Sollir's House Rules for Divinity

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.
 
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All examples come from my home-brew campaign.

Deities

Ediam, Divine Ruler (Divine Rank 14) (Under Construction)
LN Greater God of Knowledge, Law, and War
[sblock](Former Yuan-Ti Abomination) Rogue 5/Assassin 10/Cleric 25/Divine Trickster 10
Type: Large-Sized Outsider (Extraplanar, Law)
HD: 45d8+25d6+1680 (2,190 hp)
Initiative: +32
Speed: Teleport (Swift)
Armor Class: 128 (-1 Size, +18 Dex, +35 Deflection, +28 Divine, +17 Natural, +19 Shield), touch 80, flat-footed 108
BAB/Grapple: +45/+100
Full Attack: Warhammer +120/+115/+110/+105 (16d8+64, 19-20/x3, +10d6 vs. Chaotic)
Full Attack (PA 45): War hammer +75/+70/+65/+60 (16d8+109, 19-20/x3, +10d6 vs. Chaotic)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aversion (DC 108), Death Attack (DC 83), Sneak Attack +29d6, Spells (Cleric CL 57th, Assassin CL 42nd), Spell-like Abilities
Special Qualities: Damage reduction 45/epic and chaotic, divine traits, fast healing 20, immunity to elements, improved evasion, spell resistance 97, tongues, true seeing
Saves: Fort +87, Ref +83, Will +96
Abilities: Str 64 Dex 46 Con 58 Int 68 Wis 68 Cha 66 (81)
Skills: Bonus = to 76+Ability Score
Feats: Ability Focus (Death Attack), Greater Ability Focus (Death Attack), Greater Weapon Focus (Warhammer) (B), Greater Weapon Specialization (Warhammer) (B), Iron Will, Power Attack, Practiced Spellcaster, Weapon Focus (Warhammer) (B), Weapon Specialization (Warhammer) (B)
Epic Feats: Epic Ability Focus (Death Attack), Epic Iron Will
Environment: His Domain
Organization: Ediam and 14 Unique Justicar
Equipment: Justice [+19 (5x) Lawful Warhammer], Divine Mandate [+17 Spell Turning, Large Shield], Emperor's Crown (+15 to Charisma)
Challenge Rating: 75[/sblock]

Imad the Wanderer (Divine Rank 11) (Under Construction)
LG Intermediate God of Air, Protection, and Travel
[sblock](Former Human) Monk 20/Paladin 20
Type: Medium-Sized Outsider (Air, Extraplanar, Good, Law)
HD: 20d10+40d8+1260 (1,780 hp)
Initiative: +43
Speed: Teleport (Swift)
Armor Class: 100 (+28 Deflection, +22 Divine, +9 Monk, +10 Natural, +21 Wisdom) (+10 with CE)
BAB/Grapple: +40/+68
Full Attack: Unarmed Strike +90/+90/+90/+85/+80/+75 (12d8+32, 19-20/x2, +8d6 shocking)
Full Attack (PA 5/CA 10): Unarmed Strike +70/+70/+70/+65/+60/+55 ((12d8+37, 19-20/x2, +8d6 shocking)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quivering palm (Fort DC 70) 1/day, smite evil (+16 attack, +31 damage) 16/day, stunning blow (Fort DC 90) 20/day, turn undead 19/day (CL 17th)
Special Qualities: Damage reduction 35/epic and evil, divine grace, divine traits, empty body, fast healing 20, immunity to elements, improved evasion, lay on hands (1,600 hp), remove disease 16/day, smite special mount, spell resistance 54, tongues, true seeing
Saves: Fort +91, Ref +91, Will +98
Abilities: Str 42 Dex 52 Con 52 Int 42 Wis 52 (66) Cha 42
Skills: Bonus = to 76+Ability Score
Feats: Combat Expertise, Improved Critical, Power Attack, Weapon Finesse, Weapon Focus (Unarmed)
Epic Feats:
Environment: His Domain
Organization: Imad and Eleven Planetar
Equipment: Storm's Truth [+16 (8x) Shocking Amulet of Mighty Blows], Wanderer's Robe [+14 Wisdom], Imad's Staff [+12 Deflection]
Challenge Rating: 62[/sblock]

