OC Monthly Gamers
There are those whose passion and words evoke the power of the gods, prayers formed to mircales – there are others whose knack for prayer is lacking but who are no less a receptacle of deific potency. These channel the barely contained essence of the gods, unleashing measured portions of energy. Godless though they often are, they’ve an unshakeable faith bolstered by the Divine Conduit that they are.
ROLE: Divine Conduits are apart from the normal framework of clergy though they are accepted within temples and churches to their deity. They often seek to conceal their nature entirely, travelling with others. Divine Conduits work to further the cause of their deity, associating with similarly minded or motivated individuals whenever possible.
ALIGNMENT: A Divine Conduit’s alignment must be within one step of his deity’s, along either the law.chaos axis or the good/evil axis.
HIT DICE: D8
The Divine Conduit’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) Spellcraft (Int), and Survival (Wis).
Skill Points per Level: 6 + Int modifier.
|Lvl||Bab||Fort||Ref||Will||Special Class Features|
|1st||+0||+2||+0||+2||Aura; Divine Blast; Domain; Weapon Conduit|
|2nd||+1||+3||+0||+3||Energy Flux; Succor|
|3rd||+2||+3||+1||+3||Energy Substitution; Touch of Healing|
|4th||+3||+4||+1||+4||Contingent Blast; Reactionary Blast|
|5th||+3||+4||+1||+4||Blast Ward; Mitigate Suffering I|
|7th||+5||+5||+2||+5||Death Ward; Halo|
|8th||+6||+6||+2||+6||Stalwart; Vampiric Blast|
|9th||+6||+6||+3||+6||Divine Interference (Bonus Feat)|
|10th||+7||+7||+3||+7||Mitigate Suffering II|
|15th||+11||+9||+3||+9||Mitigate Suffering III|
The following are class features of the Divine Conduit.
Weapon and Armor Proficiency
A Divine Conduit is proficient with all simple weapons and with the favored weapon of their deity. Armor proficiency is limited to light armor, medium armor, and shields (except tower shields).
A Divine Conduit of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. At Will, the Divine Conduit can Detect Alignment as a full round action which provokes attacks of opportunity. Only the same aura and the opposing aura alignments can be detected in this fashion.
The first ability a Divine Conduit learns is Divine Blast. A Divine Conduit attacks his does with divine power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
A divine blast is a ray with a range of 60 feet. It is a Ranged Touch Attack that affects a single target, allowing no saving thow. A divine blast deals 1d6 points of damage at 1st level and increases in power as the Divine Conduit rises in level. A divine blast is equivalent of a spell whose level is equal to one-half the Divine Conduit’s class level (rounded down), with a minimum spell level of 1st and a maximum of 9th when a Divine Conduit reaches 18th level or higher.
A divine blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to divine blast. A divine blast deals half damage to objects. Metamagic feats cannot improve a Divine Conduit’s divine blast (because it’s a spell-like ability, not a spell). However, the feat Ability Focus (divine blast) increases the DV for all saving throws (if any) associated with a Divine Conduit’s divine blast by 2.
A Divine Conduit’s deity influences her alignment, what magic she can perform, her values, and how others see her. A Divine Conduit chooses two domains from among those belonging to his deity. A Divine Conduit can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a Divine Conduit is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the Divine Conduit. As there is no innate spell casting ability, the Divine Conduit does not receive bonus Domain spells. Unless otherwise noted, activating a domain power is a standard action.
Weapon Conduit (Su)
The Divine Conduit can condense the divine blast into a solid melee weapon for a short period. As a swift action, a weapon of energy can be created matching the favored weapon of the Divine Conduit’s deity. This weapon can be used for melee touch attacks and deals damage appropriate to a divine blast and allows for iterative attacks, attacks of opportunity, and the like. A Weapon Conduit cannot be handlded by another person, but can be dropped or discarded normally. While a Weapon Conduit is in effect, no additional divine blasts can be used but the Weapon Conduit can be dismissed as a Free Action. The duration of a single Weapon Conduit is one round per Divine Conduit class level.
