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There is a Legacy version here.

PFS StandardNethys (The All-Seeing Eye)

Source Divine Mysteries pg. 78, Player Core pg. 37 2.0
To some, magic is a powerful weapon. To others, it’s a malleable tool. And to a few, it’s a source of purpose. With an understanding of spellcasting, creatures can cause fire to erupt from their hands, call otherworldly beings to aid them, bewitch the senses, and even bring the dead back to life. The ability to reshape reality to better suit one’s needs and desires is a powerful call that most only dream of being able to answer, and few are ever able to truly master such might.

One such master was Nethys, who was revered as a god-king in ancient Osirion. Having sought to unlock all of the secrets and potential held within the planes and beyond, Nethys shattered his own mind from the sheer overload of knowledge to which he was exposed. Witnessing all of creation, the secrets of the universe, and the vast expanse of what has been seen and will be seen rent his mind in the same moment he elevated to the status of a god. Nethys gained unlimited power and the skill to utilize it, but at the cost of his core self and mental security. This resulted in a split soul, two sides warring within the same body. One seeks to destroy the world, to purge it through fire and ruin, and to conquer all that exists. The other attempts to protect the world, to elevate and educate, and to release it from its limits.

Category Gods of the Inner Sea
Edicts seek out magical power and use it
Anathema continually pursue mundane paths over magical ones
Areas of Concern magic
Religious Symbol two-toned mask
Sacred Animal zebra
Sacred Color(s) black, white
Pantheons/Covenants Wards of the Pharaoh

Devotee Benefits

Divine Attribute Intelligence or Wisdom
Divine Font harm or heal
Divine Sanctification can choose holy or unholy
Divine Skill Arcana
Favored Weapon staff
Domains destruction, knowledge, magic, protection
Alternate Domains disorientation, glyph

Divine Intercession

Norgorber’s favor and displeasure are subtle, yet powerful.
Source Divine Mysteries pg. 85

Minor Boon: Norgorber protects your secrets and lies. Once, when you roll a failure at a Deception check to tell a Lie, you get a critical success instead. Norgorber typically chooses to grant this boon to protect an extremely consequential lie.
Moderate Boon: Your poisons are everlasting. If your Strike with a poisoned weapon critically fails, or succeeds but fails to deal slashing or piercing damage, the poison is not spent. The poison is still spent once successfully applied to a creature.
Major Boon: You become a living secret. You are immune to detection and scrying effects and attempts to magically alter your memory, unless you choose to be affected or those effects come from a deity, artifact, or similarly powerful source. You also can never be tricked or forced by mundane means into uttering a secret you wish to keep.

Minor Curse: Norgorber allows thieves to get the better of you. Whenever you Earn Income, you earn money as if the task were 2 levels lower due to theft, loss, or bad fortune.
Moderate Curse: Poisons are quick to debilitate you. When you roll a failure at a Fortitude save against a poison, you get a critical failure instead.
Major Curse: Norgorber steals away your memories. Once each day when you awake from rest, roll 1d4. On a 1, you forget the events of the previous day forever. On a 2, you temporarily experience complete retrograde amnesia for that day, unable to recall information from the past, including who you are. On a 3, you temporarily forget a single important subject for that day (Norgorber tends to intentionally chooses a memory to cause distress, such as making you forget your spouse on your anniversary). On a 4, you temporarily remember false memories on a single important subject for that day, blended seamlessly into your true memories.