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Calanon
2012-03-28, 03:53 AM
Placed on this site for easier access for my sake... (http://www.dandwiki.com/wiki/Divine_Soul_(3.5e_Class))

http://3.bp.blogspot.com/-DFLMK7ffcJM/Tbjn752gOFI/AAAAAAAAAsk/qa7D5ZdQDgM/s1600/1301856749331.jpg
A divine soul in his natural setting... IGNORE HIM!

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features| Spellcasting

1st|
+0|
+0|
+0|
+2|Aura, Divine Spirit, Divine Ability, Orate +1|As Favored Soul

2nd|
+1|
+0|
+0|
+3|Mark of the Divine|As Favored Soul

3rd|
+1|
+1|
+1|
+3|Divine Presence|As Favored Soul

4th|
+2|
+1|
+1|
+4||As Favored Soul

5th|
+2|
+1|
+1|
+4|Divine Ability|As Favored Soul

6th|
+3|
+2|
+2|
+x|Leadership|As Favored Soul

7th|
+3|
+2|
+2|
+5||As Favored Soul

8th|
+4|
+3|
+3|
+6|Orate +2, Divine Presence|As Favored Soul

9th|
+4|
+3|
+3|
+6||As Favored Soul

10th|
+5|
+3|
+3|
+7|Divine Ability|As Favored Soul

11th|
+5|
+3|
+3|
+7||As Favored Soul

12th|
+6|
+4|
+4|
+8|Planar Cohort|As Favored Soul

13th|
+6|
+4|
+4|
+8|Divine Presence|As Favored Soul

14th|
+7|
+4|
+4|
+9|Orate +3|As Favored Soul

15th|
+7|
+5|
+5|
+9|Divine Ability|As Favored Soul

16th|
+8|
+5|
+5|
+10||As Favored Soul

17th|
+8|
+5|
+5|
+10|Wings|As Favored Soul

18th|
+9|
+6|
+6|
+11|Divine Presence|As Favored Soul

19th|
+9|
+6|
+6|
+x||As Favored Soul

20th|
+10|
+6|
+6|
+12|Divine Ability, Orate +4, Divine Apotheosis|As Favored Soul[/table]

Class Skills
(2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, History, Religion, Planes) (Int), Perform (Oratory) (Cha), Profession (Wis), Search (Wis), Speak Language (n/a), and Spellcraft (Int).

Spells
The number of spells per day and the ability to cast spells at their level are based on Wisdom. The DC for his spells is 10 + Wis modifier + Spell level. Divine Souls choose their spells from the cleric spell list. Unlike the cleric, the Divine Soul casts spontaneously. However, they have a limited number of spells known. Unlike spells per day, the number of spells known is fixed..

Aura (Ex)
A divine soul gains an aura of good, evil, law, or chaos corresponding to their alignment of the being they worship, or if they do not worship a specific being, their own alignment. This functions identical to the cleric's aura.

Divine Spirit
At 1st level the divine soul gains the company of a small guardian spirit, a spark of divine essence born from the power hiding in their blood. It takes the form of a small animal to provide guidance and direction to the divine soul. This divine spirit acts identically as a sorcerer or wizard's familiar, and is treated as such for the purposes of feats and abilities.

Divine Ability
At 1st level and every five levels beyond (5th, 10th, 15th, and 20th), the divine soul gains a divine ability, a gift from the heavens. The divine soul may choose from the following list of powers they may receive.

Domain Access (Su): A divine soul may choose a domain, gaining the ability to cast a domain spell 1/day at each level. You may choose this many times and gain new domains associated with your deity or belief. However you may still only cast a single domain 1/day at each level regardless of the number of domains available.

Divine Healing (Su): You gain the ability to lay on hands as a paladin, restoring up to your divine soul level x your Cha bonus in hit points per day.

Divine Punishment (Su): As lay on hand, but instead you inflict your target with negative energy on a touch attack. You may harm up to your divine soul level x your Cha modifier in damage per day.

Bonus Feat: You may choose any metamagic feat or divine feat instead of one of the listed powers above.

Orate (Su)
Your divine blessing strikes a chord in the hearts of others. As a standard action you may perform an oration, bolstering hope in your allies within 60 ft. All allies gain a +1 morale bonus on saves against charm and fear effects, and on attack and damage rolls. This effect lasts as long as you orate and 5 rounds after. Orate is a mind-effecting ability.
This ability is very similar to the effect of bard's Inspire Courage, and as such it also requires ranks in Perform (Oratory). In order to use Orate you must have enough ranks in perform equal to 3x its bonus (so 3 ranks at +1, 6 ranks at +2, 9 ranks at +3, and 12 ranks at +4). If you lack sufficient ranks, you merely perform the bonus that you do qualify for, if any.

Mark of the Divine (Ex)
Your divine blood shows as a spiritual mark detectable by outsiders and by Detect Magic. As such, you gain a sacred (if good) or profane (if evil) bonus on your social skill checks related to outsiders of the same alignment as you equal to 1/2 your class level, rounded down. If you only share one aspect of the alignment, the bonus is 1/4 your class level.

Divine Presence (Su)
At 3rd level and every five levels after, you gain an aura of divine presence which provides benefits to you and all allies within 30 ft. You may activate a divine presence as a swift action even if you are immobilized or petrified (but not if you are downed below 0 hp). The auras increase in power as you increase your class level.

Aura of Warding (Su): You gain a +1 resistance bonus against saves vs spells. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Protection (Su): You gain damage reduction 1/opposite to your alignment (choose one, such as DR 1/evil). At 6th level the bonus rises to DR 2, at 12th it becomes DR 3, at 18th it is DR 4.

Aura of Freedom (Su): You gain a +1 morale bonus on saves against enchantment effects and spells. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Precision (Su): Your motions are sharp and fluid, you gain a +1 sacred or profane bonus on attack rolls. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Resistance (Su): You gain resistance 5 to a single element. At 6th level the bonus rises to resistance 10, at 12th to resistance 15, and at 18th to resistance 20.

Aura of Motion (Su): You gain a dodge bonus to AC and Reflex saves equal to +1. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4. This ability cannot be used in heavy armor, or with a medium or heavy load.

Aura of Importance (Su): You gain a +1 bonus on charisma based skill checks. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Awe/Fear (Su): You gain a frightful or awesome presence. Instead of allies, all enemies within 60 ft. must make a Will save or be shaken for 1 minute. The DC is 10 + Cha. At 6th level the DC rises to 13 + Cha, at 12th it rises to 16 + Cha, and at 18th it rises to 19 + Cha. Once an enemy saves against your frightful or awesome presence, they are immune to it for 24 hours. This is a fear effect.

Aura of Wrath (Su): You gain a +1 sacred or profane bonus to damage rolls. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Alignment (Su): Choose an alignment you are able to cast spells from, such as Good. Spells of this alignment have their caster level increased by +1. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Urgency (Su): You gain a 5 ft. sacred or profane bonus to your speed. At 6th level the bonus rises to 10 ft., at 12th 15 ft., and at 18th 20 ft. This ability cannot be used in heavy armor, or with a medium or heavy load.

Aura of Determination (Su): You gain a +1 bonus to overcome spell resistance and on dispel checks. At 6th level the bonus rises to +2, at 12th +3, and at 18th +4.

Aura of Kindness (Su): Your healing spells heal an additional 1d4 points of damage. At 6th level the bonus rises to 2d4, at 12th 3d4, and at 18th 4d4.

Aura of Cruelty (Su): Your inflict spells injure an additional 1d4 points of damage. At 6th level the bonus rises to 2d4, at 12th 3d4, and at 18th 4d4.

Leadership
The cult of personality surrounding the divine soul gains him followers who swear their loyalty. At 6th level the divine soul gains the Leadership feat.

Planar Cohort
At 12th level the beings from the outer planes have noticed the works of the divine soul. A divine soul can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the divine soul continues to advance a cause important to the creature. For example, a divine soul could use planar ally to call a bralani eladrin to act as his cohort. As long as the divine soul undertakes quests and missions to fight evil and uphold good, the eladrin will loyally serve. To call a planar cohort, the divine soul must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and no feats or abilities can reduce this cost. The planar cohort can’t have more Hit Dice than the divine soul has, and must have an ECL no higher than the divine soul's character level –2. A bralani eladrin has an ECL of 11 (6 Hit Dice and +5 level adjustment), so it might serve as a planar cohort to an 13th level divine soul.
A divine soul can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a divine soul’s existing cohort, if he has one by virtue of the Leadership feat.

Wings (Ex)
At 17th level, a divine soul gains wings and can fly at a speed of 60 ft. (good). A good aligned divine soul grows feathered wings, an evil aligned divine soul grows batlike wings, a lawful aligned divine soul grows metallic wings, and a chaotic aligned divine soul grows organic fleshy wings. A divine soul may choose any wings they match alignment and a neutral divine soul may choose any type of wings.

Divine Apotheosis (Ex)
The blood of a divine soul finally awakens in full. He is forevermore treated as an outsider with the appropriate alignment subtypes rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect him. Additionally, the divine soul gains damage reduction 10/aligned (either good, evil, law, or chaos, the opposite of one of their personal alignments). Unlike other outsiders, the divine soul can still be brought back from the dead as if he were a member of her previous creature type.