Godling (3.5e Prestige Class)

Summary::Turns you into a god, without breaking the game Minimum Level::7 Class Ability::Other Class Ability Progression::Other

Godling
Some men worship the gods, others seek to become them. You are in the latter group. Almost any can walk this path, but you must be sure of yourself and your power.

Becoming a Godling
Those who seek the the path of the godling are those who wish to rule from the heavens. No given ability score is important to a godling, but they need to be good at something.

Class Features
You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an godling, you must decide to which class to add each level for the purpose of determining class features.

 (Ex): You seize a small spark of divine power. You are now a valid source for providing divine spells, offering the domains of your alignments and 3 other domains of your choice (If you are true neutral, you may select 4 domains instead of three). If you know of someone drawing spells from you whose behavior you disapprove of, you can choose to withhold spells from them as a non-action, which prevents them from preparing new spells/recovering used slots (reversing this choice is also a non-action). You also must choose your favored weapon.

In addition, you are also immune to aging, becoming ageless. Finally, you gain immunity to all diseases and poisons. If you are a cleric, you may become the source of your divine spells.

 (Ex): Every god needs followers, and so you need them as well. Your sliver of divine power sparks out into the minds of some. Within a week, small churches spring up in various places around the world. Choose 3 cities with a population of at least 1,000. A small church you you is built in each of these cities within a week. If one of these churches is destroyed, a new one will be built within a week within the same city. If one of the cities is destroyed, you need to pick a new one. For every additional godling level you take, you may select a new city to put a church in.

Within each of these churches, you will find the high cleric of that church, who is a third level cleric of you. They will do as you request (including providing shelter and food and up to 10 gp of non-magical resources), but can not leave the city. If they should die, someone will take their place within a week. If a high cleric of yours holds that title for 1 uninterrupted year, their level increases by 2 (this increase only happens once per cleric). You may decide what the code of conduct is for your church.

 (Su): On reaching 2nd level, your divine spark grows more powerful. You gain the ability of your choice from the following list:


 * Hand of Creation: Minor Creation 2/day (CL 2).
 * Fluid Form: Disguise self at will (CL 5).
 * Divine Life: Fast healing 2, Cure Moderate Wounds 3/day (CL 3).
 * Call Follower: 3/day summon a warrior of your godling level (all scores 10, has leather armor and dagger, 3/min duration).
 * Eyes of Gods: You get a +6 sacred/profane (choose when taken) bonus on all Spot/Search/Sense Motive checks.
 * Commanding Voice: Command at will (Save DC 17).
 * Retribution Bolt: Lightning Bolt 2/day (CL 5, Save DC 17)

At levels 4, 6, 8, and 10, you may select an additional ability from this list.

 (Su):On reaching 2nd level, your spark imprints itself on lesser objects you control. If you carry a non-magical weapon that is your favored weapon for 1 uninterrupted week, you can sanctify that weapon into a minor relic. When sanctifying a weapon, you need to choose 1 of the domains you offer.

Sanctifying a weapon grants the weapon special abilities, but only in the hands of you or a divine caster who draws their spells from you. In the hands of such a person, the minor relic has a +1 enhancement bonus and can, once per day, cast the 1st level spell of the domain you chose while sanctifying it (Caster level equal to your godling level).

You may only have 1 minor relic from you in existence at a time. If you still one, you may not create another one unless you forsake the former one, which removes the special powers it has for being a minor relic. Forsaking a minor relic requires a small ritual, which takes 1 minute but no materials and doesn't require you to have the weapon. If your minor relic is destroyed or enchanted, it is automatically forsaken.

 (Ex): On reaching 3rd level, your church grows more powerful. They gain the ability of your choice from the following list:


 * Grand Cleric: The high cleric of each church increases in level by 2, and they further have 2 level 2 cleric students.
 * Improved Resources: Due to contacts with merchants, your church can provide a non-magical item worth 100 gp or less to you once per day.
 * Spreading Faith: New churches are founded. The number of cities in which you can have a church doubles.
 * Arcane Patronage: You gain some non-typical followers. Each of your churches gains a wizard who visits once a week. The level of this wizard matches the level of the high cleric of that church. He will cast spells you request, but can not leave the city or spare any resources. If he dies, someone replaces him within a week.
 * Divine Protection: Your spark shelters your followers. Any worshiper of you within one of your churches gets a +10 sacred/profane (choose when taken) bonus to AC.

At levels 5, 7 and 9, you may select an additional ability from this list.

 (Ex/Su/Sp): On reaching 3rd level, your control over your domains grows. Select one of the domains you offer. You gain the granted powers of that domain, usable as a cleric of twice your godling level. At levels 6 and 9, you may select another domain you offer and gain its granted powers as well.

 (Su): On reaching 4th level, your spark forms a plane for you to rule from. You gain access to a small demi-plane 200 feet in radius, which increases in radius by 50' for every additional Godling level you take. The planar traits of this plane match your home plane. This plane begins as a flat empty field of dirt with breathable air (which magically replaces itself when used), but you can declare certain features to exist:


 * Water and wind: The plane contains bodies of water (the exact placement is up to you) along with a proper water cycle and weather.
 * Pure Water (Requires Water and Wind): The plane's atmosphere is replaced with water.
 * Green Waves (Requires Water and Wind): Grass is planted in the layer of dirt.
 * Stone and fire: The plane has thick stone below the surface of the dirt, and there are bodies of lava in the stone (the exact placement is up to you).
 * Hellfire (Requires Stone and Fire): The dirt layer is removed and the lava/stone comes to the top.
 * Sun and stars: The plane has a day/night cycle (the length of which is up to you).

You select these features upon attaining the demi-plane, and you can change them via a 1 week ritual (which costs nothing but time). Changing any feature results in resetting the plane, which destroys anything built up on it (Creatures on the plane are unharmed).

This plane is lying coterminous to one spot in the Outer Plane of your alignment, but only those allowed in by you can enter. You gain a limited Plane Shift SLA which you can use 2/day, and which can only take you to your demi-plane or your home plane.

 (Sp): On reaching 5th level, the connection between you and your follower's grows stronger. Each of your high clerics gains a special Sending SLA they can use 1/day, which may only target you and which has a casting time of 1 minute. In addition, you gain a special Sending SLA you can use 1/day, which may only target one of your high clerics and which has a casting time of 1 minute.

 (Ex): On reaching 7th level, your spark calls out to the multiverse and some outsiders heed the call, coming to your aid. 2 others (here on called your outsider assistants) somehow find their way to your demi-plane. These two are either Aasimar or Tiefling (choose upon receiving this ability, they need not match). Both are third level, one is an adept and the other is a warrior. They will do as you request, but can not leave the demi-plane. Despite being Native Outsiders, they don't need to eat. If they should die, someone will show up to take their place within a week.

 (Ex): On reaching 8th level, your divine realm calls out to your most faithful. Whenever a divine caster who draws their spells from you dies, you may choose to claim their soul. If you do, they become a solid soul on your demi-plane, which acts as their afterlife. They retain all memory of life, but do not retain their abilities from life. Instead, their stats undergo the following changes:


 * Ability Scores stay the same.
 * All class levels except the first divine casting level are lost.
 * Their hit dice become 2d8.
 * Their BAB is set to +2.
 * They retain all skills they had in life.
 * They lose all Ex, Su and Sp abilities/attacks.
 * Their type changes to outsider.
 * They can not leave your demi-plane.
 * They are immune to mind-affecting effects.

If someone so changed is restored to life (as this is their afterlife), they are restored to their previous form. For each soul you accept into your plane, the radius of the plane increases by 5 feet. You are expected to provide places for them in your plane. If you have at least 30 souls in your plane, your outsider assistants increase in level by 2.

In addition, your soul is also pulled to your plane. If you die, you move to this plane for your afterlife. You remain the same except you can not leave the plane (unless raised, which pulls you back), nor can you raise yourself.

 (Ex): On reaching 10th level, your spark reaches its fullest power. With this increase in power, all of your ability scores gain an inherent +2 bonus. In addition, you may treat your creature type as outsider or your normal type, which ever is more convenient. Also, your high clerics and outsider assistants increase by 2 levels. Furthermore, the enhancement bonus of your minor relic increases to +2. Lastly, you no longer count as a mortal for the effects of salient divine abilities.