Kingmaker AP GG Burwood
The godling can change minor features about their appearance. This is not an illusion, but and actual change to how the godling appears. The godling adds half her class level to all Disguise checks.
Channel Energy (Su)
You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice.
Crushing Wrath (Ex)
Your divine heritage includes deities with bludgeoning weapons as holy symbols or favored iconography, possibly an earth mother goddess or patron of blacksmiths. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Crushing wrath forces a foe damaged by an attack you make that deals bludgeoning damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str of Con modifier — whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw is staggered for 1d4 rounds. You may attempt a crushing wrath once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.
Deep Channeling (Su)
You can channel energy from a deep well of divine energy inside you, essentially creating a minor miracle. When you channel energy in this way, you may expend a spell slot to increase the energy channeled by +1d6 per level of the spell slot expended. You gain no benefit from a deep channel (you are not healed by the channeling, and do not gain any associated benefits). A godling must have the ability to channel energy to select this scion talent.
Divine Mark (Su)
The godling gains DR 1/leveled outsider. For purpose of this ability, a “leveled outsider” is a creature of the outsider type that has at least as many hit dice or levels as the godling. A mighty godling may select this talent up to three times, gaining a maximum of DR 3/leveled outsider.
The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites.
Dragon Slayer (Su)
Your divine mote of power is especially attuned to slaying dragons, one of the few mortal creatures that can threaten the gods themselves. Whenever you are exposed to a fear effect, you never suffer a level of fear worse than shaken. (Treat any greater level of fear effect as being shaken.) You also gain a +4 bonus to saving throws against breath weapons and crush attacks.
Edged Wrath (Ex)
Your divine heritage includes deities with edged weapons as holy symbols or favored iconography, possibly a warrior god or patron of beasts. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Edged wrath forces a foe damaged by an attack you make that deals slashing damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str or Dex modifier — whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw gains the bleed condition for 1d6 hp/round. You may attempt an edged wrath once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.
Favored Armor (Su)
You have a natural affinity for one type of armor, perhaps armor favored by your divine ancestor. Select one kind of armor (chain shirt, breastplate, splint mail, etc.) with which you are proficient. When wearing a suit of this armor, you gain a +4 bonus to AC against attack rolls to confirm critical hits. If a sneak attack hits your normal AC, but not your AC against critical confirmation rolls, it does not deal its additional sneak attack dice or effects.
Fear Hunter (Ex)
You are descended from gods of valor or warfare, and the very smell of fear is a distasteful, palpable smell to you. You gain the keen scent ability, but it only applies to creatures that have been affected by a fear effect or condition within the past hour. You gain a +4 bonus on checks made to detect or locate creatures currently suffering a fear effect or condition.
Foe Spotter (Ex)
Whenever a godling with this talent comes within 10 feet of a concealed or invisible opponent, he receives an immediate Perception skill check to notice the foe. This check should be made in secret by the GM.
Force of Brawn (Su)
Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).
You may also use your Strength modifier rather than the normal ability modifier for three Dex- or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed.
You cannot take this talent if you already have the force of intellect or force of personality talents.
Force of Intellect (Su)
Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves).
You cannot take this talent if you already have the force of brawn or force of personality talents.
Force of Personality (Su)
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).
You cannot take this talent if you already have the force of brawn or force of intellect talents.
Giant Slayer (Ex)
As many heroes of deific heritage do, you have learned the tactics needed to combat giants, titans, and other monsters much larger than your mortal form. If you have at least one hand free, you may make a special CMB check to perform a special kind of grapple that allows you to ride along on a foe at least one size category bigger than you. Because it is easier to avoid the limbs of larger creatures when you are on them, if the foe is larger than Medium, you gain a special bonus to your CMB check based on its size (Large +1, Huge +2, Gargantuan +4, Colossal +8). On a failed CMB check, your move ends. On a successful CMB check you are grabbed onto the target and move with it. The foe is not encumbered or slowed, but you remain adjacent to it where it goes, unless it grapples you or you are knocked prone. This maneuver provokes an attack of opportunity unless you have the Improved Grapple feat (or some other ability that prevents you from suffering an attack of opportunity when you perform a grapple). If you are a clever godling, you gain a +4 bonus to this special CMB check.
