Playing like Celebrim - The Champion Class

Celebrim

Legend
So before I present the class, a little bit of its history. When I picked up the 3.0 Player's Handbook, I was most disappointed in the Paladin implementation. First, it seemed to me on first impression that the 3.0 designers had overcompenstated. In earlier editions the Rogue and Cleric were the weakest classes, but they seemed to me on first blush to now be among the most powerful. The Paladin in earlier editions was an overpowered class, almost what we'd now call a prestige class, that was sorta the reward you'd have for rolling the 17 charisma needed to enter the class. Adding the Unearthed Arcana rules that made it a Cavalier as well only made it a lot worse. But the 3.0 Paladin seemed to me to be one of the weakest classes.

Worse yet, the 3.0 designers had not taken the opportunity to update the class in the same (to me) brilliant manner that they had updated the cleric. The class remained 'good only' and regardless of the alignment or philosophy it represented it had basically the same schtick.

Enter the single best RPG supplement ever written - Green Ronin's 'Book of the Righteous' by Aaron Loeb and it's 'Holy Warrior' class (and latter the much less well done 'Unholy Warrior' class by a different author). For the longest time, that was my 'Champion' class. But I quickly became disatisfied with this. The 'Holy Warrior' implementation was hamstrung by several things. First, it felt it had to stay true to the 3.0 Paladin - meaning that the 3.0 Paladin could be implemented in every detail using the class. This meant that the class remained too weak. Secondly, as I got familiar with more and more of the different possibilities of the class, I found the builds lacked balance and in some cases clarity. Too much was left up to DM arbitration. Thirdly, the Unholy/Holy warrior division was difficult to breach. They didn't naturally fit together as the same class even if they had identical mechanics. There wasn't for example a lot of options for being a neutral champion, and the two classes didn't share options when it seemed in some cases they could. Finally, the implementation was highly specific to the campaign world Aaron had described. You couldn't as a player or DM easily build 'do it yourself' Champions to fit dieties not found in the BotR.

My attempt to address these short comings in the otherwise excellent Holy Warrior class is the 'Champion'.
 
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Celebrim

Legend
Champion Basics

Champion
The world is oft times a muddled and confusing place. Clarity in it is rare. We struggle to find meaning, and then upon believing that we have found it, find that we must struggle to adhere to the tenets of that which we profess to believe. We struggle to find our heroes in a world where everything seems tainted and nothing seems pure. That is what the few chosen individuals called champions are for. Champions are ordained and set apart to serve as examples of how one should live – unswervingly, whole-heartedly, all out for the cause.
Adventurers: While a few champions may be cloistered away for some special service guarding a site of great importance, virtually all champions are adventurers. The whole purpose of being a champion is to be seen so that you can inspire others to a higher purpose. Champions have a mission that defines there very life. They are always involved in furthering a cause. They are always on a quest. Every obstacle is a challenge to be overcome for the greater glory of the cause.
Characteristics: On one level, champions are as diverse as the causes that they serve. Some champions emphasis strength and others cunning. Some are swift and graceful, and others are stout and powerful as suits the ideal they embody. However, all champions share in common an extremely high level of devotion and a compelling personal magnetism. Champions must have the ability to discern what is at stake and apply their ideas to make the correct judgment in each instance. In exchange for acting as the servant of a cause or deity, the Champion is spiritually and magically empowered and infused with mighty gifts to aid in their work and to overthrow those that would oppose them.
Religion: Champions may be of any religion, and in fact are often the mortal representative of a deity in the world.
Background: Champions are quite often born, not made. You don’t ever choose to be a champion. You are destined to be one, or it is chosen for you. For this reason, champions are the rarest of all classes. A champion is selected and infused with power and purpose and transformed, sometimes quite against their will. This selection can happen even before the champion is born. At some point the champion realizes their purpose, or is made to realize it. A champion often has direct contact with a deity or the deity’s messenger at this time, and the deity at this time infuses the champion with power and ordains them to act as their representative. For champions of nations or other groups, this selection often occurs at a special ceremony where their status is conferred by the reigning monarch or his proxy. Often times the champion will bear a special mark as the result of this contact, to act as a reminder to them and a sign of their selection for those that they encounter.

Races: Any race can be a champion.
Classes: Even though champions are set apart as special, they have no problem teaming up with like minded individuals who can help them achieve their purpose. Champions usually look toward trusted clerics as advisors, mentors, or spiritual guides. In turn, the Champion is often the object of great devotion by Fanatics who share the champion’s cause, and champions often find themselves leading or fighting along side sturdy Fighters. Depending on the champion’s cause and powers, they may look upon virtually any other class as being fellow seekers and travelers. Often the champion’s patron has allies, and the champion will eagerly ally with champions of allied causes as true brothers-in-arms. However, the champion cannot tolerate the presence of anyone of any class who stands in opposition to their cause.

Game Rule Information
Champions have the following game statistics:
Abilities: A champion’s abilities usually depend on the particular portfolio of domains that they embody, however, wisdom of 14 or higher is required for the champion to receive access to their most powerful spells and most champion abilities are reliant on charisma. Many champions have a high strength to better engage in combat on behalf of their cause or liege. Other champions esteem most intelligence or dexterity or a hardy constitution. No champion may be greatly deficient in any area, as the champion is intended to represent the pinnacle and very ideal of mortal achievement.
Alignment: Any except neutral. The champion must serve and further a specific diety, cause, or ethos. They cannot remain unaligned or uncommitted.
Hit Die: d10
Requirements: Str 9, Dex, 9, Con 9, Int 9, Wis 10, Chr 10
Class Skills: The champion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Heraldry and Nobility) (Int), Knowledge (Religion) (Int), Leadership (Cha), Ride (Dex), and Scry (Int).
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Weapon and Armor Proficiency: The champion is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.

Table: The Champion
Code:
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	Spells Per Day
						1	2	3	4
1st	+1	+2	+0	+2	Portfolio Power 1, Authority	-	-	-	-
2nd	+2	+3	+0	+3	Portfolio Power 1, Gift	-	-	-	-
3rd	+3	+3	+1	+3	Portfolio Power 2, Turn/Rebuke	-	-	-	-
4th	+4	+4	+1	+4	Portfolio Power 2	0	-	-	-
5th	+5	+4	+1	+4	Portfolio Power 3, Special Companion, Gift x2	0	-	-	-
6th	+6/+1	+5	+2	+5	Portfolio Power 3	1	-	-	-
7th	+7/+2	+5	+2	+5		1	-	-	-
8th	+8/+3	+6	+2	+6	Gift x3	1	0	-	-
9th	+9/+4	+6	+3	+6		1	0	-	-
10th	+10/+5	+7	+3	+7	Authority x2	1	1	-	-
11th	+11/+6/+1	+7	+3	+7	Gift x4	1	1	0	-
12th	+12/+7/+2	+8	+4	+8		1	1	1	-
13th	+13/+8/+3	+8	+4	+8		2	1	1	0
14th	+14/+9/+4	+9	+4	+9	Gift x5	2	1	1	1
15th	+15/+10/+5	+9	+5	+9		2	2	1	1
16th	+16/+11/+6/+1	+10	+5	+10		2	2	2	1
17th	+17/+12/+7/+2	+10	+5	+10	Gift x6	3	2	2	1
18th	+18/+13/+8/+3	+11	+6	+11		3	3	2	2
19th	+19/+14/+9/+4	+11	+6	+11		3	3	3	2
20th	+20/+15/+10/+5	+12	+6	+12	Gift x7, Authority x3	3	3	3	3

Porfolio Powers: The champion selects two portfolios. Portfolios define the champions class abilities and to a large extent there spell abilities.
Portfolio Power I: At 1st level, the champion selects one of his two portfolio powers of the first rank. Then at second level, the champion gains the first rank portfolio power that he did not select at 1st level.
Authority: Beginning at 1st level, once per day, the champion may exert one of the portfolio authority powers of his two portfolios. At 10th level the champion may use one of his portfolio powers twice a day. At 20th level the champion, may use his portfolio power three times per day. The second and latter usages of portfolio authority do not have to be from the same portfolio as earlier uses during the day.
Gift: Beginning at 2nd level, the champion may once per week make use of an extraordinary gift. This gift is treated as a spell-like ability cast at class level (even if this would normally be insufficient level to cast the spell). The gift may be any provided by his portfolios. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, 20th), the champion may make use of his gift one additional time per week.
Portfolio Power II: At 3rd level, the champion selects one of his two portfolio powers of the second rank. Then at fourth level, the champion gains the second rank portfolio power that he did not select at 3rd level.
Turn/Rebuke: Beginning at 3rd level, the champion may channel divine authority three times per day as a cleric. The champion may turn or rebuke any creatures allowed by any of his portfolios. Normally, the champion turns or rebukes creatures as a cleric two levels lower than his level (that is a 3rd level champion turns creatures as a 1st level cleric), however if both of the champions portfolios grant the champion identical turn or rebuke powers, then the champion may turn or rebuke at his class level (exactly like a cleric).
Portfolio Power III: At 5th level, the champion selects one of his two portfolio powers of the third rank. Then at second level, the champion gains the third rank portfolio power that he did not select at 5th level.
Special Companion: At 5th level, the champion gains a special companion, usually a mount.
The champion’s mount is superior to a normal mount of its kind and has special powers, as described below.

A champion’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Code:
Champion Level	Bonus HD 	Natural Armor	Strength Bonus	Intelligence Bonus	Special
5th-7th	+2	+4	+1	+4	Empathic link, improved evasion, share spells, share saving throws
8th-10th	+4	+6	+2	+5	Improved speed
11th-17th 	+6	+8	+3	+6	Command creatures of its kind
18th-20th 	+8	+10	+4	+7	Spell resistance

Champion’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Ajustment:The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adjustment:Add this figure to the mount’s Strength score.
Intelligence:The mount’s Intelligence score.
Empathic Link (Su): The champion has an empathic link with her mount out to a distance of up to 1 mile. The champion cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the champion has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the champion’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the champion before the duration expires. Additionally, the champion may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A champion and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the champion’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two champion levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ champion’s level + champion’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s champion level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

If the special companion dies, the breaking of the mental link between the champion and the companion is so terrible that they must immediately make a Horror check with DC equal to the mounts HD + 15. A new mount may not be gained until the the champion gains a new level or until at least a month passes, which ever comes first. At such time the champion may undergo a ritual similar to atonement to earn a new mount.
Spells: Beginning at 4th level, the champion gains the ability to cast a small number of divine spells. To cast a spell, the champion must have a Wisdom score of at least 10 + the spell’s level. Champions gain bonus spells based on Wisdom, and the saving throws against these spells have a difficulty class of 10 + Wisdom modifier. When the champion gets 0 spells of a given level, the champion gets only bonus spells. All champions can select spells from those provided by their portfolio. Additionally, good aligned champions gain access to cure light wounds, cure moderate wounds, dispel evil, and holy sword at the appropriate levels. Evil aligned champions gain access to inflict light wounds, inflict moderate wounds, inflict serious wounds, dispel good, and unholy sword at the appropriate levels. All champions may also select from a limited number of spells available to all champions. Consult the champion spell list for details. A champion otherwise casts spells exactly as a cleric.
 
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Celebrim

Legend
Champion Spells:

Ok, so far that should be pretty familiar, especially if you have seen the Holy Warrior. It's basically a Paladin that uses some odd terms and seems less front loaded. The Champion's spell list is very simple and straight forward as well.

CHAMPION SPELLS
1ST -LEVEL CHAMPION SPELLS
*Cure Light Wounds/Inflict Light Wounds:
Bless:
Divine Favor:
Magic Weapon:
2ND -LEVEL CHAMPION SPELLS
Resist Elements:
Shield Other:
3RD -LEVEL CHAMPION SPELLS
*Cure Moderate Wounds/Inflict Moderate Wounds:
Greater Magic Weapon:
Heal Mount:
Prayer:
4TH -LEVEL CHAMPION SPELLS
*Cure Serious Wounds/Inflict Serious Wounds:
*Dispel Evil/Dispel Good:
*Holy Sword/Unholy Sword:

*These spells are only available to good or evil champions as appropriate.

All the meat of the class is really, as you might expect, in the Portfolios.
 

Celebrim

Legend
Good Portfolios

Air Portfolio
(1) Air Sage: The champion learns the Auran language for free, and adds the Jump and Climb skills to his class skill list. Additionally, the champion immediately gains a number of ranks in the Jump and Climb skills equal to his charisma bonus, up to the maximum ranks allowed for a character of his level.
(2) Alacrity of Motion: The champion may pick and gain any two of the following feats even if they do not meet the usual prerequisites: combat reflexes, dodge, improved initiative, or throw anything.
(3) Light Hearted: The champion gains lightning resistance equal to their champion level plus their charisma bonus. The champion may also use feather fall at will.

Portfolio Authority: As a free action, the champion may cause any weapon that they hold to acquire both the shock and shocking burst enhancements for a number of rounds equal to their charisma bonus.
Channel Divine Power: The champion may rebuke creatures with the Air subtype.
Gift: Gust of Wind
Spell List: 1st: jump, obscuring mist; 2nd: whispering wind, wind wall, 3rd: gaseous form, shout 4th: air walk, fly

Body Portfolio
(1) Divine Health: If by taking 10, a champion can pass saving throw vs. a magical disease, the champion may do so. If the champion must save to resist a disease, the champion may throw two dice and keep the better result. Additionally, the champion receives a divine bonus on all Heal skill checks equal to his charisma bonus (if any).
(2) Towering Stature: When the champion gains this ability, he mysteriously gains in size after each night’s sleep over the following month until, at the end of that time, he is of the maximum height for her species and comes to an imposing and impressive stature. He gains a bonus on all Fortitude saves equal to his charisma modifier, and one of the following feats of his choice as an immediate bonus feat: great fortitude, power attack, or toughness. Additionally, the champion gains a bonus to all intimidate checks equal to his Constitution modifier.
(3) Temple of Flesh: The champion’s body becomes infused with divine power which protects it from harm. The champion chooses and gains two of the possible abilities available under the Fanatic class ability: ‘The Benefits of Fanaticism’. These become immediate class abilities of the champion.

Portfolio Authority: Smite Flesh: As free action, the champion may elect to make an attack which is particularly harmful to living creatures made of flesh. The champion may make this attack as a touch attack, and if it succeeds the target takes 2 Con damage in addition to the normal damage of the attack.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Righteous Might
Spell List: 1st: enlarge self, body weaponry; 2nd: bull’s strength, endurance; 3rd: cat’s grace, haste; 4th regenerate, restoration

Compassion Portfolio
Prerequisites: The champion must be good aligned.
(1) Empathy for Others: The champion adds Empathy (Animals) and Sense Motive to their class skill list. The champion also immediately gains a number of ranks in Empathy (Animals) and Sense Motive equal to their charisma bonus up to the maximum number of ranks allowed for a character of their level.
(2) Confer Blessings: Once per day per champion level, the champion may confer a boon on another by touch. The touch grants 1 temporary hit point per champion level, which last for 24 hours or until lost. So long as at least one of these temporary hit points remain, the touched party receives a +4 morale bonus to fear checks and saving throws vs. magical fear.
(3) Healer’s Aid: Any healing spell cast by the champion is maximized. In addition given a minute to prepare, once per day the champion can confer a spell blessing on any one healing spell – either his own or one cast by a character that they touch. This healing spell is maximized, and also heals an additional 1 hit point per champion level above its normal amount.

Portfolio Authority: Sacrifice: By touch as a standard action, the champion may absorb the injuries and debilitating effects of another and make them their own. The champion may transfer to themselves any number of hitpoints up to their maximum hitpoints plus their minimum hitpoints combined. The champion does not have to be at their maximum hitpoints to make this sacrifice. Obviously, such a sacrifice can be immediately fatal, however, when the Champion transfers the pain and injuries to themselves, they are able by virtue of their gifts to mitigate some of the injury and take only 9 damage for each 10 damage that they transfer. In addition to transferring hit points, the champion may also absorb diseases, negative energy levels, poisons, ability damage, blindness, deafness, and similar debilitating conditions. However, the champion may not absorb curses, confusion, charms, compulsions or insanity. The champion cannot force a possessing spirit to take control of the champion, but a possessing spirit may voluntarily accept such an offer as normal.
Channel Divine Power: The champion may turn undead.
Gift:Tongues
Spell List: 1st: charm person, sanctuary; 2nd: calm emotions, shield other 3rd: remove curse, remove disease; 4th: restoration, regeneration

Creation Portfolio
Prerequisites: The champion must not be evil aligned.
(1) Maker: The champion adds alchemy and appraisal to his class skill list, and immediately gains a number of ranks equal to his charisma bonus on alchemy, appraisal and four craft skills of the champion’s choice. Additionally, the champion receives a divine bonus on all appraisal and craft skill checks equal to his charisma bonus.
(2) Divine Inspiration: The champion is inspired in acts of creation and in the celebration and preservation of creation’s beauty. The champion picks four skills from his class skill list. Thereafter, the champion automatically gains one rank in each of these skills every time they gain a level.
(3) Cherished Bond: Whenever the champion wields a weapon which they have crafted themselves, the weapon receives a +1 enhancement bonus for each 4 full class levels the champion possesses. In addition, beginning at 12th level, the weapon also gains any one magical ability that is equivalent to a +1 enhancement bonus that the champion desires (for example, keen, flaming, etc.). The champion may select a different bonus on his own turn as a free action. These bonuses do not apply when anyone else wields the weapon. The magic is a result of the love the champion feels for his own created things.

