The Genius Guide to the Mystic Godling—Giant-Sized Edition (PFRPG) PDF

****½ (based on 2 ratings)

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A mortal with the blood of a god flowing through her veins—a hero with one foot in the world of man and the other in the realm of the divine. This concept was explored in the best-selling Genius Guide to the Godling, but that material hardly exhausted the subject. The godlings in that first volume focused on flesh and blood, brawn and brains, striding the world as paragons of human endeavors. They did not, however, touch on the idea of godlings whose affinities lie closer to the mystical world—channeling their connections to divinity into magical effects that no mortal spellcaster could ever equal.

The Genius Guide to Mystic Godlings expands the concept of semi-divine characters to include those whose godly heritage manifests itself through magics and spellcasting. These godlings do not fit as readily into the ordinary world. Mortals can sense the power they wield and sometimes find it unsettling. Even the godlings themselves have an uneasy relationship with their own powers—some finding their earthly bodies barely up to the task of containing so much raw energy.

This book presents two new godling base classes, mystical counterparts to the ones from the previous book. It also contains a collection of godling spells—magic so tightly bound to the gods that only those with divine blood can wield it. In addition, there are also new godling feats, divine traits, and scion talents that can be used with these classes or the previously published mighty and clever godlings.

The Genius Guide to Mystic Godlings stands on its own, containing everything you need to create semi-divine spellcasting heroes for the Pathfinder Roleplaying Game. When used in conjunction with the original Genius Guide to Godlings, though, your players can create an entire pantheon of godlings, ready to prove their worth in the mortal world and then take their place among the gods.

This Giant Sized Genius Guide is 18 pages.

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****½ (based on 2 ratings)

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Another excellent work from the guys at Super Genius

****( )

I really wanted to give this one 5 stars, but I found it lacking in some key areas. Like the Genius Guide to the Godling, this book provides an interesting approach to playing characters with divine blood. This time it is expanded to spellcasters.

Where it falls down is the lack of significant rules to allow existing characters to manifest their divine heritage. After reading the Godling I expected a prestige class option for this book as well. This is especially important because spell progression plays a critical role if you want the higher level spells. I was also disappointed that there was no option for a prepared spellcaster (my personal preference).

In spite of these limitations, there is a lot of good information and creative material in this book. If you like spontaneous casters (either 6 or 9 level spell progression) and are starting from first level this is well worth having. Therefore, I give it 4 stars.


Even better than the Godling - an excellent pdf

*****

This pdf is 18 pages long, 2/3 of a page front cover, 1page editorial & SRD, leaving 16 1/3 pages of content for two new kinds of Godlings, the Adept and the Eldritch Godling, both of which are inclined to the more magical aspects entwined with their divine heritage.

The Adept Godling gets d8, 6+Int skills per level, ¾ BAB, good ref and will saves ans spellcasting of up to 6th level.
The Eldritch Godling gets d6, 2+Int skills per level, ½ BAB, no good saves and access to full spellcasting.

Which brings me to an interesting design choice: Rather than make the Godling-casting bland, their spellcasting is different from other classes. While extremely limited in the number of spells they know, they can choose spells from both divine and arcane lists and cast them as such. Even better, their magic, powered by divine right, makes it hard to be dispelled, negates arcane spell failure chance and neither do they have to concentrate, making for a completely different playing experience that sets the Godlings apart- sweet!
Spellcasting Godlings get access to ascendancies, special acts of will that can be applied to her mystic prowess. Ascendancies don’t influence the caster-level and you can e.g. choose to replace regular damage for elemental damage. 7 minor ascendancies and 3 major ones are presented. Like the rather physical Godlings, Mystic Godlings get access to lineage domains and divine traits. 5 new sets of divine traits à 4 ranks are presented – nice to expand upon the divine traits in the first Godling-book, but when this pdf is taken on its own, I think there could be more. Quality-wise, though, they rock.

5 new Scion Talents are also introduced and what can I say: I complained about more unique ones and here they are – they may be only 5, but each is a killer worth being used in a given game. From tegh sigil-marked who can absorb scrolls into his skin to the Godlings with malleable, ever-changing features, great ideas abound.
The capstone ability is once again the transformation to demigod-status.

