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    Apr 2010

    Default The Godly Campaign

    The Godly Campaign (inspired by this work)


    Design Notes:

    I've been interested in formulating solid rules for deities practically ever since I’ve read the BECMI D&D Immortal set and realized what a mess it was.
    My next encounter with a D&D book about deities was Wrath of the Immortals, which was an improvement to a certain degree, but still quite a mess.
    Next I came across the 3e Epic Level Handbook, and boy did that book take a wrong turn on 3e. this one was the messiest one of the lot on practically every aspect imaginable.

    Then came "Deities and Demigods", which was finally a solid infrastructure to build on.
    The main problem was that deities felt little more than overpowered PCs.
    I want deities to have a bigger added value than just being for epic characters what epic characters are for mortals.

    On one hand, deities should be inherently more powerful and capable than mortals, regardless of how you build them. A certain mortal could be more capable than a certain deity at certain things, should that certain mortal put a lot of resources into them while the certain deity had never bothered giving them a second thought. But that's about it.
    OTOH, I want deities to be playable in practice, not just on paper.
    When the rules of godly mechanics spread on an entire book, it’s hard to encompass a divine character’s full set of abilities and handle it during game time.

    One aspect that struck me to make a divine character cumbersome to manage is that a deity gains a salient divine ability every level.
    Theme wise it makes no sense, because no real life mythology ever attributed more than 10 of them to any single deity.
    Game wise, it makes the character sheet overcrowded and tedious to manage in-game (maybe not to some, but definitely to the average player).
    Also, if the character is adequately capable and the salient divine abilities are properly designed, then you don't need so many of them.

    Reflecting on the above, I believe that the set of rules for deities could be significantly narrowed down, generalized and simplified.
    When going for such modification, one should also strive for a set of rules that will allow to explain any deity from any real life human culture.

    I believe that the following set of rules addresses all of the above and more.

    Divine Spark (becoming a god):

    A PC or NPC gains the ability to take divine ranks by upholding 3 simple prerequisites.
    In order to gain divine spark, a character must possess:
    1. 10 levels or more in any one class.
    2. 20 class levels or more overall.
    3. 100 permanent Worship Credit points or more* (see next spoiler below)

    * Under these rules, Jesus' divinity could be explained if he was built as a pacifist Healer/Bard/Mage "Diplomancer".

    There are two quicker routes for obtaining Divine Spark – in both cases requirements #1 and #2 (above) are mandatory.
    1. A divine being can grant someone the necessary Credit points to bestow Divine Spark upon it. This is always the culmination of a very long quest on behalf of the bestower (e.g. heroic quests (see "Becoming Immortal, p.43 and on), villainous quests etc.), which almost always starts by the candidate to godhood petitioning the bestower deity.
    2. Delivering a killer blow to a deity automatically and permanently transfers 100 Credit points from the deity to the slayer.

    This is not where requirements end as far as deities are concerned:
    To rise to the Status of Minor Deity (see below), a character must possess 20 levels in at least one class.
    To rise to the Status of Lesser Deity (see below), a character must possess 20 levels in at least two classes.
    To rise to the Status of Intermediate Deity (see below), a character must possess 20 levels in at least three classes.
    To rise to the Status of Greater Deity (see below), a character must possess 20 levels in at least four classes.

    Worship and Divine Ranks:

    The measure of what makes a god more powerful is its Divine rank, which is determined by the amount of its worshipers and the conviction of their belief.
    There are varying degrees of faith with varying levels of reward to the recipient divine being.

    Each level of faith (of the 7 degrees detailed below) grants an amount of worship Credit which directly accumulates to advance a deity in Divine Ranks:
    Acknowledgement: 1/10
    Occasional Prayers: 1/2
    Daily Prayers: 1
    True Believer (True Believer feat): 2
    Blind Faith (Sacred Vow + Vow of < something > . . . according to your declared ethos): 4
    Zealot (willing to lay down their lives at your name): 5
    Priest: [(Class Level ^ 2) * Degree of Worship (no less than daily prayers)]
    All the above are multiplied by the followers' Cha-bonus (minimum 1).
    Special: If a mortal dies of oldage as a believer, his/her Credit points are never deprived of the subject of their faith.

    Rank Min Worship Credit Category of Power Max # Priests *
    0 100 (Divine Spark) Demigod (or "Temporal") 0
    1 1000 Minor Deity (or "Celestial") 5
    2 2000 10
    3 5000 15
    4 10000 20
    5 20000 25
    6 50000 Lesser Deity (or "Empyreal") 50
    7 100000 100
    8 200000 150
    9 500000 200
    10 1000000 250
    11 2000000 Intermediate Deity (or "Eternal") 500
    12 5000000 1000
    13 10000000 1500
    14 20000000 2000
    15 50000000 2500
    16 100000000 Greater Deity (or "Hierarch") 5000
    17 200000000 10000
    18 500000000 15000
    19 1000000000 20000
    20 2000000000 25000

    * Deities don't have infinite amount of resources for the purpose of granting Priest spells. The indicated number specifies how many priests can be granted divine spells simultaneously. This is the reason why civilization is not flooded by hordes of priests. Deities need to pick them up carefully. This is also the force that drives deities to be involved in the affairs of their followers, and choose only the most promising candidates as active priests.

    Losing Credit:
    Some things may cause deities to lose Credit.
    A deity might lose Credit to the point of dropping in divine rank – all the way to divine rank 0.
    If a deity's Credit drops to 0, it fades away from reality. Should faith be reignited by (a) devoted mortal(s), the deity will reappear once it has gained 100 Credit points once again.
    Deities that drop ranks re-adjust their bonuses granted by divine rank and lose access to any salient divine abilities that they no longer meet the prerequisite for.

    What deities do with Credit:
    Credit granted by followers is a form of currency among the gods.
    Much like souls are traded as currency in the Abyss and in the Nine Hells, true gods trade Credit. The soul of a mortal decides who gains its Credit and in essence where it goes after death, however that Credit, once earned by a deity, is only tied to that particular follower in that the god only has it as long as they are faithful.
    Deities trade Credit among themselves for favors, rights to territory and followers, to settle disputes among themselves and in rare cases between their faithful.
    In the end, deities pay with Credit for one of four reasons:
    1. As payment for something that has brought about even more Credit.
    2. For things that are expected to yield significantly more Credit.
    3. To avoid losing Credit.
    4. To avoid the wrath of a superior deity.
    Credit can only be traded willingly, no amount of force, magic or salient divine abilities can coerce a god to give up Credit. As well no deity can give up enough Credit to fall a rank, the only way for a god to drop divine ranks is to lose its followers. For example, a Rank 6 god needs a minimum of 50,000 Credit, if a Rank 6 god has 55,000 Credit it can freely trade 5,000 Credit to other deities. If that god trades all 5,000 of its excess then loses a single follower, dropping its total below 50,000 Credit, it will drop one rank.

    Slain Deities:
    A slain deity vanishes, and is then automatically reformed after a number of days equal to [101 – (3 * Divine Rank)]
    A deity slain within its own realm is reformed after a number of days equal to [101 – (5 * Divine Rank)].
    Each time a deity is slain, it is drained of 1/10 % Credit points it possesses, but no less than 100 Credit points. This drain is the essence that maintains the deity's existence and is required for reforming it.
    When a deity is slain, its priests are deprived of spells until it reforms.
    A deity may reform itself anywhere where its Remote Sensing functions at the instant of "death".
    Special: Divine souls are completely beyond the reach of any form of manipulation – mortal as well as divine.

    Renouncing Godhood:
    Deities are more ambitious than any human in RL history. Nevertheless, even a deity might get tired of the endless race to accumulate followers.
    A deity might find alternative means to gain limitless lifespan, or simply get bored with eternal existence altogether.
    Renouncing godhood requires dropping below 100 Credit, but above 0 Credit.
    From that point, the deity may simply burn away its remaining Credit points for the purpose of shedding divinity.

    Rules that apply to deities:
    A Deity is not to directly intervene in the affairs of mortals (in their true form or via avatars) or reveal itself to mortals, unless those mortals are among its followers, or part of a community that has it as its primary/exclusive faith.
    Direct intervention in the affairs of other deities' followers or the affairs of free willed leads to anarchy that hurts everyone. The divine community prohibits it.
    Nevertheless, like in any other social structure, not everyone's willing to abide by the rules.
    Transgressors that are caught are punished harshly (see Depower and Divine Manacles salient divine abilities below).
    Note: Revealing one's self to priests or to mortals for the purpose of setting them on the path of priesthood does not constitute violation of intervention. For the latter, no actual physical interaction is allowed until the candidate willingly accepts the deity's authority.
    Special: Demigods are exempt from this rule until they acquire 20 levels in a single class. This is due to the limitation that they have no avatars or mortal identities, but unlike beings with positive divine ranks, they can still earn XP when assuming their true form (see the “Avatars” spoiler below, under “Progress by Category of Power”).

