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eftexar
2012-03-27, 01:41 AM
Cimmerian Knight (3.5)

Abilities: Intelligence and charisma are the Cimmerian Knight's most important scores. They set the DCs of both your mysteries and special abilities. Strength and Dexterity are important for combat, though several of the abilities available can make up for a lack of dexterity. A Cimmerian Knight can live without a high constitution, though as a front line combatant it always helps, and wisdom is of no use.

Organization: All Cimmerian Knights belong to a single organization of the same name as their title. More information on this organizations is listed under the Playing a Cimmerian Knight section under the class.

Alignment: Cimmerian Knights are similar to paladins, thought they they are much more willing to bend the rules of what is defined as good. As such they may be of any alignment other than evil. Both good and chaotic are common alignments. Neutral is the least common, but isn't unheard of.

Religion: Cimmerian Knights must revoke all religious beliefs upon entry into the crimson knights. The Cimmerian Knights keep a close eye on those in their ranks and harsh punishments are dealt, if not complete expulsion, for being caught in worship.

Background: Most Cimmerian Knights were actually paladins at one point, though shadowcasters are just as common. Most were wronged by the system at some point, often at the blade of paladins. Nontheless they still sought to uphold the ideals of good, if only directed by their own moral compass.

Races: Cimmerian Knights may be of any race, though humans, gnomes, and elves are the most common. Humans dabble in pretty much everything and are likely to have went through hardships that led them to this path. Gnomes have a disposition towards shadow. Some elves are likely to see the path of the Cimmerian Knight as a noble pursuit.

Other Classes: Cimmerian Knights may or may not get along with others dependent on their views of shadow magic.
They usually hate paladins and paladins return the feeling. Cimmerian Knight and clerics are wary of one another. They are likely to get along well with rogues and bards. Shadowcasters and wizards often view them as misguided.

Role: Cimmerian Knights are fully capable melee combatants, if not as good at it as the fighter or paladin. They make up for their shortcomings in melee with a limited selection of mysteries and special abilities.

Class Features

Hit Die: d8

Starting Gold: As Fighter

Skills: Balance (Dex), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Spot (Wis), and Tumble (Dex).

Skill Points: 2 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Mysteries Known | Mysteries Readied
1st | +0 | +0 | +2 | +2 | Oath, Mysteries and Paths, Zeal +1d6 | 3 | 3
2nd | +1 | +0 | +3 | +3 | Lionhearted, Shadowcraft | 4 | 3
3rd | +2 | +1 | +3 | +3 | Unnatural Constitution | 5 | 3
4th | +3 | +1 | +4 | +4 | | 6 | 4
5th | +3 | +1 | +4 | +4 | Zeal +2d6 | 6 | 4
6th | +4 | +2 | +5 | +5 | Special Ability | 7 | 4
7th | +5 | +2 | +5 | +5 | Metashadow Feat | 7 | 4
8th | +6/+1 | +2 | +6 | +6 | | 8 | 4
9th | +6/+1 | +3 | +6 | +6 | Sudden Mystery 2/day, Zeal +3d6 | 8 | 4
10th | +7/+2 | +3 | +7 | +7 | Special Ability | 9 | 5
11th | +8/+3 | +3 | +7 | +7 | Metashadow Feat | 9 | 5
12th | +9/+4| +4 | +8 | +8 | Martial Erudite | 10 | 5
13th | +9/+4 | +4 | +8 | +8 | Zeal +4d6 | 10 | 5
14th | +10/+5 | +4 | +9 | +9 | Special Ability | 11 | 5
15th | +11/+6/+1 | +5 | +9 | +9 | Metashadow Feat | 11 | 6
16th | +12/+7/+2 | +5 | +10 | +10 | | 12 | 6
17th | +12/+7/+2 | +5 | +10 | +10 | Sudden Mystery 3/day, Zeal +5d6 | 12 | 6
18th | +13/+8/+3 | +6 | +11 | +11 | Special Ability | 13 | 6
19th | +14/+9/+4 | +6 | +11 | +11 | Metashadow Feat | 13 | 6
20th | +15/+10/+5 | +6 | +12 | +12 | Martial Erudite | 14 | 7
[/table]

Weapons and Armor Proficiencies: The Cimmerian Knight is proficient with all simple and martial weapons, as well as with light armor, but not with shields.

