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Revision as of 11:31, 2 June 2008
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.
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 |
1st | +0 | +0 | +0 | +2 | Active Domains, Channel Divine Energy, Spells, Alignment based aura. (1,920XP/2,020avg) |
2nd | +1 | +0 | +0 | +3 | Divine Grace.(4,170XP/3,986avg) |
3rd | +2 | +1 | +1 | +3 | Lay on Hands(6,065XP/6,305avg) |
4th | +3 | +1 | +1 | +4 | (8,865XP/10,242avg) |
5th | +3 | +1 | +1 | +4 | Bonus Active Domain(12,605XP/13,240avg) |
6th | +4 | +2 | +2 | +5 | Detect opposing alignmnet.Smite opposing alignment 1/day.(18,265XP/19,688avg) |
7th | +5 | +2 | +2 | +5 | (23,890XP/23,981avg) |
8th | +6 | +2 | +2 | +6 | (30,385XP/32,286avg) |
9th | +6 | +3 | +3 | +6 | (38,930XP/40,040avg) |
10th | +7 | +3 | +3 | +7 | Passive Domain.(47,170XP/50,769avg) |
11th | +8 | +3 | +3 | +7 | (57,915XP/59,057avg) |
12th | +9 | +4 | +4 | +8 | Smite opposite alignment 2/day.(71,410XP/76,067avg) |
13th | +9 | +4 | +4 | +8 | (83,785XP/86,238avg) |
14th | +10 | +4 | +4 | +9 | (95,345XP/101,964avg) |
15th | +11 | +5 | +5 | +9 | Bonus Active Domain.(129,895XP/119,283avg) |
16th | +12 | +5 | +5 | +10 | (145,945XP/139,955avg) |
17th | +12 | +5 | +5 | +10 | (169,470XP/155,740avg) |
18th | +13 | +6 | +6 | +11 | Smite opposing alignmnet 3/day.(192,460XP/183,020avg) |
19th | +14 | +6 | +6 | +11 | (200,755XP/193,553avg) |
20th | +15 | +6 | +6 | +12 | Bonus Passive Domain.(223,585XP/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 interloper class.
Weapon and Armor Proficiency: A divine interloper is proficient with simple weapons but not with any type of armor or shield. Although he is not proficient, a divine interloper does not suffer spellcasting failure from armor worn.
Spells:A divine interloper casts divine spells which are drawn primarily from the cleric spell list. She casts any spells she knows spontaneously as a sorcerer would.
Like other spellcasters, a divine interloper can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Divine Interloper Spells. In addition, she receives bonus spells per day if she has a high Wisdom score. If any particular spell level indicates 0 spells per day, the divine interloper may cast only spells gained by virtue of his Wisdom score.
A divine interloper knows all 0th level spells from the Cleric spell list, as well as the spells in any domains he possesses. He may not cast any spells outside of 0th level spells and his domains. Spells are not considered on his spell list (for purposes of scrolls, wands) unless they are in his select domains.
Domains: At first level, a divine interloper chooses any two cleric domains. He is not restricted against choosing any domains with alignments opposed to his, though these spells will suffer a -2 caster level penalty. The divine interloper gains the granted powers of the domain, and any spells in these domains count as spells known for the divine interloper.
Channel Divine Energy: A divine interloper 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 modifer. A divine interloper can choose either to turn or rebuke undead each time she channels divine power. He turns as a cleric equal to his class level. Note that any extra turning types granted from chosen domains (such as the plant domain) do not count as divine energy for a divine interloper's Grant class features.
Link Domain: Every day when the divine interloper regains his spells per day, he may choose a certain number of domains that are considered known for the day from those domains he has discovered with the Hidden Domain ability. At second level he may link up one hidden domain, two domains at tenth level, and three domains at sixteenth level. These domains are considered known domains both for their granted powers and spells known. Note that some domains have granted abilities that permanent character bonuses, such as adding certain skills as class skills to the character. These domains do not function in this way when linked. Instead, the divine interloper gains a half his class level as a bonus to these skill checks (maximum +5).
