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petermcleod117
2021-08-23, 01:13 PM
in the third party supplement by Green Ronin, Skull and Bones, it is stated that the gods regularly possess people and act through them as a way of communicating with their priests, particularly during the ritual they perform every week to regain their spells. it is implied that they are able to use at least some of their power while doing so, though it is not stated how much or in what form this interference takes.

this wouldn't be a problem, since the gods are NPCs,if not for the fact that there is a player option which allows the gods to randomly possess a PC, granting them massive power in exchange for occasionally having to role play the gods at inopportune times (like when they are trying to be diplomatic).



One of the gods has decided it enjoys walking around in your skin.
Benefits and Drawbacks: Your god may possess you and fight on your behalf when you are in dire straits, but might also decide to go for a ride at the exact wrong time (such as when dining with the governor’s daughter). The exact benefits and drawbacks of this fortune are up to the GM, and depend largely on the specific go that chooses you.



no stats are given for the gods, though their domains are provided. I have considered allowing to cast domain spells at will, though that may completely defeat the point of having clerics, especially since in the setting clerics have to individually bargain for any spells above third level.
another idea is to allow them to spontaneously cast domain spells as a sorcerer of their level, but only up to third level spells.

ShurikVch
2021-08-23, 01:23 PM
Possess Mortal (https://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#possessMortal) Salient Divine Ability:

Benefit
The deity can possess any mortal in any location the deity can sense. Unwilling mortals can attempt Will saves (DC 10 + the deity’s Charisma modifier + the deity’s rank).

Notes
Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the deity if the mortal is unwilling. If the mortal is willing, however, the deity cannot be blocked or driven out, except by a divine shield or the use of the Alter Reality salient divine ability by a deity of higher rank.

The possessed mortal effectively becomes an avatar of the deity. The deity can draw on all the possessed mortal’s memories, and the deity senses what the mortal senses. Each mortal possessed counts as a remote location where the deity is sensing and communicating. A demigod can possess up to two mortals at a time, a lesser deity can possess up to five mortals at once, an intermediate deity can possess up to ten, and a greater deity can possess up to twenty mortals at once.

While the deity is in possession, the mortal’s abilities are unchanged, except as noted below.

Type
Same as the deity.

Hit Points
Same as the mortal, +1 for each rank of the deity.

Armor Class
The mortal gains a divine bonus to Armor Class equal to half the deity’s divine rank.

Ability Scores
Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the deity’s (or remain as the mortal’s scores if they are higher).

Saves
Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score.

Skills
The mortal can use its own skills and the deity’s skills. If the mortal and the deity have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers.