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God (3.

5e Prestige Class)/Task of Ascension


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[edit] Task of Ascension

The path to godhood is not a single road, but one of many paths and many ways. Each way is
different for each person, but a few common trends are possible. The path to godhood is known
as the task of ascension and it is often a dangerous route. A creature must first establish a
connection to the divine by connecting themselves to the planes, and then they must somehow
obtain a divine spark and hope their bodies can take it. The possess is two-step (for those that are
not outsiders).

[edit] Becoming an Outsider

There are several ways to become an outsider, from class features to swapping bodies, but for
those who have not been born or made into an outsider, there is a ritual which grants the outsider
type to those who take it. The Transfiguration into an Outsider ritual requires the blood of an
outsider as appropriate to your alignment, 10,000 gp in materials, and 24 hours of casting. At the
end of the ritual, you become bonded to your soul and gain the Outsider type.

[edit] Becoming a God

There are several ways for one to rise to godhood. Here is a list of the most common methods:

Kill A God: The most direct way is to find and kill another god, stealing their divine spark as
they perish. Killing a god is never easy, but if you manage to successfully kill the god, then
within one minute of the god's passing, you may attempt to absorb its divine spark, a violent
process that blasts you and the surroundings with massive bolts of energy. You must make a
opposed special level check (character level + highest mental ability score modifier + divine
rank of the creature) against the fallen god. On a failed save, you explode and die, and the
divine spark is lost to the void, on a successful save you take 2d6 damage per divine rank
absorbed and gain divine rank, which can still kill you if you are weak enough (rank 0 counts
as 1d6). This is a risky and dangerous method, but by far the most direct.

Mass Genocide: They say everyone has a little divine spark in them, so if you kill everyone,
you can gather the sparks and make yourself a new spark. This vile method requires the mass
death of many creatures all at the same time, at least (divine rank squared x 10,000) people
within the space of 24 hours (rank 0 counts as half of rank 1, or 5000 people). This method
requires the construction of a focusing crystal or other McGuffian costing 50,000 per divine
rank intended to be drawn from it (a rank 0 crystal is 25,000 gp, a rank 20 is 1 million). After
the slaughter, the crystal is charged and must be broken, provoking a special level check
against exploding, as above. The effective character level + mental ability of the crystal is
your level, plus whatever amount of divine rank you have collected.

Mass Worship: The far kinder and more gentle means of godhood is earning your worship
yourself. You must have the fanatical devotion of a great mass of people before the task can
begin. They must be willing and not under any mind controlling effect. Quasideities need 100
worshipers, Demigods need 1000, Lesser Deities need 10,000, Intermediate Deities need
100,000, and Greater Deities need 1,000,000. The worships must be gathered in a week of
mutual fervent prayer following whatever dogma you see fit, with a focusing device (as
above) to gather the prayers. The synchronized efforts of hundreds to millions of worshipers
is enough to charge the crystal, which may be broken with the effects as above.

Receive the Gift: Rarely, you may parry favor to the gods and they will grant you godhood
as a gift. This method, while the most rare and unpredictable, is the safest, as there is never a
threat of explosion. Deities are reluctant to gift divine rank, as they lose it from their own
amount. Divine rank 0 counts as 0.5 a rank for determining how many ranks a deity loses
when gifting a mortal with godhood.

Once you receive the divine spark ,you gain the godspark template and may take levels in God
(or if it is a DM's monster who wants to quickly add the statistics, any of the quasideity,
demigod, lesser deity, intermediate deity, or greater deity templates.) Until you take levels or
obtain the template, you are considered a quasideity with only the godspark template benefits.

God

“ What a fool you are. I'm a god! How can you kill a god?! What a grand and
intoxicating innocence! ”
—Dagoth Ur, Unknown Fiendish Demigod, Book of Morrowind

The gods; mighty avatars of aspects of life, given flesh through the spirit, given breath through
belief. These great beings exist above mortalkind, running the world from their thrones in distant
planes, maintaining the safety and security of the afterlife, and running aeon-long plots in an
eternal political game against others. Yet not all of these gods were born at the beginning of
time. Some began their roots as humble low-level spirits, spirits which grew beyond the
constraints of their body and mind and like a caterpillar turning into a butterfly, changed into
something greater than they were. They are the deities, from mere quasideity whose mortal
connections remain strong, to greater deities who control the elemental forces themselves.

