Dicefreaks Deity Rules

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Dicefreaks Deity Rules

Postby Phaedros » Tue Apr 01, 2008 7:15 pm

Dicefreaks Deity Rules

DIVINE RANKS
    Each deity has a divine rank. A deity’s divine rank determines how much divine power the entity has.
    . . Rank 0: Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.
    . . Rank 1–5: These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio.
    . . Rank 6–10: Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned.
    . . Rank 11–15: These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities.
    . . Rank 16–20: Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners.
    . . Rank 21+: These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Mortal Coil, and the most powerful entities of the planes. They are called overpowers. For most intents and purposes, overpowers are effectively omnipotent. In some pantheistic systems, the consent of an overpower is required to become a deity.

DIVINE CHARACTERISTICS
    Most deities are creatures of the outsider type, save for ascended undead creatures (which remain undead). A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature, and when encountered on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the deity’s divine realm is located). Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. A deity’s outsider type, racial HD, and class or classes determine her weapon proficiencies, feats, and skills. She uses the epic attack and saving throw progressions as appropriate. A deity also has some or all of the following additional qualities, depending on her divine rank.
    . . Hit Points: A deity always has maximum hit points.
    . . Speed: Deities can move much more quickly than mortals. A deity’s base land speed depends on her current form (biped or quadruped) and size, as shown below. Some deities are exceptions, with speeds faster or slower than the norm.

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    SIZE         BIPED*    QUADRAPED**
    Fine         20 ft.    60 ft.
    Diminutive   30 ft.    70 ft.
    Tiny         40 ft.    80 ft.
    Small        50 ft.    90 ft.
    Medium       60 ft.    100 ft.
    Large        80 ft.    120 ft.
    Huge         100 ft.   140 ft.
    Gargantuan   120 ft.   160 ft.
    Colossal     140 ft.   180 ft.

    *Or any form with two or fewer legs.
    **Or any form with three or more legs.

    . . Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds for all deities capable of flying.
    . . Armor Class: A field of divine energy encompasses a deity’s body, granting her a divine Armor Class bonus equal to her divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks.
    . . A deity also receives a Natural Armor bonus to armor class equal to 15 + her divine rank, and a deflection bonus to AC equal to her Charisma bonus (if any).
    . . Many deities have other Armor Class bonuses as noted in their individual descriptions.
    . . Attacks: A deity’s Hit Dice and type and character level determine her base attack bonus. In addition to the figures for weapon attacks, this section of the statistics block also includes melee touch attack and ranged touch attack bonuses, to be used when the deity casts a spell or uses a spell-like ability that requires a touch attack to affect her target. A deity gets her divine rank as a divine bonus on all attack rolls.
    . . Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction. They are also considered to be epic weapons.
    . . Special Abilities: A deity retains all the special abilities of the base creature and also gains the following special abilities.
    . . Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.
    . . Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability costs the deity no XP, and requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity’s sphere of influence. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity’s description. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not.
    . . Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
    . . As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics. Demigods and lesser deities can select the Alter Size salient divine ability (see Salient Divine Abilities, below), to remove some of the restrictions placed upon them.
    . . Domains: Demigods receive three domains, lesser deities receive four, intermediate five, and greater six. A deity of any rank may take the Extra Domain salient divine ability (see Salient Divine Abilities, below). A deity with fewer domains then his rank would entitle him to may make up the difference with bonus salient divine abilities.
    . . Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to her divine rank for this purpose.
    . . Familiar: A deity of rank 1 or higher with sorcerer or wizard levels has the ability to treat any creature of a given kind as her familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another as an immediate action, as long as the second creature is within range. This special familiar ability does not replace her ability to have a normal familiar, which could be any kind of eligible creature.
    . . Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank (see Salient Divine Abilities, below).
    . . Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.
    . . Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. Her effective caster level for such abilities is equal to her HD + her divine rank. The saving throw DC for such abilities is 20 + the spell’s level + her Charisma modifier + her divine rank.
    . . Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can transport only herself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can only transport herself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany her in any mode of travel if she touches it. The creature’s weight counts against the total weight limit.
    . . Special Qualities: A deity retains the base creature’s special qualities, and gains the following:
    . . Damage Reduction: A deity has damage reduction as shown below.

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    DIVINE   DAMAGE
    RANK     REDUCTION
    0        10/epic
    1–5      15/epic and material*
    6–10     20/epic and material*
    11–15    25/epic and material*
    16–20    30/epic and material*
    *Select a standard material such as adamantine, mithral, cold iron,
    steel, wood or silver.

    . . If the deity also has damage reduction from another source, it does not stack with her divine damage reduction. Instead, she gets the benefit of the best damage reduction in a given situation. Whenever a deity has a second kind of damage reduction that might apply to an attack, that damage reduction is listed in parentheses after the damage reduction entry in the deity’s statistics block.
    . . See Salient Divine Abilities (below) for additional ways to complement a deity's damage reduction. Damage reduction cannot be ignored by means of a successful opposed rank check.
    . . Divine Aura (Ex): The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. A deities divine aura can extend as far as described on the table below:

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    DIVINE  DIVINE
    RANK    AURA SIZE
    1–5     10 ft./rank
    6–10    100 ft./rank
    11–15   1000 ft./rank
    16–20   1 mile/rank

    . . The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The deity can choose from the following effects each round as a free action.
    . . Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
    . . Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
    . . Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while her foes receive a –4 morale penalty on attack rolls, saves, and checks.
    . . All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity’s aura becomes immune to that aura power for one day.
    . . Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. Deities of rank 1 or higher are not subject to death from massive damage. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her home plane and if the attacker succeeds in a rank check. Otherwise, the deity reforms within her divine realm after one year per hit die. See The Gates of Hell: Chapter 4 for more information.
    . . Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    . . Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
    . . Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).
    . . Resistances: A deity has a resistance of 20 + her divine rank to one energy type (acid, cold, electricity, fire, or sonic) regardless of the attacker. Individual deities may have additional resistances.
    . . Spell Resistance: A deity has spell resistance equal to 32 + 1/2 HD + her divine rank.
    . . Saving Throws: A deity’s Hit Dice and character levels determine her base saving throw bonuses. She gains a bonus equal to her divine rank as a divine bonus on all saving throws.
    . . Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks, caster level checks, and turning checks.
    . . When making a rank check against another deity or a cosmic entity, a deity (or cosmic entity) adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity, greater deity, and overdeity.
    . . For example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata bonus). If a rank 18 greater deity were to make a check against a rank 5 demigod, the greater deity would roll 1d20+30 (base 18 + 12 strata bonus) and the demigod would roll 1d20+5 (base 5).
    . . Intermediate and greater deities do not maximize rank check rolls. See The Gates of Hell: Chapter 4 for more information.
    . . Challenge Rating: A deity’s challenge rating is equal to that of the base creature plus the appropriate modifier from the list below. The base creature will generally have +1 CR for every class level until 20th level, and +1 CR for every two class levels thereafter.
    . . Add the various fractions together before rounding them up. Note that this number may be adjusted slightly up or down based on the deity’s selection of Salient Divine Abilities.

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    DIVINE   CHALLENGE RATING
    RANK     INCREASE
    0        3
    1–5      4 + 1/4 DvR + 1/6 SDAs
    6–10     4 + 1/4 DvR + 1/3 SDAs
    11–15    4 + 1/4 DvR + 1/2 SDAs
    16–20    4 + 1/4 DvR + 2/3 SDAs


    OTHER DIVINE POWERS
      Deities of rank 1 or higher do not automatically fail on a natural attack roll or saving throw roll of 1. Lesser deities (rank 6–10) may take 10 on any check, provided they need to make a check at all. Intermediate deities (rank 11–15) always get a result of 20 on any check, provided they need to make a check at all.
      . . Greater deities (rank 16–20) automatically get the best result possible on all die rolls they make. Calculate success, failure, or other effects accordingly. When a roll of 20 would grant automatic success (as on an attack roll or saving throw), a d20 should still be rolled and used to check for automatic success. Likewise, a d20 should be still rolled when a greater deity makes an attack roll, to check for a critical threat. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already (greater deities can be considered to possess Maximize Spell as a virtual feat).
      . . Certain rolls (such as miss chances and rank checks) should still be rolled by the DM (the deity does not automatically succeed).
      . . Automatic Actions: When acting within her portfolio, a deity can perform any action as an immediate action, as long as the check DC is equal to or less than the number on the table below. The number of swift actions a deity can perform each round is also determined by her divine rank. She is, however, still limited to one swift action spell per round (unless one of her abilities states otherwise).