Demos the Earth Mother (Divine Rank 8) (Under Construction)
TN Intermediate God of Animal, Earth, and Plant
[sblock](Former Hill Giant) Druid 30/Fighter 10
Type: Huge-Sized Outsider (Earth, Extraplanar)
HD: 10d10+50d8+1740 (2,240 hp)
Initiative: +27
Speed: 200 ft.
Armor Class: 66 (-2 size, +11 Deflection, +11 Dex, +16 Divine, +19 Natural, +1 Shield), touch 46, flat-footed 55, (+26 while Attacking)
BAB/Grapple: +40/+93
Full Attack: Quarterstaff +100/100/+95/+95/+90/+90/+85/+85 (8d6+47, 19-20/x2)
Full Attack (PA 20): Quarterstaff +80/+80/+75/+75/+70/+70/+65/+65 (8d6+87, 19-20/x2)
Space/Reach: 10 ft./15 ft.
Special Attacks: Spells (CL 50th)
Special Qualities: Damage reduction 30/epic and adamantine, divine traits, fast healing 20, immunity to acid, cold, fire, and electricity, spell resistance 48, tongues, true seeing.
Saves: Fort +77, Ref +59, Will +70
Abilities: Str 68 Dex 32 Con 58 (69) Int 32 Wis 46 (55) Cha 32
Skills: Bonus = to X+Ability Score
Feats: Greater Two-Weapon Fighting*, Greater Weapon Focus (Quarterstaff)*, Greater Weapon Specialization (Quarterstaff)*, Improved Critical (Quarterstaff)*, Improved Disarm*, Improved Trip*, Improved Two-Weapon Fighting*, Power Attack, Practiced Spellcaster, Two-Weapon Defense*, Two-Weapon Fighting*, Weapon Focus (Quarterstaff)*, Weapon Specialization (Quarterstaff)*. 5 more
Epic Feats: Epic Prowess (x2)**, Perfect Two-Weapon Fighting*
* = Bonus Feats
Environment: Her Domain
Organization: Demos and Eight Unique Animals/Treants
Equipment: Rite of Spring (+13 Quarterstaff of Great Defending), Summer's Soul (+11 to Con), Winter's Heart (+9 to Wisdom)
Challenge Rating: 58[/sblock]

Ormesh the Destroyer (Divine Rank 6) (Under Construction)
CE Lesser God of Destruction and Strength
[sblock](Former Elf) Barbarian 20/Cleric 15
Type: Gargantuan-Sized Outsider (Chaos, Extraplanar, Evil)
HD: 20d12+35d8+1485 (2,005 hp, 2,390 while raging)
Initiative: +22
Speed: 240 ft.
Armor Class: 58 (-4 size, +10 Dex, +19 natural, +12 Divine, +11 Deflection), touch 39, flat-footed 48, (-2 when raging)
BAB/Grapple: +37/+92
Full Attack (Rage): Greataxe +95/+90/+85/+80 (4d12+81, 19-20/x3, +12d6, 6d6 self-inflicted)
Full Attack (PA 35): Greataxe +60/+55/+50/+45 (4d12+151, 19-20/x3, +12d6, 6d6 self-inflicted)
Space/Reach: 20 ft./20 ft.
Special Attacks: Mighty rage (+14 Str/Con, +7 Will) 12/day, spells (CL 31st), tireless rage
Special Qualities: Damage reduction 25/epic and silver and 20/-, divine traits, elf traits, fast healing 20, immunity to fire and electricity, indomitable will, spell resistance 44, tongues, trap sense +6, true seeing, uncanny dodge
Saves: Fort +72, Ref +51, Will +57/64
Abilities: Str 66 (75/89 rage), Dex 30, Con 52 (59/73 rage), Int 32, Wis 42, Cha 32
Skills: Bonus = to 50+Ability Score
Feats: Cleave, Great Cleave, Improved Sunder, Power Attack, Practiced Spellcaster, Toughness (x2)
Epic Feats: Chaotic Rage, Devestating Critical, Damage Reduction (x3), Epic Toughness Incite Rage, Overwhelming Critical, Ruinous Rage, Terrifying Rage
Environment: His Domain
Organization: Ormesh and Six Tarrasque
Equipment: Ormesh's Maw [+11 (6x) Vicious Greataxe], Ormesh's Eye [+9 Strength], Ormesh's Heart [+7 Constitution]
Challenge Rating: 49[/sblock]

