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).
Lineage Domain
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. Strength 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.
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. Stone MysteryCrystal Sight (Ex): You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Battle Lord I (Ex) The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers. Source: Genius Guide to the Godling
Racial Traits +2 Con, +2 Wis, -2 Cha; Medium, Dwarf, Slow and Steady, Defensive Training, Hardy, Stability, Greed, Stonecunning, Darkvision, Hatred, Weapon Familiarity.
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TraitsTunnel Fighter and Inspired.
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Items Backpack, bedroll, caltrops x3, scroll case, 10 pc. of chalk, 10 torches, flint and steel, grappling hook, collapsible 12 metal pole, waterskins x2, 50ft. silk rope, 10 trail rations, potion (blue liquid, magical)
Combat Gear Dagger (Masterwork) , Belaying Pin, Heavy pick, Breastplate set or armor, heavy steel shield
Wealth (22 gp)
Carrying Capacity
Light (76 lbs or less); Medium (77-153 lbs.); Heavy (154-230 lbs.)
Current Load: 50
Height 4'5", Weight 185 lbs., Eyes Topaz, Hair Brown, Dark
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Description:
Belrim is tall, for a dwarf, at 4'5". Now, humans like to joke that dwarves are broad as they are tall. But in the case of Belrim, this is true. The dwarf possesses a wide shoulders, with muscular arms, legs and back, from his life as a miner. Belrim, as any respectable dwarf will do, keeps his long hair and beard well-maintained, curling his beard on special occasions. The miner wears his scalemail armor and heavy steel shield proudly.
Personality:
Despite his great physical prowess, Belrim keeps his humility by being from a lowborn clan, being born out of wedlock, and raised by his stern mother and father-in-law. Up until recently, Belrim enjoyed the simple life he lived, mining precious metals and gems for his clan to either forge, carve, or sell. The miner takes pride in his work ethics and respects other who share these ideals.