The Champion

Champions are the closest things to fiends and celestial made flesh in this world.  They do not cast spells but rather channel the power of the realms, of heaven or hell, the core realms, or the Outer realms, whatever exemplifies the Champion’s philosophy.  However, channeling such power comes at a price.  The champion is more vulnerable to the powers opposed to her philosophy.

 

Alignment: Cannot be true neutral.  Once the alignment is chosen, it must never change or else…

Hit Die: d12.

 

Class Skills

The Champion’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int),  Sense Motive (Wis), Spot (Wis),  Swim (Str), and Use magical device (cha).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4+ Int modifier.

 

Table: The Champion

Level

Base Attack Bonus

Fort Save

Ref Save

Will save

Special

Divine Weapon

Bonus Damage

1st

+1

+2

+0

+2

Aura of cause, turn/rebuke undead, divine smite 1d6, spiritual dependence, spiritual vulnerability

2nd

+2

+3

+0

+3

Divine touch, divine sight

3rd

+3

+3

+1

+3

Divine aura, divine health

4th

+4

+4

+1

+4

Divine weapon

1d2

5th

+5

+4

+1

+4

Divine smite 2d6, shielded soul

1d3

6th

+6/+1

+5

+2

+5

Strong of heart/strong of spirit, improved divine sight

1d3

7th

+7/+2

+5

+2

+5

Guided strike, improved divine touch

1d3

8th

+8/+3

+6

+2

+6

Improved divine aura

1d4

9th

+9/+4

+6

+3

+6

Least divine shield

1d4

10th

+10/+5

+7

+3

+7

Divine smite 3d6, armored soul

1d4

11th

+11/+6/+1

+7

+3

+7

Divine armor, greater divine sight

1d6

12th

+12/+7/+2

+8

+4

+8

Enduring heart/enduring spirit, greater divine touch

1d6

13th

+13/+8/+3

+8

+4

+8

Relentless

1d6

14th

+14/+9/+4

+9

+4

+9

Lesser Divine shield

1d8

15th

+15/+10/+5

+9

+5

+9

Divine smite 4d6, vengeful soul

1d8

16th

+16/+11/+6/+1

+10

+5

+10

Greater divine aura, true divine sight

1d8

17th

+17/+12/+7/+2

+10

+5

+10

Unyielding, supreme divine touch

1d10

18th

+18/+13/+8/+3

+11

+6

+11

Indomitable heart/ indomitable spirit

1d10

19th

+19/+14/+9/+4

+11

+6

+11

Greater divine shield

1d10

20th

+20/+15/+10/+5

+12

+6

+12

Divine smite 5d6, ascension, transforming soul

1d12

 

Class Features

All of the following are class features of the Champion.

Weapon and Armor Proficiency: Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spiritual Dependence:  The Champion’s power does not come from herself.  She must spend an hour each day in prayer and meditation in order to use her supernatural and spell-like abilities. 

Spiritual Vulnerability (Su): She is so strong in her faith that she is weak to divine damage of her opposed alignment.  She dealt 150% damage from damage which has an alignment opposed to her own such as that of a holy or anarchic weapon.  She also suffers a minus 2 penalty on saves to spells morally or ethically opposed to her.  Example a Champion of despair struck by a holy long sword would be dealt 2d6 of holy damage and this result would be multiplied. Spells and spell-like abilities which have affects based on HD and which oppose the champion one or more alignment axis treat the champion as if she has one HD lower than she actually possesses.

Aura of Cause (Ex): When you take up the path of a Champion you choose a cause, a discipline, a philosophy of life to champion, and the alignment which goes with it: valor (LG), hope (NG), liberty (CG), revolution (CN), terror (CE), despair (NE), dominion (LE), or order (LN).  The champion exerts a divine aura based on her cause.  The power of a Champion’s aura of good/evil/Law/chaos (see the detect good/evil/Law/chaos spell) is equal to her Champion level.