Syfis the Wild (Divine Rank 6) (Under Construction)
CG Lesser Goddess of Luck, Trickery, and Water
[sblock](Former Elf) Bard 20/Cleric 15
Type: Medium-Sized Outsider (Chaos, Extraplanar, Good, Water)
HD: 35d8+20d6+550 (950 hp)
Initiative: +37
Speed: 60 ft., fly 180 ft. (perfect)
Armor Class: 68 (+16 Dex, +10 natural, +12 Divine, +16 Deflection), touch 54, flat-footed 36 (+10 with CE)
BAB/Grapple: +37/+67
Full Attack (Inspired): Trident +98/+93/+88/+83 (4d8+46, 19-20/x3, +6d6 Cold), Rapier +84/+79/+74 (2d10+38, 15-20/x2, +4d6 vs. Lawful)
Full Attack (Inspired, PA 10, CE 10): Trident +78/+73/+68/+63 (4d8+56, 19-20/x3, +6d6 Cold), Rapier +76/+71/+66 (2d10+48, 13-20/x2, +4d6 vs. Lawful)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells (Bard CL 36th, Cleric CL 31st)
Special Qualities: Bardic music (inspiration +12), bardic knowledge +31, damage reduction 25/epic and cold iron, divine traits, elf traits, fast healing 20, immunity to cold and electricity, spell resistance 44, tongues, true seeing
Saves: Fort +64, Ref +72, Will +69
Abilities: Str 32, Dex 44, Con 30, Int 32, Wis 42, Cha 42
Skills: Bonus = to 64+Ability Score
Feats: Combat Expertise, Greater Two-Weapon Fighting, Improved Critical (Rapier), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Power Attack, Practiced Spellcaster, Two-Weapon Fighting
Epic Feats: Epic Dodge, Epic Inspiration (x2), Group Inspiration, Hindering Song (-27 Concentration), Lasting Inspiration, Music of the Gods, Rapid Inspiration, Reactive Countersong, Superior Initiative
Environment: Her Domain
Organization: Syfis and 6 Unique Ghaele Eladrin
Equipment: Sea's Response [+11 (6x) Frost Trident], Wit [+9 Keen (2x) Chaotic Rapier], Clarity [+7 (3x) Holy Longbow]
Challenge Rating: 49

Divine Rank 6: 6 Portfolio Abilities, +12 Divine bonus to AC, saves, skills, attacks, damage, caster level checks, ability DCs, initiative, etc... Maximum hit points, on d20 rolls a ‘1’ through ‘6’ rolled instead counts as a 7, base Spell Resistance 44 or +12 if higher already. Immunities (Death Effects, Imprisonment, Mind Control Transmutation, etc…) as per lesser god. Extra partial action per round as per Haste. +6 spell slots per spell level.
Weapons count as epic for purposes of overcoming damage reduction.

