I haven’t added much flavor yet. Most of the abilities are ripped from other sources. Mainly I want to know if it is playable and balanced.
The player I wrote it up for is a lvl 1 Oracle lvl 2 Barbarian right now. He wanted to be a combat booster/healer.
~~~,~@ @~'~~~
Fervent Champion
Hit Die: d10.
Requirements:
Base Attack Bonus: +5
Special: Renewed Vigor (Ex)
Skills: Knowledge (religion) 5 ranks.
Spells: Able to cast 1st-level divine spells.
Lvl BAB Fort Save Ref Save Will Save Special Spells Per Day
1 +0 +1 +0 +1 Dedication of Cause, Holy Savage, Righteous Scream
2 +1 +1 +1 +1 Rage Casting +1 level of divine spellcasting class
3 +2 +2 +1 +2 Rage Power,
4 +3 +2 +1 +2 Dedication of Cause 2 +1 level of divine spellcasting class
5 +3 +3 +2 +3 Rage Power,
6 +4 +3 +2 +3 Devout Scream +1 level of divine spellcasting class
7 +5 +4 +2 +4 Rage Power,
8 +6 +4 +3 +4 Dedication of Cause 3 +1 level of divine spellcasting class
9 +6 +5 +3 +5 Rage Power,
10 +7 +5 +3 +5 Divine Scream +1 level of divine spellcasting class
Dedication of Cause: Chose either the Chaos, Destruction, Luck, Strength, or War Domains. You may not choose a domain you already have from another source. Any effect that uses your cleric level instead uses your Fervent Champion level.
Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destruction: You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your Fervent Champion level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Strength: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your Fervent Champion level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
War: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your Fervent Champion level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Holy Savage: A Fervent Champion's class level stacks with barbarian levels for determining the effect of his rage powers, animal companion abilities if any, and effective divine caster level.
Righteous Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies a +1 sacred bonus on saving throws, and weapon damage rolls against evil creatures. At level 6 this bonus becomes +2. This effect lasts a number of rounds equal your con modifier.
Rage Casting: A Fervent Champion can cast Abjuration, Conjuration, and Enchanment spells while in a rage, as long as the spell's casting time is no more than one standard action.
Dedication of Cause 2:
Chaos: Once per day as a swift action, you can summon the force of chaos to aid you.When you activate this ability roll 1d6. If the result is odd, add that number as a sacred bonus on your attack rolls until your next action. If the result if even add that number as a sacred bonus to your AC. At the begining of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 minute. At level 10 this you add twice the number rolled.
Destruction: Once per day as an immediate action, you can call upon the forces of destruction to weaken your opponent’s defenses. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce the struck opponent's armor bonus or natural armor bonus by 1. Reductions from multiple hits stack, to a minimum bonus of +0. If the opponent has both armor and natural armor bonuses, it chooses which to reduce. Once one bonus reaches +0 the other is automatically reduced until it reaches +0 or the effect ends. This effect lasts 1 minute. At level 10 you reduce your opponents AC by 2 per successful hit.
Luck: Once per day as a swift action, you can activate this ability. For 1 minute, if the result of any damage roll you make is below average, you may increase it to one-half the maximum possible (rounded down). This effect works for all damage you deal both physical and magical.
Strength: Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition you gain a slam attack (1d6/x2) as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction. At level 10 the damage from your slam attack becomes 1d10/x2.
War: Chose a feat off the fighter bonus feat list. Once chosen this choice cannot be changed. Once per day, as an immediate action you gain benefits of that feat as though you had taken it normally. This effect last for one minute. At level 10 you choose a second feat and may use either feat when using this ability.
Devout Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies’ resistance to cold 5, electricity 5, and fire 5. This effect lasts a number of rounds equal your con modifier.
Dedication of Cause 3:
Chaos: you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your Fervent Champion level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.
Destruction: you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your Fervent Champion level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Luck: As an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You may use this ability twice per day but if used during a rage can only once per rage.
Strength: You can add your Fervent Champion level as an enhancement bonus to your Strength score for a number of rounds per day equal to your Fervent Champion level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
War: Any weapon you wield is treated as it were Keen. This ability does not stack with actual keen weapons.
Divine Scream: During Rage by expending one use of his rage ability the Fervent Champion grants himself and his allies one additional turn of combat. At the end of the turn in which the Fervent Champion uses this ability all allied combatants take another turn. Effects tracked by turns such as number of rounds a spell lasts, is tracked for the allies taking the extra round but not for the enemies.