The godling is a mortal
hero in whose veins flows the blood of a god. Cut from the same cloth as
classic ancient heroes such as Theseus (fathered by both a mortal
father, Aegeus, and a divine father, Poseidon), Memnon (son of a
half-nymph mortal father and the titan/goddess Eos), and Helen (the famous beauty who was the daughter of Zeus), most godlings are the
offspring of a god and a mortal humanoid
who drew the god’s eye.
Godlings are not demigods—at least not yet—for
their birth on the material plane prevents them from being classified as
Initially bound to the dust and earth of their birthplace, godlings are
nonetheless more than mere mortals. They have inherited divine powers
that, with time and experience, grow and allow godlings to rise and
become powerful and famous heroes.
Godlings are blessed (or cursed) with lives of adventure. They are thrust into dangerous quests and major events at a young age and often spend their entire adult lives moving from crisis to crisis, sought out by those who need their help, and hunted by those who wish them harm for no reason other than to spite their godly parents. Many godlings are made aware of their inherent power early in life, and are taught to respect both its origins and the responsibility it conveys. Others have no idea why they are able to perform feats that other mortals cannot, and may think themselves to be freaks or monsters (or some odd kind of sorcerer).
Godlings: There are four subclasses of godling—adept, clever, eldritch, and mighty, These options are subdivision of a single class, and have additional multiclassing restrictions. A clever godling can multiclass with an adept or eldritch godling. A godling’s type affects what hit points, skill points, base attack bonus, and saving throws the character receives. Also, some talents and traits are available to only one of the sub-classes. It is a character’s deific heritage that determines which subclass of godling fits him, not the character’s training regimen, lifestyle, or philosophical outlook. While a player may select either subclass when the character takes his first level of godling, once that choice is made it may not be changed.
Role: A godling’s role depends on what iteration of the class the character has. A clever godling’s role is dependent as he is on what skill, feat, trait, and talent choices he makes. Clever godlings can assist in combat in similar ways that rogues and bards can but, like those other classes, they also often excel at activities outside of battle.
Alignment: A clever godling may be of any alignment. (The offspring of the gods often don’t see eye-to-eye with their divine parents.)
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp
The clever godling’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
All of the following are class features of the clever godling.
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Artificer I: The godling adds half her godling level to any skill check required to create a magic item (normally Spellcraft). She also spends only 95% of the normal cost for materials to make magic items. Source: Genius Guide to the Mystic Godling
Artificer II: The godling can craft magic items in 4-hour blocks of time, rather than the 8-hour minimum for most craftsmen. The artificer also creates magic items in half the normal time, 4 hours of work per 1,000 gp of value of the finished item. The godling may work up to 8 hours in day, in two 4-hour blocks. She also spends only 90% of the normal cost for materials to make magic items. Source: Genius Guide to the Mystic Godling
Artificer III: The godling need not have the appropriate item creation feat to create a magic item. If she lacks the correct feat, she takes a –5 penalty to the skill check needed to create the item. She also spends only 85% of the normal cost for materials to make magic items. Source: Genius Guide to the Mystic Godling
Artificer IV: The godling can craft magic items in 2-hour blocks of time, rather than the 8-hour minimum for most craftsmen. The artificer also creates magic items in onequarter the normal time, 2 hours of work per 1,000 gp of value of the finished item. The godling may work up to 8 hours in day, in four 2-hour blocks. She also spends only 80% of the normal cost for materials to make magic items. Source: Genius Guide to the Mystic Godling
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
Changeling: The godling can change minor features about their appearance. This is not an illusion, but and actual change to how the godling appears. The godling adds half her class level to all Disguise checks. Source: Genius Guide to the Mystic Godling
Channel Energy (Su): You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice. Source: Genius Guide to the Godling Ascendant
Crushing Wrath (Ex): Your divine heritage includes deities with bludgeoning weapons as holy symbols or favored iconography, possibly an earth mother goddess or patron of blacksmiths. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Crushing wrath forces a foe damaged by an attack you make that deals bludgeoning damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str of Con modifier -- whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw is staggered for 1d4 rounds. You may attempt a crushing wrath once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability. Source: Genius Guide to the Godling Ascendant
Deep Channeling (Su): You can channel energy from a deep well of divine energy inside you, essentially creating a minor miracle. When you channel energy in this way, you may expend a spell slot to increase the energy channeled by +1d6 per level of the spell slot expended. You gain no benefit from a deep channel (you are not healed by the channeling, and do not gain any associated benefits). A godling must have the ability to channel energy to select this scion talent. Source: Genius Guide to the Godling Ascendant
At 4th level, and again at 12th, a clever godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a clever godling, the feats may not be Combat Feats.
At 11th level a clever godling may gain a scion talent or one of the following greater scion talents. Every two levels thereafter, a godling gains another scion talent
or greater scion talent.
You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your Wisdom
bonus (minimum 1) to contact any of your followers or cohort. Clerics
that worship you may access the three domains associated with your
lineage domain ability.
You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have clever godlings as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.