Class Abilities
Oath:
In order to join the ranks of the Cimmerian Knights a vow must be made to the organization.
This vow includes the following restrictions:
The Cimmerian Knight must maintain an alignment other than evil on the good/evil alignment axis.
The Cimmerian Knight may never willingly pledge allegiance to any group other than the Cimmerian Knights; and must fomally revoke any pledges already made. This includes loyalty to a country or ruler.
The Cimmerian Knight must not worship a deity or idol or fight in the name of a diety or idol.
These restrictions do not prohibit any Cimmerian Knight from actually working alongside or with any particular deity or group.
Should she ever break this vow, the Cimmerian Knight loses her zeal ability and all special abilities. In order to regain them she must end her violation and be granted re-entry. Reentry, which is rare, almost always involves some great task to prove oneself.
An ex-Cimmerian Knight may trade her Cimmerian Knight levels for levels in shadowcaster. Cimmerian Knight levels lost this way may not be recovered.
Special: DMs should feel free to bend this oath a little bit to fit with their story. For example maybe maybe they have to be caught and put on trial.

Mysteries and Paths:
The Cimmerian Knight does not cast spells as other classes do, but instead invokes mysteries much as a shadowcaster does. At first she begins with knowledge of 3 fundamental mysteries and she later gains further mysteries afterwards as noted (see table).
Unlike a shadowcaster the Cimmerian Knight is not restricted to ranks (apprentice, initiate, or master) or linear paths. She may only learn a mystery of a new level if she knows at least 2 mysteries of a previous level. The Cimmerian Knight may not learn any mystery more than once. All of the Cimmerian Knights mysteries are invoked as spell-like abilities (see excerpt on page 140 of the tome of magic).
To the contrary of the shadowcaster and most spellcasters, the Cimmerian Knight isn't limited to a certain number of uses per day. Instead she readies and invokes her mysteries much like an initiator readies and initiates his maneuvers. The Cimmerian Knight may only invoke a mystery that has been readied. Once a mystery is invoked it is no longer ready. She may meditate for 15 minutes to select and ready her mysteries (up to her maximum, see mysteries readied, from those known, see mysteries known). The Cimmerian Knight may ready the same mystery multiple times if she wishes. If the Cimmerian Knight has any ongoing mysteries with a limited duration when she readies and selects her mysteries, their duration immediately ends.
In order to invoke a mystery the Cimmerian Knight must have an intelligence score of 10 + the mysteries level. The save DC for her mysteries is 10 + 1/2 her Cimmerian Knight level + her intelligence modifier.

Zeal (Ex):
The Cimmerian Knight is dedicated to her cause to the utmost. Her sheer zealotry makes her more powerful.
When making a melee or ranged attack against an opponent of evil alignment, the Cimmerian Knight adds her charisma modifier to her attack rolls and gains the listed bonus to damage rolls. This extra damage is of the same type as her weapons and is not multiplied on a critical hit.

Lv2 > Lionhearted (Ex):
The Cimmerian Knight knows fear better than anyone else. As such she gains a +4 bonus to saves against fear effects. Additionally, anytime the Cimmerian Knight succeeds on a save against a fear effect she gains a +2 morale bonus to attack and damage rolls for 1 round. This bonus stacks with itself.

Lv3 > Shadowcraft (Sp):
The Cimmerian Knight can mold shadow into different objects at will. She need only place one of her hands into shadow, as a swift action, and expend a single readied mystery. The Cimmerian Knight must succeed on an appropriate craft check for the item (DC 15).
Any such object may not have moving or flexible parts. The Cimmerian Knight is limited to 10 + 1/2 her Cimmerian Knight level in lbs of weight total and may only create one object at a time. This item fades back into the shadows the next time she readies her mysteries, in 1 hour (whichever is first), or after 1d4 rounds of no contact with her.
Shadowcraft items can't be used as focie or material components, nor can they mimic alchemical items. Shadowcraft arms and armor may, as long as the Cimmerian Knight is submerged in at least shadowy illumination, be created already equipped.

Lv3 > Unnatural Constitution (Ex):
In her endless strive to perfect herself the Cimmerian Knight has attained immunity to poison and disease, even those that are magical or supernatural in nature.

Lv6, 10, 14, 18 > Special Ability:
At each indicated level the Cimmerian Knight acquires a special ability from the following list. She must meet any requirements placed by the ability. Any saves are a DC of 10 + 1/2 her Cimmerian Knight level + her charisma modifier.

Daunting Gaze
As a standard action gaze attack the cimmerian knight may target an opponent within 30ft with a terrifying gaze. Her target must make a will save or be stunned for 1 round and then shaken for 1d4 + 1 rounds afterward.
This ability is a fear effect. Multiple uses do not stack effects, though fear otherwise stacks as normal.

Fear Aura (Ex)
Requirements: Daunting Gaze special ability
Opponents within 30ft of the cimmerian knight must make a will save each round or become shaken. This effect lasts for 1d4 + 1 rounds.
This effect stacks with other fear effects as normal, but not with itself or daunting gaze.

