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Akodo Champion

(Oriental Adventures variant, p. 220)

Akodo champions are the leaders of the mighty army of the Lion clan.

Requirements

Base Attack Bonus: +5

Alignment: Lawful Good

Race: Human (Lion)

Skills: Knowledge (history) 4 ranks

Feats: Iron Will , Ki Shout , Weapon Focus (katana)


Hit die

d10

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Akodo champions do not gain any additional weapon or armor proficiency.

Detect Evil (Sp): At will, the Akodo champion can use detect evil.

Ancestral Favor (Ex): At 2nd level and higher, an Akodo champion applies his Charisma modifier (if positive) as a bonus on all saving throws.

Leadership Feat: At 2nd level, an Akodo champion gains the Leadership feat for free.

Smite Evil (Su): Once per day, an Akodo champion of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the champion accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.

Aura of Courage: Beginning at 3rd level, an Akodo champion is immune to fear (magical or otherwise). Allies within 10 feet of the champion gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Great Leader: At 4th level, an Akodo champion's Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 7th level and 3 at 10th level). This bonus stacks with other bonuses to Leadership, including the Great Diplomat (Asako ancestor) feat.

Inspire Greatness (Su): An Akodo champion of 5th level or higher can inspire greatness in another creature, granting extra fighting capability. For every two levels the champion attains beyond 5th, he can inspire greatness in one additional creature. To inspire greatness, the Akodo champion must meet his ally's gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the Akodo champion continues participating in the same battle. The target gains the following boosts:

  • +2 Hit Dice (d10s that grant temporary hit points).
  • +2 competence bonus on attacks.
  • +1 competence bonus on Fortitude saves.

Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability.

Advancement

Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Detect evil
2nd +2 +3 +0 +3 Ancestral favor, Leadership feat, smite evil
3rd +3 +3 +1 +3 Aura of courage
4th +4 +4 +1 +4 Great leader (+1)
5th +5 +4 +1 +4 Inspire greatness (1 ally)
6th +6 +5 +2 +5
7th +7 +5 +2 +5 Great leader (+2), inspire greatness (2 allies)
8th +8 +6 +2 +6
9th +9 +6 +3 +6 Inspire greatness (3 allies)
10th +10 +7 +3 +7 Great leader (+3)

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Craft INT no no
Diplomacy CHA no no
Iaijutsu Focus CHA no no
Intimidate CHA no no
Jump STR no yes
Knowledge (history) INT yes no
Knowledge (nobility and royalty) INT yes no
Perform CHA no no
Profession WIS yes no
Ride DEX no no
Sense Motive WIS no no
Swim STR no yes

Spells for Akodo Champion

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