God Body:The god retains all of her previous racial traits and stops aging, becoming immortal if she wasn't already. She does not need to eat, sleep, or breathe. A god is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on herself. Those are all extraordinary abilities. No abilities of the Demigod, Lesser/Intermediate/Greater Deity may be replicated by other class abilities/spells/powers/abilities/similar, neither can such beings be made into followers/cohorts/companions/similar. The god also becomes immune to Psychic Reformation.
In addition the god gains the alignment subtypes of her own alignment and her attacks always count as that alignment, plus a bonus to Nat armor equal to her Divine Rank (see below). If she already had Nat Armor, use the best value. If her older value was better, also increase it by 1.
Divine Rank:The god has a Divine Rank equal to her god level, which determine the power of several of her godly abilities. Divine Rank cannot be boosted by any other means, including bloodlines and similar, unless the ability specifically says it increases your Divine Rank, both words.
Portfolio: At first level the god chooses a portfolio over which she will focus, like Love or Farming or Murder. She gains an insight bonus equal to 2+1/2 HD on all Craft, Knowledge, Profession, and Perform checks directly related to her portfolio. When the god levels up (or suffers another important event, such as alignment change), she may change her portfolio and all related abilities. In addition her portfolio grants her the following abilities, which are Extraordinary unless noticed otherwise.
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-As a standard action 1/day per HD, the god can perceive everything whitin 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-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 desactivated/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 whitin 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 whitout any prerequisite item creation feat or spell known, using her Divine Rank for CL. The item's cost and creation time remain unchanged.
Divine Characteristic:The faith bestowed upon a god makes them far superior to regular mortals. At each god level pick one of the following options. None can be taken more than once and they're extraordinary abilities, unless noted otherwise.
God Aura-The mere presence of a god can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 +1/2 HD +Charisma modifier. Deities are immune to the auras of deities of equal or lower Divine rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius of 5 feet per divine rank. The deity chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. The god can maintain her aura for a number of rounds per day equal to HD x Cha mod. If she has 20 or more HD, she can keep it going indefenetly, and the radius is doubled.
The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as an immediate action. The immunity lasts one day or until the deity dismisses it (a free action). Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The effects of the aura must be picked from the below list when this ability is choosen.
<Awe>creatures failing their saves are Dazed for 1 round.
God Domain- Choose a cleric Domain related to your portfolio. You add that domain to your portfolio, and 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 acess). 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 diferent cleric Domain.
Domains chosen: Charm, Lust, Mysticism, Travel
Add Divine Rank to ranged attack rolls
Grant Spells: A god automatically grants spells and domain powers to mortal divine spellcasters who pray to she. Deities can grant spells from any divine spell list. A deity can withhold spells from any particular mortal as a free action. Even spells already granted can be retaken like that.
Godly Realm: The god has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A god is at its most powerful within her godly realm. A god has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment. The radius of this control is 10 feet per divine rank (or 100 feet per rank for a god with 20 HD or more), and once the location is chosen, you need one week of meditation of it to make it your own. The god must be in the chosen area to activate this ability, and can only have one godly realm at a time. Any previous godly realm you've altered reverts to its original characteristics when you abandon it.
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Within this area, the god can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from -20ºF to 120ºF), and fill the area with scents and sounds as the god sees fit. Sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound. The god’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser god can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers. A god of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm. The god can designate certain locales within the realm where astral links remain intact. Likewise, the god can block off the realm from planar portals or designate locations where portals are possible. A god of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn’t affect the god’s spells and spell-like abilities.
In addition, a god of rank 11 or higher can erect buildings as desired and alter terrain within one mile (or ten miles for a god with 20 HD or more) to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of the god’s control over the realm.
A greater god (rank 16 or higher) also can perform any one of the following acts:
- Change or apply a gravity trait within the realm.
-Change or apply an elemental or energy trait within the realm.
-Change or apply a time trait within the realm.
-Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The greater god’s own spells and spell-like abilities are not limited by these restrictions.
Once a god sets the conditions in her realm, they are permanent, though the god can change them.
All of the above changes take a standard action to specify. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the god must labor for a year and a day to change them. During this time, the god must spend 8 hours a day on the project. During the remaining 16 hours of each day, the god can perform any action she desires, so long as she remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.
