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PF2e War of Immortals Guide
pathfinder 2e

PF2e War of Immortals Guide

16 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >War Of Immortals

The short answer

Pathfinder 2e War of Immortals is a Remaster-era expansion for campaigns about divine upheaval and legendary stakes. Its main additions are the Animist and Exemplar classes, Nephilim support, mythic rules, destinies, spells, rituals, equipment, monsters, and divine-themed archetypes; tables can use those character options without adopting a full mythic campaign.

Introduction

War of Immortals is a Remaster-era Pathfinder 2e expansion about divine upheaval, legendary heroes, mythic rules, and characters touched by powers larger than the normal adventuring loop. It adds the Animist, Exemplar, nephilim support, class archetypes, mythic rules, mythic destinies, mythic spells, mythic rituals, mythic equipment, and mythic monsters.

On this page

  • Introduction
  • What War Of Immortals Adds
  • Adoption Models
  • Core Book Foundation
  • Player Option Rankings
  • Animist
  • Exemplar
  • Nephilim And Divine Lineages
  • Archetypes
  • Mythic Rules
  • Mythic Destinies
  • Mythic Magic And Equipment
  • Mythic Monsters
  • Player Core 2 Party Context
  • GM Campaign Guidance
  • What To Allow First
  • What To Delay
  • Copyright-Safe Coverage
  • Best Links
  • Hot Takes

An elf spirit medium summons an ancestral spirit as a shield-bearing hero protects a shrine during a divine crisis

Use this with the PF2e classes guide, archetypes guide, heritage guide, spell guides, equipment guide, rules guide, GM guide, Monster Core guide, Treasure Vault, and the one-page mythic guide.

Hot take: War of Immortals is not just an options book. It is a campaign scale book. If the GM treats mythic rules as a feat buffet, the best part of the book gets flattened into paperwork with lightning around it.

What War Of Immortals Adds

AreaWhat it addsSite home
ClassesAnimist and ExemplarClasses, Animist, Exemplar
FeatsAnimist feats, Exemplar feats, mythic feats, class archetype feats, nephilim featsFeat guides, Animist feats, Exemplar feats
HeritageNephilim lineages and ancestry supportVersatile heritages
ArchetypesAnimist multiclass, Exemplar multiclass, Avenger, Bloodrager, Seneschal, Vindicator, Warrior of LegendArchetypes
Mythic rulesCallings, Mythic Points, mythic proficiency, mythic feats, mythic deeds, and destiniesMythic guide, Hero Points, proficiency ranks
MagicMythic spells, mythic rituals, spirit-facing casting, and destiny-flavored magicMythic spells, rituals, Animist spells
EquipmentStoried equipment, mythic artifacts, and mythic reward conceptsEquipment, runes, magic items by level
MonstersMythic monster templates and named mythic threatsMonsters, Monster Core 2 high-level threats
GM toolsMythic story structure, divine fallout, campaign stakes, and legendary encounter designGM guide, session zero, encounter building
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Adoption Models

You do not need to use the whole book at once. Decide what kind of campaign you are actually running.

ModelWhat you allowBest forRisk
Character options onlyAnimist, Exemplar, nephilim, selected archetypes, selected spellsNormal campaigns that want new character textureExemplar can feel too setting-loud if nobody reacts
Divine fallout campaignClasses, divine lore pressure, factions, sacred sites, omens, class archetypesCampaigns where the world changes but the math stays mostly normalLore can become wallpaper if it never affects choices
Mythic set piecesMythic monsters, artifacts, boss deeds, occasional mythic scenesGroups that want legendary bosses without rebuilding every PCPlayers may not understand why the rules appear only sometimes
Full mythic campaignCallings, Mythic Points, mythic feats, destinies, mythic spells, mythic monsters, mythic itemsStories about apotheosis, prophecy, divine war, immortality, and world-shaping stakesRequires the most GM prep and expectation-setting

Hot take: "everything from the book is allowed" is not a campaign premise. It is how you get five different genre dials turned to eleven and no one knowing what the story is about.

Core Book Foundation

War of Immortals works best when it is layered on top of the Remaster core instead of treated like a separate game.

