Drinking & Dragons

User:Askewnotion/Divine Champion

From Drinking and Dragons

Created by Askewnotion

Description

The divine champion is a warrior that draws power from divine sources. The exact nature of where this power comes from is up to great debate. Some say it is stolen from the gods themselves, while others say that it is manifested by the desiers and ideals of the individual.

Divine champions are often examplars of an ideal. Unlike a paladin, though, they are not bound by an oath or following.

Abilities: Charisma determines the save DC of spells cast. Wisdom determines the highst spell level castable and the number of spells cast per day.

Class Skills

The divine champion’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana, Religion, The Planes) (Int), Profession (Wis), Spellcraft (Int)

Skill Points at Each Level: 2 + Int modifier.

Hit Die: d8.

Alignment: Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil.

Table: Divine Champion (DCh)

Level BAB Fort Ref Will Special XP Values
1st +0 +0 +0 +2 Starting Domains, Channel Divine Energy, Spells, Alignment based aura 1,920XP/2,020avg
2nd +1 +0 +0 +3 Detect Opposite Alignment, Smite Opposite Alignment 1/day 3,520XP/3,986avg
3rd +2 +1 +1 +3 Divine Grace/Dark Bless 6,465XP/6,305avg
4th +3 +1 +1 +4 Lay on Hands/Deadly Touch 9,415XP/10,242avg
5th +3 +1 +1 +4 Bonus Active Domain 13,605XP/13,240avg
6th +4 +2 +2 +5 18,265XP/19,688avg
7th +5 +2 +2 +5 23,890XP/23,981avg
8th +6 +2 +2 +6 Smite Opposite Alignment 2/day 30,785XP/32,286avg
9th +6 +3 +3 +6 39,130XP/40,040avg
10th +7 +3 +3 +7 Bonus Passive Domain 47,370XP/50,769avg
11th +8 +3 +3 +7 58,115XP/59,057avg
12th +9 +4 +4 +8 71,410XP/76,067avg
13th +9 +4 +4 +8 83,785XP/86,238avg
14th +10 +4 +4 +9 Smite Opposite Alignment 3/day 95,645XP/101,964avg
15th +11 +5 +5 +9 Bonus Active Domain 131,195XP/119,283avg
16th +12 +5 +5 +10 146,245XP/139,955avg
17th +12 +5 +5 +10 169,770XP/155,740avg
18th +13 +6 +6 +11 192,460XP/183,020avg
19th +14 +6 +6 +11 200,755XP/193,553avg
20th +15 +6 +6 +12 Smite Opposing Alignment 4/day, Bonus Passive Domain 223,985XP/219,769avg

Table: Divine Champion Spells

Per Day 1 2 3 4 5 6 7 8 9
1st 1 - - - - - - - -
2nd 1 - - - - - - - -
3rd 1 1 - - - - - - -
4th 2 1 - - - - - - -
5th 2 1 1 - - - - - -
6th 2 2 1 - - - - - -
7th 2 2 1 1 - - - - -
8th 3 2 2 1 - - - - -
9th 3 2 2 1 1 - - - -
10th 3 3 2 2 1 - - - -
11th 3 3 2 2 1 1 - - -
12th 3 3 3 2 2 1 - - -
13th 3 3 3 2 2 1 1 - -
14th 3 3 3 3 2 2 1 - -
15th 3 3 3 3 2 2 1 1 -
16th 3 3 3 3 3 2 2 1 -
17th 3 3 3 3 3 2 2 1 1
18th 3 3 3 3 3 3 2 2 1
19th 3 3 3 3 3 3 2 2 1
20th 3 3 3 3 3 3 3 2 2

Class Features

All of the following are class features of the divine champion class.

Weapon and Armor Proficiency: A divine champion is proficient with all simple weapons, light and medium armor, and all shields (except tower shields).

Spells:A divine champion casts divine spells which are drawn exclusively from their domains. She prepares spells as a cleric would.

Like other spellcasters, a divine champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Divine Champion Spells. In addition, she receives bonus spells per day if she has a high Wisdom score.

Your spells per day apply to each active domain you have. For example, a 10th level divine champion with the Good, Law, and Fire domain as active domains and the Sun domain as thier passive domain will have 3 1st and 2nd, 2 3rd and 4th, and 1 5th level spell in each of her active domains(Good, Law, and Fire), though bonus spells from a hish wisdom score can be taken from any of the available domains (including sun).

Spells are not considered on her spell list (for purposes of scrolls, wands) unless they are in his select domains, regardless if they are passive or active domains.

Domains: At first level, a divine champion chooses two cleric domains that rely on the divine champion's alignment. Note that you can not choose a domain that is opposed to your alignment. For example, a lawful evil divine champion can not choose the Chaos or Good domains.

Channel Divine Energy (Su): A divine champion can turn or rebuke undead as a cleric does. She has a number of turn attempts per day equal to half her class level (minimum one, rounded down) plus her charisma modiferand turn as a cleric of their divine chamion level. A divine champion turns undead if they are of good alignment or they rebuke undead if they are of evil alignment.

Alignment-based Aura (Ex): The power of a divine champion’s aura is equal to her divine champion level, just like the aura of a cleric. The aura radiates both factors of the divine champion's aura.

Detect Opposite Alignment (Sp): At will, a divine champion can detect their oppoing alignment, as per the detect evil spell though only if both alignment axis are the extreme of the divine champion's. For example, a chaotic good divine champion can only detect lawful evil entities.

Smite Opposite Alignment (Su): Once per day, a divine champion may attempt to smite their opposing alignment with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine champion level. For example, a 13th-level divine champion armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the divine champion accidentally smites a creature that is not of their opposing alignment, the smite has no effect, but the ability is still used up for that day.

At 8th level, and at every six levels thereafter, the divine champion may smite opposing alignment one additional time per day, as indicated on Table: Divine Champion.

Divine Grace/Dark Blessing (Su): At 3nd level, a divine champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands/Deadly Touch (Su): Beginning at 4nd level, a good aligned divine champion with a Charisma score of 12 or higher gains the lay on hands ability. A divine champion can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. For example, a 7th-level divine champion with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A divine champion may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a good aligned divine champion can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The divine champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

An evil aligned divine champion gains the deadly touch ability and can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 divine champion level + divine champion’s Cha modifier) to halve the damage dealt.

Alternatively, an evil aligned divine champion can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to a paladin’s lay on hands ability.

Bonus Active Domain: At 5th level, and every ten levels thereafter, the divine champion may choose to learn a new domain. The divine champion also gains the ability to choose another domain to be an active domain.

Bonus Passive Domain: At 10th level, and every ten levels thereafter, the divine champion may choose to learn a new domain. The divine champion also chooses one of his domains to be a passive domain.

Note that while spells can not be cast from a passive domain, you do retain the granted power from the domain at all times.

At the beginning of each day, a divine champion can choose which of their domains are passive and active. If spells were previously memorized from an active domain that becomes passive, all of the previously memorized spells from that domain are lost.