Classes/Champion

Class Details:
Hit Die: d12

Type: Hybrid

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the champion.

Weapon and Armor Proficiency
Champions are proficient with all simple weapons and simple armor.

If this is the character’s first level in a class he gains proficiency in all martial weapons and martial armor.

Casting (Su)
A champion may combine spells and talents to create magical effects, and uses Charisma as his Casting Ability Modifier.

If this is the character’s first level in a casting class he gains a single discipline feat he qualifies for, may choose his casting type (See Casting Types on the Magic page), and may increase the casting time of a spell by 2 steps to ignore the spell failure caused by casting in light armor; if the champion possesses the armored caster feat he may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Champion’s Focus (Ex)
A champion gains ranks in the Concentration skill equal to his class level.

Mystic Pool (Ex/Su)
Champions harness their natural energies to create both the magical and extraordinary by drawing power from a reserve of energy known as a Mystic Pool. This pool contains a number of mystic points equal to his levels in champion. Mystic points may be spent as either stamina points or spell points whenever a cost is required. Similar to stamina and spell point pools, a mystic pool restores itself after a long rest.

At 3rd level, and every 3 levels thereafter, the champion’s maximum mystic points increase by an additional 1 point. If he obtains a mystic pool from another class or source he may combine the pools and their levels to determine the total capacity of the mystic pool.

If this is the character’s first level in a class the mystic pool’s capacity increases by an additional 2 points.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB, and if this is their first level in a martial or magic class.

Implements (Su)
A champion may choose a holy symbol, religious text, or sacred relic as his implement. In addition, the champion may anoint a weapon as an implement in a ritual that takes 1 hour and consumes exotic oils costing 100 gp per SPB. The champion may have only one anointed weapon at a time, and only the most recently anointed weapon functions as the champion’s implement.

Magic Talents (Su)
A champion gains 1 magic talent at every even level, each magic talent may be used to learn a new talent or new spell the champion qualifies for. In addition, he gains a bonus spell (but not talent) for every 6 class levels gained.

Oath (Su)
Champions gain power through their force of conviction and unwavering dedication to their ideals. Each champion swears an oath to a divine patron, which grants him fantastic powers to be used to uphold these ideals. This oath not only symbolizes a pact between the champion and his divine patron, but also encompasses a code of conduct that the champion has bound himself to and carries with it consequences for straying from that path.

Oaths grant champions both new powers and also additional choices as he progresses in level; however, if a champion breaks an oath he suffers a penalty from his divine patron that may last minutes, hours, days, or longer. The champion will have the opportunity to swear new oaths as he advances in this class, placing more restrictions upon himself but gaining amazing powers in return.

A champion must obey the code of conduct for every oath he has taken or risk becoming an oathbreaker and suffering a penalty as described in that oath’s code of conduct. This penalty may last for a period of time, or require an action or condition to remove it, as described in the oath.

Oath benefits that grant the same bonus stack unless otherwise specified, even if that bonus type normally would not.

For a list of available oaths, see List of Oaths.

Conviction (Su)
A number of times per day, the champion can reach out to his divine patron for aid. Each day, he can use a number of convictions equal to ½ his champion level plus his Charisma modifier (minimum 1). If a conviction calls for a save attack roll, the roll is 1d20 + ½ his SPB + his Charisma modifier, and may add the enhancement bonus from his held implement.

At 1st level, the champion chooses one type of conviction from the convictions available to all champions or from the options made available to him based on his chosen oaths.

For a list of convictions available to all champions, see Table - Convictions.

Oath of Mysticism (Ex/Su)
At 1st level, the champion chooses either Oath Against Magic, Oath of the Elements, or to make no specific oath. If he swears to an oath, he gains its Oath Benefit, as well as its Conviction (if the oath grants multiple options, the champion chooses 1 from among those made available by the oath).

If the champion chooses not to swear an oath, he gains an additional type of conviction from the convictions available to all champions and the Abundant Convictions feat. At 8th and 16th level, he gains this feat an additional time.

Aura (Su)
At 2nd level, a champion may project an aura of divine power which grants a boon to himself and other creatures within 10 feet; this radius increases by 5 feet at 6th level and every 4 levels thereafter. Activating or deactivating this aura is a swift action. If the champion possesses multiple auras he can change which aura is active as a swift action, but only one aura may be active at a time.

The champion may spend one or more spell points to add an additional effect to a currently active aura. The details of the additional effect, including the duration and action required to apply it, are described on each aura. If an aura calls for a save attack roll, the roll is 1d20 + ½ his SPB + his Charisma modifier, and may add the enhancement bonus from his held implement.

When he gains this feature, the champion gains an aura from the oath he swore to under the Oath of Mysticism class feature, as well as one additional aura from the list of auras available to all champions.

At 8th level, the champion may have two auras active at one time but must activate each as a separate action. At 15th level, the champion may have three auras active at once.

For a list of auras available to all champions, see Table - Auras.

Bonded Companion (Su)
At 3rd level, the champion forms a bond with a loyal animal or attendant. The champion gains a companion as described on the companion page.

The champion may either select a companion with the bipedal base form and the humanoid companion type, or a companion with the quadruped base form and the animal companion type. The GM may allow for other options (such as aquatic companion types in a nautical campaign).

If the champion releases a companion from his service, he may seek out a new companion after 24 hours. If the companion perishes, the champion may seek out a new companion after performing an appropriate funerary service. Seeking out a new companion involves performing a ritual asking his divine patron to guide him to a fated encounter, and then winning the loyalty of his new companion through an appropriate deed. This ritual usually takes a full day.

