The Gods have stats


Homebrew and House Rules

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Personally, I don't like Alter Reality, because if you remove the material cost for wish and miracle, and allow the "greater effects," then you are right back where you started.

I get why you did it. It does away with the salient divine abilities and at-will domain spell like abilities, which are a pain to look up and add to a statblock. But a system that's that freeform is going to have serious problems resolving conflicts.

Iomedae: "I use alter reality to produce a miracle for greater effects to cause 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic."

Urgathoa: "I use alter reality to undo what she just did."

Repeat until they run out of mythic power or get bored.

I guess you could boil it down to an opposed Charisma check or something, but still...


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Thelemic_Noun wrote:

Personally, I don't like Alter Reality, because if you remove the material cost for wish and miracle, and allow the "greater effects," then you are right back where you started.

I get why you did it. It does away with the salient divine abilities and at-will domain spell like abilities, which are a pain to look up and add to a statblock. But a system that's that freeform is going to have serious problems resolving conflicts.

Iomedae: "I use alter reality to produce a miracle for greater effects to cause 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic."

Urgathoa: "I use alter reality to undo what she just did."

Repeat until they run out of mythic power or get bored.

I guess you could boil it down to an opposed Charisma check or something, but still...

Well, let me ask you this. What stops you, as a cleric, from casting a miracle for greater effects and asking for 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic?


Kain Darkwind wrote:
Thelemic_Noun wrote:

Personally, I don't like Alter Reality, because if you remove the material cost for wish and miracle, and allow the "greater effects," then you are right back where you started.

I get why you did it. It does away with the salient divine abilities and at-will domain spell like abilities, which are a pain to look up and add to a statblock. But a system that's that freeform is going to have serious problems resolving conflicts.

Iomedae: "I use alter reality to produce a miracle for greater effects to cause 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic."

Urgathoa: "I use alter reality to undo what she just did."

Repeat until they run out of mythic power or get bored.

I guess you could boil it down to an opposed Charisma check or something, but still...

Well, let me ask you this. What stops you, as a cleric, from casting a miracle for greater effects and asking for 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic?

Your god/goddess not wanting to start a god-war, probably.

...or DM fiat. *s%*&-eating grin*


Uh huh. So if the god won't allow you to miracle 1 billion points of damage...and the god is the one using the ability...

Alternate, $#it eating grin answer, if the DM fiats the miracle not being that powerful...and the DM runs the god using this ability that can duplicate 9th level spells or similar effects related to their portfolio...

I mean, bottom line, if this logically applied against alter reality, it would also apply against miracle and 25k gp.


Kain Darkwind wrote:
Thelemic_Noun wrote:

Personally, I don't like Alter Reality, because if you remove the material cost for wish and miracle, and allow the "greater effects," then you are right back where you started.

I get why you did it. It does away with the salient divine abilities and at-will domain spell like abilities, which are a pain to look up and add to a statblock. But a system that's that freeform is going to have serious problems resolving conflicts.

Iomedae: "I use alter reality to produce a miracle for greater effects to cause 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic."

Urgathoa: "I use alter reality to undo what she just did."

Repeat until they run out of mythic power or get bored.

I guess you could boil it down to an opposed Charisma check or something, but still...

Well, let me ask you this. What stops you, as a cleric, from casting a miracle for greater effects and asking for 1 billion points of holy damage to all evil mortal creatures on every plane that bypasses regeneration and antimagic?

Rule 0, which requires DM adjudication.

That was an obviously silly example, though.

Point being, I like your ideas. Lots of people will probably prefer to use your rules, especially since they are way less cumbersome than 3.0 D&D. I particularly like the way you handled initiative, since I also thought that the best way to represent the overwhelming power of a god without breaking the game was to grant it greater action economy instead of simply adding bonuses until dice rolls become moot.

As a supplement to these rules, I'll post a variation on the theme, once I dig it up.


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LazarX wrote:
Ultimately what are the purpose of stats? To adjudicate die rolling confrontations between player avatars and npc/monster avatars. Unless you're going to have die rolling confrontations with the gods, there's no point for stats.

That's by no means the only point of stats.

They answer a fundamental question: "what is possible?"

Even if a die is never rolled, even if nothing is ever killed, having the range limit, within the game system (if any) is a viable reason to have stats.

What would a god be afraid of? Why?
What would a god do in any given situation? Why choose that method?
How would a god (in this place) handle the idea <X>? Why?

I mentioned above that having an internally consistent set of rules is a strong story-telling element. If you have an internally consistent rule set, the story will (generally) be consistent and will (generally) make sense; this holds true even if those participating in the story do not know of the rules element in place. By setting the terms and definitions, you can create an internally coherent system by which things will naturally follow from one element to the next.

If you do not, it may very well be inconsistent - and, in fact, often is -, which can break verisimilitude or immersion very easily. In fact, it does for many. It's a mistake that's easy to make because even though the GM is in control of the world, they aren't in control of what the player latches onto, or what their brain files away as "important details".

This happens in novels (and especially series of novels) all the time. It causes fans to become frustrated because it doesn't make sense within continuity as-established. The story isn't ruined, but the experience is certainly harmed.

Just like within those novels, when a GM (instead of an author) makes an inconsistent background decision or gives a piece of incongruit information, the players can be quickly taken out.

Have stats for one element of the game - deities - can smooth over those rough edges.

Of course you could say, "But this is about adventure, not gods interfering!" which is totally fine... for a limited section of players and GMs. Similarly, having stats is totally fine for a limited section of players and GMs.

Having stats doesn't limit GMs unless they want it to. Not having stats leaves GMs trying to come up with something and mostly hoping they remember it so that they can be consistent later. Most of the time it works out because players never know and never need to know. Sometimes it doesn't.

Of course, sometimes it's not about the players. Sometimes it's about the GMs and their ability to immerse themselves into a self-consistent world.

Stats serve many, many purposes. Their ultimate purpose (in a game like table top RPGs) is to generate logical (or at least internally consistent) narrative potential, one way or the other.

Otherwise you'd have GMs saying the same thing about Colossal Red Dragons as you do about gods, or have them being taken down by level 1 rubes... which is totally fine, for certain games, but certainly doesn't work well for others.


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As I mentioned, I found the original Bahamut build to be a little too weak for what I wanted him to be able to do. I revised him upwards with 10HD. Iblis, though not a god, was the primary reasoning...I thought that the original Bahamut had a difficult time even putting up a fight against him, which didn't sit well with me.

Revised Bahamaut:
Bahamut (CR 43)
LG Colossal dragon (air, good, lawful)
Domains Air, Good, Law, Nobility, Protection, Scalykind
Init +38; Senses blindsense 600 ft., darkvision, improved low-light; Perception +63
Aura frightful presence (4500 ft., DC 47)
Languages Aquan, Auran, Avian, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Terran
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AC 78, touch 20, flat-footed 74, combat 104
(+14 deflection, +4 Dex, +58 natural, –8 size)
hp 2852 (46d12 + 2300); DR 40/epic and evil
Immune cold, electricity, fear, paralysis, sleep; SR 51
Defenses immortality, mythic guardian, unstoppable
Fort +47, Ref +36, Will +48; Iron Will
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Speed 180 ft., fly 750 ft. (average), swim 180 ft.
Melee bite +69 (8d6 + 42 /19–20/x3 and cripple (DC 56)) and
2 claws +69 (4d8 + 31 /19–20 and cripple (DC 56)) and
2 wings +67 (4d6 + 20 /19– 20 and cripple (DC 56)) and
tail +67 (4d8 + 42 /19–20 and cripple (DC 56))
Melee Mythic vital bite +69 (32d6 + 168 /19-20/x3 and cripple (DC 56))
Melee Mythic power vital bite +57 (32d6 + 372 /19-20/x3 and cripple (DC 56))
Melee Sweeping mythic power bite +57 (8d6 + 93 /19-20/x3 and cripple (DC 56))
Space 30 ft.; Reach 60 ft.
Base Atk +46; Combat +76
Attack Options crippling critical (DC 56), mythic power attack (-12, +36), mythic vital strike, stunning assault (DC 56)
Special Actions alter reality, breath weapon (280-ft. cone, DC 65, 30d10 cold and disintegrate), crush (DC 48, 8d6 + 42), mythic (15/day, 2d12), tail sweep (DC 48, 4d6 + 42)
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Spell-Like Abilities (Caster level 36th, Concentration +50)
Constant - greater magic fang
At will - chain lightning (DC 30), control winds, dictum (DC 31), geas/quest (DC 30), greater teleport, hold monster (DC 30), holy word (DC 31), plane shift, repulsion (DC 31), shield other
3/day - greater create demiplane, holy aura (DC 32), shield of law (DC 32), storm of vengeance (DC 33), whirlwind (DC 32), winds of vengeance (DC 33)

Spells Known (Caster level 40th, Concentration +54)
(WIP)
12th (2/day)
11th (2/day)
10th (3/day)
9th (8/day) - mass heal, meteor swarm (DC 33), miracle
8th (8/day) - polar ray, polymorph any object (DC 32), power word stun
7th (8/day) - control weather, greater restoration, resurrection
6th (9/day) - greater dispel magic, heal, heroes' feast
5th (9/day) - baleful polymorph (DC 29), breath of life, feeblemind (DC 29), true seeing
4th (9/day) - divine power, restoration, spell immunity, stoneskin
3rd (9/day) - create food and water, dispel magic, fireball, haste, major image
2nd (10/day) - aid, calm emotions (DC 26), lesser restoration, resist energy, silence
1st (10/day) - alarm, divine favor, mage armor, magic missile, shield
0 (at will) - detect magic, guidance, light, mage hand, mending, prestidigitation, spark, stabilize
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Abilities Str 55, Dex 18, Con 41, Int 38, Wis 39, Cha 38
SQ augmented criticals, change shape, divinity, mythic
Feats Ability Focus (breath weapon), Combat Reflexes, Crippling Critical, Critical Focus, Dazing Spell, Empower Spell, Extend Spell, Fly-by Attack, Greater Vital Strike, Heighten Spell, Hover, Improved Initiative, Improved Vital Strike, Iron Will, Lingering Spell, Multiattack, Power Attack, Quicken Spell, Snatch, Stunning Assault, Toughness, Vital Strike, Widen Spell, Wingover
Mythic Feats Mythic Ability Focus (breath weapon), Mythic Combat Reflexes, Mythic Iron Will, Mythic Improved Initiative, Mythic Power Attack, Mythic Toughness, Mythic Vital Strike
Skillls Acrobatics +25, Appraise +63, Athletics +53 (+61 swim), Bluff +63, Diplomacy +63, Disguise +63, Fly +53, Handle Animal +63, Heal +63, Intimidate +63, Knowledge (arcana) +63, Knowledge (geography) +63, Knowledge (history) +63, Knowledge (local) +63, Knowledge (nature) +63, Knowledge (nobility) +63, Knowledge (planes) +63, Knowledge (religion) +63, Perception +63, Sense Motive +63, Spellcraft +63
Treasure Lots
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Alter Reality (Su) As a full round action, Bahamut can alter reality by spending a use of mythic power. This is similar to a wish or miracle, except that it can duplicate 9th level spell effects or lower from any class. Bahamut can only use this ability to produce effects in line with his portfolio. Within his realm, this is a standard action, and the restrictions on what constitutes an effect in line with his portfolio are relaxed within reason.

Breath Weapon Those who fail a Fortitude save (DC 65) against Bahamut's breath weapon take 90d6 disintegration damage and 1d6 Constitution damage. A successful save reduces this to 5d8 damage and 1 Constitution damage. Bahamut can choose whether or not to use his disintegration power with his breath weapon.

Divinity Bahamut's divine shield can withstand 460 points of damage. Bahamut acts on his initiative and his initiative -5. Bahamut is considered a MR 15 monster for the purpose of his hit points and any tier based abilities he activates.

Against non-divine threats, Bahamut rolls 2d20 and takes the best on all saves. He does not fail on a natural 1. Within 5 miles, Bahamut takes no distance penalty on any skill checks. In addition, any distance based penalties are at -1 per 5 miles, not per 10 ft. If slain by a non-divine opponent, Bahamut returns to life in his realm immediately. If slain by a divine opponent (or by a non-divine opponent twice in the same day), he returns to life within 24 hours. Only special circumstances can arrange the true death of him.

Divine Spellcasting Bahamut gains additional spell slots above his maximum based off of his Charisma score. His spellbooks contain nearly every cleric, paladin and wizard spell in the multiverse. He has no cap when casting spells off divine spell lists, limited only by his caster level.

Mythic Archmage The DC to identify Bahamut's spells, recognize them as they are being cast, or dispel them is increased by 15.
He can expend a use of mythic power to utilize any particular metamagic he knows freely for 10 rounds. He can expend a use of mythic power to increase the damage of his spells by 50%, double the duration, increase the DC by 4 and ignore spell resistance on a single spell. Non-mythic targets have to roll twice and take the lowest on any saves against his spells. If his spell resistance protects him from a spell, he regains a use of mythic power.

