Alter Size-As a swift action a number of times per day equal to her Cha mod, the god can become one size category smaller or bigger, plus an extra size category smaller or bigger at 8 HD and every extra 4 HD from there. The transformation lasts up to 1 hour per Divine rank, altough it can be dismissed earlier as an immediate action. If the god has 10 HD or more she can expend an use to change the size of up to 100 pounds of objects she touches, with the same limitations. Familiars, personal mounts of personal intelligent weapons can also be changed with this, as long as they're inside the weight limit. If the god has 20 HD or more, she can use this at will and the duration is permanent until reversed. This never stacks with itself, and the god's ability scores and natural armor bonus don't change, but otherwise she gains all the usual bonus and penalties for size change.
Alter Form-You need Alter Size to pick this Salient Divine ability. This is an extraodrinary ability. As a move-equivalent action, the god can alter her form, including clothing and equipment. The assumed form must be corporeal. The 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 whitout limbs capable of fine manipulation, increase all her movement speeds by 5 feet per Divine Rank.
The god can remain in the altered form indefinitely, but resumes her own form if slain. The 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.
Alter Reality-The Deity merely thinks of something and then makes it so. Doing this requires at least a standard action. The Deity can use this 2/day per HD. If she has 20 HD or more, she recovers one use per divine rank every 10 minutes.
The god can duplicate any spell of a level no bigger than half her HD (up to 9th level spells), provided she also has a base Cha score of 20+Spell level and the spell is somehow related to her portfolio. This costs a number of uses equal to the spell's level (1/2 charge for a 0th level spell). Save DCs are Cha-based (or 10+1/2 HD+Cha mod if it would be bigger) and CL=HD. Material and exp components must be supplied as usual. The god can add any one core metamagic feat available before epic levels by expending an extra number of uses equal to the Metamagic modification and then needs to rest for an equal number of rounds. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell.
The god can render a magical or supernatural effect last 24 hours as long as it's related to her portfolio. The rest requirement varies with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10-foot cube affected. Use the highest applicable value. If the god has 20 HD or more then it becomes permanent instead. The god cannot make permanent more effects than her Cha mod. If she tries to do so, the oldest one automatically ends (unless its original duration hadn't yet expired). The god can also use this to make a willing worshiper stop aging and don't die of old age.
If the deity has 20 HD or more she can expend an use to reshape the landscape, creating any type of terrain the deity can imagine that's related to her portfolio (this however doesn't allow for the creation of, say, mountains of magic items, mecha-cities, jewel forests, living islands or any kind of creature or item/equipment). Each 10-foot cube of material to be reshaped requires 1 round of effort, and the deity must rest for one day per 10-foot cube shaped after the work is completed.
Annihilating Strike-You need both Divine Rank 11, Bab 9+ and weapon focus with a weapon to pick this Salient Divine ability. When the god strikes with a weapon or natural weapon with which she has weapon focus, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make a Fortitude save (DC=10+1/2 HD+Str mod) or be reduced to -10 hit points and killed outright. Unattended, nonmagical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.
Divine Shield-As an immediate action, the god can create a shield that lasts 1 minute (or 10 minutes for a god with 20 HD or more) and protects the god’s body and equipment from attacks. The shield stops 10 points of damage plus another 10 per 2 Divine Ranks. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The god can use this ability a number of times per day equal to 3 + her Charisma modifier. However if her Shield is broken, she must wait 1d4+1 rounds before being able to use it again. The god can adjust the shield so that it does not block damage the god ignores anyway. The effects of multiple divine shields do not stack. If the god has 20 or more HD then her Divine Shield can block 10 damage per Divine Rank instead.
Area Divine Shield-You need Divine Rank 6 and Divine Shield to pick this ability. Except where noted here, this ability works like the Divine Shield ability. The god produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within the god’s line of sight. The god can place the barrier so that it is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the god makes the shield mobile with respect to a willing creature, the god also can make the barrier one-way with respect to the creature and her allies, allowing them to attack through the shield and still use her protection. The god can shape the shield around herself or around a willing creature so thats it is skintight, which prevents the subject from being touched.
