Divine Champion PF1e Conversion

Even the most peaceful faiths need warriors to summon to their deity’s cause, be it to defend, destroy, or enslave them. They are warriors of faith that fight or defend in the name of their deity. Most often, they do the bidding of their church by fighting their wars, protecting their faithful, and otherwise acting in the best interests of their faith.

A divine champion is a warrior with a small plethora of divine powers to augment both their attack and defensive abilities. They should find themselves in a good position along with the warriors and front-line combatants of any group of adventurers.

Requirements

To qualify to become a Divine Champion, a character must fulfill all the following criteria:

  • Skills: Base Attack Bonus +5 or Knowledge (Religion) 5 Ranks
  • Feats: Proficiency in their patron deity’s chosen weapon
  • Patron: A divine seeker must have a patron deity, and it must be the deity of which she is a divine champion.
  • Alignment: A Divine Champion’s alignment must be within one step of their patron deity’s.

Class Skills

Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Hit Die

d10

Advancement

CL BAB Fort Ref Will Special
1st +1 +1 +1 +1 Aura, Divine Secret
2nd +2 +1 +1 +1 Bonus Feat, Sacred Defense +1
3rd +3 +2 +2 +2 Divine Secret
4th +4 +2 +2 +2 Bonus Feat, Sacred Defense +2
5th +5 +3 +3 +3 Divine Secret

Class Features

All the following are Class Features of the divine champion prestige class. All of the divine seeker’s spell-like abilities function as if cast by a cleric with a caster level of the divine seeker’s class level plus her Charisma bonus.

Weapon and Armor Proficiency: A divine seeker is proficient with all simple and martial weapons in addition to their deity’s favored weapon, all types of armor and all types of shields.

Aura (Ex): A Divine Champion has a particularly powerful aura corresponding to her deity’s alignment like that of a cleric.

Divine Secret: A divine champion may literally come from any walk of life, from any number of chosen fortés for which she is an arm of her deity; as such, their deity grants them powers that are uniquely suited to them. At 1st, 3rd, and 5th level, the Divine Champion gains a divine secret selected from the list below. Unless otherwise specified, a divine secret can be selected only once.

  • Champion of Champions: The divine champion’s levels stack with the qualifying class for the purpose of determining the power and effects of any bardic performance, divine bond, fiendish bond, nature’s bond, lay on hands, touch of corruption or archetype powers that substitute for these abilities granted by the qualifying class. It does not grant new powers for this ability, such as new revelations or additional mercies.
  • Channel Energy (Su): The divine chapion can channel energy s a cleric equal to her divine champion level. A character that already has channel energy from her qualifying divine casting class counts their divine champion levels as levels of the qualifying class for the purpose of determining the power of their channel energy ability.
  • Deific Obedience: The divine champion gains the Deific Obedience feat, and immediately gains a boon from her deity so long as she has followed the obedience of her deity. Each deity grants three boons, each more powerful than the last. If she has no deific boons from any other class, she gains the first divine boon for the deity; if she has already received boons from another class, or from the Deific Obedience feat due to hit dice, then she gains the next higher boon. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the champion’s caster level for the spell-like ability equals her total character level. The divine champion is still expected to perform the act of obedience every day needed to gain the benefits of the boon. She must be at least 3rd level to select this secret.
  • Divine Resilience (Sp): Once per day as an immediate action, the divine champion can recover a number of hit points equal to 1d8 + her Charisma modifier (minimum +0); this benefit can be granted even when the divine champion is unconscious, disabled or dying. After this healing, the champion further gains a +1 morale bonus on all attacks rolls and will saving throws against fear for a number of rounds equal to her divine champion level.
  • Divine Resilience, Greater (Sp): As Divine Resilience, except that the hitpoint gain is 5d8 + 10 + Charisma modifier (minimum +0) and it grants the benefits of Lesser Restoration. Further, the ability is now usable three times per day, but once used, it cannot be used for another 1d4 rounds after. Selecting this secret requires the prior selection of Improved Divine Resilience.
  • Divine Resilience, Improved (Sp): As Divine Resilience, except that the hitpoint gain is 3d8 + 5 + Charisma modifier (minimum +0) and it is usable twice per day, but but only once in the same encounter. Selecting this secret requires the prior selection of Divine Resilience.
  • Divine Weapon (Su): Whenever the divine champion wields a weapon that is her patron’s weapon of choice, the weapon is imbued with either the Holy or Unholy weapon property — depending on her patron deity’s alignment. If she is a neutral champion of a neutral deity, she may choose which property the weapon gains. This property immediately ceases if the weapon is dropped, sheathed, or in any way changes possession to another person.
  • Divine Wrath (Su): The divine champion calls upon the favor of their god to unleash a greater battle prowess. Once per day as a swift action, the divine champion gains a +2 bonus to all attack rolls, damage rolls, saving throws, and damage reduction 5/- for a number of rounds equal to their divine champion level + Charisma modifier (minimum +0). These rounds need not be used consecutively. Divine champions of good deities gain these bonuses as sacred bonuses whereas divine champions of evil deities gain these bonuses as profane bonuses. Champions of neutral deities can select one or the other.
  • Divine Wrath, Greater (Su): As Divine Wrath, except that the damage reduction is improved to 10/-. Selecting this secret requires prior selction of the Divine Wrath secret.
  • Smite Infidel (Su): Once per day, the divine champion gain the ability to smite an infidel of her faith. This functions as the smite evil or smite good ability, except that this ability is not restricted by alignment and can potentially be any target, so long as the target represents an anathema to the tenets of the champion’s deity, or is engaged in actively opposing them. At 4th level, she gains an aditional use of this ability. If the divine champion already has levels in a class with the smite ability, these levels stack to determine the times per day the divine champion may smite against either target.
  • Strike of Truth (Sp): With a quick prayer to her patron, the divine champion can strike true with her chosen weapon. Once per day as a swift action, she can ignore any range increment penalties for a ranged attack as well as miss chances for any concealment less than full concealment til the end of her next turn, and may resolve the very next single attack as a touch or ranged touch attack, so long as the attack is made before the end of her next turn.

Bonus Feat: At 2nd level and again at 4th level, the divine champion gain a bonus feat selected from among the following feats for which she qualifies: Adept Champion (UC), Believer’s Boon (ACG), Believer’s Hands (ACG), Blessed Striker (ACG), Channeled Shield Wall (UM), Divine Protection (ACG), Greater Weapon of the Chosen (ACG), Improved Weapon of the Chosen (ACG), Radiant Charge (UM), Reactive Healing (ACG), Skill Focus (Knowledge (Religion)), Warrior Priest (UM), Weapon Focus or Greater Weapon Focus (Deity’s Favored Weapon) Weapon Specialization or Greater Weapon Specialization (Deity’s Favored Weapon), Weapon of the Chosen (ACG). Divine Champion levels count as, and stack with fighter levels for determining feat qualifications.

Sacred Defense (Ex): Beginning at 2nd level, the divine champion may add her Charisma bonus (minimum +1) up to a maximum of her divine champion level, as a bonus to her saving throws; at 4th level, the minimum bonus increases to +2. This does not stack with the paladin’s Divine Grace or a similar ability that adds Charisma to their saving throws.