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Night’s Champion

Heroes of the eve, the night’s champions take on the foulest of creatures who lurk in the shadowy confines of forgotten castles, haunted houses, and ancient tombs. Religious or not, they walk, cross in hand, into the den of evil, ready to destroy that which has forsaken life.

Class Skills

A night’s champion adds Knowledge (religion) and Knowledge (planes) to his list of class skills and removes Handle Animal and Ride.

This alters the generational hero’s class skills.

Weapon and Armor Proficiency

Night’s champions are proficient with all simple and martial weapons, all whips, and light armor. They are not proficient with shields.

This alters the generational hero’s weapon and armor proficiencies.

Smite Evil (Su)

At 2nd level, a night’s champion gains smite evil 1/day, as the paladin class feature. He gains additional uses of this ability at 5th level and every 3 levels thereafter, to a maximum of 7/day at 20th level.

This replaces bomb.

Whip Mastery (Ex)

At 2nd level, a night’s champion gains Whip Mastery as a bonus feat and is considered to meet its prerequisites when gaining other feats that require Whip Mastery. When using a scorpion whip, he treats it as a one-handed weapon for the purpose of feats and abilities that affect weapon type.

This replaces Combat Expertise.

Generational Bond

A night’s champion always chooses a weapon as his bond.

This alters generational bond.

Night Champion Hero Talents

The following hero talents are available only to night’s champions.

Blessed Water (Su): A night’s champion with this talent is able to spend 1 point from his discovery pool to cast bless water a number of times per day equal to his Charisma modifier with a caster level equal to his generational hero level. Thrown holy water the champion creates with this ability is more potent than usual, dealing 1d6 points of damage per three generational hero levels to undead and evil outsiders struck by a direct hit. Creatures vulnerable to holy water and hit by the splash still only take 1 point of damage regardless of the champion’s level. Holy water a night’s champion creates deals increased damage only when he throws it (not when he douses a creature with it). If given to another creature, it functions as normal holy water.

Sword Dart (Su): A night’s champion with this talent is able to conjure a magic short sword as a swift action that he treats as a thrown weapon with a range of 30 feet. He can apply the enhancement bonus and appropriate properties of a magic weapon in his possession to his attacks with the sword.

Section 15: Copyright Notice

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