The road through the levels of godhood is a long one full of challenge, yet in doing so not only
do they defeat the bonds of death, but they tie themselves to the very aspects of the universe. In
due time, perhaps they will control the very same universe they represent.

[edit] Becoming a God


Entry Requirements
Special:Must have the Godspark template.

Table: The God

Hit Die: d8
Base Saving
Throws Divine
Level Attack Special Advancement
Rank
Bonus Fort Ref Will
Divine Aura (10 ft.), Divine Immunities,
1st +1 +2 +2 +2 — 0
Title of Quasideity
Divine Speed (x2), DR 10/cosmic,
2nd +2 +3 +3 +3 +1 class level 0
Energy Resistance 10
3rd +3 +3 +3 +3 Adaptive Form, Divine Armor (20%) — 0
Create Magic Items, Divine Aura (100 ft.
x rank), Divine Resistances, Greater
4th +4 +4 +4 +4 — 1
Senses, Portfolio, Portfolio Sense, Title
of Demigod, Tongues
Divine Home 1, Divine Speed (x5),
5th +5 +4 +4 +4 +1 class level 2
Greater Plane Shift, Greater Teleport
6th +6 +5 +5 +5 DR 20/cosmic, Energy Resistance 20 +1 class level 3
Automatic Actions, Remote Senses and
7th +7 +5 +5 +5 +1 class level 4
Communication
8th +8 +6 +6 +6 Divine Armor (35%), Minimum Roll 5 — 5
Create Lesser Minor Artifact, Divine
9th +9 +6 +6 +6 Aura (1 mile x rank), Title of Lesser — 6
Deity
Avatar 1, Divine Home 2, Divine Speed
10th +10 +7 +7 +7 +1 class level 7
(x10)
11th +11 +7 +7 +7 DR 30/cosmic, Energy Resistance 30 +1 class level 8
12th +12 +8 +8 +8 Act of God +1 class level 9
13th +13 +8 +8 +8 Divine Armor (50%), Minimum Roll 10 — 10
14th +14 +9 +9 +9 Create Minor Artifact, Divine Aura (100 — 11
miles x rank), Title of Intermediate Deity
15th +15 +9 +9 +9 Avatar 2, Divine Home 3 +1 class level 12
16th +16 +10 +10 +10 DR 40/cosmic, Energy Resistance 40 +1 class level 13
17th +17 +10 +10 +10 Portfolio Mastery +1 class level 14
18th +18 +11 +11 +11 Divine Armor (65%), Minimum Roll 15 — 15
Create Major Artifact, Divine Aura
19th +19 +11 +11 +11 (10000 miles x rank), Title of Greater — 16
Deity
20th +20 +12 +12 +12 Avatar 3, Divine Home 4 +1 class level 17
21st +21 +12 +12 +12 DR 50/cosmic, Energy Resistance 50 +1 class level 18
22nd +22 +13 +13 +13 True Portfolio Mastery +1 class level 19
23rd +23 +13 +13 +13 Divine Armor (80%), Minimum Roll 20 — 20
Class Skills (8 + Int modifier per level.
Special (See Below)

[edit] Class Features

All of the following are class features of the God.

Advancement: At each level except 1st, 3rd, and every five levels beyond (8th, 13th, 18th, and
23rd), you gain class features (including spellcasting ability) and an increase in effective level as
if you had also gained a level in a class to which you belonged to before adding the prestige class
level. You do not, however, gain the benefit of your previous class's hit dice, attack progression,
skill points, or saving throws. If you had more than one class before becoming a God, you must
decide which class to add to each level for the purpose of determining class features. You can
advance base classes, but not prestige classes.

Divine Ranks: A god begins with divine rank 0, but at 4th level and each level beyond, the God
gains a divine rank. Divine ranks are used for many abilities, and represent a God's overall
connection to their divine spark. Divine ranks grow naturally, as word of you spreads and
religions pop up in your name. The highest a God can reach is divine rank 20. There are ranks
beyond 20, but they turn the PC into an Overdeity, a being whose by its nature is disconnected
from the world. To become one is to become an NPC.

Divine ranks cannot be copied, even by effects that duplicate creatures such as simulacrum and
fission, only the original retaining divine ranks. They retain any deific powers and abilities, but
abilities which require ranks to function no longer work.

