Sollir Furryfoot
Explorer
What can I say, I was mostly unimpressed with WotC's Deities and Demigod's lack of customization, and fascinated with UK's system on divinity. What I basically wanted was something I could plug in to my regular D&D that was fairly customizable, but by the time I needed it all for my home game, UK's system of rules still hadn't come out. So I present the system I created thats a mish-mash of Deities and Demigods and my own stuff. Happy Thanksgiving everyone.
1st Post - Rules for Divinity
2nd Post - Sample gods/avatars/divine proxies/divine beasts/chosen of gods
Divine Rank and Ranking of Divinites
A god's strength is determined by how many Divine Ranks (or DR) they possess.
0 = Quasideity
1-3 = Demigod
4-7 = Lesser God
8-12 = Intermediate God
13-15 = Greater God
16+ = Overgod
Benefits of Divine Ranks
1) Maximum hit points, an extra partial action per round (as per 3.0 Haste)
2) 1 Divine Ability per rank (see below for sample abilities)
3) On all d20 rolls a Divine being cannot roll lower than his Divine Rank (Rolls equaling your amount of Divine ranks or less are substituted for a roll of 1+your Divine Ranks). Ex: A Divine being with a DR of 4 upon rolling a '1', '2', '3', or '4' counts his roll as a '5' instead.
4) +2 per rank of Divine bonus to AC, initiative, saves, skills, attacks, damage, grapple checks, caster level, abilities/spells with DCs.
5) Divine Immunities (Death Effects, Imprisonment, Mind-affecting abilities, Transmutation)
6) Spell Resistance 32+2x Divine Rank or the creature's natural SR +2x Divine Rank bonus if SR if a higher amount would result.
7) Special Bonuses depending on class (+Xd6 Sneak Attack for Rogues, X bonus spells per spell level for casters, etc...)
Natural-Born or Transcended Gods
Gods typically have 10-50 class levels, with no single class having more than 30 levels. They receive all the normal benefits from Divine Ranks .
HD: All gods have 20d8 base outsider HD, along with all this entails (20 BAB, +12 base saves). As per divinities, they receive maximum hp per HD.
Type: Gods are considered Outsiders, with subtypes appropriate to their alignment/domains/nature.
Size: Gods can choose to adopt a form ranging from Tiny to Gargantuan, with all the benefits that size gives (Ability score adjustments, size bonuses/penalties) factoring in afterwards.
Base Speed: As per original race, multiplied by DR/2. After DR 10 a god may move anywhere as a swift action (as per Teleport w/o Error).
AC: Gods have Deflection bonus equal to their charisma modifier, a +10 natural armor bonus (modified by size/base race, and their normal divine bonus from DR). A god typically does not benefit from armor (as their Dex bonus to AC is usually very high), though it can receive a bonus from a shield as normal.
Attacks: Add the god's Divine bonus to this amount.
Damage: Start with their weapon's normal base damage, then increase the die of damage by as many steps as the god has divine ranks.
Ex-A god with 4 divine ranks wielding a longsword has a base damage of 4d6+Str modifier+Weapon's enhancement bonus+8 divine bonus, 19-20/x2. 4d6 is derived from 1d10 -> 2d6 -> 2d8 -> 2d10 -> 4d6)
Special Qualities:
Damage Reduction - DR = to 15+2x Divine Rank (round up to a number divislbe by 5)/Epic and 1 other (Adamantine, Cold Iron, Evil, Lawful, Chaotic, etc...)
Divine Immunities: See above
Energy Immunity - Immunity to 1 type of energy per 2 Divine Ranks
Fast Healing (Su) 20
Spell Resistance - SR 32+2x Divine Rank
Tongues (Su) - Constant, as per the spell, CL 20+2x DR.
True Seeing (Su) - Constant, as per the spell, CL 20+2x DR.
