Kord'sSpotter
2017-07-26, 11:58 AM
Alright so searching around the DnD wiki I found this and noticed it was incomplete. The Blessing of the Blood God ability was missing, and I also thought that the necessity to be either Chaotic or Neutral Evil was a little bit out of character with how Khorne was portrayed way back in the day.
Khorne couldn't give less of **** about alignment. He only cares that blood flows.
Hell back in his old profile (Around the Rogue Trader era) I believe "heroes" were included in his portfolio. Who spills more worthy blood than heroes?
Admittedly the requirement that worthy blood be spilled each day may be rather hard to meet assuming you don't spill good or innocent blood but its far from impossible.
If you haven't killed something that can at least hold up a sword today you can always go suplex/decapitate/dismember some trolls/ogres/orcs. They're friggin' everywhere after all.
So here's the crunch of the class:
Entry Requirements
Alignment: Any Chaotic
Base Attack Bonus:+7.
Skills: Intimidate 10 ranks, Spot 4 ranks, Listen 4 ranks.
Feats: Endurance, Diehard, Power Attack, Cleave.
Spellcasting: May not have any spellcasting ability. You may, however, be an ex-member of a class that granted spellcasting ability, as long as the penalty for losing class membership includes losing that spellcasting ability. For instance, a Fallen Paladin could become a Champion of Khorne.
Patron: Khorne (3.5e Deity).
Special: Must have singlehandedly defeated a foe with a Challenge Rating at least equal to your ECL at the time.
Table: The Champion of Khorne
Hit Die: d12
Level
BAB Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Berserk Fury 1/day, Cleave First Ask Questions Later
2nd +2 +3 +0 +0 Sweeping Advance
3rd +3 +3 +1 +1 Berserk Fury 2/day, Seething Anger +1
4th +4 +4 +1 +1 Fearless
5th +5 +4 +1 +1 Berserk Fury 3/day, Greater Berserk Fury, Feel No Pain 1/round
6th +6 +5 +2 +2 Blood Frenzy Seething Anger +2
7th +7 +5 +2 +2 Berserk Fury 4/day
8th +8 +6 +2 +2
9th +9 +6 +3 +3 Berserk Fury 5/day, Seething Anger +3
10th +10 +7 +3 +3 Demonic Berserk Fury, Feel No Pain 2/round
Class Skills (2 + Int modifier per level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Table: The Epic Champion of Khorne
Level Special
11th Berserk Fury 6/day
12th Seething Anger +4
13th Berserk Fury 7/day
14th Bonus Feat
15th Berserk Fury 8/day, Seething Anger +5, Feel No Pain 3/round
16th
17th Berserk Fury 9/day
18th Bonus Feat, Seething Anger +6
19th Berserk Fury 10/day
20th Blessing of The Blood God, Feel No Pain 4/round
Class Features:
All of the following are class features of the Champion of Khorne.
Weapon and Armor Proficiency: A Champion of Khorne gains proficiency with all simple and martial axe weapons (handaxe, throwing axe, battleaxe, and greataxe) plus the dwarven waraxe. He gains proficiency with all armor but not with shields.
Berserk Fury (Ex): A Champion of Khorne can surrender himself to raw emotional anger, entering a state of mind where primal fury overtakes humanoid intellect. Entering a Berserk Fury is a free action and can be done the indicated number of times per day. A Berserk Fury lasts a number of rounds equal to 2 + the Champion's (newly improved) Constitution modifier. While in this state, a Champion of Khorne gains a +9 bonus to Strength, a +4 bonus to Constitution, a -2 penalty to AC, and immunity to all Mind-Affecting effects. Whenever a Champion of Khorne damages a creature while in this state, he may make a free Demoralize Opponent check (see the Intimidate skill).
While in a Berserk Fury, a Champion of Khorne has little control over his own actions. The Champion of Khorne will always have his first instinct be to charge uncontrollably towards the nearest hostile creature. If multiple hostile creatures are tied for which is the nearest, randomly determine which the Champion of Khorne will attack. The Champion of Khorne always uses the maximum possible number of attacks against this creature, and he will always spend at least 3 points on the Power Attack feat for each attack (the player may choose the exact number beyond this). The Champion of Khorne will not pursue any action that is obviously suicidal (such as running off a cliff to chase an opponent). If a suicidal action would be necessary to attack the nearest creature, he instead attacks the next nearest creature, and so forth. If there are no eligible hostile creatures in sight, the Champion of Khorne will attempt to attack friendly creatures while within the Berserk Fury. To take any action other than charging towards or attacking the nearest hostile creature, a Champion of Khorne must succeed on a DC20+(2*the number of rounds his current fury has lasted) or be overcome by his instincts to spill worthy blood and continue charging towards or attacking the nearest hostile creature. In order to prematurely end the Berserk Fury before the Champion starts charging and attacking his allies the Champion of Khorne must succeed on a DC20 Will Save (This option is only available once all hostile creatures have been killed)
A Berserk Fury can never be ended prematurely by any outside effects except through the Champion of Khorne willing it to end (succeeding on the aforementioned save) once all hostile creatures have been killed. Berserk Fury does not stack with the Barbarian's Rage class feature, or The Frenzied Berserker's Frenzy class feature and instead replaces either or both of them (should the champion have the ability to use both).
