Amoren
2012-12-30, 12:15 PM
http://images1.wikia.nocookie.net/__cb20120310214327/elderscrolls/images/f/f7/Class_creation_nightblade.png
A spell is like a dagger in the proper hands, flexible, adaptable, and capable of sinking into the chinks of an enemies defenses just as subtly.
Zack, A Nightblade working for a thieves guild.
Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances. Nightblades are notorious for being assassins and thieves, they are magical skirmishers adept in the magical arts as well as concealment and mobility. Nightblades are adept at reconnaissance work, as they are skilled in skirmish tactics and mobility, this allowes them to observe from a distance and eliminate sentries quickly and quietly. To remain quick on their feet the Nightblade typically wears light armor and carries small blades, easy to conceal and not burdening to carry.
Adventurers
The most common trait amongst Nightblades is a strong, individualistic stride and self confidence. Even though they may (and frequently do) work together, a Nightblade by its very core is someone who looked to the mighty power of the arcane, or the versatility and practice of skill and wasn't sated with just one. They frequently try to have a plan for any situation they come across, always having an answer whether it be the clever manipulation of a lock or trap with a trained hand, or just the right scroll to strip the enemy archwizard of his protective dweomers. Often times Nightblades might even consider members of their own party or guild as nothing more than additional tools they can draw upon to reach their goal, such is the arrogance of those who wield arcane power as liberally as the Nightblades.
Nightblades tend to adventure for a lot of reasons. Whether it be for greed of wealth or power and knowledge, revenge, loyalty to a commander or higher up, or even just the desire to test his skills and knowledge against the creatures and traps of the adventuring life.
Characteristics
Nightblades are swift and flexible spellcaster-rogues who combine a mixture of rogue combat and skills with a healthy supply of flexible and expansive arcane knowledge to support themselves. Almost all Nightblades invest into the arts of stealth and deception, particularly with the help of the Illusion and Silence spells.
In combat Nightblades move swiftly, shifting from surprise and flanking attacks with wielded weapons, to subtle invocations of arcane power that can be missed by his enemies in the distraction of combat. The Nightblade is thus frequently capable of surprising his foes, pulling out tricks that they weren't expecting, and thus frequently allow the Nightblade to gain and keep the initiative in the fight - especially with the aide of dweomers to protect and enhance his combat prowess.
Alignment
Nightblades, due to their various backgrounds and walks of life, can be of any alignment. However, the nature of their skills and the fact that many Nightblades are thieves and/or assassins tends to lend the class towards the Chaotic Alignment.
Religion
A Nightblade is free to peruse any religion or belief, although they typically favor deities that show favor for arcane practitioners (such as Baccob or Mystra), or those that favor luck and skill (such as Olidammara and Tymora). More evil Nightblades tend to worship deities of secrets, murder, assassination, and other unsavory activities that their magical and cunning skill allows them to excel at.
Background
Nightblades come from all walks of life, from the lowly street urchin who somehow managed to steal arcane scrolls or tomes to study, to the young wizards apprentice who decided to broaden his experiences or even the thief who was taught by a wizard within his guild. Some Nightblades are even taught by older Nightblades, particularly in the case where Nightblades are openly welcomed and treated as an arcane discipline of its own.
Races
Humans and elves make up the majority of Nightblades by far, although gnomes and halflings are quickly on their heals owing to each race's familiarity with the less scrupulous skills and manipulating magic. Elves typically consider Nightblades to be more savory than the other races, viewing them more as trained mage-assassins or scouts to provide a stealthy arm of the college or organization they are apart of, while humans tend to revile Nightblades more as rogue-wizards in it for themselves.
Other Classes
Nightblades tend to work well with members of any class. They particularly mesh better with classes that can stand up front and distract any foe they're facing like a fighter or barbarian, or provide a source of divine magic – as both of these are options are things the Nightblade cannot readily bring to bare himself, while paladins and Nightblades don't tend to get along due to the former's focus on law and honor, while the second tends towards chaotic alignments and relies on sneaky, underhanded tactics. The presence of a wizard or other arcane spellcaster allows a Nightblade to focus more on spells that will enhance his skill or combat prowess rather than to try and cover all the magical options usually entertained by these classes, thus allowing him to excel at his strongest role.
Role
A Nightblade tends to fill either the scout/skill or arcane caster party member role, although they lack the Rogue's larger skill set and special skill related abilities, and are especially lacking to a wizard or sorcerer in arcane might. In exchange, however, the Nightblade is a fluid character, capable of moving from using his skills to spell from action by action. In batle, he is a swift skirmisher, gaining the drop on his enemies to take advantage of his sneak attack class feature, while using his spells to help ensure he and his party has the advantage.
Game Rule Information
Abilities
Intelligence determines which spells the Nightblade can cast and how hard those spells are to resist. Dexterity helps him avoid blows in combat, as well as contributes to many of the skills the Nightblade might invest in. Constitution and Strength may help Nightblades who favor staying in melee for extensive periods of time.
Alignment
Any
Hit Die
D6
Starting Age
As a Bard.
Starting Gold
As a Rogue.
Class Skills
The Nightblade’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points At 1st Level
(6 + Int modifier) x4.
