God (3.5e Template)

God
Summary::A god is someone with above 61% divine blood, and can grant spells.

The weakest actual deities, Gods hold great power. With this power, they can improve the power of others.

If taken at character creation, your DBP is 75%.

Creating a God
This template grants scaling benefits based on your total hit dice.

Hit Dice:

1: Divine Blood 2: Divine Right 3: Divine Might 4: Divine Flare 5: Divine Spark 6: Divine Growth 7: Divine Realm 8: Divine Link 9: Divine Ascension

Divine Blood:

You gain the effects of divine health, becoming immune to diseases and poisons. In addition, you are also immune to aging, becoming ageless.

Your divine blood grants you increased inner power. Select any one ability score. You gain a +2 inherent bonus to that ability score.

Divine Right:

You gain a small fragment of divine power. Select any one domain. You gain the granted powers of that domain, usable as a second level cleric. In addition, you get the first level spell of that domain as a spell-like ability, usable at will as a second level cleric (saving throws are Cha-based).

Divine Might:

You gain another fragment of divine power. Select any first level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a second level cleric (saving throws are Cha-based).

Divine Flare:

You no longer count as a mortal for the effects of Godly feats.

Divine Spark:

The power of your divine blood flares, allowing you to claim the title of god for yourself. Though your spark is weak, perhaps you can bring it to power. You gain a number of benefits as listed here:

You are a valid source for providing divine spells, offering the domains of your alignments and 3 other domains of your choice. For each element of your alignment that is neutral, you may choose an extra domain (so a true neutral character gets 2 extra domains). If you know of someone drawing spells from you whose behavior you disapprove of, you can choose to withhold spells from them as a free action, which prevents them from preparing new spells/recovering used slots (reversing this choice is also a free action). You also must choose your favored weapon. You may decide what the code of conduct is for your church.

You gain the power to inspire worshippers. As a full round action that costs 500 xp, you can choose a mortal within a city where you don't have a church. If that mortal is already a divine caster, this ability doesn't work. Within a week, a small church of you is built within that city. The mortal targeted becomes the high cleric of that church, who is a 2nd level cleric of you. They will do as your request (including providing shelter and food and up to 15 gp/day of non-magical resources), but can not leave the city.

If a high cleric of yours holds that title for 2 uninterrupted months, their level increases by 1. This increase stacks with itself up to half of your hit dice plus 2 (round down). If the high cleric of one of your churches should die, a new cleric will take their place within a week. If one of your churches is destroyed, the high cleric of that church will rebuild it within a week. If both the high cleric and church are gone at the same time, they have been wiped out, and will not be replaced.

Divine Growth:

You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any first level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a second level cleric (saving throws are Cha-based).

You gain another fragment of divine power. Select any second or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a fourth level cleric (saving throws are Cha-based).

Divine Realm:

Your spark forms a plane for you to rule from. You gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional divine template feature you gain after this one. The planar traits of this plane match your home plane and can not be changed (except with Alignment, seen later).

This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist, as follows:


 * Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather.
 * Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
 * Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
 * Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact depth of the stone and placement of the lava is up to you).
 * Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
 * Sun and stars*: The plane has a day/night cycle (the length of which is up to you).
 * Alignment*: The plane is mildly aligned with your alignments.

You select these features upon attaining the demi-plane, and you can change them via a 1 week ritual (which costs nothing but time). Changing any feature except those marked with an asterisk results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed).

This plane is lying coterminous to one spot in the Outer Plane of your alignment, but only those allowed in by you can enter.

You gain the ability to travel to and from your demi-plane, via a limited Plane Shift SLA which you can use 2/day, and which can only take you to your demi-plane or your home plane.

Divine Link:

The connection between you and your follower's grows stronger. Each of your high clerics gains a special Sending SLA they can use 1/day, which may only target you and which has a casting time of 1 minute. In addition, you gain a special Sending SLA you can use 1/day, which may only target one of your high clerics and which has a casting time of 1 minute.

You gain another domain. Choose 1 more domain. You can now grant that domain.

You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any second or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a fourth level cleric (saving throws are Cha-based).

You gain another fragment of divine power. Select any third or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a sixth level cleric (saving throws are Cha-based).

Divine Call:

Your spark calls out to the multiverse and some outsiders heed the call, coming to your aid. 2 others (here on called your outsider assistants) somehow find their way to your demi-plane. These two are Aasimar or Tiefling (you choose which kind, they need not be the same kind). Both are second level, one is an adept and the other is a warrior. They will do as you request, but can not leave the demi-plane. Despite being Native Outsiders, they don't need to eat. If they should die, someone will show up to take their place within a week.

Your divine realm calls out to your most faithful. Whenever a divine caster who draws their spells from you dies, you may choose to claim their soul. If you do, they become a solid soul on your demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:


 * Ability Scores stay the same.
 * All class levels except their first two are lost.
 * Their hit dice become 2d8.
 * Their BAB is set to +2.
 * They retain all skills they had in life.
 * They lose all Ex, Su and Sp abilities/attacks from race/template.
 * Their type changes to outsider.
 * They can not leave your demi-plane.
 * They are immune to mind-affecting effects.

If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul you accept into your plane, the radius of the plane increases by 5 feet. You are expected to provide places for them in your plane. For every 10 souls in your plane, your outsider assistants increase in level by 1, up to a limit of half your hit dice plus 2 (round down).

In addition, your soul is also pulled to your plane. If you die, you move to this plane for your afterlife. You remain the same except you can not leave the plane (unless raised, which pulls you back), nor can you raise yourself.

Divine Ascension:

The true might of the divine swells up within you. All of your ability scores gain a +2 inherent bonus (stacking with the bonus from Divine Blood). You take on a slightly different form, allowing you to treat your creature type as outsider or your normal type, whichever is more convenient.

You gain a measure of control over one of your domains. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of a level equal to your hit dice. In addition, select any second or lower level spell from one of your domains. You gain that spell as a spell-like ability, usable at will as a fourth level cleric (saving throws are Cha-based).

You gain another fragment of divine power. Select any fourth or lower level cleric or druid spell. You gain that spell as a spell-like ability, usable thrice per day as a eighth level cleric (saving throws are Cha-based).

Level Adjustment
+Level Adjustment::3