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DivineSALIENT DIVINE ABILITIESIn Alphabetical OrderA salient divine ability is like a feat - it gives a deity a new capability or improves one that the deity already has. A deity has one salient divine ability for each divine rank the deity has, 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. A few deities have unique salient divine abilities that are described in the deity’s individual entry. 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. Salient Divine Ability DescriptionsHere is the format for salient divine ability descriptions.ABILITY NAMEPrerequisite: 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 prerequisite. 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. Notes: 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. The deity cannot use another ability that requires rest until its 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. The information is provided as guidance and should not be taken as a rule. In Alphabetical OrderALTER FORMThis is an extraordinary ability.Prerequisite: Alter Size salient divine ability. Benefit: As a
move-equivalent action, the deity can alter its form, including
clothing and equipment. The assumed form must be corporeal. The
deity’s 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, the deity can swim if the form
has fins, breathe water if the form has gills, and so on. Notes: The deity’s attack bonus, Armor Class, and saves do not change. The deity 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). The deity can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. The deity can use its Alter Size ability simultaneously along with this one to become taller, shorter, thinner, or heavier. Suggested Portfolio Elements: Nature, secrets, thieves. ALTER REALITYPrerequisite: Cha 29.Benefit: This ability is similar to the wish spell. The deity merely thinks of something and then makes it so. Doing this requires at least a standard action. Notes: The deity can
duplicate any spell of 9th level or lower as a standard action. The
duplicated spell has no material or XP component, and the DC of its
saving throw (if one is allowed) is 20 + the deity’s rank + the
deity’s Charisma modifier. Suggested Portfolio Elements: Any. ALTER SIZEBenefit: As a free action, the deity can assume any size from Fine to Colossal. The deity also can change the size of up to 100 pounds of objects it 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. This is a supernatural ability.Notes: This ability allows the deity to assume any proportions from the size of a grain of sand up or 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. Suggested Portfolio Elements: Any. ANNIHILATING STRIKEPrerequisites: Divine rank 11, base attack bonus +20, Str 25.Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make Fortitude saves (DC 20 + the deity’s rank + the damage dealt) or be reduced to -10 hit points and killed outright. Unattended, nonmagical 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 with a rank equal to or greater than the attacking deity are not subject to this ability. This ability has no effect on objects or effects that are not subject to physical attacks. Suggested Portfolio Elements: Death, justice, vengeance, war. ARCANE MASTERYPrerequisites: Spellcaster level 1st, Int 29, Spell Mastery.Benefit: The deity can prepare any wizard spell that it can cast without using a spellbook. Notes: This ability gives the deity access to every spell on the sorcerer/wizard spell list, provided that the deity has sufficient wizard levels and a sufficient Intelligence score to cast them. The deity also can invent new sorcerer/wizard spells without researching them. Suggested Portfolio Elements: Knowledge, magic. AREA DIVINE SHIELDPrerequisites: Divine rank 6, Cha 29, Divine Shield salient divine ability.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 the deity’s 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 itself or around a willing creature so that it is skintight, which prevents the subject from being touched. Suggested Portfolio Elements: Mercy, protection. AUTOMATIC METAMAGICPrerequisite: Spellcaster level 1st.Benefit: The deity chooses one metamagic feat. As a free action, the deity can apply the selected feat to the spells from any one spellcasting class the deity has or to its 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. Any metamagic feat selected cannot have a level requirement of 21st or higher. 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. AVATARPrerequisites: Divine rank 6, Cha 29.Benefit: An avatar serves as a deity’s alter ego, effectively allowing the deity to be in two or more places at the same time. An avatar is an extension of a deity. The deity 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 at once. 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, the deity 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, that has the following characteristics. Divine Rank: The avatar’s divine rank is half that of the deity (round down). This decrease in divine rank affects many of the avatar’s statistics and abilities, including bonuses to attack rolls, damage, saves, checks, and Armor Class, damage reduction, resistances, number of salient divine abilities and bonus salient divine abilities, uses per day of domain powers, saving throw DCs against spell-like abilities, range of senses, automatic actions, magic items it can create, and extent of divine aura. The deity’s ability scores, speed, class levels, and Hit Dice are unchanged. Divine Abilities: The
avatar has salient divine abilities according to its own divine rank.
