+1 bonus on all saving throws against spells and spell-like abilities [Nymph's Kiss]
+2 circumstance bonus on all Charisma-related checks [Nymph's Kiss]
Portfolio: FeyShe gains an insight bonus equal to 2+1/2 HD on all Craft, Knowledge, Profession, and Perform checks directly related to her portfolio. When the god levels up (or suffers another important event, such as alignment change), she may change her portfolio and all related abilities.
Portfolio Sense- A demigod automaticall senses any event in the present related to her portfolio that involves one thousand or more people. The demigod only knows that the event is ocurring and where it is, receiving no sensory information about it.
Remote Sensing- 6/day, 15 ft.
As a standard action 1/day per HD, the god can perceive everything within a radius of 5 feet per Divine Rank around one of her worshipers, Godly Realm, or well-kept building/object specifically built from another in the name of the god. This can also be centered on any place where someone spoke the god's name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity's portfolio occurs (see portfolio sense). The remote sensing power can cross planes and is not fooled by misdirection/nondetection and similar spells, and it does not create a magical sensor that other creatures can detect. Once the deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until she can't sense the location. She can extend her senses up to a location per Divine Rank at once and still sense what's going on nearby. If the god has 20 or more HD, she may use this ability at will and affecting a radius of one mile per Divine Rank.
Block Sensing- 6/day, 15 ft.
As a standard action 1/day per HD, the god can block the sensing ability of other deities of her rank or lower. This power extends for 5 feet per Divine Rank centered on one of her worshipers or building/object built on her name in good conditions, or the same distance around a portfolio-related event. The god can block a remote location per Divine Rank at once lasting 1 hour per Divine Rank, plus a permanent equal effect centered on herself that doesn't cost uses, that can be deactivated/reactivated as a standard action. If the god has 20 or more HD, this can be used at will and the radius increases to one mile per Divine Rank.
Expertise-
When performing an action within its portfolio that would usually be solved with a skill check and take more than 1 round, the deity can perform it in half the time. If the deity has 20 or more HD, she can perform those actions as a free action, as long as the check DC is equal or less than 10+1/2 HD. The god can perform up to one such free action per Divine Rank per round.
Craft Magic Items
The god can create magic items related to its portfolio without any prerequisite item creation feat or spell known, using her Divine Rank for CL. The item's cost and creation time remain unchanged.
God Travel 3/day CL 6
The god can use teleport as a SLA 1/day per Divine Rank with CL=HD, except the god can only transport herself and up to 10 pounds of objects per divine rank. Teleporting to her own Godly Realm or a building built on her name doesn't spend uses. Familiars, personal mounts or personal intelligent weapons can be transported if they're within the weight limit. A god with 8 or more HD can transport other creatures with her as a normal teleport. A god with 12 or more HD instead uses Greater Teleport with the same limitations. A god with 20 or more HD can use this ability at will and transport up to 100 pounds of objects per divine rank.
God Domain (Luck) 3 rerolls/day
You can use the domain power a number of times per day equal to your Divine Rank (if the power could normally be used more often than that, then use the greater number of uses). You may use your Divine Rank instead of cleric level for any effects that call it. In addition you can cast a spell from the domain 1/day as a SLA, provided that spell is of a level no bigger than ½ your Divine Rank, rounded up (notice this only grants you one spell per day, regardless of how many levels you can access). You must supply any expensive material and exp components yourself. Any Save DCs becomes 10+1/2 HD+Charisma mod. You can pick this option multiple times, each one choosing a different cleric Domain.
God ToughnessAll your God HD are maximized and your max HP is increased by an amount equal to your Divine Rank. You may take this ability a second time, in which case all your current and future HD are automaticaly maximized.
Power of Luck 6mins, +8/-4 DC 21
The god can give creatures good or bad fortune. The god can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the god’s line of sight when first affected. Subjects receive a luck bonus equal to the God's Cha mod or a luck penalty equal to half the God's Cha mod on attack rolls, saves, and checks for one minute/HD, a Will save with DC 10+1/2 HD+Cha mod negates this. Any creature that attacks the god automatically suffers the luck penalty (still getting the save, each creature can't be affected by this more than 1/round), and this does not count against the god’s daily uses of this ability.
Alter SizeAs a swift action a number of times per day equal to her Cha mod, the god can become one size category smaller or bigger, plus an extra size category smaller or bigger at 8 HD and every extra 4 HD from there. The transformation lasts up to 1 hour per Divine rank, although it can be dismissed earlier as an immediate action. If the god has 10 HD or more she can expend an use to change the size of up to 100 pounds of objects she touches, with the same limitations. Familiars, personal mounts of personal intelligent weapons can also be changed with this, as long as they're inside the weight limit. If the god has 20 HD or more, she can use this at will and the duration is permanent until reversed. This never stacks with itself, and the god's ability scores and natural armor bonus don't change, but otherwise she gains all the usual bonus and penalties for size change.
Alter SelfThis is an extraordinary ability. As a move-equivalent action, the god can alter her form, including clothing and equipment. The assumed form must be corporeal. The god’s body can undergo a limited physical transmutation, including adding or subtracting one or two limbs (but such extra limbs are purely decorative, unless the god has 20 or more HD, in which case they can work as another limb the god already has). If the form selected has wings, the god can fly with poor maneuverability. Likewise, the god can swim if the form has fins, breathe water if the form has gills, and so on. The speed of the new movement is equal to her base speed. If she becomes a being without limbs capable of fine manipulation, increase all her movement speeds by 5 feet per Divine Rank.
