Leadership Responsibilities


Each Realm may assign leadership positions within the Realm. In order to gain the bonuses for their Role, the character must spend a total of 4 weeks each Season dedicated to their task. A character is only allowed 1 Role.

A new leader may be assigned to a role by using one of the Realm's Martial actions for the week and paying the given amount of RPs. The new leadership role is active after the completion time has passed.

Each Role may only be assigned to one character at a time.

Ruler
Titles: King, Queen, Emperor, Emperess, Autocrat, Tsar/Czar/Csar/Tzar, Caesar/Kaiser, Basileus, Cheif, Shah, Samraat
Requirements: Must be the Ruler of the Realm.
Benefit: Grants the standard 2 Regeant and 2 Kingdom actions on the first week of each season. Without a Ruler you get no Regeant or Kingdom actions and suffer from a lack of leadership (See FoB for other effects).
Note: This is not granting extra effects, this just grants what you already get.

Cost to assign: 200RP. Completion: 13 weeks.

Consort
Titles: Queen, Emperess, Dutchess, Mistress. A male might be called Consort.
Benefit: May maintain Ruler's roles should the Ruler be incapacitated. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

Cost to assign: 50RP. Completion: 1 week.

Heir
Can either a natural Heir (child) or appointed.
Benefit: May assume the Ruler position immediately (if able) should the Ruler be indisposed or slain. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

Cost to assign: 30RP. Completion: 1 week.

Special: If the kingdom has both a Consort and an Heir and the Ruler dies they may work together each spending only the normal time dedicating themselves to the Ruler position. Children who are not of age yet will be ruled by the Consort if any or another appointee from another position must take the Consort role.

Grand Diplomat
Requirement: Hold a title granted to you within a Realm. Diplomacy 9, Bluff 9, Knowledge(Nobility) 9, Knowledge(Local) 6.
Benefit: The Grand Diplomat may perform one of the following actions per week. This requires the Diplomat to dedicate himself to the task for that entire week. Clearly any of these actions will require discussion with the Realm Ruler before hand.

Actions:
Declare War
Declare Peace
Forge Alliance
Trade

In addition a Grand Diplomat receives a +5 bonus on Diplomacy, Sense Motive and Bluff Checks when negotiating for the Realm.

Cost to assign: 100RP. Completion: 2 weeks.

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Titles of Nobility
Lots of options.

Titles of Nobility can be given out to any PC or noteworthy NPC loyal to the Realm. These serve little purpose other than they may immediately fill a vacancy should one open up without needing to spend any time or money on the process. Aristocrats may select a title for free when making their character.

Cost to assign: 10RP. Completion: 1 week.

Spoiler: New Feat
Show

Note: Feats that grant a Realm an additional action only count once per Realm. Should more than one character hold the same feat, it's effects only apply once.

Dedicated Ruler
Requirement: Hold the Ruler title to a Realm. Spend 2 additional weeks per season tending to Ruler duties.
Benefit: Your Realm gains an additional Regeant action at the start (during week 1) of each Season.

Involved Mistress/Master
Requirement: Hold the Consort title to a Realm. Knowledge(Nobility & Royalty) 8
Benefit: If the Ruler is killed you may fulfill the role as normal. You require only to spend 1 week less than normal learning the new Leadership roles (so 5, not 6 each season). While the Ruler is alive you must spend 1 week working with them on Ruling the Realm each month. This feat qualifies you for the Dedicated Ruler Feat.
Note: The Dedicated Ruler feat will have no effect unless you are the Ruler.

The Power Behind the Throne
Requires: Hold a title granted to you within a Realm. Gather Information 8, Espionage 8. Dedicated Marshal, Spymaster.
Benefit: You have spies everywhere, everyone knows your name and whispers it with dread. Every settlement in your Realm counts as having you personally counterspying with a penalty of 1 per settlement the Realm controls to your Espionage Skill bonus to a minimum of 1.

Dedicated Marshal
Requirement: Hold a title granted to you within a Realm. BAB 5+. Command 9
Benefit: Your Realm gains an additional Martial action every 4 turns (so weeks 1, 5, 9 and 13).

Expert Researcher
Requires: Hold a title granted to you within a Realm. Caster Level 6+. Spellcraft 9, Knowledge(Arcana) 9
Benefit: May undertake dedicated research on large magical realm-wide topics. Either unlocking a major idea/concept or developing a new Arcane Realm Spell. Each week of dedication to the task allows 1 roll (rules TBA).

Enigmatic Prosthelytizer
Requires: Hold a title granted to you within a Realm. Religious Leader. Knowledge(Religion) 9.
Benefit: Your Realm gains 1 additional Preach Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

Energetic inquisitor
Requires: Hold a title granted to you within a Realm. Savvy Inquisitor. Knowledge(Religion) 9.
Benefit: Your Realm gains 1 additional Quash Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

Magical Priest
Requires: Hold a title granted to you within a Realm. Able to cast at least 3rd level Divine spells. Spellcraft 9.
Benefit: Chose Divine or Druid Realm spells when taking this feat. If chosing Divine spells you must be able to cast spells from the Cleric or Paladin lists. If chosing Druid spells you must be able to cast spells from the Druid list.
When your Realm is using an Action to cast a Realm spell, your Realm may count it's buildings as 1 level higher for 1 Spell cast within that week.
Each character with this feat may apply it to a separate Realm Spell being cast only. The level increases never stack.

Economic Diplomat
Requires: Hold a title granted to you within a Realm. At least 1 level of Aristocrat Class. Business Savvy. Diplomacy 8, Profession(Merchant) 8.
Benefit: Trade agreement implementation costs are halved for your Realm. This may only be counted once for your Realm. This does not affect the costs for other Realms building Trade Routes to your Realm.


Realm Government Ideology and Styles Structure


In addition to Government style realms have a basic underlying Ideology in the way they approach solving problems within the realm, and who is seen as the ruling class of the society. This Ideology style can be easily changed at the start of any season by the current Ruler for free. Though at DM discretion it may result in some civil strife.
All options other than "none" increase settlement base upkeep (not improvement upkeep however) by 10%.

Styles

None
Mercantilist - Decreases the cost of Assets by 10%, +1 Trade Caravan from the Capital per turn.
Technocratic - Decreases the cost of Guilds and Assets by 10%
Aristocratic - Raising Elite Units costs 10% less. This affects their upkeep costs also.

More can be added if you think of any to put here.

Total options for Realms:

Civilization
Nomad (Cannot select Technocrat style)
Barbarian
Cultured
Civilized

Government
Despot
Warlord
Noble
Neutral (Must select none for Secular/Theocratic Religious Ideology)
None (Must select none for Secular/Theocratic Religious Ideology and Style)

Style
None
Mercantilist
Technocratic
Aristocratic

Religious Ideology
None
Secular
Theoractic

Secular and Theocratic governments
Secular Governments do not have a favoured religion and do not need to reserve 10% of Religion Slots to dedicate to any faith, spreading slots evenly instead when founding settlements. Chapels and improvements, cost 25% more.

Theocratic Governments must chose one favoured religion. All Quash Faith actions must "violently" (through denial of civil rights/civil justice etc., does not need to be literally violent) persecute faiths that differ from the national faith. All standard spread religion rolls each turn are treated as a Quash Faith action in addition to the normal roll, against all religions other than the selected religion. Noble Theocratic Realms only trigger violent persecution when actively performing the action, and not during normal rolls each week, though normal rolls still count as a Quash Faith action roll.
Chapels etc. cost 10% less and provide double the bonus to spread religion rolls for the settlement.

