|Characters on Arelith:|
|Race - Alignment |
|Deity - Class |
|Gifts - Backgrounds|
|Mark of Destiny|
Divine Champion is a default prestige class with Arelith specific changes.
Arelith Divine Champions enjoy changes that benefit their abilities and alignment requirements. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: None
Base attack bonus: +7
Feats: Weapon focus in a melee weapon (ranged and unarmed will not count)
Hit die: d10
Proficiencies: armor (light, medium), shields, weapons (martial, simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: concentration, craft mastery, discipline, heal, intimidate, leadership, listen, lore, parry, ride, sail, spot, taunt
Unavailable feats: craft wand, scribe scroll, weapon specialization
Bonus feats: ambidexterity, armor proficiency (heavy), blind fight, called shot, cleave, deflect arrows, disarm, dodge, expertise, great cleave, improved critical, improved disarm, improved expertise, improved knockdown, improved parry, improved power attack, improved two-weapon fighting, improved unarmed strike, knockdown, mobility, point blank shot, power attack, rapid shot, spring attack, stunning fist, two-weapon fighting, weapon finesse, weapon focus, weapon proficiency (exotic), whirlwind attack
Primary saving throw(s): fortitude, reflex
Base attack bonus: +1/level
Hit points rolls on Arelith are always maximum.
|1st||+1||+2||+2||+0||lay on hands, melee weapon bonus||10||+0|
|2nd||+2||+3||+3||+0||bonus feat, sacred defense (+1)||20||+1|
|4th||+4||+4||+4||+1||bonus feat, sacred defense (+1)||40||+2|
|6th||+6||+5||+5||+2||bonus feat, sacred defense (+1)||60||+3|
|8th||+8||+6||+6||+2||bonus feat, sacred defense (+1)||80||+4|
|10th||+10||+7||+7||+3||bonus feat, sacred defense (+1)||100||+5|
Epic Divine Champion
Bonus feats: The epic divine champion gains a bonus feat every four levels. In other words, at levels 14 and 18.
Epic bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, devastating critical, epic damage reduction, epic prowess, epic spell focus, epic spell penetration, epic toughness, epic weapon focus, epic weapon specialization, great smiting, great wisdom, improved combat casting, improved stunning fist, improved whirlwind attack, overwhelming critical, planar turning, superior initiative
Unavailable epic feats: outsider shape, construct shape, dragon shape, undead shape
|12th||sacred defense (+1)||120||+6|
|14th||bonus feat, sacred defense (+1)||140||+7|
|16th||sacred defense (+1)||160||+8|
|18th||bonus feat, sacred defense (+1)||180||+9|
|20th||sacred defense (+1)||200||+10|
|Name||-||Arelith has renamed the Champion of Torm to Divine Champion.|
|Requirements||-||Alignment restriction removed. Any alignment, including evil, can play the Divine Champion.|
|Class skills||-||Divine Champions on Arelith get access to Concentration, Intimidate, Leadership, Listen, Sail and Taunt as class skills.|
|Melee Weapon Bonus||-||While wielding a melee weapon, Divine Champion gain 1 passive Attack Bonus per 5 class levels. This bonus is reduced by 2 if (hard) Charisma is lower than 21, or 1 if (hard) Charisma is lower than 25. The passive Attack Bonus bonus will not go below 0.|
|Lay on Hands||1||10 minute (100 round) cooldown period rather than uses per day.|
|Divine Smite||3||Instant use. Adds Charisma Modifier to AB and class levels to damage (Capping at 20). Cooldown is 6 seconds between use, increased by 1 second per Great Smiting feat. You can save up to a single use of this skill, Extra smiting allows you to save up to 3 uses. A single use refreshes every 3 minutes, Extra Smiting halves the refresh time to 1.5 Minutes. Only works with melee weapons. Divine Smite shares the character's weapon threat range and critical multiplier, with the exception of bonuses granted by Weapon Master feats.|
|Divine Wrath||5|| Has a 5 minute (50 round) cooldown period, reduced by 2 rounds for every (hard) Constitution modifier.
Divine Wrath grants scaling Attack Bonus (AB), Damage (Dam), Damage Reduction (DR), Regeneration (Regen) and Saves.
Divine Smite grants scaling Damage based upon the difference between the smiter's alignment and the alignment of the recipient of the Smite.
The full amount of Smite damage (100%) is delivered at opposite ends of the Alignment Chart, meaning a Lawful Good smiter and a Chaotic Evil recipient (or vice versa). Partial Smite damage is delivered based upon the following:
- Start at 0% Smite Damage (same alignment)
- Each difference on the Law <-> Chaos axis is +10%
- Each difference on the Good <-> Evil axis is +40%
- A small, unknown RNG amount is then added to help prevent alignment metagaming
|Lawful Good (LG)||Neutral Good (NE)||Chaotic Good (CG)|
|Lawful Neutral (LN)||True Neutral (N)||Chaotic Neutral (CN)|
|Lawful Evil (LE)||Neutral Evil (NE)||Chaotic Evil (CE)|
- Divine Champion on Forgotten Realms wiki
- Information about default NWN class are available on NWNWiki.