Epic House Rules

grodog said:
That's great, thanks Rakhir. As an Upper_Krust/Immortal Handbook newbie, do you have any favorite places to start reading these threads: should I go chronological, or some other order?

Not a clue I'm afraid. Just remembered seeing it.
 

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grodog said:
That's great, thanks Rakhir. As an Upper_Krust/Immortal Handbook newbie, do you have any favorite places to start reading these threads: should I go chronological, or some other order?

I recommend starting at the beginning of the latest thread -- The (new) Immortals Handbook Thread. It has a self-contained introduction, and it isn't as long as the others. Most of the information in the other threads has been updated in this last thread, anyway.
 

Marasm
Medium Outsider (Abomination, Chaotic, Evil, Extraplanar)

Hit Dice: 30d8+360 (600 hp)
Initiative: +17
Speed: 60 ft.
Armour Class: 49 (+9 Dex, +30 natural), touch 19, flat-footed 40
Base Attack/Grapple: +30/+37
Attack: Claw +37 melee (2d8+7 plus disease)
Full Attack: 2 claws +37 melee (2d8+7 plus disease) and bite +32 melee (4d6+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane theophany, spell-like abilities, summon pestilential swarm, wasting disease.
Special Qualities: Abomination traits, damage reduction 15/good and epic, fast healing 15, regeneration 10, spell resistance 43, stench, withering wake
Saves: Fort +29, Ref +28, Will +33
Abilities: Str 24, Dex 29, Con 35, Int 24, Wis 26, Cha 35
Skills: Bluff +45, Concentration +45, Diplomacy +53, Disguise +45 (+49 acting), Intimidate +49, Hide +42, Knowledge (arcana) +40, Knowledge (the planes) +40, Listen +43, Move Silently +42, Sense Motive +41, Spellcraft +44 (+48 scrolls), Spot +43, Survival +41 (+45 on other planes), Use Magic Device +45 (+49 scrolls)
Feats: Ability Focus (disease), Alertness, Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (greater teleport)
Epic Feats: Epic Will, Spellcasting Harrier, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 31
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 30-38 HD (Medium); 39-50 HD (Large)
Level Adjustment: -

This emaciated monster appears as an oversized child dressed in rags, and its bones protrude grotesquely through its leathery skin. Its eyes are black pits, and its grinning mouth contains teeth that appear as though they have been shaved or filed to points. An unholy, fetid stench accompanies it.

A marasm is the abandoned offspring of deities whose portfolios include pestilence and magic. Despised by and cut off from its progenitors, the marasm is fated to wander throughout the worlds, dispossessed of its godly heritage but acutely conscious of its strength. A marasm wields magic with surpassing ease, but blights and withers all that it touches with its power.

The marasm is agile, sly and deceitful, and prefers to achieve its goals covertly and by manipulation of others, rather than through direct confrontation. It is patient, spending years devising intricate plots and establishing cults and networks of followers: it craves worship, and is hungry to gain true divinity.


COMBAT

Abomination Traits: Immune to polymorphing, petrification and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1000 ft. Caster level 31st, where appropriate.

Spell-Like Abilities: At will – creeping doom, greater scrying (DC 29), greater teleport (self plus 50 pounds of objects only), horrid wilting (DC 30), insect plague, plane shift (self plus 50 pounds of objects only), unholy aura (DC 30); 1/day – blasphemy (DC 29), pestilence (DC 32). Caster level 31st. The save DCs are Charisma-based.

Arcane Theophany (Sp): A marasm can use this spell-like ability at will to replicate any arcane spell of 5th level or lower. This is the equivalent of a seventh-level spell. Save DC 28, where applicable. Caster level 31st.

Regeneration (Ex): A marasm takes normal damage from good-aligned epic weapons, or from spells or effects with the good descriptor.

Stench (Ex): In its natural form, a marasm is always accompanied by an overwhelming stench of decay and putrescence. Creatures who breathe must make a Fortitude saving throw (DC 37) every round that they remain within 10 feet of the marasm, or become nauseated for 1d4 rounds. The Save DC is Constitution-based.

Summon Pestilential Swarm (Sp): A marasm may summon a swarm of rats, bats or spiders at will. This functions as the spell summon swarm, but the swarm is infected with either blinding sickness, red ache or slimy doom, as determined by the marasm. This ability is the equivalent of a ninth-level spell. Caster level 31st.