Divine Sight (Sp): At level one, a Champion can use detect good/evil/law/chaos but only to detect her opposing alignment(s), as the spells of the same name.  At level 6, a Champion with two alignments can cast both as a single standard action.  At level 11 she gain Greater Divine Sight the ability to detect all alignments as if casting detect chaos, detect evil, detect good, and detect law even if they are not opposed to your own.  Each one is used as a separate action, except as noted above.  A creature with undetectable alignment on them detects as True Neutral, a spellcraft check DC 27 reveals that they are under the affect of this spell.  The Champion’s caster level is equal to her class level.

Divine Smite (Su): a Champion may attempt to perform a Divine Smite as a standard action.  She first makes a melee attack. She adds her Charisma bonus (if any) to her attack roll and deals extra damage based on Champion’s level. A Champion of only one alignment (Good Neutral, Lawful Neutral, etc.) may smite creature opposed to her on the alignment chart.  For example a Champion of despair may smite any good creature.  A Champion of two alignments (Chaotic Good, Lawful Evil, etc.) must choose each day whether to attempt to smite creatures who oppose their both their moral and ethical alignment.  For example a Champion of Valor must choose to smite either evil creatures or chaotic creatures but not both.  She chooses this when she prays each day.

Turn/Rebuke Undead (Su):A Champion has the supernatural ability to turn/rebuke undead.  She may use this ability a number of times per day equal to 3 + her Charisma modifier.

 

THE CHAMPION’S Divine Touch

Based on her alignment a Champion gains the ability to channel positive or negative energy through her hands.

Alleviate Suffering (Su): Beginning at 2nd level, Champions of Bravery and Liberty, along with some Champions of Order and Revolution with a Charisma score of 12 or higher can channel positive energy through her touch.  Each day she gains divine touch points equal to her Champion level x her Charisma bonus.  She can spend 1 divine touch point to heal one hp.  A Champion may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once.  At level 7 the champion gains the ability to spend 10 of his to remove 1 point of ability damage or ability drain, but not permanent ability drain.  At level 12, she gains the ability to spend 30 points to duplicate the affects of the spells remove disease or remove curse or spend 40 points remove one point of taint if used within twenty four it may reduce the taint level 0.  Finally at level 17 she gains the ability to spend 50 points to remove one negative level or one point of permanent ability drain.  Using Divine tough is a standard action. 

Alternatively, a Champion can use any or all of this healing power to deal damage to undead creatures. Using Alleviate Suffering in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Lay on Suffering(Su): Beginning at 2nd level, Champions of Terror and Tyranny, along with some Champions of Order and Revolution with a Charisma score of 12 or higher can channel negative energy through her touch.  Each day she gains divine touch points equal to her Champion level x her Charisma bonus.  She can spend 1 divine touch point to harm one hp.  A Champion may choose to divide her harming among multiple recipients, and she doesn’t have to use it all at once.  At level 7 the champion gains the ability to spend 10 of his to remove 1 point of ability damage or ability drain, but not permanent ability drain.  At level 12, she gains the ability to spend 30 points to duplicate the affects of the spells contagion or bestow curse or spend 40 points to bestow one point of.  Finally at level 17 she gains the ability to spend 50 points to bestow one negative level, the touched creature receives a will save DC 10+1/2 hd+Cha Mod to prevent.  Using Divine Touch is a standard action. 

Alternatively, a Champion can use any or all of this harming power to heal damage to undead creatures. Using Divine Touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Sacred Blessing (Su): Beginning at 2nd level, Champions of Hope with a Charisma score of 12 or higher can channel positive energy through her touch. Each day she can heal a total number of hit points of damage equal to her Champion level x (her Charisma bonus + her Wisdom modifier; to a minimum of 1).  A Champion may choose to divide her dealing among multiple recipients, and she doesn’t have to use it all at once.  At level 7 the champion gains the ability to spend 10 of his to remove 1 point of ability damage or ability drain, but not permanent ability drain.  At level 12, she gains the ability to spend 30 points to duplicate the affects of the spells remove disease or remove curse or spend 40 points remove one point of taint if used within twenty four it may reduce the taint level 0.  Finally, at level 17 she gains the ability to spend 50 points to remove one negative level or one point of permanent ability drain.  Using Divine Touch is a standard action.

