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. With 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: Cleric.
Secondary Class: Rogue.
Hit Dice: d8.
Bonus 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.
Weapon and Armor Proficiency: A 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 their deity.
Diminished Spellcasting: The divine agent casts divine spells drawn from the cleric spell list, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a cleric of equal level. In addition, a divine agent cannot cast spells of an alignment opposed to her own or her deity’s.
Domain: This is exactly like the cleric ability of the same name, except 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 Stealth domain, or an alignment domain (Chaos, Evil, Good, or Law). She otherwise follows all other parameters pertaining to cleric domains.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name, except that the extra damage is 1d6 at 1st level, and increases by 1d6 at 4th level and every four divine agent levels thereafter. This ability replaces channel energy 1d6, 3d6, 5d6, 7d6 and 9d6.
Talents: At 1st level, and again at 4th level and every three levels thereafter, a divine agent gains a rogue talent for which she qualifies. At 13th level, the divine agent can choose advanced rogue talents whenever she could choose a rogue talent, or when she selects the extra rogue talent feat. The divine agent adds the following rogue abilities to the list of advanced talents she may select: evasion, uncanny dodge, and improved uncanny dodge. A divine agent must select uncanny dodge before selecting improved uncanny dodge. In the case of the improved evasion talent, the divine agent must have evasion to select it. 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 divine strike replace domain.
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 four divine agent levels beyond 2nd, to a maximum of 5d6 at 18th level.
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.
Greater Channeling Strike (Su): At 11th level, when making a channeling strike, the dice from the divine agent’s channel energy feature form a pool of damage dice he can access to further damage creatures with his divine energy—evil creatures for positive energy, good creatures for negative energy. Prior to making each sneak attack, the divine agent must allocate dice from the pool to be used as extra damage dice if she hits. 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 extra damage. This extra damage is not multiplied when the divine agent scores a critical hit. If the divine agent misses, the extra damage dice remain in her pool, but any dice left unexpended at the end of her turn are wasted. This ability and channeling strike replace spontaneous casting.
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 his channel energy ability, or force the target (if it is an outsider) to become subject to a 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. This ability and talents replace domain.
Rogue Talents: The divine agent adds impromptu sneak attack, studied trickery, and trapfinding to the list of rogue talents he can select. 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†, and strong impression*. (*Advanced Player’s Guide, †Ultimate Combat)
Advanced Talents: The following advanced rogue talents complement the divine agent multiclass archetype: confounding blades†, defensive roll, dispelling attack, hard to fool†, hide in plain sight†, improved evasion, redirect attack*, rumormonger†, skill mastery, slippery mind, thoughtful reexamining*, an unwitting ally†. (*Advanced Player’s Guide, †Ultimate Combat)
New Rogue Talents
The following new rogue talents can be taken by any rogue who meets the prerequisites.
Silent Magic (Su): The rogue can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell. The rogue must be able to cast spells, or has the minor magic or major magic talents to select this talent.
Still Magic (Su): The rogue can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell. The rogue must be able to cast spells, or has the minor magic or major magic talents to select this talent.
Studied Trickery: Choose two of the following skills: Bluff, Disable Device, Disguise, Escape Artist, Sleight of Hand, Stealth. The rogue adds her Intelligence bonus to checks made with these skills in addition to the normal ability bonus used by the skill. A rogue can pick this talent more than once, each time selecting another two skills.
Trapfinding: This rogue talent functions as the first-level rogue ability by the same name.
New Advanced Talents
The following new advanced talents can be taken by any rogue who meets the prerequisites.
Impromptu Sneak Attack: Once per day, a rogue with this talent can declare one melee or ranged attack she makes to be a sneak attack, with the normal range restrictions on ranged sneak attacks. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures not subject to critical hits take no extra damage. The rogue must be able to cast spells to select this talent.
Clerics that have Trickery as one of their deity’s domains can instead chose the new Stealth domain. Divine agents can select the Stealth domain, and the Trickery domain or any of its subdomains in place of one of her deity’s domains. The following new domain compliments the divine agent multiclass archetype.
Granted Powers: You are a master of stealth and the use of shadows to surprise your enemies or vanish from sight. Bluff, Disable Device, and Stealth are class skills.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you.You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Hide in Plain Sight (Su): At 8th level, you can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of dim light, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow. You can use this power for a number of minutes each day equal to your cleric level. These minutes do not need to be consecutive.
Domain Spells: 1st—vanish, 2nd—invisibility, 3rd—nondetection, 4th—greater invisibility, 5th—shadow step, 6th—mislead, 7th—shadow walk, 8th—mass invisibility, 9th—greater shadow conjuration.
Table: Divine Agent