Kellus
2009-07-06, 02:26 AM
The Nightfeather
http://www.wizards.com/dnd/images/iw_kenku.jpg
Kenku are some of the most secretive and beguiling of beings. Dwelling in shadows and living in darkness, there is a secret sect of them that specialize in inflitration, subversion, and assassination. The Nightfeathers are an elite group of kenku that can get anywhere and be anyone. Talented at both deception and the mystic arts, these cunning spies employ a wide variety of techniques to get wherever they need to go. The greatest of them can steal a victim's face, move through walls with a whisper, and hide themselves inside of a voice. No one is safe from a nightfeather.
Requirements: In order to become a nightfeather, a character must meet all of the following requirements.
Race: Kenku
Skills: Bluff 8 ranks, Gather Information 4 ranks, Hide 8 ranks, Knowledge (arcana) 4 ranks, Move Silently 8 ranks, Spellcraft 8 ranks
Special: Sneak attack +2d6, steal spell class feature
Spellcasting: Able to spontaneouslty cast 1st level arcane spells
Hit Die: d6.
Skill Points at Each Level: 8 + Int modifier.
Class Skills: A nightfeather’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana), Knowledge (local), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Table: The Nightfeather
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+2|+2|Backstab +1d6/+1, mystic assassin, steal voice|+1 level of existing spellthief spellcasting
2nd|+1|+0|+3|+3|Ranged mimicry|+1 level of existing spellthief spellcasting
3rd|+2|+1|+3|+3|Steal thoughts|+1 level of existing spellthief spellcasting
4th|+3|+1|+4|+4|Backstab +2d6/+2|+1 level of existing spellthief spellcasting
5th|+3|+1|+4|+4|Steal face|+1 level of existing spellthief spellcasting
6th|+4|+2|+5|+5|Silver tongue|+1 level of existing spellthief spellcasting
7th|+5|+2|+5|+5|Backstab +3d6/+3, steal knowledge|+1 level of existing spellthief spellcasting
8th|+6|+2|+6|+6|Lost in noise|+1 level of existing spellthief spellcasting
9th|+6|+3|+6|+6|Steal shape|+1 level of existing spellthief spellcasting
10th|+7|+3|+7|+7|Backstab +4d6/+4, voicewalk|+1 level of existing spellthief spellcasting
[/table]
All of the following are class features of the nightfeather.
Weapon and Armour Proficiencies: A nightfeather gains no additional weapon or armour proficiencies.
Backstab (Ex): Whenever flanking an opponent with an ally, a nightfeather gains an additional bonus on his attack rolls, and deals additional sneak attack damage. At 1st level, he gains a +1 bonus beyond the normal flanking benefit, and his sneak attack deals an additional 1d6 damage.
Because this ability directly increases a nightfeather’s sneak attack, it can be used to qualify for feats or prestige classes as if it was additional dice of sneak attack. In addition, it can be sacrificed for various effects with ambush feats (Complete Scoundrel) or similar abilities. The bonus on attack rolls stacks with the nightfeather's great ally racial trait.
Mystic Assassin (Su): A nightfeather adds his class level to his spellthief level to determine the maximum level of spell he can steal with his steal spell class feature, as well as the number of spell levels he can hold at any one time with this ability. If the nightfeathers has the Master Spellthief feat, he does not add these levels twice. In addition, he adds all assassin spells to his potential spell list, even if they do not belong to an appropriate school of magic.
Spellcasting: At every level, a nightfeather advances his spells per day and spells known as if he had gained a level in the spellthief class. This bonus only applies to spellcasting, and he receives no other benefits from this advancement. A nightfeather adds twice his nightfeather level to his spellthief class level to determine his caster level for these spells. If the nightfeather posesses the Master Spellthief feat, he instead adds his nightfeather level to his spellthief class level to determine his caster level.
Steal Voice (Su): Whenever a nightfeather successfully sneak attacks a living being, a nightfeather can sacrifice 1d6 points of sneak attack damage in order to attempt to steal the being’s voice. The target must make a Will saving throw (DC 10 + the nightfeather’s class level + the nightfeather’s Charisma modifier) or be rendered mute as if by the silence spell. This effect cannot be dispelled unless the nightfeather is killed, or the target receives the benefit of a break enchantment effect. Otherwise, the effect persists for 1 hour per class level.
In addition, the nightfeather gains knowledge of the target’s voice, and does not thereafter need to hear them speak in order to mimic their voice using his mimicry racial trait. In addition, he gains a circumstance bonus on his Bluff check to imitate the being’s voice equal to the nightfeather's class level. The knowledge of the voice remains with him, but he loses the bonus on Bluff checks when the victim regains their voice.
This ability can be used in conjunction with any other effect that lowers sneak damage, such as ambush feats or the spellthief’s steal spell class feature, but the sneak attack damage cannot fall below 1d6 additional damage.
Ranged Mimicry (Ex): Beginning at 2nd level, whenever a nightfeather uses his mimicry racial trait, he may do so at a distance, as if with the ventriloquism spell.
Steal Thoughts (Su): Beginning at 3rd level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attempt to steal the creature’s surface thoughts (as if by the detect thoughts spell). If the target fails their Will save against the steal voice attack, the nightfeather automatically discerns their thoughts as if they had taken a full 3 rounds of study with the detect thoughts spell. This is a mind-affecting ability.
This attack also disrupts the target’s concentration. They immediately stop concentrating on any spells or other effects they may have been sustaining, and any lengthy spell or effect they had been in the middle of performing is lost. If the attack was made as an attack of opportunity against a spellcaster attempting to cast a spell, they do not receive a Concentration check to avoid losing the spell.
Steal Face (Su): Beginning at 5th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attept to steal the creature’s appearance. If the target fails their Will save, the nightfeather gains the ability to assume their appearance at will (as if by the disguise self spell) as often as they want until the target regains their voice. They can change faces as a standard action, but if they are in the target’s appearance when the effect ends, they immediately change back to their own face. This ability only works on creatures of the same type as the nightfeather (humanoid, for most nightfeathers).
After this attack, the target loses some intrinsic aspect of his appearance. Anybody attempting to identify him by sight alone must succeed on a Will saving throw (same DC as the steal voice attack) or be unable to identify the target as who he is. This effect persists until the target regains their voice.
Silver Tongue (Ex): Beginning at 6th level, whenever a nightfeather succeeds on a Bluff check to fool somebody with his mimicry racial trait, he can plant a single idea in their head as if by the suggestion spell.
Steal Knowledge (Su): Beginning at 7th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attept to steal details from the creature’s mind. If the target fails their Will save, the nightfeather learns the answer to 1d6 questions he has for them. The nightfeather can ask any question which can be answered in ten words or less. If the question cannot be answered in that allotment, the question is lost to no effect.
More impressively, the target loses the knowledge that the nightfeather takes from their mind, as if they had never learned it in the first place. They can later relearn it, but they cannot recall the knowledge otherwise. They are, in fact, completely unaware that they ever knew the information, and thus are unaware that it is missing from their mind. This effect persists until they regain their voice.
Lost in Noise (Su): Beginning at 8th level, noise is the ally of a nightfeather. As long as there is some kind of noise in the area, whether it is from some mundane source, someone speaking, or even the nightfeather's ventriloquism, a nightfeather can make Hide checks as if he were concealed. In addition, he adds his Charisma modifier to such Hide checks. A nightfeather cannot hide in his own voice unless he is using his ranged mimicry to make it come from somewhere else in the area.
Steal Shape (Su): Beginning at 9th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 2d6 damage in order to attept to steal the creature’s shape. If the target fails their Will save, they must immediately attempt a Fortitude save (same DC), or be reduced to a shapeless mass. Their shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried–armour, backpacks, even shirts––hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10ft. or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can attempt to reestablish its own shape by takes a move action to make a DC 15 Charisma check. Success means it regains its shape for 1 minute. On a failure, a victim can still attempt a new check each round until successful. This effect persists until the victim regains their voice. A shapechange or stoneskin effect can fix the victim’s form for the duration of their effect.
Meanwhile, the nightfeather gains the victim’s shape. At will, he can change into their shape as if by the shapechange spell. He can change shape once per round, but if he is in the target’s form when they regain their voice, he immediately changes back to his own shape.
Voicewalk (Su): Beginning at 10th level, whenever a nightfeather succeeds on a Bluff check to fool somebody with his mimicry racial trait, he can instantly teleport beside them into the nearest open space of his choice within 5ft. of them as if by the dimension door spell, except he does not need line of sight to the destination. He can choose to bring a single being he is touching with him, who appears in the same relative position to him at the destination (assuming there is space for them at the destination; otherwise, they are not brought along). As soon as he arrives, he is permitted to make a Hide check as an immediate action as long as he is in an appropriate environment.
http://www.wizards.com/dnd/images/iw_kenku.jpg
Kenku are some of the most secretive and beguiling of beings. Dwelling in shadows and living in darkness, there is a secret sect of them that specialize in inflitration, subversion, and assassination. The Nightfeathers are an elite group of kenku that can get anywhere and be anyone. Talented at both deception and the mystic arts, these cunning spies employ a wide variety of techniques to get wherever they need to go. The greatest of them can steal a victim's face, move through walls with a whisper, and hide themselves inside of a voice. No one is safe from a nightfeather.