Cleave First Ask Questions Later: A Champion of Khorne can never use the Diplomacy skill. If anything would force a Diplomacy check, he automatically fails.
Sweeping Advance(Ex): At 2nd level, a Champion of Khorne gains the ability to make a lightning-quick advance upon enemies who attempt to escape his wrath. Whenever a Champion of Khorne succeeds on an attack of opportunity against an opponent that moves out of one of his threatened squares, he may follow that opponent as a free action for a distance of up to his land speed. Opponents attempting to tumble past a Champion of Khorne have +5 added to the Tumble DC.
Seething Anger(Ex): Injuries that would make most people fall back and call for healing simply fuel the Champion of Khorne's murderous rage. At 3rd level, whenever a Champion of Khorne is at or below 25% of his maximum Hit Points, he gains a +1 bonus on all attack rolls, skill checks, ability checks, and saving throws. This bonus increases by an additional +1 every three levels.
Fearless(Ex): During battle, a Champion of Khorne's anger and bloodlust eventually build to the point where they completely shut out every other emotion. At 4th level, a Champion of Khorne gains immunity to all Fear effects and all Charm effects. Not even a Phantasmal Killer will faze him (though he might try to swing at it if he believes it's real, or sometimes even if he doesn't).
Greater Berserk Fury(Ex): At 5th level, the bonuses granted by the Beserk Fury ability increase to +12 (for Strength) and +6 (for Constitution). The ability otherwise remains the same.
Feel No Pain(Ex): At 5th level, a Champion of Khorne is able to focus his rage to the point where nothing short of total obliteration will stop his rampage. He may attempt to ignore all damage from a single spell or attack. He must succeed a Fortitude save (DC 25). If he succeeds, he takes no damage. He may use this ability the number of times per round indicated by the progression board. However, With each successive use of this ability the urge to give in to the pain and falter becomes greater. Each successive use of this ability increases the Fortitude save necessary to ignore the damage of a spell or attack by 10. For example the 2nd use of this ability would require a DC35 Fortitude Save to succeed, the 3rd would require a DC45 fortitude save, and so on.
Blood Frenzy(Ex): At 6th level, a Champion of Khorne's bloodlust grants him the ability to make one additional attack for every 5 class levels (Not just Champion of Khorne) they possess past 6. The first extra attack is made with a -5 penalty that is cumulative with the penalties for all other attacks made as part of a full-round attack. Every extra attack after is made with an additional -5 to hit. A character with 16 class levels (Who is at least a level 6 Champion of Khorne) with a BAB of 16 using this ability, to perform a full round attack makes a total of 6 attacks at +16/+11/+6/+1/-4/-9 as opposed to the normal attack routine of 4 attacks at +16/+11/+6/+1.
Daemonic Berserk Fury(Ex): At 10th level, daemonic spirits of rage temporarily possess the Champion of Khorne's body whenever he enters a Beserk Fury. The bonuses from Beserk Fury increase to +15 (for Strength) and +9 (for Constitution). Additionally, the Champion of Khorne is treated as an Outsider for the duration of the Berserk Fury.
The ability otherwise remains the same.
Blessing of the Blood God(Ex): At 20th level, the Champion of Khorne represents one of the single most powerful mortal champions of Khorne. Mighty Khorne has invested a significant portion of his nigh limitless might into infusing this creature, one of his greatest champions.
