TEXT: Rich Redman, Skip Williams,
  James Wyatt
  ® Supplement
  
  D E I T I E S  A N D  D E M I G O D S
  Rich Redman, Skip Williams, James Wyatt
  U.S., CANADA,
  ASIA, PACIFIC, & LATIN AMERICA
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  Resources: This  book includes material that was originally published in the following D&D® books and accessories:
  Sword and Fist by Jason Carl; Tome and Blood by Bruce R. Cordell and Skip Williams; Defenders of the Faith by Rich
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  Contents
  Introduction. . . . . . . . . . . . . . . . . . . . . . . . . 4
  Deities and Demigods. . . . . . . . . . . . . . . . . . . . . . . 4
  Chapter 1: Deities in Your Game. . . . . . 5
  The Nature of Religions . . . . . . . . . . . . . . . . . . . . . 5
  Loose Pantheons . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Tight Pantheons. . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Mystery Cults. . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Monotheism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Dualism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Animism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Forces and Philosophies . . . . . . . . . . . . . . . . . . 9
  The Nature of Divinity . . . . . . . . . . . . . . . . . . . . . . 9
  Infinite or Limited Divine Power . . . . . . . . . . 9
  Hidden Knowledge . . . . . . . . . . . . . . . . . . . . . 10
  The Nature of Divinity. . . . . . . . . . . . . . . . . . . 10
  Dependent and Independent Deities. . . . . . 12
  How Deities Behave. . . . . . . . . . . . . . . . . . . . . 13
  Why Mortals Worship Deities. . . . . . . . . . . . 15
  Why Deities Use Mortals . . . . . . . . . . . . . . . . 16
  Active and Distant Deities . . . . . . . . . . . . . . . 17
  Deicide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Building a Pantheon . . . . . . . . . . . . . . . . . . . . . . . 19
  How Many Deities? . . . . . . . . . . . . . . . . . . . . . 19
  Example Pantheon . . . . . . . . . . . . . . . . . . . . . . 19
  Portfolios and Domains . . . . . . . . . . . . . . . . . . 20
  Finishing Up . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Cosmology and Divine Realms. . . . . . . . . . . . . . 20
  Chapter 2: Deities Defined . . . . . . . . . . 25
  Ranks of Divine Power . . . . . . . . . . . . . . . . . . . . . 25
  Divine Characteristics . . . . . . . . . . . . . . . . . . . 26
  Portfolios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Building Your Own. . . . . . . . . . . . . . . . . . . . . . 30
  Portfolios and Domains . . . . . . . . . . . . . . . . . . 31
  Salient Divine Abilities. . . . . . . . . . . . . . . . . . . . . 32
  Salient Divine Ability Descriptions . . . . . . . 32
  Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Roleplaying a God . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Meeting a God. . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Divine Politics in Your Campaign. . . . . . . . . 53
  Divine Meddling. . . . . . . . . . . . . . . . . . . . . . . . 53
  Divine Encounters and Experience Points. . 53
  Divine Minions. . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Proxies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Petitioners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Reading the Deity Entries . . . . . . . . . . . . . . . . . . 56
  Deity Statistics Block . . . . . . . . . . . . . . . . . . . . 56
  Descriptive Text. . . . . . . . . . . . . . . . . . . . . . . . . 56
  Game Statistics Block. . . . . . . . . . . . . . . . . . . . 56
  Other Divine Powers . . . . . . . . . . . . . . . . . . . . 56
  Chapter 3: The D&D Pantheon . . . . . . 57
  The D&D Cosmology . . . . . . . . . . . . . . . . . . . . . . 57
  Assembling the D&D Cosmology. . . . . . . . . 57
  Bahamut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Boccob. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Corellon Larethian. . . . . . . . . . . . . . . . . . . . . . . . . 62
  Ehlonna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Erythnul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Fharlanghn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Garl Glittergold. . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  Gruumsh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Heironeous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Hextor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Kord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Kurtulmak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Moradin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
  Nerull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
  Obad-Hai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Olidammara. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Pelor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
  St. Cuthbert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Tiamat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  Vecna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  Wee Jas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
  Yondalla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
  Chapter 4: The Olympian Pantheon . . 99
  Olympian Theology. . . . . . . . . . . . . . . . . . . . . . . . 99
  Olympian Cosmology . . . . . . . . . . . . . . . . . . . . . . 99
  The Olympian Pantheon . . . . . . . . . . . . . . . . . . 100
  Zeus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
  Aphrodite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
  Apollo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
  Ares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
  Artemis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
  Athena . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
  Demeter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
  The Eleusinian Mysteries . . . . . . . . . . . . . . . 113
  Dionysus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
  The Orphic Mysteries . . . . . . . . . . . . . . . . . . 115
  Hades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
  Hecate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
  Hephaestus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
  Hera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
  Hercules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
  Hermes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
  Hestia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
  Nike. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
  Pan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
  Poseidon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
  Tyche. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
  The Academy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
  Olympian Monsters. . . . . . . . . . . . . . . . . . . . . . . 132
  Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
  Faun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
  Chapter 5: The Pharaonic Pantheon . . 135
  Pharaonic Theology. . . . . . . . . . . . . . . . . . . . . . . 135
  Pharaonic Cosmology . . . . . . . . . . . . . . . . . . . . . 135
  The Pharaonic Pantheon. . . . . . . . . . . . . . . . . . . 137
  Re-Horakhty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
  Anubis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
  Apep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
  Bast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
  Bes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
  Hathor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
  Imhotep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
  Isis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
  Nephthys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
  Osiris. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
  Ptah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
  Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
  Sobek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
  Thoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
  The Mysteries of Thrice-Greatest Thoth . . 158
  New Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . 158
  Pharaonic Temples. . . . . . . . . . . . . . . . . . . . . . . . 158
  Pharaonic Monsters. . . . . . . . . . . . . . . . . . . . . . . 158
  Minion of Set. . . . . . . . . . . . . . . . . . . . . . . . . . 158
  Mummy, Greater. . . . . . . . . . . . . . . . . . . . . . . 159
  Chapter 6: The Asgardian Pantheon. . 163
  Asgardian Theology. . . . . . . . . . . . . . . . . . . . . . . 163
  Aesir and Vanir . . . . . . . . . . . . . . . . . . . . . . . . 163
  Asgardian Cosmology . . . . . . . . . . . . . . . . . . . . . 164
  The Asgardian Pantheon. . . . . . . . . . . . . . . . . . . 167
  Odin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
  Aegir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
  Balder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
  Forseti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
  Frey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
  Freya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
  Frigga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
  Heimdall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
  Hel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
  Hermod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
  Loki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
  Njord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
  Odur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
  Sif. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
  Skadi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
  Surtur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
  Thor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
  Thrym. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
  Tyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
  Uller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
  Asgardian Monsters. . . . . . . . . . . . . . . . . . . . . . . 199
  Einherjar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
  Giants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
  Valkyries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
  Prestige Class: Berserk. . . . . . . . . . . . . . . . . . 201
  Chapter 7: Other Religions. . . . . . . . . 203
  The Faith of the Sun . . . . . . . . . . . . . . . . . . . . . . 203
  Taiia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
  Prestige Class: Justiciar of Taiia . . . . . . . . . . 205
  Following the Light. . . . . . . . . . . . . . . . . . . . . . . 206
  Elishar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
  Prestige Class: Soldier of Light . . . . . . . . . . 208
  Toldoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
  Dennari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
  Appendix 1: Domains and Spells . . . 213
  New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
  Appendix 2: Divine Ascension . . . . . 218
  Methods of Ascension. . . . . . . . . . . . . . . . . . 219
  List of Tables
  2–1: Salient Divine Abilities . . . . . . . . . . . . . . . . 32
  2–2: Creature Sizes. . . . . . . . . . . . . . . . . . . . . . . . . 34
  2–3: Abilities by Altered Size. . . . . . . . . . . . . . . . 34
  2–4: Weapon Damage by Increased Size. . . . . . 35
  2–5: Weapon Damage by Decreased Size . . . . . 35
  2–6: Divine Spellcasting . . . . . . . . . . . . . . . . . . . . 42
  3–1: The D&D Pantheon. . . . . . . . . . . . . . . . . . . . 58
  4–1: The Olympian Pantheon . . . . . . . . . . . . . . 100
  4–2: Olympian Deities by Race. . . . . . . . . . . . . 100
  4–3: Olympian Deities by Class . . . . . . . . . . . . 100
  5–1: The Pharaonic Pantheon . . . . . . . . . . . . . . 136
  5–2: Pharaonic Deities by Race. . . . . . . . . . . . . 136
  5–3: Pharaonic Deities by Class . . . . . . . . . . . . 136
  6–1: The Asgardian Pantheon . . . . . . . . . . . . . . 164
  6–2: Asgardian Deities by Race. . . . . . . . . . . . . 164
  6–3: Asgardian Deities by Class . . . . . . . . . . . . 164
  6–4: The Berserk. . . . . . . . . . . . . . . . . . . . . . . . . . 202
  7–1: The Justicar of Taiia. . . . . . . . . . . . . . . . . . . 205
  7–2: The Soldier of Light . . . . . . . . . . . . . . . . . . 208
  List of Sidebars
  The Divine Glossary. . . . . . . . . . . . . . . . . . . . . . . . . 6
  Demon Princes and Archdevils. . . . . . . . . . . . . . . 8
  How the D&D Pantheon Came to Be . . . . . . . . 12
  Behind the Curtain: Divine Power Sources . . . 13
  Worshipers of the D&D Pantheon. . . . . . . . . . . 13
  Your Campaign and Real-World Religion. . . . . 14
  Attitudes of the D&D Deities . . . . . . . . . . . . . . . 15
  Barriers to the Divine . . . . . . . . . . . . . . . . . . . . . . 17
  Intercession by the D&D Pantheon. . . . . . . . . . 18
  Why Gods Rarely Die . . . . . . . . . . . . . . . . . . . . . . 19
  Immortality in the D&D Pantheon . . . . . . . . . . 20
  Behind the Curtain: The D&D Pantheon . . . . . 20
  Deity Homes for the D&D Pantheon . . . . . . . . 22
  Levels Beyond 20th . . . . . . . . . . . . . . . . . . . . . . . . 26
  Deities and Synergy Bonuses . . . . . . . . . . . . . . . 27
  Deities and Spellcasting . . . . . . . . . . . . . . . . . . . . 29
  Behind the Curtain: Deities and Divine Spells. . 29
  Time and Divine Powers. . . . . . . . . . . . . . . . . . . . 30
  Behind the Curtain: Divine
  Abilities and Epic Feats . . . . . . . . . . . . . . . . . . 31
  Size Categories in the D&D Game. . . . . . . . . . . 34
  Spell Slots Above 9th Level . . . . . . . . . . . . . . . . . 42
  3
  TABLE OF
  CONTENTS
  
  4
  Introduction
  Deities: spiritual beings embodying the loftiest (and basest)
  principles of morality, ethics, and every aspect of mortal existence
  . . . or just some really powerful monsters?
  The answer to that basic question, like so many other ques-
  tions in the DUNGEONS & DRAGONS game, is up to you, and the
  answer you decide on will have a lot to do with how you use
  this book. There is no right answer beyond what’s right for your
  campaign, your players, and your game. If you’re really inter-
  ested in whether Heironeous can defeat Thor in battle, we’ve
  given you a set of rules and statistics in this book that can help
  you answer that question. (Early playtest reports say: not
  bloody likely.) On the other hand, if you want help creating a
  vibrant, realistic pantheon for your campaign, a set of deities
  that helps shape the course of events in adventures of epic
  scope, deities who inspire the clerics, druids, paladins, and
  other characters in your game to the greatest heights of hero-
  ism and the lowest depths of villainy . . . well, we’ve given you
  the tools for that as well.
  DEITIES AND DEMIGODS
  This book can help you decide what role deities can play in your
  campaign, from their philosophies to their Armor Class.
  Chapter 1: Deities in Your Game addresses the role of
  deities, as well as religions, in the D&D game. It discusses
  different models of religions, from the traditional D&D “loose
  pantheon” epitomized by the deities described in the Player’s
  Handbook to alternative models such as monotheism, dualism,
  and animism. You’ll find some discussion of mystery cults, as
  well as a different look at the pantheon. This chapter goes on to
  talk about what influence the deities have on your campaign
  world, what deities are like, and where they live. It closes with
  some concrete advice on how to build your own pantheon of
  deities for your campaign.
  Chapter 2: Deities Defined delves into the rules that help
  quantify deities. It introduces the concept of divine rank as a
  measure of godly power, and spells out what a deity of a certain
  rank can do—in the same terms as any other character’s abilities
  are defined. Hercules may have a Strength score of 55 (as does
  Kord), but it’s still a Strength score that works like any character’s
  or monster’s Strength score.
  In an extensive discussion of divine characteristics, you’ll read
  about all the abilities and powers that deities have in common.
  Next, the concept of portfolios is defined. Following that are
  descriptions of nearly one hundred salient divine abilities—
  special powers available only to deities. The chapter also presents
  thirty feats that deities can acquire, over and above the feats
  described in the Player’s Handbook.
  Chapter 2 continues with suggestions for the Dungeon Master
  on how to roleplay a god. It describes two types of divine minions,
  the proxy and the petitioner, and it concludes with information
  on how to read the deity descriptions that make up the bulk of the
  four chapters that follow.
  Chapter 3: The D&D Pantheon describes a group of deities
  specifically created for the DUNGEONS & DRAGONS game. Most of
  these deities were introduced in the Player’s Handbook (see the
  cleric class description in Chapter 3 and the discussion of religion
  in Chapter 6 of that book) and are also briefly discussed in Chapter
  6 of the DUNGEON MASTER’s Guide. Four of the members of the D&D
  pantheon are presented here for the first time—the dragon deities
  Bahamut and Tiamat, plus Kurtulmak and Lolth. If you want the
  cosmology and the deities of your campaign to conform with the
  information in the D&D core rulebooks, then the D&D pantheon
  is designed just for you.
  Chapter 4: The Olympian Pantheon is the first of three
  chapters dedicated to mythological pantheons loosely based on
  historical religions. The deities of the Olympian pantheon were
  worshiped in ancient Greece, and many of them are well-
  known names that are found in contemporary literature as well
  as the classical tales and sagas where they first appeared. The
  chapter begins with a short discussion of Olympian theology
  and Olympian cosmology before presenting detailed statistics
  and general information about each of the nineteen deities that
  make up the pantheon. Following the deity descriptions is a
  brief treatment of the religious philosophy known as the
  Academy, as well as a section on Olympian monsters that
  includes game information for two types of cyclopes and the
  race of fey known as fauns.
  Chapter 5: The Pharaonic Pantheon is structured the same as
  Chapter 4. The text begins by summarizing the basic precepts of
  the religion of ancient Egypt, and then gives extensive descrip-
  tions for each of the pantheon’s fourteen deities. At the end of the
  chapter are descriptions of two new weapons, game statistics for
  the minion of Set (a new monster), and details about a new
  template, the greater mummy.
  Chapter 6: The Asgardian Pantheon deals with the deities
  of the ancient Norse religion. Following the descriptions of the
  twenty deities in this pantheon is a section on Asgardian
  monsters, ncluding three types of einherjar, two types of giants,
  and the valkyries. At the end of the chapter is a new prestige
  class, the berserk, which is especially suited for use with the
  Asgardian pantheon.
  Chapter 7: Other Religions provides examples of three alter-
  native religious models: a monotheistic religion (the Faith of the
  Sun), a dualistic religion (Following the Light), and a mystery cult
  that is not connected to a pantheon (Dennari). These are all-new
  fantasy religions, not derived from historical faiths. The chapter
  also includes two new prestige classes: the justiciar of Taiia and the
  soldier of light.
  Appendix 1: Domains and Spells details all the domains
  mentioned in this book, including thirteen new domains that
  do not appear in the Player’s Handbook. It also contains twelve
  new spells, each of which is associated with one of the new
  domains.
  Appendix 2: Divine Ascension describes the process of divine
  ascension—the means by which a player character can become a
  deity (if you choose to allow this option in your campaign).
  Deities and Demigods takes D&D adventuring to a whole new
  level, in more ways than one. Whether you’re a Dungeon Master
  who wants deities to play a more significant role in your campaign
  or a player who wants to know how your character stacks up
  against the divine entities that oversee the universe, this book
  holds all the answers you could want.
  INTRODUCTION
  
  eities and the religions they inspire typically play an
  important role in DUNGEONS & DRAGONS campaigns.
  Whether it’s a cleric of Fharlanghn who chants “Hail
  Fharlanghn, mighty Fharlanghn!” every time he casts a
  cure spell or the evil cult that lurks in the Temple of Ele-
  mental Evil, the mortal servants of these deities are everywhere in
  the game, and the powers they serve hold an equally important, if
  somewhat more distant, place.
  This chapter examines the role of these forces in your cam-
  paign in two distinct sections. First, it discusses various models of
  religion: pantheons, monotheism, dualism, animism, mystery
  cults, and nondeist beliefs (forces and philosophies). You need to
  decide which of these models your campaign will use before you
  can populate your world with deities. Second, this chapter walks
  you through various decisions about the nature of the gods in
  your campaign. Are they actively involved in the world, or are
  they remote and uncaring? Do they depend on worshipers or
  some other external source for their power, or are they worshiped
  because of their power? Can they be killed?
  Once you’ve made some decisions about the basic nature of
  religions in your campaign and the deities those religions revere,
  you are ready to start building your pantheon in earnest, and the
  final section of this chapter offers guidance in that process.
  THE NATURE OF RELIGIONS
  Deities do not exist in a vacuum in their planar homes. Almost by
  definition, deities in the D&D game interact with mortals, usu-
  ally expecting or demanding worship from mortal followers and
  expecting a certain standard of behavior from their worshipers.
  In other words, deities are parts of religions, the centers of cults
  and churches, the objects of worship and ritual, and the
  receivers of prayer and sacrifice.
  In a fantasy setting, as in the real world, religion can take
  many forms. The standard assumption, as described in the
  Player’s Handbook, is that multiple deities loosely grouped
  together form a pantheon, a collection of gods not united
  by a single doctrine or philosophy. Deities and Demigods
  refers to this model as a loose pantheon. Other groups of
  deities, such as the Pharaonic deities, also form a pan-
  theon, but their worship is more closely interrelated. All
  the deities show at least some respect for a particular
  philosophical principle or overdeity. In the case of the
  Pharaonic pantheon, for example, the deities are keenly
  interested in Ma’at, the principle of divine order in the
  universe. These pantheons are called tight pantheons.
  Not all religions in a fantasy world need to revolve
  around a pantheon of deities. In your campaign, you
  can create monotheistic religions (worship of a single
  deity), dualistic systems (centered around two deities
  or forces), mystery cults (involving personal devotion
  to a single deity, usually as part of a pantheon system),
  animistic religions (revering the spirits inherent in
  nature), or even forces and philosophies that do not
  center on deities. This section discusses how reli-
  gion works in each of these types of systems: how
  people worship, how clerics function, and other
  implications for your campaign.
  LOOSE PANTHEONS
  The basics of religion in a loose pantheon are
  described in the Player’s Handbook. A multitude of
  5
  Illus. by A. Swekel
  
  6
  deities rule the various aspects of mortal existence, variously coop-
  erating with and competing with each other in administering the
  affairs of the universe. People gather in temples to worship gods
  such as Pelor, or meet in hidden places to venerate Erythnul.
  Each deity in a loose pantheon has a portfolio and is responsible
  for advancing that portfolio in the mortal world and in the divine.
  Heironeous, god of valor, calls clerics and paladins to his service
  and encourages them to spread the ideals of honorable warfare in
  society. His followers propagate notions of chivalry and justice
  through their societies. Even in his never-ending war with Hextor,
  Heironeous promotes his own portfolio—war fought nobly and in
  the cause of justice.
  Hextor, similarly, promotes his portfolio of war and tyranny
  through his actions and those of his worshipers. His clerics preach
  military readiness and quick, harsh action in response to any
  wrong. In the divine realm, he fights his war with Heironeous on
  his terms—as brutally, destructively, and underhandedly as he can.
  Individuals—both clerics and laity—generally follow one deity
  of a loose pantheon above all others, choosing one as a patron deity.
  Because each deity is the undisputed master of all things related to
  his or her portfolio, however, lay believers often devote prayers and
  sacrifices to other gods than their patrons, as long as those other
  gods are not enemies of their patrons. Even a devout follower of
  Heironeous would do well to make an offering to Fharlanghn
  before setting out on a journey, for example, and might offer
  prayers to Wee Jas at a funeral. No self-respecting devotee of
  Heironeous would consider making a sacrifice to Hextor, however,
  since Heironeous and Hextor are mortal enemies.
  Not everybody has a patron deity, though most people show at
  least some degree of devotion to some of the gods. In most loose
  pantheons, not choosing a patron deity has no penalty. Most
  people are assured of finding a home on the Outer Planes after
  death. Their souls simply go to the plane corresponding to their
  alignment. Though the rewards of serving a deity might be great in
  this life and in the next, there is no punishment for those who do
  not make a commitment to a single god, or even for those who neg-
  lect the expected sacrifices.
  There are some exceptions. In the FORGOTTEN REALMS® campaign
  setting, for example, the souls of those with no patron deity are con-
  signed to wander the Fugue Plain until they are either taken in by a
  merciful deity or captured by demon or devil raiders and drafted
  into service in their infernal war. The souls of the “faithless,” those
  who actively oppose worship of the gods, are bound into the living
  wall around the City of Judgment, from which they can never return.
  In the world of Toril, nearly everyone has a patron deity.
  In some ways, a loose pantheon is like a number of small, dis-
  tinct religions, one devoted to each deity. Each religion teaches a
  distinct code of ethics, practices certain unique rites, and retells
  certain myths about its deity, usually without reference to any other
  deity (except for specific cases of enmity between two deities, such
  as Heironeous and Hextor or Corellon Larethian and Gruumsh).
  Of course, even devoted followers of a single deity recognize the
  existence and power of other deities and occasionally sacrifice to
  them as well, but they worship only one god at a time.
  In terms of game-mechanic implications, the loose pantheon is
  the simplest model to adopt in your campaign, since it is the baseline
  for the D&D game. Simply substitute your pantheon for the default
  pantheon in the Player’s Handbook. Most of the guidelines in this
  chapter apply directly to a loose pantheon model, and you need to
  decide such issues as how many gods there can be, what gods are, and
  where their power comes from (see The Nature of Divinity, below).
  TIGHT PANTHEONS
  If the deities of a loose pantheon are the multitudinous centers of
  many distinct religions, a tight pantheon, by contrast, is the focus
  of a single religion. Practitioners of that religion may revere all the
  deities, a select number of them, or even just one, but whichever
  deity or deities they worship, they share a certain body of myths,
  rituals, and ethics.
  The Olympian, Pharaonic, and Asgardian pantheons described
  in Chapter 4, 5, and 6 are examples of tight pantheons. The gods of
  the Olympian pantheon are united under the rulership (and, in
  many cases, the paternity) of Zeus, as the Asgardian gods are
  united under Odin. The Pharaonic pantheon is unified by the poli-
  tics of the mortal kingdom, the idea of a divine ruler (pharaoh), and
  the concept of a divine order in the universe (Ma’at).
  Like the gods of a loose pantheon, the deities of a tight pantheon
  each have their own areas of control (portfolio). Within their own
  pantheons, Ares and Odin are gods of war much like Hextor and
  Heironeous, and they have similar agendas. Aphrodite and Freya
  are responsible for all affairs of the heart, while Athena and Thoth
  oversee matters of learning and knowledge.
  Some individuals, more often clerics than laity, devote themselves
  to individual gods of a tight pantheon—often as members of a mys-
  tery cult (see below). Most people, including many clerics, are
  devoted to the entire pantheon. As with a loose pantheon, a follower
  of the Olympian pantheon makes offerings to Demeter to ensure a
  good harvest, to Poseidon before traveling by boat, to Aphrodite
  when seeking assistance in romance, and to Apollo for healing. The
  sacrifices each god expects are part of the shared doctrine of the pan-
  theon, and sometimes the gods even share temples.
  Most tight pantheons have one or more aberrant gods, deities
  whose worship is not sanctioned by the clerics of the pantheon as
  a whole. These are usually evil deities and enemies of the pantheon
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  THE DIVINE GLOSSARY
  The following terms are used frequently in Deities and Demigods.
  Animism: Belief in a multitude of spirits that influence the
  natural world.
  Deity: A god. Deities have from 0 to 20 divine ranks.
  Divine Rank: A measure of how powerful a deity is. More
  powerful deities have more divine ranks.
  Dualism: Belief in two deities. The deities are often oppo-
  sites in conflict with one another.
  Lay Member: A worshiper who doesn’t receive spells from a
  deity. Within a religion, the nonclerics are sometimes referred
  to as the laity.
  Monotheism: Belief in a single deity. Many modern religions
  in the real world are monotheistic.
  Mortal: A creature with no divine ranks. Mortals include
  humanoids, outsiders, and the other creatures in the
  Monster Manual. 
  Mystery Cult: A secret society, usually devoted to the worship
  of a single deity.
  Pantheon: A group of deities. Each D&D campaign has its
  own pantheon, and some have more than one.
  Patron Deity: The primary deity worshiped by an individual.
  Jozan’s patron deity is Pelor, for example.
  Polytheism: Belief in many deities. Most D&D campaigns,
  including the one described in the Player’s Handbook, are
  polytheistic.
  Portfolio: One or more aspects of the world that a deity has
  responsibility for. For example, Thor’s portfolio includes storms.
  pqqqqrs
  pqqqqrs
  
  such as the Titans (Olympian pantheon), Set (Pharaonic), and Loki
  (Asgardian). These deities certainly have cults of their own, attract-
  ing social outcasts and perverse villains to their worship. These
  cults resemble mystery cults, their members strictly devoted to
  their single god, though even members of aberrant cults often pay
  lip service in the temples of the pantheon.
  A tight pantheon requires only a few modifications to the stan-
  dard D&D rules. Clerics may choose a specific patron deity, in
  which case they choose their domains from among those offered
  by the deity. Clerics also have the option of serving the entire pan-
  theon, in which case they can choose their two domains from
  among all the domains offered by all the deities of the pantheon,
  except aberrant gods. A cleric of the Pharaonic pantheon could
  choose Sun (offered by Re-Horakhty) and Luck (offered by Bes) as
  his two domains, for example. A cleric can only select an align-
  ment domain if his alignment matches that domain. The cleric’s
  alignment must match the alignment of some deity in the pan-
  theon (excluding aberrant gods).
  A tight pantheon is more likely than a loose one to limit the pos-
  sible number of gods and the means to divine ascension. Divinity
  may be imparted, but can rarely be simply earned (see The Nature
  of Divinity, below).
  MYSTERY CULTS
  A mystery cult is a secretive religious organization based on a ritual
  of initiation, in which the initiate is mystically identified with the
  god being worshiped. Mystery cults are generally devoted to single
  deities, or at most a small handful of related deities (see the entries
  for Demeter and Dionysus in Chapter 4 and Thoth in Chapter 5 for
  sample mystery cults). Mystery cults are intensely personal, con-
  cerned with the initiate’s individual relationship with the deity and
  experience of salvation.
  A mystery cult is actually a specific type of worship within the
  context of a tight or loose pantheon, rather than a distinct religious
  system itself. Even if the god at the center of a mystery cult is part
  of a tight pantheon, however, the mystery cult itself is more like
  the worship of a deity in a loose pantheon. It stands as a religion
  unto itself, related to the myths and rituals of the pantheon’s cult,
  but presenting its own myths and rites as primary.
  The myths of a mystery cult are its essential element. The his-
  tory of the god is the foundation of the cult and is reenacted (sym-
  bolically) in the cult’s initiation ritual. The foundation myth of a
  mystery cult is usually simple and often involves a god’s death and
  rising, or a journey to the underworld and a return. Sun and moon
  deities and agricultural deities—gods whose portfolios reflect the
  cycles of nature—are often the centers of mystery cults.
  The cult’s ritual of initiation follows the pattern of its foundation
  myth. Neophytes retrace the god’s footsteps in order to share the
  god’s ultimate fate. In the case of dying and rising gods, the (sym-
  bolic) death of the initiate often represents the idea of death to the
  old life and rebirth into a transformed existence. Initiates live a
  new life, partly remaining on the plane of human affairs, partly ele-
  vated to a matter of divine concern. The initiate is guaranteed a
  place in the god’s realm after death, but also experiences new depth
  and meaning in his or her life.
  As a subset of a pantheon religious system, a mystery cult needs
  no special modifications to the standard rules for clerics and
  patron deities.
  MONOTHEISM
  Monotheistic religions revere only one deity—and, in some cases,
  deny the existence of any other deity. If you introduce a monothe-
  istic religion into your campaign, you need to decide whether
  other gods exist or not. Even if they don’t, other religions can exist
  side by side with the monotheistic religion. If these religions have
  clerics with spellcasting ability, their divine spells may powered
  by the one true deity, by lesser spirits who are not true deities
  (possibly including powerful demons and devils), or simply by
  their faith, however misguided.
  Unlike the gods of a pantheon, the deity of a monotheistic religion
  demands exclusive worship. Usually, such a deity has a very large
  portfolio and is portrayed as the creator of everything, in control of
  everything, and concerned with every aspect of existence. Thus, a
  worshiper of this god offers prayers and sacrifices to the same god
  regardless of what aspect of life is in need of divine assistance.
  Whether marching into war, setting off on a journey, or hoping to
  win someone’s affections, the worshiper prays to the same god.
  Monotheistic religions often promise dire consequences to those
  who do not adopt their deity as a patron, whether they follow a dif-
  ferent, “false” god or no god at all. Such religions border on dualism
  (see below), with an outer-planar paradise reserved for the souls of
  the faithful, and another plane of torment for the souls of those who
  did not revere the deity in life. Other monotheistic religions are more
  universal, teaching that only one Outer Plane exists (to correspond to
  the one deity), in which all souls, sooner or later, come to rest.
  Monotheistic religion is perhaps the most divergent system from
  the core D&D rules, and requires some adjustments to the rules for
  clerics. In some cases, the deity of a monotheistic religion may grant
  access to every cleric domain, while in other cases such a deity
  grants access only to a large subset of the available domains. The god
  of a monotheistic religion receives bonus salient divine abilities suf-
  ficient to give the deity access to fifteen domains. However, the deity
  does not gain the spell-like abilities or domain powers of these extra
  domains. For example, Taiia, the monotheistic deity described in
  Chapter 7, grants access to twenty domains. She has the Extra
  Domain salient divine ability for five domains (in addition to the
  three domains she originally had), so she can use the domain powers
  and spells from eight of these domains, but not the other twelve.
  Different clerics of the same deity may possess very different abili-
  ties. One cleric of Taiia may venerate her Destroyer aspect and choose
  access to the Strength and War domains, while another might wor-
  ship her Creator aspect and choose access to the Knowledge and
  Magic domains. In some religions, clerics may group themselves
  into different religious orders in order to better differentiate
  between clerics who choose different domains. For example, the
  church of Taiia includes an order called the Purifying Flame,
  whose members typically choose from the domains of Death,
  Destruction, Law, and War. The same church also includes a devo-
  tional order, the Sun’s Path, whose members usually choose from
  the domains of Good, Healing, and Protection.
  Instead of a church with different orders, some monotheistic reli-
  gions describe different aspects of their deity. A single god appears in
  different aspects as the Creator and the Destroyer, and the clerics of
  that god may focus on one aspect or the other, determining their
  domain access and possibly even their alignment on that basis.
  The most universal deities offer access to all the alignment
  domains (Law, Chaos, Good, and Evil). As with a tight pantheon,
  however, no cleric can choose alignment domains that do not
  match his alignment. While the mind of an infinite god may be
  able to contain diametrical opposites such as conflicting alignment
  domains, mortal minds are much more limited.
  In a monotheistic religion, the alignment of the deity is particu-
  larly important. The most universal deities are neutral and actually
  allow clerics of any alignment, including neutral. Other deities
  have other alignments (usually good), and may or may not allow
  clerics to violate the general rule that a cleric’s alignment must be
  within one step of his deity’s. Some good deities are served by evil
  clerics, though it is also possible that these clerics actually gain
  their spells from another source, such as a powerful demon, devil,
  or celestial, or simply from the power of their faith. You should
  carefully consider whether you want to outlaw clerics of a certain
  alignment; in general, it is best to allow clerics of any alignment.
  Different orders within a church, or different aspects of a single
  deity, may have different alignments as well. In this case, the general
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  7
  
  rule applies: A cleric’s alignment must be within one step of his
  order’s or chosen aspect’s alignment.
  If the god of a monotheistic religion is good, and evil clerics get
  their spells from an evil source, the religion shades over into dual-
  ism. The only real distinction in this case is the power of the evil
  force, and the distinction is purely philosophical, not practical. It
  doesn’t matter if the primal force of evil is a god or a demon lord, as
  long as it is there and grants spells to those who serve it.
  Generally, the god of a monotheistic religion is born divine, and
  no possibility of divine ascension exists (though it may be possible
  for mortals to ascend to semidivine status, possibly divine rank 0,
  as chosen agents of the deity). In effect, a monotheistic religion is
  limited to 20 total ranks of divine power, all of which are concen-
  trated in a single deity (though any number of beings with divine
  rank 0 may be present). However, a monotheistic religion could
  center on a deity who earned that position by killing the previous
  sole deity of the universe, or a deity who destroyed all the other
  deities in recent or mythological history. In such a case, a mortal
  could conceivably replace that deity to become the supreme being.
  DUALISM
  A dualistic religion views the world as the stage for a conflict between
  two diametrically opposed deities or divine forces. Most often, the
  opposed forces are good and evil, or opposed deities representing
  those forces. In some pantheons, the forces or deities of law and chaos
  are the fundamental opposites in a dualistic system. Life and death,
  light and darkness, matter and spirit, body and mind, health and ill-
  ness, purity and defilement, positive and negative energy . . . the
  D&D universe is full of polar opposites that could serve as the foun-
  dation for a dualistic religion. Whatever the terms in which the dual-
  ism is expressed, however, one half of the pair is usually believed to
  be “good”—beneficial, desirable, or holy—while the other half is
  “bad” if not explicitly evil. If the fundamental conflict in a religion is
  expressed as the opposition between matter and spirit, the followers
  of that religion believe that one of the two (usually matter) is evil and
  the other (spirit) is good, and so seek to liberate their spirits from this
  material world and its evils, through asceticism and contemplation.
  Rare dualistic systems believe that the two opposing forces must
  remain in balance in the universe, always pulling away from each
  other but remaining bound together in creative tension.
  Most dualistic religions have two deities, but some have a number
  of deities arrayed on opposing sides of the great conflict between
  good and evil (or law and chaos). If not hosts of gods, many dualistic
  religions at least have hosts of lesser spirits (possibly including pow-
  erful spirits of divine rank 0) on either side of the conflict. The key
  distinction between a dualistic religion and a monotheistic religion
  with a strong opposing force is that, in a dualism, the two forces are
  believed to be equal. Neither one existed before the other, neither is
  more powerful than the other, and it is quite possible that neither
  can exist without the other, despite their eternal animosity.
  The majority of those who follow a dualistic religion worship
  the deity or force identified as “good” within the religion. Wor-
  shipers of the good deity trust themselves to that god’s power to
  protect them from the evil deity’s forces and the woes they bring.
  Since the evil deity in most dualistic religions is viewed as the
  source of everything that is detrimental to human existence, only
  the perverse and depraved actually offer worship to this divine
  abomination. However, monsters and fiends often serve the evil
  deity, as do dark cults that meet in secret. While the official texts of
  a dualistic religion usually predict with certainty that the good
  deity will triumph in a final, apocalyptic battle, the forces of evil
  believe that the outcome of that battle is not predetermined and
  actively work to promote their deity’s goals.
  Deities in a dualistic system maintain large portfolios. All aspects
  of existence reflect the dualistic struggle, and all things fall on one
  side or the other of the conflict. If day is good, night is evil; if fire is
  evil, water is good. Agriculture, mercy, the sky, medicine, and
  poetry might be in the portfolio of the good deity, while famine,
  hatred, the earth, disease, and war belong to the evil deity. As
  within a pantheon, each deity has absolutely no influence over the
  portfolio of the other—the good deity cannot cause disease any
  more than the evil deity can cure it.
  In a cosmology defined by an eternal conflict between good and
  evil, mortals are expected to take sides. If an apocalyptic battle lies
  in the future, the winner of that battle is sure to reward the mortal
  souls who helped that deity achieve ultimate victory, while pun-
  ishing those who aided the other side. Again, the established texts
  of most dualistic religions predict the ultimate victory of good over
  evil, and thus urge mortals to take a stand on the good side while
  opposing evil in all its forms.
  Dualism is essentially a very small loose pantheon consisting of
  two deities, and works much like a pantheon in terms of the D&D
  game rules. However, not all alignments are available to clerics in
  most dualistic systems. If the polarity of the universe is between
  good and evil, then clerics of the good deity must be good, while
  clerics of the evil deity must be evil. There is no room for fence-
  sitting in such a religion. Likewise, a law/chaos dichotomy demands
  that clerics be lawful or chaotic, not neutral along that axis.
  Each deity grants access to about half of the available domains in
  the game, though it is difficult to divide the domains strictly
  evenly (see Following the Light in Chapter 7 for an example). With
  each deity offering access to between nine and thirteen domains,
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  8
  DEMON PRINCES AND ARCHDEVILS
  The default assumption of the D&D game is that, while power-
  ful outsider and elemental lords exist, they are not gods, and
  they cannot grant spells to clerics the way deities do. Though
  they are powerful and often revered by those who share their
  alignment, they reach no higher than divine rank 0. The demon
  prince Yeenoghu is a classic example: He is revered by gnoll
  clerics, but the god Erythnul actually grants them their spells.
  Yeenoghu acts simply as a go-between, a patron of the gnolls
  and a loyal servant of Erythnul. Loyal, at least, until the chance
  for real godhood comes within his grasp. . . .
  In an alternate cosmology, however, it may be important to
  allow these figures to grant spells. If evil clerics are to exist in
  a world dominated by a monotheistic religion with a good
  deity, they must have a source for their spells. In such a
  campaign, the demon princes and archdevils, as well as other
  elemental and outsider lords, may achieve divine rank 1 or
  higher, though they should not rise higher than demigod status
  (divine rank 5). Making them actual deities, however, means
  that the religion is not strictly monotheistic, since there are
  now multiple deities in the religion. If only one such evil deity
  exists, the religion is dualistic. If there are more than one, you
  have created a loose pantheon.
  The alternative is to maintain these powerful creatures at
  divine rank 0 but give them the special ability to grant spells to
  their servants. If you want to limit this ability in some way, you
  can allow them to grant access to only a single domain, hand-
  icapping the demon-worshipers in a minor way when
  compared to clerics of the “true faith.” This approach better
  maintains the feel of a monotheistic religion in the game.
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  the followers of each deity may form orders that emphasize certain
  aspects of the deity and select certain domains, as described under
  Monotheism above.
  Those rare dualistic religions that emphasize the balance of
  forces in the universe may act more like tight pantheons, allowing
  clerics to serve the dualism itself. Such a religion is usually true
  neutral, and may allow clerics of any alignment. In this case, clerics
  may usually choose access to any two domains, with the usual
  restrictions on alignment domains.
  As with monotheism, the gods of dualistic religions are usually
  born divine and have no room for mortal ascension. In the case of
  dualism, there is generally a limit of about 30 total ranks of divine
  power, split more or less evenly between the two gods of the religion.
  There may be many spirits of divine rank 0, of course. As the eternal
  struggle between the two gods progresses, however, it is certainly
  possible for one god to take divine ranks from the other, upsetting
  the balance of power between them. In some religions, it may be pos-
  sible for mortals or powerful spirits to take ranks from one of the gods
  as well—perhaps by fighting or stealing from the god, perhaps by the
  god investing a portion of power into a chosen servant for a time.
  ANIMISM
  Animism is the belief that spirits inhabit every part of the natural
  world. In an animistic worldview, everything has a spirit, from the
  grandest mountain to the lowliest rock, from the great ocean to a
  babbling brook, from the sun and moon to a fighter’s ancestral
  sword. All these objects, and the spirits that inhabit them, are alive
  and sentient, though some are more aware, alert, and intelligent
  than others. Some are also more powerful than others and might
  even be considered deities. All are worthy of respect and veneration.
  Clerics in an animist religion have the ability to command or
  implore the spirits to perform specific tasks on their behalf. Instead
  of a patron deity, these clerics have two or three specific patron
  spirits who grant them domain spells and powers. Most other char-
  acters do not pay allegiance to any one spirit over the others.
  Instead, they offer prayers and sacrifices to different spirits at differ-
  ent times, as appropriate to the situation. A pious character probably
  makes daily prayers and offerings to her ancestor spirits and the
  spirits of the house, regular petitions to important spirits such as
  the Seven Fortunes of Good Luck, occasional sacrifices of incense
  to location spirits such as the spirit of a forest, and sporadic prayers to
  a host of other spirits as well.
  An animistic religion is very tolerant. Most spirits don’t care to
  whom a character also offers sacrifices, as long as they get the sac-
  rifices and respect they are due. As new religions spread through-
  out animist lands, they typically win adherents but not converts.
  People incorporate new spirits and deities into their prayers without
  displacing the old ones. Monks and scholars may adopt complex
  philosophical systems and practices without changing their belief
  in and respect for the spirits at all.
  Animism functions essentially as a large tight pantheon. All
  clerics serve the pantheon as a whole, and so may choose any two
  domains (each domain representing a patron spirit of sorts for that
  cleric), with the usual restrictions on alignment domains. Clerics
  may be of any alignment, since there are spirits of every alignment.
  Spirits represent the whole range of divine ranks, from 0 to 20.
  Animism is certainly an example of an infinite pantheon, since
  new spirits come into being all the time. The spirits probably gain
  their power through worship—a spirit that is not worshiped does
  not die, but it rarely rises above divine rank 0. Divinity is earned in
  an animistic system. People who engender the reverence or fear of
  others during their lives can expect to linger as minor spirits after
  their death, and the worship of more people grants them increas-
  ing power. It may also be possible to achieve divinity before death,
  usually by attaining some sort of enlightenment, but this is really
  the province of a philosophical system that overlays an animist
  religion, rather than of the animist system itself.
  FORCES AND PHILOSOPHIES
  Not all cleric powers come from deities. In some campaigns, philoso-
  phers hold enough conviction in their ideas about the universe that
  they gain magical power from that conviction. In others, impersonal
  forces of nature or magic that grant power to mortals who are
  attuned to them may replace the gods. In the D&D rules, druids and
  rangers can gain their spell ability from the force of nature itself,
  rather than from a specific nature deity, and some clerics also devote
  themselves to ideals rather than to a deity. Paladins may serve a phi-
  losophy of justice and chivalry rather than a specific deity.
  By their nature, forces and philosophies are not worshiped—
  they are not beings that can hear and respond to prayers or accept
  sacrifices. Devotion to a philosophy or a force is not necessarily
  exclusive of service to a deity. A person can be devoted to the philos-
  ophy of good and, as a result, offer worship to various good deities, or
  revere the force of nature and also pay service to the gods of nature,
  who might be seen as personal manifestations of the impersonal
  force. Few philosophies in a fantasy world deny the existence of
  deities, although a common philosophical belief states that the
  deities are more like mortals than they would have mortals believe.
  According to such philosophies, the gods are not truly immortal
  (just very long-lived), and humans may be quite able to attain divin-
  ity themselves. In fact, ascending to godhood is the ultimate goal
  of some philosophies.
  Generally, the power of a philosophy comes from the belief that
  mortals invest in it. A philosophy that only one person believes in
  is not strong enough to bestow magical power on that person. A
  force, on the other hand, can have power apart from the belief in it
  or even apart from the existence of mortals.
  Clerics of forces and of some philosophies work like clerics with
  no specific deity, as described in the Player’s Handbook. The cleric
  can choose any two domains, except alignment domains that do
  not match his alignment. Other philosophies dictate the domains
  available to their clerics, as well as the clerics’ alignment, just as
  deities in a loose pantheon do.
  THE NATURE OF DIVINITY
  This section will help you make decisions when designing a pan-
  theon for your campaign. The rules requirements for designing a
  pantheon appear elsewhere. The material here is about flavor, feel,
  and the impact of such decisions on your game. Numerous cam-
  paign and adventure ideas illustrate how your decisions can focus a
  campaign or provide gripping adventures. Each part of this section
  contains notes for applying the decisions to monotheistic, dualis-
  tic, animistic, and other systems if the applications differ from
  polytheism. If a choice affects clerics and paladins, the conse-
  quences of the choice are mentioned.
  Your decisions affect players and their characters. Be very clear
  with your players from the beginning about the impact of your deci-
  sions. Depending on your style as a DM, you may want to discuss
  these topics with your players as you develop your pantheon. If your
  players would like their characters to have the opportunity to
  become gods, you need to plan for that. If you place a barrier
  between the gods and mortals, doing so may affect spells that invoke
  other planes, and anyone playing a spellcaster will want to know.
  INFINITE OR LIMITED DIVINE POWER
  One of the first decisions in designing a pantheon is whether the
  number of gods is limited or not. If the universal total of divine
  power is limited, then a pantheon can have a few powerful members
  or many weaker ones. If no limit exists, then nothing prevents an
  infinite number of gods of any rank, even if they don’t all have dif-
  ferent portfolios. Household or local gods are more common. But if
  there is only a finite amount of divine power, no god can advance
  unless another surrenders power or dies. In such a system, you
  should establish a total number of divine ranks for the pantheon
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  10
  and divide those ranks among your gods. See Building a Pantheon,
  below, for the minimum number of gods you need. Limited divine
  power can mean cutthroat divine politics, and you may not want
  your gods to act in such a manner. A supreme god could institute
  some sort of “divine police” to keep order in the gods’ home if such
  a system interests you. It’s possible to build a limited system in
  which the existing gods do not assimilate all the divine ranks at
  first, leaving some room for growth and the addition of new gods.
  A single spark of divinity is not mandated in a monotheistic
  system. If you build a religious system with a single god, you may
  choose to give divine ranks to servants of that god, calling them
  saints, archangels, or whatever you like. The same is true for a dual-
  istic system. The two opposed deities may have hosts or choirs of
  servants. Animism assumes that spiritual power in everything and
  is best when paired with an infinite amount of divine power.
  HIDDEN KNOWLEDGE
  As you design your pantheon, keep notes about what is public
  knowledge among mortals, and what secrets the gods keep for
  themselves. You could design a pantheon where the total of
  divine power has a limit and the gods constantly scheme to assas-
  sinate each other, or to protect themselves and their followers
  from such activities (depending on alignment). Mortal wor-
  shipers know nothing of this, and the gods strive to keep their
  limitations hidden.
  Hidden knowledge might genuinely be the domain of the gods,
  or it might be hidden in ancient texts, perhaps in a numerical or
  symbolic code. Ancient beings such as dragons and titans might
  hold bits and pieces of hidden knowledge as well. Such knowledge
  has value both to mortals and to gods. One example of valuable
  hidden knowledge could be the exact method by which one earns
  divine status (see The Nature of Divinity, below).
  Your choice of pantheism, monotheism, dualism, or animism
  affects the source of hidden knowledge. In the first three cases,
  that knowledge can come from mortals, divine servants, or one of
  the gods (or the one god, in the case of monotheism). How the
  gods interact with the world affects the likelihood of their hiding
  or sharing knowledge of themselves. If you build an animistic
  system, most hidden knowledge comes from mortals who learned
  something about the spirits, or about a specific spirit. If your
  system contains mystery cults, many of them possess at least one
  fragment of hidden knowledge shared only with initiates.
  “Hidden” can be a relative term. The knowledge can be in a
  common text but hidden in numerical code. It can be in a dead lan-
  guage, awaiting only translation. Or perhaps any literate person
  could read it easily, if only the librarian could remember where the
  text was kept.
  THE NATURE OF DIVINITY
  Gods are immortal beings with power beyond mortal capabilities.
  You decide where they came from. Consider the divine spark, the
  indefinable quality that separates god and mortal, separately from the
  source of divine power (see Dependent and Independent Deities,
  below). While they may be the same thing, they don’t have to be.
  Innate Divinity
  Divinity, the divine spark that makes gods able to perform their
  roles, may be innate to the gods. The Olympian gods, descended
  from the Titans, were born with their divine status. In this case,
  mortals such as your player characters cannot earn divinity (though
  you may decide that deities can impart divine status to mortals).
  Rarely are such gods born during recorded history. They generally
  predate the intelligent races, and may have created those races.
  With this option, you set the number and identity of the gods at
  the beginning of the game, and these quantities generally remain
  static. If your campaign will never focus on player characters
  ascending to godhood or on divine events, this decision on the
  nature of divinity may be your best choice. See Building a Pan-
  theon, below, for the minimum number of gods you need.
  The choice of pantheism, monotheism, or dualism is independ-
  ent of this choice. In animistic systems, assuming the spirits are
  “born” with their divine spark is best. There are a lot of spirits, and
  new ones come into existence all the time. Still, it’s possible to
  design an animist system in which the spirits were all mortals who
  somehow acquired divinity.
  Campaign Idea:Descended from a previous generation of deities,
  the gods defeated their ancestors and re-created the universe accord-
  ing to their own ideas. They imprisoned their ancestors in various
  places on various planes. Player characters, in the course of their
  adventures, discover clues to the existence of the primordial gods and
  eventually face the decision of whether to free them or not.
  Earned Divinity
  In this case, divinity can be achieved independent of any act by the
  existing gods. A mortal who fulfills requirements that you define
  automatically becomes a god. Such requirements should vary, so that
  no one class dominates the pantheon. For instance, a fighter who
  defeats a demon lord has just as much chance to become a god as a
  wizard who masters every school of magic. Perhaps anyone who
  travels to a far corner of an Outer Plane can drink three times from a
  mystic well, making increasingly difficult Will saves before each
  drink, and earn divinity. New deities appear throughout recorded his-
  tory. The requirements for becoming a god are most likely known to
  the highest clerics of each religion, and they may be known through-
  out your world, or the existing gods may keep them secret.
  The number of existing gods makes this decision a significant
  challenge. Assigning one deity for each domain, player character
  class, player character race, and alignment allows forty-seven gods.
  So many more could earn divine status that even with monster races
  and prestige classes, there could be gods with extremely specific
  portfolios. Some would become the patron deities of geographic
  regions or features, such as a god of the Sulhaut Mountains, or of
  individual countries or cities, making household and local gods more
  common. Mystery cults help individuals develop personal relation-
  ships with the divine amid the ever-growing number of gods. If the
  sum of divine power is limited, you could have a large number of
  low-ranked gods (including an infinite number with divine rank 0)
  or a small number of higher-ranked gods. With earned divinity,
  player characters have a way to ascend to the ranks of your pantheon.
  They may have to discover that way in play, but it exists.
  If you choose this route, you need to decide how the current
  gods (current when your campaign starts) earned their divinity
  and how long ago. Some gods may have been born with divine
  rank, while others earned their divinity. If this is the case, you need
  to decide how the older gods feel about the “nouveau divine” gods
  who have earned their status. There may be rivalry or outright war
  between the two types of god.
  Earned divinity works well with pantheism, but less so with
  monotheism. As discussed elsewhere, monotheistic systems nor-
  mally assume the single deity is the creator of the universe. Earning
  divinity before there was a universe is a difficult concept to ration-
  alize, and may be more trouble than it is worth. Conversely, if all the
  gods earned their divine rank after the universe was created, you’ll
  need to spend some time deciding how the universe came into being.
  Dualism can work with the concept of earning divinity. The
  methods used by the two gods to earn their respective divine status
  might be the very things that polarized them into opposition. In
  fact, dividing the two deities by their method of attaining divinity
  can be much more interesting than dividing them by which is
  good and which is evil.
  If you use ancestral spirits with an animistic system, then earn-
  ing divinity in animism means you become an ancestral spirit. This
  isn’t a very attractive option for player characters, since they have
  to die (become spirits) to enjoy their divine status. There’s nothing
  CHAPTER 1:
  DEITIES IN
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  wrong with the deity or deities at the start of your campaign
  having been born with their power and creating a system in which
  others can earn divinity as time passes (see Mixing It Up, below).
  The chief impact of earned divinity for clerics and paladins is
  that new deities appear over time, each demanding his or her own
  temple and, depending on alignment, holy order (see Immortal
  Turnover, below). In addition, clerics and paladins who serve gods
  know that their divine patron wasn’t always divine. Their faiths do
  not include concepts such as the infallibility, omniscience, or
  omnipotence of their patron deities.
  The main hidden knowledge about a deity who earned his or her
  divinity is who the deity was before the achievement. While the new
  god may have been well known locally, that doesn’t mean someone
  thousands of miles away ever heard of him or her. Of course, if the
  new deity has some personality flaw or weakness, he or she will act
  quickly to obscure or hide any record of such weakness. Only the
  oldest among the gods have been around long enough for mortals to
  lose track of knowledge about their mortal origins.
  Adventure Idea: Every few decades, the gods hold a great tour-
  nament. All the gods surrender their divine powers (treat them as
  divine rank 0) for one day and face all challengers, whether divine,
  infernal, or mortal. The top twenty-two (assuming one god for each
  domain, but you could easily change this number) finishers
  become fully ranked gods. Any deity who fails to place in the top
  twenty-two remains divine rank 0 but no longer has a portfolio,
  and is the subject of much mockery by other deities. Player charac-
  ters learn of a conspiracy to cheat a demon lord into the winning
  ranks and must put a stop to it.
  Stolen Divinity
  Divine rank may have a physical existence, either on the Material
  Plane or only on the Outer Planes. If so, an enterprising mortal can
  steal it and simultaneously become a god while dethroning
  another. Of course, all the gods jealously guard their “divine
  tokens,” protecting them with fearsome traps and mighty beings—
  some enhanced with the gods’ own power.
  Some points to consider if you choose this option are how the
  gods feel about new gods with stolen divinity and about the fallen
  gods, and what happens to those fallen gods. Perhaps they drop to
  the ranks of household or local gods. As with earned divinity, there
  may be rivalry or outright war between new gods and old. You
  need to decide whether gods steal from each other, and if so, what
  power they gain (see Deicide, below). If they do not steal from each
  other, you should have a good reason why not—perhaps having
  more than one divine spark might kill a god. Decide how widely
  known the process of becoming a god is. If everyone knows, make
  sure to tell your players. Or, the gods may be the only ones who
  know. Alternatively, you may decide that only gods can perceive
  and physically handle divine sparks, so gods can steal them but
  mortals cannot. Mortals could still become gods through earning
  such status, or through the gods imparting or surrendering it.
  When combining monotheism and the concept of stolen divinity,
  you have to establish from whom the one god stole divinity. Initially
  the idea may seem self-contradictory, but the right mythology can
  make it work. For instance, the one god might be the only one left
  after all the other gods had their divinity stolen (in which case you
  must decide where the stolen divinity went). Alternatively, the one
  god might have stolen divinity from all the previous gods.
  In a dualistic system, the gods may have cooperated to steal from
  a previous god or gods, or one may have stolen from the other. The
  latter situation creates a dynamic opposition that makes a com-
  pelling dualistic system. Avoid the predictable idea of the evil god
  stealing from the good one; the reverse could prove more interest-
  ing. Of course, it’s yet more remarkable and fantastic if the two
  gods are differentiated by something other than good and evil.
  An animistic system could have mortals steal divinity from the
  gods only to be transformed and split into tiny pieces by the divine
  power, thus becoming the spirits revered in the campaign. Alter-
  natively, you could have a mythology in which representatives
  from the animal and plant kingdoms aided the mortals, and they
  all became spirits. Such talking animals and mobile talking plants
  are common in world mythologies. In all cases, you must detail the
  source of the “original theft.” There has to be something to steal
  from, all the way back to the beginning of the universe.
  A crime such as theft implies secret or hidden knowledge. Any
  time you have a change in the pantheon, you have the potential for
  secret or hidden knowledge. For instance, the thieves might want
  to destroy any record of previous gods, or of their own previous
  identities. This “active hiding” means that anyone who discovers
  “heretical” information is at risk of retribution through divine or
  mortal actions.
  Clerics and paladins of deities who stole their way to divine
  status face some of the same challenges as they do with deities who
  earned their divine status. Their gods were once nondivine charac-
  ters. Their faiths do not include concepts such as the infallibility,
  omniscience, or omnipotence of their patron deities.
  Adventure Idea: The patron deity of one or more of the player
  characters becomes mortal after someone steals her very divine
  nature from her. Adventurers are among her significant wor-
  shipers, so she contacts the player characters and begs them to
  return her divine spark. The usurper now lives in her divine realm,
  of course, so player characters know where to find him, and pre-
  sumably also the divine spark. Player characters must successfully
  steal back the purloined divinity (in whatever form it’s in) and then
  decide whether to become gods or to return it to their patron deity.
  Imparted Divinity
  With this option, some source—generally the existing gods—
  imparts divine rank to those who deserve it. “Deserving” divine
  rank could mean overcoming all the challenges to reach the source,
  or it could involve performing a service particularly exemplary of a
  patron deity. Most likely it means a life of devotion, obedience, loy-
  alty, and faith in the pantheon or patron deity. Contrasted with
  earning divine rank, in this system a particular being decides
  whether to impart divine status to a candidate. For instance, Zeus
  generally decided who could join the Olympian pantheon.
  This choice for the nature of divinity gives the members of your
  current pantheon control over who joins their ranks. The resulting
  number of gods is much more manageable and consistent than
  with earning divinity. At the same time, those player characters
  who wish to become gods have a method for doing so. Decide the
  cost for becoming a god. A deity might impart divine status as a
  reward for a heroic quest, or a character might have to slay a demon
  lord. If total divine power is limited, your gods should tightly
  ration who receives divine power.
  The conscious choice involved with imparting divine status com-
  bines monotheism with the right mythology. The worship of a single,
  all-powerful deity does not deny the existence of previous or future
  deities. A myth cycle in which a god lasts for eons and chooses her
  replacement is workable, provided you detail what made the current
  deity such a good candidate while he or she was yet mortal.
  Dualism can work in a similar fashion, with the two gods choos-
  ing their replacements after a long period of divine dominion.
  Alternatively, one deity (perhaps born with her power or even
  having stolen it) could impart power to a mortal out of loneliness,
  or out of a desire for help in running the universe. Opposition
  could happen after the second being becomes a deity and reveals a
  hidden facet, or the first deity could wisely see the need for oppo-
  sition to keep universal balance and purposely impart power to an
  opposing being.
  The right mythology could even make animism work with
  imparted power. A deity looks down on creation and decides that
  his work is done; he can move on to other things. However, he can’t
  leave the world unattended, so he takes part of his power and shares
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  12
  it equally with all of creation. You decide that the divine spark only
  resides in unliving objects or only in things with animal or lower
  intelligence, or that it resides in all things and beings equally.
  All these approaches assume a cycle that stretches infinitely back-
  ward in time. If there was ever a time when a deity relied on some
  other source for its divine spark, and then started the chain of
  imparting the spark to one or more successors, determine
  when that time was. That “original deity” may be the
  creator figure for your universe, but in any event
  that fact is hidden knowledge. Gods who
  want to appear omniscient and omnipo-
  tent don’t want contradictory infor-
  mation to get out in the form of
  common knowledge. Nor do they
  want to compare unfavorably to a
  previous deity.
  When a mortal receives divine
  power, her friends and follow-
  ers may very well become the
  founders of holy orders dedi-
  cated to her as a new god.
  Unlike with stolen divinity,
  imparted divinity implies wor-
  thiness. Clerics and paladins
  of such gods know that the
  existing pantheon consid-
  ered their new deity worthy
  of joining their ranks. This
  imparts an air of legitimacy
  to a new faith.
  Adventure Idea: A god’s
  servant approaches the
  player characters with a
  message. The servant’s
  patron deity will grant the
  player characters divine
  status, provided they
  recover a specific arti-
  fact from a demon
  prince’s lair in the
  Abyss and return it to
  the deity’s temple in the
  capital. Player characters must travel to
  the Abyss, locate the demon prince’s lair, infiltrate it, recover the
  artifact, and then safely transport it to the temple. As an added com-
  plication, the artifact is hideously dangerous to mortals on the
  Material Plane if not handled very carefully. To make matters worse,
  evil gods discover this quest and actively seek to destroy the patron
  deity’s reputation by unleashing the artifact’s horror on the world.
  If the player characters succeed, they become gods.
  Surrendered Divinity
  You may choose to allow your gods to surrender their divine status,
  permanently or temporarily. A god overcome by ennui or grief
  might choose to wander the planes or live among mortals. She might
  decide to take the smaller responsibilities of a household or local
  god. The other gods must take over the surrendered domains, and
  squabbling may result. Further conflict may erupt if the departed
  deity returns. A deity may surrender power, in this system, to a
  chosen replacement—which could be a player character.
  Adventure Idea: The god of the sea surrendered his power to
  the chief deity of the pantheon and went to sea among mortals. The
  player characters want to find him, either because they are his
  former worshipers and want him to return to his divine duties or
  because their patron deity asked them to. Obstacles in their
  path may include his being shipwrecked on a dangerous
  and mysterious island, or his becoming tainted
  by evil and turning to piracy.
  Mixing It Up
  You may choose to mix these ideas. For
  example, the current or “main” gods of the
  pantheon were born with divine status.
  Some lesser deities earned their divine
  status through miraculous acts and heroic
  quests. Others received their divine status
  from the main gods as rewards for devoted
  service over several decades or longer.
  Stealing the divine essence of lesser
  deities is considered an evil or chaotic
  act, but it is possible. However, inter-
  mediate and greater deities are insepa-
  rable from their divine essences, so
  their status is never in danger.
  Creators or Usurpers
  The current god or gods of the
  campaign did not necessarily
  create the universe. If someone
  or something else created the
  universe, you need to
  know the details. You
  also need to decide if
  the facts of the matter are
  hidden information, com-
  mon knowledge, or some-
  where in between. A pantheon
  of gods might claim to have cre-
  ated the universe and be lying or
  concealing the truth. The current crop of gods
  may have killed the creators, as the Olympian deities slew
  the Titans. They may have defeated the creators and taken their
  place. Depending on your mythology, the defeated gods might be
  more desirable than the current crop, or they might be dark and
  alien, in which case everyone fears their return.
  Alternatively, the universe might have been born because of a natu-
  ral process, such as that described in the Big Bang Theory. If you make
  that choice, deities might be superpowerful beings who came into
  existence before any other life in the universe. All other life might, in
  fact, result from their experimenting with their new existence.
  DEPENDENT AND INDEPENDENT DEITIES
  Having considered how deities came to be, you should think about
  where the gods get their power. This choice is independent of
  choosing the number of gods. The role of clerics and lay members
  of the church changes depending on whether deities derive power
  from worshipers. Independent gods can take less of an interest in
  the affairs of their clerics, but deities who depend on worshipers
  will probably instruct their clerics to protect the faithful and bring
  new members into worship.
  Worshipers Provide Power
  If worshipers provide power to the deities, then the deities are
  dependent on their worshipers. The deities may accept this depend-
  ency, or they may chafe at it and seek alternatives. If worshipers
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  Illus. by R. Guay
  HOW THE D&D PANTHEON CAME TO BE
  Most deities in the D&D pantheon were born with their
  divine power. Vecna, an ascended lich, achieved divine rank.
  St. Cuthbert is an ascended mortal (see Appendix 2).
  pqs
  pqs
  
  provide power, then the total number of worshipers and the zeal of
  each worshiper become vital to the deities. Most gods, when
  dependent on worshipers, work to give mortals reason to worship.
  It’s very difficult for such gods to be distant (see Active and Distant
  Deities, below) or indifferent, much less actively hostile.
  Power flowing from worshipers to the gods does not mandate that
  the gods love, or even like, their worshipers. It means that if wor-
  shipers die out or lose interest, the god becomes weaker and may
  eventually die (see Deicide, below). Rival deities may incite wars to
  wipe out each other’s worshipers. Clerics actively proselytize and
  recruit new worshipers, competing for the attention of everyone
  within the sound of their voice. Deities look for ways to provide more
  power to their clerics as representations of their own divine power.
  Mystery cults allow dependent gods to cultivate dedicated initi-
  ates, each of whom provides more power. Ancestor worship may exist
  because family reverence for the departed gives ancestors enough
  power to continue their existence as spirits. Household or local gods
  may be all that’s left of formerly powerful gods whose worshipers
  dwindled, or they may spring up from residents’ beliefs.
  Desperate deities may compel mortals to worship them (evil
  deities may do so regardless of their source of power), in which case
  many of their “faithful” worship out of fear. Many deities emphasize
  what they’ve done for mortals, encouraging worship out of gratitude
  if not love (see Why Mortals Worship Deities, below).
  Campaign Idea:The ruler of a neighboring nation becomes more
  strident and demanding. Over the course of several adventures,
  player characters face increasing harassment from border guards,
  soldiers, and adventurers from the belligerent nation. One adventure
  might center on protecting a village from a large monster or from a
  tribe of goblinoids driven from their normal hunting grounds by sol-
  diers from the neighboring nation. Eventually the player characters
  notice the increase in priests of an evil god in the border areas. The
  ruler of the neighboring nation is under their influence and seeks
  to wipe out the player characters’ country to weaken the patron
  deity of the nation and increase the power of her own.
  Power Independent of Worshipers
  Either the divine spark is the source of divine power, or it provides
  access to that source. If the wellspring of divine power is inde-
  pendent of mortals, then you have fewer limits when designing
  your pantheon. Deities aren’t constrained to act benevolently and
  may be indifferent or hostile (see How Deities Behave, below).
  Mortals may worship out of love, gratitude, or fear, or for some
  other reason. In practice, this situation doesn’t change the role of
  clerics from how it is described in the Player’s Handbook.
  Adventure Idea: An elderly man approaches the player charac-
  ters. He claims to be their patron deity (if they have several differ-
  ent ones, he’s the patron deity of the party cleric or paladin) and
  explains that a powerful mortal sorcerer has created a spell capable
  of cutting deities off from the source of divine power. The sorcerer
  seeks to destroy the gods, and the patron deity wants the player
  characters to stop him.
  HOW DEITIES BEHAVE
  The basic attitude of deities toward their mortal followers defines
  how they influence a campaign. A deity’s attitude generally falls
  into one of three categories: benevolent, indifferent, or hostile.
  Benevolent Deities
  Benevolent gods care about their worshipers and act to protect
  them. They focus on constructive methods of building their faith
  and strive to be awesome figures that people want to worship. As
  characters advance in levels, benevolent gods become more inter-
  ested in their activities and more willing to answer calls for assis-
  tance or information. Benevolent gods are likely to communicate
  information to their worshipers and unlikely to hide it.
  If the gods are benevolent, mortals must be important to them
  for some reason. Typically, mortal worship provides gods with
  power, making gods and mortals interdependent. If it’s possible to
  kill gods in your campaign or to replace them, gods may be benev-
  olent to keep mortals satisfied and unthreatening. In campaigns
  with benevolent gods, most clerics serve a specific deity and many
  paladins belong to divine orders.
  It may be difficult to justify why evil gods are benevolent. You may
  choose to eliminate evil deities and instead allow the most powerful
  demons and devils to represent evil. This arrangement can set the
  stage for a war between infernal armies and divine deities. If you use
  demons and devils to represent ultimate evil, decide whether evil
  clerics get their spells from the archfiends or from their devotion to
  an evil philosophy. You may choose to have evil gods but make them
  weaker or less significant than good deities. Perhaps they recently
  suffered a major defeat in the eternal struggle between good and evil.
  Benevolent behavior combined with monotheism may be remi-
  niscent of several modern real-world religions. It’s important to
  decide why such a deity is benevolent. Emphasizing an interde-
  pendent relationship, in which the deity needs worshipers for
  power and the worshipers need the deity for the necessities of life,
  is a step in the right direction. Going further and saying that the
  deity behaves benevolently to keep mortals from some other form
  of worship, or none at all, requires you to detail the effects of the
  alternatives. A monotheistic deity could behave benevolently out of
  a secret fear that someday a dissatisfied mortal could slay the god, for
  example. The gods in a dualistic system seldom both behave the
  same way to the same people. You can have a dualistic system in
  which the two gods behave benevolently to their own followers but
  not to followers of their opposition (see Mixing It Up, below). Ani-
  mistic deities can be benevolent, but animism is better as a mixed
  system, with the spirits behaving benevolently to those who show
  respect and acting indifferent or hostile toward those who do not.
  Campaign Idea: When the player characters were children,
  evil gods dominated the world. Their minions oppressed the good
  and neutral faiths. Those who rose to temporal power did so with
  the aid, or at least acceptance, of the evil deities. Recently a great
  battle occurred in the divine planes, and good triumphed. Now
  powerful people seek to take the place of the evil monarchs and
  13
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  BEHIND THE CURTAIN: DIVINE POWER SOURCES
  You may build an elaborate system for measuring how much
  power comes from what acts for each deity, and how much
  power each worshiper provides. You can create demograph-
  ics charts to monitor the increase or decrease in worshipers
  for particular deities. You may set minimum power levels for
  salient divine abilities and the ability to grant spells for each
  level of spell. Your player character clerics may spend much
  of their time making Charisma checks trying to persuade
  people to join their faith. This method of play involves a fair
  amount of bookkeeping, but if it fits your style, experiment
  with it.
  WORSHIPERS OF THE D&D PANTHEON
  The deities of the D&D pantheon are independent of mortals
  for their power, though it’s clear that many use worshipers to
  augment their power. Deities such as Corellon Larethian, Garl
  Glittergold, Gruumsh, and Yondalla are deeply concerned with
  their worshipers and undoubtedly draw some power from them.
  Boccob is infamous for his indifference toward worshipers.
  pqqqqrs
  pqqqqrs
  
  14
  evil monsters roam the land free to follow their will instead of their
  unholy masters’ commands. Player characters may rise to rule
  nations or champion the defense of the weak.
  Indifferent Deities
  Indifferent gods actively pursue goals about which their worshipers
  may know nothing. They are a source for divine spells, and they are
  beings of immense power. Their activities may have major effects on
  the game world and may shift the balance between good and evil,
  law and chaos, or both. As such, they’re worthy of worship despite
  their indifference (though perhaps not out of love; see Why Mortals
  Worship Deities, below). As characters advance in levels, indifferent
  gods remain indifferent unless the characters stumble on lost
  knowledge describing the gods’ true goals. If the characters assist or
  interfere, even indifferent gods take notice. Indifferent gods work
  better if they’re independent of their worshipers; it’s difficult for a
  deity to remain indifferent when mortals can threaten its source of
  power. Mortals most likely “worship” such gods out of fear.
  Alternatively, indifferent gods may be ancient beings that have
  become bored with mortals and simply ignore the world. As char-
  acters go up in levels, they may well pique the gods’ interest, for
  good or ill.
  Indifferent gods do not actively communicate with their wor-
  shipers. Neither do they actively hide information. Campaign
  secrets about indifferent gods are likely to be simply lost knowl-
  edge. Ancient scholars, sages, and clerics may have learned some
  secret, recorded it, and lost the record in a huge library, a war, or a
  natural catastrophe. Indifferent gods don’t intentionally provide
  divine spells to clerics. In a campaign world with indifferent gods,
  many clerics will not serve a specific deity.
  Indifferent gods buy you some time when designing your cam-
  paign. You know they have at least one agenda and maybe several,
  but you don’t have to describe these agendas until your player char-
  acters reach high enough level to discover them.
  Some players may feel that an indifferent monotheism accurately
  represents modern religions, so the system has many of the same
  concerns as benevolent monotheism. An indifferent dualism
  requires extra effort to convey the dynamic, fluctuating opposition
  between the two gods. More important, it requires extra effort to
  convey the relevance of their eternal struggle to the player charac-
  ters. Remember that although the deities feel indifferent toward
  mortals, this doesn’t imply that they’re inactive or have no effect on
  the world. Similarly, an indifferent animism could seem like an inert
  world. If the spirits don’t act in ways that affect player characters, or
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  Illus. by K. Anderson
  YOUR CAMPAIGN AND REAL-WORLD RELIGION
  As you plan the mythology of your D&D campaign, think care-
  fully about whether you want your world’s religions to remind
  players of religions in the real world. On the one hand, players
  find it easier to understand religions that are similar to the ones
  they know from the real world. However, some players find that
  if the religions in the game are too similar to real-life ones, it jars
  them out of the fantasy world they’re trying to imagine.
  pqqqqrs
  pqqqqrs
  
  in ways the player characters perceive, then they might as well not
  be there. Ancestor worship, in this case, becomes an alternative to
  ignored requests for divine aid. Mystery cults may seek to over-
  come indifference through secret rites.
  Campaign Idea: In ancient days, dark and alien gods ruled the
  universe. Their offspring banished them and became the current
  pantheon of gods. Mortals know the current gods exist, but only the
  most ancient races have any recollection or memory of the previous
  deities. Hidden in musty vaults are forgotten tomes written in lost
  languages that contain divine prophecies of the elder gods’ return.
  The current pantheon’s efforts focus on predicting the return time,
  preparing for it, and searching for a way to finally destroy the threat
  their ancestors pose. Player characters begin what appears to be a
  standard adventure, only to discover images of strange gods carved
  in ancient subterranean caverns. Over time, they gain enough
  knowledge to interpret the images and other bits of lore they dis-
  cover. They learn of the true nature of the universe, and of the threat
  posed by the elder gods. Perhaps the current gods then recruit the
  player characters to aid in preparation for the return. You could even
  build prestige classes around that recruitment.
  Hostile Deities
  Deities who take an actively hostile stance toward mortals can prove
  overwhelming, particularly at low levels of play. As with other divine
  attitudes, you need to decide why the gods are hostile. If mortals
  killed a god in ancient days, the existing immortals may still hold a
  grudge. Mortal races from the Player’s Handbook may have replaced
  the gods’ chosen race as preeminent in the world. If the gods are dra-
  conic, lizardfolk may have once ruled the world as humans, dwarves,
  elves, gnomes, and halflings do now. While you decide that, also
  decide why the hostile gods don’t simply destroy the world. Perhaps
  the gods need mortal worship as a source of power (unlike with
  benevolent gods, mortals worship hostile ones in hopes of placating
  them). Destroying the world may unleash some threat to the gods
  currently imprisoned deep beneath the surface of the earth.
  If the gods are hostile, clerics generally serve divine forces
  rather than specific deities. Most paladins belong to secular orders
  rather than divine ones. Many mortals seek alternatives to wor-
  shiping hostile deities, creating new demands for clerics.
  The challenge you face in using hostile deities is the opposite of
  what you face with benevolent ones. In this case, you must justify
  why good gods are hostile. You can reverse one of the approaches to
  benevolent gods by making good weaker or less significant than evil.
  In such a campaign, perhaps the good gods recently suffered a major
  defeat in the eternal struggle between good and evil. This theme or
  setting can be tough for good-aligned characters because the world
  is set against them, but it sets the stage for epic adventuring as the
  player characters seek to redress the balance in favor of good.
  A hostile monotheism has few consequences or implications
  different from a hostile pantheism. If a previous deity or pantheon
  created the universe, the current deity might not feel any particular
  compassion toward it. As with a pantheon, you must decide why the
  god stops at hostility and doesn’t destroy the world and start over. As
  previously mentioned, dualism works best if the two gods behave
  differently to each other’s worshipers. One hostile god or two is little
  different from twenty. Because animistic spirits are omnipresent, a
  hostile animism makes life a living hell for everyone involved unless
  they know how to generate enough good will to survive. If you’re
  creating a hostile animism, include ways to temporarily appease the
  spirits that are common knowledge in civilized areas. Mystery cults
  may teach effective appeasement techniques to initiates.
  There are many opportunities for secret or hidden knowledge in
  a system with hostile deities. Mortals must hide all experiments
  meant to protect them from the gods, for instance. Deities are more
  likely to destroy evidence of such experiments than to hide it, but
  single copies of the information may exist in far-off places. Mortals
  may live in fear of the gods destroying the world if pushed too far
  because the reason they don’t or can’t is lost or hidden. The existence
  of one or more previous deities may be hidden or destroyed by the
  current hostile god or gods.
  Campaign Idea: In the city used as a home base by the player
  characters, construction has begun on a white marble tower carved
  with lotus flowers. The people organizing the construction pay well,
  and the workers have no complaints about treatment. The organizers
  are wealthy men, and they soon become advisors to the city rulers. As
  the player characters travel and adventure, they find more of these
  towers in other cities. They also begin to encounter divisive policies
  such as tariffs on goods traded between towns, entry fees charged at
  city gates, and laws requiring citizens to wear symbols of their faith
  sewn on their clothing. If questioned, the organizers of the tower
  construction explain that such policies strengthen the town and
  encourage the citizens to show their faith with pride. Player charac-
  ters who sneak into a completed tower and observe the rituals there
  discover that the towers are temples to a hostile deity, and they must
  act to prevent the lotus cult from consuming their world.
  Mixing It Up
  You could divide attitudes along alignment lines, making good
  deities benevolent, neutral deities indifferent, and evil deities
  hostile. Good deities work to keep evil deities from destroying the
  world, while neutral deities work to maintain a balance between
  the two forces. Alternatively, you could make deities benevolent
  toward mortals of their own alignment, hostile to those of opposed
  alignments, and indifferent to others. Your deities may have multiple
  aspects or personalities divided among their domains, and each
  may behave differently.
  The gods may be indifferent, provided mortals worship them
  according to the gods’ wishes and specifications, or they may be
  benevolent. Failing to worship properly could displease the gods,
  eventually making them actively hostile.
  WHY MORTALS WORSHIP DEITIES
  People worship the gods out of love, gratitude, or fear, depending
  on their alignment and the alignment of the god. Evil gods
  receive plenty of worship, even from the common folk, just to
  keep them appeased.
  Love
  Mortals may love their gods as the creators of the world and all life
  on it. Gods may be the source of all the necessities of life. Alterna-
  tively, they may be the source of life’s luxuries, effectively buying
  mortals’ love. Mortals choose to obey the gods’ laws with their
  whole hearts and serve their patron deities because they want to.
  Clerics convey worshipers’ love to their deity and share their joy
  with their congregations.
  Worshiping a single god out of love carries the same concerns as
  a benevolent monotheism: It’s similar to many real-world beliefs. If
  every mortal loves both deities in a dualistic system, the feel of
  opposition and difference between the two gods is reduced. In a
  dualistic system, some mortals should love one god and fear or at
  least dislike the other. Revering animistic spirits out of love has
  none of the drawbacks of the other two choices, and functionally is
  little different from worshiping a pantheon out of love.
  Love can make mortals do strange things. They may hide infor-
  mation that paints their beloved deity in a bad light. They may do
  15
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  ATTITUDES OF THE D&D DEITIES
  The deities of the D&D pantheon are generally benevolent but
  sometimes display streaks of indifference as affairs far from the
  Material Plane demand their attention.
  pqs
  pqs
  
  16
  terrible things out of jealousy and try to hide evidence of their
  actions. Similarly, beloved gods probably enjoy the adoration and
  act to remove anything that threatens their images or relationships
  with worshipers. Mystery cults often spring up out of love for a
  particular deity. Ancestor worship may represent profound love for
  the deceased.
  Adventure Idea: A mighty paladin lost her beloved husband to
  disease. Deranged by her loss, she decided her patron god had
  betrayed her after her years of love and devotion. She blamed her
  god for not protecting her family and became a blackguard. She
  sought a legendary artifact said to be able to slay a god. If one of the
  player characters is a paladin, the blackguard is a former member of
  the same order. If no player characters are paladins, then the black-
  guard was part of a holy order devoted to the deity of the party’s
  cleric. The PCs must find and stop the blackguard somewhere on
  the plane of Pandemonium, where the gods hid the artifact.
  Gratitude
  Mortals may worship gods for their gifts without loving them. In
  this case, mortals respect the power of the gods and appreciate
  their gifts but don’t particularly like them. The gods may be
  unpleasant or simply stern. Think of such gods as particularly
  strict, but not abusive, parents. Mortals may chafe under rules and
  commandments without losing sight of the gods’ nature as the
  source of life. Clerics remind their flocks of all the gods do for
  them while interpreting applications of divine law.
  Because monotheism is so common in the real world, it’s hard to
  exaggerate the importance of injecting fantastic elements into any
  monotheistic system. That said, worshiping a single god out of
  gratitude requires the same effort discussed elsewhere. In this case,
  it’s more interesting if the deity is a somewhat oppressive, stern
  figure. Don’t make the rules and commandments of the faith too
  intrusive in everyday adventuring unless overcoming them, per-
  haps replacing the god, is the focus of the campaign. Dualism makes
  best use of this situation if mortals love one deity but owe gratitude
  to the other, or fear one deity and owe gratitude to the other. This
  choice works well with animism. Ancestor worship may revolve
  around gratitude for what the ancestor bequeathed to or accom-
  plished for the family. Gratitude for a home or local resources may
  motivate the worship of household or local gods.
  Adventure Idea: A good cleric devoted to the Protection
  domain decides that the best way for mortals to truly protect them-
  selves is through direct access to divine power. He begins research-
  ing and experimenting, trying to find a way to connect with the
  source of the gods’ power. His experiments alert the gods to his
  efforts, and they warn the party cleric of the consequences. Not
  only might the deities themselves be cut off and unable to provide
  for mortals, but also mortals of opposed alignments would gain
  access to tremendous power. Player characters must locate the
  renegade cleric, find some way past his defenses, and convince
  him that the dangers of his plan outweigh the benefits.
  Fear
  When mortals fear gods, worship services express repentance, pen-
  itence, and appeasement. Feared gods are not necessarily hostile;
  rather, they possess mastery over nature and natural forces that
  overwhelms mere mortals. Worshipers seek to protect their lives,
  families, and property by beseeching the gods to direct storms,
  earthquakes, tidal waves, droughts, plagues, volcanic eruptions,
  and harsh winters elsewhere. Clerics act as intercessors, conveying
  the message of humility and appeasement to the gods. Paladins
  have tremendous experience with overcoming fear and with help-
  ing others to do so. Where gods are normally feared, most paladins
  will not belong to religious orders.
  The gods may be actively hostile, in which case there’s good
  reason to fear them. While many mortals won’t worship hostile
  deities at all, many others will do so in an attempt to appease them.
  Worshiping a single deity out of fear is more interesting than
  other motivations. Careful consideration of why mortals fear the
  god and how the god behaves can inject enough fantastic elements
  to enhance the game experience. Mortals might fear both gods in a
  dualistic system if their constant struggle occasionally has a disas-
  trous impact on the mortal world. Be careful that such impacts
  don’t make players feel that their characters are powerless in the
  campaign. Instead, use the occasional disaster to create a varied
  and dramatic landscape, or to reveal buried cities and lost mines.
  You could even write rescue adventures, in which the player char-
  acters work to save NPCs from floods, volcanoes, or landslides.
  Revering animistic spirits out of fear carries the same challenges as
  dealing with hostile animistic spirits. Ancestral spirits may receive
  worship as intercessors with or defenders from the gods.
  Fear is a good reason to conceal information. Mortals hide a
  great deal from feared gods to avoid retribution. Anything that’s
  hidden can become lost, if the person who hid it dies without
  revealing its hiding place or simply forgets where he’s hidden it.
  The god or gods may hide information that reveals some reason
  why they shouldn’t be feared.
  Adventure Idea: The clerics of the local temple dedicated to a
  lawful evil god begin organizing paramilitary units to enforce atten-
  dance and worship. They argue to the local government that their
  god is not receiving its fair share of attention, donations, and
  appeasement. They produce records and statistics to prove their
  point. Legally, no one can oppose them. It’s up to the player charac-
  ters to produce evidence that the press gangs are committing crimes
  or acting in ways offensive to the local government, while they
  simultaneously protect people from the brutal “worship enforcers.”
  Other Possibilities
  Necessity is a great reason to worship. In such a system, the deities pro-
  vide something mortals need, generally on a daily basis. For instance,
  deities may embody the forces of nature, such as a god who drives the
  chariot of the sun across the sky every day. Mortals worship in order to
  provide deities with reason, or perhaps power, to grow crops, move the
  sun, and so forth. On the other hand, deities may be the source of all
  magic, divine and arcane, requiring worship to power spells.
  Another possibility is that divine sites generate some mental or
  emotional control over those who live around them, growing
  stronger with each worship service. Good deities use this phenom-
  enon as a way of reinforcing the existing desire to worship, while
  evil deities use it as a weapon to compel worship.
  As with other considerations, you may choose a mix of these
  approaches. Worshipers of good deities may do so out of love.
  Nature deities tend to be neutral in the DUNGEONS & DRAGONS
  game, and their faithful may worship out of gratitude for natural
  resources. Those who follow paths of evil would worship their dark
  gods because they fear them.
  WHY DEITIES USE MORTALS
  Deities use mortals because they need them. Depending on how
  you define deities in your game (see Dependent and Independent
  Gods, above), deities may need mortals because the actions of mor-
  tals provide power, or because something bars the deities from
  acting on the Material Plane.
  If your deities depend on mortals for their power, assume that
  only actions undertaken by mortals of their own free will provide
  this power. Such power stems not only from worship, but from all
  sorts of actions. The amount of power generated by such actions is
  in direct proportion to the effort and sacrifice required by the
  action. Considering the risk taken and the effort made routinely by
  adventurers, it’s obvious why they’re important to your deities. In
  such cases, the deities may send signs and avatars to encourage
  their worshipers, or they may appear themselves.
  Your deities may not act directly in the mortal realm. Some bar-
  rier may exist to keep them from the Material Plane (see Active and
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  
  Distant Deities, below). Alternatively, your deities may have an
  agreement to strictly limit their direct intercession on the Material
  Plane. Such deities need mortals to perform those tasks the deities
  cannot. They may need heroes to inspire worshipers, or they may
  need artifacts recovered or spells cast. They may need mortals to
  interfere with the churches of rival deities. In such cases, the
  actions of mortals reflect and influence the relationships of the
  deities and determine divine power.
  ACTIVE AND DISTANT DEITIES
  In some campaigns, active deities act constantly to influence the
  world. In others, distant deities show little interest in mortal
  events. Both options are discussed below.
  Active Deities
  The D&D game uses the active gods model. We may meet the avatars
  of the gods in taverns or on the road. Putting active deities in your
  campaign possesses a single, tremendous advantage: Doing so adds an
  element of fantasy that sets the campaign clearly apart from historical
  simulations, even more than the existence of magic. Clerics and pal-
  adins of holy orders can point to the huge, glowing person working
  miracles down the street to justify their faith and devotion. (This sort
  of activity can easily get out of control; the dangers of overactive gods
  are discussed in the section on Divine Meddling in Chapter 2.)
  Historical mythologies often follow this approach. The Greek
  gods lived on the mortal world, what we call the Material Plane, on
  Mount Olympus. Poseidon lived in the sea, Hermes traveled across
  the land, and Zeus took many different forms to travel among mor-
  tals. The Norse gods often crossed Bifrost, the Rainbow Bridge, to
  travel among their mortal worshipers.
  Knowing that the gods are present and watchful may help
  explain belief systems in your campaign. It may also serve to keep
  some player characters in line. Just remember that if the gods
  always appear to rescue the player characters, the characters risk
  nothing. Without risk, success loses its savor, and there’s no sense
  of achievement. Higher-level characters are more important to the
  gods because they possess greater capabilities as divine agents and
  forces for change. Such characters need fewer rescues, yet they’re
  more likely to have the gods’ attention.
  Monotheistic systems usually don’t use the active option
  because it may be difficult for a single god to be all the places she
  needs to be all the time. Creating multitudinous servants for the
  god overcomes this challenge (see Infinite or Limited Divine
  Power, above) and helps inject the fantastic element that
  monotheism desperately needs in fantasy roleplaying games. If
  you want an active monotheism, create a “heavenly host” to assist
  the deity. Dualism faces roughly half that challenge, since it has
  twice as many gods. Divine agents for each deity can overcome
  the remaining challenges again, or you can make the two gods
  distinctly different by making one distant and one active. Active
  animism is normal. Mystery cults of active deities may regularly
  experience the physical presence of their patron or one of their
  patron’s representatives. Active household and local gods are more
  likely to get worship.
  Active deities make hiding sins, heretical ideas, and sacrilegious
  experiments a necessity for all mortals. Simultaneously, the deities
  are vulnerable because they’re present and active among mortals,
  so they hide information about their weaknesses. If mortals dis-
  cover this information, the deities destroy it. If they miss a copy or
  a fragment, that knowledge becomes lost rather than destroyed.
  Adventure Idea: Returning from an adventure, player charac-
  ters are caught in a rainstorm while still outside civilized areas.
  Taking shelter in an abandoned barn, they find a fellow traveler
  warming himself by a small brazier of coals. He complains of being
  hungry and thirsty, and asks the player characters to share their
  food and water. If they do, he thanks them and joins their meal.
  Some time in the night he vanishes, leaving in his place a map and
  a strange medallion. The map and the medallion are keys to some
  divine secret hidden in your world. If the PCs do not share food
  and water, the traveler still vanishes during the night. Have each
  person standing watch make a Will save (DC 25 + the average char-
  acter level of the party) once during his or her watch every night or
  fall asleep (or fall into a deeper trance, in the case of elves). If the
  entire party falls asleep, the mysterious stranger transports the PCs
  to a deserted island without their rations and waterskins. In the
  process of traveling from island to island, trying to get home, they
  stumble across the divine secret mentioned earlier.
  Distant Deities
  Distant gods take no active part in events on the Material Plane.
  They may be very active in their own realm, but mortals know little
  or none of that. Choosing distant deities removes an element of fan-
  tasy from your game, but you can overcome that by focusing the
  campaign around various attempts to reach the gods. Some of those
  attempts might be incredibly foolhardy and dangerous, while
  others might be noble and worth player character support. One
  character’s mentor or patron could be researching and planning
  such an attempt from the beginning of the campaign, taking the
  characters deeper into his trust as they advance in levels. Another
  aspect worth addressing is how long the gods have been distant.
  Gods may have been active in the times remembered by mortals, by
  elves, or, even farther back, by dragons. If anyone can remember a
  time when gods were active, or if lost books of ancient knowledge
  tell of such a time, decide before the campaign starts what force is
  strong enough to enforce a limitation on your gods.
  In the DUNGEONS& DRAGONScosmology, there’s a limit to how dis-
  tant gods can be. Anyone capable of planar travel can reach the divine
  realms (see Cosmology and Divine Realms, below) and tug on a
  divine sleeve until she gets the god’s attention (which might not be a
  good thing). Your cosmology might place a barrier between the gods
  and mortals, making reaching them more difficult but still possible.
  Distant gods are effectively similar to indifferent gods (see How
  Deities Behave, above). Their teachings may indicate benevolence
  toward, interest in, and even love for mortals, but their actions
  17
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  BARRIERS TO THE DIVINE
  A strong enough barrier between a deity and its worshipers
  might make divine spells things of legend. Barriers mean most
  clerics devote themselves to a cause, concept, or divine force
  rather than to a specific deity if they’re to have any spells at all.
  A miracle spell would be close to impossible. Be clear with your
  player characters if your barrier reduces the effectiveness of
  some spells or eliminates others. Consider the impact a barrier
  has on planar interaction before placing a barrier between gods
  and mortals. Many arcane and divine spells call on other planes,
  including phase door, astral projection, and illusion spells that
  call on the Plane of Shadow. Decide whether the barrier
  surrounds the Material Plane, cutting it off from all others, or
  whether it imprisons only the gods. If it only imprisons the
  gods, it has little effect on mortal spellcasting. If it surrounds
  the Material Plane, give your players a list of the spells not
  available to their characters. The DUNGEON MASTER’s Guide and
  Manual of the Planes have more information on how spells
  interact with barriers between planes.
  pqqqqrs
  pqqqqrs
  
  18
  never affect mortals. Many clerics and paladins serve divine forces
  rather than specific deities, though some argue that the very dis-
  tance between the gods and their worshipers makes devotion to
  them more important. When there’s a huge glowing person down
  the street working miracles, you don’t need faith. Belief isn’t neces-
  sary for something that’s demonstrably present.
  Positive and negative energy exist even when gods are distant,
  so the decision has no effect on spontaneous casting or on turning
  and rebuking undead.
  It is possible to create a vibrant, compelling monotheism with a
  distant god, but doing so requires some other manifestation of the
  divine in the world. The forces of evil can easily fill this role. If you
  personify evil in a single figure, you approach dualism. It’s best to
  spread the evil out among the demons and devils of the Abyss and
  Baator. Half-fiends seriously outnumber half-celestials in such a
  system, and at least one of the themes of the campaign should be
  dealing with temptation. As mentioned earlier, one way to make
  gods distinctive in a dualism is to make one active and one distant.
  In an animistic system, distant spirits might as well not exist at all.
  Because they never see direct evidence that the gods exist, most
  mortals develop a great deal of information about the divine that’s
  simply incorrect. Hidden knowledge is often in plain sight, buried
  among the reams of wrong ideas. While distant deities by defini-
  tion never act to destroy information, they may have left some
  behind, hidden in lost cities and ancient temples, assuming they
  were ever active.
  Campaign Idea: Player characters live in a world where the
  gods are believed benevolent, but no one has any direct experience
  with such benevolence on an individual level. Clerics dedicate
  themselves to concepts or causes, rather than to gods. Littered
  about the world are colossal artifacts hinting that the gods were
  once active (such as crashed flying castles proportioned for huge
  inhabitants, unbreakable enormous statues with only the head or
  hand protruding above the earth and made entirely of diamond,
  and so on). As player characters adventure among the mysterious
  ruins, they learn that the gods may also have been responsible for
  the vast miles-long dead patches that dot the world. They begin to
  suspect that the gods distanced themselves from the world in order
  to keep their struggles from destroying it. They may set out to
  reach the gods and beg them to return to their mortal creations.
  Intercession
  The possibility for intercession exists with active gods. Most divine
  divination spells involve minor intercession (although the inter-
  ruption is so minor that answering a low-level divination spell may
  require no conscious effort from the deity). With distant gods,
  however, you must decide how much intercession is truly possible.
  You can run a high-level roleplaying game in which deities com-
  monly appear for whatever reason, but remember that too much
  interference from the gods takes fun away from the players. If a
  god can remove obstacles with a wave of his hand, no heroic effort
  is needed on the part of the characters. The player characters are
  heroic not because of the tremendous powers they might or might
  not accumulate, but because of the terrible risks they take in the
  face of imminent death. At some point, the player characters may
  become extraordinarily high-level and powerful. By that time, they
  are probably comfortable with planar travel, or as comfortable as
  anyone gets with such activity. Such games may lead the characters
  into direct contact with gods on those powers’ home planes. The
  characters may even conflict with or challenge those powers.
  Powerful characters are more likely to catch a god’s attention, but
  they’re less likely to need divine intervention.
  Adventure Idea: A cleric turns a warehouse or an abandoned
  building into a place of worship. People begin flocking to the
  temple because the cleric appears to be able to guarantee divine
  intercession. He never asks for money or donations, but the grow-
  ing congregation begins competing to provide him with better
  accommodations, vestments, sacred accoutrements, and even a
  new temple. When his worshipers begin to disappear, suspicious
  player characters discover that the cleric’s divine interventions are
  provided by mind flayers cloaked in illusions that have been grad-
  ually assuming influence in and control over the city.
  DEICIDE
  Whether or not player characters can, eventually, kill the gods is
  worth considering at the beginning of the campaign, because the
  decision has deep implications.
  Gods Can Die
  In the first option, gods may be immortal but vulnerable. They live
  forever, if left alone to do so. If player characters can kill the gods,
  then so can some nonplayer characters, such as other gods and very
  powerful infernal creatures. If the divine spark can be stolen and if
  divine power is limited, there’s strong motivation for gods to kill
  each other to gain power. Granted, your gods may not be motivated
  by the desire to gain power, but other creatures may be, particularly
  evil-aligned creatures and characters. If divine power is limitless or
  cannot be stolen, then there’s far less impetus to commit deicide.
  This option allows for change in the pantheon. It also allows
  pantheons to replace each other as civilizations rise and fall. If you
  decide that gods depend on worshipers for power, then something
  must happen when gods lose so many worshipers that they
  become powerless and forgotten.
  Frequent turmoil in your pantheon may lead to fewer people
  worshiping any gods at all. If the gods don’t endure longer than
  mortals, mortals may not see the point of holding them sacred.
  There’s certainly no point in going through the initiation rites for a
  mystery cult if the cult won’t have a patron by the end of the
  process. Clerics and paladins may choose to follow something
  other than one or more gods if they can’t count on their patron
  being alive in the morning. Even if your gods can die, they should
  not do so often. Divine death should be a momentous event in your
  campaign. Consider the consequences of domains shifting to a god
  with an opposed alignment, for instance.
  If your gods can die, you need to decide where they go. Perhaps
  their corpses drift through the Astral Plane. They might simply dis-
  sipate, or you could create a plane just for the divine dead.
  A monotheistic system in which the single god can die runs the
  risk of, someday, being a universe without a divine being. Some
  natural mechanism may prevent this from ever happening by auto-
  matically elevating some worthy mortal to divine status if the cur-
  rent deity dies. A dualistic system loses its central balance if either
  deity dies. The remaining deity must immediately appoint a
  worthy opponent in order to keep the universe functioning and
  the balance intact. Animistic systems believe everything is alive,
  and this life stems from the spirits. If the spirit of a place or object
  dies, the result is an abomination. A dead place or thing is a source
  of horror and perhaps fear for the faithful, even if the spirits are
  hostile or feared. Being able to kill a spirit implies that the killer
  could someday murder the world. Accidental death should never
  be possible for spirits. Anyone intentionally killing a spirit faces a
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  INTERCESSION BY THE D&D PANTHEON
  The gods of the D&D pantheon are keenly interested in events
  on the Material Plane, but they stay on the Outer Planes by
  general agreement. The only two exceptions are Fharlanghn, who
  wanders the Material Plane at will, and Vecna, whose Material
  Plane citadel is kept secret even from his high-ranking clerics.
  When the deities of the D&D pantheon intercede in mortal
  affairs, they often do so indirectly or through intermediaries.
  pqs
  pqs
  
  lifetime spent in hiding from frightened faithful seeking to bring
  the killer to justice. Ancestor worship is a viable alternative to wor-
  shiping dying gods.
  Gods Cannot Die
  Truly immortal gods fear neither mortal nor fellow god. This doesn’t
  mean the same gods have always existed: New gods may come into
  existence as new civilizations and faiths rise, and old ones may disap-
  pear as civilizations fall and faiths fade. Immortality may stem from
  an inability for any nondivine creature or character to reach the gods,
  or the gods may be invulnerable as well as immortal. Truly unkillable
  gods can provide stability and order in your campaign as characters
  take comfort in the enduring existence of their gods. True immortal-
  ity boosts the faith of clerics and paladins, and makes them more
  likely to commit their lives to deities. This concept is so common
  that it makes little difference what sort of system it’s applied to.
  Other Options
  Perhaps only a specific deity assigned to the task can kill the gods.
  This god-slayer deity acts to preserve the existing pantheon, and
  the world, by slaying those who threaten either.
  Another option is that only specific items, spells, or acts can kill
  gods. For instance, Balder is vulnerable only to mistletoe. Thetis
  tried to make her son Achilles immortal by dipping him in the
  river Styx, but his heel, where she held him, remained vulnerable.
  The method for killing a deity (and each god may have a different
  method) is carefully hidden by the gods.
  You may choose to protect your gods by giving all of them the
  ability to re-form a body if their current form is slain (see the
  salient divine ability Rejuvenation in Chapter 2). This “interrupted
  immortality” requires some preparation. In systems with this fea-
  ture, at least one scheming, evil god spends eternity developing
  spells and artifacts to prevent the return of slain gods.
  Your deities may be immortal only if they have a minimum
  number of worshipers. Rather than depending on worshipers for
  power, deities depend on them for existence (though they may also
  depend on worshipers for power if you wish).
  It may be possible in your campaign for player characters to search
  the planes for the bodies of dead gods and resurrect or awaken them.
  Immortal Turnover
  If gods die, or if new gods appear, mortals have to deal with the
  consequences. Clerics are first concerned with the portfolio of
  their deceased patron. Presumably it went to another god, either a
  new one or an existing one. Clerics may find themselves cut off
  from divine power if their alignment differs too much from that of
  the new deity. Characters who become ex-clerics in this fashion
  don’t need to atone to regain their status, but they do need to
  change patrons. On the other hand, those clerics may choose to
  keep their existing domains and gain spells from abstract princi-
  ples or forces rather than from the successor deity.
  An entirely new god must seek clerics and paladins from among
  the faithful as worshipers. These may be new (1st-level) characters
  she encourages and develops, or they may be existing characters
  dissatisfied with their current faith. Her mortal agents then
  demonstrate the powers given by their new patron, providing evi-
  dence of her existence, and begin attracting worshipers. In addi-
  tion, they may well hire heralds and bards to advertise the new
  temple and bring in the curious.
  Of course, if the deities are distant and indifferent, then changes
  to the divine ranks may happen without mortal realization.
  BUILDING A PANTHEON
  This section deals with the nuts and bolts of creating gods for a D&D
  campaign. Because player characters are the focus for any D&D cam-
  paign, this section looks at gods from the point of view of the char-
  acters who worship them.
  HOW MANY DEITIES?
  If you’ve chosen a monotheistic or dualistic religion or ethical
  system for your campaign, you need only one or two gods. If you’ve
  opted for a more traditional approach using several deities in a
  loose or tight pantheon, you’ll want to make sure that you provide
  a god for each character class, character race, and alignment.
  So how many gods is that? Well, that depends on how closely
  you want player character alignments to match the alignments of
  their deities.
  The D&D game doesn’t have any rules governing what alignment
  you have to be to worship a deity—except for clerics, whose align-
  ment must be within one step of their deity’s alignment (see the cleric
  class description in Chapter 3 of the Player’s Handbook). Most player
  characters, however, prefer patron deities whose alignments are simi-
  lar to their own. In your world, it might be possible for a lawful good
  ranger to worship a chaotic evil god of the hunt, but such a worshiper
  would never truly be welcome in a sect that venerates an evil god, and
  many players won’t be comfortable with such an arrangement.
  EXAMPLE PANTHEON
  Assuming that your campaign world includes all of the common
  races described in the Player’s Handbook, your first step in building
  a pantheon is to establish deities for each of the nonhuman races:
  dwarf, elf, gnome, halfling, and orc. (If your campaign includes
  extra races, you’ll need additional deities for those races.) The align-
  ment for each racial deity should be the same as the race’s most
  prevalent alignment. A nonhuman character who has a radically
  different alignment from his racial deity can instead choose a deity
  according to class and alignment.
  Next, you’ll need to provide enough other deities so that any player
  character can choose a patron deity appropriate for the character’s
  class. The alignment of that deity either should be the same as the
  character’s or should have at least one element (chaos, evil, good, or
  19
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  WHY GODS RARELY DIE
  Deities possess tremendous personal power. Divine and salient
  divine abilities combined with the might of their bodies and minds
  make them awesome creatures. Their ability to invoke divine awe
  is often defense enough. In their homes (see Cosmology and
  Divine Realms, below) they also possess subtle control over real-
  ity itself. Flocks, if not armies, of servants, avatars, and proxies
  normally surround deities. Deities possess relics and artifacts
  about which mortals know nothing. If threats to their existence are
  real, they’ve had centuries to carefully prepare their defenses. In
  many pantheons, allied gods stand ready to assist and defend
  each other: Anyone foolish enough to attack Pelor will likely face
  Heironeous’s forces as well. Two other factors protect them:
  oracles and their own churches. Many deities have some ability to
  perceive the future, and thus predict attacks before they happen.
  Some have servants functioning as oracles at all times, constantly
  combing the weave of times to come for any threat. In addition,
  churches mobilize to stop threats to their deities. A potential god-
  killer likely faces legions of mortal worshipers first. The effort
  required to kill a god is enormous, and few are willing to expend
  it—even other gods are reluctant to focus that much of their
  attention and energy on a single task.
  pqqqqrs
  pqqqqrs
  
  20
  law) in common, with no opposing element. For example, a chaotic
  good barbarian might be able to choose between a neutral good
  deity and a chaotic neutral deity (both alignments having some-
  thing in common with the character’s own), but should not be
  forced to choose a chaotic evil deity, because the evil component of
  that deity’s alignment is directly opposed to the good component
  of the barbarian’s alignment.
  The chart on the facing page shows one possible arrangement
  of deities and worshipers in a specially created pantheon. This
  minimal pantheon includes enough deities to account for all the
  possible combinations of class and alignment among the charac-
  ters in the campaign.
  Before defining the deities we need to fill out the pantheon, first
  we divide the eleven classes into four groups according to their
  general nature:
  • Martial characters (barbarians, fighters, monks, paladins, and
  rangers).
  • Roguish characters (bards and rogues).
  • Arcane magic-users (sorcerers and wizards).
  • Priestly characters (clerics and druids).
  Starting with the martial characters, we decide that a lawful good
  deity, a chaotic neutral deity, and a neutral evil deity would be suffi-
  cient to give every barbarian, fighter, monk, paladin, and ranger at
  least one appropriate deity to worship (see Figure 1 on the chart). The
  color coding on the chart indicates which characters would, or could,
  worship which deities. In Figure 1, the chaotic neutral deity (green
  background) would be appropriate for a barbarian, fighter, or ranger
  who is either neutral, chaotic good, chaotic neutral, or chaotic evil.
  The lawful good deity (blue background) would be appropriate for
  characters who are lawful good, lawful neutral, or neutral good. The
  neutral evil deity (brown background) would be appropriate for char-
  acters who are neutral, lawful evil, neutral evil, or chaotic evil.
  Figures 2 and 3 work the same way: We pick three alignments
  for deities that account for all the possible combinations of class
  and alignment among roguish characters and arcane magic-user
  characters, then set up the same sort of color-coded grid that
  Figure 1 has to show which deities are appropriate for which class
  and alignment combinations. (Note that in Figures 2 and 3, the box
  representing neutral characters contains all three colors, meaning
  that any one of the three deities is appropriate for such a character.)
  Accounting for priestly characters is simpler. Because a druid’s
  alignment must include at least one neutral component, a single
  neutral deity is all we need to give every druid an appropriate deity
  to worship (see Figure 4). Clerics are free to choose any deity to
  worship, as long as the deity’s alignment has at least one compo-
  nent in common with the cleric’s alignment, and no component
  directly opposed to the cleric’s alignment.
  Figures 5 and 6 on the chart show two other possible alignment
  grids you could use, and many other alternatives exist as well. The
  vital point to remember is that any group of three deities must
  have alignments that are varied enough so that a worshiper of any
  alignment has at least one appropriate deity available.
  PORTFOLIOS AND DOMAINS
  The Player’s Handbook offers twenty-two cleric domains. Which
  domains are associated with a deity is largely a function of the
  deity’s portfolio (see Chapter 2 for a discussion of portfolio and
  domain selection). However, you’ll want to make sure that your
  deities offer all twenty-two domains from the Player’s Handbook
  (otherwise, all the spells described in the Player’s Handbook may not
  be available in your campaign). If you want to add additional
  domains, you’ll have to assign those to your deities as well.
  FINISHING UP
  Once you have a deity for each character class and alignment (and
  racial deities, if desired), you need to flesh out each deity with a
  name, portfolio, personality, brief history, and dogma. You may
  find that a minimal pantheon of ten or fifteen deities as discussed
  in this section does not quite fit your campaign. Perhaps a society
  or a religious sect merits a deity that is very different from the ones
  you have sketched out. If that’s so, just add enough deities to fill in
  the holes.
  COSMOLOGY AND
  DIVINE REALMS
  In the D&D game, the gods are physical creatures, and as such they
  need places to live and work. Where you choose to locate them
  affects your campaign.
  Each sample pantheon of deities presented in this book includes
  a discussion of the cosmology those deities inhabit. The Olympian
  gods, for example, dwell primarily on the Outer Plane called
  Olympus, and only a handful of other planes exist in that cosmology.
  The deities of the D&D pantheon, on the other hand, dwell on a
  multitude of Outer Planes (and some dwell on the Material Plane).
  A complete discussion of planes—Material, Inner, Outer, and
  Transitive—in the D&D game lies in the pages of Manual of the
  Planes and is beyond the scope of this book.
  Planar Traits
  Certain traits define the characteristics of a plane, and can be
  altered to some extent by deities who reside on that plane. (See
  Godly Realms in Chapter 2 for details.) These traits include gravity,
  time, morphic traits, elemental and energy traits, alignment traits,
  and magic traits.
  • Gravity traits: heavy, light, or no gravity; objective or subjective
  directional gravity.
  • Time traits: flowing (faster, slower, normal), erratic, timeless.
  • Morphic traits: alterable, static, highly morphic, magically
  morphic, divinely morphic, sentient.
  • Elemental and energy traits: air, earth, fire, water, positive, or
  negative dominant (minor or major).
  • Alignment traits: good, evil, law, chaos, or neutral aligned
  (mildly or strongly).
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  IMMORTALITY IN THE D&D PANTHEON
  Player characters can travel to where the gods’ mortal forms
  are and overcome the gods in combat. In principle this is akin
  to tracking the tarrasque to its lair and killing it, but in practice
  it’s much, much harder.
  BEHIND THE CURTAIN: THE D&D PANTHEON
  The D&D pantheon was developed using slightly different tech-
  niques than the ones discussed in this section. Instead of divid-
  ing the game’s character classes into four groups based on how
  the classes function in the game, each class was considered indi-
  vidually. Deities for each class and alignment were then selected
  from the many deities that have been developed over the years
  for the fantasy setting of the D&D game. Several of the deities
  selected serve more than one kind of character. For example,
  Obad-Hai is a neutral deity of nature and wild things who
  receives veneration from both druids and barbarians.
  This approach produced a loose pantheon of deities whose
  worshipers are related by common interests, similar skills, and
  similar lifestyles rather than strictly by their game functions.
  pqqqqrs
  pqqqqrs
  
  21
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  Figure 1: Deities for Martial Characters 
  Figure 4: Deities for Druids 
  Figure 2: Deities for Roguish Characters
  Figure 3: Deities for Arcane Magic-User Characters
  Figure 5: Alternative Arrangement 
  Figure 6: Alternative Arrangement 
  Lawful Good
  Deity
  Chaotic Neutral
  Deity
  Neutral Evil
  Deity
  Lawful Good
  Fighter
  Monk
  Paladin
  Ranger
  Neutral Good
  Barbarian
  Fighter
  Ranger
  Chaotic Good
  Barbarian
  Fighter
  Ranger
  Lawful Neutral
  Fighter
  Monk
  Ranger
  Neutral
  Barbarian
  Fighter
  Ranger
  Chaotic Neutral
  Barbarian
  Fighter
  Ranger
  Lawful Evil
  Fighter
  Monk
  Ranger
  Neutral Evil
  Barbarian
  Fighter
  Ranger
  Chaotic Evil
  Barbarian
  Fighter
  Ranger
  Neutral Deity
  Neutral Good
  Druid
  Lawful Neutral
  Druid
  Neutral
  Druid
  Chaotic Neutral
  Druid
  Neutral Evil
  Druid
  Lawful Neutral
  Deity
  Chaotic Neutral
  Deity
  Neutral Deity
  Lawful Good
  Rogue
  Neutral Good
  Bard
  Rogue
  Chaotic Good
  Bard
  Rogue
  Lawful Neutral
  Rogue
  Lawful Evil
  Rogue
  Neutral
  Bard
  Rogue
  Neutral Evil
  Bard
  Rogue
  Chaotic Neutral
  Bard
  Rogue
  Chaotic Evil
  Bard
  Rogue
  Lawful Good
  Sorcerer
  Wizard
  Neutral Good
  Sorcerer
  Wizard
  Chaotic Good
  Sorcerer
  Wizard
  Lawful Neutral
  Sorcerer
  Wizard
  Lawful Evil
  Sorcerer
  Wizard
  Neutral
  Sorcerer
  Wizard
  Neutral Evil
  Sorcerer
  Wizard
  Chaotic Neutral
  Sorcerer
  Wizard
  Chaotic Evil
  Sorcerer
  Wizard
  Neutral Good
  Deity
  Neutral Deity
  Neutral Evil
  Deity
  Lawful Good
  Deity
  Neutral Evil
  Deity
  Chaotic Good
  Deity
  Lawful Good
  Worshipers
  Lawful Neutral
  Worshipers
  Lawful Evil
  Worshipers
  Neutral Good
  Worshipers
  Neutral 
  Worshipers
  Neutral Evil
  Worshipers
  Chaotic Good
  Worshipers
  Chaotic Neutral
  Worshipers
  Chaotic Evil
  Worshipers
  Lawful Good
  Deity
  Chaotic Neutral
  Deity
  Lawful Evil
  Deity
  Lawful Good
  Worshipers
  Lawful Neutral
  Worshipers
  Lawful Evil
  Worshipers
  Neutral Good
  Worshipers
  Neutral
  Worshipers
  Neutral Evil
  Worshipers
  Chaotic Good
  Worshipers
  Chaotic Neutral
  Worshipers
  Chaotic Evil
  Worshipers
  Example Pantheon
  
  22
  • Magic traits: normal, dead, or wild; impeded, enhanced, or limited
  (by school, subschool, descriptors, level, arcane or divine).
  Material Plane
  The Material Plane is the ordinary universe of mortals, the default
  setting for any D&D game. Depending on the cosmology, your
  campaign setting might be the entirety of the Material Plane, or it
  could be just a tiny part of it.
  When the deities make their homes among mortals on the Mate-
  rial Plane, mortals have a visible sign of divine presence among
  them. That visibility is the best aspect of this choice. Having even
  one divine “home” at a known location injects a considerable ele-
  ment of the fantastic into your game. It makes clerics and paladins
  more likely to serve deities, since they have chances to interact
  directly with their patrons, much as with active deities.
  Some additional planning steps attend this choice. A divine
  realm on the Material Plane is smaller than one on the Outer
  Planes (see Godly Realms in Chapter 2) and requires more thought
  to keep it exotic and remote. Possibilities include the top of the
  highest mountain in the realm, deep under the sea, in the depths of
  an active volcano, or on a rocky crag off the coast that’s surrounded
  by rip tides, strong currents, and reefs.
  Deities living on the Material Plane put a great deal of effort into
  their defenses before your campaign begins, possibly even before
  recorded time. The point may not be to keep mortals out, but to test
  them. Any mortal who passes a god’s defenses and comes before
  the god is therefore worthy to be there. Remember that point
  when overachieving player characters attempt to breach a divine
  barricade. The god behind the defenses probably wants to repel
  mortal intruders, not kill them. Evil gods, of course, have no com-
  punction about destroying any creature that invades their homes.
  Consider why the deity breaks from the typical pattern of living
  on another plane. Building a home, defending it, and keeping mor-
  tals away while attending to divine duties are all more difficult on
  the Material Plane. A god may choose to do so out of love for her
  creations. Such gods generally live in an appropriate location. For
  instance, a god of the sea might live in the depths of a marine
  trench. A god of the dwarves might live atop, or deep inside, an
  inaccessible mountain peak. Or, the location of a divine home may
  not have been the god’s choice. A “fallen god” may have been cast
  out from the divine plane inhabited by the rest of the pantheon and
  imprisoned on the Material Plane. If evil or hostile gods are domi-
  nant in your world, the good deities may live in the world along
  with mortals, having been cast out from their other-planar homes.
  Deities living on the Material Plane are not necessarily active.
  They’re more likely to be active if they depend on mortal wor-
  shipers for their power, because they’ll protect their charges. If the
  deities are truly immortal, they may behave any way you wish, but
  benevolent or indifferent deities are still preferable. Active hostile
  gods that live on the Material Plane full-time are a huge challenge,
  constantly threatening the mortal realms.
  Monotheism and dualism have the same considerations as panthe-
  ism does when deities live in the mortal realm. Animism faces a fur-
  ther challenge: Spirits quickly overcrowd the world if they live on the
  Material Plane. Making them insubstantial is a necessity. Another seri-
  ous consideration is their mortality. Spirits on the Material Plane are
  easiest to handle if they’re immortal. Initiates of mystery cults may be
  the only mortals who can interact with gods on the Material Plane.
  Campaign Idea: Gods live among mortals, cloaking their identi-
  ties with magic. At regular times of the year they gather in a hidden
  mountain valley to discuss events in the mortal world. The entrances
  to the mountain valley are tunnels under the mountains. Each tunnel
  has a hidden entrance that reveals itself to those with divine rank
  (even if that rank is 0). At the winter equinox, the gods discover that
  the tunnels no longer reveal themselves. Recriminations fly and the
  gods separate, each with a plan for once again opening the tunnels.
  Wishing to keep their presence hidden from mortals, the gods speak
  through their oracles and priests, seeking bold adventurers to locate
  ancient magic items to open the tunnels, explore lost mines for alter-
  nate routes to the valley, or locate the person or god responsible for
  closing the tunnels.
  Outer Planes
  Deities typically make their homes on these strange and exotic
  layers of alternate realities. Most Outer Planes are divinely mor-
  phic. This trait allows deities to alter the landscape, the physical
  laws, the workings of magic, or any combination of the three when
  they establish personal realms on these planes. Exactly what a deity
  can alter depends on its divine rank, as discussed in Chapter 2.
  Even outside a deity’s realm, travelers may encounter phenomena
  unknown on the Material Plane.
  The Outer Planes have none of the weaknesses of the Material
  Plane, but they also the lack the strength. Outer Planes are divinely
  morphic, easily shaped by the gods who live there. Divine realms
  in the Outer Planes measure their size in miles, not feet. The very
  nature of the Outer Planes makes them difficult to reach and travel
  within, making mortal intrusions less likely. Those who do reach a
  divine realm may be powerful enough to be worth a god’s atten-
  tion. Choosing a visible, yet intimidating, location is unnecessary
  because mortals and gods do not inhabit the same place.
  Putting your deities on the Outer Planes removes the advan-
  tage of proximity that the Material Plane enjoys; the gods are no
  longer immediately visible to mortals. The exotic landscapes of
  the Outer Planes can make up for this loss of wonder, but only if
  your player characters eventually travel there. D&D characters
  don’t speculate about the existence of other dimensions—they use
  them. All the creatures from summon monster spells come from
  other planes, for example.
  Characters must have access to high-level spells to reach the
  Outer Planes. That requirement generally stops player characters
  from visiting their patron deity directly until they have attained
  high levels. You have some time to plan the first meeting between
  deity and worshiper.
  While there are no further or special issues for monotheism or
  dualism, an Outer Plane is not the best home for animistic spirits;
  they are part of the world all around their believers. Removing ani-
  mistic spirits to another plane negates the close connection
  between a spirit and its associated place, family, object, or creature.
  Campaign Idea: All the gods reside on a single Outer Plane,
  and the other planes (including the Material Plane) are for mortals
  only. Each deity uses a set amount of space for a realm, based on
  each god’s divine rank. The neutral and lawful deities find this
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  DEITY HOMES FOR THE D&D PANTHEON
  The gods of the D&D pantheon reside on the following planes.
  Abyss
  Lolth
  Acheron
  Gruumsh, Hextor, Wee Jas
  Arborea
  Corellon Larethian
  Arcadia
  St. Cuthbert
  Baator
  Tiamat, Kurtulmak
  Beastlands
  Ehlonna
  Bytopia
  Garl Glittergold
  Carceri
  Nerull
  Celestia
  Bahamut, Heironeous, Moradin, Yondalla
  Elysium
  Pelor
  Material Plane
  Fharlanghn, Vecna
  Outlands
  Boccob, Obad-Hai
  Pandemonium
  Erythnul
  Ysgard
  Kord, Olidammara
  pqs
  pqs
  
  arrangement agreeable, but the chaotic gods chafe at the rules.
  (This assumes an “overdeity” or some other powerful force capable
  of imposing rules on the pantheon.) They cultivate mortal agents,
  directing accidents and coincidences so that these agents find
  adventures and quests, gaining experience. The other gods notice
  the interference of the chaotic gods on the other planes and begin
  developing their own agents to investigate and thwart the activi-
  ties of the chaotic gods. Eventually the chaotic gods establish terri-
  tories of their own beyond the realms they’ve been allotted.
  Whether this situation develops into a war between the gods or a
  rush to seize the best territory on the Outer Planes is up to you.
  Inner Planes
  In the typical D&D cosmology, the Inner Planes are the four Elemen-
  tal Planes (Air, Earth, Fire, and Water) and the two Energy Planes (Pos-
  itive and Negative). For clerics and paladins, placing divine realms on
  the Inner Planes differs little from placing them on the Outer Planes.
  Inner Planes are morphic in the same way the Material Plane is:
  Hard work can level a mountain, fill a ravine, dam a river, or raise a
  castle. The Inner Planes are not divinely morphic as the Outer
  Planes are, and you should treat the size of a divine realm on an
  Inner Plane as if it is on the Material Plane.
  Creatures most comfortable with a particular element stand the
  best chance of surviving on the comparable Elemental Plane.
  Water-breathers thrive on the Elemental Plane of Water, while tho-
  qquas and purple worms are more likely to survive on the Elemen-
  tal Plane of Earth. All four of the Elemental Planes contain spaces
  where mortals common to the Material Plane can survive relatively
  easily. Gods living on an Elemental Plane maintain part of their
  realm in such spaces. For instance, a god living on the Elemental
  Plane of Earth most likely keeps a courtyard or hall in an open
  cavern where mortals can approach. Such places are free from the
  storms, tremors, and currents that sweep the Elemental Planes
  periodically. Presumably such a god has no trouble surviving that
  element, and the rest of that divine realm reflects that ease. There
  might be no other open spaces within the realm of a god dwelling
  on the Elemental Plane of Earth, for example. The stability of the
  open area is for the comfort of mortal supplicants.
  The Energy Planes are dangerous to everyone, and your gods
  may choose to live on them for precisely that reason. Because neg-
  ative energy drains living creatures and positive energy fills living
  creatures until they literally explode, gods may choose to use these
  planes as moats or walls around their realms. If you place gods on
  these planes, either make the deities immune to the effects of the
  plane, or make their realms islands in the energy seas that protect
  all within them. A dualistic system might have one deity on the
  Positive Energy Plane and one on the Negative Energy Plane.
  Alternatively, your gods may imprison one or more other gods
  on an Inner Plane specifically because the environment is so dan-
  gerous and uncomfortable. The Inner Planes make better prisons
  than the Material Plane because they’re farther removed from
  mortal worshipers of the remaining gods. Their very nature makes
  it difficult for beings to move through them to escape. Their stable
  nature means that a deity imprisoned on one can’t simply will the
  plane into a different, more hospitable, form.
  While the Inner Planes pose no special issues for monotheism
  or dualism, it’s hard to give animistic spirits a home on the Inner
  Planes for the same reasons that the Outer Planes are a tricky
  choice. Certain spirits may communicate with or travel to the
  Inner Planes, however, particularly if a spirit has an affinity for a
  specific element. For instance, the spirit of an ancestral sword
  might travel freely to and from the Elemental Plane of Earth.
  Campaign Idea: The gods are benevolent, active, immortal
  beings. They threw down the hostile, active, immortal genies (in
  this cosmology, there’s one genie race for each Elemental Plane)
  that once ruled the mortal realm. Under the genies, the world
  was a chaotic place, more like the Elemental Planes than the way
  the world is now. They created dramatic, exotic landscapes where
  23
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  11
  12
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  Material Plane
  1. Material Plane
  Transitive Planes
  2. Ethereal
  3. Shadow
  4. Astral
  Inner Planes
  5.   Positive Energy
  6.   Fire
  7.   Earth
  8.   Negative Energy
  9. Water
  10. Air
  The
  Great 
  Wheel
  Material Plane
  1. Material Plane
  Transitive Planes
  2. Ethereal 
  3. Shadow
  4. Astral
  Inner Planes
  5.   Positive Energy
  6.   Fire
  7.   Earth
  8.   Negative Energy
  9.   Water
  10. Air
  Outer Planes
  11. Celestia
  12. Bytopia
  13. Elysium
  14. Beastlands
  15. Arborea
  16. Ysgard
  17. Limbo
  18. Pandemonium
  19. Abyss
  20. Carceri
  21. Gray Waste
  22. Gehenna
  23. Nine Hells
  24. Acheron
  25. Mechanus
  26. Arcadia
  27. Outlands
  24
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  21
  20
  19
  18
  (D&D Cosmology)
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  27
  
  24
  extreme forms of topology and climate lay next to each other. The
  gods banished the genies to the Elemental Planes, where they
  plot their return to preeminence in the hearts and minds of mor-
  tals. Storms, earthquakes, forest and grass fires, and tidal waves
  are all said to be manifestations of moments when the genies
  temporarily wrest control from their divine jailers. The gods
  work to make the world more hospitable for mortals and to keep
  the genies imprisoned.
  Transitive Planes
  The Transitive Planes run through and around all the other
  planes. They include the Astral Plane, the Ethereal Plane, and the
  Plane of Shadow.
  The proximity of these planes to the Material Plane is both an
  aid and a hindrance. Active gods find moving from these planes
  to their mortal worshipers extremely easy, but conversely, mor-
  tals can more easily reach these planes than they can the Inner
  or Outer Planes. These planes lack the divinely morphic nature of
  the Outer Planes, so realms here are alterable only through
  magic and hard work, just as on the Material Plane. But unlike
  on the Material Plane, there’s very little raw material to work with
  on the Transitive Planes; almost every bit of matter was brought in
  by someone or something else. Building materials and finished
  structures must be brought to the plane, and completed realms are
  obvious to planar travelers.
  As mentioned previously, the physical forms of dead deities may
  need a place to reside. The standard cosmology of the D&D game
  places the “gods’ graveyard” on the Astral Plane. You may choose to
  use another Transitive Plane in a similar fashion, or to have living
  gods and the dead gods of the past occupy the same plane.
  Monotheism and dualism face lesser challenges than pantheism
  when dealing with the Transitive Planes. A faith with a single god
  living on the Plane of Shadow could teach that god is always watch-
  ing the faithful from the shadows. The Ethereal Plane is a particu-
  larly good place for animistic spirits. The spirits are present and can
  perceive the Material Plane to some extent, but they are removed
  enough to be mysterious.
  Campaign Idea: Floating somewhere in the vaulted space of
  the Astral Plane is the City of the Gods. The city is a single struc-
  ture stretching miles across as well as up and down. Within the
  structure are hidden portals that lead to the other planes. The
  inhabitants of the city are mortal descendants of servants who
  were brought to the city to serve the gods. Legends tell of a time
  when they lived under the sun and stars on the surface of a real
  world, with others like themselves. Adventurers seek a hidden
  portal that leads back to the lost Material Plane, and raw materials
  necessary to manufacture tools, weapons, and even clothing.
  Exotic magic items, relics of the gods, litter gargantuan cham-
  bers. The gods themselves long ago left the city, but they have not
  forgotten it. Demonic forces seek the city in the infinite vastness
  of the Astral Plane for the portals to all creation that lay within it.
  The gods watch their city and defend it from their realms in the
  Outer Planes.
  Other Possibilities
  Once you allow for the existence of other planes, there’s no reason
  to stop at a single Material Plane. Alternate Material Planes may
  exist “above” and “below” the Material Plane that is the player char-
  acters’ home. You can play with gravity, time, magic, morphic
  nature, or topology, create a mirror universe (where even the gods
  have mirror entities), or change the dominant race. Your characters
  might travel to an alternate plane where lizardfolk and similar rep-
  tilian races rule the land, worshiping draconic gods and hunting
  humans, elves, dwarves, halflings, and gnomes as vermin. An alter-
  nate Material Plane could be home to the gods. Traveling there,
  player characters find supremely powerful beings working the
  fields or shoeing horses.
  You may choose to develop an alternate cosmology and thus
  change what places are available for divine realms. For instance, the
  Asgardian realms could be configured as a series of Material Planes
  linked by Yggdrasil, the World Tree. Such a cosmology could negate
  the need for the Outer Planes, or other planes altogether. 
  Magic on the Planes
  A number of spells affect or use planes beyond the Material Plane,
  as summarized below.
  Spells with Astral Aspects: The following spells depend on
  access to the Astral Plane and are ineffective in godly realms where
  the deity has severed links to the Astral Plane (through the deity
  may have chosen to maintain astral links in specific places). These
  spells are also ineffective in cosmologies that don’t include an
  Astral Plane (though a cosmology may provide an alternative to the
  Astral Plane that allows these spells to function).
  Astral projection, dimension door, summon monster (I–IX), teleport,
  teleportation circle, teleport without error, vanish.
  Spells with Ethereal Aspects: The following spells depend on
  access to the Ethereal Plane and are ineffective on any Outer Plane.
  They are also ineffective in cosmologies that don’t include an Ethe-
  real Plane (though a cosmology may provide an alternative to the
  Ethereal Plane that allows these spells to function).
  Blink, ethereal jaunt, etherealness, Leomund’s secret chest, maze, vanish.
  Spells with Shadow Aspects: The following spells depend on
  access to the Plane of Shadow and are ineffective in cosmologies that
  don’t include a Plane of Shadow (though a cosmology may provide an
  alternative to the Plane of Shadow that allows these spells to function).
  Greater shadow conjuration, greater shadow evocation, shades, shadow
  conjuration, shadow evocation, shadow walk.
  Magic Portals: “Portal” is a general term for a stationary inter-
  planar connection. Portals open at one location on the originating
  plane and another location on the destination plane (or planes, if
  several portals are linked together). They provide instantaneous
  transportation from one location to another. If a deity has severed
  links to the Astral Plane in its realm, a portal cannot originate or
  lead there, through the deity may have chosen to maintain astral
  links in specific places and portals to lead to those locales.
  Coexistent and Coterminous Planes
  The terms “coexistent” and “coterminous” refer to how easily one
  can move between two planes.
  Coexistent Planes: If a link between two planes can be created
  anywhere, the two planes are coexistent. These planes overlap each
  other completely. A coexistent plane can be reached from any-
  where on the plane it overlaps. Someone moving on a coexistent
  plane often finds it possible to see into or interact with the other
  coexistent plane. The Ethereal Plane is coexistent with the Mater-
  ial Plane, and inhabitants of the Ethereal Plane can see into the
  Material Plane. With the right magic, inhabitants of the Material
  Plane can likewise see and interact with those on the Ethereal
  Plane (see invisibility and magic missile, for example, both affect the
  Ethereal Plane).
  Coterminous Planes: Planes that link together at specific
  points are coterminous. Think of coterminous planes as touching
  each other in one or more specific places. Where they touch, a con-
  nection exists, and travelers can leave one reality behind and enter
  the other. The Astral Plane is a coterminous plane, because it exists
  alongside and can be accessed from most other planes. In the D&D
  cosmology, the Concordant Domain of the Outlands is cotermi-
  nous with every other Outer Plane.
  A plane can be both coexistent and coterminous. The Plane of
  Shadow, for example, is coexistent because it overlaps the Material
  Plane and can be accessed from there with the right spell or ability.
  But it’s also coterminous—it’s possible to enter the Plane of
  Shadow at certain points and travel to strange realms beyond the
  part of the plane that lies coexistent with the Material Plane.
  CHAPTER 1:
  DEITIES IN
  YOUR GAME
  
  n this chapter, we introduce the game mechanics that make
  deities work, starting with the most fundamental: divine rank.
  Divine rank is, at its essence, what sets deities apart from mor-
  tals. Even deities with a divine rank of 0 are far superior to mortals
  in their powers and abilities. Despite this tremendous gulf
  between the mortal and the divine, deities are still defined in
  the same terms as mortals. They have Hit Dice, character levels,
  and ability scores, but all of these are far higher than most mortals
  will ever achieve.
  RANKS OF DIVINE POWER
  For game purposes, each deity has a divine rank, which is similar
  to a character’s level. A deity’s divine rank determines how much
  power the entity has and serves as a way to compare one deity to
  another. Here is a quick summary of divine ranks.
  Rank 0: Creatures of this rank are sometimes called quasi-
  deities or hero deities. Creatures that have a mortal and a deity as
  parents also fall into this category. These entities cannot grant
  spells, but are immortal and usually have one or more ability
  scores that are far above the norm for their species. They may
  have some worshipers. Ordinary mortals do not have a divine
  rank of 0. They lack a divine rank altogether.
  Rank 1–5: These entities, called demigods, are the weakest of
  the deities. A demigod can grant spells and perform a few deeds
  that are beyond mortal limits, such as hearing a grasshopper from
  a mile away.
  A demigod has anywhere from a few hundred to a few thou-
  sand devoted mortal worshipers and may receive veneration or
  respect from many more. A demigod controls a small godly
  realm (usually on an Outer Plane) and has minor control over a
  portfolio that includes one or more aspects of mortal exis-
  tence. A demigod might be very accomplished in a single
  skill or a group of related skills, gain combat advantages in
  special circumstances, or be able to bring about minor
  changes in reality itself related to the portfolio. For exam-
  ple, a demigod of thieves might be able to change a stolen
  item so that it is no longer recognizable.
  Rank 6–10: Called lesser deities, these entities grant
  spells and can perform more powerful deeds than
  demigods can, such as sensing certain phenomena from
  ten miles away.
  Lesser deities have anywhere from a few thousand to
  tens of thousands of worshipers and control larger godly
  realms than demigods. They also have keener senses
  where their portfolios are concerned.
  Rank 11–15: These entities are called intermediate
  deities. They have hundreds of thousands of mortal
  worshipers and control larger godly realms than
  demigods or lesser deities.
  Rank 16–20: Called greater deities, these entities
  may have millions of mortal worshipers, and they
  command respect even among other deities. The most
  powerful of greater deities rule over other deities just
  as mortal sovereigns rule over commoners.
  Rank 21+: These entities are beyond the ken of
  mortals and care nothing for worshipers. They do not
  grant spells, do not answer prayers, and do not respond
  to queries. If they are known at all, it is to a handful of
  scholars on the Material Plane. They are called
  overdeities. In some pantheistic systems, the consent
  of an overdeity is required to become a god.
  25
  Illus. by A. Swekel
  
  26
  DIVINE CHARACTERISTICS
  Most deities are creatures of the outsider type (usually with 20
  outsider Hit Dice). Unlike other outsiders, they have no dark-
  vision unless noted in the deity description. Deities’ physical
  characteristics vary from deity to deity and are noted in their
  individual descriptions.
  A deity’s outsider type, along with its class or classes, determines
  its weapon proficiencies, feats, and skills.
  Deities have some or all of the following additional qualities,
  depending on their divine rank.
  Hit Points: Deities receive maximum hit points for each Hit Die.
  Speed: Deities can move much more quickly than mortals. A
  deity’s base land speed depends on its form (biped or quadruped)
  and its size, as shown on the following table. Some deities are
  exceptions, with speeds faster or slower than the norm.
  ———Speed ———
  Size
  Biped*
  Quadruped**
  Fine
  20 ft.
  60 ft.
  Diminutive
  30 ft.
  70 ft.
  Tiny
  40 ft.
  80 ft.
  Small
  50 ft.
  90 ft.
  Medium
  60 ft.
  100 ft.
  Large
  80 ft.
  120 ft.
  Huge
  100 ft.
  140 ft.
  Gargantuan
  120 ft.
  160 ft.
  Colossal
  140 ft.
  180 ft.
  *Or any form with two or fewer legs.
  **Or any form with three or more legs.
  Note: Use the Biped column for burrow and swim speeds for
  all deities regardless of form. Use half the value in the Biped
  column for climb speeds for all deities. Use twice the value in the
  Quadruped column for fly speeds for all deities capable of flying.
  Armor Class: A tangible field of divine energy encompasses
  and suffuses a deity’s body, granting it a divine Armor Class bonus
  equal to its divine rank. This bonus stacks with all other Armor
  Class bonuses and is effective against touch attacks and incorpo-
  real touch attacks.
  Most deities (all those with 20 outsider Hit Dice) have a natural
  armor bonus of their divine rank +13. All deities also have a deflec-
  tion bonus to their AC equal to their Charisma bonus (if any).
  Deities who aren’t outsiders have their normal natural armor bonus
  + their divine rank.
  Many deities have other Armor Class bonuses as noted in their
  individual descriptions.
  Attacks: A deity’s Hit Dice and type and character level deter-
  mine its base attack bonus. In addition to the figures for weapon
  attacks, this section of the statistics block also includes melee
  touch attack and ranged touch attack bonuses, to be used when the
  deity casts a spell or uses a spell-like ability that requires a touchy
  attack to affect its target. A deity gets its divine rank as a divine
  bonus on all attack rolls. Deities of rank 1 or higher do not auto-
  matically fail on a natural attack roll of 1. 
  Always Maximize Roll: Greater deities (rank 16–20) automati-
  cally get the best result possible on any check, saving throw, attack
  roll, or damage roll. Calculate success, failure, or other effects
  accordingly. For instance, when a greater deity makes an attack
  roll, assume you rolled a 20 and calculate success or failure from
  there. You should roll the d20 anyway and use that roll to check for
  a threat of a critical hit.
  This quality means that greater deities never need the Maximize
  Spell feat, because their spells have maximum effect already.
  Saving Throws: A deity’s outsider Hit Dice and character level
  determine its base saving throw bonuses. A deity gets its divine
  rank as a divine bonus on all saving throws. Deities of rank 1 or
  higher do not automatically fail on a natural saving throw roll of 1.
  Checks: A deity gets its divine rank as a divine bonus on all skill
  checks, ability checks, caster level checks, and turning checks.
  Lesser deities (rank 6–10) may take 10 on any check, provided
  they need to make a check at all.
  Intermediate and greater deities (rank 11–20) always get a result
  of 20 on any check, provided they need to make a check at all.
  Immunities: Deities have the following immunities. Individ-
  ual deities may have more immunities. Unless otherwise indi-
  cated, these immunities do not apply if the attacker is a deity of
  equal or higher rank.
  Transmutation: A deity is immune to polymorphing, petrifica-
  tion, or any other attack that alters its form. Any shape-altering
  powers the deity might have work normally on itself.
  Energy Drain, Ability Drain, Ability Damage: A deity is not subject
  to energy drain, ability drain, or ability damage.
  Mind-Affecting Effects: A deity is immune to mind-affecting effects
  (charms, compulsions, phantasms, patterns, and morale effects).
  Energy Immunity: Deities of rank 1 or higher are immune to elec-
  tricity, cold, and acid, even if the attacker is a deity of higher divine
  rank. Some deities have additional energy immunities.
  Deities of rank 1 or higher are immune to disease and poison,
  stunning, sleep, paralysis, and death effects, and disintegration.
  Deities of rank 6 or higher are immune to effects that imprison
  or banish them. Such effects include banishment, binding, dimen-
  sional anchor, dismissal, imprisonment, repulsion, soul bind, temporal
  stasis, trap the soul, and turning and rebuking.
  Damage Reduction: A deity has damage reduction of 35 + its
  divine rank/+4. For example, a demigod with a divine rank of 3 has
  damage reduction 38/+4.
  CHAPTER 2:
  DEITIES
  DEFINED
  LEVELS BEYOND 20TH
  Most deities are 20 HD outsiders with 30 to 50 character levels
  as well. These additional character levels beyond an effective
  character level of 20th follow special rules covered in more
  detail in the Epic Level Handbook.
  Character levels above 20th confer some, but not all, of the
  benefits of normal levels. Deities gain all the class features for all
  their levels (such as the fighter’s bonus feat, the monk’s unarmed
  damage, the ranger’s favored enemy, the rogue’s sneak attack, or
  the wizard’s spellcasting ability). The deity also gains the normal
  Hit Die for that class, plus additional skill points as if the deity
  had a level in that class normally. The deity gains an ability bonus
  every four levels, and a feat every three levels. 
  Beyond character level 20th, deities’ attack and saving throw
  bonuses increase at new rates. Deities gain a +1 epic attack
  bonus at 21st level and every other level thereafter, meaning
  that a deity with 40 class levels (on top of the base 20 outsider
  Hit Dice) has an attack bonus of +40. No deity can have more
  than four attacks derived strictly from its base attack bonus, so
  a deity with an attack bonus of +40 gets additional attacks at
  +35, +30, and +25.
  Deities also gain a +1 bonus on saving throws at 22nd level
  and every other level thereafter. A deity with 20 outsider Hit
  Dice and 40 class levels has saving throws (Fortitude, Reflex,
  and Will) of +32.
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  If the deity also has damage reduc-
  tion from another source, such as barbarian
  class levels, this damage reduction does not stack with the damage
  reduction granted by divine ranks. Instead, the deity gets the benefit
  of the best damage reduction in a given situation.
  For example, a deity with damage reduction 38/+4 is also a
  20th-level barbarian with damage reduction 4/–. If the deity is
  attacked with a weapon of +3 enhancement or less, the deity uses
  its damage reduction 38/+4. If the same deity is attacked with a
  weapon of +4 or better, the deity uses damage reduction 4/–,
  because the barbarian’s damage reduction is not negated by a +4
  or better weapon. Whenever a deity has a second kind of damage
  reduction that might apply to an attack, that damage reduction is
  listed in parentheses after the damage reduction entry in the
  deity’s statistics block.
  Resistances: All deities have at least the following resistances.
  Individual deities may have additional resistances.
  Energy Resistance: A deity has fire resistance of 20 + its divine rank.
  Spell Resistance: A deity has spell resistance of 32 + its divine rank.
  Salient Divine Abilities: Every deity of rank 1 or higher has at
  least one additional power, called a salient divine ability, per divine
  rank (see Salient Divine Abilities, later in this chapter).
  Domain Powers: A deity of rank 1 or higher can use any domain
  power it can grant a number of times per day equal to its divine
  rank (if the power normally can be used more often than that, the
  deity gets the greater number of uses). If a domain power is based
  on a cleric’s level (or one-half a cleric’s level), a deity with no cleric
  levels has an effective cleric level equal to the deity’s divine rank (or
  one-half the deity’s divine rank) for this purpose.
  Spell-Like Abilities: A deity can use any domain spell it can
  grant as a spell-like ability at will. The deity’s effective caster level
  for such abilities is 10 + the deity’s divine rank. The saving throw
  DC for such abilities is 10 + the spell level + the deity’s Charisma
  bonus (if any) + the deity’s divine rank.
  Immortality: All deities (even those of rank 0) are naturally
  immortal and cannot die from natural causes. Deities do not age,
  and they do not need to eat, sleep, or breathe. The only way for a
  deity to die is through special circumstances, usually by being slain
  in magical or physical combat.
  Deities of rank 1 or higher are not subject to death from massive
  damage (see Injury and Death in Chapter 8 of the Player’s Handbook).
  Senses: Deities of rank 1 or higher have incredibly sensitive
  perception. Such a deity’s senses (including darkvision and low-
  light vision, if the deity has them) extend out to a radius of one
  mile per divine rank. In effect, a deity of rank 10 can see, hear,
  touch, and smell at a distance of ten miles just as well as a human
  can perceive things that are close enough to touch. Perception is
  limited to the senses a deity possesses. For instance, a deity cannot
  see in the dark unless it has darkvision. Nor can it see through
  27
  CHAPTER 2:
  DEITIES
  DEFINED
  Illus. by W. Reynolds
  DEITIES AND SYNERGY BONUSES
  Many skills provide synergy bonuses to other skills if you have
  5 or more ranks in the skill. For example, you get a +2 synergy
  bonus on Ride checks if you have 5 or more ranks in the
  Handle Animal skill.
  For every 20 extra ranks a deity has in a skill, the deity’s synergy
  bonus from the skill (if any) increases by +2. For example, a deity
  with 25 ranks in Handle Animal would receive a +4 synergy bonus
  on Ride checks, and a deity with 45 ranks in Handle Animal
  would receive a +6 synergy bonus on Ride checks.
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  28
  solid objects without using its remote sensing ability or some sort
  of x-ray vision power.
  Remote Sensing: As a standard action, a deity of rank 1 or higher can
  perceive everything within a radius of one mile per rank around any
  of its worshipers, holy sites, or other objects or locales sacred to the
  deity. This supernatural effect can also be centered on any place
  where someone speaks the deity’s name or title for up to 1 hour after
  the name is spoken, and at any location when an event related to the
  deity’s portfolio occurs (see the deity descriptions for details).
  The remote sensing power can cross planes and penetrate any
  barrier except a divine shield (described in Salient Divine Abili-
  ties) or an area otherwise blocked by a deity of equal or higher
  rank. Remote sensing is not fooled by misdirection or nondetection or
  similar spells, and it does not create a magical sensor that other
  creatures can detect (as the scrying spell does).
  A deity can extend its senses to two or more remote locations
  at once (depending on divine rank) and still sense what’s going
  on nearby.
  Divine Rank
  Remote Locations
  1–5
  2
  6–10
  5
  11–15
  10
  16–20
  20
  Once a deity chooses a remote location to sense, it automatically
  receives sensory information from that location until it chooses a
  new location to sense, or until it can’t sense the location (for exam-
  ple, after 1 hour has elapsed since someone spoke the deity’s name).
  Block Sensing: As a standard action, a deity of rank 1 or higher can
  block the sensing ability of other deities of its rank or lower. This
  power extends for a radius of one mile per rank of the deity, or
  within the same distance around a temple or other locale sacred to
  the deity, or the same distance around a portfolio-related event.
  The deity can block two remote locations at once, plus the area
  within one mile of itself. The blockage lasts 1 hour per divine rank.
  Portfolio: Every deity of rank 1 or higher has at least limited
  knowledge and control over some aspect of mortal existence. A
  deity’s connection to its portfolio gives it a number of powers.
  Portfolio Sense: Demigods have 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. In
  addition, their senses extend one week into the past for every
  divine rank they have.
  Greater deities automatically sense any event that involves their
  portfolios, regardless of the number of people involved. In addi-
  tion, their senses extend one week into the past and one week into
  the future for every divine rank they have.
  When a deity senses an event, it merely knows that the event is
  occurring and where it is. The deity receives no sensory informa-
  tion about the event. For example, a demigod of the sea senses all
  tidal waves that threaten multiple villages, or a small or large
  towns. The deity knows where the waves are, but not what they
  look like or which direction they’re traveling.
  Once a deity notices an event, it can use its remote sensing
  power to perceive the event.
  Automatic Actions: Deities don’t need to make skill checks as
  often as mortals do. When performing an action within its portfo-
  lio, a deity can perform any action as a free action, as long as the
  check DC is equal to or less than the number on the table below.
  The number of free actions a deity can perform each round is also
  determined by the deity’s divine rank.
  Divine
  Maximum DC
  Free Actions
  Rank
  for Automatic Action
  per Round
  1–5
  15
  2
  6–10
  20
  5
  11–15
  25
  10
  16–20
  30
  20
  For instance, a demigod of war could make two longswords as free
  actions (Craft [weaponsmith] DC 15). The deity still needs to have
  the proper tools and materials at hand.
  Create Magic Items: A deity of rank 1 or higher can create
  magic items related to its portfolio without any requisite item cre-
  ation feat, provided that the deity possesses all other prerequisites
  for the item. The maximum item value a deity can create is a func-
  tion of its divine rank (see the table below). The item’s cost and cre-
  ation time remain unchanged, but the deity is free to undertake
  any activity when not laboring on the item (see Creating Magic
  Items in the DUNGEON MASTER’S Guide).
  Divine 
  Maximum
  Rank
  Market Price
  1–5
  4,500 gp
  6–10
  30,000 gp
  11–15
  200,000 gp (any nonartifact)
  16–20
  No maximum (including artifact)
  For example, a demigod of fire could create a wand of burning hands
  without the Craft Wand feat, provided that the demigod knows the
  burning hands spell.
  If a deity has the item creation feat pertaining to the item it wishes
  to create, the cost (in gold and XP) and creation times are halved.
  Divine Aura: The mere presence of a deity of rank 1 or higher
  can deeply affect mortals and beings of lower divine rank, who
  might find the experience either uplifting or unsettling, depend-
  ing on the deity’s mood and their relationship to the deity.
  All divine aura effects are mind-affecting, extraordinary abili-
  ties. Mortals and other deities of lower rank can resist the aura’s
  effects with successful Will saves; the DC is 10 + the deity’s rank +
  the deity’s Charisma modifier. Deities are immune to the auras of
  deities of equal or lower rank. Any being who makes a successful
  saving throw against a deity’s aura power becomes immune to that
  deity’s aura power for one day.
  Divine aura is an emanation that extends around the deity in a
  radius whose size is a function of divine rank. The deity chooses
  the size of the radius and can change it as a free action. If the deity
  chooses a radius of 0 feet, its aura power effectively becomes non-
  functional. When two or more deities’ auras cover the same area,
  only the aura that belongs to the deity with the highest rank func-
  tions. If divine ranks are equal, the auras coexist.
  Divine Rank
  Divine Aura Size
  1–5
  10 ft./rank
  6–10
  100 ft./rank
  11–15
  100 ft./rank
  16–20
  1 mile/rank
  The deity can make its own worshipers, beings of its alignment, or
  both types of individuals immune to the effect as a free action. The
  immunity lasts one day or until the deity dismisses it. Once
  affected by an aura power, creatures remain affected as long as they
  remain within the aura’s radius.
  The deity can choose from the following effects each round as a
  free action.
  Daze: Affected beings just stare at the deity in fascination. They
  can defend themselves normally but can take no actions.
  Fright: Affected beings become shaken and suffer a –2 morale
  penalty on attack rolls, saves, and checks. The merest glance or
  CHAPTER 2:
  DEITIES
  DEFINED
  
  gesture from the deity makes them frightened, and they flee as
  quickly as they can, although they can choose the path of their flight.
  Resolve: The deity’s allies receive a +4 morale bonus on attack
  rolls, saves, and checks, while the deity’s foes receive a –4 morale
  penalty on attack rolls, saves, and checks.
  Grant Spells: A deity automatically grants spells and domain
  powers to mortal divine spellcasters who pray to it. Most deities
  can grant spells from the cleric spell list, the ranger spell list, and
  from three or more domains. Deities with levels in the druid
  class can grant spells from the druid spell list, and deities with
  paladin levels can grant spells from the paladin spell list. A deity
  can withhold spells from any particular mortal as a free action;
  once a spell has been granted, it remains in the mortal’s mind
  until expended.
  Spontaneous Casting: A deity of rank 1 or higher who has
  levels in a divine spellcasting class can spontaneously cast any spell
  it can grant. This power works like a cleric’s ability to sponta-
  neously cast cure spells (see the cleric section in Chapter 3 of the
  Player’s Handbook), except that it applies to any spell the deity can
  grant. A deity has even more flexibility regarding its domains, as
  described in the next section.
  Communication: A deity of rank 1 or higher can understand,
  speak, and read any language, including nonverbal languages.
  The deity can speak directly to any beings within one mile of
  itself per divine rank.
  Remote Communication: As a standard action, a deity of rank 1 or
  higher can send a communication to a remote location. The deity
  can speak to any of its own worshipers, and to anyone within one
  mile per rank away from a site dedicated to the deity (such as a
  temple, shrine, or sacred grove), or within one mile per rank awaay
  from a statue or other likeness of the deity.
  The creature being contacted can receive a telepathic message
  that only it can hear. Alternatively, the deity’s voice can seem to
  issue from the air, the ground, or from some object of the deity’s
  choosing (but not an object or locale dedicated to another deity of
  equal or higher rank than the deity who is speaking). In the latter
  case, anyone within earshot of the sound can hear it.
  The deity can send a manifestation or omen instead of a spoken
  or telepathic message. The exact nature of this communication
  varies with the deity, but it usually is some visible phenomenon
  such as a beam of light, a change in the weather, a gathering of ani-
  mals, or almost anything else.
  A deity’s communication power can cross planes and pene-
  trate any barrier. Once communication is initiated, the deity can
  continue communicating as a free action until it decides to end
  the communication.
  A deity can carry on as many remote communications at one time
  as it can remote sense at one time (see Remote Sensing, above).
  Godly Realm: Each deity of rank 1 or higher has a location that
  serves as a workplace, personal residence, audience chamber, and
  sometimes as a retreat or fortress. A deity is at its most powerful
  within its godly realm.
  A deity has at least modest control over the environment within
  its realm, controlling the temperature and minor elements of the
  environment such as smells and background sounds. The radius of
  this control is a function of the deity’s rank and whether the realm
  is located on an Outer Plane or some other plane (including the
  Material Plane).
  Divine
  ——— Radius of Control ———
  Rank
  Outer Plane
  Material Plane
  1–5
  100 ft./rank
  100 ft./rank
  6–10
  1 mile
  100 ft./rank
  11–15
  10 miles
  100 ft./rank
  16–20
  100 miles
  100 ft./rank
  Within this area, the deity can set any temperature that is normal
  for the plane where the realm is located (for the Material Plane, any
  temperature from –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; the deity could create the sounds of
  an invisible choir, a battle, a jungle full of raucous birds, or similar
  sounds, but not intelligible speech or harmful sound. This control
  over sound is similar to the ghost sound spell, but capable of pro-
  ducing a much larger volume of noise. The deity’s ability to create
  scents is similar. Deities of rank 6 or higher can create the sounds
  of intelligible speech.
  A demigod or lesser deity can erect buildings and alter the land-
  scape, but must do so through its own labor, through magic, or
  through its divine powers.
  A deity of rank 6 or higher not only has control over the environ-
  ment, but also controls links to the Astral Plane (assuming the cos-
  mology where the deity resides has an Astral Plane). Manipulating a
  realm’s astral links renders teleportation and similar effects useless
  within the realm (see Chapter 1 for a list of spells with astral connec-
  tions). The deity can designate certain locales within the realm where
  astral links remain intact. Likewise, the deity can block off the realm
  from planar portals or designate locations where portals are possible.
  A deity of rank 11 or higher can also apply the enhanced magic or
  impeded magic trait to up to four groups of spells (schools, domains,
  or spells with the same descriptor). The enhanced magic trait enables
  a metamagic feat to be applied to a group of spells without requiring
  higher-level spell slots. Many deities apply the enhanced magic trait
  to their domain spells, making them maximized (as the Maximize
  Spell feat) within the boundaries of their realm. The impeded magic
  trait doesn’t affect the deity’s spells and spell-like abilities.
  29
  CHAPTER 2:
  DEITIES
  DEFINED
  DEITIES AND SPELLCASTING
  As characters of around 60th level, deities can freely pay even
  large XP costs. Consider that a deity has a safe cushion of
  around 30,000 XP it can use every week for creating magic items
  and casting spells with experience point costs.
  What happens when a deity casts miracle? Rather than implor-
  ing another deity to perform some task, the deity simply draws
  from its own divine power. It pays the experience point cost with
  hardly a second thought, and creates the effect it desires.
  BEHIND THE CURTAIN: DEITIES AND DIVINE SPELLS
  The task of granting divine spells places very little demand on a
  deity. In fact, it is possible for clerics or other divine spellcasters
  to prepare and cast divine spells strictly through their own
  devotion to some cause and without the intercession of any
  specific deity.
  It is the training, skill, and dedication of the spellcaster that
  makes preparing and casting a divine spell possible, and this
  is why a deity needs levels in a divine spellcasting class to cast
  most divine spells. Domain spells are an exception. A deity’s
  domains are closely linked to the deity’s portfolio and repre-
  sent the sum and substance of the deity’s identity and personal
  power. This is why deities can make such free use of their
  domain powers and why they can use their domain spells as
  spell-like abilities.
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  30
  In addition, a deity of rank 11 or higher can erect buildings as
  desired and alter terrain within ten miles to become any terrain
  type found on the Material Plane. These buildings and alterations
  are manifestations of the deity’s control over the realm.
  A greater deity (rank 16 or higher) also can perform any one of
  the following acts:
  • Change or apply a gravity trait within the realm.
  • Change or apply an elemental or energy trait within the realm.
  • Change or apply a time trait within the realm.
  • Apply 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. 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 year and a day 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.
  Travel: A deity of rank 1 or higher can use teleport without error as
  a spell-like ability at will, as the spell cast by a 20th-level character,
  except that the deity can transport only itself and up to 100 pounds
  of objects per divine rank. A deity of rank 6 or higher also can use
  plane shift as a spell-like ability at will, as the spell cast by a 20th-
  level character, except that the deity can only transport itself and
  up to 100 pounds of objects.
  If the deity has a familiar, personal mount, or personal intelli-
  gent weapon, the creature can accompany the deity in any mode of
  travel if the deity touches it. The creature’s weight counts against
  the deity’s weight limit.
  Familiar: A deity of rank 1 or higher with levels as a sorcerer
  or a wizard has the ability to treat any creature of a given kind as
  a familiar, as long as that creature is within a distance of one
  mile per divine rank of the deity. For example, Bast (in the
  Pharaonic pantheon) is a 10th-level illusionist of divine rank 8.
  Felines are her specified kind of familiar, meaning that Bast can
  use any feline within eight miles of her location as a familiar.
  That animal gains all the characteristics that a familiar of a 10th-
  level wizard has. This special familiar ability only applies to one
  creature at a time, but  the deity can switch between one crea-
  ture and another instantaneously, as long as the second creature
  is within range.
  This special familiar ability does not replace the deity’s ability to
  have a normal familiar, which could be any kind of eligible crea-
  ture. For example, Bast could have a toad as a normal familiar in
  addition to her special feline familiar. The toad gains the abilities of
  a normal familiar of a 10th-level wizard, as long as the toad is
  within one mile of Bast’s location. (For details of special abilities
  that familiars receive and impart to their masters, see Chapter 3 of
  the Player’s Handbook.)
  PORTFOLIOS
  Every deity has certain aspects of existence over which it has
  dominion, power, and control. Collectively, these aspects represent
  the deity’s portfolio. Deities are intimately concerned about and
  involved in their portfolios, and they are often strongest in power
  when acting within the bounds of their portfolios.
  The portfolios of deities within a pantheon rarely change, but
  this can happen. If a deity dies, returns from the dead, gains or
  loses divine power, or radically changes personality, portfolios
  can change.
  One or more deities may share certain portfolio elements. For
  example, Boccob and Wee Jas of the D&D pantheon both have
  magic as an element of their portfolios.
  BUILDING YOUR OWN
  Portfolios represent important topics and concepts in the lives of
  worshipers. The more important an idea is to a group of wor-
  shipers, the more important it is for a major deity to control that
  portfolio. For instance, if you’re building a pantheon for a culture
  that depends on the sea for food or trade, then the portfolio ele-
  ment sea should belong to a greater deity. Similarly, people often
  threatened by earthquakes or volcanoes likely associate the portfo-
  lio element earth with a greater deity.
  A Sample List
  This list contains many aspects of existence that could be elements
  of a deity’s portfolio. A pantheon may ignore some aspects of exis-
  tence, and it may emphasize others by giving the same ones to mul-
  tiple deities.
  CHAPTER 2:
  DEITIES
  DEFINED
  TIME AND DIVINE POWERS
  Many divine powers are usable only a certain number of
  times per day. For purposes of this book, a day is a period of
  24 hours beginning when the deity first uses the power in
  question. For example, if a deity has a power that is usable
  twice per day, and it uses that power at midnight on Monday,
  it can use that power once again before midnight on Tuesday.
  Beginning at midnight on Tuesday, the deity has two uses of
  its power available again, no matter when on Monday it used
  the power.
  It is possible that time does not flow at an equal rate
  throughout your universe. If that is the case, the time that
  affects a deity is the local time where the deity is when it uses
  the power. On a timeless plane, time doesn’t flow at all. Once
  a deity uses its day’s allotment of powers, it cannot use them
  again until it exits the plane.
  pqqqqrs
  pqqqqrs
  abundance
  adventure
  agility
  agriculture
  air
  animals
  arcane knowledge
  archers
  art
  artisans
  arts and crafts
  athletics
  balance
  bards
  beasts
  beauty
  birth
  brawling
  cats
  chaos
  childbirth
  chivalry
  cities
  civilization
  cold
  commerce
  common sense
  communication
  conflict
  conquest
  courage
  crafts
  creation
  crocodiles
  dance
  daring
  darkness
  death
  desert storms
  destruction
  discipline
  discord
  disease
  distance
  drama
  drought
  drow
  dueling
  dwarves
  earth
  earthquakes
  elves
  endurance
  engineering
  