Saves: Typically equal 12 (Outsider HD), + 1/2 class levels (Epic save bonus), +2x Divine Rank, +Ability Score Adjustments
Abilities: Three ability scores start with a base of 30, with the other three starting at 20. Add 2x DR to this amount, and then use racial or size modifiers.
Skills: Lazy man's bonus equals 23 (Base outsider ranks) +1 per 2 class levels +2/DR, +2 Ability score adjustments.
Feats: As per normal.
Equipment: A god does not benefit from most types of magic equipment. They can still use activated items but do not benefit from passive magical bonuses. A god can have three exceptions to this, typically two weapons and a misc. item, all which count as Artifacts. A god's primary artifact has a base enhancement bonus equal to 5 + their DR, with extra weapon enhancement bonuses equal to half this amount. A god's secondary and tertiary artifacts have a base enhancement bonus 2 and 4 lower than the god's primary artifact. Alternatively, one of their items can grant a bonus equal to this amount to a single ability score, all saves, or something equivalent. A deity can choose to stack an elemental, bane, or alignment property on their weapon, so a CN God of Storms with 5 DR might possess +10 (5x Shocking) Longspear, a +8 (Returning, Chaotic) Javelin, and an item that grants +6 to his Dexterity on top of all his Divine Bonuses.
Challenge Rating: 20 + 1/2 class levels + 2 x Divine Rank, +0-3 for race (0 for a CR 1 or less race, 1 for a CR 2-4 race, 2 for a CR 5-7 race, 3 for a CR 8-10 race. Deities with a base race of CR 11 or greater are typically Divine Beasts and not true deities per se) (See below for details on applying base race to gods)
Divine Beasts or Proxies (AKA Divinity as a Template)
A Divine Beast has divine ranks as part of their nature whereas a Divine Proxy is a mortal granted a limited form of divinity by their patron god.
Rules: Divine beasts and proxies simply receive all the normal benefits of Divine Ranks. IMC they are not affected by the same restrictions that deities have (they have more opportunity to interact with the mortal realm. Typically a deity can have a proxy that has a divine rank no greater than 1/3 their total Divine Ranks. A deity almost always has only one proxy at a time because the Divine Abilities a proxy has available are made unavailable to that deity.
Challenge Rating: +1 + 2 x Divine Ranks possessed to CR
Divine Servants
Divine Servants, such as angels, are beings created from the divine essence of a deity, either purely on its own or combined with the soul of a loyal follower. Each one of them is unique, and they share many traits common to deities. Divine Servants typically have 5-30 class levels, and are otherwise built as per a Natural-Born or Transcendent Deity with a base HD of 10d8 (instead of 20d8) and an equivalent Divine Rank of 0 for Quasideity status.
Challenge Rating: 15 + 1/2 Class levels + 0-3 for Race (as per Deities)
Chosen of the Gods
A lesser form of divinity empowerment are the Chosen followers of a god. Any god can have one Chosen per rank of divinity they possess without affecting their own power base. Chosen templates differ from deity to deity but equal about the same amount of power as the sample ones below (2nd post).
Challenge Rating: +1 to CR
Divine Abilities: (UNDER CONSTRUCTION)
Unless Noted, Divine Abilities have a DC of 10+1/2 the Divinity's total HD+2 x Divine Rank+Charisma modifier. Divine Portfolios are typically stronger Divine Abilities than most. As such, a divinity may only have one divine portfolio per 2 Divine Ranks, up to a maximum of 5 Portfolios. A deity with a porfolio may grant that domain to a following cleric.
Divine Blast:
As a standard action, a deity may make a ranged touch attack at any creature or object within sight. If it hits, the deity deals 5d20/DR of pure, divine damage (no save). Any barriers in the way of the target are negated, including walls of force (which are automatically dispelled if within the path of a Divine Blast). Usable 10x/day up to once per round. Note that a deity's inability to roll lower than his or her divine rank on d20 rolls applies to this damage.
Divine Portfolio (Luck):
Portfolio wielder gains a +2/DR Luck bonus to all rolls.
Divine Portfolio (Water):
Portfolio wielder gains Elemental Traits (Water). The following abilities affect those without the (water) subtype and require a standard action to use unless noted.
Rising Depths - The portfolio wielder is able to creates a sustained area of water around itself within a X radius (X=100’ x divine rank). Upon using this ability the portfolio wielder raises the level of water by 2 ft. (1 level), up to a maximum of 6 ft (3 levels). Those in contact with the water must make 2 Will saves or become Slowed for as long as they remain in contact with the water and 1 round afterwards.
Creatures in contact with the water with the (water) subtype gain a +1 bonus to attacks and damage per level of this blessed water.
Tidal Pillar (1 level of water) - 10d6+5d6/DR damage (Ref half) to everyone within a 15’ square. Those taking damage must make a Fortitude save or be stunned for 1d4 rounds.
Divine Maelstrom (3 levels of water) - 20d6+10d6/DR damage (Ref half) to everyone within the area of Rising Depths. No one is able to cast magical spells, use spell-like abilities, or benefit from supernatural abilities for 1 round after Maelstrom (no save). Note that magic items not dependent on the wielder casting may still be used.
Divine Wilting - As per Horrid Wilting, but it affects only a single target and the damage is increased to 20d8+5d8/DR. Within a 5 ft. adjacent square to the target forms an elemental of the type depending on how many hp the target lost. This ability may not affect the same target twice in a single round.
Divine Shield:
As a free action, you instantly gain an amount of temporary hit points equal to 50 +25/DR. This ability is usable 10x/day.
Fateweaver:
A number of times per round equal to your DR, you may force anyone making a roll within sight to make a second roll. You determine which roll of the two they keep. You may only use this ability once per person per round.
Hand of Death:
1x/day/2 Divine Ranks as a full round action you may make a melee touch attack against any creature (living, unliving, construct, it doesn't matter). Make a d20 check with a bonus equal to your HD against a DC of 11+the target's HD. If you fail the check, nothing happens and a use of this ability is wasted. If you succeed, the target dies (no save). This ability does not work on Divinities with 2 or more DR than you.
1st Post - Rules for Divinity
2nd Post - Sample gods/avatars/divine proxies/divine beasts/chosen of gods
Divine Rank and Ranking of Divinites
A god's strength is determined by how many Divine Ranks (or DR) they possess.
0 = Quasideity
1-3 = Demigod
4-7 = Lesser God
8-12 = Intermediate God
13-15 = Greater God
16+ = Overgod
Benefits of Divine Ranks
1) Maximum hit points, an extra partial action per round (as per 3.0 Haste)
2) 1 Divine Ability per rank (see below for sample abilities)
3) On all d20 rolls a Divine being cannot roll lower than his Divine Rank (Rolls equaling your amount of Divine ranks or less are substituted for a roll of 1+your Divine Ranks). Ex: A Divine being with a DR of 4 upon rolling a '1', '2', '3', or '4' counts his roll as a '5' instead.
4) +2 per rank of Divine bonus to AC, initiative, saves, skills, attacks, damage, grapple checks, caster level, abilities/spells with DCs.
5) Divine Immunities (Death Effects, Imprisonment, Mind-affecting abilities, Transmutation)
6) Spell Resistance 32+2x Divine Rank or the creature's natural SR +2x Divine Rank bonus if SR if a higher amount would result.
7) Special Bonuses depending on class (+Xd6 Sneak Attack for Rogues, X bonus spells per spell level for casters, etc...)
Natural-Born or Transcended Gods
Gods typically have 10-50 class levels, with no single class having more than 30 levels. They receive all the normal benefits from Divine Ranks .
HD: All gods have 20d8 base outsider HD, along with all this entails (20 BAB, +12 base saves). As per divinities, they receive maximum hp per HD.
