His position as god of pain is well earned, and he has been the root of countless tortures, murders, and worse throughout time. Myths tell that at the beginning of time, Zon-Kuthon was known as Dou-Bral. The son of of the divine spirit-wolf Thronhe was a good deity who shared his appreciation of beauty, love, and the arts with his half-sister, Shelyn.
Upon returning to our reality, Dou-Bral as he had been known was gone, replaced with the twisted, malevolent soul known as Zon-Kuthon. When Shelyn saw that her brother was forever changed, and not for the better, the two battled, her pleas and tears met with a violence Dou-Bral would never have been capable of. Shelyn finally wrested the golden glaive known as the Whisperer of Souls the two had shared a symbol of their power from her twisted brother's fingers, and established a tenuous truce that held in place more by silence and avoidance than any desire to actually coexist.
A second myth speaks of how Zon-Kuthon first came into conflict with Abadarthe god of culture, wealth, and stability. Seeing the crimes Zon-Kuthon committed in Golarion, Abadar knew that he must be punished, and made a bargain with the evil god. Zon-Kuthon agreed to go into exile on the Plane of Shadow for as long as the sun hung in the sky in exchange for an item of his choosing from the First Vault. This imprisonment was not meant to be over as soon as it was, though, and when the sun stopped shining upon Golarion during the Age of DarknessAbadar reluctantly honored the deal, giving Zon-Kuthon the first undead shadowwhich the Midnight Lord has used to craft evil creatures in his realm of Xovaikain ever since.
Zon-Kuthon has little concern for the dealing of other deities. As long as he can play with his many toys, the Dark Prince has no need for any alliances, wars, or diplomatic dealings. While often the target of vengeance from Golarion's good deities, Zon-Kuthon himself does little to instigate conflict.
That said, he is not above torturing followers of other faiths, and does so whenever possible. The only one safe from his evil ways is his sister Shelyn, though he grants no such immunity to her faithful. As Dou-Bral, Zon-Kuthon was known for his beauty, but his body now resembles a work of art only to those like-minded individuals who find pain and torture to be the pinnacles of existence. Although his exact appearance is said to often change, he generally is depicted as pale, gaunt, and often hairless.
He is often depicted wearing tight, sexualized leather clothing, exposing his many open wounds and body modifications. His lips have been removed, giving him a bloody, haunting grin, and hooks and piercings contort his face into revolting expressions, enhanced by the crystal which rests in the cavity where his left eye once sat.
Atop his scalp, a vertical crown of spikes pulls his skin into a disturbing sunburst, and the back of his skull is completely gone, revealing his brain. His hands end in long, knife-like fingernails. Zon-Kuthon and his followers are more concerned with pain than they are symbols of the faith, but clerics are known to summon shadows and erinyes to do their bidding.
There is no centralized church of Zon-Kuthon, and independent churches are content to cause and revel in the pain and misery they are able to inflict upon their corner of Golarion. As an ordered faith, however, each sect has a clearly-defined hierarchy, based on physical power, endurance, willingness and ability to endure pain, and similar elements related to church practices.
Despite the faith's negative image in most nations, one nation welcomed his worship and established their government around it: Nidal.
This shadowy land has been ruled by the secretive and sadistic Umbral Court in Pangolais since the Age of Darkness. Kuthites run the gamut in their origins and motivations for joining the faith, whether they be evil sadists, demented masochists, or those whose spirits are so wounded that only overwhelming pain distracts them from their sorrows.
The god is also revered by the druidic Shades of the Uskwood. Clergy tend to take their fervor for pain and agony to higher levels than lay believers, but are also experts at blending in with normal society. Most clergy of Zon-Kuthon are clerics, and the number of blackguards is limited at best.
Temples of Zon-Kuthon are, for all intents and purposes, torture chambers, and often function as such even when not in use for religious ceremonies. The tools are often disguised as farming implements, should the secret cult be exposed.
Kuthites are not bookish worshipers, often choosing to experience their faith rather than study it in a text. The faith of the Dark Prince has few holidays but, Zon-Kuthon being the god of darkness, regular worship generally occurs on nights of a new moon. Gods are often associated with certain animalseither because they possess a quality favored by the god, or because the god's faithful feel a special kinship to them. Zon-Kuthon's favored animals include batsparasites, antsand rabid wolves.
