TEXT: 1
  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.  
  
  2
  Mystic GodlinGs
  Below are two new base classes—sub-classes 
  of godling, both with spellcasting ability and 
  strong links to the gods of magic—the adept 
  godling and the eldritch godling.
  Adept godlings are imbued with the power 
  of gods of divination, the elements, destruction, 
  creation, spells, and magic. Mystic power flows 
  through their veins, and the ability to tap that 
  power is their birthright. But they are also skilled 
  in other ways, with many becoming renowned 
  sages, craftsmen, advisors, and explorers. Adept 
  godlings are often hailed as local heroes and 
  paragons of their homeland’s virtues.
  Eldritch godlings are even more steeped 
  in mystic power. Indeed, it might be more 
  accurate to say eldritch godlings are mystic 
  power—more akin to actual thinking, 
  breathing, spells incarnate than mortals 
  with spellcasting power. Eldritch godlings 
  feel the constant crush of their own potency 
  straining to escape their physical forms, as 
  though they were just shells of flesh ready 
  at any second to explode in preternatural 
  displays of magic. Despite this, eldritch 
  godlings often look sickly even when feeling 
  hale and hearty, with grayish skin and dark 
  circles under their eyes. Others simply 
  have 
  odd 
  appearances—unusual 
  hair 
  colors, parchment-thin skin, or exaggerated 
  features. Eldritch godlings are often feared 
  by their neighbors, and sometimes mistaken 
  for monsters.
  Other GOdlinGs
  The Genius Guide to Mystic Godlings is 
  a companion to an earlier Super Genius 
  Games product, The Genius Guide to the 
  Godling. While Mystic Godlings focuses on 
  characters with a dose of divine power 
  from the gods of mystic and arcane power, 
  The Genius Guide to the Godling focuses on 
  characters with ties to gods more closely 
  aligned to battle, trickery, and similar 
  earthly concerns. 
  While the two books complement 
  each other, neither requires possession 
  or use of the other. Everything you need 
  for adept and eldritch godlings can be 
  found in these pages. That having been 
  said, having both books does open 
  up expanded possibilities for godling 
  characters. Any of the four classes count 
  as godlings for the purposes of all feat, 
  talent, and spell prerequisites. Also, all 
  godlings can select freely from either 
  book when choosing divine traits (see 
  “Divine Traits” on page 6 for details).
  the Adept GodlinG
  Alignment: An adept godling may be 
  of any alignment.
  Hit Die: d8
  Starting Wealth: At 1st level an adept 
  godling begins play with 4d6 x 10 gp.
  tAble 1: the Adept GodlinG
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +0
  +2
  +2
  Minor ascendancy
  1
  –
  –
  –
  –
  –
  2
  +1
  +0
  +3
  +3
  Lineage domain
  2
  –
  –
  –
  –
  –
  3
  +2
  +1
  +3
  +3
  Divine trait
  3
  –
  –
  –
  –
  –
  4
  +3
  +1
  +4
  +4
  3
  1
  –
  –
  –
  –
  5
  +3
  +1
  +4
  +4
  Minor ascendancy
  4
  2
  –
  –
  –
  –
  6
  +4
  +2
  +5
  +5
  4
  3
  –
  –
  –
  –
  7
  +5
  +2
  +5
  +5
  Divine trait
  4
  3
  1
  –
  –
  –
  8
  +6/+1
  +2
  +6
  +6
  4
  4
  2
  –
  –
  –
  9
  +6/+1
  +3
  +6
  +6
  Minor ascendancy
  5
  4
  3
  –
  –
  –
  10
  +7/+2
  +3
  +7
  +7
  5
  4
  3
  1
  –
  –
  11
  +8/+3
  +3
  +7
  +7
  Divine trait
  5
  4
  4
  2
  –
  –
  12
  +9/+4
  +4
  +8
  +8
  5
  5
  4
  3
  –
  –
  13
  +9/+4
  +4
  +8
  +8
  Major ascendancy
  5
  5
  4
  3
  1
  –
  14
  +10/+5
  +4
  +9
  +9
  5
  5
  4
  4
  2
  –
  15
  +11/+6/+1
  +5
  +9
  +9
  Divine trait
  5
  5
  5
  4
  3
  –
  16
  +12/+7/+2
  +5
  +10
  +10
  5
  5
  5
  4
  3
  1
  17
  +12/+7/+2
  +5
  +10
  +10
  Major ascendancy
  5
  5
  5
  4
  4
  2
  18
  +13/+8/+3
  +6
  +11
  +11
  5
  5
  5
  5
  4
  3
  19
  +14/+9/+4
  +6
  +11
  +11
  Divine trait
  5
  5
  5
  5
  5
  4
  20
  +15/+10/+5
  +6
  +12
  +12
  Demigod
  5
  5
  5
  5
  5
  5
  
  3
  clAss skills
  The adept godling’s class skills are 
  Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), 
  Fly (Dex), Intimidate (Cha), Knowledge 
  (all)(Int), Linguistics (Int), Perception (Wis), 
  Perform (Cha), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), Sleight of Hand (Dex), 
  Spellcraft (Int), Stealth (Dex), and Use Magic 
  Device (Int).
  Skill Ranks per Level: 6 + Int modifier.
  the eldritch GodlinG
  Alignment: An eldritch godling may be 
  of any alignment, though 
  very few are lawful.
  Hit Die: d6
  Starting 
  Wealth: 
  At 1st level an eldritch 
  godling begins play with 
  2d6 x 10 gp.
  clAss skills
  The eldritch godling’s 
  class skills are Appraise 
  (Int), 
  Craft 
  (Int), 
  Fly 
  (Dex), Intimidate (Cha), 
  Knowledge (arcana)(Int), 
  Knowledge (history)(Int), 
  Knowledge (planes)(Int), 
  Knowledge 
  (religion)
  (Int), Linguistics (Int), 
  Profession 
  (Wis), 
  and 
  Spellcraft (Int).
  Skill 
  Ranks 
  per 
  Level: 2 + Int modifier.
  clAss FeAtures
  Weapon and Armor Proficiencies: Adept 
  godlings are proficient with all simple and 
  martial weapons, light armor, and bucklers. 
  Eldritch godlings are proficient with simple 
  weapons, but no armor or shields.
  Spells: The spells of a godling are an 
  expression of her raw will and inherent 
  mystic power. Because of this, her spell 
  ability works slightly differently than 
  most spellcasting classes. The details of a 
  godling’s spell ability are detailed below.
  Spell List Selection: A godling casts spells 
  drawn from a spell list selected when the 
  character is created. Adept godlings may 
  choose the list of any class that grants access to 
  1st level spells at level 1. For eldritch godlings, 
  the class must be a dedicated spellcasting class 
  (one that both has access to 1st level spells at 
  level 1, and that eventually receives 9th level 
  spells). The godling is considered an arcane 
  spellcaster if an arcane spell list is selected, and 
  a divine caster if a divine list is selected. The 
  selected list becomes the class spell list for that 
  particular godling character.
  Spellcasting Attribute: A godling must select 
  an ability score to fuel her spells when she takes 
  her first level of godling. This is referred to as 
  her spellcasting attribute. She may select any 
  ability score to act as her spellcasting attribute, 
  tAble 2: the eldritch GodlinG
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +0
  +0
  +0
  Ascendancy
  2
  –
  –
  –
  –
  –
  –
  –
  –
  2
  +1
  +0
  +0
  +0
  Lineage domain
  3
  –
  –
  –
  –
  –
  –
  –
  –
  3
  +1
  +1
  +1
  +1
  Divine trait
  4
  –
  –
  –
  –
  –
  –
  –
  –
  4
  +2
  +1
  +1
  +1
  5
  2
  –
  –
  –
  –
  –
  –
  –
  5
  +2
  +1
  +1
  +1
  Minor ascendancy
  5
  3
  –
  –
  –
  –
  –
  –
  –
  6
  +3
  +2
  +2
  +2
  5
  4
  2
  –
  –
  –
  –
  –
  –
  7
  +3
  +2
  +2
  +2
  Divine trait
  5
  5
  3
  –
  –
  –
  –
  –
  –
  8
  +4
  +2
  +2
  +2
  5
  5
  4
  2
  –
  –
  –
  –
  –
  9
  +4
  +3
  +3
  +3
  Minor ascendancy
  5
  5
  5
  3
  –
  –
  –
  –
  –
  10
  +5
  +3
  +3
  +3
  5
  5
  5
  4
  2
  –
  –
  –
  –
  11
  +5
  +3
  +3
  +3
  Divine trait
  5
  5
  5
  5
  3
  –
  –
  –
  –
  12
  +6
  +4
  +4
  +4
  5
  5
  5
  5
  4
  2
  –
  –
  –
  13
  +6
  +4
  +4
  +4
  Major ascendancy
  5
  5
  5
  5
  5
  3
  –
  –
  –
  14
  +7
  +4
  +4
  +4
  5
  5
  5
  5
  5
  4
  2
  –
  –
  15
  +7
  +5
  +5
  +5
  Divine trait
  5
  5
  5
  5
  5
  5
  2
  –
  –
  16
  +8
  +5
  +5
  +5
  5
  5
  5
  5
  5
  5
  3
  2
  –
  17
  +8
  +5
  +5
  +5
  Major ascendancy
  5
  5
  5
  5
  5
  5
  3
  2
  –
  18
  +9
  +6
  +6
  +6
  5
  5
  5
  5
  5
  5
  3
  3
  2
  19
  +9
  +6
  +6
  +6
  Divine trait
  5
  5
  5
  5
  5
  5
  4
  3
  3
  20
  +10
  +6
  +6
  +6
  Demigod
  5
  5
  5
  5
  5
  5
  4
  4
  4
  
