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View Full Version : D&D 3.x Class The Divine Ascendant [PEACH]



Alabenson
2015-09-19, 10:43 AM
The Divine Ascendant

It’s not uncommon for powerful adventurers to see themselves as akin to divine beings walking among lesser mortals. While in most cases such a belief would be nothing more than a narcissistic delusion, in some instances there may be a kernel of truth to these pretentions of divinity. Claiming to be divinities in the process of ascension, these would be godlings possess potent magical powers that few other mortals can match.

Adventures: Divine ascendants typically adventure as a way to increase their personal power and further their progression towards their eventual apotheosis. Furthermore, many divine ascendants relish the accolades and fame that adventuring can bring, seeing it as a way to cultivate worshipers for their eventual ascension.

Characteristics: Divine ascendants are potent spellcasters, if not particularly versatile, able to call upon magic tied to the aspects of reality that the divine ascendant champions. In addition to their spellcasting abilities, all divine ascendants possess a wide assortment of supernatural powers which set them apart from common mortals, not the least of which is a potent aura.

Alignment: Like the deities that they aspire to become, divine ascendants can be of any alignment.

Religion: While in some cases a divine ascendant will revere an established deity as something to akin to a mentor or role model, most divine ascendants prefer to revere themselves.

Background: Much like sorcerers, a divine ascendant’s powers typically start to manifest around puberty, usually following a traumatic or otherwise dramatic life event. The precise nature of such an event will often help shape divine ascendant’s chosen dogma, influencing their initial choice of domains.

Races: Divine ascendants can be found among nearly every humanoid race. However, races with a strong affinity towards a single deity are far less likely to produce divine ascendants than others.

Other Classes: A given divine ascendant’s ability to get along with other classes is largely determined by the nature of their chosen domains. A divine ascendant devoted to magic and knowledge will find it far easier to get along with wizards and sorcerers, while one devoted to war and strength will likely find much in common with initiators. That said, very few clerics look kindly upon divine ascendants, seeing them as well-meaning narcissists at best and blasphemous monsters at worst.

Role: A divine ascendant’s role in a party is determined by a combination of what domains and what deific powers they have chosen. One role that almost any divine ascendant can fill, however, is party face, in large part thanks to their typically high Charisma.

GAME RULE INFORMATION
Divine ascendants have the following game statistics
Abilities: Charisma is far and away the most important ability for a divine ascendant, as it determines the power of their spellcasting and how many spells they can cast per day. Furthermore, Charisma also powers many of the divine ascendant’s special abilities.
Alignment: Any
Hit Die: D8
Starting Age: As barbarian
Starting Gold: As cleric

Class Skills:
Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Skill Points at 1st level: (2 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 2 + Intelligence Modifier



LevelBABFortRefWillSpecial 1st 2nd 3rd 4th 5th 6th 7th 8th 9th



1st+0+2+0+2 Outsider Vulnerabilities, Turn or Rebuke Undead 2 -- -- -- -- -- -- -- --