COMPLETE DIVINE RULES

Religions Available:
{table=head] Num | Religion | Max Slots that can be allotted to a new settlement | Available as National Faith?
1 | Core Pantheon combined | any | yes
2 | R'ta'nakk'k the Ancient One | any | yes
3 | Sophia, the White Lady | any | yes
4 | Inautia, the Undead Lord | any | yes
5 | Sid'Jax/Wn'uf'cew Fn'yar | any | yes
6 | Nansuelbda (to be renamed?) | any | yes
7 | Eril (Yes.. this will be happening in week 4 so he is selectable) | 1 (too new). If Chosen national faith up to 10% of total slots plus +2 is allowed. | yes
8 | Kyrrus, Lord of Chaos, Change, and Dreams | any | yes
9 | Dwarf Pantheon | 1 (Rarely bothered with). +1 Slot for each 5 assigned to Nordi. | no
10 | Nordi the Smith, Firstdwarf, Forger of Thorunudin, Dwarf All-Father | any if dominant race is Dwarf, else 1. | yes
11 | Evil Unity Pantheon | any | yes
12 | The Dark Cabal | 1 (obscure). +4 slots for each 5 slots assigned to the Evil Unity Pantheon. | no
13 | Good Unity Pantheon | any | yes
14 | Cult of Solana | 1 (too new). +1 slot for each 5 slots assigned to Good Unity Pantheon. +1 slot for each 5 slots assigned to Sophia. | no
15 | Law Unity | any | yes
16 | Chaos Unity | any | yes
17 | The Changer of Ways | 1 (obscure). +1 Slot for each 5 assigned to Chaos Unity. | no
18 | The Great Balance (Neutral Unity) | any | yes
19 | The Cult of the Darkness Below | 1 (Obscure). If more than 5 slots are assigned to the Dark Cabal then may assign up to 5 slots instead. | no
20 | Kayros - The Damned God (Evil) | 1 (Obscure). +1 Slot if more than 1 slot assigned to Evil Unity. | no
21 | Kayros - The Damned God (Neutral) | 1 (Obscure). +1 Slot if more than 1 slot assigned to The Great Balance. | no
22 | Tyrannus Nol Gathrik | Any in Drow, or any Draconic race or Frostfell native race. Else 1 (Obscure). +1 Slot if more than 1 slot assigned to Evil Unity. | yes for Drow, or any Draconic race or Frostfell native race only. Else no.
23 | Thoris Fire-Dreamer | 1 If the realm has an Arcane Tower of level 3 or better, or if Draconic race. Else no slots. +1 Slot if more than 1 slot assigned to Good Unity. | No.
24 | Great Arachnid Hivemind | Any if Arachnid race. Else no slots. 1 Slot allowed to non-Arachnid race if more than 5 slots are assigned to The Great Balance or Evil Unity. | Yes if Arachnid race. Else no.
25 | R'y'all'all'eth | None unless assign a slot to The Cult of the Darkness Below, then 1 max on a D% roll of 10 or less. | no
26 | Cult of Thanifex | None unless assign a slot to The Cult of the Darkness Below, then 1 max on a D% roll of 10 or less. | no
27 | Distrust the Gods/Dislike the Gods | Any, must always be assigned last unless national "Religion". May be chosen second if Atheism is the national "Religion". | yes
28 | Atheist (Gods don't exist) | 2, must always be assigned last unless national "Religion". If national "Religion" then max slots are 8. -1 max Slot if any slots assigned to The Cult of the Darkness Below. May be chosen second if Distrust the Gods/Dislike the Gods is the national "Religion". | yes
[/table]

Population Centres
{table=head]Population Centre Type | Production Modifier | Max Units | Pop Slots | Religion Slots | Slot weight | Max Caster level available
Thorpe | 0.25 | 5 | 7 | 63 | 1 | 3
Hamlet | 0.5 | 8 | 12 | 96 | 1 | 6
Village | 1 | 12 | 24 | 168 | 1 | 9
Small town | 2 | 16 | 48 | 288 | 1 | 12
Large Town | 2.5 | 24 | 84 | 420 | 1 | 15
Small City | 3 | 36 | 144 | 504 | 1 | 17
Large City | 4 | 50 | 250 | 750 | 1 | 20
Metropolis | 5 | 100 | 600 | 1200 | 1 | 20
Small Camp | 1 | 14 | 28 | 84 | 2 | 3 +2 for Druid
Medium Camp | 1.5 | 21 | 43 | 86 | 3 | 9 + 3 for Druid
Large Camp | 2 | 30 | 90 | 90 | 5 | 16 + 4 for Druid
[/table]

Religion Slots: These represent a portion of the population who worship a particular faith. Each different religious belief option (including none and all of the main pantheon) is assigned a slot with all new settlements. Remaining slots are then assigned by the Ruler who founded the settlement. These directly influence how much power each God has.

When assigning slots 10% of the total slots first go to the national religion. Then assign slots 1 at a time until all religions are assigned 1 slot (in any chosen order. Ignore religions you cannot assign slots to ie: because you have reached the maximum number of slots in that religion already), then repeat until all slots are allotted (using the same order you began in) until all slots are assigned.

A Ruler may chose 5 Religions before assigning slots. These Religions are reduced to a maximum of 1 slot each (so only need to be assigned once).

Spread Religion Roll: As each new week is declared by the GM, the GM rolls a D20 for every religion for every settlement in the game against a DC of 10. Failure indicates that that faith is waning. Success indicates a gain for that faith. The GM will rank the results with highest at the top and lowest at the bottom. Those who succeeded on a result of 10-15 are removed from the table. Then those who failed will lose 1 slot, working upward and awarding a slot to the Faiths who succeeded, working downward and removing each one as processed from the top and bottom. Excess faiths who failed/succeeded are ignored for this week without change.

Modifiers
{table=head] Modifier | Bonus/Penalty | Applies on..
God personally appeared within the last month | +3 | Standard rolls and Quash rolls
God blessed Realm this month | +2 | Standard rolls and Quash rolls
National Faith | +2 | All rolls.
Already has more than 10% of slots within settlement | +1 | Standard rolls
Chapel or better dedicated to faith in settlement | +1 | All rolls.
Faith was actively spread last week | +1 | Standard rolls
Faith present in another settlement within 2 hexes | +1 | Standard rolls and Quash rolls
Grew on last roll made | +1 | All rolls
Shrunk on last roll made | -1 | All rolls
Faith not present in any settlement within 2 hexes | -1 | Standard rolls and Quash rolls
Faith was actively Quashed last week | -1 | Standard rolls
God acted against followers | -3 | All rolls.
God has died or been banished | -5 | All rolls.
[/table]

Nomad Camps: Each time a God is assigned slots it must be assigned half of the current remaining Religion Slots. So the first God takes 50%, the second 25%, the third 12.5% etc. until the final slot is assigned.

Spoiler: New Actions
Show

Regeant

Preach Faith
Type: Standard
Cost: 10 times the Production modifier of the selected settlement
Effect:
The GM rolls a spread religion effect on the settlement with a +2 modifier for your religion.

Quash Faith
Type: Standard
Cost: 5 times the Production modifier of the selected settlement. Chance of population decrease.
Effect:
Select a religion that you do not follow and is not the national religion for the Realm the settlement belongs to. The GM rolls a spread religion effect for the settlement, ignoring any potential increase for the chosen religion, and ignoring a decrease for any other religion.

You may also opt to violently persecute the followers of the selected faith. Noble Governments may not select this option. If you have a unit with the Garrison type within the city it may spend this week hunting down and arresting or executing followers of the selected faith. 1 Slot of the chosen faith is eliminated entirely (assigned instead to faith with highest followers).

There is a chance that when violently persecuting a faith it will chose to fight back. Roll 1D20+number of slots dedicated to oppressed religion. DC is 19. For each success a unit of Commoners of the same race as the settlement with the light infantry Irregular type armed with Irregular weapons rises up. For every 4 units of commoners 1 unit of cult leaders rises up. Treat this unit as a unit of monk light infantry regulars armed with light weapons. These units will fight against any forces present in the selected settlement in an attempt to seize the settlement. If they win they form a new NPC Realm with their faith as the dominant religion. If they lose 1 slot per unit that rose up is removed and added per the results of the spread religion roll.

Should this result in a change to the oppressed religion greater than Total Religion Slots/Total Population Slots after rolling the spread religion roll then the settlement decreases by 1 size to a minimum of a Thorpe.


Spoiler: New Feats
Show

Religious Leader [DIVINE]
Requires: True Believer.
Benefits: When founding a Thorpe if you are the Ruler you may move one slot of your choice and assign it to any faith. As a Champion or Ruler you may take the "Preach Faith" action as a Martial action instead of a Regeant Action.

Crush the Heresy [DIVINE]
Requires: Religious Leader and Investigator.
Benefits: You may take the action "Quash Faith" as a Martial action instead of a Regeant Action. You must spend the week performing this action personally and can take no other actions.

Savvy Inquisitor [DIVINE]
Requires: Crush the Heresy. Int, Wis and Cha 13+
Benefits: Increase the DC for violently persecuted faiths to rise up by 2.
You may take this feat multiple times.

Enemy of the Cabals [EXALTED] [DIVINE]
Requires: Good alignment, Crush the Heresy.
Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Dark Cabal or The Cult of the Darkness Below, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

Destroyer of the Light [VILE] [DIVINE]
Requires: Evil alignment, Crush the Heresy.
Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Sophia or the Cult of Solana, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

Throw off the shackles!
Requires: Atheist/Hatred of the Gods, Ruler
Benefits: When assigning slots to a new settlement reserve slots as if it were a nomad camp. If it is a Nomad camp then 60% of the slots at each stage are assigned instead of 50%. Your first two choices must always be Atheist and Distrust/Dislike. You may never assign slots to The Cult of the Darkness Below unless forced to do so (you have a LOT of slots to assign).

God Slayer
Requires: Throw off the shackles!, Godsight (Godsight only requires CHA 13+), BAB 9+
Benefit: You may add half your HD to saving throws against divine spells. If you have the Apostate feat then combined they allow your full HD.
Your attacks all count as EPIC for overcoming Damage Reduction and preventing fast healing granted by the Divine Template (but not from other sources).

Destroyer of the Divine [VILE]
Requires: God Slayer, Harvester of Souls, BAB 12+
Benefit: If you have successfully inflicted damage to a character with Divine Rank of 0+ with a melee weapon in the previous round of combat, you may chose to make a Coup-de-grace attack as a full-round action that does not provoke Attacks of Opportunity against the previously damaged target. If you attempt fails the target is treated as having 1 less divine rank (minimum 0 divine rank) for 1 round per 4 HD you possess.

Cult Infiltrator
Requires: Spymaster, Expert Counterspy
Benefit: When performing the counterspy action in a settlement all spread religion rolls provide a bonus equal to your Espionage skill ranks to benefit your own faith, or to penalise a faith of your choice (chose at the start of each week you commence the counterspy action).


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Divine Points
Any being with a divine rank of at least 0 gains divine points per week. Excess points left at the end of each week do not carry over.

A deity who reduces themselves to 0 Divine Points must sleep within 1D3+Divine Rank minutes of being reduced to 0 points, until the start of the following week. This ignores the normal rules for deities not requiring sleep. A sleeping deity is instantly transported to their private realm/fortress (at a location of their chosing).

Gaining Divine Points
Add up all non-Atheist, non Pantheon speficic, non Distrust the Gods/Dislike the Gods slots.

Add up all of the Pantheon slots.

Add 1/4 Distrust the Gods/Dislike the Gods slots to every Pantheon slots total.

Add 1/2 Pantheon slots to each God within the Panthon and add these to the total pool also.

Determine what % of the total pool each God now holds and refer to the table below:
{table=head] % of total slots | Divine Points granted
<1 | 0
1 | 20
2 | 30
3 | 35
4 | 50
5 | 55
6 | 65
7 | 80
8 | 90
9 | 110
10 | 130
11-13 | 160
14-15 | 190
16-20 | 230
21-30 | 300
31-40 | 400
41-50 | 500
51-70 | 700
71-90 | 1000
91-100 | Infinite
[/table]

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Gaining the Divine Ranks
May spend acquired Divine Points on gaining a single rank once per month. The noted volume of Divine Points are lost from each weekly total for 4 weeks after gaining the rank (1 month, but it crosses over seasons etc.).

{table=head] Current Divine Rank | Points Cost to gain 1 Rank
None | 20
0 | Prev*1.4 = 28
1 | Prev*1.35 = 37
2 | Prev*1.35 = 49
3 | Prev*1.3 = 63
4 | Prev*1.3 = 81
5 | Prev*1.25 = 101
6 | Prev*1.25 = 126
7 | Prev*1.25 = 157
8 | Prev*1.2 = 188
9 | Prev*1.2 = 225
10 | Prev*1.2 = 270
11-20 | Previous DPs required *1.1
[/table]

Ruling or Co-Ruling a Pantheon adds +4 Divine ranks.
A Pantheon Ruler gains +1 rank for each 10 Gods (or part-thereof) in it, maximum of +2.

Abstracted cults/unified pantheons/philosophies etc. cannot gain ranks. their ranks are the result of the ranks possessed by the Gods that allow them to exist.

