Elf, Ancient Elf: Champion Dedication You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you devoutly pursue a cause that holds you apart from those around you. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as divine power you use to end the threats your deity opposes.
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01 Forlorn
B3 Otherworldly Magic
05 Ancestral Suspicion
09 Multitalented: Oracle Dedication
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17 --- Former Aspis Agent --- Originally: Champion - Deity:Iomedae (The Inheritor) - Sanctification:Holy - Cause:Grandeur - Devotion:Lay on Hands - Edicts: be temperate, fight for justice and honor, hold valor in your heart, provide a shining example for others, enjoy and share the beauty around you, keep yourself tidy and well groomed
- Anathema: abandon a companion in need, dishonor yourself, refuse a challenge from an equal, commit murder, despoil yourself by associating with fiends and unholy force, do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them ----------------------------Anathem broken. Anathema
Champions care deeply about the edicts and anathema they take from their deity, sanctification, and cause. As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table—you're still playing a nuanced character, not strictly following a script.
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Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
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Similarly, using items, spells, or actions that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, assisting with a ritual that raises undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.
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If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted. These abilities can be regained only if you repent by conducting an atone ritual. If your deity doesn't require the specific sanctification you had, your GM might let you retrain your sanctification and cause while still following the same deity.
---------------------------- Thaumaturge 01 Implement:Amulet
01 Divine Disharmony
02 Diverse Lore
04 Basic Devotion: Defensive Advance
05 Implement:Chalice
06 Breached Defenses
08 Sympathetic Vulnerabilities
10 Basic Mysteries: Oracular Warning
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20 --- General
03 Ancestral Paragon: Otherworldly Magic: Shield
07 Adopted Ancestry: Human
11 Toughness
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19 --- Skill
BG Group Coercion
02 Assurance: Esoteric Lore
04 Combat Climber
06 Underwater Marauder
08 Assurance:Athletics
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