Knight of Ozem

The Olympian's page

1,317 posts. Alias of TheWaskally.


Full Name

"Theo" Theodore Nephus

Race

Human|SP 22/54 HP 42/42|EAC 14 KAC 16 ACvCM 24|Fort +10 Ref +9 Will +8|Init +2|RP 3/3

Classes/Levels

Godling (mighty)/7th|Speed 40ft. (40ft.)|Retribution (8/8 a day)|Agile Feet (Su) (4/4x a day)|Smite Rival (1x/day)|Channel Energy 4d6 (4/4x a day)

Gender

Male

Skills:
Acro +18|Ath +18|Diplo +17|Intim +8|Myst +6|Percep +11|SM +6|Stealth +12

Size

Medium

Age

22

Alignment

Lineage Domain - Travel, 1 Divine Trait Rank - Battle Lord I (Ex), Scion Talent - Force of brawn (Su)

Deity

The Gods of Mount Olympus

Languages

English, Latin, Celestial, Atlantean

Occupation

Hero

Strength 21
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 12
Charisma 13

About The Olympian

Theme Icon (+1 Cha)
Initiative: +2
Senses: Perception +10
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Stamina Points 54, Hit Points 42, Resolve Points 3
EAC 14 (Armor +3, Dex +1)
KAC 16 (Armor +4, Dex +1, +1 Shield)
AC vs. Combat Maneuvers 24
Fort +10, Ref +9, Will +8
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Speed 40 ft (40 ft Base)
Melee +1 Angel Sword +12 (1d6 + 1d6 + 6s + Level), Dueling Sword, tactical +11 (1d6s)
Ranged
Special Attacks Retribution (8/8 a day)
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Spells
0-level Spells, At-Will Token Spell, Ghost Sounds
1st-level Spells, 2x/day Tripartite Beam
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BAB +7/+2, Melee Attack +11, Ranged Attack +7, Thrown Attack +7
Feats Emergent Divinity: Divine Portfolio I - Heavens: Lure of the Heavens (Su), Improved Unarmed Strike, Extra Talent: Physical Avatar (Ex), Quick Draw, Connection Inkling.
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Skills
Acrobatics +18 (7 Rank, 3 Class, 5 Str, 3 Physical Avatar)
Athletics +18 (7 Rank, 3 Class, 5 Str, 3 Physical Avatar)
Culture +5 (1 Rank, 3 Class, 1 Int)
Diplomacy +17 (6 Rank, 3 Class, 5 Str, 3 Physical Avatar)
Intimidate +8 (4 Rank, 3 Class, 1 Cha)
Linguistics +2 (1 Rank, 1 Int)
Mysticism +6 (2 Rank, 3 Class, 1 Int)
Perception +11 (6 Rank, 3 Class, 1 Wis)
Sense Motive +6 (2 Rank, 3 Class, 1 Wis)
Stealth +12 (1 Rank, 3 Class 5 Str, 3 Physical Avatar)
Survival +5 (1 Rank, 3 Class, 1 Wis)

SQ:

Weapon and Armor Proficiency: Basic Melee, Advanced Melee, Longarms, Small Arms, Light Armor, Heavy Armor, Shields.
Lineage Domain
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.
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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.
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Divine Traits
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.
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Battle Lord I (Ex) The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Battle Lord II (Ex) 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.
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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.
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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.
Acrobatics, Diplomacy, and Stealth
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.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier (8x).
Physical Avatar (Ex) The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
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.
Channel Energy 4d6 (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. (4x/day)

Racial Traits +2 to One Ability Score (Str), Medium, Normal Speed, Bonus Feat, Skilled, Languages
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Items
Combat Gear Dueling Sword, tactical; Carbon Skin, Graphite; Tactical Shield, basic; Warhammer, Norse

Wealth (1055 credits)
Height 6'3", Weight 205 lbs., Eyes Blue, Hair Blonde
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