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Started by Anastasia, December 10, 2009, 03:24:53 AM

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Anastasia

There's a little more to go in Balmuria, but please don't post on this board anymore unless you have a reason. Thanks.
<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

Been wanting to do a fiat version of her for awhile. This is an experiment, one I don't intend on finishing. While doing her fiat is interesting, I think I'd rather build people from the ground up with gestalt instead. Shes' a bit of a design mess - somewhat like distilled Antenora, who in retrospect I don't like how I designed, either. Ah well. I'll probably do a gestalt version of her at some point.

As I'm not using racial HD, any bonus feat I'm just slotting as a default (B). She used the spell-less ranger variant for feats and scout gives bonus feats, so between all that she has a bunch of them. Whatever, not sweating it.


Size/Type: Medium Native Outsider (Augmented Elf, Dragonblooded, Good)
Hit Dice: 28d8+224 (448 hp)
Initiative: +17
Speed: 50ft
Armor Class: (+12 dex)
Base Attack/CMB/CMD: +22/+28/50
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Favored Enemies(Arcanists +10; +8 evil outsiders, +6 undead, +4 constructs, +2 oozes(+3 to damage vs all favored enemies)), skirmish 10d6/+5 AC or 12d6/+7 AC.
Special Qualities: Elf traits, resistance to fire 20, battle fortitude+5, improved uncanny dodge, improved evasion, low light vision, darkvision 120ft, noble elven upbringing, wild empathy, trackless step, animal companion, woodland stride, swift tracker, trapfinding, fast movement+20ft, telepathic bond, spell reflection, damage reduction 15/epic and cold iron, fast healing 3.
Saves: Fort +29 Ref +30, Will +18
Abilities: Str 22, Dex 35, Con 27, Int 25, Wis 26, Cha 26 
Skills:   
Feats: Track(B), Rapid Shot(B), Endurance(B), Manyshot(B), Swift Hunter(B), Improved Favored Enemy(B), Improved Critical(Longbow)(B), Point Blank Shot(1), Precise Shot(3), Weapon Focus(Longbow)(6), Greater Manyshot(9), Improved Skirmish(12), Deadeye(15), Nemesis(Evil Outsiders)(18)
Epic Feats: Blinding Speed(21), Swarm of Arrows(24), Fast Healing(27)
Alignment: Neutral Exalted
<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

This is roughly how Amaryl would look at the end of Balmuria 1 with Balmuria 2 rules in effect. Her feats are a bit of a mess the way things worked out but oh well, not sweating it.

I didn't bother with Amaryl's spells, since cherry picking useful spells for a mechanical exercise is a horrible waste of time.


Amaryl Gaial

Scout 20//Ranger 10/Dragon Devotee 5/Sorcerer 5

Size/Type: Medium Humanoid (Elf, Dragonblood)
Hit Dice: 10d8+60+10d6+60 (230 hp)
Initiative: +17
Speed: 60ft
Armor Class: 42 (+10 dex, +10 armor, +8 natural, +1 dodge, +3 deflection)
Base Attack/CMB/CMD: +20/+24/48
Attack: First Resort+37 (3d6+9 plus 10 precision x4) or claw+24 (1d3+4)
Full Attack: First Resort+37/+32/+27/+22 (3d6+9 plus 10 precision x4) or Manyshot+31/+31/+31/+31 (3d6+9 plus 10 precision x4) or Rapidshot+35/+35/+30/+25/+20 (3d6+9 plus 10 precision x4) or 2 claws+24 (1d3+4)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish +7d6/+5 AC, favored enemies(arcanists+6, evil outsiders+4, undead+2; +3 to damage vs favored enemies), spells.
Special Qualities: Immunity to sleep, low-light vision, trapfinding, battle fortitude+3, uncanny dodge, fast movement +30ft, trackless step, evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, spell reflection, ignore spell failure, familiar, darkvision 60ft, resistance to fire 5.
Saves: Fort +32, Ref +28, Will +28 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 18, Dex 30, Con 23, Int 21, Wis 22, Cha 22  
Skills: Concentration+29, Diplomacy+29,  Handle Animal+29, Hide+33, Knowledge(Arcana)+20, Knowledge(Nature)+28, Knowledge(Dungeoneering)+28, Listen+31, Move Silently+38, Ride+33, Spellcraft+20, Spot+33, Survival+29, Tumble+33(+2 search,+2 intimidate.)
Feats: Point Blank Shot(1),Track(R1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Swift Hunter(S4), Precise Shot(R4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Initiative(S8), Improved Favored Enemy(R8), Greater Manyshot(9), Improved Skirmish(S12), Deadeye(15), Dodge(S16), Eschew Material Components(Sor1), Nemesis(Evil Outsiders)(18), Iron Will(S20), Still Spell(Sor 5)
Epic Feats:
Alignment: Neutral Exalted

Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Spell Reflection (Su)

You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.

This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).


Dragon Devotee powers:
Spoiler: ShowHide


Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 7th level sorcerer. The DCs for her spells are 16+spell level.

Spell charges: 6/8/8/5

0: Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost. (3)
1: Shield, Sniper's Shot. (3)
2: (3)
3: (2)


Gear:
Spoiler: ShowHide


The First Resort: Longbow+4. It's arrows count as force typed, dealing 3d6 damage and with a 4x critical hit multiplier. Once per day, the shooter can make a disjoining shot. The target, if hit, is affected as if by a mage's disjunction(+20 dispel check).
Lumenvolo: Chainmail+5, maximum dexterity+10, -3 armor check penalty and arcane spell failure of 10%. Can invoke the following powers: Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes. Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day. Quickness: +5 to movement. Healing: Swift action to heal 2d8+5 once per day, automatically activates if HP is -1 to -9.
Crystal Helmet of Will: +4 insight bonus to will saves.
Cloak of Resistance+5: +5 resistance bonus to saving throws.
Amulet of Natural Armor+4: +4 enhancement bonus to natural armor.
Bracers of Greater Archery +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls.
Ring of Protection+3: +3 deflection bonus to armor class.
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item.
Belt of Magnificence+6: +6 enhancement bonus to all six ability scores.
Boots of Elvenkind: +5 competence bonus to move silently checks.
Sun Blade: Bastard Sword+2, +4 vs evil. Deals double damage against undead and negative energy plane creatures(x3 on a crit), can deal critical hits to undead.
2 scrolls of heroic aspirations
30 cold iron/silver/adamantine arrows
<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

#333
Epic Amaryl. Notes as follows.

- I used level 31 since that was the level she could finish dragonbreath archer.

- Amaryl dipped fighter because her feats were a mess. Due to the way she took certain class levels earlier, she couldn't take certain feats at the right time and it fucked things all up. I'm sure Cor twitched when he saw that. Sorry!

- Having spent centuries in the Cauldron and consorting with elemental spirits, Gods and powerful outsiders, Amaryl has begun to change. She possesses the Good subtype and adds evil to bypass her damage reduction. While not a full outsider, she has taken some of the traits of them. I recall Seira having interest in her becoming a power in her own right some day, but that's more complexity than I want to add to this.

- Amaryl's gear is scaled up in a few instances but mostly it's static. If she reached this level through normal play I imagine this wouldn't be accurate, but ah well.

- Her sorc metamagic feats had about 10 seconds of thought behind them. Still is useful if she absolutely has to get a spell off despite possible ASF, Extend is obvious for buffs, Empower for the occasional bit of blasting.

- Her epic feats are straight forward. Blinding Speed is a marginally weak choice since she can just cast haste, but not having to waste an action setting haste up has merit. Bane of Enemies is nicer and Improved Manyshot...well...it's main draw is that it allows you to shoot as many arrows as you have bab increments, even past the normal cap of 4.  If you allow it to stack with Greater Manyshot's ability for each arrow to deal precision damage it's insane, though it does take some work to offset the growing penalty for each arrow. I'd probably rule it could, though Amaryl's build abuses this.

