6th levelLight Sign-Demon of PurificationVenerable Battlefield (Counter)
Level: God 6
Initiation Action: Immediate action
Range: 5 feet per IL burst centered on you.
Target: see text
Duration: Instantaneous
Save: 16+Cha mod
A god must keep herself clean and pure (what that exactly means varies quite a bit depending on the god), but the expelled impurities do not simply disapear.
You may initiate this counter when you would be attacked, even if you would normally be unable to take any action.
You deal damage against all non-worshipers inside the burst equal to your ranks in Gather Information, a Will save halves this damage. Remove one ill effect with a duration other than instantaneous(or death) from you and you cannot be inflicted with any new effects of that kind until the start of your next turn.
If at least one non-worshiper failed the save against this counter you can remove one extra ill effect of that kind from you.
If you have 20 HD or more instead remove all ill effects of that kind from you if at least one non-worshiper fails the Will save against this.
Shou Toramaru smirks as she turns the battle around.Rice Porridge in Tube-God's Rice PorridgeVenerable Battlefield (Boost)
Level: God 6
Initiation Action: Swift Action
Range: see text
Target: see text
Duration: see text
Save: 16+Cha mod
A god's cup overruns with her offering. Why does she desire more?
After you initiate this boost, your next attack whitin 1 round buries your target(s) inside a pile of food offering related to your portfolio unless they suceed in a Reflex save, on top of all its other effects.
Creatures buried by this cannot take any actions (even purely mental ones due to the concentrated smell and slimness) except trying to break free, which demands either a sucessful Str check or Escape Artist check as a fullround action, both with DC=ranks in Gather Information. Freedom of Movement doesn't help against this.
The pilled food also blocks line of sight and effect to the target. Dealing damage equal to 10xDivine rank to the piled food from outside also removes it. Freedom of movement is useless against this.
The food remains are left fit to be consumed, altough inevitably a part of it will be left somewhat enidble by the rough treatment.
If you have 20 HD or more, the food remains grant an Heroe's Feast to those that eat it if you will it so.
Mortals offer their crops to gods in an attempt to gain better crops.Divine Festival-Expanded Honored PillarsVenerable Battlefield (Stance)
Level: God 6
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Save: none
A god that wants to have a strong following must make sure to plant strong pillars(literal or not), and reinforce them periodically with exotic festivals.
Even if it only seems entertaining for the god.
When you enter this stance honored pillars, massive columns, appear and float at your back. Their material and way they appear depends on your portfolio.
Either way they have 5 feet width, a length of up to 5 feet per Divine Rank, 10 HP per rank in Gather Information and hardness equal to your Cha mod.
You gain two honored pillars if you're a lesser deity, three if you're an intermediate deity, four if you're a greater deity.
While floating the columns have no mechanical effect, but you can launch them as thrown weapons with a range of 100 feet plus 10 feet per IL. This can be combined with maneuvers that demand a basic attack.
They count as siege weapons when it's benefical for you, ignore all adverse weather conditions (even magic ones) and ignore all DR and hardness, as well as fully affecting incorporeal creatures.
You may will the pillar to shatter when it impacts the target. If you don't, then it stays in place, angled towards you. Creatures on its path can step away 5 feet in any direction to make room for it. If they can't, they take damage as if hit by the pillar.
Each deals damage equal to a Gather Information check from you if it hits plus any other bonus you would add to a regular thrown attack's damage rolls.
At the start of your turn you replace any used honored pillars around you. When you exit this stance, any leftover pillars crumble into useless dust.
If you have 20 HD or more, you can will the pillars to persist after you've exited this stance, but their HP and hardness is halved.
Yes, the pillars can be left floating in mid air.Complete ClarificationVenerable Battlefield (Strike)
Level: God 6
Initiation Action: Fullround action
Range: burst of up to 5 feet per IL centered on you.
Target: non worshipers inside the area.
Duration: See text
Save: 16+charisma Modifier
If you want to fight a god, she'll be your opponent.
However, if you've chosen to follow the wrong path ...
Then you'll have to bear witness to the light of god, which is even brighter in dark times!
And bow down before her divinity!
