Warriors of a hundred worlds, mercenary captain of the Blood War, sword of celestial vengeance. The Planar Champion moves between the planes, always driven to battle. She may be driven by a quest for justice or a thirst for blood, but she is feared throughout the known multiverse for her prowess. All Planar Champions were renowned for their martial prowess before they entered the prestige class, so those classes skilled with weapons gravitate to this class. They specialize in fighting the natives of particular planes, learning as much as they can about their foes in order to defeat them.
Base Attack Bonus: +4
Skills: Knowledge (Planes) 4 ranks
Feats: Weapon Focus (Any)
Special: Must visit at least 2 planes of existence other than their native one
Hit Die: d10
Proficiencies: Planar Champions gain no additional proficiencies
Skill Points: 4 + INT
Class Skills: Animal Empathy, Craft, Discipline, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Parry, Profession, Search, Sense Motive, Speak Language, Spot, Wilderness Lore
|1st||+1||+2||+2||+0||Adversity: Inner Planar (1x/day)|
|5th||+5||+4||+4||+1||Adversity: Ethereal (2x/day)|
|6th||+6/+1||+5||+5||+2||Ethereal Jaunt, Energy Resistance|
|9th||+9/+4||+6||+6||+3||Damage Reduction 20/+1, Energy Resistance|
|10th||+10/+5||+7||+7||+3||Adversity: Outer Planar (3x/day)|
The planar champion has studied the natives of a particular planar region extensively. At 1st level, once per day, the Planar Champion may receive a +1 weapon enchantment when fighting inner-planar creatures (elementals and their kin) and a 1d6 damage bonus against them, as well as a +1 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion]. The duration of this ability is two minutes per Planar Champion level.
At 5th level, this ability can be used twice per day and improves by giving a +3 weapon enchantment when fighting inner-planar creatures (elementals and their kin) or ethereal creatures or creatures whose essence is of negative energy (undead) and a 1d8 damage bonus against them, as well as a +3 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion].
At 10th level, this ability can be used three times per day and improves by giving a +5 weapon enchantment when fighting inner-planar creatures (elementals and their kin), ethereal creatures or creatures whose essence is of negative energy (undead), and outsiders (fiends, celestials and the like), and a 2d6 damage bonus against them, as well as a +5 affinity check to all skill rolls concerning such creatures and their environment [Works at DM discretion].
Upon reaching 2nd level, a Planar Champion has the ability to see invisibility at will. This ability lasts ten minutes multiplied by Planar Champion levels.
Upon reaching 3rd level, a Planar Champion has the ability to cast Ethereal Visage three times per day. Each use lasts thirty minutes.
The Planar Champion has adapted and is not subject to the natural hazards of the plane he's on, such as the fires of the elemental plane of fire, the diseases and apathy of Hades, the acidic rain of Gehenna, the carelessness of Elysium, etc. He is still subject to any other fire damage, diseases, acid damage, and so on.
A Planar Champion of 6th level or higher may step onto the Ethereal once per day. This functions as a Greater Sanctuary spell that lasts for one minute per Planar Champion level.
The Planar Champion gains 5/- resistance to his chosen type of energy: Sonic, Electric, Fire, Acid, or Cold. At 9th level, the Planar Champion chooses a second energy type from the list.
Once per day, a planar champion can rip a temporary portal through the Astral to another plane of existence. This functions as a Plane Shift spell.
Once per day, the planar champion is capable of randomizing the destination of a portal (or a color pool, ethereal curtain, etc). This ability takes effect within 10 seconds of being cast on the portal, and lasts for 1 turn per planar champion level.
Damage Reduction 20/+1
The planar champion gains a damage reduction of 20/+1, thus ignoring the first 20 points of damage from weapons that have a lesser than +1 enchantment.