Archives of Nethys

Deities by Alignment | Deities by Pantheon


Nethys

The All-Seeing Eye

Source Inner Sea Gods pg. 100 (Amazon)
Pathfinder Wiki Nethys

Details

Alignment N
Pantheon Core Deities
Other Pantheons Ascended Pantheon, Elven Deities, Gnomish Deities, Kobold Deities
Areas of Concern Magic
Domains Destruction, Knowledge, Magic, Protection, Rune
Subdomains Arcane, Catastrophe, Defense, Divine, Thought, Wards
Favored Weapon Quarterstaff
Symbol Two-toned mask
Sacred Animal(s) Zebra
Sacred Color(s) Black, white

Obedience

Inscribe blessings to Nethys, arcane formulae, and lines of prayer on a blank parchment. Don’t inscribe a complete spell—only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

On Golarion

Centers of Worship Absalom, Geb, Katapesh, Kyonin, Nex, Numeria, Osirion, Thuvia
Nationality Garundi

Boons - Deific Obedience

Evangelist

Source Inner Sea Gods pg. 100
1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
3: Robes of Nethys (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.

Exalted

Source Inner Sea Gods pg. 100
1: Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
2: Staff Channel (Su) You can deliver touch spells with a casting time of one standard action or longer through a quarterstaff. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a melee attack with your quarterstaff against the target’s AC rather than a touch attack against its touch AC. If you hit the target, you deal quarterstaff damage as well as discharge the spell effect. You can hold the charge as normal when delivering a touch spell through a quarterstaff.
3: Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.

Sentinel

Source Inner Sea Gods pg. 100
1: Magical Enhancer (Sp) magic weapon 3/day, arrow eruptionAPG 2/day, or keen edge 1/day
2: Disrupt Defenses (Su) You have attuned yourself to the essence within magic weapons, and can conjure up that same aura within any weapon you hold. Any weapon attacks you make are considered magic for the purposes of overcoming damage reduction, regardless of the composition or special qualities (or lack thereof) of the weapon you hold.
3: Nethys's Protection (Su) A complex arcane sigil manifests on your skin. The location of this sigil varies by individual, but always appears in a place easily displayed. (Most commonly, the sigil resembles a third eye.) While the sigil remains uncovered, you gain a deflection bonus to AC equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6). You lose the deflection bonus if the sigil becomes obscured, but it returns once the sigil is made visible once again.

For Followers of Nethys

Archetypes

Cloistered Cleric (Cleric), Magician (Bard), Staff Magus (Magus)

Feats

Arcane Insight, Forceful Channel, Magical Epiphany

Magic Items - Altars

Altar of Nethys

Magic Items - Armor

All-Seeing Armor

Magic Items - Rings

Nethysian Ring of Minor Spell Storing, Ring of Wizardry (type I), Ring of Wizardry (type II), Ring of Wizardry (type III), Ring of Wizardry (type IV)

Magic Items - Staves

Staff of Nethys

Magic Items - Weapons

Quarterstaff of Entwined Serpents

Magic Items - Wondrous Items

Mask of Conflicting Energies, Spellsight Bracer

Monsters

Arcanotheign (Herald), Burleev

Spells

Channel the Gift, Fractions of Heal and Harm, Medusa's Bane, Spell Gauge, Spell Scourge

Traits

Arcane Depth, Magic is Life, Thirst for Knowledge, Underlying Principles

Unique Spell Rules

Source Inner Sea Gods pg. 107

Bard

Imbue with Spell Ability can be prepared as a 3rd-level spell
Arcane Lock can be prepared as a 2nd-level spell
Permanency can be prepared as a 4th-level spell

Cleric/Warpriest

Arcane Mark can be prepared as a 0-level spell
Arcane Lock can be prepared as a 2nd-level spell
Fox's Cunning can be prepared as a 2nd-level spell
Permanency can be prepared as a 5th-level spell

Sorcerer

Imbue with Spell Ability can be prepared as a 4th-level spell

Wizard

Imbue with Spell Ability can be prepared as a 4th-level spell

Unique Summon Rules

Source Pathfinder #41: The Thousand Fangs Below pg. 73
Summon Monster III: Blink Dog [this creature is summoned with the celestial template if you are good, or with the fiendish template if you are evil; you may choose either if you are neutral]
Summon Monster V: Cloaker [this creature is summoned with the celestial template if you are good, or with the fiendish template if you are evil; you may choose either if you are neutral]

Other Rules

Source Inner Sea Gods pg. 107
Forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on living targets that cannot normally use spells or use spell-like abilities; it is considered an unworthy sharring of blessed magic.