PDA

View Full Version : The Cosmos Redux (Pathfinderish)



fafnir300
2013-12-21, 11:43 PM
In this thread I will post stuff I've been working on for a while in an attempt to create or rather recreate the D&D cosmos in my vision. I will post monster stats, variant rules, new rules, etc.

Index

Celestials, Angels
Angel, Malak (http://www.giantitp.com/forums/showpost.php?p=16660358&postcount=2)

Fiends, Devils (Baatezu)
Duke of Hell Traits (http://www.giantitp.com/forums/showpost.php?p=16923805&postcount=8)
Duke of Hell, Malgrin - Duke of Unlife (http://www.giantitp.com/forums/showpost.php?p=16923831&postcount=9)

Humanoid
Amazon (http://www.giantitp.com/forums/showpost.php?p=16675213&postcount=4)

Homebrew Rules
Immortals - The Divine (http://www.giantitp.com/forums/showpost.php?p=16895650&postcount=5)
Salient Divine Abilities part 1 (http://www.giantitp.com/forums/showpost.php?p=16895654&postcount=6)
Salient Divine Abilities part 2 (http://www.giantitp.com/forums/showpost.php?p=16895658&postcount=7)

fafnir300
2013-12-21, 11:44 PM
Angel, Malak

A beautiful human-like being, at least 6 feet tall, descends from the skies above. It wears a pristine-white tunic held together by a simple golden belt. White feathery wings sprout from its back allowing it to continuously hover in the air above you. Within its right hand, it wields a shiny longsword ablaze with fire.

Malak [CR 10]
XP: 9,600
Any Good
Medium Outsider (Angel, Extraplanar, Good)
Initiative + 8; Senses: darkvision 60 ft., low-light vision;
Perception +13
Aura: protective aura (CL 11th)
Languages: Celestial, Draconic, Infernal; truespeech (CL 11th)
[Defense]__________________________________________________
Armor Class: 24 (+4 Dex, +10 natural; +4 deflection vs. evil) touch 14, flat-footed 20; CMD 20
Hit Dice: 115 hp (11d10+55)
Damage Reduction: DR 10/evil
Energy Resistance: cold 10, electricity 10 and fire 10
Immunities: acid, and petrification
Spell Resistance: 21
Saves: Fort +12 (+4 against poison), Ref +13, Will +11; +4 resistance vs. evil
Special Qualities: Angelic traits (Third Choir), change shape (alter self; CL 11th)
[Offense]__________________________________________________
Speed: 40 ft., Fly 80 ft. (good)
Base Attack: +11; CMB: +16
Space/Reach: 5ft./5ft.
Melee: +2 flaming longsword +19 (1d8+7 plus 1d6 fire/19-20x2 plus 2d6 fire), or wing +16 (1d8+7)
Full Attack: +2 flaming longsword +19/+14/+9 (1d8+7 plus 1d6 fire/19-20x2 plus 2d6 fire), and 2 wings +17 (1d8+7)
Spell-Like Abilities: (CL 11th; DC 15 + spell level; concentration +16)
At will – aid, continual flame, discern lies, dispel evil, dispel magic, plane shift, remove curse, remove disease, remove fear
7/day – cure light wounds, invisibility, see invisibility
3/day – heal
[Statistics]__________________________________________________
Abilities: Str 20, Dex 18, Con 20, Int 16, Wis 19, Cha 20
Feats: Acrobatic, Combat Expertise, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus (longsword)
Skills: Acrobatics +16, Bluff +14, Diplomacy +14, Fly +16, Heal +13, Knowledge (religion) +12, Linguistics +12, Perception +13, Sense Motive +13
Advancement: 12-20 HD (Medium); 21-33 HD (Large)
[Ecology]__________________________________________________
Environment: The Upper Realms
Organization: Solitary, pair, or squad (3-5)
Treasure: Standard (+2 flaming longsword)
[Special Abilities]__________________________________________________
Angelic Traits (Third Choir): Angels of the Third Choir often serve the Powers of the Upper Realms as messengers to mortals within the Mortal Coil. They can also be found among the rank and file of celestial armies. Third Choir angels possess the following traits unless otherwise noted:
• Darkvision 60 feet and low-light vision.
• Immunity to acid, and petrification.
• Resistance to cold 10, electricity 10 and fire 10.
• +4 racial bonus on saves against poison.
• Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). The defensive benefits from the circle are not included in an angel’s statistics block.
• Truespeech (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Change Shape (Sp): Malakim can alter self as the spell as a standard action using its Hit Dice for to determine the spell level.

The malakim (Malak for singular) are usually referred to as common angels as they are the most numerous of the angelic race. Malakim serve as messengers of good-aligned Powers, as well as soldiers within celestial armies. They are known throughout the Cosmos for their healing abilities as well as their combat prowess. As they are the most concerned with mortal affairs, they appear commonly within the Mortal Coil assisting mortals they have taking a liking to. Even against orders, malakim can’t help but to interfere with mortals in any kind of danger that threatens the latter’s existence. Scholars theorize that their strong attachment to mortals is due to the malakim’s past lives as mortals themselves. Their genuinely good-natured attachment to mortals has proven to be their downfall time and time again. The Great Fall is a prime example of this; though the number of fallen angels has decreased drastically since that terrible event.

Variant Malakim
The angel above represents the average of the malakim stock. Below are specialized versions of the same creature:

Medic Malakim (CR+1): These angels possess a knack for healing. Their abilities are altered as such: Wis 24, Cha 25; Will +14; Feats: Combat Casting (bonus); Skills: Diplomacy +17, Heal +16, Perception +16, Sense Motive +16; Spell-Like Abilities – DC 17 +spell level, 3/day – restoration, and cure serious wounds replaces cure light wounds; Lay on Hands (Su): Functions the same as with the paladin using the angel’s HD to determine its level of power. Thus, it can perform this technique 10 times a day, healing up to 5d6 hit points; Spell Resistance 22

Warrior Malakim (CR+2): The warrior malakim make up the strongest of the malakim. They are the ones charging out into battle to destroy evil at all costs. Their abilities are altered as such: Str 25, Con 25; 137 hp (11d10+77); Fort +14; CMB +18/CMD 20; Feats: Weapon Specialization (longsword(bonus)); Melee: +2 flaming longsword +19 (1d8+9 plus 1d6 fire/19-20 x2 plus 2d6 fire); Skills: Bluff is replaced with Intimidate retaining all skills points of the former; Spell-Like Abilities – 3/day – flame strike, holy smite; Spell Resistance 24; Speed: 50 ft., Fly 100 ft. (good)

nonsi
2013-12-22, 02:28 AM
You may want to start with the basic rules, such as fixed XP over CR-derived.

EDIT: It'll also be appropriate to mention in the title that this is PF material (the default - of which most would agree - being 3.5e).

fafnir300
2013-12-24, 09:35 PM
Amazon

This statuesque beauty stands as tall as 6 ft. her skin is fair and her hair is long, brown, and curly. She wields a javelin and has a few more strapped to her back. Also strapped to her back is a quiver of arrows and a shortbow. She wears form-fitting leather armor which hugs her curvy body tightly. This woman is no doubt an amazon.

Amazon [CR 3]
XP: 800
Alignment Usually Chaotic (any)
Medium-size Humanoid
Initiative +2; Senses: Perception +5
Languages: Common
[Defense]__________________________________________________
Armor Class: 16 (+2 armor [leather armor], +2 Dex, +2 natural) touch 12, flat-footed 14; CMD 15
Hit Dice: 4d8+8 (26 hp)
Saves: Fort +3, Ref +6, Will +1 (+5 against enchantments from males)
Special Qualities: Low-light vision, resist male dominance
[Offense]__________________________________________________
Speed: 40 ft.
Base Attack: +3; CMB: +13
Space/Reach: 5 ft./5 ft.
Melee: Javelin +6 melee (1d6/x2)
Ranged: Masterwork composite shortbow +6 ranged (1d6+4/x3), or javelin +5 ranged (1d6+3/x2)
Full Attack: Masterwork composite shortbow +6 ranged (1d6+4/x3), or javelin +5 ranged (1d6+3/x2), or javelin +6 melee (1d6+3/x2)
[Statistics]__________________________________________________
Abilities: Str 16, Dex 15, Con 15, Int 10, Wis 9, Cha 12
Feats: Dodge, Power Attack
Skills (21): Acrobatics +9, Escape Artist +8, Intimidation +5 (+9 against males (see below)), Perception +5, Stealth +8
Advancement: By character level or character class
[Ecology]__________________________________________________
Environment: Any
Organization: Solitary, or squad (3-5), or patrol (3-8)
Treasure: Standard

Description_______________________________________ ___________
Amazons are a race of warrior women who devote their entire existence to war and sport. They are strictly a matriarch society avoiding the company of men. However, from time to time they visit neighboring countries for a few days to mate with men and get pregnant. Afterwards, they keep the female offspring and send back the male offspring back to the fathers. In some cases, the male offspring is strangled upon birth. These amazons are evil and seek the destruction of men. Amazons are slow to anger except when challenged, threatened, or disrespected by men.

This warrior race of women live civilized lives despite their chaotic nature. These civilized lands are usually, if not, always governed by an amazon queen – the Matriarch. Amazons love sparring, competitions of sport, archery, hunting, participating in foreign wars, and proving that women are just as good, if not, better than men. Rarely are men seen living with amazons. Though, if they are living among them, they are never in a position of power. In fact, they mostly serve amazons as a means to breed. Benign amazon cultures have been known to let men serve as guardians and perform other menial tasks. Malevolent amazon cultures use men as slaves, tortured prisoners, and as a means of breeding. At the first time the man fails to produce a female offspring, they are often executed along with their newborn son. Even rarer, men who have achieved positions of power do so through the permission of the Matriarch or by seizing control through force.

Amazon civilizations consist of beautifully crafted stone structures supported by columns. These civilizations are usually surrounded by natural environments such as mountains and forests, but can also be in wide-open areas. They often trade with other countries for any resources they may need. Men are watched carefully as they pass through amazonian territory, though amazons do not attack unless provoke. The same can’t be said for evil amazons, though. Amazons living outside their territory are usually mercenaries, even to men – though at a higher price. Sometimes, amazons will leave behind their old traditions in favor of living with the man they love, though they never bow down to them. These amazons are usually, but not always, shunned by their fellow amazons.

Amazons are usually chaotic, though due to the deities they serve, they tend towards evil, good, and neutral. They stand, on average, close to 6 ft. tall and weigh little more than a male elf. Amazons have curvy and slightly muscular bodies. Due to the fact that they breed with different types of men, amazons can be of any skin color and their hair and eyes vary in texture and color. When not dressed in their battle gear, amazons wear loose-fitting gowns with elegant jewelry. Given extended lives by the deities they serve, amazons reach adulthood at the age of 30 and can live to be more than 500 years old. Even at their oldest, the warrior women remain beautiful and youthful in appearance – despite a few small indications of wrinkles. Amazons need to sleep, eat, and breathe like other humanoids.

Amazons worship their Amazonian deities. However, they have been known to worship other deities that they feel represent their ideals. Such deities are Ehlonna, Corellon Larethian, Erythnul, Kord, Zeus, Ares, Athena (lawful amazons only, of course.), Hera and Sif. In rare cases, amazons worship cosmic entities such as Queen Morwel, Gwynharwyf, and even Graz’zt. Even though they may worship male powers, amazons still maintain their matriarch societies.

Amazons stand 5’11’’ to 6’3’’ tall and weigh a little over 135 pounds. They speak Common. An amazon adventurer is motivated by the excitement of battle and the chance to prove the might of the amazons.

Combat: Amazons love picking off their foes from a distance with their bows before moving in close to finish any who remain with their javelins, if necessary. They never throw their last javelin. Instead, they fight with it.

Resist Male Dominance (Ex): Amazons will not be subjugated by men. They gain a +4 bonus on Will saves against enchantment spells and effects from male creatures.

Possessions: Amazons usually carry with them a masterwork composite shortbow, a quiver of 20 arrows, 5-7 javelins, and their leather armor. They also possess gold, jewelry, weapons, and armor collected from hunting or their mercenary work.

AMAZONS AS CHARACTERS
Amazons possess the following racial traits:
__ +4 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, +2 Charisma.
__ Medium: As Medium-size creatures, amazons have no special bonuses or penalties due to their size.
__ An amazon’s base land speed is 40 ft.
__ +2 natural armor bonus. An amazon’s skin is tougher than other humanoids.
__ Low-light vision.
__ Weapon Proficiency: Amazons are proficient with javelins (thus they do not take the -4 penalty when using them in melee combat) and shortbow (including composite shortbow). Amazons are skilled at picking off their foes from a distance with their composite shortbows before moving in close to finish any who remain with their javelins, if necessary.
__ +2 racial bonus on Acrobatics, Escape Artist, Perception, and Stealth checks.
__ +4 circumstance bonus on Intimidate checks against male Giant, Humanoid, and Monstrous Humanoid type creatures.
__ Special Qualities (see above): Resist male dominance.
__ Racial Hit Dice: An amazon begins with 4 levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throws of Fort +1, Ref +4, Will +1 (Reflex being the good save).
__ Racial Skills: An amazon’s class skills are Acrobatics, Escape Artist, Intimidate, Perception, and Stealth.

fafnir300
2014-01-30, 06:19 AM
Immortals - The Divine

Divine Characteristics
Aliases – Lists other names and titles the deity is known to be called.
Symbol – The symbol of a deity is used to identify worshipers and other things pertaining to the deity.
Home Plane – The deity’s established domain.
Alignment – The deity’s alignment which determines how they handle matters concerning their goals and overall lifestyle.
Foes – Lists the deity’s most notable foes though they may have more.
Superior – Represents the higher-ranking deity that the deity in question answers to – willingly or not.
Allies – Lists the deity’s most notable allies though they may have more.
Servants – Lists unique beings who serve the deity in question – willingly or not.
Servitor Creatures – Lists non-unique creatures associated with the deity in question. These creatures are loyal to the deity or they are forced into servitude. Either way, servitor creatures are at the deity’s beck and call.
Manifestations – Manifestations usually take place when the deity wants its presence to be known whether through its areas of worship, heralds, servants, servitor creatures, worshipers, etc. Manifestations alter the surroundings showing that the deity is watching or perhaps even that their arrival onto the scene is imminent.
Signs of Favour – Signs of favour are like manifestations. The “signs” usually alters and sometimes empowers those devoted to the deity in question. Signs of favour are rare blessings and are usually only given to those who have pleased the deity. The duration of such “signs” is determined by the deity.
Worshipers – Lists the types of worshipers devoted to the deity depending on the latter’s areas of concern.
Cleric Alignments – Lists the alignment of clerics that the deity accepts.
Specialty Priests – Sometimes the deity has specialized clerics that are blessed with greater power making them almost a mortal representation of the deity in question.
Devotion Days – Devotion days are specific days devoted to the deity in question that further shows a worshiper’s appreciation. Devotion days are considered holidays for those devoted to the deity.
Portfolio – Lists the deity’s areas of concern.
Domains – Lists the domains that the deity has control over. The deity can also grant their clergy spells from the domains they control.
Favored Weapon – The deity’s favored weapon. Worshipers often use weapons that their deity favors to further show appreciation.

Dogma: The next section of text relates the basic tenets of the deity’s creed or teachings.
Clergy and Temples: This text gives details of how the deity’s clerics act and the types of temples or shrines dedicated to the deity.

Deity Archetypes
The following represents a deity’s basic build. A deity's archetype is annotated next to the deity subtype as so deity [martial].
Martial: Attack equal to Hit Dice; caster level for spell-like abilities equal to half Hit Dice plus divine rank.
Mixed: Attack equal to 3/4 Hit Dice; caster level for spell-like abilities equal to 3/4 Hit Dice plus divine rank.
Magical: Attack equal to 1/2 Hit Dice; caster level for spell-like abilities equal to Hit Dice plus divine rank.

Divine Traits
Type/Subtype: All deities are outsiders; even deities who have ascended from their mortal forms. Such deities are augmented deities and it is reflected in their stats. (Thus an orc that ascends to deity status will reflect the following type and subtypes: Medium Outsider (Augmented humanoid, Deity, Extraplanar, Orc). A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature, and when encountered on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the deity’s divine realm is located). Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. Finally, the deity gains the [deity] subtype.
Speed: Deities usually possess the fastest speed which is determined by their size.
Hit Points: Deities are unique beings and have maximum hit points per Hit Dice. They advance through levels using purely racial Hit Dice.
Armor Class: A tangible field of divine energy encompasses and suffuses a deity’s body, granting it a divine Armor Class bonus equal to its divine rank. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).
Attacks: A deity’s Hit Dice and type and character level determine her base attack bonus. In addition to the figures for weapon attacks, this section of the statistics block also includes melee touch attack and ranged touch attack bonuses, to be used when the deity casts a spell or uses a spell-like ability that requires a touch attack to affect her target. A deity gets her divine rank as a divine bonus on all attack rolls.
Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction. They are also considered to be epic weapons. Damage reduction cannot be ignored by means of a successful opposed rank check.
Damage: Deities do not automatically do maximum damage.
Saves: Deities gain a divine bonus to all saves equal to their divine rank.
Checks: A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks. Deities do not receive automatic 20 on skill checks.
Rank Check: A deity making a rank check against another deity adds her divine rank as well as a +2 strata bonus for every divine stratum which she is higher than her opponent. The different strata bonuses are as follows: quasi-deity (+0), minor deity (+2 vs. quasi-deity), lesser deity (+2 vs. minor deity, +4 vs. quasi-deity), intermediate deity (+2 vs. lesser deity, +4 vs. minor deity, +6 vs. quasi-deity), greater deity (+2 vs. intermediate deity, +4 vs. lesser deity, +6 vs. minor deity, +8 vs. quasi-deity), and overdeity (+2 vs. greater deity, +4 vs. intermediate deity, +6 vs. lesser deity, +8 vs. minor deity, +10 vs. quasi-deity) . Strata bonuses do not apply to cosmic entities.
In example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+14 (base 12 + 2 strata bonus). If a rank 18 greater deity were to make a check against a rank 5 minor deity, the greater deity would roll 1d20+24 (base 18 + 6 strata bonus) and the minor deity would roll 1d20+5 (base 5).
Damage Reduction (Ex): Deities have damage reductions that are determined, at first, by their strata. The following lists the damage reduction variations through each stratum:
_Quasi-deity (DvR 0): Damage Reduction 20/[alignment] and [epic-level weapon]
_Minor Deity (DvR 1-5): Damage Reduction 25/[alignment] and [epic-level weapon]
_Lesser Deity (DvR 6-10): Damage Reduction 35/[alignment] [epic-level weapon] and [special material]
_Intermediate Deity (DvR 11-15): Damage Reduction 40/[alignment] [high epic-level weapon] and [special/exotic material]
_Greater Deity: (DvR 16-20): Damage Reduction 50/[alignment] [high epic-level weapon] and [exotic material]
_Overdeity (DvR 21+): Damage Reduction 60/[alignment] [high epic-level weapon] and [exotic material]
These damage reductions may be more difficult to overcome depending on the specific deity. The values above merely represent the basic damage reduction a deity possesses.
Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).
Resistances: All deities have at least the following resistances which are determine by their strata. Individual deities may have additional resistances.
Energy Resistance:
_Quasi-deity (DvR 0): Energy Resistance 20 to 2 energy types.
_Minor Deity (DvR 1-5): Energy Resistance 20 to 3 energy types.
_Lesser Deity (DvR 6-10): Energy Resistance 30 to 3 energy types.
_Intermediate Deity (DvR 11-15): Energy Resistance 40 to 3 energy types.
_Greater Deity (DvR 16-20): Energy Resistance 50 to 3 energy types.
_Overdeity (DvR 21+): Energy Resistance 60 to 3 energy types.
Spell Resistance:
_Quasi-deity (DvR 0): Spell Resistance equal to CR+12
_Minor Deity (DvR 1-5): Spell Resistance equal to CR+12 +2 strata bonus
_Lesser Deity (DvR 6-10): Spell Resistance equal to CR+12 +4 strata bonus
_Intermediate Deity (DvR 11-15): Spell Resistance equal to CR+12 +6 strata bonus
_Greater Deity (DvR 16-20): Spell Resistance equal to CR+12 +8 strata bonus
_Overdeity (DvR 21+): Spell Resistance equal to CR+12 +divine rank.
Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank. A deity can sacrifice one regular salient divine ability to create a unique one in its place. Unique salient divine abilities are further described in a deity’s individual statistics. Unless noted otherwise, the save DC for any natural, extraordinary, supernatural, or supernal ability is equal to 10 + 1/2 HD + divine rank + Charisma modifier.
Immortals: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. Deities are not subject to death from massive damage. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her home plane and if the attacker succeeds in a rank check. Otherwise, the deity reforms within her divine realm after one year per hit die.
Domains: Minor deities have control over three domains, lesser deities receive four, intermediate deities five, greater deities six, over deities seven. A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to her divine rank for this purpose. Domain powers are altered to represent a deities control over it as well as the increase in power throughout the divine strata.
Divine Aura: The mere presence of a deity of rank 1 or higher can deeply affect mortals who might find the experience either uplifting or unsettling, depending on the deity’s mood and their relationship to the deity. All divine aura effects are mind-affecting, extraordinary abilities. Victims can resist the aura’s effects with successful Will saves; the DC is 10 + the deity’s rank + the deity’s Charisma modifier. Any being that makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for 24 hours minus the deity’s divine rank to a minimum of 1 hour. In example, a creature saves against a greater deity’s (DvR 18) divine aura; they are immune to it for the next 6 hours. A divine aura is an emanation that extends around the deity in a radius whose size is a function of divine rank. The deity chooses the size of the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes nonfunctional. The stronger the deity, the more difficult it is to resist its divine aura. The following lists the increased difficulty and overall power of a deity’s divine aura depending on their divine rank:
_Minor Deity: Will save DC is 10 + the deity’s rank + the deity’s Charisma modifier; size equals 10 ft./divine rank; Fright: -2 penalty, Resolve: +4 bonus/-4 penalty.
_Lesser Deity: Will save DC is 15 + the deity’s rank + the deity’s Charisma modifier; size equals 100 ft./divine rank;
Fright: -4 penalty, Resolve: +6 bonus/-6 penalty.
_Intermediate Deity: Will save DC is 25 + the deity’s rank + the deity’s Charisma modifier; size equals 2,500 ft./divine rank; Fright: -6 penalty, Resolve: +8 bonus/-8 penalty.
_Greater Deity: Will save DC is 35 + the deity’s rank + the deity’s Charisma modifier; size equals 1 mile./divine rank; Fright: -8 penalty, Resolve: +10 bonus/-10 penalty.
_Overdeity: Will save DC is 35 + the deity’s rank + the deity’s Charisma modifier; size equals 10 miles/divine rank;
Fright: -10 penalty, Resolve: +12 bonus/-12 penalty.
When two or more supernals’ auras cover the same area, an opposed rank check determines whose aura dominates the area. The supernals can however come to a mutual agreement to have the auras co-exist.
The deity can determine who is immune to its aura with no extra action. The immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius or a number of hours equal the deity’s divine rank after they leave the radius. Alternatively, the deity can end the effect of any number of affected creatures as a free action. The deity can choose from the following effects each round as a free action.
Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
Fright: Initially, affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. A second Will save is required to prevent fleeing, though the penalties remain.
Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks against his foes, while the deity’s foes receive a –4 morale penalty on attack rolls, saves, and checks against his allies
Spell-Like Abilities: Aside from their ability to alter reality, deities possess spell-like abilities that can be cast with an effective caster level equal to their Hit Dice + the deity’s divine rank. The DC for their spell-like abilities is explained below. While individual deities may possess a variety of spell-like abilities learned from their own experiences throughout their divine life, all deities possess the following basic spell-like abilities depending on their divine strata:
_Quasi-deity (DvR 0): DC 10 + divine rank + Charisma bonus + spell level.
_Minor Deity (DvR 1-5): DC 15 + divine rank + Charisma bonus + spell level.
_Lesser Deity (DvR 6-10): DC 20 + divine rank + Charisma bonus + spell level.
_Intermediate Deity (DvR 11-15): DC 25 + divine rank + Charisma bonus + spell level.
_Greater Deity (DvR 16-20): DC 35 + divine rank + Charisma bonus + spell level.
_Overdeity (DvR 21+): DC 50 + divine rank + Charisma bonus + spell level.
Grant Spells: A deity automatically grants spells and domain powers to mortal divine spellcasters who pray to her. All deities can grant spells from the cleric spell list, unless they possess an alignment descriptor opposed to the deity’s own alignment. Minor deities can grant spells from three domains, lesser deities from four, intermediate deities from five, and greater deities from six. A deity can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal’s mind until expended.
Telepathy: Minor deity 25 ft. per divine rank; lesser deity 50 ft. per divine rank; intermediate deity 100 ft. per divine rank; greater deity 1,000 ft. per divine rank.
Truespeech (Su): Deities can speak with virtually any creature that has a language.

