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Generational Hero

The world is full of adventurers of all shapes and sizes. Every once in a while, however, a child is born, prophesied to bring an end to some unforeseen, sometimes unknown evil. A link is forged between this young person and the evil of the world, forever bonding them to a life of discovery, loss, and victory. This is the generational hero.

A natural-born adventurer, the generational hero picks up on combat techniques and the use of weapons quickly, while also finding and learning to use a variety of tools which help him to uncover traps, hidden doors, and treasures where others may not have even looked.

Role: A generational hero plays the role of scout while being able to defend herself and others should the need arise. He is a charismatic, often dexterous hero who builds his own narrative as he and his allies travel.

Alignment: Any.

Hit Die: d10.

Parent Classes: Alchemist and ranger.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The champion’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Veritus Champion
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Find adventure, heroism, trapfinding
2nd +2 +0 +3 +0 Bomb 1d6, combat expertise
3rd +3 +1 +3 +1 Danger sense +1, hero talent
4th +4 +1 +4 +1 Generational bond, hero’s resolve
5th +5 +1 +4 +1 Bomb 2d6, heroism, hero talent
6th +6/+1 +2 +5 +2 Danger sense +2
7th +7/+2 +2 +5 +2 Emulate class feature, hero talent
8th +8/+3 +2 +6 +2 Bomb 3d6
9th +9/+4 +3 +6 +3 Danger sense +3, hero talent
10th +10/+5 +3 +7 +3 Emulate ability score, heroism
11th +11/+6/+1 +3 +7 +3 Advanced talents, bomb 4d6, hero talent
12th +12/+7/+2 +4 +8 +4 Danger sense +4
13th +13/+8/+3 +4 +8 +4 Emulate race, hero talent
14th +14/+9/+4 +4 +9 +4 Bomb 5d6
15th +15/+10/+5 +5 +9 +5 Danger sense +5, hero talent, heroism
16th +16/+11/+6/+1 +5 +10 +5 Emulate alignment
17th +17/+12/+7/+2 +5 +10 +5 Bomb 6d6, hero talent
18th +18/+13/+8/+3 +6 +11 +6 Danger sense +6, hero’s resolve
19th +19/+14/+9/+4 +6 +11 +6 Device mastery, hero talent
20th +20/+15/+10/+5 +6 +12 +6 Bomb 7d6, hero of legend, heroism

Class Features

All of the following are class features of the generational hero.

Weapon and Armor Proficiency

Generational heroes are proficient with all simple and martial weapons, light armor, and shields (but not tower shields).

Find Adventure (Ex)

A generational hero’s calling leads him into adventure even in the most unlikely of places. He gains a discovery pool equal to 1/2 his generational hero level (minimum 1) plus his Charisma modifier. With one use of find adventure, the hero discovers something about his immediate area that may not have been there previously. Examples include:

  • A clue to his current quest that was either dropped or placed there for him to find.
  • A key that fits into either the next locked door or a previously discovered locked door.
  • A note pleading for help, leading to a new adventure.
  • A hidden panel, switch, or weak point in a wall that can be blown open,opening into a previously unknown room or set of stairs.
  • A nearby npc is actually an enemy in disguise.

Regardless of what he discovers, the hero cannot use this ability in the same location more than once, nor can he use it in a room discovered using find adventure.

The gamemaster decides what is discovered when this ability is used, and while it is ultimately helpful, the discovery may be cryptic or otherwise difficult to understand immediately, such as a puzzle that must be solved to open a door, or a strange message that, when deciphered, can lead the hero to his next location.

Heroism

Every generational hero builds up a suite of tools over time that allows him to solve more complex puzzles or defeat enemies who seemed impossible before. The hero chooses one brand of heroism at 1st level, and additional brands at 5th, 10th, 15th, and 20th level. Once the hero has chosen a brand of heroism, it cannot be changed.

Combat Adept (Ex): The hero no longer draws attacks of opportunity for using a ranged or thrown weapon while in melee. Each time he chooses combat adept again, the hero gains a combat style feat from the archery, crossbow, mounted combat, thrown weapon, or weapon and shield ranger combat styles.

Favored Enemies (Ex): The hero gains the 1st-level favored enemy class feature of the ranger. Each time he chooses favored enemies again, it improves in the way a ranger’s favored enemy would.

Finesse Training (Ex): The hero gains Weapon Finesse as a bonus feat and can apply that feat to a single one-handed weapon of his choice (such as longswords). Once this choice is made, it cannot be changed. Each time he chooses finesse training again, the hero can select any one type of weapon that can be used with Weapon Finesse. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the hero from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.

Music Adept (Sp): The hero adds Perform to his list of class skills and gains the fascinate and inspire courage bardic performances. He can use bardic performance a number of times per day equal to 2 + his Charisma modifier. Each time he chooses magic adept again, the hero can use it 4 additional times and chooses another performance as a bard of his current level –2.

Trapfinding (Ex)

A generational hero adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). The hero can use Disable Device to disarm magic traps.

Bomb (Su)

Starting at 2nd level, a generational hero becomes adept at swiftly mixing various volatile chemicals to create powerful bombs that he can hurl at their enemies or use to create convenient openings. The hero can use a number of bombs each day equal to his class level. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the hero must use a small vial containing an ounce of liquid catalyst—the hero can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most generational heroes create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the hero for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, the hero’s bomb inflicts 1d6 points of fire damage + additional damage equal to the hero’s Charisma modifier. The damage of the hero’s bomb increases by 1d6 points at 5th level and every 3 levels thereafter (this extra damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from the hero’s bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the hero’s level + the hero’s Charisma modifier.