2nd+1+3+0+3 Deific power 3 -- -- -- -- -- -- -- --



3rd+2+3+1+3 Domain powers +1/day 3 2 -- -- -- -- -- -- --



4th+3+4+1+4 Divine aura (fear) 3 3 -- -- -- -- -- -- --



5th+3+4+1+4 Deific power, Extra Domain 4 3 2 -- -- -- -- -- --



6th+4+5+2+5 Domain powers +1/day 4 3 3 -- -- -- -- -- --



7th+5+5+2+5 Divine aura +1/day 4 4 3 2 -- -- -- -- --



8th+6+6+2+6 Deific power 5 4 3 3 -- -- -- -- --



9th+6 +6+3 +6 Domain powers +1/day, Extra domain 5 4 4 3 2 -- -- -- --



10th+7+7+3+7 Divine aura (resolve) +1/day 5 5 4 3 3 -- -- -- --



11th+8+7+3+7 Deific power 6 5 4 4 3 2 -- -- --



12th+9+8+4+8 Domain powers +1/day 6 5 5 4 3 3 -- -- --



13th+9+8+4+8 Divine aura +1/day, Extra domain 6 6 5 4 4 3 2 -- --



14th+10+9+4+9 Deific power 6 6 5 5 4 3 3 -- --



15th+11+9+5+9 Domain powers +1/day 6 6 6 5 4 4 3 2 --



16th+12+10+5+10 Divine aura (daze) +1/day 6 6 6 5 5 4 3 3 --



17th+12+10+5+10 Deific power, Extra Domain 6 6 6 6 5 4 4 3 2



18th+13+11+6+11 Domain powers +1/day 6 6 6 6 5 5 4 3 3



19th+14+11+6+11 Divine aura +1/day 6 6 6 6 6 5 4 4 3



20th+15+12+6+12 Deific power, Divine apotheosis 6 6 6 6 6 5 5 4 3



Weapon and Armor Proficiencies: Divine ascendants are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells: A divine ascendant casts divine spells. A divine ascendant my cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a divine ascendant gains access to a new level of spells, he automatically knows all the spells of that level on his list.
To cast a spell, a divine ascendant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine ascendant’s spell is 10 + the spell level + the divine ascendant’s Charisma modifier.
Unlike other spellcasters, divine ascendants do not share a single spell list. Instead, a divine ascendant’s spell list is made up of multiple chosen domains. A divine ascendant begins play knowing 2 domains. At 5th, 9th, 13th, and 17th level, a divine ascendant may select an additional domain. A divine ascendant may only select an alignment domain (Chaos, Evil, Good, or Law) if their alignment matches that domain. A divine ascendant receives the granted powers of each domain selected, and additionally gains an additional use of any domain power with a limited number of uses per day at levels 3, 6, 9, 12, 15 and 18.

Outsider Vulnerabilities (Ex): The quasi-divine essence that suffuses a divine ascendant’s being also leaves them vulnerable to certain magical effects. For the purposes of spells or effects that have additional or increased effects on outsiders, such as the holy smite spell, a divine ascendant is treated as being an outsider, even though they are not an extraplanar creature.
Furthermore, the strength of a divine ascendant’s alignment aura (see the detect evil spell) is determined as though they were an outsider of their alignment.

Turn or Rebuke Undead (Su): All divine ascendants have the power to affect undead creatures by channeling their divine power.
A good divine ascendant can turn or undead creatures by channeling positive energy. An evil divine ascendant instead rebukes or commands such creatures by channeling negative energy, forcing them to cower in awe of his power. A neutral divine ascendant can choose to channel either positive or negative energy. Once they make this choice, it cannot be reversed.
A divine ascendant may attempt to turn or rebuke undead a number of times per day equal to 3 + his Charisma modifier. A divine ascendant with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Deific Power (Su): In addition to their spellcasting abilities, divine ascendants possess unique powers which set them apart from ordinary mortals. These powers enable the divine ascendant to accomplish the near-miraculous feats that one might expect from a quasi-divine being. A divine ascendant may select one deific power at 2nd level, and an additional one at levels 5, 8, 11, 14, 17 and 20.

Divine Aura (Su): A divine ascendant can deeply affect mere mortals through their mere presence. As a swift action, the divine ascendant can project an aura with a radius of up to 5 feet per two divine ascendant class levels (rounded up), which persists for up to 1 round per divine ascendant class level, or until the divine ascendant dismisses the effect as a free action. The divine ascendant may choose to have their aura produce one of several effects, which may be negated with a successful Will save (DC 10 + 1/2 the divine ascendant’s class level + the divine ascendant’s Charisma modifier). Creatures who succeed on a save against the divine ascendant’s divine aura are immune to that effect of that divine ascendant’s divine aura for 24 hours. Furthermore, the divine ascendant can choose to grant creatures immunity to a given use of their divine aura as a free action when they activate it.
The divine ascendant can activate their aura a number of times per day equal to 1 + their Charisma modifier. Additionally, the divine ascendant receives an additional daily use of their divine aura at level 7 and every three divine ascendant levels thereafter (10, 13, 16 and 19).
Fear: Creatures who fail their saves are shaken for as long as they remain within the aura’s area of effect and for 1d6 rounds thereafter. Furthermore, if an individual who has failed their initial save is attacked by the divine ascendant, they must make an additional save or become frightened.
Resolve: Starting at level 10, the divine ascendant can instill powerful feelings of resolve in their allies while sapping it from their enemies. Allies of the divine ascendant within the area of the aura receive a +4 morale bonus to attack rolls and saving throws, while enemies of the divine ascendant must succeed on a Will save or take a -4 morale penalty on attack rolls and saving throws as long as they remain within the aura’s area of effect.
Daze: Starting at level 16, the divine ascendant can overwhelm the minds of those around them, leaving them unable to do anything but stare at the divine ascendant in fascination. Creatures within the area of the divine ascendant’s aura must make a Will save or be dazed as long as they remain within the aura’s area of effect.

Divine Apotheosis (Ex): At 20th level, a divine ascendant’s ascension nears completion, triggering a partial transformation into a divine being. This transformation has several benefits:
- The divine ascendant’s hit points are increased to the maximum possible for their hit dice.
- The divine ascendant gains damage reduction 10/epic
- The divine ascendant becomes immortal and cannot die from natural causes. They do not age and any ability score penalties they have taken due to aging are reversed. Any bonuses the divine ascendant may have already accrued remain, however. Additionally, the divine ascendant no longer needs to eat, sleep or breathe.
Finally, the divine ascendant may select one of the following immunities:
Immutable Form: The divine ascendant is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the divine ascendant might have work normally on itself.
Indomitable Soul: The divine ascendant I not subject to energy drain, ability drain, or ability damage.
Unknowable Mind: The divine ascendant is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Alabenson
2015-09-19, 10:44 AM
Deific Powers


Alter Form
Prerequisite: Alter Size deific power
Benefit: As a standard action, the divine ascendant can assume the form of a creature of the same type, as the spell alter self, except as noted here. The new form must be within one size category of the divine ascendant’s normal size. The maximum HD of the assumed form is equal to the divine ascendant’s class level. The divine ascendant may maintain this new form for a number of minutes equal to one-half their class level, rounded down.
The divine ascendant can use this ability a number of times per day equal to their Charisma modifier (minimum 1).

Alter Size
Benefit: As a standard action, the divine ascendant can either increase or decrease their size by 1 category. All equipment worn or carried by the divine ascendant changes size as well. The divine ascendant can maintain this altered size for a number of minutes equal to one-half their class level, rounded down.
At 7th level, a divine ascendant can use this ability as a move action.
At 11th level, a divine ascendant can either increase or decrease their size by up to 2 categories.
At 15th level, a divine ascendant can use this ability as a swift action.
At 19th level, a divine ascendant can either increase or decrease their size by up to 3 categories.
A divine ascendant can use this ability a number of times per day equal to their Charisma modifier (minimum 1).

Area Divine Barrier
Prerequisite: Divine ascendant level 6, Divine Barrier deific power
Benefit: Except where noted here, this ability works like the Divine Barrier ability. The divine ascendant produces a transparent barrier whose area is up to one 10-foot square per class level, or a sphere or hemisphere with a radius of up to 1 foot per level. The barrier can be placed anywhere within 40 feet per class level. The divine ascendant can place the barrier so that it is mobile with respect to some unattended object or willing creature.
If the divine ascendant makes the barrier mobile with respect to a willing creature, the divine ascendant can also make the barrier with respect to the creature and its allies, allowing them to attack through the barrier and still use its protection.

Aura of Splendor
Prerequisites: Divine ascendant level 16
Benefit: Any living creature with Hit Dice equal to or less than one-half of the divine ascendant’s class level that comes within 15 feet of the divine ascendant must succeed on a Fortitude save or be stunned for 1 round. A creature that succeeds on the saving throw is immune to the divine ascendant’s aura for 24 hours.

Banestrike
Benefit: The divine ascendant may select a type of creature from among those on Table 3-14: Ranger Favored Enemies (PHB 47). Thereafter, the divine ascendant receives a bonus to attack and damage rolls against the selected creature depending on his class level;

LevelAttack Bonus Damage Bonus
1-5+1+1d6
6-10+2+2d6
11-15+3+3d6
16-20+4+4d6
Special: A divine ascendant can select this ability multiple times. Each time, it applies to a different creature type.

Battlesense
Prerequisites: Divine ascendant level 6
Benefits: The divine ascendant cannot be surprised and retains his Dexterity bonus to AC if caught flat-footed or attacked by an invisible opponent. However, the divine ascendant still loses his Dexterity bonus to AC if immobilized. Furthermore, the divine ascendant cannot be flanked except by a rogue at least four levels higher than the divine ascendant.

Clearsight
Prerequisites: Divine ascendant level 6, Wisdom 13
Benefit: The divine ascendant gains immunity to all figments and glamers.

Command Plants
Benefit: Once per day, the divine ascendant can cause plants within a radius of up to 100 feet per class level, as the overgrowth version of the plant growth spell. In addition, once per day the divine ascendant can attempt to charm plant creatures, as the spell command plants except that the duration is 1 day and the divine ascendant can charm a number of plant creatures equal to one half their class level at a time.

Create Object
Prerequisites: Divine ascendant level 6, Int 13
Benefit: As a full round action, the divine ascendant can create a single, non-magical object composed of non-living plant matter which lasts for 1 minute per class level. Items created with this ability have a maximum weight of up to 1 pound per class level and a maximum volume of up to 1 cubic foot per class level. The divine ascendant must succeed on an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts, or a Craft (poisonmaking) check to make usable poison. Objects created by this ability cannot be used as material components.
The divine ascendant can use this ability a number of times per day equal to his Charisma modifier (minimum 1).

Create Greater Object
Prerequisites: Divine ascendant level 11, Int 15, Create Object deific power
Benefit: Except where noted here, this ability works like the Create Object ability. As a full round action, the divine ascendant can create a single, non-magical object which lasts for up to 10 minutes per class level, and can be composed of either vegetable matter, stone, or non-precious metal. Items created with this ability have a maximum weight of up to 10 pounds per class level and a maximum volume of up to 5 cubic feet per class level.

Deathsight
Benefit: The divine ascendant can continuously determine the condition of creatures near death within 60 feet, as per the deathwatch spell.

