Divine Champion

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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 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)