Most deities are creatures of the outsider type (usually with 20 outsider Hit
Dice). All deities that are outsiders have all
alignment subtypes that correspond with their
alignment. Unlike other outsiders, they have no
darkvision unless noted in the deity description. Deities' physical characteristics vary from deity to deity. A deity's outsider type, along with its class or classes, determines its weapon proficiencies,
feats, and skills. Deities have some or all of the following additional qualities, depending on their
divine rank.
Levels: Most deities are 20 HD outsiders with 30 to 50 character
levels as well. These additional character
levels beyond an effective character level of 20th follow the rules for epic
levels.
Character
levels above 20th confer some, but not all, of the benefits of normal
levels. Deities gain all the class features for all their
levels. The deity also gains the normal Hit Die for that class, plus additional skill points as if the deity had a level in that class normally. The deity gains an ability bonus every four
levels, and a
feat every three
levels.
Hit Points: Deities receive maximum
hit points for each Hit Die.
Speed: Deities can move much more quickly than mortals. A deity's base land
speed depends on its form (biped or quadruped) and its size, as shown on the following table. Some deities are exceptions, with speeds faster or slower than the norm.
Size
|
Biped*
|
Quadruped**
|
Fine |
20 ft. |
60 ft. |
Diminutive |
30 ft. |
70 ft. |
Tiny |
40 ft. |
80 ft. |
Small |
50 ft. |
90 ft. |
Medium |
60 ft. |
100 ft. |
Large |
80 ft. |
120 ft. |
Huge |
100 ft. |
140 ft. |
Gargantuan |
120 ft. |
160 ft. |
Colossal |
140 ft. |
180 ft. |
*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 it a divine
Armor Class bonus equal to its
divine rank. This bonus stacks with all other
Armor Class bonuses and is effective against touch
attacks and incorporeal touch
attacks.
Most deities (all those with 20 outsider Hit
Dice) have a natural armor bonus of their
divine rank +13. All deities also have a deflection bonus to their AC equal to their Charisma bonus (if any).
Deities who aren't outsiders have their normal natural armor bonus + their
divine rank.
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 its base
attack bonus. In addition to the figures for weapon
attacks, this section of the statistics block also includes melee touch attack and ranged touch
attack bonuses, to be used when the deity casts a spell or uses a
spell-like ability that requires a touch attack to affect its target. A deity gets its
divine rank as a divine bonus on all
attack rolls. Deities of rank 1 or higher do not automatically fail on a natural
attack roll of 1.
Always Maximize Roll: Greater deities (rank 16-20) automatically get the best result possible on any
check,
saving throw,
attack roll, or
damage roll. Calculate success, failure, or other effects accordingly. When a greater deity makes a
check, attack, or save assume a 20 was rolled and calculate success or failure from there. A d20 should still be rolled and used to
check for a threat of a critical hit. This quality means that greater deities never need the
Maximize Spell feat, because their spells have maximum effect already.
Checks: A deity gets its
divine rank as a divine bonus on all
skill checks,
ability checks,
caster level checks, and turning checks. Lesser deities (rank 6-10) may take 10 on any check, provided they need to make a check at all. Intermediate and greater deities (rank 11-20) always get a result of 20 on any check, provided they need to make a check at all.
Deities and Synergy Bonuses: For every 20 extra ranks a deity has in a skill, the deity's synergy bonus from the skill (if any) increases by +2.
Immunities: Deities have the following
immunities. Individual deities may have more
immunities. Unless otherwise indicated, these
immunities do not apply if the attacker is a deity of equal or higher rank.
Transmutation: A deity is immune to polymorphing, petrification, or any other
attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Energy Immunity: Deities of rank 1 or higher are immune to electricity, cold, and acid, even if the attacker is a deity of higher
divine rank. Some deities have additional energy
immunities.
Divine Rank
|
Damage Reduction
|
Quasi-deity (0) |
10/epic |
Demigod (1-5) |
15/epic |
Lesser deity (11-15) |
20/epic |
Intermediate deity (11-15) |
25/epic |
Greater deity (16-20) |
30/epic |
Resistances: All deities have at least the following
resistances. Individual deities may have additional
resistances.
