Champion Class Features
You gain these abilities as a champion. Abilities gained at higher levels list the requisite levels next to their names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.
You follow a code of conduct, beginning with tenets shard by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag's champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause.) Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For Instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to overrides lower tenet ( for example, promising no to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
IF you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conduction an "Atone" ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, you Gm might let you retrain your cause while still following the same deity.
The Tenets of Good
All champions of good alignment follow these tenets.
You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This Tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
Deity and Cause
Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions Fundamentally opposed to your deity's ideals or alignment are anathema to you faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema.
You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champions code.
Paladin (Lawful Good)
You're honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champions reaction and the "Lay on Hands" devotion spell. After the tenets of good, add these tenets:
- You must act with honor, never taking advantage of others, lying or cheating.
- You must respect the lawful authority of legitimate leadership wherever you go, and follow the laws.
Redeemer (Neutral Good)
You're full of kindness and forgiveness. You gain the Glimpse of Redemption champion's reaction and the "Lay on Hands" devotion spell. After the tenets of good, add these:
- You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they continue on a wicked path, you might need to take more extreme measures.
- You must show compassion for others, regardless of their authority or station.
Liberator (Chaotic Good)
You're committed to defending the freedom of others. You gain the Liberating Step champion's reaction and the "Lay on hands" devotion spell. After the tenets of good, add these tenets:
- You must respect the choices others make over their own lives, and you can't force someone to act in a particular way or threaten them if they don't.
- You must demand and fight for others' freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
You cause gives you a special reaction: Retributive Strike for paladin, Glimpse of Redemption for Redeemer, or Liberating Step for Liberator. (see actions below)
Prerequisites: Must be a Paladin
Trigger: An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2+ your level. If the foe is within reach, make a melee Strike against it.
Glimpse of Redemption
Prerequisites: Must be a Redeemer
Trigger: An enemy damages your ally, and both are within 15 feet of you.
Your hoe hesitates under the weight of sin as visions of redemption play in their minds eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2+ your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Prerequisites: Must be a Liberator
Trigger: An enemy damages your ally, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2+ your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape.
Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refil your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, through your focus pool can never hold more than 3 Focus Points. The full rules are on page 300. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DC's. Your spellcasting ability is Charisma.
At 1st level and every even-numbered level thereafter, you gain a champion class feat.
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, you choice can't be changed.
A spirit of battle dwells within your weapon. Select one weapon when you make your daily preparations. In your hands, the weapon gains the effect of a property rune. For a champion following the tenets of good, choose Disrupting, Ghost Touch, Returning, or Shifting. You also gain the weapon's critical specialization effect.
A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.
You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion, but this ability doesn't grant it the mount special ability.
At 3rd level and every 4 levels thereafter, you gain a general feat.
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boost to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.
You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert.
You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increase to 3 if you're a master and to 4 if you're Legendary.
Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
Your champion's reaction improves.
You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma Modifier.
A guilty conscience assails foes who spurn your Glimpse of Redemption. A foe that responds to your Glimpse of Redemption by dealing damage takes persistent good damage equal to your Charisma modifier.
You punish those who ensnare your allies in bondage. If the triggering enemy was using my effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier.
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Your faith grants master of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Your champion's reaction exalts nearby allies, allowing them to benefit as well.
When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a -5 penalty.
You protect multiple allies. You can apply the resistance granted by Glimpse of Redemption to yourself and all allies within 15 feet of you, including the triggering ally, except the resistance is reduced by 2 for all.
You can help your whole group get into position. When you use Liberating Step, if your ally doesn't attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium and heavy armor, as well as for unarmored defense, increase to master.
You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.
Greater Weapon Specialization
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're Legendary.
You've mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.
You shield yourself with steel as easily as with faith. Your proficiency ranks or light, medium, and heavy armor, as well as for unarmored defense, increase to Legendary.