Disintegrating Strike
Prerequisites: Divine ascendant level 11, Str 15
Benefit: When a divine ascendant with this ability makes a melee attack, they may automatically bypass their target’s damage reduction and hardness. Furthermore, if the attack brings their target to 0 or fewer hit points, then the target must make a Fortitude save (DC 10 + 1/2 the divine ascendant’s class level + the damage dealt) or be completely disintegrated, leaving behind only a trace of fine dust. Unattended, non-magical objects receive no saving throw against this effect.

Divine Air Supremacy
Prerequisites: Air domain
Benefit: The divine ascendant gains a competence bonus on attack rolls, damage rolls, and Armor Class equal to one-half their class level (rounded up) if both the divine ascendant and its foe are airborne.
At 6th level, the divine ascendant gains the ability to fly at a speed equal to their land speed with perfect maneuverability.
At 12th level, the divine ascendant gains the ability to detect any corporeal creature within 5 feet per class level while flying.
At 18th level, the divine ascendant’s fly speed increases to twice their land speed.

Divine Archery
Prerequisites: Dex 15, Point Blank Shot, Far Shot
Benefit: The divine ascendant no longer suffers penalties for attacking with a ranged weapon they are proficient with past that weapon’s first range increment.
At 6th level, the divine ascendant no longer incurs attacks of opportunity for making a ranged attack while threatened.
At 12th, the divine ascendant’s ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against the divine ascendant’s ranged attacks.

Divine Barrier
Benefit: As a move action, the divine ascendant can surround himself in an invisible shield that lasts for 1 minute per two class levels and protects the divine ascendant’s body and equipment from attacks. The barrier is able to absorb a maximum of 5 points of damage per class level, after which it collapses.
The divine ascendant can use this ability a number of times per day equal to 1 + his Charisma modifier.

Divine Blast
Benefit: As a standard action, the divine ascendant can fire a ray of divine energy with a range of up to 40 feet per class level. Targets struck by the ray take 1d6 points of damage per class level, plus 1d6 points of damage per point of Charisma bonus the divine ascendant has.
The divine ascendant can use this ability a number of times per day equal to 1 + his Charisma modifier.

Divine Creation
Prerequisites: Divine ascendant level 16, Int 17, Create Object deific power, Create Greater Object deific power
Benefit: Except where noted here, this ability works like the Create Greater Object ability. As a full round action, the divine ascendant can create a single, non-magical object which can be composed of either vegetable matter, stone, or non-precious metal. Items created with this ability have a maximum weight of 20 pounds per class level and a maximum volume of up to 10 cubic feet per class level. Items created with this ability last indefinitely.

Divine Dodge
Prerequisites: Dex 15, Dodge
Benefit: Any physical attack or individually targeted spell directed at the divine ascendant by the target of their Dodge feat has a 50% miss chance. Area effects that include the divine ascendant produced by the target of the Dodge feat have a similar chance to be ineffective.

Divine Earth Supremacy
Prerequisites: Earth domain
Benefit: The divine ascendant gains a competence bonus on attack rolls, damage rolls, and Armor Class equal to one-half their class level (rounded up) if both the divine ascendant and its foe are touching the ground.
At 6th level, the divine ascendant gains the ability to glide through stone, dirt, or almost any other sort of earth except metal at a speed equal to one-half their land speed. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
At 12th level, the divine ascendant gains tremorsense out to a distance of 5 feet per class level.
At 18th level, the divine ascendant gains the ability to duplicate the effects of the following spells once per round as a swift action; stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate (earth, stone or metal objects only). The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Divine Fire Supremacy
Prerequisites: Fire domain
Benefit: The divine ascendant gains a competence bonus on attack rolls, damage rolls, and Armor Class equal to one-half their class level (rounded up) if both the divine ascendant and its foe are touching fire or using weapons with the flaming or flaming burst special abilities.
At 6th level, the divine ascendant gains fire resistance 15.
At 12th level, the divine ascendant gains the ability to automatically know the location of any corporeal creature within 5 feet per class level by sensing the disturbance in the ambient temperature that the creature causes. Furthermore, the divine ascendant’s fire resistance increases to fire resistance 30.
At 18th level, the divine ascendant gains the ability to duplicate the effects of any spell with the fire descriptor of 7th level or lower as a standard action, with a caster level equal to the divine ascendant’s class level. The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier. Furthermore, the divine ascendant gains complete immunity to fire.

Divine Glibness
Prerequisites: Cha 15, Bluff 8 ranks, Trickery domain
Benefit: As a full-round action, the divine ascendant can speak and convince others to take some course of action. This works like a suggestion cast at a level equal to the divine ascendant’s class level. The save DC is equal to 10 + the divine ascendant’s Charisma modifier + one-half the divine ascendant’s class level (rounded up).
The divine ascendant can use this ability a number of days equal to 3 + their Charisma modifier.

