Champion from arcana evolved


Conversions


Hi to all, i've the intention to do a conversion of the champion from arcana evolved. Here's the class with some little modification, you've got ideas?

“The cause is bigger than I am. Its needs are bigger than my needs.
I would gladly lay down my life to defend it.”
Champions both embody and defend a chosen cause. They normally wear heavy armor and wield weapons with skill and
power, but their might is enhanced by the supernatural abilities gained through their fanatic devotion. The abilities they gain
depend on their cause. The number of causes that a champion can choose from is infinite, but some of the most basic include:
• Light: These champions uphold altruism, righteousness, and justice. The light is both their foundation and their weapon. They struggle against the forces of darkness.
• Darkness: A champion of darkness somehow attains the position of being the chosen representative of evil. While normally free-willed people never think of themselves as evil, the champion of darkness embraces the malevolent, destructive, cruel, and compassionless nature of darkness.
• Life: This champion holds life above all else, and those who destroy it are her foes. While a champion of life is not beyond killing, she does so with only careful consideration and with the greatest good (for life) in mind.
• Death: Feared and reviled, a champion of death represents the cold end of life and the proper cycle of things. She knows that all things must come to an end and acts to make sure that such is the case.
• Magic: The touch of magic is everywhere in the world, and this champion seeks to promote and maintain it. While magic is powerful, the champion of magic knows it is also fragile. The loss of magic is the worst thing that could happen, in her estimation.
• Freedom: These champions fight against oppression, tyranny, and unjust imprisonment of free-willed creatures.
• Justice: Righting wrongs and punishing the guilty are the primary goals of these champions.
• Knowledge: The power of information is without bounds. These champions know it and defend learning and lore for
its own sake.

A champion can change her cause, but doing so requires a weeklong reflective ritual that involves ingredients costing 100
gp per class level. High-level champions can focus their devotion on a race, a location, or even a single individual. Thus, one might find the champion of the mojh, the champion of the city of Thayn, or the queen’s champion.
Adventurers: Champions have their adventuring career laid out before them. Their chosen cause provides obvious tasks that
need doing, people and places that need protecting, secrets that need discovery, and foes that need to be stopped. Ultimately,
champions are more interested in furthering their cause than in gaining power or wealth, although power and wealth enables
them to better promote the cause. Many characters appreciate the fame and glory that comes from being a champion, while
others focus on converting people to their cause.

Hit Die: d10
Skills
Skill Points: 2 + Intelligence bonus.
Class Skills: The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Class Features
Weapon and Armor Proficiency: The champion is proficient in the use of all simple and martial weapons and heavy, medium, and light armors and shields.
Champion Ability: All champions choose a cause to defend and uphold. The champion’s adopted cause dictates the abilities
granted her in defending that cause at 1st level and every five levels thereafter.
Call or Imbue Shield (Sp): A 2nd-level or higher champion can summon a shield appropriate to her size and emblazoned
with a symbol related to her cause. No one can take this shield from her against her will, although it can be dispelled. The
shield has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. It lasts for one
minute per champion level and can be called once per day. If the champion already holds a shield in her hand when she
uses this ability, she increases the enhancement bonus of the shield by +1 (if no enhancement bonus, the bonus becomes +1)
as she imbues it with power. The imbued shield takes on a symbol related to her cause. Unlike a summoned shield, there is no
increase of this additional enhancement bonus based on level. Starting at 11th level, the shield (summoned or imbued)
negates 50 percent of the criticals the champion might suffer. From 18th level on, this critical negation power extends to all
the champion’s allies within 10 feet

Call Upon the Power (Su): The 4th-level and higher champion calls to her chosen cause or devotion, drawing power from
its name: “I call upon the power of light!” “By the might of Fortress Erdolon!” or “In the name of the Diamond Throne!” The
champion gains a +2 enhancement bonus to Strength and Constitution for up to 1 round per class level. The champion can
do this a number of times per day equal to 3+ Constitution bonus. Calling on this power is a free action.
Imbue Weapon (Sp): If the champion holds a melee weapon in her hand enhance her weapon as a standard action 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 7th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 7th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 7th level, and one additional time per day for every four levels beyond 7th, to a total of four times per day at 19th level.