- Yes, her spells aren't done. No, I'm not going to do them. It's too much effort for a mockup, you can imagine the sort of spells she'd prefer. Hint: Buffs. Lots of buffs.

- Amaryl's saves and BAB benefitted from gestalt. She got 20 bab without effort and got several extra points to each save. Her save boosters are less required with them; she probably wouldn't have as nice a cloak of resistance or even one at all if she was played gestalt.

- Amaryl's average damage per arrow is roughly 70, barring critical hits and fire immunity. Further, her heat metal effect and lingering flames boost this higher in the following rounds. If she hits all seven shots of a manyshot, she deals an average 490 damage. Ow. This is before buffs and favored enemies, and also before halving against fire immune targets.


Amaryl Gaial

Scout 20/Fighter 1/Dragonbreath Archer 10//Ranger 10/Dragon Devotee 5/Sorcerer 16

Size/Type: Medium Humanoid (Elf, Dragonblood, Good)
Hit Dice: 20d8+160+10d6+80+1d10+8 (406 hp)
Initiative: +23
Speed: 60ft
Armor Class: 54 (+10 dex, +14 armor, +14 natural, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +31/+36/63
Attack: First Resort+50 (3d6+10 plus 12 precision 19-20 x4) or claw+35 (1d3+5)
Full Attack: First Resort+50/+45/+40/+35 (3d6+10 plus 12 precision 19-20 x4) or Manyshot+40/+40/+40/+40/+40/+40/+40 (3d6+10 plus 12 precision 19-20 x4) or Rapidshot+48/+48/+43/+38/+33 (3d6+10 plus 12 precision 19-20 x4) or 2 claws+35 (1d3+5)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish +7d6/+5 AC, favored enemies(arcanists+6, evil outsiders+4, undead+2; +3 to damage vs favored enemies), spells, dragonfire strike+5d6, dragon's heat, searing dragonfire strike, explosive flames, lingering flames.
Special Qualities: Immunity to sleep, low-light vision, trapfinding, battle fortitude+3, uncanny dodge, fast movement +30ft, trackless step, evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, spell reflection, ignore spell failure, familiar, darkvision 60ft, resistance to fire 15, damage reduction 15/cold iron and evil.
Saves: Fort +39, Ref +35, Will +33 (+2 vs enchantment, +4 vs paralysis)
Abilities: Str 20, Dex 35, Con 26, Int 23, Wis 24, Cha 24  
Skills: Concentration+42, Diplomacy+41,  Handle Animal+41, Hide+46, Knowledge(Arcana)+32, Knowledge(Nature)+40, Knowledge(Dungeoneering)+40, Listen+43, Move Silently+51, Ride+46, Spellcraft+32, Spot+45, Survival+41, Tumble+46 (+2 search,+2 intimidate.)
Feats: Point Blank Shot(1),Track(R1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Swift Hunter(S4), Precise Shot(R4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Initiative(S8), Improved Favored Enemy(R8), Dragonfire Strike(9), Improved Skirmish(S12), Deadeye(15), Dodge(S16), Eschew Material Components(Sor1), Nemesis(Evil Outsiders)(18), Iron Will(S20), Still Spell(Sor5), Greater Manyshot(F1), Extend Spell(Sor10), Improved Critical(Longbow)(30), Empower Spell(Sor15)
Epic Feats: Energy Resistance(Fire)(21), Improved Initiative(24), Bane of Enemies(DA3), Blinding Speed(27), Improved Manyshot(DA6), Armor Skin(DA9)
Alignment: Neutral Exalted

Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage only applies against living creatures that have a discernable anatomy(Swift Hunter changes this, see below). Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

At 2nd level, a scout gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex)

A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Spell Reflection (Su)

You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.

This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).


Dragon Devotee powers:
Spoiler: ShowHide


Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 18th level sorcerer. The DCs for her spells are 16+spell level.


Dragonbreath Archer powers:
Spoiler: ShowHide


Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.

Lingering Flames (Su)

At 10th level, the flames of the dragonbreath archer burn on after the initial strike. After a successful dragonfire strike on a target, they catch ablaze. Unless this fire is put out before your next turn, they take extra damage equal to your dragonfire strike bonus damage. After that turn ends the flames fade away. A target can only take damage from Lingering Flames once a round, no matter how many times the dragonbreath archer struck them the previous round.


Gear:
Spoiler: ShowHide


The First Resort: Longbow+4. It's arrows count as force typed, dealing 3d6 damage and with a 4x critical hit multiplier. Once per day, the shooter can make a disjoining shot. The target, if hit, is affected as if by a mage's disjunction(+20 dispel check).
Lumenvolo: Chainmail+8, maximum dexterity+10, -3 armor check penalty and arcane spell failure of 10%. Can invoke the following powers: Smiting: The wearer gains a +4 bonus to damage to all attacks versus evil or chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings spread from the back of the wearer. They may fly as per the spell for up to 3 minutes per day. This time may be broken up as the wearer wishes. Dragonfire: The wearer may emit a blast of draconic energy similar to dragon's breath as a standard action. This may be of fire or electricity, chosen each time the ability is used. This deals 8d8 damage, with a reflex save 26 for half damage. This may be used once per day. Quickness: +5 to movement. Healing: Swift action to heal 2d8+5 once per day, automatically activates if HP is -1 to -9.
Crystal Helmet of Will: +4 insight bonus to will saves.
Cloak of Resistance+5: +5 resistance bonus to saving throws.
Amulet of Natural Armor+8: +4 enhancement bonus to natural armor.
Bracers of Greater Archery +2 competence bonus to ranged attack rolls and +1 competence bonus to ranged damage rolls.
Ring of Protection+5: +3 deflection bonus to armor class.
Ring of Entropic Deflection: 20% miss chance on ranged attacks when you move 10ft in a round, goes up to 50% if you're wearing a speed boosting item.
Belt of Magnificence+6: +6 enhancement bonus to all six ability scores.
Boots of Elvenkind: +5 competence bonus to move silently checks.
Sun Blade: Bastard Sword+2, +4 vs evil. Deals double damage against undead and negative energy plane creatures(x3 on a crit), can deal critical hits to undead.
2 scrolls of heroic aspirations
30 cold iron/silver/adamantine arrows
<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

#334
Did up Syala as a rank 1 demigoddess. Why? Why not. Notes below.

- 33 HD was chosen semi-arbitrarily. 30 HD is my personal minimum for divine creatures, barring a few outliers with DvR0. So 33 worked as she's a low tier goddess.

- http://dicefreaks.superforums.org/viewtopic.php?f=14&t=19 The rules here are used with a few tweaks as well as a few houserules I use for divinity.

- Her spells are undeveloped, but she'd be casting 11th or 12th level magic with her druid casting.

- Gods are ridiculously hard to kill with anything but physical damage, and even then it's a hell of a struggle getting that far.

- If Syala gets more ranks/domains, she'll want the Nature, Strength and Protection domains.