Daunting Presence (Ex)
Requirements: Fear Aura special ability and Daunting Gaze special ability
Opponents within 10ft of the cimmerian knight take a -2 penalty to will saves and additionally, if they are currently under the effects a fear effect, treat those 10ft as difficult terrain.
This is a fear effect. As such freedom of movement (and similar abilities) does nothing to circumvent the difficult terrain created by this ability.

Overwhelming Fear (Ex)
Requirements: Daunting Presence special ability
Whenever a target would be subject to the effects of the cimmerian knights fear aura, but is immune to fear effects they must still make a will save.
A failed will save strips them of their fear immunity for 1d4 + 1 rounds, instead of fear aura's normal effect. If they fail their will save again (as an exception to fear aura's stacking in-ability) they can still become shaken.

Eye of Illumination (Su)
The cimmerian knight acquires darkvision out to 60ft, able to pierce even magical darkness.

Deny Falsehood (Su)
Requirements: Eye of Illumination special ability
Anytime she is witness to an illusion, even without realizing it or interacting with it, the cimmerian knight is granted a will save to see through the effect (each round). She gains a +4 bonus to this will save. The DM may roll these saves in secret.

Reveal Falsehood (Su)
Requirements: Deny Falsehood special ability
Anytime the cimmerian knight is made aware of what an illusion is through her deny falsehood ability, she may grant all allies within 30ft a will save, with a +4 bonus, to see through that illusion as well.

Mettle (Ex)
Anytime the cimmerian knight succeeds on a will save that would normally reduce effects against an attack, she instead negates the attack entirely.

Improved Mettle (Ex)
Requirements: Mettle special ability or Mettle class ability
Whenever the cimmerian knight fails a will save against an attack she still reduces its effects (if possible) as if she had made the save. This effect does not stack with the mettle ability.

Alien Mind (Ex)
The cimmerian knight gains immunity to charm and compulsion effects. She also gains a +2 insight bonus to all will saves.

Dangerous Thoughts (Ex)
Requirements: Alien Mind special ability
Any target who attempts to read the cimmerian knights mind or attempts to use a charm or compulsion effect against her fails and takes 1d6 points of damage per level of the spell they used.

Evasion (Ex)
Anytime the cimmerian knight succeeds on a reflex save that would normally reduce effects against an attack, she instead negates the attack entirely.

Improved Evasion (Ex)
Requirements: Evasion special ability or Evasion class ability
Whenever the cimmerian knight fails a reflex save against an attack she still reduces its effects (if possible) as if she had made the save. This effect does not stack with the evasion ability.

Supreme Evasion (Su)
Requirements: Improved Evasion special ability or Improved Evasion class feature
The cimmerian knight may take 20 on all reflex saves, even in the midst of combat.

Unnatural Healing (Su)
Requirements: Cimmerian Knight Level 10 and Charisma 12+
The cimmerian knights gains fast healing equal her charisma modifier. Furthermore she reduces all nonlethal damage she takes by half.

Regeneration (Su)
Requirements: Unnatural Healing special ability
The cimmerian knight can grow back limbs, organs, and other body parts overtime. She recovers 1 part per 2d4 + 1 hours.

Dark Reflections (Su)
The cimmerian knight gains half her cimmerian knight level as a bonus to hide checks and gains her charisma modifier as a deflection bonus to her AC.

Shadow Blur (Su)
Requirements: Dark Reflections special ability
The cimmerian knights form wavers and flickers in wafts of shadow, her form becoming indistinct.
Whenever the cimmerian knight is not within daylight or the illuminated area of a light source, she becomes partially incorpereal granting a 20% miss chance.

Improved Shadow Blur (Su)
Requirements: Shadow Blur special ability
The cimmerian knights body becomes translucent as it becomes partially shadowstuff. She gains concealment from those 60 or more feet away and total concealment from those 120 or more feet away. She may suspend or resume this ability as a swift action.

Shield of Darkness (Sp)
Whenever the cimmerian knight takes the total defense action, as long as she still has a at least 1 mystery readied, the shadows swirl around her forming a shield of shadows.
This functions as the shield spell except that it forms a globe of darkness around the cimmerian knight and provides concealment. It does not obscure the cimmerian knights own vision, nor does it provide concealment to anyone/anything else in her space.

Unerring Attack (Su)
As long as the cimmerian knight still has a at least 1 mystery readied, she ingores the miss chance from any concealment (even total concealment) that her targets have.

