THE PEOPLE'S CHAMPION "YOU...SHALL NOT PASS!!" Goblins are small and easily exploited. They're kidnapped, enslaved, experimented on, and generally treated like animals. Occasionally one objects and gets tortured and killed. On even rarer occasion one actually is crazy enough to be a competent opponent, and ends up becoming a Champion of his own kind. His own people dont usually know what to make of this as it kind of goes against Goblin nature.
BECOMING A PEOPLE'S CHAMPION Being crazy helps. Being able to stay out of the way of hits helps too.
ENTRY REQUIREMENTS Race: Goblin
Special: Must be delusional
Alignment: Must be Chaotic
Skills: Bluff 20 ranks, Intimidate 20 ranks, Jump 20 ranks, Tumble 20 ranks
Feats: Dodge, Elusive Target, Giantbane, Mobility
Base Reflex Save: +14
Class Skills The Peoples Champion's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skills Points at Each Level : 8 + int
Hit Dice: d6
[b] Abilities[/b]
1. Delusionary Reflexes
2. Delusionary Skill at Arms
3. Special Delusions
4. Delusionary Fortitude
5. Delusionary Skill at Arms
6. Special Delusions
7. Delusionary Will
8. Delusionary Skill at Arms
9. Special Delusions
10. Folk Hero
Weapon Proficiencies: A People's Champion gains no new weapon or armor proficiencies.
Delusionary Saves (Ex): In your madness you truly do believe you tougher than others. Beginning at 1st level your total Reflex Save Modifier is equal to your own, or your opponents +4, whichever is better (choose one opponent within 60'). If facing multiple opponents, you must choose one. At 4th level this also applies to Fortitude Saves, and at 8th level it also applies to Willpower Saves. This only lasts for the duration of the encounter, or until you switch opponents.
Delusionary Skill at Arms (Ex): At 2nd level at the beginning of the day you may choose to gain the benefits of any one Feat that gives you some form of combat bonuses if you meet the prerequisites.
At 5th level you no longer need to meet the Feats prerequisites to choose it.
At 8th level choose one opponent within 60'. Your bonus to attack rolls is now equal to his if it happens to be greater than yours. For example if your opponent is an Orc Fighter with a +38 to hit with melee attacks, and you have a +25, you now have a +38. This only lasts for the duration of the encounter, or until you switch opponents.
Special Delusions (Ex): At levels 3, 6, and 9 you can choose one special ability from the following list:
"____" YOU! As an Immediate Action once per encounter you can change one successful attack with an unarmed strike into one that does 100 points of damage and Stuns the opponent for 1d3 rounds (opponent does not get a Save against this effect).
"You sir, are a stunningly bad shot" Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all ranged attacks automatically miss you.
"YARR!" Your attacks do an additional +20 damage for each size category larger than you your opponent is. If you threaten a critical your confirmation roll gets a Bonus equal to your opponents Size Class Modifier to Grapple Checks.
"Giants R Stooopid." Once per encounter you may use this ability as an Immediate Action. For (3 rounds plus one round per point of Dex modifier) all melee attacks by opponents whose Size Class is larger than yours automatically miss you.
"Oh Noes! Once per encounter as an Immediate Action you may take the full force of what was meant to be an area of effect attack on the party. Neither you or the party take damage or other effects, but you are stunned automatically for 1d3 rounds.
"You are an emotional cripple. Your soul is dog poop. Every single thing about you is ugly." As a Standard action you may unleash an insult so monstrous that all Enemies within 120' feel compelled to pull your skin off. If they fail a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier or a Bluff Check whichever is higher) they must drop everything to pursue you and engage you in melee combat, and will refuse to do anything else but defend themselves if attacked (and even then they will take Total Defense in an effort to reach you. In the meantime your Base Land Speed increases by 100'. This lasts 3 rounds plus 1 round per level of this class.
Folk Hero (Ex): You may use your Special Delusions abilities twice per encounter. If you have the Leadership Feat your Leadership score increases by an amount equal to your People's Champion level. You receive a Bonus equal to your People's Champion level on any 3 Charisma Based skills of your choice.
PLAYING A PEOPLE'S CHAMPION You are bat____ crazy. You champion a people who are Evil and don't really get your altruism, though they are willing to take advantage of it. Your opponents are willing to underestimate you because they think you're a harmless crazy, or you'll eventually take the hint and wander off. Boy are they in for a surprise.
Combat: Champions prefer to stick and run under the theory that if you poke enough small holes in a big opponent, he'll eventually bleed out.
Advancement: Champions are varied and individualistic, but most rely on avoiding being hit while being able to hit opponents. Beyond that common link however most are quite different from the other.
Resources: Champions are kind of oddballs among their own people, and not usually understood outside them. You may have achieved fame and some wealth, but more likely you've achieved 'notoriety'. Possibly not the good kind.
PEOPLE'S CHAMPIONS IN THE WORLD "You know, a long time ago being crazy meant something. Nowadays everybody's crazy." You spend much time plotting the downfall of the enemies of the people. Even if they don't necessarily consider them enemies. Even if they aren't really there. Needless to say this freaks some people out, and can sometimes erode their confidence in you.
Daily Life: Much of your day is spent plotting and scheming against Enemies of the People! (real and imaginary). Sometimes you even accomplish a successful revolution.
Notables: The Flaming Codpiece (CG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1) is a lunatic goblin hero wearing a fiery codpiece of doom. Or so he says. Especially when he's drunk.
Organizations: Champions sometimes have followers equally as crazed as they are, but for the most part they are loners. Some occasionally join organizations provided they are devoted to the right cause but it's rare.
NPC Reaction If the NPC's are Goblins in trouble, you are their savior and can do no wrong. If not, who are you, you weird freak?
PEOPLE'S CHAMPIONS IN THE GAME This is a good class for people who like loony swashbuckling types who rely on luck and chutzpah.
Adaptation: This is probably best meant for silly campaigns.
Encounters: People's Champions can be found wherever Goblins are being oppressed. In other words just about anywhere.
Sample Encounter EL 25: The PC's have been asked to help a complete madman storm a castle. The madman is a Goblin. He also appears to have named himself after a portion of his clothing that appears to be noticeably on fire.
The Flaming CodpieceCG Male Goblin Rogue 20/Epic Rogue 4/People's Champion 1
Init +6,
Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Goblin
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AC , touch , flat-footed (+1 Size, +6 Dex, )
hp 112 (25 HD)
Fort +9,
Ref +20,
Will +9
+6 Trap Sense, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Slippery Mind, Delusionary Reflexes
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Speed 30 ft. (6 squares)
Melee Base Atk +18,
Grp +12
Atk Options +12d6 Sneak Attack
Combat Gear-----------------------------------------------
Abilities Str 6, Dex 23, Con 12, Int 10, Wis 13, Cha 12
SQ Defensive Roll, Skill Mastery (Intimidate, Tumble, Use Magic Device)
Feats Combat Reflexes, Deft Opportunist, Dodge, Elusive Target, Giantbane, Mobility, Savvy Rogue, Telling Blow, Dextrous Fortitude, Dextrous Will, Improved Combat Reflexes
Skills Balance +14, Bluff +25, Climb +6, Disguise +9, Escape Artist +14, Gather Information +9, Hide +22, Intimidate +25, Jump +18, Knowledge (Local) +4, Listen +9, Move Silently +22, Open Lock +14, Search +9, Ride +12, Sleight of Hand +14, Spot +9, Tumble +30, Use Magic Device +17
Possessions