Alternatively, a Champion can use any or all of this healing power to deal damage to undead creatures. Using Divine Touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Dark Malediction (Su): Beginning at 2nd level, Champions of Despair with a Charisma score of 12 or higher can channel negative energy through her touch. Each day she can deal a total number of hit points of damage equal to her Champion level x (her Charisma bonus + her Wisdom modifier; to a minimum of 1). A Champion may choose to divide her dealing among multiple recipients, and she doesn’t have to use it all at once. Using At level 7 the champion gains the ability to spend 10 of his to remove 1 point of ability damage or ability drain, but not permanent ability drain.  At level 12, she gains the ability to spend 30 points to duplicate the affects of the spells contagion or bestow curse or spend 40 points to bestow one point of depravity.  Finally at level 17 she gains the ability to spend 50 points to bestow one negative level, the touched creature receives a will save DC 10+1/2 hd+Cha Mod to prevent (those that fail receive .  Divine Touch is a standard action. 

Alternatively, a Champion can use any or all of this harming power to heal damage to herself or undead creatures. Using Divine Touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Champion decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

 

THE CHAMPION’S Divine Auras

At 3rd  level each Champion gains her own Divine Aura which reflects her chosen cause. At 8th level the Divine Aura doubles in strength granting twice the bonus to allies or penalty to enemies and extending twice as far.  At 16th the Divine Aura reaches its zenith granting triple the original bonus to allies or penalty to enemies and extending 5ft per class level in every direction.

Aura of Authority (Su): The Champion of Order is always in command of the situation granting her immunity to Fear (Magical or otherwise, includes intimidate checks).Each ally within 10 feet of her gains a +1 morale bonus on saving throws against fear effects. The Champion’s aura of authority grant her a +1 to Bluff, Diplomacy, and Intimidate checks.  This aura makes anyone in it feel a compulsion to submit to her will.  Thus, all enemies within 10ft of the Champion suffer a -1 penalty to all saves.

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Bravery (Su): The Champion is Valor is full of limitless courage granting her immunity to Fear (Magical or otherwise); she can not be intimidated nor affected by fear effects.  Each ally within 10 feet of her gains a +2 morale bonus on saving throws against fear effects.  Her bravery hurries her and her allies into battle.  She gains a +1 to her initiative and to the initiative of all allies within her aura.  This stacks with improved initiative.

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Determination (Su): The Champion of Liberty will not be coerced {Magically or otherwise (just try and talk her out of the last slice of pizza)}; she is immune to compulsion effects and the dc of affecting her attitude through diplomacy is increased by a value equal to 1/2 her level.  Each ally within 10 feet of her gains a +2 morale bonus on saving throws against compulsion effects. 

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Horror (Su):  The Champion of Terror emanates an aura of mind boggling terror, granting a +2 intimidate checks.  Once a round she makes an intimidate check as a free action to demoralize all enemies within 10ft.  This terror makes her opponents hesitant to engage, bestowing -1 to their initiative when within 10ft of the Champion

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Madness (Su):  The Champion of Revolution is wildly independent and appearing if not being a little bit mad.  This ‘insanity’ grants her an insight into the world of the unseen.  She is immune to figments and phantasms and gains a bonus on checks to see through disguises equal to her class level.  Any ally with in 10ft is granted a +2 on saves against figments and phantasms. 

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Oppression (Su): The Champion of Tyranny radiates a crushing aura of subjugation granting a +1 to diplomacy and intimidate checks.  This aura makes anyone in it feel a compulsion to submit to her will.  All enemies within 10ft of the Champion suffer a -1 penalty to all saves.  This is a mind affecting compulsion affect.