By sacrificing 2 dice of damage, magic weapon abilities can be added to the Weapon Conduit. Each 2 dice sacrificed allows for a +1 value magic weapon ability, to a maximum of +4 total value. Selections are made at the time the Weapon Conduit is created and retained for the duration of that Weapon Conduit. At 1st level, the Weapon Conduit
Energy Flux (Ex)
Divine Conduits are capable of altering and sculpting the channelled energies of their Divine Blast. Every even-numbered level, the Divine Conduit adds 5’ on the range of their divine blast. Furthermore, no longer limited to a 60’ ray, the Divine Conduit can shape the divine blast into a 30’ Cone, 30’ Emanation, 60′×10′ Line or 90′×5′ Line.
The Divine Conduit is bolstered and protected by the vary energies which they serve as a receptacle to. The Divine Conduit enjoys a bonus to Saving Throws and Armor Class of +1 per Divine Blast damage dice to a maximum of +10 at 20th level. This bonus is either Sacred or Profane and once selected cannot be changed short of a miracle or wish.
Energy Substitution (Ex)
Normally, the baleful energies of the Divine Blast are 100% Divine-Damage, similar to the divine damage noted in a Flame Strike divine spell. Three times per day, plus one additional time per Charisma Modifier, the Divine Conduit can cause the base damage from Divine Blast to have a different damage-type. The substituted energy has added secondary effects which generally allow for a save to resist with a Difficulty Class equal to 10+1/2LVL+WIS Modifier.
|Damage Type||Save||Special Effects|
|Acid||Reflex-Half||Not Subject to Spell Resistance|
|Cold||Fortitude-Half||+2 Damage/Die; +2DC|
|Electric||Reflex-Half||+4 DC & SR Penetration vs Metal-Clad|
|Fire||Reflex-Half||+2 Damage/Die; +2DC|
|Force||Fortitude-Half||+4 DC; Full damage vs. Objects|
|Negative*||Will-Half||Harms Living, Heals Undead|
|Positive*||Will-Half||Heals Living, Harms Undead|
|Sonic||Fortitude-Half||Not Subject to Spell Resistance|
Touch of Healing (Sp)
As a Full Round Action which provokes attacks of opportunity, the Divine Conduit can cause a surge of healing energies to build within a touched target. That target gains Fast Healing 1 for 1 round per Divine Conduit class level. The Fast Healing rate increases to 2 at 10th level and to 3 at 20th level.
Contingent Blast (Ex)
A process which requires a full 10 minutes to complete allows the Divine Conduit to setup a Divine Blast effect as a Contingency. The Contingency cannot be overly complex, following the same rules as a Contingency arcane spell with the resultant effect being a Divine Blast. No other class features qualify for use with Contingent Blast though any variables the Divine Conduit is capable of achieving with a Divine Blast can be selected. Details regarding the Contingent Blast are established at the time of creation.
Reactionary Blast (Ex)
The Divine Blast ability can be used as an attack form when participating in Attacks of Opportunity, limited to Attack of Opportunities provoked within natural reach.
Blast Ward (Sp)
Similar in function to a Contingent Blast, the Divine Conduit is capable of warding objects and portals from unwanted entry. Once per day plus one additional time per Wisdom Modifier, the Divine Conduit can duplicate the effects of a Glyph of Warding spell, using his Divine Blast as the resultant effects of the Ward. At 15th level, the Divine Conduit’s Blast Ward uses the details of a Greater Glyph of Warding.
Mitigate Suffering (Sp)
Capable of fabricating magic similar to a Cleric, the Divine Conduit has learned how to use their Divine Blast energies to fuel curative magicks. Each use requires a Full Round Action which provokes attacks of opportunity. The Divine Conduit is limited to utilizing Mitigate Suffering Once per day, plus one additional time per Wisdom Modifier.
At 5th level, the Divine Conduit is able to duplicate the effects of a Restoration spell.
At 10th level, the Divine Conduit is able to duplicate the effects of a Cleanse spell.
At 15th level, the Divine Conduit is able to duplicate the effects of a Regenerate spell.
