Every once in awhile we feel moved to celebrate the creations of our fellow third party publishers, and today is one such occasion. This time around, we celebrate one of the more interesting classes out there: the godling from Rogue Genius Games. Now most of you are probably aware that the godling is actually divided into several different subclasses. So instead of creating a large number of archetypes for each different godling class, I decided to create a brand new godling subclass. The roaming godling is the offspring of a divine entity (or similar powerful force) and a mortal, who must undergo a journey of discovery in order to unlock their powers.
New Godling Subclass
Roaming Godling
There are five subclasses of godling—adept, clever, eldritch, mighty, and roaming. These options are subdivisions of a single class, and have additional multiclassing restrictions. A roaming godling can multiclass with a single other godling class of its choice. A godling’s type affects what hit points, skill points, base attack bonus, and saving throws the character receives. Also, some talents and traits are available to only one of the subclasses. It is a character’s deific heritage that determines which subclass of godling fits her, not the character’s training regimen, lifestyle, or philosophical outlook. While a player may select any subclass when the character takes her first level of godling, once that choice is made it may not be changed.
A roaming godling generally becomes such because she is rejected by her divine parent or her divine parent’s lover, and is forced to prove her worth before she can earn her divinity. Roaming godlings are gifted with powers to determine the will of the gods and to answer their challenges.
Role: Roaming godlings have some frontline combat skills, but prefer to avoid protracted battles. Their skills allow them to obtain information readily and to adapt to virtually any situation, making them good scouts and explorers.
Alignment: Roaming godlings can be of any alignment, though most tend to gravitate towards neutrality, as they expect to find the answers to their mysteries in a wide variety of cosmological outlooks.
Hit Dice: d8.
Class Skills: The roaming godling’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Perform (Cha), Profession (Wis), Survival (Wis), and Swim (Str). A roaming godling may also choose any 4 other skills as class skills.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are class features of the roaming godling.
Weapon and Armor Proficiencies: A roaming godling is proficient with simple and martial weapons, as well as with light armor and medium armor, and all shields (except tower shields).
Lineage Domain: As a result of their divine bloodline, roaming godlings gain access to the powers (though not spells) of a cleric domain. The roaming godling selects her first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th levels. Once these domains are selected, they cannot be changed. (While the player selects these domains, the roaming 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, and uses her Wisdom modifier to determine save DCs and uses per day of all her lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining which granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine which domain spells are gained.
Divine Traits: Divine traits are special powers a roaming godling gains through her divine heritage. Players may select any divine traits for the character, regardless of the godling’s divine parentage. 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 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time: 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, 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.
For a list of the divine traits available, see The Genius Guide to the Godling.
Lesser Omen (Ex): A roaming godling gains the ability to look for omens of things to come in the world around her. As the godling increases in experience, she is better able to decipher the meaning of these omens. At 3rd level, a roaming godling can search for an omen once per day by spending 1 minute observing her surroundings. If she does, she may attempt a DC 10 Wisdom check to decipher the meaning of the omen. If she is successful, the roaming godling can cast augury as a spell-like ability, using her class level for her caster level. Additionally, she may add a bonus equal to her Wisdom modifier on one attack roll or skill check she makes within the next hour. She may use this ability a number of times per day equal to her class level.
Trial of Combat (Ex): At 4th level, a roaming godling knows that she must prove herself in combat in order to prove her right to divinity. A number of times per day equal to her Wisdom modifier, the roaming godling can declare that she wishes to prove herself in combat. If she does, then for the next minute, whenever the godling would suffer hit point damage, she suffers an additional 1d6 points of damage. This additional damage is never reduced by damage reduction or other effects that reduce or prevent damage. The godling also activates her divine power, gaining a bonus on all damage rolls equal to 1/2 her level.
Rarely, the gods will choose to refuse the godling’s challenge, such as if they believe the battle she is undergoing is not a worthy challenge or if the challenge specifically insults them. The GM is final arbiter of whether or not a challenge is accepted, but generally, some deific force is happy to watch the roaming godling test herself. If the roaming godling is reduced to 0 or fewer hit points while this ability is active, she automatically gains 1 negative level. This negative level remains even if she dies and is returned to life. This negative level is automatically lost if the godling contributes to the defeat of a creature whose CR is at least 2 higher than the godling's level. The GM’s discretion may be used in determining whether a creature is defeated.
Bonus Feat: At 5th, 12th, and 19th level, the roaming godling gains a bonus feat for which she qualifies. This bonus feat may be any general feat, or may be chosen from the following list of class-specific feats: Blessing of the Godling, Divine Traits Focus, Emergent Divinity, Enhanced Hardiness, Extra Lineage Domain, Godling Spell, Luck of the Gods, Powerful Lineage, and Touch of Immortality. The roaming godling must meet all the prerequisites for a feat chosen in this way.
Seeker (Ex): At 7th level, a roaming godling becomes increasingly sure that she must seek out mysteries in order to understand her divine potential. Whenever the roaming godling asks a question as a result of a divination spell or effect, she may ask 1d6 additional questions. Additionally, if there is a chance that a divination spell or effect used by the roaming godling will give false information, the godling is aware if the information she receives is true or false.
