New Champion Feats

As mentioned in the previous post, one of the drawbacks to playing the champion is the lack of feat support. So I've created 20 new feats to help players out.


Aesetic Avatar
Your avatar possesses a unique but deadly calm.
Prerequisite: Hero Form class ability, Flurry of Blows class feature.
Benefit: Your champion and monk levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points. You may use your monk unarmed damage, ki strike, AC bonus, and unarmored speed bonus while in avatar form, and you may make a flurry of blows attack. You may freely multiclass between monk and champion levels.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and monk levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot use any class abilities in avatar form.

Avatar Kinship
Your avatar starts to take on some of your own racial characteristics.
Prerequisite: Hero Form class ability.
Benefit: Your avatar gains the following racial abilities if your race possesses them: Racial skill bonuses, racial saving throw bonuses, racial attack bonuses against certain enemies or with certain weapons, low-light vision, or scent. If your race possesses a natural armor bonus, your avatar gains this as well, but not any natural armor bonus acquired through feats or class abilities. Finally, your avatar is considered to be a member of your race (in addition to being an Outsider) for purposes of magic items, spells, or class abilities that target certain races.
Special: This feat must be taken by your avatar, not your champion, in order to be effective.
Normal: Your avatar gains no racial abilities other than ability score adjustments.

Avatar Knight
Your avatar is a paragon of chivalry.
Prerequisite: Hero Form class ability, Smite Evil class ability.
Benefit: Your champion and paladin levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points. You may use your divine grace, smite evil, and lay on hands class abilities while in avatar form. You may freely multiclass between paladin and champion levels.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and paladin levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot use any class abilities in avatar form.

Avatar Mount
When you change to avatar form, your trusty mount does, too.
Prerequisite: Avatar Knight, paladin mount class ability.
Benefit: When you change to avatar form, you may choose to transform your special paladin mount to match your avatar form if it is within 30 feet of you. In its transformed state, your mount has the same energy resistance and damage reduction you have and gains temporary hit points equal to its normal maximum hit points (effectively doubling its hit points). The mount also takes on a specific appearance that matches or compliments your avatar's appearance. When you return to your champion form, your mount loses these benefits.
Special: This feat must be taken by your avatar, not your champion, in order to be effective.

Spoiler
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"Kringer became the mighty BattleCat..."


Avatar Training
You have given up some of your knowledge in order that your avatar might learn more.
Prerequisite: Hero Form class ability.
Benefit: Your avatar learns one feat of your choice. Your avatar must meet all prerequisites for that feat as normal.
Normal: Your avatar only gains one feat every three character levels.
Special: You may take this feat multiple times.

Charging Transformation
You channel the power of your transformation into a thunderous blow.
Prerequisite: Hero Form class ability.
Benefit: When you change to avatar form during the same round as you charge, you gain a bonus to your weapon damage roll equal to your champion level. If you are capable of making more than one attack at the end of a charge, this bonus only applies to the first such attack.

Crisis Transformationa
Your avatar can step in and save the day when needed.
Prerequisite: Hero Form 3/day.
Benefit: While in champion form, if you would be reduced to 0 or less hit points by an attack or spell, you can change to avatar form as an immediate action by making a Will saving throw (DC=damage dealt). If successful, the damaging attack or spell affects the avatar instead, reduced by any applicable resistances the avatar might have. You may not use this feat if you do not have any daily uses of your Hero Form ability remaining or if your avatar has already been reduced to negative hit points or slain.
Special: If you have taken this feat, you may also choose for your avatar to take it. In that case, your avatar may also attempt to turn back to champion form in the same manner when an attack or spell would reduce it to 0 or less hit points.

Divine Avatar
The power of your deity runs more strongly through your avatar than most.
Prerequisite: Hero Form class ability, ability to cast 1st level divine spells.
Benefit: Your champion and divine spellcasting levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points.
.....You may cast divine spells from other classes while in avatar form if your avatar has sufficient ability scores to do so. Use your avatar's ability scores to determine saving throw DCs and other effects, but your own casting level. You do not gain or lose bonus spells while in avatar form, regardless of how much your primary spellcasting score may change.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and divine spellcasting levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot cast spells while in avatar form.

Dragonblooded Avatar
Your avatar is imbued with arcane power.
Prerequisite: Hero Form class ability, ability to cast 1st level arcane spells.
Benefit: Your champion and levels that grant arcane spellcasting ability stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points.
.....You may cast arcane spells from other classes while in avatar form if your avatar has sufficient ability scores to do so. Use your avatar's ability scores to determine saving throw DCs and other effects, but your own casting level. You do not gain or lose bonus spells while in avatar form, regardless of how much your primary spellcasting score may change.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and arcane spellcasting levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot cast spells while in avatar form.

Extra Hero Form
You can summon your avatar more often.
Prerequisite: Hero Form 2/day.
Benefit: You may change to avatar form 2 additional times per day.
Special: You may take this feat more than once.

