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God(prc)

Prerequisites:
-Must have Cha 13+
-Must have a certain amount of worshipers depending on her divinity tier, as described on
the class. Should her faithful drop below this treshold, the character loses her god levels
above that tier until she recovers enough faithful again.
Hit Die:d6
F RW
Le B
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Feature
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Maneu Maneu
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Known Readie
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Stanc
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Know
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God Body, Divine Rank, Portfolio, Divine


+ +2 Demigod,
1 +
+0
Characteristic,
Grant Spells, Godly Realm, Salient Divine 3
0
0
Ability, Maneuvers

+
2 +
1 +0 0 +3 Holy Day

+ +
3 +
1 1 1 +3 Higher Existence

+
4 +
2 +1 1 +4 Higher Existence

+
5 +
2 +1 1 +4 Extra Salient Divine Ability

+
6 +
3 +2 2 +5 Lesser Deity

+ +
7 +
3 2 2 +5 Higher Existence

+ +
8 +
4 2 2 +6 Higher Existence

+ +
9 +
4 3 3 +6 Higher Existence

+
10 +
5 +3 3 +7 Extra Salient Divine Ability

+
11 +
5 +3 3 +7 Intermediate Deity

+
12 +
6 +4 4 +8 Word of God

+ +
13 +
6 4 4 +8 Higher Existence

10

14 + + + +9 Higher Existence

10

7 4 4
+
15 +
7 +5 5 +9 Extra Salient Divine Ability

11

+ +1
16 +
8 +5 5 0 Greater Deity

11

+ +1
17 +
8 +5 5 0 Ancient Field

12

+ +1
18 +
9 +6 6 1 Higher Existence

12

+
+1 Extra Salient Divine Ability
19 1 +6 +
6
1
0

13

+
+1 Extra Salient Divine Ability, Higher Existence
20 1 +6 +
6
2
0

14

Class Skills: (2+ Int. Modifier, quadruple at first level). A Demigod's class skills are all
previous class skills she had, plus Bluff, Craft, Concentration, Diplomacy, Gather
Information, Intimidate, Knowledge(any), Perform, and Profession.
Proficiencies: A god gains proficiency with unarmed strikes only.
Class Features
Demigod: The weakest tier of gods, usually just overseeing a small village or forest, but
still a step above simple mortals. In order to take the first steps in godhood, the character
must have at least 500 dedicated worshipers.
God Body:The god retains all of her previous racial traits and stops aging, becoming
immortal if she wasn't already. She does not need to eat, sleep, or breathe. A god is
immune to polymorphing, petrification, or any other attack that alters its form. Any
shape-altering powers the deity might have work normally on herself. Those are all
extraordinary abilities. No abilities of the Demigod, Lesser/Intermediate/Greater Deity
may be replicated by other class abilities/spells/powers/abilities/similar, neither can such
beings be made into followers/cohorts/companions/similar. The god also becomes
immune to Psychic Reformation.
In addition the god gains the alignment subtypes of her own alignment and her attacks
always count as that alignment, plus a bonus to Nat armor equal to her Divine Rank (see
below). If she already had Nat Armor, use the best value. If her older value was better,
also increase it by 1.
Divine Rank:The god has a Divine Rank equal to her god level, which determine the
power of several of her godly abilities. Divine Rank cannot be boosted by any other
means, including bloodlines and similar, unless the ability specifically says it increases
your Divine Rank, both words.

Portfolio: At first level the god chooses a portfolio over which she will focus, like Love
or Farming or Murder. She gains an insight bonus equal to 2+1/2 HD on all Craft,
Knowledge, Profession, and Perform checks directly related to her portfolio. When the
god levels up (or suffers another important event, such as alignment change), she may
change her portfolio and all related abilities. In addition her portfolio grants her the
following abilities, which are Extraordinary unless noticed otherwise.
Divine Characteristic:The faith bestowed upon a god makes them far superior to regular
mortals. At each god level pick one of the following options. None can be taken more
than once and they're extraordinary abilities, unless noted otherwise.
Godly Realm: The god has a location that serves as a workplace, personal residence,
audience chamber, and sometimes as a retreat or fortress. A god is at its most powerful
within her godly realm. A god has at least modest control over the environment within its
realm, controlling the temperature and minor elements of the environment. The radius of
this control is 10 feet per divine rank (or 100 feet per rank for a god with 20 HD or
more), and once the location is chosen, you need one week of meditation of it to make it
your own. The god must be in the chosen area to activate this ability, and can only have
one godly realm at a time. Any previous godly realm you've altered reverts to its original
characteristics when you abandon it.
Salient Divine Ability: The god gains a Divine Salient Divine ability from the below list
for each god level, plus an extra one at levels 5, 10, 15, 19, 20. Using them is a standard
action unless noted otherwise, and they don't provoke attacks of opportunity, aren't
subject to spell resistance and work normally inside an antimagic field, but they
otherwise count as supernatural abilities. Some abilities require the god to rest afterward.
A resting god can engage in light activities such as talking or walking at half speed. When
attempting anything more strenuous than that, the god can only take partial actions and
suffers a -6 penalty on all attack rolls, saves, and checks. The god cannot use another
ability that requires rest until its current rest requirement is fulfilled. Any time the god
spends performing strenuous activities does not count toward the required rest time.
Unless otherwise noticed, any Salient Divine Ability with a duration other than
instantaneous can be ended earlier as a fullround action. Also, whenever you use a salient
divine ability, you may choose to leave behind your personal symbol carved on the area
or subject affected. This is always just a small cosmetic change, and can be removed with
some effort.
Maneuvers: The god learns and readies maneuvers of the Venerable Battlefield school as
shown in the table. If the god knew maneuvers from other schools before, she may learn
maneuvers and stances from those other schools as well. Her iniator level is equal to her
god level plus half other levels and she can only learn maneuvers of a level no bigger
than half (IL+1), rounded down. Every time the god exits a stance whitout entering a new
one, she may recover all her expended maneuvers.
The god can choose and prepare its readied maneuvers with 5 minutes of meditation, or
by 1 minute of actively engaging on an act directly related to her portfolio just for the
sake of it.
At 4th level, and every even-numbered level afterwards, the god can swap one of his
older maneuvers with a new one he qualifies for from the Venerable Battlefield school.
In addition pick a weapon you're proficient with (which can be a natural weapon). That

