STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)
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Ancestry & Class Abilities
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Champion's Code - You follow a code of conduct, beginning with tenets shared by all champions of an alignment, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important.
Tenets (Good, Sarenrae):
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.
Destroy the Spawn of Rovagug.
Protect allies.
Provide aid to the sick and wounded.
Seek and allow redemption.
Champion's Reaction - Glimpse of Redemption:
Trigger - An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
(1) The ally is unharmed by the triggering damage.
(2) The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes Enfeebled 2 until the end of its next turn.
Plant Nourishment - You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).