Heartening Cry (Su): As a free action, a champion of at least 9th level gives a battle cry that rallies and inspires her
allies. All allies within 30 feet of her gain a +1 morale bonus to attack rolls, saving throws, and checks for 1 round per champion
level. Further, all allies within the area under the effects of an unwanted enchantment can make another saving throw against
the effect (at the original DC) to throw it off. Effects without saving throws cannot be thrown off in this way. The champion
can use this ability once per day.
Focused Devotion: At 10th level, if the champion desires, she can take on a focused devotion—in other words, become the
champion of something far more specific than the general concept embodied by her cause. The player should choose either a
race, a place, or a person to champion, and this new devotion must not contradict or oppose the principles of her previous
cause. A champion can choose to focus her devotion at any time after this level as well. At this point, the champion takes on the abilities gained through her focused devotion rather than from her normal cause. Thus, a champion of life who becomes a champion of giants gains blessing of the race rather than sign of life. Their avatar’s allies, true shield, and true weapon abilities are based on their original cause.
It is worth noting that in the context of the campaign, a champion rarely chooses her focused devotion—rather, she is usually
chosen by someone else. Sometimes, though, a champion merely receives a vision or an inspired idea to become a champion with a focused devotion. A champion might choose a noble comrade with what appears to be an important destiny and become her champion—through no choice of the comrade (in fact, she might not even know).

Take on the Mantle (Su): Similar to when the champion uses her ability to call upon the power of her cause, but far
greater in might, the 12th-level and higher champion can infuse herself with the power of her cause and take on a whole new
form. for 1 round per champion level per day This new form resembles her normal physical form, but everyone around her intuitively knows she has become transformed.The champion speaks with a new voice of great resonance and authority and stands with greater stature and power. The new form adds a +4 enhancement bonus to Strength, Constitution, and Charisma, and the champion gains SR 11 plus her champion level. Taking on or ending the mantle is a free action. Most champions give a name to the new form (or their reputation earns them one), such as “The Lion of Righteousness” or “The Hound of
Darkness.” Others then speak of the new form as a different being: “He has become the Lion of Righteousness.”
Avatar’s Ally (Sp): The 16th-level champion can call upon the power of her cause to manifest as a magical ally to defend her in battle. It is a full-round action to call the ally, which lasts for 1 round per class level, obeying the champion’s mental commands or attacking her enemies (if given no commands). The ally takes on a ghostly, flickering, quasi-amorphous form appropriate to the champion’s cause. It uses Large fire elemental statistics, except that it has no vulnerability to cold. It also has special modifications and abilities unique to the champion’s cause (see each cause for details). This ability can be used once each day.

Avatar (Su): At 19th level and higher, when the champion takes
on the mantle of her cause or devotion, the ability score enhancement
bonus becomes +6, and gain DR 10/magic.

1 +1 +2 +0 +2 Champion ability
2 +2 +3 +1 +3 Call or imbue shield
3 +3 +3 +1 +3 —
4 +4 +4 +2 +4 Call upon power
5 +5 +4 +2 +4 Champion ability
6 +6/+1 +5 +3 +5 —
7 +7/+2 +5 +3 +5 Call or imbue weapon
8 +8/+3 +6 +3 +6 —
9 +9/+4 +6 +4 +6 Heartening cry
10 +10/+5 +7 +4 +7 Focused devotion, champion ability
11 +11/+6/+1 +7 +5 +7 Call or imbue shield (negates criticals)
12 +12/+7/+2 +8 +5 +8 Take on the mantle
13 +13/+8/+3 +8 +6 +8 -
14 +14/+9/+4 +9 +6 +9 —
15 +15/+10/+5 +9 +6 +9 Champion ability
16 +16/+11/+6/+1 +10 +7 +10 Avatar’s ally
17 +17/+12/+7/+2 +10 +7 +10 U Unassailable soul
18 +18/+13/+8/+3 +11 +8 +11 Call or imbue shield (negates criticals for allies)
19 +19/+14/+9/+4 +11 +8 +11 Avatar
20 +20/+15/+10/+5 +12 +9 +12 Champion ability

Causes to Champion
Each section below briefly describes a cause and offers suggested
champion abilities for each appropriate level.