  Any race and any profession can be worthy of inclusion as a portfolio
  element. Moradin has the dwarves portfolio element, for example,
  and Pan is the Olympian deity with the shepherds portfolio element.
  In addition, most pantheons have at least one leader figure.
  This deity is often the father or mother of all the other deities in
  the pantheon. This deity effectively has the supreme portfolio
  element, which concerns all the offspring deities. For example, the
  Olympian pantheon includes Zeus, father of the gods, and Hera,
  mother of the gods.
  PORTFOLIOS AND DOMAINS
  If you’re building a pantheon for your campaign, make sure to
  include enough portfolio elements to cover all twenty-two divine
  domains (see Chapter 11 of the Player’s Handbook).
  31
  CHAPTER 2:
  DEITIES
  DEFINED
  envy
  evil
  evil dragons
  exploration
  family
  fate
  fathers
  fertility
  fighters
  fire
  fitness
  flora and fauna
  foresight
  forests
  freedom
  gambling
  gemcutting
  giants
  gnomes
  good
  good dragons
  grief
  halflings
  harvest
  hate
  healing
  hearing
  hearth
  home
  honesty
  honor
  horizons
  humor
  hunting
  husbands
  illusion
  insects
  intrigue
  jewelers
  jewelrymaking
  journeys
  judgment
  justice
  killing
  knowledge
  kobolds
  law
  learning
  lies
  life
  light
  love
  loyalty
  luck
  madness
  magic
  malice
  marriage
  massacres
  medicine
  men
  merchants
  mercy
  metal
  mining
  mirth
  moon
  motherhood
  mountains
  murder
  music
  nature
  night
  nobility
  orcs
  pain
  panic
  passion
  planning
  poetry
  pranksters
  prophecy
  protection
  rage
  rain
  rebirth
  retribution
  revelry
  river hazards
  rivers
  roads
  rogues
  running
  sea
  seasons
  secrets
  serpents
  shepherds
  sight
  sky
  slaughter
  sleep
  smithing
  spiders
  spies
  sports
  spring
  stone
  storms
  strategy
  strength
  strife
  suffering
  sun
  supreme
  swiftness
  tactics
  territory
  theater
  thieves
  thunder
  trapmaking
  travel
  trees
  tricks
  trust
  truth
  tyranny
  ugliness
  undead
  underworld
  valor
  vanity
  vengeance
  vice
  victory
  war
  watchfulness
  water
  wealth
  weather
  wetlands
  wild beasts
  wilderness
  wind
  wine
  winter
  wisdom
  wit
  wives
  women
  woodlands
  writing
  zeal
  BEHIND THE CURTAIN: DIVINE ABILITIES
  AND EPIC FEATS
  Salient divine abilities let the deities do things that mortal char-
  acters only wish they could do: Make a whirlwind attack against
  all creatures within reach (instead of just within 5 feet), use
  wild shape to change into a dinosaur, quicken a 9th-level spell,
  fire a hail of arrows at every creature around, and so on. These
  tasks are simply beyond the capacity of player characters . . .
  until they pass 20th level.
  The Epic Level Handbook introduces more than one
  hundred epic feats that give mortal characters access to
  some of these abilities. Many salient divine abilities are iden-
  tical with a combination of two or more epic feats. For exam-
  ple, Apollo’s Divine Bard ability allows him to use his bardic
  music as a standard action, to affect creatures that are
  immune to mind-affecting effects, to double the effects of his
  bardic music, to affect a large number of allies at once, to
  create lingering inspiration effects, and to use countersong
  as a reaction. Orpheus, a mortal, can learn the epic feats
  Rapid Inspiration, Music of the Gods, Epic Inspiration, Group
  Inspiration, Lasting Inspiration, and Reactive Countersong as
  he advances his bard abilities far beyond 20th level, getting
  most of the same effects as the Divine Bard ability. However,
  the range of Orpheus’s bardic music never extends as far as
  fifteen miles, while Apollo’s does. Some abilities truly are
  beyond mortal capacity.
  If you have the Epic Level Handbook, you may want to alter
  the divine statistics in this book to make better use of the
  full epic rules. The deities in this book could benefit from
  some epic feats and other rules presented there, such as
  epic spells and epic magic items. While none of the deities
  in this book have class levels higher than 20th, there’s no
  reason they couldn’t, if you have access to the rules for
  advancing them.
  One of the key difficulties with creating divine statistics is
  that, no matter what level the deities are, some characters in
  someone’s campaign will always be higher level. The deities as
  presented in this book are virtually impossible challenges for
  characters of 20th level and lower, and (with an average of 60
  Hit Dice) would prove tough challenges to the vast majority of
  epic-level characters. However, someone somewhere will run a
  campaign with characters up to 100th level, and they will find
  the deities as presented here reasonable challenges, maybe
  even easy. If your campaign reaches such epic heights, you
  might want to consider increasing the character levels of the
  deities to keep them ahead of the characters.
  On the other hand, you might not want to. Perhaps your
  campaign is built around the idea that mortals can surpass the
  power of even the mightiest deities. But think the issue
  through carefully, and don’t hold this book up as the ultimate
  truth of deity statistics. If the power level of the deities as
  presented in this book doesn’t work for you, change it.
  pqqqqrs
  pqqqqrs
  
  32
  A portfolio element may encompass more than one domain. For
  instance, a major deity of the sea might have the Air and Travel
  domains as well as the Water domain. Your choices indicate a great
  deal about the character of the deity. A deity of the sea with the
  Chaos and Destruction domains in addition to Water indicates that
  the people fear the power of the sea. Just because deities share port-
  folio elements, they don’t have to share domains. Both sea deities
  described above could appear in the same pantheon.
  A deity has at least three domains. Deities can have more than
  three domains if they possess the Extra Domain salient divine ability.
  SALIENT DIVINE ABILITIES
  A salient divine ability is like a feat—it gives a deity a new capabil-
  ity or improves one that the deity already has. As noted earlier, a
  deity has one salient divine ability for each divine rank the deity
  has, plus additional salient divine abilities reflecting its status:
  Demigods receive one bonus ability, lesser deities receive two
  bonus abilities, intermediate deities receive three, and greater
  deities receive five.
  Some salient divine abilities have prerequisites. Usually, the
  deity must have all the listed prerequisites to have the ability. A
  divine rank of 1 is a prerequisite for all salient divine abilities.
  The most common salient divine abilities are described here. A
  few deities have unique salient divine abilities that are described
  in the deity’s individual entry.
  Using Salient Divine Abilities: Using a salient divine ability is a
  standard action unless otherwise noted in the ability description.
  Using a salient divine ability does not provoke an attack of opportunity.
  Salient Divine Abilities and Antimagic: A salient divine abil-
  ity functions normally within an antimagic field, and is never sub-
  ject to spell resistance.
  SALIENT DIVINE ABILITY DESCRIPTIONS
  Here is the format for salient divine ability descriptions.
  Ability Name
  Description of what the ability does or represents in plain language.
  Prerequisite: A minimum divine rank, minimum ability score,
  another salient divine ability, a minimum base attack bonus, a feat,
  CHAPTER 2:
  DEITIES
  DEFINED
  Table 2–1: Salient Divine Abilities
  Ability
  Prerequisite
  Alter Size
  —
  Alter Form
  Alter Size
  Shift Form
  Divine rank 6
  Alter Size
  Alter Form
  Shapechange
  Divine rank 11
  Alter Size
  Alter Form
  True Shapechange
  Divine rank 16
  Alter Size
  Alter Form
  Shapechange
  Alter Reality
  Cha 29
  Annihilating Strike
  Divine rank 11
  Base attack bonus +20
  Str 25
  Arcane Mastery
  Spellcaster level 1st
  Int 29
  Spell Mastery
  Spontaneous Wizard Spells
  Divine rank 6
  Spellcaster level 1st
  Int 29
  Spell Mastery
  Arcane Mastery
  Automatic Metamagic
  Spellcaster level 1st
  Avatar
  Divine rank 6
  Cha 29
  Banestrike
  Base attack bonus +20
  Battlesense
  —
  Call Creatures
  —
  Clearsight
  Divine rank 6
  Wis 29
  Command Plants
  —
  Control Creatures
  —
  Create Object
  Divine rank 6
  Int 29
  Create Greater Object
  Divine rank 11
  Int 29
  Create Object
  Divine Creation
  Divine rank 16
  Int 29
  Create Object
  Create Greater Object
  Divine Air Mastery
  Air domain
  Ability
  Prerequisite
  Divine Archery
  Base attack bonus +20
  Dex 29
  Point Blank Shot
  Far Shot
  Divine Armor Mastery
  Armor Proficiency (light)
  Armor Proficiency
  (medium)
  Divine Bard
  Bard level 20th
  Divine Battle Mastery
  Fighter level 20th
  Combat Reflexes
  Int 13
  Dex 13
  Dodge
  Expertise
  Mobility
  Spring Attack
  Whirlwind Attack
  War domain
  Divine Blast
  Cha 29
  Mass Divine Blast
  Divine rank 6
  Cha 29
  Divine Blast
  Divine Blessing
  Selected ability score 40
  Divine Celerity
  Dex 29
  Free Move
  Dex 29
  Divine Celerity
  Divine Dodge
  Dex 29
  Divine Druid
  Druid level 20th
  Divine Earth Mastery
  Earth domain
  Divine Fast Healing
  Con 29 or
  fast healing
  Rejuvenation
  Divine rank 11
  Divine Fast Healing
  Divine Fire Mastery
  Fire domain
  Divine Glibness
  Cha 29
  Bluff 40 ranks
  Trickery domain
  Divine Inspiration
  —
  Divine Monk
  Monk level 20th
  Divine Paladin
  Paladin level 20th
  Divine Radiance
  Good alignment
  Sun domain
  Divine Rage
  Barbarian level 20th
  
  a skill, or some other condition that a deity must have in order to
  acquire this salient divine ability. This entry is absent if a salient
  divine ability has no prerequisite. An ability may have more than
  one prerequisite. All salient divine abilities have a minimum pre-
  requisite of divine rank 1. Quasi-deities (rank 0) have no salient
  divine abilities.
  Benefit: What the ability enables the deity to do. If a deity has
  the same ability more than once, its benefits do not stack unless
  indicated otherwise in the description. In general, having a salient
  divine ability twice is the same as having it once.
  Notes: Additional facts about the ability that may be helpful
  when using the ability in play or when you are deciding to give the
  ability to a deity you are creating.
  Rest: Some abilities require the deity to rest afterward. If no
  rest is required, the entry is absent. A resting deity can engage in
  light activities such as talking or walking at half speed. When
  attempting anything more strenuous than that, the deity can
  only take partial actions and suffers a –6 penalty on all attack
  rolls, saves, and checks.
  The deity cannot use another ability that requires rest until its
  current rest requirement is fulfilled. Any time the deity spends
  performing strenuous activities does not count toward the
  required rest time. For example, during a visit to the Material
  Plane, Corellon Larethian uses the Create Greater Object ability to
  create a masterwork mighty composite longbow (+4 Str bonus)
  worth 800 gp. Corellon Larethian must rest for 70 minutes. If
  Corellon were to spot his enemy, Gruumsh, coming his way,
  Corellon could fight or flee, but the time he spent doing either
  activity would not count toward the necessary 70 minutes of rest.
  Suggested Portfolio Elements: This entry gives one or more
  portfolio elements that are associated with the salient divine ability
  in question. The information is provided as guidance for DMs who
  want to design their own deities and should not be taken as a rule.
  For example, the suggested portfolio elements for Annihilating
  33
  CHAPTER 2:
  DEITIES
  DEFINED
  Ability
  Prerequisite
  Divine Ranger
  Ranger level 20th
  Wis 25
  Wilderness Lore 40 ranks
  Knowledge (nature) 30 ranks
  Divine Recall
  —
  Divine Rogue
  Rogue level 20th
  Dodge
  Improved evasion
  Defensive roll
  Divine Shield
  Cha 29
  Area Divine Shield
  Divine rank 6
  Cha 29
  Divine Shield
  Divine Skill Focus
  23 ranks in selected skill
  Divine Sneak Attack
  Rogue level 20th
  Crippling strike
  Divine Spell Focus
  —
  Divine Spellcasting
  Spellcaster level 20th
  Divine Splendor
  Divine rank 16
  Cha 26
  Divine Storm
  Divine rank 11
  Divine Water Mastery
  Water domain
  Divine Weapon Focus
  —
  Divine Weapon
  Base attack bonus +20
  Specialization
  Divine Weapon Focus
  with selected weapon
  Divine Weapon Mastery
  Fighter level 20th
  War domain
  Energy Burst
  —
  Energy Storm
  Divine rank 11
  Extra Sense Enhancement
  Wis 29
  Extra Domain
  Divine rank 6
  Extra Energy Immunity
  Divine rank 6
  Resistance to energy
  type selected
  Footsore
  Travel domain
  Frightful Presence
  Cha 24
  Gift of Life
  —
  Life and Death
  Divine rank 6
  Gift of Life or
  Hand of Death
  Mass Life and Death
  Divine rank 16
  Life and Death
  Gift of Life or
  Hand of Death
  Grow Creature
  —
  Hand of Death
  —
  Ability
  Prerequisite
  Life and Death
  Divine rank 6
  Gift of Life or
  Hand of Death
  Mass Life and Death
  Divine rank 16
  Life and Death
  Gift of Life or
  Hand of Death
  Increased Energy Resistance
  —
  Increased Damage Reduction
  Con 29
  Increased Spell Resistance
  —
  Indomitable Strength
  Str 40
  Strength domain
  Instant Counterspell
  —
  Instant Move
  Divine rank 6
  Dex 29
  Irresistible Blows
  Weapon Focus
  Improved Critical
  Irresistible Performance
  Perform 40 ranks
  Know Death
  —
  Know Secrets
  —
  Lay Curse
  —
  Lay Quest
  —
  Life Drain
  Death domain
  Master Crafter
  23 ranks in at least two
  Craft skills
  Mind of the Beast
  —
  Possess Mortal
  Cha 29
  Power of Luck
  Luck domain
  Power of Nature
  —
  Power of Truth
  —
  See Magic
  Magic domain
  Speak with Creatures
  —
  Stride
  Travel domain
  Sunder and Disjoin
  —
  Supreme Initiative
  Dex 29
  Improved Initiative
  True Knowledge
  Divine rank 11
  Int 40
  Bardic knowledge or lore
  Bard or loremaster 
  level 10th
  Knowledge domain
  Undead Mastery
  Divine rank 16
  Cleric level 17th
  Undead Qualities
  —
  Wave of Chaos
  Chaos domain
  Wound Enemy
  Base attack bonus +20
  
  34
  Strike are death, justice, vengeance, and war. More often than not,
  a deity that has this ability will also have one or more of those ele-
  ments in its portfolio. However, a deity without any of those ele-
  ments in its portfolio can still have the Annihilating Strike ability,
  as long as it meets the prerequisites.
  Alter Form
  The deity can make minor changes to its appearance and form.
  This is an extraordinary ability.
  Prerequisite: Alter Size salient divine ability.
  Benefit: As a move-equivalent action, the deity can alter its
  form, including clothing and equipment. The assumed form must
  be corporeal. The deity’s body can undergo a limited physical
  transmutation, including adding or subtracting one or two limbs.
  If the form selected has wings, the deity can fly. Likewise, the deity
  can swim if the form has fins, breathe water if the form has gills,
  and so on.
  The deity can remain in the altered form indefinitely, but
  resumes its own form if slain.
  Notes: The deity’s attack bonus, Armor Class, and saves do not
  change. The deity does not gain any of the assumed form’s special
  abilities, attack forms, defenses, ability scores, or mannerisms.
  The deity can change physical qualities (such as hair color, hair
  texture, skin color, and gender). The deity can use this ability to
  create disguises, gaining a bonus of +10 on its Disguise checks.
  The deity can use its Alter Size ability simultaneously along
  with this one to become taller, shorter, thinner, or heavier.
  Suggested Portfolio Elements: Nature, secrets, thieves.
  CHAPTER 2:
  DEITIES
  DEFINED
  SIZE CATEGORIES IN THE D&D GAME
  The following information is compiled from the Player’s Handbook and Monster Manual.
  Table 2–2: Creature Sizes
  AC/
  Example
  Natural
  Size
  Attack Modifier
  Dimension*
  Weight**
  Creature
  Reach
  Face
  Fine
  +8
  6 in. or less
  1/8 lb. or less
  Fly
  0
  1/2 ft. by 1/2 ft.
  Diminutive
  +4
  6 in.–1 ft.
  1/8 lb.–1 lb.
  Toad
  0
  1 ft. by 1 ft.
  Tiny
  +2
  1 ft.–2 ft.
  1 lb.–8 lb.
  Cat
  0
  2 1/2 ft. by 2 1/2 ft.
  Small
  +1
  2 ft.–4 ft.
  8 lb.–60 lb.
  Halfling
  5 ft.
  5 ft. by 5 ft.
  Medium
  0
  4 ft.–8 ft.
  60 lb.–500 lb.
  Human
  5 ft.
  5 ft. by 5 ft.
  Large
  –1
  8 ft.–16 ft.
  500 lb.–4,000 lb.
  Ogre (tall)
  10 ft.
  5 ft. by 5 ft.
  Horse (long)
  5 ft.
  5 ft. by 10 ft.
  Huge
  –2
  16 ft.–32 ft.
  4,000 lb.–32,000 lb.
  Cloud giant (tall)
  15 ft.
  10 ft. by 10 ft.
  Bulette (long)
  10 ft.
  10 ft. by 20 ft.
  Retriever (long)
  10 ft.
  15 ft. by 15 ft.
  Gargantuan (tall)
  –4
  32 ft.–64 ft.
  32,000 lb.–250,000 lb.
  50-ft animated
  20 ft.
  20 ft. by 20 ft.
  statue (tall)
  Gargantuan (long)
  Kraken (long)
  10 ft.†
  20 ft. by 40 ft.
  Gargantuan (long)
  Coiled-up purple
  15 ft.
  30 ft. by 30 ft.
  worm (long)
  Colossal 
  –8
  64 ft. or more
  250,000 lb. or more
  The tarrasque (tall)
  25 ft.
  40 ft. by 40 ft.
  Great red wyrm (long)
  15 ft.
  40 ft. by 80 ft.
  *Biped’s height, quadruped’s body length (nose to base of tail).
  **Assumes that the creature is roughly as dense as a regular animal. A creature made of stone weighs considerably more. A
  gaseous creature weighs much less.
  †With its bite attack.
  Table 2–3: Abilities by Altered Size
  Old Size
  ————————————————New Size ————————————————
  Fine
  Diminutive Tiny
  Small
  Medium-Size Large
  Huge
  Gargantuan Colossal
  Fine
  —
  +0 Str
  +2 Str
  +6 Str
  +10 Str
  +18 Str
  +26 Str
  +34 Str
  +42 Str
  —
  –4 Atk/AC
  –6 Atk/AC
  –7 Atk/AC –8 Atk/AC
  –9 Atk/AC
  –10 Atk/AC –12 Atk/AC
  –16 Atk/AC
  Diminutive +0 Str
  —
  +2 Str
  +6 Str
  +10 Str
  +18 Str
  +26 Str
  +34 Str
  +42 Str
  +4 Atk/AC
  —
  –2 Atk/AC
  –3 Atk/AC –4 Atk/AC
  –5 Atk/AC
  –6 Atk/AC
  –8 Atk/AC
  –12 Atk/AC
  Tiny
  –2 Str
  –2 Str
  —
  +4 Str
  +8 Str
  +16 Str
  +24 Str
  +32 Str
  +40 Str
  +6 Atk/AC +2 Atk/AC
  —
  –1 Atk/AC –2 Atk/AC
  –3 Atk/AC
  –4 Atk/AC
  –6 Atk/AC
  –10 Atk/AC
  Small
  –6 Str
  –6 Str
  –4 Str
  —
  +4 Str
  +12 Str
  +20 Str
  +28 Str
  +36 Str
  +7 Atk/AC
  +3 Atk/AC
  +1 Atk/AC
  —
  –1 Atk/AC
  –2 Atk/AC
  –3 Atk/AC
  –5 Atk/AC
  –9 Atk/AC
  Medium
  –10 Str
  –10 Str
  –8 Str
  –4 Str
  —
  +8 Str
  +16 Str
  +24 Str
  +32 Str
  +8 Atk/AC
  +4 Atk/AC
  +2 Atk/AC
  +1 Atk/AC —
  –1 Atk/AC
  –2 Atk/AC
  –4 Atk/AC
  –8 Atk/AC
  Large
  –18 Str
  –18 Str
  –16 Str
  –12 Str
  –8 Str
  —
  +8 Str
  +16 Str
  +24 Str
  +9 Atk/AC
  +5Atk/AC
  +3 Atk/AC
  +2 Atk/AC +1 Atk/AC
  —
  –1 Atk/AC
  –3 Atk/AC
  –7 Atk/AC
  Huge
  –26 Str
  –26 Str
  –24 Str
  –20 Str
  –16 Str
  –8 Str
  —
  +8 Str
  +16 Str
  +10 Atk/AC +6 Atk/AC
  +4 Atk/AC
  +3 Atk/AC +2 Atk/AC
  +1 Atk/AC
  —
  –2 Atk/AC
  –6 Atk/AC
  Gargantuan –34 Str
  –34 Str
  –32 Str
  –28 Str
  –24 Str
  –16 Str
  –8 Str
  —
  +8 Str
  +12 Atk/AC +8 Atk/AC
  +6 Atk/AC
  +5 Atk/AC +4 Atk/AC
  +3 Atk/AC
  +2 Atk/AC
  —
  –4 Atk/AC
  Colossal
  –42 Str
  –42 Str
  –40 Str
  –36 Str
  –32 Str
  –24 Str
  –16 Str
  –8 Str
  —
  +16 Atk/AC +12 Atk/AC +10 Atk/AC +9 Atk/AC +8 Atk/AC
  +7 Atk/AC
  +6 Atk/AC
  +4 Atk/AC
  —
  pqqqqrs
  pqqqqrs
  
  Alter Reality
  The deity can change reality to suit itself.
  Prerequisite: Cha 29.
  Benefit:This ability is similar to the wish spell. The deity merely
  thinks of something and then makes it so. Doing this requires at
  least a standard action.
  Notes:The deity can duplicate any spell of 9th level or lower as
  a standard action. The duplicated spell has no material or XP
  component, and the DC of its saving throw (if one is allowed) is
  20 + the deity’s rank + the deity’s Charisma modifier.
  The deity also can duplicate a spell with any metamagic feat (so
  long as the metamagic feat is available to characters of 20th level or
  lower). This use of the ability requires the deity to rest for 1 round
  for each level that the feat would normally add to the spell. It still
  takes a standard action to use this ability, so there is no point in
  using the ability to duplicate a quickened spell.
  The deity can render a magical or supernatural effect perma-
  nent. The rest requirement varies with the effect: 10 minutes per
  level of the effect times the number of subjects affected, 10 min-
  utes per total Hit Dice of creatures affected, or 10 minutes per 10-
  foot cube affected. Use the highest applicable value.
  The deity can create temporary, nonmagical objects. This works
  like the Create Object ability (including the required rest period),
  except that the items last one day per rank. The deity also can create
  permanent nonmagical objects as if using the Create Object ability
  except that all rest requirements are doubled and there is no reduction
  in rest time for being on an Outer Plane or in the deity’s own realm.
  The deity can create temporary magic items or creatures. This
  works like the Divine Creation ability (including the required rest
  period), except that the items or creatures created last 1 hour per
  rank. This ability cannot create permanent magic items or creatures.
  The deity can reshape a landscape, creating any type of terrain
  the deity can imagine. Each 10-foot cube of material to be reshaped
  requires 1 round of effort, and the deity must rest for one day per
  10-foot cube shaped after the work is completed.
  Suggested Portfolio Elements: Any.
  Alter Size
  The deity can change size.
  Benefit: As a free action, the deity can assume any size from
  Fine to Colossal. The deity also can change the size of up to 100
  pounds of objects it touches. If the deity has a familiar, personal
  mount, or personal intelligent weapon, the creature can change
  size with the deity if the deity touches it, but its weight counts
  against the deity’s weight limit. This is a supernatural ability.
  Notes: This ability allows the deity to assume any proportions
  from the size of a grain of sand up or as much as 1,600 feet tall.
  A radical change in size can have great impact on the deity’s
  combat ability. The deity’s Strength, Armor Class, attack bonus, and
  damage dealt with weapons changes according to the size the deity
  assumes, as shown on the accompanying tables. The deity’s Strength
  score can never be reduced to less than 1 through this ability.
  Also note that use of this divine ability does not affect all the
  deities’ characteristics (such as Dexterity, Constitution, etc).
  Suggested Portfolio Elements: Any.
  Annihilating Strike
  Any physical attack the deity makes can destroy a foe outright.
  Prerequisites: Divine rank 11, base attack bonus +20, Str 25.
  Benefit: When the deity strikes with a weapon or natural
  weapon, the opponent struck might be obliterated. Creatures,
  attended objects, and magic items must make Fortitude saves (DC
  35
  CHAPTER 2:
  DEITIES
  DEFINED
  Table 2–4: Weapon Damage by Increased Size
  ——————————Size Categories Increased ——————————
  Base Damage*
  1
  2
  3
  4
  5
  6
  7
  8
  1d2
  1d3
  1d4
  1d6
  1d8
  2d6
  2d8
  4d6
  4d8
  1d3
  1d4
  1d6
  1d8
  2d6
  2d8
  4d6
  4d8
  8d6
  1d4
  1d6
  1d8
  2d6
  2d8
  4d6
  4d8
  8d6
  8d8
  1d6
  1d8
  2d6
  2d8
  4d6
  4d8
  8d6
  8d8
  16d6
  1d8 or 1d10
  2d6
  2d8
  4d6
  4d8
  8d6
  8d8
  16d6
  16d8
  1d12
  2d8
  4d6
  4d8
  8d6
  8d8
  16d6
  16d8
  32d6
  *Convert each die in the damage rating. For example, an attack that deals 4d6 points of damage deals 4d8 points of
  damage if the deity’s size increases by one category. The same attack deals 8d6 points of damage if the deity’s size increases
  by two categories.
  Table 2–5: Weapon Damage by Decreased Size
  ——————————Size Categories Decreased ——————————
  Base Damage*
  1
  2
  3
  4
  5
  6
  7
  8
  1d2
  1
  —
  —
  —
  —
  —
  —
  —
  1d3
  1d2
  1
  —
  —
  —
  —
  —
  —
  1d4
  1d3
  1d2
  1
  —
  —
  —
  —
  —
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  —
  —
  1d8 or 1d10
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  —
  1d12
  1d8
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  —
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  —
  16d6
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  32d6
  16d6
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  2d8
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  —
  —
  4d8
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  —
  8d8
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  1
  16d8
  16d6
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  1d2
  32d8
  32d6
  16d6
  8d6
  4d6
  2d6
  1d6
  1d4
  1d3
  pqqqqrs
  pqqqqrs
  
  36
  20 + the deity’s rank + the damage dealt) or be reduced to –10 hit
  points and killed outright. Unattended, nonmagical objects are
  obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot
  cube) of nonliving matter per rank, so the ability destroys only part
  of any very large object or structure targeted.
  Notes: Deities with a rank equal to or greater than the attacking
  deity are not subject to this ability. This ability has no effect on objects
  or effects that are not subject to physical attacks, such as walls of force.
  Suggested Portfolio Elements: Death, justice, vengeance, war.
  Arcane Mastery
  The deity can prepare wizard spells without consulting a spellbook.
  Prerequisites: Spellcaster level 1st, Int 29, Spell Mastery.
  Benefit: The deity can prepare any wizard spell that it can cast
  without using a spellbook.
  Notes: This ability gives the deity access to every spell on the
  sorcerer/wizard spell list, provided that the deity has sufficient
  wizard levels and a sufficient Intelligence score to cast them. The
  deity also can invent new sorcerer/wizard spells without research-
  ing them.
  Suggested Portfolio Elements: Knowledge, magic.
  Area Divine Shield
  The deity can use part of its personal energy as a barrier that pro-
  tects against almost any attack.
  Prerequisites: Divine rank 6, Cha 29, Divine Shield salient
  divine ability.
  Benefit: Except where noted here, this ability works like the
  Divine Shield ability. The deity produces a transparent barrier whose
  area is up to one 10-foot square per rank, or a sphere or hemisphere
  with a radius of up to 1 foot per rank. The barrier can be placed any-
  where within the deity’s line of sight. The deity can place the barrier
  so that it is mobile with respect to some unattended object or willing
  creature (such as the deity itself).
  The barrier can be adjusted to ignore certain types of damage,
  just as a divine shield can. If the deity makes the shield mobile
  with respect to a willing creature, the deity also can make the bar-
  rier one-way with respect to the creature and its allies, allowing
  them to attack through the shield and still use its protection.
  Notes: The deity can shape the shield around itself or around a
  willing creature so that it is skintight, which prevents the subject
  from being touched.
  Suggested Portfolio Elements: Mercy, protection.
  Automatic Metamagic
  The deity can apply a particular metamagic feat to spells it can cast
  or to spell-like abilities it knows with no spell slot adjustment.
  Prerequisite: Spellcaster level 1st.
  Benefit: The deity chooses one metamagic feat. As a free action,
  the deity can apply the selected feat to the spells from any one
  spellcasting class the deity has or to its spell-like abilities. A spell
  altered by the use of this ability does not use up a higher-level slot.
  Notes: The deity must obey all the limitations normally associ-
  ated with the metamagic feat. For example, a deity using Auto-
  matic Metamagic (quicken wizard spells) could cast only one
  quickened wizard spell each round.
  Any metamagic feat selected cannot have a level requirement of
  21st or higher. Feats that depend on making the spell’s level higher,
  such as Heighten Spell, do not work with this ability.
  A deity can have this ability multiple times, choosing a metam-
  agic feat and either a spellcasting class or spell-like abilities to
  which the ability will apply each time.
  Suggested Portfolio Elements: Knowledge, magic.
  Avatar
  The deity can use some of its own energy to create a duplicate of itself.
  Prerequisites: Divine rank 6, Cha 29.
  Benefit: An avatar serves as a deity’s alter ego, effectively allow-
  ing the deity to be in two or more places at the same time.
  An avatar is an extension of a deity. The deity senses and knows
  everything the avatar senses and knows and vice versa. Each avatar
  counts as a remote location where the deity is sensing and commu-
  nicating. A lesser deity can have up to five avatars at once, an inter-
  mediate deity can have up to ten, and a greater deity can have up to
  twenty avatars at once.
  It takes a deity one year to create an avatar or replace a destroyed
  avatar. The process does not require any special effort on the deity’s
  part; the deity simply starts the process and lets it run its course.
  An avatar must be created in the deity’s own realm.
  If the deity has the Divine Creation salient divine ability,
  the deity can use it to create a new avatar anywhere. However, the
  deity must rest afterward as noted in the Divine Creation abil-
  ity description.
  An avatar is a less powerful version of a deity, created by modify-
  ing the deity’s statistics, that has the following characteristics.
  Divine Rank: The avatar’s divine rank is half that of the deity
  (round down). This decrease in divine rank affects many of the
  avatar’s statistics and abilities, including bonuses to attack rolls,
  damage, saves, checks, and Armor Class, damage reduction, resist-
  ances, number of salient divine abilities and bonus salient divine
  abilities, uses per day of domain powers, saving throw DCs against
  spell-like abilities, range of senses, automatic actions, magic items
  it can create, and extent of divine aura. The deity’s ability scores,
  speed, class levels, and Hit Dice are unchanged.
  Divine Abilities: The avatar has salient divine abilities according
  to its own divine rank. The deity chooses which of its abilities the
  avatar has when creating the avatar. The avatar cannot have a
  salient divine ability that is not available to a deity of its own rank,
  nor can it use a salient divine ability if it doesn’t meet the prerequi-
  sites. An avatar cannot have the Avatar or Possess Mortal salient
  divine abilities.
  An avatar does not have any remote sensing or remote commu-
  nication powers. 
  Suggested Portfolio Elements: Any.
  Banestrike
  Any weapon the deity wields works better against one type of foe.
  Prerequisite: Base attack bonus +20.
  Benefit:The affected weapon gains a bonus of +4 on attack rolls,
  and it deals an extra +4d6 points of damage against the designated
  foe. The bonus and extra damage stack with any other properties
  the weapon has.
  Notes: The deity selects one kind of enemy from the list below.
  Aberrations
  Oozes
  Animals
  Outsiders, chaotic
  Beasts
  Outsiders, evil
  Constructs
  Outsiders, good
  Dragons
  Outsiders, lawful
  Elementals
  Plants
  Fey
  Shapechangers
  Giants
  Undead
  Magical beasts
  Vermin
  Monstrous humanoids
  Humanoids (choose one subtype)
  The ability functions only when the deity personally attacks with a
  melee weapon or ranged weapon. The deity can apply the Bane-
  strike ability to any weapon or natural weapon, but not to a spell,
  spell-like ability, supernatural ability, or divine ability.
  A deity can have this ability multiple times, choosing a different
  kind of foe each time. The deity can imbue only one bane special
  ability to a weapon at a time and can change among them once a
  round as a free action.
  Suggested Portfolio Elements: Death, justice, vengeance, war.
  CHAPTER 2:
  DEITIES
  DEFINED
  
  Battlesense
  The deity is nearly impossible to surprise, flank, or catch flat-footed.
  Benefit: The deity cannot be surprised or flanked except by a
  deity of higher rank. The deity retains its Dexterity bonus to
  Armor Class even if caught flat-footed or attacked by an invisible
  opponent, and is not subject to sneak attacks except by deities of
  higher rank.
  Notes: If the deity has the uncanny dodge class feature, this
  ability replaces it.
  Suggested Portfolio Elements: War.
  Call Creatures
  The deity can bring creatures to serve and aid it.
  Benefit: The kind of creature the deity can call is noted in the
  deity’s description. Each creature called can have no more Hit Dice
  than the deity has divine ranks, and the deity cannot have more
  creatures serving it at any given time than the deity has ranks.
  The creatures are transported to the deity’s presence through an
  interdimensional connection similar to that created by a gate spell,
  except that it opens to the Material Plane. The creatures willingly
  serve to the best of their ability. The calling effect is otherwise sim-
  ilar to the calling property of the gate spell.
  Notes: A deity can have this ability multiple times, choosing a
  different kind of creature each time.
  Suggested Portfolio Elements: Any.
  Clearsight
  The deity can perceive reality despite appearances.
  Prerequisites: Divine rank 6, Wis 29.
  Benefit: The deity can see illusions, transmuted creatures and
  objects, and disguised creatures or objects for what they really are,
  provided they are within 10 feet per divine rank of the deity. This
  ability is similar to the true seeing spell, except that it does not reveal
  creatures’ alignments and it does foil mundane disguises.
  Suggested Portfolio Elements: Knowledge, truth.
  Command Plants
  The deity can control plants and plant creatures.
  Benefit:The deity can make plants grow in a radius of up to one
  mile per divine rank once per day. The deity can use this ability
  even in a place where no plants grow (such as the middle of a
  desert), though in this case the plants wither and die after one day.
  This ability works like the plant growth spell, except that it cannot
  be countered except by a deity of higher rank than the deity using
  the ability.
  Also once per day, the deity can charm plant creatures, animate
  plants, or make them entangle its foes. This ability functions like
  the command plants spell, except that its maximum duration is one
  day no matter which option the deity chooses. At any one time, the
  deity can charm a number of plant creatures equal to its divine
  rank with this ability, regardless of Hit Dice.
  Suggested Portfolio Elements: Agriculture, earth, fertility.
  Control Creatures
  The deity can dominate and control the actions of a specific kind of
  creature.
  Benefit:The deity can command some kind of creature as noted
  in the deity’s description. This ability is similar to the dominate
  monster spell, but it is not a mind-affecting ability (the deity seizes
  direct control over the creature’s body).
  Each day the deity can attempt to control a number of creature
  equal to its divine rank. The deity can attempt to take control of
  that number all at once, or in smaller numbers. All creatures to
  be affected must be within the deity’s line of sight when first
  affected. Once control is established, distance is not a factor and
  the deity can maintain control remotely, even across planes and
  through wards or barriers (except divine shields and warding
  spells cast by deities of higher rank than the deity using the
  ability). The subject is allowed a Will save (DC 10 + the deity’s
  rank + the deity’s Charisma modifier) to resist and is allowed a
  new save if the deity commands the subject to do something
  against its nature.
  At any given time, the deity cannot have more creatures under
  its control than 10 times its divine rank. If the deity already has the
  maximum number of creatures under its control, it can still
  attempt to take control of other creatures, but must first release
  one or more creatures already under its control. For example, a
  deity with a divine rank of 15 can attempt to control fifteen crea-
  tures each day and up to fifteen creatures at once. The deity can
  have up to one hundred fifty creatures under its control at any
  govern time. If the deity already has one hundred fifty creatures
  under its control, it must release at least one to use this ability on
  a new creature.
  Notes: A deity can have this ability multiple times, choosing a
  different kind of creature each time.
  Suggested Portfolio Elements: Any.
  Craft Artifact
  The deity can make magic items that exceed mortal limits.
  Prerequisites: Craft Magic Arms and Armor, Craft Rod,
  Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring,
  Scribe Scroll.
  Benefit: The deity can craft magic arms and armor, staffs,
  wands, wondrous items, rings, and scrolls that exceed the normal
  limits for such items (as stated in the DUNGEON MASTER’s Guide). For
  instance, the deity could create a magic sword with an enhance-
  ment bonus higher than +5, a staff that allows the use of spells of
  higher than 9th level, a cloak of Charisma with an enhancement
  bonus higher than +6, and so on. More information on such items
  can be found in the Epic Level Handbook.
  Suggested Portfolio Elements: Crafts, knowledge, magic.
  Create Object
  The deity can create simple objects out of nothing.
  Prerequisites: Divine rank 6, Int 29.
  Benefit: As a full-round action, the deity can create one or more
  simple, nonmagical objects with a total weight of up to 50 pounds
  per divine rank, or with a total volume of 10 cubic feet per rank. If
  the deity uses this ability on a divinely morphic plane or within its
  own godly realm, double the volume and weight the deity can
  create. If the deity’s realm is located on a divinely morphic plane,
  triple the volume and weight the deity can create there.
  Notes: For purposes of this ability, a simple object can have no
  moving parts more complex than a door hinge and must be com-
  posed of a single material. The material can be no more valuable
  than iron (1 sp per pound). The deity could create a length of rope,
  a leather sack, a wooden spoon, or an iron pot. The deity could
  create a knife blade, but not a knife with a wooden handle.
  Once created, the objects are permanent and nonmagical. If the
  deity has the appropriate Craft skill, the deity can make a Craft
  check when creating the item to make it a masterwork item.
  Suggested Portfolio Elements: Crafts, creation.
  Create Greater Object
  The deity can create complex objects out of nothing.
  Prerequisites: Divine rank 11, Int 29, Create Object salient
  divine ability.
  Benefit: As a full-round action, the deity can create objects
  weighing up to 100 pounds per divine rank, or with a volume of 20
  cubic feet per rank. If the deity uses this ability on a divinely mor-
  phic plane or within its own godly realm, double the volume and
  weight the deity can create. If the deity’s realm is located on a
  divinely morphic plane, triple the volume and weight the deity can
  create there.
  37
  CHAPTER 2:
  DEITIES
  DEFINED
  
  38
  Notes: This ability works like the Create Object ability, except
  as noted below. A deity can use this ability to create any kind of
  nonmagical object.
  Rest: The deity must convert a considerable amount of its own
  energy into the object, which can leave the deity impaired. The
  deity can create an object with a value of up to 100 gp without
  impairment. For every additional 100 gp of value (or fraction of 100
  gp), the deity must rest for 10 minutes. If the deity is creating an
  item on a divinely morphic plane or within its own godly realm, it
  can create a 200 gp item without resting. If the deity’s realm is
  located on a divinely morphic plane, it can create a 300 gp item
  there without having to rest.
  Suggested Portfolio Elements: Crafts, creation.
  Divine Air Mastery
  The deity has mastery over the air.
  Prerequisite: Air domain.
  Benefit: The deity gains a competence bonus on attack rolls,
  damage, and Armor Class equal to its divine rank if both the deity
  and its foe are airborne.
  The deity can fly with perfect maneuverability.
  When flying, the deity can automatically know the location of
  any corporeal creature within 10 feet per divine rank, by sensing
  the disturbance in the air the creature causes.
  Suggested Portfolio Elements: Air, wind.
  Divine Archery
  The deity is the epitome of the archer, with abilities that surpass
  those of mortal archers.
  Prerequisites: Base attack bonus +20, Dex 29, Point Blank Shot,
  Far Shot.
  Benefit:The deity can fire a ranged weapon at any target within
  line of sight and within range of the deity’s personal senses. No
  range increment applies to the attack.
  The deity does not incur any attacks of opportunity for firing a
  bow when threatened.
  As a full-round action, the deity may fire an arrow at her full base
  attack bonus at each opponent within 10 feet per divine rank. The
  deity must have the Weapon Focus feat with the type of bow she
  uses to perform this attack.
  When shooting a ranged weapon, the deity can ignore any cover
  bonus to the target’s AC or any miss chance conferred by the
  target’s concealment.
  Suggested Portfolio Elements: Archers, war.
  Divine Armor Mastery
  The deity is able to move freely in light or medium armor.
  Prerequisites: Armor Proficiency (light), Armor Proficiency
  (medium).
  Benefit: The deity ignores the maximum Dexterity bonus limit
  for medium or light armor.
  Suggested Portfolio Elements: War.
  Divine Bard
  The deity is the epitome of the bard and has abilities that far sur-
  pass those of mortal bards.
  Prerequisite: Bard level 20th.
  Benefit: This ability has several benefits:
  • For the deity’s bardic abilities that have a range (countersong,
  fascinate, inspire competence, inspire greatness), that range is a
  number of miles equal to the deity’s divine rank.
  • The deity can use any bardic music inspiration ability as a stan-
  dard action. The inspiration takes effect immediately after the
  deity concludes the action.
  • The deity’s bardic music abilities can affect even those normally
  immune to mind-affecting effects. However, such creatures gain
  a +10 bonus on their Will saves to resist such effects.
  • The effects of all the deity’s bardic music abilities are doubled.
  Inspire courage grants a +4 morale bonus on saving throws
  against charm and fear effects and a +2 morale bonus on attack
  and damage rolls; inspire competence grants a +4 competence
  bonus on skill checks; and inspire greatness grants +4d10 Hit
  Dice, a +4 competence bonus on attack rolls, and a +2 compe-
  tence bonus on Fortitude saves.
  The number of allies the deity can affect with inspire compe-
  tence or inspire greatness doubles. When inspiring competence
  in multiple allies, the deity can choose different skills to inspire
  for different allies.
  • The effects of the deity’s bardic music inspiration abilities last
  for ten times as long as normal after the deity stops singing. This
  has no effect on inspiration abilities that have no duration after
  the bard stops singing (such as inspire competence).
  • When any effect that is subject to countersong (any spell, super-
  natural ability, or spell-like effect that has the sonic or language-
  dependent desriptor) occurs within the deity’s hearing, the
  deity can attempt a countersong as if it had prepared an action
  to do so.
  Suggested Portfolio Elements: Art, bards, beauty, dance, love,
  music, poetry.
  Divine Battle Mastery
  The deity is the epitome of the fighter, a master of sophisticated
  battle techniques.
  Prerequisites: Fighter level 20th, Combat Reflexes, Int 13, Dex
  13, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack,
  War domain.
  Benefit: The deity can make an unlimited number of attacks of
  opportunity in one round. (The deity still can’t make more than
  one attack of opportunity against a single opponent in a round.)
  As a full-round action, the deity may make one melee attack at
  its full base attack bonus against each opponent within reach. The
  deity does not incur any attacks of opportunity from this action.
  Suggested Portfolio Elements: Justice, vengeance, war.
  Divine Blast
  The deity can release part of its personal energy in a ray.
  Prerequisite: Cha 29.
  Benefit:The deity can use this ability a number of times per day
  equal to 3 + its Charisma bonus. The ray created can extend up to
  one mile per rank (the deity chooses the length). Targets the ray
  strikes take 1d12 points of damage per rank of the deity, plus 1d12
  points of damage per point of Charisma bonus the deity has. There
  is no saving throw, but the deity must make a ranged touch attack
  to hit a target.
  The deity can make the ray look, sound, smell, and feel like any-
  thing it desires: a burst of flame, a stroke of lightning, a blast of
  wind, or any other phenomenon. Despite the appearance of the ray,
  the damage it deals results directly from divine power and is there-
  fore not subject to being reduced by protection from elements and
  similar magic.
  Notes: The ray destroys a wall of force, prismatic wall, or prismatic
  sphere it hits (all layers in a prismatic effect are destroyed). The ray
  itself is unaffected and can strike a target behind the wall of force or
  prismatic effect.
  A divine shield can stop the ray.
  Suggested Portfolio Elements: Death, destruction, war.
  Divine Blessing
  The deity can grant exceptional abilities to mortals.
  Prerequisite: Selected ability score 40.
  Benefit: Choose one ability: Strength, Dexterity, Constitution,
  Intelligence, Wisdom, or Charisma. The deity must have a score
  of at least 40 in the selected ability. The deity can grant mortals a
  +6 enhancement bonus to that ability that lasts for one day. In a
  CHAPTER 2:
  DEITIES
  DEFINED
  
  single day and at one time, the deity can affect a number of crea-
  tures equal to its divine rank.
  Notes: A deity can have this ability multiple times, choosing a
  different ability score each time.
  Suggested Portfolio Elements: Agility, beauty, endurance,
  knowledge, strength, wisdom.
  Divine Celerity
  The deity can use a haste effect.
  Prerequisite: Dex 29.
  Benefit: The deity acts as if hasted for a number of minutes per
  day equal to its divine rank. The duration of the effect need not be
  consecutive rounds. Activating this ability is a free action.
  Suggested Portfolio Elements: Travel, wind.
  Divine Creation
  The deity can create creatures or magic items out of nothing.
  Prerequisites: Divine rank 16, Int 29, Create Object salient
  divine ability, Create Greater Object salient divine ability.
  Benefit: As a full-round action, the deity can create mortal crea-
  tures or magic items whose total weight is up to 100 pounds per
  divine rank, or with a total volume of 20 cubic feet per rank. If the
  deity uses this ability on a divinely morphic plane or within its
  own godly realm, double the volume and weight the deity can
  create. If the deity’s realm is located on a divinely morphic plane,
  triple the volume and weight the deity can create there.
  Notes: This ability works like the Create Greater Object ability,
  except as noted below.
  A deity can use this ability to create any kind of creature that
  does not have a divine rank. The deity can create a creature with
  class levels, but never with more class levels than the deity has
  itself or the deity’s divine rank, whichever is lower.
  Rest: The deity must convert a considerable amount of its own
  energy into a creature, which always leaves the deity impaired. The
  deity must rest for 10 minutes × the creature’s Hit Dice × the crea-
  ture’s Challenge Rating for each creature created, with a minimum
  of 10 minutes per creature. If the creature has class levels, each
  level counts as an additional Hit Die. For example, if Hades were to
  use this ability to create five hell hounds, he would have to rest for
  600 minutes (10 minutes × 4 HD × CR 3 = 120 minutes per hell
  hound × 5 hell hounds = 400 minutes).
  The deity can create any kind of magic item except an artifact.
  The rest requirement for creating magic items is the same as for the
  Create Greater object ability.
  Suggested Portfolio Elements: Crafts, creation, supreme.
  Divine Dodge
  The deity can avoid damage by simply not being there when the
  attack hits.
  Prerequisite: Dex 29.
  Benefit: Any physical attack or individually targeted spell
  directed at the deity has a percent miss chance equal to 50 + the
  deity’s rank. Area effects that include the deity have a similar
  chance to be ineffective.
  Notes: The ability is similar to the blink spell, except that it is
  defensive only and the deity does not move to the Ethereal Plane,
  but simply exits from reality for a brief moment. This ability never
  interferes with the deity’s own attacks.
  If an attack overcomes the miss chance, the deity still gets the
  benefit of a saving throw (if one is allowed).
  Suggested Portfolio Elements: Agility, gambling, luck,
  protection.
  Divine Druid
  The deity is the epitome of the druid and has abilities that far sur-
  pass those of mortal druids.
  Prerequisites: Druid level 20th.
  Benefit: While in a wild shape, the deity gains all the extraordi-
  nary and supernatural abilities of the creature whose form it
  adopts. For example, when the deity uses wild shape to change into
  a leopard, it gains the leopard’s pounce, improved grab, and rake
  abilities; when the deity changes into a lamia, it gains the lamia’s
  Wisdom drain attack.
  In addition to animal forms, the deity can take the form of beasts
  or magical beasts. Some deities can assume additional forms, such
  as plant, vermin, elemental, or dragon. These are specified in the
  deity’s description.
  The deity can assume the form of any animal, beast, or magical
  beast from Fine to Colossal in size.
  Suggested Portfolio Elements: Nature.
  Divine Earth Mastery
  The deity has mastery over the earth.
  Prerequisites: Earth domain.
  Benefit: The deity gains a competence bonus on attack rolls,
  damage, and Armor Class equal to its divine rank if both the deity
  and its foe are touching the ground.
  The deity gains a burrow speed commensurate with its size (see
  Divine Characteristics), as well as the ability to glide through stone,
  dirt, or almost any other sort of earth except metal as easily as a fish
  swims through water. This burrowing leaves behind no tunnel or
  hole, nor does it create any ripple or other signs of its presence.
  The deity has tremorsense, allowing it to automatically sense the
  location of anything within 10 feet per divine rank that is in con-
  tact with the ground.
  The deity has complete control over all things made of earth
  (including stone and metal). It can alter the form of any amount of
  earth as a free action. The deity can duplicate the effects of the stone
  shape, move earth, rusting grasp, transmute rock to mud, transmute mud
  to rock, and disintegrate spells, with any earth, stone, or metal object
  as a target. The deity can also transmute any object made of earth,
  stone, or metal into a different kind of earth, stone, or metal—such
  as changing a silver coin to gold. The deity can affect any object it
  can see, but no more than one object per round.
  Suggested Portfolio Elements: Earth.
  Divine Fast Healing
  The deity heals wounds in a flash.
  Prerequisites: Con 29 or the fast healing special quality.
  Benefit: The deity gains fast healing of 20 + divine rank. Lost
  limbs or body parts reattach instantly when pressed against the
  wound on the body.
  Notes: This ability does not stack with the fast healing special
  quality.
  Notes: A deity can have this ability multiple times, and its
  effects stack. A deity with two applications of this ability improves
  its fast healing by 40 + (divine rank ×2).
  Suggested Portfolio Elements: Endurance, healing.
  Divine Fire Mastery
  The deity has mastery over fire.
  Prerequisites: Fire domain.
  Benefit: The deity gains a competence bonus on attack rolls,
  damage, and Armor Class equal to its divine rank if both the deity
  and its foe are touching fire or using weapons with the flaming or
  flaming burst special abilities.
  The deity is immune to the effects of fire and heat.
  The deity can automatically know the location of any corporeal
  creature within 10 feet per divine rank by sensing the disturbance
  in the ambient temperature that the creature causes.
  The deity has complete control over all nonmagical fire and
  can duplicate the effect of any spell with the fire descriptor as a
  standard action.
  Suggested Portfolio Elements: Fire.
  39
  CHAPTER 2:
  DEITIES
  DEFINED
  
  40
  Divine Glibness
  The deity’s silver-tongued speech can convince others to take
  action.
  Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
  Benefit: As a full-round action, the deity can speak and con-
  vince others to take some course of action. This works like a mass
  suggestion spell cast at a level equal to 10 + the deity’s divine rank,
  except that it affects up to (10 + divine rank) creatures, no two of
  which can be more than (10 × divine rank) feet apart. The save DC
  is 10 + the deity’s Charisma modifier + the deity’s divine rank.
  Suggested Portfolio Elements: Commerce, lies, thieves.
  Divine Inspiration
  The deity can inspire a specific emotional state in others.
  Benefit: The deity can enchant creatures to create a specific
  emotion. The deity can affect one creature per divine rank at once,
  and up to the same number each day. All must be within the deity’s
  line of sight when first affected. The specific effects depend on the
  emotional state induced.
  Courage: The enchanted creatures become immune to fear
  effects and receive a +2 morale bonus on attack rolls, weapon
  damage rolls, skill checks, and Will saves.
  Despair: The enchanted creatures are affected as by a symbol of
  hopelessness unless they make a successful Will save (DC 10 +
  deity’s Charisma modifier + deity’s divine rank). The effect lasts
  one day.
  Dread: The enchanted creatures must make successful
  Wisdom checks (DC = the deity’s divine rank) to attack or fight.
  If the check fails, the creature flees in panic for 1d4 rounds. If
  the check succeeds, the creature does not have to check again for
  10 minutes. The enchanted creatures also suffer a –2 morale
  penalty on attack rolls, weapon damage rolls, skill checks, and
  Will saves.
  Frenzy: Frenzied creatures spend themselves in drinking,
  feasting, and dancing unless provoked or incited to violence.
  Frenzied creatures turn violent if they are attacked or perceive a
  threat to their safety. Frenzied creatures receive a +4 morale
  bonus to Strength and Dexterity, a –4 penalty to Wisdom, and a –2
  penalty to AC. Subjects can attempt Will saves (DC 10 + deity’s
  Charisma modifier + deity’s divine rank) to resist the effect. This is
  a mind-affecting compulsion.
  Hope: The enchanted creatures gain a +4 morale bonus on saving
  throws, attack rolls, ability checks, skill checks, and weapon
  damage rolls. 
  Rage: The enchanted creatures receive a +4 morale bonus to
  Strength and Constitution scores, a +2 morale bonus on Will saves,
  and a –2 penalty to AC. They are compelled to fight heedless of
  danger. Subjects can attempt Will saves (DC 10 + deity’s Charisma
  modifier + deity’s divine rank) to resist the effect. This is a mind-
  affecting compulsion.
  Love and Desire: A love effect causes the target to fall in love with
  the specified creature, seeking every opportunity to be near that
  creature and making every effort to win the creature’s affection. A
  desire effect is similar, but the target seeks any opportunity to
  become physically intimate with the specified creature. Subjects
  can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s
  divine rank) to resist the effect. This is a mind-affecting compul-
  sion effect.
  Suggested Portfolio Elements: Any.
  Divine Monk
  The deity is the epitome of the monk and has abilities that far sur-
  pass those of mortal monks.
  Prerequisites: Monk level 20th.
  Benefit:The deity’s unarmed strikes are treated as a magic slash-
  ing weapon with an enhancement bonus of +5 and the keen,
  lawful, and vorpal qualities. If the deity chooses, a particular attack
  can be bludgeoning instead of slashing, but the keen and vorpal
  qualities do not apply to that attack. Any unarmed attack the deity
  makes has a base damage of 2d12. 
  The deity can use the Deflect Arrows feat to deflect any ranged
  attacks (including spells that require ranged touch attacks) as if
  they were arrows. The deity can deflect any number of attacks in a
  single round. When the deity deflects any attack, the attack is
  reflected upon the attacker, using the deity’s base ranged attack
  bonus. When the deity deflects a spell, the spell’s level is added to
  the DC to deflect the attack.
  Suggested Portfolio Elements: Law.
  Divine Paladin
  The deity is the epitome of the paladin and has abilities that far sur-
  pass those of mortal paladins.
  Prerequisites: Paladin level 20th.
  Benefit:The deity’s aura of courage grants a +8 morale bonus on
  saving throws against fear effects and extends to all allies within
  100 feet of the deity.
  The deity’s special mount, if any, gains the celestial template.
  The deity can smite evil three times per day, and gets an extra 3
  points of damage per class level on a successful smite attempt.
  Suggested Portfolio Elements: Good, justice, law, nobility, war.
  Divine Radiance
  The deity can emit powerful holy light.
  Prerequisite: Good alignment, Sun domain.
  Benefit: The deity can shed light in a (10 feet × divine rank)
  emanation from its body. This light counters and dispels all dark-
  ness effects (unless created by a deity of higher rank) and causes
  pain and damage to undead creatures, who take 2d8 points of
  damage per round with no save.
  As a full attack action, the deity can generate up to three rays of
  scorching light that can strike targets up to a number of miles away
  equal to the deity’s divine rank. Each ray deals 1d6 points of
  damage per 2 divine ranks. Undead take 1d12 points of damage per
  2 divine ranks.
  Suggested Portfolio Elements: Good, light, sun.
  Divine Rage
  The deity flies into an awe-inspiring rage when struck by a weapon.
  Prerequisite: Barbarian level 20th.
  Benefit: This ability is similar to the barbarian’s rage ability
  (and it replaces the barbarian rage ability for the deity). The deity
  can activate this ability only after suffering damage from a
  weapon, and can use it a number of times per day equal to its
  divine rank. Once used, the ability lasts 1 hour (though the deity
  can end the rage at will). While raging, the deity gains +10 to
  Strength, +10 to Constitution, and a +5 morale bonus on Will
  saves. The deity’s spell resistance and energy resistances each
  increase by +10. The deity also can take one extra partial action
  each round. While raging, the deity suffers a –5 penalty to Armor
  Class and cannot perform acts that require patience and concen-
  tration, such as moving silently, casting spells, and using salient
  divine abilities.
  Suggested Portfolio Elements: Destruction, rage, strength, war.
  Divine Ranger
  The deity is the epitome of the ranger and has abilities that far sur-
  pass those of mortal rangers.
  Prerequisites: Ranger level 20th, Wis 25, Wilderness Lore 40
  ranks, Knowledge (nature) 30 ranks.
  Benefit: Any weapon the deity wields against one of its favored
  enemies is treated as a bane weapon against that creature type.
  Thus, its enhancement bonus is increased by +2 and it deals +2d6
  points of damage.
  The deity can follow tracks at its normal land speed. It treats all
  CHAPTER 2:
  DEITIES
  DEFINED
  
  normal terrain as very soft ground for purposes of tracking and
  ignores DC modifiers for time or weather.
  The deity can track creatures across water, underwater, or
  through the air by means of the minute disturbances they make
  and traces of their passage. The table below adds across water,
  underwater, and air to the list of surfaces found in the Track feat
  description in the Player’s Handbook.
  Surface
  DC
  Across water
  60
  Underwater
  80
  Air
  120
  Suggested Portfolio Elements: Archers, hunting, nature.
  Divine Recall
  The deity has superhuman memory of a particular subject.
  Benefit: The deity remembers every event of a certain type
  that has ever occurred. The type of event is specified in the deity
  description.
  Notes: A deity can have this ability multiple times, choosing a
  different type of event each time.
  Suggested Portfolio Elements: Knowledge.
  Divine Rogue
  The deity is the epitome of the rogue and has abilities that far sur-
  pass those of mortal rogues.
  Prerequisites: Rogue level 20th, Dodge, improved evasion,
  defensive roll.
  Benefit: When struck by an attack from an opponent the deity
  has designated as its dodge target, the deity may make a Reflex save
  (DC 10 + damage dealt) to negate all damage from the attack.
  If the deity passes within 5 feet of a trap, the deity is entitled to a
  Search check to notice it as if the deity were actively looking for it.
  The deity can assess the exact value of any treasure it can see.
  The deity also can immediately determine what any creature is
  carrying and where each carried item is.
  Suggested Portfolio Elements: Thieves.
  Divine Shield
  The deity can use part of its personal energy as barrier that protects
  against almost any attack.
  Prerequisites: Cha 29.
  Benefit: As a free action, the deity can create a shield that
  lasts 10 minutes and protects the deity’s body and equipment
  from attacks. The shield stops 10 points of damage per rank.
  Once the shield stops that much damage, it collapses. The
  damage can be from any source, including a divine blast attack.
  The deity can use this ability a number of times per day equal to
  3 + its Constitution bonus.
  Notes: The deity can adjust the shield so that it does not block
  damage the deity ignores anyway. For example, if the deity is
  immune to fire, the deity might want to adjust the shield to ignore
  fire damage. The effects of multiple divine shields do not stack.
  Suggested Portfolio Elements: Protection.
  Divine Skill Focus
  The deity has superlative ability with the selected skill.
  Prerequisites: 23 ranks in the selected skill.
  Benefit: The deity receives a bonus of 10 + its divine rank when
  using the skill.
  Notes: This bonus stacks with the divine rank bonus deities
  normally receive on checks. If the selected skill is related to the
  deity’s portfolio, add the deity’s rank to the maximum DC for a
  free action. For example, any task with a DC of 20 or lower is a
  free action for a lesser deity if the action is related to the deity’s
  portfolio. If a deity with a rank of 6 has Divine Skill Focus with a
  skill related to its portfolio, that deity can perform tasks with
  DCs of 26 or lower as free actions.
  A deity can have this ability multiple times, choosing a different
  skill each time.
  Suggested Portfolio Elements: Any.
  Divine Sneak Attack
  The deity’s sneak attacks are devastating.
  Prerequisites: Sneak attack +10d6, crippling strike.
  Benefit: The deity’s sneak attacks deal an additional +3d6 points
  of damage.
  Any attack of opportunity the deity makes is considered a
  sneak attack.
  The deity can flank or catch flat-footed any opponent whose
  divine rank does not exceed the deity’s and can sneak attack that
  opponent. The deity cannot deal sneak attack damage to opponents
  that are immune to critical hits.
  Any time the deity inflicts damage with a sneak attack, that
  target suffers damage equal to the deity’s sneak attack bonus
  damage on the deity’s next turn as well.
  Suggested Portfolio Elements: Thieves.
  Divine Spell Focus
  The save DC for one school of spells the deity can cast increases.
  Prerequisites: Spell Focus, Greater Spell Focus.
  Benefit:The deity chooses one school of magic. The save DC for
  any spell of that school increases by the deity’s divine rank. This
  bonus overlaps (does not stack with) the bonus from Spell Focus or
  Greater Spell Focus.
  Notes: A deity can have this ability multiple times, choosing a
  different school of magic each time.
  Suggested Portfolio Elements: Magic.
  Divine Spellcasting
  The deity is an extremely accomplished spellcaster.
  Prerequisites: Spellcaster level 20th.
  Benefit: The deity can cast spells whose effective level is above
  9th. The number of spells per day the deity can cast of each spell
  level above 9th depends on the deity’s key ability score for spell-
  casting classes in which the deity has achieved 20th level, as shown
  on Table 2–6: Divine Spellcasting (on the next page). The numbers
  on that table represent one spell per day at each spell level above
  9th in which it receives bonus spells from its key ability score, plus
  bonus spells based on the key ability score. The deity can use these
  slots for spells prepared or cast with a metamagic feat, or for lower-
  level spells. For example, a 20th-level wizard/10th-level cleric with
  an Intelligence of 46 and the Divine Spellcasting ability can cast
  the following spells above 9th level each day: four 10th-level, three
  11th-level, three 12th-level, three 13th-level, three 14th level, two
  15th-level, two 16th-level, two 17th-level, and two 18th-level. The
  deity does not receive any higher-level cleric spell slots because it
  is not a 20th-level cleric.
  If the deity has achieved 20th level in a spellcasting class with
  fewer than nine levels of spells (such as bard, paladin, or ranger),
  the deity can also cast one spell per day of each level between the
  maximum normal spell level and 9th, plus appropriate bonus spells
  of each level based on the deity’s key ability score. These spells are
  not shown on Table 2–6. For example, a 20th-level bard with a
  Charisma of 34 can cast three 7th-level spells, three 8th-level spells,
  and two 9th-level spells (one spell at each level, plus bonus spells
  based on the deity’s Charisma), plus two spells each of 10th
  through 12th level, as shown on Table 2–6.
  The deity also doesn’t incur attacks of opportunity for casting
  spells when threatened.
  In addition, the deity receives the benefit of the Spell Focus feat
  on any spell it casts.
  Suggested Portfolio Elements: Magic.
  41
  CHAPTER 2:
  DEITIES
  DEFINED
  
  42
  Divine Splendor
  The deity’s mere proximity is fatal to mortals.
  Prerequisites: Divine rank 16, Cha 26.
  Benefit: Any mortal who approaches within 10 feet per divine
  rank of the deity in its natural form dies immediately, with no
  saving throw.
  Suggested Portfolio Elements: Supreme.
  Divine Storm
  The deity can create a vortex of force that protects the deity and
  harms those of an alignment different from the deity’s.
  Prerequisite: Divine rank 11.
  Benefit: The deity can surround itself with a vortex of holy or
  unholy force that manifests in different forms depending on the
  deity. The vortex extends from the deity in an emanation with a
  radius of 10 feet per divine rank. The effect stops attacks with
  thrown weapons and projectiles (they fail if made by creatures
  inside the area, or targeted at creatures within the area, or if their
  paths take them through the area).
  In addition, the force expels creatures whose alignment on
  the ethical (lawful-chaotic) axis is opposite the deity’s. If the
  deity’s ethical alignment is neutral (neutral good or neutral evil),
  the force does not expel any creatures. Affected creatures in the
  area must make Fortitude saves (DC 10 + the deity’s Charisma
  modifier + the deity’s divine rank) or be picked up and thrown
  out, regardless of size. Such creatures suffer 1d6 points of
  damage for each 10 feet they travel. Creatures that make success-
  ful saves are not affected by the vortex for one day, although the
  vortex still stops their thrown weapons and projectiles. Crea-
  tures that fail their saves can attempt to reenter the area, but
  must attempt new saves.
  The force damages creatures whose alignment on the moral
  (good-evil) axis is opposite the deity’s. If the deity’s moral align-
  ment is neutral (lawful neutral or chaotic neutral), the force does
  not damage any creatures. Affected creatures in the area must
  make Fortitude saves (DC 10 + the deity’s Charisma modifier +
  the deity’s divine rank) each round or suffer 1 point of holy
  damage per divine rank. A successful save negates the damage,
  CHAPTER 2:
  DEITIES
  DEFINED
  SPELL SLOTS ABOVE 9TH LEVEL
  The Divine Spellcasting ability grants deities access to spell slots above 9th level (which can be used to hold lower-level spells or
  spells whose level has been increased above 9th by the use of metamagic feats). The number of spell slots available to a deity
  depends on the deity’s key ability score (Intelligence for wizards, Wisdom for clerics, druids, paladins, and rangers, and Charisma
  for bards and sorcerers), as shown on Table 2–6: Divine Spellcasting.
  Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely
  in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns
  as shown.
  The numbers on this table include bonus spells that a deity receives for having a sufficiently high ability score, as well as one
  additional spell of each level at which the deity gains at least one bonus spell. This additional spell is one of the benefits of the
  Divine Spellcasting salient divine ability. For bonus spells of levels 1st through 9th, see Table 1–1 in the Player’s Handbook.
  Table 2–6: Divine Spellcasting
  ——————————————— Spells per Day ——–———————–————————
  Score
  Modifier
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  21st 22nd 23rd
  24th
  25th
  10–11
  +0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  12–13
  +1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  14–15
  +2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  16–17
  +3
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  18–19
  +4
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  20–21
  +5
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  22–23
  +6
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  24–25
  +7
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  26–27
  +8
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  28–29
  +9
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  30–31
  +10
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  32–33
  +11
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  34–35
  +12
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  36–37
  +13
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  38–39
  +14
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  40–41
  +15
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  42–43
  +16
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  —
  44–45
  +17
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  —
  46–47
  +18
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  —
  48–49
  +19
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  —
  50–51
  +20
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  —
  52–53
  +21
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  —
  54–55
  +22
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  —
  56–57
  +23
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  —
  58–59
  +24
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  —
  60–61
  +25
  5
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  2
  etc. . . .
  pqqqqrs
  pqqqqrs
  
  but the creature must save again the next round if it is still
  within the area.
  Creatures whose alignment is diametrically opposed to the
  deity’s are subject to both effects.
  For example, Heironeous’s storm of justice expels chaotic crea-
  tures, damages evil creatures, and both expels and damages chaotic
  evil creatures. Hextor’s storm of pain expels chaotic creatures, damages
  good creatures, and has both effects on chaotic good creatures.
  Pelor’s sunstorm damages evil creatures.
  Suggested Portfolio Elements: War.
  Divine Water Mastery
  The deity has mastery over water.
  Prerequisites:Water domain.
  Benefit: The deity gains a competence bonus on attack,
  damage, and Armor Class equal to its divine rank if
  both the deity and its foe
  are touching the same
  body of water.
  The deity gains a
  swim speed com-
  mensurate with
  its size (see Divine
  Characteristics).
  At will, as a
  full-round action,
  the deity can cre-
  ate a devastating
  tidal wave of water.
  On land, the wave
  has effects similar to a
  flash flood: Creatures
  caught in the water must
  make a Fortitude save (DC
  15). Large or smaller creatures
  that fail the save are swept
  away, taking 1d6 points of
  subdual damage per round
  (1d3 points on a successful
  Swim check against DC 20).
  Huge creatures that fail are
  knocked down, while Gar-
  gantuan and Colossal crea-
  tures are checked. (See the
  Weather Hazards section in
  Chapter 3 of the DUNGEON
  MASTER’s Guide.) The wave
  destroys all wooden buildings and
  25% of the stone buildings it comes into con-
  tact with. At sea, the tidal wave capsizes ships and crushes them to
  splinters. The wave affects a number of miles of coastland up to the
  deity’s divine rank.
  When touching water, the deity can automatically sense the
  location of anything within 10 feet per divine rank that is in con-
  tact with the same body of water.
  Suggested Portfolio Elements: Water.
  Divine Weapon Focus
  The deity is particularly adept with one kind of weapon.
  Benefit: This ability works like the Weapon Focus feat except
  that the deity receives a bonus of +4 on attacks with the weapon.
  Notes: This bonus stacks with the divine rank bonus deities get
  on attack rolls, and with the Divine Weapon Mastery salient divine
  ability. It also stacks with the Weapon Focus feat.
  A deity can have this ability multiple times, choosing a different
  kind of weapon each time.
  Suggested Portfolio Elements: War.
  Divine Weapon Mastery
  The deity is exceptionally proficient with weapons.
  Prerequisites: Fighter level 20th, War domain.
  Benefit: The deity receives the benefits of the Weapon Focus,
  Weapon Specialization, and Improved Critical feats when wielding
  any simple or martial weapon.
  Suggested Portfolio Elements: War.
  Divine Weapon Specialization
  The deity deals tremendous damage with one kind of weapon.
  Prerequisites: Base attack bonus +20, Divine Weapon Focus
  salient divine ability with the selected weapon.
  Benefit:This ability works like the fighter’s Weapon Specialization
  feat, except that the deity receives a bonus on damage with the
  weapon equal to its divine rank.
  Notes: If the selected weapon is a ranged weapon, the extra
  damage applies against any target the
  deity can see.
  The damage bonus
  from this ability stacks
  with the damage bonus
  from the Divine Weap-
  on Mastery ability and
  the Weapon Special-
  ization feat.
  A deity can have
  this ability multiple
  times, choosing a dif-
  ferent kind of weapon
  each time.
  Suggested Portfolio
  Elements: War.
  Energy Burst
  The deity can create a
  blast of damaging energy.
  Benefit: The deity can
  create an emanation of a
  specific type of energy
  (acid, cold, electricity, fire,
  or sonic energy, specified in
  the deity’s description)
  with a radius of 10 feet
  per divine rank. Any-
  thing in the area takes
  1d8 points of the appro-
  priate energy damage per
  divine rank. Damage is
  halved for those who make suc-
  cessful saving throws (Reflex for acid, cold, electricity, or fire, or
  Fortitude for sonic energy; DC 10 + the deity’s divine rank + the
  deity’s Constitution modifier).
  Notes: A deity can have this ability multiple times, choosing a
  different type of energy each time.
  Suggested Portfolio Elements: Nature.
  Energy Storm
  The deity can create a vortex of swirling energy that protects it and
  damages those who touch the vortex.
  Prerequisite: Divine rank 11.
  Benefit: The deity can surround itself with a vortex of energy
  (acid, cold, electricity, fire, sonic, positive, or negative energy, spec-
  ified in the deity’s description). The vortex extends from the deity
  in an emanation with a radius of 10 feet per divine rank. The effect
  stops attacks with thrown weapons and projectiles. Such attacks
  fail if made by creatures inside the area, or targeted at creatures
  within the area, or if their paths take them through the area.
  43
  CHAPTER 2:
  DEITIES
  DEFINED
  Illus. by A. Swekel
  
  44
  Energy storms that use acid, cold, electricity, fire, or sonic
  energy deal 1 point of energy damage and 1 point of holy damage
  per divine rank each round.
  Positive energy deals 1 point of damage per divine rank to
  undead creatures, and heals the same amount of damage on
  living creatures.
  Negative energy deals 1 point of negative energy per divine rank
  to living creatures, and heals the same amount of damage on
  undead creatures.
  Notes: A deity can have this ability multiple times, choosing a
  different type of energy each time.
  Suggested Portfolio Elements: Fire, storms.
  Extra Domain
  The deity gains an extra domain.
  Prerequisite: Divine rank 6.
  Benefit: The deity chooses one domain to add to its list of
  domains. The deity can grant spells and powers from that domain and
  use those spells and powers personally, just as it can the spells and
  powers of its other domains.
  Notes: A deity can have this ability multiple times, choosing a
  new domain each time.
  Suggested Portfolio Elements: Any.
  Extra Energy Immunity
  The deity is immune to some form of energy.
  Prerequisites: Divine rank 6, resistance to the energy type
  selected.
  Benefit: The deity gains immunity to acid, cold, electricity, fire,
  or sonic energy.
  Notes: This ability is effective even if the attacker is a deity of
  higher rank.
  A deity can have this ability multiple times, choosing a different
  form of energy each time.
  Suggested Portfolio Elements: Any.
  Extra Sense Enhancement
  The deity has a sense of sight, hearing, or smell even more acute
  than normal for a deity.
  Prerequisites: Wis 29.
  Benefit: The deity chooses one sense to enhance. The ability
  can extend a sense’s range one mile per divine rank, or it can allow
  the sense to ignore one type of physical or magical blockage. For
  example, the deity could see through solid objects or in magical
  darkness. The enhanced sense can penetrate 10 feet of a physical
  barrier per rank or 100 feet of a less tangible barrier (such as fog or
  smoke) per rank.
  Notes: Some deities have specific applications of this ability
  that go beyond the normal senses, such as Ptah’s ability to see ethe-
  real creatures and objects.
  A deity can have this ability multiple times, choosing a different
  sense each time.
  Suggested Portfolio Elements: Any.
  Footsore
  The deity can make living creatures tired.
  Prerequisites: Travel domain.
  Benefit: The deity can sap the energy from living creatures so
  that they feel tired. It can affect up to one creature per divine rank
  at once, but no more than one creature per divine rank each day.
  All must be within the deity’s line of sight when first affected. Sub-
  jects can attempt Fortitude saves (DC 10 + deity’s Charisma modi-
  fier + deity’s divine rank). Creatures who fail their saves become
  fatigued (see the Player’s Handbook) and their speed is reduced by
  half. Furthermore, any mount or vehicle they ride is likewise
  slowed. The effect lasts one day.
  Suggested Portfolio Elements: Travel.
  Free Move
  The deity can move almost instantaneously.
  Prerequisites: Dex 29, Divine Celerity salient divine ability.
  Benefit: The deity can move up to its speed once a round as a
  free action.
  Suggested Portfolio Elements: Travel.
  Frightful Presence
  The deity’s attacks strike fear into opponents.
  Prerequisites: Cha 24.
  Benefit: Whenever the deity performs a specific action speci-
  fied in the deity’s description (usually attacking, but sometimes
  roaring or making another intimidating gesture), foes within a 30-
  foot-radius burst must make Will saves (DC 10 + deity’s Charisma
  modifier + deity’s divine rank). Foes within the burst, but not the
  deity’s immediate target, become shaken for 3d6 rounds if they
  fail their saves. Creatures the deity attacks when it activates the
  ability become panicked for 3d6 rounds if they fail their saves.
  Foes who make successful saving throws are unaffected by this
  ability for one day.
  Suggested Portfolio Elements: Destruction, war.
  Gift of Life
  The deity can restore any previously living mortal creature to life.
  Benefit: The deity restores the dead creature to life, no matter
  how long the creature has been dead or what the condition of
  the body.
  Notes: This ability works like the true resurrection spell, except
  that there is no material component and the amount of time the
  subject has been dead is irrelevant.
  This ability can restore a creature to life against its will, but only
  with the permission of whatever deity rules the underworld
  (Hades, Osiris, Hel) or the divine realm where the mortal’s soul
  resides. This ability can resurrect an elemental or outsider and can
  resurrect a creature whose soul is trapped (see Bringing Back the
  Dead in Chapter 10 of the Player’s Handbook) provided the soul is
  not held by a deity of higher rank than the one using this ability.
  This ability cannot restore life to a creature that has been slain
  by the Hand of Death ability or the Life and Death ability of a deity
  with a higher rank.
  Suggested Portfolio Elements: Healing, life.
  Grow Creature
  The deity can make a certain type of creature larger.
  Benefit: This ability works like the animal growth spell, except
  that it can affect up to one creature of the specified type per divine
  rank each day, all of which must be within the deity’s line of sight
  when first affected. The effect lasts one day.
  Notes: A deity can have this ability multiple times, choosing a
  different type of creature each time.
  Suggested Portfolio Elements: Nature.
  Hand of Death
  The deity can slay any living mortal creature.
  Benefit: The deity points to any mortal within the deity’s sen-
  sory range and snuffs out its life. There must be an unbroken line
  of effect between the deity and the target.
  Notes: This ability works like the destruction spell, except that
  there is no material component. The mortal is allowed a Fortitude
  saving throw with a DC of 20 + the deity’s Charisma bonus + the
  deity’s divine rank. Even if the save succeeds, the subject takes
  10d6 points of damage, which may kill it anyway. If the attack kills
  the mortal (either through a failed saving throw or through
  damage), the mortal cannot be raised or resurrected afterward,
  except by a deity of equal or higher rank using the Gift of Life, Life
  and Death, or Mass Life and Death salient divine ability.
  Suggested Portfolio Elements: Death.
  CHAPTER 2:
  DEITIES
  DEFINED
  
  Increased Damage Reduction
  The deity is remarkably resistant to physical attacks.
  Prerequisites: Con 29.
  Benefit:The deity’s damage reduction increases by rank/+1. For
  example, Heironeous has a divine rank of 15, which gives him
  damage reduction 50/+4. With this ability, Heironeous has damage
  reduction 65/+5.
  Notes: A deity can have this ability multiple times, and its
  effects stack. A deity with two applications of this ability improves
  its damage reduction by (divine rank ×2)/+2.
  Suggested Portfolio Elements: Any.
  Increased Energy Resistance
  The deity has resistance to energy beyond the divine norm.
  Benefit: The deity gains resistance of 20 + divine rank to acid,
  cold, electricity, fire, or sonic energy.
  Notes: A deity can have this ability multiple times, choosing
  a different form of energy each time. The deity also can have this
  ability more than once for a single type of energy. When applied
  to an energy type that the deity already resists, this ability
  increases the resistance by 20. For example, all deities have cold
  resistance of 20 + divine rank. If a deity has Increased Energy
  Resistance (cold), the deity’s cold resistance would be 40 +
  divine rank.
  Suggested Portfolio Elements: Any.
  Increased Spell Resistance
  The deity has spell resistance beyond the divine norm.
  Benefit: The deity’s spell resistance increases by 20.
  Notes: A deity can have this ability multiple times, and its
  effects stack. A deity with two applications of this ability improves
  its spell resistance by 40.
  Suggested Portfolio Elements: Magic.
  Indomitable Strength
  The deity is very difficult to best in contests of strength.
  Prerequisite: Str 40, Strength domain.
  Benefit: If required to make an opposed roll involving
  Strength (including grapple checks), the deity receives a divine
  bonus of +25 on its roll. This bonus stacks with the normal
  divine rank bonus.
  Suggested Portfolio Elements: Strength.
  Instant Counterspell
  The deity can counterspell as a free action.
  Benefit: When any spell is cast within the deity’s line of sight,
  the deity can counterspell it as a free action, provided that the deity
  is capable of casting the spell immediately or has it as a spell-like
  ability and makes the required Spellcraft check. The use of Instant
  Counterspell counts against the normal number of free actions the
  deity is allowed each round.
  Suggested Portfolio Elements: Magic.
  Instant Move
  The deity can move instantaneously.
  Prerequisites: Divine rank 6, Dex 29.
  Benefit: As a move action, the deity can travel up to 30 feet per
  divine rank, as though using the dimension door spell, except that
  the deity never appears within a solid object and can act immedi-
  ately after teleporting.
  Suggested Portfolio Elements: Travel.
  Irresistible Blows
  The deity’s attacks with a specific melee weapon are almost impos-
  sible to avoid.
  Prerequisites: Weapon Focus and Improved Critical with the
  selected melee weapon.
  Benefit: When the deity makes a melee attack with the chosen
  weapon against a creature, resolve the attack as a melee touch
  attack (the weapon blow ignores armor and natural armor
  bonuses). If the weapon hits, the creature struck must make a For-
  titude save (DC 10 + the deity’s Constitution modifier + the deity’s
  divine rank) or be stunned for 1d10 rounds.
  When the deity strikes an object with the chosen weapon, the
  blow ignores the object’s hardness.
  Notes: A deity can have this ability multiple times, choosing a
  different kind of weapon each time.
  Suggested Portfolio Elements: War.
  Irresistible Performance
  The deity’s performances have power over creatures far beyond
  what mortal bards can accomplish.
  Prerequisites: Perform 40 ranks.
  Benefit: When the deity sings, plays a musical instrument, tells
  jokes, recites verse, or engages in any other type of performance as
  a full-round action, the deity has the option to create any of the fol-
  lowing effects. The deity can use this ability a number of times per
  day equal to its divine rank. It affects up to one creature per divine
  rank within a burst with a radius of 10 feet per divine rank, cen-
  tered on the deity.
  • Affected creatures become unable to take actions; instead, they
  dance, observe the performance with rapt attention, laugh, or
  applaud at the deity’s option. The affected creatures also suffer
  a –4 penalty to Armor Class, cannot succeed at Reflex saves
  (except on a roll of 20), and cannot use shields. Creatures can
  resist this mind effect with a successful Will save (DC 10 + the
  deity’s Charisma modifier + the deity’s divine rank). The effects
  last for as long as the deity performs and for up to 1 round per
  divine rank thereafter.
  • Affected creatures become blissfully calm. They are immune
  to fear and compulsion effects except for those created by
  deities of higher rank than the performing deity and any such
  effects already operating on affected creatures are countered
  and dispelled. This ability also counters and dispels rage effects
  except for those created by deities of higher rank than the
  performing deity. Immunity to fear and compulsion last for as
  long as the deity performs and for up to 1 round per divine
  rank thereafter.
  • Affected creatures fall asleep. This works like the sleep spell,
  except that any living creature can be affected. Creatures can
  resist this mind effect with Will saves (DC 10 + the deity’s
  Charisma modifier + the deity’s divine rank). Affected creatures
  sleep for up to 1 hour per divine rank or until awakened. The
  deity can end the effect at will.
  • Affected creatures are so deeply moved that they simply die.
  Only living creatures with Hit Dice equal to or less than the
  deity’s divine rank are affected. Creatures can resist the effect
  with Fortitude saves (DC 10 + the deity’s Charisma modifier +
  the deity’s divine rank).
  Once a creature makes a successful save against one of the
  deity’s performances, the creature cannot be affected again for
  one day.
  Note: Not all deities with this ability can create all the men-
  tioned effects, as specified in the deity descriptions.
  Suggested Portfolio Elements: Art, bards, beauty, dance, love,
  music, poetry.
  Know Death
  The deity knows when and how creatures will meet their end.
  Benefit: The deity knows the exact moment and circumstances
  of any mortal creature’s death just by looking at the creature. Some
  deities choose to make cryptic comments about the creature’s
  future demise, while others are saddened by the knowledge.
  Suggested Portfolio Elements: Death.
  45
  CHAPTER 2:
  DEITIES
  DEFINED
  
  46
  Know Secrets
  No secrets can be kept from the deity.
  Benefit: The deity can learn a creature’s entire history
  (including any embarrassing or vital secrets it might know) just
  by looking at it. This ability is similar to the legend lore spell,
  except that it delivers instant results and the subject is allowed a
  Will save (DC 10 + the deity’s Charisma modifier + the deity’s
  divine rank) to avoid the effect.
  Notes: Vecna can draw secrets from up to one creature per
  divine rank at once, but no more than that number each day.
  Suggested Portfolio Elements: Knowledge, secrets.
  Lay Curse
  The deity can place a debilitating curse on creatures.
  Benefit: This ability works like the bestow curse spell, except that
  mortals get no save. Deities of equal or lesser rank are subject to
  this ability, but are allowed Will saves (DC 10 + the deity’s
  Charisma modifier + the deity’s divine rank) to resist. The curse
  can be removed only by a deity of equal or higher rank than the
  cursing deity.
  The deity can affect up to one creature per divine rank at once,
  but no more than that number each day. All must be within the
  deity’s line of sight when first affected.
  Suggested Portfolio Elements: Evil.
  Lay Quest
  The deity can enchant creatures so they are compelled to perform
  some service of his choosing.
  Benefit: This ability works like the geas/quest spell, except that it
  works only on mortals and it can be removed only by a deity of
  equal or higher rank than the deity who lays the quest.
  The deity can affect up to one creature per divine rank at once,
  but no more than that number each day. All must be within the
  deity’s line of sight when first affected.
  Suggested Portfolio Elements: Justice, law.
  Life and Death
  The deity can kill a mortal creature almost anywhere. Likewise, the
  deity can bestow life upon any dead mortal being almost any-
  where.
  Prerequisites: Divine rank 6, Gift of Life or Hand of Death
  salient divine ability.
  Benefit: The deity designates any mortal and snuffs out its
  life. Or the deity can designate any dead mortal and restore it
  to life.
  Notes: This ability works across planar boundaries and pene-
  trates any barrier except a divine shield. However, the subject
  must be in a location the deity can sense, either within the
  deity’s sense range or in a location the deity can perceive
  through its remote sensing ability. If the deity cannot see the
  subject, the deity must unambiguously identify the subject in
  some fashion, such as by reciting the subject’s time and place of
  birth or death, listing the subject’s notable or infamous deeds, or
  something similar.
  If the deity chooses to kill a mortal, the ability works like the
  destruction spell, except that there is no material component or
  saving throw. The mortal cannot be raised or resurrected afterward,
  except by a deity of equal or higher rank using the Gift of Life or
  Life and Death salient divine ability.
  If the deity restores life to a mortal, this ability works like the
  true resurrection spell, except that there is no material component
  and the amount of time the subject has been dead is irrelevant.
  This ability cannot restore a creature to life against its will, but it
  can resurrect an elemental or outsider. It can resurrect a creature
  whose soul is trapped (as the trap the soul spell in the Player’s Hand-
  book), provided the soul is not held by a deity of higher rank than
  the one using this ability.
  This ability cannot restore life to a creature that has been slain
  by the Hand of Death, Life and Death, or Mass Life and Death abil-
  ity of a deity with a higher rank.
  Rest: After using either version of this ability, the deity must
  rest for 1 minute per level or Hit Die of the creature affected.
  Deities whose portfolio includes death do not have to rest after
  using this ability.
  Suggested Portfolio Elements: Death, supreme.
  Life Drain
  The deity can create a dark cloud that saps life energy.
  Prerequisites: Death domain.
  Benefit: As a free action, the deity can generate a cloud of dark-
  ness that rises from its body in a spread with a radius of 10 feet per
  divine rank and 10 feet high. The cloud blocks sight as a deeper
  darkness spell does, except that it cannot be countered by light
  effects (other than those cast by deities of higher rank). Living
  creatures must make Will saves (DC 10 + the deity’s Charisma
  modifier + the deity’s divine rank) or die. Even with a successful
  save, living creatures still gain two negative levels (the save DC to
  remove the negative levels is the same as the first Will save). A
  single creature can be drained by the cloud only once per day, but
  the cloud’s darkness remains effective.
  Suggested Portfolio Elements: Death, undead.
  Mass Divine Blast
  The deity can release part of its personal energy as an attack. The
  ability can be used against against multiple targets or an area.
  Prerequisites: Divine rank 6, Cha 29, Divine Blast salient
  divine ability.
  Benefit: This ability works like the Divine Blast ability, except
  that the deity can specify up to five targets per rank, no two of
  which can be more than one mile apart per rank, or an area. The
  area can be a cone, burst, spread, or cylinder. A cone can be up to
  100 feet long per rank. A burst or spread can have a radius of up
  to 50 feet per rank. A cylinder can have a radius of up to 50 feet
  per rank and a height of up to 10 feet per rank. The deity chooses
  the attack’s exact form and dimensions.
  Each use of this ability counts as a use of the deity’s Divine
  Blast ability.
  Suggested Portfolio Elements: Death, destruction, war.
  Mass Life and Death
  The deity can kill large numbers of mortal creatures almost any-
  where. Likewise, the deity can bestow life upon large numbers of
  dead mortals almost anywhere.
  Prerequisites: Divine rank 16, Gift of Life or Hand of Death
  salient divine ability, Life and Death salient divine ability.
  Benefit: The deity can designate any number of mortals and
  snuffs out their lives. Or the deity can designate any number of
  dead mortals and restore them to life.
  Notes: No two mortals affected by a single use of this ability can
  be more than one mile apart per rank of the deity. The ability is
  otherwise identical with the Life and Death salient divine ability.
  Rest: After using either version of this ability, the deity must
  rest for 1 minute per levels or Hit Dice of the creatures affected.
  Suggested Portfolio Elements: Death, supreme.
  Master Crafter
  The deity’s Craft skills and item creation capabilities are beyond
  compare.
  Prerequisites: 23 ranks in two different Craft skills.
  Benefit: Any object the deity creates is treated as a masterwork
  item, but uses the base item price (not the masterwork price) to
  determine time and cost required to create it. Any item the deity
  creates also has twice the hit points it would normally have, and its
  break DC is increased by +10. These benefits apply to walls, doors,
  CHAPTER 2:
  DEITIES
  DEFINED
  
  and other components of buildings the deity creates, as well as
  smaller items.
  Suggested Portfolio Elements: Crafts, creation.
  Mind of the Beast
  The deity can make plants and animals sentient, and it can reduce
  sentient creatures to animal or plant form.
  Benefit: The deity can grant humanlike sentience to trees or
  animals. This sentience lasts a maximum of one day, and the sen-
  tient tree or animal obeys the deity’s commands to the best of its
  ability. The deity can affect up to one creature per divine rank at
  once, but no more than that number each day. All must be within
  the deity’s line of sight when first affected.
  Also, the deity can transmute any creature into a plant or
  animal of approximately the same size or up to two size categories
  smaller. The subject is allowed a Fortitude save (DC 10 + the
  deity’s Charisma modifier + the deity’s divine rank) to resist. Sub-
  jects turned into plants become objects. Subjects turned into ani-
  mals have the same abilities and statistics of the kind of animal
  the deity chooses.
  The Alter Reality ability can make either effect permanent.
  Note: Ehlonna can use this ability up to one time per day per
  divine rank, and its effects last one day.
  Suggested Portfolio Elements: Nature.
  Possess Mortal
  The deity can infuse some of its energy into a mortal, turning the
  mortal into an extension of the deity.
  Prerequisites: Cha 29.
  Benefit: The deity can possess any mortal in any location the
  deity can sense. Unwilling mortals can attempt Will saves (DC 10
  + the deity’s Charisma modifier + the deity’s rank).
  Notes: Spells that prevent possession block this ability if the
  mortal is unwilling. Likewise, spells that end possession drive out
  the deity if the mortal is unwilling. If the mortal is willing, how-
  ever, the deity cannot be blocked or driven out, except by a divine
  shield or the use of the Alter Reality salient divine ability by a deity
  of higher rank.
  The possessed mortal effectively becomes an avatar of the
  deity. The deity can draw on all the possessed mortal’s memories,
  and the deity senses what the mortal senses. Each mortal pos-
  sessed counts as a remote location where the deity is sensing and
  communicating. A demigod can possess up to two mortals at a
  time, a lesser deity can possess up to five mortals at once, an inter-
  mediate deity can possess up to ten, and a greater deity can possess
  up to twenty mortals at once.
  While the deity is in possession, the mortal’s abilities are
  unchanged, except as noted below.
  Type: Same as the deity.
  Hit Points: Same as the mortal, +1 for each rank of the deity.
  Armor Class: The mortal gains a divine bonus to Armor Class
  equal to half the deity’s divine rank.
  Ability Scores: Strength, Dexterity, and Constitution are
  unchanged. Intelligence, Wisdom, and Charisma become 5
  points lower than the deity’s (or remain as the mortal’s scores if
  they are higher).
  Saves: Fortitude and Reflex same as the mortal; Will adjusted if
  necessary for the mortal’s new Wisdom score.
  Skills: The mortal can use its own skills and the deity’s skills. If
  the mortal and the deity have the same skill, use the skill of
  whichever has more ranks in the skill. Use the mortal’s effective
  ability scores to determine skill modifiers.
  Suggested Portfolio Elements: Supreme.
  Power of Luck
  The deity can bestow good luck or ill.
  Prerequisites: Luck domain.
  Benefit: The deity can give creatures good or bad fortune. The
  deity can affect up to one creature per divine rank at once, but no
  more than that number each day. All must be within the deity’s line
  of sight when first affected. 
  Subjects receive a luck bonus of +1 per divine rank or a luck
  penalty of –1 per divine rank on attack rolls, saves, and checks for
  one day. Any creature that attacks the deity automatically suffers
  the luck penalty, and this does not count against the deity’s daily
  uses of this ability.
  Suggested Portfolio Elements: Fate, gambling, luck.
  Power of Nature
  The deity can control the forces of nature.
  Benefit: The deity can perform any of the following in a radius
  of one mile per divine rank around the deity, at will, as a full-
  round action.
  • Create or quell winds to produce anything from still air to
  tornado force winds.
  • Set the temperature anywhere from –50˚F to 120˚F.
  • Shake the earth, as the earthquake spell.
  • Create rain, sleet, hail, snow, or thunderstorms.
  These effects last as long as the deity concentrates and for up to
  1 minute per divine rank afterward. The deity can end an effect as
  a free action. See Chapter 3 of the DUNGEON MASTER’s Guide for
  weather effects.
  Suggested Portfolio Elements: Nature, sea, weather.
  Power of Truth
  The deity can discern lies and compel creatures to tell the truth.
  Benefit: The deity knows when anyone (other than a deity of
  equal or higher rank) deliberately lies. This ability works like the
  discern lies spell, except that it works continuously and applies to
  any creature the deity can perceive.
  The deity also can enchant creatures so they become truthful.
  The deity can affect up to one creature per divine rank at once, but
  no more than that number each day. All must be within the deity’s
  line of sight when first affected. The enchanted creatures become
  unable to utter any deliberate falsehoods or evasions of truth for
  one day. The subject is allowed a Will save (DC 10 + the deity’s
  Charisma modifier + the deity’s divine rank) to resist. Subjects who
  make successful saves become immune to this ability for one day.
  Suggested Portfolio Elements: Justice, law, truth.
  Rejuvenation
  If destroyed, the deity simply re-forms.
  Prerequisites: Divine rank 11, Divine Fast Healing salient
  divine ability.
  Benefit: When the deity suffers an attack that should destroy it,
  it simply disperses and reassembles later. Roll 10d10 to determine
  the number of days before the deity returns.
  Notes: If the deity is killed in its own realm, subtract the
  deity’s divine rank from the number of days it takes to return. If
  the deity’s realm is on a divinely morphic Outer Plane, and the
  deity is killed there, subtract twice the deity’s divine rank from
  the number of days it takes to return. The return always takes at
  least one day.
  This ability is ineffective if the deity is killed by another deity of
  equal or higher rank.
  Suggested Portfolio Elements: Death, life, undead.
  See Magic
  The deity can see magical auras just by looking at them.
  Prerequisites: Magic domain.
  Benefit:This ability is similar to a detect magic spell, except that it
  covers the whole area the deity can see, and the deity immediately
  knows the number of auras present along with their locations and
  strengths. The deity needs to make a Spellcraft check to identify the
  47
  CHAPTER 2:
  DEITIES
  DEFINED
  
  48
  school of each aura, but most deities with this ability can use Spell-
  craft as a free action.
  Suggested Portfolio Elements: Magic.
  Shapechange
  The deity can assume the form of any living, corporeal creature
  (but not the form of another deity). This is an extraordinary ability.
  Prerequisites: Divine rank 11, Alter Size salient divine ability,
  Alter Form salient divine ability.
  Benefit: The deity can assume the form of an animal, beast,
  dragon, fey, giant, humanoid, magical beast, monstrous humanoid,
  or plant. The assumed form must be both living and corporeal.
  The deity can remain in the assumed form indefinitely, but it
  resumes its own form if slain.
  Notes: This ability works like the Shift Form salient divine
  ability, except that the deity is not limited to a set number of forms
  and as noted here.
  The deity can use its Alter Size ability simultaneously with this
  one to become as small as a grain of sand or as large as 1,600 feet in
  the assumed form’s greatest dimension.
  The deity can use this ability to create disguises, gaining a bonus
  of +20 on its Disguise checks.
  Suggested Portfolio Elements: Nature, secrets, thieves.
  Shift Form
  The deity can assume the forms of creatures related to its portfolio.
  This is an extraordinary ability.
  Prerequisites: Divine rank 6, Alter Size salient divine ability,
  Alter Form salient divine ability.
  Benefit:The deity can assume the form of another creature. The
  forms a deity can assume are limited and vary with each deity.
  The forms allowed are listed in the deity’s description.
  The deity can remain in the assumed form indefinitely, but it
  resumes its own form if slain.
  Notes: The deity acquires the physical, natural, and extraordi-
  nary abilities of the form it has assumed (but not spell-like or
  supernatural abilities) while retaining its own mind. Physical abili-
  ties include natural size and Strength, Dexterity, and Constitution
  scores. Natural abilities include armor, natural weapons (such as
  claws, bite, swoop and rake, and constriction; but not petrification,
  breath weapons, energy drain, energy effect, and the like), and sim-
  ilar gross physical qualities (presence or absence of wings, number
  of extremities, and so on). A body with extra limbs does not allow
  the deity to make more attacks (or more advantageous two-weapon
  attacks) than normal. Natural abilities also include mundane
  movement capabilities, such as walking, swimming, and flight
  with wings. The deity’s speed is that of the assumed form or the
  deity’s normal speed, whichever is higher.
  In general, any part of the body or piece of equipment that is
  separated from the whole reverts to its original form. However, if
  the assumed form has an extraordinary ability that allows it to pro-
  duce a substance or shed part of its body, then this ability also
  grants that ability. For example, a deity who shifts form into a viper
  has a poisonous bite.
  The deity retains its Intelligence, Wisdom, and Charisma scores,
  level and class, hit points (despite any change in its Constitution
  score), alignment, base attack bonus, and base saves. (New
  Strength, Dexterity, and Constitution scores may affect final attack
  and save bonuses.) The deity retains its outsider type, extraordinary
  abilities, spells, and spell-like abilities, but not its supernatural abil-
  ities. The deity also retains its divine Armor Class bonus and divine
  qualities and abilities, provided they are not supernatural.
  The deity can cast spells for which it has components. It needs a
  voice like that of a humanoid for verbal components and hands
  like those of a humanoid for somatic components, Likewise, the
  deity needs hands to use many of its powers, such as creating
  objects related to its portfolio.
  When the shape shift occurs, the deity’s equipment, if any,
  transforms to match the new form. If the new form is a creature
  that does not use equipment (aberration, animal, beast, magical
  beast, construct, dragon, elemental, ooze, some outsiders, plant,
  some undead creatures, some shapechangers, or vermin), the
  equipment melds into the new form and becomes nonfunctional.
  Material components and focuses melded in this way cannot be
  used to cast spells. If the new form uses equipment (fey, giant,
  humanoid, some outsiders, many shapechangers, many undead
  creatures), the deity’s equipment changes to match the new form
  and retains its properties.
  This ability cannot confer class levels or class abilities.
  The deity can change physical qualities such as hair color, hair
  texture, skin color, and gender. The deity can use this ability to
  create disguises, gaining a bonus of +15 on its Disguise checks.
  The deity can use its Alter Size ability simultaneously with this
  one to become as small as a grain of sand or as large as 1,600 feet in
  the assumed form’s greatest dimension.
  Suggested Portfolio Elements: Nature.
  Speak with Creatures
  The deity can converse with certain types of creatures, as specified
  in the deity’s description.
  Benefit: The deity has the supernatural ability to converse
  with the specified creature. This ability works like a permanent
  speak with animals or speak with plants spell, or like a tongues
  spell that only allows the deity to converse with the specified
  type of creature.
  Notes: A deity can have this ability multiple times, choosing a
  different type of creature each time.
  Suggested Portfolio Elements: Nature.
  Spontaneous Wizard Spells
  The deity can spontaneously cast any wizard spell available to it.
  Prerequisites: Divine rank 6, Wizard level 1st, Int 29, Spell
  Mastery, Arcane Mastery salient divine ability.
  Benefit: This ability works like a cleric’s ability to cast cure
  spells spontaneously, except that it applies to wizard spells. The
  deity must have a sufficient Intelligence score and wizard levels
  to cast the spell.
  Notes: The deity still needs a spellbook for its wizard spells
  unless it also has the Divine Spellcasting ability.
  Suggested Portfolio Elements: Knowledge, magic.
  Stride
  The deity can move rapidly over long distances, can make living
  creatures travel faster, and can jump extraordinary distances.
  Prerequisites: Travel domain.
  Benefit: The deity’s movement is doubled on the local or
  overland scales (see the Player’s Handbook). Also, having this abil-
  ity means that the deity’s height does not limit the distance it
  can jump.
  In addition, the deity can impart extra overland speed to
  living creatures. The deity can affect up to one creature per
  divine rank at once, but no more than that number each day. All
  must be within the deity’s line of sight when first affected. Crea-
  tures who receive this boon double their speeds on the local or
  overland scales.
  Suggested Portfolio Elements: Travel.
  Sunder and Disjoin
  The deity can destroy weapons and items used against it in combat.
  Benefit: If any weapon or item is used against the deity in
  combat, the deity can destroy it with a touch. Treat a successful
  touch as a combination of a disintegrate spell and a Mordenkainen’s
  disjunction spell, both targeted exclusively at the touched item. The
  save DC for both effects is 19 + the deity’s Charisma modifier. An
  CHAPTER 2:
  DEITIES
  DEFINED
  
  item remains vulnerable to this ability for up to one day after being
  used against the deity.
  Suggested Portfolio Elements: Victory, war.
  Supreme Initiative
  The deity always goes first in the initiative order. This is an extraor-
  dinary ability.
  Prerequisites: Dex 29, Improved Initiative.
  Benefit: The deity goes first in the initiative order, no matter
  what its initiative result is or what initiative result anyone else in
  an encounter or battle has.
  Notes: Determine initiative normally among any beings who
  don’t have this ability, placing them in order after the deity.
  The deity can choose to delay or ready an action, just any
  other being can, and doing so changes the deity’s initiative as
  noted in Chapter 8 of the Player’s Handbook. The deity also can
  refocus, thereby resuming its position at the beginning of the
  initiative order.
  If two or more deities who have this ability are in the same
  battle, the deity with the highest divine rank gets the first posi-
  tion in the initiative order, the deity with the second highest rank
  gets the second position, and so on. Other beings then go in order
  after the last deity with the Supreme Initiative ability.
  If two deities with this ability and the same divine rank are in a
  battle, make an initiative check for each deity, and the deity with
  the higher result goes first.
  Suggested Portfolio Elements: Agility, thieves, war.
  True Knowledge
  The deity’s mastery of knowledge is nearly complete.
  Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore
  class feature and 10th level in the class that grants the ability,
  Knowledge domain.
  Benefit: The deity never fails a bardic knowledge or lore check,
  no matter how obscure the knowledge involved. The deity speaks
  and understands all languages. The deity can use legend lore and
  analyze dweomer as free actions at will. These actions count against
  the deity’s maximum number of free actions per round.
  Suggested Portfolio Elements: Knowledge.
  True Shapechange
  The deity can assume the form of any creature or object, but not
  the form of another deity. This is an extraordinary ability.
  Prerequisites: Divine rank 16, Alter Size salient divine ability,
  Alter Form salient divine ability, Shapechange salient divine ability.
  Benefit: The deity can assume the form of any object or crea-
  ture. The deity can remain in the assumed form indefinitely, but it
  resumes its own form if slain.
  Notes: This ability works like the Shift Form salient divine
  ability, except as noted below.
  The deity can take any form, living or unliving, corporal or
  incorporeal. The deity gains the supernatural abilities of the
  assumed form.
  The deity can use this ability to create disguises, gaining a bonus
  of +20 on its Disguise checks.
  The deity can use its Alter Size ability simultaneously with this
  one to become as small as a grain of sand or as large as 1,600 feet in
  the assumed form’s greatest dimension.
  Suggested Portfolio Elements: Nature, secrets, thieves.
  Undead Mastery
  The deity has absolute dominion over the undead.
  Prerequisites: Divine rank 14, Cleric level 17th.
  Benefit: The deity can automatically command or destroy any
  undead creature, as desired, as a free action, though this counts
  against the normal limit of free actions per round. The deity can do
  this as often as desired, but it can command no more than one
  undead creature per divine rank (regardless of the creatures’ Hit
  Dice) at any one time.
  Suggested Portfolio Elements: Death, life, undead.
  Undead Qualities
  The deity, though alive, shares the qualities of the undead.
  Benefit: Like undead, the deity is immune to poison, sleep,
  paralysis, stunning, disease, death effects, and necromantic effects,
  and it ignores mind-affecting effects (charms, compulsions, phan-
  tasms, patterns, and morale effects). The deity is not subject to crit-
  ical hits, subdual damage, ability damage, ability drain, or energy
  drain. The deity is immune to any effect requiring a Fortitude save,
  unless it affects objects.
  Some deities, such as Nerull or Toldoth, have this ability because
  they resemble undead. Osiris has undead qualities because he has
  died and now lives in the underworld.
  Suggested Portfolio Elements: Death, undead.
  Wave of Chaos
  The deity can cause nearby creatures to act unpredictably.
  Prerequisites: Chaotic alignment.
  Benefit: The deity can create a wave of mental force that
  extends from the deity in a spread with a radius of 10 feet per
  divine rank. Creatures within the spread must make Will saves
  (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) or
  be forced to act unpredictably. This ability works like a confusion
  spell cast by a sorcerer of level 10 + the deity’s divine rank.
  Suggested Portfolio Elements: Chaos.
  Wound Enemy
  Any weapon the deity wields causes a bleeding wound when it hits.
  Prerequisites: Base attack bonus +20.
  Benefit: The affected weapon deals damage to a creature such
  that a wound it causes deals 1d6 points of damage per round there-
  after in addition to the normal damage from the weapon. Multiple
  wounds from the weapon result in cumulative bleeding loss (two
  wounds for 2d6 points of damage per round, and so on). The bleed-
  ing can only be stopped by a successful Heal check (DC 15 + the
  deity’s rank) or the application of any cure spell or other healing
  spell (heal, healing circle, and so on).
  Notes: The ability functions only when the deity personally
  attacks with a physical weapon. The ability works with a ranged
  weapon, but not if someone else uses the weapon. The deity can
  apply to the ability to any weapon or natural weapon, but not to a
  spell, spell-like ability, supernatural ability, or divine ability.
  A deity can have this ability multiple times, and its effects stack.
  For example, a single wound would bleed for 3d6 points of damage
  each round if the deity had this ability three times.
  Suggested Portfolio Elements: Death, pain, war.
  FEATS
  In addition to the feats in the Player’s Handbook, deities can also
  obtain the feats described here, all of which were originally pub-
  lished in other D&D game products. Because these feats (as well as
  those in the Player’s Handbook) were originally designed for use by
  player characters, many of them have prerequisites that any deity
  automatically meets, such as a base attack bonus of +2 for Hold the
  Line. Nevertheless, those prerequisites are retained in these feat
  descriptions so that the descriptions will be consistent with the
  way they were originally published.
  Blindsight, 5-ft. Radius [General]
  The deity senses opponents in the darkness.
  Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19.
  Benefit: Using senses such as acute hearing and sensitivity to
  vibrations, the deity detects the location of opponents who are no
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  CHAPTER 2:
  DEITIES
  DEFINED
  
  50
  more than 5 feet away from it. Invisibility and darkness are irrele-
  vant, though it cannot discern incorporeal beings. (Except for the
  decreased range, this feat is identical with the exceptional ability
  blindsight defined in the Monster Manual.)
  Disguise Spell [Metamagic]
  The deity can cast spells without observers noticing it.
  Prerequisites: Bardic music, Perform 12 ranks.
  Benefit: The deity has mastered the art of casting spells unob-
  trusively, mingling verbal and somatic components into its music
  and performances so that others rarely catch the deity in the act of
  casting a spell. Like a silent, stilled spell, a disguised spell can’t be
  identified through Spellcraft. The deity’s performance is obvious to
  everyone in the vicinity, but the fact that the deity is casting a spell
  isn’t. Unless the spell visibly emanates from the deity or observers
  have some other means of determining its source, they don’t know
  where the effect came from. A disguised spell uses up a spell slot
  one level higher than the spell’s actual level.
  Divine Might [Divine]
  The deity can channel energy to increase its damage in combat.
  Prerequisites: Ability to turn or rebuke undead, Cha 13, Str 13,
  Power Attack.
  Benefit: The deity can spend one of its turn/rebuke undead
  attempts to add its Charisma modifier to its weapon damage for a
  number of rounds equal to its Charisma modifier. This is a super-
  natural ability.
  Divine Vengeance [Divine]
  The deity can channel energy to do additional energy damage in
  combat against undead.
  Prerequisites: Ability to turn undead, Extra Turning.
  Benefit: The deity can spend one of its turn undead attempts to
  add 2d6 points of sacred energy damage to all its successful melee
  attacks against undead until the end of its next action. This is a
  supernatural ability.
  Energy Substitution [Metamagic]
  The deity can modify a spell that uses energy to use another type
  of energy.
  Prerequisites: Any other metamagic feat, Knowledge (arcana)
  5 ranks.
  Benefit: The deity chooses one type of energy: acid, cold, elec-
  tricity, fire, or sonic. When employing a spell with the acid, cold,
  electricity, fire, or sonic designator, it can modify the spell to use its
  chosen type of energy instead. The altered spell uses a spell slot of
  the spell’s normal level.
  The altered spell works normally in all respects except the type of
  damage dealt. For example, a fireball spell changed to a sonicball spell
  works like a fireball, but deals sonic damage instead of fire damage.
  Special: A deity can gain this feat multiple times. Each time the
  feat applies to a different type of energy.
  Eschew Materials [Metamagic]
  The deity can cast spells without material components.
  Prerequisite: Any other metamagic feat.
  Benefit: A spell cast with Eschew Materials can be cast with no
  material components. Spells without material components are not
  affected. Spells with material components with a cost of more than
  1 gp are not affected. An eschewed spell uses up a spell slot of the
  spell’s normal level.
  Extra Music [General]
  The deity can use its bardic songs more often than it otherwise could.
  Prerequisite: Bardic music.
  Benefit: The deity can use its bardic music four extra times
  per day.
  Normal: Bards without the Extra Music feat can use bardic
  music once per day per level.
  Special: A deity can gain this feat multiple times, adding
  another four uses of bardic music each time.
  Eyes in the Back of Your Head [General]
  The deity’s superior battle sense helps minimize the threat of
  flanking attacks.
  Prerequisites: Base attack bonus +3, Wis 19.
  Benefit: Attackers do not gain the usual +2 attack bonus
  when flanking the deity. This feat grants no effect whenever the
  deity is attacked without benefit of its Dexterity modifier to AC,
  such as when it is flat-footed or when it is the target of a rogue’s
  sneak attack.
  Fleet of Foot [General]
  The deity runs so nimbly that it can turn corners without losing
  momentum.
  Prerequisites: Dex 15, Run.
  Benefit: When running or charging, the deity can make a
  single direction change of 90 degrees or less. A deity can’t use this
  feat while wearing medium or heavy armor, or if it is carrying a
  load heavier than light.
  Normal: Without this feat, a deity can run or charge only in a
  straight line.
  Greater Multiweapon Fighting [General]
  A deity with three or more hands can fight with a weapon in each
  hand. The deity can make up to three attacks per round with each
  extra weapon.
  Prerequisites: Dex 19, three or more hands, Improved Multi-
  weapon Fighting, Multiweapon Fighting, Multidexterity, base
  attack bonus +15.
  Benefit:The deity may make up to three extra attacks with each
  weapon it wields, albeit with a –5 penalty on the second attack
  with each weapon and a –10 penalty on the third.
  Special: This feat replaces the Greater Two-Weapon Fighting
  feat for deities with more than two arms.
  Greater Spell Focus [General]
  The deity chooses a school of magic to which it already has applied
  the Spell Focus feat. Its magic spells of that school are even more
  potent than normal.
  Prerequisite: Spell Focus.
  Benefit: Add +4 to the DC for all saving throws against spells
  from the school of magic the deity selects to focus on. This bonus
  overlaps (does not stack with) the bonus from Spell Focus.
  Special: A deity can gain this feat multiple times, choosing a dif-
  ferent school of magic each time.
  Greater Spell Penetration [General]
  The deity’s spells are especially potent, defeating spell resistance
  more readily than normal.
  Prerequisite: Spell Penetration.
  Benefit: The deity gets a +4 bonus on caster level checks (1d20
  + caster level) to beat a creature’s spell resistance. This bonus over-
  laps (does not stack with) the bonus from Spell Penetration.
  Greater Two-Weapon Fighting [General]
  The deity is a master at fighting two-handed.
  Prerequisites: Improved Two-Weapon Fighting, Two-Weapon
  Fighting, Ambidexterity, base attack bonus +15.
  Benefit: In addition to the standard extra attack the deity gets
  with an off-hand weapon and the second attack with the off-hand
  weapon provided by Improved Two-Weapon Fighting, the deity gets
  a third attack with the off-hand weapon, albeit at a –10 penalty (see
  Table 8–2: Two-Weapon Fighting Penalties in the Player’s Handbook).
  CHAPTER 2:
  DEITIES
  DEFINED
  
  Special: A ranger who meets only the base attack bonus prereq-
  uisite and the Improved Two-Weapon Fighting prerequisite can
  gain this feat but can only use it when wearing light or no armor.
  This feat can be taken as one of a fighter’s bonus feats.
  Hold the Line [General]
  The deity is trained in defensive techniques against charging
  opponents.
  Prerequisites: Base attack bonus +2, Combat Reflexes.
  Benefit: The deity may make an attack of opportunity against
  an opponent who charges it. The attack of opportunity happens
  immediately before the charge attack is resolved.
  Improved Grapple [General]
  The deity is skilled in martial arts that emphasize holds and throws.
  Prerequisite: Improved Unarmed Strike.
  Benefit: If the deity hits with an unarmed strike, it deals normal
  damage and can attempt to start a grapple as a free action without
  provoking an attack of opportunity. No initial touch attack is
  required. The deity can deal normal damage while grappling,
  rather than subdual damage, without suffering a penalty on its
  grapple check.
  Normal: Characters without this feat make a melee touch
  attack to grab their opponent and provoke an attack of opportunity
  doing so. They also suffer a –4 penalty on their grapple checks
  when trying to deal normal damage in a grapple.
  Improved Multiweapon Fighting [General]
  A deity with three or more hands can fight with a weapon in each
  hand. The deity can make up to two attacks per round with each
  extra weapon.
  Prerequisites: Dex 15, three or more hands, Multiweapon
  Fighting, Multidexterity, base attack bonus +9.
  Benefit: In addition to the single extra attack the deity gets with
  each extra weapon from Multiweapon Fighting, it gets a second
  attack with each extra weapon, albeit at a –5 penalty.
  Normal: With only Multiweapon Fighting, a deity can only get
  a single extra attack with each extra weapon.
  Special: This feat replaces the Improved Two-Weapon Fighting
  feat for deities with more than two arms.
  Improved Sunder [General]
  The deity is adept at placing its attacks precisely where it wants
  them to land.
  Prerequisites: Base attack bonus +2, Sunder.
  Benefit: When the deity strikes an opponent’s weapon, it deals
  double damage.
  Jack of All Trades [General]
  The deity has picked up a smattering of even the most obscure skills.
  Prerequisite: The deity must be at least 6th level.
  Benefit: The deity can use any skill untrained, even those that
  normally require training.
  Knock-Down [General]
  The deity’s mighty blows can knock foes off their feet.
  Prerequisites: Base attack bonus +2, Improved Trip, Str 15.
  Benefit: Whenever the deity deals 10 or more points of damage
  to its opponent in melee, it makes a trip attack as a free action
  against the same target.
  Persistent Spell [Metamagic]
  The deity makes one of its spells last all day.
  Prerequisite: Extend Spell.
  Benefit: A persistent spell has a duration of 24 hours. The per-
  sistent spell must have a personal range or a fixed range (comprehend
  languages or detect magic, for example). The deity is still required to
  concentrate on spells such as detect magic and detect thoughts to use
  their effects. Concentrating on such a spell is a standard action that
  does not provoke an attack of opportunity. A persistent spell uses up
  a spell slot four levels higher than the spell’s actual level.
  Plant Control [General]
  The deity can channel the power of nature to gain mastery over
  plant creatures.
  Prerequisites: Plant Defiance, ability to cast speak with plants.
  Benefit: The deity can rebuke or command plant creatures as an
  evil cleric rebukes undead. To command a plant, a deity must be able
  to speak with it via a speak with plants effect, though it may do so
  mentally if desired. This ability is usable a total number of times per
  day equal to 3 + the deity’s Charisma modifier. The deity uses its
  highest caster level to determine the level at which it rebukes plants.
  Plant Defiance [General]
  The deity can channel the power of nature to drive off or stop
  plant creatures.
  Prerequisite: Ability to cast detect animals or plants.
  Benefit:The deity can turn (but not destroy) plant creatures as a
  good cleric turns undead. When determining the result of a turn-
  ing attempt, treat all destruction results as normal turning. Treat
  immobile plant creatures as creatures unable to flee. This ability is
  usable a total number of times per day equal to 3 + the deity’s
  Charisma modifier. The deity uses its highest caster level to deter-
  mine the level at which it turns plants.
  Power Critical [General]
  The deity chooses one kind of weapon, such as longsword or
  greataxe. With this weapon, the deity knows how to hit where it
  hurts when it counts.
  Prerequisites: Proficient with weapon, base attack bonus +12,
  Improved Critical with weapon.
  Benefit: Once per day, before making an attack roll, the deity
  can declare a single melee attack to automatically be a threat. If the
  attack is successful, the deity automatically rolls to confirm the
  critical hit, regardless of the actual attack roll.
  Special: A deity can gain this feat multiple times, choosing a dif-
  ferent kind of weapon each time. This feat can be taken as one of a
  fighter’s bonus feats.
  Reach Spell [Metamagic]
  The deity can cast touch spells without touching the spell recipient.
  Benefit: The deity may cast a spell that normally has a range of
  touch at any distance up to 30 feet. The spell effectively becomes a
  ray, so the deity must succeed at a ranged touch attack to bestow
  the spell upon the recipient. A reach spell uses up a spell slot two
  levels higher than the spell’s actual level.
  Repeat Spell [Metamagic]
  The deity can cast a spell that repeats the following round.
  Prerequisites: Any other metamagic feat.
  Benefit: A repeated spell is automatically cast again at the
  beginning of the deity’s next round of actions. No matter where
  the deity is, the secondary spell originates from the same location
  and affects the same area as the primary spell. If the repeated spell
  designates a target, the secondary spell retargets the same target if
  the target is within 30 feet of its original position; otherwise the
  secondary spell fails to go off. A repeated spell uses up a spell slot
  three levels higher than the spell’s actual level. Repeat Spell cannot
  be used on spells with a range of touch.
  Sacred Spell [Metamagic]
  The deity’s damaging spells are imbued with divine power.
  Benefit: Half of the damage dealt by a sacred spell results
  directly from divine power and is therefore not subject to being
  51
  CHAPTER 2:
  DEITIES
  DEFINED
  
  52
  reduced by protection from elements or similar magic. The other
  half of the damage dealt by the spell is as normal. A sacred spell
  uses up a spell slot two levels higher than the spell’s actual level.
  Only divine spells can be cast as sacred spells.
  Sharp-Shooting [General]
  The deity’s skill with ranged weapons lets it score hits others
  would miss due to an opponent’s cover.
  Prerequisites: Base attack bonus +3, Point Blank Shot, Pre-
  cise Shot.
  Benefit: The deity gains a +2 bonus on its ranged attack rolls
  against targets with some degree of cover. This feat has no effect
  against foes with zero or total cover.
  Subdual Substitution [Metamagic]
  The deity can modify a spell that uses energy to deal damage to
  deal subdual damage instead.
  Prerequisites: Any other metamagic feat, Knowledge (arcana)
  5 ranks.
  Benefit: When employing a spell with the acid, cold, electricity,
  fire, or sonic designator, the deity can modify the spell to deal sub-
  dual damage instead of the indicated type of energy damage. The
  altered spell uses a spell slot of the spell’s normal level.
  The altered spell works normally in all respects except the type
  of damage dealt. For example, a fireball spell changed to a subdual-
  ball spell works like a fireball, but it deals subdual damage instead of
  fire damage.
  Superior Expertise [General]
  The deity has mastered the art of defense in combat.
  Prerequisites: Int 13, Expertise, base attack bonus +6.
  Benefit: When the deity uses the Expertise feat to improve its
  Armor Class, the number it subtracts from its attack and adds to its
  AC can be any number that does not exceed its base attack bonus.
  This feat eliminates the +5 maximum for the Expertise feat.
  Widen Spell [Metamagic]
  The deity can increase the area of its spells.
  Benefit: A widened burst, emanation, or spread spell has its area
  increased by 50%. Spells that do not have an area of one of the three
  sorts listed above are not affected by this feat. A widened spell uses
  up a spell slot three levels higher than the spell’s actual level.
  ROLEPLAYING A GOD
  This section contains advice on using gods in your campaign.
  MEETING A GOD
  When player characters meet a deity, they’re meeting a being with
  senses that extend for miles. A deity merely has to think of or
  desire something to have it. Its awareness of its portfolio covers
  vast areas, and its control of the building blocks of matter, energy,
  and life makes it the master of most situations, particularly on the
  Material Plane. The awesome presence of a deity cows most mor-
  tals, and may drive them from the deity in fear.
  Gods seek out mortals who do great deeds that favor the gods, as
  well as those who threaten their power, primacy, or existence. Even
  when a god graces a mortal or a group of mortals with its physical
  presence, that god’s attention is effortlessly in several places at
  once. Mortals who reach the home of a deity irritate that power
  with their interruption. They can expect a much cooler (or hotter,
  depending on the deity and the plane) reception.
  As the Dungeon Master, you manipulate the experience of
  meeting a god to suit your campaign. You can frighten the player
  characters or welcome them, depending on how you want the
  characters to feel about their deities, and how much you want the
  characters to interact with them.
  Depending on what kind of pantheon you have, you may be able
  to draw inspiration from elsewhere.
  Historical Pantheons
  Myths and legends portray pantheons from around the world. For
  instance, it’s easy to find out how Zeus acts by reading Greek
  mythology.
  Fictional Pantheons
  If you’re basing a campaign on a setting described in books, con-
  sider carefully whether you want to use the deities as portrayed
  there. Novelists write what’s necessary to tell their story, and
  they’re right to do so, but the needs of a story and a game setting
  sometimes differ. If you like a particular quirk or personality trait
  from a novel, use it after considering how it will work around the
  game table.
  If you’re using a pantheon that only exists in books, then the
  novels are all the information you have. Think of that situation as
  an opportunity. You can expand on the novels and add information
  the writer may have thought irrelevant, or for which there simply
  wasn’t space.
  Your Pantheon
  When developing your own pantheon, consider giving it a specific
  flavor. Your gods might resemble those of the Greeks, with exag-
  gerated character traits, mortal foibles, and contradictory behavior.
  They might be humble, wise, and sympathetic. They might instead
  have alien mindsets because their powers and senses let them
  approach the universe in ways mortals cannot understand.
  How Deities Behave
  Here are some suggestions for acting the part when your player
  characters meet a deity.
  Spoiled Brat: Gods get their own way. If they desire some-
  thing, it appears with little or no effort. Instant gratification is
  normal for deities. They have little or no appreciation for the
  challenges and difficulties mortals face. They pass out quests and
  tasks with no regard for difficulty and then become wrathful
  when mortals object. Deities who deal directly with living
  things usually show understanding, but even for them there is a
  line between reasonable concerns and thwarting their will.
  When you portray such a deity, dismiss player character con-
  cerns as trivial. Get angry when they can’t do what you want
  immediately, if that’s appropriate. Otherwise, be patient but
  insistent, and don’t negotiate.
  Immortal: To a deity, mortals (even elves) have the life spans
  of gnats. What seems crucial to a mortal may be meaningless to
  a deity that can outwait any mortal problem. Gods may act
  rashly or with haste, but generally do so over their own con-
  cerns. Such deities take the long view with player characters
  and remind them that they are mortal, and therefore their prob-
  lems will pass.
  I Saw That: Not only can gods perceive events miles away, but
  they can perceive their priests, temples, and portfolio elements
  across the planes. Assume that a deity notices any trick the charac-
  ters try to pull, including slipping away to steal under cover of a
  diversion. In addition, an immortal being has probably already
  seen every trick the characters can think of and prepared defenses
  against them. You don’t have to plan for every possibility; just
  assume the deity is ready.
  Power Incarnate: Gods can do more, and do it faster and more
  accurately than any mortal. Any arcane spellcaster can make
  something appear from nothing. A deity can make impossible
  amounts of material appear instantly and without effort. They do
  it without obvious verbal, somatic, or material components.
  Walking up a rainbow or transforming an annoying character
  (annoying to the deity, anyway) into a turtle for the duration of
  CHAPTER 2:
  DEITIES
  DEFINED
  
  the contact are minor manifestations of a deity. A deity might
  cure an incurable infliction, turn the shards of an evil artifact into
  flawless diamonds, or strike an obnoxious character dumb until
  that character makes an atonement. Whatever a wish can do, a
  god can do more.
  The Masked Man: Odin often wandered the mortal realm dis-
  guised as an old man. Zeus came down from Olympus in many dif-
  ferent guises. Player characters may meet a deity and never realize
  it (though most deities can’t resist showing off as they leave; see
  Power Incarnate, above).
  Condescending: The powers of a deity are far beyond those of
  mortals. Deities may express their sympathy and compassion as
  pity. Less sympathetic deities may dismiss mortals as worthless or
  unimportant. It takes a great deal for mortals to get a deity to take
  them seriously. Combined with immortality, this attitude means
  deities tend to ignore immediate mortal concerns unless some-
  thing threatens their power, portfolio, or very existence. Reward
  players who have their characters phrase requests in terms that
  catch their deities’ interests.
  Going Too Far: Playing a deity means you can overact, chew the
  scenery, and misbehave without consequence. Movie villains are
  often great examples of this kind of behavior, though not all deities
  are villains. Jack Nicholson as the Joker in Batman and Tommy Lee
  Jones as Stranix in Under Siege are two excellent sources. If a deity
  is proud and irritable, roleplay this attitude by refusing to look at
  your players and taking offense at everything they say. If a deity is
  warm and sympathetic, put your hand on the shoulder of the
  player whose character the deity addresses and look that player
  directly in the eye.
  Divine Aura: Gods use their aura to induce the proper state of
  mind in those they approach. Characters may be able to resist
  the urge to fall down on their knees and worship, but even if
  they can, it’s a tremendous struggle. Remind their players that
  the characters’ knees tremble with the effort to resist, and every
  time the god’s gaze turns to a particular character, he or she feels
  the urge double (though no further rolls are required). Whether
  a divine aura is frightening or inspiring, it is an experience few
  will ever forget.
  Divine Wrath: Deities wear their emotions on their sleeves.
  Whatever they’re feeling, they show. If a few mortals get stepped
  on, burned to cinders, crushed under falling buildings or moun-
  tains, or thrown a hundred miles by a gust of wind, a deity may not
  notice in the excitement—particularly if it can resurrect such mor-
  tals later. Questioning a deity’s knowledge or power or disagreeing
  with a deity are sure to trigger its wrath. If your player characters
  spend a lot of effort contacting deities, a few doses of divine wrath
  could change their behavior.
  Self-Centered: Deities focus on maintenance and expan-
  sion. They act to preserve their power (both personal and port-
  folio) and to eliminate threats to those concerns. At the same
  time, deities usually have an agenda for gaining further power
  and influence within their pantheons. Mortals are seldom pow-
  erful enough to be a distraction from these two priorities (when
  they are powerful enough, see Divine Wrath, above). Perhaps
  the biggest challenge after contacting a deity is shifting that
  deity’s attention from personal concerns to those of mortals.
  Mortals who assist a deity in a way that’s meaningful to an
  immortal, incredibly powerful creature are more likely to gain
  divine assistance.
  DIVINE POLITICS IN YOUR CAMPAIGN
  Deities have their own agendas and concerns. After all, the
  biggest challenges they face are from their own kind. Ares and
  Athena constantly compete for Zeus’s attention, and squabble
  over the best way to fight a war. These politics require a lot of
  any deity’s attention. Fortunately, these politics are almost
  always not perceived by your player characters, at first. Until
  the characters reach very high levels, they lack the power to
  concern or threaten deities and they rarely, if ever, interact
  directly with the gods. If the characters in your campaign spend
  more and more time communicating with their deities as they
  increase in levels, spend some time developing the rivalries and
  politics of your pantheon.
  DIVINE MEDDLING
  The most important principle for the use of deities in a fantasy
  roleplaying campaign is to employ them judiciously and spar-
  ingly. Too much interference from the gods takes fun away from
  the players. If a god can remove obstacles with a wave of his hand,
  there’s no heroic effort needed on the part of the characters. The
  DUNGEONS & DRAGONS game is designed for a mortal level of
  play. The player characters are heroic not because of the tremen-
  dous powers they might eventually accumulate, but because of
  the terrible risks they take in the face of imminent death. To use
  a deity to save characters from those risks repeatedly is to sully
  the heart of the game.
  At some point, high-level characters may become extraordinar-
  ily powerful. By that time, they are probably comfortable with
  planar travel (or as comfortable as anyone gets with such activity).
  Such games may lead the characters into direct contact with gods
  on the deities’ home planes. The characters may even conflict with
  or challenge those powers. Most of the time, however, the activi-
  ties of mortals carry on without too much divine interference or
  even attention.
  DIVINE ENCOUNTERS AND EXPERIENCE
  POINTS
  Except for the (presumably) very rare occasions when a group of
  characters actually defeats a deity in combat, experience awards for
  encounters with deities are necessarily story-based awards. As
  such, these awards can never be calculated based on a deity’s actual
  or presumed Challenge Rating. Instead, you must determine an
  award based on the circumstances of the encounter, its importance
  to the adventure and campaign, and the actual result of the
  encounter. This section offers some general guidelines, but these
  guidelines should never replace your good judgment.
  Certain kinds of contact with deities are actually routine, as
  bizarre as that may sound. A cleric praying for spells or casting
  commune has some level of contact with his deity, but does not
  gain any experience points for that encounter. In fact, in the case
  of the commune spell, he actually loses experience points. Like-
  wise, if a deity appears in a character’s dream or even in a waking
  vision to send the character on a quest of some sort, the character
  should receive no experience for that encounter. She’ll earn
  enough experience points on the quest, which is where the real
  challenge lies.
  Other types of divine encounters are real challenges, however,
  and deserve to be treated like other encounters with experience
  awards. Some situations might require the PCs to negotiate with
  a deity, others to thwart a deity’s plans, and others to escape an
  angry deity with their lives. Some negotiations are simple, while
  others are much more difficult (bearing in mind that deities
  often have Bluff, Diplomacy, and Sense Motive skill modifiers in
  the +50 to +80 range). As a rule of thumb, assign negotiation-type
  encounters a Challenge Rating somewhere between the average
  party level –2 and the average party level +1. (The XP award
  ranges from 150 to 450 times the average party level.) Thwarting
  a deity’s plans is a great feat and probably deserves a Challenge
  Rating somewhere between the average party level and three
  levels higher (XP equal to 300 to 900 times the average party
  level). Escaping the wrath of a deity is extremely challenging and
  should have a Challenge Rating between four and seven levels
  above the average party level (XP equal to 1,200 to 3,600 times the
  average party level).
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  CHAPTER 2:
  DEITIES
  DEFINED
  
  54
  Naturally, a deity’s relative power (measured by its divine rank as
  well as the number of Hit Dice and character levels it possesses)
  compared to the party’s level is an important consideration, partic-
  ularly for encounters in which the PCs are seriously at odds with
  the deity. For 65th-level characters, escaping the wrath of Imhotep
  is not a CR 69 encounter, since Imhotep is really only slightly
  more powerful than a 20th-level character. Once again, these
  guidelines should never overrule your judgment of the difficulty
  of the encounter.
  For actual cases of the death of a deity, you should award each
  character who participated in the battle a number of XP equal to his
  or her current level times 1,000. That is enough experience to
  bring any character to the next level, and is almost certainly the
  largest single award any character will ever receive, comparable
  to a character single-handedly defeating a monster whose CR is
  4 higher than her level. However, remember the advice in the
  DUNGEON MASTER’s Guide: “. . . an encounter in which the PCs
  defeat something far above their own level (CRs higher than
  their level by eight or more) was probably the result of fantastic
  luck or a unique set of circumstances, and thus a full XP award
  may not be appropriate. As the DM, you’re going to have to make
  these decisions.” If the PCs were ineffectual bystanders in a
  battle between two deities that ends in the death of a deity, they
  should receive some XP if they survive such a traumatic event,
  but they do not deserve to advance a level for their minuscule
  part in the god’s demise.
  DIVINE MINIONS
  Gods have their cohorts just as powerful characters have theirs.
  Most of these divine minions are mortal. They act as servants,
  guards, and messengers for the deities. While deities have less
  invested in their minions then they do in their avatars, gods usu-
  ally consider an attack on or an act against a servant as an attack on
  or an act against their divine person.
  All types of beings may serve deities. In general, a deity only
  accepts minions who have accomplished some great deed in
  service to the deity. Such minions usually have the same align-
  ment as the deity. No minion’s alignment is opposed to the
  patron deity’s alignment on either the law–chaos axis or the
  good–evil axis. While many minions are mortals physically
  transported to the divine realms, some are spirits who made the
  journey to the divine realms under their own power after death
  (see Petitioners, below).
  Because deities regard their servants as extensions of them-
  selves, they limit their numbers of minions in order to limit the
  opportunities for rivals to attack or insult them. Protecting min-
  ions is a matter of prestige, and few deities are willing to risk their
  positions in their pantheon over a few nondivine servants.
  Intelligence is not a requirement for a minion. Many deities
  take creatures of animal intelligence as minions. These creatures
  function as guards and as signals or omens of the deity’s impend-
  ing presence.
  PROXIES
  A divine proxy speaks and acts on behalf of the divine being.
  When the demand for a deity’s presence is too high, the deity
  may use proxies.
  Proxies are divine minions invested with a small portion of the
  deity’s power. A deity may invest 1 rank of its power (reducing its
  divine rank accordingly) in a single servant for as long as the deity
  chooses. The minion must be physically present for the deity to
  perform the investiture. While so invested, the proxy gains any
  salient divine abilities held by the patron deity as well as the
  powers and abilities of a rank 1 demigod. Without the requisite
  ability scores or divine ranks, the proxy may not be able to use all
  those powers and abilities.
  A deity may have more than one proxy, but it must lose 1
  divine rank for each proxy it invests. A deity can retrieve a single
  divine rank as a standard action, and doing so it does not require
  the physical presence of the proxy. A proxy may become
  stranded on a distant plane if the deity decides to retrieve its rank
  when the proxy is located there.
  For the deity’s purposes, a proxy is the deity. An insult to a
  proxy is an insult to the patron deity. Likewise, an attack on a
  proxy is an attack on the patron deity. Deities expect their prox-
  ies to be treated with the same awe, respect, and reverence as the
  deities themselves.
  Deities rarely entrust divine rank to creatures of low intelli-
  gence. Proxies are most often exemplary servants, the best of those
  who serve their patron.
  Sample Proxy of Heironeous
  dHodge Guiley: Male demigod (divine rank 1) Pal20;
  Medium-size humanoid; HD 20d10+40; hp 240; Init +4; Spd 120
  ft.; AC 28 (touch 11, flat-footed 28); Atk +24/+19/+14/+9 melee
  (1d8+8 plus 1d6 electricity/17–20, +3 ghost touch shock longsword),
  +16 melee (1d8 shield bash, animated bashing large shield); SA
  Smite evil, turn undead 5/day; SQ Divine immunities, DR
  36/+4, fire and cold resistance 20, spontaneous casting of divine
  spells, understand, speak, and read all languages and speak
  directly to all being within 1 mile, remote communication,
  godly realm, teleport without error at will, SR 33, divine aura (10
  ft., DC 13), salient divine ability (Gift of Life), aura of courage,
  detect evil, divine grace, divine health, lay on hands, electricity
  immunity, immortal, remove disease 6/week, roll of 1 is not an
  automatic failure, senses extend for 1 mile, remote sensing
  (applies to Heironeous’s temples, name, and worshipers), block
  sensing of divine rank 0 characters, perform actions related to
  justice portfolio with DC of 15 or lower as free actions, create
  minor magic items related to justice, justice portfolio sense as
  Heironeous; AL LG; SV Fort +18, Ref +10, Will +12; Str 16, Dex
  10, Con 14, Int 8, Wis 15, Cha 14.
  Skills and Feats: Concentration +10, Diplomacy +10, Handle
  Animal +10, Heal +10, Knowledge (religion) +5, Ride (horse) +10;
  Cleave, Great Cleave, Improved Critical (longsword), Improved
  Initiative, Power Attack, Sunder, Weapon Focus (longsword),
  Weapon Specialization (longsword).
  Smite Evil (Su): Once per day, Guiley may attempt to smite evil
  with one normal melee attack. He gets +2 on his attack roll and
  deals an extra 20 points of damage. Smiting a creature that is not
  evil has no effect but uses the ability for that day.
  Turn Undead (Su): Guiley can turn undead, doing so as a cleric of
  two levels lower would.
  Divine Immunities: Transmutation, energy drain, ability drain,
  ability damage, mind-affecting effects, poison, stunning, paralysis,
  instant death.
  Aura of Courage (Su): Guiley is immune to fear effects, magical or
  otherwise. Allies within 10 feet of him gain a +4 morale bonus on
  saving throws against fear effects.
  Detect Evil (Sp): Guiley can use detect evil, as the spell, at will.
  Divine Grace: Guiley applies his Charisma bonus on all saving
  throws. (This modifier is already figured into the statistics given
  above.)
  Divine Health: Guiley is immune to all diseases, including magi-
  cal diseases such as mummy rot and lycanthropy.
  Lay on Hands (Sp): Guiley can heal wounds by touch as a stan-
  dard action. Each day he can cure 40 hit points. He can cure him-
  self and can divide the curing among multiple recipients. He does
  not have to use it all at once.
  Paladin Spells/Day: 4/4/3/3; base DC = 12 + spell level.
  Possessions: +4 ghost touch invulnerability full plate, +5 animated bash-
  ing large steel shield, +3 ghost touch shock longsword, boots of striding and
  springing, cloak of resistance +1.
  CHAPTER 2:
  DEITIES
  DEFINED
  
  PETITIONERS
  Some spirits demonstrate their devotion to their deity by trav-
  eling to the deity’s home plane. Those that survive the fright-
  ening, surreal, and dangerous journey across the planes
  become servants of their deity. While a few may remain disem-
  bodied spirits, most become petitioners through the divine
  will of their patron deity. These divine petitioners are similar in
  many ways to petitioners found elsewhere on the Outer Planes.
  Depending on the deity, a petitioner may be a calm, untiring,
  unthinking servant who exists in bliss under the god’s care.
  Another petitioner may be a slave burning among the hellfires
  for sins real and imagined, tortured and eventually made into a
  more powerful instrument of evil. A third petitioner is the war-
  rior who battles throughout the day and wenches and drinks
  through the evening in great halls, preparing for the last battle
  of the universe.
  In general, petitioners appear in the form that they had when
  they died, though they may be remade by deities to fit the nature
  of their particular afterlife. In a campaign in which all the gods
  are dragons, for example, petitioners may be remade to resemble
  dragons. In the D&D cosmology, most petitioners are humanoid
  in appearance.
  In general, petitioners who become divine servants are crea-
  tures that originally had at least 1 Intelligence and 1 Wisdom.
  The following creature types may become petitioners depend-
  ing on the deity: aberrations, animals, beasts, dragons, fey,
  giants, humanoids, magical beasts, monstrous humanoids,
  shapechangers, and plants, oozes, and vermin with sufficient
  ability scores (treants are in, assassin vines are out). Constructs
  and undead are not usually made into petitioners, though the
  spirits of their original forms may be. Elementals and outsiders
  tend to meld with their native planes, and as such do not
  become petitioners. Their spirits may still be called back from
  the dead, however.
  In terms of game play, petitioners are usually not central fig-
  ures. While it may be useful to have the PCs encounter familiar
  and now-dead individuals in the court of a deity, in most cases
  when a character becomes a petitioner, he or she is dead. The
  template presented below is for NPCs, not player characters. If
  dead characters who are petitioners are later restored to life
  (once again becoming player characters), they forget any of their
  experiences as petitioners.
  Creating a Petitioner
  “Petitioner” is a template that may be added to any creature as
  determined by the nature of the campaign (referred to hereafter as
  the base creature). The creature’s type changes to outsider, and the
  creature uses all the base creature’s statistics and special abilities
  except as noted here.
  Hit Dice: Change to 2d8. Retain bonus hit points.
  AC: Natural Armor Class, Dexterity, and size bonuses or penal-
  ties apply. Armor bonuses are not applicable.
  Attacks: Base attack bonus is reduced to +2, subject to modifica-
  tions for size and Strength.
  Special Attacks: A petitioner loses all supernatural and spell-
  like attacks, but retains normal and exceptional attacks.
  Special Qualities: A petitioner loses all supernatural and spell-
  like abilities, but retains exceptional abilities. In addition, it gains
  the following qualities.
  Mental Immunity: All petitioners are immune to mind-affecting
  effects. This may be due to the mindless nature of their existence,
  devotion to their deities, or being surrounded by a similarly
  aligned plane.
  Other Immunities: Depending on its nature, the petitioner is
  immune to two of the following effects: acid, cold, electricity, fire,
  poison, petrification, or polymorphing. These immunities are
  applied similarly to all petitioners of a particular plane or deity.
  Resistances: Depending on the nature of the petitioner’s plane,
  the petitioner gains resistance 20 against two of the following
  effects: acid, cold, electricity, or fire.
  Planar Commitment: Petitioners cannot leave the plane they
  inhabit. They are teleported one hundred miles in a random direc-
  tion if an attempt is made to force them to leave.
  Additional Special Qualities: Particular planes may provide addi-
  tional benefits for petitioners of those planes. Typical additional
  special qualities may include any one of the following.
  • Damage reduction 5/silver and spell resistance 5.
  • Continuous magic circle against evil.
  • Fast healing 1.
  • Damage reduction 10/+1.
  • Spell resistance 10.
  • Additional 2d8 Hit Dice.
  • Remove all immunities and resistances except immunity to
  mind-affecting effects. Add acid, cold, electricity, fire, and
  poison resistance 5.
  Such modifications are the result of the nature of the plane or
  the powerful beings within it.
  Saves: Base saving throw bonuses are +3.
  Abilities: Same as the base creature. Some cosmologies or
  particularly insecure deities may set a maximum of 18 for peti-
  tioner ability scores. Abilities higher than that are reduced to
  the maximum.
  Skills: Petitioners have no skills. Previous skills are lost.
  Feats: Petitioners have no feats. Previous feats are lost.
  Climate/Terrain: Any land and underground (within the
  same plane).
  Organization: Same as the base creature.
  Challenge Rating: 1.
  Treasure: None.
  Alignment: Same as the native plane.
  Advancement: None.
  Exceptional Petitioners
  The deities may choose particular servants for specific tasks that
  may retain the knowledge of their previous selves. These excep-
  tional petitioners retain the feats and skills they had in life, but are
  otherwise limited as for the petitioners of their plane.
  Sample Petitioner
  Ogre Petitioner (Chaotic Evil Plane)
  Large Giant
  Hit Dice: 2d8+8 (17 hp)
  Initiative: –1 (Dex)
  Speed: 30 ft.
  AC: 13 (–1 size, –1 Dex, +5 natural)
  Attacks: Slam +6
  Damage: Slam 1d4+5
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: None
  Special Qualities: Mental immunity, poison immunity, electricity,
  fire, acid resistance 20
  Saves: Fort +5, Ref +2, Will +3
  Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: None
  Feats: None
  Climate/Terrain: Any land, aquatic, and underground
  Organization: Solitary, pair, gang (2–4), or band (5–8)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: None
  55
  CHAPTER 2:
  DEITIES
  DEFINED
  
  56
  READING THE
  DEITY ENTRIES
  The next several chapters include game statistics for dozens of
  deities from fantasy and mythology. Each deity entry is organized
  in the same general format, as described below.
  DEITY STATISTICS BLOCK
  The first section of text contains basic information about the deity.
  Name: The first line gives the name by which the deity is gen-
  erally known. Other names or titles attributed to the deity (if any)
  are given immediately below the name.
  Symbol: A short description of the holy or unholy symbol car-
  ried by the deity’s clerics. This symbol is often used on altars or
  other items dedicated to the deity.
  Home Plane: The portion of the cosmos where the deity
  chiefly resides.
  Alignment: The deity’s alignment. Deities follow the same
  alignments as mortals do; see Chapter 6 of the Player’s Handbook.
  Portfolio: The aspects of mortal existence with which the deity
  is most often associated. Portfolio elements are listed roughly in
  their order of importance to the deity.
  Worshipers: Those who worship or venerate the deity, roughly
  in order of their number and importance to the deity.
  Cleric Alignments: What alignments the deity’s clerics can
  have. As noted in the Player’s Handbook, a cleric typically has the
  same alignment as his deities. Some clerics are one step away from
  their respective deities. For example, most clerics of Heironeous
  (who is lawful good) are lawful good themselves, but some are
  lawful neutral or neutral good. A cleric may not be neutral unless
  his deity is neutral.
  Two alignments are within one step of each other if they appear
  adjacent to each other horizontally or vertically on the following
  chart. Alignments that are adjacent to each other on a diagonal are
  not within one step.
  Lawful good
  Neutral good
  Chaotic good
  Lawful neutral
  Neutral
  Chaotic neutral
  Lawful evil
  Neutral evil
  Chaotic evil
  Some deities do not accept clerics of all alignments that are within
  one step of their own. For example, St. Cuthbert, a lawful neutral
  deity, only has lawful good or lawful neutral clerics.
  Domains: Clerics of the deity can choose from among the
  domains listed here. A deity can use any domain spell it can grant
  as a spell-like ability usable at will. It also can use any domain
  power it can grant at least once per day per divine rank. Turning or
  rebuking undead is not a granted power but a cleric class ability. A
  deity can turn or rebuke undead only if it has levels in the cleric
  class or some special power over undead.
  Favored Weapon: What weapon the deity favors. The deity’s
  clerics generally prefer to use such weapons, and certain spells that
  clerics cast, such as spiritual weapon, may have effects that resemble
  this weapon.
  DESCRIPTIVE TEXT
  Immediately following the deity statistics block is information
  about what the deity looks like and other general facts.
  Dogma: The next section of text relates the basic tenets of the
  deity’s creed or teachings.
  Clergy and Temples: This text gives details of how the
  deity’s clerics act and the types of temples or shrines dedicated
  to the deity.
  GAME STATISTICS BLOCK
  The deity’s D&D statistics are presented next. They use the same
  format used to present statistics for any other D&D game creature.
  All applicable modifiers have been added to the deity’s statistics,
  including ability score modifiers, bonuses from divine rank,
  bonuses from magical equipment, synergy bonuses, and bonuses
  from feats or salient divine abilities.
  Deities do not have Challenge Ratings. Entities of this sort are
  so far above the realm of mortal heroes that determining their
  level of power in relation to mortals becomes almost meaningless.
  If you feel the need to calculate a Challenge Rating for a deity, try
  adding its total Hit Dice to its divine rank. The result may or may
  not be an accurate estimate of what level of characters could chal-
  lenge the god; regardless, you should not use this Challenge
  Rating for determining experience point awards for characters
  who do defeat the deity. (See Divine Encounters and Experience
  Points, earlier in this chapter, for guidelines on awarding experi-
  ence points in divine encounters.)
  The paragraphs at the end of the game statistics block provide
  additional information about the deity.
  Divine Immunities: Any immunities the deity has by virtue of
  its divine rank, salient divine abilities, and portfolio.
  Salient Divine Abilities: A list of the deity’s salient divine abil-
  ities. Unique salient divine abilities related to a deity’s portfolio are
  described in the deity entry.
  Domain Powers: The domain powers the deity can use. In
  some cases, a god has access to a domain power that is irrelevant.
  These powers are not mentioned. For example, the Magic
  domain power enables clerics to use items that produce arcane
  spells; this power is usually irrelevant when a deity has wizard
  levels, so it is usually not mentioned.
  Spell-Like Abilities: The deity’s spell-like abilities and the
  saving throw DC for those abilities. If a particular spell-like ability
  is superseded by a more powerful one, only the better one is listed.
  For example, deities with the Travel domain can use both teleport
  (the 5th-level domain spell) and teleport without error (the 7th-level
  domain spell) at will. Because teleport without error is strictly better,
  it’s the only one mentioned. Spells marked with an asterisk are
  described in Appendix 1 of this book.
  Spells/Day and Spells Known: If the deity has any spellcasting
  classes, the number of spells the deity can cast each day and spells
  known (for bards and sorcerers) are given here. Because most
  deities cast their spells spontaneously (without preparation), lists
  of spells prepared are usually not given.
  Possessions: Although most of the deities described in this
  book are not provided with a great number of possessions, deities
  in general are wealthy enough to carry almost any nonartifact item
  they desire. They usually don’t bother to do so, however, because
  their own powers are so formidable that carrying such items
  wouldn’t make them significantly more powerful.
  A few deities carry favorite items, usually as personal trade-
  marks. Unless otherwise noted, these items are minor artifacts
  with caster levels of 25th.
  OTHER DIVINE POWERS
  This section of a deity’s description relates the special abilities the
  deity has as a result of its divine status.
  The opening paragraph in this section explains how the deity’s
  die rolls are affected by its divine status.
  Senses: The distance out to which the deity’s senses are effec-
  tive (a number of miles equal to its divine rank), plus other facts
  related to the deity’s ability to perceive events around it.
  Portfolio Sense: The types of events related to its portfolio that
  the deity senses.
  Automatic Actions: The kinds of activities the deity can per-
  form as free actions. Free actions consume no time. The deity can
  perform them during its turn and still move and act.
  Create Magic Items: The kinds of magic items the deity can
  create without needing an item creation feat. The deity still must
  spend time and experience points to create the items.
  CHAPTER 2:
  DEITIES
  DEFINED
  
  he D&D pantheon is a loose collection of gods scattered
  across the Outer Planes. There’s no leader deity, and the var-
  ious greater, intermediate, and lesser deities are forever
  squabbling over territory on the Material Plane and elsewhere.
  Rivalries are fierce (particularly between Hextor and
  Heironeous and between Corellon Larethian and Gruumsh).
  And it’s possible to ascend to godhood—Vecna has done so fairly
  recently, and St. Cuthbert ascended in a bygone age.
  THE D&D COSMOLOGY
  The D&D Cosmology is often called the Great Wheel because of
  how the planes fit together.
  The Great Wheel consists of twenty-seven planes. They are:
  Material Plane: The Material Plane encompasses the world
  presented in the core D&D rulebooks. Alternate Material Planes
  may exist as well.
  Three Transitive Planes: The Great Wheel contains the
  Ethereal Plane, the Astral Plane, and the Plane of Shadow. These
  planes function as described in the core rulebooks.
  Six Inner Planes: Four elemental planes and two energy
  planes are part of the Great Wheel. The elemental planes are for
  the classic elements—fire, air, earth, and water—while the
  energy planes embody positive and negative energy.
  Seventeen Outer Planes: These aligned planes are the homes
  of various deities and outsiders, and they often have many layers.
  The Outer Planes are:
  • Heroic Domains of Ysgard
  • Ever-Changing Chaos of Limbo
  • Windswept Depths of Pandemonium
  • Infinite Layers of The Abyss
  • Tarterian Depths of Carceri
  • Gray Waste of Hades
  • Bleak Eternity of Gehenna
  • Nine Hells of Baator
  • Infernal Battlefield of Acheron
  • Clockwork Nirvana of Mechanus
  • Peaceable Kingdoms of Arcadia
  • Seven Mounting Heavens of Celestia
  • Twin Paradises of Bytopia
  • Blessed Fields of Elysium
  • Wilderness of the Beastlands
  • Olympian Glades of Arborea
  • Concordant Domain of the Outlands
  Demiplanes: Finally, the D&D cosmology contains
  the option for as many demiplanes as you desire.
  ASSEMBLING THE D&D
  COSMOLOGY
  The D&D cosmology consists of the following ele-
  ments and arrangements.
  • The Material Plane is at its center.
  • The Plane of Shadow and the Ethereal Plane are
  coexistent with the Material Plane. All planes,
  including the Plane of Shadow and Ethereal Plane,
  are coexistent with the Astral Plane, which envelops
  the whole cosmology like a cloud.
  • The six Inner Planes surround the Material Plane.
  They are separate from the Material Plane and
  57
  Illus. by A. Swekel
  
  58
  from each other (they do not have connections between them).
  They are each coexistent with the Astral Plane. Each of the Inner
  Planes has the appropriate elemental or energy trait.
  • The Outer Planes are arranged in a great wheel around the
  Material Plane. Each Outer Plane is coterminous with the planes
  on either side of it but separate from the other Outer Planes. The
  exception to this is the Concordant Domain of the Outlands,
  which is coterminous with every other Outer Plane and thus a
  central hub for dealings between outsiders.
  The Outer Planes are coexistent with the Astral Plane. They
  are separate from the Ethereal Plane and the Plane of Shadow, so
  there are limitations to accessing certain spells while on the
  Outer Planes. The Outer Planes are made up of related layers,
  and the most common access is through the top layer of each
  plane. The good-aligned planes, also called the celestial planes,
  are linked by the path of the River Oceanus, while the evil-
  aligned, infernal planes are linked by the path of the River Styx.
  • There are a large number of finite demiplanes that connect all
  over the place. Individual conduits, freestanding gates, and
  vortices are also common.
  BAHAMUT
  The Platinum Dragon, King of the Good Dragons, Master of the North Wind
  Lesser Deity
  Symbol: Star above a milky nebula
  Home Plane: Celestia
  Alignment: Lawful good
  Portfolio: Good dragons, wind
  Worshipers: Good dragons,
  anyone seeking protection
  from evil dragons
  Cleric Alignments: LG, NG
  Domains: Air, Good, Luck,
  Protection
  Favored Weapon: Claw
  Bahamut (bah-hahm-ut) is revered in many locales. Though all
  good dragons pay homage to Bahamut, gold, silver, and brass
  dragons hold him in particularly high regard. Other dragons, even
  evil ones (except perhaps his archrival Tiamat), respect Bahamut
  for his wisdom and power.
  In his natural form, Bahamut is a long, sinuous dragon covered
  in silver-white scales that sparkle and gleam even in the dimmest
  light. Bahamut’s catlike eyes are deep blue, as azure as a mid-
  summer sky, some say. Others insist that Bahamut’s eyes are a
  frosty indigo, like the heart of a glacier. Perhaps the two accounts
  merely reflect the Platinum Dragon’s shifting moods.
  Dogma
  Bahamut is stern and very disapproving of evil. He brooks no
  excuses for evil acts. In spite of this, he is among the most compas-
  sionate beings in the multiverse. He has limitless empathy for
  the downtrodden, the dispossessed, and the helpless. He urges
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer
  Table 3–1: The D&D Pantheon
  Favored
  Name
  Domains
  Rank
  Alignment
  Weapon
  Portfolio
  Bahamut
  Air, Good, Luck,
  L
  LG
  Claw
  Good dragons, wind
  Protection
  Boccob
  Knowledge, Magic,
  G
  N
  Quarterstaff
  Magic, arcane knowledge, foresight, balance
  Trickery
  Corellon Larethian Chaos, Good, 
  G
  CG
  Longsword
  Elves, magic, arts and crafts, music, war
  Protection, War
  Ehlonna
  Animal, Good,
  I
  NG
  Longsword
  Forests, woodlands, flora and fauna, fertility
  Plant, Sun
  Erythnul
  Chaos, Evil, Trickery, War
  I
  CE
  Morningstar
  Hate, envy, malice, panic, ugliness, slaughter
  Fharlanghn
  Luck, Protection, Travel
  I
  N
  Quarterstaff
  Horizons, distance, travel, roads
  Garl Glittergold
  Good, Protection,
  G
  NG
  Battleaxe
  Gnomes, humor, wit, illusion, gemcutting,
  Trickery
  jewelrymaking
  Gruumsh
  Chaos, Evil, Strength, War
  G
  CE
  Spear
  Orcs, war, territory
  Heironeous
  Good, Law, War
  I
  LG
  Longsword
  Valor, chivalry, justice, honor, war, daring
  Hextor
  Destruction, Evil,
  I
  LE
  Flail
  Tyranny war, discord, massacres, conflict,
  Law, War
  fittness
  Kord
  Chaos, Good, Luck,
  I
  CG
  Greatsword
  Strength, athletics, sports, brawling, courage
  Strength
  Kurtulmak
  Evil, Law, Luck, Trickery
  I
  LE
  Spear
  Kobolds, trapmaking, mining, war
  Lolth
  Chaos, Destruction, Evil,
  I
  CE
  Whip
  Drow, spiders, evil, darkness
  Trickery
  Moradin
  Earth, Good, Law, 
  G
  LG
  Warhammer
  Dwarves, creation, smithing, engineering,
  Protection
  war
  Nerull
  Death, Evil, Trickery
  G
  NE
  Scythe
  Death, darkness, murder, underworld
  Obad-Hai
  Air, Animal, Earth,
  I
  N
  Quarterstaff
  Nature, woodlands, freedom, hunting,
  Fire, Plant, Water
  beasts
  Olidammara
  Chaos, Luck, Trickery
  I
  CN
  Rapier
  Rogues, music, revelry, wine, humor, tricks
  Pelor
  Good, Healing,
  G
  NG
  Mace
  Sun, light, strength, healing
  Strength, Sun
  St. Cuthbert
  Destruction, Law,
  I
  LN
  Mace
  Retribution, common sense, wisdom, zeal,
  Protection, Strength
  honesty, truth, discipline
  Tiamat
  Destruction, Evil,
  L
  LE
  Claw
  Evil dragons, conquest
  Law, Trickery
  Vecna
  Evil, Knowledge, Magic
  L
  NE
  Dagger
  Secrets, intrigue
  Wee Jas
  Death, Law, Magic
  I
  LN
  Dagger
  Death, magic, vanity, law
  Yondalla
  Good, Law, Protection
  G
  LG
  Short sword
  Halflings, protection, fertility
  
  his followers to promote the cause of good, but prefers to let beings
  fight their own battles when they can. To Bahamut, it is better to
  offer information, healing, or a (temporary) safe refuge rather than
  to take other’s burdens upon oneself.
  Bahamut is served by seven great gold wyrms that often
  accompany him or one of his avatars.
  Clergy and Temples
  Bahamut has few clerics and even fewer temples. He accepts only
  good clerics. Clerics of Bahamut, be they dragons, half-dragons, or
  other beings attracted to Bahamut’s philosophy, strive to take con-
  stant, but subtle action on behalf of good, intervening wherever they
  are needed but striving to do as little harm in the process as possible.
  Many gold, silver, and brass dragons maintain simple shrines to
  Bahamut in their lairs, usually nothing more elaborate than
  Bahamut’s symbol scribed on a wall.
  BAHAMUT
  Colossal Dragon
  Divine Rank: 10
  Hit Dice: 53d12+742 (1,378 hp)
  Initiative: +4 (Improved Initiative)
  Speed: 60 ft., fly 300 ft. perfect, swim 60 ft.
  AC: 76 (–8 size, +10 divine, +52 natural, +12 deflection)
  Attacks: Bite +76 melee, 2 claws +71 melee, 2 wings +71
  melee, tail slap +71 melee; or spell +76 melee touch or
  +55 ranged touch
  Damage: Bite 4d8+21/19–20, claw 2d8+10, wing 4d6+10,
  tail slap 4d6+31; or by spell
  Face/Reach: 40 ft. by 80 ft./15 ft.
  Special Attacks: Breath weapons, crush, tail sweep,
  spells, spell-like abilities, domain powers, salient
  divine abilities.
  Special Qualities: Divine immunities, fire immunity, DR 45/+4,
  spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 10
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, blindsight 10 miles, scent, darkvision,
  water breathing, SR 42, divine aura (1,000 ft., DC 32).
  Saves: Fort +52, Ref +38, Will +51.
  Abilities: Str 53, Dex 10, Con 39, Int 35, Wis 36, Cha 35.
  Skills: Alchemy +50, Animal Empathy +50, Bluff +75, Concen-
  tration +82, Diplomacy +75, Disguise +44, Escape Artist +66,
  Gather Information +75, Heal +51, Intimidate +75, Intuit
  Direction +51, Knowledge (arcana) +44, Knowledge (history)
  +44, Knowledge (local) +47, Knowledge (nature) +44, Knowl-
  edge (religion) +44, Knowledge (the planes) +44, Listen +81,
  Scry +78, Search +75, Sense Motive +79, Spellcraft +78, Spot
  +81, Wilderness Lore +51.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Exper-
  tise, Flyby Attack, Great Cleave, Hover, Improved Critical
  (bite), Improved Disarm, Improved Initiative, Power Attack,
  Snatch, Wingover.
  Breath Weapons (Su): Bahamut has three different breath
  weapons.
  Cold: A cone of cold 80 feet long that deals 36d10 points of
  damage. A Reflex save (DC 60) reduces the damage by half.
  Gaseous Form: A swirling mist that fills a cone 80 feet long. Crea-
  tures within the cone are stunned and turned into gaseous form for
  32 rounds. A Fortitude save (DC 60) negates the effect.
  Disintegration: A beam of blue light that fills an area 5 feet high, 5
  feet wide, and 160 feet long. Creatures are obliterated if they fail a
  Fortitude save (DC 60). Creatures who make successful saving
  throws still take 18d10 points of damage. The beam blows a 5-foot-
  by-5-foot-by-160-foot hole in objects if they fail their saving throws
  and deals 18d10 points of damage if they make their saving throws.
  Once Bahamut uses a breath weapon, he must wait 1d4
  rounds before he can breathe again, no matter which breath
  weapon he has used.
  Crush (Ex): Bahamut can land on foes as a standard action, using
  his whole body to crush them. Crush attacks are effective only
  against opponents that are Large or smaller. A crush attack affects as
  many creatures as can fit under Bahamut’s body. Creatures in the
  affected area must succeed at Reflex saves (DC 60) or be pinned
  automatically, taking 4d8+31 damage each round until Bahamut
  moves. Bahamut can maintain the pin as a normal grapple attack.
  Tail Sweep (Ex): As a standard action, Bahamut can sweep his
  tail in a half-circle with a 40-foot diameter. Medium-size or smaller
  creatures within the tail sweep area automatically take 2d8+31
  points of damage and must succeed at Reflex saves (DC 60) to avoid
  being knocked down.
  Domain Powers: 10/day turn or destroy earth creatures, or
  rebuke or command air creatures; cast good spells at +1 caster level;
  10/day reroll a die roll once after it is made; 10/day protective ward
  (touched subject gains +20 resistance bonus on next saving throw,
  maximum duration 1 hour).
  Spell-Like Abilities: Bahamut uses these abilities as a 20th-level
  caster, except for good spells, which he uses as a 21st-level caster. The
  save DCs are 32 + spell level. Aid, air walk, antimagic field, blade barrier,
  break enchantment, chain lightning, control weather, control winds, dispel
  evil, elemental swarm (as air spell only), entropic shield, freedom of move-
  ment, gaseous form, holy aura, holy smite, holy word, magic circle against
  evil, mind blank, miracle, mislead, obscuring mist, prismatic sphere, protec-
  tion from elements, protection from evil, repulsion, sanctuary, shield other,
  spell immunity, spell resistance, spell turning, summon monster IX (as good
  spell only), whirlwind, wind wall.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain, fire,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  59
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by J. Easley
  
  60
  Salient Divine Abilities: Alter Form, Alter Size, Alter Reality,
  Avatar, Control Creatures (nonevil dragons, or any dragon with
  Cha of 12 or lower), Divine Air Mastery, Divine Blast, Divine
  Shield, Extra Domain (Luck), Extra Sense Enhancement (blind-
  sight), Shapechange, Spell Immunity†. †Unique ability,
  described below.
  Water Breathing: As an extraordinary ability, Bahamut can
  breathe underwater indefinitely (though as a deity, he has no real
  need to breathe). He can freely use his breath weapons, spells, and
  other abilities while submerged.
  Possessions: Amulet of proof against detection and location, bracers
  of armor +8, cloak of displacement, cubic gate, cube of force, gem of bright-
  ness, glove of storing, portable hole, ring of resistance +5, rod of alertness,
  rod of cancellation, and staff of power. Bahamut carries or wears these
  items only when he is in humanoid form. The bonuses these items
  grant are not reflected in the numbers given above.
  Cleric Spells/Day: 6/10/9/9/9/8/7/7/7/7; base DC = 23 +
  spell level.
  Sorcerer Spells Known (6/9/9/9/8/8/8/8/7/7; base DC = 22
  + spell level): 0—arcane mark, dancing lights, detect magic, detect
  poison, ghost sound, light, mage hand, mending, prestidigitation; 1st—
  alarm, detect secret doors, grease, magic missile, true strike; 2nd—detect
  thoughts, knock, locate object, obscure object, shatter; 3rd—displacement,
  nondetection, haste, stinking cloud; 4th—arcane eye, hallucinatory ter-
  rain, improved invisibility, Otiluke’s resilient sphere; 5th–bigby’s inter-
  posing hand, cloudkill, feeblemind, telekinesis; 6th—acid fog, analyze
  dweomer, repulsion; 7th—forcecage, power word stun, prismatic spray;
  8th—maze, mind blank, polymorph any object; 9th—foresight, time
  stop, weird.
  Spell Immunity (unique salient divine ability): Bahamut is
  immune to the effect of any spell or spell-like ability of 5th level
  or lower.
  Other Divine Powers
  As a lesser deity, Bahamut may take 10 on any check. Bahamut
  treats a 1 on an attack roll or saving throw normally and not as an
  automatic failure. He is immortal.
  Senses: Bahamut can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of ten miles. In addition, he has
  blindsight to a range of 10 miles and can see invisible and ethereal
  creatures within 1,600 feet (as a see invisibility spell that is con-
  stantly active). As a standard action, he can perceive anything
  within ten miles of his worshipers, holy sites, objects, or any loca-
  tion where one of his titles or name was spoken in the last hour. He
  can extend his senses to up to five locations at once. He can block
  the sensing power of deities of his rank or lower at up to two
  remote locations at once for 10 hours.
  Portfolio Sense: Bahamut can sense anything that affects the
  welfare of good dragons, so long as the event in question affects at
  least five hundred dragons.
  Automatic Actions: Bahamut can use any of his Knowledge
  skills as a free action if the DC for the task is 20 or lower. He can
  perform up to five such free actions each round.
  Create Magic Items: Bahamut can create armor and protective
  items, such as a ring of elemental resistance, and items that control air,
  such as a ring of air elemental command or a censer of controlling air ele-
  mentals, as long as the item’s market price does not exceed 30,000 gp.
  Avatars
  Bahamut visits the world often, usually in the guise of an old, old
  man or a callow youth. He is always accompanied by an honor
  guard of seven great gold wyrms who take the forms of fellow trav-
  elers or animals. Bahamut keeps a wary eye out for the machina-
  tions of Tiamat, taking whatever actions he deems necessary to
  check the spread of her influence and to undo whatever damage
  she has done. Bahamut never turns his back on a lawful good crea-
  ture in peril, but seldom intervenes directly if Tiamat is not
  involved. Instead, he offers healing, advice, or information.
  Bahamut is the old hermit whose subtle prophecy unlocks a great
  mystery (provided the players are wise enough to use and recog-
  nize the clue), or the kind stranger who offers a safe refuge or that
  badly needed spell.
  Bahamut’s wanderings have given rise to many bards’ tales, the
  best known of which relates a roadside meeting with an unassum-
  ing old man and his flock of seven trained canaries. None would
  have been the wiser, says the tale, had a band of ogres led by an ogre
  mage not swept down upon the crowd.
  dAvatar of Bahamut: As Bahamut except divine rank 5; AC 66
  (touch 19, flat-footed 66); Atk +71 melee (4d8+21/19–20, bite), +66
  melee (2d8+5, 2 claws), +66 melee (4d6+10, 2 wings), +66 melee
  (4d6+31, tail slap), or spell +71 melee touch or +55 ranged touch;
  SQ DR 40/+4, SR 37, divine aura (50 ft., DC 27); SV Fort +47, Ref
  +33, Will +46; all skill modifiers reduced by 5.
  Breath Weapons: As Bahamut except that save DCs are 55.
  Salient Divine Abilities: Alter Form, Alter Size, Control Creatures
  (nonevil dragons, or any dragon with Cha of 12 or less), Divine
  Shield, Extra Domain (Luck), Shapechange.
  Spell-Like Abilities: Caster level 15th; saving throw DC 27 +
  spell level.
  BOCCOB
  The Uncaring, Lord of All Magics, Archmage of the Deities
  Greater Deity
  Symbol: Eye balanced on a pedestal
  inside a pentagon
  Home Plane: The
  Outlands
  Alignment: Neutral
  Portfolio: Magic, arcane
  knowledge, foresight,
  balance
  Worshipers: Wizards,
  sorcerers, illusionists,
  philosophers, sages
  Cleric Alignments: CN, LN,
  N, NE, NG
  Domains: Knowledge, Magic, Trickery
  Favored Weapon: Quarterstaff
  The deity of magic, Boccob (bock-obb), appears as a handsome
  man of indeterminate age clad in loose purple garments. Shim-
  mering golden runes that move and change cover his attire. He
  has few followers, but this fact does not seem to concern him in
  the least.
  Dogma
  Boccob is a distant deity who promotes no special agenda, except
  proclaiming magic the most important force in the world—more
  vital than good, evil, law, or chaos. Most of his clerics observe strict
  neutrality. One missal advises Boccob’s followers to seek balance
  above good, evil, law, or chaos and to push back encroachments of
  good or evil.
  This steadfast moderation in political, ethical, and philosoph-
  ical affairs earns Boccob and his followers few friends. Never-
  theless, Boccob’s worshipers are respected for their knowledge
  and magical prowess, and their advice is valued (if not always
  completely trusted).
  Clergy and Temples
  Boccob’s clerics favor purple garments with gold trim; many are
  cleric/wizards or cleric/sorcerers. Most remain aloof from
  worldly affairs and devote themselves to magical research and to
  formulating prophecies. They share their knowledge of the
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  Illus. by D. Cramer
  
  future only sparingly, lest someone get the upper hand and upset
  the balance. Boccob’s clergy actively creates magic items, which
  they usually sell to anyone with the cash to buy them. During
  war, Boccob’s clerics happily sell magic items to all sides. Many
  of Boccob’s clerics keep busy rooting out bits of magical lore,
  recovering lost magic items, and investigating mysteries. They
  adamantly oppose any attempt to destroy a magic item or any
  magical place.
  Boccob’s temples are usually located in urban areas. The are
  always well fortified to withstand outside interference, and they
  house extensive libraries. Most are also well equipped
  with various scrying devices. The clergy use them
  to spot infiltrators and keep an eye on the sur-
  rounding area.
  Visitors to a temple of Boccob usually get a
  cool greeting at best and are never truly wel-
  comed unless they have some unusual magic
  item to offer for examination or money to
  spend on spells, magic items, or information.
  BOCCOB
  Wizard 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 17
  Hit Dice: 20d8+140 (outsider)
  plus 20d4+140 (Wiz) plus
  20d8+140 (Clr) (820 hp)
  Initiative: +12 (+8 Dex, +4
  Improved Initiative)
  Speed: 60 ft.
  AC: 79 (+17 divine, +8 Dex,
  +30 natural, +14 deflection)
  Attacks*:
  Staff of Boccob
  +69/+64/+59/+54 melee; or
  spell +64 melee touch or +65
  ranged touch *Always receives
  a 20 on attack rolls; roll die to
  check for critical hit.
  Damage*: Staff of Boccob 1d6+12; or by
  spell *Always does maximum damage
  (staff 18 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 12/day,
  domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 52/+4, fire resistance
  37, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 17
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (owls), SR 69, divine aura (17
  miles, DC 36).
  Saves*: Fort +58, Ref +57, Will +60. *Always receives a 20 on saves.
  Abilities: Str 24, Dex 27, Con 28, Int 50, Wis 29, Cha 29.
  Skills*: Alchemy +100, Appraise +70, Bluff +49, Concentration
  +89, Diplomacy +83, Disguise +82, Gather Information +69,
  Hide +71, Intimidate +28, Knowledge (arcana) +127,
  Knowledge (architecture and engineering) +80, Knowledge
  (geography) +80, Knowledge (history) +100, Knowledge
  (local) +80, Knowledge (nature) +87, Knowledge (nobility and
  royalty) +80, Knowledge (religion) +100, Knowledge (the
  planes) +100, Knowledge (undead) +100, Listen +56, Profession
  (apothecary) +89, Profession (scribe) +89, Scry +100, Search +80,
  Sense Motive +59, Spellcraft +127, Spot +71. *Always receives a
  20 on checks.
  Feats: Alertness, Brew Potion, Combat Casting, Craft Magic
  Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft
  Wondrous Item, Empower Spell, Enlarge Spell, Eschew
  Materials, Extend Spell, Forge Ring, Greater Spell Penetration,
  Heighten Spell, Improved Initiative, Iron Will, Maximize Spell,
  Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Silent
  Spell, Spell Penetration, Still Spell.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain, mind-
  affecting effects, paralysis, poison, sleep, stunning,
  transmutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality,
  Alter Size, Arcane Mastery, Area Divine
  Shield, Automatic Metamagic (quicken
  wizard spells), Automatic Metamagic (silent
  wizard spells), Automatic Metamagic (still
  wizard spells), Avatar, Control Creatures (any
  creature that can cast a spell or use a spell-like
  ability), Craft Artifact, Create Greater Object,
  Create Object, Divine Blast, Divine Cre-
  ation, Divine Shield, Divine Skill Focus
  (Knowledge [arcana]), Divine Skill
  Focus (Spellcraft), Divine Spellcasting,
  Increased Spell Resistance, Instant
  Counterspell, See Magic, Spontaneous
  Wizard Spells.
  Domain Powers: Cast divination
  spells at +1 caster level; use spell
  completion or spell trigger devices
  as Wiz30.
  Spell-Like Abilities: Boccob uses
  these abilities as a 27th-level caster,
  except for divination spells, which he
  uses as a 28th-level caster. The save
  DCs are 36 + spell level. Antimagic field,
  change self, clairaudience/clairvoyance, confu-
  sion, detect secret doors, detect thoughts, discern
  location, dispel magic, divination, false vision,
  find the path, foresight, identify, imbue with spell
  ability, invisibility, legend lore, mislead, Morden-
  kainen’s disjunction, nondetection, Nystul’s
  undetectable aura, polymorph any object, protec-
  tion from spells, screen, spell resistance, spell turn-
  ing, time stop, true seeing.
  Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base
  DC = 19 + spell level.
  Wizard Spells/Day (Levels 0–21): 4/9/9/9/9/8/8/
  8/8/7/4/4/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level.
  Possessions:The Staff of Boccob combines the features of a staff
  of the magi, a staff of power, and a +5 defending quarterstaff.
  Caster Level: 25th; Weight: 5 lb.
  Other Divine Powers
  As a greater deity, Boccob automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Boccob can see, hear, touch, and smell at a distance of
  seventeen miles. As a standard action, he can perceive anything
  within seventeen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to twenty locations at once.
  He can block the sensing power of deities of his rank or lower at up
  to two remote locations at once for 17 hours.
  Portfolio Sense: Boccob senses all magic use (spellcasting, item
  use, spell-like ability use, or magic item creation) seventeen weeks
  before it happens and retains the sensation for seventeen weeks after
  the event occurs. He has a similar ability to sense the discovery,
  recording, or sharing of any spell or bit of arcane knowledge. He
  likewise senses any prophecy or prediction of the future (whether
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  62
  accurate or not) and any event that alters the balance of good, evil,
  law, and chaos in the cosmology.
  Automatic Actions: Boccob can use any Knowledge skill, even
  those he has no ranks in, as a free action if the DC for the task is 30
  or lower. He can use Knowledge (arcana) or Spellcraft as a free
  action if the DC for the task is 47 or less. He can perform up to
  twenty such free actions each round.
  Create Magic Items: As the deity of magic, Boccob can create
  any kind of magic item.
  Avatars
  Although Boccob can have up to twenty avatars at once, he seldom
  deigns to use them. Boccob’s avatars look much like he does: hand-
  some, male humans who appear to be in their prime. They wear
  flowing purple garments trimmed with gold.
  dAvatar of Boccob: As Boccob except divine rank 8; AC 61
  (touch 31, flat-footed 53); Atk +60/+55/+50/+45 melee (1d6+12,
  Staff of Boccob) or spell +55 melee touch or +56 ranged touch; SQ DR
  43/+4, fire resistance 28, SR 40, divine aura (800 ft., DC 27); SV Fort
  +49, Ref +48, Will +51; all skill modifiers reduced by 9.
  Salient Divine Abilities: Alter Size, Arcane Mastery, Automatic
  Metamagic (quicken wizard spells), Automatic Metamagic (still
  wizard spells), Control Creatures (any creature that can cast a spell
  or use a spell-like ability), Divine Shield, Divine Spellcasting,
  Instant Counterspell, See Magic, Spontaneous Wizard Spells.
  Spell-Like Abilities: Caster level 18th; saving throw DC 27 +
  spell level.
  CORELLON LARETHIAN
  Creator of the Elves, The Protector, Protector and Preserver of Life, Ruler of
  All Elves
  Greater Deity
  Symbol: Silver crescent moon
  Home Plane: Arborea
  Alignment: Chaotic good
  Portfolio: Elves, magic, arts and
  crafts, music, war
  Worshipers: Elves half-elves, bards
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Good, Protection,
  War
  Favored Weapon: Longsword
  The deity of elves, Corellon Larethian (core-eh-lon lah-reth-ee-yen),
  usually appears as an androgynous elf clad in a sky-blue cloak and
  armed with a longbow and longsword. He also wears a large, circular
  amulet that bears his crescent moon symbol. He has a lithe and swift
  look about him, and his movements are both swift and graceful.
  Corellon Larethian is the creator and protector of the elven
  race. He governs those things held in highest esteem among elves,
  such as magic, music, arts, crafts, poetry, and warfare. Gruumsh,
  the deity of orcs, is his nemesis, and it is because of Corellon’s
  battle prowess that Gruumsh is called “One-Eye.”
  Dogma
  Corellon concerns himself with all aspects of elven welfare. He
  also remains alert to any taint of evil among the elves, and he seeks
  to stamp out any evil influence the moment it appears. Corellon
  played a leading role in the schism that ultimately resulted in the
  banishment of the drow underground.
  Corellon spurs his people toward self-reliance, vigilance against
  danger, and appreciation of the world’s beauty. It is Corellon’s
  influence that leads elves to study magic and swordplay for the
  duration of their long lives, to serve as guardians and caretakers of
  the forests, and to appreciate aesthetic pleasures in spite of their
  warrior heritage.
  Clergy and Temples
  Corellon’s clerics often wear blue cloaks. They serve as leaders,
  teachers, diplomats, and generals in elven communities. They train
  others in the arts of combat and magic while honing their own
  skills, and they serve as mediators in any disputes that may arise
  from the elves’ independent lifestyle. They usually seek to main-
  tain cordial relations with other good, sylvan creatures.
  Corellon’s temples can be located anywhere elves live, usually in
  sylvan woodlands. Though always beautiful and designed to blend
  in with the surrounding landscape, they are invariably both sturdy
  and defensible. They are often placed on hilltops, river crossings,
  and other locations of strategic significance. Living plants or trees
  are always included in a temple of Corellon, either as decoration as
  part of the structure.
  CORELLON LARETHIAN
  Fighter 19/Wizard 20/Cleric 10
  Medium-Size Outsider (Chaotic, Good)
  Divine Rank: 19
  Hit Dice: 20d8+140 (outsider) plus 19d10+133 (Ftr) plus 20d4+140
  (Wiz) plus 10d8+70 (Clr) (993 hp)
  Initiative: +21, always first (+17 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 87 (+17 Dex, +19 divine, +32 natural, +9 deflection)
  Attacks*: +5 keen speed chaotic longsword +91/+91/+86/+81/+76
  melee; or +5 mighty chaotic distance speed composite longbow (+10 Str
  bonus) with +5 arrows +90/+90/+90/+85/+80/+75 ranged; or
  spell +74 melee touch or +81 ranged touch *Always receives a
  20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 keen speed chaotic longsword 1d8+36/15–20; or +5
  mighty chaotic distance speed composite longbow (+10 Str bonus)
  with +5 arrows 1d8+22/19–20/×3; or by spell *Always does maxi-
  mum damage (longsword 44 points, longbow 30 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Elf traits, divine immunities, DR 52/+4, fire
  resistance 39, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 19 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, familiar (cats), SR 51,
  divine aura (19 miles, DC 37).
  Saves*: Fort +82, Ref +92, Will +84. *Always receives a 20 on saves.
  Abilities: Str 30, Dex 44, Con 24, Int 35, Wis 29, Cha 29.
  Skills*: Alchemy +70, Appraise +36, Balance +54, Bluff +44, Climb
  +51, Concentration +78, Craft (bowmaking) +95, Craft (weapon-
  smithing) +95, Craft (woodworking) +95, Diplomacy +63,
  Disguise +44, Escape Artist +52, Handle Animal +44, Hide +63,
  Intimidate +46, Jump +69, Knowledge (arcana) +83, Knowledge
  (religion) +83, Listen +67, Move Silently +52, Perform +44, Ride
  (horse) +54, Scry +54, Search +71, Sense Motive +65, Spellcraft
  +68, Spot +67, Swim +51, Tumble +56, Use Rope +47, Wilderness
  Lore +57. *Always receives a 20 on checks.
  Feats: Blind-Fight, Combat Reflexes, Craft Rod, Craft Wand,
  Craft Wondrous Item, Deflect Arrows, Divine Might, Dodge,
  Eschew Materials, Expertise, Forge Ring, Greater Spell
  Penetration, Improved Critical (composite longbow), Im-
  proved Critical (longsword), Improved Disarm, Improved
  Initiative, Improved Trip, Improved Unarmed Attack,
  Martial Weapon Proficiency (composite longbow), Martial
  Weapon Proficiency (composite shortbow), Martial Weapon
  Proficiency (longbow), Martial Weapon Proficiency (long-
  sword), Martial Weapon Proficiency (rapier), Mobility, Point
  Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken
  Spell, Rapid Shot, Reach Spell, Sacred Spell, Scribe Scroll, Spell
  Penetration, Spring Attack, Still Spell, Superior Expertise,
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  Illus. by D. Cramer
  
  Track, Weapon Focus (longsword), Weapon Focus (composite
  longbow), Weapon Specialization (longsword), Weapon Spe-
  cialization (composite longbow), Whirlwind Attack.
  Elf Traits: +2 racial bonus on Will saves against enchantment
  spells or effects; low-light vision; entitled to a Search check when
  within 5 feet of a secret or concealed door as though actively
  looking for it.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Annihilating Strike, Arcane Mastery, Area Divine Shield,
  Automatic Metamagic (quicken wizard spells), Avatar, Battle-
  sense, Control Creatures (elves), Create Greater Object, Create
  Object, Divine Archery, Divine Blast, Divine Celerity, Divine
  Creation, Divine Shield, Divine Spellcasting, Divine Weapon
  Focus (longsword), Divine Weapon Specialization (long-
  sword), Extra Domain (Chaos), Gift of Life, Longsword
  Finesse†, Spontaneous Wizard Spells, Supreme Initiative.
  †Unique ability, described below.
  Domain Powers: Cast chaos spells at +1 caster
  level; cast good spells at +1 caster level; 19/day
  protective ward (touched subject gains +10
  resistance bonus on next saving throw,
  maximum duration 1 hour).
  Spell-Like Abilities: Corellon
  uses these abilities as a 29th-level
  caster, except for chaos spells
  and good spells, which he
  uses as a 30th-level caster.
  The save DCs are 38 +
  spell level. Aid, animate
  objects, antimagic field,
  blade barrier, chaos
  hammer, cloak of
  chaos, dispel evil,
  dispel law, divine
  power, flame strike,
  holy aura, holy smite,
  holy word, magic
  circle against evil,
  magic circle against
  law, magic vestment,
  magic weapon, mind
  blank, power word,
  blind, power word, kill,
  power word, stun, pris-
  matic sphere, protection from
  elements, protection from evil,
  protection from law, repulsion,
  sanctuary, shatter, shield other,
  spell immunity, spell resistance, spir-
  itual weapon, summon monster IX
  (as chaos or good spell only), word
  of chaos.
  Cleric Spells/Day: 6/8/7/
  6/6/5; base DC = 21 + spell level.
  Wizard Spells/Day (Levels 0–12): 4/7/6/6/6/6/5/5/5/5/
  2/2/2; base DC = 21 + spell level.
  Longsword Finesse (unique salient divine ability): Corellon
  can apply his Dexterity bonus to attacks he makes with any long-
  sword that he can wield in one hand.
  Possessions: Corellon carries Sahandrian, a +5 longsword with
  the keen, speed, and chaotic special abilities.
  Caster Level: 25th; Weight: 6 lb.
  Corellon also carries Kalwynrian, a +5 mighty composite longbow
  (+10 Str bonus) with the chaotic, distance, and speed special abilities. 
  Caster Level: 25th; Weight: 3 lb.
  Other Divine Powers
  As a greater deity, Corellon automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Corellon can see (using normal vision or low-light
  vision), hear, touch, and smell at a distance of nineteen miles. As a
  standard action, he can perceive anything within nineteen miles of
  his worshipers, holy sites, objects, or any location where one of his
  titles or name was spoken in the last hour. He can extend his
  senses to up to twenty locations at once. He can block the sensing
  power of deities of his rank or lower at up to two remote locations
  at once for 19 hours.
  Portfolio Sense: Corellon senses anything that affects elven
  welfare nineteen weeks before it happens and retains the sensa-
  tion for nineteen weeks after the event occurs. He is similarly
  aware whenever elves engage in arts or crafts, cast spells, or
  make war.
  Automatic Actions: Corellon can use Craft (bow-
  making), Craft (weaponsmithing), or Craft (wood-
  working) as a free action if the DC for the task is 30
  or lower. He can perform up to twenty such free
  actions each round.
  Create Magic Items: Corellon can create any light
  or medium armor, any simple or martial weapon,
  any wand or staff, and any item related to wood-
  craft or stealth, such as a cloak of elvenkind.
  Avatars
  Corellon’s avatars are usually but not always male.
  They usually appear as elves but occasionally
  take the form of other sylvan creatures such as
  centaurs, dryads, pixies, or treants. He sends
  his avatars to patrol the borders of elven
  lands to keep discreet watch over elven
  crafters and leaders.
  dAvatar of Corellon: As
  Corellon except divine rank
  9; AC 67 (touch 46, flat-
  footed 50); Atk +81/+81/
  +76/+71/+66 melee
  (1d8+26/15–20, +5
  keen speed chaotic
  longsword) 
  or
  +80/+80/+80/
  + 7 5 / + 7 0 / + 6 5
  ranged (1d8+22/
  19–20/×3, +5 mighty
  chaotic distance speed com-
  posite longbow [+10 Str
  bonus] with +5 arrows) or
  spell +64 melee touch or +71
  ranged touch; SQ DR 44/+4, fire
  resistance 29, SR 41, divine aura (900
  ft., DC 27); SV Fort +72, Ref +82, Will +74;
  all skill modifiers reduced by 10.
  Salient Divine Abilities: Arcane Mastery, Automatic Metamagic
  (quicken wizard spells), Battlesense, Control Creatures (elves),
  Divine Archery, Divine Blast, Divine Shield, Divine Spellcasting,
  Divine Weapon Focus (longsword), Divine Weapon Specialization
  (longsword), Longsword Finesse†, Spontaneous Wizard Spells.
  †Unique ability, described above.
  Spell-Like Abilities: Caster level 19th; saving throw DC 28 +
  spell level. Without the Extra Domain salient ability, Corellon’s
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  64
  avatar loses access to the Chaos domain and the spell-like abilities
  animate objects, chaos hammer, cloak of chaos, dispel law, magic circle
  against law, protection from law, shatter, summon monster IX, and word
  of chaos.
  EHLONNA
  Ehlonna of the Forests, Goddess of the Woodlands
  Intermediate Deity
  Symbol: Rearing unicorn
  Home Plane: Beastlands
  Alignment: Neutral good
  Portfolio: Forests, woodlands,
  flora and fauna, fertility
  Worshipers: Elves, gnomes,
  half-elves, halflings, rangers,
  druids, hunters, farmers,
  woodcutters
  Cleric Alignments:
  CG, LG, NG
  Domains: Animal,
  Good, Plant, Sun
  Favored Weapon: Longsword
  Ehlonna (eh-loan-nuh) sometimes appears as a raven-haired
  human and sometimes as an elf with golden tresses. Her garb
  varies, ranging from the serviceable clothing of a forester or ranger
  to the delicate gown of an elven princess, but it is always pale
  green. Ehlonna watches over all good people who live in the forest,
  love the woodlands, or make their livelihood there.
  Dogma
  Ehlonna watches over all good people who live in the forest, love
  the woodlands, or make their livelihood there. She likewise pro-
  tects forests and woodlands from destruction or overuse.
  Ehlonna exhorts her followers to live in harmony with their
  woodland homes, taking only what they need. The bounty of the
  forest, Ehlonna teaches, is a gift to be cherished and appreciated,
  not a treasure to be coveted or looted.
  Clergy and Temples
  Ehlonna’s clerics usually choose serviceable attire of forest green.
  They live in forests and keep on friendly terms with the local
  rangers, druids, elves, and fey. They keep guard against encroach-
  ments by evil folk, loggers, and others who would exploit and ruin
  any woodland. When confronting anyone who would despoil a
  forest, they tend to be gentle but firm, at least at first. If the
  invaders persist, Ehlonna’s clerics can be ruthless in driving them
  out. Many of Ehlonna’s clerics take it upon themselves to teach
  woodcraft, plant trees, or both.
  Woodland temples to Ehlonna are often open-air affairs with
  only trees for a roof. Small shrines to her are occasionally found in
  forest villages.
  EHLONNA
  Ranger 20/Druid 10/Cleric 10
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Rgr) plus 10d8+80
  (Drd) plus 10d8+80 (Clr) (1,000 hp)
  Initiative: +16
  Speed: 60 ft.
  AC:78 (+16 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: +5 dancing defending longsword +69/+64/+59/+54 melee, +5
  dancing holy dagger +68/+63 melee, or +5 mighty holy composite long-
  bow (+9 Str bonus) with +5 arrows +84/+84/+79/+74/+69 ranged; or
  spell +59 melee touch or +65 ranged touch
  Damage: +5 dancing defending longsword 1d8+15/17–20, +5 dancing
  holy dagger 1d4+10/19–20, or +5 mighty holy composite longbow (+9
  Str bonus) with +5 arrows 1d8+19/19–20/×3; or by spell
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer
  Pits
  Ladder
  Altar
  Shrine of Corellon Larethian
  1. Main Worship Area
  2. Catwalk (gaps in the wall can serve as arrowslits)
  3. Balcony (overlooks area 1)
  4. Parapet (with murder holes)
  4
  3
  Balcony
  Main Level
  2
  1
  u
  u
  10
  5
  Scale in Feet
  Pits
  Ladder
  Altar
  
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak
  directly to all beings within 15 miles, remote
  communication, godly realm, teleport without
  error at will, plane shift at will, favored enemies
  (goblinoids +5, dragons +4,
  giants +3, beasts +2, magi-
  cal beasts +1), nature sense,
  resist nature’s lure, low-
  light vision, trackless step,
  venom immunity, wild shape
  (Small, Medium-size, or Large
  4/day), woodland stride, SR 47,
  divine aura (1,500 ft., DC 33).
  Saves: Fort +55, Ref +63, Will +56.
  Abilities: Str 31, Dex 42, Con 27, Int
  26, Wis 29, Cha 29.
  Skills*: Animal Empathy +67, Bluff
  +42, Concentration +56, Craft
  (bowmaking) +48, Craft (wood-
  working) +48, Diplomacy +56,
  Handle Animal +64, Heal +64,
  Hide +69, Intimidate +44, Intuit
  Direction +52, Knowledge (arcana)
  +33, Knowledge (nature) +76,
  Knowledge (religion) +33, Listen
  +64, Move Silently +69, Profession
  (herbalist) +82, Ride (horse) +55,
  Scry +46, Search +61, Sense Motive
  +42, Spellcraft +56, Spot +64,
  Swim +35, Wilderness Lore +73.
  *Always receives a 20 on checks.
  Feats: Alertness, Combat Casting,
  Combat Reflexes, Dodge, Far Shot, Improved
  Critical (composite longbow), Improved Critical
  (longsword), Improved Initiative, Improved Two-
  Weapon Fighting, Mobility, Point Blank Shot,
  Precise Shot, Quick Draw, Quicken Spell, Rapid
  Shot, Shot on the Run, Spring Attack, Still Spell,
  Track, Weapon Focus (composite longbow), Weapon
  Focus (longsword).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Area Divine Shield,
  Avatar, Call Creatures (animals), Call Creatures (unicorns), Control
  Creatures (fey), Create Greater Object, Create Object, Divine
  Archery, Divine Blast, Divine Ranger, Divine Shield, Divine Weapon
  Focus (composite longbow), Extra Domain (Sun), Gift of Life, Grow
  Creature (animals), Mass Divine Blast, Mind of the Beast.
  Domain Powers: 15/day use animal friendship; cast good spells
  at +1 caster level; 15/day rebuke or command plant creatures;
  15/day greater turning.
  Spell-Like Abilities: Ehlonna uses these abilities as a 25th-level
  caster, except for good spells, which she uses as a 26th-level caster.
  The save DCs are 34 + spell level. Calm animals, hold animal, domi-
  nate animal, repel vermin, commune with nature, antilife shell, animal
  shapes, creeping doom, shapechange, protection from evil, aid, magic circle
  against evil, holy smite, dispel evil, blade barrier, holy word, holy aura,
  summon monster IX (as good spell only), entangle, barkskin, plant
  growth, control plants, wall of thorns, repel wood, changestaff, command
  plants, shambler, endure elements, heat metal, searing light, fire shield,
  flame strike, fire seeds, sunbeam, sunburst, prismatic sphere.
  Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level.
  Druid Spells/Day: 6/7/6/5/5/4; base DC = 19 + spell level.
  Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
  Possessions: Ehlonna’s favorite weapon is Jenevier, a +5 mighty
  composite longbow (+9 Str bonus) of pale white wood. It has the
  holy special ability.
  Caster Level: 20th; Weight: 3 lb.
  Other Divine Powers
  As an intermediate deity, Ehlonna automati-
  cally receives a die result of 20 on any check.
  She treats a 1 on a saving throw
  or attack roll normally and
  not as an automatic failure.
  She is immortal.
  Senses: Ehlonna can
  see (using normal
  vision or low-light
  vision), hear, touch,
  and smell at a distance of
  fifteen miles. As a standard
  action, she can perceive any-
  thing within fifteen miles of
  her worshipers, holy sites,
  objects, or any location where
  one of her titles or name was
  spoken in the last hour. She can ex-
  tend her senses to up to ten locations
  at once. She can block the sensing power
  of deities of her rank or lower at up to two
  remote locations at once for 15 hours.
  Portfolio Powers: Ehlonna senses any-
  thing that affects a woodland’s welfare the
  instant it happens and retains the sensation
  for fifteen weeks after the event occurs.
  Any living tree can be the focus for Ehlonna’s
  remote sense and remote communication power.
  Automatic Actions: Ehlonna can use Craft
  (woodworking), Knowledge (nature), Profession
  (herbalist), or Wilderness Lore as a free action if the
  DC for the task is 25 or lower. She can perform up
  to ten such free actions each round.
  Create Magic Items: Ehlonna can create any light or medium
  armor, any simple weapon, any bow, and any item related to wood-
  craft or stealth, such as a cloak of elvenkind, as long as the item’s
  market price does not exceed 200,000 gp.
  Avatars
  Ehlonna’s avatars vary in appearance, just as she does. She sends
  them to watch over woodlands and to remonstrate with beings
  who despoil woodlands or harass their residents.
  dAvatar of Ehlonna: As Ehlonna except divine rank 7; AC
  62 (touch 42, flat-footed 46); Atk +61/+56/+51/+46 melee
  (1d8+15/19–20, +5 dancing defending longsword), +60/+55 melee
  (1d4+10/19–20, +5 dancing holy dagger); or +76/+76/+71/+66/+61
  ranged (1d8+19/×3, +5 mighty holy composite longbow (+9 Str bonus)
  with +5 arrows); or spell +51 melee touch or +57 ranged touch; SQ
  DR 42/+4, fire resistance 27, SR 38, divine aura (700 ft., DC 27); SV
  Fort +47, Ref +55, Will +48; all skill modifiers reduced by 8.
  Salient Divine Abilities: Call Creatures (animals), Call Creatures
  (unicorns), Divine Archery, Divine Ranger, Divine Shield, Divine
  Weapon Focus (composite longbow), Extra Domain (Sun), Grow
  Creature (animals), Mind of the Beast.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  65
  CHAPTER 3:
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  PANTHEON
  Illus. by M. Cavotta
  
  66
  ERYTHNUL
  The Many
  Intermediate Deity
  Symbol: A half-demon, half-
  boar mask
  Home Plane: Pandemonium
  Alignment: Chaotic evil
  Portfolio: Hate, envy, malice,
  panic, ugliness, slaughter
  Worshipers: Barbarians, fighters,
  rogues, looters, outlaws
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Evil, Trickery, War
  Favored Weapon: Morningstar
  The deity of slaughter, Erythnul (eh-rith-null), is a terrible sight to
  behold. He usually appears as a human with knotted muscles and a
  blocky frame. His skin is mottled and ruddy, almost as though
  blood oozes from his pores. In battle, his features change between
  human, gnoll, bugbear, ogre, and troll. This mutable form is
  reflected in his title, The Many. He wields a two-handed morning-
  star in battle. This weapon has a perforated stone head that makes
  frightening sounds whenever Erythnul swings it.
  Dogma
  Erythnul is a brutal deity who delights in panic and slaughter. In
  civilized lands, his followers (including evil fighters, barbarians,
  and rogues) form small, criminal cults. In savage lands, evil barbar-
  ians, gnolls, bugbears, ogres, and trolls commonly worship him.
  Erythnul admonishes his followers to shed blood for its own
  sake, to covet what is not theirs, and to destroy anyone who would
  deny them anything. He further urges them to bring ugliness and
  strife to pleasant locales.
  To take something away from someone else—especially from
  a rival—is an exalted act in Erythnul’s eyes. Foes who cannot be
  killed should be maimed, and that which cannot be stolen should
  be destroyed.
  Clergy and Temples
  Erythnul’s clerics favor rust red or bloodstained garments. They are
  cruel, sadistic, and hateful. They maintain a low profile in most civ-
  ilized lands. In savage areas, members of the priesthood are known
  as bullies and murderous tyrants. They love to deface beautiful
  things and to disfigure attractive people.
  Anyplace where great bloodshed or a spectacular act of cruelty
  has occurred is considered a holy site and an excellent place for a
  temple dedicated to Erythnul. In the countryside, Erythnul’s fol-
  lowers build squat, unsightly fortresses in places where battles,
  ambushes or massacres have occurred. In urban areas, Erythnul’s
  temples are usually hidden in seedy sections of cities, preferably
  on sites where horrible crimes have happened.
  ERYTHNUL
  Barbarian 10/Fighter 10/Rogue 10/Sorcerer 10
  Medium-Size Outsider (Chaotic, Evil)
  Divine Rank: 15
  Hit Dice: 20d8+220 (outsider) plus 10d12+110 (Bbn) plus 10d10+110
  (Ftr) plus 10d6+110 (Rog) plus 10d4+110 (Sor) (1,250 hp)
  Initiative: +15, always first (+11 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 70 ft.
  AC: 73 (+11 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: Large +5 unholy chaotic frightful morningstar +81/+76/+71/+66
  melee; or spell +71 melee touch or +66 ranged touch
  Damage: Large +5 unholy chaotic frightful morningstar 2d6+46/19–20;
  or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, sneak attack +5d6, crippling strike.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, understand, speak, and read all languages and speak directly
  to all beings within 15 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, familiar
  (boars), traps, uncanny dodge (cannot be flanked, +1 against
  traps), SR 47, divine aura (1,500 ft., DC 33).
  Saves: Fort +58, Ref +58, Will +54.
  Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
  Skills*: Balance +28, Bluff +47, Climb +47, Concentration +79,
  Diplomacy +28, Disable Device +37, Disguise +62, Gather
  Information +39, Hide +64, Intimidate +81, Jump +49,
  Knowledge (arcana) +52, Listen +80, Move Silently +64, Open
  Lock +64, Pick Pocket +66, Scry +35, Search +60, Sense Motive
  +38, Spellcraft +62, Spot +75, Swim +47, Tumble +51, Use
  Magic Device +47. *Always receives a 20 on checks.
  Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms
  and Armor, Craft Wand, Dodge, Empower Spell, Enlarge Spell,
  Expertise, Great Cleave, Improved Critical (morningstar),
  Improved Disarm, Improved Initiative, Improved Trip, Improved
  Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quick
  Draw, Scribe Scroll, Spring Attack, Stunning Fist, Sunder,
  Weapon Focus (morningstar), Weapon Specialization (morning-
  star), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Avatar,
  Battlesense, Divine Blast, Divine Celerity, Divine Inspiration
  (rage), Divine Shield, Divine Weapon Focus (morningstar), Divine
  Weapon Specialization (morningstar), Extra Domain (Trickery),
  Frightful Presence, Hand of Death, Manifold Rage†, Mass Divine
  Blast, Supreme Initiative, Wave of Chaos, Wound Enemy. †Unique
  ability, described below.
  Domain Powers: Cast chaos spells at +1 caster level; cast evil
  spells at +1 caster level.
  Spell-Like Abilities: Erythnul uses these abilities as a 25th-
  level caster, except for chaos spells and evil spells, which he uses
  as a 26th-level caster. The save DCs are 34 + spell level. Animate
  objects, blade barrier, blasphemy, change self, chaos hammer, cloak of chaos,
  confusion, create undead, desecrate, dispel good, dispel law, divine power,
  false vision, flame strike, invisibility, magic circle against good, magic
  circle against law, magic vestment, magic weapon, mislead, nondetection,
  polymorph any object, power word blind, power word kill, power word
  stun, protection from good, protection from law, screen, shatter, spiritual
  weapon, summon monster IX (as chaos or evil spell only), time stop,
  unholy aura, unholy blight, word of chaos.
  Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell
  level): 0—arcane mark, dancing lights, detect magic, ghost sound,
  light, mage hand, open/close, prestidigitation, read magic; 1st—chill
  touch, expeditious retreat, true strike, unseen servant, ventriloquism;
  2nd—blindness/deafness, minor image, mirror image, see invisibility;
  3rd—dispel magic, fly, haste; 4th—emotion, phantasmal killer;
  5th—telekinesis.
  Manifold Rage (unique salient divine ability): Up to fifteen
  times per day, Erythnul can work himself into a frenzied rage sim-
  ilar to the Divine Rage salient divine ability (this power replaces
  the barbarian rage ability for Erythnul). Once used, the power lasts
  1 hour. While raging, Erythnul gains a +5 bonus on attack rolls,
  weapon damage, and Will saves, and a +10 bonus to Strength and
  Constitution. He also receives 100 temporary hit points. While
  raging, Erythnul suffers a –5 penalty to Armor Class and cannot
  use skills or abilities that require patience and concentration, such
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer
  
  as moving silently, casting spells, or using salient divine abilities.
  Erythnul can end the rage whenever he likes.
  While raging, Erythnul changes form randomly each round,
  according to the table below.
  d%
  Form Assumed
  01–20
  Bugbear
  21–40
  Gnoll
  41–60
  Human (2nd-level fighter)
  61–80
  Ogre
  81–100
  Troll
  The change in form occurs as a free action at the beginning of
  Erythnul’s turn and lasts until his next turn. The form assumed
  has no effect on Erythnul’s statistics, but whenever he is struck
  by a weapon and damaged, the blood he sheds immediately
  becomes a creature of the same type as Erythnul’s current
  form, and the creature immediately attacks Erythnul’s
  foes and fights to the death.
  The following changes are in effect as long as
  Erythnul rages: AC 68; hp 1,350; Atk
  +86/+81/+76/+71 melee (2d6+51/19–20,
  Large +5 unholy chaotic frightful
  morningstar); SV Fort +63, Will +59;
  Str 52, Con 43; Climb +52, Concen-
  tration +84, Jump +54, Swim +52.
  Possessions: Erythnul wields
  Agony, a +5 morningstar whose head
  resembles Erythnul’s holy symbol. The
  weapon has a demon face on one side
  and a boar’s face on the other. It has the
  chaotic, frightful (see below), and
  unholy special abilities.
  Caster Level: 20th; Weight: 8 lb.
  Frightful Weapon Special Ability:
  This weapon makes an unearthly
  wailing noise whenever the
  wielder attacks. This sonic,
  mind-affecting fear effect ex-
  tends in a 30-foot burst. The
  wielder’s allies are not
  affected, but foes who are
  not the target of the
  weapon’s attack must
  make Will saves (DC 16). Those
  who fail their saves become
  shaken for 3d6 rounds. Targets
  of the weapon’s attack become pan-
  icked for 3d6 rounds if they fail
  their saving throws. Foes who make successful saving throws are
  unaffected by the weapon’s power for one day.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, fear;
  Market Price: +3 bonus.
  Other Divine Powers
  As an intermediate deity, Erythnul automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Erythnul can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, he can perceive anything within
  fifteen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Erythnul senses any act of hate, envy, malice,
  brutality, or destruction the instant it happens and retains the sen-
  sation for fifteen weeks after the event occurs.
  Automatic Actions: Erythnul can break any item as a free
  action if the DC for the task is 25 or lower. He can likewise use
  Open Lock or Disable Device as a free action if the DC is 25 or
  lower. He can perform up to ten such free actions each round.
  Create Magic Items: Erythnul can create any armor, any
  simple or martial weapon, and any item that creates fear, such as a
  wand of fear or drums of panic, as long as the item’s market price
  does not exceed 200,000 gp.
  Avatars
  Erythnul’s avatars look just like he does. He
  sends them to spread fear and death, mostly
  for his own amusement.
  dAvatar of Erythnul: As Erythnul
  except divine rank 7; Init +15; AC 57 (touch
  37, flat-footed 57); Atk +73/+68/+63/+58
  melee (2d6+38, large +5 unholy chaotic
  frightful morningstar) or spell +63 melee
  touch or +58 ranged touch; SQ DR
  42/+4, fire resistance 27, SR 39, divine
  aura (700 ft., DC 25); SV Fort +50, Ref
  +50, Will +46; all skill modifiers
  reduced by 8.
  Salient Divine Abilities: Alter Size,
  Divine Inspiration (rage), Divine
  Shield, Divine Weapon Focus
  (morningstar), Divine Weapon
  Specialization (morningstar),
  Frightful Presence, Manifold
  Rage†, Wave of Chaos, Wound
  Enemy. †Unique ability, de-
  scribed above.
  Spell-Like Abilities: Caster
  level 17th; saving throw DC 27
  + spell level. Without the
  Extra Domain salient ability,
  Erythnul’s avatar loses access
  to the Trickery domain
  and the spell-like abilities
  change self, confusion, false
  vision, invisibility, mislead,
  nondetection, polymorph any
  object, screen, and time stop.
  Manifold Rage: The following
  changes are in effect as long as Erythnul’s
  avatar rages: AC 52; Atk +78/+72/+68/+63
  melee (2d6+43/19–20, Large +5 unholy chaotic frightful
  morningstar); SV Fort +55, Will +51; Climb +44, Concentration +76,
  Jump +46, Swim +44.
  FHARLANGHN
  Dweller on the Horizon
  Intermediate Deity
  Symbol: Disk bearing a curved line
  with an upturned crescent above
  Home Plane: Material Plane
  Alignment: Neutral
  Portfolio: Horizons, distance,
  travel, roads
  Worshipers: Bards, travelers,
  merchants
  Cleric Alignments: CN, LN, N, NE, NG
  Domains: Luck, Protection, Travel
  Favored Weapon: Quarterstaff
  67
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by W. Reynolds & D. Cramer
  
  68
  Fharlanghn (far-lahng-un), the deity of roads, appears as an elderly,
  weatherbeaten man with deeply wrinkled skin and sparkling eyes.
  He wears nondescript clothing, usually of leather and unbleached
  linen. His garments are always travel-stained. He roams the roads and
  paths of the Material Plane, greeting fellow travelers politely. Fhar-
  langhn is always glad to converse, but not at any great length.
  Dogma
  Fharlanghn is the patron of all who travel long distances, no matter
  what path they follow or how they’re getting there.
  Fharlanghn insists that people need to move around and experi-
  ence new things. The state of world is not fixed, and you never
  know when you might need a new perspective or even a new
  home. Look to the horizon for inspiration.
  Clergy and Temples
  Fharlanghn’s clerics travel the world, always seeking out new
  things. They favor simple clothing of brown or faded green. They
  bless caravans (and sometimes guide them), explore new territo-
  ries, scout for armies and settlers, and record long travelogues
  describing journeys beyond the horizon. They also serve as transla-
  tors and diplomats. Many serve as surveyors or engineers and help
  build roads, bridges, and ports. Still others are involved in the man-
  ufacture of traveling gear, everything from shoes to sailing ships.
  No matter what their activities, Fharlanghn’s clerics move around
  frequently, and a character who visits a shrine or temple more than
  once is likely to meet a different group of clerics there each time.
  Fharlanghn’s wayside shrines are common on well-
  used roads. His temples usually double as rest stops
  for travelers in need of shelter or protection.
  FHARLANGHN
  Bard 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 14
  Hit Dice: 20d8+180 (outsider) plus
  20d6+180 (Brd) plus 20d8+180
  (Clr) (980 hp)
  Initiative: +21, always first (+17
  Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 79 (+17 Dex, +14 divine, +27
  natural, +11 deflection)
  Attacks: +5 defending quarterstaff
  +64/+59/+54/+49 melee, +5
  speed quarterstaff +64/+64/+59
  melee; or spell +61 melee
  touch or +71 ranged touch
  Damage: +5 defending quarter-
  staff 1d6+12, +5 speed quarter-
  staff 1d6+8; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn un-
  dead 14/day, domain pow-
  ers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immu-
  nities, DR 49/+4, fire resistance
  34, spontaneous casting of divine
  spells, understand, speak, and read
  all languages and speak directly to
  all beings within 14 miles, remote
  communication, godly realm, tele-
  port without error at will, plane shift
  at will, bardic knowledge +30,
  bardic music 20/day (countersong,
  fascinate, inspire competence, inspire courage, inspire greatness,
  suggestion), SR 46, divine aura (1,400 ft., DC 35).
  Saves: Fort +55, Ref +63, Will +53.
  Abilities: Str 24, Dex 45, Con 28, Int 31, Wis 25, Cha 33.
  Skills*: Appraise +35, Balance +56, Bluff +53, Concentration +69,
  Craft (leatherworking) +47, Craft (stoneworking) +47, Craft
  (woodworking) +47, Diplomacy +84, Handle Animal +48, Heal
  +34, Hide +54, Intimidate +29, Jump +23, Knowledge (archi-
  tecture and engineering) +47, Knowledge (geography) +47,
  Knowledge (nature) +47, Knowledge (religion) +47, Listen +46,
  Move Silently +54, Perform +38, Profession (cartographer) +67,
  Profession (engineer) +67, Profession (herbalist) +44, Profession
  (sailor) +67, Profession (scribe) +67, Profession (surveyor) +67,
  Ride (horse) +56, Scry +57, Sense Motive +57, Spellcraft +57, Spot
  +23, Swim +26, Tumble +44, Use Magic Device +48, Wilderness
  Lore +44. *Always receives a 20 on checks.
  Feats: Alertness, Ambidexterity, Combat Reflexes, Craft Wondrous
  Item, Dodge, Empower Spell, Endurance, Enlarge Spell, Expertise,
  Extend Spell, Heighten Spell, Improved Disarm, Improved
  Initiative, Improved Two-Weapon Fighting, Maximize Spell,
  Mobility, Run, Spring Attack, Track, Two-Weapon Fighting.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Area Divine Shield, Avatar, Divine Blast, Create Object, Create
  Greater Object, Divine Celerity, Divine Shield, Footsore, Gift of
  Life, Instant Move, Mass Divine Blast, Shape Path†, Stride,
  Supreme Initiative. †Unique ability, described below.
  Domain Powers: 14/day reroll a die roll once after it is made;
  14/day protective ward (touched subject gains
  +20 resistance bonus on next
  saving throw, maximum dura-
  tion 1 hour); 20 rounds/day free-
  dom of movement.
  Spell-Like Abilities: Fhar-
  langhn uses these abilities as a
  24th-level caster. The save DCs are
  35 + spell level. Aid, antimagic field,
  astral projection, break enchantment,
  dimension door, entropic shield, expe-
  ditious retreat, find the path, fly, free-
  dom of movement, holy aura, locate
  object, mind blank, miracle, mislead,
  phase door, prismatic sphere, protection
  from elements, protection from ele-
  ments, repulsion, sanctuary, shield
  other, spell immunity, spell resistance,
  spell turning, teleport without error.
  Bard Spells Known (4/7/7/7/
  6/6/6; base DC = 21 + spell level):
  0—detect magic, light, mending,
  open/close, prestidigitation, read
  magic; 1st—alarm, charm person,
  grease, unseen servant, ventrilo-
  quism; 2nd—animal trance, detect
  thoughts, glitterdust, mirror image,
  summon swarm; 3rd—confusion,
  emotion, haste, sculpt sound, slow;
  4th—detect scrying, hallucinatory
  terrain, hold monster, improved invis-
  ibility, shout; 5th—control water,
  false vision, mind fog, mirage arcana,
  mislead; 6th—control weather,
  greater scrying, project image, veil.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by M. Cavotta
  
  Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 +
  spell level.
  Shape Path (unique salient divine ability): By concentrating
  for 10 minutes, Fharlanghn can shape an area up to 140 feet square
  and up to 10 feet deep to create a footpath, road, tunnel, or bridge.
  He also can use this power to clear away blockages such as snow or
  debris from a storm or avalanche. He can increase the area’s length
  by reducing its width, for example 70 feet wide by 280 feet long or
  10 feet wide by 1,960 feet long. This power is similar to the move
  earth spell in that it does not violently break the surface of the
  ground. Instead, it creates wavelike crests and troughs, with the
  earth flowing until the desired result is achieved. Trees, structures,
  rock formations, and such are mostly unaffected except for
  changes in elevation and relative topography.
  The shaped area can include bridges and embankments made
  from local materials, such as a wood bridge over or forest stream or
  a stone retaining wall along a mountainside.
  Unlike move earth, this power affects rock and can be used for
  tunneling. Like move earth, it is too slow to trap or bury creatures.
  Possessions: Fharlanghn’s staff, Traveler’s Friend, is a double
  weapon. Both ends have a +5 enhancement bonus. One end has the
  defending special ability and the other the speed special ability.
  Caster Level: 20th; Weight: 5 lb.
  Other Divine Powers
  As an intermediate deity, Fharlanghn automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Fharlanghn can see, hear, touch, and smell at a distance
  of fourteen miles. As a standard action, he can perceive anything
  within fourteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 14 hours.
  Portfolio Sense: Fharlanghn senses the beginning or end of
  any journey of a league or more the instant it happens and retains
  the sensation for fourteen weeks after the event occurs. He like-
  wise senses the building or destruction of any road, bridge, tunnel,
  or vehicle.
  Automatic Actions: Fharlanghn can use Craft (leather-
  working), Craft (stoneworking), Craft (woodworking), Profession
  (cartographer), Profession (engineer), Profession (herbalist),
  Profession (sailor), Profession (scribe), or Profession (surveyor) as
  a free action if the DC for the task is 25 or lower. He can perform
  up to ten such free actions each round.
  Create Magic Items: Fharlanghn can create any item that
  involves travel or movement within a plane, such as boots of striding
  and springing or a carpet of flying, as long as the item’s market price
  does not exceed 200,000 gp.
  Avatars
  Fharlanghn makes little use of avatars, preferring to wander the
  world himself, though he occasionally sends an avatar to assist a
  traveler in need or accompany a great explorer beginning an
  epic journey.
  dAvatar of Fharlanghn: As Fharlanghn except divine rank 7;
  AC 65 (touch 45, flat-footed 48); Atk +57/+52/+47/+42 melee
  (1d6+12, +5 defending quarterstaff) and +57/+57+/+52 melee (1d6+8,
  +5 speed quarterstaff), or spell +54 melee touch or +64 ranged touch;
  SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 28);
  SV Fort +48, Ref +56, Will +45; all skill modifiers reduced by 7.
  Salient Divine Abilities: Create Object, Create Greater Object,
  Divine Celerity, Divine Shield, Footsore, Instant Move, Shape
  Path†, Stride, Supreme Initiative. †Unique ability, described above.
  Spell-Like Abilities: Caster level 17th; saving throw DC 28 +
  spell level.
  GARL GLITTERGOLD
  The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit
  Greater Deity
  Symbol: A nugget of gold
  Home Plane: Bytopia
  Alignment: Neutral good
  Portfolio: Gnomes, humor,
  wit, illusion, gemcutting,
  jewelrymaking
  Worshipers: Gnomes,
  illusionists, jewelers,
  practical jokers.
  Cleric Alignments: CG, NG, LG
  Domains: Good, Protection, Trickery
  Favored Weapon: Battleaxe
  The deity of gnomes, Garl Glittergold (garl gliht-er-gold), appears as
  a handsome, golden-skinned gnome with glittering gemstones for
  eyes. He is well dressed, usually in a silk jacket with long tails and
  silk hose. He always wears lots of gold jewelry and accoutrements.
  Garl Glittergold discovered the gnomes and led them into the
  world. Since then, he has been their protector. He is renowned
  for the jokes and pranks he pulls on other deities, though not all
  his victims laugh off his jests. Garl once collapsed the cavern of
  Kurtulmak, the deity of the kobolds. Since then, the two deities
  have been sworn enemies.
  Dogma
  Garl promotes a doctrine of practicality tempered with humor.
  Ignorance and complacency are dangerous, warns Garl, and he
  urges his people to explore not only the world around them but
  new ways of doing things. Garl also emphasizes brains over brawn,
  and he teaches that befuddling or embarrassing a foe can be just as
  complete a victory as slaying or capturing that foe.
  Clergy and Temples
  Garl’s clerics serve as guardians and teachers in gnome communi-
  ties. They maintain careful vigilance against hostile races (particu-
  larly kobolds), and they instruct the young using a mixture of
  earthy practicality spiced with humor. This approach, they say, keeps
  the young entertained and makes their learning all the better.
  Garl’s clerics also keep extensive archives of illusion spells (usu-
  ally in the form of spellbooks and scrolls), practical jokes, trap
  designs, and stories. The longer and more outlandish the tale, the
  better, say the clerics, though not everyone agrees. Like their
  patron, Garl’s clerics favor gold jewelry.
  Garl’s clerics build few temples, preferring instead to place
  modest shrines and chapels wherever gnome dwell or congre-
  gate. These sanctuaries are always built so they are easy to secure
  against hostile forces, and the clerics fill them with beautiful
  things. The shrines also usually include at least one trap designed
  to plague unwelcome visitors. These devices are seldom fatal and
  often whimsical.
  GARL GLITTERGOLD
  Illusionist 12/Cleric 14/Rogue 16
  Small Outsider (Good)
  Divine Rank: 18
  Hit Dice: 20d8+160 (outsider) plus 12d4+96 (Clr) plus 14d8+112
  (Clr) plus 16d6+128 (Rog) (912 hp)
  Initiative: +16 (+12 Dex, +4 Improved Initiative)
  Speed: 50 ft.
  AC: 84 (+1 size, +12 Dex, +18 divine, +31 natural, +12 deflection)
  Attacks*: +5 ghost touch speed dancing battleaxe +72/+72/+67/+62/+57
  melee; or spell +66 melee touch or +72 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  69
  CHAPTER 3:
  THE D&D
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  Illus. by D. Cramer
  
  70
  Damage*: +5 ghost touch speed dancing battleaxe 1d8+14/×3; or by
  spell *Always does maximum damage (battleaxe 22 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Sneak attack +8d6 (48 points), crippling strike,
  defensive roll, improved evasion, turn undead 15/day, domain
  powers, salient divine abilities, spell-like abilities.
  Special Qualities: Gnome traits, divine immunities, DR 53/+4, fire
  resistance 38, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 18 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, familiar
  (badgers), traps, uncanny dodge (cannot be flanked, +2
  against traps), SR 70, divine aura (18 miles, DC 35).
  Saves*: Fort +59, Ref +63, Will +63. *Always receives a 20
  on saves.
  Abilities: Str 22, Dex 34, Con 26, Int 42, Wis 30, Cha 34.
  Skills*: Alchemy +87, Appraise +76, Balance
  +74, Bluff +89, Climb +43, Concentration +74,
  Craft (gemcutting) +90, Craft (metalworking) +90,
  Craft (stoneworking) +51, Craft (trapmaking) +90,
  Decipher Script +53, Diplomacy +80, Disable
  Device +73, Disguise +66, Escape Artist +49,
  Forgery +53, Gather Information +49, Hide
  +93, Innuendo +53, Intimidate +36, Intuit
  Direction +47, Jump +26, Knowledge (arcana)
  +66, Knowledge (architecture and engineer-
  ing) +72, Knowledge (geography) +49,
  Knowledge (history) +49, Knowledge
  (religion) +52, Listen +66, Move Silently +72,
  Open Lock +76, Perform +53, Pick Pocket +78,
  Scry +83, Search +80, Sense Motive +70,
  Spellcraft +99, Spot +72, Tumble +39, Use Rope
  +39. *Always receives a 20 on checks.
  Feats: Ambidexterity, Brew Potion, Combat Casting,
  Combat Reflexes, Craft Wondrous Item, Deflect
  Arrows, Dodge, Expertise, Forge Ring, Great
  Fortitude, Greater Spell Focus (Illusion), Im-
  proved Disarm, Improved Initiative, Improved
  Trip, Improved Unarmed Strike, Iron Will,
  Mobility, Scribe Scroll, Spell Focus (Illusion),
  Spell Penetration, Spring Attack, Weapon
  Focus (battleaxe), Whirlwind Attack.
  Gnome Traits: Low-light vision, +2 bonus
  on saves against illusions, +1 bonus on
  attack rolls against kobolds and
  goblinoids, +4 dodge bonus
  against giants, cast dancing
  lights, ghost sound, and pres-
  tidigitation 1/day, caster level 1st.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mas-
  tery, Area Divine Shield, Automatic Metamagic (quicken wizard
  spells), Automatic Metamagic (silent wizard spells), Automatic Meta-
  magic (still wizard spells), Avatar, Banestrike (kobolds), Battlesense,
  Clearsight, Control Creatures (gnomes), Create Greater Object,
  Create Object, Divine Blast, Divine Creation, Divine Dodge, Divine
  Glibness, Divine Shield, Divine Spell Focus (Illusion), Increased
  Spell Resistance, Mass Divine Blast, Spontaneous Wizard Spells.
  Domain Powers: Cast good spells at +1 caster level; 18/day pro-
  tective ward (touched subject gains +14 resistance bonus on next
  saving throw, maximum duration 1 hour).
  Spell-Like Abilities: Garl uses these abilities as a 28th-level
  caster, except for good spells, which he uses as a 29th-level caster.
  The save DCs are 35 + spell level. Aid, antimagic field, blade barrier,
  change self, confusion, dispel evil, false vision, holy aura, holy smite, holy
  word, invisibility, magic circle against evil, mind blank, mislead, nondetec-
  tion, polymorph any object, prismatic sphere, protection from elements, pro-
  tection from evil, repulsion, sanctuary, screen, shield other, spell immunity,
  spell resistance, summon monster IX (as good spell only), time stop.
  Cleric Spells/Day: 6/9/9/7/7/6/6/4; base DC = 20 + spell level,
  or 38 + spell level for illusion spells.
  Wizard Spells/Day: 5/9/9/9/7/7/6; base DC = 25 + spell level,
  or 43 + spell level for illusion spells. Prohibited schools: Divination
  and Necromancy.
  Possessions: Garl wields Arumdina, a +5 battleaxe with the
  ghost touch, speed, and dancing special abilities.
  Caster Level: 25th; Weight: 7 lb.
  Other Divine Powers
  As a greater deity, Garl automatically receives the best pos-
  sible result on any die roll he makes (including attack
  rolls, damage, checks, and saves). He is immortal.
  Senses: Garl can see (using normal vision or
  low-light vision), hear, touch, and smell at a dis-
  tance of eighteen miles. As a standard action, he
  can perceive anything within eighteen miles of
  his worshipers, holy sites, objects, or any loca-
  tion where one of his titles or name was
  spoken in the last hour. He can extend his
  senses to up to twenty locations at once. He
  can block the sensing power of deities of his
  rank or lower at up to two remote locations at
  once for 18 hours.
  Portfolio Sense: Garl senses anything that
  affects gnome welfare eighteen weeks before it
  happens and retains the sensation for eighteen
  weeks after the event occurs. He is similarly aware
  whenever gnomes engage in humor, cast illusions,
  or make jewelry.
  Automatic Actions: Garl can use Craft (gem-
  cutting), Craft (metalworking), Craft
  (stoneworking), or Craft (trapmaking) as a
  free action if the DC for the task is 30 or lower.
  He can perform up to twenty such free
  actions each round.
  Create Magic Items: Garl can create
  magic gems, such as a gem of seeing, the various
  figurines of wondrous power, jeweled items such a helm
  of brilliance, and any magic ring.
  Avatars
  Garl sends his avatars to wander gnome lands, keeping an
  eye out for trouble and aiding with crafts and jokes. He occasionally
  sends his avatars elsewhere, just to see what the rest of the word is up
  to and to play jokes on pretentious mortals. Garl’s avatars usually
  look like gnomes, though they can be of any subtype or gender.
  dAvatar of Garl Glittergold: As Garl except divine rank 9; AC
  66 (touch 44, flat-footed 54); Atk +63/+63/+58/+53/+48 melee
  (1d8+14/×3, +5 ghost touch speed dancing battleaxe) or spell +57 melee
  touch or +63 ranged touch; SQ DR 44/+4, fire resistance 29, SR 61,
  divine aura (900 ft., DC 26); SV Fort +50, Ref +54, Will +52; all skill
  modifiers reduced by 9.
  Salient Divine Abilities: Arcane Mastery, Automatic Metamagic
  (quicken wizard spells), Banestrike (kobolds), Clearsight, Control
  Creatures (gnomes), Divine Blast, Divine Dodge, Divine Glib-
  ness, Divine Shield, Divine Spell Focus (Illusion), Spontaneous
  Wizard Spells.
  Spell-Like Abilities: Caster level 19th; saving throw DC 26  +
  spell level.
  Spells: As Garl, except the save DC for cleric illusion spells is 29 +
  spell level and the save DC for wizard illusion spells is 34 + spell level.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by M. Cavotta
  
  GRUUMSH
  One-Eye, He-Who-Never-Sleeps
  Greater Deity
  Symbol: Empty eyesocket
  Home Plane: Acheron
  Alignment: Chaotic evil
  Portfolio: Orcs, war, territory
  Worshipers: Orcs, half orcs
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Evil,
  Strength, War
  Favored Weapon: Spear
  Gruumsh (groomsh), deity of orcs, is
  chaotic evil. He appears as a hulking orc in
  black full plate armor. He has one unblinking
  central eye. He harbors a special hatred for Corellon Larethian,
  Moradin, and their followers. In ages past, Corellon Larethian put
  out Gruumsh’s left eye in a fight. Some orc clerics dispute this tale,
  claiming that the elven deity stole the eye because he could not beat
  Gruumsh in a fair fight.
  Dogma
  Gruumsh demands that his followers be strong, that they cull
  the weak from their numbers, and that they take all the territory
  Gruumsh thinks is rightfully theirs (which is almost everything).
  He tolerates no sign of friendliness from his people. Unceasing
  warfare is his creed, though Gruumsh does not object to simple
  colonization if that can be arranged.
  Gruumsh dislikes everything that is not an orc or of orcish
  make, and he feels particularly spiteful toward elves (over the
  matter of his eye). He feels equal malice toward dwarves, who con-
  tested with the orcs for control of the mountains and won; a state
  of affairs Gruumsh regards as strictly temporary.
  Clergy and Temples
  Gruumsh’s clerics strive to become the war leaders of their com-
  munities or the key advisors to those leaders. They also see to the
  culling of the weak and unfit. They usually wear fighting gear.
  A temple or shrine to Gruumsh lies at the heart of nearly every
  orc community. They tend to be oppressive places full of acrid
  smoke and the stench of blood. Temples and larger shrines invari-
  ably have holding cells where sacrifices to Gruumsh are kept, and
  many feature gladiatorial areas as well.
  GRUUMSH
  Fighter 20/Cleric 9/Barbarian 9
  Medium-Size Outsider (Chaotic, Evil, Orc)
  Divine Rank: 16
  Hit Dice: 20d8+220 (outsider) plus 20d10+220 (Ftr) plus 9d8+99
  (Clr) plus 9d12+99 (Bbn) (1,178 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 40 ft. (full plate armor, base speed 70 ft.)
  AC: 78 (+1 Dex, +16 divine, +29 natural, +13 armor [+5 heavy fortifi-
  cation full plate], +9 deflection)
  Attacks*: +5 keen chaotic unholy longspear +83/+78/+73/+68 melee;
  or spell +73 melee touch or +62 ranged touch *Always receives a
  20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 keen chaotic unholy longspear 1d8+50/18–20/×3; or by
  spell *Always does maximum damage (longspear 58 points).
  Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear)
  Special Attacks: Rebuke undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Orc traits, divine immunities, DR 67/+5, fire
  immunity, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 18 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, fast movement, rage 3/day,
  uncanny dodge (cannot be flanked), SR 48, divine aura (16
  miles, DC 35).
  Saves*: Fort +60, Ref +54, Will +56. *Always receives a 20 on saves.
  Abilities: Str 46, Dex 25, Con 33, Int 24, Wis 25, Cha 29.
  Skills*: Bluff +48, Climb +62, Concentration +62, Craft (armor-
  smithing) +84, Craft (metalworking) +61, Craft (stoneworking)
  +55, Craft (weaponsmithing) +84, Diplomacy +31, Intimidate
  +59, Jump +62, Knowledge (arcana) +58, Knowledge (history)
  +46, Knowledge (religion) +36, Listen +60, Scry +46, Search
  +55, Sense Motive +52, Spellcraft +41, Spot +57, Swim +67,
  Wilderness Lore +32. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Craft Magic
  Arms and Armor, Dodge, Empower Spell, Endurance, Expertise,
  Great Cleave, Great Fortitude, Improved Bull Rush, Improved
  Critical (longspear), Improved Disarm, Improved Initiative,
  Improved Trip, Iron Will, Mobility, Power Attack, Quick Draw,
  Run, Spell Penetration, Spring Attack, Still Spell, Sunder,
  Superior Expertise, Track, Weapon Focus (longspear), Weapon
  Specialization (longspear), Whirlwind Attack.
  Orc Traits: Darkvision, –1 penalty on attack rolls in bright light.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Avatar, Banestrike (dwarves), Banestrike
  (elves), Battlesense, Control Creatures (orcs), Divine Battle Mas-
  tery, Divine Blast, Divine Shield, Divine Weapon Focus (long-
  spear), Divine Weapon Specialization (longspear), Extra Domain
  (Chaos), Fog of War†, Hand of Death, Increased Damage Reduc-
  tion, Life and Death, Mass Divine Blast, Wound Enemy. †Unique
  ability, described below.
  Domain Powers: Cast chaos spells at +1 caster level; cast evil
  spells at +1 caster level; 16/day feat of strength (+9 enhancement
  bonus to Str for 1 round).
  Spell-Like Abilities: Gruumsh uses these abilities as a 28th-
  level caster, except for chaos spells and evil spells, which he uses as
  a 29th-level caster. The save DCs are 35 + spell level. Animate objects,
  Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade
  barrier, blasphemy, bull’s strength, chaos hammer, cloak of chaos, create
  undead, desecrate, dispel good, dispel law, divine power, endure elements,
  flame strike, magic circle against good, magic circle against law, magic vest-
  ment, magic weapon, power word blind, power word kill, power word stun,
  protection from good, protection from law, righteous might, shatter, spell
  immunity, spiritual weapon, stoneskin, summon monster IX (as chaos or
  evil spell only), unholy aura, unholy blight, word of chaos.
  Rage: The following changes are in effect as long as Gru-
  umsh rages: AC 76; hp 1,294; Atk +85/+80/+75/+70 melee
  (1d8+52/18–20/×3, +5 keen chaotic unholy longspear; max damage
  60 points); SV Fort +62, Will +54; Str 50, Con 37; Climb +64, Jump
  +64, Swim +69. His rage lasts for 16 rounds, and he is winded for
  the duration of the encounter afterward.
  Cleric Spells/Day: 6/7/7/6/4/3; base DC = 17 + spell level.
  Fog of War (unique salient divine ability): Gruumsh can
  generate a cloud of acrid black smoke that rises from his body in a
  30-foot spread, 10 feet high. Its effects are otherwise similar to a
  cloudkill spell. The save DC against this effect is 37.
  Possessions: Gruumsh carries Bloodspear, a +5 keen chaotic unholy
  spear that deals damage as a longspear. Bloodspear can assume any
  size from halfspear to longspear. This increases Gruumsh’s reach by
  5 feet (for example, in Medium-size form Gruumsh has a reach of
  10 feet). Because of Bloodspear’s variable length, Gruumsh can
  attack foes that are adjacent to him.
  Caster Level: 20th; Weight: 9 lb.
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  Other Divine Powers
  As a greater deity, Gruumsh automatically receives the best possi-
  ble result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Grummsh can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of sixteen miles. As a standard
  action, he can perceive anything within sixteen miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles or
  name was spoken in the last hour. He can extend his senses to up
  to twenty locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once for
  16 hours.
  Portfolio Sense: Gruumsh senses anything that affects orc wel-
  fare sixteen weeks before it happens and retains the sensation for
  sixteen weeks after the event occurs. He is similarly aware when-
  ever orcs engage in combat, make war, or gain or lose territory.
  Automatic Actions: Gruumsh can use Craft (armorsmithing),
  Craft (metalworking), Craft (stoneworking), or Craft (weapon-
  smithing) as a free action if the DC for the task is 30 or lower. He
  also can break an object as a free action if its break DC is 30 or
  lower. He can perform up to twenty such free actions each round.
  Create Magic Items: Gruumsh can create magic weapons
  and armor.
  Avatars
  Gruumsh’s avatars are always hulking male orcs clad in black full
  plate armor. Sometimes they have a single unblinking central eye,
  and sometimes they have an empty left eye socket. Gruumsh usu-
  ally doesn’t dispatch his avatars anywhere unless he suspects
  machinations against the orcs by Corellon Larethian or another
  meddling deity.
  dAvatar of Gruumsh: As Gruumsh except divine
  rank 8; AC 62 (touch 26, flat-footed 62); Atk
  +75/+70/+65/+60 melee (1d8+42/×3, +5 keen chaotic unholy long-
  spear) or spell +65 melee touch or +54 ranged touch; SQ DR 43/+4,
  SR 40, divine aura (800 ft., DC 27); SV Fort +52, Ref +46, Will +46;
  all skill modifiers reduced by 8.
  Salient Divine Abilities: Banestrike (dwarves), Banestrike (elves),
  Control Creatures (orcs), Divine Battle Mastery, Divine Shield,
  Divine Weapon Focus (longspear), Divine Weapon Specialization
  (longspear), Extra Domain (Chaos), Fog of War†, Wound Enemy.
  †Unique ability, described above.
  Spell-Like Abilities: Caster level 20th; saving throw DC 27 +
  spell level.
  Rage: The following changes are in effect as long as Gruumsh’s
  avatar rages: AC 60; Atk +77/+72/+67/+62 melee (1d8+44/18–20/×3,
  +5 keen chaotic unholy longspear); SV Fort +54, Will +46; Climb +56,
  Jump +56, Swim +61.
  HEIRONEOUS
  The Invincible
  Intermediate Deity
  Symbol: Fist holding a lightning bolt
  Home Plane: Celestia
  Alignment: Lawful good
  Portfolio: Valor, chivalry, justice,
  honor, war, daring
  Worshipers: Paladins, fighters,
  monks, judges, constables
  Cleric Alignments: LG,
  LN, NG
  Domains: Good, Law, War
  Favored Weapon: Longsword
  The deity of valor, Heironeous (high-roe-nee-us), appears as a tall
  human male with coppery skin, auburn hair, and amber eyes. He
  wears a suit of exquisite chain mail and carries a longsword. He
  wages war against evil of all sorts, especially his half-brother and
  nemesis, Hextor.
  Dogma
  Heironeous expects his followers to uphold the highest ideals of
  chivalry and justice and to treat adversity as a challenge to be met
  and overcome, just as evil should be overcome. The world is a
  dangerous place where those who fight for justice and who pro-
  tect the weak and the innocent face a never-ending series of chal-
  lenges. He exhorts his followers to act honorably at all times, and
  to uphold the virtues of justice and chivalry with deeds, not just
  words. Those who face danger with certainty and calm will pre-
  vail against evil, Heironeous advises.
  Clergy and Temples
  The religious hierarchy of Heironeous is organized like a military
  order. It has a clear chain of command, lines of supply, and well-
  stocked armories.
  Clerics of Heironeous fight against worshipers of Hextor
  whenever they can and spend the rest of their time protecting the
  civilized lands from the threats of evil. Older clerics work as
  judges, strategists, and military instructors. The church as a whole
  is very militant, always championing some cause or embarking on
  a crusade to against evil or injustice. Though some find their high
  ideals and intense devotion to their cause a little intimidating, the
  church of Heironeous is widely admired. This admiration comes
  mostly because the followers of Heironeous battle genuine evils,
  usually with little thought of monetary reward. “Glory is the
  reward for defeating evil, while virtue is the reward for upholding
  the tenets of Heironeous,” say the clerics.
  Heironeous’s clerics also oppose clerics of Hextor wherever and
  whenever they can.
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  72
  
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  9
  10
  11
  Temple 
  of 
  Heironeous
  8
  8
  8
  8
  7
  6
  3
  Upper
   Floor
  Center
  Tower Top
  Outer
  Tower Top
  Main Floor
  1
  1
  4
  5
  2
  1.   Gatehouse
  2.   Armory
  3.   Stable
  4.   Smithy
  5.   Storage
  6.   Great Hall
  7.   Kitchen
  8.   Barracks/Priests' quarters
  9.   Chapel
  10.  Battlement (roofed)
  11.  Outer Battlement (roofed)
  2.5
  5
  Scale in Feet
  9
  10
  11
  Ballista
  Altar
  73
  
  74
  Temples to Heironeous always have a slightly militaristic look
  to them. In unsettled areas, they double as fortresses. Even in
  settled or urban areas they usually contain open, grassy court-
  yards where soldiers can train.
  HEIRONEOUS
  Cleric 20/Paladin 20
  Medium-Size
  Outsider (Good)
  Divine Rank: 15
  Hit Dice: 20d8+180
  (outsider) plus
  20d8+180 (Clr)
  plus 20d10+180 (Pal)
  (1,060 hp)
  Initiative: +12, always
  first (+8 Dex, +4 Im-
  proved Initiative, Supreme
  Initiative)
  Speed: 60 ft.
  AC: 89 (+8 Dex, +15 divine,
  +28 natural, +10 armor
  [+5 chainmail], +7 shield
  [+5 large steel shield],
  +11 deflection)
  Attacks: +5 de-
  fending holy ghost
  touch longsword
  +83/+78/+73/
  +68 melee; or
  spell +73 melee
  touch or +83
  ranged touch
  Damage: +5 defending
  holy ghost touch long-
  sword 1d8+48/17–20; or
  by spell
  Face/Reach: 5 ft. by 5
  ft./5 ft.
  Special Attacks: Smite evil (+11 on
  attack and +60 on damage), turn undead
  14/day (effective cleric level 38th),
  domain powers, salient divine abili-
  ties, spell-like abilities.
  Special Qualities: Divine immuni-
  ties, DR 65/+5, fire resistance 35,
  spontaneous casting of divine
  spells, understand, speak, and read
  all languages and speak directly to
  all beings within 15 miles, remote
  communication, godly realm, tele-
  port without error at will, plane shift at
  will, aura of courage, celestial heavy war-
  horse mount, detect evil, divine grace, divine health, empathic
  link with mount, lay on hands, remove disease 6/week, share spells
  with mount, SR 47, divine aura (1,500 ft., DC 36).
  Saves: Fort +56, Ref +55, Will +54.
  Abilities: Str 47, Dex 27, Con 28, Int 25, Wis 25, Cha 33.
  Skills*: Concentration +64, Craft (armorsmithing) +85, Craft
  (metalworking) +85, Craft (weaponsmithing) +85, Diplomacy
  +91, Handle Animal +49, Heal +23, Knowledge (arcana) +65,
  Knowledge (history) +45, Knowledge (nobility and royalty)
  +45, Knowledge (religion) +85, Knowledge (undead) +42, Listen
  +45, Ride (horse) +68, Scry +42, Sense Motive +45, Spellcraft
  +52, Spot +45. *Always receives a 20 on checks.
  Feats: Blind-Fight, Cleave, Combat Reflexes, Divine Might,
  Dodge, Expertise, Great Cleave, Improved Critical (longsword),
  Improved Disarm, Improved Initiative, Mobility, Mounted
  Combat, Power Attack, Ride-By Attack, Spell Penetration, Spirited
  Charge, Spring Attack, Superior Expertise, Trample, Weapon
  Focus (longsword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability
  drain, acid, cold, death effects, disease, disintegration,
  electricity, energy drain, mind-affecting effects, paralysis,
  poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities:
  Alter Reality, Alter Size, Area
  Divine Shield, Avatar,
  Battlesense, Divine
  Armor Mastery, Divine
  Blast, Divine Inspira-
  tion (courage), Divine
  Paladin, Divine Shield,
  Divine Storm, Divine
  Weapon Focus (longsword),
  Divine Weapon Specialization
  (longsword), Gift of Life, Increased
  Damage Reduction, Lay Quest, Life
  and Death, Supreme Initiative.
  Domain Powers: Cast good
  spells at +1 caster level; cast law
  spells at +1 caster level.
  Spell-Like Abilities: Heiro-
  neous uses these abilities as a
  25th-level caster, except for
  good spells and law spells,
  which he uses as a 26th-level
  caster. The save DCs are 36 +
  spell level. Aid, blade barrier,
  calm emotions, dictum,
  dispel chaos, dispel
  evil, divine power,
  flame strike, hold
  monster, holy aura, holy smite,
  holy word, magic circle against
  chaos, magic circle against
  evil, magic vestment,
  magic weapon, order’s
  wrath, power
  w o r d
  blind,
  power word
  kill, power
  word stun,
  protection
  from chaos,
  protection
  from evil, shield of
  law, spiritual weap-
  on, summon mon-
  ster IX (as good or
  law spell only)
  Cleric Spells/Day: 6/8/8/8/7/7/
  6/6/5/5; base DC = 17 + spell level.
  Paladin Spells/Day: 5/5/5/4;
  base DC = 17 + spell level.
  Special Mount: Heironeous
  rides a celestial warhorse into
  battle that is his special mount.
  This creature’s statistics are as
  follows: Large magical beast; HD 12d8+36; hp 73; Init +1; Spd 50 ft.;
  AC 24 (touch 10, flat-footed 23); Atk +14/+14 melee (1d6+6,
  CHAPTER 3:
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  Illus. by W. Reynolds
  
  hooves), +9 melee (1d4+3, bite); SA Smite evil (1/day, +12 damage);
  SQ Scent, improved evasion, command equines 10/day, SR 25; AL
  LG; SV Fort +11, Ref +9, Will 7; Str 22, Dex 13, Con 17, Int 9, Wis
  16, Cha 6.
  Skills and Feats: Listen +9, Spot +9.
  Possessions: Heironeous carries his longsword Justicebringer in
  battle. Justicebringer is a +5 longsword with the defending, holy, and
  ghost touch special abilities.
  Caster Level: 20th; Weight: 6 lb.
  Other Divine Powers
  As an intermediate deity, Heironeous automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Heironeous can see, hear, touch, and smell at a distance
  of fifteen miles. As a standard action, he can perceive anything
  within fifteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: Heironeous senses any act of chivalry, justice,
  honor, or courage the instant it happens and retains the sensation
  for fifteen weeks after the event occurs.
  Automatic Actions: Heironeous can use Craft (armorsmithing),
  Craft (metalworking), Craft (weaponsmithing), or Knowledge
  (nobility and royalty) as a free action if the DC for the task is 25 or
  lower. He can perform up to ten such free actions each round.
  Create Magic Items: Heironeous can create magic weapons,
  armor, and items that can sustain the user through adversity, such
  as a necklace of adaptation, a ring of regeneration, or a periapt of wound
  closure, and items that help the user remain morally and ethically
  steadfast, such as a phylactery of faithfulness, as long as the item’s
  market price does not exceed 200,000 gp.
  Avatars
  Heironeous sends his avatars to prevent or reverse great injustices,
  to aid courageous mortals fighting against desperate odds, and any-
  where he suspects the hand of Hextor at work.
  dAvatar of Heironeous: As Heironeous except divine rank 7;
  AC 73 (touch 36, flat-footed 65); Atk +75/+70/+65/+60 melee
  (1d8+40/17–20, +5 defending holy ghost touch longsword) or spell +65
  melee touch or +55 ranged touch; SQ DR 42/+4, fire resistance 29,
  SR 39, divine aura (700 ft., DC 28); SV Fort +48, Ref +47, Will +46;
  all skill modifiers reduced by 8.
  Salient Divine Abilities: Alter Size, Battlesense, Divine Armor Mas-
  tery, Divine Blast, Divine Inspiration (courage), Divine Paladin,
  Divine Shield, Divine Weapon Focus (longsword), Divine Weapon
  Specialization (longsword).
  Spell-Like Abilities: Caster level 17th; saving throw DC 28 +
  spell level.
  HEXTOR
  Champion of Evil, Herald of Hell, Scourge
  of Battle
  Intermediate Deity
  Symbol: Fist holding six red arrows
  Home Plane: Acheron
  Alignment: Lawful evil
  Portfolio:Tyranny, war, discord,
  massacres, conflict, fitness
  Worshipers: Fighters, monks,
  conquerors, tyrants
  Cleric Alignments: LE, LN, NE
  Domains: Destruction, Evil, Law, War
  Favored Weapon: Flail
  The deity of tyranny, Hextor (heks-tore), sometimes appears as a
  handsome man with dark hair and light skin (and he is often
  depicted as such in his role as a deity of fitness). Most often he
  takes the form of a gray-skinned, horrible six-armed humanoid. In
  this form, he uses a different weapon in each arm and wears iron
  scale armor with many skull decorations.
  Hextor is the archfoe of Heironeous, his half brother and fellow
  war deity.
  Dogma
  Hextor seeks to conquer or destroy any that oppose him. He tells
  his followers that the world is a dark and bloody place where the
  strong rule the weak, and power is the only reward worth any-
  thing. The cruel and unrelenting pursuit of one’s goals is the only
  reliable path to success. Order must be forged out of chaos and law
  out of anarchy. Tyranny brings order out of chaos. Dissenters must
  be oppressed or destroyed lest anarchy reign.
  Clergy and Temples
  Hextor’s sect is not as secretive as other dark religions. Temples
  of Hextor operate openly in many cities, and clerics wear black
  clothing adorned with skulls or gray faces.
  Hextor’s clerics constantly plan or lead attacks on rebels and do-
  gooders. They revile good-hearted rulers and governments that
  nurture personal freedoms, and they are forever scheming to
  weaken or overthrow regimes that seem likely targets for con-
  quest. When not actually fighting or plotting, they train them-
  selves in the arts of war. Many serve as generals, military advisors,
  or enforcers to aggressive rulers or iron-fisted tyrants.
  Hextor’s clerics also oppose clerics of Heironeous wherever and
  whenever they can.
  Temples to Hextor are always forbidding fortresses, built to
  impress the common folk with Hextor’s power. Many of his temples
  are constructed on sites that have seen many great battles because
  of their strategic value.
  HEXTOR
  Cleric 20/Fighter 20
  Medium-Size Outsider (Evil, Lawful)
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Clr) plus 20d10+180
  (Ftr) (1,100 hp)
  Initiative: +11, always first (+7 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 78 (+7 Dex, +15 divine, +28 natural, +9 +5 scale mail, +9 deflection)
  Attacks: +5 lawful unholy ghost touch light flail +74/+69/+64/+59
  melee, +5 longsword +74/+69/+64 melee, +5 battleaxe +74/+69/+64
  melee, +5 heavy mace +74/+69/+64 melee, +5 heavy pick
  +74/+69/+64 melee, +5 scimitar +74/+69/+64 melee; or spell +71
  melee touch or +61 ranged touch
  Damage: +5 lawful unholy ghost touch light flail 1d8+25/19–20, +5
  longsword 1d8+15/17–20, +5 battleaxe 1d8+15/19–20/×3, +5 heavy
  mace 1d8+15/19–20, +5 heavy pick 1d6+15/19–20/×4, +5 scimitar
  1d6+15/15–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Rebuke undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 15
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 34).
  Saves: Fort +58, Ref +54, Will +54.
  Abilities: Str 45, Dex 25, Con 32, Int 24, Wis 25, Cha 29.
  Skills*: Climb +52, Concentration +49, Craft (armorsmithing)
  +82, Craft (metalworking) +82, Craft (weaponsmithing) +82,
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  Ballista
  Altar
  Portcullis
  Temple of 
  Hextor
  Lower Floor
  Tower Top
  10
  7
  6
  8
  9
  9
  9
  9
  9
  s
  1. Gatehouse
  2. Stable
  3. Guest Chapel
  4. Trophy Room
  5. Barracks
  6. High Priest's Quarters
  7. Main Chapel
  8. Armory
  9. Priests' Quarters
  Main Floor
  5
  5
  5
  5
  1
  1
  3
  4
  2
  2
  2
  2
  2
  2   2   2   2   2
  5
  5
  2.5
  Scale in Feet
  Ballista
  Altar
  Portcullis
  76
  
  Diplomacy +72, Handle Animal +70, Heal +23, Jump +52,
  Knowledge (arcana) +68, Knowledge (history) +45, Knowledge
  (nobility and royalty) +45, Knowledge (religion) +68, Listen +50,
  Ride (horse) +73, Scry +45, Sense Motive +45, Spellcraft +45,
  Spot +50. *Always receives a 20 on checks.
  Feats: Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows,
  Divine Might, Dodge, Empower Spell, Endurance, Expertise,
  Great Cleave, Greater Multiweapon Fighting*, Improved
  Bull Rush, Improved Disarm, Improved Initiative, Improved
  Multiweapon Fighting*, Improved Trip, Improved Unarmed
  Strike, Maximize Spell, Mobility, Multidexterity, Multi-
  weapon Fighting, Power Attack, Quick Draw, Quicken Spell,
  Run, Spell Penetration, Spring Attack, Still Spell, Sunder,
  Superior Expertise, Whirlwind Attack. *These two feats
  allow Hextor to make three attacks with each off-hand weapon
  he wields.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Avatar, Battlesense, Divine Armor Mastery,
  Divine Blast, Divine Inspiration (dread), Divine Shield, Divine
  Storm, Divine Weapon Mastery, Extra Domain (Destruction),
  Hand of Death, Lay Curse, Mass Divine Blast, Shift Form (see
  below), Supreme Initiative.
  Shift Form: Hextor’s Shift Form power allows him to alternate
  between a basically human form and his six-armed form. The sta-
  tistics noted above are for his six-armed form. In human form,
  Hextor has only two arms, and he usually wields a light flail and a
  heavy mace.
  Domain Powers: Cast evil spells at +1 caster level; cast law
  spells at +1 caster level; 15/day smite (+20 on attack and damage for
  one weapon attack).
  Spell-Like Abilities: Hextor uses these abilities as a 25th-level
  caster, except for evil spells and law spells, which he uses as a 26th-
  level caster. The save DCs are 34 + spell level. Blade barrier, blas-
  phemy, calm emotions, circle of doom, contagion, create undead, desecrate,
  dictum, disintegrate, dispel chaos, dispel good, divine power, earthquake,
  flame strike, harm, hold monster, implosion, inflict critical wounds, inflict
  light wounds, magic circle against chaos, magic circle against good, magic
  vestment, magic weapon, order’s wrath, power word blind, power word kill,
  power word stun, protection from chaos, protection from good, shatter,
  shield of law, spiritual weapon, summon monster IX (as evil or law spell
  only), unholy aura, unholy blight.
  Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 +
  spell level.
  Possessions: Hextor’s favorite weapon is his light flail, Executioner.
  The weapon is a +5 light flail with the lawful, unholy, and ghost
  touch special abilities. 
  Caster Level: 20th; Weight: 5 lb.
  Other Divine Powers
  As an intermediate deity, Hextor automatically receives a die result
  of 20 on any check. He treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal.
  Senses: Hextor can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, he can perceive anything within
  fifteen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Hextor senses any act of cruelty, tyranny, or
  injustice the instant it happens and retains the sensation for fifteen
  weeks after the event occurs.
  Automatic Actions: Hextor can use Craft (armorsmithing),
  Craft (metalworking), Craft (weaponsmithing), or Knowledge
  (nobility and royalty) as a free action if the DC for the task is 25 or
  lower. He can perform up to ten such free actions each round.
  Create Magic Items: Hextor can create magic weapons, armor,
  and destructive items such as a horn of blasting, as long as the item’s
  market price does not exceed 200,000 gp.
  Avatars
  Hextor sends his avatar to undo good deeds and assist with epic
  conquests. He also sends his avatars anywhere he suspects the
  hand of Heironeous at work.
  dAvatar of Hextor: As Hextor except divine rank 7; Init +11; AC
  62 (touch 33, flat-footed 55); Atk +66/+61/+56/+51 melee (1d8+25, +5
  lawful unholy ghost touch light flail), +66/+61/+56 melee (1d8+15/17–20,
  +5 longsword), +66/+61/+56 melee (1d8+15/19–20/×3, +5 battleaxe),
  +66/+61/+56 melee (1d8+15/19–20, +5 heavy mace), +66/+61/+56
  melee (1d6+15/19–20/×4, +5 heavy pick), +66/+61/+56 melee
  (1d6+15/15–20, +5 scimitar) or spell +63 melee touch or +53 ranged
  touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft.,
  DC 26); SV Fort +50, Ref +46, Will +46; all skill modifiers reduced
  by 8.
  Salient Divine Abilities: Alter Form, Alter Size, Divine Armor Mas-
  tery, Divine Inspiration (dread), Divine Shield, Divine Weapon
  Mastery, Extra Domain (Destruction), Lay Curse, Shift Form.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  KORD
  The Brawler
  Intermediate Deity
  Symbol: A star of spears
  and maces
  Home Plane: Ysgard
  Alignment: Chaotic
  good
  Portfolio: Strength,
  athletics, sports,
  brawling, courage
  Worshipers:
  Barbarians, fighters,
  rogues, athletes
  Cleric Alignments: CG, LG, NG
  Domains: Chaos, Good, Luck, Strength
  Favored Weapon: Greatsword
  Kord (kohrd), deity of strength, appears as a hugely muscular man
  with long red hair and beard, wearing white dragonhide gauntlets,
  blue boots, and fighting girdle of red leather. A hedonistic being,
  he is known for tackling physical challenges of all sorts just for the
  fun of it. He is also reputed to have dallied with beautiful humans,
  elves, or even giants, and tales are told of the great heroes that are
  born of such liaisons. He fights with his intelligent dragon-slaying
  greatsword Kelmar, and when wounded he often enters an intense
  blood rage.
  Dogma
  Kord loves physical challenges and contests, and he promotes non-
  lethal sports as a method for resolving disputes among his followers.
  His teachings say that the strong and fit should lead the weaker, and
  that bravery is the greatest quality anyone can have, ruler and citizen
  alike. Everyone should scorn cowardice, says Kord.
  Clergy and Temples
  Kord’s clerics are expected to be leaders. They value strength but
  not domination. They train people to become stronger, organize
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  78
  athletic tournaments, and participate in challenging physical activ-
  ities. Doubting their fitness is a grave insult, and they go to great
  lengths to prove their physical abilities (although they realize the
  difference between difficult and suicidal challenges). They favor
  attire in red and white.
  Kord’s temples tend to be spacious and airy. They always include
  at least one gymnasium and usually extensive baths. They invari-
  ably have adjoining fields for athletic competitions.
  KORD
  Fighter 20/Barbarian 20
  Medium-Size Outsider (Chaotic, Good)
  Divine Rank: 14
  Hit Dice: 20d8+200 (outsider)
  plus 20d10+200 (Ftr) plus
  20d12+200 (Bbn) (1,200 hp)
  Initiative: +12 (+8 Dex, +4
  Improved Initiative)
  Speed: 70 ft.
  AC: 68 (+8 Dex, +14 divine,
  +27 natural, +9 deflection)
  Attacks: Kelmar (+5 greatsword)
  +86/+81/+76/+71 melee; or
  spell +76 melee touch or +62
  ranged touch
  Damage: Kelmar (+5 greatsword)
  2d6+54/17–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers,
  salient divine abilities, spell-like
  abilities.
  Special Qualities: Divine immunities,
  DR 49/+4 (4/–), fire resistance
  34, sonic resistance 34, fast heal-
  ing 34, understand, speak, and read all
  languages and speak directly to all
  beings within 14 miles, remote commu-
  nication, godly realm, teleport without error
  at will, plane shift at will, fast movement,
  uncanny dodge (cannot be flanked, +4 against
  traps), SR 46, divine aura (1,400 ft., DC 33).
  Saves: Fort +58, Ref +54, Will +53.
  Abilities: Str 55, Dex 27, Con 30, Int 24,
  Wis 24, Cha 29.
  Skills*: Balance +26, Bluff +46, Climb +76,
  Concentration +47, Diplomacy +29,
  Escape Artist +45, Handle Animal +43,
  Hide +45, Intimidate +45, Intuit Direction
  +41, Jump +103, Listen +64, Move Silently
  +48, Perform +46, Ride (horse) +64, Search
  +54, Sense Motive +54, Spot +57, Swim +99, Tumble +61, Use
  Rope +36, Wilderness Lore +51. *Always receives a 20 on checks.
  Feats: Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows,
  Dodge, Endurance, Expertise, Great Cleave, Great Fortitude,
  Improved Bull Rush, Improved Critical (greatsword), Improved
  Critical (unarmed strike), Improved Disarm, Improved Grapple,
  Improved Initiative, Improved Trip, Improved Unarmed Strike,
  Mobility, Power Attack, Quick Draw, Run, Spring Attack,
  Stunning Fist, Sunder, Superior Expertise, Track, Weapon Focus
  (greatsword), Weapon Focus (unarmed strike), Weapon
  Specialization (greatsword), Weapon Specialization (unarmed
  strike), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Area
  Divine Shield, Avatar, Divine Battle Mastery, Divine Blast, Divine
  Blessing (Strength), Divine Fast Healing, Divine Inspiration
  (courage), Divine Rage, Divine Shield, Divine Weapon Focus
  (greatsword), Divine Weapon Specialization (greatsword), Extra
  Domain (Luck), Extra Energy Resistance (sonics), Gift of Life,
  Indomitable Strength.
  Domain Powers: Cast chaos spells at +1 caster level; cast good
  spells at +1 caster level; 14/day reroll a die roll once after it is made;
  14/day feat of strength (+14 enhancement
  bonus to Str for 1 round).
  Spell-Like Abilities: Kord uses
  these abilities as a 24th-level caster,
  except for chaos spells and good
  spells, which he uses as a 25th-
  level caster. The save DCs are 33
  + spell level. Aid, animate objects,
  Bigby’s clenched fist, Bigby’s crushing
  hand, Bigby’s grasping hand, blade bar-
  rier, break enchantment, bull’s strength,
  chaos hammer, cloak of chaos, dispel evil,
  dispel law, endure elements, entropic
  shield, freedom of movement, holy
  aura, holy smite, holy word, magic
  circle against evil, magic circle against
  law, magic vestment, miracle, mis-
  lead, protection from elements, pro-
  tection from evil, protection from law,
  righteous might, shatter, spell immu-
  nity, spell turning, stoneskin, summon
  monster IX (as chaos or good spell
  only), word of chaos.
  Divine Rage: The following changes
  are in effect as long as Kord rages: AC
  63; hp 1,500; Atk +91/+86/+81/+76 melee
  (2d6+59/17–20, +5 greatsword); SQ Fire resistance
  44, sonic resistance 44, SR 56; SV Fort +63, Will
  +58; Str 65, Con 40; Climb +81, Concentra-
  tion +52, Jump +108, Swim +104. His
  rage can be used 14 times per day, it
  lasts for 1 hour (or until ended),
  and he is not winded afterward.
  Possessions: Kord’s great-
  sword, Kelmar, is an adamantine
  +5 greatsword with the bane
  special ability against dragons. Kelmar
  is intelligent, with Intelligence, Wisdom, and
  Charisma scores of 24. It can speak and communicate tele-
  pathically. It has a chaotic good alignment and has the following
  special powers, usable at will: detect lawful evil alignment, find
  traps, detect magic, locate object (120-foot radius), and true seeing. It also
  can use detect thoughts three times per day. Kelmar has a special pur-
  pose to slay lawful evil dragons. When the sword strikes such a
  dragon, the dragon must make a Will save (DC 23) or die.
  Caster Level: 20th; Weight: 15 lb.
  Other Divine Powers
  As an intermediate deity, Kord automatically receives a die result of
  20 on any check. He treats a 1 on a saving throw or attack roll nor-
  mally and not as an automatic failure. He is immortal.
  Senses: Kord can see, hear, touch, and smell at a distance of
  fourteen miles. As a standard action, he can perceive anything
  within fourteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 14 hours.
  CHAPTER 3:
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  Illus. by J. Easley
  
  Portfolio Sense: Kord senses any act of courage the instant it
  happens and retains the sensation for fourteen weeks after the
  event occurs. He is likewise aware of any athletic competition and
  any outstanding achievement of stamina or physical prowess (such
  as climbing a mountain).
  Automatic Actions: Kord can use any Strength- or Dexterity-
  related skill as free action if the DC for the task is 25 or lower. To
  use a skill as a free action, Kord must have ranks in the skill, or the
  skill must be usable untrained. Kord cannot do anything as a free
  action if the task would be a move action or part of a move action.
  Kord likewise can perform anything that can be accomplished
  with a simple Strength or Dexterity check as a free action. For
  example, Kord could kick down a door or tie a knot as a free action
  but he could not jump, climb, or swim as a free action because the
  latter three tasks are all move actions. He can perform up to ten
  such free actions each round.
  Create Magic Items: Kord can create simple or martial magic
  weapons and nonwritten items that boost physical abilities
  (Strength, Dexterity, or Constitution), as long as the item’s market
  price does not exceed 200,000 gp.
  Avatars
  Kord makes little use of avatars, preferring to experience the world
  himself, though he occasionally sends an avatar to congratulate an
  athlete or adventurer who has just completed some epic achieve-
  ment, or to oversee a contest to ensure its fairness.
  dAvatar of Kord: As Kord except divine rank 7; AC 54 (touch
  34, flat-footed 54); Atk +79/+74/+69/+64 melee (2d6+47/19–20, +5
  greatsword) or spell +69 melee touch or +55 ranged touch; SQ DR
  42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 26); SV Fort
  +51, Ref +47, Will +46; all skill modifiers reduced by 7.
  Salient Divine Abilities: Divine Battle Mastery, Divine Fast Heal-
  ing, Divine Inspiration (courage), Divine Rage, Divine Shield,
  Divine Weapon Focus (greatsword), Divine Weapon Specialization
  (greatsword), Extra Domain (Luck), Indomitable Strength.
  Divine Rage:The following changes are in effect as long as Kord’s
  avatar rages: AC 49; hp 1,500; Atk +84/+79/+74/+69 melee
  (2d6+52/19–20, +5 greatsword); SQ Fire resistance 37, sonic resist-
  ance 37, SR 49; SV Fort +56, Will +51; Str 65, Con 40; Climb +74,
  Concentration +45, Jump +101, Swim +97. His rage can be used 7
  times per day, it lasts for 1 hour (or until ended), and he is not
  winded afterward.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  KURTULMAK
  Gnomesmasher, The Watcher
  Intermediate Deity
  Symbol: Gnome skull
  Home Plane: Baator
  Alignment: Lawful evil
  Portfolio: Kobolds, trapmaking,
  mining, war
  Worshipers: Kobolds
  Cleric Alignments: LE, LN, NE
  Domains: Evil, Law, Luck,
  Trickery
  Favored Weapon: Spear
  Kurtulmak (kurt-uhl-mak), the deity of kobolds, appears as a
  particularly large kobold. He is about 5 feet tall, with scaly skin
  mottled black and green. His ratlike tail is long and tipped with
  a wicked stinger.
  Kurtulmak taught the kobolds the arts of mining, ambushing, and
  trapmaking. Garl Glittergold, deity of the gnomes, once collapsed
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  1. Main Hall (with statue of the god)
  2. Trophy Hall
  3. Inner Sanctum (priests only)
  4. Priests' Quarters
  5. Courtyard
  6. Junior Priests' Quarters
  7. Gymnasium
  8. Hot Bath
  9. Cold Bath
  10
  5
  Scale in Feet
  Pillar
  Statue
  Pool
  Altar
  
  80
  Kurtulmak’s cavernous home
  as a joke. The event wounded
  Kurtulmak’s pride on two
  fronts, as he considered him-
  self both an expert trickster and
  a miner without equal. Since
  then Kurtulmak has hated Garl
  and all gnomes. Kurtulmak hates
  being bettered by any means, espe-
  cially by some frivolous method
  such as an illusion or a practical joke.
  He carries grudges and has a huge
  chip on his small shoulder.
  Dogma
  Kurtulmak is a savage deity who is always
  attentive to events on the Material Plane
  and eager to secure any advantage for
  his people. He teaches the kobolds
  that fair fights are for fools or for the
  unlucky. It is better to flee and
  fight again than to be defeated,
  and no fight is truly over if
  even one kobold lives.
  Revenge is sweet, says Kur-
  tulmak, even if it takes years to
  arrange. Kurtulmak also teaches
  his people that a quick wit, a good plan,
  and a well-laid ambush are far better
  than a strong sword arm.
  Clergy and Temples
  Kurtulmak’s clerics lead war and raiding parties, see
  to tribal defense (especially the construction of traps),
  and oversee each tribe’s mining operations. Others lead
  expeditions to explore new areas and probe dwarf and
  gnome settlements for weaknesses the kobolds can exploit.
  No kobold community is complete without a temple or
  shrine to Kurtulmak. They are usually dug out of solid rock and
  accessed through narrow, twisting passages guarded by traps.
  Inside, a temple to Kurtulmak is cramped and usually decorated
  with piles of gnome skulls.
  KURTULMAK
  Fighter 16/Cleric 8/Rogue 8/Sorcerer 8
  Medium-Size Outsider (Evil, Lawful)
  Divine Rank: 15
  Hit Dice: 20d8+200 (outsider) plus 16d10+160 (Ftr) plus 8d8+80
  (Clr) plus 8d6+80 (Rog) plus 8d4+80 (Sor) (1,064 hp)
  Initiative: +21, always first (+17 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 79 (+17 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: +5 keen lawful unholy shortspear +68/+63/+58/+53 melee,
  sting +68 melee; or spell +62 melee touch or +72 ranged touch
  Damage: +5 keen lawful unholy shortspear 1d8+17/18–20/×3, sting
  1d4+5 plus poison/19–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, rebuke undead 12/day, sneak attack +4d6.
  Special Qualities: Kobold traits, divine immunities, DR 50/+4,
  fire resistance 35, fast healing 35, spontaneous casting of
  divine spells, understand, speak, and read all languages and
  speak directly to all beings within 15 miles, remote communi-
  cation, godly realm, teleport without error at will, plane shift at
  will, familiar (rats), evasion, traps, uncanny dodge (cannot be
  flanked), SR 47, divine aura (1,500 ft., DC 33).
  Saves: Fort +57, Ref +66, Will +56.
  Abilities: Str 25, Dex 45, Con 31, Int 29, Wis 24, Cha 29.
  Skills*: Appraise +35, Balance +43, Bluff +35, Climb +52,
  Concentration +47, Craft (metalworking) +77, Craft
  (stoneworking) +77, Craft (trapmaking) +89, Diplomacy +28,
  Disable Device +58, Disguise +69, Escape Artist +66, Hide
  +63, Intimidate +35, Jump +41, Knowledge (arcana) +46,
  Knowledge (architecture and engineering) +47,
  Knowledge (geography) +47, Listen +63, Move Silently
  +75, Open Lock +66, Pick Pocket +39, Profession (miner)
  +69, Scry +43, Search +49, Sense Motive +40, Spellcraft +46,
  Spot +52, Swim +41. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes,
  Dodge, Endurance, Expertise, Great Cleave, Improved
  Bull Rush, Improved Critical (shortspear), Improved
  Critical (sting), Improved Disarm, Improved Ini-
  tiative, Improved Trip, Improved Unarmed
  Strike, Iron Will, Lightning Reflexes, Mobility,
  Power Attack, Spring Attack, Stunning Fist,
  Sunder, Superior Expertise, Weapon Finesse
  (sting), Weapon Focus (shortspear), Weapon Focus
  (sting), Weapon Specialization (shortspear), Weapon
  Specialization (sting), Whirlwind Attack.
  Kobold Traits: Darkvision, –1
  penalty on attack rolls in
  bright light.
  Divine Immunities:
  Ability damage, ability drain,
  acid, cold, death effects, disease, dis-
  integration, electricity, energy
  drain, mind-affecting effects,
  paralysis, poison, sleep, stunning,
  transmutation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Bane-
  strike (gnomes), Battlesense, Control Creatures (kobolds), Divine
  Blast, Divine Dodge, Divine Fast Healing, Divine Shield, Divine
  Skill Focus (Craft [trapmaking]), Extra Domain (Law), Grow Crea-
  ture (kobolds), Hand of Death, Mass Divine Blast, Supreme Initia-
  tive, Tunnel†, Wound Enemy. †Unique ability, described below.
  Poison Sting: Fortitude save (DC 65); initial and secondary
  damage 2d6 temporary Con.
  Domain Powers: Cast evil spells at +1 caster level; cast law
  spells at +1 caster level; 15/day reroll a die roll once after it is made.
  Spell-Like Abilities: Kurtulmak uses these abilities as a 25th-
  level caster, except for evil spells and law spells, which he uses as
  a 26th-level caster. The save DCs are 34 + spell level. Aid, blas-
  phemy, break enchantment, calm emotions, change self, confusion, create
  undead, desecrate, dictum, dispel chaos, dispel good, entropic shield, false
  vision, freedom of movement, hold monster, holy aura, invisibility, magic
  circle against chaos, magic circle against good, miracle, mislead, non-
  detection, order’s wrath, polymorph any object, protection from chaos, pro-
  tection from elements, protection from good, screen, shield of law, spell
  turning, summon monster IX (as evil or law spell only), time stop,
  unholy aura, unholy blight.
  Cleric Spells/Day: 6/7/6/6/4; base DC = 17 + spell level.
  Sorcerer Spells Known (6/9/8/7/5; base DC = 19 + spell
  level): 0—arcane mark, dancing lights, detect magic, detect poison, ghost
  sound, mage hand, open/close, prestidigitation; 1st—animate rope,
  detect secret doors, expeditious retreat, feather fall, grease; 2nd—fog
  cloud, glitterdust, see invisibility; 3rd—displacement, stinking cloud;
  4th—improved invisibility.
  Tunnel (unique salient divine ability): By concentrating,
  Kurtulmak can bore a tunnel through dirt, clay, sand, or rock up to
  150 feet long and up to 10 feet square. The tunnel begins where
  Kurtulmak stands and extends in the direction he indicates. For
  CHAPTER 3:
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  Illus. by B. Snoddy w/J. Norman
  
  each minute Kurtulmak concentrates, the tunnel is 15 feet long.
  This power is similar to the passwall spell except that the tunnel
  created is permanent. Kurtulmak can use this power to dig pits, but
  if he does so, he slowly sinks down into the pit.
  Possessions: Kurtulmak’s personal weapon is Foestinger, a +5
  halfspear with the keen, lawful, and unholy special abilities.
  Caster Level: 20th; Weight 3 lb.
  Other Divine Powers
  As an intermediate deity, Kurtulmak automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Kurtulmak can see (using norma vision or darkvision),
  hear, touch, and smell at a distance of fifteen miles. As a standard
  action, he can perceive anything within fifteen miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles or
  name was spoken in the last hour. He can extend his senses to up
  to ten locations at once. He can block the sensing power of deities
  of his rank or lower at up to two remote locations at once for 15
  hours.
  Portfolio Sense: Kurtulmak senses anything that affects
  kobold welfare the instant it happens and retains the sensation for
  fifteen weeks after the event occurs. He is similarly aware when-
  ever kobolds dig tunnels, make traps, or engage in warfare.
  Automatic Actions: Kurtulmak can use Craft (metalworking),
  Craft (stoneworking), Knowledge (arcana), Knowledge (architec-
  ture and engineering), Knowledge (geography), or Profession
  (miner) as a free action if the DC for the task is 25 or lower. He can
  use Craft (trapmaking) as a free action if the DC is 35 or lower. He
  can perform up to ten such free actions each round.
  Create Magic Items: Kurtulmak can create light armor, simple
  or martial weapons (Medium-size or smaller), items that entrap
  creatures, such as a rope of entanglement, items that speed move-
  ment, such as boots of striding and springing and a potion of haste, and
  items that affect or move earth, such as a staff of earth and stone, as
  long as the item’s market price does not exceed 200,000 gp.
  Avatars
  Kurtulmak’s avatars look just like he does. He sends them to assist
  kobolds in important raids or battles, and to counter interference
  in kobold affairs from other deities, especially Garl Glittergold.
  dAvatar of Kurtulmak: As Kurtulmak except divine rank 7; AC
  63 (touch 43, flat-footed 63); Atk +60/+55/+50/+45 melee
  (1d8+17/18–20/×3,+5 keen lawful unholy shortspear), +60 melee (1d4+5
  plus poison/19–20, sting) or spell +54 melee touch or +64 ranged
  touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC
  25); SV Fort +49, Ref +58, Will +48; all skill modifiers reduced by 8.
  Poison: As Kurtulmak except the save DC is 57.
  Salient Divine Abilities: Alter Size, Banestrike (gnomes), Control
  Creatures (kobolds), Divine Shield, Divine Skill Focus (Craft [trap-
  making]), Extra Domain (Law), Grow Creature (kobolds), Tunnel†,
  Wound Enemy. †Unique ability, described above.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  LOLTH
  Queen of the Drow, The Spider Goddess, Queen of the Demonweb Pits
  Intermediate Deity
  Symbol: Black spider with the head of a drow female
  Home Plane: The Abyss
  Alignment: Chaotic evil
  Portfolio: Drow, spiders, evil, darkness
  Worshipers: Drow
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Destruction, Evil, Trickery
  Favored Weapon: Whip
  Lolth (lohlth) appears as either a tall, beau-
  tiful female drow or as a black spider
  with a female drow’s head. She main-
  tains a ruthless, tyrannical reign
  over the drow, ruling through a
  combination of fear and the prom-
  ise of power.
  It was Lolth who first spread evil
  among the elves, and it was she
  who led the drow to break away
  from the rest of elven society and to
  dwell underground. Drow scoff at
  any attempt to suggest that they
  were banished from the surface.
  Nevertheless, Lolth has sworn
  vengeance against Corellon Larethian
  and his people.
  Dogma
  Lolth constantly turns one drow against another. She claims to do
  this to cull out the weak and to make the race strong, but she is a
  cruel and capricious deity who enjoys watching others suffer. She
  is careful to prevent open or widespread strife among the drow.
  She does not tolerate campaigns of harassment or attrition among
  groups of drow, but she does sanction well-planned, swift, and
  overwhelming attacks.
  Lolth expects her people to be shrewd, calculating, and aware
  of the dangers and opportunities around them. She has no use
  for sentiment, weakness, or love. She expects her people to rule
  the entire Underdark (the realm beneath the surface of the
  earth), eliminating foes that are weak enough to be destroyed
  and biding their time before attacking other opponents. She
  also expects them to eventually invade and conquer the surface,
  not to colonize it but to defeat Corellon Larethian and the sur-
  face elves.
  Clergy and Temples
  Lolth rules her people through her clerics, who are exclusively
  female and organized into noble houses made up of clerics related
  by blood. The oldest clerics rule the house, with younger clerics
  following in order by age. Each house also includes noncleric drow
  related by blood or marriage. The clerics serve as absolute rulers in
  Lolth’s name. They are the leaders, police, juries, and executioners
  of drow society.
  Nearly every drow home has at least a small shrine to Lolth,
  even if it is just a spider statue or modest altar. Larger temples to
  Lolth are usually laid out in the shape of a spider. They serve as
  meeting places, sacrificial sites, and centers of entertainment for
  high-ranking drow.
  LOLTH
  Cleric 20/Fighter 10/Wizard 10
  Medium-Size Outsider (Chaotic, Evil)
  Divine Rank: 15
  Hit Dice: 20d8+120 (outsider) plus 20d8+120 (Clr) plus 10d10+60
  (Ftr) plus 10d4+60 (Wiz) (820 hp)
  Initiative: +9
  Speed: 60 ft, climb 30 ft.
  AC: 73 (+9 Dex, +15 divine, +28 natural, +11 deflection)
  Attacks: Bite +65 melee or +5 ghost touch chaotic unholy dagger
  +67/+62/+57/+52 melee or +5 ghost touch chaotic unholy whip
  +70/+65/+60/+55 ranged; or spell +64 melee touch or +66
  ranged touch
  Damage: Bite 1d6+12/19–20 or +5 ghost touch chaotic unholy dagger
  1d4+12/19–20 or +5 ghost touch chaotic unholy whip 1d2+7; or
  by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
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  CHAPTER 3:
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  82
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, poison, rebuke undead 14/day.
  Special Qualities: Drow traits, divine immunities, DR 50/+4, fire
  resistance 35, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 15 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, familiar (spiders), SR 67,
  divine aura (1,500 ft., DC 34).
  Saves: Fort +53, Ref +56, Will +62.
  Abilities: Str 24, Dex 29, Con 22, Int 41, Wis 41, Cha 32.
  Skills*: Alchemy +69, Appraise +50, Balance +28, Bluff +83, Climb
  +43, Concentration +84, Craft (weaving) +93, Diplomacy +54,
  Disguise +77, Escape Artist +52, Gather Information +49, Hide
  +81, Intimidate +55, Jump +39, Knowledge (arcana) +93,
  Knowledge (history) +66, Knowledge (religion) +89, Knowledge
  (the planes) +66, Listen +70, Move Silently +61, Scry +83, Search
  +75, Sense Motive +68, Spellcraft +93, Spot +77, Swim +45,
  Tumble +54. *Always receives a 20 on checks.
  Feats: Blind-Fight, Brew Potion, Combat Reflexes, Craft Wand,
  Craft Wondrous Item, Divine Might, Dodge, Empower Spell,
  Exotic Weapon Proficiency (whip), Expertise, Extend Spell,
  Greater Spell Penetration, Improved Critical (bite), Maximize
  Spell, Mobility, Power Attack, Quicken Spell,
  Reach Spell, Scribe Scroll, Spell Mastery, Spell
  Penetration, Spring Attack, Superior Expertise,
  Weapon Finesse (bite), Weapon Focus (bite),
  Weapon Focus (whip), Weapon Specialization
  (bite), Weapon Specialization (whip), Whirl-
  wind Attack.
  Drow Traits: +2 racial bonus on
  Will saves against enchantment spells
  or effects, darkvision, entitled to a Search
  check when within 5 feet of a secret or
  concealed door as though actively look-
  ing for it, +2 bonus on Will saves against spells
  or spell-like abilities, light blindness
  (blinded for 1 round by abrupt expo-
  sure to bright light, –1 penalty on all
  attack rolls, saves, and checks while
  operating in bright light).
  Divine Immunities: Ability
  damage, ability drain, acid,
  cold, death effects, disease,
  disintegration, elec-
  tricity, energy drain,
  mind-affecting
  effects, paralysis,
  poison, sleep, stun-
  ning, transmuta-
  tion, imprisonment,
  banishment.
  Salient Divine
  Abilities: Alter Form,
  Alter Reality, Alter Size,
  Area Divine Shield, Arcane
  Mastery, Avatar, Call Creatures
  (vermin), Control Creatures (drow),
  Divine Blast, Divine Shield, Extra Domain (Destruction), Grow
  Creature (spiders), Hand of Death, Increased Spell Resistance, Mass
  Divine Blast, Shift Form (see below), Speak with Creatures (vermin),
  Spontaneous Wizard Spells.
  Shift Form: This power allows Lolth to shift between her drow
  and spider form.
  Poison: Creatures Lolth bites while in her spider form take 3d6
  points of temporary Strength damage unless they make a DC 41
  Fortitude save. After 1 minute, creatures must make an additional
  DC 41 Fortitude save or take an additional 3d6 points of temporary
  Strength damage.
  Webs: In her spider form, Lolth can produce webs eight times
  per day. She can cast the web as a net or create sheets of webbing up
  to 60 feet square, like a monstrous spider (see the Monster Manual).
  Lolth’s webs have an Escape Artist DC of 47, a break DC of 53, and
  33 hit points per 5-foot section.
  Furthermore, Lolth’s webs are toxic. Creatures touching a web
  (except Lolth or spiders) take 1d6 points of temporary Strength
  damage unless they make Fortitude saves (DC 31). After 1 minute,
  poisoned creatures must make additional Fortitude saves (DC 31)
  or take an additional 1d6 points of temporary Strength damage.
  Domain Powers: Cast chaos spells at +1 caster level; cast evil
  spells at +1 caster level; 15/day smite (+20 on attack and damage for
  one weapon attack).
  Spell-Like Abilities: Lolth uses these abilities as a 25th-level
  caster, except for chaos spells and evil spells, which she uses as a
  26th-level caster. The save DCs are 35 + spell level. Animate objects,
  blasphemy, change self, chaos hammer, circle of doom, cloak of chaos, confu-
  sion, contagion, create undead, desecrate, disintegrate, dispel good, dispel law,
  earthquake, false vision, harm, implosion, inflict critical wounds, inflict
  light wounds, invisibility, magic circle against good, magic circle
  against law, mislead, nondetection, polymorph any object, protec-
  tion from good, protection from law, screen, shatter, summon mon-
  ster IX (as chaos or evil spell only), time stop, unholy aura,
  unholy blight, word of chaos.
  As a drow, Lolth also has the ability to use dancing
  lights, darkness, and faerie fire each 1/day, caster level 60th.
  Cleric Spells/Day: 6/10/10/10/
  9/9/8/8/7/7; base DC = 25 + spell level.
  Wizard Spells/Day: 4/8/8/7/6/5;
  base DC = 25 + spell level.
  Other Divine Powers
  As an intermediate deity, Lolth automatically
  receives a die result of 20 on any check.
  She treats a 1 on a saving throw or attack
  roll normally and not as an automatic fail-
  ure. She is immortal.
  Senses: Lolth can see (using
  normal vision or darkvision), hear,
  touch, and smell at a distance
  of fifteen miles. Lolth’s
  vision penetrates even
  magical darkness. As a
  standard action, she
  can perceive any-
  thing within fifteen
  miles of her wor-
  shipers, holy sites,
  objects, or any location
  where one of her titles
  or name was spoken in
  the last hour. She can
  extend her senses to up to
  ten locations at once. She can
  block the sensing power of deities of
  her rank or lower at up to two remote locations at once for 15 hours.
  Portfolio Sense: Lolth senses anything that affects drow wel-
  fare the instant it happens and retains the sensation for fifteen
  weeks after the event occurs. She is similarly aware whenever drow
  make war or commit violence against each other.
  Automatic Actions: Lolth can use Knowledge (arcana), Knowl-
  edge (history), Knowledge (religion), or Knowledge (the planes) as
  a free action if the DC for the task is 25 or lower. She also can use
  her Hide skill as a free action. She can perform up to ten such free
  actions each round.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by T. Diterlizzi
  
  Create Magic Items: Lolth can create light or medium
  armor, simple or martial weapons, items that create darkness,
  such as a scroll of darkness or a wand of deeper darkness, divination
  items, such as a crystal ball, and items that disguise the user, such
  as a hat of disguise, as long as the item’s market price does not
  exceed 200,000 gp.
  Avatars
  Lolth often sends her avatar to check up on her clerics and intimi-
  date her foes.
  dAvatar of Lolth: As Lolth except divine rank 7; AC 56
  (touch 37, flat-footed 47); Atk +57 melee (1d6+12/19–20, bite) or
  +59/+54/+49/+44 melee (1d4+12/19–20, +5 ghost touch chaotic
  unholy dagger) or +62/+57/+52/+47 ranged (1d2+7, +5 ghost touch
  chaotic unholy whip) or spell +56 melee touch or +58 ranged
  touch; SQ DR 42/+4, fire resistance 27, SR 59, divine aura (700
  ft., DC 26); SV Fort +45, Ref +48, Will +54; all skill modifiers
  reduced by 8.
  Poison: As Lolth, except the save DC is 33.
  Webs: As Lolth, except the webs have an Escape Artist DC of 39,
  a break DC of 45, and 25 hit points per 5-foot section. The web’s
  poison save DC is 23.
  Salient Divine Abilities: Alter Form, Alter Size, Call Creatures
  (vermin), Divine Blast, Divine Shield, Extra Domain (Destruction),
  Hand of Death, Increased Spell Resistance, Shift Form.
  Spell-Like Abilities: Caster level 17th; saving throw DC 27 +
  spell level.
  MORADIN
  The Soul Forger, Dwarffather, The All-Father,
  The Creator
  Greater Deity
  Symbol: Hammer and anvil
  Home Plane: Celestia
  Alignment: Lawful good
  Portfolio: Dwarves, creation,
  smithing, engineering, war
  Worshipers: Dwarves, metal-
  workers
  Cleric Alignments: LG, LN, NG
  Domains: Earth, Good,
  Law, Protection
  Favored Weapon: Warhammer
  The deity of dwarves, Moradin (moar-uh-din), usually appears as a
  stern-faced male dwarf with a powerful build. His upper body is par-
  ticularly robust, with a barrel chest, wide shoulders, and arms corded
  with big muscles. He has flowing black hair and a beard to match, and
  he always wears full plate armor. He carries a shield and a war-
  hammer. Moradin forged the first dwarves out of metal and gems and
  breathed life into them.
  Dogma
  Moradin is an adamant defender of the dwarven people he created
  and of the principles of law and good. He teaches the value of
  making goods that last, of loyalty to clan, leader, and people, and
  of meeting adversity with stoicism and tenacity. He tolerates no
  taint of evil among the dwarves; it was he who drove the derro and
  duergar out of the dwarven community. It is Moradin’s influence
  that leads the dwarves toward excellence in craftwork and staunch
  defense of what is theirs.
  Clergy and Temples
  Clerics of Moradin are charged with maintaining and advancing
  the dwarven race in all walks of life. They perform a wide range of
  public ceremonies (marriages, blessing new ventures, crowning
  monarchs, and the like). They also educate the young, arrange
  communal defenses, and sponsor expeditions to settle new lands.
  They also keep detailed genealogies and historical archives.
  Every temple or shrine of Moradin includes an anvil and a forge
  that the clerics keep perpetually burning. The anvil can be a simple
  decoration or part of a working smithy, but it often serves as the
  temple altar.
  MORADIN
  Fighter 20/Expert 14/Cleric 15
  Medium-Size Outsider (Good, Lawful)
  Divine Rank: 19
  Hit Dice: 20d8+260 (outsider) plus 20d10+260 (Ftr) plus 14d6+182
  (Exp) plus 15d8+195 (Clr) (1,461 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 60 ft., burrow 60 ft.
  AC: 91 (+1 Dex, +19 divine, +32 natural, +13 +5 full plate, +7 +5 large
  steel shield, +9 deflection)
  Attacks*: +5 holy lawful returning throwing warhammer +92/+87/
  +82/+77 melee or +5 holy lawful returning throwing warhammer +81
  ranged; or spell +82 melee touch or +71 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 holy lawful returning warhammer 1d8+44/×3; or by
  spell *Always does maximum damage (warhammer 52 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Dwarf traits, divine immunities, DR 73/+5, fast
  healing 39, fire resistance 39, spontaneous casting of divine
  spells, understand, speak, and read all languages and speak
  directly to all beings within 19 miles, remote communication,
  godly realm, teleport without error at will, plane shift at will, SR 71,
  divine aura (19 miles, DC 37).
  Saves*: Fort +70, Ref +64, Will +64. *Always receives a 20 on saves.
  Abilities: Str 46, Dex 24, Con 36, Int 24, Wis 28, Cha 29.
  Skills*: Appraise +37, Bluff +39, Concentration +74, Craft (armor-
  smithing) +72, Craft (gemcutting) +72, Craft (metalworking)
  +74, Craft (stoneworking) +74, Craft (weaponsmithing) +72,
  Diplomacy +32, Intimidate +30, Knowledge (arcana) +55,
  Knowledge (architecture and engineering) +37, Knowledge
  (history) +31, Knowledge (religion) +55, Listen +46, Profession
  (architect) +74, Profession (brewer) +74, Profession (engineer)
  +74, Profession (miner) +74, Profession (tanner) +74, Scry +60,
  Search +51, Sense Motive +51, Spellcraft +67, Spot +30. *Always
  receives a 20 on checks.
  Feats: Blind-Fight, Combat Reflexes, Cleave, Craft Magic Arms
  and Armor, Craft Rod, Craft Wondrous Item, Dodge, Deflect
  Arrows, Divine Might, Empower Spell, Expertise, Forge Ring,
  Great Cleave, Great Fortitude, Greater Spell Penetration,
  Improved Bull Rush, Improved Disarm, Improved Initiative,
  Improved Trip, Improved Unarmed Strike, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Quicken Spell, Spell
  Penetration, Spring Attack, Still Spell, Stunning Fist, Sunder,
  Superior Expertise, Weapon Focus (warhammer), Weapon
  Specialization (warhammer), Whirlwind Attack.
  Dwarf Traits: +1 bonus on attack rolls against orcs and goblin-
  oids; +2 bonus on Will saves against spells and spell-like abilities;
  +2 bonus on Fortitude saves against all poisons; +4 dodge bonus
  against giants; darkvision; stonecunning (+2 racial bonus on
  checks to notice unusual stonework; can make a check for unusual
  stonework as though actively searching when within 10 feet and
  can use the Search skill to find stonework traps as a rogue can;
  intuit depth); +2 racial bonus on Appraise checks and Craft or
  Profession checks related to stone or metal.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  83
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer
  
  84
  mind-affecting effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter
  Reality, Alter Size, Annihilating Strike, Area
  Divine Shield, Avatar, Battlesense, Control
  Creatures (dwarves), Craft Artifact, Create
  Greater Object, Create Object,
  Divine Battle Mastery, Divine
  Blast, Divine Creation, Divine
  Earth Mastery, Divine Fast
  Healing, Divine Shield, Divine
  Weapon Focus (warhammer),
  Divine Weapon Specializa-
  tion (warhammer), Extra
  Domain (Law), Gift of Life,
  Increased Damage Reduction,
  Increased Spell Resistance,
  Master Crafter.
  Domain Powers: Cast good
  spells at +1 caster level; cast law
  spells at +1 caster level; 19/day
  protective ward (touched subject
  gains +15 resistance bonus on
  next saving throw, maximum
  duration 1 hour); 19/day turn or
  destroy air creatures, or rebuke or
  command earth creatures.
  Spell-Like Abilities: Moradin
  uses these abilities as a 29th-level caster,
  except for good spells and law spells,
  which he uses as a 30th-level caster. The
  save DCs are 38 + spell level. Aid, antimagic
  field, blade barrier, calm emotions, dictum, dispel
  chaos, dispel evil, earthquake, elemental swarm
  (as earth spell only), hold monster, holy aura,
  holy smite, holy word, iron body, magic circle
  against chaos, magic circle against evil, magic
  stone, mind blank, order’s wrath, prismatic sphere, protection from chaos,
  protection from elements, protection from evil, repulsion, shield of law,
  shield other, soften earth and stone, spell immunity, spell resistance, spike
  stones, stone shape, stoneskin, summon monster IX (as good or law
  spell only), wall of stone.
  Cleric Spells/Day: 6/9/8/8/7/7/5/4/3; base DC = 19 + spell level.
  Possessions: Moradin carries Soulhammer, a +5 warhammer with
  the holy, lawful, returning, and throwing special abilities.
  Caster Level: 25th; Weight: 8 lb.
  Other Divine Powers
  As a greater deity, Moradin automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Moradin can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of nineteen miles. As a standard
  action, he can perceive anything within nineteen miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles or
  name was spoken in the last hour. He can extend his senses to up
  to twenty locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once for
  19 hours.
  Portfolio Sense: Moradin senses anything that affects dwarven
  welfare nineteen weeks before it happens and retains the sensation
  for nineteen weeks after the event occurs. He is similarly aware
  whenever dwarves engage in arts or crafts or make war.
  Automatic Actions: Moradin can use any Craft skill, even
  those he has no ranks in, as a free action if the DC for the task
  is 30 or lower. He can perform up to twenty such free actions
  each round.
  Create Magic Items: Moradin can create simple
  or martial magic weapons, armor, and magic tools,
  such as a mattock of the titans.
  Avatars
  Moradin’s avatars
  usually look just
  like he does, but they
  sometimes take the forms of
  earth elementals, xorns, or
  members of some dwarven
  subrace. Moradin sends his
  avatars to dwarven lands to
  keep discreet watch over dwar-
  ven craftworkers and leaders and
  to guard against interference
  from Gruumsh or deities of evil
  subterranean peoples.
  dAvatar of Moradin: As
  Moradin except divine rank 9; AC
  71 (touch 29, flat-footed 70);
  Atk +82/+77/+72/+67
  melee (1d8+34/×3, +5
  warhammer) or +71
  ranged or spell +72
  melee touch or +81
  ranged touch; SQ DR 53/+5, fire resistance 29, SR
  41, divine aura (900 ft., DC 27); SV Fort +60, Ref
  +54, Will +54; all skill modifiers reduced by 10.
  Salient Divine Abilities: Alter Form, Alter Size,
  Create Object, Divine Battle Mastery, Divine
  Earth Mastery, Divine Shield, Divine Weapon
  Focus (warhammer), Divine Weapon Special-
  ization (warhammer), Extra Domain (Law),
  Increased Damage Reduction, Increased
  Spell Resistance.
  Spell-Like Abilities: Caster level 19th;
  saving throw DC 28 + spell level.
  NERULL
  The Reaper, The Foe of All Good, Hater of Life, Bringer of Darkness,
  King of All Gloom, Reaper of Flesh
  Greater Deity
  Symbol: Skull and scythe
  Home Plane: Carceri
  Alignment: Neutral evil
  Portfolio: Death, darkness, murder,
  underworld
  Worshipers: Necromancers, assas-
  sins, rogues, murderers
  Cleric Alignments: CE, LE, NE
  Domains: Death, Evil, Trickery
  Favored Weapon: Scythe
  The deity of death, Nerull (nare-ull), is widely known and widely
  feared. His gaunt form resembles a mummified, nearly skeletal
  corpse with rusty red skin, thick blackish-green hair, a cowled
  cloak of rusty black, and eyes, teeth, and nails like poisonous verdi-
  gris. His black staff, Lifecutter, forms a scythelike blade of red force
  that slays anyone it touches.
  Dogma
  Nerull is the patron of those who seek the greatest evil for their
  own enjoyment or gain.
  All are equal in Nerull’s cold realm. Every living thing is an
  affront to the Reaper, and every death brings a dark spark of joy to
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by A. Swekel & D. Cramer
  
  his long-dead heart. Those that pray to Nerull to appease him only
  attract his attention and their own doom. Those that kill in his
  name shall be rewarded (or so Nerull promises).
  Clergy and Temples
  Clerics of Nerull are secretive and solitary, since few sane people tol-
  erate their presence. Except in the most evil lands, Nerull has no
  organized churches. With no overall hierarchy, individual churches
  work against each other at times. Still, the Reaper is feared across the
  lands. His clerics wear rust-red garb when not in disguise. Nerull’s
  clerics commit murders as offerings to their deity. If their actions are
  discovered, they move on to new hunting grounds. Some take up the
  wandering life and put on innocent faces as they move from town to
  town, murdering a few people and then moving on.
  Temples to Nerull are always hidden, even in lands where the
  Reaper is honored. They usually are located underground, often as
  parts of catacomb complexes. Most temples are stocked with
  undead creatures and others that spread or celebrate death, such as
  hags, fiends, and vargouilles.
  NERULL
  Necromancer 10/Cleric 20/Rogue 10
  Medium-Size Outsider
  Divine Rank: 17
  Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Nec) plus 20d8+140
  (Clr) plus 10d6+70 (Rog) (840 hp)
  Initiative: +15, always first (+11 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 77 (+11 Dex, +17 divine, +30 natural, +9 deflection)
  Attacks*: +5 brilliant energy keen speed scythe +70/+70/+65/+60/+55
  melee; or spell +64 melee touch or +73 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 brilliant energy keen speed scythe 2d4+15/×4; or by spell
  *Always does maximum damage (scythe 23 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Rebuke undead 24/day, sneak attack +5d6 (30
  points), crippling strike, domain powers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immunities, DR 52/+4, fire resistance
  37, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 17
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (bats), evasion, traps, uncanny
  dodge (cannot be flanked), SR 69, divine aura (17 miles, DC 36).
  Saves*: Fort +56, Ref +60, Will +64. *Always receives a 20 on saves.
  Abilities: Str 25, Dex 33, Con 25, Int 35, Wis 40, Cha 29.
  Skills*: Alchemy +62, Appraise +44, Bluff +74, Concentration
  +77, Diplomacy +58, Disable Device +49, Disguise +83, Hide
  +91, Intimidate +60, Knowledge (arcana) +82, Knowledge
  (history) +49, Knowledge (religion) +82, Knowledge (the
  planes) +72, Knowledge (undead) +82, Listen +80, Move
  Silently +76, Open Lock +48, Pick Pocket +54, Scry +82, Search
  +72, Sense Motive +90, Spellcraft +92, Spot +80. *Always
  receives a 20 on checks.
  Feats: Brew Potion, Combat Casting, Combat Reflexes, Craft Rod,
  Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extra
  Turning (×3), Greater Spell Focus (Necromancy), Greater Spell
  Penetration, Improved Initiative, Reach Spell, Sacred Spell, Scribe
  Scroll, Silent Spell, Spell Focus (Necromancy), Spell Penetration,
  Still Spell, Weapon Focus (scythe), Widen Spell.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Altar
  Brazier
  Pits
  Temple of Nerull
  1.   Catacombs
  2.   Antechambers
  3.   Trapped Corridor
  4.   Main Chapel
  5.   Side Chapel
  6.   Guardpost
  7.   Vestry
  8.   Barracks
  9.   Torture Chamber
  10. Prison
  11.  Priests' Quarters
  12.  Kitchen
  13.  Library
  9
  10
  8
  6
  4
  2
  2
  2
  1
  11
  11
  11
  11
  11
  11
  11
  11
  13
  12
  7
  3
  5
  5
  2.5
  Scale in Feet
  Altar
  Brazier
  Pits
  85
  
