Divine Servant

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The priest that stands against the demon possessing a young girl, the righteous warrior standing against evil cultists, or the kindly shaman who walks in the realm of the living as well as in the world of spirits. These are all divine servants. Classical paladins and clerics alike would fall under this class. To serve a higher or lower being, or a higher or lower purpose.

**Examples of Athletes in Books, Comics, Games, TV, & Movies**

Joan of Arc (Reality – Medieval France)

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being a Divine Servant in addition to any other existing classes.

**Requirements:** To become a Divine Servant a character must have a combination of two of Con, Wis, or Cha of 13 or higher.

**Game Rule Information**

Divine Servants have the following game statistics.

**Ability**

Charisma, Wisdom, and Constitution are the abilities associated with this class.

**Hit Die**

At 1st-level (i.e. Character creation) a Divine Servant receives hit points equal to 1d10 + his or her Constitution Score.

Every level thereafter the Divine Servant gains 1d2 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Arcanist after 1st level only gain the 1d2 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

6 + one-half character level, rounded down, every time the Divine Servant attains a new level in this class.

**Class Skills**

The Divine Servant’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Climb (Str), Concentration (Con), Craft (Any) (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Planes), Knowledge (Religion), Knowledge (History), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (3+ Int modifier) x4.

**Skill Points at Each Additional Level:** 3+ Int modifier.

**Class Features**

The following features pertain to the Divine Servant class.

**Armor & Weapon Proficiencies**

Divine Servants are proficient with all Simple Weapons, and with a single chosen weapon favored by their religion. This additional weapon is usually agreed apon by the GM, and the player, or specific to the setting.

**The Paths of Light, and Darkness**

At first level a divine servant must choose the path of Light, or the path of Darkness. This represents the divine servants devotion to a benevolent god, and/or pantheon, or conversely a malevolent god, and/or pantheon. This choice affects the divine servants class abilities. A divine servant that chooses the path of light receives Turn Undead, while a divine servant that chooses the path of darkness receives Rebuke Undead. Additionally the choice between the darkness and the light determines weather or not the divine servant channels positive or negative energy.

**Channel Energy (Su)**

The energy channeled by a divine servant is based on the path they have chosen. A divine servant that has chosen to follow the path of light channels positive energy. While a divine servant that has chosen to follow the path of darkness channels negative energy. Positive energy heals living beings, while it deals damage and harms the undead, and Demonic outsiders. Negative energy heals the undead, while it deals damage and harms living beings, and Celestial outsiders. This ability gains in power, and frequency of use over time, and in the beginning has to be delivered by touch. At 14 level the divine servant gets the ability to use this power at a range equal to divine servants Charisma score + 1/3 his divine servant level. Each use of channel energy can only effect one target per use. Using the channel energy ability is a standard action.

**Turn Undead (Su):** Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.

* *Times per Day:* You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier.
* *Range:* You turn the closest turnable undead first, and you can’t turn undead that are more than 20 meters away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect (see page 176).
* *Turning Check:* The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table 8–9: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
* *Turning Damage:* If your roll on Table 8–9: Turning Undead is high enough to let you turn at least some of the undead within 20 meters, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. If your Charisma score is average or low, it’s possible (but unusual) to roll fewer Hit Dice of undead turned than indicated on Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an average Charisma score could get a turning check result of 19 (cleric’s level +3, or 4 HD), which is enough to turn a wight, but then roll only 3 on his turning damage roll—not enough to turn that wight after all. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
* *Effect and Duration of Turning:* Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 3 meters of them, however, they overcome being turned and act normally. (You can stand within 3 meters without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 3 meters away), and others can attack them in any fashion, without breaking the turning effect.
* *Destroying Undead:* If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

**Rebuke Undead (Su):** A divine servant who has chosen the path of darkness can rebuke (awe) or command (control) undead rather than trying to turn or destroy them.

* *Rebuked:* A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
* *Commanded:* A commanded undead creature is under the mental control of the divine servant. The divine servant must take a standard action to give mental orders to a commanded undead. At any one time, the divine servant may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
* *Dispelling Turning:* A divine servant that has chosen the path of darkness may use his power to dispel the turning effect of a divine servant that has chosen the path of light. The divine servant that has chosen the path of darkness makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the divine servant that has chosen the path of light scored when turning the undead, then the undead are no longer turned. The divine servant that has chosen the path of darkness rolls turning damage of 2d6 + divine servant level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
* *Bolstering Undead:* A divine servant that has chosen the path of darkness may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table 8–9: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An undead divine servant that has chosen the path of darkness cannot bolster himself in this manner.

**Planar Banishing (Su)**

At 10th level the divine servant can extend their Turning ability to effect beings of the lower and higher planes. A divine servant that chooses the path of light can extend their Turning check to include Outsiders of the Devil, and Demon types. While a divine servant that chooses the path of darkness can extend their Turning check to include Outsiders of Celestial type.

**Divine Talent**

Not all divine servants serve the same master, and not even all those who do develop the same skills and talents. When the divine servant receives a Divine Talent he selects one of the following talents he qualifies for.

• • ***Divine Favor:** Prerequisite:* 6th level or higher. *Benefit:* A divine servant applies his Charisma modifier (if positive) as a bonus on all saving throws .