The deity chooses which of its abilities the avatar has when creating
the avatar. The avatar cannot have a salient divine ability that is not
available to a deity of its own rank, nor can it use a salient divine
ability if it doesn’t meet the prerequisites. An avatar cannot
have the Avatar or Possess Mortal salient divine abilities. Suggested Portfolio Elements: Any. BANESTRIKEPrerequisite: Base attack bonus +20.Benefit: Any weapon the deity weilds 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.
The ability functions only when the deity personally attacks
with a melee weapon or ranged weapon. The deity can apply the
Banestrike ability to any weapon or natural weapon, but not to a spell,
spell-like ability, supernatural ability, or divine ability. Suggested Portfolio Elements: Death, justice, vengeance, war. BATTLESENSEBenefit: The deity cannot be surprised or flanked except by a deity of higher rank. The deity retains its 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 of higher rank.Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it. Suggested Portfolio Elements: War. CALL CREATURESBenefit: The kind of creature the deity can call is noted in the deity’s description. Each creature called can have no more Hit Dice than the deity has divine ranks, and the deity cannot have more creatures serving it at any given time than the deity 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. CLEARSIGHTPrerequisites: 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 of the deity. 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 PLANTSBenefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. The deity 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 of higher rank than the deity using the ability.Also once per day, the deity can charm plant creatures, animate plants, or make them entangle its foes. This ability functions like the command plants spell, except that its maximum duration is one day no matter which option the deity chooses. At any one time, the deity can charm a number of plant creatures equal to its divine rank with this ability, regardless of Hit Dice. Suggested Portfolio Elements: Agriculture, earth, fertility. CONTROL CREATURESBenefit: The deity can command some kind of creature as noted in the deity’s 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 creature equal to its divine rank. The deity 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 of higher rank than the deity using the ability). The subject is allowed a Will save (DC 10 + the deity’s rank + the deity’s Charisma modifier) to resist and is allowed a new save if the deity commands the subject to do something against its nature.At any given time, the deity cannot have more creatures under its control than 10 times its divine rank. If the deity already has the maximum number of creatures under its control, it can still attempt to take control of other creatures, but must first release one or more creatures already under its control. Notes: A deity can have this ability multiple times, choosing a different kind of creature each time. Suggested Portfolio Elements: Any. CRAFT ARTIFACTPrerequisites: Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll.Benefit: The deity can craft magic arms and armor, staffs, wands, wondrous items, rings, and scrolls that exceed the normal limits for such items Suggested Portfolio Elements: Crafts, knowledge, magic. CREATE OBJECTPrerequisites: Divine rank 6, Int 29.Benefit: As a full-round action, the deity can create one or more simple, nonmagical objects with a total weight of up to 50 pounds per divine rank, or with a total volume of 10 cubic feet per rank. If the deity uses this ability on a divinely morphic plane or within its own godly realm, double the volume and weight the deity can create. If the deity’s realm is located on a divinely morphic plane, triple the volume and weight the deity can create there. Notes: For purposes of this ability, a simple object can have no moving parts more complex than a door hinge and must be composed of a single material. The material can be no more valuable than iron (1 sp per pound). Once created, the objects are permanent and nonmagical. If the deity has the appropriate Craft skill, the deity can make a Craft check when creating the item to make it a masterwork item. Suggested Portfolio Elements: Crafts, creation. CREATE GREATER OBJECTPrerequisites: Divine rank 11, Int 29, Create Object salient divine ability.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 the deity uses this ability on a divinely morphic plane or within its own godly realm, double the volume and weight the deity can create. If the deity’s realm is located on a divinely morphic plane, triple the volume and weight the deity 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 nonmagical object. 