TEXT: ®
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  of
  Champions
  Purity
  
  Righteous Faiths
  The people of Golarion often turn to the gods to ask for help or to voice their concerns and wishes. Even those deities who do not 
  actively interact with mortals still provide a sense of ethics and morality to serve as a guide for a good life. 
  GOOD-ALIGNED DEITIES
  The following table lists the predominant good-aligned deities found on Golarion. 
  Deity
  AL
  Areas of Concern Domains
  Subdomains1 
  Favored Weapon
  Apsu
  LG
  Glory, good dragons, 
  leadership, peace
  Artifice, Good, Law, 
  Scalykind2, Travel
  Archon, Construct, Dragon, 
  Exploration, Toil, Trade
  Bite or quarterstaff
  Cayden 
  Cailean
  CG
  Ale, bravery, 
  freedom, wine
  Chaos, Charm, 
  Good, Strength, 
  Travel
  Azata, Exploration, Ferocity, 
  Love, Lust, Resolve
  Rapier
  Desna
  CG
  Dreams, luck, stars, 
  travelers
  Chaos, Good, 
  Liberation, Luck, 
  Travel
  Azata, Curse, Exploration, 
  Fate, Freedom, Revolution
  Starknife
  Erastil
  LG
  Family, farming, 
  hunting, trade
  Animal, Community, 
  Good, Law, Plant
  Archon, Family, Feather, Fur, 
  Growth, Home
  Longbow
  Iomedae
  LG
  Honor, justice, 
  rulership, valor
  Glory, Good, Law, 
  Sun, War
  Archon, Day, Heroism, 
  Honor, Light, Tactics
  Longsword
  Kofusachi3
  CG
  Abundance, 
  discovery, happiness, 
  prosperity
  Chaos, Charm, 
  Good, Luck, Travel
  Azata, Exploration, Fate, 
  Love, Lust, Trade
  Bo staff
  Kurgess
  NG
  Bravery, 
  competition, sport
  Community, Good, 
  Luck, Strength, 
  Travel
  Agathion, Family, Fate, 
  Home, Resolve, Trade
  Javelin
  Milani
  CG
  Devotion, hope, 
  uprisings
  Chaos, Good, 
  Healing, Liberation, 
  Protection
  Azata, Defense, Freedom, 
  Purity, Restoration, 
  Revolution
  Morningstar
  Qi Zhong3
  NG
  Healing, magic, 
  medicine
  Good, Healing, 
  Knowledge, Magic, 
  Protection
  Agathion, Divine, Memory, 
  Purity, Restoration, 
  Resurrection
  Heavy mace
  Sarenrae
  NG
  Healing, honesty, 
  redemption, the sun
  Fire, Glory, Good, 
  Healing, Sun
  Agathion, Day, Heroism, 
  Light, Restoration, 
  Resurrection
  Scimitar
  Shelyn
  NG
  Art, beauty, love, 
  music
  Air, Charm, Good, 
  Luck, Protection
  Agathion, Cloud, Defense, 
  Fate, Love, Purity
  Glaive
  Shizuru3
  LG
  Ancestors, honor, 
  the sun, swordplay
  Glory, Good, Law, 
  Repose, Sun
  Ancestors, Archon, Day, 
  Heroism, Honor, Light
  Katana
  Torag
  LG
  The forge, 
  protection, strategy
  Artifice, Earth, Good, 
  Law, Protection
  Archon, Caves, Construct, 
  Defense, Metal, Toil
  Warhammer
  Tsukiyo3
  LG
  Jade, the moon, 
  spirits
  Darkness, Good, 
  Law, Madness, 
  Repose
  Ancestors, Archon, Insanity, 
  Moon, Night, Souls
  Longspear
  1 The dragon subdomain is included on page 20, along with other new subdomains that can be substituted in at your GM’s discretion.
  2 This domain can be found in Pathfinder Campaign Setting: The Inner Sea World Guide.
  3 See Pathfinder Campaign Setting: Dragon Empires Gazetteer for more information.
  
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, 
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  LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, 
  Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are 
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  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  WhY Be Good? 
  4
  LaWFuL Good 
  6
  NeutraL Good 
  8
  ChaotiC Good 
  10
  ParaGoNs oF Virtue 
  12
  Good CharaCters iN Bad situatioNs 
  14
  heaVeNLY Virtues 
  16
  redemPtioN 
  18
  diViNe iNFLueNCe 
  20
  FiGhtiNG the Good FiGht 
  22
  GraCe aNd GuiLe 
  24
  suBLime sPeLLCraFt 
  26
  sPeLLs oF the Just 
  28
  tooLs For Good 
  30
  Next moNth! 
  32
  riGhteous Faiths 
  iNside FroNt CoVer
  summoNiNG Good-aLiGNed moNsters 
  iNside BaCk CoVer
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Michal Ivan paints a picture of power 
  and righteousness, showing the iconic 
  paladin Seelah cutting through a horde 
  of monsters up to no good.
  ON THE COVER
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Inner Sea Magic 
  ISM
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  ®
  ™
  ®
  ™
  ®
  ™
  
  ?
  1
  2
  3
  For Your Character
  In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you to get 
  the most out of Pathfinder Player 
  Companion: Champions of Purity.
  How strict are we going to be 
  about alignment? What are the 
  penalties for deviating from it?
  If I am playing a paladin, how 
  closely do I need to follow my 
  paladin’s code?
  What are the chances we will 
  get to take enemies alive? Will 
  we have a chance to redeem foes 
  once we’ve captured them?
  DID YOU KNOW? 
  Tim Nightengale, founder of PaizoCon and friend of Paizo, plays a 
  paladin of Abadar (inspired by Jim Backus) named Howell B. Talbot III 
  in James Jacobs’s long-running office campaign.
  FOCUS 
  CHARACTERS
  This Player Companion highlights 
  options specific to characters of the 
  following classes, in addition to 
  elements that can apply to other 
  characters as well.
  CLeriCs
  Often the voice of purity and 
  goodness, clerics lead their flocks 
  and tend to their adventuring parties 
  with wisdom. The new subdomains 
  (page 20) and spells (page 28) in this 
  book add versatility to clerics who 
  follow good deities. 
  FiGhters
  Fighting for a living doesn’t make 
  you a bad person. Many fighters 
  defend their homeland or fight to 
  help out the less fortunate. A number 
  of magical weapons (page 30), feats 
  (page 23), and subdual tactics (page 23)  
  can help good fighters do their best.
  PaLadiNs
  No other class shows the power 
  and might of strictly adhering to 
  the lawful good alignment like a 
  paladin. In addition to a lengthy 
  discussion of lawful good (page 6), 
  new magic weapons (page 30) and 
  new spells (page 28) help paladins 
  further their goals.
  roGues
  Not always connected with a good 
  alignment in people’s minds, the 
  rogue fits well as a good-hearted 
  scoundrel. The bondbreaker’s boots 
  (page 30) and new rogue talents 
  (page 25) are just some of the tools 
  for good rogues.
  WitChes
  Tapping into a mysterious source 
  of arcane power, good witches have 
  new patron themes (page 27), new 
  spells (page 28), and new hexes (page 
  27) to help spread good in the world.
  FOR EVERY 
  CHARACTER
  Certain game elements transcend 
  the particulars of a character’s race or 
  class. The following elements detailed 
  in this book work equally well for 
  any character used in the Pathfinder 
  Roleplaying Game, regardless of focus, 
  type, or background.
  PhiLosoPhies
  Presented as a way to help players 
  better understand the nuances of the 
  various good alignments, this section 
  provides ideas for good characters’ 
  backgrounds and motivations as they 
  begin adventuring (page 4). 
  Good aLiGNmeNts
  Not just for clerics and paladins, these 
  sections break down the three good 
  alignments for all characters. Each 
  provides philosophical concepts for 
  playing in that alignment, advantages  
  and challenges a character might 
  expect to encounter, and traits that 
  complement that alignment (pages 
  6–11).
   
  redemPtioN
  Not every enemy is best dealt with 
  through wholesale slaughter. Some 
  villains may be beyond redemption, 
  but others can be led into the light 
  by good-hearted characters with 
  righteous goals (page 18).
  Bad situatioNs
  Sometimes good characters have to 
  struggle to be good in the face of 
  personal conflicts and sometimes 
  good characters find their origins 
  in some of the darker places on 
  Golarion. This section helps players 
  see the value of conflict (page 14).
  OTHER RULES 
  ELEMENTS
  In addition to the rules elements 
  listed on the facing page, this book 
  provides the following new rules for 
  specific classes.
  For CastiNG CLasses
  Subdomains 
   
  Page 20
  Summoner evolutions 
  Page 26
  Witch hexes 
   
  Page 27
  Witch patron themes 
  Page 27
  Wizard arcane discoveries Page 27
  For martiaL CLasses
  Inquisitions 
   
  Page 22
  Rage powers 
   
  Page 22
  Weapon special abilities 
  Page 30
  For skiLLed CLasses
  Alchemical discoveries 
  Page 24
  Masterpieces 
   
  Page 25
  Rogue talents 
   
  Page 25
  2
  
  RULES INDEX
  The following feats, magic items, traits, and spells are 
  presented in this Player Companion.
  COMBAT TRAITS 
  PAGE
  Careful Combatant 
  11
  Demon Smiter 
  13
  Hard to Kill 
  7
  Helpful 
  9
  Weapon of Peace 
  7
  FAITH TRAITS 
  PAGE
  Blessed Touch 
  7
  Chosen of Iomedae 
  13
  Redeemer 
  9
  FEATS 
  PAGE
  Golden Legion’s Stayed Blade 
  23
  Lastwall Phalanx 
  23
  Legacy of Ozem 
  23
  Peacemaker 
  23
  Siphon Poison 
  23
  Summon Good Monster 
  Inside Back Cover
  Virtuous Creed 
  16
  Worldwound Walker 
  23
  MAGIC ITEMS 
  PAGE
  Bondbreaker’s boots 
  30
  Devil’s key 
  30
  Equalizer shield 
  30
  Field medic’s breastplate 
  31
  Mantle of the protector 
  31
  Phoenix armor 
  31
  Rythius, the Kyton Scourge 
  31
  Seraphic pistol 
  31
  Staff of the freed man 
  31
  MAGIC TRAITS 
  PAGE
  Spark of Creation 
  11
  Transmuter of Korada 
  13
  SOCIAL TRAITS 
  PAGE
  Affable 
  13
  Mediator 
  9
  Hardly a Fool 
  11
  SPELLS 
  PAGE
  Accept affliction 
  28
  Angelic aspect 
  28
  Angelic aspect, greater 
  28
  Angelic aspect, lesser 
  28
  Archon’s trumpet 
  28
  Burst of radiance 
  29
  Chains of light 
  29
  Hymn of mercy 
  29
  Hymn of peace 
  29
  Touch of mercy 
  29
  
  Why Be Good?
  Why be good? It’s a question that often goes unanswered in 
  fantasy roleplaying games like Pathfinder. Why is that so? 
  Because lucre and level advancement in many such games 
  tend to be rewards for defeating evil. Though the player 
  characters loot treasure vaults and murder monsters, they 
  are heroes struggling against a rising tide of darkness. 
  Playing such characters allows us to satisfy that inherent 
  desire in all of us to rise above the evil of our world and 
  champion something positive, much like superheroes or 
  our favorite characters from fantasy literature do. 
  The world of Golarion abounds with opportunities 
  to join epic struggles against evil. Characters can take 
  up with the Mendevian Crusaders in the ongoing battle 
  to extinguish the demonic tide flooding the lands and 
  stop the Worldwound’s expansion; they can tangle with 
  the undead of Geb, freeing pockets of humans from the 
  vile rulers who use the living as chattel; or they can aid 
  Andoran in its efforts to annihilate the slave trade. Other 
  possibilities include freeing the frozen land of Irrisen 
  from the Witch Queen Baba Yaga or overthrowing the 
  Midnight Lord’s hold on Nidal.
  Playing good characters is certainly challenging in any 
  game world, especially when the game’s trappings—level 
  advancement, ability gains, and fantastic magical items 
  and artifacts—are so exciting that they can sometimes 
  distract you from your character’s noble aims and 
  purpose, thereby separating you from the game’s true 
  spirit. While leveling up by slaying monsters is part of 
  play, and gaining cool magical items does make your 
  character more difficult to defeat, the heart of the game 
  is about players coming together in common cause in the 
  face of nigh-overwhelming evil.
  So what is the real reward of playing a good character? 
  It is beating back the insurgent forces of darkness, saving 
  a small town from being overrun by undead, and building 
  a bastion of safety in the chaotic wilderness to serve as 
  a front line against invading hordes. It is saving the day, 
  defeating evil, and gaining the gratitude of a helpless 
  village. Such are the real rewards of true heroes.
  Use the following motivations to help focus your 
  character’s purpose in the game and build your champion 
  into a world-renowned hero. Then consult the appropriate 
  alignment section in the pages that follow to see how you 
  can differentiate your character from other individuals of 
  the same alignment.
   motiVatioNs For Good CharaCters
  If you want to take on the role of a good character, you can 
  make your job easier by planting a strong motivation at 
  your character’s core. The following ideals can help define 
  your good character’s personality and guide her actions. 
  Equality: No individual is better than any other. 
  You strongly support the philosophies of the Galtans 
  Jubannich and Hosetter, who advocated the inalienable 
  rights of the common folk and inspired revolts against 
  the established order in Galt and Andoran. The People’s 
  4
  
  Revolt in Andoran epitomizes this philosophy, and 
  you may actually be a citizen of Andoran (or Galt). Or 
  perhaps tales of the successful revolt and insight into the 
  philosophers’ teachings have captured your heart and 
  mind, rousing you to fight for the civil rights of others. 
  Freedom: People are meant to be free. Nothing incites 
  your ire like witnessing slavers buy and sell others, hearing 
  stories about raiders kidnapping people to bring them 
  to market in other lands, or learning about leaders who 
  subject their people to harsh treatment or impose severe 
  restrictions on their people’s liberties. 
   You abhor slavery in all its aspects, and seek to release 
  the downtrodden from dictatorial rulers and eradicate 
  the slave trade—or at least disrupt and curb it where you 
  can. With this ideal, you might be from Andoran, the 
  River Kingdoms, or Sargava.
  Honor: The true measure of a person is her honor, how 
  she responds and acts, whether in the midst of war or in 
  everyday matters. You follow a strict code of behavior that 
  guides your path in this world, and you expect others to 
  do likewise. While your strong sense of honor may lead 
  you to be a cavalier or paladin, you could just as easily be a 
  wizard with a code of honor regarding magical duels—or 
  maybe there is honor among thieves, and you are a rogue 
  who regulates the thieves’ guilds, ensuring only those who 
  abuse the less fortunate with their excessive wealth are 
  relieved of it. With this ideal, you might be from Lastwall, 
  Mendev, or Taldor.
  Justice: It is important to you that others receive the 
  punishment they deserve for wrongdoings, and the law 
  must be fair to all. You might fight to protect the civil 
  rights accorded under the law, tangling with politicians 
  who seek to disregard or outright abuse them. Or you 
  might make it your goal to hunt down wanted individuals 
  and groups, returning them to face their just punishment 
  in a court of law. You insist on capturing such individuals 
  and bringing them to justice, though you may also 
  see yourself as the hand that metes out deserved 
  punishments. With this ideal, you might be from the Five 
  Kings Mountains, Lastwall, or Mendev.
  Mercy: You believe all beings should be treated with 
  compassion, even if they are transgressors. For instance, 
  you would rather imprison a murderer than kill him 
  outright for his crimes. Also, you do not believe in 
  exterminating the offspring of wicked creatures when  
  they are encountered, as you believe the innocent young 
  should not be punished for the crimes of their elders. 
  Instead, you might seek to find a place for them to be taken 
  in. With this ideal, you may be from almost any region 
  (including Katapesh, Qadira, and any part of Taldor), but 
  you are likely a worshiper of Sarenrae, Shelyn, or Milani.
  Order: Good can only be achieved through order, no 
  matter what other philosophies espouse. In this regard, 
  you might hold laws to be absolutely necessary for the good 
  of all, and refuse to participate in actions that would 
  bring you into conflict with the law. The law is black and 
  white, so you brook no conversations regarding its spirit 
  GOOD ALIGNMENTS
  Alignment is a tool to aid players in creating personalities for 
  their characters. It is a guideline for a character’s morality, 
  and Game Masters should not use it to unduly hamper 
  characters, nor should it be used to straitjacket PCs in 
  regard to determining the relationships between them. Just 
  because two characters are of good alignments—possibly 
  the same alignment—does not guarantee they can work 
  well together. Other personality traits ultimately affect the 
  type of relationship formed, not just similarity along the 
  good-evil alignment axis.
  The good alignments are shorthand codes indicating 
  that characters generally have some of the following 
  characteristics: they oppose evil, respect life, defend the 
  innocent, and sometimes make personal sacrifices to aid 
  others. In contrast, characters with evil alignments have no 
  qualms about killing innocents and sacrificing others as a 
  means to achieving their own goals. 
  The alignment rules are indeed part of the game, and 
  they should not be ignored, but they need not spoil your 
  fun. GMs and players should discuss alignment’s role in the 
  campaign, making sure that all agree or understand how the 
  system works within the game, how much alignment will be 
  stressed, and what its ultimate role is in the game. In such 
  conversations, your GM may want to provide a procedure 
  for changing or deviating from an alignment and for any 
  character effects that might result from doing so, particularly 
  in regard to paladins or monks. 
  The following pages present several examples of each of 
  the good alignments, showing that characters need not be 
  cookie-cutter versions of each other but rather can include 
  a variety of opportunities for roleplaying. Additionally, they 
  detail significant advantages and challenges for each of the 
  alignments, while discussing character possibilities and ways 
  to deal with moral quandaries.
  versus its actual text. Or perhaps you believe one’s own 
  daily life should be planned and controlled to the tiniest 
  detail—you have your daily rituals, and these cannot be 
  disrupted. Order in life leads to a clear, peaceful mind. 
  With this ideal, you might be from Druma, the Five Kings 
  Mountains, Lastwall, Mendev, Molthune, or Rahadoum.
  Security/Safety: You grew up in a contended area, 
  and you learned early on that security and safety were 
  paramount to your community. You have dedicated 
  yourself to ensuring and defending the safety of others 
  ever since. In addition to protecting them in times of 
  need, you might help train a village’s militia, assist in 
  building walls, and provide tactical advice to leaders of 
  such communities. 
  With this ideal, you might be from Mendev, defending 
  the lands against the demon infestation, or from Lastwall, 
  where you keep the tides of Belkzen orcs from overrunning 
  your homeland. You might also be from Isger, the Lands 
  of the Linnorm Kings, the Mwangi Expanse, Nirmathas, 
  the Sodden Lands, or Ustalav.
  5
  
  PHILOSOPHIES
  Lawful good characters vary widely, especially in terms of 
  their zeal for their beliefs. Some may be fanatical examples 
  of the alignment, while others apply these ideals more 
  loosely in their lives. The following examples showcase 
  just a few of the possible approaches to this alignment. 
  BuiLders
  Builder characters believe in the importance of close-
  knit families and strong communities, and they teach 
  others to be self-sufficient. Builders revere order and 
  law, regarding these concepts as the answer to all of 
  civilization’s problems; for them, a strong, benevolent 
  government is what allows civilizations to thrive. 
  Builders often assist in creating actual structures and 
  items as a part of community’s attempt to improve 
  members’ quality of life.
  If you are a builder, you:
  •	 Strive	for	order	and	organization.
  •	 View	strong	government	as	necessary	for	civilization’s	
  cultivation, and strong families and communities as the 
  building blocks of successful settlements.
  •	 Use	 your	 creativity	 and	 skills	 to	 teach	 others	 how	 to	
  improve their lives and communities, and gladly offer 
  your assistance when others are moved to create order 
  and structure.
  Code: You bring order to society through your creations, 
  whether material or philosophical.
  Crusaders
  Crusaders endeavor to stamp out the presence of evil 
  wherever it arises. These just, strong individuals spend 
  their lives in pursuit of such heroic endeavors, tenaciously 
  taking the fight to the root of evil in an attempt to eradicate 
  it. Crusaders seek honor, valor, and glory in their pursuit 
  of evil, and willingly sacrifice themselves in their efforts to 
  destroy their targets. Many crusader types follow Iomedae, 
  the Sword of Light.
  If you are a crusader, you:
  •	 Abhor	evil	in	all	its	aspects.
  •	 Are	motivated	to	right	wrongs	and	to	stamp	out	evil	
  and injustice.
  •	 Seek	honor	and	glory	through	your	actions,	and	suffer	
  death over accepting dishonor.
  Code: You are honorable and risk your life to eradicate 
  the evil threatening your lands or the lives of those you’ve 
  vowed to protect. 
  GuardiaNs 
  Guardians respect life and believe there is no greater duty 
  or higher calling than protecting the lives of innocents 
  and those who are too venerable to protect themselves. 
  These brave, unwavering individuals gladly risk life and 
  limb in defending whoever or whatever they have vowed 
  to protect, whether it’s a city, village, fortress wall, or even 
  a strategic pass. They willingly sacrifice themselves to the 
  last soul to carry out their duty, and they find their honor, 
  valor, and glory in defense rather than in taking the battle 
  to others. When not actively involved in protecting their 
  charge, they spend their time teaching defensive tactics 
  and skills to those willing to learn.
  If you are a guardian, you:
  •	 Protect	the	lives	of	others	at	your	own	risk.
  •	 Are	motivated	to	protect	the	weak	and	the	innocent.
  •	 Improve	the	tactics	and	defensive	skills	of	those	you	aid.
  Code: You risk your life to protect the lives and well-
  being of others.
  ADVANTAGES AND CHALLENGES
  Lawful good characters are proficient at understanding 
  bureaucracies, following laws, and cultivating order 
  and structure in their own lives and in others’. They are 
  naturally helpful, and others find them trustworthy, even 
  if they don’t share the same alignment. Additionally, lawful 
  good characters are adept at deciding which actions are 
  lawful and benefit society rather than the individual.  With 
  their focus on order, they can often build governmental 
  stability where none previously existed. 
  These characters sometimes have problems defying 
  laws, even when the laws are unjust. Instead of disobeying 
  or protesting against such laws, they work within the 
  provided structure or system to change those laws, and 
  they implore others to do so as well. They feel guilty lying 
  to others, even if only asked to fib to provide a ruse for 
  their companions. Similarly, they won’t break the law to 
  help good-intentioned party members perform actions 
  that might have beneficial results.
  When they’re adventuring in urban areas with their 
  companions, lawful good characters may feel compelled to 
  excuse themselves from certain plans or attempt to reason 
  with those more lenient in their interpretation of the law. 
  It’s much easier for lawful good characters to ignore the 
  bad behavior of other party members when exploring ruins 
  and wilderness areas outside the direct jurisdiction of a 
  governing body.
  Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they 
  deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, 
  refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of 
  the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters 
  drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.
  Lawful Good
  6
  
  OPPORTUNITIES AND ALLIES
  The character class most often associated with the lawful 
  good alignment is the paladin, but this alignment may also 
  include monks, who are always lawful—in fact, monks who 
  take levels in the champions of Irori prestige class must 
  be lawful good. With a few exceptions, the other character 
  classes allow for any alignment. However, playing a lawful 
  good rogue—though feasible via the game’s rules—may be 
  challenging. Such a character would, however, be a good 
  addition to a law enforcement body as an investigator, or 
  might travel as a scout or spy for a military or knightly 
  order. She might also be a trustworthy appropriator of 
  treasures lost in the depths of old ruins.
  In the Inner Sea region, lawful good characters can find 
  plenty of opportunities to adventure and find allies. These 
  characters may be specifically interested in lending their 
  support to the following organizations.
  Knightly Orders: Knightly orders suiting this alignment 
  can be found among the crusaders of Mendev, who 
  struggle to stem the teeming Worldwound’s demonic 
  invaders, as well as in Lastwall’s Knights of Ozem, who 
  concentrate their efforts on the orc hordes of Belkzen 
  and maintaining their sacred duty of guarding against 
  the Whispering Tyrant’s return. The Eagle Knights of 
  Andoran, who stamp out slavery and promote the ideals 
  of Andoran, constitute another organization lawful good 
  characters may wish to ally with or join.
  Lawful Nations: Aiding the lawful nations of Mendev 
  and Lastwall, whether working with or without the nations’ 
  famous knightly orders, could interest characters of this 
  alignment. And in Tian Xia, lawful good characters may 
  wish to defend Zi Ha and Jinin against rampaging giants, 
  hobgoblins, and oni. After all, if these nations fall, it’s only 
  a matter of time before the invaders threaten other regions.
  Social Order: Bringing peace and order to a community 
  or nation should be a paramount ideal to a lawful good 
  character. Settling conflict and establishing a fair body 
  of laws may be more often associated with politicians, 
  legislators, and barristers, but an adventurer can pursue 
  those ideals as well. Whether she focuses on keeping the 
  peace or fighting against those who seek to upset the 
  traditions of a particular society, an adventurer in an 
  urban environment can instill the principles of a lawful 
  good alignment in its people.
  TRAITS
  The following traits complement characters 
  of lawful good alignment.
  Blessed Touch (Faith): You may have been 
  raised in a devout family, studied the divine 
  in a formal church environment, or even 
  learned how to combine traditional healing 
  techniques with those of divine casters. In so doing, 
  you have focused yourself into being the perfect 
  vessel for your deity. Divine power flows through you 
  like a mountain stream, making your healing touch more 
  potent than that of others. You heal 1 additional point of 
  damage when using lay on hands, channeling energy, or 
  casting a cure spell.
  Hard to Kill (Combat): Your strong will to live and 
  spread good combined with your pure physicality makes 
  you a tough opponent to take down. You may have 
  discovered this as a child after a tragic accident or during 
  the course of your first battle. When you are attempting 
  a Constitution check to stabilize when dying, the penalty 
  on the check is only half your negative hit point total 
  instead of your full negative hit point total.
  Weapon of Peace (Combat): Even though you are 
  a trained combatant, proficient with any number of 
  weapons, you don’t relish killing your enemies. It’s 
  not that you’re afraid of seeing blood, but rather that 
  disabling a foe is superior to killing someone capable of 
  admitting defeat. When using a melee weapon that deals 
  lethal damage to instead deal nonlethal damage, you take 
  only a –2 penalty instead of –4.
  7
  
  Neutral Good
  PHILOSOPHIES
  Neutral good characters vary widely, especially in terms 
  of their zeal for their beliefs. Some may be fanatical 
  examples of the alignment, while others apply these 
  ideals more loosely in their lives. They find slavery, 
  whether legal or not, abhorrent, and may make it their 
  goal to destroy such institutions wherever they find 
  them. The following examples showcase just a few of the 
  possible approaches to this alignment. 
  heaLers 
  Healers value life, seeing beauty and good in all living 
  creatures. Healers offer their curative powers to those in 
  need, regardless of their patients’ alignment, believing 
  it’s their duty to use their skills and magic to maintain 
  the purity of life itself. As life is all-important to them, 
  they take oaths never to do harm to others or to take lives; 
  when forced to fight, they protect themselves, but tend 
  to employ abilities that hamper or entrap their enemies 
  rather than killing them outright. After all, every being’s 
  life is important to the universe, and the loss of any soul is 
  a true tragedy to healers. 
  If you are a healer, you:
  •	 Value	life	above	all	else.
  •	 Use	 your	 curative	 knowledge	 and	 abilities	 to	 heal	 the	
  sick and wounded.
  •	 Fight	defensively,	and	only	to	capture	or	weaken	opponents.
  Code: You seek to maintain the life and health of others, 
  and do not take others’ lives.
  mediators
  It is not possible for all members of a community to have 
  their way; life is all about compromise, and mediators 
  specialize in steering rational individuals to agreeable 
  terms and favorable outcomes. When things go badly or 
  they must deal with hostile people, mediators do not rashly 
  pull their weapons on others, but instead offer alternative 
  options for resolution through diplomacy or intimidation. 
  Of course, many creatures lack enlightenment, and thus 
  don’t accept compromise. When words fall on deaf ears, 
  mediators resort to weapons to win the day.
  If you are a mediator, you:
  •	 Value	balance	and	peaceful,	beneficial	resolutions.
  •	 Are	 motivated	 by	 the	 desire	 to	 keep	 the	 peace	 and	
  diffuse conflict.
  •	 Attempt	to	use	your	wisdom	and	charisma	when	dealing	
  with nonevil creatures.
  Code: When conflict arises between reasonable creatures 
  of either axis of your alignment, you offer your diplomatic 
  skills to accomplish compromise or agreement.
  redeemers
  Redeemers believe that with a few exceptions, most beings 
  are capable of goodness. Beings not following the path of 
  light need only be given a chance to renounce their wayward 
  behavior and be enlightened to the true path of goodness, 
  thus allowing them to redeem their souls and atone for 
  their vile deeds. Redeemers believe in patience, knowing 
  old habits are hard to break. Of course, those who refuse 
  proffered redemption opportunities must not be allowed to 
  continue along their destructive paths, so redeemers must 
  permanently prevent them from doing further harm. 
  If you are a redeemer, you:
  •	 Value	life	and	are	patient.
  •	 Are	motivated	to	bring	others	into	the	light,	believing	
  they deserve a second chance.
  •	 Are	willing	to	kill	those	who	refuse	redemption.
  Code: The lost can be returned to the light if given the 
  chance; you must offer it and show them the way.
  ADVANTAGES AND CHALLENGES
  Neutral good characters excel at seeing both sides of a 
  situation, and they use this ability to inform their actions, 
  doing what they believe will produce the most good. These 
  characters seek balance and harmony in their dealings 
  with others; they know to avoid conversations leading to 
  heated topics, and keep their responses to the middle of 
  the road. They understand the value of nature, and realize 
  that expanding civilization into the wilderness is not 
  always the most appropriate thing to do. 
  Because of their ability to see all facets of a situation, 
  neutral good characters can sometimes have difficulty 
  in choosing a side between other good beings. For this 
  reason, others may label them as wishy-washy or not 
  capable of serious conviction. 
  Dealing with other characters aligned along the 
  lawful-chaotic axis can also be challenging, especially in 
  mixed-alignment adventuring groups. The neutral good 
  characters will not always agree with the lawful good 
  characters’ meticulous need to plan their actions, control 
  others, or prevent others from disobeying laws that 
  interfere with the party’s goals—sometimes less-than-
  honest tactics are necessary, after all. Conversely, neutral 
  good characters might find chaotic good characters a little 
  Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, 
  and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good 
  characters are often considered the “true good” alignment.  They seek to do the most good in the world to make it a better 
  place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters 
  support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.
  8
  
