Irori
Master of Masters, Iro-Shu and the Enlightened One (in Tian Xia), the Perfect Human (in Vudra), the Perfect Man
PFS Legal
Pantheons
Ascended Pantheon, Core Deities, Deities of Tian Xia, Order of the God Claw Pantheon, Vudrani Pantheon
Irori (pronounced ih-ROHR-ee or ai luo li) is the god of enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was once a mortal who achieved absolute physical and mental perfection and thus attained divinity of his own volition. He is one of the core gods of, if not the most powerful deity of, the Vudran pantheon but is also worshiped widely in Tian Xia and has a growing following in the Inner Sea region as well.
- Alignment
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LN
Lawful NeutralA lawful neutral character admires order and tradition, or seeks to live by a code. He might fear chaos and disorder, and perhaps have good reason to do so from past experience. A lawful neutral person is not as concerned about who rules him so much as how secure he and his compatriots are, and finds great solace in the normality of society. Such a character may admire the strongest of leaders and punishments if they keep order, and he may support wars against other nations even if his own country is a brutal invader—his only concern is the rightness of the military action.
A lawful neutral character who follows his own code never breaks it willingly, and may become a martyr to defend it. - Nationality
- Vudrani
- Areas of Concern
- History, knowledge, self-perfection
- Favored Weapon
- Unarmed strike
- Symbol
- Blue hand
- Sacred Animals
- Snail
- Sacred Colors
- Blue, white
- Worshipers
- Monks, Vudrani, green dragons, dwarves, mystics, ascetics, hermits, historians, martial artists, scholars
- Worshipper Alignments
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LG
Lawful GoodA lawful good character believes in honor. A code or faith that she has unshakable belief in likely guides her. She would rather die than betray that faith, and the most extreme followers of this alignment are willing (sometimes even happy) to become martyrs., LN
A lawful good character at the extreme end of the lawful-chaotic spectrum can seem pitiless. She may become obsessive about delivering justice, thinking nothing of dedicating herself to chasing a wicked dragon across the world or pursuing a devil into Hell. She can come across as a taskmaster, bent upon her aims without swerving, and may see others who are less committed as weak. Though she may seem austere, even harsh, she is always consistent, working from her doctrine or faith. Hers is a world of order, and she obeys superiors and finds it almost impossible to believe there’s any bad in them. She may be more easily duped by such imposters, but in the end she will see justice is done—by her own hand if necessary.Lawful NeutralA lawful neutral character admires order and tradition, or seeks to live by a code. He might fear chaos and disorder, and perhaps have good reason to do so from past experience. A lawful neutral person is not as concerned about who rules him so much as how secure he and his compatriots are, and finds great solace in the normality of society. Such a character may admire the strongest of leaders and punishments if they keep order, and he may support wars against other nations even if his own country is a brutal invader—his only concern is the rightness of the military action., N
A lawful neutral character who follows his own code never breaks it willingly, and may become a martyr to defend it.NeutralA neutral character is unusual in that she may have one of two distinct philosophies: she may be a person who is neutral because of distrust or apathy toward others, or one who wishes to have a truly neutral stance in the world and rejects extremism., LE
A neutral character could seem selfish or disinterested. She might be driven primarily by an acceptance of fate, and the most extreme followers of this alignment become hermits, hiding from the zealots of the world. Some neutral characters, however, strive openly for neutrality, and shun any act that veers too extremely toward any alignment. This type of neutral character prides herself on navigating her way between law and chaos, evil and good. She may have a fatalistic view in the face of nature and the fundamental power of night and day.Lawful EvilA lawful evil character goes about her business motivated by her own interests, but knows that ultimately order protects her. She seeks to achieve her own ends—but through order, not chaos. Even when boiling with anger, she is more likely to carefully plot vengeance than risk her own death through hasty actions. Sometimes that revenge will take years to happen, and that is acceptable.
A lawful evil character at the extreme end of the spectrum is zealous in her aims and will make any sacrifice to achieve them. Her twisted philosophy can make her paranoid of her closest followers, even family and friends. She stops at nothing to gain control, for only through control can she have peace. Yet even the most powerful and ordered society has its enemies, and to a lawful evil character only the destruction of those enemies can bring fulfillment.
Order is everything, at any cost. - Realms
- Serene Circle, Axis
- Centers of Worship
- Absalom, Jalmeray, Katapesh, Mana Wastes, Nex, Osirion, Qadira
Edicts
Be humble; help others perfect themselves; hone your body, mind, and spirit to a more perfect state; practice discipline
Anathema
Destroy an important historical text, engage in overly unhealthy or self-destructive behaviors, repeatedly fail to maintain self-control
Obedience
Over the course of 1 hour, spend an equal amount of time practicing with a weapon or your unarmed strikes, reading any text that you have never read before, and braiding a length of hair while contemplating the mysteries of the multiverse. Hang the length of hair around your neck when your obedience is complete and wear it for the rest of the day. Gain a +4 sacred or profane bonus on all Knowledge 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
Divine Gifts
The gods do not need to wait for mortals to call upon them for aid to grant boons. At times, when a character performs a particularly devout act or completes a legendary crusade, that character’s deity may choose to reward her with a divine gift.
