Divine Soul (3.5e Class)

Divine Soul
Favored Souls are blessed by their gods for their power to fight in their lord's name, but not all of them choose to take up the sword, others use the power of magic and the power of the word. Divine Souls are blessed with a presence that awes others. Many consider them blessed by their patron god, a soul touched by divinity, and so they quickly form a cult of personality in their name. High level Divine Souls lead entire social movements that bring forth global change for years to come.

Good Divine Souls are paragons of sainthood, using their innate powers to help others. Evil Divine Souls are cultist leaders, who show their power as proof of the blessings of their dark masters. Both often believe they are able to perform such acts because they have the blood of gods within them, as a sorcerer does a dragon.

Making a Divine Soul
Divine Souls are spontaneous divine casters, more so than a Favored Soul. As such they hang back with fellow casters, serving the safe effective purpose as a cleric, but more specialized. Without the armor abilities of their clerical kin, and less health, they shun melee combat.

Abilities: Charisma is their main spellcasting focus, while a strong Constitution will patch up their feeble d6 health. With little to no armor, Dexterity is needed to keep up one's AC. Intelligence, Wisdom, and Strength come in last, but need a little in each in order to avoid penalties.

Races: Any.

Alignment: Any, but it must be within one step of their god.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: Simple.

Class Features
All of the following are class features of the Divine Soul.

Weapon and Armor Proficiency: Divine Souls are proficient with all simple weapons. They are not proficient with any type of armor or shield.

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.

This is otherwise functionally identically to the monk AC bonus. This does not stack with other sources of Charisma to AC.

This functions identical to the cleric's aura.

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.

The divine soul may choose from the following list of powers they may receive.

 (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.



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

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

 (Ex): You gain negative energy resistance equal to twice your class level. At level 16th, the resistance becomes immunity to negative energy, energy drain, and death attacks.

 (Ex): You obtain an Improved Familiar which gains the celestial (or fiendish) template. Each level you can trade out your familiar for a new one, and if your familiar dies you do not take any penalties or damage, restoring it back to life for free next time you level up.

 (Ex): If you have a domain (such as by Domain Access) you add the domain spells to your normal spells know for free. Thus you are able to cast them at will. In addition any limited use domain special powers can be used twice as often (such as using the reroll from the Luck domain 2/day or getting 2 rounds of freedom of movement for every level with the Travel domain). You may select this multiple times for every domain you have.

 (Su): You are constantly under the effects of see invisibility and gain low-light vision and darkvision 60 ft (or superior low-light vision and +30 darkvision if you already have them). Your eyes become blank and glowing.

 (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.

 (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.

 (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.

 (Su): You gain a +2 resistance bonus against saves vs spells. At 6th level the bonus rises to +4, at 12th +6, and at 18th +8.

 (Su): You gain damage reduction 2/opposite to your alignment (choose one, such as DR 2/evil). At 6th level the bonus rises to DR 4, at 12th it becomes DR 6, at 18th it is DR 8.

 (Su): You gain a +2 morale bonus on saves against enchantment effects and spells. At 6th level the bonus rises to +4, at 12th +6, and at 18th +8.

 (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.

 (Su): You gain resistance 5 to a single element. At 6th level the bonus rises to resistance 10, at 12th to resistance 20, and at 18th to resistance 30.

 (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.

 (Su): You gain a +2 bonus on charisma based skill checks. At 6th level the bonus rises to +4, at 12th +6, and at 18th +8.

 (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 + 1/2 HD + Cha. At 6th level the the save renders them frightened for 1 round and shaken for 1 minute. At 18th it renders them panicked for 1 round, and they are shaken for 1 minute even on a successful save. Once an enemy saves against your frightful or awesome presence, they are immune to it for 24 hours. This is a fear effect.

 (Su): You gain a +2 sacred or profane bonus to damage rolls. At 6th level the bonus rises to +4, at 12th +6, and at 18th +8.

 (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.

 (Su): You gain a 10 ft. sacred or profane bonus to your speed. At 6th level the bonus rises to 20 ft., at 12th 30 ft., and at 18th 40 ft. This ability cannot be used in heavy armor, or with a medium or heavy load.

 (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. Likewise your own spells cast while under this effect have their caster level boosted for the purpose of resisting dispels.

