source: Pathfinder Core Rulebook (Second Edition)

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Glimpse of Redemption
Level 1 Champion

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.
Liberating Step
Level 1

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.

Devotion Spells
Level 1 Champion

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.

Champion Feats

At 1st level and every even-numbered level thereafter, you gain a champion class feat.

Shield Block
Level 1

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Skill Feats
Level 2

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.

Divine Ally
Level 3

Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, you choice can't be changed.

Blade Ally

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.

Shield Ally

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.

Steed Ally

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.

General Feats
Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases
Level 3

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.

Ability Boost
Level 5

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.