  86
  Salient Divine Abilities: Alter
  Reality, Alter Size, Arcane Mastery,
  Area Divine Shield, Annihilating
  Strike, Avatar, Control Creatures (un-
  dead), Craft Artifact, Create Greater
  Object, Create Object, Divine
  Blast, Divine Celerity, Divine
  Creation, Divine Spell Focus
  (Necromancy), Divine Shield,
  Increased Spell Resistance,
  Hand of Death, Life and
  Death, Life Drain, Sponta-
  neous Wizard Spells,
  Supreme Initiative, Un-
  dead Qualities.
  Domain Powers:
  17/day death touch (if
  subject touched does not have at
  least 120 hp, it dies); cast evil spells at
  +1 caster level.
  Spell-Like Abilities: Nerull uses
  these abilities as a 27th-level caster,
  except for evil spells, which he
  uses as a 28th-level caster. The save
  DCs are 36 + spell level. Animate
  dead, blasphemy, cause fear, change
  self, confusion, create greater undead,
  create undead, death knell, death ward,
  desecrate, destruction, dispel good, false
  vision, invisibility, magic circle against good,
  mislead, nondetection, polymorph any object,
  protection from good, screen, slay living, summon
  monster IX (as evil spell only), time stop, unholy
  aura, unholy blight, wail of the banshee.
  Cleric Spells/Day: 6/10/10/10/9/9/8/8/7/7;
  base DC = 25 + spell level, 42 + spell level for necro-
  mancy spells.
  Wizard Spells/Day: 5/8/8/7/6/5; base DC = 21 + spell level,
  38 + spell level for necromancy spells. Prohibited school: Illusion.
  Possessions: Nerull carries Lifecutter, a +5 scythe with the bril-
  liant energy, keen, and speed special abilities. Lifecutter resembles a
  gnarled staff of ebony with a curving blade of energy.
  Caster Level: 25th; Weight: 12 lb.
  Other Divine Powers
  As a greater deity, Nerull automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Nerull can see, hear, touch, and smell at a distance of
  seventeen miles. Nerull can see equally well in light or darkness
  and can see even in magical darkness provided a deity of higher
  rank has not created it. As a standard action, he can perceive
  anything within seventeen miles of his worshipers, holy sites,
  objects, or any location where one of his titles or name was
  spoken in the last hour. He can extend his senses to up to
  twenty locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 17 hours.
  Portfolio Sense: Nerull senses any death seventeen weeks
  before it happens and retains the sensation for a seventeen weeks
  after the event occurs.
  Automatic Actions: Nerull can use Knowledge (arcana), Knowl-
  edge (history), Knowledge (religion), Knowledge (the planes), or
  Knowledge (undead) as a free action if the DC for the task is 30
  or lower. He also can use any death-producing spell or domain
  power (but not a salient divine ability) as a free action. He can per-
  form up to twenty such free actions each round.
  Create Magic Items: Nerull can
  create a magic weapon from a dagger,
  dart, light mace, sap, shortbow, compos-
  ite shortbow, short sword, club, heavy
  mace, morningstar, quarterstaff, rapier,
  or any type of crossbow as well as items
  that can produce death effects, such as a
  mask of the skull. He can also create items
  that conceal or disguise the user, such as
  a ring of invisibility, a robe of blending, or a
  hat of disguise.
  Avatars
  Nerull’s avatars look just like he does. He
  seldom uses them except to witness a par-
  ticularly significant or bizarre death.
  dAvatar of Nerull: As Nerull except
  divine rank 8; AC 59 (touch 38, flat-
  footed 59); Atk +61/+56/+51/+46/+41
  melee (2d4+15/×4, +5 brilliant energy
  keen speed scythe) or spell +55 melee
  touch or +64 ranged touch; SQ DR
  43/+4, fire resistance 28, SR 60, divine
  aura (800 ft., DC 27); SV Fort +46, Ref
  +50, Will +54; all skill modifiers
  reduced by 9.
  Salient Divine Abilities: Alter Size,
  Annihilating Strike, Control Crea-
  tures (undead), Divine Blast, Divine
  Celerity, Divine Spell Focus (Necro-
  mancy), Divine Shield, Increased
  Spell Resistance, Supreme Initiative,
  Undead Qualities.
  Spell-Like Abilities: Caster level 18th;
  saving throw DC 27 + spell level.
  Spells: As Nerull except the save DC for cleric necro-
  mancy spells is 33 + spell level and the save DC for wizard
  necromancy spells is 29 + spell level.
  OBAD-HAI
  The Shalm
  Intermediate Deity
  Symbol: Mask of oak leaves and acorns
  Home Plane: Outlands
  Alignment: Neutral
  Portfolio: Nature, woodlands,
  freedom, hunting, beasts
  Worshipers: Barbarians,
  rangers, druids, hunters
  Cleric Alignments: CN, LN, N,
  NE, NG
  Domains: Air, Animal, Earth,
  Fire, Plant, Water
  Favored Weapon: Quarterstaff
  Obad-Hai (oh-bod-high), deity of nature, is most often shown as a lean
  and weathered man of indeterminately old age, dressed in brown or
  russet and looking like a hermit, although nonhuman communities
  depict him as one of their own race. Because Obad-Hai strictly
  adheres to neutrality, he is a rival of Ehlonna. Obad-Hai plays a shalm
  (a double-reed woodwind musical instrument, also spelled “shawm”)
  and takes his title from this instrument. He also carries a staff.
  Dogma
  Obad-Hai rules nature and the wilderness, and he is a friend to all
  who live in harmony with the natural world. He expects his followers
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by M. Cavotta & D. Cramer
  
  to live in harmony with nature in all its variety. Those who destroy or
  otherwise harm nature deserve swift vengeance in an appropriate
  manner, says Obad-Hai. Those who are one with nature, however,
  have little to fear, although the well-meaning but foolish are some-
  times brought down by a danger they could not avoid or divert.
  Obad-Hai teaches that the wilds can sometimes be ugly, dangerous,
  or terrible, but that these things are a part of nature and should be
  respected as much as those that are beautiful, harmless, or wonderful,
  for these characterizations mark a newcomer’s perspective.
  Clergy and Temples
  Clerics of Obad-Hai have no hierarchy. They treat all those of
  their order as equals. They wear russet-colored clothing and
  maintain hidden woodland shrines that are usually located far
  from civilization. They keep to the wilderness and to themselves,
  rarely getting involved in society.
  A wide variety of peoples serve as Obad-Hai’s clerics, including
  humans, gnomes, halflings, and sylvan fey. They serve as protectors
  of nature, acting as the agents of retribution when their protection
  is insufficient or too late.
  Temples to Obad-Hai can be located nearly anywhere but are
  usually located amid groves of oak trees.
  OBAD-HAI
  Druid 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Drd) plus 20d8+180
  (Clr) (1,020 hp)
  Initiative: +9
  Speed: 60 ft.
  AC: 72 (+9 Dex, +15 divine, +28 natural, +10 deflection)
  Attacks: +5 defending shocking burst quarterstaff +66/+61/+56/+51
  melee, +5 speed icy burst quarterstaff +66/+66/+61/+56 melee; or
  spell +67 melee touch or +69 ranged touch
  Damage: +5 defending shocking burst quarterstaff 1d6+12 plus 1d6
  electricity/19–20, +5 speed icy burst quarterstaff 1d6+8 plus 1d6
  cold/19–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 13/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, fast healing 35, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 15 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, a thousand faces,
  nature sense, resist nature’s lure, low-light vision, timeless body,
  trackless step, venom immunity, wild shape (Tiny, Small, Medium-
  size, Large, Huge, or dire animal 6/day, elemental 3/day), wood-
  land stride, SR 47, divine aura (1,500 ft., DC 34).
  Saves: Fort +56, Ref +56, Will +63.
  Abilities: Str 24, Dex 28, Con 29, Int 30, Wis 43, Cha 31.
  Skills*: Animal Empathy +68, Concentration +67, Craft (leather-
  working) +84, Craft (pottery) +84, Craft (stoneworking) +84, Craft
  (woodworking) +84, Diplomacy +47, Handle Animal +48, Heal
  +33, Hide +40, Intuit Direction +47, Knowledge (arcana) +49,
  Knowledge (geography) +41, Knowledge (nature) +78,
  Knowledge (religion) +65, Listen +49, Move Silently +40, Perform
  +41, Profession (herbalist) +70, Ride (horse) +26, Scry +68, Search
  +41, Sense Motive +51, Spellcraft +88, Spot +49, Use Magic Device
  +41, Wilderness Lore +94. *Always receives a 20 on checks.
  Feats: Alertness, Ambidexterity, Blind-Fight, Brew Potion, Combat
  Reflexes, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge,
  Endurance, Forge Ring, Greater Two-Weapon Fighting, Improved
  Critical (quarterstaff), Improved Two-Weapon Fighting, Quicken
  Spell, Run, Scribe Scroll, Track, Two-Weapon Fighting, Weapon
  Focus (quarterstaff).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Con-
  trol Creatures (animals), Create Greater Object, Create Object,
  Divine Blast, Divine Shield, Divine Fast Healing, Energy Burst
  (fire), Extra Domain (Air), Extra Domain (Earth), Extra Domain
  (Fire), Gift of Life, Hand of Death, Power of Nature, Speak with
  Creatures (animals), Speak with Creatures (plants).
  Domain Powers: 10/day turn or destroy earth creatures, or rebuke
  or command air creatures; 15/day use animal friendship; 10/day turn or
  destroy air creatures, or rebuke or command earth creatures; 10/day
  turn or destroy water creatures, or rebuke or command fire creatures;
  10/day rebuke or command plant creatures; 10/day turn or destroy
  fire creatures, or rebuke or command water creatures.
  Spell-Like Abilities: Obad-Hai uses these abilities as a 25th-
  level caster, except for good spells, which he uses as a 26th-level
  caster. The save DCs are 34 + spell level. Acid fog, air walk, animal
  shapes, antilife shell, barkskin, burning hands, calm animals, chain light-
  ning, changestaff, command plants, commune with nature, cone of cold,
  control plants, control water, control weather, control winds, creeping
  doom, dominate animal, earthquake, elemental swarm, entangle, fire
  seeds, fire shield, fire storm, fog cloud, gaseous form, hold animal, horrid
  wilting, ice storm, incendiary cloud, iron body, magic stone, obscuring mist,
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  CHAPTER 3:
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  Illus. by K. Anderson
  
  88
  plant growth, produce flame, repel vermin, repel wood, resist elements,
  shambler, shapechange, soften earth and stone, spike stones, stone shape,
  stoneskin, wall of fire, wall of stone, wall of thorns, water breathing, whirl-
  wind, wind wall.
  Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 +
  spell level.
  Druid Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 26 +
  spell level.
  Possessions: Obad-Hai’s staff, Stormstouch, is a double weapon.
  Both ends are +5 weapons. One end has the defending and shock-
  ing burst special abilities and the other the speed and icy burst
  special abilities.
  Caster Level: 20th; Weight: 5 lb.
  Other Divine Powers
  As an intermediate deity, Obad-Hai automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Obad-Hai can see (using normal vision or low-light
  vision), hear, touch, and smell at a distance of fifteen miles. As a
  standard action, he can perceive anything within fifteen miles of
  his worshipers, holy sites, objects, or any location where one of his
  titles or name was spoken in the last hour. He can extend his
  senses to up to ten locations at once. He can block the sensing
  power of deities of his rank or lower at up to two remote locations
  at once for 15 hours.
  Portfolio Sense: Obad-Hai senses anything that affects
  nature (land, sea, air) the instant it happens and retains the sen-
  sation for fifteen weeks after the event occurs. Any plant or
  animal can be the focus for Obad-Hai’s remote sense and remote
  communication power.
  Automatic Actions: Obad-Hai can use Craft (leatherwork-
  ing), Craft (pottery), Craft (stoneworking), Craft (woodworking),
  Knowledge (arcana), Knowledge (geography), Knowledge
  (nature), or Knowledge (religion) as a free action if the DC for the
  task is 25 or lower. He can perform up to ten such free actions
  each round.
  Create Magic Items: Obad-Hai can create magic items that
  produce energy effects, such as a wand of fireball, items that control
  elementals, such as a censer of controlling air elementals, and items
  that control animals or plants, such as a staff of swarming insects,
  items that control or affect the elements, such as a staff of earth and
  stone, and items that protect the user from the elements, such as a
  ring of elemental resistance, as long as the item’s market price does not
  exceed 200,000 gp.
  Avatars
  Obad-Hai’s avatars vary in appearance, just as he does. He sends
  them to patrol wild areas and protect them from harm, and to mon-
  itor the activities of Ehlonna.
  dAvatar of Obad-Hai: As Obad-Hai except divine rank 7; AC
  56 (touch 36, flat-footed 47); Atk +58/+53/+48/+43 melee (1d6+12,
  +5 defending shocking burst quarterstaff) adn +58/+53/+48/+43 melee
  (1d6+8, +5 shocking icy burst quarterstaff) or spell +60 melee touch or
  +62 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine
  aura (700 ft., DC 26); SV Fort +48, Ref +48, Will +55; all skill modi-
  fiers reduced by 8.
  Salient Divine Abilities: Alter Size, Automatic Metamagic
  (quicken spell-like abilities), Divine Blast, Divine Shield, Divine
  Fast Healing, Extra Domain (Air), Extra Domain (Earth), Speak
  with Creatures (animals), Speak with Creatures (plants). Without
  the Extra Domain (Fire) salient ability, Obad-Hai’s avatar loses
  access to the Fire domain and the spell-like abilities burning hands,
  elemental swarm, fire seeds, fire shield, fire storm, incendiary cloud, pro-
  duce flame, resist elements, and wall of fire.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  OLIDAMMARA
  The Laughing Rogue
  Intermediate Deity
  Symbol: Laughing mask
  Home Plane: Ysgard
  Alignment: Chaotic neutral
  Portfolio: Rogues, music, revelry, wine,
  humor, tricks
  Worshipers: Rogues, bards, actors, vintners
  Cleric Alignments: CE, CG, CN,
  Domains: Chaos, Luck, Trickery
  Favored Weapon: Rapier
  The deity of rogues, Olidammara (oh-lih-duh-mar-uh), most often
  appears as a brown-haired man of rakish appearance, olive skin,
  and merry eyes, but he often goes incognito. Olidammara delights
  in wine, women, and song. He is a vagabond, a prankster, and a
  master of disguise. His temples are few, but many people are will-
  ing to raise a glass in his honor.
  Dogma
  Olidammara loves upsetting anyone who seems too attached to an
  ordered life and a predictable routine. He urges his followers to
  bend every effort toward mastering the art of music. He also
  teaches that life is meant to be happy and entertaining, and the
  best jokes need a target to hang them on. The tables can turn on
  any trickster, and Olidammara’s followers should accept the laugh
  and appreciate the trick when it happens to them. Wine, Oli-
  dammara says, is one of the joys of life, and the only thing better
  than making wine is drinking it. Avoid misery, temperance, and
  solemnity, for they are the greatest poisons to the soul.
  Clergy and Temples
  Olidammara’s religion is loosely organized, but his clerics are
  numerous. They usually work among urban folk or wander the
  countryside. Olidammara’s clerics often have a second occupation,
  such as minstrels, brewers, or jacks-of-all-trades. Thus, they can be
  found almost anywhere doing or wearing anything.
  Temples dedicated solely to Olidammara are few. But as his fol-
  lowers say, there is a temple of Olidammara anywhere there is wine,
  song, and laughter, Most formal temples of Olidammara are hidden,
  because they usually double as hideouts for thieves. Many drinking
  establishments include at least small shrines to Olidammara.
  OLIDAMMARA
  Rogue 20/Bard 10/Cleric 10
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rog) plus 10d6+70
  (Brd) plus 10d8+70 (Clr) (840 hp)
  Initiative: +24, always first (+20 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 84 (+20 Dex, +15 divine, +28 natural, +11 deflection)
  Attacks: +5 chaotic keen speed rapier +81/+81/+76/+71/+66 melee; or
  spell +63 melee touch or +76 ranged touch
  Damage: +5 chaotic keen speed rapier 1d6+12/12–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Sneak attack +13d6, turn undead 14/day, domain
  powers, salient divine abilities, spell-like abilities, crippling strike.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance 35,
  spontaneous casting of divine spells, understand, speak, and read all
  languages and speak directly to all beings within 15 miles, remote
  communication, godly realm, teleport without error at will, plane shift
  at will, bardic knowledge +20, bardic music 10/day (countersong,
  fascinate, inspire competence, inspire courage, inspire greatness,
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer
  
  suggestion), evasion, improved
  evasion, opportunist, slippery
  mind, traps, uncanny dodge
  (cannot be flanked, +4 against
  traps), SR 47, divine aura
  (1,500 ft., DC 35).
  Saves: Fort +54, Ref +69, Will +54.
  Abilities: Str 24, Dex 50, Con
  24, Int 30, Wis 24, Cha 33.
  Skills*: Appraise +45, Balance
  +59, Bluff +103, Climb +62,
  Concentration +54, Craft (mu-
  sical instrument) +57, Diplo-
  macy +48, Disable Device +45,
  Disguise +58, Escape Artist
  +55, Heal +26, Hide +67, In-
  nuendo +48, Intimidate +52,
  Jump +26, Knowledge
  (arcana) +71, Knowledge
  (history) +45, Knowledge
  (local) +45, Listen +68,
  Move Silently +69, Open
  Lock +75, Perform +62, Pick
  Pocket +65, Profession (herbal-
  ist) +42, Profession (vintner)
  +68, Read Lips +45, Scry +68,
  Search +55, Sense Motive +66,
  Spellcraft +52, Spot +54, Tumble +69, Use
  Magic Device +78, Wilderness Lore +42.
  *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Combat Reflexes,
  Dodge, Enlarge Spell, Expertise, Extend Spell, Improved
  Critical (rapier), Improved Disarm, Improved Initiative,
  Improved Trip, Lightning Reflexes, Mobility, Quick
  Draw, Skill Focus (Perform), Spell Penetration, Spring Attack,
  Superior Expertise, Weapon Finesse (rapier), Weapon Focus
  (rapier), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Area Divine
  Shield, Avatar, Create Greater Object, Create Object, Divine Blast,
  Divine Celerity, Divine Dodge, Divine Recall (melodies), Divine
  Rogue, Divine Shield, Divine Skill Focus (Bluff), Divine Sneak
  Attack, Instant Move, Irresistible Performance (no calm effect),
  Shift Form (see below), Supreme Initiative.
  Shift Form: Olidammara can assume the form of any animal with a
  carapace (such as a snail, a turtle, or even a dragon turtle. While in this
  form, Olidammara can choose to withdraw into his shell. When he does
  so, he can take no actions and loses all defensive Dexterity bonuses,
  but once per hour he gains a free use of his Divine Shield power.
  Domain Powers: Cast chaos spells at +1 caster level; 15/day
  reroll a die roll once after it is made.
  Spell-Like Abilities: Olidammara uses these abilities as a 25th-
  level caster, except for chaos spells, which he uses as a 26th-level
  caster. The save DCs are 35 + spell level. Aid, animate objects, break
  enchantment, change self, chaos hammer, cloak of chaos, confusion, dispel law,
  entropic shield, false vision, freedom of movement, holy aura, invisibility,
  magic circle against law, miracle, mislead, nondetection, polymorph any
  object, protection from elements, protection from law, screen, shatter, spell turn-
  ing, summon monster IX (as chaos spell only), time stop, word of chaos.
  Bard Spells Known (3/6/6/5/2; base DC = 21 + spell level): 0—
  dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read
  magic; 1st—detect secret doors, feather fall, message, ventriloquism; 2nd—
  detect thoughts, magic mouth, minor image, mirror image; 3rd—confusion,
  emotion, illusory script, wind wall;
  4th—dominate person, hallucina-
  tory terrain.
  Cleric Spells/Day: 6/7/7/
  6/5/4; base DC = 17 + spell level.
  Possessions: Olidammara
  carries Swiftstrike, a +5 rapier with
  the chaotic, keen, and speed
  special abilities.
  Caster Level: 20th; Weight: 3 lb.
  Other Divine Powers
  As an intermediate deity, Oli-
  dammara automatically re-
  ceives a die result of 20 on
  any check. He treats a 1 on
  a saving throw or attack
  roll normally and not as
  an automatic failure. He
  is immortal.
  Senses: Olidammara can
  see, hear, touch, and smell at a
  distance of fifteen miles. As a
  standard action, he can perceive
  anything within fifteen miles of
  his worshipers, holy sites, objects, or
  any location where one of his
  titles or name was spoken in
  the last hour. He can extend
  his senses to up to ten loca-
  tions at once. He can block the
  sensing power of deities of his rank or lower at up
  to two remote locations at once for 15 hours.
  Portfolio Sense: Olidammara senses any theft
  and any joke, song, poem, or play the instant it hap-
  pens and retains the sensation for fifteen weeks after
  the event occurs. He is likewise aware of winemaking.
  Automatic Actions: Olidammara can use Craft (musical instru-
  ment), Disable Device, Knowledge (arcana), Knowledge (history),
  Knowledge (local), Open Lock, Profession (herbalist), or Profession
  (vintner) as a free action if the DC for the task is 25 or lower. He can
  also use Pick Pocket as a free action, though each such attempt requires
  a check. He can perform up to ten such free actions each round.
  Create Magic Items:Olidammara can create a magic weapon from
  a dagger, dart, light mace, sap, shortbow, composite shortbow, short
  sword, club, heavy mace, morningstar, quarterstaff, rapier, or any type
  of crossbow as well as any item that conceals or disguises the user,
  such as a ring of invisibility, robes of blending, or a hat of disguise, and musi-
  cal instruments such as a horn of blasting, pipes of the sewers, or a lyre of
  building, as long as the item’s market price does not exceed 200,000 gp.
  Avatars
  Olidammara’s avatars can look like almost anything, though he
  prefers his own humanlike form. He sends them to perpetrate
  jokes on other deities and notable mortals.
  dAvatar of Olidammara: As Olidammara except divine rank
  7; AC 68 (touch 48, flat-footed 68); Atk +73/+73/+68/+63/+58
  melee (1d6+12/16–20, +5 chaotic keen speed rapier) or spell +56 melee
  touch or +69 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39,
  divine aura (700 ft., DC 27); SV Fort +26, Ref +36, Will +26; Bluff
  +85; all other skill modifiers reduced by 8.
  Salient Divine Abilities: Alter Size, Automatic Metamagic
  (quicken spell-like abilities), Create Object, Divine Celerity, Divine
  Dodge, Divine Recall (melodies), Divine Shield, Instant Move,
  Supreme Initiative.
  Spell-Like Abilities: Caster level 17th; saving throw DC 27 +
  spell level.
  89
  CHAPTER 3:
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  Illus. by M. Cavotta
  
  90
  PELOR
  The Shining One
  Greater Deity
  Symbol: Sun face
  Home Plane: Elysium
  Alignment: Neutral good
  Portfolio: Sun, light, strength,
  healing
  Worshipers: Bards, rangers,
  druids, healers, commoners
  Cleric Alignments: GG, LG, NG
  Domains: Good, Healing,
  Strength, Sun
  Favored Weapon: Mace
  Pelor (pay-lore), deity of the sun, is depicted as an older man in white,
  with wild hair and a beard of shining gold. Pelor is the creator of
  many good things, a supporter of those in need, and an adversary of
  all that is evil. He is the most commonly worshiped deity among ordi-
  nary humans, and his priests are well received wherever they go.
  Dogma
  Though widely revered as a peaceful and gentle deity who allevi-
  ates suffering, Pelor also has more martial aspects. He brings his
  wrath to bear on darkness and evil, and he invigorates and heals
  those who champion the cause of good.
  Pelor teaches that the energy of life originates from the sun. This
  light brings strength to the weak and health to the injured, while
  destroying darkness and evil. He urges his followers to challenge
  the forces of corruption aggressively, but also to remember that
  just as staring at the sun can cause blindness of the eyes, relentless
  attention to the destruction of negative forces can blind the heart
  to the true essentials of life: kindness, mercy, and compassion.
  Clergy and Temples
  Pelor’s clerics favor yellow garb. They are usually kindly people
  with backbones of steel. They are primarily nurturers and protec-
  tors, but when the time comes to bear arms they are not afraid to do
  so. They use their powers to heal, nourish, and otherwise aid the
  needy, while practicing the skills needed to protect their charges
  should they be threatened. Many clerics of Pelor leave their pas-
  toral duties and go to explore far lands in an effort to drive off
  harmful beings and spread their deity’s gifts to all who need them.
  Temples to Pelor tend to be tall, airy, and blindingly white. They
  are usually placed so the sun shines into most of their rooms
  throughout the day. They often feature open, sunny courtyards as
  well. Pelor’s temples are always kept scrupulously clean, and many
  of them of have wings that house hospitals.
  PELOR
  Cleric 20/Druid 10/Fighter 10
  Medium-Size Outsider
  Divine Rank: 17
  Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Clr) plus 10d8+90
  (Drd) plus 10d10+90 (Ftr) (1,040 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 73 (+7 Dex, +17 divine, +30 natural, +9 deflection)
  Attacks*: +5 disruption flaming heavy mace +79/+74/+69/+64 melee;
  or spell +69 melee touch or +64 ranged touch *Always receives a
  20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 disruption flaming heavy mace 1d8+42/19–20; or by
  spell *Always does maximum damage (mace 50 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 24/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, fire immunity, DR 52/+4,
  fast healing 37, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 19 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, nature sense, resist nature’s
  lure, trackless step, venom immunity, wild shape (Small,
  Medium-size, or Large 4/day), woodland stride, SR 49, divine
  aura (19 miles, DC 36).
  Saves*: Fort +58, Ref +56, Will +64. *Always receives a 20 on saves.
  Abilities: Str 34, Dex 24, Con 28, Int 32, Wis 40, Cha 29.
  Skills*: Animal Empathy +39, Concentration +85, Craft (glass-
  making) +91, Craft (metalworking) +91, Diplomacy +57, Handle
  Animal +72, Heal +70, Intuit Direction +38, Knowledge (arcana)
  +79, Knowledge (nature) +69, Knowledge (religion) +62,
  Knowledge (undead) +39, Listen +60, Perform +49, Profession
  (farmer) +95, Profession (herbalist) +95, Profession (sailor) +95,
  Ride (horse) +63, Scry +61, Search +51, Sense Motive +55,
  Spellcraft +71, Spot +60, Wilderness Lore +55. *Always receives a
  20 on checks.
  Feats: Cleave, Combat Reflexes, Divine Might, Divine Vengeance,
  Dodge, Empower Spell, Expertise, Extend Spell, Extra Turning
  (×3), Great Cleave, Improved Critical (heavy mace), Improved
  Initiative, Mobility, Mounted Combat, Power Attack, Reach
  Spell, Ride-By Attack, Sacred Spell, Spirited Charge, Spring
  Attack, Superior Expertise, Weapon Focus (heavy mace),
  Weapon Specialization (heavy mace), Whirlwind Attack.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer & K. Anderson
  
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Area Divine
  Shield, Avatar, Call Creatures (eagles of all sorts), Craft Artifact, Create
  Greater Object, Create Object, Divine Blast, Divine Creation, Divine
  Fast Healing, Divine Radiance, Divine Shield, Divine Storm, Divine
  Weapon Focus (heavy mace), Divine Weapon Specialization (heavy
  mace), Extra Domain (Strength), Extra Energy Immunity (fire), Gift
  of Life, Life and Death, Mass Divine Blast, Mass Life and Death.
  Domain Powers: Cast good spells at +1 caster level; cast healing
  spells at +1 caster level; 17/day feat of strength (+20 enhancement
  bonus to Str for 1 round); 17/day greater turning.
  Spell-Like Abilities: Pelor uses these abilities as a 27th-level
  caster, except for good spells and healing spells, which he uses as a
  28th-level caster. The save DCs are 36 + spell level. Aid, Bigby’s
  clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade barrier,
  bull’s strength, cure critical wounds, cure light wounds, cure moderate
  wounds, cure serious wounds, dispel evil, endure elements, fire seeds, fire
  shield, flame strike, heal, healing circle, heat metal, holy aura, holy smite,
  holy word, magic circle against evil, magic vestment, mass heal, prismatic
  sphere, protection from evil, regenerate, righteous might, searing light, spell
  immunity, stoneskin, summon monster IX (as good spell only), sun-
  beam, sunburst, true resurrection.
  Cleric Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 +
  spell level.
  Druid Spells/Day: 6/8/8/7/6/5; base DC = 25 + spell level.
  Possessions: Pelor carries Sunscepter, a +5 heavy mace with the
  disruption and flaming special abilities.
  Caster Level: 25th; Weight: 8 lb.
  Other Divine Powers
  As a greater deity, Pelor automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Pelor can see, hear, touch, and smell at a distance of
  nineteen miles. As a standard action, he can perceive anything
  within nineteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to twenty locations at once.
  He can block the sensing power of deities of his rank or lower at up
  to two remote locations at once for 19 hours.
  Portfolio Sense: Pelor senses every dusk and dawn, and knows
  when any source of light is lit or extinguished, he is likewise aware
  of any act of healing. He notes these things nineteen weeks before
  they happens and retains the sensation for nineteen weeks after
  the event occurs.
  Automatic Actions: Pelor can use Craft (glassmaking), Craft
  (metalworking), Knowledge (arcana), Knowledge (nature), Knowl-
  edge (religion), Knowledge (undead), Profession (farmer), Profes-
  sion (herbalist), or Profession (sailor) as a free action if the DC is 30
  or lower. He also can use any Strength-related skill as free action if
  the DC for the task is 30 or lower. To use a skill as a free action,
  Pelor must have ranks in the skill, or the skill must be usable
  untrained. Pelor cannot do anything as a free action if the task
  would be a move action or part of a move action. Pelor likewise can
  perform anything that can be accomplished with a simple Strength
  check as a free action. For example, Pelor could kick down a door as
  a free action but he could not jump, climb, or swim as a free action
  because the latter three tasks are all move actions. He can perform
  up to twenty such free actions each round.
  Create Magic Items: Pelor can create any weapon and any item
  that has the power to shed light or flame, such as flaming burst
  weapons, a helm of brilliance, or a robe of scintillating colors. He also
  can create items with the power to heal injuries or restore life, such
  as a potion of healing, a staff of life, or doses of Keoghtom’s ointment.
  Avatars
  Pelor’s avatars usually look just like he does, but they sometimes
  take the forms of fresh-faces youths of either sex. Pelor dispatches
  them to deal with epidemics or treat the injured after great disas-
  ters, especially if another deity brought about the calamity.
  dAvatar of Pelor: As Pelor except divine rank 8; AC 55
  (touch 34, flat-footed 44); Atk +66/+61/+56/+51 melee
  (1d8+25/19–20, +5 disruption flaming heavy mace) or spell +60
  melee touch or +55 ranged touch; SQ DR 43/+4, SR 40, divine
  aura (800 ft., DC 27); SV Fort +49, Ref +47, Will +55; all skill mod-
  ifiers reduced by 9.
  Salient Divine Abilities: Alter Size, Area Divine Shield, Divine
  Blast, Divine Fast Healing, Divine Radiance, Divine Shield, Extra
  Domain (Strength), Extra Energy Immunity (fire), Gift of Life, Life
  and Death.
  Spell-Like Abilities: Caster level 17th; saving throw DC 27 +
  spell level.
  ST. CUTHBERT
  St. Cuthbert of the Cudgel
  Intermediate Deity
  Symbol: Ruby-studded starburst
  Home Plane: Arcadia
  Alignment: Lawful neutral
  Portfolio: Retribution, common
  sense, wisdom, zeal, honesty,
  truth, discipline
  Worshipers: Fighters, monks,
  judges, constables
  Cleric Alignments: LG, LN
  Domains: Destruction, Law, Protection, Strength
  Favored Weapon: Mace
  The deity of retribution, St. Cuthbert (saint cuhth-burt), takes
  many forms. He often masquerades as a common yokel or white-
  haired, mustached man in plate mail. He usually carries his
  famous mace.
  St. Cuthbert exacts revenge and just punishment on those who
  transgress the law. Because evil creatures more commonly and fla-
  grantly violate laws than good creatures do, St. Cuthbert favors
  good over evil, though he is not good himself. He may have once
  been a mortal man (as his worshipers claim), but if so it was long
  ago and from an unknown branch of humanity.
  Dogma
  The words of St. Cuthbert are wise, practical, and sensible. Among
  his followers, the Word of the Cudgel is law, and his followers take
  pains to spread the word so that may all may benefit from St.
  Cuthbert’s wisdom. Weakness in faith and acting against the
  Saint’s teachings are intolerable, especially in believers. St. Cuth-
  bert exhorts his followers to make increasing efforts to bring
  unbelievers into the fold. Honesty, truthfulness, practicality, and
  reasonability are the highest virtues, says St. Cuthbert.
  Clergy and Temples
  Clerics of the Cudgel are stern folk who speak their minds
  plainly. They do not suffer fools and disapprove of those who
  backslide in faith. They train in the arts of war and keep them-
  selves physically fit. Many serve as constables, detectives,
  judges, and bounty hunters.
  Temples of St. Cuthbert are always solid and imposing. Their
  entrances or facades invariably feature inscriptions of quota-
  tions attributed to the Cudgel. These can be inspirational, such
  as: “Chaos and evil prevail where good folk do nothing.” Or even
  threatening, such as: “Obstinacy brings lumps to the heads of
  the unfaithful.”
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  Illus. by D. Cramer
  
  92
  ST. CUTHBERT
  Fighter 20/Cleric 20
  Medium-Size Outsider (Lawful)
  Divine Rank: 15
  Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Ftr) plus 20d8+160
  (Clr) (1,000 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 69 (+7 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: +5 disruption holy lawful heavy mace +79/+74/+69/+64
  melee; or spell +69 melee touch or +62 ranged touch
  Damage: +5 disruption holy lawful heavy mace 1d8+43/19–20; or
  by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, fast healing 32, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 15 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, SR 67, divine aura
  (1,500 ft., DC 34).
  Saves: Fort +37, Ref +34, Will +44.
  Abilities: Str 38, Dex 24, Con 27, Int 24, Wis 45, Cha 29.
  Skills*: Concentration +43, Craft (armorsmithing) +83,
  Craft (metalworking) +83, Craft (weaponsmithing)
  +83, Diplomacy +48, Knowledge (arcana) +63,
  Knowledge (history) +32, Knowledge (nobility and
  royalty) +43, Knowledge (religion) +43, Listen
  +60, Profession (lawyer) +85, Scry +63, Search
  +49, Sense Motive +100, Spellcraft +63,
  Spot +60, Use Magic Device +45,
  Wilderness Lore +58. *Always
  receives a 20 on checks.
  Feats: Alertness, Blind-Fight,
  Cleave, Combat Reflexes,
  Divine Might, Dodge, Em-
  power Spell, Expertise, Great Cleave,
  Great Fortitude, Greater Spell Pene-
  tration, Improved Bull Rush, Improved
  Critical (heavy mace), Improved Disarm,
  Improved Initiative, Improved Trip, Iron
  Will, Maximize Spell, Mobility, Power
  Attack, Quicken Spell, Scribe Scroll, Spell
  Penetration, Spring Attack, Still Spell,
  Sunder, Superior Expertise, Track, Weapon
  Focus (heavy mace), Weapon Specialization
  (heavy mace), Whirlwind Attack.
  Divine Immunities: Ability damage, ability
  drain, acid, cold, death effects, disease, disintegra-
  tion, electricity, energy drain, mind-affecting effects,
  paralysis, poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Annihilating Strike,
  Alter Form, Alter Reality, Alter Size, Area Divine
  Shield, Divine Blessing (Wisdom), Divine Fast Heal-
  ing, Divine Shield, Avatar, Divine Blast, Divine Skill
  Focus (Sense Motive), Divine Shield, Divine Storm, Divine
  Weapon Focus (heavy mace), Divine Weapon Specialization (heavy
  mace), Extra Domain (Destruction), Increased Spell Resistance,
  Power of Truth.
  Domain Powers: 15/day smite (+4 on attack and +20 on
  damage for one weapon attack); cast law spells at +1 caster level;
  15/day protective ward (touched subject gains +20 resistance bonus
  on next saving throw, maximum duration 1 hour); 15/day feat of
  strength (+20 enhancement bonus to Str for 1 round).
  Spell-Like Abilities:St. Cuthbert uses these abilities as a 25th-level
  caster, except for law spells, which he uses as a 26th-level caster. The
  save DCs are 34 + spell level. Antimagic field, Bigby’s clenched fist, Bigby’s
  crushing hand, Bigby’s grasping hand, bull’s strength, calm emotions, circle of
  doom, contagion, dictum, disintegrate, dispel chaos, earthquake, endure ele-
  ments, harm, hold monster, implosion, inflict critical wounds, inflict light
  wounds, magic circle against chaos, magic vestment, mind blank, order’s
  wrath, prismatic sphere, protection from chaos, protection from elements, repul-
  sion, righteous might, sanctuary, shatter, shield of law, shield other, spell immu-
  nity, spell resistance, stoneskin, summon monster IX (as law spell only).
  Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 +
  spell level.
  Possessions: The Mace of Cuthbert, a major artifact, is a +5 disrup-
  tion holy lawful heavy mace. It enables its wielder to use searing light
  as a spell-like ability at will (caster level 20th).
  Other Divine Powers
  As an intermediate deity, St. Cuthbert automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: St. Cuthbert can see, hear, touch, and smell at a distance
  of fifteen miles. As a standard action, he can perceive anything
  within fifteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: St. Cuthbert senses any trial and any act of
  revenge or punishment the instant it happens and retains the sen-
  sation for fifteen weeks after the event occurs. He also knows
  when someone willingly tells the truth in spite of great personal
  risk or embarrassment.
  Automatic Actions: St. Cuthbert can use Craft
  (armorsmithing), Craft (metalworking), Craft
  (weaponsmithing), Knowledge (arcana), Knowl-
  edge (history), Knowledge (nobility and royalty),
  Knowledge (religion), or Profession (lawyer) as a
  free action if the DC for the task is 25 or lower. He
  can perform up to ten such free actions each round.
  Create Magic Items: St. Cuthbert can create
  magic weapons and magic items that produce div-
  ination effects or reveal truth, such as a medallion of
  thought, lenses of revealing, or a potion of truth, as long as
  the item’s market price does not exceed 200,000 gp.
  Avatars
  St. Cuthbert’s avatars vary in appearance, just as he
  does. He sends them to monitor the faithful or to
  reveal untruths.
  dAvatar of St. Cuthbert: As St. Cuth-
  bert except divine rank 7; AC 53 (touch 33,
  flat-footed 46); Atk +71/+66/+61/+56
  melee or spell +61 melee touch or +54
  ranged touch; SQ DR 42/+4, fire
  resistance 27, SR 59, divine aura
  (700 ft., DC 26); SV Fort +29,
  Ref +26, Will +36; Sense
  Motive +84; all other skill
  modifiers reduced by 8.
  Salient Divine Abilities: Alter
  Size, Divine Blast, Divine Fast
  Healing, Divine Shield, Divine
  Skill Focus (Sense Motive), Divine Weapon
  Focus (heavy mace), Extra Domain (De-
  struction), Increased Spell Resistance, Power of Truth.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by W. Reynolds
  
  TIAMAT
  The Chromatic Dragon, Queen of the Evil Dragons
  Lesser Deity
  Symbol: Five-headed dragon
  Home Plane: Baator
  Alignment: Lawful evil
  Portfolio: Evil dragons, conquest
  Worshipers: Evil dragons, conquerors
  Cleric Alignments: NE, LE
  Domains: Destruction, Evil, Law,
  Trickery
  Favored Weapon: Claw
  Tiamat (tee-ah-mat), like her archrival, Bahamut, is revered as a
  deity in many locales. All evil dragons pay homage to Tiamat; green
  and blue dragons acknowledge her sovereignty the most readily.
  Good dragons have a healthy respect for Tiamat, though they usu-
  ally avoid mentioning her or even thinking about her.
  In her natural form, Tiamat is a thick-bodied dragon with five
  heads and a wyvern’s tail. Each head is a different color: white, black,
  green, blue, and red. Her massive body is striped in those colors.
  Tiamat has many consorts, include great wyrm dragons of the
  white, black, green, blue, and red types.
  Dogma
  Tiamat concerns herself with spreading evil, defeating good, and
  propagating evil dragons. She enjoys razing the occasional village,
  city, or country, but only as a diversion from her subtle, world-
  spanning plots. She is the villain who lurks in the shadows. Her
  presence is felt but seldom seen.
  Tiamat constantly seeks to extend the power and dominion of
  evil dragons over the land, particularly when her subjects find
  themselves embroiled in territorial disputes with good dragons.
  Tiamat also unfailingly demands reverence, homage, and tribute
  from her subjects.
  Clergy and Temples
  Like Bahamut, Tiamat has few clerics and even fewer temples. She
  accepts only evil clerics. Tiamat’s clerics, like Tiamat herself, seek
  to place the world under the domination of evil dragons.
  Though most evil dragons honor Tiamat, few keep shrines
  dedicated to her in their lairs because they don’t want Tiamat’s
  greedy eyes gazing at their treasure hoards. Instead, they dedicate
  vast, gloomy caverns to their deity and keep them stocked with
  treasure and sacrifices.
  TIAMAT
  Colossal Dragon
  Divine Rank: 10
  Hit Dice: 49d12+588 (906 hp)
  Initiative: +4 (Improved Initiative)
  Speed: 40 ft., fly 150 ft. clumsy, swim 40 ft.
  AC: 69 (–8 size, +10 divine, +48 natural, +9 deflection)
  Attacks: 5 bites +70 melee, 2 wings +65 melee, sting +65 melee; or
  spell +70 melee touch or +51 ranged touch
  Damage: Bite 4d6+19/19–20, wing 2d8+9, sting 3d6+9 plus poison;
  or by spell
  Face/Reach: 40 ft. by 80 ft./15 ft.
  Special Attacks: Breath weapons, crush, tail sweep, sound imitation,
  spells, spell-like abilities domain powers, salient divine abilities.
  Special Qualities: Divine immunities, fire immunity, DR 45/+4,
  spontaneous casting of divine spells, understand, speak, and read
  all languages and speak directly to all beings within 10 miles,
  remote communication, godly realm, teleport without error at
  will, plane shift at will, blindsight 10 miles, scent, darkvision,
  water breathing, SR 42, divine aura (1,000 ft., DC 29).
  Saves: Fort +48, Ref +36, Will +43.
  Abilities: Str 49, Dex 10, Con 35, Int 28, Wis 25, Cha 29.
  Skills: Alchemy +45, Bluff +71, Concentration +73, Diplomacy +71,
  Gather Information +69, Intimidate +71, Knowledge (arcana)
  +41, Knowledge (dragonkind) +44, Knowledge (history) +41,
  Knowledge (the planes) +41, Knowledge (religion) +41, Listen
  +71, Scry +71, Search +71, Sense Motive +69, Spellcraft +71, Spot
  +71, Wilderness Lore +33.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Great Cleave,
  Hover, Improved Critical (bite), Improved Initiative, Expertise,
  Flyby Attack, Power Attack, Snatch, Wingover.
  Breath Weapons (Su): Each of Tiamat’s five heads produces a
  different breath weapon.
  White: A cone of cold 70 feet long; creatures within the cone
  take 12d6 points of cold damage.
  Black: A line of acid 5 feet high, 5 feet wide, and 140 feet long;
  creatures within the area of effect take 24d4 points of acid damage.
  Green: A cone of corrosive gas 70 feet long; creatures within the
  cone take 24d6 points of acid damage.
  Blue: A line of lightning 5 feet high, 5 feet wide, and 140 feet
  long; creatures within the area of effect take 24d8 points of elec-
  trical damage.
  Red: A cone of fire 70 feet long; creatures within the cone take
  24d10 points of fire damage.
  Each of Tiamat’s breath weapons allow a Reflex saving throw
  (DC 56) for half damage.
  Once one of Tiamat’s heads breathes, the head must wait 1d4
  rounds before it can breathe again.
  Crush (Ex): Tiamat can land on foes as a standard action, using her
  whole body to crush them. Crush attacks are effective only against
  Large opponents or smaller. A crush attack affects as many creatures
  as can fit under Tiamat’s
  body. Creatures in
  the affected area
  must succeed at
  93
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Crame r & J. Easley
  
  94
  a Reflex save (DC 56) or be pinned automatically, taking 4d8+28
  damage each round until Tiamat moves. Tiamat can maintain the
  pin as a normal grapple attack.
  Tail Sweep (Ex): As a standard action, Tiamat can sweep her tail
  in a half-circle with a 40-foot diameter. Medium-size or smaller
  creatures within the tail sweep area automatically take 2d8+28
  points of damage and must succeed at Reflex saves (DC 56) to avoid
  being knocked down.
  Multiple Heads: Tiamat can bite with all her heads, even if she
  moves or charges during a round. Instead of biting, each head can
  use a breath weapon or a spell-like ability as a standard action.
  Tiamat can cast one spell each round, which counts as a standard
  action for one of her heads.
  If a strike from a slashing weapon deals at least 185 points of
  damage in a single blow, one of Tiamat’s heads is severed, just as a
  hydra’s head would be.
  Sound Imitation: Any time she likes, Tiamat can mimic any
  voice or sound she has heard. Listeners can detect the ruse with a
  Will save (DC 43).
  Poison: Creatures Tiamat stings with her tail take 3d6 points of
  temporary Constitution damage unless they make Fortitude saves
  (DC 56). After 1 minute, creatures must make additional Fortitude
  saves (DC 56) or take an additional 3d6 points of temporary Con-
  stitution damage.
  Water Breathing: As an extraordinary ability, Tiamat can
  breathe underwater indefinitely (though as a deity, she has no real
  need to breathe). She can freely use her breath weapons, spells, and
  other abilities while submerged.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Alter Reality,
  Annihilating Strike, Area Divine Shield, Control Creatures (non-
  good dragons, or any dragon with Cha 12 or lower), Divine Blast,
  Divine Shield, Extra Domain (Law), Extra Sense Enhancement
  (blindsight), Shapechange, Spell Immunity†. †Unique ability,
  described below.
  Domain Powers: Cast evil spells at +1 caster level; cast law
  spells at +1 caster level; 10/day smite (+20 on attack and damage for
  one weapon attack).
  Spell-Like Abilities: Tiamat uses these abilities as a 20th-level
  caster, except for evil spells and law spells, which she uses as a
  21th-level caster. The save DCs are 30 + spell level. Calm emotions,
  change self, circle of doom, confusion, contagion, create undead, blas-
  phemy, desecrate, dictum, disintegrate, dispel chaos, dispel good, earth-
  quake, false vision, harm, hold monster, implosion, inflict critical wounds,
  inflict light wounds, invisibility, magic circle against chaos, magic circle
  against good, mislead, nondetection, order’s wrath, polymorph any object,
  protection from chaos, protection from good, screen, shatter, shield of law,
  summon monster IX (as evil or law spell only), time stop, unholy aura,
  unholy blight.
  Tiamat has the ability to corrupt water once per day. This ability
  causes up to 10 cubic feet of water to become stagnant, foul, inert,
  and unable to support animal life. The ability can spoil magic
  potions and any other liquid containing water; unattended items
  are automatically fouled. Items in a creature’s possession remain
  unaffected if the bearer makes a Will save (DC 43).
  Tiamat can charm reptiles three times per day. The power operates
  as a mass charm spell (Will DC 27 negates), but the ability works only
  on reptilian animals. Tiamat can communicate with any reptiles she
  has charmed as though using a speak with animals spell.
  Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 23 +
  spell level.
  Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/3; base DC = 22 +
  spell level): 0—arcane mark, dancing lights, detect magic, detect poison,
  ghost sound, light, mage hand, open/close, prestidigitation; 1st—alarm,
  grease, magic missile, true strike, ventriloquism; 2nd—detect thoughts, fog
  cloud, knock, locate object, silent image; 3rd—displacement, nondetection,
  haste, major image; 4th—arcane eye, emotion, improved invisibility,
  shadow conjuration; 5th–feeblemind, mind fog, mirage arcana, telekine-
  sis; 6th—analyze dweomer, chain lightning, project image; 7th—insan-
  ity, prismatic spray, reverse gravity; 8th—power word blind, trap the soul,
  Otto’s irresistible dance; 9th—energy drain, soul bind, wail of the banshee.
  Spell Immunity (unique salient divine ability): Tiamat is
  immune to the effect of any spell or spell-like ability of 5th level
  or lower.
  Possessions: Amulet of the planes, bracers of armor +8, carpet of flying
  (6 ft. by 9 ft.), cloak of displacement, crystal ball with detect thoughts, dark-
  skull, iron bands of Bilarro, iron flask (empty), orb of storms, portable hole,
  ring of resistance +5, rod of rulership, and rod of splendor.Tiamat carries or
  wears these items only when she is in humanoid form. The bonuses
  these items grant are not reflected in the numbers given above.
  Other Divine Powers
  As a lesser deity, Tiamat may take 10 on any check. Tiamat treats a 1
  on an attack roll or saving throw normally and not as an automatic
  failure. She is immortal.
  Senses: Tiamat can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of ten miles. In addition, she
  has blindsight to a range of 10 miles and can see invisible and ethe-
  real creatures within 1,600 feet (as a see invisibility spell that is con-
  stantly active). As a standard action, she can perceive anything
  within ten miles of her worshipers, holy sites, objects, or any loca-
  tion where one of her titles or name was spoken in the last hour.
  She can extend her senses to up to five locations at once. She can
  block the sensing power of deities of her rank or lower at up to two
  remote locations at once for 10 hours.
  Portfolio Sense:Tiamat can sense anything that affects the wel-
  fare of evil dragons, so long as the event in question affects at least
  five hundred dragons.
  Automatic Actions: Tiamat can use Knowledge (arcana), Knowl-
  edge (dragonkind), Knowledge (history), Knowledge (the planes), or
  Knowledge (religion) as a free action if the DC for the task is 20 or
  lower. She can perform up to five such free actions each round.
  Create Magic Items: Tiamat can create weapons of all types, as
  well as items that deceive or control creatures, such as a hat of dis-
  guise, a cloak of displacement, or a staff of charming, as long as the item’s
  market price does not exceed 30,000 gp.
  Avatars
  Tiamat is very active in the world. She usually travels in the guise
  of a bewitching human or elven female. Several evil dragons of
  various types either accompany her in disguise or lurk out of
  sight nearby.
  dAvatar of Tiamat: As Tiamat except divine rank 5; AC 59
  (touch 16, flat-footed 59); Atk +65 melee (4d6+19/19–20, 5 bites)
  +60 melee (2d8+9, 2 wings), +60 melee (3d6+9 plus poison, sting),
  or spell +65 melee touch or +46 ranged touch; SQ DR 40/+4, SR
  397, divine aura (50 ft., DC 24); SV Fort +43, Ref +31, Will +38; all
  skill modifiers reduced by 5.
  Breath Weapons and Poison: As Tiamat except that save DCs are 51.
  Salient Divine Abilities: Alter Form, Alter Size, Divine Shield,
  Extra Domain (Law), Shapechange, Spell Immunity.
  Spell-Like Abilities: Caster level 15th; saving throw DC 25 +
  spell level.
  VECNA
  The Maimed Lord, The Whispered One, The Master of All That Is Secret
  and Hidden
  Lesser Deity
  Symbol: Left hand clutching an eyeball
  Home Plane: Material Plane
  CHAPTER 3:
  THE D&D
  PANTHEON
  
  Alignment: Neutral evil
  Portfolio: Secrets, intrigue
  Worshipers: Wizards, sorcerers, conspirators
  Cleric Alignments: CE, LE, NE
  Domains: Evil, Knowledge, Magic
  Favored Weapon: Dagger
  Vecna (veck-nuh), deity of secrets, was once a
  mortal king who became a lich. He usually
  appears as a lich who is missing his left hand
  and left eye. He lost his hand and eye in a
  fight with his traitorous lieutenant, Kas. Vecna
  rules that which is not meant to be known and that
  which people wish to keep secret.
  Dogma
  Vecna plots the destruction of the other deities so that he may take
  the world for himself.
  According to Vecna, there exists a secret that can destroy any
  being, no matter how powerful that being is. In the middle of every
  heart hides a seed of darkness kept hidden from all but the self.
  Finding that secret evil and exploiting it is the key to undoing one’s
  enemies. Strength and power, says Vecna, come from knowing and
  controlling what others do not. He also admonishes his followers
  never to reveal all that they know.
  Clergy and Temples
  Vecna’s clerics subvert governments, seduce good folk
  to evil, and plot the eventual control of the world. Nat-
  urally, these plans mean that their lives are forfeit if
  they are discovered, and they are very secretive to
  prevent this. They can be found in any part
  of the world, spreading evil or looking
  for documents or items that date back to
  their master’s ancient empire. Of partic-
  ular interest are their master’s relics
  (his hand and eye), which have once
  again been lost. Black and red
  are their favored colors.
  Vecna’s priesthood is made
  up of isolated cells of cultists who
  seek dark, arcane secrets to further
  their evil schemes. Temples to
  Vecna serve as bases and safe
  houses for his clerics. They are
  always well hidden and warded
  against unauthorized entry. They
  usually also include vast
  archives of information,
  secrets that Vecna’s clerics
  have uncovered over the cen-
  turies.
  VECNA
  Wizard 20/Cleric 20
  Medium-Size Undead
  Divine Rank: 10
  Hit Dice: 20d12 (Wiz) plus 20d12 (Clr) (480 hp)
  Initiative: +7
  Speed: 60 ft.
  AC: 51 (+7 Dex, +10 divine, +5 natural, +10 bracers of
  armor, +9 deflection)
  Attacks: +5 ghost touch wounding unholy dagger +42/+37
  melee, touch +32/+27 melee; or spell +32 melee touch or
  +32 ranged touch
  Damage: +5 ghost touch wounding unholy dagger 1d4+12/19–20,
  touch 1d8+3; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Paralyzing touch (DC 29), rebuke undead 12/day,
  domain powers, salient divine abilities, spell-like abilities.
  Special Qualities: Undead traits, divine immunities, DR 45/+4,
  fire resistance 30, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 10 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, familiar (snakes),
  turn resistance +4, SR 62, divine aura (1,000 ft., DC 29).
  Saves: Fort +28, Ref +33, Will +44.
  Abilities: Str 24, Dex 24, Con —, Int 43, Wis 35, Cha 29.
  Skills: Alchemy +59, Appraise +47, Bluff +30, Concentration +53,
  Diplomacy +43, Disguise +40, Hide +46, Intimidate +42, Knowl-
  edge (arcana) +69, Knowledge (history) +69, Knowledge (reli-
  gion) +51, Knowledge (the planes) +46, Knowledge (undead)
  +69, Listen +53, Move Silently +46, Scry +69, Search +55, Sense
  Motive +51, Spellcraft +69, Spot +43.
  Feats: Alertness, Ambidexterity, Blind-Fight, Brew Potion,
  Combat Casting, Combat Reflexes, Craft Rod, Craft Staff, Craft
  Wondrous Item, Dodge, Empower Spell, Enlarge Spell,
  Eschew Materials, Extend Spell, Forge Ring, Great Fortitude,
  Greater Spell Penetration, Heighten Spell, Maximize Spell,
  Reach Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell
  Penetration, Still Spell.
  Undead Traits: Darkvision, not subject to critical
  hits or subdual damage.
  Divine Immunities: Ability damage, ability
  drain, acid, cold, death effects, disease, dis-
  integration, electricity, energy drain,
  mind-affecting effects, paralysis, poison,
  sleep, stunning, transmutation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter
  Reality, Arcane Mastery, Area Divine
  Shield, Automatic Metamagic (quick-
  en wizard spells), Create Object,
  Divine Blast, Divine Fast Healing, Divine
  Shield, Divine Spellcasting, Increased
  Spell Resistance, Know Secrets, Spontaneous
  Wizard Spells.
  Domain Powers: Cast divination
  spells at +1 caster level; cast evil spells at
  +1 caster level.
  Spell-Like Abilities: Vecna uses
  these abilities as a 20th-level caster, except
  for divination spells and evil spells, which
  he uses as a 21st-level caster. The save DCs
  are 29 + spell level. Antimagic field, blas-
  phemy, clairaudience/clairvoyance, create
  undead, desecrate, detect secret doors,
  detect thoughts, discern location, dispel
  good, dispel magic, divination, find the path, foresight,
  identify, imbue with spell ability, legend lore, magic circle
  against good, Mordenkainen’s disjunction, Nystul’s unde-
  tectable aura, protection from good, protection from spells,
  spell resistance, spell turning, summon monster IX (as
  evil spell only), true seeing, unholy aura, unholy blight.
  Cleric Spells/Day (Levels 0–12): 6/9/9/9/9/8/
  7/7/7/6/2/2/2; base DC = 24 + spell level.
  Wizard Spells/Day (Levels 0–16): 4/8/8/8/8/7/7/7/7/6/3/3/
  3/2/2/2/2; base DC = 28 + spell level.
  Possessions: Vecna carries Afterthought, a +5 dagger with the
  ghost touch, wounding, and unholy special abilities.
  Caster Level: 25th; Weight: 1 lb.
  Besides his dagger, Vecna wears bracers of armor +10 and a cloak of
  resistance +5.
  95
  CHAPTER 3:
  THE D&D
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  Illus. by D. Cramer & B. Snoddy w/J. Norman
  
  96
  Other Divine Powers
  As a lesser deity, Vecna may take 10 on any check. Vecna treats a 1
  on an attack roll or saving throw normally and not as an automatic
  failure. He is immortal.
  Senses: Vecna can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of ten miles. As a standard
  action, he can perceive anything within ten miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles
  or name was spoken in the last hour. He can extend his senses to
  up to five locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 10 hours.
  Portfolio Sense: Vecna can sense the discovery, recording, or
  sharing of any secret that affects at least five hundred people (such
  secrets might be political such as a secret alliance, or personal such
  as a leader’s illness).
  Automatic Actions: Vecna can use Knowledge (arcana),
  Knowledge (history), Knowledge (religion), Knowledge (the
  planes), Knowledge (undead), or Spellcraft as a free action if the
  DC for the task is 20 or lower. He can perform up to five such free
  actions each round.
  Create Magic Items: Vecna can create any kind of magic item,
  as long as the item’s market price does not exceed 30,000 gp.
  WEE JAS
  The Witch Goddess, The Ruby Sorceress, The Stern Lady, Death’s Guardian
  Intermediate Deity
  Symbol: Red skull wreathed in flame
  Home Plane: Acheron
  Alignment: Lawful neutral
  Portfolio: Death, magic, vanity, law
  Worshipers: Necromancers, wizards
  Cleric Alignments: LE, LG, LN
  Domains: Death, Law, Magic
  Favored Weapon: Dagger
  Wee Jas (wee jass), deity of death and magic, is most often por-
  trayed as a stunning woman dressed in a beautiful gown,
  wearing some piece of jewelry with a skull motif. Wee Jas
  is a demanding deity who expects obedience from
  her followers. She respects Boccob, but
  the two do not have an alliance.
  Dogma
  Wee Jas promotes using spells and
  magic items (though many of her fol-
  lowers insist she favors the creation of
  such things).
  Wee Jas tells her followers
  that magic is the key to all
  things. Wee Jas promises that under-
  standing, personal power, security,
  order, and control over fate come with
  the study of magic. She admonishes
  her followers to respect those who
  came before, because they left their
  knowledge and died to make room
  for them. She reminds them that
  death is inevitable, but she promises
  that their learning and memory will
  be honored by those who come after.
  Clergy and Temples
  Wee Jas’s priesthood has a strict hierarchy. Her
  clerics are known for their discipline and obedi-
  ence to their superiors. Clerics of Wee Jas arbitrate
  disputes, give advice on magic, investigate magical curiosities,
  create magic items, and administer funerals. Clerics of lower level
  are expected to defer to ones of higher level at all times. They wear
  black or gray robes.
  Temples to Wee Jas are few and far between, but she counts
  many powerful sorcerers and wizards (especially necromancers)
  among her worshipers. Most of her temples are located in or near
  graveyards or catacombs, and they always contain crypts where
  powerful wizards are buried. They also contain extensive libraries
  of arcane lore and large collections of items that once belonged to
  great wizards from past eras.
  WEE JAS
  Wizard 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+140 (outsider) plus 20d4+140 (Wiz) plus 20d8+140
  (Clr) (820 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 70 (+8 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: +5 lawful ghost touch keen dagger +69/+64/+59/+54 melee;
  or spell +63 melee touch or +64 ranged touch
  Damage: +5 lawful ghost touch keen dagger 1d4+12/19–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Rebuke undead 20/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 15
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (ravens), SR 47, divine aura
  (1,500 ft., DC 34).
  Saves: Fort +54, Ref +55, Will +59.
  Abilities: Str 24, Dex 27, Con 24, Int 47, Wis 34, Cha 29.
  Skills*: Alchemy +86, Appraise +66, Bluff +57, Concentration +85,
  Craft (papermaking) +96, Craft (bookbinding) +96, Diplomacy
  +64, Disguise +47, Gather Information +44, Heal +29,
  Intimidate +51, Knowledge (arcana) +96, Knowledge
  (history) +86, Knowledge (religion) +96, Knowledge
  (the planes) +76, Knowledge (undead) +96, Listen
  +76, Move Silently +66, Profession
  (herbalist) +64, Profession (scribe) +90,
  Scry +96, Search +77, Sense Motive
  +77, Spellcraft +96, Spot +76.
  *Always receives a 20 on checks.
  Feats: Brew Potion, Craft Rod, Craft
  Staff, Craft Wand, Craft Wondrous
  Item, Dodge, Empower Spell, En-
  large Spell, Eschew Materials,
  Extend Spell, Extra Turning
  (×2), Forge Ring, Greater Spell Pene-
  tration, Heighten Spell, Improved
  Initiative, Maximize Spell, Mobility,
  Reach Spell, Scribe Scroll, Silent
  Spell, Spell Penetration, Still Spell,
  Weapon Finesse (dagger), Weapon
  Focus (dagger).
  Divine Immunities: Ability damage,
  ability drain, acid, cold, death effects, dis-
  ease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis,
  poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter Form,
  Alter Reality, Alter Size, Arcane Mastery,
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by D. Cramer & M. Cavotta
  
  Automatic Metamagic (quicken cleric spells), Automatic Meta-
  magic (quicken wizard spells), Avatar, Craft Artifact, Divine Shield,
  Divine Spellcasting, Energy Storm (negative energy), Energy
  Storm (positive energy), Hand of Death, Instant Counterspell,
  Know Death, Life and Death (no need to rest), See Magic, Sponta-
  neous Wizard Spells.
  Domain Powers: 15/day death touch (roll 20d6; if subject
  touched does not have at least that many hp, it dies); cast law spells
  at +1 caster level.
  Spell-Like Abilities: Wee Jas uses these abilities as a 25th-
  level caster, except for law spells, which she uses as a 26th-level
  caster. The save DCs are 34 + spell level. Animate dead, antimagic
  field, calm emotions, cause fear, create greater undead, create undead,
  death knell, death ward, destruction, dictum, dispel chaos, dispel magic,
  hold monster, identify, imbue with spell ability, magic circle against
  chaos, Mordenkainen’s disjunction, Nystul’s undetectable aura, order’s
  wrath, protection from chaos, protection from spells, shield of law, slay
  living, spell resistance, spell turning, summon monster IX (as law spell
  only), wail of the banshee.
  Cleric Spells/Day (Levels 0–12): 6/9/9/9/9/8/7/7/7/6/2/2/2;
  base DC = 22 + spell level.
  Wizard Spells/Day (Levels 0–18): 4/9/9/8/8/8/8/7/7/7/4/
  3/3/3/3/2/2/2/2; base DC = 28 + spell level.
  Possessions: Wee Jas carries Discretion, a +5 dagger with the
  lawful, ghost touch, and keen special abilities.
  Caster Level: 25th; Weight: 1 lb.
  Other Divine Powers
  As an intermediate deity, Wee Jas automatically receives a die result
  of 20 on any check. She treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. She is immortal.
  Senses: Wee Jas can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, she can perceive anything
  within fifteen miles of her worshipers, holy sites, objects, or any
  location where one of her titles or name was spoken in the last
  hour. She can extend her senses to up to ten locations at once. She
  can block the sensing power of deities of her rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: Wee Jas senses any death the instant it happens
  and retains the sensation for fifteen weeks after the event occurs.
  Automatic Actions: Wee Jas can use Alchemy, Craft (paper-
  making), Craft (bookbinding), Knowledge (arcana), Knowledge
  (history), Knowledge (religion), Knowledge (the planes), Knowl-
  edge (undead), Profession (herbalist), Profession (scribe), or Spell-
  craft as a free action if the DC for the task is 25 or lower. She can
  perform up to ten such free actions each round.
  Create Magic Items: Wee Jas can create magic items of any
  kind, as long as the item’s market price does not exceed
  200,000 gp.
  Avatars
  Wee Jas’s avatars always resemble stately and beautiful women,
  though they may be of any apparent age or ethnic type. She sends
  them to witness the funeral rites of famous wizards and to visit
  scenes of mass death.
  dAvatar of Wee Jas: As Wee Jas except divine rank 7; AC 54
  (touch 34, flat-footed 46); Atk +61/+56/+51/+46 melee
  (1d4+12/19–20, +5 lawful ghost touch keen dagger) or spell +55 melee
  touch or +56 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39,
  divine aura (700 ft., DC 26); SV Fort +46, Ref +47, Will +51; all skill
  modifiers reduced by 8.
  Salient Divine Abilities: Alter Form, Alter Size, Automatic Meta-
  magic (quicken cleric spells), Automatic Metamagic (quicken
  wizard spells), Divine Shield, Divine Spellcasting, Hand of Death,
  Instant Counterspell, See Magic.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  YONDALLA
  The Protector and Provider, The Nurturing Matriarch, The Blessed One
  Greater Deity
  Symbol: Shield bearing cornucopia (horn of plenty)
  Home Plane: Celestia
  Alignment: Lawful good
  Portfolio: Halflings, protection, fertility
  Worshipers: Halflings, explorers,
  pioneers
  Cleric Alignments: LG, NG, LN
  Domains: Good, Law, Protection
  Favored Weapon: Short sword
  The deity of halflings, Yondalla (yon-dah-lah), appears as a strong
  female halfling, with a proud bearing. She dresses in green,
  yellow, and brown, and always carries a shield. Yondalla is the cre-
  ator and protector of the halfling race.
  Dogma
  Yondalla espouses harmony within the halfling race and stalwart
  defense against its enemies. She urges her people to work with others
  but to remain true to their halfling heritage. Most halflings heed this
  advice, which allows them to form close-knit enclaves where halflings
  are welcomed, even when they have settled in areas where other crea-
  tures predominate. Yondalla also teaches that opportunities are there
  to be seized, which leads most halflings to be both adaptable and
  somewhat opportunistic. Yondalla brooks no evil among halflings, but
  she does not despise any halfling. Rather, she seeks to guide halflings
  who have lost their way back to their homes and friends.
  Clergy and Temples
  Clerics of Yondalla are concerned with all areas of halfling life,
  except for thievery. (Thievery arises among halflings, the clerics say,
  from a too-liberal interpretation of Yondalla’s advice about seizing
  opportunities.) Yondalla’s clerics officiate at weddings and funerals,
  bless crops and new ventures, and lay plans for community defense.
  Temples dedicated to Yondalla are often set amid bountiful gar-
  dens or farm fields. They always contain storehouses stuffed with
  food and other necessities, They also contain armories and fortified
  sections where local halflings can safely ride out natural disasters
  or enemy attack.
  YONDALLA
  Sorcerer 12/Paladin 13/Cleric 15
  Small Outsider (Good, Lawful)
  Divine Rank: 18
  Hit Dice: 20d8+200 (outsider) plus 12d4+120 (Sor) plus 13d10+130
  (Pal) plus 15d8+150 (Clr) (1,058 hp)
  Initiative: +17, always first (+13 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 50 ft.
  AC: 91 (+1 size, +13 Dex, +18 divine, +31 natural, +6 armor [+5
  animated deflection reflecting buckler], +12 deflection)
  Attacks*: +5 lawful defending speed short sword +75/+75/+70/+65/+60
  melee; or spell +65 melee touch or +72 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 lawful defending speed short sword 1d6+11/17–20; or by
  spell *Always does maximum damage (short sword 17 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Smite evil (+12 on attack and +13 on damage),
  turn undead 19/day, domain powers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immunities, DR 53/+4, fire resistance 38,
  fast healing 38, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 18 miles, remote communication, godly realm, teleport
  97
  CHAPTER 3:
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  PANTHEON
  Illus. by D. Cramer
  
  98
  without error at will, plane shift at will, familiar (bears), aura of
  courage, detect evil, divine grace, divine health, lay on hands,
  remove disease 4/week, SR 70, divine aura (18 miles, DC 35).
  Saves*: Fort +60, Ref +65, Will +65. *Always receives a 20 on saves.
  Abilities: Str 22, Dex 37, Con 30, Int 25, Wis 40, Cha 34.
  Skills*: Alchemy +40, Animal Empathy +53, Appraise +48,
  Bluff +53, Climb +26, Concentration +71, Craft (leather-
  working) +88, Craft (metalworking) +88, Craft (woodwork-
  ing) +88, Diplomacy +68, Handle Animal +46, Heal +49,
  Hide +33, Intimidate +32, Jump +26, Knowledge (arcana)
  +72, Knowledge (nature) +48, Listen
  +60, Move Silently +34, Profession
  (farmer) +96, Ride (horse) +33, Scry
  +51, Search +48, Sense Motive
  +56, Spellcraft +51, Spot
  +58. *Always receives a
  20 on checks.
  Feats: Alertness, Com-
  bat Reflexes, Divine
  Vengeance, Dodge,
  Expertise, Extra Turning,
  Greater Spell Penetration,
  Improved Critical (short
  sword), Improved Disarm,
  Improved Initiative, Im-
  proved Trip, Lightning
  Reflexes, Mobility, Sacred
  Spell, Spell Penetration,
  Spring Attack, Superior Ex-
  pertise, Track, Weapon Focus
  (short sword), Whirlwind Attack.
  Divine Immunities: Ability
  damage, ability drain, acid, cold,
  death effects, disease, disintegration,
  electricity, energy drain, mind-
  affecting effects, paralysis, poison,
  sleep, stunning, transmutation, im-
  prisonment, banishment.
  Salient Divine Abilities: Alter
  Reality, Alter Size, Alter Form, Area Divine
  Shield, Avatar, Battlesense, Command Plants,
  Control Creatures (halflings), Create Greater Object,
  Create Object, Divine Blast, Divine Creation, Divine
  Dodge, Divine Fast Healing, Divine Shield, Divine Weapon Focus
  (short sword), Gift of Life, Ignore Arcane Spell Failure†, Increased
  Spell Resistance, Mass Divine Blast, Speak with Creatures (ani-
  mals), Speak with Creatures (plants), Supreme Initiative. †Unique
  ability, described below.
  Domain Powers: Cast good spells at +1 caster level; cast law spells
  at +1 caster level; 18/day protective ward (touched subject gains +15
  resistance bonus on next saving throw, maximum duration 1 hour).
  Spell-Like Abilities: Yondalla uses these abilities as a 28th-level
  caster, except for good spells and law spells, which she uses as a
  29th-level caster. The save DCs are 35 + spell level. Aid, antimagic
  field, blade barrier, calm emotions, dictum, dispel chaos, dispel evil, hold
  monster, holy aura, holy smite, holy word, magic circle against chaos,
  magic circle against evil, mind blank, order’s wrath, prismatic sphere, pro-
  tection from chaos, protection from elements, protection from evil, repul-
  sion, sanctuary, shield of law, shield other, spell immunity, spell resistance,
  summon monster IX (as good or law spell only).
  Cleric Spells/Day: 6/10/10/10/8/8/7/6/4; base DC = 25 +
  spell level.
  Paladin Spells/Day: 5/5/5; base DC = 25 + spell level.
  Sorcerer Spells Known (6/9/9/9/9/7/5; base DC = 22 + spell
  level): 0—arcane mark, detect magic, detect poison, ghost sound, light,
  mage hand, mending, prestidigitation, read magic; 1st—alarm, detect
  secret doors, expeditious retreat, grease, obscuring mist; 2nd—arcane lock,
  detect thoughts, glitterdust, see invisibility, summon swarm; 3rd—dis-
  placement, fly, halt undead, sleet storm; 4th—confusion, Otiluke’s resilient
  sphere, solid fog; 5th—animal growth, Bigby’s interposing hand; 6th—
  Bigby’s forceful hand.
  Ignore Arcane Spell Failure (unique salient
  divine ability): Yondalla ignores the arcane spell failure
  chance for carrying a shield or buckler.
  Possessions: Yondalla wields Hornblade, her short
  sword, in combat. Hornblade is a +5 short sword with the
  lawful, defending, and speed special abilities.
  Caster Level: 25th; Weight: 3 lb.
  Other Divine Powers
  As a greater deity, Yondalla automatically
  receives the best possible result on any
  die roll she makes (including attack
  rolls, damage, checks, and saves). She
  is immortal.
  Senses: Yondalla can see, hear,
  touch, and smell at a distance of eight-
  een miles. Yondalla sees equally well in
  full daylight, twilight, moonlight, or
  starlight, but she cannot see in total dark-
  ness. As a standard action, she can per-
  ceive anything within eighteen
  miles of her worshipers, holy
  sites, objects, or any location
  where one of her titles or
  name was spoken in the last
  hour. She can extend her
  senses to up to twenty loca-
  tions at once. She can block
  the sensing power of deities of
  her rank or lower at up to two
  remote locations at once for 18 hours.
  Portfolio Sense: Yondalla senses any-
  thing that affects halfling welfare eighteen
  weeks before it happens and retains the sensa-
  tion for eighteen weeks after the event
  occurs. She is similarly aware of
  the birth of any halfling.
  Automatic Actions: Yondalla
  can use Craft (leatherworking), Craft (metalworking), Craft (wood-
  working), Knowledge (arcana), or Knowledge (nature) as a free
  action if the DC for the task is 30 or lower. She can perform up to
  twenty such free actions each round.
  Create Magic Items: Yondalla can create armor and magical
  protection devices, such as bracers of armor, a ring of protection, or a
  cloak of resistance.
  Avatars
  Yondalla sends her avatars to wander halfling lands, keeping an
  eye out for trouble, and aiding with agriculture and other com-
  munity activities.
  dAvatar of Yondalla: As Yondalla except divine rank 9; AC 73
  (touch 45, flat-footed 60); Atk +66/+66/+61/+56/+51 melee
  (1d6+11/17–20, +5 lawful defending speed short sword) or spell +55
  melee touch or +62 ranged touch; SQ DR 44/+4, fire resistance 29,
  SR 61, divine aura (900 ft., DC 26); SV Fort +51, Ref +56, Will +56;
  all skill modifiers reduced by 9.
  Salient Divine Abilities:Alter Size, Area Divine Shield, Divine Dodge,
  Divine Fast Healing, Divine Shield, Divine Weapon Focus (short
  sword), Gift of Life, Increased Spell Resistance, Speak with Creatures
  (animals), Speak with Creatures (plants), Supreme Initiative.
  Spell-Like Abilities: Caster level 19th; saving throw DC 26 +
  spell level.
  CHAPTER 3:
  THE D&D
  PANTHEON
  Illus. by M. Cavotta
  
  he Olympian pantheon is a fantasy interpretation of the
  religions of historical Greece in ancient times. It includes
  deities that are most appropriate for use in a DUNGEONS &
  DRAGONS game, arranged in a cosmology and theology that
  make sense from the perspective of the game. These gods are
  divorced from their historical context in real-world Greece
  and united into a tight pantheon that serves the needs of D&D
  clerics and other characters in the game.
  OLYMPIAN THEOLOGY
  The Olympian pantheon is a tight pantheon, with almost all
  deities related by blood or at least by marriage. Many share a
  planar home (Olympus) and are united under the kingship
  of Zeus.
  The current gods of the pantheon are the third and fourth
  generation of deities. Gaea (the earth) and Uranus (the sky)
  were the first deities, parents of the Titans and a number of
  other monsters, including the Cyclopes and the Hecatoncheires
  (hundred-handed giants). The Titans rose up against their jeal-
  ous and tyrannical father, and Cronus vanquished Uranus and
  seized his throne. Cronus married his sister Rhea and she bore
  six children: Hades, Poseidon, Hera, Demeter, Hestia, and Zeus.
  Cronus devoured his first five children, but Rhea hid the sixth,
  Zeus, who eventually returned to kill his father and free his sib-
  lings from Cronus’s belly. Repeating the cycle of divine history,
  Zeus and his siblings took Cronus’s place as the head of a new
  pantheon of gods.
  Zeus and Hera were married and had two children, Ares and
  Hephaestus. Zeus is famous for his many dalliances with
  Titans, gods, and mortals, however, and has many other divine
  children: Apollo and Artemis, twin children of the Titan
  Leto; Dionysus, son of the mortal woman Semele;
  Hermes, son of the minor goddess Maia; Hercules, son of
  the mortal woman Alcmene; and Athena, who sprang
  from Zeus’s head with no mother. Aphrodite, created
  from sea foam and the blood of Uranus, rounds out the
  major gods of the Olympian family.
  Four minor deities complete the pantheon: Hecate,
  Tyche, Pan, and Nike. Hecate, Nike, and Tyche are the
  daughters of Titans—Hecate of Perses and Asterie, Nike
  of Styx and Pallas, and Tyche of Oceanus and Tethys. All
  three goddesses sided with Zeus and his siblings against
  the Titans, and share an honored place on Olympus. Pan
  is the son of Hermes and a dryad, and he holds great
  power over the forces of nature.
  OLYMPIAN
  COSMOLOGY
  At the center of the world stands a great mountain
  called Olympus. This mighty peak rises so far above
  the world that its heights are actually a distinct
  plane of existence: Olympus, the home of the gods
  of the Olympian pantheon. With just one excep-
  tion, all Olympian deities call Olympus their home
  plane, and each one has a personal domain on the
  plane. Some few mortal souls actually find their way
  to Olympus after death, particularly those who have a
  special tie to a deity or are members of a mystery
  cult (see the entries for Demeter and Dionysus).
  Olympus has no alignment dominance, because
  99
  Illus. by A. Swekel
  
  100
  deities of widely different alignments share it. It has a minor
  positive energy dominance, however.
  Below the mortal world (the Material Plane) in the Olympian
  cosmology lies the realm of Hades, which shares its ruler’s name.
  Hades is the land of the dead, where most mortal souls linger on
  as insubstantial shades until they eventually fade into nothing-
  ness. Hades is mildly evil aligned and has a minor negative
  energy dominance.
  Below even Hades is Tartarus, the vast realm of nebulous dark-
  ness where the Olympian gods confined their forebears, the Titans,
  to eternal imprisonment. Tartarus is strongly evil aligned.
  Far to the west, beyond the mythic land of Hesperia, is a fourth
  Outer Plane: Elysion, or the Elysian fields. To this blessed land the
  souls of certain great heroes find their way after death. Elysion is
  mildly good aligned.
  The transitive planes are slightly altered in the Olympian cos-
  mology. The Ethereal Plane coexists with the Material Plane as
  normal. The Astral Plane connects only to Olympus and Elysion.
  The Shadow Plane connects only to Hades. The only way into Tar-
  tarus is through Hades.
  THE OLYMPIAN PANTHEON
  Because the Olympian deities form a tight pantheon, clerics may
  choose the entire pantheon as a patron rather than a specific deity
  in the pantheon. In fact, all mortals are required to revere all twelve
  Olympian deities (Zeus, Aphrodite, Apollo, Ares, Artemis,
  Athena, Demeter, Hephaestus, Hera, Hermes, Hestia, and Posei-
  don) as a pantheon.
  Clerics who revere the entire Olympian pantheon may choose
  any of the following domains: Air, Animal, Artifice, Chaos,
  Charm, Community, Creation, Death, Destruction, Earth, Evil,
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Table 4–1: The Olympian Pantheon
  Favored
  Name
  Domains
  Rank
  Alignment
  Weapon
  Portfolio
  Zeus
  Air, Chaos, Good,
  G
  CG
  Shortspear
  Sky, air, storms, fate, nobility
  Nobility, Strength, Weather
  or halfspear
  Aphrodite
  Chaos, Charm, Good
  I
  CG
  Dagger
  Love, beauty
  Apollo
  Good, Healing,
  I
  CG
  Composite
  Light, prophecy, music, healing
  Knowledge, Magic, Sun
  longbow
  Ares
  Chaos, Destruction, 
  I
  CE
  Shortspear
  War, killing, strife
  Evil, War
  Artemis
  Animal, Good, Plant, Sun
  I
  NG
  Short sword
  Hunting, wild beasts, childbirth, dance
  Athena
  Artifice, Community, 
  G
  LG
  Shortspear
  Wisdom, crafts, civilization, war
  Good, Knowledge, Law, War
  Demeter
  Earth, Plant, Protection
  L
  N
  Spear
  Agriculture
  Dionysus
  Chaos, Destruction, 
  I
  CN
  Quarterstaff
  Mirth, madness, wine, fertility, theater
  Madness
  Hades
  Death, Earth, Evil
  G
  NE
  Longsword
  Death, underworld, earth, wealth
  Hecate
  Creation, Evil, 
  I
  NE
  Dagger
  Moon, magic, abundance, undead
  Knowledge, Magic
  Hephaestus
  Artifice, Community, 
  I
  NG
  Warhammer
  Smithing, crafts
  Earth, Fire, Good
  Hera
  Community, Nobility,
  G
  N
  Light mace
  Marriage, women, intrigue
  Protection, Trickery
  Hercules
  Chaos, Good, Luck, 
  D
  CG
  Greatclub
  Strength, adventure
  Strength
  Hermes
  Chaos, Good, Luck, 
  I
  CG
  Quarterstaff
  Travel, commerce, thieves, gambling, 
  Travel, Trickery
  running
  Hestia
  Community, Good, 
  L
  NG
  Dagger
  Home, hearth, family
  Protection
  Nike
  Law, Nobility, War
  D
  LN
  Light mace
  Victory
  Pan
  Animal, Chaos, Plant
  L
  CN
  Unarmed strike
  Nature, passion, shepherds, mountains
  Poseidon
  Chaos, Earth, Water
  G
  CN
  Trident
  Sea, rivers, earthquakes
  Tyche
  Luck, Protection, Travel
  L
  N
  Short sword
  Good fortune
  The Academy
  Good, Knowledge
  None
  NG
  Quarterstaff
  Good, truth, beauty
  Table 4–2: Olympian Deities by Race
  Race
  Deities
  Human
  By class and alignment
  Dwarf
  Hephaestus, Hades, or by class and alignment
  Elf
  Apollo, Artemis, or by class and alignment
  Gnome
  Hermes, Hephaestus, or by class and alignment
  Half-elf
  By class and alignment
  Half-orc
  Ares or by class and alignment
  Halfling
  Tyche or by class and alignment
  Table 4–3: Olympian Deities by Class
  Class
  Deities (Alignment)
  Bard
  Aphrodite (CG), Apollo (CG), Dionysus (CN)
  Barbarian
  Zeus (CG), Pan (CN), Ares (CE)
  Cleric
  Any
  Druid
  Artemis (NG), Demeter (N), Pan (CN),
  Poseidon (CN)
  Fighter
  Athena (LG), Hercules (CG), Nike (LN),
  Poseidon (CN), Ares (CE)
  Monk
  Athena (LG), Nike (LN)
  Paladin
  Athena (LG)
  Ranger
  Athena (LG), Zeus (CG), Apollo (CG),
  Artemis (NG)
  Rogue
  Hermes (CG), Hera (N), Tyche (N), Dionysus
  (CN)
  Sorcerer
  Apollo (CG), Hecate (LE)
  Wizard
  Apollo (CG), Hecate (LE)
  Illusionist
  Hermes (CG)
  Necromancer Hades (NE)
  
  Fire, Good, Healing, Knowledge, Law, Luck, Madness, Magic,
  Nobility, Plant, Protection, Strength, Sun, Travel, Trickery, War,
  Water, or Weather.
  A cleric of the pantheon may be of any alignment. He must
  choose one of the following as the weapon that appears when
  spiritual weapon is cast: dagger, greatclub, light mace, longsword,
  quarterstaff, short sword, spear (any kind), trident, unarmed
  strike, or warhammer.
  ZEUS
  Father of Gods and Mortals
  Greater Deity
  Symbol: Fist filled with lightning bolts
  Home Plane: Olympus
  Alignment: Chaotic good
  Portfolio: Sky, air, storms, fate, nobility
  Worshipers: Everyone
  Cleric Alignments: CG, CN, NG
  Domains: Air, Chaos, Good, Nobility,
  Strength, Weather
  Favored Weapon: Shortpear or halfspear
  The king of the gods, Zeus (zoos), appears as a mighty male human
  standing about 15 feet tall. He has white hair and a long, white beard.
  He wears a white tunic and carries his shield, Aegis, which bears the
  likeness of the head of the first medusa. A white celestial giant eagle
  is always at Zeus’s side.
  Zeus is one of the six children of Cronus and Rhea, and led the
  other gods in revolt against their tyrannical father (after liberating
  them from Cronus’s belly). He has many minor titles, including
  Averter of Ills, Bountiful, Contriver, Counselor, Descender, Dusty,
  Friendly, God of Oaths, Gracious, Guide of Fate, Highest, Hospitable,
  Hurler, King, Orderer, Purifier, Savior, Strong, Supreme, Thunder-
  bolt, and Warlike.
  Zeus is married to Hera, but his amorous encounters with other
  women (both divine and mortal) are infamous. He is the father of a
  tremendous number of deities and exceptional mortals, including
  the deities Ares, Hephaestus, Apollo, Artemis, Dionysus, Hermes,
  Hercules, and Athena, a large number of lesser divinities (such as
  the Muses and the Graces), and a large number of mortals, most of
  them adventurers of heroic stature.
  Dogma
  As ruler of the pantheon, Zeus is in control of events in the uni-
  verse. His church teaches that nothing happens anywhere with-
  out Zeus’s consent. Every blessing or curse that falls on mortal
  heads happens by the will of “the gods,” which primarily means
  Zeus, though the other Olympian deities often contest his deci-
  sions. Zeus is rather fickle in his administration of justice in the
  universe, he plays favorites, and his favorites change on a whim.
  However, Zeus cares for mortal life, much like a rather distant
  father cares for his children. He almost never sends destruction
  without some cause, real or imagined. The mortal lot, Zeus’s
  clergy teaches, is simply to accept whatever Zeus sends their
  way, for good or ill.
  Clergy and Temples
  Zeus’s clerics enjoy a position of prestige among the clergy of
  the Olympian deities. As Zeus is king of the gods, so are they
  rulers among clerics. No Olympian clerics care much for church
  hierarchy, but when your patron is the head of the pantheon, you
  tend to get a little more respect.
  Zeus’s clerics wear white tunics, and lead monthly sacrifices
  in his grand temples. His temples are found in every settlement
  where the Olympians are worshiped, and even the smallest
  towns boast grand and impressive structures to honor the king
  of the gods.
  ZEUS
  Barbarian 20/Fighter 20/Cleric 10
  Large Outsider
  Divine Rank: 19
  Hit Dice: 20d8+240 (outsider) plus 20d12+240 (Bbn) plus
  20d10+270 (Ftr) plus 10d8+120 (Clr) (1,550 hp)
  Initiative: +14 (+10 Dex, +4 Improved Initiative)
  Speed: 90 ft., fly 240 ft. perfect
  AC: 86 (–1 size, +10 Dex, +19 divine, +32 natural, +7 Aegis, +9
  deflection)
  Attacks*: Huge +5 shocking burst thundering shortspear +93/+88/
  +83/+78 melee; or spell +83 melee touch or +73 ranged touch
  *Always receives a 20 on attack rolls; roll die to check for crit-
  ical hit.
  Damage*: Huge +5 shocking burst thundering shortspear 2d6+56/19–20
  plus 1d6 electricity/×3; or by spell *Always does maximum
  damage (shortspear 68 points).
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 12/day.
  Special Qualities: Divine immunities, DR 54/+4 (4/–), fire
  resistance 39, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 19 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, uncanny dodge
  (cannot be flanked, +4 against traps), SR 51, divine aura (19
  miles, DC 38).
  Saves*: Fort +70, Ref +66, Will +65. *Always receives a 20 on saves.
  Abilities: Str 51, Dex 30, Con 34, Int 28, Wis 28, Cha 28.
  Skills*: Concentration +61, Diplomacy +40, Handle Animal +68,
  Heal +38, Intimidate +68, Intuit Direction +68, Jump +98,
  101
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  Olympian Cosmology
  Olympus
  Mt. Olympus
  Material
  Ethereal
  Elysion
  Shadow
  Hades
  Tartarus
  Astral
  
  102
  Knowledge
  (arcana) +78,
  Knowledge
  (architecture
  and engineer-
  ing) +68, Knowl-
  edge (geography)
  +68, Knowledge (history)
  +73, Knowledge (local) +68,
  Knowledge (nature) +73, Knowledge (nobility
  and royalty) +73, Knowledge (religion) +78,
  Knowledge (the planes) +73, Listen +50, Ride (horse) +31, Scry
  +38, Search +48, Sense Motive +48, Spellcraft +38, Spot +50.
  *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Reflexes, Divine Might, Dodge, Endurance, Energy
  Substitution (electricity), Expertise, Eyes in the Back of Your
  Head, Great Cleave, Great Fortitude, Hold the Line, Improved
  Bull Rush, Improved Critical (longspear), Improved Disarm,
  Improved Grapple, Improved Initiative, Improved Sunder, Im-
  proved Trip, Improved Unarmed Strike, Knock-Down, Leader-
  ship, Mobility, Power Attack, Power Critical (shortspear),
  Sacred Spell, Spring Attack, Sunder, Superior Expertise,
  Weapon Focus (shortspear), Weapon Specialization (short-
  spear), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain, mind-
  affecting effects, paralysis, poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Annihilating Strike, Battlesense, Divine Rage, Call Crea-
  tures (celestial giant eagles), Create Greater Object, Create
  Object, Creative Blood†, Divine Battle Mastery, Divine Blast,
  Divine Creation, Divine Shield, Divine Splendor, Divine
  Weapon Focus (shortspear), Divine Weapon Specialization
  (shortspear), Energy Storm (lightning), Extra Domain (Air),
  Extra Domain (Nobility), Extra Domain (Strength), Mass Divine
  Blast, Shapechange, True Shapechange. †Unique
  ability, described below.
  Domain Powers: 19/day turn or
  destroy earth creatures, or rebuke
  or command air creatures; cast
  chaos spells at +1 caster
  level; cast good spells at +1
  caster level; 19/day inspire
  allies (+2 morale bonus for
  9 rounds); 19/day feat of
  strength (+10 enhance-
  ment bonus to Str for 1
  round).
  Spell-Like Abilities:
  Zeus uses these abilities
  as a 29th-level caster,
  except for chaos spells
  and good spells, which he
  uses as a 30th-level caster.
  The save DCs are 38 +
  spell level. Aid, air walk,
  animate objects, Bigby’s
  clenched fist, Bigby’s crush-
  ing hand, Bigby’s grasping
  hand, blade barrier, bull’s
  strength, call lightning,
  chain lightning, chaos
  hammer, cloak of chaos,
  control weather, control
  winds, demand, discern lies,
  dispel evil, dispel law, divine
  favor, elemental swarm (air
  only), endure elements,
  enthrall, fog cloud, gaseous
  form, geas/quest, greater com-
  mand, holy aura, holy smite,
  holy word, ice storm, magic circle
  against evil, magic circle against
  law, magic vestment, obscuring mist,
  protection from evil, protection from law, repulsion, righteous might,
  shatter, sleet storm, spell immunity, stoneskin, storm of vengeance,
  summon monster IX (as chaos or good spell only), whirlwind, wind
  wall, word of chaos.
  Divine Rage: The following changes are in effect as long as
  Zeus rages: AC 81; hp 1,900; Atk +98/+93/+88/+83 melee
  (2d6+61/19–20/×3, Huge +5 shocking burst thundering shortspear; max
  damage 73 points); SQ Fire resistance 49, SR 61; SV Fort +75, Will
  +70; Str 61, Con 44; Concentration +66, Jump +103. His rage can be
  used 19 times per day, it lasts for 1 hour (or until ended), and he is
  not winded afterward.
  Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level.
  Creative Blood (unique salient divine ability): When
  Zeus suffers at least 20 points of damage from a single attack, his
  blood transforms into a monster when it strikes the ground. (If
  Zeus is fighting in the air, the monster may appear far below
  him; if he is fighting over the sea or on a plane with no gravity,
  his blood does not transform.) Determine the monster by rolling
  1d4+10 for the dungeon level, then rolling on the appropriate
  table in Chapter 4 of the DUNGEON MASTER’s Guide for random
  dungeon encounters of that level.
  Possessions: Zeus’s shield Aegis is a +5 Huge steel shield with the
  heavy fortification special ability. The shield bears the likeness of
  the head of the first medusa and bestows the frightful presence
  special ability upon its bearer, affecting all creatures that come
  within 10 feet of the shield. Such creatures become frightened un-
  less they succeed at a Will save (DC 50).
  Caster Level: 25th; Weight: 30 lb.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by A. Swekel
  
  Other Divine Powers
  As a greater deity, Zeus automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Zeus can see, hear, touch, and smell at a distance of
  nineteen miles. As a standard action, he can perceive anything
  within nineteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to twenty locations at once.
  He can block the sensing power of deities of his rank or lower at up
  to two remote locations at once for 19 hours.
  Portfolio Sense: Zeus is aware of everything under the open
  sky nineteen weeks before it happens, and retains the sensation for
  nineteen weeks after the event occurs.
  Automatic Actions: Zeus can use any of his skills as a free
  action if the DC for the task is 30 or lower. He can perform up to
  twenty such free actions per round.
  Create Magic Items: Zeus can create magic weapons and any
  item that uses electricity, such as a wand of lightning bolt.
  Avatars
  Zeus uses his avatars most commonly for his dalliances with
  mortal women.
  dAvatar of Zeus: As Zeus except divine rank 9; AC 66 (touch
  37, flat-footed 56); Atk +83/+78/+73/+68 melee (2d6+46 plus 1d6
  electricity/×3, Huge +5 shocking burst thundering shortspear) or spell
  +73 melee touch or +63 ranged touch; SQ DR 44/+4, fire resistance
  29, SR 41, divine aura (900 ft., DC 28); SV Fort +60, Ref +56, Will
  +55; all skill modifiers reduced by 10.
  Salient Divine Abilities: Alter Size, Annihilating Strike, Creative
  Blood†, Divine Blast, Divine Rage, Divine Shield, Divine Weapon
  Focus (spear), Divine Weapon Specialization (spear), Extra Domain
  (Air), Extra Domain (Nobility), Extra Domain (Strength). †Unique
  ability, described above.
  Divine Rage:The following changes are in effect as long as Zeus’s
  avatar rages: AC 61; hp 1,900; Atk +98/+93/+88/+83 melee
  (2d6+61/19–20/×3, Huge +5 shocking burst thundering shortspear; max
  damage 73 points); SQ Fire resistance 39, SR 51; SV Fort +75, Will
  +70; Str 61, Con 44; Concentration +56, Jump +93. His rage can be
  used 9 times per day, it lasts for 1 hour (or until ended), and he is
  not winded afterward.
  Spell-Like Abilities: Caster level 19th; saving throw DC 28 +
  spell level.
  APHRODITE
  Intermediate Deity
  Symbol: Seashell
  Home Plane: Olympus
  Alignment: Chaotic good
  Portfolio: Love, beauty
  Worshipers: Artists, lovers, bards,
  elves
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Charm, Good
  Favored Weapon: Dagger
  The deity of romantic love, sexual desire, and physical beauty, Aph-
  rodite (aff-ro-dite-ee) embodies those ideals. She appears as a
  human woman of phenomenal beauty, dressed in a simple gown
  and adorned with jewelry. She is usually smiling and in fact is often
  called “smile-loving” or “laughter-loving Aphrodite.” Aphrodite
  was born from the sea foam after Cronus castrated his father
  Uranus and cast his severed genitals into the sea.
  True to her nature, Aphrodite has not only inspired other
  deities to acts of passion (with each other and with mortals), but
  has indulged in several affairs of her own. She is married to
  103
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  Olympian Temple
  1
  2
  3
  1
  1.  Entry Colonnade
  2.  Worship Chamber
  3. Altar Room (priests only)
  5
  2.5
  Scale in Feet
  Altar
  Pool
  Pillar
  Statue
  
  104
  Hephaestus, but has borne six children to Ares, one to Hermes,
  two to Poseidon, one to Dionysus, and at least one to a mortal
  man, the Trojan Anchises.
  Dogma
  While her constant lover Ares represents the destructive side of
  chaos, Aphrodite embodies the joy of passion, freedom,
  and whimsy. Her brand of passion creates rather than
  destroys life, and she celebrates the beauty of life in
  all forms. Laughter-loving Aphrodite urges her fol-
  lowers to take whatever pleasure can be extracted
  from life without allowing social strictures to
  squelch their freedom, their creativity, or their
  passion. Though she promotes the ideals of
  good, she does not demand that anyone
  take up arms to promote it. Though her
  own actions have provoked great conflicts,
  Aphrodite would prefer to see mortals
  make love rather than war.
  Clergy and Temples
  Aphrodite’s clerics are matchmakers, dispensers of advice
  to the lovelorn, and general meddlers in other people’s
  personal business. They are also prominent hedonists,
  seeking out every opportunity to enjoy what pleas-
  ures this world offers before moving on to the next.
  Most are gentle and peaceable, and few find any
  reason to adventure. Those that do adventure gener-
  ally do so out of a belief that their actions can
  improve the world, making it a more peaceful place
  where love and beauty can flourish in the absence of
  violence and evil.
  Aphrodite’s temples are beautifully decorated with
  fine art and precious implements. They are usually
  found only in cities, though Aphrodite herself, as one
  of the twelve Olympians, is revered wherever the rest
  of the pantheon is worshiped.
  APHRODITE
  Bard 20/Cleric 10/Sorcerer 10
  Large Outsider
  Divine Rank: 14
  Hit Dice: 20d8+140 (outsider)
  plus 20d6+140 (Brd) plus
  10d8+70 (Clr) plus 10d4+70
  (Sor) (820 hp)
  Initiative: +10 (Dex)
  Speed: 80 ft.
  AC: 78 (–1 size, +10 Dex, +14 divine,
  +27 natural, +18 deflection)
  Attacks: Wave +63 ranged touch;
  or Small +5 chaotic dancing dagger
  +69/+64/+59/+54 melee; or Small +5 chaotic danc-
  ing dagger +68 ranged; or spell +65 melee touch
  or +63 ranged touch
  Damage: Wave 1d10; Small +5 chaotic dancing
  dagger 1d6+16/19–20
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient
  divine abilities, spell-like abilities, turn
  undead 21/day.
  Special Qualities: Divine immunities, DR 49/+4, fire resistance
  34, spontaneous casting of divine spells, understand, speak,
  and read all languages and speak directly to all beings within
  14 miles, remote communication, godly realm, teleport without
  error at will, plane shift at will, bardic knowledge +30, bardic
  music 20/day (countersong, fascinate, inspire competence,
  inspire courage, inspire greatness, suggestion) range 14 miles,
  familiar (butterflies), SR 46, divine aura (1,400 ft., DC 42).
  Saves: Fort +53, Ref +58, Will +53.
  Abilities: Str 32, Dex 30, Con 24, Int 30, Wis 24, Cha 47.
  Skills*: Animal Empathy +52, Balance +46, Bluff +52, Con-
  centration +81, Craft (pottery) +64, Craft (weaving) +64,
  Diplomacy +91, Disguise +52, Gather Information +82,
  Handle Animal +52, Heal +31, Hide +20, Innuendo
  +43, Intimidate +64, Jump +27, Knowledge (arcana)
  +84, Knowledge (religion) +79, Knowledge (the
  planes) +64, Listen +63, Move Silently +64,
  Perform +103, Scry +64, Sense Motive +71, Spell-
  craft +64, Spot +23, Tumble +44. *Always
  receives a 20 on checks.
  Feats: Alertness, Disguise Spell,
  Dodge, Enlarge Spell, Eschew
  Materials, Extend Spell, Ex-
  pertise, Forge Ring, Greater Spell
  Focus (Enchantment), Greater Spell
  Penetration, 
  Lightning 
  Reflexes,
  Mobility, Skill Focus (Perform), Spell
  Focus (Enchantment), Spell Penetration,
  Spring Attack, Superior Expertise, Whirlwind
  Attack.
  Divine Immunities: Ability damage,
  ability drain, acid, cold, death effects, dis-
  ease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep,
  stunning, transmutation, imprisonment, ban-
  ishment.
  Salient Divine Abilities: Alter Form, Alter
  Reality, Alter Size, Area Divine Shield, Avatar, Create
  Greater Object, Create Object, Curse of Madness†,
  Divine Bard, Divine Blessing (Charisma), Divine Dodge,
  Divine Inspiration (any emotion), Divine Shield, Divine
  Skill Focus (Perform), Divine Spell Focus (Enchant-
  ment), Empowered Inspiration (love and desire)†, Shape-
  change. †Unique ability, described below.
  Domain Powers: Cast chaos spells at +1 caster
  level; 14/day increase Cha by +4 for 1 minute; cast
  good spells at +1 caster level.
  Spell-Like Abilities: Aphrodite uses these abilities
  as a 24th-level caster, except for chaos spells and good
  spells, which she uses as a 25th-level caster. The save
  DCs are 42 + spell level. Aid, animate objects, blade barrier, calm
  emotions, chaos hammer, charm monster, charm person, cloak of
  chaos, demand, dispel evil, dispel law, dominate monster, emotion,
  geas/quest, holy aura, holy smite, holy word, insanity, magic circle
  against evil, magic circle against law, protection from evil, protection
  from law, shatter, suggestion, summon monster IX (as chaos or
  good spell only), word of chaos.
  Bard Spells Known (4/9/9/8/8/8/8; base DC = 28 +
  spell level, or 42 + spell level for enchantments): 0—
  daze, ghost sound, light, open/close, prestidigitation, read
  magic; 1st—cause fear, charm person, expeditious
  retreat, hypnotism, sleep; 2nd—animal trance,
  enthrall, hypnotic pattern, suggestion, Tasha’s hideous
  laughter; 3rd—charm monster, confusion, emotion, fear,
  lesser geas; 4th—break enchantment, dominate person,
  hold monster, modify memory, shout; 5th—control water,
  dream, greater dispelling, mislead, nightmare; 6th—eyebite, geas/quest,
  mass suggestion, repulsion.
  Cleric Spells/Day: 6/7/7/6/5/4; base DC = 17 + spell level, or
  31 + spell level for enchantments.
  Sorcerer Spells Known (6/11/11/10/9/7; base DC = 28 +
  spell level, or 42 + spell level for enchantments): 0—dancing
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Giancola
  
  lights, flare, ghost sound, mage hand, mending, open/close, prestidigi-
  tation, ray of frost, resistance; 1st—comprehend languages, message,
  obscuring mist, ray of enfeeblement, silent image; 2nd—
  blindness/deafness, detect thoughts, mirror image, whispering wind;
  3rd—dispel magic, displacement, haste; 4th—bestow curse, confusion;
  5th—feeblemind.
  Curse of Madness (unique salient divine ability): When
  a mortal angers Aphrodite, she can make him mad with no
  more than a glance. The effect is identical with a permanent
  insanity spell, and mortals do not receive a saving throw. At
  Aphrodite’s option, if her target is male, she can instead make
  him impotent.
  Empowered Inspiration (unique salient divine ability):
  When Aphrodite uses her Divine Inspiration ability to incite love
  or desire, the power can affect deities of any rank. The DC for this
  use of the power is 56. Only Athena, Hestia, and Artemis are said to
  be immune to the lust-inducing powers of Aphrodite.
  Other Divine Powers
  As an intermediate deity, Aphrodite automatically receives a die
  result of 20 on any check. She treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. She is immortal.
  Senses: Aphrodite can see, hear, touch, and smell at a distance
  of fourteen miles. As a standard action, she can perceive anything
  within fourteen miles of her worshipers, holy sites, objects, or any
  location where one of her titles or name was spoken in the last
  hour. She can extend her senses to up to ten locations at once. She
  can block the sensing power of deities of her rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: Aphrodite knows when two people fall in love
  or make love, and is aware of any action committed in the heat of
  passion. She retains the sensation of such events for fourteen
  weeks after they occur.
  Automatic Actions: Aphrodite can use any Charisma-
  related skill as a free action if the DC for the task is 25 or lower.
  To use a skill as a free action, Aphrodite must have ranks in the
  skill, or the skill must be usable untrained. Aphrodite cannot do
  anything as a free action if the task would be a move action or
  part of a move action. She can perform up to ten such free
  actions in a round.
  Create Magic Items: Aphrodite can create any magic item that
  has an enchantment effect, such as eyes of charming, as long as the
  item’s market price does not exceed 200,000 gp.
  Avatars
  Aphrodite’s avatars are almost always beautiful women, though
  they vary widely in appearance. She uses them to enjoy the com-
  pany of nymphs and other fey, and occasionally mortals.
  dAvatar of Aphrodite: As Aphrodite except divine rank 7;
  AC 64 (touch 44, flat-footed 54); Atk +56 ranged touch (1d10,
  wave); or +62/+57/+52/+47 melee (1d6+16 plus 2d6
  chaotic/19–20, Small +5 chaotic dancing dagger) or +61 ranged
  (1d6+16 plus 2d6 chaotic/19–20, Small +5 chaotic dancing dagger)
  or spell +56 melee touch or +58 ranged touch; SQ DR 42/+1,
  fire resistance 27, SR 39, divine aura (700 ft., DC 35); SV Fort
  +46, Ref +51, Will +46; Perform +92; all other skill modifiers
  reduced by 7.
  Salient Divine Abilities: Alter Form, Alter Size, Area Divine
  Shield, Create Greater Object, Create Object, Divine Bard,
  Divine Blessing (Charisma), Divine Shield, Divine Skill Focus
  (Perform).
  Spell-Like Abilities: Caster level 17th; saving throw DC 35 +
  spell level.
  Spells: As Aphrodite, except save DCs against the avatar’s
  enchantment spells are 30 for bard spells, 19 for cleric spells, and
  30 for wizard spells.
  APOLLO
  The Musician of the Gods, The Archer God, The Farshooter, The Healer,
  The God of Light, The God of Truth
  Intermediate God
  Symbol: Lyre
  Home Plane: Olympus
  Alignment: Chaotic good
  Portfolio: Light, prophecy, music, healing
  Worshipers: Bards, elves, wizards,
  sorcerers, healers, sages
  Cleric Alignments: CG, CN, NG
  Domains: Good, Healing, Knowledge,
  Magic, Sun
  Favored Weapon: Composite longbow
  The god of music, light, and healing, Apollo (ah-pahl-low), appears
  as a comely, beardless young man carrying a golden lyre and a
  silver bow.
  It was Apollo who first taught people the healing art. While gen-
  erally benevolent and helpful, he can be truly terrible when angry,
  often loosing arrows that visit disease and death on targets they
  strike. He is quite vain about his musical prowess.
  Dogma
  Apollo is a tolerant god who is interested in healing wounds
  and ailments of the spirit as well as the body. He preaches peace,
  forgiveness, and justice over revenge. He urges his followers to
  make peace where they can and to help those who have strayed
  atone for their misdeeds. He does not tolerate willful acts of evil,
  however, and has no patience with unrepentant criminals. He has
  a very low opinion of thieves and those who make their livings dis-
  honestly. (It is said that no falsehood has ever passed his lips.) He
  advocates stern penalties for outlaws.
  Apollo urges his followers to be bold and relentless when
  facing evil, but also to remember to have compassion for the vic-
  tims of evil and to take time to appreciate the finer things in life,
  especially music.
  Clergy and Temples
  Apollo’s clerics often wear golden or yellow garb. They serve as
  advisors, teachers, diplomats, and healers. They prefer a peaceful
  role, mediating disputes and making the injured whole when they
  can. They are not afraid to take up arms when necessary, however,
  and gladly make their points on the battlefield if they cannot do so
  in the council chamber.
  Apollo’s temples are usually placed in sunny spots or near
  caves or hot springs. In addition to hospitals for the sick, Apollo’s
  temples usually also include divination chambers where his clerics
  divine the future.
  APOLLO
  Fighter 9/Bard 20/Wizard 10/Cleric 10
  Large Outsider (Chaotic, Good)
  Divine Rank: 15
  Hit Dice: 20d8+140 (outsider) plus 9d10+63 (Ftr) plus 20d6+140
  (Brd) plus 10d4+70 (Wiz) plus 10d8+70 (Clr) (973 hp)
  Initiative: +15 (+11 Dex, +4 Improved Initiative)
  Speed: 80 ft.
  AC: 75 (–1 size, +11 Dex, +15 divine, +28 natural, +12 deflection)
  Attacks: Huge +5 mighty speed disruption holy composite longbow
  (+7 Str bonus) with +5 arrows +85/+85/+80/+75/+70 ranged; or
  unarmed strike +66/+61/+56/+51 melee; or spell +66 melee
  touch or +70 ranged touch
  Damage: Huge +5 mighty speed disruption holy composite longbow (+7
  Str bonus) with +5 arrows 1d10+19/19–20/×3; or unarmed strike
  1d4+7; or by spell
  105
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  106
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 15
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, bardic knowledge +35, bardic music
  28/day (countersong, fascinate, inspire competence, inspire
  courage, inspire greatness, suggestion) range 15 miles, familiar
  (hawk), SR 67, divine aura (1,500 ft., DC 37).
  Saves: Fort +58, Ref +63, Will +61.
  Abilities: Str 24, Dex 33, Con 24, Int 40, Wis 30, Cha 34.
  Skills*: Alchemy +73, Balance +28, Bluff +73, Climb +34, Con-
  centration +94, Craft (musical instrument) +90, Diplomacy
  +98, Gather Information +50, Handle Animal +42, Heal
  +63, Intimidate +33, Jump +39, Knowledge
  (arcana) +102, Knowledge (geography)
  +66, Knowledge (history) +66, Knowl-
  edge (nature) +89, Knowledge (nobility
  and royalty) +66, Knowledge (religion)
  +102, Knowledge (the planes) +89, Listen
  +82, Perform +86, Profession (herbalist)
  +84, Ride (horse) +28, Scry +93, Search
  +64, Sense Motive +82, Spellcraft +102,
  Spot +59, Swim +37, Tumble +34, Use Magic
  Device +70, Wilderness Lore +31. *Always
  receives a 20 on checks.
  Feats: Brew Potion, Combat Reflexes,
  Craft Magic Arms and Armor, Craft
  Wondrous Item,
  Deflect Arrows,
  Disguise Spell,
  Dodge, Empower
  Spell, Enlarge
  Spell, Exper-
  tise, Extend
  Spell, Extra
  Music (×2), Far
  Shot, Fleet of
  Foot, Greater
  Spell Focus
  ( E n c h a n t -
  ment), Forge
  Ring, Greater Spell
  Focus (Illusion), Greater Spell Pene-
  tration, Heighten Spell, Improved
  Critical (composite longbow), Improved
  Disarm, Improved Initiative, Improved
  Trip, Improved Unarmed Strike, Jack of
  All Trades, Lightning Reflexes, Maxi-
  mize Spell, Mobility, Persistent Spell,
  Point Blank Shot, Power Critical (com-
  posite longbow), Precise Shot, Quicken
  Spell, Rapid Shot, Run, Scribe Scroll, Sharp-Shooting, Shot on
  the Run, Skill Focus (Perform), Spell Focus (Enchantment),
  Spell Focus (Illusion), Spell Mastery, Spell Penetration, Still
  Spell, Stunning Fist, Superior Expertise, Weapon Focus
  (composite longbow), Weapon Specialization (composite long-
  bow), Whirlwind Attack, Widen Spell.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmu-
  tation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Area Divine Shield, Arcane Mastery, Avatar, Divine Archery,
  Divine Bard, Divine Blast, Divine Shield, Divine Weapon Focus
  (composite longbow), Extra Domain (Healing), Extra Domain
  (Knowledge), Gift of Life, Instant Counterspell, Irresistible Per-
  formance, Power of Truth, Spontaneous Wizard Spells.
  Domain Powers: Cast good spells at +1 caster level; cast heal-
  ing spells at +1 caster level; cast divination spells at +1 caster
  level; use spell completion and spell trigger devices as Wiz15;
  15/day greater turning.
  Spell-Like Abilities: Apollo uses these abilities as a 25th-
  level caster, except for good spells, healing spells, and divina-
  tion spells, which he uses as a 26th-level caster. The save DCs
  are 38 + spell level. Aid, antimagic field, blade barrier, clairaudi-
  ence/clairvoyance, cure critical wounds, cure light
  wounds, cure moderate wounds, cure serious
  wounds, detect secret doors, detect thoughts, discern
  location, dispel evil, dispel magic, divination,
  endure elements, find the path, fire seeds,
  fire shield, flame strike, foresight, heal,
  healing circle, heat metal, holy
  aura, holy smite, holy word, iden-
  tify, imbue with spell ability,
  legend lore, magic circle against
  evil, mass heal, Mordenkainen’s
  disjunction, Nystul’s undetect-
  able aura, prismatic sphere,
  protection from evil, protection
  from spells, regenerate, searing
  light, spell resistance,
  spell turning, sum-
  mon monster IX (as
  good spell only),
  sunbeam, sunburst,
  true resurrection,
  true seeing.
  Bard Spells
  Known (4/7/7/
  7/7/6/6; base DC =
  22 + spell level, 26 +
  spell level for enchant-
  ments and illusions): 0—
  dancing lights, flare, ghost
  sound, light, mage hand, read
  magic; 1st—erase, expeditious
  retreat, identify, sleep, ventrilo-
  quism; 2nd—animal trance,
  daylight, glitterdust, pyrotech-
  nics, Tasha’s hideous laughter;
  3rd—confusion, displacement,
  haste, illusory script, sculpt
  sound; 4th—dominate person,
  hold monster, modify memory,
  rainbow pattern, shout; 5th—
  control water, false vision,
  mind fog, mislead, persistent
  image; 6th—control weather, mass haste, repulsion, veil.
  Cleric Spells/Day: 6/8/8/6/6/5; base DC = 20 + spell level, 24
  + spell level for enchantment spells and illusions.
  Wizard Spells/Day: 4/8/8/7/6/5; base DC = 25 + spell level,
  29 + spell level for enchantment spells and illusions.
  Possessions: Apollo fires +5 arrows from his bow. Living crea-
  tures struck by these arrows must make Fortitude saves (DC 23) or
  be afflicted with a supernatural disease, Apollo’s plague, which has
  an incubation period of 1 day. Damage is 1d4 Con and 1d4 Dex.
  Caster Level: 20th; Weight: 3 lb. (20 arrows).
  Other Divine Powers
  As an intermediate deity, Apollo automatically receives a die result
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by G. Angus
  
  of 20 on any check. He treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal.
  Senses: Apollo can see, hear, touch, and smell at a distance
  of fifteen miles. As a standard action, he can perceive any-
  thing within fifteen miles of his worshipers, holy
  sites, objects, or any location where one
  of his titles or name was spoken in the
  last hour. He can extend his senses to
  up to ten locations at once. He can
  block the sensing power of deities of
  his rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Apollo senses
  the casting of any spell, the firing of
  any arrow, or any act of healing instant it
  happens and retains the sensation for fifteen
  weeks after the event occurs.
  Automatic Actions: Apollo can use
  Craft (musical instrument), Knowledge
  (arcana), Knowledge (geography), Knowl-
  edge (history), Knowledge (nature), Knowl-
  edge (nobility and royalty), Knowledge (reli-
  gion), Knowledge (the planes), or Profession
  (herbalist) as a free action if the DC for the task
  is 25 or lower. He can perform up to ten such
  free actions each round.
  Create Magic Items: Apollo can create
  magic items of all kinds, as long as the item’s mar-
  ket price does not exceed 200,000 gp.
  Avatars
  Apollo’s avatars are usually, but not always,
  beardless young males who look just like he
  does. He makes little use of them, except to
  counter great evils.
  dAvatar of Apollo: As Apollo except
  divine rank 7; AC 59 (touch 39, flat-footed
  48); Atk +77/+77/+72/+67/+62 ranged or
  +58/+53/+48/+43 melee (1d8+19/×3, +5
  mighty speed disruption holy composite long-
  bow (+7 Str bonus) with +5 arrows or
  1d3+7 unarmed strike) or spell +58
  melee touch or +62 ranged touch; SQ DR
  42/+4, fire resistance 27, SR 39, divine
  aura (700 ft., DC 29); SV Fort +50, Ref +55, Will +53; all skill mod-
  ifiers reduced by 8.
  Salient Divine Abilities: Alter Size, Arcane Mastery, Divine
  Archery, Divine Shield, Divine Weapon Focus (composite long-
  bow), Extra Domain (Healing), Extra Domain (Knowledge), Power
  of Truth, Spontaneous Wizard Spells.
  Spell-Like Abilities: Caster level 17th; saving throw DC 30 +
  spell level.
  ARES
  The Ruthless God, He Who Delights in Battle
  Intermediate God
  Symbol: Spear
  Home Plane: Olympus
  Alignment: Chaotic evil
  Portfolio: War, killing, strife
  Worshipers: Fighters, barbarians,
  half-orcs
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Destruction, Evil,
  War
  Favored Weapon: Halfspear
  The god of strife, Ares
  (air-ees), usually
  appears as a large
  man with burning,
  hateful eyes and
  a permanent
  scowl etched
  across his face.
  Ares is the
  personifica-
  tion of the
  savage side
  of war. He is
  fond of strife,
  anger, and unrestrained
  bloodletting. He also is
  jealous, untrustworthy,
  and easily offended. As
  such, he is not a very
  popular god among
  mortals or among
  the other gods. He
  is the son of Zeus
  and Hera, both of
  whom detest him.
  Ares is the arch-
  foe of Athena, his
  half sister (after a
  fashion) and fel-
  low war god.
  Dogma
  Ares teaches that the world is a cruel and
  terrible place where only the strong have a right
  to happiness. He instructs his followers to
  answer every insult, lie when necessary, and
  covet what is not theirs. All these acts, says
  Ares, can lead one into the joy of battle.
  Clergy and Temples
  Ares’s clerics prefer crimson garb and do
  whatever they can to promote strife and
  open warfare. Many serve as generals or mili-
  tary advisors to aggressive rulers. Still others lead
  bands of bloodthirsty raiders that terrorize the countryside. When
  not actually fighting or plotting, they train in the arts of war.
  Many clerics of Ares are cleric/fighters or cleric/barbarians.
  Ares’s clerics oppose clerics of Athena wherever and whenever
  they can. Wherever the two sects meet, blood is sure to flow.
  Temples to Ares are rare. They are usually forbidding fortresses
  built to intimidate civilians and serve as bases for raiding or other
  military action.
  ARES
  Cleric 20/Fighter 20
  Large Outsider (Chaotic, Evil)
  Divine Rank: 15
  Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Clr) plus 20d10+220
  (Ftr) (1,180 hp)
  Initiative: +12, always first (+8 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 80 ft.
  AC: 86 (–1 size, +8 Dex, +15 divine, +28 natural, +10 armor [+5
  heavy fortification breastplate], +7 armor [+5 large steel shield],
  +9 deflection)
  Attacks: +5 chaotic unholy ghost touch shortspear +84/+79/+74/+69
  melee; or spell +74 melee touch or +63 ranged touch
  107
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer & W. Reynolds
  
  108
  Damage: +5 chaotic unholy ghost touch shortspear 1d8+41/19–20/×3;
  or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, rebuke undead 12/day.
  Special Qualities: Divine immunities, DR 40/+4, fire resist-
  ance 35, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 15 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, SR 47, divine aura
  (1,500 ft., DC 34).
  Saves: Fort +58, Ref +55, Will +54.
  Abilities: Str 48, Dex 26, Con 32, Int 25, Wis 25, Cha 29.
  Skills*: Climb +56, Concentration +49, Craft (armorsmithing)
  +82, Craft (metalworking) +82, Craft (weaponsmithing) +82,
  Diplomacy +72, Handle Animal +70, Heal +23, Jump +56,
  Knowledge (arcana) +68, Knowledge (history) +45, Knowledge
  (nobility and royalty) +45, Knowledge (religion) +68, Listen +50,
  Ride (horse) +74, Scry +45, Sense Motive +45, Spellcraft +45,
  Spot +50. *Always receives a 20 on checks.
  Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat
  Reflexes, Divine Might, Dodge, Endurance, Expertise, Eyes
  in the Back of Your Head, Fleet of Foot, Great Cleave, Hold
  the Line, Improved Bull Rush, Improved Critical (short-
  spear), Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Sunder, Improved Trip, Knock-Down,
  Mobility, Power Attack, Power Critical (shortspear), Quick
  Draw, Run, Spring Attack, Sunder, Superior Expertise,
  Weapon Focus (shortspear), Weapon Specialization (short-
  spear), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Annihilat-
  ing Strike, Avatar, Battlesense, Divine Armor Mastery, Divine
  Battle Mastery, Divine Blast, Divine Inspiration (rage), Divine
  Shield, Divine Storm, Divine Weapon Focus (shortspear), Divine
  Weapon Specialization (shortspear), Extra Domain (Chaos),
  Frightful Presence, Mass Divine Blast, Supreme Initiative,
  Wound Enemy.
  Domain Powers: Cast chaos spells at +1 caster level; 15/day
  smite (+20 on attack and damage for one weapon attack); cast evil
  spells at +1 caster level.
  Spell-Like Abilities: Ares uses these abilities as a 25th-level
  caster, except for chaos spells and evil spells, which he uses as a
  26th-level caster. The save DCs are 34 + spell level. Animate objects,
  blade barrier, blasphemy, chaos hammer, circle of doom, cloak of chaos, con-
  tagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine
  power, earthquake, flame strike, harm, implosion, inflict critical wounds,
  inflict light wounds, magic circle against good, magic circle against law,
  magic vestment, magic weapon, power word blind, power word kill, power
  word stun, protection from good, protection from law, shatter, spiritual
  weapon, summon monster IX (as chaos or evil spell only), unholy aura,
  unholy blight, word of chaos.
  Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 +
  spell level.
  Other Divine Powers
  As an intermediate deity, Ares automatically receives a die result of
  20 on any check. He treats a 1 on a saving throw or attack roll nor-
  mally and not as an automatic failure. He is immortal.
  Senses: Ares can see, hear, touch, and smell at a distance of fif-
  teen miles. As a standard action, he can perceive anything within
  fifteen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Ares senses any act of aggression, bloodshed,
  or war the instant it happens and retains the sensation for fifteen
  weeks after the event occurs.
  Automatic Actions: Ares can use Craft (armorsmithing), Craft
  (metalworking), Craft (weaponsmithing), or Knowledge (nobility
  and royalty) as a free action if the DC for the task is 25 or lower. He
  can perform up to ten such free actions each round.
  Create Magic Items: Ares can create magic weapons, armor,
  and destructive items such as a horn of blasting, as long as the item’s
  market price does not exceed 200,000 gp.
  Avatars
  Ares sends his avatar to undo peaceful settlements to conflicts and
  assist with epic conquests. He also sends his avatars anywhere he
  suspects the hand of Athena at work.
  dAvatar of Ares: As Ares except divine rank 7; AC 70 (touch
  33, flat-footed 62); Atk +77/+73/+67/+63 melee (1d8+33/×3, +5
  chaotic unholy ghost touch shortspear) or spell +66 melee touch or +55
  ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura
  (700 ft., DC 26); SV Fort +50, Ref +47, Will +46; all skill modifiers
  reduced by 8.
  Salient Divine Abilities: Alter Size, Battlesense, Divine Battle Mas-
  tery, Divine Blast, Divine Shield, Divine Weapon Focus (short-
  spear), Divine Weapon Specialization (shortspear), Extra Domain
  (Chaos), Wound Enemy.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  ARTEMIS
  Artemis of the Golden Shafts, Friend of Youth,
  Lady of the Lake, The Huntress
  Intermediate Deity
  Symbol: Bow and arrow on a
  lunar disk
  Home Plane: Olympus
  Alignment: Neutral good
  Portfolio: Hunting, wild beasts,
  childbirth, dance
  Worshipers: Rangers, druids, elves,
  halflings, hunters
  Cleric Alignments: CG, LG, NG
  Domains: Animal, Good, Plant, Sun
  Favored Weapon: Short sword
  Artemis (ar-teh-miss), deity of hunting and wild beasts, appears
  as a young woman in rustic clothing, always carrying a bow and
  sword. In addition to her normal titles, she is also sometimes
  called “noisy Artemis” because of her loud hunting calls.
  Artemis is the twin sister of Apollo, daughter of Zeus and the
  titan Leto. She generally remains aloof from mortals, though she
  enjoys the company of nymphs and dryads.
  Dogma
  Artemis’s teachings emphasize the value and sacred worth of
  the wilderness and its inhabitants. She is a friend of nymphs
  and dryads, and somewhat less fond of centaurs and satyrs (her
  sympathies clearly lie with women of all species). She calls on
  her followers, including these sylvan creatures, are called to
  protect wilderness areas, preventing their destruction or waste-
  ful use.
  Though Artemis herself is a wild hunter, she exhorts her fol-
  lowers to hunt only what they need for food, never to hunt
  simply for sport.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  Clergy and Temples
  Artemis’s clerics are all women, and they must remain chaste and
  unmarried. They tend to retire from civilization, tending to the
  woodlands and their creatures. Like their deity, they spend much
  time with animals and sylvan fey. They typically dress in deerskin
  or moss green tunics.
  As an Olympian deity, Artemis is revered as part of the whole
  pantheon, usually alongside Apollo. The twins share temples in
  many cities, but Artemis has small, simple shrines devoted to her
  alone scattered through the wilderness. These shrines are usually
  located in sacred groves or alongside pure streams.
  ARTEMIS
  Druid 20/Ranger 20
  Large Outsider
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Drd)
  plus 20d10+180 (Rgr) (1,060 hp)
  Initiative: +19, always first (+15
  Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 80 ft.
  AC: 79 (–1 size, +15 Dex, +15
  divine, +28 natural, +12
  deflection)
  Attacks: +5 keen short sword
  +70/+65/+60/+55 melee;
  or Huge +5 mighty speed
  composite longbow (+11 Str
  bonus) with +5 arrows +84/
  +84/+79/+74/+69 ranged;
  or spell +65 melee touch
  or +69 ranged touch
  Damage: +5 keen short sword
  1d8+16/18–20; or Huge +5
  mighty speed composite long-
  bow (+11 Str bonus) with +5
  arrows 2d6+36/19–20/×3;
  or by spell
  Face/Reach: 5 ft. by 5
  ft./10 ft.
  Special Attacks: Domain
  powers, salient divine
  abilities, spell-like abilities.
  Special Qualities: Di-
  vine immunities, DR
  50/+4, fire resistance
  35, spontaneous cast-
  ing of divine spells,
  understand, speak, and
  read all languages and
  speak directly to all
  beings within 15 miles,
  remote communica-
  tion, godly realm,
  teleport without error
  at will, plane shift
  at will, a thousand faces,
  favored enemies (animals +5,
  beasts +4, magical beasts +3, aber-
  rations +2, giants +1), nature sense,
  resist nature’s lure, timeless body, track-
  less step, venom immunity, wild shape (Tiny,
  Small, Medium-size, Large, Huge, or dire animal
  6/day, elemental 3/day), woodland stride, SR 67, divine aura
  (1,500 ft., DC 37).
  Saves: Fort +56, Ref +62, Will +57.
  Abilities: Str 32, Dex 40, Con 29, Int 26, Wis 26, Cha 35.
  Skills*: Animal Empathy +87, Concentration +84, Handle
  Animal +87, Heal +85, Hide +76, Intuit Direction +83, Jump
  +66, Knowledge (arcana) +43, Knowledge (nature) +83,
  Knowledge (religion) +43, Listen +65, Move Silently +70,
  Profession (herbalist) +63, Ride (horse) +32, Scry +43, Search
  +43, Spellcraft +43, Spot +65, Swim +46, Wilderness Lore +83.
  *Always receives a 20 on checks.
  Feats: Alertness, Combat Reflexes, Dodge, Expertise, Far Shot,
  Improved Critical (composite longbow), Improved Initiative,
  Iron Will, Mobility, Plant Control, Plant Defiance, Point Blank
  Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Run,
  Sharp-Shooting, Shot on the Run, Track, Weapon Focus
  (composite longbow).
  Divine Immunities: Ability damage, ability drain,
  acid, cold, death effects, disease, disintegration,
  electricity, energy drain, mind-affecting
  effects, paralysis, poison, sleep,
  stunning, transmutation, impris-
  onment, banishment.
  Salient Divine Abilities:
  Alter Reality, Alter Size,
  Area Divine Shield, Avatar,
  Call Creatures (animals),
  Control Creatures (fey),
  Divine Archery, Di-
  vine Celerity, Divine
  Dodge, Divine Shield,
  Divine Weapon Focus
  (composite longbow),
  Divine Weapon Special-
  ization (composite long-
  bow), Extra Domain (Sun),
  Grow Creature (animals),
  Increased Spell Resis-
  tance, Mind of the Beast,
  Speak with Creatures
  (animals), Speak with
  Creatures (plants), Supreme
  Initiative.
  Domain Powers:
  15/day use animal friend-
  ship; cast good spells at
  +1 caster level; 15/day
  rebuke or command
  plant creatures; 15/day
  greater turning.
  Spell-Like Abilities:
  Artemis uses these abilities as a
  25th-level caster, except for law
  spells, which she uses as a 26th-level
  caster. The save DCs are 37 + spell
  level. Aid, animal shapes, antilife shell,
  barkskin, blade barrier, calm animals,
  changestaff, command plants, commune
  with nature, control plants, creeping doom,
  dispel evil, dominate animal, endure ele-
  ments (cold or fire only), entangle, fire seeds,
  fire shield, flame strike, heat metal, hold animal,
  holy aura, holy smite, holy word, magic circle against
  evil, plant growth, prismatic sphere, protection from evil, repel
  vermin, repel wood, searing light, shambler, shapechange, summon mon-
  ster IX (as good spell only), sunbeam, sunburst, wall of thorns.
  Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 +
  spell level.
  Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.
  109
  CHAPTER 4:
  THE OLYMPIAN
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  Illus. by S. Wood
  
  110
  Other Divine Powers
  As an intermediate deity, Artemis automatically receives a die
  result of 20 on any check. She treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. She is immortal.
  Senses: Artemis can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, she can perceive anything
  within fifteen miles of her worshipers, holy sites, objects, or any
  location where one of her titles or name was spoken in the last
  hour. She can extend her senses to up to ten locations at once. She
  can block the sensing power of deities of her rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: Artemis senses any act of hunting and any
  other act that affects a wild animal, and retains the sensation for
  fifteen weeks after the event occurs.
  Automatic Actions: Artemis can use Animal Empathy, Handle
  Animal, Intuit Direction, Knowledge (nature), Listen, Profession
  (herbalist), Spot, or Wilderness Lore as a free action if the DC for
  the task is 25 or lower. She can perform up to ten such free actions
  each round.
  Create Magic Items: Artemis can create any magic bow, arrow,
  sword, or quiver, a sylvan scimitar, a cloak or boots of elvenkind, a staff of
  the woodlands, bracers of archery, a druid’s vestment, or a ring of animal
  friendship, as long as the item’s market price does not exceed
  200,000 gp.
  Avatars
  Artemis’s avatars appear as young women or dryads. She only
  rarely sends them into the world.
  dAvatar of Artemis: As Artemis except divine rank 7; Init
  +19; AC 63 (touch 33, flat-footed 48); Atk +63/+58/+53/+48
  melee (1d8+16/18–20, +5 keen short sword) or +71/+66/+61/+56
  ranged (2d6+28/×3, Huge +5 mighty speed composite longbow (+11
  Str bonus) with +5 arrows) or spell +57 melee touch or +61 ranged
  touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700
  ft., DC 29); SV Fort +48, Ref +54, Will +49; all skill modifiers
  reduced by 8.
  Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (ani-
  mals), Divine Celerity, Divine Dodge, Divine Archery, Divine
  Weapon Focus (composite longbow), Divine Weapon Specializa-
  tion (composite longbow), Extra Domain (Sun).
  Spell-Like Abilities: Caster level 17th; saving throw DC 29 +
  spell level.
  ATHENA
  Greater God
  Symbol: An owl
  Home Plane: Olympus
  Alignment: Lawful good
  Portfolio: Wisdom, crafts,
  civilization, war
  Worshipers: Paladins, fighters,
  monks, judges, constables
  Cleric Alignments: LG, LN, NG
  Domains: Artifice, Community, Good,
  Knowledge, Law, War
  Favored Weapon: Shortspear
  The deity of noble combat, skilled craftwork, prudence, and cities,
  Athena (ah-thee-nah) appears as a statuesque woman with fetching
  gray eyes. She usually carries a shield and wears helmet and armor.
  Because she is Zeus’s favorite child, Zeus lends Athena his shield,
  Aegis, from time to time.
  Athena is the daughter of Zeus alone, because no mother bore
  her. One day, Zeus developed a terrible headache. To relieve it,
  Hephaestus used his axe to split open the mighty god’s head. Out
  sprang Athena, full grown and fully armed and armored.
  Athena was the first to teach mortals many of the civilized arts.
  She is credited with inventing weaving, the potter’s wheel, the
  horse bridle, and many other crafts. She also created the olive tree
  as a gift to mortals. She is the protector of weavers, and, along with
  Hephaestus, the patron of handiwork and all the arts that make civ-
  ilization possible.
  Athena is warlike, but only in defense of things she believes are
  worth protecting, such as cities, towns, and planted fields. She
  opposes the destructive rampages of her half brother, Ares, when-
  ever and however she can.
  Dogma
  Athena expects her followers to uphold the highest ideals of
  wisdom, reason, and purity. She expects her followers to fight in
  defense of home and state against outside enemies, and to be
  skilled in the arts of peace as well as war.
  Clergy and Temples
  Clerics of Athena fight against worshipers of Ares whenever they
  can and spend the rest of their time protecting civilized lands
  from outside threats. Athena’s clerics are always active in civic life,
  serving as judges, advisors, planners, and teachers. Her church is a
  great patron of the arts, sponsoring both public works and indi-
  vidual painters, sculptors, and architects.
  Temples to Athena are always stately and pleasant to look at. In
  less settled areas where monsters or raiders are a threat, Athena’s
  temples tend to be fortified, but they are still built to be estheti-
  cally pleasing.
  ATHENA
  Fighter 20/Cleric 20
  Large Outsider (Good, Lawful)
  Divine Rank: 17
  Hit Dice: 20d8+140 (outsider) plus 2d10+140 (Ftr) plus 20d8+140
  (Clr)  (940 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 80 ft.
  AC: 92 (–1 size, +9 Dex, +17 divine, +30 natural, +10 +5 breastplate,
  +7 +5 large steel shield, +10 deflection)
  Attacks*: +5 holy lawful speed shortspear +74/+74/+69/+64/+59
  melee; or spell +64 melee touch or +65 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 holy lawful speed shortspear 1d8+32/19–20/×3; or by
  spell *Always does maximum damage (shortspear 40 points).
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 13/day.
  Special Qualities: Divine immunities, DR 52/+4, fire resist-
  ance 37, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 17 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, SR 49, divine aura (17
  miles, DC 37).
  Saves*: Fort +56, Ref +58, Will +66. *Always receives a 20 on saves.
  Abilities: Str 27, Dex 29, Con 25, Int 33, Wis 45, Cha 31.
  Skills*: Appraise +49, Climb +40, Concentration +44, Craft
  (pottery) +91, Craft (sculpture) +91, Craft (stoneworking) +91,
  Craft (weaving) +91, Diplomacy +74, Handle Animal +70, Heal
  +36, Jump +40, Knowledge (arcana) +48, Knowledge (archi-
  tecture and engineering) +51, Knowledge (history) +51,
  Knowledge (religion) +71, Listen +69, Profession (farmer) +77,
  Profession (herbalist) +77, Ride (horse) +71, Scry +48, Search
  +51, Sense Motive +67, Spellcraft +48, Spot +69, Swim +45, Use
  Rope +37. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Brew
  Potion, Cleave, Combat Reflexes, Craft Magic Arms and
  Armor, Craft Wondrous Item, Divine Might, Dodge,
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  Expertise, Eyes in the
  Back of Your Head, Great
  Cleave, Hold the Line,
  Improved Bull Rush, Im-
  proved Disarm, Improved
  Initiative, Improved Trip,
  Improved Unarmed
  Strike, Knock-Down,
  Mobility, Mounted
  Combat, Power At-
  tack, Power Criti-
  cal (shortspear),
  Reach Spell, Sa-
  cred Spell, Scribe
  Scroll, Spring At-
  tack, Sunder, Su-
  perior Expertise,
  Weapon 
  Focus
  (shortspear), Whirl-
  wind Attack.
  Divine Immunities:
  Ability damage, ability
  drain, acid, cold, death
  effects, disease, disintegration,
  electricity, energy drain, mind-
  affecting effects, paralysis, poison,
  sleep, stunning, transmutation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter Form,
  Alter Reality, Alter Size, Area Divine Shield,
  Avatar, Battlesense, Create Object, Create
  Greater Object, Divine Armor Mastery, Divine
  Battle Mastery, Divine Blast, Divine Dodge,
  Divine Inspiration (courage), Divine Shield,
  Divine Storm, Divine Weapon Focus (short-
  spear), Divine Weapon Mastery, Divine Weapon
  Specialization (shortspear), Extra Domain (Com-
  munity), Extra Domain (Law), Extra Domain
  (War), Mass Divine Blast.
  Domain Powers: Cast conjuration (cre-
  ation) spells at +1 caster level; 17/day
  use calm emotions; cast good
  spells at +1 caster level; cast
  divination spells at +1 caster
  level; cast law spells at +1
  caster level.
  Spell-Like Abilities: Athena
  uses these abilities as a 27th-
  level caster, except for conju-
  ration (creation) spells, good
  spells, divination spells, and law spells,
  which she uses as a 28th-level caster. The save DCs are 37 + spell
  level. Aid, animate rope, blade barrier, blade barrier, bless, clairaudi-
  ence/clairvoyance, detect secret doors, detect thoughts, dictum, discern
  location, dispel chaos, dispel evil, divination, divine power, fabricate,
  find the path, flame strike, foresight, hardening*, heroes’ feast, hold
  monster, holy aura, holy smite, holy word, legend lore, magic circle
  against chaos, magic circle against evil, magic vestment, magic weapon,
  major creation, mass heal, minor creation, miracle, order’s wrath, power
  word blind, power word kill, power word stun, prayer, prismatic sphere,
  protection from chaos, protection from evil, Rary’s telepathic bond,
  refuge, shield of law, shield other, spiritual weapon, status, stone shape,
  summon monster IX (as good or law spell only), true creation*, true
  seeing, wood shape.
  Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 +
  spell level.
  Possessions: Athena wears a helmet that creates an
  antimagic field (as the spell) with a radius of 10 to
  150 feet around her. Athena can set the radius
  each round as a free action. Also as a free
  action, Athena can turn the antimagic field
  completely off or turn it back on.
  Caster Level: 25th; Weight: 3 lb.
  When Athena is not carrying Zeus’s
  shield, Aegis, she uses a +5 large steel
  shield with the greater fortification
  special ability. The shield also
  bears the likeness of a medusa.
  When activated, the shield makes
  a gaze attack each round similar
  to a medusa’s gaze. Mortals within
  150 feet must make Will saves
  (DC 25) or be turned to stone.
  Athena can activate or deactivate
  this power once each round as a
  free action.
  Caster Level: 25th; Weight: 15 lb.
  Other Divine Powers
  As a greater deity, Athena automati-
  cally receives the best possible
  result on any die roll
  she makes (including
  attack rolls, damage,
  checks, and saves). She
  is immortal.
  Senses: Athena can
  see, hear, touch, and smell
  at a distance of seventeen
  miles. As a standard action,
  she can perceive anything
  within seventeen miles of
  her worshipers, holy sites,
  objects, or any location where
  one of her titles or name was
  spoken in the last hour. She can
  extend her senses to up to twenty loca-
  tions at once. She can block the sensing
  power of deities of her rank or lower
  at up to two remote locations at
  once for 17 hours.
  Portfolio Sense: Athena
  senses the working of any
  craft, any fighting, and
  anything that threat-
  ens any settled area
  (communities with pop-
  ulations of 901 or more)
  seventeen weeks before it
  happens and retains the sensation for seventeen weeks after the
  event occurs.
  Automatic Actions: Athena can use Craft (pottery), Craft
  (sculpture), Craft (stoneworking), Craft (weaving), Knowledge
  (arcana), Knowledge (architecture and engineering), Knowledge
  (history), or Knowledge (religion)  as a free action if the DC for the
  task is 30 or lower. She can perform up to twenty such free actions
  each round.
  Create Magic Items: Athena can create magic weapons, armor,
  and items that can sustain the user through adversity, such as a
  necklace of adaptation, a ring of regeneration, and a periapt of wound
  closure. She also makes items that help the user remain morally
  and ethically steadfast, such as a phylactery of faithfulness.
  111
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by G. Angus
  
  112
  Avatars
  Athena sends her avatar to defend cities and towns against
  attack, to witness great achievements in arts or crafts, and to
  oppose the actions of Ares.
  dAvatar of Athena: As Athena except divine rank 8; AC 74
  (touch 36, flat-footed 65); Atk +63/+63/+58/+53/+48 melee
  (1d8+23/×3, +5 holy lawful speed shortspear) or spell +55 melee
  touch or +56 ranged touch; SQ DR 43/+4, fire resistance 28, SR
  40, divine aura (800 ft., DC 28); SV Fort +47, Ref +49, Will +57; all
  skill modifiers reduced by 9.
  Salient Divine Abilities: Alter Size, Battlesense, Divine Battle
  Mastery, Divine Dodge, Divine Shield, Divine Weapon Focus
  (shortspear), Divine Weapon Specialization (shortspear), Extra
  Domain (Community), Extra Domain (Law), Extra Domain (War).
  Spell-Like Abilities: Caster level 18th; saving throw DC 28 +
  spell level.
  DEMETER
  The Gift-Giver, Lovely-Haired Demeter, Demeter of the Splendid Fruit
  Lesser Deity
  Symbol: Mare’s head
  Home Plane: Olympus
  Alignment: Neutral
  Portfolio: Agriculture
  Worshipers: Farmers
  Cleric Alignments: CN, LN, N, NG, NE
  Domains: Earth, Plant, Protection
  Favored Weapon: Shortspear or halfspear
  Deity of agriculture and fertility, Demeter (dee-mee-ter) is an earth
  god whose very moods are reflected in the life and fertility of the
  earth. She appears as a motherly woman, draped in robes the color
  of vegetation: lush green in the spring and summer, gold in
  autumn, and brown or black in winter (when she mourns for her
  daughter, Persephone). She is one of the six children of the Titans
  Cronus and Rhea.
  Dogma
  Demeter holds sway over the earth’s yearly cycle of growth and
  decay. Farmers in particular revere her, offering special prayers and
  sacrifices to her at planting, throughout the growing season, and at
  harvest time. She urges her followers to treat the earth with care
  and respect, and she dictates agricultural procedures to ensure the
  continued fertility of the soil, such as rotating crops and leaving
  fields fallow.
  Demeter is also the central figure in a mystery cult called the
  Eleusinian Mysteries (after their origin in the city of Eleusis). See
  below for more information about this cult of Demeter.
  Clergy and Temples
  Clerics devoted to Demeter are always members of the Eleusin-
  ian Mysteries (see below). Wearing green, gold, or brown tunics,
  they preside at agricultural festivals, bless plantings and har-
  vests, and lead new initiates into the Mysteries. Few are active
  in adventuring.
  Demeter’s temples are widespread, and they range from elabo-
  rate structures to simple village shrines.
  DEMETER
  Druid 20/Abjurer 20
  Large Outsider
  Divine Rank: 10
  Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Drd) plus
  20d4+160 (Abj) (880 hp)
  Initiative: +8
  Speed: 80 ft.
  AC: 61 (–1 size, +8 Dex, +10 divine, +23 natural, +11 deflection)
  Attacks: +5 longspear +67/+62/+57/+52 melee; or spell +61 melee
  touch or +57 ranged touch
  Damage: +5 longspear 1d8+23/19–20/×3; or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities.
  Special Qualities: Divine immunities, DR 45/+4, fast healing
  30, fire resistance 30, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak directly to
  all beings within 10 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, familiar
  (horses), a thousand faces, nature sense, resist nature’s lure,
  timeless body, trackless step, venom immunity, wild shape
  (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day,
  elemental 3/day), woodland stride, SR 42, divine aura (1,000
  ft., DC 31).
  Saves: Fort +50, Ref +50, Will +60.
  Abilities: Str 35, Dex 26, Con 26, Int 30, Wis 43, Cha 33.
  Skills: Animal Empathy +64, Concentration +79, Diplomacy +63,
  Handle Animal +64, Heal +71, Hide +14, Intuit Direction +69,
  Knowledge (arcana) +60, Knowledge (local) +63, Knowledge
  (nature) +83, Knowledge (religion) +63, Listen +66, Profession
  (farmer) +89, Profession (herbalist) +89, Ride (horse) +20, Scry
  +60, Sense Motive +49, Spellcraft +60, Spot +66, Swim +42,
  Wilderness Lore +79.
  Feats: Alertness, Brew Potion, Craft Staff, Craft Wondrous Item,
  Dodge, Empower Spell, Endurance, Enlarge Spell, Expertise,
  Extend Spell, Heighten Spell, Improved Critical (longspear),
  Iron Will, Maximize Spell, Mobility, Persistent Spell, Plant
  Control, Plant Defiance, Quicken Spell, Scribe Scroll, Silent
  Spell, Spell Mastery, Still Spell, Superior Expertise, Weapon
  Focus (longspear).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Arcane Mastery, Avatar, Call Creatures (plants), Command Plants,
  Control Creatures (plants), Divine Fast Healing, Divine Shield,
  Rejuvenation, Speak with Creatures (animals), Speak with Crea-
  tures (plants).
  Domain Powers: 10/day turn or destroy air creatures, or
  rebuke or command earth creatures; 10/day rebuke or command
  plant creatures; 10/day protective ward (touched subject gains
  +10 resistance bonus on next saving throw, maximum duration
  1 hour).
  Spell-Like Abilities: Demeter uses these abilities as a 20th-
  level caster. The save DCs are 31 + spell level. Antimagic field,
  barkskin, changestaff, command plants, control plants, earthquake, ele-
  mental swarm (as earth spell only), entangle, iron body, magic stone,
  mind blank, plant growth, prismatic sphere, protection from elements,
  repel wood, repulsion, sanctuary, shambler, shield other, soften earth and
  stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin,
  wall of stone, wall of thorns.
  Druid Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 26 +
  spell level.
  Wizard Spells/Day: 5/8/8/7/7/7/7/6/6/6; base DC = 20 +
  spell level. Prohibited school: Illusion.
  Other Divine Powers
  As a lesser deity, Demeter may take 10 on any check. Demeter
  treats a 1 on an attack roll or saving throw normally and not as an
  automatic failure. She is immortal.
  Senses: Demeter can see, hear, touch, and smell at a distance of
  ten miles. As a standard action, she can perceive anything within
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  ten miles of her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour. She
  can extend her senses to up to five locations at once. She can block
  the sensing power of deities of her rank or lower at up to two
  remote locations at once for 10 hours.
  Portfolio Sense: Demeter senses any-
  thing that affects cultivated crops the
  instant it happens.
  Automatic Actions: Demeter can use
  Knowledge (arcana), Knowledge (local),
  Knowledge (nature), or Knowledge (reli-
  gion) as a free action if the DC for the task is
  20 or lower. She can perform up to five such
  free actions each round.
  Create Magic Items: Demeter can create
  any magic item that commands or con-
  trols plants, such as a plant bane
  weapon or a wand of entangle, as
  long as the item’s market price
  does not exceed 30,000 gp.
  Avatars
  Demeter uses her avatars
  regularly in the rites of the
  Eleusinian Mysteries (see
  below). They appear
  much like her divine
  form.
  dAvatar of Deme-
  ter: As Demeter except
  divine rank 5; AC 51
  (touch 33, flat-footed 43);
  Atk +62/+57/+52/+47
  melee (1d8+23/×3, +5
  longspear) or spell +56
  melee touch or +52 ranged
  touch; SQ DR 40/+4, fire
  resistance 25, fast healing
  25, SR 37, divine aura (500
  ft., DC 26); SV Fort +45, Ref
  +45, Will +55; all skill modi-
  fiers reduced by 5.
  Salient Divine Abilities:
  Alter Reality, Alter Size,
  Arcane Mastery, Command
  Plants, Divine Fast Healing,
  Divine Shield.
  Spell-Like 
  Abilities:
  Caster level 15th; saving
  throw DC 26 + spell level.
  THE ELEUSINIAN
  MYSTERIES
  Demeter is the center of
  an extremely important mys-
  tery cult centered in the city of
  Eleusis (in your campaign, this
  city and its cult might carry a dif-
  ferent name). The central myth of this cult, far more important
  than any tales of Zeus’s escapades or the labors of Hercules, is the
  story of Demeter’s daughter, Persephone, and her abduction by
  Hades.
  According to this myth, Zeus gave Hades permission to take
  Persephone as his wife, which he did by kidnapping her as she
  gathered flowers with her friends. Her carried her into the under-
  world and made her his bride. Hearing Persephone’s cries of dis-
  tress, Demeter ran off in search of her daughter, searching the
  earth for nine days before learning that Hades had taken her.
  Upon learning Persephone’s fate, Demeter went into mourn-
  ing, wandering listlessly until she came to Eleusis. There, dis-
  guised as an old woman, she entered the household of the king,
  Keleos, and reared his infant son, Demophoön. She anointed
  the baby with ambrosia and tucked him into the blazing fire at
  night, planning to make him immortal. His mother, Metaneira,
  discovered the baby in the fire and cried out, not realizing
  what Demeter was doing. Angered, Demeter left
  the household and ordered a temple to be built
  in her honor in the city.
  She brooded in that temple, preventing any
  crops from growing on the earth, for a year.
  Finally, by ordering Persephone to be brought
  up from Hades, Zeus persuaded Demeter
  to rejoin the company of gods on
  Olympus. Because Persephone
  accepted food (a single pome-
  granate seed) in the under-
  world, she was bound by the
  laws of hospitality to
  return there. By Zeus’s
  decree, Persephone was
  to spend one-third of
  the year in the under-
  world with Hades, and
  the remaining two-
  thirds in Olympus
  with the other gods.
  While 
  Persephone
  remains in the under-
  world, Demeter mourns
  and the earth bears no
  fruit. For the rest of the
  year, Demeter allows crops
  to grow and flourish.
  This myth is the funda-
  mental doctrine of the
  Eleusinian Mysteries, but
  even more important are the
  series of rites performed in
  the Mysteries that recreate
  the myth as a personal
  experience for each initiate.
  The initiates dance and cele-
  brate as Persephone gathers
  flowers; then word comes that
  Persephone has been abducted,
  and all revelry ceases. Carrying
  torches, the initiates act the
  role of Demeter searching
  for her daughter. In the
  central act of the rite, the
  initiates identify with
  Demophoön, nurtured in Demeter’s arms
  and primed for immortality. They reenact
  descending to the underworld with Persephone and
  rising to Olympus with Demeter. Demeter’s avatar is said to
  appear to the initiates and bestow her blessing upon them at the
  climax of the ritual. Initiates of the Mysteries live their lives
  under Demeter’s blessing. They believe that when they die, they
  will not become mere shades in Hades, but will dwell on Olym-
  pus with Demeter in eternal bliss.
  The rituals of the Mysteries are utterly secret. No initiate may
  speak of what occurs in the inner sanctum of the temple during
  the rites, under penalty of death.
  113
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by W. Reynolds
  
