Schism
2009-08-19, 04:22 AM
The Divine Blade
http://img195.imageshack.us/img195/2581/langwin.jpg
"You would stand in the way of my Lord's bidding? Very well then; I shall simply have to remove you from my path."
-Langwin Gahnal, Divine Blade of Heironeous
Races: Any. While Divine Blades most often come from especially pious races, anyone with a deep reverence for their god is eligible to become one.
Alignment: A Divine Blade’s alignment must be within one step of her deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Divine Blade may not be neutral unless her deity’s alignment is also neutral.
Starting Age: Moderate.
Starting Gold: As Cleric.
Hit Dice: d8
The Divine Blade
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Divinity | Maximum Spell Level Known
1st | +1 | +2 | +0 | +2 | Aura, Weapon Proficiency, Divine Boon| 2 | 1st
2nd | +2 | +3 | +0 | +3 | Divine Link | 3 | 1st
3rd | +3 | +3 | +1 | +3 | Divine Channeling (Light), Weapon Focus | 5 | 1st
4th | +4 | +4 | +1 | +4 | Divine Boon | 6 | 2nd
5th | +5 | +4 | +1 | +4 | Zealot's Strike (1),| 8 | 2nd
6th | +6/+1 | +5 | +2 | +5 | Divine Channeling (Moderate) | 9 | 2nd
7th | +7/+2 | +5 | +2 | +5 | Divine Retribution (Physical)| 11 | 2nd
8th | +8/+3 | +6 | +2 | +6 | Divine Boon | 12 | 3rd
9th | +9/+4 | +6 | +3 | +6 | Divine Channeling (Serious) | 14 | 3rd
10th | +10/+5 | +7| +3 | +7 | Zealot's Strike (2), | 15 | 3rd
11th | +11/+6/+1 | +7 | +3 | +7 | | 17 | 3rd
12th | +12/+7/+2 | +8 | +4 | +8 | Divine Channeling (Critical), Divine Boon | 18 | 4th
13th | +13/+8/+3 | +8 | +4 | +8 | Divine Retribution (Magical) | 20 | 4th
14th | +14/+9/+4 | +9 | +4 | +9 | | 21 | 4th
15th | +15/+10/+5 | +9 | +5 | +9 | Zealot's Strike (3) | 23 | 4th
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Divine Boon | 24 | 5th
17th | +17/+12/+7/+2 | +10 | +5 | +10 | | 26 | 5th
18th | +18/+13/+8/+3 | +11 | +6 | +11 | | 27 | 5th
19th | +19/+14/+9/+4| +11 | +6 | +11 | Divine Channeling (Full attack) | 29 | 5th
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Zealot's Strike (4), Divine Boon | 30 | 6th[/table]
Class Skills (4+Int modifier per level; ×4 at 1st level)
Climb (Str), Concentration (Con), Heal (Wis), Jump (Str), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis), Spellcraft (Int)
Class Features
All of the following are class features of the Divine Blade.
Weapon and Armor Proficiency: A Divine Blade is proficient with all simple weapons and with light and medium armor, as well as with light shields.
At 1st level, a Divine Blade gains proficiency with her god's favored weapon.
At 3rd level, a Divine Blade gains the Weapon Focus feat for her god's favored weapon.
Aura (Ex): A Divine Blade of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Divine Boons: At 1st, 4th, and every four levels thereafter, a Divine Blade earns a boon of her choice from her god.
Divinity: A Divine Blade is imbued with the potential to gain a small amount of her deity's power, which she may use to fuel her class abilities. Each turn you may expend a total number of Divinity points equal to 1/2 your Divine Blade class level (minimum 1).
A Divine Blade's Divinity pool starts empty each day. Each time a Divine blade successfully deals damage against an enemy whose alignment is in opposition to the Divine Blade's god, she gains one point of Divinity. For example, a Divine Blade of a Lawful Good god would gain a point of Divinity each time she deals damage against an enemy that is Chaotic or Evil (or both). If the alignment of the struck foe is opposite on both axises, the Divine Blade gains 2 Divinity instead. In addition, the DM may award Divinity points for fulfilling your god's purposes in other ways. Your daily allotment of Divinity is listed on table: The Divine Blade. Divinity Points gained above this capacity are lost. In addition, if the Divine Blade ever falls to 0 hp or lower, her Divinity pool is reduced to 0.
A Divine Blade need not meditate or otherwise rest to regain her daily allotment of Divinity. Instead, she must spend at least five minutes in uninterrupted prayer at dawn each day, during which time she renews her vows to her god and strengthens her resolve to continue on the path set before her.
Neutral Divine Blades: A Divine Blade who worships a god with at least one neutral component in its alignment must decide whether she opposes good or evil, or law or chaos, as appropriate. Once made, this decision cannot be changed.
Spells: A Divine Blade casts divine spells, which are drawn from the Divine Blade spell list. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. The maximum level of the spell that she can cast is determined by her Divine Blade level, as shown on table: The Divine Blade. To cast a 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 spell is 10 + the spell level + the Divine Blade's wisdom modifier.
A Divine Blade need not prepare a certain number of spells for each spell level each day. She simply knows all of the spells on her spell list that are allowed for her alignment and current class level. To cast a spell, she must expend a number of Divinity points equal to the spell level. For example, in order to cast a 2nd level spell, she must expend 2 Divinity points.
A Divine Blade may modify her spells via divine metamagic if she has the ability to turn undead and the appropriate feats; however, the Divine Blade must expend additional Divinity equal to the one-half the increase in spell level that would otherwise occur when using metamagic.
Chaotic, Evil, Good, and Lawful Spells: A Divine Blade can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Divine Link (Su): Beginning at 2nd level, a Divine Blade with a charisma score of 12 or higher can create a link between herself and one other to heal their wounds. Each day she can heal a total number of hit points of damage equal to her Divinity × her charisma bonus. Initiating the link is a standard action that requires the target to be within touch range. This link heals a number of hitpoints each round equal to the Divine Blade's charisma modifier, and requires a standard action to maintain each round after the first. The link is automatically severed if the recipient of the healing moves more than thirty feet from the Divine Blade.
At 7th level, a Divine Blade may affect up to two willing targets within touch range at a time. At 15th level, this number increases to 3. At 20th level, this number increases to 4.
Additionally, starting at 7th level, divine link may be used offensively. To do so, the Divine Blade must make a melee touch attack against her opponent. If the touch attack is successful and the target is of a differing alignment on the good-evil axis, it is dazed for 1 round with no save. Each use of this version of divine link consumes 2 x Cha modifier worth of daily healing.
Divine Channeling (Su): Beginning at 3rd level, a Divine Blade may prepare to channel an inflict light wounds spell through her weapon as a swift action. She may then make a single melee attack as a standard action. If the attack hits, she may cast an inflict light wounds spell and expend an appropriate amount of stored Divinity to cast the spell as a free action. She automatically succeeds on the melee touch attack to deliver the spell.
At 6th level, the Divine Blade may channel inflict moderate wounds through her weapon.
At 9th level, the Divine Blade may channel inflict serious wounds through her weapon.
At 12th level, the Divine Blade may channel inflict critical wounds through her weapon.
At 19th level, the Divine Blade may channel inflict spells through each of her attacks when using the Full Attack action. She must expend an appropriate amount of Divinity for each inflict spell cast.
Zealot's Strike (Su): Beginning at 5th level, a Divine Blade may channel some of her Divinity into her weapon as a swift action. At the cost of one point of Divinity, the Divine Blade may then make a single melee attack as a standard action that deals an additional 1d10 points of damage.
At 10th level, the Divine Blade may channel two points of Divinity into her weapon, increasing the bonus damage to 2d10 and forcing the target to make a DC 15 Fortitude save or be stunned for one round.
