Navigation

    Classes‎ > ‎3rd Party Classes‎ > ‎Super Genius Games‎ > ‎

    Mighty Godling

    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 outsiders. 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 mighty 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.

    FAQ/Errata
    Can you multiclass a mystic godling with and non-mystic godling?

    Mighty godling can multiclass with adept godling or eldritch godling

    Editor's Note: The errata has been applied.

    Role: A godling’s role depends on what iteration of the class the character has. A mighty godling usually serves as a frontline combatant, easily able to stand next to barbarians, fighters, and paladins when it comes to dealing and soaking up damage.

    Alignment: A mighty godling may be of any alignment. (The offspring of the gods often don’t see eye-to-eye with their divine parents.)

    Hit Die: d12.

    Starting Wealth: 5d6 x 10 gp

    Class Skills

    The mighty godling’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

    Skill Ranks per Level: 2 + Int modifier.

    Table: Mighty Godling

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +2 +0 Lineage domain
    2nd +2 +3 +3 +0 1 divine trait rank
    3rd +3 +3 +3 +1 Scion talent
    4th +4 +4 +4 +1 Bonus feat
    5th +5 +4 +4 +1 Scion talent
    6th +6/+1 +5 +5 +2 2 divine trait rank
    7th +7/+2 +5 +5 +2 Scion talent
    8th +8/+3 +6 +6 +2 Lineage domain
    9th +9/+4 +6 +6 +3 Scion talent
    10th +10/+5 +7 +7 +3 3 divine trait rank
    11th +11/+6/+1 +7 +7 +3 Greater scion talent
    12th +12/+7/+2 +8 +8 +4 Bonus feat
    13th +13/+8/+3 +8 +8 +4 Greater scion talent
    14th +14/+9/+4 +9 +9 +4 4 divine trait rank
    15th +15/+10/+5 +9 +9 +5 Greater scion talent
    16th +16/+11/+6/+1 +10 +10 +5 Lineage domain
    17th +17/+12/+7/+2 +10 +10 +5 Greater scion talent
    18th +18/+13/+8/+3 +11 +11 +6 5 divine trait rank
    19th +19/+14/+9/+4 +11 +11 +6 Greater scion talent
    20th +20/+15/+10/+5 +12 +12 +6 Demigod

    Class Features

    Godlings in Your Campaign

    Although the variations on godlings presented here are built on the assumption that gods and mortals sometimes have more than-mortal offspring, that very Ancient Greek idea is far from the only option for introducing godlings to a campaign. Godlings could represent champions of the gods, divine agents who have been granted special powers to promote their church and protect its followers (similar to paladins, but available to worshipers of any alignment). They could also be the victims of otherworldly events, cursed by the gods to lead interesting lives, or imbued with celestial (or infernal) powers by standing near the wrong alter during the right astral conjunction. They may also simply represent mortals who have achieved near-outsider status by maintaining preternaturally strong devotion to an ethos tied to one or more religions. A campaign seeking models for godlings can find numerous appropriate backgrounds in the mythology of our own world.

    The pharaohs of ancient Egypt were seen as gods in their own right, imbued with the powers of the gods through divine entitlement. In a fantasy campaign, such a ruling class might actually be blessed with special divine power, something that could be represented by the godling class. All a pharaoh’s children, and possibly members of other major noble houses as well, might have access to the godling classes. Rather than being the direct children of gods, in this case the godlings receive divine power as a sign of their social position (possibly thanks to a ritual or agreement made by the first pharaoh of their dynasty). A similar idea might be used to apply to ancient Japanese emperors, who claimed to be arahitogami (a kind of god or spirit in a mortal body), and the medieval European tradition of the “divine right of kings” could certainly support the notion of godling kings in a familiar setting.

    Legends worldwide give many other possible backgrounds for godlings. They can be gods in mortal form (such as with in the Indian idea of avatars) or gods who descend to the mortal realm to accomplish some specific goal. Hawaiian mythology has the kupua, which are often presented as shapeshifting semi-divine monsters with at least one human form. Many religions have heroes who appear to be more than mortal and gain miraculous powers through their holiness. Though they lack anything actual divine heritage, figures such as bhagat, mahatmas, qutub, saints, and tzadik could easily be represented as godlings. The godling classes may be used simultaneously to fill many of these roles within a campaign world—a single mechanical representation that manifests for different reasons in various cultures. Alternatively, they can be reserved for use only by characters that have a specific background—one that has different implications in various cultures.

    The different forms of godling can also be used to create related but not identical groups in different areas. For example, a campaign may be built so that in the lands of Ekash members of the royal families (descended from the extraplanar gesh races) may take the godling prestige class. Then, north of Ekash, the mighty godling base class could be used to represent individuals who are descended from the warrior-gods and hunt dragons across the barren Mordlands. Clever godlings might be rare in the world, only arising when a lesser god or titan is drawn to a comely mortal and begets a child.

    All of the following are class features of the mighty godling.

    Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields).

    Lineage Domain

    As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty 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 mighty 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 mighty 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

    Divine traits are special powers a mighty 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

    Battle Lord I (Ex): The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers. Source: Genius Guide to the Godling

    Battle Lord II (Ex): When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put‑away one weapon and draw another, as a free action. Source: Genius Guide to the Godling

    Battle Lord III (Su): The godling is proficient in all weapons, armor, and shields, even for weapons he has never seen or trained with. Source: Genius Guide to the Godling

    Battle Lord IV (Su): As a full‑attack action, the godling may choose make 2 attacks at his highest attack bonus (this is in place of his normal number of iterative attacks). Source: Genius Guide to the Godling

    Divine Portfolio I: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).

    This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different mystery and one revelation from that mystery. Source: Genius Guide to the Godling Ascendant

    Divine Portfolio II: The godling gains a revelation granted by a mystery he selected with the divine portfolio I trait. This otherwise functions as divine portfolio I.