Divine Abilities: Divine Portfolio (Luck), Divine Portfolio (Trickery), Divine Shield, Divine Portfolio (Water), Fateweaver[/sblock]

Nessus the Sleeper (Divine Rank 3) (Under Construction)
CN Demigod of Dreams, Nightmares, Prophecy
[sblock](Former Human) Sorcerer 25
Spell Effects (Antidivine Field, Foresight, Moment of Prescience-CL 31)
Type: Tiny Outsider (Chaos, Extraplanar)
HD: 20d8+25d4+270 (530 hp)
Initiative: +18
Speed: 40 ft. (Average)
Armor Class: 50 (+2 size, +17 Deflection, +12 Dex, +6 Divine, +1 Dodge, +2 ins), touch 48, flat-footed 35, (+32 with CE)
BAB/Grapple: +32/+32
Full Attack: Dagger +56/+51/+46/+41 (1d10+15, 19-20/x2) +6 Attack/Damage and +6d6 vs. Divine casters
Full Attack (CE 32): Dagger +24/+19/+14/+9 (1d10+15, 19-20/x2) +6 Attack/Damage and +6d6 vs. Divine casters
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells (CL 31st)
Special Qualities: Damage reduction 20/Epic and Lawful, divine traits, fast healing 20, immunity to cold, spell resistance 38, tongues, true seeing
Saves: Fort +37, Ref +44, Will +43
Abilities: Str 18 Dex 34 Con 24 Int 36 Wis 36 Cha 36 (44)
Skills: Bonus = to 41 + Ability Score
Feats: Combat Expertise, Craft Arms and Armor, Craft Construct, Craft Wondrous Item, Dodge, Greater Spell Focus (Illusion), Spell Focus (Illusion), Weapon Finesse
Epic Feats: Epic Spellcasting, Epic Spell Focus (Illusion), Permanent Emanation (Antidivine Field)
Environment: Astral Plane
Organization: Nessus and Three Unique Sphinx
Equipment: Sleeper's Charm [+8 Divine Amulet of Charisma], Stupor [+6 Dagger (3x Divine Caster Bane)], Book of Prophecy [4/day use any Divination spell of 8th level or lower]
Challenge Rating: 38

Divine Rank 3: 3 Portfolio Abilities, +6 Divine bonus to AC, saves, skills, attacks, damage, caster level checks, ability DCs, initiative, etc... Maximum hit points, on d20 rolls a ‘1’ through ‘3’ rolled instead counts as a 4, base Spell Resistance 38 or +6 if higher already. Immunities (Death Effects, Imprisonment, Mind Control Transmutation, etc…) as per demigod. Extra partial action per round as per Haste. +3 spell slots per spell level.
Weapons count as epic for purposes of overcoming damage reduction.

Spells: Nessus has arcane spells known/per day as a 25th-level sorcerer but casts as a 31st level sorcerer. The save DCs are 33 + Spell level or 39 + Spell Level for Illusion spells.
9th (12)-Astral Projection, Weird, Wish
8th (12)-Irresistable Dance, Scintillating Pattern, Temporal Stasis
7th (12)-Ethereal Jaunt, Reverse Gravity, Waves of Exhaustion
6th (12)-Antidivine Field, Greater Dispel Magic, Permanent Image, Repulsion
5th (13)-Dream, Mind Fog, Nightmare, Wall of Force
4th (13)-Greater Invisibility, Phantasmal Killer, Scrying, Solid Fog
[/sblock]

Divine Beasts

Vari the Mourner (Divine Rank 7)
NE Lesser God of Death, Evil, Shadow
[sblock]Divine Beast (Advanced Gloom)
Type: Medium-Sized Outsider (Extraplanar, Evil, Shadow)
HD: 70d8+1050 (1,610 hp)
Initiative: +51
Speed: 120 ft.
Armor Class: 87 (+8 Deflection, +29 Dex, +14 Divine, +1 Dodge +25 ins), touch 87, flat-footed 32 (+25 with CE)
BAB/Grapple: +45/+76
Full Attack: Dagger +100/+95/+90/+85 (4d6+37, 17-20/x2, +5 Con damage)
Full Attack (CE 25): Dagger +75/+70/+70/+65 (4d6+37, 17-20/x2, +5 Con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, sneak attack +20d6
Special Qualities: Blindsight 240 ft., damage reduction 30/epic and holy, divine traits, opportunist, quiescence, spell-like abilities, SR 74
Saves: Fort +66, Ref +80, Will +64
Abilities: Str 44, Dex 58 (68), Con 41, Int 38, Wis 37, Cha 42
Skills: Bonus = to 62+Ability Score
Feats: Combat Expertise, Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse
Epic Feats: Epic Dodge, Sneak Attack of Opportunity, Superior Initiative
Environment: Plane of Shadow
Organization: Vari and Seven Shadow Demons
Equipment: "Dread" [+12 Keen, (x5) Wounding Dagger], "Cloak of Night" [+10 Dex], Ring of Shadows [+8 Deflection bonus to AC]
Challenge Rating: 53