Instinctive Parry (Ex)
As long as you have a weapon you are proficient with in hand and are not suffering an armor check penalty, you have a minimum armor bonus to AC equal to half your base attack bonus. This overlaps (does not stack with) any other armor bonus or enhancement to armor bonus you may have.
Light Conduit (Sp)
You can call on the illumination of the outer planes. When you channel energy to heal, you may also choose to have a light center on yourself as a swift action. This acts as a daylight spell of a spell level equal to half the dice you channel, using your godling level as your caster level. A godling must have the channel energy class ability to select this talent.
Major Magic (Sp)
A godling with this talent selects one of the spellcasting classes for which he has the minor magic talent. He then selects a single 1st-level spell from that class’s spell list. The godling gains the ability to cast that spell list two times a day as a spell‑like ability. The caster level for this ability is equal to the godling’s level. The save DC for this spell is 11+ the godling’s Charisma modifier (for clever godlings) or Constitution modifier (for mighty godlings). The godling must have an ability score of at least 11 in the ability that determines the save DCs of his spell. A godling must have the minor magic scion talent before choosing this talent. A godling may take this talent more than once, choosing a different spellcasting class each time.
Minor Magic (Sp)
A godling with this talent selects one of the following classesbard, cleric, druid, or sorcerer/wizard. He then selects a single 0-level spell from that class’s spell list. The godling gains the ability to cast that spell three times a day as a spell-like ability. The caster level for this ability is equal to the godling’s level. The save DC for this spell is 10+ the godling’s Charisma modifier (for clever godlings) or Constitution modifier (for mighty godlings). The godling must have an ability score of at least 10 in the ability that determines the save DCs of his spell. A godling may take this talent more than once, choosing a different spellcasting class each time.
Additional Spellcaster OptionsAny dedicated spellcasting class allowed in a campaign should be on the list of options for a godling who takes the major magic or minor magic talents. This includes the archon, death mage, and shaman classes from the Genius Guides of the same names (all products from Super Genius Games).
Monstrous Rage (Ex)
When you are taken by surprise, extremely frustrated, or badly injured, you may fly into a rage, as the titans and old gods are said to have done. Whenever you roll a natural 1 on a saving throw (a “1” shows on the die), are hit by a critical hit or sneak attack, roll a natural 1 on a skill check under circumstances that prevent you from taking 10, or are damaged in a surprise round before you have taken an action, you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) or fly into a monstrous rage. You may intentionally fail this save. You may also choose to rage (with no roll required) if an ally, cohort, animal companion, familiar, steed, or follower is slain within your line of sight. Your rage gives you a +2 bonus to saving throws, attack rolls and weapon damage rolls, a +5 bonus to Strength checks and Strength-based skill checks, double your carrying capacity, and 1 temporary hit point per level. It lasts for 1 minute. While you are raging you attack the last foe that harmed you (if possible). You may use any attack you normally use against your foes (including spellcasting). If that foe is beyond your ability to attack, or is unconscious or dead, you attack the nearest creature to you (friend of foe). Any round you wish to take some other action while raging you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) to do so. If you attack an ally, you may immediately make the same Will save to change targets after your attack resolves. You can’t rage for one hour after previous rage ends. You can rage a maximum number of times per day equal to your Con or Cha bonus (whichever is higher, minimum 1 rage/day).
Penetrating Wrath (Ex)
Your divine heritage includes deities with piercing weapons as holy symbols or favored iconography, possibly a hunting goddess or patron of mounted knights. You must declare that you are using this talent before you make your attack roll (thus, a failed attack roll ruins the attempt). Penetrating wrath forces a foe damaged by an attack you make that deals slashing damage to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str or Dex modifier — whichever is higher), in addition to dealing damage normally. A defender who fails this saving throw is fatigued for 1d6 rounds. You may attempt a penetrating wrath once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.
