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[[Category:Holy Warriors]]
[[Category:Holy Warriors]]
{{Classes}}
{{Classes}}
{{MixedKnowledge}}
[[Image:Ir paladin.gif|Paladin]]
[[Image:Ir paladin.gif|Paladin]]



Revision as of 20:08, 29 June 2023

Part of the series on Character Classes
Base Classes: Barbarian | Bard | Cleric | Druid | Fighter | Monk | Paladin | Psion | Ranger | Rogue | Sorcerer | Wizard
Prestige Classes: Arcane Archer | Assassin | Avlis Dragon Disciple | Dwarven Defender | Pale Master | Shadowdancer | Shifter | Weapon Master
Holy Warrior Classes: Annihilator | Avenger | Blackguard | Champion | Confounder | Dominator | Equalizer | Justicar | Paladin



Paladin

Description: Champions are the youngest of the orders. They were founded around 1950 A.O.D. by a half-nymph female 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 the Champions, there was another order associated with O'Ma's church, known as the Templars of O'Ma. The Templars were slightly different. Instead of being fully integrated holy warriors, they were largely a martial force 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 from the Templars. Eventually, most, if not all, Templars were trained as Champions. Currently, the Templars exist as a training order, preparing potential Champions for the rigors of Championhood. Other training orders also exist for the same purpose, such as the Order of O'Ma.

The Champion's fighting style is modeled largely after its founder. Vanoviel was well known for dual-wielding a longsword and a shortsword. Other dual combinations are also taught, but the longsword/shortsword combination is the most common one seen among the Champions. Heavy armor is also the norm, although some of the more slim-bodied members will opt for medium armor instead.

Champions still do largely the same tasks as the Templars did. They guard the clerics of O'Ma in their work. However, Champions also have missions of their own assigned by the High Champion and guided by his/her subordinates. The Champion's chain of command proceeds up from one Champion to the next most powerful. Major issues are decided by the High Champion's advisors and, if needed, the High Champions him/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

A human Champion of O'Ma.

Base Attack Bonus: +7

Deity: O'Ma

Feats: Skill Focus: Heal, Weapon Focus: Short Sword, Two-Weapon Fighting (The Ranger's "Dual-Wield" feat will work as well, instead of Two-Weapon Fighting)

Skills: Heal: 5

Level Progression

Lvl BAB Saves Feats Divine
Casting Progression
Fort Ref Will
1st +1 +2 +0 +0 Ambidexterity, Detect Evil, Remove Fear 1/day Spells/day gained
2nd +2 +3 +0 +0 Divine Grace +1 caster level
3rd +3 +3 +1 +1 Smite Evil Spells/day gained
4th +4 +4 +1 +1 Improved Two-Weapon Fighting +1 caster level
5th +5 +4 +1 +1 Turn Undead Spells/day gained
6th +6 +5 +2 +2 Lay on Hands +1 caster level
7th +7 +5 +2 +2 Cure Critical Wounds 2/day Spells/day gained
8th +8 +6 +2 +2 Divine Wrath 1/day +1 caster level
9th +9 +6 +3 +3 Extra Smiting, "Optional" bonus feat: Divine Might Spells/day gained
10th +10 +7 +3 +3 Divine Shield +1 caster level

Epic Progression

Lvl Feats Divine Casting Progression
11th Spells/day gained
12th +1 caster level
13th Bonus feat Spells/day gained
14th +1 caster level
15th Spells/day gained
16th Bonus feat +1 caster level
17th Spells/day gained
18th Heal 2x/day +1 caster level
19th Bonus feat Spells/day gained
20th +1 caster level
21st Spells/day gained
22nd Bonus feat +1 caster level
23rd Spells/day gained
24th Heal 4x/Day +1 caster level
25th Bonus feat Spells/day gained
26th +1 caster level
27th Spells/day gained
28th Bonus feat +1 caster level
29th Spells/day gained
30th +1 caster level


Epic Champion Bonus Feats: Armor Skin, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Charisma


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 Smite Evil ability works differently than the standard Paladin ability (see link for details).
  • 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.

Notable Champions, Past & Present