Ephemeral Strike (Su)
Requirements: Unerring Attack special ability
The cimmerian knight must expend the use (requiring it be readied again to be used) of a mystery as a move action to gain the benefits of this effect.
Until the start of her next turn, the cimmerian knight treats her melee and ranged attacks as touch attacks (melee and ranged touch respectively).

Far Shadows (Su)
Requirements: Unerring Attack special ability
The cimmerian knight must expend the use (requiring it be readied again to be used) of a mystery as a move action to gain the benefits of this effect.
Until the end of her next turn, the cimmerian knight gains an additional 10ft to her range/reach.

Reaving Shadow (Ex)
Requirements: Far Shadows special ability
When making a full attack action or other attack sequence with multiple attacks normally against a singular opponent the cimmerian knight may split her attacks up amongst multiple opponents.

Swift Strike (Ex)
Requirements: Far Shadows special ability
When making a full attack action or a standard attack the cimmerian knight is granted an additional attack at her highest base attack bonus.

Rolling Shadows (Su)
Requirements: Far Shadows special ability
If the cimmerian knight misses with a melee or ranged attack, she may pull at the shadows around her opponent causing them to writhe violently at her foe.
The cimmerian knight rolls her weapons die for damage, but doesn't add any modifiers (such as her ability modifier or feats). She deals cold damage equal to her die roll.

Twilight Attack (Ex)
Anytime the cimmerian knight makes a melee or ranged attack against an opponent who doesn't have concealment while she has concealment or total concealment, she gains her dexterity modifier as a bonus to damage.
This extra damage is of the same type as her weapon and is not multiplied on a critical hit.

Veiled Shadow Strike (Su)
Requirements: Twilight Attack special ability
If the cimmerian knight successfully makes a twilight attack as an attack of opportunity, she may choose to forgo dealing any damage to instead blind her opponent. The cimmerian knight's target remains blinded until the end of their next turn.

Winterstrike (Su)
Requirements: Twilight Attack special ability
If the cimmerian knight successfully makes a twilight attack, she may choose to expend a readied mystery as a swift action to deal additional damage.
She deals 1d6 points of cold damage per level of the mystery. This extra damage is not multiplied on a critical hit.

Shadow Drain (Su)
Requirements: Twilight Attack special ability
If the cimmerian knight successfully makes a twilight attack against a living target, she may choose to expend a readied mystery as a swift action to heal herself.
She recovers a number of hit points equal to half the amount of damage she deals.


Lv7, 11, 15, 19 > Metashadow Feat:
At each indicated level the Cimmerian Knight acquires a single new feat. This feat must be a metashadow feat that she qualifies for.

Lv9, 17 > Sudden Mystery (Sp):
A number of times per day, as indicated (see table), the Cimmerian Knight may invoke a mystery as a swift action. This mystery may not normally have a casting time of longer than a standard action.
The Cimmerian Knight may not, however, use this ability with mysteries learned from outside of the Cimmerian Knight class.

Lv12, 20 > Martial Erudite:
At each indicated level the Cimmerian Knight gains a single martial maneuver of her choice. She may not choose a maneuver that is of a higher level than her highest mystery, the maneuver must be a counter or a strike, and the maneuver must be from either the setting sun or shadow hand discipline. The Cimmerian Knight may, however, ignore any prerequisites the maneuver normally has.
These maneuvers are readied whenever the Cimmerian Knight readies her mysteries and are each readied once. This is in addition to the mysteries, not in lieu of. They are otherwise used as normal maneuvers.


Design Notes:I was looking at the paladin (and thinking how much it sucked) and thought what I can I do to fix this... Long story short Tome of Magic was open and I couldn't resist myself. Why not a "dark paladin?" So it became less of a fix and more of its own class.
As far as the oath goes I wanted to make it interesting and work towards roleplaying, but not be completely restricting. It should work into the backstory of the Cimmerian Knights.
As usual I'm aiming for tier 3 here. It should be able to stand toe to toe with the initiators. Its structure was based off of the warlock and paladin.

Playing a Cimmerian Knight:Advancement
Playing a cimmerian knight is similar to playing a paladin. While you certainly have different abilities available your playstyle is similar. You are just as adequate at combat, but you use battlefield control and hamper opponents in place of the buffs paladins have.
Cimmerian knights are as dedicated to their training as they are dedicated to their cause. They know their enemies are often stronger than them and so seek to learn a variety of unusual tricks to bring themselves out on top. Beyond that they are known for being brilliant tacticians and team players.
Mechanically speaking, you should increase your intelligence and charisma whenever you get the chance. Beyond that you should focus on feats that help assist allies and improve your control over the battlefield.

