Mithril Champion

The Mithril Champion is the embodiment of Kunnia’s drive to care for and protect all people from the predations of evil, especially those of Korinthar and the other Primordial Dragons. As Kunnia’s Chosen, the mithril champion holds life in the highest regard, and uses force only as a last resort. Like the goddess she serves, however, the mithril champion will not hesitate to defend those in need, even if bloodshed is unavoidable.

Mithril Champions come from among the ranks of the Order of the Mithril Rose, an organization of clerics, paladins, rangers, druids, monks, and bards dedicated to the service of the goddesses Kunnia and Kukka, and the protection, healing, and caring for those in need. Champions usually arise from the ranks of the Order’s clerics, paladins, and rangers, but a few scattered druidic Champions, honoring Kunnia’s unconditional love for the world, have cropped up through the Order’s History.

Mithril Champions, given their broad skill base and undeniable martial skills, are usually found within the sub-Orders known as the Thorns of the Rose, and the Shieldbearers, and the founder of the Thorns was herself the first Champion, and reputedly taught her abilities by Kunnia herself. Among the Shieldbearers, the mithril champions are usually found marshalling far-flung groups and working to safeguard communities in dangerous locales. Champions of the Thorns, by comparison, are the very epitome of that sub-Order’s mandate as Knights Errant and troubleshooters, often finding themselves almost without intention in the middle of place where dangerous situations and dire fortunes have suddenly arisen to threaten the common folk.

Class Skills
The Mithril Champion’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)

Skill Points at Each Level: 6 + Int modifier

Class Features
All of the Following are cleass features of the Mithril Champion prestige class.

Weapon & Armor Proficiency: A Mithril Champion is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Spells: Beginning at 1st level, a Mithril Champion gains the ability to cast a small number of Divine spells. To cast a spell, a Mithril Champion must have a Wisdom score of at least 10 + the spell’s level, so a Mithril Champion with a Wisdom score of 10 or lower cannot cast these spells. Mithril Champion bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Mithril Champion’s Widsom modifier (if any). Mithril Champions prepare these spells in the same manner as a Cleric.

Turn Undead
The Mithril Champion turns undead as a Cleric of her Mithril Champion level. If the Champion is also a cleric or Paladin, these level add up. Thus, a Paladin 10/Mithril Champion 1 turns Undead as a Cleric of 9th level.

Extra Turning
As a feat, a Mithril Champion may take Extra Turning. The Rules for this Feat may be found in Core Rules I, Page 82.

Special Mount
A Mithril Champion gains the use of a Special Mount in the same manner as a Paladin. For purposes of this ability, Levels of Paladin and Mithril Champion do add together. This means that while a Mithril Champion gains this ability at First Level, they do not attract a Mount until 5th, unless they possess Class Levels as a Paladin as well. A Paladin 10/Mithril Champion 2 is considered 12th level for purposes of her mount, and a multiclassed character with 2 levels of Paladin and 3 levels of Mithril Champion is considered 5th level for purposes of attracting a Special Mount.

Blessed Strike
From 2nd Level onward, a Mithril Champion may opt to make a Blessed Strike on undead and certain types of Evil Outsiders (Those types which are immune to critical hits), ignoring their immunity to critical hits. This must be done before the attack roll is made, and can be used a number of times equal to the Champion’s Wisdom Modifier.

Shield Another
Beginning at 3rd Level, a Mithril Champion may opt to Fight Defensively on behalf of another combatant. The Champion suffers a –4 to all Attack Rolls for 1 full round, while the recipient of the Champion’s Shielding gains +2 to their Armor Class for the remainder of the combat round (as per the rules for Fighting Defensively on Winter’s Edge). Every 2 levels after 3rd, the Armor Class bonus granted increases by 1. If either the Mithril Champion or the recipient possesses 5 Ranks of Tumble, this bonus goes up by 1. This bonus does stack with the efforts by the recipient to Fight Defensively on their own.

Divine Cleansing
By using one of his Turn Undead attempts for the day, a Mithril Champion may grant all allies (including the Champion) within a 60-foot radius a +2 Sacred bonus on Fortitude Saving throws for a number of rounds equal to his Charisma modifier.

Area Defense
Beginning at 5th Level, a Mithril Champion may forgo her normal action for a combat round in favor of defending a localized area. The Champion suffers a –4 Penalty of Armor Class, and temporarily loses any Evasion or Uncanny Dodge abilities she might possess, for 1 full round. During that round, until the Champion’s next action, she may take an extra Attack of Opportunity on any creature entering, leaving, or moving through the defended area, even if their movement would not normally draw an Attack of Opportunity. This ability does stack with feats such as Combat Reflexes and Great Cleave. At 5th level, the area defended is a radius of 5’ from the Champion’s initial position, and increases by 5’ for every 2 levels thereafter. This is not an increase in Reach, but rather an increase in mobility, as the Champion intercepts the opponant, attacks, and returns to her original position. After each Attack of Opportunity, the Champion is considered to return to this original position.

Divine Resistance
By spending one of his Turn Undead attempts for the day, a Mithril Champion may imbue all allies within a 60-foot radius (including the Champion) with 5 points of resistance to Fire, Cold, and Electricity. This resistance does not stack with similar resistances such as spells or special abilities, and lasts until the end of the Champion’s next turn.

Purity of Will
At 10th Level, the Mithril Champion gains the ability to directly oppose Kunnia’s most deadly foes. At this level, the Champion may attempt to Turn, with similar effect as Turning Undead, one Outsider OR Dragon of any Evil alignment, once per day. This Turning is effected as a direct test of Will Saves, the Champion rolling first to determine the Effect Rating, and the targeted creature rolling their own Will Save vs that DC. If the creature fails its Will Save, it flees for 10 rounds (1 minute) as best it can. All normal Effects of Turning apply. If the creature rolls a 1 on the Will Save, or fails the Save by 20 or more, it is Destroyed. Dragons (unless extraplanar in origin) die immediately, and Outsiders (including extraplanar dragons) are forced back to their plane of Origin.

Mithril Champion Spell List
Mithril Champions choose their spells from the following list.

Level 1 - Alarm, Bless, Bless Water, Bless Weapon, Cure Light Wounds, Detect Evil, Protection from Evil, Endure Elements, Shield of Faith Level 2 - Bull’s Strength, Cure Light Wounds, Delay Poison, Endurance, Gentle Repose, Hold Person, Remove Paralysis, Resist Elements, Shield Other Level 3 - Create Food and Water, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Invisibility Purge, Magic Circle Against Evil, Neutralize Poison, Prayer, Spiritual Weapon Level 4 - Cure Serious Wounds, Death Ward, Dispel Evil, Dimensional Anchor, Dismissal, Freedom of Movement, Holy Sword, Minor Globe of Invulnerability, Sending, Status