Help creating a god


Advice


In a campaign I am currently planning, one of my old characters is going to have taken the test of the starstone and became a god. I am wondering how many levels and such/how do you stat a god character. This is important as the characters are likely to have to fight alongside and against several gods and I am trying to figure out how to stat them for this purpose.

I am likely going to be trying to create character sheets for several of the established gods as well so any advice on this would be helpful


I seem to recall level 40 being a standard God in 3.5 but don't quote me on it. In 4e one of the final destiny things for a character was "become a god" at level 30.


Divine rules(ranks and powers) from 3.5 allow you to kind of create a physical god. Balance is thrown out the window, but you might want to take a peak at that.


Gods don't have stats. They're not (N)PCs, they're part of the setting.

I'd go with the Forgotten Realms idea of "avatars": immensely powerful representations of Gods.


Paizo's Mythic Adventures (coming in August) will be able to at least get him to demigod status.


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just remember when someone asks you if you are a god you say YES!


I was thinking making them level 40, that would probably be strong enough for them to be practically invincible.

And VRHM, the Test of the Starstone has been established as being able to create gods, I don't see why they can be NPCs as well.

Odraude: That sounds cool, I will be checking that out when it is out


One of the Gods 3.5 books statted out the entire Greek Pantheon; I remember them being level 20-ish, but the main kicker was applying a 'divine' template that vastly bumped their AC and saves and attack rolls as well as giving them some nasty powers, including 'kill or blast into unconsciousness all mere mortals in a 5-mile radius'. Could be helpful.


Thanks Arkwright, I'll look in to that


I could have sworn there was stats for Gods in 3.5. You could look into that for some ideas. Personally I would make them ecl 40 (actualy 35 with paragon subtype (+15 all stats) with a 35 point buy in). They're gods so they are kind of meant to be OP.

Also, Gods have this thing called "Divine Intervention." So if you wanted your PCs to fight alongside Gods I personally would try to scale them to the power of the best Divine Intervention they are capable of.

For example: once we as a party did something tremendously stupid and REALLY screwed up resulting in a CR 20 Black Dragon descending from the skies to makes us dinner (we were level 6). So, as a last ditch effort (and also because we lacked a cleric), we sat down and prayed to Nethys' for Divine Intervention. On a 5% chance we got it, Nethys came down and cast Magic Missile into the Dragon... a thousand times in a single round.

Granted, you may not want to go with something THAT ridiculous but its an idea.

EDIT: Forgot to mention Paragon Subtype is a ECL +5, hence why level 35 in character classes and then the addition. Also, you might want to consider adding unique powers to deities.


If you're looking to create a realistic feeling God, be as simple as possible.

The Exchange

In general, you don't stat a god, whether it was born divine or ascended. Although 3.5's Deities and Demigods had extensive rules for statting gods, 2nd Edition had the equally valid notion that a god was, by definition, something that a mortal presented absolutely no threat to: AC and hit points were no longer applicable. If you choose to take the 3.5 approach and stat your gods, remember that to a certain kind of player, announcing that a god is "invincible" is taken as a personal challenge.

I advise determining what gods of a certain rank can't do. Remember that most gods have a home realm where their power is greater, and the extent of their power drops according to distance from it - and that most gods also have a particular focus or portfolio (sea gods, etc.) within which their power is greater. Also recall that gods traditionally have varying power levels, and that if the god you're creating is a "mere demigod" he's not likely to have the power to end universes or stop time, but still likely to have powers super-powerful mortals don't, such as the ability to create pocket dimensions or split off 'avatars' of himself so he can exist in multiple places at once.


Lincoln Hills wrote:

In general, you don't stat a god, whether it was born divine or ascended. Although 3.5's Deities and Demigods had extensive rules for statting gods, 2nd Edition had the equally valid notion that a god was, by definition, something that a mortal presented absolutely no threat to: AC and hit points were no longer applicable. If you choose to take the 3.5 approach and stat your gods, remember that to a certain kind of player, announcing that a god is "invincible" is taken as a personal challenge.

I advise determining what gods of a certain rank can't do. Remember that most gods have a home realm where their power is greater, and the extent of their power drops according to distance from it - and that most gods also have a particular focus or portfolio (sea gods, etc.) within which their power is greater. Also recall that gods traditionally have varying power levels, and that if the god you're creating is a "mere demigod" he's not likely to have the power to end universes or stop time, but still likely to have powers super-powerful mortals don't, such as the ability to create pocket dimensions or split off 'avatars' of himself so he can exist in multiple places at once.

Actually there are spells that create copies of yourself and pocket dimensions and stop time :P only one there that a wizard cant do is destroy the universe

The Exchange

Thomas Long 175 wrote:
Actually there are spells that create copies of yourself and pocket dimensions and stop time :P only one there that a wizard cant do is destroy the universe

Oh, I'm sure there's a build. (rolls eyes)


Lincoln Hills wrote:

In general, you don't stat a god, whether it was born divine or ascended. Although 3.5's Deities and Demigods had extensive rules for statting gods, 2nd Edition had the equally valid notion that a god was, by definition, something that a mortal presented absolutely no threat to: AC and hit points were no longer applicable. If you choose to take the 3.5 approach and stat your gods, remember that to a certain kind of player, announcing that a god is "invincible" is taken as a personal challenge.

I advise determining what gods of a certain rank can't do. Remember that most gods have a home realm where their power is greater, and the extent of their power drops according to distance from it - and that most gods also have a particular focus or portfolio (sea gods, etc.) within which their power is greater. Also recall that gods traditionally have varying power levels, and that if the god you're creating is a "mere demigod" he's not likely to have the power to end universes or stop time, but still likely to have powers super-powerful mortals don't, such as the ability to create pocket dimensions or split off 'avatars' of himself so he can exist in multiple places at once.

I'm aware that the rules of the pathfinder universe don't work perfectly for this idea. The idea is that they will end up fighting with or against certain gods or god level beings. The part you mention about a home realm is also something i'd thought of with the villains's creating a rift-type thing in the home realm of the gods and lowering their power levels

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