Valiantheart
First Post
I decided I wanted to make a Champion class that is more compatible with baseline D&D and incorporate it into my world. Monte's base class is good but WAY to strong to play with standard D&D classes and I made several modifications.
Comments would be greatly welcomed as would ideas for more causes. Specifically I was thinking of writing up a "Law" cause and possible a "Peace" cause.
Champion
Champion
Level Base Attack Bonus Fortitude Save Reflex Save Will Save
Special
1 +1 +2 +1 +1 Champion Ability
2 +2 +3 +2 +2 Empower Armor
3 +3 +3 +2 +2
4 +4 +4 +2 +2 Call upon the Power
5 +5 +4 +3 +3 Champion Ability
6 +6/+1 +5 +3 +3
7 +7/+2 +5 +4 +4 Call Weapon
8 +8/+3 +6 +4 +4
9 +9/+4 +6 +4 +4 Stalwart Devotion
10 +10/+5 +7 +5 +5 Champion Ability
11 +11/+6/+1 +7 +5 +5 Empower Armor(Negate Criticals)
12 +12/+7+2 +8 +6 +6 Take on the Mantel
13 +13/+8/+3 +8 +6 +6 Call Weapon (Defender)
14 +14/+9/+4 +9 +6 +6
15 +15/+10/+5 +9 +7 +7 Champion Ability
16 +16/+11/+6/+1 +10 +7 +7
17 +17/+12/+7/+2 +10 +8 +8 Avatar
18 +18/+13/+8/+3 +11 +8 +8 Empower Armor(Negate All Criticals)
19 +19/+14/+9/+4 +11 +8 +8 Unassailable Soul
20 +20/+15/+10/+5 +12 +9 +9 Champion Ability
Hit Die: 1d10
Skills
Skill Points at First Level: (2+Intelligence bonus) x 4
Class Skills: The Champion’s class skills (and the key ability for each) Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (any skill, taken individually) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str).
Class Features
Weapon and Armor Proficiency: The champion is proficient in the use of all simple and martial weapons and Light, Medium, and Heavy Armors and shields.
Champion Ability: Champion abilities are dependent upon they cause they choose. Spell-like abilities use the Champion’s Wisdom modifier as the key ability.
Empower Armor (Sp): A 2nd-level or higher champion can empower any armor or clothing he is wearing. The armor takes on the blazing symbol of the champion’s cause and it receives a +1 enhancement bonus, plus an additional +1 enhancement bonus for every 5 level of the champions. This armor can be empowered at will for up to one minute per Champion level. Always round the time the shield is used up to the next minute. Example: Armor empowered and used for only 4 rounds still counts as one minute of the Champion’s total time that day.
Starting at 11th level, the armor negates 50 percent of the criticals the champion might suffer. From 18th level on, this critical negation percentage increases to 100%.
Call Upon the Power (Su): The 4th-level and higher champion calls to his chosen cause or devotion, drawing power from it. The champion gains a temporary +2 bonus to Strength and DR 5/magic for 3 rounds plus 1 round per Charisma bonus. The champion can do this a number of times per day equal to his Wisdom bonus. Calling on this power is a free action.
Call Weapon (Sp): A 7th-level and higher champion can summon a weapon he is proficient with, filled with the power of his chosen cause. No one can take the weapon from his against his will, although it can be dispelled. The weapon has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. This weapon can be called at will for up to one minute per Champion level. If the Champion is already wielding a weapon then its abilities are suppressed by the abilities of the called weapon for the duration. Always round the time the weapon is used up to the next minute. Example: A weapon called and used for only 4 rounds still counts as one minute of the Champion’s total time that day.
Starting at 13th level, the weapon has the defending weapon special ability. (See the DMG for more on weapon abilities.)
Stalwart Devotion (Su): At 9th level the Champion becomes immune to magical fear and further provides all allies within a 20 foot radius a +1 moral bonus per Charisma bonus to any fear based saving throw.
Take on the Mantle (Su): At 12th-level and higher the champion replaces their ability to call upon the power with take on the mantle. He can infuse himself with the power of his cause and take on a whole new form. This new form resembles his normal physical form, but everyone around his intuitively knows he has become transformed. The champion speaks with a new voice of great resonance and authority and stands with greater stature and power. The new form adds a temporary +4 bonus to Strength, and Charisma, and the champion gains DR 10/magic. These powers last for 3 rounds plus 1 round per (newly modified) Charisma bonus. The champion can do this a number of times per day equal to his Wisdom bonus. Taking on the mantle is a free action.
Most champions give a name to the new form (or their reputation earns them one), such as “The Lion of Righteousness” or “The Hound of Darkness.” Others then speak of the new form as a different being: “He has become the Lion of Righteousness.”
Avatar (Su): At 17th level and higher, when the champion takes on the mantle of his cause or devotion, the temporary ability score bonus becomes +6, the DR is 10/-, and the Champions gains Fast Healing 5.
Unassailable Soul (Su): Beginning at 19th level, the champion becomes so focused toward his cause or devotion that even magic cannot stand in his way. He gains spell resistance equal to 11 + his champion level all the time.
Comments would be greatly welcomed as would ideas for more causes. Specifically I was thinking of writing up a "Law" cause and possible a "Peace" cause.
Champion
Champion
Level Base Attack Bonus Fortitude Save Reflex Save Will Save
Special
1 +1 +2 +1 +1 Champion Ability
2 +2 +3 +2 +2 Empower Armor
3 +3 +3 +2 +2
4 +4 +4 +2 +2 Call upon the Power
5 +5 +4 +3 +3 Champion Ability
6 +6/+1 +5 +3 +3
7 +7/+2 +5 +4 +4 Call Weapon
8 +8/+3 +6 +4 +4
9 +9/+4 +6 +4 +4 Stalwart Devotion
10 +10/+5 +7 +5 +5 Champion Ability
11 +11/+6/+1 +7 +5 +5 Empower Armor(Negate Criticals)
12 +12/+7+2 +8 +6 +6 Take on the Mantel
13 +13/+8/+3 +8 +6 +6 Call Weapon (Defender)
14 +14/+9/+4 +9 +6 +6
15 +15/+10/+5 +9 +7 +7 Champion Ability
16 +16/+11/+6/+1 +10 +7 +7
17 +17/+12/+7/+2 +10 +8 +8 Avatar
18 +18/+13/+8/+3 +11 +8 +8 Empower Armor(Negate All Criticals)
19 +19/+14/+9/+4 +11 +8 +8 Unassailable Soul
20 +20/+15/+10/+5 +12 +9 +9 Champion Ability
Hit Die: 1d10
Skills
Skill Points at First Level: (2+Intelligence bonus) x 4
Class Skills: The Champion’s class skills (and the key ability for each) Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (any skill, taken individually) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str).
Class Features
Weapon and Armor Proficiency: The champion is proficient in the use of all simple and martial weapons and Light, Medium, and Heavy Armors and shields.
Champion Ability: Champion abilities are dependent upon they cause they choose. Spell-like abilities use the Champion’s Wisdom modifier as the key ability.
Empower Armor (Sp): A 2nd-level or higher champion can empower any armor or clothing he is wearing. The armor takes on the blazing symbol of the champion’s cause and it receives a +1 enhancement bonus, plus an additional +1 enhancement bonus for every 5 level of the champions. This armor can be empowered at will for up to one minute per Champion level. Always round the time the shield is used up to the next minute. Example: Armor empowered and used for only 4 rounds still counts as one minute of the Champion’s total time that day.
Starting at 11th level, the armor negates 50 percent of the criticals the champion might suffer. From 18th level on, this critical negation percentage increases to 100%.
Call Upon the Power (Su): The 4th-level and higher champion calls to his chosen cause or devotion, drawing power from it. The champion gains a temporary +2 bonus to Strength and DR 5/magic for 3 rounds plus 1 round per Charisma bonus. The champion can do this a number of times per day equal to his Wisdom bonus. Calling on this power is a free action.
Call Weapon (Sp): A 7th-level and higher champion can summon a weapon he is proficient with, filled with the power of his chosen cause. No one can take the weapon from his against his will, although it can be dispelled. The weapon has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. This weapon can be called at will for up to one minute per Champion level. If the Champion is already wielding a weapon then its abilities are suppressed by the abilities of the called weapon for the duration. Always round the time the weapon is used up to the next minute. Example: A weapon called and used for only 4 rounds still counts as one minute of the Champion’s total time that day.
Starting at 13th level, the weapon has the defending weapon special ability. (See the DMG for more on weapon abilities.)
Stalwart Devotion (Su): At 9th level the Champion becomes immune to magical fear and further provides all allies within a 20 foot radius a +1 moral bonus per Charisma bonus to any fear based saving throw.
Take on the Mantle (Su): At 12th-level and higher the champion replaces their ability to call upon the power with take on the mantle. He can infuse himself with the power of his cause and take on a whole new form. This new form resembles his normal physical form, but everyone around his intuitively knows he has become transformed. The champion speaks with a new voice of great resonance and authority and stands with greater stature and power. The new form adds a temporary +4 bonus to Strength, and Charisma, and the champion gains DR 10/magic. These powers last for 3 rounds plus 1 round per (newly modified) Charisma bonus. The champion can do this a number of times per day equal to his Wisdom bonus. Taking on the mantle is a free action.
Most champions give a name to the new form (or their reputation earns them one), such as “The Lion of Righteousness” or “The Hound of Darkness.” Others then speak of the new form as a different being: “He has become the Lion of Righteousness.”
Avatar (Su): At 17th level and higher, when the champion takes on the mantle of his cause or devotion, the temporary ability score bonus becomes +6, the DR is 10/-, and the Champions gains Fast Healing 5.
Unassailable Soul (Su): Beginning at 19th level, the champion becomes so focused toward his cause or devotion that even magic cannot stand in his way. He gains spell resistance equal to 11 + his champion level all the time.
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