    Basic Divine Traits:

    Deities do not age, and they do not need to eat, sleep, or breathe.
    Deities ignore massive damage.

    Outsider HD:
    Divine ranks are expressed as Outsider HD.

    A deity gains a general feat slot per divine rank.
    This is in addition to feats gained by racial HD, class levels, templates or any other source.
    Feats gained from divine ranks can be applied to any feat to which the deity upholds its prereqs, regardless of class/race/template.

    • Transmutation: A deity is immune to polymorph, petrifaction, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
    • Drain Effects: A deity is not subject to Energy Drain, Ability Drain, Ability Damage.
    • Mind-Affecting Effects: A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

    Damage Reduction:
    Any damage applied to a deity is reduced by 10 + its divine rank.
    This stacks with any resistance/reduction gained from race, class features, template(s), feats, magical effects and any other source.

    Bypassing DR:
    Deities resonate divine power into their physical attacks, which counts as Magic for the purpose of bypassing DR.
    All deities also resonate powerful alignment into their attack (e.g. physical attacks of a Lawful deity count as Axiomatic).
    Neutral deities instead deal extra 2d6 vs. any opponent of double-extreme alignment (LG, CG, LE, CE).

    Spell Resistance:
    A deity has SR 32 + its divine rank.
    This stacks with SR gained from race, class features, template(s), feats, magical effects and any other source.

    Turn/Rebuke Undead:
    All deities can Turn/Rebuke Undead, at least as well as a 20th level priest. This ability is intrinsic to being a deity.
    • They add their divine rank to that.
    • They add whatever actual Priest levels they possess on top of that. A deity with levels in Ur-Priest adds either Turn or Rebuke to the total. The other aspect (Rebuke/Turn respectively) does not accumulate.

    Granting Spells:
    Contrary to the belief that deities provide all spells that priests cast and all class abilities, the truth is that they directly provide two things to their priests:
    1. The ability to channel divine energy in the first place.
    2. Spells and benefits of domains.
    It is well within the realm of possibilities (although a rare occasion) that a priest (as a Priest) would be able to cast spells that its patron deity cannot.
    If one of a deity's priests violates its ethos, the deity is immediately aware of it and can take proper actions on the matter (i.e. deprive the transgressor of some/all priestly powers) until proper atonement is made.

    Divine Perfection:
    A deity receives its divine rank as perfection bonus to the following game stats:
    • All Checks (attack rolls, saving throws, skill checks, ability checks, level checks, turning checks etc)
    • Deflection bonus to AC.
    • The DC of any spell or ability (Ex/Su/Sp)
    • SR Penetration
    • Regeneration


    A deity of rank 1 or higher can understand, speak, and read any language, including nonverbal languages.
    The deity can speak directly to any beings within one mile of itself per divine rank.

    Remote Communication:
    As a standard action, a deity of rank 1 or higher can send a communication to a remote location.
    The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity, or within one mile per rank away from a statue or other likeness of the deity.
    The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of the deity’s choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it.
    The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon.
    A deity’s communication power can cross planes and penetrate any barrier.
    Once communication is initiated, the deity can continue communicating as a free action until it decides to end the communication.
    A deity can carry on as many remote communications at one time as it can remote sense at one time.

    Divine Offense and Defense:

    Divine Blast:
    A deity can fire a ray distilled directly from its divine power as a standard action ranged-touch attack that doesn’t provoke AoOs.
    This form of attack may be utilized a number of times per day equal to [3 + Cha-mod].
    The ray can reach up to one mile per rank and deals [1d12 per divine rank + 1d12 per Cha-bonus].
    This attack allows no saving throw and the damage it deals is not subject to being reduced by mortal means of any sort.
    The deity can make the ray look, sound, smell, and feel like anything it desires.
    The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is completely unaffected and can strike a target behind such effects.
    Special: A deity immediately senses when it’s the target of Divine Blast.
    Special: At the deity’s discretion, the damage can be made nonlethal, but then it doesn’t cancel non physical barriers and has no effect on creatures that are immune to non-lethal damage. Temp Credit points are restored at a rate of 1 point per hour.

