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Divine Rules

Started by Anastasia, May 13, 2016, 06:58:09 PM

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Anastasia

These rules cover deities and creatures of cosmic importance, such as the Hebdomad and Lords of the Nine.  If you aren't familiar with these, reading the SRD's divine rules section or the 3.0 book Deities and Demigods is advised, otherwise you may be lost.

A brief history of these rules is in order. 3.0's Deities and Demigods introduced the divine rules to 3rd edition. This is the origin of these rules, but unfortunately they had problems. First of all, it suffered from 3.0 design and wasn't as refined as things that came out later in 3.5. Secondly, these rules were developed independently of the epic level rules. So there was a certain degree of rules mismatch those two rule sets. Back in the day, Dicefreaks did a rework of those rules to fix these issues. Those provided the base for these rules, which have been further adapted to Balmuria and my personal tastes. So thanks to all of those.

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Divine Rules

DIVINE RANKS

Every deity has divine rank. A deity's divine rank shows how much power the deity has.

Rank 0: Creatures of this rank are sometimes called quasi deities or hero deities. These entities can grant limited spell and are immortal. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack divine rank altogether.

Rank 1-5: These entities, called demigods, are the weakest deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. These powers have a divine realm and some control over a portfolio that includes one or more aspects of mortal existence.

Rank 6-10: Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can, including improved senses with their portfolio.

Rank 11-15: These entities are called intermediate deities. While they have vast control over their portfolios and can accomplish tremendous deeds, they still pale compared to greater deities.

Rank 16-20: Called greater deities, these entities command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners. They have unmatched ability over their portfolios and they may include key factors to mortal existence.

Rank 21+: Rank 21 or higher is the domain of the Three Incarnations, the beings that made Creation. Little else is known of them, though they do not grant spells or interact with mortals in any way.

DIVINE CHARACTERISTICS

Most deities are creatures of the outsider type, save for ascended undead and dragons, which retain their types. A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature. Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. A deity's outsider type, racial hit dice, and class or classes determine her weapon proficiencies, feats and skills. She uses the epic saving throw progressions as appropriate. A deity also has some or all of the following additional qualities, depending on her divine rank.

Hit Points: A deity always has maximum hit points per hit die.

Speed: Deities can move much more quickly than mortals. A deity's base land speed depends on her form (biped or quadruped) and size, as shown below. All deities possess a fly speed with perfect maneuverability.

Size Biped* Quadraped**
Fine 20ft 60ft
Diminutive 30ft 70ft
Tiny 40ft 80ft
Small 50ft 90ft
Medium 60ft 100ft
Large 80ft 120ft
Huge 100ft 140ft
Gargantuan 120ft 160ft
Colossal 140ft 180ft

*Or any form with two or fewer legs.
**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds to determine a deity's fly speed.

Armor Class: A field of divine energy encompasses a deity's body, granting her a divine Armor Class bonus equal to her divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. A deity also receives a natural armor bonus to armor class equal to 15 + her divine rank. This does not stack with any existing natural armor bonus the deity has, use whichever is better. A deity also has a deflection bonus to AC equal to her Charisma bonus.

Attacks: A deity's hit dice and character level determine her base attack bonus as normal. A deity gets her divine rank as a divine bonus on all attack rolls.

Bypassing Damage Reduction: As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction. They are also considered to be epic weapons.

Special Abilities: A deity retains all the special abilities of the base creature and also gains the following special abilities.

Alter Reality (Su)

Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.

Demigods and lesser deities can use limited wish with regard to their portfolios, and deities of higher rank can use wish likewise. This ability does not place any strain on a deity's body, unlike a mortal using such magic, and takes a standard action to use. A deity can effectively mimic any mortal spell effect, so long as it fits with the deity's portfolio. This limits the exact applications of this ability, as a deity cannot use this ability to do something against what they represent. In a situation where two deities try and alter reality in opposition to each other, an opposed rank check determines how reality is actually altered.

Domains: Demigods receive three domains, lesser deities receive four, intermediate five and greater six. A deity of any rank may take the extra domain salient divine ability (see salient divine abilities, below). A deity with fewer domains then his rank would entitle him to may make up the difference with bonus salient divine abilities.

Domain Powers: A deity of rank 1 or higher can use any domain power she can grant a number of times per day equal to her divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half her hit dice for this purpose.

Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank. A deity who has less domains than she is entitled to gains bonus salient divine abilities, as noted in domains.

Spontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

Spell-Like Abilities: A deity can use any domain spell she can grant as a spell-like ability at will. This ability does not extend past ninth level magic; epic level spells are not gained as spell-like abilities in this manner. Her effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.

Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a caster level equal to her hit dice. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will at a caster level equal to her hit dice.

Special Qualities: A deity retains the base creature's special qualities, and gains the following:

Damage Reduction: A deity has damage reduction as shown below.

Divine RankDamage Reduction
010/epic
1-515/epic and material*
6-1020/epic and material*
11-1525/epic and material*
16-2030/epic and material*

* Select a standard material such as  adamantine, cold iron or silver. Lawful deities usually select silver and chaotic deities usually select cold iron, but this is not mandatory.

If the deity also has damage reduction from another source, it does not stack with her divine damage reduction. Instead,they combine as best as possible, based on the rules for combining types of damage reduction. See salient divine abilities (below) for additional ways to complement a deity's damage reduction. Damage reduction cannot be ignored by means of a successful opposed rank check.

Divine Aura (Ex)

The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, her aura power effectively becomes non-functional. When auras from two more deities 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. A deities divine aura can extend as far as described on the table below:

Divine RankDivine Aura Size
1-510ft/rank
6-10100ft/rank
11-151000ft/rank
16-201 mile/rank

The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until she 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 her foes receive a -4 morale penalty on attack rolls, saves, and checks.

All divine aura effects are mind affecting abilities. Other creatures, including deities of lower rank, can resist the aura's effects with successful Will saves (DC 10 + deity's rank + deity's Charisma modifier). Deities are immune to the auras of others of equal or lower rank. Any creature that makes a successful saving throw against a deity's aura becomes immune to that aura power for 24 hours.

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. A deity does not age, and she does not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. She risks permanent destruction if slain on her divine realm and if the attacker succeeds in an opposed rank check against her. Otherwise, the deity reforms within her divine realm, with the exact time depending on on the deities' divine rank, as seen below:

Divine RankReformation Time
024 hours
1-512 hours
6-106 hours
11-153 hours
16-201 hour

Immunities: A deity is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, ability damage and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Deities of rank 1 or higher are immune to any two elements (acid, cold, electricity, fire, or sonic), regardless of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects and disintegration. In addition to these, deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.

These immunities can be overcome by another deity who succeeds on an opposed rank check against the deity.

Spell Resistance: A deity has spell resistance equal to 15 + hit dice.

Saving Throws: A deity's character levels determine her base saving throw bonuses. She gains a bonus equal to her divine rank as a divine bonus on all saving throws. In addition she gains a resistance bonus to all saving throws equal to her Charisma modifier.

Ability Scores: A deity gains an enhancement bonus to all ability scores equal to 10 + her divine rank.

Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

OTHER DIVINE POWERS

Deities of rank 1 or higher do not automatically fail an attack roll or saving throw on a natural 1. Lesser deities may take 10 on any check, provided they need to make a check at all. Intermediate deities always get a result of 20 on any check, provided they need to make a check at all.

Greater deities automatically get the best result possible on all dice rolls they make. Calculate success, failure or other effects accordingly. When a roll of 20 would grant automatic success (as on an attack roll or saving throw), a d20 should still be rolled and used to check for automatic success. Likewise, a d20 should be still rolled when a greater deity makes an attack roll, to check for a critical threat. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already (greater deities are treated as having Maximize Spell, Maximize Spell-Like Ability and any other Maximize Feat for the sake of prerequisites).

Certain rolls (such as miss chances and rank checks) should still be rolled, as the deity does not automatically succeed.

Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.

Remote Communication: As a standard action, the deity can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. 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 her choosing (but not an object or locale dedicated to another deity of equal or higher rank). 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 she decides to end the communication. A deity can carry on as many remote communications at one time as she can remotely sense (see remote sensing, below).

Create Items: A deity of rank 1 or higher can create magic items related to her portfolio without item creation feats or other prerequisites. The maximum item value a deity can create is a function of her divine rank (see the table below). If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved. These discounts do not stack with one another.

Divine RankMaximum Market Price
1-54,500 gold
6-1030,000 gold
11-15200,000 gold (any non-epic item)
16-20400,000 gold

Grant Spells: A deity automatically grants spells and domain powers to divine spellcasters who pray to her. All deities can grant spells from divine spell lists, unless they possess an alignment descriptor opposed to the deity's own alignment. A deity can withhold spells from any particular creature at will; once a spell has been granted, however, it remains in the creature's mind until expended.

Portfolio: Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence. Her connection to her portfolio gives her 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. The ability to sense the future is not perfect, local events can change the future so that what was sensed does not come to pass.

When a deity senses an event, she merely knows that the event is occurring and where it is. She receives no sensory information about the event. Once a deity notices an event, she can typically use her remote sensing power to perceive more about it. If a greater deity senses an event in the future that is subsequently stopped from happening, she is aware it was stopped, though further details are not known.

Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity's senses (including darkvision and low-light vision, she has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses she possesses. A deity cannot see through solid objects without using her remote sensing ability or some sort of x-ray vision power.

Remote Sensing: As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of her worshipers, holy sites, or other objects or locales sacred to her. 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 her portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in salient divine abilities), another deity's divine realm, or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, mind blank or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend her senses to two or more remote locations at once (depending on her divine rank) and still sense what's going on nearby.

Divine RankRemote Locations
1-52
6-105
11-1510
16-2020

Once a deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until the location is blocked somehow.

Block Sensing: As a standard action, a deity of rank 1 or higher can block the sensing ability of other deities of her rank or lower. This power extends for a radius of one mile per rank of the deity, or within the same distance around a temple or other locale sacred to her, or the same distance around a portfolio-related event. The deity can block two remote locations at once, plus the area within one mile of herself. The blockage lasts 1 hour per divine rank.

Rank Checks: A rank check is used to determine results between two deities attempting to influence reality or compete against each other. A rank check is 1d20 + divine rank + strata bonus (if any).

When making a rank check against another deity, a deity adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity and greater deity. For example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata bonus). If a rank 18 greater deity were to make a check against a rank 5 demigod, the greater deity would roll 1d20+30 (base 18 + 12 strata bonus) and the demigod would roll 1d20+5 (base 5).

Intermediate and greater deities do not maximize rank check rolls, nor can any deity take 10 on a rank check. Rank check rolls cannot be affected by any known magic, though certain salient divine abilities can temporarily affect them. This is usually a penalty to the deity under a certain situation.

AVATARS

Deities of rank 1 or higher may create avatars. An avatar serves as the deity's alter ego, effectively allowing her to be in two or more places at the same time. An avatar is an extension of a deity, she senses and knows everything her avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating, though this does not count against the deity's normal limit of remote locations. A deity can have up to as many avatars as she has divine ranks. Creating or replacing a destroyed avatar takes time, as shown on the table below:

Divine RankTime to Create
1-51 year
6-106 months
11-151 month
16-201 week

The creation of an avatar takes one minute of focus for the deity, in which she uses alter reality each round to forge part of her energy into an avatar. The avatar automatically continues to form once this is done and requires no further effort from the deity. An avatar must be created in the deity's divine realm. An avatar in the process of creation is an indistinct mass that slowly gains definition over the time it takes to create it. An unfinished avatar has 10 hit points per divine rank of the deity. Should an unfinished avatar be reduced to zero hit points, it dissolves and must be recreated from scratch. As such, unfinished avatars are usually kept in a secure location.

An avatar is a less powerful version of a deity, created by modifying the deity's statistics, which has the following characteristics. An avatar has divine rank 0, which reduces the various bonuses the avatar gains based on divine rank. The avatar retains access to the deity's salient divine abilities, but the DCs and other factors related to divine rank are adjusted to divine rank 0. The avatar continues to have access to alter reality, but at demigod level, no matter the divine rank of the actual deity. The avatar retains the deity's spell-like abilities, divine aura and abilities granted it from its domains. In the event divine rank 0 would render any divine ability unusable, such as by having zero uses per day, the avatar cannot use that ability.