  114
  DIONYSUS
  Women-Maddener, Ivy-Wreathed Dionysus, Loud-Roaring Dionysus
  Intermediate Deity
  Symbol: Thyrsus, a staff tipped with a pine cone
  and twisted with a vine
  Home Plane: Olympus
  Alignment: Chaotic neutral
  Portfolio: Mirth, madness, wine, fertility, theater
  Worshipers: Satyrs, fauns, revelers, rogues
  Cleric Alignments: CE, CG, CN
  Domains: Chaos, Destruction, Madness
  Favored Weapon: Quarterstaff
  Deity of wine, mirth, and madness, Dionysus (dye-oh-nye-sus)
  appears as a young man carrying an amphora of wine, a lyre, and a
  thyrsus. Like Demeter, he is an agricultural god with power over
  fertility of both land and creatures, but his portfolio is limited to
  vines, wine, and wine’s influence on mortals.
  Dionysus is called Women-Maddener because of his ability to
  inspire frenzy in his worshipers (particularly women). He is the
  son of Zeus by a mortal woman, Semele.
  Dogma
  Dionysus’s “dogma” is more of a way of life—a life of whimsy
  and abandon, free from any fetters of custom, law, inhibition, or
  morality. Freedom is a cardinal virtue of Dionysus’s faith and a
  higher principle than good or evil. All too often, drunken rev-
  elry turns into drunken savagery, but Dionysus condemns nei-
  ther. Mortals worship Dionysus whenever they drink wine,
  pouring out a little of their drink in his honor.
  Dionysus, like Demeter, is also the center of a mystery cult, the
  Orphic Mysteries (see below).
  Clergy and Temples
  Clerics devoted to Dionysus are always members of the Orphic
  Mysteries (see below). Wearing burgundy or purple garments,
  they lead the ecstatic rites celebrating Dionysus, which usually
  involve heavy drinking and feasting. Rites in the Orphic Myster-
  ies often include tearing a bull’s flesh apart and eating it raw, in imi-
  tation of Zagreus’s demise at the hands of the Titans.
  Dionysus’s temples are often built in caves, because the infant
  Zagreus was born in a cave.
  DIONYSUS
  Bard 15/Druid 15/Ranger 10
  Large Outsider
  Divine Rank: 12
  Hit Dice: 20d8+200 (outsider) plus 15d6+150 (Brd) plus
  15d8+150 (Drd) plus 10d10+100 (Rgr) (1,020 hp)
  Initiative: +15 (+11 Dex, +4 Improved Initiative)
  Speed: 80 ft.
  AC: 73 (–1 size, +11 Dex, +12 divine, +25 natural, +16 deflection)
  Attacks: Huge +5 chaotic quarterstaff +66/+61/+56/+51 melee, Huge
  +5 chaotic quarterstaff +66/+61/+56 melee; or spell +61 melee
  touch or +60 ranged touch
  Damage: Huge +5 chaotic quarterstaff 1d8+17; Huge +5 chaotic quar-
  terstaff 1d8+11; or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 47/+4, fire resistance
  32, fast healing 32, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak directly
  to all beings within 12 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, bardic
  knowledge +23, bardic music 15/day (countersong, fascinate,
  inspire competence, inspire courage, inspire greatness, sugges-
  tion), favored enemies (aberrations +3, magical beasts +2,
  vermin +1), a thousand faces, nature sense, resist nature’s lure,
  timeless body, trackless step, venom immunity, wild shape
  (Tiny, Small, Medium-size, Large, Huge, or dire animal 5/day),
  woodland stride, SR 44, divine aura (1,200 ft., DC 38).
  Saves: Fort +56, Ref +55, Will +52.
  Abilities: Str 35, Dex 33, Con 30, Int 27, Wis 27, Cha 43.
  Skills*: Alchemy +55, Animal Empathy +73, Bluff +63, Concen-
  tration +82, Craft (winemaking) +80, Diplomacy +60, Heal
  +67, Hide +69, Intimidate +50, Intuit Direction +30, Jump +54,
  Knowledge (nature) +80, Knowledge (religion) +55, Listen
  +70, Move Silently +73, Perform +63, Profession (herbalist)
  +80, Scry +35, Spellcraft +35, Wilderness Lore +65. *Always
  receives a 20 on checks.
  Feats: Ambidexterity, Cleave, Dodge, Endurance, Expertise, Great
  Fortitude, Greater Two-Weapon Fighting, Improved Disarm,
  Improved Initiative, Improved Trip, Improved Two-Weapon
  Fighting, Mobility, Plant Control, Plant Defiance, Power
  Attack, Spring Attack, Superior Expertise, Track, Two-Weapon
  Fighting, Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Avatar, Control Creatures (any creature engaged in revelry,
  including creatures affected by his Divine Inspiration), Com-
  mand Plants (vines only), Divine Fast Healing, Divine Inspira-
  tion (frenzy), Divine Shield, Empowered Inspiration (frenzy)†,
  Mind of the Beast (slumber effect only), Rejuvenation, Shape-
  change, True Shapechange, Water to Wine†. †Unique ability,
  described below.
  Domain Powers: Cast chaos spells at +1 caster level; 12/day
  smite (+4 on attack and +12 on damage for one weapon attack);
  madness (Insanity score 6, Wis 33 for spellcasting purposes, Wis 21
  for all other purposes); 12/day clarity of madness (+6 bonus on one
  roll involving Wis).
  Spell-Like Abilities: Dionysus uses these abilities as a 22nd-
  level caster, except for chaos spells, which he uses as a 23rd-level
  caster. The save DCs are 38 + spell level. Animate objects, bolts of
  bedevilment*, chaos hammer, circle of doom, cloak of chaos, confusion,
  contagion, disintegrate, dispel law, earthquake, harm, implosion,
  inflict critical wounds, inflict light wounds, insanity, maddening
  scream*, magic circle against law, phantasmal killer, protection from
  law, rage*, random action, shatter, summon monster IX (as chaos
  spell only), touch of madness*, weird, word of chaos.
  Bard Spells Known (4/8/7/7/7/5; base DC = 26 + spell level):
  0—daze, detect magic, ghost sound, mage hand, prestidigitation, read
  magic; 1st—cause fear, charm person, expeditious retreat, sleep; 2nd—
  blur, cat’s grace, delay poison, Tasha’s hideous laughter; 3rd—displace-
  ment, emotion, fear, haste; 4th—hallucinatory terrain, modify memory,
  neutralize poison, shout; 5th—dream, false vision, mind fog.
  Druid Spells/Day: 6/7/7/7/6/5/4/3/2; base DC = 23 + spell level.
  Ranger Spells/Day: 3/3; base DC = 23 + spell level.
  Empowered Inspiration (unique salient divine ability):
  Dionysus can use his Divine Inspiration ability on creatures that are
  already engaged in the orgiastic rites of his cult. In this case, he can
  affect an unlimited number of creatures, and the subjects do not
  receive saving throws.
  Water to Wine (unique salient divine ability): Dionysus
  can change any amount of any liquid within his sight into
  fine wine.
  Other Divine Powers
  As an intermediate deity, Dionysus automatically receives a die
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Dionysus can see, hear, touch, and smell at
  a distance of twelve miles. As a standard action, he
  can perceive anything within twelve miles of
  his worshipers, holy sites, objects, or any
  location where one of his titles or name
  was spoken in the last hour. He can
  extend his senses to up to ten loca-
  tions at once. He can block the sens-
  ing power of deities of his rank or
  lower at up to two remote locations at
  once for 12 hours.
  Portfolio Sense: Dionysus is instantly
  aware of anyone drinking wine, and he
  retains the sensation for twelve weeks
  after the event occurs.
  Automatic Actions: Dionysus can
  use Craft (winemaking) as a free action
  if the DC for the task is 25 or lower. He
  can perform up to ten such free actions
  each round.
  Create Magic Items:
  Dionysus can create any
  magic item whose function
  involves frenzy, uncontrolled
  emotion, random action, or wine, as
  long as its market price does not
  exceed 200,000 gp. He can create a chaos
  diamond and a cursed berserking sword as
  well as various unique items, such
  as a potion of wine creation, a
  greataxe of raging, or a goblet
  of frenzy.
  Avatars
  Dionysus uses his avatars extensively
  to interact with the members of
  the Orphic Mysteries (see below).
  They appear exactly like his divine
  form.
  dAvatar of Dionysus: As Dionysus
  except divine rank 6; AC 61 (touch
  42, flat-footed 50); Atk +60/+55/
  +50/+45 melee (1d8+17 plus 2d6
  chaotic, Huge +5 chaotic quarter-
  staff), +60/+55 melee (1d8+11 plus 2d6
  chaotic, Huge +5 chaotic quarterstaff), or spell +55 melee touch or +54
  ranged touch; SQ DR 41/+4, fire resistance 26, fast healing 26, SR
  38, divine aura (600 ft., DC 32); SV Fort +50, Ref +49, Will +46; all
  skill modifiers reduced by 6.
  Salient Divine Abilities: Alter Reality, Alter Size, Divine Celer-
  ity, Divine Dodge, Divine Fast Healing, Divine Inspiration
  (frenzy), Shapechange, Water to Wine†. †Unique ability,
  described above.
  Spell-Like Abilities: Caster level 16th; saving throw DC 32 +
  spell level.
  THE ORPHIC MYSTERIES
  Dionysus’s mystery cult teaches a secret myth about the deity’s
  origin, supposedly passed on to mortals by the epic bard
  Orpheus. Zeus and Demeter’s daughter Persephone had a dal-
  liance that resulted in the birth of a deity named Zagreus. Hera,
  in a jealous rage, sent some Titans from Tartarus to kill the child
  god. Zagreus tried to escape by shapechanging into various
  forms—Zeus, Cronus, a young man, a lion, a horse, a serpent and
  finally a bull.
  Catching him in his bull form, the Titans tore his body apart
  and ate it. Before they could finish their grisly meal, Zeus
  appeared and incinerated them with bolts of lightning, rescuing
  Zagreus’s heart and forming humanity from the ashes of the
  Titans. Because the Titans had consumed Zagreus, some of his
  divine nature remained in their ashes, forming a “divine spark”
  deep inside human nature.
  Zeus then gave Zagreus’s heart to Semele. Some legends say that
  she ate the heart, while others say Zeus used it to make a potion
  that impregnated her. In any event, Dionysus was born as a result.
  Thus, Dionysus’s origin remains true to the common mythology
  that calls him a son of Zeus and Semele, but it also makes him a
  reincarnation of Zagreus.
  Semele also died as a result of Hera’s jealousy. Hera
  tricked Semele into persuading Zeus to
  reveal his divine splendor to her, but her
  mortal frame could not withstand his
  glory and she disintegrated
  into ash. The child in her
  womb, being half divine,
  survived, and a vine
  grew from her ashes
  to shield the infant
  Dionysus. Zeus took
  the child and sewed
  him into his own thigh
  where he finished his gesta-
  tion. As a result of this remark-
  able birth, Dionysus is known as
  the twice-born.
  As an adult, Dionysus discovered
  wine and shared that mixed blessing
  with mortals. He also descended into the
  underworld to find his mother, Semele, and
  brought her up to dwell with him in Olympus as
  an immortal. (Orpheus, too, descended into the
  underworld to find a loved one, his wife, but
  was unable to bring her back to the
  mortal world.)
  The Orphic Mysteries of Dionysus, like
  Demeter’s mystery cult, allow initiates to reenact
  this complicated mythic history, becoming
  participants in Dionysus-Zagreus’s life, death,
  and rebirth. As in the cult of Demeter, initiates in
  the mysteries believe they meet Dionysus or his
  avatar firsthand, in a ritual in which they symbolically
  die to their old lives and rise again to new lives. After their initi-
  ation, they enjoy a life of carefree celebration and orgiastic
  frenzy, and they look forward to life with Dionysus-Zagreus in
  Olympus after their death.
  HADES
  Greater Deity
  Symbol: Black ram
  Home Plane: Hades
  Alignment: Neutral evil
  Portfolio: Death, underworld,
  earth, wealth
  Worshipers: Necromancers,
  assassins, rogues, murderers
  Cleric Alignments: CE, LE, NE
  Domains: Death, Earth, Evil
  Favored Weapon: Longsword
  Hades (hay-deez), the god of death and wealth, appears as a large,
  powerfully muscled man with gray skin. He has a bushy black
  115
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Giancola & D. Cramer
  
  116
  beard and black eyes, and he wears gold jewelry symbolizing his
  control over wealth. While his brothers Zeus and Poseidon rule the
  sky and the sea respectively, Hades is the ruler of the underworld
  and has some control over the earth as well.
  Hades is one of the six children of Cronus and Rhea, and one
  of the twelve Olympian deities. Unlike his fellows in the pan-
  theon, however, he does not reside in Olympus. He makes his
  home in the Stygian darkness of Hades. He is married to Perse-
  phone, daughter of Demeter, but she resides with him only
  during the winter months.
  Dogma
  Unlike some deities whose portfolio includes death, Hades is not
  particularly malicious or hateful toward the mortals whose souls
  come to his realm. Death, he teaches, is the lot of all mortals, the
  thing that sets them apart from deities, and it must be accepted
  even if it brings grief.
  Clergy and Temples
  Hades’s clerics tend to share their patron’s dour, gloomy demeanor.
  Dressed in black, they officiate at funerals and annual rites in
  honor of departed ancestors. In contrast to most Olympian festi-
  vals, these are solemn affairs.
  Temples to Hades are usually built underground, in caves, or at
  least sunken so their floors are below ground level. They tend to
  be dark and windowless, creating an atmosphere of gloom rem-
  iniscent of the underworld’s darkness.
  HADES
  Fighter 20/Rogue 10/Assassin 10
  Large Outsider
  Divine Rank: 17
  Hit Dice: 20d8+320+272 (outsider) plus 20d10+320
  (Ftr) plus 10d6+160 (Rog) plus 10d6+160 (Asn)
  (1,712 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 80 ft., burrow 40 ft.
  AC: 74 (–1 size, +9 Dex, +17 divine, +30 natural, +9
  deflection)
  Attacks*: Huge +5 unholy bastard sword +82/+77/
  +72/+67 melee; or spell +72 melee touch or +65
  ranged touch *Always receives a 20 on attack
  rolls; roll die to check for critical hit.
  Damage*: Huge +5 unholy bastard sword 2d8+48/
  18–20; or by spell *Always does maximum
  damage (sword 64 points).
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Crippling strike, death attack (DC
  29), domain powers, poison use, salient divine abili-
  ties, sneak attack +13d6, spell-like abilities.
  Special Qualities: Divine immunities, DR 52/+4, fire
  resistance 37, understand, speak, and read all
  languages and speak directly to all beings within 17
  miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, +5 on saves
  against poison, evasion, traps, uncanny
  dodge (cannot be flanked, +4 against traps),
  SR 49, divine aura (17 miles, DC 36).
  Saves*: Fort +45, Ref +38, Will +39. *Always
  receives a 20 on saves.
  Abilities: Str 42, Dex 28, Con 42, Int 29, Wis 30,
  Cha 29.
  Skills*: Balance +28, Bluff +66, Concentration +58,
  Craft (metalworking) +76, Craft (stoneworking)
  +76, Diplomacy +50, Gather Information +66,
  Hide +62, Intimidate +78, Jump +35, Knowl-
  edge (arcana) +61, Knowledge (religion) +61,
  Knowledge (the planes) +61, Listen +77, Move Silently +76,
  Pick Pocket +68, Search +76, Sense Motive +77, Spellcraft +86,
  Spot +77, Tumble +46. *Always receives a 20 on checks.
  Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Re-
  flexes, Divine Might, Dodge, Endurance, Exotic Weapon
  Proficiency (bastard sword), Expertise, Great Cleave, Great
  Fortitude, Improved Bull Rush, Improved Critical (bastard
  sword), Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Sunder, Improved Trip, Improved
  Unarmed Strike, Iron Will, Knock-Down, Mobility, Power
  Attack, Power Critical (bastard sword), Spring Attack,
  Stunning Fist, Sunder, Superior Expertise, Weapon Focus
  (bastard sword), Weapon Specialization (bastard sword),
  Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by W. Reynolds
  
  mind-affecting effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Avatar, Create Greater Object, Create Object,
  Divine Battle Mastery, Divine Blast, Divine Creation, Divine
  Earth Mastery, Divine Sneak Attack, Divine Shield, Divine
  Weapon Focus (bastard sword), Divine Weapon Specialization
  (bastard sword), Hand of Death, Know Death, Life and Death (no
  rest required), Life Drain, Mass Life and Death, Shapechange,
  Wound Enemy.
  Domain Powers: 17/day death touch (if subject touched does
  not have at least 120 hp, it dies); 17/day turn or destroy water crea-
  tures, or rebuke or command earth creatures; cast evil spells at +1
  caster level.
  Spell-Like Abilities: Hades uses these abilities as a 27th-level
  caster, except for evil spells, which he uses as a 28th-level caster.
  The save DCs are 36 + spell level. Animate dead, blasphemy, cause
  fear, create greater undead, create undead, death knell, death ward, dese-
  crate, destruction, dispel good, earthquake, elemental swarm (as earth
  spell only), iron body, magic circle against good, magic stone, protection
  from good, slay living, soften earth and stone, spike stones, stone shape,
  stoneskin, summon monster IX (as evil spell only), unholy aura, unholy
  blight, wail of the banshee, wall of stone.
  Assassin Spells/Day: 5/4/4/3; save DC = 19 + spell level.
  Other Divine Powers
  As a greater deity, Hades automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Hades can see, hear, touch, and smell at a distance of
  seventeen miles. As a standard action, he can perceive anything
  within seventeen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to twenty locations at once.
  He can block the sensing power of deities of his rank or lower at up
  to two remote locations at once for 17 hours.
  Portfolio Sense: Hades senses any death seventeen weeks
  before it happens and retains the sensation for seventeen weeks
  after the event occurs.
  Automatic Actions: Hades can use Knowledge (arcana),
  Knowledge (religion), or Knowledge (the planes) as a free action
  if the DC for the task is 30 or lower. He also can use any death-
  producing spell or domain power (but not a salient divine abil-
  ity) as a free action. He can perform up to twenty such free
  actions each round.
  Create Magic Items: Hades can create any magic weapon,
  as well as items that can produce death effects such as a mask of
  the skull.
  Avatars
  Hades’s avatar rides a chariot drawn by giant horses or nightmares.
  He sends it into the word primarily to claim the souls of heroes
  who defy death.
  dAvatar of Hades: As Hades except divine rank 8; AC 56
  (touch 35, flat-footed 56); Atk +73/+68/+63/+58 melee (2d8+39
  plus 2d6 unholy/19–20, Huge +5 unholy bastard sword) or spell +63
  melee touch or +56 ranged touch; SQ DR 43/+4, fire resistance 28,
  no fast healing, SR 40, divine aura (800 ft., DC 27); SV Fort +36, Ref
  +29, Will +30; all skill modifiers reduced by 9.
  Salient Divine Abilities: Alter Reality, Alter Size, Annihilating
  Strike, Divine Blast, Divine Shield, Divine Weapon Focus (bastard
  sword), Divine Weapon Specialization (bastard sword), Hand of
  Death, Know Death, Life and Death.
  Spell-Like Abilities: Caster level 18th; saving throw DC 27 +
  spell level.
  HECATE
  Goddess of the Dark of the Moon, Goddess of the Crossways,
  Dread Goddess of Night
  Intermediate God
  Symbol: Setting moon
  Home Plane: Olympus
  Alignment: Neutral evil
  Portfolio: Moon, magic, abundance, undead
  Worshipers: Wizards, sorcerers, assassins,
  hunters, rogues
  Cleric Alignments: CE, LE, NE
  Domains: Creation, Evil, Knowledge, Magic
  Favored Weapon: Dagger
  Deity of the moon, magic, and plenty, Hecate (hek-ah-tee) is
  both feared and revered. Her true form is that of a woman with
  three heads. However, she can appear in any form she likes, and
  she most often appears as a beautiful woman with lustrous, dark
  hair. She is known as the provider of food, riches, and other
  desirable things, and as a defender of children. She also is an
  independent and capricious deity who wanders the night with a
  pack of hell hounds, which she sets on anyone she finds travel-
  ing about.
  Dogma
  Hecate is the patron of those who work dark magic and those who
  would work magic for gain. She promotes the use of spells and
  magic items, and tells her followers that magic is the key that
  unlocks wealth, power, and all desirable things.
  She preaches the joys of abundance, but warns against the folly
  of waste. Any good reaper or hunter, she says, leaves a few seeds
  and a few fauns for next year.
  Clergy and Temples
  Hecate has few clerics, and most of those are cleric/wizards or
  cleric/sorcerers. They prefer blue-white garb (the color of
  moonlight). Her clerics usually work in solitude, performing
  magical research, making items, and searching out legendary
  treasures. They form cells of cultists to pursue their schemes on
  a larger scale.
  Temples to Hecate serve as bases and sanctuaries for her clerics.
  They are always well hidden, often located in depths of dark,
  haunted forests and guarded by undead.
  HECATE
  Wizard 20/Cleric 20
  Large Outsider
  Divine Rank: 11
  Hit Dice: 20d8+140 (outsider) plus 20d4+140 (Wiz) plus 20d8+140
  (Clr) (820 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 80 ft.
  AC: 63 (–1 size, +9 Dex, +11 divine, +24 natural, +10 deflection)
  Attacks: Small +5 ghost touch keen unholy dagger +65/+60/+55/+50
  melee; or spell +59 melee touch or +61 ranged touch
  Damage: Small +5 ghost touch keen unholy dagger 1d6+12/15–20; or
  by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Rebuke undead 13/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, DR 46/+4, fire resistance
  31, spontaneous casting of divine spells, understand, speak,
  and read all languages and speak directly to all beings within
  11 miles, remote communication, godly realm, teleport without
  error at will, plane shift at will, familiar (dogs), SR 63, divine aura
  (1,100 ft., DC 31).
  117
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  118
  Saves: Fort +50, Ref +52, Will +54.
  Abilities: Str 24, Dex 28, Con 25, Int 45,
  Wis 29, Cha 30.
  Skills*: Alchemy +85, Balance +22,
  Bluff +44, Concentration +81,
  Diplomacy +55, Disguise
  +54, Heal +24, Hide +76,
  Intimidate +23, Jump
  +22, Knowledge (arcana)
  +91, Knowledge (geog-
  raphy) +68, Knowledge
  (history) +68, Knowledge
  (nature) +74, Knowledge
  (religion) +91, Knowledge
  (the planes) +78, Knowl-
  edge (undead) +91, Listen
  +68, Move Silently +53,
  Profession (herbalist) +77,
  Scry +91, Search +61,
  Sense Motive +64, Spell-
  craft +91, Spot +68, Swim
  +41, Tumble +53, Wilderness
  Lore +53. *Always receives a 20
  on checks.
  Feats: Brew Potion, Combat Casting,
  Combat Reflexes, Craft Wand,
  Craft Wondrous Item, Empower
  Spell, Enlarge Spell, Eschew
  Materials, Extend Spell, Forge Ring,
  Greater Spell Penetration, Heighten
  Spell, Improved Critical (dagger),
  Improved Initiative, Maximize Spell,
  Persistent Spell, Quicken Spell,
  Scribe Scroll, Silent Spell, Spell
  Penetration, Still Spell, Track, Weapon
  Finesse (dagger), Weapon Focus (dagger),
  Widen Spell.
  Divine Immunities: Ability damage, ability
  drain, acid, cold, death effects, disease, disintegration,
  electricity, energy drain, mind-affecting effects, paral-
  ysis, poison, sleep, stunning, transmutation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Alter
  Form, Arcane Mastery, Avatar, Control Creatures (undead),
  Dark Celerity†, Divine Blast, Divine Shield, Divine Spellcast-
  ing, Extra Domain (Knowledge), Increased Spell Resistance,
  Shapechange, Spontaneous Wizard Spells. †Unique ability,
  described below.
  Domain Powers: Cast conjuration (creation) spells at +2
  caster level; cast evil spells at +1 caster level; cast divination spells
  at +1 caster level; use spell completion and spell trigger devices
  as Wiz30.
  Spell-Like Abilities: Hecate uses these abilities as a 21st-
  level caster, except for evil spells and divination spells, which
  she uses as a 22nd-level caster, and conjuration (creation)
  spells, which she uses as a 23rd-level caster. The save DCs are 31
  + spell level. Antimagic field, blasphemy, clairaudience/clairvoyance,
  create food and water, create undead, create water, desecrate, detect
  secret doors, detect thoughts, discern location, dispel good, dispel magic,
  divination, find the path, foresight, genesis, heroes’ feast, identify,
  imbue with spell ability, legend lore, magic circle against good, major
  creation, minor creation, minor image, Mordenkainen’s disjunction,
  Nystul’s undetectable aura, permanent image, protection from good,
  protection from spells, spell resistance, spell turning, summon monster
  IX (as evil spell only), true creation, true seeing, unholy aura,
  unholy blight.
  Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6;
  base DC = 19 + spell level.
  Wizard Spells/Day (Levels 0–17):
  4/9/8/8/8/8/7/7/7/7/3/
  3/3/3/2/2/2/2; base DC
  = 27 + spell level.
  Dark Celerity
  (unique 
  salient
  divine ability): At
  night, any spell Hecate
  casts is considered
  quickened, regard-
  less of its normal
  casting time. She can cast
  only one such quick-
  ened spell each round.
  Po s s e s s i o n s :
  Hecate’s dagger is a +5 ghost
  touch keen unholy dagger.
  Whenever Hecate hits a
  mortal with her dagger, she
  can take control of that mortal
  just as she can take control of
  an undead creature. This
  power works like Hecate’s
  Control Creatures (undead)
  salient divine ability. Any
  mortal she controls counts
  against the number of undead
  creatures she can control.
  Other Divine Powers
  As an intermediate deity, Hecate
  automatically receives a die result
  of 20 on any check. She treats a 1 on a
  saving throw or attack roll normally
  and not as an automatic failure. She is
  immortal.
  Senses: Hecate can see, hear, touch, and
  smell at a distance of eleven miles. As a standard
  action, she can perceive anything within eleven miles
  of her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour.
  She can extend her senses to up to ten locations at once. She can
  block the sensing power of deities of her rank or lower at up to two
  remote locations at once for 11 hours.
  Portfolio Sense: Hecate senses the casting of any spell, the
  creation of any undead creature, and the destruction of any
  undead creature the instant it happens, provided that it happens
  at night, She retains the sensation for eleven weeks after the event
  occurs. She is likewise aware of the exact instant the moon rises
  or sets.
  Automatic Actions: Hecate can use Alchemy, Knowledge
  (arcana), Knowledge (geography), Knowledge (history), Knowledge
  (nature), Knowledge (religion), Knowledge (the planes), Knowl-
  edge (undead), Profession (herbalist), or Spellcraft as a free
  action if the DC for the task is 25 or lower. Hecate can perform
  up to ten such free actions each round.
  Create Magic Items: Hecate can create any kind of magic
  item, as long as the item’s market price does not exceed 200,000 gp.
  Avatars
  Hecate’s avatars resemble her preferred form, that of a beautiful
  woman with dark hair. She sends her avatars to wander the
  night, and occasionally she tells them to protect shepherds,
  herders, or children, as the whim strikes her. Hell hounds often
  accompany her avatars just as they accompany her.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by S. Wood
  
  dAvatar of Hecate: As Hecate except divine rank 5; AC 41
  (touch 33, flat-footed 32); Atk +59/+54/+49/+44 melee
  (1d6+12/18–20, Small +5 ghost touch keen unholy dagger) or spell
  +53 melee touch or +55 ranged touch; SQ DR 40/+4, fire resist-
  ance 25, SR 37, divine aura (500 ft., DC 25); SV Fort +44, Ref +46,
  Will +48; all skill modifiers reduced by 6.
  Salient Divine Abilities: Alter Size, Alter Form, Dark Celerity†,
  Divine Spellcasting, Extra Domain (Knowledge), Increased Spell
  Resistance. †Unique ability, described above.
  Spell-Like Abilities: Caster level 15th; saving throw DC 25 +
  spell level.
  HEPHAESTUS
  Workman of the Immortals, God of
  the Forge
  Intermediate God
  Symbol: Hammer and anvil
  Home Plane: Olympus
  Alignment: Neutral good
  Portfolio: Smithing, crafts
  Worshipers: Dwarves, artisans,
  fighters
  Cleric Alignments: LG, LN, NG
  Domains: Artifice, Community,
  Earth, Fire, Good
  Favored Weapon: Warhammer
  The god of blacksmithing, fire, and crafts, Hephaestus (hef-fay-
  stuss), usually appears as a tall, bearded giant with a club foot and
  a hunchback. Among the comely gods of Olympus, only he is
  ugly. It is said that his mother, Hera, tried to cast him out. If so,
  that must have been in the distant past. Hephaestus is highly
  honored among the gods as their armorer and smith. Bards’ tales
  say that volcanoes mark the sites of his forges.
  Hephaestus is a patron of all the civilized arts, though smiths
  are his special charges. He is married to Aphrodite but secretly
  loves Athena, who either does not notice or does not deign to
  acknowledge his affection.
  Dogma
  Hephaestus is a peaceful deity who teaches the value of hard labor,
  honesty, dependability. He emphasizes loyalty to family and to
  whomever else loyalty is due: superiors, just rules, and elders most of
  all. He encourages his followers to tackle their problems with vigor
  and persistence, like smiths hammering bits of metal into more
  desirable shapes.
  Clergy and Temples
  Clerics of Hephaestus are charged with maintaining civic life.
  They perform a wide range of public ceremonies, most impor-
  tantly welcoming children into family and community. They also
  see to educating the young and especially to training apprentice
  smiths and other craftworkers.
  Every temple or shrine of Hephaestus a fire that is kept per-
  petually lit, and most include a smithy or other workshop. Hos-
  tels and sanctuaries for the infirm and the handicapped are also
  common.
  HEPHAESTUS
  Fighter 15/Cleric 12/Expert 8
  Large Outsider (Good)
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 15d10+135 (Ftr) plus 12d8+108
  (Clr) plus 8d6+72 (Exp) (879 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 69 (–1 size, +8 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: Huge +5 flaming burst warhammer +80/+75/+70/+65
  melee; or spell +74 melee touch or +62 ranged touch
  Damage: Huge +5 flaming burst warhammer 2d8+37/19–20/×3; or
  by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Turn undead 12/day, domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities, fire immunity, DR
  50/+4, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 15 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, SR 47, divine aura (1,500
  ft., DC 34.
  Saves: Fort +56, Ref +55, Will +56.
  Abilities: Str 51, Dex 27, Con 28, Int 30, Wis 29, Cha 29.
  Skills*: Appraise +36, Concentration +39, Craft (armorsmithing)
  +85, Craft (bowmaking) +83, Craft (metalworking) +79, Craft
  (weaponsmithing) +85, Diplomacy +41, Hide +19, Knowledge
  (arcana) +30, Knowledge (architecture and engineering) +76,
  Knowledge (geography) +76, Knowledge (nature) +56,
  Knowledge (religion) +64, Knowledge (the planes) +48, Listen
  +56, Profession (miner) +82, Scry +40, Search +57, Sense Motive
  +47, Spellcraft +51, Spot +56, Use Magic Device +55, Use Rope
  +41. *Always receives a 20 on checks.
  Feats: Blind-Fight, Cleave, Craft Wondrous Item, Divine Might,
  Dodge, Energy Substitution (fire), Expertise, Great Cleave,
  Hold the Line, Improved Bull Rush, Improved Critical (war-
  hammer), Improved Disarm, Improved Grapple, Improved
  Initiative, Improved Sunder, Improved Unarmed Strike,
  Knock-Down, Power Attack, Power Critical (warhammer),
  Skill Focus (Craft [armorsmithing]), Skill Focus (Craft [metal-
  working]), Skill Focus (Craft [weaponsmithing]), Sunder,
  Superior Expertise, Weapon Focus (warhammer), Weapon
  Specialization (warhammer).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Area Divine Shield, Avatar, Craft Artifact,
  Create Greater Object, Create Object, Divine Blast, Divine Cre-
  ation, Divine Fire Mastery, Divine Shield, Energy Storm (fire),
  Extra Domain (Community), Extra Domain (Good), Irresistible
  Blows (warhammer), Master Crafter.
  Domain Powers: Cast conjuration (creation) spells at +1 caster
  level; 15/day use calm emotions; 15/day turn or destroy air creatures,
  or rebuke or command earth creatures; 15/day turn or destroy
  water creatures, or rebuke or command fire creatures; cast good
  spells at +1 caster level.
  Spell-Like Abilities: Hephaestus uses these abilities as a
  25th-level caster, except for conjuration (creation) spells and
  good spells, which he uses as a 26th-level caster. The save DCs
  are 34 + spell level. Aid, animate rope, blade barrier, bless, burning
  hands, dispel evil, earthquake, elemental swarm (as earth or fire spell
  only), fire seeds, fire shield, fire storm, hardening*, heroes’ feast, holy
  aura, holy smite, holy word, incendiary cloud, iron body, magic circle
  against evil, magic stone, major creation, mass heal, minor creation, fab-
  ricate, miracle, prayer, prismatic sphere, produce flame, protection from
  evil, Rary’s telepathic bond, refuge, resist elements, shield other, soften
  earth and stone, spike stones, status, stone shape, stoneskin, summon
  monster IX (as good spell only), true creation*, wall of fire, wall of
  stone, wood shape.
  Cleric Spells/Day: 6/9/7/7/6/6/4; base DC = 19 + spell level.
  119
  CHAPTER 4:
  THE OLYMPIAN
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  Illus. by D. Cramer
  
  120
  Other Divine Powers
  As an intermediate deity, Hephaestus automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Hephaestus can see, hear, touch, and smell at a distance
  of fifteen miles. Hephaestus sees equally well in full daylight or
  total darkness. As a standard action, he can perceive anything
  within fifteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 15 hours.
  Portfolio Sense: Hephaestus knows when any fire starts or
  when anyone uses a craft skill instant it happens and retains
  the sensation for fifteen weeks after
  the event occurs.
  Any living fire
  (but not a fire
  creature)
  can be
  the focus for Hephaestus’s remote sense and remote communica-
  tion power.
  Automatic Actions: Hephaestus can use Craft (armor-
  smithing), Craft (bowmaking), Craft (metalworking), Craft
  (weaponsmithing), Knowledge (arcana), Knowledge (architecture
  and engineering), Knowledge (geography), Knowledge (nature),
  Knowledge (religion), Knowledge (the planes), or Profession
  (miner) as a free action if the DC for the task is 25 or lower. He can
  perform up to ten such free actions each round.
  Create Magic Items: Hephaestus can create metal armor, any
  weapon, metal items such as rings, and tools such as a mattock of
  the titans, as long as the item’s market price does not exceed
  200,000 gp.
  Avatars
  Hephaestus’s avatars usually appear as muscular human males with
  shaggy, black hair, untrimmed beards, and some kind of physical
  deformity. He sends them to observe volcanic eruptions (he often
  helps evacuate people living nearby). Other avatars witness or
  assist with epic feats of smithing.
  dAvatar of Hephaestus: As Hephaestus except divine rank
  7; Medium-size outsider (good); Spd 40 ft.; AC 53 (touch 33, flat-
  footed 45); Atk +72/+67/+62/+57 melee (1d8+37/×3, Large +5
  flaming burst returning warhammer) or spell +66 melee touch or
  +54 ranged touch; SQ DR 42/+4, SR 39, divine aura (700 ft., DC
  26); SV Fort +48, Ref +47, Will +48; all skill modifiers reduced
  by 8.
  Salient Divine Abilities: Alter Form, Alter Size, Area Divine
  Shield, Create Object, Divine Fire Mastery, Divine Shield, Extra
  Domain (Community), Extra Domain (Good), Master Crafter.
  Spell-Like Abilities: Caster level 17th; saving throw DC 26 +
  spell level.
  HERA
  Protectress, Bride, Flowery Hera
  Greater Deity
  Symbol: Fan of
  peacock feathers
  Home Plane: Olympus
  Alignment: Neutral
  Portfolio: Marriage,
  women, intrigue
  Worshipers: Women, wives,
  spies, planners
  Cleric Alignments: CN, LN, N, NE, NG
  Domains: Community, Nobility, Protection,
  Trickery
  Favored Weapon: Light mace
  The queen of the Olympian deities, Hera (hair-ah) appears as a tall
  and noble woman. She is patron of marriage but also of jealous
  wives, for her marriage to Zeus is anything but a model of fidelity.
  In her jealousy over Zeus’s many dalliances with other goddesses
  and mortal women, Hera has often acted violently. She conspired
  with the Titans to have Zagreus killed (see Orphic Mysteries in the
  Dionysus entry), tricked Dionysus’s mortal mother Semele to
  cause her own doom, and tried to harm Hercules throughout his
  mortal life.
  Hera is one of the six children of the Titans Cronus and Rhea,
  and is thus Zeus’s sister as well as his wife. She fought valiantly
  against the Titans at Zeus’s side, but her importance has waned
  with every new deity or hero that Zeus sires with someone else.
  Dogma
  Hera advocates looking out for number one, and she is not shy
  about advocating underhanded means to accomplish one’s goals.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by A. Swekel & D. Cramer
  
  She is a sneak, a spy, and a plotter, and
  many of her followers are proud to be
  the same. Power, she says, is never freely
  given—it must be taken. Although Hera
  has some definite leanings toward evil,
  she has many good-aligned followers and
  clerics who emphasize her more positive
  aspects as a protective and nurturing
  deity. She is also the patron of nobility
  and government.
  Clergy and Temples
  Hera’s clerics wear blue or purple
  tunics. They preside at weddings, typi-
  cally offering stern admonitions to the
  bridegroom to remain faithful to his
  new wife. They also officiate at cere-
  monies installing elected officials or
  crowning kings.
  Hera has grand temples located in
  major cities, but she is not very popular
  elsewhere.
  HERA
  Rogue 20/Wizard 20
  Large Outsider
  Divine Rank: 16
  Hit Dice: 20d8+180 (outsider) plus
  20d6+180 (Rog) plus 20d4+180 (Wiz)
  (900 hp)
  Initiative: +11
  Speed: 80 ft.
  AC: 81 (–1 size, +11 Dex, +16 divine, +29
  natural, +16 deflection)
  Attacks*: Large +5 thundering heavy mace
  +73/+68/+63/+58 melee; or spell +67
  melee touch or +66 ranged touch
  *Always receives a 20 on attack rolls;
  roll die to check for critical hit.
  Damage*: Large +5 thundering heavy mace
  2d6+23; or by spell *Always does maxi-
  mum damage (mace 35 points)
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, sneak
  attack +10d6 (60 points), spell-like abilities.
  Special Qualities: Divine immunities, DR 51/+4, fire resistacne
  36, fast healing 36, understand, speak, and read all languages
  and speak directly to all beings within 16 miles, remote
  communication, godly realm, teleport without error at will, plane
  shift at will, familiar (peacocks), crippling strike, defensive
  roll, improved evasion, opportunist, traps, uncanny dodge
  (cannot be flanked, +4 against traps), SR 48, divine aura (16
  miles, DC 42).
  Saves*: Fort +57, Ref +59, Will +58. *Always receives a 20 on saves.
  Abilities: Str 35, Dex 32, Con 29, Int 27, Wis 27, Cha 43.
  Skills*: Alchemy +44, Bluff +82, Concentration +65, Craft
  (weaving) +64, Diplomacy +88, Disable Device +44, Disguise
  +72, Escape Artist +67, Forgery +44, Gather Information
  +72, Hide +63, Innuendo +66, Intimidate +74, Knowledge
  (arcana) +64, Knowledge (nobility and royalty) +64, Knowl-
  edge (religion) +64, Listen +64, Move Silently +67, Open
  Lock +47, Pick Pocket +49, Read Lips +44, Scry +44, Search
  +44, Sense Motive +44, Spellcraft +44. *Always receives a 20
  on checks.
  Feats: Brew Potion, Craft Rod, Craft Wondrous Item, Dodge,
  Empower Spell, Enlarge Spell, Eschew Materials, Expertise,
  Forge Ring, Greater Spell Penetration, Heighten Spell, Iron
  Will, Jack of All Trades, Mobility, Persistent Spell, Power Attack,
  Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Diplo-
  macy), Spell Mastery, Spell Penetration, Spring Attack, Still
  Spell, Weapon Focus (heavy mace).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Annihilating Strike, Arcane Mastery, Automatic Meta-
  magic (extend wizard spells), Avatar, Divine Blast, Divine
  Dodge, Divine Fast Healing, Divine Rogue, Divine Shield, Di-
  vine Strike, Energy Burst (sonic), Extra Domain (Protection),
  Extra Sense Enhancement (hearing), Extra Sense Enhance-
  ment (sight), Know Secrets, Lay Curse, Shapechange, True
  Shapechange.
  Domain Powers: 16/day use calm emotions; 16/day inspire
  allies (+2 morale bonus for 16 rounds); 16/day protective ward
  (touched subject gains +16 resistance bonus on next saving throw,
  maximum duration 1 hour)
  Spell-Like Abilities: Hera uses these abilities as a 26th-level
  caster. The save DCs are 42 + spell level. Antimagic field, bless,
  change self, confusion, demand, discern lies, divine favor, enthrall, false
  121
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by E. Peterson
  
  122
  vision, geas/quest, greater command, heroes’ feast, invisibility, magic vest-
  ment, mass heal, mind blank, miracle, mislead, nondetection, polymorph
  any object, prayer, prismatic sphere, protection from elements, Rary’s tele-
  pathic bond, refuge, repulsion, sanctuary, screen, shield other, spell immu-
  nity, spell resistance, status, storm of vengeance, time stop.
  Wizard Spells/Day: 4/6/6/6/6/5/5/5/5/4; base DC = 18 +
  spell level.
  Other Divine Powers
  As a greater deity, Hera automatically receives the best possible
  result on any die roll she makes (including attack rolls, damage,
  checks, and saves). She is immortal.
  Senses: Hera can see, touch, and smell at a distance of sixteen
  miles, and she can hear at a distance of thirty-two miles. She can
  also see through 160 feet of solid objects. As a standard action,
  she can perceive anything within sixteen miles of her wor-
  shipers, holy sites, objects, or any location where one of her
  titles or name was spoken in the last hour. She can
  extend her senses to up to twenty locations at once.
  She can block the sensing power of deities of her
  rank or lower at up to two remote locations at
  once for 16 hours.
  Portfolio Sense: Hera is aware of every
  marriage that takes place, and knows
  whenever a husband cheats on his
  wife. The exception is her own
  husband, whose actions do
  not register against her
  portfolio powers. Hera is
  aware of these events six-
  teen weeks before they
  occur, and retains the sensa-
  tion for sixteen weeks after
  they happen.
  Automatic Actions:
  Hera can use any Charisma-
  or Intelligence-related skill
  as a free action if the DC
  for the task is 30
  or lower. To
  use a skill as a
  free action, Hera
  must have ranks
  in the skill, or the
  skill must be usable
  untrained. Hera can-
  not do anything as a
  free action if the task
  would be a move action or
  part of a move action. She
  can perform up to twenty
  such free actions in a round.
  Create Magic Items: Hera
  can create any magic item
  whose use involves scrying or
  stealth, such as a crystal ball or a
  robe of blending.
  Avatars
  Hera sends her avatar to spy on
  Zeus’s avatars, to punish her
  mortal and immortal rivals, and
  to harry or kill Zeus’s illegiti-
  mate children. The avatar usually
  appears as a human woman.
  dAvatar of Hera: As Hera
  except divine rank 8; AC 65 (touch 44, flat-footed
  65); Atk +65/+60/+55/+50 melee (1d8+23, +5 thundering heavy
  mace); or spell +59 melee touch or +58 ranged touch; SQ DR
  43/+4, fire resistance 28, no fast healing, SR 40, divine aura
  (800 ft., DC 34); SV Fort +49, Ref +51, Will +50; all skill modi-
  fiers reduced by 8.
  Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery,
  Automatic Metamagic (extend wizard spells), Divine Blast,
  Divine Shield, Extra Domain (Protection), Extra Sense
  Enhancement (hearing), Extra Sense Enhancement (sight),
  Shapechange.
  Spell-Like Abilities: Caster level 18th; saving throw DC 34 +
  spell level.
  HERCULES
  Demigod
  Symbol: Lion’s head
  Home Plane: Olympus
  Alignment: Chaotic good
  Portfolio: Strength, adventure
  Worshipers: Fighters, athletes
  Cleric Alignments: CG, LG, NG
  Domains: Chaos, Luck,
  Strength
  Favored Weapon: Greatclub
  Hercules (herk-you-lees), god of strength,
  appears as a large, muscular man with a
  tangled beard. He wears a lion’s skin and
  carries a massive club.
  Hercules is the son of Zeus, born to a
  mortal mother, and he had to earn his
  way to godhood. (As an ascended mortal,
  Hercules does not have outsider Hit
  Dice as other members of the pantheon
  do.) During his mortal existence, he was
  impulsive and hedonistic, liable to do or
  attempt almost any-
  thing just for the fun
  of it. He was also
  infamous for his
  temper, and the
  slightest insult
  or affront was
  enough to pro-
  voke him. He
  was 
  always
  deeply remorse-
  ful afterward,
  especially when
  he overreacted.
  Since attaining
  godhood, Hercules
  has shown more
  restraint, though he is
  still very proud and more
  than a little vain. If tricked,
  swindled, or lied to, Hercules
  seeks revenge even if it takes
  him years to get even.
  Dogma
  Hercules expects his followers to
  keep fit and to rely on their physical
  prowess to overcome any difficulties they might
  encounter. If there’s one thing that impresses Hercules, it’s
  confidence.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by A. Swekel & D. Cramer
  
  He promotes physical challenges as a method for resolving dis-
  putes among his followers. Such challenges might include
  wrestling matches between two people having an argument, or
  longer quests in which people attempt to perform a series of daunt-
  ing tasks. While a mortal, Hercules himself once completed a
  series of twelve great tasks as a penance after flying into a rage.
  Clergy and Temples
  Clerics of Hercules believe in swift action, and they disdain
  intricate planning or long debates. They spend their time keeping
  fit and helping others do the same. They also organize athletic
  events and other physical contests. They often try to outdo each
  other by undergoing long and demanding quests.
  Temples to Hercules tend to be spacious and airy. They always
  include at least one gymnasium and usually extensive baths. They
  invariably have adjoining fields for athletic competitions.
  HERCULES
  Barbarian 20/Fighter 20
  Medium-Size Outsider (Chaotic, Good)
  Divine Rank: 5
  Hit Dice: 20d12+180 (Bbn) plus 20d10+180 (Ftr) (800 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 70 ft.
  AC: 44 (+7 Dex, +5 divine, +5 natural, +10 Nemian lion skin, +7
  deflection)
  Attacks: +5 greatclub +67/+62/+57/+52 melee; or +5 mighty
  distance composite longbow (+4 Str bonus) with +5 arrows
  +53/+48/+43/+38 ranged; or spell +57 melee touch or +42
  ranged touch
  Damage: +5 greatclub 1d10+51/19–20; +5 mighty distance composite
  longbow (+4 Str bonus) with +5 arrows 1d8+14/×3; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities.
  Special Qualities: Divine immunities, DR 40/+4 (4/–), fire resist-
  ance 25, understand, speak, and read all languages and speak
  directly to all beings within 15 miles, remote communication,
  godly realm, teleport without error at will, fast movement, uncanny
  dodge (cannot be flanked, +4 against traps), SR 37, divine aura
  (50 ft., DC 22).
  Saves: Fort +36, Ref +28, Will +26.
  Abilities: Str 55, Dex 25, Con 28, Int 20, Wis 21, Cha 24.
  Skills: Balance +14, Climb +70, Escape Artist +22, Handle
  Animal +50, Intimidate +35, Intuit Direction +26, Jump +72,
  Listen +40, Ride (horse) +49, Sense Motive +13, Spot +17, Swim +69,
  Tumble +21, Wilderness Lore +33.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Reflexes, Divine Might, Dodge, Expertise, Far Shot,
  Great Cleave, Improved Bull Rush, Improved Critical (great-
  club), Improved Grapple, Improved Initiative, Improved Trip,
  Improved Unarmed Strike, Knock-Down, Mobility, Point Blank
  Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run,
  Spring Attack, Sunder, Superior Expertise, Track, Weapon
  Focus (greatclub), Weapon Focus (composite longbow),
  Weapon Specialization (greatclub), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid,
  cold, death effects, disease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis, poison, sleep, stunning,
  transmutation.
  Salient Divine Abilities: Alter Size, Divine Rage, Divine
  Weapon Focus (greatclub), Divine Weapon Specialization (great-
  club), Indomitable Strength.
  Domain Powers: 5/day reroll a die roll once after it is made;
  5/day feat of strength (+5 enhancement bonus to Str for 1
  round).
  Spell-Like Abilities: Hercules uses these abilities as a 15th-
  level caster. The save DCs are 22 + spell level. Animate objects, Bigby’s
  clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, break enchant-
  ment, bull’s strength, chaos hammer, cloak of chaos, dispel law, endure
  elements, entropic shield, freedom of movement, holy aura, magic circle
  against evil, magic circle against law, magic vestment, miracle, mislead,
  protection from elements, protection from law, righteous might, shatter,
  spell immunity, spell turning, stoneskin, summon monster IX (as chaos
  spell only), word of chaos.
  Divine Rage:The following changes are in effect as long as Her-
  cules rages: AC 39; hp 1,000; attacks +72/+67/+62/+57 melee
  (1d10+56/19–20, +5 greatclub); SQ Fire resistance 35, SR 47; SV Fort
  +41, Will +31; Str 65, Con 38; Climb +75, Jump +77, Swim +74. His
  rage can be used 5 times per day, it lasts for 1 hour (or until ended),
  and he is not winded afterward.
  Possessions: Hercules wears the skin of the Nemian lion, a leg-
  endary beast whose skin was impervious to cutting or piercing.
  The skin serves as a cloak. It provides the wearer a +10 armor bonus
  and reduces damage the wearer takes from piercing or slashing
  weapons by half.
  Caster Level: 20th; Weight: 2 lb.
  Other Divine Powers
  As a demigod, Hercules treats a 1 on an attack roll or saving throw
  normally and not as an automatic failure. He is immortal.
  Senses: Hercules can see, hear, touch, and smell at a distance of
  five miles. As a standard action, he can perceive anything within
  five miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to two locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 5 hours.
  Portfolio Sense: Hercules is aware of any athletic competi-
  tion that involves one thousand or more people, and any out-
  standing achievement of stamina or physical prowess (such as
  climbing a mountain), provided it is known to at least one
  thousand people.
  Automatic Actions: Hercules can use any Strength- or Dex-
  terity-based skill as a free action if the DC for the task is 15 or
  lower. To use a skill as a free action, Hercules must have ranks
  in the skill, or the skill must be usable untrained. Hercules
  cannot do anything as a free action if the task would be a move
  action or part of a move action. Hercules likewise can perform
  anything that can be accomplished with a simple Strength or
  Dexterity check as a free action. For example, Hercules could
  kick down a door or tie a knot as a free action but he could not
  jump, climb, or swim as a free action because the latter three
  tasks are all move actions. He can perform up to five such free
  actions each round.
  Create Magic Items: Hercules can create simple or martial
  magic weapons and nonwritten items that boost physical abilities
  (Strength, Dexterity, and Constitution), as long as the item’s market
  price does not exceed 4,500 gp.
  HERMES
  The Master Thief, Messenger of the Gods
  Intermediate God
  Symbol: Caduceus (winged staff with two
  entwining serpents)
  Home Plane: Olympus
  Alignment: Chaotic good
  Portfolio: Travel, trade, theft, gambling,
  running
  Worshipers: Rogues, illusionists, travelers,
  merchants, athletes
  Cleric Alignments: CG, CN, NG
  123
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  124
  Domains: Chaos, Good, Luck, Travel, Trickery
  Favored Weapon: Staff
  The deity of travelers, merchants, thieves, gamblers, athletes and
  elegant speakers, Hermes (her-meez) appears as a handsome youth
  carrying a white caduceus. He wears a winged helm and sandals.
  He is perhaps the shrewdest and most cunning of all the Olympian
  deities; he began his career as a thief before he was a day old by
  stealing a herd of cattle from Apollo (who retains a distaste for
  thieves to this day).
  Dogma
  Hermes values fair play, so much that he often settles disputes
  among the Olympians. While he values the wit and daring
  required to accomplish a difficult theft, he frowns upon those
  who would steal from anyone who cannot afford the loss. He
  urges his followers to be dependable and
  prompt, but he despises tediousness and
  smiles when something unexpected upsets
  the predictable. Hermes abhors idleness. If
  one cannot do anything useful, Hermes
  says, the proper thing to do is travel and
  have new experiences.
  Clergy and Temples
  Hermes’s clerics seldom sit still. They’re
  always busy with something, or out travel-
  ing the world. They are found in a wide vari-
  ety of occupations, serving as diplomats,
  judges, translators, moneychangers, surveyors,
  and explorers.
  Wayside shrines to Hermes are common, but tem-
  ples dedicated to Hermes are fairly rare.
  HERMES
  Rogue 20/Wizard 20
  Large Outsider (Chaotic, Good)
  Divine Rank: 15
  Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rog) plus
  20d4+140 (Wiz) (780 hp)
  Initiative: +24, always first (+20 Dex, +4 Improved
  Initiative, Supreme Initiative)
  Speed: 120 ft., fly 360 ft. perfect.
  AC: 82 (–1 size, +20 Dex, +15 divine, +28 natural, +10
  deflection)
  Attacks: Huge +5 speed holy quarterstaff +64/+64/
  +59/+54/+49 melee, Huge +5 defending quarterstaff
  +64/+59/+54 melee; or spell +61 melee touch or +74
  ranged touch
  Damage: Huge +5 speed holy quarterstaff 1d8+12, Huge
  +5 defending quarterstaff 1d8+8; or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Sneak attack +13d6, crippling
  strike, domain powers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immunities, DR
  50/+4, understand, speak, and read all
  languages and speak directly to all beings
  within 15 miles, remote communica-
  tion, godly realm, teleport without error at
  will, plane shift at will, familiar (birds),
  evasion, improved evasion, traps,
  opportunist, 
  slippery 
  mind,
  uncanny dodge (cannot be
  flanked, +4 against traps),
  SR 47, divine aura (1,500
  ft., DC 35).
  Saves: Fort +54, Ref +67, Will +55.
  Abilities: Str 24, Dex 50, Con 24, Int 31, Wis 26, Cha 30.
  Skills*: Alchemy +45, Appraise +55, Balance +59, Bluff +65,
  Concentration +42, Craft (leatherworking) +45, Diplomacy
  +83, Disable Device +55, Escape Artist +55, Gather
  Information +45, Hide +65, Intimidate +37, Intuit Direction
  +33, Jump +36, Knowledge (arcana) +55, Knowledge (geogra-
  phy) +65, Knowledge (history) +65, Knowledge (local) +55,
  Knowledge (nobility and royalty) +35, Knowledge (religion)
  +35, Knowledge (the planes) +65, Listen +55, Move Silently
  +85, Open Lock +75, Perform +35, Pick Pocket +79, Profession
  (guide) +63, Profession (scribe) +63, Scry +45, Search +55,
  Sense Motive +53, Spellcraft +45, Spot +45, Tumble +67,
  Wilderness Lore +43. *Always receives a 20 on checks.
  Feats: Alertness, Ambidexterity, Brew Potion, Combat Reflexes,
  Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge,
  Empower Spell, Expertise, Fleet of Foot, Greater Two-Weapon
  Fighting, Improved Initiative, Improved Two-Weapon
  Fighting, Jack of All Trades, Maximize Spell, Mobility,
  Quick Draw, Quicken Spell, Run, Scribe Scroll, Spring
  Attack, Superior Expertise, Two-Weapon Fighting.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration,
  electricity, energy drain, mind-
  affecting effects, paralysis, poison,
  sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter
  Form, Alter Reality, Alter Size,
  Arcane Mastery, Avatar, Divine
  Blast, Divine Celerity, Divine
  Shield, Divine Dodge, Divine Glib-
  ness, Divine Rogue, Divine Sneak
  Attack, Free Move, Gust of Wind†,
  Supreme Initiative, Extra Domain
  (Good), Extra Domain (Luck), Spon-
  taneous Wizard Spells. †Unique
  ability, described below.
  Domain Powers: Cast chaos
  spells at +1 caster level; cast good
  spells at +1 caster level; 15/day reroll a die roll once after it
  is made; 15 rounds/day freedom of movement.
  Spell-Like Abilities: Hermes uses these abili-
  ties as a 25th-level caster, except for chaos spells
  and good spells, which he uses as a 26th-level
  caster. The save DCs are 35 + spell level. Aid,
  animate objects, astral projection, blade barrier,
  break enchantment, change self, chaos hammer,
  cloak of chaos, confusion, dimension door, dispel evil, dispel law, entropic
  shield, expeditious retreat, false vision, find the path, fly, freedom of
  movement, holy aura, holy smite, holy word, invisibility, locate object,
  magic circle against evil, magic circle against law, miracle, mislead, non-
  detection, phase door, polymorph any object, protection from elements,
  protection from evil, protection from law, screen, shatter, spell turning,
  summon monster IX (as chaos or good spell only), teleport without
  error, time stop, word of chaos.
  Wizard Spells/Day: 4/7/7/6/6/6/6/5/5/5; base DC = 20 +
  spell level.
  Gust of Wind (unique salient divine ability): On any round
  when Hermes takes a move action (or moves as a free action), he
  can create a blast of light, moderate, strong, or severe wind that
  spreads 150 feet along his path. See Table 3–17: Wind Effects in the
  DUNGEON MASTER’s Guide.
  Possessions: Caduceus, a winged staff entwined with
  two serpents, is Hermes’s symbol, given to him by Apollo.
  It allows him to control animals and beasts as if using the
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Gaincola
  
  Control Creatures salient divine ability. This item only functions
  in the hands of creatures with a divine rank of 0 or higher.
  Caster Level: 25th; Weight: 8 lb.
  Other Divine Powers
  As an intermediate deity, Hermes automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or attack
  roll normally and not as an automatic failure. He is immortal.
  Senses: Hermes can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, he can perceive anything within
  fifteen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Hermes senses the beginning or end of any
  journey of three miles or more the instant it happens and retains
  the sensation for fifteen weeks after the event occurs. He likewise
  senses any theft, wager, or negotiation.
  Automatic Actions: Hermes can use Craft
  (leatherworking), Disable Device, Knowledge
  (arcana), Knowledge (geography), Knowledge
  (history), Knowledge (local), Knowledge (nobility
  and royalty), Knowledge (religion), Knowledge
  (the planes), Open Lock, Profession (guide), or
  Profession (scribe) as a free action if the DC for
  the task is 25 or lower. He can also use Pick
  Pocket as a free action (though each such attempt
  requires a check). He can perform up to ten such
  free actions each round.
  Create Magic Items: Hermes can create a
  magic weapon from a dagger, dart, light
  mace, sap, shortbow, composite shortbow,
  short sword, club, heavy mace, morning-
  star, quarterstaff, rapier, or any type of
  crossbow as well as any item that con-
  ceals or disguises the user, such as a
  ring of invisibility, a robe of blending, a
  hat of disguise, or any item that
  involves travel on the same plane
  (anything from boots of striding and
  springing to a carpet of flying), as long
  as the item’s market price does not
  exceed 200,000 gp.
  Avatars
  Hermes uses avatars that look just
  like he does. He generally employs
  them to deliver messages for Zeus
  and the other greater Olympian
  gods and to oversee contests to
  ensure fair play.
  dAvatar of Hermes: As Hermes except
  divine rank 7; AC 66 (touch 46, flat-footed
  66); Atk +56/+56/+51/+46/+41 melee
  (1d8+12, +5 speed holy quarterstaff),
  +56/+51/+46 melee (1d8+8, +5
  defending quarterstaff), or
  spell +53 melee touch or
  +66 ranged touch; SQ DR
  42/+4, fire resistance 27,
  SR 39, divine aura (700 ft.,
  DC 27); SV Fort +46, Ref
  +59, Will +47; all skill modi-
  fiers reduced by 8.
  Salient 
  Divine 
  Abilities:
  Arcane Spell Mastery, Automatic Metamagic
  (quicken wizard spells), Divine Dodge, Divine Sneak Attack, Extra
  Domain (Good), Extra Domain (Luck), Gust of Wind†, Sponta-
  neous Wizard Spells, Supreme Initiative. †Unique ability,
  described above.
  Spell-Like Abilities: Caster level 17th; saving throw DC 27 +
  spell level.
  HESTIA
  Lesser Deity
  Symbol: Hearth
  Home Plane: Olympus
  Alignment: Neutral good
  Portfolio: Home, hearth, family
  Worshipers: Commoners
  Cleric Alignments: CG, LG, NG
  Domains: Community, Good,
  Protection
  Favored Weapon: Dagger
  “In all the temples of
  the gods she has
  her share of honor
  and for all mortals
  she is of all the gods
  the most venerated.”
  —The Homeric Hymns
  This illustrious position belongs
  to an unassuming deity, Hestia
  (hess-tee-ah). Though she is Zeus’s
  sister and a daughter of Cronus and
  Rhea, Hestia is for the most part uninvolved
  in the quarrels, politics, and escapades of the
  other Olympian deities. Instead, she is con-
  tent with her position as a house deity, wor-
  shiped with simple sacrifices by simple
  people on tiny home altars.
  Hestia appears as a young woman with
  a gleam in her eyes like dancing firelight.
  She is the firstborn daughter of Cronus and
  Rhea, but was the last to emerge from her
  father’s stomach when Zeus liberated his swal-
  lowed siblings. Poseidon and Apollo both
  courted her, but she spurned them both and
  swore an oath to remain a virgin for ever.
  Dogma
  Hestia’s faith is a simple one. She teaches the
  virtues of home and family life, the sweet rewards
  of labor, and the blessings of food and rest. She
  encourages common people to take pleasure in the
  gifts of life as they come, giving thanks to the gods
  for every earthly blessing.
  Clergy and Temples
  Hestia’s clerics are usually common people, and often
  farm the land or carry on a trade in addition to organiz-
  ing worship of Hestia. Her clerics bless new homes, con-
  secrate the hearth altars found in nearly every home, and
  share in family celebrations such as births, birthdays, and
  other rites of passage.
  Hestia has no temples of her own, but she has a place
  of honor in every Olympian temple. Every hearth fire
  that burns in temples and in homes is an altar to Hestia,
  and so her honor is high indeed despite her low rank in
  the pantheon.
  125
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer & R. Guay
  
  126
  HESTIA
  Expert 20
  Large Outsider (Good)
  Divine Rank: 9
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Exp) (600 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 80 ft.
  AC: 58 (–1 size, +8 Dex, +9 divine, +22 natural, +10 deflection)
  Attacks: Small +5 flaming burst dagger +55/+50/+45/+40 melee; or
  spell +50 melee touch or +46 ranged touch
  Damage: Small +5 flaming burst dagger 1d6+17/19–20; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 44/+4, fast healing 29,
  understand, speak, and read all languages and speak directly to
  all beings within 9 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, SR 41, divine aura
  (900 ft., DC 29).
  Saves: Fort +39, Ref +39, Will +47.
  Abilities: Str 35, Dex 27, Con 27, Int 30, Wis 43, Cha 30.
  Skills: Appraise +49, Balance +19, Craft (basketweaving) +59, Craft
  (pottery) +59, Craft (weaving) +59, Diplomacy +61, Gather
  Information +59, Heal +67, Hide +13, Jump +23, Knowledge
  (arcana) +39, Knowledge (local) +49, Knowledge (religion) +49,
  Listen +57, Profession (cook) +65, Profession (farmer) +65,
  Profession (herbalist) +65, Search +49, Sense Motive +65, Spot
  +57, Tumble +37.
  Feats: Alertness, Dodge, Expertise, Improved Initiative,
  Mobility, Skill Focus (Craft (basketweaving)], Skill Focus
  [Craft (pottery)], Skill Focus [Craft (weaving)], Skill Focus
  [Knowledge (local)], Skill Focus [Knowledge (religion)], Skill
  Focus [Profession (cook)], Skill Focus [Profession (farmer)],
  Skill Focus [Profession (herbalist)].
  Divine Immunities: Ability damage, ability drain, acid,
  cold, death effects, disease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis, poison, sleep, stunning,
  transmutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Area Divine Shield, Avatar, Divine Blast, Divine Dodge,
  Divine Fast Healing, Divine Shield, Energy Storm (fire), Extra
  Energy Immunity (fire).
  Domain Powers: 9/day use calm emotions; cast good spells at +1
  caster level; 9/day protective ward (touched subject gains +9 resist-
  ance bonus on next saving throw, maximum duration 1 hour).
  Spell-Like Abilities: Hestia uses these abilities as a 19th-
  level caster, except for good spells, which she uses as a 20th-
  level caster. The save DCs are 29 + spell level. Aid, antimagic
  field, blade barrier, bless, dispel evil, heroes’ feast, holy aura, holy
  smite, holy word, magic circle against evil, mass heal, mind blank,
  miracle, prayer, prismatic sphere, protection from elements, protection
  from evil, Rary’s telepathic bond, refuge, repulsion, sanctuary, shield
  other, spell immunity, spell resistance, status, summon monster IX (as
  good spell only).
  Other Divine Powers
  As a lesser deity, Hestia may take 10 on any check. Hestia treats a 1
  on an attack roll or saving throw normally and not as an automatic
  failure. She is immortal.
  Senses: Hestia can see, hear, touch, and smell at a distance of
  nine miles. As a standard action, she can perceive anything within
  nine miles of her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour. She
  can extend her senses to up to five locations at once. She can block
  the sensing power of deities of her rank or lower at up to two
  remote locations at once for 9 hours.
  Portfolio Sense: Hestia has no portfolio sense.
  Automatic Actions: Hestia can use Craft (basketweaving),
  Craft (pottery), Craft (weaving), Profession (cook), Profession
  (farmer), or Profession (herbalist) as a free action if the DC for the
  task is 20 or lower. She can perform up to five such free actions
  each round.
  Create Magic Items: Hestia can create minor magic items
  involving fire or cooking, such as a wand of fireball or a
  Murlynd’s spoon, as long as the item’s market price does not
  exceed 30,000 gp.
  Avatars
  Hestia rarely uses her avatar.
  dAvatar of Hestia: As Hestia except divine rank 4; AC 48
  (touch 21, flat-footed 21); Atk +50/+45/+40/+35 melee (1d6+17
  plus 1d6 fire/19–20, Small +5 flaming burst dagger) or spell +45
  melee touch or +41 ranged touch; SQ DR 39/+4, SR 36, divine aura
  (40 ft., DC 24); SV Fort +34, Ref +34, Will +42; all skill modifiers
  reduced by 5.
  Salient Divine Abilities: Alter Size, Divine Dodge, Divine Fast
  Healing, Divine Shield, Extra Energy Immunity (fire).
  Spell-Like Abilities: Caster level 14th; saving throw DC 24 +
  spell level.
  NIKE
  Goddess of Victory
  Demigod
  Symbol: Winged woman
  Home Plane: Olympus
  Alignment: Lawful neutral
  Portfolio: Victory
  Worshipers: Fighters, athletes
  Cleric Alignments: LE, LG, LN
  Domains: Law, Nobility, War
  Favored Weapon: Light mace
  Nike (nigh-key) is the personification of the spirit of victory. As
  such, she is a somewhat shallow being who thinks only of conflict
  and ultimate triumph. If a problem or situation can’t be
  described in terms of conflict, with definite conditions for
  declaring victory, Nike considers it beneath her notice.
  Nike appears as a tall, winged woman, though she can take
  other forms. She is not a very popular deity except among victo-
  rious people.
  Dogma
  To Nike, victory is the only thing that matters. However, as a lawful
  deity, she does not approve of deceit or subterfuge. Victory comes
  to the deserving: the brave, the noble, and the forthright. A victory
  ignobly won is no victory at all.
  Clergy and Temples
  Nike has very few clerics, though various fanatical cabals and
  factions often include clerics of Nike. Such clerics are con-
  vinced that their particular faction or philosophy is destined for
  ultimate victory.
  Nike’s shrines and temples are built to commemorate great vic-
  tories and thus can be found nearly anywhere. Winning armies
  often build shrines on battlefields to thank Nike for their victory.
  Likewise, many generals and noble families build shrines to Nike
  to commemorate their victories.
  NIKE
  Fighter 20/Cleric 20
  Large Outsider
  Divine Rank: 5
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Ftr) plus
  20d8+200 (Clr) (1,120 hp)
  Initiative: +14 (+10 Dex, +4 Improved Initiative)
  Speed: 80 ft., fly 240 ft. perfec
  AC: 56 (–1 size, +10 Dex, +5 divine, +18 natural,
  +7 +5 large steel shield, +7 deflection)
  Attacks: Large +5 speed lawful wounding heavy
  mace +66/+61/+56/+51 melee; or spell
  +60 melee touch or +54 ranged touch
  Damage: Large +5 speed lawful wounding
  heavy mace 2d6+23; or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient
  divine abilities, spell-like abilities.
  Special Qualities: Divine immunities,
  DR 40/+4, fire resistance 25, sponta-
  neous casting of divine spells,
  understand, speak, and read all
  languages and speak
  directly to all beings
  within 15 miles, remote com-
  munication, godly realm, teleport with-
  out error at will, SR 37, divine aura (50
  ft., DC 22).
  Saves: Fort +47, Ref +47, Will +44.
  Abilities: Str 42, Dex 31, Con 30, Int
  24, Wis 24, Cha 24.
  Skills: Bluff +32, Climb +40, Con-
  centration +35, Craft (armor-
  smithing) +52, Craft (bowmaking)
  +52, Craft (weaponsmithing) +52,
  Diplomacy +38, Intimidate +34,
  Jump +40, Knowledge (arcana)
  +52, Knowledge (history) +32,
  Knowledge (nobility and royalty)
  +32, Knowledge (religion) +52,
  Listen +42, Profession (lawyer)
  +42, Scry +32, Search +37, Sense Motive +52,
  Spellcraft +42, Spot +42, Swim +41, Use Magic
  Device +32.
  Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Reflexes, Deflect Arrows, Divine
  Might, 
  Dodge, 
  Empower 
  Spell,
  Expertise, Great Cleave, Hold the Line,
  Improved Bull Rush, Improved Critical
  (heavy mace), Improved Disarm,
  Improved Grapple, Improved Initiative,
  Improved 
  Sunder, 
  Improved 
  Trip,
  Improved Unarmed Strike, Knock-Down,
  Maximize Spell, Mobility, Power Attack, Power Critical (heavy
  mace), Sacred Spell, Spring Attack, Stunning Fist, Sunder,
  Superior Expertise, Weapon Focus (heavy mace), Weapon
  Specialization (heavy mace), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid,
  cold, death effects, disease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis, poison, sleep, stunning,
  transmutation.
  Salient Divine Abilities: Alter Form, Alter Size, Annihilating
  Strike, Divine Battle Mastery, Divine Inspiration (dread), Sunder
  and Disjoin.
  Domain Powers: Cast law spells at +1 caster level; 5/day inspire
  allies (+2 morale bonus for 7 rounds).
  Spell-Like Abilities: Nike uses these abilities as a 15th-level
  caster, except for law spells, which she uses as a 16th-level caster.
  The save DCs are 22 + spell level. Blade barrier, calm emotions,
  demand, dictum, discern lies, dispel chaos, divine favor, divine power,
  enthrall, flame strike, geas/quest, greater command, hold monster,
  magic circle against chaos, magic vestment, magic weapon, order’s
  wrath, power word blind, power word kill, power word stun, protection
  from chaos, repulsion, shield of law, spiritual weapon, storm of vengeance,
  summon monster IX (as law spell only).
  Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 +
  spell level.
  Other Divine Powers
  As a demigod, Nike treats a 1 on an attack roll or saving
  throw normally and not as an automatic failure. She
  is immortal.
  Senses: Nike can see,
  hear, touch, and smell at a
  distance of five miles. As a
  standard action, she can
  perceive anything within five miles of
  her worshipers, holy sites, objects, or any
  location where one of her titles or name
  was spoken in the last hour. She can
  extend her senses to up to two locations
  at once. She can block the sensing
  power of deities of her rank or lower
  at up to two remote locations at
  once for 5 hours.
  Portfolio Sense: Nike is
  aware of any battle, competi-
  tion, or other contest that
  involves one thousand or
  more people.
  Automatic Actions:
  Nike can use any Craft
  (armorsmithing), Craft (bow-
  making), Craft (weapon-
  smithing), Knowledge
  (arcana), Knowledge
  (history), Knowledge
  (nobility and royalty),
  Knowledge (religion), or
  Profession (lawyer) as a free action if
  the DC for the task is 15 or lower. She
  can perform up to five such free
  actions each round.
  Create Magic Items: Nike
  can create any type of weapon or
  armor, as long as the item’s market price does not
  exceed 4,500 gp.
  PAN
  Lesser Deity
  Symbol: Syrinx (pan pipes)
  Home Plane: Material Plane
  Alignment: Chaotic neutral
  Portfolio: Nature, passion, shep-
  herds, mountains
  Worshipers: Fey, satyrs, centaurs,
  nymphs, shepherds
  Cleric Alignments: CE, CG, CN
  Domains: Animal, Chaos, Plant
  Favored Weapon: Unarmed strike
  The wild god of nature, Pan (pan) appears as a tall satyr with small
  horns and shaggy, goatlike legs. He always carries a syrinx, which
  he often plays while leading sylvan creatures in wild dances.
  Pan is the son of Hermes and a dryad. He is like a nephew to
  Dionysus, who recognizes a kindred spirit of wild abandon.
  127
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Giancola & D. Cramer
  
  128
  Dogma
  Like Dionysus, Pan teaches no dogma, but shows mortals and feys
  a way of life by his example. He is a carefree soul, prancing through
  the high mountains, tending sheep, playing his pipes, singing,
  and dancing. His only creed is freedom.
  Clergy and Temples
  Pan’s clerics are country shepherds
  or sylvan creatures such as centaurs,
  satyrs, or nymphs. They worship
  their joyful god in mountain glens
  and forest glades. They act as protec-
  tors of nature, working independ-
  ently from each other and keeping
  far from civilization. They wear
  laurel wreaths on their heads
  and olive-colored tunics.
  PAN
  Druid 20/Bard 10/Barbarian 10
  Large Outsider
  Divine Rank: 7
  Hit Dice: 20d8+180 (outsider) plus
  20d8+180 (Drd) plus 10d6+90 (Brd) plus
  10d12+90 (Bbn) (1,040 hp)
  Initiative: +18
  Speed: 90 ft.
  AC: 65 (–1 size, +18 Dex, +7 divine, +20 natural, +11
  deflection)
  Attacks: Gore +57 melee; or Huge +5 shortbow with
  +3 arrows +72/+67/+62/+57 ranged; or
  spell +57 melee touch or +64 ranged touch
  Damage: Gore 1d8+16; Huge +5 shortbow with +3
  arrows 2d6+8/×3; or by spell
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immunities, DR 42/+4, fire resist-
  ance 27, sonic resistance 27, spontaneous casting of divine
  spells, understand, speak, and read all languages and speak
  directly to all beings within 7 miles, remote communication,
  godly realm, teleport without error at will, plane shift at will,
  bardic knowledge +17, bardic music 10/day (countersong,
  fascinate, inspire competence, inspire courage, inspire great-
  ness, suggestion), fast movement, a thousand faces, nature
  sense, rage 3/day, resist nature’s lure, timeless body, track-
  less step, uncanny dodge (cannot be flanked,
  +1 against traps), venom immunity, wild shape
  (Tiny, Small, Medium-size, Large, Huge, or dire
  animal 6/day, elemental 3/day), woodland
  stride, SR 39, divine aura (700 ft., DC 28).
  Saves: Fort +48, Ref +57, Will +46.
  Abilities: Str 33, Dex 46, Con 29, Int 25,
  Wis 25, Cha 32.
  Skills: Animal Empathy +58, Balance
  +57, Bluff +48, Climb +28, Diplomacy +50, Handle Animal
  +48, Heal +36, Hide +51, Intimidate +30, Intuit Direction +54,
  Jump +60, Knowledge (geography) +34, Knowledge (nature)
  +54, Knowledge (religion) +34, Listen +56, Move Silently
  +55, Perform +55, Profession (herbalist) +54, Ride (horse)
  +27, Scry +44, Spellcraft +34, Spot +41, Swim +48, Tumble
  +62, Wilderness Lore +64.
  Feats: Alertness, Cleave, Divine Might, Dodge, Expertise, Far Shot,
  Great Cleave, Improved Bull Rush, Improved Trip, Mobility,
  Plant Control, Plant Defiance, Point Blank Shot, Power Attack,
  Precise Shot, Rapid Shot, Shot on the Run, Skill Focus
  (Perform), Spring Attack, Superior Expertise.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning,
  transmutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size,
  Control Creatures (fey), Divine Celerity, Divine Druid,
  Increased Energy Resistance (sonic), Power of Nature,
  Speak with Creatures (animals), Speak with Creatures
  (plants).
  Domain Powers: 7/day use animal friendship; cast chaos spells at
  +1 caster level; 7/day rebuke or command plant creatures.
  Spell-Like Abilities: Pan uses these abilities as a 17th-level
  caster, except for chaos spells, which he uses as an 18th-level
  caster. The save DCs are 28 + spell level. Animal shapes,
  animate objects, antilife shell, barkskin, calm animals,
  changestaff, chaos hammer, cloak of chaos, command
  plants, commune with nature, control plants, creep-
  ing doom, dispel law, dominate animal, entangle,
  hold animal, magic circle against law, plant
  growth, protection from law, repel vermin, repel
  wood, shambler, shapechange, shatter, summon
  monster IX (as chaos spell only), wall of thorns,
  word of chaos.
  Rage: The following changes are in effect as
  long as Pan rages: AC 63; hp 1,160; Atk +59
  melee (1d8+18, gore); SV Fort +50, Will
  +48; Str 37, Con 33; Climb +30,
  Jump +62, Swim +50. His rage
  lasts for 14 rounds, and he is
  winded for the duration of the
  encounter afterward.
  Bard Spells Known (3/6/6/5/2;
  base DC = 21 + spell level): 0—detect
  magic, flare, ghost sound, light, mage hand,
  read magic; 1st—cause fear, charm
  person, sleep, ventriloquism; 2nd—
  cat’s grace, darkness, daylight, hold
  person; 3rd—confusion, displace-
  ment, fear, haste; 4th—dimension
  door, improved invisibility.
  Druid Spells/Day: 6/7/7/7/6/6/5/5/4/4;
  base DC = 17 + spell level.
  Possessions: Pan’s pipes allow him to inspire
  goodwill among all mortal creatures within 20 feet
  of him when he plays. Enchanted creatures think
  of Pan as a dear friend and comrade unless they
  make a successful Will save against a DC equal to
  Pan’s Perform check result. The
  effect lasts one day. The pipes only
  function in the hands of a creature
  with divine rank 0 or higher.
  Caster Level: 20th; Weight: 3 lb.
  Other Divine Powers
  As a lesser deity, Pan may take
  10 on any check. Pan treats a 1 on an attack roll or saving throw
  normally and not as an automatic failure. He is immortal.
  Senses: Pan can see, hear, touch, and smell at a distance of seven
  miles. As a standard action, he can perceive anything within seven
  miles of his worshipers, holy sites, objects, or any location where
  one of his titles or name was spoken in the last hour. He can extend
  his senses to up to five locations at once. He can block the sensing
  power of deities of his rank or lower at up to two remote locations
  at once for 7 hours.
  Portfolio Sense: Pan is instantly aware of any event that
  affects five hundred or more sylvan creatures, shepherds, sheep,
  or goats.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by A. Swekel
  
  Automatic Actions: Pan can use Animal Empathy, Handle
  Animal, Intuit Direction, Knowledge (nature), Profession
  (herbalist), or Wilderness Lore as a free action if the DC for the
  task is 20 or lower. He can perform up to five such free actions
  each round.
  Create Magic Items: Pan can create minor magic items
  involving nature or elements, such as boots of the winterlands or a
  wand of fireball, as long as the item’s market price does not exceed
  30,000 gp.
  Avatars
  Pan’s avatars are often found frolicking with nymphs and satyrs in
  secluded woodlands. They appear as large satyrs, much like the
  deity himself.
  dAvatar of Pan: As Pan except divine rank 3; AC 57 (touch
  41, flat-footed 57); Atk +53 melee (1d8+16, gore) or
  +68/+63/+58/+53 ranged (2d6+8/×3, Huge +5 shortbow with +3
  arrows) or spell +53 melee touch or +60 ranged touch; SQ DR
  38/+4, fire resistance 23, sonic resistance 23, SR 35, divine aura
  (30 ft., DC 24); SV Fort +38, Ref +53, Will +42; all skill modifiers
  reduced by 4.
  Salient Divine Abilities: Alter Size, Divine Celerity, Divine
  Archery, Increased Energy Resistance (sonic).
  Spell-Like Abilities: Caster level 13th; saving throw DC 24 +
  spell level.
  Rage: The following changes are in effect as long as Pan’s
  avatar rages: AC 55; hp 1,160; Atk +55 melee (1d8+18, gore); SQ
  Fire resistance 33, sonic resistance 33, SR 45; SV Fort +50, Will
  +48; Str 37, Con 33; Climb +26, Jump +58, Swim +46. His rage
  lasts for 14 rounds, and he is winded for the duration of the
  encounter afterward.
  POSEIDON
  Earth-Shaker, Savior of Ships, Poseidon of the Dashing Wave
  Greater Deity
  Symbol: Trident
  Home Plane: Olympus
  Alignment: Chaotic neutral
  Portfolio: Sea, rivers, earthquakes
  Worshipers: Sailors, fishers, coast
  dwellers
  Cleric Alignments: CE, CG, CN
  Domains: Chaos, Earth, Water
  Favored Weapon: Trident
  Poseidon (poh-side-uhn), god of the sea, appears as a large male
  human with long, flowing black hair and beard. He wears a tunic
  and carries a trident. Tritons, merfolk, and sea nymphs often
  accompany him.
  Poseidon is one of the six children of Cronus and Rhea.
  Dogma
  Like other chaotic neutral deities, Poseidon requires little from his
  followers beyond sacrifices. His clerics sacrifice a bull to their
  patron (by throwing it into the sea) at least once a month, and
  Poseidon remains relatively placid.
  Sailors and coastal dwellers must be sure not to anger this tem-
  peramental deity. Poseidon has been known to flatten coastal cities
  with tidal waves or earthquakes when they displeased him, The
  hero Odysseus was condemned to ten long years of wandering
  because he blinded one of Poseidon’s children, the cyclops
  Polyphemos. Poseidon represents all the bounty and the danger of
  the sea, bringing forth life (he is said to have created both horses
  and cattle) and taking it away.
  Clergy and Temples
  Poseidon’s clerics have the weighty duty of staving off the deity’s
  volatile anger. They offer sacrifices, pray his blessing on boats and
  ships, and accompany sailors on their voyages. They are among the
  most well-traveled clerics of the pantheon, and are usually not affil-
  iated with a specific temple for long.
  Poseidon’s temples are always located within sight of the sea,
  often on promontories, seaside cliffs, or islands. They are usually
  open to the sea air.
  POSEIDON
  Barbarian 20/Druid 20
  Large Outsider (Chaotic)
  Divine Rank: 17
  Hit Dice: 20d8+220 (outsider) plus 20d12+220 (Bbn) plus
  20d8+220 (Drd) (1,220 hp)
  Initiative: +8
  Speed: 90 ft., swim 90 ft.
  AC: 74 (–1 size, +8 Dex, +17 divine, +30 natural, +10 deflection)
  Attacks*: Huge +5 spell storing thundering returning trident
  +88/+83/+78/+73 melee or Huge +5 spell storing thundering
  returning trident +74 ranged; or spell +78 melee touch or +64
  ranged touch *Always receives a 20 on attack rolls; roll die to
  check for critical hit.
  Damage*: Huge +5 spell storing thundering returning trident 2d8+55
  (melee) or 2d8+44 (ranged); or by spell *Always does maximum
  damage (trident 71 points melee, 60 points ranged).
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, fire immunity, DR 52/+4
  (4/–), fast healing 37, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak directly to
  all beings within 17 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, greater rage 6/day,
  no longer winded after rage, a thousand faces, nature sense,
  resist nature’s lure, timeless body, trackless step, uncanny dodge
  (cannot be flanked, +4 against traps), venom immunity, wild
  shape (Tiny, Small, Medium-size, Large, Huge, or dire animal
  6/day, elemental 3/day), woodland stride, SR 49, divine aura (17
  miles, DC 37).
  Saves*: Fort +60, Ref +57, Will +57. *Always receives a 20 on saves.
  Abilities: Str 54, Dex 27, Con 33, Int 29, Wis 27, Cha 30.
  Skills*: Animal Empathy +67, Bluff +57, Climb +59,
  Concentration +78, Craft (shipmaking) +86, Diplomacy +61,
  Handle Animal +87, Hide +21, Intimidate +69, Intuit
  Direction +85, Jump +79, Knowledge (arcana) +46, Knowledge
  (nature) +66, Knowledge (religion) +66, Listen +65, Profession
  (sailor) +65, Ride (horse) +77, Scry +46, Sense Motive +45,
  Spellcraft +46, Spot +45, Wilderness Lore +85. *Always
  receives a 20 on checks,
  Feats: Cleave, Combat Reflexes, Dodge, Empower Spell,
  Expertise, Far Shot, Improved Bull Rush, Improved Critical
  (trident), Great Cleave, Maximize Spell, Mobility, Point Blank
  Shot, Power Attack, Power Critical (trident), Quicken Spell,
  Spring Attack, Sunder, Superior Expertise, Weapon Focus
  (trident), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Annihilating Strike, Avatar, Battlesense, Call Creatures
  (aquatic creatures), Control Creatures (aquatic creatures), Create
  Greater Object, Create Object, Divine Blast, Divine Creation,
  Divine Fast Healing, Divine Rage, Divine Storm, Divine Water
  129
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by D. Cramer
  
  130
  Mastery, Divine Weapon Focus (trident),
  Divine Weapon Specialization (tri-
  dent), Extra Energy Immunity
  (fire), Mass Divine Blast, Power
  of Nature, Shapechange.
  Domain Powers: Cast
  chaos spells at +1 caster
  level; 17/day turn or
  destroy air creatures, or
  rebuke or command earth
  creatures; 17/day turn or destroy
  fire creatures, or rebuke or com-
  mand water creatures.
  Spell-Like Abilities: Posei-
  don uses these abilities as a
  27th-level caster, except for
  chaos spells, which he uses as a
  28th-level caster. The save DCs
  are 37 + spell level. Acid fog, ani-
  mate objects, chaos hammer, cloak of
  chaos, cone of cold, control water,
  dispel law, earthquake, elemental
  swarm (as earth or water spell
  only), fog cloud, horrid wilt-
  ing, ice storm, iron body, magic
  circle against law, magic stone,
  obscuring mist, protection from
  law, shatter, soften earth
  and stone, spike stones, stone
  shape, stoneskin, summon
  monster IX (as chaos spell
  only), wall of stone, water
  breathing, word of chaos.
  Greater Rage: The fol-
  lowing changes are in effect
  as long as Poseidon rages: AC
  72; hp 1,400; Atk +91/+86/
  +81/+76 melee (2d8+58, Huge
  +5 spell storing thundering return-
  ing trident; max damage 74
  points); SV Fort +63, Will +60;
  Str 60, Con 39; Climb +62, Jump
  +82. His rage lasts for 17 rounds, and he is not
  winded afterward.
  Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 +
  spell level.
  Other Divine Powers
  As a greater deity, Poseidon automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Poseidon can see, hear, touch, and smell at a distance
  of seventeen miles. As a standard action, he can perceive any-
  thing within seventeen miles of his worshipers, holy sites,
  objects, or any location where one of his titles or name was
  spoken in the last hour. He can extend his senses to up to
  twenty locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 17 hours.
  Portfolio Sense: Poseidon senses every ship setting out to sea
  or coming into port, and he knows when any creature enters or
  leaves the water. He notes these things seventeen weeks before
  they happen and retains the sensation for seventeen weeks after
  they occur.
  Automatic Actions: Poseidon can use any skill, even those he
  has no ranks in, as a free action if the DC is 30 or lower. He can per-
  form up to twenty such free actions each round.
  Create Magic Items: Poseidon
  can create a magic trident or any item
  related to water or earth.
  Avatars
  Poseidon sends his avatar to
  punish mortals who have
  offended him. They usually
  appear just as the deity does, but
  they sometimes appear as
  gigantic humanoids formed
  entirely out of water.
  dAvatar of Poseidon: As
  Poseidon except divine rank 8;
  AC 56 (touch 35, flat-footed
  56); Atk +79/+64/+59/
  +54 melee (2d8+47,
  Huge +5 spell storing
  thundering returning trident)
  or +65 ranged (2d8+35, Huge
  +5 spell storing thundering return-
  ing trident) or spell +69 melee
  touch or +55 ranged touch;
  SQ DR 43/+4, no fast heal-
  ing, SR 40, divine aura (800
  ft., DC 28); SV Fort +51, Ref
  +48, Will +48; all skill modifiers
  reduced by 9.
  Salient Divine Abili-
  ties: Alter Reality, Anni-
  hilating Strike, Divine
  Blast, Divine Archery,
  Divine Strike, Divine Water
  Mastery, Divine Weapon Focus
  (trident), Divine Weapon Spe-
  cialization (trident), Extra
  Energy Immunity (fire),
  Power of Nature.
  Spell-Like Abilities: Caster
  level 18th; saving throw DC
  28 + spell level.
  Greater Rage: The following
  changes are in effect as long as Posei-
  don’s avatar rages: AC 54; hp 1,400; Atk
  +82/+77/+72/+67 melee (2d8+35, Huge +5 spell storing thundering
  returning trident); SQ SR 50; SV Fort +54, Will +51; Str 60, Con 39;
  Climb +53, Concentration +71, Jump +85. His rage lasts for 17
  rounds, and he is not winded afterward.
  TYCHE
  Lesser Deity
  Symbol: Red pentagram
  Home Plane: Olympus
  Alignment: Neutral
  Portfolio: Luck
  Worshipers: Those wishing luck
  Cleric Alignments: CN, LN, N,
  NE, NG
  Domains: Luck, Protection, Travel
  Favored Weapon: Short sword
  Tyche (tyke-ee) is the deity of good luck in the Olympian pantheon.
  She appears as human-sized—small compared to most of the other
  Olympians—with a slim, agile body. She wears a sky-blue tunic
  and carries either a cornucopia or a rudder, indicating that she
  steers mortal life.
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by R. Sardinha & D. Cramer
  
  Tyche is the daughter of the titans Oceanus and Tethys—one
  of three thousand such progeny, most of whom are cloud
  nymphs. Tyche won her place on Olympus by siding with Zeus
  and his siblings against the Titans, helping them seize control of
  the universe.
  Dogma
  Tyche has a variety of faces. She is the giver of good fortune and
  the bringer of evil, a god of whimsy and an emblem of inescapable
  destiny. Tyche propagates different dogmas among different
  people at different times, leading to a wide variety of views
  about her true nature.
  Some followers of Tyche believe that life is essen-
  tially a game of dice, where every situation’s outcome
  is determined by chance. They offer prayers and
  sacrifices to Tyche in the hope that she will
  turn their dice to high numbers, allowing
  them success in their endeavors.
  Others believe that the course of life
  is all laid out by the gods in advance
  and cannot be altered—except by
  Tyche. Tyche, they believe, can liber-
  ate mortals from the fate that
  lies before them, free-
  ing them from the
  tyrannical whim of
  destiny and allow-
  ing them to forge
  their own destiny.
  While many followers of the
  Olympian pantheon humbly
  accept whatever fate the gods
  choose for them, followers of
  Tyche try to take their fate
  into their own hands.
  Clergy and Temples
  Tyche’s clerics wear
  blue tunics. They make
  themselves available in
  their temples and
  elsewhere: taverns,
  gambling houses,
  streets, and anywhere
  else that people might
  call on Tyche for luck.
  They lead prayers and offer
  sacrifices in Tyche’s name and
  are popular among the com-
  mon folk.
  Tyche has small shrines in many
  locations, but no grand temples.
  TYCHE
  Rogue 20/Cleric 10/Sorcerer 10
  Medium-Size Outsider
  Divine Rank: 8
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 10d8+80
  (Clr) plus 10d4+80 (Sor) (880 hp)
  Initiative: +13, always first (+9 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 66 (+9 Dex, +8 divine, +21 natural, +18 deflection)
  Attacks: Touch +56 melee touch; or luck blade +57/+52/+47/+42
  melee; or spell +56 melee touch or +57 ranged touch
  Damage: Touch 1d6 points of permanent Constitution drain; luck
  blade 1d6+9; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Constitution drain, domain powers, salient
  divine abilities, sneak attack +10d6, spell-like abilities, turn
  undead 21/day.
  Special Qualities: Divine immunities, DR 43/+4, spontaneous
  casting of divine spells, understand, speak, and read all
  languages and speak directly to all beings within 8 miles,
  remote communication, godly realm, teleport without error at
  will, plane shift at will, familiar (cats), crippling strike, defen-
  sive roll, evasion, fire resistance 28, improved evasion,
  opportunist, traps, uncanny dodge (cannot be
  flanked, +4 against traps), SR 40, divine aura
  (800 ft., DC 36).
  Saves: Fort +49, Ref +50, Will +49.
  Abilities: Str 26, Dex 29, Con 26, Int 30,
  Wis 26, Cha 46.
  Skills: Appraise +58, Balance +59, Bluff
  +66, Climb +36, Concentration +66,
  Diplomacy +80, Escape Artist +57,
  Gather Information +71, Heal +26,
  Hide +57, Intimidate +28, Jump
  +58, Knowledge (arcana) +48,
  Knowledge (religion) +28, Listen
  +63, Move Silently +57, Pick
  Pocket +59, Read Lips +58, Scry
  +38, Search +63, Sense Motive
  +56, Spellcraft +68, Spot +63,
  Tumble +64, Use Magic
  Device +66, Use Rope +37,
  Wilderness Lore +26.
  Feats:
  Alertness, Ambi-
  dexterity, Blind-Fight, Blind-
  sight 5-ft. Radius, Combat
  Reflexes, Dodge, Enlarge
  Spell, Expertise, Extend
  Spell, 
  Heighten 
  Spell,
  Improved Disarm, Improved
  Initiative, Improved Trip, Jack
  of All Trades, Mobility, Power
  Attack, Quick Draw, Spring
  Attack, Superior Expertise,
  Whirlwind Attack.
  Divine Immuni-
  ties: Ability damage,
  ability drain, acid, cold,
  death effects, disease, dis-
  integration, electricity, en-
  ergy drain, mind-affecting
  effects, paralysis, poison, sleep,
  stunning, transmutation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter Form,
  Alter Reality, Alter Size, Avatar, Create Object,
  Divine Celerity, Divine Rogue, Instant Move, Power of Luck,
  Supreme Initiative.
  Domain Powers: 8/day reroll a die roll once after it is made;
  8/day protective ward (touched subject gains +10 resistance bonus
  on next saving throw, maximum duration 1 hour); 8 rounds/day
  freedom of movement.
  Spell-Like Abilities: Tyche uses these abilities as an 18th-level
  caster. The save DCs are 36 + spell level. Aid, antimagic field, astral
  projection, break enchantment, dimension door, entropic shield, expedi-
  tious retreat, find the path, fly, freedom of movement, holy aura, locate
  object, mind blank, miracle, mislead, phase door, prismatic sphere, protec-
  tion from elements, repulsion, sanctuary, shield other, spell immunity, spell
  resistance, spell turning, teleport without error.
  131
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by M. Cavotta
  
  132
  Cleric Spells/Day: 6/7/7/6/6/4; base DC = 18 + spell level.
  Sorcerer Spells Known (6/11/11/10/9/7; base DC = 28 +
  spell level): 0—daze, detect magic, detect poison, flare, ghost sound,
  light, mage hand, read magic, resistance; 1st—mage armor, magic
  weapon, ray of enfeeblement, shield, true strike; 2nd—darkvision,
  detect thoughts, mirror image, protection from arrows; 3rd—blink, dis-
  placement, greater magic weapon; 4th—bestow curse, confusion; 5th—
  Bigby’s interposing hand.
  Other Divine Powers
  As a lesser deity, Tyche may take 10 on any check. Tyche treats a 1
  on an attack roll or saving throw normally and not as an automatic
  failure. She is immortal.
  Senses: Tyche can see, hear, touch, and smell at a distance of
  eight miles. As a standard action, she can perceive anything within
  eight miles of her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour. She
  can extend her senses to up to five locations at once. She can block
  the sensing power of deities of her rank or lower at up to two
  remote locations at once for 8 hours.
  Portfolio Sense: Tyche has no portfolio sense.
  Automatic Actions: Tyche can use Bluff, Diplomacy, Escape
  Artist, Hide, Listen, Pick Pocket, Read Lips, Spot, Use Magic
  Device, or Use Rope as a free action if the DC is 20 or lower. She
  can perform up to five such free actions in a round.
  Create Magic Items: Tyche can create any magic item that
  grants a luck bonus, as long as its market price does not exceed
  30,000 gp.
  Avatars
  Tyche’s avatars wander the earth, doling out good or bad fortune
  according to their whim. They appear as normal humans, male
  or female.
  dAvatar of Tyche: As Tyche except divine rank 4; AC 58 (touch
  41, flat-footed 58); Atk +52 melee touch (Con drain, touch); or
  +53/+47/+43/+37 melee (1d6+9, luck blade); or spell +52 melee
  touch or +53 ranged touch; SQ DR 39/+4, fire resistance 24, SR 36,
  divine aura (40 ft., DC 32); SV Fort +45, Ref +46, Will +45; all skill
  modifiers reduced by 4.
  Salient Divine Abilities: Alter Reality, Divine Celerity, Instant
  Move, Power of Luck, Supreme Initiative.
  Spell-Like Abilities: Caster level 14th; saving throw DC 32 +
  spell level.
  THE ACADEMY
  Philosophy
  Symbol: Scroll
  Alignment: Neutral good
  Portfolio: Good, truth, beauty
  Worshipers: Philosophers
  Cleric Alignments: LG, NG, CG
  Domains: Good, Knowledge
  Favored Weapon: Quarterstaff
  Continuing the heritage of an ancient philosopher, the Acad-
  emy teaches a philosophical system focused on a single, imper-
  sonal deity called the Good, the True, the Beautiful, or any
  number of similar, abstract epithets. This philosophy grows out
  of a critique of Olympian religion: the Olympian gods are too
  human—fallible and sinful—to be true deities. What is divine,
  according to the Academy, must be purely good and perfect in
  every way.
  Dogma
  A true deity, the Academy teaches, cannot be unjust, immoral, jeal-
  ous, vindictive, and ignorant, as the Olympian deities often show
  themselves to be. Therefore, the Olympian deities—and any other
  deity who shows such traits—cannot be true deities. Philosophers
  who love wisdom and seek the truth propose the existence of a
  divine force that is superior to all other deities. In fact, other deities
  are but imperfect reflections of it. This impersonal force is the true
  god of the Academy.
  This is not just abstract speculation for the philosophers of the
  Academy, however. The goal of the philosophical life, as they
  express it, is “to become like a god, as far as this is possible.” This
  goal is not a despiritualized ideal, but a real possibility. Through the
  act of searching for the truth and contemplating the divine,
  philosophers hope to attain the ultimate mystical experience of
  union with the divine.
  As part of their quest, philosophers engage in personal medita-
  tion, but their principal task is teaching. Philosophers of the Acad-
  emy consider it their responsibility to defend against “supersti-
  tion,” which means (to them) any characterization of a deity that
  does not do justice to the true nature of the divine. While they
  have little influence over what goes on outside their schools, vigi-
  lance is important within the schools to prevent superstition from
  creeping into the ranks. Further, some philosophers consider it
  important to allegorize myths—both the stories of the Olympian
  gods and those of other pantheons—to make them conform to
  “true religion.”
  Clergy and Temples
  Philosophers of the Academy teach much as the Academy’s
  founder did—holding discussions in public squares and initiating
  disciples into higher mysteries. They must remain chaste and
  unmarried, and they observe an ascetic lifestyle in other areas as
  well. Their eating, clothing, and sleeping habits are all sparse.
  Moderation is demanded in all things.
  OLYMPIAN MONSTERS
  The monsters included in this section are especially appropriate
  to a campaign that uses the Olympian pantheon. Of course,
  many monsters that appear in the Monster Manual are derived
  from the tales of the Olympian deities, including the centaur,
  chimera, dryad, gorgon, griffon, harpy, hippogriff, hydra, lamia,
  manticore, medusa, minotaur, nymph, pegasus, satyr, sphinx,
  titan, and triton.
  CYCLOPS
  Lesser
  Greater
  Large Giant
  Huge Giant
  Hit Dice: 
  13d8+52 (110 hp)
  16d8+96 (168 hp)
  Initiative: 
  –1
  +1
  Speed: 
  40 ft.
  40 ft.
  AC: 
  18 (–1 size, –1 Dex, 
  24 (–2 size, +1 Dex, 
  +10 natural
  +10 natural, +5 armor
  [+1 scale mail])
  Attacks:
  Huge longspear 
  Gargantuan longspear 
  +16/+11 melee; or
  +21/+16/+11 melee;
  rock +8/+2 ranged
  or rock +11/+6/+1 
  ranged
  Damage: 
  Huge longspear
  Gargantuan longspear 
  2d6+12; or rock
  2d8+16; or rock 
  2d6+8
  2d8+11
  Face/Reach:
  5 ft. by 5 ft./10 ft.
  5 ft. by 5 ft./10 ft. 
  (10–20 ft. with 
  (10–20 ft. with 
  longspear)
  longspear)
  Special Attacks: 
  Rock throwing
  Rock throwing
  Special Qualities: Rock catching
  Rock catching,
  fire immunity, SR 21
  Saves: 
  Fort +12, Ref +3, 
  Fort +16, Ref +6,
  Will +3
  Will +9
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  
  Abilities: 
  Str 27, Dex 9,
  Str 33, Dex 13, 
  Con 19, Int 6,
  Con 23, Int 16, 
  Wis 8, Cha 6 
  Wis 18, Cha 14
  Skills: 
  Climb +13, 
  Craft (armorsmithing)
  Jump +13, Spot +4
  +23, Craft (weapon-
  smithing) +24
  Feats: 
  Cleave, Great  
  Craft Magic Arms and
  Cleave, Power 
  Armor, Cleave,  
  Attack
  Combat Reflexes,
  Great Cleave, Sunder
  Climate/Terrain: 
  Warm mountains
  Warm mountains
  Organization: 
  Solitary or fist (2–5)
  Solitary or fist (2–5)
  Challenge Rating: 8
  11
  Treasure: 
  Standard
  Standard coins,
  standard goods,
  double items
  Alignment: 
  Chaotic evil
  Chaotic good
  Advancement:
  By character class
  By character class
  Cyclopes are two related races of giants common in lands where
  the Olympian deities are worshiped. The greater cyclopes were
  created by Hera and given as a gift to her son, Hephaestus. The
  lesser cyclopes were created (or fathered) by Poseidon and usu-
  ally dwell on islands. Both kinds appear as enormous humanoids
  with a single eye. The greater variety are larger (20 feet tall, com-
  pared to 12 feet for the lesser kind), more intelligent, and more
  civilized than the lesser.
  Combat
  Lesser cyclopes are monstrous brutes that enjoy eating human
  brains. They are easily tricked, but they fight fiercely and to the
  death. Greater cyclopes, on the other hand, avoid combat unless
  Hephaestus commands them to fight. Greater cyclopes are typi-
  cally well equipped with magic weapons and armor, and they
  make excellent use of tactics.
  Rock Throwing (Ex): Adult cyclopes are accomplished rock
  throwers and receive a +1 racial bonus on attack rolls when throw-
  ing rocks. A lesser cyclops can hurl rocks weighing 40 to 50
  pounds each (Small objects), and a greater cyclops can hurl rocks
  of 60 to 80 pounds (Medium-size objects). Both varieties’ rocks
  have a range increment of 140 feet and a maximum range of five
  range increments.
  Rock Catching (Ex): A cyclops can catch Small,
  Medium-size, or Large rocks (or projectiles of similar
  shape). Once per round, a cyclops that would normally
  be hit by a rock can make a Reflex save to catch it. The
  DC is 15 for a Small rock, 20 for a Medium-size one,
  and 25 for a Large one. (If the projectile has a magi-
  cal bonus on attacks, the DC increases by that
  amount.) The giant must be ready for and aware
  of the attack.
  FAUN
  Medium-Size Fey
  Hit Dice: 1d6 (4 hp)
  Initiative: +5 (+1 Dex, +4 Improved Initiative)
  Speed: 30 ft.
  AC: 13 (+1 Dex, +2 leather)
  Attacks: Shortspear +0 melee; or shortbow
  +1 ranged
  Damage: Shortspear 1d6; shortbow 1d6
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Qualities: Faun traits
  Saves: Fort +0, Ref +3, Will +1
  Abilities: Str 11, Dex 12, Con 10, Int 11, Wis 9,
  Cha 8
  Skills: Bluff +2, Diplomacy +2, Hide +7,
  Knowledge (nature) +3, Listen +3, Move Silently
  +7, Perform +3*, Spot +3, Wilderness Lore +5
  Feats: Improved Initiative
  Climate/Terrain: Any forest
  Organization: Solitary, troupe (2–12), or band
  (15–60)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Fauns are a race of woodland-dwelling humanoids that
  dwell in lands where the Olympian deities are worshiped.
  They are closely related to satyrs; in fact, some suspect that
  fauns are a result of cross-breeding between satyrs and
  humans or perhaps elves.
  Fauns are essentially human in shape, standing nearly 6 feet
  high, with bestial-looking faces, flowing manes of hair (including
  133
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by R. Guay
  
  134
  beards on the males), and short, goatlike tails. They do not favor
  clothing, but they will wear it in their dealings with humans.
  Instead, they paint their bodies with natural colors, especially
  bright reds and striking blacks that contrast with their light
  brown complexions. They have no horns.
  Fauns speak Sylvan and Common.
  Combat
  Fauns dislike combat and avoid it when possible. They have no
  misguided notions of courage or honor that would interfere with
  fleeing from a dangerous foe. They are not cowardly; they simply
  do not fight if it is not necessary.
  Faun Traits (Ex): Fauns benefit from a number of racial traits.
  • Low-light vision.
  • Musical Ability: When a faun uses a magic flute or set of pipes,
  including pipes of haunting, pipes of pain, pipes of the sewers, or pipes
  of sounding, the saving throw DC for any effect of the item is
  increased by +2. In addition, a faun character with the Use
  Magic Device skill can use a satyr’s pipes to create the magical
  effects that satyrs produce on the pipes. The check DC is the
  same as for emulating a race, DC 25.
  • Musical Resistance: Fauns receive a +2 bonus on saving throws
  made to resist musical effects, including sonic spells, bardic
  music, Otto’s irresistible dance, and the effects of magical pipes,
  harps, lyres, and other instruments.
  Skills: Fauns receive a +2 racial bonus on Hide, Move Silently,
  and Wilderness Lore checks, and a +4 racial bonus on Perform
  checks made while playing flutes or pipes.
  Faun Society
  Fauns are native to pastoral settings such as pleasant wood-
  lands and quiet groves. They live in loose bands with no govern-
  ment or hierarchy. They often associate with satyrs, centaurs,
  dryads, and nymphs.
  Unlike satyrs, fauns are amenable to interaction with human
  society; they are not as xenophobic as their cousins are. Indeed,
  they are somewhat intrigued by the nuances of human culture,
  particularly accomplishments in philosophy and the arts, and they
  strive to imitate human culture even when they do not have exten-
  sive contact with it.
  Faun Characters
  Fauns’ favored class is bard. Faun clerics worship Dionysus or Pan.
  OLYMPIAN MONSTERS
  The following monsters are particularly appropriate for a campaign
  that uses the Olympian pantheon.
  Monster
  CR
  Notes
  Basilisk
  5
  Centaur
  3
  Chimera
  7
  Cockatrice
  3
  Dryad
  1
  Gorgon
  8
  Griffon
  4
  Harpy
  4
  Hippogriff
  2
  Hydra
  4–15
  Any kind or number of heads
  Medusa
  7
  Monster
  CR
  Notes
  Minotaur
  4
  Nymph
  6
  Pegasus
  3
  Roc
  9
  Satyr 
  2 or 4
  Without or with pipes
  Sphinx
  5, 7, 8 or 9
  Any kind
  Sprite
  1 or 4
  Any kind
  Titan
  21
  Unicorn
  3
  Animals: Boar (CR 2); cat (CR 1/4); dog (CR 1/3); dog,
  riding (CR 1); donkey (CR 1/6); eagle (CR 1/2); hawk (CR
  1/3); horse, all (CR 1–2); lion (CR 3); mule (CR 1); owl
  (CR 1/4); pony, all (CR 1/4); rat (CR 1/8); snake, all (CR
  1/3 to 5).
  CHAPTER 4:
  THE OLYMPIAN
  PANTHEON
  Illus. by R. Guay
  
  he Pharaonic pantheon is a fantasy interpretation of the
  religions of historical Egypt in ancient times. It includes
  deities appropriate for use in a DUNGEONS & DRAGONS
  game, arranged in a cosmology and theology that make sense
  from the perspective of the game. These gods are divorced
  from their historical context as patrons of individual cities in
  real-world Egypt, and are united into a tight pantheon that serves
  the needs of D&D clerics and other player and nonplayer charac-
  ters in the game.
  PHARAONIC THEOLOGY
  Re, the primogenitor of the Pharaonic pantheon, brought into
  being two children: Shu and Tefnut. Shu was god of the dry
  desert air and the forces of preservation, while Tefnut had
  dominion over the moist river air and the forces of change. They
  had two children—a son, Geb, god of the dry earth, and a daugh-
  ter, Nut, god of the starry sky. Geb and Nut loved each other
  deeply and had four children—Isis, Nephthys, Osiris, and Set—
  before Re forbade them from having more. This generation of
  deities is by far the most important in the current Pharaonic
  pantheon. The son of Osiris and Isis, Horus, ascended to claim the
  throne of Re, absorbing Re’s essence to become Re-Horakhty.
  Osiris and Nephthys have a son, Anubis, who plays an impor-
  tant role in the human afterlife. Nephthys bore Set one child
  before fleeing her husband in horror over his evil: Sobek, the
  deformed crocodile god.
  After ascending to his great-great-grandfather’s throne, Re-
  Horakhty (Horus) repeated Re’s primordial act of partheno-
  genesis and bore two daughters: Hathor and Bast. Each daughter
  married a god from a foreign pantheon, bringing those gods into
  the Pharaonic “family.” Hathor married Bes, and Bast mar-
  ried Ptah. Whatever their origins, these two foreign deities
  have lost all contact with their former pantheons, and it
  is quite possible that the rest of the members of their pan-
  theons have all died or disappeared.
  Three remaining deities stand outside the familial
  relationships of the pantheon. Imhotep was born
  mortal and ascended to godhood; Thoth was born from
  the same primordial chaos as Re; and Apep is a creature
  of utter evil who probably existed before Re created
  the universe.
  The older generations of Pharaonic deities—Shu,
  Tefnut, Geb, and Nut—are still alive, but so remote from
  the mortal world that they are no longer important fig-
  ures in the pantheon. They are no longer worshiped,
  and their statistics do not appear in this book.
  PHARAONIC
  COSMOLOGY
  The world of the Pharaonic cosmology is bounded
  by heaven and hell. To the west of the mortal world,
  where the sun sets every night, lie the fair Offering
  Fields (Seket-Hetep) where the souls of the right-
  eous live in eternal reward. Under the earth, where
  the sun (steered by Re-Horakhty) passes each
  night in struggle with the forces of evil, are the
  Twelve Hours of Night. Demons, serpentine monsters,
  and the souls of those who died without proper
  funerals (including foreigners) populate this dark
  underworld. Together, the Offering Fields, the
  135
  Illus. by A. Swekel
  
  136
  Twelve Hours of Night, and the heavenly arc of the sun’s daylight
  journey compose Tuat, the otherworld in Pharaonic cosmology.
  Although the worshipers of the Pharaonic deities view Tuat as a
  single realm of existence, it is actually three distinct Outer Planes
  where most of the deities of the Pharaonic pantheon reside.
  The Solar Barge: Re-Horakhty and his attendants sail across
  the sky (actually the Astral Plane) in the Solar Barge every day,
  and through the Twelve Hours of Night every night. Re-
  Horakty is attended by a number of minor godlings, including
  Kherp, the boat’s captain; Nehes, the lookout; and Up-uate, Her-
  heken, Saa, and Hu, the deck hands. During the night passage,
  Afu, his trusted escort, joins him. Each dawn, Bast fights Apep
  to allow the Solar Barge passage out of the underworld and back
  into the sky. The Solar Barge is a tiny Outer Plane in itself,
  divinely morphic and mildly good-aligned with a minor posi-
  tive dominance.
  The Offering Fields: Underneath and beyond the tremen-
  dous Mountains of the West, the Offering Fields offer peace and
  prosperity to the souls of the righteous. Seven enormous gates
  provide passage to the Seven Halls, each one of which is a cavern
  large enough to hold several cities. Each of the Seven Halls con-
  tains prosperous farms and estates, the reward of the righteous
  dead. Deeper under the mountains beyond the Seven Halls lie
  the Pillars of the West, twenty-one enormous pillars each stand-
  ing at the entrance of another huge cavern, with each of those
  caverns holding more idyllic towns and plantations. Beyond the
  Pillars of the West are the Fourteen States, a barrier zone
  between the Pillars and Osiris’s realm beyond. The Fourteen
  States stand in stark contrast to the peaceful realms of the Offer-
  ing Fields, for they are full of lava flows, mud pits, and
  demons—servants and guardians of the Pharaonic gods, despite
  their fearsome natures.
  Past the Fourteen States lies Fair Ament, a broad valley on the
  far side of the Mountains of the West. While the caverns under
  the Mountains are the homes of departed mortal souls and
  minor godlings (including Imhotep), most of the important
  deities of the Pharaonic pantheon reside in Fair Ament—
  including Anubis, Hathor, Isis, Nephthys, Osiris, and Thoth. All
  these deities spend much time in the Hall of Truth, where they
  participate in the judgment of mortal souls. Anubis guides each
  departed soul through the halls under the Mountains of the
  West to this Hall of Truth. There, the soul is weighed on a bal-
  ance against the Feather of Ma’at, while the judges consider the
  dead person’s deeds. Virtuous souls are assigned their eternal
  home in the Seven Halls or the Pillars of the West, while
  damned souls are consumed by the Am-mit, a hideous monster
  with the head of a crocodile, the body of a hippopotamus, and
  the claws of a lion.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Table 5–1: The Pharaonic Pantheon
  Favored
  Name
  Domains
  Rank
  Alignment
  Weapon
  Portfolio
  Re-Horakhty
  Glory, Good, Law,
  G
  LG
  Khopesh
  Nobility, sun, supreme, vengeance
  Nobility, Sun, War
  Anubis
  Law, Magic, Repose
  L
  LN
  Mace
  Judgment, death
  Apep
  Evil, Fire, Scalykind
  D
  NE
  Heavy pick
  Evil, fire, serpents
  Bast
  Chaos, Destruction, 
  L
  CG
  Tiger claws
  Cats, vengeance
  Protection, Strength, War
  Bes
  Luck, Protection, 
  L
  CN
  Short sword
  Luck, music, protection
  Trickery
  Hathor
  Community, Good, Luck
  L
  NG
  Longsword
  Love, music, dance, moon, fate, 
  motherhood
  Imhotep
  Artifice, Healing, 
  D
  NG
  Quarterstaff
  Crafts, medicine
  Knowledge
  Isis
  Good, Magic, 
  G
  NG
  Quarterstaff
  Fertility, magic, marriage
  Protection, Water
  Nephthys
  Chaos, Good, 
  I
  CG
  Mace
  Death, grief
  Protection, Repose
  Osiris
  Air, Earth, Good, Law, 
  G
  LG
  Flail
  Harvest, nature, underworld
  Plant, Repose
  Ptah
  Creation, Knowledge,
  I
  LN
  Mace
  Crafts, knowledge, secrets, travel
  Law, Travel
  Set
  Air, Chaos, Darkness,
  G
  CE
  Spear
  Darkness, evil, night, desert storms,
  Destruction, Evil, Strength
  drought
  Sobek
  Animal, Evil, Water
  D
  LE
  Shortspear
  Water, river hazards, crocodiles, wetlands
  Thoth
  Knowledge, Magic, Rune
  I
  N
  Quarterstaff
  Knowledge, wisdom, learning
  Table 5–2: Pharaonic Deities by Race
  Race
  Deities
  Human
  By class and alignment
  Dwarf
  Osiris, Ptah, or by class and alignment
  Elf
  Bast, Nephthys, or by class and alignment
  Gnome
  Bes, Hathor, Thoth, or by class and alignment
  Half-elf
  Bast, Nephthys, or by class and alignment
  Half-orc
  Bast, Set, or by class and alignment
  Halfling
  Bast, Bes, Hathor, or by class and alignment
  Table 5–3: Pharaonic Deities by Class
  Class
  Deities (Alignment)
  Bard
  Bes (CN), Hathor (NG), Isis (NG), Thoth (N)
  Barbarian
  Apep (NE), Bast (CG)
  Cleric
  Any
  Druid
  Apep (NE), Isis (NG), Ptah (LN), Sobek (LE)
  Fighter
  Bast (CG), Re-Horakhty (LG), Set (CE)
  Monk
  Anubis (LN), Osiris (LG), Ptah (LN),
  Re-Horakhty (LG), Sobek (LE)
  Paladin
  Osiris (LG), Re-Horakhty (LG)
  Ranger
  Apep (NE), Bast (CG), Isis (NG), Nephthys
  (CG), Osiris (LG),Sobek (LE)
  Rogue
  Apep (NE), Bast (CG), Bes (CN), Set (CE)
  Sorcerer
  Isis (NG), Ptah (LN), Thoth (N), Set (CE)
  Wizard
  Imhotep (NG), Isis (NG), Ptah (LN), Thoth
  (N), Set (CE)
  Illusionist
  Bast (CG), Bes (CN)
  Necromancer Anubis (LN), Nephthys (CG), Osiris (LG),
  Set (CE)
  
  As an Outer Plane, the Offering Fields is divinely morphic and
  mildly good-aligned.
  The Twelve Hours of Night: Past Fair Ament lies Mount
  Manu, part of another titanic mountain range at the western-
  most edge of the world. At the base of Mount Manu is a great
  gaping canyon, the entrance to the Twelve Hours of Night. Each
  night, the Solar Barge must pass through this long, tortured
  series of caverns in order to emerge in the east and traverse the
  sky again. Along the way, it is hindered by demons and mon-
  sters, as well as some foreign souls who chose to throw in their
  lot with the forces of evil. Set is the master of these evils, end-
  lessly plotting to overthrow Re-Horakhty and seize rulership of
  the Pharaonic pantheon. Perhaps his most dedicated servant is
  Apep, the monstrous serpent that challenges the Solar Barge
  every morning, refusing to allow it passage out of the Twelve
  Hours of Night. The duty of battling Apep while the Solar Barge
  escapes falls to Bast.
  Most of the mortal souls that populate the Twelve Hours of
  Night belong to those who were not given proper funerals.
  Because of this oversight, their souls could not be found by Anubis
  and escorted to the Hall of Truth. Some of these souls try to aid Re-
  Horakhty and help the Solar Barge complete its nightly passage.
  Re-Horakhty regularly rewards these souls by carrying them out, a
  few at a time, and depositing them in Fair Ament before descend-
  ing once more into the Twelve Hours of Night. The Solar Barge can
  carry only a few souls each night, however.
  The Twelve Hours of Night is the third Outer Plane of the
  Pharaonic cosmology. It is divinely morphic and mildly evil-
  aligned with a minor negative dominance.
  The Transitive Planes:The transitive planes are slightly altered in
  the Pharaonic cosmology. The Ethereal Plane coexists with the Mate-
  rial Plane as normal. The Solar Barge sails through the Astral Plane,
  and is visible on the Material Plane as the sun. The Astral Plane also
  connects to the Offering Fields and the Twelve Hours of Night. The
  Shadow Plane connects only to the Twelve Hours of Night.
  THE PHARAONIC
  PANTHEON
  Since the Pharaonic deities form a tight pantheon, clerics may
  choose the entire pantheon as a patron rather than a specific deity
  in the pantheon. However, in the Pharaonic pantheon, clerics are
  most often associated with single deities, while noncleric believers
  typically revere the pantheon as a whole.
  Clerics who revere the entire Pharaonic pantheon may choose
  any of the following domains: Air, Artifice, Chaos, Community,
  Creation, Destruction, Earth, Glory, Good, Healing, Knowledge,
  Law, Luck, Magic, Nobility, Plant, Protection, Repose, Rune,
  Strength, Sun, Travel, Trickery, War, and Water. They may choose
  from among the following weapons for their favored weapons:
  flail, heavy pick, khopesh, longsword, mace, quarterstaff, short
  sword, spear, and tiger claws.
  A cleric of the pantheon may be of any nonevil alignment. Evil
  clerics worship Apep, Set, or Sobek, the three aberrant deities of the
  pantheon, and are not welcome in the temples of the other deities.
  Instead of serving the entire Pharaonic pantheon, a few clerics
  devote themselves to just the “Osirian triad” of deities: Osiris, his
  wife Isis, and their son Re-Horakhty. These clerics may choose
  from the following domains: Air, Earth, Law, Glory, Good, Law,
  Magic, Nobility, Plant, Protection, Repose, Sun, War, and Water.
  These clerics must be good, and they must choose the khopesh,
  flail, or quarterstaff as their favored weapon.
  Ma’at: The principle that unites the Pharaonic pantheon into a
  tight pantheon is Ma’at—the fundamental order of the universe.
  All the Pharaonic deities (with the exception of the aberrant gods
  Apep, Set, and Sobek) praise and uphold Ma’at as the order that
  137
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Pharaonic
  Cosmology
  Astral
  Pa
  th
  of
  th
  e
  S
  u
  n
  B
  arg
  e
  Et
  h
  e
  r
  e
  al
  Shadow
  Pillars of the West
  Mt. Manu
  House of
  Truth
  Mountains
  of the West
  Seven Halls
  Twel
  ve hours
  of
  nig
  ht
  Fair 
  Ament
  The
  Offering
  Fields
  The
  Fourteen
  States
  Material
  
  138
  underpins their existence and place in the universe. Ma’at is the
  principle of truth, justice, law, and order, and without it the uni-
  verse itself would crumble into chaos.
  When a mortal dies, Anubis weighs the deceased soul on a scale
  balanced by the feather of Ma’at. If the soul overbalances the scale,
  it is fed to Am-mit, the devourer of souls. If the scale balances, the
  deceased is revealed as a just and honorable person and finds
  reward in the Offering Fields.
  Judges invoke the presence of Ma’at so that they may decide the
  cases before them with justice and impartiality. Rulers strive to
  govern according to Ma’at’s principles, often seeking advice from
  clerics, so that justice and order may mark their rule.
  RE-HORAKHTY
  Greater Deity
  Symbol: Solar disk encircled by a
  serpent
  Home Plane: The Solar Barge
  Alignment: Lawful good
  Portfolio: Nobility, sun, supreme,
  vengeance
  Worshipers: Rulers and viziers, fighters,
  paladins, monks
  Cleric Alignments: LG, LN, NG
  Domains: Glory, Good, Law, Nobility,
  Sun, War
  Favored Weapon: Khopesh
  The ruler of the Pharaonic pantheon, Re-Horakhty is the resplen-
  dent lord of the sun, steering the Solar Barge across the sky and
  through the underworld at night. He appears as a strong, dark-
  skinned human with the head of a hawk.
  Re-Horakhty is the son of Isis and Osiris. Previously called
  Horus, he ascended to take the place of the original sun-god, Re,
  after defeating Set to avenge the murder of Osiris. He absorbed the
  divine essence of the aging Re, increasing his power beyond that of
  his parents.
  Dogma
  Re-Horakhty is the god of kings, bestowing his divine blessings
  upon the earthly rulers who serve him. Although kings who revere
  Re-Horakhty are fond of preaching about “divine right,” Re-
  Horakhty demands that monarchs rule wisely and justly, true to
  his lawful good alignment. His divine blessings can be taken away
  from those who prove themselves unworthy as quickly as they
  were given.
  The kings who serve Re-Horakhty give the Pharaonic pan-
  theon its name, since they are called pharaohs. Re-Horakhty
  commonly uses his Possess Mortal salient divine ability to
  inhabit an earthly pharaoh, thus acting simultaneously as ruler of
  heaven and of earth.
  Re-Horakhty is a martial god, his nightly battle in the under-
  world representing the constant warfare that good must wage
  against evil. Evil, in the Pharaonic mythos, primarily means Set
  and his servants, especially Apep. Set is Re-Horakhty’s uncle, and
  killed Osiris at least in part to usurp the throne that Re-Horakhty
  wrested from his grasp, making the two deities implacable ene-
  mies. Re-Horakhty teaches that vigilance and readiness of arms are
  absolutely necessary so that Set and his minions can never succeed
  in stopping the Solar Barge’s nightly journey and assuming leader-
  ship of the pantheon.
  Clergy and Temples
  Re-Horakhty’s clerics are kings and advisors to kings. Like most
  Pharaonic clergy, they wear white robes, but they also adorn
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  Pharaonic Temple
  1. Courtyard
  2. Antechamber
  3. Chapel
  4. Meditation Chamber
  5. High Priests' Chambers
  6. Study
  7. Junior Priests' Quarters
  1
  2
  3
  4
  5
  5
  5
  6
  7
  7
  7
  7
  7
  7
  7
  7
  Up
  Up
  Altar
  Pillar
  
  themselves with golden crowns, bracers, and other symbols of
  their high office. His male clerics—the far majority—shave
  their heads.
  Re-Horakhty usually shares a temple with his parents, Osiris
  and Isis, though each deity has a separate inner court within the
  temple. These grand temples are found wherever the Pharaonic
  deities are worshiped. Many clerics serve all three deities.
  RE-HORAKHTY
  Paladin 20/Monk 20/Cleric 10
  Medium-Size Outsider
  Divine Rank: 19
  Hit Dice: 20d8+180 (outsider)
  plus 20d10+180 (Pal) plus
  20d8+180 (Mnk) plus
  10d8+90 (Clr) (1,230 hp)
  Initiative: +13 (+9 Dex, +4
  Improved Initiative)
  Speed: 180 ft.
  AC: 101 (+9 Dex, +20
  monk, +19 divine,
  +32 natural, +11
  deflection)
  Attacks*: +5 brilliant
  energy holy lawful
  khopesh +81/+76/
  +71/+66 melee or +5
  keen lawful vorpal un-
  armed +80/+77/+74/
  +71/+68 melee; or
  spell +75 melee touch
  or +73 ranged touch
  *Always receives a 20 on
  attack rolls; roll die to check
  for critical hit.
  Damage*: +5 brilliant energy holy
  lawful khopesh 1d8+21/17–20 or +5
  keen lawful vorpal unarmed 2d12+16/19–20
  or by spell *Always does maximum damage
  (khopesh 29 points, unarmed 40 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine
  abilities, spell-like abilities, smite evil (3/day,
  +11 on attack and +60 on damage), unarmed
  strike, flurry of blows, stunning attack (20/day,
  DC 36), ki strike +3, quivering palm, turn undead
  (paladin) 14/day (as Clr18), turn or rebuke
  undead 18/day.
  Special Qualities: Divine immunities, DR 54/+4, fast
  healing 39, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak directly
  to all beings within 19 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, detect evil,
  divine grace, lay on hands (220 hp/day), divine health, aura of
  courage (+8 to morale), remove disease (6/week), paladin mount
  with celestial template, evasion, still mind (+2 against
  enchantment), slow fall (any distance), purity of body, whole-
  ness of body (40 hp), leap of the clouds, improved evasion,
  diamond body, abundant step, timeless body, tongue of the sun
  and the moon, empty body, perfect self, SR 51, divine aura (19
  miles, DC 40).
  Saves*: Fort +65, Ref +65, Will +72. *Always receives a 20 on saves.
  Abilities: Str 32, Dex 29, Con 29, Int 29, Wis 42, Cha 32.
  Skills*: Balance +70, Concentration +98, Diplomacy +102, Heal
  +85, Intimidate +50, Intuit Direction +75, Jump +52, Knowledge
  (arcana) +78, Knowledge (geography) +48, Knowledge (history)
  +48, Knowledge (nobility and royalty) +53, Knowledge (the
  planes) +68, Knowledge (religion) +88, Listen +65, Scry +38,
  Search +68, Sense Motive +75, Spellcraft +78, Spot +75, Tumble
  +80. *Always receives a 20 on checks.
  Feats: Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat
  Reflexes, Deflect Arrows, Divine Might, Divine Vengeance,
  Dodge, Empower Spell, Expertise, Extra Turning, Great
  Cleave, Improved Critical (khopesh), Improved Grapple,
  Improved Initiative, Improved Trip, Improved Unarmed
  Strike, Leadership, Mobility, Power Attack, Power
  Critical (khopesh), Quicken Spell, Spring
  Attack, Still Spell, Superior Expertise,
  Weapon Focus (khopesh), Whirl-
  wind Attack.
  Divine Immunities: Ability
  damage, ability drain, acid, cold,
  death effects, disease, disin-
  tegration, electricity, ener-
  gy drain, mind-affecting
  effects, paralysis, poison,
  sleep, stunning, transmu-
  tation, imprisonment,
  banishment.
  Salient Divine Abili-
  ties: Alter Reality, Anni-
  hilating Strike, Battle-
  sense, Clearsight, Create
  Greater Object, Create
  Object, Divine Blast, Divine
  Celerity, Divine Creation,
  Divine Dodge, Divine Fast
  Healing, Divine Monk, Divine
  Paladin, Divine Radiance, Di-
  vine Shield, Divine Storm, Extra
  Domain (Law), Extra Domain (Sun),
  Extra Domain (War), Extra Sense
  Enhancement (sight), Extra Energy Immu-
  nity (fire), Lay Quest, Mass Divine Blast, Pos-
  sess Mortal.
  Domain Powers: Turn undead with +2 on
  turning checks and +1d6 to turning damage;
  cast good spells at +1 caster level; cast law
  spells at +1 caster level; 19/day inspire allies
  (+2 morale bonus for 11 rounds); 19/day
  greater turning.
  Spell-Like Abilities: Re-Horakhty uses these
  abilities as a 29th-level caster, except for good
  and law spells, which he uses as a 30th-level
  caster. The save DCs are 40 + spell level. Aid,
  blade barrier, bless weapon, bolt of glory*, calm
  emotions, crown of glory*, demand, dictum, dis-
  cern lies, dispel chaos, dispel evil, disrupt undead, divine favor,
  divine power, endure elements, enthrall, fire seeds, fire shield, flame strike,
  gate, geas/quest, greater command, heat metal, hold monster, holy aura,
  holy smite, holy sword, holy word, magic circle against chaos, magic circle
  against evil, magic vestment, magic weapon, order’s wrath, power word
  blind, power word kill, power word stun, prismatic sphere, protection from
  chaos, protection from evil, repulsion, searing light, shield of law, spiritual
  weapon, storm of vengeance, summon monster IX (as law or good spell
  only), sunbeam, sunburst.
  Cleric Spells/Day: 6/9/9/8/8/6; base DC = 26 + spell level.
  Paladin Spells/Day: 7/7/7/7; base DC = 26 + spell level.
  Other Divine Powers
  As a greater deity, Re-Horakhty automatically receives the best
  possible result on any die roll he makes (including attack rolls,
  damage, checks, and saves). He is immortal.
  139
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by M. Mitchell
  
  140
  Senses: Re-Horakhty can hear, touch, and smell at a distance of
  nineteen miles and see at a distance of thirty-eight miles. As a
  standard action, he can perceive anything within nineteen miles of
  his worshipers, holy sites, objects, or any location where one of his
  titles or name was spoken in the last hour. He can extend his
  senses to up to twenty locations at once. He can block the sensing
  power of deities of his rank or lower at up to two remote locations
  at once for 19 hours.
  Portfolio Sense: Re-Horakhty senses every action taken by
  a ruler on whom he has bestowed his favor, every sworn oath
  of vengeance, and every undertaken quest to destroy an evil
  foe the instant it happens and nineteen weeks into the past
  and the future.
  Automatic Actions: Re-Horakhty can use Diplomacy,
  Knowledge (arcana), Knowledge (geography), Knowledge (his-
  tory), Knowledge (nobility and royalty), Knowledge (the
  planes), or Knowledge (religion) as a free action if the DC for
  the task is 30 or lower. He can perform up to twenty such free
  actions each round.
  Create Magic Items: Re-Horakhty can create any magic
  weapon or armor, and any item that uses light, positive energy, or
  spells from the Glory or Sun domains.
  ANUBIS
  Judge of the Dead
  Lesser Deity
  Symbol: Black jackal
  Home Plane: The Offering Fields
  Alignment: Lawful neutral
  Portfolio: Judgment, death
  Worshipers: Guardians, embalmers,
  necromancers, monks
  Cleric Alignments: LE, LG, LN
  Domains: Law, Magic, Repose
  Favored Weapon: Mace
  Anubis appears as a male human with the head and long tail of a
  dog or jackal. A neat mane of straight black hair falls over his shoul-
  ders. He dresses in a white knee-length kilt, a decorative scale mail
  breastplate of glittering gold, and a number of bracers and arm-
  bands. He typically carries either a scepter or a true ankh. He can
  use his Shift Form ability to take on the form of a jackal.
  Anubis is the son of Osiris and Nephthys.
  Dogma
  Anubis guides the souls of dead mortals to the halls of judgment,
  supervises their weighing on the scales of Ma’at, and protects them
  on their journey. In addition, he guards cemeteries from grave rob-
  bers and other defilers. Anubis helped his mother Nephthys and
  his aunt Isis mummify Osiris (his father), applying his knowledge
  of herbs and medicines. He is also a keeper of magical knowledge,
  particularly that related to necromancy. Despite his knowledge of
  necromancy, he does not condone animating or controlling
  undead creatures, with the exception of mummies established as
  tomb guardians.
  Followers of Anubis practice rigorous disciplines to hone
  their minds and spirits, preparing themselves for the eventual
  journey to the afterlife. The Judge of the Dead has few devo-
  tees, but he is often worshiped at funerals, where his clerics
  typically officiate.
  Clergy and Temples
  Anubis’s clerics are few and not especially popular, given their
  close association with funerals and the necropolis (graveyard).
  Not all of them perpetuate the stereotype of the gaunt, dour,
  intimidating mortician—but enough of them do that the
  stereotype remains valid. As with all Pharaonic clerics, male
  clerics of Anubis shave their heads while female clerics wear
  their hair long. They dress in white robes. Most of Anubis’s clerics
  are male.
  Anubis’s temples are always located next to cemeteries and
  follow the general layout of most Pharaonic temples. They are
  funeral chapels, embalming centers, and guarded repositories of
  sacred and magical knowledge.
  ANUBIS
  Cleric 20/Wizard 15/Loremaster 5
  Medium-Size Outsider
  Divine Rank: 6
  Hit Dice: 20d8+140 (outsider) plus 20d8+140 (Clr) plus 15d4+105
  (Wiz) plus 5d4+35 (Lor) (820 hp)
  Initiative: +7
  Speed: 60 ft.
  AC: 53 (+7 Dex, +6 divine, +19 natural, +10 deflection + Dodge trick)
  Attacks: +5 disruption lawful heavy mace +59/+54/+49/+44 melee or
  spell +54 melee touch or +53 ranged touch.
  Damage: +5 disruption lawful heavy mace 1d8+17/×2 or by spell.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 17/day.
  Special Qualities: Divine immunities, DR 41/+4, fire resistance
  26, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 6
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (canines), lore +16, loremaster
  secrets (Dodge trick, one feat, bonus 2nd-level spell), SR 38,
  divine aura (600 ft., DC 26).
  Saves: Fort +45, Ref +45, Will +56.
  Abilities: Str 26, Dex 25, Con 25, Int 32, Wis 43, Cha 30.
  Skills: Alchemy +67, Concentration +73, Decipher Script +47,
  Diplomacy +48, Heal +64, Knowledge (arcana) +79, Knowledge
  (history) +57, Knowledge (nature) +57, Knowledge (nobility
  and royalty) +57, Knowledge (the planes) +57, Knowledge
  (religion) +77, Knowledge (undead) +77, Listen +54,
  Profession (herbalist) +62, Profession (scribe) +62, Scry +77,
  Search +27, Sense Motive +42, Spellcraft +77, Spot +54, Use
  Magic Device +36.
  Feats: Alertness, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous
  Item, Divine Might, Divine Vengeance, Empower Spell, Enlarge
  Spell, Extend Spell, Extra Turning, Greater Spell Penetration,
  Heighten Spell, Iron Will, Maximize Spell, Persistent Spell,
  Power Attack, Quicken Spell, Reach Spell, Sacred Spell, Scribe
  Scroll, Skill Focus (Knowledge [arcana]), Silent Spell, Spell
  Mastery, Spell Penetration, Still Spell.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Animate
  Temple Guardian†, Arcane Mastery, Gift of Life, Guide to Souls†,
  Life and Death, Shift Form. †Unique ability, described below.
  Domain Powers: Cast law spells at +1 caster level; use spell
  completion or spell trigger devices as Wiz30; 6/day death touch
  (roll 20d6; if subject touched does not have at least that many hp,
  it dies).
  Spell-Like Abilities: Anubis uses these abilities as a 16th-
  level caster, except for law spells, which he uses as a 17th-level
  caster. The save DCs are 26 + spell level. Antimagic field, calm emo-
  tions, deathwatch, death ward, destruction, dictum, dispel chaos, dispel
  magic, gentle repose, hold monster, identify, imbue with spell ability,
  magic circle against chaos, Mordenkainen’s disjunction, Nystul’s unde-
  tectable aura, order’s wrath, protection from chaos, protection from spells,
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  
  shield of law, slay living, speak with dead, spell resistance, spell turning,
  summon monster IX (law spell only), surelife, undeath to death, wail
  of the banshee.
  Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 +
  spell level.
  Wizard Spells/Day: 4/7/8/7/6/6/6/6/5/5; base DC = 21 +
  spell level.
  Animate Temple Guardian (unique salient divine ability):
  Anubis can animate any object that is located within a tomb that he
  can sense, with no limit to size. Otherwise, this ability works like
  animate objects.
  Guide to Souls (unique salient divine ability): Anubis can
  prevent any soul from returning to its body when a cleric attempts
  to return the character from the dead.
  Possessions: Anubis possesses a true ankh, a 1-foot-long ankh
  made of bright blue stone that casts a true resurrection spell when
  touched to the remains of any creature. Any creature with no
  divine ranks who touches a true ankh suffers the effects of an
  empowered, maximized horrid wilting
  spell (300 points of damage, Fort DC
  32 half).
  Caster Level: 25th; Weight: 12 lb.
  Other Divine Powers
  As a lesser deity, Anubis may take
  10 on any check. Anubis treats a 1
  on an attack roll or saving throw
  normally and not as an automatic
  failure. He is immortal.
  Senses: Anubis can
  see, hear, touch, and
  smell at a distance of
  six miles. As a stan-
  dard action, he can
  perceive anything
  within six miles of his
  worshipers, holy sites,
  objects, or any location
  where one of his titles or
  name was spoken in the last
  hour. He can extend his senses
  to up to five locations at once.
  He can block the sensing power
  of deities of his rank or lower at
  up to two remote locations at
  once for 6 hours.
  Portfolio Sense: Anubis
  automatically senses the sealing
  or violation of any tomb, and is
  aware of all raise dead and
  similar spells cast on follow-
  ers of a Pharaonic deity.
  Automatic Actions: Anu-
  bis can use Heal, Knowledge
  (arcana), Knowledge (his-
  tory), Knowledge (nature),
  Knowledge (nobility and roy-
  alty), Knowledge (the planes),
  Knowledge (religion), Knowl-
  edge (undead), Profession
  (herbalist), Profession (scribe),
  or Spellcraft as a free action if the
  DC is 20 or lower. He can perform up
  to five such free actions each round.
  Create Magic Items: Anubis can
  create any magic item, as long as the item’s
  market price does not exceed 30,000 gp.
  APEP
  Demigod
  Symbol: Flaming snake
  Home Plane: The Twelve Hours
  of Night
  Alignment: Neutral evil
  Portfolio: Evil, fire, serpents
  Worshipers: Reptilian creatures, evil
  dragons, crazed cultists
  Cleric Alignments: NE, CE, LE
  Domains: Evil, Fire, Scalykind
  Favored Weapon: Heavy pick
  Apep is an evil creature of the underworld and an enemy of the
  gods (though sometimes an ally of Set). He is the living embodi-
  ment of evil in Pharaonic myth. Apep appears as a giant ser-
  pent, 100 feet long. He is served by hordes of demons, most
  of them sharing serpentine and fiery qualities.
  Dogma
  Apep is reviled, not revered, in the temples
  of the Pharaonic pantheon. Officially—
  according to the priests of Re-Horakhty and
  the other deities—Apep has no
  worshipers, no temples, and
  no creed but destruction
  and evil.
  Those deranged, corrupt,
  and otherwise evil souls who
  devote themselves to Apep
  agree, at least in part. He has
  no creed but destruction:
  destruction of all the
  Pharaonic gods, their tem-
  ples, their clerics, their wor-
  shipers, and even the world
  they created and the crea-
  tures that inhabit it. The
  followers of Apep—not as
  few as the priests of other
  deities would like people
  to believe—do not strive
  for a world dominated by
  evil; they strive for the end
  of the world.
  Clergy and Temples
  Apep’s human clerics do
  not carry unholy symbols
  that might identify them, nor
  do they shave their heads or wear
  vestments as other Pharaonic
  clerics do. To all appearances,
  they are ordinary members of
  society—commoners, experts,
  fighters, rogues, wizards, or
  members of any character class
  but cleric. They meet with other
  cultists only in secret, under
  cover of darkness, in window-
  less cellars and behind locked
  and barred doors. Any hint of
  their activities would bring fiery
  wrath on their heads from the
  authorities and agents of the other Pharaonic deities, so they
  maintain the utmost secrecy.
  141
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by S. Wood & D. Cramer
  
  142
  Apep also has a few clerics among evil creatures, particularly
  serpentine ones such as nagas, dragons, and yuan-ti. Among
  openly evil monsters such as these, clerics of Apep flaunt their
  power and position. They often construct elaborate temples—
  though still hidden from human eyes—deep in the desert or
  secluded in the mountains. These structures usually drip with
  snakes and snakelike motifs.
  APEP
  Colossal Dragon (Evil, Fire)
  Divine Rank: 5
  Hit Dice: 40d12+440 (920 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 140 ft., climb 70 ft.
  AC: 66 (–8 size, +7 Dex, +5 divine, +45 natural, +7 deflection)
  Attacks: Bite +52 melee
  Damage: Bite 4d6+22/19–20
  Face/Reach: 40 ft. by 80 ft./15 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, breath weapon (fire, 100-ft. cone, save DC 31), constrict
  (4d6+22), improved grab, poison (DC 31; initial and secondary
  damage 3d6 points of temporary Constitution damage).
  Special Qualities: Divine immunities, DR 40/+4, cold resistance
  25, understand, speak, and read all languages and speak directly
  to all beings within 1 mile, remote communication, godly realm,
  teleport without error at will, darkvision, fire subtype, SR 37,
  divine aura (50 ft., DC 22).
  Fire Subtype: Immune to fire damage; takes double damage
  from cold unless a saving throw for half damage is allowed, in
  which case he takes half damage on a success and double
  damage on a failure.
  Saves: Fort +38, Ref +34, Will +34.
  Abilities: Str 40, Dex 25, Con 33, Int 24, Wis 24, Cha 24.
  Skills: Bluff +52, Climb +28, Diplomacy +56, Hide +16, Innuendo
  +54, Intimidate +54, Knowledge (arcana) +52, Knowl-
  edge (the planes) +52, Knowledge (religion) +52,
  Listen +54, Move Silently +32, Search +52, Sense
  Motive +52, Spellcraft +52, Spot +54.
  Feats: Alertness, Blind-Fight, Cleave, Combat
  Reflexes, Dodge, Great Cleave, Improved Critical
  (bite), Improved Initiative, Mobility, Power Attack,
  Spring Attack.
  Divine Immunities: Abil-
  ity damage, ability drain,
  acid, death effects, dis-
  ease, disintegration, elec-
  tricity, energy drain, mind-
  affecting effects, paralysis,
  poison, sleep, stunning,
  transmutation.
  Salient Divine Abilities:
  Alter Form, Alter Size, Control
  Creatures (snakes), Divine Fire
  Mastery, Speak with Creatures
  (snakes and serpentine animals
  and beasts), Wound Enemy.
  Domain Powers: Cast
  evil spells at +1 caster
  level; 10/day turn or
  destroy water creatures,
  or rebuke or command fire
  creatures; 10/day rebuke or command reptilian
  animals and snakes.
  Spell-Like Abilities: Apep uses
  these abilities as a 15th-level caster,
  except for evil spells, which he
  uses as a 16th-level caster. The save DCs are 22 + spell level.
  Animal growth (snakes and other reptiles only), animal shapes
  (snakes and other reptiles only), animal trance (snakes and other
  reptiles only), blasphemy, burning hands, create undead, creeping
  doom, desecrate, dispel good, elemental swarm (fire only), eyebite, fire
  seeds, fire shield, fire storm, greater magic fang, incendiary cloud, magic
  circle against good, magic fang, poison, produce flame, protection from
  good, resist elements (as cold or fire spell only), shapechange,
  summon monster IX (as evil spell only), unholy aura, unholy blight,
  wall of fire.
  Other Divine Powers
  As a demigod, Apep treats a 1 on an attack roll or saving throw nor-
  mally and not as an automatic failure. He is immortal.
  Senses: Apep can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of five miles. As a standard
  action, he can perceive anything within five miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles
  or name was spoken in the last hour. He can extend his senses to
  up to two locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 5 hours.
  Portfolio Sense: Apep instantly
  senses anything that affects at
  least one thousand snakes
  or other reptilian crea-
  tures, and any fire that
  affects at least one
  thousand creatures.
  Create Magic
  Items: Apep can
  create any wand,
  scroll, or potion con-
  taining a spell from
  the Fire domain, as
  well as flaming and
  flaming burst weapons,
  as long as the item’s
  market price does not
  exceed 4,500 gp.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by  B. Snoddy w/J. Norman
  
  BAST
  Lesser Deity
  Symbol: Cat
  Home Plane: The Solar Barge (Mount Bakhau)
  Alignment: Chaotic good
  Portfolio: Cats, vengeance, protection,
  punishment
  Worshipers: Mothers, defenders, fighters,
  barbarians, rangers, elves
  Cleric Alignments: NG, CG, CN
  Domains: Chaos, Destruction, Protection,
  Strength, War
  Favored Weapon: Tiger claws
  Bast is a cat-headed deity whose portfolio includes protec-
  tion (as a mother protects her children), punishment of
  wrongdoers, and cats. She appears as a dark-skinned human
  woman with the head of a cat, though she can use her Shift
  Form ability to appear as any feline of any size. Bast is a wild
  deity. To those she favors she gives great blessings, but
  when she is angry her wrath knows no bounds. She is a
  fierce enemy of Apep and Set.
  Though Bast’s home plane is listed as the Solar Barge,
  in fact she resides on Mount Bakhau at the far eastern
  edge of the world. This mythical mountain lies along
  the Solar Barge’s course through the sky, above the
  cavern where the Barge exits the Twelve Hours of
  Night each dawn. Every morning, Bast descends from
  her palace to fight Apep, securing the Barge’s passage
  out of the Twelve Hours.
  Bast is one of the daughters of Re-Horakhty
  and is married to Ptah.
  Dogma
  To speak of dogma in connection with Bast is
  almost contradictory. Bast is a chaotic, often
  whimsical deity who demands no rigid adher-
  ence to principles of faith. In general,
  she promotes life and liberty,
  asserting the value of mortal
  life, things of beauty, and free-
  dom from oppressive regula-
  tion. Bast hates evil, particularly
  Apep and his followers, and people
  who worship Bast generally share
  that enmity.
  Clergy and Temples
  Bast’s clerics, like most clerics of the
  Pharaonic deities, wear white robes and shave
  their heads if they are male. Clerics of Bast are
  charged to remain constantly vigilant against
  the forces of evil, as a cat watches for vermin
  invading the home. They often serve as the voice
  of the common people among the Pharaonic
  clergy, who are so often obsessed with royalty
  and the orderly function of government they
  they may forget those they serve. Most of Bast’s
  clerics are female.
  Bast’s temples follow the general layout of
  most Pharaonic temples. Bast is also revered
  at countless small shrines and household
  altars. Due to her influence, cats hold a spe-
  cial revered place in Pharaonic culture, and
  mistreating a cat invites the wrath of Bast
  on the perpetrator.
  BAST
  Cleric 10/Fighter 20/Illusionist 10
  Medium-Size Outsider
  Divine Rank: 8
  Hit Dice: 20d8+160 (outsider) plus 10d8+80 (Clr) plus 20d10+160
  (Ftr) plus 10d4+80 (Ill) (960 hp)
  Initiative: +21 (+17 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 65 (+17 Dex, +8 divine, +21 natural, +9 deflection)
  Attacks: 2 claws +65 melee, bite +63 melee; or spell +58 melee
  touch or +65 ranged touch
  Damage: Claw 1d4+10; bite 1d6+5 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, rend 2d6, turn undead 12/day.
  Special Qualities: Divine immunities, DR 43/+4, fire
  resistance 28, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak
  directly to all beings within 8 miles, remote communi-
  cation, godly realm, teleport without error at will, plane
  shift at will, familiar (felines), SR 40, divine aura (800
  ft., DC 27).
  Saves: Fort +48, Ref +57, Will +48.
  Abilities: Str 30, Dex 44, Con 26, Int 28, Wis 26, Cha 29.
  Skills: Animal Empathy +37, Balance +67, Climb
  +68, Concentration +36, Diplomacy +29, Escape
  Artist +50, Handle Animal +67, Heal +46, Hide +65,
  Intuit Direction +36, Jump +70, Knowledge (nature)
  +47, Knowledge (religion) +47, Listen +48, Move
  Silently +57, Ride (horse) +27, Scry +27, Sense
  Motive +46, Spellcraft +37, Spot +58, Tumble +57,
  Wilderness Lore +46.
  Feats: Alertness, Blind-Fight, Cleave, Combat
  Reflexes, Dodge, Expertise, Fleet of Foot, Great
  Cleave, Greater Spell Focus (Illusion), Improved
  Critical (bite), Improved Critical (claw), Improved
  Disarm, Improved Initiative, Improved Trip,
  Mobility, Multiattack, Power Attack, Power Critical
  (bite), Power Critical (claw), Quicken Spell, Run,
  Scribe Scroll, Silent Spell, Spell Focus
  (Illusion), Spring Attack, Still
  Spell, Superior Expertise, Track,
  Weapon Finesse (bite), Weapon
  Finesse (claw), Weapon Focus
  (bite), Weapon Focus (claw),
  Weapon Specialization (bite),
  Weapon Specialization (claw),
  Whirlwind Attack.
  Divine Immunities: Ability
  damage, ability drain, acid, cold,
  death effects, disease, disintegra-
  tion, electricity, energy drain, mind-
  affecting effects, paralysis, poison,
  sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter
  Form, Alter Size, Banestrike (reptil-
  ian creatures), Control Creatures
  (feline animals), Divine Battle Mas-
  tery, Divine Celerity, Extra Domain
  (Strength), Extra Domain (War),
  Shift Form, Speak with Creatures
  (feline animals).
  Domain Powers: Cast
  chaos spells at +1 caster level;
  8/day smite (+4 on attack
  143
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer & A. Swekel
  
  144
  and +10 on damage for one weapon attack; 8/day protective ward
  (touched subject gains +10 resistance bonus on next saving
  throw, maximum duration 1 hour); 8/day feat of strength (+10
  enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Bast uses these abilities as an 18th-level
  caster, except for chaos spells, which she uses as a 19th-level
  caster. The save DCs are 26 + spell level. Animate objects, anti-
  magic field, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasp-
  ing hand, blade barrier, bull’s strength, chaos hammer, circle of doom,
  cloak of chaos, contagion, disintegrate, dispel law, divine power, earth-
  quake, endure elements, flame strike, harm, implosion, inflict critical
  wounds, inflict light wounds, magic circle against law, magic vestment,
  magic weapon, mind blank, power word blind, power word kill, power
  word stun, prismatic sphere, protection from elements, protection
  from law, repulsion, righteous might, sanctuary, shatter, shield
  other, spell immunity, spell resistance, spiritual weapon,
  stoneskin, summon monster IX (as chaos spell only),
  word of chaos.
  Rend (Ex): If Bast hits with both claw
  attacks, she latches onto her opponent’s
  body and tears the flesh. This attack
  automatically deals an additional
  2d6 points of damage.
  Cleric Spells/Day: 6/7/7/
  6/6/4; base DC = 18 + spell level.
  Wizard Spells/Day: 5/8/7/
  6/6/5; base DC = 19 + spell level,
  23 + spell level for illusions.
  Prohibited schools: Divina-
  tion and Necromancy.
  Other Divine Powers
  As a lesser deity, Bast may
  take 10 on any check. Bast
  treats a 1 on an
  attack roll or
  saving throw
  normally and
  not as an auto-
  matic failure.
  She is immortal.
  Senses: Bast
  can see, hear,
  touch, and smell at
  a distance of eight
  miles. As a standard
  action, she can per-
  ceive anything within
  eight miles of her worshipers,
  holy sites, objects, or any loca-
  tion where one of her titles or
  name was spoken in
  the last hour. She can
  extend her senses to
  up to five locations at
  once. She can block the
  sensing power of deities of her rank
  or lower at up to two remote locations
  at once for 8 hours.
  Portfolio Sense: Bast automatically senses any event that
  affects five hundred or more felines or mothers, and any battle
  involving at least five hundred combatants.
  Automatic Actions: Bast can use Balance, Hide, Listen, or
  Spot as a free action if the DC for the task is 20 or lower. She can
  perform up to five such free actions each round.
  Create Magic Items: Bast can create any magic weapon, as long
  as the item’s market price does not exceed 30,000 gp.
  BES
  Lesser Deity
  Symbol: Image of the deity
  Home Plane: Material Plane
  Alignment: Chaotic neutral
  Portfolio: Luck, music, protection
  Worshipers: Rogues, gamblers
  Cleric Alignments: CG, CN, CE
  Domains: Luck, Protection, Trickery
  Favored Weapon: Short sword
  The grotesque but cheerful Bes appears as a stunted, round-
  bodied and bow-legged human, about 4 feet tall, sporting
  a bushy beard and tail and wearing the skin of a
  panther. He is a god of luck as well as a protec-
  tor of women in childbirth. He is said to be so
  ugly that his visage scares evil spirits away,
  and many followers of the Pharaonic gods
  keep statues of Bes in their homes to keep
  ill luck away.
  Bes is married to Hathor, who shares his
  interest in music and luck.
  Dogma
  Even more so than Bast, Bes is a
  chaotic deity who cares little for
  dogma. He loves gambling, and
  gamblers alternately bless and
  curse his name, depending on
  their fortunes. He also delights
  in small children. People
  believe that a baby’s unex-
  plained smile is an indica-
  tion of Bes’s invisible pres-
  ence, making faces that
  only the infant can see.
  Almost everyone calls
  on Bes at one time or
  another for luck, and
  Bes does not care
  about the morals or
  ethics of those who
  implore him for aid.
  He acts on whims, hand-
  ing out good fortune as it
  pleases him and delighting like a
  child in the gifts offered
  to him.
  Clergy and
  Temples
  Bes has few clerics,
  despite his popularity among
  the common people. His cler-
  ics usually earn reputations as rapscallions and
  scoundrels, avoiding any position of responsibility or
  respectability and playing tricks and pranks on people who are
  wrapped up in their own self-importance. They are not consid-
  ered members of the priestly caste and do not conform to the
  standard dress for Pharaonic clerics. They dress and usually act
  much like the common people they serve. Most of Bes’s clerics
  are male.
  Bes has no formal temples and no formal ritual of worship. He is
  worshiped at household shrines and more informally in gambling
  halls, taverns, and roadway shrines.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer & M. Mitchell
  
  BES
  Rogue 20/Bard 20
  Small Outsider
  Divine Rank: 7
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 20d6+160
  (Brd) (880 hp)
  Initiative: +15 (+11 Dex, +4 Improved Initiative)
  Speed: 50 ft.
  AC: 65 (+1 size, +11 Dex, +7 divine, +20 natural, +16 deflection)
  Attacks: +4 dancing luck blade +64/+59/+54/+49 melee; or spell +55
  melee touch or +59 ranged touch
  Damage: +4 dancing luck blade 1d6+14/19–20/×2 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, sneak attack +10d6, crippling strike, opportunist.
  Special Qualities: Divine immunities, DR 42/+4, fire resistance
  27, understand, speak, and read all languages and speak
  directly to all beings within 7 miles, remote communication,
  godly realm, teleport without error at will, plane shift at will,
  bardic knowledge +29, bardic music 24/day (countersong,
  fascinate, inspire competence, inspire courage, inspire great-
  ness, suggestion), evasion, uncanny dodge (cannot be flanked,
  +4 against traps), defensive roll, improved evasion, SR 39,
  divine aura (700 ft., DC 33).
  Saves: Fort +48, Ref +53, Will +47.
  Abilities: Str 25, Dex 33, Con 27, Int 29, Wis 25, Cha 43.
  Skills: Appraise +66, Balance +70, Bluff +83, Diplomacy +87,
  Disable Device +56, Disguise +83, Escape Artist +78, Forgery
  +56, Gather Information +83, Hide +82, Intimidate +25, Jump
  +16, Knowledge (religion) +36, Listen +76, Move Silently +78,
  Open Lock +38, Perform +83, Pick Pocket +80, Sense Motive
  +54, Spot +56, Tumble +58.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Combat
  Reflexes, Disguise Spell, Dodge, Expertise, Extra Music,
  Improved Disarm, Improved Initiative, Improved Trip, Jack of
  All Trades, Lightning Reflexes, Mobility, Quick Draw, Spring
  Attack, Superior Expertise, Weapon Finesse (short sword),
  Weapon Focus (short sword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Alter Size, Area Divine
  Shield, Divine Glibness, Divine Rogue, Divine Shield, Extra
  Energy Immunity (sonic), Increased Energy Resistance (sonic),
  Power of Luck.
  Domain Powers: 7/day reroll a die roll once after it is made;
  7/day protective ward (touched subject gains +7 resistance bonus on
  next saving throw, maximum duration 1 hour).
  Spell-Like Abilities: Bes uses these abilities as an 18th-level
  caster. The save DCs are 34 + spell level. Aid, antimagic field, break
  enchantment, change self, confusion, entropic shield, false vision, freedom
  of movement, holy aura, invisibility, mind blank, miracle, mislead, nonde-
  tection, polymorph any object, prismatic sphere, protection from elements,
  repulsion, sanctuary, screen, shield other, spell immunity, spell resistance,
  spell turning, time stop.
  Bard Spells Known (4/8/8/8/8/7/7; base DC = 26 + spell
  level): 0—daze, detect magic, mage hand, mending, prestidigitation,
  resistance; 1st—charm person, expeditious retreat, sleep, unseen ser-
  vant, ventriloquism; 2nd—darkness, invisibility, minor image,
  mirror image, suggestion; 3rd—blink, confusion, dispel magic, emo-
  tion, wind wall; 4th—dimension door, improved invisibility, modify
  memory, rainbow pattern, shout; 5th—dream, false vision, healing
  circle, mind fog, mislead; 6th—eyebite, mass haste, mass suggestion,
  permanent image.
  Other Divine Powers
  As a lesser deity, Bes may take 10 on any check. Bes treats a 1 on an
  attack roll or saving throw normally and not as an automatic fail-
  ure. He is immortal.
  Senses: Bes can see, hear, touch, and smell at a distance of seven
  miles. As a standard action, he can perceive anything within six
  miles of his worshipers, holy sites, objects, or any location where
  one of his titles or name was spoken in the last hour. He can extend
  his senses to up to five locations at once. He can block the sensing
  power of deities of his rank or lower at up to two remote locations
  at once for 7 hours.
  Portfolio Sense: Bes automatically senses every woman in
  labor and every game of chance. He can also sense any perform-
  ance of music that is heard by at least five hundred people.
  Automatic Actions: Bes can use Bluff, Disguise, or Hide as a
  free action if the DC for the task is 20 or lower. He can perform up
  to five such free actions each round.
  Create Magic Items: Bes can create any magic item that grants
  a luck bonus, as long as the item’s market price does not exceed
  30,000 gp.
  HATHOR
  Lesser Deity
  Symbol: Horned cow’s head with a lunar disk
  Home Plane: The Offering Fields
  Alignment: Neutral good
  Portfolio: Love, music, dance, moon,
  fate, motherhood
  Worshipers: Artists, musicians,
  mothers, lovers
  Cleric Alignments: LG, NG, CG
  Domains: Community, Good, Luck
  Favored Weapon: Longsword
  The benevolent deity Hathor appears either as a human woman
  with the head of a cow, as a human woman with cow’s ears or
  horns, or simply as a large cow. She is a deity of music and dance,
  art and inspiration. Her broad portfolio also includes influence
  over love and motherhood, the moon, and fate.
  Hathor is one of the daughters of Re-Horakhty and is married
  to Bes.
  Dogma
  Hathor’s essential teaching commands people to savor life and all
  the good aspects of it—beauty, art, music, love, and family.
  Hathor’s clerics teach that these things are divine gifts, meant to be
  enjoyed and protected. There is no evil in enjoying these simple
  blessings; it is evil to deny them to another or to destroy them.
  Clergy and Temples
  Hathor’s clerics wear the white robes common to most Pharaonic
  clergy and shave their heads if they are male. Her clerics are often
  artists, proficient in the visual arts, dance, or music, or sometimes
  all three. They lead dancing rituals in Hathor’s honor, create art-
  work to adorn her temples, seek to inspire others, and interpret
  dreams (which they believe are Hathor’s inspiration). Hathor’s
  clerics are as often male as female.
  Hathor’s temples are widespread in the lands where the
  Pharaonic deities are revered.
  HATHOR
  Bard 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 8
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Brd) plus 20d8+160
  (Clr) (920 hp)
  145
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  
  146
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 64 (+9 Dex, +8 divine,
  +21 natural, +16 deflection)
  Attacks: +4 defending holy longsword
  +60/+55/+50/+45 melee; or spell
  +56 melee touch or +57 ranged
  touch
  Damage: +4 defending holy longsword
  1d8+16/19–20 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers,
  salient divine abilities, spell-like abil-
  ities, turn undead 23/day.
  Special Qualities: Divine immunities, DR
  43/+4, fire resistance 28, spontaneous cast-
  ing of divine spells, understand, speak, and read
  all languages and speak directly to all beings
  within 8 miles, remote communication, godly
  realm, teleport without error at will, plane shift at
  will, bardic knowledge +29,
  bardic music 28/day (counter-
  song, fascinate, inspire compe-
  tence, inspire courage, inspire
  greatness, suggestion) range 8
  miles, SR 40, divine aura
  (800 ft., DC 34).
  Saves: Fort +50, Ref +49,
  Will +50.
  Abilities: Str 26, Dex 29,
  Con 26, Int 29, Wis 30,
  Cha 43.
  Skills: Animal Empathy +44,
  Concentration +36, Craft
  (pottery) +77, Craft (weav-
  ing) +77, Diplomacy +86,
  Gather Information +74,
  Handle Animal +44,
  Heal +58, Knowledge
  (arcana) +77, Knowl-
  edge (history) +57,
  Knowledge (local)
  +57, Knowledge
  (nobility and roy-
  alty) +57, Knowl-
  edge (religion) +77,
  Listen +60, Perform +84, Profession
  (midwife) +78, Scry +37, Spellcraft +77, Spot +40.
  Feats: Alertness, Combat Reflexes, Disguise Spell, Divine
  Vengeance, Dodge, Endurance, Expertise, Extra Music, Extra
  Music, Extra Turning, Great Fortitude, Greater Spell Pen-
  etration, Improved Disarm, Improved Initiative, Mobility, Skill
  Focus (Perform), Spell Penetration, Spring Attack, Superior Ex-
  pertise, Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Call Creatures (celestial cattle; use bison statistics), Create Object,
  Divine Bard, Divine Skill Focus (Perform), Gift of Life, Irresistible
  Performance, Shift Form.
  Domain Powers: 8/day use calm emotions; cast good spells at +1
  caster level; 8/day reroll a die roll once after it is made.
  Spell-Like Abilities: Hathor uses these abilities as an 18th-
  level caster, except for good spells, which she uses as a 19th-
  level caster. The save DCs are 34 + spell level. Aid, blade barrier,
  bless, break enchantment, dispel evil, entropic
  shield, freedom of movement, heroes’ feast, holy
  aura, holy smite, holy
  word, magic circle
  against evil, mass
  heal, miracle, mislead,
  prayer, protection from ele-
  ments, protection from evil,
  Rary’s telepathic bond,
  refuge, shield other, spell turning,
  status, summon monster IX (as
  good spell only).
  Bard Spells Known
  (4/8/8/8/8/7/7; base DC = 26
  + spell level): 0—detect magic,
  light, mending, open/close,
  read magic, resistance;
  1st—charm person,
  cure light wounds,
  hypnotism, protection
  from evil, sleep; 2nd—
  bull’s strength, daylight, delay poison, detect
  thoughts, locate object; 3rd—charm mon-
  ster, clairaudience/clairvoyance, dispel
  magic, emotion, magic circle against evil; 4th—
  cure critical wounds, hold monster, legend lore,
  locate creature, neutralize poison; 5th—control
  water, dream, greater dispelling, healing circle,
  mirage arcana; 6th—control weather, geas/quest,
  greater scrying, mass suggestion.
  Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6; base
  DC = 20 + spell level.
  Other Divine Powers
  As a lesser deity, Hathor may take 10 on any check.
  Hathor treats a 1 on an attack roll or saving throw nor-
  mally and not as an automatic failure. She is immortal.
  Senses: Hathor can see, hear, touch, and smell at a
  distance of eight miles. As a standard action,
  she can perceive anything within eight
  miles of her worshipers, holy sites, objects, or
  any location where one of her titles or
  name was spoken in the last hour. She can
  extend her senses to up to five locations at
  once. She can block the sensing power of deities of
  her rank or lower at up to two remote locations at once
  for 8 hours.
  Portfolio Sense: Hathor automatically senses any perform-
  ance of music or dance that is observed by at least five hundred
  people.
  Automatic Actions: Hathor can use any Craft skill, even
  those she has no ranks in, as a free action if the DC for the task is
  20 or lower. She can use Perform as a free action if the DC for the
  task is 28 or lower. She can perform up to five such free actions
  each round.
  Create Magic Items: Hathor can create any magic instrument
  or artistic item, as long as the item’s market price does not exceed
  30,000 gp.
  IMHOTEP
  Demigod
  Symbol: A step pyramid
  Home Plane: The Offering Fields
  Alignment: Neutral good
  Portfolio: Crafts, medicine
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by W. Reynolds
  
  Worshipers: Scientists, architects, physicians
  Cleric Alignments: CG, LG, NG
  Domains: Artifice, Healing,
  Knowledge
  Favored Weapon: Quarterstaff
  Imhotep is the only ascended mortal in the Pharaonic pantheon—
  an advisor to kings, builder of pyramids, and paragon of knowledge
  who rose to become the god of healing and science. He appears as
  a normal human dressed in a white robe and carrying a staff. (As an
  ascended mortal, Imhotep does not have outsider Hit Dice as other
  members of the pantheon do.)
  Dogma
  Imhotep’s key doctrine is that knowledge, science, and magic
  should be used to help humanity. While Thoth teaches the col-
  lection of knowledge for knowledge’s sake, and Anubis guards
  secrets of herbalism and magic, Imhotep insists that knowledge
  is only useful if it is used, and it must be used for the good of all.
  Though Imhotep is not a god of magic, his doctrine applies to
  magic as much as to the science of engineering. The appropriate
  use of magic is to help others, not harm them.
  While not explicitly pacifistic, Im-
  hotep places much more empha-
  sis on healing than on warfare,
  in stark contrast to other
  Pharaonic deities.
  Clergy and Temples
  Imhotep’s clerics are gener-
  ally peaceful healers who
  strive for the betterment of
  all humanity. Many dabble
  in the sciences, particularly
  architecture, and they often
  serve as the chief architects
  and engineers for the con-
  struction of temples to all
  the gods in the pantheon.
  These clerics are vastly pop-
  ular among the common
  people, who rely on them
  for all varieties of healing.
  They wear the white robes
  common to most Pharaonic
  clergy, and shave their
  heads if they are male
  (which most are).
  Imhotep’s temples double
  as hospitals and centers of sci-
  entific learning.
  IMHOTEP
  Expert 20
  Medium-Size Outsider
  Divine Rank: 1
  Hit Dice: 20d6+140 (260 hp)
  Initiative: +7
  Speed: 60 ft.
  AC: 26 (+7 Dex, +1 divine, +1 natural, +7
  deflection)
  Attacks: +3 speed disruption quarterstaff (speed end)
  +25/+25/+20/+15 melee, +3 speed disruption
  quarterstaff (disruption end) +25/+20 melee
  Damage: +3 speed/disruption quarterstaff 1d6+10 plus
  1d6+6
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 36/+4, fire resistance
  21, spontaneous casting of divine spells, understand, speak,
  and read all languages and speak directly to all beings within
  1 mile, remote communication, godly realm, teleport without
  error at will, SR 33, divine aura (10 ft., DC 18).
  Saves: Fort +14, Ref +14, Will +23.
  Abilities: Str 24, Dex 24, Con 24, Int 43, Wis 31, Cha 25.
  Skills: Alchemy +27, Appraise +27, Craft (calligraphy) +40, Craft
  (sculpting) +27, Craft (stonemasonry) +40, Diplomacy +18,
  Disable Device +27, Heal +36, Knowledge (arcana) +27,
  Knowledge (architecture and engineering) +40, Knowledge
  (geography) +40, Knowledge (history) +40, Knowledge (local)
  +27, Knowledge (nature) +40, Knowledge (nobility and
  royalty) +40, Knowledge (the planes) +27, Knowledge (reli-
  gion) +28, Listen +23, Open Lock +18, Profession (apothecary)
  +22, Profession (engineer) +36, Profession (herbalist) +22,
  Profession (scribe) +36, Spot +13.
  Feats: Alertness, Ambidexterity, Improved Two-Weapon
  Fighting, Skill Focus (Profession [scribe]), Skill Focus
  (Profession [engineer]), Two-Weapon Fighting,
  Weapon Focus (quarterstaff).
  Divine Immunities: Ability
  damage, ability drain, acid, cold,
  death effects, disease, disinte-
  gration, electricity, energy
  drain, mind-affecting effects,
  paralysis, poison, sleep, stun-
  ning, transmutation.
  Salient Divine Abilities:
  Gift of Life, Master Crafter.
  Domain Powers: Cast
  conjuration (creation) spells
  at +1 caster level; cast heal-
  ing spells at +1 caster level;
  cast divination spells at +1
  caster level.
  Spell-Like Abilities: Im-
  hotep uses these abilities as an
  11th-level caster, except for
  conjuration (creation) spells,
  divination spells, and healing
  spells, which he uses as a 12th-
  level caster. The save DCs are
  18 + spell level. Animate rope,
  clairaudience/clairvoyance, cure
  critical wounds, cure light wounds,
  cure moderate wounds, cure serious
  wounds, detect secret doors, detect
  thoughts, discern location, divina-
  tion, fabricate, find the path, fore-
  sight, hardening*, heal, healing
  circle, legend lore, major creation,
  mass heal, minor creation, prismatic
  sphere, regenerate, stone shape, true cre-
  ation*, true resurrection, true seeing,
  wood shape.
  Other Divine Powers
  As a demigod, Imhotep treats a 1 on
  an attack roll or saving throw nor-
  mally and not as an automatic failure.
  He is immortal.
  Senses: Imhotep can see, hear, touch,
  and smell at a distance of one mile. As a standard
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  Illus. by D. Cramer & D. Riche
  
  148
  action, he can perceive anything within one mile of his wor-
  shipers, holy sites, objects, or any location where one of his titles
  or name was spoken in the last hour. He can extend his senses to
  up to two locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once for
  1 hour.
  Portfolio Sense: Imhotep instantly senses when at least one
  thousand people are involved in a project of construction, such as
  the building of a pyramid.
  Automatic Actions: Imhotep can use Heal or any Craft, Profes-
  sion, or Knowledge skill—even those he has no ranks in—as a free
  action if the DC for the task is 15 or lower. He can perform up to
  two such free actions in a round.
  Create Magic Items: As a god of crafting, Imhotep can create
  any magic item whose primary purpose is healing or building,
  such as a wand of cure moderate wounds, a periapt of proof against poison,
  or sovereign glue, as long as the item’s market price does not exceed
  4,500 gp.
  ISIS
  Greater Deity
  Symbol: Ankh and star
  Home Plane: The Offering Fields
  Alignment: Neutral good
  Portfolio: Fertility, magic, marriage
  Worshipers: Wizards and sorcerers,
  wives and mothers, druids, and bards
  Cleric Alignments: LG, NG, CG
  Domains: Good, Magic, Protection, Water
  Favored Weapon: Quarterstaff
  The wife of Osiris and mother of Re-Horakhty, Isis is the most
  powerful female deity of the Pharaonic pantheon. She is a god of
  magic and fertility, a patron of marriage, and (with Hathor) a god
  of motherhood. Her dominion over water represents the ancient
  rivers that are the source of fertility and life. She appears as a
  dark-skinned human woman with green eyes, wearing a white
  pleated linen gown and many items of jewelry.
  Isis is the daughter of the ancient earth-god Geb and the god of
  the starry sky, Nut.
  Dogma
  In her purest essence, Isis represents the power of love to over-
  come death. When Set killed her husband Osiris, Isis searched
  the land to find his body and labored to restore him to life. The
  strength of her love combined with her power to conquer death
  make her possibly the most popular of the Pharaonic deities.
  She is an approachable deity, for she loves her worshipers as
  much as she loves her husband, and she offers them the same
  gift she gave Osiris: everlasting life in the peaceful bliss of the
  Offering Fields.
  For all her popularity, Isis has a more esoteric side in her role as
  deity of magic. Though wizards and sorcerers revere her, she also
  receives veneration in the form of countless charms with minor
  magical powers created in her name, making even her mysteries
  accessible to the masses of her followers.
  Naturally, Isis is a great enemy of her husband’s murderer
  and encourages her followers to oppose Set and his minions in
  the world.
  Clergy and Temples
  Isis’s priests are often multiclass cleric/wizards or cleric/sorcerers,
  though many of her followers prefer to master the spells of one
  class or the other. Like most Pharaonic clergy, her clerics wear
  white robes and, if they are male, shave their heads. Most of her
  clerics are female, however.
  Isis’s temples are found everywhere the Pharaonic pantheon is
  revered. She often shares a single, grand temple with Osiris and
  Re-Horakhty, though each deity has a separate inner court within
  the temple. Many clerics serve all three deities.
  ISIS
  Wizard 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 17
  Hit Dice: 20d8+180 (outsider) plus 20d4+180 (Wiz) plus 20d8+180
  (Clr) (940 hp)
  Initiative: +14 (+10 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 77 (+10 Dex, +17 divine, +30 natural, +10 deflection)
  Attacks*: Spell +66 melee touch or +67 ranged touch *Always
  receives a 20 on attack rolls; roll die to check for critical hit.
  Damage*: By spell *Always does maximum damage.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 13/day.
  Special Qualities: Divine immunities, DR 52/+4, sonic resistance
  37, fast healing 37, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 17 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, familiar (birds), SR
  69, divine aura (17 miles, DC 37).
  Saves*: Fort +58, Ref +59, Will +60. *Always receives a 20 on saves.
  Abilities: Str 28, Dex 30, Con 29, Int 44, Wis 32, Cha 30.
  Skills*: Alchemy +74, Appraise +54, Concentration +86, Craft
  (weaving) +94, Diplomacy +69, Disable Device +54, Gather
  Information +57, Heal +78, Knowledge (arcana) +94, Knowl-
  edge (architecture and engineering) +84, Knowledge (geogra-
  phy) +84, Knowledge (history) +84, Knowledge (local) +84,
  Knowledge (nature) +84, Knowledge (nobility and royalty)
  +84, Knowledge (the planes) +84, Knowledge (religion) +84,
  Listen +60, Profession (midwife) +88, Scry +94, Search +74,
  Sense Motive +58, Spellcraft +121, Spot +60, Use Magic
  Device +47. *Always receives a 20 on checks.
  Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod,
  Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell,
  Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring,
  Greater Spell Penetration, Heighten Spell, Improved Initiative,
  Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe
  Scroll, Silent Spell, Spell Mastery, Spell Penetration, Still Spell,
  Subdual Substitution, Widen Spell.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Arcane Mastery,
  Area Divine Shield, Automatic Metamagic (quicken wizard
  spells), Craft Artifact, Create Greater Object, Create Object,
  Divine Creation, Divine Dodge, Divine Fast Healing, Divine
  Shield, Divine Skill Focus (Spellcraft), Divine Spellcasting,
  Extra Domain (Water), Extra Energy Immunity (fire), Gift of
  Life, Increased Energy Resistance (sonic), Increased Spell
  Resistance, Instant Counterspell, Life and Death, See Magic,
  Spontaneous Wizard Spells.
  Domain Powers: Cast good spells at +1 caster level; use spell
  completion or spell trigger devices as Wiz30; 17/day protective ward
  (touched subject gains +20 resistance bonus on next saving throw,
  maximum duration 1 hour); 17/day turn or destroy fire creatures,
  or rebuke or command water creatures.
  Spell-Like Abilities: Isis uses these abilities as a 27th-level
  caster, except for good spells, which she uses as a 28th-level
  caster. The save DCs are 37 + spell level. Acid fog, aid, antimagic
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  
  field, blade barrier, cone of cold, control water, dispel evil,
  dispel magic, elemental swarm (water spell only), fog
  cloud, holy aura, holy smite, holy word, horrid wilting,
  identify, ice storm, imbue with spell ability, magic
  circle against evil, mind blank, Mordenkainen’s dis-
  junction, Nystul’s undetectable aura, obscuring mist,
  prismatic sphere, protection from elements, protec-
  tion from evil, protection from spells, repulsion, sanc-
  tuary, shield other, spell immunity, spell resistance,
  spell turning, summon monster IX (as good spell
  only), water breathing.
  Cleric Spells/Day (Levels 0–11):
  6/9/9/9/8/8/7/7/6/6/2/2; base DC = 23 +
  spell level.
  Wizard Spells/Day (Levels 0–17):
  4/9/8/8/8/8/7/7/7/7/3/3/3/3/2/2/2/2;
  base DC = 29 + spell level.
  Other Divine Powers
  As a greater deity, Isis automatically
  receives the best possible result on
  any die roll she makes (including
  attack rolls, damage, checks, and
  saves). She is immortal.
  Senses: Isis can see, hear, touch,
  and smell at a distance of 17
  miles. As a standard action, she
  can perceive anything within 17
  miles of any animal, her wor-
  shipers, holy sites, objects, or
  any location where one of her
  titles or name was spoken in the
  last hour. She can extend her
  senses to up to 20 locations at
  once. She can block the sensing
  power of deities of her rank or
  lower at up to two remote locations
  at once for 17 hours.
  Portfolio Sense: Isis senses all
  magic use (spellcasting, item use,
  spell-like ability use, or magic item
  creation), the discovery, recording,
  or sharing of any spell or bit of arcane
  knowledge, and the conception of
  any child and every wedding the
  instant it happens and seventeen weeks
  into the past and the future.
  Automatic Actions: Isis can use any Knowledge skill, even
  those she has no ranks in, or Spellcraft as a free action if the DC for
  the task is 47 or less. She can perform up to twenty such free
  actions each round.
  Create Magic Items: Isis can create any kind of magic item.
  NEPHTHYS
  Protector of the Dead
  Intermediate Deity
  Symbol: Horns around a lunar disk
  Home Plane: The Offering Fields
  Alignment: Chaotic good
  Portfolio: Death, grief
  Worshipers: Those who mourn
  Cleric Alignments: NG, CG, CN
  Domains: Chaos, Good, Protection,
  Repose
  Favored Weapon: Mace (light or heavy)
  Sister of Osiris, Isis, and Set, Nephthys appears as a human
  woman with large wings. She was married to Set and bore
  him one child, the twisted crocodile god Sobek. Longing
  for a normal marriage and child, she got Osiris drunk and
  seduced him, bearing Anubis as a result—and provoking
  Set’s murder of his brother. After Set killed Osiris, Neph-
  thys abandoned her husband and joined with Isis to recover
  the dead god’s body, mummify him, and secure his place as
  lord of Tuat.
  Dogma
  Despite her marriage to Set, Nephthys is the greatest
  enemy of the god of evil, hating him more passionately
  than even Osiris does. She was deeply wounded by Osiris’s
  death (which she felt was her fault), and her grief is the
  embodiment of all human mourning. Her priests teach
  that grief is an appropriate response to death—even
  though the soul of the departed finds peace and joy in
  the Offering Fields. In her name, followers of the
  Pharaonic pantheon weep and wail at funerals even as
  they celebrate the new life of the deceased.
  Clergy and Temples
  Nephthys has few clergy of her own, as
  she is most commonly revered as part
  of the Pharaonic pantheon. Her
  clerics participate in funerals,
  raising their voices in loud and
  dramatic mourning. Like other
  Pharaonic clerics, Nephthys’s clerics wear
  white robes and shave their heads if they are
  male. Most of her clerics are female.
  Nephthys is most often worshiped in
  small chapels within or attached to larger
  temples dedicated to Isis, Osiris, and Re-
  Horakhty. She also often has funeral
  chapels attached to temples of Anubis.
  NEPHTHYS
  Cleric 20/Necromancer 20
  Medium-Size Outsider
  Divine Rank: 12
  Hit Dice: 20d8+160 (outsider) plus
  20d8+160 (Clr) plus 20d4+160 (Nec)
  (880 hp)
  Initiative: +8
  Speed: 60 ft., fly 100 ft. perfect
  AC: 64 (+8 Dex, +12 divine, +25 natural, +9 deflection)
  Attacks: +5 disruption holy heavy mace +65/+60/+55/+50 melee; or
  spell +60 melee touch or +60 ranged touch
  Damage: +5 disruption holy heavy mace 1d8+17/×2 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities, turn undead 20/day.
  Special Qualities: Divine immunities, DR 47/+4, fire resistance
  32, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 12
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (vultures), SR 64, divine aura
  (1,200 ft., DC 31).
  Saves: Fort +52, Ref +52, Will +61.
  Abilities: Str 27, Dex 27, Con 27, Int 33, Wis 44, Cha 29.
  Skills*: Appraise +43, Concentration +80, Diplomacy +63, Heal
  +71, Knowledge (arcana) +83, Knowledge (architecture and
  engineering) +63, Knowledge (geography) +63, Knowledge
  (history) +63, Knowledge (local) +73, Knowledge (nature)
  +63, Knowledge (nobility and royalty) +73, Knowledge (the
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  CHAPTER 5:
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  Illus. by R. Guay & D. Cramer
  
  150
  planes) +63, Knowledge (religion) +83, Listen +59, Profession
  (herbalist) +89, Scry +83, Search +43, Sense Motive +59,
  Spellcraft +83, Spot +39. *Always receives a 20 on checks.
  Feats: Divine Vengeance, Dodge, Empower Spell, Enlarge Spell,
  Eschew Materials, Expertise, Extend Spell, Extra Turning, Extra
  Turning, Greater Spell Focus (Necromancy), Greater Spell
  Penetration, Heighten Spell, Mobility, Persistent Spell, Reach
  Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Focus
  (Necromancy), Spell Mastery, Spell Penetration, Spring
  Attack, Superior Expertise, Still Spell, Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain, mind-
  affecting effects, paralysis, poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter Reality, Arcane Mastery, Area
  Divine Shield, Automatic Metamagic (maximize wizard spells),
  Automatic Metamagic (quicken wizard spells), Control Creatures
  (undead), Divine Inspiration (despair), Divine Shield, Divine
  Spellcasting, Extra Domain (Repose), Hand of Death, Increased
  Spell Resistance, Know Death, Life and Death, Spontaneous
  Wizard Spells.
  Domain Powers: Cast chaos spells at +1 caster level; cast
  good spells at +1 caster level; 12/day protective ward (touched sub-
  ject gains +20 resistance bonus on next saving throw, maximum
  duration 1 hour); 12/day death touch (roll 20d6; if subject touched
  does not have at least that many hp, it dies).
  Spell-Like Abilities: Nephthys uses these abilities as a 22nd-
  level caster, except for chaos and good spells, which she uses as
  a 23rd-level caster. The save DCs are 31 + spell level. Aid, animate
  objects, antimagic field, blade barrier, chaos hammer, cloak of chaos,
  deathwatch, death ward, destruction, dispel evil, dispel law, gentle
  repose, holy aura, holy smite, holy word, magic circle against evil, magic
  circle against law, mind blank, prismatic sphere, protection from ele-
  ments, protection from evil, protection from law, repulsion, sanctuary,
  shatter, shield other, slay living, speak with dead, spell immunity, spell
  resistance, summon monster IX (as chaos or good spell
  only), surelife, undeath to death, wail of the banshee,
  word of chaos.
  Cleric Spells/Day (Levels 0–17): 6/11/10/
  10/10/10/8/8/8/8/3/3/3/3/2/2/2/2; base
  DC = 29 + spell level, 33 + spell level for
  necromancy spells.
  Wizard Spells/Day (Levels 0–11): 5/8/
  8/8/7/7/7/7/6/6/2/2; base DC = 23 + spell
  level, 27 + spell level for Necromancy. Pro-
  hibited school: Illusion.
  Other Divine Powers
  As an intermediate deity, Nephthys auto-
  matically receives a die result of 20 on any
  check. She treats a 1 on a saving throw or
  attack roll normally and not as an auto-
  matic failure. She is immortal.
  Senses: Nephthys can see, hear,
  touch, and smell at a distance of twelve
  miles. As a standard action, she can per-
  ceive anything within twelve miles of
  her worshipers, holy sites, objects, or
  any location where one of her titles or
  name was spoken in the last hour. She
  can extend her senses to up to ten loca-
  tions at once. She can block the sensing
  power of deities of her rank or lower at
  up to two remote locations at once for
  12 hours.
  Portfolio Sense: Nephthys senses
  every death and every person in mourn-
  ing, and when any soul (separated from
  its body by death) is threatened the
  instant it happens and twelve weeks into
  the past.
  Automatic Actions: Nephthys can use
  Knowledge (arcana), Knowledge (architec-
  ture and engineering), Knowledge (geogra-
  phy), Knowledge (history), Knowledge
  (local), Knowledge (nature), Knowledge
  (nobility and royalty), Knowledge (the planes),
  or Knowledge (religion) as a free action if the
  DC for the task is 25 or lower. She can perform up
  to ten such free actions each round.
  Create Magic Items: Nephthys create any magic
  item that creates a necromantic or death effect, as long as
  the item’s market price does not exceed 200,000 gp.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by S. Wood
  
  OSIRIS
  Greater Deity
  Symbol: Crook and flail
  Home Plane: The Offering Fields
  Alignment: Lawful good
  Portfolio: Harvest, nature,
  underworld
  Worshipers: Farmers, paladins,
  rangers, monks
  Cleric Alignments: LG, NG, LN
  Domains: Air, Earth, Good,
  Law, Plant, Repose
  Favored Weapon: Flail
  (light or heavy)
  The god of life and death, Osiris is nearly the greatest god in
  the Pharaonic pantheon—hindered only by the fact that he is
  dead. Had his brother Set not murdered him, Osiris would
  occupy the throne of the gods now held instead by his son Re-
  Horakhty. Osiris rules over the world of the dead as his son
  rules the living.
  Osiris appears as a human mummy
  swathed in strips of linen. He
  wears the crown of rulership over
  the dead and holds a scepter and a
  flail, symbolizing his kingship and
  his power over the forces of nature.
  These include the cycle
  of crops and vegetation
  and the primal elemen-
  tal forces of air and
  earth, control of which
  Osiris inherited from
  the elder deities.
  Osiris is a son of
  Geb and Nut, and the
  brother of Set, Isis,
  and Nephthys. He
  is the father of Anubis
  by Nephthys, and of Re-
  Horakhty by Isis.
  Dogma
  Osiris is the god of the
  afterlife. Having him-
  self endured death
  and risen to reign in
  the afterlife, Osiris
  promises a place in
  the same afterlife
  to those who follow
  him. All who die
  must
  face Osiris’s
  stern judgment, how-
  ever. Osiris demands
  adherence to basic
  principles of order and
  goodness in order to win
  admission into the Offer-
  ing Fields. Each soul
  that appears in his Hall
  of Truth must recite a
  long confession, pro-
  claiming, “I have not
  sinned against others.
  I have not wronged my
  family. I have not done wrong instead of right. I have known no
  worthless folk . . .” and so on. The monster Am-mit, a servant of
  Anubis, devours those who fail in Osiris’s judgment.
  Clergy and Temples
  Osiris’s clergy are probably the most important clerics in the
  daily life of those who follow the Pharaonic pantheon. While Re-
  Horakhty’s clerics may be viziers or even kings, Osiris’s clerics
  are leaders of the common folk, and the centers of a religion that
  cares more about an individual’s eternal reward than about a
  king’s right to rule. In public, clerics of Osiris always defer to
  clerics of Re-Horakhty, but they do so with the smug knowledge
  that they don’t have to. Like most Pharaonic clergy, Osiris’s cler-
  ics wear white robes and shave their heads if they are male
  (which most are).
  Osiris usually shares grand temples with Isis and Re-Horakhty,
  though each deity has a separate inner court within the temple.
  Such temples are found everywhere the Pharaonic pantheon is
  revered. Many clerics serve all three deities.
  OSIRIS
  Cleric 18/Monk
  12/Ranger 10
  Medium- Size
  Outsider
  Divine Rank: 18
  Hit Dice: 20d8+360 (outsider) plus
  18d8+324 (Clr) plus 12d8+216 (Mnk) plus
  10d10+180 (Rgr) (1,580 hp)
  Initiative: +9
  Speed: 140 ft.
  AC: 89 (+9 Dex, +12 monk, +18 divine, +31
  natural, +9 deflection)
  Attacks*: +5 disruption defending heavy flail
  +75/+70/+65/+60 melee; or spell +69 melee
  touch or +67 ranged touch *Always receives
  a 20 on attack rolls; roll die to check for criti-
  cal hit.
  Damage*: +5 disruption defending heavy flail
  1d10+21/17–20/×2 or by spell *Always does
  maximum damage (flail 31 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient
  divine abilities, spell-like abilities, turn
  undead 16/day, unarmed strike, flurry of
  blows, stunning attack (12/day, DC 26),
  ki strike +1.
  Special Qualities: Divine immunities,
  DR 71/+5, fire resistance 38, fast healing
  38, spontaneous casting of divine spells,
  understand, speak, and read all languages
  and speak directly to all beings within 18
  miles, remote communication, godly
  realm, teleport without error at will,
  plane shift at will, evasion, still
  mind (+2 against enchantment),
  slow fall (50 ft.), purity of body, wholeness of body
  (24 hp), leap of the clouds, improved evasion,
  diamond body, abundant step, favored
  enemies (undead +3, demons +2,
  aberrations +1), SR 50, divine
  aura (18 miles, DC 37).
  Saves*: Fort +68, Ref +59,
  Will +60. *Always receives a 20 on saves.
  Abilities: Str 33, Dex 28, Con 46, Int 28,
  Wis 30, Cha 29.
  151
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer & W. Reynolds
  
  152
  Skills*: Concentration +96, Diplomacy +77, Gather Information
  +47, Heal +88, Intimidate +47, Knowledge (arcana) +77,
  Knowledge (history) +58, Knowledge (nature) +53, Knowledge
  (nobility and royalty) +58, Knowledge (the planes) +58,
  Knowledge (religion) +71, Listen +79, Profession (herbalist) +88,
  Scry +65, Search +72, Spellcraft +65, Spot +73, Wilderness Lore
  +64. *Always receives a 20 on checks.
  Feats: Cleave, Combat Casting, Combat Reflexes, Deflect Arrows,
  Divine Might, Divine Vengeance, Dodge, Expertise, Extra
  Turning, Great Cleave, Improved Critical (heavy flail), Improved
  Disarm, Improved Trip, Improved Unarmed Strike, Leadership,
  Mobility, Power Attack, Power Critical (heavy flail), Spring
  Attack, Sunder, Superior Expertise, Track, Weapon Focus (heavy
  flail), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Command Plants, Divine Blast, Divine Bless-
  ing (Constitution), Divine Fast Healing, Energy Storm (positive
  energy), Extra Domain (Air), Extra Domain (Earth), Extra Domain
  (Repose), Hand of Death, Increased Damage Reduction, Life and
  Death (no rest required), Mass Divine Blast, Mass Life and Death,
  Power of Nature, Rejuvenation, Shapechange, Speak with Crea-
  tures (plants), Undead Mastery, Undead Qualities.
  Domain Powers: 18/day turn or destroy earth creatures, or
  rebuke or command air creatures; 18/day turn or destroy air crea-
  tures, or rebuke or command earth creatures; cast good spells at +1
  caster level; cast law spells at +1 caster level; 18/day rebuke or com-
  mand plant creatures; 18/day death touch (if subject touched does
  not have at least 108 hp, it dies).
  Spell-Like Abilities: Osiris uses these abilities as a 28th-level
  caster, except for good spells and law spells, which he uses as a
  29th-level caster. The save DCs are 37 + spell level. Aid, air walk,
  barkskin, blade barrier, calm emotions, chain lightning, changestaff,
  command plants, control plants, control weather, control winds, death-
  watch, death ward, destruction, dictum, dispel chaos, dispel evil, earth-
  quake, elemental swarm (as air or earth spell only), entangle, gaseous
  form, gentle repose, hold monster, holy aura, holy smite, holy word, iron
  body, magic circle against chaos, magic circle against evil, magic stone,
  obscuring mist, order’s wrath, plant growth, protection from chaos, pro-
  tection from evil, repel wood, shambler, shield of law, slay living, soften
  earth and stone, speak with dead, spike stones, stone shape, stoneskin,
  summon monster IX (as law or good spell only), surelife, undeath to
  death, wail of the banshee, wall of stone, wall of thorns, whirlwind,
  wind wall.
  Cleric Spells/Day: 6/9/9/8/8/7/7/5/5/4; base DC = 20 +
  spell level.
  Ranger Spells/Day: 4/4; base DC = 20 + spell level.
  Possessions: Osiris’s crown grants him the ability to see all
  invisible creatures and objects, and to pierce all illusions as with
  true seeing. In addition, it negates all spells of 4th level or lower that
  target Osiris. The crown immediately slays any nondivine living
  creature that wears it, transforming the creature into a greater
  mummy (see below) under Osiris’s control.
  Caster Level: 25th; Weight: 3 lb.
  Though he fights with a flail, Osiris carries a magic scepter in
  his off hand. This scepter acts as a rod of cancellation with unlim-
  ited uses.
  Caster Level: 25th; Weight: 5 lb.
  Other Divine Powers
  As a greater deity, Osiris automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Osiris can see, hear, touch, and smell at a distance of
  eighteen miles. As a standard action, he can perceive anything
  within eighteen miles of his worshipers, holy sites, objects, or
  any location where one of his titles or name was spoken in the
  last hour. He can extend his senses to up to twenty locations at
  once. He can block the sensing power of deities of his rank or
  lower at up to two remote locations at once for 18 hours. Any
  plant can be the focus for Osiris’s remote sense and remote com-
  munication power.
  Portfolio Sense: Osiris senses anything that affects nature
  (land, sea, air) and the death of any living thing the instant it hap-
  pens and eighteen weeks into the past and the future.
  Automatic Actions: Osiris can use any death-producing spell
  or domain power (but not a salient divine ability) as a free action if
  the DC for the task is 30 or lower. He can perform up to twenty
  such free actions each round.
  Create Magic Items: Osiris can create any magic item that
  creates a necromantic or death effect, or that commands or con-
  trols plants.
  PTAH
  Intermediate Deity
  Symbol: Bull
  Home Plane: Ethereal Plane
  Alignment: Lawful neutral
  Portfolio: Crafts, knowledge,
  secrets, travel
  Worshipers: Artists, artisans,
  travelers
  Cleric Alignments: LG, LN, LE
  Domains: Creation, Knowledge, Law, Travel
  Favored Weapon: Mace
  Ptah is a mysterious creator deity, related to the rest of the
  Pharaonic pantheon only by marriage (to Re-Horakhty’s daughter
  Bast), not by birth. He appears as a small man with black skin like
  polished marble and large black eyes filled with stars. Legends sug-
  gest that Ptah existed before even Re and Apep, and that he may
  have created them—and even other gods in other pantheons.
  Despite his marriage to Bast, he remains aloof from the struggles
  and rivalries of the Pharaonic pantheon, spending his time wan-
  dering the vast expanses of the planes.
  Dogma
  Ptah’s law is the order of the universe. Everything has a place in
  the cosmic scheme, and everything fits together to work for a
  purpose that is beyond mortal understanding. Ptah may have set
  this intricate cosmic machinery in motion, and it seems quite
  likely that he is the only one who knows its purpose or eventual
  result. His followers generally act as though they’re in on the
  secret, but certainly none of them know as much as Ptah himself.
  Mortals can simply do their best to fill the part they’re supposed
  to play, not overstepping their place or spreading disorder in the
  well-ordered world.
  Clergy and Temples
  Ptah has few clerics, and he is not widely worshiped even among
  the pantheon as a whole. His priests defy common Pharaonic prac-
  tice by wearing black vestments adorned with glittering white
  stars, though males still shave their heads in accordance with tradi-
  tion. They emulate their deity by exercising their god-given cre-
  ativity in arts or crafts, traveling widely, and striving to maintain
  order. Ptah has both male and female clerics.
  Ptah’s temples tend to be small but elaborate structures, usually
  built in remote locations. Their ceilings are commonly decorated
  with images of the night sky full of stars.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  
  PTAH
  Cleric 20/Transmuter 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Clr) plus 20d4+200
  (Tra) (1,000 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 71 (+9 Dex, +15 divine, +28 natural, +9 deflection)
  Attacks: +5 ghost touch lawful spell storing heavy mace
  +69/+64/+59/+54 melee; or spell +64 melee touch
  or +64 ranged touch
  Damage: +5 ghost touch lawful spell storing heavy mace
  1d8+18/×2 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abili-
  ties, spell-like abilities, turn undead 16/day.
  Special Qualities: Divine immunities, fire
  immunity, DR 50/+4, spontaneous cast-
  ing of divine spells, under-
  stand, speak, and read all
  languages and speak directly
  to all beings within 15
  miles, remote communica-
  tion, godly realm, teleport
  without error at will, plane
  shift at will, familiar (bats and
  owls), SR 47, divine aura (1,500
  ft., DC 34).
  Saves: Fort +57, Ref +56, Will +62.
  Abilities: Str 28, Dex 29, Con 30, Int 36,
  Wis 40, Cha 28.
  Skills*: Appraise +48, Balance +36, Concentration
  +85, Craft (painting) +88, Craft (pottery) +88,
  Craft (sculpture) +88, Diplomacy +66, Heal
  +70, Intuit Direction +70, Jump +46, Knowl-
  edge (arcana) +88, Knowledge (geography)
  +88, Knowledge (local) +88, Knowledge (the
  planes) +88, Knowledge (religion) +88, Move
  Silently +54, Scry +88, Search +48, Sense
  Motive +50, Spellcraft +88, Spot +50,
  Tumble +46, Wilderness Lore +70.
  *Always receives a 20 on checks.
  Feats: Craft Wondrous Item, Divine
  Vengeance, Dodge, Empower Spell,
  Endurance, Enlarge Spell, Ex-
  pertise, Extend Spell, Extra
  Turning, Greater Spell Focus
  (Transmutation), Greater Spell
  Penetration, Heighten Spell,
  Improved Initiative, Maximize
  Spell, Mobility, Persistent Spell,
  Scribe Scroll, Silent Spell, Spell
  Focus (Transmutation), Spell Mas-
  tery, Spell Penetration, Spring Attack,
  Still Spell, Superior Expertise, Whirl-
  wind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Arcane Mastery, Automatic Meta-
  magic (quicken wizard spells), Banishing Gaze†, Clearsight,
  Create Greater Object, Create Object, Divine Celerity, Divine
  Spellcasting, Extra Domain (Law), Extra Sense Enhancement
  (see ethereal), Extra Energy Immunity (fire), Extra Energy
  Immunity (sonic), Free Move, Increased Energy Resistance
  (sonic), Instant Move, Know Secrets, Power of Truth, Stride.
  †Unique ability, described below.
  Domain Powers: Cast conjuration (creation) spells at +2 caster
  level; cast divination spells at +1 caster level; cast law spells at +1
  caster level; 20 rounds/day freedom of movement.
  Spell-Like Abilities: Ptah uses these abilities as a 25th-level
  caster, except for divination spells and law spells, which he uses
  as a 26th-level caster, and conjuration (creation) spells, which he
  uses as a 27th-level caster. The save DCs are 34 + spell level. Astral
  projection, calm emotions, clairaudience/clairvoyance, create food and
  water, create water, detect secret doors, detect thoughts, dictum, dimen-
  sion door, discern location, dispel chaos, divination, expeditious retreat,
  find the path, fly, foresight, genesis, heroes’ feast, hold monster, legend
  lore, locate object, magic circle against chaos, major creation, minor cre-
  ation, minor image, order’s wrath, permanent image, phase door, protec-
  tion from chaos, shield of law, summon monster IX (as law spell only),
  teleport without error, true creation, true seeing.
  Cleric Spells/Day (Levels 0–15): 6/10/10/10/
  9/9/8/8/7/7/3/3/2/2/2/2; base DC =
  27 + spell level, 31 + spell level for
  transmutation spells.
  Wizard Spells/Day (Levels
  0–13): 5/9/8/8/8/8/7/7/7/7/2/
  2/2/2; base DC = 25 + spell
  level, 29 + spell level for
  transmutation spells. Pro-
  hibited schools: Enchant-
  ment and Illusion.
  Banishing Gaze (unique
  salient divine ability):
  Ptah can force a creature
  onto another plane (as with
  the spell plane shift) with a
  gaze attack. The attack has a
  range of 30 feet and counts as
  an attack action. A Will save
  (DC 29) negates the effect.
  Other Divine Powers
  As an intermediate deity, Ptah
  automatically receives a die
  result of 20 on any check. He
  treats a 1 on a saving throw or
  attack roll normally and not as
  an automatic failure. He is
  immortal.
  Senses: Ptah can touch,
  smell, see, and hear at a distance
  of fifteen miles. His vision extends
  into the Ethereal Plane as well. As a
  standard action, he can perceive any-
  thing within fifteen miles of his wor-
  shipers, holy sites, objects, or any location
  where one of his titles or name was spoken
  in the last hour. He can extend his senses
  to up to ten locations at once. He can block
  the sensing power of deities of his rank or lower at
  up to two remote locations at once for 15 hours.
  Portfolio Sense: Ptah is aware of any acts of craft or creation
  the instant they begin and fifteen weeks into the past.
  Automatic Actions: Ptah can use any Craft skill, even those
  he has no ranks in, as a free action if the DC for the task is 25 or
  lower. He can perform up to ten such free actions each round.
  Create Magic Items: Ptah can create any magic item, as long
  as the item’s market price does not exceed 200,000 gp.
  153
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by M. Mitchell
  
  154
  SET
  Greater Deity
  Symbol: Coiled cobra
  Home Plane: The Twelve Hours of Night
  Alignment: Chaotic evil
  Portfolio: Darkness, evil, night,
  desert storms, drought
  Worshipers: Evil creatures, assassins,
  blackguards
  Cleric Alignments: CE, CN, NE
  Domains: Air, Chaos, Darkness,
  Destruction, Evil, Strength
  Favored Weapon: Shortspear or halfspear
  A being of pure chaos and evil, Set is
  opposed to everything the Pharaonic
  deities represent. He appears as a pow-
  erful man with a bestial head resem-
  bling a donkey, with a curved snout
  and upright, square-tipped ears. He
  also has a long, forked tail. He some-
  times appears in animal form, as a
  hunting dog (resembling a grey-
  hound or saluki), a hippopotamus,
  or a wild boar.
  Set is the brother of Osiris, Isis,
  and Nephthys, and was married to
  Nephthys before he murdered
  Osiris. Nephthys bore him a single
  child, Sobek.
  Dogma
  Set murdered Osiris for two reasons: out
  of jealousy over Nephthys’s seduction of
  Osiris, and in an attempt to seize the ruler-
  ship of the pantheon, which Re relinquished and Osiris
  was poised to claim. He continues to struggle with Re-
  Horakhty for the throne, but he has no interest in an
  ordered government. Set’s struggle with the other gods
  of the pantheon is about power, not empire. He believes
  that he is the strongest of the deities in the pantheon,
  and that his strength makes him the only one fit to rule.
  He perpetuates this idea of rule by the strong within his
  cult, where cleric-assassins vie with each other for power
  and position.
  According to Set, whatever a person is strong enough
  to claim belongs to that person by
  right. The “divine right” of
  rulership that Re-Horakhty
  teaches is meaningless in
  Set’s eyes—rulership should
  be held by whoever can seize
  and maintain it. Authority
  should be respected only inso-
  far as it is powerful enough to
  enforce its will.
  Clergy and Temples
  Lower-level clerics of Set operate
  in secret, hiding their identities
  and striving to appear as nothing
  but hard-working, well-meaning cit-
  izens. They usually carry Set’s symbol
  tattooed somewhere on their bodies,
  but do not display it openly or in any
  other way indicate their beliefs. This is
  basic self-defense, protecting themselves not just from legal and
  religious authorities but also from higher-level clerics of Set
  who might view them as a threat to their position.
  As an individual cleric’s power grows, he becomes increasingly
  likely to reveal or even flaunt his position. Male clerics often
  shave their heads, like other Pharaonic clerics, in defiance of the
  orthodox assertion that they are not true priests. They prefer
  black armor to white robes, however. High-level clerics often
  become blackguards.
  For the most part, Set’s followers meet in hiding, believing
  that temples simply provide an easy target for Re-Horakhty’s pal-
  adins and other do-gooders. They worship their master in
  hidden shrines and caverns. However, large fortress-temples to
  Set stand in certain remote desert regions, pro-
  tected by powerful clerics and minions of Set
  (see Pharaonic Monsters, below).
  SET
  Fighter 20/Blackguard 10/Cleric 10
  Medium-Size Outsider
  Divine Rank: 16
  Hit Dice: 20d8+220 (outsider) plus
  20d10+220 (Ftr) plus 10d10+110 (Blk)
  plus 10d8+110 (Clr) (1,200 hp)
  Initiative: +13 (+9 Dex, +4 Improved
  Initiative)
  Speed: 60 ft., fly 200 ft. perfect.
  AC: 73 (+9 Dex, +16 divine, +29
  natural, +9 deflection)
  Attacks*: +5 unholy wounding short-
  spear +77/+72/+67/+62 melee;
  or spell +71 melee touch or
  +65 ranged touch *Always
  receives a 20 on attack rolls;
  roll die to check for criti-
  cal hit.
  Damage*:+5 unholy wound-
  ing shortspear 1d8+29/
  19–20/×3 or by spell
  *Always does maximum
  damage (shortspear 37
  points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain
  powers, salient divine abilities,
  spell-like abilities,
  command or rebuke
  undead (cleric) 12/day,
  command or rebuke
  undead (blackguard) 12/day
  (as Clr8), poison use, smite
  good (+9 on attack and +10 on damage),
  sneak attack +3d6.
  Special Qualities: Divine immunities,
  DR 51/+4, fire resistance 36, fast healing
  36, spontaneous casting of divine spells,
  understand, speak, and read all languages
  and speak directly to all beings within 16
  miles, remote communication, godly
  realm, teleport without error at will, plane
  shift at will, detect good, dark blessing, aura
  of despair, fiendish servant, SR 48, divine
  aura (16 miles, DC 35).
  Saves*: Fort +68, Ref +66, Will +68.
  *Always receives a 20 on saves.
  Abilities: Str 40, Dex 29, Con 32, Int 29,
  Wis 32, Cha 29.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer & A. Swekel
  
  Skills*: Balance +45, Bluff +50, Concentration +67, Diplomacy
  +69, Disguise +45, Forgery +45, Hide +45, Innuendo +49,
  Intimidate +77, Knowledge (arcana) +55, Knowledge (the
  planes) +55, Knowledge (religion) +60, Listen +69, Move
  Silently +70, Scry +35, Search +65, Sense Motive +72, Spellcraft
  +45, Spot +69. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Casting, Combat Reflexes, Dodge, Empower Spell,
  Enlarge Spell, Expertise, Great Cleave, Hold the Line, Im-
  proved Bull Rush, Improved Critical (shortspear), Improved
  Disarm, Improved Initiative, Improved Sunder, Improved
  Trip, Knock-Down, Mobility, Power Attack, Power Critical
  (shortspear), Quicken Spell, Silent Spell, Spell Penetration,
  Spring Attack, Still Spell, Sunder, Superior Expertise, Weapon
  Focus (shortspear), Weapon Specialization (shortspear),
  Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter
  Size, Annihilating Strike, Battlesense, Control Creatures (evil
  creatures), Divine Air Mastery, Divine Blast, Divine Dodge,
  Divine Fast Healing, Divine Inspiration (dread), Extra Domain
  (Air), Extra Domain (Destruction), Extra Domain (Strength),
  Hand of Death, Lay Curse, Mass Divine Blast, Shapechange, True
  Shapechange, Wave of Chaos, Wound Enemy.
  Domain Powers: 16/day turn or destroy earth creatures, or
  rebuke or command air creatures; cast chaos spells at +1 caster
  level; 16/day smite (+4 on attack and +10 on damage for one
  weapon attack); cast evil spells at +1 caster level; 16/day feat of
  strength (+10 enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Set uses these abilities as a 26th-level
  caster, except for chaos spells and evil spells, which he uses as a
  27th-level caster. The save DCs are 35 + spell level. Air walk, animate
  objects, armor of darkness*, Bigby’s clenched fist, Bigby’s crushing hand,
  Bigby’s grasping hand, blacklight*, blasphemy, blindness, bull’s strength,
  chain lightning, chaos hammer, circle of doom, cloak of chaos, contagion,
  control weather, control winds, create undead, desecrate, disintegrate, dispel
  good, dispel law, earthquake, elemental swarm (as air spell only), endure
  elements, gaseous form, harm, implosion, inflict critical wounds, inflict
  light wounds, magic circle against good, magic circle against law, magic
  vestment, nightmare, obscuring mist, obscuring mist, power word blind,
  power word kill, protection from good, protection from law, prying eyes,
  righteous might, shatter, spell immunity, stoneskin, summon monster V
  (1d3 shadows only), summon monster IX (as chaos or evil spell only),
  unholy aura, unholy blight, whirlwind, wind wall, word of chaos.
  Blackguard Spells/Day: 5/5/5/3; base DC = 21 + spell level.
  Cleric Spells/Day: 6/8/8/7/6/5; base DC = 21 + spell level.
  Other Divine Powers
  As a greater deity, Set automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Set can see, hear, touch, and smell at a distance of six-
  teen miles. As a standard action, he can perceive anything within
  sixteen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to twenty locations at once. He can block
  the sensing power of deities of his rank or lower at up to two
  remote locations at once for 16 hours.
  Portfolio Sense: Set senses any act of evil committed the
  instant it happens and sixteen weeks into the past and future. He
  savors the taste of every one.
  Automatic Actions: Set can use Bluff, Diplomacy, Disguise,
  Forgery, Innuendo, Intimidate, Move Silently, or Sense Motive as a
  free action if the DC for the task is 30 or lower. He can perform up
  to twenty such free actions each round.
  Create Magic Items: Set can create any magic item that uses
  evil or chaotic spell effects, that uses negative energy, or that causes
  wounding or vorpal effects.
  SOBEK
  Demigod
  Symbol: Crocodile head with horned and
  plumed headdress
  Home Plane: Material Plane
  Alignment: Lawful evil
  Portfolio: Water, river hazards,
  crocodiles, wetlands
  Worshipers: Sailors, reptilian creatures,
  assassins
  Cleric Alignments: LE, LN, NE
  Domains: Animal, Evil, Water
  Favored Weapon: Shortspear
  The misshapen son of Set and Nephthys, Sobek is a crocodile-
  headed deity whose humanoid body is covered with thick, tough
  scales. He has a thick, crocodilian tail and heavy, clawed hands and
  feet. He also sometimes appears as a crocodile.
  Dogma
  Sobek’s essential creed is “eat or be eaten.” His followers strive to
  carve out their own place in a world that is hostile to their con-
  tinued existence, to win recognition from the Pharaonic pan-
  theon and its church, and—barring any realistic possibility of
  crushing their opposition—to survive the opposition of the
  good deities and their servants. Sobek’s church is a cult acutely
  aware of how little power it actually holds. It clings to as much
  strength as it can muster, obeys the laws of the land when neces-
  sary to keep the full wrath of the authorities from falling upon it,
  and struggles to survive.
  Clergy and Temples
  Sobek’s clerics attempt to fit in among the clergy of the other
  Pharaonic deities, as if their patron were a respected member of the
  pantheon. They adopt the traditional dress of the Pharaonic clergy
  (white robes, shaved heads for males) and display Sobek’s symbol
  openly. While this usually brings only mockery on their heads,
  sometimes it provokes assault (particularly from the chaotic and
  violent clerics of Bast). Clerics and paladins of Re-Horakhty always
  keep a close eye on Sobek’s clerics, hoping to catch them in some
  misdeed they can prosecute. As a result, Sobek’s followers try to
  keep their activities as respectable as possible—at least when
  anyone could possibly see them.
  Sobek has a few small temples, usually visited by sailors who
  offer sacrifices to ward off river hazards during their journeys. He
  is also worshiped in private shrines throughout Pharaonic lands.
  SOBEK
  Rogue 20/Assassin 10
  Medium-Size Outsider
  Divine Rank: 3
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 10d6+80
  (Asn) (740 hp)
  Initiative: +14 (+10 Dex, +4 Improved Initiative)
  Speed: 60 ft., swim 60 ft.
  AC: 46 (+10 Dex, +3 divine, +16 natural, +7 deflection)
  Attacks: +3 unholy wounding shortspear +57/+52/+47/+42 melee,
  bite +49 melee; or spell +54 melee touch or +48 ranged touch
  Damage: +3 unholy wounding shortspear 1d8+27/19–20/×3, bite
  2d8+8 or by spell
  155
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by D. Cramer
  
  156
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities,
  spell-like abilities, sneak attack +18d6, death attack (DC
  27), poison use, improved grab.
  Improved Grab (Ex): To use
  this ability, Sobek must hit
  with his bite attack. If he gets
  a hold, he deals bite damage
  every round. 
  Special Qualities: Divine im-
  munities, DR 38/+4, fire resist-
  ance 23, understand, speak, and
  read all languages and speak
  directly to all beings within 3
  miles, remote communication,
  godly realm, teleport
  without error at will,
  evasion, uncanny
  dodge (cannot
  be flanked, +4
  against traps),
  crippling strike,
  defensive
  roll, im-
  proved
  evasion,
  opportunist,
  +5 on saves against
  poison, SR 35, di-
  vine aura (30 ft., DC
  20).
  Saves: Fort +38, Ref +40, Will
  +37.
  Abilities: Str 43, Dex 30, Con 27,
  Int 25, Wis 25, Cha 25.
  Skills: Appraise +50, Bluff +60, Diplomacy +14, Dis-
  guise +40, Escape Artist +63, Gather Information +30, Hide
  +63, Innuendo +62, Intimidate +62, Knowledge (nature)
  +40, Knowledge (religion) +40, Listen +62, Move Silently
  +63, Sense Motive +60, Spot +62, Use Rope +63, Wilderness
  Lore +40.
  Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge,
  Expertise, Great Cleave, Improved Bull Rush, Improved
  Critical (shortspear), Improved Initiative, Mobility, Power
  Attack, Power Critical (shortspear), Spring Attack, Superior
  Expertise, Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid,
  cold, death effects, disease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis, poison, sleep, stunning,
  transmutation.
  Salient Divine Abilities: Alter Size, Alter Form, Call Crea-
  tures (crocodiles of all sorts, including fiendish), Divine Sneak
  Attack.
  Domain Powers: 3/day use animal friendship; cast evil spells at
  +1 caster level; 10/day turn or destroy fire creatures, or rebuke or
  command water creatures.
  Spell-Like Abilities: Sobek uses these abilities as a 13th-
  level caster, except for evil spells, which he uses as a 14th-level
  caster. The save DCs are 20 + spell level. Acid fog, animal shapes,
  antilife shell, blasphemy, calm animals, commune with nature, cone of
  cold, control water, create undead, creeping doom, desecrate, dispel good,
  dominate animal, elemental swarm (as water spell only), fog cloud,
  hold animal, horrid wilting, ice storm, magic circle against good,
  obscuring mist, protection from good, repel vermin, shapechange,
  summon monster IX (as evil spell only), unholy aura, unholy blight,
  water breathing.
  Assassin Spells/Day: 4/4/4/2; base save DC =
  17 + spell level.
  Other Divine Powers
  As a demigod, Sobek treats a 1 on a saving
  throw or attack roll nor-
  mally and not as an auto-
  matic failure. He is
  immortal. 
  Senses: Sobek can
  see, hear, touch, and
  smell at a distance of three
  miles. As a standard action,
  he can perceive anything
  within three miles of
  his worshipers, holy
  sites, objects, or any
  location where
  one of his titles
  or name was
  spoken in the
  last hour. He
  can extend
  his senses to
  up to two
  locations at
  once. He can
  block the sens-
  ing power of
  deities of his
  rank or lower
  at up to two re-
  mote locations
  at once for 3
  hours.
  Portfolio Sense:
  Sobek is aware of
  river floods that
  threaten at least one
  thousand people the
  instant they happen.
  Automatic Actions: Sobek can use Bluff, Escape Artist, In-
  nuendo, or Intimidate as a free action if the DC for the task is 15
  or lower. He can perform up to two such free actions each
  round.
  Create Magic Items: Sobek cannot create magic items.
  THOTH
  Intermediate Deity
  Symbol: Ibis
  Home Plane: The Offering Fields
  Alignment: Neutral
  Portfolio: Knowledge, wisdom,
  learning
  Worshipers: Scholars, sages,
  wizards, sorcerers, bards
  Cleric Alignments: NG, LN, N,
  CN, NE
  Domains: Knowledge, Magic, Rune
  Favored Weapon: Quarterstaff
  The mysterious deity Thoth appears as a slender human with the
  head of an ibis. He is the inventor of writing and arithmetic, and
  the god of scribes, sages, libraries, and knowledge in general.
  Thoth is not related, even by marriage, to any other deity in the
  Pharaonic pantheon, and his origins are not clear. Some legends
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by R. Sardinha & D. Cramer
  
  say that he was present at creation, recording the events of Re’s
  birth as they occurred. Others say he is a son of Re, brother of
  Shu and Tefnut.
  Dogma
  As a part of the Pharaonic pantheon, Thoth is simply the god of
  knowledge—patron of scribes and other educated people. In his
  mystery cult (see below), he takes on a more important role, but
  his ordinary followers view life as a quest for knowledge and for
  mastery of an ever-increasing body
  of information about
  the world. Follow-
  ers of Thoth col-
  lect knowledge
  for knowledge’s
  sake, striving to
  better themselves
  through learning.
  Some hope to better
  the world as well,
  while others hope to
  gain the means to
  impose their will on
  the world through
  their knowledge.
  For Thoth himself,
  knowledge is all
  that matters.
  Clergy and
  Temples
  Clerics of Thoth
  are scribes, histo-
  rians, sages, math-
  ematicians, and
  messengers. They
  collect and pro-
  tect knowledge,
  building librar-
  ies and universi-
  ties to preserve
  and pass on their
  knowledge. They
  follow the tradi-
  tional fashion of
  Pharaonic clerics,
  including white
  robes and shaved
  heads for male
  clerics. Most of
  Thoth’s clerics
  are male.
  Thoth’s temples
  often contain or
  adjoin libraries or
  other places of learning.
  In contrast to Anubis’s cemetery temples, the knowledge held in
  Thoth’s temples is available to all.
  THOTH
  Wizard 20/Cleric 10/Loremaster 10
  Medium-Size Outsider
  Divine Rank: 13
  Hit Dice: 20d8+160 (outsider) plus 20d4+160 (Wiz) plus 10d8+80
  (Clr) plus 10d4+80 (Lor) (840 hp)
  Initiative: +13, always first (+9 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 67 (+9 Dex, +13 divine, +1 dodge [loremaster secret], +26
  natural, +8 deflection)
  Attacks: Scepter of Thoth +62/+57/+52/+47 melee touch; or spell
  +61 melee touch or +62 ranged touch
  Damage: Scepter of Thoth as destruction spell or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 11/day.
  Special Qualities: Divine immuni-
  ties, DR 48/+4, fire resis-
  tance 33, spontaneous
  casting of divine
  spells, understand,
  speak, and read all
  languages and speak
  directly to all beings
  within 13 miles, re-
  mote communication,
  godly realm, teleport
  without error at will,
  plane shift at will, famil-
  iar (ibises), lore +28,
  greater lore, true lore,
  loremaster secrets
  (Dodge trick, Weapon
  Trick, one feat, bonus
  1st-level spell, bonus
  2nd-level spell), SR
  65, divine aura (1,300
  ft., DC 31).
  Saves: Fort +53, Ref
  +54, Will +56.
  Abilities: Str 27,
  Dex 29, Con 27, Int
  46, Wis 32, Cha 27.
  Skills*:
  Alchemy
  +86, Appraise +71,
  Concentration +81,
  Decipher 
  Script
  +51, Diplomacy +73,
  Disable Device +66,
  Gather Informa-
  tion +61, Heal +74,
  Intuit Direction +44,
  Knowledge (arcana)
  +114, Knowledge (ar-
  chitecture and engi-
  neering) +91, Knowl-
  edge (geography) +91,
  Knowledge (history)
  +114, Knowledge (local)
  +91, Knowledge (nature)
  +91, Knowledge (nobility
  and royalty) +91, Knowledge
  (the planes) +114, Knowledge (religion) +114, Listen +64,
  Profession (scribe) +84, Read Lips +51, Scry +91, Search +61,
  Sense Motive +44, Spellcraft +91, Spot +54. *Always receives a
  20 on checks.
  Feats: Craft Magic Arms and Armor, Craft Rod, Craft Staff,
  Craft Wand, Craft Wondrous Item, Empower Spell, Energy
  Substitution (sonic), Enlarge Spell, Eschew Materials, Extend
  Spell, Forge Ring, Greater Spell Penetration, Heighten Spell,
  Improved Initiative, Maximize Spell, Persistent Spell, Reach
  Spell, Repeat Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell
  Mastery, Spell Penetration, Still Spell, Subdual Substitution,
  Widen Spell.
  157
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by M. Mitchell
  
  158
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Arcane Mastery, Automatic Meta-
  magic (quicken wizard spells), Clearsight, Craft Artifact, Divine
  Skill Focus (Knowledge [arcana]), Divine Skill Focus (Knowledge
  [history]), Divine Skill Focus (Knowledge [the planes]), Divine
  Skill Focus (Knowledge [religion]), Divine Spellcasting, Extra
  Sense Enhancement (penetrating vision), Increased Spell Resis-
  tance, Know Secrets, Power of Truth, Spontaneous Wizard Spells,
  Supreme Initiative, True Knowledge.
  Domain Powers: Cast divination spells at +1 caster level; use
  spell completion or spell trigger devices as Wiz35.
  Spell-Like Abilities: Thoth uses these abilities as a 23rd-level
  caster, except for divination spells, which he uses as a 24th-level
  caster. The save DCs are 31 + spell level. Antimagic field, clairaudi-
  ence/clairvoyance, detect secret doors, detect thoughts, discern location, dispel
  magic, divination, Drawmij’s instant summons, erase, explosive runes, find
  the path, foresight, glyph of warding, greater glyph of warding, identify,
  imbue with spell ability, legend lore, lesser planar binding, Mordenkainen’s
  disjunction, Nystul’s undetectable aura, protection from spells, secret page,
  spell resistance, spell turning, symbol, teleportation circle, true seeing.
  Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 23 +
  spell level.
  Wizard Spells/Day (Levels 0–18): 4/10/10/8/8/8/8/7/7/7/4/
  3/3/3/3/2/2/2/2; base DC = 30 + spell level.
  Possessions: Thoth wields a scepter in battle (treat as a rod) that
  delivers a destruction spell (heightened to 9th level) by touch. A For-
  titude save (DC 23) negates the effect.
  Caster Level: 20th; Weight: 5 lb.
  Other Divine Powers
  As an intermediate deity, Thoth automatically receives a die result
  of 20 on any check. He treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal.
  Senses: Thoth can see, hear, touch, and smell at a distance of
  thirteen miles. Thoth can see through up to 130 feet of solid
  objects. As a standard action, he can perceive anything within thir-
  teen miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 13 hours.
  Portfolio Sense:Thoth senses the discovery, recording, or shar-
  ing of any knowledge the instant it happens and thirteen weeks
  into the past.
  Automatic Actions: Thoth can use any Knowledge skill, even
  those he has no ranks in, as a free action if the DC for the task is 25
  or lower. He can use Knowledge (arcana), Knowledge (history),
  Knowledge (the planes), or Knowledge (religion) as a free action if
  the DC for the task is 38 or lower. He can perform up to ten such
  free actions each round.
  Create Magic Items: Thoth can create any magic item, as long
  as the item’s market price does not exceed 200,000 gp.
  THE MYSTERIES OF THRICE-GREATEST
  THOTH
  In addition to his “orthodox” role within the Pharaonic pantheon,
  Thoth is also the central figure in an esoteric mystery cult known
  as the Mysteries of Thrice-Greatest Thoth (or sometimes of
  Thrice-Greatest Hermes, in lands where the Olympian and
  Pharaonic pantheons have influenced each other). In the central
  myth of this mystery cult, Thoth experiences a revelation of the
  hidden truths of the universe. Unfortunately, these truths are not
  the sort that can be communicated. Each believer must experi-
  ence that revelation individually.
  Knowledge, say the followers of Thoth, is the key to the uni-
  verse, unlocking all the blessings of divinity for those who
  pursue it. While the knowledge of facts and information is
  important, however, the teachings of the Mysteries speak about a
  different kind of knowledge, a deep understanding and an inti-
  mate familiarity with the darkest secrets of the universe. This
  esoteric knowledge actually leads to a transformation of the
  knower, making him or her more akin to that which is known—
  in other words, more divine.
  Initiates of the Mysteries of Thrice-Greatest Thoth employ a
  variety of methods to pursue this esoteric knowledge. Ritual and
  contemplative prayer are important components, as well as
  alchemy and magical experimentation. Many wizards are initiates
  of the Mysteries, particularly those who focus on the schools of
  Transmutation and Evocation.
  NEW EQUIPMENT
  The following weapons are available to worshipers of the
  Pharaonic pantheon.
  Khopesh: Medium-size Exotic Weapon—Melee: Cost 20 gp,
  Damage 1d8, Critical 19–20/×2, Range —, Weight 12 lb., Type
  Slashing.
  A character can use a khopesh to make trip attacks due to its
  hooklike blade. If the wielder is tripped during the trip attempt,
  the character can drop the khopesh to avoid being tripped.
  Tiger Claws: Tiny Exotic Weapon—Melee: Cost 5 gp, Damage
  1d4, Critical ×2, Range —, Weight 2 lb., Type Piercing.
  A character using tiger claws cannot be disarmed with the
  disarm action. A monk using tiger claws fights with her unarmed
  base attack bonus, including her more favorable number of attacks
  per round, along with other applicable attack modifiers.
  PHARAONIC TEMPLES
  Major temples in cities specifically under Osiris’s protection are
  shaped in a large rectangle and enclosed with high walls. Two large
  pylons marked with the symbol of the god support the entrance. A
  large public hall whose walls are covered with hieroglyphics
  depicts the story of Osiris’s death and resurrection, but no image of
  Osiris is permitted in this hall. In an inner sanctuary, the god’s
  image is presented in the finest available materials. As mentioned
  above, Osiris often shares a temple with Isis and Re-Horakhty, but
  each god has a separate inner court. A cultivated garden lies near
  the temple.
  PHARAONIC MONSTERS
  The monsters included in this section are especially appropriate to
  a campaign that uses the Pharaonic pantheon.
  MINION OF SET
  Medium-Size Outsider (Chaotic, Evil)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +4 (Improved Initiative); see below for animal form
  Speed: 30 ft.; see below for animal form
  AC: 22 (+12 natural); see below for animal form
  Attacks: +1 khopesh +9/+4 melee; mighty composite longbow (+2
  Str bonus) +8/+3; see below for animal form
  Damage: +1 khopesh 1d8+3; mighty composite longbow (+2 Str
  bonus) 1d8+2; see below for animal form
  Face/Reach: 5 ft. by 5 ft./5 ft.; see below for animal form
  Special Attacks: Alternate form; see below for animal form
  Special Qualities: Fear immunity, SR 12; see below for animal
  form
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  
  Saves: Fort +6, Ref +5, Will +7; see below for animal form
  Abilities: Str 14, Dex 11, Con 12, Int 13, Wis 14, Cha 13; see below
  for animal form
  Skills: Bluff +10, Hide +9, Intimidate +10, Knowledge (religion)
  +10, Move Silently +9, Spot +11
  Feats: Exotic Weapon Proficiency (khopesh), Improved Initiative
  Climate/Terrain: Any land or underground
  Organization: Solitary or band (2–20)
  Challenge Rating: 6
  Treasure: Gear
  Alignment: Always chaotic evil
  Advancement: By character class
  As their name suggests, minions of Set
  are servants of that evil god. Their
  name can only hint, however, at the
  depravity and cruelty these
  inhuman monsters hide
  behind their human faces.
  In its natural form, a
  minion of Set appears
  human, with bronzed skin
  and black hair. It seems to
  wear scaly black full plate
  armor, but this is actually
  natural armor of incredi-
  ble toughness. It wields a
  magical khopesh and a
  mighty longbow. Each
  minion of Set also has the
  ability to assume the form
  of a specific animal: either a
  Large viper, a dire bear, a giant
  crocodile, a dire hyena, or a
  Large monstrous scorpion.
  In animal form, a minion
  of Set retains a definite
  cast of evil to its features
  and is always a large and
  powerful example of its
  animal kind.
  Combat
  Minions of Set prefer
  to fight in human
  form if possible,
  since they dislike
  revealing their true
  nature unless it is
  absolutely necessary.
  They change to animal
  form only if a battle is
  going poorly or their
  foes already recognize
  their true nature. They
  are disorganized combat-
  ants, each looking for an
  opportunity to perform some
  act of glory or courage in order to win favor in Set’s eyes, rather
  than cooperating to guarantee their success.
  Alternate Form: A minion of Set has one alternate form,
  that of a Large or Huge animal. The transformation resembles
  the shapechange spell in that the minion gains the extraordinary
  abilities of the animal form, but changing form is a move-equiv-
  alent action (not a free action as for shapechange). In animal
  form, a minion of Set gains the physical abilities, speed, size and
  reach, and extraordinary abilities of the animal. Its natural armor
  remains the same in both forms. Statistics for minions in animal
  forms are summarized below. For more information, see the
  appropriate creature entry in the Monster Manual (using the dire
  wolf to represent the dire hyena).
  Large Viper: Large outsider; Init
  +7; Spd 20 ft., climb 20 ft., swim 20
  ft.; AC 24 (–1 size, +3 Dex, +12 natu-
  ral); Atk +5 melee (1d4 plus poison,
  bite); Face/Reach 5 ft. by 5 ft.
  (coiled)/10 ft.; SA Poison; SQ
  Scent; SV Fort +5, Ref +8; Str 10,
  Dex 17, Con 11.
  Dire Bear: Large outsider; Init
  +5; Spd 40 ft.; AC 22 (–1 size, +1
  Dex, +12 natural); Atk +15/+15
  melee (2d4+10, claws), +10 melee
  (2d8+5, bite); Face/Reach 10 ft.
  by 20 ft./10 ft.; SA Im-
  proved grab; SQ Scent;
  SV Fort +9, Ref +6; Str
  31, Dex 13, Con 19.
  Giant Crocodile: Huge
  outsider; Init +5; Spd
  20 ft., swim 30 ft.; AC
  21 (–2 size, +1 Dex,
  +12 natural); Atk +12
  melee (2d8+12, bite)
  or +12 melee (1d12+12,
  tail slap); Face/Reach 10
  ft. by 20 ft./10 ft.; SA
  Improved grab; SV Fort
  +9, Ref +6; Str 27, Dex 12,
  Con 19.
  Dire Hyena: Large out-
  sider; Init +6; Spd 50 ft.; AC
  23 (–1 size, +2 Dex, +12 natu-
  ral); Atk +12 melee (1d8+10,
  bite); Face/Reach 5 ft. by 10
  ft./5 ft.; SA Trip; SQ Scent; SV
  Fort +8, Ref +7; Str 25, Dex 15,
  Con 17.
  Large Monstrous Scorpion: Large
  outsider; Init +4; Spd 50 ft.; AC 21
  (–1 size, +12 natural); Atk +8/+8
  melee (1d6+3, claws), +3 melee
  (1d6+1 plus poison, sting); Face/Reach
  5 ft. by 10 ft./5 ft.; SA Improved grab,
  squeeze, poison; SV Fort +7; Str 17, Dex
  10, Con 14.
  Minion of Set Characters
  Minions of Set occasionally advance
  in levels as clerics of Set, which is their
  favored class, or as rogues, blackguards,
  or assassins.
  MUMMY, GREATER
  Greater mummies are undead clerics who revered deities
  of the Pharaonic pantheon—usually Set, Osiris, or Nephthys.
  As a continuation of their clerical duties, these clerics are
  mummified and charged with the protection of pyramids and
  other tombs.
  Unlike the common mummies described in the Monster
  Manual, greater mummies retain all the intelligence and abilities
  they possessed in life, including their cleric spellcasting ability
  and granted powers. Much like liches, they are often scheming
  159
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by S. Wood
  
  160
  and power-hungry, their plans and machinations extending far
  beyond the walls of their tombs. Their influence can be felt thou-
  sands of miles from their resting place, and for thousands of years
  after their death and transformation.
  A greater mummy is physically indistinguishable from the
  common variety, except that it is usually garbed in clerical vest-
  ments and prominently displays its holy (or unholy) symbol. Its
  desiccated body is wrapped in linen strips, while its internal organs
  actually reside in jars within the mummy’s burial place.
  Greater mummies speak any languages they knew in life, gener-
  ally including Common.
  Creating a Greater Mummy
  “Greater mummy” is a template that can be added to any humanoid
  creature (referred to hereafter as the character), provided it has the
  approval of its patron deity. The creature’s type changes to undead.
  It uses all the character’s statistics and special abilities except as
  noted here.
  Hit Dice: Increase to d12.
  Speed: Same as the character.
  AC: The greater mummy has +8 natural armor or the character’s
  natural armor, whichever is better.
  Attacks: A greater mummy retains all the character’s
  attacks and also gains a slam attack if it didn’t already have
  one.
  Damage: Greater mummies have slam attacks. If the
  character does not have this attack form, use the
  damage values in the table below. Creatures with nat-
  ural attacks retain their old damage ratings or use
  the values below, whichever is better.
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium-size
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  Special Attacks:
  A greater
  mummy retains all the character’s
  spells and special attacks and also
  gains the despair and mummy rot abili-
  ties plus one of the additional special attacks
  described below (control undead and improved
  grab). Saves have a DC of 10 + 1/2 mummy’s
  HD + mummy’s Charisma modifier unless
  noted otherwise.
  Spells: The greater mummy can cast any
  spells it could cast while alive.
  Despair (Su): At the mere sight of a greater
  mummy, the viewer must succeed at a Will
  save or be paralyzed with fear for 2d4
  rounds. Whether or not the save is suc-
  cessful, that creature cannot be affected
  again by that mummy’s despair ability
  for one day.
  Mummy Rot (Su): Supernatural disease—
  slam, Fortitude save (DC 24), incubation
  period 12 hours; damage 1d6 temporary
  Strength and 1d6 temporary Constitution.
  Unlike normal diseases, mummy scourge continues
  until the victim reaches Constitution 0 (and dies) or receives a
  remove disease spell or similar magic (see Disease in the DUNGEON
  MASTER’s Guide).
  An afflicted creature that dies shrivels away into sand and dust
  that blow away into nothing at the first wind unless both a remove
  disease and raise dead are cast on the remains within 6 rounds.
  Control Undead (Su): A greater mummy with this ability must be
  an evil cleric. The mummy’s effective level for purposes of rebuk-
  ing or commanding undead is four levels higher than its actual
  cleric level.
  Improved Grab (Ex): To use this ability, the greater mummy must
  hit with a slam attack.
  Special Qualities: A greater mummy retains all the charac-
  ter’s special qualities, and also gains the undead type. All greater
  mummies have the turn resistance, resistant to blows, damage
  reduction, spell resistance, immunities, and fire vulnerability
  special qualities listed below. In addition, greater mummies may
  have one of the three additional special qualities described below
  (alter form, passage, or symbiosis).
  Turn Resistance (Ex): A greater mummy has +4 turn resistance.
  Resistant to Blows (Ex): Physical attacks deal only half damage
  to greater mummies. Apply this effect before
  damage reduction.
  Damage Reduction (Su): A greater
  mummy’s undead body is tough,
  giving the creature damage reduc-
  tion 10/+1.
  Spell Resistance (Ex): Greater
  mummies have spell resistance
  equal to 10 + their cleric level.
  Immunities (Ex): Greater mum-
  mies are immune to cold, poly-
  morph, and mind-affecting attacks.
  Fire Vulnerability (Ex): A
  greater mummy takes double
  damage from fire attacks
  unless a save is allowed for
  half damage. A successful
  save halves the damage
  and a failure doubles it.
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  Illus. by B. Snoddy w/J. Norman
  
  Alter Form (Sp): Three times per day, a greater mummy with this
  ability can use polymorph self as an 8th-level sorcerer.
  Passage (Sp): Greater mummies with this ability can use phase
  door three times per day, as a sorcerer of the same level as the
  mummy’s cleric level.
  Symbiosis (Ex): The body of a greater mummy with this quality is
  home to another monster. Typical symbionts include green slime,
  yellow mold, or brown mold (see Chapter 4 of the DUNGEON
  MASTER’s Guide), gray ooze, and monstrous spiders or scorpions. The
  mummy is immune to the symbiont creature’s special attacks,
  including the acid of green slime and gray ooze.
  Saves: Same as the character.
  Abilities: A greater mummy gains +4 to Strength and +2 to
  Intelligence, Wisdom, and Charisma, but being undead, has no
  Constitution score.
  Skills: Greater mummies receive a +8 racial bonus on Hide,
  Listen, Move Silently, Search, Sense Motive, and Spot checks. Oth-
  erwise same as the character.
  Feats: Same as the character.
  Climate/Terrain: Any land and underground
  Organization: Solitary or cult (1 greater mummy, plus 2–8
  ordinary mummies)
  Challenge Rating: Same as the character + 2
  Treasure: Standard coins; double goods; double items
  Alignment: Any
  Advancement: By character class
  Greater Mummy Characters
  A greater mummy retains all class abilities it had in life.
  Sample Greater Mummy
  This example uses an 11th-level human cleric of Set as the character.
  Greater Mummy
  Medium-Size Undead
  Hit Dice: 11d12+3 (74 hp)
  Initiative: +3
  Speed: 30 ft.
  AC: 21 (+3 Dex, +5 natural, bracers of armor +2, ring of protection +1)
  Attacks: Touch +5 melee (or quarterstaff +5 melee, or dagger +5
  melee); or masterwork light crossbow with masterwork bolts
  +10 ranged
  Damage: Touch 1d8+5 and paralysis; quarterstaff 1d6; dagger 1d4;
  light crossbow 1d8
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Damaging touch, fear aura, paralyzing touch, spells
  Special Qualities: Undead traits, +4 turn resistance, DR 15/+1,
  immunities
  Saves: Fort +4, Ref +7, Will +10 (cloak of resistance +1)
  Abilities: Str 10, Dex 16, Con —, Int 19, Wis 14, Cha 13
  Skills: Concentration +15, Hide +15, Knowledge (arcana) +18,
  Listen +15, Move Silently +16, Scry +14, Search +16, Sense
  Motive +10, Spellcraft +18, Spot +15
  Feats: Combat Casting, Craft Wondrous Item, Quicken Spell,
  Scribe Scroll, Silent Spell, Spell Focus (Evocation), Still Spell,
  Toughness
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard coins; double goods; double items
  Alignment: Lawful evil
  Advancement: By character class
  Combat
  Undead Traits: Immune to mind-affecting effects, poison,
  sleep, paralysis, stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or death from
  massive damage.
  Immunities (Ex): Greater mummies are immune to cold, poly-
  morph, and mind-affecting attacks.
  The Will save against this mummy’s despair aura has a DC of 16.
  The save DC against its spells is 14 + spell level.
  Magic Items Carried: Divine scroll of obscuring mist and inflict
  light wounds; necklace of prayer beads (karma).
  PHARAONIC MONSTERS
  The following monsters are particularly appropriate for a campaign
  that uses the Pharaonic pantheon.
  Monster
  CR
  Notes
  Basilisk
  5
  Chaos beast
  7
  Native to the Twelve
  Hours of Night
  Dire bat
  2
  Dire bear
  7
  Dire lion
  5
  Dire wolf
  3
  Use these statistics for
  a dire hyena
  Dragonne
  7
  Ghast
  3
  Ghoul
  1
  Giant beetle
  1/3 to 4
  Any kind
  Giant praying mantis
  2
  Giant wasp
  3
  Golem, stone
  11
  Grick
  3
  Howler
  3
  Often found serving
  minions of Set; native
  to the Twelve Hours of
  Night
  Lamia
  6
  Lammasu
  8
  Lich
  +2
  Wrapped in linen and
  lurking in pyramid
  tombs, often mistaken
  for mummies
  Lillend
  7
  Native to the Offering
  Fields
  Mohrg
  8
  Monstrous scorpions
  1/4 to 11
  Any size
  Mummy
  3
  Naga
  7–10
  Any kind
  Night hag
  9
  Native to the Twelve
  Hours of Night
  Roc
  9
  Skeleton
  1/6 to 9
  Any size
  Sphinx
  5, 7, 8 or 9
  Any kind
  Wight
  3
  Yeth hound
  3
  Native to the Twelve
  Hours of Night
  Yuan-ti
  5 or 7
  Any kind
  Zombie
  1/6 to 12
  Any size
  Animals: baboon (CR 1/2); bat (CR 1/10); bear, brown (CR
  4); bison (wildebeest) (CR 2); camel (CR 1); cat (CR
  1/4); cheetah (CR 2); crocodile (CR 2); crocodile, giant
  (CR 4); dog (CR 1/3); donkey (CR 1/6); eagle (vulture)
  (CR 1/2); elephant (CR 8); hawk (CR 1/3); leopard (CR
  2); lion (CR 3); lizard (CR 1/6); lizard, giant (CR 2); rat
  (CR 1/8); rhinoceros (CR 4); snake, all (CR 1/3 to 5);
  toad (CR 1/10)
  161
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  
  CHAPTER 5:
  THE PHARAONIC
  PANTHEON
  1. Secondary Tombs
  2. Lesser Pyramid
  3. Funerary Chapel
  4. Corridor
  5. Secondary Burial Chambers
  6. Burial Crypts
      (for workers and priests)
  7. Funeral Barge
  8. Memorial Hall
  9. Main Chamber
  Pyramid
  9
  8
  7
  6
  6
  6
  6
  5
  3
  4
  5
  1
  2
  2
  One Inch Equals 50 Feet
  1. Secondary Tombs
  2. Lesser Pyramid
  3. Funerary Chapel
  4. Corridor
  5. Secondary Burial Chambers
  6. Burial Crypts 
      (for workers and priests)
  7. Funeral Barge
  8. Memorial Hall
  9. Main Chamber
  This diagram shows the layout of a pyramid complex typical of
  those built in ancient Egypt.  In a campaign that uses
  the Pharaonic pantheon, pyramids are sacred places
  where the bodies of ordinary persons as well as
  high-ranking leaders are interred.
  162
  
  he Asgardian pantheon is a fantasy interpretation of the
  religions of historical Scandinavia in ancient times. It
  includes deities appropriate for use in a DUNGEONS &
  DRAGONS game, arranged in a cosmology and theology that
  make sense from the perspective of the game. Separated from
  their historical context in real-world Scandinavia, these gods
  are united into a tight pantheon that serves the needs of D&D
  clerics and other player and nonplayer characters in the game.
  ASGARDIAN THEOLOGY
  Before the gods arose, the great gaping void of Ginnungagap lay
  between fiery hot Muspelheim in the south and frozen Niflheim
  in the north. In the midst of Niflheim ran Hvergelmir, a spring
  from which flowed eleven rivers collectively known as Elivagar.
  As these rivers flowed away from their source, the poisonous lees
  they deposited hardened to ice. Vapor rising from the lees froze
  into rime, layer after layer, until it spread across Ginnungagap.
  The rime met the hot gusts from Muspelheim and melted, and
  from the moisture sprang the frost giant Ymir. While he slept, the
  sweat from his body formed the first of his frost giant offspring.
  Further melting of the ice created a cow called Audhumla. Four
  rivers of milk flowed from her udder, sustaining Ymir and his off-
  spring. For her own sustenance she licked the salty rime stones
  and over three days uncovered a strong, handsome man named
  Buri. From descendants of Buri and the giants came Odin, Vili,
  and Ve, the first of the Aesir gods. They killed Ymir, and his blood
  drowned all the frost giants except Bergelmir, from whom came a
  new race of frost giants.
  Odin and his brothers carried Ymir’s body out of Ginnunga-
  gap and made the earth from his flesh and the rocks from his
  bones. Stones and gravel came from the dead giant’s teeth
  and shattered bones, and the blood filled Ginnungagap,
  becoming lakes and the sea. Odin and his brothers
  formed the sky from Ymir’s skull. Four dwarves named
  Nordri, Sudri, Austri, and Vestri held up the skull. Ymir’s
  hair became flora, and his brains became clouds. Sparks
  from Muspelheim became stars. The earth was a great
  circle surrounded by ocean. Giants lived on the coast
  while humans lived inland, in a fortification made from
  Ymir’s eyelashes. Odin gave humans breath and life,
  Vili gave them consciousness and movement, and Ve
  gave them form, speech, hearing, and sight. The first
  man was Ask (ash tree) and the first woman was Embla
  (elm or vine).
  AESIR AND VANIR
  There are two races of Asgardian gods, the Aesir and
  the Vanir. While the Aesir are part of the creation
  myth described above, little is known about the Vanir.
  The Aesir are clearly gods of war and destiny, while
  the Vanir appear as gods of fertility and prosperity.
  The two races fought a lengthy war until both sides
  tired of it. Neither believed it could win. To ensure
  peace, the races traded hostages. The Vanir sent
  Njord and his children Frey and Freya. The Aesir
  sent Honir, a big man they said was best fit to rule,
  and Mimir, the wisest of the Aesir. The Vanir became
  suspicious of Honir, believing him to be less fit than the
  Aesir claimed and noticing his answers were less
  authoritative when Mimir wasn’t present to advise
  him. When they realized they had been cheated,
  163
  Illus. by A. Swekel
  
  164
  the Vanir cut off Mimir’s head and sent it back to the Aesir. Appar-
  ently, the Aesir considered this fair repayment for cheating the
  Vanir, because the two sides stayed at peace. Odin placed Mimir’s
  head in the well beneath Yggdrasil’s root in Midgard, making it a
  source of great wisdom. Over time, all the Vanir deities integrated
  with the Aesir.
  Using the Aesir and Vanir in a Campaign
  The Asgardian pantheon works best when characters come from
  the same sort of rugged, icy terrain that was the backdrop for the
  Norse myths. These are the gods of a land with short growing sea-
  sons and long, killing winters. They are the gods of a people who
  feared and respected the sea, and who needed it not only for food
  but also for transportation, trade, and treasure. The Aesir in partic-
  ular are warlike gods, though they clearly respect the power of the
  written word and hold magic in awe rather than fear or disgust.
  Few changes need to be made to standard DUNGEONS & DRAGONS
  monsters, with one major exception. In an Asgardian world, the
  giants of Jotunheim and Muspelheim are divine beings capable of
  challenging the gods. These giants are at least divine rank 0, and
  many are as high as rank 5. Not all giants should be divine, how-
  ever. Most of the giants in Mannheim (the home of mortals) are
  lower, mortal creatures.
  ASGARDIAN COSMOLOGY
  Three primary planes make up the majority of Asgardian cosmol-
  ogy: Asgard and Niflheim are Outer Planes, and Midgard is the
  Material Plane. Bifrost acts as a conduit between Asgard and
  Midgard. The Plane of Shadow links Midgard and Niflheim. The
  Astral Plane and Ethereal Plane do not connect to the Outer
  Planes, but reach from Midgard to the Plane of Shadow.
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Table 6–1: The Asgardian Pantheon
  Favored
  Name
  Domains
  Rank
  Alignment
  Weapon
  Portfolio
  Odin
  Air, Knowledge, Magic,
  G
  NG
  Shortspear
  Knowledge, magic, supreme, war
  Travel, Trickery, War
  Aegir
  Death, Destruction, Evil,
  I
  NE
  Greatclub
  Sea, storms
  Strength, Water
  Balder
  Good, Healing,
  I
  NG
  Greatsword
  Beauty, light, music, poetry, rebirth
  Knowledge
  Forseti
  Knowledge, Protection,
  I
  N
  Longsword
  Justice, law
  Strength
  Frey
  Air, Good, Plant, Sun
  G
  NG
  Greatsword
  Agriculture, fertility, harvest, sun
  Freya
  Air, Charm, Good, Magic
  I
  NG
  Longsword
  Fertility, love, magic, vanity
  Frigga
  Air, Animal, Community,
  G
  N
  Natural weapons
  Birth, fertility, love
  Knowledge
  Heimdall
  Good, Law, War
  I
  LG
  Longsword
  Watchfulness, sight, hearing, loyalty
  Hel
  Death, Destruction, Evil
  I
  NE
  Longsword
  Death, underworld
  Hermod
  Chaos, Luck, Travel
  D
  CN
  Rapier
  Luck, communication, freedom
  Loki
  Chaos, Destruction, 
  G
  CE
  Dagger
  Thieves, trickery, murder
  Evil, Trickery
  Njord
  Air, Good, Water
  I
  NG
  Longspear
  Commerce, sea, wind
  Odur
  Chaos, Fire, Sun
  D
  CG
  Bastard sword
  Light, sun, travel
  Sif
  Chaos, Good, War
  L
  CG
  Longsword
  War, dueling
  Skadi
  Destruction, Earth, 
  L
  N
  Greataxe
  Earth, mountains
  Strength
  Surtur
  Evil, Fire, Law, Strength,
  I
  LE
  Longsword
  Fire, war
  War
  Thor
  Chaos, Good, Protection,
  G
  CG
  Warhammer
  Storms, thunder, war
  Strength, War, Weather
  Thrym
  Chaos, Earth, Evil, 
  I
  CE
  Greataxe
  War, cold, giants
  Strength, War
  Tyr
  Law, Protection, War
  I
  LN
  Longsword
  Courage, trust, strategy, tactics, writing
  Uller
  Chaos, Protection, Travel
  L
  CN
  Longbow
  Archers, hunting, winter
  Table 6–2: Asgardian Deities by Race
  Race
  Deities
  Human
  By class and alignment
  Dwarf
  Heimdall, Skadi, Thor, Tyr or by class and
  alignment
  Elf
  Frey, Freya, Hermod, Njord, Uller, or by class and
  alignment
  Gnome
  Balder, Frey, Freya, Odin, or by class and alignment
  Half-elf
  Frey, Freya, Hermod, Njord, Uller, or by class and
  alignment
  Half-orc
  Thor, Uller, or by class and alignment
  Halfling
  Forseti, Frigga, Hermod, Skadi, Uller, or by class
  and alignment
  Table 6–3: Asgardian Deities by Class
  Class
  Deities (Alignment)
  Bard
  Balder (NG), Freya (NG), Hermod (CN),
  Odin (CG)
  Barbarian
  Odur (CG), Sif (CG), Skadi (N), Thor (CG),
  Thrym (CE), Uller (CN)
  Cleric
  Any
  Druid
  Frey (NG), Frigga (N), Odur (CG), Skadi (N),
  Uller (CN)
  Fighter
  Freya (NG), Heimdall (LG), Odin (CG), Sif (CG),
  Surtur (LE), Thor (CG), Thrym (CE), Tyr (LN)
  Monk
  Tyr (LN)
  Paladin
  Heimdall (LG)
  Ranger
  Frey (NG), Heimdall (LG), Odur (CG), Sif (CG),
  Thor (CG), Skadi (N), Tyr (LN), Uller (CN)
  Rogue
  Loki (CE), Odin (CG)
  Sorcerer
  Freya (NG), Loki (CE), Odin (CG)
  Wizard
  Freya (NG), Frigga (N), Hel (NE), Odin (CG)
  
  YGGDRASIL
  A great ash tree also known as the World Tree, Yggdrasil’s branches
  wave above Asgard. Its three roots extend to each of the three
  planes of existence. The well of Urd (fate) is beneath the root in
  Asgard. The gods meet at Urd every day to hold their council. The
  Norns tend Yggdrasil at this well. The well of Mimir lies beneath
  the root that reaches Jotunheim on Midgard, which is also the site
  of Mannheim. The well of Mimir is a source of great wisdom. Odin
  sacrificed an eye to the well to gain secret knowledge. The third
  root reaches Niflheim. Beneath it still flows Hvergelmir, the
  source of the rivers that contributed to the world’s creation, where
  the great serpent Nidhoggr chews its roots. This constant chewing
  is why the Norns must tend the tree, and how the tree understands
  mortal suffering.
  ASGARD
  Home of the gods, Asgard is the closest plane to the branches of
  Yggdrasil, the World Tree. Many of the gods’ homes featured
  prominently in Asgardian myths, and so had their own names.
  Odin has two halls in Asgard, Valhalla and Valaskjalf.
  Valhalla
  Valhalla is home to all those slain in battle, the einherjar. It has five
  hundred forty doors, each wide enough for eight hundred men to
  walk through shoulder to shoulder. The rafters are spears, the hall
  is roofed with shields, and breastplates litter the benches. A wolf
  guards the western door, and an eagle hovers over it. Every day the
  rooster Gullinkambi (“Golden Comb”) wakes the einherjar, and
  they venture out to fight each other in training for Ragnarok, the
  final battle. Every evening those killed in the battle rise, whole and
  healed. They feast in the hall from the meat of Saehrimnir, a boar
  whose flesh renews every day, and mead from Hedirun, a goat that
  stands atop Valhalla chewing the leaves of the tree Laerad.
  Valaskjalf
  Valaskjalf (“Shelf of the Slain”) contains Odin’s High Seat, Hlidsk-
  jalf, from which he can see anywhere in Asgard, Midgard, or Nifl-
  heim. He permits no other god but Frigga to sit there.
  Other Halls
  Thor’s hall, Bilskirnir, is in a region of Asgard called Thrudvan-
  gar. Balder’s hall is called Briedbalik (“Broad Splendor”). Forseti’s
  hall, Glitnir, has golden pillars and a silver roof. All those who
  enter Glitnir leave with their legal disputes resolved. Freya’s hall
  Sessrumnir is so tightly constructed that Loki had to become a
  needle in order to sneak in. Half of all men slain in battle, and all
  women so slain, come to Freya’s hall. Frigga spends her time in
  Valaskjalf or in her own hall, Fensalir. Heimdall’s hall, Himin-
  bjorg, stands next to Bifrost. Uller’s hall is called Ydalir. Finally,
  the hall called Gimli in Asgard is considered the most beautiful
  building anywhere. Prophecy says all the gods would live there in
  peace after Ragnarok. The Aesir have two communal halls, Glad-
  sheim and Vingolf, where they assemble to discuss events and
  decide important issues.
  Other Locations in Asgard
  Asgard is also home to Vanaheim, home of the Vanir; Alfheim,
  home of the light elves (Lios Alfar) and site of Frey’s hall; and
  Vigrid, the field where gods and giants are destined to fight when
  Ragnarok comes.
  BIFROST
  Asgardian storytellers say rainbows represent the appearance of
  Bifrost on Midgard. For this reason, Bifrost is known as the Rain-
  bow Bridge. Bifrost links Asgard and Midgard.
  MIDGARD
  Midgard is the mortal realm of Asgardian cosmology. In addition
  to Mannheim, it holds Jotunheim, the land of the frost giants; Mus-
  pelheim, the land of the fire giants; the dwarf realm of Nidavellir;
  and Svartalfheim, the domain of the dark elves (Svart Alfar).
  NIFLHEIM
  The lowest of the three worlds in Asgardian cosmology, Niflheim
  is home to Hel. Hel is both the land of the dead and the name of
  the deity who rules it. Those who die of sickness, old age, or acci-
  dent come to Niflheim for judgment by Hel in her hall Eljudnir.
  They must pass through Gnipahellir, the cave at the entrance to the
  underworld, guarded by the monstrous hound Garm. Garm has
  four eyes and a chest drenched with blood. Anyone who gave bread
  to the poor in life could appease Garm with a piece of cake soaked
  in his or her own blood. The river Gjoll encircles the land of the
  dead, flowing from the spring Hvergelmir.
  RAGNAROK
  The Asgardian gods lived with a prophecy about the end of their
  world. They knew that Ragnarok would come and they would
  fight their final battle against the giants during which Surtur
  would burn down the world. They spent their time preparing
  for the battle rather than worrying about it or trying to prevent
  it. They did so because they knew Ragnarok was never meant to
  be the end of everything. Rather, Ragnarok marked the turning
  of a cycle, a point where the world remade itself and began
  again. Several gods, including Balder, Hod, Thor’s sons Modi
  and Magni (who possesses Mjolnir), and Odin’s sons Vali and
  Vidar, were prophesied to survive Ragnarok and rule the result-
  ing new world.
  SETTINGS FOR ASGARDIAN CAMPAIGNS
  Campaigns that use the Asgardian pantheon are set in one of four
  periods. In the first, Ragnarok is a long way off, and the pantheon
  165
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Asgardian
   Cosmology
  Asgard
  Yggdrasil
  Midgard
  Ethereal
  Shadow
  Niflheim
  Bifrost
  Bridge
  
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Altar
  Fire
  Statue
  Asgardian Temple
  8
  4
  4
  4
  5
  6
  6
  3
  7
  2
  1
  1. Entry
  2. Trophy Hall
  3. Study
  4. Guards' / Junior Priests' Quarters
  5. Infirmary
  6. High Priests' Quarters
  7. Side Chapel
  8. Main Chapel
  5
  2.5
  Scale in Feet
  Altar
  Fire
  Statue
  166
  
  that follows can be used as presented. In the second, Ragnarok is
  coming. Loki is clearly evil, and may even be bound. Balder’s death,
  the first sign of the coming Ragnarok, has occurred. The gods pre-
  sented below are focused on their final preparations for the great
  battle, and mortal warriors seek every opportunity for combat so
  they might join the einherjar. The third setting is during Ragnarok.
  The war against the giants may go on for days, or it may last years.
  During this time the deities fight the giants and have little time for
  mortals. Loki and all his children battle alongside the giants
  against Odin and the Aesir. Finally, a campaign can be set post-
  Ragnarok. Only the six deities mentioned above survive. In such a
  campaign, new gods may arise and the six survivors explore their
  new authority over creation. Many clerics lose access to their
  domains until new gods arise, or the survivors take responsibility
  for those domains.
  WYRD
  Asgardians believe the Norns mark out their fate, or wyrd, at their
  birth. The myth of Ragnarok reflects this. Odin and his brothers
  knew when they created the world that it was destined to end,
  taking them with it. Asgardians face their fate with courage and
  resolution. They seek to surpass legendary heroes so that bards and
  skalds sing of their deeds long after they die.
  The Norns
  Urd (“fate”), Verdandi (“being”), and Skuld (“necessity”) were the
  three primary Norns, but there were many others of lesser rank,
  some of whom were elves or dwarves, and some were good while
  others were malevolent. Some myths say that each person has an
  individual Norn. The Norns tend Yggdrasil at the well of Urd on
  Asgard, and they measure out the fates of other beings in the
  cosmos. The Norns teach nothing to mortals, dispassionately meas-
  uring out each person’s wyrd. Those who seek hidden knowledge
  may gather to pray to the Norns for assistance. Some monastic
  orders seek to emulate their devotion to maintaining the laws of
  the cosmos.
  THE ASGARDIAN
  PANTHEON
  The Asgardian pantheon is a tight pantheon, with Odin as supreme
  ruler. Though the gods generally make decisions in council, Odin
  casts the deciding vote even if it contradicts the majority. The
  Asgardian religion worships all the gods, but many people belong
  to cults dedicated to a specific member of the pantheon. Worship-
  ing a “patron deity” is not exclusive. Followers of individual deities
  still worship the entire pantheon; they just have a special relation-
  ship with a deity who exemplifies some belief or role important to
  them as mortals.
  Since the Asgardian deities form a tight pantheon, clerics may
  choose the entire pantheon as a patron rather than a specific deity
  in the pantheon. In fact, all mortals are required to revere all the
  Asgardian deities as a pantheon.
  Clerics who revere the entire Asgardian pantheon may choose
  any of the following domains: Air, Animal, Chaos, Charm, Com-
  munity, Death, Destruction, Good, Earth, Evil, Fire, Healing,
  Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
  Travel, Trickery, War, Water, or Weather.
  Clerics of the pantheon may be of any alignment. They must
  choose one of the following as a favored weapon: composite long-
  bow, dagger, greatclub, greatsword, longsword, quarterstaff, short
  sword, spear, unarmed strike, or warhammer.
  ASGARDIAN GODS IN OUR TERMS
  The Aesir accepted giants into their ranks, indicating that the
  Asgardian pantheon allows for an infinite amount of divine rank.
  Gods are born with their powers and divine status, and the council
  of the Aesir seems able to bestow divine rank on giants or others
  they deem worthy. While the gods are independent of the power of
  their worshipers, they are clearly active in Midgard. The gods are
  benevolent, indifferent, or hostile depending on their alignment,
  the alignment of the mortal, and how the mortal approaches the
  god. Mortals worship the gods out of love, gratitude, and fear
  depending on the deity. Asgardian gods can die. They dwell in a
  modified cosmology, with the Asgardian gods as the creators of
  their universe. The gods who remain after Ragnarok are inheritors
  rather than usurpers.
  ODIN
  All-Father, Father of the Slain, God of the Hanged, God of Prisoners,
  God of Cargoes, The High One, The Inflamer, Swift Tricker, Father
  of Victory, the Blind One, Shifty Eyed, One with a Magic Staff,
  Destroyer, Terror
  Greater Deity
  Symbol: Watching blue eye
  Home Plane: Asgard
  Alignment: Neutral good
  Portfolio: Knowledge, magic,
  supreme, war
  Worshipers: Bards, fighters, sorcerers,
  wizards, philosophers, sages, nobility,
  gnomes
  Cleric Alignments: CG, LG, NG
  Domains: Air, Knowledge, Magic, Travel, Trickery, War
  Favored Weapon: Shortspear
  Odin (oh-din) has one eye that blazes like the sun, having lost his
  other eye in payment for a drink from the well of Mimir. He once
  stole the mead of poetry, and some myths say he grants poetic
  ability and inspiration to mortals. Odin hung himself on Yggdrasil
  for nine days, pierced by his own spear, until by virtue of his suf-
  fering he was able to reach down and seize magical runes that
  were the source of wisdom and magical lore. His suffering so
  impressed the son of the giant Bolthor that he taught Odin nine
  magical songs that allowed him to master eighteen magical spells
  previously unknown to any man or woman. Odin is fated to be
  swallowed by Loki’s son Fenrir at Ragnarok, but his own son
  Vidar will avenge him.
  Wearing a dark, wide-brimmed hat that casts a shadow over his
  face, Odin travels as a mortal wanderer. As a god of magic, war, and
  wisdom, he visits Midgard to distribute knowledge and victory in
  battle. His many titles hint at his various roles.
  Dogma
  The cult of Odin places a premium on canny strategy and cunning
  solutions to problems. Followers of Odin constantly seek new
  knowledge as an advantage over their foes. Paradoxically, the cult
  promotes self-reliance by relating tales of Odin turning against
  favored kings and generals in the midst of battle. The cult practices
  ritual hanging and piercing by spears in emulation of their patron
  deity, but in reality the hangings and injuries are purely tests and
  cause no lasting harm. Purposely destroying or removing an eye to
  emulate Odin is shameful to the cult, though an eye’s loss in battle
  is considered a mark of favor from Odin.
  The cult makes and loses allies easily. If a ruler takes an advisor
  from the cult lightly or disregards advice, the advisor may leave
  without warning or even switch sides to the ruler’s enemy.
  Clergy and Temples
  Odin’s clerics generally wear dark, wide-brimmed hats, cloaks dec-
  orated with or made entirely of raven’s feathers, and patches over
  their (intact) left eyes. They permit no one to lift or touch these
  patches. They share their knowledge sparingly, and generally only
  167
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  168
  to those who demonstrate that
  they come to the cult as a last
  resort, after all other avenues
  have been explored.
  Odin’s temples are gener-
  ally large, raucous halls.
  Those not distracted by
  the noise, carousing,
  and brawling notice the
  thickness of the walls,
  the lack of windows, and
  the heavy bars ready at
  each door. If the faithful
  close and bar the doors,
  the halls become sturdy
  forts. Private areas of the
  temples include libraries and
  extensive collections of scrying
  devices. Outside civilized areas,
  shrines to Odin are common in wild
  places that offer wide vistas of the
  surrounding country.
  Visitors to Odin’s temples re-
  ceive a warm welcome, a
  tankard of mead, and a plate of
  food. They rarely attract more
  attention than that unless
  they’ve come to sell or trade
  spells, knowledge, or magic
  items. Consequently, sorcerers
  and wizards receive the best
  treatment and can usually find
  free meals and a free place to
  sleep as long as they can demon-
  strate their contributions to the
  advancement of magic.
  ODIN
  Fighter 20/Wizard 20
  Medium-Size Outsider
  Divine Rank: 19
  Hit Dice: 20d8+180 (outsider) plus 20d10+180 (Ftr) plus
  20d4+180 (Wiz) (980 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 79 (+9 Dex, +19 divine, +32 natural, +9 deflection)
  Attacks*: Gungnir, +5 distance ghost touch holy keen returning wound-
  ing shortspear +76/+71/+66/+61 melee, +74 ranged; or spell +70
  melee touch or +68 ranged touch *Always receives a 20 on
  attack rolls; roll die to check for critical hit.
  Damage*: Gungnir, +5 distance ghost touch holy keen returning wound-
  ing shortspear 1d8+23/18–20/×3 melee, 1d8+16/18–20/×3 ranged
  or by spell *Always does maximum damage (shortspear 31
  points melee, 24 points ranged).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 73/+5, fire resist-
  ance 39, understand, speak, and read all languages and speak
  directly to all beings within 19 miles, remote communica-
  tion, godly realm, teleport without error at will, plane shift at
  will, familiar (ravens and wolves), SR 51, divine aura (19
  miles, DC 38).
  Saves*: Fort +60, Ref +62, Will +61. *Always receives a 20 on saves.
  Abilities: Str 32, Dex 28, Con 29, Int 44, Wis 30, Cha 29.
  Skills*: Alchemy +68, Appraise +42, Balance +48, Bluff +58,
  Climb +70, Concentration +60, Craft (metalworking) +82,
  Craft (stoneworking) +82, Decipher Script +54,
  Diplomacy +62, Disguise +54, Gather Infor-
  mation +54, Handle Animal +68, Heal +57,
  Innuendo +39, Intimidate +62, Intuit
  Direction +35, Jump +72, Knowl-
  edge (arcana) +68, Knowledge
  (history) +62, Knowledge
  (nature) +68, Knowledge
  (nobility and royalty) +68,
  Knowledge (the planes)
  +68, Knowledge (reli-
  gion) +68, Listen +57,
  Perform +42, Profession
  (herbalist) +61, Ride (horse)
  +72, Scry +66, Search +62,
  Sense Motive +59, Spellcraft
  +72, Spot +57, Swim +70, Tumble
  +46, Use Magic Device +42, Wil-
  derness Lore +49. *Always receives a
  20 on checks.
  Feats: Alertness, Blind-Fight, Cleave,
  Combat Casting, Combat Reflexes,
  Dodge, Empower Spell, Endurance,
  Enlarge Spell, Expertise, Extend
  Spell, Great Cleave, Heighten
  Spell, Improved Bull Rush,
  Improved Critical (short-
  spear), Improved Disarm,
  Improved Initiative, Im-
  proved Trip, Leadership,
  Lightning Reflexes, Mo-
  bility, Mounted Combat,
  Power Attack, Power Critical
  (shortspear), Quick Draw, Ride-
  By Attack, Scribe Scroll, Silent
  Spell, Spell Mastery, Spirited
  Charge, Spring Attack, Still Spell,
  Sunder, Trample, Weapon Focus (short-
  spear), Weapon Specialization (short-
  spear), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmu-
  tation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Arcane Mastery, Automatic Metamagic
  (quicken wizard spells), Banestrike (giants), Control Creatures
  (any creature that can cast a spell or use a spell-like ability),
  Divine Battle Mastery, Divine Spellcasting, Divine Storm, Extra
  Domain (Air), Extra Domain (Knowledge), Extra Domain (Trick-
  ery), Extra Sense Enhancement (sight), Hand of Death, Increased
  Damage Reduction, Instant Counterspell, Life and Death, Mass
  Life and Death, See Magic, Shapechange, Spontaneous Wizard
  Spells, True Shapechange.
  Domain Powers: 19/day turn or destroy earth creatures, or
  rebuke or command air creatures; cast divination spells at +1 caster
  level; use spell completion or spell trigger devices as Wiz20; 19
  rounds/day freedom of movement.
  Spell-Like Abilities: Odin uses these abilities as a 29th-
  level caster, except for divination spells, which he uses as a
  30th-level caster. The save DCs are 38 + spell level. Air walk,
  antimagic field, astral projection, blade barrier, chain lightning,
  change self, clairaudience/clairvoyance, confusion, control weather,
  control winds, detect secret doors, detect thoughts, dimension door, dis-
  cern location, dispel magic, divination, divine power, elemental swarm
  (air only), expeditious retreat, false vision, find the path, flame strike,
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by R. Sardinha
  
  fly, foresight, gaseous form, identify, imbue with spell ability, invisibility,
  legend lore, locate object, magic vestment, magic weapon, mislead, Mor-
  denkainen’s disjunction, nondetection, Nystul’s undetectable aura,
  obscuring mist, phase door, polymorph any object, power word stun,
  power word blind, power word kill, protection from spells, screen, spell
  resistance, spell turning, spiritual weapon, teleport without error, time
  stop, true seeing, whirlwind, wind wall.
  Wizard Spells/Day (Levels 0–17): 4/9/8/8/8/8/7/7/7/7/3/3/
  3/3/2/2/2/2; base DC = 29 + spell level.
  Possessions: Odin carries Gungnir, a +5 distance ghost touch
  holy keen returning wounding shortspear created by the dwarves. It
  has a range increment of 80 feet due to Odin’s strength and skill,
  and the spear’s improved distance enchantments. 
  Draupnir, by comparison, is almost inconsequential. A dwarf-
  forged gold ring of 1 million gp value, Draupnir drips eight rings
  of equal value every ninth day.
  Hlidskjalf is Odin’s High Seat in Asgard. While seated upon it,
  Odin receives a +30 insight bonus on
  all Scry checks, and he can use divina-
  tion spells without regard to distance
  or planar differences.
  Other Divine Powers
  As a greater deity, Odin automati-
  cally receives the best possible
  result on any die roll he makes
  (including attack rolls, damage, checks,
  and saves). He is immortal.
  Senses: Odin can hear, touch, and
  smell at a distance of nineteen miles
  and see at a distance of thirty-eight
  miles. As a standard action, he
  can perceive anything within
  nineteen miles of his wor-
  shipers, holy sites, objects, or any
  location where one of his titles or
  name was spoken in the last hour. He can extend
  his senses to up to twenty locations at once. He
  can block the sensing power of deities of his rank
  or lower at up to two remote locations at once for
  19 hours.
  Portfolio Sense: Odin senses all
  magic use (spellcasting, item use,
  spell-like ability use, or magic item creation), discovery,
  recording, or sharing of any spell or bit of arcane
  knowledge, and any combat between groups and any
  event involving one of the Aesir the instant it
  happens and nineteen weeks into the past
  and the future.
  Automatic Actions: Odin can use
  any Knowledge skill, even those he
  has no ranks in, as a free action
  if the DC for the task is 30
  or lower. He can perform
  up to twenty such free
  actions each round.
  Create Magic Items:
  Odin can create any kind of
  magic item.
  Freke and Gere (Odin’s wolves)
  Odin has two wolves, Freke and Gere. Since Odin lives only on
  mead, he throws the meat from his table in Valhalla to the wolves.
  Freke and Gere are always encountered together.
  DFreke and Gere, Odin’s legendary wolves: CR 7;
  Medium-size animal; HD 14d8+70 (182 hp); Init +4; Spd 60 ft.;
  AC 24 (touch 19, flat-footed 15); Atk +17 melee (2d6+10, bite);
  SA Trip; SQ Scent; AL N; SV Fort +8, Ref +10, Will +3; Str 24, Dex
  28, Con 20, Int 2, Wis 14, Cha 10.
  Skills and Feats: Hide +12, Listen +10, Move Silently +12, Spot
  +10, Wilderness Lore +4*; Weapon Finesse (bite).
  Trip (Ex): A legendary wolf that hits with a bite attack can
  attempt to trip the opponent as a free action (see Chapter 8 of the
  Player’s Handbook) without making a touch attack or provoking an
  attack of opportunity. If the attempt fails, the opponent cannot
  react to trip the legendary wolf.
  Skills: A legendary wolf receives a +2 racial bonus on Listen,
  Move Silently, and Spot checks, and a +4 racial bonus on Hide
  checks. *It also receives a +8 racial bonus on Wilderness Lore
  checks when tracking by scent.
  Hugin and Munin (Odin’s ravens)
  Odin sends Hugin (“Thought”) and Munin (“Memory”) out every
  day to bring him news of the Asgardian worlds. In the Asgardian
  cosmology, a mortal never knew when the raven watching him
  was Hugin or Munin.
  DHugin and Munin, Odin’s legendary ravens: CR 6;
  Small animal; HD 12d8+36 (132 hp); Init +8; Spd 10 ft., fly 100
  ft. average; AC 23 (touch 21, flat-footed 15); Atk +17 melee
  (1d6+2, 2 claws), +10 melee (1d8+1, bite); AL N; SV Fort +11, Ref
  +18, Will +7; Str 14, Dex 30, Con 16, Int 2, Wis 16, Cha 12.
  Skills and Feats: Listen +12, Spot +12; Weapon Finesse (claws),
  Weapon Finesse (bite).
  Sleipnir (Odin’s eight-legged steed)
  During the war with the Vanir, the wall protecting Asgard was
  razed. A builder approached the Aesir and offered
  to rebuild it if they would give him
  Freya to be his wife, and the sun
  and moon for his own.
  Odin and his fellow
  Aesir agreed, provided he
  could build the wall in six
  months. They didn’t believe
  anyone could build it so
  quickly, so they believed
  Freya, the sun, and the moon
  to be safe. The builder had a
  stallion, Svadilfari, who
  could pull amazingly
  large stones, and because
  of that the builder quickly
  raised the wall. With three days
  remaining, the gods told Loki to
  resolve the predicament. Loki
  disguised himself as a mare and
  distracted the stallion all night. The
  builder flew into a rage and his dis-
  guise slipped, revealing a giant. Thor
  dealt with the giant easily, and Loki
  later gave birth to the magical
  horse Sleipnir.
  DSleipnir, Odin’s legendary
  horse: CR 8; Large animal; HD
  18d8+144 (288 hp); Init +2; Spd
  80 ft., fly 100 ft. good; AC 19
  (touch 11, flat-footed 17); Atk
  +22 melee (2d6+9, 4 hooves), +20
  melee (1d6+4, bite); SQ Scent; AL N;
  SV Fort +20, Ref +13, Will +8; Str 28, Dex 14, Con 26, Int 2, Wis
  14, Cha 10.
  Skills and Feats: Listen +8, Spot +8; Multiattack.
  169
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by R. Sardinha
  
  170
  AEGIR
  God of the Oceans
  Intermediate Deity
  Symbol: Rough ocean waves
  Home Plane: Midgard
  Alignment: Neutral evil
  Portfolio: Sea, storms
  Worshipers: Sailors, anyone traveling
  by sea
  Cleric Alignments: CE, LE, NE
  Domains: Death, Destruction, Evil, Strength, Water
  Favored Weapon: Greatclub
  Aegir (ay-jeer) and his wife, Ran, hold themselves apart from
  the Aesir and Vanir. Rather than living on Asgard, they reside
  on Midgard, at the bottom of the ocean. Aegir’s realm is the
  deep ocean, far from land, where navigation and
  fishing are difficult and full of danger. He
  appears as a fierce man with a long, gray
  beard and fingers like claws. He
  appears on the surface of the sea
  to destroy ships that fail to sac-
  rifice to him, yet is well
  known for the bounty of
  the feasts he arranges for
  his fellow gods. Ran,
  his wife and equal
  partner, drags
  drowning men
  down to her hall
  beneath the sea.
  She holds sim-
  ilar responsi-
  bilities to Freya
  and Hel in that
  regard, since
  the drowned
  do not go to
  Valhalla, Sess-
  rumnir, or
  the under-
  world. Aegir
  and Ran have
  nine daughters,
  each of whom
  represents a
  different type
  of ocean wave.
  Dogma
  Cults of Aegir thrive
  in seaports. Cultists
  do not attempt to fit in
  or to make friends. They teach
  that those hoping for safe voyages
  across the sea must appease Aegir.
  Members of the cults tend to be
  crews of trading and fishing ves-
  sels that sail out of sight of shore.
  Their membership doesn’t reflect a
  shared preference for evil, but rather
  a healthy fear of Aegir.
  Clergy and Temples
  Aegir’s clergy are few in number and known for their cruelty. For-
  tunately, they reserve that cruelty for those who fail to properly
  honor Aegir. Rumors suggest they have burned ships when their
  captains bragged of sailing the deep sea without first appeasing
  the stormy god.
  Aegir’s temples are openly fortified against the works of mor-
  tals and against the elements of nature. Townsfolk and travelers
  can find shelter from tidal waves or flooding in a temple to
  Aegir, provided they offer the proper respect (and gold). Despite
  all the offerings, Aegir’s temples are rarely wealthy. Seeking to
  emulate the god, they host regular feasts for their communities.
  The temples contain kitchens, pantries, prayer rooms, and the
  armories typical of Asgardian temples.
  Visitors to Aegir’s temples receive a chill welcome. Those plan-
  ning a sea voyage who make offerings find the clergy can be jolly
  folks who love food, ale, and jokes as much as anyone. Those who
  do not make offerings find the clergy menacing. Everyone is wel-
  come on feast day, however.
  AEGIR
  Fighter 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 11
  Hit Dice: 20d8+220 (outsider) plus
  20d10+220 (Ftr) plus 20d8+220
  (Clr) (1,180 hp)
  Initiative: +12 (+8 Dex, +4 Im-
  proved Initiative)
  Speed: 60 ft., swim 100 ft.
  AC: 61 (+8 Dex, +11 divine,
  +24 natural, +8 deflection)
  Attacks: +5 thundering wound-
  ing greatclub +74/+69/+64/
  +59 melee; or spell +68
  melee touch or +59
  ranged touch
  Damage: +5 thun-
  dering wounding
  greatclub 1d10+32/
  19–20 or by spell
  Face/Reach: 5 ft.
  by 5 ft./5 ft.
  Special At-
  tacks: Domain
  powers, salient
  divine abilities,
  spell-like abili-
  ties, rebuke un-
  dead 19/day.
  Special Quali-
  ties: Divine im-
  munities, DR 46/+4,
  fire resistance 31,
  spontaneous casting of
  divine spells, under-
  stand, speak, and
  read all languages
  and speak directly
  to all beings within
  11 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, SR 43,
  divine aura (1,100 ft., DC 29).
  Saves: Fort +54, Ref +53, Will +53.
  Abilities: Str 44, Dex 26, Con 32, Int 26, Wis 27, Cha 26.
  Skills*: Bluff +49, Climb +58, Concentration+59, Craft (metal-
  working) +61, Craft (stoneworking) +61, Diplomacy +59,
  Heal +55, Intimidate +53, Jump +58, Knowledge (arcana)
  +55, Knowledge (nature) +49, Knowledge (the planes) +49,
  Knowledge (religion) +55, Listen +49, Scry +51, Spellcraft
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer & L. Grant-West
  
  +55, Spot +49, Wilderness Lore +51. *Always receives a 20
  on checks.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Casting, Combat Reflexes, Divine Might, Divine
  Vengeance, Dodge, Empower Spell, Endurance, Enlarge Spell,
  Extend Spell, Expertise, Extra Turning, Extra Turning, Great
  Cleave, Improved Bull Rush, Improved Critical (greatclub),
  Improved Initiative, Iron Will, Lightning Reflexes, Mobility,
  Power Attack, Power Critical (greatclub), Quick Draw, Sacred
  Spell, Spring Attack, Weapon Focus (greatclub), Weapon
  Specialization (greatclub), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Size, Alter Form, Call Crea-
  tures (sea creatures), Control Creatures (sea creatures), Divine
  Storm, Divine Water Mastery, Extra Domain (Death), Extra
  Domain (Destruction), Hand of Death, Life and Death, Mind of
  the Beast, Power of Nature, Shapechange, Speak with Creatures
  (sea creatures).
  Domain Powers: 11/day death touch (roll 20d6; if subject
  touched does not have at least that many hp, it dies); 11/day smite
  (+4 on attack bonus and +20 on damage for one weapon attack; cast
  evil spells at +1 caster level; 11/day feat of strength (+20 enhance-
  ment bonus to Str for 1 round); 11/day turn or destroy fire crea-
  tures, or rebuke or command water creatures.
  Spell-Like Abilities: Aegir uses these abilities as a 21st-level
  caster, except for evil spells, which he uses as a 22nd-level caster.
  The save DCs are 29 + spell level. Acid fog, animate dead, Bigby’s
  clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blasphemy,
  bull’s strength, cause fear, circle of doom, cone of cold, contagion, control
  water, create greater undead, create undead, death knell, death ward, dese-
  crate, destruction, disintegrate, dispel good, earthquake, elemental swarm
  (as water spell only), endure elements, fog cloud, harm, horrid wilting,
  ice storm, implosion, inflict critical wounds, inflict light wounds, magic
  circle against good, magic vestments, obscuring mist, protection from good,
  righteous might, shatter, slay living, spell immunity, stoneskin, summon
  monster IX (as evil spell only), unholy aura, unholy blight, wail of the
  banshee, water breathing.
  Cleric Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 +
  spell level.
  Other Divine Powers
  As an intermediate deity, Aegir automatically receives a die result
  of 20 on any check. He treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal.
  Senses: Aegir can see, hear, touch, and smell at a distance of
  eleven miles. As a standard action, he can perceive anything within
  eleven miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to ten locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 11 hours.
  Portfolio Sense: Aegir senses anything that affects the sea the
  instant it happens and eleven weeks into the past.
  Automatic Actions: Aegir can use Knowledge (nature),
  Knowledge (religion), or Wilderness Lore as a free action if the
  DC for the task is 25 or lower. He can perform up to ten such free
  actions each round.
  Create Magic Items: Aegir can create any magic item related to
  water and the sea, as long as the item’s market price does not
  exceed 200,000 gp.
  BALDER
  God of Beauty
  Intermediate Deity
  Symbol: Gem-encrusted silver chalice
  Home Plane: Asgard before death,
  Niflheim afterward
  Alignment: Neutral good
  Portfolio: Beauty, light, music, poetry, rebirth
  Worshipers: Bards, gnomes
  Cleric Alignments: CG, LG, NG
  Domains: Good, Healing, Knowledge
  Favored Weapon: Greatsword
  The son of Odin and Frigga, Balder (bald-er) was the favorite of
  the gods. Renowned for his beauty, Balder led an idyllic life until
  he became troubled by ominous dreams. The gods so loved Balder
  that they sent Frigga to extract an oath from all things, animate
  and inanimate, that they would not harm him. She overlooked
  the mistletoe, thinking it too weak to harm anything. The gods
  delighted in Balder’s invulnerability and amused themselves by
  throwing things at him. Loki discovered his weakness and
  tricked Hod, Balder’s blind twin, into throwing a sharpened dart
  of mistletoe at Balder, guiding Hod’s hand so it aimed at his
  brother’s heart.
  The dart killed the god of beauty, and Frigga suggested that
  someone journey to the underworld to ransom her son. Hermod,
  messenger of the gods, volunteered to go. Hel agreed to release
  Balder if all of Asgard shed a tear for him (some myths say that all
  creation had to cry). Loki refused to shed a tear, and Balder’s spirit
  remained in the underworld. When the gods placed his body on its
  funeral pyre, his wife Nanna joined her husband on the fire. Balder
  was prophesied to return after Ragnarok as one of the gods who
  would rule the new creation.
  Dogma
  Balder’s cult has two facets. One teaches that the mental and emo-
  tional state achieved while creating beautiful objects brings the
  artist closer to the gods. It also teaches that the gods deserve rever-
  ence and gratitude as the sources of artistic inspiration. The other
  facet teaches that out of great tragedy come new growth, new
  opportunity, and new hope for the future. It focuses on renewal
  and rebirth by reminding mortals that even the beautiful and
  beloved Balder had to suffer in order to become a god when the
  cycles changed. As with other Asgardian cults, Balder’s worshipers
  teach acceptance of fate, but in their case, they try to accept it with
  a smile and laughter.
  Clergy and Temples
  Not all of Balder’s clergy possess great physical beauty, but a dis-
  proportionate number of them do. They dress simply but well.
  Many are skilled artists. Those seeking comfort after a great loss are
  well advised to seek someone in Balder’s service.
  Balder’s temples are sturdy forts, like most Asgardian temples.
  They are the most beautiful and well-designed temples of the pan-
  theon without being gilded, luxurious, or overdone. Their beauty
  comes from elegance and simplicity. Not only are the carvings and
  paintings lovely, but the buildings themselves are skillfully
  designed for their locations and environments. Temples to Balder
  usually appear in areas with high gnome populations, and the signs
  of their artistry are clear. Wooden tools, implements, and weapons
  are forbidden in Balder’s temples. The temples generally contain a
  small armory and workshops or studios where the clergy can
  receive the god’s inspiration.
  Visitors to Balder’s temples can feel overwhelmed by the
  grace and elegance, though the clerics are open and smiling.
  Those seeking comfort receive it with as much privacy as they
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  CHAPTER 6:
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  Illus. by D. Cramer
  
  172
  desire. Those seeking inspiration are told stories or shown artwork
  related to their particular talent. Bards are particularly welcome,
  and many temples host performances by famous skalds.
  BALDER
  Barbarian 20/Bard 20
  Medium-Size Outsider
  Divine Rank: 14
  Hit Dice: 20d8+180 (outsider) plus 20d6+180 (Brd) plus 20d12+180
  (Bbn) (1,060 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 70 ft.
  AC: 76 (+8 Dex, +27
  natural, +14 divine,
  +17 deflection)
  Attacks: +5 bane* keen
  holy greatsword +70/
  +65/+60/+55 melee;
  or spell +64 melee
  touch or +62 ranged
  touch *+72/+67/
  +62/+57 against evil
  outsiders.
  Damage: +5 bane*
  keen holy greatsword
  2d6+20/15–20 or
  by spell *4d6+20/
  15–20 against evil
  outsiders.
  Face/Reach: 5 ft. by 5
  ft./5 ft.
  Special Attacks: Do-
  main powers, sa-
  lient divine abilities,
  spell-like abilities.
  Special Qualities:
  Divine immunities,
  DR 49/+4 (4/–), fire
  resistance 34, sonic
  resistance 34, fast
  healing 34, sponta-
  neous casting of
  divine spells, under-
  stand, speak, and
  read all languages
  and speak directly
  to all beings within
  14 miles, remote
  communication,
  godly realm, teleport
  without error at will, plane shift at will, fast movement, bardic
  knowledge +28, bardic music 24/day (countersong, fascinate,
  inspire competence, inspire courage, inspire greatness, sugges-
  tion) range 14 miles, uncanny dodge (cannot be flanked, +4
  against traps), SR 46, divine aura (1,400 ft., DC 41).
  Saves: Fort +55, Ref +54, Will +54.
  Abilities: Str 31, Dex 27, Con 29, Int 27, Wis 27, Cha 44.
  Skills*: Alchemy +44, Appraise +44, Balance +51, Bluff +58, Climb
  +48, Concentration +50, Craft (metalworking) +54, Craft
  (stoneworking) +54, Decipher Script +34, Diplomacy +66,
  Disguise +58, Escape Artist +49, Gather Information +58, Hide
  +49, Intimidate +62, Intuit Direction +54, Jump +48, Knowledge
  (arcana) +27, Knowledge (nature) +27, Knowledge (the planes)
  +27, Listen +44, Move Silently +39, Perform +105, Scry +44,
  Sense Motive +49, Spellcraft +49, Spot +44, Swim +46, Tumble
  +46, Use Magic Device +41, Wilderness Lore +44. *Always
  receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Dodge, Endurance, Expertise, Extra Music, Great
  Cleave, Improved Critical (greatsword), Improved Initiative,
  Jack of All Trades, Mobility, Power Attack, Power Critical
  (greatsword), Spring Attack, Superior Expertise, Weapon Focus
  (greatsword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmu-
  tation, imprisonment, banishment.
  Salient Divine Abil-
  ities: Alter Form, Alter
  Reality, Alter Size, Area
  Divine Shield, Divine
  Bard, Divine Blast,
  Divine Fast Healing,
  Divine Rage, Divine
  Recall (every person or
  thing of beauty), Divine
  Shield, Divine Skill
  Focus (Perform), Gift of
  Life, Increased Energy
  Resistance (sonic), Irre-
  sistible Performance
  (all abilities), Mass Di-
  vine Blast, Rejuvena-
  tion, Shapechange.
  Domain Powers:
  Cast good spells at +1
  caster level; cast healing
  spells at +1 caster level;
  cast divination spells at
  +1 caster level.
  Spell-Like Abilities:
  Balder uses these abili-
  ties as a 24th-level caster,
  except for good spells,
  healing spells, and div-
  ination spells, which he
  uses as a 25th-level
  caster. The save DCs are
  41 + spell level. Aid, blade
  barrier, clairaudience/
  clairvoyance, cure critical
  wounds, cure light wounds,
  cure moderate wounds,
  cure serious wounds, detect
  secret doors, detect thoughts,
  discern location, dispel evil,
  divination, find the path, foresight, heal, healing circle, holy aura, holy
  smite, holy word, legend lore, magic circle against evil, mass heal, protec-
  tion from evil, regenerate, summon monster IX (as good spell only), true
  resurrection, true seeing.
  Divine Rage: The following changes are in effect as long as
  Balder rages: AC 71; hp 1,360; attacks +75/+70/+65/+60 melee
  (2d6+25/15–20, +5 bane keen holy greatsword); SQ Fire resistance 44,
  sonic resistance 44, SR 56; SV Fort +60, Will +59; Str 41, Con 39;
  Climb +53, Concentration +55, Jump +53, Swim +51. His rage can
  be used 14 times per day, it lasts for 1 hour (or until ended), and he
  is not winded afterward.
  Bard Spells Known (4/9/8/8/8/8/7; base DC = 27 + spell
  level): 0—dancing lights, daze, detect magic, ghost sound, light, pres-
  tidigitation; 1st—charm person, cure light wounds, expeditious retreat,
  hypnotism, mage armor; 2nd—blindness/deafness, bull’s strength, cat’s
  grace, mirror image, shatter; 3rd—blink, charm monster, dispel magic,
  haste, sculpt sound; 4th—break enchantment, dismissal, legend lore,
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by E. Peterson
  
  locate creature, modify memory; 5th—dream, greater dispelling, healing
  circle, mirage arcana, persistent image; 6th—geas/quest, mass haste, project
  image, repulsion.
  Other Divine Powers
  As an intermediate deity, Balder automatically receives a die result
  of 20 on any check. He treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal.
  Senses: Balder can see, hear, touch, and smell at a distance of
  fourteen miles. As a standard action, he can perceive anything
  within fourteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up to ten locations at once. He
  can block the sensing power of deities of his rank or lower at up to
  two remote locations at once for 14 hours.
  Portfolio Sense: Balder senses anything involving objects of
  beauty and discussions and comparison of beauty the instant it
  happens and fourteen weeks into the past.
  Automatic Actions: Balder can use Appraise, Craft (metal-
  working), or Craft (stoneworking) as a free action if the DC for the
  task is 25 or lower. He can use Perform as a free action if the DC for
  the task is 39 or lower. He can perform up to ten such free actions
  each round.
  Create Magic Items: Balder can create magic instruments and
  magic art tools and supplies, as long as the item’s market price does
  not exceed 200,000 gp.
  FORSETI
  God of Justice, Peacemaker
  Intermediate Deity
  Symbol: Head of a bearded man
  Home Plane: Asgard
  Alignment: Neutral
  Portfolio: Justice, law
  Worshipers: Paladins, judges, attorneys,
  halflings
  Cleric Alignments: CN, LN, N, NE, NG
  Domains: Knowledge, Protection, Strength
  Favored Weapon: Longsword
  The son of Balder and Nanna, Forseti (for-set-ee) has never told a lie.
  The gods call on Forseti to -be impartial.
  Dogma
  Forseti’s cult believes that ethics and morality originate from the
  lawmakers and rulers. True justice can only come from staying
  impartial. His worshipers teach the value of judges and arbitrators
  to society, and seek to develop the same unbiased sense of justice
  through Forseti’s teachings.
  Clergy and Temples
  Forseti’s clergy believe in justice, though they respect Asgardian
  traditions of revenge. They often act as judges, intermediaries,
  and arbitrators for their communities. They’re generally
  respected for their talents in these fields. The clergy are quick to
  protect those involved in disputes, insisting that no one is guilty
  without a fair trial.
  Forseti’s temples resemble courtrooms and often serve as the
  same. Like other Asgardian temples, they also double as forts.
  Some temples also serve as the local jail. They contain small rooms
  for legal discussions and settlements, libraries of local laws, and
  armories. Though halflings prefer neutrality for different reasons,
  they find Forseti’s temples comforting and welcoming for their
  lack of bias.
  Visitors to Forseti’s temples find them quieter and more
  restrained than other Asgardian temples, particularly if court is in
  session. Those seeking assistance in resolving a dispute can request
  a private conference with at least one member of the clergy.
  FORSETI
  Ranger 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 13
  Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Rgr) plus
  20d8+160 (Clr) (1,000 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 65 (+8 Dex, +26 natural, +13 divine, +8 deflection)
  Attacks: +5 vorpal longsword +72/+67/+62/+57 melee; or spell +62
  melee touch or +61 ranged touch
  Damage: +5 vorpal longsword 1d8+31/17–20 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 11/day.
  Special Qualities: Divine immunities, DR 48/+4, fire resistance
  33, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 13
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, favored enemies (giants +5, goblinoids
  +4, dragons +3, aberrations +2, undead +1), SR 45. divine aura
  (1,300 ft., DC 31).
  Saves: Fort +53, Ref +55, Will +61.
  Abilities: Str 28, Dex 27, Con 27, Int 31, Wis 43, Cha 27.
  Skills*: Animal Empathy +46, Climb +52, Concentration +64,
  Craft (metalworking) +58, Craft (stoneworking) +58,
  Diplomacy +55, Gather Information +24, Handle Animal +51,
  Heal +64, Hide +37, Intimidate +46, Intuit Direction +45,
  Jump +52, Knowledge (arcana) +52, Knowledge (history) +39,
  Knowledge (nature) +50, Knowledge (the planes) +44,
  Knowledge (religion) +52, Listen +56, Move Silently +46, Ride
  (horse) +55, Scry +55, Search +55, Sense Motive +54, Spellcraft
  +60, Spot +61, Swim +52, Wilderness Lore +61. *Always receives
  a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Dodge, Expertise, Great Cleave, Improved Critical
  (longsword), Improved Disarm, Improved Initiative,
  Leadership, Lightning Reflexes, Mobility, Power Attack, Quick
  Draw, Spring Attack, Sunder, Track, Weapon Focus (longsword),
  Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Annihilating
  Strike, Banestrike (giants), Battlesense, Clearsight, Create Greater
  Object, Create Object, Divine Blessing (Wisdom), Divine Inspira-
  tion (courage), Divine Recall (legal arguments), Divine Weapon
  Focus (longsword), Divine Weapon Specialization (longsword),
  Lay Quest, Power of Truth, Shapechange.
  Domain Powers: Cast divination spells at +1 caster level;
  13/day protective ward (touched subject gains +20 resistance bonus
  on next saving throw, maximum duration 1 hour); 13/day feat of
  strength (+20 enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Forseti uses these abilities as a 23rd-level
  caster, except for divination spells, which he uses as a 24th-level
  caster. The save DCs are 31 + spell level. Antimagic field, bull’s
  strength, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping
  hand, clairaudience/clairvoyance, detect secret doors, detect thoughts, dis-
  cern location, divination, endure elements, find the path, foresight, legend
  lore, magic vestment, mind blank, prismatic sphere, protection from ele-
  ments, repulsion, righteous might, sanctuary, shield other, spell immunity,
  spell resistance, stoneskin, true seeing.
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  CHAPTER 6:
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  Illus. by D. Cramer
  
  174
  Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 +
  spell level.
  Ranger Spells/Day: 7/7/7/7; base DC = 26 + spell level.
  Other Divine Powers
  As an intermediate deity, Forseti automatically receives a die
  result of 20 on any check. He treats a 1 on a saving throw or
  attack roll normally and not as an automatic failure. He is
  immortal.
  Senses: Forseti can see, hear, touch, and smell at a dis-
  tance of thirteen miles. As a standard action, he can
  perceive anything within thirteen miles of his wor-
  shipers, holy sites, objects, or any location
  where one of his titles or name was spoken in
  the last hour. He can extend his senses to up to
  ten locations at once. He can block the sensing
  power of deities of his rank or lower at
  up to two remote locations at once for
  13 hours.
  Portfolio Sense: Forseti senses
  all events involving legal dis-
  putes the instant they happen
  and and thirteen weeks into
  the past. 
  Automatic Actions:
  Forseti can use Intuit Direc-
  tion or Search as a free
  action if the DC for the task
  is 25 or lower. He can per-
  form up to ten such free
  actions each round.
  Create Magic
  Items: Forseti
  can create magic
  weapons and
  armor and div-
  ination items related
  to the emotions or
  thoughts of living beings,
  as long as the item’s market
  price does not exceed 200,000 gp.
  FREY
  God of Sunlight and the Elves
  Greater Deity
  Symbol: Ice-blue greatsword
  Home Plane: Asgard
  Alignment: Neutral good
  Portfolio: Agriculture, fertility, harvest, sun
  Worshipers: Druids, rangers, farmers,
  husbands and wives, elves, gnomes,
  half-elves
  Cleric Alignments: CG, LG, NG
  Domains: Air, Good, Plant, Sun
  Favored Weapon: Greatsword
  Son of Njord and husband to the female giant Gerd, Frey (fray) is
  the chief god of agriculture. Weapons are banned outright in his
  temples, and bloodshed in places sacred to him is taboo. Despite
  this peaceful portfolio, Frey is fated to fight Surtur at Ragnarok
  with his bare hands, having given his dwarf-forged magic sword to
  his shield-man Skirnir. (If the DM sets a campaign earlier in the
  Asgardian cycle, Frey could still have his sword.)
  Dogma
  Frey’s cult concerns itself with the daily affairs of those who live off
  the land. The clergy work in the fields and forests
  alongside the faithful, providing good examples
  of proper stewardship. They freely dispense
  advice when asked, but look favorably on
  those who learn from their example rather
  than their words. Frey expects his worshipers
  to learn from the clergy and to practice effi-
  cient use of the available land. He despises
  waste and teaches his followers to respect
  and cherish the bounty of the land.
  Clergy and Temples
  Frey’s clergy rarely wear armor or carry
  weapons when not actively adventuring,
  though they are quick to take up arms and armor
  against those who threaten to despoil the land.
  When encountered in the fields, only their holy
  symbols mark them as different from the other
  farmers. Communities with strong ties to Frey
  often have large elf populations or stand near
  forests containing elf villages.
  Frey’s temples are rare in urban areas.
  Those seeking him are better advised to look
  in rural areas among the farmers and ranch-
  ers who particularly revere him. The large
  wooden halls generally contain a watch-
  tower both to guard the fields and to
  observe the weather. Surrounding the
  halls are horse stables, armories (since
  weapons aren’t permitted in the temple),
  granaries, seed stores, and many small
  thriving vegetable gardens.
  Frey’s temples often
  breed the best horses
  in the region.
  Visitors to Frey’s tem-
  ples receive friendly wel-
  comes, with true warmth
  reserved for sylvan, fey,
  and elf worshipers. Those
  with news of threats to the land or
  to the local elves receive the full attention
  of the clergy. Good rangers and druids can count on a place to
  sleep and a free meal at any of Frey’s temples.
  FREY
  Ranger 20/Cleric 20
  Medium-Size Outsider (Elf)
  Divine Rank: 18
  Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus
  20d8+200 (Clr) (1,120 hp)
  Initiative: +22, always first (+18 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 86 (+18 Dex, +31 natural, +18 divine, +9 deflection)
  Attacks*: Unarmed strike +76/+71/+66/+61 melee; or spell +66
  melee touch or +76 ranged touch *Always receives a 20 on attack
  rolls; roll die to check for critical hit.
  Damage*: Unarmed strike 1d3+8; or by spell *Always does maxi-
  mum damage (unarmed 11 points).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 16/day.
  Special Qualities: Elf traits, divine immunities, DR 71/+5, fire
  resistance 38, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 18 miles, remote communication, godly realm, teleport
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by E. Peterson & D. Cramer
  
  without error at will, plane shift at will, favored enemies (giants +5,
  goblinoids +4, dragons +3, aberrations +2, undead +1), SR 50,
  divine aura (18 miles, DC 37).
  Saves*: Fort +60, Ref +70, Will +59. *Always receives a 20 on saves.
  Abilities: Str 27, Dex 46, Con 30, Int 28, Wis 28, Cha 29.
  Skills*: Animal Empathy +50, Climb +53, Concentration +60,
  Craft (metalworking) +59, Craft (stoneworking) +59, Diplo-
  macy +56, Handle Animal +54, Heal +59, Hide +63, Intimidate
  +43, Intuit Direction +54, Jump +53, Knowledge (arcana) +54,
  Knowledge (nature) +54, Knowledge (the
  planes) +49, Knowledge (religion) +54,
  Listen +59, Move Silently +63,
  Ride (horse) +68, Scry +49,
  Search +52, Sense Motive
  +44, Spellcraft +55, Spot +59,
  Swim +53, Use Rope +64,
  Wilderness Lore +55. *Always
  receives a 20 on checks.
  Feats: Alertness, Blind-Fight,
  Cleave, Combat Casting,
  Combat Reflexes, Deflect
  Arrows, Dodge, Expertise,
  Extra 
  Turning, 
  Great
  Cleave, Improved Grapple,
  Improved Initiative, Im-
  proved Unarmed Strike,
  Lightning Reflexes, Martial
  Weapon Proficiency (com-
  posite longbow), Martial
  Weapon Proficiency (com-
  posite shortbow), Martial
  Weapon Proficiency (long-
  bow), Martial Weapon Pro-
  ficiency (longsword), Martial
  Weapon Proficiency (rapier),
  Mobility, Power Attack, Spring
  Attack, Stunning Fist, Track,
  Weapon Finesse (unarmed strike),
  Whirlwind Attack.
  Elf Traits: +2 racial bonus on Will
  saves against enchantment spells or
  effects; low-light vision; entitled to a
  Search check when within 5 feet of a
  secret or concealed door as though
  actively looking for it.
  Divine Immunities: Ability damage,
  ability drain, acid, cold, death effects, dis-
  ease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis,
  poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter
  Reality, Alter Size, Automatic Metamagic (quicken
  cleric spells), Banestrike (giants), Command Plants, Con-
  trol Creatures (elves), Divine Blessing (Dexterity), Divine Celer-
  ity, Divine Dodge, Divine Radiance, Divine Shield, Extra
  Domain (Air), Gift of Life, Increased Damage Reduction, Life
  and Death, Mass Life and Death, Power of Nature, Shapechange,
  Speak with Creatures (plants), Supreme Initiative, True Shape-
  change, Wound Enemy.
  Domain Powers: 18/day turn or destroy earth creatures, or
  rebuke or command air creatures; cast good spells at +1 caster
  level; 18/day rebuke or command plant creatures; 18/day
  greater turning.
  Spell-Like Abilities: Frey uses these abilities as a 28th-level
  caster, except for good spells, which he uses as a 29th-level
  caster. The save DCs are 37 + spell level. Aid, air walk, barkskin,
  blade barrier, chain lightning, changestaff, command plants, control
  plants, control weather, control winds, dispel evil, elemental swarm (as
  air spell only), endure elements, entangle, fire seeds, fire shield, flame
  strike, gaseous form, heat metal, holy aura, holy smite, holy word, magic
  circle against evil, obscuring mist, plant growth, prismatic sphere, pro-
  tection from evil, repel wood, searing light, shambler, summon monster
  IX (as good spell only), sunbeam, sunburst, wall of thorns, whirl-
  wind, wind wall.
  Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 +
  spell level.
  Ranger Spells/Day: 6/5/5/5; base
  DC = 19 + spell level.
  Possessions: Frey owns Skidbladnir,
  a dwarf-made boat capable of holding
  all the Aesir that can sail at speeds of
  up to 100 miles per hour across land,
  sea, or sky, and which folds up to fit in
  Frey’s pocket. Frey once carried a +5
  dancing defending ghost touch keen long-
  sword, but he gave the sword to his
  shield-man, Skirnir, in return for
  arranging Frey’s wedding to the
  female giant Gerd.
  Other Divine Powers
  As a greater deity, Frey automatically
  receives the best possible result on
  any die roll he makes (including
  attack rolls, damage, checks, and
  saves). He is immortal.
  Senses: Frey can see (using normal
  vision or low-light vision), hear, touch,
  and smell at a distance of eighteen
  miles. As a standard action, he can per-
  ceive anything within eighteen miles
  of his worshipers, holy sites, objects, or
  any location where one of his titles or
  name was spoken in the last hour. He
  can extend his senses to up to twenty
  locations at once. He can block the
  sensing power of deities of his rank or
  lower at up to two remote locations at
  once for 18 hours.
  Portfolio Sense: Frey senses any-
  thing that affects plant life (land, sea,
  air) and elven welfare, arts, crafts, spell-
  casting, and warfare the instant it hap-
  pens and eighteen weeks into the past
  and the future.
  Automatic Actions: Frey can use
  Craft (metalworking), Craft (stone-
  working), Knowledge (arcana),
  Knowledge (nature), Knowledge
  (the planes), or Knowledge (religion)
  as a free action if the DC for the task is
  30 or lower. He can perform up to twenty such free actions
  each round.
  Create Magic Items: Frey can create any magic item related to
  command or control of plants.
  DBlodug-Hofi, Frey’s legendary horse: CR 8; Large animal;
  HD 18d8+144 (288 hp); Init +2; Spd 80 ft., fly 100 ft. good; AC 19
  (touch 11, flat-footed 17); Atk +22 melee (2d6+9, 2 hooves), +17
  melee (1d6+4, bite); SQ Scent; AL N; SV Fort +20, Ref +13, Will +8;
  Str 28, Dex 14, Con 26, Int 2, Wis 14, Cha 10.
  Skills and Feats: Listen +8, Spot +8.
  175
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Riche
  
  176
  DGullin-Bursti (Golden Bristles), Frey’s boar: CR 8;
  Huge animal; HD 21d8+105 (273 hp); Init –1; Spd 80 ft.,
  fly 100 ft. good; AC 17 (touch 7, flat-footed 17); Atk +25
  melee (1d8+12, bite); SA Ferocity; SQ Light, scent; AL
  N; SV Fort +17, Ref +11, Will +8; Str 35, Dex 8,
  Con 21, Int 2, Wis 13, Cha 8.
  Skills: Listen +8, Spot +8.
  Ferocity (Ex): Continues to fight
  without penalty even while disabled
  or dying.
  Light (Su): The boar’s bristles
  shed light equivalent to a torch.
  dSkirnir, Frey’s shield-man:
  Male Quasi-deity (divine rank 0)
  Pal20; Medium-size humanoid; HD
  20d10+120; hp 320; Init +4; Spd 120 ft.;
  AC 32 (touch 12, flat-footed 32); Atk
  +34/+29/+24/+19 melee (1d8+17/
  15–20, Frey’s sword), +25 melee (1d8,
  animated bashing large shield); SA
  Smite evil (+2 on attack and +20 on
  damage), turn undead 5/day; SQ
  Aura of courage, detect evil, divine
  grace, divine health, lay on hands (40
  hp/day), remove disease 6/week, quasi-
  deity traits; AL LG; SV Fort +23, Ref +11,
  Will +13; Str 26, Dex 10, Con 22, Int 8, Wis
  15, Cha 14.
  Skills and Feats: Concentration +16,
  Diplomacy +22, Handle Animal +22, Heal
  +22, Jump +2, Knowledge (religion) +9,
  Ride (horse) +20; Cleave, Great Cleave,
  Improved Critical (longsword), Improved
  Initiative, Power Attack, Sunder, Weapon
  Focus (longsword).
  Quasi-Deity Traits: Immune to transmutation, energy
  drain, ability drain, ability damage, mind-affecting
  effects, electricity, cold, and acid; fire resistance 20, DR
  35/+4, SR 32; immortal.
  Paladin Spells/Day: 4/4/3/3; base DC = 12 + spell level.
  Typical Possessions: +4 ghost touch invulnerability full plate,
  +5 animated bashing large steel shield, Frey’s magic sword, boots
  of striding and springing, cloak of resistance +5.
  FREYA
  Goddess of Love and Fertility
  Intermediate Deity
  Symbol: Falcon
  Home Plane: Asgard
  Alignment: Neutral good
  Portfolio: Fertility, love, magic, vanity
  Worshipers: Bards, sorcerers, wizards,
  lovers, husbands and wives, elves,
  gnomes, half-elves
  Cleric Alignments: CG, LG, NG
  Domains: Air, Charm, Good, Magic
  Favored Weapon: Longsword
  Freya (fray-ah) is the deity of erotic and sensual love, adept at the
  practice of magic. Some myths say she taught the Vanir art of
  witchcraft to the Aesir. Freya is the daughter of Njord and the
  twin sister of Frey. She delights in romantic poetry and is con-
  sidered the most magnanimous of the goddesses. Freya weeps
  tears of gold when her husband, Odur, goes on his journeys. She
  possesses the Necklace of the Brisings, sometimes called
  Brisingamen, a fantastically beautiful and priceless piece of
  jewelry crafted by the dwarves. She rides to battle in a
  chariot pulled by twin lions. Half those slain in
  battle, and all women so slain, come to Freya’s
  hall Sessrumnir.
  Dogma
  Freya’s cults tend to be exuberant and passion-
  ate. Whatever they do, they do with full
  enthusiasm. Racially and culturally one
  of the most diverse Asgardian cults,
  they find beauty in magic and vice
  versa. Physical appearance is irrelevant
  to those seeking initiation. Instead,
  they must demonstrate the kind of ardor
  promoted by the cult.
  Clergy and Temples
  Freya’s clerics revere her role as a
  warrior deity. They actively prac-
  tice the arts of war, including the
  arcane arts. Many of the clergy are
  sorcerers or wizards in addition to
  being priests.
  Freya’s temples are lavishly deco-
  rated with the gold that is her gift to the
  world. The doors face the setting sun,
  since Odur returns to his wife at sunset.
  The temples contain heavily secured dis-
  play areas where sumptuous jewelry rests
  as offerings to Freya. They also contain
  armories, arcane libraries, training areas, and
  arcane laboratories.
  Visitors to Freya’s temples receive
  greetings from enthusiastic members
  of the community or the clergy. The
  warm welcome quickly dissipates without
  an offering of jewelry or an honest
  expression of the passion prized by their
  deity. Offerings of magical knowledge,
  items, or songs are accepted as warmly
  as jewelry.
  FREYA
  Fighter 20/Sorcerer 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Ftr)
  plus 20d4+160 (Sor) (920 hp)
  Initiative: +16 (+12 Dex, +4 Improved Initiative)
  Speed: 60 ft., fly 200 ft. perfect
  AC: 82 (+12 Dex, +28 natural, +15 divine, +17 deflection)
  Attacks: +5 dancing spell storing longsword +69/+64/+59/+54 melee;
  or spell +63 melee touch or +67 ranged touch
  Damage: +5 dancing spell storing longsword 1d8+19/17–20 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities.
  Special Qualities: Elf traits, divine immunities, DR 50/+4, fire
  resistance 35, understand, speak, and read all languages and speak
  directly to all beings within 15 miles, remote communication,
  godly realm, teleport without error at will, plane shift at will, famil-
  iar (cats), SR 47, divine aura (1,500 ft., DC 42).
  Saves: Fort +55, Ref +59, Will +55.
  Abilities: Str 27, Dex 34, Con 26, Int 27, Wis 27, Cha 44.
  Skills*: Alchemy +50, Appraise +45, Bluff +39, Climb +50, Con-
  centration +50, Craft (metalworking) +55, Craft (stoneworking)
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Riche & D. Cramer
  
  +55, Diplomacy +58, Gather Information +54, Handle Animal
  +59, Hide +30, Innuendo +47, Intimidate +54, Jump +50,
  Knowledge (arcana) +50, Knowledge (nature) +45, Knowledge
  (the planes) +45, Knowledge (religion) +45, Listen +27, Ride
  (horse) +56, Scry +46, Search +47, Sense Motive +45, Spellcraft
  +51, Spot +49, Swim +50. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Dodge, Empower Spell, Endurance, Enlarge Spell,
  Eschew Materials, Expertise, Extend Spell, Eyes in the Back of
  Your Head, Great Cleave, Improved Critical (longsword),
  Improved Disarm, Improved Initiative, Improved Trip, Martial
  Weapon Proficiency (composite longbow), Martial Weapon
  Proficiency (composite shortbow), Martial Weapon Proficiency
  (longbow), Martial Weapon Proficiency (longsword), Martial
  Weapon Proficiency (rapier), Maximize Spell, Mobility,
  Mounted Combat, Power Attack, Power Critical (longsword),
  Quick Draw, Ride-By Attack, Spirited Charge, Spring Attack,
  Trample, Weapon Focus (longsword), Weapon Specialization
  (longsword), Whirlwind Attack.
  Elf Traits: +2 racial bonus on Will saves against enchantment
  spells or effects; low-light vision; entitled to a Search check when
  within 5 feet of a secret or concealed door as though actively look-
  ing for it.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Area Divine Shield, Automatic Metamagic (quicken sorcerer
  spells), Control Creatures (any creature that can cast a spell or use a
  spell-like ability), Divine Blast, Divine Celerity, Divine Dodge,
  Divine Inspiration (love and desire), Divine Shield, Divine Spell-
  casting, Extra Domain (Charm), Instant Move, Instant Counter-
  spell, Mass Divine Blast, See Magic, Shapechange.
  Domain Powers: 20/day turn or destroy earth creatures, or
  rebuke or command air creatures; 15/day increase Cha by +4 for 1
  minute; cast good spells at +1 caster level; use spell completion or
  spell trigger device as Sor20.
  Spell-Like Abilities: Freya uses these abilities as a 25th-level
  caster, except for good spells, which she uses as a 26th-level
  caster. The save DCs are 42 + spell level. Aid, air walk, antimagic
  field, blade barrier, calm emotions, chain lightning, charm person,
  charm monster, control weather, control winds, demand, dispel evil,
  dispel magic, dominate monster, elemental swarm (as air spell only),
  emotion, gaseous form, geas/quest, holy aura, holy smite, holy word,
  identify, imbue with spell ability, insanity, magic circle against evil,
  Mordenkainen’s disjunction, Nystul’s undetectable aura, obscuring mist,
  protection from evil, protection from spells, spell resistance, spell turning,
  suggestion, summon monster IX (as good spell only), whirlwind,
  wind wall.
  Sorcerer Spells Known (Levels 0–17; 6/11/10/10/10/10/9/9/
  9/9/3/3/3/3/2/2/2/2; base DC = 29 + spell level): 0—arcane mark,
  detect magic, detect poison, disrupt undead, mage hand, open/close, pres-
  tidigitation, read magic, resistance; 1st—charm person, expeditious
  retreat, jump, mage armor, protection from chaos; 2nd—arcane lock,
  blindness/deafness, blur, bull’s strength, cat’s grace; 3rd—dispel magic, fire-
  ball, fly, gaseous form; 4th—bestow curse, charm monster, confusion, fear;
  5th—contact other plane, dominate person, dream, wall of iron; 6th—
  chain lightning, control weather, flesh to stone; 7th—ethereal jaunt, Mor-
  denkainen’s sword, reverse gravity; 8th—clone, demand, etherealness;
  9th—dominate monster, teleportation circle, wish.
  Possessions: Freya’s cloak of feathers allows flight (as the fly
  spell) at will with perfect maneuverability. It also allows Freya
  to transform into a falcon (use the statistics for a celestial eagle)
  at will.
  Caster Level: 20th; Weight: 1 lb.
  Other Divine Powers
  As an intermediate deity, Freya automatically receives a die result
  of 20 on any check. She treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. She is immortal.
  Senses: Freya can see (using normal vision or low-light vision),
  hear, touch, and smell at a distance of fifteen miles. As a standard
  action, she can perceive anything within fifteen miles of her wor-
  shipers, holy sites, objects, or any location where one of her titles or
  name was spoken in the last hour. She can extend her senses to up to
  ten locations at once. She can block the sensing power of deities of
  her rank or lower at up to two remote locations at once for 15 hours.
  Portfolio Sense: Freya senses anything that involves romance
  and romantic passion and when anyone creates an object of more
  than 10,000 gp value the instant it happens and fifteen weeks into
  the past.
  Automatic Actions: Freya can use Appraise, Knowledge
  (arcana), or Spellcraft as a free action if the DC for the task is 25 or
  lower. She can perform up to ten such free actions each round.
  Create Magic Items: Freya can create any magic weapon,
  magic armor, or wondrous item usable by fighters, sorcerers, or
  wizards, as long as the item’s market price does not exceed
  200,000 gp.
  FRIGGA
  Goddess of the Atmosphere, Queen of the Gods
  Greater Deity
  Symbol: Large cat
  Home Plane: Asgard
  Alignment: Neutral
  Portfolio: Birth, fertility,
  love
  Worshipers: Druids, lovers,
  diviners, husbands
  and wives, halflings
  Cleric Alignments: CN, LN, N, NG, NE
  Domains: Air, Animal, Community, Knowledge
  Favored Weapon: The natural weapons of the animal whose
  form she assumes
  One of Odin’s several wives, Frigga (frig-ga) is primarily concerned
  with the household and married love. She is a stately, gracious, and
  bountiful woman often invoked during childbirth and by those
  wishing to conceive. Her attempt to protect Balder was one of the
  few times she acted to change the future she perceived. She has
  three handmaidens named Snotra (“Wisdom”), Syn (“Denial”), and
  Vor (so wise nothing can be hidden from her).
  Dogma
  Frigga’s cult focuses on birth and renewal. Her followers include
  ranchers, animal farmers, and married couples raising or conceiv-
  ing children. They are equally comfortable in family homes and in
  the fields. The cult teaches followers to pay attention to the signs
  and omens around them in order to prepare for the future. Accept-
  ing fate does not mean that followers passively wait for events to
  overwhelm them.
  Clergy and Temples
  Frigga’s clergy are simple folks rooted in the realities of daily life.
  They understand the pressures of feeding a family and the con-
  cerns associated with childbirth. They work to assist and support
  the faithful, and to provide comfort when needed. The clergy often
  serve double duty as local midwives for both people and livestock.
  If wild animals are ill or injured, Frigga’s clergy travel the wilder-
  ness seeking, and dealing with, the source.
  Frigga’s temples are just as strong and defensible as those of
  other Asgardians, but they tend to be simpler and smaller. They
  177
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  178
  contain collections of scrying instruments, private rooms where
  clergy and faithful can confer, and small stores of healing supplies.
  Those in rural areas may have wild animal hospitals. Communities
  of settled halflings may have their own temple, or may share one
  with neighboring communities.
  Visitors to Frigga’s temples find the comfort of a warm,
  dry place to rest. Those truly in need find that the
  clerics’ courtesy and generosity are bounded
  only by a desire to see the supplicant
  become self-sufficient.
  FRIGGA
  Cleric 20/Wizard 20
  Medium-Size Outsider
  Divine Rank: 17
  Hit Dice: 20d8+160 (outsider) plus
  20d8+160 (Clr) plus 20d4+160
  (Wiz) (880 hp)
  Initiative: +13 (+9 Dex, +4 Im-
  proved Initiative)
  Speed: 60 ft., fly 200 ft. perfect
  AC: 75 (+9 Dex, +30 natural, +17
  divine, +9 deflection)
  Attacks*: Natural weapon (by
  animal form) +65/+60/+55/+40
  melee; or spell +65 melee
  touch or +66 ranged touch
  *Always receives a 20 on
  attack rolls; roll die to check
  for critical hit.
  Damage*: Natural weapon by
  animal form +8 or by spell
  *Always does maximum damage.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain pow-
  ers, salient divine abilities,
  spell-like abilities, turn undead
  16/day.
  Special Qualities: Divine immu-
  nities, DR 52/+4, fire resistance
  37, sonic resistance 37, sponta-
  neous casting of divine spells,
  understand, speak, and read all
  languages and speak directly to
  all beings within 17 miles,
  remote communication, godly
  realm, teleport without error at
  will, plane shift at will, familiar
  (cats), SR 49, divine aura (17
  miles, DC 36).
  Saves*: Fort +57, Ref +58, Will
  +66. *Always receives a 20
  on saves.
  Abilities: Str 27, Dex 28, Con 27,
  Int 32, Wis 44, Cha 29.
  Skills*: Alchemy +57, Animal
  Empathy +44, Bluff +50, Con-
  centration +59, Control Shape +66,
  Craft (metalworking) +62, Craft (stone-
  working) +62, Diplomacy +65, Gather Information +50, Handle
  Animal +58, Heal +63, Innuendo +46, Intimidate +52, Knowl-
  edge (arcana) +62, Knowledge (history) +57, Knowledge
  (nature) +57, Knowledge (nobility and royalty) +57, Knowl-
  edge (the planes) +57, Knowledge (religion) +62, Listen +60,
  Ride (horse) +54, Scry +62, Search +52, Sense Motive +58,
  Spellcraft +62, Spot +60, Wilderness Lore +50. *Always
  receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Divine Might, Divine Vengeance, Dodge, Energy
  Substitution (sonic), Eschew Materials, Expertise, Extend Spell,
  Extra Turning, Improved Initiative, Mobility, Multiattack,
  Power Attack, Persistent Spell, Reach Spell, Scribe Scroll, Sacred
  Spell, Silent Spell, Spell Mastery, Spring
  Attack, Still Spell.
  Divine Immunities: Ability damage,
  ability drain, acid, cold, death effects, dis-
  ease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis,
  poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter
  Form, Alter Reality, Alter Size, Arcane
  Mastery, Automatic Metamagic
  (quicken wizard spells), Call Crea-
  tures (animals), Clearsight, Divine
  Air Mastery, Extra Domain (Com-
  munity), Extra Sense Enhancement
  (smell), Gift of Life, Grow Creature
  (animals), Increased Energy Resis-
  tance (sonic), Life and Death, Mass
  Life and Death, Mind of the Beast,
  Power of Nature, Shapechange,
  Speak with Creatures (animals),
  Spontaneous Wizard Spells, True
  Shapechange, Wound Enemy.
  Domain Powers: 17/day turn
  or destroy earth creatures, or
  rebuke or command air creatures;
  17/day use animal friendship;
  17/day use calm emotions; cast div-
  ination spells at +1 caster level.
  Spell-Like Abilities: Frigga
  uses these abilities as a 27th-level
  caster, except for divination
  spells, which she uses as a 28th-
  level caster. The save DCs are 36
  + spell level. Air walk, animal
  shapes, antilife shell, bless, calm ani-
  mals, chain lightning, clairaudi-
  ence/clairvoyance, commune with
  nature, control weather, control
  winds, creeping doom, detect secret
  doors, detect thoughts, discern location,
  divination, dominate animal, elemental
  swarm (air only), find the path, foresight,
  gaseous form, heroes’ feast, hold animal,
  legend lore, mass heal, miracle, obscuring
  mist, prayer, Rary’s telepathic bond,
  refuge, repel vermin, shapechange, shield
  other, status, true seeing, whirlwind,
  wind wall.
  Cleric Spells/Day: 6/11/10/10/10/
  10/8/8/8/8; base DC = 27 + spell level.
  Wizard Spells/Day: 4/7/7/7/6/6/6/
  6/5/5; base DC = 21 + spell level.
  Other Divine Powers
  As a greater deity, Frigga automatically receives the best possible
  result on any die roll she makes (including attack rolls, damage,
  checks, and saves). She is immortal.
  Senses: Frigga can see, hear, and touch at a distance of seven-
  teen miles and smell at a distance of thirty-four miles. As a stan-
  dard action, she can perceive anything within seventeen miles of
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by S. Wood
  
  any animal, her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour. She
  can extend her senses to up to twenty locations at once. She can
  block the sensing power of deities of her rank or lower at up to two
  remote locations at once for 17 hours.
  Portfolio Sense: Frigga senses anything that affects an animal’s
  welfare the instant it happens and seventeen weeks into the past
  and the future.
  Automatic Actions: Frigga can use Animal Empathy, Handle
  Animal, Heal, Knowledge (arcane), Knowledge (religion), Knowl-
  edge (nature), Scry, Spellcraft, or Wilderness Lore as a free action if
  the DC for the task is 30 or lower. She can perform up to twenty
  such free actions each round.
  Create Magic Items: Frigga can create any light or medium
  armor, any simple weapon, any bow, and any item related to
  animal care.
  HEIMDALL
  The Bright God, Guardian of Bifrost,
  Watchman of Asgard, Golden Tooth,
  The Ram
  Intermediate Deity
  Symbol: Gjallahorn
  Home Plane: Asgard
  Alignment: Lawful good
  Portfolio: Watchfulness,
  sight, hearing, loyalty
  Worshipers: Fighters, paladins,
  sentries, guards, dwarves
  Cleric Alignments: LG, LN, NG
  Domains: Good, Law, War
  Favored Weapon: Longsword
  Some myths say Heimdall (haym-dahl) is the son of giants, while
  others claim that he is simultaneously the child of all nine daugh-
  ters of Aegir and Ran. Heimdall visited Midgard in human guise
  and stayed one night in each of three different houses. Each house
  treated him differently, and he cursed or blessed their children
  accordingly. The result was the three social classes of the Asgardian
  world: thralls or slaves, free peasants, and nobles. Heimdall’s duty
  primary duty is to sound his horn, Gjallahorn, and alert all the gods
  to the coming of Ragnarok.
  Prophesies say that in the last battle, Heimdall’s nemesis
  Loki will steal Heimdall’s sword. Though Heimdall is destined
  to kill Loki in Ragnarok, he is fated to die soon thereafter of his
  own wounds.
  Dogma
  The cult of Heimdall appeals to those who find themselves on the
  edge of their community, facing outward and looking for threats.
  This attracts fighters of all sorts, as well as nobility and officials
  who believe in a strong defense. The clergy teaches self-discipline,
  responsibility, and obedience to authority.
  Clergy and Temples
  Many of Heimdall’s clergy are fighters or rangers in addition to
  being clerics. Though rare in Asgardian cultures, paladins and
  monks also may devote themselves to Heimdall.
  Heimdall’s temples are generally part of a community’s defenses
  and include at least one watchtower. They feature arrow slits for
  windows and their doors are easily barred. Patrons of the temple
  enjoy feasting, drinking, and carousing as much as any Asgardian,
  but they tend to limit themselves to certain times of the day or
  night, and are careful to be fit for their duties. Most communities
  welcome the temples as a way to strengthen their defenses and
  better protect the local people.
  Visitors to Heimdall’s temples receive careful examinations by
  clergy seeking to emulate their god’s powers of perception. Those
  bringing information related to the community’s defense find
  themselves in “war rooms” filled with maps and defensive plans.
  HEIMDALL
  Ranger 20/Cleric 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d10+180 (Rgr) plus
  20d8+180 (Clr) (1,060 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 69 (+8 Dex, +15 divine, +28 natural, +8 deflection)
  Attacks: +5 bane* keen lawful longsword +76/+71/+66/+61 melee; or
  spell +66 melee touch or +63 ranged touch *+78/+73/+68/+63
  against evil outsiders.
  Damage: +5 bane* keen lawful longsword 1d8+36/15–20 or by spell
  *2d6 plus 1d8+36/15–20 against evil outsiders.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities; turn undead 15/day.
  Special Qualities: Divine immunities, DR 65/+5, fire resistance
  35, spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 15
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, favored enemies (giants +5, goblinoids
  +4, dragons +3, aberrations +2, undead +1), SR 67, divine aura
  (1,500 ft., DC 33).
  Saves: Fort +56, Ref +55, Will +64.
  Abilities: Str 32, Dex 27, Con 28, Int 27, Wis 44, Cha 27.
  Skills*: Animal Empathy +44, Bluff +43, Climb +51, Con-
  centration +54, Craft (metalworking) +53, Craft (stone-
  working) +53, Diplomacy +52, Gather Information +34,
  Handle Animal +48, Heal +62, Hide +48, Innuendo +38,
  Intimidate +45, Intuit Direction +57, Jump +51, Knowledge
  (arcana) +48, Knowledge (nature) +44, Knowledge (the
  planes) +35, Knowledge (religion) +48, Listen +59, Move
  Silently +48, Ride (horse) +50, Scry +39, Search +48, Sense
  Motive +52, Spellcraft +48, Spot +59, Swim +51, Wilderness
  Lore +53. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Dodge, Endurance, Expertise, Extra Turning, Great
  Cleave, Improved Bull Rush, Improved Critical (longsword),
  Improved Initiative, Mobility, Power Attack, Power Critical
  (longsword), Quick Draw, Spring Attack, Sunder, Track,
  Weapon Focus (longsword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Annihilating
  Strike, Banestrike (giants), Battlesense, Clearsight, Divine Inspira-
  tion (courage), Divine Storm, Divine Weapon Focus (longsword),
  Divine Weapon Specialization (longsword), Extra Sense Enhance-
  ment (hearing), Extra Sense Enhancement (sight), Increased
  Damage Reduction, Increased Spell Resistance, Irresistible Blows,
  Shapechange, Sunder and Disjoin, Wound Enemy.
  Domain Powers: Cast good spells at +1 caster level; cast law
  spells at +1 caster level.
  Spell-Like Abilities: Heimdall uses these abilities as a 25th-
  level caster, except for good and law spells, which he uses as a
  26th-level caster. The save DCs are 33 + spell level. Aid, blade bar-
  rier, calm emotions, dictum, dispel chaos, dispel evil, divine power, flame
  strike, hold monster, holy aura, holy smite, holy word, magic circle against
  chaos, magic circle against evil, magic vestment, magic weapon, order’s
  179
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  180
  wrath, power word blind, power word kill, power word stun, protection
  from chaos, protection from evil, shield of law, spiritual weapon, summon
  monster IX (as good or law spell only).
  Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 +
  spell level.
  Ranger Spells/Day: 8/7/7/7; base DC = 27 + spell level.
  Possessions: When Heimdall sounds his horn Gjallahorn, all
  living creatures have a chance to hear it (Listen DC 5 on Asgard,
  10 on Midgard, and 15 on Niflheim). All Aesir and Vanir hear it
  automatically, regardless of their location or that of the horn.
  Anyone other than Heimdall who tries to sound the horn must
  make a Perform check (DC 40) and a Use Magic Device check
  (DC 40). Even if that person succeeds, all Aesir and Vanir have a
  chance to notice something strange in the sound (Listen DC 5).
  Mortals within one mile of Gjallahorn when it sounds must make
  a Fortitude save (DC 39) or be stunned for 1d10 minutes. Mortals
  who fail their saves by 5 or more are deafened permanently.
  Caster Level: 25th; Weight: 10 lb.
  Other Divine Powers
  As an intermediate deity, Heimdall automatically receives a die
  result of 20 on any check. He treats a 1 on
  a saving throw or attack roll normally
  and not as an auto-
  matic failure. He
  is immortal.
  Senses: Heimdall can touch and smell at a distance of fifteen
  miles and see and hear at a distance of thirty miles. As a standard
  action, he can perceive anything within fifteen miles of his wor-
  shipers, holy sites, objects, or any location where one of his titles
  or name was spoken in the last hour. He can extend his senses to
  up to ten locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 15 hours.
  Portfolio Sense: Heimdall senses all attempts to reach Asgard
  the instant they begin and fifteen weeks into the past.
  Automatic Actions: Heimdall can use Listen, Search, or Spot as
  a free action if the DC for the task is 25 or lower. He can perform up
  to ten such free actions each round.
  Create Magic Items: Heimdall can create magic weapons and
  armor and items that enhance perception by giving bonuses to
  Listen, Search, or Spot checks, as long as the item’s market price
  does not exceed 200,000 gp.
  HEL
  Goddess of Death and the Underworld
  Intermediate Deity
  Symbol: Her face
  Home Plane: Niflheim
  Alignment: Neutral evil
  Portfolio: Death, underworld
  Worshipers: Anyone who fears
  death
  Cleric Alignments: CE, LE, NE
  Domains: Death, Destruction, Evil
  Favored Weapon: Longsword
  The daughter of Loki and the female giant Angrboda,
  Hel (hell) was confined to Niflheim by the gods. She
  appears as a gaunt woman whose body is fair and
  lovely on one side, but dead and rotting on the
  other. Despite her hideous appearance, she is the
  least monstrous of Loki’s three children from
  this union (the other two are Fenrir the wolf
  and Jormungandr the world serpent).
  Dogma
  Hel teaches no particular dogma to the living, focus-
  ing instead on her dead minions. She does have a
  cult devoted to her, however. Its members feel that
  society unjustly imprisoned, exiled, or ignored them,
  and often seek revenge for real or imagined slights.
  Clergy and Temples
  Hel has no organized worship. Her few living worshipers
  keep to themselves, plotting against everyone they feel
  has wronged them.
  HEL
  Cleric 20/Wizard 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d8
  +180 (Clr) plus 20d4+180 (Wiz) (940 hp)
  Initiative: +12 (+8 Dex, +4 Improved
  Initiative)
  Speed: 60 ft.
  AC: 69 (+8 Dex, +15 divine, +28 natural,
  +8 deflection)
  Attacks: +5 unholy wounding longsword of
  disease +69/+64/+59/+54 melee; or spell
  +63 melee touch or +63 ranged touch
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by G. Angus & D. Cramer
  
  Damage: +5 unholy
  wounding longsword of disease
  1d8+17/17–20 plus disease (as the contagion spell) or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, rebuke undead 19/day, frightful presence.
  Special Qualities: Divine immunities, DR 50/+4, fast healing 35,
  spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 15
  miles, remote communication, godly realm, teleport without error
  at will, plane shift at will, familiar (rats), SR 47, divine aura (1,500
  ft., DC 33).
  Saves: Fort +58, Ref +55, Will +60.
  Abilities: Str 27, Dex 27, Con 29, Int 44, Wis 32, Cha 27.
  Skills*: Alchemy +82, Bluff +53, Concentration +84, Craft
  (metalworking) +92, Craft (stoneworking) +92, Decipher
  Script +52, Diplomacy +81, Disguise +53, Gather Information
  +63, Handle Animal +63, Hide +53, Innuendo +70, Intimidate
  +67, Intuit Direction +56, Knowledge (arcana) +92, Knowl-
  edge (the planes) +82, Knowledge (religion) +92, Listen +68,
  Move Silently +53, Ride (horse) +47, Scry +92, Search +62,
  Sense Motive +56, Spellcraft +92, Spot +58. *Always receives a
  20 on checks.
  Feats: Alertness, Divine Might, Dodge, Empower Spell, Enlarge
  Spell, Eschew Materials, Expertise, Extend Spell, Extra Turning,
  Great Fortitude, Greater Spell Focus (Necromancy), Improved
  Critical (longsword), Improved Initiative, Iron Will, Persistent
  Spell, Power Attack, Maximize Spell, Reach Spell, Repeat Spell,
  Scribe Scroll, Silent Spell, Spell Focus (Necromancy), Spell
  Mastery, Still Spell, Weapon Focus (longsword).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Size, Annihilating Strike,
  Arcane Mastery, Automatic Metamagic (quicken wizard spells),
  Banestrike (good outsiders), Call Creatures (undead),
  Divine Fast Healing, Divine Inspi-
  ration (dread), Divine Spell Focus
  (Necromancy), Extra Energy Immu-
  nity (fire), Frightful Presence
  (takes effect when she
  reveals the rotting side of
  her face), Hand of Death,
  Life and Death, Life
  Drain, Rejuvena-
  tion, Sponta-
  neous Wizard
  Spells, Undead
  Mastery, Un-
  dead Qualities.
  Domain Pow-
  ers: 15/day death
  touch (roll 20d6;
  if subject touched
  does not have at
  least that many
  hp, it dies);
  15/day smite
  (+4 on attack
  bonus and +20
  on damage for
  one weapon
  attack); cast evil spells
  at +1 caster level.
  Spell-Like Abil-
  ities: Hel uses
  these abilities as a
  25th-level caster, except for evil spells, which she uses as
  a 26th-level caster. The save DCs are 33 + spell level. Animate dead,
  blasphemy, cause fear, circle of doom, contagion, create greater undead,
  create undead, death knell, death ward, desecrate, destruction, disinte-
  grate, dispel good, earthquake, harm, implosion, inflict critical wounds,
  inflict light wounds, magic circle against good, protection from good,
  shatter, slay living, summon monster IX (as evil spell only), unholy
  aura, unholy blight, wail of the banshee.
  Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 21 + spell
  level, 36 + spell level for Necromancy.
  Wizard Spells/Day: 4/9/8/8/8/8/7/7/7/7; base DC = 27 + spell
  level, 42 + spell level for Necromancy.
  Other Divine Powers
  As an intermediate deity, Hel automatically receives a die result of
  20 on any check. She treats a 1 on an attack roll or saving throw
  normally and not as an automatic failure. She is immortal.
  Senses: Hel can see, hear, touch, and smell at a distance of fif-
  teen miles. As a standard action, she can perceive anything within
  fifteen miles of her worshipers, holy sites, objects, or any location
  where one of her titles or name was spoken in the last hour. She
  can extend her senses to up to ten locations at once. She can block
  the sensing power of deities of her rank or lower at up to two
  remote locations at once for 15 hours.
  Portfolio Sense: Hel automatically senses deaths by disease,
  accident, or poison involving one or more people as well as
  events in graveyards the instant they happen and fifteen weeks
  in the past.
  Automatic Actions: Hel can use Alchemy, Intimidate, or Sense
  Motive as a free action if the DC for the task is 25 or lower. She can
  perform up to ten such free actions each round.
  Create Magic Items: Hel can create items that cause
  damage, have an evil alignment, or impose a penalty on one or
  more targets, as long as the item’s market price does not exceed
  200,000 gp.
  181
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by W. Reynolds
  
  182
  HERMOD
  Messenger of the Gods, the Nimble
  Demigod
  Symbol: Winged scroll
  Home Plane: Asgard
  Alignment: Chaotic neutral
  Portfolio: Luck, communication,
  freedom
  Worshipers: Bards, messengers, heralds,
  travelers, elves, halflings, half-elves
  Cleric Alignments: CE, CG, CN
  Domains: Chaos, Luck, Travel
  Favored Weapon: Rapier
  In addition to being the gods’ messenger, Hermod escorts the souls
  of the dead to the underworld. When the gods needed someone to
  plead with Hel for Balder’s spirit, Hermod volunteered and Odin
  lent him Sleipnir for the journey.
  Dogma
  Hermod’s cult focuses on endurance and physical fitness. It
  teaches marksmanship, fencing, steeplechase horse racing, foot
  races of all sorts, and swimming to its members,
  believing these are key skills for those who
  must deliver messages.
  Clergy and Temples
  Clergy of Hermod rarely
  stay in one village for long.
  They’re often found while
  traveling to a different
  temple, wearing sturdy
  garb and enjoying their
  journey. Junior mem-
  bers of the clergy
  carry messages
  from noble to
  noble, village
  to village, or
  temple to
  t e m p l e .
  They are
  quick to
  lend aid
  to travel-
  ers in distress.
  Hermod’s temples are generally col-
  lections of several smaller buildings.
  In addition to a main hall, most have a
  training hall and a stable. Many stand near
  lakes or rivers where the faithful can prac-
  tice their swimming skills.
  Visitors to Hermod’s temples receive warm
  welcomes and a genial, but thorough, interrogation
  about travel conditions, gossip, and information about
  places the visitors have been. If they readily and hon-
  estly share what they know, the temple plies them
  with food and drink for as long as the visitors have
  information to share.
  HERMOD
  Barbarian 20/Bard 20
  Medium-Size Outsider
  Divine Rank: 3
  Hit Dice: 20d8+320 (outsider) plus 20d12+320 (Bbn) plus 20d6+320
  (Brd) (1,480 hp)
  Initiative: +14 (+10 Dex, +4 Improved Initiative)
  Speed: 70 ft.
  AC: 46 (+10 Dex, +3 divine, +16 natural, +7 deflection)
  Attacks: +5 speed rapier +59/+59/+54/+49/+44 melee and +5 chaotic
  keen dagger +55/+50 melee; or spell +50 melee touch or +53
  ranged touch
  Damage: +5 speed rapier 1d6+12/15–20 and +5 chaotic keen dagger
  1d4+12/17–20 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 38/+4 (4/–), fire resist-
  ance 23, understand, speak, and read all languages and speak
  directly to all beings within 3 miles, remote communication,
  godly realm, teleport without error at will, bardic knowledge +27,
  bardic music 20/day (countersong, fascinate, inspire competence,
  inspire courage, inspire greatness, suggestion), uncanny dodge
  (cannot be flanked, +4 against traps), SR 35, divine aura (30 ft.,
  DC 20), greater rage 6/day.
  Saves: Fort +51, Ref +45, Will +43.
  Abilities: Str 25, Dex 30, Con 42, Int 25, Wis 26, Cha 25.
  Skills: Bluff +35, Climb +38, Concentration +43, Craft (metal-
  working) +25, Craft (stoneworking) +25, Diplomacy +40,
  Disguise +34, Escape Artist +37, Gather Information +35,
  Handle Animal +34, Innuendo +35, Intimidate +40,
  Intuit Direction +39, Jump +38, Knowledge
  (arcana) +34, Knowledge (geography)
  +34, Knowledge (history) +34,
  Knowledge (local) +34, Knowl-
  edge (nobility and royalty)
  +34, Knowledge (the planes)
  +34, Knowledge (religion) +34,
  Listen +41, Move Silently +21,
  Perform +34, Ride (horse) +39,
  Sense Motive +35, Spot +13, Swim
  +38, Wilderness Lore +33.
  Feats: Alertness, Ambidexterity,
  Blind-Fight, Combat Reflexes, Dodge,
  Expertise, Fleet of Foot, Improved
  Critical (rapier), Improved Disarm,
  Improved Initiative, Improved
  Two-Weapon Fighting, Mobility,
  Power Attack, Quick Draw,
  Run, Spring Attack, Two-
  Weapon Fighting, Weapon
  Finesse (rapier), Weapon
  Focus (rapier), Whirl-
  wind Attack.
  Divine Immunities:
  Ability damage, ability drain,
  acid, cold, death effects, disease,
  disintegration, electricity,
  energy drain, mind-affecting
  effects, paraly-
  sis, poison,
  sleep, stun-
  ning, trans-
  mutation.
  S a l i e n t
  Divine Abili-
  ties: Divine Celer-
  ity, Divine Dodge, Power of
  Luck, Stride.
  Domain Powers: Cast chaos spells at +1 caster level; 3/day
  reroll a die roll once after it is made; 3 rounds/day freedom of
  movement.
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer & M. Mitchell
  
  Spell-Like Abilities: Hermod uses these abilities as a 13th-level
  caster, except for chaos spells, which he uses as a 14th-level caster.
  The save DCs are 20 + spell level. Aid, animate objects, astral projection,
  break enchantment, chaos hammer, cloak of chaos, dimension door, dispel
  law, entropic shield, expeditious retreat, find the path, fly, freedom of move-
  ment, holy aura, locate object, magic circle against law, miracle, mislead,
  phase door, protection from elements, protection from law, shatter, spell
  turning, summon monster IX (as chaos spell only), teleport without
  error, word of chaos.
  Greater Rage: The following changes are in effect as long as
  Hermod rages: AC 44; hp 1,660; attacks +62/+62/+57/+52/+47
  melee (1d6+15/15–20, +5 speed rapier) and +58/+53 (1d4+15/17–20,
  +5 chaotic keen dagger); SV Fort +54, Will +46; Str 31, Con 48; Climb
  +41, Concentration +45, Jump +41, Swim +41. His rage lasts for 22
  rounds, and he is not winded afterward.
  Bard Spells Known (4/6/6/6/5/5/5; base DC = 17 + spell
  level): 0—dancing lights, daze, detect magic, ghost sound, light, read
  magic; 1st—expeditious retreat, identify, mage armor, magic weapon,
  protection from law; 2nd—blur, bull’s strength, cat’s grace, hold person,
  misdirection; 3rd—blink, dispel magic, greater magic weapon, keen
  edge, scrying; 4th—detect scrying, legend lore, modify memory, rain-
  bow pattern, shout; 5th—contact other plane, dream, mind fog, mis-
  lead, persistent image; 6th—control weather, greater scrying, mass
  haste, plane shift.
  Other Divine Powers
  As a demigod, Hermod treats a 1 on a saving throw or attack roll
  normally and not as an automatic failure. He is immortal. 
  Senses: Hermod can see, hear, touch, and smell at a distance of
  three miles. As a standard action, he can perceive anything within
  three miles of his worshipers, holy sites, objects, or any location
  where one of his titles or name was spoken in the last hour. He can
  extend his senses to up to two locations at once. He can block the
  sensing power of deities of his rank or lower at up to two remote
  locations at once for 3 hours.
  Portfolio Sense: Hermod can sense any event related to
  moving or transmitting goods or information that involves one
  thousand or more people the instant it happens.
  Automatic Actions: Hermod can use Diplomacy, Escape Artist,
  Gather Information, Innuendo, Listen, Ride, or Sense Motive as a
  free action if the DC for the task is 15 or lower. He can perform up
  to two such free actions each round.
  Create Magic Items: Hermod can create magic items related to
  communication, movement, travel, or overcoming obstacles, such
  as a ring of swimming, as long as the item’s market price does not
  exceed 4,500 gp.
  LOKI
  God of Mischief, Strife, and Fire; The Sly One, The Trickster,
  The Shape Changer, The Sky Traveler
  Greater Deity
  Symbol: Flame
  Home Plane: Asgard before Balder’s
  death, Midgard afterward
  Alignment: Chaotic evil
  Portfolio: Thieves, trickery, murder
  Worshipers: Rogues, assassins
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Destruction, Evil, Trickery
  Favored Weapon: Dagger
  Loki (loh-kee) is an ambiguous figure in Asgardian myth. A hand-
  some and clever young man, he often accompanies the gods on
  their journeys. Many tales of Thor mention Loki as his compan-
  ion. The youngest inhabitant of Asgard, some myths state he was
  the child of the giants Farbauti and Laufey, while others place
  him at creation with Odin. Loki excels at subverting order and
  finding solutions and answers the other gods never consider.
  Restless and easily bored, Loki often amuses himself by playing
  practical jokes on the other gods. He can take many different
  forms and often becomes female. Loki is responsible for most of
  the gods’ greatest treasures, challenging the dwarves to outdo
  their gift of Sif’s hair.
  Not until Ragnarok approaches does Loki truly become evil
  and malicious. For his role in Balder’s death, Odin turns one of
  Loki’s sons, Vali, into a wolf and sets him on another son, Narfi.
  The gods use Narfi’s entrails to bind Loki in a cave, and they set
  a poisonous snake over him to drip venom into his wounds.
  Loki’s wife, Sigyn, stays with him and tries to protect him from
  the venom. When the venom splashes on Loki, his pained
  spasms are the source of earthquakes. Loki is destined to break
  free for Ragnarok.
  Dogma
  Loki’s cult is generally hidden. Despite having a constructive
  role in society, the cult commands little respect and known
  members may find themselves ostracized. The cultists believe
  they aid people through practical jokes and humor. Though out-
  siders may consider the jokes cruel, they’re rarely deliberately
  harmful. Instead, they’re meant to encourage their victims to
  look at life from another perspective and to gain insight by
  doing so.
  Darker forms of the cult teach assassination, murder, mayhem,
  and all forms of worldly chaos. These sinister versions of the cult
  are more common after Balder’s death, as Loki takes sides with the
  giants against the Asgardians.
  Clergy and Temples
  Like the cult members, Loki’s clergy keep their nature quiet. They
  generally have other professions in addition to their roles as cler-
  ics, and many are rogues or sorcerers.
  Temples to Loki are windowless places, often below ground,
  lit by torches and other fires. From the outside they appear to be
  legitimate businesses or the entrances to small, simple caves.
  The temples include supplies of weapons, poisons, and other
  tools of mayhem in addition to resources for committing practi-
  cal jokes.
  Visitors to Loki’s temples are rare. Those who find them gener-
  ally do so purposefully, because they seek initiation or are already
  members of the cult. People who stumble across them find them-
  selves treated with suspicious curiosity at best and outright vio-
  lence at worst. Giants, on the other hand, receive warm welcomes
  and the support of the members and clergy.
  LOKI
  Rogue 20/Sorcerer 20
  Medium-Size Outsider
  Divine Rank: 16
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 20d4+160
  (Sor) (840 hp)
  Initiative: +15, always first (+11 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 60 ft.
  AC: 83 (+11 Dex, +16 divine, +29 natural, +17 deflection)
  Attacks*: +5 chaotic unholy dagger of venom +73/+68/+63/+58 melee;
  or spell +64 melee touch or +67 ranged touch *Always receives a
  20 on attack rolls; roll die to check for critical hit.
  Damage*: +5 chaotic unholy dagger of venom 1d4+13/17–20 plus
  poison (deathblade, DC 20, 1d6 Con/2d6 Con) or by spell
  *Always does maximum damage (dagger 17 points)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, sneak attack +13d6, crippling strike, opportunist.
  183
  CHAPTER 6:
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  184
  Special Qualities: Divine immunities, DR 51/+4, understand,
  speak, and read all languages and speak directly to all beings
  within 16 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will,
  familiar (wolves), evasion, defensive
  roll, improved evasion, uncanny
  dodge (cannot be flanked, +4 against
  traps), SR 48, divine aura (16 miles,
  DC 43).
  Saves*: Fort +56, Ref +59, Will +56.
  *Always receives a 20 on saves.
  Abilities: Str 27, Dex 32, Con 27,
  Int 29, Wis 27, Cha 44.
  Skills*: Alchemy +51, Appraise
  +53, Balance +59, Bluff +61,
  Climb +52, Concentration +50,
  Craft (metalworking) +57,
  Craft (stoneworking) +57,
  Diplomacy +69, Disable
  Device +53, Disguise +61,
  Escape Artist +55, Gather
  Information +61, Hide +55,
  Innuendo +32, Intimidate
  +65, Jump +56, Knowledge
  (arcana) +51, Listen +54,
  Move Silently +55, Open
  Lock +55, Pick Pocket
  +57, Read Lips +49, Scry
  +43, Search +53, Sense
  Motive +52, Spellcraft
  +51, Spot +54, Swim +49,
  Tumble +56. *Always
  receives a 20 on checks.
  Feats: Alertness, Blind-
  Fight, Cleave, Combat
  Casting, Combat Reflexes,
  Dodge, Empower Spell, Enlarge
  Spell, Expertise, Extend Spell,
  Improved Critical (dagger), Improved
  Initiative, Mobility, Power Attack, Quick
  Draw, Silent Spell, Spring Attack, Still Spell,
  Weapon Finesse (dagger), Weapon Focus (dagger),
  Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Automatic Metamagic (quicken sorcerer spells), Battlesense,
  Divine Celerity, Divine Dodge, Divine Glibness, Divine Rogue,
  Divine Sneak Attack, Extra Domain (Destruction), Extra Energy
  Immunity (fire), Hand of Death, Instant Counterspell, Life and
  Death, Mass Life and Death, Shapechange, Supreme Initiative,
  True Shapechange, Wave of Chaos, Wound Enemy.
  Domain Powers: Cast chaos spells at +1 level; 16/day smite (+4
  on attack and +16 on damage for one weapon attack); cast evil
  spells at +1 caster level.
  Spell-Like Abilities: Loki uses these abilities as a 26th-level
  caster, except for chaos spells and evil spells, which he uses as a
  27th-level caster. The save DCs are 43 + spell level. Animate
  objects, blasphemy, change self, chaos hammer, circle of doom, cloak of
  chaos, confusion, contagion, create undead, desecrate, disintegrate,
  dispel good, dispel law, earthquake, false vision, harm, implosion, inflict
  critical wounds, inflict light wounds, invisibility, magic circle against
  good, magic circle against law, mislead, nondetection, polymorph any
  object, protection from good, protection from law, screen, shatter,
  summon monster IX (as chaos or evil spell only), time stop, unholy
  aura, unholy blight, word of chaos.
  Sorcerer Spells Known (6/11/10/
  10/10/10/9/9/9/9; base DC = 27 + spell
  level): 0—arcane mark, dancing lights,
  daze, detect magic, detect poison, mage
  hand, open/close, prestidigitation, read
  magic; 1st—cause fear, charm person,
  comprehend languages, erase, hypno-
  tism; 2nd—misdirection, obscure
  object, rope trick, see invisibility,
  Tasha’s hideous laughter; 3rd—
  secret page, shrink item, sugges-
  tion, vampiric touch; 4th—
  arcane eye, bestow curse, charm
  monster, confusion; 5th—ani-
  mate dead, contact other plane,
  dream, nightmare; 6th—circle of
  death, flesh to stone, geas/quest;
  7th—shadow walk, simulacrum,
  vanish; 8th—mass charm, Otto’s
  irresistible dance, trap the soul;
  9th—gate, temporal stasis, wish.
  Other Divine Powers
  As a greater deity, Loki automatically receives
  the best possible result on any die roll he
  makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Loki can see, hear, touch,
  and smell at a distance of sixteen
  miles. As a standard action, he can per-
  ceive anything within sixteen miles
  of his worshipers, holy sites, objects,
  or any location where one of his titles
  or name was spoken in the last hour.
  He can extend his senses to up to
  twenty locations at once. He can block the
  sensing power of deities of his rank or
  lower at up to two remote locations at
  once for 16 hours.
  Portfolio Sense: Loki senses all crimes, con games, practical
  jokes, and tricks the instant they happen and sixteen weeks into
  the past and future.
  Automatic Actions: Loki can use any rogue class skill as a free
  action if the DC for the task is 30 or lower. He can perform up to
  twenty such free actions each round.
  Create Magic Items: Loki can create any magic item related to
  rogues or assassins.
  NJORD
  God of the Sea and Winds
  Intermediate Deity
  Symbol: Gold coin
  Home Plane: Asgard
  Alignment: Neutral good
  Portfolio: Commerce, sea, wind
  Worshipers: Sailors, fishermen,
  those who depend on the sea
  for a living
  Cleric Alignments: CG, LG, NG
  Domains: Air, Good, Water
  Favored Weapon: Longspear
  Those who seek wealth or abundance in fishing pray to Njord. A
  Vanir deity, he is the father of Frey and Freya. Njord married the
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by R. Sardinha & D. Cramer
  
  female giant Skadi while among the Aesir, though they later
  divorced. As a deity of the mountains, she was uncomfortable on
  the coastlines, so they could never agree where to live. Their move-
  ments between homes created the seasons.
  Dogma
  Where Aegir’s cult threatens and glowers, Njord’s cult smiles. This
  cult supports those who make a living from the bounty of the sea
  through trade, fishing, shipbuilding, or supplying the needs of the
  other three. Njord’s cult numbers many prominent businesspeople
  among its members. When Aegir’s cultists mock them for their rel-
  atively mean tables and their preference for sailing within sight of
  the shore, Njord’s worshipers only look at their growing treasuries
  and smile.
  Clergy and Temples
  Njord’s clergy are most common near the sea, but can also be found
  along navigable rivers and lakes with connections to the sea. Most
  display weathering and scars from lives spent in, on, and around
  the water. They are popular with fishermen and merchants.
  Njord’s temples are sturdy structures meant to withstand the
  trials of coastal weather. They generally sit right on the water
  and have their own docks. Most temples have storage for sail
  canvas, ropes, tar, paint, and other boating supplies. Those in
  larger urban centers often have secret vaults containing wealth
  gleaned from the sea and fees charged for aiding in business
  negotiations.
  Visitors to Njord’s temples find the fare plain but filling.
  Clergy and faithful draw owners of seagoing vessels into conver-
  sation. Others are largely ignored unless they bring information
  about shoals, currents, weather, or other conditions hazardous
  to ships.
  NJORD
  Ranger 20/Rogue 20
  Medium-Size Outsider
  Divine Rank: 11
  Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d6+200
  (Rog) (1,080 hp)
  Initiative: +12 (+8 Dex, +4 Improved
  Initiative)
  Speed: 60 ft., swim 100 ft.
  AC:61 (+8 Dex, +11 divine, +24
  natural, +8 deflection)
  Attacks: +5 bane* icy burst longspear +72/+67/+62/+57 melee; or
  spell +66 melee touch or +59 ranged touch *+74/+69/+64/+59
  against giants.
  Damage: +5 bane* icy burst longspear 1d8+27/19–20/×3 or by spell
  *2d6 plus 1d8+27/19–20/×3 against giants.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, sneak attack +10d6, crippling strike, opportunist.
  Special Qualities: Elf traits, divine immunities, DR 46/+4,
  spontaneous casting of divine spells, understand, speak, and
  read all languages and speak directly to all beings within 11
  miles, remote communication, godly realm, teleport without
  error at will, plane shift at will, favored enemies (giants +5,
  goblinoids +4, dragons +3, aberrations +2, undead +1),
  evasion, uncanny dodge (cannot be flanked, +4 against traps),
  defensive roll, improved evasion, SR 43, divine aura (1,100 ft.,
  DC 29).
  Saves: Fort +53, Ref +51, Will +54.
  Abilities: Str 41, Dex 26, Con 31, Int 26, Wis 28, Cha 26.
  Skills*: Appraise +50, Bluff +48, Concentration +50, Craft (ship-
  building) +54, Craft (metalworking) +42, Craft (stonework-
  ing) +42, Diplomacy +54, Gather Information +48, Handle
  Animal +48, Hide +54, Innuendo +53, Intimidate +52, Intuit
  Direction +55, Knowledge (arcana) +44, Knowledge (nature)
  +50, Knowledge (the planes) +36, Knowledge (religion) +36,
  Listen +59, Move Silently +54, Profession (sailor) +57, Ride
  (horse) +23, Scry +30, Search +56, Sense Motive +43, Spellcraft
  +34, Spot +59, Swim +38, Use Magic Device +42, Use Rope
  +54, Wilderness Lore +45. *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge,
  Endurance, Expertise, Great Cleave, Improved Bull Rush,
  Improved Critical (longspear), Improved Disarm, Improved
  Initiative, Iron Will, Martial Weapon Proficiency (composite
  longbow), Martial Weapon Proficiency (composite shortbow),
  Martial Weapon Proficiency (longbow), Martial Weapon
  Proficiency (longsword), Martial Weapon Proficiency (rapier),
  Mobility, Power Attack, Power Critical (longspear), Spring Attack,
  Sunder, Track, Weapon Focus (longspear), Whirlwind Attack.
  Elf Traits: +2 racial bonus on Will saves
  against enchantment spells or effects;
  low-light vision; entitled to a Search
  check when within 5 feet of a secret or
  concealed door as though actively
  looking for it.
  185
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by L. Grant-West
  
  186
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Banestrike
  (giants), Call Creatures (sea animals), Divine Storm, Divine Water
  Mastery, Energy Storm (positive energy), Extra Energy Immunity
  (fire), Gift of Life, Life and Death, Mind of the Beast, Power of
  Nature, Shapechange, Speak with Creatures (sea animals).
  Domain Powers: 11/day turn or destroy earth creatures, or
  rebuke or command air creatures; cast good spells at +1 caster
  level; 11/day turn or destroy fire creatures, or rebuke or com-
  mand water creatures.
  Spell-Like Abilities: Njord uses these abilities as a 21st-level
  caster, except for good spells, which he uses as a 22nd-level caster.
  The save DCs are 29 + spell level. Acid fog, aid, air walk, blade barrier,
  chain lightning, cone of cold, control water, control weather, control
  winds, dispel evil, elemental swarm (as air or water spell only), fog
  cloud, gaseous form, holy aura, holy smite, holy word, horrid wilting, ice
  storm, magic circle against evil, obscuring mist, protection from evil,
  summon monster IX (as good spell only), water breathing, whirlwind,
  wind wall.
  Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
  Other Divine Powers
  As an intermediate deity, Njord automatically receives a die result
  of 20 on any check. Njord treats a 1 on an attack roll or saving
  throw normally and not as an automatic failure. He is immortal.
  Senses: Njord can see (using normal vision or low-light vision),
  hear, touch, and smell at a distance of eleven miles. As a standard
  action, he can perceive anything within eleven miles of any of his
  worshipers, holy sites, or objects, or any location where one of his
  titles or his name was spoken within the last hour. He can extend
  his senses to up to ten locations at once. He can block the sensing
  abilities of deities of his rank or lower at up to two remote locations
  for 11 hours.
  Portfolio Sense: Njord automatically senses when any mer-
  chant or coastal fishing vessel sets sail, regardless of how many
  people are involved, and this sense extends up to eleven weeks in
  the past. He likewise senses any business negotiations involving
  such vessels.
  Automatic Actions: Njord can use Appraise, Diplomacy, Pro-
  fession (sailor), Use Rope, or Wilderness Lore as a free action if the
  DC for the task is 25 or lower. He can perform up to ten such free
  actions in a round.
  Create Magic Items: Njord can create any magic item related
  to building or sailing ships or fishing, as long as the item’s market
  price does not exceed 200,000 gp.
  ODUR
  God of the Sun
  Demigod
  Symbol: Sun disk
  Home Plane: Asgard
  Alignment: Chaotic good
  Portfolio: Light, sun, travel
  Worshipers: Barbarians, druids, rangers,
  blacksmiths, and those who travel overland
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Fire, Sun
  Favored Weapon: Bastard sword
  Odur is a mysterious god who may be an aspect of Odin. Odur mar-
  ried Freya and is responsible for the day chariot crossing the sky.
  Consequently, he is often away from Asgard, causing his wife to
  weep tears of gold.
  Dogma
  Odur’s cult teaches that freedom from care and worry comes
  from accepting responsibility and duty with joy. Worshipers
  believe that Odur sets out every day to drive the chariot of the
  sun across the sky with anticipation, finding something new
  each day. They seek to emulate his wise appreciation for the
  world around them.
  Clergy and Temples
  Odur’s clergy make annual pilgrimages to sites dedicated to the
  sun to watch for the day chariot to rise after the longest night of
  the year. Otherwise, they’re found smiling as they work to main-
  tain their temple and care for their faithful.
  Odur’s temples appear incongruous next to others of the Asgar-
  dian pantheon because they tend to be open structures, welcoming
  the sun’s light. Observant visitors note the sturdy shutters stored
  around the building, ready to make it defensible. Most temples
  have sacred fires that are tended day and night, never allowed to
  burn out. Some have smithies.
  Visitors to Odur’s temples find themselves put to work
  almost immediately. Those who do the work willingly and with-
  out complaint are welcome to eat and drink with the clergy.
  Those who complain or shirk their task find themselves outside
  the temple.
  ODUR
  Fighter 20/Sorcerer 20
  Medium-Size Outsider
  Divine Rank: 4
  Hit Dice: 20d8+320 (outsider) plus 20d10+320 (Ftr) plus 20d4+320
  (Sor) (1,400 hp)
  Initiative: +13 (+9 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 55 (+9 Dex, +4 divine, +17 natural, +7 armor [+5 arrow deflection
  reflecting large steel shield], +8 deflection)
  Attacks: +5 brilliant energy bastard sword +58/+53/+48/+43 melee;
  or spell +52 melee touch or +53 ranged touch
  Damage: +5 brilliant energy bastard sword 1d10+15/17–20 or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities.
  Special Qualities: Divine immunities, DR 39/+4, cold resistance
  24, understand, speak, and read all languages and speak directly
  to all beings within 4 miles, remote communication, godly
  realm, teleport without error at will, plane shift at will, familiar
  (hawks), SR 36, divine aura (40 ft., DC 22).
  Saves: Fort +52, Ref +47, Will +45.
  Abilities: Str 27, Dex 29, Con 42, Int 25, Wis 25, Cha 26.
  Skills: Climb +42, Concentration +58, Craft (metalworking)
  +55, Handle Animal +50, Intimidate +26, Intuit Direction
  +43, Jump +42, Knowledge (arcana) +49, Knowledge (nature)
  +43, Knowledge (the planes) +43, Listen +45, Profession
  (metalworker) +49, Ride (horse) +53, Scry +43, Spellcraft +49,
  Spot +45.
  Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
  Reflexes, Dodge, Endurance, Energy Substitution (Fire),
  Eschew Materials, Exotic Weapon Proficiency (bastard sword),
  Expertise, Extend Spell, Great Cleave, Improved Bull Rush,
  Improved Critical (bastard sword), Improved Initiative, Iron
  Will, Lightning Reflexes, Mobility, Mounted Combat, Power
  Attack, Power Critical (bastard sword), Quick Draw, Ride-By
  Attack, Spirited Charge, Spring Attack, Sunder, Trample,
  Weapon Focus (bastard sword), Weapon Specialization (bastard
  sword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid,
  cold, death effects, disease, disintegration, electricity, energy
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  drain,
  mind-affecting
  effects, paralysis, poison,
  sleep, stunning, transmutation.
  Salient Divine Abilities: Alter Form, Alter Size, Auto-
  matic Metamagic (quicken sorcerer spells), Divine Radiance,
  Wave of Chaos.
  Domain Powers: Cast chaos spells at +1 caster level; 11/day
  turn or destroy water creatures, or rebuke or command fire crea-
  tures; 4/day greater turning.
  Spell-Like Abilities: Odur uses these abilities as a 14th-level
  caster, except for chaos spells, which he uses as a 15th-level
  caster. Save DCs are 22 + spell level. Animate objects, burning
  hands, chaos hammer, cloak of chaos, dispel law, elemental swarm (as
  fire spell only), endure elements (as cold or fire spell only), fire
  seeds, fire shield, fire storm, flame strike, heat metal, incendiary cloud,
  magic circle against law, prismatic sphere, produce flame, protection
  from law, resist elements (as cold or fire spell only), searing light,
  shatter, summon monster IX (as chaos spell only), sunbeam, sunburst,
  wall of fire, word of chaos.
  Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6; base DC = 18 +
  spell level; 15% arcane spell failure chance): 0—dancing lights, daze,
  detect magic, disrupt undead, flare, light; 1st—burning hands, color spray,
  endure elements, enlarge, expeditious retreat; 2nd—continual flame, day-
  light, flaming sphere, pyrotechnics, see invisibility; 3rd—dispel magic, fire-
  ball, flame arrow, halt undead; 4th—fire shield, fire trap, scrying, wall of
  fire; 5th—passwall, prying eyes, summon monster V, wall of force; 6th—
  control weather, legend lore, true seeing; 7th—delayed blast fireball, pris-
  matic spray, vision; 8th—incendiary cloud, power word blind, sunburst;
  9th—foresight, meteor swarm, weird.
  Possessions: Odur carries a +5 arrow deflection reflecting large
  steel shield.
  Other Divine Powers
  As a demigod, Odur treats a 1 on an attack roll or saving throw nor-
  mally and not as an automatic failure. He is immortal.
  Senses: Odur can see, hear, touch, and smell at a distance of four
  miles. As a standard action, he can perceive anything within four
  miles
  of his wor-
  shipers, holy sites,
  objects, or any location where one of his titles
  or name was spoken in the last hour. He can extend his senses to
  up to two locations at once. He can block the sensing power of
  deities of his rank or lower at up to two remote locations at once
  for 4 hours.
  Portfolio Sense: Odur instantly senses the beginning of any
  overland journey greater than thirty miles that involves one thou-
  sand people or more, or the beginning of any overland journey
  greater than one thousand miles regardless of the number of
  people involved. He also senses the forging of any metal item
  worth more than 1,000 gp.
  Automatic Actions: Odur can use Craft (metalworking),
  Handle Animal, or Intuit Direction as a free action if the DC for
  the task is 15 or lower. He can perform up to two such free
  actions in a round.
  Create Magic Items: Odur can create any magic item
  related to determining directions or controlling animals and
  teams of animals, as long as the item’s market price does not
  exceed 4,500 gp.
  SIF
  Goddess of Excellence and Skill in Battle
  Lesser Deity
  Symbol: Upraised sword
  Home Plane: Asgard
  Alignment: Chaotic good
  Portfolio: War, dueling
  Worshipers: Barbarians, fighters, paladins,
  rangers, combat instructors
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Good, War
  Favored Weapon: Longsword
  Sif primarily appears in myths involving the other gods. She is the
  wife of Thor and the mother of Uller. Her golden hair was made by
  187
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by W. Reynolds & D. Cramer
  
  188
  the dwarves and enchanted to take root
  and grow on her head after Loki chopped
  off her natural hair as a joke.
  Dogma
  Sif ’s cultists are generally excellent
  fighters of all sorts, and many are
  weapon masters. Those looking for
  instruction in the martial arts are
  well advised to seek one of her
  cults or temples. Like her husband,
  Sif concerns herself with
  individuals involved in
  combat. Where Thor em-
  phasizes physical prowess,
  Sif emphasizes skill. Good-
  natured challenges between the two
  cults are common.
  Clergy and Temples
  Sif’s clergy are predominantly, but not
  entirely, female. They are strong, capable
  people with quick wits and combat skills.
  Many dye a lock or braid of hair blonde,
  or braid yellow ribbons in their hair in
  emulation of their patron deity.
  Sif ’s temples are sturdy, defensible
  structures that contain training halls
  for individual combat skills. They
  also contain extensive armories. In
  addition, many of Sif’s temples
  contain dormitories for women
  escaping abusive relationships
  or who have been injured or
  crippled in battle.
  Visitors to Sif ’s temples
  are ignored unless they carry
  weapons openly. Those who
  do so can expect challenges
  from the clergy and mem-
  bers of the cult to single
  combat. Such challenges are
  generally fought to the first fall
  or first blood, and are intended
  solely to discover if the visitor
  knows how to use the weapon that
  she carries. Those who cannot, do not, or
  will not fight are ignored and treated with disdain. Those who
  do are welcomed.
  SIF
  Barbarian 20/Fighter 20
  Medium-Size Outsider
  Divine Rank: 10
  Hit Dice: 20d8+160 (outsider) plus 20d12+160 (Bbn) plus
  20d10+160 (Ftr) (1,080 hp)
  Initiative: +20, always first (+16 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 70 ft.
  AC: 84 (+16 Dex [Divine Armor Mastery], +10 divine, +23 natural,
  +9 armor [+5 glamered heavy fortification mithral shirt], +7 armor
  [+5 arrow deflection reflecting mithral large shield], +9 deflection)
  Attacks: +5 keen speed longsword +76/+76/+71/+66/+61 melee
  Damage: +5 keen speed longsword 1d8+29/15–20
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 45/+4 (4/–), fire resist-
  ance 30, understand, speak, and read all languages and speak
  directly to all beings within 10 miles, remote
  communication, godly realm, teleport without error
  at will, plane shift at will, uncanny dodge (cannot
  be flanked, +4 against traps), SR 42, divine aura
  (1,000 ft., DC 29).
  Saves: Fort +50, Ref +60, Will +52.
  Abilities: Str 31, Dex 43, Con 26, Int 26, Wis 26,
  Cha 28.
  Skills: Balance +57, Bluff +46, Climb
  +58, Diplomacy +27, Gather Infor-
  mation +46, Handle Animal +57, Hide
  +53, Intimidate +56, Intuit Direction
  +51, Jump +62, Knowledge (arcana)
  +45, Knowledge (the planes) +45,
  Knowledge (religion) +45, Listen
  +53, Move Silently +53, Ride
  (horse) +68, Search +45, Sense
  Motive +45, Spot +47, Tumble
  +57, Wilderness Lore +51.
  Feats: Alertness, Blind-Fight,
  Blindsight 5-ft. Radius, Cleave,
  Combat Reflexes, Dodge, Ex-
  pertise, Eyes in the Back of Your Head,
  Great Cleave, Fleet of Foot, Hold the
  Line, Improved Bull Rush, Improved
  Critical (longsword), Improved Dis-
  arm, Improved Initiative, Improved
  Sunder, Improved Trip, Iron Will,
  Knock-Down, Lightning Reflexes,
  Mobility, Power Attack, Power Crit-
  ical (longsword), Quick Draw, Run,
  Spring Attack, Sunder, Superior
  Expertise, Weapon Finesse (long-
  sword), Weapon Focus (long-
  sword), Weapon Specialization
  (longsword), Whirlwind Attack.
  Divine Immunities:
  Ability damage, ability
  drain, acid, cold, death
  effects, disease, disinte-
  gration, electricity, ener-
  gy drain, mind-affecting
  effects, paralysis, poison,
  sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Battlesense, Banestrike (evil out-
  siders), Divine Armor Mastery, Divine Battle Mastery, Divine
  Celerity, Divine Dodge, Divine Inspiration (courage), Divine Rage,
  Divine Weapon Focus (longsword), Divine Weapon Specialization
  (longsword), Longsword Finesse†, Supreme Initiative. †Unique
  ability, described below.
  Domain Powers: Cast chaos spells at +1 caster level; cast good
  spells at +1 caster level.
  Spell-Like Abilities: Sif uses these abilities as a 20th-level
  caster, except for chaos spells and good spells, which she uses as a
  21st-level caster. Save DCs are 29 + spell level. Aid, animate objects,
  blade barrier, chaos hammer, cloak of chaos, dispel evil, dispel law, divine
  power, flame strike, holy aura, holy smite, holy word, magic circle against
  evil, magic circle against law, magic vestment, magic weapon, power word
  blind, power word kill, power word stun, protection from evil, protection
  from law, shatter, spiritual weapon, summon monster IX (as chaos or
  good spell only), word of chaos.
  Divine Rage: The following changes are in effect as long as
  Sif rages: AC 79; hp 1,380; Atk +81/+76/+71/+66 melee
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by G. Angus
  
  (1d8+30/15–20, +5 keen speed longsword); SQ Fire resistance 40,  SR
  52; SV Fort +55, Will +57; Str 41, Con 36; Climb +63, Jump +67. Her
  rage can be used 10 times per day, it lasts for 1 hour (or until
  ended), and she is not winded afterward.
  Longsword Finesse (unique salient divine ability): Sif can
  apply her Dexterity bonus to attacks she makes with any long-
  sword that she can wield in one hand.
  Possessions: In addition to her sword, Sif has a +5 glamered
  heavy fortification mithral shirt and a +5 arrow deflection reflecting large
  mithral shield.
  Other Divine Powers
  As a lesser deity, Sif may take 10 on any check. Sif treats a 1 on an
  attack roll or saving throw normally and not as an automatic fail-
  ure. She is immortal.
  Senses: Sif can see, hear, touch, and smell at a distance of ten
  miles. As a standard action, she can perceive anything within ten
  miles of her worshipers, holy sites, objects, or any location where
  one of her titles or name was spoken in the last hour. She can
  extend her senses to up to five locations at once. She can block the
  sensing power of deities of her rank or lower at up to two remote
  locations at once for 10 hours.
  Portfolio Sense: Sif automatically senses battles involving five
  hundred or more people and any battle in which a woman com-
  mands at least one side, regardless of the number of people
  involved.
  Automatic Actions: Sif can use Bluff, Handle Animal, Intim-
  idate, Ride (horse), or Tumble as a free action if the DC for the
  task is 20 or lower. She can perform up to five such free actions
  each round.
  Create Magic Items: Sif can create any magic armor or weapon,
  as long as the item’s market price does not exceed 30,000 gp.
  SKADI
  Goddess of Mountains, Snowshoe Goddess
  Lesser Deity
  Symbol: Mountain Peak
  Home Plane: Asgard
  Alignment: Neutral
  Portfolio: Earth, mountains
  Worshipers: Barbarians, druids, rangers,
  dwarves, halflings
  Cleric Alignments: CN, LN, N, NE, NG
  Domains: Destruction, Earth, Strength
  Favored Weapon: Greataxe
  Skadi is a female giant and the daughter of the giant who bar-
  gained for Freya, the sun, and the moon in exchange for build-
  ing Asgard’s walls (see Sleipnir in Odin’s entry, above). She came
  to Asgard seeking revenge against Thor for killing her father.
  When she arrived at Asgard in her armor she so impressed the
  gods they offered her pick of the bachelor gods if she would not
  go to war against them. The only condition was that she could
  only see their feet when she made her choice. Thinking the
  cleanest, whitest feet must belong to Balder, she made her
  choice only to discover they belonged to the older Vanir Njord,
  whose feet the sea washed clean every day. Because they
  couldn’t agree on a place to live, Njord and Skadi moved back
  and forth between Jotunheim and Asgard. On Midgard, these
  movements created the seasons. Skadi later divorced Njord and
  married Uller.
  Dogma
  Skadi’s cults are common in mountainous regions. Her worshipers
  include those who make their lives hunting, herding, and mining
  in the mountains. She loves the cold of winter and the wind on the
  mountain peaks, and teaches respect for the earth and the moun-
  tains to her cultists. She also teaches readiness for battle, believing
  that the best defense is an impressive offense.
  Clergy and Temples
  Skadi’s clergy are imposing figures, appearing tough and ready to
  fight. Though most are highly skilled warriors, they rarely enter
  combat unless necessary.
  If a temple dedicated to Skadi isn’t in the mountains, it’s located
  so that mountains are visible from the windows of the great hall.
  Her temples are built from local materials and blend with the land-
  scape. Unlike many temples, hers are often cold and without the
  heat of hearth fires. Some temples make money by selling moun-
  tain climbing equipment.
  Visitors to Skadi’s temples receive warm welcomes if they’ve just
  come down from out of the mountains, or if they clearly intend to
  travel into them. The clergy openly share their information about
  hazards and trails.
  SKADI
  Druid 20/Ranger 20
  Large Outsider (Cold)
  Divine Rank: 6
  Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Drd) plus
  20d10+200 (Rgr) (1,120 hp)
  Initiative: +8
  Speed: 80 ft., burrow 80 ft.
  AC: 50 (–1 size, +8 Dex, +6 divine, +19 natural, +8 deflection)
  Attacks: Huge +5 bane* icy burst thundering greataxe +68/+63/
  +58/+53 melee; or spell +62 melee touch or +54 ranged touch
  *+70/+65/+60/+55 against favored enemies.
  Damage: Huge +5 bane* icy burst thundering greataxe 2d8+29/
  19–20/×3 or by spell *2d6 plus 2d8+29/19–20/×3 against
  favored enemies.
  Face/Reach: 5 ft by 5 ft./10 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 41/+4, fire resist-
  ance 26, spontaneous casting of divine spells, understand,
  speak, and read all languages and speak directly to all beings
  within 6 miles, remote communication, godly realm, teleport
  without error at will, plane shift at will, cold subtype, tremors-
  ense, nature sense, animal companion (awakened dire bear),
  woodland stride, trackless step, resist nature’s lure, wild shape
  (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day,
  elemental 3/day), a thousand faces, venom immunity, time-
  less body, favored enemies (dragons +5, undead +4, magical
  beasts +3, aberrations +2, vermin +1), SR 38, divine aura (600
  ft., DC 24).
  Cold Subtype: Immune to cold damage; takes double damage
  from fire unless a saving throw for half damage is allowed, in
  which case she takes half damage on a success and double
  damage on a failure (but fire resistance still applies).
  Saves: Fort +48, Ref +48, Will +46.
  Abilities: Str 42, Dex 27, Con 30, Int 25, Wis 26, Cha 26.
  Skills: Animal Empathy +44, Bluff +36, Climb +43, Concentration
  +46, Craft (stoneworking) +34, Diplomacy +42, Handle Animal
  +44, Heal +44, Hide +27, Intimidate +38, Intuit Direction +44,
  Jump +48, Knowledge (arcana) +30, Knowledge (nature) +65,
  Knowledge (the planes) +33, Knowledge (religion) +33, Listen
  +42, Move Silently +40, Profession (stonemason) +34, Ride
  (horse) +37, Sense Motive +35, Spellcraft +38, Spot +42, Swim
  +52, Wilderness Lore +66.
  Feats: Alertness, Blind-Fight, Cleave, Dodge, Empower Spell,
  Endurance, Enlarge Spell, Expertise, Great Cleave, Improved
  Bull Rush, Improved Critical (greataxe), Lightning Reflexes,
  Mobility, Power Attack, Power Critical (greataxe), Sacred Spell,
  189
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  190
  Spring
  A t t a c k ,
  Sunder, Track,
  Weapon Focus
  (greataxe), Whirl-
  wind Attack.
  Divine Immu-
  nities: Ability dam-
  age, ability drain,
  acid, cold, death
  effects, disease, disinte-
  gration, electricity,
  energy drain, mind-
  affecting effects, pa-
  ralysis, poison, sleep,
  stunning, transmu-
  tation, imprison-
  ment, banishment.
  Salient Divine Abilities: Alter
  Form, Alter Size, Automatic Metamagic (quicken druid spells),
  Battlesense, Divine Druid, Divine Earth Mastery, Divine Ranger,
  Shift Form.
  Domain Powers: 6/day smite (+4 on attack and +6 on damage
  for one weapon attack); 11/day turn or destroy air creatures, or
  rebuke or command earth creatures; 6/day feat of strength (+6
  enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Skadi can use these abilities as a 16th-level
  caster. Save DCs are 24 + spell level. Bull’s strength, Bigby’s clenched
  fist, Bigby’s crushing hand, Bigby’s grasping hand, circle of doom, conta-
  gion, disintegrate, earthquake, elemental swarm (as earth spell only),
  endure elements, harm, implosion, inflict critical wounds, inflict light
  wounds, iron body, magic stone, magic vestment, righteous might, shatter,
  soften earth and stone, spell immunity, spike stones, stoneskin, stone shape,
  wall of stone.
  Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 +
  spell level.
  Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.
  Other Divine Powers
  As a lesser deity, Skadi may take 10 on any check. Skadi treats a 1
  on an attack roll or saving throw normally and not as an automatic
  failure. She is immortal.
  Senses: Skadi can see, hear, touch, and smell at a distance of
  six miles. As a standard action, she can perceive anything within
  six miles of her worshipers, holy
  sites, objects, or any location
  where one of her titles or
  name was spoken in the
  last hour. She can ex-
  tend her senses to up to
  five locations at
  once. She can
  block the sens-
  ing power of
  deities of her rank or
  lower at up to two
  remote locations at
  once for 6 hours.
  Portfolio Sense:
  Skadi instantly senses
  any natural event
  involving the earth or
  mountains (mudslides,
  avalanches, or earth-
  quakes) that involves
  five hundred or more
  people.
  Automatic Actions:
  Skadi can use Animal
  Empathy, Climb,
  Intuit Direction,
  Jump, or Wilder-
  ness Lore as a
  free action if the
  DC for the task
  is 20 or lower. She
  can perform up to
  five such free actions
  per round.
  Create Magic
  Items: Skadi can
  create any item
  related to wilder-
  ness travel, wil-
  derness survival, or
  mountain climbing, as long as the item’s
  market price does not exceed 30,000 gp.
  dAwakened Dire Bear, Skadi’s animal companion: CR 9;
  Large magical beast; HD 14d8+56; hp 119; Init +1; Spd 40 ft.; AC 17
  (touch 10, flat-footed 16); Atk +19 melee (1d6+10, 2 claws), +14
  melee (1d8+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA Improved
  grab; SQ Low-light vision, scent; AL N; SV Fort +13, Ref +10, Will
  +5; Str 31, Dex 13, Con 19, Int 11, Wis 12, Cha 12.
  Skills and Feats: Hide –3, Listen +7, Spot +7, Swim +13.
  SURTUR
  Lord of the Fire Giants
  Intermediate Deity
  Symbol: Flaming sword
  Home Plane: Midgard
  (Muspelheim)
  Alignment: Lawful evil
  Portfolio: Fire, war
  Worshipers: Fire giants, giants
  Cleric Alignments: LE, LN, NE
  Domains: Evil, Fire, Law,
  Strength, War
  Favored Weapon: Longsword
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by S. Wood & D. Cramer
  
  Surtur stands ever alert in Muspelheim, brandishing his sword
  that shines brighter than the sun. At Ragnarok he will be responsi-
  ble for setting the world on fire, burning it down to make room for
  the new one. Prophecies say that he will even destroy Bifrost under
  his weight and that of his subjects.
  Dogma
  A few cults of Surtur thrive in Mannheim, often cooperating
  with Loki’s cult. These cults teach respect for fire, its use as a
  tool, and its danger when uncontrolled. They teach that fire is a
  cleansing agent, and point to the new growth after a forest fire as
  proof. Members of Surtur’s cult seek every opportunity to under-
  mine Thor’s cult, and they have plenty of help
  and expert advice from Loki’s cult. While Thrym
  has a similar cult, fire and ice never mix.
  Clergy and Temples
  Surtur rarely grants divine
  power except to giants.
  However, a rare few indi-
  viduals in Mannheim
  have earned his approval.
  They conceal their devo-
  tion to the giant destined to
  burn down the world.
  Surtur’s temples in Mann-
  heim are hidden affairs, much
  like Loki’s. In Muspelheim,
  they are enormous fortresses
  that ring with the sound of the
  forges day and night. Surtur’s
  Muspelheim temples are cen-
  ters for preparation for Rag-
  narok. Temples in Mann-
  heim secretly store
  weapons in prepa-
  ration for the cult
  to fight alongside
  the giants.
  Visitors to Sur-
  tur’s temples have
  only a few seconds to
  prove their devotion
  to Surtur before
  the members
  of the cult
  attack. The
  clergy and
  the 
  mem-
  bers of the
  cult in Mann-
  heim do not
  leave witnesses
  alive to report
  their activities.
  SURTUR
  Ranger 20/
  Fighter 20
  Gargantuan Outsider (Evil, Fire, Lawful)
  Divine Rank: 14
  Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus
  20d10+200 (Ftr) (1,160 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 120 ft.
  AC: 63 (–4 size, +8 Dex, +14 divine, +27 natural, +8 deflection)
  Attacks: Gargantuan +5 brilliant energy flaming burst longsword
  +77/+72/+67/+62 melee; or spell +71 melee touch or +62
  ranged touch
  Damage: Gargantuan +5 brilliant energy flaming burst longsword
  4d6+34/17–20 or by spell
  Face/Reach: 20 ft. by 20 ft./20 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, DR 49/+4, fast healing
  34, spontaneous casting of divine spells, understand, speak,
  and read all languages and speak directly to all beings within
  14 miles, remote communication, godly realm, teleport without
  error at will, plane shift at will, fire subtype, favored enemies
  (Asgardian deities +5, fey +4, humans +3, beasts
  +2, animals +1), SR 46, divine aura (1,400 ft.,
  DC 32).
  Fire Subtype: Immune to fire damage.
  Saves: Fort +56, Ref +56, Will +57.
  Abilities: Str 44, Dex 27, Con 31,
  Int 27, Wis 28, Cha 27.
  Skills*: Bluff +49, Climb
  +69, Craft (metalworking)
  +60, Diplomacy +59, Dis-
  guise +49, Handle Animal
  +60, Hide +37, Intim-
  idate +59, Jump +69,
  Knowledge (history)
  +49, Knowledge (the
  planes) +49, Knowl-
  edge (religion) +49,
  Listen +58, Pro-
  fession (metal-
  worker) +50,
  Ride (horse) +64,
  Search +49, Sense
  Motive +50,
  Spellcraft
  +49, Spot +52,
  W i l d e r n e s s
  Lore +53. *Always
  receives a 20 on
  checks.
  Feats: Alertness, Blind-
  Fight, Blindsight 5-ft.
  Radius, Cleave, Com-
  bat Reflexes, Dodge,
  Endurance, Expertise,
  Eyes in the Back of
  Your 
  Head, 
  Great
  Cleave, Hold the Line,
  Improved Bull Rush,
  Improved Critical (long-
  sword), Improved Dis-
  arm, Improved Grapple,
  Improved Initiative, Im-
  proved Sunder, Improved Trip,
  Improved Unarmed Strike, Knock-Down, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Power Critical (longsword),
  Quick Draw, Spring Attack, Stunning Fist, Sunder, Track,
  Weapon Focus (longsword), Weapon Specialization (long-
  sword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Banestrike
  (good outsiders), Call Creatures (fire elementals), Divine Battle
  191
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by G. Angus
  
  192
  Mastery, Divine Fast Healing, Divine Fire Mastery, Divine
  Storm, Energy Burst (fire), Energy Storm (fire), Extra Domain
  (Strength), Extra Domain (War), Extra Energy Immunity (cold),
  Indomitable Strength, Irresistible Blows, Shapechange, Sunder
  and Disjoin.
  Domain Powers: Cast evil spells at +1 caster level; 14/day turn
  or destroy water creatures, or rebuke or command fire creatures;
  cast law spells at +1 caster level; 14/day feat of strength (+14
  enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Surtur uses these abilities as a 24th-level
  caster, except for evil spells and law spells, which he uses as a 25th-
  level caster. Save DCs are 32 + spell level. Bigby’s clenched fist, Bigby’s
  crushing hand, Bigby’s grasping hand, blade barrier, blasphemy, bull’s
  strength, burning hands, calm emotions, create undead, desecrate, dictum,
  dispel chaos, dispel good, divine power, elemental swarm (as fire spell
  only), endure elements, fire seeds, fire shield, fire storm, flame strike, hold
  monster, incendiary cloud, magic circle against chaos, magic circle against
  good, magic vestment, magic weapon, order’s wrath, power word blind,
  power word kill, power word stun, produce flame, protection from chaos,
  protection from good, resist elements (as cold or fire spell only), right-
  eous might, shield of law, spell immunity, spiritual weapon, stoneskin,
  summon monster IX (as evil or law spell only), unholy aura, unholy
  blight, wall of fire.
  Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
  Other Divine Powers
  As an intermediate deity, Surtur automatically receives a die result
  of 20 on any check. Surtur treats a 1 on an attack roll or saving
  throw normally and not as an automatic failure. He is immortal.
  Senses: Surtur can hear, see, touch, and smell at a distance of
  fourteen miles. As a standard action, he can perceive anything
  within fourteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up ten locations at once. He can
  block the sensing power of deities of his rank or lower at up to two
  remote locations at once for 14 hours.
  Portfolio Sense: Surtur automatically senses events related to
  giants or to fires greater than 10 feet across regardless of the
  number of people involved, both in the present and up to fourteen
  weeks in the past.
  Automatic Actions: Surtur can use Craft (metalworking),
  Disguise, or Profession (metalworker) as a free action if the DC
  for the task is 25 or lower. He can perform up to ten such free
  actions in a round.
  Create Magic Items: Surtur can create any magic weapon or
  armor, any wondrous item related to metalworking, or any item
  that produces or uses fire, as long as the item’s market price does
  not exceed 200,000 gp.
  THOR
  God of Thunder, Guardian of Asgard
  Greater Deity
  Symbol: Hammer
  Home Plane: Asgard
  Alignment: Chaotic good
  Portfolio: Storms, thunder, war
  Worshipers: Barbarians, fighters,
  paladins, rangers, farmers
  and other commoners,
  dwarves, half-orcs
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Good, Protection, Strength, War, Weather
  Favored Weapon: Warhammer
  Usually portrayed as a powerfully built man with a red beard
  and eyes filled with lightning, Thor is the strongest god of
  Asgard. Thor is the son of Odin and a female giant named Jord
  (“Earth”). Where Odin is complex and crafty, Thor is straightfor-
  ward and physical. This makes him popular among the common
  people. Thor’s greatly enjoys facing giants in contests of
  strength and martial prowess. His nemesis is Jormungandr the
  World Serpent, whom he is destined to face at Ragnarok.
  Though married to Sif, Thor had two sons with a giant named
  Jarnsaxa. Those sons, Modi and Magni, are prophesied to sur-
  vive Ragnarok.
  Dogma
  Thor’s cult believes that the measure of a person lies in how that
  person faces and handles challenges. The cult’s focus on self-
  reliance and individuality often makes them the last to throw their
  support behind an endeavor, but it also makes them first to con-
  gratulate the successful, member and nonmember alike. Those
  who succeed without the cult’s aid often find the cult singing their
  praises loudest. The cult also teaches that violent storms are a
  necessity, since they sweep aside weak structures and wash away
  detritus. The destruction of a big storm can reveal new resources.
  In battle, physical prowess is foremost, and Thor’s cult often chal-
  lenges Sif’s cult to mock battles and other contests in the never-
  ending argument of power versus skill.
  Nothing challenges people like combat, according to the cult,
  so it promotes military readiness and encourages its members to
  seek martial training of all sorts. Thor’s cult is popular among sol-
  diers, and communities welcome the cult for its strong role in
  local defenses.
  Clergy and Temples
  Thor’s clergy are most likely seen wearing armor and carrying
  warhammers. They often patrol their communities, on the alert for
  any threat. Their earthy natures and straightforward demeanor
  make them popular with the common folk. Half-orcs often find
  acceptance in human communities as Thor’s clerics.
  Like Odin’s temples, the interiors of Thor’s temples are raucous
  places where beer, mead, and ale flow freely, hot food is plentiful,
  and physical challenges are constant entertainment. Also like
  Odin’s temples, Thor’s temples quickly transform into sturdy
  forts. They generally contain an armory, a bell tower for sounding
  local alarms, and when they don’t contain a smithy, there’s gener-
  ally one nearby. Rooms are set aside for quiet offerings to appease
  and pray for Thor to moderate his storms. Thor’s temples are
  common in mountainous regions, shared between human and
  dwarf communities.
  Parishioners greet visitors to Thor’s temples by challenging
  them to a drinking contest, a foot race, or a wrestling match. Greet-
  ings are always boisterous, and many visitors find the noise and
  confusion daunting. Both clergy and faithful are quick to respond
  if visitors bring news of threats to the community.
  THOR
  Barbarian 20/Ranger 20
  Medium-Size Outsider
  Divine Rank: 18
  Hit Dice: 20d8+220 (outsider) plus 20d12+220 (Bbn) plus
  20d10+220 (Ftr) (1,260 hp)
  Initiative: +13, always first (+9 Dex, +4 Improved Initiative,
  Supreme Initiative)
  Speed: 70 ft.
  AC: 77 (+9 Dex, +18 divine, +31 natural, +9 deflection)
  Attacks*: Mjolnir, +5 chaotic distance ghost touch holy mighty cleaving
  returning thundering warhammer +109/+104/+99/+94 melee,
  +104 ranged *Always receives a 20 on attack rolls; roll die to
  check for critical hit.
  Damage*: Mjolnir, +5 chaotic distance ghost touch holy mighty cleaving
  returning thundering warhammer 4d8+84/19–20/×3 melee,
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  4d8+66/19–20/×3 ranged *Always does maximum damage (116
  points melee, 98 points ranged).
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, divine rage 18/day.
  Special Qualities: Divine immunities, DR 71/+5 (4/–), fire
  resistance 38, spon-
  taneous casting of
  divine spells, under-
  stand, speak, and
  read all languages
  and speak directly to
  all beings within 18
  miles, remote com-
  munication, godly
  realm, teleport with-
  out error at will, plane
  shift at will, plane
  shift at will, favored
  enemies (giants +5,
  dragons +4, goblin-
  oids +3, aberrations
  +2, undead +1), un-
  canny dodge (can-
  not be flanked, +4
  against traps), SR 50,
  divine aura (18 miles,
  DC 37).
  Saves*: Fort +61, Ref
  +61, Will +59. *Al-
  ways receives a 20
  on saves.
  Abilities: Str 92, Dex
  29, Con 32, Int 25,
  Wis 28, Cha 28.
  Skills*: Animal Empa-
  thy +49, Bluff +48,
  Climb +89, Concen-
  tration +54, Craft
  (metalworking) +55,
  Craft (stonework-
  ing) +55, Diplomacy
  +51, Handle Animal
  +57, Heal +52, Hide
  +52, Intimidate +55,
  Intuit Direction +57,
  Jump +89, Knowl-
  edge (nature) +50,
  Knowledge (the
  planes) +45, Knowl-
  edge (religion) +45,
  Listen +59, Move
  Silently +53, Ride (horse)
  +61, Search +51, Sense Motive +48, Spellcraft +29, Spot +54,
  Swim +89, Use Rope +52, Wilderness Lore +57. *Always receives
  a 20 on checks.
  Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge,
  Endurance, Expertise, Great Cleave, Improved Bull Rush,
  Improved Critical (warhammer), Improved Initiative, Knock-
  Down, Lightning Reflexes, Mobility, Power Attack, Power
  Critical (warhammer), Quick Draw, Spring Attack, Sunder,
  Track, Weapon Focus (warhammer), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Annihilat-
  ing Strike, Banestrike (giants), Battlesense, Divine Celerity,
  Divine Rage, Divine Storm, Divine Weapon Focus (war-
  hammer), Divine Weapon Specialization (warhammer), Energy
  Storm (electricity), Extra Domain (Protection), Extra Domain
  (Strength), Extra Do-
  main (War), Hand of
  Death, Increased Dam-
  age Reduction, Indom-
  itable Strength, Irre-
  sistible Blows, Power
  of Nature, Shape-
  change, Supreme Initia-
  tive, True Shapechange,
  Wound Enemy.
  Domain Powers: Cast
  chaos spells at +1 caster
  level; cast good spells at +1
  caster level; 18/day protective
  ward (touched subject
  gains +18 resist-
  ance bonus on
  next saving throw,
  maximum dura-
  tion 1 hour); 18/day
  feat of strength (+18
  enhancement bonus to
  Str for 1 round).
  Spell-Like Abili-
  ties: Thor uses these
  abilities as a 28th-level
  caster, except for chaos
  spells and good spells,
  which he uses as a
  29th-level caster. The
  save DCs are 37 + spell
  level. Aid, animate
  objects, antimagic field,
  Bigby’s clenched fist,
  Bigby’s crushing hand,
  Bigby’s grasping hand,
  blade barrier, bull’s
  strength, call light-
  ning, chaos ham-
  mer, cloak of
  chaos, 
  control
  weather, control
  winds, dispel evil,
  dispel law, divine power,
  endure elements, flame
  strike, fog cloud, holy
  aura, holy smite, holy
  word, ice storm, magic
  circle against evil, magic circle against law, magic vestment, magic
  weapon, mind blank, obscuring mist, power word stun, power word
  blind, power word kill, prismatic sphere, protection from elements, protec-
  tion from evil, protection from law, repulsion, righteous might, sanctuary,
  shatter, shield other, sleet storm, spell immunity, spell resistance, spiritual
  weapon, stoneskin, storm of vengeance, summon monster IX (as chaos
  or good spell only), whirlwind, word of chaos.
  Divine Rage: The following changes are in effect as long as
  Thor rages: AC 72; hp 1,560; Atk +114/+109/+104/+99 melee
  (4d8+89/19–20/×3, Mjolnir); SQ Fire resistance 60, SR 48; SV Fort
  +66, Will +64; Str 102, Con 42; Climb +94, Concentration +59,
  Jump +94, Swim +94. His rage can be used 18 times per day, it lasts
  for 1 hour (or until ended), and he is not winded afterward.
  Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
  193
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by G. Angus
  
  194
  Possessions: Thor possesses several powerful artifacts, includ-
  ing a magic belt that doubles his strength (accounted for in his
  ability scores, above). He also owns a magic chariot he can fold up
  and put in his pocket that is pulled by his two goats Tanngrisnir
  and Tanngjost (see below).
  His most famous possession is his warhammer, Mjolnir, a +5
  chaotic distance ghost touch holy mighty cleaving returning thundering
  warhammer with the following additional properties. Mjolnir
  weighs roughly 2 tons, requiring Thor’s doubled strength to wield
  it. The hammer inflicts 4d8 points of damage. Victims of a critical
  hit must make a Fortitude save (DC 55) or be deafened perma-
  nently. In addition, Mjolnir deals 4d8 temporary Constitution
  damage every round it is held unless the wielder wears Thor’s spe-
  cial gauntlets. Finally, Thor can throw Mjolnir at any target he can
  see regardless of distance, due to Thor’s strength and skill and the
  warhammer’s improved distance enchantments.
  Caster Level: 20th; Weight: 2 tons.
  Other Divine Powers
  As a greater deity, Thor automatically receives the best possible
  result on any die roll he makes (including attack rolls, damage,
  checks, and saves). He is immortal.
  Senses: Thor can see, hear, touch, and smell at a
  distance of eighteen miles. As a standard action, he
  can perceive anything within eighteen miles of his wor-
  shipers, holy sites, objects, or any location where one of
  his titles or name was spoken in the last hour. He can extend
  his senses to up to twenty locations at once. He can block the
  sensing power of deities of his rank or lower at up to two
  remote locations at once for
  18 hours.
  Portfo-
  lio Sense:
  Thor senses
  all storms,
  combat 
  of
  any kind, and
  any Aesir’s
  cry for aid in
  battle the in-
  stant it hap-
  pens and nine-
  teen 
  weeks
  into the past and
  the future.
  Automatic Ac-
  tions: Thor can use
  Animal Empathy, Climb,
  Concentration, Craft (metal-
  working), Craft (stonework-
  ing), Handle Animal, Heal,
  Hide, Intimidate, Intuit Direc-
  tion, Jump, Knowledge (na-
  ture), Listen, Move Silently,
  Ride (horse), Search, Spot,
  Swim, Use Rope, or Wilder-
  ness Lore as a free action if
  the DC for the task is 30 or
  lower. He can perform up to
  twenty such free actions
  each round.
  Create Magic Items:
  Thor can create any
  kind of magic item
  related to combat or to
  controlling the weather.
  DTanngrisnir and Tanngjost, the legendary goats that pull
  Thor’s chariot: CR 6; Large animal; HD 8d8+24 (88 hp); Init +0;
  Spd 80 ft., fly 100 ft. good; AC 11 (touch 9, flat-footed 11); Atk +11
  melee (1d8+5, butt); SQ Re-form; AL N; SV Fort +9, Ref +6, Will +2;
  Str 21, Dex 11, Con 16, Int 2, Wis 11, Cha 4.
  Skills: Listen +8, Spot +8.
  Re-form: Thor can slaughter and eat these goats in the evening
  and, in the morning, bless the bundled skins and bones, and
  they rise up whole again. The skins and all the bones must be
  present and whole, or one or more of the goats rises up injured
  appropriately.
  THRYM
  Lord of the Frost Giants
  Intermediate Deity
  Symbol: White double-bladed axe
  Home Plane: Midgard (Jotunheim)
  Alignment: Chaotic evil
  Portfolio: War, cold, giants
  Worshipers: Frost giants, giants
  Cleric Alignments: CE, CN, NE
  Domains: Chaos, Earth, Evil,
  Strength, War
  Favored Weapon: Greataxe
  Thrym traces his lineage back to Ymir, the first giant and the crea-
  ture from whose body Odin, Ve, and Vili made the world. The
  death of Ymir is a grudge the frost giants in particular hold
  against the Aesir. Thrym once
  tried to win Freya as his bride
  by holding Thor’s hammer
  hostage. Unfortunately for
  him, the gods disguised Thor
  as the bride and Loki as the
  bridesmaid. When Thrym
  ordered the hammer brought
  in to hallow the wedding,
  Thor snatched it up and laid
  waste to every giant present,
  including Thrym.
  Dogma
  A few cults of Thrym thrive
  in Mannheim, often cooper-
  ating with Loki’s cult. These
  cults teach that the world
  will end in the Fimbul
  Winter, and that cold will
  triumph after Surtur’s fire
  burns the world. Mem-
  bers of Thrym’s cult seek
  every opportunity to
  undermine Thor’s cult,
  and they have plenty of
  help and expert advice
  from 
  Loki’s 
  cult.
  Though Surtur has a
  similar cult, fire and ice
  never mix.
  Clergy and Temples
  Thrym rarely grants divine
  power except to giants.
  However, a rare few indi-
  viduals in Mannheim
  have earned his approval.
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by M. Cavotta & D. Cramer
  
  They conceal their devotion to the giant destined to freeze over
  the world.
  Thrym’s temples in Mannheim are hidden affairs, much like
  Loki’s. In Jotunheim they are enormous fortresses that ring with
  the sound of the forges day and night. Thrym’s Jotunheim temples
  are centers for preparation for Ragnarok. Temples in Mannheim
  secretly store weapons in preparation for the cult to fight along-
  side the giants.
  Visitors to Thrym’s temples have only a few seconds to prove
  their devotion to Thrym before the members of the cult attack. The
  clergy and the members of the cult in Mannheim do not leave wit-
  nesses alive to report their activities.
  THRYM
  Barbarian 20/Fighter 20
  Gargantuan Outsider (Chaotic, Cold, Evil)
  Divine Rank: 14
  Hit Dice: 20d8+200 (outsider) plus 20d12+200 (Bbn) plus
  20d10+200 (Ftr) (1,200 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 130 ft.
  AC: 63 (–4 size, +8 Dex, +14 divine, +27 natural, +8 deflection)
  Attacks: Gargantuan +5 chaotic icy burst mighty cleaving greataxe
  +77/+72/+67/+62 melee
  Damage: Gargantuan +5 chaotic icy burst mighty cleaving greataxe
  4d6+34/19–20/×3
  Face/Reach: 20 ft. by 20 ft./20 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities.
  Special Qualities: Divine immunities, fire immunity, DR
  49/+4 (4/–), fast healing 34, understand, speak, and read all
  languages and speak directly to all beings within 14 miles,
  remote communication, godly realm, teleport without error at
  will, plane shift at will, cold subtype, uncanny dodge (cannot
  be flanked, +4 against traps), SR 46, divine aura (1,400 ft.,
  DC 32).
  Cold Subtype: Immune to cold damage.
  Saves: Fort +56, Ref +56, Will +57.
  Abilities: Str 44, Dex 27, Con 31, Int 27, Wis 28, Cha 27.
  Skills*: Bluff +49, Climb +69, Craft (stoneworking) +60,
  Diplomacy +57, Disguise +49, Handle Animal +60, Hide +37,
  Intimidate +59, Jump +69, Knowledge (history) +49, Knowledge
  (the planes) +49, Knowledge (religion) +49, Listen +48,
  Profession (stonemason) +50, Ride (horse) +64, Search +49,
  Sense Motive +50, Spellcraft +49, Spot +52, Wilderness Lore +56.
  *Always receives a 20 on checks.
  Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
  Combat Reflexes, Dodge, Endurance, Expertise, Eyes in the
  Back of Your Head, Great Cleave, Hold the Line, Improved Bull
  Rush, Improved Critical (longsword), Improved Disarm,
  Improved Grapple, Improved Initiative, Improved Sunder,
  Improved Trip, Improved Unarmed Strike, Knock-Down, Iron
  Will, Lightning Reflexes, Mobility, Power Attack, Power
  Critical (longsword), Quick Draw, Spring Attack, Stunning Fist,
  Sunder, Weapon Focus (greataxe), Weapon Specialization
  (greataxe), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Banestrike
  (good outsiders), Battlesense, Call Creatures (frost giants), Divine
  Battle Mastery, Divine Fast Healing, Divine Rage, Divine Storm,
  Energy Storm (cold), Extra Domain (Strength), Extra Domain
  (War), Extra Energy Immunity (fire), Indomitable Strength, Irre-
  sistible Blows, Shapechange, Sunder and Disjoin.
  Domain Powers: Cast chaos spells at +1 caster level; 14/day
  turn or destroy air creatures, or rebuke or command earth crea-
  tures; cast evil spells at +1 caster level; 14/day feat of strength (+14
  enhancement bonus to Str for 1 round).
  Spell-Like Abilities: Thrym uses these abilities as a 24th-
  level caster, except for chaos spells and evil spells, which he uses
  as a 25th-level caster. Save DCs are 32 + spell level. Animate
  objects, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping
  hand, blade barrier, blasphemy, bull’s strength, chaos hammer, cloak of
  chaos, create undead, desecrate, dispel good, dispel law, divine power,
  earthquake, elemental swarm (as earth spell only), endure elements,
  flame strike, iron body, magic circle against good, magic circle against
  law, magic stone, magic vestment, magic weapon, power word blind,
  power word kill, power word stun, protection from good, protection from
  law, righteous might, shatter, soften earth and stone, spell immunity,
  spike stones, spiritual weapon, stoneskin, stone shape, summon monster
  IX (as evil or chaos spell only), unholy aura, unholy blight, wall of
  stone, word of chaos.
  Divine Rage: The following changes are in effect as long as
  Thrym rages: AC 58; hp 1,500; Atk +82/+77/+72/+67 melee
  (4d6+39/19–20/×3, Gargantuan +5 chaotic icy burst nughty cleaving
  greataxe); SQ SR 56; SV Fort +61, Will +62; Str 54, Con 41; Climb
  +74, Jump +74. His rage can be used 14 times per day, it lasts for 1
  hour (or until ended), and he is not winded afterward.
  Other Divine Powers
  As an intermediate deity, Thrym automatically receives a die result
  of 20 on any check. Thrym treats a 1 on an attack roll or saving
  throw normally and not as an automatic failure. He is immortal.
  Senses: Thrym can hear, see, touch, and smell at a distance of
  fourteen miles. As a standard action, he can perceive anything
  within fourteen miles of his worshipers, holy sites, objects, or any
  location where one of his titles or name was spoken in the last
  hour. He can extend his senses to up ten locations at once. He can
  block the sensing power of deities of his rank or lower at up to two
  remote locations at once for 14 hours.
  Portfolio Sense: Thrym automatically senses events related
  to giants, snow, or sleet storms regardless of the number of
  people involved, both in the present and up to fourteen weeks
  in the past.
  Automatic Actions: Thrym can use Craft (stoneworking),
  Disguise, or Profession (stonemason) as a free action if the DC
  for the task is 25 or lower. He can perform up to ten such free
  actions in a round.
  Create Magic Items: Thrym can create any magic weapon or
  armor, any wondrous item related to stoneworking, or any item
  that produces or uses cold or ice, as long as the item’s market price
  does not exceed 200,000 gp.
  TYR
  God of Courage and Strategy
  Intermediate Deity
  Symbol: Sword
  Home Plane: Asgard
  Alignment: Lawful neutral
  Portfolio: Courage, trust, strategy,
  tactics, writing
  Worshipers: Fighters, monks,
  paladins, rangers, sages,
  dwarves
  Cleric Alignments: LE, LG, LN
  Domains: Law, Protection, War
  Favored Weapon: Longsword
  One of Odin’s sons by Frigga, Tyr appears as a powerful-looking
  bearded man who has lost his right hand. He is considered the
  195
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer
  
  196
  most senior Aesir after Odin and Thor, and the most courageous of
  the gods. He wields great power in battle, and like his father can
  dictate the outcome. Wise warriors invoke Tyr before entering
  battle. Tyr’s life is tangled up with monstrous wolves. He lost his
  right hand to Fenrir while the gods bound the son of Loki. At Rag-
  narok, he and Garm are destined to die fighting each other.
  Dogma
  Tyr’s cult teaches courage in everyday situations as well as in
  catastrophes or in battle. This is the courage of those who know
  their capabilities, not the
  courage of foolhardiness.
  Tyr’s cult understands
  the value of self-sacrifice,
  but differentiates between
  necessity and throwing
  one’s life away. The cult
  teaches sacrifice for
  others as an ideal, while
  holding sacrifice for per-
  sonal glory as anathema.
  Because of the cult’s
  focus on sacrifice for
  others, it is welcomed in
  all but the most chaotic
  communities.
  Clergy and Temples
  Tyr’s clergy work to
  develop their skills fight-
  ing with a weapon in
  their left hand, if they’re
  not already left-handed.
  When conducting their
  religious duties, they
  generally wear a closed
  leather sleeve over their
  right arm and hand in
  emulation of their deity.
  While they’re often
  warm, understanding,
  and encouraging, their
  patience has limits.
  Those who refuse to face
  life with courage have
  only so long to change
  before Tyr’s clergy leaves
  them to suffer the fate of
  their choices.
  Tyr’s temples are tightly
  organized 
  fortresses
  with duty rosters and
  ceremony schedules
  posted for all to
  read. They con-
  tain armories and
  training halls, and may own fields where they can train locals in
  formation fighting and maneuver.
  Visitors to Tyr’s temples find the schedule will not bend to
  their needs. Those who actively support the schedule and organi-
  zation find themselves welcomed. The clergy does not tolerate
  sloth, disorganization, or chaotic traits.
  TYR
  Cleric 20/Fighter 20
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Clr) plus 20d10+180
  (Ftr) (1,060 hp)
  Initiative: +12 (+8 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 69 (+8 Dex, +15 divine, +28 natural, +8 deflection)
  Attacks: +5 bane* keen lawful longsword +76/+71/+66/+61 melee; or
  spell +66 melee touch or +63 ranged touch *+78/+73/+68/+63
  against evil outsiders.
  Damage: +5 bane* keen lawful longsword 1d8+35/15–20 or by spell
  *2d6 plus 1d8+35/15–20 against evil outsiders.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-
  like abilities, turn undead 19/day.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, sonic resistance 35, spontaneous casting of divine spells,
  understand, speak, and read all languages and speak
  directly to all beings within 15 miles,
  remote communication, godly realm, tele-
  port without error at will, plane shift at will,
  SR 67, divine aura (1,500 ft., DC 32).
  Saves: Fort +58, Ref +57, Will +58.
  Abilities: Str 32, Dex 27, Con 28, Int 43,
  Wis 28, Cha 27.
  Skills*: Balance +62,
  Bluff +62, Climb
  +69, Concentra-
  tion +68, Diplo-
  macy +75, Gather
  Information +58,
  Handle Animal +66,
  Heal +67, Innuendo
  +62, Intimidate +62,
  Jump +73, Knowledge
  (arcana) +74, Knowl-
  edge (history) +67, Knowl-
  edge (nobility and royalty) +66,
  Knowledge (the planes) +66,
  Knowledge (religion) +73,
  Listen +61, Ride (horse) +70,
  Scry +67, Sense Motive
  +60, Spellcraft +74, Spot
  +61, Swim +69, Tumble +62.
  *Always receives a 20 on checks.
  Feats: Alertness, Cleave, Combat
  Casting, Combat Reflexes, Dodge,
  Empower Spell, Endurance, Exper-
  tise, Extra Turning, Extra Turning,
  Great Cleave, Great Fortitude, Improved
  Bull Rush, Improved Critical (longsword),
  Improved Disarm, Improved Initiative,
  Improved Trip, Iron Will, Lightning
  Reflexes, Mobility, Power Attack,
  Power 
  Critical 
  (longsword),
  Quick Draw, Quicken Spell,
  Sacred Spell, Silent Spell, Spell
  Penetration, Spring Attack, Still
  Spell, Weapon Focus (longsword), Weapon Specialization
  (longsword), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmu-
  tation, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Annihilating
  Strike, Banestrike (giants), Banestrike (evil outsiders), Battle-
  sense, Create Greater Object, Create Object, Divine Battle Mas-
  tery, Divine Inspiration (courage), Divine Storm, Divine Weapon
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by G. Angus
  
  Focus (longsword), Divine Weapon Specialization (longsword),
  Increased Energy Resistance (sonic), Increased Spell Resistance,
  Lay Quest, Power of Truth, Shapechange.
  Domain Powers: Cast law spells at +1 caster level; 15/day
  protective ward (touched subject gains +20 resistance bonus on next
  saving throw, maximum duration 1 hour).
  Spell-Like Abilities: Tyr uses the following abilities as a
  25th-level caster, except for law spells, which he uses as a 26th-
  level caster. Save DCs are 33 + spell level. Antimagic field, blade
  barrier, calm emotions, dictum, dispel chaos, divine power, flame strike,
  hold monster, magic circle against chaos, magic vestment, magic
  weapon, mind blank, order’s wrath, power word blind, power word kill,
  power word stun, prismatic sphere, protection from chaos, protection
  from elements, repulsion, sanctuary, shield of law, shield other, spell
  immunity, spell resistance, spiritual weapon, summon monster IX (as
  law spell only).
  Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 +
  spell level.
  Other Divine Powers
  As an intermediate deity, Tyr
  automatically receives a die
  result of 20 on any check. Tyr
  treats a 1 on an attack roll or saving
  throw normally and not as an auto-
  matic failure. He is immortal.
  Senses: Tyr can hear, see,
  touch, and smell at a distance of
  fifteen miles.
  As a standard
  action, 
  he
  can perceive
  a n y t h i n g
  within fifteen
  miles of his
  worshipers, holy
  sites, objects, or
  any location where
  one of his titles or
  name was spoken
  in the last hour. He
  can extend his senses
  to up ten locations at
  once. He can block the
  sensing power of deities of
  his rank or lower at up to two
  remote locations at once for
  15 hours.
  Portfolio Sense: Tyr automati-
  cally senses events related to plan-
  ning, preparing, and training for battle,
  any battle, and any courageous choice or
  decision made regardless of the number of
  people involved, both in the present and up to
  fifteen weeks in the past.
  Automatic Actions: Tyr can use Diplo-
  macy, Gather Information, Knowledge
  (arcana), Knowledge (history), Knowl-
  edge (nobility and royalty), Knowledge
  (the planes), Knowledge (religion), or
  Sense Motive as a free action if the DC for
  the task is 25 or lower. He can perform up to ten
  such free actions in a round.
  Create Magic Items: Tyr can create any magic
  item that provides morale bonuses, or any magic weapon
  or armor, as long as the item’s market price does not exceed
  200,000 gp.
  ULLER
  God of Hunting, Archery, and Winter
  Lesser deity
  Symbol: Longbow
  Home Plane: Asgard
  Alignment: Chaotic neutral
  Portfolio: Archers, hunting, winter
  Worshipers: Barbarians, druids,
  rangers, archers, elves, halflings,
  half-elves, half-orcs
  Cleric Alignments: CE, CG, CN
  Domains: Chaos, Protection, Travel
  Favored Weapon: Longbow
  Beautiful to look at and an accomplished warrior, Uller is often
  invoked by people entering single combat. The son of Sif and Thor,
  Uller has particular skill at skiing and archery. His cunning makes
  him valuable to the council of the gods. When Skadi divorced
  Njord, she married Uller.
  Dogma
  Members of Uller’s cult exult in combat as much as any Asgar-
  dians, but they see no reason to fight up close when
  they can use their bows from a distance. When it
  comes to personal contests, they would rather
  compete at archery than with swords. The cult
  guides those who prefer melee to the worship of
  Uller’s mother, Sif. As a hunter,
  Uller teaches respect for wild-
  life and nature. He warns
  against interfering with the
  natural balance
  and urges his
  followers to act
  like predators of
  the animal kingdom,
  hunting the less fit
  and leaving the
  young to carry on
  and continue the species.
  Clergy and Temples
  Uller’s clergy are often found
  hunting food for their temple
  and their community. They
  often serve as messengers
  between communities iso-
  lated by snow and ice, skiing or
  driving dog sleds. All carry longbows
  or shortbows.
  Uller’s temples resemble hunt-
  ing lodges. In addition to a great
  hall, they have storage rooms
  and workrooms for making skis,
  dog sleds, bows, and arrows. The
  kitchen resembles a butcher shop,
  as junior members of the clergy skin
  and butcher those animals Uller grants
  to them for food.
  Visitors to Uller’s temples find them-
  selves welcome, provided they show respect
  and appreciation for the natural balance
  and the food put before them. Hunters
  of all sorts are particularly welcome,
  and the clergy and faithful share tech-
  niques and tricks with the visitors.
  197
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by D. Cramer & A. Swekel
  
  198
  ULLER
  Barbarian 20/Ranger 20
  Medium-Size Outsider
  Divine Rank: 6
  Hit Dice: 20d8+160 (outsider) plus 20d12+160 (Bbn) plus
  20d10+160 (Rgr) (1,080 hp)
  Initiative: +20 (+16 Dex, +4 Improved Initiative)
  Speed: 70 ft.
  AC: 59 (+16 Dex, +6 divine, +19 natural, +8 deflection)
  Attacks: +5 bane* frost brand greatsword +61/+56/+51/+46 melee; or
  +5 bane* mighty chaotic icy burst composite longbow (+10 Str bonus)
  with +5 arrows +73/+68/+63/+58 ranged *Sword +63/+58/
  +53/+48, longbow +75/+70/+65/+60 against favored enemies.
  Damage: +5 bane* frost brand greatsword 2d6+20/19–20; +5 bane*
  mighty chaotic icy burst composite longbow (+10 Str bonus) with +5
  arrows 1d8+20/19–20/×3 *Sword 4d6+20/19–20, longbow 2d6
  plus 1d8+20/19–20/×3 against favored enemies.
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities,
  spell-like abilities.
  Special Qualities: Divine immunities, DR 41/+4 (4/–),
  fire resistance 26, spontaneous casting of divine
  spells, understand, speak, and read all languages and
  speak directly to all beings within 6 miles, remote
  communication, godly realm, teleport without error at
  will, plane shift at will, favored enemies
  (dragons +5, magical beasts +4,
  goblinoids +3, aberrations +2,
  undead +1), greater rage
  6/day, uncanny dodge
  (cannot be flanked, +4
  against traps), SR 38,
  divine aura (600 ft., DC 24).
  Saves: Fort +46, Ref +54, Will
  +46.
  Abilities: Str 30, Dex 42, Con 26, Int
  25, Wis 27, Cha 26.
  Skills: Animal Empathy +40, Bal-
  ance +30, Bluff +37, Climb +47,
  Concentration +35, Craft
  (bowmaking) +49, Diplo-
  macy +41, Handle Ani-
  mal +50, Hide +54,
  Intimidate +46, Intuit
  Direction +50, Jump
  +52, Knowledge (na-
  ture) +59, Listen +52,
  Move Silently +54,
  Ride (horse) +37,
  Search +45, Sense
  Motive +25, Spot
  +48, Swim +41,
  Tumble +41, Use Rope
  +54, Wilderness Lore +74.
  Feats:
  Alertness, Cleave,
  Dodge, Endurance, Exper-
  tise, Far Shot, Great Cleave,
  Improved Bull Rush, Improved Critical
  (composite longbow), Improved
  Initiative, Mobility, Point Blank
  Shot, Power Attack, Precise Shot,
  Quick Draw, Rapid Shot, Run, Sharp
  Shooting, Shot On The Run, Track,
  Weapon Focus (composite longbow).
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Divine
  Archery, Divine Celerity, Divine Ranger, Icewalking†, Instant
  Move, Shift Form. †Unique ability, described below.
  Domain Powers: Cast chaos spells at +1 caster level; 6/day pro-
  tective ward (touched subject gains +6 resistance bonus on next
  saving throw, maximum duration 1 hour); 6 rounds/day freedom
  of movement.
  Spell-Like Abilities: Uller uses these abilities as a 16th-level
  caster, except for chaos spells, which he uses as a 17th-level caster.
  Save DCs are 24 + spell level. Animate objects, antimagic field, astral
  projection, chaos hammer, cloak of chaos, dimension door, dispel law, expe-
  ditious retreat, find the path, fly, locate object, magic circle against law,
  mind blank, phase door, prismatic sphere, protection from elements, protec-
  tion from law, repulsion, sanctuary, shatter, shield other, spell immunity,
  spell resistance, summon monster IX (as chaos spell only), teleport, tele-
  port without error, word of chaos.
  Greater Rage: The following changes are in effect as long as
  Uller rages: AC 57; hp 1,260; Atk +64/+59/+54/+49 melee
  (2d6+23/19–20, +5 bane frost brand
  greatsword); SV Fort +49, Will +49; Str
  36, Con 32; Climb +50, Concentration
  +38, Jump +55, Swim +44. His rage
  lasts for 14 rounds, and he is not
  winded afterward.
  Ranger Spells/Day: 5/5/5/5;
  base DC = 18 + spell level.
  Icewalking (unique salient
  divine ability): Uller can glide
  through or over snow and
  ice as easily as a fish swims
  through water. His travel
  leaves behind no track,
  tunnel, or hole, nor does
  he create any ripple or
  other signs of his passing.
  Other Divine Powers
  As a lesser deity, Uller may
  take 10 on any check.
  Uller treats a 1 on an attack
  roll or saving throw nor-
  mally and not as an auto-
  matic failure. He is immortal.
  Senses: Uller can see,
  hear, touch, and smell at a
  distance of six miles. As a
  standard action, he can per-
  ceive anything within six
  miles of his worshipers, holy
  sites, objects, or any loca-
  tion where one of his titles
  or name was spoken in the
  last hour. He can extend his
  senses to up to five locations at
  once. He can block the sensing
  power of deities of his rank or
  lower at up to two remote loca-
  tions at once for 6 hours.
  Portfolio Sense: Uller auto-
  matically senses events related to
  efforts to feed five hundred or more people
  through hunting, and archery contests with any combination of
  spectators or contestants that total five hundred or more people.
  Automatic Actions: Uller can use Animal Empathy, Craft
  (bowmaking), Hide, Intuit Direction, Move Silently, or Wilderness
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by S. Wood
  Einherjar
  
  Lore as a free action if the DC for the task is 20 or lower. He can per-
  form up to five such free actions each round.
  Create Magic Items: Uller can create any magic item related to
  hunting or archery, as long as the item’s market price does not
  exceed 30,000 gp.
  ASGARDIAN MONSTERS
  EINHERJAR
  The einherjar are Odin’s warriors, chosen by the valkyries from
  those fallen in battle. They pass their time fighting during the
  day and feasting in Valhalla at night. When Ragnarok comes,
  they will march out of Valhalla and fight alongside the Aesir
  against the giants.
  The statistics for einherjar apply equally to the female warriors
  from Sif’s hall.
  Dwarves
  Dwarf Traits: +1 bonus on attack rolls against orcs and goblin-
  oids; +2 bonus on Will saves against spells and spell-like abilities;
  +2 bonus on Fortitude saves against all poisons; +4 dodge bonus
  against giants; darkvision; stonecunning (+2 racial bonus on
  checks to notice unusual stonework; can make a check for unusual
  stonework as though actively searching when within 10 feet and
  can use the Search skill to find stonework traps as a rogue can;
  intuit depth); +2 racial bonus on Appraise checks and Craft or Pro-
  fession checks related to stone or metal.
  Quasi-Deity Traits: Immune to transmutation, energy drain,
  ability drain, ability damage, mind-affecting effects, electricity,
  cold, and acid; fire resistance 20, DR 35/+4, SR 32, immortal.
  Elves
  Elf Traits: Immune to magic sleep spells and effects; +2
  racial bonus on Will saves against enchantment spells or
  effects; low-light vision (can see twice as far as a human in low-
  light conditions); entitled to a Search check when within 5 feet
  of a secret or concealed door as though actively looking for it;
  Martial Weapon Proficiency (composite longbow, composite
  shortbow, longbow, longsword, and rapier) as bonus feats; +2
  racial bonus on Listen, Spot, and Search checks (already figured
  into the statistics).
  Quasi-Deity Traits: Immune to transmutation, energy drain,
  ability drain, ability damage, mind-affecting effects, electricity,
  cold, and acid; fire resistance 20, DR 35/+4, SR 32, immortal.
  Humans
  Quasi-Deity Traits: Immune to transmutation, energy drain,
  ability drain, ability damage, mind-affecting effects, electricity,
  cold, and acid; fire resistance 20, DR 35/+4 (4/–), SR 32, immortal.
  199
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Dwarf Einherjar
  Elf Einherjar
  Human Einherjar
  Small Outsider
  Medium Outsider
  Medium Outsider
  Quasi-Deity (0)
  Quasi-Deity (0)
  Quasi-Deity (0)
  Fighter 20
  Fighter 20
  Barbarian 20
  Hit Dice:
  20d10+80 (190)
  20d10+20 (130)
  20d12+40 (170)
  Initiative:
  +5
  +9
  +5
  Speed:
  50
  60
  70
  AC:
  19 (touch 11, flat-footed 18)
  20 (touch 15, flat-footed 17)
  17 (touch 11, flat-footed 17
  Attacks:
  Dwarven urgrosh +19/+14/+9/+4
  Longsword +26/+21/+16/+11
  Battleaxe +25/+20/+15/+10 melee
  melee; or 
  melee; or composite longbow
  dwarven urgrosh +15 ranged
  +26/+21/+16/+11 ranged
  Damage:
  Dwarven urgrosh 1d8+4/19–20/×3;
  Longsword 1d8+3/18–20;
  Battleaxe 1d8+4/×3
  or dwarven urgrosh 1d6/19–20/¥3
  or composite longbow 1d8+2/19–20/¥3
  Special Qualities:
  Dwarf traits, quasi-deity traits
  Elf traits, quasi-deity traits
  Quasi-deity traits, fast movement,
  greater rage 6/day, uncanny dodge
  (cannot be flanked, +4 against traps)
  Saves:
  Fort +16, Ref +9, Will +8
  Fort +13, Ref +13, Will +8
  Fort +14, Ref +9, Will +6
  Abilities:
  Str 15, Dex 13, Con 18, 
  Str 13, Dex 20, Con 12,
  Str 18, Dex 13, Con 14,
  Int 10, Wis 10, Cha 10
  Int 10, Wis 10, Cha 12
  Int 10, Wis 10, Cha 12
  Skills:
  Climb +11, Craft (metalworking)
  Climb +14, Handle Animal +6,
  Climb +14, Handle Animal +13,
  +13, Craft (stoneworking) +14,
  Jump +13, Listen +2, Ride (horse)
  Intimidate +18, Intuit Direction +12,
  Jump +11, Listen +2, Spot +2
  +12, Search +2, Spot +2, Swim +13,
  Jump +14, Listen +14, Ride (horse)
  +15, Spot +2, Swim +16, Wilderness
  Lore +12
  Feats:
  Alertness, Blind-Fight, Cleave,
  Cleave, Dodge, Great Cleave, 
  Alertness, Cleave, Improved
  Dodge, Endurance, Exotic Weapon
  Improved Critical (composite
  Initiative, Lightning Reflexes,
  Proficiency (dwarven urgrosh),
  longbow), Improved Crtical 
  Power Attack, Quick Draw, Sunder,
  Great Cleave, Improved Bull Rush,
  (longsword), Improved Initiative,
  Weapon Focus (battleaxe)
  Improved Critical (dwarven
  Iron Will, Lightning Reflexes, 
  urgrosh), Improved Initiative, Iron
  Mobility, Power Attack, Quick
  Will, Lightning Reflexes, Power
  Draw, Spring Attack, Sunder, 
  Attack, Quick Draw, Run, Sunder,
  Weapon Finesse (longsword), 
  Weapon Focus (dwarven urgrosh),
  Weapon Focus (composite longbow),
  Weapon Specialization (dwarven
  Weapon Focus (longsword), Weapon
  urgrosh)
  Specialization (composite longbow),
  Weapon Specialization (longsword)
  Climate/Terrain:
  Asgard
  Asgard
  Asgard
  Organization:
  Troop (20–40)
  Troop (20–40)
  Troop (20–40)
  Challenge Rating:
  20
  20
  20
  Alignment:
  Neutral good
  Chaotic good
  Neutral good
  
  200
  Fast Movement: The einherjar has a speed of 70 feet when
  wearing no armor, light armor, or medium armor (and not carrying
  a heavy load).
  Greater Rage:The following changes are in effect as long as the
  einherjar rages: AC 15; hp 230; attacks +28/+23/+18/+13 melee
  (1d8+7/×3, battleaxe); SV Fort +17, Will +9; Str 24, Con 20; Climb
  +17, Jump +17, Swim +19. His rage lasts for 8 rounds, and he is not
  winded afterward.
  GIANTS
  dMale or Female Jotunheim Frost Giant: Quasi-deity
  (divine rank 0); Bbn20; Gargantuan outsider (evil); HD 20d8+123;
  hp 213; Init +3; Spd 130 ft.; AC 18 (touch 5, flat-footed 18); Atk
  +22/+17/+12 melee
  (2d8+9/19–20/×3,
  Huge masterwork
  greataxe); or +11/+6/
  +1 ranged (2d6+9
  rock); Face/Reach
  20 ft. by 20 ft./20 ft.;
  SA Rock throwing;
  SQ Cold subtype,
  DR 35/+4 (4/–),
  darkvision 60 ft., fast
  movement, greater
  rage 6/day, rock
  catching, uncanny
  dodge (cannot be
  flanked, +4 against
  traps), quasi-deity
  traits; AL CE; SV Fort
  +18, Ref +7, Will +8;
  Str 29, Dex 9, Con
  23, Int 10, Wis 10,
  Cha 12.
  Skills and Feats:
  Climb +19, Hide
  –15, Intimidate +11,
  Intuit Direction +10,
  Jump +19, Listen +12,
  Spot +18, Wilder-
  ness Lore +10; Alert-
  ness, Cleave, Endur-
  ance, Great Cleave,
  Improved Critical
  (greataxe), Improved
  Initiative, Iron Will,
  Lightning Reflexes,
  Martial Weapon Pro-
  ficiency (greataxe),
  Power Attack, Quick
  Draw, Run, Sunder,
  Toughness, Weapon Focus (greataxe), Weapon Focus (rock)
  Cold Subtype: Immune to cold damage; takes double damage
  from fire unless a saving throw for half damage is allowed, in
  which case it takes half damage on a success and double damage
  on a failure.
  Fast Movement: A Jotunheim frost giant has a speed of 130 feet
  when wearing no armor, light armor, or medium armor.
  Greater Rage: The following changes are in effect as long as a
  Jotunheim frost giant rages: AC 16; hp 333; Atk +25/+20/+15 melee
  (2d8+12/19–20/×3, Huge masterwork greataxe); SV Fort +21, Will
  +11; Str 35, Con 29; Climb +22, Jump +22. His rage lasts for 12
  rounds, and he is not winded afterward.
  Quasi-Deity Traits: Immune to transmutation, energy drain, abil-
  ity drain, ability damage, mind-affecting effects, electricity, cold,
  and acid; fire resistance 20, DR 35/+4, SR 32, immortal.
  dMale or Female Muspelheim Fire Giant: Quasi-deity
  (divine rank 0); Ftr20; Gargantuan outsider (evil, fire, lawful); HD
  20d8+123; hp 213; Init +3; Spd 120 ft.; AC 18 (touch 5, flat-footed
  18); Atk +27/+22/+17/+12 melee (2d8+11/19–20, Huge masterwork
  greatsword); or +16/+11/+6/+1 ranged (2d6+9 plus 2d6 fire, rock);
  Face/Reach 20 ft. by 20 ft./20 ft.; SA Rock throwing; SQ DR 35/+4,
  darkvision 60 ft., quasi-deity traits, fire subtype, rock catching; AL
  LE; SV Fort +20, Ref +13, Will +14; Str 29, Dex 9, Con 23, Int 10, Wis
  10, Cha 12.
  Skills and Feats: Climb +39, Craft (stoneworking) +32, Handle
  Animal +13, Hide –13, Intimidate +21, Intuit Direction +20,
  Jump +39, Listen +22, Ride (horse) +1, Spot +22, Wilderness Lore
  +22; Alertness, Cleave, Combat Reflexes, Endurance, Great
  Cleave, Great Forti-
  tude, Improved Bull
  Rush, Improved Criti-
  cal (greatsword), Im-
  proved Critical (rock),
  Improved Initiative,
  Iron Will, Lightning
  Reflexes, Martial Weap-
  on Proficiency (great-
  sword), Power Attack,
  Quick Draw, Run, Skill
  Focus (Craft [metal-
  working]), Skill Focus
  (Wilderness Lore), Skill
  Focus (Handle Animal),
  Sunder, Toughness,
  Weapon Focus (great-
  sword), Weapon Focus
  (rock), Weapon Special-
  ization (greatsword).
  Quasi-Deity Traits:
  Immune to transmu-
  tation, energy drain,
  ability drain, ability
  damage, mind-affecting
  effects, electricity, fire,
  and acid; cold resist-
  ance 20, DR 35/+4, SR
  32, immortal.
  Fire Subtype: Immune
  to fire damage; takes
  double damage from
  cold unless a saving
  throw for half damage is
  allowed, in which case
  it takes half damage on
  a success and double
  damage on a failure.
  VALKYRIES
  Handmaidens of Battle, Choosers of the Slain
  Quasi-Deities (0)
  Dogma
  There is no cult of the valkyries. Those seeking Valhalla or Sessrum-
  nir after death belong to cults of Odin or Freya. Instead, the valkyries
  serve the Asgardian pantheon in general. All valkyries are female.
  dValkyrie: Female Quasi-deity (divine rank 0); Pal20;
  Medium-size outsider; HD 20d8+140; hp 230; Init +19; Spd 60 ft.;
  AC 35 (touch 16, flat-footed 29); Atk +30/+25/+20/+15 melee
  (1d8+9/19-20/×3, heavy lance or 1d6+9/19-20/×3, halfspear or
  1d8+9/18–20, longsword); SA Smite evil, turn undead 10/day; SQ
  Aura of courage, detect evil, divine grace, divine health, empathic
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by A. Swekel
  
  link with mount, pegasus mount, lay on hands, remove disease 6/week,
  share spells with mount, quasi-deity traits; AL LG; SV Fort +19, Ref
  +29, Will +19; Str 28, Dex 40, Con 25, Int 24, Wis 24, Cha 24.
  Skills and Feats: Climb +34, Concentration +50, Diplomacy +50,
  Handle Animal +50, Heal +50, Intimidate +30, Jump +34, Knowledge
  (arcana) +27, Knowledge (history) +27, Knowledge (nobility and roy-
  alty) +27, Knowledge (the planes) +27, Knowledge (religion) +33,
  Knowledge (undead) +32, Listen +29, Ride (horse)
  +62, Spot +32, Swim +31; Alertness, Cleave,
  Great Cleave, Improved Critical (halfspear),
  Improved Critical (heavy lance), Improved
  Critical (longsword), Improved Initiative,
  Lightning Reflexes, Mounted Combat, Power
  Attack, Quick Draw, Ride-By Attack, Run, Spirited
  Charge, Sunder, Trample, Weapon Focus (half-
  spear), Weapon Focus (heavy lance), Weapon
  Focus (longsword)
  Smite Evil (Su): Once per day a val-
  kyrie may attempt to smite evil
  with one normal melee attack. She
  gets +7 on her attack roll and
  deals 20 extra points of damage.
  Smiting a creature that is not
  evil has no effect but uses the
  ability for that day.
  Turn Undead (Su): A valkyrie turns
  undead as a cleric of two levels
  lower would.
  Aura of Courage (Su): A valky-
  rie is immune to fear, magical or
  otherwise. Allies within 10 feet of
  her gain a +4 morale bonus on
  saving throws against fear effects.
  Detect Evil (Sp): The valkyrie can
  use detect evil at will as the spell.
  Divine Grace: The valkyrie
  applies her Charisma bonus to
  all saving throws. (This modi-
  fier is already figured into the
  statistics given above.)
  Divine Health: A valkyrie is
  immune to all diseases, including
  magical diseases such as mummy
  rot and lycanthropy.
  Empathic Link (Su): The val-
  kyrie can communicate
  telepathically with the
  mount at a distance of
  up to one mile. The val-
  kyrie has the same
  connection to an item
  or a place that the
  mount does.
  Pegasus Mount: This creature grants its master empathic link and
  share spells. See below for statistics.
  Lay on Hands (Sp): A valkyrie can heal wounds by touch as a
  standard action. Each day she can cure 140 hit points. The valkyrie
  can cure herself and can divide the curing among multiple recipi-
  ents. She doesn’t have to use it all at once.
  Remove Disease (Sp): A valkyrie can remove disease, as the spell,
  six times per week.
  Share Spells: A valkyrie may have any spell she casts on herself also
  affect her mount if the latter is within 5 feet at the time. The val-
  kyrie may also cast a spell with a target of “You” on her mount.
  Paladin Spells/Day: 5/5/5/4; base DC = 17 + spell level.
  Quasi-Deity Traits: Immune to transmutation, energy drain, abil-
  ity drain, ability damage, mind-affecting effects,
  electricity, cold, and acid; fire resistance
  20, DR 35/+4, SR 32, immortal.
  dValkyries’ Mount: CR 12;
  Large outsider; HD 12d8+36; hp
  90; Init +6; Spd 60 ft., fly 120 ft.
  good; AC 21 (touch 11, flat-
  footed 19); Atk +17 melee
  (1d8+6, 2 hoofs), +12 melee
  (1d8+3, bite); SA Spell-like
  abilities; SQ Command, im-
  proved evasion, scent, SR 25;
  AL NG; SV Fort +11, Ref +10,
  Will +11; Str 22, Dex 15, Con
  16, Int 10, Wis 13, Cha 13.
  Skills and Feats: Diplomacy +3,
  Hide –2, Intimidate +16, Intuit
  Direction +11, Listen +16*, Search
  +11, Sense Motive +16, Spot +16*,
  Wilderness Lore +16; Flyby Attack,
  Improved Initiative, Iron Will,
  Wingover. *+4 racial bonus on Lis-
  ten and Spot checks.
  Spell-Like Abilities: Detect
  good and detect evil at will
  in a 60-yard radius as the
  spells cast by a 5th-level
  sorcerer.
  Scent (Ex): The creature
  can detect approaching
  enemies, sniff out hidden
  foes, and track by sense
  of smell.
  PRESTIGE CLASS:
  BERSERK
  Berserks are warriors who dress themselves in
  bearskins (“berserk” comes from “bear sark,” or “bear
  shirt”), taking advantage of the fear most people have for wild
  201
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  Illus. by W. Reynolds
  Table 6–4: The Berserk
  Class
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +0
  Battle fury 1/day, +10 ft. movement
  2nd
  +1
  +3
  +0
  +0
  Damage reduction 1/–
  3rd
  +2
  +3
  +1
  +1
  Beast shape 1/day
  4th
  +3
  +4
  +1
  +1
  Battle fury 2/day, damage reduction 2/–
  5th
  +3
  +4
  +1
  +1
  6th
  +4
  +5
  +2
  +2
  Beast shape 2/day, damage reduction 3/–
  7th
  +5
  +5
  +2
  +2
  8th
  +6
  +6
  +2
  +2
  Battle fury 3/day, damage reduction 4/–
  9th
  +6
  +6
  +3
  +3
  Beast shape 3/day
  10th
  +7
  +7
  +3
  +3
  
  202
  animals and simultaneously inviting the wild rage of the animal
  into the warrior’s body. Berserks whip themselves into a battle
  frenzy, biting their shields and howling like animals. They are
  ferocious fighters and seemingly insensitive to pain while this
  madness lasts. Berserks make formidable enemies. In their rage
  they have even been known to attack the boulders and trees of the
  forest, and it is not uncommon for them to kill their own people.
  Barbarians generally disdain berserks, whose lack of control in
  battle goes beyond even barbarians’ legendary rages. The Asgardian
  gods are often arcane spellcasters themselves, so even wizards and
  sorcerers may find themselves “blessed” with battle fury. 
  As nonplayer characters, berserks are indistinguishable from
  other fighters and warriors until their madness overtakes them.
  They rarely travel together, knowing firsthand how dangerous
  they can be to their own allies.
  Hit Die: d12.
  Requirements
  To become a berserk, a character must fulfill all the following
  criteria.
  Alignment: Any nonlawful.
  Base Attack Bonus: +5.
  Feats: Armor Proficiency (medium), Martial Weapon Proficiency
  (battleaxe, longsword, or warhammer), Shield Proficiency.
  Class Skills
  The berserk’s class skills (and the key ability for each skill) are
  Animal Empathy (Cha), Climb (Str), Intimidate (Cha), Jump
  (Str), Listen (Wis), Spot (Wis), Swim (Str), and Wilderness Lore
  (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the berserk prestige class.
  Weapon and Armor Proficiency: Berserks gain proficiency
  with light armor as well as all simple and martial melee weapons, if
  they did not have these proficiencies from a previous class.
  Battle Fury (Ex): Starting at 1st level, berserks can enter
  battle fury as a standard action. They gain +6 to Strength, +6 to
  Constitution, and a +3 morale bonus on Will saves, but suffer a
  –2 penalty to AC while in battle fury. The increase in Constitu-
  tion increases the berserk’s hit points by 3 points per level, but
  these hit points go away at the end of the fury when the Consti-
  tution score drops back to normal. (These extra hit points are not
  lost first the way temporary hit points are; see Temporary Hit
  Points in Chapter 8 of the Player’s Handbook.) While in his fury, a
  berserk cannot use skills or abilities that require patience and
  concentration, such as moving silently or casting spells (the only
  class skills he can’t use are Animal Empathy and Wilderness
  Lore). He cannot use ranged weapons. He can use any feat he
  might have except for Expertise, item creation feats, metamagic
  feats, and Skill Focus (if it’s tied to a skill that requires patience
  or concentration). While in a fury, berserks attack every being
  they can see. When a berserk begins attacking a foe, she contin-
  ues until that foe dies, the berserk dies or becomes incapacitated,
  or the fury ends.
  In order to avoid attacking a friend or innocent bystander, the
  berserk must make a Will save (DC 15 + the number of rounds
  already spent in a fury). A fit of battle fury lasts for a number of
  rounds equal to 3 + the character’s (newly improved) Constitution
  modifier. The berserk may not prematurely end the battle fury vol-
  untarily. If there are no longer any beings in sight, the berserk ran-
  domly attacks walls, rocks, trees, doors, or anything else she can
  see. At the end of a fury, the berserk is fatigued (–2 to Strength, –2
  to Dexterity, can’t charge or run) for the duration of that encounter.
  The berserk can only fly into a fury once per encounter and only a
  certain number of times per day (determined by level).
  Movement Bonus (Ex): At 1st level, berserks increase their
  movement rate by 10 feet. This bonus only applies to the berserk’s
  human and hybrid forms.
  Beast Shape (Su): At 3rd level, the berserk selects a totem
  animal from the following list: bear (brown), boar, eagle, raven,
  whale (cachalot), or wolf. A number of times per day determined
  by level, the berserk may change shape into a hybrid creature
  with features that combine human and animal, or into the animal
  itself. A hybrid retains the use of human arms, hands, and intelli-
  gence, but loses the power of speech. A hybrid cannot use skills
  or abilities that require patience and concentration, such as
  moving silently or casting spells (the only class skills he can’t use
  are Animal Empathy and Wilderness Lore). He can use any feat he
  might have except for Expertise, item creation feats, metamagic
  feats, and Skill Focus (if it’s tied to a skill that requires patience
  or concentration). Hybrids also gain +2 Strength and +2 Consti-
  tution. The increase in Constitution increases the berserk’s hit
  points by 1 point per level, but these hit points go away at the
  end of the fury when the Constitution score drops back to
  normal. (These extra hit points are not lost first the way tempo-
  rary hit points are; see Temporary Hit Points in Chapter 8 of the
  Player’s Handbook.)
  While in animal form, the berserk gains the abilities and move-
  ment speeds of the animal and retains her human intelligence. A
  berserk cannot use battle fury while in either hybrid or animal
  form, nor can she use beast shape while in battle fury. A berserk
  can always change back to human form. No equipment or clothing
  transforms with the berserk.
  Damage Reduction (Ex): Beginning at 2nd level, the berserk
  gains the ability to shrug off some amount of injury from each
  blow or attack. Subtract 1 from the damage the berserk takes
  each time she is dealt damage. At 4th level, this damage reduction
  rises to 2. At 6th level it rises to 3. At 8th level it rises to 4. Damage
  reduction can reduce damage to 0 but not below 0.
  ASGARDIAN MONSTERS
  The following monsters are particularly appropriate for a campaign
  that uses the Asgardian pantheon.
  Monster
  CR
  Notes
  Dire ape
  3
  A “snow ape” version (same
  stats)
  Dwarf, deep
  1/2
  Typical Norse dwarf
  Dwarf, duergar
  1
  Typical evil Norse dwarf
  Elemental, air
  1 to 11
  Often has a cold attack
  Elemental, fire
  1 to 11
  Often more intelligent than
  standard
  Elf, high
  1/2
  Elf, drow
  1
  Often called svartalf
  Frost worm
  12
  Gnome, svirfneblin 1
  Often indistinguishable from
  dwarves
  Giant
  7 to 13
  Mostly fire and frost
  Lycanthrope,
  5
  Often with warrior or 
  werebear
  barbarian levels
  Mephit, fire
  3
  Mephit, ice
  3
  Mephit, magma
  3
  Skeleton
  1/6 to 9
  Any size
  Sprite, nixie
  1
  Often chaotic
  Wight 
  3
  Servant/creature of Hel
  Winter wolf
  5
  Worg
  2
  Zombie
  1/6 to 12 Any size
  Animals: Bear, polar (CR 4); dog (CR 1/3); dog, riding (CR 1);
  raven (sometimes celestial) (CR 1/8); snake, giant
  constrictor (sometimes fiendish at +1 CR) (CR 5); whale,
  orca (CR 5); wolf (CR 1).
  CHAPTER 6:
  THE ASGARDIAN
  PANTHEON
  
  THE FAITH OF THE SUN
  he Faith of the Sun is a monotheistic religion designed
  according to the guidelines in Chapter 1. The deity of this reli-
  gion, Taiia, is a sun deity with two aspects: she is the Creator
  and the Destroyer of the universe, each role manifested daily
  in her presence in or absence from the sky.
  TAIIA
  The Watcher, The Maker, The Devourer, The Dancer, The Blinding
  Light
  Greater Deity
  Symbol: A solar disk with three eyes
  Alignment: Neutral
  Portfolio: Creation, destruction, mortal life and death
  Worshipers: Everyone
  Cleric Alignments: (Creator aspect) CG, CN, LG, LN, N, NG;
  (Destroyer aspect) CE, CN, LN, LE, N, NE
  Domains: (Creator aspect) Air, Chaos, Earth, Good, Healing,
  Knowledge, Law, Luck, Magic, Protection, Sun, Travel;
  (Destroyer aspect) Chaos, Death, Destruction, Evil, Fire, Law,
  Strength, Trickery, War, Water.
  Favored Weapon: (Creator aspect) trident, (Destroyer aspect)
  battleaxe
  Taiia is a sun deity, said to be the creator of the universe and of
  mortal life, as well as its ultimate destroyer. The sun’s rising every
  morning is a reminder of her favor and life-giving and sustaining
  properties. The sun’s setting and absence through the night is a
  taste of her wrath, promised to those who do not follow her. Taiia
  appears as a humanoid of indeterminate race, with red skin,
  golden hair, three eyes, and four arms. She is surrounded
  with a nimbus of bright light, and no darkness can tolerate
  her presence.
  Dogma
  Taiia is fickle and passionate, giving and withholding her
  favors without evident regard for alignment or fairness.
  Her worshipers represent the whole range of mortal life:
  adoring devotees who seek mystical union with her
  light, fanatic assassins who believe they are carrying out
  her sentence of condemnation, and humble peasants
  who plead for bountiful harvests and mild winters. Dif-
  ferent people and different sects emphasize one of her
  aspects over the other. A balanced view of them both is
  difficult to find, but it may be expressed best in the
  peasant view:
  “Taiia gives and she takes. We live and we die
  according to her will. The crops grow or wither
  under the frost if she speaks a word. Does she care? I
  don’t know. But I know she hears the prayers I offer
  in the temple, and sometimes she grants what I ask.
  She is life. And in the end, she is death as well, and
  she will eat my soul and let me be part of her if it
  pleases her.”
  The religion of Taiia denies not only the potency
  but even the existence of other gods, and therefore
  it prohibits the worship of any other deity. Taiia’s fol-
  lowers hope to be joined with her after death, their souls
  consumed to feed her eternal flames. Those she does
  not favor, for whatever reason, are condemned to
  remain in darkness, apart from her, for eternity.
  203
  Illus. by A. Swekel
  
  204
  Clergy and Temples
  The church of Taiia is made up of a
  number of different sects, falling
  generally into the categories of
  Creator-focused and Destroyer-
  focused. The church has no
  central authority to establish
  certain sects as “orthodox” and
  others as “heretical,” so the sects
  manage to coexist—sometimes
  cooperating and sometimes war-
  ring upon each other.
  Clergy of any sect are easily recognized by their shaved heads
  and the holy symbols they wear prominently. While each sect has
  its own symbol, all incorporate the image of the three-eyed solar
  disk. The Blind Mendicants’ symbol shows the disk with two of
  its eyes closed, while the Purifying Flame sect’s disk
  also has four arms, wielding Taiia’s favored
  weapons. The roles and mission of clergy
  varies depending on their sect.
  Clerics in a Creator-focused sect have
  access to the domains of Taiia’s Creator
  aspect and must be of an alignment
  listed for that aspect. Likewise, clerics
  of a Destroyer-focused sect access
  the domains of the Destroyer
  aspect and must have an appro-
  priate alignment.
  The Faith of the Sun includes
  a number of smaller sects.
  Blind Mendicants:
  This Creator-focused
  sect is highly mys-
  tical, emphasizing
  ascetic practice (including
  wearing a blindfold or even
  self-blinding, poverty, and fast-
  ing) and long hours of contem-
  plative prayer. Through these
  practices, the Blind Mendi-
  cants (both clerics and laity)
  hope to achieve a state of height-
  ened awareness of Taiia’s presence
  and power, experiencing the purify-
  ing power of her flames and the
  bliss of her favor.
  Purifying Flame: “The purify-
  ing power of her flames” means
  something rather different to this
  Destroyer-focused sect. Its members
  share a twin focus: prophecy and judgment.
  Members of the Purifying Flame cultivate an
  oracular gift, believing that Taiia grants them
  visions and insight into her will and her favor.
  Emphasizing her dark aspect, however, these
  prophecies usually involve her judgment on a world
  that does not follow her adequately. They carry out her
  judgments among mortals—through systems of justice
  when possible or by extraordinary means including assassina-
  tion and war.
  Sun’s Path: This Creator-focused sect is characterized by devo-
  tional worship, cultivating not the mystical experience of Taiia’s
  presence, but the believer’s love of the deity and devotion to her
  faith. No extraordinary acts of asceticism or prayer are
  demanded, but members of the Sun’s Path sect meet regularly
  to worship through joyful singing and whirling dances that
  symbolize the sun’s arc through the sky (hence the sect’s name).
  Darkened Penitents: This Destroyer-focused sect resembles
  the Purifying Flame in that it emphasizes Taiia’s judgment on a
  sinful world. Rather than carrying out her punishments on the
  rest of the world, the sect’s members carry the weight of sin
  themselves. By voluntarily accepting Taiia’s rejection—often
  meeting in rooms swathed in magical darkness—the Darkened
  Penitents believe they can avert Taiia’s wrath upon the rest of
  the world, while finding their own salvation through their self-
  less acts.
  Taiia
  Barbarian 20/Cleric 20
  Huge Outsider
  Divine Rank: 20
  Hit Dice: 20d8+340 (outsider) plus 20d12+340 (Bbn) plus
  20d8+340 (Clr) (1,580 hp)
  Initiative: +9
  Speed: 110 ft.
  AC: 78 (–2 size, +9 Dex, +20 divine, +33 natural,
  +8 deflection)
  Attacks*: Huge +5 brilliant energy longsword
  +76/+71/+66/+61 melee, Huge +5 speed light
  flail +76/+71/+66/+61 melee, Huge +5 holy
  trident +76/+71/+66/+61 melee, Huge +5
  unholy battleaxe +76/+71/+66/+61 melee;
  or spell +72 melee touch or +65 ranged
  touch *Always receives a 20 on attack
  rolls; roll die to check for critical hit.
  Damage*: Huge +5 brilliant energy
  longsword 2d8+21/19–20, Huge +5
  speed light flail 2d8+13, Huge +5 holy
  trident 2d8+13, Huge +5 unholy battle-
  axe 2d8+13/×3; or by spell *Always
  does maximum damage (longsword
  37 points, other weapons 29 points).
  Face/Reach: 5 ft. by 10 ft./15 ft.
  Special Attacks: Domain powers,
  salient divine abilities, spell-like abili-
  ties, turn or rebuke undead 11/day.
  Special Qualities: Divine immunities,
  fire immunity, DR 55/+4 (4/–), fast heal-
  ing 40, spontaneous casting of divine
  spells, understand, speak, and read all
  languages and speak directly to all beings
  within 20 miles, remote communication,
  godly realm, teleport without error at will, plane
  shift at will, fast movement, greater rage 6/day,
  uncanny dodge (cannot be flanked, +4 against
  traps), SR 52, divine aura (20 miles, DC 37).
  Saves*: Fort +69, Ref +61, Will +60. *Always
  receives a 20 on saves.
  Abilities: Str 43, Dex 28, Con 45, Int 29, Wis 26,
  Cha 27.
  Skills*: Climb +76, Concentration +77, Diplomacy +68,
  Heal +68, Hide +21, Innuendo +68, Intimidate +68, Intuit
  Direction +68, Jump +76, Knowledge (arcana) +69,
  Knowledge (geography) +49, Knowledge (history) +69,
  Knowledge (religion) +79, Listen +70, Ride (horse) +49, Scry
  +69, Spellcraft +69, Spot +70, Swim +76, Wilderness Lore +68.
  *Always receives a 20 on checks.
  Feats: Alertness, Cleave, Dodge, Expertise, Great Cleave, Greater
  Multiweapon Fighting, Improved Bull Rush, Improved
  Multiweapon Fighting, Mobility, Multidexterity, Multiweapon
  Fighting, Power Attack, Spring Attack, Sunder, Superior
  Expertise, Weapon Focus (longsword), Weapon Focus (light
  flail), Weapon Focus (trident), Weapon Focus (battleaxe),
  Whirlwind Attack.
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by D. Cramer & J. Easley
  
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Reality, Alter Size,
  Annihilating Strike, Create Greater Object, Create Object, Divine
  Celerity, Divine Creation, Divine Fast Healing, Divine Rage,
  Energy Storm (any energy form), Extra Domain (Destruction),
  Extra Domain (Healing), Extra Domain (Strength), Extra Domain
  (Travel), Extra Domain (War), Extra Energy Immunity (fire), Gift
  of Life, Hand of Death, Life and Death, Mass Life and Death, Reju-
  venation, Shapechange, True Shapechange.
  Domain Powers: 20/day death touch (if subject touched does
  not have at least 120 hp, it dies); 20/day smite (+4 on attack, +20 on
  damage for one weapon attack); cast healing spells at +1 caster
  level; 20/day protective ward (touched subject gains +20 resistance
  bonus on next saving throw, maximum duration 1 hour); 20/day
  feat of strength (+20 enhancement bonus to Str for 1 round);
  20/day greater turning; 20 rounds/day freedom of movement.
  Spell-Like Abilities: Although Taiia grants access to twenty
  domains, she herself has spell-like abilities related to only eight:
  Death, Destruction, Healing, Protection, Strength, Sun, Travel,
  and War. Taiia uses the following abilities as a 30th-level caster,
  except for healing spells, which she uses as a 31st-level caster. The
  save DCs are 38 + spell level. Animate dead, antimagic field, astral pro-
  jection, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping
  hand, blade barrier, bull’s strength, cause fear, circle of doom, contagion,
  create greater undead, create undead, cure critical wounds, cure light
  wounds, cure moderate wounds, cure serious wounds, death knell, death
  ward, destruction, dimension door, disintegrate, divine power, earthquake,
  endure elements, expeditious retreat, find the path, fire seeds, fire shield,
  flame strike, fly, harm, heal, healing circle, heat metal, implosion, inflict
  critical wounds, inflict light wounds, locate object, magic vestment, magic
  weapon, mass heal, mind blank, phase door, power word blind, power
  word kill, power word stun, prismatic sphere, protection from elements,
  regenerate, repulsion, righteous might, sanctuary, searing light, shatter,
  shield other, slay living, spell immunity, spell resistance, spiritual weapon,
  stoneskin, sunbeam, sunburst, teleport without error, true resurrection,
  wail of the banshee.
  Greater Rage: The following changes are in effect as long as
  Taiia rages: AC 76; hp 1,760; Atk +79/+74/+69/+64 melee; +3
  bonus on damage; Fort +72, Will +63; Str 52, Con 51; Climb +79,
  Jump +79, Swim +79. Her rage lasts for 23 rounds, and she is not
  winded afterward.
  Cleric Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell
  level.
  Other Divine Powers
  As a greater deity, Taiia automatically receives the best possible
  result on any die roll she makes (including attack rolls, damage,
  checks, and saves). She is immortal.
  Senses: Taiia can see, hear, and touch at a distance of twenty
  miles. As a standard action, she can perceive anything within
  twenty miles of any animal, her worshipers, holy sites, objects, or
  any location where one of her titles or name was spoken in the last
  hour. She can extend her senses to up to twenty locations at once.
  She can block the sensing power of deities of her rank or lower at
  up to two remote locations at once for 20 hours.
  Portfolio Sense: Taiia senses all acts of creation, births, and
  deaths twenty weeks before they occur, and retains the sensations
  for twenty weeks after they take place.
  Automatic Actions: Taiia can use any skill, even those she has
  no ranks in, as a free action if the DC for the task is 30 or lower. She
  can perform up to twenty such free actions each round.
  Create Magic Items: Taiia can create any magic item.
  PRESTIGE CLASS: JUSTICIAR OF TAIIA
  Justiciars of Taiia are the members of the Purifying Flame sect
  whose oracular ability is limited, but who fulfill the role of carry-
  ing out Taiia’s sentence against wrongdoers. They are devoted to
  Taiia’s Destroyer aspect, revering the consuming power of the sun’s
  flames, and emulating their righteous wrath.
  Justiciars of Taiia bring a range of experience to their unusual
  calling. Some are devout clerics, while others are scurrilous
  rogues. Fighters, monks, and, especially, rangers are often
  drawn to the class, while paladins and druids rarely qualify. Wiz-
  ards and sorcerers have been known to adopt the class as well,
  though it is rare. Some justiciars also have levels in the assassin
  prestige class.
  NPC justiciars of Taiia are respected but feared. In areas where
  this sect is politically powerful, justiciars have the means and the
  freedom to bring their enemies to an unpleasant end. Even where
  their power suffers legal curtailment, they employ any means avail-
  able to them to bring their foes to “justice.”
  Hit Die: d6.
  Requirements
  To qualify to become a justiciar of Taiia, a character must fulfill all
  the following criteria.
  Alignment: Any nongood.
  Patron Deity: Taiia.
  Base Attack Bonus: +4.
  Skills: Knowledge (religion) 6 ranks.
  Class Skills
  The justiciar of Taiia’s class skills (and the key ability for each skill)
  are Concentration (Con), Diplomacy (Cha), Gather Information
  (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int),
  Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive
  (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player’s
  Handbook for skill descriptions.
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  All the following are class features of the justiciar of Taiia pres-
  tige class.
  205
  CHAPTER 7:
  OTHER
  RELIGIONS
  Table 7–1: The Justiciar of Taiia
  Class
  Base
  Fort
  Ref
  Will
  Spells per Day
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  2nd
  3rd
  4th
  1st
  +0
  +0
  +2
  +2
  Bonus feat, sneak attack +1d6
  0
  —
  —
  —
  2nd
  +1
  +0
  +3
  +3
  Combat sense +2
  1
  —
  —
  —
  3rd
  +2
  +1
  +3
  +3
  Augury 1/day
  1
  0
  —
  —
  4th
  +3
  +1
  +4
  +4
  Sneak attack +2d6
  1
  1
  —
  —
  5th
  +3
  +1
  +4
  +4
  Divination 1/day, combat sense +4
  1
  1
  0
  —
  6th
  +4
  +2
  +5
  +5
  Augury 2/day
  1
  1
  1
  —
  7th
  +5
  +2
  +5
  +5
  Sneak attack +3d6
  2
  1
  1
  0
  8th
  +6
  +2
  +6
  +6
  Combat sense +6
  2
  1
  1
  1
  9th
  +6
  +3
  +6
  +6
  Augury 3/day
  2
  2
  1
  1
  10th
  +7
  +7
  +3
  +7
  Divination 2/day, sneak attack +4d6
  2
  2
  2
  1
  
