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| Utric Aelnoth04-18-07, 05:55 PM | I'd once worked on something like this long long ago, lsot it, refound it, and knew it to be broken. Thus, after some puzzling, more stating out and even more loss and retrieval, I have rebuilt the reason why people want to follow deities. If a worshipper just feels their god is cold and uncaring, the worshipper loses faith (unless they've already been alerted to that fact by a priest or other clergyman of said organization). At any rate, Enjoy: The Divine Champion The will of the divine manifests in many ways. Sometimes a particularly skilled individual might find themselves serving in their own crafty ways to a divine entity, others might find their tremendous offensive might channeled towards a god's ends. Still others might turn to their spellcasting as a means of becoming closer in step with their patron/matron's ideals. These few true believers have the chance to become Divine Champions of their benefactor's causes, showing that Clerics aren't the only ones who can show the will of the gods. All characters with faith and some degree of talent can become Divine Champions. However the final arbiter of who is truly worthy is the deity (and by proxy, the DM). Some deities may have particular limits on how many divine champions they may have, or others may simply ignore their followers until they prove themselves devoted and dogged enough to merit their favor. Hit Die: d8 Requirements: To become a Divine Champion, a character must satisfy the following prerequisites: Base Attack Bonus +5 OR Any single skill 8 ranks OR ability to cast 3rd level spells Skills: Knowledge (Religion) 8 ranks Feats: True Believer Special: the character must have satisfied some test (equaling a challenge rating no higher than the character's level +2 if combative) to prove their worth to the deity. Table X-1: The Divine Champion Lvl. BAB. Fort. Ref. Will. Special .Spells 1 +0 +2 +2 +2 Divine Favor 1 - 2 +1 +3 +3 +3 Deity's Weapon Focus +1 Existing Divine Class 3 +2 +3 +3 +3 Domain Power 1 - 4 +3 +4 +4 +4 Divine Favor 2 +1 Existing Divine Class 5 +3 +4 +4 +4 Deity's Weapon Specialization - 6 +4 +5 +5 +5 - +1 Existing Divine Class 7 +5 +5 +5 +5 Divine Favor 3 - 8 +6 +6 +6 +6 Domain Power 2 +1 Existing Divine Class 9 +6 +6 +6 +6 Deity's Greater Weapon Focus - 10 +7 +7 +7 +7 Divine Favor 4 +1 Existing Divine Class Class Skills The Divine Champion's class skills (and the key ability modifier for each) are as follows: Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), and Sense Motive (Wis). Divine Champions also recieve three additional class skills dependant on their chosen deity, as on table X-2. Skill points at each level: 4 + intelligence modifier. Table X-2: Deity Bonus Skills Deity Skills (and modifiers) Bahamut. Balance (Dex), Listen (Wis), Spot (Wis) Boccob. Concentration (Con), Knowledge (Arcana) (Int), Use Magic Device (Cha) Corellon Larethian. Listen (Wis), Spot (Wis), Survival (Wis) Ehlonna. Handle Animal (Cha), Knowledge (Nature) (Int), Survival (Wis) Erythnul. Bluff (Cha), Intimidate (Cha), Jump (Cha) Fharlanghn. Knowledge (Nature) (Int), Knowledge (Local) (Int), Survival (Wis) Garl Glittergold. Appraise (Int), Bluff (Cha), Knowledge (Arcana) (Int) Gruumsh. Climb (Str), Intimidate (Int), Survival (Wis) Heironeous. Climb (Str), Ride (Dex), Swim (Str) Hextor. Climb (Str), Intimidate (Cha), Jump (Str) Kord. Climb (Str), Jump (Str), Swim (Str) Kurtulmak. Craft (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int) Lolth. Bluff (Cha), Intimidate (Cha), Knowledge (Arcana) (Int) Moradin. Appraise (Int), Concentration (Con), Craft (Int), Nerull. Bluff (Cha), Intimidate (Cha), Sleight of Hand (Dex) Obad-Hai. Heal (Wis), Knowledge (Nature) (Int), Survival (Wis) Olidammara. Bluff (Cha), Gather Information (Cha), Sleight of Hand (Dex) Pelor. Concentration (Cone), Heal (Wis), Spellcraft (Int) St. Cuthbert. Heal (Wis), Intimidate (Cha), Knowledge (Local) Tiamat. Bluff (Cha), Intimidate (Cha), Knowledge (Arcana) (Int) Vecna. Bluff (Cha), Knowledge (Arcana) (Int), Spellcraft (Int) Wee Jas. Concentration (Con), Knowledge (Arcana) (Int), Spellcraft (Int) Yondalla. Gather Information (Cha), Knowledge (Local), Sleight of Hand (Dex) Class Features All of the Following are features of the Divine Champion Prestige Class Weapon