Wasting Disease (Ex): Creatures who touch or are touched by a marasm must make a Fortitude saving throw or contract a nameless wasting disease (DC 39, Contact, 2d6 Con damage). The disease has an incubation period of one round, and the onset of the symptoms are so rapid that those affected must make a successful saving throw every round instead of every day to stave off the effects: two successful saves in a row indicate that the victim's immune system has fought off the infection. A cure disease spell, heal spell, or epic spell using the heal seed in this time purges the disease from the victim's system. The Save DC is Constitution-based.

Withering Wake (Su): At all times, the marasm emanates a debilitating aura around itself which afflicts plant life and putrefies water and food. Normal plants within 10 ft. of a marasm die as if struck by a blight spell, and food and water is rendered inedible. Within a 100-ft. radius circle of the marasm, plants wither and shrink to one third of their normal size, and within half a mile of the marasm the growth of normal plants is stunted, reducing their potential productivity over the course of the following year to one-third below normal. The latter two effects are similar to the effects of the diminish plants spell, but plant life is stricken and diseased rather than trimmed and pruned.
 
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That is SO COOL. Wow. I mean, that is an astonishingly flavorful bit of design... I like the Arcane Theophany thing, too, it's a great way of making it super-flexible and powerful without being really complicated. God bless Limited Wish! The Sorcerer's Boon.
 

One thing I've always noticed about your creations is how well statted-up they are. What do you use to make up your creations. Please don't say "word" or "notepad" because then I'll start crying. (Is it strange that I admire your formatting? I can't believe how much I get off on good formatting.)

Any chance on posting any quasi-deities that are good? (Cough Eadric hehe)
 

Salient Divine Abilities


Because of the fact that the ELH was released after Deities and Demigods, some of the salient divine abilities are kind of lame. I've been tweaking some of them to try to reflect the fact that most deities have epic levels in various classes. Some SDAs, on the other hand, are immensely powerful: Life and Death, Alter Reality etc.

My general aim was to narrow the disparity between the power of salient divine abilities, admit the existence of epic rules, and beef up less impressive abilities to a more suitable level for deities. I also wanted to make them simpler, and require less bookwork.

I've adopted the general pattern of DC = half deity's hit dice + ability modifier + divine rank: in line with the save DCs of supernatural effects. In the original system, no provision is made for the deity's hit dice and class levels. This increases the save DC of an SDA by +30, assuming 20HD + 40 class levels.

Original and revised SDAs are included. I'd love feedback on any of these.

*

Banestrike (Original)
Prerequisite: Base attack bonus +20.
Benefit: Any weapon the deity weilds 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.


Banestrike (Revised)
Prerequisite: Ranger level 30th, Wis 25, Wilderness Lore 40 ranks, Bane of Enemies, Death of Enemies, Knowledge (nature) 30 ranks.
Benefit: Any weapon the deity wields gains a bonus of +4 on attack and damage rolls, and it deals an extra +4d6 points of bonus damage against the designated foe. Any time the deity scores a hit against the foe, that creature must make a saving throw (DC = 10 + half the deity's hit dice + the deity's strength modifier + the deity's divine rank) or die. The bonus and extra damage stack with any other properties the weapon has.


Notes: The SDA becomes more ranger-specific. Effectively, any weapon wielded by the deity is a dread weapon vs. its selected foe. The Death of Enemies feat (strike dead on a crit) is extrapolated to any successful hit as an SDA.

*****

Divine Battle Mastery (Original)
Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex 13, Dodge, Combat Expertise, Mobility, Spring Attack, Whirlwind Attack, War domain.
Benefit: The deity can make an unlimited number of attacks of opportunity in one round. (The deity still can't make more than one attack of opportunity against a single opponent in a round.) As a full-round action, the deity may make one melee attack at its full base attack bonus against each opponent within reach. The deity does not incur any attacks of opportunity from this action.


