Eldritch 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. An eldritch godling can multiclass with a clever or mighty 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: Eldritch godlings are even more steeped in mystic power than adept godlings. Indeed, it might be more accurate to say eldritch godlings are mystic power—more akin to actual thinking, breathing, spells incarnate than mortals with spellcasting power. Eldritch godlings feel the constant crush of their own potency straining to escape their physical forms, as though they were just shells of flesh ready at any second to explode in preternatural displays of magic. Despite this, eldritch godlings often look sickly even when feeling hale and hearty, with grayish skin and dark circles under their eyes. Others simply have odd appearances—unusual hair colors, parchment-thin skin, or exaggerated features. Eldritch godlings are often feared by their neighbors, and sometimes mistaken for monsters.

Alignment: An eldritch godling may be of any alignment, though very few are lawful.

Hit Die: d6.

Class Skills

The eldritch godling’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Eldritch Godling
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +0 Ascendancy 2
2nd +1 +0 +0 +0 Lineage domain 3
3rd +1 +1 +1 +1 Divine trait 4
4th +2 +1 +1 +1
5 2
5th +2 +1 +1 +1 Minor ascendancy 5 3
6th +3 +2 +2 +2
5 4 2
7th +3 +2 +2 +2 Divine trait 5 5 3
8th +4 +2 +2 +2
5 5 4 2
9th +4 +3 +3 +3 Minor ascendancy 5 5 5 3
10th +5 +3 +3 +3
5 5 5 4 2
11th +5 +3 +3 +3 Divine trait 5 5 5 5 3
12th +6/+1 +4 +4 +4
5 5 5 5 4 2
13th +6/+1 +4 +4 +4 Major ascendancy 5 5 5 5 5 3
14th +7/+2 +4 +4 +4
5 5 5 5 5 4 2
15th +7/+2 +5 +5 +5 Divine trait 5 5 5 5 5 5 2
16th +8/+3 +5 +5 +5
5 5 5 5 5 5 3 2
17th +8/+3 +5 +5 +5 Major ascendancy 5 5 5 5 5 5 3 2
18th +9/+4 +6 +6 +6
5 5 5 5 5 5 3 3 2
19th +9/+4 +6 +6 +6 Divine trait 5 5 5 5 5 5 4 3 3
20th +10/+5 +6 +6 +6 Demigod 5 5 5 5 5 5 4 4 4

Class Features

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

Weapon and Armor Proficiency

Eldritch godlings are proficient with simple weapons, but no armor or shields.

Spellcasting

Table: Eldritch Godling Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 4 4 3 2
12th 9 5 4 4 3 2 1
13th 9 5 4 4 4 3 2
14th 9 5 4 4 4 3 2 1
15th 9 5 4 4 4 4 3 2
16th 9 5 4 4 4 4 3 2 1
17th 9 5 4 4 4 4 3 3 2
18th 9 5 4 4 4 4 3 3 2 1
19th 9 5 4 4 4 4 3 3 3 2
20th 9 5 4 4 4 4 3 3 3 3

The spells of an eldritch godling are an expression of her raw will and inherent mystic power. Because of this, her spell ability works slightly differently than most spellcasting classes. The details of an eldritch godling’s spell ability are detailed below.

Spell List Selection: An eldritch godling casts spells drawn from a spell list selected when the character is created. Eldritch godlings may choose the list of any class that is a dedicated spellcasting class (one that both has access to 1st level spells at level 1, and that eventually receives 9th level spells). The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character.

Spellcasting Attribute: An eldritch godling must select an ability score to fuel her spells when she takes her first level of eldritch godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed.

To learn or cast a spell, an eldritch godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch godling’s spell is 10 + the spell level + the eldritch godling’s spellcasting attribute modifier.

Spells Known/Spells Per Day: The eldritch godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Eldritch Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The eldritch godling’s selection of spells is extremely limited. An eldritch godling begins play knowing four 0 level spells and two 1st level spells of the godling’s choice from her spell list. At each new eldritch godling level, she gains one or more new spells, as indicated on Table: Eldritch Godling Spells Known. (Unlike spells per day, the number of spells an eldritch godling knows is not affected by her spellcasting attribute score. The numbers on Table: Eldritch Godling Spells Known are fixed.)