A champion may forgo gaining a magic talent gained from champion levels (or forgo gaining a feat granted by Oath Against Magic) to instead gain a Companion Talent that applies to his bonded companion. If he gains a new companion, these talents apply to the new companion instead (unless they would be invalid).

Leadership Talents (Ex/Su)
At 4th level, and every 3 levels thereafter, the champion may choose a leadership talent that he meets the prerequisites for from those available to all champions or those made available by the oaths he has sworn to. If a talent may be taken more than once, the champion may select it multiple times but any specified limitations must be met to take it an additional time.

For a list of leadership talents available to all champions, see Table - Leadership Talents.

Vice and Virtue (Ex/Su)
At 5th level, and every 4 levels thereafter, the champion may swear a new oath or choose to abstain from an oath. To do so, the champion selects one of the following categories and one of the oaths contained within it. The champion may not select the same category more than once.

When the champion gains a new oath, he gains its Oath Benefit, its Code of Conduct, and he may gain either a Conviction or Aura from that oath.

If the champion abstains from making an oath, he may instead gain 2 Convictions, 2 Auras, or one of each from those available to all champions or those made available by the oaths he has already sworn.

Community

 * Oath of Loyalty
 * Oath of Charity

Hedonism

 * Oath of Purity
 * Oath of Debauchery

Greed

 * Oath of Avarice
 * Oath of Poverty

Honesty

 * Oath Against Falsehood
 * Oath Against Truth

Knowledge

 * Oath Against Memory
 * Oath of Secrets

Mortality

 * Oath Against Undeath
 * Oath of Blood

Wrath

 * Oath of Peace
 * Oath of Vengeance

Unyielding (Su)
At 6th level, the champion gains either the Evasion (Martial), Indomitable (Martial), Shielded Evasion (Martial), or Stalwart (Martial) feat as a bonus feat. He does not need to meet the prerequisites for this feat.

At 12th level, the champion may gain another of the feats made available to him at 6th level or he may instead gain the Improved Evasion (Martial), Improved Indomitable (Martial), or Improved Stalwart (Martial) feat if he already possesses the prior feat. He does not need to meet the other prerequisites for these feats.

At 18th level, the champion gains an additional feat from the choices made available to him at 12th level.

Oath of Victory (Su)
At 11th level, once per day prior to making a d20 roll the champion may swear a minor oath to his patron and invoke divine guidance. The champion adds his class level to the roll result, and this roll is not treated as an automatic failure on a natural 1.

At 14th and 18th levels, the champion may use this ability an additional time per day.

Oath Against Hesitation (Su)
At 20th level, the champion embodies his oaths so fully that minor deviations no longer give him pause, as they are merely a part of the larger plan to further his cause. The champion no longer suffers oathbreaker penalties for his sworn oaths.

Oath Against Falsehood
Prerequisites: Must not worship a patron that grants the Trickery blessing.

Incompatible: Oath of Secrets

Code of Conduct: The champion swears to only speak the truth, to fight against dishonesty and disinformation, and to shed light on carefully hidden secrets. To a champion that swears this oath, knowledge is a treasure to be shared by all and to lie, deceive, or conceal the truth are affronts to the world as a whole. The champion violates this oath by using the Bluff skill to deceive someone or to pass secret messages, but may still use it to Feint in combat. The champion must freely exchange information when it is not harmful to do so (such as telling a thief the combination to a lock), but is under no obligation to investigate or pursue knowledge the way an eager scholar would. The champion violates this oath by allowing information he knows to be false to be given out, even by allies, but not by choosing to remain silent or by simply being wrong.

Oathbreakers receive a -1 penalty to Diplomacy and Sense Motive checks, and to saving throws against Illusion keyword effects for each violation (up to a maximum of their champion level), which lasts for 24 hours.

Oath Benefit: The champion gains ranks in the Sense Motive skill equal to his class level, and may retrain any skill ranks that he had previously invested in that skill if he chooses.

Forced Confession
Effect: The champion may use a conviction as a standard action to make a Will save attack against a creature within 30 feet that can see and hear him. On a success, the creature is compelled to answer truthfully, clearly, and completely a number of questions equal to the champion’s Charisma modifier; however, this does not compel any other sort of behavior from the target. If these questions are not used within 1 minute per class level, the effect ends and any unasked questions are wasted.

Keywords: Enchantment, Language-Dependent, Mental.

Unveiling Aura
Effect: Illusion keyword effects in the champion’s aura are revealed as illusions, but this does not automatically reveal what the illusion was hiding. For example, an illusionary wall would be recognized as an illusion (perhaps by fading out of focus, or outlining in golden light) but this would not make the room behind it visible.

Activate: The champion may spend a spell point as a standard action to suppress the effect of any illusion within the aura for a number of rounds equal to his class level.

Shared Truth
Prerequisites: Bonded Companion

Effect: The champion and his Bonded Companion keep no secrets from each other. As a standard action, the champion may share the senses of his companion (seeing through the companion’s eyes, hearing through the companion’s ears, etc.) or allow the companion to do so to his own senses, as long as they are on the same plane of existence. The champion may share a single sense, all senses, or any number in between. The companion is aware that this is happening and must be willing. While sharing a sense, the champion is deprived of his own sense (ex. seeing out of the companion’s eyes and not out of his own). This ability can be used to send one-way messages between the champion and his Bonded Companion. This effect may be ended as a free action and lasts until cancelled. The champion may use this ability a number of times per day equal to his Charisma modifier (minimum 1).

