Champion Of Order (3.5e Class)

Champion Of Order

A very large, very strong super paladin essentially.

Making a Champion Of Order

This class is big, slow, and rather short range so they need things to compliment them.

Abilities: Strength, Constitution, and wisdom are the most important.

Races: Humans are the most likely to become Champions of Order.

Alignment: Any Lawful.

Starting Gold: 2d10×10 gp (110 gp).

Starting Age: As fighter

Table: The Champion Of Order

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+2+0+0 Birth Of a Champion 10
2nd+2+3+0+0 Fanatic Devotion 11
3rd+3+3+1+1 210
4th+4+4+1+1 Fearless 211
5th+5+4+1+1 2110
6th+6/1+5+2+2 2211
7th+7/2+5+2+2 Champion's Aura 22210
8th+8/3+6+2+2 Vengeful Blow 22211
9th+9/4+6+3+3 Ready For War 322111
10th+10/5+7+3+3 Embodiment of Order (1/month) 332211
11th+11/6/1+7+3+3 4322110
12th+12/7/2+8+4+4 Judgement 4332211
13th+13/8/3+8+4+4 Clear Mind 5433221
14th+14/9/4+9+4+4 54332210
15th+15/10/5+9+5+5 54433221
16th+16/11/6/1+10+5+5 55433321
17th+17/12/7/2+10+5+5 Wizened Durability 554433210
18th+18/13/8/3+11+6+6 Embodiment of Order (2/month) 554433211
19th+19/14/9/4+11+6+6 554433221
20th+20/15/10/5+12+6+6 6554433221

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int),Intimidate (Cha)], Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features

Big, durable, slow but hard-hitting . All of the following are class features of the Champion Of Order.

Weapon and Armor Proficiency: The Champion Of Order is proficient with all simple and martial weapons and is able to wear all armor types and shields.

Spells: A Champion Of Order casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Champion Of Order need not prepare his spells in advance (see below). When using Spell points treat the class as a paladin with 50% more spell points this class never needs to use somatic components for any divine spell

To prepare or cast a spell, a Champion Of Order must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Champion Of Order’s spell is 10 + the spell level + the Champion Of Order’s Wisdom modifier.

Birth Of a Champion: The Champion Of Order awakens for their first time in their fledgling form this comes with both positive and negative effects: first, the class increases in size by 1 category gaining all bonuses and penalties this creates. second, the class must swear 2 oaths one to a concept and the other being to an individual if either of these are ever broken the class either commits suicide or dies within 2 hours and they are made aware of when this happens. third, the class can use 2-handed weapons 1-handed with no penalty

Fanatic Devotion: The Champion Of Order gains the ability to bestow marks upon their weapons and armor relating to their oaths (this takes 2 hours), how these marks look is up to them same with location on their armor/weapon. these marks have 2 effects first they add 1 hit die to any weapon they are applied to while being wielded by the champion unless the weapon is enchanted in which case 2 hit dice are added and secondly if the mark is applied to armor the armor gains 1 ac per weight class (1 for light, 2 for medium, 3 for heavy) and the armor's speed penalty (if any) is increased by 5ft unless the armor is enchanted in which case the ac bonus is increased by an additional 1 point also any armor marked gains a 10% damage resistance to all incoming attack damage (it goes up to 15% at 15 and 20% at level 20 and cannot in any way without a transformation go any higher)

Fearless: The Champion Of Order is immune to all fear effects

Champion's Aura (Su): The Champion Of Order can now activate 1 of 3 auras of their choice only while in combat (at least 1 threatening enemy must remain standing) the auras have a 30ft radius when activated and once an ally in within the range of the aura for activation they need not remain within the 50ft range after being affected by it to continue gaining the benefits until either combat is over or the Champion Of Order changes the aura. the aura effects are as follows. 1st, damage aura all allies and the Champion Of Order gain 1/2 the Champion Of Order's class level as bonus damage to attacks. 2nd, defensive aura all party members and the Champion Of Order gain 1/4 the Champion Of Order's class level to their ac. 3rd, healing aura each time it is the Champion Of Order's turn he and all affected allies regain 1d6 plus 1/4 the Champion Of Order's class level each time it is the Champion Of Order's turn. activating, deactivating, or switching any of these abilities is a movement action

Vengeful Blow (Ex): The Champion Of Order is capable of once per turn immediately attacking an enemy that damages them with a melee blow, this attack is a normal attack made with a +4 bonus to the attack ac and uses up the Champion Of Order's next turn's movement action

Ready For War: The Champion Of Order no longer suffers any penalties for sleeping in armor and any penalties to speed while wearing any armor are halved

Embodiment of Order (Su): The Champion Of Order gains a transformation that increases their size category by 1 (with all advantages and disadvantages it brings), increases any damage resistances by 50% and increases their reach by an additional 5ft (this also make any armor or weapons they wield scale in size to them). activation of this form is a free action and lasts 1d4 rounds except for the level 30 version which is always on

Judgement (Su): The Champion Of Order may mark 1 target as protected and any creature that attacks either the Champion Of Order or the protected target must pass an opposed will check against the Champion Of Order or be inflicted with a stack of judgement on the Champion Of Order's turn they may use a standard action to remove all of these stacks from all targets doing 1d6 damage per stack to all affected targets but targets can only be damaged for how many stacks they have (remove 2 stacks do 2d6 no more no less)

Clear Mind: The Champion Of Order is unaffected by any harmful mental effects unless the target's CR exceeds their level by more than 2

Wizened Durability: The Champion Of Order adds half of their wisdom modifier to their constitution score


Ex-Champion Of Order

If a Champion ever violates either oath they die instantly with no save nor means of resurrection.

Epic Champion Of Order

Table: The Epic Champion Of Order

Hit Die: d12

LevelSpecial
21st+1 str
22ndEmbodiment of Order (4/month)
23rdbonus feat
24th
25th+1 wis
26thEmbodiment of Order (8/month)
27thbonus feat
28th
29th+1 con
30thEmbodiment of Eternal Order

4 + Int modifier skill points per level.

Bonus Feats: The epic Champion Of Order gains a bonus feat (selected from the list of epic Champion Of Order bonus feats) every 4 levels after 20th.

Epic Champion Of Order Bonus Feat List: any.

Playing a Champion Of Order

Religion: The only thing they worship is their oaths

Other Classes: this class works well with anyone that works alongside their oaths

Combat: Frontline slow advancing wall.

Advancement: rarely multiclasses but may add levels from other melee specialists.


Champion Of Order Lore

Characters with ranks in Knowledge(Religion) can research Champions Of Order to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5Champions of order are known for being strong fanatics.
10They have 2 oaths and cannot ever break either one.
15they have access to powerful divine magic.
20they were the result of a mix of a fanatical cleric becoming a paladin.



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