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.
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 |
|
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 |
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
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 |
|
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 |
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.