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Doomed Champion

Ability Requirements:
Prime Requisites:
Races Allowed:
Alignments Allowed:
May not have a Wisdom higher than 12
By class
Any
Any

Description: A Doomed Champion is a bastion of comic relief and a campaign within himself. The Doomed Champion doesn't need to wander the Realms looking for adventure, adventure finds him. This poor soul has the uncanny knack of landing himself into a heap of trouble. Woe to the companions of these unfortunate individuals.

Role: The doomed champion can serve as a parties main source for adventure hooks. For instance a thief runs through a crowd of 100 people and passes off a cursed item to an unsuspecting person. Guess who gets the item. The doomed champion can also be a source of comic relief for any campaign as his constant attempts to prove his metal always seem to backfire.

Secondary Skills: The doomed champion may be from any walk of life and may choose any Secondary Skill appropriate to the campaign world.

Weapon Proficiencies: The doomed champion may use any weapon appropriate to his class. Many use the sword simply because they are easily replaced when they break.

Nonweapon Proficiencies: Bonus: None Recommended: Warrior: Set Snares, Endurance, Survival General: Riding (Any), Rope Use, Swimming Rogue: Running, Tumbling Wizard: None.

Equipment: Doomed Champions may wear any armor appropriate to their class, although they shouldn't get too attached to any of it.

Recommended Traits: Alertness, Light Sleeper, Powerful enemy Prohibited Lucky.

Benefits: Due to the vast amount of trouble that a doomed champion attracts, he begins to develop a limited danger sense. Think of it in the way a sword of dragon slaying might glow in the presence of a dragon. He might not know where the dragon is but he knows one is in the area. The effect of the danger sense varies per the situation. For game purposes, assume that the doomed champion has a +2 bonus to his suprise roll. He may get a feeling right before he falls into a trap or a goblin drops on his head. Regardless of what happens, the doomed champion is usually powerless to stop the events. If he were a thief, he might get a chance to detect the trap but otherwise he's in big trouble.

In addition, because the doomed champion is constantly taking blows to the head and such, he gains +1 hp per level and recieves a +5% bonus to his system shock rolls.

Hindrances: Doomed champions automatically recieve the unlucky trait. In addition, anyone who knows the persons unfortunate 'curse' will react with a -3 penalty. If the rest of the kits isn't a big enough disadvantage, I don't know what is.

Wealth: Standard for the character's class. Although he better spend it fast because that pick pocket down the street is looking for a new victim.

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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.