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Players Guide

Version 1.1 (20-Oct-2011)

By Jay Babcock, Crystal Babcock, and Annie Erbacher


Contributers: Dashiell Anderson, Chris Babcock, Phil Bonder, Tanios BouRamia, Bud Britton, Lee Burton, Scott Burton, Dave Jedlinsky, Bill Kerney, Jon Sedich

You are a god among men, born with the spark of divinity within you. Gather followers, build an empire, start a legacy. Will you be merciless and power-hungry? Or benevolent and kind? Begin your rise to immortality in this new massive persistent Dungeons & Dragons 4th edition campaign.

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. All rights reserved. LIVING DIVINE, and the LIVING DIVINE Logo are trademarks of the Vice and Villainy Gaming Guild in the USA and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of the Vice and Villainy Gaming Guild or LIVING DIVINE campaign staff. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2011 Vice and Villainy Gaming Guild.

INTRODUCTION
Welcome to the world of LIVING DIVINE, a massive persistent campaign. In our world, powerful beings walk the earth alongside mortals, tangled in a vast, unending battle with each other. Some fight for power. Others fight for survival. All yearn to find out what reward awaits them at the end.

THERE ARE NO TRUE GODS


Perhaps there were once gods in the heavens great, omnipotent beings that watched over all of creation. If so, then no record exists of them or their fate, and there is nothing to suggest that this was ever different. Maybe the gods are sitting in the shadows, watching the world go by. If so, they remain silent and distant, refusing to place their mark upon the world.

YOU ARE THE REAL DIVINITY


Every once in a while, an individual is born among mortals with a spark of divine power. These beings quickly stand out amongst the others, as they are gifted with great strength, wisdom, and superhuman powers. The great leaders of our world - kings and warlords, villains and heroes - all carry the gift of divinity.

GODS GO TO WAR WITH GODS


For longer than even the oldest god can remember, those with the divine gift have fought bitterly against each other for power, conquest, and survival. Mighty titans stride before armies of mortals, leading them into battle with their opponents and rivals. Some immortals choose to hide away from their more aggressive kin, in the hope of living their lives in peace. But it is only a matter of time before the struggle finds them, and they are drawn in.

THE PRIZE AWAITS


A great reward waits for the immortal that completes his journey - ascension into true godhood. Or, so say the rumors and legends that abound; none have yet attained that great goal, so none can know for certain. Will you be the first?

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USING THIS GUIDE


This is an official LIVING DIVINE document. To get the most up-to-date version, and to learn more about the campaign, you should visit our web site at http://www.viceandvillainy.org/LivingDivine/. This guide is intended for players and gamemasters of the LIVING DIVINE campaign. Everything a player needs to know is contained here. A game master will also want to peruse the Living Divine Gamemasters Guide, available on our web site.

WHAT MAKES LIVING DIVINE DIFFERENT?


LIVING DIVINE was designed to be different than previous and existing Living campaigns, to fill a niche that was previously vacant: Story/Character-centric: Our campaign stresses the story both ours, and yours as the most important element of the game. Slower Character Growth: Since your story is so important, we want you to spend more time telling it. To this end, we award experience at a much slower rate than you may be used to with other campaigns. Less Combat Importance: Combat is not as significant in our campaign, as in other campaigns. You can often skirt entire combat situations with non-combat options, if you choose. No Arms Race: Campaigns often view the gamemaster-player relationship as adversarial; as players get more skilled, the gamemaster ramps up the difficulty to compensate. In a Living campaign, this leads to an arms race, where the difficulty keeps increasing, until more casual players are unable to play. In our campaign, we see the gamemaster as just another member of the audience, experiencing the story along with you. Our difficulty level is stationary. If you manage to conquer our combats and rout our puzzles, we say good for you. Less Rules Importance: We are less concerned with the rules than usual. By default, we use the latest errata of Dungeons & Dragons, 4th edition. Want to use the unerratad version? No problem. Want to include house-rules? As long as everyone is agreeable to that, great! Play the way you want to play. In fact, were willing to entertain attempts to convert our game to other game systems, as well. Just tell us what you want to do. Greater Difficulty: Anything worth having is worth fighting for. Our difficulty level is set higher than average. Death in our campaign is permanent, making every dangerous situation risky. And there is a chance to fail in every scenario (and failing doesnt necessarily mean death). Regional Structure: Our campaign divides the world into geographical regions, each with its own unique flavor and storyline. Local scenarios are
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CAMPAIGN OVERVIEW
LIVING DIVINE is a Living campaign, using 4th Edition Dungeons & Dragons rules. Players create characters living immortals - that can be played in any LIVING DIVINE adventure that supports their levels of play, at events worldwide. As your character plays adventures, it earns experience points, treasure, and followers which stay with you from game to game.

WHAT IS A LIVING CAMPAIGN?


Living campaigns are a natural evolution of traditional home games. In a home game, your player character (PC) is one of five or so PCs. One person serves as gamemaster (GM), telling the story; they probably also design the world and setting that the PCs adventure in. In a Living campaign, your PC is one of thousands sharing the same world. The roles of story-teller and game master are separated: the campaign administrators known as the Council of Elders organize authors and publish their adventures, which are ordered and run by individual GMs. You take a seat at a table of four to six players at a convention or game day (or even with a home game group) and play in the same manner as you would a traditional home game. At the end of the adventure, your PC is awarded experience points (XP), treasure, and other rewards. Over the course of your play in the campaign, your PC grows and develops and becomes a part of the world. To further expand your play options, you can have multiple PCs, and experience the same world through different eyes. The major difference between a traditional home game and a Living campaign is breadth. In a Living campaign, you can interact with a diverse mix of thousands of players, while taking part in adventures that may span years and the globe.
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only available in-region for six months, before they become available to the world at large. Some content is never available anywhere else. Unique Environment: The world of LIVING DIVINE is unique to the campaign. It is unlike any other setting, with all new creatures, races, and themes. So, grab a character sheet, give life to a new immortal, and start your rise to power

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CHAPTER 1 GENERAL RULES


Even gods have rules governing their actions. This is a collection of general rules for the LIVING DIVINE campaign.

CHARACTER CREATION
LIVING DIVINE requires a legal, 4th edition character to play. As well, a few additional options need to be chosen to fit the campaign. Character creation is covered in greater depth in Chapter 2 Character Creation.

RULES VERSION
By default, LIVING DIVINE uses the 4th edition of the Dungeons and Dragons rules, with the latest errata, as determined by Wizards of the Coast.

SNEAK PREVIEW CHARACTERS


Between January and August 2011, LIVING DIVINE offered a sneak preview of the campaign. With this release and the official premiere of the campaign, the rules have changed and expanded. If you created a sneak preview character, you may recreate the character using the new, expanded rules. The Adventure Records you earned during the sneak preview remain with the new character.

ALTERNATE VERSIONS
Some players wish to use different versions of the Dungeons and Dragons, 4th edition rules. For instance, you may have the core rule books, but not want to use the errata. This is acceptable, as long as all players and the gamemaster at your table agree. In a convention or public game day setting, this is only acceptable if the Senior GM allows it.

HOUSE RULES
Some players wish to use house rules, to adjust the game to their liking. This is acceptable, as long as two conditions are met: first, all the players and the gamemaster at your table must agree. Second, you may not house rule anything that is explicitly ruled in this guide. For instance, you cannot decide that the campaigns permadeath rule does not apply at your table. In a convention or public game day setting, house rules are only acceptable if the Senior GM allows them.

CHARACTER ADVANCEMENT
As you play LIVING DIVINE scenarios, your character will gain experience and advance in level.

DIVINE TALENTS
There are many traits that separate living immortals from their mortal kin. In LIVING DIVINE, many of these differences are represented by the Divine Talents. These abilities expand the game to encompass the concepts of followers, large scale combat, deific portfolios, and divine spark. Every time your character gains a level, choose a new Divine Talent. Please refer to Chapter 3 Divine Talents for more details about these options.

ALTERNATE GAME SYSTEMS


Some players would like to play LIVING DIVINE using earlier versions of Dungeons & Dragons, or different game systems, altogether. Converting the game to a completely different rule set is not a trivial task. If you are interested in doing the translation work, contact us, and we will happily help you meet your goal and expand the game for everyones benefit.

MANIFESTATIONS
Your actions have repercussions, most noticeably in your appearance. At the end of every adventure, the DM can grant you a domain keyword. Every time you gain a level, there is a chance that you gain a new Manifestation of one of these keywords. Please refer to Chapter 4 - Domains for more details about these occurrences.

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RETRAINING
LIVING DIVINE uses the normal rules for retraining: you may only retrain one feat, power, or skill selection per level. Changing other aspects of your character is considered cheating.

DEATH FROM DAMAGE


Normally, your character dies when your current hit points are reduced to your bloodied value expressed as a negative number. LIVING DIVINE does not use this rule. The only way to die is to fail three death saving throws.

PLAYING SCENARIOS
Please refer to Chapter 9 Playing Scenarios for all of the rules and restrictions involved with playing LIVING DIVINE scenarios. Here are a few of the important things to know: Introductory and Core scenarios can be played anywhere. Regional scenarios can only be played within the region for the first six months. Scenarios are created for particular level ranges. If your character is outside of that range, you cannot play. You may play a scenario once per character.

KNOCKING YOUR CHARACTER UNCONSCIOUS


Some of your opponents have no desire to kill you. When they strike a blow that reduces you to 0 hit points or fewer, they can choose to knock you unconscious rather than kill you. Until you regain hit points, you are unconscious but not dying. Any healing makes you conscious. If you do not receive any healing, you are restored to 1 hit point and become conscious after a short rest.

EQUIPMENT
Please refer to Chapter 7 Magic Items for the rules concerning magic items and equipment.

MILESTONES
Each of the encounter types in LIVING DIVINE (Combats, Hazards, Large Scale Combats, Puzzles, Investigations, and Skill Challenges) count towards milestones.

PURCHASABLE EQUIPMENT
You may only purchase non-magical equipment. You may purchase any non-magical equipment from the Armor and Shields, Weapons, and Adventuring Gear sections of the Equipment chapter of the Players Handbook. You may not purchase Everburning Torches, Journeybread, or Sunrods.

DEATH AND DYING


LIVING DIVINE is a higher-difficulty campaign. As such, it has very specific rules concerning death.

EXOTIC ARMS AND ARMOR


Travelers that have made their way outside of the Agris Valley have reported that other cultures use different weapons some small variants on the ones you are used to, others much more exotic. Perhaps, someday, you will get to see them for yourself

PERMADEATH
When a living immortal dies, they are permanently dead. This includes the player characters. The Raise Dead ritual only works on mortals. The moment a living immortal dies, their divine spark and indeed their life force instantly leaves their body, leaving only a lifeless shell behind. This extends to any other power or ability that can bring the dead back to life it works on mortals, but not immortals.

LOANING EQUIPMENT
You may loan your equipment out to the other characters at your table. It must be returned at the end of the session, or else it is lost forever, and neither character gets to keep it. Imbued items (see Chapter 7 Magic Items) are a special case. These items lose their enchantment if they are out of your possession for about an hour.

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RITUALS
Rituals are a major source of magical power in the LIVING DIVINE world, like any other. The big difference with our world is that the only casters are immortals, who are relatively rare. A caster cant go out and simply buy a ritual book or scroll at the city market. Unless you are fortunate enough to find one, you must research a new ritual yourself. You may add a new ritual to your collection by researching it between scenarios. To research a new ritual, you need to spend five times the market price of the ritual. You may research any ritual of your level, or lower.

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CHAPTER 2 CHARACTER CREATION


Before you can play a LIVING DIVINE scenario, you need to create a character. You will need a Players Handbook, a character sheet, a Living Divine Character Log Sheet (available from our web site) and these guidelines to create a legal character.

COMMON RACES
The common races are the people of the world: you can find villages and cities of humans or elves. They make up what one would call civilization and society. Common races can be selected at no cost. Common Races Dwarf Elf Half-elf Halfling Human

CREATING A BASIC CHARACTER


Create a legal guidelines: character, using the following All characters start at 1st level. Ability scores are not rolled. Use Method 1 or 2 from the Players Handbook to generate ability scores for your character. Only non-magical equipment may be purchased. Each character starts out with 100 gp and may purchase any non-magical equipment from the Armor and Shields, Weapons, and Adventuring Gear sections of the Equipment chapter of the Players Handbook. Players may not purchase Everburning Torches, Journeybread, or Sunrods. LIVING DIVINE does not use alignments. All characters are considered unaligned. LIVING DIVINE does not use backgrounds. Do not choose a deity. Traditional deities do not exist in LIVING DIVINE. Character options may be chosen from most published resources. Those that are specific to other worlds, such as the Forgotten Realms Players Guide or Eberron Players Guide, are generally not allowed. Exceptions to the above rule: Powers, feats, and other rules options from the Forgotten Realms Players Guide concerning genasi are allowed. The Warlock Dark Pact from the Forgotten Realms Players Guide is allowed.

UNCOMMON RACES
The Uncommon Races are not really races at all. Rather, they are aberrations and mutations, the product of latent bloodlines and smoldering divinity. There are no societies of these creatures youll never find a village of dragonborn. Rather, a dragonborn might be the offspring of two (rather surprised) human parents. Uncommon Races Bladeling Deva Dragonborn Eladrin Genasi Gnome Goliath Half-orc Longtooth Shifter Minotaur Razorclaw Shifter Revenant Shadar-kai Shade Tiefling Vryloka Wilden Incidentally, the only members of the Uncommon Races are living immortals. They have a strong natural
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SELECTING A RACE
Some races are considered uncommon in LIVING DIVINE. These races can be played, but at a cost. Races that are not listed are not available for play in LIVING DIVINE.
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advantage when it comes to convincing mortals of their divinity. Uncommon races cost a Divine Talent to use. If you play a revenant or shade, you may only choose from the Common Races and Uncommon Races lists when choosing your former race.