Divine Inspiration
Benefit: The divine ascendant can inspire a wide variety of emotions. As a standard action, the divine ascendant can inspire a specific effect in one creature per three class levels, and may attempt to effect a number of creatures per day equal to their class level. All creatures must be within 15 feet per class level when first affected. The specific effects depend on the emotional state induced. If the effect allows a saving throw, the DC is equal to 10 + one-half the divine ascendant’s class level + the divine ascendant’s Charisma modifier.
Courage: The enchanted creatures receive immunity to fear and a +1 morale bonus to all attack rolls, ability checks, and skill checks. This effect lasts for 1 minute per divine ascendant class level.
Despair: The enchanted creatures must succeed on a Will save or suffer a -2 morale penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This effect lasts for 1 minute per divine ascendant class level.
Dread: The enchanted creatures must succeed on a Will save or become panicked. This effect lasts for 1 round per divine ascendant class level.
Friendship: The enchanted creatures must succeed on a Will save or regard a selected creature as a trusted friend and ally, as the charm person spell. This effect lasts for 1 hour per divine ascendant class level.
Hope: The enchanted creatures receive a +2 moral bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This effect lasts for 1 minute per divine ascendant class level.
Rage: The enchanted creatures receive a +2 morale bonus to Strength and Constitution, a +1 moral bonus on Will saves, and a -2 penalty to AC. This effect lasts for 1 round per divine ascendant class level.

Divine Knowledge
Benefit: The divine ascendant selects a single Knowledge skill. The divine ascendant automatically succeeds on any check involving that Knowledge skill with a DC equal to or less than 20 + the divine ascendant’s class level.
Notes: The divine ascendant can select this ability multiple times, choosing a different Knowledge skill each time.

Divine Performance
Prerequisites: Perform 5 ranks
Benefit: The divine ascendant may use bardic music as a bard with an effective level equal to one-half their divine ascendant class level, including what effects they may produce, the strength of those effects and the available uses per day.
If the divine ascendant already has levels in bard, then they may add one-half of their divine ascendant levels to their bard levels when determining what effects they may produce, the strength of those effects and their available uses per day.
This divine ability may not be used to fulfill the prerequisites for feats or prestige classes that require bardic music.

Divine Skill Focus
Prerequisites: 5 ranks in the selected skill
Benefit: The divine ascendant receives a bonus equal to their divine ascendant class level when using the selected skill.
Notes: The divine ascendant can select this ability multiple times, choosing a different skill each time.

Divine Spell Focus
Prerequisites: Divine ascendant level 6
Benefit: The divine ascendant selects on school of magic. The save DC for any spell of that school increases by 1 for every 3 divine ascendant class levels (rounded down). This bonus overlaps the bonus from Spell Focus or Greater Spell Focus.
Notes: The divine ascendant can select this ability multiple times, choosing a different school of magic each time.

Divine Storm
Prerequisites: Divine ascendant level 11
Benefit: As a full round action, the divine ascendant can surround themselves with a vortex of holy or unholy force, which extends from the divine ascendant in an emanation with a radius of 20 feet. Once the divine ascendant creates this vortex, they must spend a swift action each round to maintain it.
This vortex expels creatures whose ethical alignment (lawful-chaotic) axis is opposite the divine ascendant’s. If the divine ascendant’s ethical alignment is neutral, the force does not expel any creatures. Affected creatures in the area must succeed on Fortitude saves or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for 24 hours. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
Furthermore, the vortex damages creatures whose alignment on the moral (good-evil) axis is opposite the divine ascendant’s. If the divine ascendant’s moral alignment is neutral, the vortex does not damage any creatures. Affected creatures in the area must make Fortitude saves each round or suffer 1 point of damage per divine ascendant class level. A successful save negates the damage, but the creature must save again the next round if it is still within the area.
Creatures whose alignment is diametrically opposed to the divine ascendant’s are subject to both effects.

Divine Swiftness
Prerequisites: Dex 15
Benefit: The divine ascendant may act as though under the effect of a haste spell for a number of rounds per day equal to their class level. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.