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 MASTERYPrerequisite: Air domain.Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are airborne. The deity can fly with perfect maneuverability. When flying, the deity can automatically know 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 ARCHERYPrerequisites: Base attack bonus +20, Dex 29, Point Blank Shot, Far Shot.Benefit: The deity can fire a ranged weapon at any target within line of sight and within range of the deity’s personal senses. No range increment applies to the attack. The deity does not incur any attacks of opportunity for firing a bow when threatened. As a full-round action, the deity may fire an arrow at her full base attack bonus at each opponent within 10 feet per divine rank. The deity must have the Weapon Focus feat with the type of bow she uses to perform this attack. When shooting a ranged weapon, the deity can ignore any cover bonus to the target’s AC or any miss chance conferred by the target’s concealment. Suggested Portfolio Elements: Archers, war. DIVINE ARMOR MASTERYPrerequisites: 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 BARDPrerequisite: Bard level 20th.Benefit: This ability has several benefits:
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry. DIVINE BATTLE MASTERYPrerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain.Benefit: The deity can make an unlimited number of attacks of opportunity in one round. (The deity still can’t make more than one attack of opportunity against a single opponent in a round.) As a full-round action, the deity may make one melee attack at its full base attack bonus against each opponent within reach. The deity does not incur any attacks of opportunity from this action. Suggested Portfolio Elements: Justice, vengeance, war. DIVINE BLASTPrerequisite: Cha 29.Benefit: The deity can use this ability a number of times per day equal to 3 + its 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. The deity can make the ray look, sound, smell, and feel like any-thing it 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. Suggested Portfolio Elements: Death, destruction, war. DIVINE BLESSINGPrerequisite: Selected ability score 40.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. The deity can grant mortals a +6 enhancement bonus to that ability that lasts for one day. In a single day and at one time, the deity can affect a number of creatures equal to its 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 CELERITYPrerequisite: Dex 29.Benefit: The deity acts as if hasted for a number of minutes per day equal to its divine rank. The duration of the effect need not be consecutive rounds. Activating this ability is a free action. Suggested Portfolio Elements: Travel, wind. DIVINE CREATIONPrerequisites: Divine rank 16, Int 29, Create Object salient divine ability, Create Greater Object salient divine ability.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 the deity uses this ability on a divinely morphic plane or within its own godly realm, double the volume and weight the deity can create. If the deity’s realm is located on a divinely morphic plane, triple the volume and weight the deity can create there. Notes: This ability
works like the Create Greater Object ability, except as noted below. Rest: The deity must
convert a considerable amount of its 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. Suggested Portfolio Elements: Crafts, creation, supreme. DIVINE DODGEPrerequisite: 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 DRUIDPrerequisites: Druid level 20th.Benefit: While in a
wild shape, the deity gains all the extraordinary and supernatural
abilities of the creature whose form it adopts. In addition to animal
forms, the deity can take the form of magical beasts or plant
creatures. Some deities can assume additional forms. These are
specified in the deity’s description. Suggested Portfolio Elements: Nature. DIVINE EARTH MASTERYPrerequisites: Earth domain.Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are touching the ground. The deity gains a burrow speed commensurate with its size (see Divine Characteristics), 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 its presence. The deity has tremorsense, allowing it 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). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. The deity 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 it can see, but no more than one object per round. Suggested Portfolio Elements: Earth. DIVINE FAST HEALINGPrerequisites: Con 29 or the fast healing special quality.Benefit: The deity gains fast healing of 20 + 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. Suggested Portfolio Elements: Endurance, healing. DIVINE FIRE MASTERYPrerequisites: Fire domain.Benefit: The deity
gains a competence bonus on attack rolls, damage, and Armor Class equal
