Deific Ranks, Powers and Requirements

#### Earned Divinity

Divinity can be achieved independent of any act by the existing gods. A mortal who fulfills requirements that you define automatically becomes a god. Such requirements should vary, so that no one class dominates the pantheon. For instance, a fighter who defeats a demon lord has just as much chance to become a god as a wizard who masters every school of magic. Perhaps anyone who travels to a far corner of an Outer Plane can drink three times from a mystic well, making increasingly difficult Will saves before each drink, and earn divinity. New deities appear throughout recorded history. The requirements for becoming a god are most likely known to the highest clerics of each religion, and they may be known throughout your world, or the existing gods may keep them secret. The number of existing gods makes this decision a significant challenge. Assigning one deity for each domain, player character class, player character race, and alignment allows forty-seven gods. So many more could earn divine status that even with monster races and prestige classes, there could be gods with extremely specific portfolios. Some would become the patron deities of geographic regions or features, such as a god of the Sulhaut Mountains, or of individual countries or cities, making household and local gods more common. Mystery cults help individuals develop personal relationships with the divine amid the ever-growing number of gods. If the sum of divine power is limited, you could have a large number of low-ranked gods (including an infinite number with divine rank 0) or a small number of higher-ranked gods. With earned divinity, player characters have a way to ascend to the ranks of your pantheon. They may have to discover that way in play, but it exists. Some gods may have been born with divine rank, while others earned their divinity. There may be rivalry or outright war between the two types of god. The methods used by the two gods to earn their respective divine status might be the very things that polarized them into opposition. In fact, dividing the two deities by their method of attaining divinity can be much more interesting than dividing them by which is good and which is evil.

The chief impact of earned divinity for clerics and paladins is that new deities appear over time, each demanding his or her own temple and, depending on alignment, holy order (see Immortal Turnover, below). In addition, clerics and paladins who serve gods know that their divine patron wasn’t always divine. Their faiths do not include concepts such as the infallibility, omniscience, or omnipotence of their patron deities. The main hidden knowledge about a deity who earned his or her divinity is who the deity was before the achievement. While the new god may have been well known locally, that doesn’t mean someone thousands of miles away ever heard of him or her. Of course, if the new deity has some personality flaw or weakness, he or she will act quickly to obscure or hide any record of such weakness. Only the oldest among the gods have been around long enough for mortals to lose track of knowledge about their mortal origins.

#### Immortal Turnover

If gods die, or if new gods appear, mortals have to deal with the consequences. Clerics are first concerned with the portfolio of their deceased patron. Presumably it went to another god, either a new one or an existing one. Clerics may find themselves cut off from divine power if their alignment differs too much from that of the new deity. Characters who become ex-clerics in this fashion don’t need to atone to regain their status, but they do need to change patrons. On the other hand, those clerics may choose to keep their existing domains and gain spells from abstract principles or forces rather than from the successor deity. An entirely new god must seek clerics and paladins from among the faithful as worshipers. These may be new (1st-level) characters she encourages and develops, or they may be existing characters dissatisfied with their current faith. Her mortal agents then demonstrate the powers given by their new patron, providing evidence of her existence, and begin attracting worshipers. In addition, they may well hire heralds and bards to advertise the new temple and bring in the curious. Of course, if the deities are distant and indifferent, then changes to the divine ranks may happen without mortal realization.

#### Stolen Divinity

Divine rank may have a physical existence, either on the Material Plane or only on the Outer Planes. If so, an enterprising mortal can steal it and simultaneously become a god while dethroning another. Of course, all the gods jealously guard their “divine tokens,” protecting them with fearsome traps and mighty beings— some enhanced with the gods’ own power. Some points to consider if you choose this option are how the gods feel about new gods with stolen divinity and about the fallen gods, and what happens to those fallen gods. Perhaps they drop to the ranks of household or local gods. As with earned divinity, there may be rivalry or outright war between new gods and old. You need to decide whether gods steal from each other, and if so, what power they gain (see Deicide, below). If they do not steal from each other, you should have a good reason why not—perhaps having more than one divine spark might kill a god. Decide how widely known the process of becoming a god is. If everyone knows, make sure to tell your players. Or, the gods may be the only ones who know. Alternatively, you may decide that only gods can perceive and physically handle divine sparks, so gods can steal them but mortals cannot. Mortals could still become gods through earning such status, or through the gods imparting or surrendering it.

A crime such as theft implies secret or hidden knowledge. Any time you have a change in the pantheon, you have the potential for secret or hidden knowledge. For instance, the thieves might want to destroy any record of previous gods, or of their own previous identities. This “active hiding” means that anyone who discovers “heretical” information is at risk of retribution through divine or mortal actions.

Clerics and paladins of deities who stole their way to divine status face some of the same challenges as they do with deities who earned their divine status. Their gods were once nondivine characters. Their faiths do not include concepts such as the infallibility, omniscience, or omnipotence of their patron deities.

#### Surrendered Divinity

You may choose to allow your gods to surrender their divine status, permanently or temporarily. A god overcome by ennui or grief might choose to wander the planes or live among mortals. She might decide to take the smaller responsibilities of a household or local god. The other gods must take over the surrendered domains, and squabbling may result. Further conflict may erupt if the departed deity returns. A deity may surrender power, in this system, to a chosen replacement—which could be a player character. Adventure Idea: The god of the sea surrendered his power to the chief deity of the pantheon and went to sea among mortals. The player characters want to find him, either because they are his former worshipers and want him to return to his divine duties or because their patron deity asked them to. Obstacles in their path may include his being shipwrecked on a dangerous and mysterious island, or his becoming tainted by evil and turning to piracy.

#### Power Independent of Worshipers

The divine spark is the source of divine power, or it provides access to that source. However a deity may have gained their divine spark, it only grants them a divine rank of 0. Any advancement of rank beyond that requires a host of various things, including followers, mythic abilities, epic abilities and even might include class abilities. Deities aren’t constrained to act benevolently and may be indifferent or hostile. Mortals may worship out of love, gratitude, or fear, or for some other reason. In practice, this situation doesn’t change the role of clerics from how it is described in the Player’s Handbook.

#### Minimum Requirements

Mythic: You must be at a mimimum Mythic Rank of 3 and have the Mythic general path ability **Divine Source**

Epic: You must have a minimum character level of 20.

Wiki: Any player wishing to become a god MUST build themselves an informational page. Example: [https://aonprd.com/DeityDisplay.aspx?ItemName=Torag Torag]

Other: No player may ever ascent to god hood without the consent of the Fenar Royals group.

### You're a god now? What does that mean?

So you have met the above requirements and been granted a Divine Rank of 0. What does that mean for you? Well, aside from role playing aspects, a Divine Rank of 0 doesn't provide much. For most divine ranks, it works alot like ascending mythic tiers.

#### General Divine Powers

The majority of your godly abilities are set in stone as you level through the ranks of divinity, but there are options available to you and many of them will be only available to gods with certain things in their portfolio. Instead of gaining levels in a deific path, you gain ranks that grant additional abilities and bonuses. Gaining a deific rank doesn’t replace gaining experience and character levels. You still receive experience points for defeating challenges, but these apply only to your class levels. You gain additional deific ranks by meeting the requirements to do so. As soon as you meet the minimum requirements, you automatically advance in rank.

 Intermediate Deity
 Higher Deity
 Greater Deity

## Base Deific Abilities

Every Deity gains a number of base abilities common to all deific characters. These abilities are gained based on the character’s deific rank.

Note: If you are an evil god, any bonuses designated as a divine bonus would instead be typed as profane.

**Increasing Divine Rank**: Unlike the Mythic system, which requires you to earn trials to climb the ranks, Divine Rank simply requires that you meet the prerequisites for each level. You may not skip levels however, having to meet the requirements of any lower rank before you proceed. *Keep in mind, that like all other advanced systems, every advancement requires GM approval and an update to your wiki.*

#### Ability Score increase

Deities are advanced creatures and as such gain a +6 to any one ability score they choose at every even divine rank, including rank 0.

#### Divine Feat

The Deity gains a bonus feat of their choice at every odd level, these feats may be selected from any list of feats, including Mythic or Epic feats.

#### Divine 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**: Demigods 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 demigod 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.

#### Divine Armor

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. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks.

#### Divine Attacks

At rank 2, a deity gets its divine rank as a divine bonus on all attack rolls. Deities of rank 5 or higher do not automatically fail on a natural attack roll of 1.

#### Divine Saves

A deity’s Hit Dice and character level determine its base saving throw bonuses. A deity gets its divine rank as a divine bonus on all saving throws. Deities of rank 6 or higher do not automatically fail on a natural saving throw roll of 1.

#### Divine Skill

A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and channeling checks. Lesser and ntermediate deities (rank 4–10) may take 10 on any check, provided they need to make a check at all. Higher and Greater deities (rank 11–18) may take 15 on any check, provided they need to make a check at all.

#### Divine Damage

At rank 4, a deity gets its divine rank as a divine bonus on all damage rolls. Deities of rank 10 or higher automatically confirm critical threats.

#### Divine Immunities

Deities can gain the following immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank. A diety may select one option at 1st, 3rd, 6th, 9th, 12th, 15th and 18th level.

**Transmutation**: (Rank 4 minimum) A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

**Energy Drain, Ability Drain, Ability Damage**: A deity is not subject to energy drain, ability drain, or ability damage.

**Mind-Affecting Effects**: (Rank 4 minimum) A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

**Energy Immunity**: Deities may select any 2 elemental immunities every time they select this option. They become immune to electricity, cold, fire, acid, sonic or force (pick two) even if the attacker is a deity of higher divine rank. A Deity can only select this option twice.

**Health**: A Deity is immune to disease and poison.

**Holding**: A Deity is immune to stunning, sleep, petrification and paralysis.

**Death Effects**: (Rank 5 minimum) A Deity is immune to death effects and disintegration.

**Imprisonment**: A Deity is immune to effects that imprison or banish them. Such effects include, but are not limited to, banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.

**Precision**: (Rank 5 minimum) A Deity is immune to precision damage and critical hits.

**Environmental Effects**: (Rank 2 minimum) A Deity is immune to any environmental effects and no longer needs to breathe, eat or sleep.

#### Suzerain

You may designate an ally, that is not you, as your suzerain. They gain the suzerain template until you remove them from the position. This does not increase that characters ECL. Must be a player character. May not be one of your characters.

#### Omnipotence

Greater deities (rank 19-20) automatically get the best result possible on any check, saving throw, attack roll, or damage roll. Calculate success, failure, or other effects accordingly. For instance, when a greater deity makes an attack roll, assume you rolled a 20 and calculate success or failure from there. You should roll the d20 anyway and use that roll to check for a threat of a critical hit. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already.

### Deific Powers

At each Deific rank, you may select 1 Deific power from the appropriate list for your rank. The effects of these powers are cumulative would stack unless the power says otherwise. As a note, all abilities that work with "spells" may also be used for variant spellcasting systems.

#### Tier 1 powers

Any deity may select powers from this list.

**Damage Reduction**: A deity gains damage reduction of 10 + its divine rank /epic. If you take this power more than once, this changes to 20+ divine rank /-.

**Resistances**: A deity gains resistances equal to 20+ divine rank in any 2 elements (electricity, cold, fire, acid, sonic or force)

**Spell Resistance**: A deity gains spell resistance of 10 + its divine rank + HD. If it already has spell resistance, this simply increases by 10+divine rank. This power cannot be taken more than once.

**Power Resistance**: A deity gains power resistance of 10 + its divine rank + HD. If it already has power resistance, this simply increases by 10+divine rank. This power cannot be taken more than once.

**Domain Powers**: A deity can use any domain power it can grant a number of times per day equal to its divine rank (if the power normally can be used more often than that, the deity addds additional uses equal to it's divine rank). 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.

**Immortality**: The Deity becomes naturally immortal and cannot die from natural causes. They no longer age (though they still gain bonuses from aging), and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.

**System Shock**: The Deity becomes immune to system shock and is no longer subject to death from massive damage.

**Mythic Power**: The Deity may choose any one mythic path ability they are qualified to choose. This ability may be chosen more than once.

**Spontaneous Casting**: A deity who has levels in a spellcasting class can spontaneously cast any spell it can grant. This power works like a cleric’s ability to spontaneously cast cure spells, except that it applies to any spell the deity can grant.

**Skillful**: The Deity gains a divine bonus to to any 3 class skills they choose equal to 10+divine rank.

**Grace**: The Deity gains a divine bonus to all saves equal to her charisma bonus. This is not divine grace and stacks with it if you have it from another source.

**Godly Accuracy**: The Deity may, once a day, declare one attack as a natural 20. This counts as a critical threat and must be confirmed unless the deity otherwise does not have to. Any bonuses or abilities apply.

**Versatile Combatant**: The deity may choose any two feats that they meet the prerequisites for.

**Alter Size**: The deity can change size.

Benefit: As a free 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. 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). Please note that this would not stack with other size alteration abilities.

**Automatic Metamagic**: The deity can apply a particular metamagic feat to spells it can cast or to spell-like abilities it knows with no spell slot adjustment.

Prerequisite: Spellcaster level 1st.

Benefit: The deity chooses one metamagic feat. As a free action, the deity can apply the selected feat to the spells from any one spellcasting class the deity has or to its spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot. Notes: The deity must obey all the limitations normally associated with the metamagic feat. For example, a deity using Automatic Metamagic (quicken wizard spells) could cast only one quickened wizard spell each round. 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 metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.

**Battlesense**: The deity is nearly impossible to surprise, flank, or catch flat-footed.

Benefit: The deity cannot be surprised or flanked except by a deity 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 deities of higher rank. Notes: If the deity has the uncanny dodge class feature, this ability replaces it.

**Clearsight**: The deity can perceive reality despite appearances.

Prerequisites: Wis 29.

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.

**Divine Charisma**: The deity has a message so powerful that it attracts people to her flock faster than normal.

Prerequisites: Cha 50.

Benefit: The deity doubles their charisma modifier when calculating their leadership score.

**Divine Elemental Mastery**: The deity has mastery over a chosen element.

Prerequisite: Divine Immunity to selected element.

Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if the deity is using a weapon with the elemental enchant or elemental burst enchant associated with their element. In addition, the Deity gains a bonus to all spell damage rolls equal to their divine rank if the spell has the elemental descriptor matching their chosen element. Note: This ability may be selected multiple times, but only once each time the Deity becomes eligible to select powers from the next teir.

**Divine Shield**: The deity can use part of its personal energy as barrier that protects against almost any attack.

Prerequisites: Cha 29.

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.

**Divine Skill Focus**: The deity has superlative ability with the selected skill.

Prerequisites: 23 ranks in 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

**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.

*Despair*: The enchanted creatures are affected as by a symbol of hopelessness unless they make a successful Will save (DC 10 + deity’s Charisma modifier + deity’s divine rank). The effect lasts one day.

*Dread*: The enchanted creatures must make successful Wisdom checks (DC = the deity’s divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves.

*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 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion.

*Hope*: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

*Rage*: The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a –2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s 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 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion effect.

**Divine Monk**: The deity is the epitome of the monk and has abilities that far surpass those of mortal monks.

Prerequisites: Monk level 20th.

Benefit:The deity’s unarmed strikes are treated as a magic slashing weapon with an enhancement bonus of +5 and the keen, lawful, and vorpal qualities. If the deity chooses, a particular attack can be bludgeoning instead of slashing, but the keen and vorpal qualities do not apply to that attack. Any unarmed attack the deity makes has a base damage of 2d12. The deity can use the Deflect Arrows feat to deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. The deity can deflect any number of attacks in a single round. When the deity deflects any attack, the attack is reflected upon the attacker, using the deity’s base ranged attack bonus. When the deity deflects a spell, the spell’s level is added to the DC to deflect the attack.

**Divine Paladin/Antipaladin**: The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins.

Prerequisites: Paladin level 20th.

Benefit: The deity’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet of the deity. The deity’s special mount, if any, gains the celestial template. The deity can smite evil an additional three times per day, and gets an extra 3 points of damage per class level on a successful smite attempt.

**Divine Rage**: The deity flies into an awe-inspiring rage when struck by a weapon.

Prerequisite: Barbarian level 20th.

Benefit: This ability is similar to the barbarian’s rage ability (and it replaces the barbarian rage ability for the deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number of times per day equal to its divine rank. Once used, the ability lasts 1 hour (though the deity can end the rage at will). While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. The deity’s spell resistance and energy resistances each increase by +10. The deity also can take one extra partial action each round. While raging, the deity suffers a –5 penalty to Armor Class and cannot perform acts that require patience and concentration, such as moving silently, casting spells, and using divine powers.

**Divine Radiance**: The deity can emit powerful holy light.

Prerequisite: Good alignment, Sun domain.

Benefit: The deity can shed light in a (10 feet × divine rank) emanation from its body. 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 2d8 points of damage per round with no save. As a full attack action, the deity can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to the deity’s divine rank. Each ray deals 1d6 points of damage per 2 divine ranks. Undead take 1d12 points of damage per 2 divine ranks.

**Divine Ranger**: The deity is the epitome of the ranger and has abilities that far surpass those of mortal rangers.

Prerequisites: Ranger level 20th, Wis 25 Knowledge (nature) 30 ranks.

Benefit: Any weapon the deity wields against one of its favored enemies is treated as a bane weapon against that creature type. Thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage. The deity can follow tracks at its normal land speed. It treats all normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather. The deity can track creatures across water, underwater, or through the air by means of the minute disturbances they make and traces of their passage. The table below adds across water, underwater, and air to the list of surfaces found in the Track feat description in the Player’s Handbook.

 Underwater
 Air

**Divine Rogue**: The deity is the epitome of the rogue and has abilities that far surpass those of mortal rogues.

Prerequisites: Rogue level 20th, Dodge, improved evasion, defensive roll.

Benefit: When struck by an attack from an opponent the deity has designated as its dodge target, the deity may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. If the deity passes within 5 feet of a trap, the deity is entitled to a Search check to notice it as if the deity were actively looking for it. The deity can assess the exact value of any treasure it can see. The deity also can immediately determine what any creature is carrying and where each carried item is.

#### Tier 2 Powers

A Diety must rank divine rank 5 before they can select powers from this list.

**Spell-Like Abilities**: A deity can use any domain spell it can grant as a spell-like ability at will. 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 bonus (if any) + the deity’s divine rank.

**Extreme Senses**: Deities have incredibly sensitive perception. As 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. In addition, any ranged weapon used by the deity has it's range increment tripled due to their extreme perception.

**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.

**Arcane Mastery**: The deity can prepare wizard spells without consulting a spellbook.

Prerequisites: Spellcaster level 1st, Int 29, 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.

**Area Divine Shield**: The deity can use part of its personal energy as a barrier that protects against almost any attack.

Prerequisites: Cha 29, 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

**Deific Craftsman**: A deity can create magic items related to its portfolio without any requisite item creation feat, gold or materials, 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. The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

 11-15
 16-20

**Divine Aura**: The mere presence of a deity can deeply affect mortals and beings of lower divine rank, 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. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 + 1/2 HD + the deity’s rank + the deity’s Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius 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. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. The deity can make its own worshipers, beings of its alignment, or both types of individuals immune to the effect as a free 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. 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: 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. Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the deity’s foes receive a –4 morale penalty on attack rolls, saves, and checks.

 11-15
 16-20

**Communication**: A deity 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. Remote Communication: 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 desires.

**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 divine bonus to that ability that lasts for one day equal to their divine rank. 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.

**Divine Regeneration**: The deity heals wounds in a flash.

Prerequisites: Con 29, fast healing or regeneration special quality.

Benefit: The deity gains Regeneration of HD + divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body. Notes: A Deity under rank 15 must select an element or damage type that causes their regeneration to stop functioning. At rank 15 this weakness is removed and functions like the regeneration ability of a terrasque. Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves its regeneration by (HD ×2) + (divine rank ×2).

**Travel**: The deity 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 10 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 does not count against the deity’s weight limit.

**Exceptional Leader**: Multiply the number of followers you gain at each level from Epic Leadership by 10. This has no effect on cohorts.

**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 the deity’s 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 creature equal to its divine rank. The deity 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 of higher rank than the deity using the ability). The subject is allowed a Will save (DC 10 + the deity’s rank + the deity’s Charisma modifier) to resist and is allowed a new save if the deity commands the subject to do something against its nature. At any given time, the deity cannot have more creatures under its control than 10 times its divine rank. If the deity already has the maximum number of creatures under its control, it can still attempt to take control of other creatures, but must first release one or more creatures already under its control. For example, a deity with a divine rank of 15 can attempt to control fifteen creatures each day and up to fifteen creatures at once. The deity can have up to one hundred fifty creatures under its control at any govern time. If the deity already has one hundred fifty creatures under its control, it must release at least one to use this ability on a new creature. Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.

**Divine Glibness**: The deity’s silver-tongued speech can convince others to take action.

Prerequisites: Cha 29, 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 10 + the deity’s Charisma modifier + the deity’s divine rank.

**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 +3d6 points of damage. 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.

**Divine Spellcasting**: The deity is an extremely accomplished spellcaster.

Prerequisites: Spellcaster level 20th.

Benefit: If the deity can cast epic level spells, the deity gains twice the number of spell slots they would normally gain.

#### Tier 3 Powers

A Diety must rank divine rank 10 before they can select powers from this list.

**Annihilating Strike**: Any physical attack the deity makes can destroy a foe outright.

Prerequisites: Base attack bonus +20, Str 25.

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 (DC 20 + the deity’s rank + the damage dealt) or be reduced to –10 hit points and killed outright. Unattended, nonmagical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted. Notes: Deities with a rank equal to or greater than the attacking deity are not subject to this ability. This ability has no effect on objects or effects that are not subject to physical attacks, such as walls of force

**Godly Realm**: Each deity of rank 3 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, though if the deities real is on the material plane, their control is limited to the space that is designated as theirs. Such as the interior of their home or the grounds of a temple dedicated to them).

 16-20

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. 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. 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 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 spelllike 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.

**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 stacks with the bonus from Spell Focus and Greater Spell Focus. Notes: A deity can have this ability multiple times, choosing a different school of magic each time

#### Tier 4 Powers

A Diety must rank divine rank 15 before they can select powers from this list.

**Alter Reality**: The deity can change reality to suit itself.

Prerequisite: Cha 29.

Benefit:This ability is similar to the wish spell. The deity merely thinks of something and then makes it so. Doing this requires at least a standard action. Notes: The deity can duplicate any spell of 9th level or lower as a standard action. The duplicated spell has no material or XP component, and the DC of its saving throw (if one is allowed) is 20 + the deity’s rank + the deity’s Charisma modifier. The deity also can duplicate a spell with any metamagic feat (so long as the metamagic feat is available to characters of 20th level or lower). 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 render a magical or supernatural effect permanent. The rest requirement varies with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10- foot cube affected. Use the highest applicable value. The deity can create temporary, nonmagical objects. This works like the Create Object ability (including the required rest period), except that the items last one day per rank. The deity also can create permanent nonmagical objects as if using the Create Object ability except that all rest requirements are doubled and there is no reduction in rest time for being on an Outer Plane or in the deity’s own realm. The deity can create temporary magic items or creatures. This works like the Divine Creation ability (including the required rest period), except that the items or creatures created last 1 hour per rank. This ability cannot create permanent magic items or creatures. The deity can reshape a landscape, creating any type of terrain the deity can imagine. Each 10-foot cube of material to be reshaped requires 1 round of effort, and the deity must rest for one day per 10-foot cube shaped after the work is completed.

**Craft Artifact**: The deity can make magic items that exceed mortal limits.

Prerequisites: Deific Craftsman or 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.

**Gates of Heaven**: Once a day the Deity may, as a move action, open a gate, as the gate spell, back to their divine realm. After doing so, as a standard action, the deity may call forth his divine horde. This horde consists of XX creatures of XX HD or less. They may remain on the plane they are summoned to for a duration of 10 minutes per divine rank of the deity that summons them and show complete loyalty to their god.