Belial_the_Leveler
2013-03-12, 06:23 PM
The Champion
http://digital-art-gallery.com/oid/0/640x498_485_Battle_2d_fantasy_elf_creature_monster _girl_female_woman_warrior_picture_image_digital_a rt.jpg
Abilities: Strength is the Champion's most important ability because most her offense is based off it. Constitution boosts both her hit-points and defensive abilities while Charisma enhances her leadership abilities.
Alignment: Any
Hit Die: d10
Class Skills: The Champion's class-skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense motive (Wis), Survival (Wis) and Knowledge (Int).
Skill Points per Level: 6 + Int Modifier
Weapon and Armor Proficiency:
The Champion is proficient with all weapons, all armors and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Abilities
1st|
+1|
+2|
+0|
+2|weapon defense +2, bonus feat|
1st lvl
2nd|
+2|
+3|
+0|
+3|Weapon Training +1|
2nd lvl
3rd|
+3|
+3|
+1|
+3|bonus feat, weapon defense +3|
3rd lvl
4th|
+4|
+4|
+1|
+4|Armor Training +1|
4th lvl
5th|
+5|
+4|
+1|
+4|bonus feat, weapon defense +4|
5th lvl
6th|
+6/+1|
+5|
+2|
+5|Weapon Training +2|
6th lvl
7th|
+7/+2|
+5|
+2|
+5|bonus feat, weapon defense +5|
7th lvl
8th|
+8/+3|
+6|
+2|
+6|Armor Training +2|
8th lvl
9th|
+9/+4|
+6|
+3|
+6|bonus feat, weapon defense +6|
9th lvl
10th|
+10/+5|
+7|
+3|
+7|Weapon Training +3|
10th lvl
11th|
+11/+6/+1|
+7|
+3|
+7|bonus feat, weapon defense +7|
11th lvl
12th|
+12/+7/+2|
+8|
+4|
+8|Armor Training +3|
12th lvl
13th|
+13/+8/+3|
+8|
+4|
+8|bonus feat, weapon defense +8|
13th lvl
14th|
+14/+9/+4|
+9|
+4|
+9|Weapon Training +4|
14th lvl
15th|
+15/+10/+5|
+9|
+5|
+9|bonus feat, weapon defense +9|
15th lvl
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Armor Training +4|
Mastery
17th|
+17/+12/+7/+2|
+10|
+5|
+10|bonus feat, weapon defense +10|
Mastery
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Weapon training +5|
Mastery
19th|
+19/+14/+9/+4|
+11|
+6|
+11|bonus feat, weapon defense +11|
Mastery
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Armor training +5|
Mastery[/table]
Bonus Feats [Ex]
A Champion can learn all combat feats by observing a feat once then spending 24 hours of practice to master it; she does not need to use up her normal or bonus feat slots and there is no upper limit to the feats she can learn that way.
She has a number of bonus feat slots; to actually use a learned feat she must focus on it by practicing for 10 minutes and put it in a bonus slot. She can thus have a number of "active" feats at a time equal to her bonus slots and changing them requires those minutes of practice.
Weapon Defense [Ex]
A Champion trains how to defend herself when armor and shields are unavailable or against attacks they are ineffective. She gets a +2 +1/2 class level competence bonus to AC. This does not stack with bonus from armor or shields and the Champion loses this bonus when she loses her dexterity bonus to AC.
Weapon Training [Ex]
At 2nd level, the Champion gains the indicated bonus in attack and damage to a specific weapon type such as all swords, all spears or all bows. Every four levels thereafter, she picks an additional weapon type to extend the bonus to and the bonus increases by 1. Natural Attacks are considered one category, Unarmed Strikes another. For example, a 10th level Champion could have a +3 bonus to Bows, Swords and Spears. An 18th level Champion could have a +5 bonus to Bows, Swords, Thrown Weapons, Axes and Unarmed Attacks.
Armor Training [Ex]
At 4th level and every 4 levels thereafter, the Champion's armor check penalty for all worn armor and shields decreases by 1 and the max dexterity bonus for all armor and shields increases by 1. Champions with the first level of Armor Training ignore speed reduction by armor and with the 2nd level ignore speed reduction by shields (if any).
CHAMPION ABILITIES [Ex]
The Champion is the ultimate martial combatant. Whether through dedicated training, exceptional talent, remarkable raw ability, sheer willpower and determination or other extraordinary circumstances, she masters an impressive array of techniques and combat styles. Beyond the limited bonuses of learning feats, the Champion's Paths give unmatched mastery over aspects of war, martial lore and conflict in general.
The Champion knows all Champion abilities of her level or less; the abilities below are in order of level thus a 1st lvl Champion would know the first ability in each table, a 5th level would know the first five and a 15th level champion would know all of them. To use an ability, she must prepare it; she can prepare a number of abilities from a given Path equal to the relevant ability score modifier for that path. Passive abilities need 8 hours of rest to be prepared. Activated or triggered abilities need 30 minutes of focus and practice.
Defender (Stamina)
Interpose: As an immediate action, move between an ally within reach and an incoming targeted or aimed attack or ability that would hit. The attack or ability automatically hits you instead of your ally. You are still entitled to saving throws and passive defenses.
Second Wind: As part of a total defense action, you can partially recover as if you'd rested for a day. Damage recovered that way is only partially recovered; it does not impede you or is counted against your HP total but any true healing (via real rest, magic or abilities) will first have to go through that damage before healing remaining wounds. Usable CON modifier times per day plus 1 per 4 class levels.
Block and Parry: Whenever an attack or touch attack is attempted within your reach or ranged attack (but not touch attack) crosses squares within your reach, you may roll an opposing attack roll with a weapon or shield at a -5 penalty. If successful, you deflect the attack. You take a cumulative -2 penalty to such rolls for every deflection attempted in the round (successful or otherwise)
Counterstrike: as an immediate action, you may perform an attack or ranged attack against a move or use of special ability or spell that takes at least a standard action to activate. If you hit, the attacker must succeed on a fortitude save or be prevented from taking the action. They lose no uses per day or spell slots if they do fail the save.
Extreme Endurance: immune to fatigue at 5th lvl, exhaustion at 10th lvl, stunning at 15th lvl, energy drain at 20th lvl
Physical Resistance: reduce ability damage/drain/penalty by 1, plus 1 more per 5 levels above 7th.
