Akodo Champion
- Hit Die
- d10
- Skill Points
- 4 + Int
- Min. BAB Req.
- +5
Class Features
Weapon and Armor Proficiency: Akodo champions do not gain any additional weapon or armor proficiency.
Detect Evil (Sp): At will, the Akodo champion can use Great Diplomat (Asako ancestor) feat.
Inspire Greatness (Su): An Akodo champion of 5th level or higher can inspire greatness in another creature, granting extra fighting capability. For every two levels the champion attains beyond 5th, he can inspire greatness in one additional creature. To inspire greatness, the Akodo champion must meet his ally’s gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the Akodo champion continues participating in the same battle. The target gains the following boosts:
- +2 Hit Dice (d10s that grant temporary hit points).
- +2 competence bonus on attacks.
- +1 competence bonus on Fortitude saves.
Apply the target’s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability.
Advancement
| Level | BAB | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Detect evil |
| 2nd | +2 | +3 | +0 | +3 | Ancestral favor, Leadership feat, smite evil |
| 3rd | +3 | +3 | +1 | +3 | Aura of courage |
| 4th | +4 | +4 | +1 | +4 | Great leader (+1) |
| 5th | +5 | +4 | +1 | +4 | Inspire greatness (1 ally) |
| 6th | +6 | +5 | +2 | +5 | |
| 7th | +7 | +5 | +2 | +5 | Great leader (+2), inspire greatness (2 allies) |
| 8th | +8 | +6 | +2 | +6 | |
| 9th | +9 | +6 | +3 | +6 | Inspire greatness (3 allies) |
| 10th | +10 | +7 | +3 | +7 | Great leader (+3) |