So, as promised in my last post, I'm sharing some of what my group's come up with in the way of custom Divine stuff. Both games are now all-divine; one of them just did a large fast-forward in terms of story and we assumed several years of relative peace and religious growth. That one now has all PCs at DR 6, while the other has them on the cusp of reaching DR 4. Among other things, this has forced us to come up with several new portfolios (since the first game is in an essentially closed cosmos and most of the Ascension-included ones are taken) and portfolio trials to go with some existing Domains that didn't have full Portfolios yet (because my games feature a house-rule that deities can grant more than four Domains). A deity acquires the ability to grant a Domain to Clerics by undergoing the portfolio trial associated with that Domain, even if the actual Portfolio can't yet be taken due to lack of enough Divine slots to take Extra Portfolio (or because somebody else beat you to it and has thus closed it off).
Below, I describe one of these new Portfolios; I'll be posting more in the days to come. As part of the portfolio trials thing mentioned above, though, I will note that we did in fact come up with a trial for Concealment (the Portfolio I posted way back on page 1 of this thread), and edited that trial in to that post tonight just before I posted this.
That said, here's the first new Portfolio. This trial made for a very interesting game session, I can tell you.
But more on that later.
Versatility Portfolio
Aspects: Flexibility, Resourcefulness, Ingenuity
Opposed Portfolio: Focus (or Specialization)
Examples: none mythological (again)
Favored Animal: Fox, Snake
Favored Class: Factotum
Favored Place: Schools
Favored Sacrifice: Any device with more than one use
Favored Time: Twilight
Favored Weapon: Dagger
Portfolio Trial: In a single day, you must finish/research an epic spell/power, finish/create a powerful, epic item, defeat a powerful opponent without using spells or psionic powers, destroy an artifact, and create a work of art to commemorate it all.
Prerequisites: -
Symbol: Three (juggling) balls being juggled in a circle.
Typical Quote: "You are only limited by your belief."
Versatility Domain
Granted Power: You do not receive an experience penalty when taking levels in multiple classes. This does not apply to classes which are higher level than your cleric level.
Versatility Domain Spells
1. Wieldskill: Target gains +10 to one skill, or can use it untrained, or gains weapon or armor proficiency. [from Magic of Faerun]
2. Silence: Negates sound in 15-foot radius.
3. Dispel Magic: Cancels spells and magical effects.
4. Divination: Provides useful advice for specific proposed actions.
5. Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
6. Dispel Magic, Greater: As Dispel Magic, but up to +20 on check.
7. Holy Star: Mote of energy protects you, attacks foes. [from Spell Compendium]
8. Phase Door: Creates an invisible passage through wood or stone.
9. Miracle: Requests a deity's intercession.
Dominion
Realm: You create a realm that is a little bit of everything; maybe parts of a library here, bits of a blacksmith shop there, and some of a kitchen elsewhere, with bits of a battlefield scattered all over. With some concentration, it may be possible for allies to direct the realm to provide them a locale that they want...
Elder One: Your planar realm extends to a planar layer.
Old One: Your planar realm becomes a separate plane of its own.
First One: - (player didn't fill this one out and I haven't seen a need yet to do so- the pattern's pretty obvious anyway)
Versatility template (Single)
Appearance: -
Behavior: -
Versatility template (Double)
Appearance: -
Behavior: -
(Single) Versatility Portfolio
Spell-like Abilities (Disciple): Use any Versatility domain spell once per round as a standard action.
Dizzying Array (Weakness): The sheer amount of options available to you make it difficult to focus on one thing for more than a round during battle or any other activity which requires a lot of the immortal's attention. Make a Will Save versus DC 15, +5 DC per divine rank. Failing the saving throw prevents the immortal from taking more than a move action in the following round.
Repetition is the Key to Learning (Weakness): Against consecutive repeated actions, the Immortal suffers a penalty equal to his or her divine rank applied to the saving throw or his/her AC against the action, as appropriate. The action must be exactly the same as an action taken by the same opponent in the previous round.
Spell Ward (Prophet): You ignore the effects of the first spell cast against you each round.
Scion of Versatility (Hero-deity): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank when not performing the same actions as the previous round.
Durable Talent (Quasi-deity): All summoned, constructed or called creatures may use all of their abilities twice as often.
Versatile Options (Demi-deity): You may choose the exact damage type dealt (if an effect can deal more than one type of damage) and who a damaging magical or psionic effect affects.
Superior Divine [Effect] (Lesser deity): Assault your enemies with divine attacks.
Uncanny Divine Mastery (Intermediate deity): Assault your enemies with divine attacks.
Multifaceted (Greater Deity): Gain six feats.
Time Dilation (Elder One): Take twice as many actions per round.
