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Samurai sheepdog book of many things vol 83

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Night’s Champion (Archetype) I’m what frightens that which goes bump in the night 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 Alignment: Any good 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 Proficiencies: 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 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 onehanded weapon for the purpose of feats and abilities that affect weapon type This replaces Combat Expertise Generational Bond (Ex or Sp): A night’s champion always chooses a weapon as his bond This alters generational bond Resources: Any items or abilities used by a clone count against the twin blade’s equipment or uses, respectively The twin blade can only summon and control one clone at a time at 1st level Starting at 6th level, he can summon and control up to clones at a time Doing so spends uses of clone At 11th level, he can spend uses for clones, and at 16th level, he can spend uses for clones This replaces heroism 82 Twin Blade Hero Talents The following hero talents are available to the twin blade For each of the following talents he chooses, the twin blade can also use clone additional times per day Supernatural Clone (Su): A twin blade with this hero talent can summon clones as a swift action Brothers (Ex): A twin blade or clone with this hero talent gains a +4 insight bonus to aid another checks when aiding the twin blade or another of his clones Switch (Sp): As a swift action, a twin blade with this hero talent can cast king’s castle, switching places with a clone within range of the spell and ending his turn Tough Clones (Ex): A twin blade with this hero talent summons stronger clones This hero talent can be chosen more than once Each time it is chosen, see below 1st Clones hit points equal the twin blade’s generational hero level 2nd Clones gain DR 1/- 3rd Cones hit points equal twice his generational hero level 4th Clones gain DR 2/- 5th The twin blade gains a bonus teamwork feat that he and his clones share 6th Clones gain DR 3/- Night’s 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 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 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 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 Gunslinger The following archetypes are available to characters with levels in the gunslinger class Cerberan Gunslinger (Archetype) There is no turning back You’ve woken up the demon in me Victims of malevolent experiments using demonic flesh, cerberan gunslingers exist to make sure that the crimes committed on them are punished and prevented Weapon and Armor Proficiencies: Cerberan gunslingers gain proficiency in all simple weapons, pistols, and light armor This alters the gunslinger’s weapon and armor proficiencies

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