Syala

Angel of Love, Mother of the Pride
Demigoddess
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane:Sylica
Portfolio: Love, family, protection
Worshipers: Mothers, defenders
Cleric Alignments: LG, NG, CG
Domains: Family, Wrath, Good
Favored Weapon: Blessing of the Twelve(Greathammer)

Syala

33 hit dice astral deva

Size/Type: Medium Outsider (Good, Chaotic)
Divine Rank: 1
Hit Dice: 33d8+330 (594 hp)
Initiative: +15
Speed: 60ft, fly 200ft (good)
Armor Class: 56 (+10 dex, +16 natural, +7 armor, +1 divine, +11 deflection)
Base Attack/CMB/CMD: +33/+45/76
Attack: Blessing of the Twelve+53 (1d12+25 plus stun 19-20 x3)
Full Attack: Blessing of the Twelve+53/+48/+43/+38 (1d12+25 plus stun 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, stun, alter reality.
Special Qualities: Damage reduction 15/epic, cold iron and evil, immunity to acid, cold, ability damage, ability drain, energy drain, mind affecting and petrification, protective aura, resistance to electricity and fire 20, spell resistance 47, uncanny dodge, darkvision 120ft, low light vision, change shape, limited planar travel, tongues, faithful defiance.
Saves: Fort +36, Ref +36, Will +37
Abilities: Str 36, Dex 31, Con 31, Int 31, Wis 33, Cha 33
Skills: Bluff+48, Concentration+47, Diplomacy+48, Escape Artist+47, Handle Animal+48, Heal+48, Hide+47, Intimidate+48, Knowledge(Arcana)+47, Knowledge(Local: Sylica)+47, Knowledge(Nature)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+48, Move Silently+47, Profession(Artist)+48, Sense Motive+48, Spellcraft+47, Spot+48, Survival+48, Use Rope+47(+49 with bindings, +51 with bindings and Alicia)
Feats: Power Attack(1), Improved Initiative(3), Eschew Material Components(6), Improved Critical(Greathammer)(9), Nimbus of Light(12), Ability Focus(Stun)(15), Quicken Spell(18)
Epic Feats: Power Stun(21), Blinding Speed(24), Multiaction(27), Automatic Quicken Spell(30), Epic Spell Capacity(33)
Salient Divine Abilities: Divine Blast(12d12), Mind of the Beast.
Alignment: Chaotic Exalted

Racial and innate powers:
Spoiler: ShowHide


Spells:

Syala casts as a 33rd level druid (34th for good spells). The DCs for her spells are 20+spell level. Her 1st through 3rd level spells are automatically quickened.

Spell-Like Abilities

At will—aid, continual flame, blade barrier, bless, bull's strength, charm animal, detect evil, discern lies, dispel evil, dispel magic, greater shout, greater teleport(Self and 100 pounds only), helping hand, heroes feast, holy aura, holy smite, holy word, imbue with spell ability, invisibility, magic circle against evil, plane shift, protection from evil, protection from spells, prismatic sphere, rage, refuge, remove curse, remove disease, remove fear, rhino's rush, righteous might, shield other, shout, song of discord, storm of vengeance, summon monster 9 (Good creatures only), telepathic bond, tenser's transformation; 7/day—cure light wounds, see invisibility; 1/day—heal. Caster level 33rd. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any Tiny to Huge humanoid or animal.

Stun (Su)

If Syala strikes an opponent twice in one round with a bludgeoning weapon, that creature must succeed on a DC 41 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex)

Syala retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 37th level. She can flank characters with the uncanny dodge ability as if she were a 33rd-level rogue.

Overwhelming Presence (Ex)

Any item that grants an enhancement bonus to an ability score ceases to function on the nascent divinity. Spells or innate powers that grant these bonuses continue to function as normal.

Limited Planar Travel (Ex)

When attempting to travel onto another plane by means of a Conjuration (Teleportation) effect, the intrusion is immediately noted by the designated ruler of the plane, who may choose to deny entry by means of an opposed rank check. If the interloper wins the rank check, they arrive as normal but their location is known to the host. If the host wins the rank check, they can either deny entry or divert the interloper to any space within their domain. Travel via portals is not affected, nor are effects of the Summoning/Calling subschools.

Faithful Defiance (Ex)

The presence of the being's opposite alignment is innately repellent. Upon contact with a desecrated or unhallowed area, the being must make a successful rank check against the power the area is devoted to, or else be barred from entry. Upon a successful check, the area immediately becomes consecrated to the interloper, and the original owner of the area is notified which may result in a servant or avatar being sent to deal with the invader. Desecrated or Unhallowed areas may still be dispelled as normal.

Ability Boost (Ex)

The god's superior energy grants ability beyond that of  mortal means. The divinity gains an enhancement bonus to all ability scores equal to 10 + it's divine rank.

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. This ability requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity's sphere of influence. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not.

Domain Powers (Su)

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

Family: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this porotection if it moves more than 10' from you. You can affect yourself with this ability.
Good: You cast good spells at +1 caster level.
Wrath: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.

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. In essence, Syala may spontaneously cast any spell from the Family, Good or Wrath domains with her druid spellcasting, even if they do not normally appear on the druid spell list.

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 two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. A deities divine aura can extend as far as described on the table below:

(Table omitted, Syala's aura is 10ft.)

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. Mortals and other deities of lower rank can resist the aura's effects with successful Will saves; the DC is 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity's aura becomes immune to that aura power for one day.

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


Gear:
Spoiler: ShowHide


Blessing of the Twelve: Greathammer+7, functions as a rod of metamagic: twin six times per day.
Bracers of Defense+7: +7 armor bonus to armor class and +7 resistance bonus to saving throws.
<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

Screwed around with Antenora some, to clear my head while I messed around with gestalt. There's no great plan here for her; in fact, I really struggled coming up with a class for her first nine levels. I went with fighter though I'm not happy about it.

This isn't complete and won't be anytime soon. It's just a scribble I'm posting for interest.


Because she's much easier than Latha, who I have no fucking idea how I'll do in gestalt.

Erinyes 9/Hellreaver 23/Ranger 1//Fighter 10/Paladin 23

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 33d10+330+33 (hp)
Initiative: +11
Speed: 30ft, fly 60ft (perfect)
Armor Class: 55 (+7 dex, +18 natural, +12 armor, +7 deflection, +1 dodge)
Base Attack/CMB/CMD: +30/+40/57
Attack: Black Horn Spear+52 (1d8+26 plus 2d6 holy
Full Attack:
Space/Reach: 5ft/5ft (10ft with spear)
Special Attacks: Entangle, spell-like abilities, smite evil 8/day, charging smite, spells, furious strike+12/+9d6, call to judgment, favored enemy(evil outsiders), divine retribution.
Special Qualities: Damage reduction 15/epic, good and silver, immunity to fire, resistance to acid and cold 20, spell resistance 46, darkvision 120ft, see in darkness, telepathy 200ft,  aura of good, divine grace, lay on hands(276 hp), aura of courage, divine health, turn undead 15/day, remove disease 6/week, divine succor(80 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice.
Saves: Fort +44, Ref +41, Will +41
Abilities: Str 30, Dex 25, Con 30, Int 16, Wis 24, Cha 32
Skills: Concentration+46, Craft(Metalworking)+25, Diplomacy+47, Escape Artist+43, Hide+43, Knowledge(Arcana)+39, Knowledge(Planes)+39, Knowledge(Religion)+39, Listen+43, Move Silently+43, Perform(Singing)+47, Sense Motive+43, Spot+43, Survival+43, Use Rope+43, (+45 with bindings.)
Feats: Dodge(B), Mobility(B), Mindsight(1), Weapon Focus(Longspear)(F1), Improved Initiative(F2), Improved Flier(3), Power Attack(F4), Flyby Attack(6), Weapon Specialization(Longspear)(F6), Melee Weapon Mastery(F8), Toughness(9), Greater Weapon Focus(Longspear)(F10), Extra Smiting(Paladin)(12), Favored Power Attack(15), Track(R1), Battle Blessing(18), Divine Might(Mist)
Epic Feats: Dire Charge(21), Blinding Speed(24), Crushing Furious Strike(H14), Multiaction(27), Spread Holy Fury(H18)Unstoppable Crusade(30), Holy Strike(H22), Epic Weapon Focus(Longspear(33), Great Smiting(P23)
Alignment: Lawful Exalted

Gear:

Black Horn Spear: Longspear+7, mighty smiting, keen, evil outsider bane/fiercebane, 2x damage and wounding on a charge. Mighty Smiting: +1 smites per day, +2 hit/damage on smites. Keen: Doubled crit threat range. Evil outsider bane: +2 enhancement and +2d6 damage to attacks on the chosen type. Fiercebane: Glow if creature type selected by bane is within 60ft, +2d10 damage on a crit. It's a +12 weapon in total.
Golden Breastplate+7: +12 armor bonus. No ACP, ASF, no maximum dexterity.
Ribbon of Disguise: Alter self at will.
Amulet of Health+10 and Natural Armor+8: +10 enhancement bonus to constitution and +8 enhancement bonus to natural armor.
Bracers of Wrathful Smiting: +2 hit/damage on smites.
Ring of Protection+7: +7 deflection bonus to armor class.
Ring of Beauty: +6 enhancement bonus to charisma, +15 competence bonus to performance.
Gloves of Dexterity+2: +2 enhancement bonus to dexterity.
Belt of Giant's Strength+6: +6 enhancement bonus to strength.
Boots of the Battle Charger: Can charge as a standard action 2/day.
Ghost Rope 100ft: 2/day can use entangle to solidify an incorporeal creature. As long as the creature is entangled, it's considered corporeal.
Masterwork silver dagger: Backup weapon to slay creatures that need silver to bypass DR. Kept on person.
White Dress: Counts as armor slot, increases flying speed by 50ft. In storage.
<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

#336
Alicia. This time I tried experimenting, combining class abilities and divine traits into one package. I avoided gestalt altogether, instead designing her purely as a monster with no class levels. Epic feats were mostly guesses on what fit, as well as throwing around the idea of an epic arcane strike. For the moment it's just a bitchy pre-req feat that loosens the recent nerfing, I may make something more interesting later. Really I tried to capture the elements of war, gish and holiness with Alicia's build here. There's a lot of futzing around in here, posting it for interest.

I meant to do something with lay on hands or remove it, but I couldn't think of anything and I forgot to remove it. Oh well.

I'll probably do Seira next time I want to mess around with epic.


Alicia Reynes, Queen of the Battlefield

Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Demigoddess
Symbol: Black queen chess piece viewed from above
Home Plane: Sylica
Portfolio: Magic, battle, justice, perseverance
Worshipers: Warriors, guards, spellswords, gishes, adventurers
Cleric Alignments: LG, NG, CG
Domains: War, Magic, Good
Favored Weapon:  Bonds (Falchion)

Size/Type: Medium Outsider (Good)
Hit Dice: 33d8+330 (594 hp)
Initiative: +10
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+10 dex, +12 armor, +16 natural, +13 deflection, +1 divine)
Base Attack/CMB/CMD: +33/+45/68
Attack: Bonds+54 (2d4+25 plus 2d6 undead bane plus 3d6 holy power 15-20 x3)
Full Attack: Bonds+54/+49/+44/+39 (2d4+25 plus 2d6 undead bane plus 3d6 holy power 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, channel smite evil, turn undead(16/day, 19d6, DC 39), alter reality, change shape, divine aura, mistress of the duel.
Special Qualities: Divine grace, lay on hands(429 hp), chosen foe+6, familiar, damage reduction 15/epic, good and silver, divine aura, immunity to polymorph, petrification, energy drain, ability drain, ability damage and mind effecting(charms, compulsions, phantasms, patterns and morale effects), disease, poison, stunning, sleep, paralysis, death effects and disintegration, immunity to electricity and sonic, spell resistance 47,
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 34, Dex 30, Con 30, Int 28, Wis 30, Cha 36   
Skills: Bluff+54, Concentration+47, Craft(Painting)+46, Diplomacy+54, Intimidate+54, Knowledge(Arcana)+46, Knowledge(Local: Sylica)+46,  Knowledge(Nature)+46, Knowledge(Religion)+46, Knowledge(Planes)+46, Sense Motive+47, Spellcraft+46, Tumble+47 (6 skills to go)
Feats: Eschew Materials(B), Power Attack(H), Flyby Attack(1), Divine Might(3), Arcane Strike(6), Improved Critical(Falchion)(9), Exalted Familiar(12), Celestial Bloodline(15), Weapon Focus(Falchion)(18)
Epic Feats: Overwhelming Critical(21), Devastating Critical(24), Blinding Speed(27), Epic Arcane Strike(30), Epic Reputation(33)
Salient Divine Abilities: Divine Armor Mastery, Divine Radiance.
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Spells

Alicia casts as a 33rd level sorcerer. (34th for good spells) Her save DCs are 23+spell level.

Spell-like abilities

At will-Aid, antimagic field, blade barrier, dispel evil, dispel magic, divine power, flame strike, foresight, greater teleport, holy aura, holy smite, holy word, imbue with spell ability, identify, magic aura, magic circle against evil, magic disjunction, magic weapon, magic vestment, power word blind, power word stun, protection from evil, protection from spells, spell resistance, spell turning, spiritual weapon, summon monster 9(Good creatures only)

Divine Radiance (Di)

Alicia can shed light from her body in an emanation with a radius of 20 feet. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity that succeeds on an opposed rank check) and causes pain and damage to undead creatures, who take 4d8 points of damage per round with no save. In addition the area within the emanation is considered consecrated with an altar to Alicia, granting +2d6 to turning damage dice and -2 to undead attack rolls, damage rolls and saves.

Divine Armor Mastery (Di)

Alicia ignores the arcane spell failure and maximum dexterity bonus of all light and medium armors.

Channeled Smite Evil (Su)

Three times per day Alicia may channel a spell, like the spellsword ability of the same name. When she does so, her weapon throbs with holy power and eldritch might, treating the following attack with the channeled spell as if she smited evil. This adds a +13 bonus to her attack roll and +33 to her damage roll against evil targets. Missing does not expend the smite or channeled spell. Further, if the target is evil and successfully smited, any saving throw the target makes against the channeled spell suffers a -4 penalty to it's saving throw, and Alicia gains a +4 bonus to any caster level check to overcome spell resistance.

Mistress of the Duel (Di)

By testing her foes' defenses and wearing them down, Alicia can determine the most efficient way to achieve victory. 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, to a maximum of +6/-6. 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.

Epic Arcane Strike[Epic]
Prerequisite: Arcane Strike, base attack bonus+25, caster level 25st.
Benefit: You may sacrifice up to two spells per round with arcane strike. The attack roll bonus uses the highest spell level sacrificed and does not stack. However, the extra damage from both sacrificed spells stack. For example, Alicia sacrifices a 5th and a 9th level spell. She gains a +9 bonus to her attack rolls and gains +14d4 damage on a hit.
<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

I've been using a modified version of dicefreaks's deity rules for my deity designs. I'm posting them here for reference. It's nice and out of the way, and I don't want to clutter the board of a low/mid level game up with divine rules. Note that I tend to make little edits and adjustments as I work with them, so these may not be wholly accurate later on. A few things aren't done yet, but these are all borderline things I don't care much about for theoretical design work.

This will be several posts, incoming now.
<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


Changes are indicated with bold text. Minor edits to bring this in line with Balmuria house rules may not be indicated, such as removing reference to epic BAB progression.

DIVINE RANKS

Each deity has a divine rank. A deity's divine rank determines how much divine power the entity has.

Rank 0: Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities can grant limited spells, and are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

Rank 1–5: These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio.

Rank 6–10: Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned.

Rank 11–15: These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities.

Rank 16–20: Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners.

Rank 21+: These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Mortal Coil, and the most powerful entities of the planes. They are called overpowers. For most intents and purposes, overpowers are effectively omnipotent. In some pantheistic systems, the consent of an overpower is required to become a deity.

DIVINE CHARACTERISTICS

Most deities are creatures of the outsider type, save for ascended undead creatures (which remain undead) and ascended dragons(which retain the dragon type). A chaotic, evil, good, or lawful deity will possess all the appropriate alignment subtypes. A deity will also possess any subtypes of the base creature, and when encountered on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the deity's divine realm is located). Unlike other outsiders, deities do not automatically receive darkvision. Exact physical characteristics vary from deity to deity. A deity's outsider type, racial HD, 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.
Speed: Deities can move much more quickly than mortals. A deity's base land speed depends on her current form (biped or quadruped) and size, as shown below. Some deities are exceptions, with speeds faster or slower than the norm.











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 for all deities capable of flying.

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, and a deflection bonus to AC equal to her Charisma bonus (if any). Many deities have other Armor Class bonuses as noted in their individual descriptions.

Attacks: A deity's Hit Dice and type and character level determine her base attack bonus. 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 the deity's body, unlike with a mortal casting wish or limited wish, and requires a standard action to implement. In effect, a deity can duplicate practically any spell effect, so long as the effect fits within the deity's sphere of influence. Whether the deity has access to wish or limited wish as part of alter reality, a strict interpretation of what is and what is not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in each deity's description. Note that in the situation where two deities both try and Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered. Similarly, where Alter Reality is used to change ongoing cosmic effects put in place by cosmic entities, an opposed rank check is required to determine whether the effect is overcome or not.

Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use alter reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, up to the normal limited of wish or limited wish's ability to mimic spells.

Change shape removed, this becomes a salient divine ability instead.

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.

Familiar ability removed and made into a salient divine ability instead.

Salient Divine Abilities: Every deity of rank 1 or higher has at least one additional power, called a salient divine ability, per divine rank (see Salient Divine Abilities, below). 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, except that she can transport only herself and up to 100 pounds of objects per divine rank. 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, except that she can only transport herself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany her in any mode of travel if she touches it. The creature's weight counts against the total weight limit.

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   DAMAGE
    RANK     REDUCTION
    0        10/epic
    1–5      15/epic and material*
    6–10     20/epic and material*
    11–15    25/epic and material*
    16–20    30/epic and material*
    *Select a standard material such as adamantine, mithral, cold iron,
    steel, wood or silver.

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 two or more deities' auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. A deities divine aura can extend as far as described on the table below:

    DIVINE  DIVINE
    RANK    AURA SIZE
    1–5     10 ft./rank
    6–10    100 ft./rank
    11–15   1000 ft./rank
    16–20   1 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. Mortals and other deities of lower rank can resist the aura's effects with successful Will saves; the DC is 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity's aura becomes immune to that aura power for one day.

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 home plane and if the attacker succeeds in an opposed rank check. Otherwise, the deity reforms within her divine realm after Omitted at DM discretion.

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

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

Removed resistances, it's unneeded bloat.

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

Saving Throws: A deity's Hit Dice and 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. [/b]In addition she gains a resistance bonus to all saving throws equal to her charisma modifier.[/b]

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.

Removed bit about rank checks, see Rank Checks below.

Removed CR notes. Really, CR is hugely relative in epic anyway. Not even going to try.

OTHER DIVINE POWERS

Deities of rank 1 or higher do not automatically fail on a natural attack roll or saving throw roll of 1. Lesser deities (rank 6–10) may take 10 on any check, provided they need to make a check at all. Intermediate deities (rank 11–15) always get a result of 20 on any check, provided they need to make a check at all.

Greater deities (rank 16–20) automatically get the best result possible on all die 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. They need not select them.).

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

Automatic Actions: When acting within her portfolio, a deity can perform any action as an immediate action, as long as the check DC is equal to or less than the number on the table below. The number of swift actions a deity can perform each round is also determined by her divine rank. She is, however, still limited to one swift action spell per round (unless one of her abilities states otherwise).

    DIVINE  MAXIMUM DC   SWIFT ACTIONS
    RANK    FOR ACTION   PER ROUND
    1–5     15           2
    6–10    20           5
    11–15   25           10
    16–20   30           20

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 any requisite item creation feat, provided that she possesses all other prerequisites for the item. The maximum item value a deity can create is a function of her divine rank (see the table below). The item's cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

    DIVINE  MAXIMUM
    RANK    MARKET PRICE
    1–5     4,500 gp
    6–10    30,000 gp
    11–15   200,000 gp (any non-epic item)
    16–20   400,000 gp (including artifacts)

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.

Removed segment about limits and instead placed a hard cap on greater deity item creation.

Grant Spells: A deity automatically grants spells and domain powers to mortal 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. Demigods can grant spells from three domains, lesser deities from four, intermediate deities from five, and greater deities from six. A deity can gain the Extra Domain salient divine ability (see Salient Divine Abilities, below) to increase this number.

Omitted section on non-cleric divine casting, I don't feel this level of preciseness does anyone any favors. Gods simply grant spells to their worshipers, I don't see a need to break it up any more than that.

A deity can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal's mind until expended.

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, they are aware it was stopped, though further details are not known.

Omitted sensory powers, made into an SDA instead.

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) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection, nondetection, 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   REMOTE
    RANK     LOCATIONS
    1–5      2
    6–10     5
    11–15    10
    16–20    20

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 or a cosmic entity, a deity (or cosmic entity) 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, greater deity, and overdeity. 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.

Avatars and proxies are omitted by DM discretion.

Godly realms omitted by DM discretion.
<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

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.

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 20 + 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 anyway), 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. A deity should not have more than a few abilities that fall outside of her portfolio; those that do should make sense for the deity despite lacking those portfolio elements. When "supreme" is listed as a portfolio element, any deity counted among 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.

Note: Prerequisite changes aren't bolded.


ALTER FORM
The deity can make minor changes to her appearance and form. This is an extraordinary ability.
Benefit: As a move-equivalent 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. If the form selected has wings, the deity can fly. Likewise, she can swim if the form has fins, breathe water if the form has gills, and so on.
The deity can remain in the altered form indefinitely, but resumes her own form if slain.
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, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity's weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity's combat ability. The deity's Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity's Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities' characteristics. 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
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+ Str modifier + divine rank) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.
Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. 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.
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 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within 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. 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.

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 or cosmic entity 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 or cosmic entities that succeed on an opposed rank check. The deity always acts in a surprise round and is never 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, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.
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 not reveal creatures' alignments and it does foil mundane disguises.
Suggested Portfolio Elements: Knowledge, truth.

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

CRAFT ARTIFACT
The deity can make magic items that exceed mortal limits.
Prerequisites: Any five item creation feats.
Benefit: The deity is considered to possess the epic item creation feats associated with her non-epic feats. In addition, all magic items she creates gain the special properties unique to artifacts.
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. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight the deity can create there.
Once created, the objects are permanent and 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 its own energy into the object, which can leave the deity impaired. The deity can create an object with a value of up to 100 gp without impairment. For every additional 100 gp of value (or fraction of 100 gp), the deity must rest for 10 minutes. If the deity is creating an item on a divinely morphic plane or within its own godly realm, it can create a 200 gp item without resting. If the deity's realm is located on a divinely morphic plane, it can create a 300 gp item there without having to rest.
Suggested Portfolio Elements: 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.
The deity can fly with perfect maneuverability. When flying, she automatically knows the location of any corporeal creature within 10 feet per divine rank, by sensing the disturbance in the air the creature causes.
Suggested Portfolio Elements: Air, wind.

DIVINE 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 10 feet 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).
Benefit: The deity ignores the maximum Dexterity bonus limit, armor check penalty and arcane spell failure for medium or light 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. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC.
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, Rapid Blitz feats 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 results directly from divine power 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 mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, or with a total volume of 20 cubic feet per rank. If she uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the deity can create. If her realm is located on a divinely morphic plane, triple the volume and weight she can create there.
Notes: This ability works like the Create Object ability, except as noted below.
A deity can use this ability to create any kind of 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. If the creature has class levels, each level counts as an additional Hit Die.
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 Colossal Wild Shape, Diminutive Wild Shape, Fine Wild Shape, Gargantuan Wild Shape, Improved Elemental Wild Shape, Magical Beast Wild Shape, and Plant Wild Shape as bonus feats.
Suggested Portfolio Elements: Nature.

