Ziegander
2011-01-16, 01:22 AM
NOTE: If you do not have access to both Magic of Incarnum and Weapons of Legacy this class will make no sense to you. Yes, this makes a normal Fighter obsolete.
The Legacy Champion
"By the blade of Sir Endrik, dragons will plague this land no more!" - Sander Rathspell, Legacy Champion.
http://th03.deviantart.net/fs21/PRE/f/2007/254/0/9/Magic_Item_Compendium_prelim_by_francis001.jpg
Premiere scholars of item lore, and warriors of the most capable order, Legacy Champions recognize the latent power hidden within all items. Able to transform the most seemingly mundane items into powerful magical equipment, Legacy Champions seek out items with the most interesting stories and the finest craftsmanship. Such items carry the most powerful Legacies, lines of magical power linked to history itself.
Legacy Champions are quick to point out the storied histories of their items, eagerly telling tales to their companions that often only the Champion itself finds interesting. However boring or exciting such a story might be, it would be foolish to deny the power the Champion manifests from these tales.
Alignment: Any
Hit Die: 1d10
Level
BAB
Fort
Ref
Will
Special
Essentia
1st
+1
+2
+2
+2
Bonus Feat, Item Lore
-
2nd
+2
+3
+3
+3
Bonus Feat
-
3rd
+3
+3
+3
+3
Improved Uncanny Dodge
-
4th
+4
+4
+4
+4
Bonus Feat
-
5th
+5
+4
+4
+4
Minor Legacy Healing
0
6th
+6/+1
+5
+5
+5
Bonus Feat
1
7th
+7/+2
+5
+5
+5
Legacy Master I
2
8th
+8/+3
+6
+6
+6
Bonus Feat
3
9th
+9/+4
+6
+6
+6
Lesser Legacy Healing
4
10th
+10/+5
+7
+7
+7
Bonus Feat
5
11th
+11/+6/+1
+7
+7
+7
Legacy Master II
6
12th
+12/+7/+2
+8
+8
+8
Bonus Feat
7
13th
+13/+8/+3
+8
+8
+8
Improved Legacy Healing
8
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
9
15th
+15/+10/+5
+9
+9
+9
Legacy Master III
10
16th
+16/+11/+6/+1
+10
+10
+10
Bonus Feat
11
17th
+17/+12/+7/+2
+10
+10
+10
True Legacy Healing
12
18th
+18/+13/+8/+3
+11
+11
+11
Bonus Feat
13
19th
+19/+14/+9/+4
+11
+11
+11
Epic Legacy Master
14
20th
+20/+15/+10/+5
+12
+12
+12
Bonus Feat
15
Class Skills (6+Int modifier): Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Proficiencies: All simple and martial weapons; all light, medium, and heavy armors; and all shields (including Tower).
Item Lore (Ex): As Bardic Knowledge, but only as it pertains to weapons, armor, and magical items. You also gain a bonus to all Appraise, Craft (Weaponsmaking, Blacksmithing, Metalwork, Woodwork) and , and Knowledge (History) checks equal to your Legacy Champion level.
Bonus Feats: As Fighter, but also add all Incarnum and Legacy feats to your list of bonus feats. Your levels in Legacy Champion count as Fighter levels for the purposes of qualifying for feats.
Improved Uncanny Dodge (Ex): Starting at 3rd level; as both Uncanny Dodge and Improved Uncanny Dodge (as Barbarian).
Essentia: Starting at 5th level you gain a pool of essentia. You gain a number of points of essentia equal to your Constitution modifier (if positive) and every level after 5th you add an additional point of essentia to your pool. You use this essentia to fuel any Incarnum feats you may have, but your main use for them is to invest them into physical items. This has the effect of unlocking Legacy abilities as outlined in Weapons of Legacy. You are subject to the same limitations as normal essentia users with regards to investment caps (MoI 19). A Legacy Champion must spend 5 minutes in meditation to invest essentia into an item, and may reallocate his invested essentia with 5 minutes in meditation. This requires steady concentration.
With 1 point of Essentia invested into an item you unlock Legacy abilities for it as if you possessed the Least Legacy feat and as if you had performed the Least ritual for the item. You pay no associated GP cost or additional personal costs such as attack penalties or hit point loss. With 2 points of Essentia invested you unlock the abilities as if you possessed the Lesser Legacy feat and as if you had performed the Lesser ritual. With 3 points of Essentia invested you unlock the abilities as if you possessed the Greater Legacy feat and as if you had performed the Greater ritual.
