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===Description=== | ===Description=== | ||
A divine champion is the strong right arm of her [[deity]]. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though [[paladin]]s fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshipers and hated by the church’s enemies in equal measure. | |||
fill these roles in many good-aligned | |||
Most divine champions come from a combat or military background. [[Barbarian]]s, [[fighter]]s, [[paladin]]s, and [[ranger]]s are the most common candidates, though [[monk]]s, [[cleric]]s, and the more militant druids frequently pursue this path as well. Many divine champions of evil gods are also [[blackguard]]s, and divine champions of all alignments often have levels in prestige classes unique to their churches. [[Bard]]s, [[rogue]]s, [[sorcerer]]s, and [[wizard]]s rarely become divine champions unless they are unusually militant. | |||
===Requirements=== | ===Requirements=== | ||
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'''[[Skill]]s''': [[Lore: Religion]] 3 ranks | '''[[Skill]]s''': [[Lore: Religion]] 3 ranks | ||
===Class features=== | ===Class features=== | ||
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|proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]]) | |proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]]) | ||
|skill pts=2 | |skill pts=2 | ||
|class skills=[[ | |class skills=[[Athletics]], [[Lore: Local]], [[Lore: Religion]], [[Parry]], [[Ride]], [[Spot]] | ||
|BAB=High | |BAB=High | ||
|high save=[[Fortitude]] | |high save=[[Fortitude]] | ||
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====Lay on Hands==== | ====Lay on Hands==== | ||
Once [[per day]], a 1st-level | Once [[per day]], a 1st-level Divine Champion may lay on hands to heal damage equal to their [[Charisma]] bonus x their divine champion level. If the character already has a lay on hands ability (from Paladin/Hospitaler levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack. | ||
====Bonus Feat==== | ====Bonus Feat==== | ||
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*'''[[Dodge]] =''' +1 [[AC]] Bonus. | *'''[[Dodge]] =''' +1 [[AC]] Bonus. | ||
*'''[[Extra Turning]] =''' [[Turn Undead]]. | *'''[[Extra Turning]] =''' [[Turn Undead]]. | ||
*'''[[Improved Critical|Improved Critical (any)]] =''' Doubles the Critical Hit Probability. | *'''[[Improved Critical|Improved Critical (any)]] =''' Doubles the Critical Hit Probability. | ||
*'''[[Improved Initiative]] =''' +4 [[initiative]] checks. | *'''[[Improved Initiative]] =''' +4 [[initiative]] checks. | ||
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*'''[[Weapon Focus|Weapon Focus (any)]] =''' +1 [[AB]] to one weapon. | *'''[[Weapon Focus|Weapon Focus (any)]] =''' +1 [[AB]] to one weapon. | ||
*'''[[Weapon Proficiency (exotic)]] =''' Allows to use Exotic [[Weapon]]s. | *'''[[Weapon Proficiency (exotic)]] =''' Allows to use Exotic [[Weapon]]s. | ||
*'''[[Weapon Specialization|Weapon Specialization (any)]] =''' +2 damage to one weapon. | |||
*[[Improved Rapid Shot]] | *[[Improved Rapid Shot]] | ||
*[[Weapon Mastery]] | *[[Weapon Mastery]] | ||
*[[Weapon Supremacy]] | *[[Weapon Supremacy]] | ||
*[[ | *[[Armor Optimization]] | ||
*[[Greater | *[[Greater Armor Optimization]] | ||
*[[Heavy Armor Specialization]] | *[[Heavy Armor Specialization]] | ||
*[[Medium Armor Specialization]] | *[[Medium Armor Specialization]] | ||
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*[[Shield Slam]] | *[[Shield Slam]] | ||
*[[Powerful Charge]] | *[[Powerful Charge]] | ||
*And, if not listed above already, MOST Feats from the Fighter Class bonus feats are included...but you are recommended to TEST IT OUT on the BGTSCC JEGs first. User beware. | |||
If the bonus feat falls on an epic character level, the following feats are available in addition to the list above: | If the bonus feat falls on an epic character level, the following feats are available in addition to the list above: | ||
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*'''[[Epic Damage Reduction]] =''' 3/- (can be taken 3 times, making a 9/- damage reduction). | *'''[[Epic Damage Reduction]] =''' 3/- (can be taken 3 times, making a 9/- damage reduction). | ||
*'''[[Epic Prowess]] =''' +1 to All attacks. | *'''[[Epic Prowess]] =''' +1 to All attacks. | ||
*'''[[Epic Spell Focus]] =''' non-stacking +6? [[DC]] save spell. | *'''[[Epic Spell Focus]] =''' non-stacking +6? [[Difficulty_class|DC]] save spell. | ||
*'''[[Epic Spell Penetration]] =''' +6 on [[caster level]] checks. | *'''[[Epic Spell Penetration]] =''' +6 on [[caster level]] checks. | ||
*'''[[Epic Toughness]] =''' Hit points +30 stackable. | *'''[[Epic Toughness]] =''' Hit points +30 stackable. | ||
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*'''[[Great Smiting]] =''' 2x [[smite]] damage stackable to 10x. | *'''[[Great Smiting]] =''' 2x [[smite]] damage stackable to 10x. | ||
*'''[[Great Wisdom]] =''' +1 Wisdom up to +10. | *'''[[Great Wisdom]] =''' +1 Wisdom up to +10. | ||
*'''[[Improved Stunning Fist]] =''' +2 [[Stunning fist]] [[DC]] up to +20. | *'''[[Improved Stunning Fist]] =''' +2 [[Stunning fist]] [[Difficulty_class|DC]] up to +20. | ||
*'''[[Overwhelming Critical|Overwhelming Critical (any)]] =''' adds critical damage. | *'''[[Overwhelming Critical|Overwhelming Critical (any)]] =''' adds critical damage. | ||
*'''[[Planar Turning]] =''' Turn [[outsider]] creature. | *'''[[Planar Turning]] =''' Turn [[outsider]] creature. | ||
Latest revision as of 13:54, 30 March 2025
Description
A divine champion is the strong right arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though paladins fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshipers and hated by the church’s enemies in equal measure.
Most divine champions come from a combat or military background. Barbarians, fighters, paladins, and rangers are the most common candidates, though monks, clerics, and the more militant druids frequently pursue this path as well. Many divine champions of evil gods are also blackguards, and divine champions of all alignments often have levels in prestige classes unique to their churches. Bards, rogues, sorcerers, and wizards rarely become divine champions unless they are unusually militant.
Requirements
Feats: Weapon focus (any)
Skills: Lore: Religion 3 ranks
Class features
| Hit die: 10 |
| Proficiencies: Weapons (simple, martial) |
| Skill points: 2 + Int modifier |
| Class skills: Athletics, Lore: Local, Lore: Religion, Parry, Ride, Spot |
| Base attack bonus progression: High |
| Saving throws | high: | Fortitude |
| low: | Reflex, Will |
Additional progressions
| Level | Features Gained |
|---|---|
| 1 | Lay on hands x1 |
| 2 | Bonus feat, sacred defense I |
| 3 | Smite infidel x1 |
| 4 | Bonus feat, sacred defense II |
| 5 | Divine wrath x1 |
| 6 | Bonus feat, sacred defense III |
| 7 | |
| 8 | Bonus feat, sacred defense IV |
| 9 | |
| 10 | Bonus feat, sacred defense V |
Lay on Hands
Once per day, a 1st-level Divine Champion may lay on hands to heal damage equal to their Charisma bonus x their divine champion level. If the character already has a lay on hands ability (from Paladin/Hospitaler levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack.
Bonus Feat
At 2nd level, the divine champion may select a bonus feat from the following list:
- Blind Fight = Second chance to hit unseen enemy.
- Combat Expertise = -3 to attack rolls transfers to +3 to AC.
- Dodge = +1 AC Bonus.
- Extra Turning = Turn Undead.
- Improved Critical (any) = Doubles the Critical Hit Probability.
- Improved Initiative = +4 initiative checks.
- Improved Parry = Increased chance to counter attacks.
- Weapon Focus (any) = +1 AB to one weapon.
- Weapon Proficiency (exotic) = Allows to use Exotic Weapons.
- Weapon Specialization (any) = +2 damage to one weapon.
- Improved Rapid Shot
- Weapon Mastery
- Weapon Supremacy
- Armor Optimization
- Greater Armor Optimization
- Heavy Armor Specialization
- Medium Armor Specialization
- Shield Bash
- Shield Charge
- Shield Slam
- Powerful Charge
- And, if not listed above already, MOST Feats from the Fighter Class bonus feats are included...but you are recommended to TEST IT OUT on the BGTSCC JEGs first. User beware.
If the bonus feat falls on an epic character level, the following feats are available in addition to the list above:
- Armor Skin = +1 natural armor AC.
- Automatic: Quicken Spell = quick cast on low level spell.
- Automatic: Silent Spell = allows to cast lesser spells when silenced.
- Automatic: Still Spell = Remove somatic failure on lesser spells.
- Epic Damage Reduction = 3/- (can be taken 3 times, making a 9/- damage reduction).
- Epic Prowess = +1 to All attacks.
- Epic Spell Focus = non-stacking +6? DC save spell.
- Epic Spell Penetration = +6 on caster level checks.
- Epic Toughness = Hit points +30 stackable.
- Epic Weapon Focus (any) = +2 attack on a specific weapon. (stackable)
- Epic Weapon Specialization (any) = +6 to Damage to chosen weapon.
- Great Smiting = 2x smite damage stackable to 10x.
- Great Wisdom = +1 Wisdom up to +10.
- Improved Stunning Fist = +2 Stunning fist DC up to +20.
- Overwhelming Critical (any) = adds critical damage.
- Planar Turning = Turn outsider creature.
At their 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.
Sacred Defense
A divine champion of 2nd level gains a +1 sacred bonus on all saves. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
Smite Infidel
At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing Good/Evil alignments. When using Smite Infidel, the divine champion applies their Charisma modifier to their attack roll and their class level to the damage delivered. Smite Infidel may be used once per day.
Divine Wrath
At 5th level, the divine champion is capable of channeling the awesome fury of their patron deity, granting them considerable bonuses in combat. They gain damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage (Divine Damage), and saving throws.
At level 10, the attack, saves, and damage modifier changes to +5.
Divine Wrath is now activated instantly and has a 5 minutes cooldown, its duration is equal to half the character's Divine Champion levels + Charisma modifier (capped at 10 rounds).