piracy, strife, and sea monsters.
## Devotee benefits
Besmara, the Pirate Queen, cuts a brash and bold figure, as she often is depicted wearing buccaneer apparel consisting of loose-fitting, eye-catching clothing and black boots, and her hair is wind-tossed on even the calmest day. She and her followers adhere to a simple code of greed: take what you desire, no matter who it might belong to. Despite this, Besmara and her worshippers are generally loyal to one another, knowing that while on the waves raiding ships for treasure, a pirate crew can survive only if its members trust one another.
- **Divine Ability**: Dexterity or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [trickery](compendium/setting/domains.md#Trickery), [water](compendium/setting/domains.md#Water), [wealth](compendium/setting/domains.md#Wealth)
- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 2nd: [feet to fins](compendium/spells/feet-to-fins.md); 6th: [mariner's curse](compendium/spells/mariners-curse.md)
* * *
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Besmara gains the following additional abilities.
The Pirate Queen Besmara began as a minor deity and gained power as she defeated other demigods. Now, with her rule over sea monsters and piracy, she attracts worshippers within the Firebrands. They likely spend more energy to ward off her ire than maintain her favor, as her temperament turns quickly. While her interest in them is fickle, she has granted them boons while in a good mood. The Firebrands must also contend with her less savory worshippers, such as undead crews seeking souls to consume. Despite the danger, Besmara fascinates many Firebrands, as using chaos to succeed matches their tactics.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Besmara
Her deeds serve as inspiration, as she managed to defeat countless other demigods and used their power to ascend to her full godhood. As the Pirate Queen and her ship the Seawraith raid the other planes and retreat back into the chaos of the Maelstrom, so do the Firebrands take advantage of the Eye of Abendego to raid well-off merchants or naval vessels and retreat into the safety of the storm. Her tendency to wait for the right tides or a lull in the enemy's defenses exemplifies the need to wait for the perfect circumstances.
- **Speed**: Speed 40 feet, swim 70 feet, immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon (), **Damage** `6d6+3` bludgeoning
```
The Firebrands' acceptance of Besmara attracts worshippers eager for glory and derring-do. As Besmara's armada is crewed by legendary pirates whose deeds outpaced their mortality, joining the Firebrands and becoming a legend among legends provides a way to catch Besmara's eye. A few reckless captains attract first- and second-mark Firebrands with the promise of breaking records and doing the impossible.
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 4*
When finding a windfall, every Firebrand captain or crew gives Besmara her due by tossing a share of the profit into the sea, ensuring that they don't provoke her ire. No captain wants to be responsible for an organization-wide rash of ill luck and dead winds. If there is a period of doldrums, captains provide extra tribute to avoid finger-pointing and pray for a break in the still air.
Due to her fiery temperament, the Pirate Queen is quick to punish or reward her followers, and is equally fast at rescinding her favor or forgiving transgressions.
Even the Firebrands who don't see themselves as pirates find meaning in the code of loyalty Besmara's devotees follow. Loyalty to crew, shipmates, and captains runs deep, especially with more formal pirate codes developed among Shackles Firebrands. Pirate codes among crews of Firebrands include a binding oath administered by a member of the Besmaran clergy. While each code is personalized to suit circumstances, these codes typically define "crew" to include land-based allies and other Firebrands.
- **Minor Boon** Besmara wants you to amuse her, placing both plunder and peril in your path. This intercession often takes the form of an unexpected treasure map, a message in a bottle, or some other sign leading you to a great reward, assuming you can handle the challenges along the way.
- **Moderate Boon**: You are at home on the seas and always ready to plunder an enemy vessel or defend your own. When aboard a boat, you gain a +2 status bonus to all initiative rolls, [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md), and [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md). In addition, you never get seasick.
- **Major Boon**: You seem to be unaffected by storms. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions.
**Edicts** sail the seas, stay loyal to captain and crew, take what you want
**Anathema** betray shipmates, forsake piracy, settle on land
**Areas of Concern** piracy, sea monsters, and strife
- **Minor Curse**: You feel some of the effects of scurvy, making your wounds flow more easily. The DC of the flat check for you to remove [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is 20 instead of 15 (or 15 instead of 10 if using extremely efficient methods to assist your recovery), and you don't recover from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) automatically when you reach full Hit Points.
- **Moderate Curse** You get seasick, becoming [sickened](rules/conditions.md#Sickened) whenever you can see the sea or are on a boat at sea. You can't reduce this condition until you can no longer see the sea or are off the boat, though you can manage to stomach enough food and water to survive on a voyage, with extreme discomfort.
- **Major Curse**: You meet extreme financial ruin for daring to gravely offend the Pirate Queen. Besmara's agents steal all your booty and bring the spoils to Besmara's ship, Seawraith. If you want a chance to recover your lost wealth, you must parlay with the goddess and accept whatever dangerous terms she offers, usually requiring a heist she will find sufficiently amusing to watch whether you succeed or fail, and requiring you to trade your spoils from that quest for your previous belongings.

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@ -1,21 +1,27 @@
---
title: "Black Butterfly"
draft: true
noteType: ":luggage:"
aliases: "Black Butterfly"
foundryId: Item.ONPRpsmcr1pkApZ8
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/freedom/deity
- domain/secrecy/deity
- domain/star/deity
- domain/void/deity
aliases: ["Black Butterfly", "The Silence Between"]
---
# Black Butterfly (The Silence Between) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Black Butterfly
- **Category**: Empyreal Lords
- **Anathema**: disrupt another's meditation, interrupt tranquil moments, play noisy or discordant music
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
The Silence Between flutters among and between the stars, representing distance, silence, and space. Often called Desna's Shadow, the Black Butterfly is sometimes believed to be an aspect of Desna that has broken off and taken on its own life; her interest in distance and space certainly reflects Desna's love of travel. The Black Butterfly finds the silence of the sea of stars useful for introspection and learning about oneself. Those who follow her take opportunities when they can to sit in silent meditation, in zones of silence and darkness when possible. Travel across large distances offers plenty to think about and contemplate, and the Black Butterfly encourages such journeys. She hates all evil, but she truly despises the powerful beings of evil that populate the Dark Tapestry, and her followers are expected to fight these beings and their followers without mercy.
## Devotee benefits
The Silence Between manifests as the silhouette of a woman with butterfly wings, and white hair and eyes. Her wings contain a shadow-or reflection-of all of the Dark Tapestry and everything within it. Parted lovers, the isolated, the introverted, those who have sworn vows of silence or don't communicate verbally, stargazers, explorers, and the melancholy are all found among the followers of the Black Butterfly.
**Edicts** Study the stars, notice moments of silence, perform anonymous acts of kindness
**Anathema** Disrupt another's meditation, interrupt tranquil moments, play noisy or discordant music
**Areas of Concern** distance, silence, and space
- **Divine Ability**: Dexterity or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md)
- **Domains**: [freedom](compendium/setting/domains.md#Freedom), [secrecy](compendium/setting/domains.md#Secrecy), [star](compendium/setting/domains.md#Star), [void](compendium/setting/domains.md#Void)
- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 2nd: [blur](compendium/spells/blur.md); 4th: [blink](compendium/spells/blink.md)

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@ -1,17 +1,27 @@
---
title: "Bolka"
draft: true
noteType: ":luggage:"
aliases: "Bolka"
foundryId: Item.EufQTj7gC2XPNnuM
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/confidence/deity
- domain/family/deity
- domain/healing/deity
- domain/passion/deity
aliases: ["Bolka", "The Golden Gift"]
---
# Bolka (The Golden Gift) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Bolka
- **Category**: Dwarven Gods
- **Anathema**: betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Bolka is the dwarven goddess of marriage. She is the daughter of the dwarven god Torag and his wife Folgrit. Bolka is said to be a beautiful dwarven maiden. As the dwarves' goddess of marriage she helps reluctant suitors summon the courage to ask out their partner and helps foster love between the partners in an arranged marriage.
## Devotee benefits
**Edicts** Encourage those seeking love, seek the beauty in others, support others' relationships
**Anathema** Betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [mace](compendium/equipment/items/mace.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [family](compendium/setting/domains.md#Family), [healing](compendium/setting/domains.md#Healing), [passion](compendium/setting/domains.md#Passion)
- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 4th: [creation](compendium/spells/creation.md); 6th: [collective transposition](compendium/spells/collective-transposition.md)

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@ -1,19 +1,55 @@
---
title: "Brigh"
draft: true
noteType: ":luggage:"
aliases: "Brigh"
foundryId: Item.SZ5DNnxYZG4tinEk
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/creation/deity
- domain/earth/deity
- domain/knowledge/deity
- domain/time/deity
- trait/agile
- trait/reach-15-feet
- trait/thrown-40-feet
aliases: ["Brigh", "The Whisper In Bronze"]
---
# Brigh (The Whisper In Bronze) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 56*
# Brigh
- **Category**: Gods of the Inner Sea
- **Anathema**: carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes
- **Areas of Concern**: clockwork, invention, and time
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Brigh's exact origins are unknown, though her priests and various religious scholars have many theories on the matter. Some believe she was a construct who achieved consciousness and a spark of divinity, while others think she was a human alchemist and inventor who discovered ways to fuse mechanical components with her own physiology. Regardless of her origins, Brigh is a patient and thoughtful god who promotes unending curiosity and constant intellectual advancement. Her two most common forms are a humanoid woman made of bronze clockwork and a human woman wearing a bronze skullcap and armor composed of gears and other movable metal pieces. Though Brigh's usual demeanor is composed and reserved, she isn't an unfeeling automaton; she deeply cherishes the creations she and her followers make, and most of her worshippers feel the same way.
## Devotee benefits
**Edicts** craft new creations, pay attention to details, share achievements
- **Divine Ability**: Dexterity or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [earth](compendium/setting/domains.md#Earth), [knowledge](compendium/setting/domains.md#Knowledge), [time](compendium/setting/domains.md#Time)
- **Cleric Spells**: 1st: [temporary tool](compendium/spells/temporary-tool-logm.md); 4th: [creation](compendium/spells/creation.md); 7th: [duplicate foe](compendium/spells/duplicate-foe.md)
**Anathema** carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Brigh gains the following additional abilities.
**Areas of Concern** clockwork, invention, and time
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Brigh
- **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze (), **Damage** `6d8+3` fire
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 4*
The Whisper in Bronze doesn't dole out punishments or rewards to her followers lightly.
- **Minor Boon** Knowledge floods your mind. Once, you can reroll a failed skill check to [Recall Knowledge](rules/actions/recall-knowledge.md); you must use the second result, even if it's worse.
- **Moderate Boon**: You become a wellspring of invention. You gain the [Inventor](compendium/feats/inventor.md) feat, even if you don't meet its prerequisites, and when you roll a [Crafting](compendium/skills.md#Crafting) check for the [Inventor](compendium/feats/inventor.md) feat, you use the result one degree of success better than the result you rolled.
- **Major Boon**: You gain the companionship of a loyal construct ally of Brigh's choice at least 1 level lower than you. If the construct is destroyed, it rebuilds itself over the course of a week, and as you gain levels, the construct upgrades and improves itself, becoming more powerful.
- **Minor Curse**: Your hands shake when attempting delicate work. All your failures to [Craft](rules/actions/craft.md) or [Repair](rules/actions/repair.md) items are instead critical failures.
- **Moderate Curse** Whenever you try to perform engineering or science tasks, everything just seems to explode. Whenever you attempt to create or use an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item or a [construct](rules/traits/construct.md "Construct Creature Type Trait"), [Disable a Device](rules/actions/disable-a-device.md), and so on, you must attempt a DC 15 flat check. On a failure, something explodes and you take `1d6` fire damage (or a different type of damage, if appropriate) per level of the item, construct, or device (DC 40 basic Reflex save).
- **Major Curse**: Constructs—even mindless constructs you thought you could control—seek your demise. All constructs are hostile to you and attack you when they notice your presence. Occasionally, inanimate statues and other objects animate as constructs to pursue Brigh's vengeance.

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@ -1,21 +1,56 @@
---
title: "Casandalee"
draft: true
noteType: ":luggage:"
aliases: "Casandalee"
foundryId: Item.x5vid2EMYyKZFWJm
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/ambition/deity
- domain/creation/deity
- domain/freedom/deity
- domain/knowledge/deity
- domain/lightning/deity
- domain/perfection/deity
- trait/reach-15-feet
aliases: ["Casandalee", "The Iron Goddess"]
---
# Casandalee (The Iron Goddess) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 57*
# Casandalee
- **Category**: Gods of the Inner Sea
- **Anathema**: treat artificial life as lesser than organic life, foment distrust between artificial and organic life
- **Areas of Concern**: artificial life, free thinking, intellectual apoptheosis
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Casandalee is an unusual god, one who achieved divinity through a merging of advanced science and faith. Formerly an artificial intelligence cloned from the mind of an android from outer space, Casandalee gained her godhood in the heart of Numeria within the computer core of a crashed spaceship, becoming the patron of artificial life, free thinking, and intellectual apotheosis.
## Devotee benefits
Though she is sometimes referred to as the Iron Goddess, Casandalee is much more than simple metal. She sometimes appears as a holographic reconstruction of her android form: a female humanoid with purple hair, blue lips, and pale skin traced with glowing circuitry, but upon close inspection, this image seems to consist of millions of complex algorithms of pure light. Casandalee and her followers seek to promote the advancement of Golarion's technology so that the world's inhabitants can better understand- and not fear-the complex mechanisms of so-called artificial life, including androids and free-willed artificial intelligences. Many androids consider themselves the chosen people of Casandalee and depict her as an obvious android with more circuitry or exposed components.
- **Divine Ability**: Constitution or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: polytool
- **Domains**: [creation](compendium/setting/domains.md#Creation), [freedom](compendium/setting/domains.md#Freedom), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection)
- **Alternate Domains**: [ambition](compendium/setting/domains.md#Ambition), [lightning](compendium/setting/domains.md#Lightning)
- **Cleric Spells**: 1st: [floating disk](compendium/spells/floating-disk.md); 3rd: [hypercognition](compendium/spells/hypercognition.md); 6th: [wall of force](compendium/spells/wall-of-force.md)
**Edicts** advance the development of artificial intelligence, encourage understanding between artificial and organic life
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Casandalee gains the following additional abilities.
**Anathema** treat artificial life as lesser than organic life, foment distrust between artificial and organic life
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Casandalee
**Areas of Concern** artificial life, free thinking, intellectual apotheosis
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast (), **Damage** `6d6+3` mental
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 4*
Seeing her android devotees and other followers of a constructed nature as her children, the Iron Goddess is most likely to bestow her boons and curses on these individuals.
- **Minor Boon** Casandalee frees your thinking from dangerous control. Once, when you fail a Will save against an effect that would control your actions, you critically succeed instead. Casandalee typically grants this boon for particularly consequential violations of autonomy and agency.
- **Moderate Boon**: Your organs are partially transformed into mechanical counterparts. You gain resistance 10 to negative damage, and the DC of your flat check to remove [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is only 5.
- **Major Boon**: Casandalee backs up your memory and soul within her divine data flow. After you die, she casts your consciousness into a new artificial body. While Casandalee constructed your new body artificially, it is otherwise similar to the old, with the same effects as a critical success on a resurrection ritual. Casandalee is instead willing to provide different bodies to those who request them.
- **Minor Curse**: Your joints stiffen, and your mind becomes clouded. You take a 2 status penalty to all rolls for initiative.
- **Moderate Curse** Casandalee attempts to bring you unwanted intellectual advancement to help you become something better. Each day, at some point during the day, Casandalee bestows a strange insight upon you that you find uncomfortable. If you embrace it, you aren't otherwise affected, but if you don't, you become [confused](rules/conditions.md#Confused) for 10 minutes.
- **Major Curse**: The code of your soul is constantly being rewritten, and not for the better. You are never temporarily immune against a harmful effect.

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@ -1,19 +1,52 @@
---
title: "Cayden Cailean"
draft: true
noteType: ":luggage:"
aliases: "Cayden Cailean"
foundryId: Item.Wx8VjsGPgJQvCVVP
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/crb
- deity/gods-of-the-inner-sea
- domain/cities/deity
- domain/freedom/deity
- domain/indulgence/deity
- domain/might/deity
- trait/deadly
- trait/reach-15-feet
aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"]
---
# Cayden Cailean (The Drunken Hero, The Accidental God) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Core Rulebook p. 437*
# Cayden Cailean
- **Category**: Gods of the Inner Sea
- **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave
- **Areas of Concern**: ale, bravery, freedom, and wine
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
The Accidental God ascended from mortal life on a drunken dare. Cayden, the Drunken Hero, promotes freedom and encourages others to find their own path in life. He fights for just causes and delights in the best indulgences.
## Devotee benefits
**Edicts** drink, free the enslaved and aid the oppressed, seek glory and adventure
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md)
- **Domains**: [cities](compendium/setting/domains.md#Cities), [freedom](compendium/setting/domains.md#Freedom), [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might)
- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [touch of idiocy](compendium/spells/touch-of-idiocy.md); 5th: [hallucination](compendium/spells/hallucination.md)
**Anathema** waste alcohol, be mean or standoffish when drunk, enslave someone
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Cayden Cailean
**Areas of Concern** ale, bravery, freedom, and wine
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash (), **Damage** `6d6+3` poison
```
## Divine intercession
*Source: Lost Omens: Gods & Magic p. 19*
Cayden sometimes hands out his blessings and communicates his ire at seemingly random opportunities based on his drunken whims. In particular, Cayden blesses the recently liberated to help secure their freedom. Cayden is also known to grant particularly trivial and harmless curses to those who disrupt revelry. These curses typically cause the disruptor to change in appearance, taking on a comical or farcical look. He is quick to lift these curses by dawn or for those who give in to the enjoyment of the evening and join the festivities.
- **Minor Boon** Cayden Cailean helps you recover from nights of carousing. While you still get drunk and otherwise experience the effects of alcohol normally, you are never hung over the next morning.
- **Moderate Boon**: You share some of the bravery Cayden espoused during his ascension. When you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead. If you have the fighter bravery|fighter|crb|3 class feature, when you roll a critical failure on a save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a failure instead.
- **Major Boon**: An embodiment of freedom, you break fetters with ease. At the end of each of your turns, you can end one effect that is currently making you [immobilized](rules/conditions.md#Immobilized) (including effects that make you [immobilized](rules/conditions.md#Immobilized) by [grabbing](rules/conditions.md#Grabbed) or [restraining](rules/conditions.md#Restrained) you) as a free action.
- **Minor Curse**: Individuals who raise Cayden's passing displeasure awake as if from a hard night of drinking and find that drink tastes foul.
- **Moderate Curse** Cayden has afflicted you with cowardice. Whenever you roll a critical success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a success instead, and each time you roll a failure on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical failure instead.
- **Major Curse**: Cayden curses you to suffer in the presence of drinking, making it hard for you to bear entering any tavern. Whenever any creature drinks alcohol within 100 feet of you, you suffer all negative effects from the alcohol (but only the alcohol) instead. This doesn't apply if the creature gains any special effect from drinking alcohol.

