Salient Divine Abilities (SDA)
A salient divine ability (SDA) is like a feat – it gives a deity a new capability or improves one that the deity already has.
Deities & Demigods
By Rich Redman, Skip Williams, James Wyatt
A deity has one salient divine ability for each divine rank the deity has, plus additional salient divine abilities reflecting its status: Demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.
Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to have the ability. A divine rank of 1 is a prerequisite for all salient divine abilities.
The most common salient divine abilities are described here. A few deities have unique salient divine abilities that are described in the deity’s individual entry.
Using Salient Divine Abilities:
Using a salient divine ability is a standard action unless otherwise noted in the ability description.
Using a salient divine ability does not provoke an attack of opportunity.
Salient Divine Abilities and Antimagic:
A salient divine ability functions normally within an antimagic field, and is never subject to Spell Resistance.
SALIENT DIVINE ABILITIES DESCRIPTIONS
Here is the format for salient divine ability descriptions.
Ability Name Description of what the ability does or represents in plain language.
Prerequisite: A minimum divine rank, minimum ability score, another salient divine ability, a minimum base attack bonus, a feat a skill, or some other condition that a deity must have in order to acquire this salient divine ability. This entry is absent if a salient divine ability has no prerequisite. An ability may have more than one prerequisite. All salient divine abilities have a minimum prerequisite of divine rank 1. Quasi-deities (rank 0) have no salient divine abilities.
Benefit: What the ability enables the deity to do. If a deity has the same ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a salient divine ability twice is the same as having it once.
Notes: Additional facts about the ability that may be helpful when using the ability in play or when you are deciding to give the ability to a deity you are creating.
Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting deity can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the deity can only take partial actions and suffers a Β6 penalty on all attack rolls, saves, and checks.
The deity cannot use another ability that requires rest until its current rest requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the required rest time.
For example, during a visit to the Material Plane, Ra uses the Create Greater Object ability to create a masterwork mighty composite longbow (+4 Strength bonus) worth 800 gp. Ra must rest for 70 minutes. If Ra were to spot his enemy, Apep, coming his way, Ra could fight or flee, but the time he spent doing either activity would not count toward the necessary 70 minutes of rest.
Suggested Portfolio Elements: This entry gives one or more portfolio elements that are associated with the salient divine ability in question. The information is provided as guidance for DMs who want to design their own deities and should not be taken as a rule.
For example, the suggested portfolio elements for Annihilating Strike are death, justice, vengeance, and war. More often than not, a deity that has this ability will also have one or more of those elements in its portfolio. However, a deity without any of those elements in its portfolio can still have the Annihilating Strike ability, as long as it meets the prerequisites.
SIZE CATEGORIES IN THE D&D GAME
Salient Divine Abilities Table of Creature Size and Scale
Size Category | Attack and AC Modifier | Special Attacks Modifier1 | Hide Modifier | Height or Length2 | Weight3 | Space4 | Natural Reach4 | Carrying CapacityMulitplier | ||
---|---|---|---|---|---|---|---|---|---|---|
Tall | Long | Biped | Quadruped | |||||||
Fine | +8 | β16 | +16 | 6 in. or less | 1/8 lb. or less | 1/2 ft. | 0 ft. | 0 ft. | Γ1/8 | Γ1/4 |
Diminutive | +4 | β12 | +12 | 6 in.β1 ft. | 1/8 lb.β1 lb. | 1 ft. | 0 ft. | 0 ft. | Γ1/4 | Γ1/2 |
Tiny | +2 | β8 | +8 | 1 ft.β2 ft. | 1 lb.β8 lb. | 2-1/2 ft. | 0 ft. | 0 ft. | Γ1/2 | Γ3/4 |
Small | +1 | β4 | +4 | 2 ft.β4 ft. | 8 lb.β60 lb. | 5 ft. | 5 ft. | 5 ft. | Γ3/4 | Γ1 |
Medium | +0 | +0 | +0 | 4 ft.β8 ft. | 60 lb.β500 lb. | 5 ft. | 5 ft. | 5 ft. | Γ1 | Γ1-1/2 |
Large | β1 | +4 | β4 | 8 ft.β16 ft. | 500 lb.β2 tons | 10 ft. | 10 ft. | 5 ft. | Γ2 | Γ3 |
Huge | β2 | +8 | β8 | 16 ft.β32 ft. | 2 tonsβ16 tons | 15 ft. | 15 ft. | 10 ft. | Γ4 | Γ6 |
Gargantuan | β4 | +12 | β12 | 32 ft.β64 ft. | 16 tonsβ125 tons | 20 ft. | 20 ft. | 15 ft. | Γ8 | Γ12 |
Colossal and Colossal+ | β8 | +16 | β16 | 64 ft. or more | 125 tons or more | 30 ft. | 30 ft. | 20 ft. | Γ16 | Γ24 |
This modifier applies to the bull rush, grapple, overrun, and trip special attacks. Biped’s height, quadruped’s body length (nose to base of tail) Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less. These values are typical for creatures of the indicated size. Some exceptions exist.
Alphabetical Order
- Alter Reality
- Alter Size
- Annihilating Strike
- Arcane Mastery
- Area Divine Shield
- Automatic Metamagic
- Avatar
- Banestrike
- Battlesense
- Divine Monk
- Divine Paladin
- Divine Radiance
- Divine Ranger
- Divine Recall
- Divine Rogue
- Divine Shield
- Divine Skill Focus
- Divine Sneak Attack
- Instant Move
- Irresistible Blows
- Irresistible Performance
- Know Death
- Know Secrets
- Lay Curse
- Lay Quest
- Life and Death
- Life Drain