Requirements: In order to become a nightfeather, a character must meet all of the following requirements.
Race: Kenku
Skills: Bluff 8 ranks, Gather Information 4 ranks, Hide 8 ranks, Knowledge (arcana) 4 ranks, Move Silently 8 ranks, Spellcraft 8 ranks
Special: Sneak attack +2d6, steal spell class feature
Spellcasting: Able to spontaneouslty cast 1st level arcane spells
Hit Die: d6.
Skill Points at Each Level: 8 + Int modifier.
Class Skills: A nightfeather’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana), Knowledge (local), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Table: The Nightfeather
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+2|+2|Backstab +1d6/+1, mystic assassin, steal voice|+1 level of existing spellthief spellcasting
2nd|+1|+0|+3|+3|Ranged mimicry|+1 level of existing spellthief spellcasting
3rd|+2|+1|+3|+3|Steal thoughts|+1 level of existing spellthief spellcasting
4th|+3|+1|+4|+4|Backstab +2d6/+2|+1 level of existing spellthief spellcasting
5th|+3|+1|+4|+4|Steal face|+1 level of existing spellthief spellcasting
6th|+4|+2|+5|+5|Silver tongue|+1 level of existing spellthief spellcasting
7th|+5|+2|+5|+5|Backstab +3d6/+3, steal knowledge|+1 level of existing spellthief spellcasting
8th|+6|+2|+6|+6|Lost in noise|+1 level of existing spellthief spellcasting
9th|+6|+3|+6|+6|Steal shape|+1 level of existing spellthief spellcasting
10th|+7|+3|+7|+7|Backstab +4d6/+4, voicewalk|+1 level of existing spellthief spellcasting
[/table]
All of the following are class features of the nightfeather.
Weapon and Armour Proficiencies: A nightfeather gains no additional weapon or armour proficiencies.
Backstab (Ex): Whenever flanking an opponent with an ally, a nightfeather gains an additional bonus on his attack rolls, and deals additional sneak attack damage. At 1st level, he gains a +1 bonus beyond the normal flanking benefit, and his sneak attack deals an additional 1d6 damage.
Because this ability directly increases a nightfeather’s sneak attack, it can be used to qualify for feats or prestige classes as if it was additional dice of sneak attack. In addition, it can be sacrificed for various effects with ambush feats (Complete Scoundrel) or similar abilities. The bonus on attack rolls stacks with the nightfeather's great ally racial trait.
Mystic Assassin (Su): A nightfeather adds his class level to his spellthief level to determine the maximum level of spell he can steal with his steal spell class feature, as well as the number of spell levels he can hold at any one time with this ability. If the nightfeathers has the Master Spellthief feat, he does not add these levels twice. In addition, he adds all assassin spells to his potential spell list, even if they do not belong to an appropriate school of magic.
Spellcasting: At every level, a nightfeather advances his spells per day and spells known as if he had gained a level in the spellthief class. This bonus only applies to spellcasting, and he receives no other benefits from this advancement. A nightfeather adds twice his nightfeather level to his spellthief class level to determine his caster level for these spells. If the nightfeather posesses the Master Spellthief feat, he instead adds his nightfeather level to his spellthief class level to determine his caster level.
Steal Voice (Su): Whenever a nightfeather successfully sneak attacks a living being, a nightfeather can sacrifice 1d6 points of sneak attack damage in order to attempt to steal the being’s voice. The target must make a Will saving throw (DC 10 + the nightfeather’s class level + the nightfeather’s Charisma modifier) or be rendered mute as if by the silence spell. This effect cannot be dispelled unless the nightfeather is killed, or the target receives the benefit of a break enchantment effect. Otherwise, the effect persists for 1 hour per class level.
In addition, the nightfeather gains knowledge of the target’s voice, and does not thereafter need to hear them speak in order to mimic their voice using his mimicry racial trait. In addition, he gains a circumstance bonus on his Bluff check to imitate the being’s voice equal to the nightfeather's class level. The knowledge of the voice remains with him, but he loses the bonus on Bluff checks when the victim regains their voice.
This ability can be used in conjunction with any other effect that lowers sneak damage, such as ambush feats or the spellthief’s steal spell class feature, but the sneak attack damage cannot fall below 1d6 additional damage.
Ranged Mimicry (Ex): Beginning at 2nd level, whenever a nightfeather uses his mimicry racial trait, he may do so at a distance, as if with the ventriloquism spell.
Steal Thoughts (Su): Beginning at 3rd level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attempt to steal the creature’s surface thoughts (as if by the detect thoughts spell). If the target fails their Will save against the steal voice attack, the nightfeather automatically discerns their thoughts as if they had taken a full 3 rounds of study with the detect thoughts spell. This is a mind-affecting ability.
This attack also disrupts the target’s concentration. They immediately stop concentrating on any spells or other effects they may have been sustaining, and any lengthy spell or effect they had been in the middle of performing is lost. If the attack was made as an attack of opportunity against a spellcaster attempting to cast a spell, they do not receive a Concentration check to avoid losing the spell.
Steal Face (Su): Beginning at 5th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attept to steal the creature’s appearance. If the target fails their Will save, the nightfeather gains the ability to assume their appearance at will (as if by the disguise self spell) as often as they want until the target regains their voice. They can change faces as a standard action, but if they are in the target’s appearance when the effect ends, they immediately change back to their own face. This ability only works on creatures of the same type as the nightfeather (humanoid, for most nightfeathers).
After this attack, the target loses some intrinsic aspect of his appearance. Anybody attempting to identify him by sight alone must succeed on a Will saving throw (same DC as the steal voice attack) or be unable to identify the target as who he is. This effect persists until the target regains their voice.
Silver Tongue (Ex): Beginning at 6th level, whenever a nightfeather succeeds on a Bluff check to fool somebody with his mimicry racial trait, he can plant a single idea in their head as if by the suggestion spell.
Steal Knowledge (Su): Beginning at 7th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 1d6 damage in order to attept to steal details from the creature’s mind. If the target fails their Will save, the nightfeather learns the answer to 1d6 questions he has for them. The nightfeather can ask any question which can be answered in ten words or less. If the question cannot be answered in that allotment, the question is lost to no effect.
More impressively, the target loses the knowledge that the nightfeather takes from their mind, as if they had never learned it in the first place. They can later relearn it, but they cannot recall the knowledge otherwise. They are, in fact, completely unaware that they ever knew the information, and thus are unaware that it is missing from their mind. This effect persists until they regain their voice.
Lost in Noise (Su): Beginning at 8th level, noise is the ally of a nightfeather. As long as there is some kind of noise in the area, whether it is from some mundane source, someone speaking, or even the nightfeather's ventriloquism, a nightfeather can make Hide checks as if he were concealed. In addition, he adds his Charisma modifier to such Hide checks. A nightfeather cannot hide in his own voice unless he is using his ranged mimicry to make it come from somewhere else in the area.
Steal Shape (Su): Beginning at 9th level, whenever a nightfeather uses his steal voice class feature, he can sacrifice an additional 2d6 damage in order to attept to steal the creature’s shape. If the target fails their Will save, they must immediately attempt a Fortitude save (same DC), or be reduced to a shapeless mass. Their shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried–armour, backpacks, even shirts––hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10ft. or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can attempt to reestablish its own shape by takes a move action to make a DC 15 Charisma check. Success means it regains its shape for 1 minute. On a failure, a victim can still attempt a new check each round until successful. This effect persists until the victim regains their voice. A shapechange or stoneskin effect can fix the victim’s form for the duration of their effect.
Meanwhile, the nightfeather gains the victim’s shape. At will, he can change into their shape as if by the shapechange spell. He can change shape once per round, but if he is in the target’s form when they regain their voice, he immediately changes back to his own shape.
Voicewalk (Su): Beginning at 10th level, whenever a nightfeather succeeds on a Bluff check to fool somebody with his mimicry racial trait, he can instantly teleport beside them into the nearest open space of his choice within 5ft. of them as if by the dimension door spell, except he does not need line of sight to the destination. He can choose to bring a single being he is touching with him, who appears in the same relative position to him at the destination (assuming there is space for them at the destination; otherwise, they are not brought along). As soon as he arrives, he is permitted to make a Hide check as an immediate action as long as he is in an appropriate environment.