to its divine rank if both the deity and its foe are touching fire or
using weapons with the flaming or flaming burst special abilities. Suggested Portfolio Elements: Fire. DIVINE GLIBNESSPrerequisites: 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 + the deity’s 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 INSPIRATIONBenefit: The deity can enchant creatures to create a specific emotion. The deity 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.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 (DC 10 + deity’s Charisma modifier + deity’s divine rank). 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 (DC 10 + deity’s Charisma modifier + deity’s divine rank) 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 (DC 10 + deity’s Charisma modifier + deity’s divine rank) 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. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion effect. Suggested Portfolio Elements: Any. DIVINE MONKPrerequisites: Monk level 20th.Benefit: The
deity’s unarmed strikes are treated as a magic slashing weapon
with an enhancement bonus of +5 and the keen, lawful, and vorpal
qualities. If the deity chooses, a particular attack can be bludgeoning
instead of slashing, but the keen and vorpal qualities do not apply to
that attack. Any unarmed attack the deity makes has a base damage of
2d12. Suggested Portfolio Elements: Law. DIVINE PALADINPrerequisites: Paladin level 20th.Benefit: The
deity’s aura of courage grants a +8 morale bonus on saving throws
against fear effects and extends to all allies within 100 feet of the
deity. Suggested Portfolio Elements: Good, justice, law, nobility, war. DIVINE RADIANCEPrerequisite: Good alignment, Sun domain.Benefit: The deity can shed light in a (10 feet ×divine rank) emanation from its body. This light counters and dispels all darkness effects (unless created by a deity of higher rank) 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 the deity’s 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 RAGEPrerequisite: 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 its divine rank. Once used, the ability lasts 1 hour (though the deity 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. The deity’s spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at its full attack bonus, whenever it 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 RANGERPrerequisites: Ranger level 20th, Wis 25, Wilderness Lore 40 ranks, Knowledge (nature) 30 ranks.Benefit: Any weapon
the deity wields against one of its
favored enemies is treated as a bane weapon against that creature type.
Thus, its enhancement bonus is increased by +2 and it deals +2d6 points
of damage.
Suggested Portfolio Elements: Archers, hunting, nature. DIVINE RECALLBenefit: 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 ROGUEPrerequisites: Rogue level 20th, Dodge, improved evasion, defensive roll.Benefit: When struck
by an attack from an opponent the deity has designated as its dodge
target, the deity may make a Reflex save (DC 10 + damage dealt) to
negate all damage from the attack. Suggested Portfolio Elements: Thieves. DIVINE SHIELDPrerequisites: Cha 29.Benefit: As a free action, the deity can create a shield that lasts 10 minutes and protects the deity’s 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 + its Constitution bonus. Notes: The deity can adjust the shield so that it does not block damage the deity ignores anyway. The effects of multiple divine shields do not stack. Suggested Portfolio Elements: Protection. DIVINE SKILL FOCUSPrerequisites: 23 ranks in the selected skill.Benefit: The deity receives a bonus of 10 + its divine rank when using the skill selected. 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 a free action. Suggested Portfolio Elements: Any. DIVINE SNEAK ATTACKPrerequisites: Sneak attack +10d6, crippling strike.Benefit: The
deity’s sneak attacks deal an additional +3d6 points of damage. Suggested Portfolio Elements: Thieves. DIVINE SPELL FOCUSPrerequisites: 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 the deity’s 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 SPELLCASTINGPrerequisites: Spellcaster level 20th.Benefit: The deity can
cast spells whose effective level is above 9th. The number of spells
per day the deity can cast of each spell level above 9th depends on the
deity’s key ability score for spell-casting classes in which the
deity has achieved 20th level, as shown on Table: Divine Spellcasting.
The numbers on that table represent one spell per day at each spell
level above 9th in which it receives bonus spells from its 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. Suggested Portfolio Elements: Magic. Spell Slots Above 9th LevelThe 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 the
deity’s 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.
