eftexar
2011-12-21, 10:25 PM
Nightblade (3.5)
Abilities: Charisma is the nightblade's most important ability. It sets the saves for his artes and essences. Strength and dexterity aid melee combat, while constitution aids survival. Intelligence will add a nice boost to your skill points, but wisdom is your dump stat.
Alignment: Nightblades vary in alignment, although lawful or neutral nightblade's are rare.
Religion: If a nightblade worships a deity, he is likely to worship a deity of darkness. A nightblade almost never worships a deity of light or healing.
Background: Unlike most magic users, nightblades don't study magic. Instead it is something they learn naturally or, like a warlock, that they are cursed with.
Races: Gnomes and Humans are the most common practitioners, although any race may become a nightblade. Humans are often attracted to the power it offers, while gnomes have an affinity for the shadows.
Role: The nightblade can double as a fighter and battlefield controller. A common strategy among nightblades is to pepper foes with dark coils to debilitate them (with essences) and then move in for the kill with melee attacks.
Class Features
Hit Die: d6
Starting Gold: As Rogue
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 4 + Int mod (x 4 at first level)
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Artes Known | Essences | Fast Movement
1st | +0 | +0 | +2 | +2 | Fast Movement, See in Darkness, Dark Coil (1d6) | 3 | 1 | +10ft
2nd | +1 | +0 | +3 | +3 | Sustaining Shadow (sleep/eat less) | 3 | 2 | +10ft
3rd | +2 | +1 | +3 | +3 | Dark Coil (2d6) | 4 | 2 | +10ft
4th | +3 | +1 | +4 | +4 | Shadowcraft (basic) | 4 | 3 | +20ft
5th | +3 | +1 | +4 | +4 | Dark Coil (3d6) | 5 | 3 | +20ft
6th | +4 | +2 | +5 | +5 | | 5 | 4 | +20ft
7th | +5 | +2 | +5 | +5 | Dark Coil (4d6) | 6 | 4 | +20ft
8th | +6/+1 | +2 | +6 | +6 | Sustaining Shadow (breathless) | 6 | 5 | +20ft
9th | +6/+1 | +3 | +6 | +6 | Shadowcraft (enchanted), Dark Coil (5d6) | 7 | 5 | +30ft
10th | +7/+2 | +3 | +7 | +7 | | 7 | 6 | +30ft
11th | +8/+3 | +3 | +7 | +7 | Dark Coil (6d6) | 8 | 7 | +30ft
12th | +9/+4| +4 | +8 | +8 | Empower Dark Coil | 9 | 7 | +40ft
13th | +9/+4 | +4 | +8 | +8 | Dark Coil (7d6) | 9 | 8 | +40ft
14th | +10/+5 | +4 | +9 | +9 | Sustaining Shadow (immune) | 10 | 8 | +40ft
15th | +11/+6/+1 | +5 | +9 | +9 | Dark Coil (8d6) | 10 | 9 | +40ft
16th | +12/+7/+2 | +5 | +10 | 10 | Coiled Strike | 11 | 9 | +40ft
17th | +12/+7/+2 | +5 | +10 | +10 | Dark Coil (9d6) | 11 | 10 | +50ft
18th | +13/+8/+3 | +6 | +11 | +11 | | 12 | 10 | +50ft
19th | +14/+9/+4 | +6 | +11 | +11 | Dark Coil (10d6) | 12 | 11 | +50ft
20th | +15/+10/+5 | +6 | +12 | +12 | Dual Coil, Sustaining Shadow (immortal) | 13 | 12 | +60ft
[/table]
Weapons and Armor Proficiencies: The nightblade proficient with all simple weapons, but not with armor or shields.
Class Abilities
Artes:
A nightblade learns a number of techniques called artes. These are similar to maneuvers, but have some key differences.
A nightblade learns artes at the indicated levels (see artes known on chart). Artes have a spell level equal to half his nightblade level (to a maximum of ninth) and any saves listed are a DC of 10 + 1/2 hs nightblade level + his charisma modifier. The nightblade may not choose any arte whose prerequisites he does not meet. Artes sometimes have descriptors, but not schools. Some artes may require concentration (use spell rules, but add half your HD to concentration checks in place of spell level), while other require somatic (requiring at least one free hand) or verbal components. Artes may be extraordinary, spell-like, or supernatural abilities, but never allow for spell resistance. A superscript smallscript AoO designates that using the arte provokes an attack of opportunity (otherwise it doesn't).
The nightblades artes known are also his artes readied. Effectively he may use each arte he knows once and all of his artes begin readied. All of his artes are considered ready after he rests (as a spellcaster would). He may choose to learn the same arte twice, in which case it may henceforth be used at will (or in other words it may be used without having to be readied).
Once an arte is used, it is no longer ready. The nightblade may ready a single arte with a full round action.
Essences:
A nightblade gains essences to alter his dark coil at the indicated levels (see essences on chart).
The nightblade may not choose any essence whose prerequisites he does not meet.
Lv1 > Fast Movement (Ex):
The nightblade gains the bonus listed (see table) to his base land speed.
Lv1 > See In Darkness (Ex):
The nightblade can see perfectly fine in any darkness, even that created by magical darkness such as the deeper darkness spell. And may even see color normally.
Lv1 > Dark Coil (Sp):
This ability functions as the eldritch blast ability (see warlock), but does not allow for spell resistance and has the darkness descriptor. Unlike a normal eldritch blast, this ability may not be modified by invocations. Instead it is modified by Essences (see below), which are similar in nature.
Lv2, 8, 14, 20 > Sustaining Shadow (Ex):
As indicated on the table of above the nightblade gains the following benefits:
2 > He only needs to sleep for 1 hour a day and eat once a week. He also becomes gaunt and his body weight decreases by half.
8 > The nightblade no longer needs to breath (which also grants immunity to some effects). In fact he forgets how to. The fact he doesn't breath may be noticed with a DC 15 spot check (free action 1/round).
14 > He becomes immune to poison and disease. When he bleeds, black ichor flows out instead of blood (though it has no mechanical effect this happens even if you don't have a vascular system). This is noticed with casual observation. Additionally he no longer bleeds out or needs to make massive damage saves.
20 > The nightblade no longer needs to eat or sleep.
Lv4 > Shadow Craft [Basic] (Su):
The nightblade can create items from shadow simply by drawing it from nearby shadow as a swift action. It cant possess moving parts or flexible parts.
He can create 1 or 2 items that weight no more than a number of pounds equal to twice your nightblade level as part of this action. If he exceeds a number of pounds equal to twice his nightblade level, the oldest fades back into shadow.
If he wants to make an item he must make an appropriate craft check DC 15. If the item leaves the nightblade's possession it fades away in 1d4 + 1 rounds (unless it reenters his grip), or he can dismiss any number of shadow craft items as a free action (regardless of distance).
Anyone who attempts to wield a shadowcraft weapon, other than him, takes a -4 penalty to attack rolls with it and may not add their ability modifier to damage.
Although it still applies for the purpose of limitations a shadow object has no actual weight.
Lv9 > Shadow Craft [Enchanted] (Su):
The nightblade may enhance shadow craft items he makes with enhancement bonuses. Doing so increases the craft check needed to do so by twice the enhancement bonus. This enhancement bonus may not exceed five less than half your nightblade level or 5 (whichever is lower, to a minimum of +1). A check that fails but still exceeds the normal craft check creates a normal shadow craft item instead.
He may apply the shadow striking quality to a single object/weapon made with shadow craft (and you do not have to do so on the plane of shadow). Doing so requires he sacrifice 3 points of enhancement bonus (see above).
The nightblade may also choose to apply one or more of the following (sacrificing his enhancement bonus in the same way as for shadow striking) from the DMG:
Brilliant Energy, except it does not give off light and appears as shadow
Dancing, except shadow craft does not fade for loss of contact (though the weapon fades after it is done dancing automatically)
Distance
Frost
Ghost Touch
Keen
Returning
Speed
Throwing
Lv12 > Empower Dark Coil:
He may choose to deal d10s of damage whenever hes use his dark coil ability instead of d6s. If he does so, he takes 1d4 damage per die of damage his dark coil has to himself.
Lv16 > Coiled Strike:
Whenever the nightblade makes a melee strike with a maneuver arte, he may also deal half his dark coil damage.
Lv20 > Dual Coil:
The nightblade may fire two dark coils as one action. If he does so, they may both be modified by essences separately, but they must not include the same targets.
Design Notes:
I've always liked shadow themed classes. I've already made a couple, but my last one was a pure caster (see disciple of the fade (http://www.giantitp.com/forums/showthread.php?t=205460)) and the one before was a failure (no, no link here).
This time I wanted to make a melee oriented class (though it does have some a few spell like abilities). I decided to take one of my favorite classes (the warlock) and combine it with some ideas from the ToB.
Abilities: Charisma is the nightblade's most important ability. It sets the saves for his artes and essences. Strength and dexterity aid melee combat, while constitution aids survival. Intelligence will add a nice boost to your skill points, but wisdom is your dump stat.
Alignment: Nightblades vary in alignment, although lawful or neutral nightblade's are rare.
Religion: If a nightblade worships a deity, he is likely to worship a deity of darkness. A nightblade almost never worships a deity of light or healing.
Background: Unlike most magic users, nightblades don't study magic. Instead it is something they learn naturally or, like a warlock, that they are cursed with.
Races: Gnomes and Humans are the most common practitioners, although any race may become a nightblade. Humans are often attracted to the power it offers, while gnomes have an affinity for the shadows.
Role: The nightblade can double as a fighter and battlefield controller. A common strategy among nightblades is to pepper foes with dark coils to debilitate them (with essences) and then move in for the kill with melee attacks.
Class Features
Hit Die: d6
Starting Gold: As Rogue
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 4 + Int mod (x 4 at first level)
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Artes Known | Essences | Fast Movement
1st | +0 | +0 | +2 | +2 | Fast Movement, See in Darkness, Dark Coil (1d6) | 3 | 1 | +10ft
2nd | +1 | +0 | +3 | +3 | Sustaining Shadow (sleep/eat less) | 3 | 2 | +10ft
3rd | +2 | +1 | +3 | +3 | Dark Coil (2d6) | 4 | 2 | +10ft
4th | +3 | +1 | +4 | +4 | Shadowcraft (basic) | 4 | 3 | +20ft
5th | +3 | +1 | +4 | +4 | Dark Coil (3d6) | 5 | 3 | +20ft
6th | +4 | +2 | +5 | +5 | | 5 | 4 | +20ft
7th | +5 | +2 | +5 | +5 | Dark Coil (4d6) | 6 | 4 | +20ft
8th | +6/+1 | +2 | +6 | +6 | Sustaining Shadow (breathless) | 6 | 5 | +20ft
9th | +6/+1 | +3 | +6 | +6 | Shadowcraft (enchanted), Dark Coil (5d6) | 7 | 5 | +30ft
10th | +7/+2 | +3 | +7 | +7 | | 7 | 6 | +30ft
11th | +8/+3 | +3 | +7 | +7 | Dark Coil (6d6) | 8 | 7 | +30ft
12th | +9/+4| +4 | +8 | +8 | Empower Dark Coil | 9 | 7 | +40ft
13th | +9/+4 | +4 | +8 | +8 | Dark Coil (7d6) | 9 | 8 | +40ft
14th | +10/+5 | +4 | +9 | +9 | Sustaining Shadow (immune) | 10 | 8 | +40ft
15th | +11/+6/+1 | +5 | +9 | +9 | Dark Coil (8d6) | 10 | 9 | +40ft
16th | +12/+7/+2 | +5 | +10 | 10 | Coiled Strike | 11 | 9 | +40ft
17th | +12/+7/+2 | +5 | +10 | +10 | Dark Coil (9d6) | 11 | 10 | +50ft
18th | +13/+8/+3 | +6 | +11 | +11 | | 12 | 10 | +50ft
19th | +14/+9/+4 | +6 | +11 | +11 | Dark Coil (10d6) | 12 | 11 | +50ft
20th | +15/+10/+5 | +6 | +12 | +12 | Dual Coil, Sustaining Shadow (immortal) | 13 | 12 | +60ft
[/table]
Weapons and Armor Proficiencies: The nightblade proficient with all simple weapons, but not with armor or shields.
Class Abilities
Artes:
A nightblade learns a number of techniques called artes. These are similar to maneuvers, but have some key differences.
A nightblade learns artes at the indicated levels (see artes known on chart). Artes have a spell level equal to half his nightblade level (to a maximum of ninth) and any saves listed are a DC of 10 + 1/2 hs nightblade level + his charisma modifier. The nightblade may not choose any arte whose prerequisites he does not meet. Artes sometimes have descriptors, but not schools. Some artes may require concentration (use spell rules, but add half your HD to concentration checks in place of spell level), while other require somatic (requiring at least one free hand) or verbal components. Artes may be extraordinary, spell-like, or supernatural abilities, but never allow for spell resistance. A superscript smallscript AoO designates that using the arte provokes an attack of opportunity (otherwise it doesn't).
