Champion (new Divine Warrior base class)


Homebrew and House Rules

Shadow Lodge

Quote:

Through a select, worthy few shines the power of the divine. Called champions, these noble souls dedicate their swords and lives to the battle against evil and the tenets of their deity. Knights, crusaders, and holy warriors, champions seek to embody the teachings of the virtuous deities they serve. In doing so, they lead by example, encouraging others to follow in their footsteps. To aid them in their causes, their deities bless these divine paragons with boons: powers to banish evil, heal the innocent, protect their comrades and inspire the faithful. Although their quests are varied, and may come in conflict with all champions will risk their lives to do right and fight to bring about a brighter future.

Role:: Champions serve as beacons of hope for their allies in the clamor of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.
Alignment: Any good. Champions must be the same alignment of the deity they worship.
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The champion'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).
Skill Ranks per Level: 2 + Int modifier.

Class Features:

see Table 3-11 in the CRB

All of the following are class features of the champion.
Weapon and Armor Proficiency: Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a champion's aura of good (see the detect good spell) is equal to her champion level.
Detect Evil (Sp): At will, a champion can use detect evil, as the spell. A champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the champion does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a champion can call out to the powers of good to aid her in her struggle against evil. As a swift action, the champion chooses one target within sight to smite. If this target is evil, the champion adds her Cha bonus (if any) to her attack rolls and adds her champion level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the champion possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the champion gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the champion targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the champion rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the champion may smite evil one additional time per day, as indicated on Table 3-11 in the CRB, to a maximum of seven times per day at 19th level.
Divine Grace (Su): At 2nd level, a champion gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su): Beginning at 2nd level, a champion can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her champion level plus her Charisma modifier. With one use of this ability, a champion can heal 1d6 hit points of damage for every two champion levels she possesses. Using this ability is a standard action, unless the champion targets herself, in which case it is a swift action. Despite the name of this ability, a champion only needs one free hand to use this ability.
Alternatively, a champion can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the champion possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, a champion is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a champion is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a champion can select one mercy. Each mercy adds an effect to the champion's lay on hands ability. Whenever the champion uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the champion. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the champion can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a champion adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The champion's lay on hands ability also acts as remove disease, using the champion's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a champion adds the following mercies to the list of those that can be selected.
Cursed: The champion's lay on hands ability also acts as remove curse, using the champion's level as the caster level.
Exhausted: The target is no longer exhausted. The champion must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The champion must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The champion's must have the sickened mercy before selecting this mercy.
Poisoned: The champion's lay on hands ability also acts as neutralize poison, using the champion's level as the caster level.
At 12th level, a champion adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level champion's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Channel Positive Energy (Su): When a champion reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A champion uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a champion gains the ability to cast a small number of divine spells which are drawn from the champion spell list. A champion must choose and prepare her spells in advance.
To prepare or cast a spell, a champion must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a champion's spell is 10 + the spell level + the champion's Charisma modifier.
Like other spellcasters, a champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3-11 in the CRB. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Champion indicates that the champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A champion must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A champion may prepare and cast any spell on the champion spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a champion has no caster level. At 4th level and higher, her caster level is equal to her champion level – 3.
Divine Bond (Sp): Upon reaching 5th level, a champion forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the champion to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per champion level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th 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 champion but resumes giving bonuses if returned to the champion. These bonuses apply to only one end of a double weapon. A champion can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the champion takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a champion to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium champion) or a pony (for a Small champion), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the champion's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a champion may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the champion's level. The mount immediately appears adjacent to the champion . A champion can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a champion's mount gains spell resistance equal to the champion's level + 11.
Should the champion's mount die, the champion may not summon another mount for 30 days or until she gains a champion level, whichever comes first. During this 30-day period, the champion takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve (Su): At 8th level, a champion is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the champion is conscious, not if she is unconscious or dead.
Aura of Justice (Su): At 11th level, a champion can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the champion's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Faith (Su):At 14th level, a champion's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the champion is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su): At 17th level, a champion gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the champion is conscious, not if she is unconscious or dead.
Holy Paragon (Su): At 20th level, a champion becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her champion level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Ex-Champions
A champion who violates the code of conduct required by her god loses all champion spells and class features (including the service of the champion's mount, but not weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a champion of that god until she atones for her deeds (see the atonement spell description).

This is just my first crack at it, critiques are welcome. I think the weakness in the concept is currently the thematic tie-in with a specific deity, which isn't supported in the mechanics.


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Sooo... it's a paladin without as much of an alignment restriction?


So, it's just a paladin that doesn't have to be lawful good, right?


Uh...skimming through this, it looks like you copied the Paladin word for word.