Divine Battle Mastery (Revised)
Prerequisites: Fighter level 30th, Combat Expertise, Combat Reflexes, Int 13, Dex 13, Dodge, Improved Whirlwind Attack, Mobility, Spring Attack, Whirlwind Attack, War domain.
Benefit: This salient divine ability confers a number of benefits:
* Each round, the deity can make an unlimited number of attacks of opportunity, although it cannot make more than one attack of opportunity against a single opponent in the same round.
* As a full-round action, the deity may make one melee attack at its full base attack bonus against each opponent within twice its normal reach. The deity does not incur any attacks of opportunity from this action.
* The deity may move its full distance and make a full attack in the same round.


Notes: The reach of the deity's whirlwind is doubled (Improved Whirlwind Attack becomes a prerequisite), and the deity gains the pounce special ability. The SDA still feels underpowered.

***

Divine Celerity (Original)
Prerequisite: Dex 29.
Benefit: The deity acts as if hasted for a number of minutes per day equal to its divine rank. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.


Divine Celerity (Revised)
Prerequisite: Dex 29.
Benefit: The deity's base speed for all movement types doubles. It acts as if hasted at all times.


Notes: The epic feat Blinding Speed can duplicate the original SDA. I felt like it needed a boost.

***

Divine Druid (Original)
Prerequisites: Druid level 20th.
Benefit: While in a wild shape, the deity gains all the extraordinary and supernatural abilities of the creature whose form it adopts. In addition to animal forms, the deity can take the form of magical beasts or plant creatures. Some deities can assume additional forms. These are specified in the deity's description.
The deity can assume the form of any animal, magical beast, or plant creature from Fine to Colossal in size.

Divine Druid (Revised)
Prerequisites: Druid level 30th, Magical Beast Wild Shape, Plant Wild Shape
Benefit: The deity may freely wild shape, with no limit on the number of times it can use the ability, or the length of time which it can remain in wild shape. While in a wild shape, the deity gains all the extraordinary and supernatural abilities of the creature whose form it adopts. Changing form is a free action, but the deity may only change form once per round.
The deity automatically succeeds at any wild empathy check directed towards animals or magical beasts or plant creatures with an Intelligence score of 1 or 2. The deity can make such a check as a free action.
The deity's animal companion (if it has one) has a divine rank of 0, and gains the benefits commensurate with that status.


***

Divine Paladin (Original)
Prerequisites: Paladin level 20th.
Benefit: The deity's aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet of the deity.
The deity's special mount, if any, gains the celestial template.
The deity can smite evil ten times per day, and gets an extra 3 points of damage per class level on a successful smite attempt.


Divine Paladin (Revised)
Prerequisites: Paladin level 30th, Cha 40, Great Smiting, Improved Aura of Courage.
Benefit: The deity’s aura of courage renders all allies within 100 feet per divine rank immune to fear effects.
The deity automatically smites evil when it strikes an evil foe with a melee weapon and deals extra damage equal to twice its Paladin level + its divine rank.
The deity's mount (if it has one) has a divine rank of 0, and gains the benefits commensurate with that status.

***

Divine Rage (Original)
Prerequisite: Barbarian level 20th.
Benefit: This ability is similar to the barbarian's rage ability (and it replaces the barbarian rage ability for the deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number of times per day equal to its divine rank. Once used, the ability lasts 1 hour (though the deity can end the rage at will). While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. The deity's spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at its full attack bonus, whenever it 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.


Divine Rage (Revised)
Prerequisite: Barbarian level 30th.
Benefit: The deity can enter or end a rage at will as a free action which counts against its normal limit. While raging, the deity gains +10 to Strength, +10 to Constitution, and a +5 morale bonus on Will saves. The deity’s spell resistance and energy resistances each increase by +10. The deity also can make one extra attack, at its full attack bonus, whenever it uses the full attack action. While raging, the deity suffers a –2 penalty to Armor Class and cannot perform acts that require patience and concentration, such as moving silently, casting spells, and using salient divine abilities. The deity is not fatigued after ending its rage.

***

Divine Sneak Attack (Original)
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity's sneak attacks deal an additional +3d6 points of damage.
Any attack of opportunity the deity makes is considered a sneak attack.
The deity can flank or catch flat-footed any opponent whose divine rank does not exceed the deity's and can sneak attack that opponent. The deity cannot deal sneak attack damage to opponents that are immune to critical hits. Any time the deity inflicts damage with a sneak attack, that target suffers damage equal to the deity's sneak attack bonus damage on the deity's next turn as well.


Divine Sneak Attack (Revised)
Prerequisites: Sneak attack +10d6, crippling strike, opportunist class feature, Sneak Attack of Opportunity.
Benefit: The deity’s sneak attacks deal an additional +10d6 points of damage, and the deity applies its divine rank as a bonus to the Strength damage it deals with a crippling strike. Any attack of opportunity the deity makes is considered a sneak attack.
The deity can flank or catch flat-footed any opponent whose divine rank does not exceed the deity’s and can sneak attack that opponent. The deity can deal sneak attack damage to opponents that are immune to critical hits.


**

Divine Spell Focus (Original)
Prerequisites: Spell Focus, Greater Spell Focus.
Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by one-half the deity's divine rank. This bonus overlaps (does not stack with) 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.


Divine Spell Focus (Revised)
Prerequisites: Spell Focus, Greater Spell Focus and Epic Spell Focus in the school selected; ability to cast at least one 9th-level spell of the school to be chosen.
Benefit: The deity chooses one school of magic. The save DC for any spell of that school increases by the deity’s divine rank. It also applies to the deity's spell-like abilities from that school of magic.
Spell resistance is ineffective against spells cast from that school. For all other purposes when casting spells from the chosen school, the deity gains a bonus to its caster level equal to its divine rank. This stacks with the usual bonuses deities gain to their caster level by virtue of their divine rank
Notes: A deity can have this ability multiple times, choosing a different school of magic each time.


***

See Magic (Original)
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. The deity needs to make a Spellcraft check to identify the school of each aura, but most deities with this ability can use Spellcraft as a free action.


See Magic (Revised)
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. As a free action which counts against its normal limit, the deity can determine the exact properties of any magic item (including artifacts), object or creature. In the case of objects, the deity instantly learns how to activate its functions (if appropriate), how many charges are left (if it uses charges), its history, and the identity of the creator. In the case of an object or creature with active spells cast upon it, the deity instantly learns each spell, its effect, caster level and identity of the caster.


***


Wave of Chaos (Original)
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that extends from the deity in a spread with a radius of 10 feet per divine rank. Creatures within the spread must make Will saves (DC 10 + the deity's Charisma modifier + the deity's divine rank) 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.


Aura of Chaos (New)
Prerequisites: Chaos Domain.
Benefit: The deity is surrounded by an aura to a distance of 10 feet per divine rank which forces creatures who enter to make Will saves (DC 10 + half the deity's hit dice + the deity’s Charisma modifier + the deity’s divine rank) or be forced to act unpredictably. Creatures must make a saving throw to avoid the aura's effects every round they remain within it. This ability works like a confusion spell which lasts a number of rounds equal to the deity's hit dice + the deity's divine rank. The deity can suppress or resume the aura as a free action.

Wave of Chaos (Revised)
Prerequisites: Aura of Chaos, Divine Rank 6, Cha 40, Chaos Domain.
Benefit: As a standard action, the deity can create a burst of mental force that radiates outwards from it to a distance of 100 feet per divine rank. Creatures within the burst must make Will saves (DC 10 + half the deity's hit dice + the deity’s Charisma modifier + the deity’s divine rank) or be forced to act unpredictably. This ability works like a confusion spell which lasts a number of rounds equal to the deity's hit dice + the deity's divine rank.
 

YES! Finally, 25th level characters don't have a major chance of wooping up on a deity if they're inititive allows it.

Any chance you've redone (or plan to redo), any of the other SDA? Think WotC might let you play in a 3.5 ELH, DoD, or FaP? Because you have real talent and insight for Epic style stuff. I've been impressed with the fluidity and simplicity of everything I've seen you right. 3E was about that and I think you should be in on something official Sep (psst, hey Monte, you might want to consider this guy).
 

Sepulchrave, I'm really impressed by the rules material you have presented, but I do have a minor nitpick.

Sepulchrave II said:
Divine Battle Mastery (Revised)
Prerequisites: Fighter level 30th, Combat Expertise, Combat Reflexes, Int 13, Dex 13, Dodge, Improved Whirlwind Attack, Mobility, Spring Attack, Whirlwind Attack, War domain.
Benefit: This salient divine ability confers a number of benefits:
* Each round, the deity can make an unlimited number of attacks of opportunity, although it cannot make more than one attack of opportunity against a single opponent in the same round.
* As a full-round action, the deity may make one melee attack at its full base attack bonus against each opponent within twice its normal reach. The deity does not incur any attacks of opportunity from this action.
* The deity may move its full distance and make a full attack in the same round.

