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Salient Divine Ability
Alter Form
Alter Reality
Alter Size
Annihilating Strike

Arcane Mastery

Area Divine Shield
Automatic Metamagic
Avatar
Banestrike
Battlesense
Call Creatures
Clearsight

Command Plants

Control Creatures
Craft Artifact
Create Object
Create Greater Object
Divine Air Mastery
Divine Archery
Divine Armor Mastery
Divine Bard
Divine Battle Mastery
Divine Blast
Divine Blessing
Divine Celerity
Divine Creation
Divine Dodge
Divine Druid
Divine Earth Mastery
Divine Fast Healing
Divine Fire Mastery
Divine Glibness
Divine Inspiration
Divine Monk
Divine Paladin
Divine Radiance
Divine Rage
Divine Ranger
Divine Recall
Divine Rogue
Divine Shield
Divine Skill Focus
Divine Sneak Attack
Divine Spell Focus
Divine Spellcasting
Divine Splendor
Divine Storm
Divine Water Mastery
Divine Weapon Focus
Divine Weapon Mastery
Divine Weapon Specialization
Energy Burst
Energy Storm
Extra Domain
Extra Energy Immunity
Extra Sense Enhancement
Footsore
Free Move
Frightful Presence
Gift of Life
Grow Creature
Hand of Death
Increased Damage Reduction
Increased Energy Resistance

Increased Spell Resistance

Indomitable Strength
Instant Counterspell
Instant Move
Irresistible Blows
Irresistible Performance
Know Death
Know Secrets
Lay Curse
Life and Death
Life Drain
Mass Divine Blast
Mass Life and Death
Master Crafter
Mind of the Beast
Possess Mortal
Power of Luck
Power of Nature
Power of Truth
Rejuvenation
See Magic
Shapechange
Shift Form
Speak with Creatures
Spontaneous Wizard Spells
Stride
Sunder and Disjoin
Supreme Initiative
True Knowledge
True Shapechange
Undead Mastery
Undead Qualities
Wave of Chaos
Wound Enemy

Divine Inspiration

Benefit: The deity can enchant creatures to create a specific emotion. The deity can affect one creature per divine rank at once, and up to the same number each day. All must be within the deity’s line of sight when first affected. The specific effects depend on the emotional state induced.

Courage: The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves.

Despair: The enchanted creatures are affected as by an improved version of the crushing despair spell: affected creatures suffer a –4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save (DC 10 + deity’s Charisma modifier + deity’s divine rank). The effect lasts one day.

Dread: The enchanted creatures must make successful Wisdom checks (DC = the deity’s divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a –2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves.

Frenzy: Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a –4 penalty to Wisdom, and a –2 penalty to AC. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion.

Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rage: The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a –2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion.

Love and Desire: A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature’s affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. Subjects can attempt Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank) to resist the effect. This is a mind-affecting compulsion effect.

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