Daily Life
While dedicated to both their training and to the protection of good, the Cimmerian Knights also know, from their experience with the paladins and clerics, that a sheltered life of training causes one to lose the bigger picture of the world.
As such it is rare for a Cimmerian Knight to settle down. Most of them are constantly seeking adventure, particular one that tests their abilities and forces them to think about and even bend their morals.
Unfortunately this often leads them down a darker path than they intended, sometimes resulting in the rest of the ranks hunting them down and putting an end to the threat. A fallen Cimmerian Knight is not treated with pity or mercy, but with respect for what they could have been. Their execution is always followed by ceremonial burial with several knights present. No one other than the executed's family and the Cimmerian Knights are allowed to be present.
Cimmerian Knights are often jaded and talking with one can be quite depressing. While they still believe in the forces of good, they also believe that evil is winning and that those that fight for the portfolio of some diety or other are deluded regardless of intention. Retired Cimmerian Knights often travel the world preaching against the gods, often drawing their ire and making even more enemies than they did during active duty.

History/Notables
Long ago when the paladins were founded their goal was to uphold the law and spread the powers of good. A strict oath was set in place and the paladins were set to a rigid hierarchy. Though the paladins now often work under different deities and groups this oath has remained and is monitored by the powers that be.
Still, some time ago a young group of paladins found themselves in a situation where following their oath would cause more damage than violating it. The leader of the paladins at the time had decreed that a neighboring country was to be invaded and rallied support from several nearby nations. Certainly their worship of their heinous self-proclaimed god and their actions warranted their annihilation?
Surely enough the group of young paladins were part of the invasion. Mid-invasion though they realized something though, something blasphemous...
The destruction of this organized country would release its surviving denizens from their rulers iron grip of fear. Without an organized leader they would do more damage than they ever could in an army. This evil would seep into their country.
But how could they stop the war, nobody would listen to them and any attempt to turn against the paladins would strip them of their power.
Hesitating at first they decided that the only way to save their home country and the paladins was to fight against it. Giving up their holy strength, they silently slipped into the ranks of their enemies and began to learn from them, before enacting their final plan... The assassination of the leader of the paladins.
Not much is known about what happened after that, other than those paladins were executed for treason and the Cimmerian Knights formed shortly after.

NPC Reactions
Most people will think the cimmerian knight is simply a shadowcaster or shadowblade. Due to this they have the stigma of evil attached to them, but woe unto those who try ally themselves with a Cimmerian Knight because of this.
Those unaware of what a shadowcaster is are just as likely to think the Cimmerian Knight is a variety of duskblade or shadowdancer.
Clerics and paladins of all kinds see the Cimmerian Knight as a threat. While evil clerics are likely to attack a Cimmerian Knight on sight (if they know who they are), good-aligned clerics are more likely to pity their misguided agenda.
Paladins on the other hand are oddly hostile to the Cimmerian Knight. It is rumored that if a paladin violates their oath in an attempt to dispose of a Cimmerian Knight knight that a blind eye is turned.
Essentially the Cimmerian Knight view everyone as a threat and they return the same feelings.

Cimmerian Knight Lore
Characters with ranks in Knowledge (history) or Knowledge (the planes) can research Cimmerian Knights to learn about them. When a character makes a skill check return the reults of everything up to the DC reached:
DC15 : Cimmerian Knights are melee combatants who bolster their abilities with the power of shadows.
DC20: Cimmerian Knights are agents of good who use the power of darkness to fight evil. They are a splinter group that split from the paladins eons ago.
DC25: Cimmerian Knights have dedicated themselves to wiping out those who stand against the forces of good, but also commonly, but usually not hostily, oppose the dieties and their followers.
A DC 20 gather information or Knowledge (history) check in a high paladin concentrated area will reveal the existence of Cimmerian Knightts.
A bardic knowledge check can also reveal the same information, but the DC is 5 higher than the value given.

In Your Game
Cimmerian Knights should be even more secretive than shadowcasters for the most part as they are considered enemies, or at least rivals, by the various religeous organizations.
If you have a player in your game who plays a Cimmerian Knight you already have a variety of plot hooks. Keep in mind that, much like the shadowcaster, the Cimmerian Knight excels on one on one battles more than large scale battles. Cimmerian Knights are also very effective at stealth and scouting.

Sample Encounter
Any encounter with a Cimmerian Knight should present what the Cimmerian Knight is about, perhaps something that conflicts with their oath.
For example maybe a crazy old man is preaching against the deities and the local church isn't too happy about. They don't want to intervene because it would look bad on their part so they ask you to remove him, by force if necessary. Little do the PCs know, but he is an experienced retired Cimmerian Knight. He will react violently if they attempt to use force.

