Pathfinder Companion: Faiths of Balance
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- Between good and evil dwell some of the most interesting and involved gods of the Pathfinder world, from stern Abadar, god of cities, to vengeful Calistria, goddess of lust and revenge. This player-focused guide provides details on the history, dogma, and religious practices of those who follow deities who walk between darkness and light.
- Each volume of the Pathfinder Player Companion contains several player-focused articles exploring the volume's theme, as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters.
them. You gain a +1 trait bonus on Use Magic Device checks, and it becomes a class skill for you. Arcane Depth: You have studied the great masters of spellcraft, and your knowledge is exceptional. You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed. 15 ® ™ Pharasma The Lady of Graves Whether depicted as the midwife, the prophet, or the reaper, Pharasma is a cold goddess with
The Welcomer is the steward of doors and portals, and watches over other transitions as well, such as that between the old year and the new. Often depicted as a pleasant woman wearing a smiling mask on the back of her head, Alseta generally operates as a servitor of more powerful deities. Her association with doors and portals also makes her the de facto goddess of teleportation, and many elves call her the keeper of the aiudara, or “elf gates,” and offer her thanks and praise for the smooth
benefit from safer sea-lanes. When they find pirates, the Sea Dragons offer no mercy, feeling that those who choose to operate outside of the law and prey on honest merchants do not deserve it. The Voices of the Spire The Voices of the Spire are a militant wing of the Pharasmin priesthood devoted exclusively to the total destruction of undead and those who harbor them. Composed primarily of inquisitors, rangers with favored enemy (undead), and clerics, the group does not bother with other
stern but fair, giving no cause for any to complain of injustice. Abadar (and by extension his followers) believes that civilized competition elevates humanity. His alignment is lawful neutral, his favored weapon is the light crossbow, and his cleric domains are Earth, Law, Nobility, Protection, and Travel. Adventurers The bulk of Abadar’s worshipers are not found in the adventuring class, but rather work as judges, lawyers, merchants, and all the other roles necessary for keeping society
running smoothly. The pursuit of adventuring as a way to make a living is an indication that local society has failed or broken down; most of Abadar’s worshipers who become adventurers believe they have a holy calling to extend the reach of their god to the places where civilization has been forgotten. For the most part, if you call Abadar your master, you believe strongly in eliminating agents of chaos, destroying monsters that threaten rural and urban society, teaching the unenlightened about