    This divine trait may be selected more than once if divine portfolio I has been selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a new revelation from a different mystery the godling has selected with divine portfolio II. Source: Genius Guide to the Godling Ascendant

    Divine Portfolio III: This functions as divine portfolio II does. In addition, any spellcasting ally that has a cleric domain, oracle mystery, sorcerer bloodline, or witch patron that grants a bonus spell that is also normally granted by the oracle mystery the godling has selected gains a rush of mystic energy when close to the godling. This energy grants the character a +1 morale bonus to caster level within 30 feet of the godling. Source: Genius Guide to the Godling Ascendant

    Divine Portfolio IV: This works as divine portfolio II does. In addition, the morale bonus granted by divine portfolio III now has a range of 60 feet, and increases to +2. Characters who decide to worship the godling (forsaking the worship of any other god, being, or philosophy) also gain a +1 morale bonus to Charisma based skill checks and saving throws when within 60 feet of the godling. Source: Genius Guide to the Godling Ascendant

    Divine Power I (Sp): The godling selects one school of magic, domain, or sorcerous bloodline. The godling gains one 1st level spell of his choice from the specified source. The godling may cast this spell once per day as a spell‑like ability. He may ignore arcane spell failure and material components with no gp cost, but must meet all priced material component and focus requirements normally. Source: Genius Guide to the Godling

    Divine Power II (Sp): The godling may now cast the 1st-level spell gained from Divine Power I twice per day. Also, the godling gains one 2nd- or 3rd-level spell of his choice from the same spell source. He may cast this spell once per day using the same rules as Divine Power I. Source: Genius Guide to the Godling

    Divine Power III (Sp): The godling may now cast the 1st-level spell gained from Divine Power I three times per day, and the 2nd- or 3rd-level spell gained from Divine Power II twice per day. Also, the godling gains a 4th or 5th-level spell from the same spell source. He may cast this spell once per day using the same rules as Divine Power I. Source: Genius Guide to the Godling

    Divine Power IV (Sp): The godling may now cast the 2nd- or 3rd-level spell gained from Divine Power II three times per day, and the 4th- or 5th-level spell gained from Divine Power III twice per day. Also, the godling gains a 6th- or 7th-level spell from the same spell source. He may cast this spell once per day using the same rules as Divine Power I. Source: Genius Guide to the Godling

    FAQ/Errata
    A player has taken the Emergent Divinity feat to gain 1 rank of divine traits, and has now bought Divine Power I twice, giving him two 1st level spells. The question is, if he buys Divine Power II, does it increase his uses per day of both spells gained from the two Divine Power I traits, or just one?

    Clever player. In most cases it's obvious taking the same divine trait more than once doesn't do you any good -- the bonuses are from the same source, and if you don't need to eat you can't "really, really not need to eat." There probably ought to be a rule to handle the exceptions (like this), but it never came up in playtest.

    From a RAI (rules as intended) perspective, I can firmly saw no, only one Divine Power I spell gets the bonus.

    From a RAW (rules as written) perspective I'd make the same argument, but I'm on shakier ground. Divine Power II says: "The godling may now cast the 1st-level spell gained from Divine Power I twice per day." The use of a singular article means you only get to boost the power of a single spell you gained from one rank of DP I with Divine Power II.

    Hardy I (Su): The godling does not require food to survive, though he still needs a normal amount of water each day. Source: Genius Guide to the Godling

    Hardy II (Su): The godling can survive without food or water indefinitely without penalty. Source: Genius Guide to the Godling

    Hardy III (Su): The godling gains a +4 bonus to all saving throws against to diseases and poisons. Source: Genius Guide to the Godling

    Hardy IV (Su): The godling is immune to all diseases and poisons. Source: Genius Guide to the Godling

    Horse Lord I (Su): The godling gains Ride as a class skill (and gains a +3 bonus to all ride checks if it was already a class skill). Any steed the godling rides gains a +10 ft. haste bonus to all its movement rates. Source: Genius Guide to the Godling Ascendant

    Horse Lord II (Su): The godling treats any steed he rides as a battle-trained mount. Steeds the godling rides gain a bonus to attack and damage checks equal to his Wis or Cha bonus (whichever is higher). The haste bonus to all movement rates gained by any steed the godling is riding increases to +20 ft. Source: Genius Guide to the Godling Ascendant

    Horse Lord III (Su): When the godling is mounted, both he and his steed may use the godling’s normal CMD, or a CMD of 10 + the godling’s total Ride skill bonus. The penalty the godling takes when using a ranged weapon while mounted is halved (if the godling also has the Mounted Archery feat, he takes no penalty when using ranged weapons while mounted). Riding does not count as vigorous motion or violent motion for the godling in regards to making concentration checks to cast spells. The haste bonus to all movement rates gained by any steed the godling is riding increases to +30 ft. Source: Genius Guide to the Godling Ascendant

    Horse Lord IV (Su): Any steed the godling rides gains a bonus to its attack rolls equal to half the godling’s level (to a maximum attack bonus equal to the godling’s base attack bonus). Once per hour, as a swift action the godling may grant his steed a number of temporary hit points equal to double the godling’s level. Additionally, any steed the godling rides gains either a 30 foot fly speed (average maneuverability) or a 30 foot swim speed. Source: Genius Guide to the Godling Ascendant

    Instinctive Spellcasting I (Ex): The godling can cast a spell instinctively, taking the normal time to perform the necessary words and gestures, but leaving his attention free to focus on other concerns (which may vary from combat to movement to concentration on an existing spell). When he uses this ability, he may cast a spell (with a casting time of one standard action or less) by taking a combined move action and a swift action (which must be taken in the same round). This leaves him a standard action free for other acts he wishes to perform, though he cannot use it to cast a spell or use a spell-like ability. Casting a spell with this ability does not provoke an attack of opportunity (the godling isn’t distracted enough to let his guard down). The godling can only use instinctive spellcasting with 0-level spells (as they are simple enough to cast without paying much attention). The godling may use this ability twice per day. Source: Genius Guide to the Godling Ascendant

    Instinctive Spellcasting II (Ex): As instinctive spellcasting I, but now the godling can use the ability with spells of nearly any level, though he cannot use instinctive spellcasting with the highest-level spell he is capable of casting (he’s not mastered such spells to the degree required for instinctive spellcasting). Source: Genius Guide to the Godling Ascendant

    Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).

    Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level. Source: Genius Guide to the Godling Ascendant

    Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.

    Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus. Source: Genius Guide to the Godling Ascendant

    Legendary Beauty III (Su): The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends. Source: Genius Guide to the Godling Ascendant

    Legendary Beauty IV (Su): The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling. Source: Genius Guide to the Godling Ascendant

    Mystic Inheritance I: The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school grants at 1st level. The godling treats his godling level as his sorcerer or wizard level (as appropriate) for these powers. The godling may choose to have any of the ability’s calculations that are normally based on Int or Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).

    This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different bloodline or arcane school. Source: Genius Guide to the Godling Ascendant

    Mystic Inheritance II: The godling selects one sorcerer bloodline or wizard arcane school he has already selected with mystic inheritance I. If he selects a sorcerer bloodline, he gains a power granted by the bloodline at 7th level or lower. If he selects an arcane school, he gains one power the arcane school grants at 1st level the godling doesn’t already possess. This otherwise functions as mystic inheritance I.

    This divine trait may be selected more than once if mystic inheritance I has been select6ed more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different bloodline or arcane school the godling has selected with mystic inheritance I. Source: Genius Guide to the Godling Ascendant

    Mystic Inheritance III: The godling selects one sorcerous bloodline or wizard arcane school he has already selected with mystic inheritance II. If he selects a sorcerous bloodline, he gains a power granted by the bloodline at 14th level or lower. If he selects an arcane school, he gains one power the arcane school grants which the godling doesn’t already possess. This otherwise functions as mystic inheritance II.

    A godling must be at least a level equal to the level when the bloodline or school grants the power gained by this trait to select it. This divine trait may be selected more than once if mystic inheritance II has been selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different bloodline or arcane school the godling has selected with mystic inheritance II. Source: Genius Guide to the Godling Ascendant

    Nemesis (elemental) I: The godling selects three of the following elements: air, earth, fire, water. The godling is a nemesis to creatures with a subtype that matches any of the selected elements. The godling is at –2 to all Diplomacy checks with a creature she is nemesis to, but +1 to all other skills, all attack rolls, and all damage rolls against such creatures. If you are both elemental and ethical nemesis to a creature, all penalties and bonuses from the two divine traits stack. Source: Genius Guide to the Mystic Godling

    Nemesis (elemental) II: The godling is at an additional –2 to all Diplomacy checks with a creature she is nemesis to (–4 total), but such creatures also suffer a –1 penalty to all saving throws made against the godling’s spells and abilities. If you are both elemental and ethical nemesis to a creature, all penalties and bonuses from the two divine traits stack. Source: Genius Guide to the Mystic Godling

    Nemesis (ethical) I: The godling is a nemesis to creatures with a subtype opposite to their ethical beliefs. Good godlings are nemesis to all evil creatures. Chaotic godlings are nemesis to all lawful creatures. Evil godlings are nemesis to all good creatures. Lawful godlings are nemesis to all chaotic creatures. Thus a lawful good godling is nemesis to chaotic evil, chaotic good, chaotic neutral, neutral evil and lawful evil creatures. True neutral godlings cannot select this divine trait. The godling is at –2 to all Diplomacy checks with a creature she is nemesis to, but +1 to all other skills, all attack rolls, and all damage rolls against such creatures. If you are both elemental and ethical nemesis to a creature, all penalties and bonuses from the two divine traits stack. Source: Genius Guide to the Mystic Godling

    Nemesis (ethical) II: The godling is at an additional –2 to all Diplomacy checks with a creature she is nemesis to (–4 total), but such creatures also suffer a –1 penalty to all saving throws made against the godling’s spells and abilities. If you are both elemental and ethical nemesis to a creature, all penalties and bonuses from the two divine traits stack. Source: Genius Guide to the Mystic Godling

    Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass. Source: Genius Guide to the Mystic Godling

    Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass. Source: Genius Guide to the Mystic Godling

    Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass. Source: Genius Guide to the Mystic Godling

    Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging. Source: Genius Guide to the Mystic Godling

    Preternatural Senses I (Su): The godling’s preternatural senses are little more than a flash of insight. When making an attack against a foe within 30 feet, every time the godling misses due to concealment, he can reroll his miss chance percentile roll once. (If the godling has Blind-Fight or a similar ability that allows him to reroll an attack that misses as a result of concealment, that re-roll is in addition to the one provided by preternatural senses). Source: Genius Guide to the Godling Ascendant

    Preternatural Senses II (Su): The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%. Source: Genius Guide to the Godling Ascendant

    Preternatural Senses III (Su): The godling’s blindsense now extends 90 feet. If the godling doesn’t have darkvision, he gains with a range of 60 feet (with the color vision benefits of Preternatural Senses II). If the godling already has darkvision, he gains the See in Darkness ability out to 30 feet, giving him full vision even in total, magical darkness. Source: Genius Guide to the Godling Ascendant

    Preternatural Senses IV (Su): The godling gains blindsight with a range of 30 feet. Source: Genius Guide to the Godling Ascendant

    Resourceful Combatant I (Ex): The godling selects one condition or effect listed below. The godling may inflict the selected condition or effect with a successful use of the dirty trick combat maneuver. The condition or effect has the same rules and duration as a normal dirty trick. Once the godling has selected a new condition or effect, this choice may not be changed. 

    • Bind: Select one weapon or natural weapon of the target. Any attacks it makes with this weapon suffer a -4 circumstance penalty. If you select unarmed attack, you bind only a single limb. If the creature is able to make unarmed attacks with limbs you have not bound, it does not suffer this penalty.
    • Broken: Cause 1 object held or easily accessible by a creature you make a dirty trick maneuver against to gain the broken condition.
    • Fatigued: Cause the target to become fatigued. This cannot make an already fatigued creature exhausted, nor are creatures suffering this effect of a dirty trick exhausted if they later become fatigued from another source.
    • Lame: Reduce the movement rate of one form of the target’s movement by 50% of its normal maximum. If you successfully affect a target with this ability a second time while the first use is in effect, its movement rate drops to 0 until one of the effects wears off.
    • Mute: Cause target to be unable to speak or complete the verbal components of spells. The creature can still make noise other than speech, and may be able to communicate with a Bluff check.

    Source: Genius Guide to the Godling Ascendant

    Resourceful Combatant II (Ex): The godling selects a second condition or effect from resourceful combatant I. The condition or effect has the same rules and duration as a normal dirty trick. Once made, this choice may not be changed.

    Additionally, if the godling has at least one hand free (not being used to cast spells, hold a shield or other gear, or wield a 2-handed weapon), once per round he may make a dirty trick combat maneuver in place of a melee attack. Any penalties that would apply to the melee attack apply to the CMB check of the dirty trick made in its place. Source: Genius Guide to the Godling Ascendant

    Scholar I (Ex): The godling gains Linguistics and all Knowledge skills as class skills. The godling learns three new languages, one of which must be Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Source: Genius Guide to the Godling

    Scholar II (Su): If the godling fails a Knowledge check, he may try again and make a new Knowledge check on the same subject after 24 hours. (Normally you cannot try again on Knowledge checks.) Source: Genius Guide to the Godling

    Seaborn I (Ex): The godling may always take 10 on a Swim check, even if threats and distractions would normally prevent him from doing so. Source: Genius Guide to the Godling

    Seaborn II (Ex): The godling can hold his breath for a number of minutes equal to three times his Constitution score. If the godling has Hardy 1 he can safely drink seawater. If he has Hardy II, he can breathe underwater. Source: Genius Guide to the Godling

    Seaborn III (Ex): The godling gains a natural swim rate of 40 feet. Source: Genius Guide to the Godling

    Seaborn IV (Su): When the godling is in at least 20 cubic feet of water, he gains +1 to all attack rolls and saving throws, and gains fast healing 2. Source: Genius Guide to the Godling

    Seer I: As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill (expect for the reduced time taken) and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. The godling may only make a single check for a given topic, and cannot make a new check until she has gained another godling level.

    If the godling casts a divination spell with a percentage chance of gaining information (such as augury or divination), the godling adds her spellcasting attribute modifier to the chance of success. Source: Genius Guide to the Mystic Godling

    Seer II: When not distracted (under circumstances calm enough the godling could normally take 10 on a skill check), the godling may examine a spoken statement made by another creature to see if it is an intentional deception or equivocation. The godling makes a Sense Motive check opposed by the speaker’s Bluff check. On a successful check, the godling is aware if the speaker is intentionally lying, concealing the truth, making a partially true statement, or omitting important details that change the context of the statement examined. The godling is not aware which of these evasions is taking place, nor the motivation for the deception, only that the speaker has intentionally avoided telling the whole and complete truth.

    The godling can only examine one specific statement per round. This ability can be used a total number of times per day equal to 3 + the godling’s spellcasting attribute modifier.

    Additionally, any time the godling casts a divination spell with a duration of concentration (including those with concentration to a maximum duration, or concentration plus a number of rounds after concentration ends), the godling can maintain concentration on the spell as a swift action each round. Source: Genius Guide to the Mystic Godling

    Shapeshifter I (Su): The godling may assume one form in addition to his own. This form must be one that can be achieved using either alter self or beast shape I, and the ability functions identically to the spell (except as noted below). This ability allows the godling to change only into his chosen alternate form. The effect lasts for 1 minute per godling level or until he chooses to change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. Each day, the godling may use this ability once, plus once for every five full godling levels. Source: Genius Guide to the Godling

    Shapeshifter II (Su): The godling may select a second form he can assume using Shapeshifter I. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling

    Shapeshifter III (Su): The godling may select a third form he can assume using Shapeshifter I. This form must be one that can be achieved using polymorph. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling

    Shapeshifter IV (Su): The godling may use Shapeshifter I to assume any form he likes. This functions as the spell greater polymorph where the target must be the godling. Duration, number of uses per day, and other details remain the same as described in Shapeshifter I. Source: Genius Guide to the Godling

    Trophy Taker I (Su): The godling can remove trophies from foes he has defeated, and gain magic benefits when wearing or carrying them. The godling may make anything taken from a defeated foe a trophy, as long as it weighs at least 5 lbs. and is visible when worn or carried normally. When the godling is wearing or carrying his trophies, he gains benefits as if he had one additional magic item. These benefits do not take actual magic item slots, and may duplicate the effects of a suit of magic armor or a magic weapon (in which case they are added to any armor worn or weapon used by the godling). The duplicated magic items must be items the godling could use, and cannot have charges. Normal stacking rules apply to bonuses gained by trophies. The total value of the magic items the godling’s trophies duplicate cannot exceed 1,000 gp. Source: Genius Guide to the Godling

    Trophy Taker II (Su): The godling can change what his trophies are and what items they duplicate. The total value of the magic items the godling’s trophies duplicate cannot exceed 4,000 gp. Source: Genius Guide to the Godling

    Trophy Taker III (Su): The godling can change what his trophies are and what items they duplicate. The total value of the magic items the godling’s trophies duplicate cannot exceed 16,000gp. Source: Genius Guide to the Godling

    Trophy Taker IV (Su): The godling can change what his trophies are and what items they duplicate. The total value of the magic items the godling’s trophies duplicate cannot exceed 64,000gp. Source: Genius Guide to the Godling

    For example: Athepathra is a 6th level mighty godling with trophy taker II. She has decided her trophy is a dire boar skin she wears over her armor. She has her trophies act as +1 light fortification armor. Because she already wears a +2 breastplate she does not gain the enhancement bonus of her trophy, but she does gain the benefit of its light fortification. At 10th level Athepatra takes Trophy Taker III. She discards her dire boar skin and instead makes a dragon tooth her trophy. She makes it function as a +1 shock weapon. Whenever she makes an attack with a nonmagic weapon, she treats it as a +1 shock weapon, and can add the shock property to any magic weapon she uses that does not already have the shock ability.

    Scion Talents

    Class Specific Feats

    The following class specific feats are available to a mighty godling character who meets the prerequisites.

    As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty 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

    Divine Mark (Su): The godling gains DR 1/leveled outsider. For purpose of this ability, a “leveled outsider” is a creature of the outsider type that has at least as many hit dice or levels as the godling. A mighty godling may select this talent up to three times, gaining a maximum of DR 3/leveled outsider. Source: Genius Guide to the Godling

    Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites. Source: Genius Guide to the Mystic Godling

    Dragon Slayer (Su): Your divine mote of power is especially attuned to slaying dragons, one of the few mortal creatures that can threaten the gods themselves. Whenever you are exposed to a fear effect, you never suffer a level of fear worse than shaken. (Treat any greater level of fear effect as being shaken.) You also gain a +4 bonus to saving throws against breath weapons and crush attacks. Source: Genius Guide to the Godling Ascendant

    Edged Wrath (Ex): Your divine heritage includes deities with edged weapons as holy symbols or favored iconography, possibly a warrior god or patron of beasts. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Edged wrath forces a foe damaged by an attack you make that deals slashing damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str or Dex modifier -- whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw gains the bleed condition for 1d6 hp/round. You may attempt an edged 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

    Favored Armor (Su): You have a natural affinity for one type of armor, perhaps armor favored by your divine ancestor. Select one kind of armor (chain shirt, breastplate, splint mail, etc.) with which you are proficient. When wearing a suit of this armor, you gain a +4 bonus to AC against attack rolls to confirm critical hits. If a sneak attack hits your normal AC, but not your AC against critical confirmation rolls, it does not deal its additional sneak attack dice or effects. Source: Genius Guide to the Godling Ascendant

    Fear Hunter (Ex): You are descended from gods of valor or warfare, and the very smell of fear is a distasteful, palpable smell to you. You gain the keen scent ability, but it only applies to creatures that have been affected by a fear effect or condition within the past hour. You gain a +4 bonus on checks made to detect or locate creatures currently suffering a fear effect or condition. Source: Genius Guide to the Godling Ascendant

    Foe Spotter (Ex): Whenever a godling with this talent comes within 10 feet of a concealed or invisible opponent, he receives an immediate Perception skill check to notice the foe. This check should be made in secret by the GM. Source: Genius Guide to the Godling

    Force of Brawn (Su): Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).

    You may also use your Strength modifier rather than the normal ability modifier for three Dex- or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed.

    You cannot take this talent if you already have the force of intellect or force of personality talents. Source: Genius Guide to the Godling Ascendant

    Force of Intellect (Su): Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).

    You cannot take this talent if you already have the force of brawn or force of personality talents. Source: Genius Guide to the Godling Ascendant

    Force of Personality (Su): Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).

    You cannot take this talent if you already have the force of brawn or force of intellect talents. Source: Genius Guide to the Godling Ascendant

    Giant Slayer (Ex): As many heroes of deific heritage do, you have learned the tactics needed to combat giants, titans, and other monsters much larger than your mortal form. If you have at least one hand free, you may make a special CMB check to perform a special kind of grapple that allows you to ride along on a foe at least one size category bigger than you. Because it is easier to avoid the limbs of larger creatures when you are on them, if the foe is larger than Medium, you gain a special bonus to your CMB check based on its size (Large +1, Huge +2, Gargantuan +4, Colossal +8). On a failed CMB check, your move ends. On a successful CMB check you are grabbed onto the target and move with it. The foe is not encumbered or slowed, but you remain adjacent to it where it goes, unless it grapples you or you are knocked prone. This maneuver provokes an attack of opportunity unless you have the Improved Grapple feat (or some other ability that prevents you from suffering an attack of opportunity when you perform a grapple). If you are a clever godling, you gain a +4 bonus to this special CMB check. Source: Genius Guide to the Godling Ascendant

    Instinctive Parry (Ex): As long as you have a weapon you are proficient with in hand and are not suffering an armor check penalty, you have a minimum armor bonus to AC equal to half your base attack bonus. This overlaps (does not stack with) any other armor bonus or enhancement to armor bonus you may have. Source: Genius Guide to the Godling Ascendant

    Light Conduit (Sp): You can call on the illumination of the outer planes. When you channel energy to heal, you may also choose to have a light center on yourself as a swift action. This acts as a daylight spell of a spell level equal to half the dice you channel, using your godling level as your caster level. A godling must have the channel energy class ability to select this talent. Source: Genius Guide to the Godling Ascendant

    Major Magic (Sp): A godling with this talent selects one of the spellcasting classes for which he has the minor magic talent. He then selects a single 1st-level spell from that class’s spell list. The godling gains the ability to cast that spell list two times a day as a spell‑like ability. The caster level for this ability is equal to the godling’s level. The save DC for this spell is 11+ the godling’s Charisma modifier (for clever godlings) or Constitution modifier (for mighty godlings). The godling must have an ability score of at least 11 in the ability that determines the save DCs of his spell. A godling must have the minor magic scion talent before choosing this talent. A godling may take this talent more than once, choosing a different spellcasting class each time. Source: Genius Guide to the Godling

    Minor Magic (Sp): A godling with this talent selects one of the following classes: bard, cleric, druid, or sorcerer/wizard. He then selects a single 0-level spell from that class’s spell list. The godling gains the ability to cast that spell three times a day as a spell‑like ability. The caster level for this ability is equal to the godling’s level. The save DC for this spell is 10+ the godling’s Charisma modifier (for clever godlings) or Constitution modifier (for mighty godlings). The godling must have an ability score of at least 10 in the ability that determines the save DCs of his spell. A godling may take this talent more than once, choosing a different spellcasting class each time. Source: Genius Guide to the Godling

    Additional Spellcaster Options: Any dedicated spellcasting class allowed in a campaign should be on the list of options for a godling who takes the major magic or minor magic talents. This includes the archon, death mage, and shaman classes from the Genius Guides of the same names (all products from Super Genius Games).