becomes your favored weapon. If you don't have proficiency with any weapons, you may
pick a simple weapon to become your favorite weapon, in which case you gain
proficiency with it.
Holy day: It's usual for mortals to dedicate certain days to certain gods. At 2nd level pick
a day of the year. During that day, your Divine Rank increases by 1.
Higher Existence:At levels 3, 4, 7, 8, 9, 13 14, 18 and 20 you gain a permanent +1 to an
ability score of your choice. You cannot pick the same ability score twice in a row with
this ability.
Lesser Deity:To pick the 6th level of God you need at least 5000 worshipers. You now
impose some respect on godly politics, and gain a +2 bonus on all charisma-based skill
checks against demigods.
Intermediate Deity:To pick the 11th level of God you need at least 100 000 worshipers.
You now impose serious respect on godly politics, and gain a +4 bonus on all charismabased skill checks against demigods and +2 bonus on charisma-based skill checks against
Lesser Deities.
Word of God: You have enough reputation for normal people to believe pretty much
anything you say. At 12th level you gain a +6 bonus on all charisma-based skill checks
against mortals.
Greater Deity:To pick the 16th level of God you need at least 1 000 000 worshipers.
Smaller gods treat you as mortals treat the gods. You gain a +6 bonus on all charismabased skill checks against demigods, a +4 bonus on charisma-based skill checks against
Lesser Deities and a +2 bonus on all charisma-based skill checks against Intermediate
deities.
Ancient Field:At 17th level you can now remain in two Venerable Battlefield stances at
the same time.
SALIENT DIVINE ABILITIES
Alter Size-As a swift action a number of times per day equal to her Cha mod, the god can
become one size category smaller or bigger, plus an extra size category smaller or bigger
at 8 HD and every extra 4 HD from there. The transformation lasts up to 1 hour per
Divine rank, altough it can be dismissed earlier as an immediate action. If the god has 10
HD or more she can expend an use to change the size of up to 100 pounds of objects she
touches, with the same limitations. Familiars, personal mounts of personal intelligent
weapons can also be changed with this, as long as they're inside the weight limit. If the
god has 20 HD or more, she can use this at will and the duration is permanent until
reversed. This never stacks with itself, and the god's ability scores and natural armor
bonus don't change, but otherwise she gains all the usual bonus and penalties for size
change.
Alter Form-You need Alter Size to pick this Salient Divine ability. This is an
extraodrinary ability. As a move-equivalent action, the god can alter her form, including
clothing and equipment. The assumed form must be corporeal. The gods body can
undergo a limited physical transmutation, including adding or subtracting one or two
limbs (but such extra limbs are purely decorative, unless the god has 20 or more HD, in
which case they can work as another limb the god already has). If the form selected has
wings, the god can fly with poor maneuverability. Likewise, the god can swim if the form
has fins, breathe water if the form has gills, and so on. The speed of the new movement is
equal to her base speed. If she becomes a being whitout limbs capable of fine

manipulation, increase all her movement speeds by 5 feet per Divine Rank.
The god can remain in the altered form indefinitely, but resumes her own form if slain.
The gods attack bonus, Armor Class, and saves do not change. The god does not gain
any of the assumed forms special abilities, attack forms, defenses, ability scores, or
mannerisms. The god can change physical qualities (such as hair color, hair texture, skin
color, and gender). The god can use this ability to create disguises, gaining a bonus of
+10 on her Disguise checks. The god can use her Alter Size ability simultaneously along
with this one to become taller, shorter, thinner, or heavier.
In addition, now when the god Alter Sizes to bigger, she gains a +2 bonus to Str for each
size category she grows beyond her normal size, and she also gains a +2 bonus to Dex for
each size category she shrinks beyond her normal size.
Alter Reality-The Deity merely thinks of something and then makes it so. Doing this
requires at least a standard action. The Deity can use this 2/day per HD. If she has 20 HD
or more, she recovers one use per divine rank every 10 minutes.
The god can duplicate any spell of a level no bigger than half her HD (up to 9th level spells), provided she also has a base Cha score
of 20+Spell level and the spell is somehow related to her portfolio. This costs a number of uses equal to the spell's level (1/2 charge
for a 0th level spell). Save DCs are Cha-based (or 10+1/2 HD+Cha mod if it would be bigger) and CL=HD. Material and exp
components must be supplied as usual. The god can add any one core metamagic feat available before epic levels by expending an
extra number of uses equal to the Metamagic modification and then needs to rest for an equal number of rounds. It still takes a
standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell.
The god can render a magical or supernatural effect last 24 hours as long as it's related to her portfolio. The rest requirement varies
with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures
affected, or 10 minutes per 10-foot cube affected. Use the highest applicable value. If the god has 20 HD or more then it becomes
permanent instead. The god cannot make permanent more effects than her Cha mod. If she tries to do so, the oldest one automatically
ends (unless its original duration hadn't yet expired). The god can also use this to make a willing worshiper stop aging and don't die of
old age.
If the deity has 20 HD or more she can expend an use to reshape the landscape, creating any type of terrain the deity can imagine that's
related to her portfolio (this however doesn't allow for the creation of, say, mountains of magic items, mecha-cities, jewel forests,
living islands or any kind of creature or item/equipment). Each 10-foot cube of material to be reshaped requires 1 round of effort, and
the deity must rest for one day per 10-foot cube shaped after the work is completed.

Annihilating Strike-You need both Divine Rank 11, Bab 9+ and weapon focus with a
weapon to pick this Salient Divine ability. When the god strikes with a weapon or natural
weapon with which she has weapon focus, the opponent struck might be obliterated.
Creatures, attended objects, and magic items must make a Fortitude save (DC=10+1/2
HD+Str mod) 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.
Divine Shield-As an immediate action, the god can create a shield that lasts 1 minute (or
10 minutes for a god with 20 HD or more) and protects the gods body and equipment
from attacks. The shield stops 10 points of damage per divine rank. Once the shield stops
that much damage, it collapses. The damage can be from any source, including a divine
blast attack. The god can use this ability a number of times per day equal to 3 + her
Charisma modifier. However if her Shield is broken, she must wait 1d4+1 rounds before
being able to use it again. The god can adjust the shield so that it does not block damage
the god ignores anyway. The effects of multiple divine shields do not stack.
Area Divine Shield-You need Divine Rank 6 and Divine Shield to pick this ability.

Except where noted here, this ability works like the Divine Shield ability. The god
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 gods line of sight. The god 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 god makes the shield
mobile with respect to a willing creature, the god also can make the barrier one-way with
respect to the creature and her allies, allowing them to attack through the shield and still
use her protection. The god can shape the shield around herself or around a willing
creature so thats it is skintight, which prevents the subject from being touched.
Avatar-You need Divine Rank 6 to pick this ability. An avatar serves as a gods alter ego,
effectively allowing the god to be in two or more places at the same time. An avatar is an
extension of a god. The god senses and knows everything the avatar senses and knows
and vice versa. Each avatar counts as a remote location where the god is sensing and
communicating. A lesser god can have up to one avatars at once, an intermediate god can
have up to two, and a greater god can have up to four avatars at once (duplicate those
amounts if the god has 20 HD or more). It takes a god one year to create an avatar (but
gains one instantly when he chooses this ability) or replace a destroyed avatar (or a
fullround action if the god has a willing worshiper with HD=god's divine rank that
sacrifices himself to become a new avatar). The process does not require any special
effort on the gods part. An avatar must be created in the gods own realm. If the god has
the Divine Creation salient divine ability, the god can use she to create a new avatar
anywhere. However, the god must rest afterward as noted in the Divine Creation ability
description. An avatar is a less powerful version of a god, having the exact same stats and
class choices, except the Avatar has -2 god levels, plus -1 god level for each extra avatar
beyond the first. The avatar must be supplied with his own equipment (starting
completely naked when created) and if he uses any ability that costs exp, the exp is
deducted from god herself. Its body instantly disapears when killed and any effects that
demand a sacrifice cost or similar automatically fail if they try to use the avatar as
payment.
Banestrike- Any weapon the god wields (as well as natural attacks) gains a +1 bonus on
attack rolls and it deals an extra +1d6 points of damage for every 5 Bab the god has. In
addition pick a creature type (if outsider, you must pick an alignment subtype as well, if
humanoid, you must pick a specific race). Against creatures of that type this bonus to
attack rolls and damage rolls are doubled, as well any DCs of your attacks against such
creatures increases by 1. You may pick this Salient Divine ability multiple times, each
one choosing a diferent creature type (but the base bonus to attack rolls and extra
damage doesn't stack). If the god has 20 HD or more double all the bonus.
Battlesense-The god cannot be surprised or flanked except by a god of higher rank. The
god 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 of higher rank.
Call Creatures-Once per day the god can use Gate as a SLA a number of times per day
equal to her Divine Rank, except it can only call one kind of creature related to her
portfolio (chosen when this ability is gained) and the total amount of called creatures
cannot have more combined Hit Dice or CR(whichever's higher) than the god's own HD2, and the god cannot call more creatures while the ones of a previous calling still exist
(each can be dismissed as an immediate action). Whenever the god gains a level she can
change what kind of creature she calls with this. Any SLAs from those creatures that

demand expensive material components or exp costs must be supplied by the god, and
any equipment the creatures bring with them is gone when they go. The creatures are
transported to the gods 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. If the God has 20 HD she recharges the uses of this ability
every hour and the called creatures add the god's Cha mod to their attack rolls, damage
rolls, saves and skill checks.
Clearsight-The god can see illusions, transmuted creatures and objects, and disguised
creatures or objects for what they really are, provided they are within 5 feet per divine
rank of the god. This ability is similar to the true seeing spell, except that it does foil
mundane disguises. If the god has 20 HD or more, double the Clearsight range.
Command Plants-The god can make plants grow in a radius of up to 10 feet (or one mile
if she has 20 HD or more) per divine rank once per day. The god 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 god of higher rank than the god using the ability.
Also once per day, the god can charm plant creatures, animate plants, or make them
entangle her foes. This ability functions like the command plants spell, except that her
maximum duration is one day no matter which option the god chooses. A number of
times per day equal to her Cha mod, the god can charm a number of plant creatures equal
to her divine rank with this ability, as the Charm Monster spell except it only works on
plant creatures and duration is 1 day. Save DCs are 10+1/2 HD+Cha mod.
Control Creatures-The god can command one kind of creature related to her portfolio,
chosen when this ability is gained, as well as similar creatures ( wolves, dire wolves,
whorgs, werewolves would be ok for a wolf god, all undeads would not for a death god).
This ability is similar to the dominate monster spell, but it is not a mind-affecting ability
(the god seizes direct control over the creatures body). Each day the god can attempt to
control a number of creature equal to her divine rank. The god can attempt to take control
of that number all at once, or in smaller numbers. All creatures to be affected must be
within the gods line of sight when first affected. Once control is established, distance is
not a factor and the god 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 god using the ability). The subject is allowed a Will save (DC 10 + the gods
rank + the gods Charisma modifier) to resist and is allowed a new save if the god
commands the subject to do something against its nature.
At any given time, the god cannot have more creatures under her control than her divine
rank (or ten times that if she has 20 HD or more). If the god 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
(immediate action). You can pick this ability multiple times, each one choosing a diferent
kind of creature.
Create Object- You need Divine Rank 6 to pick this ability. As a full-round action 1/day
per HD, the god can create one or more simple, nonmagical objects with a total weight of
up to 50 pounds per divine rank, and filling no more than 10 cubic feet per rank. If the
god uses this ability on a divinely morphic plane or within her own godly realm, double
the weight the god can create. If the gods realm is located on a divinely morphic plane,
triple the volume and weight the god can create there. 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 god has the
appropriate Craft skill, the god can make a Craft check when creating the item to make it
a masterwork item, but in that case it will become non-masterwork in 24 hours unless the
god has 20 or more HD or invests 300 GP worth of extra materials on the creation.
Create Greater Object-You need Divine Rank 11 and Create Object to pick this ability. As
a full-round action 1/day per HD (at will if the god has 20 or more HD), the god can
create objects weighing up to 100 pounds per divine rank, and with a volume up to 20
cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her
own godly realm, double the volume and weight the god can create. If the gods realm is
located on a divinely morphic plane, triple the volume and weight the god can create
there. This ability works like the Create Object ability, except as noted below.
A god can use this ability to create any kind of nonmagical object. The god must convert
a considerable amount of her own energy into the object, which can leave the god
impaired. The god 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 god must rest for 10
minutes. If the god is creating an item on a divinely morphic plane or within her own
godly realm, it can create a 200 gp item without resting. If the gods realm is located on a
divinely morphic plane, it can create a 300 gp item there without having to rest.
Divine Air Mastery-You need to have the Air Domain and respective God Magic
characteristics to pick this ability. The god gains a competence bonus on attack rolls,
damage, and Armor Class equal to her divine rank if both the god and her foe are
airborne. The god can fly with perfect maneuverability at her base speed. When flying,
the god can automatically know the location of any corporeal creature within 5 feet per
divine rank, by sensing the disturbance in the air the creature causes. If the god has 20
HD or more double the range of the sensing range.
Divine Archery-You need Bab 3+, Point Blank Shot and Far Shot to pick this ability. The
god can fire a ranged weapon at any target within line of sight and within range of the
gods personal senses. No range increment applies to the attack. The god does not incur
any attacks of opportunity for firing a ranged weapon when threatened. As a full-round
action, the god may fire an arrow/bolt/bullet/similar at her full base attack bonus at each
opponent within 10 feet per divine rank. The god must have the Weapon Focus feat with
the type of ranged weapon she uses to perform this attack. When shooting a ranged
weapon, the god can ignore any cover bonus to the targets AC or any miss chance
conferred by the targets concealment, as well as adverse wind conditions, including
magic ones like Wind Wall. If the god has 20 HD or more, she can also add her Cha mod
to damage rolls with ranged weapons.
Divine Armor Mastery-The god ignores the Max Dex limits and isn't slowed down with
any armor she wears and is proficient with, as well as armor skill penalties. If the god has
20 HD or more, she can instantly don or remove any armor she's proficient with as a free
action 2/round.
Divine Blast-The god 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 god chooses the
length). The target the ray strikes takes 1d12 points of damage per rank of the god, plus
1d12 points of damage per point of Charisma bonus the god has if she has 20 HD or
more. There is no saving throw, but the god must make a ranged touch attack to hit the
target. The god can make the ray look, sound, smell, and feel like anything it desires as

