Drinking & Dragons

User:Askewnotion/Divine Champion

From Drinking and Dragons
< User:Askewnotion
Revision as of 10:43, 3 June 2008 by >Askewnotion (Some more updating)

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.

Divine champions are often examplars of an ideal. Unlike a paladin, though, they are not bound by an oath or following.

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 XP Values
1st +0 +0 +0 +2 Starting Domains, Channel Divine Energy, Spells, Alignment based aura 1,920XP/2,020avg
2nd +1 +0 +0 +3 Detect Opposite Alignment, Smite Opposite Alignment 1/day 3,520XP/3,986avg
3rd +2 +1 +1 +3 Divine Grace/Dark Bless 6,465XP/6,305avg
4th +3 +1 +1 +4 Lay on Hands/Deadly Touch 9,415XP/10,242avg
5th +3 +1 +1 +4 Bonus Active Domain 13,605XP/13,240avg
6th +4 +2 +2 +5 18,265XP/19,688avg
7th +5 +2 +2 +5 23,890XP/23,981avg
8th +6 +2 +2 +6 Smite Opposite Alignment 2/day 30,785XP/32,286avg
9th +6 +3 +3 +6 39,130XP/40,040avg
10th +7 +3 +3 +7 Bonus Passive Domain 47,370XP/50,769avg
11th +8 +3 +3 +7 58,115XP/59,057avg
12th +9 +4 +4 +8 71,410XP/76,067avg
13th +9 +4 +4 +8 83,785XP/86,238avg
14th +10 +4 +4 +9 Smite Opposite Alignment 3/day 95,645XP/101,964avg
15th +11 +5 +5 +9 Bonus Active Domain 131,195XP/119,283avg
16th +12 +5 +5 +10 146,245XP/139,955avg
17th +12 +5 +5 +10 169,770XP/155,740avg
18th +13 +6 +6 +11 192,460XP/183,020avg
19th +14 +6 +6 +11 200,755XP/193,553avg
20th +15 +6 +6 +12 Smite Opposing Alignment 4/day, Bonus Passive Domain 223,985XP/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 champion casts divine spells which are drawn exclusively from their domains. She prepares spells as a cleric would.

Like other spellcasters, a divine champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Divine Champion Spells. In addition, she receives bonus spells per day if she has a high Wisdom score.

Your spells per day apply to each active domain you have. For example, a 10th level divine champion with the Good, Law, and Fire domain as active domains and the Sun domain as thier passive domain will have 3 1st and 2nd, 2 3rd and 4th, and 1 5th level spell in each of her active domains(Good, Law, and Fire), though bonus spells from a hish wisdom score can be taken from any of the available domains (including sun).

Spells are not considered on her spell list (for purposes of scrolls, wands) unless they are in his select domains, regardless if they are passive or active domains.

Domains: At first level, a divine champion chooses two cleric domains that rely on the divine champion's alignment. Choose one domain for each component of your alignment as per the chart below;

Good: Good, Healing, Glory
Lawful: Law, Knowledge, Fate
Chaotic: Chaos, Luck, Purification
Evil: Evil, Destruction, Domination

Channel Divine Energy (Su): A divine champion 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 modiferand turn as a cleric of their divine chamion level. A divine champion turns undead if they are of good alignment or they rebuke undead if they are of evil alignment.

Alignment-based Aura (Ex): The power of a divine champion’s aura is equal to her divine champion level, just like the aura of a cleric. The aura radiates both factors of the divine champion's aura.

Detect Opposite Alignment (Sp): At will, a divine champion can detect their oppoing alignment, as per the detect evil spell though only if both alignment axis are the extreme of the divine champion's. For example, a chaotic good divine champion can only detect lawful evil entities.

Smite Opposite Alignment (Su): Once per day, a divine champion may attempt to smite their opposing alignment with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine champion level. For example, a 13th-level divine champion armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the divine champion accidentally smites a creature that is not of their opposing alignment, the smite has no effect, but the ability is still used up for that day.

At 8th level, and at every six levels thereafter, the divine champion may smite opposing alignment one additional time per day, as indicated on Table: Divine Champion.

Divine Grace/Dark Blessing (Su): At 3nd level, a divine champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands/Deadly Touch (Su): Beginning at 4nd level, a good aligned divine champion with a Charisma score of 12 or higher gains the lay on hands ability. A divine champion can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. For example, a 7th-level divine champion with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A divine champion may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a good aligned divine champion can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The divine champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

An evil aligned divine champion gains the deadly touch ability and can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her divine champion level × her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 divine champion level + divine champion’s Cha modifier) to halve the damage dealt.

Alternatively, an evil aligned divine champion can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to a paladin’s lay on hands ability.

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.