Losing Divine Ranks
If your Divine points per week falls below the number required to raise you to your current divine rank (So your current rank-1 cost to raise to your current rank) then you lose 1 rank. If you are Divine Rank 0 you cannot cease to have a Divine Rank. Instead you begin to fade away into a vestige or a lost God (your choice) over 1D3 weeks unless you chose to become mortal (losing your Divine Rank of 0) or your points increase again.

Chosing Mortality does not lose levels or Gestalt/Tristalt etc. tracks.

Divine Template
Anything not listed here does not change.

Hit Points
Deities receive maximum hit points for each Hit Die. They also gain bonus hit points per Hit Dice equal to their Divine Rank.

Speed
Deities multiply all movement modes by half their divine rank plus 2 (round down). [(DvR+2)/2]

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.
In addition deities of Rank 2 or greater treat all attacks with weapons, natural attacks and unarmed attacks as being EPIC to bypass damage reduction.

Regeneration
All Deities gain Regeneration at a rate equal to their Divine Rank-1 (min 0, a deity with 0 Regeneration lack Regeneration until they gain a sufficient divine rank).
Only EPIC damage type may prevent this. A Deity who has been destroyed without receiving EPIC damage may chose to have their body rebuild itself in any location they may normally manifest to. If this is on the Prime Material plane they must pay Divine Points to Manifest upon reaching 1 hp if they normally should do so (See Blow).

Fast Healing
All Deities gain Fast Healing equal to their Divine Rank, plus any other sources of fast healing they possess. EPIC Damage prevents fast healing for 1 round, no other method can prevent this healing. This healing stacks with Regeneration healing (they both heal you each round).

Salient Divine Abilities
All deities have 1 Salient divine ability they qualify for, and +1 bonus for each 5 ranks.

Domain Powers
A deity of rank 1 or higher can use any domain power it can grant a number of times per day equal to its divine rank for a cost of 1 Divine Point each use (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 a cleric’s level (or one-half a cleric’s level), a deity with no cleric levels has an effective cleric level equal to the deity’s divine rank (or one-half the deity’s divine rank) for this purpose. Passive powers (such a bonuses to skills or bonus feats etc.) cost no points. Clarification: Deities do gain the passive abilities of Domains.

Spell-Like Abilities
A deity can use any domain spell it can grant as a spell-like ability a number of times per day equal to its divine rank for a cost of 3, +1 per level of the spell, Divine Points. The deity’s effective caster level for such abilities is 10 + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma/Intelligence/Wisdom (deity may chose which applied to all of their domains) bonus (if any) + the deity’s divine rank.

Remote Sensing
As a standard action that costs 3 Divine Points, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around single Hex containing 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. 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. 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.

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.

A deity can act normally while remote sensing.

{table=head] Divine Rank | Remote Locations
1-8 | 2
9-16 | 3
17+ | 5
[/table]

Block Sensing
As a standard action that costs 2 Divine Points, a deity of rank 1 or higher can block the sensing ability of other deities of its rank or lower. This power extends to the hex currently containing the deity, or within any hex containing a chapel/temple or other locale sacred to the deity, or any hex(s) containing a portfolio-related event. The deity can block one remote location, plus the hex containing itself. The blockage lasts 1 hour per divine rank, but may be renewed through expending 1 more Divine Point for another hour before the effect ends.

A deity can act normally while blocking remote sensing.

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 by expending Divine Points. The maximum item value a deity can create is a function of its divine rank (see table). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

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 if it expends the Divine Points noted on the table below. Deities with the required creation feats are not limited to a maximum market price as noted below.

{table=head] Divine Rank | Maximum Market Price | Divine Points Cost
1 | 4,500 gp | 4
2-4 | 9,000gp | 3
5-8 | 30,000 gp | 3
9-11 | 100,000gp (including artifact) | 3
12-15 | 200,000 gp (including artifact) | 3
16+ | No maximum (including artifact) | 2
[/table]
Creating an Artifact without the Create Artifact feat requires ten times the Divine Point cost.

Remote Communication
As a standard action costing 2 Divine Points, 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, 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. 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.

Godly Realm
Scrapped.

Travel
A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a cost of 2 Divine Points, 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 2 or higher also can use plane shift as a spell-like ability at will at a cost of 10 Divine Points, 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.
Plane Shift is subjected to planar spell failure. Roll a D%. 90+ indicates success. Less than 10 by not 1 indicates that the deity has shifted to a random point in a random accessible plane instead. A result of a 1 banishes the deity to the far realms and the deity becomes a vestige unless rescued.

