From Compendium of Worldly Lore
While many gain invocations from making faustian bargains with infernal or ungodly powers chaplains are members of faith. Unlike the cleric who draws divine spellcasting power from a deity you draw invocations instead and other divine boons, such as shields of faith, the ability to consecrate the very ground on which you walk the ability to smite those who oppose you and using your zealous fervor and lances of faith to damage foes. Your presence on the field helping allies and destroying enemies with righteous fervor will become incontestable.
Role: DPS Support
Characteristics: Invocation slinging servants of a deity
Source: Homebrew
Game Rule Information
The Chaplain has the following game statistics.
Abilities: Charisma is important for a chaplain because the raw divine power his faith generates provides the force behind his blows in combat and Constitution is important for a chaplain to keep him alive in the front lines.
Alignment: Any (Same as Cleric of chosen Deity)
Hit Die: d8
Starting Gold: 5d4 x 10
Class Skills
The Chaplain's class skills are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (religion) Int, Knowledge (planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Chaplain.
Weapon and Armor Proficiency: A Chaplain is proficient with simple and martial weapons and light, medium, heavy armor and shields
Invocations: In combat, a chaplain harnesses the divine power of his faith in the form of invocations. The chaplain does not prepare or cast spells as other wielders of divine power do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the raw energy generated by his faith. A chaplain can use any invocation he knows at will, with the following qualifications: A chaplain's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A chaplain is entitled to a Concentration check to successfully use an invocation if he is hit by an attack, just as a spellcaster would be. A chaplain can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A chaplain's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A chaplain's caster level with his invocations is equal to his chaplain level. The save DC for an invocation (if it allows a save) is 10 +Chaplain level. Since spell-like abilities are not actually spells, a chaplain cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat. as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of chaplain invocations, in order of their relative power are least, lesser, greater, and divine. A chaplain begins with knowledge of one invocation, which must be of the lowest grade (least). As a chaplain gains levels, he learns new invocations, as summarized on the class progression table. A list of available invocations can be found following the class description.
At any level when a chaplain learns a new grade of invocation, he can also replace another invocation of the same or a lower grade. At 6th level, a chaplain can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a chaplain can replace a least or lesser invocation he knows with another invocation of the same or lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a chaplain can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or divine).
Shield of Faith Su: A chaplain is protected by the power of his faith, projecting a field of force around him. This field absorbs kinetic force and converts the energy into harmless light. This shield is identical to the Shield of Faith spell, but it is permanent. Shield of Faith can be suppressed by a Dispel Magic spell, but cannot be entirely removed unless willfully suppressed by the chaplain. The shield of faith provides a +2 deflection bonus to AC and improves by 1 for every six levels of chaplain your character has.
Divine Force Su: A chaplain's attacks are empowered with the raw divine power that his faith generates. A chaplain adds his Charisma modifier to damage.
Lance of Faith Su: The first ability a chaplain learns is lance of faith. A chaplain attacks his foes with raw divine energy, using the unrefined power of his faith to deal damage and sometimes impart other effects. A lance of faith is a ray with a range of 60 feet. it is a ranged touch attack that affects a single target, allowing no saving throw. A lance of faith deals 1d6 points of damage at 1st level and increases in power as a chaplain rises in level. A lance of faith is the equivalent of a spell whose level is equal to one-half the chaplain's class level (rounded down), with a minimum spell level of 1st and a maximum of 9th when a chaplain reaches 18th level or higher. A lance of faith is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to lance of faith. A lance of faith deals half damage to objects. Metamagic feats cannot improve a chaplain's lance of faith (because it is a spell-like ability, not a spell). however, the feat Ability Focus (lance of faith) increases the DC for all saving throws (if any) associated with a chaplain's lance of faith by 2.
Smite Opposition Su: Once per day, a chaplain may attempt to smite an opponent whose alignment opposes his. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per chaplain level. At 6th level, and every four levels thereafter, a chaplain may smite one additional time per day (up to 5/day at 18th level).
Aura of Courage Su: Beginning at 3rd level, a chaplain is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability ceases to function when the chaplain is unconscious or dead.
Divine Grace Su: At 4th level, a chaplain gains a bonus equal to his Charisma modifier on all saving throws.
Divine Health Ex: At 5th level, a chaplain gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot or lycanthropy).
Consecrate Sp: At 7th level, a chaplain gains the ability to consecrate the ground around him. This ability's effect is similar to the spell consecrate, but rather than effecting undead, it effects creatures of the chaplain's opposed alignment. This ability can be used at will.
Zealous Surge Ex: The chaplain's boundless energy and dedication to his deity allows him to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm him. Once per day, from 8th level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it's lower than the first. The decision to reroll must be made before it is revealed whether the first roll would pass. this ability does not require an action.
Incontestable Presence Ex: At 19th level, the chaplain's presence in combat becomes a testament to his dedication. The chaplain becomes under the effects of Holy Aura, Unholy Aura, Shield of Law, or Cloak of Chaos, depending on his alignment. this effect cannot be suppressed at will but dispel magic or a similar spell will suppress the effect.