So, a couple of friends of mine have been concerned about Divine Sacrifice encroaching too much on Dark Knight territory, and so I've had a go at thinking up a replacement ability that's still powerful, but also more befitting of a Holy Knight, seeing as Knights and Paladins throughout the history of Final Fantasy have gotten this ability, or something similar.
Cover (Su): At 5th level, a holy knight can ready herself to absorb blows for her comrades and prevent harm. Whenever an ally within a 30 ft. radius of the holy knight is being targeted by a single-target hostile effect that causes some kind of damage (whether to hit points, to ability scores, etcetera), she can occupy the space of her ally as an immediate action, who is moved to an adjacent square, and the holy knight instead is affected. This movement does not provoke attacks of opportunity. A number of times that round equal to her Charisma modifier, the holy knight may intercept any attack made against her now adjacent ally until the beginning of her next turn, then she may roll 2d4+2, and reduce the damage dealt by the effect by that number before applying any weaknesses or resistances; this functions against both physical damage and energy damage, i.e. it would reduce the damage dealt by a blow from a sword just as well as it would from a ball of fire, but does not apply to ability damage, ability drain, or energy drain. This ability also functions against any effects that may otherwise claim to ignore or reduce damage reduction or energy resistance. The holy knight makes any saving throws involved, if applicable. She may use this ability 3 + Charisma modifier times per day.
At 10th level, and every five levels thereafter, the range of this ability increases by 10 feet. At 8th level, and every three levels thereafter, the damage mitigated by this ability increases by 1d4+1. At 12th level, the holy knight may make a Will save (DC equal to the enemy's attack bonus if an attack was made, or the DC of the ability if no attack was made; if the effect normally has no DC, treat spells as though they required a saving throw of the appropriate level, other abilities that have no saving throw are treated as having a DC of 10 + 1/2 the enemy's HD or level + the enemy's Charisma modifier). If successful, the effect is negated entirely.
Cover (Su): At 5th level, a holy knight can ready herself to absorb blows for her comrades and prevent harm. Whenever an ally within a 30 ft. radius of the holy knight is being targeted by a single-target hostile effect that causes some kind of damage (whether to hit points, to ability scores, etcetera), she can occupy the space of her ally as an immediate action, who is moved to an adjacent square, and the holy knight instead is affected. This movement does not provoke attacks of opportunity. A number of times that round equal to her Charisma modifier, the holy knight may intercept any attack made against her now adjacent ally until the beginning of her next turn, then she may roll 2d4+2, and reduce the damage dealt by the effect by that number before applying any weaknesses or resistances; this functions against both physical damage and energy damage, i.e. it would reduce the damage dealt by a blow from a sword just as well as it would from a ball of fire, but does not apply to ability damage, ability drain, or energy drain. This ability also functions against any effects that may otherwise claim to ignore or reduce damage reduction or energy resistance. The holy knight makes any saving throws involved, if applicable. She may use this ability 3 + Charisma modifier times per day.
At 10th level, and every five levels thereafter, the range of this ability increases by 10 feet. At 8th level, and every three levels thereafter, the damage mitigated by this ability increases by 1d4+1. At 12th level, the holy knight may make a Will save (DC equal to the enemy's attack bonus if an attack was made, or the DC of the ability if no attack was made; if the effect normally has no DC, treat spells as though they required a saving throw of the appropriate level, other abilities that have no saving throw are treated as having a DC of 10 + 1/2 the enemy's HD or level + the enemy's Charisma modifier). If successful, the effect is negated entirely.