Mythic Champion Bahamut can move up to his speed and still make a full attack. He can use a full attack action to strike every single creature within reach. He expend a use of mythic power to make a touch attack against spell effects, whether on a creature or not. If successful, they are affected by greater dispel magic (Caster level 30th.) He can combine this with an actual melee attack, but must hit the regular AC instead.

Mythic Guardian Bahamut takes half damage from non-mythic creatures. A critical hit restores one use of his mythic power and provokes an attack of opportunity that can be used to perform a combat maneuver.

Tiamat:
Tiamat (CR 43)
LE Colossal dragon (evil, lawful)
Domains Destruction, Evil, Law, Scalykind, Trickery, War
Init +38; Senses blindsense 600 ft., darkvision, improved low-light; Perception +68
Aura frightful presence (4500 ft., DC 46)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Infernal, Terran
_____________________________________________________________

AC 77, touch 20, flat-footed 73, combat 111
(+14 deflection, +4 Dex, +57 natural, –8 size)
hp 2745 (45d12 + 2205); DR 40/epic and good
Immune cold, electricity, fear, paralysis, sleep; SR 54
Defenses divinity, mythic guardian, unstoppable
Fort +47, Ref +37, Will +45; Great Fortitude, Iron Will, Lightning Reflexes
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Speed 180 ft., fly 750 ft. (average), swim 180 ft.
Melee 5 bites +66 (8d6 + 35 and grab) and
2 wings +64 (4d6 + 15) and
sting +64 (4d8 + 35 and poison)
Melee 5 power attack bite +54 (8d6 + 71) and
2 power attack wings +52 (4d6 + 27) and
sting +52 (4d8 + 71 and poison)
Space 30 ft.; Reach 60 ft.
Base Atk +45; Combat +73
Attack Options cleave, mythic power attack (-12, +36), stunning assault (DC 55)
Special Actions alter reality, breath weapons (see below), crush (DC 46, 8d6 + 35), fast swallow whole (4d6 + 25 bludgeoning, 10d6 energy, AC 38, 274 hp), mythic (15/day, 2d12), tail sweep (DC 46, 4d6 + 35)
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Spell-Like Abilities (Caster level 36th, Concentration +50)
Constant - greater magic fang
At will - blade barrier (DC 30), blasphemy (DC 31), dictum (DC 31), geas/quest (DC 30), greater teleport, hold monster (DC 30), plane shift
3/day - earthquake (DC 32), disintegrate (DC 31), implosion (DC 33), power word blind, power word kill, power word stun, shield of law (DC 32), unholy aura (DC 32)

Spells Known (Caster level 40th, Concentration +54)
(WIP)
12th (2/day)
11th (2/day)
10th (3/day)
9th (8/day) - dominate monster (DC 33), energy drain, miracle
8th (8/day) - dimensional lock, polymorph any object (DC 32), power word stun
7th (8/day) - control weather, greater scrying (DC 31), prismatic spray (DC 31)
6th (9/day) - greater dispel magic, harm (DC 30), wall of iron
5th (9/day) - baleful polymorph (DC 29), cloudkill (DC 29), feeblemind (DC 29), true seeing
4th (9/day) - charm monster (DC 28), divine power, spell immunity, stoneskin
3rd (9/day) - animate dead, bestow curse (DC 27), dispel magic, major image (DC 27), vampiric touch
2nd (10/day) - bear's endurance, bull's strength, fox's cunning, resist energy, silence
1st (10/day) - alarm, divine favor, mage armor, magic missile, shield
0 (at will) - arcane mark, detect magic, ghost sound (DC 24), mage hand, open/close, prestidigitation, spark
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Abilities Str 51, Dex 18, Con 39, Int 34, Wis 35, Cha 38
SQ change shape, divinity, mythic
Feats Ability Focus (poison), Cleave, Dazing Spell, Empower Spell, Extend Spell, Fly-by Attack, Heighten Spell, Hover, Lingering Spell, Multiattack, Quicken Spell, Snatch, Stunning Assault, Widen Spell, Wingover
Mythic Feats Ability Focus (breath weapon), Combat Reflexes, Great Fortitude, Iron Will, Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skillls Appraise +61, Athletics +69 (+77 swim), Bluff +62, Diplomacy +62, Disguise +62, Fly +52, Intimidate +62, Knowledge (arcana) +60, Knowledge (geography) +60, Knowledge (history) +60, Knowledge (local) +60, Knowledge (nature) +60, Knowledge (nobility) +60, Knowledge (planes) +60, Knowledge (religion) +60, Perception +68, Sense Motive +60, Spellcraft +60
Treasure Lots
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Alter Reality (Su) As a full round action, Tiamat can alter reality by spending a use of mythic power. This is similar to a wish or miracle, except that it can duplicate 9th level spell effects or lower from any class. Tiamat can only use this ability to produce effects in line with her portfolio. Within her realm, this is a standard action, and the restrictions on what constitutes an effect in line with her portfolio are relaxed within reason.

Breath Weapon Tiamat possesses five different breath weapons. Each has its own recharge time. A Reflex save (DC 63) is allowed for half damage. A Fortitude save (DC 63) negates the special effect.

Red 280 ft. cone; 30d10 fire damage and immolate. Those failing their saves take half damage on the following round.
Blue 560 ft. line; 30d8 electricity damage and stagger. Those failing their saves are staggered for 1d6+1 rounds.
Green 280 ft. cone; 30d8 acid damage and suffocation. Those failing their saves begin to suffocate.
Black 560 ft. line; 30d6 acid damage and burn. Those failing their saves continue taking damage until they save or wash the acid off.
White 280 ft. cone; 30d6 cold damage and freeze. Those failing their saves are unable to move from their position for 1 minute. Suffering 30 points of fire damage removes this condition.

Divinity Tiamat's divine shield can withstand 450 points of damage. Tiamat acts on her initiative and her initiative -5. Tiamat is considered a MR 15 monster for the purpose of her hit points and any tier based abilities she activates.

Against non-divine threats, Tiamat rolls 2d20 and takes the best on all saves. She does not fail on a natural 1. Within 5 miles, Tiamat takes no distance penalty on any skill checks. In addition, any distance based penalties are at -1 per 5 miles, not per 10 ft. If slain by a non-divine opponent, Tiamat returns to life in her realm immediately. If slain by a divine opponent (or by a non-divine opponent twice in the same day), she returns to life within 24 hours. Only special circumstances can arrange the true death of her.

Divine Spellcasting Tiamat gains additional spell slots above his maximum based off of her Charisma score. Her spellbooks contain nearly every cleric and wizard spell in the multiverse. She has no cap when casting spells off divine spell lists, limited only by her caster level.

Fast Swallow Whole A creature swallowed by Tiamat takes 10d6 energy damage, the type varies depending on which head did the swallowing. A creature swallowed by a head must save against the appropriate breath weapon when it is utilized, at a -4 penalty.

Mythic Archmage The DC to identify Tiamat's spells, recognize them as they are being cast, or dispel them is increased by 15.
She can expend a use of mythic power to utilize any particular metamagic she knows freely for 10 rounds. She can expend a use of mythic power to increase the damage of her spells by 50%, double the duration, increase the DC by 4 and ignore spell resistance on a single spell. Non-mythic targets have to roll twice and take the lowest on any saves against her spells. If her spell resistance protects her from a spell, she regains a use of mythic power.

Multiheaded Each of Tiamat's heads can use a standard action to breathe, bite or cast a spell or spell like ability on her turn, assuming its breath weapon is ready. If she makes a full attack, only the heads that have not used their breath weapon on this round can make bite attacks. At will spell-like abilities can only be used once per round.

Poison (Ex) Sting - injury; save Fort DC 48; frequency 1/round, no maximum limit; effect 2d6 Con; cure 6 consecutive saves.

Iblis:

Iblis (CR 40 / MR 10)
Male advanced giant mythic solar fighter 20
XP 819,200
LE Huge outsider (angel, evil)
Init +35/+25; Senses darkvision, low-light vision, detect good, detect snares and pits, true seeing; Perception +61
Aura protective aura
Languages Celestial, Draconic, Infernal; truespeech
_____________________________________________________________

AC 81, touch 33, flat-footed 70, combat 101
(+14 armor, +14 deflection, +11 Dex, +34 natural, –2 size)
hp 2058 (42d10 + 1638); regen 20 (good artifacts and spells); DR 30/epic and good
Immune acid, cold, fear, fire, petrification
Resist electricity 20, sonic 30*; SR 51
Defense fearsome prowess (DC 34), indomitable
Fort +46, Ref +26, Will +34 (+4 vs poison and good); mythic saves (3/day reroll)
_____________________________________________________________

Speed 50 ft., fly 150 ft. (evil)
Melee 4 falchions +72 (4d6 + 40 plus 4d6 fire /15-20/x3 and 5d10 fire plus vorpal) and
6 wings +64 (3d6 + 12)
Melee slam +64 (3d8 + 22) and
6 wings +64 (3d6 + 22)
Ranged 4 angel bows +57 (3d6 + 28 plus 3d6 fire and slaying DC 45 /x3 plus 4d10 fire) (1300 ft. range increment, no max range)
Space 15 ft.; Reach 15 ft.
Base Atk +42; Combat +66
Attack Options brutal maneuver, cleave, combat expertise (-11, +11), deadly aim (-11, +22), power attack (-11, +33), rapid shot, stunning assault (-5, DC 52)
Special Actions blowback (100 ft.), fleet warrior, hellfire, mythic (10/day), quicken spell-like ability (6/day), relentless (22/day), skilled combat (+20), surge (10/day, 1d12)
_____________________________________________________________

Spell-Like Abilities (Caster level 32nd, Concentration +46)
Constant – detect good, detect snares and pits, discern lies (DC 38), fire shield, true seeing
At will – aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, imprisonment (DC 43), invisibility, lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster IX, speak with dead (DC 37), unholy blight (DC 38), waves of fatigue
3/day – blade barrier (DC 40), earthquake (DC 42), heal, mass charm monster (DC 42), permanency, resurrection, waves of exhaustion
1/day – greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 41), wish

Spells Prepared (Caster level 32nd, Concentration +45)
9th (6/day) – etherealness implosion x2 (DC 32), miracle x2, storm of vengeance (DC 32)
8th (6/day) – fire storm x3 (DC 31), mass inflict critical wounds (DC 31), unholy aura (x2) (DC 31)
7th (6/day) – blasphemy (DC 30), [i]destruction x2 (DC 30), dictum (DC 30), ethereal jaunt, regenerate
6th (6/day) – banishment x2 (DC 29), harm (DC 29) x3, word of recall
5th (7/day) – break enchantment, breath of life, dispel good (DC 28), plane shift x2 (DC 28), righteous might, symbol of sleep (DC 28)
4th (8/day) – cure critical wounds, death ward, dismissal (DC 27) x3, divine power x3
3rd (8/day) – cure serious wounds, invisibility purge x2, magic circle against chaos, prayer, protection from energy x2, wind wall
2nd (8/day) – bear's endurance x2, bull's strength x2, desecrate, eagle's splendor x2, owl's wisdom
1st (9/day) – divine favor x3, entropic shield x3
0 (at will) – create water, detect magic, light, mending, purify food and drink, stabilize, virtue
_____________________________________________________________

Abilities Str 50, Dex 32, Con 48, Int 34, Wis 36, Cha 38
SQ armor mastery, armor training 4, change shape (alter self), size matters not, the harder they fall, weapon mastery (falchion), weapon training (+4 heavy blades, +3 bows, +2 natural, +1 hammers)
Feats Blinding Critical, Cleave, Combat Expertise, Combat Reflexes, Crippling Critical, Deadly Aim, Far Shot, Improved Disarm, Improved Sunder, Point Blank Shot, Power Attack, Quicken Spell-like Ability x2, Rapid Shot, Sickening Critical, Staggering Critical, Stunning Assault, Tiring Critical, Toughness
Mythic Feats Critical Focus, Critical Mastery, Great Fortitude, Iron Will, Lightning Reflexes
Skills Acrobatics +57, Athletics +43, Craft (armor) +40, Craft (weapons) +40, Diplomacy +44, Fly +62, Intimidate +64, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (nature) +59, Knowledge (planes) +59, Knowledge (religion) +59, Perception +61, Sense Motive +61, Spellcraft +59, Stealth +43, Survival +59, Use Magic Device +56
Treasure triple standard (Falchion of Gian ben Gian, angelic longbow, solar plate, +5 dancing holy greatsword, other treasure)
_____________________________________________________________

Brutal Maneuver Once per round, if Iblis's successful melee attack roll exceeds his opponent's CMD+5, he can add the effects of any combat maneuver for which he has the Improved feat. (Typically Sunder)

Hellfire (Su) Any fire damage dealt by Iblis is half unholy damage and ignores resistance. In addition, the damage cannot be healed except in a consecrated area. Any time a creature takes fire damage from Iblis, they must make a Reflex save (DC 50) or catch on fire.

Relentless As a full round action, Iblis may convert all hit point damage into nonlethal damage.

Skilled Combat Once per minute, Iblis can add +20 to a combat maneuver check or to his CMD when an opponent attempt a maneuver against him as an immediate action.

Slaying Arrow (Su) Iblis's bow creates a greater slaying arrow of his choice when drawn. The DC is Charisma-based.

Fearsome Prowess Intelligent combatants who have seen Iblis fight for more than two rounds must make a Will save. (DC 34) Those who fail and possess a CR of 37 or less refuse to engage him in melee unless magically compelled. Those who fail and have a CR equal to 20 or less throw down their arms and join his service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect.

Indomitable Iblis may reroll a failed Will save every round to break free of an ongoing effect. He can do this up to twenty rounds per effect.

Size Matters Not Iblis can wield Large through Gargantuan weapons with no penalty.

The Harder They Fall Iblis can attempt combat maneuvers regardless of the size of his foe.

Possessions Iblis' solar plate is greatly scarred, but patched with obsidian and magma. Anyone wearing it suffers 5d6 fire damage per round. He still wields his bow, a +5 flaming burst composite angelic longbow of distance. His most deadly weapon is the Falchion of Gian ben Gian. The weapon is a Gargantuan +6 keen vorpal falchion of flaming burst, crafted from blood iron. It belonged to the div king Gian ben Gian, and was taken as a trophy when Iblis slew him, before the Great Fall. Iblis also possesses a +5 dancing holy greatsword, his original angelic weapon, though he rarely employs it.


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So I dug up the latest version of an alternate ruleset for deities.

Unlike Kains, this one requires you use the mythic rules, and won't work without them. It also requires a great deal more bookkeeping and preparation. However, if you don't want to use the gestalt rules, or are just a stickler for detail, you might consider these templates, whether together with Kain's rules or not.

I'm developing a system for divine realms based off of the Kingdom Building subsystem in Ultimate Campaign, but it's not ready yet.

Nascent Deity:

Nascent deity is an acquired template that can be added to any creature with an Intelligence score, at least 20 Hit Dice, and 10 mythic tiers or mythic ranks (referred to hereafter as the base creature).
Type: If the base creature is not an outsider, construct, or undead, its type changes to outsider and it gains the augmented subtype. If it is native to the Material Plane, it gains the native subtype. Recalculate saving throws, base attack bonus, or skill ranks from racial hit dice as appropriate. Dragons retain their superior saving throws and hit dice.
Hit Dice: A nascent deity receives maximum hit points for each hit die. It also gains 10 additional hit points per Hit Die.
Ability Scores: Any ability scores below 22 are raised to 22. The base creature then gains a +4 bonus to three ability scores and a +6 bonus to a fourth ability score. The nascent deity then gains a +5 inherent bonus to all ability scores; this does not stack with any existing inherent bonuses.
Spell Resistance: The base creature’s spell resistance increases to its Hit Dice +24, unless it already possesses higher spell resistance. If it does not have spell resistance, it gains spell resistance equal to its Hit Dice + 24.
Energy Resistance: The base creature gains resistance 30 to acid, cold, and electricity, and fire and sonic resistance 15. If it already has resistance to any of those elements, the resistance stacks. It takes half damage from non-mythic sources of energy damage.
DR: The nascent deity gains DR 15/epic, or increases the base creature’s existing damage reduction to 15 (if it is less than 15), and adds epic to the list of qualities needed to overcome its damage reduction. If the base creature already has DR/epic of 15 or above or DR/–, this damage reduction increases by 10, to a minimum of 15.
Special Qualities: The base creature gains the hard to kill, mythic saving throws, unstoppable, immortal, numinous grace, persistent magic, and divine immunities special qualities.
Special Abilities: The base creature gains the amazing initiative, force of will, recuperation, and legendary hero abilities, as well as the numinous arcana ability and one or more manifest divine abilities. The caster level for any ability is 25th or the nascent deity’s Hit Dice, whichever is higher.
Persistent Magic (Ex): The nascent deity’s spells, spell-like and supernatural abilities, and any magic items they carry or wear, are not subject to being dispelled by mortal magic or suppressed by antimagic. Only disjunction from a mythic or similarly powerful source can interfere, and even then the caster has only a 1% chance per caster level to affect the nascent deity’s spells, spell-like abilities, supernatural abilities, or magic items. If the percent die is successful, the caster must still make a successful dispel check (DC 11 + caster level) to end an effect.
Numinous Grace (Su): The nascent deity adds their highest mental ability modifier as a racial bonus on all saving throws and as a deflection bonus to Armor Class.
Amazing Initiative (Ex): As the base mythic ability. The nascent deity can cast a spell, activate a magic item, or use a spell-like or supernatural ability using the bonus standard action.
Recuperation (Ex): As the base mythic ability. Spending 1 mythic power and resting for 1 hour restores all lost hit points rather than half, as well as granting the benefit of greater restoration, heal, and regenerate. If the nascent deity is undead or a construct, they still gain the benefits of these abilities; however they use negative energy or transmutation magic to achieve the same effect.
Mythic Saving Throws (Ex): As the base mythic ability. It also applies to effects from mythic sources.
Unstoppable (Ex): As the base mythic ability. When used, it removes any and all of the listed conditions from mythic and non-mythic sources. If no conditions resulted from a mythic source, no mythic power is expended.
Immortal (Su): As the base mythic ability. The base creature gains the improved version of the ability available to creatures of 10th tier. Only major artifacts whose description mentions deicide can bypass the ability.
Font of Magnificence (Ex): As the base mythic ability. The nascent deity regains all uses of mythic power after 1 hour of rest.
Force of Will (Ex): As the base mythic ability. The nascent deity can use this power on rolls made by mythic creatures (but not nascent deities or similar divine beings).
Numinous Arcana (Ex): The nascent deity gains an additional 0 spells per day of every spell level for which it would be entitled to at least 1 bonus spell per day due to its ability modifiers, allowing the nascent deity to access these spell levels and fill these bonus slots with normal spells, spells modified by metamagic feats, or even special spells only available to a caster of deific ability. Any spell cast by the nascent deity can be cast as the mythic version, as if they knew it via Mythic Spell Lore. Mythic spells it already knows through path abilities or mythic feats now cost one less mythic power to cast (meaning the unaugmented mythic versions are free). If it has the Enhance Magic Items path ability, this power also affects spells it casts from magic items.
Divine Immunities (Ex): The base creature gains the following mythic path abilities: Bloodline Immunity (if a sorcerer), Domain Immunity (to the nascent deity’s Divine Source granted domains), Fearless, Longevity, Mythic Sustenance, Pure Body, Pure Destiny, Pure Senses, Servant of Balance, Sleepless, and Unchanging. It is immune to energy drain, charms, ability damage and drain, ability penalties, fatigue, exhaustion, and death effects from non-mythic sources. Effects that inflict negative levels inflict half the normal amount, rounded down. Effects from sources other than divine beings that would kill it outright instead deal 10 points of damage per caster level or Hit Dice of the originator. It is immune to extreme heat or cold, as if from endure elements, and is immune to hostile planar traits and mundane environments as per planar adaptation and planetary adaptation.
Divine Source (Su/Sp): As the universal path ability. The nascent deity gains it as if it had taken it three times. It can use each spell granted by its domains and subdomains as a spell-like ability once per day per point of bonus in their highest mental attribute, or at will if it is 3rd level or lower. Saving throw DCs, attack roll bonuses for effects such as mage’s sword, etc., are keyed off that attribute. Unlike other spell-like abilities, the nascent deity must provide any expensive material components (but not foci) itself (but see wellspring, below). It gains the granted powers of its domains and subdomains as if it were a cleric of a level equal to its Hit Dice or its cleric level + 10, whichever is highest. Any preexisting Divine Source mythic path abilities can be exchanged for any other path abilities from its mythic path or the universal path abilities.
Wellspring (Su): Deities produce a form of supernal energy beyond even the greatest spellcasters, measured in numina. Numina have no physical representation, any more than XP do. A nascent deity generates 1,000 numina each day. It can store a maximum of 10,000 numina per Hit Die.
When casting a spell or using a divine source spell-like ability with an expensive material component, or crafting a magic item, the deity can choose to expend a number of numina equal to the gold piece value of the component or the gold piece cost of the item’s construction in lieu of providing the actual materials or supplies. It must have enough numina to pay the entire cost, and cannot split the cost between gold and numina.
When a proper sacrifice is made by a priest of the deity, the deity gains numina equal to the gold piece value of the offerings sacrificed (typically 1 numina per priest per week).
Divine Sight (Su): The nascent deity gains continuous true seeing out to the limit of its line of sight. It also immediately discovers the alignment of any creature it can see, as if by continuous see alignment effects for all 9 alignments. The nascent deity can also see through solid objects within 60 feet as if by a ring of x-ray vision, though this power is not fatiguing. Divine sight automatically pierces all nonmythic abjurations, illusions, and transmutation effects, and can pierce mythic or divine effects via an opposed caster level check. The nascent deity adds its Wisdom modifier to this check.
Unbound by Destiny (Su): The nascent deity does not count a natural 1 on an attack roll or saving throw as an automatic failure. If it possesses the Always a Chance mythic ability, it can reroll any natural 1s on any attack, save, or check and use the other result instead. If the result of the reroll is also a natural 1, it can continue rerolling until it rolls a 2 or above.
Omniglot (Su): The nascent deity can converse with any intelligent creature, as if using tongues. It can also read, write, and understand any writing, as if by comprehend languages and read magic. At its choice, it can write using a divine language that all literate creatures can read, as if each possessed comprehend languages when viewing the writing. The creature’s ability to understand the message behind the words is limited by their intelligence, as normal.
Manifest Divine Powers (Su):
The nascent deity gains one ability from the following list. Any spell effect referenced by name can be cast as the mythic version and at any level of augmentation, at the nascent deity’s option. It can also modify the spell effect as if by any number of applicable metamagic feats from the following list (including multiple applications of a single feat, if allowed by the feat description): Empower Spell, Enlarge Spell, Extend Spell, Intensified Spell, Reach Spell, and Widen Spell. Mythic spell effects and augmented mythic spell effects from manifest divine powers do not cost mythic power. The nascent deity cannot create an effect that would cost more than 30 uses of mythic power in a single action. Unless otherwise indicated, all aspects of manifest divine powers are supernatural abilities usable at will with an effective caster level of 25th or the nascent deity’s Hit Dice, whichever is greater.

Lesser Deity:

Lesser deity is an acquired template that can be applied to any creature with the demigod template.

Ability Scores: The lesser deity increases all ability scores by 4. Any ability score below 28 is raised to 28.

Special Abilities: The lesser deity can choose an additional ability from the menu of manifest divine powers for the demigod template, and its manifest divine powers increase their minimum effective caster level from 25th to 30th. They also gain the worldshaping, skyshaping, divine intervention, bilocation, material raiment, discorporate, supernal knowledge, visitation, divine punishment, and aspect of reality special abilities. The caster level for these abilities is 30th or the lesser deity’s Hit Dice, whichever is greater.

Bonus Mythic Abilities: The lesser deity gains 1 bonus mythic path ability from any mythic path, and 2 bonus mythic feats.

Improved Deific Surge (Su): When using their mythic surge ability, the lesser deity may roll their surge die twice and use the higher result. This stacks with the Lucky Surge feat.

Wellspring (Su): A lesser deity’s wellspring ability generates 250 numina per Hit Die per day, and can store up to 25,000 numina per Hit Die at once. Numina invested in its divine realm do not count against this maximum.

Aspect of Reality: The lesser deity’s Divine Source spell-like abilities become usable at will. They do not provoke attacks of opportunity from non-mythic characters and automatically bypass spell resistance from non-mythic sources. The minimum caster level for these abilities increases to 30th. The lesser deity can choose to cast a divine source spell-like ability as a free action once per round, even when it is not its turn.

Worldshaping (Su): The lesser deity alters an area of land as the mythic move earth spell, but can also affect and shape stone and minerals in the area and form broken or difficult terrain. It can interconvert any portion of the area between sand, stone (or similar nonprecious minerals such as volcanic glass), dirt, and mud, alter any water in the area of the effect as if by control water, and can use the raise water version even if there is no existing water. The lesser deity can also alter the climate and foliage in the area as if by the terraform spell. Any saving throw DCs are based on the lesser deity’s highest mental ability score modifier at the time the effect manifests and includes a +4 racial bonus. All effects of the lesser deity’s worldshaping ability are instantaneous. The area changed per round increases by a factor of 5 on a divinely morphic plane.

Skyshaping (Su): The lesser deity can continuously change the environment around it, as control weather with a 5-mile radius. The lesser deity can change the weather to that of any season, and the effects manifest 1 round thereafter. If the lesser deity creates stormy weather, it can call down a thunderbolt as a swift action. This thunderbolt can appear at any location within the radius, even if there is no line of sight or effect to that point. The thunderbolt is a cylinder with a 15-foot radius, 500 feet high. Creatures within the area take 30d12 points of electricity and sonic damage and are blinded and deafened for 1 minute. On a successful Fortitude save, a creature is instead dazzled and deafened for 1 round. The save DC is based on the lesser deity’s highest mental ability score modifier at the time the bolt manifests, and includes a +4 racial bonus.

Divine Intervention (Su): Whenever a mortal creature knowingly and intentionally prays to the lesser deity, the lesser deity gains a perception of the creature as if the lesser deity were located in the creature’s space, as well as infallible knowledge of its true alignment and surface thoughts. The lesser deity is also automatically aware of the presence of knowing falsehoods in the creature’s prayer, although self-delusion, evasion, lies of omission, or misapprehensions can cloud or foil this sense. By praying, the creature has waived its saving throw and any nonmythic protections against the remote viewing, mind reading, and lie detection. The lesser deity can cast a spell or use a spell-like or supernatural ability on the target or using the target as the origin point. For example, it could cast divine favor or sanctuary on the target, produce a fear or prayer emanating out from the creature, or cast halt undead with a range measured from the creature’s space. If the target’s prayer is frivolous or false, the lesser deity might cast crafter’s curse or doom on the creature, or shatter a nearby possession. This link to the praying creature ends after one hour has elapsed since it has last prayed. The lesser deity may also perceive and cast spells or use spell-like or supernatural abilities at altars consecrated to the lesser deity as if it were located in the altar’s space or touching the altar. A lesser deity must spend the appropriate action when using an ability through this link, whether to a creature or an object. A lesser deity can maintain multiple remote perceptions and still perceive its immediate environment normally.

Avatar (Su): As a standard action, a lesser deity can exist in two places at once. This separation can only occur if the lesser deity is within its divine realm, and the duplicate must remain outside its divine realm; any closer and the duplicate will merge automatically. The lesser deity can merge itself together at either location as a free action, even when it is not its turn.
The duplicate has the lesser deity's hit points, attack bonuses, weapons, statistics, and other attributes. It has a duplicate of any items (including magical items, but not major artifacts) the deity is wearing or carrying. All personal or harmless spells are shared between the deities. Damage, energy drain, ability damage and drain, poison, and other harmful effects taken by one also damages the other an equal amount. Suppressing or dispelling an effect or item of one lesser deity has the same effect on the items or effects of the other.
The lesser deities have a common pool of limited use abilities. Spells cast by one drain slots from both. Mythic power spent by one is spent for both. This also applies to rage rounds, bardic performance, bloodline powers, racial abilities, and any other limited-use abilities. If an ability can only be used a certain number of times within a certain time period, uses by one affect both. For example, a dragon lesser deity who uses its breath weapon cannot use it again at either location for 1d4+1 rounds.
The lesser deity can use all of its senses at both locations, and it can take a full round's worth of actions at each location as if they were separate creatures.

Material Raiment (Su): The lesser deity can alter their shape into that of any creature or object of Fine to Colossal size as a free action, even when it isn’t their turn. When they assume the form of a creature, use the most highly augmented mythic version of the appropriate spell. The effect lasts until they change shape again. They can assume the form of specific individuals or unique objects using this ability. If the lesser deity takes the form of an object, they retain all of their abilities, except those rendered unusable due to the change in form (such as a breath weapon if the form assumed is a carpet). They can, at their option, move in object form as if they were the appropriate type of animated object. Its true form is not visible to creatures of lesser power even via true seeing unless the lesser deity desires it. Their base attack bonus with natural attacks and for calculating CMD while in other forms is equal to their caster level for this effect or their Hit Dice, whichever is greater.

Supernal Knowledge (Su): The lesser deity gains a +30 sacred (or profane) bonus on all Knowledge checks related to its areas of concern, dominion, or expertise. When making such checks, it can potentially recall information that has never been generally known, or even about events that have not yet occurred, up to a limit of one week into the future for each point of bonus in the lesser deity’s highest mental ability score. A successful Knowledge check provides information equivalent to a successful divination spell. The answer comes from the lesser deity’s own divine knowledge and is never cryptic.
For questions regarding the future or information that has never been generally known, it must occur to the lesser deity to ponder the question before they can attempt to recover the answer, and thus the lesser deity can still theoretically be caught off-guard. Further, given the number of potential variables, knowledge of the future can be either frustratingly vague or highly unreliable depending on the nature of the question and the timeframe involved.

Visitation (Su): The lesser deity can communicate telepathically with any creature (even those with Intelligence 1 or 2), as if by the sending spell (and speak with animals, if appropriate), but with no word limit or chance of failure. The lesser deity can also send sensory information, mental imagery, and empathic feelings, either general or specific. The necessary time to impart the message can vary from a split second to hours or even days, depending on the complexity of the message. However, using this ability requires no action on the lesser deity’s part, merely the ability to take actions.

Divine Punishment (Su): The lesser deity can lay a powerful curse upon an intelligent mortal creature. The curse can take effect immediately or upon certain triggers. The lesser deity must name the recipient or identify them by some title that could describe only a single creature and leaves no doubt as to their identity, but there is otherwise no range limit or other requirement. The curse functions as either bestow greater curse or polymorph any object (with a +10 racial bonus to the duration factor). It can take effect immediately, or when the creature performs an action the lesser deity determines when they lay the curse, or intentionally refrains for more than 24 hours from pursuing a course of action determined by the lesser deity when they lay the curse. The lesser deity can revoke the curse at any time as a free action. A Will save negates the curse and provides immunity for a year and a day. The save DC is based off the lesser deity’s highest mental ability modifier.

Discorporate (Su): With a free action, the lesser deity can shed the body it must wear when interacting with the mundane world. It gains the incorporeal subtype, the benefits of wind walk, and becomes invisible to blindsense, blindsight, scent, sight, and tremorsense. Only mythic creatures and divine beings can attempt Perception checks to notice it, or try to detect it via see invisibility or true seeing, if the lesser deity does not wish to be noticed or detected. It can remain discorporated as long as it wishes. Resuming corporeal form is a free action. While discorporated, it retains the use of the supernatural and spell-like abilities it possesses as a result of its divine nature, including those granted by this template and the demigod template, but not those dependent upon form, such as a breath weapon or gaze attack. While discorporated, non-mythic attacks, even magical or force attacks, cannot harm or affect the lesser deity.

Spark of Creation (Su): The lesser deity has the power to create worlds out of nothing. By spending 2 hours in concentration and spending 17,500 numina, it can produce a lesser create demiplane effect, even on planes not adjacent to the Astral or Ethereal Planes. The plane created is permanent and cannot be destroyed or dispelled save by deific powers or artifact-level abilities. A lesser deity cannot maintain more simultaneous castings of this ability than its Hit Dice or its highest mental attribute, whichever is lower. As a standard action when outside the demiplane, a lesser deity can create a gate to any location on any demiplane it has created with this ability. This gate persists without concentration until the intermediate deity chooses to close it (a free action).

Intermediate Deity:

Intermediate deity is an acquired or inherent template that can be applied to any creature with an Intelligence score, at least 20 HD, 10 mythic tiers or ranks, and the nascent deity and lesser deity templates.
Ability Scores: An intermediate deity increases all ability scores by 6.
Bonus Mythic Abilities: The intermediate deity gains 2 additional mythic path abilities from any mythic path, and 3 bonus mythic feats.
Divine Source (Su): The intermediate deity gains an additional domain and subdomain.
Manifest Divine Powers (Su): The intermediate deity chooses an additional power from the list of manifest divine powers.
Wellspring (Su): An intermediate deity’s wellspring ability generates 500 numina per Hit Die per day, and can store up to 50,000 numina per Hit Die. Numina invested in its divine realm do not count against this maximum.
Greater Deific Surge (Su): As a free action once per round, an intermediate deity can use its surge ability without spending mythic power.
Spark of Creation (Su): The intermediate deity has the power to create worlds out of nothing. By spending 10 minutes in concentration and spending 20,000 numina, it can produce a create demiplane effect, even on planes not adjacent to the Astral or Ethereal Planes. If used to alter the traits of an existing plane, it requires no numina. The plane created is permanent and cannot be destroyed or dispelled save by deific powers or artifact-level abilities. An intermediate deity cannot maintain more simultaneous castings of this ability than its highest mental attribute or Hit Dice, whichever is higher. As a standard action when outside the demiplane, a lesser deity can create a gate to any location on any demiplane it has created with this ability. This gate persists without concentration until the intermediate deity chooses to close it (a free action).
Divine Celerity (Su): When using the Amazing Initiative ability to take an additional standard action, the intermediate deity need not expend a use of mythic power. The intermediate deity is also under the effect of a continuous Augmented mythic haste effect and an Augmented mythic borrowed time effect, both with a caster level equal to the deity’s Hit Dice or 30, whichever is higher. The intermediate deity is never harmed by the borrowed time effect.

Greater Deity:

Greater deity is an acquired or inherent template that can be applied to any creature with an Intelligence score, at least 20 HD, 10 mythic tiers or ranks, and the nascent deity, lesser deity, and intermediate deity templates.
Ability Scores: A greater deity increases all ability scores by 10.
Bonus Mythic Abilities: The greater deity gains 3 additional mythic path abilities from any mythic path, and is considered to have the mythic enhancement feat for every feat it has.
Divine Source (Su): The greater deity gains an additional domain and two subdomains.
Manifest Divine Powers (Su): The greater deity chooses an additional power from the list of manifest divine powers.
Wellspring (Su): A greater deity’s wellspring ability generates 1,000 numina per Hit Die per day, and can store up to 250,000 numina per Hit Die at once. Numina invested in its divine realm do not count against this maximum.
Superior Deific Surge (Su): A greater deity can activate its surge ability without spending mythic power and treats its surge die as if it rolled the maximum possible result. The greater deity must wait 1d4+1 rounds before using this ability to maximize its surge die again, though it retains its Greater Deific Surge and Improved Deific Surge abilities during this time.
Spark of Creation (Su): The greater deity has the power to create worlds out of nothing. By concentrating for 1 minute and spending 22,500 numina, it can produce a greater create demiplane effect, even on planes not adjacent to the Astral or Ethereal Planes. If used to alter the traits of an existing plane, it requires no numina. The plane created is permanent and cannot be destroyed or dispelled save by deific powers or artifact-level abilities. A greater deity can maintain an unlimited number of castings of this ability. As a standard action when outside the demiplane, a greater deity can create a gate to any location on any demiplane it has created with this ability. This gate persists without concentration until the deity chooses to close it (a free action).
Dual Initiative (Ex): The greater deity gains Dual Initiative, as per the universal monster ability.
Loosed From Time (Su): While discorporated, the greater deity can stop time as a free action, as if by a time stop spell that persists until the greater deity dismisses it as a free action. Ending the discorporation also ends the time stop effect. The greater deity gains no benefit from rest or sleep while time is stopped.

Manifest Divine Powers:

Spell Paragon: The nascent deity is considered to have the Spell Perfection feat for all spells it casts, and never provokes attacks of opportunity from nonmythic creatures when casting spells. Maintaining concentration on a spell, redirecting a spell such as orb of the void or crushing hand, making a combat maneuver check with telekinesis, or issuing a new command to a conjured spell effect or creature can be done as a free action once per round. The nascent deity must spend the appropriate action to do more than one of these things in a single round. The nascent deity can use other abilities, even magical ones, without losing concentration on a spell. The nascent deity can prepare or cast a spell with any metamagic feat for which it qualifies, even if it does not know the feat. If it does know the feat, the level adjustment is decreased by 1 (minimum +0). If the nascent deity has the Arcane Metamastery or Divine Metamastery mythic path abilities, they can be activated as a free action without spending mythic power. The nascent deity can use channel the gift at will, affecting any number of creatures it can see.

Master of Armament: Any feat or ability the nascent deity possesses that affects a specific weapon or group of weapons (such as the Weapon Focus feat or the Weapon Mastery fighter class feature) now applies to any weapon the nascent deity wields. (If it wields the weapon the feat or ability was originally intended for, any attack or damage bonus is doubled). The nascent deity is proficient with all weapons, armor, and shields, and takes no armor check penalty, suffers no speed reduction or arcane spell failure chance, and ignores the maximum Dexterity bonus of any armor or shield it wields. It takes no penalty for attacking while wearing a buckler, and can retain the defensive benefits of a buckler even when attacking. It treats all armors as one category lighter, which stacks with the properties of mithril (but cannot reduce light armor to no armor).

Annihilating Strike: Power Attack no longer imposes a penalty on the nascent deity’s attack rolls. When using Mythic Deadly Stroke, the nascent deity targets the creature’s touch AC and can affect mythic creatures (though not divine beings). They add the higher of their Strength or Dexterity bonuses to the saving throw DC. If the nascent deity has the death attack class feature, it now requires no study, targets touch AC, can affect creatures aware of the nascent deity and not flanked or flat-footed, bypasses any non-mythic immunities, and uses the highest of their Strength, Dexterity, or Intelligence modifiers to determine the DC. When using Vital Strike, Improved Vital Strike, or Greater Vital Strike, the damage multiplier increases by 4.