Divine Rank 7: 7 Portfolio Abilities, +14 Divine bonus to AC, saves, skills, attacks, damage, caster level checks, ability DCs, initiative, etc... Maximum hit points, on d20 rolls a ‘1’ through ‘7’ rolled instead counts as a 8, base Spell Resistance 46 or +14 if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per lesser god. Extra partial action per round as per Haste. +4 spell slots per spell level. Weapons count as epic for purposes of overcoming damage reduction.
Fear Gaze (Su): Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze must succeed at a Will save (DC 75) or suffer the effects of a fear spell as cast by a 34th-level caster. The DC is Charisma-based.
Opportunist (Ex): This ability functions like the rogue class feature of the same name.
Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage (+7d6 additional SA from Divine Ranks).
Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.
Spell-Like Abilities: At will—shadow walk; 3/day— true strike. Caster level 20th; save DC 40 + spell level. The DC is Charisma-based.
[/sblock]

Felseid the Dark Phoenix (Divine Rank 4) (Under Construction)
LE Lesser God of Fire, Renewal, Vengeance
[sblock]Divine Beast (Corrupted, Advanced Phoenix)
Type: Huge-Sized Outsider (Extraplanar, Evil, Fire, Law)
HD: 30d8+480 (720 hp)
Initiative: +9
Speed: 75 ft., Fly 600 ft. (Average)
Armor Class: 68 (-2 size, +19 Deflection, +9 Dex, +8 Divine, +23 natural), touch 44, flat-footed 56
BAB/Grapple: +25/+60
Full Attack: 2 Claws +59 (4d8+36, 19-20/x2, +20 vile, +4d6 fire) and Bite +57 (8d6+26, 20/x3, +20 vile, +4d6 fire)
Full Attack (PA 10): 2 Claws +49(4d6+46, 19-20/x2, +4d6 fire) and Bite +47 (4d10+36, 20/x3, +4d6 fire)
Space/Reach: 15 ft./10 ft.
Special Attacks: Disruptive Attack, shriek, spell-like abilities
Special Qualities: Damage Reduction 20/Epic and Good, defensive aura, divine traits, enhanced power, fast healing 10, immolation, planar travel, spell-like metamagic, SR 47, telepathy 120’, uncanny dodge
Saves: Fort +48, Ref +41, Will +44
Abilities: Str 49 Dex 29 Con 42 Int 37 Wis 34 Cha 38
Skills: Bonus = to 41+Ability Score
Feats: Empower Spell, Enlarge Spell, Extend Spell, Flyby Attack, Heighten Spell, Improved Critical (Claw), Improved Initiative, Iron Will, Maximize Spell
Epic Feats: Armor Skin, Improved Spell Resistance (x2), Intensify Spell
Environment: Felseid’s Domain
Organization: Felseid and Four Unique Undead
Equipment: Flame of Revenge [Amulet of (4x Flaming) Natural Blows +9], Felseid's Sacred Feathers [+7 Resistance], Felseid's Strong Feathers [+5 Deflection]
Challenge Rating: 40

Divine Rank 4: 4 Portfolio Abilities, +8 Divine bonus to AC, saves, skills, attacks, damage, caster level checks, ability DCs, initiative, etc... Maximum hit points, on d20 rolls a ‘1’ through ‘4’ rolled instead counts as a 5, base Spell Resistance 40 or +8 if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per lesser god. Extra partial action per round as per Haste. +4 spell slots per spell level. Weapons count as epic for purposes of overcoming damage reduction.

