TEXT: PLAY MORE
  FREE D&D® V.3.5 ACCESSORY UPDATE
  Deities and Demigods
  
  Revision Update
  Designers: Andy Collins, David Noonan, James Wyatt
  Editor: Gwendolyn F.M. Kestrel
  Design Manager: Ed Stark
  Graphic Designer: Ken Maier 
  Director of RPG R&D: Bill Slavicsek
  Vice President of Publishing: Mary Kirchoff
  Project Manager: Cindy Donovan
  Production Manager: Donna Woodcock
  Based on the original Dungeons & Dragons® rules created by Gary Gygax and Dave Arneson, 
  and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, and Peter Adkison. 
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  2
  
  Table of Contents
  The Nature of the Core Rulebooks’ Changes
  3
  Deities and Demigods
  4
  The Nature of the Core Rulebooks’ Changes
  The purpose of this booklet is not to provide a compre-
  hensive list of everything that has changed with the 3.5
  revision. The changes are too large in number and
  varied in scope to be able to provide an all-inclusive
  inventory. Instead, what we want to do is to show you a
  broad picture of what has changed and to provide you
  with support for updating our most popular product.
  Do you need to make these changes?
  No.
  This booklet is for players and Dungeon Masters who
  value rules precision and need to know what’s changed
  so that they can continue to enjoy their 3rd Edition
  products.
  You might choose to make notations in your existing
  books, photocopy and cut up this booklet to add book-
  marklike inserts to your books, or simply use this book-
  let simultaneously with your books.
  We provide a brief, general overview of the core
  books and detailed revision notes for Deities and
  Demigods, Epic Level Handbook, Fiend Folio, Manual of the
  Planes, and Monster Manual II.
  3
  
  Deities and Demigods
  The deities presented in Deities and Demigods are complex charac-
  ters, often with 60 or more total Hit Dice, 20 class levels in each of
  two classes, and a tremendous array of other special abilities. All
  that said, they don’t require too much adjustment to make them
  compliant with the revised core rules. Here is a line-by-line
  approach to updating a deity’s statistics.
  Class and Level: Most deities are 20-HD outsiders with 40
  class levels, though there are exceptions. The first line of a deity’s
  statistics, therefore, tells you a lot about what’s going to change in
  that deity’s abilities. Here’s how a deity with 20 levels in a given
  class will change in the revised rules:
  Barbarian: Additional +2 against traps. Damage reduction 5/—
  instead of 4/—. Mighty rage—an additional +2 to Strength and Con-
  stitution and +1 on Will saves while raging (but the Divine Rage
  salient ability replaces this). Indomitable will—an additional +4
  bonus on Will saves to resist enchantment spells while raging.
  Bard: Inspire courage bonus is +4 instead of +2 on saves and +1
  on attacks and damage. Suggestion save DC increases by +7. Gain
  song of freedom, inspire heroics, and mass suggestion bardic music
  effects. Gain 40 skill points.
  Cleric: No change.
  Druid: Gain spontaneous casting of summon nature’s ally spells.
  Nature sense—gain +2 bonus on Knowledge (nature) and Survival
  checks. Gain wild empathy (in place of the Animal Empathy skill).
  Wild shape—can become a plant creature, a Huge elemental. Note
  changes to animal companions.
  Fighter: No change.
  Monk: Gain ki strike (magic, lawful, adamantine). Perfect
  body—gain DR 10/magic (usually supplanted by deity’s DR).
  Greater flurry of blows gives two extra attacks at no penalty,
  instead of improved attack progression for unarmed attacks.
  Unarmed damage is 2d10 instead of 1d20. Speed bonus is +60 feet
  (instead of base 90 feet). Choice of bonus feats—can choose
  Improved Grapple instead of Stunning Fist, Combat Reflexes
  instead of Deflect Arrows, and Improved Disarm instead of
  Improved Trip.
  Paladin: Smite evil 5/day instead of 1/day. Summon special
  mount instead of having it always present.
  Ranger: Change Hit Dice to 20d8 instead of 20d10 (subtract 40
  hp). Gain 40 skill points. Gain wild empathy (in place of the
  Animal Empathy skill). Favored enemy bonuses total +18. Auto-
  matically gains either Two-Weapon Fighting, Improved Two-
  Weapon Fighting, and Greater Two-Weapon Fighting or Rapid
  Shot, Manyshot, and Improved Precise Shot. Gains Endurance as a
  bonus feat, woodland stride, swift tracker, evasion, camouflage, and
  hide in plain sight abilities.