The targets of this maneuver take damage equal to two Gather Information checks from you and are tripped, exhausted for 1 round and blinded for 1 round and then fatigued and dazzled for 1 round. Flying creatures are knocked down to the ground instead of tripped.
A sucessful Fort save reduces the Exhaustion to just Fatigue for 1 round.
A sucessful Reflex save halves the damage taken and doesn't get tripped.
A sucessful Will save reduces the Blindness to just Dazzled for 1 round
Even enemies immune to Exhaustion/Fatigue/Blindness can be affected by those effects, but only if they fail their saves by 5 or more.
If you have 20 HD or more, creatures with 8 less HD than you that fail at least one save against this can be instantly destroyed instead.
If you have 20 HD or more, creatures with 4 less HD than you that fail at least two saves against this can be instantly destroyed instead.
If you have 20 HD or more, creatures with equal or less HD than you that fail all three saves against this can be instantly destroyed instead.
Repent in death!7th levelLight Sign-Aura of JusticeVenerable Battlefield (Boost)
Level: God 7
Initiation Action: Swift action
Range: -
Target: You
Duration: 1 round
Save: 17+Cha mod
Who would dare to raise their hand against a god, knowing the terrible punishments that await them?
For the duration of this boost, glowing scriptures appear around you, warning in all languages not to attack you. Anyone who harms you while it lasts has to suceed on a Will save or be dazed for 1 round and take damage equal to your ranks in Gather Information.
If you have 20 HD or more, enemies with 8 HD less than you and under automatically fail their saves against this.
For average-I mean great justice!Jeweled Relic-Radiant Treasure GunVenerable Battlefield (Strike)
Level: God 7
Initiation Action: Fullround Action
Range: Cone with up to 10 feet per IL
Target: all creatures inside the cone (yes, including worshipers)
Duration: instantaneous
Save: 17+Cha mod
I didn't want to do this, but I have no choice.
The light of this jewelled relic of divinity
Will cleanse the evil from your hearts!
You channel a destructive wave of energy trough an item you made yourself. When you use this maneuver choose an element of the list below. The targets take damage of that element equal to three gather Information checks from you, reflex save for half, plus an extra effect as described below.
Acid-Enemies damaged by this maneuver take half as much damage their next turn as the acid sticks to them.
Cold-Temperatures drop drastically all around, the attack ignores all degrees of cover.
Electricity-You can leave "gaps" in the cone to spare some of the targets.
Fire-Flames persist in the area, dealing half as much damage again on the same zone at the start of their next turn.
Sonic-No extra effect.
Either way, those attacks deal extra damage based on the value of the item channeled.
Extra damage dealt is 2: 0-300 GP
Extra damage dealt is 4:301-900 GP
Extra damage dealt is 6:901-1800 GP
Extra damage dealt is 8:1801-3000 GP
Extra damage dealt is 10:3001-4333 GP
Extra damage dealt is 12:4334-6333 GP
Extra damage dealt is 14:6334-9000 GP
Extra damage dealt is 16:9001-12000 GP
Extra damage dealt is 18:12001-16333 GP
Extra damage dealt is 20:16334-22000 GP
Extra damage dealt is 22:22001-29333 GP
Extra damage dealt is 24:29334-36666 GP
Extra damage dealt is 26:36667-50000 GP
Extra damage dealt is 28:50001-66666 GP
Extra damage dealt is 30:66667-86666 GP
Extra damage dealt is 32:86667-113333 GP
Extra damage dealt is 34:113334-146666 GP
Extra damage dealt is 36:146667-253333 GP
Extra damage dealt is 40:priceless minor artifact.
Extra damage dealt is 50:priceless major artifact.
If you have 20 HD or more, the range of this maneuver becomes a cone with up to 100 feet per IL.
A god battles a Dream Battle user, disciple from a rival deity.God's Light-Vajra of Perfect DivinityVenerable Battlefield (Strike)
Level: God 7
Initiation Action: Standard action
Range: see text
Target: see text
Duration: instantaneous
Save: 17+Charisma Modifier
A god must eliminate all who oppose their struggle for faith, one by one.