Note that these domains may only be changed once per day, and must all be chosen at once. If the divine interloper casts any spells for the day, he is considered as having chosen to keep the same linked domains as the day before.
Hidden Domain: He has discovered a new path to steal more powers from the gods. At levels 2, 4, 6, 9, 12, 18 a divine interloper may select any cleric domain to add to the list of domains available for him to prepare for the day using his Link Domain ability.
Grant Divine Energy: Beginning with fifth level, a divine interloper can connect others directly with the planes. As a standard action, she can imbue one touched subject with the ability to channel divine energy. She chooses whether the recipient gains the ability to turn or to rebuke undead. As many daily turn attempts as desired may be transferred. If the recipient already has turning attempts, she may do anything she pleases with those transferred (including turning undead or fueling divine feats). If the recipient did not already have the ability to channel divine energy, he may turn or rebuke undead as a cleric equal to his character level minus four (that is, as a paladin of the same level), but not to exceed the class level of the divine interloper granting the attempt. The recipient uses all of his own relevant modifiers, such as the charisma modifier, and synergies for the Knowledge (Religion) skill. Any granted divine energy fades after one hour. It does not return to the divine interloper.
Grant Spell: At 11th level, the divine interloper gains the ability to grant spells to others. This functions similarly to imbue with spell ability. As a standard action, the divine interloper expends one of his daily turn attempts and touches the recipient of the spell. He may only grant a spell he knows, and he loses the ability to cast that spell until it has been used. He must expend one of his spell slots of equal or higher level as the spell granted as well. In order to cast the spell, the recipient must have wisdom equal to 10 + the spell level, and the save DC is determined by the recipient's charisma modifier. The recipient's caster level for purposes of this spell is equal to his character level minus four, but not to exceed the divine interloper's class level. If the recipient already casts divine spells, he may instead spend the spell slot to cast any spell of the same level he has prepared (or knows, for spontaneous casters). Any granted divine energy fades after one hour. It does not return to the divine interloper. The spell slot for the day is lost, though the ability to cast the granted spell is regained.
Grant Domain: By 14th level, a divine interloper has become a miniature diety in her own right. She is able grant any of the domains she knows to a willing recipient. As a full round action, the divine interloper expends four of his daily turn attempts and touches the person to recieve the chosen domain. For the duration that the domain is imbued, the divine interloper loses access to the granted domain and, if it was a linked domain, loses the ability to change linked domains until the domain returns.
The recipient has the full effects of the domain as if he were a divine interloper of the same level as the granter (not exceeding his own character level) who had linked the domain. The recipient gains the ability to cast each of the spells within the domain (subject to the restrictions and effects of Grant Spell) once per day. If the recipient casts a spell, the divine interloper loses a spell slot of the appropriate spell level.
Granting a domain is not without risk. At 14th level, the effect lasts for 24 hours, at 17th level for 48 hours, and finally 72 hours at 20th level. The effect may not be ended by the divine interloper -- it must be returned (also a full round action that requires touch) willingly by the recipient. If the recipient is slain during this time, the domain remains unavailable until the duration has expired. If, by the time the effect has ended, the divine interloper has not been returned the domain willingly, he takes 5d6 points of damage (no save, no reduction) per day the domain was missing. This damage is doubled if the recipient is not alive when the duration ends.
Note that a divine interloper may not re-grant a domain to himself (for whatever reason). If a cleric recieves the domain, he may (the next time he prays for spells) prepare spells from the granted domain as his domain spell for the day. Casting the spell in this way (that was prepared) does not take a spell slot from the divine interloper, however if the cleric casts the domain spell a second time (the 'free' casting for the day due to this ability), the divine interloper loses the spell slot normally.
Bonus Domain: At 20th level, the divine interloper gains a bonus domain. This is a permanent domain, not a hidden domain.