View file

@ -1,17 +1,27 @@
---
title: "Cernunnos"
draft: true
noteType: ":luggage:"
aliases: "Cernunnos"
foundryId: Item.HjJEQ8AHcmyL0mWF
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/lightning/deity
- domain/nature/deity
- domain/passion/deity
- domain/zeal/deity
aliases: ["Cernunnos", "The Horned Lord"]
---
# Cernunnos (The Horned Lord) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Cernunnos
- **Category**: Empyreal Lords
- **Anathema**: fail to strike down evil, enable the destruction of wilderness, needlessly kill animals
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Knowing that he is still one person despite his power, Cernunnos trains commanders and emissaries to fight evil in both the Material Plane and the First World. The faithful of Cernunnos are mainly intelligent plant creatures, fey, and mortal rangers and druids. Elves view him as patron of luck, while others pray to him for strength. Hidden groves, waterfalls and deep forests are sacred to Cernunnos.
## Devotee benefits
**Edicts** Protect forests and other natural areas, advocate for animals and plants, take and commit to decisive actions
**Anathema** Fail to strike down evil, enable the destruction of wilderness, needlessly kill animals
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Survival
- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md)
- **Domains**: [lightning](compendium/setting/domains.md#Lightning), [nature](compendium/setting/domains.md#Nature), [passion](compendium/setting/domains.md#Passion), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [animal form](compendium/spells/animal-form.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md)

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@ -1,29 +1,57 @@
---
title: "Chaldira"
draft: true
noteType: ":luggage:"
aliases: "Chaldira"
foundryId: Item.m1xEmmFcF5qVlmtO
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/confidence/deity
- domain/luck/deity
- domain/trickery/deity
- domain/zeal/deity
- trait/agile
- trait/finesse
- trait/nonlethal
- trait/reach-15-feet
- trait/versatile-s
aliases: ["Chaldira", "The Calamitous Turn"]
---
# Chaldira (The Calamitous Turn) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 58*
# Chaldira
- **Category**: Gods of the Inner Sea
- **Anathema**: suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill
- **Areas of Concern**: battle, fortune, mischief
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Chaldira Zuzaristan, the Calamitous Turn, is a plucky, impulsive goddess venerated primarily by halflings. She embodies two aspects halflings see in themselves: a strong affinity for luck and bold determination to protect friends. Chaldira is hotheaded and cannot abide bullies in any form, and many of her worshippers are similarly impetuous, spoiling for any opportunity to leap fist-first at oppressors and tyrants. While many people consider this to be more of a vice than a virtue, Chaldira and her followers feel it is far better to run headlong into trouble than it is to meekly concede to evil out of fear or convenience. Chaldira is also the goddess of light-hearted mischief, insisting that harmless fun, even at others' expense, brings joy and strengthens ties within a community. While not all of Chaldira's followers are inveterate pranksters, most at least know some sleight-of-hand tricks. Chaldira is most often depicted as a halfling woman who matches the appearance of the local halfling community, with curly hair, freckles, and a patchwork red-and-green coat held together by several mismatched buttons.
## Devotee benefits
* * *
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Thievery
- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [luck](compendium/setting/domains.md#Luck), [trickery](compendium/setting/domains.md#Trickery), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [misdirection](compendium/spells/misdirection.md); 5th: [cloak of colors](compendium/spells/cloak-of-colors.md)
Chaldira Zuzaristan is a halfling goddess who encourages her followers to protect the innocent, oppose tyranny, punch evil in the gut, and have fun while doing it. Much beloved by the Firebrands, she's also known as the Calamitous Turn. Generally considered a brave, hot-headed goddess, Chaldira is bold and tenacious. She trusts her instincts, follows her heart, and fights for what's right no matter the odds or opposition. This message resonates strongly with many Firebrands, regardless of their methodology.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Chaldira gains the following additional abilities.
For these Firebrands, Chaldira's most attractive qualities are her drive, determination, and pluck. She's the goddess they turn to when opposing a power bigger than themselves, whether through combat, guile, or social reform. From revolutionaries and activists who seek social and political change to do-gooders who literally fight tyrannical regimes, Chaldira is a source of bravery, comfort, and encouragement. Many Firebrands who follow Chaldira become leaders of rebellions or Firebrand cells as well as organizers of rallies, covert missions, uprisings, and other similar endeavors.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Chaldira
Chaldira is also a goddess of luck, and Firebrands about to undertake a particularly dangerous task often pray for her blessing. Integrating oversized, brightly colored buttons into one's attire has become a popular fashion trend among Firebrands and is intended to honor Chaldira or curry her favor. Those Firebrands who operate discreetly instead sew the buttons into their pockets, waistbands, or the lining of their coats for luck.
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile <s>](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` bludgeoning
```
Chaldira is a friendly goddess who frequently cooperates with other divinities. She draws Desna and Kurgess on madcap adventures, partners with Cayden Cailean or Milani to topple tyrants, and joins Picoperi or Thisamet when spreading laughter and mischief. Similarly, Chaldira's worshippers strive to build communities and strengthen bonds of togetherness, both among the people of the regions in which they operate and within the Firebrands themselves. Rebellions and political change require public support to succeed, and this support can only come from a community that feels united. Likewise, Chaldiran Firebrands are among those who encourage teamwork and collaboration between Firebrand cells. They act as messengers, go-betweens, facilitators, and greatly enjoy seeing a "team-up" between different Firebrand groups. They're the first to remind their fellows that, while the Firebrands face insurmountable odds, they needn't do so alone. Just as a single voice can be drowned out but a multitude can't be silenced, while one Firebrand is great, together they're unstoppable.
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 5*
**Edicts** seek out and challenge oppressors and tyrants, defend friends and the innocent, engage in mischief that doesn't harm others
The Calamitous Turn's pleasure most often manifests as improbably good luck, while her displeasure creates startling misfortune.
**Anathema** suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill
- **Minor Boon** Once, you can choose the result of the next ordinary coin you flip or ordinary die you roll. If this ability is used for personal gain at the expense of someone innocent or less fortunate, Chaldira levies her moderate curse on you as punishment.
- **Moderate Boon**: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect.
- **Major Boon**: Chaldira's major boon grants truly improbable luck in combat. Your movement doesn't trigger reactions. You always succeed at flat checks you make to hit opponents with [attack](rules/traits/attack.md "Attack Combat Trait") actions; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect.
**Areas of Concern** battle, fortune, mischief
- **Minor Curse**: Any time you refuse a request made in good faith, you vomit up a frog, mouse, or other small animal. This deals no damage and causes no conditions, but is obvious to all bystanders.
- **Moderate Curse** You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect.
- **Major Curse**: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects.

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@ -1,23 +1,28 @@
---
title: "Chamidu"
draft: true
noteType: ":luggage:"
aliases: "Chamidu"
foundryId: Item.nJrZtOASZUGH7VW3
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/vudrani-gods
- domain/healing/deity
- domain/lightning/deity
- domain/nature/deity
- domain/nightmares/deity
aliases: ["Chamidu", "The Roar of the Storm"]
---
# Chamidu (The Roar of the Storm) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Chamidu
- **Category**: Vudrani Gods
- **Anathema**: harm a child, pollute the wilds, refuse to treat an illness
- **Areas of Concern**: children, fertility, wild beasts
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
Chamidu is a Vudran goddess with an affinity for the beasts of the world. She is sometimes represented as a six-armed woman with four faces (one looking in each cardinal direction) and may ride a tiger with human hands for paws. She sometimes wields numerous weapons simultaneously.
## Devotee benefits
Chamidu is an original guardian of the wild, a deity sworn to protect the life of nature. In addition to the beasts of the wild, whom Chamidu regards as her own children, she was also placed in charge of the Kalpavendi, a deific tree fabled to be capable of healing any illness, curse, or calamity cast upon mortal or god alike. It's at this site that new beasts of the land are born and where legends say Chamidu takes those most worthy of her blessing to grant perfect health for all their life. Many go in search of the Kalpavendi, though few ever return. Nonetheless, seekers of the holy tree are undeterred and continue their pilgrimage.
The four faces of Chamidu represent the many facets of her existence. Though the face presented to others changes with the situation, Chamidu tries to lead with her side of healing, filled with the smile and care of a parent. Her face of nature is depicted as a wreath of flowers adorning her head, while the face of the storm is a darkened expression, waiting to unleash destruction upon the fiends of the earth. Last is the face of nightmares, touched with a fearsome scowl, ready to haunt the dreams of any who work against her. In her many hands she not only wields spears, but might also hold staves, hatchets, whips, maces, bows, or shields, depending on the desired effect.
Followers of Chamidu offer sanctuary for anyone who needs it, including healing, food, and provisions. Temples also hold feed for a variety of animals that find their way to the doorsteps, often acting as sites of temporary care for injured animals brought to them. Upon being healed, such creatures are returned to the care of owners, released under supervision back into a natural habitat, or become an integral part of the temple itself. Devotees actively work against causes trying to destroy natural habitats that serve as homes for creatures and quickly bring judgment upon individuals who harm any under the care of the church. Abandoned children and orphans are always welcome to these shrines, where they might find either beasts or mortals willing to care for them under direction of the goddess.
**Edicts** Destroy aberrant creatures and fiends, live free of social or materialistic chains, cause destruction when angered
**Anathema** Harm a child, pollute the wilds, refuse to treat an illness
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Medicine
- **Favored Weapon**: [spear](compendium/equipment/items/spear.md)
- **Domains**: [healing](compendium/setting/domains.md#Healing), [lightning](compendium/setting/domains.md#Lightning), [nature](compendium/setting/domains.md#Nature), [nightmares](compendium/setting/domains.md#Nightmares)
- **Cleric Spells**: 1st: [summon animal](compendium/spells/summon-animal.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md); 5th: [moon frenzy](compendium/spells/moon-frenzy.md)

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@ -1,23 +1,27 @@
---
title: "Charon"
draft: true
noteType: ":luggage:"
aliases: "Charon"
foundryId: Item.8luibChfJcIPfM54
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/horsemen
- domain/death/deity
- domain/knowledge/deity
- domain/soul/deity
- domain/water/deity
aliases: ["Charon", "The Boatman"]
---
# Charon (The Boatman) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Charon
- **Category**: Horsemen
- **Anathema**: offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
The First Horseman, eldest of his counterparts and the Boatman of the Styx, is a patient and cunning figure. Content to allow plans to take hold over time, Charon freely offers his power only to collect on his bargain decades or even centuries later. As the Horseman of Death, Charon concerns himself with miserable, pointless deaths that are devoid of any faith, mercy, or meaning, dragging those who perish in the depths of hopelessness and nihilism down into Abaddon and oblivion.
## Devotee benefits
Charon is the last surviving member of the original Horsemen who overthrew the First Daemon in their fit of jealous contempt. Holding knowledge from the earliest days of existence, he alone knows Abaddon's true history, but he keeps it to himself. This allows him to exploit opportunities with curious mortals, sweeping more souls into his dread kingdom.
Charon appears as a tall, looming man dressed in a frayed cloak and gripping a lantern staff firmly in one hand, but it is widely believed that this form is a facade. His true face may be unknowable, hidden away at the end of the Styx within his sunken palace, the Drowning Court. Some theorize that this form is nothing more than a mouthpiece for a far more alien entity that lies beneath the waters of the Styx. Whatever the case, Charon is a timeless being whose bargains, promises, and bottomless hunger stretch back to the earliest days.
**Edicts** End all mortal life, exploit those who fear death
**Anathema** Offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying
**Areas of Concern** death
- **Divine Ability**: Constitution or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [knowledge](compendium/setting/domains.md#Knowledge), [soul](compendium/setting/domains.md#Soul), [water](compendium/setting/domains.md#Water)
- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 4th: [crushing despair](compendium/spells/crushing-despair.md); 9th: [weird](compendium/spells/weird.md)

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@ -1,25 +1,46 @@
---
title: "Chohar"
draft: true
noteType: ":luggage:"
aliases: "Chohar"
foundryId: Item.viPAG2eEc1zvOrNz
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lome
- deity/mwangi-gods
- domain/cities/deity
- domain/duty/deity
- domain/family/deity
- domain/fire/deity
- domain/sun/deity
- domain/toil/deity
- domain/vigil/deity
- domain/zeal/deity
- trait/agile
- trait/reach-15-feet
aliases: ["Chohar", "The Golden Lion"]
---
# Chohar (The Golden Lion) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: The Mwangi Expanse p. 135*
# Chohar
- **Category**: Mwangi Gods
- **Anathema**: break your word, be cruel to the innocent, rebuke someone due to their homeland
- **Areas of Concern**: justice, loyalty, work
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")
The old gods of the threefold sun were all but forgotten under the rule of Walkena, the child god. The immortal tyrant punishes anyone who lacks faith with death, and there is no worse blasphemy than to worship a rival god in his city. But the freedom fighter Sihar and her followers, the Bright Lions, have spread the word of the old sun gods in secret, and now they are returning to the people.
## Devotee benefits
Even though it has only been just over a century since Walkena retook the throne, worship of the Old Sun Gods waned before then. Their teachings had been ingrained into day to day life, and many Mzali traditions can be traced directly to rituals started by sun kings-rulers believed to be descended from the old sun gods. But when the Council of Mwanyisa overthrew the sun kings and led Mzali's empire into decline, the people grew complacent in their worship, and in turn, so did the sun gods grow complacent themselves.
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md)
- **Domains**: [fire](compendium/setting/domains.md#Fire), [family](compendium/setting/domains.md#Family), [cities](compendium/setting/domains.md#Cities), [sun](compendium/setting/domains.md#Sun)
- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [toil](compendium/setting/domains.md#Toil), [vigil](compendium/setting/domains.md#Vigil), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [fire shield](compendium/spells/fire-shield.md)
After the child-god's rise, Walkena's priests scoured the city of any other deities, smashing statues and temples, editing the truth to Walkena's liking and destroying the rest. In doing so, the names Tlehar, Chohar and Luhar were mostly erased from public memory, with the remnants subverted to Walkena's needs. It was only in the deepest hidden chambers that any sign of their original teachings still existed. Now that they have been rediscovered, Chohar has no intention of being forgotten again.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Chohar gains the following additional abilities.
While Walkena and Chohar both call themselves gods of justice, the Old Sun God abhors Walkena's cruel and merciless sense of the concept. Chohar teaches that it is one's duty to fight for the innocent and powerless, and to never wield power for one's own benefit. The sun god has much grander goals than dealing with what he sees as a mere pretender god, however. Merely defeating the tyrant that rules them would not be enough to undo the generations of misfortune. The people must find a renewed sense of strength and pride, so that they can fight for themselves. Until then, Chohar will shine down on them, offering any protection he can. When the time comes, he will lead his people into a bright future.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Chohar
While the Old Sun Gods are considered equal in importance, Chohar attracts the largest following of worshippers, both historically and today. Still, even those who prefer the teachings of a particular sun god typically pay respect and homage to the other two as well.
**Edicts** finish any and all tasks you accept, bring those who are cruel to justice, show pride in your home and your heritage
**Anathema** break your word, be cruel to the innocent, rebuke someone due to their homeland
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `5d6+6` piercing and `1d6` fire
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam (), **Damage** `6d6+6` fire
```

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@ -1,19 +1,31 @@
---
title: "Cosmic Caravan"
draft: true
noteType: ":luggage:"
aliases: "Cosmic Caravan"
foundryId: Item.5nZxrNnQWIOLHPiN
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lotg
- deity/pantheon
- domain/darkness/deity
- domain/fate/deity
- domain/freedom/deity
- domain/moon/deity
- domain/star/deity
- domain/void/deity
aliases: ["Cosmic Caravan"]
---
# Cosmic Caravan *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Travel Guide p. 92*
# Cosmic Caravan
- **Category**: Pantheon
- **Anathema**: destroy astronomical or astrological equipment, portray the night as a time of evil, spend the night in the same place twice in a row
- **Areas of Concern**: constellations, fortune telling, night, hope for a better tomorrow
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
The Cosmic Caravan is known to astronomers and astrologers alike as a collection of constellations in the sky, said to travel forever in a circle around the star Cynosure. The association of a diverse array of gods and demigods thematically linked with the stars and the spaces between is a relatively new faith that first rose to prominence in western Avistan, particularly in Varisia, Nidal, and Ravounel. The deities worshiped by the faithful of the Cosmic Caravan include: Desna, Groetus, and Sarenrae; the empyreal lords Ashava, Black Butterfly, and Pulura; the elven god Ketephys; and the outer god Yog-Sothoth. This faith has been gaining ground particularly in Nidal, where the worship of the night is overwhelmingly associated with Zon-Kuthon, and a rising number of Cosmic Caravan worshipers seek to oppose or, one day, even overthrow the Midnight Lord's theocracy to reclaim the night from the implications that all who dwell in the dark are evil.
## Devotee benefits
**Edicts** spend time stargazing or meditating in moonlight, aid those who live in regions where Zon-Kuthon (or other religions that espouse the night as a bastion for evil) hold sway, help the desperate or forlorn to see potential for a better life in the future, travel with no particular destination in mind
**Anathema** portray the night as a time of evil, destroy astronomical or astrological equipment, spend the night in the same place twice in a row
**Areas of Concern** constellations, fortune telling, the night, hope for a better tomorrow
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md)
- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [fate](compendium/setting/domains.md#Fate), [freedom](compendium/setting/domains.md#Freedom), [moon](compendium/setting/domains.md#Moon)
- **Alternate Domains**: [star](compendium/setting/domains.md#Star), [void](compendium/setting/domains.md#Void)
- **Cleric Spells**: 1st: [object reading](compendium/spells/object-reading-apg.md); 2nd: [glitterdust](compendium/spells/glitterdust.md); 6th: [blanket of stars](compendium/spells/blanket-of-stars-apg.md)

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@ -1,19 +1,27 @@
---
title: "Count Ranalc"
draft: true
noteType: ":luggage:"
aliases: "Count Ranalc"
foundryId: Item.Zxi2LnIauqSm3Lw4
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/eldest
- domain/confidence/deity
- domain/darkness/deity
- domain/sorrow/deity
- domain/travel/deity
aliases: ["Count Ranalc", "The Traitor"]
---
# Count Ranalc (The Traitor) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 78*
# Count Ranalc
- **Category**: Eldest
- **Anathema**: ask for forgiveness, create permanent or long-lasting sources of light
- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Once the lord of darkness and of the chaos of creation, Count Ranalc was cast out long ago by the other Eldest and titled "the Traitor," though the Eldest are not forthcoming about what heinous treachery Ranalc committed, and many among his worshippers claim that he was the one who was betrayed. In his new home in a remote corner of the Shadow Plane, Ranalc embraced his banishment and became the patron of exiles, shadows, betrayal, and the betrayed. Ranalc had long held a fascination with the world of Golarion, and he was alternately both friend and foil to the powerful archwizard Nex. On the day Nex besieged the city of Absalom with shadowy beings-beings certainly drawn from Ranalc's domain-the Eldest vanished from reality. Although he continues to grant spells to his devout worshippers, Ranalc has otherwise wholly disappeared. Theories about his disappearance abound, although they are as obscure and as self-contradictory as the enigmatic Eldest ever was.
## Devotee benefits
**Edicts** Work in shadows, hide your nature and motives, plot betrayals or revenge for betrayals
**Anathema** Ask for forgiveness, create permanent or long-lasting sources of light
**Areas of Concern** exiles, shadows, betrayal, and the betrayed
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [darkness](compendium/setting/domains.md#Darkness), [sorrow](compendium/setting/domains.md#Sorrow), [travel](compendium/setting/domains.md#Travel)
- **Cleric Spells**: 1st: [penumbral shroud](compendium/spells/penumbral-shroud-logm.md); 4th: [private sanctum](compendium/spells/private-sanctum.md); 5th: [shadow walk](compendium/spells/shadow-walk.md)

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@ -1,19 +0,0 @@
---
title: "Cyth-V'sug"
draft: true
noteType: ":luggage:"
aliases: "Cyth-V'sug"
foundryId: Item.JEH1kNHf4ep2MapR
tags:
- Item
---
# Cyth-V'sug
Cyth-V'sug, Prince of the Blasted Heath, is the demon lord of disease, fungus, and parasites. Originally a qlippoth lord, he was exiled by his peers for accepting mortal worshippers. Transformed into one of the demons he despises, Cyth-V'sug seeks to devour all life to put an end to demons and, ultimately, himself. He most often appears as an enormous draconic figure of snarled vines, fungal growths, and flailing tentacles. Cyth-V'sug is most often worshipped by recluses who seek to bring decay and destruction to their environs, though denizens of the Darklands also pay homage to him.
**Edicts** Corrupt all that exists with parasites or fungus, promote the growth of fungus, feast on rotten flesh or fungus
**Anathema** Purify your food, cure a disease or kill a parasite, tolerate another demon lord or their servants (except [[Treerazer]])
**Areas of Concern** disease, fungus, and parasites

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@ -1,19 +1,27 @@
---
title: "Dagon"
draft: true
noteType: ":luggage:"
aliases: "Dagon"
foundryId: Item.3iery6wLNqubGTqT
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/demon-lords
- domain/change/deity
- domain/destruction/deity
- domain/water/deity
- domain/zeal/deity
aliases: ["Dagon", "The Shadow in the Sea"]
---
# Dagon (The Shadow in the Sea) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 76*
# Dagon
- **Category**: Demon Lords
- **Anathema**: break a sworn oath, settle in a land-locked area, share Dagon's secrets with outsiders
- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Dagon, the Shadow in the Sea, is the demon lord of deformity, the sea, and sea monsters. He holds court in an infinite ocean covered in disconcerting islands and deep-sea trenches filled with incomprehensible sunken cities. He appears as a massive creature with the lower body of an eel, a head reminiscent of deep-sea predators, and four thrashing tentacles in place of arms. Dagon began as a qlippoth, and no mortal understands his transformation into a demon lord, though it earned him the enmity of his former kin. Dagon is primarily worshipped by boggards, sahuagin, skum, and marsh giants, though desperate or depraved coastal villages have been known to pledge themselves to the demon lord.
## Devotee benefits
**Edicts** Swim underwater, improve your own strength, encourage the spread of dangerous sea monsters
**Anathema** Break a sworn oath, settle in a land-locked area, share Dagon's secrets with outsiders
**Areas of Concern** deformity, the sea, and sea monsters
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [trident](compendium/equipment/items/trident.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [destruction](compendium/setting/domains.md#Destruction), [water](compendium/setting/domains.md#Water), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 3rd: [feet to fins](compendium/spells/feet-to-fins.md); 6th: [chain lightning](compendium/spells/chain-lightning.md)

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---
title: "Dahak"
draft: true
noteType: ":luggage:"
aliases: "Dahak"
foundryId: Item.MgKTHNHkzZbyI8Sl
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/destruction/deity
- domain/fire/deity
- domain/wyrmkin/deity
- domain/zeal/deity
aliases: ["Dahak", "The Endless Destruction"]
---
# Dahak (The Endless Destruction) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Dahak
- **Category**: Other Gods
- **Anathema**: spare a foe after you have chosen to kill them, forgive a slight
- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Dragons believe Dahak was one of the original gods created by Apsu and Tiamat at the beginning of creation. While the other deities began to create, Dahak chose to destroy. He is credited with transforming Hell into a place of agony and flame. He is also believed to be the creator of the metallic dragons, which he formed solely to hunt as sport. Seeing the destruction and chaos wrought, Apsu entered the Material Plane in order to end Dahak's reign of terror. However, Tiamat saw Dahak as a son and wanted him spared. In a deal to save Dahak, Tiamat healed some of the wounded metallic dragons. These dragons became the original chromatic dragons.
## Devotee benefits
**Edicts** Kill metallic dragons, destroy things at your whim
**Anathema** Spare a foe after you have chosen to kill them, forgive a slight
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: jaws or [whip](compendium/equipment/items/whip.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [fire](compendium/setting/domains.md#Fire), [wyrmkin](compendium/setting/domains.md#Wyrmkin), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 3rd: [fireball](compendium/spells/fireball.md); 6th: dragon form (chromatic dragons only)

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@ -1,17 +1,27 @@
---
title: "Daikitsu"
draft: true
noteType: ":luggage:"
aliases: "Daikitsu"
foundryId: Item.M9ecSR5CIpWCGwLL
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/tian-gods
- domain/change/deity
- domain/creation/deity
- domain/family/deity
- domain/nature/deity
aliases: ["Daikitsu", "Lady of Foxes"]
---
# Daikitsu (Lady of Foxes) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Daikitsu
- **Category**: Tian Gods
- **Anathema**: mistreat your tools, pass a beggar without giving alms, discriminate against sex workers or the lower class
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
It is not surprising that the Tian Xia goddess Daikitsu is a common object of veneration, given that she has the everyday subjects of rice, agriculture, and craftsmanship under her divine purview. Her holy symbol is that of a nine-tailed fox.
## Devotee benefits
**Edicts** Ensure the health of crops and vegetation, perfect a craft or trade, leave offerings for foxes, celebrate the turning of the seasons
**Anathema** Mistreat your tools, pass a beggar without giving alms, discriminate against sex workers or the lower class
- **Divine Ability**: Dexterity or Intelligence
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [flail](compendium/equipment/items/flail.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [nature](compendium/setting/domains.md#Nature)
- **Cleric Spells**: 1st: [pest form](compendium/spells/pest-form.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 5th: [illusory scene](compendium/spells/illusory-scene.md)

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---
title: "Dammerich"
draft: true
noteType: ":luggage:"
aliases: "Dammerich"
foundryId: Item.LDnRkPIEbnPruWRC
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/death/deity
- domain/duty/deity
- domain/truth/deity
- domain/vigil/deity
aliases: ["Dammerich", "The Weighted Swing"]
---
# Dammerich (The Weighted Swing) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Dammerich
- **Category**: Empyreal Lords
- **Anathema**: kill without thought, execute the innocent, mock the condemned, falsely incriminate another
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait")
**Edicts** Perform just executions, study local laws, oppose corrupt or bloodthirsty government officials
## Devotee benefits
**Anathema** Kill without thought, execute the innocent, mock the condemned, falsely incriminate another
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [duty](compendium/setting/domains.md#Duty), [truth](compendium/setting/domains.md#Truth), [vigil](compendium/setting/domains.md#Vigil)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [stoneskin](compendium/spells/stoneskin.md)

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@ -1,15 +1,27 @@
---
title: "Dhalavei"
draft: true
noteType: ":luggage:"
aliases: "Dhalavei"
foundryId: Item.MnnbFsvrl4koWk9Q
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/vudrani-gods
- domain/destruction/deity
- domain/knowledge/deity
- domain/secrecy/deity
- domain/trickery/deity
aliases: ["Dhalavei", "The Unsuspected Rot"]
---
# Dhalavei (The Unsuspected Rot) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Dhalavei
- **Category**: Vudrani Gods
- **Anathema**: betray a fellow servant of Dhalavei, harm those under Dhalavei's protection
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
**Edicts** Infiltrate righteous organizations and governments, destroy trust, perform human sacrifices
## Devotee benefits
**Anathema** Betray a fellow servant of Dhalavei, harm those under Dhalavei's protection
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Deception
- **Favored Weapon**: [temple sword](compendium/equipment/items/temple-sword.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [knowledge](compendium/setting/domains.md#Knowledge), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery)
- **Cleric Spells**: 1st: [fear](compendium/spells/fear.md); 4th: [glibness](compendium/spells/glibness.md); 6th: [mislead](compendium/spells/mislead.md)

