Champion

**Description**: The Champion is a hero for an ideal, a nation, or an institution. Champions are living symbols, walking icons. They are charming, persuasive, and never at a loss to orate on the glory of their causes, the importance of the ideology for which they fight, or the malice and cruelty of their enemies. Champions fight with the dedication of the True Believer.

**Hit Die:** d12

**Power Die:** d6

**Skill Points per Level:** 4 + Int modifier

**Class Skills:** Craft (visual art, writing) (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Pilot (Dex), Ride (Dex).

**Proficiencies**: Champion are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

**Class Features**

**Combat Training**: A champion may combine combat spheres and talents to create powerful martial techniques. Champions use the Expert talent progression. A champion's practitioner modifier is Charisma.

**Brawl** (Ex): At level 1, you get the Improved Unarmed Strike feat for free because all superheroes need to throw the occasional punch.

**Iconic Attack** (Ex): At level 1, Champions create a signature attack, something that symbolically reflects their cause, like the Brutal Police Baton of Justice, the Boot-Up-The-Ass of Parental Authority, or the Invisible Hand of the Market. Iconic Attacks only apply to attack actions, and not full-round attacks. Iconic Attacks receive a +2 competency bonus to hit and damage. At levels 6, 10, 17, and 20, the bonus increases by +2. At level 14, the critical threat range of the attack doubles.

**One For All** (Su): At level 1, the Champion can project an aura as a move action, this aura extends 60 feet from the Champion and can be ended as a free action. The Champion can maintain this aura for 3 + their Charisma modifier rounds per day, though these can be non-consecutive rounds. For each level after 1, they can maintain their aura for 2 more rounds per day.

At level 1 and every 4 levels thereafter, the Champion selects one of the auras below to learn and can then use. If the Champion has more than one aura, they can change between different auras as a Swift action. At 9th level, they can switch between auras as an immediate action.

* *Armored Adage*: All allies gain DR 2/-. At 5th level and every four levels afterwards, this damage reduction increases by 2.
* *Buffering Encouragement*: All allies gain temporary hit points equal to the Champion’s class level + their Charisma modifier which last until the aura ends. These temporary hit points refresh at the beginning of each of the ally’s turns as long as this aura is maintained.
* *Defensive Strategem*: All allies gain a +1 morale bonus to their armor class. At 5th level and every four levels afterwards, this morale bonus to their armor class increases by +1.
* *Destructive Counsel*: All allies gain a +2 morale bonus to their weapon damage rolls. At 5th level and every four levels afterwards, this morale bonus to weapon damage rolls increases by +2.
* *Healing Lesson*: All allies gain fast healing 2. At 4th level and every three levels afterwards, this fast healing increases by 2.
* *Resilient Recommendation*: All allies gain 3 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the commander’s aura is projected. At 4th level and every three levels afterwards, this energy resistance is increased by 3.
* *Tactical Advice*: All allies gain a +1 morale bonus to all combat maneuver checks they make. At 5th level and every four levels afterwards, this morale bonus to combat maneuver checks increases by +1.
* *Valiant March*: All allies gain a +10 foot morale bonus to all movement speeds they possess. At 4th level and every three levels afterwards, this morale bonus to movement speed increases by +10 feet.
* *Warding Warning*: All allies gain a +1 morale bonus to all saving throws. At 5th level and every four levels thereafter, this morale bonus to saving throws increases by +1.

One For All is a verbal, visual, and mind-affecting morale effect. At 7th level and every four levels afterwards, the radius of One for All’s aura extends by 20 feet, to a maximum of 140 feet at 19th level.

**Chutzpah!** (Ex): At levels 2, 8, and 16, Champions get a inherent bonus +2 to Charisma.

**Swaggering Bravado** (Ex): At level 3, Champions can re-roll any failed Charisma check or Charisma-based skill check. They can do this once per session at level 3, and twice per session at level 11.

**Unshakable Resolve** (Ex): At level 9, Champions can re-roll any Will save if their chosen ideals are at stake, or if they are forced to act contrary to those ideals.

**Dual Auras** (Su): At level 12, whenever the Champion activates One For All, they can activate two auras simultaneously, with each aura consuming rounds of One For All as normal.

**Inflexible Will** (Ex): At level 18, Champions can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls.

**Finisher** (Ex): At level 20, the Champion gains the ability to end a fight with one ultimate punch. Once per session, the Champion can make an attack action against a creature that has half or less of their total hit points remaining. If this attack hits, the enemy must make a Fortitude Save (ignoring immunity to Fortitude Saves) with a DC equal to 10 + 1/2 the Champion's Level + the Champion's Charisma modifier. If they fail this Fortitude Save, the creature is reduced to -1 hit points and has any regeneration, fast healing, or similar effects disabled for 1d6 minutes. The creature is considered stable, and if they would be destroyed upon hitting negative hit points, they are not destroyed.