Portfolio Authority: Creation’s Guardian: As a free action, the champion may make a defensive stand to protect some place. Once this is done, the champion may not move from where he stands. He defends this spot fiercely for the next 3 + class level rounds. During that time, the champion adds his charisma modifier to his strength and constitution. The champion may also add his class level as a bonus to all combat maneuver checks, resisted skill checks and saving throws where the effect would move the champion from the spot where he has chosen to make his stand. Furthermore, every ally in the champion’s threatened area, including the champion, gains a +4 deflection bonus to their AC and a SR of 10 + class level. This bonus also applies to missile attacks and spell effects which pass through the area threatened by the champion.
During the champion’s stand, he may not move from the spot he is defending, even involuntarily, or the effect ends. The one exception is if the spot that the champion has chosen to defend moves or is mobile. For example, the champion may choose to defend a wagon or the deck of a ship. The champion however must choose to defend a place or object - not a creature or person. The champion may choose to defend a place or object because of the presence of a living thing, but if that creature or person moves away from that place the champion cannot follow without ending the effect. Thus the champion cannot choose to defend his mount, and if mounted if the mount moves from the spot the effect is ended. Edge cases such as defending a chariot which is used to attack should be resolved by consulting the DM with understanding that the purpose of Creation’s Guardian is defensive and attempts to subvert the intention of the power may cause it to fail.
The increase in constitution may increase the champion’s hit points. These hit points go away at the end of the duration of the effect. They are not lost first like temporary hit points.
Channel Divine Power: The champion may rebuke constructs.
Gift: Animate Objects
Spell List: 1st: identify, purify food and drink; 2nd: daylight, make whole; 3rd: create food and drink, tiny hut; 4th fabricate, minor creation
Special: Champions with the creation portfolio can multiclass into the expert class and still progress as champions. Each level of expert, counts as ½ level of champion for the purpose of creation portfolio powers that depend on champion class level and champion spell progression.

Darkness Portfolio
Prerequisites: The champion may not be good aligned.
(1) Aura of Shadows: The champion causes shadows to thicken and grow about him automatically dimming light within close range by one degree and providing one step more concealment in any situation where darkness already provides concealment. Additionally, the champion gains Hide as a class skill, and immediately gains a number of ranks in this skill equal to his charisma bonus.
(2) Dismiss Light: As a standard action, the champion can extinguish all light from natural sources such as candles, torches or lanterns within close range. If the light emanates from a magical source, the champion must make a caster level check just as if he had cast dispel magic.
(3) Night’s Warrior: The champion gains any two of the following feats of his choice as bonus feats: acclimated (underdark), alertness, blind fighting, skill focus (hide).

Portfolio Authority: Shadow Strike: As a free action, the champion may resolve his next melee attack as a touch attack. If this attack succeeds, it inflicts 2 strength damage in addition to its normal damage.
Channel Divine Power: The champion may rebuke creatures with the Shadow descriptor, and turn creatures with the Radiance descriptor.
Gift: Shadow Conjuration
Spell List: 1st: darkness, protection from good; 2nd: nondetection, silence; 3rd: blindness, deeper darkness; 4th: enervation, shadow jump

Earth Portfolio
(1) Stone Friend: The champion learns the Terran language for free, and gains Porter as a class skill. The champion also immediately gains a number of ranks in Craft (Masonry) and Porter equal to their charisma bonus up to the maximum number of ranks allowed for a character of their level. Additionally, stone and metal yields slightly for the champion, so that they gain DR 1/organic and take damage from falling onto stone or metal as if they fell 10’ less distance.
(2) Take Root: The champion’s feet become as hard like stone, allowing the champion to walk barefoot over obstacles without the slightest discomfort as if they were wearing the heaviest boots, and giving the champion an effective DR of 5/- with respect to caltrops, the spike growth spell and other attacks aimed at his feet. So long as the champion is in contact with stone or earth, the champion gains a divine bonus to all balance skill checks equal to his charisma bonus and gains an equal bonus to resist any attempt to dislodge the champion by a trip, bull rush or overrun attack. Additionally, the champion that is in direct contact with earth or stone gains tremorsense at a radius of 5’ per +1 of his charisma bonus.
(3) Stout Heart: The champion gains any two of the following feats of his choice as bonus feats: courage, endurance, great fortitude, or toughness.

Portfolio Authority: Harden Body: The champion infuses himself with the power of earth and gains a natural armor bonus equal to his one half his class level (rounded up) for a number of rounds equal to his charisma bonus.
Channel Divine Power: The champion may rebuke creatures with the Earth subtype.
Gift: Stoneskin
Spell List: 1st: dowsing, magic stone; 2nd: conjure bullets, protection from arrows 3rd: endurance, meld into stone; 4th: spike stones, stone shape

Emotion Portfolio
Prerequisites: The champion must not be Lawful Neutral.
(1) Untamable Heart: The champion receives a divine bonus on their saving throws versus all mind-effecting spells and supernatural or spell-like abilities which seek to alter the champion’s emotional state (including calm emotion, charm, fear, emotion, insanity etc.) equal to their champion level. Further more, the champion does not automatically fail a save vs. effects of this kind on the roll of a one. This protection does not extend to mind effecting spells that effect the character’s knowledge and understanding or which merely access the mind without altering it, such as detect thoughts, dominate, modify memory, etc.
(2) Charming Demeanor: The champion exudes friendliness. Everyone but the most hard-hearted person can’t help but like and admire the champion a little, even if they find the champions beliefs repulsive. The champion receives bluff, diplomacy, and intimidate as class skills and receives a divine bonus on those skills equal to his charisma bonus.
(3) Aura of Hope: All allies within 30’ of the Champion have a +4 bonus on all fear, horror checks, madness checks and saves vs. magical fear so long as the champion is conscious and undaunted. Additionally the champion adds Dreaming and Hypnosis to his class skill list and immediately gains a number of ranks in each skill equal to his charisma bonus.

