Desna

Desna (pronounced DEZ-nuh) was one of the first deities, but while her peers burdened themselves with the task of creating Golarion, she spent her time building the heavens. She knew that there would be plenty of time for her and her followers to explore the many wonders of the world later. She's changed little since those earlier days, and she and her followers delight in exploring the world.

Dogma: Desna is the goddess of travel and journeys, and there are few who traverse the roads who wouldn't spare her a prayer or a simple-worded plea for benediction. Whatever their calling, followers of the Song of Spheres search the world for new experiences, and try to live their life to the fullest. The church of Desna has few temples, as its priests rarely settle in a single location. The faithful of the Great Dreamer can be found on the roads of Golarion, and especially among the Varisian caravans and others who who call the road their home and enjoy the beauty of the wilderness.

Worshippers: Scouts, sailors, and those who travel for travel's sake make up a large number of her followers, though her focus on luck also makes her a favorite deity among gamblers and thieves.

Priest of Desna
REQUIREMENTS: Wisdom 12, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
ALIGNMENT: CG, NG, N
WEAPONS: Starknife (favoured, see below), club, knife, lasso, net, quarterstaff, sling, sling staff.
Note: Besides the starknife, these weapons reflect "weapons of opportunity", the sort of weapons characters can make from things found on the road. The priest doesn't have to find his weapons but these weapons are the sort that he could make from found items.
ARMOR: Leather armour, no shields (nothing that may limit movement).
SPHERES: Major in All, astral, chaos, liberation (see below), numbers, protection, travelers. Minor in Combat, creation, healing
MAGICAL ITEMS: Same as cleric
REQ. PROFS: Direction sense
BONUS PROFS: Navigation, Astrology
TURN UNDEAD: As cleric

  • may cast Dispel Fatigue once per day.
  • may create starshine (as the 3rd-level priest spell) once per day. For each five additional levels, a priest gains the ability to create starshine again that day.
  • receive a +3 bonus to direction sense proficiency checks.
  • At 4th level or later, they can spend a second weapon proficiency for the starknife. The second proficiency enables the starknife to act as a boomerang and return to the priest on any missed thrown attack. The starknife does not return on a successful hit. There are no additional benefits for the second weapon proficiency slot.
  • At 5th level, may use wizard Dream spell once per day.
  • At 6th level, may use the wizard spell Wizard Eye once per day. However, upon casting the spell the priest falls asleep for its duration. If the priest is woken the spell ends.
  • At 10th level, gains the ability to transform into a swarm of diminutive butterflies. A priest in swarm form does not do any damage to creatures she’s swarming over. The swarm form is immune to weapon damage but is vulnerable to mundane fire attacks (torches, alchemical fire, burning oil, and so on), and energy attacks from weapon (such as flaming and frost) deal full damage even though the basic weapon damage has no effect. Although a swarm cannot make attacks, can cast spells as normal while in swarm form (although spells with material components could prove difficult).
  • At 11th level, able to find the path (as the 6th-level priest spell) once a day.

Liberation Sphere
Pass without trace (1st)
Remove Fear (1st)
Remove Paralysis (3rd)
Remove Curse (3rd)
Dispel Magic (3rd)
Free Action (4th)
Impregnable Mind (5th)

New Weapon:
Starknife cost 20 gp, weight 3, size M, type P, speed factor 2, damage 1d6(S-M) 1d4(L), Range S1 M2 L3

starknife.jpg
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