Godling Dedication Feat 12
Source Pathfinder War of Immortals
Your Calling allows you to begin walking the path to true deific ascension, inspiring followers as your divine seed grows. Your first follower is your hierophant—the high priest of your new faith—whom you rely on to spread your word and provide an anchoring mortal presence as your perspectives are increasingly pulled toward the cosmic. When you gain this feat, choose one willing ally to be your hierophant. If your hierophant is not trained in spell attack modifier and spell DC, they become trained for as long as they are your designated hierophant. If your hierophant dies or chooses to part ways with you, you can designate a new hierophant by communing with the chosen ally for a period of 24 hours.
Your Calling allows you to seize the divine magic typically restricted to deities. Choose one domain to claim from the list on Player Core, or from other domains you have access to. You learn the initial domain spell for this domain. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking 10 minutes to replenish your divine energy from the planes beyond. You gain expert proficiency in spell modifier and spell DC, and your spellcasting ability for these spells is your choice of Wisdom or Charisma, decided when you gain this feat.
Your hierophant also gains the Cast a Spell activity and can cast the domain spell you learned with Godling Dedication. When they Cast the Spell in this way, your Focus Point is expended as the cost of the spell. Your hierophant uses their own spellcasting proficiency in spell modifier and spell DC when casting a spell in this way, and they use their own Wisdom or Charisma modifier (matching your choice). If your hierophant has mythic power, they can spend a Mythic Point to cast any divine spell they gain by being your hierophant at mythic proficiency.
Golarion has seen more than one mortal experience apotheosis and ascend to the ranks of its many deities.
Some of the most famous of such individuals are the Ascended, the deities who achieved divinity through the power of the Starstone . However, many current deities found ways to ascend without the aid of a magical meteorite, instead carving their own path to greatness through their deeds and actions.Irori, god of enlightenment, dedicated his mortal life to the pursuit of self-perfection and achieved godhood through personal perfection of his own mind, body, and spirit, a deed that was later accomplished by his nephew Gruhastha, as well. Nethys, god of magic, attained such immense mastery of magic as a mortal that he was able to witness everything that transpired across every plane of existence, an accomplishment that fueled his own divine ascension.
Godlings are mythic beings whose actions or circumstances propel them along similar paths to these ascended mortals, using their mythic power to elevate themselves to a higher existence. Aided by their hierophants, mortal allies who share in the godling s power, these beings travel Golarion, building their personal legends and paving their own path to divinity.
The wizard Razmir (arrogant male human would-be-god) pursues divinity and immortality by whatever means he can acquire it, in locales across the Inner Sea both obvious and obscure.
In the Mwangi Expanse, it is believed that members of Old-Mage Jatembe's Ten Magic Warriors still linger as immortal demigods, and that those they choose as their hierophants are candidates to receive the title of Magic Warrior themselves.
On the continent of Arcadia, in the region known as the Deadshot Lands, Steel at Dawn (compassionate female human gunslinger) and her sidekick hierophant Nibbub (plucky male chuspiqui scout) travel from remote community to remote community, protecting travelers from bandits and monsters while collecting an ever-growing congregation of grateful worshippers.
Any of these characters might be, or might become, godlings. Less than demigods but closer to true godhood than an exemplar, godlings wield mythic power while sharing divine magic to pursue and accomplish their goals.
Whatever it is that drives you to transcend mortality and walk among the immortals is for you to decide. The pull of divinity can cause you to become disconnected from mortal concerns, but your hierophant is there to keep you grounded and connected to the mortal world.
This will be the most essential and important of the relationships you develop as you pursue your adventures, for your hierophant serves as a reminder of where you have come from and acts as a critical ally in helping you become the god you seek to be. Most hierophants become the first high priest of a godling who achieves full divinity, and some may even become a herald or similarly powerful ally.
| The Ever-Changing Path |
|---|
Godhood is a destination sought by many but achieved by few. Even relatively well-known paths to deification, like passing the Test of the Starstone in Absalom, are never achieved in exactly the same way twice. For some, the transition to godly status is sudden and unexpected, while for others it is the stated goal of a long and intentional journey. One mortal who famously ascended to godhood was the gnome Nivi Rhombodazzle, who journeyed into the Darklands and had many adventures there before retrieving a precious gem and trading it to Torag in exchange for divinity. This story does raise some interesting questions, though. What item could be so precious yet so elusive that Torag would entrust a shiftless mortal to retrieve it? Was Nivi's ascension truly a gift from Torag, or was it perhaps the journey itself that granted Nivi her divinity, with Torag merely setting her on a path that would inevitably take her to her desired destination? If the stone were a mythic artifact akin to the Starstone, it's possible that the act of retrieving it was enough to imbue Nivi with the divine spark that would enable her transcendence. If such were the case, then perhaps Torag demanding that Nivi seek it out and deliver it to him was a way for the dwarven god to ensure that this cunning creature destined for greatness would only reach her goals after a final act of humility to temper her pride. |
Godling Dedication Feat 12
Your Calling allows you to begin walking the path to true deific ascension, inspiring followers as your divine seed grows. Your first follower is your hierophant—the high priest of your new faith—whom you rely on to spread your word and provide an anchoring mortal presence as your perspectives are increasingly pulled toward the cosmic. When you gain this feat, choose one willing ally to be your hierophant. If your hierophant is not trained in spell attack modifier and spell DC, they become trained for as long as they are your designated hierophant. If your hierophant dies or chooses to part ways with you, you can designate a new hierophant by communing with the chosen ally for a period of 24 hours.
Your Calling allows you to seize the divine magic typically restricted to deities. Choose one domain to claim from the list on Player Core, or from other domains you have access to. You learn the initial domain spell for this domain. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking 10 minutes to replenish your divine energy from the planes beyond. You gain expert proficiency in spell modifier and spell DC, and your spellcasting ability for these spells is your choice of Wisdom or Charisma, decided when you gain this feat.
Your hierophant also gains the Cast a Spell activity and can cast the domain spell you learned with Godling Dedication. When they Cast the Spell in this way, your Focus Point is expended as the cost of the spell. Your hierophant uses their own spellcasting proficiency in spell modifier and spell DC when casting a spell in this way, and they use their own Wisdom or Charisma modifier (matching your choice). If your hierophant has mythic power, they can spend a Mythic Point to cast any divine spell they gain by being your hierophant at mythic proficiency.
Source: Pathfinder War of Immortals
Claim Cardinal Domains Feat 14
Source: Pathfinder War of Immortals
Divine Invulnerability Feat 14
Source: Pathfinder War of Immortals
Receive Prayers Feat 14
Source: Pathfinder War of Immortals
Absolve Sins Feat 16
Source: Pathfinder War of Immortals
Font of Life or Death Feat 16
Source: Pathfinder War of Immortals
Gird Champion Feat 16
Source: Pathfinder War of Immortals
Pass Vengeful Judgment Feat 18
Source: Pathfinder War of Immortals
Sanctified Relic Feat 18
Source: Pathfinder War of Immortals
Stymie the Gods Feat 18
Source: Pathfinder War of Immortals
Assume Godhood Feat 20
Source: Pathfinder War of Immortals
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
DestinyThe destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.