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Bubble 2.6  ·  Pathfinder 1e  ·  Divine Ascension

Apotheosis:
Divinity

Rank nought to rank ten. The eleventh rung is the Game Master’s.

Beyond the reach of mortal ambition lies the potential for true divinity—the power to reshape reality, grant spells to followers, and embody fundamental concepts of existence. Divine Ascension provides a framework for characters to transcend their mortal limitations and ascend through the ranks of the divine, ultimately becoming lesser deities and shaping the cosmos itself. This subsystem operates in parallel to standard Pathfinder character progression, offering a distinct path to power driven by narrative achievement and cosmic significance. Domains and Portfolios define a deity’s core power, while Tags represent personal beliefs and experiences that occasionally enhance their abilities.

I

Becoming Divine

Ascension to divinity is not a reward for experience or level, but a consequence of extraordinary events and narrative choices. The Game Master (GM) has final authority over when and how ascension occurs. Ascension cannot occur before Tier 1 and character level 5. Potential paths to divinity include:

Divine Spark

Stealing, inheriting, or being gifted a fragment of a deceased deity’s essence.

Apotheosis

Undergoing a transformative event of cosmic scale, such as surviving a planar collision or becoming a focal point for a powerful convergence.

Deific Elevation

Receiving ascension from an existing deity as a reward for exceptional service or a fulfillment of prophecy.

Divine Consumption

Absorbing the power of a potent divine artifact or consuming ambrosia, a substance imbued with divine essence.

Collective Faith

Accumulating sufficient worship and belief from a dedicated following, manifesting as a divine presence.

Transcendent Return

Surviving a death that should have been final and returning transformed by the experience.

Divine Rank

II

Divine Rank

Divine Rank measures a being’s cosmic power and influence, ranging from 0 (Quasi-Deity) to 10 (Lesser Deity). Characters reaching Divine Rank 11 or higher transcend into NPCs under the GM’s control, becoming intermediate deities.

Table 1–1: Divine Rank Progression
Divine Rank Classification Salient Abilities Portfolio Sense Tag Resonance Typical Domain Access
0Quasi-Deity2Tag Events only1None
1–2Demigod (Minor)Rank + 11,000+ affected11
3–5Demigod (Major)Rank + 21,000+ affected22
6–8Lesser Deity (Minor)Rank + 2500+ affected23
9–10Lesser Deity (Major)Rank + 3500+ affected34
11+NPC OnlyNPC OnlyNPC OnlyNPC OnlyNPC Only

Divine Characteristics

III

Divine Characteristics

All divine beings gain the following abilities, which stack with any previously gained divine trait bonuses.

¶  Rubric

Where a divine characteristic or a salient ability is calculated from your Divine Rank, a Quasi-Deity at Rank 0 uses 1 in its place.

Ability Scores

+2 to all ability scores at Rank 0, +2 per 2 ranks thereafter (maximum +12 at Rank 10).

Armor Class

A divine bonus equal to Divine Rank is added to AC and CMD.

Attack Rolls

A divine bonus equal to Divine Rank is added to all attack rolls.

Damage Reduction

DR 10/epic at Rank 0, increasing by 2 per Divine Rank (to DR 30/epic at Rank 10). This DR cannot be bypassed except by other divine beings, artifacts, or attacks that trigger one of your Tags.

Energy Resistance

Resistance 10 to all energy types, +5 per Divine Rank.

Hit Points

Gain bonus hit points equal to Charisma modifier × Hit Dice.

Immunities (each rank keeps everything below it)
  • Rank 0+: Aging, disease, poison, sleep.
  • Rank 1+: Imprisonment and temporal stasis.
  • Rank 3+: Paralysis, petrification, stunning, ability damage.
  • Rank 6+: Death effects, disintegration, energy drain, ability drain, mind-affecting effects; banishment, dimensional anchor, repulsion, soul bind, trap the soul, turning/rebuking; and any effect that requires a Fortitude save, unless the effect also works on objects or is harmless.
Outsider Hit Dice

Gain 1 Outsider HD per Divine Rank.

Saving Throws

A divine bonus equal to Divine Rank is added to all saves.

Speed

+30 feet to all movement modes.

Divine Senses
  • Rank 0–5: Remote sensing within 1 mile per rank.
  • Rank 6–10: Remote sensing within 10 miles per rank.

Always perceive when someone invokes one of your Tags. Blind spots exist in areas heavily warded against divination or within the influence of opposing deities.

Spell Resistance

12 + character level + Divine Rank.