At 15th level, the Divine Blade may channel three points of Divinity into her weapon, increasing the bonus damage to 3d10 as well as increasing the DC of the Fortitude save to 18.
At 20th level, the Divine Blade may channel four points of Divinity into her weapon, increasing the bonus damage to 4d10, as well as increasing the DC of the Fortitude save to 20. In addition, if the target fails the Fortitude save, it must immediately make a Will save at DC 22 or die instantly.
Zealot's strike has no effect on beings that worship the same deity as the Divine Blade. Creatures with more HD than the Divine Blade are immune to the secondary effects of zealot's strike, though they still take full damage from the attack, including bonus damage. Creatures who share the same alignment as the Divine Blade on the good-evil axis take only half damage from the attack, though they are still susceptible to the secondary effects.
Divine Retribution (Su): At 7th level, a Divine Blade gains the ability to inflict some measure of her own pain to her attacker. Whenever a Divine Blade takes damage from a physical attack, she may spend one point of Divinity as an immediate action to inflict half the damage she just took onto the being that struck her. Damage inflicted in this manner is considered divine damage, regardless of the original type. The maximum damage she can inflict in this manner is equal to her class level.
At 13th level, a Divine Blade may apply this ability to magical attacks as well.
Divine Blade Spells
1st: Align Weapon, Bane, Bless, Command, Deathwatch, Detect (Alignment), Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from (Alignment), Shield of Faith
2nd: Aid, Bear's Endurance, Bull's Strength, Consecrate, Continual Flame, Death Knell, Desecrate, Enthrall, Inflict Moderate Wounds, Shield Other
3rd: Bestow Curse, Blindness/Deafness, Daylight, Deeper Darkness, Divine Power, Inflict Serious Wounds, Lesser Restoration, Magic Circle against (Alignment)
4th: Atonement, Break Enchantment, Commune, Death Ward, Dispel Magic, Divination, Glyph of Warding, Inflict Critical Wounds, Mass Inflict Light Wounds, Poison, Raise Dead, Restoration
5th: Antilife Shell, Blade Barrier, Flame Strike, Hallow, Harm, Mass Inflict Moderate Wounds, Resurrection, Righteous Might, Slay Living, Unhallow
6th: Blasphemy, Dictum, Fire Storm, Greater Glyph of Warding, Holy Word, Mass Inflict Serious Wounds, True Resurrection, Word of Chaos
Divine Boons:
Deity's Favor
Prerequisites: Divinity, Wis 13
Benefit: You gain an additional 3 points of Divinity. This boon may be taken multiple times; each time you take it, the amount of Divinity you gain increases by 1.
Divine Transference
Prerequisite: Divine Link, Wis 13
Benefit: So long as you have remaining uses of your divine link ability, you may opt to instead initiate a divine transference. When initiating a divine transference, choose one ability in which you have a modifier at least one higher than your target. That ally gains a +2 divine bonus to all skill checks made based upon that ability. Each round that you maintain divine transference, you lose one point of Divinity.
Grace of the Divine
Prerequisites: Divinity 9, Deity's Favor, Cha 13
Benefit: You gain the ability to turn or rebuke undead as a Cleric whose level equals one-half your Divine Blade class level. In addition, you gain a +1 divine bonus to any charisma-based skill checks for every 10 points of stored Divinity you have.
Might of the Divine
Prerequisites: Divinity 9, Deity's Favor, Divine Channeling, Str 13
Benefit: Inflict spells channeled through your weapon are considered to use positive energy when fighting undead. In addition, for every two Divine Blade levels you have, one point of damage you deal with inflict spells (maximum 10 points of damage) is considered divine damage against all foes.
Favored of the Gods
Prerequisites: Divinity 9, Deity's Favor, Cha 13
Benefit: You gain a +1 divine bonus to AC and damage rolls for every 10 points of stored Divinity you have.
In addition, you may reroll any natural 1 on a d20 once per week.
