Turn Evil

"I didn’t ask for this quest, but I took it up without hesitation. I looked around me and saw that these people needed my help. They have been abandoned by their leaders, and lost faith in the goodness of the world they live in. Perhaps in saving them, I can help them find a new faith."
——Malewyn Tiranthas, Holy Champion

The Holy Champion serves as a divine weapon in the battle against the forces of evil. Usually, a Holy Champion is a dedicated Paladin, but some Clerics have been known to take up the role as well, preferring action and justice to preaching sermons. This defender of goodly beliefs has existed in many different cultures with strong religious overtones throughout history, and will often find themselves in service to other powerful religious figures, the powers granted to them contingent upon upholding the ideals of their faith. A Holy Champions is often seen as rigid and uncompromising in their faith, even narrow minded to some, seemingly unbendable in their vision of the world. While this is not always true, it is the willingness to follow this path that grants them the powers that enable them so reliably act as a fearless weapon against the forces of evil.

The Holy Champion is a three-stage Talent.

Holy Champion I

The Holy Champion gains several powers to aid them in their trials against the unholy enemies they must defeat. They can infuse their attacks with divine energy, the connection to their god becoming a part of their will. It is this same will that can overpower the emotions of evil creatures. In the face of Evil they are harder to demoralize, and by understanding the nature of Evil, the Holy Champion knows how best to intimidate them.

Prerequisites

Features

♦ Holy Power
Once per attack, when you deal Holy Damage, increase the damage dealt by your Divine Rank.
♦ Holy Crusader
Gain a +1 talent bonus to Morale against creatures with the Evil Keyword.
♦ Divine Weapon
Physical weapons you wield are considered Good Aligned and Blessed.
♦ Demoralize Evil
Gain the Demoralize Evil ability.
Demoralize Evil
Magic Resistance: No
Holy Champion Class Feature
Standard Action [REC 4]
Requirement: Your current Morale score must be zero or higher.
Limitation: Once per Round
Range: 50 ft.
Target: One Evil aligned creature within range.
Effect: Make an opposed Coercion Check vs. the target's Bravery. If you succeed, the target suffers 1 Morale damage.

Holy Champion II

Growing in experience through their continued struggle against malevolence, the Holy Champion becomes more resilient against evil powers, and they can sense the presence of creatures that use these abilities almost instantly. It is this same vigilance and inner strength that now allows them to turn evil creatures from their presence with searing holy power, and in some cases this painful stroke of divine fury even paralyzes.

Prerequisites

  • Holy Champion I
  • Divine Rank 6
  • Cost: 2 Destiny Points

Features

♦ Divine Protection
When making a Saving Throw against an effect imposed by a creature or ability with the Evil Keyword, reduce the difficulty of the Saving Throw by 1d10 [STB 1d10]. This is a Talent bonus.
♦ Greater Sense Evil
You may now utilize the Sense Evil ability as a Free Action and you instantly gain the location of all evil auras within range (as if you'd been concentrating for 2 rounds). You do not suffer any afflictions or detriments from this use of Sense Evil.
♦ Turn Evil
Gain the Turn Evil ability.
Turn Evil
Magic Resistance: No
Holy Champion Class Feature [Holy, Good, Turn]
Prerequisites: Holy Champion II
Standard Action [REC 7]
Potency: [1d10 + Divine Rank]
Cost: 4 Resolve
Requirement: You must be wielding a Divine Symbol
Effect: You invoke the power of your deity to render an Evil creatures powerless. Make an attack:
Range: 10ft per Divine Rank
Target: One creature with the Evil keyword within range.
Attack: Devotion vs. Will
Hit: 3d8 + Divine Might Holy damage and the target Flees [5 x ChaP]ft. If the target's Mental Rank is strictly less than your Divine Rank, the target does not flee and is instead Paralyzed [SE, ST 4d10 vs CHA].
Augment, Stronger Turn
[Divine Rank 8, Stacking]
Stacking [Divine 8, 10, 12, etc…]: This augment may be applied multiple times and is limited by your divine rank.
Effect: Increase the damage dealt by 1d8.
Augment, Greater Turn
[Divine Rank 7, Stacking]
Stacking [Divine 7, 8, 9, etc…]: This augment may be applied multiple times and is limited by your divine rank.
Cost: 2 Resolve
Effect: You may affect an additional target.
Master Augment, Tenacious Turn
[Holy Champion III]
Cost: 1 Resolve
Effect: Increase the saving throw by one die [STP 1d10].

Holy Champion III

The Holy Champion wears their conviction like armor now. Their protections increase greatly, and they becomes almost impervious to the attentions and attacks of evil creatures. Not only that, but they now appear as a beacon of unforgiving divine wrath, and their hated enemies quake at their arrival, the will of evil seized by holy fear simply by standing in the Holy Champion’s presence.

Prerequisites

  • Holy Champion II
  • Divine Rank 7
  • Cost: 2 Destiny Points

Features

♦ Aura of Moral Judgement
Gain a Fear Aura (30 ft) that imposes Terror to all creatures with an Evil alignment within the aura.
♦ Greater Divine Protection
When making a Saving Throw against an effect imposed by a creature or ability with the Evil Keyword, you may now reduce the difficulty of Saving Throw by 2d10 [STB 2d10] (instead of just 1d10). This is a Talent bonus.
♦ Evil Warding
While you have a Morale Score of zero or higher, you are considered to be under the effect of the Ward Against Evil Ritual at all times. You are not required to be in possession of the ritual's focus to gain this benefit.