    Monstrous Rage (Ex): When you are taken by surprise, extremely frustrated, or badly injured, you may fly into a rage, as the titans and old gods are said to have done. Whenever you roll a natural 1 on a saving throw (a “1” shows on the die), are hit by a critical hit or sneak attack, roll a natural 1 on a skill check under circumstances that prevent you from taking 10, or are damaged in a surprise round before you have taken an action, you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) or fly into a monstrous rage. You may intentionally fail this save. You may also choose to rage (with no roll required) if an ally, cohort, animal companion, familiar, steed, or follower is slain within your line of sight. Your rage gives you a +2 bonus to saving throws, attack rolls and weapon damage rolls, a +5 bonus to Strength checks and Strength-based skill checks, double your carrying capacity, and 1 temporary hit point per level. It lasts for 1 minute. While you are raging you attack the last foe that harmed you (if possible). You may use any attack you normally use against your foes (including spellcasting). If that foe is beyond your ability to attack, or is unconscious or dead, you attack the nearest creature to you (friend of foe). Any round you wish to take some other action while raging you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) to do so. If you attack an ally, you may immediately make the same Will save to change targets after your attack resolves. You can’t rage for one hour after previous rage ends. You can rage a maximum number of times per day equal to your Con or Cha bonus (whichever is higher, minimum 1 rage/day). Source: Genius Guide to the Godling Ascendant

    Penetrating Wrath (Ex): Your divine heritage includes deities with piercing weapons as holy symbols or favored iconography, possibly a hunting goddess or patron of mounted knights. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Penetrating wrath forces a foe damaged by an attack you make that deals slashing damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str or Dex modifier -- whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw is fatigued for 1d6 rounds. You may attempt a penetrating 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

    Physical Avatar (Ex): The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution. Source: Genius Guide to the Godling

    Resiliency (Ex): Once per day, a godling with this ability can gain a number of temporary hit points equal to the godling’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the godling’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal. Source: Genius Guide to the Godling

    Retribution (Su): When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.

    Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier. Source: Genius Guide to the Godling Ascendant

    Scion of Fury (Ex): You can unleash divine wrath in your attacks, at the cost of leaving yourself open to spells and afflictions. As a free action at the beginning of your round, you may take a -1 penalty on all saving throws to gain a +1 bonus to all attack rolls. The penalty and bonus increase by 1 for every 3 points of your lowest base saving throw bonus. The penalties and bonuses last until the beginning of your next round. Source: Genius Guide to the Godling Ascendant

    Scion of Lances (Ex): You can call upon the penetrating nature of piercing weapons. As a standard action you may make a single special attack with a piercing weapon with which you are proficient. This attack is at -2 to its attack roll, but ignores half the target’s DR and hardness. You may do this 1/day, +1 for every 4 full levels you possess. Source: Genius Guide to the Godling Ascendant

    Scion of Logos (Ex): You are considered to have the Craft Wondrous Item feat when creating magic books, tomes, Librums and similar wondrous magic items. You can write spells into spellbooks, scribe magic scrolls, and create books (both mundane books and those created with Craft Wondrous Item) in half the normal time. If you beat the skill check DC to create the item by 10 or more, you can do it in 1/4 the normal time. A godling must have the Scribe Scroll feat to select this talent. Source: Genius Guide to the Godling Ascendant

    Scion of Scales (Ex): Your godling powers allow you to call upon the movement powers of serpents. You are amazingly flexible, and can dislocate most of your bones at will. You gain an ability similar to the compression ability, allowing you to move through an area as small as one quarter your space without squeezing. Also, if you make an Escape Artist check to escape from a grapple as a full-round action, you gain a +4 bonus to the check. Source: Genius Guide to the Godling Ascendant

    Scion of Shadows (Ex): Your mote of divinity allows you to understand the shadows, and share that lore with allies, aiding them in picking silent paths to tread and darker shadows to crouch within. As a move action, you can allow allies within 60 feet who can hear or see you to use your Stealth bonus, rather than their own, for a Stealth check. Allies with armor or circumstance penalties to their bonus apply those penalties to their checks, and they must be moving at no more than half their move rate. Source: Genius Guide to the Godling Ascendant

    Scion of Swords (Ex): You can call upon the cutting and slicing abilities of slashing weapons. As a standard action you make make a single special attack with a slashing weapon with which you are proficient. This attack is at -2 to its attack roll, but gains additional damage equal to half the weapon’s maximum base damage (damage from the weapon’s damage dice, not counting any maneuver, feat, or magic property). You may do this 1/day, +1 for every 4 full levels you possess. Source: Genius Guide to the Godling Ascendant

    Scion of the Hearth (Ex): Your deep understanding of household objects allows you to use them for a wide range of unusual purposes. As long as you have access to a few household objects, you are considered to have the tools required to use any skill without penalty. Additionally, select one specific type of normally innocuous object. You may treat such objects as a specific light, 1-handed, or thrown exotic, martial, or simple weapon with which you are proficient. For example, you may use this talent to treat ale mugs as maces, silk scarves as longswords, or playing cards as shuriken. Source: Genius Guide to the Godling Ascendant

    Scion of the East Wind (Ex): Your godling powers allow you to call upon the sudden and powerful gusts of the east wind. You may charge as a standard action. When doing so, you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. Your turn ends after you make the attack at the end of the charge. Source: Genius Guide to the Godling Ascendant

    Scion of the North Wind (Ex): Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess. Source: Genius Guide to the Godling Ascendant