DIVINE SPLENDORPrerequisites: Divine rank 16, Cha 26.Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in its natural form dies immediately, with no saving throw. Suggested Portfolio Elements: Supreme. DIVINE STORMPrerequisite: Divine rank 11.Benefit: The deity can
surround itself with a vortex of holy or unholy
force 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 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). Suggested Portfolio Elements: War. DIVINE WATER MASTERYPrerequisites: Water domain.Benefit: The deity
gains a competence bonus on attack, damage, and
Armor Class equal to its divine rank if both the deity and its foe are
touching the same body of water. Suggested Portfolio Elements: Water. DIVINE WEAPON FOCUSBenefit: 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 rank 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. Suggested Portfolio Elements: War. DIVINE WEAPON MASTERYPrerequisites: 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 SPECIALIZATIONPrerequisites: Base attack bonus +20, Divine Weapon Focus salient divine ability 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 its divine rank. Notes: If the selected
weapon is a ranged weapon, the extra damage
applies against any target the deity can see. Suggested Portfolio Elements: War. ENERGY BURSTBenefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in the deity’s 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, or Fortitude for sonic energy; DC 10 + the deity’s divine rank + the deity’s Constitution modifier).Notes: A deity can have this ability multiple times, choosing a different type of energy each time. Suggested Portfolio Elements: Nature. ENERGY STORMPrerequisite: Divine rank 11.Benefit: The deity can
surround itself 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. Notes: A deity can have this ability multiple times, choosing a different type of energy each time. Suggested Portfolio Elements: Fire, storms. EXTRA DOMAINPrerequisite: Divine rank 6.Benefit: The deity chooses one domain to add to its list of domains. The deity can grant spells and powers from that domain and use those spells and powers personally, just as it can the spells and powers of its other domains. Notes: A deity can have this ability multiple times, choosing a new domain each time. Suggested Portfolio Elements: Any. EXTRA ENERGY IMMUNITYPrerequisites: 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 even if the attacker is a deity of
higher rank. Suggested Portfolio Elements: Any. EXTRA SENSE ENHANCEMENTPrerequisites: Wis 29.Benefit: The deity chooses one sense to enhance. The 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. Suggested Portfolio Elements: Any. FOOTSOREPrerequisites: Travel domain.Benefit: The deity can sap the energy from living creatures so that they feel tired. It 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 the deity’s line of sight when first affected. Subjects can attempt Fortitude saves (DC 10 + deity’s Charisma modifier + deity’s divine rank). 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 MOVEPrerequisites: Dex 29, Divine Celerity salient divine ability.Benefit: The deity can move up to its speed once a round as a free action. Suggested Portfolio Elements: Travel. FRIGHTFUL PRESENCEPrerequisites: Cha 24.Benefit: Whenever the deity performs a specific action specified in the deity’s description (usually attacking, but sometimes making an intimidating gesture), foes within a 30-foot-radius burst must make Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank). 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 it activates the ability become panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day. Suggested Portfolio Elements: Destruction, war. GIFT OF LIFEBenefit: The deity restores the 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. Suggested Portfolio Elements: Healing, life. GROW CREATUREBenefit: 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 DEATHBenefit: The deity points to any mortal within the deity’s sensory range and snuffs 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 with a DC of 20 + the deity’s Charisma bonus + the deity’s divine rank. Even if the save succeeds, the subject takes 10d6 points of damage, 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 ability. Suggested Portfolio Elements: Death. INCREASED DAMAGE REDUCTIONPrerequisites: Con 29.Benefit: The deity’s damage reduction increases 5 and adds an alignment requirement opposed to the deity’s alignment to bypass the damage reduction. For example, a lawful good deity with DR25/epic would gain DR 30/epic and evil or DR 30 epic and chaotic. Notes: A deity cannot chose this ability more than once. Suggested Portfolio Elements: Any. INCREASED ENERGY RESISTANCEBenefit: The deity gains resistance equal to its 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 RESISTANCEBenefit: 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 its spell resistance by 40. Suggested Portfolio Elements: Magic. INDOMITABLE STRENGTHPrerequisite: 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 its roll. This bonus stacks with the normal divine rank bonus. Suggested Portfolio Elements: Strength. INSTANT COUNTERSPELLBenefit: When any spell is cast within the deity’s line of sight, the deity can counterspell it as a free action, provided that the deity is capable of casting the spell immediately or has it as a spell-like ability and makes the required Spellcraft check. The use of Instant Counterspell counts against the normal number of free actions the deity is allowed each round.Suggested Portfolio Elements: Magic. INSTANT MOVEPrerequisites: 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. IRRESISTIBLE BLOWSPrerequisites: 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 (DC 10 + the
deity’s Constitution modifier + the deity’s divine rank) or
be stunned for 1d10 rounds. Notes: A deity can have this ability multiple times, choosing a different kind of weapon each time. Suggested Portfolio Elements: War. IRRESISTIBLE PERFORMANCEPrerequisites: 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, the deity has the option to create any of the following effects. The deity can use this ability a number of times per day equal to its 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.