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      DIVINE  MAXIMUM DC   SWIFT ACTIONS
      RANK    FOR ACTION   PER ROUND
      1–5     15           2
      6–10    20           5
      11–15   25           10
      16–20   30           20

      . . Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.
      . . Remote Communication: As a standard action, the deity can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of her choosing (but not an object or locale dedicated to another deity of equal or higher rank). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until she decides to end the communication. A deity can carry on as many remote communications at one time as she can remotely sense (see Remote Sensing, below).
      . . Create Items: A deity of rank 1 or higher can create magic items related to her portfolio without any requisite item creation feat, provided that she possesses all other prerequisites for the item. The maximum item value a deity can create is a function of her divine rank (see the table below). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

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      DIVINE  MAXIMUM
      RANK    MARKET PRICE
      1–5     4,500 gp
      6–10    30,000 gp
      11–15   200,000 gp (any non-epic item)
      16–20   No maximum (including artifacts)

      . . If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold and XP) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved.
      . . While no limits are provided for the items a greater deity can create, a DM may wish to impose some limits to retain game balance (such as a magic sword being limited to a +10 attack/damage enhancement, or a headband of epic intellect being limited to a +12 enhancement bonus).
      . . As a standard action, a deity of rank 6 or higher may also create nonmagical objects. She can create a temporary, nonmagical equivalent of any object of which she can craft a magical version (see above). Such objects last for one day per divine rank.
      . . Grant Spells: A deity automatically grants spells and domain powers to mortal divine spellcasters who pray to her. All deities can grant spells from the cleric spell list, unless they possess an alignment descriptor opposed to the deity’s own alignment. Demigods can grant spells from three domains, lesser deities from four, intermediate deities from five, and greater deities from six. A deity can gain the Extra Domain salient divine ability (see Salient Divine Abilities, below) to increase this number.
      . . Some deities can grant additional spells based on their selection of domains. A deity can grant spells to the following classes if she possesses at least one of the listed domains or levels in the appropriate class. If a deity possesses the Magic domain, she can grant spells to members of any divine spellcasting class.

      Code: Select all
      REQUIRED                  SPELL 
      DOMAINS                   LIST
      Animal, Plant,            Druid, ranger
        any elemental domain
      Evil                      Blackguard
      Law, Good                 Paladin
      (Determined by the DM)    Other prestige classes

      . . A deity can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal’s mind until expended.
      . . Portfolio: Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. Her connection to her portfolio gives her a number of powers.
      . . Portfolio Sense: Demigods have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past for every divine rank they have. Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have.
      . . When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it.
      . . Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity’s senses (including darkvision and low-light vision, she has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses she possesses. A deity cannot see through solid objects without using her remote sensing ability or some sort of x-ray vision power.
      . . Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to two or more remote locations at once (depending on her divine rank) and still sense what’s going on nearby.

      Code: Select all
      DIVINE   REMOTE
      RANK     LOCATIONS
      1–5      2
      6–10     5
      11–15    10
      16–20    20

      . . Once a deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until the location is blocked somehow.
      . . Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of her rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to her, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of herself. The blockage lasts 1 hour per divine rank.

    AVATARS
      Deities of rank 6 or higher may create avatars. An avatar serves as a deity’s alter ego, effectively allowing her to be in two or more places at the same time. An avatar is an extension of a deity: she senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating. A lesser deity can have up to five avatars at once, an intermediate deity can have up to ten, and a greater deity can have up to twenty avatars. It takes a deity one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on the deity’s part. An avatar must be created in the deity’s own realm. If the deity has the Divine Creation salient divine ability, she can use it to create a new avatar anywhere. However, the deity must rest afterward as noted in the Divine Creation ability description.
      . . An avatar is a less powerful version of a deity, created by modifying the deity’s statistics, which has the following characteristics. It is typically a divine rank 0 entity of the same type and subtypes as its deity, possessing half of the deity’s class levels (the deity chooses which levels to grant) and all of her racial Hit Dice. An avatar uses all of this base creature’s statistics and special abilities except as noted here.
      . . Special Abilities: An avatar gains all of the following special abilities.
      . . Domain Powers: An avatar can use any domain power its deity grants three times per day (if the power normally can be used more often than that, it gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), an avatar with no cleric levels has an effective cleric level equal to her deity’s divine rank for this purpose.
      . . Salient Divine Abilities: An avatar has salient divine abilities according to its divine tier (2 for lesser deities, 3 for intermediate, and 5 for greater). The deity chooses which of her abilities the avatar has when creating the avatar, but can only grant abilities that she could qualify for if she had five fewer ranks. The avatar uses its own divine rank (0) to determine all effects based upon rank. An avatar cannot have the Possess Mortal salient divine ability.
      . . Spontaneous Casting: An avatar who has levels in a divine spellcasting class can spontaneously cast any spell its deity can grant.
      . . Spell-like Abilities: At will—greater teleport and planeshift. In addition, an avatar can use any domain spell its deity can grant as a spell-like ability three times per day. The avatar’s effective caster level for such abilities is equal to its HD. The saving throw DC for such abilities is 10 + the spell level + the avatar’s Charisma modifier.
      Special Qualities: An avatar gains all of the following special qualities:
      Divine Aura: An avatar possesses a divine aura, but its radius is always 10 feet per rank of its deity.
      . . Abilities: An avatar has the same base ability scores as its deity, but suffers a total reduction in ability scores equal to 20 + the deity’s rank. This reduction is divided evenly among its ability scores (except in cases where doing so would reduce an ability score below 10). Its ability scores after the reduction typically have the same relative values as before.
      . . Feats: By character class and/or HD, but the avatar cannot possess feats that its deity does not.
      . . Challenge Rating: As quasi-deity + 3.
      . . Alignment: As deity.
      . . Advancement:

    PROXIES
      Deities of rank 1 or higher may empower mortal worshippers to act as proxies. A divine proxy speaks and acts on behalf of her deity, and is invested with a mote of the deity’s vast divine power. The minion to so be empowered must physically be present before the deity (or one of her avatars). Most often the minion is a powerful servant in her own right, such as a trusted cleric or paladin.
      . . A deity may possess a number of proxies equal to her divine rank with no ill-effects. If the deity exceeds this number, she receives one negative virtual divine rank. The negative rank remains as long as the deity exceeds her normal limit and disappears when the excess proxies are eliminated. This negative rank never results in actual loss of divine rank, but it cannot be overcome in any way while the deity possesses excess proxies. This penalty increases to two negative ranks if the deity has more proxies than double her divine rank, to three negative ranks if she has more than three times her divine rank, etc. A deity with negative virtual divine ranks does not lose any abilities or powers, but functions as a deity of her new (lower) rank for the purpose of resolving all abilities and checks.
      . . A Proxy may be any Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider (only those with the "Native" subtype), Plant, or Undead with an Intelligence score of at least 3 and the deity as a patron (referred to hereafter as the character).
      A proxy uses all the character’s statistics and special abilities except as noted here.
      . . Armor Class: A proxy gains a deflection bonus to her AC equal to her Charisma modifier (if positive).
      . . Special Attacks: A proxy retains all the special attacks of the character and gains the following special attacks.
      . . Divine Mandate (Su): A proxy can use any domain power her deity grants. If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half of her HD. If the proxy is a cleric already, she may use her total HD to calculate the effects.
      . . Salient Divine Ability (Su): A proxy is granted a Salient Divine Ability that she qualifies for (ignoring any divine rank prerequisites), of the deity’s choosing. The deity must have the same ability she grants her proxy. If any effect of the salient divine ability is calculated using divine rank, the proxy uses her deity’s divine rank to determine the power of the effect.
      . . Spell-Like Abilities (Sp): A proxy gains the ability to use greater teleport and planeshift at will, but may only planeshift between her home plane and the realm of her patron. In addition, the proxy gains the ability to use all of the spells granted by her deity’s domains as spell-like abilities once per day. If a spell forms part of more than one of a deity’s domains, the proxy may still only use it once per day. The proxy casts these spells as a cleric of her level or HD (DC 10 + the spell’s level + the Proxy’s Charisma modifier).
      . . Special Qualities: A proxy has all the special qualities of the base creature, plus the following special qualities.
      —Immunity to four attacks or conditions chosen by the deity, typically pertaining to the deity’s portfolio. Common choices are aging, ability damage, death effects, and energy drain. A deity whose divine rank exceeds the divine rank of the proxy’s deity ignores these immunities.
      —Damage reduction 10/epic. If the proxy already possesses damage reduction, use whichever is better.
      —A proxy’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
      —Spell resistance equal to 10 + the proxy’s HD. If the proxy already possesses spell resistance, use whichever is higher.
      . . Saves: A proxy gains her charisma modifier (if positive) as a Divine bonus to her saving throws. This stacks with any similar bonus the proxy may have (such as from a paladin’s divine grace or a blackguard’s dark blessing).
      . . Abilities: A proxy gains a number of bonus ability points equal to twice the deity’s divine rank, which are assigned by the deity (not the proxy).
      . . Challenge Rating: As base creature + 4.