For additional resources, see the Meta page. Campaign Settingp. Paizo Publishing, LLC.A Pathfinder is a specially trained and certified member of the world-spanning Pathfinder Society. Often working and traveling solo, these adventurers dedicate their lives to uncovering ancient secrets, lost artifactsand general knowledge of the world's most exotic locations and cultures.
Paizo, Inc. – Domains
Pathfinders do not have a formalized set of rules or by-laws, but it is generally understood that the code of behavior is to:. Aside from these general expectations, there are no moral obligations affixed to Pathfinders; their motivations are their own. As such, one can find a great variety of races, backgrounds, and alignments among Pathfinders.
Anyone who wishes to join the society must present themselves at the gates of the Pathfinder Society's Grand Lodge in Absalom.
The society does not discriminate by race, age, creed, alignment, or motivations. However, the Society does require that applicants pass a number of tests, both physical and mental, before accepting them into the program. Experienced and often retired Pathfinders test new applicants, and while the only specific requirement is the ability to read and write CommonPathfinders tend to reject those who would not last long in the field.
Occasionally, the Society might invite a non-affiliated adventurer to apply as a Pathfinder after that adventurer submits a report of a discovery.
Because of this, many aspiring adventurers will aid Pathfinders on missions in hopes of proving themselves to the Society. If accepted, the initiates undertake a rigorous training program over the next few years within the Grand Lodge's walls, overseen by the Three Masters.
This training covers not only combat and arms training, but also scholarly work in the fields of history, magic theory, and research. While in training, initiates work for the Society in roles ranging from guard duty and research assistance to mundane cleaning, both to help train the initiate and to identify the initiates who are most dedicated to becoming Pathfinders.
Before becoming full Pathfinders, initiates must pass Confirmation —a custom challenge for each Pathfinder initiate designed by the Three Masters themselves. The Confirmation challenge is designed to emulate the challenges that a Pathfinder might face in the field—it is essentially a Pathfinder's first mission.
There are no set time limits or boundaries, and Confirmation tests often take weeks to complete. As befitting the duties of a full Pathfinder, the initiate is expected to chronicle the adventure and any discoveries. As most Confirmation tests are set in the world outside of the Grand Lodge, their discoveries can make their way back to the Pathfinder Chronicles. If the initiate passes, the initiate is promoted to field operative in a brief Confirmation ceremony, where the newly minted Pathfinder receives a leather journal and is assigned to a venture-captain for active duty.
In some exemplary cases, an adventurer or scholar can perform an act so great that it attracts the attention of the Society's secretive authorities, the Decemvirate. While very rare, such people can bypass training and Confirmation and are promoted directly to the rank of field operative. This honor is extended only to those who have truly changed the course of history. Pathfinders are often identified by the magical wayfinders that many carry.
While Pathfinders are dispersed across Golarionmost travel to the Grand Lodge at least once. The Society also hosts the annual Grand Convocationa conference and festival that draws many Pathfinders to the Grand Lodge. Exemplary Pathfinders are frequently published in the Pathfinder Chroniclesand those who develop followings of their own can be promoted by the Decemvirate to the rank of venture-captain.
Pathfinders might leave active duty for a number of reasons.When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves.
Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness.
Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives. This scenario is designed for play in Pathfinder Society Roleplaying Guild but can easily be adapted for use with any world.
Are there errors or omissions in this product information? Got corrections? Let us know at store paizo. Speaking as a player, this is a decent scenario. Fun, nice attention to details, and so on. You should really take the story with a grain of salt, as while it advertises itself as a spooky scenario, you can't take it seriously. It's pretty cheesy, but if you roll with it, it's great fun.
Speaking as a GM, this is a terrible scenario. As other people have said, it feels more like a flowchart of "if people do this, go to page X. There's a lack of flavour text or spread out along different paths, so you can't get everything in a single session and direction that is really needed. It feels like the author wanted to make it a sandbox, but there really isn't enough material for it.
