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This class is an attmpt to make a more interesting, flexible version of the paladin. It can perfectly mimic the D&D v3.5 Paladin, as well as be a core class version of the blackguard. It can also take a more lawful or chaotic bent, such as the holy liberator. I'm working on some new options for this class, but I'd love it if any of you want to contribute their own ideas.
Tell me what you think of this.
The Champion
Alignment: Any non-neutral
BAB: Best
Fort: Good
Ref: Poor
Will: Poor
Abilites per level
1 Aligned Power, Smite 1/day
2 Divine Grace, Lay on Hands
3 Divine Health, Aura
4 Turn/Rebuke Undead, Special Mount/Companion
5 Special Ability
6 Blessing
7
8
9 Blessing
10 Special Ability
11
12 Blessing
13
14
15 Special Ability, Blessing
16
17
18 Blessing
19
20 Special Ability
Aligned Power: At 1st level the champion chooses one alignment that he has, his power of that alignments aura is equal to his champion level. In addition, he gains the ability to cast the "detect" spell of its opposed alignment as a spell-like ability.
Smite: Once per day, a champion may attempt to smite a target of his opposed alignment with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If the champion accidentally smites a creature that is not opposed to his aligned power, the smite has no effect, but the ability is still used up for that day.
Divine Grace: The champion recieves a bonus to all saving throws equal to his Cha modifier, if positive.
Lay on Hands: Beginning at 2nd level, a champion gains the ability to heal with touch, by as much as 1 hp per level per Cha modifier. Undead creatures take damage from this ability.
Divine Health: At 3rd level, a champion gains immunity to all diseases, including supernatural and magical diseases
Aura: At 3rd level, a champion gains a special aura, that effects him and those within 10ft. Choose one from among the following:
Aura of Courage: Becomes immune to fear, allies recieve +4 to saves vs fear.
Req: Any Good
Aura of Despair: Becomes immue to fear, enemies recieve -2 to their saving throws.
Req: Any Evil
Aura of Independence: Becomes immune to charm/compulsion effects, allies recieve +4 to saves vs charm/compusion effects.
Req: Any Chaotic
Aura of Truth: Recieves +4 to saves vs illusions, allies recieve +2 to saves vs illusions.
Req: Any Law
Turn or Rebuke Undead: At 4th level the champion gains the ability to turn or rebuke undead, as per the cleric ability but 3 levels lower.
Special Mount or Companion: At 4th level the champion gains either a special mount or companion. (Still working on the details, but basically choose a celestial/fiendish/etc creature and follow the paladin or blackguard special ability table)
Special Ability: At 5th level, and every 5 levels thereafter, a champion can choose an ability from among the following
Blessing: At 6th level, and every 3 levels thereafter, a champion gains a the use of spell like ability. They are each usable once per week, or as often as the ability is taken. He can choose from among the following:
Tell me what you think of this.

The Champion
Alignment: Any non-neutral
BAB: Best
Fort: Good
Ref: Poor
Will: Poor
Abilites per level
1 Aligned Power, Smite 1/day
2 Divine Grace, Lay on Hands
3 Divine Health, Aura
4 Turn/Rebuke Undead, Special Mount/Companion
5 Special Ability
6 Blessing
7
8
9 Blessing
10 Special Ability
11
12 Blessing
13
14
15 Special Ability, Blessing
16
17
18 Blessing
19
20 Special Ability
Aligned Power: At 1st level the champion chooses one alignment that he has, his power of that alignments aura is equal to his champion level. In addition, he gains the ability to cast the "detect" spell of its opposed alignment as a spell-like ability.
Smite: Once per day, a champion may attempt to smite a target of his opposed alignment with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If the champion accidentally smites a creature that is not opposed to his aligned power, the smite has no effect, but the ability is still used up for that day.
Divine Grace: The champion recieves a bonus to all saving throws equal to his Cha modifier, if positive.
Lay on Hands: Beginning at 2nd level, a champion gains the ability to heal with touch, by as much as 1 hp per level per Cha modifier. Undead creatures take damage from this ability.
Divine Health: At 3rd level, a champion gains immunity to all diseases, including supernatural and magical diseases
Aura: At 3rd level, a champion gains a special aura, that effects him and those within 10ft. Choose one from among the following:
Aura of Courage: Becomes immune to fear, allies recieve +4 to saves vs fear.
Req: Any Good
Aura of Despair: Becomes immue to fear, enemies recieve -2 to their saving throws.
Req: Any Evil
Aura of Independence: Becomes immune to charm/compulsion effects, allies recieve +4 to saves vs charm/compusion effects.
Req: Any Chaotic
Aura of Truth: Recieves +4 to saves vs illusions, allies recieve +2 to saves vs illusions.
Req: Any Law
Turn or Rebuke Undead: At 4th level the champion gains the ability to turn or rebuke undead, as per the cleric ability but 3 levels lower.
Special Mount or Companion: At 4th level the champion gains either a special mount or companion. (Still working on the details, but basically choose a celestial/fiendish/etc creature and follow the paladin or blackguard special ability table)
Special Ability: At 5th level, and every 5 levels thereafter, a champion can choose an ability from among the following
Extra Smite: The champion can use his smiting ability one extra time per day.
Extra Aura: The champion can choose an additional aura ability that he qualifies for.
Poison Use: A champion with this ability does not risk poisoning himself while working with poison.
Req: Any Evil
Sneak Attack: As the rogue ability of the same name.
Req: Any Chaotic
Bonus Feat: The champion may choose any Divine feat that he qualifies for.
Extra Aura: The champion can choose an additional aura ability that he qualifies for.
Poison Use: A champion with this ability does not risk poisoning himself while working with poison.
Req: Any Evil
Sneak Attack: As the rogue ability of the same name.
Req: Any Chaotic
Bonus Feat: The champion may choose any Divine feat that he qualifies for.
Blessing: At 6th level, and every 3 levels thereafter, a champion gains a the use of spell like ability. They are each usable once per week, or as often as the ability is taken. He can choose from among the following:
Contagion
Req: Any Evil
Fear
Req: Any Evil, Aura of Despair
Remove Blindness/Deafness
Req: Any Good
Remove Curse
Req: Any Chaotic
Remove Disease
Req: Any Good
Remove Fear
Req: Any Good, Aura of Courage
Req: Any Evil
Fear
Req: Any Evil, Aura of Despair
Remove Blindness/Deafness
Req: Any Good
Remove Curse
Req: Any Chaotic
Remove Disease
Req: Any Good
Remove Fear
Req: Any Good, Aura of Courage
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