Omdura

Acting as divine warriors, omduras embody the tenets of their gods and serve as divine vessels. 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.   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

Any.

Hit Dice

1d8

Proficiencies

 

Class Features

All of the following are features of the Omdura class.  

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 Omdura Spell List. Their Alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. The omdura can cast any spell they know 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.   Like other spellcasters, an omdura can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have 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 their choice. At each new omdura level, they learn one or more new spells, as indicated on the Omdura Spells Known Table. Unlike spells per day, the number of spells an omdura knows is not affected by their Charisma score; the numbers on the table are fixed.   In addition to the spells gained as they gain levels, each omdura also adds all of either the cure spells or the inflict spells to their 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 their 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 they already know. 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 they must choose whether or not to swap the spell at the same time that they gain new spells known for the level. They cannot swap any cure or inflict spells.   Unlike a Cleric, an omdura need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that Spell Level.   Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an Alignment opposed to their own or their deity’s (if they have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their Spell Descriptions.  

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.  

Detect Alignment ()

At will, an omdura can cast Detect Chaos, Detect Evil, Detect Good, or Detect Law. They can use only one of these at any given time.  

Invocation (Su)

An omdura can call forth the power of their deity to improve their allies’ abilities as a Standard Action.   When the omdura calls upon this power, they must select one type of invocation from those listed below to grant the benefits to their allies within 30 feet. If the omdura is evil, they grant 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 their level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change their chosen invocation to another type as a Swift Action, but doing so expends a 1-minute increment of their 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 their 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 they are 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, they do 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. They 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 their omdura level plus their 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 they have. Using this ability is a Standard Action, unless the omdura targets themself, in which case it is a Swift Action. An omdura who delivers negative energy with their touch can instead deal 1d6 points of damage to a living creature for every 2 omdura levels they have. 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 their divine touch. An omdura who delivers positive energy adds a mercy to their divine touch. An omdura who delivers negative energy adds a cruelty to their divine touch. At 6th, 9th, and 12th level, they add infusions to the list of those they can select as though they were a Paladin or antipaladin (depending on their divine touch ability) of their 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.     Mercies
  • At 3rd level, the omdura can select from the following initial mercies.  
    • Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
    • Fatigued: The target is no longer Fatigued.
    • Riled: The omdura’s divine infusion also acts as Calm Emotions, but only for the purpose of suppressing morale bonuses (such as from the Rage spell) and emotion effects that aren’t Fear effects. Use the omdura’s level as the Caster Level.
    • Shaken: The target is no longer Shaken.
    • Sickened: The target is no longer Sickened.
      At 6th level, a omdura adds the following mercies to the list of those that can be selected.  
    • Dazed: The target is no longer Dazed.
    • Diseased: The omdura’s divine infusion ability also acts as Remove Disease, using the omdura’s level as the Caster Level.
    • Enfeebled: The omdura dispels any magical effects that are reducing one of the target’s Ability Scores (omdura’s choice).
    • Haunted: The omdura’s divine infusion also acts as Protection From Evil, but only for the purpose of allowing a new saving throw against enchantment (Charm) and enchantment (Compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the omdura’s level as the Caster Level.
    • Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
    • Targeted: The omdura’s divine infusion also acts as Sanctuary, using the omdura’s level as the Caster Level. The saving throw DC to negate this effect is equal to 10 + 1/2 the omdura’s level + the omdura’s Charisma modifier.
      At 9th level, a omdura adds the following mercies to the list of those that can be selected.  
    • Confused: The target is no longer Confused.
    • Cursed: The omdura’s divine infusion ability also acts as Remove Curse, using the omdura’s level as the Caster Level.
    • Exhausted: The target is no longer Exhausted. The omdura must have the fatigue mercy before selecting this mercy.
    • Frightened: The target is no longer Frightened. The omdura must have the Shaken mercy before selecting this mercy.
    • Injured: The target gains Fast Healing 3 for a number of rounds equal to 1/2 the omdura’s level.
    • Nauseated: The target is no longer Nauseated. The omdura must have the Sickened mercy before selecting this mercy.
    • Poisoned: The omdura’s divine infusion ability also acts as Neutralize Poison, using the omdura’s level as the Caster Level.
    • Restorative: The target heals 1d4 points of Ability Damage from a single ability score of the omdura’s choosing. The omdura must have the enfeebled mercy before selecting this mercy.
      At 12th level, a omdura adds the following mercies to the list of those that can be selected.  
    • Amputated: The omdura’s divine infusion also acts as Regenerate, but only for the purposes of regrowing severed body members, Broken Bones, and ruined organs. The omdura must have the injured mercy before selecting this mercy.
    • Blinded: The target is no longer Blinded.
    • Deafened: The target is no longer Deafened.
    • Ensorcelled: The omdura’s divine infusion also acts as Dispel Magic, using the omdura’s level as their Caster Level (maximum 20).
    • Paralyzed: The target is no longer Paralyzed.
    • Petrified: The omdura’s divine infusion ability also acts as Stone to Flesh, but only for the purpose of removing the Petrified condition from a creature.
    • Stunned: The target is no longer Stunned.
  Cruelties  
  • At 3rd level, the omdura can select from the following initial cruelties.  
    • Fatigued: The target is Fatigued.
    • Shaken: The target is Shaken for 1 round per level of the omdura.
    • Sickened: The target is Sickened for 1 round per level of the omdura.
      At 6th level, an omdura adds the following cruelties to the list of those that can be selected.  
    • Dazed: The target is Dazed for 1 round.
    • Diseased: The target contracts a disease, as if the omdura had cast Contagion, using their omdura level as their Caster Level.
    • Staggered: The target is Staggered for 1 round per two levels of the omdura.
      At 9th level, an omdura adds the following cruelties to the list of those that can be selected.  
    • Cursed: The target is cursed, as if the omdura had cast Bestow Curse, using their omdura level as their Caster Level.
    • Exhausted: The target is Exhausted. The omdura must have the fatigue cruelty before selecting this cruelty.
    • Frightened: The target is Frightened for 1 round per two levels of the omdura. The omdura must have the Shaken cruelty before selecting this cruelty.
    • Nauseated: The target is Nauseated for 1 round per three levels of the omdura. The omdura must have the Sickened cruelty before selecting this cruelty.
    • Poisoned: The target is poisoned, as if the omdura had cast Poison, using the omdura’s level as the Caster Level.
      At 12th level, an omdura adds the following cruelties to the list of those that can be selected.  
    • Blinded: The target is Blinded for 1 round per level of the omdura.
    • Deafened: The target is Deafened for 1 round per level of the omdura.
    • Paralyzed: The target is Paralyzed for 1 round.
    • Stunned: The target is Stunned for 1 round per four levels of the omdura.
These abilities are cumulative. For example, a 12th-level Omdura’s divine infusion ability heals 6d6 points of damage and might also cure Fatigued and Exhausted Conditions as well as removing diseases and neutralizing Poisons. Once a condition or spell effect is chosen, it can’t be changed.    

Divine Might (Su)

At 4th level, an omdura can call on the powers of their god once per day to aid in their struggle against their enemies. As a Swift Action, the omdura chooses one target within sight to be the focus of their 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 half their Charisma bonus (minimum +0) to their attack rolls and adds half their omdura level to damage rolls against the target of their divine might. A neutral omdura can choose any target to be the target of their divine might, but they add only one third their Charisma bonus and omdura level.   In addition, while divine might is in effect, the omdura gains a Deflection Bonus equal to half their Charisma modifier (one-third for a neutral omdura) to their AC against attacks made by the target of the divine might. If a non neutral omdura targets a creature that is not opposed to their Alignment, the use of this ability is wasted with no effect.   The divine might effect remains until the target of divine might is Dead or the next time the omdura rests and regains their uses of this ability. At 9th level and every 5 levels thereafter, the omdura can use divine might one additional time per day to a maximum of four times per day at 19th level.  

Divine Weapon (Su)

At 5th level, an omdura forms a divine bond with their god. This bond allows the omdura to enhance their weapon as a Standard 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. At 5th level, this spirit 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. 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 day at 5th level, and one additional time per day for every 4 levels beyond 5th, to a total of four times per day at 17th level.   If a weapon bonded with a divine spirit is destroyed, the omdura loses the use of this ability for 30 days or until they gain a level, whichever comes first. During this 30-day period, the omdura takes a-1 penalty on weapon attack and damage rolls.  

Commune ()

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

Improved Invocation (Ex)

At 11th level, when using their invocation class ability, the omdura chooses two invocations to grant their allies. In addition, the omdura also benefits from any one invocation they call, but they receive only half the invocation’s granted bonus.  

Greater Divine Might (Ex)

At 18th level, the omdura uses their full Charisma bonus and full omdura level when using their divine might ability. A neutral omdura uses their full Charisma bonus and their omdura level – 3 when using their divine might ability.  

Greater Invocation (Ex)

At 20th level, each day when the omdura regains their spell slots, they choose one invocation to be active on themself and their allies for the entire day. The omdura receives the full bonus granted by this invocation. This invocation is in addition to their uses of the invocation and improved invocation class abilities.  

Ex-Omduras

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

Omdura Variants

Several variations exist that alter or replace aspects of the Omdura class.  

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