long as it is related to her portfolio. 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 energy and similar magic. The ray destroys a wall of force, prismatic
wall, prismatic sphere or similar on its path (all layers are destroyed). The ray itself is
unaffected and can strike a target behind the effect after destroying it. Regular physical
barriers take full damage of the Divine Blast, that ignores any Hardness on them, and if it
deals enough damage to destroy them it keeps punching trough at full power. Only a
divine shield (or sturdy enough regular physical barrier) can stop the ray. If you couldn't
detect your target taking cover behind the obstacle before shooting, you suffer the usual
50% miss chance for firing blind. It fully affects incorporeal/ethereal creatures.
Divine Blessing-Choose one ability: Strength, Dexterity, Constitution, Intelligence,
Wisdom, or Charisma. The god must have a score of at least 20 in the selected ability. At
will the deity can grant mortals a +2 untyped bonus to that ability that lasts for one day.
For each 5 points beyond 20 the deity has in that score, the bonus granted increases by 1.
In a single day and at one time, the god can affect a number of creatures equal to her
divine rank. If the deity has 20 or more HD, her own chosen ability score permanently
increases by 2. You can pick this ability multiple times, each one picking a diferent ability
score. You can also affect yourself with this, as well as any gods of lesser divine rank that
pledge their alliance to you.
Divine Celerity-The god can, as a free action 1/round a number of times per day equal to
her Divine Rank, take an extra move action in any one round. By spending three uses she
can take an extra swift action in any one round. By spending six uses of this ability she
can take an extra standard action in any one round. If the deity has 20 or more HD, she
acts as if Hasted in any round when she activates this ability as well.
Divine Creation-You need Divine Rank 16 and Create Greater Object to pick this ability.
As a full-round action once per day, the god can create mortal creatures or magic items
whose total weight is up to 100 pounds per divine rank, and with a total volume up to 20
cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her
own godly realm, double the volume and weight the god can create. If the gods realm is
located on a divinely morphic plane, triple the volume and weight the god can create
there. If the God has 20 or more HD
This ability works like the Create Greater Object ability, except as noted below.
A god can use this ability to create any kind of creature that does not have a divine rank
as long as it is related to her portfolio, up to a CR equal to the god's own HD-4. The god
can create a creature with class levels(which count towards their CR on 1 to 1 basis), but
never with more class levels than the god has herself or the gods divine rank, whichever
is lower. They're initially friendly to the god, but they're not binded to her service in any
way and may actually turn on her if their relation sours.
The god must convert a considerable amount of her own energy into a creature, which
always leaves the god impaired. The god must rest for 10 minutes the creatures Hit
Dice the creatures 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 god can create any kind of magic item except an artifact as long as it is related to her
portfolio. The rest requirement for creating magic items is the same as for the Create
Greater object ability, and she cannot create a magic item worth more than 500 GP per
Divine Rank. Such items do not work on the hand of non-believers, making them quite

hard to sell, neither can they be upgraded or "scrapped for parts" by classes such as
artificer. The DM should punch any player who tries to start the campaign having claimed
he spent the last millenia creating free magic items with this.
Divine Dodge- Any physical attack or individually targeted spell directed at the god has a
percent miss chance equal to 20+ the gods rank. Area effects that include the god have a
similar chance to be ineffective. If the god has 20 HD or more, add the God's Charisma
score (yes, score) to the miss chance, up to a 90% miss chance. This doesn't stack with
other miss chances.
The ability is similar to the blink spell, except that it is defensive only and the god does
not move to the Ethereal Plane, but simply exher from reality for a brief moment. This
ability never interferes with the gods own attacks. If an attack overcomes the miss
chance, the god still gets the benefit of a saving throw (if one is allowed).
Divine Earth Mastery-You must have the Earth Domain and respective God Magic
characteristics to pick this ability.The god gains a competence bonus on attack rolls,
damage, and Armor Class equal to her divine rank if both the god and her foe are
touching the ground. The god gains a burrow speed equal to half her base speed, and if
she has 20 HD or more, the ability to glide through stone, dirt, or almost any other sort of
earth except metal as easily as a fish swims through water at her base speed. This
burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of
her presence.
The god has tremorsense, allowing it to automatically sense the location of anything
within 10 feet per divine rank that is in contact with the ground. A number of times per
day equal to her Cha mod the god 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, as long as the spell is of a level
no bigger than half her HD. All the spells share the same pool of uses, which is doubled
if the god has 20 or more HD. Any save DCs are 10+1/2 HD+Charisma mod. The god
can also transmute any object made of earth, stone, or metal into a different kind of earth,
stone, or metal, as long as it is as valuable or less. The god can affect any object it can see
with this, but no more than one object per round, and up to 5 cubic feet per Divine Rank
at a time. Holded equipment always gets a saving throw acording. Magic item properties
remain unchanged.
Divine Fast Healing-The god gains fast healing equal to half her Divine Rank, stacking
with any already existing fast healing. Lost limbs or body parts reattach instantly when
pressed against the wounds of your body. If you have 20 HD or more, add your Cha mod
to your Fast Healing rate. You can take this multiple times, its effects stack.
Divine Fire Mastery-You must have the Fire Domain and respective God Magic
characteristics to pick this ability. The god gains a competence bonus on attack rolls,
damage, and Armor Class equal to her divine rank if both the god and her foe are
touching fire or using weapons with the flaming or flaming burst special abilities. The
god is immune to the effects of fire and heat.
The god can automatically know the location of any corporeal creature within 5 feet per
divine rank by sensing the disturbance in the ambient temperature that the creature
causes. This range is doubled if she has 20 or more HD.
The god has complete control over all nonmagical fire and, a number of times per day
equal to her Cha mod (double that if she has 20 or more HD), can duplicate the effect of

any spell with the fire descriptor as a standard action, as long as the spell is of a level no
bigger than half her HD. Save DCs are 10+1/2 HD+Cha mod.
Divine Inspiration- The god can enchant creatures to create a specific emotion. The god
can affect one creature per divine rank at once, and up to the same number each day. All
must be within the gods line of sight when first affected. The specific effects depend on
the emotional state induced. The God can dismiss the effects earlier as an immediate
action.
Divine Deflection-You need Deflect Arrows to pick this. The god can deflect any ranged
attacks (including spells that require ranged touch attacks) as if they were arrows. The
god can deflect an extra number of attacks in a single round equal to her Divine rank (no
limit if she has 20 HD or more). When the deity deflects any attack, the attack is reflected
upon the attacker, using the deitys base ranged attack bonus. When the deity deflects a
spell, the spells level is added to the DC to deflect the attack.
Divine Radiance-You need the Sun Domain and Good Alignment to pick this ability. The
god can shed light in a (10 feet divine rank) emanation from her body. This light
counters and dispels all darkness effects (unless created by a god of higher rank) and
causes pain and damage to undead creatures, who take 1d6 points of damage per round
with no save (2d8 if the god has 20 HD or more). As a full attack action a number of
times per day equal to her Cha mod, the god can generate up to three rays of scorching
light that can strike targets up to a number of miles away equal to the gods divine rank as
ranged touch attacks. Each ray deals 1d6 points of damage per 2 divine ranks. Undead
take 1d12 points of damage per 2 divine ranks. You can only target one ray against a
medium or smaller creature, but can target two rays at a large creature and three rays
against an huge or larger target.
Divine Recall-The god remembers every event of a certain type that has ever occurred.
The type of event must be chosen when this ability is gained and can't be changed after.
The god can take this ability multiple times, choosing a different type of event each time.
You remember everything you would have sensed if you were there physically when the
event occured.
Divine Skill Focus- Choose a skill in which you have maxed ranks. The god receives a
bonus equal to her Divine Rank on all checks with the selected skill. If the god has 20 or
more HD she gains an extra +10 on checks with that skill.
Divine Sneak Attack-You need to have at least 5d6 sneack attack and one other ability
directly related to sneak attack (like crippling strike) to pick this. The gods sneak attacks
deal an additional +3d6 points of damage. Any attack of opportunity the god makes is
considered a sneak attack. The god can flank or catch flat-footed any opponent whose
divine rank does not exceed the gods and can sneak attack that opponent regardless of
any immunity to flanking/catch flat-footed and can sneak attack even creatures with
cover and/or concealment. The god can even deal sneak attack damage to opponents that
are immune to critical hits, but she doesn't deal the extra sneak attack damage from this
ability against such opponents. If the god has 20 or more HD, any time the god inflicts
damage with a sneak attack, that target suffers damage equal to the gods sneak attack
bonus damage on the gods next turn as well.
Divine Spell-God levels now stack with levels of other spellcasting classes for purposes
of CL. Increase the CL of any of your Domain spells by 1. If you have 20 HD or more,
you ignore any CL limits on your Domain spells.
Divine Spellcasting-You need Divine Spell to pick this option. Choose a spellcasting

