Core Rules · Part 1
5. Champion System
Champions are extraordinary individuals who exist at the intersection of destiny and power. Statistically, roughly one in a million people are born as a Champion — individuals whose very nature is dual, capable of walking two paths simultaneously. Others become Champions through divine intervention, pacts with powerful entities, or rare and dangerous rituals. Regardless of origin, Champions are considered invaluable assets to any nation, government, or organization fortunate enough to count one among their ranks.
Mechanically, the Champion system uses the gestalt character rules as a foundation. The default gestalt rules can be found in Wizards of the Coast's Unearthed Arcana (D&D 3.5). All Champions in this campaign operate under those rules with the exceptions and additions described in this section.
5.1 Champion Origins
There are three recognized origins for becoming a Champion. Each determines how a character's secondary class side advances.
| Origin | Champion Type | Secondary Side Advancement |
|---|---|---|
| Born | Standard Champion | Automatic — both sides level simultaneously and evenly |
| Divine Intervention | Standard Champion | Automatic — both sides level simultaneously and evenly |
| Pact / Covenant | Covenant Champion | Story-granted — patron awards secondary levels through narrative milestones |
5.2 Standard Champion (Born / Divine Intervention)
A Standard Champion levels both class sides simultaneously and evenly. Each time the character gains a level, they choose one class for each side (primary and secondary) and gain the full class features of both. They use the best HD, BAB, and saving throw progression available between the two classes, exactly as described in the Unearthed Arcana gestalt rules.
Example: Dan is a born Champion. Each level he gains features from both of his chosen classes simultaneously, always keeping both sides at equal level.
5.3 Covenant Champion (Pact)
A Covenant Champion gains their secondary class through an agreement with a patron — a powerful entity, organization, or force that grants power in exchange for service or fealty. The Covenant Champion's secondary class side is not automatically advanced with experience. Instead, the patron awards secondary class levels as a reward for completing story milestones, fulfilling obligations, or otherwise serving the terms of the pact.
As a result, a Covenant Champion's two class sides may be at different levels. A character who is 10th level on their primary side may only be 6th level on their secondary side if they have only completed six milestones worthy of their patron's recognition. The patron retains narrative control over when and whether the secondary side advances.
Example: Bree accepted a pact later in life. Her primary class levels normally with experience. Her secondary class levels are gifted by her patron and advance only when she completes story actions her patron deems worthy.
5.4 Champion Restrictions
All Champions, regardless of origin, are subject to the following restrictions in addition to any standard gestalt rules.
| Restriction | Details |
|---|---|
| One Hybrid Class (Primary Only) | Only one hybrid class (e.g. Bloodrager, Brawler, Arcanist, Slayer) may be used in a gestalt pairing, and it must be on the primary side. A hybrid class may never appear on the secondary side. |
| No Ability Double-Dipping | Scaling class abilities (such as Sneak Attack, Bardic Performance, etc.) are capped at half your total character level / HD, consistent with existing Pathfinder stacking rules. Gestalt does not create a new loophole around this cap. |
| No Same-Role Classes | You cannot pair two classes that share the same core mechanical identity. Example: Rogue + Ninja is not permitted. Classes from different traditions or archetypes are fine. Example: Wizard + Sorcerer is permitted. |