 (Su): Your healing spells heal an additional 1 point of damage per spell level. At 6th level the bonus rises to 3 per spell level, at 12th 5 per spell level, and at 18th 7 per spell level. For example, at 12th you can cast Heal (6th level) and heal an additional 30 damage for free.

 (Su): Your inflict spells injure an additional 1 point of damage per spell level. At 6th level the bonus rises to 3 per spell level, at 12th 5 per spell level, and at 18th 7 per spell level. For example, at 12th you can cast Harm (6th level) and deal an additional 30 damage for free.

 (Su): At 4th level, a divine soul gains a bonus equal to her Charisma bonus (if any) on all saving throws.

At 6th level the divine soul gains the Leadership feat.

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.

 (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.

 (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.

Ex-Divine Soul
A divine soul who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a divine soul of that god until he atones (see the atonement spell description).

Epic Divine Soul
Divine Presence: At 23rd and every 5 levels afterward, the divine soul gains another divine presence they may use.

Divine Ability: At 25th and every 5 levels afterward, the divine soul gains another divine ability they may use.

Orate: At 26th and every 6 levels afterward, the divine soul's orate ability increases by +1.



Epic Divine Soul Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Energy Resistance, Epic Leadership, Legendary Commander, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Great Charisma, Great Wisdom, Intensify Spell, Multispell, Permanent Emanation, Polyglot, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, and Tenacious Magic.

Human Divine Soul Starting Package
Weapons: Longspear and dagger.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Feat: Improved Initiative.

Bonus Feats: Dodge.

Gear: Tent, Backpack, Flint & Steel, Shovel.

Gold: 104 gp.

Playing a Divine Soul
Religion: Divine Souls are certainly religious, the blood of the divine runs within them. Their devotion only serves to charge their blood and grant forth its innate abilities.

Other Classes: Divine Souls find comfort in other divine casters, and find good relation to sorcerers, whom they share a similar reason for their magic. They are seen as usually seen as gifted and blessed, a paragon of their kind. In certain civilizations they quickly become head chiefs and clerics, or are worshiped as a savior.

Combat: The divine soul is a caster, and holds ranks with wizards and sorcerers, providing magical support over and over again with their many spells per day.

Advancement: Any class suitable for a cleric or a favored soul is suitable for a divine soul. .They are casters, and so their class choices often reflect their magical abilities.

Divine Souls in the World
"The gods have given me a great power, the stain of arcane magic will soon be erased from this world my brothers. Rejoice, I am their angel of punishment!"

The divine soul is the cultist, the leader of men, or the saintly agent of change. Granted divine powers in their blood, they go out with an agenda to change the world.

Daily Life: A divine soul may be a normal person, but due to his popular status he is hounded for attention and cannot live for himself for a second. Others may buy into the admiration of their followers, and act with confidence and pride. Still others may be shunned as a danger or threat and may be persecuted by the many, with only their followers loyally standing by. The life of a divine soul, then, is a vary variable sort, all dependent on the circumstances of his rise to power.

Notables: Iazard Elmdor, a nezumi of the Torn Ear Clan, grew up in a world where arcane magic was shunned, and sorcerers turned outcast. Indulged in this philosophy and possessing of a strong will and popularity, he at first panicked when signs of magic were born within him. However, a chance encounter with an outsider showed him the true nature of his power. Now, convinced the gods have blessed him for this power for a reason, he goes forth on a mad quest to destroy all arcane magic, a power unfit for mortal hands.

Organizations: Divine Souls are rare oddities, and do not typically organize. If two meet, and they are not of opposing gods, they may work together, but in the end each is their own individual being and such aliances never last for long.

NPC Reactions: Many find the Divine Soul to be blessed and charismatic, and so they are popular with many. Those envious of such power, however, can prove to be bitter foes to the divine soul and all of his followers. He is a dividing presence, one of zeal and will, no matter where he goes.

Divine Soul Lore
Characters with ranks in Knowledge Religion can research divine souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Divine Souls in the Game
Divine Souls are casters who generally use their many spells per day for buffs and control, to keep their followers and cohorts alive and well under the protection of their divine patron. They see themselves as performing their miracles for their lord.

Sample Encounter: The fanatical cult leader Iazard is plotting something, something big which may endanger the lives of everyone within the mage run city of Dolores. Interfere with his plot before his Disjunction Bomb goes off!

EL whatever: 11.