Champion of Fate (3.5e Class)

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Champion of Fate
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Champion of Fate[edit]

Champions are born, not made. So thinks their kind, anyway. Perhaps they had an odd forebearer, a dragon, a demon, an angel. Or perhaps one of their ancestors was a great warrior, greatly renowned and respected (or feared). No matter the cause, a champion of fate shows skill from a very young age, and often progresses into a famous, or infamous being himself. Should he survive.

Making a Champion of Fate[edit]

A champion of fate's abilities vary greatly. However, his spellcasting will never quite match that of a practiced caster. Nor will his swordplay alone often defeat tides of well trained and equipped opponets. His cooperation with allies is largely based on his own attitude, however, he may find himself bothering certain members from an intiate pride of his heritige.

Abilities: The abilities are unclear for a champion of fate. Perhaps he will be a brutal fighter, leaving Strength as a prime choice. Or perhaps an accurate ranger, having Dexterity present itself. Or even a channeler of his forebearer's power as magic - Charisma being the most effective.

Races: No races are more or less likely to become a champion of fate. All it takes is one person to rise up in any community.

Alignment: Any. A champion of fate chooses his own path through the world.

Starting Gold: 1d4×10 gp

Starting Age: Simple

Table: The Champion of Fate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Noteable, Trail of Glory
2nd +1 +0 +0 +0 Trail of Glory
3rd +2 +1 +1 +1 Trail of Glory
4th +3 +1 +1 +1 Trail of Glory
5th +3 +1 +1 +1 Trail of Glory
6th +4 +2 +2 +2 Trail of Glory
7th +5 +2 +2 +2 Trail of Glory
8th +6/+1 +2 +2 +2 Trail of Glory
9th +6/+1 +3 +3 +3 Trail of Glory
10th +7/+2 +3 +3 +3 Memorable, Trail of Glory
11th +8/+3 +3 +3 +3 Trail of Glory
12th +9/+4 +4 +4 +4 Trail of Glory
13th +9/+4 +4 +4 +4 Trail of Glory
14th +10/+5 +4 +4 +4 Trail of Glory
15th +11/+6/+1 +5 +5 +5 Trail of Glory
16th +12/+7/+2 +5 +5 +5 Trail of Glory
17th +12/+7/+2 +5 +5 +5 Trail of Glory
18th +13/+8/+3 +6 +6 +6 Trail of Glory
19th +14/+9/+4 +6 +6 +6 Trail of Glory
20th +15/+10/+5 +6 +6 +6 Preeminence, Trail of Glory

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the champion of fate.

Weapon and Armor Proficiency: A champion of fate is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spells: Champions of fate choose from a very small, spell list. In addition, they do not gain spells like other casters do. Instead, every time they choose to advance their path of power, they gain a use of a spell. Champions of fate gain new spells similar to sorcerers, but with a smaller number. These spells may be used a number of times equal to 1/2 the steps on the path of power a character possesses; however, they may not be enhanced by any means. Metamagic, or other means. For example, Allianar, a 6th level champion of fate, who has taken all his steps upon the Path of Power, is able to cast each of his spells a total of 3 times per day. A champion of fate's spells are arcane spells; but are drawn from an innate power due to their ancestry. The base save DC for these spells is 10 + charisma modifier + 1/2 their steps along the path of power. Champions of fate choose their spells from the following list:

0—Mage Hand, Flare, Daze

1st—Magic Weapon, Shocking Grasp, Hypnotism

2nd—Gust of Wind, Flaming Sphere, Blur

3rd—Lightning Bolt, Animate Dead, Greater Magic Weapon

4th—Confusion, Rainbow Pattern, Resilient Sphere

5th—Wall of Force, Mind Fog, Feeblemind

6th—Chain Lightning, Forceful Hand, Create Undead

7th—Grasping Hand, Mage's Sword, Control Undead

8th—Clenched Fist, Fire Storm, Create Greater Undead

9th—Meteor Swarm, Time Stop, Crushing Hand


Table: Sorcerer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 1
2nd 1 1
3rd 1 1
4th 2 2 1
5th 2 2 1
6th 3 3 2 1
7th 3 3 2 1
8th 3 3 3 2 1
9th 3 3 3 2 1
10th 3 3 3 3 2 1
11th 3 3 3 3 2 1
12th 3 3 3 3 3 2 1
13th 3 3 3 3 3 2 1
14th 3 3 3 3 3 3 2 1
15th 3 3 3 3 3 3 2 1
16th 3 3 3 3 3 3 3 2 1
17th 3 3 3 3 3 3 3 2 1
18th 3 3 3 3 3 3 3 3 2 1
19th 3 3 3 3 3 3 3 3 2 1
20th 3 3 3 3 3 3 3 3 2 1

Trail of Glory: Every level advanced as a champion of fate gains you a single step on a certain trail of glory. When you gain a level, choose the Path of Power, Path of Might or Path of Swiftness. You gain a single step on that path, as detailed below. You may freely change which path you advance upon, and retain all your abilities from that path. However, you start at the first step of a new path should you change. If you return to your origional path, you retain your current steps on both it, and the new path.

Path of Power (Ex): The Path of Power is the most magically inclined of the three choices.
Skills of Power: At your first step on the Path of Power, you choose two of the following skills as a class skill: Knowledge (all, chosen individually), Listen, Spellcraft, Use Magic Device.
Spellcasting (Su): On their first step on the path of power, the champion of fate gains the ability to cast a two spells, as detailed above. The champion of fate chooses his spells, and they have the effect as if he were a caster of 1/2 his champion of fate level + 1/2 his steps on the path of power. For example, a level 10 champion of fate that has two steps upon the Path of Power, is considered a 6th level caster.
Will of the Ancestors (Ex): On their second step, and every two steps thereafter the champion of fate gains a +1 bonus to Will saves.
Path of Might (Ex): Champions of fate who follow the Path of Might are by far the most physically-gifted of their ilk.
Skills of Might: At your first step on the Path of Might, choose two of the following skills as a class skill: Climb, Jump, Spot, Swim
Crushing Accuracy (Ex): On a champion of fate's first step on the path of might, and every three steps thereafter, he gains a +1 bonus to his attack bonus when fighting with a melee weapon.
Resilience (Ex): At his second step on the path of might, and every two steps thereafter, the champion of fate gains a bonus 3 hitpoints. For every twenty bonus hit points gained through this ability, his natural armor increases be one.
Health of the Ancestors (Ex): On their second step, and every two steps thereafter the champion of fate gains a +1 bonus to Fortitude saves.
Path of Swiftness (Ex): The Path of Swiftness contains the most agile and stealthy champions of fate. However, they're not as combat-oriented as the other two paths.
Skills of Speed: At your first step on the Path of Swiftness, choose four of the following as class skills: Appraise, Balance, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Tumble
Dexterous Focus (Ex): At a champion of fate's first step, fifth step, and every five steps thereafter, he gains the feat skill focus in any dexterity-based skill.
Historic Reactions (Ex): On their second step, and every two steps thereafter the champion of fate gains a +1 bonus to Reflex saves.
Extraordinary Haste (Ex): At third step, and every three steps thereafter, a champion of fate who has chosen the Path of Swiftness increases his base land speed by 5 ft.
Unerring Accuracy (Ex): Upon the 7th step on the Path of Swiftness, you gain the benefit of Point Blank Shot, at your 9th step, a champion of fate gains the benefits of Precise Shot, and at the 11th step, a follower of the path of swiftness gains the effects of Sharp-Shooting
Archer of Legends (Ex): At their 10th step, a champion of fate's base attack bonus improves to that of a fighter's when weilding any form of ranged weaponry.

Noteable: A Champion of Fate is, even from the begining, well recieved by people, whether it is praise or fear. He gains a +1 bonus to all charisma-based skill checks that involve influancing another's attitude towards him.

Memorable: As a champion of fate becomes more renowned, it begins to become difficult to forget about his acts. At 10th level, a champion of fate increases his +1 bonus to charisma-based skill checks to a +2 bonus, and in addition, he gains a cumlative +2 bonus for every deed he has accomplished that the target has heard about, with the exception of from the champion of fate himself.

Preeminence: At 20th level, a champion of fate gains the Leadership feat, if he did not already have it. In addition your leadership score is equal to your class level + your charisma modifierx2.

Ex-Champions of Fate[edit]

If a champion of fate multiclasses as another class, he forevermore is barred from advancing as a champion of fate again. A character who multiclasses into a champion of fate may advance as one so long as they do not gain a level in their previous class, or in another class.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
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->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-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->.

<-class name-> Lore[edit]

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->.

<-pluralized class name-> in the Game[edit]

<-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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