Some Paladins gain their power from a deity or otherworldly power rather than their own conviction and energy. These Divine Knights fight in a different way to the normal Paladin
Divine Knight is an archetype of Paladin
Divine Luminosity (Su)
Divine Knights spend MP and augment spells in the same way as a Paladin, but they do not learn spells as they level. Instead, a Divine Knight spends 1 hour in prayers, cleaning and preparing their holy weapon to guide them. During this hour, the Divine Knight prepares a number of spells equal to half their Paladin level (Minimum 1) + their Charisma modifier. These spells can be any spell on the White Mage List up to the highest base MP a Paladin can normally cast, using Paladin spell costs to calculate it. Divine Luminosity is divine casting, and thus does not suffer from ASF.
This modifies Luminous Magicks
Divine Power (Su)
A Divine Knight must select a deity when taking the first level in this archetype, and they must be within 1 alignment step of their chosen deity. Also, Divine Knights qualify for one Divine Fighting Technique as if they were worshipping one non-Final Fantasy deity, chosen when taking the first Divine Fighting Technique. The chosen non-Final Fantasy deity must be within one alignment step of their chosen Final Fantasy deity.
In addition, at 2nd level, the Divine Knight gains a sacred bonus to attack rolls made with their deity’s chosen weapon, equal to their charisma modifier, limited by their levels in Divine Knight. (Example: A level 2 Divine Knight with +4 Charisma modifier gains +2 to hit with their deity’s chosen weapon)
This replaces the Astral Art at 2nd level.
Smite (Su)
Once per day, a divine knight can call out to the powers of their deity to aid her in her struggle against their foes. As a swift action, the paladin chooses one target within sight to smite. If this target is an opposed alignment to their deity, the divine knight adds her Charisma bonus (if any) to her attack rolls and adds her divine knight level to all damage rolls made against the target of her smite. If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Divine Knight possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.
In addition, while smite is in effect, the divine knight gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the divine knight targets a creature that is not of an opposed alignment, the smite is wasted with no effect.
The smite effect remains until the target of the smite is dead or the next time the divine knight rests and regains her uses of this ability. At 8th level, and at every four levels thereafter, the paladin may smite once more time a day, up to 5 times at 20th level. Smite cannot be used alongside Paladins Smite or Righteous Bane.
This replaces the Astral arts at 4th, 8th, 12th, 16th and 20th level.