No casting Godling books sans magic, though – next up are the exclusive Godling spells, which can only be cast by those of divine blood. The first one would be a selection of 9 “By the Blood”-Curses, one for each spell-level. The extremely modular curse offers additional options for each lineage the Godlings unlock, making for a plethora of complex curses that rock. Another spell lets you access your private sanctum demiplane. There is also a 9-level set of spells called Manifest, which lets you cast all spells of certain descriptors that are determined by your lineages. Even cooler, there are Suspend spells for divine and domain access – powerful, yes, but also quite cool and once again makes the Godlings more unique!
Finally, the pdf offers us new feats that grant access to some Godling abilities for regular people, more divine trait points, an extra scion talent or learning one of the cool, powerful Godling spells.

Conclusion:
Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to the three-column standard, artworks are rather average and the pdf has no bookmarks. Mechanically, I really loved this book: It would have been easy to just give Godlings spellcasting and leave it at that, but the special rules for their spellcasting and the unique spells in combination with divine traits and scion talents make for cool classes. While I think that without the other Guide to the Godling, the scion talent and divine trait selection is a bit slim, we still get a lot of content in this one. In combination, though, the two books become an utter delight. This pdf is absolutely superior to the other Godling-book, offering more unique abilities, talents etc. that enhance the flair of the casting Godlings and sets them apart from mere mortals. Due to lack of true points of criticism, excellent mechanics and tightly-written content, I practically have to settle for a final verdict of 5 stars.

Endzeitgeist out.


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Super Genius Games

And it's live!

Hyrum.
Super Genius Games
"We err on the side of awesome."


Do you need the first supplement to use this one?

Paizo Employee Starfinder Design Lead

Denim N Leather wrote:
Do you need the first supplement to use this one?

Absolutely not!

The Genius Guide to the Godling and the Genius Guide to Mystic Godlings are totally independent products. They do complement each other (there are options in each that *could* be taken by characters from the other), but there's nothing in one that's needed to use the other.

So it's both a stand-alone product (if you buy it alone) and an expansion to TGGT Godling (if you happen to own that).


hmmm ... ideas for an adventure brewing ... wonder how a party of these would do ...

Dark Archive

Geez you guys just crank out products. Faster than i can keep up buying them. Well technically you and the other 3pp and then throw in paizo and yeah. I might need a second job just for RPG's.

Paizo Employee Starfinder Design Lead

Dark_Mistress wrote:
Geez you guys just crank out products. Faster than i can keep up buying them. Well technically you and the other 3pp and then throw in paizo and yeah. I might need a second job just for RPG's.

Come rain, hail, snow or (literally) tornado, we do one a week.

If you have any great ideas for products you don't want but everyone *else* does, we'd be happy to try to give you a break!

Liberty's Edge

First of all, great work! I do, however have a couple questions/potential concerns:

On the Eldritch Godling, I noticed that for their spells per day, it shows them being able to start casting 9th level spells at 17th level (Table 2). However, in the Eldritch Godling spells known (Table 4), it doesn't show them as knowing any 9th level spells until 18th level. Is this intentional (ie.-an open spell slot for metamagic feats) or was it an oversight? It also looks like the 20th level spells/day progression is off (5, 5, 5, 5, 5, 5, 4, 3, 4).

Additionally I see some potential for abuse with the ability By Will Alone. Removing the need for expensive material components/foci could be very unbalancing (free daily wish/wishes). Other than that, another set of very well thought out classes!

Super Genius Games

Xpltvdeleted wrote:

First of all, great work! I do, however have a couple questions/potential concerns:

On the Eldritch Godling, I noticed that for their spells per day, it shows them being able to start casting 9th level spells at 17th level (Table 2). However, in the Eldritch Godling spells known (Table 4), it doesn't show them as knowing any 9th level spells until 18th level. Is this intentional (ie.-an open spell slot for metamagic feats) or was it an oversight? It also looks like the 20th level spells/day progression is off (5, 5, 5, 5, 5, 5, 4, 3, 4).

Additionally I see some potential for abuse with the ability By Will Alone. Removing the need for expensive material components/foci could be very unbalancing (free daily wish/wishes). Other than that, another set of very well thought out classes!

The charts being off is probably my fault and were introduced during layout. I'll go over it with Owen and get a correction out ASAP.

As for the other stuff, I'll leave that up to Owen to discuss. :D

Hyrum.
Super Genius Games
"We err on the side of awesome."

Sczarni

Loved the first godling book, this just seems a perfect match.

quick question thou, the Divine Power Talen mentions the Divine Power feat. i just cant seem to find it.


On friday this will be mine. I loved the first one this one is going to be awsome.

A little more work and it would be worthy of a hard copy that would have a happy home on my Game shelf.

Any one up for the "Complete Genius Guide to the Godling"?
Bloodlines, Classes, Domains, Feats, Prestige Classes, Spells, Traits, Weapons worthy of being used by the new Gods on the block!!! Stat Blocks, Adventure Hooks... You have such an unlimitless amount of true awsomeness to use.


Realmwalker wrote:

A little more work and it would be worthy of a hard copy that would have a happy home on my Game shelf.

Any one up for the "Complete Genius Guide to the Godling"?
Bloodlines, Classes, Domains, Feats, Prestige Classes, Spells, Traits, Weapons worthy of being used by the new Gods on the block!!! Stat Blocks, Adventure Hooks... You have such an unlimitless amount of true awsomeness to use.

Agreed on both accounts; I'd love a softback compilation.

Paizo Employee Starfinder Design Lead

Hello Everyone!

So, I can always depend on our fans to find my stupid mistakes (it's nice of Hyrum to try to take the bullet, but these mistakes are original to my turnover) within a few hours of a new release. :D And this is a good thing! We'll update the files ASAP, but to answer your questions immediately:

The eldritch godling should NOT get one 7th level spell/day at 13th level, one 8th level spell/day at 15th level, or one 9th level spell/day at 17th level. Replace those with a dash, to represent no spell gained.

Once that is done, the spells known and spells per day line up.

At 20th level the eldritch godling should receive 4 8th level spells/day.

The Divine Power feat was renamed the Godling Spell feat. Thus the Divine Power talent should read: "Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat's prerequisites."

For the same reason, under Godling Spells it should read: "Godling spells can only be learned with the Godling Spell ascendency of feat, or the Divine Power talent. Only godlings can know or cast godling spells."

By Will Alone is really, really good. Honestly however, in playtests even one free wish a day (come 18th level) did not unbalance the game compared to what people could do by then. But I confess, we didn't manage to run a long-term campaign at that level, so there might be more effects for a long-running near-epic level campaign. Obviously if you find it's unbalancing for your play style, by all means exclude Wish, or any similar spell, as too powerful for that ascendency.

Paizo Employee Starfinder Design Lead

Twin Agate Dragons wrote:
Realmwalker wrote:

A little more work and it would be worthy of a hard copy that would have a happy home on my Game shelf.

Any one up for the "Complete Genius Guide to the Godling"?
Bloodlines, Classes, Domains, Feats, Prestige Classes, Spells, Traits, Weapons worthy of being used by the new Gods on the block!!! Stat Blocks, Adventure Hooks... You have such an unlimitless amount of true awsomeness to use.

Agreed on both accounts; I'd love a softback compilation.

First, we love hearing people want our stuff!

Obviously with Godling and Mystic Godlings together we have about 28 pages of content. I have unfinished material that could easily swell this up to 32 pages.

Now the current plan was to compile this material into the followup to our print Adventurer's Handbook, along with some other beyond-the-mortal-realm material (the shaman, dream magic, the witch hunter) to form a 96-or-so page book.

Depending on time, material and sales, I suppose it's possible we could instead do a 32-page or 64-page print Godling book... but I don't know about A: It's broad appeal as a print product and B: what we'd fill the 96-page book with if we culled just the godling material for elsewhere.

