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Divine Emissary

(Epic Level Handbook variant, p. 27)

Deities have need of powerful servants, many of whom are epic clerics, paladins, and other characters. Some gods also have special, handpicked agents who speak with their authority. However, the same deities may choose a single proxy through whom a little of their own power flows.

Called divine emissaries, these characters are second to none in the god's favor. They act with that god's full blessing and some of its divine power. Divine emissaries who abuse their powers (in the eyes of the deity) may be stripped of them.

Requirements

Base Attack Bonus: +23

Skills: Knowledge (religion) 10 ranks

Feats: Weapon Focus (deity's favorite weapon) , Great Smiting (Smite Evil) OR Great Smiting (Smite Good)

Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his deity's goals so much that it impresses the deity. If the deity has no other divine emissary (or is willing to oust the current divine emissary), the god may choose the character. The DM makes this choice, not the player.


Hit die

d10

Skill points

4 + Int

Class Features

Spells per Day/Spells Known: At each divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day.

Special Mount: If he has one, the divine emissary's special mount continues to increase in power. Every five levels after 1st (6th, 11th, 16th, and so on), the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount's spell resistance equals the divine emissary's class level + the class level that provided the special mount + 5.

Granted Domain (Ex): A divine emissary gains access to one of his deity's domains, as well as the granted power of that domain. The extra domain expands a paladin's selection of spells, but he does not gain the ability to cast higher-level spells than he otherwise could. Clerics gain an additional domain but otherwise use the rules for preparing spells from their domains normally.

Divine Inspiration (Sp): A divine emissary gains a +2 luck bonus on his attack and damage rolls for 10 rounds, once per day at 1st level, plus one additional time per day every three levels thereafter (4th, 7th, 11th, and so on).

Extra Smite (Su): A divine emissary can use his smite ability two extra times per day, plus one additional time per day every three levels thereafter (5th, 8th, 11th, and so on). To determine the damage with any smite attack, a divine emissary adds together his divine emissary levels and class levels that originally conferred the smite ability.

Greater Planar Ally (Sp): The emissary can call a greater planar ally (as the spell) once per day at 3rd level, plus one additional time per day every ten levels thereafter (13th, 23rd, 33rd, and so on). The ally does not request a return favor when a divine emissary uses this ability.

Bonus Feats: The divine emissary gains a bonus feat at 6th level and an additional bonus feat every ten levels thereafter (16th, 26th, 36th and so on). These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting (Evil / Good), Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Divine Hand (Su): Sometimes the divine emissary feels the touch of his deity. As a free action, the emissary gains a +20 sacred (or profane if appropriate) bonus on his next melee or ranged attack roll, as long as the attack is made with the deity's favored weapon. The emissary can use divine hand once per day at 9th level, plus one additional time per day every ten levels thereafter (19th, 29th, and so on).

Advancement

Divine Emissary Level Special
1st Divine inspiration 1/day, granted domain
2nd Extra smite 2/day
3rd Greater planar ally 1/day
4th Divine inspiration 2/day
5th Extra smite 3 /day
6th Bonus feat
7th Divine inspiration 3/day
8th Extra smite 4/day
9th Divine hand 1/day
10th Divine inspiration 4/day

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Disguise CHA no no
Gather Information CHA no no
Heal WIS no no
Intimidate CHA no no
Knowledge (religion) INT yes no
Profession WIS yes no
Search INT no no
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no
Use Magic Device CHA yes no

Spells for Divine Emissary

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