Champion of Shelyn
Creature 7 — holy, human, humanoid
AnvilMenderLANDholyhumanoid
Champions are bastions of their deities' virtues and are living beacons for their causes. Those who walk these paths must adhere to the tenets of their patron deity or risk losing their abilities altogether. The champion depicted here follows the example of Shelyn, embodying the spirit of inspiring beauty and fighting for the cause of peace. Religions inspire devout individuals to uphold their tenets.
Source: pathfinder-npc-core
Perception +15
Languages common
Skills athletics +17, diplomacy +16, performance +14, religion +15, society +12
Str
+4
Dex
+1
Con
+2
Int
+1
Wis
+2
Cha
+3
Items Glaive, Crossbow, Half Plate, Religious Symbol of Shelyn
AC 25
Fort +15
Ref +12
Will +15
HP 120
Speed 20 feet
Offense
Melee Glaive (deadly-d8, forceful, magical, reach) +18, Damage 1d8+10 slashing plus 1d6 vitality
Melee Fist (agile, nonlethal, unarmed) +17, Damage 1d4+10 bludgeoning
Ranged Crossbow (reload-1) +14, range increment 120 feet, Damage 1d8+6 piercing
Abilities
Champion's Aura (aura, divine) — 15 feet.
Any follower of Shelyn in the aura knows the champion is a champion of Shelyn. At the end of the champion's turn, each ally in the aura reduces its Frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls Unconscious.
Any follower of Shelyn in the aura knows the champion is a champion of Shelyn. At the end of the champion's turn, each ally in the aura reduces its Frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls Unconscious.
Champion's Courage — When the champion becomes Frightened, they reduce the condition value by 1 (to a minimum of 0).
Liberating Step (divine) — The ally can attempt to break free of effects grabbing, Restraining, Immobilizing, or Paralyzing them. They either attempt a new save against one such effect that allows a save or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move.
Blessed Weapon — If a champion's glaive Strike is a critical hit, the weapon deals an additional 1d6 persistent vitality damage, and they can force the target to move 5 feet in a direction of their choice.
Smite (concentrate) — The champion chooses one enemy they can see. Their Strikes against that enemy gain a +4 status bonus to damage, or +8 if the target is unholy.
This benefit lasts until the start of the champion's next turn, but if the target takes a hostile action against the champion or one of their allies, the duration is extended until the end of the target's next turn (this can be extended indefinitely if the target keeps taking hostile actions on subsequent rounds).
This benefit lasts until the start of the champion's next turn, but if the target takes a hostile action against the champion or one of their allies, the duration is extended until the end of the target's next turn (this can be extended indefinitely if the target keeps taking hostile actions on subsequent rounds).
Divine Focus Spells DC 22, attack +14; 2 Focus Points
1st Lay on Hands, Protector's Sacrifice
WORKS WELL WITH
WeaverLANDWeaver debuffs compound the champion's defensive posture by reducing enemy offence.
SniperLANDSniper deals damage from behind the champion's reach line without requiring repositioning.
FlankerLANDFlanker advances under the champion's fear-mitigating aura into dangerous flanking positions.
PUNISHES
✖ fear effects✖ grabbing✖ paralysis
Stacking slow Anvils may crowd the front line given 20 ft Speed.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Champion of Shelyn in the encounter builder — free, no install.
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