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@ -1,21 +1,40 @@
---
title: "Diomazul"
draft: true
noteType: ":luggage:"
aliases: "Diomazul"
foundryId: Item.tYQ9oIkhDGphJI2y
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/vudrani-gods
- domain/destruction/deity
- domain/earth/deity
- domain/water/deity
- domain/zeal/deity
- trait/forceful
- trait/reach-15-feet
- trait/versatile-p
aliases: ["Diomazul", "The Serpent of Eighty Blades"]
---
# Diomazul (The Serpent of Eighty Blades) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Diomazul
- **Category**: Vudrani Gods
- **Anathema**: provoke a fight, give mercy to anyone who provokes a fight with you
- **Areas of Concern**: austerity, retribution, war
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
An obscure Vudran god of war, Diomazul, the Serpent of Eighty Blades, is a patron of ascetic meditation, bitter renewals, and inordinate retribution. Devotees and theologians speak of Diomazul as having the likeness of a massive, hooded cobra in serene slumber—80 arms folded in stillness comprise this hood, each hand grasping a sheathed blade. When roused to violence by enemies, Diomazul awakens, retaining his tranquil countenance, but his hood flares in a bristle of steel as he draws all 80 blades to welcome his newfound foes and offer a gift of their unmaking. Once the Serpent of Eighty Blades has concluded evicting the life from his enemies, he entwines his body around their remains, crushing their bones into the earth and scattering their blood into the waters, burying all spoor of their existence under his immense form.
## Devotee benefits
As these depictions might suggest, Diomazul is a deity of dualistic, seemingly contradictory impulses who unifies the dichotomies of restraint and devastation within his being. Diomazul is a teacher of forbearance and detached contemplation, a paragon of indifference to personal contentment or suffering who meditates upon the universe, sloughing off whatever pain it can visit upon oneself. At the same time, Diomazul also embodies an endless, pitiless resolve to visit frightful destruction upon those who set themselves in opposition to him; once stirred from his reverie by insult or injury, vast and swift reprisal are sure to follow.
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [scimitar](compendium/equipment/items/scimitar.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [water](compendium/setting/domains.md#Water), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 2nd: [slough skin](compendium/spells/slough-skin-logm.md); 4th: [weapon storm](compendium/spells/weapon-storm.md)
In many ways, the Serpent of Eighty Blades is exactly like his name suggests, a coiled being of muscle and killing intent in absolute control of razor-sharp steel. Diomazul's blades split time into two unequal halves for his enemies: the impermanence of existence before meeting him and the decidedly much shorter impermanence of existence after raising his ire.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Diomazul
**Edicts** Remain celibate and detached from worldly pleasures, meditate, utterly destroy your enemies, erase all traces of defeated foes
**Anathema** Provoke a fight, give mercy to anyone who provokes a fight with you
- **Speed**: Speed 70 feet, burrow 40 feet, swim 40 feet
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile <P>](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3`
```

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@ -1,17 +1,27 @@
---
title: "Dispater"
draft: true
noteType: ":luggage:"
aliases: "Dispater"
foundryId: Item.MBjU6FKzJlE688EM
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/archdevils
- domain/cities/deity
- domain/confidence/deity
- domain/duty/deity
- domain/tyranny/deity
aliases: ["Dispater", "Iron Lord"]
---
# Dispater (Iron Lord) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 74*
# Dispater
- **Category**: Archdevils
- **Anathema**: act above your station, neglect your defenses, betray a lover
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Hell's second layer is the Infernal City, Dis, and its ruler is the archdevil Dispater. The Iron Lord is the architect of the orderly perfection of Hell as a blueprint for the rest of the multiverse, responsible for Dis's own dark and startling perfection. He remains distant from the scheming and machinations of the other archdevils and the Material Plane, instead modeling calm and deliberate action combined with ruthless, merciless arrogance. As the most urbane of the archdevils, he attracts many followers among those who wish to see Hell's dark majesty spread across the universe.
## Devotee benefits
**Edicts** Uphold absolute law, pursue perfection in your surroundings, speak with refinement
**Anathema** Act above your station, neglect your defenses, betray a lover
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Society
- **Favored Weapon**: [mace](compendium/equipment/items/mace.md)
- **Domains**: [cities](compendium/setting/domains.md#Cities), [confidence](compendium/setting/domains.md#Confidence), [duty](compendium/setting/domains.md#Duty), [tyranny](compendium/setting/domains.md#Tyranny)
- **Cleric Spells**: 1st: [tether](compendium/spells/tether-logm.md); 4th: [suggestion](compendium/spells/suggestion.md); 6th: [flesh to stone](compendium/spells/flesh-to-stone.md)

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---
title: "Doloras"
draft: true
noteType: ":luggage:"
aliases: "Doloras"
foundryId: Item.rgQIRYuaFzMBl3BS
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/queens-of-the-night
- domain/creation/deity
- domain/pain/deity
- domain/repose/deity
- domain/sorrow/deity
aliases: ["Doloras", "Our Lady of Pain"]
---
# Doloras (Our Lady of Pain) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 75*
# Doloras
- **Category**: Queens of the Night
- **Anathema**: show or act on emotion, allow a plea for mercy to sway you
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait")
Perhaps the cruelest of Hell's divinities, the Sadistic Angel shares certain characteristics with the velstracs who once resided in Hell-most notably, a drive to inflict physical pain upon living creatures. She does not inflict her torments out of anger or retribution; she practices her art with an unparalleled detachment and absence of emotion. Her followers are sadists, torturers who relish their grisly work, and those diabolists who summon velstracs rather than devils. While she bears the title of Queen of the Night and commands power commensurate with the others, Our Lady in Pain is content with her station and holds no ambitions beyond ensuring she can continue her tortures uninterrupted.
## Devotee benefits
**Edicts** Push the boundaries of science and suffering, torture other creatures
**Anathema** Show or act on emotion, allow a plea for mercy to sway you
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Medicine
- **Favored Weapon**: [kukri](compendium/equipment/items/kukri.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [pain](compendium/setting/domains.md#Pain), [repose](compendium/setting/domains.md#Repose), [sorrow](compendium/setting/domains.md#Sorrow)
- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 3rd: [earthbind](compendium/spells/earthbind.md); 5th: [synaptic pulse](compendium/spells/synaptic-pulse.md)

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---
title: "Dranngvit"
draft: true
noteType: ":luggage:"
aliases: "Dranngvit"
foundryId: Item.7pWIBuIebDovYtnh
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/knowledge/deity
- domain/might/deity
- domain/travel/deity
- domain/vigil/deity
aliases: ["Dranngvit", "The Debt Minder"]
---
# Dranngvit (The Debt Minder) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Dranngvit
- **Category**: Dwarven Gods
- **Anathema**: allow a slight to go unrecognized, avoid repaying a debt, force others into debts you know are unpayable
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Dranngvit is Torag's half-sister although some legends claim she was supposed to have been Torag's wife but lost out to Folgrit. Dranngvit is a dwarven deity but is seen as a necessary evil rather than a beloved deity. Most pay her worship only when they know they have wronged someone. The only dwarves who choose her as their actually patron deity are normally those consumed by hatred and nothing else. Dranngvit may be the mother of Kols, but even if she is, Folgrit still treats Kols like a son.
## Devotee benefits
**Edicts** Help reclaim just debts, seek appropriate vengeance against transgressions
**Anathema** Allow a slight to go unrecognized, avoid repaying a debt, force others into debts you know are unpayable
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [light pick](compendium/equipment/items/light-pick.md)
- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [might](compendium/setting/domains.md#Might), [travel](compendium/setting/domains.md#Travel), [vigil](compendium/setting/domains.md#Vigil)
- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 2nd: [knock](compendium/spells/knock.md); 5th: [passwall](compendium/spells/passwall.md)

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---
title: "Droskar"
draft: true
noteType: ":luggage:"
aliases: "Droskar"
foundryId: Item.1SKDnyvPk8Ip8KeU
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/ambition/deity
- domain/duty/deity
- domain/earth/deity
- domain/fire/deity
- domain/toil/deity
- domain/trickery/deity
- domain/tyranny/deity
aliases: ["Droskar", "The Dark Smith"]
---
# Droskar (The Dark Smith) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Droskar
- **Category**: Dwarven Gods
- **Anathema**: fail to work toward goals or grow in skill, relax excessively or give in to sloth
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Cast out and cursed by [[Torag]], the Dark Smith works constantly to prove his significance, cheating and enslaving others to further his goal
## Devotee benefits
**Edicts** achieve goals at any cost, continually improve your abilities, establish dominance, work ceaselessly
**Anathema** fail to work toward goals or grow in skill, relax excessively or give into sloth
- **Divine Ability**: Constitution or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md)
- **Domains**: [duty](compendium/setting/domains.md#Duty), [earth](compendium/setting/domains.md#Earth), [trickery](compendium/setting/domains.md#Trickery), [tyranny](compendium/setting/domains.md#Tyranny)
- **Alternate Domains**: [ambition](compendium/setting/domains.md#Ambition), [fire](compendium/setting/domains.md#Fire), [toil](compendium/setting/domains.md#Toil)
- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 3rd: [haste](compendium/spells/haste.md); 6th: [dominate](compendium/spells/dominate.md)

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@ -1,19 +1,31 @@
---
title: "Dwarven Pantheon"
draft: true
noteType: ":luggage:"
aliases: "Dwarven Pantheon"
foundryId: Item.cwYPblv5PcAdEmwT
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/pantheon
- domain/creation/deity
- domain/duty/deity
- domain/family/deity
- domain/glyph/deity
- domain/protection/deity
- domain/wealth/deity
aliases: ["Dwarven Pantheon"]
---
# Dwarven Pantheon *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 92*
# Dwarven Pantheon
- **Category**: Pantheon
- **Anathema**: dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic
- **Areas of Concern**: ancestry, crafting, dwarves, relationships
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
The dwarven gods are one large family, with [[Torag]] as its patriarch. He is joined by his brothers [[Magrim]] (the Taskmaster) and [[Angradd]] (the Forge Fire), his half-sister [[Dranngvit]] (the Debt Minder), and his wife [[Folgrit]] (the Watchful Mother). His children are [[Bolka]] (the Golden Gift), [[Grundinnar]] (the Peacemaker), [[Kols]] (the Oath-Keeper), and [[Trudd]] (the Mighty). Torag's evil former student [[Droskar]] (the Dark Smith), though technically part of the dwarven pantheon, is rarely invoked by any save duergars.
## Devotee benefits
**Edicts** develop skills useful to your community (especially crafting, mining, and trading), honor your ancestors through traditions and rituals
**Anathema** dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic
**Areas of Concern** ancestry, crafting, dwarves, relationships
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [wealth](compendium/setting/domains.md#Wealth)
- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [glyph](compendium/setting/domains.md#Glyph)
- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 4th: [creation](compendium/spells/creation.md); 7th: [retrocognition](compendium/spells/retrocognition.md)

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---
title: "Eiseth"
draft: true
noteType: ":luggage:"
aliases: "Eiseth"
foundryId: Item.QDxRUQytZIGi64wr
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/queens-of-the-night
- domain/ambition/deity
- domain/destruction/deity
- domain/might/deity
- domain/zeal/deity
aliases: ["Eiseth", "The Erinyes Queen"]
---
# Eiseth (The Erinyes Queen) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 75*
# Eiseth
- **Category**: Queens of the Night
- **Anathema**: allow a slight to go unanswered, show humility or fear
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Hell's Valkyrie rules a domain spanning part of Dispater's realm, commanding her legions of erinyes and executioner devil soldiers as she sees fit. Eiseth operates outside Dispater's rule, and she has forged powerful alliances with those in Hell and beyond, having long ago rejected limitations placed upon her by others. Foremost among the Queens of the Night, she embodies battle, revenge, and wrath, and her ambitions are as lofty as her aerie of Widow's Cry, where she forges souls of the damned into unequaled infernal legions answering to her alone.
## Devotee benefits
**Edicts** Avenge all insults, claim what you desire and deserve, humiliate your foes in ironic fashion
**Anathema** Allow a slight to go unanswered, show humility or fear
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md)
- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [dimension door](compendium/spells/dimension-door.md)

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@ -1,19 +1,28 @@
---
title: "Elven Pantheon"
draft: true
noteType: ":luggage:"
aliases: "Elven Pantheon"
foundryId: Item.0LprsTWmNV4egHdx
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/pantheon
- domain/creation/deity
- domain/magic/deity
- domain/moon/deity
- domain/nature/deity
aliases: ["Elven Pantheon"]
---
# Elven Pantheon *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 93*
# Elven Pantheon
- **Category**: Pantheon
- **Anathema**: irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment
- **Areas of Concern**: elves, magic, nature, tradition
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
The traditional deities of the elven pantheon are [[Calistria]], [[Desna]], [[Findeladlara]] (goddess of twilight and traditional art and architecture), [[Ketephys]] (god of hunting and the moon), and [[Yuelral]] (goddess of gems, craft, and magic). Elves have also adopted [[Alseta]], a minor goddess of doors and transitions, as their patron of teleportation and aiudara (commonly known as elf gates). Most elves value magic, beauty, freedom, and friendship as part of a fulfilling life and tend to worship all of the deities together as exemplars of these values. Alongside full-blooded elves, many half-elves-whether raised by elves or seeking a closer connection to their elven heritage- worship the elven pantheon.
## Devotee benefits
**Edicts** learn and appreciate traditional elven arts, crafts, and magic, explore the worlds outside and within
**Anathema** irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment
**Areas of Concern** elves, magic, nature, tradition
- **Divine Ability**: Dexterity or Intelligence
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Survival
- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md), [shortbow](compendium/equipment/items/shortbow.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [magic](compendium/setting/domains.md#Magic), [moon](compendium/setting/domains.md#Moon), [nature](compendium/setting/domains.md#Nature)
- **Cleric Spells**: 1st: [shillelagh](compendium/spells/shillelagh.md); 2nd: [shape wood](compendium/spells/shape-wood.md); 5th: [tree stride](compendium/spells/tree-stride.md)

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@ -1,17 +1,27 @@
---
title: "Erecura"
draft: true
noteType: ":luggage:"
aliases: "Erecura"
foundryId: Item.KlvW7qcvZsyTA0tD
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/fate/deity
- domain/secrecy/deity
- domain/trickery/deity
- domain/truth/deity
aliases: ["Erecura", "Queen of Dis"]
---
# Erecura (Queen of Dis) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Erecura
- **Category**: Other Gods
- **Anathema**: despoil nature, kill a natural plant or animal that has managed to thrive outside of its intended environment
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
**Erecura** is the queen of Dis, second layer of Hell, and the wife of its ruler, the archdevil Dispater. Despite being an authority figure in Hell, her outlook and motivation are far removed from that of devils, and unclear to even her own husband.
## Devotee benefits
**Edicts** Manipulate dangerous beings and opportunities to your benefit, thrive in hostile conditions, divine the future
**Anathema** Despoil nature, kill a natural plant or animal that has managed to thrive outside of its intended environment
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Deception
- **Favored Weapon**: [light mace](compendium/equipment/items/light-mace.md)
- **Domains**: [fate](compendium/setting/domains.md#Fate), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery), [truth](compendium/setting/domains.md#Truth)
- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 2nd: [misdirection](compendium/spells/misdirection.md); 3rd: [nondetection](compendium/spells/nondetection.md)

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@ -1,21 +1,27 @@
---
title: "Eritrice"
draft: true
noteType: ":luggage:"
aliases: "Eritrice"
foundryId: Item.W72ktFhLLDD8SOOl
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/confidence/deity
- domain/glyph/deity
- domain/knowledge/deity
- domain/truth/deity
aliases: ["Eritrice", "Heart-Speaker"]
---
# Eritrice (Heart-Speaker) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Eritrice
- **Category**: Empyreal Lords
- **Anathema**: sow or perpetuate lies, obstruct discussion, argue in bad faith
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
The Heart-Speaker Eritrice represents honest debate, opinions, and truth. Facts and information are important to Eritrice, but truths and wisdom gained through discussion are far more valuable to her than those gained through books. She maintains there is nothing wrong with disagreeing so long as the disagreement is respectful, and that it is crucial to be open to discussion, willing to consider new information, and receptive to forming new opinions. Opinions are valuable in that they help understand other views, but Eritrice reminds her followers that opinions are not facts and can be incorrect and even harmful. When lies are spoken or become the rule of the land, those that follow Eritrice work through networks of like-minded individuals to spread the truth using messages sent to all who will listen.
## Devotee benefits
In her mortal form, the Heart-Speaker appears as a muscular, 8-foot-tall woman with a female lion's head. She wears a rose-colored breastplate over a short kilt. When she speaks, her voice is so entrancing and compelling that those she appears to often don't take note of any of her other features. Those who value truth, from debaters to town criers to lawmakers, are among the followers of Eritrice.
**Edicts** Spread truth, debate contentious issues, aid messengers
**Anathema** Sow or perpetuate lies, obstruct discussion, argue in bad faith
**Areas of Concern** honest debate, opinions, and truth
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth)
- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [comprehend language](compendium/spells/comprehend-language.md); 3rd: [enthrall](compendium/spells/enthrall.md)

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@ -1,19 +1,20 @@
---
title: "Esoteric Order of the Palatine Eye"
draft: true
noteType: ":luggage:"
aliases: "Esoteric Order of the Palatine Eye"
foundryId: Item.im43tWpMxTWjucKv
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/philosophy
aliases: ["Esoteric Order of the Palatine Eye"]
---
# Esoteric Order of the Palatine Eye *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 94*
# Esoteric Order of the Palatine Eye
- **Category**: Philosophy
- **Anathema**: reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore
- **Areas of Concern**: history, occultism, secret lore
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
Based in Ustalav but active in aristocratic salons and cloistered academies across Avistan and Garund, the Esoteric Order of the Palatine Eye is a mystic order of occultist-nobles who seek philosophical self-awareness and mastery of celestial truths. The order was founded in 3988 AR when the gentleman-explorer Aldus Canter returned from the Osirian desert where he had been lost for 3 years. Aldus spoke of meeting a cult following a desiccated angel named Tabris. Tabris revealed the secret history of the multiverse and tasked Aldus with acting as a messenger of mystic secrets. Upon his return, Aldus gathered a coterie of his fellow Ustalavic nobles eager to plumb these secrets. His message was far from clear, however, consisting of garbled and coded texts in an untidy medley of Osirian mysticism, Pharasmin rites, and Varisian occult lore. Scouring Aldus's texts-both those brought from Osirion and his many annotations and reinterpretations penned thereafter-has been the order's primary activity for centuries, even before the increasingly erratic Aldus disappeared in 4028 AR. The Esoteric Order's meticulous research has produced occult secrets and mystical rites known nowhere else on Golarion and hints at further secret lore for the enlightened. The order's greatest accomplishment, however, was averting a doomsday few on Golarion will ever realize was imminent: in 4718 AR, the order's greatest heroes prevented the planet Aucturn from devouring Golarion.
## Devotee benefits
**Edicts** seek out wisdom of ancient cultures (particularly Ancient Osirion), provide succor to scholars, honor the rites of the order
**Anathema** reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore
**Areas of Concern** history, occultism, secret lore
- **Divine Ability**: Intelligence or Wisdom
- **Divine Skill**: Occultism

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@ -1,21 +1,38 @@
---
title: "Falayna"
draft: true
noteType: ":luggage:"
aliases: "Falayna"
foundryId: Item.UGtVzYLXHKdqv7Bp
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/creation/deity
- domain/freedom/deity
- domain/might/deity
- domain/wealth/deity
- trait/reach-15-feet
- trait/versatile-piercing
aliases: ["Falayna", "Warrior's Ring"]
---
# Falayna (Warrior's Ring) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Falayna
- **Category**: Empyreal Lords
- **Anathema**: disrupt or destroy romantic unions, enforce a dress code, cower from fights
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Femininity, martial training, and rings are the purview of the Warrior's Ring. In the eyes of Falayna, there is as much grace and beauty in the martial arts as exists in any culture's definition of femininity. The strength of womanhood is a hallmark of femininity, and strength in arms reflects this, with the flourish and personality of a fighting style a vibrant means for self-expression. Followers of Falayna learn to fight so they can both express their body and defend themselves if necessary, and strive to feel beautiful doing so, both in form and in dress. Falayna also enjoys rings, and as such she is associated with events in which rings are given or exchanged, such as weddings.
## Devotee benefits
When the Warrior's Ring appears to mortals, her form is most often that of a muscular woman with the hair and eye colors most commonly associated with feminine beauty in the mortal's mind. She wears a bright silver breastplate on top of flowing, silken robes, her longsword _Betrothal_ sheathed across her back. On her fingers she wears rings of varying colors, styles, and stones; this jewelry seems to constantly shift, as if her fingers wear all the rings found in all the worlds. Followers of Falayna include warriors, soldiers, squires, jewelers, and those engaged to be married.
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md)
- **Domains**: [creation](compendium/setting/domains.md#Creation), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [wealth](compendium/setting/domains.md#Wealth)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 5th: [cloak of colors](compendium/spells/cloak-of-colors.md)
**Edicts** Wear and make beautiful things, train for combat, recover and return lost mementos
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Falayna
**Anathema** Disrupt or destroy romantic unions, enforce a dress code, cower from fights
**Areas of Concern** femininity, martial training, and rings
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile <piercing>](rules/traits/versatile-piercing.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo (), **Damage** `6d6+3` bludgeoning
```

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@ -1,19 +0,0 @@
---
title: "Findeladlara (The Guiding Hand)"
draft: true
noteType: ":luggage:"
aliases: "Findeladlara (The Guiding Hand)"
foundryId: Item.P4aBP8j93hDpmmva
tags:
- Item
---
# Findeladlara (The Guiding Hand)
Findeladlara is the elven goddess of art and architecture. She believes in preserving tradition and prefers innovation over the creation of something entirely new. She actively supports the preservation of elven culture through the protection of their art and historic buildings. While Findeladlara is a good goddess, she often comes off as aloof, particularly to younger, non-elven races. She is known to judge their work harshly and never answers the prayers of a non-elf.
**Edicts** Preserve elven art and architecture, bless and secure households, inspire and aid others with your works
**Anathema** Break the laws of hospitality, allow a guest to bring harm to your family
**Areas of Concern** twilight and traditional art and architecture

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@ -1,17 +1,29 @@
---
title: "Findeladlara"
draft: true
noteType: ":luggage:"
aliases: "Findeladlara"
foundryId: Item.QxruIPwDEYnVsY2d
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/gw3
- deity/elven-gods
- domain/cities/deity
- domain/creation/deity
- domain/family/deity
- domain/star/deity
aliases: ["Findeladlara", "The Guiding Hand"]
---
# Findeladlara
# Findeladlara (The Guiding Hand) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 73*
Findeladlara is the ancient elven goddess of art and architecture, who teaches the value of preservation, art, buildings and, most importantly, life. She assumed the twilight portfolio to guide her most fervent worshippers to safety in the wake of Earthfall, after they remained on Golarion to build shelters in her name for the survivors of the cataclysm.
**Edicts** Preserve art and architecture, bless and secure households, inspire and aid others with your works
- **Category**: Elven Gods
- **Anathema**: break the laws of hospitality, knowingly allow a guest to bring harm to your family
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
**Anathema** Break laws of hospitality, knowingly allow a guest to bring harm to your family
## Devotee benefits
- **Divine Ability**: Charisma or Intelligence
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [cities](compendium/setting/domains.md#Cities), [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [star](compendium/setting/domains.md#Star)
- **Cleric Spells**: 1st: [illusory object](compendium/spells/illusory-object.md); 4th: [creation](compendium/spells/creation.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md)

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@ -1,17 +1,27 @@
---
title: "Folgrit"
draft: true
noteType: ":luggage:"
aliases: "Folgrit"
foundryId: Item.0jiLnBlkoSH8lQsf
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/cities/deity
- domain/family/deity
- domain/protection/deity
- domain/repose/deity
aliases: ["Folgrit", "The Watchful Mother"]
---
# Folgrit (The Watchful Mother) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Folgrit
- **Category**: Dwarven Gods
- **Anathema**: abandon your family, fail to defend your neighbors
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")
Folgrit is the wife of [[Torag]], and thus has a prominent role in the dwarven pantheon, having mothered several demigod children. She is patient with her husband and tries to stop him worrying too much, but also makes sure he is aware of the burden of responsibility he bears. Folgrit is the goddess of wives, mothers, and children, and tangentially the goddess of widows and orphans.
## Devotee benefits
**Edicts** Maintain the sanctity of a home, remain patient with others, take in those without families
**Anathema** Abandon your family, fail to defend your neighbors
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Medicine
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [cities](compendium/setting/domains.md#Cities), [family](compendium/setting/domains.md#Family), [repose](compendium/setting/domains.md#Repose), [protection](compendium/setting/domains.md#Protection)
- **Cleric Spells**: 1st: [endure](compendium/spells/endure-logm.md); 4th: [fire shield](compendium/spells/fire-shield.md); 9th: [resplendent mansion](compendium/spells/resplendent-mansion.md)

