Divine Scion (Apath)
Unofficial rules compendium | |
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Many are the mortals who serve the gods, in small ways and large. Some give offerings to many divinities in hopes of appeasing them all, while others serve one faithfully and exclusively, even zealously. A few, however, are instead chosen by their deities to fulfill sacred missions. Some are merely graced with the anointing spirit of divinity, while a few are the literal scions of their divine patrons, by-blows of a dalliance with mortals. Whatever the source, these are the few who can, with the proper training, become divine scions. The spark of divinity animates their every deed, and voices whisper secrets and commands that were never meant for the ears of others. Divine scions may frustrate the orthodox hierarchy of their faith, as they represent an end-run around the ecclesiastical structures of the church. Their calling comes directly from their deity, and their orders supersede any earthly authority. Of course, many more claim such direct visitation and commission than actually have been touched by the divine, but it is risky to defy or deny any who claim it.
Class Information
This is a prestige class archetype.
Prestige Class: divine scion.
Build Classes: cleric
The divine scion is a cleric specialized in one domain and one weapon.
Role: A divine scion is the champion of his faith and and incarnation of his domain. MOre aggressive than a normal cleric, the divine scion often faces his chosen enemies head-on.
Alignment: A divine scion must have a patron diety, and must have the same alignment as the patron.
Hit Die: d8.
Class Skills
The demoniac's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
The divine scion has all the cleric's class features, except as follows.
Lack of Fortitude
The divine scion has been sheltered from the physical trials of normal clerics, and has a poor Fortitude saving throw, as shown in Table: Divine Scion.
= Scion Bonus Feats
A divine scion gains the following bonus feats at the indicated levels, without needing to fulfill the prerequisites.
- Level 1 Weapon Focus (deity's favored weapon)
- Level 2 Iron Will
- Level 4 Weapon Specialization (deity's favored weapon)
- Level 8 Greater Weapon Focus (deity's favored weapon)
- Level 12 Greater Weapon Specialization (deity's favored weapon)
This replaces the channel energy ability gained at level 1, 3, 5, 9, and 13.
Opposition Alignment (Ex)
At 6th level a divine scion must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. She gains a +1 bonus on caster level checks made to overcome spell resistance of creatures with that alignment subtype and creatures with the aura ability for that alignment. This reoplaces the channel energy gained at level 7.
Domain Specialization (Su)
At 10th level, a divine scion selects a domain granted by her deity—this domain becomes the divine scion’s chosen specialization in representing her deity. Although most divine scions pick domains that they’ve gained from other classes (such as cleric), they don’t have to do so. Every time a divine scion casts a domain spell from her specialized domain, she heals damage equal to twice the spell’s level. In addition, each domain specialization grants a spell-like ability (which functions at a caster level equal to the divine scion’s total character level) and a permanent sacred bonus (or profane, if the divine scion is evil) on a single type of d20 roll.
The specific spell-like abilities and bonuses granted are listed below.
- Air: fly 1/day; +4 on Fly checks
- Animal: beast shape I 1/day; +4 on Handle Animal checks
- Artifice: crafter’s fortune 3/day; +4 on Craft checks
- Chaos: detect law constant ; +2 on Will saves
- Charm: beguiling gift 3/day; +4 on Diplomacy checks
- Community: tongues 1/day; +4 on Diplomacy checks
- Darkness: shadow weapon 3/day; +4 on Perception checks
- Death: murderous command 3/day; +2 on Fortitude saves
- Destruction: break 3/day; +4 on Intimidate checks
- Earth: stone fist 3/day; +4 on Survival checks
- Evil: detect good constant; +2 on Will saves
- Fire: flame arrow 1/day; +4 on Acrobatics checks
- Glory: archon’s aura 1/day; +4 on Intimidate checks
- Good: detect evil constant; +2 on Will saves
- Healing: symbol of healing 1/day; +4 on Heal checks
- Knowledge: identify 3/day; +4 on Knowledge checks (choose one)
- Law: detect chaos constant; +2 on Will saves
- Liberation: remove sickness 3/day; +4 on Escape Artist checks
- Luck: divine favor 3/day; +2 on Reflex saves
- Madness: fumbletongue 3/day; +4 on Bluff checks
- Magic: detect magic constant; +4 on Spellcraft checks
- Nobility: command 1/day; +4 on Diplomacy checks
- Plant: speak with plants 1/day; +2 on Fortitude saves
- Protection: wrathful mantle 1/day; +1 to Armor Class
- Repose: sanctify corpse 3/day; +2 on Fortitude saves
- Rune: comprehend languages 3/day; +4 on Linguistics checks
- Scalykind: summon nature’s ally III (reptilian creatures only), 1/day; +2 on Reflex saves
- Strength: burst bonds 3/day; +4 on combat maneuver checks
- Sun: daylight 1/day; +4 on Perception checks
- Travel: expeditious retreat 3/day; +4 on Acrobatics checks
- Trickery: glibness 1/day; +4 on Stealth checks
- Void: deeper darkness 1/day; +4 on concentration checks
- War: true strike 3/day; +1 on weapon damage rolls
- Water: water walk 1/day; +4 on Swim checks
- Weather: cloak of winds 1/day; +4 on Survival checks
This replaces the channel energy gained at level 11.
Divine Wrath (Su)
At 14th level, a divine scion’s damaging spells deal +1 point of damage per die against creatures with an alignment subtype that matches the divine scion’s opposition alignment and creatures with the aura ability for that alignment. This replaces the channel energy gained at level 15.
Deific Defense (Su)
At 16th level, a divine scion gains DR 2, bypassed by attacks with the alignment subtype of her opposition alignment (so a divine scion with “evil” as her opposition alignment gains DR 2/evil). This replaces the channel energy gained at level 17.
Divine Awe (Su)
At 18th level, a divine scion’s spells can stagger creatures that match the alignment subtypes of the divine scion’s opposition alignment and creatures with the aura ability for that alignment. When such a creature is affected by a divine scion’s spell, it is staggered for 1 round if it fails its save against that spell. If the creature makes its save (or if the spell doesn’t allow a saving throw), this ability has no effect. This replaces the channel energy gained at level 19.
=== True Scion At 10th level, a divine scion becomes a true scion of her deity. The amount of healing she gains from her domain specialization doubles. Her divine wrath ability now deals +2 points of damage per die against creatures of the appropriate alignment. The damage reduction granted by her deific defense increases to 5. Finally, she permanently increases her Wisdom or Charisma score (her choice) by +1.