General Prestige Class : Outcast Champion
"We are not half-humans, inferior to you by virtue of sharing only half your blood. We are a race of our own, and we will not lay down our swords until we are a nation of our own, masters of our own destiny." - Ethirindel, Crown Prince of Everyn
Outcast champions bring hope to those who have no place in society. They lead by example, but their methods differ widely. Some outcast champions unite under the banner of freedom and dignity, while others stir their charges with talk of rightful conquest of their oppressors. While one outcast champion might employ stealth and subtle measures to achieve his goals, another announces his intentions with a bloody sword held aloft.
Becoming An Outcast Champion
Almost any half-human character can qualify as an outcast champion by 5th level. Paladins, fighters, bards, and rogues are the most common outcast champions, due to the class's focus on martial leadership. Even the occasional barbarian or monk finds cause to rally his comrades and take up arms against oppressive regimes.
To qualify to become an Outcast Champion, a character must fulfill all the following criteria:
- Race: Half-elf half-orc, or half-ogre
- Skills: Diplomacy 8 ranks or Intimidate 8 ranks.
Skill Points at Each Level: 4 + Int modifier.
The outcast champion's class features focus on working with a small group of allies against overwhelming odds.
Aura of Confidence (Ex): Your presence emboldens allies within 30 feet who can see you (including yourself). They add your class level as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.
Avenging Strike (Ex): You are surrounded by allies who rely on you for victory, and you take this responsibility to heart. You can attempt an avenging strike on an enemy who has dealt damage to an ally of yours within the last hour. The avenging strike must be delivered with a melee attack. You add your Charisma modifier (if positive) to your attack roll and deal an extra 1d6 points of damage per outcast champion level. If you accidentally strike a creature that has not dealt damage to an ally within the last hour, the avenging strike has no effect, but that use of the ability is still expended. You may use an avenging strike once per day per point of Charisma bonus (minimum i/day).
Desperate Fury (Ex): You are at your best when times are worst. Beginning at 3rd level, once per day when you are reduced to fewer than one-half your full normal hit points, or when you are fatigued or exhausted, you can enter a state of desperate fury. While in a desperate fury, you gain a +2 morale bonus to Strength, Dexterity, and Constitution. The desperate fury lasts for 3 rounds + 1 round per point of your (newly improved) Constitution bonus. Unlike with a barbarian's rage, you have no penalties or limitations while in a desperate fury; however, if you become frightened, panicked, or cowering, the desperate fury ends immediately.
At 5th level, you become able to share the effect of your desperate fury with allies within 30 feet who can see you. These allies gain the same benefits as you for as long as your desperate fury lasts (even if an ally becomes frightened, panicked, or cowering).
Teamwork (Ex): You are skilled at creating a strong bond of teamwork between yourself and your allies. Starting at 4th level, whenever you or any ally within 30 feet who can see or hear you uses the aid another action, the bonus provided on attack rolls, AC, or skill checks improves by 2 (from +2 to +4).
|Outcast Champion||Hit Die: d10|
|1st||+1||+2||+0||+0||Aura of confidence|
|5th||+5||+4||+1||+1||Desperate fury (share with allies)|
Source: Races of Destiny