Belial_the_Leveler
2013-09-15, 08:40 PM
Champion
The good prince and the evil king. The general of the empire's armies. The great knight that slays the dragon and hunts down monsters. The boy who finds the sword in the stone and becomes an unequaled warrior. The weaponsmaster that has traveled the world to learn all styles of combat. The warlord who gathers the barbarian horde to attack the kingdom. The blackguard who puts villages to the torch and murders thousands. All these are examples of champions, warriors that through skill at arms, leadership ability and personal power become important enough to have stories written about them and their exploits.
alignment: Any. Almost any cause can find a champion and champions that don't find causes can make their own goals into one.
gender: Usually male, as tradition and inclination towards formalized combat draws more boys than girls. Female champions are far from unheard of though.
hd: d10, 6 skill points
BAB/defense: champions have BAB equal to their level with any weapons they are proficient with, equal to their level minus 5 with those they are not. They add their defense number as a dodge bonus to AC that doesn't stack with armor, natural armor or shields.
proficiencies: at 1st level a champion is proficient with all simple weapons, light and medium armor and light shields. At 2nd level he's proficient with all martial weapons and heavy shields. At 3rd level he's proficient with heavy armor. At 4th level he's proficient with tower shields. At every level after 4th he becomes proficient with one exotic weapon of his choice.
class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)
THE CHAMPION
{table=head]Level|Defense|Will Save|Ref Save|Fort Save|Feats
1st|
+1|
+0|
+2|
+2|2
2nd|
+2|
+0|
+3|
+3|4
3rd|
+3|
+1|
+3|
+3|6
4th|
+4|
+1|
+4|
+4|8
5th|
+5|
+1|
+4|
+4|10, Mobility I
6th|
+6|
+2|
+5|
+5|12
7th|
+7|
+2|
+5|
+5|14
8th|
+8|
+2|
+6|
+6|16
9th|
+9|
+3|
+6|
+6|18
10th|
+10|
+3|
+7|
+7|20, Mobility II
11th|
+11|
+3|
+7|
+7|22
12th|
+12|
+4|
+8|
+8|24
13th|
+13|
+4|
+8|
+8|26
14th|
+14|
+4|
+9|
+9|28
15th|
+15|
+5|
+9|
+9|30, Mobility III
16th|
+16|
+5|
+10|
+10|32
17th|
+17|
+5|
+10|
+10|34
18th|
+18|
+6|
+11|
+11|36
19th|
+19|
+6|
+11|
+11|38
20th|
+20|
+6|
+12|
+12|40, Mobility IV[/table]
FEATS
Champions learn various different abilities in their careers; one can be a great leader while the other can be a mighty warrior while another still might be a famous knight or a wielder of a powerful ancestral relic. At each level they gain two points to assign to champion abilities, called feats; the maximum points in a given feat tree are equal to half their total character level, rounded up, unless otherwise specified. Point assignment is permanent; retraining is possible but requires one week for every 2 points to be reassigned. The feat trees are Armsmaster, Ancestral Heritage, Combat Tactics, Combat Techniques, Heroism, Leadership, Knighthood.
Armsmaster: For every point in this technique the Champion learns a fighter or combat-related feat. In addition, he gains a +1 increase to one of the following: melee attack rolls, ranged attack rolls, attack damage, maximum dexterity bonus for armor, AC bonus from shields. A champion of 6th level and higher may instead choose 1 point of negation of enemies' DR, or 1 point of DR x/-. There is no upper limit to the points a Champion may put in Armsmaster, though each individual bonus is still limited to half his character level (rounded up).
Ancestral Heritage: Champions with points in this talent have found, inherited or been given one or more relic weapons or armors of power. This feat measures how much of the relics' powers the Champion can actually use; for every point in "Ancestral Heritage", the Champion gains to a +1 weapon enchantment's worth of powers. At 7th class level, the Champion gains access to the powers of a 2nd relic and at 13th class level the Champion gains access to the powers of a 3rd relic, both at the same power. Relics almost always are weapons and armor, not wondrous items or spell completion items.
Combat Tactics: For every level in this feat the Champion gains knowledge of one stance of his choice (see Tome of Battle). Normal rules and prerequisites for stances apply. Reflavoring/renaming the stance is allowed and often encouraged.
Combat Techniques: For every level in this feat the Champion gains knowledge of one maneuver of his choice (see Tome of Battle). Normal rules and prerequisites for maneuvers apply. A Champion is limited to using one maneuver per round. He can ready as many maneuvers as he knows; recovery requires spending one round performing only standard attacks and standard moves. Reflavoring/renaming the stance is allowed and often encouraged.
Heroism: Most champions are exceptional in some way; prophesies made about them, being chosen by some higher power, being scions of an important or powerful bloodline or simply being that talented and capable. They get a number of "hero" points per day equal to their level in Heroism. Points can be expended for the following effects: gain bonus to one type of saving throw equal to their charisma or constitution modifier, gain such a bonus to their touch AC that may not exceed their total AC, reroll a skill and take the best results, treat natural 1's normally and not as failures, overcome the lasting effects of a harmful ability or attack through heroic determination, or recover HP equal to half their maximum. All effects of Heroism last for the duration of the scene, except for the last two who are instantaneous.
Leadership: Some Champions are great leaders and generals. For every level in this Feat they gain a leadership point. At the beginning of an encounter, provided they expected danger or had time to give instructions in advance, they can expend these points to give circumstance or competence bonuses to AC, attack bonus, attack damage or reflex saves to themselves and any other creature that follows their leadership. Circumstance bonuses from leadership cap to +2 and cost 1 point per +1 bonus. Competence bonuses don't have a cap but cost 2 points per +1 bonus. The bonuses last for the encounter. A Champion of 8th character level and higher also gains followers from his levels in Leadership; one follower of a level in an NPC class equal to his Leadership, two at his leadership-1, four at his leadership-2, eight at his leadership-3 and so on and so forth. Champions are assumed to have enough resources and estates to support the given number of followers and equip them with mundane equipment.
Knighthood: Some Champions have mastered the training of mounts of all types. A Champion can have as mount an animal of CR equal to his level in this feat or less. At 6th level they can have a magical beast as a mount. At 8th level they can have either a dragon as a mount or an evil outsider companion; the choice is permanent. In addition, for every level in this feat the Knight's mount/companion gets a bonus racial HD and +1 increase to natural armor through intensive training and special care. A slain mount can be replaced with 8 hours of search but does not get the extra benefits immediately; one week of training or adventuring is required per point of bonus applied.
Mobility
A Champion is a mobile, swift combatant. He does not gain iterative attacks from his own BAB. Instead, every 5 levels he gains an extra minor action that can be used in the following ways; take a physical move action. Perform a standard attack. Perform a combat maneuver. Use one of his martial maneuvers (though still limited to 1/round). Enter an additional stance; this allows him to have multiple stances active at once though each stance after the first takes up one of his minor actions to maintain per round.
Such extra actions do not allow the Champion to perform additional full-round actions or perform any sort of standard action not mentioned above, such as readying an action.
The good prince and the evil king. The general of the empire's armies. The great knight that slays the dragon and hunts down monsters. The boy who finds the sword in the stone and becomes an unequaled warrior. The weaponsmaster that has traveled the world to learn all styles of combat. The warlord who gathers the barbarian horde to attack the kingdom. The blackguard who puts villages to the torch and murders thousands. All these are examples of champions, warriors that through skill at arms, leadership ability and personal power become important enough to have stories written about them and their exploits.
alignment: Any. Almost any cause can find a champion and champions that don't find causes can make their own goals into one.
gender: Usually male, as tradition and inclination towards formalized combat draws more boys than girls. Female champions are far from unheard of though.
hd: d10, 6 skill points
BAB/defense: champions have BAB equal to their level with any weapons they are proficient with, equal to their level minus 5 with those they are not. They add their defense number as a dodge bonus to AC that doesn't stack with armor, natural armor or shields.
proficiencies: at 1st level a champion is proficient with all simple weapons, light and medium armor and light shields. At 2nd level he's proficient with all martial weapons and heavy shields. At 3rd level he's proficient with heavy armor. At 4th level he's proficient with tower shields. At every level after 4th he becomes proficient with one exotic weapon of his choice.
class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)
THE CHAMPION
{table=head]Level|Defense|Will Save|Ref Save|Fort Save|Feats
1st|
+1|
+0|
+2|
+2|2
2nd|
+2|
+0|
+3|
+3|4
3rd|
+3|
+1|
+3|
+3|6
4th|
+4|
+1|
+4|
+4|8
5th|
+5|
+1|
+4|
+4|10, Mobility I
6th|
+6|
+2|
+5|
+5|12
7th|
+7|
+2|
+5|
+5|14
8th|
+8|
+2|
+6|
+6|16
9th|
+9|
+3|
+6|
+6|18
10th|
+10|
+3|
+7|
+7|20, Mobility II
11th|
+11|
+3|
+7|
+7|22
12th|
+12|
+4|
+8|
+8|24
13th|
+13|
+4|
+8|
+8|26
14th|
+14|
+4|
+9|
+9|28
15th|
+15|
+5|
+9|
+9|30, Mobility III
16th|
+16|
+5|
+10|
+10|32
17th|
+17|
+5|
+10|
+10|34
18th|
+18|
+6|
+11|
+11|36
19th|
+19|
+6|
+11|
+11|38
20th|
+20|
+6|
+12|
+12|40, Mobility IV[/table]
FEATS
Champions learn various different abilities in their careers; one can be a great leader while the other can be a mighty warrior while another still might be a famous knight or a wielder of a powerful ancestral relic. At each level they gain two points to assign to champion abilities, called feats; the maximum points in a given feat tree are equal to half their total character level, rounded up, unless otherwise specified. Point assignment is permanent; retraining is possible but requires one week for every 2 points to be reassigned. The feat trees are Armsmaster, Ancestral Heritage, Combat Tactics, Combat Techniques, Heroism, Leadership, Knighthood.
