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Divine Champion Printable version

Description


Divine champions were holy warriors, dedicated to their deity, their cause, and their church. They were seen as the strong right arms of their gods, following their deity's dogma and enforcing their portfolio unwaveringly. Although they took the role of church-sponsored warrior commonly filled by paladins in more goodly and lawful churches, particularly for deities whom paladins could not follow, they often differed from paladins greatly in ideology - while paladins strictly follow their oaths and vows, divine champions offer themselves completely and faithfully to what they believe are their god's wishes and goals, sacrificing any aspect of their lives necessary, including their lives themselves, to see them achieved.

Alignment Restriction: None

Hit Die: d10

Proficiencies:
Weapon - Simple, Martial
Armor - Light, Medium
Shield - Light, Heavy

Skill Points: 3 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Discipline, Heal, Intimidate, Perception, Perform, Sense Motive, Taunt, Tumble

Primary Saving Throws: Fortitude

Base Attack Bonus: + 1 Levels

Requirements
Base Attack Bonus: +5

Knowledge Religion: 6 Ranks

Feats: Weapon Focus (Melee Weapon)

Alignment: Must be within 1-step of Deity's alignment.

Special: Cannot be Faithless. Please pick a deity from the available pantheons.

Level Progression

LevelHit Dice*BAB*FortReflexWillFeatsSacred DefenseDivine WrathAttackDamageSavesDI
1st1d10+1+2+0+0Divine Wrath+1+2+110%
2nd2d10+2+3+0+0Sacred Defense +1 to saves+1+2+110%
3rd3d10+3+3+1+1Litany of Battle+1+2+110%
4th4d10+4+4+1+1+2 to saves+1+2+110%
5th5d10+5+4+1+1+2+3+215%
6th6d10+6+5+2+2+3 to saves+2+3+215%
7th7d10+7+5+2+2+2+3+215%
8th8d10+8+6+2+2+4 to saves+2+3+215%
9th9d10+9+6+3+3+3+4+320%
10th10d10+10+7+3+3Zealous Fervor+5 to saves+3+4+320%
*: Hit dice and base attack bonus are averaged beginning at character level 12 as per standard TDN progression rules. Prestige classes do not add additional hit dice or base attack bonus after character level 11.



Divine Wrath: The divine champion channels a portion of her deity's power, enhancing their physical capabilities with the pure power of faith to give herself +1 attack bonus and saving throws, 2 additional divine damage on her attacks, and 10% physical damage immunity. At level 5, these effects increase to +2 attack bonus and saving throws, 3 divine damage, and 15% physical damage immunity. At level 9, these effects increase to +3 attack bonus and saving throws, 4 divine damage, and 20% physical damage immunity. The cooldown for this ability is 16 minutes, which is reduced to 10 minutes at level 5, and then further to 6 minutes at level 9. The duration is 2 + 2 x CHA modifier amount of rounds.

Sacred Defense: The divine champion receives a +1 bonus to saving throws. This bonus increases to +2 at level 4, +3 at level 6, +4 at level 8, and +5 at level 10.

Litany of Battle: The divine champion inspirationally, or perhaps hauntingly, utters a rousing verse of her god's sacred teachings. Nearby allies in a 10-meter radius gain a +1d2 divine damage bonus when dealing damage to enemies along with 10 temporary hitpoints. This ability may be used once every 12 minutes. Starting with level 7, the damage bonus increases to +1d4 divine damage, the temporary HP to 20, and the cooldown decreases to 8 minutes. Duration is 1 + ¼ class level + CHA modifier rounds.

Zealous Fervor: The divine champion becomes an unstoppable instrument of her deity, propelling herself forward with the unshakable belief that her body, like her true faith, is utterly indomitable. She becomes unable to be tied down, as the Freedom of Movement spell, and gains immunity to mind-affecting effects and knockdown. This ability may be used once every 6 minutes. Duration is 1 + CHA modifier rounds.