Divine Champion: Difference between revisions
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Divine Champions are mighty warriors who dedicate themselves to their deity's cause, defending holy or unholy ground, destroying enemies of the church, and slaying mythical beasts. | Divine Champions are mighty warriors who dedicate themselves to their deity's cause, defending holy or unholy ground, destroying enemies of the church, and slaying mythical beasts. | ||
Divine champions are required to have a Power. Concept, Cadence, Source, or Great Unknown Divine Champions are not valid | |||
==Requirements== | ==Requirements== |
Revision as of 21:46, 31 July 2024
Divine Champions are mighty warriors who dedicate themselves to their deity's cause, defending holy or unholy ground, destroying enemies of the church, and slaying mythical beasts.
Divine champions are required to have a Power. Concept, Cadence, Source, or Great Unknown Divine Champions are not valid
Requirements
Base Attack Bonus: +7
Feats: Weapon Focus in a melee weapon
Hit Die: d10
Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple, Martial)
Skill Points: 2 + INT
Class Skills: Craft (all), Discipline, Heal, Intimidate, Knowledge (all), Lore, Parry, Profession (all), Ride, Spot, Taunt
Level progression
Level | BAB | Saves | Feats | HP range | Save bonus | Divine wrath | |||
---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||
1st | +1 | +2 | +2 | +0 | Lay on Hands | 5-10 | +0 | - | |
2nd | +2 | +3 | +3 | +0 | Bonus Feat, Sacred Defense (+1) | 10-20 | +1 | - | |
3rd | +3 | +3 | +3 | +1 | Smite Evil | 15-30 | +1 | - | |
4th | +4 | +4 | +4 | +1 | Bonus Feat, Sacred Defense (+1) | 20-40 | +2 | - | |
5th | +5 | +4 | +4 | +1 | Divine Wrath | 25-50 | +2 | +3 20% DI | |
6th | +6 | +5 | +5 | +2 | Bonus Feat, Sacred Defense (+1) | 30-60 | +3 | +3 20% DI | |
7th | +7 | +5 | +5 | +2 | 35-70 | +3 | +3 20% DI | ||
8th | +8 | +6 | +6 | +2 | Bonus Feat, Sacred Defense (+1) | 40-80 | +4 | +3 20% DI | |
9th | +9 | +6 | +6 | +3 | 45-90 | +4 | +3 20% DI | ||
10th | +10 | +7 | +7 | +3 | Bonus Feat, Sacred Defense (+1), Divine Wrath (+2) | 50-100 | +5 | +5 5/+5 20% DI |
Divine Wrath
At level 5, Divine Wrath grants +3 to attack, divine damage, saves, and -20% damage taken for a number of rounds equal to their charisma modifier plus half of their Divine Champion level. At level 10, these bonuses increase by an additional +2. This ability also provides 5/+5 DR for its duration. Divine Wrath works on a charge-based system, capping at a maximum of 3 charges that independently refresh 6 minutes after use. This ability is undispellable and is a free action to use.
(Note the damage immunity provides no feedback and is separate from all other immunity)
Tips: Becoming a Divine Champion
- Paladins gain some of the fighter's combat abilities by choosing to become a divine champion.
- Conversely, fighters gain paladin-like abilities by playing this prestige class.
- Militant clerics may also find this prestige class appealing.
- This class should also be very interesting for rogues because it gives increased saving throws, fighter-like abilities like bonus feats, increased base attack bonus and hit points while continuing a high reflex save.
- Sorcerers have a synergy with this class as a high charisma improves many divine champion abilities.