Southern_Oracle's picture

Defiers are members of the Athar who demonstrate the tenets of their faith to the masses.  They openly challenge the clerics of gods, defeating them in battle whether by deeds or words, showing there is no need for someone to worship a deity in order to gain the divine power many seek.  They preach the supremacy of a force they call the Great Unknown, which transcends the gods and grants defiers and other Athar the ability to resist divine magic.  Ex-paladins and disillusioned clerics are obvious choices for this prestige class, but self-reliant classes like the monk and rogue, as well as those who worship natural forces, like the druid and ranger, are also attracted to the philosophy.

Hit Dice: d8
Requirements: Base Attack Bonus: +7, Base Will Save: +3, Knowledge (religion): 10 ranks, Spellcasting: Ability (either existing or former) to cast divine spells, Special: Membership in the Athar.
Skill List: Constitution: Concentration; Intelligence: Craft, Knowledge (religion), Spellcraft; Wisdom: Listen, Profession; Charisma: Bluff, Intimidate.
Skill points per level: 2 + Int
Armor and Weapon Profieciencies: Characters who take a level of defier gain no special proficiency with armor, shields, or weapons.
Level BaB Fort Refl Will Special Abilities
1 0 2 0 2 Spell immunity
2 1 3 0 3 Divine resistance
3 2 3 1 3 Divine and holy damage immunity, +1 level of existing divine class
4 3 4 1 4 Banishment, +1 level of existing divine class
5 3 4 1 4 Divine prevention, +1 level of existing divine class
6 4 5 2 5 Divine cancellation, +1 level of existing divine class
7 5 5 2 5 Divine retribution, +1 level of existing divine class
8 6 6 2 6 Divine interference, +1 level of existing divine class
9 6 6 3 6 Nondetection, +1 level of existing divine class
10 7 7 3 7 Divine disavowal, +1 level of existing divine class
Class Features:

Spell Immunity: All defiers are immune to the following spells: bestow curse, blasphemy, doom, holy word, and geas/quest.

Divine Resistance: At 2nd level, the defier gains a +2 resistance bonus to saves against divine spells.

Divine and Holy Damage Immunity: Defiers are immune to damage from divine power, such as that from half the damage of a flamestrike spell. They are also immune to holy damage, such as the extra damage done by a weapon with the holy special ability.

Banishment (Sp): Once per day, a defier of 4th level or higher can send away an extraplanar creature as per the banishment spell as cast by a cleric of a level equal to the defier’s class level.

Divine Prevention (Su): Once per day, a defier of 5th level or higher can bestow a saving throw bonus (as a standard action) equal to her defier class level upon a recipient. The resistance bonus applies against the next divine spell to which the recipient is subjected, even beneficial spells such as bless and cure light wounds. If the recipient is unwilling, the defier must make a successful touch attack as a standard action and the target must succeed at a Will save (DC 10 + ½ defier’s class level + defier’s Wisdom modifier) or be subject to the bonus.

Divine Cancellation (Sp): At 6th level, the defier can counterspell a divine spell by castng any spell of an equal level; it need not be the same spell. The defier must choose a target, ready an action, and make a Spellcraft check to determine the spell as normal.

Divine Retribution (Sp): At 7th level, the defier can reflect a divine spell back at the caster. When using divine cancellation, the defier can cause a spell to rebound at the original caster instead of causing it to fail. The defier can use divine retribution only on divine spells that target the defier, not area-affecting spells or those targeting another creature.

Divine Interference (Su): At 8th level, the defier generates a field that interferes with all divine spellcasting (except his own). Any divine spellcaster within 10 feet of the defier must make a caster level check (DC 10 + the defier’s class level + the defier’s Wisdom modifier) in order to successfully cast a spell. Failure indicates that the spell does not take effect but is lost as though cast. This ability can be suppressed or resumed as a free action.

Nondetection (Su): At 9th level, the defier gains the continuous benefits of a nondetection spell as though cast by a sorcerer of the defier’s class level (DC 15 + the defier’s class level). This ability can be suppressed or resumed as a free action.

Divine Disavowal (Su): At 10th level, the defier gains spell resistance against divine spells equal to 10 + the defier’s character level. Divine disavowal does not stack with regular spell resistance. If a defier is subject to two spell resistance effects, use the better value.

Spells Per Day: A defier of 3rd level or higher gains access to the Great Unknown. The Athar believe everything springs from the Great Unknown and that the gods are just pretenders. Fueled by this belief, the defier advances in spellcasting ability as a divine class she held previously, but now draws power from the Great Unknown. When a new defier level is gained, the character gains new spells per day as if she had also gained a new level in a divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means she adds the level of the defier (minus two) to the level of some other spellcasting class the character has, then determines spells per day and caster level, accordingly.

If the character had more than one divine spellcasting class before she became a defier, she must decide to which class she adds a defier level for purposes of determining spells per day when she adds each new level.

Ex-clerics regain their spellcasting ability up to the level they had attained before becoming ex-clerics. They can pick two domains to replace the domains they had access to before they lost their spellcasting ability.

Sukael's picture
Joined: 2005-01-05

Divine damage immunity is a little strong.

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.