Champion (3.5e Class)

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Champion
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[edit] Champion

The Champion is someone who believes deeply in a cause, though that does not necessarily mean it is a good cause. The Champion views this cause as a driving force within his life and if necessary will meet in battle over it, and even sacrifice themselves for it. Champions can be devoted to people, ideals and any other facet of life as long as they believe enough that the cause is something worth fighting for.

[edit] Making a Champion

Champions as a melee fighter are normally extremely strong and hardy, though the exact focus of their abilities will be determined greatly by the champion themselves. While these people are extremely devoted to their cause there is nothing to say that they are required to act in honorable ways. Champions of a repressed people might focus more on hit and run tactics than toe-to-toe slug matches with the local city watch that serve the corrupt ruler. Remember just because something is worth fighting and dying for doesn't mean you necessarily have to fight it head on when the only thing that will accomplish is killing the character.

Abilities: Strength and Constitution are usually chosen by more champions though in many cases a lightly armored individual that uses Dexterity can also be highly viable. Intelligence is also highly useful for additional skills as the champion has a higher number of skills compared to most melee style fighters.

Races: Any race can become a champion as the major requirement of the class is the belief in a cause. This cause will always consume the character (i.e. if a slave champion frees himself he will devote himself to freeing other slaves however he can.) No race is truly more prone to becoming a champion as normally these individuals appear wherever they are needed.

Alignment: Depending on the cause that the champion is working towards will determine their alignment. Most champions tend to gravitate to lawful alignments as they stick to their codes of what they will and will not do, but someone can be dedicated to personal freedom (True Neutral) or watching the world burn (Chaotic Evil.) The non lawful individuals who are champions are no less devoted to their cause, though they tend to take their charges seriously.

Starting Gold: 5d4 *10 gp (120gp)

Table: Champion
Hit Die: d10

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +2 Bonus Feat
2nd +2 +3 +0 +3 Force of Will
3rd +3 +3 +1 +3 Fight Through The Pain
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Chosen Destiny
6th +6/+1 +5 +2 +5 Bonus Feat
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Unfailing Conviction
10th +10/+5 +7 +3 +7
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8 Aura Of Courage
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 World Renowned Catch Phrase
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Climb (Str),Concentration (Con), Craft (Int), Diplomancy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str),Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).


[edit] Class Features

Weapon and Armor Proficiency: Champions are proficient with light, medium and heavy armor along with all simple and martial weapons.

Bonus Feat: Bonus feats are the same as a fighter's with what he can choose from. The champion does not gain as many feats as a fighter because he gains additional abilities that are unique to him.

Force of Will: Champions find that unlike normal individuals they can remain extremely resalute in adversity when defending their goals. If the champion is subject to any sort of enchantment (charm, dominate or like spells) and is forced to work against his ideals he automatically gains an immediate additional saving throw to break the effect, and he automatically succeeds on any contested rolls to prevent the action from happening.

Fight Through The Pain: The Champion is too dedicated, too close, to give up now. Even when dropped to below 0 hit points the Champion can still fight and act normally. The Champion will still die if dropped below -10 hit points.

Chosen Destiny: Champions believe over time they are chosen for their roles, and normally believe in some great destiny they believe shields their lives. While this may or may not be correct the individual gains bonuses that enhance his ability to stave off things that could possibly kill others without this strength of conviction. The champion is able to add his Charisma modifier (if any) to all saving throws.

Aura Of Courage: The Champion inspires like-minded individuals around him to do extraordinary things. All allies within 10 ft working to pursue the Champion's goal gain Force of Will and Fight Through the Pain. At 9th level they also gain Unfailing Conviction. This also gives a +4 to diplomacy checks when trying to recruit cohorts or followers to the cause.

Unfailing Conviction: The Champions conviction is so solid that it becomes a supernatural ability. When dropped below -10 hit points the Champion makes a Will Save (DC 10 + damage taken) and is able to continue fighting.

World Renowned Catch Phrase: The Champion's dedication to his cause is so well known that his catch phrase has become well known in his area of operations. By shouting their well known slogan the Champion strikes fear into the hearts of their enemies. Any Humaniod enemy hearing this slogan must make a Will save (DC Champion Level + Cha Modifier) or be panicked for 2d4 rounds. After making this save once enemies are immune to its effect. Example slogans are "Your time has come evildoers!" [Lawful Good] "Hope is lost!" [Evil] "You're all gonna burn!" [Chaotic] "Justice will be swift!" [Lawful]

[edit] Epic Champion

Table: The Epic Champion

Hit Die: d10

Level Special
21st <-Epic Aura of Courage (200 ft)->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] Level 1 Human Champion Starting Package

As fighter or Barbarian. (Your choice)

[edit] Campaign Information

[edit] Playing a Champion

Other Classes: Champions fit in any party as the damage doer.

Combat: A DPS with small support capabilities.

Advancement: Most champions like to focus on a specific weapon or possibly improve their rage capabilities or even go for some divine spellcasting.

[edit] Champions in the World

This section needs a more complete description. For more information please look here
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] Champion Lore

This section needs a more complete description. For more information please look here

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] Champions in the Game

This section needs a more complete description. For more information please look here

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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