Difference between revisions of "Divine Champion"
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− | The Divine Champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. | + | '''The Divine Champion is undergoing an overhaul and is not a selectable class at this time''' |
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+ | The Divine Champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. A divine champion can take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure, as they are some of the most stalwart followers, known for upholding the tenants of their Overseer. Most champions come from a combat or military background, and can be found in all races across Eramere. | ||
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'''Class Skills''': Acrobatics, Discipline, Parry, Knowledge Religion <br> | '''Class Skills''': Acrobatics, Discipline, Parry, Knowledge Religion <br> | ||
− | '''Lay on Hands''': Once per day, a 1st-level divine champion may lay on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability | + | '''Lay on Hands''': Once per day, a 1st-level divine champion may lay on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability, his divine champion level and his class level in whatever other class gives him the lay on hands ability stack. |
'''Bonus Feat''': At 2nd level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any), Power Attack, Improved Power Attack, Power Critical, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra Turning II, Extra Turning III, Improved Turning, and Empower. At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list. | '''Bonus Feat''': At 2nd level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any), Power Attack, Improved Power Attack, Power Critical, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra Turning II, Extra Turning III, Improved Turning, and Empower. At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list. |
Latest revision as of 21:25, 20 February 2021
Base Classes | Prestige Classes |
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The Divine Champion is undergoing an overhaul and is not a selectable class at this time
The Divine Champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. A divine champion can take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure, as they are some of the most stalwart followers, known for upholding the tenants of their Overseer. Most champions come from a combat or military background, and can be found in all races across Eramere. ______________________________
Requirements:
Base Attack Bonus: +7.
Feats: Weapon Focus Matching Your Deities Favored Weapon
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Class Features:
Hit Die: d10
Base Attack Bonus: High.
High Saves: Fortitude.
Weapon Proficiencies: Simple and martial weapons.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Acrobatics, Discipline, Parry, Knowledge Religion
Lay on Hands: Once per day, a 1st-level divine champion may lay on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability, his divine champion level and his class level in whatever other class gives him the lay on hands ability stack.
Bonus Feat: At 2nd level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any), Power Attack, Improved Power Attack, Power Critical, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Extra Turning II, Extra Turning III, Improved Turning, and Empower. At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.
Sacred Defense: A divine champion of 2nd level gains a +1 sacred bonus on all saves. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
Smite Infidel: At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing Good/Evil alignments. When using Smite Infidel, the divine champions applies his Charisma modifier to their attack roll, and his class level to the damage delivered. Smite Infidel may be used once per day. At 7th level, the divine champion receives Extra Smiting.
Divine Wrath: At 5th level, once per day, the divine champion is capable of channeling the awesome fury of his patron deity, granting him considerable bonuses in combat. He gains damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage, and saving throws. The divine fury lasts for one minute per point of Charisma bonus the divine champion has. At 10th level, the divine champion receives another use of this ability.