Pathfinder [pzo9436e] Player Companion - Faiths & Philosophies (2013).pdf

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®
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F
&
aiths
P
hilosophies
Lifelong Belief...
The following new faith traits are designed to ref lect the ways in which your character’s worldviews, personalities, and even
abilities are inf luenced by their spirituality or philosophy. Additional traits can be found on the inside back cover.
Abject Belief
You cling tenaciously to a faith that is doubted
by many, perhaps based around a god
who has vanished, or was never a god in
the first place. You refuse to forsake your
beliefs despite all evidence, perhaps due to
a need to belong, respect for tradition, or a
religious experience. As a result, it is nearly
impossible to convince you of your
deity’s absence. You gain a +2 trait
bonus on Will saving throws against
fear effects.
Devout Visionary
As a child, you had a strange vision while suffering from a terrible
illness, and only found your way back to the mundane world by
following the call of a spiritual leader—perhaps a shaman’s
drum or a druid’s lilting poetry. Since then, you have studied
symbolism and dreams in the hope that you might understand
your own vision, though your lessons prove just as helpful to
others. You gain a +1 trait bonus on Will saving throws against
spells and effects that grant the confused or dazed condition.
Once per day as a full-round action, you may grant an adjacent
ally a new Will saving throw to end an effect that grants the
confused or dazed condition.
Born Free
You were introduced to an individualistic belief as a youth.
Thriving under the promise of control of your own destiny,
you soon began to demonstrate the truth of this ideal. Though
others may mock you for your unwillingness to go along with a
group or accept the easy security and comfort promised by more
ecclesiastical faiths, you know that the revelations and destiny
you seek can only be brought about through your own actions
and individual search for meaning. Once per day, after you roll a
saving throw against a compulsion effect, you can choose to roll
again as an immediate action before the result of the saving throw
is announced. You must keep the new roll, even if it is worse.
Divine Denier
You can’t bring yourself to accept the
authority of the gods, even though
friends might hound you relentlessly
to change your ways. Perhaps you’re a
Rahadoumi objecting on ideological
grounds, or perhaps you just want to
be left alone. Your doubt causes you
to shrug off divine magic more quickly
than others. Once per day when you are
affected by a divine spell, you may reduce that
spell’s duration to half (minimum 1 round) for you alone.
Bound by Honor
Your code of honor, obligations, and
taboos stem from the shame of a
misspent youth. Now, a personal code
reminds you how to live, and you
have an impressive ability to resist
temptation. Once per day, if a mind-
affecting effect would compel you to
take an action that would cause you
to lose Honor Points (see page 8), you
may make a new saving throw against
the original DC to end the effect.
Monastic
Either your parents sent you to be raised in a monastery, or
you traveled there yourself later in life in order to escape the
conf lict and distractions of the greater world. There you learned
to eschew the material concerns that plague so many and cloud
their minds, instead embracing an ascetic lifestyle. You readily
let go and step away from trouble, free from any tie or baggage
that might slow your path to enlightenment—f iguratively or
literally. Once per day as a swift action, you gain a +1 trait bonus
to Armor Class as long as you are wearing no armor, not using
a shield, carrying a light load, and have nothing in your hands.
This bonus lasts for 1 minute.
Crisis of Faith
You were raised to uphold a specific set of tenets, and you never
had reason to doubt their veracity. Recent events, however, have
undermined that certainty, and you now find yourself wondering
if any of the universal truths you once believed in can actually
hold up to scrutiny. Perhaps you witnessed a mentor or church
official fall from grace or violate your shared tenets. Maybe you
watched a friend injured terribly despite (or because of ) her pure
faith. Whatever the case, your shaken confidence grants you a +1
trait bonus on saving throws against illusions. You may replace any
other faith trait with the Crisis of Faith trait whenever you gain a
level. This replacement is permanent until you receive
atonement.
Nature Worshiper
When you were young, you saw a
dead creature’s body fertilize a
field. Witnessing the connection
between life and death moved
you to recognize your own
connection with the world, and
ever since you have revered nature
and feared death less. You gain a +1
trait bonus on saving throws against
death effects and effects that use negative
energy, such as energy drain and inf lict spells.
®
Authors
• Savannah Broadway, Paris Crenshaw,
®
Neall Raemonn Price, David Ross,
Owen K. C. Stephens, and James L. Sutter
Cover Artist
• Ben Wootten
®
Interior Artists
• Eric Braddock, Jorge Fares,
Diana Martinez, Sara Otterstätter, Paolo Puggioni,
and Maichol Quinto
Creative Director
• James Jacobs
Editor-in-Chief
• F. Wesley Schneider
Senior Editor
• James L. Sutter
Development Lead
• Mark Moreland
Development Team
• Logan Bonner, John Compton,
Adam Daigle, Rob McCreary, Mark Moreland, and
Patrick Renie
Editorial Team
• Judy Bauer, Christopher Carey, and
Ryan Macklin
Editorial Interns
• Jay Loomis and Cassider Werner
Lead Designer
• Jason Bulmahn
Design Team
• Stephen Radney-MacFarland and
Sean K Reynolds
Senior Art Director
• Sarah E. Robinson
Art Director
• Andrew Vallas
Graphic Designer
• Sonja Morris
Production Specialist
• Crystal Frasier
Publisher
• Erik Mona
Paizo CEO
• Lisa Stevens
Chief Operations Officer
• Jeffrey Alvarez
Director of Sales
• Pierce Watters
Sales Associate
• Cosmo Eisele
Marketing Director
• Jenny Bendel
Finance Manager
• Christopher Self
Staff Accountant
• Kunji Sedo
Chief Technical Officer
• Vic Wertz
Senior Software Developer
• Gary Teter
Campaign Coordinator
• Mike Brock
Project Manager
Jessica Price
Licensing Coordinator
Michael Kenway
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and Sara Marie Teter
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Will Chase, Heather Payne,
Jeff Strand, and Kevin Underwood
Website Team
• Ross Byers, Liz Courts, Lissa Guillet,
and Chris Lambertz
TABLE OF CONTENTS
F
or
Y
our
C
haraCter
B
elieF on
G
olarion
a
theism
C
odes oF
h
onor
d
ruidism
F
allen and
F
alse
d
eities
J
uJu
W
ronGFul
B
elieFs
m
onastiCism
P
antheism
r
eliGious
o
rders and
s
Chisms
t
otemism
o
ther
P
hilosoPhies
s
Pells
m
aGiC
i
tems
n
ext
m
onth
!
l
iFelonG
B
elieF
, u
nshakaBle
F
aith
REFERENCE
This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game
products and uses the following abbreviations. These books are not required to make use
of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can
find the complete rules from these books available for free at
paizo.com/prd.
Advanced Player’s Guide
Advanced Race Guide
Inner Sea Magic
The Inner Sea World Guide
APG
ARG
ISM
ISWG
Paths of Prestige
Ultimate Campaign
Ultimate Combat
Ultimate Magic
POP
UCA
UC
UM
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
i
nside
C
overs
ON THE COVER
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
or the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Pathfinder Player Companion: Faiths
&
Philosophies
© 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo
Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo
Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder
Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion,
Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
Printed in China.
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
Lini, a member of the Green Faith, and
Amiri, whose curses evoke Gorum’s
name, take on a Daughter of Urgathoa
in Ben Wootten’s action-packed cover!
paizo.com
For Your Character
In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
FOCUS
CHARACTERS
This Player Companion provides
new options particularly well suited
to members of the following classes.
FOR EVERY
CHARACTER
B
ards
Bards are versatile characters, and
thus often required to fill varied roles
in a party or community, including
those of clergy and healers. The
arcane healer archetype (page 13)
allows bards to support parties with
more clerical abilities. A bard taking
feats from throughout the book can
round out his abilities to f ill a more
faith-based role.
Certain game elements transcend
the particulars of race or class. The
following elements work equally well
for any character in the Pathf inder
Roleplaying Game, regardless of type,
focus, or background.
?
QUESTIONS TO
ASK YOUR GM
Asking your GM the following
questions can help you get the most
out of
Pathfinder Player Companion:
Faiths
&
Philosophies.
How large a role will my
character’s faith play over the
course of the campaign?