Portfolio Authority: Rage: The champion temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC.
The increase in Constitution increases the champion's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, a champion cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Navigation.) He can use any feat he might have except for Combat Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Charisma modifier. The champion may prematurely end the rage voluntarily. At the end of the rage, the champion is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) until he can take a 10 minute break. Entering a rage takes no time itself, but the champion can only do it during his action.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Charm Monster
Spell List: 1st: cause fear, remove fear; 2nd: calm emotions, enthrall; 3rd: hold person, suggestion; 4th emotion, fear

Fire Portfolio
(1) Fire’s Friend: The champion has a special relationship with flames, so that fire tries to aid the champion as best as it is able. Any light source in the champion’s possession which depends on flame burns either twice as brightly or twice as long (champion’s choice). Any flame which the champion is tending which would otherwise go out, will struggle to stay lit on his behalf so that the champion may make a DC 10 Reflex save each round to avoid it being extinguished by anything less than total emersion in water. The champion also receives a bonus equal to their charisma bonus on all skill checks to start a fire. Neither the champion nor any other object in his possession will continue to burn, but instead will sputter out after a single round in contact with the champion unless the champion wills otherwise. This protection does not prevent the champion from taking on going damage from a large nearby fire, nor does it protect from the initial contact with fire but for example, burning oil splashed on the champion will extinguish itself in a single round and the champion’s clothes or hair cannot be set alight.
(2) Lore of Fire: The champion gains the Ignan language for free, and learns to use the power of fire to warm spirits and instill courage in the hearts of others. The champion gains an additional enhancement bonus on all diplomacy and leadership skill checks equal to their charisma bonus.
(3) Fire Resistance: The champion gains fire resistance equal to their champion level plus their charisma bonus. The champion remains completely comfortable in heat up 400 degrees, and suffers no increased thirst or fatigue.

Portfolio Authority: Smite with Fire: As a free action, the champion may cause any weapon that they hold to acquire both the flaming and flame burst enhancements for a number of rounds equal to their charisma bonus.
Channel Divine Power: A champion with the fire portfolio may rebuke creatures with the fire subtype.
Gift: Pyrotechnics.
Spell List: 1st: burning hands, remove fear; 2nd: flaming sphere, produce flame, 3rd: flame arrow, ward against fire; 4th: emotion, wall of fire

Freedom Portfolio
Prerequisites: The champion must be chaotic.
(1) Slip Bonds: The champion adds escape artist and open lock to his class skills, and immediately gains ranks in each skill equal to his charisma bonus. Whenever making an escape artist or open lock check, the champion may add his charisma bonus as a divine bonus to the check.
(2) Break Chains: The champion gets a bonus equal to their charisma bonus on all strength checks to break chains, manacles, ropes, gates, bars, doors or any other device intended to confine or restrict movement. When dealing damage to objects or constructs of this source, the champion does double damage on all attacks.
(3) Irrepressible: Whenever the champion is paralyzed, petrified, charmed, or held in any sort of compulsion or by any spell which causes the champion to be confined (such as imprisonment) which allows a saving throw, the champion receives a new saving throw at the beginning of each round. If a spell of this sort does not normally allow a saving throw, such as temporal stasis or maze, the champion still receives a Will saving throw when the spell would otherwise first take effect.

Portfolio Authority: Smite Tyrants: The champion may attempt to smite the forces of law with one normal melee attack. He adds his Charisma modifier to the champion's attack roll and deals 1 extra point of damage per class level. If the champion smites a creature that is not lawful, the smite has no effect but it is still used up for that day. Smite tyrants is a supernatural ability.
Channel Divine Power: The champion may turn creatures with the Law descriptor.
Gift: Break Enchantment
Spell List: 1st: change self, spider climb; 2nd: knock, porpoise swim; 3rd: hawk’s wings, nondetection; 4th freedom of movement, dispel law

Guardian Portfolio
Prerequisites: The champion must either lawful or good.
(1) Divine Grace: The champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.
(2) Divine Health: If by taking 10, a champion can pass saving throw vs. a magical disease, the champion may do so. If the champion must save to resist a disease, the champion may throw two dice and keep the better result. Additionally, the champion receives a divine bonus on all Heal skill checks equal to his charisma bonus.
(3) Aura of Courage: The champion may select any two of the following feats as bonus feats: Combat Intuition, Courage, Skill Focus (Leadership), or Skill Focus (Heal). The champion must still meet any prerequisites. All allies within 30’ of the Champion have a +4 bonus on all fear checks and saves vs. magical fear so long as the champion is conscious and undaunted.

Portfolio Authority: Shield of Protection: As a spell-like action, the champion may radiate an aura of power in a burst with a radius of 5’ + 5’/point of the champion’s charisma bonus. This aura lasts a number of rounds equal to the champion’s class level and moves with the champion. This aura has an effect equivalent to a circle of protection against alignments in opposition the champion’s own, and in addition the champion may cast spells with a range of touch on any ally in the aura without the need to touch them. Additionally, while the aura lasts any allies in the aura may use the champion’s saving throw bonuses or their own, which ever is better.
Channel Divine Power: The champion may turn undead.
Gift: Holy Aura
Spell List: 1st: alarm, hold portal; 2nd: obscure object, protection from arrows; 3rd: dispel magic, protection from the elements; 4th death ward, spell immunity

Hunt Portfolio
(1) Tracker: The champion is adept at hunting through any clime and can track man or beat. He gains Knowledge (Nature), Search, and Survival as class skills, and gains a number of ranks in each of these skills equal to his Charisma bonus. The champion also gains Track as a bonus feat.
(2) Silent Stalker: The champion is blessed with the skill of moving without a sound while stalking his prey. The champion gains Move Silently and Hide as class skills, and receives a number of ranks in each of these skills equal to his Charisma bonus. Furthermore, when making Move Silently and Hide checks, the champion may add his Charisma bonus as a divine bonus to his skill check.
(3) Hunter’s Reflexes: The champion gains evasion, and gains a bonus to his reflex saves equal to his charisma bonus.

Portfolio Authority: Dead Shot: As a free action, the champion with this ability may call upon divine authority for aid in attempting a nearly impossible missile shot. The champion may add her class level to the attack roll of a single arrow (or other missile weapon) attack, and her Charisma modifier to the damage roll.
Channel Divine Power: The champion may turn undead.
Gift: Dimensional Anchor
Spell List: 1st: mundane mantle, pass without trace; 2nd: snare, true strike; 3rd: keen edge, invisibility; 4th: locate creature, nondetection
Special: Champions with the hunt portfolio can multiclass into the hunter class and still progress as champions. Each level of hunter, counts as ½ level of champion for the purpose of hunt portfolio powers that depend on champion class level and champion spell progression.

Justice Portfolio
Prerequisites: The champion must be lawful aligned.
(1) Gaze of Justice: The champion gains a piercing stare that sees deeply into that which is hidden. The champion is not only better able to see someone’s intent, but also better able to make the guilty feel the danger of being caught and judged. The gaze of justice grants the champion a number of ranks in both Intimidate and Sense Motive equal to their charisma bonus, and both skills become class skills for the champion. The champion also learns the Axiomatic language for free, and gains low-light vision (or if they already have low-light vision, then darkvision) in addition to their normal vision.
(2) Shield of Truth: The champion gains a +4 deflection bonus to his AC with respect to attacks from creatures or weapons with the Chaos descriptor, and a +2 bonus on all saves vs. spells with the Chaos descriptor.
(3) Weigh all Things: The champion may use detect chaos at will, and receives as divine bonus equal to his charisma bonus on all Scry skill checks.

Portfolio Authority:Wrath of Judgment: The champion may attempt to smite chaos with one normal melee attack. She adds her Charisma modifier to the champion's attack roll and deals 1 extra point of damage per class level. If the champion smites a creature that is not chaotic, the smite has no effect but it is still used up for that day. Wrath of judgment is a supernatural ability.
Channel Divine Power: The champion may turn creatures with the Chaos descriptor.
Gift: Discern Lies
Spell List: 1st: command, protection from chaos; 2nd: shield other, zone of truth 3rd: dispel magic, magic circle against chaos; 4th: dispel chaos, mark of justice

Leadership Portfolio
Prerequisites: The champion must be either lawful or good.
(1) Battle Cry: As a move equivalent action, the champion can make a powerful shout that summons up their divine authority. When this occurs, all allies with 10’ of the champion receive a +4 divine bonus to their initiative, and a +1 moral bonus to all saving throws and attack rolls. Additionally, the champion may attempt to intimidate his foes with the same action.
(2) Shining Captain: The champion receives a divine bonus equal to his charisma bonus on all leadership skill checks. Additionally, the range of the champion’s leadership skill increases 10 fold, so that checks which normally require the champion to be within 30’ can now be made up to 300’ away.
(3) Aura of Unity: Whenever allies within 30’ of the champion flank a foe, they receive a +2 divine bonus to hit. Additionally, any ally with 300’ of the champion receives a divine bonus on all of their Tactics skill checks equal to the champion’s charisma bonus.

Portfolio Authority: Inspired Words: As a full round action, the champion can automatically succeed on a Leadership skill check of any difficulty provided that they can make themselves heard.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Summon Monster IV
Spell List: 1st: command, remove fear; 2nd: calm emotions, whispering wind; 3rd: combat precognition, perfect moment; 4th emotion, tower of iron will

Life Portfolio
Prerequisites: The champion must not be evil aligned.
(1) Sanctity of Life: The area within 20’ of the champion is treated as under the effects of a Consecrate spell. If this area overlaps an area which is under the effects of a Desecrate spell, the two effects cancel each other out.
(2) Lay on Hands: Each day a champion can cure a total number of hit points equal to the champion's Charisma bonus (if any) times the champion's level. The champion can cure themselves. The champion may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. Alternatively, the champion can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The champion decides how many cure points to use as damage after successfully touching the undead creature
(3) Abundant Life: The champion is considered to have a number of positive levels equal to his Charisma modifier. Positive levels only exist to counteract negative levels, as well as the ability drain done by some negative creatures. When the champion is given a negative level for any reason he loses one of his positive levels rather than taking the negative level. Each positive level can only counteract one negative level, but can also counteract several points of ability loss. Whenever a negative energy attack causes the champion’s abilities to be drained, the all ability drained by that attack is cancelled out by the loss of one positive level.

Portfolio Authority: Hand of Life: As a free action, the champion may cause his touch or weapon to become infused with positive energy for a number of rounds equal to his charisma bonus. Attacks so infused are treated as +1 ghost-touch weapons, and do an additional 1 point of damage per level of champion to undead creatures. Alternately, the champion may transfer the energy to a living organism by touch to heal 1d6 damage per champion level (less 1d6 damage for each round that has past since the power was manifested). This later usage consumes the power and ends the ability.
Channel Divine Power: The champion may turn undead.
Gift:Remove Disease
Spell List: 1st: Detect Life, Entangle; 2nd: Lesser Restoration, Summon Swarm; 3rd: Contagion, Plant Growth; 4th: Animal Growth, Commune with Nature

Magic Portfolio
(1) Understand Magic: The champion adds Spellcraft, Knowledge (Arcane), and Use Magic Device to his class skill list, and immediately gain a number of ranks in these skills equal to his charisma bonus. Once per day per champion class level, the champion can cast detect magic or read magic as a spell-like ability.
(2) Spell Resistance: The champion gains a spell resistance of 5 + the champion’s class level + their charisma bonus against one school of magic of their choice.
(3) Control the Arcane: Whenever the champion or an ally within close range makes a saving throw versus a magical effect, they may add the champion’s charisma bonus as a divine bonus on the save.

Portfolio Authority: Harrow Arcanist: As a spell-like ability requiring a full round action, the champion may target an arcane spellcaster within medium range and make a caster-level contest in which the champion may add his charisma bonus to his class level. If the champion’s caster-level check succeeds, then the target loses one unused spell-slot (at random in the case of prepared spells) from each level of arcane spells that the target may cast. If the champion target’s a creature which is not a divine spell-caster, the power automatically fails. This power has no effect on supernatural or spell-like abilities.
Channel Divine Power: The champion may turn and rebuke summoned and conjured creatures as well as living spells and curses.
Gift: Greater dispel magic
Spell List: 1st: mage hand, prestidigitation; 2nd: invisibility purge, silence; 3rd: dispel magic, mirror image; 4th blink, bestow curse
Special: Champions with the magic portfolio can multiclass into the sorcerer class and still progress as champions. Each level of sorcerer counts as ½ level of champion for the purpose of magic portfolio powers that depend on champion class level and champion spell progression. Champion’s with the Magic portfolio may also take Arcane feats, even if they lack arcane spellcasting ability, provided they meet all other prerequisites of the feat.

Might Portfolio
(1) Divine Prowess: The champion adds jump, climb, swim, and porter to his class skills, and immediately gains ranks in each skill equal to his charisma bonus. The champion also receives a divine bonus equal to his strength bonus on all strength based skills checks, on bullrush and overrun maneuver checks, and when resisting bullrush and overrun maneuver checks.
(2) Unyielding: The champion receives a bonus on all Fortitude saves equal to his Strength bonus. The champion automatically passes all fortitude saves to stabilize and remain conscious so long as their negative hitpoints do not exceed their charisma modifier. In addition the champion’s add his champion level for determining his base minimum hitpoints.
(3) Unconquerable:

Portfolio Authority: Feat of Strength: As a free action, the champion’s strength increases by his charisma bonus and his champion level for one round. Additionally, for the purposes of lifting, carrying, or throwing an object, his effective size class increases by one.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Shout
Spell List: 1st: Cause Fear, Command; 2nd: Endurance, Bull’s Strength 3rd: Haste, Keen Edge; 4th: Dismissal, Righteous Might

Mind Portfolio
(1) Insight: The champion adds Speak Language and all Knowledge skills to his class skill list. The champion receives a divine bonus on all intelligence based skill checks equal to his intelligence bonus.
(2) Impervious Mind: The champion receives a divine bonus on their saving throws versus all mind-effecting spells and supernatural or spell-like abilities equal to their champion level. Further more, the champion does not automatically fail a save vs. a mind effecting spell or spell-like ability on the roll of a one.
(3) Clarity: A number of times per day equal to the champion’s class level, the champion may by touch provide clarity to a mind that has been damaged or in a state of distress. This touch completely removes the effects of insanity, confusion, panic, horror and madness effects, wisdom damage, intelligence damage, or charisma damage for a number of rounds equal to the champion’s class level. If the effect was permanent or has remaining duration, it returns at the end of this period; however, if the effect was one for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of the period of clarity. For this saving throw, the touched party may use either their own saving throw bonus or the champion’s, which ever is better. If the saving throw succeeds, the negative condition is alleviated.

Portfolio Authority: Psionic Blast: As a spell-like ability, the champion can produce a psionic blast as per the spell.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Emotion
Spell List: 1st: detect magic, comprehend languages; 2nd: detect thoughts, see invisibility; 3rd: dispel magic, clairvoyance, clairaudience; 4th break enchantment, scrying
Special: Champions with the mind portfolio can multiclass into the wizard class and still progress as champions. Each level of wizard, counts as ½ level of champion for the purpose of mind portfolio powers that depend on champion class level and champion spell progression.

Pyschopomp Portfolio
Prerequisites: The champion must not be evil aligned.
(1) Save Soul: When any ally with 10 feet times the champion’s charisma modifier dies, his spirit does not depart but instead remains with its body or the champion under his protection. Such bodies may not be possessed or turned into wights, shadows, or other undead. While the body remains in the care of the champion, time does not pass for the purposes of calculating time since the time of death for spells like raise dead, and when such bodies are raised from the dead the spirit wakens and returns to its body without trauma or loss of attributes or experience points in the process. If the spirit wishes to depart, the champion may release it at any point.
(2) Power over Death: The champion has power over death. The champion may add his charisma modifier as a divine bonus when channeling divine power to Turn Undead. The champion gains two of the following feats as immediate bonus feats: empower turning, extra divine power, heighten turning, or improved turning. Additionally, the champion gains a divine bonus equal to his charisma bonus on heal skill checks.
(3) Counter Necromancy: As a readied action, the champion can channel divine power to counterspell any necromancy spell or spell-like ability used within close range. Successfully using this power still requires a caster level check.

Portfolio Authority: Lay to Rest: As a touch attack, the champion may cause any living creature which is currently at negative hit points to immediately die with no saving throw. If the power is used against an undead creature, they must make a DC 15 + champion’s charisma bonus Will save or be instantly destroyed.
Channel Divine Power: The champion may turn undead.
Gift: Dispel Evil
Spell List: 1st: death watch, detect undead; 2nd: consecrate, gentle repose; 3rd: helping hand, speak with dead; 4th death ward, raise dead

Righteousness Portfolio
Prerequisites: The champion must be good aligned.
(1) Detect Evil: The champion learns the Celestial tongue for free, and gains Sense Motive and Scry as class skills. The champion also immediately gains a number of ranks in Sense Motive and Scry equal to their charisma bonus up to the maximum number of ranks allowed for a character of their level. The champion may detect evil at will as a spell-like ability.
(2) Lay on Hands: Each day a champion can cure a total number of hit points equal to the champion's Charisma bonus (if any) times the champion's level. The champion can cure themselves. The champion may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. Alternatively, the champion can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The champion decides how many cure points to use as damage after successfully touching the undead creature.
(3) Sacred Heart: The champion and anyone within 5’ x the champion’s charisma bonus is continually protected by as by negative energy protection.

