Class Features

Weapon and Armor Proficiency: High divinists gain no new proficiencies with weapons or armor.

Spells Slots per Day: Every time a high divinist gains a level in this class, she gains new spell slots per day as if she had also gained a level in the divine spellcasting class in which she could cast 7th-level divine spells before she added the high divinist level. She does not gain any other benefit a character from that class would have gained. If she had more than one divine spellcasting class in which she could cast 7th-level divine spells before she became a high divinist, she must decide to which class she adds each level of high divinist for the purpose of determining spells per day.

In addition, the high divinist's levels in this class count as priest levels for any class features that use those levels. For example, a high divinist with the Death domain adds her high divinist levels to her priest levels when using a death touch.

Revelation: A high divinist gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the m\

highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.

A high divinist may choose to eliminate a spell slot of a higher level than that required to gain a type of revelation.

Divine Reach (Su): The high divinist can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the high divinist must make a ranged touch attack instead. Divine reach can be selected a second time as a revelation, in which case the range increases to 60 feet. This revelation costs one 7th-level spell slot.

Master Domain Power: The high divinist chooses one of her domains to which she has greater access. She gains that domain's master power. Domain master powers are described below, at the end of this prestige class description. This revelation costs one 8th-level spell slot.

Mastery of Channeling (Su): The high divinist can spend turning or rebuking attempts instead of using a spell slot when she casts a spell. Instead of using a spell slot, she uses a number of turning or rebuking attempts equal to the level of the spell. If she does not have enough turning or rebuking attempts left that day, she cannot spend them in this way. The high divinist can spend turning or rebuking attempts to cast a metamagic-enhanced spell in this way. This revelation costs one 7th-level spell slot.

Mastery of Turning or Rebuking (Su): The high divinist can control the energy to turn or rebuke creatures much more effectively, increasing her ability to affect them. She adds a +4 bonus on her turning (or rebuking) checks and turning (or rebuking) damage rolls. This revelation costs one 6th-level spell slot.

Transfer Power (Su): This ability allows a high divinist to temporarily transfer one or more of her priest class features to a willing, sentient, and intelligent creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer); while the transfer is in effect, the high divinist cannot use the transferred power. She can transfer any of her priest class features except spellcasting.

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