Domain Access
Prerequisites: Divinity 19, Deity's Favor
Benefit: Choose a domain belonging to your god. You gain the granted abilities of this domain, and any spells in the domain list become Divine Blade spells for you. You may not gain this boon multiple times.
Divine Protection
Prerequisites: Divinity 9, Con 13
Benefit: You gain the ability to use protection from arrows and protection from energy as spell-like abilities once per day, with a caster level equal to your Divine Blade class level. Each use of these spell-like abilities consumes one point of Divinity.
Divine Shelter
Prerequisites: Divinity 15, Con 13
Benefit: You gain the ability to nullify a single effect that would otherwise deal damage to you twice per day as an immediate action. For each point of Divinity spent, you may negate an amount of damage equal to your Divine Blade class level; if you do not have enough stored Divinity to fully negate the damage, this ability fails and you lose your stored Divinity.
This ability may be activated after the results of an attack roll are seen, but it must be declared before damage is rolled.
Deific Censure
Prerequisites: Divinity 13, Str 15
Benefit: You gain the ability to empower your melee attacks with the wrath of your god. Three times per day, you may make a single melee attack as a standard action while using this boon. On a successful hit, your target must make a Will save (DC 10 + 1/2 your Divine Blade class level + Wis modifier) or be dazed for 1d3 rounds. Each use of this ability consumes one point of Divinity.
Aspect of the Divine
Prerequisites: Divinity 21, Wis 17
Benefit: You may take on a minor aspect of divinity a number of times per day equal to one-half your wisdom modifier. Each use of this boon lasts for one minute. You may only take on one of these aspects at a time. Activating this boon is a full-round action that does not provoke attacks of opportunity. Each use of this boon consumes one point of Divinity.
Authority: You gain a palpable aura of command. For the duration of this boon, you are unaffected by areas of magical silence and can use greater command as a spell-like ability at will. You also gain a +4 divine bonus to all charisma-based skill checks.
Grace: Wings sprout from your back, granting you a flight speed of 40' with average maneuverability, as well as a 10' increase to your base landspeed. A good-aligned Divine Blade grows white, feathery wings; a neutral Divine Blade grows wings of living fire; an evil-aligned Divine Blade grows batlike wings with dark red membranes.
If you already have wings through a racial feature or a spell, you instead increase the maneuverability they grant you by one step.
Knowledge: Divine knowledge suffuses your mind, granting you insight into matters that might otherwise have been beyond your ken. You gain a +4 divine bonus to Intelligence, a +4 divine bonus to knowledge (history) and knowledge (religion) checks, and the ability to make untrained checks for any other knowledge skill as though you had 5 ranks in those skills.
Deific Wrath
Prerequisites: Divinity 21, Str 17, Deific Censure
Benefit: Your deific censure ability improves. Foes that fail their will saves are instead paralyzed for 1d3 rounds.
Righteous Strike
Prerequisites: Divinity 21, Str 17
Benefit: You may use this boon a number of times per day equal to your strength modifier. When using this boon, you make a single melee attack at your highest attack bonus. If the attack hits, you gain Divinity equal to 1+1/2 your strength modifier, in addition to any Divinity you would have normally gained from the attack. Divinity gained in this way counts against a Divine Blade's daily allotment.
Surge of Divinity
Prerequisites: Divinity 25, Wis 17
Benefit: You may use this boon a number of times per day equal to one-half your wisdom modifier. You gain Divinity equal to 1+1/2 your wisdom modifier. Activating this boon is a swift action. Divinity gained in this way counts against a Divine Blade's daily allotment.
Herald of the Gods
Prerequisites: Divinity 25, Cha 15, Favored of the Gods
Benefit: Once per day, you may take on the aspect of your god for a number of minutes equal to your Divine Blade class level, inspiring awe in those around you. You gain the ability to use crown of glory and repulsion as spell-like abilities, with a caster level equal to your Divine Blade class level. Activating this boon is a full-round action that consumes one point of Divinity and does not provoke attacks of opportunity.
http://img195.imageshack.us/img195/2581/langwin.jpg
"You would stand in the way of my Lord's bidding? Very well then; I shall simply have to remove you from my path."
-Langwin Gahnal, Divine Blade of Heironeous
Races: Any. While Divine Blades most often come from especially pious races, anyone with a deep reverence for their god is eligible to become one.
Alignment: A Divine Blade’s alignment must be within one step of her deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Divine Blade may not be neutral unless her deity’s alignment is also neutral.
Starting Age: Moderate.
Starting Gold: As Cleric.
Hit Dice: d8
The Divine Blade
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Divinity | Maximum Spell Level Known
1st | +1 | +2 | +0 | +2 | Aura, Weapon Proficiency, Divine Boon| 2 | 1st
2nd | +2 | +3 | +0 | +3 | Divine Link | 3 | 1st
3rd | +3 | +3 | +1 | +3 | Divine Channeling (Light), Weapon Focus | 5 | 1st
4th | +4 | +4 | +1 | +4 | Divine Boon | 6 | 2nd
5th | +5 | +4 | +1 | +4 | Zealot's Strike (1),| 8 | 2nd
6th | +6/+1 | +5 | +2 | +5 | Divine Channeling (Moderate) | 9 | 2nd
7th | +7/+2 | +5 | +2 | +5 | Divine Retribution (Physical)| 11 | 2nd
8th | +8/+3 | +6 | +2 | +6 | Divine Boon | 12 | 3rd
9th | +9/+4 | +6 | +3 | +6 | Divine Channeling (Serious) | 14 | 3rd
10th | +10/+5 | +7| +3 | +7 | Zealot's Strike (2), | 15 | 3rd
11th | +11/+6/+1 | +7 | +3 | +7 | | 17 | 3rd
12th | +12/+7/+2 | +8 | +4 | +8 | Divine Channeling (Critical), Divine Boon | 18 | 4th
13th | +13/+8/+3 | +8 | +4 | +8 | Divine Retribution (Magical) | 20 | 4th
14th | +14/+9/+4 | +9 | +4 | +9 | | 21 | 4th
15th | +15/+10/+5 | +9 | +5 | +9 | Zealot's Strike (3) | 23 | 4th
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Divine Boon | 24 | 5th
17th | +17/+12/+7/+2 | +10 | +5 | +10 | | 26 | 5th
18th | +18/+13/+8/+3 | +11 | +6 | +11 | | 27 | 5th
19th | +19/+14/+9/+4| +11 | +6 | +11 | Divine Channeling (Full attack) | 29 | 5th
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Zealot's Strike (4), Divine Boon | 30 | 6th[/table]
Class Skills (4+Int modifier per level; ×4 at 1st level)
Climb (Str), Concentration (Con), Heal (Wis), Jump (Str), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis), Spellcraft (Int)
Class Features
All of the following are class features of the Divine Blade.
Weapon and Armor Proficiency: A Divine Blade is proficient with all simple weapons and with light and medium armor, as well as with light shields.
At 1st level, a Divine Blade gains proficiency with her god's favored weapon.
At 3rd level, a Divine Blade gains the Weapon Focus feat for her god's favored weapon.
Aura (Ex): A Divine Blade of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Divine Boons: At 1st, 4th, and every four levels thereafter, a Divine Blade earns a boon of her choice from her god.
Divinity: A Divine Blade is imbued with the potential to gain a small amount of her deity's power, which she may use to fuel her class abilities. Each turn you may expend a total number of Divinity points equal to 1/2 your Divine Blade class level (minimum 1).