Avatar-You need Divine Rank 6 to pick this ability. An avatar serves as a god’s alter ego, effectively allowing the god to be in two or more places at the same time. An avatar is an extension of a god. The god senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the god is sensing and communicating. A lesser god can have up to one avatars at once, an intermediate god can have up to two, and a greater god can have up to four avatars at once (duplicate those amounts if the god has 20 HD or more). It takes a god one year to create an avatar (but gains one “instantly” when he chooses this ability) or replace a destroyed avatar (or a fullround action if the god has a willing worshiper with HD=god's divine rank that sacrifices himself to become a new avatar). The process does not require any special effort on the god’s part. An avatar must be created in the god’s own realm. If the god has the Divine Creation salient divine ability, the god can use she to create a new avatar anywhere. However, the god must rest afterward as noted in the Divine Creation ability description. An avatar is a less powerful version of a god, having the exact same stats and class choices, except the Avatar has -2 god levels, plus -1 god level for each extra avatar beyond the first. The avatar must be supplied with his own equipment (starting completely naked when created) and if he uses any ability that costs exp, the exp is deducted from god herself. Its body instantly disapears when killed and any effects that demand a sacrifice cost or similar automatically fail if they try to use the avatar as “payment”.
Banestrike- Any weapon the god wields (as well as natural attacks) gains a +1 bonus on attack rolls and it deals an extra +1d6 points of damage for every 5 Bab the god has. In addition pick a creature type (if outsider, you must pick an alignment subtype as well, if humanoid, you must pick a specific race). Against creatures of that type this bonus to attack rolls and damage rolls are doubled, as well any DCs of your attacks against such creatures increases by 1. You may pick this Salient Divine ability multiple times, each one choosing a diferent creature type (but the “base” bonus to attack rolls and extra damage doesn't stack). If the god has 20 HD or more double all the bonus.
Battlesense-The god cannot be surprised or flanked except by a god of higher rank. The god retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities of higher rank.
Call Creatures-Once per day the god can use Gate as a SLA a number of times per day equal to her Divine Rank, except it can only call one kind of creature related to her portfolio (chosen when this ability is gained) and the total amount of called creatures cannot have more combined Hit Dice or CR(whichever's higher) than the god's own HD-2, plus the god cannot call more creatures while the ones of a previous calling still exist (each can be dismissed as an immediate action). Whenever the god gains a level she can change what kind of creature she calls with this. Any SLAs from those creatures that demand expensive material components or exp costs must be supplied by the god, and any equipment the creatures bring with them is gone when they go. The creatures are transported to the god’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 up to 1 hour and gain a bonus to attack rolls, damage rolls, saves and skill checks equal to half the god's Cha mod. The calling effect is otherwise similar to the calling property of the gate spell. If the God has 20 HD she recharges the uses of this ability every hour and the called creatures add the god's full Cha mod to their attack rolls, damage rolls, saves and skill checks. You can pick this multiple times, choosing a different kind of creature each time.
Clearsight-The god can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 5 feet per divine rank of the god. This ability is similar to the true seeing spell, except that it does foil mundane disguises. If the god has 20 HD or more, double the Clearsight range.
Command Plants-The god can make plants grow in a radius of up to 10 feet (or one mile if she has 20 HD or more) per divine rank once per day. The god can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a god of higher rank than the god using the ability.
Also once per day, the god can charm plant creatures, animate plants, or make them entangle her foes. This ability functions like the command plants spell, except that her maximum duration is one day no matter which option the god chooses. A number of times per day equal to her Cha mod, the god can charm a number of plant creatures equal to her divine rank with this ability, as the Charm Monster spell except it only works on plant creatures and duration is 1 day. Save DCs are 10+1/2 HD+Cha mod.
Control Creatures-The god can command one kind of creature related to her portfolio, chosen when this ability is gained, as well as similar creatures ( wolves, dire wolves, whorgs, werewolves would be ok for a wolf god, all undeads would not for a death god). This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (the god seizes direct control over the creature’s body). Each day the god can attempt to control a number of creature equal to her divine rank. The god can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within the god’s line of sight when first affected. Once control is established, distance is not a factor and the god can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities of higher rank than the god using the ability). The subject is allowed a Will save (DC 10 + the god’s rank + the god’s Charisma modifier) to resist and is allowed a new save if the god commands the subject to do something against its nature.
At any given time, the god cannot have more creatures under her control than her divine rank (or ten times that if she has 20 HD or more). If the god already has the maximum number of creatures under her control, she can still attempt to take control of other creatures, but must first release one or more creatures already under her control (immediate action). You can pick this ability multiple times, each one choosing a diferent kind of creature.
Create Object- You need Divine Rank 6 to pick this ability. As a full-round action 1/day per HD, the god can create one or more simple, nonmagical objects with a total weight of up to 50 pounds per divine rank, and filling no more than 10 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there. For purposes of this ability, a simple object can have no moving parts more complex than a door hinge and must be composed of a single material. The material can be no more valuable than iron (1 sp per pound). Once created, the objects are permanent and nonmagical. If the god has the appropriate Craft skill, the god can make a Craft check when creating the item to make it a masterwork item, but in that case it will become non-masterwork in 24 hours unless the god has 20 or more HD or invests 300 GP worth of extra materials on the creation.
Create Greater Object-You need Divine Rank 11 and Create Object to pick this ability. As a full-round action 1/day per HD (at will if the god has 20 or more HD), the god can create objects weighing up to 100 pounds per divine rank, and with a volume up to 20 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there. This ability works like the Create Object ability, except as noted below.
A god can use this ability to create any kind of nonmagical object. The god must convert a considerable amount of her own energy into the object, which can leave the god impaired. The god can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the god must rest for 10 minutes. If the god is creating an item on a divinely morphic plane or within her own godly realm, it can create a 200 gp item without resting. If the god’s realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
Divine Air Mastery-You need to have the Air Domain and respective God Magic characteristics to pick this ability. The god gains a competence bonus on attack rolls, damage, and Armor Class equal to 1+half her divine rank if both the god and her foe are airborne. If she has 20 or more HD then she can add her full Divine Rank instead. The god can fly with perfect maneuverability at her base speed. When flying, the god can automatically know the location of any corporeal creature within 5 feet per divine rank, by sensing the disturbance in the air the creature causes. If the god has 20 HD or more double the range of the sensing range.
Divine Archery-You need Bab 3+, Point Blank Shot and Far Shot to pick this ability. The god can fire a ranged weapon at any target within line of sight and within range of the god’s personal senses. No range increment applies to the attack. The god does not incur any attacks of opportunity for firing a ranged weapon when threatened. As a full-round action, the god may fire an arrow/bolt/bullet/similar at her full base attack bonus at each opponent within 10 feet per divine rank. The god must have the Weapon Focus feat with the type of ranged weapon she uses to perform this attack. When shooting a ranged weapon, the god can ignore any cover bonus to the target’s AC or any miss chance conferred by the target’s concealment, as well as adverse wind conditions, including magic ones like Wind Wall. If the god has 20 HD or more, she can also add her Cha mod to damage rolls with ranged weapons.
Divine Armor Mastery-The god ignores the Max Dex limits and isn't slowed down with any armor she wears and is proficient with, as well as armor skill penalties. If the god has 20 HD or more, she can instantly don or remove any armor she's proficient with as a free action 2/round.
Divine Blast-The god can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the god chooses the length). The target the ray strikes takes 1d12 points of damage per rank of the god, plus 1d12 points of damage per point of Charisma bonus the god has if she has 20 HD or more. There is no saving throw, but the god must make a ranged touch attack to hit the target. The god can make the ray look, sound, smell, and feel like anything it desires as long as it is related to her portfolio. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from energy and similar magic. The ray destroys a wall of force, prismatic wall, prismatic sphere or similar on its path (all layers are destroyed). The ray itself is unaffected and can strike a target behind the effect after destroying it. Regular physical barriers take full damage of the Divine Blast, that ignores any Hardness on them, and if it deals enough damage to destroy them it keeps punching trough at full power. Only a divine shield (or sturdy enough regular physical barrier) can stop the ray. If you couldn't detect your target taking cover behind the obstacle before shooting, you suffer the usual 50% miss chance for firing blind. It fully affects incorporeal/ethereal creatures.
Divine Blaster-Some gods use a different version of the Divine Blast that doesn't hit as hard but also is less consuming. It can be used at will, and the ray created can extend up to 20 feet plu 10 feet per rank (the god chooses the length). The target the ray strikes takes 1d6 points of damage per rank of the god, plus 1d6 points of damage per point of Charisma bonus the god has if she has 20 HD or more. There is no saving throw, but the god must make a ranged touch attack to hit the target. The god can make the ray look, sound, smell, and feel like anything it desires as long as it is related to her portfolio, but must pick between fire, acid, cold or electricity for damage type. In alternative it may be untyped damage but then the damage die is reduced to 1d4. Either way once chosen the damage type can only be changed at level up. If the ray hits a wall of force, prismatic wall, prismatic sphere or similar on its path, then the god may attempt an opposed Cha check against the creator of the effect to destroy the barrier (for prismatic sphere, succeed on the check destroys one barrier). If the god fails this check then they cannot try again to destroy that specific obstacle with Divine Blaster until they level up. It has 50% chance of affecting incorporeal/ethereal creatures.
Divine Blessing-Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The god must have a score of at least 20 in the selected ability. At will the deity can grant mortals a +2 untyped bonus to that ability that lasts for one day. For each 5 points beyond 20 the deity has in that score, the bonus granted increases by 1. In a single day and at one time, the god can affect a number of creatures equal to her divine rank. If the deity has 20 or more HD, her own chosen ability score permanently increases by 2. You can pick this ability multiple times, each one picking a diferent ability score. You can also affect yourself with this, as well as any gods of lesser divine rank that pledge their alliance to you.
Divine Celerity-The god can, as a free action 1/round a number of times per day equal to her Divine Rank, take an extra move action in any one round. By spending three uses she can take an extra swift action in any one round. By spending six uses of this ability she can take an extra standard action in any one round. If the deity has 20 or more HD, she acts as if Hasted in any round when she activates this ability as well.
Divine Creation-You need Divine Rank 16 and Create Greater Object to pick this ability. As a full-round action once per day, the god can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, and with a total volume up to 20 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there. If the God has 20 or more HD
This ability works like the Create Greater Object ability, except as noted below.
A god can use this ability to create any kind of creature that does not have a divine rank as long as it is related to her portfolio, up to a CR equal to the god's own HD-4. The god can create a creature with class levels(which count towards their CR on 1 to 1 basis), but never with more class levels than the god has herself or the god’s divine rank, whichever is lower. They're initially friendly to the god, but they're not binded to her service in any way and may actually turn on her if their relation sours.
The god must convert a considerable amount of her own energy into a creature, which always leaves the god impaired. The god must rest for 10 minutes × the 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 god can create any kind of magic item except an artifact as long as it is related to her portfolio. The rest requirement for creating magic items is the same as for the Create Greater object ability, and she cannot create a magic item worth more than 500 GP per Divine Rank. Such items do not work on the hand of non-believers, making them quite hard to sell, neither can they be upgraded or "scrapped for parts" by classes such as artificer. The DM should punch any player who tries to start the campaign having claimed he spent the last millenia creating free magic items with this.
Divine Dodge- Any physical attack or individually targeted spell directed at the god has a percent miss chance equal to 20+ the god’s rank. Area effects that include the god have a similar chance to be ineffective. If the god has 20 HD or more, add the God's Charisma score (yes, score) to the miss chance, up to a 90% miss chance. This doesn't stack with other miss chances.
The ability is similar to the blink spell, except that it is defensive only and the god does not move to the Ethereal Plane, but simply exher from reality for a brief moment. This ability never interferes with the god’s own attacks. If an attack overcomes the miss chance, the god still gets the benefit of a saving throw (if one is allowed).
Divine Earth Mastery-You must have the Earth Domain and respective God Magic characteristics to pick this ability.The god gains a competence bonus on attack rolls, damage, and Armor Class equal to 1+half her Divine Rank if both the god and her foe are touching the ground. If she has 20 or more HD then she can add her full Divine Rank instead. The god gains a burrow speed equal to half her base speed, and if she has 20 HD or more, the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water at her base speed. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
The god has tremorsense, allowing it to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground. A number of times per day equal to her Cha mod the god can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target, as long as the spell is of a level no bigger than half her HD. All the spells share the same “pool” of uses, which is doubled if the god has 20 or more HD. Any save DCs are 10+1/2 HD+Charisma mod. The god can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal, as long as it is as valuable or less. The god can affect any object it can see with this, but no more than one object per round, and up to 5 cubic feet per Divine Rank at a time. Holded equipment always gets a saving throw acording. Magic item properties remain unchanged.
Divine Fast Healing-The god gains fast healing equal to half her Divine Rank, stacking with any already existing fast healing. Lost limbs or body parts reattach instantly when pressed against the wounds of your body. If you have 20 HD or more, add your Cha mod to your Fast Healing rate. You can take this multiple times, its effects stack.
Divine Fire Mastery-You must have the Fire Domain and respective God Magic characteristics to pick this ability. The god gains a competence bonus on attack rolls, damage, and Armor Class equal to 1+half her Divine Rank if both the god and her foe are touching fire or using weapons with the flaming or flaming burst special abilities. If the god has 20 or more HD she can add her full Divine Rank instead. The god is immune to the effects of fire and heat.
The god can automatically know the location of any corporeal creature within 5 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes. This range is doubled if she has 20 or more HD.
The god has complete control over all nonmagical fire and, a number of times per day equal to her Cha mod (double that if she has 20 or more HD), can duplicate the effect of any spell with the fire descriptor as a standard action, as long as the spell is of a level no bigger than half her HD. Save DCs are 10+1/2 HD+Cha mod.
Divine Inspiration- The god can enchant creatures to create a specific emotion. The god can affect one creature per divine rank at once, and up to the same number each day. All must be within the god’s line of sight when first affected. The specific effects depend on the emotional state induced. The God can dismiss the effects earlier as an immediate action.
<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 for 1 hour (24 hours if the god has 20 HD or more).
<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 + god’s Charisma modifier + god’s divine rank). The effect lasts 1 hour (24 hours if the god has 20 HD or more).
<Dread>
The enchanted creatures must make successful Wisdom checks (DC = the god’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 for 1 hour (24 hours if the god has 20 HD or more).
<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 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion and lasts 1 hour (24 hours if the god has 20 HD or more).
<Hope>
The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This lasts 1 hour (24 hours if the god has 20 HD or more).
<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 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion and lasts 1 hour (24 hours if the god has 20 HD or more).
<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 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion effect that lasts 24 hours (a week if the god has 20 HD or more).
Divine Deflection-You need Deflect Arrows to pick this. The god can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. The god can deflect an extra number of attacks in a single round equal to 1+half her Divine rank (or full Divine Rank if she has 20 HD or more). 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.
Divine Radiance-You need the Sun Domain and Good Alignment to pick this ability. The god can shed light in a (10 feet × divine rank) emanation from her body. This light counters and dispels all darkness effects (unless created by a god of higher rank) and causes pain and damage to undead creatures, who take 1d6 points of damage per round with no save (2d8 if the god has 20 HD or more). As a full attack action a number of times per day equal to her Cha mod, the god can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to the god’s divine rank as ranged touch attacks. Each ray deals 1d6 points of damage per 2 divine ranks. Undead take 1d12 points of damage per 2 divine ranks. You can only target one ray against a medium or smaller creature, but can target two rays at a large creature and three rays against an huge or larger target.
Divine Recall-The god remembers every event of a certain type that has ever occurred. The type of event must be chosen when this ability is gained and can't be changed after. The god can take this ability multiple times, choosing a different type of event each time. You remember everything you would have sensed if you were there physically when the event occured.
Divine Skill Focus- Choose a skill in which you have maxed ranks. The god receives a bonus equal to 1+half her Divine Rank on all checks with the selected skill. If the god has 20 or more HD she can add her full Divine Rank instead.
Divine Sneak Attack-You need to have at least 5d6 sneack attack and one other ability directly related to sneak attack (like crippling strike) to pick this. The god’s sneak attacks deal an additional +3d6 points of damage. Any attack of opportunity the god makes is considered a sneak attack. The god can flank or catch flat-footed any opponent whose divine rank does not exceed the god’s and can sneak attack that opponent regardless of any immunity to flanking/catch flat-footed and can sneak attack even creatures with cover and/or concealment. The god can even deal sneak attack damage to opponents that are immune to critical hits, but she doesn't deal the extra sneak attack damage from this ability against such opponents. If the god has 20 or more HD, any time the god inflicts damage with a sneak attack, that target suffers damage equal to the god’s sneak attack bonus damage on the god’s next turn as well.
Divine Spell-God levels now stack with levels of other spellcasting classes for purposes of CL. Increase the CL of any of your Domain spells by 1. If you have 20 HD or more, you ignore any CL limits on your Domain spells.
Divine Spellcasting-You need Divine Spell to pick this option. Choose a spellcasting class. You gain new spell knowns and spell slots as if you had gained a level on that class (even if you didn't actually have any level of that class of that kind before). You cast those spells as normal for that class. However for this god level, you don't learn any new maneuvers knowns, maneuvers readied or stances, cannot swap known maneuvers if you would normally be able, and this god level only grants half IL level progression. You can pick this option multiple times, but no more than your god level-1.
Divine Splendor-You need Divine Rank 16 to pick this ability. Any mortal who approaches within 10 feet per divine rank of the god in her natural form dies immediately unless they suceed on a saving throw with DC 10+1/2 HD+Cha mod (no more than 1 check per round). If the god has 20 HD or more then even immortals can be affected and mortals die with no saving throw. The god can reduce the max radius of this ability (or restore it) as an immediate action.
Divine Storm-You need divine rank 11 to pick this ability. The god can surround herself with a vortex of holy or unholy force that manifests in different forms depending on the god's portfolio 1/day per HD and lasts a number of rounds equal to her Cha mod (no duration limit if the god has 20 HD or more). The vortex extends from the god in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area) unless the attacker has an ability that ignores adverse wind conditions, in which case they take a penalty on the attack roll equal to 1+half the god's divine rank. If the god has 20 or more HD then the penalty is the same as her Divine Rank instead.
In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the god’s. If the god’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 god’s Charisma modifier +1/2 HD) or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
The force damages creatures whose alignment on the moral (good-evil) axis is opposite the god’s. If the god’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 god’s Charisma modifier +1/2 HD) each round or suffer 1d4 points of holy damage per divine rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area.
Creatures whose alignment is diametrically opposed to the god’s are subject to both effects.
Divine Water Mastery-You need the Water Domain and respective God Magic characteristic to pick this. The god gains a competence bonus on attack, damage, and Armor Class equal to 1+half her divine rank if both the god and her foe are touching the same body of water. If the god has 20 or more HD add her full Divine Rank instead.
The god gains a swim speed equal to her base speed. Once per day per HD, as a full-round action, the god can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 10+1/2 HD+Cha mod). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20+1/2 HD+Cha mod). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. To calculate the area effected, draw a line centered on the god with a lenght up to 10 feet per Divine rank, and the wave then extends in one direction up to 20 feet per Divine Rank. If the god has 20 HD or more the total area can be increased up to 10 times.
When touching water, the god can automatically sense the location of anything within 10 feet per divine rank that is in contact with the same body of water.
Energy Burst-Once per day per HD (at will if the god has 20 HD or more) the god can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, chosen when this ability is gained) with a radius of 10 feet per divine rank. Anything in the area takes 1d8 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, or Fortitude for sonic energy; DC 10 +1/2 HD + the god’s Charisma modifier). You can pick this ability multiple times, each one choosing a diferent element, and each time also adding +1 to each damage roll.
Energy Storm- You need Divine Rank 11 to pick this. The god can surround herself with a vortex of energy 1/day per HD (acid, cold, electricity, fire, sonic, positive, or negative energy, chosen when this ability is gained) that lasts a number of rounds equal to her Cha mod. The vortex extends from the god in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles unless they have an ability that allows them to ignore adverse wind conditions, in which case the ranged attack rolls take a penalty equal to 1+half the god's divine rank. If the god has 20 or more HD, the penalty is equal to her full Divine Rank instead. Such attacks fail/take penalty if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
Energy storms that use acid, cold, electricity, fire, or sonic energy deal 1 point of energy damage and 1 point of holy damage per divine rank each round.
Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures.
Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures.
Extra Sense-The god chooses one sense to enhance, except for ones gaine d from the god class itself. The ability can extend a sense’s range 10 feet per divine rank (or 1 mile per divine rank if the god has 20 HD or more), or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier per rank or 100 feet of a less tangible barrier (such as fog or smoke) per rank. You can pick this ability multiple times, picking a diferent option each time.