Seule Grimwell
Male Human Cimmerian Knight 16
CG Medium Humanoid
Init +6; Senses; Listen +15, Spot +15
Languages Common, Undercommon, Elven, Infernal
__________________________________________________ __________
AC 23, touch 17, flatfooted 19
hp 101 (16 HD)
Fort +9, Ref +14, Will +11
__________________________________________________ __________
Speed 30ft (6 sqaures)
Melee varies (see shadowcraft and zeal)
Ranged varies (see shadowcraft and zeal)
Special Actions Shadowcraft, Extend Mystery, Reach Mystery, Maximize Mystery, Quicken Mystery, Daunting Gaze, Power Attack, Great Cleave, and Hand of Death Maneuver 1/ready
Combat Gear 1 potion of cure critical wounds, Dark Lantern, Gem of Night, and Ring of Nullification.
Mysteries Known Arrow of Dusk, Black Candle, Umbral Hand, Steel Shadows, Carpet of Shadows, Sight Eclipsed, Shadow Skin, Flicker, Umbral Touch, Shadow Evocation, Warp Spell, and Echo Spell.
Mysteries Initially Readied Carpet of Shadows, Sight Eclipsed, Shadow Skin, Flicker, Warp Spell*, and Echo Spell*.
If player spellcasting isn't that big of a concern then swap these out for Steel Shadows and an additional Flicker.
__________________________________________________ __________
Abilities Str 14, Dex 15, Con 14, Int 18, Wis 8, Cha 16
SQ Zeal, Dark Reflections, Shadow Blur, Lionhearted, Unnatural Constitution
Feats Combat Casting, Combat Reflexes, Improved Initiative, Power Attack, Cleave, Great Cleave, Two Weapon Fighting, Evasive Reflexes; Extend Mystery, Reach Mystery, Maximize Mystery, Quicken Mystery
Skills Balance +8, Concentration +16, Decipher Script +7, Diplomacy +7, Gather Information +7, Hide +29, Intimidate +9, Knowledge (history) +8, Knowledge (the planes) +8, Knowledge (religion) +8, Listen +15, Move Silently +15, Open Lock +6, Spot +15, and Tumble +15.
Possessions combat gear plus Cloak of Resistance +2 and Bracers of Armor + 6.

Using Seule (and the cimmerian knight) will require the players handbook, dungeon master's guide, tome of magic, and tome of battle.

Feats: Favorite Mystery
Requirements: Ability to ready and invoke mysteries
Note that this feat is meant to replace favored mystery for the purposes of this class.
Select a single mystery you know how to invoke. You may invoke this mystery as a supernatural ability (instead of as a spell-like ability).
Special: You may take this feat multiple times, selecting a different mystery each time.

Invoke Extra Mystery
Requirements: Favorite Mystery feat
Select a single mystery that you have the favored mystery feat for. You may invoke it twice instead of once before it is no longer ready.
Special: You may take this feat multiple times, selecting a different mystery each time.

Mysterious Stranger
Requirements: Favorite Mystery feat
Choose a single mystery for which you have the favored mystery feat for.
You gain the ability to use that mystery as an extraordinary ability, when you invoke it.
Even if you ready your favorite mystery multiple times you may only invoke once as an extraordinary mystery. The next time you ready your mysteries you gain the ability to use it as an extraordinary ability again.

Extra Special Ability
Requirements: Cimmerian Knight Special Ability class feature
You may choose an additional special ability from the Cimmerian Knight special ability list.
Special: You may take this feat multiple times. However you may take it no more times than you have special abilities from progressing in Cimmerian Knight.

Shadow Pounce
Requirements: Cimmerian Knight Special Ability class feature
Using a teleportation ability that usually causes the users turn to end, such as the dimension door spell, does not end your turn.

Improved Shadow Pounce
Requirements: Shadow Pounce feat
If you catch a target unaware with a melee or ranged attack on the same turn that you make a teleport, you automatically threaten a critical with your first attack.

Mutual Hatred
Requirements: Zeal class feature
Your zeal feature now also functions against paladins*. However, you take a -4 to all charisma based checks (other than intimidate) on interactions with paladins.
*for sake of simplicity this will be defined as the paladin class plus any class that functions as a paladin in your game

The Mentalist
2012-03-27, 01:47 AM
Time to attempt to decipher Shadowcasting (again...) to make an informed review of this class.

eftexar
2012-03-27, 05:25 PM
Thanks for the interest The Mentalist. I did set up shadowcasting here a bit differently so keep that in mind. I'm not sure about the balance, but shadowcasting is weaker than normal spellcasting so it shouldn't be too much of a problem.

