Description
Divine champions were holy warriors, dedicated to their deity, their cause, and their church. They were seen as the strong right arms of their gods, following their deity's dogma and enforcing their portfolio unwaveringly. Although they took the role of church-sponsored warrior commonly filled by paladins in more goodly and lawful churches, particularly for deities whom paladins could not follow, they often differed from paladins greatly in ideology - while paladins strictly follow their oaths and vows, divine champions offer themselves completely and faithfully to what they believe are their god's wishes and goals, sacrificing any aspect of their lives necessary, including their lives themselves, to see them achieved.
Alignment Restriction: None
Hit Die: d10
Proficiencies: All simple and martial weapons, light and medium armor and shields
Skill Points: 3 + INT Modifier
Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Discipline, Heal, Intimidate, Perception, Perform, Sense Motive, Taunt, Tumble
Primary Saving Throws: Fortitude
Base Attack Bonus: + 1 Levels
Requirements
Base Attack Bonus: +5
Knowledge Religion: 6 Ranks
Feats: Weapon Focus (Melee Weapon)
Alignment: Must be within 1-step of Deity's alignment.
Special: Cannot be Faithless. Please pick a deity from the available pantheons.
Level Progression
Level | Hit Dice* | BAB* | Fort | Reflex | Will | Feats | Sacred Defense | Divine Wrath | Attack | Damage | Saves | DR |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 1d10 | +1 | +2 | +0 | +0 | Divine Wrath | +1 | +2 | +1 | 5/+1 | ||
2nd | 2d10 | +2 | +3 | +0 | +0 | Sacred Defense | +1 to saves | +1 | +2 | +1 | 5/+1 | |
3rd | 3d10 | +3 | +3 | +1 | +1 | Litany of Battle | +1 | +2 | +1 | 5/+1 | ||
4th | 4d10 | +4 | +4 | +1 | +1 | +2 to saves | +1 | +2 | +1 | 5/+1 | ||
5th | 5d10 | +5 | +4 | +1 | +1 | +2 | +3 | +2 | 10/+2 | |||
6th | 6d10 | +6 | +5 | +2 | +2 | +3 to saves | +2 | +3 | +2 | 10/+2 | ||
7th | 7d10 | +7 | +5 | +2 | +2 | +2 | +3 | +2 | 10/+2 | |||
8th | 8d10 | +8 | +6 | +2 | +2 | +4 to saves | +2 | +3 | +2 | 10/+2 | ||
9th | 9d10 | +9 | +6 | +3 | +3 | +3 | +4 | +3 | 10/+3 | |||
10th | 10d10 | +10 | +7 | +3 | +3 | Zealous Fervor | +5 to saves | +3 | +4 | +3 | 10/+3 |
Divine Wrath: The divine champion channels a portion of her deity's power, enhancing their physical capabilities with the pure power of faith to give herself a +1 bonus on attack rolls and saving throws, 2 additional divine damage on her attacks, and DR 5/+1. This ability may be used once every 16 minutes. The bonus to attack rolls and saving throws increases to +2, the additional damage increases to 3, she gains DR 10/+2, and the cooldown decreases to 10 minutes at level 5; and to +3, 4, DR 10/+3, and the cooldown decreases to 6 minutes at level 9. Duration is 2 + 2 x CHA modifier rounds.
Sacred Defense: The divine champion receives a +1 bonus to saving throws. This bonus increases to +2 at level 4, +3 at level 6, +4 at level 8, and +5 at level 10.
Litany of Battle: The divine champion inspirationally, or perhaps hauntingly, utters a rousing verse of her god's sacred teachings. Nearby allies in a 10-meter radius gain a 5% chance to automatically land a critical strike each time they successfully strike an enemy. This ability may be used once every 12 minutes. The chance to critically strike increases to 10% at level 7, and the cooldown decreases to 8 minutes. Duration is 1 + ¼ class level + CHA modifier rounds.
Zealous Fervor: The divine champion becomes an unstoppable instrument of her deity, propelling herself forward with the unshakable belief that her body, like her true faith, is utterly indomitable. She becomes unable to be tied down, as the Freedom of Movement spell, and gains immunity to mind-affecting effects and knockdown. This ability may be used once every 6 minutes. Duration is 1 + CHA modifier rounds.