Skills: A god takes all the skills from previous classes as class skills.

Divine Aura (Ex): A god gains a divine aura out to 10 feet, which the deity can use for three
different effects. Activating or excluding subjects is a free action, and changing which aura is
active is a swift action. All divine aura effects are mind-affecting, extraordinary abilities. The
saving throw is 10 + 1/2 HD + your highest ability score. Choose from the following:
Awe: Your radiance fascinates other beings into a stupor. All creatures with HD equal or less
than your own must make a Will save or become fascinated for as long as they remain in line
of sight, and for 1 minute after, save negates. An opponent that succeeds on the saving throw
is immune to that same deity’s aura of awe for 24 hours.
Fear: Your wrath is most terrible. All creatures with HD equal or less than your own must
make a Will save of become frightened for 1 minute. On a successful save they are instead
shaken for 1 minute. Those with higher HD than you make a save vs shaken instead, save
negates. An opponent that succeeds on the saving throw is immune to that same deity’s aura
of fear for 24 hours.
Resolve: You bolster your allies and fill them with zeal. All allies in your aura receive a +4
morale bonus on attacks, damage, saving throws, skill checks, and ability checks.

At 4th level the range of your aura expands. It becomes equal to your divine rank x 100 feet. At
9th level it becomes your divine rank x 1 mile. At 14th level it becomes your divine rank x 100
miles. Finally at 19th level, it becomes your divine rank x 10,000 miles, enough to cover entire
planets.

Divine Immunities (Ex): A god becomes immune to Death, Mind-Affecting, Petrification, and
Polymorph effects.

Title of Quasideity: At 1st level the god obtains the title of quasideity. You gain your alignment
as an alignment subtype (if any) and are considered a native outsider on your original home
plane (often the prime material) and any planes which match within one step of your alignment.
For example a LE god is native to LN, LE, and NE planes.

At this point a god also chooses his divine anathema (see below), typically the environmental
trait which is polar opposite of his alignment and one unique or rare item or event, such as an
artifact sword or being inside a volcano. In addition, they become a paragon of your portfolio
and alignment. They have worshipers who rely on them remaining who they are, and radical
changes in belief and dogma cause them to lose their strength and possibly become an Ex-God
(see below).

Divine Speed (Ex): A god is as swift as lightning. The god's base speed doubles at 2nd level. At
5th level, this increases to five times the original base speed. At 10th level, this increases to ten
times the original base speed.

Damage Reduction (Ex): A god must be tough. At 2nd level a god receives DR 10/cosmic,
allowing them to bypass cosmic damage reduction. At 6th level the damage reduction becomes
DR 20/cosmic. At 11th level, it becomes DR 30/cosmic. At 16th it becomes DR 40/cosmic.
Finally at 21st it becomes DR 50/cosmic.

Energy Resistance (Ex): A god must be endure the elements. At 2nd level a god receives
energy resistance 10 (acid, cold, electric, fire, and sonic). At 6th level this becomes energy
resistance 20. At 11th level this becomes energy resistance 30. At 16th this becomes energy
resistance 40. Finally at 21st this becomes energy resistance 50.

Adaptive Form (Ex): At 3rd level a god is not bound by mere mortal laws like not breathing in
space, dying of starvation, and burning to death in lava. They are always under the effect of
adapt body as an extraordinary effect, and no longer need to eat, sleep, or breath to survive.
Finally, their voice carries regardless of medium, even allowing them to speak underwater or in
space. A silence field still silences them however.

Divine Armor (Ex): A 3rd level god warps reality around it, protecting it from harm. The god
has a 20% miss chance against both harmful physical attacks, spells, and other effects. This is
not concealment nor is it bypassed by true seeing, it is the altering of fate to be most favorable to
the deity.

At 8th level, this ability improves to a 35% miss chance. At 13th level, this ability improves to a
50% miss chance. At 18th level, this ability improves to a 65% miss chance. At 23th level, this
ability improves to a 80% miss chance.

Create Magic Item: A 4th level god can create magic items related to its portfolio without any
requisite item creation feat, provided that the deity possesses all other prerequisites for the item.
The item’s cost and creation time remain unchanged, but the deity is free to undertake any
activity when not laboring on the item.