A level 20 Champion of Khorne (20 levels in this class not a level 20 character) gains the following boons:
---The bonuses from Daemonic Berserk Fury increase to +20 (For Strength) and +12 (For Constitution). While in a Daemonic Berserk Fury the Champion of Khorne's base movement speed doubles. As long as the Champion of Khorne is in a Demonic Berserk Frenzy he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his Daemonic Berserk Frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. While in a Daemonic Berserk Fury a Champion of Khorne gains DR 10/ Epic. While in a Daemonic Berserk Fury the Champion of Khorne gains Spell Resistance equal to the sum of his Strength score and Constitution score (The full score not the modifiers). While in a Daemonic Berserk Fury the Champion of Khorne gains access to the Supreme Power Attack Class Feature(The exact same class feature made available to a level 10 Frenzied Berserker) if he does not already have it. While in a Daemonic Berserk Frenzy the Champion of Khorne may make one additional attack at his highest bonus. Otherwise the ability remains the same.
Epic Bonus Feats: The Epic Champion of Khorne gains a bonus feat selected from the list of Epic Barbarian bonus feats every 4 levels after 10.
Good Champions of Khorne:
The line walked by a good Champion of Khorne is an interesting one.
Should a good character know of the truest facet of Khorne's nature and still use the power he grants he'd still be a champion but wouldn't be a follower in the traditional sense.
Of course there's scant difference. The Dark Gods draw power from actions and emotions. Not worship. They feed him the same regardless of whether they dedicate kills in his name, or see their power as something to oppose him with.
Khorne himself is very easily an evil god. "It matters not from whence the blood flows. Only that it flows" Case in point.
However so long as you're spilling copious amounts of blood from "something" it doesn't matter what the nature of that something is, nor would Khorne think less of a follower who chose to avoid killing entire groups (say allies, innocents, or even a group as broad as "good individuals") so long as they spill worthy blood in copious amounts.
Tldr: An evil god who in no way requires evil be done in his name.
It also helps that there's no way to say no to being empowered by him. If he wants to share his power with you, you have no say in the matter.
To elaborate more on the above Khorne has adopted many different faces to many different peoples.
The only real way for a Champion of Khorne to come to know him is through the power Khorne grants. Maybe the Champion's rage burns hottest when witnessing evil acts and deeds? Maybe this leads him to believe Khorne is a god of righteous ingdignation and is not evil. Who knows. There are a number of options.
If this seems chaotic and self defeating, congrats you're paying attention!!! He is a chaos god after all
Ex-Champions of Khorne
If a Champion of Khorne ceases to worship Khorne, changes his alignment to anything Non-Chaotic, fails to kill one creature that can put up a fight (Dm Fiat) once per day, or takes a level in any spellcasting class, he loses all Champion of Khorne class features and can no longer gain levels as a Champion of Khorne. He regains his abilities and advancement potential if he undoes these changes and uses an Atonement spell.
Khorne couldn't give less of **** about alignment. He only cares that blood flows.
Hell back in his old profile (Around the Rogue Trader era) I believe "heroes" were included in his portfolio. Who spills more worthy blood than heroes?
Admittedly the requirement that worthy blood be spilled each day may be rather hard to meet assuming you don't spill good or innocent blood but its far from impossible.
If you haven't killed something that can at least hold up a sword today you can always go suplex/decapitate/dismember some trolls/ogres/orcs. They're friggin' everywhere after all.
So here's the crunch of the class:
Entry Requirements
Alignment: Any Chaotic
Base Attack Bonus:+7.
Skills: Intimidate 10 ranks, Spot 4 ranks, Listen 4 ranks.
Feats: Endurance, Diehard, Power Attack, Cleave.
Spellcasting: May not have any spellcasting ability. You may, however, be an ex-member of a class that granted spellcasting ability, as long as the penalty for losing class membership includes losing that spellcasting ability. For instance, a Fallen Paladin could become a Champion of Khorne.
Patron: Khorne (3.5e Deity).
Special: Must have singlehandedly defeated a foe with a Challenge Rating at least equal to your ECL at the time.
Table: The Champion of Khorne
Hit Die: d12
Level
BAB Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Berserk Fury 1/day, Cleave First Ask Questions Later
2nd +2 +3 +0 +0 Sweeping Advance
3rd +3 +3 +1 +1 Berserk Fury 2/day, Seething Anger +1
4th +4 +4 +1 +1 Fearless
5th +5 +4 +1 +1 Berserk Fury 3/day, Greater Berserk Fury, Feel No Pain 1/round
6th +6 +5 +2 +2 Blood Frenzy Seething Anger +2
7th +7 +5 +2 +2 Berserk Fury 4/day
8th +8 +6 +2 +2
9th +9 +6 +3 +3 Berserk Fury 5/day, Seething Anger +3
10th +10 +7 +3 +3 Demonic Berserk Fury, Feel No Pain 2/round
Class Skills (2 + Int modifier per level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Table: The Epic Champion of Khorne
Level Special
11th Berserk Fury 6/day
12th Seething Anger +4
13th Berserk Fury 7/day
14th Bonus Feat
15th Berserk Fury 8/day, Seething Anger +5, Feel No Pain 3/round
16th
17th Berserk Fury 9/day
18th Bonus Feat, Seething Anger +6
19th Berserk Fury 10/day
20th Blessing of The Blood God, Feel No Pain 4/round
Class Features:
All of the following are class features of the Champion of Khorne.
Weapon and Armor Proficiency: A Champion of Khorne gains proficiency with all simple and martial axe weapons (handaxe, throwing axe, battleaxe, and greataxe) plus the dwarven waraxe. He gains proficiency with all armor but not with shields.
Berserk Fury (Ex): A Champion of Khorne can surrender himself to raw emotional anger, entering a state of mind where primal fury overtakes humanoid intellect. Entering a Berserk Fury is a free action and can be done the indicated number of times per day. A Berserk Fury lasts a number of rounds equal to 2 + the Champion's (newly improved) Constitution modifier. While in this state, a Champion of Khorne gains a +9 bonus to Strength, a +4 bonus to Constitution, a -2 penalty to AC, and immunity to all Mind-Affecting effects. Whenever a Champion of Khorne damages a creature while in this state, he may make a free Demoralize Opponent check (see the Intimidate skill).
While in a Berserk Fury, a Champion of Khorne has little control over his own actions. The Champion of Khorne will always have his first instinct be to charge uncontrollably towards the nearest hostile creature. If multiple hostile creatures are tied for which is the nearest, randomly determine which the Champion of Khorne will attack. The Champion of Khorne always uses the maximum possible number of attacks against this creature, and he will always spend at least 3 points on the Power Attack feat for each attack (the player may choose the exact number beyond this). The Champion of Khorne will not pursue any action that is obviously suicidal (such as running off a cliff to chase an opponent). If a suicidal action would be necessary to attack the nearest creature, he instead attacks the next nearest creature, and so forth. If there are no eligible hostile creatures in sight, the Champion of Khorne will attempt to attack friendly creatures while within the Berserk Fury. To take any action other than charging towards or attacking the nearest hostile creature, a Champion of Khorne must succeed on a DC20+(2*the number of rounds his current fury has lasted) or be overcome by his instincts to spill worthy blood and continue charging towards or attacking the nearest hostile creature. In order to prematurely end the Berserk Fury before the Champion starts charging and attacking his allies the Champion of Khorne must succeed on a DC20 Will Save (This option is only available once all hostile creatures have been killed)
A Berserk Fury can never be ended prematurely by any outside effects except through the Champion of Khorne willing it to end (succeeding on the aforementioned save) once all hostile creatures have been killed. Berserk Fury does not stack with the Barbarian's Rage class feature, or The Frenzied Berserker's Frenzy class feature and instead replaces either or both of them (should the champion have the ability to use both).
Cleave First Ask Questions Later: A Champion of Khorne can never use the Diplomacy skill. If anything would force a Diplomacy check, he automatically fails.
Sweeping Advance(Ex): At 2nd level, a Champion of Khorne gains the ability to make a lightning-quick advance upon enemies who attempt to escape his wrath. Whenever a Champion of Khorne succeeds on an attack of opportunity against an opponent that moves out of one of his threatened squares, he may follow that opponent as a free action for a distance of up to his land speed. Opponents attempting to tumble past a Champion of Khorne have +5 added to the Tumble DC.
Seething Anger(Ex): Injuries that would make most people fall back and call for healing simply fuel the Champion of Khorne's murderous rage. At 3rd level, whenever a Champion of Khorne is at or below 25% of his maximum Hit Points, he gains a +1 bonus on all attack rolls, skill checks, ability checks, and saving throws. This bonus increases by an additional +1 every three levels.
Fearless(Ex): During battle, a Champion of Khorne's anger and bloodlust eventually build to the point where they completely shut out every other emotion. At 4th level, a Champion of Khorne gains immunity to all Fear effects and all Charm effects. Not even a Phantasmal Killer will faze him (though he might try to swing at it if he believes it's real, or sometimes even if he doesn't).
Greater Berserk Fury(Ex): At 5th level, the bonuses granted by the Beserk Fury ability increase to +12 (for Strength) and +6 (for Constitution). The ability otherwise remains the same.
