Building a Mighty Godling, looking for Advice...


Advice


So, I'm building a Mighty Godling character, and my idea was that he would fight unarmed a la DBZ and just go ham on peepz. I also want him to have lightning abilities if it's possible. Not so much spells as much as abilities that effect only my person.

Things that are set in stone:

I'm Half-Human, Half-Celestial.

I want to be a Mighty Godling.

Numbers for my ABS: 20, 18, 18, 17, 17, 16

Ideas:

Gestalting Mighty Godling with Monk.

Would like to have lightning capabilities.

I want to grapple and punch the crap out of people.

Any help would be appreciated.


No one has any advice?

Sczarni

You could make a great grappler, or a Dragon ball Z type of monk.

Sczarni

Still reading about Godling


frankly, I'd be hard pressed to give you any advice, Whom are you a godling from? what god, how did you find out? what is your obsession with punching people?

Your abilities would come from you mythic nature. Although I think that you blindside yourself a bit by excluding spells. even the qinggong monk only learns to do amazing things as spell-like abilities.
(http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk- archetypes/qinggong-monk)

He'd be able to do a scorching ray at lvl 4 as a spell like ability, The closest thing you'd get to a Kamehameha on short notice.

no archetypes for monks or other classes with archtypes for unarmed combat that would give you lightning abilities. at least not without spells. an unarmed combat focus magus would be very close, but again, spells.

So I'd probably go for a hybrid build of the 2, magus 6, qinggong monk 14.


Monks could elemental fist for lightning at level 1 if desired.


okay, having done some small digging (as in not of the top of my head)

I found the barbarian archtype `Brutal Pugilist`. It focusses around grappling.
I also found the `Elemental Kin` archtype. and a slew of elemental rage powers for the barbarian. you can combine the 2.

You´d want the ragepowers : brawler (greater), the elemental rage line and/or the elemental resistance line.

You can have a unarmed rager who punches people with lightning. Its the best I can do for ya.


By gestalt, you mean being able to gain the benefits of both Monk and Mighty Godling at the same time right?

If so, consider heavily gestalting Mighty Godling with Tetori Monk while taking the Dragon Style feats to augment your unarmed strike damage. Tetori are basically the best grapples in the game, and with Dragon Style, your unarmed damage is going to be pretty good. As an aside, Dragon Style allows you to take Elemental Fist and gain the scaling Elemental Fist damage as a Monk of the Four Winds.

So you will be able to deal scaling Elemental Fist damage along with substantial unarmed strike damage and grapple ghosts. All good things in my opinion!

On the Godling side, you want to take Divine Traits (Nature Myster: Nature's Whisper) so you can add Strength instead of Dexterity to AC and CMD, allowing you to double dip your Strength to CMD. On top of that, take Force of Brawn, which allows you to add Strength to all of your saving throws instead of Con, Dex and Wis, meaning you'll have some awesome saves. As a bonus, you get to pick 3 skills that you use Strength for instead of Dexterity or Charisma. So you could pick something like Acrobatics, Diplomacy and Stealth.

With those two abilities, focus on boosting your Strength as much as possible. The more strength you have, the more accurate your attacks, the more damage you do, the better your saves and the better your AC/CMD.

Get Divine Weapon when you can to form a weapon out of pure lightning and smash face with it.

Get Mystic Inheritance I (Air School) so you can get Feather Fall, the Levitate, then Fly at will for yourself. This will let you simulate the flight from DBZ.

Instinctive Parry will allow you to obviate the need for Bracers of Armor as a gestalted Monk (eventually giving you up to a +10 armor bonus). Though you shouldn't really take it until around 8th level or so as that is when it finally beats out potions of mage armor.

Physical Avatar is interesting as Initiative is an ability check, so you get to add half your level to your Initiative, meaning you'll very often get to go first.

Counter Power and Rupture Magic are also some abilities you should look closely at. Counter Power is just a great way to shut off a creatures gimmick and Rupture Magic allows you to punch the magic out of people!

Unfortunately, there really isn't much of a way to mimic the DBZ energy blasts very well outside of other 3rd party classes or spell casters. Using the proposed Qinggong Monk archetype, as mentioned above, for Scorching Ray would certainly give you a possible way of mimicing it. Especially if you also take Cold Ice Strike at higher levels.

===============================

Stat wise I suggest the following: Str 20, Dex 17, Con 18, Int 17, Wis 18, Cha 16.

At level two you'll be able to get Str to AC instead of Dex, but you'll still be starting off with an AC of 17, and at second level this bumps up to AC 19.

===============================

Check with your GM, but as a half-human, you should be able to take the Human Favored class bonus for +1/2 divine ranks, similar to how Half-Elfs and Half-Orcs can choose to take either Human, or Elf/Orc favored class bonuses in addition to their own.

Doing this will let you take other, additional, Divine Traits on top of things. Like taking Mystic Inheritance again (this time costing 2 ranks) for the Conjuration (Teleportation) Shift power. Or getting more Oracle Revelations from other Mysteries, like Spark Skin from the Wind Mystery for Resistance and eventual immunity to lightning. Or get yourself the Elemental (wind) bloodline from sorcerer and ask your GM if you could turn your Scorching Ray/Cold Ice Strike spell-like abilities from Qinggong Monk into lightning based damage instead of Fire and Cold respectively.

[Edit] Found some character art for you! Enjoy!


Tels wrote:


On the Godling side, you want to take Divine Traits (Nature Myster: Nature's Whisper) so you can add Strength instead of Dexterity to AC and CMD, allowing you to double dip your Strength to CMD.

It adds Charisma, not Strength. Is there even an Oracle Mystery that would allow you to add Strength to AC and CMD?


ForsakenM wrote:
Tels wrote:


On the Godling side, you want to take Divine Traits (Nature Myster: Nature's Whisper) so you can add Strength instead of Dexterity to AC and CMD, allowing you to double dip your Strength to CMD.
It adds Charisma, not Strength. Is there even an Oracle Mystery that would allow you to add Strength to AC and CMD?

Godling classes are basically "choose your own ability score uses" for nearly everything they get.

Mighty Godling wrote:

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).

This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different mystery and one revelation from that mystery.

The Godling gets to use whatever ability score he chooses for the effects of revelations. So he chooses Strength and adds his Strength to his AC and CMD instead of Dexterity.


Pathfinder Lost Omens Subscriber

put everything into strength, and then faceroll with that force of brawn scion power. change diplomacy to strength, and maybe handle animal for some roleplaying fun. *beat the animal into submission/physically make the animal move*

seriously though, you should go adept godling and just do the same, then be a melee caster.


Bandw2 wrote:

put everything into strength, and then faceroll with that force of brawn scion power. change diplomacy to strength, and maybe handle animal for some roleplaying fun. *beat the animal into submission/physically make the animal move*

seriously though, you should go adept godling and just do the same, then be a melee caster.

This! Go Adept and take Common Element Ascendency (Electricity) and Talent for Mysticism (Force of Brawn) and use Strength as your Casting Stat. Especially if you Gestalt with Tetori Monk.

You'll be able to grapple like a boss, pummel things into submission with your fists and then launch a fireball/lightning bolt/cone of cold that deals electricity damage. You could get Magical Lineage and Wayang Spellhunter (Metamagic Master for legal purposes) and select [Fireball] for both, so you can toss around Empowered Fireballs out of third level slots, and at higher levels, use Empowered Intensified Fireball out of fourth level slots.

Funny thing about the Adept and Eldritch Godlings, though they are Spontaneous casters, unlike other Spontaneous casters, they can add metamagic effects without increasing the casting time as they both lack that little note that Sorcerers and Oracles have.


If you want to reflavor it, you could treat the various Transmutation/Polymorph spells as a kind of 'Super Saiyan' power up. Like, Alter Self could be Kaio-Ken, use Eldritch Magic to add Righteous Might and treat it as Super Saiyan, and use Giant Form spells for transforming into an ape.


Pathfinder Lost Omens Subscriber
Tels wrote:
use Strength as your Casting Stat.

I cast fist.

the best part about godlings is they don't get spell failure from armor they're proficient in, so it can do a caster good to get full plate.


Bandw2 wrote:
Tels wrote:
use Strength as your Casting Stat.
I cast fist.

Right!?!