If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and
XP) are halved, and the production time drops to 1 day.

Divine Resistances (Ex): A 4th level god gains multiple resistances to many dangerous effects.
He adds his divine rank as a luck bonus to saving throws against ability damage, ability drain,
banishment, binding, dimensional anchor, disease, disintegration, dismissal, energy drain,
imprisonment, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal stasis, trap the
soul, and turning and rebuking.

Greater Senses (Ex): Gods can see with greater accuracy than a mere mortal. They gain
superior low-light vision and darkvision out to 1 mile per divine rank. If they possess the scent
ability, it extends to 3 miles instead of the default 30 feet. Any blindsight, blindsense,
tremorsense, and similar abilities they possess double in size.

Portfolio: At 4th level, a god obtains his first portfolio, and an additional portfolio for each
divine rank he possesses. He can choose between obtaining a domain, or obtaining a salient
ability.

Domains function like spheres, gaining the domain spells as spell-like abilities as well as the
domain power. They may use these domain spell-like abilities once per day as if it were a minor
sphere. The god can choose the same domain up to three times, upgrading it as if a moderate
sphere (with SLAs used 3/day) to a major sphere (with SLAs used at will). Alternatively he can
choose a different domain. Spell-like abilities with expensive material or experience still require
them. A psionic character can also choose psi-like abilities of the spells in question. If the
domain offers miracle as a spell, while you obviously can self-approve your own requests, but
they cost as if you were casting wish. Normally that cost is covered by the the god in question,
but since you are that god... oh well.

Instead of a domain, a god can select a salient ability. These function almost like feats, but are
only available to beings with divine rank.

Each time you level up in god, you can choose to swap out one of your portfolio abilities for a
different one, or up or downgrading your focus in your domain.

Divine spellcasters may pray to you and obtain their divine spellcasting, using any domains you
know as the domains available to them for worshiping you. This doesn't benefit you directly, and
it does not distract the god. However, a god can choose to withhold spells if it becomes aware of
a spellcaster whose behavior he disapproves of. This is a non-action and takes effect the next
time the spellcaster attempts to acquire spells, until you choose to lift the restriction.

Portfolio Senses (Ex): A 4th level god has a limited ability to sense events involving their
portfolios. They automatically sense any event that involves one thousand or more people. The
ability is limited to the present. Lesser deities automatically sense any event that involves their
portfolios and affects five hundred or more people. Intermediate deities automatically sense any
event that involves their portfolios, regardless of the number of people involved. When a deity
senses an event, it merely knows that the event is occurring and where it is. The deity receives no
sensory information about the event. Once a deity notices an event, it can use its remote sensing
power to perceive the event.

Title of Demigod: At 4th level the god obtains the title of demigod. Demigods receive followers
as if you had the Leadership feat, but you do not get a cohort. This stacks with the effect of
Leadership and similar. These followers are your devoted worshipers, making up whatever
church or other organization you wish. As normal with followers, they are loyal to you but not
suicidal or fanatical, and typically won't do anything reckless like follow you into battle without
a good reason. In addition, demigods no longer fumble on a natural 1.

Tongues (Ex): A 4th level god is under the constant effect of Tongues as an extraordinary
ability.

Divine Home: A 5th level god selects a location on an outer or transitive plane and makes it his
divine realm, a place that serves as a workplace, personal residence, audience chamber, and
sometimes as a retreat or fortress. Over the course of 1 week you attune an area equal to your
divine rank squared x miles large. In this area, you can control the temperature, lighting, and
minor elements of the environment to any degree which is normal for that plane (which for the
material plane is typically between -20ºF to 120ºF), and fill the area with scents and sounds as
the deity sees fit. Sounds can be no louder than one hundred humans could make, but not
harmful sound. The deity’s ability to create scents is similar.
A demigod or lesser deity can erect buildings and alter the landscape, but must do so through its
own labor, through magic, or through its divine powers. Intermediate deities can create buildings
and perform major terrain alterations like adding mountains or rivers, and greater deities may
create impossible structures such as mountains supported by a single twig or rivers that flow
through the sky.

Any deity can block off the creation of portals or plane-shifting effects into their realm, or
designate where portal locations are possible. Lesser deities can control what links to other
planes exist, severing or adding links to coterminous planes and blocking access to other planes.
This may render teleportation, summoning, and other effects useless in the realm if the required
plane is cut off.