    GODLY REALM
      Each deity of rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at her most powerful within her godly realm. She has at least modest control over the environment within her realm, controlling the temperature and minor elements of the environment. The radius of this control is a function of the deity’s rank and whether the realm is located on an Outer Plane or some other plane (including the Material Plane), as shown below:

      Code: Select all
      DIVINE   ---- RADIUS OF CONTROL ----
      RANK    OUTER PLANE    MATERIAL PLANE
      1–5     100 ft./rank   100 ft./rank
      6–10    1 mile         100 ft./rank
      11–15   10 miles       100 ft./rank
      16–20   100 miles      100 ft./rank

      . . Within this area, the deity can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from –20ºF to 120ºF), and fill the area with scents and sounds as she sees fit. Sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound. The deity’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser deity can erect buildings and alter the landscape, but must do so through her own labor, through magic, or through her divine powers.
      . . A deity of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm. The deity can designate certain locales within the realm where astral links remain intact. Likewise, she can block off the realm from planar portals or designate locations where portals are possible.
      . . A deity of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn’t affect the deity’s spells and spell-like abilities.
      . . In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of her control over the realm.
      . . A greater deity (rank 16 or higher) also can perform any one of the following acts:
      • Change or apply a gravity trait within the realm.
      • Change or apply an elemental or energy trait within the realm.
      • Change or apply a time trait within the realm.
      • Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The deity’s own spells and spell-like abilities are not limited by these restrictions.
      . . Once a deity sets the conditions in her realm, they are permanent, though she can change them at a later time. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, she must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action she desires, so long as she remains within her realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.
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Phaedros
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Salient Divine Abilities

Postby Phaedros » Tue Apr 01, 2008 7:19 pm

SALIENT DIVINE ABILITIES
    A salient divine ability is like a feat—it gives a deity a new capability or improves one that she already has. A deity has one salient divine ability for each of her divine ranks, plus additional salient divine abilities reflecting its status: demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.
    . . Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to have the ability. A divine rank of 1 is a prerequisite for all salient divine abilities. The most common salient divine abilities are described here, but these are by no means the only ones possible. Most deities have at least one or two unique salient divine abilities, which are explained in their descriptions. Some deities have many more than that, depending on how unusual their portfolios are.
    . . When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 20 + the deity’s relevant ability modifier + the deity’s divine rank. The actual DC is listed in the deity’s description.
    . . Using Salient Divine Abilities: Using a salient divine ability is a standard action unless otherwise noted in the ability description. Using a salient divine ability does not provoke an attack of opportunity.
    . . Salient Divine Abilities and Antimagic: A salient divine ability functions normally within an antimagic field, and is never subject to spell resistance.

TYPES OF SALIENT DIVINE ABILITIES
    Salient divine abilities can be divided into several subgroups, detailed below. Unique salient divine abilities can fall into any category.
    . . General Abilities: General abilities have no special rules that govern them as a group. They might enhance existing abilities, grant new abilities, or even grant a number of epic or non-epic feats.
    . . Divine Class Features: Divine class abilities are designed to grant epic skill in a particular class. They typically consist of four to six bonus epic feats and similarly-powered abilities. They may grant more or less than this, depending on how powerful the feats are.
    . . Divine Powers: Divine power abilities either grant unique powers to a deity or enhance divine traits she already possesses. The powers granted by these salient divine abilities are typically unavailable from any other source, and are often akin to racial traits.
    . . Domain Abilities: Domain abilities are similar to divine power abilities, but they grant a group of powers based on the deity’s portfolio. These abilities can be great or small, but they allow a deity to better exemplify her principle portfolio element.

DESCRIPTIONS
    Here is the format for salient divine ability descriptions.

    ABILITY NAME
    . . Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat, a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisites. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities.
    . . Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once.
    . . Special: Additional facts about the ability that may be helpful when using the ability in play.
    . . Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take partial actions and suffers a –6 penalty on all attack rolls, saves, and checks. She cannot use another ability that requires rest until her current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time.
    . . Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. A deity should not have more than a few abilities that fall outside of her portfolio. When “supreme” is listed as a portfolio element, any deity counted among the most powerful in her pantheon qualifies.

    ALTER FORM
    The deity can make minor changes to her appearance and form. This is an extraordinary ability.
    . . Benefit: As a move-equivalent action, the deity can alter her form, including clothing and equipment. The assumed form must be corporeal. Her body can undergo a limited physical transmutation, including adding or subtracting one or two limbs. If the form selected has wings, the deity can fly. Likewise, she can swim if the form has fins, breathe water if the form has gills, and so on.
    . . The deity can remain in the altered form indefinitely, but resumes her own form if slain.
    . . Notes: The deity’s attack bonus, Armor Class, and saves do not change. She does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. The deity can change physical qualities (such as hair color, hair texture, skin color, and gender). She can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. She can use her Alter Size ability simultaneously with this one to become taller, shorter, thinner, or heavier.
    . . Suggested Portfolio Elements: Nature, secrets, thieves.

    ALTER SIZE
    The deity’s ability to change size increases.
    . . Benefit: The deity gains the ability to alter size as a greater deity, regardless of her rank.
    . . Suggested Portfolio Elements: Any.

    ANNIHILATING STRIKE
    . . Prerequisites: Divine rank 11, base attack bonus +20, Str 25+
    . . Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 10+ Str modifier + divine rank) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.
    . . Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force.
    . . Suggested Portfolio Elements: Death, justice, vengeance, war.

    ARCANE MASTERY
    The deity can prepare arcane spells without consulting a spellbook.
    . . Prerequisites: Spellcaster level 1st, Int 29, Spell Mastery.
    . . Benefit: The deity can prepare any arcane spell that she can cast without using a spellbook. This includes all spells on the appropriate spell list as well as non-standard spells created according to the spell creation guidelines in the DUNGEON MASTER's Guide and other rulebooks.
    . . Suggested Portfolio Elements: Knowledge, magic.

    AREA DIVINE SHIELD
    The deity can channel part of her personal energy into a barrier that protects against almost any attack.
    . . Prerequisites: Divine rank 6, Cha 29, Divine Shield.
    . . Benefit: Except where noted here, this ability works like the Divine Shield ability. The deity produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within her line of sight. The deity can place the barrier so that it is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the deity makes the shield mobile with respect to a willing creature, the deity also can make the barrier one-way with respect to the creature and its allies, allowing them to attack through the shield and still use its protection.
    . . Notes: The deity can shape the shield around herself or around a willing creature so that it is skintight, which prevents the subject from being touched.
    . . Suggested Portfolio Elements: Mercy, protection.

    AUTOMATIC METAMAGIC
    The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment.
    . . Prerequisite: Spellcaster level 1st.
    . . Benefit: The deity chooses one non-epic metamagic feat. As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
    . . Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell’s level higher, such as Heighten Spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.
    . . Suggested Portfolio Elements: Knowledge, magic.

    BANESTRIKE
    Any weapon the deity wields works better against one type of foe.
    . . Prerequisite: Base attack bonus +20.
    . . Benefit: Any weapon the deity wields gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has.
    . . Notes: The deity selects one kind of enemy from the list below.

    Code: Select all
    Aberrations                      Monstrous humanoids
    Animals                          Oozes
    Beasts                           Outsiders, chaotic
    Constructs                       Outsiders, evil
    Dragons                          Outsiders, good
    Elementals                       Outsiders, lawful
    Fey                              Plants
    Giants                           Undead
    Humanoids (choose one subtype)   Vermin


    . . The ability functions only when the deity personally attacks with a melee weapon or ranged weapon. She can apply the Banestrike ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability.
    . . A deity can have this ability multiple times, choosing a different kind of foe each time. She can imbue only one bane special ability to a weapon at a time and can change among them as a swift action.
    . . Suggested Portfolio Elements: Death, justice, vengeance, war.

    BATTLESENSE
    The deity is nearly impossible to surprise, flank, or catch flat-footed.
    . . Benefit: The deity cannot be surprised or flanked except by a deity or cosmic entity that succeeds on an opposed rank check. The deity retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities or cosmic entities that succeed on an opposed rank check.
    . . Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it.
    . . Suggested Portfolio Elements: War.

    CALL CREATURES
    The deity can bring creatures to serve and aid her.
    . . Benefit: The deity can call some kind of creature as noted in her description. Each creature called can have no more Hit Dice than the deity has divine ranks, and the deity cannot have more creatures serving her at any given time than she has ranks. The creatures are transported to the deity’s presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.
    . . Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
    . . Suggested Portfolio Elements: Any.

    CLEARSIGHT
    The deity can perceive reality despite appearances.
    . . Prerequisites: Divine rank 6, Wis 29.
    . . Benefit: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 10 feet per divine rank. This ability is similar to the true seeing spell, except that it does not reveal creatures’ alignments and it does foil mundane disguises.
    . . Suggested Portfolio Elements: Knowledge, truth.

    COMMAND PLANTS
    The deity can control plants and plant creatures.
    . . Benefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. She can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity or cosmic entity that succeeds on a rank check against the deity using the ability.
    . . Also once per day, the deity can create one of the following effects.
    . . Charm: Plant creatures and fungus creatures within (25 ft. + 5 ft. per 2 divine ranks) of her person act as if affected by a mass charm spell. The deity can command a number of plant creatures not exceeding her divine rank. No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect, whose DC is Wisdom-based. The effect lasts 1 day. This is a charm effect.
    . . Animate: The ability imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the deity first designates. Animated plants gain humanlike senses. The plants’ AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The deity can animate two Large plants (like trees), four Medium plants (like shrubs), or eight Small plants (like vines). All plants to be affected must be within 60 feet of each other. The deity can animate different types of plants if desired. Creatures that have the plants in their possession can prevent the effect with Will saves; the DC is Wisdom-based. The effect lasts 1 hour per divine rank, to a maximum of 1 day.
    . . Entangle: The deity imbues all plants within (25 ft. + 5 ft. per 2 divine ranks) with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. The effect lasts 1 hour per divine rank, to a maximum of 1 day. The save DC is Wisdom-based.
    . . Suggested Portfolio Elements: Agriculture, earth, fertility.

    CONTROL CREATURES
    The deity can dominate and control the actions of a specific kind of creature.
    . . Benefit: The deity can command some kind of creature as noted in her description. This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (the deity seizes direct control over the creature’s body). Each day the deity can attempt to control a number of creatures equal to her divine rank. She can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within the deity’s line of sight when first affected. Once control is established, distance is not a factor and the deity can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities or cosmic entities that succeed on an opposed rank check). The subject is allowed a Will save to resist and is allowed a new save if the deity commands the subject to do something against its nature. The save DC is Charisma-based.
    . . At any given time, a deity cannot have more creatures under her control than 10 times her divine rank. If the deity already has the maximum number of creatures under her control, she can still attempt to take control of other creatures, but must first release one or more creatures already under her control.
    . . Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
    . . Suggested Portfolio Elements: Any.