Enhanced Stamina: +2 enhancement to CON per 5 levels, max +6
Peerless Grace: add your charisma modifier to all saves.
Lasting Reserves: You have Fast Healing 1 as long as you have less than half your HP.
Greater Interpose: You may interpose more than 1/round. Each time you do, give up an action from the following round (swift, then move, then standard)
Surge of Vitality: as a swift action a number of times per day equal to your CON modifier, you may partially recover from ability damage, ability drain, energy drain, poison and disease. Effects thus partially recovered are not removed; unless really healed, they reappear within 1 hour per 3 class levels.
Legendary Stamina: +1 inherent to CON per 2 leveld over 10, max +5
Mobile Defender: You may move up to your speed as a free action before you attempt to interpose or block. You are still limited to no more than a run action's move in any single round.
Surge of Determination: if you fail your save to a lasting magical or supernatural effect or are affected by one without a saving throw, you may exert yourself to end the effect as an immediate action. If you do, you take -1 to attack, damage and skill rolls until you either rest or get the benefit of a Heal or Greater Restoration
Final Gasp: Unless you are decapitated, your body is destroyed or reduced to minus max HP or less, you may keep fighting after you'd otherwise be dead. This ability can be used for a number of rounds per day equal to your CON modifier. If you are fully healed or restored before use of this ability ends, you do not die but are exhausted until you rest for 24 hours, even if you'd normally be immune to exhaustion. Only abilities/spells that restore life to the dead can remove this fatigue
Paragon (Dexterity)
Fast Movement: as per Barbarian
Jump Attack: Jump 15 feet and attack as standard action. Add 1/4 athletics roll result to damage.
Improved Balance: take 10 on Acrobatics to balance in pressure
Hammer Blows: unarmed strike as monk of equal level
Great Jump; 30 ft jump as move action
Greater Fast Movement: as per monk
Enhanced Dexterity: +2 enhancement to DEX per 5 levels, max +6
Greater Balance: may balance on creatures, DC 15+CR or enemy's attack bonus.
Lightning Blows: flurry as monk of equal level with one-handed weapon
Greater Jump Attack: Jump 30 feet and attack as standard action. Add 1/2 jump roll result to damage.
Greater Jump; 60 ft jump as move action
Legendary Dexterity: +1 inherent to DEX per 2 levels over 10, max +5
Instant Dodge: as an immediate action may take a move action. If the move ends up beyond an attack's or effect's reach, range or area of effect or ends behind total cover, you are unaffected. Usable DEX modifier times per day.
Legendary Athlete: You may roll a reflex save to avoid mundane, extraordinary or supernatural threats that are not direct attacks or abilities and don't usually allow a saving throw. For example, against an avalanche or building collapse, a falling object, a door closing automatically or slammed shut by a creature to trap you, fissures opening beneath your feet, suddenly appearing pools of magma, magical traps that don't allow saves and so on and so forth. Save DC is 10+CR of the threat; if you save successfully you may move to the edge of the effect in time and remain unaffected. If the distance required to avoid an effect is longer than your double move you are still affected despite the successful save.
Perfect Balance: take 20 on Acrobatics checks once per minute. You can balance on impossible situations (such as on vertical walls, on the surface of water, atop clouds or the head of a pin) with a DC 50 acrobatics check.
Slayer (Wisdom or Strength)
Staggering Blow: standard attack; the enemy must make a fortitude save or be slowed for 1 round per point he failed the save.
Field Shot: when using a ranged weapon against an enemy without cover and in non-difficult terrain (such as a field, flying enemy, across an empty room) add DEX modifier to damage.
Dead to Rights: when you hit with a readied or otherwise aimed attack, the enemy is considered flat-footed and weapon damage dice are doubled.
Improved Aim: as a move action, you may aim on an enemy to gain +2 to your next attack in the same turn. As a standard action, you may aim on an enemy to gain +2 to all attacks against him on your next turn.
Extra Effort: you may take an extra standard or move action in a round. if you do, you are fatigued for 1 minute. (even if you'd normally be immune to fatigue)
Exploit Weakness: as a swift action, roll 1d20+class level+ wisdom mod vs object hardness+10 or enemy CR+10. If successful, +2 to attacks against target and ignore DR or hardness till end of turn. Alternatively, you may gain +1/2 class level to sense motive, reflex save and dodge AC till end of turn instead.
Crippling Blow: If you beat an enemy's AC by 10 or more with a standard attack or full, you may deal 1 damage to one of his physical ability scores.
Greater Aim: functions as improved aim. If you have both, the bonuses increase to +5
Grounding Blow: As a standard or full attack, if you hit a flying enemy you deal normal damage and they must make a fortitude save or fall to the ground (taking falling damage normally) as your stunning strike interrupts their flight. They can start flying again in subsequent rounds.
Deadly Blow: Take a standard or full attack. If you hit at least once, you cripple the enemy. Roll 1d4; the enemy takes a penalty equal to the roll to BAB, skills, saves, ability checks and caster/initiator level and reduces his maximum HP by 10 per -1 penalty. Multiple penalties stack; if an enemy has a penalty at least equal to his HD, they die horribly from their internal wounds. Immunity to energy drain or critical hits gives a saving throw against this ability. Creatures without functional internal anatomy (such as undead except for vampires, oozes and elementals) are immune.
Identify Vulnerability: Roll 1d20+class level + wisdom modifier vs enemy CR+10 as a swift action. If you do, learn one of his vulnerabilities; the energy type he's least defended against, the damage type that penetrates his DR or regeneration (if any), or his weakest saving throw.
Analyze defenses: As a swift action, roll sense motive or the approriate Knowledge skill against the enemy's CR+5. For every 2 points you exceeded his roll, learn one of the following: his AC, his touch AC, fort save, reflex save, will save, damage reduction, fast healing or regeneration (if any), his CMD, or spell resistance.
Perfect Strike: As a standard action, automatically hit target enemy with a melee or ranged attack without need for an attack roll or miss chance check. You deal 1d6 damage per relevant ability modifier (strength or dexterity) plus 1d6 per weapon training bonus plus 1d6 per enhancement bonus in the weapon. A fortitude save reduces the damage by half. Mettle and similar effects don't apply but Damage Reduction does.
Focused Insight: Once per round, choose an ability that gives you a numerical insight bonus or an unnamed bonus based on enemy analysis and information. Increase that bonus by +2.
Decapitation: standard attack, fortitude save or die else normal damage. If you roll a natural 20 (followed by a roll to confirm the hit), you decapitate, shoot through, crush or otherwise destroy an opponent's head, no save.
Tactician (Intelligence or Wisdom)
Combat Tactics: Perception check vs enemy CR+INT modifier+10. If successful, group gets +1 competence bonus to attacks and AC vs enemy till encounter end. Bonuses increase by 1 per 5 class levels (to a max of +5 at 20th level)
Prepare for the Worst: Group members roll perception vs ambush twice.
Combat Readiness: Group members roll initiative twice and take best roll.
Choose the Terrain: Make group preparations for 30 minutes to fight in a specific terrain to get +2 circumstance bonus to AC and Attack in that terrain. Circumstance bonuses stack
Formation Expert: Put group of at least 3 individuals in a specific formation. Declare one situation/enemy that the formation gives +2 circumstance bonus to attack and AC against and declare one equally significant situation/enemy that the formation gives -2 circumstance penalty to attack and AC instead.
Tactical Mobility: may move and melee full attack as full-round action
Greater Combat Readiness: If you have improved initiative then the entire group also has improved initiative. Enemies with Improved Initiative lose its initiative bonus against your group. Enemies without Improved Initiative lose their dexterity bonus to initiative against your group.
Choose the Field: Make group preparations for 30 minutes to fight in specific location to get +2 circumstance bonus to AC and saves in that location.
Trick the Enemy: Make a Knowledge (Tactics) check or Bluff check against the enemy's CR+Wis modifier+10 as a move action. If successful, the enemy believes that your worst save/defense is actually your best save/defense for 1 round of combat per point you beat the DC. Alternatively, you convince the enemy that a specific tactic is best against you (even though it might not be) or worst against you (even though it might be good). If the roll was successful, the enemy must make a will saving throw or employ that tactic.
Greater Tactical Mobility: may move and ranged full attack as full-round action
Anticipate: Make a Perception or Knowledge (tactics) check against enemy CR+Int modifier+10 or opposed by enemy's bluff check or Trick Enemy attempt as a Free action. If successful, you learn the action types the enemy intends to take in the following round. If you succeed by 5 or more, you learn the exact actions.
Informed Decision: Make a Perception check against enemy caster level+10 whenever a scrying, detect or similar divination spell would observe you or reveal information about you. If successful, you recognize you are being magically observed or detected via divinations.
Alternatively, make a Perception check against enemy caster level+10 whenever your senses are affected by an illusion. If successful, you get a will save against the illusion even if a save wouldn't normally be allowed (such as against invisibility). If successful by 10 or more, you see through the illusion without a save.
Always Ready: You may Ready an action outside combat, before combat begins or the initiative order. This action occurs the first time it is triggered without changing your initiative count. Readying a new action in that way is a standard action taken out of combat. If you're 12th level or higher, you may ready a full-round action instead. If you're 15th level or higher you may ready two standard actions and if you're 18th level you may ready three standard actions or two full-round actions.
Supreme Tactical Mobility: may full attack and double move as full-round action, dividing speed as chosen before, after and between attacks
Supreme Combat Readiness: You and your group always act in the surprise round and roll initiative normally. Each group member may either choose to ready an action outside of combat or take an extra round's worth of actions once during the encounter.
Tribal Warrior (Strength)
Rage: as per Barbarian ability
Smashing Blow: as a standard action, a melee attack you perform deals double damage to an object.
Cleave: as a standard action, attack two enemies with a single attack. Roll to hit and damage only once but critical confirmation separately.
Uncanny Dodge
Terrify: As a standard action, you may attempt to frighten a creature of your CR or less within 30 feet. Employ the Demoralize use of intimidate. If successful, the creature must make a will save or run in terror for 1 round per point it failed the save.
Whirlwind Strike: Perform a whirlwind attack; you automatically deal damage equal to your melee attack damage against adjacent enemies. A successful reflex save from an enemy means you need to hit his AC normally with your attack roll. Enemies adjacent to you don't get a flanking bonus to attack rolls against you this round. If you're 10th level or higher, you deal damage twice (with separate reflex saves and resistances) and if you're 15th level or higher you deal damage 3 times. This is weapon damage; DR and similar defenses still apply.
Enhanced Might: +2 enhancement to STR per 5 levels, max +6
Stunning Blow: as a standard action, perform a melee attack against an enemy. If you hit you deal damage normally and the enemy must make a fortitude save or be stunned for 1 round.
Ruinous Wrath: For a number of rounds per day equal to 2x class level plus strength modifier, your attacks ignore DR and hardness and deal double damage to objects and constructs. You may enter a Ruinous Wrath while entering a Rage, activating both. If you do, expend the duration of either the Ruinous Wrath or the Rage, not both.
Improved Uncanny Dodge
Greater Rage: as per Barbarian ability, fatigue lasts twice as long
Legendary Might: +1 inherent to STR per 2 levels over 10, max +5
Tornado Charge: Perform a whirlwind strike while charging; you strike once at all enemies coming within reach during your charge and enemies don't get attack of opportunity against you for moving. The level for dealing damage twice is increased to 15 and for dealing it 3 times is increased to 18.
Irresistible Blow: as a standard attack with a weapon wielded with two hands (melee or ranged), you may hit as a touch attack rather than a normal blow. Enemies hit must make a fortitude save or be stunned for 1d4+1 rounds, a reflex save or be knocked prone and disarmed, and a will save or suffer from great pain for 1 minute (similar to the symbol of pain effect).
Mighty Rage: as per Barbarian ability, exhausted instead of fatigued
Warlord (Charisma)
Encourage: roll diplomacy or bluff to bolster an ally. This works as the demoralize action of Intimidate except it gives a +2 morale bonus to an ally.
Remove Fear: as a move action, you give an ally or follower a new saving throw or resistance roll against an ongoing fear effect.
Army Commander: you may spend 10 minutes to apply a warlord ability to an entire army or other large fighting group under your command. An army may be affected only by one morale ability at a time.
Unshakable Focus: you get a bonus to saving throws vs fear, charm and compulsion equal to 1/2 class level.
Inspire Loyalty: as a move action, you give an ally or follower a new saving throw against an ongoing charm or compulsion.
Group Guidance: you may use the Demoralize or Encourage actions on 1 enemy or ally per class level at once. If you're 12th level or higher, as a full-round action, you may demoralize enemies at the same action you are encouraging allies. Use the highest of the two rolls.
Enhanced Presence: +2 enhancement to CHA per 5 levels, max +6
Leadership/Bribery: You can convince NPCs of 6 HD or less to perform services for you. Convincing an NPC requires the same rewards and the same negotiation time and charisma checks as a Lesser Planar Ally spell, except you convince available NPCs instead of calling them and you don't need to trap the NPCs in question unless they are hostile. At 12th level you may convince NPCs of 12 HD or less as per Planar Ally and at 16th level you may convince NPCs of 18 HD or less as per Greater Planar Ally.
Heroic Inspiration: As a standard action a number of times per day equal to your Charisma modifier, you may affect an ally or follower as if by the Heroism spell. If you're at least 15th level, you affect them as if by Greater heroism instead. If you're at least 14th level, you could affect all allies/followers within 50 ft per class level as per Heroism and if you're at least 18th level you could affect them as per Greater Heroism.
Frightful Presence: enemies with less than half their HP and of your CR or lower that get a morale penalty from you immediately flee in panic until either the morale penalty is removed or their HP increases above half.
Mass Inspire Loyalty: As a standard action, give all allies and followers within 50 ft per class level a new saving throw against charm or compulsion.
Legendary Presence: +1 inherent to CHA per 2 levels over 10, max +5
Overwhelming Presence: allies and followers that have a morale bonus from you keep fighting until they die; they don't fall unconscious at -1 HP. Alternatively, you may employ your overwhelming presence to convince others; as a full-round action you may attempt to cow, convert, brainwash or otherwise subvert creatures you interact with; they must make a will save or be frightened or charmed (your choice). Failing a 2nd save makes them panicked or charmed and heroic (as per heroism) and failing a 3rd save makes them cowering or fanatic followers.
Subvert Control: As a full-round action, make an Influence check (with bluff, intimidate or diplomacy) against a sentient creature controlled by an enemy but not naturally loyal to that enemy (such as slaves, conscripts, summoned or called creatures, bound undead, dominated creatures and so on). If successful, the creature breaks its master's control and must make a will save or concentration or sense motive check; if it fails, it helps you for 10 minutes out of gratitude. If the creature's controller is present, they can oppose your subversion attempt with an opposed concentration, bluff or intimidate check, or a caster level check (but not both) against your influence roll. If the creature's controller is not present, they get no roll to oppose you; your skill allows you to easily find loopholes in even magical control and turn the magic against itself.
Arranged Intervention: By paying 10.000 gp and making arrangements for 1 hour, you can set up some backup against potential threats; at a prearranged time and location a number of creatures of total CR no higher than your class level arrive and help you for a single encounter or fight. By increasing the preparation by 1 hour, you can also arrange for a greater teleport or greater plane shift to have your allies appear instantly in distant locations. By increasing the preparation by another 1 hour, you further arrange for a special signal (such as magical communication, a flare gun and the like) through which you can trigger your allies' arrival at a set time as a standard action. You can have any number of arranged interventions provided you can fund them in advance; competent and wealthy commanders can arrange for entire armies of mercenaries to appear on the battlefield... or not appear to help their enemies, as the case may be.
Alternatively, a sufficiently knowledgeable commander of at least 17th level can make 1 hour of preparation and a Knowledge: Planes roll or Diplomacy (contacts) roll at a -10 penalty to learn the name or title that a powerful extraplanar entity will respond to if uttered. As a standard action, they may utter the name or title, calling the entity in question. This functions as a Gate spell, with all the associated spells and ramifications, except it is the magic of the True Name or title uttered that brings the creature rather than the power of the Champion. Normally, entities drawn away from their homes like that without being magically bound with a mighty spell might seek to slay the ritualist but a powerful Warlord has the fame and skill to deal with them diplomatically; a Diplomacy roll against DC 15 + the entity's CR during the calling (and the offering of a Gate spell's cost in GP or XP) ensures that the entity does not turn against the Champion.
Champion Masteries [Ex]
Masteries are very powerful abilities that the most legendary Champions have. Slaying a horde of foes. Becoming an unstoppable juggernaught. Acting with the speed of thought. Turning the tide of battle with your presence alone. Anticipating and countering your foes' every action for a time. Fighting perfectly for but a moment. Deny death itself.
Masteries require a score of 30 in the relevant ability modifier;
Deny Fate: 1/day per 10 class levels, if you would be killed, petrified or otherwise permanently destroyed or incapacitated, you may immediately expend a use of this ability. If you do, your legendary stamina and determination shrugs off lasting harmful effects and recovers HP equal to 1/2 your maximum.
Moment Out of Time: You act with impossible speed. Once per encounter as a standard action, roll 1d4+1. You can act for that many rounds' worth of actions either all at once in an effect similar to Time Stop or at a rate of 1 additional round of actions per normal round in which you can affect others normally.
Perfect Counter: A number of rounds per day equal to your constitution modifier you can take any number of immediate actions per round, though still no more than 1 immediate action per trigger.
Grand Strategist: Once per day per 5 class levels, you select the initiative order rather than allies and enemies rolling initiative. A number of times per day equal to your intelligence modifier you may change a creature's initiative score as a swift action (no save). If you change it to an initiative count already past, that creature does not act that round. If you change it to an initiative count yet to come, it acts then even if it has already acted that round.
Unstoppable Behemoth: A number of rounds per day equal to your strength modifier, you automatically succeed on strength checks to bull-rush, overrun, trip, break objects and obstacles, may perform such checks as part of your move, and might make a fortitude save against an effect's saving throw or damage dealt from an attack; if successful the damage or effect is negated.
Legendary Rally: Once per encounter you can rally a defeated party, beleaguered group, broken army or retreating fighting force as a full-round action. All negative mind-affecting effects (morale penalties included) on the group are ended, the group is hasted for 1 minute and during that minute they may keep fighting without dying or being staggered until they reach minus max hp or are disintegrated, decapitated or otherwise have their bodies destroyed.
http://digital-art-gallery.com/oid/0/640x498_485_Battle_2d_fantasy_elf_creature_monster _girl_female_woman_warrior_picture_image_digital_a rt.jpg
Abilities: Strength is the Champion's most important ability because most her offense is based off it. Constitution boosts both her hit-points and defensive abilities while Charisma enhances her leadership abilities.
Alignment: Any
Hit Die: d10
Class Skills: The Champion's class-skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense motive (Wis), Survival (Wis) and Knowledge (Int).
Skill Points per Level: 6 + Int Modifier
Weapon and Armor Proficiency:
The Champion is proficient with all weapons, all armors and all shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Abilities
1st|
+1|
+2|
+0|
+2|weapon defense +2, bonus feat|
1st lvl
2nd|
+2|
+3|
+0|
+3|Weapon Training +1|
2nd lvl
3rd|
+3|
+3|
+1|
+3|bonus feat, weapon defense +3|
3rd lvl
4th|
+4|
+4|
+1|
+4|Armor Training +1|
4th lvl
5th|
+5|
+4|
+1|
+4|bonus feat, weapon defense +4|
5th lvl
6th|
+6/+1|
+5|
+2|
+5|Weapon Training +2|
6th lvl
7th|
+7/+2|
+5|
+2|
+5|bonus feat, weapon defense +5|
7th lvl
8th|
+8/+3|
+6|
+2|
+6|Armor Training +2|
8th lvl
9th|
+9/+4|
+6|
+3|
+6|bonus feat, weapon defense +6|
9th lvl
10th|
+10/+5|
+7|
+3|
+7|Weapon Training +3|
10th lvl
11th|
+11/+6/+1|
+7|
+3|
+7|bonus feat, weapon defense +7|
11th lvl
12th|
+12/+7/+2|
+8|
+4|
+8|Armor Training +3|
12th lvl
13th|
+13/+8/+3|
+8|
+4|
+8|bonus feat, weapon defense +8|
13th lvl
14th|
+14/+9/+4|
+9|
+4|
+9|Weapon Training +4|
14th lvl
15th|
+15/+10/+5|
+9|
+5|
+9|bonus feat, weapon defense +9|
15th lvl
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Armor Training +4|
Mastery
17th|
+17/+12/+7/+2|
+10|
+5|
+10|bonus feat, weapon defense +10|
Mastery
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Weapon training +5|
Mastery
19th|
+19/+14/+9/+4|
+11|
+6|
+11|bonus feat, weapon defense +11|
Mastery
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Armor training +5|
Mastery[/table]
Bonus Feats [Ex]
A Champion can learn all combat feats by observing a feat once then spending 24 hours of practice to master it; she does not need to use up her normal or bonus feat slots and there is no upper limit to the feats she can learn that way.
She has a number of bonus feat slots; to actually use a learned feat she must focus on it by practicing for 10 minutes and put it in a bonus slot. She can thus have a number of "active" feats at a time equal to her bonus slots and changing them requires those minutes of practice.
Weapon Defense [Ex]
A Champion trains how to defend herself when armor and shields are unavailable or against attacks they are ineffective. She gets a +2 +1/2 class level competence bonus to AC. This does not stack with bonus from armor or shields and the Champion loses this bonus when she loses her dexterity bonus to AC.
Weapon Training [Ex]
At 2nd level, the Champion gains the indicated bonus in attack and damage to a specific weapon type such as all swords, all spears or all bows. Every four levels thereafter, she picks an additional weapon type to extend the bonus to and the bonus increases by 1. Natural Attacks are considered one category, Unarmed Strikes another. For example, a 10th level Champion could have a +3 bonus to Bows, Swords and Spears. An 18th level Champion could have a +5 bonus to Bows, Swords, Thrown Weapons, Axes and Unarmed Attacks.
Armor Training [Ex]
At 4th level and every 4 levels thereafter, the Champion's armor check penalty for all worn armor and shields decreases by 1 and the max dexterity bonus for all armor and shields increases by 1. Champions with the first level of Armor Training ignore speed reduction by armor and with the 2nd level ignore speed reduction by shields (if any).
CHAMPION ABILITIES [Ex]
The Champion is the ultimate martial combatant. Whether through dedicated training, exceptional talent, remarkable raw ability, sheer willpower and determination or other extraordinary circumstances, she masters an impressive array of techniques and combat styles. Beyond the limited bonuses of learning feats, the Champion's Paths give unmatched mastery over aspects of war, martial lore and conflict in general.
The Champion knows all Champion abilities of her level or less; the abilities below are in order of level thus a 1st lvl Champion would know the first ability in each table, a 5th level would know the first five and a 15th level champion would know all of them. To use an ability, she must prepare it; she can prepare a number of abilities from a given Path equal to the relevant ability score modifier for that path. Passive abilities need 8 hours of rest to be prepared. Activated or triggered abilities need 30 minutes of focus and practice.
Defender (Stamina)
Interpose: As an immediate action, move between an ally within reach and an incoming targeted or aimed attack or ability that would hit. The attack or ability automatically hits you instead of your ally. You are still entitled to saving throws and passive defenses.
Second Wind: As part of a total defense action, you can partially recover as if you'd rested for a day. Damage recovered that way is only partially recovered; it does not impede you or is counted against your HP total but any true healing (via real rest, magic or abilities) will first have to go through that damage before healing remaining wounds. Usable CON modifier times per day plus 1 per 4 class levels.
Block and Parry: Whenever an attack or touch attack is attempted within your reach or ranged attack (but not touch attack) crosses squares within your reach, you may roll an opposing attack roll with a weapon or shield at a -5 penalty. If successful, you deflect the attack. You take a cumulative -2 penalty to such rolls for every deflection attempted in the round (successful or otherwise)
Counterstrike: as an immediate action, you may perform an attack or ranged attack against a move or use of special ability or spell that takes at least a standard action to activate. If you hit, the attacker must succeed on a fortitude save or be prevented from taking the action. They lose no uses per day or spell slots if they do fail the save.
Extreme Endurance: immune to fatigue at 5th lvl, exhaustion at 10th lvl, stunning at 15th lvl, energy drain at 20th lvl
Physical Resistance: reduce ability damage/drain/penalty by 1, plus 1 more per 5 levels above 7th.
Enhanced Stamina: +2 enhancement to CON per 5 levels, max +6
Peerless Grace: add your charisma modifier to all saves.
Lasting Reserves: You have Fast Healing 1 as long as you have less than half your HP.
Greater Interpose: You may interpose more than 1/round. Each time you do, give up an action from the following round (swift, then move, then standard)
Surge of Vitality: as a swift action a number of times per day equal to your CON modifier, you may partially recover from ability damage, ability drain, energy drain, poison and disease. Effects thus partially recovered are not removed; unless really healed, they reappear within 1 hour per 3 class levels.
Legendary Stamina: +1 inherent to CON per 2 leveld over 10, max +5
Mobile Defender: You may move up to your speed as a free action before you attempt to interpose or block. You are still limited to no more than a run action's move in any single round.
Surge of Determination: if you fail your save to a lasting magical or supernatural effect or are affected by one without a saving throw, you may exert yourself to end the effect as an immediate action. If you do, you take -1 to attack, damage and skill rolls until you either rest or get the benefit of a Heal or Greater Restoration
Final Gasp: Unless you are decapitated, your body is destroyed or reduced to minus max HP or less, you may keep fighting after you'd otherwise be dead. This ability can be used for a number of rounds per day equal to your CON modifier. If you are fully healed or restored before use of this ability ends, you do not die but are exhausted until you rest for 24 hours, even if you'd normally be immune to exhaustion. Only abilities/spells that restore life to the dead can remove this fatigue
Paragon (Dexterity)
Fast Movement: as per Barbarian
Jump Attack: Jump 15 feet and attack as standard action. Add 1/4 athletics roll result to damage.
Improved Balance: take 10 on Acrobatics to balance in pressure
Hammer Blows: unarmed strike as monk of equal level
Great Jump; 30 ft jump as move action
Greater Fast Movement: as per monk
Enhanced Dexterity: +2 enhancement to DEX per 5 levels, max +6
Greater Balance: may balance on creatures, DC 15+CR or enemy's attack bonus.
Lightning Blows: flurry as monk of equal level with one-handed weapon
Greater Jump Attack: Jump 30 feet and attack as standard action. Add 1/2 jump roll result to damage.
Greater Jump; 60 ft jump as move action
Legendary Dexterity: +1 inherent to DEX per 2 levels over 10, max +5
Instant Dodge: as an immediate action may take a move action. If the move ends up beyond an attack's or effect's reach, range or area of effect or ends behind total cover, you are unaffected. Usable DEX modifier times per day.
Legendary Athlete: You may roll a reflex save to avoid mundane, extraordinary or supernatural threats that are not direct attacks or abilities and don't usually allow a saving throw. For example, against an avalanche or building collapse, a falling object, a door closing automatically or slammed shut by a creature to trap you, fissures opening beneath your feet, suddenly appearing pools of magma, magical traps that don't allow saves and so on and so forth. Save DC is 10+CR of the threat; if you save successfully you may move to the edge of the effect in time and remain unaffected. If the distance required to avoid an effect is longer than your double move you are still affected despite the successful save.
Perfect Balance: take 20 on Acrobatics checks once per minute. You can balance on impossible situations (such as on vertical walls, on the surface of water, atop clouds or the head of a pin) with a DC 50 acrobatics check.
Slayer (Wisdom or Strength)
Staggering Blow: standard attack; the enemy must make a fortitude save or be slowed for 1 round per point he failed the save.
Field Shot: when using a ranged weapon against an enemy without cover and in non-difficult terrain (such as a field, flying enemy, across an empty room) add DEX modifier to damage.
Dead to Rights: when you hit with a readied or otherwise aimed attack, the enemy is considered flat-footed and weapon damage dice are doubled.
Improved Aim: as a move action, you may aim on an enemy to gain +2 to your next attack in the same turn. As a standard action, you may aim on an enemy to gain +2 to all attacks against him on your next turn.
Extra Effort: you may take an extra standard or move action in a round. if you do, you are fatigued for 1 minute. (even if you'd normally be immune to fatigue)
Exploit Weakness: as a swift action, roll 1d20+class level+ wisdom mod vs object hardness+10 or enemy CR+10. If successful, +2 to attacks against target and ignore DR or hardness till end of turn. Alternatively, you may gain +1/2 class level to sense motive, reflex save and dodge AC till end of turn instead.
Crippling Blow: If you beat an enemy's AC by 10 or more with a standard attack or full, you may deal 1 damage to one of his physical ability scores.
Greater Aim: functions as improved aim. If you have both, the bonuses increase to +5
Grounding Blow: As a standard or full attack, if you hit a flying enemy you deal normal damage and they must make a fortitude save or fall to the ground (taking falling damage normally) as your stunning strike interrupts their flight. They can start flying again in subsequent rounds.
Deadly Blow: Take a standard or full attack. If you hit at least once, you cripple the enemy. Roll 1d4; the enemy takes a penalty equal to the roll to BAB, skills, saves, ability checks and caster/initiator level and reduces his maximum HP by 10 per -1 penalty. Multiple penalties stack; if an enemy has a penalty at least equal to his HD, they die horribly from their internal wounds. Immunity to energy drain or critical hits gives a saving throw against this ability. Creatures without functional internal anatomy (such as undead except for vampires, oozes and elementals) are immune.
Identify Vulnerability: Roll 1d20+class level + wisdom modifier vs enemy CR+10 as a swift action. If you do, learn one of his vulnerabilities; the energy type he's least defended against, the damage type that penetrates his DR or regeneration (if any), or his weakest saving throw.
Analyze defenses: As a swift action, roll sense motive or the approriate Knowledge skill against the enemy's CR+5. For every 2 points you exceeded his roll, learn one of the following: his AC, his touch AC, fort save, reflex save, will save, damage reduction, fast healing or regeneration (if any), his CMD, or spell resistance.
Perfect Strike: As a standard action, automatically hit target enemy with a melee or ranged attack without need for an attack roll or miss chance check. You deal 1d6 damage per relevant ability modifier (strength or dexterity) plus 1d6 per weapon training bonus plus 1d6 per enhancement bonus in the weapon. A fortitude save reduces the damage by half. Mettle and similar effects don't apply but Damage Reduction does.