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Salvation (Su): The Champion of Hope is a bulwark faith and optimism.  She is immune to negative energy and death affects. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against negative energy spells and death affects.

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Aura of Woe (Su): The Champion of Despair radiates an overwhelming aura of relentless malevolence.  She is unaffected by adjuration spells which restrict her movement such as magic circle against evil, sanctuary, and banishment, this includes the things such as the AC bonus of protection against evil, but not the bonus granted to saving throws.  Each ally within 10 feet of her gains a +2 morale bonus on saving throws against the same spells effects. 

This ability functions while the Champion is conscious, but not if she is unconscious or dead.

 

Divine health (Ex): At 3rd level, a Champion gains immunity to all magical and non-magical diseases.

Divine weapon (Sp): At 4th level, any melee attack made by a Champion is now considered magical and of the same alignment as the Champion for Damage Reduction purposes.  The weapon also gains bonus damage of her own alignment when striking creatures of an opposing alignment.  Ex a level 9 Champion of hope strikes a Cleric of Sey’tine (and thus must be evil), and deals 1d4 of holy damage.  If she has more than one alignment she must chose one component of her alignment for the bonus damage to strike.  When she meditates to regain her spells each morning she may chose to change which alignment her divine weapon will draw from.  This damage stakes with other sources of holy damage effects like holy and anarchic weapon enhancements.

Shielded soul (Ex): Starting at 5th level, a champion can gains spell resistance 5 + class level.  At level 10, her SR improves to 5 + class level + charisma modifier (to a minimum of +1).  At level 15, any time a spell fails to penetrate the champion’s SR he may try to reflect it back upon the caster.  The champion rolls 1d20 + class levels + Charisma Modifier versus the 1d20 + caster’s level + relevant caster ability score+ spell level, the champion’s final roll is higher than the caster’s the spell is cast back upon the caster, using they caster’s abilities for everything except point of origin and BAB when applicable.  If the spell has an area the spell spawns from your square as if you had cast it, spells like fireball which do spawn form the caster’s square are instead centered on the spell’s caster’s square.  Spells with a melee touch automatically succeed in melee touch attack.  For spells which make a ranged touch attack, such as most rays, the champion must make a ranged touch attack but suffers a -10 penalty to the attack.  At 20th level, when a champion is targeted by a spell which has an alignment opposed to champion’s alignment which fails to bypass the champion’s spell resistance and is turned back on the caster, the spell is then also transformed to the opposing alignment performing the logical alignment base changes.  Example, a Champion of Liberity struck by a blasphemy transform the spell into a holy word, or a champion of dominion struck by a chaos hammer might transform the spell into an order’s wrath.  Any spell which is transformed in this manner uses the Champion’s class levels when determining the caster level instead of the original caster.

Strong of Heart/Strong of Spirit (Ex): Starting at 6th level, She gains either Stamina or Resolve, her choice.  Stamina affects Fortitude saves and Resolve affects her Willpower saves.  Other than what save which they affect, the affect is the same, whenever there would a lesser affect for a successful saving throw, she instead negates any affect at all.  At 12th level she gains Improved Stamina or Improved Resolve, which states that even if she fails a saving throw she only suffers the lesser affect, per her earlier selection.  At 18th level when making her chosen save if she should roll a natural 1 she does not automatically fail, though she may still fail if the one is not high enough to pass the save.

Guided strike (Su): At 7th level, any melee attack made by a Champion against a creature who opposes her alignment, gains sacred or profane bonus based on whether she turns or rebukes undead, to the attack roll equal to her wisdom modifier.  If she has more than one component to her alignment then she chooses the alignment opposed to that of her Divine Weapon.