Intermediate deities can alter the physics of the realm around them. They may apply the
enhanced magic or impeded magic traits to up to four groups of spells (schools, domains, spells
with the same descriptor, etc). However, the impeded trait never inhibits the deity's own spells or
spell-like abilities. Greater deities can alter physics further, applying new gravity, elemental,
energy, or time traits or applying the limited magic trait to a particular school, domain, or spell
descriptor within the area, preventing such spells and spell-like abilities from functioning. The
greater deity’s own spells and spell-like abilities are not limited by these restrictions.

Once a deity sets the conditions in its realm, they are permanent, though the deity can change
them. As a standard action, the deity can specify a new environmental condition or change in
terrain. The change gradually takes effect over the next 10 minutes. Changing astral links, planar
traits, or terrain requires more effort, and the deity must labor for a week to change them. During
this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of
each day, the deity can perform any action it desires, so long as it remains within the realm. The
astral links, planar traits, and terrain remain unchanged until the labor is complete.

A god cannot alter the divine realm of another deity unless he has more divine ranks than the
deity. Even then, he must succeed on an opposed level check, and the deity in question is
immediately alerted to the attempted usurping, regardless of success or failure. If successful, you
may now alter the area as normal.

Greater Plane Shift (Sp): A god can step easily between the planes. At 5th level a god gains
greater plane shiftSpC at will as a spell-like ability.

Greater Teleport (Sp): A god knows no distance between steps. At 5th level a god gains greater
teleport at will as a spell-like ability.

Automatic Actions (Ex): A 7th level god can perform skills with great speed, as long as they are
related to his portfolio. Once per round the god may make a skill check or ability check as a free
action. For example, a god of lies might make a disguise check as a free action, a god of the
forge crafts a tool as a free action, a god of athletics makes a strength check to push a boulder as
a free action, or a god of knowledge uses gather information as a free action as if he had gone
searching around manually.
When the god receives the title of lesser deity, they may make two such free actions a round. As
an intermediate deity, they may make three free actions a round. A greater deity may make four
free actions a round.

Remote Senses and Communication (Su): A 7th level god can sense things from afar and
communicate in kind. As a standard action, the god can duplicate the effect of scrying anywhere
within range of its divine aura, except you can target locations as well, the duration is
concentration, and it allows senses out to their normal range as if they were really there.
Typically it is done to sense events it has gained knowledge of via its portfolio senses. This
sensory ability can be suppressed or blocked by an antimagic field, effects which block scrying
(though the deity gets an opposed caster level check to bypass), and the interference of another
deity (see below). A god can scry up to his divine rank in locations simultaneously with no loss
in focus.

As part of his concentration, a god can shoot to manifest an illusion of himself in the location of
scrying as if using major image, except the effect is clearly illusionary. Through this medium,
the god can speak to those observing, usually to deliver a message or warning. As before, the
number of simultaneous apparitions he can command is equal to his divine rank.

A god can choose to block another god or divination effect related to their portfolio instead of
sense it. This works like normal remote senses, but instead of viewing it you produce static for
the person or area scryed upon, out to 1 mile per divine rank. This is a standard action, and lasts
for 1 day per character level. Epic spell effects and deities with a higher divine rank can ignore
the blocking effect. A blocked area counts as one of the number of places you can sense at once.
For example, the god of volcanos (divine rank 5) has decided to block knowledge on a certain
volcano, and one of his followers. He can only scry on 3 places at once, as two are busy blocking
knowledge of those two subjects.

Minimum Roll (Ex): Deities rarely, if ever, fail. At 8th level, they can can compare their
character level to their opponent's character level, with the difference being the lowest they can
roll on a d20 up to a maximum of 5. For example, a demigod (CR 25) is fighting a monster (CR
10). 25-10=15, capped a 5. Regardless what the demigod rolls on a d20, the result will never be
under a natural 5. However, if the monster is closer to their level (such as a CR 25 demigod vs a
CR 23 monster) the result is smaller. 25-23=2. The lowest the deity can roll is a 2 on any d20 roll
made against that creature.