Within Realm: A deity is slightly more powerful within its own divine realm. They receive a +3 bonus to divine rank which applies to the deity’s stats as appropriate. Telepathy ranges are tripled.

Divine Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity’s senses (including darkvision and lowlight vision, if the deity has them) extend out to a radius of one mile per divine rank. In effect, a deity of rank 10 can see, hear, touch, and smell at a distance of ten miles just as well as a human can perceive things that are close enough to touch. Perception is limited to the senses a deity possesses. For instance, a deity cannot see in the dark unless it has darkvision. Nor can it see through solid objects without using its remote sensing ability or some sort of x-ray vision power.
Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of its worshipers, holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks the deity’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 the deity descriptions for details). The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect (as the scrying spell does). A deity can extend its senses to two or more remote locations at once (depending on divine rank) and still sense what’s going on nearby. Minor deity extend to 2 remote locations; lesser deity 5; intermediate deity 10; greater deity 20.
Once a deity chooses a remote location to sense, it automatically receives sensory information from that location until it chooses a new location to sense, or until it can’t sense the location (for example, after 1 hour has elapsed since someone spoke the deity’s name).
Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of its rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to the deity, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of itself. The blockage lasts 1 hour per divine rank.

Portfolio: Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. A deity’s connection to its portfolio gives it a number of powers.
Portfolio Sense: minor deities have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people. The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past for every divine rank they have. Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week into the past and one week into the future for every divine rank they have. When a deity senses an event, it merely knows that the event is occurring and where it is. The deity receives no sensory information about the event. For example, a minor deity of the sea senses all tidal waves that threaten multiple villages, or a small or large towns. The deity knows where the waves are, but not what they look like or which direction they’re traveling. Once a deity notices an event, it can use its remote sensing power to perceive the event.

Create Magic Items: A deity of rank 1 or higher can create magic items related to its portfolio without any requisite item creation feat, provided that the deity possesses all other prerequisites for the item. The maximum item value a deity can create is a function of its divine rank (see the table below). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.
Divine Maximum Rank Market Price
Minor Deity - 4,500 gp
Lesser Deity - 30,000 gp
Intermediate Deity - 200,000 gp (any non-artifact)
Greater Deity - No maximum (including artifact)
For example, a demigod of fire could create a wand of burning hands without the Craft Wand feat, provided that the demigod knows the burning hands spell. If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) and creation times are halved.

Divine Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of itself per divine rank.
As a standard action, a deity of rank 1 or higher can send a communication to a remote location. The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity (such as a temple, shrine, or sacred grove), or within one mile per rank away from a statue or other likeness of the deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of the deity’s choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon such as a beam of light, a change in the weather, a gathering of animals, or almost anything else. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until it decides to end the communication. A deity can carry on as many remote communications at one time as it can remote sense at one time (see Remote Sensing, above).

Godly Realm: Each deity of rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at its most powerful within its godly realm. A deity has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment such as smells and background sounds. The radius of this control is a function of the deity’s rank and whether the realm is located on an Outer Plane or some other plane (including the Material Plane).
Divine Rank:Radius of Control
Minor Deity: 100 ft./rank (Outer Plane); 100 ft./rank (Material Plane)
Lesser Deity: 1 mile (Outer Plane); 100 ft./rank (Material Plane)
Intermediate Deity: 10 miles (Outer Plane); 100 ft./rank (Material Plane)
Greater Deity: 100 miles (Outer Plane); 100 ft./rank(Material Plane)

Within this area, the deity 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 deity sees fit. Sounds can be no louder than one hundred humans could make; the deity could create the sounds of an invisible choir, a battle, a jungle full of raucous birds, or similar sounds, but not intelligible speech or harmful sound. This control over sound is similar to the ghost sound spell, but capable of producing a much larger volume of noise. The deity’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser deity can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers. A deity of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane (assuming the cosmology where the deity resides has an Astral Plane). Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm (see Chapter 1 for a list of spells with astral connections). The deity can designate certain locales within the realm where astral links remain intact. Likewise, the deity can block off the realm from planar portals or designate locations where portals are possible. A deity 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 deity’s spells and spell-like abilities. In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of the deity’s control over the realm.
A greater deity (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 deity’s own spells and spell-like abilities are not limited by these restrictions.
Once a deity sets the conditions in its realm, they are permanent, though the deity can change them. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action it desires, so long as it remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.

Travel: A deity of rank 1 or higher can use teleport without error as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use plane shift as a spell-like ability at will, as the spell cast by a 20th level character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit.

Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways. Deities can alter reality every 1d4 rounds or more depending on if metamagic feats were applied.
Minor deities and lesser deities can use limited wish with regard to their domains, and deities of higher rank can use wish likewise. This ability costs the deity no XP, and requires a standard action to implement. DC of its saving throw (if one is allowed) is 20 + divine rank + Charisma modifier. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity’s sphere of influence (domains). The deity uses their total Hit Dice to determine caster level if necessary. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity’s description. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not. The deity also can duplicate a domain spell with any non-epic metamagic feat This use of the ability requires the deity to rest for 1 round for each level that the feat would normally add to the spell. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell. The deity can also apply non-epic metamagic feats to any spell or spell-like ability they possess. This use of the ability requires the deity to rest for 1 round for each level that the feat would normally add to the spell.

Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, but doing so requires her to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, minor deities can assume any size from Tiny to Huge. A minor deity also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics. Minor deities and lesser deities can select the Alter Size salient divine ability (see Salient Divine Abilities, below), to remove some of the restrictions placed upon them.

Spell-like Abilities by Divine Stratum
The following represents the basic spell-like abilities a deity possesses. They can have more spell-like abilities which are usually determined by their sphere of influence. Even the spells below can differ depending on the deity.
Quasi-deity: DC 10 + divine rank + Charisma bonus + spell level.
At will – bane or bless, create food and water, dispel magic, divine power, doom, lesser restoration
1/day – air walk, greater teleport, water walk
Minor Deity: DC 15 + divine rank + Charisma bonus + spell level.
At will - bane or bless, create food and water, dispel magic, divine power, doom, lesser restoration
3/day - air walk, greater teleport, restoration, water walk
Lesser Deity: DC 20 + divine rank + Charisma bonus + spell level.
At will - air walk, bane or bless, create food and water, dispel magic, divine power, doom, greater teleport, lesser restoration, water walk
6/day – banishment, greater dispel magic, restoration
3/day – greater restoration, heal or harm, planeshift
Intermediate Deity: DC 25 + divine rank + Charisma bonus + spell level.
At will - air walk, bane or bless, create food and water, dispel magic, divine power, doom, greater teleport, lesser restoration, water walk
9/day - banishment, greater dispel magic, restoration
6/day - greater restoration, heal or harm, planeshift
Greater Deity: DC 35 + divine rank + Charisma bonus + spell level.
At will - air walk, bane or bless, banishment, create food and water, divine power, doom, greater dispel magic, greater teleport, restoration, water walk
9/day - greater restoration, heal or harm, planeshift
Overdeity: DC 50 + divine rank + Charisma bonus + spell level.
At will - air walk, bane or bless, banishment, create food and water, divine power, doom, greater dispel magic, greater teleport, greater restoration, heal or harm, planeshift, water walk

fafnir300
2014-01-30, 06:21 AM
Salient Divine Abilities
Ability Name
Description of what the ability does or represents in plain language.
Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat, a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisite. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities.
Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once.
Notes: Additional facts about the ability that may be helpful when using the ability in play or when you are deciding to give the ability to a deity you are creating.
Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take partial actions and suffers a –6 penalty on all attack rolls, saves, and checks. The deity cannot use another ability that requires rest until its current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time. For example, during a visit to the Material Plane, Corellon Larethian uses the Create Greater Object ability to create a masterwork mighty composite longbow (+4 Str bonus) worth 800 gp. Corellon Larethian must rest for 70 minutes. If Corellon were to spot his enemy, Gruumsh, coming his way, Corellon could fight or flee, but the time he spent doing either activity would not count toward the necessary 70 minutes of rest.
Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. The information is provided as guidance for DMs who want to design their own deities and should not be taken as a rule. For example, the suggested portfolio elements for Annihilating Strike are death, justice, vengeance, and war. More often than not, a deity that has this ability will also have one or more of those elements in its portfolio. However, a deity without any of those elements in its portfolio can still have the Annihilating Strike ability, as long as it meets the prerequisites.

Alter Form
The deity can make minor changes to its appearance and form. This is an extraordinary ability.
Prerequisite: Alter Size salient divine ability.
Benefit: As a move-equivalent action, the deity can alter its form, including clothing and equipment. The assumed form must be corporeal. The deity’s body can undergo a limited physical transmutation, including adding or subtracting one or two limbs. If the form selected has wings, the deity can fly. Likewise, the deity can swim if the form has fins, breathe water if the form has gills, and so on. The deity can remain in the altered form indefinitely, but resumes its own form if slain.
Notes: The deity’s attack bonus, Armor Class, and saves do not change. The deity does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. The deity can change physical qualities (such as hair color, hair texture, skin color, and gender). The deity can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. The deity can use its Alter Size ability simultaneously along with this one to become taller, shorter, thinner, or heavier.
Suggested Portfolio Elements: Nature, secrets, thieves.

Alter Size
The deity can change size for a limited time.
Prerequisite: Lesser Deity status or greater.
Benefit: As a full-round action, the deity can assume any size from Fine to Colossal. The deity also can change the size of up to 100 pounds of objects it touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. This is a supernatural ability. The deity can alter their size up to a number of times per day equal to their divine rank. They remain in this altered size for up to an hour; after which they revert back to their original size. A deity can also cancel the altered size as another full-round action.
Notes: This ability allows the deity to assume any proportions from the size of a grain of sand up or as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes, as shown on the accompanying tables. The deity’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics (such as Dexterity, Constitution, etc.).
Suggested Portfolio Elements: Any.

Annihilating Strike
Any physical attack the deity makes can destroy a foe outright.
Prerequisites: Divine rank 11, base attack bonus +40, Str 35.
Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make Fortitude saves (DC20 + the deity’s rank + 1/3 half the deity’s Hit Dice + deity’s Strength bonus) or be killed outright. A successful Fortitude DC save means the target survives being slain outright and instead takes massive damage. The damage is equal to 5d6 per divine rank. Unattended, non-magical objects are obliterated automatically. 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. The deity can perform an annihilating strike up to a number of times per day equal to their divine rank plus their Constitution bonus.
Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effect on objects or effects that are not subject to physical attacks, such as walls of force.
Suggested Portfolio Elements: Death, justice, vengeance, war.

Arcane Mastery
The deity can prepare wizard spells without consulting a spellbook.
Prerequisites: Spellcaster level 1st, Int 30, Spell Mastery.
Benefit: The deity can prepare any wizard spell that it can cast without using a spellbook.
Notes: This ability gives the deity access to every spell on the sorcerer/wizard spell list, provided that the deity has sufficient wizard levels and a sufficient Intelligence score to cast them. The deity also can invent new sorcerer/wizard spells without researching them.
Suggested Portfolio Elements: Knowledge, magic.

Area Divine Shield
The deity can use part of its personal energy as a barrier that protects against almost any attack.
Prerequisites: Divine rank 6, Cha 30, Divine Shield salient divine ability.
Benefit: Except where noted here, this ability works like the Divine Shield ability. The deity produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within the deity’s line of sight. The deity can place the barrier so that it is mobile with respect to some unattended object or willing creature (such as the deity itself). The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the deity makes the shield mobile with respect to a willing creature, the deity also can make the barrier one-way with respect to the creature and its allies, allowing them to attack through the shield and still use its protection.
Notes: The deity can shape the shield around itself or around a willing creature so that it is skintight, which prevents the subject from being touched.
Suggested Portfolio Elements: Mercy, protection.

Banestrike
Any weapon the deity wields works better against one type of foe.
Prerequisite: Base attack bonus +20.
Benefit: The affected weapon gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has.
Notes: The deity selects one kind of enemy from the following: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoids (choose one subtype), Magical Beasts, Monstrous Humanoids, Oozes, Outsiders (Chaotic), Outsiders (Evil), Outsiders (Good), Outsiders (Lawful), Plants, Undead, or Vermin.
The ability functions only when the deity personally attacks with a melee weapon or ranged weapon. The deity can apply the Banestrike ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, choosing a different kind of foe each time. The deity can imbue only one bane special ability to a weapon at a time and can change among them once a round as a free action.
Suggested Portfolio Elements: Death, justice, vengeance, war.

Battlesense
The deity is nearly impossible to surprise, flank, or catch flat-footed.
Prerequisite: Dex 30, Wis 30
Benefit: The deity cannot be surprised or flanked except by a supernal of higher rank. The deity retains its Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by supernals of higher rank.
Notes: If the deity has the uncanny dodge class feature, this ability replaces it.
Suggested Portfolio Elements: War.

Call Creatures
The deity can bring creatures to serve and aid it.
Prerequisite: Minor Deity status or greater.
Benefit: The kind of creature the deity can call is noted in the deity’s description. Each creature called can have no more than three times the Hit Dice as presented in the Monster Manual nor can the creature’s Hit Dice exceed the deity’s. The creatures are transported to the deity’s presence through an inter-dimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell. A minor deity can call creatures a three times a day, lesser deity four, intermediate deities five, greater deities six. The number of creatures called at a time are as follows: minor deities can call 1d4+1 creatures, lesser deities 2d4+2, intermediate 2d6+3, greater deities 2d8+4. Alternatively, the deity can call forth special groups of creatures created specifically by the deity as unique task forces.
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

Clearsight
The deity can perceive reality despite appearances.
Prerequisites: Divine rank 6, Wis 30.
Benefit: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 10 feet per divine rank of the deity. This ability is similar to the true seeing spell, except that it does not reveal creatures’ alignments and it does foil mundane disguises.
Suggested Portfolio Elements: Knowledge, truth.

Command Plants
The deity can control plants and plant creatures.
Benefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. She can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity or cosmic entity that succeeds on a rank check against the deity using the ability. Will DC (20 + divine rank + Wisdom bonus)
Also once per day, the deity can create one of the following effects.
Charm: Plant creatures and fungus creatures within (25 ft. + 5 ft. per divine rank) of her person act as if affected by a mass charm spell. The deity can command a number of plant creatures not exceeding her divine rank. No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect, whose DC is Wisdom-based. The effect lasts 1 day. This is a charm effect.
Animate: The ability imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the deity first designates. Animated plants gain humanlike senses. The plants’ AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The deity can animate two Large plants (like trees), four Medium plants (like shrubs), or eight Small plants (like vines). All plants to be affected must be within 60 feet of each other. The deity can animate different types of plants if desired. Creatures that have the plants in their possession can prevent the effect with Will saves; the DC is Wisdom-based. The effect lasts 1 hour per divine rank, to a maximum of 1 day.
Entangle: The deity imbues all plants within (25 ft. + 5 ft. per divine rank) with semi-mobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. The effect lasts 1 hour per divine rank, to a maximum of 1 day. The save DC is Wisdom-based.
Suggested Portfolio Elements: Agriculture, earth, fertility.

Control Creatures
The deity can dominate and control the actions of a specific kind of creature.
Benefit: The deity can command some kind of creature as noted in her description. This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (the deity seizes direct control over the creature’s body). Each day the deity can attempt to control a number of creatures equal to her divine rank. She can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within the deity’s line of sight when first affected. Once control is established, distance is not a factor and the deity can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities or cosmic entities that succeed on an opposed rank check). The subject is allowed a Will save to resist and is allowed a new save if the deity commands the subject to do something against its nature. The save DC is Charisma-based.
At any given time, a deity cannot have more creatures under her control than 10 times her divine rank. If the deity 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.
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

Craft Artifact
The deity can make magic items that exceed mortal limits.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll.
Benefit: The deity can craft magic arms and armor, staffs, wands, wondrous items, rings, and scrolls that exceed the normal limits for such items. For instance, the deity could create a magic sword with an enhancement bonus higher than +5, a staff that allows the use of spells of higher than 9th level, a cloak of Charisma with an enhancement bonus higher than +6, and so on.
Suggested Portfolio Elements: Crafts, knowledge, magic.

Create Object
The deity can create simple objects out of nothing.
Prerequisites: Divine rank 11, Int 30.
Benefit: As a full-round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight the deity can create there. Once created, the objects are permanent and non-magical. If the deity has the appropriate Craft skill, she can make a Craft check when creating the item to make it a masterwork item.
Rest: The deity must convert a considerable amount of its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity’s realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
Suggested Portfolio Elements: Crafts, creation.

Create Greater Object
The deity can create complex objects out of nothing.
Prerequisites: Divine rank 11, Int 29, Create Object salient divine ability.
Benefit: As a full-round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. If the deity uses this ability on a divinely morphic plane or within its own godly realm, double the volume and weight the deity can create. If the deity’s realm is located on a divinely morphic plane, triple the volume and weight the deity can create there.
Notes: This ability works like the Create Object ability, except as noted below. A deity can use this ability to create any kind of non-magical object.
Rest: The deity must convert a considerable amount of its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity’s realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
Suggested Portfolio Elements: Crafts, creation.

Divine Air Mastery
The deity has mastery over the air.
Prerequisite: Air domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both she and her foe are airborne. The deity can fly with perfect maneuverability. When flying, she automatically knows the location of any corporeal creature within 10 feet per divine rank, by sensing the disturbance in the air the creature causes.
Suggested Portfolio Elements: Air, wind.

Divine Barbarian
The deity is the epitome of barbarians, truly an example of unbridled divine rage which mortal barbarians can only hope to achieve.
Prerequisites: Minor deity status or higher, any Chaotic alignment, Str 25, Con 25
Benefit: The deity has sculpted himself into barbaric perfection. He gains the following:
• The deity’s Base Attack Bonus is equal to his Hit Dice.
• Damage Reduction (Ex): The deity possesses DR 5/- as if he were a 20th level barbarian.
• Fast Movement (Ex): The deity’s speed is faster than normal granting a +10 bonus to speed plus an add +10 speed bonus for every 3 divine ranks after the first 1st. This bonus stacks with any other bonuses to the deity’s base speed.
• Improved Uncanny Dodge (Ex): The deity is and can no longer be flanked. This defense denies a rogue the ability to sneak attack the deity by flanking him, unless the attacker has at least four more rogue levels than the deity has barbarian levels. The deity is treated as a 20th level barbarian.
• Rage (Ex): The deity rages as if he were a 20th level barbarian with the indomitable will, mighty rage, and tireless rage class features.
• Rage Powers (Ex): The deity gains rage powers as if he were 20th level barbarian.
• Trap Sense (Ex): The deity possesses a +6 trap sense bonus as if he were a 20th level barbarian.
Notes: This ability can be taken once more, allowing the deity to “progress” forward as an epic barbarian past 20th level using his total Hit Dice to determine his barbarian level (even though the deity has no actual barbarian levels).
Suggested Portfolio Elements: Barbarianism, rage, war

Divine Battle Mastery
The deity is the epitome of the fighter, a master of sophisticated battle techniques.
Prerequisites: Combat Reflexes, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack
Benefit: The deity can make an unlimited number of attacks of opportunity in one round. The deity still can’t make more than one attack of opportunity against a single opponent in a round. As a full-round action, the deity may make one melee attack at its full base attack bonus against each opponent within reach. The deity does not incur any attacks of opportunity from this action.
Suggested Portfolio Elements: Justice, vengeance, war.

Divine Blast
The deity can channel part of her personal energy into a blast of divine energy.
Prerequisite: Cha 30.
Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus + her divine rank. The blast has a radius of 10 feet per divine rank and can appear up to one mile per rank (the deity chooses the length). Targets of the blast take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. A Reflex save DC (20 + Charisma bonus + divine rank) halves the damage. She can make the blast look, sound, smell, and feel like anything she desires. Despite the appearance of the blast, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
Notes: The blast destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The blast itself is unaffected and can strike a target behind the wall of force or prismatic effect. A divine shield can stop the blast.
Suggested Portfolio Elements: Death, destruction, war.

Divine Blessing
The deity can grant exceptional abilities to mortals.
Prerequisite: Selected ability score 40.
Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The deity must have a score of at least 40 in the selected ability. The deity can grant mortals a +6 enhancement bonus to that ability that lasts for one day. In a single day and at one time, the deity can affect a number of creatures equal to its divine rank.
Notes: A deity can have this ability multiple times, choosing a different ability score each time.
Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom.

Divine Celerity
The deity can use a haste effect.
Prerequisite: Dex 30.
Benefit: The deity acts as if hasted for a number of minutes per day equal to its divine rank. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.
Suggested Portfolio Elements: Travel, wind.

Divine Creation
The deity can create creatures or magic items out of nothing.
Prerequisites: Divine rank 16, Int 29, Create Object salient divine ability, Create Greater Object salient divine ability.
Benefit: As a full-round action, the deity can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank. If the deity uses this ability on a divinely morphic plane or within its own godly realm, double the volume and weight the deity can create. If the deity’s realm is located on a divinely morphic plane, triple the volume and weight the deity can create there.
Notes: This ability works like the Create Greater Object ability, except as noted below. A deity can use this ability to create any kind of creature that does not have a divine rank. The deity can create a creature with class levels, but never with more class levels than the deity has itself or the deity’s divine rank, whichever is lower.
Rest: The deity must convert a considerable amount of its own energy into a creature, which always leaves the deity impaired. The deity must rest for 10 minutes × the creature’s Hit Dice × the creature’s Challenge Rating for each creature created, with a minimum of 10 minutes per creature. If the creature has class levels, each level counts as an additional Hit Die. For example, if Hades were to use this ability to create five hell hounds, he would have to rest for 600 minutes (10 minutes × 4 HD × CR 3 = 120 minutes per hell hound × 5 hell hounds = 400 minutes). The deity can create any kind of magic item except an artifact. The rest requirement for creating magic items is the same as for the Create Greater object ability.
Suggested Portfolio Elements: Crafts, creation, supreme.

Divine Dodge
The deity can avoid damage by simply not being there when the attack hits.
Prerequisite: Dex 40.
Benefit: Any physical attack or individually targeted spell directed at the deity has a percent miss chance equal to 50 + the deity’s rank. Area effects that include the deity have a similar chance to be ineffective.
Notes: The ability is similar to the blink spell, except that it is defensive only and the deity does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with the deity’s own attacks. If an attack overcomes the miss chance, the deity still gets the benefit of a saving throw (if one is allowed).
Suggested Portfolio Elements: Agility, gambling, luck, protection.

Divine Druid
The deity is the epitome of the druid and has abilities that far surpass those of mortal druids.
Prerequisites: Alter Form, Wis 30
Benefit: While in a wild shape, the deity gains all the extraordinary and supernatural abilities of the creature whose form it adopts. For example, when the deity uses wild shape to change into a leopard, it gains the leopard’s pounce, improved grab, and rake abilities; when the deity changes into a lamia, it gains the lamia’s Wisdom drain attack. In addition to animal forms, the deity can take the form of beasts or magical beasts. Some deities can assume additional forms, such as plant, vermin, elemental, or dragon. These are specified in the deity’s description. The deity can assume the form of any animal, beast, or magical beast from Fine to Colossal in size. The deity can cast and prepare spells as a druid. The caster level equals the deity’s Hit Dice and the DC for the spell equal DC 20 + divine rank + Wis bonus.
Nature sense (Ex): The deity gains a +2 bonus plus divine rank to Knowledge (nature) and Survival checks.
Suggested Portfolio Elements: Nature.

Divine Earth Mastery
The deity has mastery over the earth.
Prerequisites: Earth domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are touching the ground. The deity gains a burrow speed commensurate with its size (see Divine Characteristics), as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. The deity has tremorsense, allowing it to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground. The deity has complete control over all things made of earth (including stone and metal). It can alter the form of any amount of earth as a free action. The deity can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target. Caster level equal to deity’s Hit Dice. The deity can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal—such as changing a silver coin to gold. The deity can affect any object it can see, but no more than one object per round.
Suggested Portfolio Elements: Earth.

Divine Echo
The deity’s sound-based abilities affect her targets twice.
Prerequisites: Con 30, Lesser Deity status or higher
Benefit: Any attack the deity uses that deals sonic damage, immediately deals half the damage again (round down to the nearest number). In example a deity uses an attack that deals 10d6 points of sonic damage; with this ability the attack now deals 15d6 points of damage. Only one save is required against such attacks as normal. A deity’s music now forces the target to make two successful saves in order to successfully save against the effects. Divine echo applies automatically to extraordinary abilities, spells, spell-like abilities, and supernatural abilities.
Suggested Portfolio Elements: singing

Divine Fire Mastery
The deity has mastery over fire.
Prerequisites: Fire domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are touching fire or using weapons with the flaming or flaming burst special abilities. The deity is immune to the effects of fire and heat. The deity can automatically know the location of any corporeal creature within 10 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes. The deity has complete control over all non-magical fire and can duplicate the effect of any spell with the fire descriptor as a standard action.
Suggested Portfolio Elements: Fire.

Divine Glibness
The deity’s silver-tongued speech can convince others to take action.
Prerequisites: Cha 30, Bluff 40 ranks, Trickery domain.
Benefit: As a full-round action, the deity can speak and convince others to take some course of action. This works like a mass suggestion spell cast at a level equal to 10 + the deity’s divine rank, except that it affects up to (10 + divine rank) creatures, no two of which can be more than (10 × divine rank) feet apart. The save DC is 20 + the deity’s Charisma modifier + the deity’s divine rank.
Suggested Portfolio Elements: Commerce, lies, thieves.

Divine Ichor
The deity has turned their blood into a weapon.
Prerequisite: Con 30
Benefit: Anyone striking and injuring the deity in melee is splashed by the deity’s ichor and suffers the effect. The deity does not need to have actual blood to gain this ability. It could be bone shards, ethereal essence or any other possible types of matter or energy. This is an automatic ability and does not count against the deities actions. A minor deity’s ichor deals 2d6 plus divine rank points of divine damage; lesser deity 4d6 plus divine rank; intermediate deity 6d6 plus divine rank; greater deity 8d6 plus divine rank; overdeity 10d6 plus divine rank.
Notes: Divine ichor varies from deity to deity and may even have additional effects as detailed in their entries.
Suggested Portfolio Elements: Any

Divine Inspiration
The deity can inspire a specific emotional state in others.
Benefit: The deity can enchant creatures to create a specific emotion. The deity can affect one creature per divine rank at once and up to the same number each day. All must be within the deity’s line of sight when first affected. The specific effects depend on the emotional state induced.
• Courage: The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves. (Lesser deity +4 bonus; Intermediate deity +6 bonus; Greater deity +8 bonus; Overdeity +10 bonus).
• Despair: The enchanted creatures are affected as by a symbol of hopelessness unless they make a successful Will save (DC 10 + ½ Hit Dice + Charisma modifier + divine rank). The effect lasts one day.
• Dread: The enchanted creatures must make a successful Will save (DC 10 + ½ Hit Dice + Charisma modifier + divine rank) to attack or fight. If the save succeeds, the creature does not have to save again for 10 minutes. If the save fails, the creature flees in panic for 3+1d4 rounds. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves. (Lesser deity -4 penalty; Intermediate deity -6 penalty; Greater deity -8 penalty; Overdeity -10 penalty).
• 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 + ½ Hit Dice + Charisma modifier + divine rank) to resist the effect. This is a mind-affecting compulsion. The bonus and penalties increase by 1 for each divine stratum past minor deity.
• Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. The bonus increases by 2 for each divine stratum past minor deity.
• Rage: The enchanted creatures receive a +6 morale bonus to Strength and Constitution scores, a +4 morale bonus on Will saves, and a –4 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves (DC 10 + ½ Hit Dice + Charisma modifier + divine rank) to resist the effect. This is a mind-affecting compulsion.
• Love and Desire: A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature’s affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. Subjects can attempt Will saves (DC 10 + ½ Hit Dice + Charisma modifier + divine rank) to resist the effect. This is a mind-affecting compulsion effect.
Notes: All effects last for one day. However, the deity can end any effect bestowed on a creature by this ability as a free action.
Suggested Portfolio Elements: Any.

Divine Metamagic
The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment.
Prerequisite: Divine Spellcasting
Benefit: The deity chooses one non-epic metamagic feat. As a free action, she can apply the selected feat to the spells from any one class spells she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot. The deity can alter spells or spell-like abilities this way a number of times per day equal to their divine rank.
Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell’s level higher, such as Heighten Spell, do not work with this ability. A deity can have this ability multiple times, choosing a different metamagic feat. Also, the number of times this ability can be used applies to each non-epic metamagic feat chosen. Thus, a lesser deity (DvR 8) that chose divine metamagic (enlarge spell) and divine metamagic (empower spell) can use both abilities 8 times a day (8 times to enlarge spells and 8 times to empower spells).
Suggested Portfolio Elements: Knowledge, magic.

Divine Paladin
The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins.
Prerequisites: Lawful Good, Cha 30
Benefit: The deity has sculpted himself into the ultimate warrior of justice and righteousness. He gains the following:
• The deity’s Base Attack Bonus is equal to his Hit Dice.
• Constant detect evil spell-like ability. Caster level equal to Hit Dice.
• Divine Paladin Aura (Su): The deity radiates an aura of justice, resolve, faith, and righteousness. As a standard action, the deity creates an aura with a 10 ft. per divine rank radius centered on themselves. The aura grants allies within range a morale bonus to saving throws against charm, compulsion, and fear effects equal to 4 plus the deity’s divine rank. Also, allies within range natural weapons and manufactured weapons are treated as good, and lawful for purposes of overcoming an enemy’s damage reduction. Finally, allies within range can smite evil every 1d4 rounds.
• Hand of Mercy (Su): The deity can bestow all mercies with a successful lay on hands.
• Lay on Hands (Su): The deity can lay on hands like a paladin healing up to 100 points of damage per divine rank a day. Alternatively, the deity can use the healing power to instead damage undead creatures. However, the deity can only deal a maximum of 100 points of damage with each use.
• Smite Evil (Su): The deity can smite evil as a paladin of a level equal to its Hit Dice and do so a number of times equal to divine rank plus Charisma bonus. The deity gets an extra 4 points of damage per level on successful smite attempt instead of the normal 2 points. The deity can also choose to add a banishment effect on each smite attempt against an evil outsider.
• Spells: The deity can cast and prepare spells as a paladin of a level equal to their Hit Dice. Caster level equal to ¾ deity’s Hit Dice plus divine rank; DC 10 + divine rank + Charisma bonus + spell level; Prayer and meditation are not needed to prepare spells.
• The deity’s special mount, if any, gains the celestial template.
Notes: The spell DC increases by 10 for each divine stratum beyond minor deity.
Suggested Portfolio Elements: Good, justice, law, nobility, war.

Divine Radiance
The deity can emit powerful holy light.
Prerequisite: Good alignment, Sun domain.
Benefit: The deity can shed light in a 10 feet per divine rank emanation from her body that lasts for 1 minute per divine rank. This light counters and dispels all darkness effects (unless created by a deity of higher rank) and causes pain and damage to undead creatures, who take 4d6 points of damage per round with no save. As a full attack action, the deity can generate up to three rays plus one extra per divine stratum above minor deity of scorching light that can strike targets up to a number of miles away equal to the deity’s divine rank. No more than two rays can be directed at any one target. Each ray deals 2d6 points of damage per divine rank. Undead take 2d12 points of damage per divine rank.
Suggested Portfolio Elements: Good, light, sun.

Divine Shield
The deity can use part of its personal energy as barrier that protects against almost any attack.
Prerequisites: Minor Deity status or greater, Con 30.
Benefit: As a free action, the deity can create a shield that lasts 10 minutes and protects the deity’s body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + its Constitution bonus.
Notes: The deity can adjust the shield so that it does not block damage the deity ignores anyway. For example, if the deity is immune to fire, the deity might want to adjust the shield to ignore fire damage. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Protection.

Divine Sneak Attack
The deity’s sneak attacks are devastating.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity’s sneak attacks deal an additional +1d6 points of damage per divine rank. Any attack of opportunity the deity makes is considered a sneak attack. The deity can flank or catch flat-footed any opponent whose divine rank does not exceed the deity’s and can sneak attack that opponent. The deity cannot deal sneak attack damage to opponents that are immune to critical hits. Any time the deity inflicts damage with a sneak attack, that target suffers damage equal to the deity’s sneak attack bonus damage on the deity’s next turn as well.
Suggested Portfolio Elements: Thieves.

Divine Skill Focus
The deity has superlative ability with the selected skill.
Benefit: The deity receives a bonus of 10 + its divine rank when using the skill.
Notes: This bonus stacks with the divine rank bonus deities normally receive on checks. If the selected skill is related to the deity’s portfolio, add the deity’s rank to the maximum DC for a free action. For example, any task with a DC of 20 or lower is a free action for a lesser deity if the action is related to the deity’s portfolio. If a deity with a rank of 6 has Divine Skill Focus with a skill related to its portfolio, that deity can perform tasks with DCs of 26 or lower as free actions. A deity can have this ability multiple times, choosing a different skill each time.
Suggested Portfolio Elements: Any

Divine Spell Focus
The save DC for one school of spells the deity can cast increases.
Prerequisites: Spell Focus, Greater Spell Focus.
Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by the deity’s divine rank. This bonus overlaps (does not stack with) the bonus from Spell Focus or Greater Spell Focus.
Notes: A deity can have this ability multiple times, choosing a different school of magic each time.
Suggested Portfolio Elements: Magic.

Divine Splendor
The deity’s mere proximity is fatal to mortals.
Prerequisites: Divine rank 16, Cha 45.
Benefit: The deity can unleash its divine splendor to obliterate those he sees unworthy of his presence as either a burst or radiance. The deity can use this ability a number of times equal to his divine rank.
Burst: As a free action, the deity can activate this ability instantly killing all mortal creatures within 10 feet per divine rank of the deity with no save if said creatures possess Hit Dice equal to or lower than the deity’s. If the victim’s Hit Dice is greater than the deity’s divine rank they are allowed a Fortitude save DC (20 + [2 x divine rank] + Charisma bonus) to survive being destroyed but still take points of divine damage equal to 2d10 per divine rank. The deity can activate a divine splendor burst every 3d4+2 rounds unless he has an active divine splendor radiance in place.
Radiance: As a free action, the deity can create an aura of splendor with a 10 feet per divine rank radius centered on himself. The aura lasts for 1 hour and deals 2d10 points of divine damage each round to all creatures in range at the deity’s discretion. A free action can cancel the radiance. Even if the radiance is cut short, it still counts towards the number of times this ability can be used for the day.
Suggested Portfolio Elements: Supreme.

Divine Toughness
The deity possesses insurmountable toughness
Prerequisites: Epic Toughness, divine rank 5, Con 30
Benefit: The deity gains a number of hit points per Hit Dice equal to their divine rank. Also, the deity can roll twice for Fortitude saves, choosing the best result.
Suggested Portfolio Elements: Earth, War

Divine Water Mastery
The deity has mastery over water.
Prerequisites: Water domain.
Benefit: The deity gains a competence bonus on attack, damage, and Armor Class equal to its divine rank if both the deity and its foe are touching the same body of water. The deity gains a swim speed commensurate with its size (see Divine Characteristics). At will, as a full-round action, the deity can create a devastating tidal wave of water. On land, the wave effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures that fail the save are swept away, taking 1d6 points of subdual damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while 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. The wave affects a number of miles of coastland up to the deity’s divine rank. When touching water, the deity can automatically sense the location of anything within 10 feet per divine rank that is in contact with the same body of water.
Suggested Portfolio Elements: Water.

