Religious orders are filled with would-be holy and righteous warriors. The greatest of these are paladins, paragons of virtue. However, not all can live to the standards and restrictions of these devout servants, and yet many people strive to serve the divine the best they can. The consecrated champion is an individual with deep ties to the divine whether by choice, prophecy, or happenstance. He is blessed with a touch of holy power, but he often serves the forces blessing him reluctantly, stubbornly, or in his own way. Some consecrated champions embrace their religious ties and ally with other members of the faith, while others run from their responsibilities at all costs only to find themselves right where they are needed in spite of themselves.
Smite Evil (Su)
Once per day, a consecrated champion can call out to the powers of good to aid him in his struggle against evil. As a swift action, the consecrated champion chooses one target within sight to smite. If this target is evil, the consecrated champion adds his Cha bonus (if any) to his attack rolls and adds his consecrated champion level to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the consecrated champion possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the consecrated champion gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the consecrated champion targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the consecrated champion rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the consecrated champion may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
This ability replaces weapon training 1, 2, 3, and 4.
Starting at 2nd level, a consecrated champion gains a +1 bonus on Fortitude saving throws against negative energy. This bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.
Player’s Advantage: Fighter. Copyright 2017, Samurai Sheepdog, LLC; Author: Charles Plemons.