Champion of Legend

Learning the techniques of martial masters from across existence, Champions of Legend complement their spiritual mastery with advanced martial understanding.

### **Maneuvers**

The champion of legend chooses any three disciplines to be available to him at first level, and always knows all maneuvers of these disciplines that he is capable of initiating, so long as they are at or below the maximum maneuver level listed on Table: Champion of Legend Maneuver Progression and he otherwise meets the prerequisites to learn them. Other methods that add maneuvers to his maneuvers known, such as prestige classes or the Advanced Study feat, do not need to obey the level limits in the table, though he must qualify for them as normal.

Once the champion of legend knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by champions of legend is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A champion of legend’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A champion of legend’s initiation modifier is Charisma, and each champion of legend level is counted as a full initiator level.

### **Maneuvers Readied**

A champion of legend can ready three maneuvers from his chosen disciplines at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. The number of maneuvers he may ready at any given time is given on table: Champion of Legend Maneuver Progression. A champion of legend must always ready his maximum number of maneuvers readied. He readies his maneuvers whenever he invokes a spirit or by meditating for ten minutes The maneuvers he chooses remain readied until he decides to change or expend them. The champion of legend does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in meditating, he can change his readied maneuvers.

A champion of legend begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

As a full-round action, the champion of legend may concentrate to tap the combat knowledge of his spirit. When he does, he regains a number of expended maneuvers equal to his charisma modifier (minimum 2) and gains a free use of spirit surge which must be used by the end of his next turn.

This ability replaces spellcasting and knacks.

**Trading Out Spellcasting and Spellcasting Spirits**

### **Stances**

When he invokes a spirit, a champion of legend gains knowledge of one stance from any discipline open to him. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through champion of legend levels is limited by those listed in Table: Champion of Legend Maneuver Progression. Unlike maneuvers, stances are not expended and the champion of legend does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

### **Warrior’s Lore (Su)**

A champion of legend can select the following spirit affinities in addition to the spirit affinities available to other legendary mediums.

* *Diverse Lore*: Choose a martial discipline. You always know all maneuvers of this discipline according to the same restrictions as your other champion of legend disciplines. This discipline is considered one of your chosen disciplines for the purpose of feats such as Advanced Study. This spirit affinity can be selected multiple times.
* *Martial Bond*: Whenever you initiate a boost which would affect allies, creatures which took part in your seance with you can be targeted with the boost from any distance.