"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.


WEAPONS: All cleric weapons and daggers

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

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

REQ. PROFS: Religion

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

  • Know a great deal about undead. A successful wisdom correct will tell the priest the type of undead. Another check will tell the priest the

creature’s specific weaknesses and natural defenses or immunities.

  • 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 - 2d10 undead instead of 2d6.
  • At 5th level, a doomguide gains a second chance at turning undead if the previous attempt failed. This second attempt is as a priest two levels lower than the first attempt was.
  • 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.
  • At 10th level, priest can summon an Ahmuuth psychopomp to fight for them. An Ahmuuth psychopomp appears as a skeleton wearing a robe and wielding a scythe. A minor Ahmuuth psychopomp can be summoned once per tenday. The summoned Ahmuuth psychopomp fights obediently for 10 rounds (1 turn) against undead, 3 rounds against other opponents or until the fight is over, whichever comes first, and then disappears. If the Ahmuuth psychopomp disappears before killing its opponent, another Ahmuuth psychopomp cannot be summoned until the priest burns special incense (costing 1,000 gp or more) on a consecrated altar in a temple to Pharasma. Characters slain by a Ahmuuth psychopomp can be raised again.

Ahmuuth psychopomp: THAC0 1; #AT 1; Dmg 2d8 (scythe); AC -4; HD 8; hp 33; MV 18; SA THAC0 of 1 and automatic initiative roll of 1; SD Cannot be disarmed; immune to cold, fire, poison, and electricity damage, sleep spells, and all enchantment/charm spells (as if an undead creature); cannot he turned; SZ M (6 feet); INT average (10); AL N; ML fearless (20); XP 5,000.

  • At 16th level, a priest who casts resurrection or raise dead boosts the recipient’s resurrection survival score by 10% (It cannot, however, exceed 99%). Furthermore, the priest only ages one year, not three, when casting the resurrection spell.
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