Camiel, the Virgin Lover's page

155 posts. Alias of Rednal.


Full Name

Camiel

Race

Human

Classes/Levels

Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Gender

Female

Size

Medium

Age

18

Alignment

NG

Strength 14
Dexterity 14
Constitution 14
Intelligence 24
Wisdom 24
Charisma 32

About Camiel, the Virgin Lover

Camiel

Daily Powers:

Spellcasting:
8th: 3/3 (DC: 29)
7th: 5/5 (DC: 28)
6th: 7/7 (DC: 27)
5th: 6/7 (DC: 26)
4th: 7/7 (DC: 25)
3rd: 8/8 (DC: 24)
2nd: 7/8 (DC: 23)
1st: 8/8 (DC: 22)
0th: At-will (DC: 21)

Special Abilities:
Anything to Please: 3/3 (Night)
Binding Ties: 14/14
By Will Alone: 2/2
Counter Power: 2/2
Dazing Touch: 14/14 (Night)
Dispelling Touch: 3/3
Divine Vessel: 14/14
Holy Lance: 3/3 (8 rounds)
Improved Great Fortitude: 1/1 (Day)
Improved Iron Will: 1/1 (Day)
Improved Lightning Reflexes: 1/1 (Day)
Legendary Beauty III: 1/1
Mental Avatar: 4/4
Mythic Power: 11/11
Purifying Touch: 2/2 (Day)
Resistant Touch: 14/14 (Day)
Rupture Magic: 11/11
Touch of Good: 14/14
Unity: 3/3

Appearance
Appearance 2

Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3
NG Medium humanoid (human)
Init +9, Perception +31, Senses darkvision 60

Defense
AC 30 [Circ: 41] , 17 (Touch) [Circ: 28], 28 (FF) [Circ: 39] (+8 Armor, +2 Dexterity, +5 Natural, +5 Deflection, +11 Circumstance vs. Intelligent that can see Camiel)
HP 182 (17d8 + 34 + 12 Mythic)
Fort +22, Reflex +26, Will +26; +6 during Day, +2 vs. Charm/Compulsion
Defensive Abilities hard to kill, Immune aging, blinded, confused, deafened, exhausted, fatigued

Offense
Speed 30 ft
Special Attacks Dazing Touch, Dispelling Touch, Divine Weapon, Mythic Power (11/day, surge +1d6), Primordial Magic, Retribution, Rupture Magic, Spell Reaver

Oracle/Godling Spells Known (CL 17th; concentration +28, +2d8 on Caster Level/Concentration checks from Legendary Items)
8th (3/day) - Euphoric Tranquility (Night), Demand (Night), Mind Blank (Day), Mists of Ecstasy (Night)
7th (5/day) - Insanity (Night), Regenerate, Repulsion (Day), Sign from the Heavens, Waves of Ecstasy (Night)
6th (7/day) - Antilife Shell, Antimagic Field (Day), Geas/Quest (Night), Heal, Joyful Rapture (Night)
5th (7/day) - Atonement (Day), Charm Monster (Night), Cleanse (Day), Command (Greater), Hallow (Day), True Seeing
4th (7/day) - Blessing of Fervor, Confusion (Night), Mythic Severance, Spell Immunity (Day), Summon Monster IV, Zone of Parley (Day)
3rd (8/day) - Bestow Major Curse, Ecstasy (Night), Euphoria (Night), Protection from Energy (Day), Remove Blindness/Deafness (Day), Suggestion (Night)
2nd (8/day) - Calm Emotions, Compassionate Ally, Pilfering Hand, Restoration (Lesser), Shield Other (Day), Touch of Idiocy (Night)
1st (8/day) - Ant Haul, Charm Person (Night), Haze of Dreams (Night), Obscuring Mist, Protection from Chaos/Evil/Good/Law (Day), Summon Monster I, Tap Inner Beauty
0 (At Will) - Capture Alive, Create Water, Detect Charm, Detect Magic, Discern Health, Low Blow, Resistance, Stabilize, Virtue