Generational heroes can learn new types of bombs as hero talents (see the Hero Talent ability) as they level up. The hero’s bomb becomes inert if used or carried by anyone else.

Combat Expertise

At 2nd level, a generational hero gains Combat Expertise as a bonus feat and is considered to meet its prerequisites when gaining other feats that require Combat Expertise. When using a shield, the hero can choose to use this feat without making an attack or full-attack with a melee weapon.

Danger Sense (Ex)

At 3rd level, a generational hero gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 generational hero levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Hero Talents

As a generational hero gains experience, he learns a number of talents that aid him in completing tasks and defeating foes. Starting at 3rd level, the hero gains one hero talent. He gains an additional hero talent for every 2 levels of generational hero attained after 3rd level.

Talents marked with an asterisk add effects to the hero’s bombs. Only one of these talents can be applied to an individual bomb, and the decision must be made before the attack roll is made.

A complete listing of hero talents can be found here.

Generational Bond (Ex or Sp)

At 4th level, a generational hero forms a special bond with an animal, weapon, or his companions. He chooses a hunter’s bond, as the ranger class feature, or divine bond, as the paladin class feature. If he chooses hunter’s bond, the hero can share any of his heroism benefits with allies, per that feature.

If the hero chooses divine bond, he must spend 1 point from his discovery pool to activate it. If his bond is with his weapon, the weapon’s bonus progresses as that feature, increasing by +1 at 8th level and every 3 levels thereafter.

Hero’s Resolve (Ex)

At 4th level, and again at 18th level, a generational hero gains a +2 bonus to his choice of Fortitude or Will saving throws.

Emulate (Ex)

Starting at 7th level, a generational hero adds half his level in this class (rounded down) to Use Magic Device checks when attempting to emulate a class feature.

At 10th level, this also applies to emulating ability scores.

At 13th level, this also applies to emulating races.

At 16th level, this also applies to emulating alignments.

At 19th level, the hero can use any magic device as if he met all requirements to do so.

Advanced Talents

At 11th level and every 2 levels thereafter, a generational hero can choose an advanced talent in place of a hero talent. A complete listing of generational advanced talents can be found at the end of this section.

Hero of Legend (Su)

At 20th level, a generational hero’s story becomes the stuff of legend. He gains two hero talents or advanced talents of his choice and an aura that extends out to 30 feet. Enemies in the aura take a penalty to their attacks and spell save DCs equal to the hero’s Charisma modifier. This overlaps and does not stack with similar effects (such as from other generational heroes).

In addition, an enemy that enters or begins its turn in the hero’s aura must attempt a Will save (DC 10 + half the hero’s level + his Charisma modifier) or be frightened for 1d4 rounds. Once a creature saves against this effect, it becomes immune to the same hero’s fear effect for 24 hours, but still suffers the penalty to attacks and spell save DCs. This is a mind-affecting fear effect.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Catfolk Add a +1/2 bonus on Acrobatics checks. BoMT v2
Changeling Gain +1/5 of the combat adept heroism option. BoMT v2
Deathless Gain +1/5 of the combat adept heroism option. BoMT v3
Dwarf Add +1 to the hero’s CMD when resisting a disarm or sunder attempt. BoMT v3
Elf Choose one spell from the ring of ages hero talent. The hero can cast that spell 1 additional time each day. He cannot choose the same spell more than once. BoMT v3
Elfling An elfling with Visage of Courage can cast beast shape I +1/6 times per day, but only to become a wolf. An elfling with The True Nature of Courage can choose instead to cast beast shape II +1/6 times per day. The elfling must have these feats prior to gaining a full +1 use. BoMT v3
Fiari Add +1/4 to the bonus granted by desert stride (maximum increase of +1) or a +1/2 bonus to damage rolls against humans and elves if the fiari has the hatred alternate racial trait (maximum +2). BoMT v2
Ghoran Choose one spell from the rod of seasons hero talent. The hero can cast that spell 1 additional time each day. He cannot choose the same spell more than once. BoMT v2
Gnome Add +1/4 use of the invisibility cloak or mystical instrument hero talent (max +2 uses each). BoMT v2
Goblin Add +1/2 to the number of bombs per day the hero can create. BoMT v3
Human Choose one generational hero class skill. Add a +1/2 bonus on skill checks with that skill. Once chosen, the skill cannot be changed. BoMT v2
Minotaur Ignore +1/2 points of an object’s hardness when the hero attempts to damage it with a bomb or the bracelet of power hero talent. BoMT v3
Ogre Add +1/4 point to the hero’s discovery pool. BoMT v3
Orc Deal +1/6 damage to targets the hero hits with the whirling strike hero talent. BoMT v3
Runekin Add +1 to the hero’s CMD when resisting a disarm or sunder attempt. BoMT v3
Samsaran Add +1/2 to the number of bombs per day the hero can create. BoMT v2
Skinwalker Add a +1/2 bonus on Survival checks. BoMT v3
Tiefling Add a +1/2 bonus on Use Magic Device checks. BoMT v3
Tiefling, Drowborn Add +1/4 use of the ring of ages or rod of seasons hero talent (max +2 uses each). BoMT v3
Trollkin Add +1/4 point to the hero’s discovery pool. BoMT v3
Tsura Add one spell from the cleric spell list to the silver scales hero spell list. This spell must be at least one level below the highest spell level the hero can cast. BoMT v2
Ursaren Add a +1/4 dodge bonus to AC against the hero’s favored enemies. BoMT v3
Section 15: Copyright Notice

The Book of Many Things Volume 2: Shattered Worlds, © 2019-2020,Samurai Sheepdog; author Kevin Glusing.