I'm not sure if you are still using 3.0, but according to 3.5 RAW characters/creatures that can make more than one AoO per round can make more than one AoO against a given character/creature in a round. The new limit is one AoO per oppurtunity.

Here's what the SRD says:
SRD said:
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.
 

Campbell said:
I'm not sure if you are still using 3.0, but according to 3.5 RAW characters/creatures that can make more than one AoO per round can make more than one AoO against a given character/creature in a round. The new limit is one AoO per oppurtunity.

Good catch. I wonder if something else can be done with the SDA? It's kind of weak anyway.

Here are some more:

Automatic Metamagic
Prerequisite: Spellcaster level 30th, six metamagic feats, Spellcraft 40 ranks, Improved Metamagic
Benefit: As a free action, the deity may apply a number of metamagic feats equal to its divine rank to any spell it can cast, or to any spell-like abilitiy. The deity must know the metamagic feats to be applied. 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. Any metamagic feat selected cannot have a level requirement of 21st or higher. Feats that depend on making the spell’s level higher, such as Heighten Spell, do not work with this ability.
Suggested Portfolio Elements: Knowledge, magic.

Call Creatures
Benefit: The deity can call any one specific type of creature. As a full round action, the deity can call up to 20 HD of creatures per divine rank: the type of creature called may possess class levels, but no single creature may have more than half of the Hit Dice of the deity, and the called creature cannot possess divine rank.
Called creatures who are outsiders need not share the same alignment as the deity, but cannot be more than one step away from it: hence, a neutral evil deity could call pit fiends, but a chaotic evil deity could not. Called creatures are transported to the deity’s presence through a connection similar to that created by a gate spell, except that it can open to any plane including the Material Plane. The creatures willingly serve to the best of their ability for 1 round per caster level. The calling effect is otherwise similar to the calling property of the gate spell. The deity can use this ability a number of times per day equal to its divine rank .
Notes: A deity can have this ability multiple times, choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.

Clearsight
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, to the limit of its vision. The deity's vision also extends into coterminous planes. 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
Prerequisites: Plant domain
Benefit: As a standard action, the deity can make plants grow in a radius of up to one mile per divine rank. The deity can use this ability even in a place where plants cannot normally 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 of higher rank than the deity using the ability.
As a free action, once per round, the deity can attempt to dominate (as dominate monster) one plant creature within its sensory range per divine rank. The save DC to resist this effect is 10 + half the deity's Hit Dice + the deity’s Charisma modifier + the deity’s divine rank.
The deity can always speak with plants as though under the effect of a speak with plants spell, and its telepathic abilities extend to plants. As a full-round action, the deity can awaken any plant within its sensory range: the target plant receives no saving throw to avoid this effect, and its attitude is always friendly to the deity which awakened it. The deity's caster level is equal to its Hit Dice + its divine rank.
Suggested Portfolio Elements: Agriculture, earth, fertility.

Command Animals
Prerequisites: Animal domain
Benefit: All animals automatically have an attitude of friendly towards the deity unless commanded by another deity of higher rank.
At will, as a standard action, the deity can call up to 20 HD of animals per divine rank: the deity determines the type and number, dependent upon its needs, but they must be of the animal type. Called animals are transported to the deity’s presence through a 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. The deity can have no more than 40 HD of animals per divine rank under its command by use of this ability at any one time.
As a free action, once per round, the deity can attempt to dominate (as dominate monster) one animal within its sensory range per divine rank. The save DC to resist this effect is 10 + half the deity's Hit Dice + the deity’s Charisma modifier + the deity’s divine rank.
The deity can always speak with animals as though under the effect of a speak with animals spell, and its telepathic abilities extend to animals. As a full-round action, the deity can awaken any animal within its sensory range: the target animal receives no saving throw to avoid this effect, and its attitude is always friendly to the deity which awakened it. The deity's effective caster level is equal to its Hit Dice + its divine rank.
Suggested Portfolio Elements: Animals, nature.

