Glory Sphere

You are infused with the glory of the divine, and are a true foe of the undead.

Granted Powers: You gain Channel Smite as a bonus feat, even if you do not meet the prerequisites. In addition, you add Intimidate (Cha) to your list of class skills and when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Sphere Powers: You can select your sphere powers from the powers and revelations granted by the following sources.
  • Domain/Subdomain: Glory/Heroism, Honor, Hubris, Legend
  • Blessing: Glory
  • Inquisition: Zeal
  • Mystery: Ascetic (ascetic armor and martial discipline revelations only), Battle (battlecry, battle clarity, and war sight revelations only), Godclaw (boon of bravery and might of the godclaw revelations only)

You can also choose one of the following sphere powers.
  • Celestial Resistances (Ex): You gain resist acid 5 and resist cold 5. At 9th level, you can select this power again, increasing your resistances to 10.
  • For the Glory (Su): Your conviction to your duty is so strong that you radiate the glory of your god. You shed light in a 20-foot radius (as the light spell) for a number of minutes equal to your vicar level. At 5th level, you can end this light effect as a swift action, creating a 10-foot-radius burst of light that dazzles all creatures within the area, as the flare burst spell. At 9th level, ending the light effect results in a 10-foot-radius burst of light that functions as the burst of radiance spell. Using this ability expends one use of your divine reservoir.
  • Glorious Endurance (Su): You are immune to the fatigued condition. At 14th level, you become immune to the exhausted condition. You must be at least 7th level before selecting this power.
  • Glorious Physique (Su): You gain a +2 sacred/profane bonus to either your Strength, Dexterity or Constitution score. At 15th level, this bonus increases to +4. You must be at least 11th level before selecting this power.
  • Heavenly Fire (Sp): You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two vicar levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two vicar levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. Using this ability expends one use of your divine reservoir.

Divine Eminence (Sp): You can cast radiant glory once per week as your divine eminence ability.

Sphere Spells: You add the following spells to your spell list, at the indicated spell levels.
  • 0th—disrupt undead, virtue
  • 1st—compel hostility, nereid’s grace, shield of faith, swift girding, unbreakable heart, weapons against evil
  • 2nd—bless weapon, blessings of luck and resolve, divine arrow, heroic fortune, path of glory, status, veil of positive energy, weapon of awe, zone of truth
  • 3rd—daybreak arrow, good hope, heroism, light lance, searing light, vestment of the champion, wake of light
  • 4th—divine power, geas (lesser), holy smite, path of glory (greater), resilient reservoir
  • 5th—blaze of glory, burst of glory, heroic fortune (mass), king’s castle, litany of thunder, righteous might, smite abomination
  • 6th—blessings of luck and resolve (mass), geas/quest, heroism (greater), sacrificial oath, undeath to death
  • 7th—archon’s trumpet, holy sword, sunbeam
  • 8th—bestow grace of the champion, holy aura
  • 9th—gate, heroic invocation