3652227-A Lurkers Subclasses Extra

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BY RONOVE72

CHAMPIONS OF NEUTRALITY
Hello everyone. I am a humble lurker who goes by many names. Today I will go by the name Ronove72. I
welcome you to this special edition of Lurker’s Subclasses.

As you all know, the system we know and love is going through a bit of a transition at the moment. The greed of
certain companies has led to Paizo working to revolutionize the hobby of table top again with the new ORC License.
Reading through, I have seen many good changes, one of the reasons I praise and trust Paizo. However, to fully cut the
cord from Dungeons and Dragons, it also means cutting the ties with Alignment. And none are more affected by this
then the Champions.

For a long time, the alignment system has given shorthand on how to read the actions of NPCs, enemies, and
ourselves. True, in the real-world morality is more flexible, as the saying goes humans go through eight alignments
before breakfast, but they are still a nice little organization tool. Some may say too simple of a tool, but are all forms of
organization not so?

However, official releases have always played favorites. There needs to be many options for the forces of good, as our
heroes will benefit from the variety. There needs to be many options for the forces of evil, as our heroes need endless
intriguing enemies to be pitted against. However, when it comes to Neutral, they are always just fed the scraps, given
options because they are there, but mostly left to the wayside.

The Champion class suffers from the same. Good Champions in the Player’s Guide. Evil Champions in the
Advanced Player’s Guide. But no Neutral Champions. And with the Remaster coming out soon, with the release set
to remove the alignment system to instead focus on Tenants and Anathema, the time for three Official Neutral
Champions has officially passed.

But that is why us homebrewers are here, is it not?

As the last work I am releasing (for Pathfinder) under the Open Gaming License, I am here to give our Neutrals the
respect they deserve. So come and enjoy our short little Interlude, adding through fanon what canon refused us until
past the last moment.
Cross-sword Rune: Once per round, when you
NEUTRAL CHAMPIONS are attacked, you may use a reaction to strike an
Today we have before us three champions, opponent which is attacking you. You may only
and feats which go along with them. First is an old counter an attack if that is the first time that
friend, The Lawful Neutral Samurai Champion. creature is attacking you this round; any subsequent
And with it, we have several feats and the general attacks of the same creature cannot activate this
Tenets of Neutrality, all found in Volume I. They rune.
will all be reprinted here, but there is a reason I am
not asking for money for this one and bundling it
with Volume I SAMURAI (LAWFUL NEUTRAL)
Second, we have the Mediators, our You are devoted to your lord, nation, or
Neutral Champions. Mediator’s jobs are to sit in the community, and work to follow all forms of
center, not really taking any side, and work to bring law. You gain the Mortal Draw Champion
peace to those around them. Of course they travel Reaction and the fetters devotion spell. Add the
with others just as any Champion does, and yes this tenets of neutral, then add these tenets:
often ends up with them forced to fight instead of • Find a ruler, nation, or organization to devote
talk, but being able to talk down one’s opponent, yourself to. Follow them, their tenants just
the reduce the amount of violence in the world if below that of your deity.
but only neutralizing a single attack, is their • Show bravery and stoicism in battle, to the
preferred way to fight. point of lacking attachment to life
And finally, the Chaotic Neutral
Champion, Tricksters. Champions of all things
MORTAL DRAW
unpredictable and wild. They are here not because
of any grand plan or ideal, but just wish to spice up CHAMPION
the life of those around them. Of course, this Trigger An enemy enters a space within 15 feet while
means many of their fights end up with them just
your weapon is not drawn
playing games and making fools of their opponents,
but is that not beautiful in it’s own right? You show your opponent’s your mastery of
Three flavors of Neural ready for the combat. You stride 30 feet through your
picking. So, with the introductions out of the way, enemy’s space, landing a strike on the enemy
let’s get into the meat of the matter. as you pass. If the weapon you draw is a
. ranged weapon, you strike the enemy before
your movement. You do not trigger enemy
THE TENETS OF NEUTRAL reactions with the attack. You must move in a
All champions of neutral alignment follow these straight line.
tenants.
• You must never perform acts anathema to
your deity or betray those who are your allies. DIVINE SMITE
There is no reason to be cruel to those who When you strike an opponent with Mortal Draw,
are uninvolved, but no reason to sacrifice they take persistent Lawful Damage. If you have an
yourself for them either. ability to strike multiple opponents with the same
Mortal Draw, this only effects the creature hit.
• You are free to choose choices good or evil,
but must never become beholden to one over
the other. EXALT
Gain +1 reaction. When you use Mortal Draw, you
can spend multiple reactions. You Strike the
DIVINE ALLY number of reactions you spend as you pass through
With a Blade Ally, a Champion of Neutral may pick
the target, up to 3.
the following runes; Returning, Shifting, or Cross-
sword Rune
MEDIATOR (TRUE NEUTRAL) TRICKSTER (CHAOTIC NEUTRAL)
You are devoted to peace above all else, and work You are devoted to disorder and chaos, devoted
against violence. You gain the Talk Down to the spreading of fun, even if you are the
Champion Reaction and the fetters devotion only one laughing at the end. You gain the
spell. Add the tenets of neutral, then add these Prankster Champion Reaction and the fetters
tenets: devotion spell. Add the tenets of neutral, then
• You must never rush in and rashly choose one add these tenets:
side over the other, or prejudge a situation. • Those who are beholden to rules are the
Examine all sides of an argument before greatest fools in existence. Break Rules and
reacting. Laws for no other reason because it is fun
• Promote Peace, wherever it is you go. While • The truth can be dry and boring. You live to
you might not be able to eliminate all violence spice it up. Lie whenever it suits you.
and death, you can work to keep it to a
minimum.
PRANKSTER
TALK DOWN
CHAMPION
CHAMPION Trigger A Creature Adjacent to you and at least two other
Trigger A Creature Attacks another within 15 feet of you creature makes an attack action.
You are committed to the end of violence, and Even a certain hit can become muddled when
work to, if not stop battle, lessen its blows. you are involved. Number the creatures
You roll an attack on the attacking creature. If clockwise starting with the creature being
you succeed, both attacks are treated as if they attacked, Roll randomly. The attack is instead
failed and do no damage. conducted against the creature rolled. If it is
not the creature which was originally attacked,
DIVINE SMITE the attack either takes -2 to hit, or the creature
When you stop an attack with Talk Down, any gains +2 to their save, whichever is applicable
additional attacks that creature attempts to make
this turn are made at an additional penalty equal to
your Charisma bonus DIVINE SMITE
When an attack misses after the attacker is affected
by Prankster, all their attacks take -1 to hit until the
EXALT end of their next turn. This stacks with other
You stand firm, determined to stop all violence in instances of Prankster.
the area. After successfully using Talk Down, until
the beginning of your next turn, all attacks that
happen within 15 feet of you need to roll against EXALT
your attack roll instead of the AC of you or your When you use Prankster, all those who are part of
allies. This does not require any further reaction the circle can move up to 15 feet in any direction.
past the original activation.
SHUKUSHI FEAT 1 damage you deal when used against a Lawful creature
(or by 2d6 at 9 th and by 3d6 at 16 th level)
CHAMPION
Prerequisites samurai cause
OATH TO GLORY FEAT 2
When you use Mortal Draw, if you end your attack
within 15 feet of another enemy, you can do a second CHAMPION OATH

strike against that enemy. You can only do this against Prerequisites tenets of Neutral
one additional enemy. You revel in combat and always work to prove yourself.
While others look to grand deeds, you focus on fighting
RESTRAIN FEAT 1 those more equal in power to yourself. Add the following
tenet to your code after the others: “You will never turn
CHAMPION
down single combat against another humanoid.”
Prerequisites mediator cause
You may activate mortal draw against a humanoid
When you use Talk-Down, you additionally work to opponent without your weapon being sheathed. You may
limit your target’s movements. In addition to the normal attack a single enemy multiple times with a single
effects of Talk-Down, you also attempt a check to mortal draw using other skills that increase the number
Grapple the creature. You can only grapple one creature of targets you may strike, up to the actions you have that
like this at a time. turn. You may only do so if you only attack single
humanoid target. When you use Talk Down, do damage
ROULETTE FEAT 1 to the target equal to your level. When you use
CHAMPION Prankster, damage taken by the creature hit is reduced
by 2 (or 4 at 9 th level, or 6 th at 16 th level)
Prerequisites trickster cause
When you use Prankster, you can change the locations
OATH AGAINST CHOAS FEAT 2
of all those adjacent to the attacking creature with
another adjacent creature. CHAMPION OATH
Prerequisite a Lawful Cause
OATH AGAINST LAW FEAT 2 You have sworn to fight for civilization and against the
forces which bring disorder and chaos. Add the following
CHAMPION OATH
champion’s code after the other tenets: “You must work
Prerequisite a Chaotic Cause
to promote civilization and stop chaotic beings from
You have sworn to fight for freedom and against the
causing harm to it.”
forces which try to take that away. Add the following
Your Retributive Strike gains a +4 circumstance bonus
champion’s code after the other tenets: “You must work
to damage against a chaotic being, or a +6 circumstance
to promote free will and against those who entrap and
bonus if you have master proficiency with the weapon.
bind others.”
You may activate Mortal Draw against a chaotic
If you use Liberating Step triggering by a Chaotic
opponent without your weapon being sheathed. You may
creature, your allies gain a +4 circumstance bonus to
attack a single enemy multiple times with a single
checks granted by your Liberating Step, and the ally can
mortal draw using other skills that increase the number
step twice afterwards. When you use Prankster, damage
of targets you may strike, up to the actions you have that
taken by the creature hit is reduced by 2 (or 4 at 9 th
turn. You may only do so if you only attack single chaotic
level, or 6 th at 16 th level) When you use your Destructive
target. When you use your Iron Command, the extra
Vengeance, the damage you take is 1d6 less than the
damage you deal with Strikes increase by 1 (or by 2 at
9 th and by 3 at 16 th level)
LOYALTY FEAT 4 If the chosen enemy attacks you before the start of
your next turn, the duration extends to the end of that
CHAMPION
enemy’s turn. If the enemy continues to attack you each
Prerequisite devotion spell ( fetters )
turn, the duration continues to extend.
You pull your opponents out of positions, increasing .
how easily one can strike them. When Fetters is active,
DISTRACTING SHIELD FEAT 6
when you take damage, the creature responsible loses 2
AC until the end of their next turn. CHAMPION
Prerequisites divine ally (shield), Tenets of Neutral
AURA OF RESPECT FEAT 4 You use your shield as more then defense; you use it
to limit your opponent’s options by keeping it as close to
CHAMPION AURA
them as possible. When your shield is raised, choose one
Prerequisites Tenets of Neutral
adjacent enemy. They are flat footed as long as they are
While you love to fight your opponents, you prefer to
adjacent to you.
do so fairly. All creatures in 15 feet, allies or enemies,
have their frightened reduced by one at the end of your
GREATER LOYALTY FEAT 8
turn.
CHAMPION

SMITE CHAOS FEAT 6 Prerequisite Loyalty


You have raised your skills to where others have
CHAMPION
problems landing a blow. That’s fine; the passing air still
Prerequisites divine ally (blade), Tenets of Neutral
gives you that taste of danger you enjoy. When Fetters
Your commitment to the forces of civilization allows
is activated, your abilities happen whenever you are
you to strike those who wish to destroy it. Select one
attacked instead of whenever you are hit.
enemy you can see. Until the start of your next turn, you
Strike against that foe using the weapon your blade ally
SENSE CHAOS FEAT 8
inhibits deals an extra 4 lawful damage, increasing to 6
if you have master proficiency with this weapon. CHAMPION

If the chosen enemy attacks you before the start of your Prerequisites tenets of Neutral
next turn, the duration extends to the end of that As someone who stands as a paragon of law, you can
enemy’s turn. If the enemy continues to attack you each instantly recognize one whose goal is to tear civilizations
turn, the duration continues to extend. apart. When in the presence of an aura of chaos that is
powerful or overwhelming, you detect the aura, though
SMITE ORDER FEAT 6 you might not do so instantly, and you can’t pinpoint the
location. This acts as a vague sense, similar to human’s
CHAMPION
sense of smell. A chaotic creature using a disguise or
Prerequisites divine ally (blade), Tenets of Neutral otherwise trying to hide its presence attempts to
Your distaste of those who force order on the world Deception check against your Perception DC to hide its
brings you the ability to hunt them down. Select one aura from you. If the creature succeeds at its Deception
enemy you can see. Until the start of your next turn, you check, it is then temporarily immune to your Sense
Strike against that foe using the weapon your blade ally Chaos for 1 day.
inhibits deals an extra 4 Chaotic damage, increasing to
6 if you have master proficiency with this weapon.
SENSE ORDER FEAT 8 NO ENEMIES FEAT 12
CHAMPION CHAMPION
Prerequisites tenets of Neutral Prerequisites mediator cause
You are one with universal Chaos, the feeling of forced When you use Talk Down, you gain +4 to the next
law itches even in small amounts. When in the presence attempt at a Diplomacy check to change the attitude of
of an aura of law that is powerful or overwhelming, you creatures within 30 feet. If you are able to change the
detect the aura, though you might not do so instantly, attitude of the attacking creature before the end of your
and you can’t pinpoint the location. This acts as a vague next turn, this is raised to +6. If you Talk Down multiple
sense, similar to human’s sense of smell. A lawful creatures, this bonus does not stack.
creature using a disguise or otherwise trying to hide its
presence attempts to Deception check against your
HIGH-RISK BET FEAT 12
Perception DC to hide its aura from you. If the creature
succeeds at its Deception check, it is then temporarily CHAMPION
immune to your Sense Order for 1 day. Prerequisites trickster cause
When you use Prankster, you can choose up to three
LITANY OF INDUSTRY FEAT 10 empty spaces around the target. An illusion of you
CHAMPION appears in these spaces. If the triggering attack hits this
Prerequisite devotion spells, Tenet of Neutral space, the attacker takes damage as if they were hit by
the attack.
You rail against indolence and call others to give their
all. You can cast the Litany of Industry Devotion Spell.
You Gain 1 Focus Point LITANY OF RESOLUTION FEAT 14
CHAMPION
JINBA ITTAI FEAT 10
Prerequisites a Lawful Cause
CHAMPION You call on the forces of order to strike the chaos of
Prerequisites divine ally (steed), Tenets of Neutral the world. You can cast litany of Resolution focus spell.
You and your steed have worked to become where you Increase the number of Focus Points in your focus pool
are one and the same. With your training, and a weapon by 1.
of range, you become an almost unstoppable for ce. When
on your steed, you gain +2 to hit and double the range LITANY OF HUMOR FEAT 14
increment of your weapon.
CHAMPION
Prerequisites a Chaotic Cause
KYUUBA NO MICHI FEAT 12