and Armor Proficiency: Divine Champions gain proficiency with their deity's favored weapon. Spells per Day: At every Even level, the Divine Champion increases her caster level and spells per day/spells known as though she had gained a level of an existing divine spellcasting class. This does not, however, increase other class features gained by that class, such as more powerful turn undead attempts, smite evil attempts, or the like. Divine Favor: At 1st level, the Divine Champion's strength of devotion grants them access to a special ability of quality as determined by their chosen deity. Again at 4th level, and every three levels thereafter, she gains another class feature as determined by the chosen deity. Consult table X-3, 4, 5, and 6 for said features. Table X-3: Divine Favor 1 Deity Class Feature Bahamut. Detect Evil @ will (as Paladin) Boccob. Detect Magic @ will (caster level = DC levels + any other CL) Corellon Larethian. +2 racial bonus to Listen, Search and Spot (stacks with Elf bonus) Ehlonna. Trackless Step Erythnul. +4 Racial bonus on Intimidate checks. Fharlanghn. Fast Movement 10 ft. Garl Glittergold. Bardic Knowledge (Bard level = Divine Champion Level) Gruumsh. No Light Sensitivity (if Orc) Heironeous. Detect Evil @ will (as Paladin) Hextor. Detect Good @ will (as Paladin) Kord. Bull's Strength 2/day (Caster level = Divine Champion levels + existing) Kurtulmak. +3 bonus to all Craft (Trapmaking) checks. Lolth. Aura of Fear 10 ft. (DC = 10 + Cha mod + D.C. level) Moradin. Improved Stonecunning (+4 racial bonus. Stacks with Dwarf bonus.) Nerull. Aura of Fear 10 ft. (DC = 10 + Cha mod + D.C. level) Obad-Hai. Nature sense (increases by +4 if already possessed) Olidammara. Uncanny Dodge (recieves Improved if already possessed, nothing if both) Pelor. Skill Mastery (Heal) St. Cuthbert. Urban Tracking Tiamat. Detect Good @ will (as Paladin) Vecna. Can detect secret walls at 10 feet with a search check. Wee Jas. Speak with dead 1/day (CL = Divine Champion level +3) Yondalla. +1 racial bonus on all saving throws (stacks with halfling bonus) Table X-4: Divine Favor 2 Deity Class Feature Bahamut. Claw attack (or Improved Natural Attack (Claw), even if already taken.) Boccob. Use Magic Device as a Wizard of 3/4 the character's level. Corellon Larethian. +4 Sacred Weapon Damage roll bonus against Orcs Ehlonna. Speak with animals at will (CL = Divine Champion level) Erythnul. Smite Good 1/day (per every 4 levels +1, as Blackguard) Fharlanghn. Fast Movement +20 ft. Garl Glittergold. Trap Sense (as Rogue, +1 to existing bonus) Gruumsh. +4 Profane Weapon Damage roll bonus against Elves and Dwarves. Heironeous. Smite Evil 1/day (per every 4 levels +1. As Paladin) Hextor. Smite Good 1/day (per every 4 levels +1. As Blackguard) Kord. Improved Critical (Greatsword). Does not have to meet prerequisites. Kurtulmak. +4 Profane Weapon Damage Roll bonus against Gnomes. Lolth. Smite Good 1/day (per every 4 levels +1. As Blackguard) Moradin. Defensive Stance 1/day (per every 3 levels +1. As Dwarven Defender) Nerull. Paralyzing Touch (as Lich, DC = 10 + Divine Champion level + Cha) Obad-Hai. Endure Elements (permanent effect). Olidammara. Sneak Attack +2d6 Pelor. Augmented Healing feat (need not meet prerequisites) St. Cuthbert. Smite 1/day (per every 4 levels +1. As Shadowbane Inquisitor.) Tiamat. Claw attack (or Improved Natural Attack (Claw), even if already taken.) Vecna. Detect Thoughts 3/day (CL = Divine Champion Level +3) Wee Jas. Animate Dead 1/day (CL = Divine Champion level +3) Yondalla. +4 Sacred weapon Damage Roll bonus on all thrown weapons (stacks with Halfling bonus) Table X-5: Divine Favor 3 Deity Class Feature Bahamut. Resistance to Acid, Electricity, Fire 5 Boccob. Dispel Magic 2/day (CL = Divine Champion level) Corellon Larethian. Fast Movement +20 feet (as Scout) Ehlonna. Animal Companion (Effective Druid Level = Divine Champion Level) Erythnul. Blood Drain (as Vampire) Fharlanghn. Fast Movement +30 feet. Garl Glittergold. True Strike 4/day (CL = Divine Champion level) Gruumsh. Diehard feat (does not need to meet prerequisites) Heironeous. Extra Smiting feat Hextor. Extra Smiting feat Kord. Augmented Critical (Greatsword) Kurtulmak. Sneak Attack +3d6 Lolth. Poison Use, Quick application (move action to apply poison) Moradin. Heavy Armor Proficiency + Heavy Armor Optimization