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Arhosa / Champion [Base]
« on: April 20, 2014, 12:12:08 PM »
Champion
"My blade is supreme!"
– Relak Traven, Human Champion
Gifted in the ways of warfare, Champions are the leaders of the martial forces all across Arhosa, their abilities making them fearsome warriors who are also able to turn their hand to tactics, stategy, and the like with equal ease.
Making an Champion
Champions can come from almost any walk of life, some starting out as peasants joining an army, others being nobles born into the way of the sword. Whatever their origin, they have in common a gift for combat.
Abilities: A Champion uses Constitution to determine his bonus martial points, and Strength to determine the DC of his effects.
Races: Champions can be found among any race.
Alignment: Champions can have any alignment.
Starting Gold: As Fighter.
Starting Age: As Fighter.
Table 1: The Champion
Hit Die: d12
Level BAB Ref Fort Will Abilities Martial Points Maximum Points Per Fusillade
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +1 +2 +2 +2 Forte, Combat Eternal 2 1
2 +2 +3 +3 +3 Bonus Feat 6 2
3 +3 +3 +3 +3 11 3
4 +4 +4 +4 +4 Bonus Feat 17 4
5 +5 +4 +4 +4 Forte 25 5
6 +6 +5 +5 +5 Bonus Feat 35 6
7 +7 +5 +5 +5 46 7
8 +8 +6 +6 +6 Bonus Feat 58 8
9 +9 +6 +6 +6 72 9
10 +10 +7 +7 +7 Bonus Feat, Forte 88 10
11 +11 +7 +7 +7 106 11
12 +12 +8 +8 +8 Bonus Feat 126 12
13 +13 +8 +8 +8 147 13
14 +14 +9 +9 +9 Bonus Feat 170 14
15 +15 +9 +9 +9 Forte 195 15
16 +16 +10 +10 +10 Bonus Feat 221 16
17 +17 +10 +10 +10 250 17
18 +18 +11 +11 +11 Bonus Feat 280 18
19 +19 +11 +11 +11 311 19
20 +20 +12 +12 +12 Apogee, Bonus Feat 343 20
Class skills (4 + Int modifier per level, x4 at first level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int).
Class Features
Your spells are the centre of your being and the focus of your character.
Fast Healing (Ex): The Champion is able to recover from even the most serious of wounds inflicted upon him, gaining fast healing equal to his class level divided by four, rounded down (min 1).
"My blade is supreme!"
– Relak Traven, Human Champion
Gifted in the ways of warfare, Champions are the leaders of the martial forces all across Arhosa, their abilities making them fearsome warriors who are also able to turn their hand to tactics, stategy, and the like with equal ease.
Making an Champion
Champions can come from almost any walk of life, some starting out as peasants joining an army, others being nobles born into the way of the sword. Whatever their origin, they have in common a gift for combat.
Abilities: A Champion uses Constitution to determine his bonus martial points, and Strength to determine the DC of his effects.
Races: Champions can be found among any race.
Alignment: Champions can have any alignment.
Starting Gold: As Fighter.
Starting Age: As Fighter.
Table 1: The Champion
Hit Die: d12
Level BAB Ref Fort Will Abilities Martial Points Maximum Points Per Fusillade
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +1 +2 +2 +2 Forte, Combat Eternal 2 1
2 +2 +3 +3 +3 Bonus Feat 6 2
3 +3 +3 +3 +3 11 3
4 +4 +4 +4 +4 Bonus Feat 17 4
5 +5 +4 +4 +4 Forte 25 5
6 +6 +5 +5 +5 Bonus Feat 35 6
7 +7 +5 +5 +5 46 7
8 +8 +6 +6 +6 Bonus Feat 58 8
9 +9 +6 +6 +6 72 9
10 +10 +7 +7 +7 Bonus Feat, Forte 88 10
11 +11 +7 +7 +7 106 11
12 +12 +8 +8 +8 Bonus Feat 126 12
13 +13 +8 +8 +8 147 13
14 +14 +9 +9 +9 Bonus Feat 170 14
15 +15 +9 +9 +9 Forte 195 15
16 +16 +10 +10 +10 Bonus Feat 221 16
17 +17 +10 +10 +10 250 17
18 +18 +11 +11 +11 Bonus Feat 280 18
19 +19 +11 +11 +11 311 19
20 +20 +12 +12 +12 Apogee, Bonus Feat 343 20
Class skills (4 + Int modifier per level, x4 at first level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int).
Class Features
Your spells are the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Champions are proficient with all simple, martial, and exotic weapons, light, medium and heavy armours, and all shields.
- Champion Fusillades: Champions are warriors of skill unsurpassed, able to disembowel their foes with the flick of a blade, or bowl them over with a mighty charge. To do this, they study a form of fighting that focuses around the use of Fusillades. For the full ruleset, go here.
- Specialization: Rather than being exploring the wealth of options combat provides, a Champion sometimes chooses to specialize in one particular area of fighting. This is a voluntary choice made at first level, and once made cannot be changed. At each level after the first where a Champion would have received a forte, he instead gains a +1 bonus on all numerical adjustments and bonuses the forte chosen at first level grants. He also receives two bonus martial points per class level that can only be used on fusillades that trigger one of the two effects of the forte.
- Forte: At 1st, 5th, 10th, and 15th level, the Champion chooses a aspect of his martial talents that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The list of available fortes is here. Ignore knowledge check requirements and penalties but not the prerequisites. Remove the word "ancient" from any restrictions. When the Champion selects feats at first level, they may ignore BAB prerequisites for those feats if and only if those feats are prerequisites for their first–level Forte.
- Combat Eternal (Ex): A champion is hardly a champion if he can no longer fight. On a successful strike with a fusillade, he can choose to either heal two hit points or recover one martial point. At 5th, 10th, 15th, and 20th level, these benefits increase by two hit points or one martial point, to a maximum of ten hit points or five martial points at 20th level. A fusillade can never recover more martial points than 50% of the total spent upon it.
- Bonus Feat: The Champion, at every even level, gains a single bonus feat chosen from the Martial feat category. Alternately, he can take any Fighter bonus feat, and is treated as a fighter of his class level for those purposes. He must still meet the prerequisites of the feat chosen.
- Apogee (Ex): Upon reaching his 20th level in the class, the Champion becomes supremely skilled in utilizing his chosen fusillades. He reduces the cost of all fusillade options by 2 (to a minimum of 1), and gains a +1 bonus to attack, damage, and armour class for every four points of fusillades affecting him that he has created.
Fast Healing (Ex): The Champion is able to recover from even the most serious of wounds inflicted upon him, gaining fast healing equal to his class level divided by four, rounded down (min 1).