User:The-Marksman/Sandbox

Summary:: An elite holy warrior of the church, whose goal is not to route out and punish evil, but to protect his allies, and the innocent who cannot protect themselves. These righteous defenders are powered by a close personal relationship with their deity, and link to the positive energy plane itself. Length::20 Minimum Level::1 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Other Class Ability Progression::Other Allowed Alignments::Lawful Good

The Radiant Champion
Among the holy warriors of the church, the Paladins are the most renown, but deep down in the halls of the church a different, smaller class exists for the most dedicated and elite holy warriors who arrive to the church for training. These select few are taken away and trained in the art of forming a personal connection with their deity and championing his/her causes, the path of protecting those who cannot protect themselves, and the knowledge of positive energy itself. These righteous, elite warriors of the church are known as Radiant Champions.

Making a Radiant Champion
Abilities: Constitution and Charisma carry the bulk of the weight for a Radiant Champion who is a warrior first and foremost, and therefore spends much of his time in the front lines with many enemies, so a good Constitution allows the Radiant Champion more staying power in his battles, determines how often a Radiant Champion can use many of his Extraordinary abilities and measures how long he can hold his Sentinel Stance for. A Radiant Champion's Charisma affects how often per day he can use most of his Supernatural and Spell-like abilities, is added to his saving throws, and affects his ability to get the attention of enemies away from his allies. A good strength score allows him to deal more damage to his enemies.

Characteristics: A Radiant Champions is a warrior of the church, like a Paladin, but who lives by a very different code than his close minded counterpart. A Radiant Champion while good in nature and heart like a Paladin has a different set of morales that drive him. A Radiant Champion is driven by the desire to protect his allies, and the innocent from harm, and to champion the causes of his deity. A Radiant Champions power comes from the Radiant Link that their deity creates for them. This power welling inside of them allows them to be tougher than typical members of their race, resist all poisons and diseases, rapidly heal from wounds, reinforce the vital areas of their body to resist excess damage, to resist enemies spells, the effects of negative energy, aging, to resurrect their allies and eventually even become a Celestial being.

Races: Like Paladins, Humans and Aasimar's are the most common Radiant Champions, with Half-Elves not far behind. Dwarf and Elf Radiant Champions are more common than Dwarf or Elf Paladins. This is because the ideals of a Paladin tend to take a Dwarf or Elf away from their kin, Dwarf and Elf Radiant Champions are usually those who revere Moradin and Corellon Larthian respectively which makes finding a common ground to their family ties far easier. Only the most disciplined and lawful Half-Orcs find themselves hearing the calling of a Radiant Champion, having been ridiculed and reviled most of their life, they tend to find very little motivation to protect strangers. Halflings and Gnomes, and Radiant Champions of the more savage races are all but completely unheard of.

Alignment: Radiant Champions must be Lawful Good, and they lose their divine powers if they deviate from that alignment. Additionally Radiant Champions swear to follow a code of conduct which is in line with lawfulness and goodness.

Starting Gold: 6d4 times 10 gp (150 gp).

Starting Age: "Moderate" or "As fighter"

Class Features
All of the following are class features of the Radiant Champion.

Weapon and Armor Proficiency: Radiant Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with all shields.

 (Ex): The power of a Radiant Champion’s aura of good (see the detect good spell) is equal to his Radiant Champion level.

 (Sp): At will, a Radiant Champion can use Status, as the spell, with a caster level equal to his Radiant Champion class level. At 6th level this abilities range improves to "close" and the Radiant Champion may now use a single cast of his Status spell to become aware of all friendly creatures within 25 feet + 5 feet per two caster levels (40 feet at 6th level, and 75 feet at 20th), Also, once the link is established, after 6th level a Radiant Champion continues to be aware of any targets status even if they are no longer on the same plane of existence. A new link cannot be established with a creature who is already on another plane.

 (Su): The task set before a Radiant Champion, of keeping any he would consider an ally safe from harm in battle is a solemn duty that the Radiant Champion is completely devoted to. This devout attitude gives the Radiant Champion a measure of favor with his deity. At first level the deity of the Radiant Champion links the Radiant Champion's very soul to the Positive Energy plane. This connection grows slowly and increases over time, which has several effects on the Radiant Champion.

Firstly, the Radiant Champion always gains the maximum amount of hit points for every Radiant Champion level (if your campaign is already allowing maximum hit points, give the Radiant Champion an additional +2 hit points every level). Secondly the residual energy being channeled into the Radiant Champion at all times grants the Radiant Champion fast healing equal to his class level, for fast healing 1 at first level. Finally, the positive energy infusing the Radiant Champion's soul is constantly cleansing his body granting him immunity to all poisons and diseases both normal, and magical or supernatural.

 (Ex): A number of times per day equal to 1 + his Constitution modifier (minimum of once per day), a Radiant Champion can become a powerful and vigilant sentinel of protection. In this focused state a Radiant Champion channels the energy hes gained from his Radiant Link and gains phenomenal resiliency and reaction speed. In this focused state the Radiant Champion physically grows in size to the size of a half giant or half ogre and gains the powerful build racial trait allowing the Radiant Champion to function as though he were 1 size catagory larger if doing so is advantageous to him. This growth never results in any damage to clothing or equipment.

In addition, while in this focused state, the Radiant champion gains a +2 sacred bonus to his Strength, Constitution, and available attacks of opportunity per round. This bonus increases by an additional +1 at 6th level and an additional +1 for every 6 levels there after (+3 sacred bonus to Strength, Constitution, and extra attacks of opportunity per round at 6th level, and +4 at 12th level, and +6 at 18th level see Supreme Sentinel below). These extra granted attacks of opportunity per round stack with all other sources of attacks of opportunity (his basic attack of opportunity, his dexterity modifier if he has the combat reflexes feat, other feats or class features, etc).

This increased state of focus lasts for a number of rounds equal to 3 + the Radiant Champion's newly improved Constitution modifier. Using his Sentinel ability takes no time by itself, but a Radiant Champion can only do so during his action (a Radiant Champion can not for example, use this ability when struck by an enemy in order to gain the extra hit points from the increased Constitution score). At the end of a Radiant Champion's Sentinel stance, the Radiant Champion loses the Sentinel stance bonuses including the increased size and attacks of opportunity and becomes fatigued (-2 penalty to strength and dexterity and cannot charge or run) for the duration of the encounter, unless he's an 18th level Radiant Champion at which point this penalty no longer applies.

 (Sp): A number of times per day equal to his Charisma modifier a Radiant Champion may cast the Sanctuary spell as a spell-like ability, with a caster level equal to his Radiant Champion class level.

 (Su): At 2nd level, a Radiant Champion gains a bonus equal to his Charisma bonus (if any) on all saving throws.

 (Su): Beginning at 2nd level, a Radiant Champion with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Radiant Champion level &times; his Charisma bonus. A Radiant Champion may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Radiant Champion can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Radiant Champion decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

 (Ex): As a swift action, a Radiant Champion of 2nd level or higher can insult and aggravate a single target within line of sight through a combination of universal body language, gestures and speech. Any creature the Radiant Champion attempts to incite must succeed at a Will save (DC = 15 + 1/2 the Radiant Champions class level + the Radiant Champion's Charisma modifier) or become so upset that they are forced to target the Radiant Champion with all attacks, even if doing so is not tactically sound or puts them at a disadvantage. The taunted opponent continues to be forced to target only the Radiant Champion with all of their attacks for a number of rounds equal to the Radiant Champion's Charisma modifier. The Radiant Champion need not have a common language with the target for this ability to function.

 (Su): Beginning at 3rd level, a Radiant Champion and each ally within 10 feet of him gains a +4 sacred bonus to AC and on all saving throws.

This ability functions while the Radiant Champion is conscious, but not if he is unconscious or dead.

 (Ex): A Radiant Champion is always 100% focused on the task at hand, is almost impossible to distract from his divine purpose. A Radiant Champion of 3rd level and higher gains a +4 divine bonus on all saves vs charms, compulsion, enchantments and fear effects, magical or otherwise.

 (Ex): A Radiant Champion is an exceptional paragon of stamina, in a world filled with tough, durable and resilient adventurers. At 4th level the Radiant Champion gains the ability to shrug off some amount of injury from each blow or attack, and the Radiant Champion gains damage reduction equal to ½ of his class level (rounded down, to a minimum of damage reduction 2/Adamantine starting at 4th level). The Radiant Champion also gains the Endurance feat as a bonus feat and ignores any penalties induced from wearing medium or heavy armors, included for movement and running.

 (Sp): At 4th level the Radiant Champion gains the ability to cast the Consecrate spell as a spell like ability a number of times per day equal to his Charisma modifier (minimum of once per day), but with the following changes. The -1 disruption penalty no longer applies to undead in the area. Instead, all creatures that are hostile to the Radiant Champion or his party, and who are currently in, or who enter the consecrated area must make an immediate will save (DC equals 15 + ½ the Radiant Champion's class level + the Radiant Champion's Charisma modifier) or be compelled to immediately target and focus any attacks they choose to make on the Radiant Champion for as long as the consecrate lasts or until they exit the area. This ability works on any creature type, even creatures normally immune to mind altering or compulsion affects, for example; creatures such as constructs, ooze, plant, undead and vermin types are all affected by this spell. This spell does not directly prevent other party members from of coming to harm. For example, if an evil mage was at the outside edge of the Radiant Champions consecrate and failed his will save, and he wanted to use a fireball, he could still do so, so long as the target of the spell is the Radiant Champion, even if the Radiant Champion had 3 allies around him. The Radiant Champion's allies would still be susceptible to being damaged by the fireball as normal. Any creature who makes their will save, must make a new will save at the beginning of their turn in each new round they remain in the consecrated area.

 (Sp): Upon reaching 5th level, a Radiant Champion gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium Radiant Champion) or a warpony (for a Small Radiant Champion).

Once per day, as a full-round action, a Radiant Champion may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Radiant Champion’s level. The mount immediately appears adjacent to the Radiant Champion and remains for 2 hours per Radiant Champion level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Radiant Champion may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Radiant Champion’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Radiant Champion may not summon another mount for thirty days or until he gains a Radiant Champion level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Radiant Champion takes a –1 penalty on attack and weapon damage rolls.

 (Ex): Any time a 5th level or higher Radiant Champion is within  10 feet of an ally, he may use his armor, shield and own body to cover an ally in order to protect them. In doing this, he can convey some of his own AC and Save bonuses to an adjacent ally. When the Radiant Champion has an ally within 10 feet, as a swift action, he may subtract any amount up to ½ his class level (rounded down) from both his AC and all of his Saves (up to a maximum amount that reduces any of those statistics to a minimum of 1), and grant that same amount as a bonus on the targeted allies AC and Save bonuses. A Radiant Champion may only grant this bonus to one ally at a time, and the effect lasts until the Radiant Champion cancels the effect, uses this ability on a new target, the Radiant Champion and his target move out of range of one another or combat for the current encounter ends. For example, an 8th level Radiant Champion with 22 AC and save bonuses of 13 Fortitude, 4 Reflex, and 10 Will would only be able to grant a maximum of a +3 bonus to an adjacent ally. Although half of his level (8), would be 4, granting a +4 bonus would reduce his Reflex save below 1, so he can only grant a +3 bonus.

 (Ex): When times are tough is when a Radiant Champion is at his most focused. Its when he digs down deep to find his inner strength, to gain focus and shows his intestinal fortitude as he preforms amazing feats of avoidance. After 6th level, at any time in combat when the Radiant Champion takes damage from any source that reduces him to or below 1/3 of his total hit points (even in the middle of another creatures full attack action), as an immediate action, he enters a focused state and gains a +4 dodge bonus to AC for a number of rounds equal to 1 + his constitution modifier (if any) to a minimum of 1 round. This ability does not use up the Radiant Champion's immediate action for the round.

 (Ex): At 6th level or higher, a Radiant Champion can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Radiant Champion does not gain the benefit of mettle.

 (Su): At 7th level, as a swift action, the Radiant Champion can place a magical protective ward on any targeted ally within 40 feet lasting for the rest of the current round and 3 rounds there after. Any other creature that is currently targeting the warded creature for its attacks, or begins targeting the warded creature while the targeted ally is affected by the ward; must make a will save (DC 15 + ½ the Radiant Champion's class level + the Radiant Champion's Charisma modifier) or be compelled to immediately change its target for attacks to the Radiant Champion. This is a magical, mind effecting, compulsion effect. A Radiant Champion may use Ward a number of times per day equal to his Charisma modifier (minimum of once per day).

 (Sp): At 7th level, a Radiant Champion gains the ability to cast blood of the martyr as a spell like ability a number of times per day equal to his Charisma modifier. Blood of the Martyr can be found on page 92 of the Book of Exalted Deeds. This spell allows the Radiant Champion to transfer a minimum of 20 of his own hit points to a friendly willing target within 100 feet, plus 10 feet per caster level as a standard action. The transferred hit points are damage to the Radiant Champion, and are received like through a cure wounds spell and cannot exceed the targets max hit points. Extra points beyond the targets max hit points are lost. The spell transfers only real hit points, not temporary ones, and unconscious targets are "willing targets" for the purposes of the spell.

 (Ex): Sometimes when an ally is under attack, there’s no time to think and a Radiant Champion needs to place himself between his ally and a foe in order to protect the ally from danger. A number of times per day equal to his Constitution modifier (minimum of once per day), at any point during the encounter, even when its not his turn, a Radiant Champion may target an ally and make a charge up to 3 times his movement speed towards an ally as an immediate action that does not provoke any attacks of opportunity, and does not count as his immediate action for the round, nor does it take away his swift action.

After making this movement action, he may choose whether to move his ally back 5 feet and take the square they previously occupied, or he may choose to make an opposed bullrush attempt against the opponent to move them back 5 feet and take their square instead. The Radiant Champion gains a +8 bonus on this bullrush attempt, and does not provoke an attack of opportunity for initiating it.

A Radiant Champion may do this in the middle of someone elses action including during a full attack action, if the Radiant Champion charges in the middle of an enemies full attack action he cannot intercept any attack that has already had an attack roll made, but he can intercept between attacks. If he makes an intercept between attacks, the rest of the enemies attacks are resolved as though the Radiant Champion were their intended targets.

 (Ex): The radiant positive energy suffusing the Radiant Champion's body and soul has hardened and reinforced the most vital areas and the softest tissues of his body. From 9th level forward, a Radiant Champion is no longer susceptible to any critical hits, sneak attacks, or any other abilities that require a creature to be susceptible to such attacks in order to function. This ability protects the Radiant Champion regardless of the opponents class, or number of levels above the Radiant Champion level within their class.

 (Su): At 10th level and beyond, the positive energy link to the Radiant Champion's soul has suffused his body to the point where his fast healing improves to become regeneration. All damage dealt to the Radiant Champion is treated as non-lethal damage, The Radiant Champion's healing rate still progresses at the same continued rate and heals the non lethal damage as described in the Radiant Champion's Radiant Link ability description.

Only acid, unholy or negative energy are not converted to non lethal damage and therefore treated as lethal damage to a Radiant Champion. A Radiant Champion can regrow lost portions of his body, and even reattach severed limbs or body parts. Severed parts die if they are not reattached.

 (Ex): At 11th level, a Radiant Champion gains spell resistance equal to his class level +10. In order to affect the Radiant Champion with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177 of the Players Handbook) that equals or exceeds the Radiant Champions spell resistance.

 (Sp): A number of times per day equal to his Charisma modifier (minimum of 1/day), a 12th level Radiant Champion may cast his choice of either Heal or Harm with a caster level equal to his Radiant Champion class level. Either spell cast uses up one of his daily uses. For example, a Radiant Champion with a 16 Charisma has a +3 modifier. During the course of a battle he casts Harm on an enemy, and then after the fight casts Heal on his ally. This leaves the Radiant Champion with 1 daily use of Heal/Harm remaining, the next one he casts will be his last of either for the day.

 (Su): When a Radiant Champion reaches 13th level  a Radiant Champion has such favor with his patron deity that his deity wards the Radiant Champion against the most heinous of attacks. From 15th level forward a Radiant Champion has complete immunity to all death attacks, spells and effects, negative levels and energy drain attacks. Such attacks if they require striking the Radiant Champion still do damage as normal on a successful hit, but the Radiant Champion is considered to always pass a saving throw against any attacks or effects that would cause instant death, a negative level or energy drain. Such spells or attacks include a vampires slam attack or natural weapon, an assassin's death attack, a shadow dragons breath weapon, a ghost-faced killers frightful attack, power word death, an arrow of slaying, disintegration, implosion, etc.

 (Sp): At 14th level, a Radiant Champion gains the ability to cast glory of the martyr as a spell like ability a number of times per day equal to his Charisma modifier. Glory of the Martyr can be found on page 99 of the Book of Exalted Deeds. This spell allows the Radiant Champion, as a standard action, to create an effect similar to Shield Other forming a connection with one creature per caster level that are within close range for one hour per caster level. The subjects all gain a +1 deflection bonus on AC, and a +1 resistance bonus on saves. All subjects affected by this spell will take only half damage from all attacks or wounds that deal them actual hit point damage. Any damage not taken by the subjects is taken by the Radiant Champion instead. Types of harm that don’t involve hit points, such as ability drain, charm effects, disintegrate effects and level drain or temporary ability loss are not affected by this spell. If the Radiant Champion dies while this spell is in effect, he sends out a burst of positive energy healing all subjects of the spell for 1d8 hit points. If any of the subjects move out of the spells range, their connection to the Radiant Champion is severed, but the spell continues so long as he is alive and still connected to at least one other subject.

 (Sp): A 15th level Radiant Champion is able to cast Holy Sword a number of times per day equal to his Charisma modifier. Holy Sword can be found on page 242 of the Players Handbook.

 (Ex): Upon obtaining 16th level, the positive energy that has been suffusing his body has built up to a point where it has significantly extended the Radiant Champions life span and quality of life. A Radiant Champion now lives for 3 times longer than the normal maximum for a normal creature of his race. That is, his maximum age is X3 more dice, and maximized. A Radiant Champion still accrues aging bonuses at the ages his race normally would. Also a Radiant Champion no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue and the Radiant Champion still dies of old age when his time is up. For example, Lotakan, a human Radiant Champion is 38 years old when he gains this ability, and has already accrued a +1 bonus to Intelligence, Wisdom and Charisma and taken a -1 penalty to Strength, Dexterity and Constitution. These penalties to Strength, Dexterity and Constitution will never be removed. At 53 years old, Lotakan gains an addition +2 on Intelligence, Wisdom and Charisma but takes no penalties to his physical attributes. At 70 he again gains the bonuses but takes no penalties, and then instead of passing away 2d20 years later, he does not pass away until the maximum number of 6d20 which is 120 years, so Lotakan passes away of old age at 190 years old but able to move around as well as a middle aged man. A Radiant Champion gains no additional bonuses or penalties to his attributes after he reaches his races venerable age.

 (Su): By 17th level, the Radiant Champion's deity is deeply, personally vested in the success or failure of the Radiant Champion, that once per day whenever any source of damage would reduce a Radiant Champion to under 1 hit point, the damage is completely negated and the Radiant Champion is instead, instantly healed for twice his class level + his Constitution modifier.

 (Ex): At 18th level, a Radiant Champion has mastered his Sentinel stance, and may use his Sentinel stance as often as he would like, and now lasts for 6 + his newly improved Constitution modifier worth of rounds. During his Sentinel stance a Radiant champion now receives a +6 bonus to all of the normal bonuses granted in the Sentinel stance ability description. After reaching 18th level a Radiant Champion is no longer fatigued at the end of a Sentinel stance.

 (Sp): At 19th level, a Radiant Champion gains the ability to use some of the residual overflow of positive energy from his Radiant Link to restore another creature to life. Once per week the Radiant Champion may produce an effect identical to a Resurrection spell with a caster level equal to his Radiant Champion class level. This effect does not require any material components to cast.

 (Su): At 20th level, the process of suffusing the Radiant Champion's soul with positive energy is complete. A 20th level Radiant Champion becomes a Celestial creature, via the application the the Celestial template (found on page 31 of the monster manual). The Radiant Champions creature type is changed to Outsider (Native), he gains Darkvision +60 feet, resistance 10 against Acid, Cold and Electricity damage, and once per day can make a Smite Evil as per the Paladin class ability.

Note that while the template found in the monster manual does also grant damage reduction and spell resistance, but the template explicitly states that if the creature already has these features from another source, to use the better of the two, and since the abilities granted by the Radiant Champion class are better, these two abilities are unused.

Code of Conduct
Code of Conduct: A Radiant Champion is similar to a Paladin, but with a couple of very important distinctions. Just as a Paladin, a Radiant Champion must be of lawful good alignment and loses all Supernatural and Spell-like class abilities if he ever does anything that would be heinous enough to change his alignment.

Additionally, a Radiant Champion’s code unlike a Paladin's is not about finding and rooting out evil to be punished, but is instead a solemn vow he takes before the heads of his church to always protect his allies to the best of his ability in battle. To protect the innocent and stand up for anyone who cannot protect themselves against would be tyrants and bullies. A Radiant Champion is not expected to defend someone who is clearly taking advantage of him or those who would pick a fight just to have the Radiant Champion fight it.

Associates: Because his oath is not to root out evil, a Radiant Champion's code is looser about who he may associate with, than that of a Paladin. A Radiant Champion only purposely chooses to associate with characters of good or neutral alignments, and while he disdains evil characters, he could, very temporarily, associate with an evil character, if doing so was obviously for the greater good. Any longer term association with an evil character would have to be because a Radiant Champion sees a genuine chance to redeem the evil character, and truly believes they can be saved from their evil ways. A Radiant Champion may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Radiant Champions
A Radiant Champion who ceases to be lawful good, who abandons his allies in battle, walks away from a true innocent who needs protecting without just cause of the greater good, or who grossly violates the code of conduct loses all Radiant Champion supernatural and spell-like abilities (including the service of the Radiant Champion’s mount, but not weapon, armor, and shield proficiencies, or Extraordinary class abilities). He may not progress any farther in levels as a Radiant Champion. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.

Like a member of any other class, a Radiant Champion may be a multiclass character, but multiclass Radiant Champions face a special restriction. A Radiant Champion who gains a level in any class other than Radiant Champion or Paladin may never again raise his Radiant Champion level, though he retains all his Radiant Champion abilities. The path of a Radiant Champion requires a constant heart. If a character adopts this class he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return. Paladin's may also take levels in Radiant Champion without losing their advancement potential in Paladin.

Any prestige class that allows for Paladins to continue taking Paladin levels after the class also allow Radiant Champions to continue his class progression as well. Radiant Champion levels count as Paladin levels for the purposes of taking other classes that require actual paladin levels, activating magical items, and the like, unless the prestige class explicitly is stated to require a specific Paladin class features that the Radiant Champion does not gain, in which case Radiant Champion levels do not count as Paladin levels since an actual Paladin specific ability is required.

Epic Radiant Champion
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Bonus Feat

 (Ex): At every 4 levels after 20th (24th, 28th, 32nd, etc), a Radiant Champion gains an additional +2 bonus while using his Supreme Sentinel stance.

 (Su): At 25th level, a Radiant Champions Radiant Link ability has supercharged his body with positive energy. A Radiant Champion of 25th level gains the Half Celestial template but does not gain a raised ECL from having it.

 (Su): At 30th level a Radiant Champion earns divinity and gains a divine rank of 0 making him a quasi diety and immortal. This divine rank does not make the Radiant Champion an actual god, see page 25 of the Deities and Demigods handbook. The Radiant Champion does not age any further and does not die of old age, ever. The Radiant Champion gains 5 points of inherent bonus which can be divided as he sees fit between any of his ability scores up to the maximum of 5 points of inherent bonus per attribute for any character.

Human Radiant Champion Starting Package
Weapon: Longsword, Heavy Steel Shield

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Feats: Combat Reflexes

Gear: Backpack, 2 Torches, 1 Tent, 1 Bedroll, 1 Holy Symbol, 1 Grappling Hook, 50ft of Hempen Rope, Waterskin, 2 trail rations.

Gold: 6d4 X 10 (150).

Playing a Radiant Champion
Religion: A Radiant Champion can worship any non-chaotic, good aligned deity, any deity with the protection domain, or the Radiant Champion's racial patron deity if they have one. The most commonly worshiped deities for Radiant Champions are Heironeous (god of valor), Pelor (god of the sun) and Fharlanghn (god of roads). Radiant Champions are exceedingly welcomed at all temples to their patron deity, who greet them with open arms, and maybe a small favor or two to ask.

Other Classes: Radiant Champions get along amazingly with Paladins who have very similar ideals as the Radiant Champion, though they don’t always see eye to eye when it comes with how to deal with borderline evil characters. Radiant Champions greatly value the party healer, who helps them to be able to stay alive, and with whom they often work closely with while they preform their solemn duty of protecting others. Radiant Champions are willing to work with almost anyone that they believe will help further their deities causes, whether this help is intentional or not, and strongly favor lawful and good companions over other companions.

Combat: In combat a Radiant Champion is acting on his oath to the church; to protect his allies to the best of his ability in the face of adversity. A Radiant Champion is a front line combatant who uses both his supernatural and extraordinary abilities to goad his enemies into attacking him and only him so that his allies may use their spells and special abilities without interference. A Radiant Champion's defensive abilities goad his opponents into targeting him over vulnerable members of his party and his incredible hit points, heavy armor and class AC bonuses make him ideally suited to absorb blows.

Advancement: Radiant Champions face special restrictions for multi classing, so because of this, further advancement out of Radiant Champion could be difficult to find. In order to advance in another class, a Radiant Champion must first find a class that is approved by the church, but most classes will be hard pressed to offer extended survivability beyond what the Radiant Champion himself will already learn in his current class.

Radiant Champions in the World
"A Radiant Champion is sworn to uphold the values of chivalry. His heart radiates valor. His blade defends the helpless. His vigor upholds the weak. His word speaks only truth. His fury undoes the wicked.."

Notables: Nazares an Elven Radiant Champion, and his comrades were charged with saving the princess of Theselmar who had been kidnapped by a legion of goblins. With Nazares' ability to keep the legion of goblins from attacking his comrades and the royal guard of Theselmar, the group was able to save the princess just in time before the leader of the goblins, a warlock named Nizam was moments away from sacrificing her to Nerull.

Organizations: The Radiant Champion is a holy warrior of the church, just as a Paladin is. The church allows for the Radiant Champions to go out into the world to find injustice where innocents are being oppressed and bullied and are in need of defense. All Radiant Champions also realize that at any time the church may call on them in a time of need, and it is the solemn duty of all Radiant Champions to answer the call. Just as the church can rest assured of the aid of a Radiant Champion in its time of need, the church are like-wise benevolent and supportive of a Radiant Champion when he arrives at their door.

Radiant Champion Lore
Characters with ranks in Knowledge (Religion) can research Radiant Champions to learn more about them. When a character makes a skill check, read or paraphrase the following, including information starting from lower DCs.

Radiant Champions in the Game
Sample Encounter: The PC's recieve a summons from their local quest giver who tells them of a request for help from a nearby Elven village who are under increasingly frequent raids from a nearby old mine which has become the home for a large quantity of Kolbolds. When the PC's arrive at the Elven village, its village Elder is meeting with the reinforcements sent by the nearby Elven kingdom. The leader of the Elven reinforcements is Nazares Naeketh who is dressed in golden accented Elven Chainmail and has 2 level 8 fighters (1 archer, 1 heavily armored with an Elven Thinblade) and a level 8 cleric with him. Nazares insists his commrads will stay behind in the village to protect it from any further harrasment while he accompanies the party to the caves to deal with the Kolbolds source.

EL 8:

Nazares Naeketh 5'5" Male Elf Radiant Champion 14 Medium Humanoid (Elf) Hit Dice: 8d12 (96) + (24 con) = (120 hp in average campaign, and 136 hp in a campaign with max hp for all) Initiative: 4 (4 Dex) Speed: 30 ft Armor Class: Normal 30 ( Armor +5, Dex +4, +4 Sacred, 4 Magic, 3 Shield), Touch 18, Flat Foot 26 Base Attack / Grapple: +8 /+10 (+4 vs a Medium opponent while in Sentinel Stance) Full Attack: Elven Thin Blade* +14/+9 1d8 + 2 18-20 X2 Space / Reach: 5 ft / 5 ft Special Abilities: Aura of Good, Status, Radiant Link, (Max hp, Immunity to Poisons/Diseases, Fast Healing 8), Sentinel Stance +3, Sanctuary, Divine Grace, Lay on Hands (40 hp), Incite, Aura of Devotion, Radiant Focus, Durability (DR 4/Adamantine), Consecrate, Special Mount, Safeguard, Evade, Mettle, Radiant Ward, ''Blood of the Martyr, Intercept  Saves: Fort 15, Ref 19, Will 11 (+6 on saves vs enchantments and +4 on saves vs charms, compulsions and fear) Skills: Concentraition 11, Handle Animal 13, Listen 2, Knowledge (Nobility & Royalty) 5, Knowledge (Religion) 5, Ride 11, Search 4, Sense Motive 8, Spot 2 Flaws: Meager Fortitude, Pathetic (Wisdom) Feats: Combat Expertise, Shield Specialization (Heavy), Weapon Finesse, Combat Reflexes, Endurance, Exotic Weapon Proficiency (Elven Thinblade*) Abilities: Str: 14, Dex 19, Con 16, Int 13, Wis 10, Cha 21 CR: 8 Treasure: +2 Elven Chainmail, +2 Mithral Heavy Shield, +1 Defending Elven Thinblade, Phylactery of Faithfulness, 6 Potions of Cure Moderate Wounds, 750 gp worth of mundane general goods and 1,950 gp Alignment: Lawful Good


 * Elven Thinblade is an exotic weapon detailed on pages 154 and 158 of the Complete Warrior.