Josten Cailean, Demigod of Confidence, Positive Energy, and Bards
Race
Vitals:
HP 710/710|Fast Healing 13|AC 54 (40 T, 48 FF) 41 (27 T, 35FF)|F,R,W +36|Stamina Pool 29/29|BAB +20/+15/+10/+5|CMB +26,|CMD 48 (+4 Battle Lord I (Ex))
Classes/Levels
Special:
SR 18|10d6 Channel Energy (Su) (Will 39 DC for 1/2 dmg., 21/21x/day)|Touch of Good (Sp)(9/x/day)|Aura of Sanctification (Su)(20/20 rd./day)|Rebuke Death (Sp)(9/9x/day)|Agile Feet (Su)(9/9x/day)
1st-Tier Marshal's Order Rally (Su)
As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Path Ability Press the Advantage (Ex)
When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.
Trickster Attack Fleet Charge (Ex)
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Path Ability Assured Skill (Ex)
In times of need, you’re virtually assured success when using skills. As a free action before you roll a skill check, you can expend one use of mythic power to roll that skill check twice, take the higher result, and add your tier to the total.
Base Mythic Abilities I Will Survive (Ex)
When the actions taken by a creature during its turn would reduce you below 0 hit points, you can expend one or more uses of mythic power as a swift action to survive with 10% of your CURRENT hit points (before that creature began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose.
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)7/7x/day|+2 from Extra Mythic Power (Mythic)
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) +1d6
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.
Gestalt Universal Path Abilities Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Mythic Spellcasting (Ex)
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
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Initiative: +10 (+6 Dex, +4 Improved Initiative)
Senses: Perception +38, Darkvision 120ft., detect evil - at will.
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AC70 (against creatures with an Intelligence score who can see him) 55 (41 Touch, 49 FF)] 42 (28 Touch, 36 FF)(+9 Armor, +4 Shield, +6 Dex, +5 Natural, +5 Deflection, +3 Luck), DR 5/good HP 750/750 (1d12 (max) + 9 Con + 15 Cha + 1 Toughness/level + Static 10),
Fast Healing 15, SR 18 Fort +49 (against creatures with an Intelligence score who can see him)
+34 (+12 Class, +15 Cha, +3 Luck, +4 Robe of the Resplendent Thespian)
Ref +49 (against creatures with an Intelligence score who can see him)
+34 (+12 Class, +15 Cha, +3 Luck, +4 Robe of the Resplendent Thespian)
Will +49 (against creatures with an Intelligence score who can see him)
+34 (+12 Class, +15 Cha) +3 Luck, +4 Robe of the Resplendent Thespian)
Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, Acid 5, Cold 15, and Electricity 15.
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Ability Scores
Mod | Final | (Starting, Race, Sublime, Holy, Automatic Bonus, Extra 7, Spindle of Perfect Knowledge)
+6 | Str 23 | (14, +0, +2, +2, +4, +1, +0)
+6 | Dex 23 | (14, +0, +2, +2, +4, +1, +0)
+9 | Con 29 | (14, +0, +8, +4, +2, +1, +0)
+8 | Int 27 | (14, +0, +4, +0, +4, +1, +4)
+8 | Wis 27 | (14, +2, +0, +4, +2, +1, +4)
+15 | Cha 40 | (16, +2, +8, +4, +4, +2, +4)
Weapons/Tactics:
Speed 70 ft (30 ft Base, +10 ft. Travel Domain, +10 ft. Sublime, +10 ft. Holy, +10ft. Scion of the North Wind (Ex)) Fly 100ft, 20 min./day
MeleeSun Blade +30/+25/+20/+15 (1d10 + 9 [+1d6], 19-20/x2)
(vs. evil creatures) +32/+27/+22/+17 (1d10 + 11 [+1d6], 19-20/x2)
(vs. Negative Energy Plane creatures or undead creatures) +32/+27/+22/+17 (1d10 + 11 [+1d6], x2, 17-20/x3)
Scepter of Heaven +28/+23/+18/+13 (1d8 + 8, 19-20/x2) [+30/+25/+20/+15 (1d8 + 10 + 2d6 [+1d6], 19-20/x2 against evil outsiders)]
Ranged +30/+25/+20/+15 Starbow (1d8 + 10 [+1d6], 19-20/x3)
Special Attacks 10d6 Channel Energy (Su) (Will 43 DC for 1/2 dmg., 38/38x/day),
Grace (Su) Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Sacredness (Su) Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Turn of Fate (Su) Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.
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.
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.
Impressive (Ex) Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling.
Rupture Magic (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).
Stamina Pool 29/29
BAB +20/+15/+10/+5 CMB +26, CMD 48 (+4 Battle Lord I (Ex))
Boon of the Evolution's Chosen
Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.
Sublime Creature (CR +2) Fortune-Blessed Creature (CR +1) Holy Creature (CR +1) Boon of the Legend-Wielder
At some point in your life, you came into contact with an storied item of great power and history. You start with either one major artifacts or two minor artifacts in your possession. Your GM may veto certain artifacts at their discretion, such as a Sphere of Annihilation. Taking this boon allows you to choose an additional major artifact or two minor artifacts.
Perfect Golden Lute (Minor Artifact) Ioun Stone, Spindle of Perfect Knowledge (Minor Artifact) The headband of mental superiority aspect would not function.
9 + 6 Int + 3 Luck/level
A fortune-blessed creature gains a +3 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).
Skill Mastery (Ex) ✪ The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. (9 total)
Inner Beauty
Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM.
Ageless
Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.
Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.
Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.
Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
Godling (mighty) Class Features:
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). A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Lineage DomainRedemption, Healing, and Travel
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.
Touch of Good (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 cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Sanctification (Su)
At 8th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.
Rebuke Death (Sp)
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (11/11x/day)
Healer’s Blessing (Su)
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
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. (11/11x/day)
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. (200 ft total/day) Divine Traits (7 Divine Trait Ranks, 28 total Rank Points)
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.
Legendary Beauty I (Ex) (Cost: 1 Rank)
Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Legendary Beauty II (Ex) (Cost: 2 Ranks)
The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.
Legendary Beauty III (Su) (Cost: 3 Ranks)
The godling can focus his resplendent appearance on a single creature, and overwhelm it with his 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) (Will DC 35). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his 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) (Cost: 4 Ranks)
The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.
Divine Power I (Sp) (Cost: 1 Rank)
The godling selects one school of magic, domain, or sorcerous bloodline. The godling gains one 1st level spell of his choice from the specified source. The godling may cast this spell once per day as a spell?like ability. He may ignore arcane spell failure and material components with no gp cost, but must meet all priced material component and focus requirements normally. Conjuration - unseen servant
Divine Power II (Sp) (CostL 2 Rank)
The godling may now cast the 1st-level spell gained from Divine Power I twice per day. Also, the godling gains one 2nd- or 3rd-level spell of his choice from the same spell source. He may cast this spell once per day using the same rules as Divine Power I. conjure carriage
Divine Portfolio IHeavens (Cost: 1 Rank)
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).
❂ Lure of the Heavens (Su)
Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
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.
Divine Portfolio IWind (Cost 1 Rank)
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).
❂ Wind Sight (Ex)
You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). 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. (20/20 rds./day)
Battle Lord I (Ex) (Cost: 1 Rank)
The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Battle Lord II (Ex) (Cost: 2 Rank)
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) (Cost: 3 Rank)
The godling is proficient in all weapons, armor, and shields, even for weapons he has never seen or trained with.
Battle Lord IV (Su) (Cost: 4 Rank)
As a full?attack action, the godling may choose make 2 attacks at his highest attack bonus (this is in place of his normal number of iterative attacks).
Instinctive Spellcasting I (Ex) (Cost: 1 Rank)
The godling can cast a spell instinctively, taking the normal time to perform the necessary words and gestures, but leaving his attention free to focus on other concerns (which may vary from combat to movement to concentration on an existing spell). When he uses this ability, he may cast a spell (with a casting time of one standard action or less) by taking a combined move action and a swift action (which must be taken in the same round). This leaves him a standard action free for other acts he wishes to perform, though he cannot use it to cast a spell or use a spell-like ability. Casting a spell with this ability does not provoke an attack of opportunity (the godling isn’t distracted enough to let his guard down). The godling can only use instinctive spellcasting with 0-level spells (as they are simple enough to cast without paying much attention). The godling may use this ability twice per day.
Instinctive Spellcasting II (Ex) (Cost: 2 Rank, Total Cost: 28)
As instinctive spellcasting I, but now the godling can use the ability with spells of nearly any level, though he cannot use instinctive spellcasting with the highest-level spell he is capable of casting (he’s not mastered such spells to the degree required for instinctive spellcasting).
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.
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).
Physical Avatar (Ex)
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
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.
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. (+9 to attk, +20 dmg.) Bonus Feat
At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.
Improved Initiative, Combat Reflexes Greater Scion Talents
At 11th level a mighty godling may gain a scion talent or one of the following greater scion talents. Every two levels thereafter, a godling gains another scion talent or greater scion talent.
Impressive (Ex)
Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling
Channel Energy (Su)
You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice.
Skill Mastery (Ex)
The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
Rupture Magic (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).
Mystic Shield (Su)
You can extend the power of your deific heritage into a shield you are carrying, giving it the ability to ward against attacks that would otherwise pass through it. Add the bonus of AC you gain from any shield you are holding to your AC against touch attacks and attacks from insubstantial or ethereal foes.
Demigod (Ex)
You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native).
You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your Wisdom bonus (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access the three domains associated with your lineage domain ability.
You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.