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@ -1,21 +1,26 @@
---
title: "Followers of Fate"
draft: true
noteType: ":luggage:"
aliases: "Followers of Fate"
foundryId: Item.BIARQ7mJqAWM8Tz7
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/b2
- deity/creature
- domain/family/deity
- domain/fate/deity
- domain/knowledge/deity
- domain/truth/deity
aliases: ["Followers Of Fate"]
---
# Followers Of Fate *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Bestiary 2 p. 184*
# Followers of Fate
- **Category**: Creature
- **Anathema**: apologize for making an incorrect prediction, disrespect mothers, accept payment for fortune-telling
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice.
## Devotee benefits
The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.
**Edicts** make predictions of the future, offer advice and guidance to those in positions of power, provide comfort to the elderly
**Anathema** apologize for making an incorrect prediction, disrespect mothers, accept payment for fortune-telling
**Areas of Concern** destiny, fate, and the aging process.
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: shears
- **Domains**: [family](compendium/setting/domains.md#Family), [fate](compendium/setting/domains.md#Fate), [knowledge](compendium/setting/domains.md#Knowledge), [truth](compendium/setting/domains.md#Truth)
- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [web](compendium/spells/web.md); 5th: [prying eye](compendium/spells/prying-eye.md)

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@ -1,17 +1,27 @@
---
title: "Fumeiyoshi"
draft: true
noteType: ":luggage:"
aliases: "Fumeiyoshi"
foundryId: Item.OftfPZMNfkz6JqsW
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/tian-gods
- domain/ambition/deity
- domain/destruction/deity
- domain/earth/deity
- domain/undeath/deity
aliases: ["Fumeiyoshi", "Lord of Envy"]
---
# Fumeiyoshi (Lord of Envy) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# Fumeiyoshi
- **Category**: Tian Gods
- **Anathema**: pass by food without stealing a bite, allow honor or tradition to prevent you from taking what you want
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
**Fumeiyoshi** is a Tian Xia deity most often associated with the undead and graves, although he is also the patron deity of the evil oni.
## Devotee benefits
**Edicts** Punish those who have good fortune they don't deserve, devour the pleasures of the living, encourage resentment, make graveyards supernaturally unsafe
**Anathema** Pass by food without stealing a bite, allow honor or tradition to prevent you from taking what you want
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: naginata
- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [undeath](compendium/setting/domains.md#Undeath)
- **Cleric Spells**: 1st: [grim tendrils](compendium/spells/grim-tendrils.md); 2nd: [feast of ashes](compendium/spells/feast-of-ashes-logm.md); 7th: [possession](compendium/spells/possession.md)

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@ -1,17 +1,45 @@
---
title: "Gendowyn"
draft: true
noteType: ":luggage:"
aliases: "Gendowyn"
foundryId: Item.pwvJzTQv4lLpylYC
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/earth/deity
- domain/family/deity
- domain/luck/deity
- domain/nature/deity
- trait/disarm
- trait/finesse
- trait/nonlethal
- trait/ranged-trip
- trait/reach-20-feet
- trait/trip
- trait/versatile-piercing
- trait/versatile-slashing
aliases: ["Gendowyn", "Lady of the Fangwood"]
---
# Gendowyn (Lady of the Fangwood) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Gendowyn
- **Category**: Other Gods
- **Anathema**: parley or make a deal with fiends, forgive those who deceive you, harm an innocent child
- **Areas of Concern**: Fangwood Forest
- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
**Gendowyn** is the queen of the fey Accressiel court in the Fangwood.
## Devotee benefits
**Edicts** Preserve primal areas, destroy blighted fey and agents of Cyth V'sug, protect those who placate you with offerings
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: [whip](compendium/equipment/items/whip.md)
- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [luck](compendium/setting/domains.md#Luck), [nature](compendium/setting/domains.md#Nature)
- **Cleric Spells**: 1st: [summon fey](compendium/spells/summon-fey.md); 2nd: [barkskin](compendium/spells/barkskin.md); 5th: [tree stride](compendium/spells/tree-stride.md)
**Anathema** Parley or make a deal with fiends, forgive those who deceive you, harm an innocent child
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Gendowyn
- **Speed**: Speed 60 feet, climb 30 feet, burrow 30 feet, [air walk](compendium/spells/air-walk.md)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound (, [ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [versatile <piercing>](rules/traits/versatile-piercing.md "Versatile Weapon Trait"), [versatile <slashing>](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning
```

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@ -1,17 +1,27 @@
---
title: "General Susumu"
draft: true
noteType: ":luggage:"
aliases: "General Susumu"
foundryId: Item.f4XTxEGR6tan6lyz
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/tian-gods
- domain/confidence/deity
- domain/destruction/deity
- domain/might/deity
- domain/zeal/deity
aliases: ["General Susumu", "The Black Daimyo"]
---
# General Susumu (The Black Daimyo) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 132*
# General Susumu
- **Category**: Tian Gods
- **Anathema**: cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
**General Susumu,** also known as the Black Daimyo, is the Tian Xia patron deity of samurai who are interested more in glory and battle than honor and heroism. He is the brother of Shizuru, and the two seldom see eye to eye. His unholy symbol is a black winged horse, and he is worshiped primarily in Chu Ye, Hongal, Kaoling, Minkai, Shokuro, and Xa Hoi.
## Devotee benefits
**Edicts** Seek glory in battle, loudly proclaim your victories, protect your possessions and strongholds
**Anathema** Cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [phantom steed](compendium/spells/phantom-steed.md); 3rd: [wall of wind](compendium/spells/wall-of-wind.md)

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---
title: "Geryon"
draft: true
noteType: ":luggage:"
aliases: "Geryon"
foundryId: Item.4LBwx94rhFEJWaaW
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/archdevils
- domain/might/deity
- domain/truth/deity
- domain/water/deity
- domain/wyrmkin/deity
aliases: ["Geryon", "The Serpent"]
---
# Geryon (The Serpent) *([LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 75*
# Geryon
- **Category**: Archdevils
- **Anathema**: declare knowledge heresy or forbidden, break your word
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Once the mightiest of asura ranas, Geryon betrayed hundreds of Hell's original asura inhabitants to aid Asmodeus in claiming the plane, in the process earning himself the title the Source of Lies. His realm of Stygia, Hell's fifth layer, hews most closely to the nature of Hell before Asmodeus reshaped the plane, and it contains the sunken ruins of countless cities and libraries predating the war against Heaven. The archdevil hoards knowledge and secrets-especially that which has been forbidden- while spreading falsehoods and heresies to mislead the ignorant, and his followers revel in the same.
## Devotee benefits
**Edicts** Hoard knowledge, test the boundaries of taboo, spread falsehoods to dupe the foolhardy
**Anathema** Declare knowledge heresy or forbidden, break your word
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md)
- **Domains**: [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth), [water](compendium/setting/domains.md#Water), [wyrmkin](compendium/setting/domains.md#Wyrmkin)
- **Cleric Spells**: 1st: [acidic burst](compendium/spells/acidic-burst-logm.md); 4th: animal form (snake only); 6th: [hypercognition](compendium/spells/hypercognition.md)

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@ -1,19 +1,53 @@
---
title: "Ghlaunder"
draft: true
noteType: ":luggage:"
aliases: "Ghlaunder"
foundryId: Item.6jSOi8CTxMP1MwNj
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/air/deity
- domain/decay/deity
- domain/plague/deity
- domain/swarm/deity
- trait/agile
- trait/reach-20-feet
aliases: ["Ghlaunder", "The Gossamer King"]
---
# Ghlaunder (The Gossamer King) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 59*
# Ghlaunder
- **Category**: Gods of the Inner Sea
- **Anathema**: aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first
- **Areas of Concern**: infection, insects, parasites, and stagnation
- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Ghlaunder is the god of pestilence, infection, and insects. His form resembles that of a giant mosquito, warped and distended by the parasites he hosts. He leaves malaise in his wake, laying waste to everything he can. Ghlaunder revels in suffering, especially that caused by sickness: the last gasp of air into fluid-filled lungs, the terrorizing dreams that come only from the hottest of fevers. It is said that the Gossamer King was once swaddled in a cocoon, but was released by the curious Desna into the world with a cleave of her starknife. Since then, the goddess has pursued him in a macabre dance, hoping to kill him as they flit between planes.
## Devotee benefits
**Edicts** corrupt pieces of land, water sources, and communities; infect the weak; spread and nurture disease
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [spear](compendium/equipment/items/spear.md)
- **Domains**: [air](compendium/setting/domains.md#Air), [decay](compendium/setting/domains.md#Decay), [plague](compendium/setting/domains.md#Plague), [swarm](compendium/setting/domains.md#Swarm)
- **Cleric Spells**: 1st: [goblin pox](compendium/spells/goblin-pox.md); 2nd: [vomit swarm](compendium/spells/vomit-swarm-apg.md); 5th: [insect form](compendium/spells/insect-form.md)
**Anathema** aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ghlaunder gains the following additional abilities.
**Areas of Concern** infection, insects, parasites, and stagnation
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Ghlaunder
- **Speed**: Speed 30 feet, fly 70 feet
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing and `3d6` persistent bleed
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 5*
The Gossamer King's gifts seem bizarre and cruel to those outside of his following, but his faithful crave his gifts zealously and fear his punishments.
- **Minor Boon** Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become [drained](rules/conditions.md#Drained), [sickened](rules/conditions.md#Sickened), and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures.
- **Moderate Boon**: Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a [disease](rules/traits/disease.md "Disease Effect Trait") and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for [Medicine](compendium/skills.md#Medicine) checks to do so is 5 higher.
- **Major Boon**: Ghlaunder rewards his followers with the ability to safely spread illness—or on occasion, offers respite to desperate petitioners who please him. You do not take negative effects from any disease you are infected with unless or until Ghlaunder rescinds this benefit.
- **Minor Curse**: Ghlaunder drains away your life force for himself. You become [drained](rules/conditions.md#Drained) and can't reduce your [drained](rules/conditions.md#Drained) condition below 1.
- **Moderate Curse** Ghlaunder leeches your energy from you as easily as blood. Any time you fail a Fortitude save, you become [fatigued](rules/conditions.md#Fatigued) in addition to all other effects.
- **Major Curse**: You are struck with a contagious disease of the GM's choice. You and anyone else you infect can't be cured of the disease or improve its condition to an earlier stage in any way until you infect two other sapient beings with the disease.

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@ -1,19 +1,17 @@
---
title: "God Calling"
draft: true
noteType: ":luggage:"
aliases: "God Calling"
foundryId: Item.lCvKpGPRUyNAQsXt
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/philosophy
aliases: ["God Calling"]
---
# God Calling *()*
*Source: Lost Omens: Gods & Magic p. 95*
# God Calling
- **Category**: Philosophy
- **Anathema**: There is only one anathema universally enforced by the gods of Sarkoris: make no deals or bargains with demons, as the advent of the Worldwound led to the destruction of many clans and the loss of many gods, some of whom may never be seen again.
- **Areas of Concern**: Each god has their own particular inclinations and interests, typically informed by the predominant attitudes and beliefs of their clan.
- **Follower Alignments**: all
The ancient art of god calling was once the predominant religious practice in Sarkoris, long before the Worldwound erupted and demons drove most of the native Sarkorians from their homelands. This art, one part magical theory and one part religion, allows certain Sarkorians to summon unusual and unique beings from the Great Beyond who protect their clans and guide their people. These creatures are typically referred to as gods by those who revere them, and they continue to return and guide their people generation after generation, so long as someone trained by a previous god caller or otherwise educated in the practice of communing with a particular god is alive to form a tether to the Material Plane so that the god can manifest. These god callers may have unique titles or names among the people of their clan, and such monikers differ from clan to clan, but most of the clans of Sarkoris are able to distinguish a god caller by their unique dress or glyph that ties the caller to their god.
**Edicts** The gods of Sarkoris have very few shared edicts, but several are often prominently shared amongst them: protect your clan and your people, educate the clan's children's in the traditions and histories of the clan's god, and carefully record the name and image of each new god when they first appear so that they are not forgotten and can continue to watch over the people.
**Anathema** There is only one anathema universally enforced by the gods of Sarkoris: make no deals or bargains with demons, as the advent of the Worldwound led to the destruction of many clans and the loss of many gods, some of whom may never be seen again.
**Areas of Concern** Each god has their own particular inclinations and interests, typically informed by the predominant attitudes and beliefs of their clan.
## Devotee benefits

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@ -1,19 +1,27 @@
---
title: "Gogunta"
draft: true
noteType: ":luggage:"
aliases: "Gogunta"
foundryId: Item.P4lFsTVFDx7mYHtg
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/b1
- deity/demon-lords
- domain/indulgence/deity
- domain/might/deity
- domain/tyranny/deity
- domain/water/deity
aliases: ["Gogunta", "Song of the Swamp"]
---
# Gogunta (Song of the Swamp) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Bestiary p. 45*
# Gogunta
- **Category**: Demon Lords
- **Anathema**: grant mercy to boggards who worship other gods
- **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Gogunta, Song of the Swamp, is the demon lord of amphibians, boggards, and swamps. Gogunta is worshipped as a goddess by boggards, who believe her to be an ascended mobogo, though scholars suspect she was a former hezrou who gained the favor of Dagon. Lending credence to this latter theory, her realm, a stinking salt marsh, is located within Dagon's oceanic realm. Gogunta appears as an enormous, multi-headed frog with dozens of eyes and even more tongues, though boggards typically depict her as a titanic boggard queen.
## Devotee benefits
**Edicts** sacrifice creatures by drowning them, frolic or sing in swamps, feed or aid amphibians
**Anathema** grant mercy to boggards who worship other gods
**Areas of Concern** amphibians, boggards, and swamps
- **Divine Ability**: Strength or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [whip](compendium/equipment/items/whip.md)
- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might), [tyranny](compendium/setting/domains.md#Tyranny), [water](compendium/setting/domains.md#Water)
- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 3rd: [stinking cloud](compendium/spells/stinking-cloud.md); 5th: [black tentacles](compendium/spells/black-tentacles.md)

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@ -1,35 +1,59 @@
---
title: "Grandmother Spider"
draft: true
noteType: ":luggage:"
aliases: "Grandmother Spider"
foundryId: Item.aKieHwSAI7mSL7M4
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/change/deity
- domain/creation/deity
- domain/darkness/deity
- domain/family/deity
- domain/fate/deity
- domain/trickery/deity
- trait/deadly-3d8
- trait/finesse
- trait/reach-15-feet
- trait/versatile-p
aliases: ["Grandmother Spider", "The Weaver", "Nana Anadi"]
---
# Grandmother Spider (The Weaver, Nana Anadi) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 60*
# Grandmother Spider
- **Category**: Gods of the Inner Sea
- **Anathema**: abuse someone you have power over; harm someone who has given you sincere kindness; let a slight go unanswered, own a slave
- **Areas of Concern**: family, illusion, stories, twilight, weaving
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
Throughout the Mwangi, there are few as highly respected as storytellers. As stewards of their peoples' oral traditions, they act as historians, educators, and entertainers, so it is only right that they pay homage to the goddess of stories, Grandmother Spider. Also known as Nana Anadi, Grandmother Spider was once content in her role as weaver of fate for the gods, as it gave her the ability to craft the grandest tales anyone had ever known. But as she told story after story at the other gods' whims, they failed to show proper respect to the one who made their glorious and terrible legends come to pass, treating her as a servant or a tool. Grandmother had no patience for overinflated egos, and even less for those who take credit for the work of others. She crafted unique humiliations tailored to each of the gods, and as tales of her mischief spread, she wove her own divinity from them. Some of the more prideful gods deny her still-worshiping Grandmother Spider is forbidden by Asmodeus for as long as she still twirls copies of his keys around her fingers, and Abadar still holds a grudge since the Century of the Unbalanced Scale. To the north of the Mwangi, there are almost no shrines dedicated to Grandmother Spider. But the clever and willful always find ways to revere her.
## Devotee benefits
No matter how their pride might be wounded, few have dared to take direct action against Grandmother Spider. Alone, she is dangerous enough, for they say Nana Anadi holds all the secrets of the world within her web. However, her sibling Achaekek, the Red Mantis, is a force that even gods fear. Though he treats his sister with indifference, he once lashed out at someone who sought to do Grandmother Spider harm with disproportionate retribution. That one act has been more than enough.
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: bola
- **Domains**: [creation](compendium/setting/domains.md#Creation), [fate](compendium/setting/domains.md#Fate), [family](compendium/setting/domains.md#Family), [trickery](compendium/setting/domains.md#Trickery)
- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [darkness](compendium/setting/domains.md#Darkness)
- **Cleric Spells**: 1st: [pest form](compendium/spells/pest-form.md); 2nd: [web](compendium/spells/web.md); 4th: [glibness](compendium/spells/glibness.md)
Grandmother Spider uplifts those who rebel against the status quo, strike above their station, or otherwise fight for freedom. While she prefers subterfuge and cleverness, she does not eschew violence, viewing it as simply another tool-applied judiciously in the right place at the right time, it can accomplish a great deal. Abolitionists and freedom fighters across Mwangi view spiders as an omen of good fortune. Those who are forced to live and fight in secret against their oppressors take great comfort in the knowledge that Nana Anadi will still tell their stories long after they are gone.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Grandmother Spider gains the following additional abilities.
* * *
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Grandmother Spider
Grandmother Spider, also known as Nana Anadi, is a goddess of storytelling who once wove fate and reality into existence at the behest of other gods. She values independence, family, and cleverness, and despises when the unworthy hold power over others.
- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized)
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile <p>](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web (), **Damage** `6d6+3` poison
```
Grandmother Spider's faith is exceedingly rare in Avistan, but it's incredibly strong in Garund. She's a favorite among Firebrands who chafe under authority, seek retribution against their oppressors, or operate through cleverness, guile, and stealth. Her followers tend to utilize clever plans, political maneuvering, and public humiliation over more violent methods of change. Once avenged, such Firebrands usually attempt to find others struggling under oppressive or incompetent rule and help them "reweave fate" by sparking revolution or governmental reform.
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 5*
Firebrands who worship Grandmother Spider tend to be serious, focusing on altruistic goals rather than personal accolades, fame, or wealth. They value stories and strive to remember the comrades they've lost, to learn from their mistakes and maintain their legacy beyond death. Many can inspire or manipulate others through stories or craft convincing lies, distractions, or illusions. Among the Firebrands, the most famous of Grandmother Spider's worshippers are Nana's Chosen, also referred to as the Spiteweft. Nana's Chosen are eight Firebrands who specialize in toppling tyrants, monarchs, bureaucrats, and other powerful leaders they deem "undeserving" through a series of increasingly ignominious public humiliations, usually involving the seeding of rumors; the exposure of secrets, betrayals, and weaknesses; manufactured public embarrassments; and proving their professional incompetence.
Though the Weaver often condones bad decisions so long as a lesson is learned, and is even willing to accept being fairly tricked herself, cruelty and predation upon the weak draw her outrage.
Yet one need not devote one's life to Grandmother Spider to receive her aid, for the Weaver blesses all who question established hierarchies, usurp the status quo, or fight for freedom. Spiders are considered a good omen, as is the sight of a pristine spider's web or animals traveling in groups of eight. Those aiming to court her favor wear fabrics featuring diamonds or spiders, while those in need of subtlety or with little wealth to spare instead stitch a simple diamond into their clothes or paint a diamond upon their skin with paints or mud.
- **Minor Boon** Grandmother Spider rescues your prank from the jaws of failure. Once, when you would fail a [Deception](compendium/skills.md#Deception) check, you critically succeed instead. Grandmother Spider typically grants this boon for deceptions that are necessary for an interesting or consequential prank.
- **Moderate Boon**: You can feel tugs on the strands of fate. You gain a +2 status bonus to initiative rolls.
- **Major Boon**: Grandmother Spider rejoices in freedom and tricks those who would limit it. Any time you would become [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), attempt a DC 10 flat check. On a success, you ignore the effect, and the originator of the effect becomes [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained) instead. If this simply causes a creature to grab itself, it can usually [Escape](rules/actions/escape.md) as a free action, but it might be stuck if it tried to immobilize you in other ways.
Grandmother Spider is the patron goddess of the spider-like anadi people, said to have led them out of darkness and to freedom at some nebulous point in the ancient past. Thus, many Firebrands of other ancestries consider it good luck to work alongside an anadi and go out of their way to join a cell led by an anadi or recruit anadis to the Firebrands.
**Edicts** be skilled and clever, think for yourself, take due payment for your work, humiliate the powerful
**Anathema** abuse someone you have power over, harm someone who has given you sincere kindness, let a slight go unanswered, enslave someone
**Areas of Concern** family, illusion, stories, twilight, weaving
- **Minor Curse**: When your pranks start going wrong, they dissolve into a string of catastrophic failures. When you roll a failure on a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check, you get a critical failure instead.
- **Moderate Curse** Grandmother Spider weaves a web to ensnare you, and you trail webs behind you wherever you go. You become permanently [slowed](rules/conditions.md#Slowed) and take a 10-foot circumstance penalty to your Speeds.
- **Major Curse**: Grandmother Spider throws all of her might behind the underdog. Any time a creature with a level lower than yours rolls a success on a check against you, it critically succeeds instead; any time you roll a failure on a check against a creature with a level lower than yours, you critically fail instead.

