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.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).
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).
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
- Key Ability: Strength or Dexterity HP:10 plus Constitution
- Perception Trained
- Saves Fortitude Expert, Reflex Trained, Will Expert
- SkillsTrained in Religion; Trained in one skill determined by your choice of deity; Trained in a number of additional skills equal to 2 plus your Intelligence modifier
- Attacks Trained in Simple Weapons; Trained in Martial Weapons; Trained in Unarmed Attacks
- Defenses Trained in Light Armor, Medium Armor, Heavy Armor; Trained in Unarmored Defense
- Class DC Trained
- Spellcasting Trained in Divine Spell attacks; Trained in divine spell DCs
Type
Religious
Famous in the Field
Ranks & Titles
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