Champion of Light
The champion has bound herself to forces of peace, compassion,
and truth. Light banishes secrets, it gives life and promotes harmony.
Champions of light are representatives of righteousness.
They strive to uphold goodness and keep to its principles—they
are generous, kind, forgiving, and honorable. When faced with
real evil, though, they do whatever they can to quench it and
protect the innocent.
The champion of light often wears a sunburst symbol and is
rarely without some sort of light source.
• Special: The champion of light has Perception as class skills
• 1st Level—Shining Light (Sp): The champion can cast
lesser glowglobe once per day per class level as a caster of
her class level.
• 5th Level—Aura of Light (Sp): The champion can cast
blinding light once per day per two class levels as a caster
of her class level using Charisma as her key ability score.
The 5th-level champion’s aura of truth and benevolence
has become a palpable thing, so from this point on she
adds a +2 competence bonus to Diplomacy and Gather
Information checks among those who would respect such
a thing (DM’s discretion).
• 10th Level—Embrace the Light (Su): While in an area
of bright light (outside during the day, inside within the
radius of a magical light), the champion of light gains a
+1 circumstance bonus to attack and damage rolls, saving
throws, and checks.
• 15th Level—Enter the Light (Su): The champion of light
gains a +4 competence bonus to all Search, Sense Motive,
and Spot checks. Nothing hides from the light.
• 20th Level—Servant of Light (Sp): The champion of light
can cast call outsider once per day as a caster of her class
level. Celestials and angels are predisposed to help her in
a single task and have a friendly attitude.
• Avatar’s Allies: The champion of light’s allies glow with a
golden luminescence. They affect foes with a blinding
light spell with each touch or strike (save DC is 17).

Champion of Darkness
The champion serves a diabolical, sinister power. She harbors
dark secrets and willingly serves malevolence for her own ends.
The champion of darkness does not hesitate to use words like
“evil” to describe herself. She revels in the vile baseness of it all.
Often a loner, the champion of darkness commits atrocities for
their own sake and foul acts for sheer enjoyment. She is usually
snide, corrupt, and perverse.
The champion of darkness is rarely subtle. She wears a black
cloak over baroque armor covered in leering demon faces and
symbols of evil.
• Special: The champion of darkness can use any spellcompletion
or spell-trigger magic item (see item creation
feats in Chapter Five) involving a spell with the negative
energy descriptor. She also has Intimidate as a class skill.
• 1st Level—Deep Darkness (Sp): The champion of darkness
can cast cloak of darkness once per day as a caster of her
class level.
• 5th Level—Aura of Darkness (Su): The champion of darkness
gains darkvision with a 60-foot range and can see
even in magical darkness. The 5th-level champion exudes
an aura of evil so menacing that she gains a +2 competence
bonus to Intimidate checks.
• 10th Level—Embrace the Darkness (Su): While in an area
of dim light (outside at night, inside at the edge of a
torch’s radius, and so on) or complete darkness, the champion
of darkness gains a +1 circumstance bonus to attack
and damage rolls, saving throws, and checks.
• 15th Level—Enter the Darkness (Su): As they deal in lies
and duplicity, champions of darkness gain a +4 competence
bonus to all Bluff, Disguise, and Forgery checks.
• 20th Level—Servant of Darkness (Sp): The champion of
darkness can cast call outsider once per day as a caster of
her class level. Fiends are predisposed to help her in a
single task and have a friendly attitude—if she offers them
something in return, like a soul.
• Avatar’s Allies: The champion of darkness’ allies appear as
shadowy beings of blackness. They inflict cold damage
rather than fire and can create a heightened veil of darkness
three times per day as 8th-level casters.