SourceWhat to pull inWhy it matters
Player CoreThree actions, skills, spell traditions, Hero Points, conditions, equipment basicsMythic play still runs on the normal PF2e engine
Player Core 2Champion, Oracle, Sorcerer, Barbarian, Monk, Swashbuckler, Alchemist, Investigator, Witch, and added ancestry contextNew War of Immortals options compare directly to these classes and party roles
GM CoreSession zero, encounter math, hazards, treasure, subsystems, DC guidance, campaign pacingMythic stories need stronger expectation-setting, not looser rules
Monster CoreCreature traits, stat blocks, weaknesses, resistances, immunities, senses, Recall KnowledgeMythic monsters work better when players can learn what makes them different
Treasure VaultRelics, artifacts, intelligent items, cursed items, runes, consumables, and reward categoriesLegendary campaigns need rewards that are both useful and story-visible

The practical rule: learn normal PF2e before turning on mythic. Mythic Points are easier to judge when everyone already understands why Hero Points, conditions, Recall Knowledge, treasure by level, and three actions matter.

Player Option Rankings

These rankings are about usefulness and ease of adoption, not raw power.

RankOptionWhy
1AnimistStrongest campaign texture: spirits, apparitions, divine casting, Lore hooks, and daily flexibility
2ExemplarBig identity payoff for players who want divine-spark martial fantasy and iconic gear
3Nephilim supportEasy to add to many campaigns and naturally tied to divine, fiendish, celestial, or planar themes
4Class archetypesStrong for focused concepts, but each one needs a campaign reason to exist
5Mythic spells and ritualsExcellent when tied to story stakes, weaker as isolated power upgrades
6Mythic featsGood in full mythic campaigns, awkward if only one character is mythic
7Mythic destiniesHuge payoff, but only when the GM can support the endgame promise

Hot take: Animist is the safest "use it tomorrow" addition. Mythic destinies are the least safe unless the campaign already knows what a future godling, archfiend, monarch, or apocalypse rider means.

Animist

Animist is a Wisdom-based divine caster who deals with apparitions. The class combines prepared divine spellcasting with apparition-based spontaneous access, plus apparition-linked Lore and vessel focus magic.

Animist strengthWhy it matters
ApparitionsGive the character daily flexibility and a strong narrative relationship to spirits
Divine castingKeeps the class tied to healing, sanctified magic, spirit pressure, and religious themes
Lore hooksMakes places, ghosts, old wars, shrines, ancestors, and local stories useful
Vessel focus magicGives apparitions a concrete combat and utility presence
Refocus rhythmEncourages the player to think about which spirit is primary in the current situation

Compare Animist to Cleric, Druid, Oracle, Witch, and Animist spells. The class is not just "spirit Cleric." It is a divine caster whose spell access and story identity change based on which apparitions are close to the scene.

Hot take: Animist gets worse when the GM treats apparitions as silent spell batteries. Make the spirits matter or pick a simpler caster.

Exemplar

Exemplar is a rare martial class built around a spark of divinity, sacred objects called ikons, and heroic titles called epithets. It does not need the whole table to use mythic rules, but it absolutely wants the campaign to notice it.

Exemplar strengthWhy it matters
Divine sparkGives the martial identity a supernatural explanation
IkonsMake gear, body, and worn symbols central to the class engine
EpithetsTurn reputation and heroic identity into build texture
Transcendence momentsCreate dramatic spikes that should feel visible in the fiction
Rare class statusGives the GM permission to ask who notices, fears, worships, or hunts the character

Compare Exemplar to Fighter, Champion, Barbarian, Swashbuckler, and Exemplar feats. Fighter is still cleaner raw weapon mastery. Champion is still the clearer defensive oath class. Exemplar is for players who want the weapon, title, and myth to be the same thing.

Hot take: Exemplar should feel rare. If the local inn has three divine-spark weapon heroes complaining about soup, the class premise has left the building.

Nephilim And Divine Lineages

War of Immortals expands nephilim support, which belongs beside versatile heritages. Nephilim are especially useful when the campaign cares about planar inheritance, divine attention, fiendish temptation, celestial duty, monitor logic, or supernatural ancestry pressure.

Character typeNephilim fit
ChampionMakes sanctification, oaths, and public divine identity more personal
ClericConnects worship, bloodline, and divine service
OracleAdds more pressure to mystery, curse, and fate
SorcererPairs naturally with bloodline-driven identity
AnimistAdds ancestry-level reason for spirits or outsiders to care
ExemplarMakes the divine spark feel inherited, contested, or prophetic

Hot take: nephilim are strongest when the lineage affects roleplay and stakes. If it is only a feat package, the build is leaving half the value on the floor.

