Deities | Tenets & Causes
| Champion Feats
You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.
Roleplaying the Champion
During Combat Encounters...
You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.
During Social Encounters...
You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.
While Exploring...
You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing moral and ethical guidance.
In Downtime...
You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.
Key Ability: STRENGTH or DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Trained in Perception
Saving Throws
Expert in Fortitude & Will
Trained in Reflex
Skills
Trained in Religion, one skill determined by your deity, and a number of additional skills equal to 2 plus your Intelligence modifier
Attacks
Trained in unarmed attacks, simple weapons & martial weapons
Defenses
Trained in unarmored defense and all armors
Class DC
Trained in champion class DC
Spells
Trained in divine spell attacks and divine spell DCs
Starting Gear
Class Features
You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level
|
Class Feature
|
1 |
Initial proficiencies, champion's code, deity and cause, deific weapon, champion's reaction, devotion spells, champion feat, shield block |
2 |
Champion feat, skill feat |
3 |
Divine ally, general feat, skill increase |
4 |
Champion feat, devastating attacks (two dice), skill feat |
5 |
Ability boosts, ancestry feat, skill increase, weapon
expertise |
6 |
Champion feat, skill feat |
7 |
Armor expertise, general feat, skill increase, weapon
specialization |
8 |
Champion feat, saving throw potency +1, skill feat |
9 |
Ancestry feat, champion expertise, divine smite, juggernaut,
lightning reflexes, skill increase |
10 |
Ability boosts, champion feat, skill feat |
11 |
Alertness, divine will, exalt, general feat, skill increase |
12 |
Champion feat, devastating attacks (three dice), skill feat |
13 |
Ancestry feat, armor mastery, skill increase, weapon
mastery |
14 |
Champion feat, saving throw potency +2, skill feat |
15 |
Ability boosts, general feat, greater weapon specialization,
skill increase |
16 |
Champion feat, skill feat |
17 |
Ancestry feat, champion mastery, legendary armor, skill increase |
18 |
Champion feat, skill feat |
19 |
Devastating attacks (four dice), general feat, hero's defiance,
skill increase |
20 |
Ability boosts, champion feat, saving throw potency +3, skill
feat |
Champion Feats
At 1st level and every even-numbered level thereafter, you gain a champion class feat.
Champion's Code
You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
Tenets can be with the Champions Causes here.
Champion's Reaction
Your cause gives you a special reaction. See specific causes for more information.
Deific Weapon
You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Deity and Cause
Champions are divine servants of a deity. Choose a deity to follow; your cause must be one allowed for followers of your deity. Actions fundamentally opposed to your deity’s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM determine whether other acts are anathema. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.
Causes can be found here.
Devotion Spells
Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
Shield Block
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Skill Feats (Level 2)
At 2nd level and every 2 levels thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.
Divine Ally (Level 3)
Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.
The following are divine allies:
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.
Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and it increases it's Dent maximum by half, rounded down (minimum of 1).
Steed Ally: You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
General Feats (Level 3)
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases (Level 3)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Devastating Attacks (Level 4)
At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.
Ability Boosts (Level 5)
At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats (Level 5)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Weapon Expertise (Level 5)
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Armor Expertise (Level 7)
You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Weapon Specialization (Level 7)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Saving Throw Potency (Level 8)
At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.
Champion Expertise (Level 9)
Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
Divine Smite (Level 9)
Your champion’s reaction improves.
See specific causes for more information.
Juggernaut (Level 9)
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Lightning Reflexes (Level 9)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Alertness (Level 11)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Divine Will (Level 11)
Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Exalt (Level 11)
Your champion’s reaction exalts nearby allies, allowing them to benefit as well.
See specific causes for more information.
Armor Mastery (Level 13)
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
Weapon Mastery (Level 13)
You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.
Greater Weapon Specialization (Level 15)
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Champion Mastery (Level 17)
You’ve mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.
Legendary Armor (Level 17)
You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.
Hero's Defiance (Level 19)
You can defy fate and continue fighting as long as you have divine energy. You gain the hero’s defiance devotion spell.
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