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CHAMPION OF TORM

Champions of Torm are mighty warriors who dedicate themselves to the Righteous Fury’s cause,
defending holy ground, destroying enemies of the church, and slaying mythical beasts and
clerics of opposing faiths.

Requirements
Alignment: Must be lawful good
Base Attack Bonus: +7
Skills: Knowledge (religion) 3 ranks
Feats: Weapon Focus (greatsword)
Spellcasting: Ability to cast 1st level divine spells
Patron Deity: A champion of Torm must choose Torm as his patron deity

Hit Die: d10

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day
Bonus domain, lay on
1st +1 +2 +2 +0 —
hands
2nd +2 +3 +3 +0 Bonus feat, sacred defense +1 +1 level of divine spellcasting class
3rd +3 +3 +3 +1 Smite infidel 1/day +1 level of divine spellcasting class
4th +4 +4 +4 +1 Bonus feat, sacred defense +2 —
5th +5 +4 +4 +1 Divine Wrath 1/day +1 level of divine spellcasting class
6th +6 +5 +5 +2 Bonus feat, sacred defense +3 +1 level of divine spellcasting class
7th +7 +5 +5 +2 Smite infidel 2/day —
8th +8 +6 +6 +2 Bonus feat, sacred defense +4 +1 level of divine spellcasting class
9th +9 +6 +6 +3 Divine Wrath 2/day +1 level of divine spellcasting class
10th +10 +7 +7 +3 Smite infidel 3/day —

Class Skills
The Champion of Torm’s class skills (and the key ability for each skill) are Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), and
Swim (Str).

Skill Points at Each Level


4 + Int modifier.
Class Features
All of the following are class features of the Champion of Torm.

Weapon and Armor Proficiency


Champions of Torm are proficient with all simple and martial weapons, but not with any
armor or shields. Armor check penalties for armor heavier than leather apply to her Climb and
Jump skills, and double the normal armor check penalty apples to Swim checks.

Bonus domain
Upon adopting the champion of Torm class, she gains access to one of the following domains
of Torm: Good, Healing, Law, Pride, Protection, Strength, and Zeal. The Champion of Torm
gains the granted power associated with the domain and can choose the spells in that domain
as her daily domain spells. For characters who do not have access to domain spells, they may
add the spells in the chosen domain to their spellcasting class for which they’ve chosen when
selecting this prestige class.

Lay on Hands (Su)


Beginning at 1st level, a champion of Torm can heal wounds (her own or those of others) by
touch. Each day she can heal a total number of hit points of damage equal to her champion of
Torm level x her Charisma bonus. She may choose to divide her healing among multiple
recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a champion of Torm can use any or all of this healing power to deal damage to
undead creatures. Using lay on hands in this way requires a successful melee touch attack and
doesn’t provoke an attack of opportunity. The champion of Torm decides how many of her
daily allotment of points to use as damage after successfully touching an undead creature.
If the champion of Torm has the lay on hands ability from another source (such as paladin
levels), her daily uses of the ability from that source stack to determine total level.

Bonus Feat
At 2nd level and at every even level until 10th, the champion of Torm may select a bonus feat
from the following list: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge,
Exotic Weapon Proficiency, Great Cleave, Knock-Down S&F, Improved Critical, Improved
Disarm, Improved Initiative, Improved Turning, Power Attack, Quick Draw, Weapon Focus and
Weapon Specialization*. You must meet any prerequisites for a feat in order to select it.
*Weapon Specialization may be selected without having the prerequisite 4 levels of Fighter.
Sacred Defense (Ex)
At 2nd level, the champion of Torm gains a +1 bonus on saving throws against divine spells, as
well as the spell-like and supernatural abilities of outsiders. When you reach 4th level, and
each even level after until 10th, the bonus increases by 1 to a total of +4 at 8th level.

Spellcasting
At each level indicated on the Champion of Torm table, you gain new spells per day and an
increase in caster level as if you had also gained a level in a divine spellcasting class to which
you belonged before adding the prestige class level. You do not, however, gain any other
benefit that class would have gained. If you have more than one divine spellcasting class
before becoming a champion of Torm, you must decide which class gains each level for the
purposes of determining spells per day, caster level, and spells known.
Smite Infidel (Su)
Once per day, a champion of Torm of at least 3rd level may attempt to smite a creature that
has a different patron deity. Creatures of Intelligence 2 or less do not have patron deities and
are not subject to these attacks, but creatures of Intelligence 3 or higher who do not choose
patron deities are. The champion of Torm adds her Charisma bonus (if any) to the attack roll
and deals 1 extra point of damage per champion of Torm level. If a champion of Torm
accidentally smites a creature that is not of an opposing alignment or deity, the smite has no
effect but is still used up for that day. You gain a second use of this feature at 7th level and a
third use of this ability at 10th level.
If the champion of Torm has a smite ability from another source (such as cleric or paladin
levels), the levels from your champion of Torm stack with those of the other class to
determine damage.
Divine Wrath (Su)
Once per day, a 5th-level champion of Torm can channel a portion of her patron deity's power
to greatly enhance her own battle prowess. You gain damage reduction 5/— and a +3 bonus
on attack rolls, damage, and saving throws for a number of rounds equal to her Charisma
modifier (minimum 1 round). These modifiers are sacred bonuses. You gain a second use of
this ability at 9th level.

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