Champion of the Enlightened (Apath)

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Unofficial rules compendium

The little-known champions of the enlightened give their lives in service to the perfection and uplift of society, their ultimate goal to create a safe and orderly world within which each person can find and perfect his true purpose in service to the whole. In their ethos, only through the accumulated perfection of each individual can societal transformation truly occur.

Class Information

This is a hybrid prestige archetype. The champion of the enlightened is a mix of monk and paladin.

Prestige Class: Champion of Irori from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Monk, Paladin.

Role: Impervious warrior and champion.

Alignment: Lawful Good only. Champions of the enlightened focus on embodying and promulgating the virtues of hard work, discipline, and devotion to the causes of justice, truth, and the pursuit of perfection. It is only through this pursuit that individuals can realize true joy and liberate themselves from the cycles of reincarnation.

Hit Die: d8.

Class Skills

The champion of the enlightened’s class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

This is all the class features of the champion of the enlightened.

Weapon Proficiency

Champions of the enlightened are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency

Champions of the enlightened are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a champion of the enlightened loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the champion of the enlightened adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a champion of the enlightened gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four class levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the champion of the enlightened is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Aura of Good and Law (Ex)

The power of a champion of the enlightened's aura of good and law (see the detect good spell) is equal to his class level.

Flurry of Blows (Ex)

Starting at 1st level, a champion of the enlightened can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a champion of the enlightened special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the champion of the enlightened's base attack bonus from his champion of the enlightened class levels is equal to his class level. For all other purposes, such as qualifying for a feat or a prestige class, the champion of the enlightened uses his normal base attack bonus.

At 8th level, the champion of the enlightened can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the champion of the enlightened does not meet the prerequisites for the feat).

At 15th level, the champion of the enlightened can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the champion of the enlightened does not meet the prerequisites for the feat).

A champion of the enlightened applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A champion of the enlightened may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A champion of the enlightened cannot use any weapon other than an unarmed strike or a special monk weaponas part of a flurry of blows. A champion of the enlightened with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Table: Table: Champion of the Enlightened Unarmed Damage by Size
Level Damage (Small) Damage (Large)
1st-3rd 1d4 1d8
4th-7th 1d6 1d10
8th-11th 1d8 2d6
12th-15th 1d10 2d8
16tyh-19th 2d6 3d8
20th 2d8 4d8

Unarmed Strike

At 1st level, a champion of the enlightened gains Improved Unarmed Strike as a bonus feat. A champion of the enlightened's attacks may be with fist, elbows, knees, and feet. This means that a champion of the enlightened may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a champion of the enlightened striking unarmed. A champion of the enlightened may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a champion of the enlightened's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A champion of the enlightened's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A champion of the enlightened also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Champion of the enlightened. The unarmed damage values listed on Table: Champion of the enlightened is for Medium champions of the enlightened. A Small champion of the enlightened deals less damage than the amount given there with his unarmed attacks, while a Large champion of the enlightened deals more damage; see Table: Small or Large Champion of the enlightened Unarmed Damage.

Stunning Fist (Ex)

At 1st level, the champion of the enlightened gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The champion of the enlightened may attempt a stunning attack a number of times per day equal to his class level, plus one more time per day for every four levels he has in classes other than champion of the enlightened.

At 4th level, and every 4 levels thereafter, the champion of the enlightened gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

  • At 4th level, he can choose to make the target fatigued.
  • At 8th level, he can make the target sickened for 1 minute.
  • At 12th level, he can make the target staggered for 1d6+1 rounds.
  • At 16th level, he can permanently blind or deafen the target.
  • At 20th level, he can paralyze the target for 1d6+1 rounds.

The champion of the enlightened must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Detect Chaos and Evil (Sp)

At will, a second level champion of the enlightened can use detect evil and detect chaos, as the respective spell. The champion can choose to detect chaos or evil or both. In the later case he perceives the strongest of the evil and chaotic auras and cannot distinguish between chaos and evil. A champion of the enlightened can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil or chaotic or both, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the champion of the enlightened does not 'detect chaos or evil in any other object or individual within range.

Ki Pool (Su)

At 2nd level, a champion of the enlightened gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a champion of the enlightened's ki pool is equal to 1/2 his class level + his Wisdom modifier.

From four level, as long as he has at least 1 point in his ki pool, he can make a ki strike.

  • At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
  • At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
  • At 13th level, his unarmed attacks are also treated as good weapons for the purpose of overcoming damage reduction.
  • At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a champion of the enlightened can do one of the following:

  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

By spending 2 points from his ki pool, a champion of the enlightened can do one of the following:

  • Lay on Hands
  • Smite evil/chaos

Each of these powers is activated as a swift action unless specified otherwise.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Lay On Hands (Su)

Beginning at 2nd level, a champion of the enlightened can use his ki pool to heal wounds (his own or those of others) by touch. With one use of this ability, a champion of the enlightened can heal 1d6 hit points of damage for every two class levels he possesses. Using this ability is a standard action, unless the champion of the enlightened targets herself, in which case it is a swift action. Despite the name of this ability, a champion of the enlightened does not need a free hand to use this ability. Unlike a paladin, a champion of the enlightened cannot damage undead with this ability.

Smite Chaos and Evil (Su)

Once per day, beginning at 2nd level, a champion of the enlightened can call on his ki to to aid him in his struggle against chaos and evil. As a swift action, the champion of the enlightened chooses one target within sight to smite. If the champion of the enlightened targets a creature that is not chaotic or evil, the smite is wasted with no effect. If this target is chaotic or evil, the champion of the enlightened adds his Cha bonus (if any) to his attack rolls and adds his class level to all damage rolls made against the target of his smite. If the target of the smite is an outsider with the chaotic and/or evil subtype, a chaotic or evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the champion of the enlightened possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the champion of the enlightened gains a deflection bonus of +4 to his AC against attacks made by the target of the smite.

The smite evil effect remains until the target of the smite is dead or the next time the champion of the enlightened rests and regains ki points.

Evasion (Ex)

At 3rd level or higher, a champion of the enlightened can avoid damage from many area-effect attacks. If a champion of the enlightened makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a champion of the enlightened is wearing light armor or no armor. A helpless champion of the enlightened does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a champion of the enlightened gains an enhancement bonus to his land speed, as shown on Table: champion of the enlightened. A champion of the enlightened in armor or carrying a medium or heavy load loses this extra speed.

Mercy (Su)

At 3rd level, and every three levels thereafter, a champion of the enlightened can select one mercy. Each mercy adds an effect to the champion of the enlightened's lay on hands ability. Whenever the champion of the enlightened uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the champion of the enlightened. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the champion of the enlightened can select from the following initial mercies.

  • Fatigued: The target is no longer fatigued.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.

At 6th level, a champion of the enlightened adds the following mercies to the list of those that can be selected.

  • Dazed: The target is no longer dazed.
  • Diseased: The champion of the enlightened's lay on hands ability also acts as remove disease, using the champion of the enlightened's level as the caster level.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a champion of the enlightened adds the following mercies to the list of those that can be selected.

  • Cursed: The champion of the enlightened's lay on hands ability also acts as remove curse, using the champion of the enlightened's level as the caster level.
  • Exhausted: The target is no longer exhausted. The champion of the enlightened must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer frightened. The champion of the enlightened must have the shaken mercy before selecting this mercy.
  • Nauseated: The target is no longer nauseated. The champion of the enlightened must have the sickened mercy before selecting this mercy.
  • Poisoned: The champion of the enlightened's lay on hands ability also acts as neutralize poison, using the champion of the enlightened's level as the caster level.

At 12th level, a champion of the enlightened adds the following mercies to the list of those that can be selected.

  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Paralyzed: The target is no longer paralyzed.
  • Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level champion of the enlightened's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Pursuit of Knowledge (Ex)

At 4th level, a champion of the enlightened adds ¼ his class level on all Knowledge checks and can make Knowledge skill checks untrained.

Slow Fall (Ex)

At 4th level or higher, a champion of the enlightened within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The champion of the enlightened's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his class level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Maneuver Training (Ex)

At 5th level, a champion of the enlightened uses his class level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

High Jump (Ex)

At 5th level, a champion of the enlightened adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a champion of the enlightened gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Still Mind (Ex)

A champion of the enlightened of 5th level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Sweeping Smite (Ex)

At 6th level, as a standard action, a champion of the enlightened can make a single unarmed strike while using his smite chaos or evil ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil, except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.

At 6th level, a champion of the enlightened can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty.