Eldritch godlings can periodically change their spells known. An eldritch godling does so at 4th level, and every even-numbered level after that (6th, 8th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An eldritch godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Dispel Resistance: Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.

When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.

Concentration: As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.

Arcane Spell Failure: As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.

Ascendancy

As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.

Minor Ascendancies

Assault Caster (Ex): You can cast a touch range spell with a casting time of 1 standard action or less at the end of a charge (instead of a melee attack). Your caster level is considered to be 2 higher for determining the effects of the spell, and you take the normal limitations to movement while charging. The charge has no effect on the touch spell’s damage (even if you have special abilities that normally apply to damage done by a charge). Source: Genius Guide to the Godling Ascendant

Attuned Mysticism (Su): You can attune your spells, spell-like abilities and supernatural abilities to affect different types of creatures. This is useful only for spells that require a target be a particular type of creature (such as charm person, which targets “one humanoid creature”) or has a different effect for creatures of a specific type (such as consecrate which unsettles undead in its area). Select one creature type. (Once this choice is made, it cannot be changed.) You may cast a spell so it targets or applies its special type-specific effects to creatures of the type selected, rather than the creatures it normally targets or affects. You may select one additional creature type for every 5 caster levels.

When you cast a spell, you can only change its targets and effects that are dependent on a creature’s type. For example, Eliana is an eldritch godling with attuned mysticism for dragons. She cannot attune a fireball so it only affects dragons (as fireball has no type-specific rules). She can cast a charm person so it works on a dragon (at which point it no longer works on creatures of any other type), or can cast consecrate so its special effects apply to dragons rather than undead. Source: Genius Guide to the Godling Ascendant

Common Element Ascendancy (Su): Choose one of the following damage types: cold, electricity, fire. Whenever you cast a spell from your godling spell list that deals hit point damage, you may change the type of damage it does to your selected damage type. If you do so, the spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once. Source: Genius Guide to the Mystic Godling

Table: Chaotic Additional Spell Effects
Die Roll Effect
1 Arcane mark
2 Flare
3 Lullaby
4 Touch of fatigue

Chaotic Ascendancy (Su): Only godlings with a chaotic alignment may select this ascendancy. The godling cannot cast spells with the lawful descriptor. The godling may cast any spell that has a save DC and is from her godling spell list as a chaotic spell. Such spells gain the [chaotic] descriptor. Lawful creatures suffer a –1 penalty to saving throws against spells the godling casts with the [chaotic] descriptor.

The godling may imbue additional chaos into a spell with the [chaotic] descriptor, causing it to have a secondary effect on one creature affected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the chaotic spell affects multiple targets, randomly select which one is targeted by the additional spell effect.

If the target saves against the chaotic spell, it also saves against the additional spell effect. If the chaotic spell does not have a saving throw, the target is allowed a Fortitude save against the additional spell effect (with a DC of 10 + chaotic spell’s level + the godling’s spellcasting attribute modifier) to negate the additional spell effect. Roll 1d4 and consult Table: Chaotic Additional Spell Effects to see what spell the additional spell effect functions as. Source: Genius Guide to the Mystic Godling

Defiant Magic (Ex): Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and anitmagic effects. The value of the SR is 10 + the godling’s level.

This special SR applies only to antimagic and dispel affects, though it applies to such effects even if they normally ignore SR. When spell-like and supernatural abilities used by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s ability. A caster level check must be made for each spell-like or supernatural ability when it first encounters the antimagic field (including when a godling in an antimagic field attempts to use such an ability). If the caster level check does not exceed the godling’s SR, the spell-like or supernatural ability works normally in the antimagic area.

