Starting Champion

Build:
Goblin (Unbreakable)
Press-Ganged
Champion (of Cayden Cailean) (1st)

Description:

Backstory:

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AC HP Initiative Resistance
{18} (21) +3 Slashing [1]
Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 16 (+3)
Fort Reflex Will Perception
Expert Trained Expert Trained
(+5) (+4) (+5) (+3)


Expendables

Focus Pool Hero Points
(2) (1)


General Feats

Shield Block [R] Trigger: While you have your shield raised, you would take damage from a physical attack. Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. General, Champion Bonus, 1st


Skill Proficiencies

Traits:
Type Goblinoid
Ancestry Goblin
Alignment Chaotic Good
Speed (25)ft
Size [S]
Bulk (5)/14
Trained Expert Master Legendary
Athletics +7
Diplomacy +6
Lore (Sailing) +3
Medicine +3
Religion +3
Society +3

Languages

Common (Taldane) Goblin

Skill Feats

Experienced Professional - You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Skill, Background Bonus, 1st


Ancestry Features

Goblin Unbreakable
Starting Hit Points: [10]
Size: Small
Base Speed: (25)ft
Ability Boosts - [Dexterity, Charisma & Strength]: Goblins gain ability boosts to Dexterity, Charisma and one Free
Ability Flaw - [Wisdom]: Goblins take an ability flaw to Wisdom
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Unbreakable Goblin: You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Ancestry Feats

Goblin Scuttle [R] Trigger: An ally ends a move action adjacent to you. Effect: You take advantage of your ally’s movement to adjust your position. You Step. Goblin, 1st


Background Features

Press-Ganged
You were forced into service as a sailor against your will. Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel’s specialists.
Ability Boosts - [Strength & Charisma]: Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
Training: You're trained in the Society skill and the Sailing Lore skill.
Background feat: You gain the Experienced Professional skill feat.


Class Features

Champion
Key Ability - {Strength}:
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.
Champion Feats: At 1st level and every even-numbered level thereafter, you gain a champion class feat. Champion class feats are presented beginning on page 109.
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). 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.
The Tenets of Good: All champions of good alignment follow these tenets. (1) You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. (2) You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
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 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 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.
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 on page 300. 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.
Shield Block: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Liberator Chaotic Good
Tenets: (1) You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t. (2) You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
Edicts: drink, free slaves and aid the oppressed, seek glory and adventure
Anathema: waste alcohol, be mean or standoffish when drunk, own a slave

Class Feats

Deity's Domain - [Freedom] - You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell. Champion, 1st


Spell Casting

Lay on Hands [>] Duration: [Instantaneous] Focus Cost: (1)
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Unimpeded Stride [>] Duration: [Instantaneous] Focus Cost: (1)
Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed.

Special Abilities & Actions

Liberating Step [R] Trigger: An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.


Weapon Proficiencies

Trained Expert Master Legendary
Simple +7
Martial +7
Unarmed +7

Armour Proficiencies

Trained Expert Master Legendary
Light +3
Medium +3
Heavy +3
Unarmored Defense +3

Weapons

Maul Damage: [1d12b]; Bulk: [2]; Hands: (2); Traits: {Shove}
Mauls are massive warhammers that must be swung with two hands.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Armour

Breastplate AC Bonus: (+4); Dex Cap: (+1); Check Penalty: (-2); Speed Penalty: (-5 ft); Bulk: [2]; Group: Plate
Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.
Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor

Items, gear and equipment

Adventurers Pack An Adventurers pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Grappling Hook You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway up.
Coin Pouch
0gp, 0sp

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