As part of this maneuver make a basic attack. If it hits, your target takes damage as normal and must make a Fort save or be utterly destroyed, reduced to dust.
If the weapon used is your favored weapon or a Valuable Vajra, increase the DC by 1 for every 10% of max HP your opponent is missing.
If you have 20 HD or more enemies destroyed by this maneuver can't come back by any means short of a god with equal or higher divine rank than you ressurecting them.
For world peace!8th levelForgotten Husk-Unremembered CropVenerable Battlefield (Boost)
Level: God 8
Initiation Action: Swift action
Range:-
Target: you
Duration: See text
Mortals forgot the crop, so the god throws up the bad crop.
Basic forgotten habits are still valuable.
They're important even if you miss them.
After you initiate this boost, for 1 round the next basic attack you perform (or the first attack of a maneuver that demands a basic attack) whitin 1 round ignores all miss chances.
If your target is a non-flatfooted creature that in the last round didn't perform a basic attack, double move, aid another, charge, total defense or run action, your attack is an automatic crit threat and deals extra damage equal to a Gather Information check from you. Any save DCs are increased by 1.
If you have 20 HD or more, if the target meets the above criteria, they also can't take any free/immediate actions against the boosted attack.
A black witch makes sure to keep pumping out basic lasers to don't expose herself to Kanako.Weird Festival-Madly Dance on the Sacred GroundVenerable Battlefield (Stance)
Level: God 8
Initiation Action: Swift action
Range: -
Target: you.
Duration: stance
Lately, it's been easier to win over followers with a friendly face than with an impressive stature.
A god's rituals become more exotic and extravagant as she grows in power, to atract more faith.
This stance works as Divine Festival-Expanded Honored Pillars, except that you can't throw the pillars.
Instead, you can shoot bursts of divine energy from them as an attack action. Use a regular ranged attack roll to hit and they have a range of 400 feet plus 40 feet per IL.
They deal damage equal to your ranks in Gather Information+Cha mod+Divine Rank, ignore half the DR/hardness/armor/nat armor/shield of the target, fully affect incorporeals and can re-roll miss chances.
If used in a full attack, each expanded pillar attacks at your highest attack bonus, but you must replace them for one of your regular attacks during a full attack.
If you have 20 HD or more, each expanded pillar can simultaneously attack one target and every adjacent creature. Roll once and compare against their ACs. Any extra effects from the first attack apply to the adjacent targets as well.
Weird doesn't even start to describe it. Bring your own alchool just in case.Sacrifice Sign-God's Hunting Shrine RitualVenerable Battlefield (Strike)
Level: God 8
Initiation Action: Standard Action
Range: see text
Target: see text
Duration: 1 round
One of the most valuable offerings a god can receive is the life of someone killed on their name.
If the sacrificed life is an enemy or a follower of the enemy, so much the better.
As part of this maneuver make a basic attack. You gain a bonus on the attack and damage rolls equal to 1/4 your ranks in Gather Information, and your crit threat is increased by your Cha mod. Any crit threats are automatically confirmed.
Even if your target would normally be immune to criticals, halve your (increased) crit threat instead.
If you hit, for 1 round all other attacks against the creature you targeted gain the benefits of this strike, using your ranks and Cha mod.
If you have 20 HD or more, you know the exact position relative to you of any creature hit by this for 24 hours, even if they run to another plane(you automatically know which one they've escaped to), including private planes and extra/interplanar spaces like rope trick and mage's mansion, in which you can follow them provided you find the entrance or have a way of planar traveling.
Kanako Yasaka starts the hunt.Heaven's Stream-Miracle of FloodVenerable Battlefield (Strike)
Level: God 8
Initiation Action: Fullround action
Range: 10 feet per IL radius centered on you.
Target: up to one creature per 2 Divine Ranks you have.
Duration: instantaneous
Save: 18+charisma Modifier
Multiple streams of heaven drip onto the world.
Between them, they shall cover the earth.
Attempting to stand stalwart against the streams will prove futile
A stream falls from the above for each 2 Divine Ranks you have, targeting a creature of your choice. The exact contents of the stream, be it pure water or foul blood or tiny frogs, depend on your portfolio, but their effects are the same.