    Divine Shield:
    As a free action, a deity can create a divine barrier that lasts 10 minutes and protects the deity’s body and equipment from damage.
    The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses.
    The damage can be from any source, including Divine Blast attack.
    The deity can use this defense a number of times per day equal to 3 + its Con-mod.
    The deity can adjust the barrier so that it does not block damage the deity ignores anyway.
    The effects of multiple divine shields do not stack.

    Categories of Power:

    Deities are split into 5 major categories of power.
    A deity’s category of power has immense effect on how powerful the deity is.

    Demigods are newcomers to divinity. They’re no longer mortals, but they’re not yet official deities either.
    The status of Demigod is a relatively short transition period. One is usually either elevated to godhood or quickly falls out of status.
    Very few demigods maintain this status for a long period of time, because many minor deities work diligently to eliminate the threat of potential rivalry when the threat is relatively minor.
    Demigods are sometimes titled “Quasi-Deity”, or “Deity Wannabe”.

    Minor Deities:
    Minor Deities are beings who have finally earned their place among the gods, and with status comes respect.
    It is an unwritted agreement among the gods that no one acts to directly harm “colleagues” that possess divine ranks.
    But with status also come new restraints. See “Rules that apply to deities” above.
    The vast majority of transgressors of the “Rules that apply to deities” are inexperienced minor deities – novices who are sometimes tempted and forget their place in the divine order.
    Minor Deities usually don’t have the luxury of waiting for things to work out for them across many years. Their need to quickly earn Credit is great and pressing, so they plan ahead only for a few months or few years forward.

    Lesser Deities:
    Lesser Deities are veterans who have established a solid foundation of followers on multiple societies.
    All deities respect their fellow lesser deities as forces to be reconned with.
    Lesser Deities are patient enough to run schemes that span across decades.

    Intermediate Deities:
    Intermediate Deities are truly legendary beings of awesome power. They always posses global-scale groups of worshipers on at least one world.
    Intermediate Deities have great patience and run schemes that span across centuries.

    Greater Deities:
    Greater Deities are the most powerful entities that have game stats to talk about. Their power is next to unmeasured and their influence is even greater.
    No greater deity is content with less than global influence on several worlds.
    Greater Deities govern the civilization of the gods. They are the letter of the law and the spirit of the law.
    Greater Deities have unshakable patience and run schemes that span across millennia.

    Divine Rank
    Speed Increase
    Divine Identities
    Divine Aura
    Portfolio Automatic Actions
    Remote Sensing
    Godly Realms
    Avatars / Mortal Identities
    Max. Ability Increase
    Demigod (0)
    Minor Deity (1-5)
    Greater Teleport (self)
    10' / rank
    2 Actions (DC 15)
    2 Sites
    1 (1000’)
    Lesser Deity (6-10)
    Greater Plane Shift (self)
    100' / rank
    5 Actions (DC 20)
    5 Sites
    2 (1 mile)
    Intermediate Deity (11-15)
    Take Others
    1000' / rank
    10 Actions (DC 25)
    10 Sites
    3 (10 miles)
    Greater Deity (16-20)
    1 mile / rank
    20 Actions (DC 30)
    20 Sites
    4 (100 miles)

    - A deity of rank 1 or higher can use |Greater Teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects/creatures per divine rank.
    - A deity of rank 6 or higher also can use Greater Plane Shift as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of items/creatures per divine rank.
    - Deities of rank 11 or higher may take one willing creature per divine rank along with them.
    - Deities of rank 16 or higher may open a Gate at will.

    This is the number of domains in the deity's domains from which priests must choose their first 2 domains.
    A deity may use any spell from any of its domains as (Su) abilities as often as desired.

    Speed Increase
    Deities move faster than normal. The indicated number is added to all movement modes the deity possesses.

    Divine Identities
    This is the number of different identities a deity can be known as by different believers.
    The monotheistic god of earth, under these rules, would be at the very least a lesser deity (probably on the higher scale of intermediate – according to the number of believers), under the realization that "Elohim" (Judaism), "Allah" (Islam) and "Deus" (Christianity) are all different sets of rules for worshiping the same monotheistic god.
    The choice of a divine identity can never be undone. It is the most prominent factor in a deity's existence.

    Divine Aura:
    The mere presence of a deity of rank 1 or higher deeply affects mortals.
    • The deity’s non-divine followers receive a +1 per category of power morale bonus on attack rolls, saves, and checks.
    • The deity’s non-divine foes receive a -1 per category of power morale penalty on attack rolls, saves, and checks.
    A deity's divine aura extends as shown in the table above.


