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Champion

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

Career

Qualifications

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.

Career Progression

Champion’s Code

You follow a code of conduct, beginning with tenets shared 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). 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 lie 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 override a lower tenet (for example, promising not 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 conducting 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, your GM might let you retrain your cause while still following the same deity.  
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 your faith.   You follow a cause. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.  

Other Benefits

Abilities

Skills

  • Religion

Perception

Purpose

You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.

Social Status

You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.   Others Probably... • See you as a symbol of hope, especially in a time of great need. • Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary. • Know that you’ve sworn divine oaths of service they can trust you to keep.

Operations

Tools

Deific Weapon

Diefic Weapon
Deific Weapon
TRAIT

Requirements Champion 1
Description You zealously bear your deity’s favored weapon.
Applications 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 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).

Provided Services

You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing moral and ethical guidance.   You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.

Champion

— Core Rulebook pg. 104 2.0
Type
Religious
Other Associated professions
Ranks & Titles

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Articles under Champion


Champion
class

Pathfinder 2e, Class, Champion


Hit Points

10

Key Ability

Strength or Dexterity

Advancement

Level Benefits
1st Ancestry and background initial proficiencies champion’s code deity and cause
2nd Champion feat skill feat
3rd Divine ally general feat skill increase
4th Champion feat skill feat
5th Ability boosts ancestry feat skill increase weapon expertise
6th Champion feat skill feat
7th Armor expertise general feat skill increase weapon specialization
8th Champion feat skill feat
9th Ancestry feat champion expertise divine smite juggernaut
10th Ability boosts champion feat skill feat
11th Alertness divine will exalt general feat
12th Champion feat skill feat
13th Ancestry feat armor mastery skill increase weapon mastery
14th Champion feat skill feat
15th Ability boosts general feat greater weapon specialization skill increase
16th Champion feat skill feat
17th Ancestry feat champion mastery legendary armor skill increase
18th Champion feat skill feat
19th General feat hero’s defiance skill increase
20th Ability boosts champion feat skill feat

 

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