The timing and frequency in which divine gifts are granted is left strictly to the discretion of the GM. They can be given to a particularly devout worshiper in a time of need. They might be granted upon the completion of a significant quest that furthers the faith. Or they might be rewards given in return for a significant sacrifice made in a deity’s name or dedication shown to the deity. A divine gift can be granted to any creature, even to a follower of a different deity or to a creature who does not worship the divine at all. The only restriction is that a creature must be sapient in order to receive a divine gift, for a creature always has the option to refuse the gift if it so wishes—the freedom to accept or reject such a gift is part of the nature of this boon. However, at the GM’s discretion, rejecting a divine gift from a deity you worship (or accepting a divine gift from a rival deity) may have repercussions.
Divine gifts can be of any power level, but the example gifts presented in the following section focusing upon the core pantheon are all on par with effects that could be granted by a miracle spell—feel free to adjust this power level as you prefer for your home campaign. At your discretion, you can allow divine spellcasters to duplicate the effects of a divine gift (as appropriate for their deity) by casting miracle themselves.
The gods do not need to wait for mortals to call upon them for aid to grant boons. At times, when a character performs a particularly devout act or completes a legendary crusade, that character’s deity may choose to reward her with a divine gift.
The timing and frequency in which divine gifts are granted is left strictly to the discretion of the GM. They can be given to a particularly devout worshiper in a time of need. They might be granted upon the completion of a significant quest that furthers the faith. Or they might be rewards given in return for a significant sacrifice made in a deity’s name or dedication shown to the deity. A divine gift can be granted to any creature, even to a follower of a different deity or to a creature who does not worship the divine at all. The only restriction is that a creature must be sapient in order to receive a divine gift, for a creature always has the option to refuse the gift if it so wishes—the freedom to accept or reject such a gift is part of the nature of this boon. However, at the GM’s discretion, rejecting a divine gift from a deity you worship (or accepting a divine gift from a rival deity) may have repercussions.
Divine gifts can be of any power level, but the example gifts presented in the following section focusing upon the core pantheon are all on par with effects that could be granted by a miracle spell—feel free to adjust this power level as you prefer for your home campaign. At your discretion, you can allow divine spellcasters to duplicate the effects of a divine gift (as appropriate for their deity) by casting miracle themselves.
Source: Planar Adventures
Irori grants a permanent +1 untyped bonus to Constitution.Boons
Deific Obedience
Required feat: Deific Obedience
Evangelist
Source: Inner Sea Gods
PFS Legal
Expansive Knowledge (Sp)
Inevitable Fist (Su)
Runic Form (Sp, Su)
Body Tattoos: Two contain cure serious wounds, which you can use as a spell-like ability. One contains restoration, which you can use as a spell-like ability.
Mind Tattoos: Two can each be discharged as a swift action to allow you to reroll a saving throw against an enchantment spell or effect. You must use this ability before you learn the result of your save, and you must take the second result, even if it is lower. The third can be discharged to grant you a +4 sacred bonus to Wisdom for 1 minute.
Spirit Tattoos: Two allow you to assume an ethereal state for 1 minute as though using the spell etherealness. The third allows you to gain spell resistance equal to 10 + 1 for every Hit Dice you possess for 1 minute.
Exalted
Source: Inner Sea Gods
PFS Legal
Cloud the Mind of the Unwary (Sp)
Repair the Damaged Body (Su)
Walk Above the Earth (Su)
Sentinel
Source: Inner Sea Gods
PFS Legal
Masterful Warrior (Sp)
Secrets of the Enemy (Ex)
Perfection of Form (Ex)
Domains
Healing, Knowledge, Law, Rune, Strength
Subdomains
Competition, Education, Fist, Inevitable, Language, Medicine, Memory, Resolve, Restoration, Self-Realization, Thought
Spells Requiring Worship
Unique Summon Rules
Source: Pathfinder #53: Tide of Honor
- Summon Monster 4 : Giant Mantis (extraplanar) PFS Legal
- Summon Monster 4 : Tiger PFS Legal
Unique Spell Rules
Source: Inner Sea Gods
PFS Legal
Cleric, Warpriest
- Astral Projection : can be prepared as a 8th-level spell
- Moment of Prescience : can be prepared as a 8th-level spell
- Transformation : can be prepared as a 6th-level spell
- Legend Lore : can be prepared as a 6th-level spell
Cleric, Inquisitor, Warpriest
- Haste : can be prepared as a 4th-level spell
- Stone Fist : can be prepared as a 1st-level spell
Inquisitor
- Astral Projection : can be prepared as a 6th-level spell
- Moment of Prescience : can be prepared as a 6th-level spell
- Transformation : can be prepared as a 5th-level spell
- Legend Lore : can be prepared as a 4th-level spell
Other Rules
Monks with access to the quivering palm ability may use it to render a target comatose for an extended period (lasting until the target receives a heal, restoration, or greater restoration spell) rather than kill, chosen at the time the quivering palm is activated. Monks may use their wholeness of body ability on a willing creature as a standard action. The monk must touch the target, and the target becomes fatigued from this aid.Source: Pathfinder #53: Tide of Honor