Divine Water Supremacy
Prerequisites: Water domain
Benefit: The divine ascendant gains a competence bonus on attack rolls, damage rolls, and Armor Class equal to one-half their class level (rounded up) if both the divine ascendant and its foe are touching the same water.
At 6th level, the divine ascendant gains a swim speed equal to their land speed. Furthermore, the divine ascendant gains the ability to breath water as easily as air.
At 12th level, when touching water the divine ascendant gains the ability to automatically sense the location of anything within 10 feet per class level that is in contact with the same body of water.
At 18th level, the divine ascendant gains the ability to create a frothing wall of water 10 feet high in a cone 120 feet long as a standard action. The force of this water deals 4d6 points of subdual damage. Any creature or object that is not soundly secured is pushed violently to the outer edge of the area. If this forces the creature or object into a solid surface, it takes 8d6 points of damage. A creature holding onto a study object can make a DC 20 Strength check to avoid being moved. A creature not already holding onto such an object can make a DC 20 Reflex save or Swim check to grab one. A creature of Huge size or larger can make a DC 30 Strength check to dig in its feet and simply withstand the oncoming wave. A creature that fails any of these checks falls prone in addition to being swept away.
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Divine Weapon Focus
Benefit: This ability works like the Weapon Focus feat except that the divine ascendant receives a bonus of +1 on attacks with the selected weapon for every 5 divine ascendant class levels.
Notes: This bonus stacks with the Weapon Focus feat. A divine ascendant can have this ability multiple times, choosing a different kind of weapon each time.

Divine Weapon Specialization
Prerequisites: Base attack bonus +4, Divine Weapon Focus deific power with the selected weapon
Benefit: This ability works like the Weapon Specialization feat except that the divine ascendant receives a bonus of +2 on damage rolls with the selected weapon for every 5 divine ascendant class levels.
Notes: This bonus stacks with the Weapon Specialization feat. A divine ascendant can have this ability multiple times, choosing a different kind of weapon each time.

Energy Blast
Benefit: The divine ascendant can fire a ray of a specific type of energy (acid, cold, electricity or fire energy) as a standard action with a range equal to 10 feet per divine ascendant class level. This ray deals 1d6 points of the appropriate energy damage per 2 divine ascendant levels (rounded up).
Notes: A divine ascendant can have this ability multiple times, choosing a different type of energy each time.

Energy Storm
Prerequisites: Divine ascendant level 11
Benefit: As a full round action, the divine ascendant can surround themselves with a vortex of energy (acid, cold, electricity, fire negative or positive), which extends from the divine ascendant in an emanation with a radius of 20 feet. Once the divine ascendant creates this vortex, they must spend a swift action each round to maintain it. This vortex imposes a miss chance on attacks with thrown weapons and projectiles equal to 5% per divine ascendant class level. Such attacks have a chance to fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
Energy storms that use acid, cold, electricity or fire energy deal 1 point of energy damage per divine ascendant class level each round.
Positive energy deals 1 point of damage per divine ascendant class level to undead creatures, and heals the same amount of damage on living creatures.
Negative energy deals 1 point of negative energy per divine ascendant class level, and heals the same amount of damage on undead creatures.
Notes: A divine ascendant can have this ability multiple times, choosing a different energy type each time.

Extra Domain
Prerequisites: Divine ascendant level 6
Benefit: The divine ascendant chooses one domain to add to its domains known. The divine ascendant adds the domain spells to their list of spells known and gains the benefit of the domain’s power, just as it does with its other domains.
Notes: A divine ascendant can have this ability multiple times, choosing a new domain each time.

Fog of Death
Prerequisites: Death domain, Divine ascendant level 6
Benefit: As a standard action, the divine ascendant can emit a cloud of pure darkness centered on themselves which fills a spread with a radius of 30 feet, which persists for 1 round per divine ascendant class level. The cloud completely blocks all vision within its area, including darkvision. Wind effects have no effect on this cloud, however it can be countered or dispelled by light spells as if it were a darkness spell of a level equal to 1/2 the divine ascendant’s class level. Living creatures who begin their turn within the cloud’s area of effect take 2d6 points of damage.
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Footsore
Prerequisites: Travel domain
Benefit: The divine ascendant can sap the energy from living creatures so they feel tired. The divine ascendant can affect up to one creature per point of Charisma modifier at once as a standard action, but no more than one creature per divine ascendant class level per day. All creatures must be within 30 feet of one another when first affected. Subjects can attempt Fortitudes saves (DC 10 + the divine ascendant’s Charisma modifier + 1/2 the divine ascendant’s class level). Creatures who fail their saves become fatigued and have their movement speeds reduced by half. These effects last for 1 hour per divine ascendant class level.

Free Move
Prerequisites: Dex 19, Divine Swiftness
Benefit: The divine ascendant can move up to its speed once per round as a swift action.
The divine ascendant can use this ability a number of days equal to 3 + it’s Charisma modifier.

Frightful Presence
Prerequisites: Cha 17
Benefit: As a full round action, the divine ascendant can make a single melee attack or spend the round making intimidating gestures. This forces all foes within a 15-foot-radius burst to make Will saves (DC 10 + the divine ascendant’s Charisma modifier + 1/2 the divine ascendant’s class level). Foes within the burst who fail their saves become shaken for 2d4 rounds. Foes who make successful saving throws are unaffected by this ability for one day.

