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Playing like Celebrim - The Champion Class
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<blockquote data-quote="Celebrim" data-source="post: 5436904" data-attributes="member: 4937"><p><strong>Champion Basics</strong></p><p></p><p><span style="font-size: 22px">Champion</span></p><p>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.</p><p><strong>Adventurers:</strong> 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.</p><p><strong>Characteristics:</strong> 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.</p><p><strong>Religion:</strong> Champions may be of any religion, and in fact are often the mortal representative of a deity in the world.</p><p><strong>Background:</strong> 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.</p><p></p><p><strong>Races:</strong> Any race can be a champion.</p><p><strong>Classes:</strong> 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.</p><p></p><p><span style="font-size: 18px">Game Rule Information</span></p><p>Champions have the following game statistics:</p><p><strong>Abilities:</strong> 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.</p><p><strong>Alignment:</strong> Any except neutral. The champion must serve and further a specific diety, cause, or ethos. They cannot remain unaligned or uncommitted.</p><p><strong>Hit Die:</strong> d10</p><p><strong>Requirements:</strong> Str 9, Dex, 9, Con 9, Int 9, Wis 10, Chr 10</p><p><strong>Class Skills:</strong> 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).</p><p>Skill Points at 1st Level: (3 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 3 + Int modifier.</p><p>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. </p><p></p><p><span style="font-size: 18px">Table: The Champion</span></p><p>[code]Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day</p><p> 1 2 3 4</p><p>1st +1 +2 +0 +2 Portfolio Power 1, Authority - - - -</p><p>2nd +2 +3 +0 +3 Portfolio Power 1, Gift - - - -</p><p>3rd +3 +3 +1 +3 Portfolio Power 2, Turn/Rebuke - - - -</p><p>4th +4 +4 +1 +4 Portfolio Power 2 0 - - -</p><p>5th +5 +4 +1 +4 Portfolio Power 3, Special Companion, Gift x2 0 - - -</p><p>6th +6/+1 +5 +2 +5 Portfolio Power 3 1 - - -</p><p>7th +7/+2 +5 +2 +5 1 - - -</p><p>8th +8/+3 +6 +2 +6 Gift x3 1 0 - -</p><p>9th +9/+4 +6 +3 +6 1 0 - -</p><p>10th +10/+5 +7 +3 +7 Authority x2 1 1 - -</p><p>11th +11/+6/+1 +7 +3 +7 Gift x4 1 1 0 -</p><p>12th +12/+7/+2 +8 +4 +8 1 1 1 -</p><p>13th +13/+8/+3 +8 +4 +8 2 1 1 0</p><p>14th +14/+9/+4 +9 +4 +9 Gift x5 2 1 1 1</p><p>15th +15/+10/+5 +9 +5 +9 2 2 1 1</p><p>16th +16/+11/+6/+1 +10 +5 +10 2 2 2 1</p><p>17th +17/+12/+7/+2 +10 +5 +10 Gift x6 3 2 2 1</p><p>18th +18/+13/+8/+3 +11 +6 +11 3 3 2 2</p><p>19th +19/+14/+9/+4 +11 +6 +11 3 3 3 2</p><p>20th +20/+15/+10/+5 +12 +6 +12 Gift x7, Authority x3 3 3 3 3[/code]</p><p></p><p><strong>Porfolio Powers:</strong> The champion selects two portfolios. Portfolios define the champions class abilities and to a large extent there spell abilities. </p><p><strong>Portfolio Power I:</strong> 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.</p><p><strong>Authority:</strong> 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.</p><p><strong>Gift:</strong> 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.</p><p><strong>Portfolio Power II:</strong> 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.</p><p><strong>Turn/Rebuke:</strong> 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).</p><p><strong>Portfolio Power III:</strong> 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.</p><p><strong>Special Companion: </strong>At 5th level, the champion gains a special companion, usually a mount.</p><p>The champion’s mount is superior to a normal mount of its kind and has special powers, as described below.</p><p></p><p>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). </p><p></p><p>[code]Champion Level Bonus HD Natural Armor Strength Bonus Intelligence Bonus Special</p><p>5th-7th +2 +4 +1 +4 Empathic link, improved evasion, share spells, share saving throws</p><p>8th-10th +4 +6 +2 +5 Improved speed</p><p>11th-17th +6 +8 +3 +6 Command creatures of its kind</p><p>18th-20th +8 +10 +4 +7 Spell resistance[/code]</p><p></p><p><span style="font-size: 18px">Champion’s Mount Basics</span></p><p>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. </p><p><strong>Bonus HD</strong>: 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. </p><p><strong>Natural Armor Ajustment</strong>:The number on the table is an improvement to the mount’s existing natural armor bonus. </p><p><strong>Str Adjustment</strong>:Add this figure to the mount’s Strength score. </p><p><strong>Intelligence</strong>:The mount’s Intelligence score. </p><p><strong>Empathic Link (Su)</strong>: 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. </p><p>Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. </p><p>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. </p><p><strong>Improved Evasion (Ex)</strong>: 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. </p><p><strong>Share Spells</strong>: 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). </p><p><strong>Share Saving Throws</strong>: 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. </p><p><strong>Improved Speed (Ex)</strong>: The mount’s speed increases by 10 feet. </p><p><strong>Command (Sp)</strong>: 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. </p><p><strong>Spell Resistance (Ex)</strong>: 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.</p><p></p><p>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.</p><p><strong>Spells: </strong>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5436904, member: 4937"] [b]Champion Basics[/b] [SIZE="6"]Champion[/SIZE] 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. [B]Adventurers:[/B] 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. [B]Characteristics:[/B] 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. [B]Religion:[/B] Champions may be of any religion, and in fact are often the mortal representative of a deity in the world. [B]Background:[/B] 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. [B]Races:[/B] Any race can be a champion. [B]Classes:[/B] 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. [SIZE="5"]Game Rule Information[/SIZE] Champions have the following game statistics: [B]Abilities:[/B] 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. [B]Alignment:[/B] Any except neutral. The champion must serve and further a specific diety, cause, or ethos. They cannot remain unaligned or uncommitted. [B]Hit Die:[/B] d10 [B]Requirements:[/B] Str 9, Dex, 9, Con 9, Int 9, Wis 10, Chr 10 [B]Class Skills:[/B] 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. [SIZE="5"]Table: The Champion[/SIZE] [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[/code] [B]Porfolio Powers:[/B] The champion selects two portfolios. Portfolios define the champions class abilities and to a large extent there spell abilities. [B]Portfolio Power I:[/B] 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. [B]Authority:[/B] 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. [B]Gift:[/B] 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. [B]Portfolio Power II:[/B] 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. [B]Turn/Rebuke:[/B] 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). [B]Portfolio Power III:[/B] 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. [B]Special Companion: [/B]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[/code] [SIZE="5"]Champion’s Mount Basics[/SIZE] 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. [B]Bonus HD[/B]: 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. [B]Natural Armor Ajustment[/B]:The number on the table is an improvement to the mount’s existing natural armor bonus. [B]Str Adjustment[/B]:Add this figure to the mount’s Strength score. [B]Intelligence[/B]:The mount’s Intelligence score. [B]Empathic Link (Su)[/B]: 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. [B]Improved Evasion (Ex)[/B]: 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. [B]Share Spells[/B]: 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). [B]Share Saving Throws[/B]: 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. [B]Improved Speed (Ex)[/B]: The mount’s speed increases by 10 feet. [B]Command (Sp)[/B]: 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. [B]Spell Resistance (Ex)[/B]: 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. [B]Spells: [/B]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. [/QUOTE]
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Playing like Celebrim - The Champion Class
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