What deities or philosophies
can we choose from when creating
a character background?
Will the campaign incorporate
any rules subsystems, such as
the honor system presented in
Pathfinder RPG Ultimate Campaign?
C
odes oF
h
onor
1
d
ruids
Druidism itself is covered in detail
on pages 10–11, including the Green
Faith initiate archetype. New druid
domains based on the totem spirits
of the Shoanti and Mwangi peoples
are presented on pages 24–25, giving
druids a better connection to the
spirits of the land.
Members of any class can gain more
notoriety and inf luence in the ranks
their respective faiths by advancing
the philosophy’s aims and goals.
Honor-bound PCs will f ind several
new tools to advance as adherents of
their chosen organizations (page 9).
This book includes information on
Ichimeiyo, the Knights of Ozem,
the Prophets of Kalistrade, and the
assassin cultists of the Red Mantis.
2
3
m
editation
Though not divine characters, per se,
monks make a good f it for devout
followers of faiths and philosophies
that require personal perfection and
dedicated training. The meditation
rules on page 19 are particularly
geared toward monks, who can take
any of the provided feats in place of
the standard monk bonus feats as
they advance in level.
m
onks
Any character can make use of
meditation feats (page 19), which
focus the mind and body toward a
specif ic goal. Characters can take
multiple linked meditation feats to
gain extraordinary new abilities.
t
raits
Numerous faith traits offer different
background options for pious souls.
TRAITS
Abject belief
Born free
Bound by honor
Crisis of faith
Devout visionary
Divine denier
Monastic
Nature worshiper
Priest-blessed
Proxy of many
Religious reformer
Self-actualization
Totemist
Traditionalist
Wendifa apprentice
Zealot’s bearing
PAGE
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Front cover
Front cover
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Front cover
Back cover
Back cover
Back cover
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Back cover
Back cover
Back cover
Back cover
P
antheons
o
raCles
Spontaneous divine casters who gain
power from an innate connection
to some greater force—rather than
from devoting themselves to prayer
or study—oracles may or may not
participate in organized religions.
The juju mystery (page 14) provides
oracles with new options based on
the worship of enigmatic spirits
known as wendo.
Pantheists, characters who actively
worship more than one deity, can
gain some divine power from their
devotion to a cadre of thematically
linked gods. These can include racial
pantheons, archdevils and demon
lords, Vudra’s myriad deities, and
more. Several prominent pantheons
and the benef its of dedicating
oneself to their worship are presented
on page 21.
DID YOU KNOW?
When naming the gods in the Pathfinder campaign setting, Editor-in-Chief
F. Wesley Schneider suggested Gozreh for the nature deity, a reversal of
film director Werner Herzog’s surname. Herzog’s films often portray nature
as a dangerous force to be reckoned with—an outlook we wanted to
emphasize in the setting.
2
RULES INDEX
In addition to the various class-specif ic rules mentioned
on the previous page and the new faith traits presented
on the inside front and back cover of the book, this Player
Companion contains the following new rules elements,
many of which can be of use to characters of all races,
classes, and backgrounds.
ARCHETYPES
Arcane healer (bard)
Green Faith initiate (druid)
FEATS
Animal Ally
Atheist Abjurations
Bend with the Wind
Body Control
Body Mastery
Combat Meditation (Combat)
Divine Defiance
Divine Denouncer
Druidic Decoder
Focused Disbelief
Friend to Animals
Iconoclast (Combat)
Meditation Master
Meditative Concentration
Nature Soul
Pantheistic Blessing
Perfect Awareness (Combat)
Perfect Center (Combat)
Seeds of Doubt
Slow Time (Combat)
Weather Eye
MAGIC ITEMS
Gloves of personal purity
Hand wraps of blinding ki
Kalistocrat’s coin
Leshy mulch manual
Pantheistic clasp
Prophetic paraphernalia
Propitious metumbe
Shield of countless causes
Tome of heretical revelation
Vest of shed servitude
Warden’s cudgel
SPELLS
Blood song
Hallucinogenic smoke
Jungle mind
Lay of the land
Source severance
Tectonic communion
PAGE
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7
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7
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