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.