A 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.
Here is the format
for salient divine ability descriptions.
Prerequisite: A minimum divine rank, minimum ability
score, another salient divine ability, a minimum base attack bonus, a feat, a
skill, or some other condition that a deity must have in order to acquire this
salient divine ability. This entry is absent if a salient divine ability has no
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.
This 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.
The deity can
remain in the altered form indefinitely, but resumes its own form if slain.
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.
Prerequisite: 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.
The deity also can
duplicate a spell with any metamagic feat (so long as the metamagic feat is
available to characters of 20th level or lower). This use of the ability
requires the deity to rest for 1 round for each level that the feat would
normally add to the spell. 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 deity can
render a magical or supernatural effect permanent. 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.
The deity can
create temporary, nonmagical objects. This works like the Create Object ability
(including the required rest period), except that the items last one day per
rank.
The deity also can
create permanent nonmagical objects as if using the Create Object ability
except that all rest requirements are doubled and there is no reduction in rest
time for being on an Outer Plane or in the deity’s own realm.
The deity can
create temporary magic items or creatures. This works like the Divine Creation
ability (including the required rest period), except that the items or
creatures created last 1 hour per rank. This ability cannot create permanent
magic items or creatures.
The deity can
reshape a landscape, creating any type of terrain the deity can imagine. 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.
Suggested
Portfolio Elements: Any.
Benefit: 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.
Prerequisites: 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.
Prerequisites: 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.
Prerequisites: 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.
Prerequisite: 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.
Prerequisites: 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.
An avatar does not
have any remote sensing or remote communication powers.
Suggested
Portfolio Elements: Any.
Prerequisite: 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.
Aberrations |
Oozes |
Animals |
Outsiders,
chaotic |
Beasts |
Outsiders, evil |
Constructs |
Outsiders, good |
Dragons |
Outsiders,
lawful |
Elementals |
Plants |
Fey |
Undead |
Giants |
Vermin |
Monstrous
humanoids |
Humanoids
(choose one subtype) |
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.
A deity can have
this ability multiple times, choosing a different kind of foe each time. The
deity can imbue only one bane special ability to a weapon at a time and can
change among them once a round as a free action.
Suggested
Portfolio Elements: Death,
justice, vengeance, war.
Benefit: 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.
Benefit: 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.
Prerequisites: Divine rank 6, Wis 29.
Benefit: The deity can see illusions, transmuted
creatures and objects, and disguised creatures or objects for what they really
are, provided they are within 10 feet per divine rank 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.
Benefit: 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.
Benefit: 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.
Prerequisites: 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.
Prerequisites: 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.
Prerequisites: 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.
Prerequisite: 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.
Prerequisites: 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.
Prerequisites: Armor Proficiency (light), Armor
Proficiency (medium).
Benefit: The deity ignores the maximum Dexterity
bonus limit for medium or light armor.
Suggested
Portfolio Elements: War.
Prerequisite: Bard level 20th.
Benefit: This ability has several benefits:
• For the deity’s
bardic abilities that have a range (countersong, fascinate, inspire
competence, inspire greatness), that range is a number of miles equal to the
deity’s divine rank.
• The deity can
use any bardic music inspiration ability as a standard action. The inspiration
takes effect immediately after the deity concludes the action.
• The deity’s
bardic music abilities can affect even those normally immune to mind-affecting
effects. However, such creatures gain a +10 bonus on their Will saves to resist
such effects.
• The effects of
all the deity’s bardic music abilities are doubled. Inspire courage grants a +8
morale bonus on saving throws against charm and fear effects and a +8 morale
bonus on attack and damage rolls; inspire competence grants a +4 competence
bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence
bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and
inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus
to AC. The number of allies the deity can affect with inspire competence,
inspire greatness, and inspire heroics doubles. When inspiring competence in
multiple allies, the deity can choose different skills to inspire for different
allies.
• The effects of
the deity’s bardic music inspiration abilities last for ten times as long as
normal after the deity stops singing. This has no effect on inspiration
abilities that have no duration after the bard stops singing.
• When any effect
that is subject to countersong (any spell, supernatural ability, or spell-like
effect that has the sonic or language-dependent desriptor) occurs within the
deity’s hearing, the deity can attempt a countersong as if it had prepared an
action to do so.
Suggested
Portfolio Elements: Art,
bards, beauty, dance, love, music, poetry.
Prerequisites: 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.
Prerequisite: 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.
A divine shield
can stop the ray.
Suggested
Portfolio Elements: Death,
destruction, war.
