Every settlement has its darkest hour. Whether it comes at the hands of a ferocious storm, a horde of marauding raiders or rampaging monsters, the community’s continued survival sometimes hinge on the actions of one man. Legends in nearly every grassland city, town and village tell of a time when all seemed hopelessly lost until the sudden and unexpected appearance of a lone figure on the outskirts of town. As the mysterious stranger approached the frightened citizens, his radiant armor, steely resolve and aura of goodness dispelled any doubts as to whether he was a friend or foe. With a reassuring glance and a firm hand on his faithful weapon, the holy warrior rushed headlong into the fray and saved the citizens and their homes from certain doom. In the celebratory aftermath of the victory, the jubilant residents open their doors and hearts to their timely savior. The noble fighter asks for no recompense for his wondrous deeds. Instead, he takes a solemn vow to defend his newly adopted brethren from the evils that plague the land. Any time the forces of depravity and corruption appear at his doorstep, the village champion savors the chance to rid them from the world forever.
At 3rd level, a village champion can expend one use of his lay on hands ability to grant one or more adjacent allies one combat feat he possesses as a bonus feat. This may be done as a swift action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat.
This ability does not function if the paladin is flat-footed or unconscious. Likewise, affected allies cannot be flat-footed or unconscious. The ally loses the feat a number of rounds later equal to the paladin’s Charisma modifier. In addition, the ally must remain adjacent to the paladin at all times; otherwise, the ally is no longer affected by this ability.
This ability replaces divine health.
Upon reaching 4th level, whenever the paladin is affected by another creature’s channeled positive energy, he can spend three uses of his lay on hands ability to channel positive energy as an immediate action.
This ability otherwise functions as the paladin ability.
At 5th level, instead of forming a bond with his weapon or a mount, a village champion forms a bond with a specific city, town, village or other settlement. As a standard action, a village champion can bind a celestial spirit to a 40-foot-radius area centered on him for 1 minute per paladin level. These minutes need not be consecutive. The area can also be different, but it must be located somewhere within the limits of the bonded settlement. When called, the spirit basks the affected area in warm, glowing light. At 5th level, all good creatures (including the paladin) in the affected area gain a +1 morale bonus on attack rolls and on saving throws against fear effects. Undead creatures and evil outsiders entering the area suffer a –1 penalty on attack rolls, damage rolls and saves. Furthermore, the DC to resist positive channeled energy within this area gains a +2 sacred bonus. At 9th level, the paladin’s divine bond duplicates the effects of the magic circle against evil spell with the exception of its area. At 13th level, good creatures also receive a +1 morale bonus on damage rolls and skill checks. In addition, the modifiers applicable to undead and evil outsiders double (–2 penalty on attack rolls, damage rolls and saves) and the DC to resist positive channeled energy also doubles (+4 sacred bonus). At 17th level, any dead body in the area cannot be turned into an undead creature. In addition, the paladin can fix a single spell effect to the area. The paladin may designate whether the effect applies to all creatures, creatures who share his faith or alignment, or creatures who adhere to another faith or alignment. Spell effects that may be tied to the area include daylight, death ward, discern lies, dispel magic, resist energy and zone of truth.
At 8th level, whenever a spell or effect targets the village champion and one or more of his allies within 30 feet, he can spend one use of his lay on hands ability to allow one of his allies to use either the paladin’s saving throw against the effect or his own. The ally must decide to do so after the rolls are made, but before the results are revealed. Using this ability is an immediate action. At 11th level and every three levels thereafter, the village champion can affect one additional ally.
This ability replaces aura of resolve, aura of justice, aura of faith and aura of righteousness.
Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss