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Kinslayer
2011-10-21, 10:29 AM
Champion

A Champion is a heroic warrior of renown, might, and legendary action. Whether resisting the crushing hexes and sorcery of Witches and Warlocks, or fighting back the dark hordes, a Champion is there, weapon in hand, prepared to breathe his last only when all threats to his cause have fallen. He may have been a Paladin, crusading for a God, or a fighter with great dedication, or even a farmer who raises up against the tyrant. Not to say there are no Champions of evil, those right hands of Dark Lords, who ensure that there is no challenger to the control of the land. But they are admittedly less common, as a dark Champion would hardly appreciate a threat to him, or his position.


Alignment : Any
HD : d10
Class Skills : Climb, Craft, Diplomacy, Intimidate, Jump, Ride, Sense Motive, Swim
Skill Points Per Additional Level : 4 + Int Mod


Weapon Proficiency : A Champion is proficient with all Simple and Martial Weapons
Armour Proficiency : A Champion is proficient with all types of armour and shields.
Requirements : To qualify to be a Champion, you must have a Cause, +8 BAB, and Greater Weapon Focus.
A Cause : A Cause can be anything, from a declaration that you will fight every challenger, to slaying dragons, defeating evil, exploring the world, and so on. A Champion must always have a Cause, and may take a new one when the previous has been fufilled in it's entirety. Causes are also serious business and shouldn't be something as simple as "I will defeat this orc."


{table=head]Level |BAB |Fort Save |Ref. Save |Will Save |Special
1 |+1 |+2 |+0 |+2 | Dedication
2 |+2 |+3 |+0 |+3 | Gifted
3 |+3 |+3 |+1 |+3 | Legendary Feat
4 |+4 |+4 |+1 |+4 | Mastery
5 |+5 |+4 |+1 |+4 | Mythical Weapon
[/table]

Dedication : Any Champion who is in combat, or taking an action, related to thier Cause, gains a +1 bonus to all rolls, this increases by +1 for each Champion level from now on. However, they also suffer from the urge to fufill thier Cause, even in situations where it may be uncalled for, as if having a Suggestion Spell cast on them with a caster level equal to thier Champion Level. You may still make Will Saves against this effect. Eg. : A Champion who has decided they will fight all challengers is called out by a drunkard in a bar, the Champion is subject to the Suggestion to take him up on that challenge.

Gifted : The Champion has a natural gift for a sort of weapon, having either trained since an early age with it, or being an incredible natural. The Champion may pick one of the following ;

Blunt Weapons (Mace, Flail, Hammer, etc) : You may Daze enemies with an HD equal to your STR modifier + 1/2 your level (rounding down), as a nonmagical ability, though as if casting the spell Daze. Effective caster level is equal to your Champion level. You cannot Daze the same target twice in as many rounds of combat. This can only be applied when dealing damage with a Blunt Weapon. The Daze also applies your weapon damage.

Swords* (Short sword, Falchion, Great Sword, etc) : As a readied action you may Counterspell any one targetted spell that has you as the target, as if casting Dispel Magic as a Counterspell, with a Caster Level equal to your level. This can only be done with a sword drawn.

Polearms* (Halberd, Quarterstaff, etc) : You may make Overruns and Bull Rushes at the Reach of your equipped polearm. These Overruns or Bull Rushes do not give the target an Attack of Opprotunity unless thier Reach is greater than the Reach of your polearm. The Overrun/Bull Rush also applies your weapon damage. This can only be done with a Polearm.

Unarmed* (Gauntlet, Spiked Gauntlet, etc) : You do not cause Attacks of Opprotunity when initiating a Grapple, and may make Full Attacks against Grappled Opponents, though not with two weapons. You count as one Size larger for the purposes of Unarmed Attacks.

Axe* (Handaxe, Dwarf Waraxe, etc) : When Overrunning, or simply passing within reach of enemies, the Champion may make one attack against each enemy. You may begin a tumble at any point and still benefit from this skill. This can only be done while wielding an Axe.


Legendary Feat : Every hero of renown has accomplished something to make thier might known, and though it is more of an athletic activity, it's easier to show off than fighting a dragon. Think of the civilians! These feats, do, however have prerequisities, and only one may be chosen.

Marathonian : The Champion gains the Run feat, though always acting as if he was wearing no armour for purposes of movement. The Champion also gains +10' to thier base land speed.

Pegasi : The Champion gains +10 to all Jump checks, the Armour Check penalty is ignored, and he only requires 10' of run-up space instead of 20' to avoid the "standing still" penalty. (See DMG, Page 77)

Atlas : The Champion's Lift (Over Head and Off Ground) weight limit is doubled, and Medium Loads count as Light.

Resilient : The Champion gains 5 DR against Fire, Cold, Ice and Heat type damage, additional, at any point he may, as a swift action, have the Endure Elements spell effect activate on himself.

Mythical Weapon : The weapons of true Champions are as much a part of themselves as they are a piece of steel, mythril or what-have-you. A Mythical Weapon must be crafted by the Champion, or using Aid Another with a blacksmith*. The weapon acts as if having Returning continously working, not simply returning to the spot where the Champion was standing when he dropped/threw it, but following him to his new position. He can choicefully decide to put it down without it doing this. Furthermore, there are additional bonuses that the Champion may select from below, and from the appropriate weapon listing. The Mythical Weapon must be the same as the one they have selected for thier previous Class Features. (Eg ; Gifted) They may only select one of these features per Mythical weapon. A Champion may only have one Mythical Weapon at a time. The Mythical Weapon is automatically Masterwork, and the selected ability only counts as a +4 Enchantment, and may be enchanted further.

Sword

Thorn of the Earth: The sword gains a +2 Enchantment Bonus, and +d6 Earth type damage. In addition, he may use Stone Shape as a Swift action. He may also, twice per day, create an earthquake, as if casting the Earthquake Spell, although in a 150' cone ahead of him instead of the normal shape. The Champion must be able to touch the ground with his sword in order to do this, and it requires a Swift Action to activate. The blade will glow darkly in proximity to magical items.

Cloudreaver : The sword gains a +2 Enchantment bonus, and +d6 Electric type damage. In addition, as an At Will ability he may cast Gust of Wind from the blade, and cease the Gust of Wind as a Swift Action. He may also, three times per day, as a Swift action, cast Chain Lightning from his sword, with a caster level equal to his Champion level. There must be air in order for the Champion to use any of these abilities. The blade will glow white in proximity to magical items.

Arm of Fire : The sword gains a +2 Enchantment bonus, and +d6 Fire type damage. In addition, he may light Continual Flames with the tip of his sword on any object as a Swift action. He may also, three times per day, use Fire Storm as a Swift action, though only against adjacent spaces. The Champion must not be underwater to use these abilities. The blade will glow red in proximity to magical items.

Nevermore : The sword gains a +2 Enchantment bonus, and +d6 Unholy damage. As an At Will action the Champion may activate Deathwatch, with a caster level equal to his Champion level. Three times per day he may activate Enervation when striking a target with his sword. The Champion must be Evil at the time of crafting to create a Nevermore sword. The blade will sweat a black liquid (useless) when near magical items.

Mirrored Blade : The sword gains a +2 enchantment bonus, and +d6 Arcane type damage. As an At Will action, the blade may be brought alight as if having a Light spell cast upon it, this may be deactivated as an At Will, as well. Twice per day, the Champion may also create an Antimagic Field centered on this weapon, with an effective caster level equal to his Champion level. This field follows the sword. The sword does not react in the presence of magic items, but always seems to have a mirror finish.


Blunt

Stonebreaker: The blunt weapon gains a +2 Enchantment Bonus, and +d6 Earth type damage. In addition, he may use Stone Shape as a Swift action. He may also, twice per day, create an earthquake, as if casting the Earthquake Spell at the point his weapon touches the ground, though discluding a 5' area around him. The Champion must be able to touch the ground with his weapon in order to do this, and it requires a Swift Action to activate. The head will glow darkly in proximity to magical items.

Thunderhead : The blunt weapon gains a +2 Enchantment bonus, and +d6 Sonic type damage. In addition, as an At Will ability he may cast Gust of Wind from the head, and cease the Gust of Wind as a Swift Action. He may also, three times per day, as a Swift action, cast Chain Lightning from his weapon, with a caster level equal to his Champion level. There must be air in order for the Champion to use any of these abilities. The head will glow white in proximity to magical items.

Crimson Anvil : The blunt weapon gains a +2 Enchantment bonus, and +d6 Fire type damage. In addition, he may light Continual Flames with the head of his weapon on any object as a Swift action. He may also, three times per day, use Fire Storm as a Swift action, though only against adjacent spaces. The Champion must not be underwater to use these abilities. The head will glow red in proximity to magical items.

Nightfall : The blunt weapon gains a +2 Enchantment bonus, and +d6 Unholy damage. As an At Will action the Champion may activate Deathwatch, with a caster level equal to his Champion level. Three times per day he may activate Enervation when striking a target with his weapon. The Champion must be Evil at the time of crafting to create a Nevermore weapon. The head will sweat a black liquid (useless) when near magical items.

Arbiter : The blunt weapon gains a +2 Enchantment bonus, and +d6 Blunt damage. In addition as a Swift Action, the Champion may use Detect Thoughts as per the spell with a caster level equal to his Champion level. He may also, as a swift action, twice per day, use Dictum as per the spell, with a caster level equal to his Champion level. He must be Lawful at the time this weapon is crafted. The head of the weapon vibrates slightly when close to anything Chaoticly aligned.


Polearm

Stoneguard: The polearm gains a +2 Enchantment Bonus, and +d6 Earth type damage. In addition, he may use Stone Shape as a Swift action. He may also, twice per day, create an earthquake, as if casting the Earthquake Spell at the point his polearm touches the ground, though in a 200' line rather than it's normal shape. The Champion must be able to touch the ground with his weapon in order to do this, and it requires a Swift Action to activate. The blade, or tip, will glow darkly in proximity to magical items.

Skysplitter : The polearm gains a +2 Enchantment bonus, and +d6 Sonic type damage. In addition, as an At Will ability he may cast Gust of Wind from the blade/tip, and cease the Gust of Wind as a Swift Action. He may also, three times per day, as a Swift action, cast Chain Lightning from his weapon, with a caster level equal to his Champion level. There must be air in order for the Champion to use any of these abilities. The blade will glow white in proximity to magical items.

Tongue of Flame : The polearm gains a +2 Enchantment bonus, and +d6 Fire type damage. In addition, he may light Continual Flames with the tip of his weapon on any object as a Swift action. He may also, three times per day, use Fire Storm as a Swift action, though only against adjacent spaces. The Champion must not be underwater to use these abilities. The blade will glow red in proximity to magical items.

Midnight Spike : The polearm gains a +2 Enchantment bonus, and +d6 Unholy damage. As an At Will action the Champion may activate Deathwatch, with a caster level equal to his Champion level. Three times per day he may activate Enervation when striking a target with his weapon. The Champion must be Evil at the time of crafting to create a Nevermore weapon. The blade will sweat a black liquid (useless) when near magical items.

Prism Spear : The polearm gains a +2 Enchantment bonus, and +d6 Arcane damage. As an At Will action, the Champion may use Minor Image, although only upon himself. Additionally, twice per day, the Champion may use Prismatic Spray, with a Caster Level equal to his Champion Level. A Prism Spear requires a Wizard to Aid Another during the crafting. The rainbows of the blade shift when near magic items.

Unarmed
Axe


*
Swords : This does not include any form of dagger
Axes : This does not include the Dwarven Urgrosh
Unarmed : This does include Punching Daggers, and all weapons with the "Monk Special Weapon" description
Polearms : This also does not include the Dwarven Urgrosh
Mythical Weapon : This is substandard, and self-crafted Weapons should be the applied rule in the majority of cases.