Can you clarify exactly what you changed? Also, if you're simply making a Paladin archetype, I'd suggest labeling it as such, and if the ability from the base Paladin class hasn't changed you can just indicate that {Ex: Smite Evil (Su): As Paladin's Smite Evil}.

Shadow Lodge

Perhaps I could have. It is essentially a re-flavoring of the paladin class. The point was to see if anyone saw any glaring inconsistencies with how the class is presented compared to how it performs. That none of the class abilities make sense without requiring additional requirements.

Perhaps I should have went with even a lower restriction, and this class is entirely based around being a beacon of pure good, and a crusader against evil. She wouldn't need to follow a specific deity, instead she'd be more thematically like the oracle, and receive her divine powers from an amalgamation of the deific forces of good, to do good.


You really only changed a single word in the paladin class entry. What you're looking for here isn't a new base class, or even an archetype, it's just a sensible house-rule agreed upon by players and GM to modify a specific class prerequisite. It's done all the time, so it shouldn't be a problem.
Keep this in mind: being lawful good does not mean being bound by an ironclad set of rules meant to govern your every single response to a situation. Bend the truth here and there in favor of serving a greater good rather than spilling the beans to the enemy or being a preaching blabbermouth. Covertly investigate and root out corrupt government which defiles the spirit of the law instead of meekly surrending to a local tyrant's whim and letting the innocent be persecuted. A paladin's code of conduct is more stringent than most, but saying there isn't wiggle room to play them as interesting characters with options beyond that of a reactive goody-two-shoes just isn't true.


I house rule something very similar in my games: Paladin align can be any Good and they pick a domain of their deity to be their chosen "cause" (no benefits, just the concept of the domain). Basically, they become the champion of that cause and their code of conduct and associates are loosened to allow anything that doesn't directly oppose their cause. So, the Paladin can participate in a wider range of party activities without be sent on a "shopping mission" any time the party decides to bend the laws. Of course the chosen domain must make sense. An example would be a CG Paladin who is the champion of Community. I think it makes for some more interesting holy champions and sidesteps the more literal interpretations of the RAW restrictions.

Of course, if your group is already flexible on how they view the Paladin, no change is necessary.


Really this could just have been a thread about removing the alignment restriction for paladins.

Liberty's Edge

MONKS! This is going to be one of those threads...


Chosen

Role:: Chosen are those who chosen by there deity not to preach there virtues but to live them without out doubt or shame.

Alignment: Any. Chosen must be the same alignment of the deity they worship.
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Chosen'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).
Skill Ranks per Level: 2 + Int modifier.

Class Features:

All of the following are class features of the Chosen.

Weapon and Armor Proficiency: Chosen are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Power(Ex): The power of a Chosen's aura (same as there deities) is equal to her champion level.

Detect Opposed Alignment (Sp): At will, a Chosen can use detect evil, as the spell. A champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the champion does not detect evil in any other object or individual within range.

Smite Heretics(Su): Once per day, a champion can call out to her Deity to aid her in her struggle against her god's enemies. As a swift action, the Chosen chooses one target within sight to smite. If this target has a different Religion from the Chosen the chosen adds her Cha bonus (if any) to her attack rolls and adds her champion level to all damage rolls made against the target of her smite.

The smite heretic effect remains until the target of the smite is dead or the next time the champion rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the champion may smite heretics one additional time per day, as indicated on Table 3-11 in the CRB, to a maximum of seven times per day at 19th level.

Mark of the Chosen (Su): At 2nd level, a Chosen gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Boon (Su): Beginning at 2nd level, a Chosen can grant a boon to herself (as a swift action) or to one in touch range as a standard. This boon increases in effect every even level.

The Healing Boom grants lay on hands a number of times a day equal to charisma + half his chosen level. (Good)

The Chain Breaker Boon grants a +1 luck boost to saves vs mind-effecting for a minute scaling every other level to a +10 vs mind-affecting by level 20. You can use this ability a number of times a day equal to half-class level + charisma. (Chaotic)

Curse Boom gives the same cruelties of an anti-paladin (Evil).

The Mouth of the Just Boon (Lawful) Provides a +1 to diplomacy and intimidate every even level.

Aura of Courage (Su): At 3rd level, a Chosen is immune to fear magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a Chosen is immune to all diseases, including supernatural and magical diseases, including mummy rot.

From the 3rd Level a Chosen gains mercies with lay on hands, plague bringer with cruelties.

The Chain Breaker Boon allows those touched to re-roll failed will saves against any ongoing mind-effecting spells at the 3rd level, re-roll against any ongoing fortitude saves at the sixth, re-roll against any ongoing dexterity saves at the 9 and grant freedom of movement at the 12th.