Prerequisite: 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.
Prerequisite: 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.
Prerequisites: 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.
A deity can use
this ability to create any kind of creature that does not have a divine rank.
The deity can create a creature with class levels, but never with more class
levels than the deity has itself or the deity’s divine rank, whichever is
lower.
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.
The deity can
create any kind of magic item except an artifact.
The rest
requirement for creating magic items is the same as for the Create Greater
object ability.
Suggested
Portfolio Elements:
Crafts, creation, supreme.
Prerequisite: Dex 29.
Benefit: Any physical attack or individually
targeted spell directed at the deity has a percent miss chance equal to 50 +
the deity’s rank. Area effects that include the deity have a similar chance to
be ineffective.
Notes: The ability is similar to the blink spell,
except that it is defensive only and the deity does not move to the Ethereal
Plane, but simply exits from reality for a brief moment. This ability never
interferes with the deity’s own attacks. If an attack overcomes the miss
chance, the deity still gets the benefit of a saving throw (if one is allowed).
Suggested
Portfolio Elements:
Agility, gambling, luck, protection.
Prerequisites: 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.
The deity can
assume the form of any animal, magical beast, or plant creature from Fine to
Colossal in size.
Suggested
Portfolio Elements:
Nature.
Prerequisites: 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.
Prerequisites: 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.
Notes: A deity can have this ability multiple
times, and its effects stack. A deity with two applications of this ability
improves its fast healing by 40 + (divine rank ×2).
Suggested
Portfolio Elements:
Endurance, healing.
Prerequisites: 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.
The deity is
immune to the effects of fire and heat.
The deity can
automatically know the location of any corporeal creature within 10 feet per
divine rank by sensing the disturbance in the ambient temperature that the
creature causes.
The deity has
complete control over all nonmagical fire and can duplicate the effect of any
spell with the fire descriptor as a standard action.
Suggested
Portfolio Elements: Fire.
Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
Benefit: As a full-round action, the deity can
speak and convince others to take some course of action. This works like a mass
suggestion spell cast at a level equal to 10 + 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.
Benefit: 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.
Prerequisites: 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.
The deity can use
the Deflect Arrows feat to deflect any ranged attacks (including spells that
require ranged touch attacks) as if they were arrows. The deity can deflect any
number of attacks in a single round. When the deity deflects any attack, the
attack is reflected upon the attacker, using the deity’s base ranged attack
bonus. When the deity deflects a spell, the spell’s level is added to the DC to
deflect the attack. The deity only
gains the second benefit of this ability if he or she has the Deflect Arrows
feat.
Suggested
Portfolio Elements: Law.
Prerequisites: 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.
The deity’s
special mount, if any, gains the celestial template.
The deity can
smite evil ten times per day, and gets an extra 3 points of damage per class
level on a successful smite attempt.
Suggested
Portfolio Elements: Good,
justice, law, nobility, war.
Prerequisite: 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.
Prerequisite: Barbarian level 20th.
Benefit: This ability is similar to the barbarian’s
rage ability (and it replaces the barbarian rage ability for the deity). The
deity can activate this ability only after suffering damage from a weapon, and
can use it a number of times per day equal to 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.
Prerequisites: 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.
The deity can
follow tracks at its normal land speed. It treats all normal terrain as very
soft ground for purposes of tracking and ignores DC modifiers for time or
weather. The deity can track creatures across water, underwater, or through the
air by means of the minute disturbances they make and traces of their passage.
The table below adds across water, underwater, and air to the list of surfaces
found in the Track feat description.
Surface
|
DC
|
Across water |
60 |
Underwater |
80 |
Air |
120 |
Suggested
Portfolio Elements:
Archers, hunting, nature.
Benefit: The deity remembers every event of a
certain type that has ever occurred. The type of event is specified in the
deity description.
Notes: A deity can have this ability multiple
times, choosing a different type of event each time.
Suggested
Portfolio Elements:
Knowledge.
Prerequisites: 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.
If the deity
passes within 5 feet of a trap, the deity is entitled to a Search check to
notice it as if the deity were actively looking for it.
The deity can
assess the exact value of any treasure it can see.
The deity also can
immediately determine what any creature is carrying and where each carried item
is.
Suggested
Portfolio Elements:
Thieves.
Prerequisites: 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.
Prerequisites: 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.
A deity can have
this ability multiple times, choosing a different skill each time.
Suggested
Portfolio Elements: Any.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity’s sneak attacks deal an
additional +3d6 points of damage.
Any attack of
opportunity the deity makes is considered a sneak attack.
The deity can
flank or catch flat-footed any opponent whose divine rank does not exceed the
deity’s and can sneak attack that opponent. The deity cannot deal sneak attack
damage to opponents that are immune to critical hits. Any time the deity
inflicts damage with a sneak attack, that target suffers damage equal to the
deity’s sneak attack bonus
damage on the
deity’s next turn as well.
Suggested
Portfolio Elements:
Thieves.
Prerequisites: Spell Focus, Greater Spell Focus.
Benefit: The deity chooses one school of magic. The
save DC for any spell of that school increases by one-half 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.
Prerequisites: 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.
If the deity has
achieved 20th level in a spellcasting class with fewer than nine levels of
spells (such as bard, paladin, or ranger), the deity can also cast one spell
per day of each level between the maximum normal spell level and 9th, plus
appropriate bonus spells
of each level
based on the deity’s key ability score. These spells are not shown on the table.
The deity also
doesn’t incur attacks of opportunity for casting spells when threatened.
In addition, the
deity receives the benefit of the Spell Focus feat on any spell it casts.
Suggested
Portfolio Elements: Magic.
The Divine
Spellcasting ability grants deities access to spell slots above 9th level
(which can be used to hold lower-level spells or spells whose level has been
increased above 9th by the use of metamagic feats). The number of spell slots
available to a deity depends on 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.
Even though the
table only includes ability scores up to 61 and spell slots up to 25th level,
the progression continues infinitely in both directions. For ability scores
beyond 61, or for spell slots above 25th level, expand the table to follow the
same patterns
as shown.
The numbers on
this table include bonus spells that a deity receives for having a sufficiently
high ability score, as well as one additional spell of each level at which the
deity gains at least one bonus spell. This additional spell is one of the
benefits of the
Divine
Spellcasting salient divine ability.
|
——————————————— Spells per Day
——–———————–———————— |
|||||||||||||||||
Score |
Modifier |
10th |
11th |
12th |
13th |
14th |
15th |
16th |
17th |
18th |
19th |
20th |
21st |
22nd |
23rd |
24th |
25th |
|
10–11 |
+0 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
12–13 |
+1 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
14–15 |
+2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
16–17 |
+3 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
18–19 |
+4 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
20–21 |
+5 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
22–23 |
+6 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
24–25 |
+7 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
26–27 |
+8 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
28–29 |
+9 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
30–31 |
+10 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
32–33 |
+11 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
34–35 |
+12 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
36–37 |
+13 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
38–39 |
+14 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
40–41 |
+15 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
42–43 |
+16 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
44–45 |
+17 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
46–47 |
+18 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
48–49 |
+19 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
|
50–51 |
+20 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
— |
|
52–53 |
+21 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
— |
|
54–55 |
+22 |
5 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
— |
|
56–57 |
+23 |
5 |
5 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
— |
|
58–59 |
+24 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
— |
|
60–61 |
+25 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
|
etc. . . |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Prerequisites: 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.
Prerequisite: 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).
In addition, the
force expels creatures whose alignment on the ethical (lawful-chaotic) axis is
opposite the deity’s. If the deity’s 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 deity’s Charisma modifier + the
deity’s divine rank) or be picked up and thrown out, regardless of size. Such
creatures suffer 1d6 points of
damage for each 10
feet they travel. Creatures that make successful saves are not affected by the
vortex for one day, although the vortex still stops their thrown weapons and
projectiles. Creatures that fail their saves can attempt to reenter the area,
but must attempt new saves.
The force damages
creatures whose alignment on the moral (good-evil) axis is opposite the
deity’s. If the deity’s 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 deity’s Charisma modifier + the
deity’s divine rank) each round or suffer 1 point of holy damage per divine
rank. A successful save negates the damage, but the creature must save again
the next round if it is still within the area.
Creatures whose
alignment is diametrically opposed to the deity’s are subject to both effects.
Suggested
Portfolio Elements: War.
Prerequisites: 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.
The deity gains a
swim speed commensurate with its size (see Divine Characteristics).
At will, as a
full-round action, the deity can create a devastating tidal wave of water. On
land, the wave has effects similar to a flash flood: Creatures caught in the
water must
make a Fortitude
save (DC 15). Large or smaller creatures that fail the save are swept
away, taking 1d6
points of subdual damage per round (1d3 points on a successful
Swim check against
DC 20). Huge creatures that fail are knocked down, while Gar-gantuan and
Colossal creatures are checked. The wave destroys all wooden buildings and
25% of the stone
buildings it comes into contact with. At sea, the tidal wave capsizes ships and
crushes them to splinters. The wave affects a number of miles of coastland up
to the deity’s divine rank.