  on the uncontrollable side, not liking the wild bent of 
  their ideas or actions. Too much freedom of thought and 
  action, they believe, just makes one irresponsible.
  Neutral good characters give great consideration to 
  their actions before deeming them correct; some neutral 
  good characters find it unfathomable that others cannot 
  see their viewpoint as the most sensible. 
  OPPORTUNITIES AND ALLIES
  Neutral good is an alignment common to the druid class, 
  who must select any neutral alignment. Neutral good 
  serves as an effective alignment for most any class, except 
  the monk and paladin, who must be lawful.
  Exploration and Preservation: The neutral frontier 
  lands	of	Varisia	can	hold	significant	interest	for	characters	
  of this alignment. This fast-growing area is a great 
  stepping-stone for characters wanting to do good, preserve 
  beautiful works of art and history, and make names for 
  themselves. Sandpoint makes a wonderful hometown for 
  beginning good characters, and Magnimar is especially 
  welcoming toward rising stars. Preservationists 
  may also want to enter Galt to retrieve its relics and 
  artifacts before the revolutionaries ravage them all, 
  or might join the people of the Mwangi Expanse in 
  their struggle against the depredations of the demon-
  worshipping Gorilla King and exploitation by would-be 
  colonizers and treasure hunters. 
  Freedom Fighting and Andoran: Neutral good 
  characters may hail from Andoran or gain allies 
  in Andoran’s Eagle Knights, and they may find the 
  kingdom’s political views and ideals of freedom from 
  slavery and tyranny particularly appealing. Neutral 
  good characters might involve themselves in the fight 
  to free slaves, and their assistance would be greatly 
  welcomed. They might also join the organization, 
  climbing its ranks as they gain experience and levels. 
  Peace, Redemption, and Refuge: Neutral good 
  characters, especially servants of Sarenrae, might find 
  Golarion’s hotbeds of chaos ripe for intervention in the 
  form of redemption and mediation. Such realms include 
  Brevoy, where nobles war against each other for control; 
  Galt, the blood-soaked land of revolution; Numeria, 
  the dark-mage-run land of super science; the River 
  Kingdoms, the land of mercenaries and bandits; Sargava, 
  an oppressive former colony on the verge of rebellion; and  
  the treacherous pirate isles of the Shackles. Mediators and 
  redeemers could bring calm to these regions, and could 
  even form their own refuge for redeemed souls.
  TRAITS
  The following traits complement characters of neutral 
  good alignment.
  Helpful (Combat): You always know the best way to 
  assist your companions, be it assisting them with a task, 
  defending them in battle, or helping them place a well-
  aimed strike. When using the aid another action, you 
  grant your ally a +3 bonus instead of a +2 bonus.
  Mediator (Social): You have a way with calming tempers, 
  using cool logic to sooth heated disagreements, and you 
  were always the one to settle arguments among your 
  friends, family, and community. You receive a +1 trait 
  bonus on Diplomacy checks. In addition, you receive 
  a +1 trait bonus to the DC of any charm or compulsion 
  effect that does not provide ongoing control and results in 
  peaceful acts, such as calm emotions, sleep, or a suggestion to 
  lay down arms.
  Redeemer (Faith): You’ve always held the strong belief 
  that morality is everyone’s choice, and that those who act 
  in wicked ways have simply never been shown how their 
  actions truly affect others. If they could be shown their 
  errors, then they would accept a more positive course of 
  action—and you have just enough patience to see this 
  through. When acting as a sponsor for an evil creature 
  seeking redemption (see page 18), your patience and 
  kindness grant the creature a +3 bonus on its save rather 
  than a +1 bonus.
  9
  
  PHILOSOPHIES
  Chaotic good characters vary widely, especially in terms of 
  their zeal for their beliefs. Some chaotic good characters 
  seem to be fanatical examples of their alignment, while 
  others apply these ideals more loosely in their lives. These 
  carefree souls follow their own whims and pleasures, 
  harming no one unless their personal sense of justice 
  is inflamed. They find slavery an utter abomination, 
  and fight against all instances of it they encounter. The 
  following examples showcase just a few of the possible 
  approaches to this alignment.
  aCtiVists
  Activists ensure others question and reflect upon the 
  origin of beliefs and knowledge, both their own and that 
  of others. They do not do so out of malice or a desire to 
  disrupt others’ thoughts, but rather out of a duty to help 
  others realize their true selves—a person cannot truly be 
  a free person until her thoughts and beliefs are, in fact, 
  her own, not the rote drivel instilled by those wanting a 
  society of faithful sheep. 
  If you are an activist, you:
  •	 Value	questioning	the	establishment.
  •	 Are	motivated	to	“awaken”	other	free	thinkers.			
  •	 Are	a	seeker	of	knowledge	and	truth.
  •	 Live	life	without	restricting	others.		
  Code: You want others to question what they know, 
  ensuring each individual is truly living honestly and 
  thinking for himself. 
  Freedom FiGhters 
  Freedom fighters believe no one should suffer the indignity 
  of slavery or be forced to serve a government that rejects or 
  ignores the rights of its people. Everyone is born free and 
  should remain so. Liberty is the right of all, and tyrants 
  and slavers must be thwarted or eradicated by any means 
  necessary. Freedom fighters spread their ideals in hopes of 
  inspiring others to wage war against slavers and oppressors. 
  Although liberty is an ideal rooted in neutral good Andoran, 
  many of its freedom fighters are chaotic good.
  If you are a freedom fighter, you:
  •	 Value	freedom	and	liberty	for	all.	
  •	 Are	motivated	to	eradicate	slavery.	
  •	 Ensure	laws	do	not	restrict	individuals’	rights.
  Code: You find tyranny and slavery the most intolerable 
  crimes in existence, and you long to free every man, 
  woman, and child from their grip. 
  ViGiLaNtes 
  Vigilantes	 believe	 those	 individuals	 enforcing	 the	
  laws of the land are too lazy or uncaring to effectively 
  punish evildoers, or that their hands are tied by the 
  law. Therefore, vigilantes step forward to deliver justice 
  to wrongdoers, serving as both judge and punisher for 
  thieves, thugs, and murderers. When their prey happens 
  to be slavers or violent oppressors, vigilantes sometimes 
  cross paths with freedom fighters. For vigilantes, justice 
  must be delivered at all costs, and they risk their own 
  lives to keep the lives of innocents safe and secure.
  If you are a vigilante, you:
  •	 Value	the	justice	delivered	by	your	own	hand.	
  •	 Are	motivated	to	punish	evildoers.			
  •	 Disregard	 laws	 to	 bring	 about	 your	 own	 justice,	 and	
  are, therefore, often a wanted individual.  
  Code: You risk limb and life to bring wrongdoers to 
  justice for their crimes, and in doing so, make life better 
  for others.
  ADVANTAGES AND CHALLENGES
  Chaotic good characters follow their own consciences 
  and are adaptable, easily rolling with life’s punches. They 
  rarely make plans too far in advance, preferring to take a 
  wait-and-see approach to most things, which allows them 
  to adjust their actions or reactions in a single heartbeat. 
  They have no qualms about breaking laws, especially 
  when doing so will save others or protect others’ rights 
  from being trammeled.  
  Chaotic good characters want freedom for themselves 
  and others, and find it difficult to live in societies they 
  deem too restrictive to individuals. They view laws and 
  regulations as unneeded mechanisms of control rather 
  than protection. Deeply inherent in the chaotic good 
  character’s philosophy is the belief that most individuals 
  are good and will do good if given the freedom to act as 
  they please. In this regard, these benevolent, kind-hearted 
  individuals can be viewed as the most idealistic of the 
  good alignments. Other good characters call their live-
  and-let-live attitude overly idealistic, instead believing 
  that individuals are more selfish than kindhearted in 
  nature and need guidance to become good. The chaotic 
  good philosophy, however, holds that because individuals 
  are not all like-minded persons, imposing such guidance 
  and laws to force them to conform to a single mold 
  deforms their spirits, creating flaws and cracks where 
  evil can more easily find a foothold. 
  Chaotic Good
  Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences 
  dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good 
  characters disregard others’ expectations of their behavior, finding many laws and regulations too limiting to their personal 
  freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to 
  conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well. 
  10
  
  While chaotic good characters do not accept that 
  individuals must sacrifice their ideals and follow laws for 
  the good of the whole, they willingly sacrifice themselves 
  (and their individuality) to protect the whole in the name 
  of good.
  OPPORTUNITIES AND ALLIES
  Chaotic good is not an alignment embedded in any 
  particular character class, though it can be an excellent 
  one for barbarian characters, who must avoid lawful 
  alignments. The most difficult character class to portray 
  with a chaotic good alignment might be the cavalier, 
  as cavaliers are tied to teamwork by the nature of their 
  combat skills and must follow an order as well. Such 
  knights, however, could serve as effective freedom 
  fighters and leaders in the fight for liberty.
  Freedom Fighting (Patriots): Chaotic good characters 
  might be very attracted to Andoran’s philosophies in 
  regard to liberty being a right inalienable to all. If they 
  choose to join the fight against slavery, chaotic good 
  characters could find allies in the Eagle Knights, though 
  they might prefer to work outside the organization, as 
  doing things their own way is deeply rooted in their 
  nature. War-torn Nirmathas, a land also ruled by the 
  ideals of freedom and self-sufficiency, is in need of 
  defenders as well.
  Freedom Fighting (Rebels): Chaotic good characters 
  wishing to fight against tyranny can find opportunities to 
  make a difference in the shadowy servitor state of Nidal; 
  in Razmiran, the theocracy of the living god; in Geb, 
  domain of the dead; in the diabolical empire of Cheliax; 
  and in Sargava, a former colony bent on subjugating the 
  native populace. These are all oppressive lands in need 
  of heroes. The Eagle Knights are possible allies in these 
  fights as well, and aiding the halfling Bellflower Network 
  in freeing slaves from Cheliax and bringing them to 
  Andoran is another possibility.
  Racial Allies: Chaotic good characters might find allies 
  among the elves and half-elves, with whom they share 
  not only an alignment (generally speaking), but also a 
  curiosity about life and a zeal to forge their own paths in 
  the world. This tendency is even stronger in the case of 
  half-elves, who often find themselves without a unified 
  homeland and feel they must create their own destinies. 
  Elves are more commonly found in the wilderness, 
  making it reasonable that they could be useful allies for 
  druid and ranger characters. Chaotic good characters 
  might also find allies among aasimars who tend 
  toward chaos, or perhaps even among the rare but 
  free-willed catfolk.
  TRAITS
  The 
  following 
  traits 
  complement 
  characters of a chaotic good alignment.
  Careful Combatant (Combat): You have a strong 
  sense of self-preservation, believing it is more 
  important to safely extract yourself from a fight 
  that has turned hopeless than to stubbornly stand your 
  ground and risk death—for when you’re dead, you can’t 
  protect the innocent. When using the withdraw action, 
  both the first and second squares of your movement are 
  not considered threatened by any opponents you can see, 
  rather than just the first square. 
  Hardly a Fool (Social): You have always been able to 
  ferret out lies and deception. Maybe you worked as an 
  investigator for a time, you came from a place rife with 
  lies, or you’ve studied the human condition long enough 
  to read a person’s face and get to the heart of his message. 
  You gain a +1 trait bonus on Sense Motive checks and a 
  +1 trait bonus on saving throws against illusion effects.
  Spark of Creation (Magic): You have always had a knack 
  for making useful things, and your talent as an artisan 
  was evident even at an early age. You gain a +1 trait bonus 
  on Craft checks, and the cost of creating magic items is 
  reduced by 5%.
  11
  
  GOOD-ALIGNED RACES
  Players may select the races of their good characters 
  from those detailed in the Pathfinder RPG Core Rulebook 
  or (with GM approval) from the expanded list of races in 
  the Pathfinder RPG Advanced Race Guide. Some races are 
  more disposed toward goodness than others, and though 
  characters from these races can technically be of any 
  alignment, they tend to be good. 
  Aasimars: Aasimars, who are more fully detailed in 
  Pathfinder Player Companion: Blood of Angels, have inherited 
  traits from angels and other good-aligned outsiders. Their 
  celestial ancestry heavily inclines them toward the cleric, 
  oracle, and paladin classes, though bards, inquisitors, 
  sorcerers, and summoners also appear among their ranks. 
  Catfolk: Adaptable and eager to explore, catfolk tend 
  toward good alignments, often with an element of 
  chaos. As natural trackers comfortable in the wild, many 
  catfolk become druids or rangers, and given their love of 
  performance and desire to be the center of attention, bards, 
  monks, and sorcerers are also common among their kind.
  Elves and Half-Elves: Both races have a natural grace 
  and a connection to nature, and tend toward a chaotic good 
  alignment. Suitable for any character class, elves and half-
  elves frequently make the best of their racial abilities, keen 
  senses, and natural penchant for magic and elegant combat.
  Samsarans: These reincarnated beings lean toward a 
  lawful good alignment and are deeply spiritual. Samsarans 
  favor the cleric, monk, oracle, and paladin classes.
  GOOD-ALIGNED ORGANIZATIONS
  Good characters may approach, and possibly join, the 
  following organizations to gain support in their endeavors.
  Knights: Many orders of knights exist throughout 
  the Inner Sea, including the Eagle Knights, the Knights 
  of Ozem, and the Mendevian Crusaders. Devotees 
  of freedom, justice, and liberty, the Eagle Knights of 
  Andoran fight pirates and slavers, undermining the 
  trafficking	of	slaves	throughout	the	Inner	Sea.	From	Vigil,	
  the Knights of Ozem maintain watch over the Whispering 
  Tyrant’s prison, while simultaneously keeping Lastwall 
  safe from Ustalav’s encroaching undead and 
  Belkzen’s invading orc hordes. The Mendevian 
  Crusaders organize strategic strikes against 
  the demons of the Worldwound, protect their 
  homeland’s borders from evil, and relentlessly 
  eradicate internal bastions of demon worshipers 
  and demonic allies through their purifying 
  inquisitions. For more information on 
  these knightly organizations, see Pathfinder 
  Campaign Setting: The Inner Sea World Guide and Pathfinder 
  Player Companion: Knights of the Inner Sea.
  Racial Organizations: Other good organizations that 
  characters may seek aid from or join include the Bellflower 
  Network, a group of halfling emancipators; the Lantern 
  Bearers, a secretive organization of elven slayers dedicated 
  Paragons of Virtue
  Good-aligned characters seek allies who have outlooks similar to their own, and though many regions of Golarion struggle 
  daily under the yoke of evil overlords, several bastions of goodness thrive in the world. The following section provides an 
  overview of good races and organizations that players can use in the backgrounds of their good characters, and that can lend 
  good characters support in their battles. This section also details several homelands and four new traits suitable for good 
  characters, each providing a starting point for adventure.
  12
  