Physical Avatar (Ex)
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Once per day, a godling with this ability can gain a number of temporary hit points equal to the godling’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the godling’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Scion of Fury (Ex)
You can unleash divine wrath in your attacks, at the cost of leaving yourself open to spells and afflictions. As a free action at the beginning of your round, you may take a -1 penalty on all saving throws to gain a +1 bonus to all attack rolls. The penalty and bonus increase by 1 for every 3 points of your lowest base saving throw bonus. The penalties and bonuses last until the beginning of your next round.
Scion of Lances (Ex)
You can call upon the penetrating nature of piercing weapons. As a standard action you may make a single special attack with a piercing weapon with which you are proficient. This attack is at -2 to its attack roll, but ignores half the target’s DR and hardness. You may do this 1/day, +1 for every 4 full levels you possess.
Scion of Logos (Ex)
You are considered to have the Craft Wondrous Item feat when creating magic books, tomes, Librums and similar wondrous magic items. You can write spells into spellbooks, scribe magic scrolls, and create books (both mundane books and those created with Craft Wondrous Item) in half the normal time. If you beat the skill check DC to create the item by 10 or more, you can do it in 1/4 the normal time. A godling must have the Scribe Scroll feat to select this talent.
Scion of Scales (Ex)
Your godling powers allow you to call upon the movement powers of serpents. You are amazingly flexible, and can dislocate most of your bones at will. You gain an ability similar to the compression ability, allowing you to move through an area as small as one quarter your space without squeezing. Also, if you make an Escape Artist check to escape from a grapple as a full-round action, you gain a +4 bonus to the check.
Scion of Shadows (Ex)
Your mote of divinity allows you to understand the shadows, and share that lore with allies, aiding them in picking silent paths to tread and darker shadows to crouch within. As a move action, you can allow allies within 60 feet who can hear or see you to use your Stealth bonus, rather than their own, for a Stealth check. Allies with armor or circumstance penalties to their bonus apply those penalties to their checks, and they must be moving at no more than half their move rate.
Scion of Swords (Ex)
You can call upon the cutting and slicing abilities of slashing weapons. As a standard action you make make a single special attack with a slashing weapon with which you are proficient. This attack is at -2 to its attack roll, but gains additional damage equal to half the weapon’s maximum base damage (damage from the weapon’s damage dice, not counting any maneuver, feat, or magic property). You may do this 1/day, +1 for every 4 full levels you possess.
Scion of the Hearth (Ex)
Your deep understanding of household objects allows you to use them for a wide range of unusual purposes. As long as you have access to a few household objects, you are considered to have the tools required to use any skill without penalty. Additionally, select one specific type of normally innocuous object. You may treat such objects as a specific light, 1-handed, or thrown exotic, martial, or simple weapon with which you are proficient. For example, you may use this talent to treat ale mugs as maces, silk scarves as longswords, or playing cards as shuriken.
Scion of the East Wind (Ex)
Your godling powers allow you to call upon the sudden and powerful gusts of the east wind. You may charge as a standard action. When doing so, you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. Your turn ends after you make the attack at the end of the charge.
Scion of the North Wind (Ex)
Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess.
Scion of the South Wind (Ex)
Your godling powers allow you to call upon the raging updrafts and rough gusts of the south wind. When you make an Acrobatics check to jump, you are always treated as making a running jump. If you fall (even unintentionally) you may make a DC 15 Acrobatics check as an immediate action. If you succeed, you take half the normal falling damage and are not knocked prone (even if you are damaged by the fall).
