Divine Agent (Cleric/Rogue)

Divine agents walk a thin line between divine enlightenment and the dark shadows of the underworld. As special servants of their respective sects, the divine agent wields the power of her god while employing stealth and legerdemain to accomplish her appointed duty. Often seen as somewhat outside the laws of the church, divine agents employ whatever means necessary to fulfill their duty within the strictures of their sect and moral viewpoint. One of their feared abilities is that of channeling the power of their god into their precision attacks. Through spells, stealth, and innate agility, the divine agent can ferret out those who oppose her god, and strike them down in the same breath.

Primary Class: ClericSecondary Class: RogueAlignment: Any Hit Dice: d8Bonus Skills and Ranks: The divine agent may select six rogue skills to add to her class skills in addition to the normal cleric class skills. The divine agent gains a number of ranks at each level equal to 4 + Int modifier.

Table: Divine Agent

Weapon and Armor Proficiency

The divine agent is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She is proficient with light armor and medium armor, but not with shields. A divine agent is also proficient with the favored weapon of her deity.

Spellcasting

The divine agent casts divine spells drawn from the cleric spell list. Only cleric spells of 6th level and lower are considered to be part of the divine agent spell list.

The divine agent adds the following cleric spells to her spell list as 6th level spells: blasphemy, destruction, dictum, holy word, restoration (greater), resurrection, summon nature’s ally VIII, word of chaos. This supersedes there normal spell levels. The divine agent also adds the following spells to her spell list at the indicated spell levels: 1st–blend, disguise self, shadow weapon, vanish, ventriloquism; 2nd–blur, invisibility, mirror image, phantom trap; 3rd–displacement, illusory poison, invisibility sphere; 4th–invisibility (greater), shadow step; 5th–seeming; 6th–mislead, shadow walk.

A divine agent cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher (but see above). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A divine agent must choose and prepare her spells in advance.

To prepare or cast a spell, a divine agent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine agent's spell is 10 + the spell level + the divine agent's Wisdom modifier.

Like other spellcasters, a divine agent can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Divine agent. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Divine agents meditate or pray for their spells. Each divine agent must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a divine agent can prepare spells. A divine agent may prepare and cast any spell on the divine agent spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Domain

This is exactly like the cleric ability of the same name, except that the divine agent may select only one domain. She can choose her domain from among those belonging to her deity, the Trickery domain or any associated subdomains (even if her deity does not normally provide access to them), the new Stealth domain, or an alignment domain (Chaos, Evil, Good, or Law). She otherwise follows all other parameters pertaining to cleric domains.

Sneak Attack (Ex)

At 1st level, a divine agent gains the rogue’s sneak attack ability, except that the extra damage is 1d6 at 1st level, and increases by 1d6 at 4th level and every three divine agent levels thereafter, to a maximum of 7d6 at 19th level.

Channel Energy (Su)

This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed by the divine agent is equal to 1d6 points of damage at 2nd level plus 1d6 points of damage for every three divine agent levels thereafter, to a maximum of 7d6 at 20th level.

Evasion (Ex)

At 2nd level, a divine agent gains the rogue’s evasion ability. This ability, uncanny dodge, and improved uncanny dodge replace channel energy 2d6, 5d6, and 8d6.

Channeling Strike (Su)

At 3rd level, a divine agent can channel her divine energy through a sneak attack. Before the divine agent makes an attack roll, she can choose to spend one use of her channel energy ability as a swift action. If the divine agent channels positive energy, her weapon becomes imbued with holy power and gains the holy weapon ability until the end of her turn. This makes the weapon good-aligned and thus bypasses the corresponding damage reduction. On a successful sneak attack, it deals extra points of holy damage against all creatures of evil alignment equal to the damage dealt by her channel positive energy ability. If the divine agent channels negative energy, her weapon becomes imbued with unholy power and gains the unholy weapon ability until the end of his turn. This makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals extra points of unholy damage against all creatures of good alignment equal to the damage dealt by her channel negative energy ability. The target can make a Will save (DC 10 + 1/2 the divine agent’s level + the divine agent’s Charisma modifier), as normal, to halve this additional damage (but not sneak attack damage). If the divine agent’s attack misses, the channel energy ability is still expended with no effect. This ability and greater channeling strike replace spontaneous casting.

Rogue Talent

At 3rd level and every three levels thereafter, a divine agent gains a rogue talent for which she qualifies. A divine agent adds Trapfinding to list of rogue talents she can select. A divine agent treats her level as her rogue level for the purpose of qualifying for talents with level-dependent requirements and calculating the effects of any talent or rogue ability she's chosen. This ability and advanced talents replace the cleric’s second domain.

Uncanny Dodge (Ex)

At 4th level, a divine agent gains the rogue’s uncanny dodge ability.

Improved Uncanny Dodge (Ex)

At 8th level, a divine agent gains the rogue’s improved uncanny dodge ability.

Advanced Talents

At 12th level, the divine agent can choose an advanced rogue talent whenever she could choose a rogue talent, or when she selects the Extra Rogue Talent feat.

Divine Strike (Su)

Upon reaching 20th level, a divine agent becomes incredibly deadly when channeling sneak attack damage. Each time the divine agent successfully makes a channeling strike, she can choose to deal twice the damage dealt by her channel energy ability, or force the target (if it is an outsider) to become subject to banishment, using her divine agent level as the caster level.

Regardless of the effect chosen, the target receives a Will save (DC 10 + 1/2 the divine agent’s level + the divine agent’s Charisma modifier) for half damage, as normal, or the appropriate save to negate the banishment effect. Once a creature has been the target of a divine strike, regardless of whether or not the save is successful, that creature is immune to that divine agent’s divine strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to sneak attack damage from this ability, but not the channeled energy damage.

Rogue Talents

The following rogue talents complement the divine agent multiclass archetype: Assault Leader*, Black Market Connections†, Camouflage*, Canny Observer*, Coax Information*, Fast Stealth, Finesse Rogue, Guileful Polygot*, Hard to Fool*, Honeyed Words*, Ki Pool†, Major Magic, Minor Magic, Ninja Trick†, Strong Impression*, Studied Trickery‡, and Trapfinding‡. (*Advanced Player’s Guide, ‡Pathfinder Community, †Ultimate Combat)

Code of Conduct

The following advanced rogue talents complement the divine agent multiclass archetype: Confounding Blades†, Defensive Roll, Dispelling Attack, Evasion‡, Hard to Fool†, Hide in Plain Sight†, Impromptu Sneak Attack‡, Improved Evasion, Improved Uncanny Dodge‡, Redirect Attack*, Rumormonger†, Skill Mastery, Slippery Mind, Thoughtful Reexamining*, Uncanny Dodge‡, and Unwitting Ally†. (*Advanced Player’s Guide, ‡Pathfinder Community, †Ultimate Combat)

*All MultiClass Archetypes (MCAs) and related material are products of MultiClass Productions.