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Tier: 3
Alignment: Good
Wiki Information
Entrance:
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While the Seraph is a single-purpose soldier, the Divine Champion is somewhat more flexible. They are soldiers for the forces of good, but they have little use for the strict military discipline that is expressed by the Seraphim.
Instead, the Divine Champion is far more flexible. His powers consist more of tools than weapons. Divine Champions are able to learn spellcasting.
| | | Cast Spell (30 CP)  You are capable of learning and casting spells. This skill allows you to learn spells. Learning spells costs additional Character Points. Casting spells costs Magic Points. |
| | | Cloak of Air (30 CP)  You are capable of transforming into a glowing mist of pure justice. This allows you to enter closed places easily. You cannot be harmed by most weapons while in this form. When entering air form, you will be immune to non-magical weapons (including the Pariah's Blood Claws, the Infernal Behemoth's Tailwhip, but not enhanced attacks, such as Lesser Smite). Further, you are unable to attack using non-magical weapons yourself, nor may you search or otherwise interact with the material world. You can, however, cast spells (and be affected by them), use gates and portals, and attack using magical weapons. All spells cast when in this form will cost only 1/2 the normal magic points. This is a toggle power, but consumes Magic Points for every action you perform while it is active. |
| | | Cloak of Lightning (60 CP)  You are capable of transforming into a cloud of electrical energy. When in electrical form, the character has an increased attack chance with ranged spells. The character will be immune to electrical damage of any kind. This ability grants the character two new special attacks: a ranged lightning bolt attack and an area-of-effect static burst attack. |
| | | Cloak of the Tornado (60 CP)  You are capable of transforming into a powerful whirlwind of air. This ability transforms the character into a tornado form. The form grants the character free flight movement and an immunity to magical damage types. Further, the character has a chance to reflect any spell cast at him and a chance to absorb the magic from other spells. |
| | | Cloak of Steel (30 CP)  You are capable of transforming yourself into a strong and powerful metallic form. You will be much stronger in this form and be able to perform extraordinary feats of strength, but will move slower. When active, this power increases your strength and ability to withstand damage dramatically. You will be able to pick up and use many environmental objects (such as cars and telephone poles) as weapons. However, you will move slower (and thus be easier to hit in combat). Movement costs will increase dramatically. This is a toggle power, but consumes 3 Magic Points per minute. |
| | | Cloak of the Carbon Core (60 CP)  You are capable of transforming yourself into a strong and powerful metallic form. You will be much stronger in this form and be able to perform extraordinary feats of strength, and will have improved defenses and capabilities over the Cloak of Steel form. When active, this power increases your strength and ability to withstand damage dramatically. You will be able to pick up and use many environmental objects (such as cars and telephone poles) as weapons. This Cloak includes a 5% defense penalty. Hand-to-Hand damage will increase dramatically. The character will be immune to most mundane damage forms while this Cloak is active. Movement cost will be 2 Action Points per square. This is a toggle power, but consumes 3 Magic Points every fifteen minutes. |
| | | Cloak of Titanium (60 CP)  You are capable of transforming yourself into a light and powerful metallic form. You will be much stronger in this form and be able to perform extraordinary feats of strength. This Cloak is weaker than Cloak of Steel, but is lighter, faster, and will consume less magic. When active, this power increases your strength and ability to withstand damage. You will be able to pick up and use many environmental objects (such as cars and telephone poles) as weapons. Your ability to hit targets with "heavy" items is increased. Hand-to-Hand damage will increase. This is a toggle power, but consumes 3 Magic Points every fifteen minutes. |
| | | Cloak of the Vengeful Fire (30 CP)  You are capable to transforming into a fiery aspect capable of dealing great amounts of fire damage. This ability transforms the character into a sheet of solid flame. Anyone attempting to attack the character using melee or hand-to-hand attacks while in this form will suffer a great deal of fire damage. The character is unable to use his or her other items or inventory, but can utilize a great many fire powers. This is a toggle power, but consumes a number of Magic Points per action. The character is immune to fire damage when in this state. |
| | | Cloak of Hoarfrost (60 CP)  You are capable to transforming into an icy, frozen aspect capable of dealing great amounts of cold damage. This ability transforms the character into solid ice. Anyone attempting to attack the character using melee or hand-to-hand attacks while in this form will suffer a great deal of cold damage. The character is unable to use his or her other items or inventory, but can utilize a great many cold-based powers. This ability grants the character an Area-of-Effect attack that saps Magic Points from affected targets. This is a toggle power, but consumes a number of Magic Points per action. The character is immune to cold damage when in this state. |
| | | Cloak of Holy Radiance (60 CP)  You are capable to transforming into a radiantly holy figure. This ability transforms the character into a powerul, holy, radiant entity. Anyone attempting to attack the character using melee or hand-to-hand attacks while in this form will suffer a great deal of fire damage (greater than that of Cloak of the Vengeful Fire). This ability grants the character an Area-of-Effect attack that deals a great deal of unsoakable damage. The character is perfectly able to use his or her other items when in this form. This is a toggle power, but consumes a number of Magic Points per action. The character is immune to fire and holy damage when in this state. |
| | | Dust to Dust (30 CP)  Your association with the forces of justice is such that those who fall by your hand are granted the ultimate last rites and are immediately transfigured to dust. Whenever the Divine Champion slays an opponent, there will be no corpse left behind. This is an innate power and is always active. |
| | | Grace of Blood (30 CP)  You are able to withstand more damage. This ability applies a permanent increase to the character's Hit Point total. |
| | | Hand of Zealotry (30 CP)  Your law is the law of higher powers, and the unbelievers shall fall before you. This ability allows the angel to deal justice to both evil and neutral aligned characters with equal impunity, free from morality shift. The character's morality will still shift towards good for attacking and killing evil characters but will no longer shift in any direction for attacking or killing neutral characters. |
| | | Weapon Mastery (30 CP)  Weapons sing to you. You understand them in your soul. This ability grants the character an additional chance to hit with any and all weaponry he touches. This is an innate ability and is always on. |
| | | Wings (30 CP)  The Lords of Justice have sought fit to grant you great feathered wings. You are capable of flight with them. This is a click-toggle power. When active, you may fly over any location easily. |
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