Immortality

Divine beings do not age and cannot die from natural causes. If they would die by any means, they instead disperse and reform at a holy site after a period determined by their Divine Rank (see Divine Death).

Tag Resonance

Gain a bonus equal to Tag Resonance value on all social interactions with beings who share at least one Tag. A –2 penalty applies when interacting with beings who share an opposing Tag.

Divine Aura

IV

Divine Aura

Divine beings emanate a supernatural aura with a radius of 20 feet plus 10 feet per Divine Rank. Choose its effect each round as a free action from the list below, and suppress or resume it as a free action. A creature that succeeds at a saving throw against an effect of your aura is immune to that effect of your aura for 24 hours; Divine Presence counts as an effect of your aura for this purpose.

Daze

Creatures must succeed at a Will save (DC 10 + Divine Rank + Charisma modifier) or be dazed for 1 round.

Fear

As the fear spell (caster level 10 + your Divine Rank), Will save (DC 10 + Divine Rank + Charisma modifier) negates.

Resolve

Allies gain a +4 morale bonus on attack rolls, saves, and skill checks.

Tag Amplification

Allies with Tags gain a +2 divine bonus when their Tags apply.

Portfolios and Domains

V

Portfolios and Domains

Portfolio

A deity’s portfolio consists of three to five concepts, ideals, or areas of influence (called Aspects). Portfolio elements should relate to the character's Domains.

Example Portfolios

War (Domains: Strength, Strategy, Conquest), Nature (Domains: Animal, Plant, Weather), Death (Domains: Death, Repose, Void), Magic (Domains: Magic, Knowledge, Rune).

Portfolio Sensing

Deities automatically sense events related to their portfolio affecting sufficient people:

  • Rank 1–5: Events affecting 1,000+ people.
  • Rank 6–10: Events affecting 500+ people.
  • Tag Events: Always sense when 100+ people trigger a Tag you possess.
Domains

Divine beings can grant spells to clerics and access domain powers.

Spell Access

Can grant cleric spells and powers from owned domains.

Maximum Spell Level Granted

Equal to Divine Rank (minimum 1st).

Domain Powers

Use domain powers at will as spell-like abilities (Cleric Level = 10 + Divine Rank).

Domain Spells

Cast domain spells as spell-like abilities, 3/day at Ranks 1–5 and 5/day at Ranks 6–10. You may cast domain spells of 3rd level or lower at will.

Salient Divine Abilities

VI

Salient Divine Abilities

Divine beings gain salient divine abilities—powerful capabilities beyond mortal magic. Characters receive salient abilities as follows:

Rank 02 abilities
Rank 1–2Rank + 1 abilities
Rank 3–8Rank + 2 abilities
Rank 9–10Rank + 3 Abilities

These abilities are selected from the following list. An ability can be taken once unless its entry states it can be taken more than once; where it can, its effects stack. A Divine Miracle is any reality-shaping standard-action salient ability you possess — at present, Alter Reality.

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Divine Health

Gain 20 hit points, plus 5 per Divine Rank.

—

Divine Resistance

Gain a +2 bonus on all saving throws, plus +1 per six Divine Ranks. Additionally, once per encounter, plus once per day per three Divine Ranks, you may reroll a failed saving throw and take the better result. A reroll against an effect that would kill, imprison, or disperse you costs 1 Divine Power and counts against neither limit.

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Divine Wrath

Add +4 damage to all attacks, plus +2 per four Divine Ranks. If the attack is directly related to one of your Domains, increase the damage by an additional 2d6.

—

Divine Training

Gain 1 bonus feat. At every 5 Divine Ranks, gain an additional feat. These feats can be selected from any you qualify for.

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Extra Divinity Prerequisite: a Divine Miracle

Gain one additional use of each Divine Miracle per day, plus one per three Divine Ranks, and each Divine Miracle costs you 2 less Divine Power to use.

—

Divine Damage Reduction

Increase DR/epic by 5, plus 1 per Divine Rank.

—

Divine Energy Resistance

Increase all energy resistances by 5, plus 1 per Divine Rank.

—

Divine Celerity

Once per round, plus once per 6 Divine Ranks, take a swift action as a free action. The first time you do this in an encounter costs nothing; each further use that encounter costs 1 Divine Power.

3

Divine Celerity, Improved Prerequisite: Divine Celerity, Rank 3

As Divine Celerity, and you may take move actions this way as well. The first time you do this in an encounter costs nothing; each further use that encounter costs 1 Divine Power.

6

Divine Celerity, Greater Prerequisite: Divine Celerity, Improved, Rank 6

As Divine Celerity, Improved, and you may take standard actions this way as well. The first time you do this in an encounter costs nothing; each further use that encounter costs 2 Divine Power.

—

Divine Speed

Increase all movement speeds by 10 feet per Divine Rank.

1

Aspect Manifestation Prerequisite: Rank 1, possess at least one Tag

When you take an action that strongly embodies one of your Tags, you may manifest that aspect physically for the scene. Gain either: +4 divine bonus to all rolls related to that Tag, manifest an appropriate aura (30 ft) granting allies +2 to related rolls, or cause opponents to suffer -2 penalty against your Tag-related actions. This ability can only be used once per encounter.

1

Mythic Resonance Prerequisite: Rank 1

Select one of your Tags and a boon: a +2 divine bonus to one ability score, one cantrip or orison as a spell-like ability 3/day, or resistance 5 to one energy type. Any creature that shares the Tag has the boon while in your presence. In addition, whenever an ally witnesses you take an action that strongly embodies this Tag, that ally gains the Tag and the boon until the end of the encounter.

6

Portfolio Investment Prerequisite: Rank 6

Permanently invest one of your Tags into your portfolio. This Tag becomes cosmically reinforced: it cannot be removed or suppressed by any means. When this Tag is a primary factor, automatically succeed if the DC or opposed result is 25 + your Divine Rank or lower; against higher DCs, gain a +10 divine bonus and treat a natural 1 as not an automatic failure. You can grant this Tag to followers (up to Divine Rank × 100 mortals).

4

Tag Theft Prerequisite: Rank 4

When you defeat a creature whose CR is at least your character level, you may take one of its Tags, or name a belief, oath, or lived truth of its life and take that as a Tag. It resists with a Will save (DC 20 + your Divine Rank + your Charisma modifier). On a failure you hold the Tag for one week and use it as your own for every purpose on this sheet; on a success you hold it until the end of the encounter. A Tag you are holding at the moment you gain a Divine Rank becomes permanently yours, and the creature it came from loses it.

1

Alter Form Prerequisite: Rank 1

As a move action, take the form of any creature from Fine to Colossal size whose Hit Dice do not exceed your own. Gain that form's physical ability scores and extraordinary abilities, but retain divine abilities; your ability-score bonus from Section III applies to the form's scores. A form related to one of your Domains is a swift action to assume, costs nothing, and lasts until you change again; any other form costs 1 Divine Power and lasts 10 minutes per Divine Rank.

3

Alter Reality Prerequisite: Rank 3

A Divine Miracle. As a standard action and without components, duplicate any spell whose level is 3 + your Divine Rank or lower, to a maximum of 9th. If the effect aligns with one of your Domains, increase its save DC by +4 and its caster level by +2. Divine Power cost: 5. Usable once per day per two Divine Ranks, minimum once, plus additional daily uses from Extra Divinity.

3

Avatar Prerequisite: Rank 3

As a full-round action, spend 2 Divine Power to create an avatar — a Divine Rank 0 copy of yourself with your Hit Dice, half your hit points, and only those salient abilities and Domain spell-like abilities tied to the single Domain it embodies. It acts on your initiative under your direction and lasts 1 hour per Divine Rank, or until it drops to 0 hit points or you dismiss it as a free action. You may have one avatar at a time, plus one per three Divine Ranks. Damage dealt to an avatar does not reach you.

1

Divine Blast Prerequisite: Rank 1

Create a ray as a standard action, range 1 mile per Divine Rank, dealing 1d12 damage per Divine Rank plus 1d6 per two character levels — half divine, half an energy type of your choice. Against a target that opposes one of your Domains it ignores resistance and immunity. You may fire it at will; spend 1 Divine Power and it deals maximum damage instead of rolling.

1

Divine Shield Prerequisite: Rank 1

Add Divine Rank to AC and saves as a divine bonus (stacks with base divine abilities).

1

Divine Spellcasting Prerequisite: Rank 1

Each of your domain spell-like abilities gains 2 additional uses per day, and the at-will threshold for your domain spells rises by one spell level. You may take this ability more than once; its effects stack.

6

Inexorable Prerequisite: Rank 6

Your divine nature cannot be suppressed. Immunity to dispelling and disjunction. Within an antimagic field, your passive divine traits function normally, and abilities with a Divine Power cost can be activated by spending 1 additional Divine Power per activation.

