Extra Anchovies
2015-05-01, 10:59 PM
The Champion
http://images.dakkadakka.com/gallery/2013/11/27/560100_md-D3Tyreal.jpg
Yeah, it's sorta like that.
Description
Adventures: Champions go on adventures to further their chosen cause or to acquire resources which they may then use to work towards their chosen goal. In addition, most champions recognize that sometimes the best way to solve a difficult problem is to wait for a better chance to do so, and may take breaks from working on their dedicated cause to do some other good (or evil) in the world.
Religion: Champions do not need to affiliate themselves with a religion, and many do not do so beyond token respect. Those who wish to support a particular faith usually become paladins or clerics. However, champions often find themselves working along members of these classes when their goals align with that of a particular church.
Background/Races: A champion can be made out of anyone, from the lowest peasant boy wishing death to his oppressors, to the leader of a demon army seeking to destroy their celestial foes. Where there is a cause worth fighting for, there will be a champion fighting for it.
Other Classes: Champions work well with most other classes when their goals are compatible. However, they are sometimes at odds with arcane spellcasters who seek personal power above all else and with clerics and paladins more devoted to their church than to its ideals.
Role: The champion is a main battle tank, dominating fights with their strong debuff and damage-over-time presence rather than through raw high-rate damage output. They present enough of a threat that most enemies will attack the champion first, and those who choose not to can be convinced otherwise through several of the champion's abilities. Outside of combat, the champion's skills can make them effective negotiators or sources of obscure knowledge.
Determine a balanced and effective version of Aura of Might; current consensus is that it is too strong early and/or too easy to apply
Think harder about whether the single-target Fighting Challenge should allow a save
More archetypes and prestige classes?
Game Rule Information
Abilities: Charisma powers many of the Champion's magical abilities, including how often some of their Vindications can be used and determining save DCs. As a combat class, Constitution is important for a Champion, especially because their role is to draw enemy fire while their allies bring foes to their knees. In addition, both Strength and Dexterity are important, with one more than the other depending on the champion's combat style. Most Champions will be strength-based due to their natural power when at the front lines of a battle.
Alignment: Any. Champions attach themselves to specific causes, both noble (such as bringing low oppressive regimes) and vile (such as slaying every elf in existence). When one task is complete (which, given how broad many champions' goals are, is a rare occurrence), they find another one that they deem worthy of their aid.
Hit Die: d12.
Class Skills: The Champion's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Perception, (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Level
BAB
Fortitude
Reflex
Will
Class Features
1
+1
+2
+0
+2
Resolve, Vindication, Aura of Might
2
+2
+3
+0
+3
Divine Grace
3
+3
+3
+1
+3
Paragon's Aura (Courage)
4
+4
+4
+1
+4
Vindication, Emanation (1d6/10 ft)
5
+5
+4
+1
+4
Aura of Might (Improved)
6
+6/+1
+5
+2
+5
Paragon's Aura (Resolve)
7
+7/+2
+5
+2
+5
Vindication
8
+8/+3
+6
+2
+6
Stalwart, Emanation (2d6/15 ft)
9
+9/+4
+6
+3
+6
Paragon's Aura (Persistence)
10
+10/+5
+7
+3
+7
Vindication
11
+11/+6/+1
+7
+3
+7
Wings of Glory
12
+12/+7/+2
+8
+4
+8
Paragon's Aura (Clarity), Emanation (3d6, 20 ft)
13
+13/+8/+3
+8
+4
+8
Vindication
14
+14/+9+4
+9
+4
+9
Iron Soul
15
+15/+10/+5
+9
+5
+9
Paragon's Aura (Faith)
16
+16/+11/+6/+1
+10
+5
+10
Vindication, Emanation (4d6, 25 ft)
17
+17/+12/+7/+2
+10
+5
+10
Appeal
18
+18/+13/+8/+3
+11
+6
+11
Paragon's Aura (Righteousness)
19
+19/+14/+9/+4
+11
+6
+11
Vindication
20
+20/+15/+10/+5
+12
+6
+12
Ascension, Emanation (5d6, 30 ft)
Class Features
Resolve (Su):
Every champion has a pool of Resolve which is used to power some of their abilities. A champion has a number of points of Resolve equal to 1/2 their champion level + their Charisma modifier. As long as a champion has one or more points of Resolve, they benefit from the effects of Endurance and Diehard. Vindications with ongoing effects do not function while the champion is unconscious or dead.
Vindications
Whenever a Champion learns a new Vindication, they gain one of the abilities below. Vindications that require a saving throw have a save DC equal to 10 + 1/2 champion level + Charisma modifier.
Fighting Challenge (Ex):
You shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the fighting challenge. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend one point of Resolve to cause all your enemies within 100 feet with a CR greater than or equal to your HD minus 2 to make Will saves. A champion may alternately target a single enemy within 100 feet regardless of CR, in which case a save is not allowed.
Creatures that fail this save (or that are the sole targets) are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the fighting challenge ends for that specific target.
The effect of a fighting challenge last for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your fighting challenge (or if it is selected as a single target), it can only be targeted by this effect once per day.
Expanded Auras (Su):
The Paragon's Aura effects of a champion with this Vindication apply to all allies within the champion's emanation radius.
Smite (Su):
At any point during a combat, a champion with this Vindication can mark an actively hostile enemy with this ability as a swift action with no Resolve cost. They may mark a new enemy as a swift action; this removes the mark from any previously marked enemies. Once per encounter, if a marked enemy deals damage to one of the champion's allies while either the marked enemy or the damaged ally are within the champion's Emanation, the champion may immediately spend one point of resolve to smite the enemy, dealing 1d6/champion level points of untyped damage to the marked enemy (this does not require an action). This damage cannot be blocked, prevented, mitigated, or reduced in any way. If the target has more hit dice than the ally they damaged, the number of damage dice is increased by the difference between the enemy's HD and the ally's HD. For example, if a 20th-level champion marks the Tarrasque (48 HD), who then chooses to attack a 1st-level human commoner (1 HD) while both are within the champion's Emanation, the champion may then smite the Tarrasque for 67d6 damage. The champion does not count as their own ally for the purpose of this ability. A marked enemy is aware of the champion's ability to smite them, and the conditions under which it can be done. A marked enemy cannot be magically compelled to attack an ally of the champion. If they are under the influence of a compulsion effect that allows a saving throw, they may immediately make another save to throw off the effect if they are ordered to attack an ally of a champion who has marked them. On a failed save they attack the champion instead. This ability cannot be used outside of combat.
Scatter the Weak (Su):
When a champion spends a standard action and one point of Resolve to activate this Vindication, all enemies within the champion's Emanation radius must make a Will save. If they fail, they must spend their next turn moving as far from the champion as possible by any means necessary, and may not take any other actions that turn. They do not need to move in a straight line, and choose their path on their own (and will thus not be likely to run off of cliffs or into dangerous areas). If they are unable to leave the area, they must instead move as far from the champion as they can. Once they have done so, they cower for the rest of their action. This ability does not affect enemies with more class levels than the champion has Hit Dice. This is a mind-affecting compulsion effect.
Cut Them Down (Ex):
When a champion damages an enemy with an attack, they may spend one point of Resolve to mark them with this ability. For the remainder of combat, allies of the champion gain a morale bonus on attack and damage rolls against the marked enemy equal to the champion's Charisma modifier. The champion does not count as their own ally for the purpose of this ability.
Aura of Grace (Su):
When this Vindication is activated, which can be done as an immediate action and costs 1 point of Resolve, allies within 10 feet gain the champion's Charisma modifier as a morale bonus to saving throws. Allies who enter the area gain the bonus immediately, and allies who leave the area retain the bonus for 1 round. A champion does not count as their own ally for the purposes of this effect. This effect lasts for one minute.
Weather the Storm (Su):
When activated, this Vindication grants all allies within the champion's Emanation radius resistance to acid, cold, electricity, or fire (selected at the time of activation) equal to the champion's level plus the champion's Charisma modifier. This costs one point of Resolve, requires an immediate action, and lasts for one minute. Allies who enter the area gain the resistance immediately, and allies who leave the area retain the resistance for 1 round.
Healing Touch (Su):
A champion with this Vindication can spend one point of Resolve to gain one use of the Lay on Hands ability of a paladin of their class level. They do not gain any mercies.
Touch of Death (Su):
A champion with this Vindication can spend one point of Resolve to gain one use of the Touch of Corruption ability of an antipaladin of their class level. They do not gain any cruelties.
Spiteful Retribution (Su):
Once per round, when an enemy within the champion's Aura of Might hits an ally also within the champion's Aura of Might, the champion may deal damage to that enemy equal to the amount dealt by the champion's Emanation. This damage is untyped.
Watchful Protector (Ex):
When an ally other than you within your reach would be struck by the melee attack of an enemy, a champion may expend an attack of opportunity or one point of Resolve to attempt to block the attack. The champion makes an attack roll against the enemy whose attack they are attempting to block; if the champion's attack roll indicates a hit, the enemy's attack misses (no damage is dealt to the targeted enemy by this Vindication). This Vindication may only be used once per round, but does not require an action to use.
Intercession (Ex):
When a willing ally of a champion with this vindication would be attacked by the melee attack of an enemy, the champion may activate it as an immediate action to reposition both themselves and their ally if they are within one single move's range of the ally. The champion moves to occupy the space of their ally, and the ally moves to any adjacent space. Neither movement provokes attacks of opportunity. The enemy attack is then resolved as normal but with the champion as the target. This vindication has no cost, but can only be used on a particular ally once per combat.
Wrathful Gaze (Su):
A champion can activate this ability as a standard action at the cost of one point of Resolve to create an aura of terror for one minute. All creatures within 30 feet must make a Will save (the champion may designate any number of targets to be immune to this particular instance of Wrathful Gaze. Enemies with HD less than or equal to the champion's class level who fail their saves become frightened, while those who succeed are instead shaken. Enemies with more HD than the champion's class level are shaken on a failed save and suffer no ill effects on a successful save. Frightened enemies who move more than 30 feet away from the champion become shaken for the remainder of the duration. Creatures who were not within 30 feet of the champion when the effect was activated must immediately make a save upon entering the area of this effect unless the champion deems them immune to this instance of Wrathful Gaze. This is a mind-affecting fear effect.
Steadfast Guardian (Su):
A champion with this Vindication may activate as an immediate action by spending one point of resolve. When they do so, they select an ally within their Aura of Might; for one minute, the ally may make any saving throws using either their own modifiers or the champion's modifiers. In addition, when that ally is attacked, they may use either their own Armor Class or the champion's Armor Class to determine whether they are struck.
Versatile Emanation (Su):
Each time a champion with this Vindication activates their Emanation, they may choose a damage type from the following: acid, cold, electricity, fire, bludgeoning, piercing, or slashing. This overrides the normal restriction.