Cosmic Imperfection (Focus) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Divine Inspiration (Old One): Immortal gains one divine ability that can be changed at will.
(Double) Versatility Portfolio
Spell-like Abilities (Disciple): Use two Versatility domain spells per round (one standard, one swift).
Dizzying Array (Weakness): The sheer amount of options available to you make it difficult to focus on one thing for more than a round during battle or any other activity which requires a lot of the immortal's attention. Make a Will Save versus DC 25, +5 DC per divine rank. Failing the saving throw prevents the immortal from taking more than a move action in the following round.
Repetition is the Key to Learning (Weakness): Against consecutive repeated actions, the Immortal suffers a penalty equal to twice his or her divine rank applied to the saving throw or his/her AC against the action, as appropriate. The action must be exactly the same as an action taken by the same opponent in the previous round.
Spell Store (Prophet): You absorb one spell of your choice each round and may discharge the spell at any point in the future. The spell must either be a ray or targeting you in some fashion. You can store a number of spell levels at a time equal to your hit dice.
Greater Scion of Versatility (Hero-deity): Competence bonus to attack rolls, damage rolls and armor class equal to double your divine rank when not performing the same actions as the previous round.
Persistent Talent (Quasi-deity): All summoned, constructed or called creatures may use all of their abilities three times as often.
Unlimited Options (Demi-deity): You may choose the exact damage type dealt and who a damaging effect affects.
Superior Divine [Effect] (x2 HD) (Lesser deity): Assault your enemies with divine attacks.
Uncanny Divine Mastery (x2 HD) (Intermediate deity): Assault your enemies with divine attacks.
Anyfeat (Greater Deity): Gain a feat that can be changed at will.
Time Dilation (Elder One): Take twice as many actions per round.
Cosmic Imperfection (Focus) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Replicate (Old One): Immortal can replicate any ability it has encountered before.
Transmortality (First One): You cannot be killed.
An amusing twist to the above is that the character who took this Portfolio had no Factotum levels when he did it- he gained levels in the class later on. He fulfilled the trial by finishing work on a dagger with several Epic powers in it at the Obsidian Tower (mentioned in my post on Divine Researcher, above), immediately afterwards going to the Dark Lens (also mentioned in that same post) and spending several hours researching a new Epic psionic power based on Fabricate (designed to create a sculpture or other piece of art based on events lived by the subject creature), using said power on himself, then going to an Atropal and tricking it through careful talking (and long, thoughtful research beforehand as to the creature's background and motives) into eating an artifact of negative energy- thus conveniently destroying both artifact and Atropal in the resulting explosion. It was suggested before he did all this that the trial might also be completed by judicious use of time travel, but he figured out a way to get it all done in only 24 hours by getting some of the tasks to meet more than one part of the trial apiece. Anyway, it was quite a session, as I said!
Below, I describe one of these new Portfolios; I'll be posting more in the days to come. As part of the portfolio trials thing mentioned above, though, I will note that we did in fact come up with a trial for Concealment (the Portfolio I posted way back on page 1 of this thread), and edited that trial in to that post tonight just before I posted this.
That said, here's the first new Portfolio. This trial made for a very interesting game session, I can tell you.

Versatility Portfolio
Aspects: Flexibility, Resourcefulness, Ingenuity
Opposed Portfolio: Focus (or Specialization)
Examples: none mythological (again)
Favored Animal: Fox, Snake
Favored Class: Factotum
Favored Place: Schools
Favored Sacrifice: Any device with more than one use
Favored Time: Twilight
Favored Weapon: Dagger
Portfolio Trial: In a single day, you must finish/research an epic spell/power, finish/create a powerful, epic item, defeat a powerful opponent without using spells or psionic powers, destroy an artifact, and create a work of art to commemorate it all.
Prerequisites: -
Symbol: Three (juggling) balls being juggled in a circle.
Typical Quote: "You are only limited by your belief."
Versatility Domain
Granted Power: You do not receive an experience penalty when taking levels in multiple classes. This does not apply to classes which are higher level than your cleric level.
Versatility Domain Spells
1. Wieldskill: Target gains +10 to one skill, or can use it untrained, or gains weapon or armor proficiency. [from Magic of Faerun]
2. Silence: Negates sound in 15-foot radius.
3. Dispel Magic: Cancels spells and magical effects.
4. Divination: Provides useful advice for specific proposed actions.
5. Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
6. Dispel Magic, Greater: As Dispel Magic, but up to +20 on check.
7. Holy Star: Mote of energy protects you, attacks foes. [from Spell Compendium]
8. Phase Door: Creates an invisible passage through wood or stone.
9. Miracle: Requests a deity's intercession.
Dominion
Realm: You create a realm that is a little bit of everything; maybe parts of a library here, bits of a blacksmith shop there, and some of a kitchen elsewhere, with bits of a battlefield scattered all over. With some concentration, it may be possible for allies to direct the realm to provide them a locale that they want...