When touching
water, the deity can automatically sense the location of anything within 10
feet per divine rank that is in contact with the same body of water.
Suggested
Portfolio Elements: Water.
Benefit: This ability works like the Weapon Focus
feat except that the deity receives a bonus of +4 on attacks with the weapon.
Notes: This bonus stacks with the divine 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.
A deity can have
this ability multiple times, choosing a different kind of weapon each time.
Suggested
Portfolio Elements: War.
Prerequisites: Fighter level 20th, War domain.
Benefit: The deity receives the benefits of the
Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding
any simple or martial weapon.
Suggested
Portfolio Elements: War.
Prerequisites: 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.
The damage bonus
from this ability stacks with the damage bonus from the Divine Weapon Mastery
ability and the Weapon Specialization and Greater Weapon Specialization feats.
A deity can have
this ability multiple times, choosing a different kind of weapon each time.
Suggested
Portfolio Elements: War.
Benefit: 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.
Prerequisite: 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.
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.
Notes: A deity can have this ability multiple
times, choosing a different type of energy each time.
Suggested
Portfolio Elements: Fire,
storms.
Prerequisite: 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.
Prerequisites: Divine rank 6, resistance to the energy
type selected.
Benefit: The deity gains immunity to acid, cold,
electricity, fire, or sonic energy.
Notes: This ability is effective even if the
attacker is a deity of higher rank.
A deity can have
this ability multiple times, choosing a different form of energy each time.
Suggested
Portfolio Elements: Any.
Prerequisites: 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.
A deity can have
this ability multiple times, choosing a different sense each time.
Suggested
Portfolio Elements: Any.
Prerequisites: 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.
Prerequisites: 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.
Prerequisites: 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.
Benefit: 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.
This ability can
restore a creature to life against its will, but only with the permission of
whatever deity rules the underworld or the divine realm where the mortal’s soul
resides. This ability can resurrect an elemental or outsider and can resurrect
a creature whose soul is trapped, provided the soul is not held by a deity of
higher rank than the one using this ability.
This ability
cannot restore life to a creature that has been slain by the Hand of Death
ability or the Life and Death ability of a deity with a higher rank.
Suggested Portfolio
Elements: Healing, life.
Benefit: This ability works like the animal
growth spell, except that it can affect up to one creature of the specified
type per divine rank each day, all of which must be within the deity’s line of
sight when first affected. The effect lasts one day.
Notes: A deity can have this ability multiple
times, choosing a different type of creature each time.
Suggested
Portfolio Elements:
Nature.
Benefit: 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.
Prerequisites: 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.
Benefit: 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.
Benefit: The deity’s spell resistance increases by
20.
Notes: A deity can have this ability multiple
times, and its effects stack. A deity with two applications of this ability
improves its spell resistance by 40.
Suggested
Portfolio Elements: Magic.
Prerequisite: Str 40, Strength domain.
Benefit: If required to make an opposed roll
involving Strength (including grapple checks), the deity receives a divine
bonus of +25 on its roll. This bonus stacks with the normal divine rank bonus.
Suggested
Portfolio Elements:
Strength.
Benefit: 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.
Prerequisites: Divine rank 6, Dex 29.
Benefit: As a move action, the deity can travel up
to 30 feet per divine rank, as though using the dimension door spell,
except that the deity never appears within a solid object and can act
immediately after teleporting.
Suggested
Portfolio Elements:
Travel.
Prerequisites: Weapon Focus and Improved Critical with
the selected melee weapon.
Benefit: When the deity makes a
melee attack with the chosen weapon against a creature, resolve the attack as a
melee touch attack (the weapon blow ignores armor and natural armor bonuses).
If the weapon hits, the creature struck must make a Fortitude save (DC 10 + the
deity’s Constitution modifier + the deity’s divine rank) or be stunned for 1d10
rounds.
The deity’s
attacks with the chosen weapons are considered to be adamantine for purposes of
bypassing damage reduction and hardness.
Notes: A deity can have this ability multiple
times, choosing a different kind of weapon each time.
Suggested
Portfolio Elements: War.
Prerequisites: Perform 40 ranks.
Benefit: When the deity sings, plays a musical
instrument, tells jokes, recites verse, or engages in any other type of
performance as a full-round action, 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.
• Affected
creatures become unable to take actions; instead, they dance, observe the
performance with rapt attention, laugh, or applaud at the deity’s option. The
affected creatures also suffer a –4 penalty to Armor Class, cannot succeed at
Reflex saves (except on a roll of 20), and cannot use shields. Creatures can
resist this mind effect with a successful Will save (DC 10 + the deity’s
Charisma modifier + the deity’s divine rank). The effects last for as long as
the deity performs and for up to 1 round per divine rank thereafter.
• Affected
creatures become blissfully calm. They are immune to fear and compulsion
effects except for those created by deities of higher rank than the performing
deity 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 deity.
Immunity to fear and compulsion last for as long as the deity performs and for
up to 1 round per divine rank thereafter.
• Affected
creatures fall asleep. This works like the sleep spell, except that any
living creature can be affected. Creatures can resist this mind effect with
Will saves (DC 10 + the deity’s Charisma modifier + the deity’s divine rank).
Affected creatures sleep for up to 1 hour per divine rank or until awakened.
The deity can end the effect at will.
• Affected
creatures are so deeply moved that they simply die. Only living creatures with
Hit Dice equal to or less than the deity’s divine rank are affected. Creatures
can resist the effect with Fortitude saves (DC 10 + the deity’s Charisma
modifier + the deity’s divine rank).
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.
Benefit: The deity knows the exact moment and
circumstances of any mortal creature’s death just by looking at the creature.
Suggested
Portfolio Elements: Death.
No secrets can be
kept from the deity.
Benefit: The deity can learn a creature’s entire
history (including any embarrassing or vital secrets it might know) just by
looking at it. This ability is similar to the legend lore spell, except
that it delivers instant results and the subject is allowed a Will save (DC 10
+ the deity’s Charisma modifier + the deity’s divine rank) to avoid the effect.
Suggested
Portfolio Elements:
Knowledge, secrets.
Benefit: 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.
Benefit: This ability works like the geas/quest spell,
except that it works only on mortals and it can be removed only by a deity 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.
Prerequisites: 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.
If the deity
restores life to a mortal, this ability works like the true resurrection spell,
except that there is no material component and the amount of time the subject
has been dead is irrelevant.
This ability
cannot restore a creature to life against its will, but it can resurrect an
elemental or outsider. It can resurrect a creature whose soul is trapped,
provided the soul is not held by a deity of higher rank than the one using this
ability.
This ability
cannot restore life to a creature that has been slain by the Hand of Death,
Life and Death, or Mass Life and Death ability of a deity with a higher rank.
Rest: After using either version of this ability,
the deity must rest for 1 minute per level or Hit Die of the creature affected.
Deities whose
portfolio includes death do not have to rest after using this ability.
Suggested
Portfolio Elements: Death,
supreme.
Prerequisites: 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.
Prerequisites: 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.
Each use of this
ability counts as a use of the deity’s Divine Blast ability.
Suggested
Portfolio Elements: Death,
destruction, war.
Prerequisites: 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.
Prerequisites: 23 ranks in two different Craft skills.
Benefit: Any object the deity creates is treated as
a masterwork item, but uses the base item price (not the masterwork price) to
determine time and cost required to create it. Any item 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.
The 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.
Also, the deity
can transmute any creature into a plant or animal of approximately the same
size or up to two size categories smaller. The subject is allowed a Fortitude
save (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to
resist. Subjects
turned into plants
become objects. Subjects turned into animals have the same abilities and
statistics of the kind of animal the deity chooses.
The Alter Reality
ability can make either effect permanent.
Suggested
Portfolio Elements:
Nature.
Prerequisites: 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.
The possessed
mortal effectively becomes an avatar of the deity. The deity can draw on all
the possessed mortal’s memories, and the deity senses what the mortal senses.
Each mortal possessed counts as a remote location where the deity is sensing
and communicating. A demigod can possess up to two mortals at a time, a lesser
deity can possess up to five mortals at once, an intermediate deity can possess
up to ten, and a greater deity can possess up to twenty mortals at once.
While the deity is
in possession, the mortal’s abilities are unchanged, except as noted below.
Type: Same as the deity.
Hit Points: Same as the mortal, +1 for each rank of the
deity.
Armor Class: The mortal gains a divine bonus to Armor
Class equal to half the deity’s divine rank.
Ability Scores:
Strength, Dexterity, and
Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points
lower than the deity’s (or remain as the mortal’s scores if they are higher).
Saves: Fortitude and Reflex same as the mortal;
Will adjusted if necessary for the mortal’s new Wisdom score.