Oath Against Magic
Prerequisites: Must not worship a patron which grants the Magic blessing.

Code of Conduct: The champion shuns the use of all magic, believing that the use of magic is a sign of weakness and a seed of corruption that infects the user, the world, or both. A champion that swears this oath rejects the influence of magic upon himself and hunts down the wielders of dangerous magic. The champion may still travel with and work alongside magic users but cannot willingly accept the effect of helpful spells (the champion must always attempt a saving throw and roll his spell resistance against these spells). Champions that use magic (even from activated or consumable items), or that do not attempt a saving throw against spells (even harmless ones), violate this oath, but champions may still use magically enhanced equipment (such as a +1 longsword).

Oathbreakers lose their Spell Resistance and the ability to spend mystic points as spell points for 1 hour for each violation, with additional violations adding to this duration.

Oath Benefit: The champion does not gain the Casting or Magic Talents class features, and does not gain base casting bonus from champion levels. The champion still gains a Mystic Pool, still uses spell points to fuel his other class features, and still uses Charisma as his Casting Ability Modifier for the purpose of calculating the effects of his other class features.

The champion gains a bonus (Stance) feat when he gains this oath (he does not need to meet the prerequisites for this feat), and gains an additional (Combat), (Martial), or (Stance) feat which he meets the prerequisites for at every even level thereafter. Additionally, the champion’s Mystic Pool counts as the Stamina class feature for the purpose of meeting prerequisites. Starting at 5th level, the champion gains spell resistance equal to twice his class level which stacks with spell resistance gained from other sources.

Spell Sunder
Effect: The champion may spend one use of a Conviction as a swift action when he succeeds on a weapon attack roll to attempt to dispel one ongoing magic effect on the target (as if using the targeted version of the Dispel Magic spell treating his class level as his SPB).

Aura of Disruption
Effect: Enemy creatures within the aura that attempt to cast a spell must succeed on a Concentration check (against a DC of 10 + the champion’s class level + the champion’s Charisma modifier) or lose the spell.

Activate: The champion may spend a spell point as a standard action to attempt to end ongoing magical effects within the aura (as if using the area version of the Dispel Magic spell treating his class level as his SPB).

Spell Shelter
Prerequisites: Champion 10

Effect: Allied creatures adjacent to the champion may benefit from the spell resistance granted by his Oath Against Magic. This does not stack with other forms of spell resistance.

Oath Against Memory
Prerequisites: Must not worship a patron which grants the Knowledge blessing.

Code of Conduct: The champion knows that memory is an unreliable thing, especially his own. When the champion encounters a conflict between something that he remembers and something that has been written down, he must always choose to believe the written record. When the champion makes an opposed Sense Motive check to determine whether to trust his own memory or the words of another, he must roll twice and take the worse result.

Oathbreakers suffer a penalty equal to their Charisma modifier on Initiative checks and Reflex saves due to the underlying doubt they have in their own memory even though they have chosen to believe it. This penalty lasts for 1 hour, after which time they forget that they had any reason to doubt at all.

Oath Benefit: Every hour, the champion may reroll any failed save against an ongoing effect (even if it does not normally allow additional saves) with the Mental keyword that would require the champion to follow an order. If the champion succeeds on one of these additional saves, he no longer remembers the order that he was given but remembers that he was given an order of some type.

Memory Hole
Effect: The champion may spend one use of Conviction as a standard action to make a Will save attack roll against a target within 30 feet. On a success, the creature loses its memory of the immediate past. The target may lose all memory of a single person, location, item, or event (such a discussion, an ambush, or a trap) from the last minute. Alternatively, the target may lose all memory from this period. One degree of success increases this to the last hour. Two degrees of success increase this to the last day. Three or more degrees of success completely wipe the target’s memory of a specified subject, or cause the target to completely forget a number of days equal to the champion’s class level.

Keywords: Curse, Mental.

Aura of Forgetfulness
Effect: The champion may make a Will save attack roll against enemies within the champion’s aura that attempt to retrieve a stowed item (including drawing a weapon or ammunition). On a success, the enemy loses the action and forgets entirely about the stowed item for a number of rounds equal to the champion’s Charisma modifier.

Activate: By spending a spell point as a standard action, the champion makes allies within his aura forget about their injuries for 1 round. All damage taken by an ally before the start of the champion’s next turn is delayed. The champion may continue to use this ability each round (paying the action and spell point cost each round) to continue delaying this (and any additional) damage. When the champion stops maintaining this ability, the delayed damage is applied to each ally at the end of their next turn. If an ally starts their turn inside of the champion’s aura range, but ends their turn outside of it, the delayed damage is applied at the end of their next turn. If an ally starts and ends their turn outside of the champion’s aura range, the delayed damage is applied at the end of their current turn.

Forgotten Grudges
Effect: When the champion succeeds on an Intimidate check to influence a target’s attitude, the target returns to its original starting attitude rather than treating the champion as unfriendly. Additionally, when the champion fails a diplomacy check to influence a target’s attitude by 5 or more, the target’s attitude is not decreased.

Familiar Stranger
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion gains the Transformative companion trait and ranks in the Disguise skill equal to its hit dice, but its appearance can only change when it is not being observed. The champion automatically recognizes the companion and never needs to win an opposed roll against the companion’s Disguise check, but must succeed on a Will save roll (DC equal to 10 + the companion’s hit dice) to notice that its appearance has changed.

