Champion A Champion is a member of the religion who has been selected to undergo intensive training as a warrior. He is expected to defend his creed at all times, and may be called upon to do so in single combat against an evil monster or member of an enemy religion. A Champion must have a Strength and Wisdom scores of at least 15. He must also have a Charisma of at least 14. Barred: A Champion cannot belong to a religion that has restrictions against violent behavior. Role: The Champion defends his religion with his life and combat abilities. As a defender of creed, he must always act in its best interest, even when doing so causes him distress or physical harm. Secondary Skills: Champions may choose any secondary skill. Weapon Proficiencies: He may choose any weapon proficiency allowed by his faith. His warrior training allows him to specialize in one weapon. This weapon must be chosen when the kit is taken and cannot be changed. He may never specialize in any other weapon. Bonus Nonweapon Proficiencies: Endurance, Intimidation, Religion. Recommended Nonweapon Proficiencies: Alertness, Ancient History, Blind-fighting, Dwarf Runes, Etiquette, Healing Equipment: A Champion must spend all his starting funds on equipment. Any money not spent is lost. Distinctive Appearance: According to the specific religion, but the god's symbol must be worn in plain sight. Special Benefits: See Weapon Proficiencies. Special Hindrances: He may never refuse a fight related to his religion. He must defend it at all times. He may be requested to perform tasks set by his superiors. He may not keep more wealth than he needs to survive. If he refuses to accept a challenge or a quest, he loses his weapon specialization. Wealth Options: A Champion starts with 5d4 * 10 gp.