  Rogue: Additional +2 against traps.
  Sorcerer: No change.
  Wizard: Changes to school specialization might give a deity
  access to additional schools of magic.
  Size and Type: All deities that are outsiders should have all
  alignment subtypes that correspond with their alignment. Thus, a
  lawful good deity should have the Good and Lawful subtypes.
  Divine Rank: No change.
  Hit Dice: No change, unless the deity has levels in ranger (see
  above).
  Initiative: No change.
  Speed: No change.
  AC: A deity’s touch AC includes its divine and deflection
  bonuses.
  Attacks: No change. A deity’s single attack is generally the
  same as the first attack listed for its full attack.
  Damage: No change.
  Face/Reach: Most Large deities have a space of 10 feet and
  reach of 10 feet. A few nonhumanoid deities (such as Bahamut,
  Tiamat, and Apep, all Colossal dragons) have a space of 30 feet and
  reach of 20 feet.
  Special Attacks: There are changes to class abilities (see
  above), salient divine abilities (see below), and spell-like abilities
  (see below).
  Bypassing Damage Reduction: As outsiders with alignment sub-
  types, the natural attacks of deities, as well as any weapons they
  wield, are considered aligned the same as the deity for the pur-
  poses of bypassing damage reduction.
  Special Qualities: There are several changes to standard
  special qualities.
  Damage Reduction: A deity’s damage reduction depends on its
  divine rank:
  Divine rank
  Damage reduction
  Quasi-deity (0)
  10/epic
  Demigod (1–5)
  15/epic
  Lesser deity (6–10)
  20/epic
  Intermediate deity (11–15)
  25/epic
  Greater deity (16–20)
  30/epic
  Fire Resistance: Resistance to fire now equals 5 + the deity’s
  divine rank (instead of 20 + divine rank).
  Saves: No change.
  Abilities: No change.
  Skills: Every deity with 20 outsider Hit Dice gains additional
  skill points equal to (8+Int mod) x 3. For many deities, this equates
  to 3 additional ranks in each skill they possess. Others require
  more complicated adjustment, but in general the adjustment is
  minor compared to the deities’ total skill adjustment. The dragon
  deities (Bahamut, Tiamat, and Apep) gain additional skill points
  equal to (6+Int mod) x 3. Deities with no monster Hit Dice (Vecna,
  Hercules, Imhotep, Skirnir) gain no additional skill points unless
  they have levels in bard or ranger (see above).
  Defunct Skills: Replace any ranks in Animal Empathy, Innuendo,
  Knowledge (undead), and Scry with equal ranks in another skill.
  Consider adding ranks in Knowledge (dungeoneering) and addi-
  tional Perform skills for deities who already have ranks in Perform.
  4
  
  5
  Renamed Skills: Change Alchemy to Craft (alchemy) and Pick
  Pocket to Sleight of Hand.
  Feats: Every deity with 20 outsider Hit Dice gains one addi-
  tional feat. Consider adding one of the new feats introduced in the
  revised Player’s Handbook, such as (for combat-oriented deities)
  Diehard, Greater Weapon Focus, Greater Weapon Specialization,
  Improved Feint, Improved Precise Shot, Improved Shield Bash,
  Manyshot, Rapid Reload, Snatch Arrows, Tower Shield Profi-
  ciency, or Two-Weapon Defense; or (for magic-oriented deities)
  Augment Summoning, Eschew Materials, Improved Counterspell,
  Improved Turning, or Natural Spell. The Player’s Handbook also
  introduces 15 feats that grant a +2 bonus on two related skill
  checks (Acrobatic, Agile, Animal Affinity, and so on). The Monster
  Manual also introduces new feats that might be appropriate for
  deities: Ability Focus, Awesome Blow, Craft Construct, Empower
  Spell-Like Ability, Improved Natural Armor, Improved Natural
  Attack, Quicken Spell-Like Ability, and Snatch.
  Epic Feats: If you have access to the Epic Level Handbook, you can
  choose a deity’s additional feat from the epic feats presented there
  (modified by the adjustments in this booklet).
  Deities and Demigods Feats: Chapter 2 of Deities and Demigods
  presents a number of feats compiled from earlier sources. A few of
  these are revised and presented in the revised Player’s Handbook; be
  sure to use the most up-to-date versions of these feats in that book.
  These feats include Eschew Materials, Greater Spell Focus, Greater
  Spell Penetration, Greater Two-Weapon Fighting, Improved
  Grapple, and Widen Spell.
