🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Assume Godhood Feat 20


RareMythic
Source Pathfinder War of Immortals
Prerequisites Godling Dedication

You complete your apotheosis into living godhood, allowing you to empower more followers. You can serve as the deity for classes with a deity feature, such as clerics, empowering them to cast divine spells with their class features. When you serve as the deity in this way, you can provide any aspect of a deity stat block (such as domains or a favored weapon) that you yourself have acquired from a godling feat. In addition, you can choose one skill you are legendary in to act as your divine skill, and your divine attributes include your key attribute and one other attribute of your choosing.

When you Assume Godhood, choose three spells from any list other than the divine list; one must be 1st rank, one must be 2nd or 3rd rank, and one can be of any rank. These spells become additional cleric spells you can grant to your followers. You gain the Intercession Spell ability, allowing you to directly provide the magic that your hierophant uses to enact your miracles.

If you die after Assuming Godhood, only your mortal body perishes, and you continue your existence as a deity, watching over the Universe from afar. In this deific form, you cannot move, act, or speak normally, though you still grant spells to your followers and can perceive and affect them using your godling abilities like Receive Prayers or Intercession Spell, regardless of range. If you need to take more direct action in creation, you can descend to the Universe and incarnate yourself into a mortal body of your choosing within 1 mile of one of your followers or a holy site relevant to your faith, which has the same statistics and abilities that you had before you died. This new body can have any appearance you wish, but typically retains at least one feature important to your divine iconography, such as eye color, a scar, or a unique birthmark. You can incarnate yourself as often as you like, but repeated direct intercessions in the affairs of mortals typically attract the attention and sanction of older and more established deities.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.