Scion of the West Wind (Ex)
Your godling powers allow you to call upon the calm stillness of the west wind. Whenever you are moved against your will (excluding planar effects such as teleportation or etherealness), you move only half the normal distance. You gain a +1 bonus to your CMD against bull rush, drag, reposition, and trip combat maneuvers for every 3 levels you possess. If an effect would physically move you or knock you prone against your will and does not require a CMB check or allow you a saving throw, you may make a Fortitude save to negate the movement or prone effect. The DC of this save is equal to 10 + 1/2 the attacker’s HD +the attacker’s Str, Int, Wis, or Cha modifier (as determined by the GM based on what ability fuels the effect).
*Sigil-markedThe godling’s skin is covered in marks, which may be tattoos, brands, birthmarks, or ritual scars. Once per day, the godling may absorb a scroll or potion into her skin, creating a new mark. (If a scroll is absorbed, it may only have spells with a casting time of 1 standard action or less.) The godling may then use the scroll or potion as a standard action at any time in the future, causing the marks that represented them to be erased. Only the godling may be the target of a potion she has absorbed in this way. If the godling could not normally use the scroll, she makes a special Use Magic Device check (against the normal DC to use the scroll), with a bonus of 3 + her godling class level + her spellcasting attribute modifier. SourceGenius Guide to the Mystic Godling
Smite Rival (Su)
Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.
Special Knacks (Ex)
You gain favorite class benefits as if you had gained three levels in a favored class. You do not gain any actual benefits of the class levels, just the per-level benefit gained for taking a level in a favored class. Any godling may gain +3 skill points or +3 hit points (or any combination of skill points and hit points that total +3) using this ability.
A mighty godling may take racial favored class benefits for any class that has a base attack bonus equal to its level.
A godling taking a racial favored class benefit that applies to a class ability doesn’t automatically gain that class ability. For example, a clever dwarf godling can take the racial favored class benefit of a rogue twice, gaining a +1 bonus on Disable Device checks regarding stone traps and a +1 bonus to trap sense regarding stone traps. However, if the dwarf godling does not have the trap sense ability, selecting this option only gives him a +1 bonus to Disable Device checks regarding stone traps.
If a racial favored class bonus grants a new ability, even if it is a class ability, the godling does gain the ability (and treats his godling level as levels in the class the ability comes from for purposes of using the ability). For example, a clever human godling could take this talent twice, selecting the racial favored class benefit of a rogue six times, and thus gain +1 rogue talent. For purposes of that talent, the character would treat his godling levels as rogue levels.
This talent may be taken more than once, but not more often than once for every three character levels.
Spellsense (Su)Whenever the godling cast’s an area spell, she may make a Perception check to notice creatures within the area. This can allow a godling to know the exact location of creatures within a spell’s area, but outside the godling’s line of sight.
Unaligned (Su)Any time a creature uses magic to determine information about the godling’s alignment, the godling may make a DC 18 Will save. On a successful save, the godling’s alignment is not revealed.
Uncanny Dodge (Ex)
This talent functions like the rogue ability of the same name.
Unlimited Potential (Ex)
As a near immortal, there are few limits to what you can learn when you set your mind to it. For purposes of feat and prestige class prerequisites treat your base attack bonus and caster level as if they are 2 higher, to a maximum of your class level. For prerequisites you also treat all ability scores as if they are 2 higher. These bonuses increase to being treated as 4 higher at 6th level, 6 higher at 12th level, and 8 higher at 18th level (though you never treat your base attack bonus or caster level as being higher than your character level).
Violent Surge (Ex)
You can conceal your violent intent until it is time to unleash your divine wrath. When not in combat, you may make a Bluff check as a free action prior to starting combat. Every creature aware of you makes an opposed Perception or Sense Motive check (whichever has a higher bonus). If your Bluff check beats the Perception/Sense Motive check of every foe, the combat begins with a surprise round. Only you, and allies who make a Perception/Sense Motive check that beats your Bluff, may act in this surprise round. Because you are trying to hide your intent, you suffer a -4 penalty to Initiative checks for a combat you start with a use of this feat.