  Defunct Feats: Chapter 2 of Deities and Demigods also presents one
  feat, Improved Sunder, which is replaced by the Improved Sunder
  (formerly Sunder) feat in the revised Player’s Handbook. Replace this
  feat with another feat, such as Awesome Blow, for deities that have it.
  Altered Feats: For deities with Spell Focus or Greater Spell Focus,
  be sure to adjust the saving throw DCs for those schools the deity
  has focus in. For deities with Skill Focus, be sure to add the extra
  +1 bonus now granted by that feat.
  Divine Immunities: No change.
  Salient Divine Abilities: The revised rules necessitate sev-
  eral changes to the divine salient abilities described in Chapter 2 of
  Deities and Demigods.
  Alter Size: Use the space/reach numbers presented in the
  revised Player’s Handbook in place of the ones shown on Table 2–2
  in Deities and Demigods.
  Battlesense: This ability replaces uncanny dodge and improved
  uncanny dodge.
  Divine Bard: The divine courage ability of a deity with Divine
  Bard grants a +8 morale bonus on saving throws against charms
  and fear effects and a +8 morale bonus on attack and weapon
  damage rolls. The inspire heroics ability of such a deity grants a +8
  morale bonus on saving throws and a +8 dodge bonus to AC.
  Divine Celerity: This ability functions according to the revised
  haste spell.
  Divine Druid: A deity with this ability can assume the form of
  any animal, magical beast, or plant creature from Fine to Colossal
  in size.
  Divine Inspiration: The despair aspect of this ability functions as
  an improved version of the crushing despair spell: affected creatures
  suffer a –4 penalty on attack rolls, damage rolls, saves, and checks.
  Divine Monk: The deity only gains the second benefit of this feat
  if it has the Deflect Arrows feat.
  Divine Paladin: A deity with this ability can smite evil 10 times
  per day.
  Divine Rage: Rather than allowing the deity to take one extra
  partial action each round, this ability allows the deity to make one
  extra attack, at its full attack bonus, whenever it uses the full attack
  action.
  Divine Spell Focus: This ability increases save DCs by one-half the
  deity’s divine rank rather than the full divine rank.
  Divine Weapon Focus and Divine Weapon Specialization: These abil-
  ities stack with Greater Weapon Focus and Greater Weapon
  Specialization.
  Increased Damage Reduction: This ability increases the amount of
  the deity’s damage reduction by 5 and adds an alignment require-
  ment opposed to the deity’s alignment to bypass the damage reduc-
  tion. For example, Heironeous has a divine rank of 15, which gives
  him damage reduction 25/epic. With this ability, Heironeous can
  choose damage reduction 30/epic and chaotic or damage reduction
  30/epic and evil. A deity cannot choose this ability more than once.
  Increased Energy Resistance: This ability grants the deity resist-
  ance equal to its divine rank (not 20 + its divine rank). When
  applied to an energy type that the deity already resists, this ability
  increases the resistance by 10.
  Irresistible Blows: The deity’s attacks with the chosen weapon are
  considered to be adamantine for purposes of bypassing damage
  reduction and hardness.
  See Magic: This ability acts like a constant greater arcane sight
  spell.
  Undead Qualities: Consult the undead qualities in the glossary to
  the Monster Manual.
  Domain Powers: The granted power for the Animal domain
  is now speak with animals instead of animal friendship.
  Spell-Like Abilities: Several spells on the various domain
  lists have changed. For new domains presented in Deities and
  Demigods, see below.
  Animal Domain: Replace repel vermin and creeping doom with
  summon nature’s ally IV and summon nature’s ally VIII (both can only
  summon animals).
  Destruction Domain: The name of circle of doom has changed to
  mass inflict light wounds.
  Fire Domain: The name of resist elements has changed to resist
  energy.
  Healing Domain: The name of healing circle has changed to mass
  cure light wounds. Replace true resurrection with mass cure critical
  wounds.
  Luck Domain: The name of protection from elements has changed
  to protection from energy. Replace holy aura with moment of prescience.
  Magic Domain: Replace Nystul’s undetectable aura with Nystul’s
  magic aura.
  
  6
  Plant Domain: Replace changestaff with animate plants.
  Protection Domain: The name of protection from elements has
  changed to protection from energy.
  Strength Domain: Replace endure elements with enlarge person.
  Travel Domain: Replace expeditious retreat with longstrider. The
  name of teleport without error has changed to greater teleport.