UNCOMMON CLASSES
The Uncommon Classes are those with more exotic abilities. They are more unusual, and are not as easy to take up. Uncommon classes cost a Divine Talent to use. Uncommon Classes Ardent Assassin Avenger Barbarian Bard Battlemind Binder (Warlock) Blackguard (Paladin) Druid Invoker Monk Psion Runepriest Seeker Shaman Sentinel (Druid) Sorcerer Vampire Warden

RARE RACES
The Rare Races are even harder to find; so hard, in fact, that we arent going to list them here. Rare races are only legal for play with campaign documentation signed by a Council of Elders member, and they are not given out lightly. Rare races cost two Divine Talents to use.

SELECTING A CLASS
Some classes are considered uncommon in LIVING DIVINE. These classes can be played, but at a cost. Classes that are not listed are not available for play in LIVING DIVINE.

COMMON CLASSES
The common classes are those with fairly typical abilities. They are easy to take up as a career path. Common classes can be played at no cost. Common Classes Cavalier (Paladin) Cleric Fighter Hexblade (Warlock) Hunter (Ranger) Knight (Fighter) Mage (Wizard) Paladin Ranger Rogue Scout (Ranger) Slayer (Fighter) Thief (Rogue) Warlock Warlord Warpriest (Cleric) Wizard

HYBRID CHARACTERS
Hybrid character classes are a special case. To play a hybrid character, you must spend a Divine Talent. That allows one of your hybrid classes to be from the Uncommon Classes list, but at least one must be from the Common Classes list. If youd like to use two classes from the Uncommon list, you must spend a second talent.

CHARACTER LOG SHEET


At this point in the process, you will need a Living Divine Character Log Sheet. The first thing you will want to do is fill out the personal information section (#1 on the example). Put your character and real names, your character class, and the current date. Then, continue with the rest of this section.

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CHARACTER LOG SHEET

ROLLING YOUR DIVINE TRAIT


At the first scenario you sit down to play with this character, your DM must watch you roll a d10. Write the result on your log sheet where it says Divine Trait (#3 in the example). This determines information about your character that you dont get to know - the significance of this result may become evident over time.

YOUR CHARACTERS BACKGROUND


In most campaigns, you would need to come up with an elaborate background for your character. In LIVING DIVINE, most of this is taken care of for you. Your character was born in a rural area in the Agris Valley a safe, prosperous area, protected from the influence of outside immortals. You have always known that you are destined for greatness. From a very young age, you could feel the divine spark smoldering within you. Over time, it began to show itself in the form of extraordinary abilities and talents, setting you apart from your mortal kin. For your own personal reasons, you have finally decided to fan that flame, and take your rightful place in the annals of history. Youve ventured forth from your homes, and made your way to a small village called Longhill Please refer to Chapter 8 The World of Living Divine for more information on the setting of the Living Divine campaign.

CHOOSING A DIVINE TALENT


Divine talents are the aspects of your character that make you a living deity. LIVING DIVINE characters choose a Divine Talent at 1st level, and every level thereafter. You can find the list of Divine Talents in Chapter 3 Divine Talents. If youve selected an Uncommon Race, you must select Uncommon Race as your first Divine Talent. If youve selected an Uncommon Class, you must select Uncommon Class as your first Divine Talent. If youve selected both an Uncommon Race and an Uncommon Class, or are playing a Rare Race, or are playing a hybrid, your talent selections for the first few levels may be already chosen for you. Fill out those first few levels with Uncommon Race and Uncommon Class, as needed, to meet that obligation. You wont be choosing a talent at those levels. Otherwise, choose a Divine Talent from the list, and write it on your log sheet in the talent section (#2 in the example).

PLAY A GAME
And thats all you are now ready to sit down, and enjoy your first LIVING DIVINE scenario! Welcome to our world; we hope you enjoy it as much as we do

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CHAPTER 3 DIVINE TALENTS


There are many traits that separate living immortals from their mortal kin. In LIVING DIVINE, many of these differences are represented by the Divine Talents. These abilities expand the game to encompass the concepts of followers, large scale combat, deific portfolios, and divine spark. LIVING DIVINE characters choose a Divine Talent at 1st level, and every level thereafter. Some talents are available at Paragon and Epic tiers. When you select one, write it on your Character Log Sheet in the Divine Talents section (#4 in the example). If youve selected an Uncommon Race, you must select Uncommon Race as your first Divine Talent. If youve selected an Uncommon Class, you must select Uncommon Class as your first Divine Talent. If youve selected both an Uncommon Race and an Uncommon Class, or are playing a Rare Race, or are playing a hybrid, your talent selections for the first few levels may be already chosen for you. Fill out those first few levels with Uncommon Race and Uncommon Class, as needed, to meet that obligation. You wont be choosing a talent at those levels. Otherwise, choose a Divine Talent from the list, and write it on your log sheet in the talent section (#2 in the example). CHARACTER LOG SHEET

ALTER FORM AERIAL TREMORSENSE


Prerequisites: Domain Power II [Air] Benefit: You can sense disturbances created by creatures as they move. You gain blindsight 5 against creatures, as long as you are both at least partially surrounded by air and the creature is moving in some manner (breathing, for instance). Benefit: As a minor action, you can alter your physical qualities such as hair color, skin color, or gender. This grants you a +5 divine bonus on Bluff checks made to pass off a disguise.

ARCANE EXPERTISE
Prerequisites: Domain Knowledge], Wizard Power II [Arcana or

AQUATIC TREMORSENSE
Prerequisites: Domain Power II [Water] Benefit: You can sense movement in a liquid medium. You gain blindsight 5, as long as both you and the other creature are surrounded by or immersed in some liquid.

Benefit: After a short rest, you can swap an unused daily or utility spell for another of the same level or lower.

AREA SHIELD
Prerequisite: Divine Shield, Domain Power II [Protection] Benefit: Your divine shield extends beyond your immediate area, protecting adjacent creatures.

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If you or an adjacent creature is attacked by a creature that is not adjacent to you, they gain the shields resistance. This means that your shield can protect an enemy from an attack by your ally, if the enemy is adjacent to you, but the ally is not. Attacks from enemies adjacent to you ignores your shields resistance. As a minor action, you may retract your shield, so that it only protects you. Ignore the effects of this talent. You may restore your shield to full size by spending 3 minor actions. These minor actions do not have to be on the same turn.

Defense, but also gains vulnerable 2 all, and a -2 penalty to Armor Class.

CREATE LESSER ELEMENTAL


Prerequisite: Create Minor Elemental, Domain Power II [Air, Earth, Fire, or Water] Benefit: You gain Create Lesser Elemental as an encounter power.

Create Lesser Elemental

Divine Talent Power

BATTLE AWARENESS
Prerequisites: Divine Prescience Benefit: You do not grant combat advantage when surprised.

COMMAND ANIMALS
Prerequisites: Domain Power II [Animal] Benefit: You can communicate empathically with animals in your vicinity. Large Scale Combat: You can declare any of your battalions to be comprised of animals when creating them. Such a battalion gains resist 1 all, or increases its existing resistance by 1, but also suffers a -1 penalty to its Will Defense.

COMMAND PLANTS
Prerequisites: Domain Power II [Plant] Benefit: You can communicate empathically with plants in your vicinity. Large Scale Combat: You can declare any of your battalions to be comprised of plants when creating them. Such a battalion gains a +1 bonus to its Will Defense, but also gains vulnerable 1 all.

You draw elemental energy into this world, and give it sentience and the ability to destroy your enemies. Encounter Conjuration Standard Action Ranged 10 Target: One creature adjacent to the elemental Attack: Intelligence vs. Armor Class Hit: 2d8 + Intelligence modifier damage Effect: Choose an element for which you have Domain Power II. You conjure a Medium elemental of that type in an unoccupied square within range, and the elemental attacks an adjacent creature. As a move action, you can move the elemental 6 squares. Additionally, the elemental has abilities depending on its type: Air: The elemental flies particularly well, having a speed of 10. Earth: When the elemental hits an enemy, the enemy cannot shift until the end of your next turn. Fire: Instead of taking damage, on a hit the target takes ongoing 5 fire damage. Water: When the elemental hits an enemy, the enemy is pushed two squares, and knocked prone. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make an attack with the elemental.

CREATE MINOR ELEMENTAL


Prerequisite: Domain Power I [Air, Earth, Fire, or Water] Benefit: You gain Create Minor Elemental as an atwill power.

COMMAND UNDEAD
Prerequisites: Domain Power II [Undeath] Benefit: You can communicate empathically with undead in your vicinity. Large Scale Combat: You can declare any of your battalions to be comprised of undead when creating them. Such a battalion gains a +5 bonus to its Will
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DIVINE BLESSING
Create Minor Elemental Domain Power
You draw elemental energy into this world, and give it sentience. At-Will Conjuration Minor Action Ranged 10 Effect: Choose an element for which you have Domain Power I. You conjure a tiny mass of that element in an unoccupied square within range, and give it life. It picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the elemental can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the elemental up to 5 squares. As a free action, you can cause the elemental to drop an object it is holding, and as a minor action, you can cause the elemental to pick up or manipulate a different object. Additionally, the elemental has abilities depending on its type: Air: The elemental flies particularly well, having a speed of 10. Earth: The elemental can move up to 40 pounds. Fire: The elemental sheds dim light in a radius of 5 squares, and as a minor action can instantly light a candle, a torch, or a small campfire. Water: The elemental can extinguish non-magical flames as a minor action. Sustain Minor: You can sustain the elemental indefinitely.

Benefit: Choose an ability, such as Strength or Charisma. You gain Divine Blessing as an encounter power.

Divine Blessing

Divine Talent Power

You grant extraordinary ability to those around you. Encounter Standard Action Melee touch Target: One mortal creature Effect: The target gains a +6 divine bonus to the selected ability for 24 hours. You may grant this bonus to a number of creatures equal to your Character Level per day.

DIVINE CELERITY
Prerequisite: Domain Power II [Fate or Luck] Benefit: You may attempt to use a second action point in a single encounter. Flip a coin; if the result is heads, you may use the action point. If it is tails, you lose the action point, without getting to spend it.

DIVINE CURSE
Benefit: Choose an ability, such as Strength or Charisma. You gain Divine Curse as an encounter power.

Divine Curse

Divine Talent Power

DEIFIC STRIDE
Prerequisites: Wilderness] Domain Power II [Travel or

Benefit: On any journey of at least an hour, you may move at double your normal speed.

DIVINE ARMOR MASTERY [LIGHT]


Benefit: Your check penalty while wearing light armor is reduced by 1.

You curse those around you with extraordinary powerlessness. Encounter Standard Action Melee touch Target: One mortal creature Effect: The target gains a -6 penalty to the selected ability for 24 hours. You may grant this penalty to a number of creatures equal to your Character Level per day.

DIVINE EVASION
Prerequisite: Divine Reflexes Benefit: You gain Divine Evasion as an encounter power.

DIVINE ARMOR MASTERY [HEAVY]


Benefit: Your check penalty while wearing heavy armor is reduced by 1.

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Divine Evasion

Divine Talent Power

Divine Radiance

Divine Talent Power

You dont have to dodge. You had enough warning to simply not be there. Encounter Free Action Personal Trigger: A creature misses you with an attack that deals half damage on a miss. Effect: You take no damage from the attack. You may shift up to your movement.

Intense light pours forth from your body, blinding all who look upon you. Encounter Standard Action Close Burst 10 Target: All creatures in burst Attack: Charisma vs. Will Hit: 2d8 radiant damage and the target is blinded (save ends).

DIVINE HASTE
Prerequisite: Domain Power II [Freedom or Travel] Benefit: You gain Divine Haste as an encounter power.

DIVINE REACTION TIME


Prerequisite: Divine Reflexes Benefit: You may take a second opportunity action during a single combatants turn.

Divine Haste

Divine Talent Power

You move with incredible speed, getting the jump on your enemies. Encounter Minor Action Personal Effect: You move up to your speed.

DIVINE REFLEXES
Prerequisite: Divine Prescience Benefit: You gain Divine Reflexes as an encounter power.

DIVINE HEALING
Prerequisite: Domain Power II [Healing or Life] Benefit: After a short rest, you regain hit points up to your maximum.

Divine Reflexes

Divine Talent Power

DIVINE PERCEPTION
Benefit: Your gaze can pierce magical illusions. You gain a +4 bonus on Perception checks used to see through illusions.

You see the attack coming, and easily step out of the way. Encounter Immediate Interrupt Personal Trigger: An enemy makes an attack against your Reflex defense. Target: The triggering enemy Effect: The target must reroll the attack. The target uses the second result, even if it is lower.

DIVINE SHIELD
Benefit: Part of your divine essence manifests as an invisible barrier that protects you against harm. This shield grants you resist 2 all. Other Divine Talents may increase this resistance. If an attack does more damage than the shield resists, the resistance provided by the shield decreases by 5 after the attack is resolved. If you spend 3 minor actions, you may restore 5 points of resistance to your shield, up to its maximum. These minor actions do not have to be on the same turn. You may dismiss your shield as a free action, but it can only be restored by the process mentioned above.

DIVINE PRESCIENCE
Benefit: You gain a +1 divine bonus to Initiative checks, Perception checks, and your Reflex defense.

DIVINE RADIANCE
Prerequisite: Domain Power II [Light or Sun] Benefit: You gain Divine Radiance as an encounter power.

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DIVINE SHIELD MASTERY


Benefit: Your check penalty while using a shield is reduced by 1.

EIDETIC MEMORY
Prerequisite: Knowledge] Domain Power II [Dream or

DIVINE SKILL FOCUS


Prerequisites: Skill Focus in chosen skill Benefit: Choose a skill for which you have the Skill Focus feat. You have a +2 divine bonus to checks with that skill. Special: You can take this talent more than once. Each time you select this talent, choose another skill.

Benefit: You have superhuman memory, and the ability to recall, with exacting detail, most information you have ever come across. If you are trained in a skill, you automatically succeed at knowledge checks with a DC of 20 or lower.

ENERGY BLAST
Benefit: You gain Energy Blast as an encounter power. You can make this attack look, sound, smell, and feel like anything you desire: a gust of wind, a flurry of poison darts, a crashing wave of water, or any other phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

DIVINE WEAPON FOCUS


Prerequisites: Imbue Item I, Weapon Focus in chosen weapon group Benefit: Choose a specific weapon group for which you have Weapon Focus. You gain a +1 divine bonus to damage rolls with your chosen weapon group, when using an imbued weapon from that group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. Special: You can take this talent more than once. Each time you select this talent, choose another weapon group.

Energy Blast

Divine Energy Power

You unleash a blast of pure divine energy from your being. Encounter Standard Action Close Blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage.

DOMAIN POWER I
Benefit: Choose a domain. You gain the 1st level power of that domain. Consult Chapter 4 - Domains for details on which options are available to you. Special: You can take this talent twice, or three times if you have Extra Domain. Each time you select this talent, choose a different domain.

ENERGY BURST
Benefit: You gain Energy Burst as an encounter power. You can make this attack look, sound, smell, and feel like anything you desire: an explosion of flame, a wave of death, a fierce storm, or any other phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

DOMAIN POWER II
Prerequisite: Domain Power I in chosen domain. Benefit: You gain the 2nd level power of the domain. Consult Chapter 4 - Domains for details on which options are available to you. Special: You can take this talent multiple times. Each time you select this talent, choose a different domain for which you have Domain Power I.

Energy Burst

Divine Energy Power

You unleash a burst of pure divine energy from your being. Encounter Standard Action Close Burst 2 Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage.

ENERGY RAY
Benefit: You gain Energy Ray as an encounter power. You can make this attack look, sound, smell, and feel like anything you desire: a stroke of lightning, a thrown hammer, a piercing gaze, or any other

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phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

ENERGY WALL
Benefit: You gain Energy Wall as an encounter power. You can make this zone look, sound, smell, and feel like anything you desire: biting skulls, swirling winds, flying swords, or any other phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

Energy Ray

Divine Energy Power

You unleash a ray of pure divine energy from your being. Encounter Standard Action Ranged 20 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier damage.

Energy Wall

Divine Energy Power

ENERGY REACTION
Benefit: You gain Energy Reaction as an encounter power. You can make this attack look, sound, smell, and feel like anything you desire: a blast of acidic blood, a retributive sword strike, spikes emerging from your skin, or any other phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

Energy Reaction

Divine Energy Power

Your enemy strikes you with an attack. A blast of pure divine energy erupts from your being, in response. Encounter Immediate Reaction Personal Trigger: An adjacent enemy hits you with an attack. Attack: Constitution vs. Reflex Hit: 2d8 + Constitution modifier damage.

You conjure a wall of pure divine energy. Encounter Conjuration Standard Action Area wall 6 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with divine energy. It can be up to 6 squares long and up to 3 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d8 + Wisdom modifier damage. If a creature moves into the walls space or starts its turn there, the creature takes 3d8 + Wisdom modifier damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.

EXTRA DOMAIN
Prerequisites: Any two Domain Power I talents Benefit: You may select Domain Power I a third time. You must still spend a separate Divine Talent to do so.

ENERGY SMITE
Benefit: You gain Energy Smite as an encounter power. You can make this attack look, sound, smell, and feel like anything you desire: a heavy physical blow, a sword strike, a piercing gaze, or any other phenomenon. This is only a cosmetic change, however, and does not affect the functionality of the power.

FOLLOWER EMPATHY
Benefit: You can sense the emotions of your followers within 100 miles at all times.

FRIGHTFUL PRESENCE
Prerequisites: Domain Power II [Evil, Madness, or Tyranny] Benefit: encounter You gain Frightful Presence as an power.

Energy Smite

Divine Energy Power

You strike your enemy, infusing the attack with pure divine energy. Encounter Standard Action Melee touch Target: One creature Attack: Strength vs. Reflex Hit: 2d8 + Strength modifier damage.

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IMPROVED IMBUE ITEM I


Frightful Presence Divine Energy Power
Prerequisites: Imbue Item I Benefit: The magic item affected by your Imbue Item I talent may be of any level up to your Character Level. Consult Chapter 7 Magic Items for more details on this selection.
You strike a heavy blow against a foe. His allies quake at the sight of you. Encounter Free Action Close Burst 2 Trigger: You hit an enemy with an attack. Target: All enemies in burst Effect: The targets suffer a -2 penalty to attack rolls until the end of your next turn.

IMPROVED IMBUE ITEM II


Prerequisites: Imbue Item II, Improved Imbue Item I Benefit: The magic item affected by your Imbue Item II talent may be of any level up to your Character Level. Consult Chapter 7 Magic Items for more details on this selection.

HEAT TREMORSENSE
Prerequisites: Domain Power II [Fire] Benefit: You can sense the heat generated by living beings. You gain blindsight 5 against living creatures.

IMPROVED IMBUE ITEM III


Prerequisites: Imbue Item III, Improved Imbue Item II Benefit: The magic item affected by your Imbue Item II talent may be of any level up to your Character Level. Consult Chapter 7 Magic Items for more details on this selection.

IMBUE ITEM I
Prerequisites: Character Level 3 Benefit: One of your possessions is affected by its exposure to your divinity, and becomes a magic item. This item may be of any level up to your Character Level 2. Consult Chapter 7 Magic Items for more details on this selection.

INFLICT PAIN
Prerequisites: Domain Power II [Evil, Poison, or Torment] Benefit: You gain Inflict Pain as an encounter power.

IMBUE ITEM II
Prerequisites: Imbue Item I Benefit: You may imbue a second magic item. This item may be of any level up to your Character Level 2. Consult Chapter 7 Magic Items for more details on this selection.

Inflict Pain

Divine Energy Power

IMBUE ITEM III


Prerequisites: Imbue Item II Benefit: You may imbue a third magic item. This item may be of any level up to your Character Level 2. Consult Chapter 7 Magic Items for more details on this selection.

With a touch, you inflict immense pain upon your enemy. Encounter Standard Action Melee touch Target: One creature Effect: The target is dazed until the end of your next turn. You gain a +5 bonus on Intimidate checks made against the target during this time.

INSPIRING PRESENCE
Prerequisites: Domain Power II [Good or Hope] Benefit: You gain Inspiring Presence as an encounter power.

IMPROVED DIVINE SHIELD


Prerequisite: Divine Shield Benefit: The resistance provided by your divine shield increases to 5.

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Inspiring Presence

Divine Energy Power

Large Scale Combat: Your battalions can ignore 1 square of difficult terrain per movement.

You strike a heavy blow against a foe. Your allies are bolstered by your side. Encounter Free Action Close Burst 2 Trigger: You hit an enemy with an attack. Target: All allies in burst Effect: The targets gain a +2 inspiration bonus to attack rolls until the end of your next turn.

SANCTION INVOKERS
Prerequisites: Character Level 2, Cha 13 Benefit: Some of your mortal followers become invokers. Large Scale Combat: Your battalions gain a +1 bonus to attack rolls against dazed and routed enemies.

SANCTION AVENGERS
Prerequisites: Character Level 2, Wis 13 Benefit: Some of your mortal followers become avengers. You gain a +1 bonus when you use your followers to Scout the Enemy and Track Someone Down. Large Scale Combat: Your battalions gain a +2 bonus to damage on damaging attacks against routed enemies.

SANCTION MONKS
Prerequisites: Character Level 2, Wis 13 Benefit: Some of your mortal followers become monks. You gain a +1 bonus when you use your followers to Seek Esoteric Information. Large Scale Combat: Your battalions gain an extra square of movement speed, as long as they do not attack on their round.

SANCTION BARDS
Prerequisites: Character Level 2, Cha 13 Benefit: Some of your mortal followers become bards. You gain a +1 bonus when you use your followers to Gather Rumors, Heal Thyself, Seek Esoteric Information, or Seek Information. Large Scale Combat: Your battalions gain a +1 bonus to their Will Defense.

SANCTION PALADINS
Prerequisites: Character Level 2, Cha 13 Benefit: Some of your mortal followers are knighted as paladins. You gain a +1 bonus when you use your followers to Build Siege Weapons, Fortify this Area and Heal Thyself. Large Scale Combat: Your battalions gain a +2 bonus to initiative, and 2 temporary hit points.

SANCTION CLERICS
Prerequisites: Character Level 2, Wis 13 Benefit: Some of your mortal followers are ordained as clerics. You gain a +1 bonus when you use your followers to Heal Thyself, and Seek Esoteric Information. Large Scale Combat: Your battalions gain resist 1 all.

SANCTION SORCERERS
Prerequisites: Character Level 2, Cha 13 Benefit: Some of your mortal followers become sorcerers. Large Scale Combat: Your battalions may use Whim of Fate as an Encounter Power.

SANCTION DRUIDS
Prerequisites: Character Level 2, Wis 13 Benefit: Some of your mortal followers are become druids. You gain a +1 bonus when you use your followers to Explore the Wilderness and Gather Resources.
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Whim of Fate

Battalion Power

Your sorcerers introduce an element of chaos to the battlefield, shifting the outcome in unpredictable ways. Encounter Immediate Interrupt Personal Trigger: An enemy unit makes a die roll. This can be a single rolled die, such as an attack roll, or multiple dice, such as a damage roll. Target: The triggering enemy unit Effect: The target must reroll the dice. The target uses the second result, even if it is lower.

This communication is one-way, only; your followers do not gain the ability to respond back to you.

SUPREME IMBUE ITEM I


Prerequisites: Improved Imbue Item I Benefit: The magic item affected by your Imbue Item I talent may be of any level up to your Character Level + 2. Consult Chapter 7 Magic Items for more details on this selection.

SANCTION WARDENS
Prerequisites: Character Level 2, Int 13 Benefit: Some of your mortal followers become wardens. You gain a +1 bonus when you use your followers to Fortify this Area, Protect this Area, Scout the Enemy, and Take a Message. Large Scale Combat: Your battalions gain a +1 bonus to Armor Class.

SUPREME IMBUE ITEM II


Prerequisites: Improved Imbue Item II, Supreme Imbue Item I Benefit: The magic item affected by your Imbue Item II talent may be of any level up to your Character Level + 2. Consult Chapter 7 Magic Items for more details on this selection.

SUPREME IMBUE ITEM III


Prerequisites: Improved Imbue Item III, Supreme Imbue Item II Benefit: The magic item affected by your Imbue Item II talent may be of any level up to your Character Level + 2. Consult Chapter 7 Magic Items for more details on this selection.

SANCTION WARLOCKS
Prerequisites: Character Level 2, Int 13 Benefit: Some of your mortal followers become warlocks, pledging their souls to you. Large Scale Combat: On a hit, units damaged by your battalions are slowed until the end of their next turn.

UNCOMMON CLASS
Benefit: You may play one of the classes from the Uncommon Classes list. Special: You may only take this Talent at character creation. You may take this Talent multiple times, to play certain hybrid combinations. See Chapter 2 Character Creation for more information on these options.

SANCTION WIZARDS
Prerequisites: Character Level 2, Int 13 Benefit: Some of your mortal followers become wizards. You gain a +1 bonus when you use your followers to Seek Esoteric Information. Large Scale Combat: Your battalions gain a +1 bonus to damage on damaging attacks.

UNCOMMON RACE
Benefit: You may play one of the races from the Uncommon Races list. Special: You may only take this Talent at character creation. You may take this Talent multiple times, to play a Rare Race. See Chapter 2 Character Creation for more information on these options.

SPEAK WITH FOLLOWERS


Prerequisite: Follower Empathy Benefit: You can instantly communicate with all of your mortal followers within 100 miles. You may direct them to take actions without having to directly deal with them. Consult Chapter 5 - Followers for more details on these options.
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UNDYING HATRED
Benefit: Choose a keyword from the following list: Aberrant, Air, Angel, Aquatic, Beast, Cold, Construct, Demon, Devil, Dragon, Earth, Elemental, Fey, Fire, Force, Giant, Humanoid, Immortal, Lightning, Magical Beast, Necrotic, Ooze, Plant, Psychic, Radiant, Reptile, Shadow, Shapechanger, Spider, Swarm, Thunder, Undead, Water. You gain a +2 bonus to damage rolls against creatures that possess that keyword. Alternatively, you may choose the Humanoid keyword. However, you must also choose a Racial Keyword (such as Human or Elven) as well. You only receive the bonus if the creature has both keywords. Special: You can take this talent more than once. Each time you select this talent, choose another keyword. The damage bonuses stack, in the case that a creature possesses more than one of the keywords.

UNEARTHLY TRACKING
Prerequisites: Domain Power Wilderness], trained in Perception II [Nature or

Benefit: You can track virtually anything a falcon on a cloudy day, a fish swimming through the ocean, or an ooze slithering through puddles of its dead kin. The base Perception DC for such an attempt is 35.

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CHAPTER 4 - DOMAINS
Immortals define themselves through their portfolio the aspects of existence that they have dominion over. In LIVING DIVINE, this influence is represented through domains. Immortals gain power within domains by choosing Domain Power I, as a Divine Talent, for a given domain. They enhance that power by selecting Domain Power II, and so forth. Additional levels are available at the Paragon and Epic tiers. An immortal may choose up to two domains for their portfolio. CHARACTER LOG SHEET

MANIFESTATIONS
Your actions have repercussions, most noticeably in your appearance. At the end of every adventure, the DM can (but does not have to) pick out one event from the adventure that stands out in their mind. They choose a domain keyword that describes the event, and write it on your Adventure Record. For instance, during an adventure, your character selflessly leaps in front of some defenseless mortals, attempting to save them from harm. The DM decides to award you the keyword Good for this adventure, and writes it on your tracking form. One of your allies, however, gets needlessly violent with his followers during another incident, and receives the keyword Evil. The keyword granted to you need not describe your character as a whole. For instance, your paladin may spend the majority of an adventure being good, and the DM may choose a single evil act as the one to use. Every time you gain a level, roll a 20-sided die. If the roll is 15 or better, you gain a new Manifestation. For every keyword you have earned since you last gained a level, put a slip of paper with that keyword into a hat. If a keyword appears multiple times, there should be multiple slips with that keyword in the hat. Draw one slip out of the hat; you gain a random trait with that keyword. Write this new Manifestation in the Manifestations section of your character log sheet (#5 on the example). These Manifestations, once gained, cannot be removed through any means. They are not intended to affect gameplay, and should not be either an
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advantage or a hindrance. Rather, they should add only flavor. The Manifestation traits listed with each domain are only examples. If you and your Game Master can come up with a trait that you like better, use it.

POWERS
Each domain lists the powers gained for each level of the domain taken as a Divine Talent. Several domains, particularly ones with similar emphasis, have similar powers. There is often more benefit from choosing dissimilar domains, than from choosing related ones. Many domain powers grant the Transmute Energy power, as shown here:

Transmute Energy

Domain Power

Manifestations: There is always a slight breeze around you. Your hair is always tousled. Powers: If you select Domain Power [Air] as your Divine Talent, you receive the following abilities: Level I: Your gain a +1 divine bonus to your speed. Level II: You gain a +1 divine bonus to all defenses against ranged attacks.

An attack is not really to your liking, so you alter it to fit your needs. Daily No Action Personal Trigger: You use a power with one or more energy keywords. Effect: The triggering power loses its existing energy keywords. It gains the one specified by this power.

ANIMAL
Some domain powers also grant the Divine Energy power, as shown here: The Animal Domain is comprised of the birds of the air, the beasts of the land, and the fish of the sea. A deity of Animals may be a shepherd, or a beast master. Manifestations: Your teeth are pointed and pronounced, like those of a wild beast. Your hair is course and bristly. Powers: If you select Domain Power [Animal] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 bonus on skill checks dealing with animals. Level II: When you roll a skill check dealing with animals, roll two dice, and use the higher of the two results.

Divine Energy

Domain Power

As you attack, you infuse the assault with your divine energy. At-Will Free Action Personal Trigger: You use a Divine Energy Power, such as Energy Ray. Effect: The triggering power gains the keyword specified by this power, and all damage done by the power is of that type. It is possible to add two different keywords to the same power. In that case, the attack is of both energy types.

ACID
The Acid Domain concerns itself with the caustic elements of the world. A deity of Acid may be an elemental sorcerer, or a curious alchemist. Manifestations: The air about you smells acrid. Creatures that touch your skin feel a slight burning sensation shortly thereafter. Powers: If you select Domain Power [Acid] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 acid, and +1 acid damage on damaging attacks. You gain Transmute Energy [Acid] as a daily power, and Divine Energy [Acid] as an at-will power. Level II: You gain resist 4 acid, and vulnerable 2 lightning. You gain +1d4 acid damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

ARCANA
The Arcana Domain concerns itself with magic, and the role it plays within the world: the unseen threads and lay lines that connect all things, and the esoteric runes found on the ruined walls of ancient tombs. A deity of Arcana may be a seeker of knowledge, or a hoarder of secrets. Manifestations: Softly glowing lights occasionally ripple through the air about you. People standing nearby you sometimes hear faint voices whispering unintelligible syllables. Powers: If you select Domain Power [Arcana] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Arcana checks. Level II: When you roll Arcana checks, roll two dice, and use the higher of the two results.

AIR
The Air Domain encompasses the open sky, and the elemental aspects of air. A deity of Air may be a mountain explorer, or a winged traveler.
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CHANGE
The Change Domain encompasses the fluidity and volatility of the world. A deity of Change may be a political revolutionary, or a destructive warmonger. Manifestations: You are flippant and unpredictable. You rarely keep things the same: your clothing, hairstyle, facial hair, or jewelry are rarely the same for any two moments in time. Powers: If you select Domain Power [Change] as your Divine Talent, you receive the following abilities: Level I: You gain Target Shift as an encounter power.

Level I: You gain a +2 divine bonus to initiative checks. Level II: You gain Reality Shift as an encounter power.

Reality Shift

Domain Power

Target Shift

Domain Power

Your opponent believes they have control over their own abilities, but your divine influence changes their instincts at the last moment. Encounter Immediate Interrupt Melee 1 Trigger: You or a willing adjacent ally is the target of a melee or ranged attack Effect: If the triggering attack targeted you, it now targets your ally. If it targeted your ally, it now targets you. The new target must also be a valid target of the triggering attack.

You subtly shift into a different reality where events have played out differently. Encounter Immediate Interrupt Personal Trigger: An enemy makes a die roll. This can be a single rolled die, such as an attack roll, or multiple dice, such as a damage roll. Target: The triggering enemy Effect: The target must reroll the dice. The target uses the lower result.

CIVILIZATION
The Civilization Domain concerns itself with wellformed structure and empires that stand the test of time. A deity of Civilization may be a political figure, or an architect. Manifestations: You are extremely even-tempered and polite. You are noticeably ill at-ease when in open, wilderness areas. Powers: If you select Domain Power [Civilization] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Streetwise checks. Level II: When you roll Streetwise checks, roll two dice, and use the higher of the two results.

Level II: You gain Effect Shift as an encounter power.

Effect Shift

Domain Power

You change the essence of existence; taking on anothers suffering, or sharing with them your own. Encounter Minor Action Melee touch Target: A willing ally. Effect: Choose an effect that a saving throw can end, possessed by either you or the target. If you possess the effect, it transfers to your ally, and no longer affects you. If your ally possesses it, it transfers to you, and no longer affects your ally.

COLD
The Cold Domain encompasses the elemental aspects of frost and ice. A deity of Cold may be an explorer of artic wastes, or a tribal shaman from those same regions. Manifestations: Your skin is cold to the touch. Your breath can always be seen, even on a hot day. Powers: If you select Domain Power [Cold] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 cold, and +1 cold damage on damaging attacks. You gain Transmute Energy [Cold] as a daily power, and Divine Energy [Cold] as an at-will power.

CHAOS
The Chaos Domain is comprised of the aspects of existence which cannot be controlled. A deity of Chaos may be an anarchist, or a lone wolf. Manifestations: Your hair is wild and unkempt. Your skin is mottled and blotchy, without pattern. Powers: If you select Domain Power [Chaos] as your Divine Talent, you receive the following abilities:
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Level II: You gain resist 4 cold, and vulnerable 2 fire. You gain +1d4 cold damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

DEATH
The Death Domain is concerned with the end of life, and whatever lies beyond. A deity of Death may be a mass murderer, or a foul necromancer. Manifestations: Your skin is unusually pale. Animals startle when you pass close by. Powers: If you select Domain Power [Death] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 necrotic, and +1 necrotic damage on damaging attacks. Level II: You gain a +2 divine bonus to attack rolls against bloodied enemies.

CREATION
The Creation Domain is comprised of the material portion of existence particularly, the process by which it comes into being. A deity of Creation may be seeking a better life for his people or simply creating a whole new people out of the ether. Manifestations: Your hair grows incredibly quickly. You cant walk by a piece of machinery without taking a close look at it, or tinkering with it. Powers: If you select Domain Power [Creation] as your Divine Talent, you receive the following abilities: Level I: You gain a +4 divine bonus to skill checks used to identify magical objects. Level II: You gain Create Mundane Object as an encounter power.

DESTRUCTION
The Destruction Domain is concerned with the devastation of existence and everything within it. A deity of Destruction may be an aggressive general, or a reclusive nihilist. Manifestations: You are brash and disparaging of those around you. You are prone to sudden, unprovoked fits of rage. Powers: If you select Domain Power [Destruction] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to damage rolls. Level II: When you are leading one of your largescale combat battalions, and that battalion dazes an enemy unit, the effect lasts until the unit makes a successful saving throw.

Create Mundane Object

Domain Power

You picture the item in your mind, and simply will it into existence. Encounter Standard Action Personal Effect: You create a mundane, non-magical item out of thin air. The item can weigh up to 1 pound. If the item leaves your possession, it disintegrates in five minutes. You may create up to five such objects at any given time. If you create additional objects, one of the others immediately disintegrates.

DARKNESS
The Darkness Domain concerns itself with night and shadow, and the deep places where light does not touch. A deity of Darkness may be an explorer of subterranean caverns, or a nocturnal hunter. Manifestations: You squint uncomfortably when out in the daylight. Your shadow seems deeper and darker than usual. Powers: If you select Domain Power [Darkness] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Stealth checks. Level II: You gain low-light vision.

DREAM
The Dream Domain concerns itself with the activities of the subconscious mind - in particular those that occur when a creature sleeps. A deity of Dreams may be a philosopher, or a mind reader. Manifestations: You often have a far-away look on your face. You frequently yawn. Powers: If you select Domain Power [Dream] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 psychic, and +1 psychic damage on damaging attacks. You gain Transmute Energy [Psychic] as a daily power, and Divine Energy [Psychic] as an at-will power.
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Level II: You gain resist 4 psychic. You gain +2 psychic damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

Manifestations: Your body is covered in odd, inexplicable runic birthmarks. Your hair is long, always tied back in intricate braids. Powers: If you select Domain Power [Fate] as your Divine Talent, you receive the following abilities: Level I: When you acquire an effect that allows a saving throw, flip a coin. If the result is heads, you gain a +1 divine bonus to saving throws against the effect. If it is tails, you gain a -1 penalty, instead. This coin flip may not be rerolled or affected in any other manner. Level II: You gain Hand of Fate as an encounter power.

EARTH
The Earth Domain encompasses the substance of the world. A deity of Earth may be a conservationist, or an explorer of the unground world. Manifestations: You are surrounded by the scents of mulch and detritus. Your skin takes on a rough texture, reminiscent of granite. Powers: If you select Domain Power [Earth] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Dungeoneering checks. Level II: When an effect forces you to move through a push, pull, or a slide you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. This can be combined with similar abilities, such as a dwarfs Stand Your Ground ability, to reduce movement by more than one square.

Hand of Fate

Domain Power

Through sheer will, you force the outcome of events onto the thread of fate that destiny has deemed suitable. Encounter No Action Personal Trigger: A die roll is made. This can be a single rolled die, such as an attack roll, or multiple dice, such as a damage roll. Effect: The die roller must reroll the dice. Use the second result, even if it is lower. This new die roll cannot be rerolled again.

FIRE
The Fire Domain concerns itself with the elemental fire of the world. A deity of Fire may be a humble candle maker or simply a pyromaniac. Manifestations: You are surrounded by the faint odor of brimstone. The air around you shimmers and refracts the light. Powers: If you select Domain Power [Fire] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 fire, and +1 fire damage on damaging attacks. You gain Transmute Energy [Fire] as a daily power, and Divine Energy [Fire] as an at-will power. Level II: You gain resist 4 fire, and vulnerable 2 cold. You gain +1d4 fire damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

EVIL
The Evil Domain is comprised of those ideas and actions designed to scare and terrorize others. A deity of Evil may be an iron-fisted tyrant or a solitary menace. Manifestations: When you laugh, you scare small children. Unconsciously, you often rub your hands together conspiratorially. Powers: If you select Domain Power [Evil] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Intimidate checks. Level II: When you roll an Intimidate check, roll two dice, and use the higher of the two results.

FATE
The Fate Domain concerns itself with the uncontrollable and the inevitable. A deity of Fate may be a cryptic fortune teller, or a studious diviner.
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FORCE
The Force Domain is concerned with the invisible energies that bind together and repulse all things. A
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deity of Force may be a social instigator, or an anarchist. Manifestations: You are overbearing and passionate in everything you do. You have an inclination towards speed and excitement. Powers: If you select Domain Power [Force] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 force, and +1 force damage on damaging attacks. You gain Transmute Energy [Force] as a daily power, and Divine Energy [Force] as an at-will power. Level II: You gain resist 4 force. You gain +2 force damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

HEALING
The Healing Domain is comprised of the processes by which life is restored to the body. A deity of Healing may be a village apothecary, or a wandering shaman. Manifestations: Injured creatures seem more relaxed in your presence. Your touch is noticeably soothing. Powers: If you select Domain Power [Healing] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus on Heal checks. Level II: When you roll a Heal check, roll two dice, and use the higher of the two results.

FREEDOM
The Freedom Domain concerns itself with the absence of boundaries and control. A deity of Freedom may be an activist for mortal rights or a violent separatist. Manifestations: You are visibly uncomfortable when in confined spaces. You always wear loose, flowing clothing. Powers: If you select Domain Power [Freedom] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus on Athletics or Acrobatics checks as part of an Escape action. Level II: When you roll Athletics or Acrobatics checks as part of an Escape action, roll two dice, and use the higher of the two results.

HOPE
The Hope Domain concerns itself with the desire and belief in a better future. A deity of Hope may be a true optimist or an enterprising speculator. Manifestations: You are intensely optimistic, no matter the situation. You are known to charge into situations without considering the consequences. Powers: If you select Domain Power [Hope] as your Divine Talent, you receive the following abilities: Level I: You gain Restoring Hope as an encounter power.

Restoring Hope

Domain Power

GOOD
The Good Domain encompasses the ideas of selflessness and nobility. A deity of Good may be a virtuous knight or a penniless vicar, feeding and healing the poor. Manifestations: A faint halo can be seen above your head. Your voice has a soothing, angelic tone. Powers: If you select Domain Power [Good] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Diplomacy checks. Level II: When you roll a Diplomacy check, roll two dice, and use the higher of the two results.

You draw forth the tiniest ember of life left in your fallen friend, and stoke it back into a roaring bonfire. Encounter Healing Minor Action Close Burst 10 Target: One unconscious ally in the burst Effect: The target can spend a healing surge.

Level II: You gain a +1 divine bonus on saving throws against death.

JUSTICE
The Justice Domain encompasses the concept of those who do wrong being punished for the crimes they have committed. A deity of Justice may be a secretive vigilante or an official agent of the ruling monarchy. Manifestations: You are overly judgmental of those around you. Your facial features are perfectly symmetrical.

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Powers: If you select Domain Power [Justice] as your Divine Talent, you receive the following abilities: Level I: You get a +1 divine bonus to attack rolls against enemies that have damaged you since the end of your last turn. Level II: You get a +2 divine bonus to damage rolls against enemies that have damaged you since the end of your last turn.

Manifestations: Living creatures near you feel bolstered and vigorous. Wounds you suffer disappear quickly, without leaving scars or even bruises. Powers: If you select Domain Power [Life] as your Divine Talent, you receive the following abilities: Level I: You gain one extra healing surge per day. Level II: You gain regeneration 1.

KNOWLEDGE
The Knowledge Domain is comprised the collective sum of all that is known and yet to be discovered. A deity of Knowledge may be a quiet scholar, or a stealthy spy. Manifestations: You have an anecdote for every situation. You often mutter to yourself, lost in thought. Powers: If you select Domain Power [Knowledge] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus on knowledge skill checks. Level II: When you roll knowledge checks, roll two dice, and use the higher of the two results.

LIGHT
The Light Domain is comprised of that which keeps the world from all-consuming darkness. A deity of Light may be a guide, leading mortals to safety, or an investigator, putting injustice to scrutiny. Manifestations: The air about you glows softly at all times. Your shadow is thin, and barely noticeable. Powers: If you select Domain Power [Light] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 radiant, and +1 radiant damage on damaging attacks. Level II: You gain Divine Light as an at-will power.

Divine Light

Domain Power

LAW
The Law Domain concerns itself with finding order in the world or creating some, in its absence. A deity of Law may be the sheriff of a small town or a hooded executioner. Manifestations: Your skin has a noticeable golden tone to it. You always have a calm, even demeanor. Powers: If you select Domain Power [Law] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus on Insight checks. Level II: When you roll Insight checks, roll two dice, and use the higher of the two results.

With a mere thought, your skin begins to shed a pale radiance. At-Will Minor Action Personal Effect: You shed bright light. The light fills your square and all squares within 5 squares of you. The light lasts for 5 minutes. Putting out the light is a free action.

LIGHTNING
The Lightning Domain concerns itself with all electrical energy in the world, natural or otherwise. A deity of Lightning may be a bringer of fierce storms or a mad scientist, using lightning to animate his gruesome creations. Manifestations: Sparks of static electricity occasionally jump between your fingertips. When someone stands near you, the hair on their arms stands on end. Powers: If you select Domain Power [Lightning] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 lightning, and +1 lightning damage on damaging attacks. You gain Transmute Energy [Lightning] as a daily power,
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LIFE
The Life Domain encompasses the vitality and existence within every living creature. A deity of Life may be a healer restoring life or a mother figure, creating and nurturing new creatures.

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and Divine Energy [Lightning] as an at-will power. Level II: You gain resist 4 lightning, and vulnerable 2 acid. You gain +1d4 lightning damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

have many scars, but none of them look like major wounds. Powers: If you select Domain Power [Luck] as your Divine Talent, you receive the following abilities: Level I: You gain a +1 divine bonus to saving throws. Level II: You gain Lucky Streak as an encounter power.

LOVE
The Love Domain encompasses compassion and caring for other living creatures. A deity of Love may be a village matchmaker or a lurid paramour. Manifestations: You speak in verse and meter, quick to rhyme. You will often sigh contentedly, for no apparent reason. Powers: If you select Domain Power [Love] as your Divine Talent, you receive the following abilities: Level I: You gain Hit Me as Hard as You Can as an encounter power.

Lucky Streak

Domain Power

For a moment, it seems your luck is particularly good. Encounter Free Action Personal Trigger: You make a die roll. This can be a single rolled die, such as an attack roll, or multiple dice, such as a damage roll. Effect: Reroll the dice. Use the higher result.

MADNESS
The Madness Domain is comprised of that which is beyond rational thinking or logic. A deity of Madness may have gazed upon things not meant to be seen, or may personally be the creator of such horrors. Manifestations: You often look behind you, suddenly, as if something is following you. You occasionally scream in abject terror, for no apparent reason. Powers: If you select Domain Power [Madness] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 psychic, and +1 psychic damage on damaging attacks. Level II: You gain Claw Out Your Eyes as an encounter power.

Hit Me as Hard as You Can

Domain Power

Your bond to those around you is so strong you can step in and take a blow for an ally. Encounter Immediate Interrupt Melee 1 Trigger: An adjacent ally is the target of a melee or ranged attack. Effect: The triggering attack now targets you. You must be a valid target of the attack.

Level II: You gain Take One for the Team as an encounter power.

Take One for the Team

Domain Power

Your ally suffers an injury. You feel their pain, and that lessens the anguish. Encounter Immediate Interrupt Personal Trigger: An ally within 5 squares of you takes damage. Effect: The damage dealt to your ally is reduced by 10. You take 10 damage, which cant be reduced in any way.

Claw Out Your Eyes

Domain Power

LUCK
The Luck Domain is comprised of those things left to chance, but particularly those of a favorable outcome. A deity of Luck may be a prolific gambler or a daredevil rogue. Manifestations: You often flip a coin between your fingers, when youre not paying attention. You
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You inflict visions of horrible monstrosities upon your victim, who tries to stop them through any means possible. Encounter Fear, Psychic Standard Action Ranged 10 Target: One creature Effect: The target attacks themselves with a melee basic attack.

MOON
The Moon Domain is comprised of the night and its denizens. A deity of Moon may be a nocturnal hunter or a rogue, using the night for cover.

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Manifestations: You seem tired and listless during the daytime. Your skin seems to exude a pale radiance. Powers: If you select Domain Power [Moon] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to attack rolls made at night, while outdoors. Level II: You gain low-light vision.

the world in trees, or a botanist, seeking to create hitherto unseen life. Manifestations: Flowering plants bloom when you walk near. Your skin is covered in small thorns. Powers: If you select Domain Power [Plant] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 bonus on skill checks dealing with plants. Level II: When you roll a skill check dealing with plants, roll two dice, and use the higher of the two results.

NATURE
The Nature Domain concerns itself with the natural orders of the world. A deity of Nature may be a druid, caring for their grove, or a murderer, hastening life towards its natural conclusion. Manifestations: The scent of wildflowers lingers in the air about you. Your skin becomes rough, like the bark of a tree. Powers: If you select Domain Power [Nature] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 bonus on Nature skill checks. Level II: When you roll a Nature skill check, roll two dice, and use the higher of the two results.

POISON
The Poison Domain concerns itself with toxins both to the body and to the mind. A deity of Poison may be an assassin, wielding poison-tipped blades, or an orator, spreading toxic words into the ears of others. Manifestations: Creatures that touch your skin feel queasy, or develop a rash. You drink two or three times more alcohol than anyone else, without suffering ill effects. Powers: If you select Domain Power [Poison] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 poison, and +1 poison damage on damaging attacks. You gain Transmute Energy [Poison] as a daily power, and Divine Energy [Poison] as an at-will power. Level II: You gain resist 4 poison. You gain +2 poison damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

NECROSIS
The Necrosis Domain encompasses the antithesis of all that is healthy and prosperous. A deity of Necrosis may be a plague-bearer, skilled in creating blights on the living, or a necromancer, driven to keep things animate long after they should be dead. Manifestations: Your skin looks blotchy and decrepit. You smell like a rotting corpse. Powers: If you select Domain Power [Necrosis] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 necrotic, and +1 necrotic damage on damaging attacks. You gain Transmute Energy [Necrotic] as a daily power, and Divine Energy [Necrotic] as an at-will power. Level II: You gain resist 4 necrotic, and vulnerable 2 radiant. You gain +1d4 necrotic damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

PROTECTION
The Protection Domain encompasses the desire to shield oneself and others from danger and destruction. A deity of Protection may be a paladin, stepping forward to protect the world from great threat, or a father defending his children from unseen dangers. Manifestations: Your skin takes on the texture of wrought iron. Friendly creatures feel innately safe around you. Powers: If you select Domain Power [Protection] as your Divine Talent, you receive the following abilities: Level I: You gain a +1 divine bonus to all defenses. When you are leading one of your largePage 29 of 50

PLANT
The Plant Domain is comprised of natural flora of the world. A deity of Plants may be a druid, out to cover
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scale combat battalions, that battalion receives a +1 bonus to all defenses. Level II: You gain resist 1 all.

SKILL
The Skill Domain encompasses the elements of both training and talent. A deity of Skill may be a jack-ofall-trades rogue, or an expert craftsman, a true master of a single art. Manifestations: Your hands are calloused and weathered. You have an opinion for every situation, and are quick to volunteer it. Powers: If you select Domain Power [Skill] as your Divine Talent, you receive the following abilities: Level I: You may use Practiced Hand as an encounter power.

RADIANCE
The Radiance Domain is comprised of holy energy in its purest form. A deity of Radiance may be a raw font of primal, divine might, or a highly-skilled wielder of their own divine core. Manifestations: Your skin exudes a golden, glowing light. Your eyes shine with a bright light. Powers: If you select Domain Power [Radiance] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 radiant, and +1 radiant damage on damaging attacks. You gain Transmute Energy [Radiant] as a daily power, and Divine Energy [Radiant] as an at-will power. Level II: You gain resist 4 radiant, and vulnerable 2 necrotic. You gain +1d4 radiant damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

Practiced Hand

Domain Power

With a practiced expertise, and a bit of divine influence, you make sure outcomes are most often in your favor. Encounter Free Action Personal Trigger: You roll a skill check. Effect: Roll the die twice. Use the higher of the two results.

Level II: You gain training in one skill. The skill need not be on your class skill list.

SEA
The Sea Domain concerns itself with the large bodies of water covering the world. A deity of Sea may be a pirate lord, controlling the seaways, or a fisherman, pulling a natural bounty from the waters. Manifestations: You are surrounded by the scent of brine. You often hum a jaunty sea shanty, when youre otherwise unoccupied. Powers: If you select Domain Power [Sea] as your Divine Talent, you receive the following abilities: Level I: When an effect forces you to move through a push, pull, or a slide you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. This can be combined with similar abilities, such as a dwarfs Stand Your Ground ability, to reduce movement by more than one square. Level II: You gain a swim speed equal to half your normal speed.

STORM
The Storm Domain is comprised of inclement weather and the forces that accompany great tempests and squalls. A deity of Storms may create gales to suit their whims, or may specialize in surviving the hazards of harsh weather. Manifestations: The scent of a spring rain lingers in the air about you. Your mood changes frequently, and without warning. Powers: If you select Domain Power [Storm] as your Divine Talent, you receive the following abilities: Level I: When you roll a skill check against a weather-based effect (for instance, Endurance to survive in a rough storm, or Athletics to climb a rain-slicked precipice), roll two dice, and use the higher of the two results. Level II: You gain Control Weather as an encounter power.

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Control Weather

Domain Power

Harm Another

Domain Power

You concentrate on an empty sky. Clouds begin to form, and torrential winds begin to sweep across the landscape. Encounter Zone Standard Action Close Burst 20 Effect: Choose a direction. The burst creates a zone of wind that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Any creature starting its turn within the zone is slid 1 square in the direction you chose. You can end the zone as a minor action. Sustain Minor: The zone persists.

Your enemy strikes you, but in the process hampers his own ally. Encounter Immediate Reaction Ranged 5 Trigger: You are hit by an attack. Target: One enemy that did not make the triggering attack Effect: The target suffers a -4 penalty on their next attack roll.

SUN
The Sun Domain is comprised of the energy and radiance of the daylight. A deity of Sun may be a leader, supporting growth and life, or a tyrant, burning the land into desert unless satisfied. Manifestations: Your hair is bleached a pale blond. The air around you is unnaturally warm. Powers: If you select Domain Power [Sun] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 radiant, resist 1 fire, and +1 radiant damage on damaging attacks. Level II: You gain Sunstroke as an encounter power.

