This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Champion Patron ====== The champion is often a powerful and renowned warrior of the land, either a gallant knight fighting in the name of justice, or an ironfisted tyrant or warlord seeking to expand their powerbase. Patrons of this kind have usually transcended the mortal definitions of a warrior, and if they are still primarily residing on the Material Plane, they are likely a very powerful warlord or king of a nation skilled in warfare. ===== Patron Weapon ===== * **Requirements:** CL 1, Knowledge (Nobility) 1, 5 EXP You gain proficiency in one martial weapons group of your choice, and one specific exotic weapon. ===== Reservoir ===== * **Requirements:** CL 3, Knowledge (Nobility) 5, Patron Weapon, 10 EXP You gain strength from your skill in battle. Whenever you successfully confirm a critical hit against a hostile creature, you gain MP equal to the critical multiplier of your weapon. You may only gain the benefits of this Talent against any specific creature once every 24 hours. ===== Eldritch Flesh ===== * **Requirements:** CL 7, Knowledge (Nobility) 10, Reservoir, 20 EXP You gain [[paths:unbreakable_path#medium_armor_training|Medium Armor Training]], as the Path of the Unbreakable Talent. This also acts as Light Armor Training, if desired. Additionally, you gain a +2 luck bonus to your AC when wearing any armor. ===== Empowered Blast ===== * **Requirements:** CL 10, Knowledge (Nobility) 15, Eldritch Flesh, 30 EXP Your Eldritch Blast gains the [[equipment:weapons:weaponenchantments#keen_2|Keen]] weapon property. As usual, you must occupy a hand slot with the Blast to gain the benefits in this manner. ===== Ascension ===== * **Requirements:** CL 15, Knowledge (Nobility) 20, Empowered Blast, 50 EXP You excel at the teachings of your Patron - you gain a permanent +4 increase to your Strength, Dexterity, and Constitution ability scores.