Combat Gods As stated, before combat gods are the ones that help you defeat your enemies through blessing that contain their power. This Section will highlight the following:
  • God Information (Alignment, lore, traits, ideals, bonds, flaws, symbols, and Worship)
  • What you get from the Gods (patron skills, moves, traits, and/or rewards)
  • How to use your patron moves/powers.
  • How many times you can use your pa-tron skills?
  • How many gods can you get these skills from?
  • Initial Damage, Secondary damage, rounds of effects, and Save DC.
  • The List of available Combat Gods, and what page they are located on.
  • Each God Card
  • God Information
Alignment: Is the god good or evil, lawful, or chaotic, or are they neutral in their endeavors and desires? This is one of the most important things to consider, because some gods are evil. Nonetheless, they still seek powerful heroes to help them along the way.   Lore: This is information available to every hero of the crossroads in the handbook given to you by Hekate. It is the info that provides where they came from and/or what they are known for.   Personality Traits: Knowing how a god behaves, inter-acts, what their nature is, and various other social, societal, and personal behaviors goes a long way to knowing if you could tolerate a deity. Some can be considered annoying…” I am looking at you Apollon”!   Ideals: The ideals shape their attitude and behavior, should you partner with someone that has strong beliefs it could affect your ability to do things that go against it.   Bonds: The people/gods that they are bonded with are important to know, so if help or upset one them it can affect how well they work with you.   Flaws: Some flaws are hard to deal with, maybe you can help them with it or maybe not. Knowing what you are dealing with is always of the upmost importance.   Symbols: Knowing the gods symbol can help you with your journey in a lot of different ways. Learn them.   Worship: Some gods take their worship very serious, and reward you for honoring them, or punish you for not. If you cannot handle the worship, then pick a different god more suited to your lifestyle.   What you get from the Gods   Skills: Skills can be related to your skills as a person such religion or stealth. They can be something that enhances what you already do in combat.   Moves: Moves or Power are god skills that represent their realm. They have their own power and can be used a certain amount of times. Resource management is important.
  • They have degrees of strength required to use them and have different amount of uses.
Traits: Traits are things that change who you are to match the diety more. Selene, Amphi-trite, and Keres will change you completely. Make sure you can handle it.   Perks: Rewards are things that can be used in and out of combat to enhance you as a player. They are the 1st thing that they offer the Pa-tron. How to use your Patron moves/powers   To use a Patron related move/power they almost always require a bonus action. Every deity gives the person that serves them a focal point with their symbol on, and the bonus action activate that symbol and unleashes its power. Unless otherwise stated, they only require a bonus action.
  • The level 5 Patron Move requires bonus action and action. Some skills may require action to use.
  • Damage/healing automatically scales in power as you level up.
  • Example if a level 1 Patron skill does 1d4+Mod, and you level up to the next patron level the damage scales to 2d4+Mod.
How many times can you use your Patron moves?
  • Level 1: 3 uses per long rest
  • Level 2: 3 uses per long rest
  • Level 3: 3 uses per long rest
  • Level 4: 3 uses per long rest
Patron Level Primary Damage Secondary Damage Rounds Patron DC
1st 1d4+Mod 1d4+Mod 1d2+1 12+Pro
2nd 2d4+Mod 2d4+Mod 1d3+1 14+Pro
3rd 3d4+Mod 2d6+Mod 1d4+1 15+Pro
4th 4d4+Mod 2d8+Mod 2d3+1 17+Pro
  Primary Damage, Secondary Damage, rounds of effects, and Save DC.   Primary Damage: is the damage caused on contact, it is the 1st damage your skill, attack, or move does.   Secondary Damage: It additional damage, which happens each round after first.   Rounds of Effects: Damage, health, and ailments that occur each round after the first last this long.   Save DC: Is the required roll to avoid secondary damage, additional damage, to halve damge, and various other respective reason to roll a save or check.   Patron Level increases the amount of damage, the dc, and rounds that things last. Please see the chart below for more info.   How many gods can you get moves from?   Monotheistic Rule: is that you work for one combat god and one utility god. This is to make the game easier to manage.   Polytheistic Rule: Allows the worship of multiple deities at the same time. The Chart below shows when you unlock your next level of patron and next god. Character Level Patron Level 1st God 2nd God 3rd God Ruler God
Character Level Patron Level 1st God 2nd God 3rd God Ruler God
1 1st Yes X X X
5th 2nd Yes X X X
10th 3rd Yes Yes X X
15th 4th Yes Yes Yes X
20th 5th Yes Yes Yes Yes
Notes:
  • When you get your 2nd and 3rd Patron you only unlock the level 1 and 2 moves (no rewards). Primordial Deities and Rulers stack on top of your 1st.
  • Utility Gods are unlocked at level 10
  • Primordial Gods are unlocked with narrative reason after level 20

World Codex