Divine Weapon Focus
The deity is particularly adept with one kind of weapon.
Prerequisites: Weapon Focus and Greater Weapon Focus with the selected weapon.
Benefit: This ability works like the Weapon Focus feat except that the deity receives a bonus of +4 on attacks with the weapon.
Notes: This bonus stacks with the divine rank bonus deities get on attack rolls, and with the Divine Weapon Mastery salient divine ability. It also stacks with the Weapon Focus and Greater Weapon Focus feat. A deity can have this ability multiple times, choosing a different kind of weapon each time.
Suggested Portfolio Elements: War.

Divine Weapon Mastery
The deity is exceptionally proficient with weapons.
Prerequisites: BAB+20, Str 30, Dex 30
Benefit: The deity receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding any simple or martial weapon.
Suggested Portfolio Elements: War.

Divine Weapon Specialization
The deity deals tremendous damage with one kind of weapon.
Prerequisites: Base attack bonus +20, Weapon Specialization and Greater Weapon Specialization feats with the selected weapon, Divine Weapon Focus salient divine ability with the selected weapon.
Benefit: This ability grants the deity a bonus on damage with the weapon equal to its divine rank.
Notes: If the selected weapon is a ranged weapon, the extra damage applies against any target the deity can see. The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization feat. A deity can have this ability multiple times, choosing a different kind of weapon each time.
Suggested Portfolio Elements: War.

fafnir300
2014-01-30, 06:23 AM
Energy Burst
The deity can create a blast of damaging energy.
Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in the deity’s description) with a radius of 10 feet per divine rank. Anything in the area takes 1d8 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, or Fortitude for sonic energy; DC 10 + ½ Hit Dice + divine rank + Constitution modifier). This ability can be used up to a number of times equal to divine rank plus Constitution bonus.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Nature.

Extra Domain
The deity gains an extra domain.
Prerequisite: Divine rank 6.
Benefit: The deity chooses one domain to add to its list of domains. The deity can grant spells and powers from that domain and use those spells and powers personally, just as it can the spells and powers of its other domains.
Notes: A deity can have this ability multiple times, choosing a new domain each time.
Suggested Portfolio Elements: Any.

Energy Storm
The deity can create a vortex of swirling energy that protects it and damages those who touch the vortex.
Prerequisite: Divine rank 11.
Benefit: The deity can surround itself with a vortex of energy (acid, cold, electricity, fire, sonic, positive, or negative energy, specified in the deity’s description). The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. Thrown weapons and projectiles incur a penalty to attack rolls equal to divine rank inside of the energy storm. Energy storms that use acid, cold, electricity, fire, or sonic energy deal 2 points of energy damage and 2 points of holy damage per divine rank each round. Positive energy deals 2 points of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures. Negative energy deals 2 points of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures. The storm lasts for a maximum of 1 hour a day and the deity can activate and deactivate this ability as a standard action.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Storms.

Energy Resistance
The deity has resistance to energy beyond the divine norm.
Benefit: The deity gains resistance of 20 + divine rank (round up to the nearest fifth) to acid, cold, electricity, fire, or sonic energy. Special energy types can be chosen as well.
Notes: A deity can have this ability multiple times, choosing a different form of energy each time. The deity also can have this ability more than once for a single type of energy. When applied to an energy type that the deity already resists, this ability increases the resistance by 20. For example, a deity has a cold resistance of 20 + divine rank. If that deity has Increased Energy Resistance (cold), the deity’s cold resistance would be 40 + divine rank (round up to the nearest fifth).
Suggested Portfolio Elements: Any.

Extra Energy Immunity
The deity is immune to some form of energy.
Prerequisites: Divine rank 6, resistance to the energy type selected.
Benefit: The deity gains immunity to acid, cold, electricity, fire, or sonic energy. Special energy types can be chosen as well.
Notes: A deity can have this ability multiple times, choosing a different form of energy each time.
Suggested Portfolio Elements: Any.

Extra Sense Enhancement
The deity has a sense of sight, hearing, or smell even more acute than normal for a deity.
Prerequisites: Wis 30.
Benefit: The deity chooses one sense to enhance. The ability can extend a sense’s range one mile per divine rank, or it can allow the sense to ignore one type of physical or magical blockage. For example, the deity could see through solid objects or in magical darkness. The enhanced sense can penetrate 10 feet of a physical barrier per rank or 100 feet of a less tangible barrier (such as fog or smoke) per rank.
Notes: Some deities have specific applications of this ability that go beyond the normal senses, such as Ptah’s ability to see ethereal creatures and objects. A deity can have this ability multiple times, choosing a different sense each time.
Suggested Portfolio Elements: Any.

Footsore
The deity can make living creatures tired.
Prerequisites: Travel domain.
Benefit: The deity can sap the energy from living creatures so that they feel tired. It can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within the deity’s line of sight when first affected. Subjects can attempt Fortitude saves (DC 10 + ½ Hit Dice + Charisma modifier + divine rank). Creatures who fail their saves become fatigued (see the Player’s Handbook) and their speed is reduced by half. Furthermore, any mount or vehicle they ride is likewise slowed. The effect lasts one day.
Suggested Portfolio Elements: Travel.

Free Move
The deity can move almost instantaneously.
Prerequisites: Divine Celerity salient divine ability.
Benefit: The deity can move up to its speed once a round as a free action.
Suggested Portfolio Elements: Travel.

Greater Energy Burst
Prerequisites: Energy burst salient divine ability with the selected energy.
Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in the deity’s description) with a radius of 30 feet per divine rank. Anything in the area takes 2d10 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 + ½ Hit Dice + divine rank + Constitution modifier). This ability can be used up to a number of times equal to their Constitution bonus.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time. This ability does not replace the energy burst salient divine ability.
Suggested Portfolio Elements: Nature.

Gift of Life
The deity can restore any previously living mortal creature to life.
Benefit: The deity restores the dead creature to life, no matter how long the creature has been dead or what the condition of the body. The deity can extend this ability up to 100 feet per divine rank but can only effect one creature at a time. Gift of life can be used a number of times equal to divine rank plus Charisma bonus.
Notes: This ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant. This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld (Hades, Osiris, and Hel) 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 (as the trap the soul spell) provided the soul is not held by a deity of higher rank than the one using this ability. This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank unless a successful rank check is made.
Suggested Portfolio Elements: Healing, life.

Grow Creature
The deity can make a certain type of creature larger.
Benefit: This ability works like the animal growth spell, except that it can affect up to one creature of the specified type per divine rank each day, all of which must be within the deity’s line of sight when first affected. The effect lasts one day.
Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.

Hand of Death
The deity can slay any living mortal creature.
Benefit: The deity points to any mortal within the deity’s sensory range and snuffs out its life. This ability is a ranged touch attack which extends up to 100 feet per divine rank. Hand of death can be used a number of times equal to divine rank plus Charisma bonus.
Notes: This ability allows a Fortitude saving throw with a DC of 20 + ½ Hit Dice + Charisma bonus + divine rank. Even if the save succeeds, the subject takes 1d10 points of damage per divine rank. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine ability unless a successful rank check is made. Miracle and wish spells work as well as the alter reality salient divine ability so long as a successful rank check is made.
Suggested Portfolio Elements: Death.

Instant Move
The deity can move instantaneously.
Prerequisites: Divine rank 6, Dex 30.
Benefit: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting.
Suggested Portfolio Elements: Travel.

Irresistible Performance
The deity’s performances have power over creatures far beyond what mortal bards can accomplish.
Prerequisites: Perform 40 ranks, Cha 35
Benefit: When the deity sings, plays a musical instrument, tells jokes, recites verse, or engages in any other type of performance as a full-round action, the deity has the option to create any of the following effects. The deity can use this ability a number of times per day equal to its divine rank plus Charisma bonus. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the deity.
• Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the deity’s option. The affected creatures also suffer a –4 plus divine rank penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save (DC 10 + ½ Hit Dice + Charisma modifier + divine rank). The effects last for as long as the deity performs and for up to 1 round per divine rank thereafter.
• Affected creatures become blissfully calm. They are immune to fear and compulsion effects except for those created by deities of higher rank than the performing deity and any such effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities of higher rank than the performing deity. Immunity to fear and compulsion last for as long as the deity performs and for up to 1 round per divine rank thereafter.
• Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind effect with Will saves (DC 10 + ½ Hit Dice + Charisma modifier + divine rank). Affected creatures sleep for up to 1 hour per divine rank or until awakened. The deity can end the effect at will.
• Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the deity’s divine rank are affected. Creatures can resist the effect with Fortitude saves (DC 10 + ½ Hit Dice + Charisma modifier + divine rank). Once a creature makes a successful save against one of the deity’s performances, the creature cannot be affected again for one day.
Notes: Not all deities with this ability can create all the mentioned effects, as specified in the deity descriptions.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

Know Secrets
No secrets can be kept from the deity.
Benefit: The deity can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results, and the subject is allowed a Will save (DC 20 + the deity’s Charisma modifier + the deity’s divine rank) to avoid the effect. The deity must make a success ranged touch attack for this ability to work.
Notes: The deity can perform this ability indefinitely until he affects a number of creatures equal to his divine rank.
Suggested Portfolio Elements: Knowledge, secrets.

Lay Curse
The deity can place a debilitating curse on creatures.
Benefit: This ability works like the bestow curse spell Targets are allowed Will saves (DC 20 + ½ Hit Dice + Charisma modifier + divine rank) to resist. The curse can be removed only by a deity of equal or higher rank than the cursing deity. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected.
Suggested Portfolio Elements: Evil.

Lay Quest
The deity can enchant creatures so they are compelled to perform some service of his choosing.
Benefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity of equal or higher rank than the deity who lays the quest. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected.
Suggested Portfolio Elements: Justice, law.

Life and Death
The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead mortal being almost anywhere.
Prerequisites: Divine rank 6, Gift of Life or Hand of Death salient divine ability.
Benefit: The deity designates any mortal and snuffs out its life. Or the deity can designate any dead mortal and restore it to life.
Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion, such as by reciting the subject’s time and place of birth or death, listing the subject’s notable or infamous deeds, or something similar.
If the deity chooses to kill a mortal, the ability works grants the victim a Fortitude save DC (20 + ½ Hit Dice + Charisma bonus + divine rank) to negate the death effect. Even on a successful save, the victim still takes 2d10 points of damage per divine rank. The mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life or Life and Death salient divine ability. Miracle and wish spells work as well as the alter reality salient divine ability so long as a successful rank check is made.
If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant. This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped (as the trap the soul spell in the Player’s Handbook), provided the soul is not held by a deity of higher rank than the one using this ability. This ability cannot restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability unless a successful rank check is made.
Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes death do not have to rest after using this ability.
Suggested Portfolio Elements: Death, supreme.

Life Drain
The deity can create a dark cloud that saps life energy.
Prerequisites: Death domain.
Benefit: As a free action, the deity can generate a cloud of darkness that rises from its body in a spread with a radius of 10 feet per divine rank and 10 feet high per 2 divine ranks. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by supernals who succeed on a rank check). Living creatures must make Will saves (DC 30 + Charisma modifier + divine rank) or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloud’s darkness remains effective.
Notes: The number of negative levels a creature gains increases by 2 for each divine stratum past minor deity. Thus, the life drain of a lesser deity bestows 4 negative levels; intermediate deity 6 negative levels; greater deity 8 negative levels; overdeity 10 negative levels.
Suggested Portfolio Elements: Death, undead.

Mass Divine Blast
The deity can release part of its personal energy as an attack. The ability can be used against multiple targets or an area.
Prerequisites: Divine rank 6, Divine Blast salient divine ability.
Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 100 feet long per rank. A burst or spread can have a radius of up to 50 feet per rank. A cylinder can have a radius of up to 50 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack’s exact form and dimensions. Each use of this ability counts as a use of the deity’s Divine Blast ability.
Suggested Portfolio Elements: Death, destruction, war.

Master Crafter
The deity’s Craft skills and item creation capabilities are beyond compare.
Prerequisites: 23 ranks in two different Craft skills.
Benefit: Any object the deity creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time and cost required to create it. Any item the deity creates also has twice the hit points it would normally have, and its break DC is increased by 10 plus ½ divine rank. These benefits apply to walls, doors, and other components of buildings the deity creates, as well as smaller items.
Suggested Portfolio Elements: Crafts, creation.

Mind of the Beast
The deity can make plants and animals sentient, and it can reduce sentient creatures to animal or plant form.
Benefit: The deity can grant human-like sentience to trees or animals. This sentience lasts as long as the sentient tree or animal remain within 1 mile per divine rank of the deity. If the sentient creature leaves the range for more than one day, they lose their sentience. The sentient tree or animal obeys the deity’s commands to the best of its ability. The deity can create a radius up to 100 feet per divine rank that affects all non-intelligent animals and trees. Those affected converge on the deity as fast as possible to receive further orders. Also, the deity can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save (DC 20 + Charisma modifier + divine rank) to resist. Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses. The Alter Reality ability can make either effect permanent.
Suggested Portfolio Elements: Nature.

Possess Mortal
The deity can infuse some of its energy into a mortal, turning the mortal into an extension of the deity.
Prerequisites: Cha 30.
Benefit: The deity can possess any mortal in any location the deity can sense. Unwilling mortals can attempt Will saves (DC 20 + Charisma modifier + divine rank).
Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of the Alter Reality salient divine ability by a deity of higher rank. The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal’s memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating. A deity can possess a number of mortals equal to their divine rank.
While the deity is in possession, the mortal’s abilities are unchanged, except as noted below.
Type: Same as the deity.
Hit Points: Same as the mortal, +1 for each rank of the deity.
Armor Class: The mortal gains a divine bonus to Armor Class equal to half the deity’s divine rank.
Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity’s (or remain as the mortal’s scores if they are higher).
Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score.
Skills: The mortal can use its own skills and the deity’s skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers.
Suggested Portfolio Elements: Supreme.

Power of Luck
The deity can bestow good luck or ill.
Prerequisites: Luck domain.
Benefit: The deity can give creatures good or bad fortune up to a number of times equal to divine rank plus Charisma bonus. The target must be within the deity’s line of sight when first affected. Will DC (20 + ½ Hit Dice +Charisma bonus + divine rank) to negate. Subjects receive a luck bonus of +1 per divine rank or a luck penalty of –1 per divine rank on attack rolls, saves, and checks for one day. Alter reality used by deities of equal rank or higher can cancel this effect. Alternatively, a wish spell with a caster level equal to or higher than the bestowing deity’s Hit Dice can also negate the effect.
Notes: If the luck bonus or penalty is cancelled prematurely, the target creature cannot be affect again by this ability for another hour.
Suggested Portfolio Elements: Fate, gambling, luck.

Power of Nature
The deity can control the forces of nature.
Benefit: The deity can perform any of the following in a radius of one mile per divine rank around the deity, at will, as a full-round action.
• Create or quell winds to produce anything from still air to tornado force winds.
• Set the temperature anywhere from –50°F to 120°F.
• Shake the earth, as the earthquake spell.
• Create rain, sleet, hail, snow, or thunderstorms.
These effects last as long as the deity concentrates and for up to 1 minute per divine rank afterward. The deity can end an effect as a free action.
Suggested Portfolio Elements: Nature, sea, weather.

Power of Truth
The deity can discern lies and compel creatures to tell the truth.
Benefit: The deity knows when anyone (other than a deity of equal or higher rank) deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature the deity can perceive. The deity also can enchant creatures so they become truthful. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save (DC 20 + ½ Hit Dice + Charisma modifier + divine rank) to resist. Subjects who make successful saves become immune to this ability for one day.
Suggested Portfolio Elements: Justice, law, truth.

See Magic
The deity can see magical auras just by looking at them.
Prerequisites: Magic domain.
Benefit: This ability is similar to a detect magic spell, except that it covers the whole area the deity can see, and the deity immediately knows the number of auras present along with their locations and strengths. The deity needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as a free action.
Suggested Portfolio Elements: Magic.

Shapechange
The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is an extraordinary ability.
Prerequisites: Divine rank 11, Alter Size salient divine ability, Alter Form salient divine ability.
Benefit: The deity can assume the form of an animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid,
or plant. The assumed form must be both living and corporeal. The deity can remain in the assumed form indefinitely, but it
resumes its own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except that the deity is not limited to a set number of forms and as noted here. The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension. The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks.
Suggested Portfolio Elements: Nature, secrets, thieves.

Shift Form
The deity can assume the forms of creatures related to its portfolio. This is an extraordinary ability.
Prerequisites: Divine rank 6, Alter Size salient divine ability, Alter Form salient divine ability.
Benefit: The deity can assume the form of another creature. The forms a deity can assume are limited and vary with each deity. The forms allowed are listed in the deity’s description. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain.
Notes: The deity acquires the physical, natural, and extraordinary abilities of the form it has assumed (but not spell-like or supernatural abilities) while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the deity to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deity’s speed is that of the assumed form or the deity’s normal speed, whichever is higher. In general, any part of the body or piece of equipment that is separated from the whole reverts to its original form. However, if the assumed form has an extraordinary ability that allows it to produce a substance or shed part of its body, then this ability also grants that ability. For example, a deity who shifts form into a viper has a poisonous bite. The deity retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The deity retains its outsider type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities.
The deity also retains its divine Armor Class bonus and divine qualities and abilities, provided they are not supernatural. The deity can cast spells for which it has components. It needs a voice like that of a humanoid for verbal components and hands
like those of a humanoid for somatic components, Likewise, the deity needs hands to use many of its powers, such as creating objects related to its portfolio. When the shape shift occurs, the deity’s equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, some shapechangers, or vermin), the equipment melds into the new form and becomes non-functional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment (fey, giant, humanoid, some outsiders, many shapechangers, many undead creatures), the deity’s equipment changes to match the new form and retains its properties. This ability cannot confer class levels or class abilities. The deity can change physical qualities such as hair color, hair texture, skin color, and gender. The deity can use this ability to create disguises, gaining a bonus of +15 on its Disguise checks. The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
Suggested Portfolio Elements: Nature.

Stride
The deity can move rapidly over long distances, can make living creatures travel faster, and can jump extraordinary distances.
Prerequisites: Travel domain.
Benefit: The deity’s movement is doubled on the local or overland scales (see the Player’s Handbook). Also, having this ability means that the deity’s height does not limit the distance it can jump. In addition, the deity can impart extra overland speed to living creatures. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity’s line of sight when first affected. Creatures who receive this boon double their speeds on the local or overland scales.
Suggested Portfolio Elements: Travel.

Supreme Initiative
The deity always goes first in the initiative order. This is an extraordinary ability.
Prerequisites: Dex 40, Improved Initiative.
Benefit: The deity adds her divine rank as a bonus to her initiative.
Suggested Portfolio Elements: Agility, thieves, war.

True Knowledge
The deity’s mastery of knowledge is nearly complete.
Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature, Knowledge domain.
Benefit: The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. The deity speaks and understands all languages. The deity can use legend lore and analyze dweomer as free actions at will. These actions count against the deity’s maximum number of free actions per round.
Suggested Portfolio Elements: Knowledge.

True Shapechange
The deity can assume the form of any creature or object, but not the form of another deity. This is an extraordinary ability.
Prerequisites: Divine rank 16, Alter Size salient divine ability, Alter Form salient divine ability, Shapechange salient divine ability.
Benefit: The deity can assume the form of any object or creature. The deity can remain in the assumed form indefinitely, but it resumes its own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except as noted below. The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural abilities of the assumed form. The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks. The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
Suggested Portfolio Elements: Nature, secrets, thieves.

Wave of Chaos
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that extends from the deity in a spread with a radius of 10 feet per
divine rank. Creatures within the spread must make Will saves (DC 20 + the deity’s Charisma modifier + the deity’s divine rank) or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 + the deity’s divine rank.
Suggested Portfolio Elements: Chaos.

Wound Enemy
Any weapon the deity wields causes a bleeding wound when it hits.
Prerequisites: Base attack bonus +20, Str 30
Benefit: The affected weapon deals damage to a creature such that a wound it causes deals 2d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 4d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + Strength bonus + divine rank) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Notes: The ability functions only when the deity personally attacks with a physical weapon. The ability works with a ranged weapon, but not if someone else uses the weapon. The deity can apply to the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
For example, a single wound would bleed for 3d6 points of damage each round if the deity had this ability three times.
Suggested Portfolio Elements: Death, pain, war.

fafnir300
2014-02-03, 09:46 PM
Infernal Duke/Duchess Traits
The Dukes of Hell are the singular nobles that serve under the might of Hell's masters, the Lords of the Nine. Despite their sharing the appellation of Duke of Hell, the various nobles often have different titles and different responsibilities as they pursue the darkest of evils, the blackest of souls, and more power for their masters and themselves (these goals are not, of course, necessarily listed in order of priority). Although they share a common title, the Dukes of Hells are all individuals with different powers and abilities at their command. Each has a singular appearance (which can, of course, be mimicked with the use of illusions and similar magicks by rivals), and each deals with allies and adversaries in different ways. Still, considering that they are defenders of Law, one can expect certain similarities from the Dukes of Hell.

Hit Dice: A Duke of Hell receives the maximum amount of hit points per hit die.
Armor Class: The Duke of Hell acquires a +3 profane bonus to its Armor Class as well as a deflection bonus equal to its Charisma bonus. Grand Dukes also gain a cosmic bonus equal to their cosmic rank.
Call Devils (Sp): A Duke commands the utmost respect of lesser devils and has the ability to call upon them whenever needed. Dukes of Hell can call devils as an action equivalent action up to three times day. The Duke can also call forth any specialized unit of devils they may control. When calling devils to its side, the Duke can choose one of the following:
• One Baron of Hell under their command.
• 1d3 pit fiends or other greater devils each with no more than 3 times their normal HD.
• 3d6 lesser devils each with no more than 3 times their normal HD.
Since these devils are called, they have the ability to summon other devils as normal
Damage Reduction (Ex): The Duke acquires a DR of 20/epic, good and silver
Diabolic Decree (Su): Each Duke of Hell has the ability to demote or promote lesser devils with but a thought. Nine times per day as a full-round action, a Duke may demote any number of devils. The range of this power is 300 feet and only affects devils under their direct control. The targeted devils receive a Fortitude save DC 15 + ½ the Duke’s HD + Charisma modifier to resist the effect. The Duke may demote devils to whatever power level he determines appropriate. Conversely, the Lord may promote a devil as a full-round action. A Duke may raise a common devil from lemure all the way to pit fiend status. A Duke may promote up to nine times per day. Fortitude save is Cha-based.
Hellfire Blast (Su): As a standard action, a Duke can cause an area, anywhere within 300 ft. of themselves, to explode with hellfire every 1d4 rounds. The explosion is 60 ft. in diameter and deals 25d8 points of hellfire damage to all victims within range. The damage increases by 1d8 per Charisma bonus (and cosmic rank in case of a Grand Duke). Reflex DC 15 + ½ the Duke’s HD + Charisma modifier halves damage. DC is Cha-based.
Immunities: A Duke of Hell is immune to fire, one other energy type, and poison. Immunity to polymorphing, petrification, or any other attack that alters his form.
Infernal Aura (Su): The Duke of Hell is surrounded by a 30-foot radius aura of fear, which he can initiate and terminate as a free action during his turn; the Duke may also determine which beings within the radius are affected. Will save DC 15 + ½ the Duke’s HD + Charisma modifier. Once a being successfully saves against a Duke’s fear aura, she cannot be affected by it again for 24 hours. Although other Dukes of Hell, arch-devils and the Lords of the Nine are immune to this fear aura, lesser devils are not. The range of the aura increase by 30 feet per Charisma bonus (and cosmic rank in case of a Grand Duke).
Regeneration (Ex): The Duke acquires regeneration 20. Epic, good, and silver weapons can overcome this regeneration as well as good-aligned spells.
Resistances: 20 energy resistance to at least three energy types.
See in Darkness (Su): The Duke of Hell can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Spell-Like Abilities: Caster level equal to Hit Dice +3 profane bonus; Spell DC (15 + Charisma bonus + 3 profane bonus + spell level)
At will: animate dead, blasphemy, charm monster, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire.
3/day: destruction.
1/day: meteor swarm, symbol of pain.
1/week: wish
Spell Resistance: 12 + CR + 3 profane bonus
Telepathy 1,000 ft.
Grand Dukes/Duchesses gain cosmic power and are stronger than regular Dukes/Duchesses, but remain relatively the same.