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 DEATHBenefit: 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 SECRETSNo 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 (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to avoid the effect. Suggested Portfolio Elements: Knowledge, secrets. LAY CURSEBenefit: This ability works like the bestow curse spell, except that mortals get no save. Deities of equal or lesser rank are subject to this ability, but are allowed Will saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to resist. The curse can be removed only by a deity of equal or higher rank than the cursing deity.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 QUESTBenefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity of equal or higher rank than 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 the deity’s line of sight when first affected.Suggested Portfolio Elements: Justice, law. LIFE AND DEATHPrerequisites: Divine rank 6, Gift of Life or Hand of Death salient divine ability.Benefit: The deity designates any mortal and snuffs out its life. Or the deity can designate any dead mortal and restore it to life. 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 or saving
throw. The mortal cannot be raised or resurrected afterward, except by
a deity of equal or higher rank using the Gift of Life
or 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 creature affected. Suggested Portfolio Elements: Death, supreme. LIFE DRAINPrerequisites: Death domain.Benefit: As a free action, the deity can generate a cloud of darkness that rises from its body in a spread with a radius of 10 feet per divine rank and 10 feet high. 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 of higher rank). Living creatures must make Will saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) 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. Suggested Portfolio Elements: Death, undead. MASS DIVINE BLASTPrerequisites: Divine rank 6, Cha 29, Divine Blast salient divine ability.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. Suggested Portfolio Elements: Death, destruction, war. MASS LIFE AND DEATHPrerequisites: Divine rank 16, Gift of Life or Hand of Death salient divine ability, Life and Death salient divine ability.Benefit: The deity can designate any number of mortals and snuffs out their lives. Or the deity can designate any number of dead mortals and restore them to life. 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 with the Life and Death salient divine ability. Rest: After using either version of this ability, the deity must rest for 1 minute per levels or Hit Dice of the creatures affected. Suggested Portfolio Elements: Death, supreme. MASTER CRAFTERPrerequisites: 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 the deity 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 BEASTThe deity can make plants and animals sentient, and it 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 the deity’s 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 the deity’s
line of sight when first affected. Suggested Portfolio Elements: Nature. POSSESS MORTALPrerequisites: Cha 29.Benefit: The deity can possess any mortal in any location the deity can sense. Unwilling mortals can attempt Will saves (DC 10 + the deity’s Charisma modifier + the deity’s rank). 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 the Alter
Reality salient divine ability by a
deity of higher rank. 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 LUCKPrerequisites: Luck domain.Benefit: The deity can give creatures good or bad fortune. 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. 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 NATUREBenefit: The deity can perform any of the following in a radius of one mile per divine rank around the deity, at will, as a full-round action.
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 TRUTHBenefit: The deity knows when anyone (other than a deity of equal or higher rank) 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 also can enchant creatures so they become truthful. 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. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to resist. Subjects who make successful saves become immune to this ability for one day.Suggested Portfolio Elements: Justice, law, truth. REJUVENATIONPrerequisites: Divine rank 11, Divine Fast Healing salient divine ability.Benefit: When the deity suffers an attack that should destroy it, it simply disperses and reassembles later. Roll 10d10 to determine the number of days before the deity returns. Notes: If the deity is
killed in its own realm, subtract the
deity’s divine rank from the number of days it takes to return.