I'm actually not a big fan of the Godling classes. I don't really like the fact that such huge parts of the characters are 'up to you' to choose from. Choosing your spell-list, your casting stat, the ability to choose your saves, etc. really strikes me as kind of the Eidolon problem, but as an entire class.

Eldritch Godling Anecdote:
My Cousin is kind of a wimpy GM and lets his players walk all over him, and at the same time, his players *are* smarter than him so they tend to tactically demolish him all the time. Like five 3rd level characters destroyed an encounter of dire lions that ambushed them during the night.

Anyway, he allowed each person to choose a 3rd party book to add to the game, and one played chose to play an Eldritch Godling. He's an optimizer, but he didn't Optimize the character as well as he could. He chose Intelligence for his casting stat, saves and AC/CMD (via Force of Intellect, and Divine Portfolio I: Nature's Whispers). The guy has also abused crafting magical items for serious benefits to himself and the party.

He called me up one day to ask for advice and I did a sheet Audit and I pointed out numerous little issues (like stacking a Headband of Perfection with an Ioun Stone of intellect +6 for a +12 enhancement bonus). Anyway, I told him he needs to tell the Godling character to rebuild as a normal class, but he has refused, and the players have backed him up. The dumb thing was that he had the highest AC in the group because of his class choices. Also the best saves.

So we decided to use an Eldritch Godling as the ultimate BBEG of the campaign. I've been working on him for a while, and he's not quite done yet, but this is Jayecen, Emissary of the Dark One. He's pretty cheap as a character because he is immune to the effects of antimagic field, greater dispel magic, and mage's disjunction. He enters combat with antimagic field up so he can enter combat with other characters, while still receiving all of his buffs and magical items, and the party doesn't get that benefit.

Take away the magical items of 20th level martials, and you've got a character who is essentiall AC 25 or about that. An AC he can easily hit. Even worse when he turns himself into a Dragon and just rips creatures limb from limb. On top of that, Jayecen's DCs are really tough to beat and he can smoke creatures with his magic, or summon up a veritable horde of enemies.


Pathfinder Lost Omens Subscriber

@ spoiler

BEWARE THE ULTIMATE *SAD*NESS!


Tels wrote:
He's pretty cheap as a character because he is immune to the effects of antimagic field, greater dispel magic, and mage's disjunction.

Do you mean immune, or do you mean he has dispel resistance, and thus has SR against dispel and antimagic effect? because if the later, he's only got about a 50% chance of being immune to his own antimagic shell.


Well, MGodling can do tons of stuff... but if you are going for grappling, then the usual grappling feats works out.

Improved, Greater, Rapid Grappling.. You can qualify for the Final Embrace Feat line with a belt that gives you constrict...

If you go with human you should skip getting a skillpoint or hp per lvl, just go for the 1/2 special ability thingy ea lvl...

Rest is flavour.. but you could go with orc bloodline, and prophetic armor if you want to to without any armor... instinctive parry helps out there since it works almost like the monks extra ac.

Your grappling damage will kick in at lvl 10 when you can start summoning your weapons... just summon your glowing boxing gloves, and start final embracing until the cows comes home.


OWEN STEPHENS wrote:
Tels wrote:
He's pretty cheap as a character because he is immune to the effects of antimagic field, greater dispel magic, and mage's disjunction.
Do you mean immune, or do you mean he has dispel resistance, and thus has SR against dispel and antimagic effect? because if the later, he's only got about a 50% chance of being immune to his own antimagic shell.

Actually, he casts Aroden's Spellbane every morning and chooses antimagic field, greater dispel magic and mage's disjunction. By doing so, he becomes immune to those three spells for the duration of the spell (which is 1 hour/level or 19 hours in his case). Now, normally, antimagic field wouldn't function either, but his field is widened via a metamagic rod. My understanding on this is that the spellbane basically creates a little bubble of 'functioning magic' within the bubble of antimagic (which is also how we decided to rule it in our home game); it may now be perfectly RAW, but it makes enough sense for our purposes.

But, basically, by selecting the above three spells, he's a walking antimagic field of death. You can't cast spells through the antimagic field that surrounds him, but anyone that makes it into his little bubble of functioning magic, is now within melee distance of himself; plus, he can always 5-ft step back and take away the enemy's magic with his field.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Building a Mighty Godling, looking for Advice... All Messageboards

Want to post a reply? Sign in.