    CRAFT ARTIFACT
    The deity can make magic items that exceed mortal limits.
    . . Prerequisites: Any five item creation feats.
    . . Benefit: The deity is considered to possess the epic item creation feats associated with her non-epic feats. In addition, all magic items she creates gain the special properties unique to artifacts (see the DUNGEON MASTER’s Guide for details).
    . . Suggested Portfolio Elements: Crafts, knowledge, magic.

    CREATE OBJECT
    The deity can create simple objects out of nothing.
    . . Prerequisites: Divine rank 11, Int 29.
    . . Benefit: As a full-round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight the deity can create there.
    . . Once created, the objects are permanent and nonmagical. If the deity has the appropriate Craft skill, she can make a Craft check when creating the item to make it a masterwork item.
    . . Rest: The deity must convert a considerable amount of its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity’s realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
    . . Suggested Portfolio Elements: Crafts, creation.

    DIVINE AIR MASTERY
    The deity has mastery over the air.
    . . Prerequisite: Air domain.
    . . Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are airborne.
    . . The deity can fly with perfect maneuverability. When flying, she automatically knows the location of any corporeal creature within 10 feet per divine rank, by sensing the disturbance in the air the creature causes.
    . . Suggested Portfolio Elements: Air, wind.

    DIVINE ARCHERY
    The deity is the epitome of the archer, with abilities that surpass those of mortal archers.
    . . Prerequisites: Base attack bonus +20, Dex 29, Point Blank Shot, Far Shot.
    . . Benefit: The deity gains Combat Archery, Distant Shot, Swarm of Arrows, and Uncanny Accuracy as bonus feats. The range on her Swarm of Arrows feat is equal to 10 feet per divine rank.
    . . Suggested Portfolio Elements: Archers, war.

    DIVINE ARMOR MASTERY
    The deity is able to move freely in light or medium armor.
    . . Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
    . . Benefit: The deity ignores the maximum Dexterity bonus limit for medium or light armor.
    . . Suggested Portfolio Elements: War.

    DIVINE BARD
    The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
    . . Prerequisite: Bard level 20th.
    . . Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
    . . In addition, the range on all of the deity’s ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
    . . Finally, the effects of all the deity’s bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC.
    . . Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

    DIVINE BATTLE MASTERY
    The deity is the epitome of the fighter, a master of sophisticated battle techniques.
    . . Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain.
    . . Benefit: The deity gains the Improved Combat Reflexes and Improved Whirlwind Attack feats as bonus feats.
    . . Suggested Portfolio Elements: Justice, vengeance, war.

    DIVINE BLAST
    The deity can channel part of her personal energy into a ray.
    . . Prerequisite: Cha 29.
    . . Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
    . . Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.
    A divine shield can stop the ray.
    . . Suggested Portfolio Elements: Death, destruction, war.

    DIVINE BLESSING
    The deity can grant exceptional abilities to mortals.
    . . Prerequisite: Selected ability score 35.
    . . Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The deity must have a score of at least 40 in the selected ability. She can grant mortals an enhancement bonus to that ability that lasts for one day, equal to one half of her own ability modifier. In a single day and at one time, the deity can affect a number of creatures equal to her divine rank.
    . . Notes: A deity can have this ability multiple times, choosing a different ability score each time.
    . . Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom.

    DIVINE CELERITY
    The deity is supernaturally swift.
    . . Prerequisite: Dex 29.
    . . Benefit: The deity always acts as if hasted, gaining all of the normal bonuses granted by the haste spell.
    . . Suggested Portfolio Elements: Travel, wind.

    DIVINE CREATION
    The deity can create creatures or magic items out of nothing.
    . . Prerequisites: Divine rank 16, Int 29, Create Object.
    . . Benefit: As a full-round action, the deity can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight she can create there.
    . . Notes: This ability works like the Create Object ability, except as noted below.
    . . A deity can use this ability to create any kind of creature that does not have a divine rank. The deity can create a creature with class levels, but never with more class levels than the deity has herself or the deity’s divine rank, whichever is lower.
    . . Rest: The deity must convert a considerable amount of her own energy into a creature, which always leaves the deity impaired. The deity must rest for 10 minutes × the creature’s Hit Dice × the creature’s Challenge Rating for each creature created, with a minimum of 10 minutes per creature. If the creature has class levels, each level counts as an additional Hit Die.
    . . The deity can create any kind of magic item except an artifact.
    . . The rest requirement for creating magic items is the same as for the Create Object ability.
    . . Suggested Portfolio Elements: Crafts, creation, supreme.

    DIVINE DODGE
    The deity can avoid damage by simply not being there when the attack hits.
    . . Prerequisite: Dex 29.
    . . Benefit: Any physical attack or individually targeted spell directed at the deity has a percent miss chance equal to 50 + the deity’s rank. Area effects that include the deity have a similar chance to be ineffective.
    . . Notes: The ability is similar to the blink spell, except that it is defensive only and the deity does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with the deity’s own attacks. If an attack overcomes the miss chance, the deity still gets the benefit of a saving throw (if one is allowed).
    . . Suggested Portfolio Elements: Agility, gambling, luck, protection.

    DIVINE DRUID
    The deity is the epitome of the druid and has abilities that far surpass those of mortal druids.
    . . Prerequisites: Druid level 20th.
    . . Benefit: The deity gains Colossal Wild Shape, Diminutive Wild Shape, Fine Wild Shape, Gargantuan Wild Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, and Plant Wild Shape as bonus feats.
    . . Suggested Portfolio Elements: Nature.

    DIVINE EARTH MASTERY
    The deity has mastery over the earth.
    . . Prerequisites: Earth domain.
    . . Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching the ground.
    . . The deity gains a burrow speed commensurate with her size, as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
    . . She has tremorsense, allowing her to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground.
    . . The deity has complete control over all things made of earth (including stone and metal). She can alter the form of any amount of earth as a swift action. She can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, disintegrate, and similar spells, with any earth, stone, or metal object as a target. She can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object she can see, but no more than one object per round.
    . . Suggested Portfolio Elements: Earth.

    DIVINE FAST HEALING
    The deity heals wounds in a flash.
    . . Prerequisites: Con 29 or the fast healing special quality.
    . . Benefit: The deity gains fast healing of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body.
    . . Notes: This ability does not stack with the fast healing special quality.
    . . A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability has fast healing of 40 + (divine rank ×2).
    . . Suggested Portfolio Elements: Endurance, healing.

    DIVINE FIRE MASTERY
    The deity has mastery over fire.
    . . Prerequisites: Fire domain.
    . . Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are touching fire or using weapons with the flaming or flaming burst special abilities.
    . . The deity is immune to the effects of fire and heat.
    . . She automatically knows the location of any corporeal creature within 10 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes.
    . . The deity has complete control over all nonmagical fire and can duplicate the effect of any spell with the [fire] descriptor as a standard action.
    . . Suggested Portfolio Elements: Fire.

    DIVINE GLIBNESS
    The deity's silver-tongued speech can convince others to take action.
    . . Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
    . . Benefit: As a full-round action, the deity can speak and convince others to take some course of action. This works like a mass suggestion spell cast at a level equal to 10 + her divine rank, except that it affects up to (10 + divine rank) creatures, no two of which can be more than (10 × divine rank) feet apart. The save DC is 10 + the deity’s Charisma modifier + the deity’s divine rank.
    . . Suggested Portfolio Elements: Commerce, lies, thieves.

    DIVINE INSPIRATION
    The deity can inspire a specific emotional state in others.
    . . Benefit: The deity can enchant creatures to create a specific emotion. She can affect one creature per divine rank at once, and up to the same number each day. All must be within the deity’s line of sight when first affected. The specific effects depend on the emotional state induced. Unless otherwise noted, all save DCs are Charisma-based.
    . . Courage: The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves.
    . . Despair: The enchanted creatures are affected as by an improved version of the crushing despair spell: affected creatures suffer a –4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save. The effect lasts one day.
    . . Dread: The enchanted creatures must make successful Wisdom checks (DC = the deity’s divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves.
    . . Frenzy: Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a –4 penalty to Wisdom, and a –2 penalty to AC. Subjects can attempt Will saves to resist the effect. This is a mind-affecting compulsion.
    . . Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
    . . Rage: The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a –2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves to resist the effect. This is a mind-affecting compulsion.
    . . Love and Desire: A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature’s affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. can attempt Will saves to resist the effect. This is a mind-affecting compulsion effect.
    . . Suggested Portfolio Elements: Any.

    DIVINE MONK
    The deity is the epitome of the monk and has abilities that far surpass those of mortal monks.
    . . Prerequisites: Monk level 20th, Deflect Arrows.
    . . Benefit: The deity gains Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, and Vorpal Strike as bonus feats.
    . . In addition, any unarmed attack she makes has a base damage of 2d12 and an enhancement bonus of +5.
    . . Suggested Portfolio Elements: Law.