  to eradicating the drow; and the Ninth Battalion, dwarven 
  warriors dedicated to defending their race.  More 
  information about these organizations can be found in 
  Pathfinder Campaign Setting: Faction Guide.
  Challenging Organizations: There are a number of 
  other organizations that don’t require a good alignment 
  for membership, but don’t exclude good characters from 
  joining. Interacting with some of these might present 
  more of a challenge for a good character, while others are 
  easy to work within. Joining the Hellknights might not 
  strike a good character as an appropriate career choice, but 
  there is nothing to stop a lawful good character from doing 
  so. Riftwardens, who seek to protect planar boundaries 
  and fight against the Blackfire Adepts, require their 
  membership to be nonevil. Finally, while the Pathfinder 
  Society is generally considered to be a neutral organization, 
  the group performs many good deeds throughout the 
  Inner Sea. See The Inner Sea World Guide, the Faction Guide, 
  and Pathfinder Campaign Setting: Paths of Prestige for more 
  information on these groups.
  GOOD-ALIGNED HOMELANDS
  Good-aligned characters may hail from anywhere across 
  Golarion, but certain good-aligned regions tend to produce 
  more virtuous, idealistic, and heroic characters than others. 
  Whether from the vast coastal cities of Almas or 
  Augustana or smaller towns like Alvis or Falcon’s Hollow, 
  characters from Andoran, the birthplace of freedom, believe 
  all persons should be free from the yoke of tyrannical rulers 
  and the bonds of slavery. Abolitionists are rife in Andoran, 
  and characters from Almas may be actively involved in 
  disrupting the slave trade throughout the Inner Sea. 
  In northeastern Avistan, the crusading theocracy of 
  Mendev fights a never-ending battle against the demons 
  of the Worldwound. Mendevian characters remain ever-
  vigilant against both the overt and subtle infiltration of 
  evil into their region, and many combine their crusading 
  temperament with a strong faith in Iomedae, former servant 
  of Aroden and the original leader of the Knights of Ozem 
  against the Whispering Tyrant. Those from the city of 
  Kenabres could follow the zealous prophet Hulrun, aiding 
  his inquisitions against demon worshipers and helping 
  purify (often by fire) the demon-tainted among them.
  Characters from the heavily forested Nirmathas have 
  a deep-seated independent streak, having lived under the 
  heavy bureaucratic rule of Cheliax and then Molthune for 
  some time. Freedom is a great motivating factor for these 
  characters, all of whom hold liberty and self-sufficiency as 
  the greatest of ideals. The Chernasardo rangers epitomize 
  the undying spirit inherent in those from Nirmathas, as they 
  strive daily to keep the forest free of invaders.
  Good characters also actively campaign in many other 
  areas across Golarion. Good characters could likely come 
  from the cities of Iadara (if elven) or Greengold (if human) 
  in Kyonin (CG), the battle-tested region of Lastwall (LG), 
  the scholarly city of Nantambu in the Mwangi Expanse 
  (NG), or the goblin-harried city of Sandpoint (NG) in 
  Varisia.	 Characters	 hailing	 from	 Tian	 Xia	 might	 come	
  from Hwanggot, a peaceful holdout against imperialistic 
  expansion (NG); the elven shogunate of Jinin (LG); the 
  Abyss-threatened nation of Tianjing (NG), home to many 
  aasimars; or Zi Ha (LG), a network of samsaran cities built 
  atop monster-infested mountains (see Pathfinder Player 
  Companion: Dragon Empires Primer).
  GOOD TRAITS
  The following traits suit characters of good alignment.  
  Affable (Social): You have a genial personality and make it 
  a point to befriend and help people wherever you go. In your 
  travels, you stop to aid others, tell interesting stories, and 
  often buy rounds of drinks for patrons at the local taverns. 
  You bring good cheer to those you encounter, and for this 
  reason, you often find yourself attending important events 
  or fruitful gatherings, and have even become an honorary 
  member of many families. People find you trustworthy, and 
  they are willing to share information with you. You gain a +2 
  trait bonus on Diplomacy checks to gather information, and 
  can do so in half the normal time. In addition, Diplomacy 
  and Knowledge (local) are always class skills for you. 
  Chosen of Iomedae (Faith): At your birth, your parents 
  dedicated your soul to Iomedae to mold into a sword of her 
  light. The goddess blessed you, granting you a gift of light 
  to brighten your path through darkness and a fine sword 
  with which to spread her will. You may cast light once per 
  day as a spell-like ability (caster level 1st), and you begin 
  play with a masterwork longsword. In addition, whenever 
  light is cast upon this sword, the radius of light and its 
  duration is doubled. 
  Demon Smiter (Combat): You grew up around those 
  who fight the demons streaming out of the Worldwound, 
  and from their stories you learned about the demons’ 
  weaknesses. You are likely from Mendev or have joined that 
  nation’s cause as a crusader. Once per day when fighting 
  demons, you gain a +4 trait bonus on a single attack roll.
  Transmuter of Korada (Magic): You learned the secrets of 
  transmutation from a follower of the empyreal lord Korada. 
  Whenever you cast a spell from the transmutation school, 
  its effects manifest at +1 caster level. Additionally, select one 
  of the following transmutation spells: bear’s endurance, bull’s 
  strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. 
  Once per day when you cast that spell, its duration is doubled. 
  A spell affected by this trait cannot be modified further by 
  the Extend Spell metamagic feat or similar abilities.
  PRESTIGE CLASSES FOR GOOD CHARACTERS
  The following prestige classes require a good alignment: 
  Bellflower tiller, champion of Irori, Golden Legionnaire, Lantern 
  Bearer, Magaambyan arcanist (Pathfinder Campaign Setting: 
  Paths of Prestige); Inheritor’s crusade (Pathfinder Adventure 
  Path #26); and Steel Falcon (Pathfinder Player Companion: 
  Andoran, Spirit of Liberty).
  The following prestige classes don’t require a good alignment, 
  but do require worship of Sarenrae and Iomedae, respectively: 
  Dawnflower dissident and Knight of Ozem (Paths of Prestige).
  13
  
  ETHICS FOR ADVENTURERS
  If complicated ethics that challenge a character’s concept 
  or force her to make difficult moral decisions is an 
  element of play you would rather avoid, discussing this 
  with your GM is important. It makes for a better game 
  when everyone knows the expected boundaries in terms 
  of what is considered fun. Some players, in fact, do not 
  want to have anything that too closely resembles real 
  life appearing in their fantasy games! Decide together 
  what your group considers to be fair game.
  One of the many quandaries good-aligned characters 
  face during their adventuring careers is what to do about 
  the progeny of evil humanoids. For example, shortly 
  into their adventures, an adventuring party encounters a 
  group of goblins who have been raiding a village, leaving 
  a swath of death and destruction in their wake. The PCs 
  track them to some caves and kill them—but the dead 
  goblins leave behind babies. What should the PCs do with 
  those? Kill them? Leave them be? What is the best 
  and most appropriate thing for a good character to 
  do in this situation? 
  Just as there are varying good alignments, there 
  are different solutions to this problem. One good 
  character might believe the children are not 
  inherently evil, that their behavior is learned, 
  and round up the young ones to take them to a 
  higher power like a church, a monastery, or 
  an orphanage set up to deal with the issue 
  of raising humanoid children. Alternatively, 
  he might decide to raise them himself! This could 
  be viewed as the most saintly thing to do. Another 
  character might decide not to do anything, leaving 
  the children to the whims of nature—either the 
  children will survive in the wild on their own, 
  or they will not. Lastly, a good character who 
  believes the younglings can never overcome their 
  innate evil might kill them all outright, viewing 
  the action as good, just, and the most merciful option.
  Another quandary might be the presence of a party 
  member or strong, supporting ally who is actually 
  evil. For instance, can the party’s paladin 
  continue to work with the evil wizard 
  in the group, or is it morally wrong to 
  do so? This situation would certainly 
  disquiet the paladin, but rather than refusing to 
  work with the wizard, she could insist on trying to 
  reform the person, who must surely have some 
  ounce of goodness in him if he continues to 
  aid the group. It might become her goal to 
  bring this individual to the light, and she 
  could work tirelessly to make it happen. 
  Non-paladin members of the group, 
  depending 
  upon 
  their 
  fervor 
  toward 
  goodness, might choose to ignore the issue 
  entirely, unless the evil character does 
  something overtly harmful to the group 
  or an innocent person. Otherwise, they 
  Good Characters in Bad Situations
  In many games, playing good characters is the norm. However, some GMs like to interject ethical quandaries into the 
  game from time to time to keep players on their toes and to test their characters’ resolve—and because real life isn’t 
  always so cut and dry, why should your fantasy campaign be? This section presents a few topics that often rear their heads 
  during the course of play as elements for your consideration. You may want to discuss some of the following quandaries 
  with your GM and other players. This will allow you to see where everyone stands in regard to the idea of alignment.
  14
  
  might accept him more as “neutral” until he shows his true 
  colors, whether or not a detection of his true alignment 
  indicates otherwise.
  ALIGNMENT ON GOLARION
  The Pathfinder RPG assumes good and evil are definitive 
  things. Evidence for this outlook can be found in the 
  indicated good or evil monster subtypes, spells that 
  detect good and evil, and spells that have the good or 
  evil descriptor. Characters using spells with the evil 
  descriptor should consider themselves to be committing 
  minor acts of evil, though using spells to create undead is 
  an even more grievous act of evil that requires atonement.  
  Creatures with an evil subtype (generally outsiders) are 
  creatures that are fundamentally evil: devils, daemons, 
  and demons, for instance. Their redemption is rare, if 
  it is even possible. They are evil to their very core, and 
  commit evil acts perpetually and persistently. Mortals 
  with an evil alignment, however, are different from 
  these beings. In fact, having an evil alignment alone 
  does not make one a supervillain or even require one 
  to be thwarted or killed. The extent of a character’s evil 
  alignment might be a lesser evil, like selfishness, greed, 
  or extreme vanity. Having these qualities might not even 
  cause the character to detect as evil when subjected to 
  detect evil, as creatures possessing 4 or fewer Hit Dice do 
  not register to the spell (with the exception of clerics or 
  other characters that radiate an aura).
  GOOD CHARACTERS FROM 
  BAD PLACES
  Nations in the Inner Sea region run the gamut from 
  benevolent fledgling democracies to brutal and tyrannical 
  dictatorships. Characters can find their origins in any 
  of these nations, and while it often makes sense for a 
  good character to come from one of the more virtuous 
  countries, it’s equally reasonable that a good character 
  was born in a bad place. Growing up in conflict with 
  your homeland can lead to interesting situations and 
  provide a compelling background for a good character, 
  particularly one driven to bring good into the world and 
  improve the situations of oppressed or tormented fellow 
  citizens. Below are some of the nations in the Inner Sea 
  region that are, on average, evil.
  Cheliax: People throughout the Inner Sea are aware that 
  this dwindling empire consorts with devils and uses those 
  creatures to bring power to the country. Good characters 
  from Cheliax can focus on leading a resistance against 
  House Thrune, subverting the slave trade within their 
  home country, or even disrupting policies of expansionism 
  and exploitation in Cheliax’s colonial holdings. 
  Geb: Ruled by undead and evil spellcasters, this nation 
  uses zombies and slaves as its workforce to produce the 
  food it trades with neighboring countries. Though the 
  nation is overrun with undead, it still has plenty of 
  mortal citizens and the place is relatively safe provided 
  they keep their heads down and avoid attracting official 
  attention. Characters from Geb could grow up to be 
  undead slayers, using knowledge of how undead operate 
  to their advantage throughout their adventures. 
  Irrisen: This frozen nation is ruled by generations of 
  witches, all cruel and cunning. Life in Irrisen is hard 
  for its citizens, and its rulers are as harsh and cold as the 
  persistent weather. Good characters from Irrisen could 
  be members of the Heralds of Summer’s Return, an 
  underground resistance movement with its sights set on 
  tearing down the monarchy and returning the nation 
  to normal.
  Nidal: This shadowy theocracy keeps its people under 
  the thumb of the Umbral Court, creating a nation 
  of thralls to the Midnight Lord. Total obedience is 
  expected of all citizens, and a good character from Nidal 
  might find herself banding with secret worshipers of 
  Desna in their quest to drive back the oppressive shadow 
  blanketing the land.
  Razmiran: This theocracy led by a false god strictly 
  rules its people with severe punishment and intimidation. 
  Good characters raised in Razmiran have grown up 
  under harsh and unjust laws, and may find themselves 
  wanting to improve the quality of life for their families 
  and fellow citizens. To achieve this, a character could 
  ferret out secrets held by Razmir’s trusted followers, 
  subvert Razmir’s erratic and cruel mandates, or even 
  reveal the man for what he truly is. 
  Ustalav: This foggy land is steeped in horror. Tainted 
  by the tyrannical evil of Tar-Baphon, Ustalav is now filled 
  with secret agents of the lich-king seeking to return their 
  lord to his prior power. Good characters from Ustalav can 
  hunt down the evil that surrounds them on all sides.
  PALADINS AND MORAL QUANDARIES
  More than any other character class, paladins face  
  challenges in dealing with moral quandaries and shades of 
  gray because of their alignment and code of honor. Those 
  playing paladins should not be fearful of these ethical 
  dilemmas; instead, such moral issues should be viewed as 
  opportunities to open a dialogue with the Game Master to 
  discuss the nature of the paladin’s code and how it would 
  affect her role in the situation at hand. The GM, likewise, 
  should take the time to fully explain what might cause the 
  character to lose her special abilities or force her to seek 
  atonement. The GM and the player should also discuss how 
  and if the GM will warn her in future gaming sessions if her 
  actions warrant repercussions. A quick and easy solution to 
  this potential problem is the oft-overlooked phylactery of 
  faithfulness. This inexpensive magic item (1,000 gp) gives 
  the wearer a way to keep her behavior in check, providing 
  a clear indicator of whether she is straying from her faith 
  or is about to engage in immoral behavior. This simple item 
  has prevented many a paladin’s fall.
  Players wanting more information on the codes adhered 
  to by paladins of a specific deity should consult Pathfinder 
  Player Companion: Faiths of Purity. 
  15
  
  Heavenly Virtues
  Virtuous Creed
  You accept a creed to guide your destiny toward good.
  Prerequisite: You must be good.
  Benefit: Select one of the following virtues. You must adhere to that virtue’s creed in order to benefit from its bonus. If you 
  break any part of the creed, you are unable to gain the benefits from that virtue for 24 hours. Significant violations require 
  atonement for you to be able to benefit from this feat again.
  Special: You can gain this feat multiple times. Each time you take this feat, you must 
  choose a new virtue.
  humiLitY
  Creed: You must always show respect to others. You must put your 
  own desires aside in favor of the needs of the masses. You must 
  be conservative in dress and in actions, and wary not to 
  display pride or gloat about your wealth or achievements.
  Benefit: You add your Wisdom modifier on Diplomacy 
  checks in addition to your Charisma modifier.
  CouraGe
  Creed: You can never willingly flee combat 
  when others’ lives are at risk. You must never 
  show cowardice in sight of your enemies.
  Benefit: When shaken, you gain a +3 bonus on 
  Will saves against any effects that would worsen 
  your condition to frightened or panicked.
  Freedom
  Creed: You must always seek to ensure that beings have the right to live their lives 
  as their own. You must put an end to slavery when you see it, and break whatever 
  chains hold others down, be they metaphysical or real.
  Benefit: Once per day, you can reroll a Will save against a charm or compulsion 
  effect and gain a +2 bonus on that reroll. You must decide to use this ability 
  before the results are revealed. You must take the second roll, even if it is worse.
  
  PuritY
  Creed: You must refrain from contact with unclean things and keep your 
  thoughts unpolluted. You must not touch evil-aligned weapons or creatures. 
  You must practice clean eating, ingesting only properly prepared foods that 
  strengthen the body and mind. 
  Benefit: You gain a +2 bonus on all Fortitude saving throws against disease or 
  poison. In addition, the onset time for any disease or poison is doubled.
  ProteCtioN
  Creed: You must always stand up for those 
  weaker than yourself. You must defend your 
  community against those that prey upon it.
  Benefit: When you use the aid another 
  action to improve an ally’s AC against attacks, 
  the bonus increases to +4 instead of +2.
  merCY
  Creed: You must always accept an enemy’s surrender. 
  When your enemies are defeated in battle, you must 
  attempt to stabilize them to the best of your ability. You 
  must never bring undue suffering to those who are innocent. 
  Benefit: When using a weapon that deals lethal damage to instead 
  deal nonlethal damage, you take no penalty on your attack roll.
  
  BECOMING GOOD
  Each character has her own unique path to good. Many 
  creatures are set in their ways and don’t vacillate between 
  distinct ethical philosophies, making such a fundamental 
  change in thinking and acting an arduous road. The notion 
  of good is as much about intention as it is about action. 
  Simply committing a series of good acts is not enough to 
  change a creature’s alignment—it must want deep down 
  within itself to be good. As such, finding true redemption 
  involves the creature passing through a number of stages 
  on its path to goodness.
  Intention: Determining a creature’s intention is largely 
  a roleplaying task. Creatures that truly seek redemption 
  should display genuine remorse over evil acts they’ve 
  committed and must be willing to embark on the difficult 
  road to becoming good. If you are actively seeking to 
  redeem a creature, there is no guarantee of success, but 
  by offering it examples of mercy and decency you might 
  spark a desire to do good in its heart. Many times, 
  confessing one’s past sins and evil deeds is the first step 
  toward redemption. Purposefully completing at least 
  one penance (see below) and succeeding at a Will save as 
  outlined in the following rules should prove a creature is 
  ready to begin its journey.
  Calculating the Path to Good: To alter its 
  alignment toward good, a creature must pass 
  through a number of stages, depending on its 
  starting alignment. A creature with an evil alignment 
  must first shift its alignment to neutral before shifting 
  its alignment to good. To make this shift, the creature 
  must perform a number of penances equal to double 
  its total Hit Dice. This number of penances must be 
  completed for each stage of shift in alignment, from 
  evil to neutral and again from neutral to good. If the 
  creature seeking to become good gains additional Hit 
  Dice or levels during the course of its redemption, the 
  number of penances to be completed should reflect its 
  new total Hit Dice. 
  For example, if a creature with a total of 7 Hit Dice 
  completes 14 penances to shift from evil to neutral, but 
  gains a level before completing its path from neutral to 
  good, its total Hit Dice rise to 8 and it must now complete 
  16 penances in order to complete its path of redemption. 
  For exceptionally evil creatures, a GM may wish to 
  increase the required number of penances to reflect a life 
  of utter depravity. For creatures with the evil subtype, 
  their alignment is ingrained into their very soul, and the 
  GM may rule that they are beyond redemption of this sort 
  or at the very least a difficult and exceptional series of tasks 
  must be completed to facilitate the change in alignment.
  Penances: To pass through each stage of its path to 
  good, a creature must perform a number of good deeds 
  Redemption
  Changing alignment can be a tricky process, both in mechanical and roleplaying terms. Alignment shifts have little 
  mechanical effect on characters of classes without alignment restrictions, so they can be as simple as the GM mentioning 
  a drift one way or another. For some, though, redemption can be a driving force for character development or plots within 
  a campaign. And for others, the desire to take a prestige or base class that requires characters to be good, or to use a good-
  aligned item, might encourage them to seek a purer path. This system presents guidelines for tracking a creature’s path 
  toward redemption. It allows for a great degree of customization and alteration to ensure it feels natural for players and fits 
  comfortably into an ongoing campaign. But keep in mind that certain classes and other rules require a more demanding 
  form of redemption, such as a paladin seeking atonement or a cleric or druid attempting to regain her spell powers. This 
  system does not circumvent such requirements.
  18
  
  equal to double its total Hit Dice. The GM decides 
  exactly which penances are appropriate, but examples of 
  such acts are included below.
  When a creature completes the penances required for a 
  stage, it must succeed at a Will save to overcome its nature. 
  The DC of this save is equal to 10 + 1/2 the creature’s total 
  Hit Dice + its Charisma modifier. 
  If this save is successful, the penances have taken 
  hold and the creature has completed another step 
  toward becoming good. If the creature fails this save, it 
  must complete another deed in order to gain a chance 
  to attempt another save. It can continue to complete 
  additional deeds after each failed save until it succeeds.
  Sponsorship: It is far easier for a creature to change 
  its alignment with the tutelage and support of another. 
  Someone who wishes to become good can seek out the 
  support of a good creature to improve its own chances of 
  success. At each stage, a creature may enlist the help of 
  a number of sponsors up to its Charisma modifier. Each 
  sponsor aiding a creature on its path to redemption 
  provides a +1 bonus on the creature’s Will save (or saves, 
  if the first save is unsuccessful) to complete that stage of 
  its redemption.
  To be a sponsor, a creature must absolutely believe in 
  the penitent’s ability and sincere intention to change its 
  alignment. This certainty may arise from friendship, 
  divine guidance, the application of divinations or 
  mundane interrogation, or any other source that results 
  in absolute conviction that the subject desires to be good.
  Relapse: Each minor evil act a creature performs 
  (casting spells with the evil descriptor, praying to an evil 
  deity, using an evil magic device, mind controlling good 
  creatures to commit evil acts, and so on) counts against 
  whatever penances the character has already performed, 
  effectively canceling one out. Any major evil act (knowingly 
  slaying an innocent creature, spreading a disease among 
  a community, inflicting pain on an innocent subject, or 
  animating the dead) undoes all of the good work done 
  for the current stage, and the creature must begin that 
  stage anew. A GM may rule that a particularly heinous act 
  reverses all work done, and shifts the creature back to its 
  original evil alignment.
  examPLe PeNaNCes
  The list that follows represents examples of penances that 
  you can use to pursue redemption or assign to a penitent 
  that you’re sponsoring, with your GM’s permission. 
  Your GM should avoid presenting too may options for 
  redemption at once, as doing so would allow you to choose 
  the easiest penance over the one most appropriate to the 
  situation—those who truly seek to repent shouldn’t shy 
  away from a good deed because it is difficult, expensive, 
  or not their idea of fun. It is equally important, however, 
  to work with your GM to ensure that penances are 
  achievable, relevant, and available at a sufficient pace, 
  so that the process of redemption doesn’t interfere with 
  the adventure and group dynamics. Getting this balance 
  right may be tricky, particularly if you are in a rush to 
  become good.
  •	 Confessing	your	past	sins	or	evil	acts	to	an	appropriate	
  good-aligned agent.
  •	 Healing	 a	 creature	 you	 don’t	 know	 from	 a	 disease,	
  affliction, or poison when doing so gives you no 
  personal advantage.
  •	 Willingly	submitting	to	a	geas/quest, mark of justice, or 
  similar spell to show you are committed enough to the 
  process of redemption to risk harm if you fail. 
  •	 Casting	a	spell	with	the	good	descriptor.	This	penance	
  can be completed only once per stage.
  •	 Donating	at	least	50	gp	to	a	good	organization	or	faith.	
  Each time you do so, the amount needed for the donation 
  to qualify as a penance doubles. 
  •	 Sacrificing	belongings	gained	through	evil	means.
  •	 Freeing	an	oppressed,	enslaved,	or	abused	creature.	
  •	 Preaching	a	sermon	of	no	less	than	1	hour	on	the	virtues	
  of good behavior. This penance can only be completed 
  once per week.
  •	 Turning	a	creature	that	has	committed	a	crime	over	to	
  a good-aligned authority. 
  •	 Completing	 a	 task	 or	 quest	 for	 a	 good	 faith	 or	
  organization without accepting payment. A GM may 
  decide that a particularly challenging encounter may 
  count as two or more penances.
  •	 Fasting	and	praying	for	12	hours	(leading	to	fatigue).
  •	 Creating	a	good	item	and	giving	it	away	for	free.
  •	 Showing	mercy	to	a	vanquished	foe.
  •	 Completing	a	task	for	a	stranger	and	accepting	no	reward.
  •	 Refraining	from	blasphemy	or	bad	language	in	private	
  or in conversation with others.
  •	 Instructing	other	characters	or	NPCs	in	pure	courses	
  of action. 
  •	 Ignoring	 or	 not	 responding	 to	 insults	 or	 challenges	
  from foes.
  •	 Attempting	 a	 Diplomacy	 check	 to	 try	 and	 resolve	 a	
  situation peaceably instead of resorting to combat. 
  •	 Refraining	from	lying	or	deception	for	an	entire	week.
  Many other actions that may come up in play could be 
  considered penances, and your GM should feel free to 
  count such deeds when they occur. The process becomes 
  much more natural and genuine if penitent characters 
  seek out ways to be helpful and pure, rather than simply 
  working their way through a set list.
  A NOTE ON ATONEMENT
  The atonement spell might appear to be a quick and 
  inexpensive route to alignment change. The spell has little 
  if any effect on creatures with the evil subtype, however, 
  and perhaps most importantly it stipulates that “the creature 
  seeking atonement must be truly repentant and desirous of 
  setting right its misdeeds.” You may wish to make a creature 
  pass through at least one stage of redemption as listed 
  below in order to prove its intention and desire beyond 
  question before it can become a subject of this spell. 
  19
  
  Divine Influence
  GOOD DEITIES
  See the table on the inside front cover for more 
  information about the following deities.
  Apsu: Non-dragon adherents of Apsu are usually 
  humans obsessed with dragonkind. They live to serve 
  or emulate metallic dragons, protecting the lands and 
  people under their care.
  Cayden Cailean: Followers of the Drunken Hero strive 
  to protect the right to enjoy life. They defend the weak, 
  destroy threats to freedom, and fight obstacles to having 
  a good time. 
  Desna: The free spirits who worship the goddess also 
  known as the Song of the Spheres live to discover new and 
  exciting experiences. Along the way they teach others how 
  to find joy in all things and alleviate unhappiness from 
  their lives.
  Erastil: The straightforward worshipers of Old 
  Deadeye preserve traditional values, defend rural 
  communities, and teach folk how to provide for 
  themselves and their families.
  Iomedae: The righteous who cleave to the Inheritor’s 
  dogma eradicate evil and injustice wherever they are found. 
  Her followers do everything in their power to protect the 
  weak while teaching them how to defend themselves. 
  Kofusachi: Followers of the Laughing God seek to 
  spread happiness and prosperity. They provide blessings 
  for births, weddings, business deals, and journeys and 
  teach that love should not be limited to one partner, or to 
  partners of just one race or gender.
  Kurgess: Faithful worshipers of the Strong Man follow 
  the rules of good sportsmanship. They believe in giving 
  everyone a fighting chance and teach others to be gracious 
  losers as well as humble winners.
  Milani: The often hidden followers of the Everbloom are 
  rebels and revolutionaries. They oppose despots, organize 
  uprisings, and work in secret to remove the iron gauntlet of 
  tyranny from the world.
  Qi Zhong: The Master of Medicine teaches his 
  worshipers to spread knowledge and learning, particularly 
  in the fields of magic and medicine. Though they may take 
  up positions in academic institutions, more often they 
  choose to travel and fill the world with wisdom.
  Sarenrae: Worshipers of the Dawnflower are never 
  without hope. They steer others to do good, and strive to 
  better themselves with every dawn.
  Shelyn: The artists and lovers who favor the Eternal Rose 
  work to replace ugliness with beauty and despair with hope. 
  They teach others to find beauty in unlikely places, preserve 
  works of art, and ensure lovers have the freedom to express 
  their mutual joy.
  Shizuru: Worshipers of the Empress of Heaven live 
  virtuous lives and hope to inspire others to do the same. 
  They teach respect for one’s ancestors and the lessons of 
  honorable swordsmanship while always hoping against the 
  need to ever raise a sword in battle.
  Torag: The Father of Creation’s adherents believe that 
  every moment should have a purpose, whether safeguarding 
  their homes, conquering their enemies, or crafting new 
  tools for the benefit of their communities.
  Tsukiyo: The followers of the Prince of the Moon act as 
  intermediaries between the living and the spirit world. 
  They preserve cemeteries, help protect communities 
  from evil spirits, and teach innocents not to be afraid of 
  the dark.
  SUBDOMAINS
  Presented here are new subdomains that, at your GM’s 
  discretion, may be substituted for one of a deity’s domains. 
  Suggested deities that may optionally grant the use of 
  the following subdomains are listed in the entry for each 
  subdomain. 
  CooPeratioN suBdomaiN
  Associated Domain: Community
  Associated Deities: Erastil, Kurgess
  Replacement Power: The following granted power replaces 
  the calming touch ability of the Community domain.
  Synergistic Touch (Sp): You can touch a creature as a 
  standard action to confer upon it the benefits of any one 
  Teamwork feat that you possess. This effect persists for a 
  number of rounds equal to 1/2 your cleric level (minimum 1).  
  You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier. 
  Replacement Domain Spells: 1st—borrow skillAPG, 2nd—
  share languageAPG, 3rd—coordinated effortAPG
  draGoN suBdomaiN
  Associated Domain: Scalykind
  Associated Deities: Apsu
  Replacement Power: The following granted power replaces 
  the serpent companion ability of the Scalykind domain.
  Dragonbreath (Su): At 4th level, you may use a breath 
  weapon once per day as a standard action. When you gain 
  this ability, choose acid, cold, fire, or electricity—this 
  determines what kind of damage your breath weapon 
  deals. Once you make this choice, you cannot change it 
  later. Your breath weapon fills a 15-foot cone, and deals 
  3d6 points of damage—this damage increases by 1d6 
  points at every even-numbered level you gain beyond 
  4th level. A creature hit by your dragonbreath attack can 
  Many powerful deities embody good ideals. Worshipers who draw power or conviction from these deities seek to do good 
  in a variety of ways. This section presents these deities and new subdomains available to their followers.
  20
  
  attempt a Reflex save (DC 10 + 1/2 your cleric level + your 
  Constitution modifier) to take half damage. At 9th level, 
  you can use this ability two times per day, and at 14th 
  level you can use it three times per day.
  Replacement Domain Spells: 3rd—draconic reservoirAPG, 
  4th—dragon’s breathAPG, 6th—form of the dragon I
  imaGiNatioN suBdomaiN
  Associated Domain: Luck
  Associated Deities: Desna, Kofusachi, Shelyn
  Replacement Power: The following granted power 
  replaces the good fortune ability of the Luck domain.
  Haze of Daydreams (Su): At 6th level, you can emit a 
  15-foot-radius haze of daydreams for a number of rounds 
  per day equal to your cleric level. These rounds do not 
  need to be consecutive. Creatures within the haze gain the 
  fascinated condition unless they succeed at a Will save (DC 
  equal to 10 + 1/2 your cleric level + your Wisdom modifier). 
  You may designate a number of creatures equal to your 
  cleric level that are not affected by the haze. The fascinated 
  condition ends immediately when the creatures leave the 
  area or the aura expires. 
  Replacement Domain Spells: 1st—silent image, 2nd—
  minor image, 3rd—major image, 5th—dream
  JudGmeNt suBdomaiN
  Associated Domain: Law
  Associated Deities: Apsu, Iomedae, Torag
  Replacement Power: The following granted 
  power replaces the touch of law ability of the 
  Law domain.
  Chastisement (Su): As a standard action, you 
  can cast a strengthened spell against a creature that 
  damaged you during the previous round. Such a spell is 
  cast at +1 caster level. This spell must specifically target 
  the creature that damaged you. Area of effect spells 
  cannot be used in conjunction with this ability. You can 
  use this ability a number of times per day equal to 3 + 
  your Wisdom modifier. 
  Replacement Domain Spells: 2nd—castigateAPG, 4th—
  rebukeAPG, 5th—mark of justice
  redemPtioN suBdomaiN
  Associated Domain: Good
  Associated Deities: Iomedae, Sarenrae
  Replacement Power: The following granted 
  power replaces the holy lance ability of the Good domain.
  Aura of Sanctification (Su): At 8th level, as an immediate 
  action, you can emit a 30-foot-radius aura of sanctification 
  for a number of rounds per day equal to your cleric level. 
  These rounds do not need to be consecutive. Within 
  this aura, effects that are specifically harmful 
  to good-aligned creatures are inverted so that 
  they no longer harm good creatures and 
  instead harm evil creatures. Similarly, effects 
  that are specifically beneficial to evil creatures 
  instead become beneficial only to good creatures.
  Replacement Domain Spells: 2nd—qualmUC, 4th—
  forced repentanceAPG, 5th—atonement
  reVeLatioN suBdomaiN
  Associated Domain: Sun
  Associated Deities: Iomedae, Sarenrae, Shizuru 
  Replacement Power: The following granted power 
  replaces the sun’s blessing ability of the Sun domain.
  Guided Eyes (Su): Perception is always a class skill for 
  you. In addition, whenever you make a skill check to see 
  through a disguise or find something that is hidden or 
  concealed, you gain a +4 sacred bonus on the check.
  Replacement Domain Spells: 1st—detect secret doors, 
  2nd—see invisibility, 3rd—banish seemingAPG, 5th—true seeing
  reVeLrY suBdomaiN
  Associated Domain: Chaos
  Associated Deities: Cayden Cailean, Desna, Kofusachi
  Replacement Power: The following granted power 
  replaces the chaos blade ability of the Chaos domain.
  Intense Celebration (Su): At 8th level, any spells you cast 
  that confer a morale effect upon you or your allies are 
  automatically affected as if by the Extend Spell metamagic 
  feat with no increase in spell level. 
  Replacement Domain Spells: 2nd—hideous laughter, 
  3rd—good hope, 6th—heroes’ feast, 8th—irresistible dance
  21
  
  CELESTIAL RAGE POWERS
  While others rage in brutality or for the sheer love of 
  violence, good barbarians’ fury is fuelled by a sense of 
  justice and righteousness for which they live and die. 
  Celestial Totem (Su): While raging, the barbarian shines 
  with a righteous light. This effect bestows upon the 
  barbarian a halo of gleaming light that shines as if it 
  were daylight and triggers an invisibility purge effect in the 
  barbarian’s square and each adjacent square. The invisibility 
  purge only affects nongood creatures. A barbarian must be 
  at least 8th level to select this rage power.
  Celestial Totem, Greater (Su): While raging, the barbarian 
  gains spell resistance equal to 11 + the barbarian’s class 
  level against spells with the evil descriptor. She also gains 
  a +2 bonus on all saving throws against spells and effects 
  from evil creatures. A barbarian must have the celestial 
  totem rage power and be at least 12th level to select this 
  rage power.
  Celestial Totem, Lesser (Su): While raging, the barbarian 
  benefits from increased magical healing. Whenever she is 
  subject to a spell that cures hit point damage, she heals 1 
  additional point of damage per caster level. In the case of 
  non-spell healing effects (such as channeled energy or lay 
  on hands), she heals a number of additional points equal 
  to the class level of the character performing the magical 
  healing. This does not affect fast healing or regeneration. 
  INQUISITIONS 
  An inquisitor’s work may seem unconventional to others, 
  but sometimes to do real, lasting good, it is necessary to 
  engage in actions that appear to cross lines—special 
  tasks require special skills. Living on the sharper, 
  rustier side of purity, inquisitors carry a heavy but 
  still holy burden. 
  FiNaL rest
  Deities: Iomedae, Pharasma, Sarenrae
  Granted Powers: The dead have paid their dues; there 
  is no need, and no excuse, for them to walk. You protect 
  their rest personally.
  Disrupt Animation (Sp): You can use disrupt undead 
  as a spell-like ability, adding your wisdom modifier 
  to the damage. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Unravel Animation (Su): At 8th level, when you activate 
  your bane ability with undead as the creature type, 
  you can choose for your weapon to instead gain the 
  disruption weapon special ability. The DC to resist 
  this effect is equal to 10 + 1/2 your inquisitor level + 
  your Wisdom modifier. 
  reCoVerY
  Deities: Abadar, Erastil, Nivi Rhombodazzle, Shelyn
  Granted Powers: Some hunt down secrets, but you 
  focus on the search for more tangible items.
   Focused Search (Ex): Once per day, you may 
  designate a person or object as your focus. This 
  takes 1 minute of concentration, during which 
  time you must either picture this item or person 
  if familiar to you, or meditate on the item’s or 
  person’s description if not. Until you choose a new 
  focus, you gain a bonus equal to half your inquisitor level 
  on Perception checks to see or hear your focus, or when 
  Fighting the Good Fight
  To promote good it is necessary to crush evil, sometimes by coming to the defense of threatened innocents and sometimes 
  more actively. Those who dedicate their lives to these goals sacrifice personal safety and peace in the name of good.
  22
  
  using Survival to track your focus or a creature with your 
  focus in its possession. This bonus stacks with that gained 
  from the track special ability.
  Locate Focus (Sp): At 8th level, once per day you may use 
  either locate creature or locate object as a spell-like ability 
  using your current focus as the target. The range of this 
  effect is 1 mile per level.
  FEATS
  The following feats help good characters in their fight.
  GoLdeN LeGioN’s staYed BLade
  When you’re dealing with large and secretive organizations, 
  a dead enemy is just a corpse, but a captured enemy can be 
  a tool.
  Prerequisite: Base attack bonus +3.
  Benefit: If you deal an amount of damage to a creature 
  that would slay it outright, you can pull that attack, instead 
  dealing only enough damage to reduce its hit points to –1, 
  and leave it stable.
  LastWaLL PhaLaNx (teamWork)
  When battling the terrifying hordes of Belkzen, you find 
  strength in your shield brothers and sisters.
  Prerequisites: Base attack bonus +3, good alignment.
  Benefit: You gain a sacred bonus to your AC against 
  the attacks of evil creatures and a sacred bonus to saves 
  against the spells and abilities of evil creatures equal to 
  the number of adjacent allies who also have this feat.
  LeGaCY oF ozem
  Your purity is so great that the blades and bows of long-
  forgotten heroes sing to you as if they had been made for 
  your righteous hands. 
  Prerequisites: Base attack bonus +5, good alignment.
  Benefit: When using good-aligned weapons, including 
  those under the effects of a bless weapon spell, you gain a 
  +1 sacred bonus on damage rolls.
  TAKE THEM ALIVE!
  Sometimes capturing an opponent alive protects the greater good, whether by unraveling a larger scheme or showing justice being done.
  PeaCemaker
  Your words of peace ring true and are much more difficult 
  for others to resist.
  Prerequisites: Charisma 13, good alignment.
  Benefit: The DC to resist spells you cast to ensure 
  peace or force aggressive creatures to become peaceful 
  increases by +2. This affects spells that dissuade creatures 
  from aggressive actions without exerting long-term or 
  absolute control over them, and without leaving them 
  defenseless. These spells include, but are not limited to, 
  calm animals, calm emotions, command, compassionate allyUM, 
  enthrall, euphoric tranquilityUM, sanctuary, and serenityUM. 
  siPhoN PoisoN
  You can remove poison from afflicted creatures.
  Benefit: As a full-round action, you can remove an 
  injury poison from a helpless or willing creature’s 
  bloodstream with a successful Heal check. The DC of 
  this check is equal to the poison’s DC. You can only draw 
  out poison in this way within the first 2 rounds of when 
  the target was poisoned. If the check is successful, the 
  creature no longer suffers any additional effects from 
  the poison. By performing this action, you do not risk 
  poisoning yourself.
  WorLdWouNd WaLker
  Your purity always remains a blessing, even when you’re 
  surrounded by creatures that despise it.
  Prerequisites: 5 or more Hit Dice, good alignment.
  Benefit: You can alter the essence of your being to lessen 
  the effects of spells designed to harm good creatures. 
  When affected by spells and effects that behave differently 
  according to alignment (such as unholy word or protection 
  from good), you can choose whether you are considered 
  good or neutral. This ability does not actually change your 
  alignment or fool divinations, nor does it permit you to 
  overcome alignment requirements for the use of magic 
  items, class abilities, and so on. 
  BINDINGS
  Various materials and items can be used to restrain creatures.
  Manacles: A creature can slip out of manacles with a successful 
  DC 30 Escape Artist check (DC 35 for masterwork manacles), and 
  they require a successful DC 26 Strength check to burst (DC 28 for 
  masterwork manacles). Mithral manacles are a bit stronger and 
  can be burst with a successful DC 30 Strength check. Manacles for 
  large creatures cost 10 times the listed price.
  Ropes and Chains: Ropes have an escape DC of 20 + the 
  binder’s CMB. Hemp rope will hold most humans and can be burst 
  with a successful DC 23 Strength check. Silk rope can be burst with 
  a successful DC 24 Strength check. Spider’s silk rope can be burst 
  with a successful DC 25 Strength check. A bit stronger than the 
  strongest rope, chain offers a break DC of 26. 
  SUBDUING AN OPPONENT
  A creature falls unconscious when it takes a cumulative amount 
  of nonlethal damage that exceeds its current hit points. Any 
  nonlethal damage beyond this becomes lethal damage, making 
  heavy-handed sappings dangerous. Consider these options to 
  incapacitate foes. When using a weapon that normally deals lethal 
  damage, a creature can take a –4 penalty on attack rolls to instead 
  deal nonlethal damage.
  Weapons: Bolas (exotic; 1d4 bludgeoning; nonlethal, trip), sap 
  (martial; 1d6 bludgeoning; nonlethal), whip (exotic; 1d4 slashing; 
  disarm, nonlethal, reach, trip)
  Feats That Help: BludgeonerUC, Golden Legion’s Stayed Blade 
  (see below), Improved Unarmed Strike, Knockout ArtistUC, Pinning 
  KnockoutUC, Sap AdeptUC, Sap MasterUC, Stage CombatantUC
  23
  
  ALCHEMICAL DISCOVERIES
  Alchemists with a good alignment have shared the 
  following alchemical discoveries with their brethren. 
  Discoveries marked with an asterisk (*) do not stack. Only 
  one such discovery can be applied to an individual bomb. 
  The DC of any saving throw called for by a discovery is 
  equal to 10 + 1/2 the alchemist’s level + the alchemist’s 
  Intelligence modifier.
  Celestial Poisons (Su): The alchemist is able to infuse 
  poisons with celestial power so they can affect evil 
  creatures that are normally immune to poison. Any 
  poison the alchemist administers to a weapon can affect 
  undead and evil outsiders, bypassing their inherent 
  immunities. Magical effects that negate poisons still 
  apply. If a creature fails its save, the poison acts as normal, 
  but may have no effect on the creature, depending on the 
  effect of the poison (such as dealing Constitution damage 
  to undead). An alchemist must be at least 8th level before 
  selecting this discovery.
  Change Alignment (Su): Once per day as part of his 
  preparation of infusions, the alchemist can brew an 
  infusion that shifts the imbiber’s alignment to good. This 
  change in alignment lasts for 10 minutes per alchemist 
  level. An unwilling creature receives a Will save to resist this 
  change. The alchemist may have only one such infusion at 
  any one time. The effects of this infusion may have serious 
  repercussions for a creature suddenly struggling with a new 
  outlook. Many see it as little more than forced insanity, and 
  some good faiths outlaw its use. An alchemist must be at least 
  12th level and have the infusion discovery before selecting  
  this discovery.
  Holy Bombs*: When the alchemist creates a bomb, he can 
  choose to have it deal good divine damage. Evil creatures 
  that take a direct hit from a holy bomb must succeed at a 
  Fortitude save or be staggered on their next turn. Against 
  neutral creatures, holy bombs deal half damage, and 
  such targets are not affected by their staggering effect. 
  Holy bombs have no effect on good-aligned creatures. 
  An alchemist must be at least 8th level before selecting  
  this discovery.
  Ranged Baptism (Su): When the alchemist uses holy 
  water as a splash weapon, any squares subject to its effects 
  (including creatures affected by splash damage) or that 
  contain creatures subject to its effects are also affected 
  as if by consecrate, for a number of rounds equal to the 
  alchemist’s Intelligence modifier. Undead struck by holy 
  water remain affected by the consecrate effect even if they 
  leave the affected area. An alchemist must be at least 4th 
  level before selecting this discovery.
  GraNd disCoVerY
  The following discovery is available to alchemists who 
  reach 20th level.
  Change Alignment, Greater (Su): The effects of the 
  alchemist’s 
  change 
  alignment 
  infusion 
  become 
  permanent and can only be reversed by a wish or 
  miracle. A permanent, forced change of alignment may 
  be devastating, and some believe it is little better than 
  zealous slavery or mind control. Others consider a good 
  alignment brought about by any means but purity of 
  heart an affront to freedom. This discovery remains 
  controversial at best. An alchemist must take the change 
  Grace and Guile
  Glory and beatification are for paladins and martyrs—not every hero desires recognition. Many acts of great good go 
  unnoticed, and for pure-hearted scoundrels, operating in shadow and silence, this is exactly how they like it.
  24
  
  alignment discovery and the infusion discovery before 
  selecting this discovery.
  MASTERPIECES
  The songs of the Inner Sea are rich with tales of conflicts 
  between good and evil. Some of these songs have become 
  little more than simple children’s rhymes, but others, 
  at the hands of pure-hearted musicians, have become 
  hymns of peace and purity for those who strive to bring 
  good to all of  Golarion. 
  CLamor oF the heaVeNs 
  (PerCussioN, siNG)
  This confusing dirge of melody and counter-melody was 
  composed for choirs celebrating the various martyrs of 
  Ragathiel. It is intended to praise and magnify the glory 
  of the empyreal lord, but to the uninitiated it sounds like 
  a	battle	hymn.	In	fact,	in	Varisia,	this	is	what	the	song	has	
  become to many.
  Prerequisites: Perform (percussion or sing) 10 ranks.
  Cost: 5th-level bard spell known.
  Effect: Evil creatures that hear the performance and 
  fail a Will save against the effect are blinded and deafened 
  for the duration. On a successful save, they are shaken 
  instead. Undead or creatures with the evil subtype that 
  fail their saves are stunned for the duration, while those 
  that succeed are staggered. 
  Use: 3 bardic performance rounds, +1 round per additional 
  round of duration.
  Action: 3 full rounds.
  LiFe BuddiNG iN saLted earth (siNG, 
  striNG, WiNd)
  This delicate tune suggests the determined sprouting of 
  seedlings through barren, rocky soil. Both its motif and 
  effects are popular in Rahadoum, where the tune is also 
  known as “Spring Inside.”
  Prerequisites: Perform (sing), Perform (string), or 
  Perform (wind) 4 ranks.
  Cost: Feat or 3rd-level bard spell known.
  Effect: This masterpiece grants all allies within 30 
  feet fast healing 1 for as long as the bard maintains the 
  performance. He may increase the cost per round of the 
  performance up to a total number equal to half his bard 
  level to increase the fast healing by 1 for each additional 
  round expended. 
  Use: 1 bardic performance round per round, plus 1 or 
  more additional uses per round to increase the duration 
  of this effect.
  Action: 1 standard action.
  ROGUE TALENTS
  The following rogue talents complement good rogues. 
  Talents marked with an asterisk (*) add effects to a rogue’s 
  sneak attack. Only one of these talents can be applied 
  to an individual attack, and the decision must be made 
  before the attack roll is made.
  Sacred Sneak Attack (Su): When making a sneak attack 
  against an undead creature or evil outsider, the rogue’s 
  sneak attack damage is considered good-aligned for 
  the purpose of overcoming damage reduction. Normal 
  weapon damage is unaffected for this attack. A rogue 
  must have a good alignment to select this rogue talent.
  Sacrifice Self (Ex): A rogue who makes a successful Reflex 
  save against an area effect can ignore the benefits of 
  her evasion ability to shield an adjacent ally against the 
  effect, essentially halving the damage that ally would 
  normally take. A rogue with improved evasion can attempt 
  a secondary save against her ally’s damage. If the save is 
  successful, neither she nor her ally takes any damage. A 
  rogue must have evasion in order to select this talent, 
  and she must have improved evasion to benefit from the 
  secondary effect.
  Stem the Flow (Su): When making a successful sneak 
  attack against a creature with the ability to channel energy, 
  the rogue may forgo 3d6 points of sneak attack damage to 
  instead prevent the target from channeling energy for a 
  number of rounds equal to half her rogue level.
  GOOD-HEARTED SCOUNDRELS
  Myths and ballads are often filled with heroic sagas of conquering great and dangerous foes, but there are many ways to protect the 
  innocent, even while pursing your own agenda. Some good characters may not even consider themselves so, but whenever they must 
  decide between innocent life and their own selfish goals, they always seem to make the right choice. They may grumble, they may protest, 
  but for these heroes, good deeds aren’t a choice, but rather a way of life. 
  DUNGEON DELVERS, EXPLORERS, 
  AND RESEARCHERS
  Great knowledge is a gift. The enlightened 
  understand that they have a responsibility 
  to others. Driven by curiosity, these 
  characters may never end up the subject 
  of songs, but their discoveries could prove 
  a much greater good than the removal of 
  a single cruel warlord or the death of an 
  evil dragon.
  INFILTRATORS, INVESTIGATORS, 
  SCOUTS, AND SPIES
  Subterfuge, disguise, and even espionage 
  can put down a campaign of terror as 
  swiftly as sharpened steel, and much 
  more silently. Good bards and rogues 
  excel in these roles, uncovering corruption 
  or sowing dissent in broken, oppressive 
  systems. Good alchemists might even use 
  subtle poisons to cripple advancing evils.
  MINSTRELS, TROUPERS, AND 
  WANDERING STORYTELLERS
  Some serve good by striving to bring 
  joy in an unforgiving world. Great deeds 
  are not beyond them, but they are more 
  often heroes by chance, swept up in some 
  grand adventure just to stem the tears 
  of the innocent. While some call them 
  scoundrels, they have nothing but the 
  very best of intentions.
  25
  
