Jalros

Zaidel Michigan's page

357 posts. Alias of TheWaskally.


Full Name

Zaidel Michigan

Race

Advanced Human|HP: 177/177 | AC: 27 (18 Tch, 27 Fl) | CMB: +17, CMD: 34 | F: +18, R: +18, W: 14 | Init: +5 | Perc: +16, SM: +16

Classes/Levels

Gestalt Godling, (mighty & eldrtich)/10th/MR 1 | Speed 60ft (50ft) | Active conditions: hasted/7 rds., stoneskin 132

Gender

Male

Size

Medium

Age

20

Special Abilities

See SQ tab

Alignment

Lawful good

Languages

Common (Taldane), Celestial, Dwarven, Elven, Halfling, Infernal, Sylvan, Draconic, Giant, Auran, Aquan, Ignan, Terran, Aklo

Occupation

Hero

Strength 29
Dexterity 20
Constitution 20
Intelligence 20
Wisdom 18
Charisma 15

About Zaidel Michigan

Real Name Joseph Zaidel
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Initiative: +9
Senses: Darkvision 60 ft., Perception +16
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AC 28 (18 Touch, 27 FF)(+5 Dex, +6 Armor, +3 Shield, +2 Natural, 2 Deflection)
Hp 177/177 (1d12(max) + 5 Con +1 Fast Learner/level)
Fort +18, Ref +18, Will +14
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Speed 60 ft (50 ft Base), Fly 60ft. (10 min. per day)
Melee +2 Holy Keen Longsword +21/+16 (1d8+11 (+2d6), 17-20/x2, Greater Bane for 1 rd./mythic point used)
Ranged +1 Holy Crossbow, heavy +16 (1d10+1 (+2d6), 19-20/x2, 120ft.) or (2d6 + 1 + 2d6, 19-20/x2, 20 ft. radius, double dmg./mythic pt. used, no resistance for non-mythic foes)
Special Attacks Retribution (Su): 12/12x/day, Mythic Surge +1d6/5x a day, Smite Rival (Su) (+5 to attack, +10 to damage) 1/day.
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Spells:
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.
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 components 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.

Spells Known
0-level Arcane Mark, Prestidigitation, Message, Mending, Mage Hand, Detect Magic, Ray of Frost, Acid Splash
1st-level Magic Missile, Protection from Evil, See Alignment, Enlarge person, Shocking Grasp (7/7 spells per day)
2nd-level Invisibility, Knock, See Invisibility, Blur (7/7 spells per day)
3rd-level Fireball, Lightning Bolt, Haste (7/7 spells per day)
4th-level Charm Monster, Shout (6/6 spells per day)
5th-level Teleport (3/3 spells)
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BAB +10/+5, CMB +18, CMD 37
Feats Fast Learner, Emergent Divinity: Divine Portfolio I - Heavens: Lure of the Heavens (Su), Power Attack, Improved Initiative, Super Strength, Super Speed, Spontaneous Resurrection
Mythic Feat Extra Mythic Power
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Skills 5/Level, +1/Skilled, +1/Fast Learner
Acrobatics +36 (9 Rank, 3 Class, 9 Str, 5 Physical Avatar, 5 Super Strength, 5 Boots of Striding & Springing)
Appraise +9 (1 Rank, 3 Class, 5 Int)
Climb +24 (1 Rank, 3 Class, 9 Str, 5 Physical Avatar, 5 Super Strength)
Craft +5 (0 Rank, 0 Class, 5 Int)
Diplomacy +33 (10 Rank, 3 Class, 9 Str, 1 Trait, 5 Physical Avatar, 5 Super Strength)
Fly +21 (3 Rank, 3 Class, 5 Dex, 5 Physical Avatar, 5 Fly spell)
Handle Animal +2 (0 Rank, 0 Class, 2 Cha)
Intimidate +25 (3 Rank, 3 Class, 9 Str, 5 Physical Avatar, 5 Super Strength)
Knowledge (arcana) +10 (2 Ranks, 3 Class, 5 Int)
Knowledge (history) +10 (2 Ranks, 3 Class, 5 Int)
Knowledge (local) +9 (1 Rank, 3 Class, 5 Int)
Knowledge (planes) +11 (3 Rank, 3 Class, 5 Int)
Knowledge (religion) +11 (3 Rank, 3 Class, 5 Int)
Linguistics +11 (3 Rank, 3 Class, 5 Int)
Perception +16 (10 Rank, 3 Class, 3 Wis)
Perform (sing) +14 (9 Rank, 3 Class, 2 Cha)
Perform (string instrument) +14 (9 Rank, 3 Class, 2 Cha)
Profession +3 (0 Rank, 0 Class, 3 Wis)
Ride +10 (0 Rank, 0 Class, 5 Dex, 5 Physical Avatar)
Sense Motive +16 (10 Rank, 3 Class, 3 Wis)
Stealth +15 (2 Rank, 3 Class, 5 Dex, 5 Physical Avatar)
Survival +8 (2 Rank, 3 Class, 3 Wis)
Swim +24 (1 Rank, 3 Class, 9 Str, 5 Physical Avatar, 5 Super Strength)

SQ:

Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). Eldritch godlings are proficient with simple weapons, but no armor or shields.
Lineage Domain Travel, Strength and Luck
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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Strength Surge (Sp) As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su) At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
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Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex) At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
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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.
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Major Ascendances
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.
Minor Ascendances
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.
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.
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.
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Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
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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.
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.
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Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
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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.
Acrobatics, Diplomacy, and Intimidate
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
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.
Uncanny Dodge (Ex) This talent functions like the rogue ability of the same name.

Mythic Abilities:
Mythic Path Archmage
Base Mythic Abilities
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
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Path Features
Mage Strike (Su)
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
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1st-Tier Champion Path Ability
Flexible Counterspell (Su)
Your mythic power enhances your ability to counter others’ spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

Racial Traits +2 to One Ability Score (Str), Medium, Normal Speed, Bonus Feat, Skilled, Languages
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Traits Charming and Ease of Faith
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Items Bag of Holding I, Ioun Stone, bedroll, medium-sized tent, compass, small steel mirror, 50ft. of silk rope, 1 piece of chalk, explorer's outfit, bandolier, belt pouch, canteen, iron pot, clay tankard, mess kit, scabbard of vigor, a pair of boots of springing and striding, and a ring of three wishes, inscribed with Zaidel's name and the words: May all your wishes come true.
Combat Gear +2 Holy longsword, +1 holy heavy crossbow w/ 10 bolts, +1 mithral shirt worn under clothes, and a +1 mithral heavy shield.

Wealth (579 gp, 3 sp, 7 cp)
Carrying Capacity
Light (400 lbs or less); Medium (401-800 lbs.); Heavy (800-1200 lbs.)
Current Load: 52
Height 6'3", Weight 205 lbs., Eyes Blue, Hair Brown
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Description:
Zaidel Michigan is a powerfully-built human male with long brown hair, often tied in a short ponytail. This warrior is resplendent in mithral armor and heavy shield, with his trusty crossbow on his back, and his beautiful holy longsword in it's magical scabbard. Upon it's holy blade, the longsword has an inscription written in Celestial which says 'Defender'.
Backstory:

Joseph Zaidel was born in Grand Rapids, MI in 1973 to Barbara and Darryl Zaidel. Growing up, 'Little Joey' has little memories of his father, who tragically died in a drunk driving accident, when the baby was only 18 months old. Now with only one income, Barbara raised her large son alone, with some help from both sides of the family. Throughout Joe's life, Barbara tried to remarry, but had a knack for dating only losers and bad men. In this, Joe learned how not to treat women, for which he became grateful.
Joey grew up knowing his many cousins, who introduced him to many things, like comic books, portable video games, and board games. Barbara was an avid reader and introduced her son to the world of reading, introducing him to The Hobbit, The Wizard of Oz, and The Lion, The Witch and The Wardrobe. When Joey was of school age, his teachers found he read with a high level of retention, eventually deciding that Joey could skip Kindergarten from Preschool to First Grade. During this time, Barbara got a job as an auditor at Old Kent Bank, which eventually was bought out by 5/3 Banking. The money situation slowly got better for the two Zaidels.
When Joe got to school, he made many friends, but none of them close. In 3rd grade, Joe was introduced to greek mythology, which opened his eyes to studying other religions, mythologies, and beliefs in his own time. Joe was raised roman catholic, but as he grew older, he found his beliefs changing to a new age mentality, where he would often mediate, use crystals, experiment with lucid dreaming, among others.
When Joe went to middle school, lots of things changed. His former friends turning on the formerly fun friend, calling him a 'geek', who love fantasy and sci-fi. The teenager made new friends with similar tastes, who introduced Joe to Dungeons & Dragons and White Wolf Games. Despite this new infusion of friends, his old ones from grade school teased the large, quiet boy mercilessly, leaving Joe with little to no self-esteem. The timid teenage never gathered the courage to date any girls until he finally left high school. Joe grew up a troubled kid who didn't apply himself in school, making college impossible.
For over 20 years, Joe bounced from retail job to retail job. He didn't make much money, but finally acquired the ability to talk to just about anyone, shedding his awkwardness to cool causualness. Joe began to date, but couldn't maintain a long-term relationship, no matter how hard he tried.
Joe eventually took his massive amount of customer service experience to hotel hospitality, becoming a 3rd shift auditor for a big hotel chain. During work, Joe would read science fiction and fantasy books inbetween hotel duties. His was a lonely life, but happy. Joe even joined The Freemasons, making up to the rank of knight in The Knights Templar. An achievement, for someone who always played 'the good guy' in role-playing games (often as a paladin), was one of Joe's crowning moments. Joe's love of reading continued. His most recent favorite book was Neil Gaiman's American Gods, which lead to fantasies of his long-absent father not being dead, but in reality an ancient god, who came to take him on adventures, apologizing for his absence in Joe's life.
One year, Barbara invited her grown son to one of 5/3's big Christmas parties at the regional offices in Big Rapids. Barbara was secretly trying to get Joe ask a young friend from work out, yet Joe saw through his mother's ruse. It was an okay affair, but then several armed men in masks burst through the doors and rounded everyone up to the 10th floor offices. These men were part of a middle east militant group who wanted to bring awareness to their cause, and they did not care if anyone lived or died. The police got involved and negotiations broke down. Not too long later, a failed attempt from a SWAT team cost the lives of 14 hostages, militants, and SWAT members.
Sadly, the situation got so black that their 'leader' strapped a bomb vest to himself and threatened to blow the building up if their demands were not met. Joe, huddled along with his petrified mother, could see the writing on the wall. Some one had to stop them. Too many people died enough already. Every story of Superman, Carammon, Strider, and Lancelot called in his blood for action. Resolute, Joe saw that the bomb-laded militant leader was near a now-barricaded glass window, screaming angrily at the FBI agents on the phone. With love in his eyes, Joe quietly kissed his mother goodbye. Not understanding, Barbara saw with horror as her only son rushed the militant leader, being shot several times as other militants tried to stop the large man. Being raised on tales of heroism and courage, Joe tackled the militant leader through the barely held together glass window, down 10 floors to the crowded parking lot below. On that day, a paladin died.
5-Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Zaidel Michigan was born Joseph Zaidel on our Earth in 1973, Grand Rapids, Michigan.
2) As he matured, Joe got out of his shell and became a pretty outgoing guy.
3) Joseph's mortal life ended when he died during a terrorist attack on his mother's bank's Christmas party. He gave his life so that others could survive a belt bomb on the terrorist leader.
4) Instead of going to Heaven, Joseph awoke in a superhuman body along with other powerful entities, on a distant planet. Discovering he was now a godling, Joseph changed his name to Zaidel Michigan.
5) Zaidel now lives a nomadic life of a planar superhero, traveling the cosmos with his new friends: The Vulture King, Liriiestil, Lucas Martin, Erica Goldberg, among others.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]
1) I would like to see Zaidel master both martial and magical sides of himself (level through the godling gestalt classes).
2) I would like to Zaidel to find out who his Divine parent(s) were, and use that knowledge to grow into a full person.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

[Example]
1) Erica Goldberg, Zaidel;s teammate is suffering from a split personality. One personality might not know of the other, and Zaidel has been trying to address the issue with Erica.
2) Zaidel's true parents are Aroden, Golarion god of Humanity, who supposedly died years ago, and an azlanti princess from The Azlanti Empire.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[Example]
1) The Vulture King. Zaidel sees this elder god as a mentor and friend. With The Vulture King's knowledge of Earth, the God-Totem of Vultures can get many of Zaidel's references.
2) Liriiestil. An actual Fey King. Zaidel enjoys his company while Liriiestil shows the godling the finer points of planar existence and how a ruler should act.
3) Kanzen. A mysteriously powerful woman who hunts the party. She see the group as the means to create an planar apocalyptic event, and dogs their tracks across the universe.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]
1) It took a while but Zaidel realized the being hum-drum Joe Zaidel on Earth was a prison and fully embraces his new identity as planar superhero.
2) Zaidel tries to keep good humor in his heart, even during the darkest of times. Zaidel is never left unprepared for a wisecrack or funny observation.
3) Zaidel like to learn about new religions and gods he encounters. Even on Earth, Joseph had a great love of mythology, spiritualism, and new age thought.