Greater Scion Talents

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A godling must have all four scion of the wind talents to select this talent.

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

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

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

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

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

Greater Scion Talents

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