Salient Divine Ability: The god gains a Divine Salient Divine ability from the below list for each god level, plus an extra one at levels 5, 10, 15, 19, 20. Using them is a standard action unless noted otherwise, and they don't provoke attacks of opportunity, aren't subject to spell resistance and work normally inside an antimagic field, but they otherwise count as supernatural abilities. Some abilities require the god to rest afterward. A resting god can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the god can only take partial actions and suffers a -6 penalty on all attack rolls, saves, and checks. The god cannot use another ability that requires rest until its current rest requirement is fulfilled. Any time the god spends performing strenuous activities does not count toward the required rest time. Unless otherwise noticed, any Salient Divine Ability with a duration other than instantaneous can be ended earlier as a fullround action. Also, whenever you use a salient divine ability, you may choose to leave behind your personal symbol carved on the area or subject affected. This is always just a small cosmetic change, and can be removed with some effort.
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.
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 per divine rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The god can use this ability a number of times per day equal to 3 + her Charisma modifier. However if her Shield is broken, she must wait 1d4+1 rounds before being able to use it again. The god can adjust the shield so that it does not block damage the god ignores anyway. The effects of multiple divine shields do not stack.
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 (Sacred Pegasus, stats below) 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.
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.
Gift of Life-The god restores a touched recently dead creature to life a number of times per day equal to her Cha mod, no matter the condition of the body. This ability works like the true ressurection spell, except that there is no material component and the subject can't have been dead for more than 1 hour per Divine Rank (no time limit if the god has 20 HD or more).
This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the 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.
At 7 HD you can replicate Reincarnation as a SLA instead with two uses. At 9 HD Raise Dead as a SLA instead with three uses. At 13 HD Ressurection as a SLA instead with four uses. At 17 HD True Ressurection instead with five uses. The casting time is equal to the one of the spell in those cases, CL=HD.
This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank.
Grow Creature-Pick a creature type. This ability works like the animal Growth spell, except that it can affect up to one creature of the specified type per divine rank each day, the bonus to Str and DR/magic are equal to your Cha mod (and the bonus to saves and Con are half that). All targets must be within the deity’s line of sight when first affected. The effect lasts 1 hour per HD (1 day if the God has 24 HD or more). The god can pick this ability multiple times, choosing a diferent type each one.
Stride-You need the travel domain to pick this option. Choose one of your movement speeds. The god’s chosen movement increases 10 feet for every point of Cha mod she has. In addition, the god can impart extra overland speed to living creatures. The god can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the god’s line of sight when first affected. This lasts 1 hour per HD (1 day if the god has 20 HD or more).
Maneuvers: The god learns and readies maneuvers of the Venerable Battlefield school as shown in the table. If the god knew maneuvers from other schools before, she may learn maneuvers and stances from those other schools as well. Her iniator level is equal to her god level plus half other levels and she can only learn maneuvers of a level no bigger than half (IL+1), rounded down. Every time the god exits a stance whitout entering a new one, she may recover all her expended maneuvers.
The god can choose and prepare its readied maneuvers with 5 minutes of meditation, or by 1 minute of actively engaging on an act directly related to her portfolio just for the sake of it.
At 4th level, and every even-numbered level afterwards, the god can swap one of his older maneuvers with a new one he qualifies for from the Venerable Battlefield school.
In addition pick a weapon you're proficient with (which can be a natural weapon). That becomes your favored weapon. If you don't have proficiency with any weapons, you may pick a simple weapon to become your favorite weapon, in which case you gain proficiency with it.
Holy day: It's usual for mortals to dedicate certain days to certain gods. At 2nd level pick a day of the year. During that day, your Divine Rank increases by 1. (Egua's Holy day is 2nd full Moon after the start of Spring)
Higher Existence:At levels 3, 4, 7, 8, 9, 13 14, 18 and 20 you gain a permanent +1 to an ability score of your choice. You cannot pick the same ability score twice in a row with this ability.
Lesser Deity:To pick the 6th level of God you need at least 5000 worshipers. You now impose some respect on godly politics, and gain a +2 bonus on all charisma-based skill checks against demigods.