  SUMMONER EVOLUTIONS
  The following new evolutions can be taken by any 
  eidolon that meets the prerequisites.
  2-PoiNt eVoLutioN
  The following evolution costs 2 points from the eidolon’s 
  evolution pool.
  Alignment Smite (Su): Choose a single alignment 
  component that opposes one of the summoner’s own. 
  Sublime Spellcraft
  Once per day as a swift action, the eidolon chooses one 
  target within sight. If this target’s alignment matches 
  that chosen for this ability, the eidolon deals an additional 
  +1d6 points of damage with one of its natural weapons. 
  This attack is treated as good-aligned for the purposes 
  of overcoming damage reduction. The alignment smite 
  persists until the target is dead or the eidolon is dismissed. 
  At 10th level, the summoner may spend 1 additional 
  evolution point to allow the eidolon a second daily use of 
  this ability. The summoner must be at least 5th level before 
  selecting this evolution. Evil or true neutral summoners 
  cannot select this evolution.
  3-PoiNt eVoLutioNs
  The following evolutions cost 3 points from the 
  eidolon’s evolution pool.
  Sacrifice (Su): An eidolon can sacrifice its own hit 
  points to heal another creature. As a standard 
  action, the eidolon can sacrifice up to 2 hit 
  points per Hit Die and then touch the target 
  creature, thereby healing the creature for half the  
  amount sacrificed. 
  Celestial Appearance (Ex): The eidolon appears as a 
  celestial creature and manifests some of the abilities 
  of a celestial. Spells and effects that target creatures 
  with the good subtype or have specific effects against 
  such creatures affect the eidolon as if it were a celestial. 
  The eidolon gains a +2 bonus on saves against disease, 
  petrification, poison, and electricity spells and effects. 
  It also gains spell resistance equal to 5 + its HD against 
  spells with the evil descriptor.
  At 7th level, by spending 2 additional evolution points, 
  this bonus on saves is increased to +4 and the spell 
  resistance is extended to affect any spells and effects 
  from evil creatures.
  At 12th level, by spending 2 additional evolution 
  points, this protection is increased to immunity 
  against these attacks and the spell resistance is 
  increased to 11 + its HD (the summoner must pay for 
  the 7th-level upgrade before paying for this 12th-level 
  upgrade). The summoner must be good-aligned to 
  select this evolution.
  WITCH PATRONS AND HEXES
  A witch’s powers are strange and mysterious to non-
  witches, and their source is sometimes an enigma even 
  to herself. Patrons are rarely deities on Golarion, but 
  occasionally their servants or aspects empower good 
  witches. More often patronage comes from mysterious, 
  enigmatic entities representing powerful ideals. 
  Magic is neither good nor evil, and while the great effort sometimes required to master arcane ability often concentrates 
  it into the hands of only the very determined, it is just as likely that such determination will be turned to good as to evil.
  26
  
  GraNd hexes
  Starting at 18th level, a witch can choose one of the 
  following grand hexes whenever she could select a new hex.
  Curse of Nonviolence (Su): The witch can curse a creature 
  to prevent it from attacking innocents. If the target fails 
  its Will save, it cannot take violent actions or do anything 
  destructive against any creature with fewer Hit Dice than 
  itself. If another creature takes hostile action against the 
  cursed creature, the cursed creature can act normally in 
  regard to that creature only. This is an abjuration effect. 
  The curse is permanent but can be removed with a break 
  enchantment, miracle, or wish spell. Whether or not the save 
  is successful, a creature cannot be the target of this hex 
  again for 1 day.
  Lay to Rest (Sp): The witch may target a single undead 
  creature with this hex as if with an undeath to death spell. 
  A Will save negates this effect. Whether or not the save 
  is successful, a creature cannot be the target of this hex 
  again for 1 day.
  WIZARD ARCANE DISCOVERIES
  Arcane discoveries are the results of wizards’ obsessive 
  research into magic. A wizard can learn one of the 
  following arcane discoveries in place of a regular feat 
  or wizard bonus feat. More information about arcane 
  discoveries can be found on page 86 of Pathfinder RPG 
  Ultimate Magic.
  Steward of the Great Beyond: Whenever a creature 
  attempts to use a teleportation effect or summon a creature 
  within 30 feet of you, you may attempt to block the effect. 
  Make an opposed caster level check (1d20 + caster level) as 
  an immediate action. If the check succeeds, the spell or 
  effect fails and is wasted; otherwise, it is unaffected. You 
  can use this ability once per day plus one additional time 
  for every 5 wizard levels you possess beyond 10th. You must 
  be at least a 9th-level wizard to select this discovery.
  Yuelral’s Blessing: You cast any spells that appear on 
  both the wizard and druid spell lists at +1 caster level 
  and with +1 to the save DC. In addition, you may replace 
  the material component of any arcane spell with gems of 
  the same value. You must be at least a 5th-level wizard to 
  select this discovery.
  WitCh PatroN themes
  The following are alternative patron themes that a good 
  witch can choose.
  Boundaries: 
  2nd—protection 
  from 
  evil, 
  4th—see 
  invisibility, 6th—magic circle against evil, 8th—dimensional 
  anchor, 
  10th—control 
  summoned 
  creatureUM, 
  12th—
  banishment, 14th—ethereal jaunt, 16th—dimensional lock, 
  18th—gate.
  Devotion: 2nd—divine favor, 4th—martyr’s bargainISM, 
  6th—magic vestment, 8th—greater magic weapon, 10th—
  flame strike, 12th—mass bull’s strength, 14th—bestow grace 
  of the championUM, 16th—holy aura, 18th—mass heal.
  Peace: 2nd—sanctuary, 4th—calm emotions, 6th—
  wind wall, 8th—dismissal, 10th—serenityUM, 12th—word 
  of recall, 14th—forcecage, 16th—euphoric tranquilityAPG, 
  18th—antipathy.
  hexes
  The following hexes complement witches who have a good 
  alignment. The save to resist a hex is equal to 10 + 1/2 the 
  witch’s level + the witch’s Intelligence modifier.
  Aura of Purity (Su): The witch’s aura purifies the air 
  around her. Diseases, inhaled poisons, and noxious 
  gaseous effects (such as stinking cloud) are negated in a 
  10-foot aura around the witch for a number of minutes 
  equal to her level. This duration does not need to be 
  consecutive, but it must be spent in 1-minute increments. 
  Effects caused by spells whose level is more than half the 
  witch’s class level are unaffected.
  Peacebond (Su): A witch can use this hex on a creature 
  to prevent it from drawing a weapon for a number of 
  rounds equal to the witch’s level. This hex has no effect 
  on natural weapons or weapons already in a creature’s 
  hands, but does prevent an archer from drawing arrows. 
  A Will save negates this effect, and whether or not the save 
  is successful, a creature cannot be the target of this hex 
  again for 1 day.
  maJor hexes
  Starting at 10th level, and every 2 levels thereafter, a witch 
  can choose one of the following major hexes whenever 
  she could select a new hex.
  Witch’s Bounty (Su): The witch may bless a bush, plant, 
  or tree that is planted in the ground, so that it creates 
  a plentiful harvest. Each day at dawn, this blessed bush 
  grows a number of goodberries equal to twice her witch 
  level. Berries on the tree remain until they are picked, 
  but the tree can never manifest a number of berries 
  greater than twice her level at one time. The witch may 
  only have one witch’s bounty active at a time, but can shift 
  her blessing to a new plant with a ritual requiring 1 hour.
  Witch’s Charge (Su): Once per day when preparing spells, 
  a witch can designate a willing creature as her charge. 
  She gains a constant status effect on this creature and 
  can target it with beneficial touch spells from a range 
  of 30 feet. The creature remains her charge until she 
  designates a new one.
  SPELLS WITH THE GOOD DESCRIPTOR
  The following spells all have the good descriptor: archon’s 
  auraUM, bestow grace of the championUM, blade of bright 
  victoryUM, blaze of gloryAPG, bless water, blinding rayARG, 
  communal protection from evilUC, consecrate, crusader’s 
  edgeISM, dispel evil, divine arrowUC, eagle aerieUM, 
  eaglesoulISM, hallow, holy aura, holy smite, holy sword, 
  holy whisperAPG, holy word, karmic blessingARG, light 
  lanceAPG, light of IomedaeISM, litany of righteousnessUC, 
  magic circle against evil, protection from evil, rally 
  pointAPG, sacred spaceARG, sanctify armorAPG, sanctify 
  corpseUM, spear of purityUM, veil of heavenARG, veil of 
  positive energyAPG, wake of lightAPG.
  27
  
  Accept Affliction
  School conjuration (healing) [good]; Level bard 3, cleric 3, 
  druid 3, paladin 3, witch 3
  Casting Time 1 standard action
  Components V, S, M/DF (dove’s heart)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The caster can transfer the effects of afflictions such as curses, 
  diseases, and poisons from the target creature to himself. This 
  spell can also transfer the blinded, deafened, fatigued, nauseated, 
  shaken, and sickened conditions. All aspects of the transferred 
  afflictions (save DCs, remaining duration, removal conditions, 
  and so on) remain the same, but affect the caster instead of the 
  original target. After transferring the affliction or condition, the 
  caster is free to cure it in any way he can.
  Angelic Aspect
  School transmutation [good]; Level cleric 5, paladin 3, 
  sorcerer/wizard 5
  This spell functions like lesser angelic aspect, except you gain 
  low-light vision, darkvision 60, resistance to acid 10, resistance 
  to cold 10, and DR 5/evil, and you sprout white feathered 
  wings allowing you to fly at a speed of 30 feet with average 
  maneuverability. In addition, your natural weapons and any 
  weapons you wield are considered good-aligned for the purpose 
  of overcoming damage reduction.
  Angelic Aspect, Greater
  School transmutation [good]; Level cleric 8, paladin 4, sorcerer/
  wizard 8
  This spell functions like lesser angelic aspect, except you gain low-
  light vision; darkvision 60 feet; DR 10/evil; immunity to acid, cold, 
  and petrification; resistance to electricity 10 and fire 10; a +4 racial 
  bonus on saves against poison; and protective aura and truespeech 
  as supernatural abilities for the duration of the spell. Also, your 
  wings give you a fly speed of 60 feet with good maneuverability.
  Protective aura provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws against attacks made or effects 
  created by evil creatures to anyone within 20 feet. Otherwise, 
  it functions as a magic circle against evil and a lesser globe of 
  invulnerability, both with a radius of 20 feet.
  Truespeech allows you to speak with any creature that has a 
  language, as though using the tongues spell.
  Angelic Aspect, Lesser
  School transmutation [good]; Level cleric 2, paladin 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You take on an aspect of an angelic being, including 
  some of its physical characteristics. You gain low-
  light vision, resistance to acid 5, resistance to cold 5, 
  and the benefits of protection from evil.
  Archon’s Trumpet
  School evocation [good, sonic]; Level bard 5, 
  cleric 7, paladin 4, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Spells of the Just
  Good-aligned spellcasters across Golarion—and beyond—research spells to help their fight against evil. Some allow you to take 
  on the characteristics of celestials, while others promote peace and mercy. All of the following spells have the good descriptor.
  28
  
  Range 30 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  Upon hearing a booming report, as if from a trumpet archon’s 
  mighty horn, all creatures in the area of the burst are paralyzed 
  for 1d4 rounds.
  Burst of Radiance
  School evocation [good, light]; Level cleric 2, druid 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of flint and a pinch of silver dust)
  Range long (400 ft. + 40 ft./level)
  Area 10-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex partial; Spell Resistance yes
  This spell fills the area with a brilliant flash of shimmering light. 
  Creatures in the area are blinded for 1d4 rounds, or dazzled for 
  1d4 rounds if they succeed at a Reflex save. Evil creatures in the 
  area of the burst take 1d4 points of damage per caster level (max 
  5d4), whether they succeed at the Reflex save or not.
  Chains of Light
  School conjuration (creation) [good]; Level cleric 6, inquisitor 5, 
  paladin 4, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, F (a length of fine golden chain)
  Range short (25 ft. + 5 ft./level)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Reflex negates; Spell Resistance no
  A creature targeted by this spell is held immobile by glowing 
  golden chains composed of pure light. The creature is paralyzed 
  and held in place, but may attempt a new saving throw each round 
  to end the effect. While held by the golden chains, a creature 
  cannot use any sort of extradimensional travel, such as astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, 
  gate, maze, plane shift, shadow walk, teleport, and similar spells 
  and spell-like abilities. The spell does not affect creatures that are 
  already in ethereal or astral form when the spell is cast.
  Hymn of Mercy
  School enchantment (compulsion) [good, mind-affecting]; 
  Level bard 5, cleric 5
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area 30-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like touch of mercy, except as noted above.
  Hymn of Peace
  School abjuration [good]; Level bard 6, cleric 7
  Casting Time 1 standard action
  Components V, S
  Range 40 ft.
  Area 40-ft.-radius burst centered on you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  Each time a subject of this spell attempts to attack another creature 
  or object, or otherwise perform an aggressive or damaging action 
  toward a creature or object, it must attempt a Will save. If the save 
  succeeds, the subject can attack normally. If the save fails, the 
  subject cannot follow through with the attack and loses that part 
  of its action. Creatures not taking violent actions are unaffected 
  by this spell.
  Touch of Mercy
  School enchantment (compulsion) [good, mind-affecting]; 
  Level bard 2, cleric 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target creature deals only nonlethal damage with all of its 
  weapon attacks. Damage taken by creatures or objects that are 
  not subject to nonlethal damage is not converted to nonlethal 
  and remains lethal damage. The weapon retains all of its other 
  normal properties.
  UTUNZAJI HEKIMA: THE PRESERVATION 
  OF WISDOM
  The ancient Mwangi wizard Old-Mage Jatembe is said to 
  have salvaged much of the culture of the first Mwangi 
  civilization and prevented humanity from backsliding into 
  barbarism after that empire was obliterated by Earthfall, 
  the event that created the Inner Sea. He is also credited 
  with penning an invaluable collection of scrolls known 
  as the Utunzaji Hekima. According to legend, these 111 
  scrolls contained the most complete record of the mage’s 
  insights ever put to paper, including everything from 
  transcripts of conversations with angels and lesser deities 
  to unique research into the nature of magic and its place 
  in the world. Sadly, most of the scrolls have been lost 
  or destroyed over the millennia, but the few that are 
  preserved at Magaambya—the arcane academy Old-Mage 
  Jatembe established—or scattered across Golarion contain 
  lore undreamed of by modern scholars.
  The Utunzaji Hekima scroll known as Usafi was 
  recently recovered from one of the demon-haunted 
  ruins littering the trackless Mwangi Jungle. It contains 
  the spells found in this section along with notes on their 
  most efficient application and an inspired treatise on the 
  moral implications and responsibilities facing a principled 
  spellcaster. A spellcaster who studies the scroll for at least 
  1 hour (this can be while preparing or praying for spells) 
  casts spells with the good descriptor at +1 caster level but 
  casts spells with the evil descriptor at –2 caster levels for 
  24 hours or until she prepares spells again.
  29
  