There's some good setpieces here and there, but as a whole, it falls short. On either side of the screen, this scenario will run short. The scenario is written for if the players exhaust all the options, and then you'd get a solid hours of play out of it, but I think most people will finish it in Combats are a bit disappointing, and enemies aren't a real threat maybe it was the four-player adjustment skewing it to the easy side, but the same thing also happened on a different tier with a full party.You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. Learn more. In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people.
Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption.
The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Role : More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.Starfinder X.T.R.E.M.! Episode 1 "Cream of the Crop"
As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.
Work with your GM if you prefer this path to selecting a specific deity. Weapon and Armor Proficiency : Clerics are proficient with all simple weapons, light armor, medium armor, and shields except tower shields. Clerics are also proficient with the favored weapon of their deity.
Aura Ex : A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment see the detect evil spell for details. Spells : A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists.
Her alignmenthowever, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells.
A cleric must choose and prepare her spells in advance. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric.
In addition, she receives bonus spells per day if she has a high Wisdom score see Table: Ability Modifiers and Bonus Spells.You are viewing the legacy Pathfinder Reference Document website. Paizo Inc. Learn more. Barbarian : The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard : The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame. Cleric : A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Druid : The druid is a worshiper of all things natural—a spellcaster, a friend to animals, and a skilled shapechanger. Fighter : Brave and stalwart, the fighter is a master of all manner of arms and armor.
Monk : A student of martial arts, the monk trains his body to be his greatest weapon and defense. Paladin : The paladin is the knight in shining armor, a devoted follower of law and good. Ranger : A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes. Rogue : The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes. Sorcerer : The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Wizard : The wizard masters magic through constant study that gives him incredible magical power. As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power.
The rate of this advancement depends on the type of game that your group wants to play. Some prefer a fast-paced game, where characters gain levels every few sessions, while others prefer a game where advancement occurs less frequently.
In the end, it is up to your group to decide what rate fits you best. A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.
The process of advancing a character works in much the same way as generating a character, except that your ability scores, race, and previous choices concerning class, skills, and feats cannot be changed. Adding a level generally gives you new abilities, additional skill points to spend, more hit points, and possibly an ability score increase or additional feat see Table: Character Advancement and Level-Dependent Bonuses.
Over time, as your character rises to higher levels, he becomes a truly powerful force in the game world, capable of ruling nations or bringing them to their knees. When adding new levels of an existing class or adding levels of a new class see Multiclassing, belowmake sure to take the following steps in order.
First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table: Character Advancement and Level-Dependent Bonuses. Instead of gaining the abilities granted by the next level in your character's current class, he can instead gain the 1st-level abilities of a new class, adding all of those abilities to his existing ones.
This is known as "multiclassing. For example, let's say a 5th-level fighter decides to dabble in the arcane arts, and adds one level of wizard when he advances to 6th level. Such a character would have the powers and abilities of both a 5th-level fighter and a 1st-level wizard, but would still be considered a 6th-level character. His class levels would be 5th and 1st, but his total character level is 6th.
He keeps all of his bonus feats gained from 5 levels of fighter, but can now also cast 1st-level spells and picks an arcane school. He adds all of the hit points, base attack bonuses, and saving throw bonuses from a 1st-level wizard on top of those gained from being a 5th-level fighter. Note that there are a number of effects and prerequisites that rely on a character's level or Hit Dice.This article might have further canon details available on StarfinderWiki.
Lissala pronounced lis-SALL-uh  is the goddess of runesfate, and the reward of service, and was once a major religious force in the empire of Thassilon. Lissala's faith originated on Azlantwhere she started off as a demigoddess whom few people understood.
When Thassilon was founded, its First King Xina follower of Lissala, brought her faith to Avistan from Azlant, where it saw a renaissance. These were eventually perverted into the seven mortal sins by the runelords ; Lissala eventually embraced the evil sin magic and became a true deity.
She also outlined the workings of fate to her followers. Lissala also seems to have been, if not the source, then one of the major teachers of the art of rune magicthrough which the rulers of Thassilon erected their mighty works and controlled the populace.
Near the end of Azlant and Thassilon, the Lissalan cults who stayed in Azlant dwindled in number and were regarded as heretics by the Thassilonian cults, who often sent missionaries to purge them. Krunethe final runelord of sloth, was also her final chief priest. Externally hosted image. After Earthfallwhich destroyed both Azlant and Thassilon, Lissala's cult was almost wiped out on Golarion. In ARthe Lissalans resurfaced to free their leader Krune, but he only lived long enough to be defeated and killed by agents of the Pathfinder Society.