But we DO listen to fans, so by all means feel free to let us know what you think!

Liberty's Edge

Owen K. C. Stephens wrote:

Hello Everyone!

So, I can always depend on our fans to find my stupid mistakes (it's nice of Hyrum to try to take the bullet, but these mistakes are original to my turnover) within a few hours of a new release. :D And this is a good thing! We'll update the files ASAP, but to answer your questions immediately:

The eldritch godling should NOT get one 7th level spell/day at 13th level, one 8th level spell/day at 15th level, or one 9th level spell/day at 17th level. Replace those with a dash, to represent no spell gained.

Once that is done, the spells known and spells per day line up.

At 20th level the eldritch godling should receive 4 8th level spells/day.

The Divine Power feat was renamed the Godling Spell feat. Thus the Divine Power talent should read: "Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat's prerequisites."

For the same reason, under Godling Spells it should read: "Godling spells can only be learned with the Godling Spell ascendency of feat, or the Divine Power talent. Only godlings can know or cast godling spells."

By Will Alone is really, really good. Honestly however, in playtests even one free wish a day (come 18th level) did not unbalance the game compared to what people could do by then. But I confess, we didn't manage to run a long-term campaign at that level, so there might be more effects for a long-running near-epic level campaign. Obviously if you find it's unbalancing for your play style, by all means exclude Wish, or any similar spell, as too powerful for that ascendency.

One of my concerns is basically that, in a standard party (4 members), every party member will get +5 to all stats after 4 months (or less depending on how many times the ascendancy was taken) time at no cost (for a savings of ~3.36 million GP). As you said, I can limit that if I see fit, but I just thought it's something I should point out :D

That being said, I see how it fits thematically--many powerful outsiders have 1/day wish as a supernatural ability, and that is essentially what the godling becomes at 20th.


Owen K. C. Stephens wrote:
Twin Agate Dragons wrote:
Realmwalker wrote:

A little more work and it would be worthy of a hard copy that would have a happy home on my Game shelf.

Any one up for the "Complete Genius Guide to the Godling"?
Bloodlines, Classes, Domains, Feats, Prestige Classes, Spells, Traits, Weapons worthy of being used by the new Gods on the block!!! Stat Blocks, Adventure Hooks... You have such an unlimitless amount of true awsomeness to use.

Agreed on both accounts; I'd love a softback compilation.

First, we love hearing people want our stuff!

Obviously with Godling and Mystic Godlings together we have about 28 pages of content. I have unfinished material that could easily swell this up to 32 pages.

Now the current plan was to compile this material into the followup to our print Adventurer's Handbook, along with some other beyond-the-mortal-realm material (the shaman, dream magic, the witch hunter) to form a 96-or-so page book.

Depending on time, material and sales, I suppose it's possible we could instead do a 32-page or 64-page print Godling book... but I don't know about A: It's broad appeal as a print product and B: what we'd fill the 96-page book with if we culled just the godling material for elsewhere.

But we DO listen to fans, so by all means feel free to let us know what you think!

By all means do the 96 page book the Shaman, Dream Magic and Witch Hunter are all on my list, getting them in a print version would be great. Since I'm greedy I would love to see the extra stuff in the book as well :)

Dark Archive

You could do a classes collected sets. Say add about 5-10 pages of new stuff to each class and then package 3 or 4 together. I wouldn't mind at all seeing new stuff for each class. Or do a spells book, collect the spells from all your current books and put them together as a collected set of spells. Throw in enough new ones.

Just tossing out ideas. For the above for me, they would only work if there was enough new content. But since it is already written collected books might appeal to others to pick up a few more sales. So it might be worth doing just for that reason.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Xpltvdeleted wrote:
Owen K. C. Stephens wrote:

Hello Everyone!

So, I can always depend on our fans to find my stupid mistakes (it's nice of Hyrum to try to take the bullet, but these mistakes are original to my turnover) within a few hours of a new release. :D And this is a good thing! We'll update the files ASAP, but to answer your questions immediately:

The eldritch godling should NOT get one 7th level spell/day at 13th level, one 8th level spell/day at 15th level, or one 9th level spell/day at 17th level. Replace those with a dash, to represent no spell gained.

