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    Champion (Human Barbarian 5/Fighter 5)


    Champion CR 9

    XP 6,400
    Human barbarian 5/fighter 5
    CN Medium humanoid
    Init +2; Senses Perception +4

    DEFENSE

    AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, –2 rage)
    hp 105 (10 HD; 5d12+5d10+45)
    Fort +12, Ref +4, Will +4; +1 vs. fear
    Defensive Abilities bravery +1, improved uncanny dodge, trap sense +1

    OFFENSE

    Speed 40 ft.
    Melee +1 adamantine vicious greatsword +19/+14 (2d6+13/17–20 plus 2d6 vicious) or spiked gauntlet +16/+11 (1d3+6)
    Ranged javelin +12 (1d6+6)
    Special Attacks rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +1)

    TACTICS

    Base Statistics

    When not raging, the champion has AC 19, touch 12, flat-footed 17; hp 85; Fort +10, Will +2; Melee +1 adamantine vicious greatsword +17/+12 (2d6+10/17–20 plus 2d6 vicious) or spiked gauntlet +14/+9 (1d3+4); Ranged javelin +12 (1d6+4); Str 18, Con 14; CMB +14 (+18 sunder); CMD 26 (28 vs. sunder); Skills Climb +8, Swim +7

    STATISTICS

    Str 22, Dex 14, Con 18, Int 8, Wis 10, Cha 12
    Base Atk +10; CMB +16 (+20 sunder); CMD 28 (30 vs. sunder)
    Feats Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    Skills Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +18 (+20 when raging), Perception +4, Ride +4, Survival +5, Swim +9
    Languages Common
    SQ armor training 1, fast movement
    Gear +1 breastplate, +1 adamantine vicious greatsword, javelins (5), spiked gauntlet, 15 gp
    Boon A champion can introduce the PCs to a general, merchant prince, or noble who is a fan, granting a +10 bonus on Diplomacy checks with that person. She can also order a gladiator to assist the PCs for 24 hours.