  206
  Weapon and Armor Proficiency: At
  1st level, a justiciar of Taiia gains any
  one weapon proficiency feat
  (Simple Weapon Proficiency, Mar-
  tial Weapon Proficiency with a cer-
  tain weapon, or Exotic Weapon Pro-
  ficiency with a certain weapon) as a
  bonus feat. Otherwise, justiciars do
  not gain any additional weapon or
  armor proficiency.
  Spells: Beginning at 1st level,
  a justiciar of Taiia gains the ability
  to cast a small number of
  divine spells. To cast a
  spell, the justiciar must
  have a Wisdom score of at
  least 10 + spell level, so a
  justiciar with a Wisdom of 10
  or lower cannot cast these
  spells. Justiciar bonus spells
  are based on Wisdom, and
  saving throws against
  these spells have a DC of
  10 + spell level + the justi-
  ciar’s Wisdom modifier (if
  any). When the justiciar gets
  0 spells of a given level, such
  as 0 1st-level spells at 1st
  level, the justiciar gets only
  bonus spells. A justiciar with-
  out a bonus spell for that level
  cannot yet cast a spell of that level. The justi-
  ciar’s spell list appears below. A justiciar prepares and
  casts spells just as a cleric does (though the justiciar cannot sponta-
  neously cast cure or inflict spells).
  Sneak Attack (Ex): If a justiciar of Taiia can catch an opponent
  when she is unable to defend herself effectively from his attack, he
  can strike a vital spot for extra damage. Any time the justiciar’s
  target would be denied her Dexterity bonus to AC (whether she
  actually has a Dexterity bonus or not), or when the justiciar flanks
  the target, the justiciar’s attack deals extra damage. The extra
  damage is +1d6 at 1st level and an additional 1d6 every three levels
  thereafter. Should the justiciar score a critical hit with a sneak
  attack, this extra damage is not multiplied.
  Ranged attacks can only count as sneak attacks if the target is
  within 30 feet. A justiciar of Taiia cannot make a sneak attack to
  deal subdual damage. The justiciar must be able to see the target
  well enough to pick out a vital spot and must be able to reach a vital
  spot. The justiciar cannot sneak attack while striking a creature
  with concealment or striking the limbs of a creature whose vitals
  are beyond reach.
  A justiciar of Taiia can only sneak attack living creatures with
  discernible anatomies—undead, constructs, oozes, plants, and
  incorporeal creatures lack vital areas to attack. Additionally, any
  creature that is immune to critical hits is not vulnerable to
  sneak attacks.
  If a justiciar gets a sneak attack bonus from another source (such
  as rogue levels), the bonuses to damage stack.
  Combat Sense (Ex): A justiciar of at least 2nd level may desig-
  nate a single opponent in combat. Against that opponent, the justi-
  ciar gains a +2 insight bonus to AC and a +2 insight bonus on attack
  rolls. At 5th level, these bonuses increase to +4. At 8th level, they
  increase to +6.
  Augury (Sp): At 3rd level, a justiciar of Taiia gains the ability to
  use augury as a spell-like ability once per day as a cleric of the justi-
  ciar’s level. At 6th level, he can use this ability twice per day, and at
  9th level he can use it three times per day.
  Divination (Sp): A 5th-level justiciar can use divination
  as a spell-like ability once per day as a cleric
  of the justiciar’s level. At 10th level, he
  gains the ability to use divination twice
  per day.
  Ex-Justiciars
  A justiciar of Taiia who falls from
  the favor of the Purifying
  Flame—by refusing to carry out
  his assignments or joining
  another sect—cannot gain addi-
  tional levels as a justiciar but
  retains all justiciar abilities. If a
  justiciar ever leaves the church
  of Taiia, he loses his spells and
  spell-like abilities but retains his
  other powers. 
  Justiciar of Taiia Spell List
  Justiciars of Taiia choose their spells
  from the following list.
  1st Level: bane, cause fear, com-
  mand, deathwatch, divine favor, doom,
  magic weapon.
  2nd Level: aid, bull’s strength,
  enthrall, hold person, spiritual
  weapon, zone of truth.
  3rd Level: bestow curse, blind-
  ness/deafness, contagion, magic vest-
  ment, prayer, searing light.
  4th Level: commune, discern lies,
  divine power, greater magic weapon.
  FOLLOWING THE LIGHT
  Following the Light is a dualistic religion designed according to
  the guidelines in Chapter 1. The central opposition in this dualistic
  system is between positive energy, embodied in a deity called
  Elishar, and negative energy, represented by Toldoth. The battle-
  ground between these forces and deities is, naturally, the mortal,
  material world. Most members of this religion cast their lot with
  Elishar in the cosmic conflict, and devote their lives in obedience
  to its positive power.
  ELISHAR
  Intermediate Deity
  Home Plane: Positive Energy Plane
  Symbol: A five-pointed star with
  another five-pointed star within
  its center
  Alignment: Neutral good
  Portfolio: Positive energy, light,
  prophecy
  Worshipers: Good and neutral
  mortals
  Cleric Alignments: CG, LG, NG
  Domains: Good, Healing, Knowledge,
  Luck, Protection, Sun
  Favored Weapon: Scimitar
  Elishar is a radiant being suffused with positive energy. It appears
  in many forms: a pulsating globe of light, a humanoid (either
  gender or androgynous) with brightly glowing silver or gold skin,
  or a ravid. Like a ravid, Elishar literally exudes life energy, and its
  mere presence is devastating to undead.
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by J. Easley & D. Cramer
  
  Dogma
  The followers of Elishar believe that life is the greatest power of the
  universe—the energy that animates living creatures is a good in
  itself. All evil and all things that hinder life’s being experienced to
  the fullest come from Toldoth. Elishar is the source of life and of all
  things that contribute to life: every natural and supernatural bless-
  ing of health, wholeness, and energy.
  A hymn to Elishar joyously proclaims:
  Seed and source of life and light,
  Goal of all our living:
  You defend us from the night,
  Healing and forgiving.
  As our life flows from you only,
  Let it be both pure and holy.
  The Followers of the Light believe
  that they are called to spread the life
  of Elishar through the
  world, combating sickness
  and death wherever they find it.
  They plead with the fol-
  lowers of other religions
  (whom they believe are
  misled by Toldoth) to serve
  the Light. It is a point of doctrine
  among the Followers of the
  Light that Elishar and
  Toldoth will meet in a
  cosmic battle at some
  point in the not too distant
  future, and Elishar will emerge
  triumphant. To doubt Elishar’s
  victory is a major heresy.
  Elishar’s followers carry the
  responsibility of fighting the first
  battles of that war.
  Clergy and Temples
  Clerics of Elishar wear vestments of
  silver or gold while performing their
  ritual duties. Higher-ranking clerics
  often wear holy symbols or crowns
  enhanced with light spells to give them a radiant aura.
  Elishar’s clerics are charged to promote life and light
  by healing the sick and wounded. They also care for
  the poor, because poverty is viewed as a work of Toldoth, and
  defend people from Toldoth’s mortal, immortal, and undead ser-
  vants. Every act of good and compassion, they teach, enhances
  Elishar’s power and robs Toldoth’s strength.
  Elishar’s temples are found throughout civilized lands—
  from roadside shrines to grand urban cathedrals. Most temples
  are constructed as works of art, inspiring in their beauty and
  enhanced with careful use of light, continual flame, and daylight
  spells. Followers gather in temples at least weekly, though
  clergy conduct services one or more times per day, usually in
  the morning.
  Elishar
  Cleric 20/Fighter 15
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Clr) plus 15d10+150
  (Ftr) (1,020 hp)
  Initiative: +11 (+7 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 82 (+7 Dex, +28 natural, +15 divine, +6 celestial armor, +7 +5
  blinding large steel shield, +9 deflection)
  Attacks: +5 holy scimitar +66/+61/+56/+51 melee; or +5 mighty holy
  composite longbow (+7 Str bonus) with +5 arrows +70/+65/
  +60/+55/+50/+45 ranged; or spell +56 melee touch or +56
  ranged touch
  Damage: +5 holy scimitar 1d6+14/15–20; +5 mighty holy composite
  longbow (+7 Str bonus) with +5 arrows 1d8+17/×3; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities,
  spell-like abilities, turn undead 20/day.
  Special Qualities: Divine immunities, DR
  50/+4, fire resistance 35, fast healing 35,
  spontaneous casting of divine
  spells, understand, speak, and
  read all languages and speak
  directly to all beings within 15
  miles, remote communication, godly
  realm, teleport without error at will,
  plane shift at will, SR 47,
  divine aura (1,500 ft.,
  DC 34).
  Saves: Fort +54, Ref +53,
  Will +60.
  Abilities: Str 25, Dex 25, Con
  30, Int 33, Wis 43, Cha 29.
  Skills*: Balance +51, Climb
  +55, Concentration +72,
  Diplomacy +75, Heal +78,
  Jump +39, Knowledge
  (arcana) +66, Knowledge
  (history) +66, Knowl-
  edge (local) +46, Knowl-
  edge (nobility and royalty)
  +46, Knowledge (religion) +66,
  Knowledge (the planes) +66,
  Listen +70, Ride (horse) +37,
  Scry +66, Search +63, Sense
  Motive +68, Spellcraft +66,
  Spot +70, Swim +57, Tumble
  +49. *Always receives a 20
  on checks.
  Feats: Alertness, Blind-Fight, Cleave,
  Combat Reflexes, Dodge, Expertise,
  Extra Turning (×2), Great Cleave,
  Improved Bull Rush, Improved Critical (scimi-
  tar), Improved Disarm, Improved Initiative, Im-
  proved Trip, Improved Unarmed Strike, Lightning Reflexes,
  Mobility, Mounted Combat, Power Attack, Ride-By Attack,
  Spirited Charge, Spring Attack, Trample, Weapon Focus (scimi-
  tar), Weapon Specialization (scimitar), Whirlwind Attack.
  Divine Immunities: Ability damage, ability drain, acid, cold,
  death effects, disease, disintegration, electricity, energy drain,
  mind-affecting effects, paralysis, poison, sleep, stunning, transmuta-
  tion, imprisonment, banishment.
  Salient Divine Abilities: Alter Form, Alter Size, Animate
  Objects†, Banestrike (undead), Create Object, Create Greater
  Object, Divine Creation, Divine Fast Healing, Divine Radiance,
  Divine Weapon Focus (scimitar), Divine Weapon Specialization
  (scimitar), Energy Storm (positive energy), Extra Domain (Heal-
  ing), Extra Domain (Knowledge), Extra Domain (Luck), Gift of
  Life, Positive Energy Lash†, Rejuvenation. †Unique ability,
  described below.
  Domain Powers: Cast good spells at +1 caster level; cast healing
  spells at +1 caster level; cast divination spells at +1 caster level;
  15/day reroll a die roll once after it is made; 15/day protective ward
  (touched subject gains +20 resistance bonus on next saving throw,
  maximum duration 1 hour); 15/day greater turning.
  207
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by J. Easley
  
  208
  Spell-Like Abilities: Elishar uses these abilities as a 25th-level
  caster, except for good spells, healing spells, and divination
  spells, which it uses as a 26th-level caster. Save DCs are 34 + spell
  level. Aid, antimagic field, blade barrier, break enchantment, clairaudi-
  ence/clairvoyance, cure critical wounds, cure light wounds, cure moderate
  wounds, cure serious wounds, detect secret doors, detect thoughts, discern
  location, dispel evil, divination, endure elements, entropic shield, find the
  path, fire seeds, fire shield, flame strike, foresight, freedom of movement,
  heal, healing circle, heat metal, holy aura, holy smite, holy word, legend
  lore, magic circle against evil, mass heal, mind blank, miracle, mislead,
  prismatic sphere, protection from elements, protection from evil, regenerate,
  repulsion, sanctuary, searing light, shield other, spell immunity, spell resist-
  ance, spell turning, summon monster IX (as good spell only), sunbeam,
  sunburst, true resurrection, true seeing.
  Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 +
  spell level.
  Animate Objects (unique salient divine ability): As a free
  action, up to once per round, Elishar can animate a single object
  within 20 feet of the deity or the center of his remote sense, as
  though using the spell animate objects cast by a 20th-level cleric.
  Elishar can command these objects as a free action.
  Positive Energy Lash (unique salient divine ability): Elishar
  can make a touch attack or imbue a weapon attack with positive
  energy. The energy produces an unpleasant tingle in living crea-
  tures, and against undead foes (even incorporeal ones) it deals
  2d10+15 points of damage.
  Other Divine Powers
  As an intermediate deity, Elishar automatically receives a die result
  of 20 on any check. It treats a 1 on a saving throw or attack roll nor-
  mally and not as an automatic failure. It is immortal.
  Senses: Elishar can see, hear, touch, and smell at a distance of
  fifteen miles. As a standard action, it can perceive anything within
  fifteen miles of its worshipers, holy sites, objects, or any location
  where one of its titles or name was spoken in the last hour. It can
  extend its senses to up to ten locations at once. It can block the
  sensing power of deities of its rank or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Elishar senses any act of healing or compas-
  sion the instant it happens and retains the sensation for fifteen
  weeks after the event it occurs.
  Automatic Actions: Elishar can use Diplomacy, Heal, Knowl-
  edge (religion), or Sense Motive as a free action if the DC for the task
  is 25 or lower. It can perform up to ten such free actions each round.
  Create Magic Items: Elishar can create holy weapons and can
  make any masterwork or magic weapon (except a weapon with the
  unholy quality) into a holy weapon. Elishar can create any nonarti-
  fact magic item that heals or that uses positive energy, such as a staff
  of healing, a staff of life, an amulet of undead turning, a wand of cure light
  wounds, a wand of cure moderate wounds, a wand of cure serious wounds,
  a wand of cure critical wounds, or a wand of holy smiteas long as the
  item’s market price does not exceed 200,000 gp.
  PRESTIGE CLASS: SOLDIER OF LIGHT
  The Soldiers of Light are a military order of the church of
  Elishar, dedicated to open warfare against the minions of
  Toldoth in anticipation of the final conflict between Toldoth’s
  forces and the hosts of Elishar. Every soldier’s dream is to fight
  alongside Elishar in the great battle and help achieve the ultimate
  victory of the light. To that end, the Soldiers of Light practice a
  rigorous discipline of military training, prayer, and asceticism
  to ensure that they are prepared for the final battle, whenever it
  should occur.
  The soldier of light prestige class bears a certain resemblance to
  the paladin and the blackguard, military champions devoted to a
  particular alignment. It attracts followers of Elishar from a variety
  of different classes. Clerics, fighters, and rangers are the most
  common, but martial-minded rogues and bards, and even some
  wizards and sorcerers join the order and adopt the prestige class.
  Barbarians and monks are barred by virtue of their alignment, but
  former members of both classes have been known to join the order
  after abandoning their past classes.
  NPC soldiers of the light are found wherever there is evil to
  combat. They often cooperate with paladins and other allies of
  good alignment. The order itself is structured fairly loosely, with
  some close-knit cells and a number of “members at large” who
  travel widely and adventure extensively.
  Hit Die: d10.
  Requirements
  To qualify to become a soldier of light, a character must fulfill all
  the following criteria:
  Alignment: Neutral good.
  Patron Deity: Elishar.
  Base Attack Bonus: +5.
  Skills: Knowledge (religion) 4 ranks.
  Class Skills
  The soldier of light’s class skills (and the key ability for each skill)
  are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal
  (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive
  (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook
  for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the soldier of light prestige
  class.
  Weapon and Armor Proficiency: Soldiers of light are profi-
  cient with all simple and martial weapons and with all armor
  and shields.
  Spells: Beginning at 1st level, a soldier of light gains the ability to
  cast a small number of divine spells. To cast a spell, the soldier must
  have a Wisdom score of at least 10 + spell level, so a soldier with a
  Wisdom of 10 or lower cannot cast these spells. Soldier bonus
  CHAPTER 7:
  OTHER
  RELIGIONS
  Table 7–2: The Soldier of Light
  Class
  Base
  Fort
  Ref
  Will
  Spells per Day
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  +0
  +0
  Detect undead, turn undead
  0
  —
  —
  —
  2nd
  +2
  +3
  +0
  +0
  Divine grace, smite undead
  1
  —
  —
  —
  3rd
  +3
  +3
  +1
  +1
  Positive fortitude
  1
  0
  —
  —
  4th
  +4
  +4
  +1
  +1
  Energon companion
  1
  1
  —
  —
  5th
  +5
  +4
  +1
  +1
  Divine vengeance
  1
  1
  0
  —
  6th
  +6
  +5
  +2
  +2
  1
  1
  1
  —
  7th
  +7
  +5
  +2
  +2
  Fast healing 1
  2
  1
  1
  0
  8th
  +8
  +6
  +2
  +2
  Positive energy burst, energon
  2
  1
  1
  1
  companion
  9th
  +9
  +6
  +3
  +3
  2
  2
  1
  1
  10th
  +10
  +3
  +7
  +7
  Fast healing 2
  2
  2
  2
  1
  
  spells are based on Wisdom, and saving throws against these spells
  have a DC of 10 + spell level + the soldier’s Wisdom modifier (if
  any). When the soldier gets 0 spells of a given level, such as 0 1st-
  level spells at 1st level, the soldier gets only bonus spells. A soldier
  without a bonus spell for that level cannot yet cast a spell of that
  level. The soldier’s spell list appears below. A soldier of light pre-
  pares and casts spells just as a cleric does.
  Spontaneous Casting: Since soldiers of light are so attuned to
  positive energy, they can spontaneously case cure spells just as a
  good cleric can. The soldier can convert any prepared divine
  spell—including soldier of light spells, cleric spells, ranger spells,
  or even druid spells—into a cure spell of the same level.
  Detect Undead (Sp): At will, the soldier of light can detect undead
  as a spell-like ability. This ability duplicates the effects of the spell
  detect undead.
  Turn Undead (Su): A soldier of light can turn undead. He
  may use this ability a number of times per day equal to 3 + his
  Charisma modifier. He turns
  undead as a cleric of his soldier
  of light level.
  If the soldier can already
  turn undead, his effective
  effective turning level is his
  previous effective level plus
  his soldier of light level. He
  does not gain extra turning
  attempts in a day.
  Extra Turning: As a feat,
  a soldier of light may take
  Extra Turning. This feat
  allows the soldier to turn
  undead four more times per
  day than normal. A soldier can
  take this feat multiple times,
  gaining four extra daily turn-
  ing attempts each time.
  Divine Grace (Su): A soldier of
  light of 2nd level or higher applies his
  Charisma modifier (if positive) as a
  bonus on all saving throws.
  Smite Undead (Su): Once per day, a
  soldier of light of 2nd level or higher may
  attempt to smite undead with one
  normal melee attack. He adds his
  Wisdom modifier (if positive) to his
  attack roll and deals 1 extra point of
  damage per class level. If the sol-
  dier of light accidentally smites a
  creature that is not undead, the
  smite has no effect but it is still
  used up for that day.
  Positive Fortitude (Su): A
  soldier of light of at least 3rd
  level gains a +2 sacred bonus on
  all saving throws against necro-
  mantic spells or effects, as well as
  energy drain attacks.
  Energon Companion: At 4th level,
  a soldier of the light can summon a
  xag-ya, an outsider formed of positive
  energy. This xag-ya serves as a companion to the
  soldier and can communicate telepathically with him when
  it is within range and line of sight (though its thoughts are some-
  times alien and cryptic). When the soldier reaches 8th level, he
  can summon an additional energon and add +2 HD (with all
  attendant benefits, including base attack bonus and saving throw
  bonus increases) to both xag-ya companions.
  The xag-ya’s statistics are included in abbreviated format below;
  the creature is fully described in Manual of the Planes. They and the
  negative-energy xeg-yi are collectively called energons.
  If an energon companion is killed, or the soldier of light chooses
  to dismiss it, the soldier of light must attempt a Fortitude saving
  throw (DC 15). If the saving throw fails, the soldier of light loses
  200 experience points per soldier level. A successful saving throw
  reduces the loss by half, to 100 XP per class level. The soldier’s level
  can never go below 0 as the result of an energon’s dismissal or
  death. A killed or dismissed energon companion cannot be
  replaced for a year and a day.
  Divine Vengeance (Su): At 5th level, a soldier of light gains the
  ability to channel positive energy in a melee attack to deal addi-
  tional damage against undead. The soldier spends one of his turn
  attempts to add 2d6 points of sacred damage to all his successful
  melee attacks against undead until the end of his next action.
  (Note: This ability is identical with the Divine Vengeance feat
  described in Defenders of the Faith. If you are using that book, sol-
  diers of light gain that feat as a bonus feat at 5th level, even if they
  do not have the prerequisite Extra Turning feat.)
  Fast Healing (Su): At 7th level, the positive energy infusing
  the soldier of light’s body allows him to heal his wounds quickly.
  At the beginning of each of his turns, he heals 1 hit point. If he has
  taken both subdual and normal damage, he heals subdual damage
  first. Fast healing does not restore hit points lost from starva-
  tion, thirst, or suffocation.
  At 10th level, the soldier of light heals 2 hit points
  per round.
  Positive Energy Burst (Su): In lieu of two
  normal turning attempts, a soldier of light of
  at least 8th level can create a
  positive energy burst that
  deals 1d6 points of damage
  per class level to all undead
  creatures within 100 feet of
  the character. Undead are
  allowed a Reflex save (DC 10
  + the soldier’s class level) for
  half damage.
  Ex-Soldiers of the Light
  A soldier of the light who
  ceases to be good or who vio-
  lates the tenets of his faith
  loses all special abilities and
  spells, and may not progress in
  levels as a soldier. He regains his abil-
  ities if he atones for his violations (see the
  atonement spell description in the Player’s
  Handbook).
  Soldier of the Light Spell List
  Soldiers of the light choose their spells from
  the following list.
  1st Level: bless, bless water, bless weapon,
  cure light wounds, detect evil, invisibility to
  undead, light, magic weapon, protection from
  evil, shield of faith.
  2nd Level: aid, consecrate,
  cure moderate wounds, day-
  light, lesser restoration, make whole,
  shield other.
  3rd Level: cure serious wounds, greater
  magic weapon, magic circle against evil, negative energy protection, prayer,
  remove disease, searing light.
  4th Level: cure critical wounds, death ward, holy smite, holy sword,
  lesser planar ally, restoration.
  209
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by J. Easley
  
  210
  Xag-Ya
  A xag-ya, a creature from the Positive Energy Plane, is a translucent
  globe about 2 feet in diameter that floats and shimmers in the air,
  giving off a warm glow. Emerging from the lower hemisphere of
  the globe are six to twelve tentacles. The only other feature is a pair
  of spots on the upper hemisphere that suggest eyes.
  Incorporeal creatures, xag-yas take no notice of features such as
  doors, walls, and furniture, silently gliding from place to place on
  unknowable errands.
  Xag-yas do not ordinarily speak, even among themselves. Their
  feeding and reproductive habits remain unknown.
  DXag-Ya: CR 4; Medium-size outsider; HD 5d8+5; hp 27; Init
  +3; Spd fly 20 ft. good; AC 17 (touch 17, flat-footed 14); Atk +8
  melee incorporeal touch (1d6 plus positive energy, 2 touches) or
  +8 ranged touch (1d8, positive energy ray); SQ Incorporeal, posi-
  tive energy lash, turn undead, explosion; AL N; SV Fort +5, Ref +7,
  Will +4; Str —, Dex 17, Con 12, Int 7, Wis 10, Cha 18.
  Skills and Feats: Hide +10, Search +5, Sense Motive +8, Spot +8;
  Combat Reflexes, Extra Turning.
  Incorporeal (Ex): Can be harmed only by other incorporeal
  creatures, +1 or better magic weapons, or magic, with a 50%
  chance to ignore any damage from a corporeal source. Can pass
  through solid objects at will, and attacks pass through armor.
  Always move silently.
  Positive Energy Lash (Su): Touch or ray attack infuses a
  target with positive energy. Undead foes take an additional 2d8+5
  points of damage. Can also channel this positive energy into
  living creatures to heal up to 2d8+5 points of damage. The xag-ya
  can control its positive energy enough to avoid healing living
  foes (dealing only the base damage). This power can be used up to
  five times per day.
  Turn Undead (Su): By suffusing a 60-foot-radius area with
  positive energy, a xag-ya can make undead recoil. It turns undead
  as a 5th-level cleric and can do so five times per day. It cannot
  destroy undead.
  Explosion (Su): If a xag-ya is reduced to 0 hit points, its body is
  instantaneously destroyed in an explosion of positive energy that
  deals 1d8+9 points of damage to everyone in a 20-foot-radius burst
  (Fort DC 16 half). If a xag-ya and xeg-yi see each other, they rush
  together as fast as they can. When they make contact, both crea-
  tures are destroyed in an explosion that deals 2d8+18 points of
  damage within a 30-foot-radius (Fort DC 16 half).
  TOLDOTH
  Intermediate Deity
  Symbol: Onyx disk
  Home Plane: Negative Energy Plane
  Alignment: Neutral evil
  Portfolio: Negative energy, darkness,
  destruction
  Worshipers: Undead, evil and
  neutral mortals, monsters
  Cleric Alignments: CE, LE, NE
  Domains: Death, Destruction, Evil,
  Strength, Trickery, War
  Favored Weapon: Battleaxe
  The opposite of Elishar in almost every way, Toldoth is a dark crea-
  ture composed of negative energy. It usually appears as a night-
  shade (any variety) or a wraith. Most followers of Toldoth are mon-
  sters, many are undead, and few are humanoids, though dark cults
  of Toldoth exist throughout civilized lands.
  Dogma
  Toldoth’s servants revere the forces of death, destruction, and
  decay—all the things that sap life and strength from mortal bodies
  and souls. They crave personal power, many hope for eternal life
  through undeath, and they look to Toldoth as the source of all they
  desire. Toldoth is the source of all sickness, suffering, weakness,
  and death. The Skotologia, an obscene book of prayers and teachings
  penned by the lich Dumekkra, includes these words, considered
  the best summation of Toldoth’s teachings:
  “Seek the dark, and give yourself to it. Let it suffuse you, hollow
  you out and fill you with its emptiness. Let it own you, and you
  find its power in your grasp. You possess the life that survives
  life’s extinction, the darkness that remains when the light is
  extinguished, the black flame that never stops burning. And
  when it has consumed your self, you will be one with it, sharing
  all its strength.”
  Followers of Toldoth delight in spreading sickness, pain, and
  calamity through the world, for they believe that they are increas-
  ing Toldoth’s power in the world and assuring Toldoth’s success
  in the final conflict against Elishar. Like their enemies in the
  church of Elishar, followers of Toldoth look forward to a final
  conflict between the two deities. They expect to see their patron
  emerge triumphant—and to be richly rewarded for their part in
  helping win that victory.
  Undead followers of Toldoth believe that all life will be extin-
  guished in Toldoth’s final victory, and that they are the rightful
  inheritors of the earth—the next step of evolution, so to speak,
  after mortal life.
  Clergy and Temples
  Toldoth’s clergy wear robes of deep violet or black during their
  vile ceremonies. If they are not themselves undead (many are),
  they wear masks or change themselves with illusions to appear
  so. Beyond their ritual duties, clerics of Toldoth are busy master-
  minding evil cults. They direct their minions in the full range of
  evil activities, from careful kidnappings and sacrifices to random
  violence and senseless slaughter. Often, their goal is simply evil
  for evil’s own sake. Every act of evil perpetrated in the world gives
  strength to Toldoth and robs power from Elishar.
  In lands that have thrown in their lot with Toldoth—evil king-
  doms and the realms of savage humanoids, for example—Toldoth’s
  dark temples stand prominently with no need to hide. They are
  built with black stone and often swathed in spells of darkness and
  shadow. In lands where Toldoth’s worship is forbidden, Toldoth’s
  followers meet in secret, usually in basements, crypts, or dun-
  geons. Whether in a temple or in a secret shrine, Toldoth’s wor-
  shipers meet by night in total or near-total darkness.
  Toldoth
  Rogue 20/Fighter 15
  Medium-Size Outsider
  Divine Rank: 15
  Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rog) plus 15d10+120
  (Ftr) (870 hp)
  Initiative: +21 (+17 Dex, +4 Improved Initiative)
  Speed: 60 ft.
  AC: 89 (+17 Dex, +28 natural, +15 divine, +7 armor [+5 shadow silent
  moves slick leather], +12 deflection)
  Attacks: +5 unholy rapier +74/+69/+64/+59 melee, dagger of venom
  +60/+55 melee; or +5 unholy light crossbow with +5 bolts +80
  ranged; or spell +59 melee touch or +68 ranged touch
  Damage: +5 unholy rapier 1d6+13/15–20; dagger of venom 1d4+5/
  19–20; +5 unholy light crossbow with +5 bolts 1d8+10/19–20; or
  by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, sneak
  attack +10d6, spell-like abilities.
  Special Qualities: Divine immunities, DR 50/+4, fire resistance
  35, understand, speak, and read all languages and speak
  directly to all beings within 15 miles, remote communication,
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by D. Cramer
  
  godly realm, teleport without error at will, plane shift at will, traps,
  evasion, uncanny dodge (cannot be flanked, +4
  against traps), SR 47, divine aura
  (1,500 ft., DC 37).
  Saves: Fort +52, Ref +63, Will +52.
  Abilities: Str 26, Dex 44, Con 27,
  Int 26, Wis 27, Cha 35.
  Skills*: Appraise +63, Balance
  +73, Bluff +72, Climb +69,
  Diplomacy +59, Disable De-
  vice +63, Disguise +72, Escape
  Artist +68, Gather Information
  +52, Hide +88, Intimidate
  +78, Jump +39, Knowledge
  (religion) +43, Knowledge
  (the planes) +43, Listen +70,
  Move Silently +88, Open Lock
  +57, Pick Pocket +64, Search
  +48, Sense Motive +68,
  Spot +70. *Always receives
  a 20 on checks.
  Feats: Alertness, Ambidex-
  terity, Blind-Fight, Cleave,
  Combat Reflexes, Deflect
  Arrows, Dodge, Endurance, Exper-
  tise, Great Cleave, Improved Critical
  (rapier), Improved Disarm, Improved Initiative,
  Improved Trip, Improved Two-Weapon
  Fighting, Improved Unarmed Strike,
  Lightning Reflexes, Mobility, Point Blank
  Shot, Power Attack, Spring Attack, Superior
  Expertise, Two-Weapon Fighting, Weapon
  Finesse (rapier), Weapon Focus (rapier),
  Whirlwind Attack.
  Divine Immunities: Ability dam-
  age, ability drain, acid, cold, death effects,
  disease, disintegration, electricity, energy
  drain, mind-affecting effects, paralysis,
  poison, sleep, stunning, transmutation,
  imprisonment, banishment.
  Salient Divine Abilities: Alter Form,
  Alter Reality, Alter Size, Annihilating Strike,
  Control Creatures (undead), Divine Armor Mas-
  tery, Divine Inspiration (dread), Divine Blast, Divine
  Rogue, Divine Shield, Divine Sneak Attack, Extra Domain
  (Strength), Extra Domain (Trickery), Extra Domain (War), Lay
  Curse, Life Drain, Shapechange, Undead Qualities.
  Domain Powers: 15/day death touch (roll 15d6; if touched crea-
  ture does not have at least that many hp, it dies); 15/day smite (+4
  on attack and +15 on damage for one weapon attack); cast evil
  spells at +1 caster level; 15/day feat of strength (+15 enhancement
  bonus to Str for 1 round).
  Spell-Like Abilities: Toldoth uses these abilities as a 25th-level
  caster, except for evil spells, which it uses as a 26th-level caster. The
  save DCs are 37 + spell level. Animate dead, Bigby’s clenched fist, Bigby’s
  crushing hand, Bigby’s grasping hand, blade barrier, blasphemy, bull’s
  strength, cause fear, change self, circle of doom, confusion, contagion, create
  greater undead, create undead, death knell, death ward, desecrate, destruc-
  tion, disintegrate, dispel good, divine power, earthquake, endure elements,
  false vision, flame strike, harm, implosion, inflict critical wounds, inflict
  light wounds, invisibility, magic circle against good, magic vestment,
  magic weapon, mislead, nondetection, polymorph any object, power word
  blind, power word kill, power word stun, protection from good, righteous
  might, screen, shatter, slay living, spell immunity, spiritual weapon, stone-
  skin, summon monster IX (as evil spell only), time stop, unholy aura,
  unholy blight, wail of the banshee.
  Other Divine Powers
  As an intermediate deity, Toldoth automatically receives a die
  result of 20 on any check. It treats a 1 on a saving throw
  or attack roll normally and not as an automatic
  failure. It is immortal.
  Senses: Toldoth can see, hear,
  touch, and smell at a distance of fif-
  teen miles. As a standard action, it
  can perceive anything within
  fifteen miles of its wor-
  shipers, holy sites, objects,
  or any location where one
  of its titles or name was
  spoken in the last hour. It
  can extend its senses to up
  to ten locations at once. It
  can block the sensing
  power of deities of its rank
  or lower at up to two remote
  locations at once for 15 hours.
  Portfolio Sense: Toldoth
  senses any act of violence,
  hatred, or energy draining
  the instant it happens and
  retains the sensation for
  fifteen weeks after the
  event occurs.
  Automatic Actions:
  Toldoth can use Bluff, Dis-
  guise, or Intimidate as a
  free action if the DC for the
  task is 25 or lower. It can
  perform up to ten such free
  actions each round.
  Create Magic Items: Toldoth
  can create weapons with the unholy
  quality and can make any masterwork or magic
  weapon (except a holy weapon) into an unholy
  weapon. It can also create any item that uses nega-
  tive energy or death effects, as long as the item’s market
  price does not exceed 200,000 gp.
  DENNARI
  The faith of Dennari is a mystery cult designed according to the
  guidelines in Chapter 1. Unlike the other mystery cults presented
  in this book (see the entries for Demeter, Dionysus, and Thoth),
  the cult of Dennari is not associated with a larger pantheon. Thus,
  her cult can easily be added to any existing campaign.
  DENNARI
  Lesser Deity
  Symbol: Warhammer with leaves
  sprouting from handle
  Home Plane: Material Plane
  Alignment: Chaotic good
  Portfolio: Earth, liberation, suffering
  Worshipers: Dwarves, oppressed
  and poor people, farmers and
  peasants
  Cleric Alignments: CG, CN, NG
  Domains: Chaos, Earth, Good, Liberation, Plant
  Favored Weapon: Warhammer
  Dennari is an earth-mother deity of dwarven origin, yet she has
  found a surprising popularity among poor and oppressed people
  of many races. Like other earth goddesses, Dennari represents
  211
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by J. Easley & D. Cramer
  
  212
  agriculture and fertility, but these aspects are not as important as
  her association with the earth proper and its fruits. Her faith is not
  connected with the agricultural cycle; it has become a symbol
  for the strength of oppressed peoples.
  Dennari appears as a full-bodied, muscular dwarven
  woman. Dwarves sometimes depict her with a long,
  flowing beard from which plants grow as if it were
  earth. Her nondwarven followers typically portray
  her as beardless.
  Dogma
  Dennari’s myths represent her as an eternally suffer-
  ing and giving mother, tortured at the hands of her
  many children but also all-powerful and ultimately
  a victor over their torments. She is thus seen
  both as a support for people in need and as
  a potent force for liberation.
  Clergy and Temples
  The faith of Dennari is concerned
  greatly with the sufferings of oppressed
  people. Her clerics believe that their
  faith can give meaning to the trials of these
  people and all who groan under
  heavy burdens.
  Oppressive governments gen-
  erally frown on Dennari wor-
  ship. They often persecute
  her clerics and lay fol-
  lowers, who hold secret
  meetings in cavern
  shrines and pri-
  vate homes. 
  DENNARI
  Cleric 20
  Medium-Size
  Outsider
  Divine Rank: 10
  Hit Dice: 20d8+400
  (outsider) plus 20d8+400
  (Clr) (1,120 hp)
  Initiative: +7
  Speed: 60 ft., burrow 60 ft.
  AC: 56 (+7 Dex, +23 natural, +10 divine, +6 deflection)
  Attacks: Unarmed strike +51/+46/+41/+36 melee; or spell +51
  melee touch or +47 ranged touch
  Damage: Unarmed strike 1d3+11; or by spell
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Domain powers, salient divine abilities, spell-like
  abilities, turn undead 9/day.
  Special Qualities: Dwarf traits, divine immunities, DR 45/+4,
  fire resistance 30, spontaneous casting of divine spells, under-
  stand, speak, and read all languages and speak directly to all
  beings within 10 miles, remote communication, godly realm,
  teleport without error at will, plane shift at will, SR 42, divine aura
  (1,000 ft., DC 26).
  Saves: Fort +54, Ref +39, Will +41.
  Abilities: Str 33, Dex 25, Con 50, Int 25, Wis 29, Cha 23.
  Skills: Animal Empathy +36, Climb +41, Concentration +70,
  Craft (metalworking) +59, Craft (stoneworking) +59,
  Diplomacy +60, Gather Information +36, Heal +59, Intuit
  Direction +39, Knowledge (nature) +37, Knowledge (religion)
  +57, Listen +49, Search +37, Sense Motive +49, Spellcraft +37,
  Spot +39.
  Feats: Cleave, Empower Spell, Endurance, Great Fortitude,
  Improved Grapple, Improved Unarmed Strike, Maximize Spell,
  Power Attack, Quicken Spell, Reach Spell, Sacred Spell, Still
  Spell, Stunning Fist.
  Dwarf Traits: +1 bonus on attack rolls against
  orcs and goblinoids; +2 bonus on Will saves against
  spells and spell-like abilities; +2 bonus on Forti-
  tude saves against all poisons; +4 dodge bonus
  against giants; darkvision; stonecunning (+2
  racial bonus on checks to notice unusual
  stonework; can make a check for unusual
  stonework as though actively searching
  when within 10 feet and can use the Search
  skill to find stonework traps as a rogue can;
  intuit depth); +2 racial bonus on Appraise
  checks and Craft or Profession checks related to
  stone or metal.
  Divine Immunities: Ability damage, ability
  drain, acid, cold, death effects, disease, disintegra-
  tion, electricity, energy drain, mind-affecting
  effects, paralysis, poison, sleep, stunning, trans-
  mutation, imprisonment, banishment.
  Salient Divine Abilities: Alter Reality,
  Area Divine Shield, Clearsight, Command
  Plants, Divine Blessing (Constitution), Divine
  Earth Mastery, Divine Fast Healing, Divine
  Inspiration (hope), Divine Shield,
  Extra Domain (Chaos), Extra Domain
  (Liberation), Gift of Life.
  Domain Powers: Cast chaos
  spells at +1 caster level; 10/day turn
  or destroy air creatures, or rebuke
  or command earth creatures;
  cast good spells at +1 caster
  level; +2 morale bonus on
  saves against enchantments;
  10/day rebuke or command
  plant creatures.
  Spell-Like Abilities: Den-
  nari uses these abilities as a
  20th-level caster, except for
  chaos spells and good spells,
  which she uses as a 21st-level
  caster. The save DCs are 26 +
  spell level. Aid, animate
  objects, barkskin, blade barrier, break
  enchantment, changestaff, chaos hammer, cloak of chaos, com-
  mand plants, control plants, dispel evil, dispel law, earthquake, elemental
  swarm (as earth spell only), entangle, freedom of movement, greater dis-
  pelling, holy aura, holy smite, holy word, iron body, magic circle against
  evil, magic circle against law, magic stone, mind blank, plant growth,
  protection from evil, protection from law, refuge, remove curse, remove fear,
  remove paralysis, repel wood, shambler, shatter, soften earth and stone,
  spike stones, stone shape, stoneskin, summon monster IX (as chaos or
  good spell only), unbinding, wall of stone, wall of thorns, word of chaos.
  Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 +
  spell level.
  Other Divine Powers
  As a lesser deity, Dennari may take 10 on any check. Dennari treats
  a 1 on an attack roll or saving throw normally and not as an auto-
  matic failure. She is immortal.
  Senses: Dennari can see (using normal vision or darkvision),
  hear, touch, and smell at a distance of ten miles. As a standard
  action, she can perceive anything within ten miles of her wor-
  shipers, holy sites, objects, or any location where one of her titles
  or name was spoken in the last hour. She can extend her senses to
  up to five locations at once. She can block the sensing power of
  CHAPTER 7:
  OTHER
  RELIGIONS
  Illus. by W. Reynolds
  
  deities of her rank or lower at up to two remote locations at once
  for 10 hours.
  Portfolio Sense: Dennari can sense the sufferings of any group
  of five hundred or more people.
  Automatic Actions: Dennari can use Animal Empathy, Craft
  (metalworking), Craft (stoneworking), Diplomacy, Gather Infor-
  mation, or Sense Motive as a free action if the DC for the task is 20
  or lower. She can perform up to five such free actions each round.
  Create Magic Items: Dennari can create any magic item that
  involves the earth, dwarves, protection, or endurance, such as brac-
  ers of health, a belt of dwarvenkind, bracers of armor, magic armor, or a
  rod of metal and mineral detection, as long as the item’s market price
  does not exceed 30,000 gp.
  Appendix 1: Domains
  and Spells
  Several of the domains presented in this section—Community,
  Creation, Glory, and Madness—originally appeared as “prestige
  domains” in Defenders of the Faith. They are presented here as stan-
  dard domains for some of the deities who appear in this book.
  Spells marked with an asterisk are described in the following
  section.
  AIR DOMAIN
  Deities: (D&D) Bahamut, Obad-Hai; (Olympian) Zeus;
  (Pharaonic) Osiris, Set; (Asgardian) Odin, Frey, Freya, Frigga,
  Njord; (other) Taiia (creator aspect)
  This domain is detailed in the Player’s Handbook.
  ANIMAL DOMAIN
  Deities: (D&D) Ehlonna, Obad-Hai; (Olympian) Artemis, Pan;
  (Pharaonic) Sobek; (Asgardian) Frigga
  This domain is detailed in the Player’s Handbook.
  ARTIFICE DOMAIN
  Deities: (Olympian) Athena, Hephaestus; (Pharaonic) Imhotep
  Granted Power: Gain +4 bonus on Craft checks. You cast conjura-
  tion (creation) spells at +1 caster level. (Those with access to both
  the Artifice and Creation domains cast conjuration [creation]
  spells at +3 caster level.)
  Artifice Domain Spells
  1 Animate rope
  2 Wood shape
  3 Stone shape
  4 Minor creation
  5 Fabricate
  6 Major creation
  7 Hardening*
  8 True creation*
  9 Prismatic sphere
  CHAOS DOMAIN
  Deities: (D&D) Corellon Larethian, Erythnul, Gruumsh, Kord,
  Lolth, Olidammara; (Olympian) Zeus, Aphrodite, Ares, Dionysus,
  Hercules, Hermes, Pan, Poseidon; (Pharaonic) Bast, Nephthys, Set;
  (Asgardian) Hermod, Loki, Odur, Sif, Thor, Thrym, Uller; (other)
  Taiia (both aspects), Dennari
  This domain is detailed in the Player’s Handbook.
  CHARM DOMAIN
  Deities: (Olympian) Aphrodite, (Asgardian) Freya
  Granted Power: You can boost your Charisma by 4 points once per
  day. Activating this power is a free action. The Charisma increase
  lasts 1 minute.
  Charm Domain Spells
  1 Charm person
  2 Calm emotions
  3 Suggestion
  4 Emotion
  5 Charm monster
  6 Geas/quest
  7 Insanity
  8 Demand
  9 Dominate monster
  COMMUNITY DOMAIN
  Deities: (Olympian) Athena, Hephaestus, Hera, Hestia;
  (Pharaonic) Hathor, (Asgardian) Frigga
  Granted Power: Use calm emotions as a spell-like ability once per
  day. Gain a +2 competence bonus on Diplomacy checks.
  Community Domain Spells
  1 Bless
  2 Shield other
  3 Prayer
  4 Status
  5 Rary’s telepathic bond
  6 Heroes’ feast
  7 Refuge
  8 Mass heal
  9 Miracle
  CREATION DOMAIN
  Deities: (Olympian) Hecate; (Pharaonic) Ptah
  Granted Power: Cast conjuration (creation) spells at +2 caster
  level. (Those with access to both the Artifice and Creation domains
  cast conjuration [creation] spells at +3 caster level.)
  Creation Domain Spells
  1 Create water
  2 Minor image
  3 Create food and water
  4 Minor creation
  5 Major creation
  6 Heroes’ feast
  7 Permanent image
  8 True creation*
  9 Genesis*
  DARKNESS DOMAIN
  Deities: (Pharaonic) Set
  Granted Power: Free Blind-Fight feat.
  Darkness Domain Spells
  1 Obscuring mist
  2 Blindness
  3 Blacklight*
  4 Armor of darkness*
  5 Summon monster V (only summons 1d3 shadows)
  6 Prying eyes
  7 Nightmare
  8 Power word, blind
  9 Power word, kill
  DEATH DOMAIN
  Deities: (D&D) Nerull, Wee Jas; (Olympian) Hades; (Pharaonic)
  none; (Asgardian) Aegir, Hel; (other) Taiia (destroyer aspect),
  Toldoth
  This domain is detailed in the Player’s Handbook.
  213
  APPENDIX 1:
  DOMAINS AND
  SPELLS
  
  214
  DESTRUCTION DOMAIN
  Deities: (D&D) St. Cuthbert, Hextor, Lolth, Tiamat; (Olympian)
  Ares, Dionysus; (Pharaonic) Bast, Set; (Asgardian) Aegir, Hel, Loki,
  Skadi; (other) Taiia (destroyer aspect), Toldoth
  This domain is detailed in the Player’s Handbook.
  EARTH DOMAIN
  Deities: (D&D) Moradin, Obad-Hai; (Olympian) Demeter, Hades,
  Hephaestus, Poseidon; (Pharaonic) Osiris; (Asgardian) Skadi,
  Thrym; (other) Taiia (creator aspect), Dennari
  This domain is detailed in the Player’s Handbook.
  EVIL DOMAIN
  Deities: (D&D) Erythnul, Gruumsh, Hextor, Kurtulmak, Lolth,
  Nerull, Tiamat, Vecna; (Olympian) Ares, Hecate; (Pharaonic) Apep,
  Set, Sobek; (Asgardian) Aegir, Loki, Surtur, Thrym; (other) Taiia
  (destroyer aspect), Toldoth
  This domain is detailed in the Player’s Handbook.
  FIRE DOMAIN
  Deities: (D&D) Obad-Hai; (Olympian) Hephaestus; (Pharaonic)
  Apep; (Asgardian) Surtur; (other) Taiia (destroyer aspect)
  This domain is detailed in the Player’s Handbook.
  GLORY DOMAIN
  Deities: (Pharaonic) Re-Horakhty
  Granted Power: Turn undead with a +2 bonus on the turning check
  and +1d6 to the turning damage roll.
  Glory Domain Spells
  1 Disrupt undead
  2 Bless weapon
  3 Searing light
  4 Holy smite
  5 Holy sword
  6 Bolt of glory*
  7 Sunbeam
  8 Crown of glory*
  9 Gate
  GOOD DOMAIN
  Deities: (D&D) Bahamut, Corellon Larethian, Ehlonna, Garl Glit-
  tergold, Heironeous, Kord, Moradin, Pelor, Yondalla; (Olympian)
  Zeus, Apollo, Artemis, Athena, Hercules, Hermes, Hestia, The
  Academy; (Pharaonic) Re-Horakhty, Hathor, Isis, Nephthys,
  Osiris; (Asgardian) Odin, Balder, Frey, Freya, Heimdall, Njord, Sif,
  Thor; (other) Taiia (creator aspect), Elishar, Dennari
  This domain is detailed in the Player’s Handbook.
  HEALING DOMAIN
  Deities: (D&D) Pelor; (Olympian) Apollo; (Pharaonic) Imhotep;
  (Asgardian) Balder; (other) Taiia (creator aspect), Elishar
  This domain is detailed in the Player’s Handbook.
  KNOWLEDGE DOMAIN
  Deities: (D&D) Boccob, Vecna; (Olympian) Apollo, Athena,
  Hecate; (Pharaonic) Ptah, Thoth; (Asgardian) Odin, Forseti; (other)
  Taiia (creator aspect), Elishar
  This domain is detailed in the Player’s Handbook.
  LAW DOMAIN
  Deities: (D&D) Heironeous, Hextor, Kurtulmak, Moradin, St.
  Cuthbert, Tiamat, Wee Jas, Yondalla; (Olympian) Athena, Nike;
  (Pharaonic) Re-Horakhty, Anubis, Osiris, Ptah, Sobek; (Asgardian)
  Heimdall, Surtur, Tyr; (other) Taiia (both aspects)
  This domain is detailed in the Player’s Handbook.
  LIBERATION DOMAIN
  Deities: (other) Dennari
  Granted Power: You gain a +2 morale bonus on all saving throws
  against enchantment spells or effects.
  Liberation Domain Spells
  1 Remove fear
  2 Remove paralysis
  3 Remove curse
  4 Freedom of movement
  5 Break enchantment
  6 Greater dispelling
  7 Refuge
  8 Mind blank
  9 Unbinding
  LUCK DOMAIN
  Deities: (D&D) Bahamut, Fharlanghn, Kord, Kurtulmak, Oli-
  dammara; (Olympian) Hercules, Hermes, Tyche; (Pharaonic) Bes;
  (Asgardian) Hermod; (other) Taiia (creator aspect), Elishar
  This domain is detailed in the Player’s Handbook.
  MADNESS DOMAIN
  Deities: (Olympian) Dionysus
  Granted Power: You gain an Insanity score equal to half your class
  level (add cleric levels to prestige class levels for this purpose). For
  spellcasting (determining bonus spells and DCs), you use your
  Wisdom score plus your Insanity score in place of Wisdom alone.
  For all other purposes, such as skills and saves, use Wisdom minus
  Insanity in place of Wisdom. This means that your spells are very
  difficult to resist, but you are in general unaware of your surround-
  ings and act imprudently—often erratically.
  Once per day, you can see and act with the clarity of true mad-
  ness. Use your Insanity score as a positive rather than a negative
  modifier on a single roll involving Wisdom, such as a Listen
  check or a Will saving throw. Choose to use this power before
  the roll is made.
  Madness Domain Spells
  1 Random action
  2 Touch of madness*
  3 Rage*
  4 Confusion
  5 Bolts of bedevilment*
  6 Phantasmal killer
  7 Insanity
  8 Maddening scream*
  9 Weird
  MAGIC DOMAIN
  Deities: (D&D) Boccob, Vecna, Wee Jas; (Olympian) Apollo,
  Hecate; (Pharaonic) Anubis, Isis, Thoth; (Asgardian) Odin, Freya;
  (other) Taiia (creator aspect)
  This domain is detailed in the Player’s Handbook.
  NOBILITY DOMAIN
  Deities: (Olympian) Zeus, Hera, Nike; (Pharaonic) Re-Horakhty
  Granted Power: You have the spell-like ability to inspire allies,
  giving them a +2 morale bonus on saving throws, attack rolls, abil-
  ity checks, skill checks, and weapon damage rolls. Allies must be
  able to hear you speak for 1 round. Using this ability is a standard
  action. It lasts a number of rounds equal to your Charisma bonus
  and can be used once per day.
  Nobility Domain Spells
  1 Divine favor
  2 Enthrall
  APPENDIX 1:
  DOMAINS AND
  SPELLS
  
  3 Magic vestment
  4 Discern lies
  5 Greater command
  6 Geas/quest
  7 Repulsion
  8 Demand
  9 Storm of vengeance
  PLANT DOMAIN
  Deities: (D&D) Ehlonna, Obad-Hai; (Olympian) Artemis, Deme-
  ter, Pan; (Pharaonic) Osiris; (Asgardian) Frey; (other) Dennari
  This domain is detailed in the Player’s Handbook.
  PROTECTION DOMAIN
  Deities: (D&D) Bahamut, Corellon Larethian, Fharlanghn,
  Garl Glittergold, Moradin, St. Cuthbert, Yondalla; (Olympian)
  Demeter, Hera, Hestia, Tyche; (Pharaonic) Bast, Bes, Isis, Neph-
  thys; (Asgardian) Forseti, Thor, Tyr, Uller; (other) Taiia (creator
  aspect), Elishar
  This domain is detailed in the Player’s Handbook.
  REPOSE DOMAIN
  The Repose domain is similar to the Death domain in the Player’s
  Handbook, but is granted by good-aligned deities whose clerics are
  barred from casting evil spells.
  Deities: (Pharaonic) Anubis, Nephthys, Osiris
  Granted Power: You may use a death touch once per day. Your
  death touch is a spell-like ability that is a death effect. You must
  succeed at a melee touch attack against a living creature (using
  the rules for touch spells). When you touch, roll 1d6 per your
  cleric level. If the total at least equals the creature’s current hit
  points, it dies.
  Repose Domain Spells
  1 Deathwatch
  2 Gentle repose
  3 Speak with dead
  4 Death ward
  5 Slay living
  6 Undeath to death 
  7 Destruction
  8 Surelife
  9 Wail of the banshee
  RUNE DOMAIN
  Deities: (Pharaonic) Thoth.
  Granted Power: Free Scribe Scroll feat.
  Rune Domain Spells
  1 Erase
  2 Secret page
  3 Glyph of warding
  4 Explosive runes
  5 Lesser planar binding
  6 Greater glyph of warding
  7 Drawmij’s instant summons
  8 Symbol
  9 Teleportation circle
  SCALYKIND DOMAIN
  Deity: (Pharaonic) Apep.
  Granted Power: Rebuke or command animals (reptilian creatures
  and snakes only) as an evil cleric rebukes or commands undead.
  Use this ability a total number of times per day equal to 3 + your
  Charisma modifier.
  Scalykind Domain Spells
  1 Magic fang
  2 Animal trance†
  3 Greater magic fang
  4 Poison
  5 Animal growth†
  6 Eyebite
  7 Creeping doom (composed of tiny snakes)
  8 Animal shapes†
  9 Shapechange
  †Affects ophidian or reptilian creatures only.
  STRENGTH DOMAIN
  Deities: (D&D) Gruumsh, Kord, Pelor, St. Cuthbert; (Olympian)
  Zeus, Hercules; (Pharaonic) Bast, Set; (Asgardian) Aegir, Forseti,
  Skadi, Surtur, Thor, Thrym; (other) Taiia (destroyer aspect),
  Toldoth
  This domain is detailed in the Player’s Handbook.
  SUN DOMAIN
  Deities: (D&D) Ehlonna, Pelor; (Olympian) Apollo, Artemis;
  (Pharaonic) Re-Horakhty; (Asgardian) Frey, Odur; (other) Taiia
  (creator aspect), Elishar
  This domain is detailed in the Player’s Handbook.
  TRAVEL DOMAIN
  Deities: (D&D) Fharlanghn; (Olympian) Hermes, Tyche;
  (Pharaonic) Ptah; (Asgardian) Odin, Hermod, Uller; (other) Taiia
  (creator aspect)
  This domain is detailed in the Player’s Handbook.
  TRICKERY DOMAIN
  Deities: (D&D) Boccob, Erythnul, Garl Glittergold, Kurtulmak,
  Lolth, Olidammara, Nerull, Tiamat; (Olympian) Hera, Hermes;
  (Pharaonic) Bes; (Asgardian) Odin, Loki; (other) Taiia (destroyer
  aspect), Toldoth
  This domain is detailed in the Player’s Handbook.
  WAR DOMAIN
  Deities: (D&D) Corellon Larethian, Erythnul, Gruumsh, Heiro-
  neous, Hextor; (Olympian) Ares, Athena, Nike; (Pharaonic) Re-
  Horakhty, Bast; (Asgardian) Odin, Heimdall, Sif, Surtur, Thor,
  Thrym, Tyr; (other) Taiia (destroyer aspect), Toldoth
  This domain is detailed in the Player’s Handbook.
  WATER DOMAIN
  Deities: (D&D) Obad-Hai; (Olympian) Poseidon; (Pharaonic) Isis,
  Sobek; (Asgardian) Aegir, Njord; (other) Taiia (destroyer aspect)
  This domain is detailed in the Player’s Handbook.
  WEATHER DOMAIN
  Deities: (Olympian) Zeus; (Asgardian) Thor
  Granted Power: Intuit Direction and Wilderness Lore are
  class skills.
  Weather Domain Spells
  1 Obscuring mist
  2 Fog cloud
  3 Call lightning
  4 Sleet storm
  5 Ice storm
  6 Control winds
  7 Control weather
  8 Whirlwind
  9 Storm of vengeance
  215
  APPENDIX 1:
  DOMAINS AND
  SPELLS
  
  216
  NEW SPELLS
  ARMOR OF DARKNESS
  Abjuration [Darkness]
  Level: Darkness 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The spell envelops the warded creature in a shroud of flickering
  shadows. The shroud can, if the caster desires, conceal the wearer’s
  features. In any case, it grants the recipient a +3 deflection bonus to
  Armor Class plus an additional +1 for every four caster levels (max-
  imum bonus +8). The subject can see through the armor as if it did
  not exist and is also afforded darkvision with a range of 60 feet.
  Finally, the subject gains a +2 bonus on saving throws against any
  holy, good, or light spells or effects.
  Undead creatures that are subjects of armor of darkness also gain
  +4 turn resistance.
  BLACKLIGHT
  Evocation [Darkness]
  Level: Darkness 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A 20-ft.-radius emanation centered on a creature, object, or
  point in space
  Duration: 1 round/level (D)
  Saving Throw: Will negates or none (object)
  Spell Resistance: Yes or no (object)
  You create an area of total darkness. The darkness is impenetrable
  to normal vision and darkvision, but you can see normally within
  the blacklit area. Creatures outside the spell’s area, even you,
  cannot see through it.
  You can cast the spell on a point in space, but the effect is sta-
  tionary unless you cast it on a mobile object. You can cast the spell
  on a creature, and the effect then radiates from the creature and
  moves as it moves. Unattended objects and points in space do not
  get saving throws or benefit from spell resistance.
  Blacklight counters or dispels any light spell of equal or lower
  level, such as daylight. The 3rd-level cleric spell daylight counters or
  dispels blacklight.
  Material Component: A piece of coal and the dried eyeball of any
  creature.
  BOLT OF GLORY
  Evocation [Good]
  Level: Glory 6
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  By casting this spell, you project a bolt of energy from the Positive
  Energy Plane against one creature. You must succeed at a ranged
  touch attack to strike your target. A creature struck suffers varying
  damage, depending on its nature and home plane of existence:
  Maximum
  Creature’s Origin/Nature
  Damage
  Value
  Material Plane, Elemental
  1d6/2 levels
  7d6
  Plane, neutral outsider
  Negative Energy Plane,
  1d6/level
  15d6
  evil outsider, undead creature
  Positive Energy Plane, good outsider
  —
  —
  BOLTS OF BEDEVILMENT
  Enchantment [Mind-Affecting]
  Level: Madness 5
  Components: V, S
  Casting Time: One action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell grants you the ability to make one ray attack per round.
  The ray dazes one living creature, clouding its mind so that it takes
  no action for 1d3 rounds. The creature is not stunned (so attackers
  get no special advantage against it), but it can’t move, cast spells, use
  mental abilities, and so on.
  CROWN OF GLORY
  Evocation
  Level: Glory 8
  Components: V, S, M, DF
  Casting Time: 1 full round
  Range: Personal
  Area: 120-ft.-radius emanation centered on you
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You are imbued with an aura of celestial authority, inspiring awe in
  all lesser creatures that behold your terrible perfection and right-
  eousness. You gain a +4 enhancement bonus to your Charisma
  score for the duration of the spell. 
  All creatures with fewer than 8 HD or levels cease whatever they
  are doing and are compelled to pay attention to you. Any such crea-
  ture that wants to take hostile action against you must make a suc-
  cessful Will save to do so. Any creature that does not make this
  saving throw the first time it attempts a hostile action is enthralled
  for the duration of the spell (as the enthrall spell), as long as it is in
  the spell’s area, nor will it try to leave the area on its own. Creatures
  with 8 HD or more may pay attention to you, but are not affected
  by this spell.
  When you speak, all listeners telepathically understand you,
  even if they do not understand your language. While the spell
  lasts, you can make up to three suggestions to creatures of fewer
  than 8 HD in range, as if using the mass suggestion spell (Will save
  negates); creatures with 8 HD or more aren’t affected by this
  power. Only creatures within range at the time a suggestion is given
  are subject to it.
  Material Component: An opal worth at least 200 gp.
  GENESIS
  Conjuration (Creation)
  Level: Creation 9
  Components: V, S, M, XP
  Casting Time: 1 week (8 hours/day)
  Range: 180 ft.
  Effect: A demiplane on the Ethereal Plane centered on your
  location
  Duration: Instantaneous
  APPENDIX 1:
  DOMAINS AND
  SPELLS
  
  Saving Throw: None
  Spell Resistance: No
  You create an immobile, finite plane with limited access—a demi-
  plane. Demiplanes created by this power are very small, minor
  planes. You can cast this spell only on the Ethereal Plane. When
  you cast it, a local density fluctuation precipitates the creation of a
  demiplane. At first, the demiplane grows at a rate of a 1-foot-radius
  per day to an initial maximum radius of 180 feet as the fledgling
  plane draws substance from surrounding ethereal vapors and pro-
  tomatter or astral ectoplasm.
  You determine the environment in the demiplane when you
  first cast genesis, reflecting most any desire you can visualize. You
  determine factors such as atmosphere, water, temperature, and the
  shape of the general terrain. However, the spell cannot create life
  (such as vegetation), nor can it create construction (such as build-
  ings, roads, wells, dungeons, and so forth). If you want these bene-
  fits, you must add them in some other fashion.
  Once the basic demiplane reaches its maximum size, you can
  continue to cast this spell to enlarge your demiplane if you are
  inside the boundaries of the demiplane. In such a case, the radius
  of the demiplane increases by 60 feet for each subsequent casting.
  If you cast the spell again while you are outside an existing demi-
  plane, the casting creates a separate bubble that does not touch or
  overlap any previously created demiplane.
  XP Cost: 5,000 XP.
  (Note: This version of the genesis spell supersedes the genesis spell
  description previously published in Defenders of the Faith.)
  HARDENING
  Transmutation
  Level: Sor/Wiz 6, Artifice 7
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Target: One item of a volume no greater than 10 cu. ft./level
  (see text)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: Yes (object)
  This spell increases the hardness of materials (see Table 8–12:
  Substance Hardness and Hit Points in the Player’s Handbook).
  Paper becomes harder to tear, glass becomes harder to break,
  wood becomes more resilient, and so on. For every two caster
  levels, increase by 1 the hardness of the material targeted by the
  spell. This hardness increase improves only the material’s resist-
  ance to damage. Nothing else is modified by the improvement.
  For example, a longsword (treat steel as iron, base hardness 10)
  affected by a hardening spell cast by a 12th-level caster would have
  a new hardness of 16 for purposes of ignoring damage caused by
  someone using the Sunder feat. The sword’s hit points, attack and
  damage modifiers, and other characteristics are not affected. The
  hardening spell does not in any way affect resistance to other
  forms of transformation. Ice still melts, paper and wood still
  burn, rock still becomes transmutable to mud with the proper
  spell, and so on.
  This spell affects up to 10 cubic feet per level of the spellcaster.
  If cast upon a metal or mineral, the volume is reduced to 1 cubic
  foot per level.
  MADDENING SCREAM
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8, Madness 8
  Components: V
  Casting Time: One action
  Range: Touch
  Target: Living creature touched
  Duration: 1d4+1 rounds
  Saving Throw: None
  Spell Resistance: Yes
  The subject cannot keep himself from screaming, gibbering, and
  leaping about as though completely mad. This spell makes it
  impossible for the victim to do anything other than race about cat-
  erwauling. The effect worsens the Armor Class of the creature by 4,
  makes Reflex saving throws impossible except on a roll of 20, and
  makes it impossible to use a shield.
  RAGE
  Enchantment
  Level: Madness 3
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can put a creature into a screaming blood frenzy. In this
  rage, the creature gains +4 to Strength, +4 to Constitution, and a
  +2 morale bonus on Will saves. (Unlike a barbarian rage, no
  penalty to AC is suffered, and no fatigue period occurs after the
  rage is over.)
  SURELIFE
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/2 levels
  This spell allows you to protect yourself against some condition—
  such as being immersed in boiling oil or being buried under an
  avalanche—that would ordinarily cause certain death. You can
  only protect yourself against a natural occurrence or condition, not
  against a spell or the action of a creature (such as the breath of a
  dragon or the swords of a group of bandits). You must specify the
  condition against which you wish to protect yourself, and the spell
  is effective only against that condition. Should you be subjected to
  that condition during the duration of the spell, you feel no dis-
  comfort and take no damage from the condition. However, the
  spell does not protect any items carried on your person. At the end
  of the spell’s duration, the condition has full normal effects on you
  if you are still subjected to it.
  Material Component: An ointment of peach syrup and cinnabar.
  TOUCH OF MADNESS
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You may daze one living creature by making a successful touch
  attack. If the target creature does not make a successful Will save,
  its mind is clouded and it takes no action for 1 round per caster
  217
  APPENDIX 1:
  DOMAINS AND
  SPELLS
  
  218
  level. The dazed subject is not stunned (so attackers get no special
  advantage against it), but it can’t move, cast spells, use mental abili-
  ties, and so on.
  TRUE CREATION
  Conjuration (Creation)
  Level: Creation 8
  Components: V, S, M, XP
  Casting Time: 10 minutes
  Range: 0 ft. 
  Effect: Unattended, nonmagical object of nonliving matter, up to
  1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of any sort of matter.
  Items created are permanent and cannot be negated by dispelling
  magics or negating powers. For all intents and purposes, these
  items are completely real. The volume of the item created cannot
  exceed 1 cubic foot per caster level. You must succeed at an appro-
  priate skill check to make a complex item, such as a Craft (bow-
  making) check to make straight arrow shafts or a Craft (gem-
  cutting) check to make a cut and polished gem.
  Unlike the items brought into being by the lower-level spells
  minor creation and major creation, objects created by the casting of
  true creation can be used as material components.
  Material Component: A small piece of matter of the same type of
  item you plan to create—a sliver of wood to create arrow shafts, a
  tiny piece of the appropriate stone to create a polished gem, and
  so forth.
  XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP,
  whichever is more (see the Player’s Handbook for item costs).
  UNDEATH TO DEATH
  Necromancy
  Level: Sor/Wiz 6, Clr 6, Repose 6
  Components: V, S, M, DF
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undeath to death snuffs out the animating forces of undead crea-
  tures, killing them instantly. The spell slays 1d4 HD worth of
  undead creatures per caster level (maximum 20d4). Creatures with
  the fewest HD are affected first; among creatures with equal HD,
  those closest to the point of origin of the burst are affected first.
  Material Component: The powder of a crushed diamond worth at
  least 500 gp.
  Appendix 2:
  Divine Ascension
  Your players all have 20th-level characters that carry artifacts the
  way ordinary characters carry masterwork items. They beat the
  tarrasque without raising their heart rates, and they travel the
  planes at will. Demons tremble in the depths of the Abyss and
  devils quake even in the lowermost realms of Baator at the men-
  tion of the characters’ names. Bards sing of your characters’ adven-
  tures, and everyone has heard of them. They are, for all practical
  purposes, gods.
  So consider letting them join the divine ranks and remain
  player characters. Becoming a deity opens new vistas for roleplay-
  ing adventures. While mortals who ascend to the divine ranks may
  remain somewhat concerned with the mortal world, their primary
  focus shifts to the needs and demands of the pantheon. Your play-
  ers may be ready for such a change by the time their characters
  achieve the potential for divinity. The trick is to be ready yourself,
  understanding how characters become gods and what sort of
  adventures you should plan.
  In Chapter 1 you made decisions about the source of divine
  power. Some of those options allow player characters to ascend to
  godhood, and some do not. If you decided that player characters
  can become deities, read on.
  BEFORE ASCENSION
  Assuming that divine ascension is possible and the characters are
  candidates for the process, the gods watch them. Unfortunately for
  the characters, so do the gods’ enemies.
  In a polytheistic system such as the one presented in the D&D
  rulebooks, the enemies may be other deities. You can be sure that
  Hextor watches the same mortals that Heironeous does, and vice
  versa. The pantheon may have other enemies as well, just as the
  Norse gods faced off against the giants. In a monotheistic religion,
  infernal creatures have a vested interest in mortal champions as
  well. Dualistic religions have built-in opposition.
  These adversaries seek to win champions for their side or, fail-
  ing that, to prevent the mortal champions from achieving ascen-
  sion. Player characters may notice agents of the opposition
  appearing more frequently as they get closer to ascension, and
  such agents should be more active. Keep that in mind as you craft
  your adventures.
  PLANNING THE ASCENT
  Methods of divine ascension require careful handling. In all cases,
  divine ascension should be purposeful. Players should normally
  understand that their characters have access to ascension and
  should have some say in it (see the sidebar Ascending Overpow-
  ered Characters for an exception). Don’t surprise players by
  making their characters deities; your players may have other plans.
  Although it may seem like a good idea to comfort a player by
  making a character into a god if it died because of bad die rolls,
  doing this sets an untenable precedent. Even if that character died
  in the service of a patron deity, divine ascension shouldn’t be a
  compensation for bad luck.
  Although it’s possible to adventure with parties composed of
  both mortals and deities, in practice it’s difficult. There’s very
  little the mortal characters can do that divine characters can’t do
  more easily and with less risk. Timing a game so that each char-
  acter ascends at the same time may be difficult, but that’s the
  ideal situation. Discuss ascension with all the players ahead of
  time. If only one player aspires to having a character ascend, it’s
  best to have that character retire from active play upon ascen-
  sion. Make sure that player understands the consequences of
  retirement from the start.
  Player characters of lower than 15th level rarely achieve ascen-
  sion. They simply haven’t done enough to attract the gods’ atten-
  tion yet. Any character of 20th level or higher may be a candidate
  for ascension if your cosmology allows it.
  Ascending Overpowered Characters
  Sometimes a character becomes too powerful or a player becomes
  too abusive of the rules system. If you’ve run out of options for con-
  trolling either character or player, you may want to remove the
  character from the game so the player can start over. Tell the player
  that you consider the character too powerful. Offer the character
  the opportunity to become a quasi-deity (divine rank 0).
  This removes the troublesome character from the mortal realm,
  allowing the player to start over with something more manageable
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  or to find another game. Quasi-deities often play little or no part in
  campaign religions, existing mostly for flavor and working as the
  servants or companions of more powerful gods. So the impact on
  your overall religious structure may be minimal.
  LIMITED AND UNLIMITED DIVINITY
  If there’s a finite amount of divine power in your campaign—
  there are only so many “divine sparks” to go around—then mor-
  tals may only be able to become quasi-deities (divine rank 0).
  Chapter 2 explains what powers and abilities are available to such
  gods. Clearly weaker than most other gods, quasi-deities only
  have certain kinds of adventures (see Adventures After Ascen-
  sion, below). You and your players should be aware of what kinds
  of adventures you’ll have before the characters set their hearts on
  becoming gods.
  You’ll need to decide whether or not gods can die, and if so what
  happens to their powers. If the only way to rise through the divine
  ranks is to kill other deities, you can be sure player characters will
  try it. Of course, the deities they’re trying to kill are beings that
  have already killed gods, so they know what’s coming and may
  have a few tricks of their own.
  If you don’t want to run a divine campaign centered on killing
  deities, consider carefully what happens to the dead deity’s portfo-
  lio. While some characters set out to destroy their patrons so they
  can take over those deities’ roles, many set out to “save the world”
  by slaying gods of opposing alignments. In the DUNGEONS &
  DRAGONS game, that usually means evil deities. If the murderer
  automatically assumes the dead god’s portfolio, that may discour-
  age player characters from killing evil deities. If you’re a paladin
  who ascends to the status of quasi-deity, you don’t want the portfo-
  lios of Erythnul or Nerull, for example. The drawback to this deci-
  sion is that it leads good characters to covet the positions and port-
  folios of their own patrons.
  If deities are truly immortal, then they can’t be killed, and a
  divine campaign follows a different path. If there is no limit to the
  universal total of divine power, then player characters can rise to
  any divine rank.
  Campaign Idea: After player characters ascend to the divine
  ranks, they discover that the gods are secure in their divine rank
  and smug about it. Since the dawn of time, all the mortals who
  ascended are simple quasi-deities (divine rank 0). As they go about
  their divine adventures, various quasi-deities approach them with
  offers of aid or teach them about their new powers, and friendship.
  Eventually these helpful quasi-deities reveal they’re part of a
  conspiracy to “free up” divine power. One faction within the con-
  spiracy already tries to persuade the old deities to surrender some
  of their power to worthy successors, while another seeks to free
  power by killing the old gods. A third seeks the “real” source of all
  divine power in hopes of increasing the amount available.
  METHODS OF ASCENSION
  If you decide to address the issue of ascending to the divine in your
  campaign, you must determine how widely known the methods of
  ascension are. Some different approaches to this issue are
  described below, with notes relating them to the nature of your
  deities and to the degree of mystery surrounding them.
  INNATE DIVINE POWER
  If you decided that deities are simply born with their divine power,
  the most common decision about ascension is that it’s impossible.
  No mortal can ever become a god, though mortals can become
  divine servants. Even if this is the case, you may allow characters
  who die spectacular, heroic deaths in the service of their patron
  deity to ascend to the ranks of quasi-deities (divine rank 0) or even
  demigods (divine rank 1). If divine ascension is only possible after
  death, consider having an NPC achieve divinity immediately prior
  to the start of the campaign, so characters hear stories about it
  during their adventures. Such stories would be common until they
  are no longer novel. In such a world, there’s no real mystery or
  secrecy about ascension.
  Adventure Idea: Player characters adventure in a campaign
  that uses a typical pantheon, but they do little more than pay lip
  service to their patron deities. As far as they know, you’re either
  born a god or you’re a mortal. After achieving high levels, they die
  on an adventure. When their eyes next open, they’re in a great hall.
  Ranks of seats climb the walls, filled with spirits of great heroes
  and champions of all classes. The deities sit on thrones, glowering
  at the recently deceased characters.
  A servant of the chief deity in the pantheon (or a cleric char-
  acter’s deity, if it’s a loose pantheon) explains that while the char-
  acters are great heroes, their faith is shallow and weak. Their
  divine status (divine rank 0) is probationary, provided they go on
  a quest set by the deities. If they succeed, then their divine status
  becomes permanent. If they fail, their souls go among the ranks
  of the faithless.
  EARNED DIVINE POWER
  If you decided that deities earn their divine status, then any quali-
  fied mortal can ascend to their ranks. It may happen several times
  to NPCs during your campaign. Player characters in such cam-
  paigns often know that, somehow, other mortals became gods. The
  characters may harbor divine ambitions from early levels.
  When you make this decision, you set the requirements for
  earning godhood, though the characters may only meet them
  through research and effort. Choose actions that demonstrate faith
  and worthiness, and make sure the deeds can be repeated by other
  characters. For example, the great wyrm Nemytidion can only be
  slain once, but anyone can try to lift a mighty obsidian stone set in
  the center of the capital by Kord.
  This approach to divine ascension has the greatest variation in
  degree of mystery or secrecy. Your gods may carefully control
  information about ascension. High priests of the pantheon may
  know the secret and share it with initiates of specific circles or
  cults within their church. Alternatively, the high priests might
  seek out worthy candidates and share the information with those
  who wish to become deities. The religions in your campaign
  might consider ascension a major goal for all worshipers, and
  everyone might know not only that ascension can happen, but
  how to do it.
  Campaign Idea: After achieving high levels, player characters
  who demonstrated belief in and devotion to their deities receive a
  summons from the high priest of an appropriate deity. The priest
  reveals the existence of a mystery cult among the believers and
  asks the characters to travel to an isolated valley in a nearby moun-
  tain range.
  When the characters arrive, they find priests tending a small
  temple with its own livestock and fields. One wall of the valley is a
  sheer cliff with writing on it in an ancient script. The priests in the
  valley explain that all faithful who achieve great rank receive the
  same summons as the player characters, and their priests send
  them to the valley. The writing is a list of tasks, one from each deity
  in the pantheon. On accomplishing the final task, candidates
  return to the valley, where the gods judge their success. Anyone
  who successfully accomplishes every one of the tasks ascends to
  the ranks of the gods.
  STOLEN DIVINE POWER
  If divinity itself can be stolen, deities do everything in their power
  to keep that fact a secret. You must decide what happens to a deity’s
  portfolio when someone steals its source of divinity. The most obvi-
  ous solution is that portfolio elements and sources of divinity are
  linked, so whoever possesses a divine source has an accompanying
  portfolio element.
  219
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  220
  If you decide this is the case, then you face the same chal-
  lenge that exists in campaigns with only a limited amount of
  divine power: Characters may covet the divinity of their own
  patron deities, tempting them to steal the divine spark from
  beings they worship.
  In a tight pantheon, the portfolio of the victim deity might
  revert to the leader figure, who then doles out the responsibilities
  among the rest of the pantheon. In a loose pantheon, deities might
  compete to prove who is most worthy of the portfolio.
  Adventure Idea: Player characters grew up with legends of a
  beloved trickster deity who stole the divine spark from deities who
  became too arrogant or too careless of their mortal charges. These
  thefts often had unfortunate consequences as the trickster gained
  and lost portfolio elements about which he knew nothing. Player
  characters may experience bizarre events during their careers
  caused by the trickster’s ignorance. After achieving high levels, the
  player characters ascend to the divine—only to have the trickster
  steal from them!
  The chief deity of the pantheon gives the characters a year and
  a day to recover their stolen divine sparks, or they’ll become
  mortal again.
  DEICIDE
  If the deities can die, the characters could ascend by defeating a
  god in battle (see Limited and Unlimited Divinity, above, for the
  effect of deicide on ascension).
  Campaign Idea: As player characters achieve middle levels, an
  agent of demons or devils comes to them. The agent explains that if
  the player characters want to join the benevolent gods, not only
  will the almost infinite forces of the infernal realms seek to stop
  them, but they will each have to kill a deity to ascend. As player
  characters continue to adventure, they face infernal opposition
  more frequently and have the opportunity to check the truth of the
  agent’s words. Ultimately, they must wrestle with whether or not
  to slay a god.
  IMPARTED DIVINE POWER
  Perhaps any mortal can ascend to the divine ranks if a divine
  authority chooses to impart godhood. It may be possible to bribe
  a deity with great deeds or valuable objects, but in most cases
  the mortal must be worthy. “Worthy” means a lifetime of devo-
  tion, faith, obedience, and loyalty to the pantheon or patron
  deity. In a tight pantheon, the leader deity usually decides who
  ascends. In a loose pantheon, a mortal’s patron deity is the sole
  source for imparting divinity. Demonstrate to your players that
  it’s possible to ascend this way by having it happen to an NPC at
  the start of your campaign. People around the player characters
  should still be talking about it. If you make sure player charac-
  ters know about it early, they can work toward worthiness from
  the beginning.
  Because the deities control when mortals ascend, they feel little
  need to keep the possibility secret. Imparting godhood to a fol-
  lower increases the deities’ stature and power if they’re dependent
  on their worshipers, so they’re likely to publicize it. You may
  decide, however, that deities keep divine ascension a secret. That
  makes it harder for your player characters to ascend, because they
  may not realize what they need to do to be worthy.
  Adventure Idea: With no outside aid, player characters infil-
  trate an enemy country controlled by clerics of an evil deity. Over
  an extended period, and at great risk, they reach a point where they
  can foil the clerics’ plans, bring down the main temple, and wipe
  out the leaders of the priesthood.
  At that moment, the evil god appears to the player characters
  and offers to impart divine status to them, provided they depart
  the Material Plane for a year and a day. Though the evil deity
  makes no overt threats, it’s obvious he could kill the characters
  and probably would if they refuse. If they accept, their patron
  deities are disappointed that the player characters didn’t com-
  plete their work on the Material Plane, and the evil god has a
  year and a day to advance his cause before the player characters
  can do anything about it. Unless, of course, the characters can
  act on the Outer Planes somehow to affect actions on the Mater-
  ial Plane. . . .
  TRAVEL TO THE SOURCE
  If mortals visit the divine realms, then ascending characters could
  enter an inner circle or court within the realms where no mortal
  ever goes.
  If the divine realms are located on the Material Plane, ascension
  may be a physical act. There may be actual gates that literally open,
  admitting the ascending mortal to the ranks of the divine.
  Adventure Idea: Player characters, in the course of their
  higher-level adventures, often visit the floating mountain peak
  that is home to the campaign’s pantheon. They occasionally
  observe a gate through which no mortal is permitted to pass. After
  one adventure, they return to the mountain peak and discover it
  deserted. The forbidden gate is open and unguarded.
  Searching for their deities, the characters pass through the gate
  and find themselves standing in a courtyard in the midst of an
  immense city. In the center of the courtyard is what appears to be
  some kind of sundial, but on closer inspection is a map of some-
  thing called “the Great Wheel.” Equipped with this knowledge of
  the Outer Planes, the characters search for their patron deities
  while discovering strange new powers in themselves because pass-
  ing through the gate ascended them to divine rank 0.
  Outer Plane Ascension 
  The Outer Planes are typical locations for divine realms. Ascen-
  sion is both a physical and spiritual event in such a case. Ascen-
  sion should not, however, seem like mere planar travel. It is a
  clearly different experience for the ascending mortal and for
  any witnesses.
  Adventure Idea: Although most of the deities in the campaign
  live on another plane, a few live on the Material Plane. As player
  characters approach 20th level, these deities appear more fre-
  quently in their lives. Finally, one of the gods explains that a thou-
  sand years ago, something destroyed the bridge from the world to
  the home of the pantheon. The deities, limited by the nature of the
  Material Plane on which they live, are too busy with their divine
  duties to thoroughly investigate. All of them have done some
  checking over a thousand years, but the player characters are
  clearly approaching divine status themselves. If the player charac-
  ters can reverse the destruction, build a new bridge, or discover a
  new path to the gods’ home, the deities grant ascension to the
  player characters.
  Inner Plane Ascension
  Mortals ascending to divine status on Inner Planes experience a
  sudden comfort in those alien places as the natural hazards cease to
  threaten them. In fact, a requirement for ascension in such cases
  could be surviving the trip to the divine realm.
  Campaign Idea: The Inner Planes are concentric circles within
  the campaign cosmology. These “inside out” worlds are arranged
  with Earth closest to the surface, Water next, and Air separating
  Fire, at the center, from Water. Player characters adventure within
  these Elemental Planes over the course of their careers and know
  the gods call these Inner Planes home.
  When the PCs achieve high level, agents of their deities appear
  to them and explain that the true home of the gods lies within a
  fifth Elemental Plane inside the Elemental Plane of Fire. If they
  can survive the increasingly intense voyage through the Elemental
  Plane of Fire to the gates of the godly realm, they can ascend to
  become deities themselves.
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  Transitive Plane Ascension
  Because the Transitive Planes are so close to the Material Plane,
  ascension to them may seem anticlimactic. But finding the divine
  realms in the infinite space of the Astral Plane, Ethereal Plane, or
  Plane of Shadow may be a challenge worthy of ascension.
  Ascended characters in such cases gain an ability to travel unerr-
  ingly across their Transitive Plane to the divine realm.
  Adventure Idea:Throughout the campaign, deities appear only
  through portals and gates. There is no record of where the gates go,
  but everyone assumes they lead to the home of the gods. Over the
  centuries, astral travelers occasionally report seeing a great city in
  the infinite space of the Astral Plane, but it moves away faster than
  they can approach it.
  After careers that include great faith in and devotion to the
  campaign pantheon, a messenger from the gods comes to the
  player characters and explains that the great city on the Astral
  Plane is the home of the gods. The gates and portals only function
  for those with divine rank. The characters have proved them-
  selves worthy. If they wish to ascend, they must survive a journey
  across the Astral Plane as they search for the city. If they find it,
  the city recognizes them as candidates for ascension and does not
  disappear. Once they reach the city, the pantheon rewards them
  with divine rank.
  HOW DEITIES FEEL ABOUT ASCENSION
  The greatest short cut—and toughest obstacle—on the road to
  godhood is the deities who already have that status. How existing
  deities feel about ascension depends on what sort of gods they are
  in the first place. Again, the decisions made in Chapter 1 help
  determine how deities in your campaign will react to characters
  seeking ascension.
  Dependent Deities
  Gods that are dependent on worshipers for power are more reluc-
  tant to impart or allow ascension. Not only does the existing deity
  lose a mortal worshiper, but the newly ascended deity might
  acquire her own worshipers from her previous church. This makes
  ascension doubly difficult in systems with both limited divinity
  and deities dependent on worshipers for power.
  Adventure Idea: For the first time in ten thousand years mor-
  tals ascend to divine status, and those mortals are the player char-
  acters. They discover that as gods they’re dependent on their wor-
  shipers for their salient divine abilities and powers. They also
  discover that for ten thousand years the gods haven’t competed for
  worshipers because they used up all the divine ranks in the uni-
  verse. Even the gods aren’t sure how the mortals ascended. A race
  begins to see how many ranks there are and which deities can grab
  the most of them.
  Benevolent Deities
  Benevolent deities have the best interests of all their mortal wor-
  shipers at heart, not just those of the mortals trying to transcend
  their mortal natures. Some players may expect a religion full of
  benevolent gods to give mortals whatever they ask for, including
  the opportunity to ascend. If ascending would harm more people
  than it helps, benevolent deities will refuse.
  Adventure Idea: A mortal—not necessarily a player character—
  completes the last step to ascend to the benevolent deities of the
  campaign pantheon. The patron deity of that mortal appears and
  explains that in order for the mortal to ascend, some other god
  would have to surrender a portion of its divine ranks. Thou-
  sands, perhaps millions, of worshipers would suffer when that
  deity loses power. Regretfully, the patron deity cannot permit
  the mortal to ascend.
  This first glimpse “behind the curtain” at the mechanics of being
  a god rings false to the mortal. But if it’s not true, why would the
  benevolent patron deity lie? The mortal decides to find out what’s
  really going on. If the mortal isn’t a player character, then he or she
  hires the player characters to help investigate.
  Indifferent Deities
  Convincing an indifferent deity to allow or provide divine ascen-
  sion is a matter of showing how ascension benefits that deity. Such
  gods have their own agendas, needs, and desires. If ascension helps
  them achieve their goals, they may provide it.
  Campaign Idea: Player characters adventure in a world with
  active but indifferent gods. Neither benevolent nor hostile, the
  deities or their avatars are occasionally seen going about some
  mysterious business. After achieving high levels, the player char-
  acters decide to ascend to the divine ranks and show the gods
  how to care for and about their worshipers. To do so, the charac-
  ters must discover what interests the gods and try to become so
  indispensable to the efforts of one deity that it makes them gods
  as well. Once they manage that, then they face the consequences
  of taking worshipers from the indifferent deities as a result of
  their benevolent actions.
  Hostile Deities
  Hostile deities are most likely to provide or permit ascension if it
  hurts more people than it helps, as long it doesn’t hurt or weaken
  the existing deities.
  Campaign Idea: After achieving high levels, the player charac-
  ters meet their patron deity and ascend to join the divine ranks.
  Once they have attained divinity, the characters discover that the
  other deities of their alignments are unhappy about their presence.
  The god who appeared to them was an evil deity masquerading as
  their sponsor. The unhappy deities explain that each good or neu-
  tral deity becomes weaker when there are more of them to wor-
  ship. Although they’re just as strong as the evil gods as a group,
  individually they’re weaker and more vulnerable. Player characters
  must figure out how to rectify the situation.
  Active and Distant Deities
  Active gods make up the pantheons in this book. By their very
  nature, distant gods make ascension much more difficult. Any bar-
  rier preventing divine intervention in the mortal realm is likely to
  also prevent divine ascension.
  Adventure Idea: Player characters trying to reach the deities
  discover a gate through the barrier. The guardian is a reasonable
  creature of not insurmountable power, but it has infernal “keepers”
  of large numbers and great power. The infernal forces of the cam-
  paign prefer the gods to be inactive. In the course of the adventure,
  the characters discover why the barrier exists, decide whether to
  leave it in place or not, and even have the opportunity to pass
  through it and ascend. Infernal agents might offer the opportunity
  as a way to remove the characters’ interference.
  THE MOMENT OF ASCENSION
  Attaining divinity is a key emotional event for any mortal. You
  must take care to describe it with the grandeur it deserves.
  Use Symbolism: You have established some symbols already
  with your deities. For instance, a god of strength probably doesn’t
  have a feather as symbol, but a god of birds does. Draw other sym-
  bols from the ascending mortal’s adventures. If the mortal once
  killed a dragon, then that dragon could appear and offer to fly the
  mortal to the divine realms. Try to avoid cliches such as a tunnel
  with white light at the end, a fiery chariot, or choirs of cherubs.
  If you took the time to decide what happens to characters after
  death, ascension could follow the opposite of that. For example, in
  Norse mythology those who died in bed could expect a cold tramp
  over bad roads to Niflheim. But those who died bravely flew away
  to Valhalla, blissful in the arms of the Valkyries.
  Consider Real-World Timing: Divine ascension is a turning
  point for any mortal. If the rest of the game session is to be about
  221
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  222
  divine adventures and the newly divine character’s new role, put
  ascension at the beginning of the session. If the ascension is the
  climax of or reward after an adventure, then have it happen at
  the end.
  Manage the Atmosphere: Unless the character’s patron is Oli-
  dammara or perhaps Dionysus, ascension is not an occasion for
  humor. It is a time for quiet tension and a heightened sense of the
  dramatic. Try to influence your players by speaking slower and
  more quietly for the events leading up to the ascension.
  Decide About Participation: The moment of divine ascension
  may not be appropriate for group play. Depending on the deity and
  the character, ascension may happen in private or in public. If in
  private, take the player of the ascending character into another
  room and describe it there. If in public, describe it to all the players
  at once.
  Try Props: It may be appropriate to have the player of an
  ascended character move to a better or nicer chair, or wear some
  special item of clothing (even if it’s just a towel standing in for a
  cloak) during the ascension. If it seems forced or silly, do with-
  out it.
  Try Something Unexpected: It’s possible to build a campaign
  with active deities whose realms are on the Material Plane and
  where divinity can be earned, stolen, imparted, surrendered, or
  looted off a god’s corpse. In such cases, ascension could be a
  common occurrence, and your game experience should treat it
  that way. The moment of ascension becomes a moment of anticli-
  max, without trumpets and white robes.
  Campaign Idea: A beggar with superhuman abilities attacks
  the player characters one day in the marketplace. After humiliat-
  ing them, the beggar explains that he nearly froze to death one
  night after the last people he saw (the player characters) refused to
  give him enough money for an inn. After that he journeyed to the
  land of the gods, where he ascended to become the new deity of
  beggars. He intends to humiliate the PCs periodically for the rest
  of their lives. Player characters have to find some way to end the
  threat, either by doing good deeds for living beggars, killing this
  vengeful deity, or becoming gods themselves.
  ADVENTURES AFTER
  ASCENSION
  Once characters ascend to the divine realm, adventures centering
  on their divine nature become the normal state of affairs. Before
  characters set out on these new challenges, consider what kinds of
  stories you’d like to tell.
  MIXED PARTIES
  Designing adventures for parties of both divine and mortal charac-
  ters is similar in principle to designing adventures for parties of
  only mortal characters. Just as you try to include tasks and chal-
  lenges for each character as described in Chapter 4 of the DUNGEON
  MASTER’s Guide, include tasks and challenges for both divine char-
  acters and mortals. Simultaneous challenges are a good technique
  for accomplishing this. An infinite horde of monsters attacks, and
  the only escape is through a locked door. While one character
  opens the lock, all the other characters defend her. It doesn’t nec-
  essarily matter which task the divine character performs; both are
  equally important and heroic. Eventually, however, a new deity’s
  adventures center around divine duties that mortals may not be
  capable of handling.
  LEARNING ABOUT POWER
  A character who ascends to become a deity may or may not know
  how divine abilities work. Knowledge of divine strengths, weak-
  nesses, advantages, and limitations could come with the divine
  spark. Players of such characters can simply read this book to see
  what their characters can and can not do.
  Or perhaps newly divine characters must learn through experi-
  mentation. This can be a long and frustrating process, and some
  abilities may languish undiscovered forever.
  Finally, a divine mentor might educate the characters on their
  new abilities. While this is similar to just giving the players the
  new rules, a mentor may lie or leave things out, depending on how
  the mentor really feels about the new gods.
  Adventure Idea: Player characters, ascended to become deities,
  adventure across an Outer Plane. They reach an impassable chasm
  and for the first time must experiment with the divinely morphic
  nature of the plane to form a bridge.
  Adventure Idea: Player characters ascend to become gods and
  after many adventures find themselves appointed to the “divine
  welcoming committee” for new deities. These new deities have
  their own ideas and motives rooted in years of adventuring. Player
  characters must decide what to tell them and how to influence
  their alliances.
  DIVINE RESPONSIBILITIES
  As divine characters become accustomed to their new senses and
  powers, you can begin introducing them to their responsibilities.
  They are now gods, and gods have worshipers. Mortals are now
  calling on them for intercession or to smite their enemies, depend-
  ing on worshiper and god alignments. The other gods expect them
  to answer those pleas!
  If your gods depend on their worshipers for power, then the
  divine player characters must spread the word among mortals
  about their availability for worship. If mortals worship your gods
  out of love, proclaiming divine status and portfolio is enough to
  start attracting worshipers. It’s a good start if mortals worship out
  of gratitude or necessity. If mortals worship out of fear, then divine
  player characters must visit the mortal realm to demonstrate their
  might and generate some fear.
  Independent deities may still have to attract worshipers. Deities
  that do not may be seen as “freeloaders” or “loafers” by other
  deities. In tight pantheons, the leader deity may take a dim view of
  those who shirk their responsibilities, behave in ways that drive off
  worshipers, or don’t work to increase the numbers of the pan-
  theon’s worshipers.
  Some players may enjoy campaigns focused on them perform-
  ing their divine duties. They want to deal with the more important
  activities and calls for aid “in game,” and they enjoy adventures that
  begin with them performing their divine duties and as a result dis-
  covering other adventures. Other players want such duties kept in
  the background and handled outside game sessions.
  Adventure Idea: Player characters are the patron deities of a
  series of small villages in the foothills of a great mountain range.
  They notice the villagers calling on them much more often and
  investigate. They discover that the foes of their pantheon have
  opened a gate to an infernal plane in the mountains. Demons are
  stirring up trouble under the leadership of avatars of the foes.
  DIVINE CHALLENGES
  Divine adventures don’t have to differ from mortal adventures.
  The sites are more exotic and the opponents far more powerful,
  but you may run divine “dungeon crawls,” divine “wilderness”
  adventures across the planes, or even divine “urban” adventures
  in the divine realms.
  Players may expect something more from their divine adven-
  tures, or at least something different. You may want to emphasize
  the change in their characters’ divine status. In such cases, tradi-
  tional adventures are exactly what you want to avoid, unless you’re
  extremely clever about designing them.
  At least some adventures should focus on some goal or agenda of
  the pantheon. For instance, if these are not the original deities of
  your universe, there may be primordial gods lurking in hidden cor-
  ners of the planes waiting for player characters to deal with them.
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  Divine resources might be necessary to defeat particularly tough
  dragons and outsiders.
  Adventure Idea: As emissaries of the gods, the player charac-
  ters journey into the Abyss. In the halls of a prince of the under-
  world, they face challenges and contests that they must overcome
  while simultaneously remaining diplomatic. Thor, Loki, and
  Thialfi faced similar challenges once when they visited the giants.
  The giants tricked Loki into trying to outeat Fire, Thialfi into
  trying to outrace Thought, and Thor into trying to drink the oceans
  and then into trying to lift Jormungandr. He terrified them when
  he unwittingly almost succeeded!
  DIVINE CHAMPIONS OF THE PANTHEON
  Many historical or literary pantheons had traditional enemies. The
  Norse had the giants, for instance. In the DUNGEONS & DRAGONS
  cosmology, dragons and infernal outsiders threaten the gods as
  much as they threaten mortals. Player characters may become
  champions of their patrons or of their entire pantheons. Their bat-
  tles may shake the very pillars of existence as each side struggles
  for universal dominance. In the shadows, the factions seek artifacts
  and investigate prophecies to try to get an edge on their foes. High-
  level mortals are very important because they have the potential to
  join the divine battle. Their pantheon wants them to develop into
  champions, and their pantheon’s foes want to prevent that or to
  subvert the characters to their side.
  Adventure Idea: The player characters receive a request from
  a powerful deity. The god’s mortal favorites have disappeared,
  and not even his divine senses can locate them. Because his
  favorites will soon be candidates for ascension, the deity is con-
  cerned that the pantheon’s foes have stolen them. He offers arti-
  facts from his stores as a reward for the player characters rescu-
  ing his mortal favorites.
  THE PANTHEON IS A SMALL POND
  Characters who ascend to the divine realm have to deal with the
  reactions from existing deities. Like mortals moving from a big city
  to a small town, the characters are known as newcomers to every-
  one. All the existing deities have reactions based on potential loss
  of worshipers, portfolio, or authority within the pantheon. These
  concerns become outright hostility if characters gained their
  divinity by stealing it or killing gods. Character-driven adventures
  differ from plot- or action-driven ones. They’re similar to the event-
  based adventures covered in Chapter 4 of the DUNGEON MASTER’s
  Guide in that character decisions drive them.
  Adventure Idea: One of the gods in a tight pantheon is furious
  with the player characters. When the characters became deities,
  the pantheon’s chief deity punished this god by taking some of his
  ranks and giving them to the newly ascended deities. Seeking
  revenge, this god tries to discredit the characters by sending them
  on missions that, if they succeed, offend or anger the chief deity.
  The vengeful deity flatters them and tells subtle lies, playing on
  their emotions. Out of the characters’ presence, he laughs as they
  tread on divine toes.
  DIVINE POLITICS
  Whenever you have more than one intelligent being in a situation,
  you have the potential for schemes, plots, and politics. Pantheons
  are no different. Deities approach newcomers with offers to join
  alliances, factions, cliques, and secret orders. If your players enjoy
  adventures full of intrigue and investigation, remember that
  deities have long and complex histories and relationships. Adven-
  tures of this sort reveal the personalities of the individual deities
  through their goals and the methods they use to achieve them.
  In general, deities’ goals focus on controlling power or position.
  Power is only important to them if there’s a limited amount of it
  available and the only way to gain more is from other deities, either
  through persuasion, stealth, or force.
  Position and rank among the deities tends to be more important
  in tight pantheons, where deities have responsibilities and roles in
  addition to their portfolios. Hermes, for example, was a god of trav-
  elers and of good luck in general, but on Olympus he was also the
  gods’ messenger and escort of the dead to Hades. Some positions
  are more desirable than others, and several deities may want the
  same divine job. In the D&D pantheon, Heironeous and Hextor
  obstruct each other’s efforts and oppose each other in every way
  possible. Player characters could easily find themselves on one side
  or the other of that struggle.
  Adventure Idea: When player characters ascend to join their
  pantheon, they discover all the positions filled. A lesser war deity
  explains that they’re welcome to travel, adventure, or just relax.
  They can become servants of another god if they like and learn
  about that deity’s duties. The lesser war deity goes on to explain
  that, though they don’t tell this to mortals, most gods get their posi-
  tions by killing whoever has what they want. When this happens,
  mortals think the previous god “retired” or died a heroic death
  fighting foes of the pantheon.
  As the player characters go about their divine lives, the lesser
  war god lies to them, saying that the guardian of the pantheon, a
  greater war deity, despises them. He tries to goad the characters
  into fighting the greater war deity in the hope that they’ll weaken
  the greater god enough that the lesser deity can finish the fight and
  take over as guardian.
  DIVINE ADVANCEMENT
  Divine advancement is best handled through roleplaying. As char-
  acters earn the trust of other deities, they’re given more responsi-
  bilities and the divine ranks to go with them. What follows are
  guidelines to help you judge when characters are ready to gain
  divine ranks.
  Starting divine rank depends on your cosmology. You may rule
  that such mortals start at rank 0 or rank 1. If ascension can only
  be imparted or earned, new gods should start at divine rank 0. If
  mortals can steal divine power, they may not be able to handle
  the full power of their new status at first. The same may be true
  for divine power surrendered to a mortal and power acquired by
  killing a god. However, you may decide to throw such mortals in
  over their heads by handing them the full power of their prede-
  cessor. This technique naturally leads to adventures about learn-
  ing about power.
  Advancing through divine rank also depends on whether you
  decided divinity itself was limited or unlimited. If there’s a finite
  limit of divine power, it may not be possible to advance unless an
  existing deity surrenders power or dies. In such cases, you should
  decide whether the previous deity’s rank transfers with the power.
  When someone kills a god, he or she may accomplish nothing but
  freeing up the slain deity’s divine ranks. Perhaps a deity can sur-
  render power to the cosmos instead of to a successor. Such a deci-
  sion could lead to a race for advancement as every deity tries to fill
  as much of the resulting power vacuum as possible.
  If there’s no limit to divine power, advancement may be con-
  trolled by another deity. This situation is common in tight pan-
  theons; the ruler of the pantheon is usually the controlling authority.
  Limits on Advancement: Characters should gain one divine
  rank at a time, unless your cosmology dictates that they gain the
  full rank and power of a deity when they slay that being or steal
  its power.
  223
  APPENDIX 2:
  DIVINE
  ASCENSION
  
  The names of Pelor, Loki, Athena, Osiris, and their kind
  are invoked by the devout as well as the desperate. With
  abilities that reach nearly beyond the scope of mortal
  imagination, the splendor of the gods humbles even the
  greatest of heroes. 
  This supplement for the D&D® game provides everything
  you need to create and call upon the most powerful
  beings in your campaign. Included are descriptions and
  statistics for over seventy gods from four fully detailed
  pantheons. Along with suggestions for creating your own
  gods, Deities and Demigods also includes information on
  advancing characters to godhood.
  To use this supplement, a Dungeon Master also needs the 
  Player’s Handbook, the Dungeon Master’s Guide, and the
  Monster Manual.  A player needs only the Player’s Handbook.
  Source of All 
  Divine Power
  EAN
  ISBN 0-7869-2654-6
  U.S. $29.95   CAN $41.95
  Made in the U.S.A.   881650000
  Visit our website at www.wizards.com/dnd
  
  1
  The new Deities and Demigods supplement provides
  everything you need to create, control, and call upon
  the most powerful beings in your campaign. While the
  book includes plenty of information on advancing
  characters to godhood, we thought it would be helpful,
  as you begin to explore the book, to have at hand an
  example of a recently ascended deity. Presented here
  for your use and enjoyment is a divine character—
  Erbin, the beggar god—for your player characters to
  encounter in any of five different divine ranks. In addi-
  tion, this web enhancement provides 21 campaign
  hooks offering suggestions for how this character
  might enter the PCs’ lives as part of, or as a result of,
  divine ascension. The wide range of these adventure
  ideas helps show DMs how to develop their own stories
  around mortals becoming deities. 
  To use this web enhancement, you must already have
  the new edition of Deities and Demigods. This bonus
  material is exclusive to the official DUNGEONS &
  DRAGONS® website: <www.wizards.com/dnd>.
  THE BEGGAR GOD
  First we present to you Erbin, avenger of the down-
  trodden and god of vengeance. Erbin was once a beggar
  and petty street thief who, through some circumstance,
  became a deity. You should tailor the specific circum-
  stance to your campaign’s cosmology, but we offer some
  suggestions below. Erbin appears at the beginning rank
  for each divine category (quasi, demi, lesser, intermedi-
  ate, and greater). Cast a critical eye at his abilities,
  because his power level edges up sharply in each cate-
  gory. Even as a quasi-deity, he can give unprepared mor-
  tals a difficult time.
  Erbin functions best when at least some of the player
  characters are active on the Material Plane. He can
  focus his vengeful attention instead on deities, if you
  want to fit him into an inactive pantheon.
  ERBIN
  Divine Rank: Varies, see below
  Symbol: An extended hand, palm cupped, like a
  beggar
  Home Plane: Material
  Portfolio: Vengeance (starting at rank 1)
  Alignment: Neutral Evil
  Worshippers: Assassins, fighters, rogues, beggars
  Cleric Alignments: N, LE, NE, CE
  Domains: Destruction, Evil, and Trickery
  Favored Weapon: Dagger
  As a deity, Erbin appears much as he did in life. He is a
  human male who stands 5 ft. 2 in. tall and wears tat-
  A Web Enhancement for Deities and Demigods
  Credits
  Design:
  Rich Redman
  Editing and Typesetting:
  Sue Weinlein Cook
  Editorial Assistance
  Penny Williams
  Web Production: 
  Julia Martin
  Web Development: 
  Mark Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, DRAGON, MONSTER MANUAL, and DUNGEON MASTER
  are registered trademarks and the d20 System logo is a trademarkowned by
  Wizards of the Coast, Inc. All Wizards characters, character names, and the dis-
  tinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people,
  organizations, places, or events is purely coincidental.
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  new GODS
  on the BLOCK
  
  2
  tered rags under a shabby cloak. His feet are bare and
  filthy, his face spattered with open sores. One hand
  clutches his cloak around him, and the other constantly
  reaches out, begging for coins. A fringe of lank gray
  hair circles the crown of his skull, and a greasy,
  unkempt beard hangs from his chin.
  Dogma, Clergy, and Temples: Erbin has no dedi-
  cated “church”—he does not care for followers, wor-
  shippers, or clergy. He instead focuses his attention on
  those who mistreated him as a mortal, and on those
  who continue to mistreat the unfortunate now that he’s
  a deity. Many a beggar has threatened passersby with
  Erbin’s wrath if they did not give, and give generously.
  Erbin (Quasi-Deity)
  Rogue 1
  Medium-Size Outsider
  Divine Rank: 0
  Hit Dice: 1d6+7 (13 hp)
  Initiative: +15
  Speed: 60 ft.
  AC: 45 (touch 32, flat-footed 30)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Attacks: +5 distance returning wounding dagger +14
  melee; or +5 distance returning wounding dagger +20
  ranged
  Damage: 1d4+14/19–20/x2, +5 distance returning
  wounding dagger or 1d4+5/19–20/x2, +5 distance return-
  ing wounding dagger
  Special Attacks: Sneak attack +1d6, spell-like abili-
  ties
  Special Qualities: DR 35/+4, divine immunities, fire
  resistance20, Outsider traits, SR 32, traps
  Saves: Fort +7, Reflex +17, Will +7
  Abilities: Str 28, Dex 40, Con 24, Int 25, Wis 24, 
  Cha 24
  Skills: Balance +18, Bluff +10, Diplomacy +8, Disguise
  +10, Gather Info +10, Hide +18, Intimidate +10, Jump
  +12, Listen +12, Move Silently +18, Perform (act) +10,
  Pick Pocket +18, Spot +12, Tumble +18
  Feats: Alertness, Dodge
  Divine Immunities: Acid, cold, electricity, transmu-
  tation, draining and ability damage, and mind effects.
  Spell-Like Abilities: Erbin uses these abilities as a
  10th-level caster. The save DCs are 17 + spell level).
  Blasphemy, change self, circle of doom, confusion, contagion,
  create undead, desecrate, disintegrate, dispel good, earthquake,
  false vision, harm, implosion, inflict critical wounds, inflict
  light wounds, invisibility, magic circle against good, mislead,
  nondetection, polymorph any object, protection from good,
  screen, shatter, summon monster IX (evil spell only), time
  stop, unholy aura, unholy blight.
  Class and Outsider Abilities
  Sneak Attack: If Erbin’s target would be denied a
  Dexterity bonus to AC (whether the target actually has
  a bonus or not), or when Erbin flanks his target, the
  rogue’s attack deals varying points of extra damage. If
  the attack scores a critical hit, this extra damage is not
  multiplied. Ranged attacks can count as sneak attacks
  only if the target is within 30 feet. With a sap or an
  unarmed strike, Erbin can make a sneak attack that
  deals subdual damage instead of normal damage. He
  cannot use a weapon that deals normal damage to deal
  subdual damage with a sneak attack. Erbin can sneak
  attack only living creatures with discernable anatomies.
  Any creature immune to critical hits is not vulnerable
  to sneak attacks. Erbin must be able to see the target
  well enough to pick out a vital spot and must be able to
  reach a vital spot. He cannot sneak attack while strik-
  ing a creature with concealment or striking the limbs
  of a creature whose vitals are beyond reach.
  Outsider Traits: Darkvision 60 ft.; cannot be raised or
  resurrected (though a wish or miracle spell can restore
  life).
  Traps: Erbin can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Erbin can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trap generally has a DC of 25 + the level of the spell
  used to create it. If he beats a trap’s DC by 10 or more
  with a Disable Device check, he can generally study a
  trap, figure out how it works, and bypass it (with his
  companions) without disarming it.
  Possessions: Erbin always carries a +5 distance return-
  ing wounding dagger he calls Poverty’s Bite. He normally
  carries six other +2 daggers he uses as throwing weap-
  ons.
  Erbin (Demigod)
  Rogue 1/Fighter 1
  Medium-Size Outsider 
  Divine Rank: 1
  Hit Dice: 1d6+7 plus 1d10+7 (30 hp)
  Initiative: +15
  Speed: 60 ft.
  
  3
  AC: 47 (touch 33, flat-footed 32) 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Attacks: +5 distance returning wounding dagger +16
  melee; or +5 distance returning wounding dagger +22
  ranged
  Damage: 1d4+14/19–20/x2, +5 distance returning
  wounding dagger or 1d4+5/19–20/x2, +5 distance return-
  ing wounding dagger
  Special Attacks: Domain powers, salient divine abili-
  ties, sneak attack +1d6, spell-like abilities
  Special Qualities: DR 36/+4, demigod abilities,
  divine aura (10 ft., DC 18), divine immunities, fire
  resistance 21, immortal, Outsider traits, SR 33, traps
  Saves: Fort +10, Reflex +18, Will +8
  Abilities: Str 28, Dex 41, Con 24, Int 25, Wis 24, 
  Cha 24
  Skills: Balance +19, Bluff +11, Climb +14, Diplomacy
  +9, Disguise +11, Gather Info +11, Hide +19, Intimidate
  +11, Jump +13, Listen +13, Move Silently +19, Perform
  (act) +11, Pick Pocket +19, Spot +13, Tumble +19
  Feats: Alertness, Blind-Fight, Dodge
  No Automatic Failures: When Erbin rolls a 1 on an
  attack roll or saving throw, calculate success or failure
  normally.
  Divine Immunities: Acid, cold, electricity, transmu-
  tation, draining and ability damage, mind effects, dis-
  ease, poison, paralysis, stunning, disintegration, and
  death effects.
  Immortality: Deities are naturally immortal and
  cannot die from natural causes. They do not age and do
  not need to eat, sleep, or breathe. The only way for a
  deity to die is through special circumstances—most
  often, being slain in magical or physical combat with
  deities of higher stature.
  Salient Divine Abilities: Alter Form, Alter Size.
  Domain Powers: Erbin can use either of the follow-
  ing abilities a number of times per day equal to his
  divine rank: He can make a single melee attack with a
  +4 attack bonus (must declare this ability before
  making attack roll), and he can cast evil spells at +1
  caster level. 
  Spell-Like Abilities: Erbin uses these abilities as an
  11th-level caster. The save DCs are 18 + spell level).
  Blasphemy, change self, circle of doom, confusion, contagion,
  create undead, desecrate, disintegrate, dispel good, earthquake,
  false vision, harm, implosion, inflict critical wounds, inflict
  light wounds, invisibility, magic circle against good, mislead,
  nondetection, polymorph any object, protection from good,
  screen, shatter, summon monster IX (evil spell only), time
  stop, unholy aura, unholy blight.
  Other Divine Powers
  Senses: Erbin can see, hear, touch, and smell at a dis-
  tance of 1 mile. As a standard action, he can perceive
  anything within 1 mile of his worshipers, holy sites,
  objects, or any location where one of his titles or name
  was spoken in the last hour, or any location when an act
  of unnecessary cruelty to a mortal occurs. He can
  extend his senses to up to two locations at once. He can
  block the sensing power of deities of his rank or lower
  at up to two remote locations at once for up to 1 hour.
  Portfolio Sense: Erbin senses all events of unneces-
  sary cruelty against intelligent beings when 1,000 or
  more such beings are involved.
  Automatic Actions: Erbin can use Disguise, Move
  Silently, Perform (act), and Pick Pocket as free actions if
  the DC for the task is 15 or lower. He can perform up to
  two such free actions each round. 
  Create Magic Items: Erbin can create any kind of
  magic item that improves checks for Disguise, Move
  Silently, Perform (act), or Pick Pocket, as well as minor
  magic daggers, as long as the item’s market price does
  not exceed 4,500gp.
  Divine Aura: Erbin’s divine aura extends in a radius
  up to 10 feet (Will save DC 18). Erbin generally chooses
  either the daze or frighten effect.
  Class and Outsider Abilities
  Sneak Attack: If Erbin’s target would be denied a
  Dexterity bonus to AC (whether the target actually has
  a bonus or not), or when Erbin flanks his target, the
  rogue’s attack deals varying points of extra damage. If
  the attack scores a critical hit, this extra damage is not
  multiplied. Ranged attacks can count as sneak attacks
  only if the target is within 30 feet. With a sap or an
  unarmed strike, Erbin can make a sneak attack that
  deals subdual damage instead of normal damage. He
  cannot use a weapon that deals normal damage to deal
  subdual damage with a sneak attack. Erbin can sneak
  attack only living creatures with discernable anatomies.
  Any creature immune to critical hits is not vulnerable
  to sneak attacks. Erbin must be able to see the target
  well enough to pick out a vital spot and must be able to
  reach a vital spot. He cannot sneak attack while strik-
  ing a creature with concealment or striking the limbs
  of a creature whose vitals are beyond reach.
  Outsider Traits: Darkvision 60 ft.; cannot be raised or
  resurrected (though a wish or miracle spell can restore life).
  
  4
  Traps: Erbin can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Erbin can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trap generally has a DC of 25 + the level of the spell
  used to create it. If he beats a trap’s DC by 10 or more
  with a Disable Device check, he can generally study a
  trap, figure out how it works, and bypass it (with his
  companions) without disarming it.
  Possessions: Erbin always carries a +5 distance return-
  ing wounding dagger he calls Poverty’s Bite. He normally
  carries six other +2 daggers he uses as throwing weap-
  ons.
  Erbin (Lesser Deity)
  Rogue 5/Fighter 5
  Medium-Size Outsider 
  Divine Rank: 6
  Hit Dice: 5d6+35 plus 5d10+35 (150 hp)
  Initiative: +16
  Speed: 60 ft.
  AC: 58 (touch 39, flat-footed 58)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Attacks: +5 distance returning wounding dagger +34/+29
  melee; or +5 distance returning wounding dagger +39
  ranged
  Damage: 1d4+16/19–20/x2, +5 distance returning
  wounding dagger or 1d4+5/19–20/x2, +5 distance return-
  ing wounding dagger
  Special Attacks: Domain powers, salient divine abili-
  ties, sneak attack +3d6, spell-like abilities
  Special Qualities: DR 41/+4, divine aura (600 ft., DC
  23), divine immunities, evasion, fire resistance +6,
  immortal, lesser deity abilities, Outsider traits, SR 38,
  traps, uncanny dodge (Dex bonus to AC)
  Saves: Fort +18, Reflex +27, Will +15
  Abilities: Str 32, Dex 42, Con 24, Int 25, Wis 24, Cha 24
  Skills: Balance +30, Bluff +20, Climb +27, Diplomacy
  +15, Disguise +20, Gather Info +20, Hide +29, Intimi-
  date +22, Jump +30, Listen +22, Move Silently +29, Per-
  form (act) +16, Pick Pocket +31, Spot +22, Tumble +40
  Feats: Alertness, Blind-Fight, Cleave, Dodge, Exper-
  tise, Mobility, Power Attack, Spring Attack
  Always able to take 10: At these ranks, Erbin may
  always take 10 on any check, provided he needs to
  make a check at all.
  Divine Immunities: Acid, cold, electricity, trans-
  mutation, draining and ability damage, mind effects,
  disease, poison, paralysis, stunning, disintegration,
  imprisonment/banishment, and death effects.
  Immortality: Same as for demigod.
  Salient Divine Abilities: Alter Form, Alter Size,
  Divine Celerity 6 minutes, Divine Dodge, Divine
  Weapon Focus (dagger), Free Move, Gift of Life, Hand
  of Death (Fort save DC 33).
  Domain Powers: Same as for demigod.
  Spell-Like Abilities: Erbin uses these abilities as a
  16th-level caster. The save DCs are 23 + spell level).
  Blasphemy, change self, circle of doom, confusion, contagion,
  create undead, desecrate, disintegrate, dispel good, earth-
  quake, false vision, harm, implosion, inflict critical wounds,
  inflict light wounds, invisibility, magic circle against good,
  mislead, nondetection, polymorph any object, protection
  from good, screen, shatter, summon monster IX (evil spell
  only), time stop, unholy aura, unholy blight.
  Other Divine Powers
  Senses: Erbin can see, hear, touch, and smell at a dis-
  tance of 6 miles. As a standard action, he can perceive
  anything within 6 miles of his worshipers, holy sites,
  objects, or any location where one of his titles or name
  was spoken in the last hour. He can extend his senses to
  up to five locations at once. 
  He can block the sensing power of deities of his rank
  or lower at up to two remote locations at once for up to
  6 hours.
  Portfolio Sense: Erbin senses all events of unneces-
  sary cruelty against intelligent beings when 500 or
  more such beings are involved. 
  Automatic Actions: Erbin can use Disguise, Move
  Silently, Perform (act), and Pick Pocket as free actions if
  the DC for the task is 20 or lower. He can perform up to
  five such free actions each round.
  Create Magic Items: Erbin can create any kind of
  magic item that improves checks for Disguise, Move
  Silently, Perform (act), or Pick Pocket, as well as minor
  or medium magic daggers, without any requisite item
  creation feat, as long as the item’s market price does not
  exceed 30,000gp.
  Divine Aura: Erbin’s divine aura extends in a radius
  up to 600 feet (Will save DC 23).
  Class and Outsider Abilities
  Sneak Attack: If Erbin’s target would be denied a
  Dexterity bonus to AC (whether the target actually
  has a bonus or not), or when Erbin flanks his target,
  
  5
  the rogue’s attack deals varying points of extra
  damage. If the attack scores a critical hit, this extra
  damage is not multiplied. Ranged attacks can count
  as sneak attacks only if the target is within 30 feet.
  With a sap or an unarmed strike, Erbin can make a
  sneak attack that deals subdual damage instead of
  normal damage. He cannot use a weapon that deals
  normal damage to deal subdual damage with a sneak
  attack. Erbin can sneak attack only living creatures
  with discernable anatomies. Any creature immune to
  critical hits is not vulnerable to sneak attacks. Erbin
  must be able to see the target well enough to pick
  out a vital spot and must be able to reach a vital spot.
  He cannot sneak attack while striking a creature
  with concealment or striking the limbs of a creature
  whose vitals are beyond reach.
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, Erbin sustains no damage with a success-
  ful saving throw.
  Outsider Traits: Darkvision 60 ft.; cannot be raised
  or resurrected (though a wish or miracle spell can
  restore life).
  Traps: Erbin can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a
  nonmagical trap has a DC of at least 20, higher if it is
  well hidden. Finding a magic trap has a DC of 25 +
  the level of the spell used to create it. Erbin can use
  the Disable Device skill to disarm magic traps. Dis-
  abling a magic trap generally has a DC of 25 + the
  level of the spell used to create it. If he beats a trap’s
  DC by 10 or more with a Disable Device check, he
  can generally study a trap, figure out how it works,
  and bypass it (with his companions) without disarm-
  ing it.
  Uncanny Dodge (Ex): Erbin can react to danger
  before his senses normally would allow him to do so.
  Starting at 3rd level, Erbin retains his Dexterity
  bonus to AC regardless of being caught flat-footed or
  struck by an invisible attacker. Starting at 6th level,
  Erbin can no longer be flanked. At 20th level, he gets
  a +4 bonus to Reflex saves to avoid traps and a +4
  dodge bonus to AC to avoid attacks by traps.
  Possessions: Erbin always carries a +5 distance return-
  ing wounding dagger he calls Poverty’s Bite. He normally
  carries six other +2 daggers he uses as throwing weap-
  ons.
  Erbin (Intermediate Deity)
  Rogue 10/Fighter 10
  Medium-Size Outsider 
  Divine Rank: 11
  Hit Dice: 10d6+70 plus 10d10+70 (300 hp)
  Initiative: +20
  Speed: 60 ft.
  AC: 70 (touch 46, flat-footed 70) 
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Attacks: +5 distance returning wounding dagger
  +53/+48/+43/+38 melee; or +5 distance returning wound-
  ing dagger +53/+48/+43/+38 ranged
  Damage: 1d4+16/17–20/x2, +5 distance returning
  wounding dagger; or 1d4+5/17–20/x2, +5 distance return-
  ing wounding dagger
  Special Attacks: Domain powers, salient divine abili-
  ties, sneak attack +5d6, spell-like abilities
  Special Qualities: Crippling strike, DR 46/+4, divine
  aura (1,100 ft., DC 30), divine immunities, evasion, fire
  resistance 31, immortal, intermediate deity abilities,
  Outsider traits, SR 63, traps, uncanny dodge (Dex
  bonus to AC, can’t be flanked)
  Saves: Fort +28, Reflex +37, Will +24
  Abilities: Str 32, Dex 42, Con 24, Int 25, Wis 24, 
  Cha 29
  Skills: Balance +40, Bluff +31, Climb +42, Diplomacy
  +23, Disguise +31, Gather Info +31, Hide +38, Intimi-
  date +31, Jump +47, Listen +31, Move Silently +38, Per-
  form (act) +27, Pick Pocket +40, Spot +31, Tumble +40
  Feats: Alertness, Blind-Fight, Cleave, Dodge, Exper-
  tise, Great Cleave, Improved Critical (dagger), Mobility,
  Power Attack, Quick Draw, Spring Attack, Sunder,
  Weapon Finesse (dagger)
  Always Maximize Checks: Erbin always get a result
  of 20 on any check, provided he needs to make a check
  at all. This takes no more time than a regular check.
  Divine Immunities: Acid, cold, electricity, transmu-
  tation, draining and ability damage, mind effects, dis-
  ease, poison, paralysis, stunning, disintegration, impris-
  onment/banishment, and death effects.
  Immortality: Same as for lesser deity.
  Salient Divine Abilities: Alter Form, Alter Size, Bat-
  tlesense, Divine Blast (12/day, up to 11 miles,
  11d12+9d12 damage), Divine Celerity 11 minutes,
  Divine Dodge, Divine Shield (10/day, stops 110 points
  of damage), Divine Weapon Focus (dagger), Free Move,
  Gift of Life, Hand of Death (Fort save DC 40), Increased
  Spell Resistance, Life and Death, Supreme Initiative.
  
  6
  Domain Powers: Same as for lesser deity.
  Spell-Like Abilities: Erbin uses these abilities as a
  21st-level caster. The save DCs are 30 + spell level). Blas-
  phemy, change self, circle of doom, confusion, contagion, create
  undead, desecrate, disintegrate, dispel good, earthquake, false
  vision, harm, implosion, inflict critical wounds, inflict light
  wounds, invisibility, magic circle against good, mislead, non-
  detection, polymorph any object, protection from good, screen,
  shatter, summon monster IX (evil spell only), time stop,
  unholy aura, unholy blight.
  Other Divine Powers
  Senses: Erbin can see, hear, touch, and smell at a dis-
  tance of 11 miles. As a standard action, he can perceive
  anything within 11 miles of his worshipers, holy sites,
  objects, or any location where one of his titles or name
  was spoken in the last hour. He can extend his senses to
  up to ten locations at once. He can block the sensing
  power of deities of his rank or lower at up to two
  remote locations at once for up to 11 hours.
  Portfolio Sense: Erbin senses all events of unneces-
  sary cruelty against intelligent beings when any
  number of such beings is involved. In addition, his
  retains the sensations for up to one week per point of
  divine rank.
  Automatic Actions: Erbin can use Disguise, Move
  Silently, Perform (act), Pick Pocket as free actions if the
  DC for the task is 25 or lower. He can perform up to ten
  such free actions each round.
  Create Magic Items: Erbin can create any kind of
  magic item that improves checks for Disguise, Move
  Silently, Perform (act), or Pick Pocket, as well as any
  magic daggers, except artifacts, without any requisite
  item creation feat as long as the item’s market price
  does not exceed 200,000gp.
  Divine Aura: Erbin’s divine aura extends in a radius
  up to 1,100 feet (Will save DC 30).
  Class and Outsider Abilities
  Sneak Attack: If Erbin’s target would be denied a
  Dexterity bonus to AC (whether the target actually has
  a bonus or not), or when Erbin flanks his target, the
  rogue’s attack deals varying points of extra damage. If
  the attack scores a critical hit, this extra damage is not
  multiplied. Ranged attacks can count as sneak attacks
  only if the target is within 30 feet. With a sap or an
  unarmed strike, Erbin can make a sneak attack that
  deals subdual damage instead of normal damage. He
  cannot use a weapon that deals normal damage to deal
  subdual damage with a sneak attack. Erbin can sneak
  attack only living creatures with discernable anatomies.
  Any creature immune to critical hits is not vulnerable
  to sneak attacks. Erbin must be able to see the target
  well enough to pick out a vital spot and must be able to
  reach a vital spot. He cannot sneak attack while strik-
  ing a creature with concealment or striking the limbs
  of a creature whose vitals are beyond reach.
  Crippling Strike (Ex): When Erbin damages an
  opponent with a sneak attack, that character also suf-
  fers 1 point of Strength damage. Ability points lost to
  such damage return on their own at the rate of 1 point
  per day.
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, Erbin sustains no damage with a success-
  ful saving throw.
  Outsider Traits: Darkvision 60 ft.; cannot be raised or
  resurrected (though a wish or miracle spell can restore
  life).
  Traps: Erbin can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Erbin can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trap generally has a DC of 25 + the level of the spell
  used to create it. If he beats a trap’s DC by 10 or more
  with a Disable Device check, he can generally study a
  trap, figure out how it works, and bypass it (with his
  companions) without disarming it.
  Uncanny Dodge (Ex): Erbin can react to danger
  before his senses normally would allow him to do so.
  Starting at 3rd level, Erbin retains his Dexterity bonus
  to AC regardless of being caught flat-footed or struck
  by an invisible attacker. Starting at 6th level, Erbin can
  no longer be flanked. At 20th level, he gets a +4 bonus
  to Reflex saves to avoid traps and a +4 dodge bonus to
  AC to avoid attacks by traps.
  Possessions: Erbin always carries a +5 distance return-
  ing wounding dagger he calls Poverty’s Bite. He normally
  carries six other +2 daggers he uses as throwing weap-
  ons.
  Greater Deity Powers
  Rogue 20/Fighter 20
  Medium-Size Outsider 
  Divine Rank: 16
  Hit Dice: 20d6+140 plus 20d10+140 (600 hp)
  Initiative: +22
  Speed: 60 ft.
  
  7
  AC: 82 (touch 53, flat-footed 82)
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Attacks: +5 distance returning wounding dagger
  +70/+65/+60/+55 melee; or +5 distance returning wound-
  ing dagger +70/+65/+60/+55 ranged
  Damage: 1d4+18/17–20/x2, +5 distance returning
  wounding dagger; or 1d4+7/17–20/x2, +5 distance return-
  ing wounding dagger
  Special Attacks: Domain powers, salient divine abili-
  ties, sneak attack +13d6, spell-like abilities
  Special Qualities: Crippling strike, DR 51/+4, defen-
  sive roll, divine aura (1,100 ft., DC 30), divine immuni-
  ties, evasion, fire resistance 36, greater deity abilities,
  immortal, improved evasion, opportunist, Outsider
  traits, SR 68, traps, uncanny dodge (Dex bonus to AC,
  can’t be flanked, +4 against traps)
  Saves: Fort +43, Reflex +54, Will +39
  Abilities: Str 32, Dex 46, Con 24, Int 25, Wis 25,
  Cha 29
  Skills: Balance +47, Bluff +47, Climb +67, Diplomacy
  +28, Disguise +47, Gather Info +45, Hide +54, Intimi-
  date +42, Jump +72, Listen +45, Move Silently +54, Per-
  form (act) +45, Pick Pocket +56, Spot +45, Tumble +58
  Feats: Alertness, Blind-Fight, Cleave, Combat
  Reflexes, Dodge, Endurance, Expertise, Far Shot, Great
  Cleave, Improved Bull Rush, Improved Critical
  (dagger), Improved Disarm, Improved Initiative,
  Improved Trip, Mobility, Point Blank Shot, Power
  Attack, Precise Shot, Quick Draw, Skill Focus (Bluff),
  Skill Focus (Disguise), Spring Attack, Sunder, Two-
  Weapon Fighting Weapon Finesse (dagger), Weapon
  Specialization (dagger), Whirlwind Attack
  Always Maximize Roll: Greater deities automati-
  cally get the best result possible on any die roll. Calcu-
  late success, failure, or other effects accordingly. For
  instance, when Erbin makes an attack roll, assume you
  rolled a 20 and calculate success or failure from there.
  You should roll the d20 anyway and use that roll to
  check for a threat or a critical hit. When Erbin hits,
  assume you rolled the maximum amount of damage
  possible.
  Divine Immunities: Acid, cold, electricity, transmu-
  tation, draining and ability damage, mind effects, dis-
  ease, poison, paralysis, stunning, disintegration, impris-
  onment/banishment, and death effects.
  Immortality: Same as for intermediate deity.
  Salient Divine Abilities: Alter Form, Alter Size, Bat-
  tlesense, Divine Blast (12/day, up to 16 miles,
  16d12+9d12 damage), Divine Celerity 16 minutes,
  Divine Dodge, Divine Rogue, Divine Shield (10/day,
  stops 160 points of damage), Divine Sneak Attack,
  Divine Weapon Focus (dagger), Free Move, Gift of Life,
  Hand of Death (Fort save DC 45), Increased Spell Resis-
  tance, Instant Move (up to 480 ft.), Know Secrets (Will
  save DC 35), Life and Death, Shapechange, Shift Form
  (rat), Supreme Initiative, True Shapechange.
  Domain Powers: Same as for intermediate deity.
  Spell-Like Abilities (caster level 26th; save DC 35 +
  spell level): blasphemy, change self, circle of doom, confusion,
  contagion, create undead, desecrate, disintegrate, dispel good,
  earthquake, false vision, harm, implosion, inflict critical
  wounds, inflict light wounds, invisibility, magic circle against
  good, mislead, nondetection, polymorph any object, protection
  from good, screen, shatter, summon monster IX (evil spell
  only), time stop, unholy aura, unholy blight.
  Other Divine Powers
  Senses: Erbin can see, hear, touch, and smell at a dis-
  tance of 16 miles. As a standard action, he can perceive
  anything within 16 miles of his worshipers, holy sites,
  objects, or any location where one of his titles or name
  was spoken in the last hour. He can extend his senses to
  up to twenty locations at once. He can block the sens-
  ing power of deities of his rank or lower at up to two
  remote locations at once for up to 16 hours.
  Portfolio Sense: Erbin retains his previous abilities
  and can see events of unnecessary cruelty up to one
  week in the future per point of divine rank.
  Automatic Actions: Erbin can use Disguise, Move
  Silently, Perform (act), and Pick Pocket as free actions if
  the DC for the task is 30 or lower. He can perform up to
  twenty such free actions each round.
  Create Magic Items: Erbin can create any kind of
  magic item that improves checks for Disguise, Move
  Silently, Perform (act), or Pick Pocket, as well as any
  magic daggers—including artifacts—without any req-
  uisite item creation feat.
  Divine Aura: Erbin’s divine aura extends in a radius
  up to 16 miles (Will save DC 35).
  Class and Outsider Abilities
  Sneak Attack: If Erbin’s target would be denied a
  Dexterity bonus to AC (whether the target actually has
  a bonus or not), or when Erbin flanks his target, the
  rogue’s attack deals varying points of extra damage. If
  the attack scores a critical hit, this extra damage is not
  multiplied. Ranged attacks can count as sneak attacks
  only if the target is within 30 feet. With a sap or an
  
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  unarmed strike, Erbin can make a sneak attack that
  deals subdual damage instead of normal damage. He
  cannot use a weapon that deals normal damage to deal
  subdual damage with a sneak attack. Erbin can sneak
  attack only living creatures with discernable anatomies.
  Any creature immune to critical hits is not vulnerable
  to sneak attacks. Erbin must be able to see the target
  well enough to pick out a vital spot and must be able to
  reach a vital spot. He cannot sneak attack while strik-
  ing a creature with concealment or striking the limbs
  of a creature whose vitals are beyond reach.
  Crippling Strike (Ex): When Erbin damages an oppo-
  nent with a sneak attack, that character also suffers 1
  point of Strength damage. Ability points lost to such
  damage return on their own at the rate of 1 point per day.
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, Erbin sustains no damage with a success-
  ful saving throw.
  Improved Evasion: This ability works like evasion,
  except that, while Erbin still suffers no damage on a
  successful Reflex save against spells such as fireball or a
  breath weapon, he now sustains only half damage on a
  failed save.
  Opportunist: Once per round, Erbin can make an
  attack of opportunity against an opponent whom
  another character has just struck for damage in melee.
  This attack counts as Erbin’s attacks of opportunity for
  that round. Even with the Combat Reflexes feat, Erbin
  can’t use the opportunist ability more than once per
  round.
  Outsider Traits: Darkvision 60 ft.; cannot be raised or
  resurrected (though a wish or miracle spell can restore
  life).
  Traps: Erbin can use the Search skill to locate traps
  when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well
  hidden. Finding a magic trap has a DC of 25 + the level
  of the spell used to create it. Erbin can use the Disable
  Device skill to disarm magic traps. Disabling a magic
  trap generally has a DC of 25 + the level of the spell
  used to create it. If he beats a trap’s DC by 10 or more
  with a Disable Device check, he can generally study a
  trap, figure out how it works, and bypass it (with his
  companions) without disarming it.
  Uncanny Dodge (Ex): Erbin can react to danger
  before his senses normally would allow him to do so.
  Starting at 3rd level, Erbin retains his Dexterity bonus
  to AC regardless of being caught flat-footed or struck
  by an invisible attacker. Starting at 6th level, Erbin can
  no longer be flanked. At 20th level, he gets a +4 bonus
  to Reflex saves to avoid traps and a +4 dodge bonus to
  AC to avoid attacks by traps.
  Possessions: Erbin always carries a +5 distance return-
  ing wounding dagger he calls Poverty’s Bite. He normally
  carries six other +2 daggers he uses as throwing weap-
  ons.
  Combat
  Once Erbin decides to intervene and exact revenge on
  someone, he pursues that person until the mortal dies
  or changes his ways and makes up for his past actions.
  Successful vengeance for Erbin means that the abusive
  mortal learns a lesson, regrets his abusive actions, and
  changes his ways. It does not mean killing. On occa-
  sion, it may mean that Erbin acts to preserve those
  deserving his vengeance, since keeping them alive
  means he can torment them longer.
  Erbin is not a straightforward fighter, and he knows it.
  Erbin prefers to use his skills to generate bad feeling
  for his target. For example, he might use his Disguise
  skill to make himself look like a specific mortal and
  insult that mortal’s friends, break contracts, and other-
  wise make life difficult. However, if Erbin decides that
  combat is the best way to teach a lesson, he prepares a
  small army of beggars and undead, arm them with
  magic daggers, and attack the mortal. While the beg-
  gars and the undead assault directly, Erbin moves
  around the flanks and rear, making sneak attacks and
  using his salient divine abilities.
  DIVINE ASCENSION
  ADVENTURE IDEAS
  Writing the divine ascension rules for Deities and
  Demigods brought us numerous ideas for adventures,
  and even campaigns. We’d like to share some of those
  ideas with you, and show how Erbin could play a role
  in them. Some of them offer opportunities for the
  player characters to ascend to godhood, while others
  assume the PCs have already reached divine status.
  Erbin’s Power Level
  As a quasi-deity, Erbin provides a challenge for a party
  of mid-level adventurers. Once he becomes a demigod,
  he gains a tremendous number of abilities, and epic-
  level or divine characters may still find him challeng-
  ing (especially if he has time to prepare). You know
  
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  your characters better than anyone except their players,
  so be careful to match Erbin’s divine rank to your party.
  The Ideas
  What Goes Around…
  A beggar with superhuman powers attacks the player
  characters one day in the marketplace. After humiliat-
  ing them, the beggar explains that his name is Erbin
  and he nearly froze to death one night after the last
  people he saw (the player characters) refused to give
  him enough money for a room. After that, he jour-
  neyed to the land of the gods, where he ascended to
  become the new god of beggars. He intends to humili-
  ate them occasionally for the rest of their lives. Player
  characters have to find some way to end the threat,
  either through good deeds to living beggars, killing
  this vengeful god, or by becoming gods themselves.
  Divine Mission
  The player characters in a campaign with a pantheon
  similar to Greyhawk’s do little more than pay lip service
  to their patron deities. As far as they know, you’re either
  born a god or you’re a mortal. After achieving high
  levels, they die on an adventure. When their eyes next
  open, they find themselves in a great hall. Ranks of
  seats climb the walls, filled with spirits of great heroes
  and champions whose legends and stories are well
  known to the PCs. The gods sit on thrones, glowering at
  the recently deceased characters. A servant of Heiro-
  neous (or the cleric’s deity, if different) explains that,
  while the characters are great heroes, their faith is shal-
  low and weak. Their divine status (divine rank 0) is pro-
  bationary, provided they return to the Material Plane
  and find the rogue god Erbin. They must return him to
  Sigil in the Concordant Domain of the Outlands (or the
  home of the gods, if not using the standard D&D cos-
  mology). If they succeed, their divine status becomes
  permanent. If they fail, their souls go to join the ranks
  of the faithless.
  The Path to Godhood
  After achieving high levels, player characters who
  demonstrated belief in and devotion to their gods
  receive a summons from the high priest of Zeus (chief
  deity of the pantheon or the cleric’s deity). The priest
  reveals the existence of a mystery cult within the
  temple. The cult worships in an isolated valley in a
  nearby mountain range and recently stopped commu-
  nicating with the temple. When the characters arrive,
  they find the ruins of a small village and temple, with
  livestock dead in the fields and crops ruined. One wall
  of the valley is a sheer cliff, clearly defaced only
  recently. When the characters search the valley, they
  find a surviving priest tending a few injured people in a
  cave. The priest explains that all faithful who achieve
  great rank receive a summons to the valley. The cliff
  held a list of tasks, one from each god in the pantheon.
  Those summoned to the valley may attempt to under-
  take the tasks as a way of becoming gods. On accom-
  plishing the final task, candidates return to the valley
  where the gods judge their success. Recently a beggar
  came to the valley and insisted on trying to accomplish
  the list. Through trickery and deceit he did so, and the
  gods made this beggar, Erbin, one of their own. A few
  days later he attacked the valley with undead and beg-
  gars under his control, causing all the damage and
  destroying the list! Since the attack, the priest has had a
  vision from Zeus. If the characters find Erbin and bring
  him to the gods for judgment, the characters will
  become gods themselves, and Zeus will restore the list.
  The Divine Spark
  The player characters grew up with legends of Erbin, a
  trickster god who stole the divine spark from deities
  that became too arrogant or too careless of their mortal
  charges. These thefts often had unfortunate conse-
  quences, as Erbin gained and lost domains about which
  he knew nothing. During their careers the PCs even
  experience bizarre events caused by the trickster’s igno-
  rance. After achieving high levels, the player characters
  ascend to the divine, only to have Erbin steal from
  them! Their patron deity, Odin, or the cleric’s deity
  gives them a year and a day to recover the stolen divine
  spark or become mortal again. Alternatively, Odin may
  offer high-level characters a chance for divinity if the
  track down Erbin and return a spark stolen from
  Asgard.
  Just Plane Temptation
  With no outside aid, player characters infiltrate an
  enemy country controlled by priests of an evil deity
  whom Erbin serves. Over an extended period, and at
  great risk, they reach a point where they can foil the
  priests’ plans, bring down the main temple, and wipe
  out the leaders of the priesthood. At that moment,
  Erbin appears to them and offers to impart divine
  status—provided they depart the Material Plane for a
  year and a day. Though he makes no overt threats, it’s
  
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  obvious he can kill them all, and probably will if they
  refuse. If they accept, their patron deities are disap-
  pointed they didn’t complete their work on the Mater-
  ial Plane, and the evil deity has a year and a day to
  advance his or her cause before the PCs can do any-
  thing about it. Unless they can act on the Outer Planes
  somehow to affect actions on the Material Plane...
  It’s a Mad, Mad, Mad, Mad Pantheon
  For the first time in 10,000 years, mortals ascend to
  divine status, and those mortals are the player charac-
  ters. They discover that, as gods, they depend on their
  worshippers for their salient abilities and powers. They
  also discover that for a hundred centuries the gods
  haven’t competed for worshippers, because they’d used
  up all the divine ranks in the universe. Even the gods
  aren’t sure how these mortals managed to ascend. A
  race begins to discover how many ranks there really
  are, and to see who can grab the most. Ra tasks the dei-
  fied PCs with the task of slowing Erbin down, allowing
  him to gain as few ranks as possible. As a reward, Ra
  will distribute a rank from each of the pantheon’s gods
  among the player characters.
  Behind the Curtain
  Erbin completes the last step to ascend to the realm of
  the benevolent campaign pantheon. His patron deity, a
  god of luck, appears and explains that in order for him
  to ascend, some other deity would have to surrender
  some divine ranks. Thousands, perhaps millions, of
  worshippers would suffer when that deity loses power.
  Regretfully, the patron cannot permit Erbin to ascend
  at all. This first glimpse “behind the curtain” at the
  mechanics of being a god rings false to Erbin, but if it’s
  not true, why would his benevolent patron lie? Erbin
  decides to find out what’s really going on. Player char-
  acters get involved based on what Erbin does. He may
  only investigate, in which case he may try to “hire”
  them (remember, he’s a beggar), or he may figure out a
  way to kill a god, in which case the PCs’ own patron
  deities ask them to hunt Erbin down.
  Godhome
  Trying to reach the gods, the player characters dis-
  cover a gate through the barrier between their world
  and the divine realm that keeps divinities from becom-
  ing active in the mortal world. The gate’s guardian is a
  reasonable creature, and PCs can probably defeat it
  (EL3 or 4)—but its many powerful and infernal “keep-
  ers” are another story. (This idea assumes that the bar-
  rier surrounding the home of the gods does not elimi-
  nate all planar travel.) The campaign’s infernal forces
  guard the gate because they prefer the gods remain
  inactive in the mortal world. In the course of the
  adventure, the characters discover why the barrier
  exists, decide whether to leave it in place, and even get
  the chance to pass through it and ascend (infernal
  agents might offer this opportunity as a way to remove
  their interference). Erbin acts as part of a group of evil
  deities who reside on the Material Plane and want to
  keep the other divinities inactive.
  The Great Wheel
  Player characters, in the course of their higher-level
  adventures, often visit the floating mountain peak that
  is home to the gods. They occasionally observe a gate
  through which no mortal is permitted to pass. After
  one adventure, they return to the Material Plane home
  of the gods and discover it empty. The forbidden gate is
  open and unguarded. Searching for their gods, they
  enter the gate and find themselves standing in a court-
  yard in the midst of an immense city. In the center of
  the courtyard stands what appears to be some kind of
  sundial, but on closer inspection it is a map of some-
  thing called “the Great Wheel.” Faced with the Outer
  Planes for the first time, the characters search for their
  gods, discovering strange new powers in themselves as
  they go (because crossing the gate caused them to
  ascend to divine rank 0). Erbin becomes the chief oppo-
  nent to the PCs’ search; he plans to remake the pan-
  theon, and the world, after his own ideas.
  Bridge Across Forever
  Although most members of the campaign’s pantheon
  dwell on another plane, a few live in the campaign
  world. As the player characters approach 20th level,
  these deities appear more frequently in their lives.
  Finally, one of them explains that a thousand years
  ago, something destroyed the bridge from the world
  to the home of the gods. The pantheon, limited by the
  nature of the Material Plane on which they live,
  remain too busy with their divine duties to investigate
  thoroughly. All of them have done some checking
  over a thousand years, but the PCs are clearly
  approaching divine status themselves. If they can
  reverse the destruction, build a new bridge, or dis-
  cover a new path to the gods’ home (and determine
  why the pantheon didn’t find it centuries ago), the
  
  11
  gods will grant them ascension. In truth, Erbin
  destroyed the bridge, and he continually interferes
  with anything the PCs try to do.
  Astral Reward
  In the campaign, deities appear through portals and
  gates. There is no record of where the gates go, but
  everyone assumes they lead to the divine homeland.
  Over the centuries, astral travelers occasionally report
  seeing a great city in the infinite realm of Astral
  Space, but it moves away faster than they can
  approach it. After careers that include great faith in
  and devotion to the campaign pantheon, Erbin comes
  to the player characters and explains that the great
  city in Astral Space is the home of the gods. The gates
  and portals function only for those with divine rank,
  but the characters have proven themselves worthy. If
  they wish to ascend, they must survive travel across
  the Astral Plane as they search for the city. Should
  they find it, the city will recognize them as candidates
  for ascension and will not flee. Once they enter the
  city, their deities will reward them with divine rank.
  Erbin is lying, so clearly the PCs’ arrival in the city
  hurts the divine residents in some way: Perhaps it
  harms a specific deity against whom the beggar god
  seeks revenge.
  Infernal Gate
  The player characters serve as the patron deities of a
  series of small villages (one per village) in the foothills
  of a great mountain range. Noticing the villagers call-
  ing on them much more often than normal, they
  decide to investigate. The PCs discover that someone
  has opened a gate to an infernal plane in the moun-
  tains, and demons (or devils) are stirring up trouble.
  That someone is Erbin, seeking vengeance against
  them for a perceived past wrong.
  Divine Tests
  As emissaries of their gods, the player characters jour-
  ney to Erbin’s divine realm. In his hall, they must face
  challenges and contests while simultaneously remain-
  ing diplomatic. Thor, Loki, and Thialfi faced similar
  challenges once when they visited the giants. The
  giants tricked Loki into trying to out-eat Fire, Thialfi
  into trying to out-race Thought, and Thor into trying to
  drink the oceans —and then into trying to lift Jor-
  mungandr! Erbin tests the PCs similarly.
  Mortal Vengeance
  The player characters receive a request from a more
  powerful deity whose mortal favorites have disap-
  peared, and not even her divine senses can locate them.
  As these mortals soon will be candidates for ascension,
  the deity fears that the pantheon’s foes have stolen
  them. She offers artifacts from her stores as a reward if
  the PCs seek her mortal favorites. Erbin is behind the
  disappearances, of course. The other deity offended the
  beggar god, and he’s taking his revenge through her
  mortal favorites.
  Between a God and a Hard Place
  Erbin is furious with the player characters. When they
  became deities, Odin punished him by giving some of
  his ranks to the newly ascended PCs. Erbin seeks to dis-
  credit them by sending them on missions that, if they
  succeed, will offend or anger Odin—perhaps even
  hasten Ragnarok. He flatters them and tells subtle lies,
  playing on their emotions, and laughs as they tread on
  divine toes.
  No Vacancy
  When the player characters ascend to join their pan-
  theon, they discover all the positions filled. Erbin
  explains they’re welcome to travel, adventure, or just
  relax. They can become servants of another deity if they
  like, and learn about that deity’s duties. He goes on to
  explain that, though they don’t tell mortals, most
  deities get their positions by killing whoever has what
  they want. Mortals think the previous deity “retired” or
  died a heroic death fighting divine foes. As the PCs go
  about their eternal lives, Erbin continues lying to them,
  saying Thor, guardian of the pantheon, despises them.
  The beggar god tries to goad them into fighting Thor in
  the hopes that they’ll weaken the thunder god enough
  that Erbin can finish him off and take his position as
  guardian.
  Conspiracy!
  After the player characters ascend to the heavenly
  realms, they discover the gods are secure in their divine
  ranks and smug about it. All the mortals who ascended
  since the dawn of time have become simple quasi-
  deities (rank 0). As they go about their divine adven-
  tures, various quasi-deities approach them with
  friendly offers to aid them on their adventures or teach
  them about their new powers. Eventually these helpful
  figures reveal they’re part of a conspiracy to “free up”
  
  12
  divine power. One faction within the conspiracy
  already tries to persuade the old deities to surrender
  some of their power to worthy successors, while
  another seeks to free power by killing these venerable
  powers. A third seeks the “real” source of all divine
  power in hopes of increasing the amount available.
  Erbin leads the murderous second faction.
  Divine Agendas
  The player characters adventure in a world with active
  but indifferent divinities. Neither benevolent nor hos-
  tile, they or their avatars are occasionally seen going
  about some mysterious business. After achieving high,
  perhaps even epic, levels, the player characters decide
  to ascend to the divine ranks and show the pantheon
  how to care for their worshippers. To do so, they must
  discover what interests these deities, perhaps try to
  become so indispensable to the efforts of one god that
  he makes them divine as well. Once they manage that,
  they face the consequences of allowing their benevo-
  lent actions to take worshippers from the indifferent
  members of the pantheon. Erbin may be the one god
  with an understandable agenda, or he prove be an
  unwelcome ally, encouraging the PCs and giving them
  information for his own ends.
  Strength in Numbers?
  After achieving high levels, the player characters meet
  their patron deity or the cleric’s deity (not the chief deity
  of the pantheon, if it’s a tight pantheon) and ascend to
  join the divine ranks. Afterward they discover that the
  deities who share their alignments seem unhappy about
  their presence. The god who appeared to them was Erbin
  masquerading as their sponsor. The unhappy pantheon
  explains that each good or neutral deity grows weaker,
  the more of them there are to worship. Although as a
  group they remain just as strong as the evil gods, individ-
  ually they’re weaker and more vulnerable. The PCs now
  face choices of how to rectify the situation.
  Godslayers
  As the player characters achieve middle levels, Erbin
  comes to them. He explains that if they want to join the
  benevolent pantheon, not only will the almost infinite
  forces of the infernal realms seek to prevent it, but to
  reach divinity each PC must kill a deity. As the charac-
  ters continue to adventure, they face Erbin’s opposition
  more frequently, find the opportunity to check the
  truth of his words, and wrestle with the question of
  whether to slay a god.
  Trial by Fire
  The Inner Planes are concentric circles within the
  world. These “inside-out” worlds are arranged with
  Earth closest to the surface, Water next, and Air sepa-
  rating Fire, at the center, from Water. The player char-
  acters adventure within these elemental planes over
  the course of their careers and know the gods call the
  Inner Planes home. When they achieve high level,
  Erbin appears to them and explains that the true
  home of the gods lies within a fifth elemental plane
  inside the Elemental Plane of Fire. If they can survive
  the increasingly intense voyage across the Elemental
  Plane of Fire to the gates of the gods’ realm, they can
  ascend to become gods themselves. Erbin does not,
  himself, know the way to the gates, and follows the
  PCs to see if they discover it.
  ABOUT THE AUTHOR
  Designer for the Wizards of the Coast RPG R&D
  department, Rich Redman started as a customer service
  rep in 1994 and moved to design in 1998. Rich has
  designed products for the Marvel Super Heroes Adventure
  Game, and he cowrote the DARK•MATTER® Arms and
  Equipment Guide, Defenders of the Faith, and the new edi-
  tion of Deities and Demigods. He most recently worked
  on designing the forthcoming Monster Manual II.
  
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