Oath Against Truth
Prerequisites: Worship a patron which grants the Trickery blessing.

Code of Conduct: The champion must avoid giving clear answers or making his intentions known. This may involve lies and deception, but may also include cryptic answers, speaking in riddles, or answering questions with questions. A champion who truthfully and directly answers a question, or makes a statement that is objectively true with not even a minor detail altered (such as the color of the horse the king was riding), becomes an oathbreaker.

Oathbreakers suffer a -1 penalty to all charisma-based skill checks for each violation (up to a maximum of their champion level) for the next 24 hours.

Oath Benefit: The champion gains ranks in the Bluff skill equal to his class level, and may retrain any skill ranks that he had previously invested in that skill if he chooses.

Inspired Betrayal
Effect: The champion may spend a use of conviction as a standard action to make a Will save attack against a creature within 30 feet. On a success, this creature must attack a target of the champion’s choice (this may include the creature’s allies) on its next turn. One degree of success requires the target to use the most effective means available to it to attack the target (including spells and special abilities). For each additional degree of success the duration increases by 1 round. Failing by less than one degree forces the creature to use attacks of opportunity whenever they are allowed (even if provoked by an ally) until the end of its next turn.

Keywords: Enchantment, Language-Dependent, Mental.

Aura of Misdirection
Effect: Allies within the champion’s aura gain 10% concealment + 5% per 5 class levels. This does not stack with other forms of concealment.

Activate: The champion may spend a spell point as a standard action to allow allies to treat all enemies within the aura as flanked for a number of rounds equal to the champion’s Charisma modifier (minimum 1).

Contagious Lies
Effect: The champion may attempt to spread a rumor within a settlement. Spreading a rumor takes 1 day per size category of the settlement and requires a Bluff skill check with a base DC of 15 which increases by 5 for each size category of the settlement above Village (applying the same modifiers as normal for the Bluff skill if the rumor is difficult to believe). The champion’s Bonded Companion (if it can speak) may attempt to assist, reducing the time taken by 1 day (minimum 1) and using the champion’s Bluff modifier but substituting its own Charisma modifier for the champion’s. A failed check causes the source of the rumor to be exposed, which may discredit the rumor.

Oath Against Undeath
Prerequisites: Must not worship a divine patron that grants the Undeath blessing.

Incompatible: Oath Against Magic

Code of Conduct: Champions that swear this oath do not abide the existence of undeath and the many forms that it takes. These champions view even intelligent undead as merely the charade of civilized form stretched over a ravenous, unending hunger. A champion that chooses not to destroy an undead that he has the opportunity to, or cooperates with one (while not doing so in an effort to put himself into a more advantageous position to later destroy it) violates this oath. A champion does not violate this oath for choosing not to start a battle in a disadvantageous situation (such charging blindly into a den of vampires).

Oathbreakers treat their BCB as 1 point lower when casting spells targeting the living, and calculate the effect of their Lay on Hands conviction as if they were 1 level lower, for each violation up to a maximum of the champion’s Charisma modifier. This penalty lasts for 24 hours.

Oath Benefit: The champion treats his BCB as 1 point higher when casting spells targeting undead, and the champion calculates the damage of his Lay on Hands conviction when used to damage undead as if he were 1 level higher. This increases by an additional 1 at 10th level and every 5 levels thereafter.

Spirit Hunter
Prerequisites: Smite

Effect: The champion’s weapons gain the Ghost Touch special property against the target of the champion’s Smite.

Purification Aura
Effect: Undead that enter or start their turn within the champion’s aura take light elemental damage equal to the champion’s Charisma modifier.

Activate: The champion may spend a spell point to grant allies within the aura immunity to energy drain and ability drain for 1 minute per point of the champion’s Charisma modifier (minimum 1).

Hunters of the Dead
Prerequisites: Bonded Companion

Effect: The Bonded Companion’s natural weapons, and weapons wielded by the companion, bypasses any DR an undead creature possesses.

Oath of Avarice
Incompatible: Oath of Charity

Code of Conduct: The champion knows that money is power, and chooses to accumulate both and yield neither. Champions that swear this oath must never refuse a reward that is offered, and may never willingly give away or lend one of his possessions without payment or a promise thereof. The champion must never leave behind money or valuables that could be easily obtained (although neither is he required by this oath to shave the gilding off of a fixture or drag back every finely crafted marble statue), and must always haggle for the best price or the largest reward. This oath does not require the champion to cheat or steal, but it does not punish him for doing so.

Oathbreakers gain the Sickened condition until they spend at least 10 minutes counting their money.

Oath Benefit: The champion gains ranks in the Appraise skill equal to his class level, and may retrain any skill ranks that he had previously invested in that skill if he chooses. Additionally, as long as the champion is carrying at least 500 gold pieces per class level (or trade goods items totaling up to at least this value), he gains a +1 morale bonus on all saves, which increases by an additional +1 for every 5 class levels.

The Midas Touch
Prerequisites: Champion 9

Effect: The champion may spend one use of conviction as a standard action to make a Fortitude save attack against a touched target. On a success, the target is gilded, covered in a golden shell that freezes it in place. The target is unable to move and gains the Paralyzed condition, but may break free as a standard action with a Strength check (DC 20 + the champion’s Charisma modifier) to end this effect. While covered in the shell the creature cannot be attacked directly or the target of a coup de grace action. The golden has Hardness 5, and 5 hit points per champion level. Breaking the shell frees the creature from the Paralyzed condition, but the creature is Entangled for 1d4 rounds (or until the target spends a move action to clear away the remaining pieces). At one degree of failure, the target is instead only partially encased and gains the Entangled condition until it is freed. At two degrees of success, the creature is instead turned completely to gold and gains the Petrified condition. Any pieces of gold that are broken off of the shell or a petrified target turn to normal stone. The gold appears obviously supernatural, making any merchant automatically wary about purchasing one of these golden statues.