Greater Omen (Sp): At 8th level, whenever a roaming godling uses her lesser omen class feature, she may choose to look for a more meaningful omen. If she does, the DC on the Wisdom check is increased to 15, and if the check is successful, the roaming godling may cast divination as a spell-like ability, rather than augury. Additionally, she may add her Wisdom bonus to one attack roll, damage roll, saving throw, or skill or ability check she makes within the next hour.
Trial of Wits (Su): At 9th level, whenever a roaming godling is opposed directly by another, she can attempt to prove her superior wits and skills to the gods to prove her divinity. Whenever the roaming godling makes an opposed skill or ability check, she may choose to declare a trial of wits as a free action in order to gain a bonus on the check equal to her Wisdom modifier. If the check is a failure, the roaming godling gains 1 permanent negative level. Additionally, whenever a roaming godling is subject to a mind-affecting effect which dictates her behavior (such as dominate person, geas/quest, or suggestion), the roaming godling can make an opposed Charisma check against any character who attempts to alter her behavior in this way. If the check is successful, the spell or effect is immediately ended. If the check is a failure, the roaming godling automatically gains 1 permanent negative level.
Spirit Guide (Su): At 11th level, the roaming godling has gained the attention of a demiurge, which serves as her spirit guide. Three times per day, she can invoke her spirit guide for assistance. This can either take the form of asking for advice, or for aid. If the godling asks for advice, the spirit guide allows her to cast augury as a spell-like ability with a caster level of 20. If the godling asks for aid, the spirit guide grants a bonus on a skill or ability check equal to the godling’s Wisdom modifier. Asking for aid is a free action made as part of the skill or ability check.
True Omen (Sp): At 13th level, a roaming godling can look for the true meaning of an omen. Whenever the roaming godling uses her lesser omen class feature, she may choose to increase the DC of the Wisdom check to 20. If she succeeds on this check, she gains the benefits of a contact other plane spell, rather than an augury. If she casts contact other plane in this way, she is never at risk of suffering Intelligence or Charisma damage.
Trial of Fate (Su): At 14th level, a roaming godling can choose to defy fate to prove her divinity. As a free action, the roaming godling can attempt to challenge fate, automatically rerolling a d20 check she just rolled. She must choose to use this ability before the success or failure of the check is known. If the result of the reroll is higher than the original roll, she may use that roll instead. If the result of the roll is lower than the original roll, the check automatically fails, and the roaming godling suffers a –4 penalty on all attack rolls, saving throws, skill and ability checks for 1 round. Multiple instances of this penalty stack. The roaming godling can use this ability 3 times per day at 14th level, plus an additional time per day at 17th and 20th levels.
Wander’s Luck (Su): At 15th level, a roaming godling's long travels and many trials bring her supernatural good fortune. A roaming godling adds her Wisdom bonus as a luck bonus on all saving throws. Additionally, whenever the roaming godling successfully deciphers an omen, then in the next hour, she may apply her Wisdom bonus to attack rolls, damage rolls, saving throws, and skill and ability checks a number of times equal to 1/2 her level rounded down, instead of of once.
Freedom (Sp):At 16th level, a roaming godling can cast freedom as a spell-like ability once per day. Additionally, if the roaming godling is affected by an imprisonment spell, she may attempt an opposed Wisdom check with the spell’s caster once every 24 hours in order to free herself from imprisonment. If the check fails, she automatically gains 1 negative level.
Crossroads Calling (Sp): At 17th level, a roaming godling learns from her travels how to contact the servants of deities. A roaming godling can cast greater planar binding as spell-like ability at will. As long as the roaming godling is at a fork in a road or similar crossway, the summoned outsider is automatically considered to have been summoned inside of an appropriate magic circle spell. This binding effect lasts for 1 hour.
Divine Omen (Sp): At 18th level, when the roaming godling uses the lesser omen class feature, she may choose to increase the DC of the Wisdom check to 25. If the check is successful, in addition to gaining the benefits of contact other plane, the roaming godling is affected as by the spell foresight for 1 hour.
Trial of the Gods (Su): At 19th level, a roaming godling can announce her attentions to prove her worth to the gods as a full-round action. If she does, she must attempt a DC 20 Strength check followed by a DC 20 Dexterity check, then a DC 20 Constitution check, then a DC 20 Intelligence check, then a DC 20 Wisdom check, and finally DC 20 Charisma check. For each check she fails, she gains 1 permanent negative level. If she succeeds on at least four of these ability checks, she has proven her worth to the divine, and they show her their favor by allowing her to immediately cast miracle as a spell-like ability. A roaming godling can use this ability once each week.
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 Wisdom bonus (minimum 1) to contact any of your followers or your cohort. Clerics that worship you may access the three domains associated with your lineage domain ability.
You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hit point damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful, you do not die; instead, your hit point total resets to a negative value one point shy of dying, and you stabilize. You can plane shift once per day. This functions as the spell, but you may only use it to access either the native plane of your divine parent or the Material Plane.