Alright, I have more or less finished the class (or at least its first iteration). I'm debating whether or not if I should add stuff to levels 12 and 20 (truthfully I'm not sure what to put if I did, maybe combat bonus feats?).
I Just need to finish the backstory and post it. I have the idea in mind, but am not sure if I want to fit the lore into already present D&D lore somewhere or make it its own. I was thinking something along the lines of a war fought for the deities or a disagreement with the paladins creating a splinter group.
I'm aiming for a tier 3 paladin-esque class that uses shadow magic. Anyways, thoughts please.

bobthe6th
2012-03-27, 07:05 PM
and I came expecting a Connan reference...

Garryl
2012-03-27, 08:14 PM
I don't know why you say that Cimmerian Knights don't need Constitution. That's horrible advice, especially on a class with a poor Fort save and only a d8 hit die!

Weird mystery progression. You start off with 2nd level mysteries at level 1, get 3rd at 3, 4th at 6, and then the next highest level only every 4 levels thereafter (capping at 7th level mysteries at level 18). I'd prefer if the progression was evened out, but once it does at the later levels, it's quite reasonable shadowcasting.

Shadowcraft: The weight limit needs a unit. Unitless weight is meaningless.

Special Ability: These are all over the place in power. You should make them a little more even. For instance, I can't ever see myself taking Sustaining Gloom, much less all three in that line. With all the deep chains of abilities, you should also consider giving more than a paltry 4 over the Knight's 20 levels.

Shield of Darkness: Small typo, it says "myster" instead of "mystery".
Partial concealment does not exist in the 3.5 rules. Did you mean concealment?

Shadow Blur: This ability effectively only functions against creatures with darkvision, since any illuminated area or dimly lit area is by definition within the illuminated area of a light source, and against other creatures, complete darkness gives the vastly more powerful total concealment anyways. On a side note, Blur does not give a "20% miss chance", it gives concealment (which in turn grants a 20% miss chance against attacks directed at you).

Shadow Pounce: This ability literally does nothing. Using spells and mysteries with the teleportation descriptor does not automatically end your turn normally. If you meant to circumvent the clause to that extent in Dimension door and similar effects, you should say so explicitly, lest their specific cases override the general one of this ability.

Unnering Attack: The name of this ability is a type (is should be "Unerring"). The text changes from 3rd person ("The Cimmerian Knight", "she") to 2nd person ("your") in the middle, which is confusing and bad form.

silphael
2012-03-27, 08:19 PM
I simply want to add a little:

Why no capstone?

eftexar
2012-03-27, 08:55 PM
Sorry bobthe6th. I hadn't realized what I had done until you pointed it out, as I was actually playing off the words definition. My bad.

Ok, Garryl, I changed most of the stuff you pointed out but have a couple of questions and points:


I merely meant that when you were selecting your abilities, constitution isn't nearly as important as the other abilities. There are a lot of ways to make up for it with mysteries and even some of the special abilities.

Actually as far as the mystery progression the max would be 6th level, because the first 3 are fundamentals. Regardless I'm thinking of just allowing the player to start with 3 fundamentals and 1 first level to even out the progression to every 2. I sort of had the sharp climb at the start because I was worried about the number of abilities at the start.

I tweaked a couple of things in the special abilities, but any do you have any suggestions as far as evening things out? I'm not sure if I want to allow for more special abilities. I'm worried about the balance.

And really, partial concealment doesn't exist anymore? I thought partial usually referred to the 20% concealment. But eh... I guess I can change it.

And, silphael, as far as the capstone I just couldn't think of anything. Actually I was debating whether or not I should put something at level 12 as well.

Garryl
2012-03-27, 09:26 PM
Sorry bobthe6th. I hadn't realized what I had done until you pointed it out, as I was actually playing off the words definition. My bad.

Ok, Garryl, I changed most of the stuff you pointed out but have a couple of questions and points:


I merely meant that when you were selecting your abilities, constitution isn't nearly as important as the other abilities. There are a lot of ways to make up for it with mysteries and even some of the special abilities.

Actually as far as the mystery progression the max would be 6th level, because the first 3 are fundamentals. Regardless I'm thinking of just allowing the player to start with 3 fundamentals and 1 first level to even out the progression to every 2. I sort of had the sharp climb at the start because I was worried about the number of abilities at the start.

I tweaked a couple of things in the special abilities, but any do you have any suggestions as far as evening things out? I'm not sure if I want to allow for more special abilities. I'm worried about the balance.

And really, partial concealment doesn't exist anymore? I thought partial usually referred to the 20% concealment. But eh... I guess I can change it.

And, silphael, as far as the capstone I just couldn't think of anything. Actually I was debating whether or not I should put something at level 12 as well.