Infinite Step: The nascent deity can use dimension door, greater teleport, plane shift (no off-target arrival), and walk through space at will. If targeting only itself (and any permanent companion creature from a class feature), the dimension door and greater teleport abilities are move actions. The nascent deity’s turn does not prematurely end when it uses a dimension door effect.

Titanomachy: As a full round action, the nascent deity can increase their size by any amount up to 200 feet in their longest dimension (equivalent to a Colossal creature with a space and reach of 50 feet, a weight of 1,000 tons, and the the Massive ability of the kaiju subtype). They can choose a smaller increase if they wish. Reverting to a smaller size (to a minimum of their normal size) is a move action. Their armor, weapons, and held or worn items change size with them. Their physical ability scores, weapon damage, size modifiers to attack rolls, skill checks, and AC all change appropriately. For size modifiers to ability scores, use the table for the polymorph subschool, but reverse the bonuses and penalties. Their natural armor increases by an amount equal to their size penalty to AC + ½ their size penalty to Dexterity. Their base speed for all movement forms increases by an amount equal to their new reach. This change in size lasts until the nascent deity dismisses it.

Anger of the Gods: If the nascent deity has the rage class feature (or an improved or altered version of it), they become immune to fatigue and exhaustion, and they are no longer limited to a certain number of rage rounds per day, and their morale bonuses to Strength, Constitution, and Will saves doubles. Rage powers usable once per rage become usable once per round. The nascent deity can perform tasks that require patience and concentration while in a rage. If the nascent deity has the ability to move more than 5 feet and make a full attack in the same round, they may make a full attack whenever a creature provokes an attack of opportunity, in addition to their normal attacks on their turn (these count as a single attack of opportunity for purposes of Combat Reflexes and similar effects). If the nascent deity does not have the ability to move more than 5 feet and make a full attack in the same round, they gain the pounce universal monster ability and the Fleet Warrior mythic path ability. If the deity does not have the rage class feature, they gain the rage, mighty rage, and tireless rage class features as a 20th-level barbarian, and are not limited in the number of rounds of rage they may use in a day or prevented from engaging in tasks that require patience and concentration. However, they do not gain rage powers, damage reduction, or other barbarian class features.

Gift of Life: The nascent deity can use deathless, greater restoration, mass heal, regenerate, reincarnate, and true resurrection at will. Their mass heal effect also removes any negative conditions that miracle could remove. They can resurrect creatures that have died of old age, and can temporarily reverse or even permanently halt the physical effects of the aging process with a touch, reverting the target to a previous age category and/or granting it the timeless body druid class feature or the eternal youth alchemist grand discovery.

Great Destroyer: The nascent deity gains Improved Sunder and Greater Sunder as bonus feats, a +20 bonus on sunder combat maneuvers, and treats the sundered object as if it had 1 hit point and hardness 0. They gain a +50 bonus on Strength checks to burst bonds, break through barriers (including magical barriers such as a wall of force), or destroy objects. Every attack it makes ignores hardness, regeneration, and damage reduction. The nascent deity can use augmented mythic disintegrate (single-ray version), with a successful touch attack also causing the target to be affected as if by the single target version of mage’s disjunction. The nascent deity can use this ability in its original ray form or as a melee touch attack. The nascent deity can channel either or both touch attacks through its normal attacks as if it were wielding a conductive weapon. It applies to each attack on a full attack.

King of the Groaning Earth: The nascent deity can use detect metal, earthquake, meld into stone, move earth, passwall, rampart, soften earth and stone, spike stones, statue, stone shape, stone tell, transmute mud to rock, transmute rock to mud, wall of stone, and world wave at will. If the spell in question has a casting time of 1 round or less, they can activate it as a free action. They can only activate an earth mastery ability as a free action once per round, and must spend a standard action to use a second ability that round. They gain continual earth glide at a speed equal to their base land speed, and can pass through metal as if it were unworked stone.

Master of the Immolating Flame: The nascent deity gains immunity to fire and can ignore fire resistance and immunity (other than that of divine beings) with all its attacks and abilities. They gain a continuous supernatural fiery body effect. They can suppress or resume the effect as a free action. They can use fire storm with an area of up to ten 5-ft. cubes per level, which need not be contiguous. The nascent deity can choose to damage natural plant life or melt or ignite creatures or objects that fail their saves against the firestorm, or not, as they wish. The nascent deity can create a firefall effect, targeting any number of potential fire sources within range with a single action and forcing separate saves against each. It can choose to extinguish all, some, or none of the fire sources when it uses this ability, as it desires. The nascent deity can use incendiary cloud. The cloud persists for up to 1 day per caster level, and can move beyond the spell’s range without consequence. Once per round, they can activate a fire mastery ability as a free action. They can activate fire mastery abilities multiple times in a round, but must spend the appropriate action to use additional fire mastery abilities that round. Activating or deactivating the fiery body effect does not count against this limit.

Sovereign of Sea and Spring: The nascent deity gains continuous fluid form and seamantle effects (fluid form grants DR 15/epic and slashing or adds slashing to the requirements to bypass their epic DR if it is higher). They can suppress or reactivate either or both effects at will as a free action. The nascent deity can use control water(permanent duration), create water(up to 5,000 gallons per round), geyser, horrid wilting, hydraulic torrent (200-ft.-line, 120-ft.-cone, or 60-ft.-radius burst), tsunami, and vortex. If the spell in question has a casting time of 1 round or less, they can activate it as a free action rather than a standard action. They can only activate a water mastery ability as a free action once per round, and must spend the appropriate action to use additional water mastery abilities that round. Activating or deactivating seamantle or fluid form does not count against this limit.

Lord of Lightning: The nascent deity gains a supernatural flight speed of 200 feet (perfect) and continuous air walk and feather fall effects. They can use call lightning storm, chain lightning, control weather(as druid), control winds, fickle winds, gust of wind, ride the lightning, sirocco, storm of vengeance (no concentration required), stormbolts, whirlwind, wind wall, wind walk, and winds of vengeance. They can activate these spells as a free action rather than a standard action. They can only activate an air mastery ability as a free action once per round, and must spend the appropriate action to use additional air mastery abilities that round.

Overwhelming Force: The nascent deity always deals maximum damage on all ranged and melee damage rolls. It ignores the damage reduction and regeneration of non-divine beings and the hardness of objects other than major artifacts. It ignores fortification and critical hit and sneak attack immunity from non-divine and non-artifact effects and creatures. It ignores force effects and incorporeality, and can strike ethereal beings as if they were material. On a successful critical hit, it can apply any number of applicable critical feats it knows. If the nascent deity has the Perfect Strike mythic path ability, it no longer requires mythic power, and can be used in place of the first attack of a full attack action instead of requiring a separate standard action.

Overwhelming Magic: All variable spell effects of the nascent deity’s spells are Intensified, Empowered, and Maximized, as if by Maximize, Intensified, and Empower Spell, with no change to the spell’s level or casting time. These metamagic effects stack in the way most favorable for the nascent deity rather than least favorable (Intensified, then Empower, then Maximize). Intensified Spell can be applied multiple times to the spell until the damage cap equals or exceeds the spell’s caster level.
If the nascent deity has the Channel Power path ability, it no longer requires mythic power to activate.
Spells and magic item effects cast by the nascent deity gain the Potent and Resilient augmentations without expending mythic power.
All spells of 9th level or lower cast by the deity are treated as 10th-level spells for determining saving throw DCs, ability to puncture globes of invulnerability, and similar effects, but not for abilities such as Spell Perfection or items like lesser metamagic rods. This does not stack with Heighten Spell.

Infinite Hand: The nascent deity can use enemy hammer, imbue with flight, levitate, mass lighten object (permanent until dismissed), repulsion(up to 1 mile radius), reverse gravity, and telekinesis (able to affect any object of Colossal or smaller). If the spell in question has a casting time of 1 round or less, they can activate it as a free action rather than a standard action. They can only activate an infinite hand ability as a free action once per round, and must spend the appropriate action to use additional infinite hand abilities that round.
The enemy hammer and telekinesis effects can pick up any creature without the Massive ability.
Targets of imbue with flight can be maneuvered from any distance, so long as the nascent deity can perceive them, and the nascent deity adds its caster level to Fly checks when maneuvering the object. The effect of imbue with flight is permanent until dismissed.
The nascent deity can choose to cast reverse gravity with a duration of concentration + 1 round/level. Each round the nascent deity concentrates, the height and radius of the effect doubles, to a maximum of 1 mile. The nascent deity is immune to the effect of their own reverse gravity ability and can exclude any number of 5-foot cubes, or creatures or objects it can perceive or unambiguously identify, from the effect.
The nascent deity can choose to enhance their repulsion ability, such that creatures that fail their saves must spend a move action each round resisting the repulsive effect or be pushed 1d6x5 feet directly away. This movement does not provoke attacks of opportunity.
The nascent deity can also choose to invert their repulsion ability, preventing creatures that fail their saving throw from moving away from the nascent deity. The nascent deity can also choose to enhance the inverted effect, requiring creatures that failed their save make a move action each round to avoid being pulled 1d6x5 feet closer to the nascent deity. This movement does not provoke attacks of opportunity.

Weaver of Veils: The nascent deity can use mirage arcana, persistent image, programmed image, screen, and veil. If the spell in question has a casting time of 1 round or less, they can activate it as a free action rather than a standard action. They can only activate a weaver of veils ability as a free action once per round, and must spend the appropriate action to use additional weaver of veils abilities that round. These effects are permanent until dismissed. The illusions created by this ability can react to events as if they were real. Illusory creatures respond to external events, trying to duck out of the way of attacks and able to hold conversations with themselves and real creatures. Fireball spells set illusory curtains alight, a thrown rock knocks over an illusory candelabra, and so on. The illusions cannot support any weight, however. Non-mythic creatures do not receive a save to disbelieve the illusion, though passing their hand through a seemingly solid object or receiving other similarly incontrovertible proof of unreality allows them to understand that it is an illusion and act accordingly. Non-mythic creatures must rely on direct experiment and deductive reasoning to determine what is real and what is not. Only true seeing from a mythic source can pierce the illusion, and even then only with a DC 50 caster level check taken as a standard action.

Demiurge of Darkness: The nascent deity can see perfectly in darkness of any kind, even magical darkness. It can emanate darkness, as the deeper darkness spell, out to a radius of 1 mile. As a free action it can open or close any number of 5-cubic-foot holes in this darkness where normal lighting conditions prevail. By concentrating, it can turn any number of 5-cubic-foot portion of this darkness into hungry darkness for as long as it concentrates. The nascent deity can use shadow walk at will, and can become incorporeal or resume corporeal form as a free action unless it is in bright light, where it must remain corporeal. While incorporeal in dim light, it can affect and attack corporeal creatures and objects as if the nascent deity’s entire body had the ghost touch property. It can also use deeper darkness at will, but can target a creature, object, or point in space within long range, like the silence spell. This darkness effect is permanent until dismissed. Non-mythic light effects cannot suppress or dispel any of the nascent deity’s darkness abilities.

Lord of Light: The nascent deity can use sunburst at will. At will, it can also radiate a sunbeam, as the spell, as a free action once per round on its turn. All creatures and objects that fail to resist the sunburst or sunbeam radiate light and lose the benefits of concealment as if by a faerie fire spell (though rather than colored flames, the targets radiate golden light as if by a torch, and the Stealth penalty becomes -40).
The nascent deity can radiate light out to a radius of 1 mile, as if by a mythic daylight effect. As a free action it can open or close any number of 5-cubic-foot holes in this light where normal lighting conditions prevail. By concentrating, it can increase the light level of any number of 5 foot cubes within this radius to the point that creatures within must make a Will save each round or be unable to open their eyes in that round, and are effectively blinded. If they succeed, they still treat all creatures and objects as if they had concealment.
It can also use daylight at will, but can target a creature, object, or point in space within long range, like the silence spell. This light effect is permanent until dismissed. Non-mythic darkness effects cannot suppress or dispel any of the nascent deity’s light abilities.

Lord of the Dead: The nascent deity can use finger of death once per round as a free action. When it does so, it can target any number of creatures, so long as no target is more than 60 feet from at least one other target. Creatures killed by this ability cannot be raised, reincarnated, or resurrected unless the nascent deity is willing or the entity reviving the creature is a divine being of equal or greater power. It can also instantaneously animate any creatures killed by this ability as any undead available through augmented mythic animate dead, create undead, or create greater undead. It can use control undead once per round as a free action, targeting all undead in a 120-foot-radius burst, with a duration of permanent. Intelligent undead are not immune to the nascent deity’s mind-affecting effects by virtue of their creature type, though other abilities might grant resistance or immunity. The nascent deity can use decompose corpse, gentle repose, restore corpse, and sculpt corpse at will with a duration of instantaneous, and can use speak with dead at will.

