Champion of Fate (3.5e Class)
From D&D Wiki
- 1 Champion of Fate
- 1.1 Making a Champion of Fate
- 1.2 Campaign Information
Champion of Fate
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
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
|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)
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:
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.
- 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.
- 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.
- 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.
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
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->
|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->
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
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
|“||<-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
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.