Armsmaster: For every point in this technique the Champion learns a fighter or combat-related feat. In addition, he gains a +1 increase to one of the following: melee attack rolls, ranged attack rolls, attack damage, maximum dexterity bonus for armor, AC bonus from shields. A champion of 6th level and higher may instead choose 1 point of negation of enemies' DR, or 1 point of DR x/-. There is no upper limit to the points a Champion may put in Armsmaster, though each individual bonus is still limited to half his character level (rounded up).
Ancestral Heritage: Champions with points in this talent have found, inherited or been given one or more relic weapons or armors of power. This feat measures how much of the relics' powers the Champion can actually use; for every point in "Ancestral Heritage", the Champion gains to a +1 weapon enchantment's worth of powers. At 7th class level, the Champion gains access to the powers of a 2nd relic and at 13th class level the Champion gains access to the powers of a 3rd relic, both at the same power. Relics almost always are weapons and armor, not wondrous items or spell completion items.
Combat Tactics: For every level in this feat the Champion gains knowledge of one stance of his choice (see Tome of Battle). Normal rules and prerequisites for stances apply. Reflavoring/renaming the stance is allowed and often encouraged.
Combat Techniques: For every level in this feat the Champion gains knowledge of one maneuver of his choice (see Tome of Battle). Normal rules and prerequisites for maneuvers apply. A Champion is limited to using one maneuver per round. He can ready as many maneuvers as he knows; recovery requires spending one round performing only standard attacks and standard moves. Reflavoring/renaming the stance is allowed and often encouraged.
Heroism: Most champions are exceptional in some way; prophesies made about them, being chosen by some higher power, being scions of an important or powerful bloodline or simply being that talented and capable. They get a number of "hero" points per day equal to their level in Heroism. Points can be expended for the following effects: gain bonus to one type of saving throw equal to their charisma or constitution modifier, gain such a bonus to their touch AC that may not exceed their total AC, reroll a skill and take the best results, treat natural 1's normally and not as failures, overcome the lasting effects of a harmful ability or attack through heroic determination, or recover HP equal to half their maximum. All effects of Heroism last for the duration of the scene, except for the last two who are instantaneous.
Leadership: Some Champions are great leaders and generals. For every level in this Feat they gain a leadership point. At the beginning of an encounter, provided they expected danger or had time to give instructions in advance, they can expend these points to give circumstance or competence bonuses to AC, attack bonus, attack damage or reflex saves to themselves and any other creature that follows their leadership. Circumstance bonuses from leadership cap to +2 and cost 1 point per +1 bonus. Competence bonuses don't have a cap but cost 2 points per +1 bonus. The bonuses last for the encounter. A Champion of 8th character level and higher also gains followers from his levels in Leadership; one follower of a level in an NPC class equal to his Leadership, two at his leadership-1, four at his leadership-2, eight at his leadership-3 and so on and so forth. Champions are assumed to have enough resources and estates to support the given number of followers and equip them with mundane equipment.
Knighthood: Some Champions have mastered the training of mounts of all types. A Champion can have as mount an animal of CR equal to his level in this feat or less. At 6th level they can have a magical beast as a mount. At 8th level they can have either a dragon as a mount or an evil outsider companion; the choice is permanent. In addition, for every level in this feat the Knight's mount/companion gets a bonus racial HD and +1 increase to natural armor through intensive training and special care. A slain mount can be replaced with 8 hours of search but does not get the extra benefits immediately; one week of training or adventuring is required per point of bonus applied.
Mobility
A Champion is a mobile, swift combatant. He does not gain iterative attacks from his own BAB. Instead, every 5 levels he gains an extra minor action that can be used in the following ways; take a physical move action. Perform a standard attack. Perform a combat maneuver. Use one of his martial maneuvers (though still limited to 1/round). Enter an additional stance; this allows him to have multiple stances active at once though each stance after the first takes up one of his minor actions to maintain per round.
Such extra actions do not allow the Champion to perform additional full-round actions or perform any sort of standard action not mentioned above, such as readying an action.