18
Nov
09

Champion

The Champion is a striker – a kung fu warrior who has punishing attacks and special stances that grant amazing movement powers. There are several types of Champion:

  • Mobile skirmishers who hit and run
  • Focused fighters who stand toe to toe with their enemies, timing the perfect strike
  • Dirty infighters who explode with a flurry of blows, attacking all around them

This post will be updated in the future to present the full Champion class at first level.

The basics are now after the cut. Powers and some description are yet to be added, but the class features are complete.

Role: Striker
Power Source: Martial
Key abilities: Dexterity, Strength, Intelligence
Armour Proficiencies: Cloth, Leather, Hide, Chain, Light shield, Heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to defence: +1 to Fortitude, +1 to Reflex

HP at first level: 12 + Constitution modifier
HP per level gained: 5
Healing surges per day: 6 + Constitution modifier

Trained skills: Choose five trained skills from the following list: Acrobatics, Athletics, Bluff, Endurance, Heal, History, Insight, Intimidate, Perception, Stealth.

Class features: Kung fu, Style (Savage or Artful champion), Iron Shirt, Unarmed combat

Class feature details:

Style

While all Champions are fast, lethal fighters, they approach combat with different styles. Some Champions are more intellectual and prefer to size up their opponents before finishing them. Others tear into their opponents and trust in their skill and brute force to prevail. Choose a style, the artful Champion or Savage Champion and one of the powers available to that style.

Artful  Champion (secondary stat is Intelligence)

  1. Defensive tactics; add Dexterity modifier to AC against opportunity attacks
  2. Artful strike encounter power; reduce the target’s AC defence by your Intelligence modifier until the end of your next turn. Applies after you successfully strike them

Savage Champion (secondary stat is Strength)

  1. Aggressive tactics encounter power; add Strength modifier damage to a strike that has already hit
  2. Savage fury; make a melee basic attack whenever you make an attack that is a critical strike

Kung Fu

The kung fu class feature grants the following abilities:

  • Choose a kung fu style
  • The Concentrate Chi feature, which allows a chi power to be used twice per encounter. These chi powers must be chosen from the powers known by the character. A kung fu style and class grant chi powers for use with this feature.
  • Choose two core abilities of that style. These are based on the way each style uses Chi, and differ for many styles. They are listed as core abilities in the style description. One of these abilities may be a chi power for use with Concentrate Chi.
  • As a character advances in level their specific kung fu style will grant them new chi powers.
  • A kung fu style may provide encounter and daily powers that do not require the use of the Concentrate Chi feature. These may be swapped for normal class powers if desired. They may also be swapped when a character retrains.

Iron Shirt

The Champion learns several styles of iron shirt training. This allows them to withstand punishment through physical conditioning, but more importantly by focusing their chi when struck. This prevents attacks from causing damage and acts like armour. These armour types may be enchanted, and require a minor action to turn on. There may be penalties applied to skill checks and movement speed when using iron shirt. This is caused by the amount of concentration required to maintain this defence.

All armour types are trained at first level. The types of iron shirt training available to the Champion are:

Superficial: +2 AC
Light: +3 AC, -1 check
Medium: +5 AC, -1 check, -1 speed

Unarmed combat

The Champion is trained extensively in hand to hand combat as well as weapons. Their hands and feet are deadly weapons. They have honed these skills until they are the equivalent of a weapon, and may have multiple kung fu weapons. Each ‘weapon’ style may be enchanted like a normal weapon. Changing weapon requires a minor action.

All weapon types are trained at first level. The types of unarmed kung fu weapon available to the Soldier are:

Fast: 1d8 damage, +3 proficiency bonus
Strong: 1d10 damage, +2 proficiency bonus
Crushing: 1d8 damage, +2 proficiency bonus, high crit

Powers

At-Will powers:

Exploit Weakness
Champion Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action             Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage

Invisible Palm
Champion Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action             Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage

Rampaging Tiger Strike
Champion Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action             Melee weapon
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 1[W] damage for each attack

Whipping Serpent
Champion Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action             Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks you in their next turn, make a basic melee attack as an immediate interrupt.

Encounter powers:

Rending Tiger Claw
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Shift 2 squares before or after the attack
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. The target takes ongoing 2 damage, save ends.

Dancing Crane
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and swap places with an adjacent, willing ally

Deceptive Snake Strike
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Shift 2 squares before or after the attack
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Artful Champion: Shift 1 + Intelligence modifier squares before or after the attack

Dragon’s Fury
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Savage Champion: Deal additional damage equal to your Strength modifier to each target.

Daily powers:

Tiger stance
Guardian Attack 1
Fluff text
Daily * Martial, Weapon, Stance
Standard Action Melee weapon
Target: Once creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage
Effect: You enter the Tiger stance, gaining a +5 power bonus to Athletics checks, +2 to speed and +2 to the damage of all melee attacks.

Snake Stance
Guardian Attack 1
Fluff text
Daily * Martial, Weapon
Standard Action Melee weapon
Target: Once creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage
Effect: You enter the Snake stance, gaining a +2 power bonus to melee attack rolls.

Bone cracking claw
Guardian Attack 1
Fluff text
Daily * Martial, Weapon
Standard Action Melee weapon
Target: Once creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and takes ongoing 5 damage. A save ends both effects.
Miss: Half damage and the target is slowed until the end of you next turn. The target does not take any ongoing damage.

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