Once that is done, the spells known and spells per day line up.

At 20th level the eldritch godling should receive 4 8th level spells/day.

The Divine Power feat was renamed the Godling Spell feat. Thus the Divine Power talent should read: "Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat's prerequisites."

For the same reason, under Godling Spells it should read: "Godling spells can only be learned with the Godling Spell ascendency of feat, or the Divine Power talent. Only godlings can know or cast godling spells."

By Will Alone is really, really good. Honestly however, in playtests even one free wish a day (come 18th level) did not unbalance the game compared to what people could do by then. But I confess, we didn't manage to run a long-term campaign at that level, so there might be more effects for a long-running near-epic level campaign. Obviously if you find it's unbalancing for your play style, by all means exclude Wish, or any similar spell, as too powerful for that ascendency.

One of my concerns is basically that, in a standard party (4 members), every party member will get +5 to all stats after 4 months (or less depending on how many times the ascendancy was taken) time at no cost (for a savings of ~3.36 million GP). As you said, I can limit that if I see fit, but I just thought it's something I should point out :D

That being said, I see how it fits thematically--many powerful...

Bear in mind that for inherent bonuses higher than +1, you need to cast a wish spell multiple times in "immediate succession." So long as you're only able to use one wish per day, nobody's going to be gaining +5 inherent bonuses to all of their ability scores anytime soon.

Liberty's Edge

Alzrius wrote:
Bear in mind that for inherent bonuses higher than +1, you need to cast a wish spell multiple times in "immediate succession." So long as you're only able to use one wish per day, nobody's going to be gaining +5 inherent bonuses to all of their ability scores anytime soon.

+1/day = 5 days/ability score = 30 days for one character to have +5 in each score. That's 4 months for a party of 4 to have +5 to everything (half that if they take the ascendancy twice). That's really not that long when you have a long campaign or campaign that allows downtime. That's pretty feasible.

EDIT: missed the "immediate" part...

Super Genius Games

Dark_Mistress wrote:

You could do a classes collected sets. Say add about 5-10 pages of new stuff to each class and then package 3 or 4 together. I wouldn't mind at all seeing new stuff for each class. Or do a spells book, collect the spells from all your current books and put them together as a collected set of spells. Throw in enough new ones.

Just tossing out ideas. For the above for me, they would only work if there was enough new content. But since it is already written collected books might appeal to others to pick up a few more sales. So it might be worth doing just for that reason.

Thanks DM!

The Adventurer's Handbook (at the printer now) includes 5 classes (archon, death mage, magus, shadow assassin and war master) each with new content, feats from Feats of Battle, Spellcasting and Subterfuge, plus Ice and Earth Magic.

Our next compilation will probably follow a similar format, with 4-5 classes, feats, and magic.

I guess it comes down to the size of the book. Is 96 pages a good size? Or would 32, 64, or 128 page books be better? (All at different prices of course.)

Hyrum.
Super Genius Games
"We err on the side of awesome."

Dark Archive

Oh yeah you guy are the ones doing that. I forget sometimes which 3pp is doing what sometimes. But yeah something like that is a good way to handle it. I wouldn't worry to much about size of the book. i would focus more on theme, like all similar things in one book.

For example once you do some of the other magic books. You could do a elemental magic book, Ice, Wind, Fire, Earth, Water, Acid etc. I know some of those have not been written and may not. I am just using it as a example. Then for new content you could do elmentalist bloodlines, wiz specialties or even sub specialties (like ice wizard), then throw in something like a new elementalist base class or something. Then just price them by size.

Also you could do a collected series of the Loot for Less.

Of course I want to see more stuff. More elemental magic, dream magic, or just new things.

Super Genius Games

Dark_Mistress wrote:
Also you could do a collected series of the Loot for Less.

Your wish is my command. :) Look for this one around August/September. It's titled "Loot 4 Less: Genius Guide Volume 2".

Hyrum.
Super Genius Games
"We err on the side of awesome."

Dark Archive

HyrumOWC wrote:
Dark_Mistress wrote:
Also you could do a collected series of the Loot for Less.

Your wish is my command. :) Look for this one around August/September. It's titled "Loot 4 Less: Genius Guide Volume 2".

Hyrum.
Super Genius Games
"We err on the side of awesome."

Well I know you have a collected volume 2. I seen it as a preorder but no information about it. Was that always what you had it planned as? Just curious.

Genius Guide Volume 2

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
HyrumOWC wrote:

The Adventurer's Handbook (at the printer now) includes 5 classes (archon, death mage, magus, shadow assassin and war master) each with new content, feats from Feats of Battle, Spellcasting and Subterfuge, plus Ice and Earth Magic.

What about those of us who bought all of the constituent books? Are we going to miss out on the new content that Adventurer's Handbook will have for those classes?

Super Genius Games

Kvantum wrote:
HyrumOWC wrote:

The Adventurer's Handbook (at the printer now) includes 5 classes (archon, death mage, magus, shadow assassin and war master) each with new content, feats from Feats of Battle, Spellcasting and Subterfuge, plus Ice and Earth Magic.

What about those of us who bought all of the constituent books? Are we going to miss out on the new content that Adventurer's Handbook will have for those classes?

Nope! While we're hoping you'll buy the print book, we'll be updating the PDF's with the updated information a few weeks after the book is in stores.

Hyrum.
Super Genius Games
"We err on the side of awesome."


Is the Adventurer's Handbook available for pre-order yet?

Super Genius Games

Twin Agate Dragons wrote:
Is the Adventurer's Handbook available for pre-order yet?

Yep!

Adventurer's Handbook Preorder

Hyrum.

Sczarni

Is it just me or the adept godling can make a hell of a fighter/mage? Select str or con as castng stat, no arcane armor failure, acces to any spellcasting list, domains based on his spellcasting stat.

Was this intentional? (hope it is hehe)

Paizo Employee Starfinder Design Lead

Frerezar wrote:

Is it just me or the adept godling can make a hell of a fighter/mage? Select str or con as castng stat, no arcane armor failure, acces to any spellcasting list, domains based on his spellcasting stat.

Was this intentional? (hope it is hehe)

That is absolutely one strong build, and it's one we playtested. I had a player announce "Nethys finally gets spell-paladins!"


Uhmmm...I like the product but have one question about a typo/misunderstanding. The Eldritch Godling has spellcasting/attacks compariable to the sorceror but has THREE bad saving throws? I am missing something in the text or are Eldritch Godlings just very vulnerable? The Adept Godling works out okay (provided you don't want 7th+ level spells) but I like the Eldritch save for this typo/oversight/???

Liberty's Edge

I noticed the bad saving throws as well and I *think* I understand why. The EG gets to choose their primary casting stat, their spell list, and is not subject to spell interruption (no making concentration checks). In exchange for these abilities (which are pretty considerable), they give up any good saving throws (there's also a bit of fluff about it IIRC) and they don't get 9th level spells til 18th level (ouch!). I personally think that the latter is a bit steep...they are a full 6-7 levels behind other full casters' progression. Not only will this make many of their spells with saving throws very ineffective, but they will lag behind in power (although some of the godling abilities make up for this marginally).

You are now 2cp richer!


Xpltvdeleted wrote:

...they are a full 6-7 levels behind other full casters' progression. Not only will this make many of their spells with saving throws very ineffective, but they will lag behind in power (although some of the godling abilities make up for this marginally).

I'm confused about being 6-7 levels behind other full casters??? The EG list looks alot like a typical sorceror progression.

However I can agree with your assumption about the bad saving throws. You forgot to add that the EG and AG both don't suffer arcane spell failure for armor (provided you take the feats to be proficent in such).

I'll just have to be careful about getting beaned with spells while playing my EG...

Liberty's Edge

Anonymous User 992 wrote:
Xpltvdeleted wrote:

...they are a full 6-7 levels behind other full casters' progression. Not only will this make many of their spells with saving throws very ineffective, but they will lag behind in power (although some of the godling abilities make up for this marginally).