Type: Gods are considered Outsiders, with subtypes appropriate to their alignment/domains/nature.
Size: Gods can choose to adopt a form ranging from Tiny to Gargantuan, with all the benefits that size gives (Ability score adjustments, size bonuses/penalties) factoring in afterwards.
Base Speed: As per original race, multiplied by DR/2. After DR 10 a god may move anywhere as a swift action (as per Teleport w/o Error).
AC: Gods have Deflection bonus equal to their charisma modifier, a +10 natural armor bonus (modified by size/base race, and their normal divine bonus from DR). A god typically does not benefit from armor (as their Dex bonus to AC is usually very high), though it can receive a bonus from a shield as normal.
Attacks: Add the god's Divine bonus to this amount.
Damage: Start with their weapon's normal base damage, then increase the die of damage by as many steps as the god has divine ranks.
Ex-A god with 4 divine ranks wielding a longsword has a base damage of 4d6+Str modifier+Weapon's enhancement bonus+8 divine bonus, 19-20/x2. 4d6 is derived from 1d10 -> 2d6 -> 2d8 -> 2d10 -> 4d6)
Special Qualities:
Damage Reduction - DR = to 15+2x Divine Rank (round up to a number divislbe by 5)/Epic and 1 other (Adamantine, Cold Iron, Evil, Lawful, Chaotic, etc...)
Divine Immunities: See above
Energy Immunity - Immunity to 1 type of energy per 2 Divine Ranks
Fast Healing (Su) 20
Spell Resistance - SR 32+2x Divine Rank
Tongues (Su) - Constant, as per the spell, CL 20+2x DR.
True Seeing (Su) - Constant, as per the spell, CL 20+2x DR.
Saves: Typically equal 12 (Outsider HD), + 1/2 class levels (Epic save bonus), +2x Divine Rank, +Ability Score Adjustments
Abilities: Three ability scores start with a base of 30, with the other three starting at 20. Add 2x DR to this amount, and then use racial or size modifiers.
Skills: Lazy man's bonus equals 23 (Base outsider ranks) +1 per 2 class levels +2/DR, +2 Ability score adjustments.
Feats: As per normal.
Equipment: A god does not benefit from most types of magic equipment. They can still use activated items but do not benefit from passive magical bonuses. A god can have three exceptions to this, typically two weapons and a misc. item, all which count as Artifacts. A god's primary artifact has a base enhancement bonus equal to 5 + their DR, with extra weapon enhancement bonuses equal to half this amount. A god's secondary and tertiary artifacts have a base enhancement bonus 2 and 4 lower than the god's primary artifact. Alternatively, one of their items can grant a bonus equal to this amount to a single ability score, all saves, or something equivalent. A deity can choose to stack an elemental, bane, or alignment property on their weapon, so a CN God of Storms with 5 DR might possess +10 (5x Shocking) Longspear, a +8 (Returning, Chaotic) Javelin, and an item that grants +6 to his Dexterity on top of all his Divine Bonuses.
Challenge Rating: 20 + 1/2 class levels + 2 x Divine Rank, +0-3 for race (0 for a CR 1 or less race, 1 for a CR 2-4 race, 2 for a CR 5-7 race, 3 for a CR 8-10 race. Deities with a base race of CR 11 or greater are typically Divine Beasts and not true deities per se) (See below for details on applying base race to gods)
Divine Beasts or Proxies (AKA Divinity as a Template)
A Divine Beast has divine ranks as part of their nature whereas a Divine Proxy is a mortal granted a limited form of divinity by their patron god.
Rules: Divine beasts and proxies simply receive all the normal benefits of Divine Ranks. IMC they are not affected by the same restrictions that deities have (they have more opportunity to interact with the mortal realm. Typically a deity can have a proxy that has a divine rank no greater than 1/3 their total Divine Ranks. A deity almost always has only one proxy at a time because the Divine Abilities a proxy has available are made unavailable to that deity.