The Mouth of the Just Boon (Lawful) Grants at will comprehend languages at the 3rd level, at will tongues at 6th, Fearsome (EX) at 9th and Aura of Cowardice that only effects Chaotic Enemies at 12th.

Like other spellcasters, a Chosen can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3-11 in the CRB. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Chosen indicates that the champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A Chosen must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A champion may prepare and cast any spell on the champion spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a Chosen has no caster level. At 4th level and higher, her caster level is equal to her champion level – 3.
Divine Bond (Sp): Upon reaching 5th level, a Chosen can choose a divine symbol. Once the form of the symbol is chosen, it cannot be changed.

The first type of symbols is an intelligent holy weapon gifted from their deity to fight beside them (Magus Black Blade).

The second type of symbols gift the Chosen with a loyal ally chosen from the ranks of the Deities Host. This Ally can be chosen from the Summon Monster 3 list and cannot be more than one step away from the Chosen's Alignment. The Ally can be changed every level and chose from the next Summon Monster List every odd level after the 5th. The Chosen's ally can be summoned once a day.

Should the chosen's ally die, the chosen may not summon another Ally for 30 days or until she gains a Chosen level, whichever comes first. During this 30-day period, the champion takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su): At 8th level, a Chosen is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the champion is conscious, not if she is unconscious or dead.

Aura of Cleansing (Su): At 11th level, a chosen can expend two uses of her smite heretic ability to grant the ability to smite heretics to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the champion's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Will (Su): At 17th level, a Chosen gains DR 5/ opposite of their boon and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the champion is conscious, not if she is unconscious or dead.

Avatar (Su): At 20th level, a Chosen becomes a conduit for the power of her god. Her DR increases to 10/ opposite of their boon. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, or cruelties to damage them she heals/harms the maximum possible amount.


The following classes allow any alignment:

Alchemist
Bard
Cavalier
Cleric
Fighter
Gunslinger
Inquisitor
Oracle
Ranger
Rogue
Sorcerer
Summoner
Witch
Wizard

Aside from those things explicitly permitted by rule, you can do anything your DM and group are willing to allow in your home game. There is an enormous quantity of 3pp content available. Why is it some people feel that they have to at best cheapen the Paladin, or at worst tarnish and despoil it entirely?

I suspect the people who wish to remove alignment from the Paladin, will be the first to scream "UNFAIR" when their DM announces that the group of 'baddies' they are fighting are declaring Smite Whatever against them.


The Crusader wrote:

Aside from those things explicitly permitted by rule, you can do anything your DM and group are willing to allow in your home game. There is an enormous quantity of 3pp content available. Why is it some people feel that they have to at best cheapen the Paladin, or at worst tarnish and despoil it entirely?

I suspect the people who wish to remove alignment from the Paladin, will be the first to scream "UNFAIR" when their DM announces that the group of 'baddies' they are fighting are declaring Smite Whatever against them.

Don't agree with the last line, but agree with the first paragraph entirely. It's a class that has some great RP built into it. I want LG Paladins, by the book, in my game. So that's what I have. As no-one has complained, I see no reason to change it. Other tables, other games - whatever works for your group. But Paladin is honestly one of the few interesting classes in the game. If they changed it in the core book, I may very well houserule it back to how it is now.

Note the difference between an interesting class and an interesting character. Any character can be interesting - it depends on the PC, and certainly a character I find boring might be very exciting to someone else. But the Paladin class is exciting all by itself - sworn to justice and honor, a champion of courage, blessed by the heavens.

Compared to a fighter - all it talks about (even trying to make it exciting) is mechanical stuff - a master of combat, trained beyond all other men, completely unflappable. No RP in there at all.


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You should look into Monte Cook's Arcana Evolved/Unleashed RPG.

He has a Champion class that deals with specific causes such as Light (Struggling against the forces of darkness), Darkness (Opposes the ideals of goodness), Life (Holds life above all else, those who destroy it are foes), Death, Magic, Freedom are all just examples.

Just to be brief, it is NOT a copy of the Paladin class, but a class with it's very own flavor and abilities.

The cheapest way of accessing the Champion Material would be to buy it here- (I believe)

Monte Cook's Arcana Unearthed: Way of the Sword ($6.00)
http://www.rpgnow.com/product/529/Monte-Cook%27s-Arcana-Unearthed%3A-Way-of -the-Sword?cPath=49_51&it=1

Or optionally the entire book of either-
Monte Cook's Arcana Unearthed ($14.00)
http://www.rpgnow.com/product/761/Monte-Cook%27s-Arcana-Unearthed?cPath=49_ 51&it=1

or the deluxe version-
Monte Cook's Arcana Evolved ($24.00)
http://www.rpgnow.com/product/1946/Monte-Cook%27s-Arcana-Evolved?cPath=49_5 1&it=1

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