Shriek (Ex): Once per minute, Felseid can utter a war shriek that forces every opponent within 60 feet to succeed at a Will save (DC 51) or be slowed for 1 minute. This is a sonic, mind-affecting effect.
Spell-like Abilities: (always active)-Detect good, detect magic, protection from good; At will-blindness, blink, blur, color spray, dancing lights, find the path, find traps, fire seeds (using drops of its own blood rather than holly berries as a material component, no acorn grenades), harm, inflict light wounds, invisibility, misdirection, negative energy protection, neutralize poison, polymorph self, produce flame, remove fear, remove curse, see invisibility; 1/day-firestorm, incendiary cloud, reincarnate, pyrotechnics, summon monster IX, veil, wall of fire. Caster level 38th; save DC 36+spell level.
After 10 rounds of ritual and preparation-Animate Dead, Create Greater Undead, Dispel Good, Greater Dispel Magic. Caster Level 58th, save DC 36+spell level
Defensive Aura (Sp): Felseid gains a +14 Deflection bonus to his AC. This ability is always in effect.
Immolation (Su): When it knows death is near, Felseid immolates itself as a full-round action. This produces a cloud of flame in a 40-foot high, 30-foot radius spread. Each creature in the area takes 60d6 points of damage (Reflex DC 51 half). Half of this damage is fire and the rest results directly from divine power and is therefore not subject to reduction by protection from elements (fire), fire shield (chill shield), or similar magic. This action kills the original phoenix and produces a new one, fully grown and unharmed, from the ashes. This new bird arrives at the end of the round. Usable 1/week.
Planar Travel (Su): Felseid can enter and exit the Astral Plane or the Ethereal Plane at will and navigate through planes without error or risk.
Spell-like Metamagic (Ex): Felseid can apply any one of its metamagic feats to a spell-like ability by using that ability as a full-round action.[/sblock]

Divine Servants
(Revised) Solar (Divine Rank 0)
[sblock]Stereotypical Divine Servant
Divine Servant (Former Human) Cleric 20
Type: Large-Sized Outsider (Extraplanar, Good)
HD: 30d8+210 (450 hp)
Initiative: +8
Speed: 50 ft., Fly 150 ft. (Good)
Armor Class: 35 (-1 Size, +10 deflection, +4 Dexterity, +12 natural), touch 23, flat-footed 31
BAB/Grapple: +22/+40
Full Attack: Greatsword +42/+37/+32/+27 (2d8+26, 15-20/x2, +2d6 Fire)
Full Attack (PA 7): Greatsword +35/+30/+25/+20 (2d8+40, 15-20/x2, +2d6 Fire)
Full Attack (Ranged): Mighty Longbow +32/+27/+22/+17 (2d6+17, 20/x3, +2d6 vs. Evil)
Space/Reach: 10 ft./10 ft.
Special Attacks: Devastating Critical (DC 39), Spells
Special Qualities: Damage reduction 15/epic and evil, divine traits, fast healing 20, SR 32, tongues, true seeing
Saves: Fort +27, Ref +20, Will +30
Abilities: Str 38, Dex 18, Con 24, Int 20, Wis 30, Cha 30
Skills: Bonus = to 33+Ability Score
Feats: Cleave, Dodge, Great Cleave, Improved Critical (Greatsword), Improved Initiative, Improved Sunder, Mobility, Power Attack, Track, Weapon Focus (Greatsword)
Epic Feats: Devestating Critical (Greatsword), Overwhelming Critical
Environment: Any good-aligned plane
Organization: Solitary or Pair
Equipment: Sacred Sword [+5 Keen, (x2) Flaming Greatsword], Sacred Bow [+3 Holy Mighty Composite Longbow], Heaven’s Mantle [+1 divine bonus on all saves]
Challenge Rating: 25

Divine Rank 0: Maximum hit points, base Spell Resistance 32 or no change if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per quasideity. Extra partial action per round as per Haste.
Weapons count as epic for purposes of overcoming damage reduction.

