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Champion of Gramlock
Sometime a god will choose on of his servant to be his living champion on earth to fight the ground that god may not tread and to oppose the servants of the dark ones.Requirements:
At least 20th level.
Alignment: Chaotic good alignment.
Knowledge: (The planes) 10 ranks.
Spells: Ability to cast 9th level Divine spells.
Special: A champion of Gramlock has to have completed a personal service to his god such as freeing his from imprisonment.Class Features
Hit die: d8
Class skills: Concentration, craft, intimidate, knowledge, profession, scry, spellcraft.
Weapons: Gains none.Progression
Level Attack Fort Ref Will Special 1st 0 2 0 2 Granted domain, Holy servant. 2nd 1 3 0 3 Champion of the Righteous. 3rd 1 3 1 3 Menacing Aura, Godly gift. 4th 2 4 1 4 Holy appearance. 5th 2 4 1 4 Plane shift to Deity. 6th 3 5 2 5 Godly gift. 7th 3 5 2 5 Mystic Union 8th 4 6 3 6 Circle of Wrath. 9th 4 6 3 6 Godly gift. 10th 5 7 3 7 Ascension Feats and Abilities
- Granted Domain
- Champion gains one of the following Domains of his choice, Celerity, War, Glory.
- Holy Servant
- To preserve the might of the Champions spells, the Champions level in Champion of Gramlock is added to his clerical level for determining his effective level, the Champion does not gain additional spells from this power.
- Champion of the Righteous
- To allow the Champion to represent the god, the Champion gains the use of a forth attack if or when his base attack adjustment would allow him one.
- Menacing Aura
- The Champion is surrounded by a righteous aura when in combat or angry, any hostile creature within 20' radius must succeed at a will save equal to 10 plus the level of the Champion prestige class. Those who fail suffer a -2 morale penalty to all roll for one day. A creature that resists or breaks the effect cannot be affected by the same Champion for the rest of that day.
- Godly Gift
- The Champion gains the effects of one of his deity's domain spells as a innate power he may cast at will. A 1st level spell at 3rd, a 2nd level spell at 6th, and a 3rd level spell at 9th.
- Holy Appearance
- The Champion physically alters to show his new nature, metallic gold skin, glowing white eyes, a palatable aura of holiness and the like.
- Plane Shift to Deity
- The Champion gains the ability to plane shift to Gramlock's home plane and back again once per day in order to petition him for favors.
- Mystic Union
- The Champion begins to take on the aspects of Legend. The Champion becomes a outsider of Gramlocks home plane, and gains Damage Reduction 20/+1.
- Circle of Wrath
- The Champion may surround himself is a nimbus of light in a 20' radius that acts as a double strength magic circle against evil and as a minor globe of invulnerability.
The Circle last for a total of rounds equal to the level of the Champion prestige class divided as the Champion sees fit.- Ascension:
- The Champion becomes a Qausi-Deity, a Divine rank zero Deity with the following powers.
- All future hit die are maximized.
- Base speed is raised to 60'.
- He gains a Deflection bonus to his armor class equal to his Charisma Modifier.
- He becomes immune to all Transmutation attacks, all energy and ability drains, all ability damage, all mind-effecting spells, electrical, cold and acid based attacks.
- He gains Damage reduction 35/ +4.
- He gains Fire resistance 20.
- He gains spell resistance 32.
- He becomes immortal, not ageing or needing to eat, sleep or breathe.
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