A pretty important consideration here.
A burst of white-hot fire springs into existence around you, swirling and twisting dangerously. This spell surrounds you with white-hot flames. At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage. Your melee attacks deal an extra 1d6 points of fire damage.
The god gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both the god and her foe are touching fire or using weapons with the flaming or flaming burst special abilities.
I should have this benefit against every adjacent creature flagged as an enemy and I'll need some notes to remember it.
Grow Creature-Pick a creature type. This ability works like the animal Growth spell, except that it can affect up to one creature of the specified type per divine rank each day, the bonus to Str and DR/magic are equal to your Cha mod (and the bonus to saves and Con are half that)
So Ability Scores
Abilities: Str 60 (+25) [14b14e21s2a9d], Dex 14 (+2) [12b0s2a], Con 31 (+10) [14b3h10s4photon], Int 14 (+2) [14b], Wis 8 (-1) [8b], Cha 52 (+21) [16b3l14e4h4s4m7d]
Saves: Fort +62 [4b10a21r2m1l14d10s], Relf +59 [9b2a21r2m1l14ds10], Will +60 [9b-1a21r2m1l2f14d2l10s] (& +14 fire)
Concentration, also amending a 2m2c (aka +2 moral, +2 circumstance) note to it as well.
Skills (132pts, [2m2c]): Bluff 15 (+40), Concentration 10 (+26) ...
And Mecha Saves
Saves: Fort +66, Relf +63, Will +68 (& +14 fire)
Vistburn's Damage Modifier should be +35, not +40, unless I'm forgetting something. +25 str, +12 thf, +3 enhance.
BAB/Grapple: +14/+39 (att [14b25a4m & 14f], dmg [25s12t & 14f])
Attack: Vistburn +60* melee (1d10+54, +6d6 fire, +1d6 cold)
Full Attack: Vistburn +60/+55/+50* melee (1d10+54, +6d6 fire, +1d6 cold)
Baha's DR is apparently generated off of his Charisma Modifier from Grow Creature, so it should be 21/magic not 20/magic. E also comes before F and he doesn't have the Guardian Feat so I don't need the explanation on it.
Special Qualities: Fast Healing 7, Regeneration 5/good & chaotic, DR 21/magic, Resist Cold 15, Immunity[ability damage/drain, confusion, energy drain, fatigue/exhaustion, fear, fire, mental control, paralysis, shape-altering effects from other creatures, sickened/nauseated, sleep], Dodge 34%, Spirit, Divine Characteristics, Salient Divine Abilities.
DR: 21 or 11 [(3/5 10)3a1s1u]
Equipment, "Scroll of Mantle of Fiery Spirit (13,000)
" isn't required, this drop's Baha's Fire Subtype (through she maintains immunity to heat/fire through fire mastery).
New reminder on mech's armor class for the deflection.
AC: 64, touch 48, flat [immune] (34% miss, shields, and divine deflection)
Spirit Changes, Real gives Spirit at 1/3/6/9/12 & Arcane at 1 giving him six.
Spirit (84/encounter, regen 10/rnd)
1: Alert (r10, -8sp): next attack fails even if it don't need an attack roll.
2: Trust (s20, -20sp): target ally & mech heal +[lvl]d6.
3: Scan (s5, -5sp): learn ac/dr/spd/feat/name/weps, they have -2 ac/saves for 1rnd.
4: Guard (s30, -24sp): receive 1/4 damage for a round.
5: Fury (r35, -28sp): opponent cannot reduce damage of next attack.
6: Cloak (r80, -64sp): unless you attacked them, they cannot attack you.
ZERO's Spirit Regen entry doesn't need to change, the new base recovery makes up for Regen's loss.
Arsenal Change (under zero.loadout), under new Grapple Weapon rules Defensive Weapons become highly relevant. Drop four Wire Hacks to pick up two Steel Knifes and Twin them.
Divine Blade: +7 melee (5d6 18/x3, finesse, pushing), 10 space, x2.
Steel Knife: +4 melee (1d8, 19/x2, defensive), 2 space, x2.
Wire Hack: +12 90mu ranged (special), -25 energy, 1 space, x1.
This also changes his weapon list, which had a damage error in the Divine Blade too, and added a note for attack bonus. I think I asked before but do Twinned weapons count as a single weapon for the +50% ability bonus?
Weapons: [14b4m3i, 25s or 2d & +14 fire]
Twinned Divine Blade: +53/+53/+48/+48/+43/+43 melee
(5d6+25, +5d6 fire, +1d6 cold, 18/x3, finesse, pushing) or
Twinned Steel Knife: +50/+50/+45/+45/+40/+40 melee
(1d8+25, +5d6 fire, +1d6 cold, 19/x2, defensive) or
Ochstan Rifle E: +31 90mu ranged (12d12+1 19/x2, area, heavy, pushing, rending), 30 energy, or
Split Missiles: +31/+31 40mu ranged (3d6+1 19/x2, area, concussive, twin-linked), 8 ammo, or
Twin Vulkins: +32 10mu ranged (2d8+1 20/x2, defensive), 20 ammo, or
Ochstan Rifle B: +33 70mu ranged (14d10+1 19/x4, disarming, heavy, power, rending), 6 ammo.
I'll be editing this post for a bit over the next day or two trying to catch it all. It appears all the Skill Bonuses are borked due to all the Ability Score alterations too. And I should probably add notes on the walls in the mech's defense.