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.

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
| Area | What it adds | Site home |
|---|---|---|
| Classes | Animist and Exemplar | Classes, Animist, Exemplar |
| Feats | Animist feats, Exemplar feats, mythic feats, class archetype feats, nephilim feats | Feat guides, Animist feats, Exemplar feats |
| Heritage | Nephilim lineages and ancestry support | Versatile heritages |
| Archetypes | Animist multiclass, Exemplar multiclass, Avenger, Bloodrager, Seneschal, Vindicator, Warrior of Legend | Archetypes |
| Mythic rules | Callings, Mythic Points, mythic proficiency, mythic feats, mythic deeds, and destinies | Mythic guide, Hero Points, proficiency ranks |
| Magic | Mythic spells, mythic rituals, spirit-facing casting, and destiny-flavored magic | Mythic spells, rituals, Animist spells |
| Equipment | Storied equipment, mythic artifacts, and mythic reward concepts | Equipment, runes, magic items by level |
| Monsters | Mythic monster templates and named mythic threats | Monsters, Monster Core 2 high-level threats |
| GM tools | Mythic story structure, divine fallout, campaign stakes, and legendary encounter design | GM 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.
| Model | What you allow | Best for | Risk |
|---|---|---|---|
| Character options only | Animist, Exemplar, nephilim, selected archetypes, selected spells | Normal campaigns that want new character texture | Exemplar can feel too setting-loud if nobody reacts |
| Divine fallout campaign | Classes, divine lore pressure, factions, sacred sites, omens, class archetypes | Campaigns where the world changes but the math stays mostly normal | Lore can become wallpaper if it never affects choices |
| Mythic set pieces | Mythic monsters, artifacts, boss deeds, occasional mythic scenes | Groups that want legendary bosses without rebuilding every PC | Players may not understand why the rules appear only sometimes |
| Full mythic campaign | Callings, Mythic Points, mythic feats, destinies, mythic spells, mythic monsters, mythic items | Stories about apotheosis, prophecy, divine war, immortality, and world-shaping stakes | Requires 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.
| Source | What to pull in | Why it matters |
|---|---|---|
| Player Core | Three actions, skills, spell traditions, Hero Points, conditions, equipment basics | Mythic play still runs on the normal PF2e engine |
| Player Core 2 | Champion, Oracle, Sorcerer, Barbarian, Monk, Swashbuckler, Alchemist, Investigator, Witch, and added ancestry context | New War of Immortals options compare directly to these classes and party roles |
| GM Core | Session zero, encounter math, hazards, treasure, subsystems, DC guidance, campaign pacing | Mythic stories need stronger expectation-setting, not looser rules |
| Monster Core | Creature traits, stat blocks, weaknesses, resistances, immunities, senses, Recall Knowledge | Mythic monsters work better when players can learn what makes them different |
| Treasure Vault | Relics, artifacts, intelligent items, cursed items, runes, consumables, and reward categories | Legendary 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.
| Rank | Option | Why |
|---|---|---|
| 1 | Animist | Strongest campaign texture: spirits, apparitions, divine casting, Lore hooks, and daily flexibility |
| 2 | Exemplar | Big identity payoff for players who want divine-spark martial fantasy and iconic gear |
| 3 | Nephilim support | Easy to add to many campaigns and naturally tied to divine, fiendish, celestial, or planar themes |
| 4 | Class archetypes | Strong for focused concepts, but each one needs a campaign reason to exist |
| 5 | Mythic spells and rituals | Excellent when tied to story stakes, weaker as isolated power upgrades |
| 6 | Mythic feats | Good in full mythic campaigns, awkward if only one character is mythic |
| 7 | Mythic destinies | Huge 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 strength | Why it matters |
|---|---|
| Apparitions | Give the character daily flexibility and a strong narrative relationship to spirits |
| Divine casting | Keeps the class tied to healing, sanctified magic, spirit pressure, and religious themes |
| Lore hooks | Makes places, ghosts, old wars, shrines, ancestors, and local stories useful |
| Vessel focus magic | Gives apparitions a concrete combat and utility presence |
| Refocus rhythm | Encourages 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 strength | Why it matters |
|---|---|
| Divine spark | Gives the martial identity a supernatural explanation |
| Ikons | Make gear, body, and worn symbols central to the class engine |
| Epithets | Turn reputation and heroic identity into build texture |
| Transcendence moments | Create dramatic spikes that should feel visible in the fiction |
| Rare class status | Gives 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 type | Nephilim fit |
|---|---|
| Champion | Makes sanctification, oaths, and public divine identity more personal |
| Cleric | Connects worship, bloodline, and divine service |
| Oracle | Adds more pressure to mystery, curse, and fate |
| Sorcerer | Pairs naturally with bloodline-driven identity |
| Animist | Adds ancestry-level reason for spirits or outsiders to care |
| Exemplar | Makes 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.
| Archetype | Table pitch | Best fit |
|---|---|---|
| Animist multiclass | Borrow spirit-facing divine tools without becoming a full Animist | Clerics, Druids, Witches, Oracles, Bards, and spiritually themed martials |
| Exemplar multiclass | Borrow divine-spark martial identity | Fighters, Champions, Barbarians, Swashbucklers, Rangers, and heroic martials |
| Avenger | Divine or oath-driven pursuit | Rogue-like precision, holy vendetta, faction conflict, deity pressure |
| Bloodrager | Rage and magic hybrid pressure | Barbarian stories where magic is in the blood instead of studied |
| Seneschal | Service, office, court, patron, or institutional responsibility | Political campaigns, monarch arcs, divine service, courtly power |
| Vindicator | Zeal, judgment, and martial pursuit | Deity missions, inquisitorial plots, monster hunts, hard moral lines |
| Warrior of Legend | Martial reputation treated as story power | Fighters, 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 piece | Why it matters |
|---|---|
| Callings | Explain why a character has mythic power and what deeds restore it |
| Mythic Points | Replace normal Hero Point assumptions with a stronger mythic resource loop |
| Mythic proficiency | Lets a character push beyond legendary on the moments that deserve it |
| Mythic feats | Add options that assume mythic status |
| Mythic destinies | Point characters toward immortality, apotheosis, prophecy, monstrosity, liberation, or legend |
| Mythic spells and rituals | Give magic a campaign-scale cost and consequence |
| Mythic monsters | Let 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.
| Destiny | Best campaign use |
|---|---|
| Apocalypse Rider | End-times, divine war, mass death, plague, collapse, or disaster stories |
| Archfiend | Temptation, tyranny, corruption, fiendish ascent, and morally dark campaigns |
| Ascended Celestial | Redemption, holy transformation, cosmic duty, and divine rescue |
| Beast Lord | Primal dominance, sacred beasts, monster ecology, wilderness myth |
| Broken Chain | Rebellion, liberation, oath-breaking, anti-tyranny stories |
| Eternal Legend | Folk hero fantasy, impossible deeds, reputation, and heroic immortality |
| Godling | Apotheosis, worship, divine inheritance, dangerous ambition |
| Prophesied Monarch | Kingdoms, rulership, public legitimacy, succession, prophecy |
| Wildspell | Primal 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.
| Category | Best use |
|---|---|
| Mythic spells | Decisive magic that costs more than a normal slot in story weight |
| Rituals | Apocalyptic rites, divine communication, relic awakening, planar breaches, monster binding |
| Storied equipment | Items that gain meaning through deeds, history, ownership, or divine attention |
| Mythic artifacts | Campaign objectives, not casual loot |
| Runes | Keep normal weapon and armor math visible under legendary reward design |
| Magic items by level | Keep 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 element | Table job |
|---|---|
| Mythic trait | Signals the creature belongs to the mythic rules layer |
| Mythic Points | Gives the monster its own burst resource |
| Mythic defenses | Explains why ordinary tactics may need setup or mythic answers |
| Mythic deeds | Turns the monster into a story actor, not just a damage routine |
| Traits and Recall Knowledge | Let players learn what matters through play |
| Terrain and stakes | Prevents 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 class | War of Immortals comparison |
|---|---|
| Champion | Compare before making Exemplar the party's main protector |
| Oracle | Compare before making Animist the revelation or fate caster |
| Sorcerer | Compare spontaneous tradition identity against Animist's apparition flexibility |
| Barbarian | Compare raw martial force before making Exemplar only a damage build |
| Monk | Compare mobility and action efficiency before building Exemplar as the fast striker |
| Swashbuckler | Compare style-risk gameplay before making Exemplar the spotlight duelist |
| Alchemist | Mythic campaigns benefit from preparation, consumables, weakness targeting, and pre-fight answers |
| Investigator | Research 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.
| Question | Why 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 caster | Animist, Animist feats, Animist spells |
| A divine martial hero | Exemplar, Exemplar feats, selected relic-style rewards |
| Planar ancestry drama | Nephilim support and versatile heritage links |
| Divine vengeance or zeal | Avenger, Vindicator, Champion, Cleric, Oracle hooks |
| Rage-magic fantasy | Bloodrager with Barbarian and Sorcerer comparison |
| Courtly or institutional power | Seneschal, Prophesied Monarch, factions, social encounters |
| Legendary martial reputation | Warrior of Legend, Exemplar, Fighter, Commander, Guardian |
| Full mythic campaign | Mythic guide, session zero, callings, Mythic Points, destinies, mythic monsters |
What To Delay
| Delay | Why |
|---|---|
| Mythic destinies | They work better after characters have history, rivals, duties, and public identity |
| Mythic artifacts | They should be discovered, awakened, inherited, stolen, or fought over |
| Constant mythic monsters | Too many mythic enemies make mythic feel normal |
| Apocalypse-level stakes | They can crowd out smaller character and party arcs |
| Setting-wide worship | Let 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 take | Why |
|---|---|
| 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. |


