High Clockmother Athenth Llanalir

The Jade Rose Le Qin's page

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Full Name

THE JADE ROSE Le QIN

About The Jade Rose Le Qin

IMAGE OF THE JADE ROSE Le QIN IN HUMAN FORM HERE
http://khongthe.com/wallpapers/abstract/oriental-princess-245948.jpg

IMAGE OF THE JADE ROSE Le QIN IN DRAGON FORM HERE
http://khongthe.com/wallpapers/abstract/jade-dragon-237097.jpg

NOTES for current Players reading The Jade Rose offered PC

I would like to say why I think you should Pick The Jade Rose to join your Epic game, Looking at what the GM has said about how the game will expand and grow, I think a PC like Rose with soft skills would help in such a game play, shes a people person, Interacting well with both conman man and nobility. I say this because in other epic games I have been in, you have world changing events, with kingdoms and army's coming into pay. Its always good to have a PC I feel with Political influence, cultural contacts, even a spy net work [which Jade has in a way] helping with the bigger events, Jade is not a combat wombat, that's not what shes about, She has powers yes, she is a godling after all, but I made her, Smart, very Smart and willing to help with all over the above. If you look over her you will see shes a complex character in such areas, With skills and ability's that I wish will help the party. She also has a portable safe haven, a base from which any party can regroup, meet, relax and plan what to do next. The Aim is to help the party do what needs to be done with in the great events to follow.

Think you for taking the time to read this and I hope you like and will vote for, The Jade Rosa - Le Qin. :)

Yours

Capt Wombat.

THE JADE ROSE - LE Qin

The Myth->

I am Wou Han Lo the high Abbot here at the temple of the Jade Rosa, and you are novices and Monks here to learn about our Lady the Jade Rosa. What can one say about a half god who works for to help the world, but bless us for having her. But when I say lady you should note that The Rose as both male and female Aspects but lady is what she likes to be called. Now you may know some of where she came from, but now you have made the pilgrimage here, I will endeavour to help you lean more of her majestic ways. It is said back in time the grate goddess Magdh, meet and fell in love with a Jade Dragon of great name, there time was sadly short, and I will not say why but he was lost to the prime worlds. Great was the pain felt buy the goddess, but her loss was tempered by the fact she was with child, and that child was the The Jade Rosa. They say the night she was barn, a bright green star fell from the sky and landed close to a poor family, when they went out to see this wonder they found a child, clothed in radiant light, even then she was beautiful and happy, the family took to the child and raised her as their own. Why did the Magdh do, well such are the minds of goods. The Rosa herself told me once, it was an act of love. I did not understand for a long time until, I realized, it was an act of love for the family to give them light and hope in a world full of war and desolation. For once the Jade Rosa was with them, hope began to fill the hearts of all that came into contact with the blessed child. For she helped them and others from her fist days in the world of mortals. The Rosa says at the braking of the mid-Summer dawn her mother would come and talk to her, telling her of all that was of the havens, the planes and other worlds, of gods and kings. Time she said did not pass then, moments became years as her mother showed her the ways of things. At the end of each visit her mother would ask "Would you not be in my realm with me?" and each time the Rosa would reply "But there is suffering and pain here, so much I can do to help others and so much wonder in the world to see" Her mother would smile and nod, happy her child, and would let her sail her own life. In this way the Rosa grow to age seeing both the divine and the pain a mortal life holds. But she had the divine with in many came from far and wide came to gain her aid and healing ways. She told me once, she felt she could do more and so set out into the world seeking where harm was done and offering aid to any who would be aided. For this is our aim, The Rosa gained in powers and knowledge, seeing the need for a hospital that could aid any and all no matter who, The Rosa Created where we are now, The Celestial jade Temple, where you will live and work until you are trained and ready to go out into the world and aid to any who seek it. Here we make and sell all manner of aid, our doctors will treat any who enter the v the Jade gate any sick or hurt may come to gain our aid, we do not judgment, for this is what we do, and it is with love that we do it. Now some of you will be lucky later to meet the the Rose later, you will enter her Jade hall and stand waiting with respect until you are called, the take your vow and she will bless you, back out the room and then a Welcome Monk will take you to your know home and show you how we go about things here, 1st meditation starts at..."

The Truth->

The Jade rose was at the back of the group, non would know it, for she could hid in ways non here could see. She was happy, the new converts looked worth the work put into get them and she needed to see to that new south win for storage, best call a meeting and see how it was going.
She slowly walked away and back to work.

As she walked she thought to herself

She can be a hard task master, but she felt that as being good for the soul in others, to get the great work done, to gain any kind of real ranking in that bear pit known as the heavenly host, one has to know what one is doing and why. She has a plan and the plan needs to be or she and the cult of the Jade Rosa will fade, Mother gave a start but mums always doing her own thing and she knows she not the only Child of a god out there seeking to join the big table, She had personally arranged the ended and lives of two such and taken their powers and followers into her own cult, not because she wanted to but because they had come after her. Its was acts of business nothing more, She did not have the raw power of some, nor the vast magic’s of others, all she had was wit and cunning to keep her great work alive. O other would stand for god or Evil, She new that as a world view of limitations, just points of view, and Chaos you just could not build a following with out a structure and fool new that. You needed form and that could only be found with Law. She was not 100% happy with the structure she had built it was not big, not by any means but it was well placed, cunningly so well linked and well controlled. It was the only way to succeed if one had limited resources the world. It was simple of Jade Rose Apothecary or healing monk came to a town, that town would soon lean three things. 1: That any one trained at the Jade Temple was the best at healing, 2: They would offer help to any hurt or ill without judgment. 3: They were meticulously far on the rates for work done. "Someone from the Jade temple will never cheat you" great marketing and good PR, if you found a healing scroll with the Jade Rose mark on it you could trust to to be good. All part of the plan and working, Now she had members all over the world and the others around the sun, marketed and news information feed into her control hub here at the temple. Not "Spys" no no, that would be bad, more ear to the ground as such, she knew better and tried to keep out of politics, but she did like to be in the know. Best to know where to set up shop next to get the most impact for the "great work" but it had been. but of late not much had been going on, she had built all this and now nothing was going on, o yes the odd war but that did not give here what she wanted, she needed one more big event, one that would shake the world to push her up to the next level.
Divinity needed acknowledgement and recognition if it was to grow. But where and when could she found that. Getting to her office her Secretary handed over a pile or reports and letters, in here could be what she was looking for.

Personality and Physical Description:
When out glad-handing the staff and public, she has a well crafted image and maintains it well, the chased Jade Rosa, the Divine Jade Rose, quiet and elegant, she is still elegant when the doors are closed but by no means quiet, things have to get done. Do not be fooled by the demure little woman looks, the Jade Rosa is keenly intelligent and driven, every word, every gesture, is a calculated event, The Jade Rosa is a realist, the world can be a hard and cruel place and for the vast majority of beings in it. Not all can be well and safe, she has seen that in your youth. Add to that the power abuse her fellow god and godlike types do just because they can well, its one big mess.

The Jade Rose is a delicate flower, But Le Qin is a hard nosed business woman who knows to make the world a better place to keep her name live in the minds of the Faithful, you can't just really on one wish a day. Running the Temple, is hard work, looking after HR, Staffing, costs, budgets, fund raisers, soliciting donations, Keeping tack of conflict hotpots, Stock reports, performance analyses, political negotiations to gain access, inter-Faith Relationships. All take time and work to do, a butter cup view of the world dos not get any of that done. There is no spell for paper work!.

**Physical Description**
A small palette woman looking about 25 and unearthly beauty whos beautifully proportioned, perfectly symmetrical, sometimes glowing slightly with a inner Jade light,
she walks with nobility and grace.
She wares a ornate eastern looking clothing.
She is always well kept and well spoken,
Her eyes are intelligent and kind and the Color of Jade.
She is caring and attentive to others.
She seems to be unarmed yet dos not seem to mind even in the face of danger.
Often she can be seen reading a book of Poetry or just looking at the splendor of the world.
There is always a slight sound of soft oriental music playing when near her.

Magic Sight->
Any one with any kind of magic sight can see she's infused with power, divine and arcane, it radiates out even into the astral plain, she also has a second draconic features form with a slight jade halo and Jade iridescent scales.
CRUNCH:
ATTACKS

BAB+15/+10/+5
MBAB +20/+15/+10
RBAB +23/+18/+13

CM
CM Bonus: 20
CM Defense: 38/30FI

Force Blade
HT [Light] +23/+18/+13 DMG 2d6
TH [Heavy] +20/+15/+10 DMG 3d6 & 2H 4d6
Dragon's breath 30-foot cone [12d6 DMG Sonic-Ignores Hardness]
DC25 Ref 1/5

DEFENSES
Saves
ref [+34] +06+1feat+13Sta+5Domain+5Item+4Item
Fort[+40] +12+1feat+13Sta+5Domain+5Item+4Item
Will[+45] +12+1feat+3Cass+13Sta+5Domain+5Item+4Item+1Item+1Trait

Hit Points [300]
Ecumbered 3/400lb

ARMOR CLASS 31/26Tch/18FI 8dex Items+8+5

INITI +8
PerfCombat +9

Immunity's:
Poisons
ALL Diseases (including Magic)
All forms of Air/Gas Attacks
Suffocation, Starvation and theist.
Mind Reading
Aliment Devination

SR 32 when active Manifesting SR.
SR 18 when not and in Robe.
SR 30 always on V Divine spells and spell-like abilities.

Movement 40/[fly 30 Good] Teleport At will 2,000 miles.

Spells
15+Spell Level (+2)*
CL 20, Vs SR +22*, Concentration Check +25
Melee Touch +20
Range Touch +23

[+2 enhancement bonus on caster level checks made to overcome spell]

POWERS
Telekinesis At will [Item]
Hast 10r/day [Item]
Sigil Marked 1/day [Class]
Plane Shift At will [Item]
Plane Shift 1/day [Class]
Honor Points [Demi-god]
Harder to kill [Demi-god]
Venomous Stare 8/day 1d6+20 DC25 [Domain]
Dragonbreath (Su) 3/day DC33 1/2DMG 11d6 Sonic [Domain]
Door Sight (Su): 13/day [Domain]
Dimensional Hop (Ex): 200'/day. [Domain]
Rebuke Death (Sp): 8/day [Domain]
Healer's Blessing (Su): +50% all heal effects.[Domain]
Deflection Aura (Ex): 1/day 20' 20 rounds +2AC [Domain]
Aura of Protection (Ex): 20r/day +4AC DR10/elements [Domain]
Instinctive Spellcasting I (Ex): 2/day [Class]
Fly skill check always natural 20.
Take 20 on all Knowledge skill checks [Class]
Legendary Beauty (Ex): [Class]
Counter Power (Su): 2/Day DC35 [Class]
Divine Weapon (Su): (At will)[Class]
Improved Evasion (Ex): [Class]
Skill Mastery (Ex): Take 10 on 8 skills always [Class]
Rupture Magic (Su): 13/day BAB+1d20 [Class]
Spellsense (Su): (At will) [Class]
Changeling: [Ex] (At will) [Class]
Channel Energy (Su): 6/day 8d6 [Class]
Blessing of the Godling 13/day Godling Tokens. [Demi-god]
Venomous Stare (Sp): DC35 MLDMG 1d6+10 8/da7

Spells: (Su)
Endure Elements 1/day [Class]
Wish 1/day* [Class]
Feather fall (At will) [Class]
Levitate (At will) [Class]
Fly (At will) [Class]
Celestial Sanctum (At will) [But only one Sanctum at a time] [Class]
Suspend Divine (At will) [Class]
Sending 16/day [Demi-god]

Manifest Powers (Su) (at Will) [1 staneded Action][Class]
Spell Level is +1 - Manifest Spell
1: Read Magic
2: Cure light wounds (1d8+5)x1.5
3: Scale-Skin [as barkskin] +5AC 200mins
4: Draconic Reservoir 200mins [60 DMG - 1d6 per round]
5: Dragon's breath 30-foot cone of Sonic DMG 12d6
6: Spell resistance 20mins SR32
7: Form of the dragon I 20mins
8: Greater Teleport, 2000mile
9: Cure critical wounds, Heal (4d8+20)x1.5

Talents, Feats & Treats:
Feats 13
Scion talent [15]5+10 From Race Human
Greater scion talent [5]
Divine trait ranks 5
Lineage domain x3 +1 More [Feats]
Demigod ->Leadership - Score 29 ,Cohort 17L/16L

Bonus Feats + 2 Godling (None Combat Only)(+1 race).
Feats 10+1+2 = 13

1: luck of the gods +1 all saves
2: Extra - Lineage Domain
3: Blessing of the Godling
4: Extra Talent - Mental Avatar
5: Weapon Fineness
6: Godling Spell
7: Extra Talent - Magic reve.
8: Emergent Divinity
9: Emergent Divinity
10:Emergent Divinity
11:Emergent Divinity
12:Extra Cohort 16L
13:Emergent Divinity

Blessing of the Godling 13/day Godling Tokens.
Benefit: Once per day you gain a number of godling tokens equal to 3 + 1/2 your godling class level. As a free action, once per round, any time a nongodling within 30 feet of you makes a d20 roll, you can choose to spend godling tokens on the d20 roll (even after the result is known). Each token grants that nongodling a +1 bonus or -1 penalty for that d20 roll only; you must announce how many godling tokens you are spending, once announced you cannot change the amount spent.

Godling Spell:
suspend-divine

From Class Feats
Weapon and Armor Proficiency: All simple and martial weapons,
Armor: light and medium armor, and with all shields (other than tower shields).

Traits:-
Sacred Touch
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Indomitable Faith
Benefit: You gain a +1 trait bonus on Will saves.

Skills:

Class Skills
Skill Ranks per Level: 6 + Int modifier. [6+13]X20 = 380
Acrobatics 39 20r(8Dex)<*
Appraise +33 --r(13Int)< Stone 20
Bluff +26 20r (6Cha)<*
Climb 8 1r(5Str)
Craft ALL 13(13Int)<
Diplomacy 39/49 20r(--Cha 13Int)< +10
Disable Device 28 --r(8Dex)<* +20 HeadBand
Disguise 31 --r(6Cha)< +5item +20 HeadBand
Escape Artist 21 10r(8Dex)<*
Fly 59 Can Take 20 always 20r+6(8Dex)<*
Handle Animal 14 5r(6Cha)<
Heal 28 20r(5Wis)<*
Intimidate 39 20r(--Str 13Int)
Knowledge (Arcana) 59 20r(13Int)<^
Knowledge (dungeoneering) 59** 20r(13Int)<^
Knowledge (engineering) 59** 20r(13Int)<^
Knowledge (Geography) 59** 10r(13Int)<^
Knowledge (History) 59** 20r(13Int)<^
Knowledge (local) 33** (13Int)<^
Knowledge (Nature) 59** 20r(13Int)<^
Knowledge (Nobility) 59** 20r(10Int)<^
Knowledge (planes) 59** 20r(10Int)<^
Knowledge (religion) 59** 20r(10Int)<^
Linguistics 39 --r(13Int)<^ +20 HeadBand
Perception 28 20r(5Wis)<
Perform --(6Cha)<
Profession (business woman) 28 20r(5Wis)<
Ride 21 10r(8Dex)<*
Sense Motive 39 20r(--Wis 13Int)<
Sleight of Hand 8 0r(8Dex)<
Spellcraft 33 22r(12Int)<
Stealth 31 +20r(8Dex)<*
Survival 10 5r (5wis)
Swim 10 5r (5Str)
Use Magic Device 28 20r(5Cha)<*

< = Class skill
* = Can take 10 when you should not be able to.
^ = Can take 20

Scion talent:

Scion talent [15]5+10 From Race Human
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.

Force of Intellect (Su):
Your Deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves). *You may also use your Intelligence modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed.

Sigil-marked: 1/day
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.

Changeling:
The godling can change minor features about their appearance. This is not an illusion, but and actual change to how the godling appears. The godling adds half her class level to all Disguise checks. Source: Genius Guide to the Mystic Godling

Channel Energy (Su): 6/day 8d6
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

Uncanny Dodge (Ex):
This talent functions like the rogue ability of the same name.

Divine Power: x10
The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites
1: manifest I.II.III.IV.V.VI.VII.VIII.IX *Can cast spells from Domains that meet limits.
2:Celestial Sanctum

Greater scion talent:

Greater scion talent [5]
Counter Power (Su): 2/Day DC37 35+2
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 Wisdom 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 his daily uses of this talent. Source: Genius Guide to the Godling

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 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 (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). Source: Genius Guide to the Godling Ascendant

Guarded (Su):
The godling gains spell resistance against divine spells and spell-like abilities. This includes spells from divine spellcasting classes, spells and spell-like abilities from creatures that cast as equivalent to a divine spellcasting class, and spells and spell-like abilities from any sort of outsider. This spell resistance is equal to 10 + godling level.

Improved Evasion (Ex):
This works like evasion, except that while the godling still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless godling does not gain the benefit of improved evasion. A godling must have evasion to select improved evasion.

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.

8 Skills
Heal, Acrobatics, Intimidate, Perception, Deplomy Use Magic Item, linguistics, Bluff.

From Feat
Rupture Magic (Su): AT 1d20+15+2 13/day
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).

Divine traits:

Class Divine trait ranks 5
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. (Once this choice is made, it cannot be changed).

-Transmutation Arcane School - Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

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. Source: Genius Guide to the Mystic Godling

Instinctive Spellcasting I (Ex): 2/day
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.

Divine Power I (Sp):
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.
*School abjuration->Spell: Endure Elements 1/day

Divine Portfolio I:
The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).

LORE
Mental Acuity (Ex): +5 Int
Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.

-----------------
From Feats 5 Ranks
-----------------

Divine Portfolio I: Cost 2 Ranks

-Lore-
You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Mystic Inheritance I: Cost 2 Ranks
Air Supremacy (Su)
You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Legendary Beauty I (Ex):
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.

Lineage domains:
--------------------------
Lineage Domain 3+1
--------------------------

As a result of their divine bloodline, the Godlings gain access to the powers and spells of a cleric domain. 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.

Three From Class ->

-Domain Scalykind->Dragon-

Granted Powers:

Venomous Stare (Sp): DC35 MLDMG 1d6+10 8/da7
You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Dragonbreath (Su): 3/day DC33 1/2DMG 11d6 Sonic
At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Main modifier) to take 1/2 damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it three times per day.

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—draconic reservoir, 4th—dragon's breath, 5th—animal growth*, 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange.

-Travel Domain->Exploration

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.

Door Sight (Su): 16/day
You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Main modifier.

Dimensional Hop (Ex): 200'/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—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave.

-Healing Domain-
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): 16/day 1d4+10
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 Main modifier.

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.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

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Extra Lineage Domain X1 [Feats]
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-Protection-> Defense Domain-

Granted Powers: (Ex) +5 To all Saves
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.

Deflection Aura (Ex): 1/day 20' 20 rounds +2AC
Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Ex): 20r/day +4AC DR10/elements
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Manifest:
From Manifest Spells

1st [Domain Knowledge] Manifest: Read Magic
2ed [Domain Heal] Manifest: cure light wounds
3ed [Domain Protection->Defense] Manifest: 2nd Scale-Skin [as barkskin]
4th [Domain Travel->Exploration] Manifest: 3rd Draconic Reservoir
5th [Domain Scalykind->Dragon] Manifest: 4th—dragon's breath,
6th [Domain Protection->Defense] Manifest: 5th Spell resistance
7th [Domain Scalykind->Dragon] Manifest: 6th Form of the dragon I
8th [Domain Travel->Exploration] Manifest: 7th Greater Teleport,
9th [Domain Heal] Manifest: 8th Mass cure critical wounds,

Jade Dragon From:
Jade can take the Form of a Medium size Jade Dragon, as per her Father and the Form of the dragon I Manifest ability.

Form of the dragon I Jade Dragon Form ALT HERE

Demigod:
(Ex)
Demigod:
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).

Cult of Worshipers:
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.

Harder to kill: +10
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.

Plane Shift: 1/day
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.

ITEMS:
Cash at hand 10,000

On her other items and cash at the temple.

Belt of physical perfection +6, 144,000gp
Headband of mental superiority +6, 144,000gp
Cloak of Resistance +5, 25,000
Amulet of the Planes, 120,000
Bracers of Armor +8, 64,000
Robe of the Archmagi,75,000
Built in Handy haversack 2000,gp (built into Robe)
Boots of Speed, 12,000
Ring of Telekinesis, 75,000
Ring of Prof Against Poison, health and Mind Shielding (Acts as Periapl of Health, and Prof Against Poison) 39500gp
Suzerain scepter

Wands
Fox cunning 50/50 x1 4500
Restoration 50/50 25,000

Special Item - Jade Wayfinder/Changes shape as Jade Hair pin
Wayfinder 46,000gp
Iridescent spindle 18,000
Scarlet and Blue sphere, 8,000gp
Intelligent
Jade Wayfinder + Iridescent spindle: Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure + Scarlet and Blue sphere, +2 Int, +1 bonus on Will saves.

The Jade wayfinder always points to the closes root to the Temple of the Jade Rose.

Str,10,con--,dex10,Int 14,wis14,cha14

Powers
Fly 30'(perfect), move 10', Blindsight/Dark vision, 120, Speech, Touch Telepathy (touch), Read Magic, Languages, Limbs,
At will, Mage Hand (at will), Light (at Will), Know Direction (at will)
Prestidigitation (At Will), Mending (At will), Unseen Servant 3/day

-Permanency-
Arcane sight,Comprehend languages,Darkvision,Detect magic,Read magic,See invisibility.

-Sigil-marked-
Mage Armor x6
Shield of Faith +5
Invis x 2

The Temple of the Jade Rose:
The Temple of the Jade Rose,
Jade's pocket dimension.
Think of the Jade temple as the HQ of a large corporation,
dealing with the making and running of a large business related to health care. Inside the compound, staff work and live, making shipping
healing products all over the know worlds. The Jade gate could open up any where and let goods out and customers
There is the grounds, The living halls, the Temple Hospital, School and collage, Offices, Warehouses, stales, mains temple, as well as a lage number of other buildings. All looked after any a large staff of workers and there Family's. Not all Jade's followers.
Her two Cohorts look after its running of the place
Wou Han Lo the high Abbot 17th level Cleric
And
Mong Le May her fay Secretary, 16th Level Monk Rogue/Spy

Staff + Suzerain scepter
6th Level = 4 Clerics + Monk
5th Level = 4 Clerics + Monk
4th Level = 8 Clerics + Monks
3ed Level = 14 Clerics + Monks
2ed level = 26 Clerics + Monks
1st level = 270 Clerics + Monks
Other workers = 600 paid, informants, Apothecary's, Trades men, Craft men and workers Monks, teachers, clerics and healer, craft men all work there. There are festivals and feat says, its seasonal and the time flows the same as the prime. Think of a Toe est temple and you have it.
The hole demin plain is warded with strong magics to stop valence of all kinds from thows not allowed to.

Petty Cash 50,000.
Stock 50,000

Weakness - Source of Divinity:
The Jade Rose, is powered by a source of Divinity, that is active, The Rosa HAS to act to keep that Source replenished or start to lose her Divinity. The simplest way this can be done is by means of the Verent Pathfnder rules using Honor Points- link here But where a number of Honor points must be spent each day to keep here Divinity powered.
Ar a rate of 1d4-1 points per week.
This means she has to keep doing good in the world and be seen to be doing good to survive as she is.

Starting Honor Points Pool Stands at = 50
If she could only get to 100