Pharasma

"The Lady of Graves", Pharasma (pronounced fah-RAZ-mah) is the goddess who shepherds Golarion's recently-departed souls to their final reward. Upon death, souls migrate via the River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an impossibly tall spire that pierces the Astral Plane.

Pharasma makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion.

Pharasma is counted among one of the original gods that opposed Rovagug. Sometime after, Urgathoa's escape from the Boneyard and return to the Material Plane brought undead and disease to the world.

Pharasma was a part, albeit minor, of the Thassilonian pantheon, acting as the goddess of death.

The death of Aroden, the first of the ascended gods, at the end of the Age of Enthronement was extremely unexpected. His death was not prophesied, and once he died, most of the other prophecies in the world started to go awry as well. Many of Pharasma's priests have lost their faith or have gone mad as a result, but those who remain, are finding that Pharasma's hold over prophecy is becoming less important, while her domain over death, birth, and fate, are growing stronger. It is a time of change for Pharasma and her faith. Some legends say that Pharasma knew the death of Aroden was approaching, but chose not to tell her followers for reasons unknown.

Priest of Pharasma

REQUIREMENTS: Wisdom 9. Wisdom 16 means +10% experience.

ALIGNMENT: N

WEAPONS: All bludgeoning weapons, sickles, scythes, and daggers

ARMOR: All armor types up to and including chain mail; no shields

SPHERES: Major - All, Astral, Divination, Elemental (water), Healing, Time, Thought. Minor - Guardian, Protection, Summoning, Sun
MAGICAL ITEMS: Same as cleric

REQ. PROFS: Religion
BONUS PROFS: None

RECOMMENDED PROFS: Astrology, Ancient History, Reading/Writing.
TURN UNDEAD: As cleric (also see below)

  • Prophecy: With this power, the priest can sometimes see visions of the future. First, the priest will sink into a meditative trance and try to receive visions of the future. This trance lasts ten turns; if the priest is interrupted before the ten turns are done (struck with a weapon, shouted at by someone within six feet of him, or knocked over), the trance is prematurely broken and the priest gets no vision.
  • The priest can cast the commune spell once per month, even at first level, in addition to all other spells (obviously, at first level, he can only ask one question per application of the spell).
  • Gain a +1 on their saving throws vs. death magic.
  • A successful turn or dispel affects more undead than normal - 2d8 undead instead of 2d6.
  • At 7th level, are partially shielded from life-energy draining attacks caused by monsters with connections to the Negative Material Plane or certain spells and weapons with similar effects. Receive a saving throw vs. death magic against such attacks (to which they may apply their +1 bonus). If the saving throw is successful, take only physical damage from the attack. All level-draining or ability-score draining damage is negated. If the saving throw is failed, a fateguide suffers the normal effects.
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