Constitution is, quite literally, vitally important for everyone who doesn't sit at home all day. Given the good Reflex save and the various mysteries and special abilities that boost AC, provide miss chances, and let you attack and contribute outside of melee, I wouldn't miss Dex much, but Con is still heavily needed. Fortitude-based effects tend to be nastier than Reflex-based ones, anyways, especially since Reflex-save effects are usually damage based, which the increased HP from higher Con helps defend against anyways.

Ah. I hadn't noticed you only get fundamentals at 1st level. That makes it 1st at 2, 2nd at 4, and a new level every 4 thereafter (giving you a single 6th level mystery at 20th).

I'll look at the abilities later, but my first impression is that you shouldn't worry for balance by adding more. Maybe split up the more powerful abilities a teensy bit if you're that concerned, but you're playing against the Bard and the Psychic Warrior here. Bard has highly synergistic abilities and some of the better buffing spells around (for a list that only goes to 6th level, of course), and Psy War is the pinnacle of gish in a can. Mysteries are from a far more limited pool of options and tend to be weaker than similar spells of the same level, anyways (from what I've heard, at least; I've never fully read ToM).

Nope, no partial concealment. You have concealment (20% miss chance) and total concealment (50% miss chance, can't be directly targeted by spells and effects, AoOs can't be made against you, and a couple of other goodies). Just the two make up the entire range of concealment.


Edit: Special abilities.

The good

Daunting Gaze: A decent, reusable stun/fear effect. This whole line is reasonably good, although it's hard to justify spending 3 special abilities on them all. Fear Aura needs a duration on the shaken status.

Mettle: Great ability. Saves you from the really nasty stuff. Even more so with the improved version.

Evasion: Not as good as Mettle since it applies against effects that are usually damage, and thus easier to mitigate otherwise. This does deserve an honorable mention for being better than most forms of Evasion (no clause about only while in light armor, and affects all Reflex saves for a reduced effect, not just those specifically for half damage).

Dark Reflections: Cha to AC is kinda nice.



The bad

Eye of Illumination: Not so much bad as it is just not as impressive, and thus not worth spending such a limited resource on. Deny Falsehood is just too limited an effect. Improved Deny Falsehood isn't going to be worth spending the ability on, though. It's only +4 to a very narrow range of saves.

Strange Mind and Alien Mind: The 1st level Protection from Evil spell lets you just ignore charms and compulsions entirely.

Unnatural Healing: Better than bad, but not enough to be good. Fast healing 1 is a good out of combat heal to keep you going, although if the rest of your party doesn't have the same or similar you'll still need to cut your day short when the hit points run out, rather than when your abilities do. The rest of this chain is harder to justify. Fast healing equal to your Charisma modifier can help a bit, but it still isn't enough to do much in any serious combat at level 10+, even with a heavy Cha focus.

Shadow Blur: Just doesn't do enough.

Shield of Darkness: +4 shield bonus to AC and concealment is a nice effect, but I have trouble seeing it at the cost of both a limited special ability and one of your few readied mystery slots.

Unerring Attack: Still missing the second 'r'. It's just too situational on its own to be worth a special ability and expending a mystery.

Ephemeral Strike: More useful than Unerring Attack but at a higher cost.



The ugly

Regeneration: Regrowing your limbs is not worth mentioning by level 14, since there's... one, maybe two effects in 3.5 that actually let you lose limbs, and they're only from obscure sources. Plus, Regeneration is a 7th level spell and does it already by this level.

Sustaining Gloom: Useless. This is the kind of ability I'd give to fill out an otherwise dead level on a class that's already close to too powerful.

Shadow Pounce: Far too specific to be worthwhile. There are too few spells and mysteries that actually end your turn, and most of them have easily accessible alternatives.

Ephemeral Strike: There's a 2nd level power that does 5 feet of extra reach, except that it lasts 1 round/level instead of a single attack, so it also works for threatening when provoking AoOs. Or you could use a 1st level power to just make yourself larger, getting increased reach and other goodies. Both of them come well before 14th level.

eftexar
2012-03-29, 05:23 PM
Alright I changed a bunch of special abilities (modified things based on your assessment Garryl) and added some new ones. Do you think this is better?
I got the fluff on playing a Cimmerian Knight done. I also added a clause that prevents buffing yourself and then readying new mysteries (which was a major loophole) as well as the awesomely cool ability to summon armor on yourself.
I'm not sure if a d8 hp is too high or not, but compared to the adepts... I think I'm going to add a feat to allow zeal to extend to affecting paladins.
Anyone else have any thoughts?

Edit > It's been approved for a campaign so I can't really change anything, but if anyone else has any thoughts I'll keep them in mind for changes after the campaign.