If the deity’s realm is on a divinely morphic Outer Plane, and
the deity is killed there, subtract twice the deity’s divine rank
from the number of days it takes to return. The return always takes at
least
one day. Suggested Portfolio Elements: Death, life, undead. SEE MAGICPrerequisites: 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. The deity needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as a free action. Suggested Portfolio Elements: Magic. SHAPECHANGEThis is an extraordinary ability.Prerequisites: Divine rank 11, Alter Size salient divine ability, Alter Form salient divine ability. Benefit: The deity can assume the form of an animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. The assumed form must be both living and corporeal. 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 that the deity is not limited to a set number of forms and as
noted here. Suggested Portfolio Elements: Nature, secrets, thieves. SHIFT FORMThis is an extraordinary ability. Prerequisites: Divine rank 6, Alter Size salient divine ability, Alter Form salient divine ability. Benefit: The deity can assume the form of another creature. The forms a deity can assume are limited and vary with each deity. The forms allowed are listed in the deity’s description. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain. Notes: The deity
acquires the physical, natural, and extraordinary
abilities of the form it has assumed (but not spell-like or
supernatural abilities) while retaining its 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 the
deity’s normal speed, whichever is higher. Suggested Portfolio Elements: Nature. SPEAK WITH CREATURESBenefit: 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 WIZARD SPELLSPrerequisites: Divine rank 6, Wizard 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 wizard spells. The deity must have a sufficient Intelligence score and wizard levels to cast the spell. Notes: The deity still needs a spellbook for its wizard spells unless it also has the Divine Spellcasting ability. Suggested Portfolio Elements: Knowledge, magic. STRIDEPrerequisites: Travel domain.Benefit: The
deity’s movement is doubled on the local or overland
scales. Also, having this ability means that the deity’s height
does not limit the distance it can jump. Suggested Portfolio Elements: Travel. SUNDER AND DISJOINBenefit: If any weapon or item is used against the deity in combat, the deity can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a 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 INITIATIVEThis is an extraordinary ability.Prerequisites: Dex 29, Improved Initiative. Benefit: The deity goes first in the initiative order, no matter what its 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 the deity’s initiative as normal. The deity also can
refocus, thereby resuming its position at the beginning of the
initiative order. Suggested Portfolio Elements: Agility, thieves, war. TRUE KNOWLEDGEPrerequisites: 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. The deity speaks and understands all languages. The deity can use legend lore and analyze dweomer as free actions at will. These actions count against the deity’s maximum number of free actions per round. Suggested Portfolio Elements: Knowledge. TRUE SHAPECHANGEThis 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. Suggested Portfolio Elements: Nature, secrets, thieves. UNDEAD MASTERYPrerequisites: Divine rank 14, Cleric level 17th.Benefit: The deity can automatically command or destroy any undead creature, as desired, as a free action, though this counts against the normal limit of free actions per round. The deity can do this as often as desired, but it can command no more than one undead creature per divine rank (regardless of the creatures’ Hit Dice) at any one time. Suggested Portfolio Elements: Death, life, undead. UNDEAD QUALITIESBenefit: The deity gains the qualities of the undead type:
Suggested Portfolio Elements: Death, undead. WAVE OF CHAOSPrerequisites: Chaotic alignment.Benefit: The deity can create a wave of mental force that extends from the deity in a spread with a radius of 10 feet per divine rank. Creatures within the spread must make Will saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) 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. Suggested Portfolio Elements: Chaos. WOUND ENEMYPrerequisites: Base attack bonus +20.Benefit: The affected weapon 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 weapon 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. The ability works with a ranged weapon, but not if someone else uses the weapon. The deity can apply to 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. |