Champion of Life
The champion of life serves the power of positive energy and the
forces that bind together all living things. She is the champion of
nature and all things natural: plants, animals, and other living
things. She is the champion of growth, healing, and health. She
opposes death and destruction in all its forms, except as a necessary
evil—just as a forest fire burns away the undergrowth to
encourage the longevity of the forest as a whole, so too must the
champion of life slay those who spread death.
The champion of life often adopts a symbol of life, such as a
growing vine, a flower, or the life-giving sun.
• Special: The champion can use any spell-completion or
spell-trigger magic item (see item creation feats in Chapter
Five) involving a spell with the positive energy descriptor.
• 1st Level—Life’s Healing (Sp): With a touch, the champion
of life can heal someone who is wounded. Each day
she can cure a total number of hit points equal to her
Constitution bonus (if any) times her level. The champion
can cure herself. She may choose to divide this curing
among multiple recipients and doesn’t have to use it all at
once. Using this ability is a standard action. Since it
involves positive energy, the champion can use this ability
to damage undead for as many points as she normally
would heal a living creature.
5th Level—Life’s Wrath (Su): The champion gains a +2
luck bonus to attack and damage rolls against undead or
when in a fight against creatures intending destruction
against nature, the spread of disease, or mass slaughter.
The DM should be very strict in determining when a
combat situation directly relates to those attempting to
destroy nature or spread a blight. For example, the champion
gains the bonus in all fights against ratmen in the
sewer seeking to spread a plague on the city above or
against the warlike chorrim intending to burn down a forest
to root out the faen within, but not against the chorrim
in general or ratmen far out in the wilderness with no
interest in plague bearing.
• 10th Level—Sign of Life (Sp): The champion of life can
sense living creatures at will, as the spell detect creature
(but the champion detects all living things) as a caster of
her class level using Charisma as her spellcasting key
ability.
• 15th Level—Back to Life (Sp): The champion of life can
cast revivification once per week as a caster of her class
level.
• 20th Level—Lifeshield (Su): The champion cannot be
affected by a spell with the negative energy descriptor.
• Avatar’s Allies: The champion of life’s allies appear as golden
beings of positive energy. Their attacks inflict an additional
+3d6 points of damage against undead creatures.
Each can, once per day, use their touch to heal rather
than harm, healing their normal damage amount rather
than inflicting it.

Champion of Death
The champion of death serves the forces of the final end—the
hereafter, the long night. While most are sinister or cruel in their
administration of death, a few look upon death as a natural
process. Such benevolent champions of death are not quick to
deal death, but instead help those whose time has come naturally.
Some champions of death consort with undead as allies (and
representatives of that which they serve), while others despise
the undead as abominations, neither living nor dead.
The champion of death revels in the signs and symbols of
death—she wears black clothing and adorns herself with skulls
and bones.
• Special: The champion of death can use any spell-completion
or spell-trigger magic item (see item creation feats in
Chapter Five) involving the necromancy school.
• 1st Level—Death’s Blessing (Ex): The champion of death
gains a +1 luck bonus to damage rolls against living creatures.
• 5th Level—Death’s Wrath (Sp): Once per day, the champion
of death can summon forth a blast of dark grey negative
energy that inflicts 1d8 points of damage per class
level (maximum 10d8) to a single living creature within
100 feet. The champion must make a successful ranged
touch attack to inflict damage.
• 10th Level—Deathshield (Su): The champion of death is
immune to spells with the negative energy descriptor.
• 15th Level—Finger of Destruction (Sp): The champion of
death can cast finger of destruction once per day as a caster
of her class level using Charisma as her spellcasting key
ability.
• 20th Level—Wave of Death (Sp): The champion of death
can cast wave of death once per day as a caster of her class
level using Charisma as her spellcasting key ability.
• Avatar’s Allies: The champion of death’s allies appear as
skull-visaged ghosts. They inflict cold damage rather than
fire and inflict +2d6 points of damage against living foes.

Champion of Magic
A champion of magic serves the supernatural powers that guide
the world with an unseen hand. A friend to spellcasters, a
guardian (and sometimes leader) of mage guilds, and a defender
of magical places and creatures, a champion of magic walks in
two worlds. These characters are as interested in lore and knowledge
as combat techniques and strategy, as at home in a library
as on a battlefield.
The champion of magic sometimes looks more like an armored
mage than a simple warrior. They always wear or carry some kind
of signifier of their devotion—some even use a staff as a weapon.
• Special: The champion of magic has Spellcraft and Use
Magic Device as class skills.
• 1st Level—Lesser Magic Touch (Sp): Once per day the
champion of magic can cast any 0-level or 1st-level
spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only.
• 5th Level—Familiarity With Magic (Su): The champion of
magic enjoys a special familiarity with magic. She gains a
+2 competence bonus to all saving throws against spells
and spell-like and supernatural abilities (including magic
items). Further, she gains a special +2 competence bonus
to Armor Class against spells with attack rolls.
• 10th Level—Greater Magic Touch (Sp): Once per day the
champion of magic can cast any 2nd- or 3rd-level
spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only.
• 15th Level—Dispel Magic (Sp): The champion can automatically
dispel one non-instantaneous magical effect by
touch as if she had cast dispel magic and succeeded at the
caster power check. This ability is usable once per day per
point of Constitution bonus (if positive). Champions without
a Constitution bonus can use this ability only once per
week.
• 20th Level—True Magic Touch (Sp): Once per day the
champion of magic can cast any 4th- or 5th-level
spell, using her champion level as the caster
level and Charisma as her spellcasting key ability. The
spell has verbal components only.
• Avatar’s Allies: The champion of magic’s allies appear as
glowing beings of prismatic energy. Each has SR 25.

