Divine Champion

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. Though paladins fill these roles in many good-aligned churchs, 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.

REQUIREMENTS:

Base Attack Bonus: +7
Skills: Knowledge (Religion): 3 ranks
Feats: Weapon focus (diety's favored weapon)

CLASS FEATURES:

Hit die: 10
Proficiencies: Weapons (simple, martial)
Skill points: 2 + Int modifier
Class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge: Religion, Parry, Ride, Swim.
Base attack bonus progression: High
Saving throws: high:    Fortitude
                             low:    Reflex, Will

CLASS PROGRESSION:

Level Features Gained
1 Lay on hands x1
2 Bonus feat, sacred defense I
3 Smite infidel x1
4 Bonus feat, sacred defense II
5 Divine wrath x1
6 Bonus feat, sacred defense III
7  
8 Bonus feat, sacred defense IV
9  
10 Bonus feat, sacred defense V
  • Lay on Hands: Once per day, a 1st-level divine champion may lay on hands to heal damage equal to their Charisma bonus x their divine champion level. If the character already has a lay on hands ability (for example, thanks to paladin levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack.
  • Bonus Feat:  At 2nd level (and again at 4th, 6th, 8th, and 10th levels), the divine champion may select a bonus feat from the following list:

    Blind Fight = Second chance to hit unseen enemy.
    Combat Expertise = -3 to attack rolls transfers to +3 to AC.
    Dodge = +1 AC Bonus.
    Extra Turning = Turn Undead.
    Improved Combat Expertise = +6 to AC transfers to -6 to attack rolls.
    Improved Critical (any) = Doubles the Critical Hit Probability.
    Improved Initiative = +4 initiative checks.
    Improved Parry = Increased chance to counter attacks.
    Weapon Focus (any) = +1 AB to one weapon.
    Weapon Proficiency (exotic) = Allows to use Exotic Weapons.

  • 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 champion applies their Charisma modifier to their attack roll and their class level to the damage delivered. Smite Infidel may be used once per day.
  • Divine Wrath: At 5th level, once per day, the divine champion is capable of channeling the awesome fury of their patron deity, granting them considerable bonuses in combat. They gain damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage (Divine Damage), and saving throws. The divine fury lasts for one round per point of Charisma bonus the divine champion has.