King of Grinding Ice: The nascent deity’s attacks and abilities ignore resistance or immunity to cold other than that of divine beings or granted by artifacts. It can lower the temperature within a 1-mile radius of itself by any amount, from cold, to severe cold, to extreme cold, to temperatures as low as 140 degrees Fahrenheit below zero (treat as polar midnight without the light level decrease). As a free action, they can select any number of 5-foot-cubes and tune them to a lower or higher temperature, with a maximum of normal ambient temperature. As a free action once per round, the nascent deity can impose the effects of sleet storm and/or ice storm upon any area up to a 500-foot-radius 500 feet high within 1 mile, regardless of line of effect. As a free action once per round it can cast mass icy prison, affecting any number of creatures within range. The icy prison is an instantaneous effect and prevents creatures from breathing, requiring them to hold their breath to avoid suffocating. The nascent deity can use polar ray as the spell or as a melee touch attack. It can deliver the polar ray through any weapon as if it possessed the conductive property. As a move action, the nascent deity can turn up to 500,000 cubic feet of water within 1,000 feet to ice, or an equal amount of ice to water, or divide the amount in any fraction between the two.

Master of Masters: The nascent deity benefits from a continuous clarion call effect. As a standard action, the nascent deity can command the obedience and fealty of intelligent living creatures within 1,000 feet. This is a mind-affecting compulsion effect. Creatures totaling 1000 Hit Dice can be ruled, but those with more than half the nascent deity’s Hit Dice are entitled to a Will save to negate the effect, and on a success are immune to this ability for a year and a day. Mythic creatures of any level are automatically immune. Ruled creatures obey the nascent deity as if it were their absolute sovereign until their death or the nascent deity releases them from the effect. Any clearly audible verbal request by the nascent deity is received by the subjects as if it were a suggestion effect that did not permit a save and had no duration limit. If the nascent deity gives a command that is contrary to the nature of the creature or creatures commanded, they receive a Will save to resist that command. On a success, they resist the command and automatically succeed on future saving throws to resist that specific command (including paraphrases of that command); However, the magic is not broken. If the nascent deity attempts to command more Hit Dice of creatures than it is permitted, it must release previously controlled creatures one at a time until it is back at or under the limit. The nascent deity can release any creatures it chooses from the effect as a free action from any distance.

Artifex Without Peer: The nascent deity can use all Craft skills as if they were trained in them, using their highest Craft skill modifier for any check. They receive a +40 bonus on Craft skill checks and skill checks involved in making and using magic items. The nascent deity can use fabricate, as the spell, including the casting time but not the material components. If the material components are on hand, using fabricate is a free action irrespective of object size. The nascent deity can use make whole, hardening, rapid repair, and unbreakable construct, targeting any number of objects or constructs within range as a single action. If the nascent deity has access to masterwork tools or better, they can craft the appropriate items as if they had access to the Trueforge artifact. However, they never gain negative levels or expend mythic power as a result of using this ability, and can craft items as if their effective mythic tier was 25th. The items created need not contain any metal.
As a standard action, the nascent deity can touch an item it created and restore all hit points, spent charges, reduced hardness, and all other damage and drain, even if it was destroyed. This does not affect major artifacts.

Polymnemopsis: The nascent deity can choose to automatically read any writing, whether mundane or magical, and regardless of length, instantly upon viewing it. If the writing has an effect that is triggered by reading it, the nascent deity may choose whether or not to trigger the effect. If it is in scroll or book form, the pages leap past so quickly they effectively read it in its entirety the moment they touch the object and decide to read it.
The nascent deity can identify a spell on a scroll, in a spellbook, or otherwise in written form as easily as if it were mundane writing. Using captured or borrowed spellbooks is as easy as using their own, and identifying scrolls merely requires opening them.
The nascent deity automatically detects and understands all magic. This works like continuous greater arcane sight, save that their eyes do not glow and it extends out to the limit of their vision, as well as analyze dweomer out to the limit of their vision, save that analyzing any item or object within their sight can be done passively without requiring an action, determining its magical properties as easily as determining its shape or color. This ability functions on lesser artifacts, but determining their exact powers and abilities requires a dedicated standard action. Major artifacts must be identified by other means, though the nascent deity knows the school of magic involved and the caster level thanks to greater arcane sight.
The nascent deity can use spell gauge as a free action on any creature they can see, and the number of spells is not limited by their caster level, nor are they limited to spells between 1st and 4th level. The nascent deity can also learn a creature’s spell-like abilities in this manner as if they were spells, and they know the difference between the two when studying the creature.
As a free action any number of times per round, the nascent deity can attempt to read the thoughts of a creature within 1,000 feet that it has seen or can unambiguously identify. This ability can affect any creature with an Intelligence score, though mind blank can help resist it. A successful Will save prevents the nascent deity from reading their thoughts with this ability for 24 hours. On a failed save, the nascent deity discovers the target’s surface thoughts, as detect thoughts, as well as all surface thoughts it has had for up to one year per point of bonus in the nascent deity’s highest mental ability modifier. The nascent deity can continue reading the target’s surface thoughts until one of them moves more than 1,000 feet away.


I decided to actually show the templates in play, with a stat block for a nascent deity/demigod.
First the lore, with the stat block in a spoiler at the end.

Umubu
Domains: Knowledge, Magic, Protection
Subdomains: Arcane, Divine, Memory, Solitude

Umubu is the patron of those seeking knowledge they once knew, and lord of all that which was long in the making and quick to be lost.

Lore:
The most knowledgeable sage of his age or any other, Umubu was revered as the wisest mortal in all the planes, though he secreted himself away in his hidden library world and entertained few visitors.

There Umubu became engrossed in thought, descrying far places and divining hidden lore. Kept alive forever by the timeless nature of his plane, Umubu delved deeper and deeper into contemplation until, as the centuries passed, its body nearly shriveled away, becoming little more than a useless distraction.

Then one day, thinking deep thoughts, Umubu felt a nagging sensation, as if it had forgotten something. It was a feeling it had not experienced in years beyond counting. Seeking the source, Umubu found nothing, and the feeling only grew stronger. Then, a brief flash of thought brought the whole of it into his mind, only to vanish again in the mists of memory.

Concerned for its own sanity, Umubu began a frenzied search for whatever had sparked the fleeting recollection. First the study, then the library, then—in astral form—through the portal to the material plane. Bodiless, Umubu plumbed the depths of the earth, the far reaches of heaven, and every corner of the infinite planes, speaking with beings prosaic and profound and increasing in knowledge thereby. But never did the sage invent upon the lost secret it so desperately sought.

After a timeless age, Umubu could feel the hazy outlines of the answer taking shape, and was spurred to a great meditation in the void. Mind ablaze, the contemplative thought, and thought, and then came a thought so profound it shook reality itself. For a moment, Umubu's mind stepped beyond time, beyond space, beyond matter and void, beyond mortal and divine, beyond thought and beyond memory.

When the endless instant passed, Umubu found it had stepped over a threshold through which none could turn back. Umubu had brought back a sliver of the divine mind, and had been forever changed. The sage knew now what had impeded its quest. Its mind had been limited by a barrier that no mortal, no matter how learned, could perceive or even conceive until they had leapt beyond it, and at that moment they were mortal no more, even when they fell back.

But though Umubu's newly capacious mind was now up to the task, it still could not remember what it had lost. Umubu was not yet omniscient. But it had grown far closer. If it could become a true god, Umubu believed, the barrier would shatter, and the nagging thought that had bedeviled the sage in its candlelit library all those centuries ago would finally be laid to rest.

Perfused with nascent divinity, Umubu wandered once more, this time in search of the arcana of the gods, and those with which it spoke brought the truths of Umubu to their brethren, and thereby was worship and prayer to Umubu begun.

Umubu:

Contemplative sorcerer (wildblooded, sage) 21/archmage 10
N Medium outsider (numinous, mythic, native)
Init +37; Senses blindsight 60 ft., darkvision 60 ft., truesight, see alignment, detect magic, x-ray vision; Perception +39
DEFENSE
AC 70, touch 48, flat-footed 59 (+13 armor, +11 Dex, +27 deflection, +9 natural)
hp 692 (25 HD; 4d10+36 plus 21d6+210 plus 280)
Fort +44, Ref +49, Will +48; +6 resistance; +8 resistance vs. spells & spell-like abilities
Defensive Abilities enduring armor, immortal, unstoppable, mythic saving throws, hard to kill, numinous grace; DR 15/epic; SR 48, true archmage; Immune non-mythic mind-affecting, blindness, curse, deafness, disease, poison, polymorph, petrification, energy drain, ability damage and drain, fatigue, exhaustion, and death effects, environmental effects (endure elements, planar adaptation, planetary adaptation); Resist acid 30, cold 30, electricity 30, fire 15, sonic 15; half damage from non-mythic energy effects, negative levels halved (round down)
OFFENSE
Speed 5 ft., fly 30 ft. (perfect)
Melee staff of eldritch sovereignty +23/+18 or 2 claws +18 (1d4+13)
Space 5 ft.; Reach 5 ft.
Special Attacks arcane apotheosis, channel power, energy conversion, force of will, enhanced contemplation, numinous arcana, mythic power (23/day, surge +1d20), wild arcana, spell paragon, arcane bond, true archmage
Spell-Like Abilities (CL 25th; concentration +54)
Constant—detect magic, mage hand, read magic
At-will—bless water, comprehend languages, daze (DC 37), detect thoughts (DC 39), dispel magic, ghost sound (DC 37), identify, magic aura (DC 38), magic missile, magic mouth, memory lapse (DC 39), protection from energy, sanctuary, shield other, silence, speak with dead (DC 40), telekinesis (DC 42, CMB +52)
27/day—analyze dweomer, antimagic field, arcane eye, cleanse, detect scrying, discern location, divination, find the path, foresight, greater create demiplane, imbue with spell ability, legend lore, mage’s disjunction (DC 46), mind blank, miracle (DC 46), mirage arcana (DC 42), modify memory(DC 43), moment of prescience (+25), protection from spells, prismatic sphere (DC 46), repulsion (DC 44), resurrection, spell immunity, spell resistance, spell turning, true seeing.
Spells (CL 21st; DC 37 + spell level, +8 for evocation and transmutation, +4 enchantment; concentration +50)
27th (1)
26th (1)
25th (1)
24th (1)
23rd (2)
21st (2)
20th (2)
19th (2)
18th (3)
17th (3)
16th (3)
15th (3)
14th (4)
13th (4)
12th (4)
11th (4)
10th (5)
9th (11)—time stop*, shapechange, gate, mass icy prison (DC 54), etherealness, summon monster IX, wish*.[i]
8th (11)—[i]polymorph any object
(DC 53), sunburst (DC 53), mass charm monster (DC 49), clenched fist (DC 53), power word stun[i]
7th (12)—[i]limited wish, greater scrying
(DC 44), plane shift* (DC 44), greater teleport (DC 44).
6th (12)—borrowed time*, chain lightning* (DC 51), chains of light (DC 51), disintegrate* (DC 51), mass suggestion (DC 47), true seeing.
5th (12)—persistent image (DC 42), dominate person* (DC 46), cloudkill* (DC 42), overland flight, wall of force*.
4th (12)—enervation* (+25 ranged touch), animate dead*, confusion* (DC 45), greater invisibility, ball lightning (DC 49), dimension door.
3rd (13)—haste*, slow* (DC 48), blacklight, fireball* (DC 48), dispel magic*.
2nd (13)—share memory, defensive shock, mirror image*, eldritch conduit (DC 47), kinetic reverberation (DC 47), invisibility*.
1st (13)—grease* (DC 38), shield, ray of enfeeblement* (DC 38), magic weapon, true strike, identify.
Cantrips—acid splash (+25 ranged touch), prestidigitation, mending, arcane mark, spark, light, dancing lights, detect poison, resistance.
*Mythic spell

STATISTICS
Str 28, Dex 32, Con 28, Int 64, Wis 32, Cha 38
Base Atk +14; CMB +23; CMD 62
Feats Dazing Spell, Empower Spell, Extend Spell, Extra Path Ability (Eldritch Insight)*, Greater Spell Focus (enchantment, evocation, transmutation), Heighten Spell, Improved Initiative*, Intensified Spell, Mythic Spell Focus (evocation)*, Mythic Spell Lore (2)*, Persistent Spell, Quicken Spell, Silent Spell, Spell Focus (enchantment, evocation, transmutation), Still Spell.
*mythic feat
Skills Appraise +55, Bluff +42, Craft (alchemy, carpentry, masonry, scrivening, sculpture) +55, Diplomacy +42, Disable Device +15, Disguise +39, Escape Artist +15, Fly +47, Handle Animal +21, Heal +39, Intimidate +42, Knowledge (arcana) +57, Knowledge (all others) +55, Linguistics +55, Perception +39, Profession (scribe) +39, Sense Motive +39, Sleight of Hand +15, Spellcraft +55, Stealth +35, Use Magic Device +42
Traits Focused Mind, Reactionary
Mythic Path Abilities Wild Arcana, Energy Conversion, Arcane Metamastery (4), Channel Power, Enduring Armor, Component Freedom, Enhance Magic Items, Crafting Mastery, Eldritch Insight
Languages telepathy 100 ft.; omniglot
SQ amazing initiative, recuperation, force of will, persistent magic, divine source, divine sight, omniglot, unbound by destiny, arcane school focus (transmutation)
Combat Gear staff of eldritch sovereignty (50 charges)
Items prismatic dodecahedron ioun stone (minor artifact, CL 25th, +6 enhancement bonus to all ability scores, max ranks in 3 skills chosen at dawn each day).