class. You gain new spell knowns and spell slots as if you had gained a level on that class
(even if you didn't actually have any level of that class of that kind before). You cast
those spells as normal for that class. However for this god level, you don't learn any new
maneuvers knowns, maneuvers readied or stances, cannot swap known maneuvers if you
would normally be able, and this god level only grants half IL level progression. You can
pick this option multiple times, but no more than your god level-1.
Divine Splendor-You need Divine Rank 16 to pick this ability. Any mortal who
approaches within 10 feet per divine rank of the god in her natural form dies immediately
unless they suceed on a saving throw with DC 10+1/2 HD+Cha mod (no more than 1
check per round). If the god has 20 HD or more then even immortals can be affected and
mortals die with no saving throw. The god can reduce the max radius of this ability (or
restore it) as an immediate action.
Divine Storm-You need divine rank 11 to pick this ability. The god can surround herself
with a vortex of holy or unholy force that manifests in different forms depending on the
god's portfolio 1/day per HD and lasts a number of rounds equal to her Cha mod (no
duration limit if the god has 20 HD or more). The vortex extends from the god 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) unless the attacker
has an ability that ignores adverse wind conditions, in which case they take a penalty on
the attack roll equal to the god's divine rank.
In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic)
axis is opposite the gods. If the gods 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 (DC 10 + the gods Charisma modifier +1/2 HD) 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 gods. If the gods 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 (DC 10 + the gods Charisma modifier +1/2 HD) each round or suffer 1d4 points 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 gods are subject to both
effects.
Divine Water Mastery-You need the Water Domain and respective God Magic
characteristic to pick this. The god gains a competence bonus on attack, damage, and
Armor Class equal to her divine rank if both the god and her foe are touching the same
body of water.
The god gains a swim speed equal to her base speed. Once per day per HD, as a fullround action, the god 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 10+1/2 HD+Cha mod). 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+1/2 HD+Cha mod). 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. To calculate the area effected, draw a line centered on
the god with a lenght up to 10 feet per Divine rank, and the wave then extends in one
direction up to 20 feet per Divine Rank. If the god has 20 HD or more the total area can
be increased up to 10 times.
When touching water, the god can automatically sense the location of anything within 10
feet per divine rank that is in contact with the same body of water.
Energy Burst-Once per day per HD (at will if the god has 20 HD or more) the god can
create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic
energy, chosen when this ability is gained) 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 +1/2 HD + the gods Charisma
modifier). You can pick this ability multiple times, each one choosing a diferent element,
and each time also adding +1 to each damage roll.
Energy Storm- You need Divine Rank 11 to pick this. The god can surround herself with
a vortex of energy 1/day per HD (acid, cold, electricity, fire, sonic, positive, or negative
energy, chosen when this ability is gained) that lasts a number of rounds equal to her Cha
mod. The vortex extends from the god in an emanation with a radius of 10 feet per divine
rank. The effect stops attacks with thrown weapons and projectiles unless they have an
ability that allows them to ignore adverse wind conditions, in which case the ranged
attack rolls take a penalty equal to the god's divine rank. Such attacks fail/take penalty 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 holy 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.
Extra Sense-The god chooses one sense to enhance, except for ones gaine d from the god
class itself. The ability can extend a senses range 10 feet per divine rank (or 1 mile per
divine rank if the god has 20 HD or more), 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. You
can pick this ability multiple times, picking a diferent option each time.
Footsore-You need the Travel Domain to pick this ability. 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 gods line of sight when first affected. Subjects can attempt Fortitude saves
(DC 10 + gods Charisma modifier + gods divine rank). Creatures who fail their saves
become exhausted and their speed is reduced by half. Even if they save they become
Fatigued for 1 round. Furthermore, any mount or vehicle they ride is likewise slowed and
exhausted/fatigued. The effect lasts one hour, or one day if the god has 20 HD or more.
Free Move-You need Divine Celerity to pick this ability. You can use Divine Celerity as
an immediate action (or as a free action even if it isn't your turn if you have 20 HD or

more).
Frightful Presence-Whenever the god performs a basic attack or charges, foes within a
30-foot-radius burst must make Will saves (DC 10 + gods Charisma modifier + gods
divine rank). Foes within the burst, but not the gods immediate target, become shaken for
1 round if they fail their saves. Creatures the god attacks when it activates the ability
become panicked for 1 rounds if they fail their saves. Regardless if they suceed or save
they then can't be affected again by this ability for 24 hours. If the god has 20 or more
HD only foes who make successful saving throws are unaffected by this ability for one
day.
The duration of the shaken/panicked increase based on the god's HD (1d4 rounds if the
god has between 2 and 4 HD, 1d6 rounds if the god has between 5 and 9 HD, 1d8 rounds
if the god has between 10 and 14 HD, 2d6 rounds if the god has between 15 and 19 HD,
3d6 rounds if the god has 20 or more HD).
Gift of Life-The god restores a touched recently dead creature to life a number of times
per day equal to her Cha mod, no matter the condition of the body. This ability works like
the true ressurection spell, except that there is no material component and the subject
can't have been dead for more than 1 hour per Divine Rank (no time limit if the god has
20 HD or more).
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 mortals soul resides.
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.
At 7 HD you can replicate Reincarnation as a SLA instead with two uses. At 9 HD Raise
Dead as a SLA instead with three uses. At 13 HD Ressurection as a SLA instead with four
uses. At 17 HD True Ressurection instead with five uses. The casting time is equal to the
one of the spell in those cases, CL=HD.
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.
Grow Creature-Pick a creature type. 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,
the bonus to Str and DR/magic are equal to your Cha mod (and the bonus to saves and
Con are half that). All targets must be within the deitys line of sight when first affected.
The effect lasts 1 hour per HD (1 day if the God has 24 HD or more). The god can pick
this ability multiple times, choosing a diferent type each one.
Hand of Death-The god points to any mortal within the gods sensory range and snuffs
out its life. There must be an unbroken line of effect between the god and the target. This
can be used 1/day per HD. 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
10+ the gods Charisma bonus +1/2 HD (+10 DC if the god has 20 HD or more). Even if
the save succeeds, the subject takes 1d6 points of damage for every 2 HD of the god,
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 god of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and
Death salient divine ability. However if the mortal suceeds, he becomes immune to this
ability until either the god gains a new level or the mortal willingly attacks the god or one