    Scion of the South Wind (Ex): Your godling powers allow you to call upon the raging updrafts and rough gusts of the south wind. When you make an Acrobatics check to jump, you are always treated as making a running jump. If you fall (even unintentionally) you may make a DC 15 Acrobatics check as an immediate action. If you succeed, you take half the normal falling damage and are not knocked prone (even if you are damaged by the fall). Source: Genius Guide to the Godling Ascendant

    Scion of the West Wind (Ex): Your godling powers allow you to call upon the calm stillness of the west wind. Whenever you are moved against your will (excluding planar effects such as teleportation or etherealness), you move only half the normal distance. You gain a +1 bonus to your CMD against bull rush, drag, reposition, and trip combat maneuvers for every 3 levels you possess. If an effect would physically move you or knock you prone against your will and does not require a CMB check or allow you a saving throw, you may make a Fortitude save to negate the movement or prone effect. The DC of this save is equal to 10 + 1/2 the attacker’s HD +the attacker’s Str, Int, Wis, or Cha modifier (as determined by the GM based on what ability fuels the effect). Source: Genius Guide to the Godling Ascendant

    Sigil-marked: The godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier. Source: Genius Guide to the Mystic Godling

    Smite Rival (Su): Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability. Source: Genius Guide to the Godling

    Special Knacks (Ex): You gain favorite class benefits as if you had gained three levels in a favored class. You do not gain any actual benefits of the class levels, just the per-level benefit gained for taking a level in a favored class. Any godling may gain +3 skill points or +3 hit points (or any combination of skill points and hit points that total +3) using this ability.

    A mighty godling may take racial favored class benefits for any class that has a base attack bonus equal to its level.

    A godling taking a racial favored class benefit that applies to a class ability doesn’t automatically gain that class ability. For example, a clever dwarf godling can take the racial favored class benefit of a rogue twice, gaining a +1 bonus on Disable Device checks regarding stone traps and a +1 bonus to trap sense regarding stone traps. However, if the dwarf godling does not have the trap sense ability, selecting this option only gives him a +1 bonus to Disable Device checks regarding stone traps.

    If a racial favored class bonus grants a new ability, even if it is a class ability, the godling does gain the ability (and treats his godling level as levels in the class the ability comes from for purposes of using the ability). For example, a clever human godling could take this talent twice, selecting the racial favored class benefit of a rogue six times, and thus gain +1 rogue talent. For purposes of that talent, the character would treat his godling levels as rogue levels.

    This talent may be taken more than once, but not more often than once for every three character levels. Source: Genius Guide to the Godling Ascendant

    Spellsense (Su): Whenever the godling cast’s an area spell, she may make a Perception check to notice creatures within the area. This can allow a godling to know the exact location of creatures within a spell’s area, but outside the godling’s line of sight. Source: Genius Guide to the Mystic Godling

    Unaligned (Su): Any time a creature uses magic to determine information about the godling’s alignment, the godling may make a DC 18 Will save. On a successful save, the godling’s alignment is not revealed. Source: Genius Guide to the Mystic Godling

    Uncanny Dodge (Ex): This talent functions like the rogue ability of the same name. Source: Genius Guide to the Godling

    Unlimited Potential (Ex): As a near immortal, there are few limits to what you can learn when you set your mind to it. For purposes of feat and prestige class prerequisites treat your base attack bonus and caster level as if they are 2 higher, to a maximum of your class level. For prerequisites you also treat all ability scores as if they are 2 higher. These bonuses increase to being treated as 4 higher at 6th level, 6 higher at 12th level, and 8 higher at 18th level (though you never treat your base attack bonus or caster level as being higher than your character level). Source: Genius Guide to the Godling Ascendant

    Violent Surge (Ex): You can conceal your violent intent until it is time to unleash your divine wrath. When not in combat, you may make a Bluff check as a free action prior to starting combat. Every creature aware of you makes an opposed Perception or Sense Motive check (whichever has a higher bonus). If your Bluff check beats the Perception/Sense Motive check of every foe, the combat begins with a surprise round. Only you, and allies who make a Perception/Sense Motive check that beats your Bluff, may act in this surprise round. Because you are trying to hide your intent, you suffer a -4 penalty to Initiative checks for a combat you start with a use of this feat. Source: Genius Guide to the Godling Ascendant

    Bonus Feat

    At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.

    Greater Scion Talents

    At 11th level a mighty 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.

    Counter Power (Su): A godling with this talent can counter the powers of other powerful beings, for a time. The godling can target one extraordinary or supernatural ability of a target. The godling must either make a DC 20 Knowledge check (of a Knowledge skill appropriate to having detailed information about the creature involved) to be aware of the target’s abilities, or have seen the creature use the targeted ability. Only a single ability can be targeted with a use of this talent and spellcasting abilities cannot be affected. A godling may use this ability once per day at 11th–15th levels, and twice per day at 16th–20th levels.

    A mighty godling using this power makes a melee CMB check against the target’s CMD as a standard action. On a successful maneuver check, the target must make a Fortitude save (DC 10 + mighty godling’s level + mighty godling’s Strength modifier) or lose use of the selected ability for 1 round per 2 godling levels. If the attack misses, the godling still expends one of his daily uses of this talent. Source: Genius Guide to the Godling

    Divine Weapon (Su): You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (acid, cold, electricity, fire, or sonic). The appearance of the weapon reveals the energy type it does (a javelin that does electricity appears to be a lightning bolt, a sword that does fire damage appears to be a column of pure flame, and so on). Source: Genius Guide to the Godling Ascendant

    Guarded (Su): The godling gains spell resistance against divine spells and spell-like abilities. This includes spells from divine spellcasting classes, spells and spell-like abilities from creatures that cast as equivalent to a divine spellcasting class, and spells and spell-like abilities from any sort of outsider. This spell resistance is equal to 10 + godling level. Source: Genius Guide to the Godling

