Divine Emissary

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Requirements

Base Attack Bonus: +23.

Feats: Weapon Focus (Deity's favored Weapon)

Epic Feat: Great Smiting.

Skills: Knowledge (religion) 10 ranks.

Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his or her deity’s goals so much that it impresses the deity.

Summary



Deities have need of powerful servants, many of whom are epic clerics, paladins, and other characters. Some gods also have special, handpicked agents who speak with their authority. However, the same deities may choose a single proxy through whom a little of their own power flows.

Called divine emissaries, these characters are second to none in the god’s favor. They act with that god’s full blessing and some of its divine power. Divine emissaries who abuse their powers (in the eyes of the deity) may be stripped of them.

Divine emissaries are often instruments of war, and thus paladins and blackguards are often chosen to serve this role. However, some deities also choose clerics. Despite being the highest representative of a deity, a divine emissary usually travels with comrades who supplement the emissary’s strength. When a deity gives an important decree to mortals, lesser agents often serve as that deity’s voice. But when a god needs to back up its decrees with force, a divine emissary has a new mission.

Role: Tank DPS

Characteristics: Epic level paladin extension, has all the paladin powers like smiting, divine powers etc.

Source: Epic Level Handbook

Game Rule Information

The Divine Emissary has the following game statistics.

Abilities: Charisma for smiting, and Wisdom for Spells, Strength and Constitution are needed for combat

Alignment: Any

Hit Die: d10

Starting Gold: N/A

Class Skills

The Divine Emissary's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) × 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: A Divine Emissary is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: At each divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spell-caster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day.

Special Mount: If he or she has one, the divine emissary’s special mount continues to increase in power. Every five levels after 1st, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the divine emissary’s class level + the class level that provided the special mount + 5.

Granted DomainEx: A divine emissary gains access to one of his or her deity’s domains, as well as the granted power of that domain. The extra domain expands a paladin’s selection of spells, but he or she does not gain the ability to cast higher-level spells than he or she otherwise could. Clerics gain an additional domain but otherwise use the rules for preparing spells from their domains normally.

Divine InspirationSp: 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.

Extra SmiteSu: A divine emissary can use his or her smite ability two extra times per day, plus one additional time per day every three levels thereafter. To determine the damage with any smite attack, a divine emissary adds together his or her divine emissary levels and class levels that originally conferred the smite ability.

Greater Planar AllySp: The emissary can call a greater planar ally (as the spell) once per day at 3rd level, plus one additional time per day every ten levels thereafter. The ally does not request a return favor when a divine emissary uses this ability.

Bonus Feats: The divine emissary gains a bonus feat at 6th level and every 10 levels thereafter. These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Divine HandSu: 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’s favored weapon. The emissary can use divine hand once per day at 9th level, plus one additional time per day every ten levels thereafter.

Table 1-1: Divine Emissary Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +0 +0 +0 Divine inspiration 1/day, granted domain
2nd +1 +1 +1 +1 Extra smite 2/day
3rd +2 +1 +1 +1 Greater planar ally 1/day
4th +2 +2 +2 +2 Divine inspiration 2/day
5th +3 +2 +2 +2 Extra smite 3/day
6th +3 +3 +3 +3 Bonus feat
7th +4 +3 +3 +3 Divine inspiration 3/day
8th +4 +4 +4 +4 Extra smite 4/day
9th +5 +4 +4 +4 Divine hand 1/day
10th +5 +5 +5 +5 Divine inspiration 4/day