Focused Insight: Once per round, choose an ability that gives you a numerical insight bonus or an unnamed bonus based on enemy analysis and information. Increase that bonus by +2.
Decapitation: standard attack, fortitude save or die else normal damage. If you roll a natural 20 (followed by a roll to confirm the hit), you decapitate, shoot through, crush or otherwise destroy an opponent's head, no save.
Tactician (Intelligence or Wisdom)
Combat Tactics: Perception check vs enemy CR+INT modifier+10. If successful, group gets +1 competence bonus to attacks and AC vs enemy till encounter end. Bonuses increase by 1 per 5 class levels (to a max of +5 at 20th level)
Prepare for the Worst: Group members roll perception vs ambush twice.
Combat Readiness: Group members roll initiative twice and take best roll.
Choose the Terrain: Make group preparations for 30 minutes to fight in a specific terrain to get +2 circumstance bonus to AC and Attack in that terrain. Circumstance bonuses stack
Formation Expert: Put group of at least 3 individuals in a specific formation. Declare one situation/enemy that the formation gives +2 circumstance bonus to attack and AC against and declare one equally significant situation/enemy that the formation gives -2 circumstance penalty to attack and AC instead.
Tactical Mobility: may move and melee full attack as full-round action
Greater Combat Readiness: If you have improved initiative then the entire group also has improved initiative. Enemies with Improved Initiative lose its initiative bonus against your group. Enemies without Improved Initiative lose their dexterity bonus to initiative against your group.
Choose the Field: Make group preparations for 30 minutes to fight in specific location to get +2 circumstance bonus to AC and saves in that location.
Trick the Enemy: Make a Knowledge (Tactics) check or Bluff check against the enemy's CR+Wis modifier+10 as a move action. If successful, the enemy believes that your worst save/defense is actually your best save/defense for 1 round of combat per point you beat the DC. Alternatively, you convince the enemy that a specific tactic is best against you (even though it might not be) or worst against you (even though it might be good). If the roll was successful, the enemy must make a will saving throw or employ that tactic.
Greater Tactical Mobility: may move and ranged full attack as full-round action
Anticipate: Make a Perception or Knowledge (tactics) check against enemy CR+Int modifier+10 or opposed by enemy's bluff check or Trick Enemy attempt as a Free action. If successful, you learn the action types the enemy intends to take in the following round. If you succeed by 5 or more, you learn the exact actions.
Informed Decision: Make a Perception check against enemy caster level+10 whenever a scrying, detect or similar divination spell would observe you or reveal information about you. If successful, you recognize you are being magically observed or detected via divinations.
Alternatively, make a Perception check against enemy caster level+10 whenever your senses are affected by an illusion. If successful, you get a will save against the illusion even if a save wouldn't normally be allowed (such as against invisibility). If successful by 10 or more, you see through the illusion without a save.
Always Ready: You may Ready an action outside combat, before combat begins or the initiative order. This action occurs the first time it is triggered without changing your initiative count. Readying a new action in that way is a standard action taken out of combat. If you're 12th level or higher, you may ready a full-round action instead. If you're 15th level or higher you may ready two standard actions and if you're 18th level you may ready three standard actions or two full-round actions.
Supreme Tactical Mobility: may full attack and double move as full-round action, dividing speed as chosen before, after and between attacks
Supreme Combat Readiness: You and your group always act in the surprise round and roll initiative normally. Each group member may either choose to ready an action outside of combat or take an extra round's worth of actions once during the encounter.
Tribal Warrior (Strength)
Rage: as per Barbarian ability
Smashing Blow: as a standard action, a melee attack you perform deals double damage to an object.
Cleave: as a standard action, attack two enemies with a single attack. Roll to hit and damage only once but critical confirmation separately.
Uncanny Dodge
Terrify: As a standard action, you may attempt to frighten a creature of your CR or less within 30 feet. Employ the Demoralize use of intimidate. If successful, the creature must make a will save or run in terror for 1 round per point it failed the save.
Whirlwind Strike: Perform a whirlwind attack; you automatically deal damage equal to your melee attack damage against adjacent enemies. A successful reflex save from an enemy means you need to hit his AC normally with your attack roll. Enemies adjacent to you don't get a flanking bonus to attack rolls against you this round. If you're 10th level or higher, you deal damage twice (with separate reflex saves and resistances) and if you're 15th level or higher you deal damage 3 times. This is weapon damage; DR and similar defenses still apply.
Enhanced Might: +2 enhancement to STR per 5 levels, max +6
Stunning Blow: as a standard action, perform a melee attack against an enemy. If you hit you deal damage normally and the enemy must make a fortitude save or be stunned for 1 round.
Ruinous Wrath: For a number of rounds per day equal to 2x class level plus strength modifier, your attacks ignore DR and hardness and deal double damage to objects and constructs. You may enter a Ruinous Wrath while entering a Rage, activating both. If you do, expend the duration of either the Ruinous Wrath or the Rage, not both.
Improved Uncanny Dodge
Greater Rage: as per Barbarian ability, fatigue lasts twice as long
Legendary Might: +1 inherent to STR per 2 levels over 10, max +5
Tornado Charge: Perform a whirlwind strike while charging; you strike once at all enemies coming within reach during your charge and enemies don't get attack of opportunity against you for moving. The level for dealing damage twice is increased to 15 and for dealing it 3 times is increased to 18.
Irresistible Blow: as a standard attack with a weapon wielded with two hands (melee or ranged), you may hit as a touch attack rather than a normal blow. Enemies hit must make a fortitude save or be stunned for 1d4+1 rounds, a reflex save or be knocked prone and disarmed, and a will save or suffer from great pain for 1 minute (similar to the symbol of pain effect).
Mighty Rage: as per Barbarian ability, exhausted instead of fatigued
Warlord (Charisma)
Encourage: roll diplomacy or bluff to bolster an ally. This works as the demoralize action of Intimidate except it gives a +2 morale bonus to an ally.
Remove Fear: as a move action, you give an ally or follower a new saving throw or resistance roll against an ongoing fear effect.
Army Commander: you may spend 10 minutes to apply a warlord ability to an entire army or other large fighting group under your command. An army may be affected only by one morale ability at a time.
Unshakable Focus: you get a bonus to saving throws vs fear, charm and compulsion equal to 1/2 class level.