    DIVINE PALADIN
    The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins.
    Prerequisites: Paladin level 20th.
    Benefit: The deity gains Great Smiting x3, Improved Aura of Courage, and Widen Aura of Courage as bonus feats. She can smite evil five additional times per day, and her special mount, if any, gains the celestial template.
    Suggested Portfolio Elements: Good, justice, law, nobility, war.

    DIVINE PSIONICS
    The deity is an extremely accomplished psionicist.
    . . Prerequisites: Manifester level 20th.
    . . Benefit: The deity gains bonus power points based on her key ability modifier, as shown on the table below.

    Code: Select all
    ABILITY   POWER     ABILITY   POWER
    MODIFIER  POINTS    MODIFIER  POINTS
    +10       19        +18       243
    +11       40        +19       280
    +12       63        +20       319
    +13       88        +21       360
    +14       115       +22       403
    +15       144       +23       448
    +16       175       +24       495
    +17       208       +25       544

    . . The deity doesn’t incur attacks of opportunity for manifesting powers when threatened.
    . . In addition, the deity receives the benefit of the Psionic Endowment feat on any power she manifests.
    . . Suggested Portfolio Elements: Mentalism, psionics.

    DIVINE PSIONIC ENDOWMENT
    The deity can use meditation to increase her powers.
    . . Prerequisites: Psionic Endowment, Great Psionic Endowment.
    . . Benefit: When the deity uses the Psionic Endowment feat, she adds one-half of her rank to the save DC of a power she manifests instead of +1.
    . . Suggested Portfolio Elements: Mentalism, psionics.

    DIVINE RADIANCE
    The deity can emit a powerful holy light.
    . . Prerequisite: Good alignment, Sun domain.
    . . Benefit: The deity can shed light from her body in an emanation with a radius of 10 feet per divine rank. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity that succeeds on an opposed rank check) and causes pain and damage to undead creatures, who take 2d8 points of damage per round with no save. As a full attack action, the deity can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to her divine rank. Each ray deals 1d6 points of damage per 2 divine ranks. Undead take 1d12 points of damage per 2 divine ranks.
    . . Suggested Portfolio Elements: Good, light, sun.

    DIVINE RAGE
    The deity flies into an awe-inspiring rage when struck by a weapon.
    . . Prerequisite: Barbarian level 20th.
    . . Benefit: This ability is similar to the barbarian’s rage ability (and it replaces the barbarian rage ability for the deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number of times per day equal to her divine rank. Once used, the ability lasts 1 hour (though she can end the rage at will). While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. Her spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at her full attack bonus, whenever she uses the full attack action. While raging, the deity suffers a –5 penalty to Armor Class and cannot perform acts that require patience and concentration, such as moving silently, casting spells, and using salient divine abilities.
    . . Suggested Portfolio Elements: Destruction, rage, strength, war.

    DIVINE RANGER
    The deity is the epitome of the ranger and has abilities that far surpass those of mortal rangers.
    . . Prerequisites: Ranger level 20th, Wis 25, Survival 40 ranks, Knowledge (nature) 30 ranks.
    . . Benefit: The deity gains Bane of Enemies and Legendary Tracker as bonus feats. In addition, she treats all normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather.
    . . Suggested Portfolio Elements: Archers, hunting, nature.

    DIVINE RECALL
    The deity has superhuman memory of a particular subject.
    . . Benefit: The deity remembers every event of a certain type that has ever occurred. The type of event is specified in the deity description.
    . . Notes: A deity can have this ability multiple times, choosing a different type of event each time.
    . . Suggested Portfolio Elements: Knowledge.

    DIVINE ROGUE
    The deity is the epitome of the rogue and has abilities that far surpass those of mortal rogues.
    . . Prerequisites: Rogue level 20th, Dodge, improved evasion, defensive roll.
    . . Benefit: When struck by an attack from an opponent the deity has designated as her dodge target, she may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. She also gains Trap Sense as a bonus feat.
    In addition, she can assess the exact value of any treasure she can see, and can immediately determine what any creature is carrying and where each carried item is.
    . . Suggested Portfolio Elements: Thieves.

    DIVINE SHIELD
    The deity can channel part of her personal energy into a barrier that protects against almost any attack.
    . . Prerequisites: Cha 29.
    . . Benefit: As a swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus.
    The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
    . . Suggested Portfolio Elements: Protection.

    DIVINE SKILL FOCUS
    The deity has superlative ability with the selected skill.
    . . Prerequisites: 23 ranks in the selected skill.
    . . Benefit: The deity receives a bonus of 10 + her divine rank when using the selected skill.
    . . Notes: This bonus stacks with the divine rank bonus deities normally receive on checks. If the selected skill is related to the deity’s portfolio, add the deity’s rank to the maximum DC for an immediate action.
    . . A deity can have this ability multiple times, choosing a different skill each time.
    . . Suggested Portfolio Elements: Any.

    DIVINE SNEAK ATTACK
    The deity's sneak attacks are devastating.
    . . Prerequisites: Sneak attack +10d6, crippling strike.
    . . Benefit: The deity gains Improved Sneak Attack x3, Sneak Attack of Opportunity, and Lingering Damage as bonus feats. In addition, she can flank or catch flat-footed any opponent whose divine rank does not exceed the deity’s and can sneak attack that opponent.
    . . Suggested Portfolio Elements: Thieves.

    DIVINE SPELL FOCUS
    The save DC for one school of spells the deity can cast increases.
    . . Prerequisites: Spell Focus, Greater Spell Focus.
    . . Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by one-half her divine rank. This bonus overlaps (does not stack with) the bonus from Spell Focus or Greater Spell Focus.
    . . Notes: A deity can have this ability multiple times, choosing a different school of magic each time.
    . . Suggested Portfolio Elements: Magic.

    DIVINE SPELLCASTING
    The deity is an extremely accomplished spellcaster.
    . . Prerequisites: Spellcaster level 20th.
    . . Benefit: The deity can cast spells whose effective level is above 9th. The number of spells per day she can cast of each spell level above 9th depends on her key ability score for spell-casting classes in which she has achieved 20th caster level, as shown on Table: Divine Spellcasting (see below). The numbers on that table represent one spell per day at each spell level above 9th in which she receives bonus spells from her key ability score, plus bonus spells based on the key ability score. The deity can use these slots for spells prepared or cast with a metamagic feat, or for lower-level spells.
    . . If the deity has achieved 20th level in a spellcasting class with fewer than nine levels of spells (such as bard, paladin, or ranger), she can also cast one spell per day of each level between the maximum normal spell level and 9th, plus appropriate bonus spells of each level based on her key ability score. These spells are not shown on the table.
    . . In addition, the deity receives Spell Focus (in all schools of magic) and Improved Combat Casting as bonus feats.
    . . Suggested Portfolio Elements: Magic.
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Phaedros
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Salient Divine Abilities

Postby Phaedros » Tue Apr 01, 2008 7:19 pm

    DIVINE SPLENDOR
    The deity's mere proximity is fatal to mortals.
    . . Prerequisites: Divine rank 16, Cha 26.
    . . Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 + the deity’s Charisma bonus + the deity’s divine rank. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway.
    . . Suggested Portfolio Elements: Supreme.

    DIVINE STORM
    The deity can create a vortex of force that protects her and harms those of an alignment different from her own.
    . . Prerequisite: Divine rank 11.
    . . Benefit: The deity can surround herself with a vortex of holy or unholy energy that manifests in different forms depending on the deity. The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops all attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area).
    . . In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the deity’s. If her ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
    . . The force damages creatures whose alignment on the moral (good-evil) axis is opposite the deity’s. If her moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves each round or suffer 1 point of holy damage per divine rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area.
    . . Creatures whose alignment is diametrically opposed to the deity’s are subject to both effects. The save DCs for both effects are Charisma-based.
    . . Suggested Portfolio Elements: War.

    DIVINE WATER MASTERY
    The deity has mastery over water.
    . . Prerequisites: Water domain.
    . . Benefit: The deity gains a competence bonus on attack, damage, and Armor Class equal to her divine rank if both she and her foe are touching the same body of water.
    The deity gains a swim speed commensurate with her size (see Divine Characteristics).
    . . At will, as a full-round action, the deity can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. The wave affects a number of miles of coastland up to the deity’s divine rank.
    . . When touching water, the deity automatically senses the location of anything within 10 feet per divine rank that is in contact with the same body of water.
    . . Suggested Portfolio Elements: Water.

    DIVINE WEAPON FOCUS
    The deity is particularly adept with one kind of weapon.
    . . Benefit: This ability works like the Weapon Focus feat except that the deity receives a bonus of +4 on attacks with the weapon.
    . . Notes: This bonus stacks with the divine bonus deities get on attack rolls, and with the Divine Weapon Mastery salient divine ability. It also stacks with the Weapon Focus and Greater Weapon Focus feats.
    . . A deity can have this ability multiple times, choosing a different kind of weapon each time.
    . . Suggested Portfolio Elements: War.

    DIVINE WEAPON MASTERY
    The deity is exceptionally proficient with weapons.
    . . Prerequisites: Fighter level 20th, War domain.
    . . Benefit: The deity receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding any simple or martial weapon.
    . . Suggested Portfolio Elements: War.

    DIVINE WEAPON SPECIALIZATION
    The deity deals tremendous damage with one kind of weapon.
    . . Prerequisites: Fighter level 20th, Divine Weapon Focus with the selected weapon.
    . . Benefit: This ability works like the fighter’s Weapon Specialization feat, except that the deity receives a bonus on damage with the weapon equal to her divine rank.
    . . Notes: If the selected weapon is a ranged weapon, the extra damage applies against any target the deity can see.
    . . The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization and Greater Weapon Specialization feats.
    . . A deity can have this ability multiple times, choosing a different kind of weapon each time.
    . . Suggested Portfolio Elements: War.

    ELDRITCH KNOWLEDGE
    The deity learns additional spells.
    . . Prerequisites: Spellcaster level 1st, Cha 29, Extra Spell.
    . . Benefit: The deity knows double the number of spells of each level normally granted by her class and level.
    . . Notes: A deity may gain this salient divine ability more than once; the effects stack.
    . . Suggested Portfolio Elements: Knowledge, magic.

    ENERGY BURST
    The deity can create a blast of damaging energy.
    . . Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in her description) with a radius of 10 feet per divine rank. Anything in the area takes 1d8 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, Fortitude for sonic energy; the save DC is Charisma-based).
    . . Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
    . . Suggested Portfolio Elements: Nature.

    ENERGY STORM
    The deity can create a vortex of swirling energy that protects her and damages those who touch the vortex.
    . . Prerequisite: Divine rank 11.
    . . Benefit: The deity can surround herself with a vortex of energy (acid, cold, electricity, fire, sonic, positive, or negative energy, specified in the deity’s description). The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
    . . Energy storms that use acid, cold, electricity, fire, or sonic energy deal 1 point of energy damage and 1 point of divine damage per divine rank each round.
    . . Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures.
    . . Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures.
    . . Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
    . . Suggested Portfolio Elements: Fire, storms.

    EXTRA DOMAIN
    The deity gains an extra domain.
    . . Prerequisite: Divine rank 1.
    . . Benefit: The deity chooses one domain to add to her list of domains. She can grant spells and powers from that domain and use those spells and powers personally, just as she can the spells and powers of her other domains.
    . . Notes: A deity can have this ability multiple times, choosing a new domain each time.
    . . Suggested Portfolio Elements: Any.

    EXTRA ENERGY IMMUNITY
    The deity is immune to some form of energy.
    . . Prerequisites: Divine rank 6, resistance to the energy type selected.
    . . Benefit: The deity gains immunity to acid, cold, electricity, fire, or sonic energy.
    . . Notes: This ability is effective regardless of the attacker (other deities or cosmic entities cannot make a rank check to ignore it).
    . . A deity can have this ability multiple times, choosing a different form of energy each time.
    . . Suggested Portfolio Elements: Any.

    EXTRA SENSE ENHANCEMENT
    The deity has a sense of sight, hearing, or smell even more acute than normal for a deity.
    . . Prerequisites: Wis 29.
    . . Benefit: The deity chooses one sense to enhance. This ability can extend a sense’s range one mile per divine rank, or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier per rank or 100 feet of a less tangible barrier (such as fog or smoke) per rank.
    . . Notes: Some deities have specific applications of this ability that go beyond the normal senses.
    . . A deity can have this ability multiple times, choosing a different sense each time.
    . . Suggested Portfolio Elements: Any.

    FOOTSORE
    The deity can make living creatures tired.
    . . Prerequisites: Travel domain.
    . . Benefit: The deity can sap the energy from living creatures so that they feel tired. She can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within her line of sight when first affected. Subjects can attempt Fortitude saves to resist (the save DC is Charisma-based). Creatures who fail their saves become fatigued and their speed is reduced by half. Furthermore, any mount or vehicle they ride is likewise slowed. The effect lasts one day.
    . . Suggested Portfolio Elements: Travel.

    FREE MOVE
    The deity can move almost instantaneously.
    . . Prerequisites: Dex 29, Divine Celerity.
    . . Benefit: The deity can move up to her speed once a round as a swift action.
    . . Suggested Portfolio Elements: Travel.

    FRIGHTFUL PRESENCE
    The deity's attacks strike fear into opponents.
    . . Prerequisites: Cha 25.
    . . Benefit: Whenever the deity performs a specific action specified in her description (usually attacking, but sometimes making an intimidating gesture), foes within a 30-foot-radius burst must make Will saves. Foes within the burst, but not the deity’s immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when she activates the ability become panicked for 3d6 rounds if they fail their saves. The save DC is Charisma-based, and foes who make successful saving throws are unaffected by this ability for one day.
    . . Suggested Portfolio Elements: Destruction, war.

    GIFT OF LIFE
    The deity can restore any previously living mortal creature to life.
    . . Benefit: The deity can restore a dead creature to life, no matter how long the creature has been dead or what the condition of the body.
    . . Notes: This ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
    . . This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the mortal’s soul resides. Unwilling mortals may attempt a Will saving throw to resist resurrection. This ability can resurrect an elemental or outsider and can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
    . . This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank. The save DC is Charisma-based.
    . . Suggested Portfolio Elements: Healing, life.

    GOVERN THE CHILDREN
    The deity can dominate and control the actions of a specific kind of creature.
    . . Prerequisites: Divine Rank 6, Control Creatures.
    . . Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
    . . Additionally, the deity may telepathically call any of these creatures that are within one mile per divine rank, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
    . . Suggested Portfolio Elements: Domination, race, supreme.

    GROW CREATURE
    The deity can make a certain type of creature larger.
    . . Benefit: This ability works like the animal growth spell, except that it can affect up to one creature of the specified type per divine rank each day, all of which must be within the deity’s line of sight when first affected. The effect lasts one day.
    . . Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
    . . Suggested Portfolio Elements: Nature.

    HAND OF DEATH
    The deity can slay any living mortal creature.
    . . Benefit: The deity can point to any mortal within her sensory range and snuff out its life. There must be an unbroken line of effect between the deity and the target.
    . . Notes: This ability works like the destruction spell, except that there is no material component. The mortal is allowed a Fortitude saving throw to resist being destroyed. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine abilities. The save DC is Charisma-based.
    . . Suggested Portfolio Elements: Death.

    INCREASED DAMAGE REDUCTION
    The deity is remarkably resistant to physical attacks.
    . . Prerequisites: Con 29.
    . . Benefit: The deity’s damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing). Alternately, the deity can waive the additional requirement and instead change her special material requirement to something more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon).
    . . Suggested Portfolio Elements: Any.

    INCREASED ENERGY RESISTANCE
    The deity has resistance to energy beyond the divine norm.
    . . Benefit: The deity gains resistance equal to her divine rank to acid, cold, electricity, fire, or sonic energy.
    . . Notes: A deity can have this ability multiple times, choosing a different form of energy each time. The deity also can have this ability more than once for a single type of energy. When applied to an energy type that the deity already resists, this ability increases the resistance by 10.
    . . Suggested Portfolio Elements: Any.

    INCREASED SPELL RESISTANCE
    The deity has spell resistance beyond the divine norm.
    . . Benefit: The deity’s spell resistance increases by 20.
    . . Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves her spell resistance by 40.
    . . Suggested Portfolio Elements: Magic.

    INDOMITABLE STRENGTH
    The deity is very difficult to beat in contests of strength.
    . . Prerequisite: Str 40, Strength domain.
    . . Benefit: If required to make an opposed roll involving Strength (including grapple checks), the deity receives a divine bonus of +25 on her roll. This bonus stacks with the normal divine rank bonus.
    . . Suggested Portfolio Elements: Strength.

    INSTANT COUNTERSPELL
    The deity can counterspell as a free action.
    . . Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
    . . Suggested Portfolio Elements: Magic.

    INSTANT MOVE
    The deity can move almost instantaneously.
    . . Prerequisites: Divine rank 6, Dex 29.
    . . Benefit: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting.
    . . Suggested Portfolio Elements: Travel.

    IRRESISTABLE BLOWS
    The deity's attacks with a specific melee weapon are almost impossible to avoid.
    . . Prerequisites: Weapon Focus and Improved Critical with the selected melee weapon.
    . . Benefit: When the deity makes a melee attack with the chosen weapon against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save or be stunned for 1d10 rounds. The save DC is Constitution-based.
    . . The deity’s attacks with the chosen weapons are considered to be adamantine for purposes of bypassing damage reduction and hardness.
    . . Notes: A deity can have this ability multiple times, choosing a different kind of weapon each time.
    . . Suggested Portfolio Elements: War.

    IRRESISTABLE PERFORMANCE
    . . Prerequisites: Perform 40 ranks.
    . . Benefit: When the deity sings, plays a musical instrument, tells jokes, recites verse, or engages in any other type of performance as a full-round action, she has the option to create any of the following effects. She can use this ability a number of times per day equal to her divine rank. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the deity. All save DCs are Charisma-based.
    • Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the deity’s option. The affected creatures also suffer a –4 penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save. The effects last for as long as the deity performs and for up to 1 round per divine rank thereafter.
    • Affected creatures become blissfully calm. They are immune to fear and compulsion effects, except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Fear and complusion effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities or cosmic entities that succeed on a rank check against the performing deity. Immunity to fear and compulsion last for as long as the deity performs and for up to 1 round per divine rank thereafter.
    • Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind-affecting effect with Will saves. Affected creatures sleep for up to 1 hour per divine rank or until awakened. The deity can end the effect at will.
    • Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the deity’s divine rank are affected. Creatures can resist the effect with Fortitude saves.
    . . Once a creature makes a successful save against one of the deity’s performances, the creature cannot be affected again for one day.
    . . Note: Not all deities with this ability can create all the mentioned effects, as specified in the deity descriptions.
    . . Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

    KNOW DEATH
    The deity knows when and how creatures will meet their end.
    . . Benefit: The deity knows the exact moment and circumstances of any mortal creature’s death just by looking at the creature.
    . . Suggested Portfolio Elements: Death.