Spells: Solars can cast divine spells as a 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based (DC 20+Spell level).[/sblock]

Wizardly Solar (Divine Rank 0)
LN Divine Servant (Former Elf) Wizard 20
[sblock]Type: Medium-Sized Outsider (Extraplanar, Law)
HD: 10d8+20d4+270 (430 hp)
Initiative: +15
Speed: 60 ft.
Armor Class: 40 ( +10 deflection, +10 Dexterity, +10 natural), touch 30, flat-footed 30, (+5 with CE)
BAB/Grapple: +20/+25
Full Attack: Rapier +34/+29/+24 (1d6+8, 18-20/x2, +2d6 Cold)
Full Attack (CE 5): Rapier +29/+24/+19 (1d6+8, 18-20/x2, +2d6 Cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells (CL 25)
Special Qualities: Damage reduction 15/epic and chaos, divine traits, elf traits, fast healing 20, SR 32, tongues, true seeing
Saves: Fort +26, Ref +26, Will +24
Abilities: Str 20, Dex 32, Con 28, Int 31 (36), Wis 20, Cha 20
Skills: Bonus = to 33+Ability Score
Feats: Combat Expertise, Great Fortitude, Greater Spell Penetration, Heighten Spell*, Improved Initiative, Maximize Spell*, Practiced Spellcaster, Quicken Spell*, Scribe Scroll*, Spell Penetration, Still Spell*, Weapon Finesse
Epic Feats: Great Intellect, Improved Metamagic (x3)
Environment: Any lawful-aligned plane
Organization: Solitary or Pair
Equipment: Tome of Divine Knowledge [+5 Divine bonus to Intellect], Safeguard [+3 [2x] Frost Rapier], Wizard’s Mantle [+1 divine bonus to caster level]
Challenge Rating: 25

Divine Rank 0: Maximum hit points, base Spell Resistance 32 or no change if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per quasideity. Extra partial action per round as per Haste.
Weapons count as epic for purposes of overcoming damage reduction.

Spells: This Divine Servant has spells known and per day as a 20th level Wizard, though casts spells as a 25th level Wizard. Due to feats, it receives a +4 bonus to penetrate the SR of any creature. The save DCs are Intelligence-based (DC 23+Spell level).[/sblock]

Barbaric Solar (Divine Rank 0)
CN Divine Servant (Former Half-Orc) Barbarian 20
[sblock]Type: Large-Sized Outsider (Chaos, Extraplanar)
HD: 20d12+10d8+360 (680 hp)
Initiative: +9
Speed: 80 ft.
Armor Class: 36 ( -1 Size, +4 Deflection, +9 Dex, +14 natural), touch 22, flat-footed 27, (-2 while raging)
BAB/Grapple: +25/+48
Full Attack: Great axe +51/46/+41/+36 (2d10+33, 19-20/x3, +6d6 damage, 3d6 to self)
Full Attack (PA 12): Great axe +39/+34/+29/+24 (2d10+47, 19-20/x3, +6d6 damage, 3d6 to self)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mighty Rage 6/day
Special Qualities: Damage reduction 15/epic and law and 5/-, divine traits, fast healing 20, SR 32, tongues, trap sense +6, true seeing, Uncanny Dodge
Saves: Fort +31/35, Ref +26, Will +20/+24
Abilities: Str 38 (41)/49, Dex 28, Con 34/42, Int 18, Wis 20, Cha 18
Skills: Bonus = to 33+Ability Score
Feats: Cleave, Great Cleave, Improved Critical (Great axe), Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (Greataxe)
Epic Feats: Armor Skin, Incite Rage, Ruinous Rage, Terrifying Rage
Environment: Any chaotic-aligned plane
Organization: Solitary or Pair
Equipment: Strife [+5 (x3) Vicious Greataxe], Chieftan’s Cloak [+3 Divine bonus to Strength], Warrior’s Necklace [+1 Divine bonus to all attacks]
Challenge Rating: 25

Divine Rank 0: Maximum hit points, base Spell Resistance 32 or no change if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per quasideity. Extra partial action per round as per Haste.
Weapons count as epic for purposes of overcoming damage reduction.[/sblock]