Keywords: Clinging, Creation, Curse

Aura of Deep Pockets
Effect: When allies within the aura take an action to retrieve a stowed item, they may retrieve an item stowed by any ally that is also within the aura. This does not allow allies to retrieve items that are currently equipped, in use, or firmly attached to party members.

Activate: The champion may spend a spell point to attempt a Disarm combat maneuver, or to make a Sleight of Hand check to pickpocket an item, against an enemy within the aura.

Porters
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion’s carrying capacity triples, and due to a mastery of packing techniques and creative rope usage the companion can manage to carry any object that it can lift regardless of how cumbersome it may be in size or shape.

Oath of Blood
Incompatible: Oath of Peace

Code of Conduct: The champion recognizes that the power of races lives in their blood, and that control over blood is control over life itself. Champions that swear this oath must consume blood from a living or recently deceased creature each day or violate the oath. As the champion’s own power grows so does his thirst, but the blood of powerful creatures does more to satisfy the urge.

Draining a sufficient amount of blood from a living creature deals 3 points of Constitution damage to that creature, which must be drained from a creature with at least as many hit dice as the champion’s class level. Draining blood from creatures with fewer hit dice than the champion’s class level requires the champion to drain a number of creatures with a total combined hit dice at least equalling his class level. Each creature drained this way takes 3 Constitution damage, but creatures with fewer hit dice than half the champion’s class level must be drained completely (dealing an amount of Constitution damage equal to its Constitution score) to provide sufficient blood for their contribution. Living creatures must be willing or helpless to be drained in this way, and uses a standard action that provokes attacks of opportunity; however the champion may also use the Blood Drain universal ability if he possesses it.

Collecting the blood of a recently deceased creature is less efficient, and requires the champion to drain blood from corpses with a combined total hit dice of at least twice his class level. The champion may not collect blood from corpses with fewer hit dice than half his class level. Draining a sufficient amount of blood from a corpse is a full-round action that provokes attacks of opportunity. The champion gains no benefit from consuming the blood of a creature that was slain more than an hour prior.

Oathbreakers become fatigued if they do not consume enough blood on a given day. They remain fatigued until they consume a full daily requirement of blood. If an oathbreaker fails to consume enough blood for 3 days in a row he instead becomes exhausted. Once a champion goes a number of days equal to 3 + his Charisma modifier without consuming enough blood he must make a Will save (DC 10 + his champion level + the number of days since he consumed sufficient blood) or go into a berserk rage, attacking any nearby creatures and then seeking out others until he has consumed a daily portion of blood for each day he has missed. During this rage the oathbreaker is not fatigued or exhausted from the oathbreaker penalty.

Oath Benefit: The champion reduces any bleed damage he takes by an amount equal to his champion level. When the champion drains the blood of a creature with at least half as many hit dice as his class level, he may heal 1 point of ability damage. At 10th level, this may instead heal 1 point of ability drain. At 15th level, this may instead heal 1 negative level.

Exsanguinating Strike
Prerequisites: Smite

Effect: When the champion hits the target of his Smite ability, he may spend a spell point as a swift action to inflict bleed equal to his champion level and make a Fortitude save attack. On a success, the target takes 3 points of Constitution damage. Success or failure, this counts as draining blood for the purposes of the Oath of Blood’s code of conduct.

Thirsting Aura
Effect: When a creature within the champion’s aura takes bleed damage, the champion gains an equivalent amount of temporary hit points (up to a maximum of his champion level). These temporary hit points last for up to 1 hour, as long as this aura remains active.

Activate: The champion may spend a spell point as a standard action to attempt to take control of a target’s blood. The champion may make a Fortitude save attack against any bleeding creatures within the aura, on a success the creature is Staggered for a number of rounds equal to the champion’s Charisma modifier. One degree of success causes the target to be Stunned for the first round of the duration. Two degrees of success cause the creature to be Stunned for the entire duration.

Blood Bank
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion is considered to possess as many hit dice as the champion’s class level for the purpose of satisfying the Oath of Blood’s code of conduct. Additionally, the companion gains a deific bonus to its Constitution score equal to the champion’s Charisma modifier.

Oath of Charity
Incompatible: Oath of Avarice

Code of Conduct: A champion who swears this oath must render assistance to others before himself, must aid those in need, and must offer assistance when it is requested. A champion that has sworn an oath of charity is never stingy with sharing supplies, but is not obligated to assist those that seek to do harm to the champion, his allies, or others. A champion who refuses to render aid to a suffering creature breaks this oath, but a champion does not break this oath by being unable to render aid or by prioritizing one charitable act over another.

Oathbreakers reduce all healing that they provide or receive by 2 points for each violation for the next 24 hours.

Oath Benefit: When providing healing to another creature, the champion receives additional healing equal to ½ the healing provided.

Benevolent Hands
Effect: The champion may spend one use of a Conviction as a standard action to heal a touched target (this may not include himself). The champion heals the target for 1d6 hit points per champion level. This ability counts as Lay on Hands for the purpose of features that interact with that Conviction.

Charitable Aura
Effect: Allies within the champion’s aura add the champion’s Charisma modifier to any bonus they provide through the Aid Another action.

