Champion (3.5e Class)
From D&D Wiki
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.
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: 3d4 * 10 gp (70 gp)
|2nd||+2||+3||+0||+2||Force of Will|
|3rd||+3||+3||+1||+2||Fight Through The Pain|
|5th||+5||+4||+1||+3||For Those Who Fight|
|10th||+10/+5||+7||+3||+6||Unfailing Conviction, For Those Who Fight Increase|
|13th||+13/+8/+3||+8||+4||+7||True Chosen Destiny|
|15th||+15/+10/+5||+9||+5||+8||Aura Of Courage, For Those Who Fight Increase|
|18th||+18/+13/+8/+3||+11||+6||+10||World Renowned Catch Phrase|
|20th||+20/+15/+10/+5||+12||+6||+11||The World's Respect, For Those Who Fight Increase|
Class Skills (4 + Int modifier per level; ×4 at 1st level)
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 resolute 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.
For Those Who Fight: Loyal allies who a Champion can rely on helps him stay true to his cause. Gain +1 to Will saves for each ally within 100 feet of you who is of your horizontal alignment (Good, Neutral, Evil). If you only have a single ally with your horizontal alignment within 100 feet of you, gain +2 to Will saves. This bonus increases +1 for every 5 levels after the Champion's 5th level.
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 the individuals around him to do extraordinary things. All allies within 20 ft working to pursue the Champion's goal gain Force of Will and Fight Through the Pain. At 10th level they also gain Unfailing Conviction. This also gives a +8 to all diplomacy checks to the Champion and any of his followers.
Unfailing Conviction: The Champion's 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.
True Chosen Destiny: At 13th level, the Champion's Chosen Destiny ability improves. Along with adding his Charisma modifier to all saving throws, he now also adds 1/2 of his Charisma modifier to any two ability scores, excluding the Charisma, of his choice. Any bonuses to Charisma that is a result, or chain result, of True Chosen Destiny's ability score increases becomes invalid for further increases by this ability.
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 Humanoid 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]
The World's Respect: Whether it be through the spreading of hope or fear, everyone from all across this world, and every other, knows the Champion's name and knows it well. Upon their first encounter with the Champion, all enemies with an intelligence score of 7 or above either become neutral or must make a Will and Fortitude save to avoid becoming frightened for 1d8 rounds. For every encounter afterwords with the champion they must make a Will save or become shaken. Those that are neutral or friendly with the Champion, excluding his close allies, are charmed by him. If those who are neutral or friendly with the Champion were to change to being hostile with him, they must make a Will save or fall prone and become frightened for 1d8 rounds. Creatures without the ability to become frightened, or have less than 7 intelligence score, instead become neutral and fascinated by the Champion when they would normally be frightened by him.
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Level 1 Human Champion Starting Package
As fighter or Barbarian. (Your choice)
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.
Champions in the World
Daily Life: .
NPC Reactions: .
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Champions in the Game
Sample Encounter: .
EL whatever: .