Inspire Loyalty: as a move action, you give an ally or follower a new saving throw against an ongoing charm or compulsion.
Group Guidance: you may use the Demoralize or Encourage actions on 1 enemy or ally per class level at once. If you're 12th level or higher, as a full-round action, you may demoralize enemies at the same action you are encouraging allies. Use the highest of the two rolls.
Enhanced Presence: +2 enhancement to CHA per 5 levels, max +6
Leadership/Bribery: You can convince NPCs of 6 HD or less to perform services for you. Convincing an NPC requires the same rewards and the same negotiation time and charisma checks as a Lesser Planar Ally spell, except you convince available NPCs instead of calling them and you don't need to trap the NPCs in question unless they are hostile. At 12th level you may convince NPCs of 12 HD or less as per Planar Ally and at 16th level you may convince NPCs of 18 HD or less as per Greater Planar Ally.
Heroic Inspiration: As a standard action a number of times per day equal to your Charisma modifier, you may affect an ally or follower as if by the Heroism spell. If you're at least 15th level, you affect them as if by Greater heroism instead. If you're at least 14th level, you could affect all allies/followers within 50 ft per class level as per Heroism and if you're at least 18th level you could affect them as per Greater Heroism.
Frightful Presence: enemies with less than half their HP and of your CR or lower that get a morale penalty from you immediately flee in panic until either the morale penalty is removed or their HP increases above half.
Mass Inspire Loyalty: As a standard action, give all allies and followers within 50 ft per class level a new saving throw against charm or compulsion.
Legendary Presence: +1 inherent to CHA per 2 levels over 10, max +5
Overwhelming Presence: allies and followers that have a morale bonus from you keep fighting until they die; they don't fall unconscious at -1 HP. Alternatively, you may employ your overwhelming presence to convince others; as a full-round action you may attempt to cow, convert, brainwash or otherwise subvert creatures you interact with; they must make a will save or be frightened or charmed (your choice). Failing a 2nd save makes them panicked or charmed and heroic (as per heroism) and failing a 3rd save makes them cowering or fanatic followers.
Subvert Control: As a full-round action, make an Influence check (with bluff, intimidate or diplomacy) against a sentient creature controlled by an enemy but not naturally loyal to that enemy (such as slaves, conscripts, summoned or called creatures, bound undead, dominated creatures and so on). If successful, the creature breaks its master's control and must make a will save or concentration or sense motive check; if it fails, it helps you for 10 minutes out of gratitude. If the creature's controller is present, they can oppose your subversion attempt with an opposed concentration, bluff or intimidate check, or a caster level check (but not both) against your influence roll. If the creature's controller is not present, they get no roll to oppose you; your skill allows you to easily find loopholes in even magical control and turn the magic against itself.
Arranged Intervention: By paying 10.000 gp and making arrangements for 1 hour, you can set up some backup against potential threats; at a prearranged time and location a number of creatures of total CR no higher than your class level arrive and help you for a single encounter or fight. By increasing the preparation by 1 hour, you can also arrange for a greater teleport or greater plane shift to have your allies appear instantly in distant locations. By increasing the preparation by another 1 hour, you further arrange for a special signal (such as magical communication, a flare gun and the like) through which you can trigger your allies' arrival at a set time as a standard action. You can have any number of arranged interventions provided you can fund them in advance; competent and wealthy commanders can arrange for entire armies of mercenaries to appear on the battlefield... or not appear to help their enemies, as the case may be.
Alternatively, a sufficiently knowledgeable commander of at least 17th level can make 1 hour of preparation and a Knowledge: Planes roll or Diplomacy (contacts) roll at a -10 penalty to learn the name or title that a powerful extraplanar entity will respond to if uttered. As a standard action, they may utter the name or title, calling the entity in question. This functions as a Gate spell, with all the associated spells and ramifications, except it is the magic of the True Name or title uttered that brings the creature rather than the power of the Champion. Normally, entities drawn away from their homes like that without being magically bound with a mighty spell might seek to slay the ritualist but a powerful Warlord has the fame and skill to deal with them diplomatically; a Diplomacy roll against DC 15 + the entity's CR during the calling (and the offering of a Gate spell's cost in GP or XP) ensures that the entity does not turn against the Champion.
Champion Masteries [Ex]
Masteries are very powerful abilities that the most legendary Champions have. Slaying a horde of foes. Becoming an unstoppable juggernaught. Acting with the speed of thought. Turning the tide of battle with your presence alone. Anticipating and countering your foes' every action for a time. Fighting perfectly for but a moment. Deny death itself.
Masteries require a score of 30 in the relevant ability modifier;
Deny Fate: 1/day per 10 class levels, if you would be killed, petrified or otherwise permanently destroyed or incapacitated, you may immediately expend a use of this ability. If you do, your legendary stamina and determination shrugs off lasting harmful effects and recovers HP equal to 1/2 your maximum.
Moment Out of Time: You act with impossible speed. Once per encounter as a standard action, roll 1d4+1. You can act for that many rounds' worth of actions either all at once in an effect similar to Time Stop or at a rate of 1 additional round of actions per normal round in which you can affect others normally.
Perfect Counter: A number of rounds per day equal to your constitution modifier you can take any number of immediate actions per round, though still no more than 1 immediate action per trigger.
Grand Strategist: Once per day per 5 class levels, you select the initiative order rather than allies and enemies rolling initiative. A number of times per day equal to your intelligence modifier you may change a creature's initiative score as a swift action (no save). If you change it to an initiative count already past, that creature does not act that round. If you change it to an initiative count yet to come, it acts then even if it has already acted that round.
Unstoppable Behemoth: A number of rounds per day equal to your strength modifier, you automatically succeed on strength checks to bull-rush, overrun, trip, break objects and obstacles, may perform such checks as part of your move, and might make a fortitude save against an effect's saving throw or damage dealt from an attack; if successful the damage or effect is negated.
Legendary Rally: Once per encounter you can rally a defeated party, beleaguered group, broken army or retreating fighting force as a full-round action. All negative mind-affecting effects (morale penalties included) on the group are ended, the group is hasted for 1 minute and during that minute they may keep fighting without dying or being staggered until they reach minus max hp or are disintegrated, decapitated or otherwise have their bodies destroyed.