I'm confused about being 6-7 levels behind other full casters??? The EG list looks alot like a typical sorceror progression.

However I can agree with your assumption about the bad saving throws. You forgot to add that the EG and AG both don't suffer arcane spell failure for armor (provided you take the feats to be proficent in such).

I'll just have to be careful about getting beaned with spells while playing my EG...

Well, I stand corrected. I don't know how the hell I came to the conlcusion that wizards got 9th level spells at level 11 *shakes head*. Must have been touch of idiocy or something.

Paizo Employee Starfinder Design Lead

Eldritch godlings do, in fact, get 3 poor saving progressions. This is one of the trade-offs they suffer (and yeah, that's why in the fluff it warns their physical bodies and even minds are constantly at strain with the vast powers they represent).

And yes, this makes them a bit vulnerable. Although, really, it's not that bad. Obviously even 2 poor saving throws is merely typical. One worse that that, when you can choose what ability score you want to max out and can pick your spell list, isn't bad. In fact in playtesting, eldritch godlings that had even a single strong save simply out their ability score boosts elsewhere, and were way, way too tough. This is one of the steps taken to make them playable.

And eldritch godling who wants to be able to suck up some enemy fire needs to spend some time and resources buffing themselves with spells early in a fight, which is a good thing for allowing wizards and sorcerers to get some face time. If the ED doesn't take that step and instead goes for a one-shot kill, they risk both being vulnerable, and being the favored target of any foe who can think.


I have a question, just to clarify: can you muli-class a Mystic Godling with and non-mystic godling? Say, Eldritch plus clever?

Also, I hate you, Super Genius Games! I'm late in discovering your stuff, and the wife doesn't think it's a good idea to give up eating for a week in order to buy all your previously released Guides that I want. How dare you put things out that tempt me so!

Paizo Employee Starfinder Design Lead

NATHAN TUMBERG wrote:
I have a question, just to clarify: can you muli-class a Mystic Godling with and non-mystic godling? Say, Eldritch plus clever?

Adept can multiclass with clever or mighty

clever can multiclass with adept or eldritch

eldritch can multiclass with clever of mighty

mighty can multiclass with adept or eldritch

But you shouldn't allow adept/eldritch multiclass, or clever/might multiclass.


Thank you, makes sense.

Dark Archive

Pathfinder Adventure Path, Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber

Just want to be sure on something. I noticed adept and eldritch godlings get one lineage domain at second level. Is this correct? Or should there be more? Just wondering because the demigod ability makes it look like there should be more. Even the class feature sounds like there should be more than one.

Thanks


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Chris Ballard wrote:

Just want to be sure on something. I noticed adept and eldritch godlings get one lineage domain at second level. Is this correct? Or should there be more? Just wondering because the demigod ability makes it look like there should be more. Even the class feature sounds like there should be more than one.

Thanks

they can take extras with one of their leveling choices. i personally think it should have a cap as to number. (3 springs to mind)

Dark Archive

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Just wondering, does the lineage domain also grant the domain spells as bonus spells known?


Chris Ballard wrote:
Just wondering, does the lineage domain also grant the domain spells as bonus spells known?

From what I read if you can cast spells as an Adept Godling, Cleric or Eldritch Godling they do.


Maybe I'm overlooking something, so someone help me out. Some domains, and some exalted domains, assume the character taking the domain has the ability to channel. Godlings don't have the channel ability, correct? Is this domain ability lost, then? Or does it grant the user the ability to channel that power?

Paizo Employee Starfinder Design Lead

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Chris Ballard wrote:
Just wondering, does the lineage domain also grant the domain spells as bonus spells known?

For adept and eldritch godlings, yes it does. Clever and mighty godlings have a similar power, which does not, as they aren't spellcasting classes.

DungeonmasterCal wrote:
Maybe I'm overlooking something, so someone help me out. Some domains, and some exalted domains, assume the character taking the domain has the ability to channel. Godlings don't have the channel ability, correct? Is this domain ability lost, then? Or does it grant the user the ability to channel that power?