At 13th level, lesser deities minimum roll rises to 10. At 18th level, intermediate deities
minimum roll rises to 15. At 23rd level, greater deities minimum roll rises to 20. As such, it
becomes more and more difficult to combat higher level gods unless you are close in level to
them or exceed them.

Create Lesser Minor Artifact: At 9th level, a god can forge a bit of divine spark into his
creations. Any item he creates he can turn into a minor artifact. The item gains no special powers
or abilities beyond being impossible to destroy by traditional means as usual with artifacts. The
deity may determine two moderately difficult methods of destruction, such as breaking the item
in a non-unique traversable location like a forest or cave or destroying it with an uncommon but
non-unique method, such as setting it on fire or letting a creature devour it.

The god may only have one artifact at a time. If his previous artifact is destroyed, he may assign
a new creation of his as a new minor artifact.

Title of Lesser Deity: At 8th level the god obtains the title of lesser deity. The followers
obtained by Title of Demigod multiply by x10. Many lesser deities become established members
of their local pantheon, and their teachings are accessible and easily found.

If a lesser deity is slain, the lesser deity can be brought back to life by normal revival methods or
by special means. The lesser deity can return to life on the completion of a particular event or
quest, such as returning a sword to its place or creation or performing a ceremony with dragon's
blood at a full moon. Regardless of the means, it is a quest a CR 15 party can do reasonably. If
left alone a group of heroes will emerge from his followers and complete the quest in 1d10
weeks, reviving the deity with no level loss. If this party of adventurers is stopped or killed
before that happens, then the lesser deity can only revive by normal traditional means.

Avatar (Ex): A 10th level god can create an avatar. This functions similar to simulacrum, except
no disguise check is needed. Unlike a normal simulacrum, you can lend your divine ranks to
your avatar, lowering your own temporarily while the avatar gains it. An avatar with divine ranks
has the class abilities (but not the HD or any other abilities) of a god of appropriate class level
(minimum 3rd for rank 0 avatars). Divine rank 0 counts as 1/2 a divine rank, and you cannot
reduce your own divine rank less that 0 (that is, 1/2). This does not change your title or abilities,
but abilities based on divine ranks may function at a lower level than normal. The avatar can act
on its own, typically to do business on another plane while the deity is busy, and as insurance to
put the deity in harms way without actually putting the deity in harms way. If the avatar is slain,
the god is temporarily weakened, with divine ranks returning to him at a rate of 1 per week, but
otherwise this does not have the threat of direct interactions would have.

The avatar and deity cannot exist in the same nearby area. Whenever the avatar is within 1 mile
of the actual deity, it winks out of existence and its divine ranks briefly rejoin with the deity until
the deity moves out of the area.

Act of God (Sp): A 12th level god can bestow blessings onto their followers. Once per day a god
may duplicate the effects of limited wish for any creature who has the god as their patron deity,
and may do this at range through their remote sensing ability. They cannot use this ability to
benefit themselves directly, but might benefit from it indirectly (such as buffing an ally who also
happens to be a worshiper). This is a spell-like ability with a caster level equal to your character
level, and does not take any experience cost.

Create Minor Artifact (Ex): At 14th level, a god's ability to create artifacts improve. He may
make a number of minor artifacts equal 1/4 his divine rank (minimum 1). The same restrictions
apply.
Title of Intermediate Deity: At 14th level the god obtains the title of intermediate deity. The
followers obtained by Title of Demigod multiply by x100. Intermediate deities are often
commonplace and great temples are built in their honor.

The revival method of the intermediate deity improves. No longer reliant on the aid of others to
return, an intermediate deity will automatically revive themselves with no level loss within 1d10
weeks. For this reason, the best way to kill an intermediate or greater deity is via imprisoning
effects or stealing away their divine ranks to a point where they can be killed permanently by
traditional means.

Portfolio Mastery (Su): A 17th level god becomes immune to any spell he has in his domains,
as if he has infinite spell resistance against them.

Create Major Artifact (Ex): At 19th level, a god can now have their created artifacts be major
artifacts. As a result, their methods of destruction tighten, becoming one specific event or thing
such as throwing the item into a certain volcano, breaking the item under a full moon in a
ceremony, or getting a god to destroy the item. They can only create 1 major artifact, regardless
how many minor artifacts they can create.