Creatures targeted take damage equal to a Gather Information check from you and are Slowed for 1 round (this ignores Freedom of Movement), a reflex save halves this damage and negates the slow.
Creatures failing their reflex save must then suceed on a Fort save or start drowning.
Either way the contents of the stream that didn't fill the target's lung disapear into the land whitout any more effects.
If you have 20 HD or more, the range of this maneuver increases to 100 feet per IL, double the number of creatures you can affect and the contents of the stream stay behind, providing basic nourishment if you're good aligned or soiling the land if you're evil aligned. If you're neutral, you can pick either but once the decision is made you can't change it. Repeating this maneuver enough times will eventually start flooding the area in this case.
Sometimes the only diference between a god's blessing and a curse is simply the scale a god performs it.9th levelGod Sign-Ancient Fate Linked by CedarsVenerable Battlefield (Stance)
Level: God 9
Initiation Action: Move+Swift Action
Range: -
Target: you.
Duration: stance
Save: none
A god's trap of fate, a forked tree growing and connecting everything around it from multiple directions.
Can you outwit the ancient leaves?
While on this stance every time you perform a basic attack(including basic attacks performed with maneuvers), it is mirrored by an eerie duplicate from your body, allowing you to make another attack of that kind, aimed at the same target, which counts as flanked by you. This obviously doesn't stack with itself.
If you move from your position you automatically exit this stance.
If you have 20 HD or more you can as an immediate action block any effect that would make you move you from your position while on this stance.
Gods have no ill intentions.
They just wish to help save your people.
They just want to see more people gather at your home.
They just want to free it from the clutches of the monsters.Heaven's Dragon-Source of RainsVenerable Battlefield (Strike)
Level: God 9
Initiation Action: Fullround action
Range: up to 20 feet per IL radius centered on you.
Target: non worshipers inside range
Duration: see text
Save: 19+Cha mod
When rain falls to the ground, it flows towards lower levels. In other words, this maneuver is a god telling the mortals that they are at the lower level.
When you initiate this maneuver you create an enormous storm cloud around you, its details based on your portfolio, but its effects are always the same.
Each target must succeed on a Fortitude save or be deafened for 1d4×10 minutes and take damage equal to Three Gather Information checks from you. They still take half damage and are deafened for 1 round if they suceed.
If you do not maintain concentration on this maneuver as a swift or move action after starting it, it then ends. It also ends if you move from your position.
If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs at the start of your turn.
2nd Round
Energy rains down in the area, dealing 1d6 points of acid/cold/fire/electricity damage per rank you have in Gather Information (reflex save for half) to everything and everybody inside the area but you and your worshipers.
3rd Round
You call a bolts of energy down from the cloud for every 3 ranks you have in Gather Information. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals acid/cold/fire/electricity damage equal to a Gather Information check from you. A creature struck can attempt a Reflex save for half damage.
4th Round
Hailstones rain down in the area, dealing bludgeoning damage equal to a Gather Information check from you to all but you and your worshipers (no save).
All the time
Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 10+Spell Level+your ranks in Gather Information+Charisma Mod+Divine Rank.
You ignore those penalties.
You cannot recover or unready this maneuver while focusing on it.
If you have 20 HD or more, you can increase the area of this maneuver to up to 200 feet per IL.
Kanako Yasaka spreads her fury over the land.Divine Husk-Divining CropVenerable Battlefield (Boost)
Level: God 9
Initiation Action: Swift Action
Range: Radius equal to your ranks in Gather Information+Cha mod, rounded down to the nearest 5 multiplier
Target: see text
Duration: 1 round
The goods offered at a shrines don't exist for the benefit of the shrine keepers.
A shrine exists to be the home of the gods.
I believe now is ...
Now is the time for you to seriously reconsider the meaning of a shrine!
When you initiate this boost the area in range gains the characteristics of your Godly Realm for the duration. If you're already in your godly realm you can use this to change its characteristics instantly inside the area, but such changes only last 1 round.
If you try to use this inside another god's godly realm, it replaces their characteristics if you have a greater Divine Rank, they both nullify each other if you have equal Divine Rank, or simply fails if you have lower Divine Rank.
