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    Jormengand's Avatar

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    Oct 2012
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    In the Playground, duh.

    Default Base prestige classes (The Divine Emissary)

    I've been doing a massive project, hence no brew since ages ago. But anyway, here's the divine emissary.

    The Divine Emissary
    Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
    1st +1 +2 +0 +0 Detect Opposed Alignment, Domain, Smite 1/day, Divine Inspiration 1/day
    2nd +2 +3 +0 +0 Channel Energy 1/day
    3rd +3 +3 +1 +1 Planar Companion
    4th +4 +4 +1 +1 Divine Inspiration 2/day 0
    5th +5 +4 +1 +1 Channel Energy 2/day, Special Mount, Smite 2/day 0
    6th +6/+1 +5 +2 +2 Request 1/day 1
    7th +7/+2 +5 +2 +2 Divine Inspiration 3/day 1
    8th +8/+3 +6 +2 +2 Channel Energy 3/day 1 0
    9th +9/+4 +6 +3 +3 Request 2/day 1 0
    10th +10/+5 +7 +3 +3 Divine Hand 1/day, Smite 3/day, Divine Inspiration 4/day 1 1
    11th +11/+6/+1 +7 +3 +3 Channel Energy 4/day 1 1 0
    12th +12/+7/+2 +8 +4 +4 Request 3/day 1 1 1
    13th +13/+8/+3 +8 +4 +4 Divine Hand 2/day, Divine Inspiration 5/day 1 1 1
    14th +14/+9/+4 +9 +4 +4 Channel Energy 5/day 2 1 1 0
    15th +15/+10/+5 +9 +5 +5 Request 4/day, Smite 4/day 2 1 1 1
    16th +16/+11/+6/+1 +10 +5 +5 Divine Hand 3/day, Divine Inspiration 6/day 2 2 1 1
    17th +17/+12/+7/+2 +10 +5 +5 Channel Energy 6/day 2 2 2 1
    18th +18/+13/+8/+3 +11 +6 +6 Request 5/day 3 2 2 1
    19th +19/+14/+9/+4 +11 +6 +6 Divine Hand 4/day, Divine Inspiration 7/day 3 3 3 2
    20th +20/+15/+10/+5 +12 +6 +6 Channel Energy 7/day, Smite 5/day, Gate 3 3 3 3
    Alignment: Any, but must be within one step of his or her deity.
    Hit Die: 1d10

    Class Skills:
    The divine emissary痴 class skills (and the key ability for each) are
    Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill Points at 1st Level: (4 + Int modifier) ラ 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    All of the following are class features of the divine emissary.

    Weapon and Armor Proficiency
    Divine emissaries are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Detect Opposed Alignment (Sp)
    The divine emissary may use detect evil if he or she is good, detect good if he or she is evil, detect chaos if lawful neutral or detect law if chaotic neutral as an at-will spell-like ability. True neutral divine emissaries gain a similar spell-like ability, only it detects only lawful good, chaotic good, lawful evil and chaotic evil creatures or objects.

    Smite (Su)
    The divine emissary may smite the same creatures who they can detect using Detect Opposed Alignment. This works exactly the same way as the Smite Evil ability of the paladin, only for the relevant alignment instead of necessarily evil.

    Domain
    The divine emissary gains a single domain of those granted by his or her deity in exactly the same manner as a cleric would.

    Divine Inspiration (Sp)
    A divine emissary gains a +2 luck bonus on his or her attack and damage rolls for 10 rounds, once per day at 1st level, plus one additional time per day every three levels thereafter.

    Channel Energy (Su)
    Once per day at second level and every third level thereafter, the divine emissary can channel positive energy (if he or she is good), negative energy (if he or she is evil), or a special energy which heals both living and undead (if he or she is neutral). Doing so heals or damages a touched target (requiring a touch attack if damage is to be dealt) an amount equal to the divine emissary's level, plus the divine emissary's charisma modifier.

    Planar Companion (Su)
    Every day upon waking up, the divine emissary may request a single creature of a number of hit dice up to his or her class level minus 2, as the relevant planar ally spell, which his or her deity will provide (although the deity chooses the specifics of the ally). Unlike a normal planar ally, this planar ally serves until death, or until a new Planar Companion is summoned, and does not ask for payment.

    Spells
    Good divine emissaries cast spells just as a paladin.
    Evil divine emissaries cast spells just as a paladin of slaughter.
    Lawful neutral divine emissaries cast spells just as a paladin of tyranny.
    Chaotic neutral divine emissaries cast spells just as a paladin of freedom.
    True neutral divine emissaries cast spells just as an paladin, save that they use the following spell list:
    Spoiler
    Show
    1st level : bless, bless water, Bless Weapon, charm animal, cure light wounds, detect poison divine favor, endure elements, entangle, longstrider, magic fang, magic weapon, pass without trace, protection from evil, protection from good, protection from law, protection from chaos, speak with animals.
    2nd level: Animal Messenger, Barkskin, bear痴 endurance, bull痴 strength, eagle痴 splendor, hold person, owl痴 wisdom, resist energy, shield other, spike growth, tree shape.
    3rd level: cure moderate wounds, diminish plants, dominate animal, greater magic fang, magic circle against evil, magic circle against good, magic circle against chaos, magic circle against law, plant growth, prayer, speak with plants.
    4th level: Break Enchantment, Command Plants, Cure Serious Wounds, Dismissal, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, freedom of movement, treestride.


    Special mount
    The divine emissary's special mount works the same way as a paladin's.

    Request (Sp)
    At 6th level, and every third level thereafter, the divine emissary can use lesser planar ally once per day as a spell-like ability. At 12th level, the divine emissary may expend 2 uses to use planar ally instead. At 18th level, he or she can expend 3 uses to use greater planar ally instead.

    Divine Hand (Su)
    As a free action, the emissary gains a +20 sacred (or profane if appropriate) bonus on his next melee or ranged attack roll, as long as the attack is made with the deity痴 favored weapon. The emissary can use divine hand once per day at 10th level, plus one additional time per day every ten levels thereafter.

    Gate (Sp)
    Once per day, a divine emissary of 20th level may use Gate as a spell-like ability. If it is used for calling an outsider, the divine emissary's deity chooses the creature, but the divine emissary may request a specific creature or type of creature, and is likely to get the requested creature.

    Code of Conduct
    Divine emissaries have no particular code of conduct, but their deities may refuse to grant spells or grant allies if the divine emissary goes against the deity's core tenets.
    Last edited by Jormengand; 2014-05-23 at 05:42 PM.

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