Champion

When you reach certain experience point thresholds, you become a CHAMPION.

Each threshold is like a new level and you pick a new domain or battlefield power. These accrue simultaneously with you regular level. Upon gaining your first champion level, you also gain a default power, determined by your race/class. If you are eligible for more than one, you select the one you want.

Level XP
1 25,000
2 50,000
3 100,000
4 200,000
5 350,000
6 500,000
7 650,000
8 800,000
9 +150,000 per level
Race/Class Bonus power description
Dwarf Dwarf Friend
Elf Burning Creed
Fighter Martial Glory
Sage Studious Apprentices
Expert
Alchemist Fire trap
Psion Courageous
Ability Requisites Effect
Adminstrator Any +2 Wealth & Social for any 1 city
Agile Tactics Any PC and attached unit may change face freely
Arrow Deflection Any PC and attached unit have +1 AC versus missile fire
Assassin Fighter, Expert ???
Battlefield Arcana Sage PC and attached unit gains a eldritch blast attack (as Fireball)
Blessed Sage PC and attached unit gain a reroll of a failed attack or saving throw. Unit can also strike units hit only by magic weapons
Elvish Pact Elf Attached domain gains the ability to recruit elves
Counterspell Sage PC and attached unit can reroll one save versus spell made on the unit per turn
Courageous Any but Sage PC and attached unit may reroll one morale check per battle
Dwarven Pact Dwarf Attached Domain gains the ability to recruit dwarves
Dwarven Clansmen Dwarf Gain 3 units of Dwarven Crossbowmen or Heavy Infantry with no upkeep
Elven Crechemates Elf Gain 2 units of Elven Warriors with no upkeep
Evasive Expert ???
Faithful Disciples Sage Gain a shrine in a domain location
Fearless Leader Fighter, Dwarf, Elf Grants +2 Morale to attached unit
Financial Genius Any Merchant + 3 (adds to domain rolls managed by this character vs. poverty)
Furious Sorcery Sage Spellcasting does +1 damage (7 damage) and has a -1 save (reduce damage by 1d3-1)
Godhammer Dwarf Attached unit does +1 damage versus extraplanar creatures
Guild Companions Expert Gain 2 ranger units free of upkeep
Healing Might Sage Restore 1d4 figures back to fighting health up to half the destroyed units
Hero Champion level 3 ???
Inspiring Any Prophet + 3 (adds to domain rolls managed by this character vs. Despair)
Invincible Hero Champion level 5 ???
Judicious Mind Any Magistrate + 3 (adds to domain rolls managed by this character vs. Corruption)
Last Ditch Defender Dwarf, Fighter, Expert Grants unit a free attack against any unit that kills it
Lucky Any Gain +4 on checks and saving throws on domain turns that you make
Martial Glory Fighter, Dwarf, Elf Gain +4 military value in domain
Military Acumen Fighter or Vigilant Watchman Once per domain turn lower a military obstacle by 1
Overwhelming Sorcery Sage Saves versus attack spells cast against enemy opponents are made at -2 or does maximum damage
Peacemaker Expert Once per domain turn lower a social obstacle by 1
Profitable Sideline Any Gain 1 treasure per turn
Relentless Dwarf PC and attached unit take an extra hit to kill
Sagacious Any Sage +3 (adds to domain rolls managed by this character vs. ignorance)
Shiledbearer Fighter PC and attached unit always make saves versus Death
Skilled Apprentices Sage Gain 3 war mages units with no upkeep
Stealth Expert PC and attached unit gain Stealth
Sticky Fingers Expert Domain gains +4 Wealth
Studious Pupils Sage, Elf Gain a school in the domain
Undead Bane Sage PC and attached unit gain +2 to hit versus undead and have +1 on armor and +2 versus saves and morale checks caused by undead units
Vigilant Watchman Any Guardsmen + 3 (adds to domain rolls managed by this character vs. disorder)
Warrior Retinue Fighter Gain a unit of mounted heavy knights with no upkeep
Wealthbringer Sagacious or Financial Genius Once per domain turn lower a wealth obstacle’s level by 1
Zealous Followers Fighter, Sage Gain a unit of Heavy Infantry and a Holy Man with no upkeep

Champion

Deathless Gods nexusphere Garg