Champion of Freedom
A champion of freedom despises tyranny, oppression, and injustice.
Normally found in places where they are needed most,
champions of freedom seek to overthrow or defeat some kind
of despot or a group that subjugates another group. They use
hit-and-run tactics and try never to endanger innocents. A champion
of freedom must sometimes content herself with minor
victories—a slogan of freedom scrawled on the wall of the
tyrant’s palace, a single prisoner freed from the dungeons,
and so on.
Sometimes a champion of freedom chooses to wear lighter
armor to keep mobile.
• Special: The champion of freedom has Open Lock and
Disable Device as class skills.
• 1st Level—Freedom’s Will (Su): The champion of freedom
receives a +2 resistance bonus to saves against enchantment
spells.
• 5th Level—Freedom’s Strength (Ex): The champion enjoys
a +1 luck bonus to attack and damage rolls when in a
fight to free someone or something from captivity, or
against an oppressive force or figure (The DM should be
very strict in determining when a combat situation directly
relates to freeing a captive or fighting an oppressor. For
example, the champion gains the bonus in all fights
against an oppressive overlord’s troops or against the dragon
guarding the kidnapped townsfolk, but not against the
overlord’s brother who has nothing to do with the regime
or during random encounters on the way to the cave
where the townsfolk are imprisoned.)
10th Level—Freedom’s Movement (Su): The champion is
immune to any spell that would bind, constrict, or immobilize
her, such as bind with plants, chains of vengeance,
and even drain away speed.
• 15th Level—Freedom’s Passage (Sp): The champion of freedom
can cast open lock up to once per class level per day
and bypass ward once per day, using her champion level
as the caster level and Charisma as her spellcasting key
ability.
• 20th Level—Freedom’s Shield (Su): The champion of freedom
is immune to unwanted enchantment spells of 5th
level or lower.
• Avatar’s Allies: The champion of freedom’s allies look like
glowing warriors in fiery plate armor. Each has SR 25.

Champion of Justice
The champion is interested in wrongs being made right and seeing
the guilty punished. Champions of justice are not representatives
of some higher good—justice and benevolence share the
same goals only sometimes. Nor are champions of justice interested
in upholding laws, for the letter of the law often confounds
justice rather than supports it. Rather, they strive to find those
who have acted unjustly or wronged another in a fundamental
way and punish them. Better yet, if they see an injustice being
performed, they try to stop it before it actually transpires.
Punishment at the hands of this champion is swift and without
mercy or favoritism. Champions of justice do not listen to
excuses and are not interested in rationalizations. The ends do
not justify the means, if the means involve harming an innocent.
In their eyes, injustices include: killing or harming an innocent,
stealing from another, cheating another, being wasteful while
others do without, and discriminating against others because of
their race, to name just a few. However, murdering someone who
deserves it, stealing something from a thief, and so on, are just
actions—not unjust ones.
Some champions of justice are far less interested in punishing
the guilty as they are in dealing with injustices like hungry children,
disease, catastrophe, and so on.
The champion of justice often wears a symbol of scales or of a
woman with her eyes blindfolded, for justice is blind.
• Special: The champion of light has Sense Motive and
Search as class skills.
• 1st Level—Touch of Justice (Sp): The champion of justice
can, once per day per class level, touch another intelligent,
living creature and learn of the most unjust thing that creature
has done (and whether he ever paid the price for
doing so). The creature can make a Will saving throw (DC
10 + champion’s class level + her Charisma modifier) to
resist. This requires a touch attack and is a standard action
to perform. If the creature is shown to owe a debt of justice
(DM’s discretion), the champion of justice gains a +1
bonus to damage rolls against that creature henceforth.
• 5th Level—Blast of Castigation (Sp): The champion of justice
can cast blast of castigation once per day per three
class levels as a caster of her class level, using Charisma
as her spellcasting key ability.
• 10th Level—Reap the Whirlwind (Su): While fighting
against someone shown to owe a debt of justice (using the
touch of justice), the champion of justice gains a +4 circumstance
bonus to attack and damage rolls.
• 15th Level—The Keen Eye (Su): The champion of justice
gains a +4 competence bonus to all Spot, Search, and
Sense Motive checks. Further, her touch of justice ability
becomes a ranged touch attack with a range of 50 feet;
there is no saving throw.
• 20th Level—Finger of Destruction (Sp): The champion of
justice can cast finger of destruction three times per day as
a caster of her class level using Charisma as her spellcasting
key ability. The target must be someone shown to owe
a debt of justice (using the touch of justice).
• Avatar’s Allies: The champion of justice’s allies appear to
be female, golden-armored human warriors. They can
affect foes with a touch of justice just like a 1st-level
champion of justice. The information gained transfers to
the champion ally (Will save, DC 17).

