Champion: Difference between revisions
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==Smite Evil== | ==Smite Evil== | ||
As opposed to working the same way as a [[Paladin|Paladin's]] Smite Evil, Champions instead receive bonus positive energy damage to their main-hand weapon for a number of rounds equal to their [[NWN:Charisma|charisma]] score. As a Champion progresses through levels, this damage gradually increases: | As opposed to working the same way as a [[Paladin|Paladin's]] Smite Evil, Champions instead receive bonus positive energy damage vs. evil to their main-hand weapon for a number of rounds equal to their [[NWN:Charisma|charisma]] score. The weapon is also given a temporary enchantment bonus vs. evil equal to the Champion's charisma modifier. As a Champion progresses through levels, this damage gradually increases: | ||
*Level 1-4: 1d4 | *Level 1-4: 1d4 | ||
*Level 5-8: 1d6 | *Level 5-8: 1d6 |
Revision as of 07:12, 15 November 2006
Description: Champions are the youngest of the orders and they were founded around 1950 A.O.D. by a half-nymph woman named Vanoviel Niltaurwen. She was the first champion. Before a great battle among the gods Vanoviel was charged by O'Ma with the task of forming the Champions of O'Ma and spreading them throughout Avlis.
Before this, there was another order associated with O'Ma's church. It was known as the Templars of O'Ma. The templars were slightly different. Instead of being fully integrated holy warriors, they were largely a mercenary force of fighters who were also trained minimally in the religious ways of O'Ma. They acted mainly as a bodyguard unit for traveling clerics. Throughout history, clerics of O'Ma had been subject to much distrust and sabotage by sympathizers of Titania, and other troublemakers. It was the job of the Templars to keep this nonsense at bay.
When creating the champions, Vanoviel recruited heavily among the Templars. Eventually, they were dissolved and all of them were trained as champions. Nowadays, the Templar program exists only as a first step in preparing for champion-hood. Other orders of training also exist for the same purpose, such as the Order of O'Ma.
The champion fighting style is modeled largely after its founder. Vanoviel was well known for her dual-wielding style of longsword and shortsword. Other dual combinations are also taught, but this one is the most common seen in a champion. Heavy armor is also the norm, though some of the more slim-bodied members will opt for medium armor instead.
The Champions of O'Ma still do largely the same tasks as the templars did. They guard the clerics of O'Ma in their work. However, they now also have missions of their own assigned by Vanoviel and guided by her lesser cohorts. Chain of command proceeds up from one champion to the next most powerful, until the matters are decided by Vanoviel's advisors and Vanoviel herself. Currently, the base of operations for the champions is in the city of Elysia. This is their headquarters, but there are units of champions spread all over Avlis performing various missions.
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapons (Martial, Simple)
Skill Points: (Int mod * 4 at 1st level) 2 + Int mod
Skills: Concentration, Discipline, Heal, Lore, Parry, Persuade, Spot
Primary Saving Throw(s): Fortitude
Requirements
Deity: O'Ma
Feats: Skill Focus: Heal, Weapon Focus: Short Sword, Two-Weapon Fighting
Skills: Heal 5
Special Abilities & Feats
- Level 1 Ambidexterity, Detect Evil, Remove Fear 1/day
- Level 2 Divine Grace
- Level 3 Smite Evil
- Level 4 Improved Two-Weapon Fighting
- Level 5 Turn Undead
- Level 6 Lay on Hands
- Level 7 Cure Critical Wounds 2/day
- Level 8 Divine Wrath 1/day
- Level 9 Extra Smiting
- Level 10 Divine Shield
- Level 18 Cure Critical Wounds is replaced by Heal 2/day
- Level 24 Heal now can be cast 4/day
Epic Champion
Skill Points: 2 + Int mod
Bonus Feats: 13, 16, 19, 22, 25, 28
Epic Champion Bonus Feats: Armor Skin, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Charisma
Spellcasting
At every odd level, a champion progresses in his knowledge of magic as if having gained one level in his primary divine casting class. This progress is in terms of spell levels and spell slots available.
Smite Evil
As opposed to working the same way as a Paladin's Smite Evil, Champions instead receive bonus positive energy damage vs. evil to their main-hand weapon for a number of rounds equal to their charisma score. The weapon is also given a temporary enchantment bonus vs. evil equal to the Champion's charisma modifier. As a Champion progresses through levels, this damage gradually increases:
- Level 1-4: 1d4
- Level 5-8: 1d6
- Level 9-12: 2d4
- Level 13-16: 2d6
- Level 17-20: 2d8
- Level 21-24: 2d10
- Level 25+: 2d12
Uses per day are increased when receiving the Extra Smiting feat at level 9; Great Smiting however will not increase or affect a Champion's Smite Evil ability in any way.
Notes
- Because the Ambidexterity and Improved Two-Weapon Fighting feats are received for free, characters do not require the usual prerequisite Dexterity score of 15.
- The Cure Critical Wounds ability is hooked to function similar Elixirs of Healing. It becomes gradually more powerful with each Champion level until it is replaced by Heal.