Archetypes

War of Immortals adds multiclass archetypes and class archetypes that push existing characters toward divine, mythic, or legendary identity.

ArchetypeTable pitchBest fit
Animist multiclassBorrow spirit-facing divine tools without becoming a full AnimistClerics, Druids, Witches, Oracles, Bards, and spiritually themed martials
Exemplar multiclassBorrow divine-spark martial identityFighters, Champions, Barbarians, Swashbucklers, Rangers, and heroic martials
AvengerDivine or oath-driven pursuitRogue-like precision, holy vendetta, faction conflict, deity pressure
BloodragerRage and magic hybrid pressureBarbarian stories where magic is in the blood instead of studied
SeneschalService, office, court, patron, or institutional responsibilityPolitical campaigns, monarch arcs, divine service, courtly power
VindicatorZeal, judgment, and martial pursuitDeity missions, inquisitorial plots, monster hunts, hard moral lines
Warrior of LegendMartial reputation treated as story powerFighters, Champions, Commanders, Guardians, and public heroes

Add these to archetypes, martial archetypes, caster archetypes, caster archetypes for martials, and multiclass archetypes.

Mythic Rules

The mythic guide is the main home for the mythic subsystem. Keep mythic coverage centralized so players and GMs understand that callings, Mythic Points, mythic proficiency, mythic feats, mythic destinies, mythic spells, mythic rituals, mythic equipment, and mythic monsters are one campaign package.

Mythic pieceWhy it matters
CallingsExplain why a character has mythic power and what deeds restore it
Mythic PointsReplace normal Hero Point assumptions with a stronger mythic resource loop
Mythic proficiencyLets a character push beyond legendary on the moments that deserve it
Mythic featsAdd options that assume mythic status
Mythic destiniesPoint characters toward immortality, apotheosis, prophecy, monstrosity, liberation, or legend
Mythic spells and ritualsGive magic a campaign-scale cost and consequence
Mythic monstersLet the GM build threats that demand mythic framing

Hot take: a full mythic campaign needs everyone on board. One mythic PC in a non-mythic party is usually not a build choice; it is a spotlight grenade.

Mythic Destinies

War of Immortals includes mythic destinies such as Apocalypse Rider, Archfiend, Ascended Celestial, Beast Lord, Broken Chain, Eternal Legend, Godling, Prophesied Monarch, and Wildspell. Treat these as campaign arcs, not casual feat chains.

DestinyBest campaign use
Apocalypse RiderEnd-times, divine war, mass death, plague, collapse, or disaster stories
ArchfiendTemptation, tyranny, corruption, fiendish ascent, and morally dark campaigns
Ascended CelestialRedemption, holy transformation, cosmic duty, and divine rescue
Beast LordPrimal dominance, sacred beasts, monster ecology, wilderness myth
Broken ChainRebellion, liberation, oath-breaking, anti-tyranny stories
Eternal LegendFolk hero fantasy, impossible deeds, reputation, and heroic immortality
GodlingApotheosis, worship, divine inheritance, dangerous ambition
Prophesied MonarchKingdoms, rulership, public legitimacy, succession, prophecy
WildspellPrimal magic, unstable power, spell transformation, wild myth

Hot take: Godling is not a feat chain. It is the GM agreeing that the campaign can survive a character walking toward divinity.

Mythic Magic And Equipment

War of Immortals adds mythic spells, mythic rituals, storied equipment, mythic artifacts, and mythic reward concepts. These should feel connected to the character's Calling, deity, destiny, enemy, or campaign event.

CategoryBest use
Mythic spellsDecisive magic that costs more than a normal slot in story weight
RitualsApocalyptic rites, divine communication, relic awakening, planar breaches, monster binding
Storied equipmentItems that gain meaning through deeds, history, ownership, or divine attention
Mythic artifactsCampaign objectives, not casual loot
RunesKeep normal weapon and armor math visible under legendary reward design
Magic items by levelKeep treasure pacing from drifting just because the story is mythic

Use Treasure Vault for broader artifact, relic, intelligent item, cursed item, consumable, and reward planning.

Mythic Monsters

War of Immortals gives GMs mythic monster templates and named mythic threats. The value is not "bigger stat block." The value is a monster that carries story pressure, has mythic resources, and asks the players for research, positioning, deeds, or special answers.

Monster elementTable job
Mythic traitSignals the creature belongs to the mythic rules layer
Mythic PointsGives the monster its own burst resource
Mythic defensesExplains why ordinary tactics may need setup or mythic answers
Mythic deedsTurns the monster into a story actor, not just a damage routine
Traits and Recall KnowledgeLet players learn what matters through play
Terrain and stakesPrevents the fight from becoming a blank-room number race

Use creature traits, stat blocks, encounter use, encounter building, adjusting encounters, and Monster Core 2 high-level threats.

Hot take: mythic monsters need clues. If the party cannot learn why the monster is different, the fight feels unfair instead of legendary.

Player Core 2 Party Context

Player Core 2 gives strong comparison points for War of Immortals options.

Player Core 2 classWar of Immortals comparison
ChampionCompare before making Exemplar the party's main protector
OracleCompare before making Animist the revelation or fate caster
SorcererCompare spontaneous tradition identity against Animist's apparition flexibility
BarbarianCompare raw martial force before making Exemplar only a damage build
MonkCompare mobility and action efficiency before building Exemplar as the fast striker
SwashbucklerCompare style-risk gameplay before making Exemplar the spotlight duelist
AlchemistMythic campaigns benefit from preparation, consumables, weakness targeting, and pre-fight answers
InvestigatorResearch and clue play make mythic monsters feel solvable instead of arbitrary

GM Campaign Guidance

War of Immortals asks more from the GM than most player option books. Before allowing the full book, answer these in session zero.

QuestionWhy it matters
Are mythic rules active?Changes Hero Points, encounter stakes, monster design, and narrative authority
Are rare classes allowed?Exemplar is a bigger setting signal than Fighter or Rogue
How public is divine upheaval?The campaign may need factions, churches, rivals, omens, disasters, and political reactions
Are mythic destinies available?High-level character arcs can become campaign-defining promises
Will mythic monsters appear?Encounter building needs mythic deeds and mythic pressure, not just higher numbers
How do rewards work?Relics, artifacts, and storied equipment should not break treasure by level

Use adventure hooks, war campaigns, factions, Lost Omens World Guide, and Lost Omens Character Guide when divine upheaval needs political and regional context.

What To Allow First

If the table wants...Allow first
A new spiritual casterAnimist, Animist feats, Animist spells
A divine martial heroExemplar, Exemplar feats, selected relic-style rewards
Planar ancestry dramaNephilim support and versatile heritage links
Divine vengeance or zealAvenger, Vindicator, Champion, Cleric, Oracle hooks
Rage-magic fantasyBloodrager with Barbarian and Sorcerer comparison
Courtly or institutional powerSeneschal, Prophesied Monarch, factions, social encounters
Legendary martial reputationWarrior of Legend, Exemplar, Fighter, Commander, Guardian
Full mythic campaignMythic guide, session zero, callings, Mythic Points, destinies, mythic monsters

What To Delay

DelayWhy
Mythic destiniesThey work better after characters have history, rivals, duties, and public identity
Mythic artifactsThey should be discovered, awakened, inherited, stolen, or fought over
Constant mythic monstersToo many mythic enemies make mythic feel normal
Apocalypse-level stakesThey can crowd out smaller character and party arcs
Setting-wide worshipLet public legend emerge unless the campaign starts at that scale

Copyright-Safe Coverage

This guide is a review and table-use article, not a replacement for War of Immortals. It discusses what the book adds, how categories connect, and how to use them in campaigns. It does not reproduce class feature text, feat text, spell text, ritual rules, item entries, monster stat blocks, or mythic rules text.

Use War of Immortals at the table for exact mechanics.

Best Links

Start with Animist, Exemplar, Animist feats, Exemplar feats, mythic guide, Animist spells, mythic spells, versatile heritages, archetypes, GM guide, monsters, and Treasure Vault.

Return to the PF2e guide hub or the main guides page.

Hot Takes

Hot takeWhy
War of Immortals is a campaign scale book.The strongest material changes premise, stakes, reputation, enemies, and rewards.
Animist is the easiest win.It adds new divine-caster texture without requiring a full mythic campaign.
Exemplar should make NPCs react.A divine spark is only interesting if the world notices.
Mythic Points should buy scenes, not trivia.If the spend will not be remembered next session, the stakes probably need sharpening.
Mythic destinies are promises.Do not offer apotheosis, archfiend ascent, monarchy, or apocalypse unless the campaign can pay it off.
Mythic monsters are story bosses.They need foreshadowing, clues, terrain, objectives, and consequences.

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