Persistent Magic (Ex): Umubu’s spells, spell-like and supernatural abilities, and any magic items it carries or wears, are not subject to being dispelled by mortal magic or suppressed by antimagic. Only disjunction from a mythic or similarly powerful source can interfere, and even then the caster has only a 1% chance per caster level to affect Umubu’s spells, spell-like abilities, supernatural abilities, or magic items. If the percent die is successful, the caster must still make a successful dispel check (DC 11 + caster level) to end an effect.
Spell Paragon (Ex): Umubu is considered to have the Spell Perfection feat for all spells it casts (except those cast via wild arcana), and never provokes attacks of opportunity from nonmythic creatures when casting spells. Maintaining concentration on a spell, redirecting a spell such as orb of the void or crushing hand, making a combat maneuver check with telekinesis, or issuing a new command to a conjured spell effect or creature can be done as a free action once per round. Umubu must spend the appropriate action to do more than one of these things in a single round. Umubu can use other abilities, even magical ones, without losing concentration on a spell. Umubu can cast a spell with any metamagic feat for which it qualifies (which includes feats whose only prerequisites are other metamagic feats), even if it does not know the feat. If it does know the feat, the level adjustment is decreased by 1 (minimum +0). It must know the feat to apply it to a spell cast via wild arcana, and there is no reduction of level adjustment. Umubu can activate Arcane Metamastery as a free action without spending mythic power. Umubu can use channel the gift at will, affecting any number of creatures it can see.
Numinous Grace (Su): Umubu adds its highest mental ability modifier as a racial bonus on all saving throws and as a deflection bonus to Armor Class.
Amazing Initiative (Ex): As the base mythic ability. Umubu can cast a spell, activate a magic item, or use a spell-like or supernatural ability using the bonus standard action.
Mythic Saving Throws (Ex): As the base mythic ability. It also applies to effects from mythic sources.
Unstoppable (Ex): As the base mythic ability. When used, it also removes any and all of the listed conditions that originated from a non-mythic source.
Immortal (Su): As the base mythic ability. The base creature gains the improved version of the ability available to creatures of 10th tier. Only major artifacts whose description mentions deicide can bypass the ability.
Force of Will (Ex): As the base mythic ability. Umubu can use this power on rolls made by mythic creatures (but not demigods or similar divine beings).
Divine Source (Su/Sp): As the universal path ability. Umubu gains it as if it had taken it three times. It can use each spell granted by its domains and subdomains as a spell-like ability once per day per point of bonus in their highest mental attribute, and saving throw DCs, attack roll bonuses for spells such as mage’s sword, etc., are keyed off that attribute. It gains the granted powers of its domains and subdomains as if it were a cleric of a level equal to its Hit Dice or its cleric level + 10, whichever is highest. Any preexisting Divine Source mythic path abilities can be exchanged for any other path abilities from its mythic path or the universal path abilities.
Divine Sight (Su): Umubu gains continuous true seeing out to the limit of its line of sight. It also immediately discovers the alignment of any creature it can see, as if by continuous see alignment effects for all 9 alignments. Umubu can also see through solid objects within 60 feet as if by a ring of x-ray vision, though this power is not fatiguing. This ability automatically pierces all nonmythic disguises, abjurations, and illusions, and can pierce mythic or divine effects via an opposed caster level check (+36).
Unbound by Destiny (Su): Umubu does not count a natural 1 on an attack roll or saving throw as an automatic failure.
Omniglot (Su): Umubu can converse with any intelligent creature, as if using tongues. It can also read, write, and understand any writing, as if by comprehend languages and read magic. At its choice, it can write using a divine language that all literate creatures can read, as if each possessed comprehend languages when viewing the writing. The creature’s ability to understand the message behind the words is limited by their intelligence, as normal.
Recuperation (Ex): As the base mythic ability. Spending 1 mythic power and resting for 1 hour restores all lost hit points rather than half, as well as granting the benefit of greater restoration, heal, and regenerate.
Legendary Hero (Ex): As the base mythic ability.
Enhanced Contemplation (Su): Umubu’s racial spell-like abilities gain all the benefits of its divine source spell-like abilities, including caster level and key ability score. Umubu’s telekinesis ability is usable at will.
Arcane Beacon (Su): As a standard action Umubu can become a beacon of arcane energy until the end of its next turn. The aura emanates 15 feet from Umubu. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when they cast the spell. Umubu can use this ability up to 30 times per day.
Recall (Su): With a touch, Umubu can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a +27 insight bonus on the check. Umubu can use this ability 30 times per day.
Remote Viewing (Sp): Umubu can use clairvoyance/clairaudience at will as a spell-like ability at caster level 25th. Umubu can use this ability for up to 25 rounds per day. These rounds do not need to be consecutive.
Hand of the Acolyte (Su): Up to 30 times per day, Umubu can cause a melee weapon to fly from its grasp and strike a foe before instantly returning. As a standard action, Umubu can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that it adds Umubu’s Intelligence modifier to the attack roll instead of its Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.
Divine Vessel (Su): Up to 30 times per day when Umubu is the target of a divine spell, it can, as a swift action, grant each ally within 15 feet of Umubu a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
Resistant Touch (Sp): As a standard action up to 30 times per day, Umubu can touch an ally to grant them Umubu’s +6 resistance bonus for 1 minute. When Umubu uses this ability, it loses its resistance bonus granted by the Protection domain for 1 minute.
Aura of Protection (Su): Umubu can emit a 30-foot aura of protection for up to 25 rounds per day. These rounds do not need to be consecutive. Umubu and its allies within this aura gain a +4 deflection bonus to AC and resistance 10 against acid, cold, electricity, fire, and sonic.
Taboo (Su): When a creature touches Umubu or strikes it with a melee attack, Umubu can activate this power as an immediate action. That creature takes a –5 penalty on saving throws for 1 minute. When Umubu uses this ability, it loses the +4 resistance bonus to saves granted by the Protection domain for 1 minute. Umubu can use this ability up to 30 times per day.


I'm just curious how anyone can effectively run these gods when they have feat lists like that. You almost need to give them an instruction manual.


Remember, I said it requires a great deal more bookkeeping and preparation.

It appeals to the kinds of DMs and players who actually use the kingdom building rules.

Also, the sample nascent deity's statblock includes fiddly things like domain powers that you'll never use anyway.

But Umubu's strategy is pretty simple: activate Arcane Metamastery (Quicken Spell),cast a Quickened borrowed time, then hit them with a DC 85 Quickened Heightened Persistent polymorph any object, then a Dazing Persistent Empowered Maximized Intensified Piercing Burning Disruptive Flaring Thundering Sickening Focused Enlarged Echoing Ectoplasmic Elemental (acid) mythic chain lighting with Potent and Channel Power stacked on top.

Then use amazing initiative to hit them with a Dazing Persistent Empowered Maximized Intensified Piercing Disruptive Flaring Thundering Sickening Focused Enlarged Echoing Ectoplasmic mythic chain lighting with Potent and Channel Power stacked on top, and Energy Conversion if resistance or immunity is a problem.

On the following rounds, cast four Dazing Persistent Empowered Maximized Intensified Piercing Disruptive Flaring Thundering Sickening Focused Enlarged Ectoplasmic mythic chain lighting spells with Potent and Channel Power stacked on top.

Repeat this until you run out of spells, mythic power, or targets.

Dazing Persistent Elemental (acid) chain lightning spells are broken even without godly power.


I'm not talking about your part. I'm talking about Iomedae's feat list in the OP. Kingdom building rules are easy by comparison.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tacticslion wrote:
I mentioned above that having an internally consistent set of rules is a strong story-telling element. If you have an internally consistent rule set, the story will (generally) be consistent and will (generally) make sense; this holds true even if those participating in the story do not know of the rules element in place. By setting the terms and definitions, you can create an internally coherent system by which things will naturally follow from one element to the next..

You're confusing rules, numerical mechanics, and world building. The first two are tools but they in themselves do not define story.

And again.. what is the purpose of stats for Gods? If you're defining their ability vs. mortals, then you're talking GM Fiat. If you define how they relate to each other, that's a matter of defined story background, and keeping that straight is pretty much dependent on your writing skills and organization, which aren't things you can dispense with no matter how many numbers you look to hide behind. Loki can pretty much fool Thor into doing almost anything, but if the Thunder God gets physical, he's going to hightail it out of the scene. That doesn't require mechanics or numbers or status to keep consistent or relate.

If you've ever read or studied mythology, there aren't numbers or stats involved... it's all about wading through a collection of stories WHICH SOMETIMES DO CONTRADICT EACH OTHER. So a bit of contradiction is natural for a world.


Buri wrote:
I'm not talking about your part. I'm talking about Iomedae's feat list in the OP. Kingdom building rules are easy by comparison.

How would you run a 30th level fighter? Epic play does require a lot of bookkeeping. One thing I try to do when possible, is pack on a bunch of fire and forget feats, like Great Fort and Imp Init, so that I don't have to remember what all of them do. Another thing is limiting the sourcebooks. Even with Archives of Nethys and the PRD, it can be cripplingly slow if you are looking back and forth constantly.


I wouldn't. Feat spam is a failing of the 3.x paradigm.


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LazarX wrote:
If you've ever read or studied mythology, there aren't numbers or stats involved... it's all about wading through a collection of stories WHICH SOMETIMES DO CONTRADICT EACH OTHER. So a bit of contradiction is natural for a world.

Umm.... no. In the game world, either it happened like A or not. The elves can claim things went down like B, but they're just flat-out factually wrong.

Real world guy A: "It didn't happen that way. Apollo and Artemis actually–"
RWG B: "–don't freaking exist."

Dude A: "But Urgathoa is a–"
Dude B: "You're wrong. Says so on page 83."

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
LazarX wrote:
If you've ever read or studied mythology, there aren't numbers or stats involved...

None that you can see, anyway.


TOZ, isn't LazarX on your own list of people you need to stay away from?

Shadow Lodge

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I live dangerously.

Besides, he started it.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Thelemic_Noun wrote:
LazarX wrote:
If you've ever read or studied mythology, there aren't numbers or stats involved... it's all about wading through a collection of stories WHICH SOMETIMES DO CONTRADICT EACH OTHER. So a bit of contradiction is natural for a world.
Umm.... no. In the game world, either it happened like A or not. The elves can claim things went down like B, but they're just flat-out factually wrong.

Your experience of game world design is rather limited. If you look at the wider history of game world design, you'll see that in many cases, there will be details of game worlds aren't filled in or left up for debate. World of Warcraft for instance there's a major debate on whether elves are descended from trolls. the only evidence is one badly written book, and nothing was ever further said about it. Simmilarly we will probably never know how Aroden died or who was involved? And it doesn't matter because the only real important element is that he's dead. And the folks at Paizo decided all the things they did about every god without rolling dice or creating stats for them.

That's verisimilitude... in that you don't have every single detail tied down to stats, or sometimes even answered at all.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
LazarX wrote:

And the folks at Paizo decided all the things they did about every god without rolling dice or creating stats for them.

That's verisimilitude... in that you don't have every single detail tied down to stats, or sometimes even answered at all.

I don't see that invalidating a crunchy approach just because a fluffy one works just fine.

Grand Lodge

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TriOmegaZero wrote:
LazarX wrote:

And the folks at Paizo decided all the things they did about every god without rolling dice or creating stats for them.

That's verisimilitude... in that you don't have every single detail tied down to stats, or sometimes even answered at all.

I don't see that invalidating a crunchy approach just because a fluffy one works just fine.

It was a reply to Thelmic's statement that the only way to be a consistent storywriter was to have stats for every character.

And did you really have to use the word 'fluff"? What you call fluff I call the meat of the game. It's the reason we put up with the mechanics.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

I was trying to come up with a better term and couldn't think of anything. Just using the common usage.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
I was trying to come up with a better term and couldn't think of anything. Just using the common usage.

I'm pretty sure I'm not the only person who sees it as a derogatory term when it comes to defining game content.


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I know that it's better to leave things open, at least to a certain number of possible options. I've seen what happens to horror movies when the idiot writers put the monster on screen in the opening kill. And the number of times the word 'perhaps' shows up in DM-only AP text would clue in even the dumbest person possessed of literacy, even if only through osmosis.

What if the needs of the story require two gods of roughly equal power with non-combat-related portfolios to attempt to reduce each other to 0 hp? Then what do you do?

Also, directly disagreeing with the premise (which is the thread's title) even after the OP asked for this kind of question to go in some other thread is basically a choice between either not reading the thread or deliberate trolling.