The nightblades artes known are also his artes readied. Effectively he may use each arte he knows once and all of his artes begin readied. All of his artes are considered ready after he rests (as a spellcaster would). He may choose to learn the same arte twice, in which case it may henceforth be used at will (or in other words it may be used without having to be readied).
Once an arte is used, it is no longer ready. The nightblade may ready a single arte with a full round action.
Essences:
A nightblade gains essences to alter his dark coil at the indicated levels (see essences on chart).
The nightblade may not choose any essence whose prerequisites he does not meet.
Lv1 > Fast Movement (Ex):
The nightblade gains the bonus listed (see table) to his base land speed.
Lv1 > See In Darkness (Ex):
The nightblade can see perfectly fine in any darkness, even that created by magical darkness such as the deeper darkness spell. And may even see color normally.
Lv1 > Dark Coil (Sp):
This ability functions as the eldritch blast ability (see warlock), but does not allow for spell resistance and has the darkness descriptor. Unlike a normal eldritch blast, this ability may not be modified by invocations. Instead it is modified by Essences (see below), which are similar in nature.
Lv2, 8, 14, 20 > Sustaining Shadow (Ex):
As indicated on the table of above the nightblade gains the following benefits:
2 > He only needs to sleep for 1 hour a day and eat once a week. He also becomes gaunt and his body weight decreases by half.
8 > The nightblade no longer needs to breath (which also grants immunity to some effects). In fact he forgets how to. The fact he doesn't breath may be noticed with a DC 15 spot check (free action 1/round).
14 > He becomes immune to poison and disease. When he bleeds, black ichor flows out instead of blood (though it has no mechanical effect this happens even if you don't have a vascular system). This is noticed with casual observation. Additionally he no longer bleeds out or needs to make massive damage saves.
20 > The nightblade no longer needs to eat or sleep.
Lv4 > Shadow Craft [Basic] (Su):
The nightblade can create items from shadow simply by drawing it from nearby shadow as a swift action. It cant possess moving parts or flexible parts.
He can create 1 or 2 items that weight no more than a number of pounds equal to twice your nightblade level as part of this action. If he exceeds a number of pounds equal to twice his nightblade level, the oldest fades back into shadow.
If he wants to make an item he must make an appropriate craft check DC 15. If the item leaves the nightblade's possession it fades away in 1d4 + 1 rounds (unless it reenters his grip), or he can dismiss any number of shadow craft items as a free action (regardless of distance).
Anyone who attempts to wield a shadowcraft weapon, other than him, takes a -4 penalty to attack rolls with it and may not add their ability modifier to damage.
Although it still applies for the purpose of limitations a shadow object has no actual weight.
Lv9 > Shadow Craft [Enchanted] (Su):
The nightblade may enhance shadow craft items he makes with enhancement bonuses. Doing so increases the craft check needed to do so by twice the enhancement bonus. This enhancement bonus may not exceed five less than half your nightblade level or 5 (whichever is lower, to a minimum of +1). A check that fails but still exceeds the normal craft check creates a normal shadow craft item instead.
He may apply the shadow striking quality to a single object/weapon made with shadow craft (and you do not have to do so on the plane of shadow). Doing so requires he sacrifice 3 points of enhancement bonus (see above).
The nightblade may also choose to apply one or more of the following (sacrificing his enhancement bonus in the same way as for shadow striking) from the DMG:
Brilliant Energy, except it does not give off light and appears as shadow
Dancing, except shadow craft does not fade for loss of contact (though the weapon fades after it is done dancing automatically)
Distance
Frost
Ghost Touch
Keen
Returning
Speed
Throwing
Lv12 > Empower Dark Coil:
He may choose to deal d10s of damage whenever hes use his dark coil ability instead of d6s. If he does so, he takes 1d4 damage per die of damage his dark coil has to himself.
Lv16 > Coiled Strike:
Whenever the nightblade makes a melee strike with a maneuver arte, he may also deal half his dark coil damage.
Lv20 > Dual Coil:
The nightblade may fire two dark coils as one action. If he does so, they may both be modified by essences separately, but they must not include the same targets.
Design Notes:
I've always liked shadow themed classes. I've already made a couple, but my last one was a pure caster (see disciple of the fade (http://www.giantitp.com/forums/showthread.php?t=205460)) and the one before was a failure (no, no link here).
This time I wanted to make a melee oriented class (though it does have some a few spell like abilities). I decided to take one of my favorite classes (the warlock) and combine it with some ideas from the ToB.