  Trickery Domain: The name of change self has changed to disguise self.
  Quasi-Deity Traits: This entry appears for several quasi-
  deities in Deities and Demigods, particularly in the Asgardian pan-
  theon (Skirnir, the einherjar, and the giants). It should read as fol-
  lows:
  Immune to transmutation, energy drain, ability drain, ability
  damage, mind-affecting effects; damage reduction 10/epic; fire
  resistance 5; spell resistance 32; immortal.
  DOMAINS AND SPELLS
  Changes to spells in the revised Player’s Handbook necessitate a few
  changes to the new domains presented in Deities and Demigods.
  Charm Domain: Replace emotion (4th level) with heroism.
  Community Domain: Replace shield other (2nd level) with
  status. Replace status (4th level) with greater status, described below.
  Replace mass heal (8th level) with sympathy. Replace miracle (9th
  level) with mass heal.
  Liberation Domain: Replace unbinding (9th level, erro-
  neously omitted from the book) with freedom.
  Madness Domain: Replace the rage spell presented in
  Deities and Demigods with the spell of the same name in the revised
  Player’s Handbook.
  Repose Domain: Replace the undeath to death spell pre-
  sented in Deities and Demigods with the spell of the same name in
  the revised Player’s Handbook.
  Rune Domain: Replace symbol (8th level) with symbol of
  death.
  Weather Domain: Replace ice storm (5th level) with call light-
  ning storm.
  STATUS, GREATER
  Divination
  Level: Community 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature touched/three levels
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As status (described in the Player’s Handbook), but you can also
  cast a limited selection of spells through the link, as if you were
  touching the target. You can cast any spell that meets the following
  conditions:
  •
  Level: 0, 1st, or 2nd
  •
  Range: Touch
  •
  Target: Creature touched
  •
  Saving Throw: harmless
  For example, if you become aware (through the greater status
  spell) that one of your linked companions is dying, you can cast
  cure moderate wounds to try to revive her.
  GREATER MUMMY
  The greater mummy template presented in Deities and Demigods
  included an incorrect sample mummy. A corrected sample,
  updated to conform to the revision, appears below. The base crea-
  ture is an 11th-level human cleric of Set.
  GREATER MUMMY
  Medium-Size Undead
  Hit Dice: 11d12 (71 hp)
  Initiative: +0
  Speed: 30 ft.
  AC: 21 (+8 natural, +2 bracers of armor, +1 ring of protection),
  touch 21, flat-footed 21
  Attacks: Slam +7 melee (or masterwork shortspear +8 melee); or
  light crossbow +5 ranged
  Damage: Slam 1d6+2; masterwork shortspear 1d8+2; light cross-
  bow 1d8
  Face/Reach: 5 ft./5 ft.
  Special Attacks: Despair, mummy rot, control undead, spells
  Special Qualities: Undead, +4 turn resistance, DR 10/—, SR
  21, immunities, fire vulnerability, passage
  Saves: Fort +7, Ref +3, Will +12
  Abilities: Str 14, Dex 11, Con —, Int 14, Wis 20, Cha 17
  Skills: Concentration +17, Diplomacy +12, Hide +8, Knowledge
  (religion) +16, Listen +13, Move Silently +8, Search +10, Sense
  Motive +20, Spellcraft +16, Spot +13
  Feats: Brew Potion, Combat CastingB, Forge Wand, Heighten
  Spell, Scribe Scroll
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard coins; double goods; double items
  Alignment: Lawful evil
  Advancement: By character class
  COMBAT
  Immunities (Ex): Greater mummies are immune to cold,
  polymorph, and mind-affecting spells or abilities.
  The Will save against this mummy’s despair aura has a DC of 18.
  The save DC against its spells is 15 + spell level.
  Magic Items Carried: Divine scroll of obscuring mist and
  inflict light wounds, prayer beads (karma), ring of protection +1,
  bracers of armor +2.
  EINHERJAR
  Treat “einherjar” as an acquired template that can be applied to any
  humanoid creature of good alignment that has at least 10 levels of
  barbarian, fighter, ranger, or paladin. The einherjar presented in
  Deities and Demigods are samples applied to 20th-level characters of
  
  three different races. An einherjar uses all the base creature’s statis-
  tics and special abilities except as noted here.
  Divine Rank: Einherjar are quasi-deities, with a divine rank of 0.
  Size and Type: Size remains unchanged. The creature’s type
  changes to outsider with the good subtype and it gains the extra-
  planar subtype if it visits the Material Plane.
