Champion
A Champion is the Talislanta version of a Paladin. The biggest difference is that where D&D Paladins are all lawful good, a Champion is whatever alignment that god or power he serves is.
It is important to note the difference between a Champion and a fighter-priest. The fighter-priest is a warrior of his faith with some potent spellcasting abilities thrown in. The Champion, however, is one of the few chosen favorites of the deity or power. Few people have the dedication and commitment necessary to become a Champion, and even fewer are chosen.
Champions are the living, breathing embodiments of the principles and philosophy of the deity/power they serve. if the deity is good, the Champion is a paragon of virtue, honor, and loyalty. If the deity is evil, the Champion is foulness incarnate.
Most Champions begin as fighters, some in the service of the deity initially, others hear the call to service later in life. The most important requirement is that they embody in word and deed the values and goals of the deity that chooses them.
Class Features (HD 10)
Level
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Attack Bonus
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Fort. Save
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Ref.
Save
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Will
Save
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Special
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1
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+1
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+2
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+0
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+0
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Domain power, detect foes, minor protection, light healing, smite (x1)
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2
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+2
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+3
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+0
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+0
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Courage, light, minor blessing
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3
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+3
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+3
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+1
|
+1
|
Remove disease, turn/rebuke undead
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4
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+4
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+4
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+1
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+1
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Moderate healing, protection, smite (x2)
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5
|
+5
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+4
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+1
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+1
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Aura, major blessing, remove poison, special mount
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6
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+6
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+5
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+2
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+2
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Enhanced light
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7
|
+7
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+5
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+2
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+2
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Serious healing, smite (x3)
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8
|
+8
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+6
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+2
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+2
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Major Protection
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9
|
+9
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+6
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+3
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+3
|
freedom of movement
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10
|
+10
|
+7
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+3
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+3
|
Critical healing, smite (x4)
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Special Abilities
Domain Power
Champions pick one of their patron's domains, and gain the bonus spell just as cleric's do. This is a spell-like ability, usuable 1/day.
Detect Foes
At will, the Champion can detect the enemies of his patron as a spell-like ability (as per the detect evil spell).
Minor Protection
Champions receive a bonus to all saving throws equal to their Charisma modifier.
Light Healing
Champions can heal by touch. Each day, he can heal a total number of hit points equal to his Charisma modifier times his level. This is a spell-like ability and requires a standard action to use. The Champion can also use this ability to heal himself of the effects due to lack of sleep (2 hp/hour of sleep missed).
Smite
The Champion calls upon his patron for supernatural power with one normal mele attack. He adds his Charisma modifier to his attack roll (considered a magical bonus for purposes of damage reduction) and deals +1 damage per Champion level. This is a supernatural ability, usuable once per day initially, but is usable more often as the Champion gains levels.
Courage
Champions at this level become immune to all types of fear.
Light
The Champion can cast light as a spell-like ability 1/day times his Charisma modifier at his Champion level.
Minor Blessing
Through the Champion's connection with his patron, any non-magical melee weapon he uses is considered +1 for purposes of damage reduction (no actual bonus to hit). This includes bare-handed attacks made by the Champion.
Remove Disease
As per the spell, usable 1/day for every 5 Champion levels.
Turn/Rebuke Undead
As the clerical ability (turn or rebuke as appropriate for the power the Champion serves) used at the Champion's level. Usable 1/day/level plus Charisma modifier. Champions can take the Extra Turning feat once they gain this ability.
Moderate Healing
Champions can heal by touch. Each day, he can heal a total number of hit points equal to his Charisma modifier times twice his level. This is a spell-like ability and requires a standard action to use.
Protection
The Champion receives an AC deflection bonus equal to his Charisma modifier.
Aura
The Champion can shield others from harmful magical effects. Allies within 10 fet of the Champion share his saving throw bonuses, and gain a +4 morale bonus against fear effects and a +1 morale bonus to hit. This is a supernatural ability that lasts 1 round/champion level and is usable 1/day per Charisma modifier.
Major Blessing
As Minor Blessing above, but the weapon is now considered +3 for damage reduction purposes.
Remove Poison
As per the spell, usable 1/day for every 3 Champion levels.
Special Mount
As per the Paladin's Mount in the Player's Handbook.
Enhanced Light
As light above, only the light is equivalent to daylight and anything that is invisible or illusionary is plainly visible as such.
Serious Healing
As moderate healing above, but heals three times his level.
Major Protectioin
The Champion receives a deflection bonus equal to his Charisma modifier +2.
Freedom of Movement
The Champion is protected as if continually under the effects of this spell.
Critical Healing
As serious healing above, but heals four times the Champion's level.
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