Manifestation in the Prime
Violating the Prime plane of the little world takes effort. Personally Manifesting requires 5 Divine Points and drains 1 point per 10 minutes present.
Gods who are not part of the Core Pantheon instead must spend 2 Divine Points when entering a new hex, but do not spend points per minute unless outside of their home hex or any surrounding adjacent hex.


Prophecy
Use Communication rules.

Perform Miracle
Allow a Miracle spell to exceed it's normal requirements by expending 2000xp or 15 Divine Points.

Spoiler: New Feats
Show

Dedicated to small deeds
Through paying close attention to the minor daily needs of their followers the God gains a more stable following across the entire world.

Prerequisite: Divine Rank 1+, At least 1 Religion Slot dedicated to worship anywhere in the world.

Benefit: Standard Weekly Spread Religion rolls anywhere in the world for your faith gain +1 for each 5 Divine Ranks you possess. Any Pantheons or sub-Pantheons you are part of gain +1 also (eg: Core, Law and Evil for Vile).

Special: The first or last week (your choice when you take this feat) of each month must be dedicated to paying attention to your followers. Failure to do this negates the bonus until you are able to dedicate your time once more (must be only one the week you chose when taking the feat).

Bonus Divine
Requires: Divine Rank 0+
Benefit: You have 3 bonus Divine Points to spend each week. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
This feat may be taken multiple times.

Divine Fuel [INCARNUM]
Requires: An Essentia pool, Divine Rank 0+
Benefit: You may invest Essentia up to to half your Divine Rank +1 into this feat. Each point of invested Essentia grants you +2 bonus Divine Points to spend each week. You must reassign the same amount of Essentia each day into the feat as you chose at the start of the week. You cannot reassign this essentia through any means. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
This feat grants 1 bonus essentia.

Forever After
Requires: Avatar, Bonus Divine.
Benefit: Should you ever be at Divine Rank 0 and lose your followers you may continue as a Divine Rank 0 "mortal", maintaining all benefits of having a Divine Rank of 0. You lose any Divine Realm you may have been granted and are cast out to the world below. This feat, and any feat requiring a divine rank does not ever cease to function.

Gestalt Track
Requires: Divine Rank 0+, must have completed a quest set by GM or enacted some great event as discussed by GM
Benefit: Gain a Gestalt track
Note: If you already have a Gestalt track then you count as having this feat.

Tristalt Track [EPIC]
Requires: Divine Rank 6+, Any mental score above 29, must be Gestalt. Forever After. GM approval required.
Benefit: Gain an additional Track and become Tristalt.

Quadsalt Track [EPIC]
Requires: Divine Rank 9+, Any two mental scores above 35, Tristalt Track. GM approval required.
Benefit: Gain an additional Track and become Quadsalt.

Extra Remote Sensing [EPIC]
Requires: Divine Rank 1+
Benefit: You may sense 1 additional Hex when using Remote Sensing.
You may take this feat multiple times.

Anathematic Secrecy [EPIC]
Requires: Divine Rank 6+, Charisma 25+, Wisdom 25+, Obscure Personal Truename
Benefit: You are immune to all divine divination spell effects and divine sensing is blocked within the hex you are currently within - except for the hall of the Gods - from any God of any Divine Rank. You may lower and raise this effect at will.

Create Hex Cluster [EPIC]
Requires: Divine Rank 6+, Alter Hex, Destroy Empty Hex, 100+ Divine Points per week.
Benefit: Once per month you may trigger the GM to generate a cluster of 7 Hexes with random terrain types. This cluster attaches randomly from any direction onto the world. This drains all of your Divine Points for the week.

Alter Hex [EPIC]
Requires: Divine Rank 3+
Benefit: You may change one uncontrolled hex to any available terrain type by expending 55 Divine Points.

Destroy Empty Hex [EPIC]
Requires: Divine Rank 3+
Benefit: You may destroy one uncontrolled hex from the edge of the map by expending 55 Divine Points. This is a VERY Evil act.


Spoiler: Divine FAQ
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Enemy of the Cabals, Destroyer of the Light, Throw off the shackles! - Players may design a version of these feats specific to other religions. Subject to DM approval.