Similarly, when a dispel magic, greater dispel magic, remove curse, or similar magic is used against a spell-like or supernatural ability, the dispelling effect must overcome the godling’s special SR in order to have any chance to dispel or remove the supernatural or spell-like effect. This SR also applies to any similar effect that does not work against gods and artifacts. Source: Genius Guide to the Godling Ascendant

Eldritch Magic (Ex): You gain ancient lore of magic from before the time mortals began to codify and define how spells work. You may add one spell from any spellcasting class’s spell list to your class spell list. A cleric/wizard spell becomes a godling spell of the same level. A druid or witch spell becomes a godling spell one level higher. Any other spell becomes a godling spell three levels higher. The spell is simply added to your godling class list, you do not automatically learn it. You may take this ascendancy more than once. Source: Genius Guide to the Godling Ascendant

Evil Ascendancy (Su): Only godlings with an evil alignment may select this ascendancy. The godling cannot cast spells with the good descriptor. The godling may cast any spell that has a save DC and is from her godling spell list as an evil spell. Such spells gain the [evil] descriptor. Good creatures suffer a –1 penalty to saving throws against spells the godling casts with the [evil] descriptor.

The godling may imbue additional evil into a spell with the [evil] descriptor, causing it to have a secondary effect on one creature effected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the evil spell affects multiple targets, randomly select which one is targeted by the additional spell effect.

If the target saves against the evil spell, it also saves against the additional spell effect. If the evil spell does not have a saving throw, the target is allowed a Fortitude save against the additional spell effect with a DC of (10 + evil spell’s level + the godling’s spellcasting attribute modifier) to negate the additional spell effect. A creature affected by the secondary spell effect suffers 1d4 untyped damage that bypasses hardness, DR, and resistances. Source: Genius Guide to the Mystic Godling

Godling Spell List

Godling spells can only be learned with the Godling spell ascendancy (see ascendencies at left), the Godling spell feat, or the Divine power talent. Only godlings can know or cast godling spells.

1st-Level

by the blood I, detect domain, manifest I, protection from emissaries, suspend domain

2nd-Level

by the blood II, manifest II

3rd-Level

by the blood III, know faith, manifest III, suspend divine

4th-Level

by the blood IV, manifest IV

5th-Level

by the blood V, manifest V

6th-Level

by the blood VI, celestial sanctum, manifest VI

7th-Level

by the blood VII, manifest VII

8th-Level

by the blood VIII, manifest VIII

9th-Level

by the blood IX, manifest IX

Godling Spell: The godling gains a godling spell from the Godling Spell List (see right), which is added to the godling’s class spell list. This must be of a level the godling can cast. The godling automatically knows the selected spell. This ascendancy may be selected more than once. Source: Genius Guide to the Mystic Godling

Good Ascendancy (Su): Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.

The godling may imbue additional good into a spell with the [good] descriptor, causing it to have a secondary effect on one creature affected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the good spell affects multiple targets, randomly select which one is targeted by the additional spell effect. The affected creature gains a +1 luck bonus to AC and saving throws for 1 round. Source: Genius Guide to the Mystic Godling

Guarded Spellcaster (Ex): As a full-round action, you may cast a single spell (with a casting time of 1 round or less) with great caution, gaining a +2 dodge bonus to AC for 1 round. You must cast the single spell defensively, and take a -4 penalty to the concentration check to do so. Your AC improves at the start of this action. You can’t combine this ascendancy with fighting defensively or with the benefit of the Combat Expertise feat. You can’t make attacks of opportunity while using guarded spellcaster. Source: Genius Guide to the Godling Ascendant

Hex Lord (Su): You have developed a power similar to those granted witches by their supernatural patrons, but in your case the power is fueled by your own mote of divinity. Select one witch’s hex (not major hex or grand hex). You gain use of that hex, using your godling level as your witch level when determining the hex’s effects. You may base any calculations regarding the hex that are ordinarily based off of Intelligence or Charisma off of any ability score of your choice instead (once made, this choice cannot be changed).

This ascendancy may be selected more than once, but not more than once per 5 levels. Each time it is selected, it grants you an additional witch hex. Source: Genius Guide to the Godling Ascendant

Lawful Ascendancy (Su): Only godlings with a lawful alignment may select this ascendancy. The godling cannot cast spells with the chaotic descriptor. The godling may cast any spell that has a save DC and is from her godling spell list as a lawful spell. Such spells gain the [lawful] descriptor. Chaotic creatures suffer a –1 penalty to saving throws against spells the godling casts with the [lawful] descriptor.