  4
  but once this choice is made it can never be 
  changed.
  To learn or cast a spell, a godling must have 
  a spellcasting attribute  score equal to at least 
  10 + the spell level. The Difficulty Class for a 
  saving throw against a godling’s spell is 10 + the 
  spell level + the godling’s spellcasting attribute 
  modifier.
  Spells Known/Spells Per Day: The godling can 
  cast any spell she knows without preparing it 
  ahead of time. Like other spellcasters, a godling 
  can cast only a certain number of spells of 
  each spell level per day. Her base daily spell 
  allotment is given on “Table 1: Adept 
  Godling” or “Table 2: Eldritch Godling”. In 
  addition, she receives bonus spells per day 
  if she has a high spellcasting attribute score.
  The godling’s selection of spells is 
  extremely limited. A godling begins play 
  knowing four 0-level spells and two 1st-level 
  spells of the godling’s choice from her spell 
  list. At each new godling level, she gains 
  one or more new spells, as indicated on 
  “Table 3: Adept Godling Spells Known” and 
  “Table 4: Eldritch Godling Spells Known”. 
  (Unlike spells per day, the number of spells 
  a godling knows is not affected by her 
  spellcasting attribute score. The numbers on 
  Tables 3 and 4 are fixed.)
  Godlings can periodically change their 
  spells known. An adept godling does so 
  upon reaching 5th level, and at every third 
  godling level after that (8th, 11th, and so on). 
  An eldritch godling does so at 4th level, and 
  every even-numbered level after that (6th, 
  8th, and so on). At these levels, the godling 
  can choose to learn a new spell in place of 
  one she already knows. In effect, the godling 
  “loses” the old spell in exchange for the 
  new one. The new spell’s level must be the 
  same as that of the spell being exchanged, 
  and it must be at least one level lower than 
  the highest-level spell the godling can cast 
  from her spell list. A godling may swap only 
  a single spell at any given level and must 
  choose whether or not to swap the spell 
  at the same time that she gains new spells 
  known for the level.
  A godling need not prepare her spells in 
  advance. She can cast any spell he knows at 
  Table 3: Adept Godling Spells Known
  Character
  Level
  Maximum Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  4
  2
  –
  –
  –
  –
  –
  2
  5
  3
  –
  –
  –
  –
  –
  3
  6
  4
  –
  –
  –
  –
  –
  4
  6
  4
  2
  –
  –
  –
  –
  5
  6
  4
  3
  –
  –
  –
  –
  6
  6
  4
  4
  –
  –
  –
  –
  7
  6
  5
  4
  2
  –
  –
  –
  8
  6
  5
  4
  3
  –
  –
  –
  9
  6
  5
  4
  4
  –
  –
  –
  10
  6
  5
  5
  4
  2
  –
  –
  11
  6
  6
  5
  4
  3
  –
  –
  12
  6
  6
  5
  4
  4
  –
  –
  13
  6
  6
  5
  5
  4
  2
  –
  14
  6
  6
  6
  5
  4
  3
  –
  15
  6
  6
  6
  5
  4
  4
  –
  16
  6
  6
  6
  5
  5
  4
  2
  17
  6
  6
  6
  6
  5
  4
  3
  18
  6
  6
  6
  6
  5
  4
  4
  19
  6
  6
  6
  6
  5
  5
  4
  20
  6
  6
  6
  6
  6
  5
  5
  
