Pathfinder Codex

Gorum

Our Lord in Iron

PFS Legal

Pantheon

Core Deities

Portrait of Gorum

Gorum (pronounced GOR-um) was a god of battle above all other pursuits; it is said that he would rust away into nothingness if there is ever a time with no more conflicts to be fought. Known as Our Lord in Iron, his faithful believed he was present in every iron weapon of war that is forged.

Alignment
CN
Nationality
Kellid
Areas of Concern
Battle, strength, weapons
Favored Weapon
Greatsword
Symbol
Sword in mountain
Sacred Animals
Rhinoceros
Sacred Colors
Gray, red
Worshipers
Soldiers, mercenaries, brigands, dromaars, barbarians
Worshipper Alignments
CG , N , CN , CE
Realms
Elysium
Centers of Worship
Brevoy, Lastwall, Lands of the Linnorm Kings, Nirmathas, Numeria, Realm of the Mammoth Lords, River Kingdoms

Edicts

Attain victory in fair combat, push your limits, wear armor in combat

Anathema

Kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic

Obedience

Dress yourself in the heaviest set of metal armor you own. Shout your oath of loyalty to Gorum at the top of your lungs, punctuating each pause for breath by smashing your weapon against a shield or against your armor-clad body. After your oath is done, kneel on one knee with your weapon resting against your shoulder. Recite your victories in battle in a sonorous voice until the time for your obedience is done. If you should be attacked while conducting your obedience, slay the creature who dared test your might. (You may be assisted by allies, but you must strike the killing blow.) Gain a +4 sacred or profane bonus on Strength checks and Strengthbased skill 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.

Divine Gift

Source: Planar Adventures

Gorum grants a permanent +1 untyped bonus to Strength.

Boons

Deific Obedience

Required feat: Deific Obedience

Evangelist

Source: Inner Sea Gods

PFS Legal

Weaponsmith (Sp)
War Mount (Ex)
If you make a full attack while mounted, your mount also attacks with great enthusiasm. You must attempt a Ride check as normal to fight with a combat-trained mount. If your Ride check succeeds, your mount can attack with a +4 bonus on its attack and damage rolls.
Chaotic Charge (Ex)
Three times per day, you can make a chaotic charge attack while mounted. You must declare your use of this ability before you roll your attack. You take an extra –2 penalty to AC in addition to the normal AC penalty for charging, but you deal an extra 2d6 points of damage to creatures of lawful alignment on a successful mounted charge. If you have the cavalier’s charge, mighty charge, or supreme charge class ability, you instead deal an extra 3d6 points of damage to creatures of lawful alignment on a successful wild charge and don’t take the AC penalty.
Exalted

Source: Inner Sea Gods

PFS Legal

Battler (Sp)
Mass Strength Surge (Su)
When using the strength surge granted power from the Strength domain, you can target allies within 30 feet of you instead of having to touch a single target. You can target a maximum number of allies equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6). If you don’t have access to the Strength domain, you instead gain the ability to use the strength surge granted power a number of times per day equal to 3 + your Wisdom modifier, as listed in the strength surge description. However, you can touch only a single target when using this granted power.
Gorum's Shout (Sp)
Once per day, you can use word of chaos as a spell-like ability. In order to use this ability, you must shout a battle cry at top volume, ending your shout in praise to Gorum.
Sentinel

Source: Inner Sea Gods

PFS Legal

Mighty Warrior (Sp)
Two-Handed Smash (Ex)
If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
Devout Rage (Ex)
You enter a holy or unholy frenzy whenever you rage, depending on your alignment. You gain a +2 bonus on your attack and damage rolls while raging. If you don’t have the rage class feature, you can fly into a rage once per day as the rage spell, though you don’t need to concentrate. Instead, the rage lasts for a number of rounds equal to your Hit Dice or until you choose to end it, whichever comes first.

Domains

Chaos, Destruction, Glory, Strength, War

Subdomains

Blood, Duels, Ferocity, Fist, Legend, Protean, Rage, Resolve, Tactics

Spells Requiring Worship

Lighten Object, Lighten Object, Mass, Swallow Your Fear

Unique Summon Rules

Source: Pathfinder #35: War of the River Kings

Unique Spell Rules

Source: Inner Sea Gods

PFS Legal

Cleric, Druid, Warpriest

  • Rage : can be prepared as a 3rd-level spell
  • Iron Body : can be prepared as a 8th-level spell

Cleric, Warpriest — Heat Metal : can be prepared as a 3rd-level spell

Cleric, Inquisitor, Warpriest — Lead Blades : can be prepared as a 3rd-level spell

Other Rules

Followers are forbidden from casting the rusting grasp spell. Druids are permitted to wear metal armor, though they do not automatically gain proficiency in any other categories of armor. They cannot cast spells while wearing metal armor, nor does it meld with them when they use wild shape; druids interested in metal armor acquire a set for a specific beast form and have allies or slaves put it on them when it is time to fight.

Source: Pathfinder #35: War of the River Kings