Champion
An adventurer that specializes in battle and combat.
Hit Dice | 1d10 |
Armor | Any (including shields) |
Weapons | Any |
Languages | Alignment, Common |
Core Features
Level | HD | Atk | Save |
---|---|---|---|
1 | 1d10 | 0 | 12 |
2 | 2d10 | 0 | 12 |
3 | 3d10 | 0 | 12 |
4 | 4d10 | +2 | 10 |
5 | 5d10 | +2 | 10 |
6 | 6d10 | +2 | 10 |
7 | 7d10 | +5 | 8 |
8 | 9d10 | +5 | 8 |
9 | 9d10 | +5 | 8 |
10 | 9d10+2 | +7 | 6 |
11 | 9d10+4 | +7 | 6 |
12 | 9d10+6 | +7 | 6 |
13 | 9d10+8 | +9 | 4 |
14 | 9d10+10 | +9 | 4 |
Class Skills
- Feat of Strength: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try).
- Mighty Action: Describe intended outcome, make a skilled check as indicated by GM.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
Combat Expertise
Gain one at 2nd, 6th, 10th, and 14th level.
- Berserker: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at β2.
- Dual-Wielder: Gains Dual Wielding. If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon.
- Environmental Expert: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
- Hunter: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
- Leader: Mercenaries or retainers under command and within 60β gain a +1 bonus to morale and loyalty checks. All allies within 60β get +1 bonus to saves against fear effects.
- Specialist: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
- Tank: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets β2.
Stronghold
Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.
- Once established, attracts 5d4 x 10 apprentice fighters (level 1β2).