  Tools for Good
  WEAPON SPECIAL ABILITIES
  These new weapon special abilities follow all of the rules 
  for weapon special abilities found on page 134 of Pathfinder 
  RPG Ultimate Equipment.
  COMPASSIONATE
  PRICE 
  +1 bonus
  AURA moderate conjuration
  CL 7th
  WEIGHT —
  A compassionate weapon has the power to save a foe from 
  the brink of death. When a successful hit from a compassionate 
  weapon would bring a creature to –1 or fewer hit points, 
  that creature is automatically stabilized. This ability can be 
  suppressed at will as a free action.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, stabilize
  REDEEMED
  PRICE 
  +3 bonus
  AURA strong abjuration and 
  evocation [good]
  CL 12th
  WEIGHT —
  A redeemed weapon was once a corrupt unholy weapon. The 
  taint of evil has been purged from it, however, and the weapon 
  is now in all ways a holy weapon, dealing an additional 2d6 
  points of damage against all creatures of evil alignment. In 
  addition, the wielder gains a sacred bonus on saving throws 
  equal to the weapon’s enhancement bonus against the spells 
  and abilities of evil outsiders and a +5 competence bonus on 
  Knowledge (planes) checks to identify evil outsiders and their 
  special powers or vulnerabilities. When the redeemed weapon 
  special ability is added to an unholy weapon, the weapon loses 
  the unholy property and gains the redeemed property, and the 
  crafter must pay the price of adding a +1 enhancement bonus 
  to the weapon.
  CONSTRUCTION REQUIREMENTS
  COST +3 bonus
  Craft Magic Arms and Armor, consecrate, holy smite, creator 
  must be good
  MAGIC ITEMS
  The following new wondrous items complement good-
  aligned characters.
  BONDBREAKER’S BOOTS
  PRICE 
  1,600 GP
  SLOT feet
  CL 1st
  WEIGHT 1 lb.
  AURA faint transmutation 
  These leather boots bear a knife 
  motif worked into their durable blue 
  leather. Three times per day, the 
  wearer can speak a command word 
  as a swift action, causing a serrated 
  knife to fly from the boots and instantly slice through any 
  nonmagical bond currently restraining the wearer. The 
  knife conjured from bondbreaker’s boots can cut through 
  brambles, ropes, tanglefoot bags, vines, webs, or any other 
  similar nonmagical item restraining the wearer, but cannot 
  help when the owner is actively restrained by a creature. 
  Bondbreaker’s boots also cannot free the wearer if manacles 
  or chains restrain her.
  CONSTRUCTION REQUIREMENTS
  COST 800 GP
  Craft Wondrous Item, unseen servant
  DEVIL’S KEY
  PRICE 
  66,750 GP
  SLOT none
  CL 17th
  WEIGHT 5 lbs.
  AURA strong abjuration, conjuration, and evocation
  Forged with a wicked barbed end that 
  resembles a key, this +2 redeemed 
  longsword was once the unholy 
  sword of a diabolist—before a party 
  of adventurers retrieved it from his 
  corpse and repurposed the weapon 
  for good. The devil’s key is designed 
  to permanently slay evil outsiders by 
  bringing the fight to their plane of 
  origin so they can be killed outright. 
  Once per day as a swift action after a successful attack against 
  an evil outsider, the wielder can activate the sword to plane 
  shift the wielder and the target of the attack to the creature’s 
  home plane. The targeted outsider can resist this effect with 
  a successful DC 20 Will save. Once the target of this ability is 
  slain by the wielder, the sword activates another plane shift 
  as an immediate action that brings the wielder back to the 
  exact spot it previously left.
  CONSTRUCTION REQUIREMENTS
  COST 33,533 GP
  Craft Magic Arms and Armor, consecrate, holy smite, plane shift, 
  creator must be good
  EQUALIZER SHIELD
  PRICE 
  120,830 GP
  SLOT shield
  CL 12th
  WEIGHT 23 lbs.
  AURA strong abjuration
  Shined to a mirror finish and fitted with supple leather 
  straps, this +1 mithral tower shield displays no decoration or 
  markings on its highly reflective surface. Once per day, the 
  bearer of this shield can issue a challenge to a foe and ring 
  the shield like a gong, resulting in a resonating blast that 
  negates all magic in a 10-foot radius, as per antimagic field. 
  This effect lasts for 1 minute.
  CONSTRUCTION REQUIREMENTS
  COST 60,930 GP
  Craft Magic Arms and Armor, antimagic field
  While strength of will, a passion for righteousness, and dedication to peace fuel good-aligned characters in their fight against evil, 
  they must also rely on physical tools. The following weapon special abilities and magic items help adventurers fight the good fight.
  30
  
  FIELD MEDIC’S BREASTPLATE
  PRICE 
  52,900 GP
  SLOT armor
  CL 7th
  WEIGHT 30 lbs.
  AURA moderate abjuration, faint conjuration
  This battered yet lovingly polished +1 breastplate is marked 
  by three chipped glass circles set over the heart, each of a 
  different color. Three times per day, the wearer may tap a 
  circle to activate it, enveloping her in a shimmering aura 
  that protects her from harm. The wearer gains DR 10/— 
  and is protected if she were under the effects of a globe of 
  invulnerability spell. The effect ends as soon as the wearer 
  makes an offensive action or casts an offensive spell, or after 
  1 minute. In addition, whenever the wearer casts a cure spell 
  or administers a cure potion while under this effect, she may 
  add one additional die to the total amount of damage healed. 
  CONSTRUCTION REQUIREMENTS
  COST 26,450 GP
  Craft Magic Arms and Armor, cure light wounds, sanctuary
  MANTLE OF THE PROTECTOR
  PRICE 
  12,200 GP
  SLOT shoulders
  CL 7th
  WEIGHT 10 lbs.
  AURA moderate abjuration and conjuration
  This 
  silvery 
  cloak 
  has 
  steel 
  pauldrons built into it, and always 
  seems to fit a little too loosely, 
  no matter who happens to be 
  wearing it. At the start of each 
  day, the owner of a mantle of the 
  protector may spend 10 minutes 
  attuning the mantle to his armor 
  and shield. He may then lend his 
  attuned mantle to an ally, who 
  can activate it as an immediate 
  action at any time to gain the owner’s armor and shield 
  bonus as well as any other special properties the armor may 
  have for 10 minutes. When the mantle is activated this way, 
  the owner’s armor and shield go dormant, and he loses any 
  benefits they may provide for 1 minute.
  CONSTRUCTION REQUIREMENTS
  COST 6,100 GP
  Craft Wondrous Item, shield other
  PHOENIX ARMOR
  PRICE 
  36,130 GP
  SLOT armor
  CL 9th
  WEIGHT 50 lbs.
  AURA moderate evocation and transmutation
  This brilliant golden +2 fire resistant full plate is decorated 
  with an ornate feather motif curling across its surface and 
  seems to radiate warmth. Once per day, the wearer can 
  invoke the name of the phoenix that blessed the armor and 
  bring the might of that phoenix against the wearer’s foe. 
  Activating the armor causes it to ignite, wreathing the wearer 
  in red-gold flames as if under the effects of fire shield. In 
  addition, great golden wings unfold out of the back of the 
  armor, allowing the wearer to fly as per the spell. Both of 
  these effects last for 9 rounds. 
  CONSTRUCTION REQUIREMENTS
  COST 18,890 GP
  Craft Magic Arms and Armor, fire shield, fly
  RYTHIUS, THE KYTON SCOURGE
  PRICE 
  53,000 GP
  SLOT none
  CL 12th
  WEIGHT 2 lbs.
  AURA strong abjuration and evocation
  Once possessed by a brijidine azata 
  dedicated to ending the depredations 
  of kytons, this potent magic weapon 
  now holds a portion of her essence. 
  This +1 shock whip is woven from 
  green leather and crackles with 
  electricity, seemingly writhing of its 
  own volition. Three times per day, when the wielder uses 
  Rythius to successfully trip a creature, the target of the trip 
  attack is subject to a dimensional anchor effect. The wielder 
  can choose to suppress this ability as a swift action.
  Furthermore, in the hands of a wielder with a good 
  alignment, the weapon becomes a +1 kyton bane shock 
  whip. Rythius is infused with good, and as a result it bestows 
  1 negative level on any nongood creature wielding it. This 
  negative level persists as long as the weapon is wielded 
  and disappears when the item is put away. The negative 
  level cannot be overcome in any way (including by means of 
  restoration spells) while it is wielded.
  CONSTRUCTION REQUIREMENTS
  COST 26,650 GP
  Craft Magic Arms and Armor, dimensional anchor, holy smite, 
  creator must be good
  SERAPHIC PISTOL
  PRICE 
  37,550 GP
  SLOT none
  CL 6th
  WEIGHT 5 lbs.
  AURA moderate transmutation
  The gold-washed barrel of this 
  elegant +2 double-barreled pistol 
  always catches the light, and 
  its maple grip feels pleasantly 
  warm to the touch. When its wielder successfully bypasses 
  an evil creature’s damage reduction with a single attack, the 
  creature’s skin cracks into fissures of golden light. This light 
  negates the creature’s DR for the gunslinger and her allies, 
  fading away after 1 minute.
  CONSTRUCTION REQUIREMENTS
  COST 19,800 GP
  Craft Magic Arms and Armor, versatile weapon
  STAFF OF THE FREED MAN
  PRICE 
  51,688 GP
  SLOT none
  CL 17th
  WEIGHT 5 lbs.
  AURA moderate varies
  Just over 7 feet tall and topped with what looks like a large 
  iron skeleton key, this unassuming oaken staff appears to 
  be nothing but a common walking stick. It allows use of the 
  following spells: 
  • Detect secret doors (2 charges)
  • Knock (2 charges)
  • Passwall (3 charges)
  • Freedom (5 charges)
  CONSTRUCTION REQUIREMENTS
  COST 25,840 GP
  Craft Staff, detect secret doors, freedom, knock, passwall
  31
  
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, 
  Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open 
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  Need a bit more faith in your life? 
  Look no further than Pathfinder 
  Player Companion: Faiths of Purity! 
  Learn more about the good-aligned 
  deities on Golarion and how their 
  religions promote goodness. 
  Goodness is not just the province of 
  mortals. Denizens of the planes have 
  long waged a war against evil, and you 
  can read more about their struggles in 
  Pathfinder Campaign Setting: Chronicles 
  of the Righteous.
  Golarion is a hotbed of conflict 
  between the forces of good and those 
  who commit evil. Learn more about 
  the various knightly orders that hope 
  to turn the tide in Pathfinder Player 
  Companion: Knights of the Inner Sea.
  Next Month!
  Deceitful, daring, and diminutive, kobolds—those infamous, deep-dwelling inhabitants of the 
  Darklands—creep into your campaign with Pathfinder Player Companion: Kobolds of Golarion. 
  Learn the dastardly ways and sinister secrets of the kobolds of the Pathfinder campaign 
  setting, including where they live, how they fight, and what insidious designs they have 
  on the world above. Use these secrets to get the edge on kobold foes, or use new options for 
  playing your own kobold characters to wield them against your own enemies. Goblins aren’t 
  the only half-sized horrors on Golarion—unleash the unpredictable cunning of 
  kobolds with Pathfinder Player Companion: Kobolds of Golarion!
  WOULD YOU LIKE TO KNOW MORE?
  Being good isn’t always easy, and staying good can prove to be a greater challenge 
  than expected in the dark and ugly world of an adventurer. Someone on the path of 
  good can always look to gods and organizations in the battle to turn back evil’s tide.
  32
  
  Summoning Good-Aligned Monsters
  Dragging creatures from their native planes to potentially die for your cause hardly seems benevolent, but some interplanar 
  beings deeply desire to serve in the fight against evil.
  GOOD-ALIGNED MONSTERS
  1st Level
  Celestial dog (NG)
  Celestial dolphin (NG)
  Celestial eagle (NG)
  Celestial fire beetle (NG)
  Celestial pony (NG)
  Celestial viper (NG)
  2nd level
  Celestial octopus (NG)
  Celestial wolf (NG)
  FaunB3 (CG)
  GrigB2 (without fiddle ability) (NG)
  Pseudodragon (NG)
  3rd level
  Blink dog (LG)
  Celestial shark (NG)
  Foo dogB3 (NG)
  Lantern archon (LG)
  Lyrakien azataB2 (CG)
  Silvanshee agathionB2 (NG) 
  4th level
  Celestial dire wolf (NG)
  Celestial giant eagle (NG)
  Celestial pegasus (CG)
  Faerie dragonB3 (NG)
  Foo lionB3 (NG)
  Hound archon (LG)
  Pixie (NG)
  5th level
  Bralani azata (GC)
  Celestial orca (NG)
  Djinni (CG)
  Unicorn (CG)
  Vulpinal agathionB2 (NG)
  6th level
  Celestial giant octopus (NG)
  KirinB3 (LG)
  NEW FEAT: SUMMON GOOD MONSTER
  You can summon the aid of creatures driven by their very nature to 
  destroy evil.
  Prerequisite: Good alignment.
  Benefit: When casting summon monster, you also gain access to 
  the list of good monsters above. Your righteous determination grants 
  these summoned creatures the Diehard feat. You may still summon 
  creatures from the standard list, but without the Diehard feat.
  Legion archonB3 (LG)
  Lillend azata (LG)
  Wood giantB2 (CG)
  7th level
  Celestial dire shark (NG)
  Celestial roc (NG)
  Movanic devaB2 (NG)
  SheduB3 (LG)
  Shield archonB2 (LG)
  Treant (NG)
  Young bronze dragon (LG)
  8th level
  Cloud giant (NG)
  Dragon horseB2 (NG)
  LammasuB3 (LG)
  Monadic devaB2 (NG)
  Young gold dragon (LG)
  9th level
  Astral deva (NG)
  Couatl (LG)
  Ghaele azata (CG)
  Leonal agathionB2 (NG)
  Storm giant (CG)
  Trumpet archon (LG)
  
  Printed in China. PZO9431
  You don’t have to be a holy warrior to be a true hero. Join in the fight against evil 
  and be a paragon of righteousness as a character of any class with Pathfinder Player 
  Companion: Champions of Purity. Arm yourself with a host of new options specifically 
  designed for good-aligned characters—like new fighting techniques striking the balance 
  between capture and execution, life-fostering magic, rules for the redemption of evil 
  characters, and morally challenging alignment-changing alchemy. With new insights 
  into what it means to play good-aligned hardliners and how to get paid for being 
  a good guy, deal with evil companions, redeem villains, and handle all those goblin 
  babies, this book will change the way you think about playing honorable characters. 
  Also, learn more about some of the greatest do-gooders and virtuous organizations 
  on Golarion—with a focus on nonreligious groups, since the fight between good and evil 
  doesn’t have to unfold entirely in the arena of faith. Join the ranks of the just with Pathfinder 
  Player Companion: Champions of Purity!  Inside this book, you’ll find:
  ► Detailed discussion on what it means to play a character of each of the 
  three good alignments, including ideas for character generation and 
  specific challenges of these alignments.
  ► A look into good-aligned races, good-aligned homelands, and good-
  aligned organizations for your character, as well as some of the 
  challenges of being good and what happens when good characters 
  come from bad places.
  ► A method for redeeming evil characters who your adventuring party 
  encounters during the campaign.
  ► New good-based feats, magical weapons and gear, rage powers, rogue 
  talents, subdomains, and more!
  This Pathfinder Player Companion is intended for use with the Pathfinder 
  Roleplaying Game, but can easily be incorporated into any fantasy world.
  Greatest Good!
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Champions of Purity.pdf