    KNOW SECRETS
    No secrets can be kept from the deity.
    . . Benefit: The deity can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save to avoid the effect. The save DC is Charisma-based.
    . . Suggested Portfolio Elements: Knowledge, secrets.

    LAY CURSE
    The deity can place a debilitating curse on creatures.
    . . Benefit: This ability works like the bestow greater curse spell, except that the curse can be removed only by another deity or a cosmic entity that succeeds on a rank check against the cursing deity. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based.
    . . The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected.
    . . Suggested Portfolio Elements: Evil.

    LAY QUEST
    The deity can enchant creatures so they are compelled to perform some service of her choosing.
    . . Benefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity or cosmic entity that succeeds on an opposed rank check against the deity who lays the quest. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based.
    . . Suggested Portfolio Elements: Justice, law.

    LIFE AND DEATH
    The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead mortal being almost anywhere.
    . . Prerequisites: Divine rank 6, Gift of Life or Hand of Death.
    . . Benefit: The deity designates any mortal and snuffs out its life. The mortal is allowed a Fortitude saving throw to resist. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway.
    . . Alternately, the deity can designate any dead mortal and restore it to life. Unwilling mortals may attempt a Will save against the same DC to resist resurrection.
    . . The save DCs are Charisma-based.
    . . Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component. The mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life or Life and Death ability, who must succeed on a rank check against the deity that slew the mortal.
    . . If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
    . . This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped - if the soul is held by another deity or a cosmic entity, the deity must suceed on an opposed rank check to free it.
    . . This ability can only restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability if the deity succeeds on an opposed rank check against the deity that slew the creature.
    . . Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected.
    Deities whose portfolio includes life or death do not have to rest after using this ability.
    . . Suggested Portfolio Elements: Death, life, supreme.

    LIFE DRAIN
    The deity can create a dark cloud that saps life energy.
    . . Prerequisites: Death domain.
    . . Benefit: As a swift action, the deity can generate a cloud of darkness that rises from her body in a spread 10 feet high with a radius of 10 feet per divine rank. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities or cosmic entities that succeed on a rank check). Living creatures must make Will saves or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloud’s darkness remains effective. The save DC is Charisma-based.
    . . Suggested Portfolio Elements: Death, undead.

    MASS DIVINE BLAST
    The deity can channel part of her personal energy into an attack. This ability can be used against multiple targets or an area.
    . . Prerequisites: Divine rank 6, Cha 29, Divine Blast.
    . . Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 100 feet long per rank. A burst or spread can have a radius of up to 50 feet per rank. A cylinder can have a radius of up to 50 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack’s exact form and dimensions.
    . . Each use of this ability counts as a use of her Divine Blast ability.
    . . Suggested Portfolio Elements: Death, destruction, war.

    MASS LIFE AND DEATH
    The deity can kill large numbers of mortal creatures almost anywhere. Likewise, the deity can bestow life upon large numbers of dead mortals almost anywhere.
    . . Prerequisites: Divine rank 16, Gift of Life or Hand of Death, Life and Death.
    . . Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any number of dead mortals and restore them to life. The targets are allowed saving throws just as with Life and Death.
    . . Notes: No two mortals affected by a single use of this ability can be more than one mile apart per rank of the deity. The ability is otherwise identical to the Life and Death salient divine ability.
    . . Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creatures affected.
    . . Suggested Portfolio Elements: Death, supreme.

    MASTER CRAFTER
    The deity's Craft skills and item creation capabilities are beyond compare.
    . . Prerequisites: 23 ranks in two different Craft skills.
    . . Benefit: Any object the deity creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time and cost required to create it. Any item she creates also has twice the hit points it would normally have, and its break DC is increased by +10. These benefits apply to walls, doors, and other components of buildings the deity creates, as well as smaller items.
    . . Suggested Portfolio Elements: Crafts, creation.

    MIND OF THE BEAST
    The deity can make plants and animals sentient, and she can reduce sentient creatures to animal or plant form.
    . . Benefit: The deity can grant humanlike sentience to trees or animals. This sentience lasts a maximum of one day, and the sentient tree or animal obeys her commands to the best of its ability. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected.
    . . Also, the deity can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save to resist. Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses.
    . . Either effect can be made permanent through the use of alter reality. The save DC is Charisma-based.
    . . Suggested Portfolio Elements: Nature.

    OVERLORD
    . . Prerequisites: Divine rank 16, Control Creatures, Govern the Children.
    . . Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
    . . Additionally, the deity may telepathically call any of these within the same plane, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
    . . Suggested Portfolio Elements: Domination, race, supreme

    POSSESS MORTAL
    The deity can infuse some of her energy into a mortal, turning the mortal into an extension of herself.
    . . Prerequisites: Cha 29.
    . . Benefit: The deity can possess any mortal in any location she can sense. Unwilling mortals can attempt Will saves; the save DC is Charisma-based.
    . . Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of alter reality by another deity who makes a successful rank check.
    . . The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal’s memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating.
    . . While the deity is in possession, the mortal’s abilities are unchanged, except as noted below.
    . . Type: Same as the deity.
    . . Hit Points: Same as the mortal, +1 for each rank of the deity.
    . . Armor Class: The mortal gains a divine bonus to Armor Class equal to half the deity’s divine rank.
    . . Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity’s (or remain as the mortal’s scores if they are higher).
    . . Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score.
    . . Skills: The mortal can use its own skills and the deity’s skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers.
    . . Suggested Portfolio Elements: Supreme.

    POWER OF LUCK
    The deity can bestow good luck or ill.
    . . Prerequisites: Luck domain.
    . . Benefit: The deity can give creatures good or bad fortune. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Subjects receive a luck bonus of +1 per divine rank or a luck penalty of –1 per divine rank on attack rolls, saves, and checks for one day. Any creature that attacks the deity automatically suffers the luck penalty, and this does not count against the deity’s daily uses of this ability.
    . . Suggested Portfolio Elements: Fate, gambling, luck.

    POWER OF NATURE
    The deity can control the forces of nature.
    . . Benefit: The deity can perform any of the following in a radius of one mile per divine rank around her person at will, as a full-round action.
    • Create or quell winds to produce anything from still air to tornado force winds.
    • Set the temperature anywhere from –50°F to 120°F.
    • Shake the earth, as the earthquake spell.
    • Create rain, sleet, hail, snow, or thunderstorms.
    . . These effects last as long as the deity concentrates and for up to 1 minute per divine rank afterward. The deity can end an effect as a free action.
    . . Suggested Portfolio Elements: Nature, sea, weather.

    POWER OF TRUTH
    The deity can discern lies and compel creatures to tell the truth.
    . . Benefit: The deity knows when anyone deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature the deity can perceive. The deity must make a successful rank check to use this ability against another deity or a cosmic entity.
    . . The deity also can enchant creatures so they become truthful. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save to resist. Subjects who make successful saves become immune to this ability for one day. The save DC is Charisma-based
    . . Suggested Portfolio Elements: Justice, law, truth.

    REJUVINATION
    If destroyed, the deity simply re-forms.
    . . Prerequisites: Divine rank 11, Divine Fast Healing.
    . . Benefit: When the deity suffers an attack that should destroy her, she simply disperses and reassembles later. Roll 10d10 to determine the number of days before she returns.
    . . Notes: If the deity is killed in her own realm, subtract her divine rank from the number of days it takes to return. If the deity’s realm is on a divinely morphic Outer Plane, and she is killed there, subtract twice her divine rank from the number of days it takes to return. The return always takes at least one day.
    . . If the deity is killed by another deity or a cosmic entity, the attacker can attempt to negate this ability with a successful opposed rank check.
    . . Suggested Portfolio Elements: Death, life, undead.

    SEE MAGIC
    The deity can see magical auras just by looking at them.
    . . Prerequisites: Magic domain.
    . . Benefit: This ability is similar to a constant greater arcane sight spell, except that it covers the whole area the deity can see, and the deity immediately knows the number of auras present along with their locations and strengths. She needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as an immediate action.
    . . Suggested Portfolio Elements: Magic.

    SHAPECHANGE
    The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is an extraordinary ability.
    . . Prerequisites: Divine rank 11, Alter Size, Alter Form.
    . . Benefit: The deity can assume the form of any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. The assumed form must be both living and corporeal. She can remain in the assumed form indefinitely, but resumes her own form if slain.
    . . Notes: This ability works like the Shift Form salient divine ability, except that the deity is not limited to a set number of forms and as noted here.
    . . The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
    . . The deity can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks.
    . . Suggested Portfolio Elements: Nature, secrets, thieves.