Death Ward (Sp)
At 7th level, the Divine Conduit becomes continually affected by a Death Ward spell. This grants the Divine Conduit a +4 Morale Bonus on saves against all death spells and magical death effects. If a save is not normally permitted, the Divine Conduit gains a save. Immunity is gained on Energy Drain and Negative Energy effects, including channelled negative energy.
The aura surrounding every Divine Conduit is espied as an (un)holy nimbus by those who share the same and diametrically opposed Alignments as the Divine Conduit’s aura. The Divine Conduit continually generates a Consecrate or Desecrate spell effect in a 20’ radius as appropriate to the bonus obtained from the Succor class feature. As a free action, the Halo (and Aura) can be suppressed for no more than 1 minute per class level per day. While suppressed, the Divine Conduit suffers a -2 Morale Penalty to Attack and Damage rolls with Divine Blast.
At 8th level, a Divine Conduit can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the Divine Conduit is wearing light armor, medium armor, or no armor. A helpless Divine Conduit does not gain the benefit of the Stalwart ability.
Vampiric Blast (Su)
Similar in practice to Energy Substitution, the Divine Conduit learns how to siphon health with the use of his divine blast. Three times per day, plus one additional time per Charisma Modifier, the Divine Conduit can cause a single divine blast to gain Temporary Hit Points equal to half the damage dealt. These Temporary Hit Points last for one hour. The Divine Conduit cannot have more Temporary Hit points than 5xlevel. Any excess are lost. While the Divine Conduit has any Temporary Hit Points, his Death Ward morale bonus is doubled to a +8 morale bonus.
Divine Interference (Sp)
Once per day, plus one additional time per Wisdom Modifier, the Divine Conduit can use Divine Interference as a bonus feat which provides a penalty equal to the number of divine blast damage dice.
As a free action, a pair of small vestigial wings sprout from the backside of the Divine Conduit. The wings appear either Fiendish or Celestial dependant on the bonus supplied by the Succor class feature. A Divine Conduit’s wings enable Overland Flight, as the spell, with a caster level equal to the Divine Conduit Class Level. The Duration does not need to be continuous.
Withering Blast (Su)
Three times per day, plus one additional time per Charisma Modifier, the Divine Conduit can elect to have a Divine Blast include a withering effect as a free action. A Fortitude Save (DC 10+lvl+WIS Modifier) is required to negate an additional 1d4+1 Ability Damage to Strength and Constitution.
Quicken Blast (Ex)
Three times per day, plus one additional time per Charisma Modifier, the Divine Conduit can elect to have a Divine Blast operate as a Swift Action. The normal limit of a single swift action per round is retained.
Stunning Blast (Su)
Three times per day, plus one additional time per Charisma Modifier, the Divine Conduit can elect to have a Divine Blast include a stunning effect as a free action. A Will Save (DC 10+lvl+WIS Modifier) is required or the target is stunned for 1 round.
Divine Vessel (Sp)
The Divine Conduit has acquired certain traits common to those who associate with the gods. As an immediate action, the Divine Conduit can duplicate the effects of a Divine Vessel spell. The Divine Conduit can remain in the Divine Vessel form for a total of 1 minute, plus one additional round per Charisma Modifier. These rounds do not need to be consecutive.
Once per day as a full round action, the Divine Conduit is capable of reproducing the effects of the Miracle divine spell. All other limitations, such as XP Costs, remain a requirement of the Miracle.
At 20th level, you may choose to become an outsider. You journey to an appropriately-aligned plane and attune yourself to it. It becomes your home plane. You may freely transit between your new home plane and your original plane (likely the Prime Material) through normal means of planar travel. Also, once per day, you may plane shift to your home plane.
As an outsider, you gain Darkvision, do not need to eat or sleep, and are unaffected by spells and effects which specifically affect humanoids, such as charm person. However, you are affected by spells and effects which specifically affect outsiders, such as protection from (your alignment).
If you die while not on your home plane, you reform automatically on your home plane 24 hours later, fully intact, with all possessions you had when you died. It takes 1d6 rounds for your body to fade away once dead, so looters have a chance to steal your possessions, or perhaps even trap your soul. If you die on your home plane, you are truly dead, and cannot be raised or resurrected. Only a wish or miracle can restore your life.