of his temples.
Increased Damage Reduction-You need DR to pick this option. The gods damage
reduction increases 5 and adds an alignment requirement opposed to the gods alignment
to bypass the damage reduction. For example, a lawful good god with DR 10/epic would
gain DR 15/epic and evil or DR 15/ epic and chaotic. The god cannot pick this more than
once.
Increased Spell Resistance-You need SR to pick this option. The god's spell resistance
increases by 5. You can pick this option multiple times, its effects stack.
Indomitable Strenght-You need the Strength Domain to pick this option. You gain a
divine bonus equal to your HD in all your opposed Strenght checks
Instant Move-You need Divine Rank 6 to pick this option. As a move action, 1/hour per
HD, the god can travel up to 10 feet per divine rank, as though using the dimension door
spell, except that the god never appears within a solid object and can act immediately
after teleporting. If the god has 20 HD or more, triple the max distance the god can travel.
Irresistible Blows-You need Weapon focus and Improved Critical with a weapon to pick
this ability. Once per hour per HD, but no more than 1/round per creature, when the god
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 gods
Constitution modifier +1/2 HD) or be stunned for 1d10 rounds. The god chooses to use
this ability before rolling the attack as a free action. If she has 20 HD or more, she can
use this ability at will, but still no more than 1/round per creature.
The gods attacks with the chosen weapons are considered to be adamantine for purposes
of bypassing damage reduction and hardness.
Irresistible Performace-You need maxxed ranks in the Perform skill to choose and keep
this ability. When the god sings, plays a musical instrument, tells jokes, recites verse, or
engages in any other type of performance as a full-round action, the god has the option to
create one of the following effects, chosen when this ability is gained. The god 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 god.
<Fanatic Fascination>Affected creatures become unable to take actions; instead, they
dance, observe the performance with rapt attention, laugh, or applaud at the gods 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 (DC 10 + the gods Charisma modifier +1/2 HD). The effects
last for as long as the god performs (standard action every turn) and for up to 1 round per
divine rank thereafter.
<Blissful Hymn>Affected creatures become blissfully calm. They are immune to fear and
compulsion effects except for those created by deities of higher rank than the performing
god and any such effects already operating on affected creatures are countered and
dispelled. This ability also counters and dispels rage effects except for those created by
deities of higher rank than the performing god. Immunity to fear and compulsion last for
as long as the god performs and for up to 1 round per divine rank thereafter.
<Divine Lullaby>Affected creatures fall asleep. This works like the sleep spell, except
that any living creature can be affected. Creatures can resist this mind effect with Will
saves (DC 10 + the gods Charisma modifier +1/2 HD). Affected creatures sleep for up to

1 hour per divine rank or until awakened (taking damage or a standard action from an
adjacent creature). The god can end the effect at will.
<Sacred Requiem>Affected creatures are so deeply moved that they simply die. Only
living creatures with Hit Dice equal to or less than the gods divine rank are affected.
Creatures can resist the effect with Fortitude saves (DC 10 + the gods Charisma modifier
+1/2 HD).
Once a creature makes a successful save against one of the gods performances, the
creature cannot be affected again for one day.
Know Death-The god knows the exact moment and circumstances of any mortal
creatures death just by looking at the creature's remains.
Know Secrets-Once per day per HD the god can learn a creatures entire history
(including any embarrassing or vital secrets it might know) just by touching 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 deitys Charisma modifier + the deitys
divine rank) to avoid the effect. If the god has 20 HD or more she just needs to have the
target under her line of sight instead of touching them for this ability to work.
Lay Curse-This ability can be used 1/day per HD and works like the bestow curse spell.
Will save (DC 10 + the gods Charisma modifier +1/2 HD) to resist. The curse can be
removed only by a god of equal or higher rank than the cursing god. If the god has 20 HD
or more, mortals get no save against this ability.
The god can affect up to one creature per divine rank at once. All must be within the
gods line of sight when first affected.
Lay Quest-This ability works like the geas/quest spell, except that it works only on
mortals and it can be removed only by a god of equal or higher rank than the god who
lays the quest. The god can affect up to one creature per divine rank at once, but no more
than that number each day. If the god has 20 HD or more, she can use this in any creature
whitin sight as a standard action, otherwise it has the same range/casting time as the
regular geas/quest spell.
Life and Death-You need Divine rank 6, Gift of Life or Hand of Death salient divine
ability to pick this ability. The god designates any mortal and snuffs out her life. Or the
god can designate any dead mortal and restore it to life. This ability can be used 1/day per
3 HD and works across planar boundaries and penetrates any barrier except a divine
shield. However, the subject must be in a location the god can sense, either within the
gods sense range or in a location the god can perceive through her remote sensing ability.
If the god cannot see the subject, the god must unambiguously identify the subject in
some fashion. If the god chooses to kill a mortal, the ability works like the destruction
spell, except that there is no material component and the saving throw is 10+1/2
HD+Charisma modifier (if the god has 20 HD or more, mortal creatures get no save). The
mortal cannot be raised or resurrected afterward, except by a god of equal or higher rank
using the Gift of Life or Life and Death salient divine ability. However if the mortal
suceeds, he becomes immune to this ability until either the god gains a new level or the
mortal willingly attacks the god or one of his temples.
If the god restores life to a mortal, this ability works like the true resurrection spell,
except that there is no material component and the subject can't have been dead for more
than 1 hour/Divine Rank (if the god has 24 HD or more, the amount of time the subject
has been dead is irrelevant).

This ability cannot restore a creature to life against her will, but it can resurrect an
elemental or outsider. It can resurrect a creature whose soul is trapped, provided the soul
is not held by a god 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, Life
and Death, or Mass Life and Death ability of a god with a higher rank.
After using either version of this ability, the god must rest for 1 minute per level or Hit
Die of the creature affected. Deities whose portfolio includes death do not have to rest
after using this ability.
Life Drain-You need the Death Domain to pick this. Once per day per HD as a standard
action, the god can generate a cloud of darkness that rises from her body in a spread with
a radius of 10 feet per divine rank and 10 feet high that lasts while the god concentrates
on it (a standard action every round, up to her Cha mod rounds). 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 gods Charisma modifier +1/2 HD) or take a negative level, healing the god for 5
HP for every negative level inflicted on a creature with at least 1 HD. If the god has 10
HD or more, creatures failing their Will saves take 2 negative levels instead. If the god
has 20 HD or more, those failing their Will save die and 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 affected by the drain/death
only once per day, but the clouds darkness remains effective while the god concentrates
on it. If the god has 20 HD or more she can start and maintain this effect as a swift action.
Mass Divine Blast-You need Divine Blast and Divine Rank 6 to pick this option. 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 10 feet long per
rank. A burst or spread can have a radius of up to 5 feet per rank. A cylinder can have a
radius of up to 5 feet per rank and a height of up to 10 feet per rank. The deity chooses
the attacks exact form and dimensions. If the god has 20 HD or more, multiply all max
radius/length/height by 10.
Each use of this ability counts as a use of the deitys Divine Blast ability. For each extra
target beyond two, reduce the damage dealt by 1d12, to a minium of half normal Divine
Blast damage.
Mass Life and Death-You need Divine Rank 16 and the Life and Death salient Divine
ability to pick this. The god can designate any number of mortals and snuffs out their
lives up to her Cha mod. Or the god can designate any number of dead mortals and
restore them to life up to her Cha mod. No two mortals affected by a single use of this
ability can be more than one mile apart per rank of the god. The ability is otherwise
identical with the Life and Death salient divine ability. After using either version of this
ability, the god must rest for 1 minute per levels or Hit Dice of the creatures affected.
However if the mortal suceeds, he becomes immune to this ability until either the god
gains a new level or the mortal willingly attacks the god or one of his temples.
Master Crafter-You need maxed ranks on two Craft skills to pick this ability. Any object
the god creates is treated as a masterwork item, but uses the base item price (not the
masterwork price) to determine time (but not cost) required to create it. Any item the god
creates also has twice the hit points it would normally have, and her break DC is

increased by +10. These benefits apply to walls, doors, and other components of
buildings the god creates, as well as smaller items.
Weapons armors and shield such created gain an enachment bonus to attack and damage
rolls and AC equal to 1/4 the ranks on both the maxed craft skills the god has (for
example, if she has 4 ranks in Craft (Swords) and Craft (Runes), that god's crafts would
gain a +1 enanchment bonus), which also allows them to be further enchanted whitout
need of the "base" +1 enanchment. If the god has 20 HD or more, they also count as epic
for bypassing DR.
Those bonus don't apply if the item becomes property of someone who doesn't worship
the god, including any extra magic enanchments added.
Mind of the Beast- The god can make plants and animals sentient, and it can reduce
sentient creatures to animal or plant form. The god can grant humanlike sentience to
touched trees or animals related to her portfolio. This sentience lasts a maximum of one
hour per HD (1 day if the god has 20 HD or more), and the sentient tree or animal obeys
the gods commands to the best of its ability. The god can affect up to one creature per
divine rank at once, but no more than that number each day. All must be within the gods
line of sight when first affected.
Also, the god can transmute any touched 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
(DC 10 + the gods Charisma modifier +1/2 HD) to resist, gaining +5 bonus on the save
if turned into a creature that normally couldn't survive in the current enviroment, like a
fish on land Subjects turned into plants become objects. Subjects turned into animals
have the same abilities and statistics of the kind of animal the god chooses, which must
have a CR lower than the god's divine rank and must be related to her portfolio. The god
can affect up to one creature per divine rank at once, but no more than that number each
day, and it lasts a number of rounds equal to her Cha mod.
The Alter Reality ability can make either effect permanent. Creatures turned into
plants/animals get a second Will save to resist if the god tries to do this.
Possess Mortal- The god can possess a mortal with HD equal or lower than twice her Cha
mod in any location the god can sense 1/day per HD. Unwilling mortals can attempt Will
saves (DC 10 + the gods Charisma modifier + the gods rank). Spells that prevent
possession block this ability if the mortal is unwilling. Likewise, spells that end
possession drive out the god if the mortal is unwilling. If the mortal is willing, however,
the god cannot be blocked or driven out, except by a divine shield or the use of the Alter
Reality salient divine ability by a god of higher rank. The god doesn't gain any special
control over the possessed creature, but notice she retains her own body and can take
actions as normal. When the possession ends, the god can choose to appear in a square
adjacent to the creature. If the possession was forcibly ended, then the god is forced to
appear adjacent to the creature.
The possessed mortal effectively becomes an avatar of the god. The god can draw on all
the possessed mortals memories, and the god senses what the mortal senses. Each mortal
possessed counts as a remote location where the god is sensing and communicating. A
demigod can possess up to one mortals at a time, a lesser deity can possess up to two
mortals at once, an intermediate deity can possess up to five, and a greater deity can
possess up to ten mortals at once. Double those amounts if the god has 20 HD or more.
While the god is in possession, the mortals abilities are unchanged, except as noted

below.
Type
Same as the god.
Hit Points
Same as the mortal, +1 for each rank of the god.
Armor Class
The mortal gains a divine bonus to Armor Class equal to half the gods divine rank.
Ability Scores
Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma
become 5 points lower than the gods (or remain as the mortals scores if they are higher).
Saves
Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortals new
Wisdom score.
Skills
The mortal can use her own skills and the gods skills. If the mortal and the god have the
same skill, use the skill of whichever has more ranks in the skill. Use the mortals
effective ability scores to determine skill modifiers.
Power of Luck-You need the Luck Domain to pick this. The god can give creatures good
or bad fortune. The god can affect up to one creature per divine rank at once, but no more
than that number each day. All must be within the gods line of sight when first affected.
Subjects receive a luck bonus equal to the God's Cha mod or a luck penalty equal to half
the God's Cha mod on attack rolls, saves, and checks for one minute/HD, a Will save with
DC 10+1/2 HD+Cha mod negates this. Any creature that attacks the god automatically
suffers the luck penalty (still geting the save, each creature can't be affected by this more
than 1/round), and this does not count against the gods daily uses of this ability.
Power of Nature-You need at least 11 HD to pick this option. The god can perform any of
the following in a radius of up to 10 feet (1 mile if the god has 20 HD or more) per divine
rank around the god, a number of times per day equal to 3+her Cha mod (all abilities
share the same number of uses), as a full-round action.
Create or quell winds to produce anything from still air to tornado force winds.
Set the temperature anywhere from -50F to 120F.
Shake the earth, as the earthquake spell.
Create rain, sleet, hail, snow, or thunderstorms.
These effects last as long as the god concentrates and for up to 1 minute per divine rank
afterward. The god can end an effect as a free action.
Power of Truth-The god knows when anyone (other than a god of equal or higher rank)
deliberately lies, altough this doesn't make the god immune to feinting. This ability works
like the discern lies spell, except that it works continuously and applies to any creature
the god can perceive. The god also can enchant creatures so they become truthful. The
god can affect up to one creature per divine rank at once, but no more than that number
each day. All must be within the gods line of sight when first affected. The enchanted
creatures become unable to utter any deliberate falsehoods or evasions of truth for one
hour per HD (1 day if the god has 20 HD or more). The subject is allowed a Will save
(DC 10 + the gods Charisma modifier +1/2 HD) to resist. Subjects who make successful

saves become immune to this ability for one day.