A Legacy Champion may only use a number of X/day Legacy abilities each day gained in this way equal to his class level + his Constitution modifier. Further, he may never use a specific X/day Legacy ability more times each day than the maximum times such an ability is granted on a Legacy ability menu or Legacy item. Any effect that would grant the Legacy Champion additional uses of Legacy abilities allows him one additional total use of Legacy abilities for the day and grants him one allowed use of a single specific Legacy ability for the day.
For example, a 13th level Legacy Champion with Constitution 24 has 20 total uses of X/day Legacy abilities gained through empowering items with essentia. Using a warhammer empowered to function as a Hammer of Witches, the Legacy Champion may only use the Spellbreaker Legacy ability twice in a day even if he has any number of uses for the day. He may reallocate his essentia in order to gain different X/day Legacy abilities, but without an ability to grant him additional uses of a Legacy ability he may not use Spellbreaker more than 2/day.
Whenever a Legacy ability unlocked in this way would cause an enemy to make a saving throw you may use your Constitution modifier in place of any ability modifier the Legacy ability would normally require whenever it would be beneficial for you to do so.
Minor Legacy Healing (Sp): Starting at 5th level, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you regain hit points equal to that creature's total HD.
Starting at 9th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to three times that creature's total HD instead.
Starting at 13th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to five times that creature's total HD instead. You also recover all ability damage or drain.
Starting at 17th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to ten times that creature's total HD instead. You also recover all ability damage or drain and remove all negative levels and harmful status effects.
Legacy Master (Sp): Starting at 7th level, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you are treated as one level higher for the purposes of accessing your Legacy items' abilities. This effect lasts for 1 hour and cannot stack with itself.
Starting at 11th level when you reduce a foe to 0 or fewer hit points you are treated as two levels higher instead.
At 15th level when you reduce a foe to 0 or fewer hit points you are treated as three levels higher instead.
Epic Legacy Master (Sp): Starting at 19th level, if you invest 4 essentia into an item you are able to access Epic level Legacy abilities as if you possessed the Epic Legacy feat and as if you had performed any Epic rituals as required to access the higher level abilities.
Furthermore, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you are treated as four levels higher instead of the three levels you would normally be treated as through your Legacy Master class feature.
To choose an ability from Epic Legacy Ability Menu Z you must forgo the ability you would normally gain for being 21st level (this means, to access such an ability you must first invest 4 essentia into the item, second be 20th level or higher, and if you are not yet 24th level you must, third, reduce a foe to 0 or fewer hit points).
The Legacy Champion
"By the blade of Sir Endrik, dragons will plague this land no more!" - Sander Rathspell, Legacy Champion.
http://th03.deviantart.net/fs21/PRE/f/2007/254/0/9/Magic_Item_Compendium_prelim_by_francis001.jpg
Premiere scholars of item lore, and warriors of the most capable order, Legacy Champions recognize the latent power hidden within all items. Able to transform the most seemingly mundane items into powerful magical equipment, Legacy Champions seek out items with the most interesting stories and the finest craftsmanship. Such items carry the most powerful Legacies, lines of magical power linked to history itself.
Legacy Champions are quick to point out the storied histories of their items, eagerly telling tales to their companions that often only the Champion itself finds interesting. However boring or exciting such a story might be, it would be foolish to deny the power the Champion manifests from these tales.
Alignment: Any
Hit Die: 1d10
Level
BAB
Fort
Ref
Will
Special
Essentia
1st
+1
+2
+2
+2
Bonus Feat, Item Lore
-
2nd
+2
+3
+3
+3
Bonus Feat
-
3rd
+3
+3
+3
+3
Improved Uncanny Dodge
-
4th
+4
+4
+4
+4
Bonus Feat
-
5th
+5
+4
+4
+4
Minor Legacy Healing
0
6th
+6/+1
+5
+5
+5
Bonus Feat
1
7th
+7/+2
+5
+5
+5
Legacy Master I
2
8th
+8/+3
+6
+6
+6
Bonus Feat
3
9th
+9/+4
+6
+6
+6
Lesser Legacy Healing
4
10th
+10/+5
+7
+7
+7
Bonus Feat
5
11th
+11/+6/+1
+7
+7
+7
Legacy Master II
6
12th
+12/+7/+2
+8
+8
+8
Bonus Feat
7
13th
+13/+8/+3
+8
+8
+8
Improved Legacy Healing
8
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
9
15th
+15/+10/+5
+9
+9
+9
Legacy Master III
10
16th
+16/+11/+6/+1
+10
+10
+10
Bonus Feat
11
17th
+17/+12/+7/+2
+10
+10
+10
True Legacy Healing
12
18th
+18/+13/+8/+3
+11
+11
+11
Bonus Feat
13
19th
+19/+14/+9/+4
+11
+11
+11
Epic Legacy Master
14
20th
+20/+15/+10/+5
+12
+12
+12
Bonus Feat
15
Class Skills (6+Int modifier): Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Proficiencies: All simple and martial weapons; all light, medium, and heavy armors; and all shields (including Tower).
Item Lore (Ex): As Bardic Knowledge, but only as it pertains to weapons, armor, and magical items. You also gain a bonus to all Appraise, Craft (Weaponsmaking, Blacksmithing, Metalwork, Woodwork) and , and Knowledge (History) checks equal to your Legacy Champion level.
Bonus Feats: As Fighter, but also add all Incarnum and Legacy feats to your list of bonus feats. Your levels in Legacy Champion count as Fighter levels for the purposes of qualifying for feats.
Improved Uncanny Dodge (Ex): Starting at 3rd level; as both Uncanny Dodge and Improved Uncanny Dodge (as Barbarian).
Essentia: Starting at 5th level you gain a pool of essentia. You gain a number of points of essentia equal to your Constitution modifier (if positive) and every level after 5th you add an additional point of essentia to your pool. You use this essentia to fuel any Incarnum feats you may have, but your main use for them is to invest them into physical items. This has the effect of unlocking Legacy abilities as outlined in Weapons of Legacy. You are subject to the same limitations as normal essentia users with regards to investment caps (MoI 19). A Legacy Champion must spend 5 minutes in meditation to invest essentia into an item, and may reallocate his invested essentia with 5 minutes in meditation. This requires steady concentration.
With 1 point of Essentia invested into an item you unlock Legacy abilities for it as if you possessed the Least Legacy feat and as if you had performed the Least ritual for the item. You pay no associated GP cost or additional personal costs such as attack penalties or hit point loss. With 2 points of Essentia invested you unlock the abilities as if you possessed the Lesser Legacy feat and as if you had performed the Lesser ritual. With 3 points of Essentia invested you unlock the abilities as if you possessed the Greater Legacy feat and as if you had performed the Greater ritual.
A Legacy Champion may only use a number of X/day Legacy abilities each day gained in this way equal to his class level + his Constitution modifier. Further, he may never use a specific X/day Legacy ability more times each day than the maximum times such an ability is granted on a Legacy ability menu or Legacy item. Any effect that would grant the Legacy Champion additional uses of Legacy abilities allows him one additional total use of Legacy abilities for the day and grants him one allowed use of a single specific Legacy ability for the day.
For example, a 13th level Legacy Champion with Constitution 24 has 20 total uses of X/day Legacy abilities gained through empowering items with essentia. Using a warhammer empowered to function as a Hammer of Witches, the Legacy Champion may only use the Spellbreaker Legacy ability twice in a day even if he has any number of uses for the day. He may reallocate his essentia in order to gain different X/day Legacy abilities, but without an ability to grant him additional uses of a Legacy ability he may not use Spellbreaker more than 2/day.
Whenever a Legacy ability unlocked in this way would cause an enemy to make a saving throw you may use your Constitution modifier in place of any ability modifier the Legacy ability would normally require whenever it would be beneficial for you to do so.
Minor Legacy Healing (Sp): Starting at 5th level, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you regain hit points equal to that creature's total HD.
Starting at 9th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to three times that creature's total HD instead.
Starting at 13th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to five times that creature's total HD instead. You also recover all ability damage or drain.
Starting at 17th level when you reduce a foe to 0 or fewer hit points you regain hit points equal to ten times that creature's total HD instead. You also recover all ability damage or drain and remove all negative levels and harmful status effects.
Legacy Master (Sp): Starting at 7th level, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you are treated as one level higher for the purposes of accessing your Legacy items' abilities. This effect lasts for 1 hour and cannot stack with itself.
Starting at 11th level when you reduce a foe to 0 or fewer hit points you are treated as two levels higher instead.
At 15th level when you reduce a foe to 0 or fewer hit points you are treated as three levels higher instead.
Epic Legacy Master (Sp): Starting at 19th level, if you invest 4 essentia into an item you are able to access Epic level Legacy abilities as if you possessed the Epic Legacy feat and as if you had performed any Epic rituals as required to access the higher level abilities.
Furthermore, when you reduce a foe to 0 or fewer hit points and carry an Item of Legacy, including items you have empowered with essentia, you are treated as four levels higher instead of the three levels you would normally be treated as through your Legacy Master class feature.
To choose an ability from Epic Legacy Ability Menu Z you must forgo the ability you would normally gain for being 21st level (this means, to access such an ability you must first invest 4 essentia into the item, second be 20th level or higher, and if you are not yet 24th level you must, third, reduce a foe to 0 or fewer hit points).