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Grinorm Lighthammer, a.k.a. The Silver Centurion
Grinorm Lighthammer is the latest champion to emerge from his family. In ages past, the spirit of the Silver Centurion had chosen a worthy dwarf of young age to serve as its vessel. No one was more surprised than Grinorm himself when the spirit of the Centurion possessed him. He was a mediocre warrior and less than devout in the worship of Moradrin. Clearly, though, the Silver Centurion saw something in this young dwarf, and has led him out into the world outside his home tunnels in search of adventure and evil to battle.
Notes: This low level champion is slightly subpar in his normal form and quite powerful in his champion form. He has focused his feats in both forms to use the same style: fighting with a two-handed weapon in a straight-up engagement. Also, since he will only be in avatar form for a few minutes at a time, he was free to place his low stats into his avatar's Intelligence, Wisdom, and Charisma.
Lawful Good male dwarf
1st level Champion
Str 11, Dex 10, Con 18, Int 12, Wis 14, Cha 10
HD 1d8+4, Hit Points: 12
Initiative +0, Speed: 20 feet/round
AC 14 (Touch 10, Flat-footed 14)
Base Attack Bonus: +0
Attack: Greataxe +1 melee (1d12) or heavy crossbow +0 (1d10)
Fort +4, Ref +0, Will +4 (+2 vs. spells, poisons)
Feats: Weapon Focus (greataxe)
Skills: Climb +4, Diplomacy +4, Listen +6, Sense Motive +6, Spot +6
Special Attacks: Avatar (1/day, 3 minutes), +1 attack vs. orcs and goblinoids
Special Qualities: Darkvision 60 feet, stability, stonecunning, +4 dodge vs. giants
Avatar: The Silver Centurion (1/day, 3 minutes)
Appearance: A dwarf seemingly made entirely of shiny metal, the Silver Centurion looks almost like a construct but with a glint of holy light in his eyes.
Lawful Good male outsider (good, native)
Str 20, Dex 12, Con 16, Int 10, Wis 11, Cha 8
HD 1d12+3, Hit Points: 15
Initiative +0, Speed: 30 feet/round
AC 15 (Touch 11, Flat-footed 14)
Base Attack Bonus: +1
Attack: Greataxe +6 melee (1d12+7)
Fort +5, Ref +3, Will +0
Feats: Power Attack
Skills: Listen +4, Spot +4
Special Attacks: None
Special Qualities: Darkvision 60 feet, outsider traits
Equipment: Greataxe, scale mail, heavy crossbow, 40 bolts, 28 gp
Sindee the Black, a.k.a. The Forest Guardian
Sindee the Black was simply an elven ranger, patrolling the great unspoiled forest from the depredations of human loggers and poachers. When she came across a dying elder dryad that had been ravaged by evil humans, she swore to wreak revenge on them. Hearing her pledge, the dryad transferred some of her life energy to the elven girl. Now, Sinde can transform herself into the dreaded Forest Guardian, but takes pains to keep her identity secret: only those who harm the woods face her unbridled wrath.
Notes: This champion focuses on different combat styles for each of her two forms. With a few levels of ranger, her normal form is an expert archer, but when threatened in melee, she can transform to her avatar form, which has selected solely melee feats. This gives her a greater versatility; Quick Draw allows the avatar to quickly switch from bow to sword and shield when called upon. Also note that by multiclassing, her regular and avatar forms are much closer in power; while both have about the same chance to hit, the avatar does more damage and has more hit points.
Chaotic Good female elf
6th level champion/3rd level ranger
Str 14, Dex 19, Con 10, Int 10, Wis 13, Cha 13
HD 9d8, Hit Points 44
Initiative +4, Speed 30 ft/rnd
AC 22 (Touch 14, Flat-footed 18)
Base Attack Bonus: +7/+2
Attacks: Longsword +11/+6 melee (1d8+2/17-20) or composite longbow +12/+7 (1d8+2)
Fort +5, Ref +9, Will +7 (+2 vs. enchantments)
Feats: Dodge, Endurance (B), Improved Initiative (B), Point Blank Shot, Precise Shot, Rapid Shot (V), Stealthy, Track (B)
Skills: Concentration +3, Disguise +7, Handle Animal +4, Hide +17, Knowledge (nature) +6, Listen +9, Move Silently +17, Search +8, Sense Motive +7, Spot +9, Survival +7
Special Attacks: Avatar (2/day, 4 minutes), Favored Enemy (humans +2)
Special Qualities: Darkvision 60 feet, immune to sleep, low-light vision, outsider traits, plant domain (rebuke/command plants 4/day).
Spellcasting: Caster level 3rd, Spells per Day: 1st: 2
Typical Spells: 1st: cure light wounds, entangle
Avatar: The Forest Guardian (2/day, 4 minutes)
Appearance: The Forest Guardian looks like a fey woman surrounded in a mass of writhing plant vines. Her hair is green and her voice is that of a creature of the woods.