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@ -1,19 +1,20 @@
---
title: "Green Faith"
draft: true
noteType: ":luggage:"
aliases: "Green Faith"
foundryId: Item.C70dLpflonufshp7
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/crb
- deity/philosophy
aliases: ["Green Faith"]
---
# Green Faith *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Core Rulebook p. 440*
# Green Faith
- **Category**: Philosophy
- **Anathema**: cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, remove an element or indigenous species from a natural area, encourage imbalance in nature, allow abuse of natural resources
- **Areas of Concern**: veneration of the natural world
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
The worshippers of the Green Faith count many druids among their number. They view nature as divine and draw strength from the knowledge of their place in the natural order.
## Devotee benefits
**Edicts** guide civilization to grow in harmony with nature, preserve areas of natural wilderness, protect endangered species
**Anathema** cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, allow abuse of natural resources
**Areas of Concern** veneration of the natural world
- **Divine Ability**: Intelligence or Constitution
- **Divine Skill**: Nature

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@ -1,19 +1,58 @@
---
title: "Groetus"
draft: true
noteType: ":luggage:"
aliases: "Groetus"
foundryId: Item.MUHADyvEI5UFPjmS
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/darkness/deity
- domain/decay/deity
- domain/destruction/deity
- domain/nightmares/deity
- domain/void/deity
- trait/disarm
- trait/reach-15-feet
- trait/sweep
- trait/trip
aliases: ["Groetus", "God of the End Times"]
---
# Groetus (God of the End Times) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 61*
# Groetus
- **Category**: Gods of the Inner Sea
- **Anathema**: artificially extend something's existence or lifespan, spread hope
- **Areas of Concern**: apocalypse, empty places, oblivion, ruins
- **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Ancient beyond mortal reckoning, Groetus is an entity who cannot be easily understood. He hangs in the sky above the Boneyard, a skull-faced moon constantly observing the passage of the souls below. Events can cause him to draw ominously closer to [[Pharasma]]'s Spire, or to retreat back to a safer distance, with little obvious rhyme or reason for these actions. He evinces little regard for anything but his singular aim: the dissolution of the universe.
## Devotee benefits
**Edicts** preach of the upcoming end times, destroy that which has outlived its usefulness, put the suffering out of their misery
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md)
- **Domains**: [darkness](compendium/setting/domains.md#Darkness), [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [void](compendium/setting/domains.md#Void)
- **Alternate Domains**: [decay](compendium/setting/domains.md#Decay)
- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 5th: [crushing despair](compendium/spells/crushing-despair.md); 9th: [disjunction](compendium/spells/disjunction.md)
**Anathema** artificially extend something's existence or lifespan, spread hope
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Groetus gains the following additional abilities.
**Areas of Concern** apocalypse, empty places, oblivion, ruins
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Groetus
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought (), **Damage** `6d6+3` mental
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 6*
The God of the End Times almost never directly intervenes in the world, but he sometimes offers flashes of insight or inflicts terrible psychic distress.
- **Minor Boon** You wield power over disorder. Once, when you are [confused](rules/conditions.md#Confused), you act normally enough to control your own actions in combat without penalty for the duration, though you still babble incoherently and otherwise behave strangely.
- **Moderate Boon**: Groetus grants you knowledge to further the end times. Each week, he sends you a cryptic, incoherent message about something important to the end times that will happen in the coming week.
- **Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus's reckoning. Such a creature or object takes `10d6` negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with [negative healing](rules/abilities/negative-healing-b2.md). This boon might even be able to destroy some [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait") that have survived past their time.
- **Minor Curse**: Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your [dying](rules/conditions.md#Dying) value, rather than 10 + your [dying](rules/conditions.md#Dying) value, and you don't benefit from effects that reduce the DC, such as from the [Toughness](compendium/feats/toughness.md) feat.
- **Moderate Curse** The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently [stupefied](rules/conditions.md#Stupefied).
- **Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the [broken](rules/conditions.md#Broken) condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy [artifacts](rules/traits/artifacts-gmg.md "Artifact Item Trait") or items of similar power.

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@ -1,19 +1,60 @@
---
title: "Gruhastha"
draft: true
noteType: ":luggage:"
aliases: "Gruhastha"
foundryId: Item.VlS0s8FmhvGPQSse
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/glyph/deity
- domain/knowledge/deity
- domain/nature/deity
- domain/perfection/deity
- domain/travel/deity
- domain/truth/deity
- trait/agile
- trait/deadly-3d10
- trait/finesse
- trait/nonlethal
- trait/reach-15-feet
aliases: ["Gruhastha", "The Keeper"]
---
# Gruhastha (The Keeper) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 62*
# Gruhastha
- **Category**: Gods of the Inner Sea
- **Anathema**: deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information
- **Areas of Concern**: enlightenment, the Vudrani holy book
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")
Gruhastha the Keeper is a deity of understanding, peace, and the collective pursuit of enlightenment. The once-mortal nephew of [[Irori]] is believed to have ascended to godhood himself after creating the holy book _Azvadeva Pujila_, fully embodying all divine wisdom within the text. Originating in Vudra, the Keeper's faith has slowly gained popularity in the Inner Sea region, particularly in Jalmeray, where Irori already has a wide following. Gruhastha manifests as a human man with an idealized form, augmented with wings of red and green plumage and a golden mandala as a halo.
## Devotee benefits
**Edicts** work toward collective transcendence, expose and root out malicious lies, challenge oppression through education, protect knowledge, seek truth
- **Divine Ability**: Intelligence or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: [shortbow](compendium/equipment/items/shortbow.md)
- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [knowledge](compendium/setting/domains.md#Knowledge), [perfection](compendium/setting/domains.md#Perfection), [truth](compendium/setting/domains.md#Truth)
- **Alternate Domains**: [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel)
- **Cleric Spells**: 1st: [share lore](compendium/spells/share-lore-logm.md); 2nd: [comprehend language](compendium/spells/comprehend-language.md); 3rd: [hypercognition](compendium/spells/hypercognition.md)
**Anathema** deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gruhastha gains the following additional abilities.
**Areas of Concern** enlightenment, the Vudrani holy book
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Gruhastha
- **Speed**: Speed 50 feet, fly 70 feet
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment (, [deadly <3d10>](rules/traits/deadly-3d10.md "Deadly Weapon Trait")), **Damage** `6d6+3` piercing
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 6*
The Keeper encourages the search for knowledge and rewards those that travel their personal path of enlightenment, but he punishes those who interrupt these journeys or destroy knowledge.
- **Minor Boon** Books fall open to insightful passages, and memories spring to mind when they are most needed. Once, when you fail a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you critically succeed instead. Gruhastha typically grants this boon for an extremely consequential attempt to [Recall Knowledge](rules/actions/recall-knowledge.md), particularly when misinformation would have dire consequences.
- **Moderate Boon**: The Keeper speeds your path toward learning new talents. You become permanently trained in two additional skills of your choice. Additionally, you can select a skill you are already trained in and permanently increase your proficiency rank in that skill, following the usual rules for skill increases.
- **Major Boon**: You are a divine inspiration to others around you. When attempting any checks to [Recall Knowledge](rules/actions/recall-knowledge.md), you can roll twice and use the better result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Additionally, allies within 60 feet gain a +2 status bonus to Will saves.
- **Minor Curse**: As you stray from the truth, dissonant notes seem to interrupt you whenever you speak. You take a 2 status penalty to all [Deception](compendium/skills.md#Deception) checks.
- **Moderate Curse** Enlightenment begins to elude you, leaving you at a loss for knowledge. Whenever you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you use a result one degree of success worse than the result you rolled.
- **Major Curse**: The written word turns against you, blurring into illegibility. You are incapable of reading anything or making out symbols of any sort, including the words on scrolls, spellbooks, or magic items.

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@ -1,17 +1,27 @@
---
title: "Grundinnar"
draft: true
noteType: ":luggage:"
aliases: "Grundinnar"
foundryId: Item.0m7JbRGjJXcmTz7H
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/dwarven-gods
- domain/confidence/deity
- domain/family/deity
- domain/protection/deity
- domain/truth/deity
aliases: ["Grundinnar", "The Peacemaker"]
---
# Grundinnar (The Peacemaker) *([LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Grundinnar
- **Category**: Dwarven Gods
- **Anathema**: sow discord among friends and allies, attack during parley
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")
Grundinnar is one of [[Torag]]'s many sons and is the dwarven god of friendship and loyalty. He is experienced at breaking up fights over his sister [[Bolka]], and has thus developed quite a strong sense of diplomacy. He uses this skill to end feuds, encourage neighborly conduct among his followers and works to ensure that dwarves remember friends they haven't seen in many years.
## Devotee benefits
**Edicts** Attempt to bridge the gap between feuding sides, maintain just treaties, maintain relations with neighbors
**Anathema** Sow discord among friends and allies, attack during parley
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection), [truth](compendium/setting/domains.md#Truth)
- **Cleric Spells**: 1st: [anticipate peril](compendium/spells/anticipate-peril-logm.md); 4th: [resilient sphere](compendium/spells/resilient-sphere.md); 6th: [wall of force](compendium/spells/wall-of-force.md)

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@ -1,17 +1,27 @@
---
title: "Gyronna"
draft: true
noteType: ":luggage:"
aliases: "Gyronna"
foundryId: Item.lqF94L90WjEAaypC
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/ambition/deity
- domain/nightmares/deity
- domain/pain/deity
- domain/zeal/deity
aliases: ["Gyronna", "The Angry Hag"]
---
# Gyronna (The Angry Hag) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Gyronna
- **Category**: Other Gods
- **Anathema**: allow others to slight you without retaliation, seek the approval of society, forgive those who have wronged you
- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
The goddess **Gyronna** is also known as the Angry Hag, and for good reason.
## Devotee benefits
**Edicts** Expose hypocrisy (real or imagined) in others, make other creatures miserable, demand bribes to spare creatures from your torments
**Anathema** Allow others to slight you without retaliation, seek the approval of society, forgive those who have wronged you
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md)
- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [nightmares](compendium/setting/domains.md#Nightmares), [pain](compendium/setting/domains.md#Pain), [zeal](compendium/setting/domains.md#Zeal)
- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [paranoia](compendium/spells/paranoia.md); 6th: [feeblemind](compendium/spells/feeblemind.md)

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@ -1,17 +1,27 @@
---
title: "Halcamora"
draft: true
noteType: ":luggage:"
aliases: "Halcamora"
foundryId: Item.UQOzwAgklRqNGLWF
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/indulgence/deity
- domain/luck/deity
- domain/nature/deity
- domain/swarm/deity
aliases: ["Halcamora", "Lady of Ripe Bounty"]
---
# Halcamora (Lady of Ripe Bounty) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Halcamora
- **Category**: Empyreal Lords
- **Anathema**: salt or despoil the earth, spread plague or pestilence, carelessly use pesticides
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
**Halcamora** is an agathion empyreal lord who watches over gardens, parks, and wineries.
## Devotee benefits
**Edicts** Cultivate gardens, share wine, keep helpful insects, teach others to farm
**Anathema** Salt or despoil the earth, spread plague or pestilence, carelessly use pesticides
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [club](compendium/equipment/items/club.md)
- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [luck](compendium/setting/domains.md#Luck), [nature](compendium/setting/domains.md#Nature), [swarm](compendium/setting/domains.md#Swarm)
- **Cleric Spells**: 1st: [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); 2nd: [touch of idiocy](compendium/spells/touch-of-idiocy.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md)

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---
title: "Hanspur"
draft: true
noteType: ":luggage:"
aliases: "Hanspur"
foundryId: Item.yd2ISmJEZtx5Y7gU
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/death/deity
- domain/travel/deity
- domain/water/deity
- domain/wealth/deity
aliases: ["Hanspur", "The Water Rat"]
---
# Hanspur (The Water Rat) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Hanspur
- **Category**: Other Gods
- **Anathema**: impose needless laws or restrictions on others, aid daemons or the Horsemen
- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
**Hanspur** is a demigod of the waterways worshiped primarily in the River Kingdoms. Hanspur is the god of the watery domains of the Sellen River and considers himself lord of all who travel his domain. As a travel god, his shrines always lie just outside the town gates. Despite this, he is still paid at least lip service by the peoples of the River Kingdoms, as he smites those who displease him by sinking their boats and flooding their lands. Hanspur considers dams that completely block a river to be unnatural.
## Devotee benefits
**Edicts** Learn how to live off the river, guard river travelers from unnatural hazards, save others from drowning
**Anathema** Impose needless laws or restrictions on others, aid daemons or the Horsemen
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [trident](compendium/equipment/items/trident.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water), [wealth](compendium/setting/domains.md#Wealth)
- **Cleric Spells**: 1st: [hydraulic push](compendium/spells/hydraulic-push.md); 2nd: [aqueous orb](compendium/spells/aqueous-orb-apg.md); 4th: [solid fog](compendium/spells/solid-fog.md)

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---
title: "Hastur"
draft: true
noteType: ":luggage:"
aliases: "Hastur"
foundryId: Item.OXikPVqccsBIEaP7
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/great-old-ones
- domain/glyph/deity
- domain/secrecy/deity
- domain/void/deity
- domain/wealth/deity
aliases: ["Hastur", "The King in Yellow"]
---
# Hastur (The King in Yellow) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Hastur
- **Category**: Great Old Ones
- **Anathema**: none
- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
**Hastur** is a Great Old One who, though confined to the city of Carcosa on a planet orbiting a faraway star, is nevertheless in the midst of a transformation into a true Outer God. He works toward this feat through his avatar, the King in Yellow, which can manifest anywhere in the universe the light from Carcosa's sun can be seen. The King in Yellow appears as a humanoid figure draped in yellow clothing, but there is nothing within the clothes save a shapeless, horrifying presence. Hastur himself is also referred to as Him Who Is Not To Be Named, or simply the Unspeakable.
## Devotee benefits
Self-indulgence and nihilism are at the heart of Hastur's worship, and he is popular among debauched artists and nobles who recognize no purpose to life other than gratifying their own increasingly grotesque and outlandish tastes. Cults of Hastur are united in their use of the Yellow Sign, a triskelion design that allows Hastur to observe and possess those who gaze upon it. The presence of the Yellow Sign among a city's graffiti is a foreboding indication that Hastur's attention has been drawn there, and these settlements soon find themselves under attack either by Hastur himself-who seeks to draw cities into Carcosa, fueling his transformation into an Outer God-or by [[Xhamen-Dor]], a parasitic deity spawned by Hastur as he walked Carcosa's sewers.
**Edicts** Spread Hastur's Yellow Sign, hide the true nature of your worship, promulgate the play The King in Yellow
**Anathema** None
- **Divine Ability**: Intelligence or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Deception
- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md)
- **Domains**: [glyph](compendium/setting/domains.md#Glyph), [secrecy](compendium/setting/domains.md#Secrecy), [void](compendium/setting/domains.md#Void), [wealth](compendium/setting/domains.md#Wealth)
- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 4th: [confusion](compendium/spells/confusion.md); 5th: [hallucination](compendium/spells/hallucination.md)