Activate: The champion may spend a spell point as an immediate action when an allied creature within the aura uses a consumable item or expends a charge from an item (such as a drinking a potion or using a wand) to select a second eligible target within the aura and also apply that effect to the second target.

Rescue Squad
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion no longer provokes attacks of opportunity for movement that ends adjacent to an ally, for retrieving a stowed item, for administering a potion or alchemical item to another creature, for making a Medic skill check, or for movement as a part of performing a Reposition combat maneuver on an ally.

Oath of Debauchery
Code of Conduct: Champions that swear to this oath dive deep into pleasures of the flesh and indulge in various vices, making a vow to not hold back on chasing their desires because those that work hard play harder. The champion cannot refuse food or drink unless he knows it to be tainted, poisoned, or foul tasting, must participate in any ongoing festivities, and violates this oath if he declines to indulge in a flirtatious, romantic, or sexual act when he has no identifiable reason not to do so. Choosing not to pay for a good or service offered does not violate this oath.

Oathbreakers suffer 1 point of Charisma damage for each violation from the blow to their ego at being unable to perform.

Oath Benefit: The champion does not suffer the detrimental effects of addiction, but still suffers any other negative effects of consumed drugs, such as ability damage (see Drugs and Alcohol). The champion may add his Charisma modifier as a competence bonus on saves to avoid the side-effects of drugs.

Bedroom Eyes
Effect: The champion may spend one use of conviction as a standard action to cause a creature he can see within 30 feet to feel drowsy. On a successful Will save attack, the creature falls asleep for a number of rounds equal to the champion’s Charisma modifier (minimum 1). One degree of failure causes the target to instead become Dazed for 1 round. One degree of success causes the target to instead fall asleep for minutes rather than rounds. Two degrees of success cause the target to instead fall asleep for hours rather than minutes. Three degrees of success cause the target to sleep for days rather than hours. The target will awaken if it receives any damage, or if a creature wakes it as a move action.

Inappropriate Touch
Prerequisites: Champion 9

Effect: The champion may spend one use of conviction as a standard action to make a Fortitude save attack against a touched target. On a success, the target is Nauseated for a number of rounds equal to the champion’s Charisma modifier (minimum 1). One degree of failure causes the target to instead become Sickened for the duration. One degree of success causes the target to be Paralyzed for the first round of this effect.

Intoxicating Aura
Effect: Enemies within the champion’s aura suffer a penalty equal to the champion’s Charisma modifier on Perception and Sense Motive checks.

Activate: The champion may spend a spell point as a standard action to allow willing allies within the aura to Rage (as the barbarian class feature, using the champion’s class level as the barbarian level for determining the effects of this Rage) for 1 minute or until they end their turn outside of the aura. An ally with barbarian levels may use their own levels or the champion’s, whichever is more preferable, and may apply any features that enhance Rage.

Leech
Effect: When a creature uses any non-instantaneous effect from a spell or feature which requires it to choose a single target, the champion may spend a spell point as an immediate action to designate himself as an additional target for that effect as long as he is adjacent to the original target. The effect lasts for a number of rounds equal to the champion’s Charisma modifier, or the original effect’s duration, whichever is shorter.

Oath of Loyalty
Code of Conduct: Champions that swear this oath focus on protecting allies even if that includes placing themselves in harm’s way. The champion violates this oath when an ally within the range of his aura takes damage from a successful attack roll (including touch attacks and ranged touch attacks, but not save attacks).

Oathbreakers decrease the bonus AC that they provide from the aid another action by 1 (to a minimum of +0) for each violation for the next minute. The duration refreshes with each violation.

Oath Benefit: The champion gains the Bodyguard (Martial) and Defender (Martial) feats as bonus feats.

From the Jaws
Effect: The champion may spend a use of conviction as a standard action to swap positions with an ally within 30 feet. By spending an additional spell point, this can instead be done as an immediate action. If the allied creature was the target of an attack, spell, or effect, the champion becomes the new target. If the champion was the original target, he instead gains a circumstance bonus to AC equal to his Charisma modifier against that attack.

Vigilant Aura
Effect: Once per turn, allies within the aura may spend a Reaction to make an attack of opportunity against an enemy that attacks an ally (other than itself).

Activate: If an attack is made against an ally within the aura, the champion may spend an immediate action to move up to his speed and activate the Defender (Martial) feat (this does not require the additional reaction). If the champion uses this ability he may not also spend a Reaction to use the base ability of Vigilant Aura.

Vigilant Companion
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion gains the Bodyguard (Martial) and Defender (Martial) feats as bonus feats.

Oath of Peace
Incompatible: Oath of Blood

Code of Conduct: The champion may not attack a creature that has not taken a hostile action against another creature within the last minute. The champion may not deal lethal damage with attacks (this does not include lethal damage that is the result of nonlethal damage exceeding the creature’s maximum hit points), and may not attack or allow an ally to attack a creature that is helpless or unconscious. The champion must attempt to stabilize any dying creature if it is safe to do so.

Oathbreakers take a -1 penalty on attack rolls for each violation (up to a maximum of their Charisma modifier) for the next hour, the duration of this penalty resets with each violation.

Oath Benefit: The champion gains ranks in the Medic skill equal to his class level, and may retrain any skill ranks that he had previously invested in that skill if he chooses. The champion gains the Pain Tolerance (Martial) feat as a bonus feat, and does not take a penalty to his attack rolls when using a weapon to deal nonlethal damage.