Divine Armor Mastery
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: The deity ignores the maximum Dexterity bonus and armor check penalty for any armor or shield with which it is proficient, and suffers no spell failure chance if wearing armor or bearing a shield. The deity is always considered unarmored for purposes of determining movement.
Suggested Portfolio Elements: War.

Divine Assassin
Prerequisites: Assassin level 20th, Improved Death Attack.
Benefit: The deity requires only a move action to assess its target before a death attack, and there is no limit on its number of death attacks in a day. The deity adds its divine rank as a modifier to the DC of its death attack. Creatures immune to critical hits are still immune to the deity's death attack unless it also possesses the Divine Sneak Attack salient divine ability.

Divine Blast
Prerequisite: Cha 29.
Benefit: At will, as a standard action, the deity can blast its enemies. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 40d6 points of damage plus 2d6 points of damage per rank of the deity. There is no saving throw, but the deity must make a ranged touch attack to hit a target. The deity can make the ray look, sound, smell, and feel like anything it 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: Death, destruction, war.

Divine Blessing
Prerequisite: Selected ability score 40.
Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The deity must have a score of at least 40 in the selected ability. The deity can grant mortals a +10 divine bonus to that ability which lasts for one day. In a single day and at one time, the deity can affect up to 10 creatures per divine rank.
Notes: This ability works across planar boundaries. 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. 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 Radiance
Prerequisite: Good alignment, Sun domain.
Benefit: The deity can emanate light to a distance of 10 feet per divine rank from its body. This light counters and dispels all darkness effects (unless created by a deity of higher rank) and causes pain and damage to undead creatures, who take 2d8 points of damage per divine rank per round with no save. Undead with a specific vulnerability to sunlight (such as vampires) must make a Will saving throw (DC = 10 + the deity's Hit Dice + the deity's Charisma modifier + the deity's divine rank) every round they remain within the Divine Radiance or be destroyed.
At its option, the deity can make the Divine Radiance cause permanent blindness to creatures within its area unless they succeed at a Fortitude saving throw (DC = 10 + the deity's Hit Dice + the deity's Charisma modifier + the deity's divine rank). The save must be repeated every round they remain within the Divine Radiance.
Either or both effects may be suppressed or resumed as a free action.
Suggested Portfolio Elements: Good, light, sun.

Divine Monk
Prerequisites: Monk level 30th, Dex 25, Combat Reflexes, Deflect Arrows, Improved Ki Strike, Improved Critical (Unarmed Strike), Improved Unarmed Strike, Keen Strike, Infinite Deflection, Stunning Fist, Vorpal Strike
Benefit: The deity’s unarmed strikes are treated as an epic slashing weapon with an enhancement bonus of +6 which deals 4d6 points of bonus lawful damage to chaotic creatures and causes chaotic creatures to gain one negative level. The negative level may be removed with a successful Fortitude saving throw 24 hours later (DC 10 + half the deity's Hit Dice + the deity’s Charisma modifier + the deity’s divine rank). If the deity chooses, a particular attack can be bludgeoning instead of slashing, but the keen and vorpal qualities do not apply to that attack. Any unarmed attack the deity makes has a base damage of 2d12.
The deity can use the Deflect Arrows feat to deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. The deity can deflect any number of attacks in a single round. When the deity deflects any attack, the attack is reflected upon the attacker, using the deity’s base ranged attack bonus. When the deity deflects a spell, the spell’s level is added to the DC to deflect the attack.
Suggested Portfolio Elements: Law.

Divine Spellcasting
Prerequisite: Spellcaster level 30th, Epic Spellcasting
Benefit: The deity never pays any XP or gp cost to research an epic spell, but it must still devote the usual number of days to the development process. When casting an epic spell, the deity never incurs any actual XP loss as the result of a mitigating factor although the limit of 20,000 XP still applies.

Divine Toughness
Benefit: The deity gains an extra 200 hit points.
Notes: A deity can gain this ability multiple times. Its effects stack.
Suggested Portfolio Elements: Strength, war

Energy Aura
Benefit: The deity is surrounded by an energy aura (acid, cold, electricity, fire or sonic, depending on the deity) to a distance of 10 feet per divine rank which deals 10d6 points of damage plus 1d6 points per divine rank of the specified energy type to unprotected creatures within the aura: half of the damage is divine damage and not subject to resistance or spells such as protection from elements. Creatures are entitled to Fortitude saving throw every round (DC 10 + half the deity's hit dice + the deity’s Charisma modifier + the deity’s divine rank) to reduce the damage by half. The deity can suppress or resume the aura as a free action.

Energy Burst
Prerequisites: Energy Aura, Divine Rank 6
Benefit: At will, as a standard action, the deity can create a burst of a specific type of energy (acid, cold, electricity, fire or sonic energy) with a radius of 100 feet per divine rank centered on itself. Anything in the area takes 10d6 points of the appropriate energy damage plus 1d6 per divine rank: half of the damage is divine damage and not subject to resistance or spells such as protection from elements. Damage is halved for those who make successful Reflex saving throws (DC 10 + half the deity's Hit Dice + the deity’s divine rank + the deity’s Charisma modifier).
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Nature.

Energy Storm
Prerequisite: Divine rank 11, Energy Aura, Energy Burst.
Benefit: At will, as a standard action, the deity can surround itself with a vortex of energy (acid, cold, electricity, fire or sonic energy, specified in the deity’s description). The vortex extends from the deity in an emanation with a radius of 100 feet per divine rank. Once created, the energy storm is a mobile effect centered on the deity. The energy storm persists until the deity decides to dismiss it as a free action.
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 deal 10d6 points of energy damage plus 1d6 points of energy damage per divine rank, and 10d6 points of divine damage and 1d6 points of divine damage per divine rank each round. Creatures within an energy storm are entitled to a Fortitude saving throw (DC 10 + half the deity's Hit Dice + the deity’s divine rank + the deity’s Charisma modifier) every round to reduce the damage by half.
Notes: A deity can have this ability multiple times, choosing a different type of energy each time.
Suggested Portfolio Elements: Cold, fire, storms.

Lay Curse
Benefit: This ability works like the bestow curse spell, except that mortals get no save and all penaties are doubled (an Ability Score still cannot be reduced to less than 1). Deities of equal or lesser rank are subject to this ability, but are allowed Will saves (DC 10 + half the deity's hit dice + the deity’s Charisma modifier + the deity’s divine rank) to resist. The curse can be removed only by a deity of equal or higher rank than the cursing deity.
The deity can affect up to ten creatures per divine rank at once, but no more than that number each day. A single target may not be the subject of more than one curse layed by the same deity.
Notes: This ability works across planar boundaries. 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. A deity can lift a curse it has bestowed itself as a free action.
Suggested Portfolio Elements: Evil.

Spell Immunity
Prerequisites: Divine Rank 6
Benefit: The deity is immune to spells or spell-like abilities of 9th-level or less.
Notes: The deity is still subject to spells heightened beyond 9th level, and to epic spells.
Suggested Portfolio Elements: Magic, protection

Spell Storm
Prerequisites: Divine Rank 6, Spellcaster level 30th, Multispell, Quicken Spell, ability to cast 9th-level divine or arcane spells.
Benefit: Spells cast by the deity are automatically quickened if their casting time is 1 round or less. The deity may cast an additional number of quickened spells each round equal to its divine rank: this benefit freely stacks with any additional quickened spells the deity enjoys by virtue of the multispell epic feat. Quickened spells do not count against the deity's normal number of free actions in a round.

Unkillable
Prerequisites: Divine Toughness, Divine Fast Healing, Increased Damage Reduction, Divine Rank 11, Con 40.
Benefit: All hit point damage that the deity suffers is considered nonlethal damage unless the source is a deity of equal or higher rank.

Wound Enemy
Benefit: Any melee or ranged weapon wielded by the deity damages a creature such that a wound it causes deals 1 point of Constitution damage per divine rank. Multiple wounds from the weapon result in cumulative loss.
Suggested Portfolio Elements: Death, pain, war.
 

Sepulchrave II said:
Unkillable
Prerequisites: Divine Toughness, Divine Fast Healing, Increased Damage Reduction, Divine Rank 11, Con 40.
Benefit: All hit point damage that the deity suffers is considered nonlethal damage unless the source is a deity of equal or higher rank.

Wound Enemy
Benefit: Any melee or ranged weapon wielded by the deity damages a creature such that a wound it causes deals 1 point of Constitution damage per divine rank. Multiple wounds from the weapon result in cumulative loss.
Suggested Portfolio Elements: Death, pain, war.

Ouch.
 

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