Here are the free actions:Cast Spell: You may cast any spell from your domains, and any spell from your class list as often as you like.
Planar Travel: It’s trivial for gods to travel between planes.
Control Followers: You can roleplay what the mortals and monsters in your flock do.
Claim Plane: Take ownership of an unclaimed plane. Note, The Material Plane and The Void cannot be claimed.
Beget Player God: It's free to be the parent of a player god. Just roleplay making 'em. If it's PG-13.
Beget god-ish: Creates an entity that does not gain AP, and does not have a primary domain. This can be used to create a council, but serves no real purpose other than role play.
Give AP: Transfers however many AP you wish to another god. If the AP is given for a specific action, you can share credit in that action for domain purposes.
Create Herald: A herald serves as a messenger for your god to mortals or other gods. They may only carry one message for you at a time, after which they can only say what they know. A herald reforms at their god's side after being killed.
Here are the 1-point actions:Teach populous: Introduces a pre-existing concept to a populace, for instance, you could teach magic to the elves. However, knowledge tends to spread, and other groups will pick up on it quickly.
Nourish populous: Directly provides food, or other good conditions to a group for a limited amount of time.
Nourish land: Causes an area of land to be bountiful.
Mold land: Creates or alters a land feature. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity.
Pestilence: Harms a group, with drought, famine, disease, or infestations. Counters or is countered by Nourish Populace.
Create Subrace: Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities.
Join Pantheon: Joins a pantheon; pantheons are described under two-point actions.
Here are the 2-point actions:Create populace: Creates a single player race, up to three related monsters(For instance, Griffons, Hippogryphs, and Lammasu), a group of very closely themed monsters (Chromatic Dragons, Elementals), or a whole category of "natural" animals (For instance, sea animals, domestic animals, birds).
Create land: Creates new land where there was none (in the middle of the ocean, in an empty plane). This is not necessary on a plane which is divinely morphic with respect to your deity.
Guide populace: Vastly changes the beliefs or culture of your followers, declares war, or doubles the level limit for one of your mortal followers.
Create Organization: Creates a country, religious sect, or other major organization. Create Organization can also create a Prestige Class, along with the organization that goes with it.
Create portal: Creates a permanent connection between points on two planes. It can also be used to create Manifest Zones, as in Eberron.
Gain Domain: Adds a Domain to your list. You must have a related portfolio element, and have done three other divine actions relating to the desired domain. You must get the approval of a referee, as well.
Gain Portfolio Element: This is required to gain domains, and helps to flavor your deity. Does not count as one of the three actions towards a domain.
Seal/Unseal Plane: You stop entry or exit from a plane you control for any deities or mortals you choose. However, if a god wants to break through it, you should settle it via PM.
Create Pantheon: The god who uses this action becomes the first and ruling member of a new pantheon (He does not have special power over the other gods; but he does have admin rights to the pantheon). For every two members, a pantheon can have one purpose. The pantheon gains a special AP pool which can be spent to advance a purpose of the pantheon; the pool gains 1 ap a week for every two members of the pantheon.
Shift Land: Relocates a land feature to another plane, or elsewhere on the same plane.
Here are the 3-point actions:Create Artifact: Creates a magical device with a purpose of your choice. This can affect gameplay, but you must contact a GM, as more powerful artifacts are costlier to create.
Create Avatar: Not available to hero-gods. An avatar is essentially a second body for your deity. Lesser gods and up can only appear on the material plane via avatar.
Create Plane: Brings a new plane into being. The creating deity chooses the characteristics of that plane, and is automatically the owner of it. When making a plane please use the information found in the SRD hypertext document for 3.5, found
here.Evolve Physically: Permanently increases your weekly AP gain by 1. This is usable once per caste that your deity has obtained. You must have spent AP on at least three other actions before you can evolve physically.
Create Concept: Creates a new idea that nobody has thought of before. You can create up to two closely-related base classes with this action (For instance, Wizard and Sorcerer, Scout and Ranger, Psion and Wilder). Any concept present in a god's domain do not need to be created.
Raise Divine Caste: After a GM has deemed you deserving, you may contact them. If they agree, you may spend 3 AP to ascend to the next divine caste. The higher your rank, the harder it is to ascend further.