Divine Agent
A deity's strong right hand, a god or goddess' voice, a servant of the Greater Powers. The Divine Agent is a specially selected agent of their deity, and they act throughout the planes in the service of that power or deity. Divine Agents are unrestricted by dogma or hierarchy, other than their accountability to their immediate (or higher) superior. Clerics and Paladins make excellent Divine Agents, but the class is not limited to them. The deities have need for a variety of abilities and a variety of viewpoints. A Divine Agent is often sent across the planes by their deity to attend to a crucial or delicate matter. On such occasions, they are usually welcome to bring comrades along.
A low-level Divine Agent is often found ontheir native plane or the plane of their deity. As Divine Agents progress in level, they are more common on other planes, where they perform missions at the behest of their deity.
Requirements
Base Attack Bonus: +4
Skills: Knowledge: Religion 7 ranks
Special: The Divine Agent must have made peaceful contact with their 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 their deity in order to become a divine agent. Once the dask 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), they cannot become the Divine Agent of another deity.
DM Unlock: This Prestige Class is locked by default. DMs can unlock it for characters who meet all of the requirements.
DM Reward: This PRC is only available as a DM reward.
Plot/DM Story Required: A DM will need to run the deity-contact and deity-task required for this class.
Hit Die: d8
Proficiencies: Armor (Light, Medium, Heavy), Weapons (Simple, Martial)
Skill Points: 8 + INT
Class Skills: Concentration, Craft (all), Discipline, Disguise, Forgery, Heal, Intimidate, Knowledge (all), Lore, Parry, Persuade, Profession (all), Search, Spellcraft, Spot, Use Magic Device
Lvl | BAB | Fort | Ref | Will | Special | Caster Progression |
---|---|---|---|---|---|---|
1st | +1 | +2 | +2 | +2 | Divine Mantle | +1 level of existing arcane and divine spellcasting class |
2nd | +2 | +3 | +3 | +3 | Contact | +1 level of existing arcane and divine spellcasting class |
3rd | +3 | +3 | +3 | +3 | Menacing Aura, Godly Gift | +1 level of existing arcane and divine spellcasting class |
4th | +4 | +4 | +4 | +4 | Altered Appearance | +1 level of existing arcane and divine spellcasting class |
5th | +5 | +4 | +4 | +4 | Commune | +1 level of existing arcane and divine spellcasting class |
6th | +6/+1 | +5 | +5 | +5 | Plane Shift, Godly Gift | +1 level of existing arcane and divine spellcasting class |
7th | +7/+2 | +5 | +5 | +5 | Audience | +1 level of existing arcane and divine spellcasting class |
8th | +8/+3 | +6 | +6 | +6 | Alignment Shift, Mystic Union | +1 level of existing arcane and divine spellcasting class |
9th | +9/+4 | +6 | +6 | +6 | Godly Gift | +1 level of existing arcane and divine spellcasting class |
10th | +10/+5 | +7 | +7 | +7 | Heavenly Host | +1 level of existing arcane and divine spellcasting class |
Divine Mantle
The Divine Agent takes -2% damage per Divine Agent level.
Contact
A Divine Agent may be contacted mentally by their deity or its agents, usually to impart particular knowledge and orders. 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.
Menacing Aura
At Divine Agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Enemies must roll a Will save (DC: 10 + HD) or suffer a -2 morale penalty to attacks, skill checks, and saving throws for one hour.
Godly Gift
The deity bestows the Divine Agent with the gift of fearlessness, granting them immunity to all fear effects. At 6th level, the Divine Agent gains godlike health, granting them immunity to disease and posion. At 9th level, the Divine Agent is blessed with +4 to their saves.
Altered Appearance
At Divine Agent begins to show prominent physical modification to match the desires of their 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 them a texture to the skin reflecting the element involved. All such alterations are permanent, though disguises or spells may hide them.
Commune
A Divine Agent may attempt to ask their deity a single question once per month. This question does not need to be a yes or no answer, but will be a short one. Per DM's discretion.
Plane Shift
A Divine Agent may plane shift to any plane of existence, as per the spell, twice per day.
Divine Intervention
Up to twice per year, a Divine Agent may request aid from their deity. The Divine Agent may use this to request help with a project or with assistance out of a troublesome situation. The Deity is not required to provide aid if they are unable or unwilling. Per DM's discretion.
Alignment Shift
If a Divine Agent is not of the same alignment as their deity, then their alignment shifts to match it as soon as the Divine Agent reaches 8th level.
Mystic Union
A Divine Agent is treated as a full outsider of the Deity's home plane rather than as a humanoid. Additionally, the Divine Agent gains damage reduction 15/+3 and 10 resistance to acid, cold, fire, and electricity. Despite this outsider status, a Divine Agent may still be brought back from the dead if slain.
Heavenly Host
A Divine Agent can call upon their divinely given might to open a Gate to the home plane of their deity, through which a host of beings will answer the call. They will temporarily follow the Divine Agent and aid them in battle before returning home.
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, gate and audience abilities.
- The former Divine Agent retains their 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 a DM. Often the deity makes the entire process more difficult, just to test the devotion of the fallen Divine Agent.