A Pathfinder Roleplaying Game update of the godsman prestige class from Planewalker.com.

It was also a clean-up; what a mess this class was! I’ve never before had to reduce the power of a prestige class to bring it in line with the power level of the Pathfinder RPG.


Hit Die: d8.


To qualify to become a godsman, a character must fulfill all the following criteria.
Base Will Save: +5.
Skills: Craft (blacksmithing) 2 ranks, Diplomacy 4 ranks, Perform 2 ranks.
Special: Must be a member in good standing of the Believers of the Source faction.

Class Skills

The godsman’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are Class Features of the godsman prestige class.
Weapon and Armour Proficiency: Godsmen gain no proficiency with any weapon or armour.
Climbing the Chain Godsmen can’t be resurrected or raised. With the GM’s permission, they can be reincarnated as a PC race (chosen by the GM). A reincarnated Godsman cannot be restored to his original form by any means.
Lack of Faith Godsmen who venerate a specific deity (as opposed to the Source) suffer from lack of ultimate faith. After all, they know a power ain’t anything special – just some basher who occupies the next-to-last rung on the ladder of evolution. This problem of faith results in -1 penalties to all saving throws. This penalty applies regardless of class; any Godsman who worships a specific deity suffers the penalty. Converting to worship of the Source or another cause or nonpersonified source of divine magic removes this penalty.
Persuasiveness (Ex): A godsman gains a bonus equal to his class level on Bluff, Diplomacy, Intimidate, and Perform checks.
Refine (Ex): In a tangible example of the Believers of the Source tenet of reincarnation, once per day a godsman of 2nd level or higher can refine a nonmagical, nonmasterwork object, by straightening an arrow shaft, removing flaws from a gemstone, hammering dents from a shield, and so on. On a successful Craft (blacksmithing) check against DC 25, the current value of the item is doubled. The godsman cannot take 10 or 20 on this check; if the check is failed, the object is not destroyed or damaged, but the godsman cannot attempt to refine that particular object again until he gains at least one more rank in Craft (blacksmithing). Only one cubic foot of material per class level can be affected, and using this ability requires 10 minutes of uninterrupted concentration. A particular object may only be affected once by this ability. A godsman can use this ability one additional time per day per three class levels above 2nd (2nd-4th, 1/day; 5th-7th, 2/day; 8th-10th, 3/day). This ability works even if Craft (blacksmithing) would not be the appropriate Craft skill for the item being refined.
Spellcasting At each even-numbered class level, a godsman gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a godsman, he must decide to which class he adds the new level for purposes of determining spells per day.
Personal Improvement (Ex): A godsman gains a +1 inherent bonus to any one ability score at 3rd, 6th, and 9th class levels. The ability score does not have to be the same each time.
Spark of Divinity (Su): At 4th, 7th, and 10th levels, a godsman gains one ability from the following list. The same ability cannot be selected twice.
Damage reduction 5/magic, resistance to acid 5, resistance to cold 5, resistance to electricity 5, resistance to fire 5, resistance to sonic 5, spell resistance 10 + godsman class level.

Table: Godsman

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1st +0 +1 +0 +1 Climbing the chain, lack of faith, persuasiveness
2nd +1 +1 +1 +1 Refine 1/day +1 level of existing spellcasting class
3rd +2 +2 +1 +2 Personal improvement
4th +3 +2 +1 +2 Spark of divinity +1 level of existing spellcasting class
5th +3 +3 +2 +3 Refine 2/day
6th +4 +3 +2 +3 Personal improvement +1 level of existing spellcasting class
7th +5 +4 +2 +4 Spark of divinity
8th +6 +4 +3 +4 Refine 3/day +1 level of existing spellcasting class
9th +6 +5 +3 +5 Personal improvement
10th +7 +5 +3 +5 Spark of divinity +1 level of existing spellcasting class


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