    SHIFT FORM
    The deity can assume the forms of creatures related to her portfolio. This is an extraordinary ability.
    . . Prerequisites: Divine rank 6, Alter Size, Alter Form.
    . . Benefit: The deity can assume the form of another creature. The forms she can assume are limited and vary with each deity. The forms allowed are listed in the deity’s description. She can remain in the assumed form indefinitely, but resumes her own form if slain.
    . . Notes: The deity acquires the physical, natural, and extraordinary abilities of the form she has assumed (but not spell-like or supernatural abilities) while retaining her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the deity to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deity’s speed is that of the assumed form or her normal speed, whichever is higher.
    . . In general, any part of the body or piece of equipment that is separated from the whole reverts to its original form. However, if the assumed form has an extraordinary ability that allows it to produce a substance or shed part of its body, then this ability also grants that ability.
    . . The deity retains her Intelligence, Wisdom, and Charisma scores, level and classes, alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final hit point total and attack and save bonuses.) The deity retains her outsider type, extraordinary abilities, spells, and spell-like abilities, but not her supernatural abilities.
    . . The deity also retains her divine Armor Class bonus and divine qualities and abilities, provided they are not supernatural.
    . . The deity can cast spells for which she has components. She needs a voice like that of a humanoid for verbal components and hands like those of a humanoid for somatic components, Likewise, the deity needs hands to use many of her powers, such as creating objects related to her portfolio.
    . . When the shape shift occurs, the deity’s equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, or vermin), the equipment melds into the new form and becomes nonfunctional.
    . . Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment (fey, giant, humanoid, some outsiders, many undead creatures), the deity’s equipment changes to match the new form and retains its properties.
    . . This ability cannot confer class levels or class abilities.
    . . The deity can change physical qualities such as hair color, hair texture, skin color, and gender. The deity can use this ability to create disguises, gaining a bonus of +15 on her Disguise checks.
    . . The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
    . . Suggested Portfolio Elements: Nature.

    SPEAK WITH CREATURES
    The deity can converse with certain types of creatures, as specified in her description.
    . . Benefit: The deity has the supernatural ability to converse with the specified creature. This ability works like a permanent speak with animals or speak with plants spell, or like a tongues spell that only allows the deity to converse with the specified type of creature.
    . . Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
    . . Suggested Portfolio Elements: Nature.

    SPONTANEOUS ARCANE SPELLS
    The deity can spontaneously cast any arcane spell available to her.
    . . Prerequisites: Divine rank 6, spellcaster level 1st, Int 29, Spell Mastery, Arcane Mastery salient divine ability.
    . . Benefit: This ability works like a cleric’s ability to cast cure spells spontaneously, except that it applies to arcane spells from the appropriate spell list. The deity must have a sufficient Intelligence score and caster level to cast the spell.
    . . Suggested Portfolio Elements: Knowledge, magic.
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Salient Divine Abilities

Postby Phaedros » Tue Apr 01, 2008 7:20 pm

    STRIDE
    The deity can move rapidly over long distances, can make living creatures travel faster, and can jump extraordinary distances.
    . . Prerequisites: Travel domain.
    . . Benefit: The deity’s movement is doubled on the local or overland scales. In addition, she can impart extra overland speed to living creatures. She can affect up to one creaature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Creatures who receive this boon double their speeds on the local or overland scales.
    . . Suggested Portfolio Elements: Travel.

    SUNDER AND DISJOIN
    The deity can destroy weapons and items used against her in combat.
    . . Benefit: If any weapon or item is used against the deity in combat, she can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a Mordenkainen's disjunction spell, both targeted exclusively at the touched item. The save DC for both effects is 19 + the deity’s Charisma modifier. An item remains vulnerable to this ability for up to one day after being used against the deity.
    . . Suggested Portfolio Elements: Victory, war.

    SUPREME DAMAGE REDUCTION
    . . Prerequisite: Divine rank 6, Increased Damage Reduction.
    . . Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage reduction. A deity can't choose this ability more than once. This requirement can be as unique as desired, such as requiring a weapon to be forged from tarrasque bones and cooled in the blood of a willing angel.

    SUPREME ELDRITCH KNOWLEDGE
    The deity’s knowledge of arcane spells is complete.
    . . Prerequisites: Divine rank 6, spellcaster level 1st, Cha 29, Extra Spell, Eldritch Knowledge, Magic domain.
    . . Benefit: The deity knows all arcane spells that she can cast. This includes all spells on the appropriate spell list as well as non-standard spells created according to the spell creation guidelines in the DUNGEON MASTER's Guide and other rulebooks.
    . . Suggested Portfolio Elements: Knowledge, magic.

    SUPREME INTIATIVE
    The deity always goes first in the initiative order. This is an extraordinary ability.
    . . Prerequisites: Dex 29, Improved Initiative.
    . . Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has.
    . . Notes: Determine initiative normally among any beings who don’t have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order.
    . . If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability.
    . . If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.
    . . Suggested Portfolio Elements: Agility, thieves, war.

    TRUE KNOWLEDGE
    The deity's mastery of knowledge is nearly complete.
    . . Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature and 10th level in the class that grants the ability, Knowledge domain.
    . . Benefit: The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. She speaks and understands all languages. The deity can use legend lore and analyze dweomer as immediate actions.
    . . Suggested Portfolio Elements: Knowledge.

    TRUE SHAPECHANGE
    The deity can assume the form of any creature or object, but not the form of another deity. This is an extraordinary ability.
    . . Prerequisites: Divine rank 16, Alter Size salient divine ability, Alter Form salient divine ability, Shapechange salient divine ability.
    . . Benefit: The deity can assume the form of any object or creature. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain.
    . . Notes: This ability works like the Shift Form salient divine ability, except as noted below.
    . . The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural abilities of the assumed form.
    . . The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks.
    . . The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
    . . Suggested Portfolio Elements: Nature, secrets, thieves.

    UNDEAD MASTERY
    The deity has absolute dominion over the undead.
    . . Prerequisites: Divine rank 14, Cleric level 17th.
    . . Benefit: The deity can automatically command or destroy any undead creature, as desired, as a swift action. The deity can do this as often as desired, but she can command no more than one undead creature per divine rank (regardless of the creatures’ Hit Dice) at any one time.
    . . The deity can ignore Turn Immunity when attempting to turn or rebuke undead, but cannot use this ability to affect such creatures. Undead deities recieve rank checks to resist these effects.
    . . Suggested Portfolio Elements: Death, life, undead.

    UNDEAD QUALITIES
    The deity, though alive, shares some of the qualities of the undead
    . . Benefit: The deity gains the following special qualities:
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Negative energy (such as an inflict spell) heals the deity, while positive energy (such as a cure spell) causes her damage.
    . . Suggested Portfolio Elements: Death, undead.

    WAVE OF CHAOS
    The deity can cause nearby creatures to act unpredictably.
    . . Prerequisites: Chaotic alignment.
    . . Benefit: The deity can create a wave of mental force that extends from her person in a spread with a radius of 10 feet per divine rank. Creatures within the spread must make Will saves or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 + the deity’s divine rank. The save DC is Charisma-based
    . . Suggested Portfolio Elements: Chaos.

    WOUND ENEMY
    Any weapon the deity wields causes a bleeding wound when it hits.
    . . Prerequisites: Base attack bonus +20.
    . . Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 1d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity’s rank) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
    . . Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
    Suggested Portfolio Elements: Death, pain, war.

SPELL SLOTS ABOVE 9TH LEVEL
    The Divine Spellcasting ability grants deities access to spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased above 9th by the use of metamagic feats). The number of spell slots available to a deity depends on her key ability score (Intelligence for wizards, Wisdom for clerics, druids, paladins, and rangers, and Charisma for bards and sorcerers), as shown on Table: Divine Spellcasting.
    The numbers on this table include bonus spells that a deity receives for having a sufficiently high ability score, as well as one additional spell of each level at which she gains at least one bonus spell. This additional spell is one of the benefits of the Divine Spellcasting salient divine ability.

    Table: Spells Per Day
    Code: Select all
    SCORE                   SPELL LEVEL
    10-11 ----- 10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25
    12-13 +01    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    14-15 +02    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    16-17 +03    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    18-19 +04    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    20-21 +05    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    22-23 +06    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    24-25 +07    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    26-27 +08    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    28-29 +09    -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    30-31 +10    5   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    32-33 +11    5   5   -   -   -   -   -   -   -   -   -   -   -   -   -   -
    34-35 +12    5   5   5   -   -   -   -   -   -   -   -   -   -   -   -   -
    36-37 +13    5   5   5   5   -   -   -   -   -   -   -   -   -   -   -   -
    38-39 +14    5   5   5   5   4   -   -   -   -   -   -   -   -   -   -   -
    40-41 +15    5   5   5   5   4   4   -   -   -   -   -   -   -   -   -   -
    42-43 +16    5   5   5   5   4   4   4   -   -   -   -   -   -   -   -   -
    44-45 +17    5   5   5   5   4   4   4   4   -   -   -   -   -   -   -   -
    46-47 +18    5   5   5   5   4   4   4   4   3   -   -   -   -   -   -   -
    48-49 +19    5   5   5   5   4   4   4   4   3   3   -   -   -   -   -   -
    50-51 +20    5   5   5   5   4   4   4   4   3   3   3   -   -   -   -   -
    52-53 +21    5   5   5   5   4   4   4   4   3   3   3   3   -   -   -   -
    54-55 +22    5   5   5   5   4   4   4   4   3   3   3   3   2   -   -   -
    56-57 +23    5   5   5   5   4   4   4   4   3   3   3   3   2   2   -   -
    58-59 +24    5   5   5   5   4   4   4   4   3   3   3   3   2   2   2   -
    60-61 +25    5   5   5   5   4   4   4   4   3   3   3   3   2   2   2   2
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Phaedros
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