Champion of Knowledge
The champion of knowledge defends learning and information
for its own sake. Losing lore, wisdom, developments, or secrets
is the greatest crime and finding new discoveries and ideas is
the greatest accomplishment in the eyes of this champion.
Champions of knowledge are close companions to akashics, as
champions of magic are to magisters.
Champions of knowledge use information as a weapon and a
shield. The power of knowledge is without bounds. These champions
are thoughtful, careful, and intelligent. They don't go into
battle without a plan, and they try to keep some winning stratagem
in reserve, just in case.
Champions of knowledge often carry a book as a symbol,
strapped to their side next to their scabbard or prominently on
their back.
• Special: The champion of knowledge can use any spellcompletion
or spell-trigger magic item (see item creation
feats in Chapter Five) involving the divination school.
• Special: The champion of knowledge gains an additional
2 skill points per level.
• 1st Level—Loresight (Sp): The champion of knowledge can
use either creature loresight or object loresight a number of
times per day equal to her Intelligence bonus as a spell-like
ability. If she does not have an Intelligence bonus, she can
use this ability once per week. If her Intelligence bonus is
+2 or greater, she can use the abilities in conjunction with
each other. For example, a champion with a +3 bonus can
use creature loresight three times in one day, or object loresight
three times in one day, or creature loresight once and
object loresight twice, and so on.
• 5th Level—Combat Insight (Sp): The champion of knowledge
gains an insight bonus to damage equal to her
Intelligence modifier, which stacks with any adjustment
gained from her Strength modifier.
• 10th Level—The Gift of Knowledge (Su): The champion
gains a +4 competence bonus to all Knowledge checks.
• 15th Level—Defensive Insight (Sp): The champion of
knowledge gains an insight bonus to Armor Class equal to
her Intelligence modifier, which stacks with any adjustment
gained from her Dexterity modifier.
• 20th Level—Knowledge From Beyond (Sp): The champion
of knowledge can use either of the following spells at will:
locate creature, locate object. She also can use the following
spells each once per day: foretell future and learn
truename.
• 25th Level—Blindsight (Su): The champion of knowledge
uses her link with true knowledge to gain blindsight (as the
spell) as a permanent, nondispellable effect on herself.
• Avatar’s Allies: The champion of knowledge’s allies appear
to be shimmering, multicolored forms in vaguely humanoid
shapes. They can use true strike every other round.
• True Shield: The champion of knowledge’s shield appears
to be a glistening unfurled scroll. It protects her with elemental
resistance 20 and energy resistance 20 against all
elements and energy types.
• True Weapon: The champion of knowledge’s weapon
appears to be a brilliantly polished weapon of silver. It
adds +2d6 points of damage to any foe it strikes. The type
of damage is the elemental or energy type the foe is most
vulnerable to (if any).

Focused Devotions
Here are some examples of potential focused devotions for highlevel
champions (minimum 10th level), including their champion
abilities.