An avatar has copies of the deity's signature equipment. These copies are little more than shadows tied to the avatar. They vanish if separated from the avatar for more than one hour (unless the deity chooses to loan them to a worshiper, in which case they last until returned) and reappear in the deity's divine realm. Copied items don't stack with the original of that item, nor does it stack with other copies of an item.

An avatar is not limited to copies of the deity's equipment and can use any other equipment it finds or is given. Such equipment works normally and does not vanish if removed from the avatar.

An avatar can have a different race or form from the deity. The deity is allowed a great deal of latitude to do so. The racial traits of the avatar change to match the new form. For example, a human deity making an elven avatar would replace the human racial traits (+1 skill points per level and a bonus feat) with the elven racial traits (immunity to sleep and +2 to saves vs enchantments and so forth). The exception is ability scores, which do not change. More advanced forms can be chosen as well, such as an elven deity making a silver dragon avatar. A deity can't select a form that's opposed to what she represents, such as an orcish deity making an elven avatar.

The destruction of an avatar never threatens the life of a deity and does not allow for an opposed rank check to destroy the deity. However, the death of an avatar is unpleasant for the deity, leaving her queasy and disoriented. She suffers a -2 penalty to all rolls (except rank checks) for 24 hours, no saving throw is allowed. The penalty stacks with itself if more than one avatar is destroyed within 24 hours. This penalty does not apply if a deity chooses to destroy an avatar in her divine realm, such as to replace it with another avatar.

PROXIES

The rules for proxies can be found here.

DIVINE REALM

A deity of rank 1 or higher has a location that serves as a personal redoubt, residence and home for the souls of the faithful. These realms are usually located in the Outer Planes, but can be on any plane but the Prime Material or Ethereal. A divine realm can be any size the deity wishes, from a small fortress to an infinite expanse equal to any Outer Plane. Within a divine realm, the deity is supreme and she can change any planar trait there she wishes (note that changing the time traits of a divine realm is forbidden by the Temporal Compact), the time needed depends on the deity's power. See the table below.

Divine RankModification Time
1-51 round
6-101 full round action
11-151 standard action
16-201 swift action

A rank 0 quasi power does not have a divine realm, though a personal demiplane can be made into one. The exact control she has over the plane varies. If the deity later gains divine rank 1 or higher, this demiplane becomes the deity's divine realm unless she is taking control of a pre existing divine realm. Creatures with the abomination subtype are usually incapable of this despite having divine rank 0, though exceptions exist.

A deity not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm's astral links renders teleportation and similar effects useless within the realm. The deity can designate certain locales within the realm where astral links remain intact. Likewise, she can block off the realm from planar portals or designate locations where portals are possible. A deity is not affected by this in her divine realm and can teleport and use similar effects regardless of the state of the astral links.

Once a deity sets the conditions in her realm, they are permanent, though she can change them at a later time. Changes are instantaneous and take no great effort for the deity, though she must be in her divine realm to make any changes.

Deities can usually (but not always) treat the plane their divine realm rests in as part of their realm for the sake of making changes. For example, a deity with a divine realm in the Beastlands can make changes in the Beastlands.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
SALIENT DIVINE ABILITIES

A salient divine ability is like a feat-it gives a deity a new capability or improves one that she already has. A deity has a base of three salient divine abilities, plus one for each of her divine ranks, as well as additional salient divine abilities reflecting its status: demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.

Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to have the ability. A divine rank of 1 is a prerequisite for all salient divine abilities. The most common salient divine abilities are described here, but these are by no means the only ones possible. Most deities have at least one or two unique salient divine abilities, which are explained in their descriptions. Some deities have many more than that, depending on how unusual their portfolios are and how individualized their powers are.

When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 10 + 1/2 the deity's hit dice + the deity's relevant ability modifier + the deity's divine rank. The actual DC is listed in the deity's description.

Using Salient Divine Abilities: Using a salient divine ability is a standard action unless otherwise noted in the ability description. Using a salient divine ability does not provoke an attack of opportunity.

Salient Divine Abilities and Antimagic: A salient divine ability functions normally within an antimagic field (which a deity is immune to) and is never subject to spell resistance.

TYPES OF SALIENT DIVINE ABILITIES

Salient divine abilities can be divided into several subgroups, detailed below. Unique salient divine abilities can fall into any category.

General Abilities: General abilities have no special rules that govern them as a group. They might enhance existing abilities, grant new abilities, or even grant a number of epic or non-epic feats.

Divine Class Features: Divine class abilities are designed to grant epic skill in a particular class. They typically consist of four to six bonus epic feats and similarly-powered abilities. They may grant more or less than this, depending on how powerful the feats are.

Divine Powers: Divine power abilities either grant unique powers to a deity or enhance divine traits she already possesses. The powers granted by these salient divine abilities are typically unavailable from any other source, and are often akin to racial traits.

Domain Abilities: Domain abilities are similar to divine power abilities, but they grant a group of powers based on the deity's portfolio. These abilities can be great or small, but they allow a deity to better exemplify her principle portfolio element.

DESCRIPTIONS

Here is the format for salient divine ability descriptions.

ABILITY NAME

Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat, a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisites. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities.

Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once.

Special: Additional facts about the ability that may be helpful when using the ability in play.

Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take partial actions and suffers a -6 penalty on all attack rolls, saves, and checks. She cannot use another ability that requires rest until her current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time.

Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. The majority of a deity's abilities should not fall outside of her portfolio, those that do should make sense for the deity to posses. When "supreme" is listed as a portfoio element, any deity counted amid the most powerful in her pantheon qualifies.

Note that portfolio elements do not necessarily translate directly to domains.

The portfolio guidelines are just that. They are guidelines and suggestions, not cold, hard rules.

ALTER FORM
The deity can make minor changes to her appearance and form. This is an extraordinary ability.
Benefit: As a move action, the deity can alter her form, including clothing and equipment. The assumed form must be corporeal. Her body can undergo a limited physical transmutation, including adding or subtracting one or two limbs. 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.
Notes: The deity's attack bonus, armor class and saves do not change. She 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). She can use this ability to create disguises, gaining a bonus of +10 on its Disguise checks. She can use her Alter Size ability simultaneously with this one to become taller, shorter, thinner, or heavier.
Suggested Portfolio Elements: Nature, secrets, thieves.

ALTER SIZE
The deity gains the ability to change size.
Benefit: The deity gains the ability to alter change her size. As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, animal companion, personal mount or personal intelligent weapon, the creature can change size with the deity if the deity touches it. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1600ft tall. A radical change in size can have great impact on the deity's combat ability. The deity's Strength, armor class, attack bonus and damage dealt with weapons changes according to the size the deity assumes. The deity's Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities' characteristics. Demigods and lesser deities can select the Improved Alter Size salient divine ability to remove some of the restrictions placed upon them.
Suggested Portfolio Elements: Any.

ANNIHILATING STRIKE
The deity's strikes obliterate her opponents.
Prerequisites: Divine rank 11, base attack bonus +40, Str 35
Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 10 + 1/2 hit dice  + Str modifier + divine rank) or be killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10ft cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.
Notes: Deities are not subject to this ability. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force.
Suggested Portfolio Elements: Death, justice, vengeance, war.

ARCANE MASTERY
The deity can prepare arcane spells without consulting a spellbook.
Prerequisites: Spellcaster level 21st, Int 29, Spell Mastery.
Benefit: The deity can prepare any arcane spell that she can cast without using a spellbook. This includes all spells on the appropriate spell list as well as non-standard spells created according to the spell creation guidelines. The deity is capable of modifying or creating new spells instantly.
Suggested Portfolio Elements: Knowledge, magic.

AREA DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Divine rank 6, Cha 31, Divine Shield.
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 10ft square per rank, or a sphere or hemisphere with a radius of up to 1ft per rank. The barrier can be placed anywhere within her line of sight. The deity can place the barrier so that it is mobile with respect to some unattended object or willing creature. 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 herself or around a willing creature so that it is skintight, which prevents the subject from being touched.
Suggested Portfolio Elements: Any.

AUTOMATIC METAMAGIC
The deity can apply a particular metamagic feat to spells she can cast or to her spell-like abilities with no spell slot adjustment.
Prerequisite: Spellcaster level 21st.
Benefit: The deity chooses one non-epic metamagic feat that she has. As a free action, she can apply the selected feat to the spells from any one spellcasting class she has or to her spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.
Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that depend on making the spell's level higher, such as heighten spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.
Suggested Portfolio Elements: Knowledge, magic.

BANESTRIKE
Any weapon the deity wields works better against one type of foe.
Prerequisite: Base attack bonus +25.
Benefit: Any weapon the deity wields gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against the designated foe. The bonus and extra damage stack with any other properties the weapon has.
Notes: The deity selects one kind of enemy from the list of ranger favored enemies.
The ability functions only when the deity personally attacks with a melee weapon or ranged weapon. She can apply the banestrike ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability or divine ability.
A deity can have this ability multiple times, choosing a different kind of foe each time. She can imbue only one bane special ability to a weapon at a time and can change among them as a swift action.
Suggested Portfolio Elements: Death, justice, vengeance, war.

BATTLE METAMAGIC
The deity is particularly adept with using spells and spell-like abilities in army battles.
Prerequisite: Spellcaster level 21st, Widen Spell.
Benefit: When the deity casts a spell modified by Widen Spell, the deity can choose to enhance the spell area of Widen Spell applied to her spells and spell-like abilities up to a mile per her Divine Rank rather than by 100%.
Suggested Portfolio Elements: Knowledge, magic, war

BATTLEFIELD DECIMATION STRIKE
The deity can strike everyone around her at once.
Prerequisite: Divine Celerity, Divine Monk
Benefit: As a standard action, the deity may make a single melee attack against all creatures within its movement range in all directions. The deity does not provoke attacks of opportunity to do so, nor does the deity seem to move. This is resolved as one attack, hitting and missing different creatures as normal. The deity may exclude creatures as she sees fit.

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 that succeeds on an opposed rank check. The deity retains her 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 that succeed on an opposed rank check. The deity always acts in a surprise round if she is not surprised.
Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it.
Suggested Portfolio Elements: Thieves, war.

CALL CREATURES
The deity can bring creatures to serve and aid her.
Benefit: The deity can call some kind of creature as noted in her description. Each creature called can have no more hit dice than the deity has divine ranks + 10, and the deity cannot have more creatures serving her at any given time than she has ranks. The creatures are transported to the deity's presence through an interdimensional connection similar to that created by a gate spell. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

CLEARSIGHT
The deity can perceive reality despite appearances.
Prerequisites: Divine rank 6, Wis 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. This ability is similar to the true seeing spell, except that it does foil mundane disguises.
Suggested Portfolio Elements: Knowledge, truth.

COMMAND PLANTS
The deity can control plants and plant creatures.
Benefit: The deity can make plants grow in a radius of up to one mile per divine rank once per day. She can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day. This ability works like the plant growth spell, except that it cannot be countered except by a deity that succeeds on a rank check against the deity using the ability.
Also once per day, the deity can create one of the following effects. The saving throws against this ability are 10 + 1/2 hit dice + Wisdom modifier + divine rank.
Charm: Plant creatures and fungus creatures within (25ft + 5 ft per 2 divine ranks) of her person act as if affected by a mass charm spell. The deity can command a number of plant creatures not exceeding her divine rank. No two affected creatures can be more than 30ft from each other, and each is allowed a Will saving throw to negate the effect. The effect lasts 1 day. This is a charm effect.
Animate: The ability imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the deity first designates. Animated plants gain humanlike senses. The plants' AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The deity can animate two Large plants (like trees), four Medium plants (like shrubs), or eight Small plants (like vines). All plants to be affected must be within 60ft of each other. The deity can animate different types of plants if desired. Creatures that have the plants in their possession can prevent the effect with Will saves. The effect lasts 1 hour per divine rank.
Entangle: The deity imbues all plants within (25 ft + 5 ft per 2 divine ranks) with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. The effect lasts 1 hour per divine rank.
Suggested Portfolio Elements: Agriculture, earth, fertility.

CONTROL CREATURES
The deity can dominate and control the actions of a specific kind of creature.
Benefit: The deity can command some kind of creature as noted in her description. This ability is similar to the dominate monster spell, but it is not a mind affecting ability (the deity seizes direct control over the creature's body). Each day the deity can attempt to control a number of creatures equal to her divine rank. She can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within the deity's line of sight when first affected. Once control is established, distance is not a factor and the deity can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities that succeed on an opposed rank check). The subject is allowed a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to resist and is allowed a new save if the deity commands the subject to do something against its nature.
At any given time, a deity cannot have more creatures under her control than 10 times her divine rank. If the deity already has the maximum number of creatures under her control, she can still attempt to take control of other creatures, but must first release one or more creatures already under her control.
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

CRAFT ARTIFACT
The deity can make magic items that exceed mortal limits.
Prerequisites: Any two item creation feats.
Benefit: The deity gains epic crafting as a bonus feat. In addition, all magic items she creates gain the special properties unique to artifacts if she desires.
Suggested Portfolio Elements: Crafts, knowledge, magic.

CREATE OBJECT
The deity can create simple objects out of nothing.
Prerequisites: Int 29.
Benefit: As a full round action, the deity can create objects weighing up to 100 pounds per divine rank, or with a volume of 20 cubic feet per rank. Once created, the objects are permanent and nonmagical. If the deity has the appropriate Craft skill, she can make a Craft check when creating the item to make it a masterwork item.
Rest: The deity must convert a considerable amount of her own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gold without impairment. For every additional 100 gold of value (or fraction of 100 gold), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane, it can create a 200 gold item without resting.
Suggested Portfolio Elements: Any.

DIVINE AIR MASTERY
The deity has mastery over the air.
Prerequisite: Air domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and armor class equal to her divine rank if both she and her foe are airborne. When flying, she automatically knows the location of any corporeal creature within 10ft per divine rank, by sensing the disturbance in the air the creature causes.
Suggested Portfolio Elements: Air, wind.

DIVINE ARCHERY
The deity is the epitome of the archer, with abilities that surpass those of mortal archers.
Prerequisites: Base attack bonus +30, Dex 29, Point Blank Shot, Far Shot.
Benefit: The deity gains Combat Archery, Distant Shot, Swarm of Arrows, and Uncanny Accuracy as bonus feats. The range on her Swarm of Arrows feat is equal to 10ft per divine rank.
Suggested Portfolio Elements: Archers, war.

DIVINE ARMOR MASTERY
The deity is able to move freely in light or medium armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy).
Benefit: The deity ignores the maximum Dexterity bonus limit, armor check penalty and arcane spell failure for armor. They are not slowed when they wear medium or heavy armor.
Suggested Portfolio Elements: War.

DIVINE BARD
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
Prerequisite: Bard level 20th.
Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
In addition, the range on all of the deity's ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
Finally, the effects of all the deity's bardic music abilities are doubled. This does not stack with other abilities that double bardic music, such as the Words of Creation feat.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

DIVINE BATTLE MASTERY
The deity is the epitome of the fighter, a master of sophisticated battle techniques.
Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Combat Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain.
Benefit: The deity gains Bounding Assault, Improved Combat Expertise, Improved Combat Reflexes, Improved Whirlwind Attack and Rapid Blitz as bonus feats.
In addition, the deity gains a +4 bonus to CMB and never provokes an attack of opportunity for attempting a combat maneuver. This bonus stacks with the benefits of other feats and abilities.
Suggested Portfolio Elements: Justice, vengeance, war.

DIVINE BLAST
The deity can channel part of her personal energy into a ray.
Prerequisite: Cha 29.
Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals is divine damage and is therefore not subject to being reduced by protection from elements and similar magic.
Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.
A divine shield can stop the ray.
Suggested Portfolio Elements: Any.

DIVINE BLESSING
The deity can grant exceptional abilities to mortals.
Prerequisite: Selected ability score 35.
Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. The deity must have a score of at least 35 in the selected ability. She can grant mortals an enhancement bonus to that ability that lasts for one day, equal to one half of her own ability modifier. In a single day and at one time, the deity can affect a number of creatures equal to her divine rank.
Notes: A deity can have this ability multiple times, choosing a different ability score each time.
Suggested Portfolio Elements: Agility, beauty, endurance, knowledge, strength, wisdom.

DIVINE CELERITY
The deity is supernaturally swift.
Prerequisite: Dex 29.
Benefit: The deity always acts as if hasted, gaining all of the normal bonuses granted by the haste spell.
Suggested Portfolio Elements: Travel, wind.

DIVINE CREATION
The deity can create creatures or magic items out of nothing.
Prerequisites: Divine rank 16, Int 29, Create Object.
Benefit: As a full round action, the deity can create creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank.
Notes: This ability works like the Create Object ability, except as noted below.
A deity can use this ability to create any kind of creature that does not have a divine rank. The deity can create a creature with class levels, but never with more class levels than the deity has herself or the deity's divine rank, whichever is lower.
Rest: The deity must convert a considerable amount of her own energy into a creature, which always leaves the deity impaired. The deity must rest for 10 minutes * the creature's Hit Dice × the creature's Challenge Rating for each creature created, with a minimum of 10 minutes per creature.
The deity can create any kind of magic item except an artifact.
The rest requirement for creating magic items is the same as for the Create Object ability.
Suggested Portfolio Elements: Crafts, creation, supreme.

DIVINE DODGE
The deity can avoid damage by simply not being there when the attack hits.
Prerequisite: Dex 29.
Benefit: Any physical attack or individually targeted spell directed at the deity has a percent miss chance equal to 50 + the deity's rank. Area effects that include the deity have a similar chance to be ineffective.
Notes: The ability is similar to the blink spell, except that it is defensive only and the deity does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with the deity's own attacks. If an attack overcomes the miss chance, the deity still gets the benefit of a saving throw (if one is allowed).
Suggested Portfolio Elements: Agility, gambling, luck, protection.

DIVINE DRUID
The deity is the epitome of the druid and has abilities that far surpass those of mortal druids.
Prerequisites: Druid level 20th.
Benefit: The deity gains Improved Elemental Fury, Improved Shapeshift Size and Mighty Shapeshift as bonus feats. In addition, the deity may cast spells when shapeshifted.
Suggested Portfolio Elements: Druids, nature.

DIVINE DUSKBLADE
The deity is the epitome of the duskblade and has abilities that far surpass that of mortal duskblades.
Prerequisites: Duskblade level 20th
Benefit: The deity can quicken any number of her duskblade spells per day. The deity may use any armor with no chance of arcane spell failure.
Suggested Portfolio Elements: Duskblades.

DIVINE EARTH MASTERY
The deity has mastery over the earth.
Prerequisites: Earth domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and armor class equal to her divine rank if both she and her foe are touching the ground.
The deity gains a burrow speed commensurate with her size, as well as the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
She has tremorsense, allowing her to automatically sense the location of anything within 10ft per divine rank that is in contact with the ground.
The deity has complete control over all things made of earth (including stone and metal). She can alter the form of any amount of earth as a swift action. She can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, disintegrate, and similar spells, with any earth, stone, or metal object as a target. She can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal. The deity can affect any object she can see, but no more than one object per round.
Suggested Portfolio Elements: Earth.

DIVINE FACTOTUM
The deity is the epitome of the factotum and has abilities that far surpass that of mortal factotums.
Prerequisites: Factotum level 20th, Font of Inspiration
Benefit: The deity gains Aura of Inspiration, Improved Cunning Insight, Improved Cunning Knowledge and Source of Inspiration as bonus feats. She gains extra inspiration points per encounter equal to her divine rank.

DIVINE FAMILIAR
The deity can make anything it's familiar.
Prerequisites: The deity can call a familiar or possesses one, caster level 21st.
Benefit: A deity has the ability to treat any creature of a given kind as her familiar, as long as that creature is within a distance of one mile per divine rank of the deity. This special familiar ability only applies to one creature at a time, but the deity can switch between one creature and another as an immediate action, as long as the second creature is within range. This special familiar ability does not replace her ability to have a normal familiar, which could be any kind of eligible creature.
Suggested Portfolio Elements: Magic.

DIVINE FAST HEALING
The deity heals wounds in a flash.
Prerequisites: Con 29 or the fast healing special quality.
Benefit: The deity gains fast healing of 20 + her divine rank. Lost limbs or body parts reattach instantly when pressed against the wound on the body.
Notes: This ability does not stack with the fast healing special quality.
A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability has fast healing of 40 + (divine rank * 2).
Suggested Portfolio Elements: Endurance, healing.

DIVINE FIRE MASTERY
The deity has mastery over fire.
Prerequisites: Fire domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and armor class equal to her divine rank if both she and her foe are touching fire or using weapons with the flaming or flaming burst special abilities.
The deity is immune to the effects of fire and heat.
She automatically knows the location of any corporeal creature within 10ft per divine rank by sensing the disturbance in the ambient temperature that the creature causes.
The deity has complete control over all nonmagical fire and can duplicate the effect of any non-epic spell with the fire descriptor as a standard action.
Suggested Portfolio Elements: Fire.

DIVINE GLIBNESS
The deity's silver-tongued speech can convince others to take action.
Prerequisites: Cha 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 her hit dice, 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 + 1/2 the deity's hit dice the deity's Charisma modifier + the deity's divine rank.
Suggested Portfolio Elements: Commerce, lies, thieves.

DIVINE INSPIRATION
The deity can inspire a specific emotional state in others.
Benefit: The deity can enchant creatures to create a specific emotion. She 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. The save DCs are 10 + 1/2 hit dice + Charisma modifier + divine rank.
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 an improved version of the crushing despair spell: affected creatures suffer a -4 penalty on attack rolls, damage rolls, saves and checks unless they make a successful Will save. 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 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 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. Creatures can attempt Will saves to resist the effect. This is a mind affecting compulsion effect.
Suggested Portfolio Elements: Any.

DIVINE KNIGHT
The deity is the epitome of the knight and has abilities that far surpass that of mortal knights.
Prerequisite: Knight level 20th, Shield Block+3, Fighting Challenge(Loyal Beyond Death), Impetuous Endurance, Improved Shield Ally
Benefit: The deity gains Epic Shield Ally, Knight's Defense, Knight's Endurance, Knight's Presence and Knight's Will as bonus feats. The deity never provokes an attack of opportunity for making a charge attack.
Suggested Portfolio Elements: Knights, nobility, war.

DIVINE MARSHAL
The deity is the epitome of the marshal and has abilities that far surpass that of mortal marshals.
Prerequisite: Marshal level 20th
Benefit: The deity gains Gloom Aura, Lasting Aura, Multiaura, Radiant Aura and Widen Aura as bonus feats. The deity knows all major and minor marshal auras.
Suggested Portfolio Elements: Marshals, war.

DIVINE MONK
The deity is the epitome of the monk and has abilities that far surpass those of mortal monks.
Prerequisites: Monk level 20th, Deflect Arrows.
Benefit: The deity gains Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike and Reflect Arrows as bonus feats.
In addition, any unarmed attack she makes has a base damage of 2d12 and an enhancement bonus of +10.
Suggested Portfolio Elements: Monks.

DIVINE NOBLE
Prerequisite: Noble level 20th
Benefit: The deity gains Group Aid, Improved Favor, Inspire Nobility, Lasting Aid and Noble's Ego as bonus feats. The deity's may affect ten times the normal amount of creatures with coordinate, inspire confidence, inspire greatness and inspire nobility.

DIVINE PALADIN
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 gains Great Smiting, Improved Aura of Courage and Widen Aura of Courage as bonus feats. She can smite evil five additional times per day, and her special mount, if any, gains the celestial template.
Suggested Portfolio Elements: Good, justice, law, nobility, war.

DIVINE RADIANCE
The deity can emit a powerful holy light.
Prerequisite: Good alignment.
Benefit: The deity can shed light from her body in an emanation with a radius of 10ft per divine rank. This light counters and dispels all darkness effects (unless created by a deity that succeeds on an opposed rank check) 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 her divine rank. Each ray deals 1d8 points of damage per divine rank. Undead take 2d12 points of damage per divine rank.
Suggested Portfolio Elements: Good, light, sun.