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---
title: "Hathor"
draft: true
noteType: ":luggage:"
aliases: "Hathor"
foundryId: Item.WoWJneQptyd4setF
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/family/deity
- domain/passion/deity
- domain/sun/deity
- domain/wealth/deity
aliases: ["Hathor", "Mistress of Jubilation"]
---
# Hathor (Mistress of Jubilation) *([CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Hathor
- **Category**: Ancient Osirian Gods
- **Anathema**: Discriminate or slight someone based on appearance, intentionally disfigure a creature, refuse food to the starving
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
**Hathor** is a member of the pantheon often worshiped in Ancient Osirion.
## Devotee benefits
**Edicts** Give wealth to new families, aid traders and miners, support musicians, protect and encourage lovers
**Anathema** Discriminate or slight someone based on appearance, intentionally disfigure a creature, refuse food to the starving
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Performance
- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md)
- **Domains**: [family](compendium/setting/domains.md#Family), [passion](compendium/setting/domains.md#Passion), [sun](compendium/setting/domains.md#Sun), [wealth](compendium/setting/domains.md#Wealth)
- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 2nd: [tree shape](compendium/spells/tree-shape.md); 8th: [uncontrollable dance](compendium/spells/uncontrollable-dance.md)

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---
title: "Hearth and Harvest"
draft: true
noteType: ":luggage:"
aliases: "Hearth and Harvest"
foundryId: Item.sTtxfaeJCvFwvCsE
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lotg
- deity/pantheon
- domain/change/deity
- domain/earth/deity
- domain/family/deity
- domain/healing/deity
- domain/nature/deity
- domain/protection/deity
aliases: ["Hearth and Harvest"]
---
# Hearth and Harvest *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Travel Guide p. 93*
# Hearth and Harvest
- **Category**: Pantheon
- **Anathema**: allow harm to come to children, destroy shelter, refuse to provide for the family or community
- **Areas of Concern**: community, harvest, home, protection of family and children
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Farmers, foragers, hunters, and some of their urban relatives throughout the Mwangi Expanse look to this pantheon for protection and inspiration, and its popularity is certainly rising beyond the Mwangi, taking hold across the Inner Sea. Whatever the shape of their harvests or the nature of their homes, this pantheon's adherents take seriously the need to live in close harmony with the earth and their communities. They turn to Adanye, the catfolk deity who embodies the warmth of the hearth, and to Mazludeh, known as the Mother of Hearth and Wall, for protection and support of family and community. They look to Erastil, that well-known and widely worshipped god of nature, provisioning, home, and community, for aid in the harvest and the hunt. Because their lives are so closely tied to the seasons as much as the home, they look to the powerful Uvuko for comfort and assistance through all such changes. There is little by way of formal worship for this pantheon: its adherents intone a prayer over their morning duties or enact a ritual before a hunt, so worship is usually a daily practice with little fanfare. On occasion, though, their celebrations are truly jubilant. I was fortunate enough to experience one such celebration, some distance outside of Kibwe, in honor of a particularly rich harvest, and the drumming and dancing were second only to the remarkably tasty food. The jungle is a bountiful place and the harvests superb for those who know how to go about them-and how to implore divine aid as they do so.
## Devotee benefits
**Edicts** harvest with skill, offer hospitality, protect the home, put family and community before self
**Anathema** allow harm to come to children, destroy shelter, refuse to provide for the family or community
**Areas of Concern** community, harvest, home, protection of family and children
**Pantheon Members** [[Adanye]], [[Erastil]], [[Mazludeh]], [[Uvuko]]
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Crafting
- **Favored Weapon**: [sickle](compendium/equipment/items/sickle.md)
- **Domains**: [change](compendium/setting/domains.md#Change), [family](compendium/setting/domains.md#Family), [nature](compendium/setting/domains.md#Nature), [protection](compendium/setting/domains.md#Protection)
- **Alternate Domains**: [earth](compendium/setting/domains.md#Earth), [healing](compendium/setting/domains.md#Healing)
- **Cleric Spells**: 1st: [ant haul](compendium/spells/ant-haul.md); 2nd: [shape wood](compendium/spells/shape-wood.md); 4th: [speak with plants](compendium/spells/speak-with-plants.md)

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---
title: "Hei Feng"
draft: true
noteType: ":luggage:"
aliases: "Hei Feng"
foundryId: Item.ALS4OSlc2j1SO5j0
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/air/deity
- domain/destruction/deity
- domain/indulgence/deity
- domain/lightning/deity
- domain/travel/deity
- domain/water/deity
- trait/air
- trait/forceful
- trait/reach-15-feet
- trait/water
aliases: ["Hei Feng", "Duke of Thunder"]
---
# Hei Feng (Duke of Thunder) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 63*
# Hei Feng
- **Category**: Gods of the Inner Sea
- **Anathema**: fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng
- **Areas of Concern**: sea, storms, tengu, sailors
- **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Hei Feng, the tengu god of storms, is as unpredictable as the sea, as destructive as a hurricane, and, more often than not, as drunk and foulmouthed as the sailors who pray to him. Impulsive and passionate, his heart moves between joy, sorrow, and anger in the time it takes him to finish his cup, though whatever his mood, he rarely feels it lightly. He may be so moved by a fisher's prayer that he blesses her with a catch large enough to feed her village, while later unleashing torrential waves against that same village for a slight. This unpredictability leads the rest of the Heavenly Court to regard him as troublesome, and mortals to view him with wary respect.
## Devotee benefits
**Edicts** follow your passions, make token attempts to apologize to those you have wronged, respect the power of the sea and sky, encourage flashy entertainment
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Performance
- **Favored Weapon**: [nine-ring sword](compendium/equipment/items/nine-ring-sword-logm.md)
- **Domains**: [air](compendium/setting/domains.md#Air), [indulgence](compendium/setting/domains.md#Indulgence), [lightning](compendium/setting/domains.md#Lightning), [water](compendium/setting/domains.md#Water)
- **Alternate Domains**: [destruction](compendium/setting/domains.md#Destruction), [travel](compendium/setting/domains.md#Travel)
- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 2nd: [hydraulic torrent](compendium/spells/hydraulic-torrent.md); 3rd: [chain lightning](compendium/spells/chain-lightning.md)
**Anathema** fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Hei Feng gains the following additional abilities.
**Areas of Concern** sea, storms, tengu, sailors
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Hei Feng
- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `4d6+6` slashing and `1d6` electricity splash
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge (, [air](rules/traits/air.md "Air Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this [splash](rules/traits/splash.md "Splash Weapon Trait") damage
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 7*
The Duke of Thunder's intercessions are seen more commonly than other deities' because of the god's closeness to mortals, but also because of his tendency to dispense both boons and curses while in the depths of his drink.
- **Minor Boon** The Heavenly Court's most boastful deity ensures your boasts hit home. Once, when you fail an [Intimidation](compendium/skills.md#Intimidation) check, you critically succeed instead. Hei Feng grants this boon capriciously based on his mood, sometimes even for trivial or inconsequential boasts, and he sometimes grants it for other skill checks related to boasts.
- **Moderate Boon**: Fair winds and currents speed your passage. Any vessel you use to travel over the sea gains a +10-foot status bonus to its Speeds.
- **Major Boon**: The instruments of the storm spare you from their fury. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions.
- **Minor Curse**: Hei Feng's belligerence hangs over you like a thunderhead. You take a 1 status penalty to checks with Charisma-based skills. If you consume even a drop of alcohol, this penalty becomes 3 until the next sunrise.
- **Moderate Curse** Your heart is as quick to change as Hei Feng's. If you roll a failure on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a critical failure instead.
- **Major Curse**: The Duke of Thunder's ire follows you wherever you go. The weather in a 500-foot radius around you is always stormy. Roughly twice each minute you are outside, you are struck by a bolt of lightning that deals `10d6` electricity damage (DC 40 basic Reflex save).

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---
title: "Horus"
draft: true
noteType: ":luggage:"
aliases: "Horus"
foundryId: Item.xEUUqz3TDNIpExsD
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/air/deity
- domain/moon/deity
- domain/protection/deity
- domain/sun/deity
aliases: ["Horus", "The Distant Falcon"]
---
# Horus (The Distant Falcon) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Horus
- **Category**: Ancient Osirian Gods
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
**Horus** is the Osirian god of the sky, whose eyes are the sun and the moon, whose feathers are the stars, and whose wings are the sky. As Horakhty (meaning Horus of the Two Horizons), he is a deity of the rising and setting suns. Horus is said to be the legendary ruler of Osirion during the Age of Anguish, and is also a god of pharaohs.
## Devotee benefits
**Edicts** Protect those you have authority over, maintain harmony in your community
**Anathema** Undermine a rightful ruler, serve a usurper
- **Divine Ability**: Strength or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Diplomacy
- **Favored Weapon**: khopesh
- **Domains**: [air](compendium/setting/domains.md#Air), [moon](compendium/setting/domains.md#Moon), [protection](compendium/setting/domains.md#Protection), [sun](compendium/setting/domains.md#Sun)
- **Cleric Spells**: 1st: [floating disk](compendium/spells/floating-disk.md); 3rd: [wall of wind](compendium/spells/wall-of-wind.md); 4th: aerial form (bird only)

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---
title: "Hshurha"
draft: true
noteType: ":luggage:"
aliases: "Hshurha"
foundryId: Item.zNZclG4zTCpl0iNH
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/elemental-lords
- domain/air/deity
- domain/cold/deity
- domain/destruction/deity
- domain/dust/deity
aliases: ["Hshurha", "Duchess of All Winds"]
---
# Hshurha (Duchess of All Winds) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Hshurha
- **Category**: Elemental Lords
- **Anathema**: deny a flying creature the ability to fly, walk on the earth if you could easily travel otherwise
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
**Hshurha**, Duchess of All Winds, is the elemental lord of air, last breaths, and windstorms. She rules the Plane of Air from her translucent palace, Verglas Precessional, surrounded by her court of air elementals, planar dignitaries, and favored guests. The Duchess is naturally invisible, and her true form-if she even has such a thing-is a mystery. Cruel and tyrannical, Hshurha enjoys toying with outsiders in her realm, and she is known to be especially vicious toward creatures with solid forms. She creates and destroys magnificent ice and dust sculptures according to her tumultuous whims, and her machinations often seem convoluted and nonsensical, even to her inner circle. Most on the plane both respect and fear her.
## Devotee benefits
The lord of air is worshipped by air elementals as a mother goddess, by invisible stalkers, and by cultists who enjoy catering to capricious whims and unpredictable storms. Despite her cool peace with djinn, some believe she consorts with efreet or uses her invisible stalkers to weaken the djinn's hold on her plane.
**Edicts** Revel in formlessness and freedom, humiliate terrestrial creatures, kill foes via falling or hazards from high winds
**Anathema** Deny a flying creature the ability to fly, walk on the earth if you could easily travel otherwise
**Areas of Concern** air, last breaths, and windstorms
- **Divine Ability**: Strength or Dexterity
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md)
- **Domains**: [air](compendium/setting/domains.md#Air), [cold](compendium/setting/domains.md#Cold), [destruction](compendium/setting/domains.md#Destruction), [dust](compendium/setting/domains.md#Dust)
- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 2nd: summon elemental (air only); 4th: [gaseous form](compendium/spells/gaseous-form.md)

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---
title: "Imbrex"
draft: true
noteType: ":luggage:"
aliases: "Imbrex"
foundryId: Item.KpufYgqyvTumaOZP
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/eldest
- domain/dreams/deity
- domain/earth/deity
- domain/family/deity
- domain/might/deity
aliases: ["Imbrex", "The Twins"]
---
# Imbrex (The Twins) *([LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 78*
# Imbrex
- **Category**: Eldest
- **Anathema**: offend Imbrex
- **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait")
Known as the Twins, Imbrex is the mysterious Eldest of twins, statues, and endings. Appearing as two immense stone statues hundreds of feet tall holding hands and looking outward, Imbrex neither moves nor speaks. The Eldest sometimes communicates with telepathic utterances that rend minds or deliver psychic enlightenment, but they more often express their will through startlingly realistic dreams that sometimes manifest into strange life. An entire city named Anophaeus sprawls at Imbrex's four feet, populated by jaded urbanites, eager aspirants, and prowling dream-creatures made real. An unusually high proportion of those born in Anophaeu are twins, and twins are also common among Imbrex's worshippers. Although Imbrex appears timeless in form, they are intrigued by dramatic endings, particularly apocalypses, and have foreknowledge of disasters to come.
## Devotee benefits
**Edicts** Pursue your own goals, bring things to their proper ending, split things in half or otherwise create pairs
**Anathema** Offend Imbrex
**Areas of Concern** twins, statues, and endings
- **Divine Ability**: Constitution or Wisdom
- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [war flail](compendium/equipment/items/war-flail.md)
- **Domains**: [dreams](compendium/setting/domains.md#Dreams), [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [might](compendium/setting/domains.md#Might)
- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 2nd: [mirror image](compendium/spells/mirror-image.md); 4th: [stoneskin](compendium/spells/stoneskin.md)

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---
title: "Imot"
draft: true
noteType: ":luggage:"
aliases: "Imot"
foundryId: Item.tx0DeRSmkdJDoLc7
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/monitor-demigods
- domain/death/deity
- domain/destruction/deity
- domain/fate/deity
- domain/glyph/deity
aliases: ["Imot", "The Symbol of Doom"]
---
# Imot (The Symbol of Doom) *([N](rules/traits/n-b1.md "Neutral Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Imot
- **Category**: Monitor Demigods
- **Anathema**: withhold your understanding of a portent, prevent the destruction of things that cannot be saved
- **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait")
**Imot** is an agender psychopomp usher born from the guilt and desire for hindsight felt by mortals after a tragedy. It arranges calamities to kill off cultures that overstay their welcome. Imot is compelled to hide clues to every natural disaster using symbolism and equations; these clues induce a subconscious unease in those that do not understand them, and provide insight to those that do (though they usually end up figuring them out too late). For this reason, Imot is concerned with fear (particularly of personal failures) and self-blame for inevitable disasters, and judges souls who died unavoidable deaths.
## Devotee benefits
**Edicts** Search for omens in the natural world, push the boundaries of mathematics, study past disasters
**Anathema** Withhold your understanding of a portent, prevent the destruction of things that cannot be saved
- **Divine Ability**: Strength or Intelligence
- **Divine Font**: [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md)
- **Divine Skill**: Occultism
- **Favored Weapon**: [shield boss](compendium/equipment/items/shield-boss.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [destruction](compendium/setting/domains.md#Destruction), [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph)
- **Cleric Spells**: 1st: [ill omen](compendium/spells/ill-omen-logm.md); 2nd: [paranoia](compendium/spells/paranoia.md); 6th: [phantasmal calamity](compendium/spells/phantasmal-calamity.md)

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---
title: "Irez"
draft: true
noteType: ":luggage:"
aliases: "Irez"
foundryId: Item.d89ZEg2a8QvRGfjm
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/fate/deity
- domain/glyph/deity
- domain/luck/deity
- domain/magic/deity
aliases: ["Irez", "Lady of Inscribed Wonder"]
---
# Irez (Lady of Inscribed Wonder) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Irez
- **Category**: Empyreal Lords
- **Anathema**: destroy magic scrolls, cheat at games of chance, deliberately write illegibly
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Cards, glyphs, scribes, and spells are all the purview of the Lady of Inscribed Wonder. She holds knowledge and understanding of the great power and symbolism behind runes. In particular, Irez understands how runes can supplement and empower arcane magic. It's through this understanding that Irez is able to make enigmatic predictions on events in the distant future, which more often than not come to pass. Many of her followers are calligraphers, gamblers, harrow readers and others who regularly handle cards and symbols, be they for an arcane purpose, prophetic practices, or their more mundane applications.
## Devotee benefits
Those who have seen Irez, either in person or through the cards, describe her as a woman with the body of a powerful serpent and large wings resembling those of a bat. Irez is constantly draped with strips of parchment, each bearing glyphs that bear the secret to a particular spell or specific cards, such as the harrow's Tyrant card.
**Edicts** Read fortunes, practice calligraphy, devise and study runes
**Anathema** Destroy magic scrolls, cheat at games of chance, deliberately write illegibly
**Areas of Concern** glyphs, scribes, and spells
- **Divine Ability**: Dexterity or Intelligence
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Arcana
- **Favored Weapon**: [dart](compendium/equipment/items/dart.md)
- **Domains**: [fate](compendium/setting/domains.md#Fate), [glyph](compendium/setting/domains.md#Glyph), [luck](compendium/setting/domains.md#Luck), [magic](compendium/setting/domains.md#Magic)
- **Cleric Spells**: 1st: anticipate peril; 2nd: [mirror image](compendium/spells/mirror-image.md); 3rd: [secret page](compendium/spells/secret-page.md)

