Champion: Deity
A champion's bond to their deity carries real stakes, acts that betray those ideals risk stripping away their devotion-fueled abilities.
As a champion, you are a warrior in the name of a deity you revere above all others. The most common deities in Pathfinder have edicts, areas of concern, and the benefits you get for being a devotee of that deity.
Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
Similarly, using items, spells, or actions that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, assisting with a ritual that raises undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.
If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted.
Level 1
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