Divine Agent

A Pathfinder Roleplaying Game update of the divine agent prestige class from the Manual of the Planes.

Divine Agent

Hit Die: d8.

Requirements

To qualify to become a divine agent, a character must fulfill all of the following criteria.
Base Attack Bonus: +4.
Skills: Knowledge (religion) 4 ranks.
Spells: Able to cast 2nd-level divine spells.
Special: Must be a worshipper of a deity. (For example, oracles, druids who do not venerate a specific deity, and clerics who worship a cause or a nonpersonified source of divine magic cannot gain levels in this class.)
Special: The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity’s behalf). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter.
After a character has embarked on this path (as a 1st-level divine agent), a divine agent cannot become the divine agent of another deity.

Class Skills

The divine agent’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are Class Features of the divine agent prestige class.
Weapon and Armour Proficiency: Divine agents are proficient with all simple weapons, light armour, medium armour, and shields (except tower shields). Divine agents are also proficient with the favoured weapon of their deity.
Granted Domain: A divine agent gains access to one domain chosen from among those her deity offers, and with it the granted powers of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain’s list if they wish. Druids whose nature bond ability granted them a domain can also prepare their domain spells from the new domain. As this prestige class does not otherwise increase access to a cleric’s domain spells, their higher level domains slots will likely be filled only with spells from this new domain.
No matter what their prior class was, divine agents gain the granted powers of the new domain they choose. To determine the domain powers granted to the character, add 1/2 the divine agent’s class level to the caster level in whatever divine spellcasting class granted her access to 2nd-level divine spells before she added the prestige class level. For example, an 8th-level paladin/8th-level divine agent gains up to 9th-level domain powers, while a 7th-level druid/10th-level divine agent gains up to 12th-level domain powers and a 3rd-level rogue/3rd-level cleric/4th-level divine agent gains up to 5th-level domain powers.
Contact (Su): A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent’s normal actions.
Spells per Day: A divine agent continues training in magic as well as gaining power from her deity. At 2nd, 4th, 6th, 8th, and 10th level, the divine agent gains new spells per day as if she had also gained a level in whatever divine spellcasting class granted her access to 2nd-level divine spells before she added the prestige class level. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine agent, she must decide to which class she adds the new level for purposes of determining spells per day.
Menacing Aura (Su): At 3rd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the divine agent must attempt a Will save (DC = the divine agent’s character level). Those who fail the saving throw suffer a -2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agent’s aura for one day.
Godly Gift: At 3rd, 6th, and 9th levels, the deity bestows on the divine agent a gift. Each deity’s gift varies, but it is usually the ability to use a spell from one of the divine agent’s domains as a spell-like ability. The deity offers a spell of the divine agent’s level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent’s character level.
Altered Appearance (Ex): At 4th level, a divine agent begins to show prominent physical modification to match the desires of her deity. For good-aligned deities, this often takes the form of golden skin, hair, or eyes. Divine agents of evil-aligned deities might gain horns, antlers, or a pointed tail. Neutral deities may provide a copper or silver tone to the skin, while nature deities may cause a greenish pallor and barklike hair. Elemental powers may alter their divine agents’ appearance by giving a texture to the skin reflecting the element involved. All such alterations are permanent, though disguise or spells may hide them.
Commune (Sp): A divine agent of 5th level or higher can activate this spell-like ability (as the spell of the same name) once per week. This spell-like ability functions as a spell cast by a cleric of a level equal to the divine agent’s character level.
Plane Shift to Deity’s Plane (Sp): A divine agent of 5th level or higher may plane shift to her deity’s home plane once per day, and from that plane to the divine agent’s native plane. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent’s character level.
Plane Shift to Any Plane (Sp): Upon reaching 7th level, a divine agent may plane shift to any plane of existence, as per the spell, once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent’s character level.
Audience (Sp): Up to twice per year a divine agent of 8th level or higher may request an audience with her deity, which functions as a double-duration commune spell allowing a number of questions equal to double the divine agent’s character level.
Alignment Shift: If a divine agent is not the same alignment as her deity, then her alignment shifts to match it as soon as the divine agent reaches 8th level. There is no penalty for this alignment shift.
Mystic Union (Su): At 9th level, a divine agent sheds her mortal form and becomes an outsider with the native subtype. This apotheosis grants her immunity to any spell or effect that does not affect outsiders (for example, charm person cannot affect her) as well as darkvision out to 60 feet, if she does not already have it. Because of her native subtype, however, the divine agent must still eat, breathe, and sleep, and she can be reincarnated, raised, or resurrected normally. Additionally, the divine agent gains 10 points of damage reduction bypassed by weapons aligned opposite the deity’s alignment. For example, a divine agent of Cayden Cailean would have damage reduction of 10/lawful or evil. Divine agents of completely neutral deities such as Pharasma gain damage reduction of 15/magic instead. This damage reduction does not stack with other forms of damage reduction.
Gate (Sp): A 10th-level divine agent can activate this spell-like ability (as the spell of the same name, except it only reaches the home plane of the divine agent’s deity) once per day. This spell-like ability functions as the spell cast by a cleric of a level equal to the divine agent’s character level.

Fallen Divine Agents

Not all who follow a deity achieve that deity’s goals. It is possible to be cast out from (or to walk out on) service to one’s deity. The effects of being a fallen divine agent are as follows:

  • The character loses all commune, plane shift, audience, and gate abilities.
  • The former divine agent retains her mystic union properties, altered appearance, and any godly gifts.
  • Depending on the circumstances of the departure, the divine agent may or may not be hunted by agents of the deity in question.
  • The divine agent class is forbidden to the character. Another deity will not sponsor a former divine agent.
  • The divine agent may be reinstated by the deity only upon completing some great quest determined by the GM. Often the deity makes the entire process more difficult, just to test the devotion of the fallen divine agent.

Table: Divine Agent

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 Granted domain
2nd +1 +1 +1 +1 Contact +1 level of existing divine spellcasting class
3rd +2 +1 +1 +2 Menacing aura, godly gift
4th +3 +1 +1 +2 Altered appearance +1 level of existing divine spellcasting class
5th +3 +2 +2 +3 Commune, plane shift to deity’s plane
6th +4 +2 +2 +3 Godly gift +1 level of existing divine spellcasting class
7th +4 +2 +2 +4 Plane shift to any plane
8th +6 +3 +3 +4 Audience, alignment shift +1 level of existing divine spellcasting class
9th +6 +3 +3 +5 Mystic union, godly gift
10th +7 +3 +3 +5 Gate +1 level of existing divine spellcasting class

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