Bonus Feat (Ex):
At any level where a champion would learn a Vindication, they may instead learn a bonus combat feat. They only gain the benefits of this feat (and of any feats it is used as a prerequisite for) as long as they have one or more points of Resolve.
Aura of Might (Ex)
Enemies who have damaged an ally other than the champion within the last two rounds and who are within a radius centered on the champion equal to the champion's reach receive a -3 penalty on their attack rolls to hit allies of the champion. This penalty does not apply to attacks against the champion. Enemies subject to this aura are aware of its effects and the conditions under which they apply. At 5th level, this penalty increases to -5 and the radius of this effect increases by 5 feet. This ability does not function if the champion is unconscious, dead, or otherwise unable to threaten an area.
Divine Grace:
A champion of 2nd level or higher gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.
Paragon's Aura (Su):
Courage: At 3rd level, a champion gains the Divine Courage ability. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Divine Courage:
Whenever a Champion with this ability is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class and never cowers (thus, it may act even if there is no chance to escape, but may only target or act against the source of her fear). Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear (except for cowering). If the champion manages to defeat or destroy the source of fear, this condition is removed, as is the fear effect.
Resolve: At 6rd level, a champion becomes immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Persistence: At 9rd level, a champion becomes immune to disease and poison. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against disease and poison. This includes supernatural diseases and magical poisons. Allies of the champion only receive this bonus while the champion is conscious, not if she is unconscious or dead, but an unconscious champion is still immune to all diseases and poisons.
Clarity: At 12th level, a champion becomes immune to figments, patterns, and phantasms. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against figments, patterns, and phantasms. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Faith: At 15th level, a champion's weapons are treated as having the same alignment as the champion for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as sharing the champion's alignment for the purposes of overcoming Damage Reduction. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Righteousness: At 18th level, a champion gains immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Emanation (Su)
At 4th level, a champion is able to surround themselves in a field of energy. Activating this ability is a swift action, but ending it does not require an action. Upon first activating this ability, the champion chooses acid, cold, electricity, or fire; this selection can only be changed each time the champion gains a champion level. All enemies within 10 feet of the champion take 1d6 points of the specified damage type at the end of each of the champion's turns. Every four levels thereafter, the radius of this effect increases by 5 feet and the damage increases by 1d6. This ability does not function while the champion is unconscious or dead, and if they enter one of those states while Emanation is active, the effects of Emanation immediately cease.
Mettle (Ex):
If a Champion of 8th level or higher is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.
Wings of Glory (Su)
At 11th level, a champion gains the ability to fly as if permanently under the effects of fly (http://www.d20pfsrd.com/magic/all-spells/f/fly), but as a supernatural ability. This ability can have a physical manifestation if the champion wishes it to.
Iron Soul (Su):
At 14th level, a champion gains spell resistance equal to 10 + champion level. It does not require an action to raise or lower this spell resistance; thus, a champion may lower their spell resistance to allow an allied spell to affect them and may then immediately raise it again. If a champion falls unconscious, they may designate one or more allies who may ignore the champion's spell resistance until the next time the champion regains consciousness; the designated allies are psychically alerted that they have been selected in this manner.
Appeal (Sp)
A champion of 17th level or higher may use greater planar ally (http://www.d20pfsrd.com/magic/all-spells/p/planar-ally) as a spell-like ability once per day. They must still arrange payment for the task requested of the summoned outsiders, but do not need to pay the 2500 gp material component. They may only have one casting's worth of outsiders summoned by this effect at any time; activating this ability before any currently summoned outsiders have completed their tasks frees them from your service, but does not refund your payment to them.
Ascension:
At 20th level, a champion becomes a magical creature. Whenever it would be beneficial for them, they are forevermore treated as an outsider (native) with an alignment subtype corresponding to one of their alignment components (champions with multiple alignment components choose which subtype to receive, and true neutral champions do not receive an alignment component), rather than as a humanoid (or whatever the champion's creature type was). In addition, they gain DR 10 against weapons not opposed to their chosen subtype (e.g. a good-aligned champion who chooses the good subtype gains DR 10/evil). Champions with one or more neutral alignment components may choose DR 10/adamantine instead (and true neutral Champions must choose DR 10/adamantine). They no longer need to breath, eat, drink, or sleep, and can speak with any living creature. They do not suffer aging penalties and cannot be magically aged. Any such penalties that have already been applied are reverted (the champion chooses whether their physical appearance undergoes reversed aging as well). When their time is up, they are called to dwell on the outer plane best matching their cause and alignment and lose their (native) subtype.
New Feat
Extra Resolve
Prerequisites: Resolve class feature
Benefit: The size of your resolve pool increases by 2.
Special: This feat can be taken multiple times. Its effects stack.
5/1/2015: Uploaded.
5/2/2015: "Champion Power" renamed to "Vindication". Weather the Storm added. Ascension DR flipped.
5/3/2015: Spiteful Retribution added. Aura of Might split into initial and improved versions. Emanation changed to levels 4/8/12/16/20. Paragon's Aura category created to differentiate between the main aura set, Aura of Might, and Aura of Grace.
5/4/2015: Intercession added. "Whenever it's beneficial" clause added to Ascension. Divine Courage added. Some of Keledrath's various suggestions implemented.
5/6/2015: Added a must-have-recently-damaged-another-ally clause to Aura of Might.
5/7/2015: Added a number of clauses requiring that a champion be alive and conscious for some abilities to function.
Archetypes
The Invisible Hand
Credit to silphael for the idea
Sometimes a goal cannot be easily met directly. Sometimes a more underhanded method is required. This is where the Invisible Hand comes in.
Skills: Add Disable Device, Escape Artist, Disable Device, Sleight of Hand, and Stealth to the Invisible Hand's class skill list.
Vindication: New vindications are only learned at levels 1, 7, 13, and 19. This alters the Vindication ability.
Tools of the Trade: At levels 1, 4, 7, 10, 13, 16, and 19, an Invisible Hand learns a Rogue Talent, Slayer Talent, or Ninja Trick of their choosing. At levels 13, 16, and 19, they may instead select Advanced Rogue Talents, Advanced Slayer Talents, and/or Master Ninja Tricks.
Emanation: An Invisible Hand's Emanation deals no damage, and cannot be activated. However, they are still treated as having this class feature, and for the purposes of all other effects, still have an effective Emanation radius equal to that of an unarchetyped Champion of their level. This alters the Emanation ability.
Sneak Attack: At level 4, an Invisible Hand gains Sneak Attack +1d6, as the Rogue ability. This sneak attack damage increases by one die every four levels.
Prestige Classes
The Mage-Knight
https://s-media-cache-ak0.pinimg.com/236x/99/e8/23/99e8235950fb4899d28602178f91905d.jpg
Although most champions spurn arcane magic, seeing it as inherently selfish, others embrace it and turn its powers towards their chosen cause. These are the Mage-Knights.
Prerequisites:
Feats: Combat Casting
Spellcasting: Ability to cast arcane spells (racial spell-like abilities do not meet this qualification).
Special: Emanation class feature.
HD: d10.
Skill ranks per level: 2+Int modifier.
Level
BAB
Fortitude
Reflex
Will
Special
Spellcasting
1
+0
+1
+0
+1
Walker of Two Paths, Champion Abilities, Familiar
+1 level of existing arcane spellcasting class
2
+1
+1
+1
+1
Paragon's Aura (Disruption), Armor Training (Light)
+1 level of existing arcane spellcasting class
3
+2
+2
+1
+2
Vindication
+1 level of existing arcane spellcasting class
4
+3
+2
+1
+2
Emanation (+1d6, +5 ft)
+1 level of existing arcane spellcasting class
5
+3
+3
+2
+3
Bound by Faith
+1 level of existing arcane spellcasting class
6
+4
+3
+2
+3
Armor Training (Medium)
+1 level of existing arcane spellcasting class
7
+5
+4
+2
+4
Vindication
+1 level of existing arcane spellcasting class
8
+6
+4
+3
+4
Paragon's Aura (Thaumaturgy)
+1 level of existing arcane spellcasting class
9
+6
+5
+3
+5
Emanation (+2d6, +10 ft)
+1 level of existing arcane spellcasting class
10
+7
+5
+3
+5
Arcane Resplendence, Armor Training (Heavy)
+1 level of existing arcane spellcasting class
Class Features:
Walker of Two Paths: A Mage-Knight who casts spells using an ability score other than Charisma uses that ability score in place of Charisma for all Champion and Mage-Knight class features (such as the size of the Mage-Knight's Resolve pool, or the penalty applied by the Paragon's Aura (Disruption) class feature).
Champion Abilities: Mage-Knight levels stack with Champion levels when determining the number of points of Resolve the Mage-Knight possesses, as well as the save DCs of their Champion abilities that allow saving throws.
Familiar: Mage-Knight levels stack with levels of other classes when determining the abilities of a familiar. If they do not have a familiar from another class, they gain the ability to summon one, and use their arcane caster level as their effective wizard level to determine its abilities.
Paragon's Aura (Disruption): Enemies with Spell Resistance who are within 10 feet of a Mage-Knight of second level or higher receive a penalty to their SR equal to the Mage-Knight's Charisma modifier.
Armor Training: At 2nd level, a Mage-Knight ignores all arcane spell failure chances from light armor. This benefit extends to medium armor at level 6 and to heavy armor at level 10.
Vindication: At levels 3 and 7, a Mage-Knight learns a new Vindication.
Emanation: At levels 4 and 9, a Mage-Knight's Emanation increases in radius by 5 feet and increases in damage by 1d6.
Bound by Faith: The familiar of a Mage-Knight of 5th level or higher shares the benefits of the Mage-Knight's Paragon's Aura class features (including those gained from Champion levels), and allies within 10 feet of the Mage-Knight's familiar gain the ally benefits of these auras.
Paragon's Aura (Thaumaturgy): At level 8, a Mage-Knight gains the ability to share their arcane talents with nearby allies. By spending one point of Resolve, the Mage-Knight may grant the benefits of an ongoing spell currently affecting the Mage-Knight to all allies within 10 feet for either one minute of the spell's remaining duration, whichever is shorter. Allies who enter the radius of this effect gain the benefit of the spell immediately, while those who leave the area retain the bonus for 1 round.
Arcane Resplendence: A 10th-level Mage-Knight may spend Resolve to regain any expended spell or spell slot, or to spontaneously apply one or more metamagic feats to a spell without increasing the level of the spell slot used to cast it. Recovering an expended spell or spell slot costs one point of Resolve and requires a move action, while spontaneously applying metamagic costs one point of Resolve for every three levels' worth of metamagic effects applied to the spell, rounded up (e.g. applying Quicken Spell through this ability costs 2 points of Resolve).
http://images.dakkadakka.com/gallery/2013/11/27/560100_md-D3Tyreal.jpg
Yeah, it's sorta like that.