  Speed: The base creature’s base land speed increases by 30 feet.
  Special Qualities: The base creature gains certain traits by
  virtue of its divine rank:
  Quasi-Deity Traits: Immune to transmutation, energy drain, abil-
  ity drain, ability damage, mind-affecting effects; damage reduction
  10/epic; fire resistance 5; spell resistance 32; immortal.
  GIANTS
  Jotunheim frost giants and Muspelheim fire giants should be
  treated as their counterparts from the Monster Manual, with the fol-
  lowing adjustments:
  •
  Asgardian giants are quasi-deities with a divine rank of 0. They
  gain the following quasi-deity traits: Immune to transmutation,
  energy drain, ability drain, ability damage, mind-affecting
  effects; damage reduction 10/epic; fire resistance 5; spell resist-
  ance 32; immortal.
  •
  Most Asgardian giants have 5 or more levels of barbarian,
  fighter, or ranger.
  VALKYRIES
  Valkyries are simply human female paladins with the einherjar
  template. Their mounts are celestial pegasi with all the normal
  benefits of being a paladin’s mount.
  The entries below follow the following format:
  Monster: Type (Subtype); Space/Reach; Damage Reduction;
  Skills; Feats; Level Adjustment; Notes.
  Cyclops, Lesser; Giant: 10 ft./10 ft.; Climb +13, Jump +17, Spot +5;
  Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack;
  LA +2.
  Cyclops, Greater; Giant: 10 ft./10 ft.; Climb +27, Craft
  (armorsmithing) +32, Craft (weaponsmithing) +32, Jump +27, Spot
  +23; Craft Magic Arms and ArmorB, Cleave, Combat Reflexes,
  Great Cleave, Improved Bull Rush, Improved Sunder, Power
  Attack; +3; Skills: Greater cyclopes receive a +10 racial bonus on
  Craft (armorsmithing) and Craft (weaponsmithing) checks; LA +3.
  Faun: Fey; 5 ft./5 ft.; Bluff +1, Diplomacy +1, Hide +6, Knowl-
  edge (nature) +2, Listen +2, Move Silently +6, Perform +2, Spot +2,
  Survival +4; Improved Initiative; LA +0.
  Minion of Set: Outsider; 5 ft./5 ft.; Balance +2, Bluff +10,
  Climb +11, Diplomacy +3, Hide +11, Intimidate +12, Jump +13,
  Knowledge (religion) +10, Move Silently +11, Spot +11, Tumble
  +11; Exotic Weapon Proficiency (khopesh), Improved Initiative,
  Stealthy; LA +5.
  Mummy, Greater: Undead; 5 ft./5 ft.; 10/—; Concentration
  +17, Diplomacy +12, Hide +8, Knowledge (religion) +16, Listen +13,
  Move Silently +8, Search +10, Sense Motive +20, Spellcraft +16,
  Spot +13; Brew Potion, Combat CastingB, Forge Wand, Heighten
  Spell, Scribe Scroll; Same as the creature +4; Mummy Scourge
  (Su): Supernatural disease—slam, Fortitude save (DC 24), incuba-
  tion period 5 rounds; damage 1d6 temporary Strength, 1d6 tempo-
  rary Constitution, and 1d6 temporary Charisma. Otherwise as writ-
  ten. (This is a more virulent form of the mummy rot disease carried
  by ordinary mummies.) Replace resistance to blows with new
  damage reduction entry. See Monster Manual glossary for revised
  definition of fire vulnerability. Sample creature: See the complete
  sample greater mummy on page 11; LA same as base creature +4.
  Freke and Gere, Odin's Legendary Wolves: See Leg-
  endary wolf in the Monster Manual II section, below.
  Sleipnir, Odin's Legendary Horse: See Legendary horse
  in the Monster Manual II section, below.
  Blodug-Hofi, Frey's Legendary Horse: See Legendary
  horse in the Monster Manual II section, below.
  Gullin-Bursti, Frey's Boar: Animal; 15 ft./20 ft.; Listen +15,
  Spot +15; Alertness, Endurance, Run, Stealthy, Toughness x3,
  Weapon Focus (gore); Feat changes HD to 21d8+114 (282 hp).
  Change attacks to +26 melee (1d8+12, gore); LA —.
  Tanngrisnir and Tanngjost, Thor's Legendary Goats:
  Animal; 10 ft./5 ft.; Listen +8, Spot +7; Alertness, Endurance, 
  Run; LA —.
  7
  
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