    Hellish Fury (Su): You direct your full divine fury at a target, forcing it to come face to face with the anger of a deific scion. As a full-round action, you can direct your wrath at a single target you can see within 10 feet per level. Your anger is obvious to all who see you and may be (but is not required to be) accompanied by a display, such as a battle-cry or crackling mystic effects linked to your divine heritage. The target must make a Will save (DC 10 +1/2 your level + your highest ability modifier) or be staggered for 1d4 rounds. This is a mind-affecting fear effect. You may use this ability a number of times per day equal to 3 + your highest ability modifier. Source: Genius Guide to the Godling Ascendant

    Immortal Effort (Su): As more than a typical mortal, you can call upon internal reserves of supernatural power to put extra effort into your attacks, though such power comes at a price. As a swift action you gain a bonus to your next melee or thrown attack roll equal to your highest ability score bonus, and a bonus on damage equal to your level. Your maximum hit point total is reduced by half your level until you sleep for at least 8 hours. Nothing short of a wish can restore this loss to your hit point total early. Source: Genius Guide to the Godling Ascendant

    Impressive (Ex): Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling. Source: Genius Guide to the Godling

    Improved Evasion (Ex): This works like evasion, except that while the godling still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless godling does not gain the benefit of improved evasion. A godling must have evasion to select improved evasion. Source: Genius Guide to the Godling

    Line of Destruction (Ex): You unleash the combat skills normally reserved for gods and titans. As a full-round action, you may move up to your movement rate, and make one melee attack at your full attack bonus against each creature you are adjacent to at any point during your movement. You may not attack any creature more than once. Your movement provokes attacks of opportunity normally. A godling must have the Whirlwind Attack feat to select this scion talent. Source: Genius Guide to the Godling Ascendant

    Mystic Shield (Su): You can extend the power of your deific heritage into a shield you are carrying, giving it the ability to ward against attacks that would otherwise pass through it. Add the bonus of AC you gain from any shield you are holding to your AC against touch attacks and attacks from insubstantial or ethereal foes. Source: Genius Guide to the Godling Ascendant

    Paragon of the 4 Winds (Su): You can transform yourself into a whirlwind, and remain in that form for up to 1 round/level. These rounds need not be used consecutively. If you do not have a fly speed, you gain a 30 foot fly speed (average maneuverability) while you are a whirlwind.

    The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from a minimum or 10 feet high to a maximum of 5 feet/level. A whirlwind’s width at its peak is always equal to half its height. While in whirlwind form you do not provoke attacks of opportunity from movement, even if you enter the space another creature occupies, and you cannot make your normal attacks and do not threaten the area around you.

    Other creatures may be caught in your whirlwind if it touches or enters their space, or if you move into or through a creature’s space. A creature that comes in contact with you in whirlwind form must succeed on a Reflex save (DC 10 + 1/2 godling level + ability modifier of your choice) or take damage (1d10 + your Strength modifier). It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the same damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.

    Creatures trapped in your whirlwind form cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, you can eject any carried creatures, depositing them in an adjacent space.

    If your whirlwind form’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on you and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

    A godling must have all four scion of the wind talents to select this talent. Source: Genius Guide to the Godling Ascendant

    Rupture Magic (Su): When you strike a foe or object with a successful weapon attack, as a swift action you may attempt to break magic effects on the target. This acts as a targeted dispel from a dispel magic spell, except the check is 1d20 + your base attack bonus. You may use this ability a number of times per day equal to your highest ability score modifier (minimum 1/day). Source: Genius Guide to the Godling Ascendant

    Skill Mastery (Ex): The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. Source: Genius Guide to the Godling

    Spell Reaver (Su): You can channel your mystic power through a weapon and use it to cut apart the fabric of an incoming spell. You may use this ability to weaken the energy forming a spell that includes you as a target, or that is cast with you in the area. Make an attack roll against an AC of the spell’s caster level +10. If your attack roll succeeds, you reduce the saving throw DC of the spell by 2 or reduce its duration by 50% (your choice). This ability has no effect on spells that don’t allow saving throws or that have a duration greater than 1 round.

    Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. Source: Genius Guide to the Godling Ascendant

    Unbreakable Grip (Ex): Your hands are hard as stone, and just as unyielding. You gain a bonus equal to your class level to yoru CMD against disarm attacks, and you do not suffer a -4 penalty to grapple checks if you have only one hand free (though you must have at least one hand free to initiate or maintain a grapple). You also receive this bonus to CMB checks made to establish or maintain a grapple, as long as you do not deal damage, pin, or tie up your foe. (While using this bonus on a grapple check, you can only grapple and move a foe.) Source: Genius Guide to the Godling Ascendant

    Demigod (Ex)

    You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native).

    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.

    Favored Class Bonuses

    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 mighty godlings as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

    Race Bonus Source
    Paizo



    3rd Party Publishers
    Super Genius Games
    Asterions +1 to CMB when making a bull rush or overrun. SGG:HHO
    Dwarves Add +1 to your CMB for maneuvers against foes with more HD or levels than yourself. SGG:EFCO
    Half-Orcs Add +1 to your CMB for maneuvers against targets with fewer HD or levels than yourself. SGG:EFCO
    Humans Gain +1/2 a divine trait rank. (One additional divine trait rank for every two times you select this option.) SGG:EFCO

    Archetypes

    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.

    Table: Mighty Godling Archetypes / Alternate Class Features

    Archetype / Alternate Class Feature Class Features Changed or Replaced
    Class Skills Weapon & Armor Lineage Domain Divine Trait Scion Talent Bonus Feat Greater Scion Talent Demigod
    1 8 16 2 6 10 14 18 3 5 7 9 4 12 11 13 15 17 19
    Paizo
    Subdomains

    (X) (X) (X)
















    Animal and Terrain Domains

    (X) (X) (X)
















    Inquisitions

    (X) (X) (X)
















    3rd Party Publishers
    Super Genius Games
    Blacksnake

    X X X




    X X X X







    Cloakfighter

    X X X




    X X X X







    Harrier

    X X X




    X X X X







    Physical Exemplar

    X X X




    X X X X







    Spellhammer

    X X X




    X X X X







    Weapon Champion

    X X X




    X X X X







    Youxia

    X X X




    X X X X







    X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2