Divine shield (Su): At 9th level, the Champion gains DR 1/ magic.  At 14th level, she gains DR 3/ magic and her opposed alignment. If she has more than one component to her alignment then she chooses the alignment opposed to that of her Divine Weapon.  So if Helka the Champion of Valor chooses to have her weapon deal Lawful damage this day her Divine shield will provide DR 3/ magic and chaotic.  At 19th level, she gains DR 5/ magic, her opposed alignment, and one material: adamantine, cold iron, or silver (Cold Iron for chaotic characters, silver for lawful, and adamantine for Champions neutral on the law/chaos axis).

Divine armor (Su): At 11th level, the Champion gains a sacred or profane bonus depending on whether she heals or harms with her touch (healers gain a sacred bonus, harmers a profane bonus), to her AC equal to her charisma modifier.

Relentless (Ex): Starting at 13th level, she is able to go number of days without food, water or sleep equal to her charisma bonus, before beginning to suffering from starvation, dehydration or exhaustion.  She can hold her breath for number of minutes equal to her Charisma bonus before she begins to suffocate.  She is constantly under the affect of the spell Endure Elements.

Unyielding (Ex): Starting at 17th level, whenever the Champion is subject to an instant death affect which allows for a fortitude or willpower save, should she fail the save she suffers 100 non lethal damage instead.  If the champion suffers enough non-lethal damage equal to her maximum hp, all excessive non-lethal damage dealt by death affect is instead dealt as lethal damage.

Ascension (Ex): At 20th level, a Champion has obtained the highest honor that the Powers That Be can bestow.  She is forevermore transubstantiated an outsider rather than as a humanoid (or whatever the Champion’s creature type was), she gains the subtypes native plus whatever the components of her alignment.  Ex. Talar the High elf Champion of Liberty would become an Outsider (Chaotic, Good, Native).  The Champion gains energy resistance based on her subtype, (Chaotic=10 fire, Evil=10 acid, Good=10 electricity, and Lawful=10 cold). If an ascended Champion falls from the path she has chosen, she loses her ascension and must make a will save DC 10+class level, or die.

 

Code of Conduct: A Champion must be of her chosen alignment and loses all class abilities, if she ever stops she loses all her super natural and spell like abilities. 

Associates: While she may adventure with characters of any alignment not diametrically opposed to her own or of true neutral alignment, a Champion will never knowingly associate with utterly opposed on the alignment axis characters, nor will she continue an association with someone who consistently offends her moral code. A Champion may accept only henchmen, followers, or cohorts who are her chosen alignment.

 

THE 8 PATHS OF CHAMPIONS

The constant warring of the various factions in Mierdyyn have created a need for champion for every passionate belief.  True Neutrality is not very common, and impossible to champion.  Thus Champions come in 8 fun flavors: Valor (LG), Hope (GN), Liberty (CG), Revolution (CN), Terror (CE), Despair (EN), Dominion (LE), Order (LN)

 