You draw on the power of chaos, painting beautiful
CHAMPION
mischief onto the world. You cast Litany of Humor . focus
Prerequisites samurai cause spell. Increase the number of Focus Points in your focus
When you use Mortal Draw, if you are within attack pool by 1.
range of another enemy, you can Strike up to three other
enemies in range. If you have Shikishi, you can do this
after both strikes.
INSTRUMENT OF UNITY FEAT 16 PACIFISM
CHAMPION The world is one of danger, with many monsters and plenty of
Prerequisites divine ally (blade), Tenets of Neutral intelligent beings which have different values from each other.
Those who travel the world often need to know how to fight to
You stand as an inspiration for your allies, and all of
complete their adventures. However, what if the adventurer is
them serve as your blade. When you Strike an opponent
one who has, for one reason or another, taken a vow against
with your champion’s reaction, if an ally is within 15 feet
warfare and violence?
of the enemy Struck, they gain another damage die if
they attack that enemy. Pacifism can be a difficult thing to roleplay. There is only so far
one can try to refrain from violence when beset by a pack of
PROCTOR FORM FEAT 18 wolves. However, there is plenty one can do when facing down
their common man. Diplomacy can go a long way, regardless of
CHAMPION
how difficult it might be when the attacker is firmly against
Prerequisites Tenets of Neutral you. And some campaigns lead to benefits when you do decide
You take on the form of a proctor, showing your to not go in fists first and try to talk.
commitment to the universal balance; for example, as a That said, just as killing everything you meet is not the best
psychopomp, you would gain a mask and bony wings. You roleplay strategy, neither is avoiding every confrontation. Even
gain a fly speed equal to your Speed. You gain darkvision if you wish to walk the path of peace, you need to determine
if you don’t already have it, and you gain the proctor trait when it is best to draw your blade, and when best to keep it
appropriate to the type of servitor you’ve become (Aeon, sheathed.
Psychopomp, or Protean, for example.)

PROCTOR MOUNT FEAT 20


CHAMPION
Prerequisites divine ally (mount), Tenets of Neutral
Your Steed ally has joined you in adversity, and has
been rewarded for their loyalty by your deity. It gains
darkvision, its maximum Hit Points increase to 40, and
it gains weakness 10 to axiomatic damage is chaotic, or
anarchic damage if lawful.
Additionally, it grows wings appropriate for a servitor of
your deity (such as metallic for an inevitable), granting
it a fly speed equal to its Speed. It gains the proctor trait
and the trait appropriate to the type of servitor it has
become (such as Inevitable, Psychopomp, or Protean).
FETTERS FOCUS 1 LITANY OF HUMOR FOCUS 7
CHAMPION ABERATION CHAMPION EVOCATION NEUTRAL LITANY
Cast somatic Cast verbal
On the turn you use this spell, you lower your AC by - Range 30 feet Targets 1 Lawful creature
2. On the next turn, if you had taken damage since Saving throw Will Duration 1 round
activating this spell, you gain +2 to attack and damage The target gains weakness 7 to chaos. The target then
to all attack for one turn. becomes temporarily immune to all your litanies for 1
minute
LITANY OF INDUSTRY FOCUS 5
CHAMPION EVOCATION NEUTRAL LITANY
Cast Verbal
Range 30 feet Targets 1 creature
Saving throw Will Duration 1 round
Target one creature. A creature may choose to fail the
save. The target becomes temporarily immune to all your
litanies for one minute
Success: The target is unaffected.
Failure: The target gains +2 status bonus to hit
and attack and a +5 status bonus to movement speed. As
long as the target is affected, they cannot move away
from an opponent unless it is towards another opponent.
They cannot use Intelligent, Wisdom, or Charisma Skill
Checks.

LITANY OF RESOLUTION FOCUS 7


CHAMPION EVOCATION NEUTRAL LITANY
Cast verbal
Range 30 feet Targets 1 chaotic creature
Saving throw Will Duration 1 round
The target gains weakness 7 to law. The target then
becomes temporarily immune to all your litanies for 1
minute.
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