DIVINE EARTH MASTERY
The deity has mastery over the earth.
Prerequisites: Earth domain.
Benefit: The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to 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 10 feet per divine rank that is in contact with the ground.
The deity has complete control over all things made of earth (including stone and metal). 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 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 10 feet 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 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 10 + her divine rank, except that it affects up to (10 + divine rank) creatures, no two of which can be more than (10 × divine rank) feet apart. The save DC is 10 + the deity's Charisma modifier + the deity's divine rank.
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. Unless otherwise noted, all save DCs are Charisma-based.
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. can attempt Will saves to resist the effect. This is a mind-affecting compulsion effect.
Suggested Portfolio Elements: Any.

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 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 x3, 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.

Omitted divine psionics and divine psionic endowment. I don't know enough about them to include them and I'm not likely to ever use them. if this changes I'll add them.

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 10 feet per divine rank. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity 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.
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 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 swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + 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.

Removed Divine Spellcasting. Epic's feat for 10+ magic is sufficient.

DIVINE SPLENDOR
The deity's mere proximity is fatal to mortals.
Prerequisites: Divine rank 16, Cha 36.
Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 + 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 are Charisma-based.
Suggested Portfolio Elements: War.

DIVINE WATER MASTERY
The deity has mastery over water.
Prerequisites: Water domain.
Benefit: The deity gains a competence bonus on attack, damage, and Armor Class equal to 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: If the selected weapon is a ranged weapon, the extra damage applies against any target the deity can see.
The damage bonus from this ability stacks with the damage bonus from the Divine Weapon Mastery ability and the Weapon Specialization 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.

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 10 feet 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 is Charisma-based).
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 10 feet 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. She can grant spells and powers from that domain and use those spells and powers personally, just as she can the spells and powers 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 or cosmic entities 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.

Extra sense enhancement has been removed for now. This may be added back in later once divine senses are made into an SDA.

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 Charisma-based). 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 30-foot-radius burst must make Will saves. 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. The save DC is Charisma-based, and 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 true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the mortal's soul resides. Unwilling mortals may attempt a Will saving throw to resist resurrection. 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. The save DC is Charisma-based.
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 saving throw 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. The save DC is Charisma-based.
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.

Irresistible Blows has been snipped. I'm not opening up THAT can of worms again.

IRRESISTABLE PERFORMANCE
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 Charisma-based.

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 or cosmic entities 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 or cosmic entities 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.
Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the deity's divine rank are affected. Creatures can resist the effect with Fortitude saves.

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 mortal 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 to avoid the effect. The save DC is Charisma-based.
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 or a cosmic entity 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 mortal being 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 saving throw 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 may attempt a Will save against the same DC to resist resurrection.
The save DCs are Charisma-based.
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 can resurrect a creature whose soul is trapped - if the soul is held by another deity or a cosmic entity, the deity must succeed on an opposed rank check to free it.
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.

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 10 feet high with a radius of 10 feet 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 or cosmic entities that succeed on a rank check). Living creatures must make Will saves or die. Even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per day, but the cloud's darkness remains effective. 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'
<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

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 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. The save DC is Charisma-based.
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 Charisma-based.
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 or a cosmic entity.
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 to resist. Subjects who make successful saves become immune to this ability for one day. The save DC is Charisma-based
Suggested Portfolio Elements: Justice, law, truth.

Removed Rejuvenation, as the base rules for killing Gods supercede this.

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, but most deities with this ability can use Spellcraft as an immediate 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 1,600 feet in the assumed form's greatest dimension.
The deity can use this ability to create disguises, gaining a bonus of +20 on 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, but resumes her own form if slain.
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 and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the deity to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deity's speed is that of the assumed form or 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 Intelligence, Wisdom, and Charisma scores, level and classes, alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final hit point total and attack and save bonuses.) 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.

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 works like a cleric's ability to cast cure spells spontaneously, except that it applies to arcane spells from the appropriate spell list. The deity must have a sufficient Intelligence score and caster level to cast the spell.
Suggested Portfolio Elements: Knowledge, magic.

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 combination of a disintegrate spell, targeted exclusively at the touched item. The save DC for the effect is 19 + the deity's Charisma modifier. 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
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, Magic domain.
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.
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, but it resumes its own form if slain.
Notes: This ability works like the Shift Form salient divine ability, except as noted below.
The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural abilities of the assumed form.
The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks.
The deity can use its Alter Size ability simultaneously with this one to become as small as a grain of sand or as large as 1,600 feet in the assumed form's greatest dimension.
Suggested Portfolio Elements: Nature, secrets, thieves.

Removed undead mastery for now, will look at it and redesign it for the changed turning rules later.

Removed undead qualities for the moment. It's coming back but it needs a redesign. Later.

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 10 feet per divine rank. Creatures within the spread must make Will saves or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 + the deity's divine rank. The save DC is Charisma-based
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

In case I ever need to justify these, notes on various changes below. If a change isn't listed, it's either minor, in line with a house rule or self-obvious.

Quasipowers can grant limited spells: Left vague on purpose - it's possible and often part of becoming a full power. I'd say a quasi power should have a small handful of worshipers they can support.
Ascended dragons keep the dragon type: The top three types in Savage Species are dragon, outsider and undead. Generally types don't change from those easily; plus dragons rely on how dragon hit dice are set up. So they keep the dragon type and hit dice.
Epic spells not gained as SLAs: Intentional design choice. 10th level and above magic is another tier and often self developed.
Deity SR: It's good enough already and boosting the SR by heaps of 20 is possible with SDAs. It's good enough here without adding more to it.

-SDAs-

ANNIHILATING STRIKE: I left this and other death effects in for now. I may remove these later, I don't know. I don't mind deities having instant death against mortals. If anyone's going to have it, it really should be them.
AREA DIVINE SHIELD: Changed this one to any. I'm trying to loosen the portfolio requirements for non specific abilities that are general divine things or simple boosts.
BANESTRIKE: The change here has no net change, as the list provided was the ranger favored enemy list.
BATTLESENSE: Battlesense as written feels weak. When two single digit level rogue powers can essentially mimic an SDA, the SDA needs a boost.
CALL CREATURES: Using base divine rank as the HD limit for called creatures is too weak for my tastes.
CRAFT ARTIFACT: I'll change this one later in some manner.
CREATE OBJECT: This feels like something any given deity should be able to do, so I put it into any.
DIVINE ARMOR MASTERY: Armor becomes less and less useful into epic, so something to boost the viability of it - especially as dex rises higher and higher - is nice. Adding immunity to ACF and ACP is reasonable enough, as most armored mage classes give some variant of this anyway.
DIVINE BARD: This applies to any of the divine X feats where you need a block of 20 levels in a base class. Anyway, I'm inclined to change those up to other pre-reqs. 3.5 encourages dipping and multiclassing, so more flexible prerequisites help. Divine Sneak Attack has the right idea. These will be changed in time, but it's a low priority.
DIVINE BATTLE MASTERY: Gah, even the fighter styled SDA blows shit. I augmented it and I may augment it more or just rewrite the whole damned SDA. Two feats for an SDA? Uh, no.
DIVINE BLAST: This should really be an any ability, as smiting is a classical divine ability. It also lets deities get around a lot of the more annoying mortal defenses.
DIVINE MONK: Monks are non-chaotic instead of lawful in Balmuria, so I just changed the suggested portfolio to something generic.
DIVINE PALADIN: I suspect Great Smitingx3 is not well balanced. I may change this later or just revamp Great Smiting altogether.
DIVINE RADIANCE: Beefed this one up. It's really potent anti-undead stuff now instead of feeling mediocre. I also ditched the sun domain requirement, as not everything light and holy has the sun domain.
DIVINE RANGER: This one needs a boost, probably adding another feat or two to it.
DIVINE ROGUE: The changes here were a patch. I may just eliminate it and let Divine Sneak Attack stand on it's own.
DIVINE SPELL FOCUS: I'm a little wary about allowing this to stack with spell focus and the like, but I don't think it's broken. DCs for spells can use the help around low-mid epic and onward, especially non-heightened spells.
DIVINE SPLENDOR: It needed an on/off switch, so I gave it one.
DIVINE WEAPON FOCUS: Why not any? May as well, I personally think it's a horrible pile of shit for an SDA. Whoo-hoo, another +4 to hit. Live the dream. If you really want to use an SDA on an overgrown weapon focus, go ahead.
DIVINE WEAPON MASTERY: Obsoleted with melee/ranged weapon mastery from the PHB2. I just made it a double strength version of that feat instead.
ENERGY BURST: Upping the damage felt fair, and with so many applications, making it any feels right.
EXTRA ENERGY IMMUNITY: I'd complain about being able to take this multiple times, but at this level anyone relying on elemental damage has ways around immunity.
INCREASED SPELL RESISTANCE: Eh, whatever. It's a boring feat and potentially broken so this one will get changed later.
POSSESS MORTAL: Again, this feels standard divine and not specialized. It's any now.
SPEAK WITH CREATURES: This feels redundant with the various abilities in the divine toolbox, but I'll keep it. As all of them have tongues already, I went ahead and made it any. A deity should have this option if she picks up a bunch of unusual communicating followers.
SUPREME DAMAGE REDUCTION: While selecting a truly impossible material or method to bypass DR is amusing and worthy of divine dickery, game balance requires adding a clause that it must be something possible. This doesn't mean it's something easy or anything but just barely, maybe, sort of, once in an eternity possible, though.
SUPREME ELDRITCH KNOWLEDGE: I'm okay with this feat with it's pre-reqs, though it is on paper all sorts of broken. Should a sorcerer deity have free magic selection? Eh.
WOUND ENEMY: Boosted this a little bit. If you get hit like ten times by a deity this bleed could be a problem. Of course, if you survive ten hits from a deity you're probably not dying from this hit point damage, either.
<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

Divine design rules:

1. Keep dipping to a minimum. Deities generally have blocks of classes, not mere assortments of dips.  When doing a dip, it should be taking a foundational class to qualify for a PrC that fits better than the base class. The exception is if the deity's flavor requires it.

2. Deities have boatloads of SLAs, full casting classes aren't generally needed to make them competitive. So lay off unless appropriate.

3. Custom content is sometimes unavoidable. Epic progressions, feats and SDAs are part of the terrain. This is fine and helps expand the epic material base.

4. Epic spellcasting should generate anywhere from 2-4 new spells per deity. There's no need to fill up all the 10th level and higher slots, as long as each caster contributes a few more.

5. Deity generation order

A. Determine classes and total hit dice, as well as divine rank.

B. Determine base ability scores. Add in the +1 for each four levels and then the enhancement bonus for divine rank.

C. Determine all possible values from that. Apply class powers after.

D. Apply the rest of the divine powers.

E. Feats, skills, spell selection, ectera. Make sure that any choices match up with any pre-requisites the deity needs to satisfy.

F. Generate equipment and all final touches. Check statistics one last time.
<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

Donald. I wanted to see how he stacked up compared to some of the low end cosmic entities I'm working with. He's a much better warrior than Empress Sulia, which is what I wanted. A non-combat typed cleric demigoddess shouldn't eclipse a dedicated fighter of this level in combat. Granted, Sulia can buff herself to be much more competitive if she has time to prepare, but I'm okay with that.

Donald's below Zaaman Rul in everything, but about in the right range of being behind based on the hit dice difference and divine rank.  In other words, things are coming out about how I want them to. Yay.

Yes, Donald's types are ridiculous. He's a human/elf/fey/dragon...thing. This is half inspiration from Seira and half trolling. At heart Donald has the soul of an internet troll, even though he does often mean well. He lacks the insight or wisdom to really know better. I know Cor didn't ever really like it, but I usually found it amusing. Perhaps I'm easily amused.


Donald Smurth

Duskblade 30//Fighter 20/Dragon Disciple (Copper) 10

Size/Type: Medium Dragon (Augmented Humanoid, Elf)
Hit Dice: 20d10+180+10d12+90+30 (478 hp)
Initiative: +5
Speed: 20ft (30ft base), fly 50ft (perfect)
Armor Class: 60 (+15 armor, +9 shield, +12 natural, +3 dex, +4 perfection, +6 deflection, +1 weapon supremacy)
Base Attack/CMB/CMD: +30/+47/80
Attack: Guardianil+60 (1d10+34 17-20 x2)
Full Attack: Guardianil+60/+55/+50/+45 (1d10+34 17-20 x2) and bite+42 (1d6+17) or bite+47 (1d6+17) and 2 claws+42 (1d4+8)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, swift cast 6/day, spell power+7, breath weapon.
Special Qualities: Immunity to sleep and paralysis, immunity to acid, darkvision 60ft, low-light vision, armored mage(medium armor and heavy shields), arcane attunement, blindsense 60ft, elf traits, limited human traits.
Saves: Fort +33, Ref +23, Will +36 (+5 vs enchantment)
Abilities: Str 44, Dex 20, Con 28, Int 18, Wis 8, Cha 14
Skills: Climb+50,  Concentration+42, Craft(Religious Icons)+37, Knowledge(Arcana)+37, Knowledge(Local: Balmuria)+37, Knowledge(Local: Cauldron)+37, Knowledge(Nature)+37, Ride+38,  Spellcraft+37, Swim+50.
Feats: Fey Heritage(B), Fey Bloodline(H), Endurance(1), Weapon Focus(Bastard Sword)(F1), Combat Casting(D2), Toughness(F2), Protection Devotion(3), Weapon Specialization(Bastard Sword)(F4), Steadfast Determination(6), Power Attack(F6), Melee Weapon Mastery(F8), Arcane Strike(9), Improved Critical(Bastard Sword)(F10), Fey Legacy(12), Greater Weapon Focus(Bastard Sword)(F12), Greater Weapon Specialization(Bastard Sword)(F14), Exotic Weapon Proficiency(Bastard Sword)(15), Shield Specialization(F16), Fey's Fate(18), Shield Ward(F18), Weapon Supremacy(Bastard Sword)(F20)
Epic Feats: Epic Weapon Focus(Bastard Sword(21), Great Strength(24), Epic Spell Capacity(D24), Epic Weapon Specialization(27), Automatic Quick Cast(D28), Improved Automatic Quick Cast(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities: 1/day-Confusion, cure critical wounds, dimension door, dispel evil, resist energy(acid or cold only), summon nature's ally 5. Caster level 30th. The save DCs are charisma based.

Limited Human Traits (Ex)

Donald was born as a human before being reincarnated into an elf, being infected with fey blood and then studying dragons. His incredibly unlikely heritage retains his human bonus feat.


Duskblade powers:
Spoiler: ShowHide


Spells

Donald casts as a 30th level duskblade. The save DCs are 14 + spell level.

6/11/11/11/9/8/7/9/4

0: Acid splash, disrupt undead, ray of frost, touch of fatigue*.
1: Blade of Blood, Detect Secret Doors, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
2: Animalistic Power, Glitterdust, Scorching Ray, See Invisibility, Touch of Idiocy.
3: Dispelling Touch*, Greater Magic Weapon, Ray of Exhaustion, Tongues, Vampiric Touch*.
4: Enervation, Fire Shield, Hallucinatory Terrain, Interposing Hand, Shout.
5: Chain Lightning, Disintegrate, Polar Ray, Seeming, Waves of Fatigue
6: Chasing Perfection, Greater Dispel Magic, Mislead, Swift Etherealness, Waves of Exhaustion.
7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm, Sequester.
8: Energy Drain, Hellball, Irresistible Dance.

Arcane Attunement (Sp)

You can use the spell like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Dragon Disciple powers:
Spoiler: ShowHide


Breath Weapon (Su)

6d8 line of acid, DC 34 halves. The save DC is constitution based.


Gear:
Spoiler: ShowHide


[Weapon]Guardianil: Bastard Sword+7. This weapon grants a +4 perfection bonus to AC to the holder and all allies within a 10 ft radius. Three times per day, it grants the shining defense ability: When fighting defensively, the user gains DR 10/- and 30 temporary HP until his next turn. Further, he may designate anyone within 20ft. If a target is designated, any damage dealt to this target is instead dealt to the wielder. Activating this ability is a free action when fighting defensively is declared.
[Armor]Mithral Full Plate of Speed+7. +15 armor bonus. Allows the wearer to act as if hasted for 10 non-consecutive rounds per day. In addition, this armor grants a +6 enhancement bonus to dexterity.
[Shield]Heavy Steel Shield+6. +8 shield bonus. In addition, this shield grants a +6 deflection bonus to armor class.
[Head]Blessed Angelhelm: This angelhelm as all of the powers of it's namesake. It also grants a +6 resistance bonus to saving throws.
[Neck]Amulet of Health+8 and Natural Armor+5: +8 enhancement bonus to constitution, +5 enhancement bonus to natural armor.
[Torso]Belt of Giant Strength+10: +10 enhancement bonus to strength.

[Reserve Weapon]Salutia: Bastard Sword+5. When drawn, all good creatures within a 70ft radius are immune to silence effects, Forbidden Speech or any other ability that robs them of verbal communication. In addition they gain the benefit of a tongues spell(Caster level 18th). Finally, once per day as a standard action, the wielder may have Salutia emit the effect of a Heaven's Trumpet spell with a DC of 24 to resist(Caster level 18th). This is Donald's backup weapon.

<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

#344
Latha. As one half of her gestalt is all the fiat abilities I was giving her by advancing racial hit dice, I gave her many of her epic destiny abilities. As a powerful outsider and direct servant of a Goddess, she should have a few tricks above and beyond that of other creatures. Latha is a walking sun now and horribly beats down most undead.

She's not as good at direct combat as Donald, but that's okay since he has a ton of fighter levels. She has a huge pool of SLAs and full cleric casting to back it up. Speaking of, I chose cleric as the other side of her gestalt. This was primarily to mimic planetars and solars, as they're the next evolution of angel-kind. Her cleric side is undeveloped; I didn't bother to assign her spells. I wasn't planning on doing her right now, so I'll come back and finish off her spells some other time. Also, she could use a metamagic feat or two.


Latha

Astral Deva 32//Cleric 32

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 32d8+352 (499 hp)
Initiative: +10
Speed: 50ft, fly 100ft (good)
Armor Class: 60 (+10 dex, +10 armor, +9 shield, +21 natural) (+6 deflection vs evil)
Base Attack/CMB/CMD: +32/+43/72
Attack: Glorious Duty+50 (1d8+18 plus stun)
Full Attack: Glorious Duty+50/+45/+40/+35 (1d8+18 plus stun)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, turn undead 15/day(16d6; DC 37), stun, absolute light.
Special Qualities: Change shape, telepathy, protective aura, tongues, improved uncanny dodge, damage reduction 35/epic, silver and evil, immunity to acid, cold, petrification and energy drain, resistance to electricity 20 and fire 20, spell resistance 49, darkvision 120ft, low-light vision, telepathy 200ft, regeneration 21.
Saves: Fort +29, Ref +31, Will +29 (+6 resistance vs evil)
Abilities: Str 32, Dex 30, Con 32, Int 30, Wis 33, Cha 34 
Skills: Balance+45, Concentration+46, Craft(Alchemy)+45, Craft(Bowmaking)+45, Craft(Weaponsmithing)+45, Craft(Armorsmithing)+65, Diplomacy+47, Escape Artist+45, Gather Information+47, Hide+45, Intimidate+47, Knowledge(Local: Sylica)+45, Knowledge(Religion)+45, Knowledge(Planes)+45, Listen+46, Move Silently+45, Sense Motive+46, Spot+46, Use Rope+45
Feats: Endurance(B), Diehard(B), Words of Creation(B), Exalted Spell Resistance(1), Shield Specialization(3), Shield Ward(6), Power Attack(9), Sun Devotion(12), Spell Penetration(15), Divine Might(18)
Epic Feats: Improved Spell Resistance(21), Bonus Domain(C23), Flames of the Sun(24), Spontaneous Domain Access(C26), Power Stun(27), Epic Spell Capacity(C29), Exalted Nova(30)
Alignment: Lawful Exalted (Axiomatic Exalted tendencies)

Racial powers:
Spoiler: ShowHide


Always active- detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid, animate objects, commune, continual flame, dimensional anchor, dispel evil, greater dispel magic, greater teleport(self plus 50 pounds of gear only), heat metal, holy aura, holy smite, holy word, flame strike, imprisonment, invisibility (self only), lesser restoration, power word stun, plane shift, remove curse, remove disease, remove fear, resist energy, searing light, speak with dead, summon monster 7, sunbeam waves of fatigue. 7/day—cure moderate wounds; 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection, waves of exhaustion 1/day—greater restoration, heroism, miracle, power word blind, power word stun, prismatic spray, sunburst. The save DCs are 21 + spell level. Caster level 31st.

Change Shape (Su)

An astral deva can assume the form of any Small or Medium humanoid.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 37 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Telepathy (Su)

Latha can communicate with any creature within 200 feet via telepathy.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +6 deflection bonus to AC and a +6 resistance bonus on saving throws to anyone within 20 feet of Latha. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (Caster level 32nd). This aura can be dispelled, but Latha can create it again as a free action on her next turn.

Tongues (Su)

Latha can speak with any creature that has a language, as though using a tongues spell (Caster level 20th). This ability is always active.

Improved Uncanny Dodge (Ex)

An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 23rd level. It can flank characters with the uncanny dodge ability as if it were a 21th-level rogue.

Absolute Light (Su)

Latha sheds light as the sun, her body nothing more than a miniature star. All but the righteous find her too bright to look at, let alone withstand. Any evil or undead creature within 70ft of Latha takes 7d6 points of damage per round. This damage is treated as divine typed; however, it inflicts double damage on creatures vulnerable to sunlight.

Latha may choose to assume a 'normal' physical body as a swift action. This quenches her light, effectively disabling Absolute Light until she resumes her true form.

Regeneration (Ex)

Latha takes normal damage from silvered, epic evil weapons and from spells and abilities with the evil descriptor.


Cleric powers:
Spoiler: ShowHide


Spells

Latha casts as a 32nd level cleric with access to the Good, Law and Sun domains.

0: 6
1: 5+1
2: 5+1
3: 5+1
4: 5+1
5: 5+1
6: 4+1
7: 4+1
8: 4+1
9: 4+1
10: 4+1
11: 4+1
12: 4+1
13: 3+1


Gear:
Spoiler: ShowHide


[Weapon]Glorious Duty: Heavy Mace+7. Latha may use Sun Devotion an additional 3 times per day and Sun Devotion's bonus to damage increases by +7. This is a +9 weapon in total.
[Shield]Aegis of the Tarrasque: Heavy Steel Shield+6, grants +2 con and diehard/endurance as bonus feats. 50% miss chance on lines, cones and rays.
[Head]Silver Halo: Increases the bonus of protective aura to +6 saves and armor class.
[Wrists]Bracers of Armor+10: +10 enhancement bonus to armor class.
[Ring 1]Ring of Nondetection: CL 20 nondetection at all times.
[Torso]Belt of Magnificence+6: +6 enhancement bonus to all ability scores.

[Skill Booster] Latha's Hammer: +20 enhancement bonus to Craft(armorsmithing) checks.


Custom material [spoiler]

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.

Exalted Nova [Epic, Exalted, Domain]
Prerequisite: Exalted Spell Resistance, Sun Devotion, cha 21
Benefit: When an evil spell or spell like ability fails to penetrate your spell resistance, a halo of sacred light explodes around you. You are automatically under the effect of Sun Devotion for one minute, as if you used Sun Devotion. Further, you gain fast healing equal to the level of the spell resisted for one minute.
Special: This use of Sun Devotion does not count against your daily uses of Sun Devotion.
<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?