STRENGTH
The Strength Domain concerns itself with the physical power of the body. A deity of Strength may be a brute warrior, relying on force rather than skill, or an athlete, skilled in the control of their bodily prowess. Manifestations: You have an impressively muscular physique. You often accidentally break objects just be handling them. Powers: If you select Domain Power [Strength] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Athletics checks. Level II: When you roll an Athletics check, roll two dice, and use the higher of the two results.

Sunstroke

Domain Power

STRIFE
The Strife Domain encompasses the hardships and adversities of life, particularly within groups of people. A deity of Strife may be a rebellious antagonist, or simply not play well with others. Manifestations: You are extremely short tempered. People around you break out into argument with little provocation. Powers: If you select Domain Power [Strife] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to all defenses when at least two enemies are adjacent to you. Level II: You gain Harm Another as an encounter power.

Your enemy is struck by the searing heat of the sun. Encounter Radiant Minor Action Close Burst 5 Target: One creature in burst Effect: The target gains vulnerable 4 radiant, or its vulnerability to radiant damage increases by 4, until the start of your next turn.

THUNDER
The Thunder Domain concerns itself with sound, particularly the cacophony that accompanies lightning in great storms. A deity of Thunder may hold power and dominance through words, or may stir clouds into storms, to directly deafen his foes. Manifestations: Listeners can hear the sound of distant thunder in your voice when you speak, or in your footsteps. Powers: If you select Domain Power [Thunder] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 thunder, and +1 thunder damage on damaging attacks. You gain

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Transmute Energy [Thunder] as a daily power, and Divine Energy [Thunder] as an at-will power. Level II: You gain resist 4 thunder. You gain +2 thunder damage on damaging attacks. The resistance and bonus damage replaces that from Level I.

Level II: When you roll an Endurance check, roll two dice, and use the higher of the two results.

TRICKERY
The Trickery Domain concerns itself with deceit, illusion, and subterfuge. A deity of Trickery may be a street performer, coning coin from a few unwary marks, or a snake-oil merchant, selling useless remedies to the unsuspecting. Manifestations: You are overly paranoid, often looking over your shoulder, checking for someone following you. Your lip is constantly upturned in a bit of a smirk. Powers: If you select Domain Power [Trickery] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Thievery checks. Level II: You gain a +2 divine bonus to Stealth checks.

TORMENT
The Torment Domain encompasses pain, torture and imprisonment. A deity of Torment may be a prisoner themselves, or take pleasure in punishing others. Manifestations: Your face is often contorted, as if you were experiencing great pain. Your exposed skin often shows welts and bruises, as if you had been brutally tortured. Powers: If you select Domain Power [Torment] as your Divine Talent, you receive the following abilities: Level I: On a critical hit, your target takes ongoing 5 damage (save ends). Level II: You gain Find a Weakness as an encounter power.

TYRANNY
The Tyranny Domain encompasses domination and oppression in all forms. A deity of Tyranny may be an up-and-coming king, bent on controlling the world through politics, or a general, focused on taking control through force. Manifestations: Your skin takes on a dark grey tone, and the appearance of stone or steel. You have remarkably short patience. Powers: If you select Domain Power [Tyranny] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus on attack rolls against bloodied enemies. Level II: You gain +4 damage on damaging attacks against bloodied enemies.

Find a Weakness

Domain Power

You probe deep into the energies that surround your foe, and find a chink in their armor. Encounter Minor Action Close Burst 5 Target: One creature in burst Effect: Choose an energy type. The target gains vulnerable 2 to that damage type, or its vulnerability to that damage type increases by 2, until the start of your next turn.

TRAVEL
The Travel Domain is comprised of exploration and adventure. A deity of Travel may be a pioneer, determined to see all of the unknown world and its wonders, or a mapmaker, seeking to share the world with others. Manifestations: You have an uncanny sense of direction, and quickly recognize even fairly obscure landmarks. You compulsively collect knick-knacks from everywhere you go. Powers: If you select Domain Power [Travel] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 divine bonus to Endurance checks.

UNDEATH
The Undeath Domain is comprised of that which is neither alive nor dead. A deity of Undeath may be seeking a way to keep themselves alive at all costs, or may be trying to control the living through manipulation of the dead. Manifestations: The scent of death and decay follows you everywhere. The skin on your face tightens, making you look gaunt.
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Powers: If you select Domain Power [Undeath] as your Divine Talent, you receive the following abilities: Level I: You gain a +2 bonus on skill checks dealing with undead. Level II: When you roll a skill check dealing with undead, roll two dice, and use the higher of the two results.

Level II: When you are leading one of your largescale combat battalions, and that battalion routs an enemy unit, the effect lasts until the unit makes a successful saving throw.

WATER
The Water Domain is concerned with the liquid elements of the world. A deity of Water may be an explorer of the open seas, or a creature native to the undersea environments. Manifestations: You develop subtle gills on the sides of your neck. Your skin is scaly, like a fish. Powers: If you select Domain Power [Water] as your Divine Talent, you receive the following abilities: Level I: You gain a swim speed equal to half your normal speed. Level II: You gain a +2 divine bonus to skill checks made while at least half submerged in liquid.

VENGEANCE
The Vengeance Domain concerns itself with retribution and reprisal. A deity of Vengeance may be seeking to right something that once went wrong, or safeguarding against potential slights in the future. Manifestations: When you are not busy, you seem distant; but when you are on task, you have an unnatural fixation on the matter at hand. Wicked horns and spikes grow from your skin. Powers: If you select Domain Power [Vengeance] as your Divine Talent, you receive the following abilities: Level I: While you are bloodied, you gain a +2 divine bonus to attack rolls, and a -2 penalty to all defenses. Level II: You gain Blood Oath as an encounter power.

WILDERNESS
The Wilderness Domain concerns itself with the rough, untamed elements of the world. A deity of Wilderness may be concerned with stopping the spread of civilization, or an explorer, bringing useful discoveries back to the urban world. Manifestations: Your hair is full of leaves and twigs. Your skin is a mottled pattern of green and brown. Powers: If you select Domain Power [Wilderness] as your Divine Talent, you receive the following abilities: Level I: When you roll a Nature check, roll two dice, and use the higher of the two results. Level II: You gain Trial of the Wild as an encounter power.

Blood Oath

Domain Power

Your enemy tries to harm you, but must withstand a last defense, first. Encounter Immediate Interrupt Personal Trigger: An attack reduces you to 0 hit points or fewer Target: The enemy that made the triggering attack Effect: You deal 1d8 plus one-half your level points of damage to the target. If the enemy is reduced to 0 hit points or lower, the triggering attack misses you, instead.

WAR
The War Domain encompasses conflict, great battles, and aggression. A deity of War may be honorable, demonstrating chivalry in the face of attack, or a brutal conqueror, taking what they want by naked force. Manifestations: You are extremely quick to anger. You possess many birthmarks, which take on the appearance of tribal war paint. Powers: If you select Domain Power [War] as your Divine Talent, you receive the following abilities: Level I: You gain a +1 divine bonus on attack rolls.
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Trial of the Wild

Domain Power

The ground around you buckles, forming sharp ridges and deep potholes. Entangling vines snake through the area. Encounter Zone Minor Action Close Burst 2 Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. You can end the zone as a minor action. Sustain Minor: The zone persists.

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WINTER
The Winter Domain encompasses the elements of cold, ice, and inclement weather. A deity of Winter may be as cold and unforgiving as the season, or rule over lands high in the mountains where the season rarely change. Manifestations: The air about you is noticeably colder than normal. Your skin and hair are both stark white. Powers: If you select Domain Power [Winter] as your Divine Talent, you receive the following abilities: Level I: You gain resist 1 cold, and +1 cold damage on damaging attacks. You gain a +2 bonus on Endurance checks to deal with cold environments. Level II: You gain Winters Embrace as an encounter power.

Winters Embrace

Domain Power

You subtly shift into a different reality where events have played out differently. Encounter Cold Minor Action Close Burst 5 Target: You and all allies in burst Effect: All targets gain resist 5 cold until the start of your next turn.

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CHAPTER 5 - FOLLOWERS
Where would a god be without legions of fanatical devotees? Followers are people that believe in your divinity, and are willing to toil for your cause. In LIVING DIVINE, followers are treated as a commodity gained from adventuring, much like experience points or treasure. If you had to deal with the logistics of thousands of individuals, each with their own personalities and statistics, each one needing to be treasured (or abused, if thats more your style), it would quickly become unmanageable. As well, when you travel from one region to another, how many would stay behind, and how many new folks would join you? To simplify this, your Follower Count is a single number, representing the number of worshippers at your beck and call at any given moment. Adventuring raises this number; sending them into perilous situations reduces it. So, youve got a pool of devoted worshippers at your disposal. What can you do with them? FOLLOWER BONUSES Followers 1-2 3-5 6 - 10 11 - 20 21 - 40 41 - 80 81 - 160 161 - 320 321 - 750 751 - 1,500 1,501 - 3,000 3,001 - 6,000 6,001 - 12,000 12,001 - 25,000 25,001 - 50,000 50,001 - 100,000 100,001 - 200,000 200,001 - 500,000 500,001 1,000,000 1,000,001 2,000,000 2,000,001+

GROUP BONUS
The follower chart provides a bonus, depending on the size of the group of followers. Some actions allow you to choose how many of your followers you commit to a task. Others simply use your entire follower pool.

Group Bonus +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

RISK
Sometimes your followers dont return from their assigned tasks. Each action is rated by how dangerous it is for your minions. At the gamemasters discretion, the risk for an action may be increased by one category, up to Very Dangerous. For instance, if you ask your followers to explore woods full of dangerous creatures, the gamemaster can decide to treat it as Mildly Dangerous. When determining losses from a dangerous action, you only lose followers if the die result is positive. No Risk All of your followers return. Mildly Dangerous You lose 1d8 4 followers. Very Dangerous You lose 1d20 10 followers. Deadly If they fail, none of your followers return. The gamemaster may not arbitrarily raise the risk to this level.

O.P.P (OTHER PEOPLES PRACTITIONERS)


Unless otherwise specified, you may not combine your followers with those of your allies. Your followers worship you, not them.

HELPFUL FOLLOWERS
Each follower task includes a list of helpful followers particular occupations that help with that task. If you have the Sanction Bards Divine Talent, for instance, and a task lists bards as helpful followers, then that task gains a benefit from those followers. Refer to Chapter 3 Divine Talents to learn more about these options, and to see what the actual bonus is for a given talent.

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FOLLOWER TASKS
BUILD SIEGE WEAPONS
You are anticipating a fight, and you want the upper hand. Your followers build offensive weapons. Time Required: 8 hours Helpful Followers: Paladins Risk: No Risk How It Works: This option will be detailed in a future update to this document.

followers. They build defenses with hit points equal to that bonus, or improve existing defenses that amount.

GATHER RESOURCES
You need herbs, lumber, or stone. Your followers get to work, gathering it for you. Time Required: 1 hour Helpful Followers: Druids Risk: No Risk How It Works: Decide how many of your followers you want to gather resources for you. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. The result can replace a Dungeoneering, Perception, or Nature you need to make to gather resources.

EXPLORE THE WILDERNESS


You would like to know the lay of the land. Your followers start exploring. Time Required: 1 hour per square mile Helpful Followers: Druids Risk: Mildly Dangerous How It Works: Decide how many of your followers you want to explore for you. Find the Group Bonus from the table for that number of followers. For each notable feature of the landscape, roll a d20, and add that number as a follower bonus. If the result beats the Perception DC for that object, then your followers tell you about it at the end of the search.

GATHER RUMORS
At the beginning of most LIVING DIVINE scenarios there is a list of local rumors. Your followers automatically assist you with this check. Time Required: None Helpful Followers: Bards Risk: No Risk How It Works: Find the Group Bonus from the table for your total Follower Count. Add that number as a follower bonus to your own Streetwise check. You may not use followers other than your own for this check.

FORM AN ARMY
You prepare to lead your followers into battle. Your followers become soldiers. Time Required: 8 hours How It Works: This option is detailed in Chapter 6 - Large Scale Combat

HEAL THYSELF
Your followers have fought hard for you. Now its time to patch up the wounded. Time Required: 2 hours Helpful Followers: Bards, Clerics, Paladins Risk: No Risk How It Works: Immediately after a large scale combat battle, count up the number of your undefeated followers that are present. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. If the result is a 15 or higher, only half of your defeated followers are subtracted from your Follower Count;
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FORTIFY THIS AREA


You are anticipating a fight, and you want the upper hand. Your followers build defenses. Time Required: 8 hours Helpful Followers: Paladins, Wardens Risk: No Risk How It Works: Decide how many of your followers you want to build defenses for you. Find the Group Bonus from the table for that number of
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the rest were slain in battle. If the check fails, then all of your defeated followers were killed. This check may only be made once per battle, and must be made immediately afterwards.

SEEK ESOTERIC INFORMATION


You want answers, and the information is hard to come by. Your followers do a little research on your behalf. Time Required: 6 hours Helpful Wizards Followers: Bards, Clerics, Monks,

PROTECT THIS AREA


You want something safeguarded. Your followers do what they can to alert you to any impending danger. Time Required: Variable Helpful Followers: Wardens Risk: No Risk How It Works: This command protects an area covering a square mile. Decide how many of your followers you want to watch the area. Find the Group Bonus from the table for that number of followers. If enemies attempt to sneak past the protected area, roll a d20, and add that number as a follower bonus. The result is opposed by the enemys Stealth check. Success indicates your followers notice the attempt, and alert you.

Risk: No Risk How It Works: Decide how many of your followers you want to seek information for you. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. The result can replace any knowledge check you need to make.

SEEK INFORMATION
You want answers. Your followers ask around. Time Required: 1 hour Helpful Followers: Bards Risk: No Risk How It Works: Decide how many of your followers you want to seek information for you. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. The result acts as a Streetwise check.

SCOUT THE ENEMY


You need to know information on the army you are about to face. Your followers scout out the area, returning with valuable intelligence. Time Required: 1 hour Helpful Followers: Avengers, Wardens Risk: Deadly How It Works: This command gives you information on an enemy battalion, before you reach the battlefield. Decide how many of your followers you want to scout the enemy army. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. The result is opposed by the enemys Perception check. Success indicates your followers get back safely. You learn the size of the battalion, their makeup, how they are equipped, and the presence of any obvious immortals. If the check fails, the members of the group are slain, and you gain no information.

TAKE A MESSAGE
You need to get a message to someone else. Your followers rush it there, with all haste. Time Required: Variable Helpful Followers: Wardens Risk: Mildly Dangerous How It Works: Decide how many of your followers you want to serve as messengers. Find the Group Bonus from the table for that number of followers. If the messengers would encounter hostile enemies, then for each such encounter roll a d20, and add that number as a follower bonus. The result is opposed by the enemys Perception check. Success indicates your followers elude capture, and pass by unharmed. Failure means the group loses 1d4 followers. Messengers travel at a rate of 5 miles per hour, for up to 10 hours per day. If the group still contains

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followers upon reaching the destination, the message is delivered. Otherwise, it is lost en route.

TRACK SOMEONE DOWN


You need to find someone. Your followers ask around. Time Required: 1 hour Helpful Followers: Avengers Risk: No Risk How It Works: Decide how many of your followers you want to search for the target. Find the Group Bonus from the table for that number of followers. Roll a d20, and add that number as a follower bonus. The result can replace Perception and Streetwise checks used to find someone.

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CHAPTER 6 - LARGE SCALE COMBAT


One of the most powerful abilities possessed by living immortals is the ability to command great numbers of mortal followers. Sometimes, those followers can best serve their deity by taking up arms, and going to war. LIVING DIVINE uses a simplified system to handle large-scale combat. A tactical map is used in the same manner, except that every creature is an entire battalion of armed followers. LARGE SCALE COMBAT BONUSES Unit Followers Bonus Damage 1-2 +0 1 3-5 +1 1 6 - 10 +2 1d2 11 - 20 +3 1d3 21 - 30 +4 1d6 31 - 40 +4 1d8 41 - 50 +5 1d10 51 - 60 +5 1d12 61 - 70 +5 2d6 71 - 80 +5 2d8 81 - 90 +6 2d8 91 - 120 +6 3d6 121 - 140 +6 3d8 141 - 160 +6 4d6 161 - 180 +7 4d8 181 - 230 +7 6d6 231 - 300 +7 6d8 301 - 320 +7 7d8 321 - 370 +8 10d6 371 - 390 +8 11d6 391 - 440 +8 12d6 441 - 500 +8 13d6
YOUR

CREATING A BATTALION
Before you can lead your followers to their certain demise, you must form them up into battalions. Each battalion acts as a single unit on the battlefield.

CHOOSE THE SIZE OF YOUR BATTALION


First, decide how many followers will be in this battalion, up to a maximum of 500. The battalion has that many hit points. Each hit point lost represents a creature being defeated, and no longer able to contribute.

FIND YOUR BONUSES


Next, find the number of followers on the follower chart.

Size Tiny Tiny Small Small Medium Medium Medium Large Large Large Large Large Large Large Large Large Huge Huge Huge Huge Huge Huge
AND

Size Bonus +2 +2 +1 +1 0 0 0 -1 -1 -1 -1 -1 -1 -1 -1 -1 -2 -2 -2 -2 -2 -2

CALCULATE YOUR INITIATIVE BONUS


Bonus.

CALCULATE Your battalions Initiative bonus is equal to its Unit DEFENSE

FORTITUDE

WILL

Your battalions Fortitude and Will Defenses are equal to 10 plus its Unit Bonus.

CALCULATE YOUR ATTACK BONUS


Your battalions Attack bonus is equal to its Unit CALCULATE YOUR DAMAGE Bonus. The damage listed is the amount of damage done by each of the battalions attacks.

CALCULATE DEFENSE

YOUR

ARMOR CLASS

AND

REFLEX OTHER STATISTICS

Your battalions Armor Class and Reflex Defense are Finally, give the battalion a speed of 2 squares. Its size equal to 10 plus its Size Bonus. is indicated by the size entry on the chart. Your new basic battalion is complete, and ready to head into the breach at your command.

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DIVINE TALENTS

MEDIUM ARMOR (40 GP PER FOLLOWER)

Several Divine Talents affect your battalions, as a Your warriors don hide armor, and carry light shields. whole. Consult Chapter 3 Divine Talents for details on They gain a +4 armor bonus to their Armor Class. which options are available to you.

HEAVY ARMOR (60 GP PER FOLLOWER)


Your warriors wrap themselves in chainmail armor, and carry light shields. They gain a +6 armor bonus to Before heading into battle, you can spend some of your their Armor Class. hard-earned treasure to give your armies a competitive advantage. To make use of these options, simply spend the appropriate amount of gold, and declare that your Your warriors wrap themselves in plate armor, and followers are so outfitted theyll take care of the carry heavy shields. They gain a +8 armor bonus to their Armor Class. details as your army is heading to the battlefield. For a battalion to gain the benefit of these bonuses, LIGHT CALVARY (100 GP PER FOLLOWER) every member must be appropriately equipped. Once you spend your money on outfitting your troops, it is lost and may not be recovered. Your followers will treasure their arms and armor, and keep them in serviceable condition. You may keep an inventory of their gear, and use it in future battles. But you may not sell it to recoup the costs. Your warriors ride lightly-armored horses into battle. Your battalions speed increases to 4 squares, and gains a +2 mobility bonus to its Reflex Defense. Your battalion may not wear heavy or ultraheavy armor.

OUTFITTING

ULTRAHEAVY ARMOR (75 GP PER FOLLOWER)

HEAVY CALVARY (300 GP PER FOLLOWER)

Your warriors ride heavily-armored horses into battle. Your battalions speed increases to 4 squares, and gains a +2 mobility bonus to its Reflex Defense. Your Your warriors trade in their picks and clubs for swords battalion may wear any type of armor. and warhammers. When your battalion misses with a melee attack, it deals half damage.

IMPROVED MELEE WEAPONS (10 FOLLOWER)

GP

PER

ON THE BATTLEFIELD

RANGED WEAPONS (15 GP PER FOLLOWER)

Your warriors arm themselves with slings and shortbows. As a standard action, your battalion may make a ranged attack against the opponents Reflex SCALE Defense, with range 2/4. The scale is different with large-scale combat each round represents a minute of time instead of 6 seconds, IMPROVED RANGED WEAPONS (30 GP PER and each square on the battlefield represents a 20 foot square area instead of a 5-foot square.
FOLLOWER)

In most regards, battalion combat runs exactly like normal combat, with the following differences:

Your warriors arm themselves with longbows and crossbows. As a standard action, your battalion may make a ranged attack against the opponents Reflex Defense, with range 2/4. If the attack misses, it deals half damage.

ACTIONS
A battalion may take any action normally available to a creature in combat, except Second Wind (battalions dont have healing surges).

LIGHT ARMOR (25 GP PER FOLLOWER)


Your warriors gild themselves in leather armor. They gain a +2 armor bonus to their Armor Class.
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TAKING DAMAGE

MULTIPLE LEADERS

Every time a battalion takes damage, the loss of hit It is possible for multiple immortals to lead a single points represents combatants being killed or disabled. battalion. The unit still only gets to act once per round This loss weakens the group as a whole. (as it is acting on its initiative count, not the PCs). It only receives the best bonus to its Will Defense. When a battalion takes damage, immediately However, it does receive all of the Damage bonuses recalculate the units defenses, Attack Bonus, and from all attached immortals. Damage value. If a battalion is bloodied (based on its original hit RALLYING YOUR BATTALION points), it suffers a -5 penalty to its Will Defense. Sometimes, all your troops need are a few words of encouragement.

MORALE CHECKS

On your battalions turn, as a minor action, you Mortals dont have the same mighty resolve that the may rally the battalion. A rallied battalion is immune to great living immortals do. They have been known to being dazed or routed until the start of its next turn. turn tail and flee, upon seeing their fellow soldiers slaughtered around them. A battalion can only be rallied once per encounter. Every time a battalion hits with an attack, it may immediately make a secondary attack against the IN HARMS WAY opponents Will Defense. The attack bonus for this secondary attack is equal to the damage done by the Personally leading your forces isnt without risk. If an enemy battalion scores a critical hit against the unit you hit, after any resistances and temporary hit points. are leading, you lose a healing surge (or hit points If the secondary attack hits, the opponent is dazed equal to your surge value, if out of surges). until the end of their next turn. If you are reduced to 0 hit points or lower while If the secondary attack hits by 5 or more, the leading a battalion, it is treated exactly as if you opponent is routed until the end of their next turn. A abandoned the unit. You are unconscious, but not routed battalion flees at top speed towards the closest dying. exit from the battlefield. If the battalion with you can safely exit the battlefield, then they have spirited you away, and you LEADING A BATTALION can be revived as normal. As well, if your allies win the battle, you can be saved. However, if your enemies win You can certainly send your soldiers off to fight for the battle, then you are at their mercy, and will most you, while remaining safely behind your voice can likely be slain. still carry across the battlefield, giving your forces orders without you having to be there. But nothing is quite as potent as an army led directly by an immortal. ABANDONING YOUR BATTALION

LEADERSHIP BONUSES
In a large-scale combat, you can choose to personally lead a battalion of your followers. You dont roll initiative, get your own actions, or get to make use of your powers and abilities, but you do enhance the battalion as a whole the unit gets a leadership bonus to its Will Defense equal to your Charisma bonus plus one-half your level, and a Damage bonus equal to your level.

At the beginning of your battalions turn, as a minor action, you may abandon the battalion and flee to safety. You no longer are in danger from critical hits. However, your forces do not appreciate being abandoned. The battalion immediately loses the Will Defense and Damage bonuses you provided, and also suffers a penalty to its Will Defense equal to the bonus you provided.

REJOINING A BATTALION

It is possible for a low-Charisma immortal to You can choose to rejoin an abandoned battalion on its actually be a detriment to their units morale. turn as a minor action. The unit again receives your Will Defense and Damage bonus. However, the Will
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Defense penalty it gained from you abandoning them remains. (The bonus and penalty simply cancel each other out.)

CHANGING UNITS
On your battalions turn, as a minor action, you may stop leading that battalion, and start leading another. The two units must be within three squares of each other. The old unit loses your bonuses, and the battalion you are joining gains them. If you have changed battalions, you may not change again until after the end of your new units next turn. The original battalion only suffers the penalty for being abandoned if it appears that you are changing units to escape harm. This is applied at the GMs discretion.

AFTER THE FIGHT


After the combat, count up the number of hit points your battalions lost. Subtract that number from your follower count those followers were killed in the battle. You may reduce these losses by immediately instructing your followers to use a Heal Thyself action. If successful, you only lose half of the followers defeated in the battle. Refer to Chapter 5 - Followers for more details on this option.

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CHAPTER 7 MAGIC ITEMS


Where would a fantasy roleplaying game be without slotted equipment items by imbuing them. powerful arms and armor? Such artifacts are a staple of the genre, and our game is no exception. In LIVING DIVINE, you wont generally find magic items laying around in treasure hoards or in the pockets of random thugs; magic in our world comes from living immortals, and that magic usually fades quickly when they perish. This means you will generally have to create your own items.

IMBUING AN ITEM

IMBUED ITEMS

Thors Hammer. Hermess Winged Shoes. Osiris Scales Note that you must already possess the nonof the Dead. Throughout mythology, deities have magical item, before you can imbue it. If you want to always been partly defined by their possessions. At the same time, these possessions have been largely defined create a magical longsword, you must first own a regular longsword. You may not create masterwork by the substance of the immortal that possesses them. armor without campaign documentation allowing it. The process through which immortals instill an The process of imbuing an item takes about a week, object with some of their divinity is called imbuing an so generally it can only be done between scenarios. item. An immortal can create a limited number of CHARACTER LOG SHEET

The process of imbuing an item begins by selecting the requisite Divine Talents. Choose the talent Imbue Item I. Next, choose a piece of non-magical equipment that you possess. This can be any of the following types of equipment: Armor, Weapon, Implement, Arm Slot, Feet Slot, Hands Slot, Head Slot, Neck Slot, Rings Slot, or Waist Slot. The chosen item becomes a magic item of the same type from any player legal source, up to your Character Level 2.

IMPROVING AN ITEM
Perhaps youd like a more powerful item. Choose the talent Improved Imbue Item I. Now, that item can be of a level up to your Character Level. Still not powerful enough? Supreme Imbue Item I raises the limit to Character Level + 2.

IMBUING MORE ITEMS


You can never have enough magic items. If youd like to imbue more items, take the Imbue Item II talent, and then the Imbue Item III talent, and so on. Additional talents are available at Paragon and Epic tiers. These additional talents also have Improved and Supreme versions for enhancing these new items.

LOSING AN IMBUED ITEM


If an imbued item leaves your possession, it reverts to its non-magical state within about an hour. If you get the item back, and hang on to it for at least eight hours, this hour timer resets. You may also voluntarily disenchant an item by simply willing it to happen, and waiting an hour for
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the enchantment to fade. The Disenchant Magic Item ritual does not work on imbued magic items, since they cannot be created through the normal means.

CHANGING ENCHANTMENTS
You may change which enchantments your talents are sustaining at any time. To do so, you need to merely disenchant your existing item, and then imbue a new one. This means that you can select new items between scenarios, and that your items improve over time (along with your Character Level).

CRAFTED ITEMS
Characters with the Enchant Magic Item ritual cannot use it to create slotted magic items. However, it is the only way to create non-slotted items, such as Wondrous Items and Potions. You can also create other items, such as the magical vehicles, elixirs, and whetstones found in Adventurers Vault, or the magical tattoos and reagents found in Adventurers Vault 2. LIVING DIVINE does not permit the immurements from Adventurers Vault 2. The campaign allows the creation of the Wondrous Lair enhancements from Adventurers Vault 2. However, they can only be created within a Deific Realm, created by the Paragon-level Divine Talent of the same name. As well, with the Enchant Magic Item ritual you can craft minor magic items such as sunrods, everburning torches, and journeybread. All you need to do is spend the value of the desired item. Characters with the Alchemist feat (from Adventurers Vault) can craft any of the alchemical items, once they research the item. They can research the item by simply paying the formula cost.

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CHAPTER 8 THE WORLD OF LIVING DIVINE


The world of Living Divine is made up of many geographical regions, each with its own history and culture. The player characters of the campaign all originate from within the Agris Valley, so we need only describe your home for now. Protection, as it is called, prevents outside immortals from entering the valley. And so, for two generations, it has remained safe. Present Day: Only one of the creators of the Protection still lives the Guardian, Harthgorn. He rules over the Agris Valley from the lonely tower of the Alabaster Keep, at the center of the capital city of Northvale. Harthgorn is an even-tempered deity, giving great freedom to his people. Some might even say he is lax absent from public view for weeks at a time. Most day to day operations of the realm are handled by the Church of Light, Harthgorns priests. Alabaster Keep: Built by the founders of the realm, the Alabaster Keep is the seat of power in the Agris Valley. Its predominant feature is a tall, white tower that extends high over the city of Northvale. Dozens of priests of the Church of Light live and work within the keeps walls. At the center of the Keep is the Solar Sanctum, a great glass atrium housing expansive gardens. The Sanctum is a popular destination for local townsfolk, who will often take a leisurely lunch among the exotic flowers and abundant sunshine. It is speculated that many mysteries have been secreted within the chambers of the Alabaster Keep over the years. Deep Marshes: Expansive bogs lie in the northeastern reaches of the valley. Despite the unappealing environment, some people make a living harvesting peat, and distilling a distinctive, smoky whiskey. Legend tells of a great, unseen beast that stalks the marshes at night. Singing Stones: Hidden away in the northernmost hills of the valley is a circle of standing stones. As wind blows through the stones, the sound can easily be mistaken for nondescript voices. A listener can make out syllables and the occasional word. Occasionally, the wind in the stones speaks at greater length, delivering whole prophecies. Corrans Pass: The Agris Valley has only one exit a tunnel through the mountains at the southernmost point. Mortals frequently travel in and out of the valley, making Corrans Gate the city nearest the pass into the largest hub of commerce in the region.

AGRIS VALLEY
Ruler: Harthgorn, the Guardian, Lord of the Alabaster Keep Government: Sole theocratic dictatorship; under the leadership of Harthgorn, with priests from the Church of Light holding supporting roles Capital: Northvale Major Towns: Northvale (pop. 62,100), Corrans Gate (pop. 24,200), Landigard (pop. 10,200), Highwall (pop. 7,800) Provinces: Two city districts (Northvale and Corrans Gate), two townships (Landigard and Highwall), and fifteen village mayorships. Resources: Copper, iron ore, gems, rare woods Coinage: Noble (pp), Crown (gp), Mark (sp), Common (cp) Population: 111,800 83% Human, 9% Dwarf, 3% Elf, 2% Halfling, 1% Half-elf, 2% Other Languages: Common Prominent Immortals: Harthgorn (Sun and Protection), Adenistolis (Fire and Destruction), Sibvlynn (Luck and Wilderness), Leena (Lightning and Storms) Allies: None Enemies: None History: Two generations ago, the world was beset by great wars. Weary of all the disorder, three immortals looked for a way to distance themselves from their more aggressive kin. They found an answer in a largely untouched agricultural region at the source of the Agris River. Weaving powerful magic together, the trio created a dome of protective magic over the valley. The
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CHAPTER 9 PLAYING SCENARIOS


REGIONS
The campaign world of LIVING DIVINE is divided into several nations and political states. These areas are mapped onto sections of the real world, each with its own flavor and storyline. For instance, New England represents the Darkmourne region - a dark land of gothic horror, where a reclusive baron looks impassively over his subjects. New York, New Jersey, Pennsylvania and Delaware represent the Imbrateur region an expanse of overgrown ruins and lost cities with an action/adventure flair. Each region is managed by a trio of volunteers called the Tribunal. They are responsible for the local administration of the campaign, and work with the Council of Elders to bring the best gaming experience possible.

ADVENTURE TYPES
There are five types of LIVING DIVINE adventures: introductory, regional, core, and special. You may play adventures as many times as you like, but many only play each scenario once with a given PC. Introductory adventures are designed for new characters. They take place in the Agris Valley, the region from which all of the PCs come. Introductory adventures may be played anywhere in the world. Regional adventures take place in and advance the plot of a single region. For the first three months after their release, Regional adventures may be run only at conventions within the borders of their real-world region. After three months, they may be run at smaller game days within the region. After six months, they may be run by home groups and outside of their real-world region. Core adventures take place in areas outside the normal regions of the game. They advance the overall plot of the campaign. Core adventures premiere at the largest conventions, and may only be run at conventions for the first three months of their life. After three months, they may be run at smaller game days. After six months, they may be run by home groups. Regional Special adventures are a chance for regions to really shine. Only taking place at conventions within the borders of their real-world region, they are allowed to break the mold; a Regional Special adventure may be just like a normal adventure, or they might involve live action role playing, or a great battle that spans dozens of tables at the same time. Often, the outcome of these events changes and shapes the plot line for the region. Core Special adventures are similar to Regional Specials, in that they can be almost anything. They run at the largest conventions, but a version is released that can be played at smaller conventions, game days, and even at home.

SCENARIO AVAILABILITY
LIVING DIVINE actively supports the convention and public game day communities. Some content is only available at these public events, until it has reached a certain age. LIVING DIVINE scenarios do not expire. Once they are released, they are always available for play. Scenarios may be updated from time to time, depending on changes occurring within the campaign.

LEVEL RANGE
LIVING DIVINE adventures are written for particular character levels. An Introductory adventure is written only for new characters (levels 1 - 3), while a Heroic Tier scenario is written for a broader range (levels 1 10). If your character is not in the designated level range for a scenario, they cannot participate.

REPLAY
You may play LIVING DIVINE scenarios once per character. If you are replaying a scenario, you should inform the gamemaster at the start of the game. You must keep knowledge your character doesnt have out of the game, and should try not to spoil the story for the other players.

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ADVENTURE RECORD GAMEMASTER PORTION

WHAT YOU FILL OUT


Next, you need to fill out the following information: Adventure Record Number: Add one to your last AR number, and write that number in the Adventure Record # (#1 in the example). If this is your first scenario with this character, write the number 1 here. Experience Progress: Write the previous experience total from your last AR (or 0, if this is a new character) in the box labeled Starting XP (#2 in the example). Add the Starting XP and +XP Gained amounts, and write the new total in the =End XP box. Treasure Progress: Write the previous treasure total from your last AR (or 100, if this is a new character) in the box labeled Starting GP (#3 in the example). Write the amount you spent during the scenario (and what you spent at character creation, if this is a new character) in the -GP Spent box. Start with the Starting GP amount, subtract the -XP Spent amount, and add the +GP Gained amount, and write the new total in the =End GP box. Followers Progress: Write the previous follower total from your last AR (or 0, if this is a new character) in the box labeled Starting Followers (#4 in the example). Write the number of followers you lost during the scenario (during combat, or to dangerous actions) in the -Followers Lost box. Start with the Starting Followers amount, subtract the -Followers Lost amount, and add the +Followers Gained amount, and write the new total in the =End Followers box. Character Info: Write your character name, class, starting level, and player name in the blanks provided (#5 in the example). ADVENTURE RECORD PLAYER PORTION

ADVENTURE RECORDS
At the end of each scenario you play, you will be given an Adventure Record. Be sure to keep these records with your character, as they provide a history of your characters progress.

WHAT THE GAMEMASTER FILLS OUT


Your gamemaster will fill out information before giving it to you: the following

APL Played: Your gamemaster will circle the APL that you played (#1 in the example). This indicates the maximum rewards you can earn. Experience Gained: Your gamemaster will write the number of experience points you gained in the box labeled +XP Gained (#2 in the example). Treasure Gained: Your gamemaster will write the number of gold pieces you gained in the box labeled +GP Gained (#3 in the example). Followers Gained: Your gamemaster will write the number of gold pieces you gained in the box labeled +GP Gained (#4 in the example). Favors Gained: Your gamemaster will cross out any favors you did not earn (#5 in the example). Died: If you died in the scenario, the gamemaster will check the Died box (#6 in the example). Gained Keyword: If the gamemaster is awarding you a keyword, he will write it in the Gained Keyword section (#7 in the example). Signature: Finally, the gamemaster will sign your Adventure Record (#8 in the example).

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Event Info: Write the event name and date in the blanks provided (#6 in the example). Gained a Level: If this scenario caused you to gain a level, check the Gained a Level box (#7 in the example).

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CHAPTER 10 CONTACTING US
At this point, you are surely interested in LIVING DIVINE, and would like to know more. You might want LIVING DIVINE EMAIL LIST to learn how to get involved, or want to learn where to The LIVING DIVINE email list is used to communicate find more events. Wed love to help you. the latest announcements. It is an open forum, where anyone can ask questions or make suggestions. You can CAMPAIGN LEADERSHIP find it here: http://groups.google.com/group/living-divine

A LABOR OF LOVE

LIVING DIVINE was dreamed up and created by Jay Babcock. He welcomes all feedback and questions. Feel The LIVING DIVINE Facebook page and Twitter page are free to contact him at jay@viceandvillainy.org. used to communicate the latest announcements, as well as the occasional musings and insanity from the Council of Elders. You can find them here:

LIVING DIVINE AND SOCIAL MEDIA

THE COUNCIL OF ELDERS

The campaign is administered at the global level by three individuals, known as the Council of Elders. They are responsible for all final decisions and the overall feel of the campaign world. You may contact them at these email addresses: Jay Babcock jay@viceandvillainy.org Crystal Babcock crystal@viceandvillainy.org Annie Erbacher annie@viceandvillainy.org

http://www.facebook.com/LivingDivine/ http://twitter.com/LivingDivine

FINDING GAMES
Looking for a game? In addition to the above mentioned points of contact, here are a few ways to find out about conventions and game days:

REGIONAL TRIBUNALS
Each region is administered by three local staff members known as the Tribunal. They are responsible for the regional scenarios and the authors that write them.

BALDMAN GAMES
Baldman Games is a company specializing in organizing, onsite management, and creation of conventions and trade shows revolving around Wizards of the Coasts games and products. They are also involved in organized play activities such as 'Living' style campaigns and adventure authoring.

LIVING DIVINE will expand into regions in Year 2. At that point, this section will contain contact Baldman Games is responsible for some of the information for the Regional Tribunal members. largest gaming conventions, and is always looking for judges for those events. You can find them at:

FINDING INFORMATION
There are several avenues from which you can find out the latest information about the campaign.

http://baldmangames.com/

VOLUNTEERING

No Living campaign can function without its legions of volunteers that help keep the creative juices flowing. Each region has administrators leading the storyline The LIVING DIVINE website contains the latest, most up and a host of writers putting pen to paper to make it to date information, as well as all of our campaign happen. guides. You may find it at:

LIVING DIVINE WEBSITE

www.viceandvillainy.org/livingdivine
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REGIONAL TRIBUNAL
LIVING DIVINE is currently recruiting volunteers to write and administer the local regions. Each geographical region has its own feel and storyline, and is administered by three volunteers called the Tribunal. Tribunal members responsibilities: have the following

Plan and execute the local storyline for your region. Oversee the writing, editing, and publishing of nine regional scenarios per year. Support local conventions, regional special events. particularly with

In exchange for their effort, Tribunal members get to be the rock stars of the convention scene. You will meet thousands of people, and will get to watch as your work excites and entertains them all. It's also a great way to break into the gaming and writing industries; many former Living campaign administrators have gone on to become professionals in the gaming industry. If you think you've got what it takes, contact Jay Babcock at jay@viceandvillainy.org.

REGIONAL AUTHORS
Each region in LIVING DIVINE needs authors to assist the Tribunal in creating the regional scenarios. When the campaign regions start up in Year 2, this section will be replaced with contact information for each region. For now, if you wish to help out, contact Jay Babcock at jay@viceandvillainy.org.

MERCENARIES LIST
The LIVING DIVINE staff maintains a mailing list for folks looking to volunteer on a short term basis. Previous requests to this list have been the creation of pregenerated characters, and quick feedback on rules changes. If you are interested in volunteering in this capacity, you can find the Mercenaries list here: http://groups.google.com/group/living-divinemercenaries

Living Divine Players Guide (Version 1.1 20-Oct-2011)

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