Deities
Divine Rank
God: Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.
Demigod: Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.
Quasi Deity: The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own.
Artificial Deity: These virtual gods are supercomputers capable of acting out seemingly implausible miracles within the limited scope of their physical network. They can often be deleted or programmed by gaining physical access to their mainframes, which consist of entire demiplanes.
Divine Statistics
Areas of Concern: Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern might work in common cause or against each other, depending on their goals and divine rank.
Edicts: Every deity has edicts, which are those tenets they require their faithful to promote in the world. A deity usually has one to three simple and straightforward edicts.
Anathema: The opposite of edicts, anathema are those things a deity won't abide. Divine mystics usually avoid their deity's anathema, and even lay worshippers usually feel guilty for performing such acts, as they'll be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.
Devotee Benefits
Cleric Spells: When preparing spells, clerics from Pathfinder can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-rank spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant more—though this shouldn't exceed one spell of each rank.
Divine Font: Clerics from Pathfinder channel a deity's divine power as a font of vitality or void energy. Most deities grant either heal or harm, but a few deities offer a choice between the two. A specific deity's divine font should be based on their areas of concern.
Divine Sanctification: Some deities allow or require their greatest devotees to dedicate themselves to pursuing holy or unholy deeds. A listing of “must choose holy” or “must choose unholy” indicates the deity requires this commitment. “Can choose holy” or “can choose unholy” indicates that the deity allows it in addition to many other options.
Divine Skill: Champions and clerics from Pathfinder automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, Intimidation would be appropriate for a god of tyranny, or Deception for a goddess of trickery.
Domains: Each deity grants a number of domains that reflect their divine areas of concern. Mystics can learn the domain spells from their deity's domains. Starfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like.
Favored Weapon: Some characters can gain access to their deity's favored weapon as well as the trained proficiency rank with it. These weapons are considered specific to the religion's culture for purposes of feats like the shirren's Unconventional Weaponry. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.