Baenrahl: Shadow of the Thirteenth Regent Homepage

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Champion

The devotion to pursue a Regent's ideals, the will to uphold the Regents law, and the power to defeat that Regents enemies–these are the three weapons of the champion. Few have the purity and devotion that it takes to walk the champion’s path, but those few are rewarded with the power to command, dominate, and to smite. In a land of scheming heralds, unholy druids, bloodthirsty rangers, and opposing templars, the champion is the flame that cannot be extinguished.

Adventures: Champions take their adventures seriously and have a penchant for referring to them as “quests.” Even a mundane mission is, in the heart of a champion, a personal test–an opportunity to demonstrate leadership, to develop martial skills, to learn tactics, and to find ways to further the cause of his regent. Still the champion really comes into his own when leading a mighty campaign against the enemies of his regent, not when merely looting ruins.

Characteristics: Divine power protects the champion and gives him special powers. It wards off harm, protects him from disease, lets him heal himself, and guards his heart against fear. The champion can direct this power to strike down others, inflicting wounds with divine energy. Finally, the champion can use this power to destroy his enemies. Even the least experienced champion can detect baenrahl, and more experienced champions can smite foes and dominate opponents. In addition this power draws a mighty steed to the champion and imbues that mount with strength, intelligence, and magical protection.

Alignment: Champions must be the same alignment as their regent, and they lose their divine powers if they deviate from that alignment. Additionally, champions swear to follow a code of conduct that is in line with the regent’s tenants.

Religion: Champions devote themselves to a single regent, following and enforcing the tenants of that regent.

Background: No one ever chooses to be a champion. Becoming a champion is answering a call, accepting one’s destiny. No one, no matter how diligent, can become a champion through practice. The nature is either within one or not, and it is not possible to gain the champions nature by any act of will. It is possible to fail to recognize one’s own potential, or to deny one’s destiny. Some who are called to be champions deny the call and pursue some other life instead.

Most champions answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced champions, train for years, and finally set off on their own to further the causes of their regent. Other champions, however, find their calling only later in life, after having pursued some other career. All champions, regardless of regent, recognize in each other a common devotion that transcends culture and race.

Races: Champions can arise from any of the races, but they are most common amongst humans, giakahn, and minotaurs.

Other Classes: Even though champions are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with compatible templars and champions, and they appreciate working with those who are strong, dependable, and committed to their cause. They cannot abide working with rangers, druids, heralds, or opposing champions and templars.

Game Rule Information

Champions have the following game statistics.

Abilities: Charisma increases the champion’s self-protective capabilities. Strength is important for a champion because of its role in combat. A wisdom score of 14 or higher is required to get access to the most powerful champion spells, and a score of 11 or higher is required to cast any champion spells at all.
Alignment: Any. Specific to Regent.
Hit Points: 1d10

Class Skills

The champion’s class skills and the key ability for each skill are as follows.

Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the champion.

Detect Enemy: At will, the champion can detect the enemies of his Regent a spell-like ability. This ability duplicates the effects of the spell detect evil, but instead detects the baenrahl of opposing regents.

Regents Favor: A champion applies her Charisma modifier (if positive) as a bonus to all saving throws.

Regents Hands: Each day a champion can cure a total number of hit points equal to the champion's Charisma bonus (if any) times the champion's level. The champion can cure themselves. The champion doesn't have to use it all at once. Regent’s hand is a spell-like ability whose use is a standard action.

Alternatively, the champion can use any or all of these points to deal damage to an opponent. Treat this attack just like a ranged touch spell, range of 100’ + 10’ per level. The champion decides how many cure points to use as damage after successfully touching the opponent.

Regents Vigor: A champion is immune to all diseases, including magical diseases.

Aura of Courage: Beginning at 2nd level, a champion is immune to fear (magical or otherwise). Allies within 10 feet of the champion gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Smite Foe: Once per day, a champion of 2nd level or higher may attempt to smite foe with one normal melee attack. She adds her Charisma modifier (if positive) to the champion's attack roll and deals 1 extra point of damage per level. If the champion accidentally smites a creature that is not a foe, the smite has no effect but it is still used up for that day. Smite foe is a supernatural ability.

Lesser Geas: Beginning at 3rd level, a champion can speak a lesser geas, as per the spell lesser geas, once per week. The champion can use this ability more often as she advances in levels. Lesser geas is a spell-like ability for champions.

Turn or Rebuke Person: The champion may use this ability a number of times per day equal to three plus the champion's Charisma modifier. The champion turns persons as a templar of two levels lower would.

Extra Turning: As a feat, a champion may take Extra Turning. This feat allows the champion to turn person four more times per day than normal. A champion can take this feat multiple times, gaining four extra daily turning attempts each time.

Commandment (Su): A champion has the power to issue commandments as a templar of two levels lower would. The champion may use this ability a number of times per day equal to three plus the champion's Charisma modifier. (see Commandment).

Extra Commandment: As a feat, a champion may take Extra Commandment. This feat allows the champion to issue Commandments four more times per day than normal. A champion can take this feat multiple times, gaining four extra daily commandment attempts each time.

Spells: Beginning at 4th level, a champion gains the ability to cast a small number of divine spells. To cast a spell, the champion must have a Wisdom score of at least 10 + the spell's level. Champion bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the champion gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the champion gets only bonus spells. A champion has access to any spell on the champion spell list and can freely choose which to prepare, just as a templar can.

A champion prepares and casts spells just as a templar does (though the champion cannot use spontaneous casting to substitute a inflict spell in place of a prepared spell).

Through 3rd level, a champion has no caster level. Starting at 4th level, a champion's caster level is one-half his or her class level.

Special Mount: Upon or after reaching 5th level, a champion can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against the enemies of his or her Regent. This mount is usually a heavy warhorse (for a Medium-size champion) or a warpony (for a Small champion).

Should the champion's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the champion's level.

Code of Conduct: A champion must be of the same alignment as his or her Regent and loses all special class abilities if she ever willingly commits an act against the Regent. Additionally, a champion's code requires that she respect the authority of those who are not enemies to her Regent, act with honor (not lying, not cheating, not using poison, etc.) when dealing with those not opposed to the Regent, help those friendly to her Regent who need help (provided they do not use the help to betray the Regent), and punish those that harm or threaten the Regents or their followers.

Associates: While she may adventure with characters of any alignment, a champion will never knowingly associate with characters that bear the baenrahl of enemy Regents. A champion will not continue an association with someone who consistently offends her moral code. Champions may only hire henchmen or accept followers who bare the same baenrahl as the champion.

Starting Gold: 6d4 x 10

Table: The Champion
  Base
Fort 
Ref 
Will 
 
Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
1st
+1
+2
+0
+0
Detect Enemy, Regents Favor, Regents Hands, Regents Vigor
2nd
+2
+3
+0
+0
Aura Of Courage, Smite Foe
3rd
+3
+3
+1
+1
Lesser Geas, Commandment
4th
+4
+4
+1
+1
 
0
5th
+5
+4
+1
+1
Special Mount
0
6th
+6/+1
+5
+2
+2
Lesser Geas 2/week
1
7th
+7/+2
+5
+2
+2
 
1
8th
+8/+3
+6
+2
+2
 
1
0
9th
+9/+4
+6
+3
+3
Lesser Geas 3/week
1
0
10th
+10/+5
+7
+3
+3
 
1
1
11th
+11/+6/+1
+7
+3
+3
 
1
1
0
12th
+12/+7/+2
+8
+4
+4
Lesser Geas 4/week
1
1
1
13th
+13/+8/+3
+8
+4
+4
 
1
1
1
14th
+14/+9/+4
+9
+4
+4
 
2
1
1
0
15th
+15/+10/+5
+9
+5
+5
Lesser Geas 5/week
2
1
1
1
16th
+16/+11/+6/+1
+10
+5
+5
 
2
2
1
1
17th
+17/+12/+7/+2
+10
+5
+5
 
2
2
2
1
18th
+18/+13/+8/+3
+11
+6
+6
Lesser Geas 6/week
3
2
2
1
19th
+19/+14/+9/+4
+11
+6
+6
 
3
3
3
2
20th
+20/+15/+10/+5
+12
+6
+6
 
3
3
3
3

Ex Champions

A champion who ceases to be the alignment of their Regent, who willfully commits an act in direct opposition of the edicts of the Regent, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the champion’s warhorse. She also may not progress in levels as a champion. She regains her abilities if she atones for her violations, as appropriate.

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