Level

Valor

Hope

Liberty

Revolution

Terror

Despair

Dominion

Order

1st

Aura of Law and Good, detect evil and Chaotic,

Smite Evil or Chaotic 1d6, Turn undead

Aura of Good, Detect Evil,

Smite Evil 1d6, Turn undead

Aura of Chaos and Good, detect Law and Evil,

Smite Law or Evil 1d6, Turn undead

Aura of Chaos, Detect Law,

Smite Law 1d6, Turn/ Rebuke  undead

Aura of Chaos and Evil, detect Law and Good,

Smite Law or Good 1d6, Rebuke undead

Aura of Evil, Detect Good,

Smite Good  1d6, Turn/ Rebuke   undead

Aura of Law and Evil, detect Chaotic and Good,

Smite Chaotic or Good 1d6, Rebuke undead

Aura of Law, Detect Chaos,

Smite Chaos 1d6, Turn/ Rebuke  undead

2nd

Alleviate Suffering

Sacred Blessing

Alleviate Suffering

Alleviate Suffering/ Lay on Suffering

Lay on Suffering

Dark Malediction

Lay on Suffering

Alleviate Suffering/ Lay on Suffering

3rd

Aura of Bravery, Divine health

Aura of Salvation, Divine health

Aura of Determination, Divine health

Aura of Madness, Divine health

Aura of Horror, Divine health

Aura of Woe, Divine health

Aura of Oppression, Divine health

Aura of Control, Divine health

4th

Divine Weapon

Divine Weapon

Divine Weapon

Divine Weapon

Divine Weapon

Divine Weapon

Divine Weapon

Divine Weapon

5th

Smite Evil or Chaotic 2d6,

Smite Evil 2d6,

Smite Law or Evil 2d6,

Smite Law 2d6,

Smite Law or Good 2d6,

Smite Good 2d6,

Smite Chaotic or Good 2d6,

Smite Chaos 2d6,

6th

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

Strong of Heart/Strong of Spirit

7th

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

Guided Strike, Improved Divine Touch

8th

Improved Aura of Bravery

Improved Aura of Salvation

Improved Aura of Emancipation

Improved Aura of Madness

Improved Aura of Horror

Improved Aura of Woe

Improved Aura of Oppression

Improved Aura of Control

9th

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

Lesser Divine Shield

10th

Smite Evil or Chaotic 3d6

Smite Evil 3d6

Smite Law or Evil 3d6

Smite Law 3d6

Smite Law or Good 3d6

Smite Good 3d6

Smite Chaotic or Good 3d6

Smite Chaos 3d6

11th

Divine Armor

Divine Armor

Divine Armor

Divine Armor

Divine Armor

Divine Armor

Divine Armor

Divine Armor

12th

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

Enduring Heart/Enduring Spirit, Greater Divine Touch

13th

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

Relentless, Divine Health

14th

Divine Shield

Divine Shield

Divine Shield

Divine Shield

Divine Shield

Divine Shield

Divine Shield

Divine Shield

15th

Smite Evil or Chaotic 4d6

Smite Evil 4d6

Smite Law or Evil 4d6

Smite Law 4d6

Smite Law or Good 4d6

Smite Good 4d6

Smite Chaotic or Good 4d6

Smite Chaos 4d6

16th

Greater Aura of Bravery

Greater Aura of Salvation

Greater Aura of Emancipation

Greater Aura of Madness

Greater Aura of Horror

Greater Aura of Woe

Greater Aura of Oppression

Greater Aura of Control

17th

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

Unyielding, Supreme Divine Touch

18th

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

Indomitable Heart/ Indomitable Spirit

19th

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

Greater Divine Shield

20th

Smite Evil or Chaotic 5d6

Smite Evil 5d6

Smite Law or Evil 5d6

Smite Law 5d6

Smite Law or Good 5d6

Smite Good 5d6

Smite Chaotic or Good 5d6

Smite Chaos 5d6

 

Champions of Revolution and Order

Champions of Revolution and Order choose between on of two sets.

Champion of Revolution

Champion of Order

Option 1

Option 2

Option 1

Option 2

Alleviate Suffering

Lay on Suffering

Alleviate Suffering

Lay on Suffering

Rebuke Undead

Turn Undead

Turn Undead

Rebuke Undead

 

Ex-Champions

A Champion who ceases to be her chosen alignment, who willing commits an act opposed to her alignment, or who grossly violates the code of conduct loses all Champion maneuvers, spell-like abilities, and super natural abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Champion. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

A Champion whose alignment has changed to anything but True neutral may seek out the clergy of a deity of her new alignment and gain an atonement spell cast on her transforming all her old Champion levels for that of her new alignment.

Like a member of any other class, a Champion may be a multiclass character, but multiclass Champions face a special restriction. A Champion who gains a level in any class other than Champion may never again raise her Champion level, though she retains all her Champion abilities.

If she does change her alignment and seek out the power of her new alignment, falling as it were, she becomes a marked man.  If becomes a champion of a new cause her new spiritual vulnerability is double strength.  This does not happen again if she changes back.

 

 

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