The godling may imbue additional lawfulness into a spell with the [lawful] descriptor, causing it to have a secondary effect on one creature effected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the lawful spell affects multiple targets, the godling selects which one is targeted by the additional spell effect.

If the target saves against the lawful spell, it also saves against the additional spell effect. If the lawful spell does not have a saving throw, the target is allowed a Fortitude save against the additional spell effect with a DC of (10 + lawful spell’s level + the godling’s spellcasting attribute modifier) to negate the additional spell effect. A creature affected by the secondary spell effect cannot ready or delay on its next round. Source: Genius Guide to the Mystic Godling

Lineage Domain: The godling gains an additional lineage domain. (Lineage Domains are detailed below.) This ascendancy may be selected more than once. Source: Genius Guide to the Mystic Godling

Lord of the Domain (Ex): Your mastery of your godling domains has grown. Select a domain power you have that is granted by the domain at 1st level, normally takes a standard action to use, and has a limited number of uses per day. You may use this ability as a swift action by expending two daily uses of the power. You may select this ascendancy more than once. Its effects do not stack. Each time you select it, it applies to a different domain power granted at 1st level. Source: Genius Guide to the Godling Ascendant

Magic Is Magic (Ex): You have realized that to a godling all magic is, at the root, the same. To determine your caster level for all your spellcasting classes, add all your levels in classes that grant both 0-level and 1st level spells at level 1, and half your levels in classes that grant up to 4th level spells. This does not grant you additional spell slots of spells known, only a higher caster level for determining the effects of your spells. Source: Genius Guide to the Godling Ascendant

Swift Casting (Ex): You can rush many of the lengthier elements of casting a spell. You may cast spells with a casting time of 1 full round as a standard action, and spells with a casting time of greater than 1 full round in half the normal casting time.

When casting a spell with a casting time of 1 full round, the effect of the spell still does not occur until the beginning of your next round (though you are finished casting and the spell can no longer be interrupted, the magic takes time to coalesce). Source: Genius Guide to the Godling Ascendant

Talent for Mysticism (Su): Your godling magic has expanded into other magic powers. You gain a bonus scion talent (or greater scion talent if you are at least 10th level). The talent must be a spell-like or supernatural ability. (You cannot use this to gain a scion talent that is an extraordinary ability or has no listed type). Source: Genius Guide to the Godling Ascendant

Major Ascendancies

Bestow Eldritch Might (Ex): You have begun to develop a true god’s ability to grant others a shred of your mystic power, though your ability to do so is currently limited. As a full-round action, you may sacrifice a prepared spell or spell slot to restore a spell slot to another spellcaster touched. Spontaneous spellcasters (such as bards and sorcerers) may use this slot immediately, while spellcasters that prepare their spells in advance (such as clerics and wizards) must take time to prepare a spell with the new slot (as if they had left a slot open when preparing their spells for the day).

If your caster level is equal to or greater than the target, you can restore a spell slot one level lower than the slot you sacrifice. If the target is a higher level spellcaster, you can restore a spell slot two levels lower than the slot you sacrifice. You cannot grant a slot above the target’s normal maximum – the target spellcaster must have expended a spell slot of the level granted in order to benefit from this ability. No creature can receive more than 1 spell slot per day through this ability. Source: Genius Guide to the Godling Ascendant

By Will Alone (Su): Once per day, the godling can cast a spell without fulfilling any of its components. The spell requires no somatic, verbal, or material components. Even spells with expensive foci or material components can be cast without such materials by using this ability. The godling may select this ascendancy more than once. Each time it is selected, the godling may cast a spell with no components one additional time per day. Source: Genius Guide to the Mystic Godling

Dual Casting (Su): You have so mastered your spellcasting powers that you can cast two spells at once, though you must divide your mystic power to do so. As a full-round action, you may cast two spells that each have a casting time of 1 standard action or less. Your caster level for both spells is halved. Both spells cast must have a spell level no greater than 1/4 your normal caster level. Source: Genius Guide to the Godling Ascendant

Immortal Invocation (Su): You can call upon the immortal power of the gods when casting spells, but doing so is dangerous and can exact a price. You can attempt to cast more powerful spells with lower-level spell slots. Spontaneous spellcasters must take a minimum of a full round casting time to use immortal invocation (as if casting a metamgic spell), while preparation spellcasters must prepare spells in lower-level slots to attempt immortal invocation.