If you have 20 HD or more and you use this Boost while inside your Godly Realm, your Divine Rank increases by 1 for the duration.
The simple fact a god fights in an area is enough to make it hallowed ground.Mystery-God's Clear ExistenceVenerable Battlefield (Counter)
Level: God 9
Initiation Action: Immediate action
Range:Personal
Duration: Instantaneous
Save:None or 19+Cha mod, see text
Some would say gods don't exist just because they can't meet them face to face.
It is indeed true a god doesn't like showing off when she doesn't feel like it.
But insult them at your own risk.
You may initiate this counter whenever you would be harmed by any exterior effect. You simply disapear (details related to your portfolio) and the attack fails to affect you.
You can choose to use this counter after knowing what kind of harm you would suffer.
If you attack the one that tried to harm you whitin 1 round, your first attack against them deals extra damage equal to a Gather Information check from you, ignore all miss chances and DR/hardness from them and any save DCs from your attack are increased by 2.
A being with divine rank equal or higher than yours may attempt a Will save to block the second effect.
If you have 20 HD or more, using this counter doesn't consume your next swift action as immediate actions usually do.
Gods exist because people believe in them.10th levelMountain of FaithVenerable Battlefield (Stance)
Level: God 10
Initiation Action: Fullround Action
Range: See text
Target: See text
Duration: Stance
Save: 20+Cha mod
God's final authority as a gatherer of Faith.
A stance as arduous as the journey up to this point.
Failing this last card leads to disaster.
When you enter this stance your gathered faith flows out in waves that solidify around you, forming multiple protective barriers.
Creatures that would be caught in the sphere's path as it forms can attempt Reflex saves to move to their outer edge, otherwise they're automatically hit by all 7 layers.
This works as a prismatic Sphere, except it can be made as big as the largest size you can turn into with your own abilities and your Divine Battlefield Maneuvers can go trough them whitout trouble.
Also unlike a Regular Prismatic Sphere, each layer can be destroyed by regular damage. Excess damage used to destroy one layer doesn't carry on to the others.
Each layer has HP equal to your ranks in Gather Information times the layer's number, and hardness equal to your Cha mod. Damaged layers recover HP equal to your Divine Rank at the start of your turn.
When you exit this stance, the prismatic sphere automatically disapears (notice it doesn't move with you), and you can't act all for the next round, overriding any abilities you may have that would allow you to act otherwise.
You then cannot enter this stance again until you've spent one round meditating in your godly realm (divine husk-divining crop isn't enough for this).
If all the layers are destroyed, you automatically exit this stance, and the one who landed the last hit can choose to banish you into your godly realm for 24 hours. If he doesn't, then all his attacks are automatic crit threats against you in the round you can't act.
A Divine Blast doesn't automatically destroy the Mountain of Faith, but deals triple damage and excess damage will affect the barrier behind.
All your followers that can see the Mountain of Faith(plus all followers whitin 1 mile per divine rank if you have 20 HD or more, regardless of barriers) become fanatical, immune to harmful mind effecting, and telepathically tied to you. They can safely cross your mountain of faith barriers as you do and are protected by Divine Aegis (if you have it), and cannot be effected by any other deity of equal or lower divine rank. You may strip any number of your followers of those "blessings" as a free action when you please it. You can them act as a coordinated whole, making them join in
led mobs which count you as their leader. Even if you're not physically among them, you most definetely are spiritually.
The mountain itself is god.
The mountain is the object of worship of god.
After all, this is the only such magnificent mountain in all of existence ...
A god can't help it if those who live here already don't have faith in her. Virtue of The Divine GodVenerable Battlefield (Strike)
Level: God 10
Initiation Action: Fullround action
Range: up to 30 feet per IL radius centered on you.
Target: non worshipers inside range
Duration: see text
Save: 20+Cha mod
Were the world to completely lose its faith, surely it would be thrown into chaos?
Those without any faith of their own can never understand the meaning of god.
That won't stop you from seeking to teach them.