Purity of Body (Ex)

At 7th level, a champion of the enlightened gains immunity to all diseases, including supernatural and magical diseases.

Valiant Stand (Su)

At 8th level, a champion of the enlightened gains a sacred bonus on attack rolls and to AC equal to ¼ his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally.

Improved Evasion (Ex)

At 9th level, a champion of the enlightened's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless champion of the enlightened does not gain the benefit of improved evasion.

Shield the Weak (Su)

At 10th level, as an immediate action once per round, a champion of the enlightened can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The champion of the enlightened must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect.

Diamond Body (Su)

At 11th level, a champion of the enlightened gains immunity to poisons of all kinds.

Skill Mastery

At 11th level, a champion of the enlightened becomes well practiced in a certain number of his skills. He can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Perfect Opening (Ex)

At 14th level, once per round a champion of the enlightened can make an attack of opportunity against an enemy he threatens when that enemy confirms a critical hit against the champion or an ally. The champion of the enlightened can make this attack of opportunity even if he would be killed or incapacitated by the critical hit, resolving the attack after the critical hit deals damage but before he falls unconscious or dies. If the champion of the enlightened's attack of opportunity hits, it is automatically a critical threat.

One Finger (Su)

At 15th level, as a standard action, a champion of the enlightened can resolve a single unarmed attack as a melee touch attack.

Perfect Strike (Su)

At 17th level, a champion of the enlightened can expend 1 point from his ki pool as a swift action to perfect the next unarmed attack he makes before the end of his turn. Attack and damage rolls are rolled twice and the champion of the enlightened selects which result to use.

Tongue of the Sun and Moon (Ex)

A champion of the enlightened of 19th level or higher can speak with any living creature.

Whirlwind Smite (Ex)

At 20th level, as a full-round action, a champion of the enlightened can make one unarmed strike against every creature he threatens, as if he possessed the Whirlwind Attack feat (though he can use it only with unarmed strikes). He can also trigger either his smite chaos or evil ability while doing so, gaining its benefits against every creature he attacks for a number of rounds equal to his Wisdom bonus.

Table: Champion of the Enlightened

Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Fast Movement
1st +0 +2 +2 +2 Aura of good and law, flurry of blows, stunning fist, unarmed strike –1/–1 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Detect chaos/evil, ki pool (lay on hands, smite chaos/evil) +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Evasion, fast movement, mercy +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (AC, magic, speed), pursuit of knowledge, slow fall 20 ft. +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Maneuver training, high jump, still mind +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Mercy, sweeping smite (one target), slow fall 30 ft. +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki pool (cold iron/silver), purity of body, +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Ki pool (extra attack), valiant stand +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion, mercy +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Ki pool (lawful), shield the weak, slow fall 50 ft. +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body, skill mastery, +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Mercy, slow fall 60 ft. +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 ki pool (good), sweeping smite (multiple targets) +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Perfect opening, slow fall 70 ft. +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Mercy, one finger +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine), slow fall 80 ft., +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Perfect strike +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Mercy, slow fall 90 ft. +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Tongue of the sun and moon +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Slow fall any distance, whirlwind smite +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.

Code of Conduct

A champion of the enlightened embraces law and goodness as paladins do, conducting himself with honor and protecting the innocent. A champion of the enlightened must be of lawful good alignment and loses all class features except proficiencies if he ever willingly commits an evil act. Additionally, a champion of the enlightened's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

A champion of the enlightened must avoid entanglements that would distract him from the pursuit of perfection, and may not incur debts nor give loans to others—though he is encouraged to give freely to those in need. He likewise turns away potential followers of any sort, and may not recruit (and must discharge from service, if already acquired) any cohort, follower, animal companion, familiar, special mount, or similar creature.

While he may adventure with good or neutral allies, a champion of the enlightened avoids working with evil characters or with anyone who consistently offends his moral code. Under exceptional circumstances, a champion of the enlightened can ally with evil associates, but only to defeat what he believes to be a greater evil. A champion of the enlightened should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good.

Ex-Champions Of The Enlightened

A champion of the enlightened who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all class features except flurry of blows, stunning fist, unarmed strike, fast movement, slow fall, and maneuver training. He may not progress any further in levels as a champion of the enlightened. He regains his abilities and advancement potential if he atones for his violations (see atonement), as appropriate.

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