Feel No Pain(Ex): At 5th level, a Champion of Khorne is able to focus his rage to the point where nothing short of total obliteration will stop his rampage. He may attempt to ignore all damage from a single spell or attack. He must succeed a Fortitude save (DC 25). If he succeeds, he takes no damage. He may use this ability the number of times per round indicated by the progression board. However, With each successive use of this ability the urge to give in to the pain and falter becomes greater. Each successive use of this ability increases the Fortitude save necessary to ignore the damage of a spell or attack by 10. For example the 2nd use of this ability would require a DC35 Fortitude Save to succeed, the 3rd would require a DC45 fortitude save, and so on.
Blood Frenzy(Ex): At 6th level, a Champion of Khorne's bloodlust grants him the ability to make one additional attack for every 5 class levels (Not just Champion of Khorne) they possess past 6. The first extra attack is made with a -5 penalty that is cumulative with the penalties for all other attacks made as part of a full-round attack. Every extra attack after is made with an additional -5 to hit. A character with 16 class levels (Who is at least a level 6 Champion of Khorne) with a BAB of 16 using this ability, to perform a full round attack makes a total of 6 attacks at +16/+11/+6/+1/-4/-9 as opposed to the normal attack routine of 4 attacks at +16/+11/+6/+1.
Daemonic Berserk Fury(Ex): At 10th level, daemonic spirits of rage temporarily possess the Champion of Khorne's body whenever he enters a Beserk Fury. The bonuses from Beserk Fury increase to +15 (for Strength) and +9 (for Constitution). Additionally, the Champion of Khorne is treated as an Outsider for the duration of the Berserk Fury.
The ability otherwise remains the same.
Blessing of the Blood God(Ex): At 20th level, the Champion of Khorne represents one of the single most powerful mortal champions of Khorne. Mighty Khorne has invested a significant portion of his nigh limitless might into infusing this creature, one of his greatest champions.
A level 20 Champion of Khorne (20 levels in this class not a level 20 character) gains the following boons:
---The bonuses from Daemonic Berserk Fury increase to +20 (For Strength) and +12 (For Constitution). While in a Daemonic Berserk Fury the Champion of Khorne's base movement speed doubles. As long as the Champion of Khorne is in a Demonic Berserk Frenzy he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his Daemonic Berserk Frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. While in a Daemonic Berserk Fury a Champion of Khorne gains DR 10/ Epic. While in a Daemonic Berserk Fury the Champion of Khorne gains Spell Resistance equal to the sum of his Strength score and Constitution score (The full score not the modifiers). While in a Daemonic Berserk Fury the Champion of Khorne gains access to the Supreme Power Attack Class Feature(The exact same class feature made available to a level 10 Frenzied Berserker) if he does not already have it. While in a Daemonic Berserk Frenzy the Champion of Khorne may make one additional attack at his highest bonus. Otherwise the ability remains the same.
Epic Bonus Feats: The Epic Champion of Khorne gains a bonus feat selected from the list of Epic Barbarian bonus feats every 4 levels after 10.
Good Champions of Khorne:
The line walked by a good Champion of Khorne is an interesting one.
Should a good character know of the truest facet of Khorne's nature and still use the power he grants he'd still be a champion but wouldn't be a follower in the traditional sense.
Of course there's scant difference. The Dark Gods draw power from actions and emotions. Not worship. They feed him the same regardless of whether they dedicate kills in his name, or see their power as something to oppose him with.
Khorne himself is very easily an evil god. "It matters not from whence the blood flows. Only that it flows" Case in point.
However so long as you're spilling copious amounts of blood from "something" it doesn't matter what the nature of that something is, nor would Khorne think less of a follower who chose to avoid killing entire groups (say allies, innocents, or even a group as broad as "good individuals") so long as they spill worthy blood in copious amounts.
Tldr: An evil god who in no way requires evil be done in his name.
It also helps that there's no way to say no to being empowered by him. If he wants to share his power with you, you have no say in the matter.
To elaborate more on the above Khorne has adopted many different faces to many different peoples.
The only real way for a Champion of Khorne to come to know him is through the power Khorne grants. Maybe the Champion's rage burns hottest when witnessing evil acts and deeds? Maybe this leads him to believe Khorne is a god of righteous ingdignation and is not evil. Who knows. There are a number of options.
If this seems chaotic and self defeating, congrats you're paying attention!!! He is a chaos god after all
Ex-Champions of Khorne
If a Champion of Khorne ceases to worship Khorne, changes his alignment to anything Non-Chaotic, fails to kill one creature that can put up a fight (Dm Fiat) once per day, or takes a level in any spellcasting class, he loses all Champion of Khorne class features and can no longer gain levels as a Champion of Khorne. He regains his abilities and advancement potential if he undoes these changes and uses an Atonement spell.