When you perform this maneuver you unleash a massive explosion based on your portfolio. Either way it deals damage equal to five Gather information Checks from you to all targets
Creatures damaged by this maneuver are affected by a Command effect as the spell. You can pick a diferent option for each affected creature and it continues affecting them every turn until you dismiss the effect.
A Will save halves this damage, and negates the Command, but targets are still lef shaken, dazzled and sickened for 1 round.
Even those normally immune to those conditions can be affected, but only if they fail by more than 5 (or suceed by less than 5 in the case of a sucessful save).
Creatures that fail their initial save and fall under your command get a new saving throw to break free at the start of their rounds, but a natural 20 won't mean an automatic sucess.
If any non worshiper enemy in range that uses an immediate or free action in response to this, you automatically recover this strike and become invincible to all attacks from that opponent until the start of your next round.
If this maneuver would kill a target, you may will it to be left at 0 or -1 HP instead. In the case of negative HP, they'll still keep following your Command until they make their saving throw, at which point they colapse uncoscious and start bleeding as normal for negative HP. Either way, when they recover their senses they'll abandon their old faith and join yours, for they have been shown the true path!
In addition you released faith can solidify into any combination of creatures whose combined ECL is no bigger than your CR inside the area (no single creature may have CR bigger than yours -4), as long as they're related to your portfolio. They stay immobile until the start of your next turn and then act at your orders for 1d4 rounds before dissipating. They cannot speak of communicate with others in any way (altough they can understand you). Any lasting effects from those creatures (such as buffs/debuffs, area effects, summons/spawns and similar) are gone with them, except for pure damage dealt/healed and simple tasks that could've been performed by mortal hands like trench digging and structure building. However if half or more of the creatures created this way are killed before they dissipate, your faith suffers a backlash that kills 666 of your followers picked at random. To the victims those deaths will appear as pretty bad luck, as fulminating diseases, tripping in nothing and breaking their neck, chocking in a simple spine, etc.
If you have 20 HD or more then you can make the creatures appear anywhere in a radius of 1 mile per divine rank, ignoring barriers.
Faith is the greatest weapon ever produced by mortals, and nobody wields it better than a god.God Sign-Reaching God's PathVenerable Battlefield (Boost)
Level: God 10
Initiation Action: Swift Action
Range: See text
Target: see text
Duration: 1 round
Save DC: 20+Cha mod
In the end, the best way for a god to convert mortals is to walk among them.
For the duration of this boost, the ground below you as you move changes acording to your portfolio (a winter god may leave small ice flakes, a god of spring may cause small flowers to appear).
Also for the duration you ignore any ill area effects as you move, unless they're from a god with equal or higher Divine Rank than you.
Worshipers who pass over or under the God's Path ignore any hard terrain, heal HP equal to a Gather Information check from you and may remove one ill non-instantaneous condition from them other than death.
Non-Worshipers who pass over or under the God's Path count it has hard terrain, take damage equal to a Gather Information check from you and are dazed for 1 round. A sucessful Reflex save halves this damage and negates the daze.
Either way, creatures can't be affected more than once per round by this boost, even if they cross the path multiple times. This also triggers if you pass over the creatures.
The above effects only last 1 round, with the exception of the purely cosmetic changes to the enviroment.
Instead of the above effects, when you initiate this maneuver you may choose to make those that enter the path momentarily experience a world where parts of your portfolio don't exist at all. This is an extremely shocking experience, and its effects are one of the following, no saves allowed and all immunities/resistances bypassed automatically. But any who would get in your path as you create it are allowed a reflex save to jump to an adjacent square.
Supernatural - those caught in the area are treated as in an Antimagic Field.
Emotion-Enemies act as confused after passing the path, rolling for a random effect right away, but instead of attacking you they'll attack their closest ally.
Material- all movement speeds are reduced to zero,altough planar travel still works.
Existence-the path cannot be crossed at all by any means and blocks line of effect.
Knowledge-the path blocks line of sight, sound and any and all special senses.
You can pick a diferent option each time you use this maneuver, altough they must be somewhat connected to your portfolio. So emotion could be either love for bloodlust or love for animals, and Material could be a path of horrors that make you stop or a path of wonders that you don't dare to step in.
A god always makes her own way.