Skills: The mortal can use its own skills and the
deity’s skills. If the mortal and the deity have the same skill, use the skill
of whichever has more ranks in the skill. Use the mortal’s effective ability
scores to determine skill modifiers.
Suggested
Portfolio Elements:
Supreme.
Prerequisites: 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.
Benefit: 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.
• Create or quell
winds to produce anything from still air to tornado force winds.
• Set the
temperature anywhere from –50°F to 120°F.
• Shake the earth,
as the earthquake spell.
• Create rain,
sleet, hail, snow, or thunderstorms.
These effects last
as long as the deity concentrates and for up to 1 minute per divine rank
afterward. The deity can end an effect as a free action.
Suggested
Portfolio Elements:
Nature, sea, weather.
Benefit: 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.
Prerequisites: 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.
This ability is
ineffective if the deity is killed by another deity of equal or higher rank.
Suggested
Portfolio Elements: Death,
life, undead.
Prerequisites: Magic domain.
Benefit: This ability is similar to a constant greater
arcane sight spell, except that it covers the whole area the deity can see,
and the deity immediately knows the number of auras present along with their
locations and strengths. 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.
This 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.
The deity can use
its Alter Size ability simultaneously with this one to become as small as a
grain of sand or as large as 1,600 feet in the assumed form’s greatest
dimension.
The deity can use
this ability to create disguises, gaining a bonus of +20 on its Disguise
checks.
Suggested Portfolio
Elements: Nature, secrets,
thieves.
This 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.
In general, any
part of the body or piece of equipment that is separated from the whole reverts
to its original form. However, if the assumed form has an extraordinary ability
that allows it to produce a substance or shed part of its body, then this
ability also grants that ability.
The deity retains
its Intelligence, Wisdom, and Charisma scores, level and class, hit points
(despite any change in its Constitution score), alignment, base attack bonus,
and base saves. (New Strength, Dexterity, and Constitution scores may affect
final attack and save bonuses.) The deity retains its outsider type,
extraordinary abilities, spells, and spell-like abilities, but not its
supernatural abilities.
The deity also
retains its divine Armor Class bonus and divine qualities and abilities,
provided they are not supernatural.
The deity 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 deity needs hands to use many of its powers, such as
creating objects related to its portfolio.
When the shape
shift occurs, the deity’s equipment, if any, transforms to match the new form.
If the new form is a creature that does not use equipment (aberration, animal,
beast, magical beast, construct, dragon, elemental, ooze, some outsiders,
plant, some undead creatures, 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 deity’s equipment changes to match
the new form and retains its properties.
This ability
cannot confer class levels or class abilities.
The deity can
change physical qualities such as hair color, hair texture, skin color, and
gender. The deity can use this ability to create disguises, gaining a bonus of
+15 on its Disguise checks.
The deity can use
its Alter Size ability simultaneously with this one to become as small as a
grain of sand or as large as 1,600 feet in the assumed form’s greatest
dimension.
Suggested
Portfolio Elements:
Nature.
Benefit: The deity has the supernatural ability to
converse with the specified creature. This ability works like a permanent speak
with animals or speak with plants spell, or like a tongues spell
that only allows the deity to converse with the specified type of creature.
Notes: A deity can have this ability multiple
times, choosing a different type of creature each time.
Suggested
Portfolio Elements:
Nature.
Prerequisites: 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.
Prerequisites: 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.
In addition, the
deity can impart extra overland speed to living creatures. 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.
Creatures who receive this boon double their speeds on the local or overland
scales.
Suggested
Portfolio Elements:
Travel.
Benefit: 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. Anitem remains vulnerable to this ability for up to one day after
being used against the deity.
Suggested
Portfolio Elements:
Victory, war.
This 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.
If two or more
deities who have this ability are in the same battle, the deity with the
highest divine rank gets the first position in the initiative order, the deity
with the second highest rank gets the second position, and so on. Other beings
then go in order after the last deity with the Supreme Initiative ability.
If two deities
with this ability and the same divine rank are in a battle, make an initiative
check for each deity, and the deity with the higher result goes first.
Suggested
Portfolio Elements:
Agility, thieves, war.
Prerequisites: Divine rank 11, Int 40, bardic knowledge
or lore class feature and 10th level in the class that grants the ability,
Knowledge domain.
Benefit: The deity never fails a bardic knowledge
or lore check, no matter how obscure the knowledge involved. 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.
This is an
extraordinary ability.
Prerequisites: Divine rank 16, Alter Size salient divine
ability, Alter Form salient divine ability, Shapechange salient divine ability.
Benefit: The deity can assume the form of any
object or creature. The deity can remain in the assumed form indefinitely, but
it resumes its own form if slain.
Notes: This ability works like the Shift Form
salient divine ability, except as noted below.
The deity can take
any form, living or unliving, corporal or incorporeal. The deity gains the
supernatural abilities of the assumed form.
The deity can use
this ability to create disguises, gaining a bonus of +20 on its Disguise
checks.
The deity can use
its Alter Size ability simultaneously with this one to become as small as a
grain of sand or as large as 1,600 feet in the assumed form’s greatest
dimension.
Suggested
Portfolio Elements:
Nature, secrets, thieves.
Prerequisites: 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.
Benefit: The deity gains the qualities of the
undead type:
—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.
—Cannot
heal damage on its own if it has no Intelligence score, although it can be
healed. Negative energy can heal undead creatures. The fast healing special
quality works regardless of the creature’s 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.
Suggested
Portfolio Elements: Death,
undead.
Prerequisites: 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.
Prerequisites: 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.
Deities can obtain
the feats described here, in addition to any standard feats.
BLINDSIGHT,5-FT.RADIUS [GENERAL]
Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom
19.
Benefit: Using
senses such as acute hearing and sensitivity to vibrations, you detect the
location of opponents who are no more than 5 feet away from you. Invisibility
and darkness are irrelevant, though it you discern incorporeal
beings.
DISGUISE
SPELL [METAMAGIC]
Prerequisites: Bardic music, Perform 12 ranks.
Benefit: You have mastered the art of casting
spells unobtrusively, mingling verbal and somatic components into its music and
performances so that others rarely catch you in the act of casting a spell.
Like a silent, stilled spell, a disguised spell can’t be identified through
Spellcraft. Your performance is obvious to everyone in the vicinity, but the
fact that you are casting a spell isn’t. Unless the spell visibly emanates from
you or observers have some other means of determining its source, they don’t
know where the effect came from. A disguised spell uses up a spell slot one
level higher than the spell’s actual level.
DIVINE
MIGHT [DIVINE ]
Prerequisites: Str 13, turn or rebuke undead ability,
Power Attack.
Benefit: As a free action, spend one of your turn
or rebuke undead attempts to add your Charisma bonus to your weapon damage for
1 full round.
DIVINE
VENGEANCE [DIVINE ]
Prerequisites: Ability to turn undead, Extra Turning.
Benefit: You can spend one of your turn undead
attempts to add 2d6 points of sacred energy damage to all your successful melee
attacks against undead until the end of your next action. This is a
supernatural ability.
ENERGY SUBSTITUTION [METAMAGIC]
Prerequisites: Any other metamagic feat, Knowledge
(arcana) 5 ranks.
Benefit: You choose one type of energy: acid, cold,
electricity, fire, or sonic. When employing a spell with the acid, cold,
electricity, fire, or sonic designator, you can modify the spell to use your
chosen type of energy instead. The altered spell uses a spell slot of the
spell’s normal level.
The altered spell
works normally in all respects except the type of damage dealt.
Special: You can gain this feat multiple times. Each
time the feat applies to a different type of energy.
EXTRA
MUSIC [GENERAL]
Prerequisite: Bardic music.
Benefit: You can use your bardic music four extra
times per day.
Normal: Bards without the Extra Music feat can use
bardic music once per day per level.
Special: You can gain this feat multiple times,
adding another four uses of bardic music each time.
EYES IN
THE BACK OF YOUR HEAD
[GENERAL]
Prerequisites: Base attack bonus +3, Wis 19.
Benefit: Attackers do not gain the usual +2 attack
bonus when flanking you. This feat grants no effect whenever you are attacked
without benefit of your Dexterity modifier to AC, such as when you are
flat-footed or when you are the target of a rogue’s sneak attack.
FLEET OF
FOOT [GENERAL]
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make a
single direction change of 90 degrees or less. You can’t use this feat while
wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a
straight line for 10 feet after the turn to maintain the charge.
Normal: Without this feat, you can run or charge
only in a straight line.
HOLD THE
LINE [GENERAL]
Prerequisites: Combat Reflexes, base attack bonus +2.
Benefit: You may make an attack of opportunity
against a chagin opponent who enters an atea you threaten. Your attack of opportunity happens
immediately before the charge attack is resolved.
Normal: You only get an attack of opportunity
against a character that exits a square you threaten.
JACK OF
ALL TRADES [GENERAL]
Prerequisite: You must be at least 6th level.
Benefit: You can use any skill untrained, even
those that normally require training.
KNOCK-DOWN [GENERAL]
Prerequisites: Base attack bonus +2, Improved Trip, Str
15.
Benefit: Whenever you deal 10 or more points of
damage to your opponent in melee, you make a trip attack as a free action
against the same target.
PERSISTENT
SPELL [METAMAGIC]
Prerequisite: Extend Spell.
Benefit: A persistent spell has a duration of 24
hours. The persistent spell must have a personal range or a fixed range. Spells
of instantaneous duration cannot be affected by this feat, nor can spells whose
effects are discharged. You need not
concentrate on spells such as detect magic or detect thoughts to
be aware of the mere presence of absence of the things detected, but you must
still concentrate to gain additional information as normal. Concentration on such a spell is a standard
action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six
levels higher than the spell’s actual level.
PLANT
CONTROL [GENERAL]
Prerequisites: Plant Defiance, ability to cast speak
with plants.
Benefit: You can rebuke or command plant creatures
as an evil cleric rebukes undead. To command a plant, you must be able to speak
with it via a speak with plants effect, though it may do so mentally if
desired. This ability is usable a total number of times per day equal to 3 +
your Charisma modifier. You use your highest caster level to determine the
level at which you rebuke plants.
PLANT
DEFIANCE [GENERAL]
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) plant
creatures as a good cleric turns undead. When determining the result of a
turning attempt, treat all destruction results as normal turning. Treat
immobile plant creatures as creatures unable to flee. This ability is usable a
total number of times per day equal to 3 + your Charisma modifier. You use your
highest caster level to determine the level at which you turns plants.
POWER
CRITICAL [GENERAL]
Prerequisites: Weapon focus (chosen weapon), base attack
bonus +4
Benefit: When using the weapon you selected, you
gain a +4 bonus on the roll to confirm a threat.
Special: A fighter may select Power Critical as one
of his fighter bonus feats.
You can gain Power
Critical multiple times. Each time you take the feat, it may be with a
different weapon or the same weapon. If
you take it with the same weapon, the effects of the feats stack.
REACH
SPELL [METAMAGIC]
Benefit: You may cast a spell that normally has a
range of touch at any distance up to 30 feet. The spell effectively becomes a
ray, so you must succeed at a ranged touch attack to bestow the spell upon the
recipient. A reach spell uses up a spell slot two levels higher than the
spell’s actual level.
REPEAT
SPELL [METAMAGIC]
Prerequisites: Any other metamagic feat.
Benefit: A repeated spell is automatically cast
again at the beginning of your next round of actions. No matter where you are,
the secondary spell originates from the same location and affects the same area
as the primary spell. If the repeated spell
designates a
target, the secondary spell retargets the same target if the target is within
30 feet of its original position; otherwise the secondary spell fails to go
off. A repeated spell uses up a spell slot three levels higher than the spell’s
actual level. Repeat Spell cannot be used on spells with a range of touch.
SACRED
SPELL [METAMAGIC]
Benefit: Half of the damage dealt by a sacred spell
results directly from divine power and is therefore not subject to being
reduced by protection from elements or similar magic. The other half of the
damage dealt by the spell is as normal. A sacred spell uses up a spell slot two
levels higher than the spell’s actual level. Only divine spells can be cast as
sacred spells.
SHARP-SHOOTING [GENERAL]
Prerequisites: Point Blank Shot, Precise Shot, base
attack bonus +3.
Benefit: Your targets only receive a +2 bonus to
Armor class due to cover. This feat has
no effect against foes with no cover or total cover.
Normal: Cover normally gives a +4 bonus to AC.
Special: A fighter may select Sharp-Shooting as one
of his bonus feats.
SUBDUAL
SUBSTITUTION [METAMAGIC]
Prerequisites: Any other metamagic feat, Knowledge
(arcana) 5 ranks.
Benefit: When employing a spell with the acid,
cold, electricity, fire, or sonic designator, you can modify the spell to deal
subdual damage instead of the indicated type of energy damage. The altered
spell uses a spell slot of the spell’s normal level.
The altered spell
works normally in all respects except the type of damage dealt.
SUPERIOR
EXPERTISE [GENERAL]
Prerequisites: Int 13, Combat Expertise, base attack
bonus +6.
Benefit: When you use the Combat Expertise feat to
improve your Armor Class, the number you subtract from your attack and add to
your AC can be any number that does not exceed your base attack bonus.
This feat
eliminates the +5 maximum for the Combat Expertise feat.