A Divine Blade's Divinity pool starts empty each day. Each time a Divine blade successfully deals damage against an enemy whose alignment is in opposition to the Divine Blade's god, she gains one point of Divinity. For example, a Divine Blade of a Lawful Good god would gain a point of Divinity each time she deals damage against an enemy that is Chaotic or Evil (or both). If the alignment of the struck foe is opposite on both axises, the Divine Blade gains 2 Divinity instead. In addition, the DM may award Divinity points for fulfilling your god's purposes in other ways. Your daily allotment of Divinity is listed on table: The Divine Blade. Divinity Points gained above this capacity are lost. In addition, if the Divine Blade ever falls to 0 hp or lower, her Divinity pool is reduced to 0.
A Divine Blade need not meditate or otherwise rest to regain her daily allotment of Divinity. Instead, she must spend at least five minutes in uninterrupted prayer at dawn each day, during which time she renews her vows to her god and strengthens her resolve to continue on the path set before her.
Neutral Divine Blades: A Divine Blade who worships a god with at least one neutral component in its alignment must decide whether she opposes good or evil, or law or chaos, as appropriate. Once made, this decision cannot be changed.
Spells: A Divine Blade casts divine spells, which are drawn from the Divine Blade spell list. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. The maximum level of the spell that she can cast is determined by her Divine Blade level, as shown on table: The Divine Blade. To cast a 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 spell is 10 + the spell level + the Divine Blade's wisdom modifier.
A Divine Blade need not prepare a certain number of spells for each spell level each day. She simply knows all of the spells on her spell list that are allowed for her alignment and current class level. To cast a spell, she must expend a number of Divinity points equal to the spell level. For example, in order to cast a 2nd level spell, she must expend 2 Divinity points.
A Divine Blade may modify her spells via divine metamagic if she has the ability to turn undead and the appropriate feats; however, the Divine Blade must expend additional Divinity equal to the one-half the increase in spell level that would otherwise occur when using metamagic.
Chaotic, Evil, Good, and Lawful Spells: A Divine Blade can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Divine Link (Su): Beginning at 2nd level, a Divine Blade with a charisma score of 12 or higher can create a link between herself and one other to heal their wounds. Each day she can heal a total number of hit points of damage equal to her Divinity × her charisma bonus. Initiating the link is a standard action that requires the target to be within touch range. This link heals a number of hitpoints each round equal to the Divine Blade's charisma modifier, and requires a standard action to maintain each round after the first. The link is automatically severed if the recipient of the healing moves more than thirty feet from the Divine Blade.
At 7th level, a Divine Blade may affect up to two willing targets within touch range at a time. At 15th level, this number increases to 3. At 20th level, this number increases to 4.
Additionally, starting at 7th level, divine link may be used offensively. To do so, the Divine Blade must make a melee touch attack against her opponent. If the touch attack is successful and the target is of a differing alignment on the good-evil axis, it is dazed for 1 round with no save. Each use of this version of divine link consumes 2 x Cha modifier worth of daily healing.
Divine Channeling (Su): Beginning at 3rd level, a Divine Blade may prepare to channel an inflict light wounds spell through her weapon as a swift action. She may then make a single melee attack as a standard action. If the attack hits, she may cast an inflict light wounds spell and expend an appropriate amount of stored Divinity to cast the spell as a free action. She automatically succeeds on the melee touch attack to deliver the spell.
At 6th level, the Divine Blade may channel inflict moderate wounds through her weapon.
At 9th level, the Divine Blade may channel inflict serious wounds through her weapon.
At 12th level, the Divine Blade may channel inflict critical wounds through her weapon.
At 19th level, the Divine Blade may channel inflict spells through each of her attacks when using the Full Attack action. She must expend an appropriate amount of Divinity for each inflict spell cast.
Zealot's Strike (Su): Beginning at 5th level, a Divine Blade may channel some of her Divinity into her weapon as a swift action. At the cost of one point of Divinity, the Divine Blade may then make a single melee attack as a standard action that deals an additional 1d10 points of damage.
At 10th level, the Divine Blade may channel two points of Divinity into her weapon, increasing the bonus damage to 2d10 and forcing the target to make a DC 15 Fortitude save or be stunned for one round.
