Lineage domain x3
Bonus feat x2
divine trait rank 4 +1
Scion talent x4
Greater scion talent x3
Divine trait rank x4
1: 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
2: Divine Portfolio I+I 3DT: x2
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).
->Mystic Null (Ex): +4
You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.
Crystal 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.
3: Mystic Inheritance I:
The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school grants at 1st level. The godling treats his godling level as his sorcerer or wizard level (as appropriate) for these powers. The godling may choose to have any of the ability’s calculations that are normally based on Int or Cha modifiers instead be based on any ability modifier of the godling’s choice.
Void School
Void Awareness (Su) +5
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
Scion talent x4
Divine Power: X3
The godling gains the Godling Spell feat. The godling must meet all the Feat’s prerequisites.
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
Greater scion talent x3
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.
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).
Divine Weapon (Su): [Force DMG only] [most often 2x his Fists used for mining)
You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (Force). 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).
---------//////----------
Divine Power: x8
The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites.
Manifest X7 + Celestial sanctum [plane of Gravity]
At will
Calsxraps x2
At will.
1: Read magic
2: Detect magic
1: Force bolt 1d3
2: Long Strider +10' movment
3: Mage Hand
4: Dispel Magic
5: Dimension Door 640'
6: Celestial Sanctum [links him to the plane of Grvity when Raging.] [Only one Sanctum at a Time]
7: Heal 150 HP/r
8: Elemental body IV Gravity [small to huge] only
[Carl only becomes a Gravity Elemental when enraged, and he has little control, his INT drops to 3, In Gravity Elemental he can become runaway, Linking to the plane of Gravity V Celestial Sanctum and then puling is mass, M3*Sn=(AnMn)*3 runaway black whole eating in all matter it can reach and growing in size. To stop this his god placed Epic Armbands on him. (GM use to shut him down for for this) Only a god (GM can remove them)]
Lineage domain x3 +1 Feat [4]
Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.
Strength Surge (Sp): +8str 7/day
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): +16 to STR 16r/day
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.
Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
Earth Domain ->Gravity
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Force bolt (Sp): 7/day 1d6+8 [Force]
As a standard action, you can unleash an force Bolt targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of Force damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Force Resistance (Ex): DR20 Force
At 6th level, you gain resist Force 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to Force.
Domain Spells: 1st—Mage hand, 2nd—soften earth and stone, 3rd—Force Punch, 4th—Emergency Force Sphere, 5th—Wall of Force, 6th—stoneskin, 7th—elemental body IV (Gravity only),
Preservation Domain
Granted Powers: The will of the gods allows you to shake off any effect that would alter your mind or form.
Earthly Perseverance (Su): 4/day
when you fail a Fortitude or Will save, you may make another saving throw against the effect with a resistance bonus equal to your Wisdom or Constitution modifier (whichever is higher). This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your Wisdom modifier.
Heavenly Perseverance (Sp): 1/Day 4r
At 8th level, once per day for a number of rounds equal to your Wisdom modifier, you gain immunity to mind-affecting, petrification, and polymorph spells. You can activate this ability as an immediate action and the duration cannot be broken up.
Domain Spells: 1st—endure elements, 2nd—restoration, lesser, 3rd—dispel magic, 4th—restoration, 5th—break enchantment, 6th—heal, 7th—restoration, greater, 8th—antimagic field, 9th—true resurrection.
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): +10 Movment
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): 160'/day
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.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.