Elder One: Your planar realm extends to a planar layer.
Old One: Your planar realm becomes a separate plane of its own.
First One: - (player didn't fill this one out and I haven't seen a need yet to do so- the pattern's pretty obvious anyway)
Versatility template (Single)
Appearance: -
Behavior: -
Versatility template (Double)
Appearance: -
Behavior: -
(Single) Versatility Portfolio
Spell-like Abilities (Disciple): Use any Versatility domain spell once per round as a standard action.
Dizzying Array (Weakness): The sheer amount of options available to you make it difficult to focus on one thing for more than a round during battle or any other activity which requires a lot of the immortal's attention. Make a Will Save versus DC 15, +5 DC per divine rank. Failing the saving throw prevents the immortal from taking more than a move action in the following round.
Repetition is the Key to Learning (Weakness): Against consecutive repeated actions, the Immortal suffers a penalty equal to his or her divine rank applied to the saving throw or his/her AC against the action, as appropriate. The action must be exactly the same as an action taken by the same opponent in the previous round.
Spell Ward (Prophet): You ignore the effects of the first spell cast against you each round.
Scion of Versatility (Hero-deity): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank when not performing the same actions as the previous round.
Durable Talent (Quasi-deity): All summoned, constructed or called creatures may use all of their abilities twice as often.
Versatile Options (Demi-deity): You may choose the exact damage type dealt (if an effect can deal more than one type of damage) and who a damaging magical or psionic effect affects.
Superior Divine [Effect] (Lesser deity): Assault your enemies with divine attacks.
Uncanny Divine Mastery (Intermediate deity): Assault your enemies with divine attacks.
Multifaceted (Greater Deity): Gain six feats.
Time Dilation (Elder One): Take twice as many actions per round.
Cosmic Imperfection (Focus) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Divine Inspiration (Old One): Immortal gains one divine ability that can be changed at will.
(Double) Versatility Portfolio
Spell-like Abilities (Disciple): Use two Versatility domain spells per round (one standard, one swift).
Dizzying Array (Weakness): The sheer amount of options available to you make it difficult to focus on one thing for more than a round during battle or any other activity which requires a lot of the immortal's attention. Make a Will Save versus DC 25, +5 DC per divine rank. Failing the saving throw prevents the immortal from taking more than a move action in the following round.
Repetition is the Key to Learning (Weakness): Against consecutive repeated actions, the Immortal suffers a penalty equal to twice his or her divine rank applied to the saving throw or his/her AC against the action, as appropriate. The action must be exactly the same as an action taken by the same opponent in the previous round.
Spell Store (Prophet): You absorb one spell of your choice each round and may discharge the spell at any point in the future. The spell must either be a ray or targeting you in some fashion. You can store a number of spell levels at a time equal to your hit dice.
Greater Scion of Versatility (Hero-deity): Competence bonus to attack rolls, damage rolls and armor class equal to double your divine rank when not performing the same actions as the previous round.
Persistent Talent (Quasi-deity): All summoned, constructed or called creatures may use all of their abilities three times as often.
Unlimited Options (Demi-deity): You may choose the exact damage type dealt and who a damaging effect affects.
Superior Divine [Effect] (x2 HD) (Lesser deity): Assault your enemies with divine attacks.
Uncanny Divine Mastery (x2 HD) (Intermediate deity): Assault your enemies with divine attacks.
Anyfeat (Greater Deity): Gain a feat that can be changed at will.
Time Dilation (Elder One): Take twice as many actions per round.
Cosmic Imperfection (Focus) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Replicate (Old One): Immortal can replicate any ability it has encountered before.
Transmortality (First One): You cannot be killed.
An amusing twist to the above is that the character who took this Portfolio had no Factotum levels when he did it- he gained levels in the class later on. He fulfilled the trial by finishing work on a dagger with several Epic powers in it at the Obsidian Tower (mentioned in my post on Divine Researcher, above), immediately afterwards going to the Dark Lens (also mentioned in that same post) and spending several hours researching a new Epic psionic power based on Fabricate (designed to create a sculpture or other piece of art based on events lived by the subject creature), using said power on himself, then going to an Atropal and tricking it through careful talking (and long, thoughtful research beforehand as to the creature's background and motives) into eating an artifact of negative energy- thus conveniently destroying both artifact and Atropal in the resulting explosion. It was suggested before he did all this that the trial might also be completed by judicious use of time travel, but he figured out a way to get it all done in only 24 hours by getting some of the tasks to meet more than one part of the trial apiece. Anyway, it was quite a session, as I said!
Last edited: