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Character Customization
An exclusive, 3-paged, Character Customization preview can be downloaded at the end of this page. The following text and illustrations are just a sample.
Prestige Classes as Templates
Monster templates are one of the best things about the system. In
fact the idea should have been pushed into more parts of the system.
Spells like silent image, minor image, major image, etc should
all be template-based. But, that is another book.
Prestige classes should be viewed as templates. Most prestige
classes are designed all at once to fulfill a specific niche in a campaign.
This is fine when only you and your players will use the
class but goes awry when you want to transport the prestige class to
someone else’s campaign.
Prestige class design should come in two steps. In one step, one
designs the mechanics of the class. In the other step, one designs
the campaign background of the class. You are free to do these two
steps in either order. The important part is to delineate the two
tasks. When designing prestige classes for your own campaign you
will most likely perform the background step first. But if you want
your prestige class to be portable to other campaigns, you should
design its mechanics first, independently of your campaign.
To make this easier, the layout of a prestige class description
should reflect the two steps. The mechanics portion of the design is
listed first as a template. It is followed by the campaign specific
background along with other template notes and additional requirements.
Throwing it all Away
Not all prestige class concepts make viable templates. While developing
a prestige class by separating the game rules from the roleplaying
aspect makes it easier to balance the class. Sometimes the
prestige class template is awkward to work with.
Other times the subject matter of the class does not lend itself
to having parameters. In these cases, add the flavor text directly to
the template and the result is a normal prestige class description.
Prestige Class Templates
The mechanics of a prestige class are mostly found in these templates.
The following section describes the format of each prestige
class template that follows.
Prestige Class Template Title
Describe the overall concept of the class here. What niche does it
fulfill? Explain why certain classes might be better off using it.
Template Parameters
This section is only necessary for prestige classes that improve a
normal ability that can be generalized to a similar ability. Typical
template parameters are listed below:
Parameter: Describe what the parameter should contain. Try
not to include too many parameters in a template as that can make
the write-up awkward. In subsequent sections of the template, refer
to the parameter by placing it in brackets: [Parameter]. Typical
parameters include skills, weapons, terrains, monster types, monster
subtypes, spell subtypes, the choice between arcane and divine,
etc. Skills are the most frequent template parameters.
Requirements
Describe the requirements of the class. Requirements should be
listed in this order. Omit elements that are not needed: Alignment,
Ability Scores (in a comma separated list), Base Attack Bonus,
Base Saving Throws (list individually), Skills (listed individually
indicating the minimum number of ranks needed, not the minimum
bonus), Feats (in a comma separated list), Spellcasting, and Special
(for anything else).
Requirement: The level/rank of the requirement or a description
of it.
Class Features
List the class features. Standard features should be listed first in
this order, followed by template specific features: Hit Die, Class
Skills, Skill Points at Each Level, Weapon and Armor Proficiency
and Spells per Day.
Feature: Each feature should have its own paragraph describing
it.
Class Table
The class table describes the class’s BAB, saving throws, when it
gains features and any other level based changes.
Champion Template
Champion is a prestige class template for any race or social group
who supports fighting men to defend the group. Elite members of
this fighting group can become champions of the group.
A champion’s role is somewhat dependent on the group’s
alignment and views toward fighting.
Template Parameters
The champion template has five parameters:
Inspiration Method: Usually Diplomacy but some groups may
favor Intimidating champions. Groups unified by monetary concerns
may even favor champions with high Bluff skill.
Required Feats: Two or more feats indicative of the group’s
overall fighting style.
Bonus Feats: A list of 5 or 6 feats that improve upon the required
feats and exemplify the group’s fighting style.
Code: This is a list of 2 or 3 things that the champion is obligated
to do to retain his status as a champion of the group.
Redemption: A task an ex-champion must accomplish to regain
champion status.
Note: “Group” is used to refer to the champion’s affiliation.
Sometimes it is noted in brackets when used like a parameter.
Other times the word group is used without brackets to aid readability.
Requirements
To become a champion, characters must meet at least these requirements:
BAB: +5
[Inspiration Method]: 5 ranks
Knowledge (tactics): 2 ranks
Feats: [Required Feats]
Class Features
The champion has the following class features:
Hit Die: d10.
Class Skills: The champion’s class skills are as follows:
| Ability | Skills |
| Strength | Climb, Jump, Swim |
| Dexterity | Balance, Ride |
| Intelligence | Knowledge (tactics), Knowledge ([group]) |
| Wisdom | Spot |
| Charisma | [Inspiration Method] |
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: A champion is proficient
with all simple and martial weapons, light armor, medium armor,
and shields.
Restrictions: Champions must follow a code of conduct. Failure
to obey these restrictions causes the champion to become an exchampion.
The code of conduct includes: [Code].
Leadership (Ex): The champion gains the leadership feat even
if he does not meet the requirements. The champion’s cohort is
always allowed to be no more than one level lower than the champion
regardless of the champion’s leadership score.
Bonus Feat: The champion gains a feat from the following list
at levels 2, 5 and 8: [Bonus Feats].
Boost Allies (Ex): The champion may take a standard action,
that does not provoke an attack of opportunity, to rally his allies.
All combatants who are members of the champion’s group who can
see or hear the champion’s rallying cry gain a +1 morale bonus to
all attack rolls, damage rolls, saving throws and skill and ability
checks. Boost Allies has a maximum range of 20 feet per champion
level. The bonus lasts one round per level of the champion. This
bonus goes up to +2 at level 7 and +3 at level 10.
Second Cohort (Ex): The champion gains another cohort as he
had taken the leadership feat a second time. The second cohort is
always allowed to be no more than one level
lower the champion’s level regardless of the
champion’s leadership score. The champion’s
first cohort’s level may now be
equal to that of the champion’s level.
Ex-Champions
Should the champion fall out of
favor with his group, he
loses access to the
leadership feat,
second cohort,
boost allies
ability, and can
no longer gain
levels in the
champion
prestige class. Exchampions
who
fulfill the
[Redemption]
requirement,
regain full access
to their champion
abilities and may
take additional
levels in
champion.
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
| 1 | +1 | +2 | +2 | +0 | Leadership |
| 2 | +2 | +3 | +3 | +0 | Bonus Feat |
| 3 | +3 | +3 | +3 | +1 | Boost Allies +1 |
| 4 | +4 | +4 | +4 | +1 | |
| 5 | +5 | +4 | +4 | +1 | Bonus Feat |
| 6 | +6 | +5 | +5 | +2 | Second Cohort |
| 7 | +7 | +5 | +5 | +2 | Boost Allies +2 |
| 8 | +8 | +6 | +6 | +2 | Bonus Feat |
| 9 | +9 | +6 | +6 | +3 | |
| 10 | +10 | +7 | +7 | +3 | Boost Allies +3 |
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