Prestige Classes -- Champion 

Champion
Into my lady Hessa’s hands I place my fate. I am her sword and she is my shield. Her enemies will learn to cower before her might as it flows through me. ~ Serena Eventide, Champion of Hessa

A champion is a person for whom belief is the single driving force that compels them to greatness. More so than even priests and clerics, they represent the pinnacle of devotion toward the ideals of their religion.

Above all, champions strive to advance what they feel is the will of their god and lead others onto that path as well. The strength of their conviction blinds them to all the other sects and champions (sometimes to the same god, but different ideals) that exist in their world and they never compromise on matters of faith.

The methods of champions are as varied as the beliefs they hold. Some use their considerable influence among the faithful to advance their agendas by the spoken word alone. Others use force of arms to do their sacred deeds.

Becoming a Champion
Truly any character can aspire to becoming a champion of their faith. Clerics and intuitives are those most often called to this path, their devotion already being proven. Combatants, barbarians and fighters often become champions of ideals of battle, honor, or defense, gravitating to sects of Denaii, Hessa and Justicar in this manner.

Rogues and bards who become champions usually do so in the service to ideals of freedom and forgiveness. They depend mostly on words and throwing their reputation around under the banners of Pandemos or Dey.

Rangers and druids predictably champion nature, the hunt and the destruction of undead and aberrations for Sylph’s honor.

Mages; wizards, sorcerers and inborn casters, are the least likely to become champions and when they do so, there is no unifying ideal or deity they tend toward.

The Champion

Hit Die: d10.

Requirements
To qualify to become an Champion, a character must fulfill all the following criteria.

Feats: Iron Will, Leadership, Living Legend or Lasting Infamy
Skills: Knowledge (religion) 8 ranks, Sense Motive 8 ranks
BaB: +5
Special: Character must have earned the respect of at least one sect of their chosen deity and have completed a six day initiation rite in which they have certain rite performed upon them that makes them a conduit for the power of belief.

Class Skills
The Champion’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Level BAB Fort Ref Will
Special
1 +1 +2 +0 +2 Anointed of the God, Smite 1/day
2 +2 +3 +0 +3 Reputation (+1)
3 +3 +3 +1 +3 Know No Fear, Rally 1/day
4 +4 +4 +1 +4 Reputation (+2)
5 +5 +4 +1 +4 Grace of the God, Smite 2/day
6 +6 +5 +2 +5 Reputation (+3), Rally 2/day
7 +7 +5 +2 +5 One Master
8 +8 +6 +2 +6 Reputation (+4)
9 +9 +6 +3 +6 Rally 3/day
10 +10 +7 +3 +7 Chosen of the God, Smite 3/day, Reputation (+5)

Class Features
All of the following are Class Features of the Champion prestige class.

Weapon and Armor Proficiencies: Champions gain no additional weapon or armor proficiencies.

Anointed of the God (Su): The process by which one becomes a champion of a deity leaves them fundamentally changed by the experience. The Champion is immune to disease and poison, and has a +2 sacred bonus to natural armor.

She is also marked by the experience, whether by symbols or tattoos upon their skin, of with unique physical characteristics such as glowing eyes, metallic skin or bristle-like, oddly colored hair. This causes her to suffer a -5 penalty to disguise checks and Charisma-based checks made with enemies of their chosen god.

Smite (Su): A champion can channel the power within herself into devastating attacks. Once per day at first level and an additional time per day at 5th level and every 5th level thereafter, She can declare a smite attempt against a foe. She adds her Charisma bonus to her attack roll. If the target of this smite attempt is a recusant of her god, she deals additional damage equal to her class level. If the target is an enemy of her god, she deals damage equal to her class level. Otherwise, the smite attempt deals no additional damage.

Reputation (Su): As the champion ventures out into the world, her deeds in the service to her god become more widely known At the appropriate level, she gains the listed bonus to her Leadership score for the purpose of deciding how many followers she can have. She also applies it as a bonus to all diplomacy and intimidate checks.

Know No Fear (Ex): By third level, the champion’s convictions outweigh and fear she might otherwise feel. She become immune to fear effects and gains a +4 bonus on Sense motive checks made to oppose intimidate checks.

Rally (Su): Once per day at third level and an additional time per day every third level thereafter, the champion may take a full round action to speak words of inspiration to her allies, buoying their morale. All allies within 60 feet of the champion that can hear her gain a +2 morale bonus to attack and damage rolls and a +4 morale bonus to saves versus fear effects. This is a mind effecting effect.

Grace of the God (Ex): At fifth level, the champion receives a second gift from her god. After a one day ceremony in which she has her past deeds enumerated and their wider importance revealed, her confidence overflows into her every movement and thought. She adds her Charisma bonus to all saving throws.

One Master (Ex): By seventh level, the champion’s convictions run so deep that even magic cannot make her falter. She becomes immune to compulsion effects.

Chosen of the God (Su): At tenth level, the champion’s belief is made manifest and she transcends mere mortality to become being of pure faith. Her type changes to outsider, she gains a fly speed of 60 (perfect), her sacred bonus to natural armor increases to +4 and her form permanently changes to her ideal (within the range of medium size, extra limbs or claws gained do not grant extra attacks).

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