Nightwards are consecrated fighters who stand between common folk and the things that creep in from the dark. They break blighted relics, put down unquiet dead, and sever bindings that let horrors linger. Nightwards serve a religion and chapter rule, but not a specific god, unlike Paladins or Clerics.
Requirements
The Prime Requisite for Nightwards is Strength. A character must have a Strength score of 9 or higher to become a Nightward. Nightwards may wear any armor and use any weapon. Alignment requirement, Good. A Nightward who ceases to be Good loses class abilities until proper penance is completed.
Saving Throws: As Fighter.
Attack Bonus: As Fighter.
Class Abilities
- Nemesis of the Night: The Nightward gains a +1 bonus on attack and damage rolls against supernatural evil. This includes undead, demons, devils, possessed creatures, cursed spirits, and similar foes at the GM’s discretion. This increases by +1 at 3rd, 6th, 9th, 12th and so on.
- Sacred Aegis: The Nightward gains a +2 bonus on saving throws against fear, charm, sleep, hold, possession, and similar compulsions. This improves to +4 at 6th level and finally +6 at 12th level.
- Curseproof: Due to training and blessing, the Nightward cannot be cursed by magic items. When donning, wielding, or using a cursed magic item, the curse does not take hold. Any penalties or compulsions are ignored. Such an item typically functions as a normal item for the Nightward unless the GM rules otherwise.
- Rite of Unmaking: The Nightward can destroy a magic item by handling it and performing a brief rite. This requires 1 turn of focused work. Expend one use from the table below. Artifacts or plot-critical relics may be immune at the GM’s discretion.
| Level | Uses |
|---|---|
| 1–2 | 2/week |
| 3–4 | 3/week |
| 5–6 | 1/day |
| 7–8 | 2/day |
| 9–11 | 3/day |
| 12–14 | 4/day |
| 15–17 | 5/day |
| 18–20 | 6/day |
Hallowed Arms: Once per day, the Nightward may spend 1 turn in prayer to bless a melee weapon they wield. For the next 6 turns the weapon counts as silver and magic for purposes of striking creatures and grants a +1 attack bonus against supernatural evil. This blessing does not stack with any existing magic on the weapon, use the better value. Gain one extra daily use at 5th level and each five levels thereafter. Note: this does stack with Nemesis of the Night.
Experience Table — Nightward
| Level | Experience Points | Hit Dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 2,000 | 2d8 |
| 3 | 4,000 | 3d8 |
| 4 | 8,000 | 4d8 |
| 5 | 16,000 | 5d8 |
| 6 | 32,000 | 6d8 |
| 7 | 64,000 | 7d8 |
| 8 | 120,000 | 8d8 |
| 9 | 240,000 | 9d8 |
| 10 | 360,000 | 9d8+2 |
| 11 | 480,000 | 9d8+4 |
| 12 | 600,000 | 9d8+6 |
| 13 | 720,000 | 9d8+8 |
| 14 | 840,000 | 9d8+10 |
| 15 | 960,000 | 9d8+12 |
| 16 | 1,080,000 | 9d8+14 |
| 17 | 1,200,000 | 9d8+16 |
| 18 | 1,320,000 | 9d8+18 |
| 19 | 1,440,000 | 9d8+20 |
| 20 | 1,560,000 | 9d8+22 |