Description
Adventures: Champions go on adventures to further their chosen cause or to acquire resources which they may then use to work towards their chosen goal. In addition, most champions recognize that sometimes the best way to solve a difficult problem is to wait for a better chance to do so, and may take breaks from working on their dedicated cause to do some other good (or evil) in the world.
Religion: Champions do not need to affiliate themselves with a religion, and many do not do so beyond token respect. Those who wish to support a particular faith usually become paladins or clerics. However, champions often find themselves working along members of these classes when their goals align with that of a particular church.
Background/Races: A champion can be made out of anyone, from the lowest peasant boy wishing death to his oppressors, to the leader of a demon army seeking to destroy their celestial foes. Where there is a cause worth fighting for, there will be a champion fighting for it.
Other Classes: Champions work well with most other classes when their goals are compatible. However, they are sometimes at odds with arcane spellcasters who seek personal power above all else and with clerics and paladins more devoted to their church than to its ideals.
Role: The champion is a main battle tank, dominating fights with their strong debuff and damage-over-time presence rather than through raw high-rate damage output. They present enough of a threat that most enemies will attack the champion first, and those who choose not to can be convinced otherwise through several of the champion's abilities. Outside of combat, the champion's skills can make them effective negotiators or sources of obscure knowledge.
Determine a balanced and effective version of Aura of Might; current consensus is that it is too strong early and/or too easy to apply
Think harder about whether the single-target Fighting Challenge should allow a save
More archetypes and prestige classes?
Game Rule Information
Abilities: Charisma powers many of the Champion's magical abilities, including how often some of their Vindications can be used and determining save DCs. As a combat class, Constitution is important for a Champion, especially because their role is to draw enemy fire while their allies bring foes to their knees. In addition, both Strength and Dexterity are important, with one more than the other depending on the champion's combat style. Most Champions will be strength-based due to their natural power when at the front lines of a battle.
Alignment: Any. Champions attach themselves to specific causes, both noble (such as bringing low oppressive regimes) and vile (such as slaying every elf in existence). When one task is complete (which, given how broad many champions' goals are, is a rare occurrence), they find another one that they deem worthy of their aid.
Hit Die: d12.
Class Skills: The Champion's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Perception, (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Level
BAB
Fortitude
Reflex
Will
Class Features
1
+1
+2
+0
+2
Resolve, Vindication, Aura of Might
2
+2
+3
+0
+3
Divine Grace
3
+3
+3
+1
+3
Paragon's Aura (Courage)
4
+4
+4
+1
+4
Vindication, Emanation (1d6/10 ft)
5
+5
+4
+1
+4
Aura of Might (Improved)
6
+6/+1
+5
+2
+5
Paragon's Aura (Resolve)
7
+7/+2
+5
+2
+5
Vindication
8
+8/+3
+6
+2
+6
Stalwart, Emanation (2d6/15 ft)
9
+9/+4
+6
+3
+6
Paragon's Aura (Persistence)
10
+10/+5
+7
+3
+7
Vindication
11
+11/+6/+1
+7
+3
+7
Wings of Glory
12
+12/+7/+2
+8
+4
+8
Paragon's Aura (Clarity), Emanation (3d6, 20 ft)
13
+13/+8/+3
+8
+4
+8
Vindication
14
+14/+9+4
+9
+4
+9
Iron Soul
15
+15/+10/+5
+9
+5
+9
Paragon's Aura (Faith)
16
+16/+11/+6/+1
+10
+5
+10
Vindication, Emanation (4d6, 25 ft)
17
+17/+12/+7/+2
+10
+5
+10
Appeal
18
+18/+13/+8/+3
+11
+6
+11
Paragon's Aura (Righteousness)
19
+19/+14/+9/+4
+11
+6
+11
Vindication
20
+20/+15/+10/+5
+12
+6
+12
Ascension, Emanation (5d6, 30 ft)
Class Features
Resolve (Su):
Every champion has a pool of Resolve which is used to power some of their abilities. A champion has a number of points of Resolve equal to 1/2 their champion level + their Charisma modifier. As long as a champion has one or more points of Resolve, they benefit from the effects of Endurance and Diehard. Vindications with ongoing effects do not function while the champion is unconscious or dead.
Vindications
Whenever a Champion learns a new Vindication, they gain one of the abilities below. Vindications that require a saving throw have a save DC equal to 10 + 1/2 champion level + Charisma modifier.
Fighting Challenge (Ex):
You shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the fighting challenge. You must have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend one point of Resolve to cause all your enemies within 100 feet with a CR greater than or equal to your HD minus 2 to make Will saves. A champion may alternately target a single enemy within 100 feet regardless of CR, in which case a save is not allowed.
Creatures that fail this save (or that are the sole targets) are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’s area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the fighting challenge ends for that specific target.
The effect of a fighting challenge last for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your fighting challenge (or if it is selected as a single target), it can only be targeted by this effect once per day.
Expanded Auras (Su):
The Paragon's Aura effects of a champion with this Vindication apply to all allies within the champion's emanation radius.
Smite (Su):
At any point during a combat, a champion with this Vindication can mark an actively hostile enemy with this ability as a swift action with no Resolve cost. They may mark a new enemy as a swift action; this removes the mark from any previously marked enemies. Once per encounter, if a marked enemy deals damage to one of the champion's allies while either the marked enemy or the damaged ally are within the champion's Emanation, the champion may immediately spend one point of resolve to smite the enemy, dealing 1d6/champion level points of untyped damage to the marked enemy (this does not require an action). This damage cannot be blocked, prevented, mitigated, or reduced in any way. If the target has more hit dice than the ally they damaged, the number of damage dice is increased by the difference between the enemy's HD and the ally's HD. For example, if a 20th-level champion marks the Tarrasque (48 HD), who then chooses to attack a 1st-level human commoner (1 HD) while both are within the champion's Emanation, the champion may then smite the Tarrasque for 67d6 damage. The champion does not count as their own ally for the purpose of this ability. A marked enemy is aware of the champion's ability to smite them, and the conditions under which it can be done. A marked enemy cannot be magically compelled to attack an ally of the champion. If they are under the influence of a compulsion effect that allows a saving throw, they may immediately make another save to throw off the effect if they are ordered to attack an ally of a champion who has marked them. On a failed save they attack the champion instead. This ability cannot be used outside of combat.
Scatter the Weak (Su):
When a champion spends a standard action and one point of Resolve to activate this Vindication, all enemies within the champion's Emanation radius must make a Will save. If they fail, they must spend their next turn moving as far from the champion as possible by any means necessary, and may not take any other actions that turn. They do not need to move in a straight line, and choose their path on their own (and will thus not be likely to run off of cliffs or into dangerous areas). If they are unable to leave the area, they must instead move as far from the champion as they can. Once they have done so, they cower for the rest of their action. This ability does not affect enemies with more class levels than the champion has Hit Dice. This is a mind-affecting compulsion effect.
Cut Them Down (Ex):
When a champion damages an enemy with an attack, they may spend one point of Resolve to mark them with this ability. For the remainder of combat, allies of the champion gain a morale bonus on attack and damage rolls against the marked enemy equal to the champion's Charisma modifier. The champion does not count as their own ally for the purpose of this ability.
Aura of Grace (Su):
When this Vindication is activated, which can be done as an immediate action and costs 1 point of Resolve, allies within 10 feet gain the champion's Charisma modifier as a morale bonus to saving throws. Allies who enter the area gain the bonus immediately, and allies who leave the area retain the bonus for 1 round. A champion does not count as their own ally for the purposes of this effect. This effect lasts for one minute.
Weather the Storm (Su):
When activated, this Vindication grants all allies within the champion's Emanation radius resistance to acid, cold, electricity, or fire (selected at the time of activation) equal to the champion's level plus the champion's Charisma modifier. This costs one point of Resolve, requires an immediate action, and lasts for one minute. Allies who enter the area gain the resistance immediately, and allies who leave the area retain the resistance for 1 round.
Healing Touch (Su):
A champion with this Vindication can spend one point of Resolve to gain one use of the Lay on Hands ability of a paladin of their class level. They do not gain any mercies.
Touch of Death (Su):
A champion with this Vindication can spend one point of Resolve to gain one use of the Touch of Corruption ability of an antipaladin of their class level. They do not gain any cruelties.
Spiteful Retribution (Su):
Once per round, when an enemy within the champion's Aura of Might hits an ally also within the champion's Aura of Might, the champion may deal damage to that enemy equal to the amount dealt by the champion's Emanation. This damage is untyped.
Watchful Protector (Ex):
When an ally other than you within your reach would be struck by the melee attack of an enemy, a champion may expend an attack of opportunity or one point of Resolve to attempt to block the attack. The champion makes an attack roll against the enemy whose attack they are attempting to block; if the champion's attack roll indicates a hit, the enemy's attack misses (no damage is dealt to the targeted enemy by this Vindication). This Vindication may only be used once per round, but does not require an action to use.
Intercession (Ex):
When a willing ally of a champion with this vindication would be attacked by the melee attack of an enemy, the champion may activate it as an immediate action to reposition both themselves and their ally if they are within one single move's range of the ally. The champion moves to occupy the space of their ally, and the ally moves to any adjacent space. Neither movement provokes attacks of opportunity. The enemy attack is then resolved as normal but with the champion as the target. This vindication has no cost, but can only be used on a particular ally once per combat.
Wrathful Gaze (Su):
A champion can activate this ability as a standard action at the cost of one point of Resolve to create an aura of terror for one minute. All creatures within 30 feet must make a Will save (the champion may designate any number of targets to be immune to this particular instance of Wrathful Gaze. Enemies with HD less than or equal to the champion's class level who fail their saves become frightened, while those who succeed are instead shaken. Enemies with more HD than the champion's class level are shaken on a failed save and suffer no ill effects on a successful save. Frightened enemies who move more than 30 feet away from the champion become shaken for the remainder of the duration. Creatures who were not within 30 feet of the champion when the effect was activated must immediately make a save upon entering the area of this effect unless the champion deems them immune to this instance of Wrathful Gaze. This is a mind-affecting fear effect.
Steadfast Guardian (Su):
A champion with this Vindication may activate as an immediate action by spending one point of resolve. When they do so, they select an ally within their Aura of Might; for one minute, the ally may make any saving throws using either their own modifiers or the champion's modifiers. In addition, when that ally is attacked, they may use either their own Armor Class or the champion's Armor Class to determine whether they are struck.
Versatile Emanation (Su):
Each time a champion with this Vindication activates their Emanation, they may choose a damage type from the following: acid, cold, electricity, fire, bludgeoning, piercing, or slashing. This overrides the normal restriction.
Bonus Feat (Ex):
At any level where a champion would learn a Vindication, they may instead learn a bonus combat feat. They only gain the benefits of this feat (and of any feats it is used as a prerequisite for) as long as they have one or more points of Resolve.
Aura of Might (Ex)
Enemies who have damaged an ally other than the champion within the last two rounds and who are within a radius centered on the champion equal to the champion's reach receive a -3 penalty on their attack rolls to hit allies of the champion. This penalty does not apply to attacks against the champion. Enemies subject to this aura are aware of its effects and the conditions under which they apply. At 5th level, this penalty increases to -5 and the radius of this effect increases by 5 feet. This ability does not function if the champion is unconscious, dead, or otherwise unable to threaten an area.
Divine Grace:
A champion of 2nd level or higher gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.
Paragon's Aura (Su):
Courage: At 3rd level, a champion gains the Divine Courage ability. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Divine Courage:
Whenever a Champion with this ability is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class and never cowers (thus, it may act even if there is no chance to escape, but may only target or act against the source of her fear). Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear (except for cowering). If the champion manages to defeat or destroy the source of fear, this condition is removed, as is the fear effect.
Resolve: At 6rd level, a champion becomes immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Persistence: At 9rd level, a champion becomes immune to disease and poison. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against disease and poison. This includes supernatural diseases and magical poisons. Allies of the champion only receive this bonus while the champion is conscious, not if she is unconscious or dead, but an unconscious champion is still immune to all diseases and poisons.
Clarity: At 12th level, a champion becomes immune to figments, patterns, and phantasms. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against figments, patterns, and phantasms. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Faith: At 15th level, a champion's weapons are treated as having the same alignment as the champion for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as sharing the champion's alignment for the purposes of overcoming Damage Reduction. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Righteousness: At 18th level, a champion gains immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Emanation (Su)
At 4th level, a champion is able to surround themselves in a field of energy. Activating this ability is a swift action, but ending it does not require an action. Upon first activating this ability, the champion chooses acid, cold, electricity, or fire; this selection can only be changed each time the champion gains a champion level. All enemies within 10 feet of the champion take 1d6 points of the specified damage type at the end of each of the champion's turns. Every four levels thereafter, the radius of this effect increases by 5 feet and the damage increases by 1d6. This ability does not function while the champion is unconscious or dead, and if they enter one of those states while Emanation is active, the effects of Emanation immediately cease.
Mettle (Ex):
If a Champion of 8th level or higher is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.
Wings of Glory (Su)
At 11th level, a champion gains the ability to fly as if permanently under the effects of fly (http://www.d20pfsrd.com/magic/all-spells/f/fly), but as a supernatural ability. This ability can have a physical manifestation if the champion wishes it to.
Iron Soul (Su):
At 14th level, a champion gains spell resistance equal to 10 + champion level. It does not require an action to raise or lower this spell resistance; thus, a champion may lower their spell resistance to allow an allied spell to affect them and may then immediately raise it again. If a champion falls unconscious, they may designate one or more allies who may ignore the champion's spell resistance until the next time the champion regains consciousness; the designated allies are psychically alerted that they have been selected in this manner.
Appeal (Sp)
A champion of 17th level or higher may use greater planar ally (http://www.d20pfsrd.com/magic/all-spells/p/planar-ally) as a spell-like ability once per day. They must still arrange payment for the task requested of the summoned outsiders, but do not need to pay the 2500 gp material component. They may only have one casting's worth of outsiders summoned by this effect at any time; activating this ability before any currently summoned outsiders have completed their tasks frees them from your service, but does not refund your payment to them.
Ascension:
At 20th level, a champion becomes a magical creature. Whenever it would be beneficial for them, they are forevermore treated as an outsider (native) with an alignment subtype corresponding to one of their alignment components (champions with multiple alignment components choose which subtype to receive, and true neutral champions do not receive an alignment component), rather than as a humanoid (or whatever the champion's creature type was). In addition, they gain DR 10 against weapons not opposed to their chosen subtype (e.g. a good-aligned champion who chooses the good subtype gains DR 10/evil). Champions with one or more neutral alignment components may choose DR 10/adamantine instead (and true neutral Champions must choose DR 10/adamantine). They no longer need to breath, eat, drink, or sleep, and can speak with any living creature. They do not suffer aging penalties and cannot be magically aged. Any such penalties that have already been applied are reverted (the champion chooses whether their physical appearance undergoes reversed aging as well). When their time is up, they are called to dwell on the outer plane best matching their cause and alignment and lose their (native) subtype.
New Feat
Extra Resolve
Prerequisites: Resolve class feature
Benefit: The size of your resolve pool increases by 2.
Special: This feat can be taken multiple times. Its effects stack.
5/1/2015: Uploaded.
5/2/2015: "Champion Power" renamed to "Vindication". Weather the Storm added. Ascension DR flipped.
5/3/2015: Spiteful Retribution added. Aura of Might split into initial and improved versions. Emanation changed to levels 4/8/12/16/20. Paragon's Aura category created to differentiate between the main aura set, Aura of Might, and Aura of Grace.
5/4/2015: Intercession added. "Whenever it's beneficial" clause added to Ascension. Divine Courage added. Some of Keledrath's various suggestions implemented.
5/6/2015: Added a must-have-recently-damaged-another-ally clause to Aura of Might.
5/7/2015: Added a number of clauses requiring that a champion be alive and conscious for some abilities to function.
