Lucrecia

Medis Redflame's page

2 posts. Alias of william Nightmoon.


Full Name

Medis Flower Redflame

Race

Kitsune

Classes/Levels

Godling (Adept)

Gender

Female

Size

Medium

Age

18

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Medis Redflame

Racial Traits:

Class Traits:

Weapon and Armor Proficiency: Adept godlings are proficient with all simple and martial weapons, light armor, and bucklers.

Spells:The spells of an adept godling are an expression of her raw will and inherent mystic power. Because of this, her spell ability works slightly differently than most spellcasting classes. The details of an adept godling's spell ability are detailed below.

Spell List Selection: An adept godling casts spells drawn from a spell list selected when the character is created. Adept godlings may choose the list of any class that grants access to 1st level spells at level 1. The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character.

Spellcasting Attribute: An adept godling must select an ability score to fuel her spells when she takes her first level of adept godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed.

To learn or cast a spell, an adept godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept godling's spell is 10 + the spell level + the adept godling's spellcasting attribute modifier.

Spells Known/Spells Per Day: The adept godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Adept Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The adept godling's selection of spells is extremely limited. An adept godling begins play knowing four 0-level spells and two 1st-level spells of the godling's choice from her spell list. At each new adept godling level, she gains one or more new spells, as indicated on Table: Adept Godling Spells Known. (Unlike spells per day, the number of spells an adept godling knows is not affected by her spellcasting attribute score. The numbers on Table: Adept Godling Spells Known are fixed.)

Adept godlings can periodically change their spells known. An adept godling does so upon reaching 5th level, and at every third godling level after that (8th, 11th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An adept godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Dispel Resistance: Because the spells of adept godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.

When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling's innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.

Concentration: As acts of will, the spells cast by adept godlings do not require focused attention to cast. Thus an adept godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An adept godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.

Arcane Spell Failure: As long as an adept godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for adept godlings that select a spell list from a class that does suffer arcane spell failure.

Ascendancy

As expressions of the godling's innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling's ascendancy and is divined into minor and major powers. An adept godling has one minor ascendancy at 1st level. Adept godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An adept godling may always select a minor ascendancy instead of a major, if she prefers.

Lineage Domain

As a result of their divine bloodline, adept godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the 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 her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her 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 and spells the character has and their effectiveness.

Divine traits
Divine traits are special powers an adept godling gains through her divine heritage. Players may select any divine traits for a godling character, regardless of the godling's divine parentage. A godling gains the benefit of all the degrees of a trait she possesses (though in some cases higher degrees make lower degrees superfluous).

An adept godling gains divine trait ranks at 3rd, 7th, 11th, 15th, and 19th levels. The number of ranks gained increases each time, 1 rank at 3rd level, 2 ranks at 7th, and so on. Each time a godling gains divine trait ranks, she 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 she wishes, but can only spend them when she gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.

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 spellcasting attribute modifier (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access any 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 ability check using your spellcasting attribute. 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.

Skills/Feats/Traits:

Acrobatics (Dex),4
Appraise (Int),
Bluff (Cha),4
Climb (Str),
Craft (Int),
Diplomacy (Cha),4
Disguise (Cha),
Escape Artist (Dex),
Fly (Dex),
Intimidate (Cha),
Knowledge (all) (Int),
Linguistics (Int),
Perception (Wis),
Perform (sing)(Cha),4
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),4
Sleight of Hand (Dex),4
Spellcraft (Int),
Stealth (Dex),4
Use Magic Device (Int),4