Champion

''“The cause is bigger than I am. Its needs are bigger than my needs. I would gladly lay down my life to defend it.”''

Champions both embody and defend a chosen cause. They normally wear heavy armor and wield weapons with skill and power, but their might is enhanced by the supernatural abilities gained through their fanatic devotion. The abilities they gain depend on their cause. The number of causes that a champion can choose from is infinite, but some of the most basic include:

Light: These champions uphold altruism, righteousness, and justice. The light is both their foundation and their weapon. They struggle against the forces of darkness.

Darkness: A champion of darkness somehow attains the position of being the chosen representative of evil. While normally free-willed people never think of themselves as evil, the champion of darkness embraces the malevolent, destructive, cruel, and compassionless nature of darkness.

Life: This champion holds life above all else, and those who destroy it are her foes. While a champion of life is not beyond killing, she does so with only careful consideration and with the greatest good (for life) in mind.

Death: Feared and reviled, a champion of death represents the cold end of life and the proper cycle of things. She knows that all things must come to an end and acts to make sure that such is the case.

Magic: The touch of magic is everywhere in the world, and this champion seeks to promote and maintain it. While magic is powerful, the champion of magic knows it is also fragile. The loss of magic is the worst thing that could happen, in her estimation.

Freedom: These champions fight against oppression, tyranny, and unjust imprisonment of free-willed creatures.

Justice: Righting wrongs and punishing the guilty are the primary goals of these champions.

Knowledge: The power of information is without bounds. These champions know it and defend learning and lore for its own sake.

A champion can change her cause, but doing so requires a weeklong reflective ritual that involves ingredients costing 100 gp per class level. High-level champions can focus their devotion on a race, a location, or even a single individual. Thus, one might find the champion of the mojh, the champion of the city of Thayn, or the queen’s champion.

Adventurers: Champions have their adventuring career laid out before them. Their chosen cause provides obvious tasks that need doing, people and places that need protecting, secrets that need discovery, and foes that need to be stopped. Ultimately, champions are more interested in furthering their cause than in gaining power or wealth, although power and wealth enables them to better promote the cause. Many characters appreciate the fame and glory that comes from being a champion, while others focus on converting people to their cause.

Background: Some champions are chosen, while others take up the mantle on their own. If a cause needs a champion, certain forces can find one and grant her gifts to persuade her to join them. This can be a literal process—a guild of magisters recruiting a champion of magic from a number of talented and capable young people—or a figurative one—events transpire to reward a character for making choices for evil, thus tempting her to champion the darkness. Perhaps the recruitment comes as a repayment or simply out of gratitude: A champion could take up the banner of light in return for the recovery of her dying brother.

Other times, a champion may just feel compelled to support a cause. With no outside intervention, a champion might deeply recognize the importance of freedom, or—conversely—might realize that no greater evil exists than an enslaving tyrant. Such a character becomes a champion to fight against the menace. Some champions might even be born into the position, as a matter of destiny.

Champions usually work apart from other champions, but occasionally a group of champions of the same cause might band together. Even then, the association most likely remains tenuous and temporary.

Races: Humans frequently embrace abstract causes, thus human champions are common. Faen champions choose causes like magic and freedom, both important concepts to them, while litorians choose freedom and life. Sibeccai champions are rare and take up the mantles of light or darkness, often becoming a racial champion as soon as possible. Mojh champions also seem uncommon, except as champions of magic. Verrik champions of magic and death, who focus themselves toward specific individuals and locations, are common.

Other Classes: Champions appreciate whatever help they can get. Being defensively minded, they may feel leery of spellcasters— their varied spells make them unpredictable and hard to measure as foes or allies. Champions and oathsworn are either close companions or hated enemies, depending on how their oaths and causes align.

NPCs: The dark warrior known as the “Chosen of the Wicked” is a champion. The driven knight on a quest to prevent the evil mage from unleashing the invoked apocalypse is a champion. The bitter freedom fighter leading careful strikes against the tyrant is a champion.

Hit Die: d10

Champion Archetypes


 * Holy Warrior: You champion your cause because you saw the need in a holy vision. Your god wants you to defend and uphold the cause. It’s the right thing to do, and with a god behind you, how can you fail? Others might call you arrogant, but you tolerate them with great understanding and a little pity. After all, not everyone is chosen by the gods.
 * The King’s Man (or Woman): Your loyalty to a local noble knows no bounds. When he or she needs someone trustworthy beyond doubt, you are summoned. You get jobs done quickly, efficiently, and discreetly.
 * Rebel: The establishment wants nothing more than to keep the people down. But the people have a champion—you! You defend the weak and befriend the friendless. You would not hesitate to stand against the Lady Protector herself to uphold the cause.

Skills 

Skill Points at 1st Level: (2 + Intelligence bonus) × 4.

Skill Points at Higher Levels: 2 + Intelligence bonus. Class Skills: The champion’s class skills (and the key ability for each skill) are Climb (Str), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Ride (Dex), Spot (Wis), and Swim (Str).

Class Features
Weapon and Armor Proficiency: The champion is proficient in the use of all simple and martial weapons and heavy, medium, and light armors and shields.

Champion Ability: All champions choose a cause to defend and uphold. The champion’s adopted cause dictates the abilities granted her in defending that cause at 1st level and every five levels thereafter. See the “Causes to Champion” section below.

Call or Imbue Shield (Sp): A 2nd-level or higher champion can summon a shield appropriate to her size and emblazoned with a symbol related to her cause. No one can take this shield from her against her will, although it can be dispelled. The shield has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. It lasts for one minute per champion level and can be called once per day.

If the champion already holds a shield in her hand when she uses this ability, she increases the enhancement bonus of the shield by +1 (if no enhancement bonus, the bonus becomes +1) as she imbues it with power. The imbued shield takes on a symbol related to her cause. Unlike a summoned shield, there is no increase of this additional enhancement bonus based on level.

Starting at 11th level, the shield (summoned or imbued) negates 50 percent of the criticals the champion might suffer. From 18th level on, this critical negation power extends to all the champion’s allies within 10 feet.

Call Upon the Power (Su): The 4th-level and higher champion calls to her chosen cause or devotion, drawing power from its name: “I call upon the power of light!” “By the might of Fortress Erdolon!” or “In the name of the Diamond Throne!” The champion gains a +2 enhancement bonus to Strength and Constitution for up to 1 round per class level. The champion can do this a number of times per day equal to her (newly modified) Constitution bonus. Calling on this power is a free action.

Call or Imbue Weapon (Sp): A 7th-level and higher champion can summon a melee weapon she is proficient with, filled with the power of her chosen cause. No one can take the weapon from her against her will, although it can be dispelled. The weapon has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. It lasts for one minute per champion level and can be called once per day.

If the champion already holds a melee weapon in her hand when using this ability, she increases the weapon’s enhancement bonus of by +1 (if it has no enhancement bonus, it becomes +1) as she imbues it with power. Unlike a summoned weapon, there is no level-based increase of this additional enhancement bonus.

Starting at 13th level, the weapon (summoned or imbued) has the defending weapon special ability. A defending weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to her Armor Class as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of her turn before using the weapon. The effect to AC lasts until her next turn. A weapon imbued with the defending ability that already has that ability gains an additional +1 enhancement bonus instead.

Heartening Cry (Su): As a free action, a champion of at least 9th level gives a battle cry that rallies and inspires her allies. All allies within 30 feet of her gain a +1 morale bonus to attack rolls, saving throws, and checks for 1 round per champion level. Further, all allies within the area under the effects of an unwanted enchantment can make another saving throw against the effect (at the original DC) to throw it off. Effects without saving throws cannot be thrown off in this way. The champion can use this ability once per day.

Focused Devotion: At 10th level, if the champion desires, she can take on a focused devotion—in other words, become the champion of something far more specific than the general concept embodied by her cause. The player should choose either a race, a place, or a person to champion, and this new devotion must not contradict or oppose the principles of her previous cause. A champion can choose to focus her devotion at any time after this level as well.

At this point, the champion takes on the abilities gained through her focused devotion rather than from her normal cause. Thus, a champion of life who becomes a champion of giants gains blessing of the race rather than sign of life. Their avatar’s allies, true shield, and true weapon abilities are based on their original cause.

It is worth noting that in the context of the campaign, a champion rarely chooses her focused devotion—rather, she is usually chosen by someone else. For example, a sibeccai mystic might choose a champion to become a champion of the sibeccai “in their hour of need,” or a noble lord might choose an individual to become his personal champion, acting as both a guard in times of danger and a representative when he is not present.

Sometimes, though, a champion merely receives a vision or an inspired idea to become a champion with a focused devotion. A champion might choose a noble comrade with what appears to be an important destiny and become her champion—through no choice of the comrade (in fact, she might not even know). See “Focused Devotions” below for special abilities.

Take on the Mantle (Su): Similar to when the champion uses her ability to call upon the power of her cause, but far greater in might, the 12th-level and higher champion can infuse herself with the power of her cause and take on a whole new form. This new form resembles her normal physical form, but everyone around her intuitively knows she has become transformed. The champion speaks with a new voice of great resonance and authority and stands with greater stature and power. The new form adds a +4 enhancement bonus to Strength, Constitution, and Charisma, and the champion gains DR 10/+1 (or 10/magic) and SR 11 plus her champion level. These powers last for 2 rounds per champion level, and she can use this ability once per day (in addition to her uses of the call upon the power ability). Taking on the mantle is a free action. Most champions give a name to the new form (or their reputation earns them one), such as “The Lion of Righteousness” or “The Hound of Darkness.” Others then speak of the new form as a different being: “He has become the Lion of Righteousness.”

Avatar’s Ally (Sp): The 16th-level champion can call upon the power of her cause to manifest as a magical ally to defend her in battle. It is a full-round action to call the ally, which lasts for 1 round per class level, obeying the champion’s mental commands or attacking her enemies (if given no commands). The ally takes on a ghostly, flickering, quasi-amorphous form appropriate to the champion’s cause. It uses Large fire elemental statistics, except that it has no vulnerability to cold. It also has special modifications and abilities unique to the champion’s cause (see each cause for details). This ability can be used once each day. At 21st level, the champion summons 1d4+1 allies.

Unassailable Soul (Su): Beginning at 17th level, the champion becomes so focused toward her cause or devotion that even magic cannot stand in her way. She gains spell resistance equal to 11 + her champion level all the time.

Avatar (Su): At 19th level and higher, when the champion takes on the mantle of her cause or devotion, the ability score enhancement bonus becomes +8, and the DR is 20/+3 (or 15/magic).

Unassailable Body (Su): The 22nd-level champion imbues her own flesh and bones with great resiliency. She gains DR 10/+1 (or 10/magic).

True Shield (Sp): A 23rd-level and higher champion can summon a shield filled with the power of her cause. No one can take the shield from her against her will, although it can be dispelled. The true shield has a +7 enhancement bonus and has abilities based on the champion’s cause (see each cause for details). It lasts one minute per champion level and can be called once per day. The champion cannot imbue an existing shield with power using the true shield ability.

True Weapon (Sp): A 24th-level and higher champion can summon a melee weapon she is proficient with, one that is filled with the power of her chosen cause. No one can take the weapon from her against her will, although it can be dispelled. The weapon has a +7 enhancement bonus and has abilities based on the champion’s cause (see each cause for details). It lasts for one minute per champion level and can be called once per day. The champion cannot imbue an existing weapon with power using the true weapon ability.

Causes to Champion
Each section below briefly describes a cause and offers suggested champion abilities for each appropriate level.

Champion of Light 

The champion has bound herself to forces of peace, compassion, and truth. Light banishes secrets, it gives life and promotes harmony. Champions of light are representatives of righteousness. They strive to uphold goodness and keep to its principles—they are generous, kind, forgiving, and honorable. When faced with real evil, though, they do whatever they can to quench it and protect the innocent.

The champion of light often wears a sunburst symbol and is rarely without some sort of light source.
 * Special: The champion of light has Gather Information, Search, and Sense Motive as class skills
 * 1st Level—Shining Light (Sp): The champion can cast lesser glowglobe once per day per class level as a caster of her class level.
 * 5th Level—Aura of Light (Sp): The champion can cast blinding light once per day per two class levels as a caster of her class level using Charisma as her key ability score. The 5th-level champion’s aura of truth and benevolence has become a palpable thing, so from this point on she adds a +2 competence bonus to Diplomacy and Gather Information checks among those who would respect such a thing (DM’s discretion).
 * 10th Level—Embrace the Light (Su): While in an area of bright light (outside during the day, inside within the radius of a magical light), the champion of light gains a +1 circumstance bonus to attack and damage rolls, saving throws, and checks.
 * 15th Level—Enter the Light (Su): The champion of light gains a +4 competence bonus to all Search, Sense Motive, and Spot checks. Nothing hides from the light.
 * 20th Level—Servant of Light (Sp): The champion of light can cast call outsider once per day as a caster of her class level. Celestials and angels are predisposed to help her in a single task and have a friendly attitude.
 * 25th Level—Speed of Light (Su): The champion’s speed increases by +10 feet. Once per day, for 1 round per class level, the champion of light shimmers as though she herself is made of light and gains a bonus to speed of +90 feet (in addition to the constant bonus of +10).
 * Avatar’s Allies: The champion of light’s allies glow with a golden luminescence. They affect foes with a blinding light spell with each touch or strike (save DC is 17).
 * True Shield: The champion of light’s shield glows like a piece of the sun itself. All foes within 25 feet must make a Fortitude save each round (DC 10 + half the champion’s class levels + champion’s Charisma modifier) or be blinded.
 * True Weapon: The champion of light’s weapon appears to be made of solid light. It is a brilliant energy weapon. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to Armor Class (including any enhancement bonuses to that armor) do not count against it, because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.

Champion of Darkness 

The champion serves a diabolical, sinister power. She harbors dark secrets and willingly serves malevolence for her own ends. The champion of darkness does not hesitate to use words like “evil” to describe herself. She revels in the vile baseness of it all. Often a loner, the champion of darkness commits atrocities for their own sake and foul acts for sheer enjoyment. She is usually snide, corrupt, and perverse.

The champion of darkness is rarely subtle. She wears a black cloak over baroque armor covered in leering demon faces and symbols of evil.
 * Special: The champion of darkness can use any spellcompletion or spell-trigger magic item (see item creation feats in Chapter Five) involving a spell with the negative energy descriptor. She also has Intimidate as a class skill.
 * 1st Level—Deep Darkness (Sp): The champion of darkness can cast cloak of darkness once per day as a caster of her class level.
 * 5th Level—Aura of Darkness (Su): The champion of darkness gains darkvision with a 60-foot range and can see even in magical darkness. The 5th-level champion exudes an aura of evil so menacing that she gains a +2 competence bonus to Intimidate checks.
 * 10th Level—Embrace the Darkness (Su): While in an area of dim light (outside at night, inside at the edge of a torch’s radius, and so on) or complete darkness, the champion of darkness gains a +1 circumstance bonus to attack and damage rolls, saving throws, and checks.
 * 15th Level—Enter the Darkness (Su): As they deal in lies and duplicity, champions of darkness gain a +4 competence bonus to all Bluff, Disguise, and Forgery checks.
 * 20th Level—Servant of Darkness (Sp): The champion of darkness can cast call outsider once per day as a caster of her class level. Fiends are predisposed to help her in a single task and have a friendly attitude—if she offers them something in return, like a soul.
 * 25th Level—Seeping Darkness (Su): Once per day, the champion of darkness can transform herself into an intangible shade that moves at a speed of 100 feet. For the duration, the champion is incorporeal. This ability lasts for up to 10 minutes per level.
 * Avatar’s Allies: The champion of darkness’ allies appear as shadowy beings of blackness. They inflict cold damage rather than fire and can create a heightened veil of darkness three times per day as 8th-level casters.
 * True Shield: The champion of darkness’ shield appears to be a plane of utter blackness. Once per summoning, the shield can be used to make a touch attack that swallows (and destroys) any weapon used by a foe, unless the wielder makes a Fortitude saving throw (DC 10 + half the champion’s class levels + champion’s Charisma modifier). Artifacts are immune to this ability.
 * True Weapon: The champion of darkness’ weapon appears to be made of wispy darkness. Despite its appearance, it functions as a brilliant energy weapon that ignores nonliving matter. Armor bonuses to Armor Class (including any enhancement bonuses to that armor) do not count against it, because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.

Champion of Life 

The champion of life serves the power of positive energy and the forces that bind together all living things. She is the champion of nature and all things natural: plants, animals, and other living things. She is the champion of growth, healing, and health. She opposes death and destruction in all its forms, except as a necessary evil—just as a forest fire burns away the undergrowth to encourage the longevity of the forest as a whole, so too must the champion of life slay those who spread death.

The champion of life often adopts a symbol of life, such as a growing vine, a flower, or the life-giving sun.
 * Special: The champion can use any spell-completion or spell-trigger magic item (see item creation feats elsewhere) involving a spell with the positive energy descriptor.
 * 1st Level—Life’s Healing (Sp): With a touch, the champion of life can heal someone who is wounded. Each day she can cure a total number of hit points equal to her Constitution bonus (if any) times her level. The champion can cure herself. She may choose to divide this curing among multiple recipients and doesn’t have to use it all at once. Using this ability is a standard action. Since it involves positive energy, the champion can use this ability to damage undead for as many points as she normally would heal a living creature.
 * 5th Level—Life’s Wrath (Su): The champion gains a +2 luck bonus to attack and damage rolls against undead or when in a fight against creatures intending destruction against nature, the spread of disease, or mass slaughter. The DM should be very strict in determining when a combat situation directly relates to those attempting to destroy nature or spread a blight. For example, the champion gains the bonus in all fights against ratmen in the sewer seeking to spread a plague on the city above or against the warlike chorrim intending to burn down a forest to root out the faen within, but not against the chorrim in general or ratmen far out in the wilderness with no interest in plague bearing.
 * 10th Level—Sign of Life (Sp): The champion of life can sense living creatures at will, as the spell detect creature (but the champion detects all living things) as a caster of her class level using Charisma as her spellcasting key ability.
 * 15th Level—Back to Life (Sp): The champion of life can cast revivification once per week as a caster of her class level.
 * 20th Level—Lifeshield (Su): The champion cannot be affected by a spell with the negative energy descriptor.
 * 25th Level—Touch of Life (Sp): Once per week, the champion of life can instantly and automatically return a dead being to life. The being cannot have been dead for more than 24 hours. The now living creature has full hit points, and all unwanted conditions (except those bestowed by 6th-level or higher spells) are removed. Further, the champion can use restoration and remove malady each once per day as a caster of her level, using Charisma to modify her caster power check.
 * Avatar’s Allies: The champion of life’s allies appear as golden beings of positive energy. Their attacks inflict an additional +3d6 points of damage against undead creatures. Each can, once per day, use their touch to heal rather than harm, healing their normal damage amount rather than inflicting it.
 * True Shield: The champion of life’s shield appears to be a swirling oval of golden light. It offers the champion SR 30 against spells cast by nonliving foes (undead and constructs) and DR 10/+1 (or 10/magic) against physical attacks made by nonliving foes.
 * True Weapon: The champion of life’s weapon appears to be made of golden energy. It inflicts +2d6 points of additional damage on undead foes and allows the champion to detect all living beings within 30 feet automatically as a free action.

Champion of Death 

The champion of death serves the forces of the final end—the hereafter, the long night. While most are sinister or cruel in their administration of death, a few look upon death as a natural process. Such benevolent champions of death are not quick to deal death, but instead help those whose time has come naturally. Some champions of death consort with undead as allies (and representatives of that which they serve), while others despise the undead as abominations, neither living nor dead.

The champion of death revels in the signs and symbols of death—she wears black clothing and adorns herself with skulls and bones.
 * Special: The champion of death can use any spell-completion or spell-trigger magic item (see item creation feats in Chapter Five) involving the necromancy school.
 * 1st Level—Death’s Blessing (Ex): The champion of death gains a +1 luck bonus to damage rolls against living creatures.
 * 5th Level—Death’s Wrath (Sp): Once per day, the champion of death can summon forth a blast of dark grey negative energy that inflicts 1d8 points of damage per class level (maximum 10d8) to a single living creature within 100 feet. The champion must make a successful ranged touch attack to inflict damage.
 * 10th Level—Deathshield (Su): The champion of death is immune to spells with the negative energy descriptor.
 * 15th Level—Finger of Destruction (Sp): The champion of death can cast finger of destruction once per day as a caster of her class level using Charisma as her spellcasting key ability.
 * 20th Level—Wave of Death (Sp): The champion of death can cast wave of death once per day as a caster of her class level using Charisma as her spellcasting key ability.
 * 25th Level—Master of Death (Su): The champion of death is automatically aware of all deaths within 50 feet. Anyone slain within 50 feet of the champion of death cannot rise from the dead as an undead, nor can such a character be restored to life in any fashion, unless the champion wills it. Each time a creature no smaller than Tiny with at least 5 hit points dies within 50 feet of the champion, the champion is healed 1d8 points of damage (if hurt—the champion does not rise above her maximum due to this ability). These functions require no action on the part of the champion.
 * Avatar’s Allies: The champion of death’s allies appear as skull-visaged ghosts. They inflict cold damage rather than fire and inflict +2d6 points of damage against living foes.
 * True Shield: The champion of death’s shield appears to be a large skull face. Living foes viewing the shield within 30 feet must make Will saving throws (DC 10 + half the champion’s class level + champion’s Charisma modifier) or become panicked for 1 round per champion level. A foe need only make the save once per use of the ability.
 * True Weapon: The champion of death’s weapon is a ghastly skull-and-bone adorned object. It inflicts +2d6 additional damage against living foes.

Champion of Magic 

A champion of magic serves the supernatural powers that guide the world with an unseen hand. A friend to spellcasters, a guardian (and sometimes leader) of mage guilds, and a defender of magical places and creatures, a champion of magic walks in two worlds. These characters are as interested in lore and knowledge as combat techniques and strategy, as at home in a library as on a battlefield.

The champion of magic sometimes looks more like an armored mage than a simple warrior. They always wear or carry some kind of signifier of their devotion—some even use a staff as a weapon.
 * Special: The champion of magic has Spellcraft and Use Magic Device as class skills.
 * 1st Level—Lesser Magic Touch (Sp): Once per day the champion of magic can cast any 0-level or 1st-level simple or complex spell, using her champion level as the caster level and Charisma as her spellcasting key ability. The spell has verbal components only.
 * 5th Level—Familiarity With Magic (Su): The champion of magic enjoys a special familiarity with magic. She gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, she gains a special +2 competence bonus to Armor Class against spells with attack rolls.
 * 10th Level—Greater Magic Touch (Sp): Once per day the champion of magic can cast any 2nd- or 3rd-level simple or complex spell, using her champion level as the caster level and Charisma as her spellcasting key ability. The spell has verbal components only.
 * 15th Level—Dispel Magic (Sp): The champion can automatically dispel one non-instantaneous magical effect by touch as if she had cast dispel magic and succeeded at the caster power check. This ability is usable once per day per point of Constitution bonus (if positive). Champions without a Constitution bonus can use this ability only once per week.
 * 20th Level—True Magic Touch (Sp): Once per day the champion of magic can cast any 4th- or 5th-level simple or complex spell, using her champion level as the caster level and Charisma as her spellcasting key ability. The spell has verbal components only.
 * 25th Level—Magic Resistance (Su): The champion of magic has SR 35.
 * Avatar’s Allies: The champion of magic’s allies appear as glowing beings of prismatic energy. Each has SR 25.
 * True Shield: The champion of magic’s shield appears to be a swirling circle of multicolored energy. It allows the champion to use spell turning three times per summoning as a caster of her level.
 * True Weapon: The champion of magic’s weapon is a scintillating weapon of multicolored energy. It affects any creature struck as if a targeted dispel magic had been cast upon the foe by a caster of the champion’s level, using Charisma as the key ability modifying the caster power check. The weapon inflicts normal damage in addition to the dispel effect.

Champion of Freedom 

A champion of freedom despises tyranny, oppression, and injustice. Normally found in places where they are needed most, champions of freedom seek to overthrow or defeat some kind of despot or a group that subjugates another group. They use hit-and-run tactics and try never to endanger innocents. A champion of freedom must sometimes content herself with minor victories—a slogan of freedom scrawled on the wall of the tyrant’s palace, a single prisoner freed from the dungeons, and so on.

Sometimes a champion of freedom chooses to wear lighter armor to keep mobile.
 * Special: The champion of freedom has Open Lock and Disable Device as class skills.
 * 1st Level—Freedom’s Will (Su): The champion of freedom receives a +2 resistance bonus to saves against enchantment spells.
 * 5th Level—Freedom’s Strength (Ex): The champion enjoys a +1 luck bonus to attack and damage rolls when in a fight to free someone or something from captivity, or against an oppressive force or figure (The DM should be very strict in determining when a combat situation directly relates to freeing a captive or fighting an oppressor. For example, the champion gains the bonus in all fights against an oppressive overlord’s troops or against the dragon guarding the kidnapped townsfolk, but not against the overlord’s brother who has nothing to do with the regime or during random encounters on the way to the cave where the townsfolk are imprisoned.)
 * 10th Level—Freedom’s Movement (Su): The champion is immune to any spell that would bind, constrict, or immobilize her, such as bind with plants, chains of vengeance, and even drain away speed.
 * 15th Level—Freedom’s Passage (Sp): The champion of freedom can cast open lock up to once per class level per day and bypass ward once per day, using her champion level as the caster level and Charisma as her spellcasting key ability.
 * 20th Level—Freedom’s Shield (Su): The champion of freedom is immune to unwanted enchantment spells of 5th level or lower.
 * 25th Level—Touch of Freedom (Su): As a standard action, the champion of freedom can automatically remove any magical condition that would bind, constrict, or otherwise immobilize a creature, such as bind with plants, chains of vengeance, or drain away speed. This requires a touch. Further, nonmagical bonds such as manacles, ropes, chains, or locked doors open or come undone automatically if the champion touches them (again requiring a standard action).
 * Avatar’s Allies: The champion of freedom’s allies look like glowing warriors in fiery plate armor. Each has SR 25.
 * True Shield: The champion of freedom’s shield appears to be a glistening silver oval. It extends its enhancement bonus to Armor Class to all allies within 30 feet as a deflection bonus.
 * True Weapon: The champion of magic’s weapon is a brilliantly shining weapon of silvered steel. It gains an additional +1 enhancement bonus for each ally the champion has within 10 feet.

Champion of Justice 

The champion is interested in wrongs being made right and seeing the guilty punished. Champions of justice are not representatives of some higher good—justice and benevolence share the same goals only sometimes. Nor are champions of justice interested in upholding laws, for the letter of the law often confounds justice rather than supports it. Rather, they strive to find those who have acted unjustly or wronged another in a fundamental way and punish them. Better yet, if they see an injustice being performed, they try to stop it before it actually transpires.

Punishment at the hands of this champion is swift and without mercy or favoritism. Champions of justice do not listen to excuses and are not interested in rationalizations. The ends do not justify the means, if the means involve harming an innocent. In their eyes, injustices include: killing or harming an innocent, stealing from another, cheating another, being wasteful while others do without, and discriminating against others because of their race, to name just a few. However, murdering someone who deserves it, stealing something from a thief, and so on, are just actions—not unjust ones.

Some champions of justice are far less interested in punishing the guilty as they are in dealing with injustices like hungry children, disease, catastrophe, and so on.

The champion of justice often wears a symbol of scales or of a woman with her eyes blindfolded, for justice is blind.
 * Special: The champion of light has Sense Motive and Search as class skills.
 * 1st Level—Touch of Justice (Sp): The champion of justice can, once per day per class level, touch another intelligent, living creature and learn of the most unjust thing that creature has done (and whether he ever paid the price for doing so). The creature can make a Will saving throw (DC 10 + champion’s class level + her Charisma modifier) to resist. This requires a touch attack and is a standard action to perform. If the creature is shown to owe a debt of justice (DM’s discretion), the champion of justice gains a +1 bonus to damage rolls against that creature henceforth.
 * 5th Level—Blast of Castigation (Sp): The champion of justice can cast blast of castigation once per day per three class levels as a caster of her class level, using Charisma as her spellcasting key ability.
 * 10th Level—Reap the Whirlwind (Su): While fighting against someone shown to owe a debt of justice (using the touch of justice), the champion of justice gains a +4 circumstance bonus to attack and damage rolls.
 * 15th Level—The Keen Eye (Su): The champion of justice gains a +4 competence bonus to all Spot, Search, and Sense Motive checks. Further, her touch of justice ability becomes a ranged touch attack with a range of 50 feet; there is no saving throw.
 * 20th Level—Finger of Destruction (Sp): The champion of justice can cast finger of destruction three times per day as a caster of her class level using Charisma as her spellcasting key ability. The target must be someone shown to owe a debt of justice (using the touch of justice).
 * 25th Level—Sight of Justice (Su): As touch of justice, but the champion can sense a debt of justice from all within 50 feet of her, within sight. There is no saving throw allowed. The champion of justice can use this ability a number of times per day equal to her Charisma modifier (if the Charisma modifier is less than 1, she can use it once per week). The reap the whirlwind and finger of destruction abilities can now be activated by this ability as well as by touch of justice.
 * Avatar’s Allies: The champion of justice’s allies appear to be female, golden-armored human warriors. They can affect foes with a touch of justice just like a 1st-level champion of justice. The information gained transfers to the champion ally (Will save, DC 17).
 * True Shield: The champion of justice’s shield appears to be made of gold. All foes within 25 feet must make a Fortitude save each round (DC 10 + half the champion’s class levels + her Charisma modifier) or be stunned for 1 round.
 * True Weapon: The champion of justice’s weapon appears to be made of solid gold. It is a keen weapon. Against anyone shown to owe a debt of justice (using the touch of justice or sight of justice abilities), the blade inflicts an additional +3d6 points of force damage.

Champion of Knowledge 

The champion of knowledge defends learning and information for its own sake. Losing lore, wisdom, developments, or secrets is the greatest crime and finding new discoveries and ideas is the greatest accomplishment in the eyes of this champion. Champions of knowledge are close companions to akashics, as champions of magic are to magisters.

Champions of knowledge use information as a weapon and a shield. The power of knowledge is without bounds. These champions are thoughtful, careful, and intelligent. They don't go into battle without a plan, and they try to keep some winning stratagem in reserve, just in case.

Champions of knowledge often carry a book as a symbol, strapped to their side next to their scabbard or prominently on their back.
 * Special: The champion of knowledge can use any spellcompletion or spell-trigger magic item (see item creation feats in Chapter Five) involving the divination school.
 * Special: The champion of knowledge gains an additional 2 skill points per level.
 * 1st Level—Loresight (Sp): The champion of knowledge can use either creature loresight or object loresight a number of times per day equal to her Intelligence bonus as a spell-like ability. If she does not have an Intelligence bonus, she can use this ability once per week. If her Intelligence bonus is +2 or greater, she can use the abilities in conjunction with each other. For example, a champion with a +3 bonus can use creature loresight three times in one day, or object loresight three times in one day, or creature loresight once and object loresight twice, and so on.
 * 5th Level—Combat Insight (Sp): The champion of knowledge gains an insight bonus to damage equal to her Intelligence modifier, which stacks with any adjustment gained from her Strength modifier.
 * 10th Level—The Gift of Knowledge (Su): The champion gains a +4 competence bonus to all Knowledge checks.
 * 15th Level—Defensive Insight (Sp): The champion of knowledge gains an insight bonus to Armor Class equal to her Intelligence modifier, which stacks with any adjustment gained from her Dexterity modifier.
 * 20th Level—Knowledge From Beyond (Sp): The champion of knowledge can use either of the following spells at will: locate creature, locate object. She also can use the following spells each once per day: foretell future and learn truename.
 * 25th Level—Blindsight (Su): The champion of knowledge uses her link with true knowledge to gain blindsight (as the spell) as a permanent, nondispellable effect on herself.
 * Avatar’s Allies: The champion of knowledge’s allies appear to be shimmering, multicolored forms in vaguely humanoid shapes. They can use true strike every other round.
 * True Shield: The champion of knowledge’s shield appears to be a glistening unfurled scroll. It protects her with elemental resistance 20 and energy resistance 20 against all elements and energy types.
 * True Weapon: The champion of knowledge’s weapon appears to be a brilliantly polished weapon of silver. It adds +2d6 points of damage to any foe it strikes. The type of damage is the elemental or energy type the foe is most vulnerable to (if any).

Focused Devotions
Here are some examples of potential focused devotions for highlevel champions (minimum 10th level), including their champion abilities.

Champion of a Race 

The champion of a race defends that people’s interests and rights in all situations. The champion is usually—but not always—a member of the race in question. She dresses in traditional garb for that race and enjoys the company of members of that race over all others.
 * The champion gains a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks made against creatures who know of and either respect or fear the race she champions.
 * 10th Level—Blessing of the Race (Ex): The champion of a given race enjoys the racial ability score bonuses unique to that race—only the bonuses, not the penalties and not bonuses gained through racial levels, evolved levels, or faen metamorphosis. For example, a giant champion gains a +2 bonus to Strength, while a loresong faen champion gains a +2 bonus to Intelligence. If you are already a member of this race, you receive the bonus again; this bonus stacks with previous racial bonuses. Races without ability score modifiers grant a bonus feat (any general, item creation, or ceremonial feat that the character qualifies for).
 * 15th Level—Smite Racial Foes (Su): If a recognized leader of the champion’s chosen race declares an individual or group to be an enemy of the race, the champion gains the ability to smite racial foes. On a single attack per day she inflicts additional damage equal to her level + her Charisma bonus.
 * 20th Level—Battle Cry (Ex): The champion of a race can rally members of that race through a battle cry or stirring speech. All allied members of the race within 100 feet of the champion gain a +2 morale bonus to attack rolls, saving throws, and checks for 1 round per level. The champion can use this ability once per day, in addition to the heartening cry class ability (although they do not stack).
 * 25th Level—Racial Restoration (Su): With a touch, the champion of a race can grant perfect health to a member of her race (including herself, if applicable) once per day, as a caster of her level.

Champion of a Place 

The champion sometimes chooses a place of great significance, either real or symbolic in its importance: an ancient castle with its own magical legacy, the throne of a line of emperors, or a great and noble city. One can even choose an entire nation or region, but often this breadth lessens the intensity of the resulting powers.
 * The champion gains a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks made against creatures who know of and either respect or fear the place she champions.
 * 10th Level—Strength of Place (Su): The champion gains a +4 circumstance bonus to attack and damage rolls while in the place she champions. (The bonus becomes only +2 if the area is larger than a single city.)
 * 15th Level—Blessing of Place (Su): The champion gains a +4 circumstance bonus to saving throws and skill checks while in the place she champions. (The bonus becomes only +2 if the area is larger than a single city.)
 * 20th Level—Born of Place (Sp): While within the place she champions, once per day, the champion can cause others within 100 feet who are not native to the place to be affected as by a slow spell cast at her level. All targets must be within the place she champions. Treat this as if the champion cast slow as a spell-like ability, using her champion level as the caster level and Charisma as her spellcasting key ability.
 * 25th Level—Defender True (Su): While within the place she champions, the champion has SR 35 and DR 10/+2 (or 10/magic).

Champion of a Person 

The champion chooses a single person to champion, called her charge. This individual usually—but not always—holds a position of power or respect, such as a king, priestess, or other person of note. Other times, a champion might choose as her charge a friend or companion she respects or trusts, one she sees as needing her support for a worthy end.
 * The champion gains a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks made against creatures who know of and either respect or fear the person she champions.
 * 10th Level—Guard the Body (Ex): If the champion is within 5 feet of her charge, she can choose to take any damage (magical or otherwise) intended for the person. This results in the champion “acting” not on her turn. The champion makes this decision after attack rolls, but not damage rolls, are made. If the champion chooses to take the damage, you must apply the damage—even if a hit seems unlikely or even impossible. For example, if archers fire arrows at the champion’s charge and the champion decides to take the damage, the arrows all hit her, even if her Armor Class is so high that actual strikes are unlikely (no further attack rolls are made).
 * 15th Level—Invoke the Name (Su): The champion can invoke her charge’s name (not truename) to draw on the power of their bond. A character must first name the charge and then—very specifically—a task she will accomplish in no more than one year’s time in that person’s name. If the task is not completed in that time, the invoked charge suffers great shame and a –1 morale penalty to attacks, saves, and checks for one month. During this year, the champion gains an additional attack at her highest bonus every time she makes certain attacks. For example, if she makes three attacks in a fullattack action, she makes four after having invoked the name of her charge. If she takes only a standard attack action (making one attack), she makes two attacks. The extra attacks are available only in combats pertaining to the task specified while invoking the name. (The DM should be very strict in determining when a combat situation directly pertains to performing the task. For example, after invoking the name of her charge to destroy an oppressive overlord, the champion gains the bonus attack in all fights against the overlord’s guards or the overlord himself, but not during random encounters on the way to the overlord’s fortress.) The task must be appropriate to the principles embodied by the champion’s charge, or the benefits do not apply. The champion cannot invoke the name of her charge more than once at a time, and never more than once a month.
 * 20th Level—Share the Bond (Su): The champion becomes so linked to her charge that she knows the person’s status (doing well, wounded, dead) and general location (direction and distance away) at all times, unless some divination magic, such as unknown, impedes her. Lastly, by touching her charge, she can transfer hit points freely to the person. The transfer works only one way, and charges cannot be raised above their maximum hit points.
 * 25th Level—Soul Guardian (Su): While within 50 feet of her charge, the champion and her charge both enjoy SR 35 and DR 10/+2 (or 10/magic).

Creating New Causes to Champion
If you wish to create a new cause to champion, such as an element, the moon, an order, a religion, or virtually anything else, develop the specific champion abilities with appropriate, related benefits using the following broad guidelines:

When an ability score modifier is needed, use Constitution. Use Charisma as a spellcasting key ability.
 * Special: Either two additional class skills or a specific type of magic item that they can use.
 * 1st Level: A minor spell-like ability (usually a 0- or 1st-level spell) usable once per day, or a small ongoing bonus (such as to saves or a limited attack bonus).
 * 5th Level: An ongoing ability and perhaps a once-per-day minor spell-like ability (usually no higher than 2nd level).
 * 10th Level: A more powerful spell-like ability (usually no higher than 4th level) or a useful immunity.
 * 15th Level: A spell-like ability (usually around 5th or 6th level) usable one per day, or a lower-level ability usable more often.
 * 20th Level: A powerful immunity or a spell-like ability (usually no higher than 7th level). If one power is exceptionally potent, decrease another. Use the existing champion causes as examples.
 * 25th Level: A spell-like ability of very high level (8th or 9th) usable once per day or a lower-level one (6th or 7th) usable more often.