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Divine Emissary (Paladin/Cleric)

A divine emissary serves as the harbinger and right hand of his deity. Through divine investiture, he is infused with great power and holy might meant to destroy the enemies of all that is good, gains an increased capacity for spellcasting, and may imbue his smites with additional effects. Should a divine emissary fully embrace his holy calling and immerse himself in the wellsprings of divine power buried deep within his soul, evil creatures, even those of great and terrible power, often find their hellish influence diminished in his very presence.

Primary Class: Paladin.

Secondary Class: Cleric.

Alignment: Lawful good.

Hit Dice: d10.

Bonus Skills and Ranks: The divine emissary may select three cleric skills to add to his class skills in addition to the normal paladin class skills. The divine emissary gains a number of ranks at each level equal to 2 + Int modifier.

Table: Divine Emissary

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect evil, domain, smite evil 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Anathema, aura of courage, divine health
4th +4 +4 +1 +4 Channel positive energy, smite evil 2/day 0
5th +5 +4 +1 +4 Divine bond 1
6th +6/+1 +5 +2 +5 Anathema 1
7th +7/+2 +5 +2 +5 Smite evil 3/day 1 0
8th +8/+3 +6 +2 +6 Divine eminence 1 1
9th +9/+4 +6 +3 +6 Anathema 2 1
10th +10/+5 +7 +3 +7 Smite evil 4/day 2 1 0
11th +11/+6/+1 +7 +3 +7 Greater smite 2 1 1
12th +12/+7/+2 +8 +4 +8 Anathema 2 2 1
13th +13/+8/+3 +8 +4 +8 Smite evil 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Protective aura 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Anathema 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite evil 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Transfiguration 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Anathema 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite evil 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Hand of the Divine 4 4 3 3

Weapon and Armor Proficiency

The divine emissary is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except for tower shields).

Spellcasting

A divine emissary casts divine spells which are drawn from the paladin spell list and adds all domain spells from each of his deity’s domains to his spell list. Only domain spells of 6th level and lower are considered to be part of the paladin spell list. She adds her 1st and 2nd level domains spells to the paladin spell list as 1st- and 2nd-level paladin spells respectively, but adds her 3rd and 4th level domain spells as 3rd-level paladin spells, and her 5th and 6th level domain spells as 4th-level paladin spells. If a spell appears on both the paladin spell list and her deity’s domain spells lists, the divine emissary uses the lower of the two spell levels listed for the spell.

A divine emissary must choose and prepare her spells in advance, and in the same manner as a paladin. She also gains one domain spell slot per spell level per day that can only be used to cast her domain spell. A divine emissary can cast only a certain number of spells of each spell level per day according to her daily allotment, as shown on the Table: Divine Emissary, and gains bonus spells for a high Charisma score. This ability otherwise functions as the paladin’s spellcasting ability.

Code of Conduct

A divine emissary must adhere to the guidelines presented in the paladin’s code of conduct.

Domain

A divine emissary chooses one domain from among those belonging to his deity (see Domains at the end of the Cleric class entry in the Core Rulebook). A divine emissary can always select the Good or Law domain as her choice, even if these domains are not among those belonging to her deity. The divine emissary gains the domain powers at the indicated levels, but does not gain any domain spell slots. This ability replaces channel positive energy 2d6, 5d6, and 8d6.

Anathema (Su)

Starting at 3rd level, and every three levels thereafter, a divine emissary can select one anathema. Each anathema adds an effect to the divine emissary’s smite evil attack. A divine emissary cannot select an individual anathema more than once. Only one of these anathemas can be applied to an individual smite and the decision must be made before the attack roll is made. If an anathema allows a saving throw, the DC is equal to 10 + 1/2 the divine emissary's level + the divine emissary’s Charisma modifier. Any anathema effects used against a creature of nonevil alignment is wasted. Anathema effects are not cumulative, and once chosen, they cannot be changed. This ability replaces mercy.

Arcing Smite: When making an arcing smite, the divine emissary must selects a 9th level or lower anathema. Then, on a successful smite, the primary target suffers both the anathema’s effect and smite damage. The smite effect then arcs to a secondary target of the divine emissary’s choice that is within a 10-foot radius of the primary target. The secondary target then suffers the full effects of the anathema, but only half the smite damage. The divine emissary can affect one primary and one secondary target at 9th level, and one additional secondary target for every four levels thereafter, to a maximum of 4 secondary targets at 18th level. The divine emissary can choose to affect less than the maximum number of secondary targets. The divine emissary must be at least 9th level to select this anathema.

Banishing Smite: When making a banishing smite against an evil outsider, the target must make a successful Will save or be subject to banishment with a caster level equal to the divine emissary’s level. The divine emissary’s weapon and holy symbol automatically count as objects that the subject hates. The divine emissary must be at least 18th level to select this anathema.

Blasting Smite: When making a blasting smite, the divine emissary unleashes a 10-foot radius blast of positive energy. All evil creatures caught within the blast must make a successful Fortitude save for half the divine emissary’s smite damage. All undead and evil outsiders caught within the blast take twice the amount of normal smite damage, but can make Fortitude save for half damage. This effect remains for the duration of the smite. The divine emissary must be at least 15th level to select this anathema.

Blinding Smite: When making a blinding smite, a cascade of holy light erupts forth and the target must make a successful Fortitude save or be blinded for 1d4 rounds. Any evil creatures within 10 feet of the target are dazed for 1 round (no save). The divine emissary must be at least 6th level to select this anathema.

Debilitating Smite: When making a debilitating smite, the divine emissary foregoes the normal extra damage from his smite. Evil targets struck by his melee weapons must make a successful Fortitude save or take a penalty to Strength, Dexterity, or Constitution (divine emissary’s choice) equal to the divine emissary's Charisma bonus for 1d4 rounds. These penalties do not stack. The divine emissary must be at least 12th level to select this anathema.

Dispelling Smite: When making a dispelling smite, the target is subject to a targeted dispel magic with a caster level for the purposes of the dispel check equal to the divine emissary’s level + the divine emissary’s Charisma modifier. The divine emissary must be at least 6th level to select this anathema.

Disrupting Smite: When making a disrupting smite against evil undead, the target must make a successful Will save or be destroyed. Spell resistance does not apply against the destruction effect. The divine emissary must be at least 18th level to select this anathema.

Divine Smite: When making a divine smite against an evil divine spellcaster, the divine emissary gains the benefits of the divine power spell with a caster level equal to the divine emissary’s level. The divine emissary must be at least 12th level to select this anathema.

Focused Smite: When making a focused smite, the divine emissary gains a +2 bonus to his smite attack roll for the duration of his smite.

Frightening Smite: When making a frightening smite, the target must make a successful Will save or becomes shaken for 1d4 rounds.

Greater Dispelling Smite: This is exactly like dispelling smite, but the target is subject to greater dispel magic. The divine emissary must be at least 15th level to select this anathema.

Hampering Smite: When making a hampering smite, the target must make a successful Fortitude save or have his speed reduced by 10 feet, and is unable to make 5–foot steps for 1d4 rounds.

Impeding Smite: This is exactly like hampering smite, but reduces the target’s speed by half or 15 feet, whichever is greater. The target is unable to make 5–foot steps for 1d4 rounds. The divine emissary must be at least 9th level to select this anathema.

Overbearing Smite: When making an overbearing smite, the divine emissary gains a free bullrush attempt against the target. This does not provoke an attack of opportunity. If the bullrush is successful, the divine emissary can make a free 5–foot step immediately after, as long as it he is not within difficult terrain.

Paralyzing Smite: When making a paralyzing smite, the divine emissary’s target must make a successful Fortitude save or be paralyzed 1d4 rounds. The divine emissary must be at least 12th level to select this anathema.

Penetrating Smite: When making a penetrating smite, the divine emissary reduces his target’s spell resistance by 2. At 12th level, and every three levels thereafter, he can reduce his target’s spell resistance by an additional 2 points, to a maximum of 8 at 18th level. This effect remains for a number of rounds equal to 3 + the divine emissary’s Charisma modifier. The divine emissary must be at least 9th level to select this anathema.

Reproving Smite: When making a reproving smite, the target must make a successful Will save or receive a –2 penalty to its attack rolls, damage rolls, saves, and checks for a number of rounds equal to 3 + the divine emissary’s Charisma modifier. The divine emissary must be at least 6th level to select this anathema.

Resisting Smite: When making a resisting smite, the divine emissary gains energy resistance 5 to a single energy type of his choice (acid, cold, fire, electricity, or sonic) for the duration of the smite, but only against attacks made by the target of the smite. At 12th level, the divine emissary gains energy resistance 5 to two energy types of his choice. At 15th level, the divine emissary gains energy resistance 5 to three energy types of his choice. At 18th level, this energy resistance increases to 10. The divine emissary must be at least 9th level to select this anathema.

Seeking Smite: When making a seeking smite, the divine emissary ignores any concealment used by his target that is less than total concealment for the duration of his smite. The divine emissary must be at least 6th level to select this anathema.

Slaying Smite: When making a slaying smite, the target must make a successful Fortitude save or be subject to slay living. The divine emissary must be at least 15th level to select this anathema.

Stunning Smite: When making a stunning smite, the target must make a successful Fortitude or be stunned for 1d4 rounds. The divine emissary must be at least 12th level to select this anathema.

Unerring Smite: This is exactly like seeking smite, but the divine emissary also ignores total concealment. The divine emissary must be at least 9th level to select this anathema.

Unstoppable Smite: This is exactly like focused smite, but the divine emissary instead gains a +4 bonus on all attack rolls against the target of his smite evil. The divine emissary must be at least 9th level to select this anathema.

Wracking Smite: When making a wracking smite, the target must make a successful Fortitude save or be nauseated for 1d4 rounds from the mental anguish of his sins.

Wrathful Smite: When making a wrathful smite, any target normally immune or unaffected by critical hits are affected as normal for the duration of the smite. All critical threats against evil creatures are automatically confirmed, and the divine emissary’s smite damage is doubled on a confirmed critical hit. The divine emissary must be at least 18th level to select this anathema.

Channel Positive Energy (Su)

This is exactly like the paladin ability of the same name, except that the amount of damage dealt or healed is equal to 2d6 points of damage plus 1d6 points of damage for every three divine emissary levels beyond 4th (3d6 at 7th, 4d6 at 10th, and so on).

Divine Eminence (Ex)

At 8th level, a divine emissary emanates an aura that makes his very presence unsettling to foes. This ability is exactly like the frightful presence special ability (see Frightful Presence in the Pathfinder Bestiary). This ability replaces aura of resolve.

Greater Smite (Su)

At 11th level, a divine emissary can spend two uses of his lay on hands ability to make a greater smite. This is exactly like smite evil, but if the target is evil, the divine emissary adds a +2 bonus (plus his Charisma bonus if any) to his attack rolls, and his bonus to damage increases to 2 points of damage per level the divine emissary possesses. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 3 points of damage per level the divine emissary possesses. As usual, greater smite automatically bypasses any DR the creature might possess. This ability replaces aura of justice.

Protective Aura (Su)

At 14th level, a divine emissary emanates an aura that protects against attacks made or effects created by evil creatures. He provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of him. At 16th level these bonuses and aura radius increase to +3 and 15 feet, and at 20th level they increase to +4 and 20 feet respectively. This ability otherwise functions as a magic circle against evil effect and a lesser globe of invulnerability with a caster level equal to the divine emissary’s level. This ability replaces aura of faith.

Transfiguration (Su)

At 17th level, a divine emissary begins to transform into a creature of the celestial planes. He gains DR 5/evil, and resistance to acid 5, cold 5, and electricity 5. This ability replaces aura of righteousness.

Hand of the Divine (Su)

At 20th level, a divine emissary becomes the right hand of his deity. His DR increases to 10/evil and his resistance to acid, cold, and electricity increase to 10. He also gains the native and outsider types, and the truespeech ability (see the Angel subtype entry in the Pathfinder Bestiary).

In addition, the divine emissary may spend four uses of his lay on hands to channel positive energy as a cleric of his level, unleashing it in a 30-foot burst. This burst deals 10d6 holy damage to all evil creatures caught within the burst. For each evil creature so harmed, the divine emissary may spend one additional use of lay on hands to affect that creature with one anathema of his choice. Only those anathemas gained at 9th level or lower may be applied to this ability. This ability replaces holy champion.