Lissala was a rival of Amaznenthe other Azlanti god of magic. Their disagreement stemmed from the fact that Amaznen taught that some knowledge should be kept secret, while Lissala believed that knowledge should always be shared.
Some Lissalan cults were enticed by the dogma of Sicva and sometimes worked alongside her followers, as both goddesses recognised the importance of duty and structure. Chief among Lissala's servants is her heraldKurshu the Undyingwhom she created from the parts of many different creatures. Lissala is known to have two types of unholy symbols : her main symbol is a variant Sihedron rune see right ; her second type was a whip twisted into the keyed rune of the particular rune magic practitioner using it.
Those few followers remaining believe that knowledge can be gained by following a path of self-harm in an attempt to burn knowledge into their minds.
Rumors have been growing that clerics of Lissala have been reappearing, and that some of the runes of Thassilon retain some connection to her. Only the ruins of the Great Temple of Lissala and the smaller temples in fabled Xin-Shalast in Varisia and the Hold of Belkzen remain to indicate the awesome power she once wielded over the hearts and minds of the ancient Thassilonians.
One of Lissala's high holidays is known as the Feast of Sigils.This article might require cleanup. The specific problem is: Needs to be heavily rewritten for the Pathfinder Lost Omens setting. Please help improve it if you can; the talk page might contain suggestions. This article has been tagged since5 October UTC. Kintargoalso known as the Silver Cityis the capital of Ravounel and is situated on Nisroch Bay at the mouth of the Yolubilis River. Kintargo sprawls from the Yolubilis River's northeastern shore onto part of Argo Isle in the river's mouth.
The city is divided into north and south ends by the Yolubilis River, with the two halves connected by Bleakbridge. It is further divided into eight districts:. Kintargo is a cultural capital famed for its art and entertainment, particularly the Kintargo Opera House. While the official Church of Asmodeus is Kintargo's most prominent, Temple Hill also hosts temples for a few other state-approved faiths, including Zon-KuthonAbadarand Shelyn.
Since enacting martial law, however, Lord-Mayor Thrune mandated the registration of all worshipers of Shelyn and monitoring of all Shelynite religious services. Much of Kintargo's past is unknown, in part due to suspected tampering with historical documents and records by agents of House Thrune.
Under Cheliax, Kintargo was part of the Archduchy of Ravounel. As a major port, the city was frequently visited by ships of the Chelish Navywhich tend to exert a pall over life in the city. Seeking to give the naval commanders and crew a good show, former Lord-Mayor Jilia Bainilus tended to enforce the dictates of church and state before relaxing all that nonsense again after they departed. Bainilus has since gone missing. In late ArodusAR Barzillai Thrune's agents attacked dissident groups and members of Sarenrae's and Milani's faiths, killing several leaders and burning buildings.
The sudden attack is locally known as the Night of Ashes. Lord-Mayor Thrune quickly started issuing binding proclamations to Kintargans, enacting seven in his first two weeks alone. Kintargo's bustling riverside docks export salt, seafood, and silver. Under Cheliax, the state church of Kintargo was led by the unpopular Corinstian Grivenner. Under Cheliax, the eight noble families of the Court of Coinonce treated as trusted advisers, were largely ignored by Lord-Mayor Thrune.
Under Cheliax, the Hellknights were once prominent within the city. With the installation of martial law, the city hired a group of Hellknights from the insurrection-quashing Order of the Rack led by Paralictor Kyrre Ekodyre.
The city was also the only home of the otherwise nomadic manhunters of the Hellknight Order of the Torrent. With the Rose of Kintargo and Sacred Order of Archiviststhe Silver Ravens were among the city's organized dissidents destroyed by House Thrune after the installation of martial law.
A map and details about Kintargo appear in pages 17—19 of the Hell's Rebels Player's Guideand a major article and map appears in In Hell's Bright Shadow on pages Paizo has also published two poster maps, including a bird's-eye view depiction of the city, in the Hell's Rebels Poster Map Folio. For additional resources, see the Meta page. Main article: Silver Ravens.