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About EbirMale LG Human Champion 1
Melee: Bastard Sword +7 / 1d8 + 4 (S) ( Two-Hand d12 )
Skills Acrobatics +5, Arcana +0, Athletics +7, Crafting +0, Deception +2, Diplomacy +5, Intimidation +5, Lore: Warfare +3, Religion +3, Society +0, Stealth +2, Survival +0, Thievery +2 Money: 3 GP, 3 SP, 0 CP Ancestry / Background / Heritage / Class:
Ancestry - Human Hit Points 8
Background - Martial Disciple (Athletics) You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. CRB Heritage - Versatile Heritage Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Class - 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. Key Ability Strength or Dexterity Hit Points 10 plus your Constitution modifier Trained Perception Trained Reflex Expert Fortitude, Will Trained Trained in Religion, one skill determined by your choice of deity, a number of additional skills equal to 2 plus your Intelligence modifier. Trained all simple and martial weapons, unarmed attacks Trained all armor and unarmored defense Trained in divine spell attacks and divine spell DCs CRB
Feats:
Level 1 Background Feat - Quick Jump Prerequisites trained in Athletics
Ancestry Feat - General Feat - Fleet You move more quickly on foot. Your Speed increases by 5 feet.
Ancestry Feat - Gloomeseer Prerequisites ethnicity requirement
Class Feat - Deity's Domain You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell.
Domain - Zeal Initial Domain Power: Weapon Surge
If the target weapon leaves your possession, weapon surge immediately ends.
Class Features:
Level 1 Champion's Cause - Paladin Cause Lawful Good. Your cause drives you to be honorable, forthright, and committed to pushing back the forces of lawlessness and cruelty. You gain the Retributive Strike champion's reaction and the lay on hands champion power. Your paladin’s code consists of the tenets of good, followed by these tenets. You must act with honor, never cheating, lying, or taking advantage of others.
Retributive Strike Trigger An enemy damages your ally, and both are within 15 feet of you.
Deific Weapon
Devotion Spells 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 refill 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, though 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 DCs. Your spellcasting ability is Charisma. Shield Block Trigger While you have your shield raised, you would take damage from a physical attack.
Gear:
Backpack, Bedroll, Flint and Steel, Chalk (10x), Flint and Steel, Rope 50 ft, Daily rations (2x), Soap, Torch (5x), Waterskin, Sling Bullets (30x) Scale Mail
Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.
Bastard Sword
This broad-bladed sword, sometimes called the hand‑and‑a‑half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.
Sling
Botting instructions:
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