Gift of Life
Prerequisites: Divine ascendant level 6
Benefit: As a standard action, the divine ascendant can heal a living creature within 20 feet per divine ascendant class level. The target is cured of 1d6 points of damage per divine ascendant class level.
A divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier
At 11th level, the divine ascendant may expend three uses of their Gift of Life ability as a full round action to bring a deceased creature back to life, as per the raise dead spell, except that the creature may have been dead for no longer than 1 round per point of the divine ascendant’s Charisma modifier.
At 16th level, creatures brought back to like by the divine ascendant’s Gift of Life ability no longer lose a level.

Hand of Death
Prerequisites: Divine ascendant level 6
Benefit: As a standard action, the divine ascendant can inflict damage upon a living creature within 20 feet per divine ascendant class level. The target must succeed on a Fortitude save (DC 10 + the divine ascendant’s Charisma modifier + 1/2 the divine ascendant’s class level) or take 1d6 points of damage per divine ascendant class level (half damage on a successful save)
The divine ascendant can use this ability a number of times per day equal to 3 + the divine ascendant’s Charisma modifier.
At 11th level, the divine ascendant may expend two uses of this ability to snuff out the life of the target, killing them outright on a failed save. On a successful save, the target takes 1d6 points of damage per three divine ascendant class levels (rounded down).
At 16th level, whenever the divine ascendant uses this ability, they may choose to target one creature per point of Charisma modifier, as long as all of the targets are within 30 feet of one another.

Holy Radiance
Prerequisites: Good alignment, Sun domain
Benefit: As a swift action, the divine ascendant can shed bright light out to a radius of 5 feet per divine ascendant class level (and shadowy illumination out to 10 feet per divine ascendant class level). Undead within the area of bright light take 2d4 points of damage per round they remain within the light.

Instant Counterspell
Benefit: Once per round, the divine ascendant can counterspell as a free action, provided the divine ascendant is able to identify the spell being cast and is able to cast the spell in question.

Instant Move
Prerequisites: Dex 15, Divine ascendant level 6
Benefit: Once per round as a move action, the divine ascendant can teleport up to 10 feet per divine ascendant class level. This ability functions like the dimension door spell, except that the divine ascendant never appears within a solid object and can act immediately after teleporting.
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Irresistible Critical
Prerequisites: Weapon Focus and Improved Critical with the selected weapon
Benefit: Whenever the divine ascendant scores a critical threat with the selected weapon, the divine ascendant confirms the critical hit as a touch attack. Furthermore, on a successful critical hit, the target must succeed on a Fortitude save (DC 10 + 1/2 the divine ascendant class level + the divine ascendant’s Strength modifier) or be stunned for 1 round.

Lay Curse
Prerequisites: Divine ascendant level 6
Benefit: As a standard action, the divine ascendant can curse a creature within 30 feet, as per the bestow curse spell, unless the target succeeds on a Will save (DC = 10 + 1/2 the divine ascendant class level + the divine ascendant’s Charisma modifier).
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Lay Quest
Prerequisites: Divine ascendant level 11
Benefit: As a full round action, the divine ascendant can bestow a quest on a creature within 30 feet, unless the target succeeds on a Will save (DC = 10 + 1/2 the divine ascendant class level + the divine ascendant’s Charisma modifier). This ability otherwise functions similar to the spell geas/quest.
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Learn Secrets
Benefit: Once per day, the divine ascendant can attempt to learn the entire history of a single creature. To use this ability, the divine ascendant must make a melee touch attack against the creature whose history they wish to learn. If the touch attack is successful, the target must then make a Will save (DC = 10 + 1/2 the divine ascendant class level + the divine ascendant’s Charisma modifier). If the save fails, the divine ascendant learns the creature’s history, as per the spell legend lore, and the divine ascendant becomes fatigued. If the save succeeds, the divine ascendant receives no information and becomes exhausted.

Mass Divine Blast
Prerequisites: Divine ascendant level 6, Cha 13, Divine Blast deific power
Benefit: This ability works like the Divine Blast ability, except that the divine ascendant can specify up to one target per class level, or an area. The area can either be a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line.
Each use of this ability counts as a use of the divine ascendant’s Divine Blast ability.

Master Crafter
Prerequisites: 5 ranks in 2 Craft skills
Benefit: The divine ascendant receives a bonus to Craft checks made to craft items equal to their divine ascendant class level.

Mind of the Beast
Prerequisites: Animal domain
Benefit: As a full round action, the divine ascendant can grant sentience to a single animal within 30 feet, as per the spell awaken, except that the effect only lasts for 1 hour per divine ascendant class level.
The divine ascendant can use this effect once per day per divine ascendant class level.

