Acting as divine warriors, omduras embody the tenets of their gods and serve as divine vessels. In the world of Asunda, omdura means “leader of souls” omdaris the masculine form and omdurais the feminine form. As Niobe is a woman, the feminine form of the class is used throughout this section. These mortals are granted greater purpose and are tasked with both spreading their god’s faith and defeating the faith’s enemies. Omduras are able to grant the same divine power they hold within themselves to others around them. This allows omduras to both defend others from enemies of their faith and inspire others to follow in their footsteps. Gods of all kinds select omduras to enact their will, though how this will is interpreted varies from omdura to omdura.

Role: Omduras’ divine abilities allow them to support their allies with spellcasting and the divine power of their gods. When fighting on their own, they call forth their god’s power to help them defeat their enemies, channeling a god’s divine force into mighty weapons.

As their powers are influenced by their faith, all omduras must focus their worship upon a divine source. While the vast majority of omduras revere a specific deity (or multiple deities), a small number dedicate themselves to a divine concept worthy of devotion-such as battle, death, justice, or knowledge-free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: An omdura’s alignment must be within one step of her deity’s.

Hit Points: 8 per level

Class Skills

The omdura receives 1 rank in the following; Acrobatics, Artisan, Awareness, Bluff, Diplomacy, Endurance, Feats of Strength, Heal, Intimidate, Knowledge (Arcana, Nobility, Planes, and Religion), Linguistics, and Spellcraft.

Skill Ranks per Level: 4 + Int modifier.

Table: Omdura
Level BAB Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, detect alignment, invocation, orisons, spells 1
2nd +1 +3 +0 +3 Divine touch 2
3rd +2 +3 +1 +3 Divine infusion 3
4th +3 +4 +1 +4 Divine might 3 1
5th +3 +4 +1 +4 Divine weapon 4 2
6th +4 +5 +2 +5 Divine infusion 4 3
7th +5 +5 +2 +5 Commune 1/day 4 3 1
8th +6/+1 +6 +2 +6 Divine weapon 4 4 2
9th +6/+1 +6 +3 +6 Divine power, divine infusion 5 4 3
10th +7/+2 +7 +3 +7 Undaunted 5 4 3 1
11th +8/+3 +7 +3 +7 Divine weapon +3, improved invocation 5 4 4 2
12th +9/+4 +8 +4 +8 Divine infusion 5 5 4 3
13th +9/+4 +8 +4 +8 Sacrifice of the mind 5 5 4 3 1
14th +10/+5 +9 +4 +9 Divine power, divine weapon 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Commune 2/day, divine infusion 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Sacrifice of the flesh 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Divine weapon +5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Divine infusion, greater divine might 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Divine power 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Divine weapon +6, greater invocation 5 5 5 5 5 5

Class Features

The following are the class features of the omdura.

Weapon and Armor Proficiency

Omudras receive proficiency with two of the following weapon groups (Swords, Axes, Polearms, Hammers, Bows, or Pistols) in addition to Simple weapons, and receive proficiency with light armor, medium armor and shields. Omduras are also proficient with their deity’s favored weapon (if any).

Aura (Ex)

An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spell Casting

An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.

The omdura can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.

An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new omdura level, she learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by her Charisma score; the numbers on Table 2 above are fixed.

In addition to the spells gained as she gains levels, each omdura also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name; inflict spells include all spells with “inflict” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. An evil omdura (or a neutral omdura of an evil deity) must select inflict spells. An omdura who is neither good nor evil and whose deity is neither good nor evil can select either cure spells or inflict spells. This choice is made when the omdura gains her 1st level and cannot be changed.

At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one she already knows. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and she must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells.

Unlike a cleric, an omdura need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Table: Omdura Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Detect Alignment (Sp)

At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. She can use only one of these at any given time.

Invocation (Su)

An omdura can call forth he power of her deity to improve her and her allies’ abilities as a standard action. Both the omdura and her allies receive these benefits.

When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. If the omdura is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral omduras must select profane or sacred bonuses. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

  • Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
  • Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
  • Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
  • Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
  • Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
  • Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
  • Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
  • Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Divine Touch (Su)

At 2nd level, an omdura can deliver divine energy by touch. She can deliver either positive energy or negative energy. A good omdura (or a neutral omdura of a good deity) must select positive energy. An evil omdura (or a neutral omdura of an evil deity) must select negative energy. An omdura who is neither good nor evil and whose deity is neither good nor evil can select either positive or negative energy. This choice is made when the omdura gains this ability and cannot be changed.

Each day the omdura can use this ability a number of times equal to half her omdura level plus her Charisma modifier. With one use of this ability, an omdura can use divine energy to restore to a target 1d6 hit points for every 2 omdura levels she has. Using this ability is a standard action, unless the omdura targets herself, in which case it is a swift action. An omdura who delivers negative energy with her touch can instead deal 1d6 points of damage to a living creature for every 2 omdura levels she has. Alternatively, an omdura can use this divine energy to affect undead creatures, dealing damage when delivering positive energy or restoring hit points when delivering negative energy.

An omdura needs only one freehand to use this ability. Using divine touch to harm a creature requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Creatures do not receive a saving throw against the damage from divine touch. Divine touch is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an omdura two additional uses of the divine touch class feature.

Divine Infusion (Su)

At 3rd level and every 3 levels thereafter, an omdura can select one divine infusion. Each infusion adds an effect to the omdura’s divine touch ability. The types of infusions available to the omdura are determined by the type of energy the omdura delivers with her divine touch.

An omdura who delivers positive energy adds a mercy to her divine touch, treating her omdura level as her paladin level and her divine touch as the paladin’s lay on hands ability.

An omdura who delivers negative energy adds a cruelty to her divine touch, treating her omdura level as her antipaladin level and her divine touch as the antipaladin’s touch of corruption ability.

At 6th, 9th, and 12th level, she adds infusions to the list of those she can select as though she were a paladin or antipaladin (depending on her divine touch ability) of her omdura level.

Divine infusion functions as either the cruelty or mercy class ability, depending on the omdura’s divine touch energy, for the purposes of feats, spells, or effects that work with those class features.

Divine Might (Su)

At 4th level, an omdura can call on the powers of her god once per day to aid in her struggle against her enemies. As a swift action, the omdura chooses one target within sight to be the focus of her divine might. If the target is opposed to the omdura’s alignment on either the law/chaos or the good/evil axis, the omdura adds her Charisma bonus to her attack rolls and adds half her omdura level to damage rolls against the target of her divine might. A true neutral omdura receives this benefit against all non-neutral alignments.

In addition, while divine might is in effect, the omdura gains a deflection bonus equal to her Charisma modifier to her AC against attacks made by the target of the divine might. If an omdura targets a creature that is not applicable for her divine might, the use of this ability is wasted with no effect.

Divine might can be used as many times per day as the omdura wants, however it can only affect one target at a time, and a target cannot be affected by divine might more than once per day.

Divine Weapon (Su)

At 5th level, an omdura forms a divine bond with her god. This bond allows the omdura to enhance her weapon as a swift action by calling upon the aid of a divine spirit. This aid lasts for 1 minute per omdura level. When called, the spirit causes the weapon to shed light as a torch and grants the weapon a +1 enhancement bonus. For every 3 levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon special abilities: brilliant energy, defending, flaming, flaming burst, keen, or speed.

A lawful omdura can also choose from axiomatic and merciful. A chaotic omdura can also choose from anarchic and vicious. A good omdura can also choose from disruption and holy.

An evil omdura can also choose from unholy and wounding.

A neutral omdura can also add vorpal.

Adding a special ability consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These bonuses are in addition to any special abilities the weapon already has, but duplicate abilities do not stack. If the weapon is not magic, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The divine spirit imparts no bonuses if the weapon is held by anyone other than the omdura, but it resumes granting bonuses if the weapon is returned to the omdura. These bonuses apply to only one end of a double weapon.

An omdura can use this ability once per encounter. If a weapon bonded with a divine spirit is destroyed, the omdura loses the use of this ability for the rest of the day.

Commune (Sp)

At 7th level, the omdura can cast commune once per day as a spell-like ability. She can cast this a second time per day at 15th level.

Divine Power

At 9th level and every 5 levels thereafter the omdura receives a divine power, and select powers from the paladin’s Smite Power list. Smite powers gained in this manner only function with the omdura’s divine might, even if the omdura has a smite feature from another class.

Undaunted (Ex)

At 10th level so long as the omdura has 1 stamina points in their stamina pool, they are immune to charm, compulsion, and other harmful mind-affecting effects. In addition to this, the omdura increases all morale bonuses by 1.

Improved Invocation (Ex)

At 11th level, when using her invocation class ability, the omdura chooses two invocations to grant her allies.

Sacrifice of the Mind (Su)

At 13th level the omdura can spend a swift action in order to take on damage to her psyche in order to aid her allies. While using Invocation the omdura may willingly take a penalty (up to their omdura level) to Will Saves, and in doing so her allies receive this as a sacred/profane bonus to their Will Saves. Doing this does not grant the bonus to Will Saves to the omdura like Invocations normally do.

Sacrifice of the Flesh (Su)

At 16th level the omdura can spend a standard action in order to sacrifice her physical well-being in order to aid her allies, receiving visible injuries from seemingly nowhere – this sometimes manifests as scars, bruises, or rarely as stigmata. When doing this the omdura takes a penalty (up to their omdura level) to Fortitude Saves as well as damage equal to double the penalty directly to HP. Her allies receive a sacred/profane bonus to AC and Fortitude Saves, the bonus is equal to the penalty the omdura took to her Fortitude Save.

Greater Divine Might (Ex)

At 18th level, the omdura adds half her level to the attack bonus granted by Divine Might, and uses her full level for the damage bonus. In addition to this she receives an additional +2 sacred bonus to AC while Divine Might is active.

Greater Invocation (Ex)

At 20th level, each day when the omdura regains her spell slots, she chooses one invocation to be active on herself and her allies for the entire day. This invocation is in addition to her uses of the invocation and improved invocation class abilities.


An omdura who grossly violates the code of conduct required by her god loses all spells and class features, except for her armor, shield, and weapon proficiencies and bonus feats. She cannot thereafter gain levels as an omdura of that god until she atones for her deeds (see the atonement spell).

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