To the Ends of the Galaxy
|1st||+1||Defense Bonuses, Talent|
To qualify to become a Champion, a character must fulfill the following criteria:
Base Attack Bonus: +7
Trained Skills: Knowledge (Tactics)
Talents: Armor Proficiency (Light, Medium), Combat Training, at least 3 Weapon Proficiencies
Game Rule Information
Champions have the following game statistics.
Each level, Champions gain 1d10 + their Constitution Modifier in hit points.
Champions gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.
At 1st level, you gain a +2 class bonus to your Fortitude, Reflex and Will Defenses.
At ever odd-numbered level, you select a talent. The talent can be selected from the Weapon Master Talent Tree (Core p.212), the Armored Champion Talent Tree (below), or the Fighting Form Talent Tree (below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless explicitly indicated.
Armored Champion Talent Tree
A Talent tree for Champions that specialize in Armored Combat.
Armored Apotheosis: With this talent, the Champion may use half of his Armor’s Reflex bonus to Defense in addition to his own Character Level. If the Champion has other Talents that grant him the ability to use either or to stack his Reflex bonuses in this manner, he may retrain those Talents upon taking Armored Apotheosis.
Prerequisites: Proficiency with worn armor.
Impact Armor: The Champion is unassailable when in their armored suit of choice. The Champion can spend a Force Point as a standard action to grant themselves Damage Reduction equal to their Armor’s Fortitude Defense rating. This stacks with Damage Reduction from other sources, such as the Elite Trooper class feature.
Prerequisites: Armored Apotheosis
Shield Wall: While wielding a personal handheld shield, the Champion may attempt to block an attack using the Interpose talent for an adjacent ally without spending a Force Point.
Shield Retaliation: Whenever your character successfully uses a personal handheld shield to block an encounter with either Interpose, Take Cover or Shield Wall, you may make an immediate attack of opportunity against the attacker.
Prerequisites: Shield Wall
Fighting Form Talent Tree
The following are universal fighting styles that Champions have developed to give them an edge, regardless of the weapon in hand.
Counter Strike: When a target successfully attacks you, you can spend a Force Point to make an attack against that target (provided they’re a valid target for the weapon you’re wielding) as a Reaction.
Deflecting Defense: You wield your shield as though it were a part of you, gaining an almost sixth sense for interposing it in harm’s way. Your character gains a +2 Deflection Bonus to your Reflex Defense while wielding a personal handheld shield.
Prerequisites: Shield Defense
Focused Target: While wielding your specialized weapon, your are a sure shot that cannot strike off target. You designate a single target within Line of Sight as a Swift action. For the rest of the encounter, you can re-roll your first attack each round against that target.
Prerequisites: Weapon Focus, Weapon Specialization, BAB +10
Momentum Strike: When your character makes an attack with a weapon that can benefit from the Weapon Finesse feat, you can substitute your Dexterity in place of your Strength for determining damage.
Prerequisite: Weapon Finesse
Muscle Memory: You’ve trained to the point where your body reacts to danger even before your mind registers the threat. You may reroll your Acrobatics check on a failed attempt to Evade or Lunge.
Slayers Strike: Choose a weapon group that your character has the Weapon Focus feat for. You now score a critical hit with that weapon group on a 19 or a 20. Note that a 19 is not an automatic hit, and you still must overcome your target’s Reflex Defense.
Prerequisite: Weapon Focus, Weapon Specialization, Base Attack Bonus +12
Surge of Danger: You have your head on a swivel, nothing gets past you. You may reroll your Perception check on a failed attempt to Interpose, Take Cover, or use Shield Wall. Once per turn after a successful blocked attack, you can move +2 steps on the Condition Track.
Tireless Reflexes: When your character blocks an attack using Interpose, Take Cover or Shield Wall, you only suffer a -2 penalty on subsequent attempts in the same round (instead of -5).
Tumbling Endurance: When your character avoids an attack using Evade or Lunge, you only suffer a -2 penalty on subsequent attempts in the same round (instead of -5).
Your combat training has been honed to a fine art, taking Combat Maneuvers to the next level. At every even-numbered level, you gain one of the Combat Techniques that, once selected, cannot be changed.