1

Divine Presence Prerequisite: Rank 1

All creatures within your divine aura must make Will saves (DC 10 + Divine Rank + Charisma modifier) or have their attitude shift one step toward helpful.

¶  Rubric

All deities of Rank 3 or higher who possess at least two Tags also gain the following automatically: when multiple Tags apply to a single action, gain a +1 divine bonus to the roll per applicable Tag beyond the first (maximum +3).

Divine Resources

VII

Divine Resources

Divine Power
  • Base Pool: 6 + (2 × Divine Rank) + Charisma modifier.
  • Recovery: Full recovery after 8 hours rest; 1 point per hour of meditation. At the start of each encounter, you regain Divine Power until your pool holds at least 3 + your Divine Rank.
  • Tag Recovery: Regain 1 point when you complete a significant action aligned with your Tags (GM discretion, typically once per scene), and 1 point the first time each round that an enemy's action invokes one of your Tags.
Influence

Represents temporary divine authority over regions.

  • Base Influence: 2 + Divine Rank. Spent Influence returns at the start of each month.
  • Spending Influence: Cause regional effects (weather, fertility, emotions) for 2 Influence each.
  • Duration: 1 day per Divine Rank (minimum 1 day).
  • Tag Influence: Effects aligned with your Tags cost 1 less Influence (minimum 1).
Dominion

Represents permanent divine authority accumulated through worship and deeds.

  • Earning Dominion: Worship (1-6 points monthly based on church size), Divine deeds (1-5 points per significant act), Portfolio events (1-3 points when shaping major events), Tag events (1 point when 1,000+ people act on a Tag you possess).
  • Spending Dominion: Create permanent changes (15+ points), Establish divine realm (30+ points), Empower artifacts (20+ points), Grant permanent Tag to mortal (10 points).

Cult and Churches

VIII

Cult and Churches

Size Worshipers Monthly Dominion Other Benefits
Cult100–9991Information network
Sect1,000–9,9992Safe houses, basic resources
Temple10,000–99,9993Armed followers, wealth
Church100,000–999,9994Political influence
Faith1,000,000–9,999,9995Regional control
Religion10,000,000+6Multi-national influence

Churches whose doctrine emphasizes your Domains over daily life provide +1 Dominion per month.

Divine Combat

IX

Divine Combat

Divine Initiative

Add Divine Rank to initiative rolls. Rank 6+ deities always act first in surprise rounds.

Automatic Actions

Actions related to your Domains automatically succeed if their DC is 15 + twice your Divine Rank or lower.

Divine Retribution

When a non-divine source damages you, you may immediately make one melee or ranged attack against that creature with any weapon you hold or natural attack you possess. This attack is not an action, and you may make it when it is not your turn; it does not consume your attack of opportunity for the round. You may answer each attacker once per round, and no more than 1 + your Divine Rank times per round in total. If the attacker opposes one of your Domains, add twice your Divine Rank to that attack's damage.

Divine Death

X

Divine Death

If they would die by any means, a divine being disperses but is not destroyed. You reform at one of your holy sites, at full hit points, after a period set by your Divine Rank:

Rank 01 day
Rank 1–51 hour
Rank 6–101 minute

You reform with an empty Divine Power pool, and it refills only on a full 8 hours' rest. Until it does, your Divine Rank counts as 0 for every purpose except your immunities and this section, and the Rank 0 substitution in Section III applies to it. Allies may pull you back sooner by completing a rite the GM sets at one of your holy sites; you reform where the rite is worked, the moment it ends, on the same terms.

If killed defending one of your Domains, reform in half the time.

¶  Rubric

Permanent destruction requires the destruction of all worshipers and holy sites, erasure of all Domains from mortal memory, and specific cosmic conditions (GM discretion).

Divine Advancement

XI

Divine Advancement

Divine Rank increases through narrative achievement and cosmic significance. The GM awards rank when appropriate based on the following triggers: Establishing a new portfolio aspect, defeating a divine rival, saving or dooming a mortal civilization, reshaping fundamental reality, gaining a significant worshiper base milestone, completing a cosmic quest, surviving a divine trial, receiving elevation from a higher deity, stealing power from another divine, or fulfilling an ancient prophecy. When gaining a new Divine Rank, a deity may refine an existing Domain or add a new Aspect to their Portfolio.

¶  Rubric

Maximum Divine Rank is twice the campaign's Tier, and never above the Rank 10 ceiling. Absent extraordinary events, award roughly one rank per one and a half to two character levels after ascension.

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