Explosive Transformation
You unleash a mighty bolt of power when you take your avatar form.
Prerequisite: Hero Form 2/day, avatar with energy resistance 10 or higher to one form of energy.
Benefit: Choose one form of energy that to which your avatar has resistance of 10 or greater. All other creatures within 5 feet of you when you assume your avatar form take 1d6 points of damage from the chosen form of energy for every two champion class levels. Creatures who are not grappling with you can make a Reflex saving throw for half damage with a DC equal to 10 + half your champion class level + your avatar's Constitution bonus. This ability is supernatural in origin.
Special: If you have taken this feat, you may also choose for your avatar to take it. If you do, you gain the same benefit when changing back to your champion form.

Spoiler
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"SHAZAM!"


Fearful Transformation
The very act of taking your avatar form is a terror to behold.
Prerequisite: Hero Form class ability.
Benefit: When you transform to your avatar form, you may make an Intimidate check against every enemy that can see you as a free action (using your avatar's Intimidate skill). If successful, affected enemies are shaken for 1d6 rounds.

Improved Avatar Healing
You are better at regulating the flow of healing energy to your avatar.
Prerequisite: Hero Form class ability, ability to cast cure light wounds.
Benefit: When you cast a cure spell on yourself, you heal both yourself and your avatar the full amount of hit points indicated for that spell.
Normal: You may direct a healing spell targeting you to heal either yourself or your avatar, but not both at the same time.

Improved Avatar Kinship
Your avatar starts to take on more of your own racial characteristics.
Prerequisite: Avatar Kinship, Hero Form class ability.
Benefit: Your avatar may use any spell-like abilities possessed by your race; saving throw DCs are based on the avatar's ability scores, but caster level is the same as when you are in your champion form. In addition, if you have spell resistance from your race, you retain it while in avatar form.
Special: This feat must be taken by your avatar, not your champion, in order to be effective.
Normal: Your avatar gains no racial abilities other than ability score adjustments.

Psychic Avatar
Your avatar can tap in to some of the power of your impressive mind.
Prerequisite: Hero Form class ability, ability to manifest 1st level psionic powers.
Benefit: Your champion and psionic manifester levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points. You may manifest your psionic powers from other classes while in avatar form if your avatar has sufficient ability scores to do so. Use your avatar's ability scores to determine saving throw DCs and other effects, but your own manifesting level. You do not gain or lose bonus power points while in avatar form, regardless of how much your primary manifesting score may change.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and psionic manifester levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot manifest psionic powers while in avatar form.

Stealthy Transformation
Your avatar is more subtle than most.
Prerequisite: Hero Form class ability.
Benefit: You do not need to speak a magic word or phrase to change to avatar form, and your transformation does not ruin your Hide checks or grant a bonus to others' Spot checks.
Normal: A champion's transformation requires a spoken word or phrase to take effect. Doing so ruins any attempt to Hide and grants others a +10 to their Spot check to notice your presence.

Stunning Transformation
You unleash a mighty bolt of power when you take your avatar form.
Prerequisite: Hero Form 2/day.
Benefit: When you transform into your avatar form, all enemies within 30 feet must make a Fortitude save (DC 10 + champion level + your avatar's Constitution bonus) or be stunned for 1 round.
Special: If you have taken this feat, you may also choose for your avatar to take it. If you do, you gain the same benefit when changing back to your champion form.

Titanic Avatar
Your avatar is a towering figure.
Prerequisite: Hero Form 3/day.
Benefit: When you take this feat, your avatar form permanently gains the Powerful Build extraordinary ability. Whenever your avatar is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), your avatar is treated as one size larger if doing so is advantageous to him. Your avatar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. Your avatar can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
.....If you possess the Avatar Weapon class ability, you may choose to have your avatar weapon increase in size when you transform to accommodate your avatar's Powerful Build.
Normal: Your avatar is a Medium-size creature.

Twilight Avatar
Your avatar is a sneaky bastard.
Prerequisite: Hero Form class ability, Sneak Attack +1d6.
Benefit: Your champion and rogue levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points. You may make sneak attacks while in avatar form, as well as gain the full benefits of uncanny dodge and improved uncanny dodge.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and rogue levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot use any class abilities in avatar form.

Warrior Avatar
Your avatar is highly skilled in the art of war.
Prerequisite: Hero Form class ability, two or more feats from the list of fighter bonus feats.
Benefit: Your champion and fighter levels stack for purposes of determining your avatar's Hit Dice, base attack bonus, saving throws, and skill points. While in avatar form, you may make use of any feats you possess that are on the list of fighter bonus feats, even if you gained them from another source. Your avatar also becomes proficient in heavy armor.
Special: Both the champion and the avatar must take this feat in order to gain its benefits.
Special: If playing with the gestalt variant rules, combine your total champion and fighter levels to determine your avatar's total number of Hit Dice, even if you gain a level from each class at the same character level. Your avatar cannot have more Hit Dice than you have character levels + 4.
Normal: Your avatar's abilities are based solely on your champion levels, and you cannot use any of your normal feats in avatar form.