Challenge Rating: +1 + 2 x Divine Ranks possessed to CR
Divine Servants
Divine Servants, such as angels, are beings created from the divine essence of a deity, either purely on its own or combined with the soul of a loyal follower. Each one of them is unique, and they share many traits common to deities. Divine Servants typically have 5-30 class levels, and are otherwise built as per a Natural-Born or Transcendent Deity with a base HD of 10d8 (instead of 20d8) and an equivalent Divine Rank of 0 for Quasideity status.
Challenge Rating: 15 + 1/2 Class levels + 0-3 for Race (as per Deities)
Chosen of the Gods
A lesser form of divinity empowerment are the Chosen followers of a god. Any god can have one Chosen per rank of divinity they possess without affecting their own power base. Chosen templates differ from deity to deity but equal about the same amount of power as the sample ones below (2nd post).
Challenge Rating: +1 to CR
Divine Abilities: (UNDER CONSTRUCTION)
Unless Noted, Divine Abilities have a DC of 10+1/2 the Divinity's total HD+2 x Divine Rank+Charisma modifier. Divine Portfolios are typically stronger Divine Abilities than most. As such, a divinity may only have one divine portfolio per 2 Divine Ranks, up to a maximum of 5 Portfolios. A deity with a porfolio may grant that domain to a following cleric.
Divine Blast:
As a standard action, a deity may make a ranged touch attack at any creature or object within sight. If it hits, the deity deals 5d20/DR of pure, divine damage (no save). Any barriers in the way of the target are negated, including walls of force (which are automatically dispelled if within the path of a Divine Blast). Usable 10x/day up to once per round. Note that a deity's inability to roll lower than his or her divine rank on d20 rolls applies to this damage.
Divine Portfolio (Luck):
Portfolio wielder gains a +2/DR Luck bonus to all rolls.
Divine Portfolio (Water):
Portfolio wielder gains Elemental Traits (Water). The following abilities affect those without the (water) subtype and require a standard action to use unless noted.
Rising Depths - The portfolio wielder is able to creates a sustained area of water around itself within a X radius (X=100’ x divine rank). Upon using this ability the portfolio wielder raises the level of water by 2 ft. (1 level), up to a maximum of 6 ft (3 levels). Those in contact with the water must make 2 Will saves or become Slowed for as long as they remain in contact with the water and 1 round afterwards.
Creatures in contact with the water with the (water) subtype gain a +1 bonus to attacks and damage per level of this blessed water.
Tidal Pillar (1 level of water) - 10d6+5d6/DR damage (Ref half) to everyone within a 15’ square. Those taking damage must make a Fortitude save or be stunned for 1d4 rounds.
Divine Maelstrom (3 levels of water) - 20d6+10d6/DR damage (Ref half) to everyone within the area of Rising Depths. No one is able to cast magical spells, use spell-like abilities, or benefit from supernatural abilities for 1 round after Maelstrom (no save). Note that magic items not dependent on the wielder casting may still be used.
Divine Wilting - As per Horrid Wilting, but it affects only a single target and the damage is increased to 20d8+5d8/DR. Within a 5 ft. adjacent square to the target forms an elemental of the type depending on how many hp the target lost. This ability may not affect the same target twice in a single round.
Divine Shield:
As a free action, you instantly gain an amount of temporary hit points equal to 50 +25/DR. This ability is usable 10x/day.
Fateweaver:
A number of times per round equal to your DR, you may force anyone making a roll within sight to make a second roll. You determine which roll of the two they keep. You may only use this ability once per person per round.
Hand of Death:
1x/day/2 Divine Ranks as a full round action you may make a melee touch attack against any creature (living, unliving, construct, it doesn't matter). Make a d20 check with a bonus equal to your HD against a DC of 11+the target's HD. If you fail the check, nothing happens and a use of this ability is wasted. If you succeed, the target dies (no save). This ability does not work on Divinities with 2 or more DR than you.
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