Portfolio Authority: Smite Evil: The champion may attempt to smite evil with one normal melee attack. She adds her Charisma modifier to the champion's attack roll and deals 1 extra point of damage per class level. If the champion smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
Channel Divine Power: The champion may turn undead.
Gift: Magic Circle against Evil
Spell List: 1st: aid, protection from evil; 2nd: consecrate, undetectable alignment; 3rd: discern lies, magic circle against evil; 4th: dispel evil, death ward

Travel Portfolio
(1) Relentless Runner: The champion gains the Run feat as a bonus feat. The length of time that the character can Run or sustain a faster rate of movement using the Run skill before having to rest or make endurance checks is multiplied by his charisma modifier. Once the champion must make an endurance check because of forced march or sustained movement, the champion adds her class level to the check.
(2) Tireless Traveler: The champion gains the abilities Deny Sleep, Deny Thirst, and Deny Hunger as the Fanatic abilities of the same name.
(3) Winged Feet: The champion gains a divine bonus equal to class level to the Run skill, and takes no penalty to movement speed while wearing light or medium armor or carrying a light or medium load, and takes only half the normal penalty to movement for carrying a heavy load or wearing heavy armor.

Portfolio Authority: Traveler’s Step: As a free action, the champion may teleport himself and his gear to any point in line of sight which is within 5’ + 5’/class level. The champion is immediately able to act after exercising this power.
Channel Divine Power: The champion may turn undead if good aligned, or rebuke undead if evil aligned. A neutral champion may choose one or the other (but not both).
Gift: Freedom of Movement
Spell List: 1st expeditious retreat, endure elements 2nd: knock, locate object 3rd: haste, greater psychometry 4th: freedom of movement, dimension door
Special: Champions with the travel portfolio can multiclass into the explorer class and still progress as champions. Each level of explorer, counts as ½ level of champion for the purpose of mind portfolio powers that depend on champion class level and champion spell progression.

Water Portfolio
(1) Water Born: The champion gains the Aquan language for free. Swim, boating, survival (aquatic), and escape artist are added to the champion’s class skills, and the champion also immediately gains ranks in swim and escape artist equal to his charisma bonus up the maximum number of ranks allowed.
(2) Water Mastery: The champion gains a divine bonus on a swim checks equal to his class level times his charisma bonus. Additionally, the champion may pick any two of the following feats to gain as immediate bonus feats even if the champion lacks the usual prerequisites: underwater combat, improved underwater combat, master diver, skill focus (Boating), or skill focus (Aquatic Survival).
(3) Creature of the Sea: The champion may hold his breath for an additional number of minutes equal to his champion level times his charisma bonus before having to check for drowning. In addition, the champion gains a +4 divine bonus to fortitude checks made to survive pressure and becomes immune to depth narcosis and the bends.

Portfolio Authority: Strike with Thirst: As a spell-like ability requiring a full round action, the champion may curse a living creature within medium range so that they become extremely dehydrated. The target must make a fortitude saving throw vs. a DC of 10 + champion’s wisdom bonus. If the saving throw fails, they immediately take 1d6 nonlethal damage per champion level and become fatigued. This nonlethal damage cannot be removed until the creature drinks a day’s quantity of fluid. Furthermore, the victim of the curse has such difficulty quenching their thirst that they require double the normal intake of fluid for a number of days equal to the champion’s level.
This attack may also be used against elementals with the water subtype. In this case, the elemental does not suffer thirst and is not fatigued, but does the curse does lethal rather than non-lethal damage.
Channel Divine Power: A champion with the water portfolio may rebuke creatures with the water or aquatic subtype.
Gift: Shape Water
Spell List: 1st: create water, purify food and drink; 2nd: change self, fog cloud; 3rd: water breathing, water walking; 4th: control water, quench
 
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Celebrim

Legend
I don't have the Evil portfolios in a finished state, because I don't usually play evil campaigns and I generally just make some quick notes for evil NPC champions or rely on the Unholy Warrior abilities (which are wretched on the whole). Now that the Champion is getting out into the wild, I may work them up if the responce is generally favorable.

Those of you familiar with the Holy Warrior class may see somethings that are familiar and some things that are much less so. A lot of the names are the same, but actual abilities are sometimes very different.

I need to excerpt one more thing from the house rules, I think to give enough to go on here - the leadership skill:

LEADERSHIP (CHR; TRAINED ONLY)
The skill of assisting others to be their best in dangerous situations.
Check:
DC 15 Use ‘aid another’ from a distance of up to 30’.
DC 15 As a full round action, mitigate a morale penalty on an ally within 30’ by up to ½ your charisma bonus (rounded up).
DC 15 As a full round action, shorten the duration of the shaken condition in an ally within 30’ by a number of rounds equal to your charisma bonus.
DC 20 As a full round action, shorten the duration of the frightened, panicked or cowering condition in an ally within 30’ by a number of rounds equal to your charisma bonus.
DC 20 As a standard action, if you are not flatfooted, warn an ally within 30’ who is flatfooted so that they are no longer treated as flatfooted for purposes of attacks made on them.
DC 25 As a full round action, grant a +2 morale bonus to a single ally’s Will saving throw for a number of rounds equal to your charisma bonus. Benefit is cancelled if you fail a Will saving throw during this period.

Do any of the above full actions as a standard action: +5 DC
Do any of the above actions as a free action: +15 DC
Do any of the above to a number of allies equal to your charisma bonus: +5 DC
Do any of the above to an ally or allies anywhere in range of hearing: +10 DC
Do any of the above to all allies in range of hearing: +20 DC
 

Jasperak

Adventurer
Is there a PDF for this? I would find it much easier to read something as detailed as this as a PDF than a wall of forum text.
 

Celebrim

Legend
Is there a PDF for this? I would find it much easier to read something as detailed as this as a PDF than a wall of forum text.

I don't currently have access to a pdf editor, but I might could make a small word/rtf document if there is anyway to attach such things.
 

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