  5
  any time, assuming she has not yet used up 
  her allotment of spells per day for the spell’s 
  level. 
  Dispel Resistance: Because the spells of 
  adept and eldritch godlings are powered by 
  internal immortal might, rather than drawn 
  from a pool of magic accessed by some 
  mortal heritage or tapped through skill and 
  training, the spells are much harder to dispel 
  or suppress. The godling is considered to 
  have special spell resistance that applies 
  only against dispel and anitmagic effects. 
  This special SR applies to antimagic and 
  dispel affects that ignore normal SR.
  When spells cast 
  by 
  a 
  godling 
  first 
  interact 
  with 
  an 
  antimagic field (or any 
  similar 
  area), 
  there 
  is a chance the field 
  fails to suppress the 
  godling’s innate spell 
  power. A caster level 
  check must be made 
  for each spell when 
  it first encounters the 
  antimagic field. This 
  SR also applies to any 
  similar effect that does 
  not work against gods 
  and artifacts.
  Concentration: 
  As 
  acts of will, the spells 
  cast by godlings do 
  not require focused 
  attention 
  to 
  cast. 
  Thus a godling does 
  not need to make 
  concentration checks 
  to cast her spells, even if she suffers damage, 
  distraction, violent motion, or is grappled. 
  A godling does still need a free hand to cast 
  spells with somatic components, so a pinned 
  godling may not be able to cast such spells 
  because her hands are also pinned.
  Arcane Spell Failure: As long as a godling 
  feels secure and confident, she can make 
  very simple gestures to satisfy the somatic 
  componets of her spells. As a result, godlings 
  do not suffer arcane spell failure in armor 
  with which they are proficient. This is true 
  even for godlings that select a spell list from a 
  class that does suffer arcane spell failure.
  Ascendancy: As expressions of the godling’s 
  innate mystic power, her spells are subject to her 
  desires, and can be altered through pure acts 
  of will. This power is known as the godling’s 
  ascendancy and is divined into minor and 
  major powers. An adept godling has one minor 
  ascendancy at 1st level. An eldricth godling 
  has one minor and one major ascendancy at 1st 
  level. Each godling receives additional minor 
  ascendancies at 5th and 9th level, and major 
  ascendancies at 13th and 17th level. Once an 
  ascendancy has been selected, it cannot be 
  changed. A godling may always select a minor 
  ascendancy instead of a major, if she prefers.
  MinOr AscendAncies
  Common Element Ascendancy (Su): Choose 
  one of the following damage types: cold, 
  electricity, fire. Whenever you cast a spell 
  from your godling spell list that deals hit point 
  damage, you may change the type of damage it 
  does to your selected damage type. If you do so, 
  the spell loses any of the following descriptors: 
  acid, cold, electricity, fire, force, and sonic. 
  It gains the type of damage it now deals as a 
  descriptor. This ascendancy may be selected 
  more than once.
  Chaotic Ascendancy (Su): Only godlings with 
  a chaotic alignment may select this ascendancy. 
  The godling cannot cast spells with the lawful 
  descriptor. The godling may cast any spell that 
  has a save DC and is from her godling spell list 
  as a chaotic spell. Such spells gain the [chaotic] 
  descriptor. Lawful creatures suffer a –1 penalty 
  to saving throws against spells the godling casts 
  with the [chaotic] descriptor.
  Table 4: Eldritch Godling Spells Known
  Character
  Level
  Maximum Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  4
  2
  –
  –
  –
  –
  –
  –
  –
  –
  2
  5
  2
  –
  –
  –
  –
  –
  –
  –
  –
  3
  5
  3
  –
  –
  –
  –
  –
  –
  –
  –
  4
  6
  3
  1
  –
  –
  –
  –
  –
  –
  –
  5
  6
  4
  2
  –
  –
  –
  –
  –
  –
  –
  6
  7
  4
  2
  1
  –
  –
  –
  –
  –
  –
  7
  7
  5
  3
  2
  –
  –
  –
  –
  –
  –
  8
  8
  5
  3
  2
  1
  –
  –
  –
  –
  –
  9
  8
  5
  4
  3
  2
  –
  –
  –
  –
  –
  10
  9
  5
  4
  3
  2
  1
  –
  –
  –
  –
  11
  9
  5
  4
  4
  3
  2
  –
  –
  –
  –
  12
  9
  5
  4
  4
  3
  2
  1
  –
  –
  –
  13
  9
  5
  4
  4
  4
  3
  2
  –
  –
  –
  14
  9
  5
  4
  4
  4
  3
  2
  1
  –
  –
  15
  9
  5
  4
  4
  4
  4
  3
  2
  –
  –
  16
  9
  5
  4
  4
  4
  4
  3
  2
  1
  –
  17
  9
  5
  4
  4
  4
  4
  3
  3
  2
  –
  18
  9
  5
  4
  4
  4
  4
  3
  3
  2
  1
  19
  9
  5
  4
  4
  4
  4
  3
  3
  3
  2
  20
  9
  5
  4
  4
  4
  4
  3
  3
  3
  3
  
  6
  The godling may imbue additional chaos 
  into a spell with the [chaotic] descriptor, 
  causing it to have a secondary effect on one 
  creature affected by the spell. The godling may 
  do this a number of times per day equal to 3 + 
  her spellcasting attribute modifier. If the chaotic 
  spell affects multiple targets, randomly select 
  which one is targeted by the additional spell 
  effect.
  If the target saves against the chaotic spell, it 
  also saves against the additional spell effect. If 
  the chaotic spell does not have a saving throw, 
  the target is allowed a Fortitude save against the 
  additional spell effect with a DC of (10 + chaotic 
  spell’s level + the godling’s spellcasting attribute 
  modifier) to negate the additional spell effect. 
  Roll 1d4 and consult the table below to see what 
  spell the additional spell effect functions as.
  chAOtic AdditiOnAl spell effect
  Die Roll  
   
  Effect
        1 
   
   
  Arcane mark
        2 
   
   
  Flare
        3 
   
   
  Lullaby
        4 
   
   
  Touch of fatigue
  Evil Ascendancy (Su): Only godlings with 
  an evil alignment may select this ascendancy. 
  The godling cannot cast spells with the good 
  descriptor. The godling may cast any spell 
  that has a save DC and is from her godling 
  spell list as an evil spell. Such spells gain the 
  [evil] descriptor. Good creatures suffer a –1 
  penalty to saving throws against spells the 
  godling casts with the [evil] descriptor.
  The godling may imbue additional evil 
  into a spell with the [evil] descriptor, causing 
  it to have a secondary effect on one creature 
  effected by the spell. The godling may do 
  this a number of times per day equal to 3 
  + her spellcasting attribute modifier. If the 
  evil spell affects multiple targets, randomly 
  select which one is targeted by the additional 
  spell effect.
  If the target saves against the evil spell, 
  it also saves against the additional spell 
  effect. If the evil spell does not have a saving 
  throw, the target is allowed a Fortitude save 
  against the additional spell effect with a 
  DC of (10 + evil spell’s level + the godling’s 
  spellcasting attribute modifier) to negate the 
  additional spell effect. A creature affected 
  by the secondary spell effect suffers 1d4 
  untyped damage that bypasses hardness, 
  DR, and resistances.
  Godling Spell: The godling gains a godling 
  spell, which is added to the godling’s class 
  spell list. This must be of a level the godling 
  can cast. The godling automatically knows 
  the selected spell. (Godling spells are detailed 
  later in the book.) This ascendancy may be 
  selected more than once.
  Good Ascendancy (Su): Only godlings with 
  a good alignment may select this ascendancy. 
  The godling cannot cast spells with the evil 
  descriptor. The godling may cast any spell 
  that does not include her as a target and is 
  from her godling spell list as a good spell. 
  Such spells gain the [good] descriptor. Evil 
  creatures suffer a –1 penalty to saving throws 
  against spells the godling casts with the good 
  descriptor.
  The godling may imbue additional good 
  into a spell with the [good] descriptor, causing 
  it to have a secondary effect on one creature 
  affected by the spell. The godling may do this 
  a number of times per day equal to 3 + her 
  spellcasting attribute modifier. If the good 
  spell affects multiple targets, randomly select 
  which one is targeted by the additional spell 
  effect. The affected creature gains a +1 luck 
  bonus to AC and saving throws for 1 round.
  Lawful Ascendancy (Su): Only godlings 
  with a lawful alignment may select this 
  ascendancy. The godling cannot cast spells 
  with the chaotic descriptor. The godling may 
  cast any spell that has a save DC and is from 
  her godling spell list as a lawful spell. Such 
  spells gain the [lawful] descriptor. Chaotic 
  creatures suffer a –1 penalty to saving throws 
  against spells the godling casts with the 
  [lawful] descriptor.
  divine trAits frOM the 
  Genius Guide tO the GOdlinG
  The four types of godling (adept, clever, 
  eldritch, and mighty) may choose from among 
  the traits presented in both The Genius Guide 
  to the Godling and The Genius Guide to Mystic 
  Godlings. Adept godlings may select traits 
  from The Genius Guide to the Godling as if they 
  were clever godlings, and clever godlings 
  may select traits from The Genius Guide to 
  Mystic Godling as if they were adept godlings. 
  Eldritch and mighty godlings may select 
  traits from these books, but are restricted to 
  those traits available to all godlings and those 
  granted specifically to their subclasses of 
  godling.
  