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 her divine rank. Once used, the ability lasts 1 hour (though she 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. Her spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at her full attack bonus, whenever she uses the full attack action. 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 salient divine abilities.
Suggested Portfolio Elements: Destruction, rage, strength, war.

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 29, Survival 40 ranks, Knowledge (nature) 30 ranks.
Benefit: The deity gains Bane of Enemies and Legendary Tracker as bonus feats. In addition, she treats all normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather.
Suggested Portfolio Elements: Archers, hunting, nature.

DIVINE RECALL
The deity has superhuman memory of a particular subject.
Benefit: The deity remembers every event of a certain type that has ever occurred. The type of event is specified in the deity description. Events from deities of equal or higher divine rank are not remembered.
Notes: A deity can have this ability multiple times, choosing a different type of event each time.
Suggested Portfolio Elements: Knowledge.

DIVINE ROGUE
The deity is the epitome of the rogue and has abilities that far surpass those of mortal rogues.
Prerequisites: Rogue level 20th, improved evasion, defensive roll.
Benefit: When struck by an attack from an opponent, she may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. She may do this twice per round. She also gains Trap Sense as a bonus feat.
In addition, she can assess the exact value of any treasure she can see, and can immediately determine what any creature is carrying and where each carried item is.
Suggested Portfolio Elements: Thieves.

DIVINE SCOUT
The deity is the epitome of the scout and has abilities that far surpass that of mortal scouts.
Prerequisite: Scout level 20th, Skirmish+5d6/+5 AC, Blindsight 30ft
Benefit: The deity gains Emergency Skirmish, Epic Blindsight and Epic Skirmishx3 as a bonus feats. The deity never provokes attacks of opportunity when making a skirmish attack.
Suggested Portfolio Elements: Scouts.

DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a standard action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops damage equal to (divine rank + charisma modifier) * 10. 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 + her Constitution bonus.
The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Any.

DIVINE SKILL FOCUS
The deity has superlative ability with the selected skill.
Prerequisites: 33 ranks in the selected skill.
Benefit: The deity receives a bonus of 10 + her divine rank when using the selected 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 an immediate action. A deity can have this ability multiple times, choosing a different skill each time.
Suggested Portfolio Elements: Any.

DIVINE SNEAK ATTACK
The deity's sneak attacks are devastating.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity gains Improved Sneak Attack x3, Sneak Attack of Opportunity, and Lingering Damage as bonus feats. In addition, she can flank or catch flat-footed any opponent whose divine rank does not exceed the deity's and can sneak attack that opponent.
Suggested Portfolio Elements: Thieves.

DIVINE SPELL FOCUS
The save DC for one school of spells the deity can cast increases.
Prerequisites: Spell Focus, Greater Spell Focus, Epic Spell Focus.
Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by one-half her divine rank. This bonus stacks the bonus from Spell Focus or Greater Spell Focus.
Notes: A deity can have this ability multiple times, choosing a different school of magic each time.
Suggested Portfolio Elements: Magic.

DIVINE SPLENDOR
The deity's mere proximity is fatal to mortals.
Prerequisites: Divine rank 16, Cha 36.
Benefit: Any mortal who approaches within 10ft per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 10 + 1/2 the deity's hit dice + the deity's Charisma bonus + the deity's divine rank. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. This ability may be suppressed or resumed as a free action. The deity may exclude creatures from this ability as a free action.
Suggested Portfolio Elements: Supreme.

DIVINE STORM
The deity can create a vortex of force that protects her and harms those of an alignment different from her own.
Prerequisite: Divine rank 11.
Benefit: The deity can surround herself with a vortex of holy or unholy energy that manifests in different forms depending on the deity. The vortex extends from the deity in an emanation with a radius of 10 feet per divine rank. The effect stops all attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area).
In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the deity's. If her ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
The force damages creatures whose alignment on the moral (good-evil) axis is opposite the deity's. If her moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves each round or suffer 1 point of holy or unholy damage per divine rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area.
Creatures whose alignment is diametrically opposed to the deity's are subject to both effects. The save DCs for both effects is 10 + 1/2 hit dice + Charisma modifier + divine rank.
Suggested Portfolio Elements: War.

DIVINE SUMMONER
The deity summons creatures far more powerful than normal.
Prerequisites: Able to cast summon monster 9 or summon nature's ally 9, Augment Summonings
Benefit: The creatures the deity summons with spells and spell-like abilities are empowered above normal creatures. They gain a sacred (if the deity is good or neutral) or profane (if the deity is evil) bonus to Strength and Constitution equal to the deity's divine rank. The deity may summon creatures as a standard action instead of a full round or one round action.
Suggested Portfolio Elements: Magic, time.

DIVINE WATER MASTERY
The deity has mastery over water.
Prerequisites: Water domain.
Benefit: The deity gains a competence bonus on attack, damage, and armor class equal to her divine rank if both she and her foe are touching the same body of water.
The deity gains a swim speed commensurate with her size (see divine characteristics).
At will, as a full round action, the deity can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. The wave affects a number of miles of coastland up to the deity's divine rank.
When touching water, the deity automatically senses the location of anything within 10 feet per divine rank that is in contact with the same body of water.
Suggested Portfolio Elements: Water.

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

DIVINE WEAPON MASTERY
The deity is exceptionally proficient with weapons.
Prerequisites: Epic Weapon Focus, Epic Weapon Specialization.
Benefit: The deity gains a +4 bonus to attack and damage rolls with any weapon. This stacks with the benefits from the various Weapon Focus and Weapon Specialization feats, as well as with Divine Weapon Focus and Divine Weapon Specialization.
Suggested Portfolio Elements: Fighters, war.

DIVINE WEAPON SPECIALIZATION
The deity deals tremendous damage with one kind of weapon.
Prerequisites: Epic Weapon Specialization, Divine Weapon Focus.
Benefit: This ability works like the fighter's Weapon Specialization feat, except that the deity receives a bonus on damage with the weapon equal to her divine rank.
Notes: The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization and Greater Weapon Specialization feats.
A deity can have this ability multiple times, choosing a different kind of weapon each time.
Suggested Portfolio Elements: Fighters, war.

ELDRITCH KNOWLEDGE
The deity learns additional spells.
Prerequisites: Spellcaster level 31st, Cha 29, Extra Spell.
Benefit: The deity knows double the number of spells of each level normally granted by her class and level.
Notes: A deity may gain this salient divine ability more than once; the effects stack.
Suggested Portfolio Elements: Knowledge, magic.

ELEMENTAL MIGHT
The deity's elemental damage is irresistible.
Prerequisites: Access to an elemental domain, such as earth, wind, fire or water.
Benefit: The deity chooses an elemental domain she has access to. The elemental damage matched to her domain is irresistible. The deity's attacks, spells, spell-like abilities, supernatural powers and magical items used directly by her ignore any elemental resistance and immunity to the chosen element. Against another deity an opposed rank check is required to bypass immunity or resistance.
Notes: The following elements and energy types are linked: fire and fire damage, air and electricity damage, water and cold damage and earth and acid damage.

ENERGY BURST
The deity can create a blast of damaging energy.
Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, specified in her description) with a radius of 10ft per divine rank. Anything in the area takes 1d10 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, Fortitude for sonic energy; the save DC 10 + 1/2 hit dice + Charisma modifier + divine rank).
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Any.

ENERGY STORM
The deity can create a vortex of swirling energy that protects her and damages those who touch the vortex.
Prerequisite: Divine rank 11.
Benefit: The deity can surround herself with a vortex of energy (acid, cold, electricity, fire, sonic, positive, or negative energy, specified in the deity's description). The vortex extends from the deity in an emanation with a radius of 10ft per divine rank. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
Energy storms that use acid, cold, electricity, fire or sonic energy deal 1 point of energy damage and 1 point of divine damage per divine rank each round.
Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures.
Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Any.

EXTRA DOMAIN
The deity gains an extra domain.
Prerequisite: Divine rank 1.
Benefit: The deity chooses one domain to add to her list of domains. This domain is treated just like any of her other domains.
Notes: A deity can have this ability multiple times, choosing a new domain each time.
Suggested Portfolio Elements: Any.

EXTRA ENERGY IMMUNITY
The deity is immune to some form of energy.
Prerequisites: Divine rank 6, resistance to the energy type selected.
Benefit: The deity gains immunity to acid, cold, electricity, fire or sonic energy.
Notes: This ability is effective regardless of the attacker (other deities cannot make a rank check to ignore it).
A deity can have this ability multiple times, choosing a different form of energy each time.
Suggested Portfolio Elements: Any.

FOOTSORE
The deity can make living creatures tired.
Prerequisites: Travel domain.
Benefit: The deity can sap the energy from living creatures so that they feel tired. She can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within her line of sight when first affected. Subjects can attempt Fortitude saves to resist (the save DC is 10 + 1/2 hit dice + Charisma modifier + divine rank). Creatures who fail their saves become fatigued and their speed is reduced by half. Furthermore, any mount or vehicle they ride is likewise slowed. The effect lasts one day.
Suggested Portfolio Elements: Travel.

FREE MOVE
The deity can move almost instantaneously.
Prerequisites: Dex 33, Divine Celerity.
Benefit: The deity can move up to her speed once a round as a swift action.
Suggested Portfolio Elements: Travel.

FRIGHTFUL PRESENCE
The deity's attacks strike fear into opponents.
Prerequisites: Cha 25.
Benefit: Whenever the deity performs a specific action specified in her description (usually attacking, but sometimes making an intimidating gesture), foes within a 30ft radius burst must make Will saves (DC 10 + 1/2 hit dice + Charisma modifier + divine rank). Foes within the burst, but not the deity's immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the deity attacks when she activates the ability become panicked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day.
Suggested Portfolio Elements: Destruction, war.

GIFT OF LIFE
The deity can restore any previously living mortal creature to life.
Benefit: The deity can restore a dead creature to life, no matter how long the creature has been dead or what the condition of the body.
Notes: This ability works like the resurrection spell, except that the amount of time the subject has been dead is irrelevant.
This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the divine realm or plane where the mortal's soul resides. Unwilling mortals cannot be resurrected. This ability can resurrect an elemental or outsider and can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank.
Suggested Portfolio Elements: Healing, life.

GOVERN THE CHILDREN
The deity can dominate and control the actions of a specific kind of creature.
Prerequisites: Divine Rank 6, Control Creatures.
Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
Additionally, the deity may telepathically call any of these creatures that are within one mile per divine rank, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
Suggested Portfolio Elements: Domination, race, supreme.

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

HAND OF DEATH
The deity can slay any living mortal creature.
Benefit: The deity can point to any mortal within her sensory range and snuff out its life. There must be an unbroken line of effect between the deity and the target.
Notes: This ability works like the destruction spell, except that there is no material component. The mortal is allowed a Fortitude save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to resist being destroyed. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine abilities.
Suggested Portfolio Elements: Death.

INCREASED DAMAGE REDUCTION
The deity is remarkably resistant to physical attacks.
Prerequisites: Con 29.
Benefit: The deity's damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing). Alternately, the deity can waive the additional requirement and instead change her special material requirement to something more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon).
Suggested Portfolio Elements: Any.

INCREASED SPELL RESISTANCE
The deity has spell resistance beyond the divine norm.
Benefit: The deity's spell resistance increases by 20.
Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves her spell resistance by 40.
Suggested Portfolio Elements: Any.

IMPROVED ALTER SIZE
The deity's ability to change size increases.
Benefit: The deity gains the ability to alter size as a greater deity, regardless of her rank.
Suggested Portfolio Elements: Any.

INDOMITABLE STRENGTH
The deity is very difficult to beat in contests of strength.
Prerequisite: Str 40, Strength domain.
Benefit: If required to make an opposed roll involving Strength (including grapple checks), the deity receives a divine bonus of +25 on her roll. This bonus stacks with the normal divine rank bonus.
Suggested Portfolio Elements: Strength.

INSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
Suggested Portfolio Elements: Magic.

INSTANT MOVE
The deity can move almost instantaneously.
Prerequisites: Divine rank 6, Dex 29.
Benefit: As a move action, the deity can travel up to 30 feet per divine rank, as though using the dimension door spell, except that the deity never appears within a solid object and can act immediately after teleporting.
Suggested Portfolio Elements: Travel.

IRRESISTABLE PERFORMANCE
The deity's performances are enthralling.
Prerequisites: Perform 40 ranks.
Benefit: When the deity sings, plays a musical instrument, tells jokes, recites verse or engages in any other type of performance as a full round action, she has the option to create any of the following effects. She can use this ability a number of times per day equal to her divine rank. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the deity. All save DCs are 10 + 1/2 hit dice + Charisma modifier + divine rank.

Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the deity's option. The affected creatures also suffer a -4 penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save. The effects last for as long as the deity performs and for up to 1 round per divine rank thereafter.
Affected creatures become blissfully calm. They are immune to fear and compulsion effects, except for those created by deities that succeed on a rank check against the performing deity. Fear and complusion effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities that succeed on a rank check against the performing deity. Immunity to fear and compulsion last for as long as the deity performs and for up to 1 round per divine rank thereafter.
Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind affecting effect with Will saves. Affected creatures sleep for up to 1 hour per divine rank or until awakened. The deity can end the effect at will.
Once a creature makes a successful save against one of the deity's performances, the creature cannot be affected again for one day.
Note: Not all deities with this ability can create all the mentioned effects, as specified in the deity descriptions.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

KNOW DEATH
The deity knows when and how creatures will meet their end.
Benefit: The deity knows the exact moment and circumstances of any creature's death just by looking at the creature. As with portfolio sense, the future vision is not perfect and unexpected events can change this fate. If it changes, the deity can find out it's new fate by looking at him again.
Suggested Portfolio Elements: Death.

KNOW SECRETS
No secrets can be kept from the deity.
Benefit: The deity can learn a creature's entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to avoid the effect. Deities are not subject to this ability.
Suggested Portfolio Elements: Knowledge, secrets.

LAY CURSE
The deity can place a debilitating curse on creatures.
Benefit: This ability works like the bestow greater curse spell, except that the curse can be removed only by another deity that succeeds on a rank check against the cursing deity. The save DC is determined as a salient divine ability, not a spell, and is Charisma based.
The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected.
Suggested Portfolio Elements: Evil, vengeance.

LAY QUEST
The deity can enchant creatures so they are compelled to perform some service of her choosing.
Benefit: This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a deity or cosmic entity that succeeds on an opposed rank check against the deity who lays the quest. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected. The save DC is determined as a salient divine ability, not a spell, and is Charisma-based.
Suggested Portfolio Elements: Justice, law.

LIFE AND DEATH
The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead creature almost anywhere.
Prerequisites: Divine rank 6, Gift of Life or Hand of Death.
Benefit: The deity designates any mortal and snuffs out its life. The mortal is allowed a Fortitude save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to resist. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway.
Alternately, the deity can designate any dead mortal and restore it to life. Unwilling mortals cannot be resurrected.
Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity's sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component. The mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life or Life and Death ability, who must succeed on a rank check against the deity that slew the mortal.
If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It cannot resurrect a creature whose soul is trapped.
This ability can only restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability if the deity succeeds on an opposed rank check against the deity that slew the creature.
Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected.
Deities whose portfolio includes life or death do not have to rest after using this ability.
Suggested Portfolio Elements: Death, life, supreme.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
LIFE DRAIN
The deity can create a dark cloud that saps life energy.
Prerequisites: Death domain.
Benefit: As a swift action, the deity can generate a cloud of darkness that rises from her body in a spread 10ft high with a radius of 10ft per divine rank. The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities that succeed on a rank check). Living creatures gain four negative levels (the save DC to remove the negative levels is 10 + 1/2 hit dice + Charisma modifier + divine rank). A single creature can be drained by the cloud only once per day, but the cloud's darkness remains effective. The save DC is Charisma-based.
Suggested Portfolio Elements: Death, undead.

MASS DIVINE BLAST
The deity can channel part of her personal energy into an attack. This ability can be used against multiple targets or an area.
Prerequisites: Divine rank 6, Cha 29, Divine Blast.
Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 100 feet long per rank. A burst or spread can have a radius of up to 50 feet per rank. A cylinder can have a radius of up to 50 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack's exact form and dimensions.
Each use of this ability counts as a use of her Divine Blast ability.
Suggested Portfolio Elements: Any.

MASS LIFE AND DEATH
The deity can kill large numbers of mortal creatures almost anywhere. Likewise, the deity can bestow life upon large numbers of dead mortals almost anywhere.
Prerequisites: Divine rank 16, Gift of Life or Hand of Death, Life and Death.
Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any number of dead mortals and restore them to life. The targets are allowed saving throws just as with Life and Death.
Notes: No two mortals affected by a single use of this ability can be more than one mile apart per rank of the deity. The ability is otherwise identical to the Life and Death salient divine ability.
Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creatures affected.
Suggested Portfolio Elements: Death, supreme.

MASTER CRAFTER
The deity's Craft skills and item creation capabilities are beyond compare.
Prerequisites: 33 ranks in two different Craft skills.
Benefit: Any object the deity creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time and cost required to create it. Any item she creates also has twice the hit points it would normally have, and its break DC is increased by +10. These benefits apply to walls, doors, and other components of buildings the deity creates, as well as smaller items.
Suggested Portfolio Elements: Crafts, creation.

MIND OF THE BEAST
The deity can make plants and animals sentient, and she can reduce sentient creatures to animal or plant form.
Benefit: The deity can grant humanlike sentience to trees or animals. This sentience lasts a maximum of one day, and the sentient tree or animal obeys her commands to the best of its ability. The deity can affect up to one creature per divine rank at once, but no more than that number each day. All must be within her line of sight when first affected.
Also, the deity can transmute any creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to resist. Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses.
Either effect can be made permanent through the use of alter reality.
Suggested Portfolio Elements: Nature.

OVERLORD
Prerequisites: Divine rank 16, Control Creatures, Govern the Children.
Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is.
Additionally, the deity may telepathically call any of these within the same plane, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her.
Suggested Portfolio Elements: Domination, race, supreme

POSSESS MORTAL
The deity can infuse some of her energy into a mortal, turning the mortal into an extension of herself.
Prerequisites: Cha 29.
Benefit: The deity can possess any mortal in any location she can sense. Unwilling mortals can attempt Will saves; the save DC is 10 + 1/2 hit dice + Charisma modifier + divine rank.
Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of alter reality by another deity who makes a successful rank check.
The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal's memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating.
While the deity is in possession, the mortal's abilities are unchanged, except as noted below.
Type: Same as the deity.
Hit Points: Same as the mortal, +1 for each rank of the deity.
Armor Class: The mortal gains a divine bonus to Armor Class equal to half the deity's divine rank.
Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity's (or remain as the mortal's scores if they are higher).
Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal's new Wisdom score.
Skills: The mortal can use its own skills and the deity's skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal's effective ability scores to determine skill modifiers.
Suggested Portfolio Elements: Any.

POWER OF LUCK
The deity can bestow good luck or ill.
Prerequisites: Luck domain.
Benefit: The deity can give creatures good or bad fortune. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. Subjects receive a luck bonus of +1 per divine rank or a luck penalty of -1 per divine rank on attack rolls, saves, and checks for one day. Any creature that attacks the deity automatically suffers the luck penalty, and this does not count against the deity's daily uses of this ability.
Suggested Portfolio Elements: Fate, gambling, luck.

POWER OF NATURE
The deity can control the forces of nature.
Benefit: The deity can perform any of the following in a radius of one mile per divine rank around her person at will, as a full round action.

Create or quell winds to produce anything from still air to tornado force winds.
Set the temperature anywhere from –50°F to 120°F.
Shake the earth, as the earthquake spell.
Create rain, sleet, hail, snow, or thunderstorms.

These effects last as long as the deity concentrates and for up to 1 minute per divine rank afterward. The deity can end an effect as a free action.
Suggested Portfolio Elements: Nature, sea, weather.

POWER OF TRUTH
The deity can discern lies and compel creatures to tell the truth.
Benefit: The deity knows when anyone deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature the deity can perceive. The deity must make a successful rank check to use this ability against another deity.
The deity also can enchant creatures so they become truthful. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) to resist. Subjects who make successful saves become immune to this ability for one day.
Suggested Portfolio Elements: Justice, law, truth.

SEE MAGIC
The deity can see magical auras just by looking at them.
Prerequisites: Magic domain.
Benefit: This ability is similar to a constant greater arcane sight spell, except that it covers the whole area the deity can see, and the deity immediately knows the number of auras present along with their locations and strengths. She needs to make a Spellcraft check to identify the school of each aura, though doing so is a free action.
Suggested Portfolio Elements: Magic.

SHAPECHANGE
The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is an extraordinary ability.
Prerequisites: Divine rank 11, Alter Size, Alter Form.
Benefit: The deity can assume the form of any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid or plant. The assumed form must be both living and corporeal. She can remain in the assumed form indefinitely, but resumes her own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except that the deity is not limited to a set number of forms and as noted here.
The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1600ft in the assumed form's greatest dimension.
The deity can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks.
Suggested Portfolio Elements: Nature, secrets, thieves.

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

SILVER FIRE
The deity can emit the silver fire that Mystra uses, as a gift from her.
Prerequisite: Magic Domain, must serve Mystra or otherwise have her favor
Benefit: Silver fire has several abilities as described below.
- At will, the deity may emit a beautiful beam of silver fire. This beam has a range of 70ft and has laser precision, able to turn corners and strike as as much as little of the target as desired. This attack deals 40d10 points of damage, with a Reflex save (DC 10 + 1/2 hit dice + your Charisma modifier + divine rank) for half damage. No mortal means of defense can stop this ability, as it destroys barriers as a divine blast does.
- Once per minute the deity can bestow a Heal, Greater Restoration or Regenerate spell with a touch.
- Silver fire also can be activated within the body of the deity (triggering automatically as a free action, once per round) to completely purge all external magical, supernatural or psionic compulsions from them as a greater dispel magic (caster level equal to the deity's hit dice and with no cap).
Suggested Portfolio Elements: Magic.

SPEAK WITH CREATURES
The deity can converse with certain types of creatures, as specified in her description.
Benefit: The deity has the supernatural ability to converse with the specified creature. This ability works like a permanent speak with animals or speak with plants spell, or like a tongues spell that only allows the deity to converse with the specified type of creature.
Notes: A deity can have this ability multiple times, choosing a different type of creature each time.
Suggested Portfolio Elements: Any.

SPONTANEOUS ARCANE SPELLS
The deity can spontaneously cast any arcane spell available to her.
Prerequisites: Divine rank 6, spellcaster level 31st, Int 37, Spell Mastery, Arcane Mastery salient divine ability.
Benefit: This ability allows the deity to spontaneously cast spells from her spell list. Doing so does not increase the casting time of them, nor does applying metamagic. The deity must have a sufficient Intelligence score and caster level to cast the spell.
Suggested Portfolio Elements: Knowledge, magic.

STOP MOVEMENT
The deity can stop creatures from moving at all.
Prerequisite: Travel Domain
Benefit: As a standard action, the deity may attempt to prevent up to one creature per divine rank from moving. The deity must be able to see the creatures to affect them and must succeed on an opposed rank check to affect another deity. If the creature falls a Will save (DC 10 + 1/2 hit dice + divine rank + Charisma modifier), the creature's movement speed is reduced to zero. This applies to all types of movement they possess. In essence, the creature cannot move of its own volition. The creature can still be moved by outside forces, such as another person pushing them. This effect lasts for one day, though the deity can end the effect as a free action. Stop Movement can be removed by another deity who succeeds on an opposed rank check.
Suggested Portfolio Elements: Travel.

STRIDE
The deity can move rapidly over long distances, can make living creatures travel faster, and can jump extraordinary distances.
Prerequisites: Travel domain.
Benefit: The deity's movement is doubled on the local or overland scales. In addition, she can impart extra overland speed to living creatures. She can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the deity's line of sight when first affected. Creatures who receive this boon double their speeds on the local or overland scales.
Suggested Portfolio Elements: Travel.

SUNDER AND DISJOIN
The deity can destroy weapons and items used against her in combat.
Benefit: If any weapon or item is used against the deity in combat, she can destroy it with a touch. Treat a successful touch as a disintegrate spell, targeted exclusively at the touched item. The save DC for the effect is 10 + 1/2 hit dice + Charisma modifier + divine rank. An item remains vulnerable to this ability for up to one day after being used against the deity.
Suggested Portfolio Elements: Victory, war.

SUPREME DAMAGE REDUCTION
The deity is almost impossible to damage with weapons.
Prerequisite: Divine rank 6, Increased Damage Reduction.
Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage reduction. A deity can't choose this ability more than once. This requirement can be as unique as desired, such as requiring a weapon to be forged from tarrasque bones and cooled in the blood of a willing angel; the requirement must be possible, no matter how remote or obscure it is.

SUPREME ELDRITCH KNOWLEDGE
The deity's knowledge of arcane spells is complete.
Prerequisites: Divine rank 6, spellcaster level 31st, Cha 39, Extra Spell, Eldritch Knowledge
Benefit: The deity knows all arcane spells that she can cast. This includes all spells on the appropriate spell list as well as non-standard spells. The deity is capable of modifying or creating new spells instantly.
Suggested Portfolio Elements: Knowledge, magic.

SUPREME INITIATIVE
The deity always goes first in the initiative order. This is an extraordinary ability.
Prerequisites: Dex 29, Improved Initiative.
Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has.
Notes: Determine initiative normally among any beings who don't have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order.
If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position and so on. Other beings then go in order after the last deity with the Supreme Initiative ability.
If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.

TRUE KNOWLEDGE
The deity's mastery of knowledge is nearly complete.
Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature and 10th level in the class that grants the ability, Knowledge domain.
Benefit: The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. She speaks and understands all languages. The deity can use legend lore and analyze dweomer as immediate actions.
Suggested Portfolio Elements: Knowledge.

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

UNDEAD QUALITIES
The deity, though alive, shares some of the qualities of the undead.
Benefit: The deity gains the following special qualities:
Darkvision out to 60ft.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Negative energy (such as an inflict spell) heals the deity, while positive energy (such as a cure spell) causes her damage.
Notes: These immunities cannot be overcome with a rank check against the deity.

WAVE OF CHAOS
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that extends from her person in a spread with a radius of 10ft per divine rank. Creatures within the spread must make Will saves (DC 10 + 1/2 hit dice + Charisma modifier + divine rank) or be forced to act unpredictably. This ability works like a confusion spell.
Suggested Portfolio Elements: Chaos.

WOUND ENEMY
Any weapon the deity wields causes a bleeding wound when it hits.
Prerequisites: Base attack bonus +30.
Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 2d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity's rank) or the application of any cure spell or other healing spell (heal, healing circle and so on).
Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
Suggested Portfolio Elements: Death, pain, war.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#3
Deity Specific Salient Divine Abilities

These abilities are unique to a particular deity. They tend to be stronger than normal salient divine abilities or do something unique. They are often the capstone of what the deity represents and have almost no limits to what they can do. As such, they tend to be strong.

AGONY FIST
Prerequisite: Pain Domain, Stunning Fist, Pain Touch, Improved Stunning Fist, wis 37
Benefit: The merest touch from Belial can inspire overwhelming pain. When Belial successfully stuns an opponent with Stunning Fist, they are stunned for four rounds and then nauseated for four rounds. These effects bypass normal protections against stunning. Only creatures that cannot feel pain are immune to the stunning caused by Agony Fist. In addition, the target is forevermore wracked with pains after the stunning and nausea passes. They suffer a -4 penalty to attack rolls, armor class and saving throws. This penalty is permanent unless reversed by a wish or miracle spell that succeeds on a DC 62 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly ending the pain. This ability replaces the stunning and nausea from stunning fist and pain touch.

AURA OF CALM
Prerequisite: Pacifism as a portfolio element, wis 35
Brenefit: Eldath is surrounded by an aura of gentle calm that stills aggression of all kinds. All creatures within 600ft of Eldath are unable to commit acts of violence unless they succeed on a Will save (DC 10 + 1/2 Eldath's hit dice + Eldath's Wisdom modifier; DC 55). A creature that fails the save cannot attempt it again for 24 hours, while a creature that succeeds on the save is immune to Eldath's aura of calm for 24 hours.

Should a creature succeed on the saving throw and make an attack against a creature, they suffer 20d6 points of damage each time they deal damage to a creature. This damage can be lethal or nonlethal damage at Eldath's discretion. Eldath can also choose to exempt a creature from this damage, and she is immune to effects of her aura of calm. Creatures outside of the aura are free to attack creatures within it, nor are they subject to taking damage if they deal damage to a creature within it.

This is a mind affecting ability. Creatures immune to mind-affecting effects are not immune to this, though they gain a +10 bonus to the saving throw.

BURNING SPIRIT
Prerequisite: Hope Domain, cha 29
Benefit: It is a simple fact that Seira protects everyone in need, and those willing to fight back may grasp true power. As a swift action, Seira can cause allies within 60ft to burst into golden flames, dealing 15 points of fire damage with each melee attack they make. Any creature striking them in melee (except those using a reach weapon) or grappling with them takes this damage as well. She may use this power as many times per day as she wishes, but it lasts for a number of rounds equal to her Charisma with each use.

DANCING GODDESS
Prerequisite: Divine Skill Focus(Perform:Dance), dex 39
Benefit: As the primary patron of dancers, Lliira exemplifies a dancer's natural grace. She has improved evasion and improved uncanny dodge as a rogue, as well as dodge and mobility as bonus feats. Lliira may make Perform (Dance) checks in place of any Strength, Dexterity or Constitution based skill check. She may use Perform (Dance) to perform any type of bardic music, even those that would not normally allow it.

DEVIL GENOCIDE
Prerequisite: Banestrike (Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer affects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. Any devil that is successfully damaged by an attack that benefits from banestrike must immediately make a fortitude saving throw (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.

DIVINE COWARD
Prerequisites: Craven, Wealth Domain
Benefit: Mammon is known as one of the greatest cowards in Creation. He is the epitome of the greedy businessman that is afraid that his precious money will be taken away. As a result, Mammon's divine immunities do not protect him against fear. A mind-affecting fear effect bypasses Mammon's divine immunity to mind-affecting effects, for example. However, he is able to protect what is his. Mammon cannot be disarmed by any means. Any object or item on his person cannot be taken away. This includes items in extra-dimensional storage spaces carried on him, such as a bag of holding.

DOMINATION MAGIC
Prerequisite: Domination domain, Divine Spell Focus(Enchantment), cha 35
Benefit: Belial's magic causes incredible pain that breaks the mind and makes creatures serve him. Any creature that suffers damage from Belial's spells or spell-like abilities must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank + Spell Focus(Enchantment) feats/SDA bonuses; DC 68) or fall under Belial's influence. Such creatures are controlled completely by Belial, this lasts until the end of Belial's next turn. Until that time, the creature acts as Belial sees fit and cannot resist. Directing the creature is automatic for Belial and does not count as an action. Should Belial spend his next turn focusing on the bond (a full round action), the duration of this domination becomes permanent. Such domination may only be removed by a wish or miracle spell that succeeds on a DC 68 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly releasing the domination. Belial can keep a maximum of four creatures permanently dominated (temporary dominations do not count) in this fashion. Should he dominate a fifth, the creature who has been dominated the longest is freed of the effect. This is a mind affecting, compulsion ability.

DRAGON ASCENSION
Prerequisite: Must have nurtured and awakened a draconic spark within your soul.
Benefit: Seira has nurtured the draconic nature within her, gaining the power of a true dragon. Her type changes to dragon and she gains all the benefits and drawbacks of that type. She also gains the fire subtype and all the traits of it. The main benefit of this ability is that Seira now has a draconic form - that of a red dragon. She may transform as a swift action and may stay in either form indefinitely. This transformation follows the rules of the polymorph subschool except as follows. She transforms into a red dragon of an age category matching her hit dice. For example, at 34 hit dice, her transformation is that of an ancient red dragon. Seira may cast spells freely in this form and gains the benefit of the eschew materials feat while in it. Seira retains all of her class abilities, only limited by abilities that would not work in dragon form. In all respects, this transformation is treated as being Seira's natural form. A true seeing spell shows both her normal and dragon forms.

DREAMER'S REALITY
Prerequisite: Dream domain, cha 45
Benefit: Queen Morwel's dreams constantly defines reality about her, causing it to become the perfect vision she sees. She is surrounded by a bubble of her own reality even when she leaves the Court of Stars and Arborea. This transforms a 20 mile radius centered on Queen Morwel into surroundings that resemble the Court of Stars. The area is treated as being affected by a planar bubble spell cast by Queen Morwel (CL 70th). While it normally emulates the Court of Stars, Queen Morwel may have it mimic any area of Arborea, the Court of the Stars, or Seelie Fey realm. Unlike a planar bubble spell, dreamer's reality changes the appearance of the area within the radius to resemble the area chosen.

This ability can be dispelled, but Queen Morwel can reactivate it on her turn as a free action. Queen Morwel may suppress or resume this ability as a free action on her turn. A deity may use alter reality to attempt to end this effect, this requires an opposed rank check against Queen Morwel.  Success results in this ability being suppressed for 24 hours, while failure results in the deity being unable to try again for 24 hours. If Queen Morwel uses this ability in a divine realm, the realm's deity or deities (if present in the realm) are allowed a rank check to suppress this ability, as if they had used alter reality.

Creatures within dreamer's reality find that Morwel's dreams have an even greater potency than before. They suffer a -7 penalty to all saving throws against Queen Morwel's spells and abilities, as well as a -7 penalty to attack rolls and checks (except rank checks) against Queen Morwel or her allies.

There is no save against this ability, the only way to stop is to dispel dreamer's reality or leave the radius. Note that despite emulating Queen Morwel's divine realms, these do not count as her realm for the sake of destroying her.

DWARVEN METTLE
Prerequisite: Dwarf Domain, Endurance Domain, con 51
Benefit: Moradin is the first and greatest dwarf, with an endurance exponentially greater than that of his children's. This endurance allows him to throw off magic and poison in equal measure. Whenever he succeeds on a saving throw against poison or any spell or spell like ability, he takes no effect from it. For example, if Moradin succeeds on a Reflex save against a cone of cold, he takes no damage rather than half damage. Additionally, Moradin may use his Constitution modifier in place of his Dexterity modifier for armor class.

DWARVEN MIGHT
Prerequisite: Dwarf Domain, Earth Domain, str 51
Benefit: Moradin's blows are the blows of the mountains, stones with bones of metal. They beat down his foes as surely as heat and pressure break down even the mightiest stone. All of Moradin's attacks deal an extra 3d6 points of bludgeoning damage. Each time Moradin strikes an opponent in melee, they suffer a -2 penalty to armor class. These penalties stack with no limit and last until the end of the encounter.

ELEMENTAL MIGHT
Prerequisites: Access to an elemental domain, such as earth, wind, fire or water.
Benefit: Choose an elemental domain that you have access to. The elemental damage matched to your domain is irresistible. Any of your attacks, spells, supernatural powers or magical items used directly by yourself ignore any elemental resistance or immunity to your chosen element. Against another deity an opposed rank check is required to bypass immunity or resistance.
Notes: The following elements and energy types are linked: fire and fire damage, air and electricity damage, water and cold damage and earth and acid damage.

ETERNAL MARTYR
Prerequisite: Endurance Domain, Suffering Domain, con 45
Benefit: Ilmater is the deity of suffering, the pinnacle of the courageous and holy man that takes the burdens of others onto himself. It is said he bears the suffering of all those who pray to him for relief, reflected in the form of his broken bodied avatars. Ilmater knows pain and lives with pain, having endurance far beyond mortal or immortal limits. He is immune to any negative effects from pain. He still feels the pain, but he can function through it. Likewise, he can endure for almost forever. Ilmater must be reduced to negative hit points equal to his maximum hit points to be slain. Ilmater is not disabled at zero hit points and is not unconscious at -1 hit points or less. In essence, Ilmater can act normally when at zero or less hit points. Finally, Ilmater is immune to nonlethal damage.

FINAL REST
Prerequisite: Good domain, Life domain
Evil that Domiel slays is put to rest for all time, as fits his duties as the guardian of sacred death and eternal life. Any evil, living creature slain by Domiel's attacks, including spells, spell-like abilities, supernatural abilities and salient divine abilities, cannot be revived. Spells such as Resurrection, Reincarnate and similar spells all fail. An evil outsider is treated as being slain on its home plane and is likewise destroyed. Undead slain by Domiel cannot be restored or raised again as undead. Undead that rejuvenate or self revive, such as a ghost or a vampire, are automatically destroyed as well with no chance of recovery.

This ability can be overcome by a deity using the Gift of Life, Life and Death or Mass Life and Death salient divine abilities. The deity must succeed on an opposed rank check against Domiel. Final Rest is ineffective against creatures with divine rank.

FORTIFY
Prerequisite: Endurance Domain, Protection Domain
Benefit: Sealtiel is the Lord Protector of the heavenly fortress of Pax Exaltea. From this duty he gains incredible abilities to protect and strengthen fortresses and other structures. Sealtiel strengthens whatever building or fortification he occupies, regardless of its size. Walls, doors, and objects within or attached to the structure have seven times the normal hardness and hit points, and their break DCs increase by +70. Objects within the stronghold also gains a saving throw against spells when unattended as if they were on Sealtiel's person. In addition, any good character defending the fortification gains a +14 deflection bonus to AC and a +14 resistance bonus on saves. Such creatures also gain the benefit of a mind blank spell (caster level 60th).

FROSTBURN MAGIC
Prerequisite: Cold domain, able to cast 9th level spells.
Benefit: Auril's magic is so cold that her cold spells become frostburn damage. Any spell Auril casts with the cold descriptor, including spells modified with the Energy Substituion or Energy Admixture feats to deal cold damage, deal frostburn damage instead of cold damage. For example, a cone of cold cast by Auril would deal 15d6 points of frostburn damage instead of 15d6 points of cold damage. Frostburn damage inflicted in this manner can only be healed in areas of hot or higher temperature bands and with a DC 59 caster level check or a successful opposed rank check against Auril.

FROZEN RAGE
Prerequisites: Rage special ability, Cold domain.
Benefit: Auril is the personification of winter's unfeeling wrath. She embodies every blizzard that swallows travelers into death's cold embrace and her rage matches that. When Auril goes into a rage, she does not lose control of herself. She may use Intelligence, Dexterity and Charisma based skills, Concentration, abilities that require patience or concentration and spells, spell completion items, spell trigger items or a command word while in a rage. In addition, the cold that composes Auril infuses her attacks. She deals an extra 4d6 points of cold damage with her melee attacks while in a rage.

GENOCIDAL STRIKE
Prerequisite: Hatred Domain, War Domain, str 35
Benefit: Bel's furious defense of Avernus is matched only by his undying hatred of his enemies. The Lord of the First can channel this power into his strikes, causing his foes to burst into hellfire. Bel deals an extra 3d6 points of hellfire damage per attack. When attacking demons or other chaotic evil creatures, his hate becomes all encompassing and the flames of Avernus burn his foes away. He instead deals 9d6 points of hellfire damage per attack to such creatures; in addition, any other chaotic evil creature within 900ft is burned by these flames, taking 3d6 points of hellfire damage per successful attack. There is no save against this damage.

GOLDENFIRE MAGIC
Prerequisite: Divine rank 6, Fire domain, able to cast 9th level spells, Golden Flames
Benefit: Seira's magic is fueled by the purest fires of Creation. When those golden flames are used to form a spell or a spell-like ability, they strike down the wicked and spare the righteous. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 43 caster level check or a successful opposed rank check against Seira.

GOLDEN FLAMES
Prerequisite: Good alignment, must have been taught by Lathander or Kossuth
Benefit: Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. She can use these in three unique ways.

Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. The flames she controls, including those of her breath weapon or her spells with the fire descriptor ignore resistance and immunity to fire.

Golden flames can be added to Seira's melee attacks, dealing an extra 15 points of fire damage.

Once per minute Seira can unleash a blast of golden flames as a standard action. This is a radius burst centered on Seira with a range of 20ft per divine rank. These flames heal good creatures 1d8 points of damage per two hit dice and deal the same as damage to evil creatures. Evil creatures are allowed a Reflex save C of 10 + 1/2 the deity's hit dice + the deity's Charisma bonus + the deity's divine rank. Neutral creatures are not affected.

GOLDEN MIND
Prerequisites: Int 31, Knowledge Domain
Benefits: Seira's mind is her greatest weapon, a marvelously trained tool that applies her intellect to many and varied pursuits. She may use her Intelligence modifier in place of her Wisdom and Charisma modifiers for various class based abilities and powers, such as spellcasting, a monk's AC bonus to armor class or a cleric's channel energy. This does not apply otherwise and does not apply to feats (except for the stunning fist feat). Additionally, this ability can't be used to apply Intelligence to an ability more than once (such as applying a monk's AC bonus and a battle dancer's AC bonus).

GOLDHEART
Prerequisite: Greed Domain, Envy Domain, Divine Rogue
Benefit: Mammon draws power from wealth, even the wealth of his enemies. Mammon gains a morale bonus to attack rolls, weapon damage rolls, armor class, saving throws and skill checks against creatures dependent on how rich the creature is. This is calculated by the current wealth in the creature's immediate possession, so possessions not on hand, that cannot be held such as property or are otherwise not there are not counted. Magical items count, as well as any items held within an extra-dimensional space carried on the creature's person.



   
   
   
   
   
   
   
Total gold value of possessionsBonus
0-2
1-10000+0
10001-100000+2
100001-200000+4
200001-400000+6
400001++8

Priceless treasures such as artifacts automatically qualify the creature for the 400000+ category. Creatures that have the Vow of Poverty feat do not use this table. They instead inflict a -6 morale penalty to his attack rolls, weapon damage rolls, armor class, saving throws and skill checks. These bonuses do not stack, Mammon uses the bonus or penalty from each creature when interacting with them. For example, if Mammon attacks a creature with 5000 gold in possessions and a creature with 500000 gold in possessions in the same turn, he would gain no bonus against the first and a +8 bonus against the second. Likewise, if the two creatures attacked Mammon on their turn he would gain no bonus to his armor class against the first and a +8 bonus to his armor class against the second.

HERALD OF CELESTIAL
Prerequisite: Herald Domain, member of the Hebdomad
Benefit: As the Herald of Celestia, Barachiel's words have the ability to support the righteous, undermine the wicked and convert evil. The save DC to resist any of these abilities is (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 51).
Herald's Call: Barachiel can emit a call of pure celestial glory, words that stir the spirit of all that hear them. Any creature within 70ft is affected. Lawful good creatures gain a +8 morale bonus on attack rolls, weapon damage rolls, skill and ability checks and saving throws. Neutral good or chaotic good creatures gain a +4 morale bonus to attack rolls and saving throws versus fear. Creatures that lawful neutral find themselves enthralled, doing nothing but listen to his words for as long as he speaks and for 7 rounds after he ceases (or until they are attacked or Barachiel makes an aggressive act towards them, such as an attack). Those of neutral and chaotic neutral alignment are enthralled as previous as well suffering a -4 penalty on ability checks, attack rolls, skill checks and saving throws. Creatures of any evil alignment are stunned for 7 rounds and suffer a -8 penalty to attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. Any negative effects allow a Will save to negate. The various penalties and bonuses last for 77 minutes unless noted otherwise. Using Herald's Call is a full round action and it may be used up to 7 times per day. This ability is mind-affecting and language dependent. Note that as a deity, Barachiel can communicate with any creature that has a language.
Message of Conversion: Barachiel is capable of offering a glimpse of heavenly glory and the chance for a creature to immediately choose to begin its redemption. As a full round action, Barachiel can show a different path to all non-good creatures within 70ft. These creatures are given the choice to accept this new path; if they choose to do so, they immediately become of good alignment. Those that accept are immediately tasked by Barachiel in how to atone for their past sins. While Barachiel can use this ability on the unwilling (a Will saving throw negates), he rarely does so, as he believes the unwilling will inevitably slide back into evil. As such, Barachiel usually waives any saving throw and allows the unwilling to resist uncontested. The tasks given by Barachiel are not light ones, but ones he believes the creature is able to accomplish. Barachiel is also capable of assigning another task if needed or if a previous task becomes impossible.

ICEBRAND
Prerequisite: Cold domain, Winter domain, cha 35
Benefit: Auril is surrounded by an aura of absolute zero cold, which brands those foolish enough to battle her. This aura extends 15ft in all directions from Auril. Creatures who come into this aura take 20d8 points of frostburn damage per round. This damage causes white, translucent scarring over the body of the victim. Damage caused by Icebrand can only be healed in areas of hot or higher temperature bands and with a DC 59 caster level check or a successful opposed rank check against Auril.

ILMATER'S MERCY
Prerequisite: Eternal Martyr, con 51
Benefit: Ilmater can take the pain and suffering of any creature. He can do this for any creature that prays to him (an opposed divine rank check is required if the creature is in another deity's divine realm) or that he can see or hear otherwise. As a free action he may take on their pain. This restores the creature to full hit points as well as removing any negative conditions and ability damage. Ilmater takes damage equal to the hit points taken. Negative conditions are inflicted on Ilmater; if he is immune, he takes 15 points of damage per condition instead. Ability score damage and drain inflicts 3 points of damage to Ilmater per point restored. No matter the damage taken, Ilmater's form remains as it is - a broken body. He does not suffer the loss of limbs or body parts, though the victim is healed of them regardless.

IRON GUARD
Prerequisites: Divine rank 11, Metal Domain, Protection Domain
Benefits: Dispater's totem is iron, which forever protects him and bends to his will. As such, no iron weapon can damage him. This extends to steel, cold iron and other primarily iron materials. This negates all damage from the weapon, including any secondary properties that would normally damage him. Likewise, spells and effects that deal damage through iron, such as a wall of iron being tipped over, deal no damage to Dispater.

KNIGHT OF THE PALE MOTHER
Prerequisite: Embrace of the Pale Mother, patron Pale Night.
Benefit: Zquujaj is a chosen champion of Pale Night, raised up into her madness. All of his genocidal fury against devil-kind has been focused into a roaring insanity, a force that can propel the demonic hordes to victory against Bel. Through this pure force of hate all devils who view Zquujaj risk falling into howling insanity at the unchecked chaos he represents.

Any devil who sees Zquujaj must immediately make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 49) or be rendered insane, as per the spell insanity. There is no limitation on distance, though the creature must be able to clearly see Zquujaj and make out his features. This ability strikes through scrying and similar long ranged magical sight, though the caster gains a +5 circumstance bonus to the saving throw. A devil who is insane for 6 hours must make another will saving throw or shift one step closer to chaotic evil. This repeats until the insanity is cured or the devil's alignment becomes chaotic evil. At that point the devil is permanently insane, unable to be cured by any means short of a wish or miracle from a 30th level caster. Such devils attack other devils indiscriminately, caring for nothing but the extermination of its former kin.

This ability is mind affecting, though normal precautions do not work. Any spell or magical item that protects a devil from mind-affecting abilities risks being overcome and rendered useless. Zquujaj is allowed a special opposed caster level check to overcome any such effect; his caster level is equal to his hit dice. If Zquujaj wins this check, the effect is instantly dispelled and those it protected are immediately subject to this ability. If he does not, the effect works as normal. Zquujaj is allowed a rank check to bypass divine immunities against mind effecting abilities as normal against divine targets. Protective magic that does not protect any devils is unaffected by this ability. However, if it comes to protect a devil, it is immediately subject to being dispelled.

Lawful, non-devil outsiders are disturbed and sickened on viewing Zquujaj, but are otherwise unaffected. Good aligned creatures of any type are likewise upset. This has no mechanical effect, it is merely a side effect of Pale Night's touch on Zquujaj.

In addition to the above, this ability causes Zquujaj to be counted as an obyrith for the sake of effects.