Divine Proxies

Kalanyr (Virtual Divine Rank 2)
Divine Proxy, General and Priest of Syfis
[sblock]CG Advanced Ghaele, Divine Proxy
Active Spell Effects: Divine Favor, Freedom of Movement, CL 21st
Type: Medium Outsider (Chaotic, Extraplanar, Good)
HD: 20d8+140 (300 hp)
Initiative: +20
Speed: 50 ft., fly 150 ft. (perfect)
Armor Class: 40 (+12 Dex, +14 natural, +4 divine), touch 26, flat-footed 28 (+5 with Combat Expertise, +4 vs. Evil)
BAB/Grapple: +20/+26
Full Attack: Trident +48/+43/+38/+33 melee (1d10+24/19–20, +4d6 cold) or 2 light rays +42 ranged touch (4d12+10)
Full Attack (PA 5, CE 5): Trident +38/+33/+28/+23 melee (1d10+34/19-20, +4d6 cold) or 2 light rays +32 ranged touch (4d12+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze
Special Qualities: Damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, lowlight vision, protective aura, resistance to cold 10 and fire 10, spell resistance 35, tongues
Saves: Fort +23, Ref +28, Will +26 (+4 vs. Evil)
Abilities: Str 22, Dex 35, Con 25, Int 26, Wis 27, Cha 26
Skills: Bonus = to 27+Ability Score
Feats: Combat Expertise, Flyby Attack, Improved Initiative, Iron Will, Power Attack, Reach Spell, Weapon Finesse, Weapon Focus (Trident) (B)
Environment: The Material Plane
Organization: Solitary
Equipment: +5 Keen Trident of Frost (x4), +5 Defending Quarterstaff (Both sides are enchanted), Talisman of Undetectable Alignment
Challenge Rating: 24 (19 without Divine Empowerment)

Combat
Kalanyr’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Divine Rank 2: 2 Portfolio Abilities, +4 Divine bonus to AC, saves, skills, attacks, damage, caster level checks, ability DCs, initiative, etc... Maximum hit points, on d20 rolls a ‘1’ or ‘2’ rolled instead counts as a 3, base Spell Resistance 32 or +2 if higher already. Immunities (Death Effects, Imprisonment, Mind Control, Transmutation, etc…) as per demigod. Extra partial action per round as per Haste. +2 spell slots per spell level. Weapons count as epic for purposes of overcoming damage reduction.
Divine Shield: 100 hp Buffer 10x/day, renewable as a free action.
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 200’ radius (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 (DC 32) 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) - 20d6 damage (Ref half) to everyone within a 15’ square. Those taking damage must make a Fortitude save (DC 32) or be stunned for 1d4 rounds.
Divine Maelstrom (3 levels of water) - 40d6 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 30d8. 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.

Spell-Like Abilities: At will—aid, charm monster (DC 26), color spray (DC 23), comprehend languages, continual flame, cure light wounds (DC 23), dancing lights, detect evil, detect thoughts (DC 24), disguise self, dispel magic, hold monster (DC 27), greater invisibility (self only), major image (DC 25), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 28), prismatic spray (DC 29), wall of force. Caster level 17th. The save DCs are Charisma-based.

Spells: Kalanyr has divine spells known as a 17th-level cleric but casts as a 21st level cleric. He has access to the Luck, Trickery, and Water domains. The save DCs are 22 + Spell level.
9th-Mass Heal (x2), Miracle, Time Stop*
8th-Cold storm (x2), Mass Cure Critical Wounds (x3), Horrid Wilting*
7th-Acid Fog*, Destruction, Holy Word, Reaching Harm (x3), Word of Chaos
6th-Cone of Cold*, Greater Dispel Magic (x2), Heal (x5)
*Domain spell. Domains: Luck, Trickery, and Water.

Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 32 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 32 Will save or suffer the fear effect. The save DCs are Charisma-based.

Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)

Tongues (Su): Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 19th). This ability is always active.
[/sblock]
 
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