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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