Title of Greater Deity: At 19th level the god obtains the title of greater deity. The followers
obtained by Title of Demigod multiply by x1000. Greater deities lead entire pantheons, and are
the most well known deities of all. Beyond this title lies overdeities, beings which are less deities
as cosmic physical beings who compose reality itself.

Greater deities are difficult to kill for good. The automatic respawn time for a greater deity is
reduced to 1d10 days.

True Portfolio Mastery (Ex): A 22nd level god becomes truly immune to any spell in his
domain, even if it does not allow SR, up to the point of ignoring the effects of these spells such
as seeing and moving through a solid fog or being unaffected by anything a summon monster II
might do. Instant effects such as a wall of stone are nonmagical and are not ignored.

As an immediate action the deity can counterspell any spell he has in his domain without fail.

[edit] Divine Anathema

Gods are most powerful in their divine realm, and still powerful outside of it. However, there are
ways to depower a god given the right circumstances. All deities have at least two divine
anathema, with one usually being the polar opposite alignment to their own, and another being
specific to the deity such as a certain sword, a location in the multiverse, or another rare effect.
When a deity is presented with the object of environment of his anathema, his effective divine
rank for determining class abilities decreases by 1 (minimum 1) and his divine armor's miss
chance decreases by 10% for each such object or substance present until the offending materials
are removed from his sight.

[edit] Ex-Gods
There are certain effects which may strip a god of divine power and rank. Approaching the
center spire of the Outlands slowly strips gods of their power, to the point of complete negation
once Sigil is reached. Gods lose god class features and divine ranks, but retain BAB, HD, skills,
and saves while this is under effect. Gods also become ex-gods if they change alignment, and
remain so until they return to their alignment or they go on a quest to atone and either re-define
who they are, or return to who they were.

In addition, a creature which kills a god (and knows they did) may attempt to steal your divine
rank as part of their Task of Ascension. If they do this, upon revival the god is missing a divine
rank, and the god loses class features of their last god level. This can be restored either by
obtaining a divine rank again on their own via any of the methods in the Task of Ascension
(typically by killing the would-be divine rank thief), or leveling up and making the special level
check as if absorbing a divine rank. If successful, they level as normal and their divine ranks and
class features are restored as normal.

[edit] Campaign Information

[edit] Playing a God

Combat: Who would dare fight a god? Epic level creatures, thats who. Indeed as a deity you are
great, but powerful beings are still a threat to you. Fortunately, any classes you took before
becoming a god still apply. Do what you did before, and you will do well.

Advancement: What better way to go than up? You can become a greater deity, or if you feel
satisfied with your growth you can go back to the class you were before.

Resources: As a god, you will likely draw the attentions of the local pantheon. You may be
wrapped up in divine politics, or you may choose to spend his days wandering the world. As a
deity, know that even the most evil and vile of gods are expected to behave in certain constraints.
The material plane is often seen as a neutral ground, and if one god were to meddle too deeply in
its affairs they would draw the ire of others. The politics of divinity may vary from world to
world, but many do not want their cold war between good and evil, law and chaos, to become
hot. As a result, deities rarely deal with the material. Their adventures lie beyond.

[edit] Gods in the World

“ All hail the God Emperor of Mankind!



—Latinius Zeallus, follower of a Necropoliton Quasideity

NPC Reactions: The common man can barely imagine meeting a powerful archmage, much less
a god. You might shock them into a religious coma if they knew. Of course, some deities like
that kind of attention, but divine politics tends to frown on gods mucking up things on the prime
material.

[edit] God Lore

Characters with ranks in Knowledge Religion can research gods to learn more about them. When
a character makes a skill check, read or paraphrase the following, including information from
lower DCs.

Knowledge Religion
DC Result
Low level deities are known as quasideities and demigods. Demigods can grant spells to
10 their worshipers, and both have immunities beyond their kin. Reality seems to adjust itself to
their favor.
Mid to high level deities are known as lesser and intermediate deities. They are the gods of
15 entire cities or nation, and they have the domain spells and salient abilities to back up their
thematic nature.
Powerful deities are called greater deities. All gods are difficult to put down, but greater
20 deities will respawn before you even have time to celebrate challenging a god. Extreme
measures must be taken to fight a deity.
Those who reach this level of success know more than just the religions about the deities, but
30 about the gods themselves, their personalities, histories, method of ascension, place of
residence, and more.

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