• • ***Spirit Sight:** Benefit:* A divine servant can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The divine servant can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct .

• • ***Chastise Spirits (Su):*** *Prerequisite:* Spirit Sight. *Benefit:* A divine servant can use divine energy granted by her patrons in the spirit world to damage hostile spirits. See the channel energy ability.

• • ***Blessing of the Spirits (Sp):** Prerequisite:* 3rd level or higher. *Benefit:* A divine servant can perform a special rite to gain a special blessing. The divine servant goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the divine servant can only ward himself with this ability and cannot perform the rite for anyone else. The blessing the subject gains a +2 deflection bonus to DC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by spirits. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as *dominate person*). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from spirit effect. Except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

• • ***Exorcism (Su):*** *Prerequisite:* 10th level or higher. *Benefit:* A divine servant can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifier, if any), against a TN of 10 + the possessing creature's HD + its Charisma modifier (if any). If her result equals or exceeds the TN, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

• • ***Warding of the Spirits (Sp):*** *Prerequisite:* 6th level or higher. *Benefit:* A divine servant can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per divine servant level and adds a +2 bonus to saves against spirits.

• • ***Recall Spirit (Sp):** Prerequisite:* 9th level or higher. *Benefit:* A divine servant gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per day, she can reconnect a spirit to its body, temporarily restoring life to a recently deceased creature. The ability must be used within 1 round of the victim's death. This ability does not restore the creature to life, however it does allow it to communicate with those nearby through the corps for a number of minutes equal to the divine servants wisdom score + divine servant levels.

• • ***Smite (Su):** Benefit:* Once per day a divine servant can make a single melee attack with an attack bonus and a damage bonus equal to his divine servant level + Charisma Mod. The divine servant must declare the smite before making the attack. *Special:* This talent can be taken times, each time providing more uses per day.

• • ***Charging Smite:** Prerequisite:* Smite *Benefit:* As a divine servant, if you smite on a charge attack, you deal an extra 2 points of damage per divine servant level to a creature you hit (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used. This is a supernatural ability.

• • ***Deity’s Weapon Focus:*** *Prerequisite:* 3rd level or higher. *Benefit:* A divine servant gains the Weapon Focus feat with his religions favored weapon.

• • ***Deity’s Weapon Specialization:*** *Prerequisite:* 9th level or higher, Deity’s Weapon Focus. *Benefit:* A divine servant gains the Weapon Specialization feat with his religions favored weapon.

• • ***Wings (Ex):*** *Prerequisite:* 20th level. *Benefit:* A divine servant gains wings and can fly at a speed of 20 meters (good maneuverability). A divine servant who follows the path of light grows feathered wings, and a divine servant who follows the path darkness of gains batlike wings.

• • ***Divine Health (Ex):*** *Prerequisite:* 3rd level or higher. *Benefit:* The divine servant gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

• • ***Remove Disease (Sp):*** *Prerequisite:* 6th level or higher. *Benefit:* A divine servant can produce a remove disease effect, once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

• • ***Master of the Dead (Su):*** *Prerequisite:* 6th level or higher, Path of Darkness. *Benefit:* A divine servant who follows the path darkness is the unquestioned master of the living dead. An undead creature must make a Will save (TN 10 + the divine servant's level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against the divine servant for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again. While under the effects of this ability, an undead creature cannot take any direct action against the divine servant, but it could order its minions to attack, cast spells to boost its allies who can attack the divine servant, and so on. Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as another divine servant who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf unless otherwise immune.

• • ***Aura of Purity (Su):*** *Prerequisite:* 6th level or higher, Path of Light. *Benefit:* A divine servant who follows the path of Light is utter anathema to the living dead. He gives off an aura that acts as a barrier to all but the strongest-willed of undead. An undead creature attempting to approach within 3 meters of him must make a Will save (TN 10 + the divine servant's level + his Charisma modifier) in order to enter . If this save fails, the undead creature is affected as if by a turning check in which the divine servant had rolled a 10 on the die. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again. Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as another divine servant who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf unless otherwise immune.

• • ***Beguiling Stare (Su):*** *Benefit:* As a standard action, the divine servant can stare into his target's eyes and attempt to hypnotize her through the force of his dark gaze. The target of this ability must make a Will save (TN 10 + 1/2 divine servant's level + Cha modifier). If this save fails, the target becomes beguiled until the end of the divine servant's next turn. The divine servant can use this ability at will, but she cannot attempt to use it against a single target more than once per day. A beguiled character loses his Dexterity bonus to Defense Class. She also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The divine servant's dark power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the divine servant's target succeeds in her save, she has no knowledge of the divine servant's attempt to beguile her unless she makes a TN 20 Knowledge (religion) check. In the target's mind, she merely stared into his eyes for a moment. Beguiling stare is a mind-affecting ability, and a standard action.

**Bonus Feats**

At 4th, 7th, 10th, 13th, 16th, and 19th level, the Divine Servant gets a bonus feat. The bonus feat must be selected from the following list, and the Divine Servant must meet all the prerequisites of the feat to select it. [LUCK FEATS], [COMBAT FEATS], OR [BASIC FEATS].