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If fighting gods is fun for people, then let there be deity stats. I personally like the Pathfinder version of Mythender, which uses the mythic paths and is simple and more free form.

I'm on a tablet so I don't have the favorite for it. Hopefully someone can link it.


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LazarX, why are you even reading this thread? This is the homebrew forums, where people write homebrew that they want to use in their games, and others look for homebrew to use in theirs. That is the essence of how homebrew forums work. Obviously, no single piece of homebrew will be useful in every campaign in the world, because each campaign is different, so you can simply ignore homebrew that you have no use for.

The entire premise of this thread, from the opening post, is that some people (including the OP) do find a need for statted gods, and the OP is posting his/her stats for gods on the forum for the benefit of others who also find a need for statted gods.

You pretty clearly don't have a need for deity stats, so why are you on this thread? The homebrew on this thread isn't for you--it's for people who like using deity stats. Are you just looking to harass people who play different games than you do?

...And I was just ninja'd by two people who collectively said it better than I did. "Divine Initiative" must be in Odraude's portfolio!

Shadow Lodge

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Revised Thought wrote:
I don't see a rules approach being invalidated just because an authorial one works just fine.


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LazarX wrote:
TriOmegaZero wrote:
I was trying to come up with a better term and couldn't think of anything. Just using the common usage.
I'm pretty sure I'm not the only person who sees it as a derogatory term when it comes to defining game content.

>spends all thread pooping all over anyone that wants stats for deities

>gets offended by the word fluff

Okay then, time for sleep :)

Shadow Lodge

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I find killing gods cool, should i feel bad? :/


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ElementalXX wrote:
I find killing gods cool, should i feel bad? :/

You should. Chances are you are a dirty munchkin :p


Great work. I like this.

Shadow Lodge

As a side note, paizo gave stats to FREAKING CHUTHULU.

I dont know what really is the issue with giving stats to gods, if you dont want your gods killed they just dont die, you are the dm. You can say the sky is green if you want


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Buri wrote:
I wouldn't. Feat spam is a failing of the 3.x paradigm.

Then very little of my high level work will be of use to you and your games.

Also, LazarX and fanclub, I'm not sure what your endgame is in advancing this argument while ignoring or forgoing mention of any of the actual work I've done. Is it to loudly proclaim your opinion? Success, we know you don't like god stats. Is it to get me to change my opinion? False, black bears are best.


Probably. I prefer things like gods to be above normal notions of ability. Thus, no menagerie of feats or 20 levels of classes accurately describes a god.

In terms of general monster design, if your idea of making them powerful is just slapping on every feat under the sun, then I'd challenge you to reevaluate your idea of powerful. If your main concern is 'something PCs can potentially fight and defeat' then, again, I would challenge you to rethink what it takes to accomplish that goal.

Giving them stats like an AC and ability scores is fine. However, when you get to the meat of what makes a god a god, you would do well to follow established patterns and give them wholly unique abilities. The template approach as described earlier is the right idea but I feel it's too verbose and tries to be too all inclusive. Doing such a thing only makes sense if you want to allow PCs to become gods themselves. Otherwise, they should be unique beings.

Even mortal ascended deities like Iomedae would be completely rewritten at the moment of ascension. A common critique of that approach is knowing what's 'fair.' Gods are the easiest to create in this way. They are the personification of their domains, utter masters. Write them as such. However, do so knowing that all beings have potential weaknesses and write those in, too.

This goes beyond simple notions of DR and what penetrates it, regeneration and what interupts it, etc. Creating full fledged deities is more like writing artifact entries than leveling up a PC with 40+ class levels.


I personally prefer to design with simple HD and special abilities, rather than 'by the rules'. Most of my Dukes of Hell, Demon lords and such are designed in exactly that manner, with a few exceptions, like Iblis. However, when designing gods, they have traditionally been done utilizing the same rules as the PCs with some extra. 1e, 2e avatars, even 3.0 gods were built using class levels.

As such, I built humanoid gods with those same class levels, in accordance with that tradition. It is having 30 fighter levels that causes Iomedae to have so many feats, not some idea that feats (and more feats) make a god. With Pathfinder especially, I'm finding that might not be ideal. They provide a lot of little fiddly bonuses that work great for low level PCs that are just utterly superfluous on a deity.

On a different note, some gods are personification of their domains. Others, not so much. Ascended gods, demigods (in the Greek sense)...these don't seem to personify things as much as the old gods did. Some gods really do just feel like a PC that got lucky. Which is fine...it takes all kinds.


I can see your points.

Shadow Lodge

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Thelemic_Noun wrote:
LazarX wrote:
If you've ever read or studied mythology, there aren't numbers or stats involved... it's all about wading through a collection of stories WHICH SOMETIMES DO CONTRADICT EACH OTHER. So a bit of contradiction is natural for a world.

Umm.... no. In the game world, either it happened like A or not. The elves can claim things went down like B, but they're just flat-out factually wrong.

Real world guy A: "It didn't happen that way. Apollo and Artemis actually–"
RWG B: "–don't freaking exist."

Dude A: "But Urgathoa is a–"
Dude B: "You're wrong. Says so on page 83."

Actually, James Jacobs has said, many times, that they DO purposely have conflicting information for Golarion's distant history, information about the gods, etc.

Shadow Lodge

ElementalXX wrote:

As a side note, paizo gave stats to FREAKING CHUTHULU.

I dont know what really is the issue with giving stats to gods, if you dont want your gods killed they just dont die, you are the dm. You can say the sky is green if you want

Cthulhu isn't a god, though. He's just an extremely powerful alien.

The actual gods of the Mythos are Azathoth, Yog-Sothoth, Shub-Niggurath, and Nyarlathotep.


Kthulhu wrote:
ElementalXX wrote:

As a side note, paizo gave stats to FREAKING CHUTHULU.

I dont know what really is the issue with giving stats to gods, if you dont want your gods killed they just dont die, you are the dm. You can say the sky is green if you want

Cthulhu isn't a god, though. He's just an extremely powerful alien.

The actual gods of the Mythos are Azathoth, Yog-Sothoth, Shub-Niggurath, and Nyarlathotep.

My understanding of the Lovecraft mythos is that Great Old One and Outer God are pretty much interchangeable. Paizo simply gave the mythic beings of the Dark Tapestry, like Cthulhu, the former designator as an indication of somewhat lesser power and/or station in the chaotic court that resolves Azathoth at the center of all creation. The fact that you can't actually kill Cthulhu in game, though, might actually qualify him for some kind of lesser god-hood. Even Baba-Yaga can be killed, if you get things just right, but Big C? Nope, just goes back to sleep.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Thelemic_Noun wrote:


What if the needs of the story require two gods of roughly equal power with non-combat-related portfolios to attempt to reduce each other to 0 hp? Then what do you do?

If you're writing a story...It's simple, you decide what happens. I don't see the complications in doing that. I don't roll dice for my plotlines.

Shadow Lodge

LazarX wrote:
Thelemic_Noun wrote:


What if the needs of the story require two gods of roughly equal power with non-combat-related portfolios to attempt to reduce each other to 0 hp? Then what do you do?

If you're writing a story...It's simple, you decide what happens. I don't see the complications in doing that. I don't roll dice for my plotlines.

The winning god is decided by which one winning makes a better story/adventure.

Shadow Lodge

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Hey! i just noticed, Kratos is a munchkin


Kthulhu wrote:
LazarX wrote:
Thelemic_Noun wrote:


What if the needs of the story require two gods of roughly equal power with non-combat-related portfolios to attempt to reduce each other to 0 hp? Then what do you do?

If you're writing a story...It's simple, you decide what happens. I don't see the complications in doing that. I don't roll dice for my plotlines.
The winning god is decided by which one winning makes a better story/adventure.

Not if the PCs wade in to use Aid Another. Then you need rules.


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Kthulhu wrote:
LazarX wrote:
Thelemic_Noun wrote:


What if the needs of the story require two gods of roughly equal power with non-combat-related portfolios to attempt to reduce each other to 0 hp? Then what do you do?

If you're writing a story...It's simple, you decide what happens. I don't see the complications in doing that. I don't roll dice for my plotlines.
The winning god is decided by which one winning makes a better story/adventure.

Wow. You guys both completely missed or ignored the point.

Stats don't need dice.

Stats do tell a story.

The primary thing you're both missing is an element of control and internal consistency.

You guys really don't seem to understand what that means.

LazarX wrote:
If you've ever read or studied mythology, there aren't numbers or stats involved... it's all about wading through a collection of stories WHICH SOMETIMES DO CONTRADICT EACH OTHER. So a bit of contradiction is natural for a world.

This is not what that means.

Lacking internal consistency wrote:

GAME SESSION 43 (the cleric uses commune)

- Cleric: "Did my god accomplish <X> to <insert thing here> by a miracle?"
- GM: *thinks* "Yes."
- Cleric: "What about <this thing>?"
- GM: *thinks* "Impossible."
- Cleric: "Sure, that's fine."
*roll some knowledge checks, does research, other spells*
Among the many bits of information gained from this is something minor about what gods can do.

GAME SESSION 107 (the cleric uses miracle)
- Cleric: "I cast miracle to do <X>"
- GM: "Uh, you can't do that."
- Cleric: "What, why not?"
- GM: "That's not how gods work."
- Cleric: "It was 64 sessions ago! I took notes!"
- GM: (Huh, I didn't remember that. Wasn't supposed to really be important.) "Look, man, you can if you want, but it doesn't work for this story."
- Cleric: "... ooookay, I guess that's fine. I do <B> instead."
The rest of the game continues, but the cleric - as a player - is less immersed, because that which he knew as true now isn't.

The above example is a bit ham-fisted, I grant; it also works out fairly well, as the cleric is willing to go with his friend and the game over getting some advantage. It's still not ideal because the GM, making a mistake, was inconsistent. And it's not inconsistent with "Oh, there are legends that say <X>, but others that say <Y>." - he gave the cleric concrete answers based on the cleric interviewing the deity. Answers the GM thought were relevant, made sense at the time, but didn't later.

This is an example of internal inconsistency. It's immersion-damaging.
In the specific instance, it could be used as an RP opportunity... but so could anything else, really, and ultimately it's caused by GM mistake; it's also likely an opportunity wasted because most people likely won't jump on the whole, "GM mistake! RP-moment!" train, as they're too caught up in what's going on now.

It's something that may never come up... or, on the other hand, it may.

By having stats you've an internally consistent set of guidelines.

Can gods do <X>? You can answer "yes" or "no" based on that guideline.
Would gods do <X>? You can answer "yes" or "no" based on that guideline.

Do the player need to know this? No.

But by having that baseline, the GM gets to have a baseline to determine whether or not things are consistent.

In some regards, it's similar to using a grid v. not using a grid.

When you use a grid, the tactical power of mages has a surprising tendency to grow very strong. Why? Because you have concrete answers as to what mages can do.

When not using a grid, the tactical power of mages wanes as GMs have substantially more control over who gets hit when.

Some people prefer the former, while others prefer the latter. I, for instance, prefer the latter, as the former takes up too much time, to me, and doesn't really help the game all that much.

In other regards, it's the difference between writing a novel or telling a story, and playing an RPG. In the one, the GM holds more of the cards; in the other the players are the primary force of agency for the story.

At what point do you stop needing rules? At the point where your table doesn't need rules.

Everything is a balance around these ideas.

Where do you fall? Obviously, you don't like 'em. That's fine.

Please express that view somewhere else, as it's cluttering up an unrelated thread.

Quote:
My understanding of the Lovecraft mythos is that Great Old One and Outer God are pretty much interchangeable.

Eh... not exactly. To mortals they often are - the difference is generally irrelevant (save that the Great Old Ones - or at least the weakest of their number - can be knocked hard enough with a large enough boat that he'll go back to sleep, though he'll still drive a weak-willed commoner nuts), but to themselves, the difference is pretty important. Cthulu, for example, is noted as merely being a priest of the outer gods.

Shadow Lodge

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Nah, you just apply the +2 modifier to the ally god's +infinity, and compare it to the enemy god's DC of infinity.

End result: The winning god is decided by which one winning makes a better story/adventure.


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ElementalXX wrote:
Hey! i just noticed, Kratos is a munchkin

So is Elric of Melnibone clearly. Dirty dirty munchkins :p

Shadow Lodge

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ElementalXX wrote:
Hey! i just noticed, Kratos is a munchkin

Also an emo crybaby.

Shadow Lodge

You could always use Immortals Handbook: Ascension. It technically gives gods stats, although anything at even a fairly low true god level might as we'll be wearing an "I win" sign compared even to level 20 / MR 10 characters.

Over gods are mid-level in that system.


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Kain Darkwind wrote:

Well, they do now, anyways. Feel free to offer thoughts. If you have non-ridiculous builds (Animal/Nature Oracle, infinite spell loops are ignored, etc) that can beat them, please point out the weakness to me so I can determine if it's something a deity ought to be able to counteract.

Full thread here.

** spoiler omitted **...

Found Mythender in Golarion here, if you want some inspiration.

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