At 15th level, the Divine Blade may channel three points of Divinity into her weapon, increasing the bonus damage to 3d10 as well as increasing the DC of the Fortitude save to 18.
At 20th level, the Divine Blade may channel four points of Divinity into her weapon, increasing the bonus damage to 4d10, as well as increasing the DC of the Fortitude save to 20. In addition, if the target fails the Fortitude save, it must immediately make a Will save at DC 22 or die instantly.
Zealot's strike has no effect on beings that worship the same deity as the Divine Blade. Creatures with more HD than the Divine Blade are immune to the secondary effects of zealot's strike, though they still take full damage from the attack, including bonus damage. Creatures who share the same alignment as the Divine Blade on the good-evil axis take only half damage from the attack, though they are still susceptible to the secondary effects.
Divine Retribution (Su): At 7th level, a Divine Blade gains the ability to inflict some measure of her own pain to her attacker. Whenever a Divine Blade takes damage from a physical attack, she may spend one point of Divinity as an immediate action to inflict half the damage she just took onto the being that struck her. Damage inflicted in this manner is considered divine damage, regardless of the original type. The maximum damage she can inflict in this manner is equal to her class level.
At 13th level, a Divine Blade may apply this ability to magical attacks as well.
Divine Blade Spells
1st: Align Weapon, Bane, Bless, Command, Deathwatch, Detect (Alignment), Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from (Alignment), Shield of Faith
2nd: Aid, Bear's Endurance, Bull's Strength, Consecrate, Continual Flame, Death Knell, Desecrate, Enthrall, Inflict Moderate Wounds, Shield Other
3rd: Bestow Curse, Blindness/Deafness, Daylight, Deeper Darkness, Divine Power, Inflict Serious Wounds, Lesser Restoration, Magic Circle against (Alignment)
4th: Atonement, Break Enchantment, Commune, Death Ward, Dispel Magic, Divination, Glyph of Warding, Inflict Critical Wounds, Mass Inflict Light Wounds, Poison, Raise Dead, Restoration
5th: Antilife Shell, Blade Barrier, Flame Strike, Hallow, Harm, Mass Inflict Moderate Wounds, Resurrection, Righteous Might, Slay Living, Unhallow
6th: Blasphemy, Dictum, Fire Storm, Greater Glyph of Warding, Holy Word, Mass Inflict Serious Wounds, True Resurrection, Word of Chaos
Divine Boons:
Deity's Favor
Prerequisites: Divinity, Wis 13
Benefit: You gain an additional 3 points of Divinity. This boon may be taken multiple times; each time you take it, the amount of Divinity you gain increases by 1.
Divine Transference
Prerequisite: Divine Link, Wis 13
Benefit: So long as you have remaining uses of your divine link ability, you may opt to instead initiate a divine transference. When initiating a divine transference, choose one ability in which you have a modifier at least one higher than your target. That ally gains a +2 divine bonus to all skill checks made based upon that ability. Each round that you maintain divine transference, you lose one point of Divinity.
Grace of the Divine
Prerequisites: Divinity 9, Deity's Favor, Cha 13
Benefit: You gain the ability to turn or rebuke undead as a Cleric whose level equals one-half your Divine Blade class level. In addition, you gain a +1 divine bonus to any charisma-based skill checks for every 10 points of stored Divinity you have.
Might of the Divine
Prerequisites: Divinity 9, Deity's Favor, Divine Channeling, Str 13
Benefit: Inflict spells channeled through your weapon are considered to use positive energy when fighting undead. In addition, for every two Divine Blade levels you have, one point of damage you deal with inflict spells (maximum 10 points of damage) is considered divine damage against all foes.
Favored of the Gods
Prerequisites: Divinity 9, Deity's Favor, Cha 13
Benefit: You gain a +1 divine bonus to AC and damage rolls for every 10 points of stored Divinity you have.
In addition, you may reroll any natural 1 on a d20 once per week.