Immortal invocation requires a concentration check with a DC of 10 + (level of spell to be cast x3) + (difference between spell slot used and level of spell x2). For example, a sorcerer attempting to cast a 5th level spell with a 3rd level spell slot must make a concentration check with a DC of 29 (10 +15 for level of spell +4 for difference in spell level vs slot used). Each time after the first you use immortal invocation in the same day, the concentration check DC increases by +3. Because the concentration check is being made to call on vast, divine powers, bonuses to concentration from spells or magic items do not apply to this check.

The first time you fail an immortal invocation concentration check, you suffer the effects of being fatigued. The second, you suffer the effects of being exhausted. The third, you fall unconscious. These conditions cannot be healed or removed through magic less powerful than a wish or miracle, but you recover on step (unconscious to exhausted, exhausted to fatigued, fatigued to normal) each day when you regain your uses of daily abilities. Being immune to the fatigued, exhausted, or unconscious conditions does not grant immunity to these effects if gained through failed immortal invocation effects. Source: Genius Guide to the Godling Ascendant

Inner Power (Su): Your mote of deific power gives you an aura of menace and forces creatures to treat you with caution even when you are otherwise impotent. As long as you have any unused spell slots left, you are never considered to have the helpless condition and always threaten adjacent spaces — even if unconscious and unable to take actions. Source: Genius Guide to the Godling Ascendant

Mystic Bridge (Su): If you can forge a mystic link between yourself and a target, you can form a bridge of raw magic that eliminates the distance between the two of you. When you successfully hit a creature with a touch range spell, until the end of your next round you can target the same creature with spells that have a range of “touch,” as long as the creature is within short range (25 ft. +5 ft./2 caster levels). Source: Genius Guide to the Godling Ascendant

Power Words (Su): You can cast spells as power words. Only spells that have one or more defined targets and allow a saving throw may be cast as power words, and as power word spells they affect only a single target. The spell no longer allows a saving throw. Instead, if the target has fewer current hit points than the spell’s level x15, the target is affected as if it made a successful save against the spell. If it has fewer current hit points than the spell’s level x5 the target is affected as if it failed its save. Otherwise, the spell has no effect. Spell resistance works normally against power words. Power word spells always have verbal components (they cannot be cast as silent spells) and never have somatic components. You may use this ability once per day, plus once for every 6 caster levels. Source: Genius Guide to the Godling Ascendant

Primordial Magic (Sp): You can invoke primitive, primal magic effects using the raw, unfiltered magic of the cosmos. You may use any of the effects listed below, fueling each with a spell slot or prepared spell of 1st level or higher. Using this ascendancy is a full-round action.

  • Barrier: You create a force effect which is a translucent barrier of energy. The barrier may be up to one 10-foot-square per caster level, and has 20 hp and 1 hardness per spell slot expended. The barrier has a duration of concentration, +1 round for every 3 levels of the spell slot used to create it. The barrier has a maximum range from you of 25 feet +5 feet/2 caster levels. The barrier may form any simple shape (line, arc, circle), but not complex shapes. You may not create a new barrier while a previous barrier exists (you may dismiss a barrier as a standard action).
  • Blast: You create a blast of raw energy. This is a ranged touch attack with medium range (100 ft. +10 ft./level). If the target has spell resistance, you must make a caster level check to overcome it. The blast deals 1d4 points of damage per spell slot expended, +1/2 point of damage per caster level. This damage is magic force damage – energy resistances and DR do not apply against it.
  • Compel: You force one creature within 10 feet per spell slot expended to do your bidding. The creature receives a Will save (DC = 10 +1/2 caster level + highest ability score) to negate this effect. The creature obeys any orders you give, though if a command violates its alignment or puts it in obvious risk it receives an additional save with a +4 bonus. The effect lasts for 1 round, +1 round for every 3 levels of the spell slot used to fuel this power.
  • Portend: You rip raw knowledge from the fabric of the universe. You gain information about a creature, object, or mystery as if you had made a Knowledge check with a total equal to your caster level + (level of spell slot used to fuel this power x4). For example, an 18th level eldritch godling using a 6th level spell slot to fuel this power to gain information about a dragon learns as much as he would from a Knowledge (arcane) skill check with a total of 42 (18 + [6×4]).
  • Heal: With a touch you heal one target of 1d8 hit points per level of spell slot used to fuel this spell.
  • Translocate: You (and up to one creature touching you per 2 levels of the spell slot used to fuel this power) teleport to a location that is well known to you, or that you can see. The maximum distance you can teleport is dependent on the level of spell slot used to create this effect. Source: Genius Guide to the Godling Ascendant
Spell Slot Level Maximum Teleport Distance
1st 1 foot per caster level
2nd 5 feet per caster level
3rd 10 feet per caster level
4th 100 feet, +10 feet/caster level
5th 100 feet, +25 feet/caster level
6th 400 feet, +25 feet/caster level
7th 1000 feet/caster level
8th 1 mile/caster level
9th 10 miles/caster level

Retributive Strike (Su): When you are knocked unconscious, you may choose as a free action to deal damage to all foes within 30 feet. Damage is equal to 1d4/level of the highest level spell slot you have remaining. The spell slot is expended. A Reflex save (DC = 10 +1/2 caster level + highest ability score) is allowed for half damage. You may also use this ascendancy when killed, increasing damage dice to d6s. Source: Genius Guide to the Godling Ascendant

Soothsayer (Sp): You may cast a spell from the following list by expending a spell slot of at least the listed level: augury (2nd level), clairaudience/clairvoyance (3rd level), commune (5th level), contact other plane (5th level), divination (4th level), identify (1st level), legend lore (6th level), locate object (3rd level), scrying (4th level), vision (7th level). You do not have to meet any material or focus requirements of the spell, but the casting time is 1 minute or the spell’s normal casting time, whichever is longer. You may do this a once a day, +1/5 levels. Source: Genius Guide to the Godling Ascendant

Spellstorm: The godling can imbue a spell with extra power. The godling may expend additional spell slots when casting a spell. The extra slots must be the same level or higher than the spell being cast. For each additional spell slot expended, the godling increases her caster level by +1 for the spell cast. This may be done a number of times per day equal to 3 + the godling’s spellcasting attribute modifier. Source: Genius Guide to the Mystic Godling

Uncommon Element (Su): Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once. Source: Genius Guide to the Mystic Godling

Wrath Spells (Su): You can invoke divine wrath to turn a spell into an affliction. Only spells with a duration of 1 round/caster level or more, that do not deal damage of any kind (including hp, bleed, ability drains, and ability damage), require an attack roll or allow a saving throw, and are not tagged as “harmless” in their saving throw or spell resistance lines may be turned into wrath spells. The spell cannot be the highest level of spell you can cast. The spell gains a duration of permanent, and is considered a curse (gaining the curse descriptor). The spell cannot be dispelled with dispel magic, but can be affected by spells that remove curses (such as remove curse). You may use this ability once per day, +1/day at 15th level. Source: Genius Guide to the Godling Ascendant

Lineage Domain

As a result of their divine bloodline, eldritch godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the 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 her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her 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 and spells the character has and their effectiveness.

Divine Traits

Class Specific Feats

The following class specific feats are available to an eldritch godling character who meets the prerequisites.

Divine traits are special powers an eldritch godling gains through her divine heritage. Players may select any divine traits for a godling character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait she possesses (though in some cases higher degrees make lower degrees superfluous).

An eldritch godling gains divine trait ranks at 3rd, 7th, 11th, 15th, and 19th levels. The number of ranks gained increases each time, 1 rank at 3rd level, 2 ranks at 7th, and so on. Each time a godling gains divine trait ranks, she 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 she wishes, but can only spend them when she 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

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

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

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

Instinctive Spellcasting III (Ex): As instinctive spellcasting II, but the godling may use the standard action that remains after using instinctive spellcasting to take any normal action, including casting a spell or using a spell-like ability. 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 (elemental) III: The godling is at an additional –2 to all Diplomacy checks with a creature she is nemesis to (–6 total), but each time the godling deals hp damage to such a creature it takes an additional 1d6 damage. (This damage is of the same type as the original source of damage. If the original source had more than one damage type, the godling decides which type is dealt by the additional damage.) 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) IV: The godling gains the scent ability, which only functions against creatures to which she is nemesis. Additionally, against such creatures she acts as if she had permanent see invisibility and shield spells in effect. 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

Nemesis (ethical) III: The godling is at an additional –2 to all Diplomacy checks with a creature she is nemesis to (–6 total), but each time the godling deals hp damage to such a creature it takes an additional 1d6 damage. (This damage is of the same type as the original source of damage. If the original source had more than one damage type, the godling decides which type is dealt by the additional damage.) 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) IV: The godling gains the scent ability, which only functions against creatures to which she is nemesis. Additionally, against such creatures she acts as if she had permanent see invisibility and shield spells in effect. 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

Scholar III (Ex): Any time the godling makes any Knowledge check, he does so using a bonus equal to his highest total Knowledge skill bonus. Source: Genius Guide to the Godling

Scholar IV (Su): The godling gains special telepathy, allowing him to communicate freely with all creatures of 2 or greater Intelligence within 100 feet the godling. This communication is direct between the godling and the target and is not impeded by barriers of language. 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

Seer III: Once every 7 days week, the godling can gain information about the coming week. This functions as a divination spell with a 99% chance of success. If casting a divination spell with a material component or focus with a cost of (25 gp x caster level) or less, the godling does not need the material or focus to cast the spell. Source: Genius Guide to the Mystic Godling

Seer IV: The godling can gain yes/no answers to a number of questions each day equal to half her godling level. This functions as the commune spell, but there is no material component or focus required, and the godling need not use all the questions in a single sitting. 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 7th level eldritch 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 11th 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.

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 spellcasting attribute modifier (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access any 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 ability check using your spellcasting attribute. 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 eldritch godlings as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Race Bonus Source
Rogue Genius Games
Elves Learn a new 0-level spell from any spell list.
Half-Elves Select a spell from a spell list other than the one you selected as your eldritch godling spell list. Add this spell to your eldritch godling spell list as a spell 1 level higher than its normal listing. (Thus if adding magic missile to your spell list, you would add it as a 2nd level spell.) You may not add more 1st level or higher spells to your spell list than you have added to each spell level below it.
Halflings Add +1 to your CMD on any round during which you cast a spell. This bonus lasts until the beginning of your next round.
Humans Gain +1/2 a divine trait rank. (One additional divine trait rank for every two times you select this option.)

Archetypes/Alternate Class Features

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: Eldritch Godling Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Minor Ascendancy Lineage Domain Divine Trait Major Ascendancy Demigod
1 5 9 3 7 11 15 19 13 17
Paizo
Subdomains





C







Animal and Terrain Domains





C







Inquisitions





X







3rd Party Publishers
Rogue Genius Games
Blacksnake





X X X X X X


Cloakfighter





X X X X X X


Harrier





X X X X X X


Physical Exemplar





X X X X X X


Spellhammer





X X X X X X


Weapon Champion





X X X X X X


Youxia





X X X X X X


X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2
Section 15: Copyright Notice

The Genius Guide to the Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

The Genius Guide to Mystic Godlings. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

The Genius Guide to: Expanded Favored Class Options. Copyright 2011, Super Genius Games. Author: Michael Kenway

The Genius Guide to the Godling Ascendant. Copyright 2011, Super Genius Games, LLC; Author: Owen K.C. Stephens

scroll to top