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Lord of Shadows
2015-12-16, 09:33 PM
First, a point of introduction. The following is a Prestige Class that is currently included with a home brew campaign setting (see sig) designed for use with the Pathfinder RPG. The campaign setting was created many years ago by a group of users here on GITP and - as far as I know - little if any was ever posted for review or comment by the general playground. Much of this material was assembled from incomplete discussions or rough draft posts, and has had little or no playtesting. This is the first posting, and is a simple, short Prestige Class. Any and all feedback is appreciated.

Champion Prestige Class

There are a great many Causes to fight for. Religious orders, philosophical beliefs, political factions. Each has ideals which they strive to uphold. Rarely there will be one who not only upholds these ideals, but believes in them so devoutly that he becomes more than just a fighter for a cause... he becomes its Champion.

Requirements: BAB +6, a chosen cause (which will become the cause for which she is a Champion), Knowledge (any related to the chosen cause) 5 ranks, must be indoctrinated into the cause by a current Champion of that cause, Iron Will, Toughness.

HD: d10

Class Skills: Craft, Intimidate, Knowledge (same as Prerequisite), Perception, Sense Motive

Skill Points at Each Level: 3 + Int modifier

Table: Champion Prestige Class


Level
BAB
Fort
Ref
Will
Special




1

+1

+2

+0

+2
Devotion, Reputation




2

+2

+3

+0

+3
Champion's Resolve




3

+3

+3

+1

+3
Smite 1/day




4

+4

+4

+1

+4
Champion's Aura




5

+5

+4

+1

+4
Aligned Blade




6

+6

+5

+2

+5
Smite 2/day




7

+7

+5

+2

+5
Champion's Fervor




8

+8

+6

+2

+6
Champion's Aura




9

+9

+6

+3

+6
Smite 3/day




10

+10

+7

+3

+7
Greater Aura



Class Features

Weapon and Armor Proficiency
Champions are proficient with simple and martial weapons and the favored weapon of their deity (if any). Champions can wear any armor and use any shield.

Devotion (Ex)
A Champion is devoted to his Cause and is immune to all Fear effects. Should he fail to uphold the tenets of his Cause, he looses all class abilities until he can Atone for his actions.

Reputation (Ex)
A Champion gains his Champion levels as a bonus to all social interaction Skill checks with anyone who also believes in his Cause, and penalties from being a stranger are ignored. However, for anyone who opposes his Cause, the Champion instead treats this as a penalty to all social interaction checks. One man's hero is another man's tyrant.

Champion's Resolve (Su)
A Champion adds his Charisma modifier as a bonus to all saving throws. His visage is legion because his Cause is just. This does not stack with a Paladin's Divine Grace, nor does it stack with the Aura of Resilience Champion Greater Aura ability.

Smite (Ex)
At 3rd level, a Champion can Smite his enemies. This functions identical to the Paladin's Smite ability, however it can only be used on those who actively oppose the Champion’s Cause. Alternately, the DM may use the Ranger Favored Enemy list to determine what a Champion can Smite. At 6th and 9th levels he gains one additional Smite per day.

Champion’s Aura (Su)
At 4th level, and again at 8th, a Champion gains one aura. All modifiers are Circumstance based unless otherwise specified. A Champion's Aura is 30' in radius and is centered on the Champion unless otherwise specified. A Champion gains all positive benefits of his own auras. Once activated, auras persist for one minute per Champion level.

A Champion can have only one Champion’s Aura active at a time. Activating a second Champion’s Aura replaces the existing aura with the new one. Activating or suppressing an aura is a Swift action that does not provoke attacks of opportunity. The available Auras are:


Aura of Courage
A Champion exudes an aura of courage, granting allies within 30' of him immunity to Fear spells and effects.

Aura of Fear
A Champion exudes an aura of fear. All enemies within 30' who fail a Will Save (DC 10 + 1/2 Champion levels + the Champion’s Charisma modifier) gain the Shaken (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) condition for as long as they remain in the aura, plus a number of rounds equal to the Champion's Charisma modifier after they leave the aura.

Aura of the Steadfast
A Champion is a steadfast beacon of hope for his Cause. All allies within 30' gain a bonus to their attack rolls equal to the Champion's Charisma bonus.

Aura of Unease
The Champion makes his enemies look like bumbling fools. All enemies within 30' of him who fail a Will Save (DC 10 + 1/2 Champion levels + the Champion’s Charisma modifier) receive a penalty to their BAB equal to the Champion's Charisma bonus.

Aligned Blade (Su)
A Champion's blade is strong because his Cause is just. At 5th level this unswerving faith is strong enough to penetrate certain defenses. If an opponent has DR which is bypassed by an alignment (Good/Evil/Lawful/Chaotic), a Champion’s blade is considered to be that alignment for purposes of penetrating its DR.

Champion's Fervor (Ex)
At 7th level, a Champion becomes more difficult to sway from his Cause. If he fails a Will save, roll an immediate second Will save to determine if the effect actually works on him.

Greater Aura (Su)
At 10th level, the Champion gains one Greater Aura. These function the same as the Champion’s Aura. The available Greater Auras are:


Aura of Valor
The Champion is a bastion of valor, granting himself and all allies within 30' of him a bonus to their AC equal to his Charisma modifier.

Aura of Zealots
The Champion is able to inspire great zeal in himself and his allies, granting a bonus equal to his Charisma modifier to all damage rolls.

Aura of Resilience
The Champion is able to inspire great resilience in his allies, granting them a bonus to their saves equal to his Charisma modifier..

Aura of Weakness
The Champion is so intimidating that he saps the will of his enemies to swing their blows. All enemies within 30' who fail a Will save (DC 10 + 1/2 Champion levels + the Champion’s Charisma modifier) gain a penalty equal to twice the Champion's Charisma bonus on all damage rolls.

Aura of Demoralization
The Champion is so threatening that he demoralizes his enemies, making it easier to affect them. All enemies within 30' who fail a Will save (DC 10 + 1/2 Champion levels + the Champion’s Charisma modifier) gain a penalty equal to the Champion's Charisma modifier on all saves.

One Champion’s Aura and one Greater Aura can be in effect at the same time.