Domain Access
Prerequisites: Divinity 19, Deity's Favor
Benefit: Choose a domain belonging to your god. You gain the granted abilities of this domain, and any spells in the domain list become Divine Blade spells for you. You may not gain this boon multiple times.
Divine Protection
Prerequisites: Divinity 9, Con 13
Benefit: You gain the ability to use protection from arrows and protection from energy as spell-like abilities once per day, with a caster level equal to your Divine Blade class level. Each use of these spell-like abilities consumes one point of Divinity.
Divine Shelter
Prerequisites: Divinity 15, Con 13
Benefit: You gain the ability to nullify a single effect that would otherwise deal damage to you twice per day as an immediate action. For each point of Divinity spent, you may negate an amount of damage equal to your Divine Blade class level; if you do not have enough stored Divinity to fully negate the damage, this ability fails and you lose your stored Divinity.
This ability may be activated after the results of an attack roll are seen, but it must be declared before damage is rolled.
Deific Censure
Prerequisites: Divinity 13, Str 15
Benefit: You gain the ability to empower your melee attacks with the wrath of your god. Three times per day, you may make a single melee attack as a standard action while using this boon. On a successful hit, your target must make a Will save (DC 10 + 1/2 your Divine Blade class level + Wis modifier) or be dazed for 1d3 rounds. Each use of this ability consumes one point of Divinity.
Aspect of the Divine
Prerequisites: Divinity 21, Wis 17
Benefit: You may take on a minor aspect of divinity a number of times per day equal to one-half your wisdom modifier. Each use of this boon lasts for one minute. You may only take on one of these aspects at a time. Activating this boon is a full-round action that does not provoke attacks of opportunity. Each use of this boon consumes one point of Divinity.
Authority: You gain a palpable aura of command. For the duration of this boon, you are unaffected by areas of magical silence and can use greater command as a spell-like ability at will. You also gain a +4 divine bonus to all charisma-based skill checks.
Grace: Wings sprout from your back, granting you a flight speed of 40' with average maneuverability, as well as a 10' increase to your base landspeed. A good-aligned Divine Blade grows white, feathery wings; a neutral Divine Blade grows wings of living fire; an evil-aligned Divine Blade grows batlike wings with dark red membranes.
If you already have wings through a racial feature or a spell, you instead increase the maneuverability they grant you by one step.
Knowledge: Divine knowledge suffuses your mind, granting you insight into matters that might otherwise have been beyond your ken. You gain a +4 divine bonus to Intelligence, a +4 divine bonus to knowledge (history) and knowledge (religion) checks, and the ability to make untrained checks for any other knowledge skill as though you had 5 ranks in those skills.
Deific Wrath
Prerequisites: Divinity 21, Str 17, Deific Censure
Benefit: Your deific censure ability improves. Foes that fail their will saves are instead paralyzed for 1d3 rounds.
Righteous Strike
Prerequisites: Divinity 21, Str 17
Benefit: You may use this boon a number of times per day equal to your strength modifier. When using this boon, you make a single melee attack at your highest attack bonus. If the attack hits, you gain Divinity equal to 1+1/2 your strength modifier, in addition to any Divinity you would have normally gained from the attack. Divinity gained in this way counts against a Divine Blade's daily allotment.
Surge of Divinity
Prerequisites: Divinity 25, Wis 17
Benefit: You may use this boon a number of times per day equal to one-half your wisdom modifier. You gain Divinity equal to 1+1/2 your wisdom modifier. Activating this boon is a swift action. Divinity gained in this way counts against a Divine Blade's daily allotment.
Herald of the Gods
Prerequisites: Divinity 25, Cha 15, Favored of the Gods
Benefit: Once per day, you may take on the aspect of your god for a number of minutes equal to your Divine Blade class level, inspiring awe in those around you. You gain the ability to use crown of glory and repulsion as spell-like abilities, with a caster level equal to your Divine Blade class level. Activating this boon is a full-round action that consumes one point of Divinity and does not provoke attacks of opportunity.