Pathfinder Codex

Nethys

The All-Seeing Eye

PFS Legal

Pantheons

Ascended Pantheon, Core Deities, Elven Deities, Gnomish Deities, Kobold Deities

Portrait of Nethys

Nethys (pronounced NETH-uhs) is a Garundi god who holds magic above all things. He gained enough power to witness all that transpired on all planes, and this both fueled his divinity and drove him irreparably mad. He is a god of magic, torn between destroying the world with one hand and saving it with the other. This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis.

Alignment
N
Nationality
Garundi
Areas of Concern
Magic
Favored Weapon
Quarterstaff
Symbol
Two-toned mask
Sacred Animals
Zebra
Sacred Colors
Black, white
Worshipers
Wizards, Mystic theurges, Scholars, scribes, spellcasters
Worshipper Alignments
NG , LN , N , CN , NE
Realms
Ahkanefti, Maelstrom
Centers of Worship
Absalom, Geb, Katapesh, Kyonin, Nex, Numeria, Osirion, Thuvia

Edicts

Seek out magical power and use it

Anathema

Continually pursue mundane paths over magical ones

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.

Divine Gift

Source: Planar Adventures

Nethys grants a permanent +1 untyped bonus to Intelligence.

Boons

Deific Obedience

Required feat: Deific Obedience

Evangelist

Source: Inner Sea Gods

PFS Legal

Arcane Essence (Sp)
mage armor 3/day, mirror image 2/day, or fly 1/day
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.
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

PFS Legal

Magical Essences (Sp)
magic aura 3/day, misdirection 2/day, or arcane sight 1/day
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.
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

PFS Legal

Magical Enhancer (Sp)
magic weapon 3/day, arrow eruption 2/day, or keen edge 1/day
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.
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.

Domains

Destruction, Knowledge, Magic, Protection, Rune

Subdomains

Aeon, Arcane, Catastrophe, Defense, Divine, Education, Rites, Solitude, Thought, Wards

Spells Requiring Worship

Channel the Gift, Fractions of Heal and Harm, Spell Gauge, Spell Scourge

Unique Summon Rules

Source: Pathfinder #41: The Thousand Fangs Below

  • Summon Monster 3 : 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] PFS Legal
  • Summon Monster 5 : 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] PFS Legal

Unique Spell Rules

Source: Inner Sea Gods

PFS Legal

Bard

Bard, Cleric, Warpriest — Arcane Lock : can be prepared as a 2nd-level spell

Cleric, Warpriest

Sorcerer, Wizard — Imbue with Spell Ability : can be prepared as a 4th-level spell

Other Rules

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.

Source: Inner Sea Gods