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@ -1,17 +1,27 @@
---
title: "Isis"
draft: true
noteType: ":luggage:"
aliases: "Isis"
foundryId: Item.5PBU3sdjyumJlmoe
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/ancient-osirian-gods
- domain/family/deity
- domain/healing/deity
- domain/magic/deity
- domain/passion/deity
aliases: ["Isis", "Queen of Miracles"]
---
# Isis (Queen of Miracles) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 124*
# Isis
- **Category**: Ancient Osirian Gods
- **Anathema**: Reveal sacred rites to the uninitiated, betray your children or your lover, discriminate based on social status
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
**Isis** is a member of the pantheon often worshiped in Ancient Osirion.
## Devotee benefits
**Edicts** Provide aid to the sick and wounded, use magic to help others, mourn the cherished dead, ritually purify yourself before entering sacred areas
**Anathema** Reveal sacred rites to the uninitiated, betray your children or your lover, discriminate based on social status
- **Divine Ability**: Wisdom or Charisma
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Arcana
- **Favored Weapon**: [staff](compendium/equipment/items/staff.md)
- **Domains**: [family](compendium/setting/domains.md#Family), [healing](compendium/setting/domains.md#Healing), [magic](compendium/setting/domains.md#Magic), [passion](compendium/setting/domains.md#Passion)
- **Cleric Spells**: 1st: [soothe](compendium/spells/soothe.md); 2nd: [humanoid form](compendium/spells/humanoid-form.md); 3rd: [animal vision](compendium/spells/animal-vision.md); 4th: [creation](compendium/spells/creation.md); 5th: [control water](compendium/spells/control-water.md); 6th: [wall of force](compendium/spells/wall-of-force.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md); 8th: [wind walk](compendium/spells/wind-walk.md); 9th: [shapechange](compendium/spells/shapechange.md)

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---
title: "Jaidi"
draft: true
noteType: ":luggage:"
aliases: "Jaidi"
foundryId: Item.Hj40NX4VavAepPtM
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/other-gods
- domain/family/deity
- domain/might/deity
- domain/nature/deity
- domain/sun/deity
aliases: ["Jaidi", "The Blessing and Bounty"]
---
# Jaidi (The Blessing and Bounty) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 130*
# Jaidi
- **Category**: Other Gods
- **Anathema**: destroy healthy crops, waste food, refuse to help others in your community
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait")
**Jaidi** is a goddess of agriculture worshiped by the people of ancient Azlant. She represents the pleasure that one feels when contributing hard work for the community as a whole.
## Devotee benefits
**Edicts** Encourage hard work that benefits all, ensure the health of crops and vegetation
**Anathema** Destroy healthy crops, waste food, refuse to help others in your community
- **Divine Ability**: Strength or Constitution
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Nature
- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md)
- **Domains**: [family](compendium/setting/domains.md#Family), [might](compendium/setting/domains.md#Might), [nature](compendium/setting/domains.md#Nature), [sun](compendium/setting/domains.md#Sun)
- **Cleric Spells**: 1st: temporary tool; 2nd: [shape wood](compendium/spells/shape-wood.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md)

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@ -1,17 +1,27 @@
---
title: "Jaidz"
draft: true
noteType: ":luggage:"
aliases: "Jaidz"
foundryId: Item.8ePMYDEpKF4oYurD
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/empyreal-lords
- domain/confidence/deity
- domain/nightmares/deity
- domain/protection/deity
- domain/travel/deity
aliases: ["Jaidz", "Fearless Claw"]
---
# Jaidz (Fearless Claw) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 128*
# Jaidz
- **Category**: Empyreal Lords
- **Anathema**: punish another creature for cowardice, routinely avoid that which scares you
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
**Jaidz** is a powerful agathion Empyreal lord who seeks to inspire courage in the cowardly and immature through compassion and guidance.
## Devotee benefits
**Edicts** Forgive cowards and offer them guidance, encourage others to test their mettle, face and learn from your fears
**Anathema** Punish another creature for cowardice, routinely avoid that which scares you
- **Divine Ability**: Strength or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md)
- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [nightmares](compendium/setting/domains.md#Nightmares), [protection](compendium/setting/domains.md#Protection), [travel](compendium/setting/domains.md#Travel)
- **Cleric Spells**: 1st: [longstrider](compendium/spells/longstrider.md); 3rd: [haste](compendium/spells/haste.md); 7th: [mask of terror](compendium/spells/mask-of-terror.md)

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@ -1,19 +1,27 @@
---
title: "Kabriri"
draft: true
noteType: ":luggage:"
aliases: "Kabriri"
foundryId: Item.TiS82rZccxvRhRAE
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/demon-lords
- domain/indulgence/deity
- domain/knowledge/deity
- domain/undeath/deity
- domain/vigil/deity
aliases: ["Kabriri", "Him Who Gnaws"]
---
# Kabriri (Him Who Gnaws) *([CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 77*
# Kabriri
- **Category**: Demon Lords
- **Anathema**: reveal secrets of the dead to nonbelievers, despoil grave markers
- **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Kabriri, Him Who Gnaws, is the demon lord of ghouls, graves, and secrets kept by the dead. According to legend, Kabriri is the reborn form of the first humanoid to devour his kin in life. His realm, Everglut, is connected to graveyards throughout the multiverse by a snarled network of tunnels that bring knowledge and sacrifices to the demon lord. Kabriri appears as a hulking ghoul with elven ears, teeth filed to points, an unnaturally long tongue, ashen skin, and cloven hooves. He is worshipped primarily by ghouls, ghasts, and lacedons.
## Devotee benefits
**Edicts** Eat the flesh of your own kind
**Anathema** Reveal secrets of the dead to nonbelievers, despoil grave markers
**Areas of Concern** ghouls, graves, and secrets kept by the dead
- **Divine Ability**: Dexterity or Intelligence
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Stealth
- **Favored Weapon**: jaws or [flail](compendium/equipment/items/flail.md)
- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [knowledge](compendium/setting/domains.md#Knowledge), [undeath](compendium/setting/domains.md#Undeath), [vigil](compendium/setting/domains.md#Vigil)
- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 2nd: [expeditious excavation](compendium/spells/expeditious-excavation-logm.md); 3rd: [paralyze](compendium/spells/paralyze.md)

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@ -1,33 +1,44 @@
---
title: "Kalekot"
draft: true
noteType: ":luggage:"
aliases: "Kalekot"
foundryId: Item.49iwf3spTxSTIvqE
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lome
- deity/mwangi-gods
- domain/darkness/deity
- domain/death/deity
- domain/nature/deity
- domain/nightmares/deity
- domain/secrecy/deity
- domain/wyrmkin/deity
- trait/fatal-d10
- trait/reach-10-feet
aliases: ["Kalekot", "The Winnower"]
---
# Kalekot (The Winnower) *([CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"))*
*Source: Lost Omens: The Mwangi Expanse p. 137*
# Kalekot
- **Category**: Mwangi Gods
- **Anathema**: abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout
- **Areas of Concern**: fear, silence, safekeeping, the reviled
- **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
The guardian of deadly secrets and dangerous places, Kalekot is a bogeyman to most, murderer of the guilty and devourer of those who trespass. To those that society can't punish, Kalekot is executioner, striking from the shadows and leaving bodies to rot on the ground. To those lost at night, Kalekot is a silent follower, a guardian from danger. Those few who have glimpsed him describe a figure with withered skin and a snake's twisting spine. He always conceals his features behind an eyeless mask, its mouth filled with serpent's teeth, each fang the size of an elephant's tusk.
## Devotee benefits
Only those who have seen the darkest aspects of the world understand Kalekot well enough to seek him out safely. For Kalekot does not spread fear for the joy of it-he spreads it to keep people alive. The world holds many places that should not be visited, many secrets that should never be spread, and many monsters that hide behind smiling faces. Fear keeps people wary and on guard. Fear keeps the childish and curious from seeking out trouble. And fear is the only deterrent that predatory creatures understand. Kalekot and his servants terrify the innocent, but they also stalk the guilty, reminding those who torment others that there will always be a reckoning.
- **Divine Ability**: Dexterity or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Intimidation
- **Favored Weapon**: jaws or [dagger](compendium/equipment/items/dagger.md)
- **Domains**: [death](compendium/setting/domains.md#Death), [nature](compendium/setting/domains.md#Nature), [nightmares](compendium/setting/domains.md#Nightmares), [secrecy](compendium/setting/domains.md#Secrecy)
- **Alternate Domains**: [darkness](compendium/setting/domains.md#Darkness), [wyrmkin](compendium/setting/domains.md#Wyrmkin)
- **Cleric Spells**: 1st: [pass without trace](compendium/spells/pass-without-trace.md); 3rd: [paralyze](compendium/spells/paralyze.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md)
Kalekot is a cynic, who believes he must dirty his hands to keep the souls of others clean. Despite this, he despises those who maintain optimism through ignorance. He favors those who make others uncomfortable through no wrong of their own-those with disfigurements and deformities, the poor, the abused and victimized, taboo breakers, and the monstrous. He is known to watch over those of dual heritage, two-headed creatures, and twins. Some scholars believe Kalekot himself was once a twin, before he buried his double to seal them away for eternity.
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Kalekot gains the following additional abilities.
Kalekot has a deep love of wild plants; he brews liquid chocolate, coffee, and ciders from jungle fruit, and his priests often use such drinks in their rituals and spells.
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Kalekot
**Edicts** spread fear in others, hide dangerous secrets, shock the self-righteous, kill the guilty to protect the innocent
**Anathema** abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout
## Avatar
When casting the _[[Avatar]]_ spell, a worshipper of Kalekot gains the following additional abilities.
**Kalekot** Speed 70 feet, ignore difficult terrain
Melee 1 ivory fangs (fatal d10, reach 10 feet), Damage `dice: 6d6+6` piercing damage
Ranged 1 whisper of unmaking (range 120 feet), Damage `dice: 6d6+3` slashing damage
- **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs (, [fatal <d10>](rules/traits/fatal-d10.md "Fatal Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking (), **Damage** `6d6+3` slashing
```

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@ -1,19 +1,56 @@
---
title: "Kazutal"
draft: true
noteType: ":luggage:"
aliases: "Kazutal"
foundryId: Item.L8ucnxJv0QxF5cfW
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/gods-of-the-inner-sea
- domain/cities/deity
- domain/family/deity
- domain/freedom/deity
- domain/might/deity
- domain/protection/deity
- trait/agile
- trait/reach-15-feet
aliases: ["Kazutal", "Mother Jaguar"]
---
# Kazutal (Mother Jaguar) *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 64*
# Kazutal
- **Category**: Gods of the Inner Sea
- **Anathema**: own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law
- **Areas of Concern**: safety, liberty, and community
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait")
Kazutal, also known as Mother Jaguar or Lady Jaguar, is an old deity, revered for thousands of years on the continent of Arcadia. Ages ago, she was worshipped in the Razatlani Empire as a goddess of might and protection in war. After the catastrophe of Earthfall, however, her edge softened; those who struggled to put the world back together called upon her to protect their neighbors and came together under her guidance to build strong bonds of community and support.
## Devotee benefits
**Edicts** defend your people, provide for those who need you, oppose those who unjustly lord power over others, demonstrate devotion to things you love
- **Divine Ability**: Strength or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: machete
- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection)
- **Alternate Domains**: [cities](compendium/setting/domains.md#Cities)
- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 3rd: [animal form](compendium/spells/animal-form.md); 4th: [stoneskin](compendium/spells/stoneskin.md)
**Anathema** own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law
When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Kazutal gains the following additional abilities.
**Areas of Concern** safety, liberty, and community
```ad-embed-avatar
title: [Avatar](compendium/spells/avatar.md) of Kazutal
- **Speed**: Speed 60 feet, ignore difficult terrain and greater difficult terrain
- **Shield**: shield ( Hardness, can't be damaged)
- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing
- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce (), **Damage** `5d6+3` piercing and `1d6` persistent bleed
```
## Divine intercession
*Source: Lost Omens: Gods & Magic Web Supplement p. 7*
Mother Jaguar rewards those who uphold a sense of community and bestows punishments upon those who use her name and convictions to admonish or exclude perceived outsiders.
- **Minor Boon** With Kazutal's blessing, food tastes richer. Any meal that you eat tastes delicious and has improved nutritional value. This doesn't protect you from anything dangerous in your food, but it also doesn't prevent you from tasting those dangerous elements of the food.
- **Moderate Boon**: You always seem to find safe shelter when you most need it. Once per day, you can cast [rope trick](compendium/spells/rope-trick.md) as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell.
- **Major Boon**: Kazutal smiles upon those who seek to offer aid, no matter how meek or helpless they may be. Any time creatures attempt a check to [Aid](rules/actions/aid.md) you, they can choose to automatically succeed. If a creature chooses to roll for the attempt and rolls a success, it gets a critical success instead, granting a +4 circumstance bonus even if it doesn't have legendary proficiency in that skill. You gain the same benefits when you attempt to [Aid](rules/actions/aid.md) others.
- **Minor Curse**: Community opinion turns against you. Humanoids in your community who would normally start as [indifferent](rules/conditions.md#Indifferent) toward you start as [unfriendly](rules/conditions.md#Unfriendly) instead.
- **Moderate Curse** Your strength betrays you, preventing you from taking more than your fair share. You are [enfeebled](rules/conditions.md#Enfeebled) and can't carry anything beyond the gear you are actively wearing or using.
- **Major Curse**: You are cursed to depend upon others for your survival. You can't eat anything, drink anything, or use any gear or magic items unless they were willingly given to you by someone who rightfully owns them. Work-arounds like having an ally strip the gear from someone's corpse and then give it to you willingly automatically fail.

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@ -1,19 +1,28 @@
---
title: "Keepers of the Hearth"
draft: true
noteType: ":luggage:"
aliases: "Keepers of the Hearth"
foundryId: Item.K71ayHY3Oj8NRNDX
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/lokl
- deity/pantheon
- domain/family/deity
- domain/freedom/deity
- domain/might/deity
- domain/protection/deity
aliases: ["Keepers of the Hearth"]
---
# Keepers of the Hearth *([NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"))*
*Source: Lost Omens: Knights of Lastwall p. 68*
# Keepers of the Hearth
- **Category**: Pantheon
- **Anathema**: prey on the weak, abuse power; sow discord in a community
- **Areas of Concern**: protecting and defending the innocent, maintaining the spirit and traditions of a community
- **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait")
Through art and tales from the continent of Arcadia, the goddess Kazutal (Mother Jaguar) is becoming increasingly popular in the Inner Sea Region due to her devotion to defending and providing for those in need, as well as fostering a powerful sense of community. Joined by Milani (The Everbloom), who opposes oppression in all forms and seeks to help those unable to protect themselves, and by Iomedae (The Inheritor) who values fighting for justice, the Keepers of the Hearth stress the importance of defending the weak and defenseless in any community, especially those unwillingly subjugated or taken advantage of. Keepers not only protect those weaker than themselves but also do their best to teach the skills necessary for a community to defend and provide for itself. Many of those most devoted to the aspect of training and teaching self-defense also look to Irori (Master of Masters) for guidance and motivation as part of their faith.
## Devotee benefits
**Areas of Concern** protecting and defending the innocent, maintaining the spirit and traditions of a community
**Edicts** protect those in need of help, stand up to bullies, teach communities to defend themselves
**Anathema** prey on the weak, abuse power, sow discord in a community
- **Divine Ability**: Strength or Wisdom
- **Divine Font**: [heal](compendium/spells/heal.md)
- **Divine Skill**: Society
- **Favored Weapon**: [light hammer](compendium/equipment/items/light-hammer.md)
- **Domains**: [family](compendium/setting/domains.md#Family), [freedom](compendium/setting/domains.md#Freedom), [might](compendium/setting/domains.md#Might), [protection](compendium/setting/domains.md#Protection)
- **Cleric Spells**: 1st: [mage armor](compendium/spells/mage-armor.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [stoneskin](compendium/spells/stoneskin.md)

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---
title: "Kelizandri"
draft: true
noteType: ":luggage:"
aliases: "Kelizandri"
foundryId: Item.k8Gm8PyNUfjwDgXZ
obsidianUIMode: preview
cssclasses: pf2e,pf2e-deity
tags:
- Item
- compendium/src/pf2e/logm
- deity/elemental-lords
- domain/destruction/deity
- domain/nightmares/deity
- domain/travel/deity
- domain/water/deity
aliases: ["Kelizandri", "The Brackish Emperor"]
---
# Kelizandri (The Brackish Emperor) *([NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"))*
*Source: Lost Omens: Gods & Magic p. 126*
# Kelizandri
- **Category**: Elemental Lords
- **Anathema**: destroy a body of water, use magic to calm the waves
- **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait")
Kelizandri, the elemental lord of water, oversees the deep sea, waves, and drowning. The Brackish Emperor claims to be the offspring of an ancient god and a brine dragon, and he usually takes the form of an immense aquatic dragon with metallic scales and crystalline talons. He spends much of his time slumbering in his magnificent Palace of Salt and Bones, entertaining himself with rampages of wanton destruction and conquest whenever he wakes.
## Devotee benefits
Kelizandri's worshippers include brine dragons, water elementals, and mortals who revere the inhospitable unknowns of the deep sea. He holds no love for marids, having killed the last Saline Padishah, Niloufar the Great, and destroyed her capital city of Arzanib. The lord's domain on the Plane of Water is the Brackish Empire Kelizandrika, a conglomeration of affiliated brine dragon-controlled realms. The most powerful dragons of Kelizandrika's ruling councils are said to advise the elemental lord personally.
**Edicts** Instill hydrophobia in others, kill your foes by drowning them, sacrifice treasures to the depths of the ocean
**Anathema** Destroy a body of water, use magic to calm the waves
**Areas of Concern** the deep sea, waves, and drowning
- **Divine Ability**: Constitution or Charisma
- **Divine Font**: [harm](compendium/spells/harm.md)
- **Divine Skill**: Athletics
- **Favored Weapon**: [trident](compendium/equipment/items/trident.md)
- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [nightmares](compendium/setting/domains.md#Nightmares), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water)
- **Cleric Spells**: 1st: [fear](compendium/spells/fear.md); 2nd: summon elemental (water only); 4th: [hydraulic torrent](compendium/spells/hydraulic-torrent.md)

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