  7
  The godling may imbue additional 
  lawfulness into a spell with the [lawful] 
  descriptor, causing it to have a secondary 
  effect on one creature effected by the spell. 
  The godling may do this a number of times 
  per day equal to 3 + her spellcasting attribute 
  modifier. If the lawful spell affects multiple 
  targets, the godling selects which one is 
  targeted by the additional spell effect.
  If the target saves against the lawful 
  spell, it also saves against the additional 
  spell effect. If the lawful spell does not 
  have a saving throw, the target is allowed 
  a Fortitude save against the additional 
  spell effect with a DC of (10 + lawful spell’s 
  level + the godling’s spellcasting attribute 
  modifier) to negate the additional spell 
  effect. A creature affected by the secondary 
  spell effect cannot ready or delay on its next 
  round.
  Lineage Domain: The godling gains 
  an additional lineage domain. (Lineage 
  Domains 
  are 
  detailed 
  below.) 
  This 
  ascendancy may be selected more than once.
  MAjOr AscendAncies
  By Will Alone (Su): Once per day, the 
  godling can cast a spell without fulfilling 
  any of its components. The spell requires 
  no somatic, verbal, or material components. 
  Even spells with expensive foci or material 
  components can be cast without such 
  materials by using this ability. The godling 
  may select this ascendancy more than once. 
  Each time it is selected, the godling may cast 
  a spell with no components one additional 
  time per day.
  Spellstorm: The godling can imbue a spell 
  with extra power. The godling may expend 
  additional spell slots when casting a spell. 
  The extra slots must be the same level or 
  higher than the spell being cast. For each 
  additional spell slot expended, the godling 
  increases her caster level by +1 for the spell 
  cast. This may be done a number of times per 
  day equal to 3 + the godling’s spellcasting 
  attribute modifier.
  Uncommon Element (Su): Choose one 
  of the following damage types: acid, force, 
  sonic. Whenever the godling casts a spell 
  from her godling spell list that deals hit 
  point damage, she may change the type 
  of damage it does to the selected damage 
  type. The spell loses any of the following 
  descriptors: acid, cold, electricity, fire, force, 
  and sonic. It gains the type of damage it now 
  deals as a descriptor. This ascendancy may 
  be selected more than once.
  Lineage Domain: As a result of their 
  divine bloodline, adept and eldritch godlings 
  gain access to the powers and spells of a cleric 
  domain. Once these domains are selected 
  they cannot be changed. (While the player 
  selects these domains, the godling character 
  gains these as inherent powers with no 
  choice or effort required). Lineage domains 
  need not be the ones the godling’s divine 
  parent grants to clerics—not all godlings 
  have powers related to their parent’s realm 
  of authority. The godling uses her class level 
  for her effective cleric level. A godling uses 
  her spellcasting attribute modifier (rather 
  than her Wisdom modifier) to determine 
  save DCs and uses/day of all her lineage 
  domain powers.
  
  8
  A multiclass cleric/godling who has the same 
  domain from both classes adds the two classes 
  together when determining what granted 
  powers and spells the character has and their 
  effectiveness.
  Divine Traits: Divine traits are special 
  powers a godling gains through her divine 
  heritage. Players may select any divine traits for 
  a godling character, regardless of the godling’s 
  divine parentage. Each divine trait has 4 
  degrees—listed from I to IV—though some 
  of the upper degrees may be limited to only 
  adept or eldritch godlings. A godling gains the 
  benefit of all the degrees of a trait she possesses 
  (though in some cases higher degrees make 
  lower degrees superfluous).
  A godling gains divine trait ranks at 3rd, 
  7th, 11th, 15th, and 19th levels. The number 
  of ranks gained increases each time, 1 rank at 
  3rd level, 2 ranks at 7th, and so on. Each time a 
  godling gains divine trait ranks, she may spend 
  them on one or more traits. Raising a trait up 
  one degree costs a number of ranks equal to 
  its new degree, but the godling must buy each 
  degree separately. Thus taking a new trait at 
  degree I costs 1 divine trait rank, while taking a 
  trait a godling already has at degree I to degree 
  III costs 5 ranks (2 ranks to bring it from degree 
  I to degree II, and 3 more ranks to bring it from 
  degree II to degree III).
  A godling may save unspent ranks if she 
  wishes, but can only spend them when she 
  gains a new level. Once ranks are spent, the trait 
  chosen is permanent and the ranks cannot be 
  regained. 
  Artificer I: The godling adds half her godling 
  level to any skill check required to create a magic 
  item (normally Spellcraft). She also spends only 
  95% of the normal cost for materials to make 
  magic items.
  Artificer II: The godling can craft magic 
  items in 4-hour blocks of time, rather than 
  the 8-hour minimum for most craftsmen. 
  The artificer also creates magic items in half 
  the normal time, 4 hours of work per 1,000 
  gp of value of the finished item. The godling 
  may work up to 8 hours in day, in two 
  4-hour blocks.  She also spends only 90% of 
  the normal cost for materials to make magic 
  items.
  Artificer III: The godling need not have 
  the appropriate item creation feat to create 
  a magic item. If she lacks the correct feat, 
  she takes a –5 penalty to the skill check 
  needed to create the item. She also spends 
  only 85% of the normal cost for materials 
  to make magic items. Only adept godlings 
  may select Artificer III.
  Artificer IV: The godling can craft magic 
  items in 2-hour blocks of time, rather than 
  the 8-hour minimum for most craftsmen. 
  The artificer also creates magic items in one-
  quarter the normal time, 2 hours of work 
  per 1,000 gp of value of the finished item. 
  The godling may work up to 8 hours in day, 
  in four 2-hour blocks.  She also spends only 
  80% of the normal cost for materials to make 
  magic items. Only adept godlings may select 
  Artificer III.
  Nemesis (elemental) I: The godling selects 
  three of the following elements: air, earth, 
  fire, water. The godling is a nemesis to 
  creatures with a subtype that matches any 
  of the selected elements. The godling is at 
  –2 to all Diplomacy checks with a creature 
  she is nemesis to, but +1 to all other skills, 
  all attack rolls, and all damage rolls against 
  such creatures.
  Nemesis (elemental) II: The godling is at an 
  additional –2 to all Diplomacy checks with 
  a creature she is nemesis to (–4 total), but 
  such creatures also suffer a –1 penalty to all 
  saving throws made against the godling’s 
  spells and abilities.
  Nemesis (elemental) III: The godling is at 
  an additional –2 to all Diplomacy checks 
  with a creature she is nemesis to (–6 total), 
  but each time the godling deals hp damage 
  to such a creature it takes an additional 1d6 
  damage. (This damage is of the same type as 
  the original source of damage. If the original 
  source had more than one damage type, the 
  godling decides which type is dealt by the 
  additional damage.) Only eldritch godlings 
  may select Nemesis (elemental) III.
  Nemesis (elemental) IV: The godling gains 
  the scent ability, which only functions 
  against creatures to which she is nemesis. 
  Additionally, against such creatures she acts 
  as if she had permanent see invisibility and 
  shield spells in effect. Only eldritch godlings 
  may select Nemesis (elemental) IV.
  Nemesis (ethical) I to IV: The ethical 
  nemesis divine trait functions identically 
  to the elemental nemesis divine traits of 
  the same rank, except the godling becomes 
  nemesis to opposed ethical beliefs. Good 
  godlings are nemesis to all evil creatures. 
  Chaotic godlings are nemesis to all lawful 
  creatures. Evil godlings are nemesis to 
  all good creatures. Lawful godlings are 
  nemesis to all chaotic creatures. Thus a 
  lawful good godling is nemesis to chaotic 
  evil, chaotic good, chaotic neutral, neutral 
  
