Post by Myth on Sept 1, 2008 21:10:43 GMT -5
Divine Champion
Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts and clerics of opposed faiths. For deities that do not count paladins among their followers, divine champions fill the role of the church-sponsored warrior.
Most divine champions come from a combat or military background.
Barbarians, fighters, monks, paladins, and rangers are the most common divine champions, but some of the more militant clerics and druids decide to become divine champions. Bards, rogues, sorcerers, and wizards rarely become divine champions unless they are particularly devout and skilled in warfare.
• Hit Die: d10.
REQUIREMENTS
To qualify to become a divine champion (Chm) of a particular deity, a character must fulfill all the following criteria.
• Base Attack Bonus: +7.
• Skills: Knowledge (religion) 3 ranks.
• Feats: Weapon Focus in the deity's favored weapon.
• Patron: A divine champion must have a patron deity, and it must be the deity of which she is a champion,
CLASS SKILLS
The divine champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),
Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str) See Chapter 4: Skills in the Player's Handbook for skill descriptions.
• Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All the following are class features of the divine champion prestige class.
• Weapon and Armor Proficiency: A divine champion is proficient with all simple and martial weapons, light armor, medium armor, and shields.
• Lay on Hands (Sp): As a defender of the faith, a divine champion may lay on hands to heal herself or another creature following the same patron deity as himself. The ability works like a paladin's ability to lay on hands, except the divine champion may heal 1 point of damage per divine champion level times her Charisma bonus. If the divine champion is a paladin, she can combine this healing with her paladin class's lay on hands ability,
• Fighter Feat: At 2nd level and again at 4th level, a divine champion may choose any one feat (except Weapon Specialization) from the fighter class bonus feat list in Chapter 3 of the Player's Handbook or any feat with the [Fighter] designator in this chapter.
• Sacred Defense: Add this value (+1 at 2nd level, +2 at 4th level) to the divine champion's saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
• Smite Infidel (Su): Once per day, a divine champion may attempt to smite a creature with a different patron deity (or no patron deity at all) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per divine champion level. If the divine champion accidentally smites someone of the same patron, the smite has no effect but is still used up for that day. If the divine champion is also a paladin, she may use smite evil and this ability separately or combine them into a single strike if the target is evil and of a different faith.
• Divine Wrath (Su): The divine champion channels a portion of her patron's power into wrath, giving her a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to her Charisma bonus. During this time, the divine champion also has damage reduction 5/--. This ability can be used once per day and is invoked as a free action.
(Forgotten Realms Campaign Setting, pg. 42-43)
Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts and clerics of opposed faiths. For deities that do not count paladins among their followers, divine champions fill the role of the church-sponsored warrior.
Most divine champions come from a combat or military background.
Barbarians, fighters, monks, paladins, and rangers are the most common divine champions, but some of the more militant clerics and druids decide to become divine champions. Bards, rogues, sorcerers, and wizards rarely become divine champions unless they are particularly devout and skilled in warfare.
• Hit Die: d10.
REQUIREMENTS
To qualify to become a divine champion (Chm) of a particular deity, a character must fulfill all the following criteria.
• Base Attack Bonus: +7.
• Skills: Knowledge (religion) 3 ranks.
• Feats: Weapon Focus in the deity's favored weapon.
• Patron: A divine champion must have a patron deity, and it must be the deity of which she is a champion,
CLASS SKILLS
The divine champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),
Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str) See Chapter 4: Skills in the Player's Handbook for skill descriptions.
• Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All the following are class features of the divine champion prestige class.
• Weapon and Armor Proficiency: A divine champion is proficient with all simple and martial weapons, light armor, medium armor, and shields.
• Lay on Hands (Sp): As a defender of the faith, a divine champion may lay on hands to heal herself or another creature following the same patron deity as himself. The ability works like a paladin's ability to lay on hands, except the divine champion may heal 1 point of damage per divine champion level times her Charisma bonus. If the divine champion is a paladin, she can combine this healing with her paladin class's lay on hands ability,
• Fighter Feat: At 2nd level and again at 4th level, a divine champion may choose any one feat (except Weapon Specialization) from the fighter class bonus feat list in Chapter 3 of the Player's Handbook or any feat with the [Fighter] designator in this chapter.
• Sacred Defense: Add this value (+1 at 2nd level, +2 at 4th level) to the divine champion's saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
• Smite Infidel (Su): Once per day, a divine champion may attempt to smite a creature with a different patron deity (or no patron deity at all) with one normal melee attack. She adds her Charisma bonus to the attack roll and deals 1 extra point of damage per divine champion level. If the divine champion accidentally smites someone of the same patron, the smite has no effect but is still used up for that day. If the divine champion is also a paladin, she may use smite evil and this ability separately or combine them into a single strike if the target is evil and of a different faith.
• Divine Wrath (Su): The divine champion channels a portion of her patron's power into wrath, giving her a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to her Charisma bonus. During this time, the divine champion also has damage reduction 5/--. This ability can be used once per day and is invoked as a free action.
Level | BAB | Fort | Ref | Will | Special |
1st | +1 | +2 | +2 | +0 | Lay on Hands |
2nd | +2 | +3 | +3 | +0 | Fighter feat, sacred defense +1 |
3nd | +3 | +3 | +3 | +1 | Smite infidel |
4th | +4 | +4 | +4 | +1 | Fighter feat, sacred defense +2 |
5th | +5 | +4 | +4 | +1 | Divine Wrath |
(Forgotten Realms Campaign Setting, pg. 42-43)