Godlings (using the current options, which will likely be expanded eventually) do not have any channel ability, and do not gain it from taking a domain or exalted domain. Of course as godlings can choose any domains, they can simply avoid domains that grant channel options. And multiclass godling/clerics add their class levels for any domain both classes share, and do channel.

Alternate domain abilities for godlings that don't channel is a great idea, and likely to show up in an upcoming product.


DungeonmasterCal wrote:
Maybe I'm overlooking something, so someone help me out. Some domains, and some exalted domains, assume the character taking the domain has the ability to channel. Godlings don't have the channel ability, correct? Is this domain ability lost, then? Or does it grant the user the ability to channel that power?

Godlings (using the current options, which will likely be expanded eventually) do not have any channel ability, and do not gain it from taking a domain or exalted domain. Of course as godlings can choose any domains, they can simply avoid domains that grant channel options. And multiclass godling/clerics add their class levels for any domain both classes share, and do channel.

Alternate domain abilities for godlings that don't channel is a great idea, and likely to show up in an upcoming product.

Thanks! We'd considered letting the channeled power be used as a spell-like ability a certain number of times per day, but hadn't decided yet. Not sure the Mystic Godling player in my game will like it, but at least it's official!


I have 1 question that comes up after looking over the Mystic Godling some more(there might be more after even more reading, but I hope not). How exactly does the "Dispel Resistance" ability work? I understand the concept(I think), but it does give any numbers with the description(which is kinda needed for using it) & it could stand to be a little more clearly worded(though, the numbers would probly take care of most of that).

Paizo Employee Starfinder Design Lead

Heya folks,

I'm currently on vacation until a week from tomorrow. I saw the Heavener Runestone and the Spiros Mounds today!

I'll double-check this and get back to you once I'm home and have my files.


How dare you have a life rather than immediately cater to the whims of people who's inquiries can probly wait?! I wish tone could be conveyed over the internet cause I'd post that in the most ridiculous over the top tone option available & it would be far more hilarious.

But seriously, I can't speak for others, but I won't need my question resolved until after you get back(til then, I can wonder why the word is speak, but speech isn't spelled speach)


Owen K. C. Stephens wrote:

Heya folks,

I'm currently on vacation until a week from tomorrow. I saw the Heavener Runestone and the Spiros Mounds today!

I'll double-check this and get back to you once I'm home and have my files.

*Waves* "Hello" from Arkansas!


Also, another question I thought of & this one's mostly for curiosity sake. Are the special Godling spells you have to feats/ascendancies to pick up just as easy to identify as other spells with spellcraft or are they slightly harder to identify? I could see it either way & was curious about it.


So I'm currently working on a gestlat character for an upcoming game. My one class will be the Ninja from Ultimate Combat. But I've been stuck on the other class. Then it hit me: Super Genius Games has a bunch of classes, check them out. Which lead me to seriously considering buying the Godling book. Then I read about a possible softcover compilation.

What's going on with that? Did it come out and I just missed it, or has it been delayed or was Owen eaten by a drugged up wombat cyborg??

Paizo Employee Starfinder Design Lead

Monkeygod wrote:
Then it hit me: Super Genius Games has a bunch of classes, check them out. Which lead me to seriously considering buying the Godling book.

It is one of our most popular classes. You might also want to look at the Shadow Assassin and Death Mage, both of which I think would make awesome gestalts with a ninja. :)

Monkeygod wrote:
Then I read about a possible softcover compilation. What's going on with that? Did it come out and I just missed it, or has it been delayed or was Owen eaten by a drugged up wombat cyborg??

One softcover is out, the Adventurer's Handbook, but it doesn't include the godling. (It does include the archon, death mage, magus, shadow assassin, and war master.) We had originally planned to follow it up with a similar book of similar size, but we had to re-assess our print plans. We are still working on our new print paradigm, but are not yet ready to make announcements regarding it.

So no print godling material is planned for the immediate future, though more middle-term it's likely.

Also, in all fairness, the wombat cyborg was fresh out of surgery, so being a bit loopy on the painkillers is expected.

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