The god can remain in the altered form indefinitely, but resumes her own form if slain. The god’s attack bonus, Armor Class, and saves do not change. The god does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. The god can change physical qualities (such as hair color, hair texture, skin color, and gender). The god can use this ability to create disguises, gaining a bonus of +10 on her Disguise checks. The god can use her Alter Size ability simultaneously along with this one to become taller, shorter, thinner, or heavier.
In addition, now when the god Alter Sizes to bigger, she gains a +2 bonus to Str for each size category she grows beyond her normal size, and she also gains a +2 bonus to Dex for each size category she shrinks beyond her normal size.
Maneuvers
Lost Soul's Village-Wandering SoulInitiation Action: Standard action
Range: empty square adjacent to you
Duration: 1 round
Save: 11+Cha mod
When you initiate this maneuver you summon a floating spirit that fills the space of a medium creature and instantly moves a distance up to your base speed in a pattern of your choice.
Any creatures it passes trough take cold or negative energy (your choice) damage equal to your IL unless they succeed on a Reflex save to move to an empty adjacent square (if no empty squares are available then they automatically fail).
The spirit then persists until the beginning of your next round, and any creature entering it takes cold or negative energy (your choice) equal to your IL+Cha mod.
Mystic Cold WindInitiation Action: Fullround action
Range: Cone with 5 feet per IL
Duration: 1 round
Save: 13+Cha mod
When you initiate this maneuver make an Intimidate check. creatures inside the cone take cold damage equal to the check result and are Slowed for 1 round. A successful Fortitude save halves the damage and negates the slow effect.
Frost PillarsInitiation Action: Standard Action
Range: 10 feet per IL
Duration: instantaneous
Save: 13+charisma Modifier
When you initiate this maneuver you create a column of ice for every 4 ranks you have in Intimidate, each one must be positioned within range.
Each pillar fills a 5-feet square and can extend up to 10 feet per IL upwards (relative to the local gravity, if there's none, wherever you please). If a creature was under the pillar, it must make a reflex save or be thrown into the air in a direction of your choice, traveling 5 feet for every point they failed the save. If they hit a surface before traveling everything, they simply stop there. The pillars cannot break trough solid objects, and if a creature ends up between a surface and a growing pillar, the creature takes 1d6 damage for every point they failed the reflex save and the pillar instantly shatters.
If an creature succeeds on their save, they may choose to step to an adjacent square from where the pillar emerges or stay on top of it as it rises from the ground.
You need two pillars to affect a large creature, three for a huge, four for a gargantuan and five for a colossal (in which case it's a single save).
The pillars persist indefinitely, but will melt away as normal ice outside frigid climates. Using this maneuver again makes any leftover frost pillars created by you to crumble into useless icy dust.
Ice SignInitiation Action: Swift Action
Target: you
Duration: 1 round
When you initiate this boost, for 1 round all your attacks ignore cold resistance equal to the number of ranks you have in Intimidate. creatures with immunity to cold count as having Resistance 30.
Cold SignInitiation Action: Swift action
Target: You
Duration: 1 round
When you initiate this boost, whenever you would deal cold damage during this round with any non-spell attack, you deal 1d6 extra cold damage. If you have 6 ranks in intimidate, you add 2d6 cold damage instead, plus another 1d6 for every 2 extra ranks you have in Intimidate from there.
Freeze TouchInitiation Action: Immediate Action
Save: DC 11+Cha mod
You may initiate this counter when you're hit by a melee attack (even a melee touch attack). The attacker takes cold damage equal to the number of ranks you have in Intimidate unless they suceed on a Reflex save.
Abundance Sign-Divine HarvesterGod 1 (Stance)
Initiation Action: Swift action
Target: you.
At the end of each turn you stay on this stance you gain a number of Faith points equal to 1+the number of worshipers adjacent to you.
Until the end of your next turn, you can spend those points on a 1-to-1 basis to boost any 1d20 attack roll, save roll or skill related to your portfolio you make, but you need to choose to use this ability before making the roll. Any unspended points are then lost when you receive a new batch.
You cannot have more Faith points at any one time than half your (ranks in Gather Information+Cha mod). You lose all Faith points when you exit this stance.
If you're inside your Godly Realm or a building built in your name, you always gain maximum faith points at the end of your turn regardless of how many worshipers are actually nearby.
If you have 20 HD or more, you can choose to spend your Faith points after knowing what you rolled, but before you know the result.
God Sign-Beautiful Holy SpringGod 1 (Boost)
Level: God 1
Initiation Action: Swift action
Target: You
Duration: 1 round
When you initiate this boost you gush forth a stream of droplets, their nature based on your portfolio. They're gone when this boost ends.
All squares in a radius of 5 feet around you count as hard terrain, including air squares. For every 5 ranks you have in Gather Information this can extends an extra 5 feet away from you. If you have 8 or more ranks in Gather Information, this effect ignores Freedom of Movement.
Your own movement isn't limited in any way by this boost, and hard terrain is left behind as you move. If you have 20 HD or more you can double the radius affected