  9
  evil and lawful evil creatures. True neutral 
  godlings cannot select this divine trait.
  If you are both elemental and ethical 
  nemesis to a creature, all penalties and 
  bonuses from the two divine traits stack.
  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.
  Paramortal II: The godling suffers no 
  penalties from the fatigued condition. 
  A godling that is fatigued and gains the 
  condition again becomes exhausted, as 
  normal. The godling gains darkvision 
  out to 60 feet. A godling that already has 
  darkvisions adds 60 feet to her darkvision’s 
  range. The godling ages only 1 year for every 
  10 years that pass.
  Paramortal III: The godling does not need 
  to sleep. If the godling has a class that grants 
  spells that normally require a full night’s 
  sleep, the godling instead regains spells once 
  per day (at a time agreed upon by the player 
  and GM). Preparing spells for the day still 
  requires an hour of meditation. The godling 
  ages only 1 year for every 50 years that pass.
  Paramortal IV: The godling is never 
  blinded, confused, deafened, fatigued, or 
  exhausted. The godling does not age, and is 
  immune to magical aging.
  Seer I: As a standard action the godling 
  can attempt to gain knowledge and learn 
  rumors about a given topic. This functions 
  as the gather information function of the 
  Diplomacy skill (expect for the reduced 
  time taken) and the godling gets a special 
  check to determine success. The check is 
  1d20 + (godling level x 1.5) + the godling’s 
  spellcasting attribute modifier. The godling 
  may only make a single check for a given 
  topic, and cannot make a new check until 
  she has gained another godling level.
  If the godling casts a divination spell with 
  a percentage chance of gaining information 
  (such as augury or divination), the godling 
  adds her spellcasting attribute modifier to 
  the chance of success.
  Seer II: When not distracted (under 
  circumstances calm enough the godling 
  could normally take 10 on a skill check), the 
  godling may examine a spoken statement 
  made by another creature to see if it is an 
  intentional 
  deception 
  or 
  equivocation. 
  The godling makes a Sense Motive check 
  opposed by the speaker’s Bluff check. On a 
  successful check, the godling is aware if the 
  speaker is intentionally lying, concealing 
  the truth, making a partially true statement, 
  or omitting important details that change 
  the context of the statement examined. 
  The godling is not aware which of these 
  evasions is taking place, nor the motivation 
  for the deception, only that the speaker has 
  intentionally avoided telling the whole and 
  complete truth.
  The godling can only examine one 
  specific statement per round. This ability 
  can be used a total number of times per 
  day equal to 3 + the godling’s spellcasting 
  attribute modifier.
  Additionally, any time the godling 
  casts a divination spell with a duration 
  of concentration (including those with 
  concentration to a maximum duration, or 
  concentration plus a number of rounds after 
  concentration ends), the godling can maintain 
  concentration on the spell as a swift action each 
  round.
  Seer III: Once every 7 days week, the godling 
  can gain information about the coming week. 
  This functions as a divination spell with a 99% 
  chance of success. If casting a divination spell 
  with a material component or focus with a cost 
  of (25 gp x caster level) or less, the godling does 
  not need the material or focus to cast the spell. 
  Only eldritch godlings may select Seer III.
  Seer IV: The godling can gain yes/no answers 
  to a number of questions each day equal to half 
  her godling level. This functions as the commune 
  spell, but there is no material component or 
  focus required, and the godling need not use all 
  the questions in a single sitting. Only eldritch 
  godlings may select Seer IV.
  Demigod (Ex): You elevate from the ranks of 
  deifically-blooded heroes to the lower ranks to 
  true divinity. This has several effects, including 
  changing your type to outsider (native).
  You gain a cult of worshipers. This functions 
  as the Leadership feat, except that all your 
  followers are adepts, clerics, druids, or other 
  classes that gain access to divine spells, and 
  your cohort is your high priest. You may use 
  sending (as the spell) a number of times per day 
  equal to 1 + your spellcasting attribute modifier 
  (minimum 1) to contact any of your followers 
  or cohort. Clerics that worship you may access 
  any domains associated with your lineage 
  domain ability.
  You become much harder to kill. You add 
  your level to the negative hit point value you 
  
  10
  must reach before dying. If you are ever dropped 
  to negative hit points, you automatically stabilize. 
  Any time an event would normally cause your 
  death (including taking hp damage that exceeds 
  a sufficiently low negative value), you make a DC 
  20 ability check using your spellcasting attribute. 
  If the check is successful you do not die, instead 
  your hp total resets to a negative value one point 
  shy of dying, and stabilizes.
  You can plane shift once per day. This 
  functions as the spell, but you may only use it to 
  access the native plane of your divine parent or 
  the material plane.
  new scion tAlents
  The following talents can be taken 
  with the Extra Talent feat. If using 
  The Genius Guide to the Godling, clever 
  and mighty godlings may select these 
  talents when they gain a new scion 
  talent.
  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.
  Divine Power: The godling gains 
  the Godling Spell feat. The godling 
  must meet all the feat’s prerequisites.
  Sigil-marked: 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.
  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.
  Unaligned (Su): Any time a creature uses 
  magic to determine information about the 
  godling’s alignment, the godling may make 
  a DC 18 Will save. On a successful save, the 
  godling’s alignment is not revealed.
  
  11
  GodlinG spells
  Godling spells can only be learned with 
  the Godling Spell ascendancy or feat, or 
  the Divine Power talent. Only godlings can 
  know or cast godling spells.
  1st-level GOdlinG spells
  By The Blood I: Use your divine heritage 
  to curse a target.
  Detect Domain: Sense the presence of 
  creatures with access to cleric domains.
  Manifest I: Cast a 0-level spell with ties 
  to one of your lineage domains.
  Protection from Emissaries: Ward target 
  against creatures thematically tied to one of 
  your lineage domains.
  Suspend Domain: Cut target off from 
  domains spells and abilities.
  2nd-level GOdlinG spells
  By The Blood II: Use your divine 
  heritage to curse a target.
  Manifest II: Cast a 1st-level spell with 
  ties to one of your lineage domains.
  3rd-level GOdlinG spells
  By The Blood III: Use your divine 
  heritage to curse a target.
  Know 
  Faith: 
  See 
  creature’s 
  cleric 
  domains and what gods they worship.
  Manifest III: Cast a 2nd-level spell with 
  ties to one of your lineage domains.
  Suspend Divine: Cut target off from 
  divine spells and domain abilities.
  4th-level GOdlinG spells
  By The Blood IV: Use your divine 
  heritage to curse a target.
  Manifest IV: Cast a 3rd-level spell with 
  ties to one of your lineage domains.
  5th-level GOdlinG spells
  By The Blood V: Use your divine 
  heritage to curse a target.
  Manifest V: Cast a 4th-level spell with 
  ties to one of your lineage domains.
  6th-level GOdlinG spells
  By The Blood VI: Use your divine 
  heritage to curse a target.
  Celestial Sanctum: Gain access to a 
  demiplane that exists for your convenience.
  Manifest VI: Cast a 5th-level spell with 
  ties to one of your lineage domains.
  7th-level GOdlinG spells
  By The Blood VII: Use your divine 
  heritage to curse a target.
  Manifest VII: Cast a 6th-level spell with 
  ties to one of your lineage domains.
  8th-level GOdlinG spells
  By The Blood VIII: Use your divine 
  heritage to curse a target.
  Manifest VIII: Cast a 7th-level spell with 
  ties to one of your lineage domains.
  9th-level GOdlinG spells
  By The Blood IX: Use your divine 
  heritage to curse a target.
  Manifest IX: Cast an 8th-level spell with 
  ties to one of your lineage domains.
  new spells
  By the BlOOd
  School: evocation; Level: godling 1–9
  Casting Time: 1 standard action
  Components: None
  Range: touch
  Target: creature touched
  Duration: permanent
  Saving Throw: Will negates; Spell Resistance: 
  yes
  One version of this spell exists at spell levels 
  1–9, and each version of manifest must be 
  selected separately as a godling spell.
  You call upon the divine power of your 
  heritage to place a curse on the subject. There 
  are three standard curse effects all godlings can 
  access. Additionally, for each lineage domain 
  you possess you gain another curse option from 
  which to choose. Each special domain curse is 
  detailed below. The power of these curse effects 
  are determined by what level of by the blood you 
  cast on the subject.
  The three standard curse effects are:
  • Decrease to an ability score by an amount 
  equal to by the blood level x2 (minimum one).
  • Penalty on attack rolls, saves, ability checks 
  and skill checks equal to by the blood level.
  • Each turn, the target has a percent chance 
  to take no action equal to by the blood level x 
  10%.
  The lineage domain curses, by domain, are:
  
  12
  Lineage 
  Domain 
  Curse
  Air 
  Each minute, 10% chance the 
  subject takes electricity damage 
  equal to 1d6/level of by the blood.
  Animal 
  Penalty to AC against attacks 
  from animals and magical beasts 
  equal to –2/level of by the blood.
  Artifice 
  Each minute, 10% chance a 
  random 
  object 
  in 
  subject’s 
  possession 
  takes 
  damage 
  (bypassing hardness) equal to 
  1d6/level of by the blood.
  Chaos 
  Each round, 5% chance per 
  level of by the blood the subject is 
  confused for 1 minute.
  Charm 
  Each round, 5% chance per 
  level of by the blood the subject’s 
  attitude toward you is helpful.
  Community 
  When subject meets a creature 
  with less than 1/3 your hit dice/
  level, the creature has a 5% 
  chance per level of by the blood 
  of suffering the results of bestow 
  curse as if cast at your level.
  Darkness 
  Each round, 5% chance per 
  level of by the blood the subject 
  is unable to see (not even with 
  blindsense or tremorsense).
  Death 
  Each minute, 10% chance the 
  subject takes negative energy 
  damage (similar to inflict light 
  wounds) equal to 1d4/level of by 
  the blood.
  Destruction 
  Each minute, 10% chance the 
  subject takes sonic damage 
  equal to 1d6/level of by the blood.
  Knowledge 
  Each day, 5% chance per level 
  of by the blood the subject is 
  unable to make a successful 
  Knowledge check.
  Law 
  Each day, 5% chance per level 
  of by the blood the subject is 
  unable to lie.
  Liberation 
  Each day, 5% chance per 
  level of by the blood the subject 
  is unable to grapple or trip 
  foes, or use any form of lock.
  Luck 
  Each day, 5% chance per 
  level of by the blood the subject 
  must roll all attack rolls, skill 
  checks, saving throws, and 
  random determination rolls 
  twice and take the worse of 
  each result.
  Madness 
  Each day, 5% chance per level 
  of by the blood the subject is 
  confused.
  Magic 
  Each minute, 10% chance the 
  subject takes force damage 
  equal to 1d4/level of by the 
  blood.
  Nobility 
  Each day, 5% chance per 
  level of by the blood the subject 
  fails all Charisma checks and 
  Charisma-based skill checks.
  Plant 
  Penalty to AC against attacks 
  from plants equal to –2/level 
  of by the blood.
  Protection 
  Penalty to AC –1/level of by 
  the blood.
  Repose 
  Each day, 5% chance per 
  level of by the blood the subject 
  cannot 
  cast 
  necromancy 
  (evil) spells.
  Earth 
  Each minute, 10% chance the 
  subject takes acid damage 
  equal to 1d6/level of by the 
  blood.
  Evil 
  Each day, 5% chance per level 
  of by the blood the subject’s 
  alignment shifts toward evil 
  for 1 day. Characters with a 
  good moral alignment shift 
  to a neutral moral alignment, 
  those with a neutral moral 
  alignment switch to an evil 
  moral alignment.
  Fire 
  Each minute, 10% chance 
  the subject takes fire damage 
  equal to 1d6/level of by the 
  blood.
  Glory 
  Each day, 5% chance per 
  level of by the blood the subject 
  cannot grant enhancement, 
  luck, or morale bonuses 
  to other characters, and 
  receives no benefit from 
  enhancement, morale, or 
  luck bonuses.
  Good 
  Each day, 5% chance per level 
  of by the blood the subject’s 
  alignment shifts toward good 
  for 1 day. Characters with an 
  evil moral alignment shift to 
  a neutral moral alignment, 
  those with a neutral moral 
  alignment switch to a good 
  moral alignment.
  Healing 
  Each 
  round, 
  5% 
  chance 
  per level of by the blood the 
  subject is unable to benefit 
  from magic healing.
  
  13
  Rune 
  Each day, 5% chance per 
  level of by the blood the 
  subject cannot read or write 
  (including being unable to 
  use or create scrolls or magic 
  writing).
  Strength 
  Each day, 5% chance per level 
  of by the blood the subject has 
  heavy encumbrance of 5–10 
  lbs and fails all Strength 
  checks and Strength-based 
  skill checks.
  Sun 
  Each day, 5% chance per 
  level of by the blood the subject 
  radiates light like a torch and 
  cannot succeed at a Stealth 
  check.
  Travel 
  Each day, 5% chance per level 
  of by the blood the subject at 
  half its normal movement 
  rates.
  Trickery 
  Each day, 5% chance per 
  level of by the blood the subject 
  fails all Wisdom checks and 
  Wisdom-based skill checks.
  War 
  The damage subject deals 
  with any attack, spell, or 
  ability is reduced by 10% x by 
  the blood level.
  Water 
  Each day, 10% chance per 
  level of by the blood the subject 
  fails all swim checks and can 
  hold breath only 1 round 
  before beginning to drown.
  Weather 
  Each day, 10% chance per 
  level of by the blood the subject 
  is affected by winds as if the 
  wind force was 2 categories 
  stronger 
  than 
  actual 
  conditions.
  The curse bestowed by this spell can be 
  removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell. 
  Because the power of the curse comes 
  directly from you, it can also be removed by 
  casting dispel magic on you (though not by 
  casting it on the subject), and automatically 
  ends if you die. Any effort to remove the 
  spell that requires a caster level check always 
  rolls against your current caster level, rather 
  than your caster level at the time the spell 
  was cast.
  celestiAl sAnctuM
  School: 
  transmutation 
  (teleportation); 
  Level: godling 6
  Casting Time: 1 minute
  Component: none
  This spell allows you to open a portal 
  connecting the plane you are currently on 
  to a demiplane that exists only to be your 
  divine sanctum. It is identical to mage’s 
  magnificent mansion, except as noted above.
  detect dOMAin
  School: divination; Level: godling 1
  Casting Time: 1 standard action
  Component: none
  Range: 60 ft.
  Area: cone-shaped emanation
  Duration: concentration, up to 10 min./ 
  level (D)
  Saving Throw: none; Spell Resistance: no
  You can sense the presence of creatures 
  able to access one or more cleric domains. 
  The 
  amount 
  of 
  information 
  revealed 
  depends on how long you study a particular 
  area or subject.
  1st Round: Presence or absence of creatures 
  able to access cleric domains.
  2nd Round: Number of creatures able to 
  access cleric domains in the area and the power 
  of the most potent such creature present.
  3rd Round: The location and available 
  domains of each such creature. If a creature is 
  outside your line of sight, then you discern its 
  direction but not its exact location.
  Each round, you can aim detect domain in a 
  new area. The spell can penetrate barriers but 
  1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it. 
  In addition to clerics with domains, this spell 
  detects creatures with domains from other 
  sources (such as a druid gaining a domain 
  through the nature’s bond ability, or a godling’s 
  lineage domains).
  KnOw fAith
  School: divination; Level: godling 3
  Casting Time: 1 standard action
  Components: None
  Range: personal
  Target: you
  Duration: 1 min./level (D)
  This spell makes your eyes glow (gold or 
  red, as you prefer) and allows you to see what 
  clerical domains can be accessed by creatures 
  within 120 feet of you. The effect is similar to 
  that of a detect domain spell, but know faith does 
  not require concentration and discerns the 
  location and power of creatures with access to 
  domains more quickly.
  You know the location and available 
  domains of all creatures within your sight that 
  have access to cleric domains. If, as a standard 
  
  14
  action, you concentrate on a specific creature 
  within 120 feet of you, you can determine what 
  gods, outsiders, concepts, or pantheons the 
  creature worships. If the creature is itself an 
  outsider, you learn both its creature type and 
  subtype. Any spell, item, or effect that conceals 
  a creature’s alignment also wards it from the 
  know faith spell.
  Know faith can be made permanent with a 
  permanency spell, using the rules for making 
  arcane sight permanent.
  MAnifest i-iX
  School: evocation; Level: godling 1–9
  Casting Time: 1 standard action
  Components: None
  Range: personal
  Effect: spell related to your lineage (see text)
  Duration: instantaneous
  Saving Throw: Will negates; Spell Resistance: 
  yes
  One version of this spell exists at spell levels 
  1–9, and each version of manifest must be 
  selected separately as a godling spell.
  You display a manifestation of your divine 
  power in the form of a spell effect. The effect 
  matches a spell you select from the bard, cleric, 
  druid, or sorcerer/wizard spell list that is related to 
  your lineage domains (see below). The spell must 
  be lower level than the manifest used to create it. 
  The spell must have a casting time of 1 standard 
  action or less, no material components that cost 
  more than 1 gp, and no focus requirement. Your 
  godling level is your caster level for the spell 
  effect. The spell effect cannot be modified by 
  feats you possess (including metamagic feats). 
  You make all decisions about effects and targets 
  as if you had cast the spell effect.
  Each lineage domain you possess gives 
  you access to spells that meet one or more 
  requirements, listed below. When the 
  requirement references a name, it’s the 
  common name for the spell in question. 
  (Thus having the magic domain as a lineage 
  domain allows you to use manifest to cast 
  detect magic, as the word “magic” is in the 
  name of that spell.) Note that not all lineage 
  domains grant the same number of potential 
  spell effects (especially at lower levels). Look 
  at your domains carefully prior to taking this 
  spell. 
  Lineage 
  Spell Effect 
  Domain 
  Requirement
  Air 
  Electricity descriptor
  Animal 
  Animal or nature in title
  Artifice 
  Conjuration (creation)
  Chaos 
  Chaos descriptor
  Charm 
  Enchantment (charm)
  Community 
  Harmless entry for saves 
  and spell resistance
  Darkness 
  Darkness descriptor
  Death 
  Necromancy with evil 
  descriptor
  Destruction 
  Deals hp damage, does not 
  have acid, cold, electricity, 
  or fire descriptor
  Earth 
  Acid descriptor
  Evil 
  Non-necromancy spells 
  with evil descriptor
  Fire 
  Fire descriptor and 
  instantaneous duration
  Glory 
  Spells that grant a bonus to 
  other creatures, but do not 
  heal
  Good 
  Good descriptor
  Healing 
  Conjuration (healing)
  Knowledge 
  Divination with no 
  descriptor or subschool
  Law 
  Lawful descriptor
  Liberation 
  Abjuration with 
  instantaneous duration
  Luck 
  Grants luck bonus
  Madness 
  Enchantment (compulsion)
  Magic 
  Dweomer, magic, or spell in 
  name
  Nobility 
  Grants morale bonus, 
  increase to Charisma, or 
  increase to Charisma-based 
  skill
  Plant 
  Bark, berry, plant, seed, tree, 
  or wood in name
  Protection 
  Abjuration with duration of 
  1 round or more
  Repose 
  Necromancy without evil 
  descriptor
  Rune 
  Circle, erase, page, glyph, 
  symbol, or rune in name
  Strength 
  Grants attack bonus, 
  increase to Strength, or 
  increase to Strength-based 
  skill
  Sun 
  Fire descriptor and duration 
  or 1 round or more
  Travel 
  Transmutation 
  (teleportation) and spells 
  that affect or grant move rate
  Trickery 
  Illusion (glamer)
  War 
  Grants more than one target 
  bonus to attack rolls or 
  armor class
  Water 
  Water descriptor
  Weather 
  Mist, fog, sleet, storm, 
  weather or wind in name
  
  15
  prOtectiOn frOM eMissAries
  School: abjuration; Level: godling 1
  Casting Time: 1 standard action
  Components: none
  Range: touch
  Target: creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless); Spell 
  Resistance: no (see text)
  This spell wards a creature from mental 
  control, from summoned creatures, and 
  from attacks by creatures considered 
  emissaries of your divine heritage (see 
  below). It creates a magical barrier around 
  the subject at a distance of 1 foot. The barrier 
  moves with the subject and has three major 
  effects.
  First, the subject gains a +2 deflection 
  bonus to AC and a +2 resistance bonus 
  on saves. Both these bonuses only apply 
  against attacks made or effects created by 
  emissaries of your divine heritage.
  Second, the subject immediately receives 
  another saving throw (if one was allowed 
  to begin with) against any spells or effects 
  that possess or exercise mental control 
  over the creature (including enchantment 
  [charm] effects and enchantment 
  [compulsion] 
  effects). 
  This 
  saving throw 
  is made with 
  a 
  +2 
  morale 
  bonus, 
  using 
  the same DC as 
  the original effect. 
  If 
  successful, 
  such 
  effects 
  are 
  suppressed 
  for the duration of this spell. 
  The effects resume when the 
  duration of this spell expires. 
  While under the effects of this 
  spell, the target is immune to 
  any new attempts to possess or 
  exercise mental control over the 
  target. This spell does not expel 
  a controlling life force (such as a 
  ghost or spellcaster using magic 
  jar), but it does prevent them 
  from controlling the target. This effect only 
  functions against spells and effects created by 
  emissaries of your divine heritage.
  Third, the spell prevents bodily contact by 
  summoned emissaries of your divine heritage. 
  This causes the natural weapon attacks of such 
  creatures to fail and the creatures to recoil if such 
  attacks require touching the warded creature. 
  Summoned creatures that are not emissaries of 
  your divine heritage are immune to this effect. 
  The protection against contact by summoned 
  creatures ends if the warded creature makes an 
  attack against or tries to force the barrier against 
  the blocked creature. Spell resistance can allow 
  a creature to overcome this protection and 
  touch the warded creature.
  What creatures qualify as emissaries of 
  your divine heritage is determined by your 
  lineage domains. Each lineage domain causes 
  creatures that meet a specific criteria (detailed 
  below) to qualify as emissaries. This is a mystic 
  relationship between the creatures and the 
  domains granted by your godling status—
  individual “emissaries” may have no direct 
  connection to your divine parent.
  Where the descriptions of emissaries 
  mention to “roles,” they are referring to monster 
  roles as defined in Appendix 13 of the Pathfinder 
  Roleplaying Game Bestiary. As this information 
  is not included in stat blocks, godlings with 
  emissaries defined by roles are encouraged to 
  prepare a list of the appropriate creatures for 
  the GM to reference. When a creature does not 
  have a defined role, it’s status as an emissary of 
  a godling is determined by GM discretion.
  
  16
  Lineage 
  Emissary 
  Domain 
  Creatures
  Air 
  Air subtype
  Animal 
  Animal and magical beast type
  Artifice 
  Construct type
  Chaos 
  Ahaotic subtype
  Charm 
  Fey type
  Community 
  Organization includes army, 
  clan, flock, herd, pack, platoon, 
  tribe, or warband
  Darkness 
  Has darkvision
  Death 
  Undead
  Destruction 
  Has the “combat” role
  Earth 
  Earth subtype
  Evil 
  Evil subtype
  Fire 
  Fire subtype
  Glory 
  Charisma 22 or higher
  Good 
  Good subtype
  Healing 
  Fast healing or regeneration 
  abilities
  Knowledge 
  One or more Knowledge skills 
  at +20 or more
  Law 
  Lawful subtype
  Liberation 
  Incorporeal subtype
  Luck 
  Has the “any” role
  Madness 
  Enchantment (compulsion)
  Magic 
  Has the “spell” role
  Nobility 
  Solitary is only organization
  Plant 
  Plant type
  Protection 
  Immunity or resistance abilities
  Repose 
  Channel energy ability
  Rune 
  Has the “skill” role
  Strength 
  Giant subtype
  Sun 
  Fire subtype
  Travel 
  Natural ability to teleport or 
  blink
  Trickery 
  Has the “special” role
  War 
  Organization includes gang, 
  platoon, or squad
  Water 
  Water subtype
  Weather 
  Air subtype
  suspend divine
  School: abjuration; Level: godling 3
  Casting Time: 1 standard action
  Components: None
  Range: medium (100 ft. +10 ft./level)
  Target: One creature
  Duration: 1 round/level
  Saving 
  Throw: 
  Will 
  negates; 
  Spell 
  Resistance: yes
  This spell prevents its target from 
  accessing divine spells and cleric domain 
  abilities. The target cannot use domain 
  granted powers or cast any divine spells. A 
  target of this spell can still cast arcane spells, 
  even if the spell also exists as a divine spell, 
  and can still use divine powers not tied to a 
  cleric domain.
  If you have at least one domain that is the 
  same as a domain possessed by the target, 
  the spell’s duration increases to 1 minute/
  level for that target.
  suspend dOMAin
  School: abjuration; Level: godling 1
  Casting Time: 1 standard action
  Components: None
  Range: short (25 ft. +5 ft./2 levels)
  Targets: Up to five creatures, no two of 
  which may be more than 30 ft. apart
  Duration: 1 minute/level
  Saving 
  Throw: 
  Will 
  negates; 
  Spell 
  Resistance: yes
  This spell prevents its targets from 
  accessing clerical domains. Targets cannot 
  use domain granted powers or cast spells 
  prepared from a domain. This is true even 
  for characters that gain access to a domain 
  from a source other than the cleric class (such 
  as a druid gaining a domain through the 
  nature’s bond ability, or a godling’s lineage 
  domains). Targets of this spell can still cast 
  spells that happen to be in a domain they 
  possess, if it is also accessed from their class 
  spell lists and not prepared using a domain 
  spell slot.
  If you have at least one domain that is the 
  same as a domain possessed by the target, 
  the spell’s duration increases to 10 minutes/
  level for that target.
  GodlinG FeAts
  The following feats are designed to 
  expand the options for godling characters, 
  and to allow characters of other classes to 
  become very minor godlings.
  eMerGent divinity
  Your innate, godlike powers grow.
  Prerequisite: Godling.
  Benefit: You gain 1 rank of godling 
  divine traits.
  Special: This feat may be taken more 
  than once. Each time it is selected, it gives 
  you 1 additional divine trait rank.
  
  17
  eXtrA tAlent
  You are learning new ways to use your 
  divine powers.
  Prerequisite: Godling.
  Benefit: You gain a scion talent. (Scion 
  talents are described in The Genius Guide to 
  Godlings.)
  Special: This feat may be taken more 
  than once. Each time it is selected, it gives 
  you 1 additional scion talent.
  GOdlinG spell
  You can tap into the divine magic power 
  of your heritage
  Prerequisites: Able to cast spells, 
  godling.
  Benefit: You learn a godling spell. The 
  spell is added to the class list of one of your 
  classes that grant spellcasting ability. This 
  spell must be 1st level, unless you already 
  know a 1st level godling spell. If you 
  already have a 1st level godling spell, you 
  may select a higher-level spell. You cannot 
  know more 2nd-level godling spells than 
  you know 1st-level godling spells, or more 
  3rd level godling spells than you know 2nd-
  level godling spells, and so on.
  If you do not have a lineage domain, 
  you do not gain any of the special benefits 
  of a godling spell that are linked to lineage 
  domains.
  Special: This feat may be taken more 
  than once, each time granting a new 
  godling spell.
  spArK Of divinity
  You aren’t a full-fledged godling, but you 
  have some divine power in your bloodline.
  Prerequisite: One ability score 18 of higher.
  Benefit: You qualify as a godling for feat, 
  spell, and talent prerequisites.
  divine riGht:
  the suspend spells
  Both suspend divine and suspend domain 
  may seem like extremely powerful spells. 
  After all, they cut off a cleric’s access 
  to divine powers granted by the gods 
  themselves! And seen it that light, it’s 
  easy to understand why only godlings 
  (who themselves access deific powers) 
  have access to these spells that suppress 
  the divine link between deity and mortal. 
  From a game-play point of view, neither 
  spell 
  is 
  overwhelmingly 
  powerful. 
  Pragmatically, it would be more effective 
  to totally paralyze a target with hold person 
  than reduce his effectiveness by cutting 
  off spells. With the normal Will save 
  mechanism, it is unlikely a godling can 
  cut off a higher-level character’s spells.
  What the spells do accomplish is to 
  make godlings feel unique and powerful 
  by letting them do things other characters 
  can’t. While the spells do not actually 
  affect play outcome more than most 1st 
  and 2nd level spells do, simply knowing 
  that godling characters have the potential 
  to produce such unprecedented effects 
  will change how players think and feel 
  about the class.
  
  18
  we err on the side oF AwesoMe!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Anthony Cournoyer
  Interior Art:
  Manda Panda Stocks, Peter Szabo Gabor, 
  Kimagu, and Shaman Stockart 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: www.facebook.com/supergeniusgames, via Twitter: 
  Owen: @Owen_Stephens, Stan: @stannex, and/or Hyrum: @savageplanet, or at our 
  Yahoo Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
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  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
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  compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
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  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: The Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. 
  Stephens.
  The Genius Guide To: Mystic Godlings. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to Mystic Godlings.pdf