12th Level Champion Feats

Affliction Mercy (Feat 12)

Champion

Prerequisites Mercy


The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.


Amplifying Touch (Feat 12)

Champion

Prerequisites devotion spell (lay on hands)


Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional radiant damage on all their Strikes until the end of their next turn.


Aura of Faith (Feat 12)

Champion

Prerequisites tenets of good


You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 radiant damage. Also, each ally who worships a non evil deity within 15 feet gains this benefit on their first Strike that hits each round.


Blade of Justice [AA] (Feat 12)

Champion

Prerequisites tenets of good


You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, you can convert all the physical damage from the attack into radiant damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).


Champion's Sacrifice (Feat 12)

Champion

Prerequisites tenets of good


You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.


Divine Wall (Feat 12)

Champion

Requirements You are wielding a shield.


You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.


Enforce Oath [A] (Feat 12)

Champion

Frequency once per hour
Prerequisites You've sworn to an oath against a specific type of creature.

You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.

You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are unconscious or if the chosen creature goes unnoticed by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action.


Lasting Doubt (Feat 12)

Champion

Prerequisites redeemer cause


When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.


Liberating Stride (Feat 12)

Champion

Prerequisites liberator cause


Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.

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