Statistics
Str 14, Dex 14, Con 14, Int 24, Wis 24, Cha 32
Base Atk +12/+7/+2, CMB +14, CMD 31
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Eschew Materials, Extra Mythic Power [Mythic], Extra Path Ability [Mythic], Great Fortitude (Day), Improved Great Fortitude (Day), Improved Initiative, Improved Iron Will (Day), Improved Lightning Reflexes (Day), Iron Will (Day), Lightning Reflexes (Day), Lustful (Night), Martial Weapons Proficiency (All), Masochist (Night), Persuasive, Shamed (Story), Shield Proficiency (except Tower), Simple Weapon Proficiency (All), Wanton (Night)
Traits Birthmark, Charming
Skills Acrobatics +6, Appraise +11, Bluff +15 (+16 vs. characters who could be attracted to you), Climb +3, Diplomacy +35 (+36 vs. characters who could be attracted to you), Disguise +15, Escape Artist +6, Fly +6, Handle Animal +15, Heal +11, Intimidate +32, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (history) +28, Knowledge (local) +28, Knowledge (planes) +28, Knowledge (religion) +31, Perception +31, Perform (dance) +31, Ride +15, Sense Motive +25, Sleight of Hand +15, Spellcraft +31, Stealth +10, Use Magic Device +20
Circumstantial +1 All (Shamed), +1 Bluff/Diplomacy (Charming), +1/2 Class Level for Diplomacy (Make request of a creature that's at least indifferent, from Legendary Beauty I)
Racial Modifiers +2 Charisma
Languages Aklo, Celestial, Common, Draconic, Dreamspeak
SQ Amazing Initiative, Anything to Please, Binding Ties, By Will Alone (x2), Counter Power, Defiant Magic, Display of Charisma, Divine Vessel, Eschew Materials, Faith's Reach, Force of Personality, Holy Lance, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Inspired Spell, Legendary Beauty I-IV, Legendary Item (x2), Lustful, Masochist, Mental Avatar, Paramortal I-IV, Primordial Magic, Purity Domain, Recuperation, Resistant Touch, Retribution, Sigil-Marked, Spellcasting Attribute Modifier, Swift Casting, Touch of Good, Unity, Wanton
Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection +6, Bracers of Armor +8, Headband of Mental Superiority +6 (Knowledge History, Local, Planes), Pauldrons of Unflinching Fortitude +5/+6, Ring of Protection +5
Sigil-Marked (Use as Standard Action)
-Scrolls: Freedom of Movement x5, Neutralize Poison x10, Remove Curse x10, Remove Disease x10
-Potions: Lesser Restoration x10, Magic Circle Against Evil x10, Nondetection x5, Spider Climb x10, Water Breathing x5

Special Abilities:

Note: Saves versus skills like her Supernatural Powers should be 10 + 1/2 Level + Charisma Modifier. +1 Modifier if the spell is language-dependent and the target could be attracted to Camiel.

Amazing Initiative (1/round) (Ex): As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anything to Please (3/day) (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect. (Night Only) [Domain Power]
Binding Ties (14/day) (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your Godling level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Charisma modifier. [Domain Power]
Birthmark: +2 save vs. charm & compulsion.
By Will Alone (2/day) (Su): Once per day, the godling can cast a spell without fulfilling any of its components. The spell requires no somatic, verbal, or material components. Even spells with expensive foci or material components can be cast without such materials by using this ability. The godling may select this ascendancy more than once. Each time it is selected, the godling may cast a spell with no components one additional time per day. (Taken: Twice)
Charming: +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Counter Power (2/day) (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 clever godling using this power makes a ranged touch attack as a standard action. (This attack may be as simple as throwing a rock, but may also be ranged powers gained through lineage domains, ranged weapons, and spells with ranged attack rolls all qualify.) On a successful hit, the target must make a Will save (DC 10 + clever godling’s level + clever godling’s Charisma 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 her daily uses of this talent.
Dazing Touch (14/day) (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your Godling level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Night Only) [Domain Power]
Defiant Magic (27) (Ex): Because the spell like and supernatural powers of 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, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and anitmagic effects. The value of the SR is 10 + the godling’s level. This special SR applies only to antimagic and dispel effects, though it applies to such effects even if they normally ignore SR. When spell-like and supernatural abilities used 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 ability. A caster level check must be made for each spell-like or supernatural ability when it first encounters the antimagic field (including when a godling in an antimagic field attempts to use such an ability). If the caster level check does not exceed the godling’s SR, the spell-like or supernatural ability works normally in the antimagic area. Similarly, when a dispel magic, greater dispel magic, remove curse, or similar magic is used against a spell-like or supernatural ability, the dispelling effect must overcome the godling’s special SR in order to have any chance to dispel or remove the supernatural or spell-like effect. This SR also applies to any similar effect that does not work against gods and artifacts.
Dispelling Touch (3/day) (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four Godling levels beyond 8th. [Domain Power]
Display of Charisma (Su): As a free action, use 1 power for +20 to a Cha skill or check.
Divine Vessel (14/day) (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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 your 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). [Element Chosen: Electricity]
Eschew Materials: Cast spells without materials, if component cost is 1 gp or less.
Faith's Reach (Su): Your touch divine spells have a range of 30 ft.
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 may also use your Charisma modifier rather than the normal ability modifier for three 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 brawn or force of intellect talents. (Skills Chosen: Knowledge - Religion, Perception, Spellcraft)
Hard to Kill (Ex): Automatically stabilize when dying, and only die at neg Con x2.
Holy Lance (3/day, 8 rounds) (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your Godling level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. [Domain Power]
Improved Great Fortitude (1/day): Can re-roll a Fort save, but must take the second result. (Day Only)
Improved Iron Will (1/day): Can re-roll a Will save, but must take the second result. (Day Only)
Improved Lightning Reflexes (1/day): Can re-roll a Ref save, but must take the second result. (Day Only)
Inspired Spell (Su): Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half her class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward her (see the Diplomacy skill).
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 her gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Legendary Beauty III (1/day) (Su): The godling can focus her resplendent appearance on a single creature, and overwhelm it with her 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). She may use this ability once per day, but may never have more than one creature under the thrall of her beauty at a time. If she focuses her 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 her and risk marring her appearance even if they hate her. The godling may add her Constitution or Charisma modifier (whichever is higher) as a bonus to her armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see her. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. (Taken: Twice)
Lustful: You can use your sex appeal to relate to any creature with an Int of 2 or higher, allowing you to make Diplomacy checks to change a creature’s attitude without being able to share a language with it. If you reject an amorous advance from a creature you have used this ability to improve the attitude of, its attitude reverts to its original level. Additionally, for four hours after slating your desire for physical affection you are inspired by the gratification you receive from such encounters. You receive a +1 morale bonus to one of the following (selected at the time you end your encounter): ability and skill checks tied to Dexterity, Constitution, or Charisma (your choice); caster level; or weapon damage. You can only have one bonus from Lustful in effect at a time, and if you use the ability again before an old bonus fades, the original bonus immediately ends. (Night Only)
Masochist: When a critical hit is scored against you, you take damage while grappled, pinned, or helpless, or are affected by a pain effect (such as pain strike and symbol of pain, or anything else considered a pain effect for the delay pain spell), you gain a bonus from your Lustful feat. This bonus lasts for 1 round per HD of the creature that hurt or affected you, and is separate from (and stacks with) any normal bonus you might have from Lustful, or other feats that give you access to the bonus from Lustful. Additionally, you gain a +1 bonus to concentration checks and a +1 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, avoid nonlethal damage from a forced march, to hold your breath, or to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments or to resist damage from suffocation. (Night Only)
Mental Avatar (4/day) (Ex): The godling may reroll any ability checks or skill checks based on Intelligence, Wisdom or Charisma. The godling may do this once per day, plus once for every five full levels of godling.
Mythic Power (11/day, Surge +1d6): Use this power to perform your mythic abilities.
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.
Pauldrons of unflinching fortitude +5/+6: Spend 1 power as immediate action to reroll failed Fortitude save.
Primordial Magic (Sp): You can invoke primitive, primal magic effects using the raw, unfiltered magic of the cosmos. You may use any of the effects listed below, fueling each with a spell slot or prepared spell of 1st level or higher. Using this ascendancy is a full-round action.
---Barrier: You create a force effect which is a translucent barrier of energy. The barrier may be up to one 10-foot-square per caster level, and has 20 hp and 1 hardness per spell slot expended. The barrier has a duration of concentration, +1 round for every 3 levels of the spell slot used to create it. The barrier has a maximum range from you of 25 feet +5 feet/2 caster levels. The barrier may form any simple shape (line, arc, circle), but not complex shapes. You may not create a new barrier while a previous barrier exists (you may dismiss a barrier as a standard action).
---Blast: You create a blast of raw energy. This is a ranged touch attack with medium range (100 ft. +10 ft./level). If the target has spell resistance, you must make a caster level check to overcome it. The blast deals 1d4 points of damage per spell slot expended, +1/2 point of damage per caster level. This damage is magic force damage – energy resistances and DR do not apply against it.
---Compel: You force one creature within 10 feet per spell slot expended to do your bidding. The creature receives a Will save (DC = 10 +1/2 caster level + highest ability score) to negate this effect. The creature obeys any orders you give, though if a command violates its alignment or puts it in obvious risk it receives an additional save with a +4 bonus. The effect lasts for 1 round, +1 round for every 3 levels of the spell slot used to fuel this power.
---Portend: You rip raw knowledge from the fabric of the universe. You gain information about a creature, object, or mystery as if you had made a Knowledge check with a total equal to your caster level + (level of spell slot used to fuel this power x4). For example, an 18th level eldritch godling using a 6th level spell slot to fuel this power to gain information about a dragon learns as much as he would from a Knowledge (arcane) skill check with a total of 42 (18 + [6x4]).
---Heal: With a touch you heal one target of 1d8 hit points per level of spell slot used to fuel this spell.
---Translocate: You (and up to one creature touching you per 2 levels of the spell slot used to fuel this power) teleport to a location that is well known to you, or that you can see. The maximum distance you can teleport is dependent on the level of spell slot used to create this effect.
Spell Slot Level - Maximum Teleport Distance
1st - 1 foot per caster level, 2nd - 5 feet per caster level, 3rd - 10 feet per caster level, 4th - 100 feet, +10 feet/caster level, 5th - 100 feet, +25 feet/caster level, 6th - 400 feet, +25 feet/caster level, 7th - 1000 feet/caster level, 8th - 1 mile/caster level, 9th - 10 miles/caster level
Purifying Touch (2/day) (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level. (Day Only) [Domain Power]
Purity Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. (Currently +4 each, Day Only)
Recuperation (Ex): Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Resistant Touch (14/day) (Sp): As a standard action, you can touch an ally to grant them your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection/Purity domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Day Only) [Domain Power]
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.
Rupture Magic (11/day) (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).
Shamed (Story): Prerequisite: You must have been publicly embarrassed, or must have the Bastard Born background. If the embarrassment didn't cause significant harm to your personal honor or social standing, it does not qualify for the feat prerequisites. The humiliation doesn't need to have been unjustified. Benefit: Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks. Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region. Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.
Sigil-marked: The 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.
Spellcasting Attribute Modifier (Ex): Camiel casts with Charisma.
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.
Surge (1d6) (Su): Use 1 power to increase any d20 roll by the listed amount.
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.
Touch of Good (14/day) (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your Godling level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. [Domain Power]
Unity (3/day) (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four Godling levels beyond 8th. [Domain Power]
Wanton: You embody the sin of lust. For purposes of Diplomacy checks and enchantment spells, any effort to get you to engage in an amorous encounter (that does not have obviously harmful consequences) is treated as being in the same category as “giving simple advice or directions.” Conversely, your strong aura of sex appeal applies to all races and genders and alters their choices as well. If a creature has you in its power (when you are a prisoner, charmed, helpless, and so on) it must make a Will save (DC 10 +1/2 your level + your Charisma modifier) to take any act that would cause you serious physical harm or place you where the creature cannot visit you daily. You also gain a +5 bonus to Diplomacy checks to request a creature spend time with you in an area it believes to be private (not observed or inhabited by other creatures), may make such requests even against hostile creatures, and may make this request once a day even if previous requests to the same creature have failed. (Night Only)

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Mihrel, the Staff of Miracles:
Acts as a Called Holy Quarterstaff when used as a weapon

Legendary Item: Staff of Sacred Light (42/42 Charges):

Rank: Legendary Item (Free Campaign Item - Major Artifact upon Ascension)
Abilities:
-Legendary Power: 4/day
-Legendary Surge: +1d8 to Caster Level/Concentration Checks (increased 1 dice rank due to being Bonded to Camiel)
-Powerful: 2 additional uses of legendary power/day.
-Returning: Expend 1 mythic power to teleport this item to the user's hand, as if using teleport object. It must be on the same plane.
-Mythic Bond: Camiel is Bonded to this item.
-Eternal Bond: This item can't be bonded to another while Camiel is alive and mythic. If it ever ceases being bonded to her, she can reacquire the bond as a free action. The bond is restored immediately if the item is broken but repaired. Camiel cannot relinquish the bond.

Staff of Sacred Light

Slot: None
CL: 20th
Weight: 5 lbs
Aura: Strong varied

Description

This long golden staff is loosely wrapped in chains, with crystals on the ends of the chains that flicker with holy power when the staff is Called. Large celestial gems decorate each end of the staff, one larger than the other and highlighted by more golden metal. Unlike a normal staff, a staff of sacred light holds a maximum number of charges equal to the holder's Characters Level x2.5 (rounded down) and can't be recharged normally. Some of its powers use charges and others don't. A staff of sacred light doesn't lose its powers if it runs out of charges. The following powers don't use charges:

-Light My Fire (0th Level)
-Entropic Shield (1st Level)
-Hex of Chaos (2nd Level)
-Zone of Truth (2nd Level)
-Create Food and Water (3rd Level)
-Daylight (3rd level)

The following powers drain 1 charge per use:

-Aura of Peace (3rd Level)
-Remove Curse (3rd Level)
-Searing Light (3rd Level)
-Dismissal (4th Level)
-Holy Smite (4th Level)
-Breath of Life (5th Level)
-Divine Ray (5th Level)
-Greater Dispel Magic (6th level)
-Greater Restoration (7th Level)

These powers drain 2 charges per use:

-Plane shift (Will DC 22 negates, arrive 2 to 200 miles from the intended destination) (5th Level)
-Holy Word (Will DC 22 partial) (7th Level)
-Cleansing Light (Will DC 24 partial) (9th Level)
-Summon Monster IX (the summoned creatures receive the benefits of the Augment Summoning feat) (9th Level)

For 5 charges, the staff of sacred light creates a gate (9th Level).

The staff of sacred light has higher DCs than normal for a staff. The wielder still uses her own save DCs if they exceed those of the staff.

The wielder can use any of her metamagic feats on spells cast with the staff of sacred light by expending 1 charge per increase in spell level, with a minimum of 1 charge spent. The adjusted level of the spell can't be increased above 9th level.

The wielder can expend one use of mythic power to gain the benefit of a number of charges equal to her mythic tier. Any excess charges are lost.

A wielder who knows the mythic version of one of the staff's spells can cast such spells from the staff by expending one use of mythic power. This can be combined with using mythic power to provide charges. Additionally, the wielder can expend one use of mythic power to add 1 charge to the staff, with no risk of explosion if the staff is already fully charged.

For someone with a Character Level of 15 or higher, a staff of sacred light gives the wielder spell resistance equal to 23 plus her tier. If this is willingly lowered, however, the staff can be used to absorb arcane or divine energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough energy to exceed its limit of charges, it explodes as if the wielder had performed a retributive strike (see Destruction). The wielder has no idea how many spell levels are cast at her—the staff doesn't communicate this knowledge as a rod of absorption does. Thus, absorbing spells can be risky.

A staff of sacred light is highly attuned to the gods of good, and the user must already be capable of casting spells of a given level before spells of that level can be cast through the staff - for example, the wielder would need to be able to cast 3rd level spells normally in order to cast Daylight from a staff of sacred light. At no point will a staff of sacred light grant access to spells of a level higher than the user could normally cast. Finally, a staff of sacred light will not function for an evil character (though its owner, if good, can still use its Calling effect even if it is currently held by an evil character).

Destruction

A staff of sacred light can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot-radius spread. Quadruple the wielder's tier and add this amount to the number of charges remaining in the staff. All creatures within 10 feet of the staff take an amount of damage equal to 10 times this number. A successful Reflex save with a DC equal to 23 plus the wielder's tier halves the damage.

Unlike with the staff of the magi, breaking a staff of sacred light invariably destroys the wielder (no saving throw).

Legendary Item: Staff of Holy Might (42/42 Charges):

Rank: Minor Artifact (Legendary Item ability, 2x)
Abilities:
-Legendary Power: 4/day
-Legendary Surge: +1d8 to Caster Level/Concentration Checks (increased 1 dice rank due to being Bonded to Camiel)
-Powerful: 2 additional uses of legendary power/day.
-Undetectable: While invisible and in contact with this item, Camiel cannot be detected by any method.
-Mythic Bond: Camiel is Bonded to this item.
-Eternal Bond: This item can't be bonded to another while Camiel is alive and mythic. If it ever ceases being bonded to her, she can reacquire the bond as a free action. The bond is restored immediately if the item is broken but repaired. Camiel cannot relinquish the bond.

Staff of Holy Might

Slot: None
CL: 20th
Weight: 0 lbs
Aura: Strong varied

Description

Through the power of incredible divine magic (and quite a lot of active help from some other gods), Camiel has been able to infuse her Staff of Sacred Light with the powers of a second legendary item. The Staff of Holy Might is fully entwined with the Staff of Sacred Light; the two items share a physical form, though their powers are separate. Unlike a normal staff, a Staff of Holy Might holds a maximum number of charges equal to the holder's Character Level x2.5 (rounded down) and can't be recharged normally. Some of its powers use charges and others don't. A staff of Holy Might doesn't lose its powers if it runs out of charges. The following powers don't use charges:

-Toolkit (0th Level)
-Wind Down (1st Level)
-Blessed Chance (2nd Level)
-View the Past (2nd Level)
-Compelling Fate (DC 18) (3rd Level)
-Lion's Courage (3rd level)

The following powers drain 1 charge per use:

-Wild Errantry (3rd Level)
-Revitalizing Word (3rd Level)
-Volund's Rending Grasp (DC 18) (3rd Level)
-Battleward (4th Level)
-Rain of Blades (4th Level)
-Not This Day! (5th Level)
-Star Burn (5th Level)
-Weaponthwart (6th level)
-Bold Errantry (7th Level)

These powers drain 2 charges per use:

-Blazing Chariot (5th Level)
-Celestial Fanfare (7th Level)
-Greater Angelic Seal (9th Level)
-Spellforged Sinews IX (9th Level)

For 5 charges, the Staff of Holy Might can cast Sink Land (9th Level).

The Staff of Holy Might has higher DCs than normal for a staff (4 above the usual). The wielder still uses her own save DCs if they exceed those of the staff.

The wielder can use any of her metamagic feats on spells cast with the Staff of Holy Might by expending 1 charge per increase in spell level, with a minimum of 1 charge spent. The adjusted level of the spell can't be increased above 9th level.

The wielder can expend one use of mythic power to gain the benefit of a number of charges equal to her mythic tier. Any excess charges are lost.

A wielder who knows the mythic version of one of the staff's spells can cast such spells from the staff by expending one use of mythic power. This can be combined with using mythic power to provide charges. Additionally, the wielder can expend one use of mythic power to add 1 charge to the staff, with no risk of explosion if the staff is already fully charged.

For someone with a Character Level of 15 or higher, a staff of Holy Might gives the wielder spell resistance equal to 23 plus her tier. If this is willingly lowered, however, the staff can be used to absorb arcane or divine energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough energy to exceed its limit of charges, it is rendered unusuable for 24 hours and drops to 25 charges. The wielder has no idea how many spell levels are cast at her—the staff doesn't communicate this knowledge as a rod of absorption does. This overrides the Staff of Sacred Light's tendency to explode when absorbing too many spell levels; instead, the Staff of Sacred Light is also rendered unusable for 24 hours and drops to 25 charges.

A Staff of Holy Might is highly attuned to the gods of good, and the user must already be capable of casting spells of a given level before spells of that level can be cast through the staff. At no point will a Staff of Holy Might grant access to spells of a level higher than the user could normally cast. Finally, a Staff of Holy Might will not function for an evil character (though its owner, if good, can still use its Calling effect even if it is currently held by an evil character).

Destruction

The Staff of Holy Might can only be broken when the Staff of Sacred Light is - breaking one will break the other, and fixing one will fix the other.

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Godly Details

Domains: Charm (Love, Lust), Community (Family), Good, Magic (Divine), Protection (Purity)

Servitors: Angels

Titles: The Holy Daughter, The Walking Miracle, The Virgin Lover

Background: Camiel was born with a... rather complicated divine heritage. Frankly, gods are known for doing all kinds of odd things, but in her case, the effect was rather profound - Camiel had inherited more than a little divine power. On one side, she had purity and protection, with an aversion to things that were evil or dark. On the other side... lust. Carnal, screaming desires, and so much raw divine potential that she rarely had to do more than look at people to get them interested. Especially those with weaker wills.

This caused more than a few problems for her. When you start getting into the realm of godly beauty (as she did), people with power start to take notice. Wealthy merchants, noblemen, and people even higher up the ladder began to hear stories about a girl with literally unearthly beauty, and many of them wanted a chance. Part of Camiel would have been all too happy to accept, but unfortunately for them, they kept asking in the day... when her purity was strongest. Somewhat unusually, Camiel's powers were not totally set - they fluctuated with the rising and the setting of the sun, changing her focus and her thoughts, and her pure side wanted nothing to do with the greed of mortals.

Of course, what she wanted didn't matter very much to the kind of people who were trying to woo her, and things were on the cusp of violence when she made her decision. Quite calmly, Camiel announced that she was turning religious and would henceforth be taking certain vows, including one to not get married - and hiding herself in a temple helped to separate her from those who desired her. Without her in direct proximity, they slowly began to drift away. Meanwhile, Camiel was busy starting her own church.

She first met the rest of the group while they were passing through the area - they'd begun to get quite a reputation by now, and her church was always on the lookout for talented help in pacifying the area. After a few small missions, they were tasked with a big one - destroying a remarkably persistent nest of evil not too far away. They succeeded quite admirably, and after some consideration, Camiel decided to join them when they left. Her local church had grown a lot, but it was time to start spreading her creed to other areas as well - a creed of an honest and righteous daily life, with a healthy and very active marriage supporting it. More importantly, she'd finally met people who were better at resisting the charm she literally could not control, and that was more of a relief than many could even begin to imagine...

At heart, Camiel is extremely good. She tends to believe the best of people, and is quite forgiving of failure and flaws as long as people keep trying to succeed. Her particular traits means that she swings the entire spectrum between law and chaos, with an average result that's somewhere in the middle. Of course, that's not to say she's weak in any way... beneath her pretty face lies a lot of divine power, and she's more than ready to put it to good use if she has to.

Sefira: Tiferet

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Expanded Fluff and Misc. Details

When most people hear about Camiel's tendency towards lust at night, they assume (not entirely incorrectly) that she's more open to... exciting encounters. What they rarely realize at first is that they'll almost certainly have their advances rebuffed, even if she really wants to get close to them - her swings don't totally eliminate her divine powers, and she's actually benefiting from both the Purity and Lust domains at all times. The Lustful side of her just wants to get close to others, but the Purity side channels it in certain directions - thus, despite her feelings, she's actually remarkably good at self-control and not giving in to her desires. Of course, that's only because she thinks that people should have romantic relations with actual spouses and lovers as part of a full (and fulfilling) relationship. If she actually had a lover (or spouse), she'd be far less reserved with them. It's just the way she is, and a direct result of her divine heritage's impact.

On a totally different subject, one of the divine powers that Camiel possesses is known as being "Sigil-Marked", the ability to take scrolls and potions into her body and use them at-will. Sigils take different forms for different godlings, and in her case, they appear as exquisite holy markings covering part of her lower back. These markings are small and detailed enough that even large numbers of them don't take up much room, and she has no idea what the pattern will look like if it reaches maximum size... assuming it even can, since there's no apparent limit on how many she can hold - just the rate of entry.

However, even for her, few things are quite as notable as the way her power has advanced. Camiel is powerful, even for a Godling - and few things represent this better than the staff that's become a symbol of her and all that she believes in. Mihrel, the Staff of Miracles, is a joined pair of artifacts. Either of them, alone, would be a tremendously powerful force in its own right... but together, they provide Camiel with an incredible array of options for just about any circumstance. Both parts of Mihrel are attuned to Camiel and have grown alongside her over time - a clear indication of the divine favor she holds. However, while Mihrel is undeniably capable of massive devastation, it also possesses a broad suite of protective and otherwise helpful abilities that Camiel can use for herself and her allies. Frankly, this is how she prefers to use her staff; she's quite willing to use force when necessary, but that's rarely her first choice, and other options do tend to be available when you have the kind of divine magical power that she does... thus, she's very rarely seen without it at her side, and it's become a symbol for those who believe in her.

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Level Up Ideas:

Main plan: Swap classes for Templates.

Advanced Template
Sublime Template <- First choice
Other Templates?