Epic Prestige Class : Divine Emissary
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 their 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.
Divine emissaries are often instruments of war, and thus paladins and blackguards are often chosen to serve this role. However, some deities also choose clerics. Despite being the highest representative of a deity, a divine emissary usually travels with comrades who supplement the emissary's strength.
To qualify to become a Divine Emissary, a character must fulfill all the following criteria:
- Skills: Knowledge (religion) 10 ranks
- Feats: Weapon Focus (deity's favored weapon).
Epic Feat: Great Smiting.
- Base Attack Bonus: +23.
- 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.
The divine emissary's class skills are Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Intimidate, Knowledge (religion), Profession, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device.
Skill Points at Each Level: 4 + Int modifier.
When a deity gives an important decree to mortals, lesser agents often serve as that deity's voice. But when a god needs to back up its decrees with force, a divine emissary has a new mission.
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, 10th, and so on).
Extra Smite (Su): A divine emissary can use this 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, plus one additional time per day every ten levels thereafter (13th, 23rd, 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 10 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, 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).
|Divine Emissary||Hit Die: d10|
|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|
|7th||Divine inspiration 3/day|
|8th||Extra smite 4/day|
|9th||Divine hand 1/day|
|10th||Divine inspiration 4/day|
Source: Epic Level Handbook