This is a mind affecting ability. A devil that successfully saves cannot be affected again by Knight of the Pale Mother for 24 hours.

LORD OF COLOR
Prerequisite: Color as a portfolio element, cha 41
Benefit: Renbuu is capable of manipulating colors at will, changes that can fundamentally affect the nature of creatures and items. As a standard action, Renbuu can change the color of any single creature or object he sees. This can be any color he desires or mix of colors. A successful Will saving throw negates (DC is 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 59) and Renbuu must succeed on an opposed rank check against another deity.

A creature that has its color changed is usually not otherwise affected. However, if the creature has another type separated by color, that creature becomes one of its new color. For example, Renbuu could use this ability on a blue slaad to transform it into a gray slaad. Alternately, he could transform a green dragon into a white dragon. Other effects are also possible, such as turning a creature bright pink to inflict a penalty to Hide, at the DM's discretion.

Objects changed are changed in color and possibly what they are. If an object's color would have it look as another type of object, it becomes that type of object. For example, if a ruby was changed from red to blue, it would then be a sapphire or another blue gemstone of Renbuu's choice. A blue potion changed to clear could become non magical water if Renbuu wished. The only limitation is price, as Renbuu cannot change an item into something that is more than triple its base value.

As a side effect of this ability, Renbuu is immune to prismatic spells, such as prismatic spray and sphere. He and any of his attacks or effects ignore prismatic walls, spheres and similar barriers. Any spell that uses color as a primary attacking element, such as rainbow pattern, fails against Renbuu.

MISTRESS OF TACTICS
Prerequisite: Planning and War domains, Battlesense, int 31
Benefit: The Red Knight is said to know every plan, strategy and tactic in Creation. This insight grants her full knowledge of any plans she desires to know, including those used against her. This allows her to apply her Intelligence modifier as an insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and Knowledge (Tactics) checks. Any foe that the Red Knight attacks in melee is considered to be flanked for her attacks and the attacks of any allies she commands.

MISTRESS OF THE DUEL
Benefit: Alicia is a gifted natural at deciphering the attack patterns of her enemies. Within second she can master a combat, turning it to her advantage and confounding her foes. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are separated for more than three rounds, and must start again if battle is rejoined. This ability caps at +6/-6.

MORWEL'S DREAM
Prerequisite: Dream domain, Dreamer's Reality, Divine Creation, divine rank 20, cha 53
Benefit: The dreams of Queen Morwel are her defining aspect. She can manipulate her dreams to change reality around her as she sees fit.

Three times per round, Queen Morwel may use her dream to induce one of the following changes. Treat these as immediate actions that may be used while flatfooted and that do not count against her limit of swift actions per round.

Negation: This may be used to negate a single attack or effect against herself. This allows her to ignore any one attack or injury. An ignored attack deals no damage, while an ignored effect ceases to exist for Morwel. For example, if she chose to ignore a wall of force, she could pass through it as if it wasn't there. An ignored effect is forever unable to affect Morwel. Note that an ignored attack or effect only applies to that single instance. If Morwel chose to ignore a fireball, the same mage casting another fireball could affect her normally. Likewise, if Morwel chose to ignore a wall of force, another wall of force would still be able to affect her. Effects, attacks and injuries from a deity require an opposed rank check to ignore. A friendly deity may willingly fail this check.
Create Objects: This allows Queen Morwel to create non-magical objects. Any object she makes must weigh no more than 2,000 pounds and not cost more than 50,000 gold. The object appears where she wishes, within 20 miles of her location.
Create Creatures: Queen Morwel may create eladrin or fey to serve her. She may create up to 50 hit dice of creatures, including versions of creatures with more hit dice than normal. Such creatures must be eladrins or fey. Beyond that, Queen Morwel may create any spread of creatures within those guidelines. She rarely creates both fey and eladrin at the same time, though she is capable of doing so. Creatures created in this way are loyal to Morwel and see her as their mother. Any creature created will be chaotic good in alignment.
Rebirth: Queen Morwel may immediately bring willing creatures into her dream. This may target up any number of willing creatures Queen Morwel can see. Eladrin and non-evil fey may not be affected by this ability, and any creature who wishes to be affected must choose so of their own free will. Any creatures affected are instantly reborn as eladrin of Queen Morwel's choice or gain the eladrin hero template, if appropriate. This is as if the creature died and was reborn as an eladrin and it is thus permanent and unable to be changed. As such, a creature changed becomes chaotic good if they were not already chaotic good. Creatures affected may retain their memories, previous class levels and so forth as Queen Morwel sees fit. When in her guise of Titania, Queen Morwel instead transforms the willing into Seelie fey.

MOTHER OF MARTYRDOM
Benefit: Empress Sulia was empowered by death, becoming far more than mortal. In her eternity as a deity she has learned to harness this power. If Empress Sulia is slain, do not make an opposed rank check to destroy her. Any effect to hold her, such as trap the soul, is automatically dispelled. Instead, her body instantly fades away into white light. One round later a star of pure white appears 100 feet above her point of death. Empress Sulia is reborn in that light, recovering all hit points, resources and removing all undesirable conditions on her. She acts as normal that round. Empress Sulia gains the benefit of this power once per day.

However, such power is not without risk. If Empress Sulia is slain again within 24 hours, she is exceptionally vulnerable. If slain outside of Brightwater, the time of her reformation and banishment is doubled, as are any other consequences of her demise. If she is slain in Brightwater by a non-divine creature, the creature is treated as being Divine Rank 0 for the sake of destroying her. This allows a check to destroy Sulia; the relevant check is 1d20 vs 1d20+7. Should Empress Sulia be slain again by a deity, they gain a +4 circumstance bonus to the rank check to destroy her.

MOTHER OF CATS
Prerequisite: Cats as a portfolio element
Benefit: Sharess is the mother of all felines, granting her great power over them. No cat or feline blooded creature can attack Sharess or do her harm unless they succeed on a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 54). Sharess is a feline to the core of her being. Whenever she takes the form of a feline, it is considered her true form. True seeing does not reveal her other form, nor may she be forced to resume another form. This further allows her to cast magic when she is in the form of a feline. Finally, Sharess gains the improved grab, rake, low-light vision and scent abilities, regardless of her form.

MULTIPLE CELEBRATIONS
Prerequisite: Bard level 20th, Joy Domain, Rapid Inspiration
Benefit: Lliira's joy is contagious and easy to spread. Her control over her bardic music is unmatched in Creation, save perhaps by Queen Morwel. She may use bardic music as a swift action (or a standard action if her swift actions are used by something else). Whenever she uses bardic music, she may choose any two effects, including various bardic music abilities granted by feats, and both take effect. For instance, she may inspire courage and inspire spellpower in the same bardic music. When using effects with differing durations, each effect resolves as normal. For example, if she combined inspire excellence and hindering song, hindering song would last for as long as she sung or ten rounds while inspire excellence would last for as long as she performed and five minutes thereafter.

PRINCESS LOYALTY
Prerequisite: Princess of Hell, Temptation Domain, cha 37
Benefit: Glasya's thralls and allies will protect her to the death, no matter if they want to or not. Any time Glasya takes damage, she may shift the damage to a creature within 600ft and avoid taking the damage. The creature the damage is shifted to must be a devil or an ally (creatures under the effects of charm or domination by Glasya count as allies for this). The creature takes the damage instead of Glasya. The damage is calculated based on Glasya's defenses, the creature's own defenses do not apply to damage shifted to them (with the exception of regeneration, which determines if the damage is lethal or non-lethal damage normally). Archdevils and Lords of the Nine cannot have damage shifted to them. Ability damage and drain can be shifted with this ability, but other conditions (such as stunned, sickened and so forth) cannot.

PROTECT THE INNOCENT
Prerequisite: Hope Domain
Benefit: As a standard action, Seira can protect the innocent caught in the crossfire. She can will all noncombatants within 1000ft to be shielded within resilient spheres (as the spell of the same name). Seira can choose to exclude creatures as she sees fit; unwilling creatures are allowed a Reflex save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 39) to avoid. The spheres remain for two minutes, though Seira can spend a standard action to extend the duration of the spheres by two minutes.

REPOSSESSION
Prerequisite: Greed Domain, No Rest in Death, dex 37
Benefit: Mammon is skilled at taking what he feels should be his. As a standard action, Mammon can attempt to steal an item from any creature within 300ft. The creature is allowed a DC 57 (10 + 1/2 hit dice + Charisma modifier + divine rank) Will save to resist.  Failure results in the item vanishing and instantly reappearing in Mammon's possession. This can be in his hands, on his person or within one of his personal vaults. In addition, Mammon may use this power to take the souls of creatures he slays. As an immediate action when Mammon kills a creature that would be affected by his No Rest in Death feat, he may confiscate the soul. The creature's soul is consigned to one of Mammon's treasure vaults to be used as the Lord of the Third sees fit - usually as nothing more than wealth.

RESILIENT EMBER
Prerequisite: Con 31, Divine Fast Healing
Benefit: Zaaman Rul was rejuvenated by a phoenix after his crushing defeat on the Plain of Burnt Dreams. This touch enhanced his own resiliency and granted him even greater reserves of stamina. Zaaman Rul gains bonus hit points equal to his Charisma modifier times his hit dice. This stacks with the bonus hit points he gains for having a high Constitution modifier.
Special: The exact prerequisites for this ability are not clear. It is though that the phoenix's intervention is key to it, but the details are not clear.

STILL WATERS
Prerequisite: Water domain, monk level 20th
Benefit: Eldath's still waters not only reflect her peaceful serenity, but how she stops those who wish to harm her. In response to a melee attack against her, Eldath may make a CMB check against the attacker's CMD. If she succeeds, the attack is stopped and countered, dealing no damage to her or any other creature who would be affected (such as if the attacker was using the whirlwind attack feat).  A creature who has an attack stopped cannot attack Eldath until the beginning of its next turn.

STRIKE OF HUMILITY
Prerequisite: Sunder and Disjoin, Divine Monk, Truth Domain
Benefit: Pistis Sophia is capable of destroying the symbols of greed and insecurity she rejects. As a standard action, Pistis Sophia may make a single melee attack against a target. If this attack successfully deals damage, the target must make a Fortitude save (DC 10 + 1/2 hit dice + Wisdpm modifier + divine rank; DC 71). If the Fortitude save is failed, all equipment, magical items, clothing and gear on or being used by the target are treated as being disintegrated. Any illusory effects on the target are dispelled and the target is forced into its natural form if it is not already in it. Artifacts are not subject to being destroyed by Strike of Humility. Pistis Sophia must succeed on an opposed rank check to affect another deity with this ability. A Strike of Humility may also be a Stunning Fist attempt. Resolve the Strike of Humility and any destroyed equipment before the Stunning Fist attempt.

UNDENIABLE ILLUSION
Prerequisite: Illusion Domain, Bluff 30 ranks
Benefit: Marie's illusions deceive the senses and confound magical detection, appearing as entirely real to all forms of inspection. Unless the observer succeeds on either an opposed rank check or a sense motive against a bluff check made by Marie which adds the level of the illusion spell used to her result, they will be unable to see through the illusion regardless of the means used.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
Changelog:

4/20/18: Added the Golden Mind SDA from Seira.
5/10/18: Added Silver Fire SDA from Alicia.
5/10/18: Added Dragon Ascension SDA from Seira.
6/28/18: Added Divine Scout SDA from Amaryl. Congratulations on making it, Amaryl.
6/22/19: Adjusted Divine Shield as discussed in nagging. It's a standard action now but gives more shielding.
3/13/20: A few changes. I always forget I have a changelog for this. Dur.
3/13/20: Clarified how item creation feats and Craft Artifact mix for discounts with divine item creation.
3/27/20: Added Divine Duskblade. Not very interesting, it's just a patch so duskblades don't need to spend a feat on quicken for automatic metamagic SDA.
4/8/20: Added Moradin's custom SDAs to deity specific SDAs.
4/8/20: Added Marie's custom SDA to deity specific SDAs.
4/8/20: Added Seira's custom SDA to deity specific SDAs. The DvR6+ one.
4/17/20: Added divine noble from Sulia.
11/30/20: Typo correction in divine factotum.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?