Divine Traits

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.

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.

Battle Lord I (Ex)
The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.

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.

Battle Lord III (Su)
The godling is proficient in all weapons, armor, and shields, even for weapons he has never seen or trained with.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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

Hardy II (Su)
The godling can survive without food or water indefinitely without penalty.

Hardy III (Su)
The godling gains a +4 bonus to all saving throws against to diseases and poisons.

Hardy IV (Su)
The godling is immune to all diseases and poisons.

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.

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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

Nemesis (elemental) I
The godling selects three of the following elementsair, 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.

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.

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.

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.

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.

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.

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.

Paramortal IV
The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.

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).

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%.

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.

Preternatural Senses IV (Su)
The godling gains blindsight with a range of 30 feet.

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.

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.

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.

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.)

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.

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.

Seaborn III (Ex)
The godling gains a natural swim rate of 40 feet.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Divine Traits

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