Archetypes
The Invisible Hand
Credit to silphael for the idea
Sometimes a goal cannot be easily met directly. Sometimes a more underhanded method is required. This is where the Invisible Hand comes in.
Skills: Add Disable Device, Escape Artist, Disable Device, Sleight of Hand, and Stealth to the Invisible Hand's class skill list.
Vindication: New vindications are only learned at levels 1, 7, 13, and 19. This alters the Vindication ability.
Tools of the Trade: At levels 1, 4, 7, 10, 13, 16, and 19, an Invisible Hand learns a Rogue Talent, Slayer Talent, or Ninja Trick of their choosing. At levels 13, 16, and 19, they may instead select Advanced Rogue Talents, Advanced Slayer Talents, and/or Master Ninja Tricks.
Emanation: An Invisible Hand's Emanation deals no damage, and cannot be activated. However, they are still treated as having this class feature, and for the purposes of all other effects, still have an effective Emanation radius equal to that of an unarchetyped Champion of their level. This alters the Emanation ability.
Sneak Attack: At level 4, an Invisible Hand gains Sneak Attack +1d6, as the Rogue ability. This sneak attack damage increases by one die every four levels.
Prestige Classes
The Mage-Knight
https://s-media-cache-ak0.pinimg.com/236x/99/e8/23/99e8235950fb4899d28602178f91905d.jpg
Although most champions spurn arcane magic, seeing it as inherently selfish, others embrace it and turn its powers towards their chosen cause. These are the Mage-Knights.
Prerequisites:
Feats: Combat Casting
Spellcasting: Ability to cast arcane spells (racial spell-like abilities do not meet this qualification).
Special: Emanation class feature.
HD: d10.
Skill ranks per level: 2+Int modifier.
Level
BAB
Fortitude
Reflex
Will
Special
Spellcasting
1
+0
+1
+0
+1
Walker of Two Paths, Champion Abilities, Familiar
+1 level of existing arcane spellcasting class
2
+1
+1
+1
+1
Paragon's Aura (Disruption), Armor Training (Light)
+1 level of existing arcane spellcasting class
3
+2
+2
+1
+2
Vindication
+1 level of existing arcane spellcasting class
4
+3
+2
+1
+2
Emanation (+1d6, +5 ft)
+1 level of existing arcane spellcasting class
5
+3
+3
+2
+3
Bound by Faith
+1 level of existing arcane spellcasting class
6
+4
+3
+2
+3
Armor Training (Medium)
+1 level of existing arcane spellcasting class
7
+5
+4
+2
+4
Vindication
+1 level of existing arcane spellcasting class
8
+6
+4
+3
+4
Paragon's Aura (Thaumaturgy)
+1 level of existing arcane spellcasting class
9
+6
+5
+3
+5
Emanation (+2d6, +10 ft)
+1 level of existing arcane spellcasting class
10
+7
+5
+3
+5
Arcane Resplendence, Armor Training (Heavy)
+1 level of existing arcane spellcasting class
Class Features:
Walker of Two Paths: A Mage-Knight who casts spells using an ability score other than Charisma uses that ability score in place of Charisma for all Champion and Mage-Knight class features (such as the size of the Mage-Knight's Resolve pool, or the penalty applied by the Paragon's Aura (Disruption) class feature).
Champion Abilities: Mage-Knight levels stack with Champion levels when determining the number of points of Resolve the Mage-Knight possesses, as well as the save DCs of their Champion abilities that allow saving throws.
Familiar: Mage-Knight levels stack with levels of other classes when determining the abilities of a familiar. If they do not have a familiar from another class, they gain the ability to summon one, and use their arcane caster level as their effective wizard level to determine its abilities.
Paragon's Aura (Disruption): Enemies with Spell Resistance who are within 10 feet of a Mage-Knight of second level or higher receive a penalty to their SR equal to the Mage-Knight's Charisma modifier.
Armor Training: At 2nd level, a Mage-Knight ignores all arcane spell failure chances from light armor. This benefit extends to medium armor at level 6 and to heavy armor at level 10.
Vindication: At levels 3 and 7, a Mage-Knight learns a new Vindication.
Emanation: At levels 4 and 9, a Mage-Knight's Emanation increases in radius by 5 feet and increases in damage by 1d6.
Bound by Faith: The familiar of a Mage-Knight of 5th level or higher shares the benefits of the Mage-Knight's Paragon's Aura class features (including those gained from Champion levels), and allies within 10 feet of the Mage-Knight's familiar gain the ally benefits of these auras.
Paragon's Aura (Thaumaturgy): At level 8, a Mage-Knight gains the ability to share their arcane talents with nearby allies. By spending one point of Resolve, the Mage-Knight may grant the benefits of an ongoing spell currently affecting the Mage-Knight to all allies within 10 feet for either one minute of the spell's remaining duration, whichever is shorter. Allies who enter the radius of this effect gain the benefit of the spell immediately, while those who leave the area retain the bonus for 1 round.
Arcane Resplendence: A 10th-level Mage-Knight may spend Resolve to regain any expended spell or spell slot, or to spontaneously apply one or more metamagic feats to a spell without increasing the level of the spell slot used to cast it. Recovering an expended spell or spell slot costs one point of Resolve and requires a move action, while spontaneously applying metamagic costs one point of Resolve for every three levels' worth of metamagic effects applied to the spell, rounded up (e.g. applying Quicken Spell through this ability costs 2 points of Resolve).