Divine Interventions

In games using this rule system, every creature selects whether or not to worship a deity (and if so, which one). If you elect to not take a divine intervention, you are granted 2 "floating" bonus feats you may take at any time. Once chosen, they may not be changed. If you choose to have a deity, you instead begin play with a single Divine intervention. It is incredibly difficult to gain another, and are usually only awarded to true champions of faith by their deities.

You can use a Divine Intervention to do any of the following, and other things at GM discretion. Options marked with an asterisk require a check (d20+relevant modifier) against a DC set by the GM. Two asterisks mark a particularly difficult check. You may expend any number of Divine spell slots to get a bonus to this check equal to the spell level, but this must be done before you roll the check. In the event that your check is unsuccessful, the divine intervention is not spent, but any spells expended are. You may not attempt the same thing with a failed divine intervention for 24 hours. Note that, at GM discretion, divine interventions will not be granted to do something in direct conflict with the wishes of the deity granting it, with exceptions made on a case by case scenario. (For example, a lawful good deity will not normally grant a divine Intervention to destroy an entire city's food supply; however if there is definitive proof that the city is home to strictly murderers and cultists, and destroying their food supply would force them into a nearby town where paladins could bring them to justice, it may be granted.) If an option denotes "a number of creatures" you count toward that number, if you choose to include yourself.

#### Uses:

**\*Alter my form:** gain a template of CR+2 or lower

**Atone:** as the spell, caster level 50. Effects one creature.

**\*Become better:** permanently increase an ability score by +4. Can be taken multiple times, its effects stack.

**Choose my path:** on any d20 roll, roll four times and take the best result. If an attack roll and one is a crit, you roll four confirmation checks and take the highest. You may use this after a d20 roll, but the original roll counts as one of the rolls.

**\*Curse:** Bestow any insanity or major curse (or minor, if you'd prefer) on a single creature. Requires miracle, wish, or Divine Intervention to remove.

**Defy fate:** revive from the dead as true resurrection. This can be done up to one week after death.

**\*\*\*Deify:** Mythic Ascension

**\*\*\*Destroy:** completely obliterate five square miles or less of the material plane.

**Hit harder:** increase your damage with one weapon as if it were one size category larger.

**\*Impart knowledge:** learn all information about a particular event, place, species, specific creature, item, organization, deity, religion, or other thing.

**\*Inspire:** grant a number of creatures equal to your level+your relevant modifier a +10 bonus on attack rolls, damage rolls, skill checks, saves, and ability checks for one minute.

**Remain pure:** be permanently immune to all ill effects of a single curse or cursed item, but still benefit from any positive aspects. Any neutral effect is up to the player to keep or dismiss, but this cannot be changed.

**\*Move us:** transport a number of creatures up to twice your level+your relevant modifier+5 to any safe location on any plane.

**\*Protect me:** Negate all environmental and falling damage for 10 minutes per level. You can end this as an immediate action to negate all damage for three rounds. Ability score damage is included in this.

**\*\*Reinvigorate:** regain all spells slots and limited use per day abilities.

**\*Slay:** Kill one creature instantly. If not immortal, nothing can bring this creature back except the god that granted this, not even other gods. If immortal, follow the rules as normal, or the creature resurrects in 24 hours, whichever is longer.

**\*\*\*Make me harder to kill:** Gain DR 5/-, Fast healing 5, and 5 hp per level.

**\*\*\*Metamorphosis:** your entire life experience is up-heaved, allowing new experience and knowledge flow through you. This process destroys your body and creates a new one, but keeps your soul intact. You remake your character, as if creating a new character from scratch, of the same level you were when you used this ability. You keep your memories of your past and your alignment, and people's opinions of you do not change due to this.

**\*Lend me power:** cast any spell as a swift action with no material component.

#### DCs for Checks:

**Base+ power+ interest+ mood+ alignment**

*Note that a natural 20 is not an automatic success, but does give a +40 bonus to your check (20 from the roll plus 20 from the crit). Likewise, a natural one is not an automatic failure, but imparts a -21 penalty (cancelling the +1 from the roll)*

**Base difficulty**

\*Easy: 10

\*\*Moderate: 15

\*\*\*Hard: 20

**Power: based on the power required for the deity to grant.**

Easy: -2

Average:+0

Difficult: +2

Very difficult: +4

Near-impossible: +8

**Interest: how much the deity cares for the outcome of the situation.**

Highly interested: -4

Interested: -2

Neutral: +0

Disinterested: +2

Irrelevant: +4

**Mood: How the deity feels toward you and its willingness to cooperate.**

Favored: -8

Prefered: -4

Liked: -2

Neutral: +0

Disliked: +2

Spiteful: +4

Hated: +8

**Alignment: based on the deity's morals and ethics and the nature of the deed.**

Same alignment: +0

One step, one axis: +2

One step, two axis: +4

Two steps, one axis: +8

Two steps, two axis: +16