feats. Nerull. Death Attack (As Assassin, Save DC 10 + D.C. level + Wis) Obad-Hai. Animal Companion (Effective Druid Level = Divine Champion Level) Olidammara. Improved Uncanny Dodge Pelor. Heal 3/day (CL = DC level +7) St. Cuthbert. Mark of Justice 1/day (CL = Divine Champion Level +5) Tiamat. Resistance to Acid, Cold, Fire 5 Vecna. Dodge + Mobility Feats Wee Jas. Dispel Magic 2/ day (CL = Divine Champion level) Yondalla. Sneak Attack +3d6 Table X-6: Divine Favor 4 Deity Class Feature Bahamut. Breath Weapon (5d6, 20 ft. cone, fire, cold, acid, DC = D.C. level + Con) 1/day Boccob. +4 Inherent Bonus to Intelligence Score Corellon Larethian. +4 Inherent bonus to Dexterity Score. Ehlonna. Wild Shape 2/day (Druid level = Divine Champion level) Erythnul. +4 Inherent Bonus to Strength Score Fharlanghn. Freedom of Movement (permanent effect). Garl Glittergold. Blink 3/day (CL = Divine Champion Level +3) Gruumsh. +4 Inherent Bonus to Strength Score. Heironeous. Divine Health (As Paladin) Hextor. Dominate 2/day (CL = Divine Champion Level +3) Kord. +4 Inherent bonus to Strength Score. Kurtulmak. +4 Inherent Bonus to Intelligence Score. Lolth. +4 Inherent Bonus to Charisma Score. Moradin. +4 Inherent Bonus to Constitution Score Nerull. Change Type to Undead Obad-Hai. Timeless Body (as Druid) Olidammara. Evasion (as Rogue) Pelor. +4 Inherent Bonus to Wisdom Score St. Cuthbert. Special Mount (Effective Paladin Level 15) Tiamat. Breath Weapon (5d6, 20 ft. cone, fire, elec, acid, DC = D.C. level + Con) 1/day Vecna. +4 Inherent Bonus to Intelligence score. Wee Jas. +4 Inherent Bonus to Intelligence Score Yondalla. +4 Inherent Bonus to Dexterity Score. Deity's Weapon Focus: At second level, the Divine Champion gains the Weapon Focus feat, pertaining to the deity's preferred weapon. If the character already possesses this feat, the character instead gains Weapon Specialization in said weapon. However unlikely, it is possible for a character to already have both of these feats. If that is the case, then the character gains Greater Weapon Focus with said weapon. And even less likely (but still possible) is that the character already has the above three feats. In this case, the character recieves a +1 sacred (or profane, depending upon alignment) bonus on all attack and weapon damage rolls with the pertinent weapon. Domain Power (Su): At 3rd level, and again at 8th level, the Divine Champion is allowed the granted power of one of the deity's domains. If this ability has a certain number of uses per day, increase that number by two. If the character has levels of cleric, he or she may not choose a domain they have already selected unless it grants a special attack, and may only do so once. Characters may not select the same domain twice. Some domains, such as the Knowledge or Trickery domain, grant certain skills as class skills. If these are already class skills, the domain instead grants a +2 competence bonus to those skill checks. Deity's Weapon Specialization: At 5th level, the Divine Champion is granted the Weapon Specialization feat in the Deity's favored weapon. If this feat has already been taken, then the character gains Greater Weapon Focus with said weapon. If both are already possessed, the character gains the Greater Weapon Specialization feat. Assuming the character already has the above three feats, then the character recieves a +1 sacred (or profane, depending upon alignment) bonus on attack and weapon damage rolls with said weapon. If this bonus exists already, it is increased to +2. Deity's Greater Weapon Focus: At 9th level, the Divine Champion gains Greater Weapon Focus in the deity's favored weapon as a free bonus feat. If the feat has already been taken, theCharacter then gains Greater Weapon Specialization with said feat. Assuming the character already has these feats, the character then gains a +1 sacred (or profane) bonus to attack and weapon damage rolls with said weapon, having the secondary effect of increasing an existing bonus by +1, to either +2 or +3. --- Apart from the horrendous typiing (that I might have missed, that is), anyone with (-cough- nonbroken -cough-) ideas to replace features that don't seem to fit the idea, please do post them, as admittedly, I couldn't come up with things seemingly interesting enough, at least for Garl Glittergold (not too fond of Gnomes myself). |