Chaotic Good female outsider (native, good)
Str 18, Dex 20, Con 14, Int 13, Wis 10, Cha 10
HD 6d12+12, Hit Points 64
Initiative +5, Speed 30 ft/rnd, Fly 30 ft/rnd
AC 23 (Touch 15, Flat-footed 18)
Base Attack Bonus: +6/+1
Attacks: Longsword +11/+6 (1d8+5/17-20) or composite longbow +13/+8 (1d8+2)
Fort +7, Ref +10, Will +2
Feats: Combat Expertise, Flyby Attack, Improved Initiative (B), Improved Trip, Quick Draw
Skills: Hide +12, Intimidate +4, Move Silently +12, Listen +8, Spot +7
Special Attacks: None
Special Qualities: Darkvision 60 feet, fire resistance 5, outsider traits, plant domain (rebuke/command plants 4/day).
Equipment: +2 studded leather armor, +2 buckler, +2 composite longbow (mighty +2), +1 keen longsword, boots of elvinkind, cloak of elvinkind, wand of cure moderate wounds, 1585 gp
Siegel Blacksmith, a.k.a. Olympion the Mighty
A learned man with some adventurous tendencies, Siegel Blacksmith accidentally uncovered a holy artifact of the celestials that fused him with the power of the mighty Olympion, planetar of good. Siegel wants only to continue his studies, but the spirit of Olympion pushes him to wander the world in search of wrongs to right.
Notes: This is your basic single-class champion taken all the way to 16th level. In avatar form, he does massive damage, although still potentially less than a 16th level single-class barbarian might. Where the champion shines is his superior defenses (energy resistance and damage reduction 5/evil or silver) and mobility (fly at 60 ft/round). Compared to a barbarian, one can see the real paradigm of the champion: the avatar is slightly better than a barbarian in a rage, while the normal form is far worse than a barbarian out of a rage. The versatility of having two sets of stats and feats is the key to building a good champion.
Neutral Good male human
16th level champion
Str 10 (16), Dex 14 (16), Con 10, Int 13, Wis 14, Cha 18
HD 16d8, Hit Points 76
Initiative +0, Speed 30 ft/rnd, Fly 30 ft/rnd
AC 29 (Touch 17, Flat-footed 26)
Base Attack Bonus: +12/+7/+2
Attacks: Greatsword +19/+14/+9 melee (2d6+7, plus 1d6 electricity, 2d6 holy) or longbow +16/+11/+6 ranged (1d8+4)
Fort +8, Ref +10, Will +15
Feats: Combat Expertise, Dodge, Improved Initiative (B), Mobility, Point Blank Shot, Precise Shot, Spring Attack, Weapon Focus (greatsword) (B), Whirlwind Attack
Skills: Bluff +16, Concentration +4, Diplomacy +16, Disguise +14, Hide +7, Knowledge (religion) +13, Knowledge (the planes) +5, Listen +18, Move Silently +6, Sense Motive +14, Spellcraft +5, Spot +18
Special Attacks: Avatar (4/day, 7 minutes)
Special Qualities: Strength domain (+16 Strength, 1 round per day), War domain
Spellcasting: Caster level 8th, Spells per Day: 1st: 3, 2nd: 3, 3rd: 1, 4th: 1
Typical spells: 1st: divine favor, enlarge person, shield of faith. 2nd: bear's endurance, cure moderate wounds, eagle's splendor. 3rd: magic circle against evil. 4th: cure critical wounds.
Avatar: Olympion the Mighty (4/day, 7 minutes)
Appearance: Olympion appears as a 7-foot-tall muscular green-skinned man in white toga with immense angelic wings and white glowing eyes.
Neutral Good male outsider (native, good)
Str 26 (32), Dex 14 (16), Con 20, Int 10, Wis 12, Cha 13
HD 16d12+80, Hit Points 190
Initiative +7, Speed 30 ft/rnd, Fly 60 ft/rnd
AC 29 (Touch 17, Flat-footed 26)
Base Attack Bonus: +16/+11/+6/+1
Attacks: Greatsword +31/+26/+21/+16 melee (2d6+19, plus 1d6 electricity, 2d6 holy/17-20) or longbow +20/+15/+10/+5 ranged (1d8+4)
Fort +18, Ref +16, Will +9
Feats: Cleave, Flyby Attack, Improved Critical (greatsword), Improved Initiative (B), Improved Sunder, Power Attack, Weapon Focus (greatsword) (B)
Skills: Listen +20, Spot +20
Special Attacks: None
Special Qualities: Damage reduction 5/evil or silver, darkvision 60 feet, electricity resistance 10, outsider traits, plant domain (rebuke/command plants 4/day), sonic resistance 10, Strength domain (+16 Strength, 1 round per day), War domain
Equipment: +3 holy shocking burst greatsword (cold iron), +1 longbow (mighty +3), +4 mithral breastplate, ring of protection +4, ring of greater fire resistance, belt of giant strength +6, gloves of dexterity +2, amulet of natural armor +3, cloak of resistance +3, wand of cure serious wounds, 1250 gp