Domain Powers: A deity of rank 1 or higher can use any
domain power it can grant a number of times per day equal to its
divine rank (if the power normally can be used more often than that, the deity gets the greater number of uses). If a
domain power is based on a
cleric's level (or one-half a
cleric's level), a deity with no
cleric levels has an effective
cleric level equal to the deity's
divine rank (or one-half the deity's
divine rank) for this purpose.
Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not
age, and they do not need to eat,
sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive
damage.
Senses: Deities of rank 1 or higher have incredibly sensitive perception. Such a deity's
senses (including
darkvision and
low-light vision, if the deity has them) extend out to a radius of one mile per
divine rank. Perception is limited to the
senses a deity possesses. A deity cannot see through solid objects without using its remote sensing ability or some sort of x-
ray vision power.
Remote Sensing: As a
standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of its worshipers, holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks the deity's name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity's
portfolio occurs.The remote sensing power can cross planes and penetrate any barrier except a
divine shield (described in
Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by
misdirection or
nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend its
senses to two or more remote locations at once (depending on
divine rank) and still sense what's going on nearby.
Divine Rank
|
Remote Locations
|
1-5 |
2
|
6-10 |
5
|
11-15 |
10
|
16-20 |
20
|
Once a deity chooses a remote location to
sense, it automatically receives sensory information from that location until it chooses a new location to
sense, or until it can't
sense the location.
Block Sensing: As a
standard action, a deity of rank 1 or higher can block the sensing ability of other deities of its 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 the deity, 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 itself. The blockage lasts 1 hour per
divine rank.
Portfolio: Every deity of rank 1 or higher has at least limited
knowledge and control over some aspect of mortal existence. A deity's connection to its
portfolio gives it a number of powers.
Portfolio Sense: Demigods have a limited ability to sense events involving their portfolios. They automatically sense any event that involves one thousand or more people.
The ability is limited to the present. Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their
senses extend one week into the past for every
divine rank they have. Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their
senses extend one week into the past and one week into the future for every
divine rank they have. When a deity
senses an event, it merely knows that the event is occurring and where it is. The deity receives no sensory information about the event. Once a deity notices an event, it can use its remote sensing power to perceive the event.
Divine Rank
|
Maximum DC for Automatic Action
|
Free Actions per Round
|
1-5 |
15
|
2
|
6-10 |
20
|
5
|
11-15 |
25
|
10
|
16-20 |
30
|
20
|
Create Magic Items: A deity of rank 1 or higher can
create magic items related to its
portfolio without any requisite
item creation feat, provided that the deity possesses all other
prerequisites for the item. The maximum item value a deity can create is a function of its
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 Rank
|
Maximum Market Price
|
1-5 |
4,500 gp |
6-10 |
30,000 gp |
11-15 |
200,000 gp (any nonartifact) |
16-20 |
No maximum (including artifact) |
If a deity has the
item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) and creation times are halved.
Divine Aura: The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower
divine rank. All
divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura's effects with successful Will saves; the DC is 10 + the deity's rank + the deity's Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any being who makes a successful
saving throw against a deity's aura power becomes immune to that deity's aura power for one day.
Divine aura is an emanation that extends around the deity in a radius whose size is a function of
divine rank. The deity chooses the size of the radius and can change it as a
free action. If the deity chooses a radius of 0 feet, its aura power effectively becomes 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.
Divine Rank
|
Divine Aura Size
|
1-5 |
10 ft./rank |
6-10 |
100 ft./rank |
11-15 |
100 ft./rank |
16-20 |
1 mile/rank |
The deity can make its own worshipers, beings of its
alignment, or both types of individuals immune to the effect as a
free action. The
immunity lasts one day or until the deity dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura's radius. The deity can choose from the following effects each round as a
free action.
Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can take no actions.
Fright: Affected beings become shaken and suffer a -2 morale penalty on
attack rolls, saves, and
checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Spontaneous Casting: A deity of rank 1 or higher who has
levels in a
divine spellcasting class can spontaneously cast any spell it can grant.
Communication: A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages. The deity can speak directly to any beings within one mile of itself per
divine rank.
Remote Communication: As a
standard action, a deity of rank 1 or higher can send a
communication to a remote location. The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity, or within one mile per rank away from a
statue or other likeness of the deity. The creature being contacted can receive a telepathic
message that only it can hear. Alternatively, the deity's voice can seem to issue from the air, the ground, or from some object of the deity's choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic
message. The exact nature of this
communication varies with the deity, but it usually is some visible phenomenon. A deity's
communication power can cross planes and penetrate any barrier. Once
communication is initiated, the deity can continue communicating as a
free action until it decides to end the
communication. A deity can carry on as many remote communications at one time as it can remote
sense at one time (see Remote Sensing, above).
Godly Realm: Each deity of rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at its most powerful within its
godly realm. A deity has at least modest control over
the environment within its realm, controlling the temperature and minor elements of
the environment. The radius of this control is a function of the deity's rank and whether the realm is located on an Outer Plane or some other plane (including
the Material Plane).
Divine Rank
|
--- Radius of Control ---
|
|
Outer Plane
|
Material Plane
|
1-5 |
100 ft./rank |
100 ft./rank |
6-10 |
1 mile |
100 ft./rank |
11-15 |
10 miles |
100 ft./rank |
16-20 |
100 miles |
100 ft./rank |
Within this area, the deity can set any temperature that is normal for the plane where the realm is located (for
the Material Plane, any temperature from -20°F to 120°F), and fill the area with scents and sounds as the deity sees fit. Sounds can be no louder than one hundred
humans could make, but not intelligible speech or harmful sound. The deity's ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser deity can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its
divine powers. A deity of rank 6 or higher not only has control over
the environment, but also controls links to
the Astral Plane. Manipulating a realm's astral links renders teleportation and similar effects useless within the realm. The deity can designate certain locales within the realm where astral links remain intact. Likewise, the deity can block off the realm from planar portals or designate locations where portals are possible. A deity of rank 11 or higher can also apply the enhanced magic or impeded
magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced
magic trait enables a
metamagic feat to be applied to a group of spells without requiring higher-
level spell slots. Many deities apply the enhanced
magic trait to their domain spells, making them maximized (as the
Maximize Spell feat) within the boundaries of their realm. The impeded
magic trait doesn't affect the deity's spells and
spell-like abilities.
In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on
the Material Plane. These buildings and alterations are manifestations of the deity's control over the realm.
A greater deity (rank 16 or higher) also can
perform any one of the following acts:
• Change or apply a gravity trait within the realm.
• Change or apply an elemental or energy trait within the realm.
• Change or apply a time trait within the realm.
Once a deity sets the
conditions in its realm, they are permanent, though the deity can change them. As a
standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes. Changing astral links,
planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can
perform any action it desires, so long as it remains within the realm. The astral links,
planar traits, and terrain remain unchanged until the labor is complete.
Travel: A deity of rank 1 or higher can use
teleport without error as a
spell-like ability at will, as the spell cast by a 20th-
level character, except that the deity can
transport only itself and up to 100 pounds of objects per
divine rank. A deity of rank 6 or higher also can use
plane shift as a
spell-like ability at will, as the spell cast by a 20th-
level character, except that the deity can only
transport itself and up to 100 pounds of objects. If the deity has a
familiar, personal
mount, or personal intelligent weapon, the creature can accompany the deity in any mode of
travel if the deity touches it. The creature's weight counts against the deity's weight limit.
Familiar: A deity of rank 1 or higher with
levels as a
sorcerer or a
wizard has
the ability to treat any creature of a given kind as a
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 instantaneously, as long as the second creature is within range. This special
familiar ability does not replace the deity's ability to have a normal
familiar, which could be any kind of eligible creature.
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