Rejuvenation-You need Divine rank 11, Divine Fast Healing salient divine ability to pick
this option. When the god suffers an attack that should destroy it, it simply disperses and
reassembles later. Roll 10d10 to determine the number of days before the god returns. If
the god is killed in her own realm, subtract the gods divine rank from the number of days
she takes to return. If the gods realm is on a divinely morphic Outer Plane, and the god is
killed there, subtract twice the gods divine rank from the number of days she takes to
return. The return always takes at least one day.
This ability is ineffective if the god is killed by another god of equal or higher rank. In
addition, the god must specify a special way she can be killed for good, like finished by a
weapon having been bathed in elven baby blood. Each time her divine rank increases, she
can make her "weakness" harder to acomplish, like an adamantine dagger coated in fresh
elven baby blood collected in a red moon of winter collected whitin 24 hours. A sucessful
knowledge check from her enemies will reveal this weakness.
Shift Form-You need Divine rank 6, Alter Size salient divine ability, Alter Form salient
divine ability to pick this option. The god can, 1/day per HD, assume the form of a
number of creatures equal to her Cha mod that creatures related to her portfolio, chosen
when this ability is gained, none of which can have a CR equal or higher than the god's
divine rank. The god can remain in the assumed form indefinitely, but it resumes her own
form if slain.
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The god acquires the physical, natural, and extraordinary abilities of the form it 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 god 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 gods speed is that of the assumed form or the gods normal speed, whichever
is higher.
In general, any part of the body or piece of equipment that is separated from the whole
reverts to her original form. However, if the assumed form has an extraordinary ability
that allows it to produce a substance or shed part of her body, then this ability also grants
that ability.
The god retains her Intelligence, Wisdom, and Charisma scores, level and class, hit points
(despite any change in her Constitution score), alignment, base attack bonus, and base
saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save
bonuses.) The god retains her outsider type, extraordinary abilities, spells, and spell-like
abilities, but not her supernatural abilities.
The god also retains her divine Armor Class bonus and divine qualities and abilities,
provided they are not supernatural.
The god can cast spells for which it has components. It needs a voice like that of a

humanoid for verbal components and hands like those of a humanoid for somatic
components, Likewise, the god needs hands to use many of her powers, such as creating
objects related to her portfolio.
When the shape shift occurs, the gods equipment, if any, transforms to match the new
form. If the new form is a creature that does not use equipment (aberration, animal,
construct, dragon, elemental, magical beast, ooze, some outsiders, plant, some undead
creatures, some shapechangers, 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 shapechangers,
many undead creatures), the gods equipment changes to match the new form and retains
her properties.
This ability cannot confer class levels or class abilities.
The god can change physical qualities such as hair color, hair texture, skin color, and
gender. The god can use this ability to create disguises, gaining a bonus of +15 on her
Disguise checks.
The god can use her Alter Size ability simultaneously with this one.
Shapechange-You need Divine rank 11, Shift Form salient divine ability. This is an
extraordinary ability. The god can assume the form of an animal, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid, or plant of CR lower than her Divine
Rank, once per day per 2 HD. The assumed form must be both living and corporeal. The
god can remain in the assumed form indefinitely, but it resumes her own form if slain.
This ability works like the Shift Form salient divine ability, except that the god is not
limited to a set number of forms and as noted here.
The god can use her Alter Size ability simultaneously with this one. If the god has 20 HD
or more she can combine them to become as small as a grain of sand or as large as 1,600
feet in the assumed forms greatest dimension.
The god can use this ability to create disguises, gaining a bonus of +20 on her Disguise
checks.
Speak With Creatures-The god has the supernatural ability to converse with creatures
related to her portfolio. This ability works like a permanent speak with animals, speak
with plants spell, and like a tongues spell that only allows the god to converse with the
specified type of creature. This also allows the god to create her own secret language, that
all her worshipers will learn from infancy.
Stride-You need the travel domain to pick this option. Choose one of your movement
speeds. The gods chosen movement increases 10 feet for every point of Cha mod she
has. In addition, the god can impart extra overland speed to living creatures. The god can
affect up to one creature per divine rank at once, but no more than that number each day.
All must be within the gods line of sight when first affected. This lasts 1 hour per HD (1
day if the god has 20 HD or more).
Sunder and Disjoin- If any weapon or item is used against the god in combat, the god can

destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell


and a mage's disjunction spell, both targeted exclusively at the touched item. The save
DC for both effects is 10+ the gods Charisma modifier+1/2 HD. An item remains
vulnerable to this ability for up to one day after being used against the god. The item
must be used against the god from a sentient creature, the god can't just kick a wall and
claim that it attacked her.
Supreme Iniative[/u]-You need Improved Iniative to pick this. You add your Cha modand
Divine Rank to Iniative checks, and automatically win iniative ties against creatures with
lower Divine Rank than you. If a creature with equal Divine Rank than you ties in
Iniative, use the usual rules for determining who goes first. This is a extraordinary ability.
True Shapechance-You need Divine rank 16, Shapechange salient divine ability to pick
this. The god can assume the form of any object or creature 1/day per 4 HD. This is an
extraordinary ability. The god can remain in the assumed form indefinitely, but it resumes
her own form if slain. This ability works like the Shift Form salient divine ability, except
as noted below.
The god can take any form, living or unliving, corporal or incorporeal. The god gains the
supernatural abilities of the assumed form.
The god can use this ability to create disguises, gaining a bonus of +20 on her Disguise
checks. She can also count herself as the creature type of the one she's transformed into
for purposes of magic items and area effects.
The god can use her Alter Size ability simultaneously with this one. If she has 20 or more
she can combine them to become as small as a grain of sand or as large as 1,600 feet in
the assumed forms greatest dimension.
In addition, the god can fertilize or gestate and give birth to children while in any form,
having mated with any other kind of being. The god then chooses if the baby is the same
race as either parent, or some strange hybrid. A classic example is the minotaur resulting
between a mortal and a god transformed into a bull. Once per month she can also
acelerate the gestation process of a children of hers to be finished in up to 1/100th of the
normal time whitout any birth problem, and then for said child to mature to adulthood in
1/100th the normal time as well. However there's no guarantee the child will like her
parent, and actually the faster she grew, the less likely she'll obey or respect anybody else.
Undead Mastery-You need Divine Rank 14 to pick this. The god can automatically
command or destroy any undead creature, as desired, as a swift, move or standard action
(including multiple attempts per round), unless the undead suceeds on a Will save with
DC 10+Cha mod+1/2 HD. The god can do this 1/day per HD, but it can command no
more than one undead creature per divine rank (regardless of the creatures Hit Dice) at
any one time. Sentient controled undeads get a new Will save every day to break free.
Undead Qualities- You need to have picked God Ward at least four times to pick this. The
god gains the qualities of the undead type:
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No Constitution score.
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.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to
damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to
fatigue and exhaustion effects.
Negative energy can heal undead creatures. The fast healing special quality works
regardless of the creatures Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on
objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is
immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true
resurrection can affect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep.
The god's creature type changes to undead if she picks this ability.
Wave of Chaos-You need chaotic alignment to pick this ability. The god can, 1/day per
HD (at will if the god has 20 HD or more), create a wave of mental force that extends
from the god in a spread with a radius of up to 10 feet per divine rank. Creatures within
the spread must make Will saves (DC 10 + the gods Charisma modifier +1/2 HD) or be
forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of
level 10 +1/2 HD.
Wound Enemy- You need Bab 4+ and weapon focus to pick this ability. The weapon you
have weapon focus with 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 gods rank+the god's Cha mod)
The ability functions only when the god personally attacks with the physical weapon. The
ability works with a ranged weapon, but not if someone else uses the weapon. The god
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 god can have this ability multiple times,
and its effects stack

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