Minor Miracle
Benefit: Once per day per 2 divine ascendant class levels (rounded down), a divine ascendant with this ability can replicate nearly any spell as a spell like ability. The divine ascendant can replicate any divine spell of up to 1 level lower than the highest level divine ascendant spell they can cast, or any arcane spell of up to 2 levels lower than the highest level divine ascendant spell they can cast. If the duplicated spell allows a save, then the DC is equal to 10 + 1/2 the divine ascendant’s class level (rounded up) + the divine ascendant’s Charisma modifier.
If the duplicated spell has an XP cost, then the divine ascendant must pay that cost. If the duplicated spell has a material component that costs more than 1 gp, then the divine ascendant must provide that component.

Power of Luck
Prerequisites: Luck Domain
Benefit: As an immediate action, the divine ascendant can allow an ally within 30 feet to reroll a single attack roll, skill check or saving throw and take the better of the two results. Alternatively, the divine ascendant can force an opponent within 30 feet to reroll an attack roll, skill check or saving throw and take the worse of the two results unless they succeed on a Will save (DC 10 + 1/2 the divine ascendant’s class level + the divine ascendant’s Charisma modifier).
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Power of Nature
Prerequisites: Divine ascendant level 11
Benefit: As a full round action, the divine ascendant can alter the weather within a radius of 1 mile per two divine ascendant class levels (rounded down), producing one of the following effects;
– Control wind direction and adjust wind speed up or down by up to one stage per 4 divine ascendant class levels (rounded down)
– Set the temperature anywhere between -50 F and 120 F
– Create or end rain, sleet, hail, snow or thunderstorms
These effects last as long as the divine ascendant concentrates and for 1 minute per divine ascendant class level afterwards.

Power of Truth
Benefit: The divine ascendant receives a bonus to Sense Motive check to detect lies equal to +2 per divine ascendant class level.

Rapid Healing
Prerequisites: Con 15
Benefit: The divine ascendant heals 1 point of damage per class level every hour, and nonlethal damage heals at a rate of 1 point of damage per class level every 5 minutes. Furthermore, lost limbs or other body parts reattach instantly when pressed against the wound on the body.

Sense Magic
Benefit: The divine ascendant can continuously sense magical auras, as per the detect magic spell. Furthermore, by concentrating for 1 minute, the divine ascendant can identify all of the properties of a specific item, as the identify spell.

Shift Form
Prerequisites: Divine Ascendant level 11, Alter Form divine ability, Alter Size divine ability
Benefit: The divine ascendant can assume the form an animal, dragon, fey, giant, magical beast, monstrous humanoid, or plant as a standard action, as the spell polymorph, except as noted here. The assumed form can’t have more Hit Dice than the divine ascendant’s class level. The assumed form must be both living and corporeal. The divine ascendant can remain in this new form for a number of minutes equal to one-half their class level (rounded down).
A divine ascendant can use this ability a number of times per day equal to their Charisma modifier (minimum 1).

Stride
Prerequisites: Travel domain
Benefit: The divine ascendant’s overland travel speed doubles. Furthermore, the divine ascendant can extend this benefit to one additional creature per point of Charisma modifier.

Sundering Skin
Prerequisites: Divine ascendant level 6, Protection domain
Benefit: Whenever the divine ascendant is struck with a manufactured weapon, the wielder must make a Reflex save (DC 10 + 1/2 the divine ascendant’s class level + the divine ascendant’s Charisma modifier). On a failed save, the weapon striking the divine ascendant takes an amount of damage equal to 1d8 + the divine ascendant’s class level. If this damage is sufficient to destroy the weapon, than the divine ascendant takes no damage from the attack.

Supreme Initiative
Benefit: The divine ascendant receives a bonus to initiative checks equal to 1/2 their class level (rounded up). This bonus stacks with the Improved Initiative feat.

Unconquerable Strength
Prerequisites: Str 19, Strength domain
Benefit: Whenever the divine ascendant makes a Strength check, or makes an opposed roll involving Strength (including grapple checks), the divine ascendant receives a bonus to their roll equal to their divine ascendant class level.

Undead Mastery
Prerequisites: Divine ascendant level 11
Benefit: Once per round the divine ascendant may use their turn/rebuke undead ability as a free action.

Wave of Chaos
Prerequisites: Chaotic alignment, Divine ascendant level 6
Benefit: As a full round action, the divine ascendant can emit a wave of mental energy that emits out from the divine ascendant out in a spread with a radius of 5 feet per divine ascendant class level. All creatures within the area of the spread must succeed on a Will save (DC 10 + 1/2 the divine ascendant’s class level + the divine ascendant’s Charisma modifier) or be confused for 1 round per two class levels (rounded down)
The divine ascendant can use this ability a number of times per day equal to 3 + their Charisma modifier.

Wound Enemy
Prerequisites: Base attack bonus +8
Benefit: Whenever the divine ascendant deals a critical hit, the target takes an additional 1d6 points of damage per round for a number of rounds equal to 1/2 the divine ascendant’s class level (rounded up). The damage can be stopped by a DC 15 Heal check or any healing spell.