The divine blade is a martial champion for his chosen deity, filling an officers’ role in holy wars, assassinating key leaders of opposition churches, or guarding high-ranking church officials during dangerous envoy trips. His martial ability is equally matched by his devotion to the faith, and the spells he can cast aid him during battle. (Original Concept by Cartmanbeck)
Primary Class: Fighter.
Secondary Class: Cleric.
Hit Dice: d10.
Bonus Skills and Ranks: The divine blade may select three cleric skills to add to his class skills in addition to the normal fighter class skills. The divine blade gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The divine blade is proficient with all simple and martial weapons, with all armor types (heavy, light, and medium), and with shields (including tower shields). The divine blade is also proficient with his deity’s favored weapon.
Domain: At 1st level, a divine blade may select one domain from those of his chosen deity. He gains all the powers associated with that domain, but does not gain any domain spells. He can use his domain powers as a cleric equal to his divine blade level.
Starting at 2nd level, whenever the divine blade gains a bonus feat, he can choose to learn a domain spell instead. At 2nd level or higher, he can learn his first domain spell in place of a bonus feat. For every two levels beyond 2nd, he can learn each subsequent domain spell in place of a bonus feat. To gain or cast a domain spell, a divine blade must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a divine blade's domain spell is 10 + the spell level + the divine blade's Wisdom modifier.
When learning domain spells in this way, he must learn his first domain spell and each subsequent domain spell thereafter, in sequential order. For example, a divine blade chooses to learn his first domain spell in place of his 2nd level bonus feat. If he chooses to learn another domain spell in place of his 6th level bonus feat, he must learn his second domain spell, and so on. Once a domain spell is learned, it can be cast once per day. If a subsequent domain spell is learned, any previously learned domain spell can be cast twice per day.
Channel Energy (Su): This is exactly like the cleric ability of the same name, except that the amount of damage healed or dealt by the divine blade is equal to 1d6 points of damage at 1st level, and an additional 1d6 at 4th level and every four levels thereafter, to a maximum of 6d6 at 20th level. This ability replaces bravery.
Bonus Feat: This is exactly like the fighter ability of the same name, except that the divine blade gains a bonus feat at 2nd level and every even level thereafter. Alternately, each time a divine blade can select a fighter feat, he can instead select any feat with channel energy as a prerequisite, or a domain spell (as described above).
Channeled Armor Training (Su): Starting at 3rd level, a divine blade can use channeled energy to enhance his armor with divine power. As a standard action, the divine blade can spend one daily use of channel energy to grant himself a sacred (or profane) bonus to AC as shown on Table: Divine Blade. This bonus stacks with any magic enhancement bonus that the armor may already possess.
In addition, the divine blade’s armor becomes lighter and more flexible, lowering its armor check penalty and increasing his speed in medium or heavy armor, as indicated on the same table, up to his base speed. This ability lasts for a number of rounds equal to the divine blade’s level. This ability replaces armor training and armor mastery.
Channeled Weapon Training (Su): Starting at 5th level, a divine blade can use channeled energy to strike terrible blows against his enemies. As a standard action, the divine blade can spend one daily use of channel energy to grant his weapon a sacred (or profane) bonus to attack and damage as shown on Table: Divine Blade. This bonus stacks with any magic enhancement bonus that the weapon already possesses. This ability lasts for a number of rounds equal to the diving blade’s level.
In addition, the divine blade may spend an additional use of his channel energy to align his weapon for the purposes of bypassing damage reduction. He may not choose an alignment in opposition to his own (a chaotic good divine blade may choose to make his weapon either chaotic or good, but not lawful or evil). A neutral divine blade may choose chaotic or lawful, but is restricted to either good or evil, as determined by his choice to channel positive or negative energy.
Finally, as a swift action, when using channeled weapon training, the divine blade may spend an additional use of channel energy to gain a bonus to his rolls to confirm critical hits equal to indicated amount for a number of rounds equal to his Charisma modifier. This bonus stacks with the sacred bonus to attack given by channeled weapon training. This ability replaces weapon training.
Divine Surge (Su): At 20th level, a divine blade becomes further infused with divine power by striking down his enemies. Once per day, whenever the divine blade reduces an enemy to 0 HP or fewer, he may take a swift action to call upon his deity’s favor. For one minute per divine blade level, he gains a pool of 2d6 channel points. He can spend one of these channel points to channel energy as normal, but without using up his daily uses of channel energy. He can also spend one channel point from his pool to cast any domain spells he has access one additional time per day. Any channel points that are unused are lost once the ability ends. This ability replaces weapon mastery.
Table: Divine Blade