    Every deity of rank 1 or higher has at least limited knowledge and control over some aspect of mortal existence.
    A deity’s connection to its portfolio gives it a number of powers.
    Each increase in category of power (see below) grants a deity one additional portfolio.

    Portfolio Sense:
    - Minor deities have a limited ability to sense events involving their portfolios.
    They automatically sense any event that involves one thousand or more people.
    The ability is limited to the present.
    - Lesser deities automatically sense any event that involves their portfolios and affects five hundred or more people.
    - Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved.
    In addition, their senses extend one week into the past for every divine rank they have.
    - Greater deities automatically sense any event that involves their portfolios, regardless of the number of people involved.
    In addition, their senses extend one week into the past and one week into the future for every divine rank they have.

    When a deity senses an event, it merely knows that the event is occurring and where it is.
    The deity receives no sensory information about the event. Once a deity notices an event, it can use its remote sensing power (see below) to perceive the event.

    Automatic Actions
    When performing an action within its portfolio, a deity can perform any action as a free action, as long as the check DC is equal to or less than the number on the table below.
    The number of free actions a deity can perform each round is also determined by the deity’s divine rank.


    Deities of rank 1 or higher have incredibly sensitive perception.
    Such a deity’s senses (including Darkvision and Low-Light vision, if the deity has them) extend out to a radius of one mile per divine rank.
    Perception is limited to the senses a deity possesses.

    Remote Sensing
    As a standard action, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around any of its worshipers, holy sites, or other objects or locales sacred to the deity.
    This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity’s portfolio occurs.
    The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank.
    Remote sensing is not fooled by mortal magic, and it does not create a magical sensor that other creatures can detect.
    A deity can extend its senses to two or more remote locations at once (depending on divine rank) and still sense what’s going on nearby.
    Once a deity chooses a remote location to sense, it automatically receives sensory information from that location until it chooses a new location to sense, or until it can’t sense the location.

    Godly Realm

    Each deity of divine rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at its most powerful within its godly realm.
    A deity has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment. The radius of this control is a function of the deity’s rank.
    Within this area, the deity can set any temperature that is normal for the plane (for the Material Plane, any temperature from -20ºF to 120ºF), and fill the area with scents and sounds as the deity sees fit.
    Sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound.
    The deity’s ability to create scents is similar.
    Deities of rank 6 or higher can create the sounds of intelligible speech.

    A minor deity or lesser deity can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers.

    A deity of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane.
    Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm.
    The deity can designate certain locales within the realm where astral links remain intact.
    Likewise, the deity can block off the realm from planar portals or designate locations where portals are possible.

    A deity of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor).
    The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots.
    Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm.
    The impeded magic trait doesn’t affect the deity’s spells and spell-like abilities.
    In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of the deity’s control over the realm.

    A greater deity (rank 16 or higher) also can perform any one of the following acts:
    • Change or apply a gravity trait within the realm.
    • Change or apply an elemental or energy trait within the realm.
    • Change or apply a time trait within the realm.
    • Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The greater deity’s own spells and spell-like abilities are not limited by these restrictions.

    Once a deity sets the conditions in its realm, they are permanent, though the deity can change them.
    As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes.
    Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action it desires, so long as it remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.

    Overlapping Divine Realms:
    If two godly realms ever overlap, if both deities are of the same rank then the overlapping areas cancel each other out, otherwise the realm of the higher ranked deity overshadows that of the lower ranked deity where they overlap.

    Divine Ranks and Multiple Realms:
    Whenever a divine rank is gained, a deity may choose a new realm – in place of the old one.
    Lesser deities may own two realms simultaneously.
    Intermediate deities may own three realms simultaneously.
    Greater deities may own four realms simultaneously.


    Deities of Minor Deity status or higher can create exact duplicates of themselves – each of which counts as a Demigod.
    2 avatars may be combined to produce one avatar of Minor Deity status (divine rank no higher than your divine rank minus 5).
    3 avatars may be combined to produce one avatar of Lesser Deity status (divine rank no higher than your divine rank minus 5).
    4 avatars may be combined to produce one avatar of Intermediate Deity status (divine rank no higher than your divine rank minus 5).
    Avatars may not create more avatars.
    A slain avatar is inaccessible for 30 days.

    Mortal Identities
    Instead of a divine avatar, a deity can create a mortal identity, a character/creature that comes with a full set of facade memories, background and history.
    Mortal Identities fool any and all means of detection and divination, serving as perfect tools for bypassing divine sensing and scrutiny (i.e. no form of detection can identify a deity's mortal identity as one).
    Another important reason for using mortal identities is that deities don't gain XP directly (in true form or via avatars). Only their Mortal Identities can earn XP for them.
    Mortal Identities of minor deities are extremely limited and frail in comparison to divine powers. The mortal Identity may have no more overall ECL than the deity's divine rank +5.
    When one becomes a lesser deity, more powerful mortal identities may be formed by using multiple avatars. Multiple avatars may be joint for increasing ECL of a mortal identity by 5 per additional avatar used ([10/15/20 + divine rank] for 2/3/4 avatars).
    XP gained by a mortal identity has no effect on the mortal identity itself. Instead it accumulates to the deity's true-form classes, according to the deity's true-form ECL. This is why deities find it so excruciatingly-difficult to accumulate class-levels that will open the door for rising in categories of power.
    A mortal Identity may be created with whatever gear the deity wishes, worth up to 1000gp per divine rank (multiply by the number of avatars used for creating the mortal identity), and that's it. Gear created for a mortal identity persists until it is slain or recalled by the deity.

    Maximum Ability Increase

    43 is the highest possible ability score value that non-divine can ever hope to achieve.
    Demigods are inherently a fraction more powerful than they were prior to obtaining divinity, and they beat mortals by this limit as well, which is set to 45.
    Minor deities start showing a significant rise in power ad may strive to reach as high as 55.
    Lesser deities are now extremely powerful beings and may rise as high as far as 70 in ability scores.
    Intermediate deities are beings of immense power, effortlessly manipulating reality to their whim. They may go as high as 85.
    Greater deities are the embodiment of perfet cosmic power. They may obtain the highest score that a conscious entity can ever obtain: the ultimate score of 100.

    Using Credit to raise ability scores:
    After all HD have been taken into account and after all feats are exhausted, deities have one more means of elevating their ability scores.
    Credit points may be used for increasing one's own ability scores.
    Each point increase requires an investment of Credit points equal to the Arithmetic Progression from 1 and all the way to the [current value + 1].
    Example: Raising an ability score from 27 to 28 via Credit investment would cost (1 + 28) * 28 / 2 = 29 * 14 = 406 Credit points.

    Salient Divine Abilities:

    Ichor, Ambrosia and Nectar:

    Deities don't have blood coursing through their veins, but a golden fluid called Ichor.
    Ichor is a universal poison to all non-divine beings (DC = [10 + 1/2 HD + Con-bonus]).
    When a deity is slain, its Ichor may one day grant immortality. If at least 90% of its Ichor is collected and placed in a sealed vial for 100 years, it is transformed into a liquid called Nectar. Nectar is not poisonous. in fact, once a mortal consumes the entire amount, it rejuvenates to adulthood and gains a limitless lifespan. Nectar that remains exposed to air for 100 years solidifies and becomes Ambrosia.
    Special: 20th level Radiant Soul deities possess transformed Ichor in their natural incorporeal form. When such a deity is slain, its Ichor re-materializes and is spilled as any fluid would.

    Overdeities (beyond godhood):

    A rank-20 deity that has obtained 5 billion Credits, 20 levels in 5 character classes and a score of 100 in all ability scores becomes an overdeity.
    For all game purposes, an overdeity is an omnipotent being.
    • An overdeity possesses the best version of features, powers, qualities, resistances and immunities of all classes, races and monsters (including deities). It knows all feats and all skills and skill-tricks. It may use any magic or invocation as often as desired as a free action, counting as CL 100, and elevate spells via metamagic all the way to SL 20.
    • Everywhere it goes, an overdeity is considered to be in its realm. This automatically makes it adaptable to any environment – even beyond the known cosmology.
    • An overdeity never fails a check, considering any dice roll to produce the best possible outcome.
    • An overdeity counts as Divine Rank 25.
    • An overdeity may have up to 5 avatars, and may use all of them to create an avatar of a greater deity.
    • An overdeity doesn't need worshipers. In fact it has a limitless amount of character resources.

    Basically, an overdeity is a MacGuffin, not something one's supposed to fight. It can do whatever the DM wishes it to, to the point of ignoring verisimilitude.