Champion of a Race
The champion of a race defends that people’s interests and rights
in all situations. The champion is usually—but not always—a
member of the race in question. She dresses in traditional garb
for that race and enjoys the company of members of that race
over all others. (Usually, “race” means a race found in Chapter
Two. However, any type of creature, such as dragons or shadow
trolls, could have a champion.)
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the race
she champions.
• 10th Level—Blessing of the Race (Ex): The champion of a
given race enjoys the racial ability score bonuses unique to
that race—only the bonuses, not the penalties and not
bonuses gained through racial levels, evolved levels, or faen
metamorphosis. For example, a giant champion gains a +2
bonus to Strength, while a loresong faen champion gains a
+2 bonus to Intelligence. If you are already a member of
this race, you receive the bonus again; this bonus stacks
with previous racial bonuses. Races without ability score
modifiers grant a bonus feat (any general, item creation, or
ceremonial feat that the character qualifies for).
• 15th Level—Smite Racial Foes (Su): If a recognized leader
of the champion’s chosen race declares an individual or
group to be an enemy of the race, the champion gains the
ability to smite racial foes. On a single attack per day she
inflicts additional damage equal to her level + her
Charisma bonus.
• 20th Level—Battle Cry (Ex): The champion of a race can
rally members of that race through a battle cry or stirring
speech. All allied members of the race within 100 feet of
the champion gain a +2 morale bonus to attack rolls, saving
throws, and checks for 1 round per level. The champion
can use this ability once per day, in addition to the
heartening cry class ability (although they do not stack).

Champion of a Place
The champion sometimes chooses a place of great significance,
either real or symbolic in its importance: an ancient castle with
its own magical legacy, the throne of a line of emperors, or a
great and noble city. One can even choose an entire nation or
region, but often this breadth lessens the intensity of the resulting
powers.
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the
place she champions.
• 10th Level—Strength of Place (Su): The champion gains a
+4 circumstance bonus to attack and damage rolls while
in the place she champions. (The bonus becomes only +2
if the area is larger than a single city.)
• 15th Level—Blessing of Place (Su): The champion gains a
+4 circumstance bonus to saving throws and skill checks
while in the place she champions. (The bonus becomes
only +2 if the area is larger than a single city.)
• 20th Level—Born of Place (Sp): While within the place
she champions, once per day, the champion can cause
others within 100 feet who are not native to the place to
be affected as by a slow spell cast at her level. All targets
must be within the place she champions. Treat this as if
the champion cast slow as a spell-like ability, using her
champion level as the caster level and Charisma as her
spellcasting key ability.

Champion of a Person
The champion chooses a single person to champion, called her
charge. This individual usually—but not always—holds a position
of power or respect, such as a king, priestess, or other person of
note. Other times, a champion might choose as her charge a
friend or companion she respects or trusts, one she sees as
needing her support for a worthy end.
The champion gains a +4 circumstance bonus on Bluff,
Diplomacy, Gather Information, and Intimidate checks made
against creatures who know of and either respect or fear the person
she champions.
• 10th Level—Guard the Body (Ex): If the champion is
within 5 feet of her charge, she can choose to take any
damage (magical or otherwise) intended for the person.
This results in the champion “acting” not on her turn. The
champion makes this decision after attack rolls, but not
damage rolls, are made. If the champion chooses to take
the damage, you must apply the damage—even if a hit
seems unlikely or even impossible. For example, if archers
fire arrows at the champion’s charge and the champion
decides to take the damage, the arrows all hit her, even if
her Armor Class is so high that actual strikes are unlikely
(no further attack rolls are made).
• 15th Level—Invoke the Name (Su): The champion can
invoke her charge’s name (not truename) to draw on the
power of their bond. A character must first name the
charge and then—very specifically—a task she will
accomplish in no more than one year’s time in that person’s
name. If the task is not completed in that time, the
invoked charge suffers great shame and a –1 morale
penalty to attacks, saves, and checks for one month.
During this year, the champion gains an additional
attack at her highest bonus every time she makes certain
attacks. For example, if she makes three attacks in a fullattack
action, she makes four after having invoked the
name of her charge. If she takes only a standard attack
action (making one attack), she makes two attacks. The
extra attacks are available only in combats pertaining to
the task specified while invoking the name. (The DM
should be very strict in determining when a combat situation
directly pertains to performing the task. For example,
after invoking the name of her charge to destroy an
oppressive overlord, the champion gains the bonus attack
in all fights against the overlord’s guards or the overlord
himself, but not during random encounters on the way to
the overlord’s fortress.)
The task must be appropriate to the principles embodied
by the champion’s charge, or the benefits do not apply.
The champion cannot invoke the name of her charge
more than once at a time, and never more than once a
month.
• 20th Level—Share the Bond (Su): The champion becomes
so linked to her charge that she knows the person’s status
(doing well, wounded, dead) and general location (direction
and distance away) at all times, unless some divination
magic, such as unknown, impedes her. Lastly, by
touching her charge, she can transfer hit points freely to
the person. The transfer works only one way, and charges
cannot be raised above their maximum hit points.

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Champion from arcana evolved All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions