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Champion


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 10 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Dexterity or Strength

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in martial weapons
Trained in Champion class DC

Armor

Trained in all armor

Skills

Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of skills equal to 2 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Class Feat, Champion's Reaction, Deity and Cause, Shield Block, Champion's Code, Devotion Spells, Deific Weapon
2Class Feat, Skill Feat
3General Feat, Skill Increase, Divine Ally
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Weapon Expertise
6Class Feat, Skill Feat
7General Feat, Skill Increase, Armor Expertise, Weapon Specialization
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Champion Expertise, Lightning Reflexes, Juggernaut, Divine Smite
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Exalt, Alertness, Divine Will
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Armor Mastery, Weapon Mastery
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Greater Weapon Specialization
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Legendary Armor, Champion Mastery
18Class Feat, Skill Feat
19General Feat, Skill Increase, Hero's Defiance
20Ability Boost, Class Feat, Skill Feat

Champion's Reaction Feature 1


Champion​

Your cause gives you a special reaction. See specific causes for more information.


Deity and Cause Feature 1


Champion​

Champions are divine servants of a deity. Choose a deity to follow; your alignment 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. You have one of the following causes. 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.


Shield Block Feature 1


Champion​Druid​Fighter​

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.


Champion's Code Feature 1


Champion​

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 champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. 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.


Devotion Spells Feature 1


Champion​

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. 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.


Deific Weapon Feature 1


Champion​

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).


Divine Ally Feature 3


Champion​

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 (+1) when you make your daily preparations. In your hands, the item gains the effect of a property rune. For a champion following the tenets of good, choose Effect: Blade Ally Disrupting Rune, Effect: Blade Ally Ghost Touch Rune,returning, or shifting. You also gain the weapon's critical specialization effect.

If you are a champion following the tenets of evil, you can choose the following property runes: Effect: Blade Ally Fearsome Rune, returning, or shifting.

Shield Ally A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.

Effect: Shield Ally

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.


Weapon Expertise Feature 5


Champion, Investigator, Oracle, Magus 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.

Sorcerer Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Summoner Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert. (Note: this is called Simple Weapon Expertise in Secrets of Magic)

Witch Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.


Armor Expertise Feature 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 Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: 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.

Alchemist, Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. 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.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Champion Expertise Feature 9


Champion​

Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.


Lightning Reflexes Feature 3


Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Juggernaut Feature 7


Barbarian, Champion, Fighter, Inventor, Ranger 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.

Alchemist Your body has become accustomed to physical hazards and resistant to pathogens and 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.

Magus Your body is accustomed to physical hardship and resistant to a wide range of 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.

Gunslinger Your body has become accustomed to physical hazards 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.


Divine Smite Feature 9


Champion​

Your Champion's Reaction improves. See your cause for details.


Exalt Feature 11


Champion​

Your champion's reaction exalts nearby allies, allowing them to benefit as well. See specific causes for details.


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Divine Will Feature 11


Champion​

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.


Armor Mastery Feature 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 Feature 13


Champion​Investigator​Magus​Ranger​Swashbuckler​

You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.


Greater Weapon Specialization Feature 15


Champion​Fighter​Gunslinger​Inventor​Investigator​Magus​Monk​Ranger​Rogue​Swashbuckler​

The weapons you've mastered become truly fearsome in your hands. 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.


Legendary Armor Feature 17


Champion​

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.


Champion Mastery Feature 17


Champion​

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.


Hero's Defiance Feature 19


Champion​

You can defy fate and continue fighting as long as you have divine energy. You gain the Hero's Defiance devotion spell.