Inspired by Dicefreaks.

fafnir300
2014-02-03, 09:49 PM
Malgrin, Duke of Unlife

Malgrin, Duke of Unlife
Banner – His scythe, Grimfang
Home Plane – Tower of Unlife, Avernus; First Layer of the Nine Hells
Alignment – Lawful Evil
Superior – Bael
Allies – None
Servants – Faluu (lich), Ubrrez (bone devil)
Servitor Creatures – devils, undead
Concerns – Blood War, necromancy, undead
Favored Weapon – Grimfang (scythe)
Malgrin appears as an emaciated pit fiend with black skin. His eyes glow purple and the sloughed off skin of his jaw reveals a bone-white, diabolic, skeletal smile. Two massive bone-white horns curve upward from the sides of his head. His fiendish body radiates green, necromantic energy. The devil’s claws are long and as black as his skin making them hard to distinguish from each other. Finally, Malgrin stands over 13 ft. tall and wields a black scythe with a malevolent, purple blade.

Malgrin [CR 36]
XP: ???
Lawful Evil
Large Undead (Augmented Outsider, Baatezu, Evil, Extraplanar, Lawful)
Initiative +20; Senses:darkvision 60 ft., see in darkness;
Perception +59
Aura: Infernal Aura (450 ft. radius; Will DC 50 negates)
Languages: Celestial, Common, Draconic, Infernal; Telepathy 1,000 ft.
[Defense]__________________________________________________ _________
Armor Class: 67 (+12 Dex, +29 natural; +14 deflection +3 profane, -1 size)
touch38 , flat-footed 55; CMD 80
Hit Dice: 1,118 hp (43d12 + 602); regeneration 20 (epic, good, silver weapons, good spells)
Damage Reduction: DR 25/epic, good, and silver
Energy Resistance: acid 30, cold 30, hellfire 30
Immunities: Ability damage to physical ability scores, ability drain, critical hits,
death effects, disease, exhaustion, fatigue, fire, mind-affecting effects, non-lethal damage,
paralysis, petrification, poison, polymorphing, stunning
Spell Resistance: 51
Saves: Fort +43, Ref +35, Will +42
Special Qualities: Duke of Hell traits, Undead Qualities
[Offense]__________________________________________________ ____________
Speed: 50 ft., Fly 120 ft. (good)
Base Attack: +43; CMB: +58
Space/Reach: 10 ft./10 ft. (15 ft. with scythe and tail)
Melee: Grimfang +64 melee (2d6+29 plus 3d6 unholy plus 1 vile/19-20x4 plus 12d6 unholy),
or Claw +56 melee (2d8+13), or Bite +56 melee (4d6+6 plus poison and disease), or Wing +56 melee (2d6+6), or Tail Slap +56 melee (2d8+6)
Full Attack: Grimfang +64/+59/+54/+49 melee (2d6+29 plus 3d6 unholy plus 1 vile/19-20x4 plus 12d6 unholy)
Full Attack: 2 Claws +56 melee (2d8+13), Bite +56 melee (4d6+6 plus poison and disease), 2 Wings +56 melee (2d6+6), and Tail Slap +56 melee (2d8+6)
Spell-Like Abilities: (CL 46th ; DC 32 + spell level; concentration +60)
At will – animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect chaos, detect good, detect magic, fireball, flame strike, greater dispel magic,
greater invisibility, greater teleport (self plus 1,000 pounds), harm, inflict critical wounds, mass,
mass hold monster, mirage arcana, persistent image, polymorph, power word stun, slay living,
suggestion, symbol of fear, unhallow, unholy aura, wall of fire.
6/day – antilife shell, create greater undead, destruction, energy drain, implosion,
symbol of death, symbol of pain.
3/day – meteor swarm
1/week – wish
[Statistics]__________________________________________________ __________________
Abilities: Str 38, Dex 34, Con -, Int 30, Wis 36, Cha 38
Feats: Cleave, Combat Casting, Command Undead, Dodge, Enlarge Spell, Empower Spell, Great Cleave, Great Fortitude, Greater Spell Focus (necromancy), Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improved Channel, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Spell Focus (necromancy), Stealthy, Weapon Focus (scythe), Weapon Specialization (scythe), Widen Spell
Epic Feats: Enhance Spell, Epic Fortitude, Epic Spell Focus (necromancy), Epic Will, Improved Spell Capacity, Intensify Spell, Superior Initiative,
Skills: Acrobatics +58, Appraise +56, Bluff +60, Diplomacy +60, Disable Device +58, Disguise +60, Escape Artist +58, Fly +58, Heal +59, Intimidate +60, Knowledge (arcane) +56, Knowledge (religion) +56, Perception +59, Sense Motive +59, Spellcraft +56, Use Magic Device +60
[Ecology]__________________________________________________ __________________________
Environment: Tower of Unlife, Avernus; First Layer of the Nine Hells
Organization: Solitary (unique), or Trio (Malgrin, Faluu, Ubrrez), or Platoon (Malgrin, 10-20 wights and skeletons)
Treasure: Triple Standard plus Grimfang

Description_______________________________________ ____________________________________
Malgrin is a general in Bael’s massive army as well as a Duke of Hell. He has taken up necromantic practices due to his new cursed form – an undead devil. Long ago, Malgrin was assigned to reinforce and rescue stranded troops who had important information Bael could possibly use to tip the scale of the Blood War, ever so slightly, in the favor of the Nine Hells. Eager to please, Malgrin dove headfirst into the Abyss to secure the information and return to his infernal master. However, things did not go as planned and Malgrin and his troops were wiped out by Glyphimor who just so happened to be after the same information that he was. Thus, Malgrin and the troops he was sent to rescue were left dying on the treacherous layer of Thanatos. Malgrin, butchered beyond repair, still clung to life even as the very terrain itself began to devour both him and the pathetic troops he laid in the midst of. Still, Malgrin would not die even when he was completely devoured. While the terrain obliterated Malgrin’s troops, he was transformed into what was thought impossible – an undead devil. Bursting forth from the hungry land of Thanatos, Malgrin was born anew.

Shamefully, he returned to the Warlord of Avernus alone to report what had taken place. Bael already knew of Malgrin’s failure long before the defeated devil even stepped foot in the Bronze Citadel. Furious, Bael seized the cowering devil, ready to gut him with his sword. Malgrin managed to squeak out a deal before his destruction at the hands of his lord. The deal was that with his new found power he could create a massive army of undead whom would be easier to control than any backstabbing devil. His interest piqued, Bael allowed Malgrin one last chance to prove himself worthy of continued service. Free from his lord’s grasp, Malgrin immediately set out to amass an army of undead and devils which he could use to better serve the Warlord of Avernus and secure his spot in the Court of Avernus as a Duke of Hell. Nowadays, Malgrin safely sits among the Dukes of the Court of Avernus, having proven himself to his master the benefit of an undead army. The other Dukes despise Malgrin’s position and the fact that his army consists mostly of mindless undead whom they see only as cannon fodder. Malgrin agrees, but continues to bolster his army with more undead with the hopes of outnumbering their armies for a shot at the top spot in the Court of Avernus. As he continues to increase the size of his army, Malgrin strives towards mastering the art of necromancy so that one day he can challenge and replace the current Archnecromancer of Hell – Lixer, Prince of Hell*.
*Lixer is an original character from Dicefreaks.

Call Devils (Sp): Malgrin commands the utmost respect of lesser devils and has the ability to call upon them whenever needed. Malgrin can call devils as an action equivalent action up to three times day. When calling devils to his side, Malgrin can choose one of the following:
• Ubrrez
• 1d3 pit fiends or other greater devils each with no more than 3 times Malgrin’s Hit Dice.
• 3d6 lesser devils each with no more than 3 times Malgrin’s Hit Dice.
Since these devils are called, they have the ability to summon other devils as normal

Call Faluu (Sp): Once per day, Malgrin can call upon his loyal undead servant – the dreaded lich, Faluu.

Constrict (Ex): Malgrin deals 2d8+26 points of damage plus energy drain for each round Malgrin maintains a hold.

Energy Drain (Su): A successful critical hit with his natural attacks and Grimfang drains the very life from Malgrin’s victims. Victims must succeed a Fortitude save DC 45 or gain 1+1d4 negative levels. For each such negative level bestowed, Malgrin gains 25 temporary hit points that last for up to 24 hours.

Diabolic Decree (Su): Malgrin has the ability to demote or promote lesser devils with but a thought. Nine times per day as a full-round action, Malgrin may demote any number of devils. The range of this power is 300 feet and only affects devils under his direct control. The targeted devils receive a Fortitude save DC 50 to resist the effect. Malgrin may demote devils to whatever power level he determines appropriate. Conversely, Malgrin may promote a devil as a full-round action. Malgrin may raise a common devil from lemure all the way to pit fiend status. Malgrin may promote up to nine times per day. Fortitude save is Charisma based.

Diabolic Necromancer: Malgrin delves into the art of necromancy and continues to strive towards complete mastery. He possesses the following abilities and bonuses:
• Detect undead always active (CL 43th).
• Malgrin can cast spells as a necromancer with a caster level equal to ¾ his Hit Dice. DC 15 + Intelligence bonus + 3 profane bonus + spell level. Malgrin can prepare 4/4/4/4/4/4/4/4/4/1 wizard (necromancer) spells per day.
• Channel Energy (Su): 17/day, Malgrin can channel energy as an evil cleric of 43rd level. He deals 22d6 points of negative energy damage. Will DC 45 halves damage. DC is Charisma-based.

Disease (Su): Devil Chills: Bite—injury; save Fort DC 45; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Charisma-based.

Hellfire Blast (Su): As a standard action, Malgrin can cause an area, anywhere within 300 ft. of himself, to explode with hellfire every 1d4 rounds. The explosion is 60 ft. in diameter and deals 39d8 points of hellfire damage to all victims within range. Reflex DC 50 halves damage. DC is Cha-based.

Improved Grab (Ex): To use this ability, Malgrin must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes
a hold and can constrict.

Infernal Aura (Su): Malgrin is surrounded by a 100-foot radius aura of fear, which he can initiate and terminate as a free action during his turn; Malgrin may also determine which beings within the radius are affected. Will save DC 50 negates. Once a being successfully saves against Malgrin’s fear aura, he cannot be affected by it again for 24 hours. Although other Dukes of Hell, arch-devils and the Lords of the Nine are immune to this fear aura, lesser devils are not.

Poison (Ex): Bite—injury; save Fort DC 45; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Charisma-based.

See in Darkness (Su): Malgrin can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Summon Undead (Sp): 5/day, Malgrin can summon the following undead creatures:
• 10+4d6 ghouls, skeletons, and zombies
• 3d6 wights
• 3d6 greater shadows

Possessions:
Grimfang (Minor Artifact): Malgrin has always possessed Grimfang. However, it wasn’t until Malgrin’s own transformation that this scythe became an infamous weapon of necromantic power. Grimfang appears as a black-shafted scythe with a glowing purple blade. It functions as a Large +8 brilliant energy, keen, vile scythe of ghost touching and unholy blasting. This scythe also grants its wielder the following abilities and bonuses:
• Those slain by this scythe are turned into a ghoul, skeleton, wight, or zombie at Malgrin’s discretion. They arise as undead the following round after being slain.
• The Grimfang resonates with a malevolent energy empowering Malgrin’s undead army. This effect is constant and grants a +10 bonus to saves, attack rolls, and damage rolls to all undead under Malgrin’s control within 90 feet of the scythe. Additionally, the undead also gain fast healing 15 so long as they stay within range. Malgrin chooses which undead are affected.
Grimfang functions as a wand and has 150 charges. It grants the wielder the ability to cast the following spells:
• Quickened Horrid Wilting (10 charges).
• Intensified Corrupted Lightning Bolt (10 charges).
• Corrupted Incendiary Cloud (5 charges).
Strong Necromancy [evil] CL 46th..