Turn the Other Cheek
Effect: The champion may spend one use of conviction as an immediate action upon taking damage to convert that damage into nonlethal.

Aura of Serenity
Effect: The champion makes a Will save attack against any creature within the champion’s aura that attempts a hostile action against another creature. On a success the creature loses that action but does not expend any resources that would have been spent on the action (such as spell points).

Activate: The champion may spend a spell point as a free action to allow this aura to only affect enemies for a number of rounds equal to his Charisma modifier (minimum 1).

Mancatchers
Prerequisites: Bonded Companion

Effect: The champion’s Bonded Companion receives a competence bonus on all Combat Maneuver checks equal to the champion’s Charisma bonus. The champion may use the Tie Up action of the Grapple combat maneuver on a creature that is pinned by his Bonded Companion.

Oath of Poverty
Code of Conduct: The champion forswears material possessions in excess of the bare minimum to keep himself and his allies out of danger. A champion who swears this oath must refuse any reward of land, money, or title (unless refusal is not an option, and then the champion must instead donate this reward to a suitable person or charity at the earliest opportunity to do so). The champion may not possess more combined wealth (in coin, equipment, or other property) than 1000 gold pieces per class level (unless he has not yet had an opportunity to make a charitable donation to reduce this amount). The champion may not own or use any masterwork equipment or equipment with an enhancement bonus, although he may carry these items for others without violating this oath.

The champion may make immediate use of equipment and items that are found (such as uncovering a cache of potions, or disarming an enemy) without violating this oath as long as those items are not hoarded for later use.

Oathbreakers lose all benefits of this oath until they make a charitable donation of at least 1000 gold, and otherwise bring themselves into compliance with the oath.

Oath Benefit: Any equipment worn or held by the champion is treated as if it possesses an enhancement bonus as if it were under the effect of the Enhance Equipment spell (using the champion’s class level as his BCB). Additionally, the champion gains Fast Healing equal to ½ his class level when below ½ of his maximum hit points.

Riches to Ruin
Effect: The champion may spend a use of conviction as a standard action to make a touch attack against an object or construct creature. On a success, the target object takes 1d6 points of damage per 2 class levels (minimum 1d6) which ignores hardness and damage reduction.

Aura of Impoverishment
Effect: Enemies within the aura treat the enhancement bonuses on weapons, armor, and implements as 1 point lower (minimum +0).

Activate: The champion may spend a spell point as a standard action to treat those bonuses as 2 points lower. If an item is reduced below +0 by this aura it gains the broken condition. This effect lasts for a number of rounds equal to the champion’s Charisma modifier (minimum 1).

Rationing
Effect: When using an alchemical item or potion (including applying it to another creature), the champion may use only half the amount to achieve the same effect. This does not fully consume the item, but it renders the item unusable by any other creature and therefore the item can no longer be sold (but still counts against maximum allowed wealth under the Oath of Poverty’s code of conduct). The champion may use the partially consumed item a second time before it is fully consumed.

Oath of Purity
Code of Conduct: The champion forswears indulgence and needless pleasures, refraining from the use of drugs and the imbibing of alcohol, guarding himself from temptations of the flesh, and sometimes even going so far as to refuse indulgent foods and refrain from partaking in extravagant celebrations. Many champions that have sworn an oath of purity also abstain from romantic relationships, but the details of what is acceptable are widely varied.

Champions that swear an oath of purity recognize that chasing after comforts and pleasures softens one’s resolve and causes the hard-working to fall into laziness. These champions must not willingly use a drug (see Drugs and Alcohol), participate in overly revelrous behavior, or engage in a sexual act outside of a committed relationship.

Oathbreakers lose the benefit of this oath until they perform an atonement ritual, which commonly involves prayer and fasting for at least 24 hours. Additional violations impose a -1 penalty on saving throws for each violation until the champion atones.

Oath Benefit: The champion gains a bonus on saves against Disease, Enchantment, and Poison keyword effects equal to his Charisma modifier.

Purifying Touch
Effect: The champion may spend a use of conviction as a standard action to cleanse a touched object. The target object is purified of any disease, drug, or poison, and if the object is decaying, rotting, or spoiled it is also restored to a fresh condition. The champion may affect a small sized object with this ability, increasing by 1 size category per 5 class levels.

Steadfast Aura
Effect: Allies within the aura have a 25% chance to turn a sneak attack into a normal hit. At 13th level this chance increases to 50%.

Activate: The champion may spend a spell point as a Reaction to turn a critical hit against an ally within the aura into a normal hit.

Refocus
Effect: For any feat, class feature, spell, or special ability that requires the champion to choose a single target, the champion may spend a full-round action to change this target to another valid target within range, as long as the duration of the effect has not expired.

Oath of Secrets
Code of Conduct: The champion knows that a well-kept secret is a powerful tool, but also recognizes that knowledge that is held by none is not a secret at all. A champion that swears an oath of secrets seeks to ensure that valuable knowledge is held by a small number of people, but never none. A champion violates this oath if he extinguishes knowledge completely (such as burning a book that there is no copy of, or destroying a historical record that has not first been memorized), and if the champion ever becomes the sole possessor of knowledge he must share it with at least one person as a secret to be kept between them. If the champion ever discloses a secret that he has sworn to keep with at least one other person, keeps knowledge to himself that no other person knows, or provides information to someone the champion considers unworthy to possess it, this oath is violated.

Oathbreakers lose 1 spell point for each violation. If the oathbreaker has no spell points to lose, he instead regains that many fewer spell points the next time he rests. At 10th level, and every 5 levels thereafter, this penalty increases by 1 spell point.

Oath Benefit: The champion gains immunity to effects that would compel him to divulge information.

Hush
Effect: The champion may spend a use of conviction to steal away the voice of a target creature within 100 feet. The champion makes a Will save attack against the target, on a success the target is unable to speak (including verbal components for spells, or uttering command words for magic items) as long as the champion concentrates to maintain this effect, and for a number of rounds afterward equal to the champion’s Charisma modifier.

Aura of Distrust
Effect: Enemies within the aura may not move through their allies’ occupied spaces.

Activate: The champion may spend a spell point as a standard action to cause enemies within the aura to doubt the loyalty of their own comrades. The champion makes a Will save attack against all enemies within the aura. On a success, an affected enemy is unable to provide or benefit from flanking or the Aid Another action, and must attempt to save against harmless spells cast by its allies. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.

Confidant
Effect: The champion’s aura of secrecy inspires others that it is safe to confide in him what they would keep hidden from others. The champion gains a bonus equal to his class level to Diplomacy checks to convince a creature to share a secret with him.

Oath of the Elements
Prerequisites: Must worship a patron which grants an elemental blessing.

Code of Conduct: The champion devotes himself fully to a chosen element, shunning any others that would challenge it for superiority. The champion may not cast, or willingly receive a benefit from, any spells or abilities using an elemental keyword that his chosen element is weak against (ex: a champion which makes an oath to Cold may not benefit from Light and Fire keyword spells but may take Fire elemental damage without breaking this oath).

Oathbreakers are forsaken by their chosen element for the next 24 hours, taking a -1 penalty to any Resist they possess against that element, and a -1 penalty to their BCB gained from champion levels when casting spells of the chosen affinity. These penalties increase by 1 for each violation. If the oathbreaker does not possess any Resist to the chosen element, or their Resist would be reduced below 0 by this penalty, they instead gain Weakness to that element.

Oath Benefit: The champion gains the affinity universal talent for his chosen element as a bonus talent. When casting a spell which uses that affinity as a prerequisite, the champion may treat his class level as his BCB when determining his BCB gained from champion levels.

Element Conversion
Effect: The champion may spend one use of Conviction as a swift action to convert all damage that he deals into his sworn element for 1 minute (this does not change the affinity of a spell, only the type of damage). The champion may suppress or resume this effect as a free action on his turn.

Wreath of Elements
Prerequisites: None

Effect: Allied creatures within the champion’s aura gain Resist 1 against the champion’s sworn element, which increases by 1 at 8th level and every 6 levels thereafter.

Activate: By spending a spell point as a standard action, for 1 minute, allied creatures within the champion’s aura that are struck by a melee attack deal elemental damage (of the champion’s sworn element) to the attacking creature equal to ½ the champion’s level plus the champion’s charisma modifier.

Elemental Companion
Prerequisites: None

Effect: The champion’s Bonded Companion gains the Elemental Creature companion talent, based on the champion’s sworn element. If the companion already has this talent applied to it, treat it as 5 hit dice higher for the purpose of calculating the damage of the Elemental Creature talent.

Oath of Vengeance
Code of Conduct: The champion swears an oath of vengeance on an identifiable group. This may be a particular type of creature (such as goblins), an organization (such as a criminal syndicate), a government (such as the king’s guards), or an ideology (such as necromancers). A champion that shows mercy to a member of this group, spares the life of a defeated enemy belonging to this group, or cooperates with a member of this group (while not doing so in an effort to deceive and betray the group) violates this oath. A champion does not violate this oath for choosing not to start a battle in a disadvantageous situation (such as attacking the city guard, or charging alone into a camp of orcs).

Oathbreakers suffer a -1 penalty to their AC and saving throws against the target group for each violation (up to a maximum of their Charisma modifier) for the next hour, the duration of this penalty resets with each violation.

Special: If a champion has completely wiped out the target group he may choose to select a different group to swear this oath against, or instead may trade this oath for another eligible choice and retrain any class feature choices invested into Oath of Vengeance.

Oath Benefit: The champion gains an +1 insight bonus on attack and damage rolls against the target group which increases by an additional +1 for every 5 class levels. The champion adds half his class level (minimum 1) on Knowledge checks related to the target group and on Survival checks to track members of the target group.

Relentless Strike
Effect: The champion knows the most effective means of attacking his sworn enemy. The champion may spend a use of conviction as a swift action when making an attack against a member of the target group to also make a Fortitude save attack roll. On a success, the target is stunned for 1 round. The duration increases by 1 round for each degree of success. The effect is wasted on a missed attack.

Stalker’s Aura
Prerequisites: Stealth 1 rank

Effect: The champion deals an additional 1d6 points of precision damage per 5 class levels to members of the target group within his aura that are denied their dexterity bonus against him (as if using the Sneak Attack class feature from the Rogue class).

Action: The champion may spend a spell point as an immediate action after a member of the target group within the aura misses the champion with an attack. The champion may make an opposed Stealth check against this creature and, if successful, is treated as Invisible with respect to that creature for a number of rounds equal to his Charisma modifier (minimum 1). This effect ends if the champion makes an attack against the affected creature.

Shared Hatred
Prerequisites: Aura class feature

Effect: The champion may spend a standard action to designate a creature from the group to which the champion’s Oath of Vengeance applies. Allies gain the champion’s Oath Benefit against this creature for a number of rounds equal to the champion’s Charisma modifier (minimum 1).