PDA

View Full Version : [Class/Variant Cleric] Divine Agent



Dhavaer
2006-10-02, 09:31 PM
Divine Agent

Alignment
A divine agent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A divine agent may not be neutral unless his deity’s alignment is also neutral.

Hit Die
d4

Class Skills
The divine agent’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (any) (Int), Profession (Wis), and Spellcraft (Int).

Skills
2 + Int modifier

BAB
+1/2 levels

Saves
Fort: Poor
Ref: Poor
Will: Good

Weapon and Armour Proficiency
Divine agents are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour or shield.

Aura [Ex]
A divine agent of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spells
A divine agent casts divine spells, which are drawn from the divine agent spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A divine agent must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a divine agent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine agent’s spell is 10 + the spell level + the divine agent’s Wisdom modifier.

Like other spellcasters, a divine agent can cast only a certain number of spells of each spell level per day, as given is the Cleric description. In addition, he receives bonus spells per day if he has a high Wisdom score.

Divine agents meditate or pray for their spells. Each divine agent must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a divine agent can prepare spells. A divine agent may prepare and cast any spell on the divine agent spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains and Domain Spells

A divine agent’s deity influences his alignment, what magic he can perform, his values, and how others see him. A divine agent chooses two domains from among those belonging to his deity. A divine agent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the divine agent access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The divine agent gets the granted powers of both the domains selected.

The divine agent casts his domain spells spontaneously. He may ‘lose’ any prepared spell to cast a domain spell of the same or lower level.

Chaotic, Evil, Good and Lawful Spells
A divine agent can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages
A divine agent’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Divine Agents
A divine agent who grossly violates the code of conduct required by his god loses all spells and class features, except for weapon proficiencies. He cannot thereafter gain levels as a divine agent of that god until he atones (see the atonement spell description).

Dhavaer
2006-10-02, 09:32 PM
Divine Agent Spell List

Orisons
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

Level 1 Spells
Alarm: Wards an area for 2 hours/level.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

Level 2 Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Create Food and Water: Feeds three humans (or one horse)/level.
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gentle Repose: Preserves one corpse.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hide from Undead: Undead can’t perceive one subject/level.
Identify M: Determines properties of magic item.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Zone of Truth: Subjects within range cannot lie.

Level 3 Spells
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Consecrate M: Fills area with positive energy, making undead weaker.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Desecrate M: Fills area with negative energy, making undead stronger.
Dispel Magic: Cancels spells and magical effects.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Make Whole: Repairs an object.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Speak with Dead: Corpse answers one question/two levels.
Summon Monster III: Calls extraplanar creature to fight for you.
Tiny Hut: Creates shelter for ten creatures.

Level 4 Spells
Animate Dead M: Creates undead skeletons and zombies.
Blindness/Deafness: Makes subject blinded or deafened.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Freedom of Movement: Subject moves normally despite impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Glyph of Warding M: Inscription harms those who pass it.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Insect Plague: Locust swarms attack creatures.
Locate Creature: Indicates direction to familiar creature.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Mark of Justice: Designates action that will trigger curse on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.


Level 5 Spells
Atonement F X: Removes burden of misdeeds from subject.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Control Water: Raises or lowers bodies of water.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Dream: Sends message to anyone sleeping.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow M: Designates location as holy.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Plane Shift F: As many as eight subjects travel to another plane.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Level 6 Spells
Analyze Dweomer F: Reveals magical aspects of subject.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Disrupting Weapon: Melee weapon destroys undead.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Repulsion: Creatures can’t approach you.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Word of Recall: Teleports you back to designated place.

Level 7 Spells
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fire Storm: Deals 1d6/level fire damage.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Sunbeam: Beam blinds and deals 4d6 damage.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

Level 8 Spells
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

Level 9 Spells
Antipathy: Object or location affected by spell repels certain creatures.
Astral Projection M: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.
Whirlwind: Cyclone deals damage and can pick up creatures.

Fax Celestis
2006-10-02, 09:39 PM
Between the Divine Agent and the Planar Adept, we may have a solution to imbalance.

Dhavaer
2006-10-02, 09:41 PM
I'm going to do another Cleric, with the heavy armour, self buffs, etc, that only has up to 6th level. Think that would work?

Fax Celestis
2006-10-02, 09:45 PM
Kinda like a more spelly paladin?

Dhavaer
2006-10-02, 09:47 PM
Kind of. Or a Divine Psychic Warrior.

Fax Celestis
2006-10-02, 09:58 PM
Kind of. Or a Divine Psychic Warrior.
Probably a better way to put it.

Dhavaer
2006-10-02, 09:59 PM
I'll get working on that.