Skill Points At Each Additional Level
6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+2|Spell Maverick, Trapfinding, Sneak Attack +1d6|2|
2nd|
+1|
+0|
+3|
+3|Subtle Spellcasting|3|0|-
3rd|
+2|
+1|
+3|
+3|Spell Feint|3|1|-|-
4th|
+3|
+1|
+4|
+4|Sneak Attack +2d6|3|2|0|-|-
5th|
+3|
+1|
+4|
+4|Evasion|3|3|1|-|-|-
6th|
+4|
+2|
+5|
+5|Beguiled Blade|3|3|2|-|-|-|-
7th|
+5|
+2|
+5|
+5|Sneak Attack +3d6|3|3|2|0|-|-|-|-
8th|
+6|
+2|
+6|
+6|Cunning Cast|3|3|3|1|-|-|-
9th|
+6|
+3|
+6|
+6| |3|3|3|2|-|-|-
10th|
+7|
+3|
+7|
+7|Sneak Attack +4d6|3|3|3|2|0|-|-
11th|
+8|
+3|
+7|
+7| |3|3|3|3|1|-|-
12th|
+9|
+4|
+8|
+8|Subtle Spellcasting|3|3|3|3|2|-|-
13th|
+9|
+4|
+8|
+8|Sneak Attack +5d6|3|3|3|3|2|0|-
14th|
+10|
+4|
+9|
+9|Concealing Illusion|4|3|3|3|3|1|-
15th|
+11|
+5|
+9|
+9| |4|4|3|3|3|2|-
16th|
+12|
+5|
+10|
+10|Sneak Attack +6d6|4|4|4|3|3|2|0
17th|
+12|
+5|
+10|
+10| |4|4|4|4|3|3|1
18th|
+13|
+6|
+11|
+11| |4|4|4|4|4|3|2
19th|
+14|
+6|
+11|
+11|Sneak Attack +7d6|4|4|4|4|4|4|3
20th|
+15|
+6|
+12|
+12|Twilight Stalker|4|4|4|4|4|4|4[/table]
Prepared Spell Slots By Level
Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|2
2nd|3|1
3rd|3|2
4th|3|2|1
5th|3|2|2
6th|3|2|2
7th|3|2|2|1
8th|3|2|2|2
9th|3|2|2|2
10th|3|2|2|2|1
11th|3|2|2|2|2
12th|3|2|2|2|2
13th|3|2|2|2|2|1
14th|3|2|2|2|2|2
15th|3|2|2|2|2|2
16th|3|3|2|2|2|2|1
17th|3|3|3|2|2|2|2
18th|3|3|3|3|2|2|2
19th|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|2
Class Features
All of the following are class features of the Nightblade.
Weapons and Armor Proficiency
Nightblades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Nightblades are proficient with light armor, but not with shields. A Nightblade can cast spells gained from this class (or those gained from prestige or paragon classes which progress Nightblade spellcasting) while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Nightblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Nightblade still incurs the normal arcane spell failure chance for arcane spells received from other classes. Additionally, a Nightblade can cast Sorcerer/Wizard spells gained from this class with somantic or material components while his hands are full, for example when the Nightblade is wielding two weapons (one in each hand).
Spells
A Nightblade casts arcane spells, which are drawn from the Sorcerer/Wizard spell list with the following additions (1st level; Undead Strike, Vine Strike). A Nightblade can cast any spell he has 'prepared' as many times as he wants, assuming he has a spell slot of equal or higher level to the prepared spell he wants to cast. A Nightblade is treated as a spontaneous spellcaster for the purposes of feats, metamagic, and other effects. To learn or cast a spell, a Nightblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Nightblade’s spell is 10 + the spell level + the Nightblade’s Intellgence modifier.
Like other spellcasters, a Nightblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the Nightblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A Nightblade has no limit to the number of spells that he knows, so long as the spell is recorded in his spell book, held within a scroll, or other medium which allows a wizard to prepare spells from it. A Nightblade can prepare his spells at any time (assuming he has a prepared spell slot empty) by studying the scroll or tome that holds the spell, an act which takes one minute per level of the spell (30 seconds for cantrips). The Nightblade can only change what spells he has prepared after a full night's rest, at which point he can empty as many prepared spell slots to fill throughout the day as he wishes.
A Nightblade, unlike a wizard, does not prepare a spell for each spell slot he can cast in a day, instead he can prepare a number of spells per day per spell level equal to one-half the number of spells he can cast that level (not including temporary bonuses, such as those from items or spell effects), afterwards he can spontaneously cast any spell he has prepared usng unexpended spell slots of an equal or higher level. A Nightblade does not prepare what spells he can cast for the day with metamagic effects, he may spontaneously apply any metamagic feat he posseses to any spell he has prepared for the day at the time of casting, provided he has an appropriate unexpended spell slot to use.
Spellbook
A Nightblade begins play with a spellbook containing all 0-level Sorcerer/Wizard spells, but unlike a wizard, doesn't start with any 1st-level spells in his spellbook. At each new Nightblade level, he gains one new spell of any spell level or levels that he can cast (based on his new Nightblade level) for his spellbook. At any time, a Nightblade can also add spells found in other wizards’ spellbooks to his own by the same method as wizards.
Spell Maverick
Any spell transcribed into a spellbook by the Nightblade is written in a special coded format unique to him. The Nightblade can quickly read and write in this coded format and takes no penalties or difficulties to transcribe, prepare, or read his spells written in this format. However, other spellcasters attempting to do so from the Nightblade's spellbook must succeed on a Decipher Script roll (difficulty 30 + level of the spell attempting to be read), this cannot be overcome with the Read Magic spell, and readers with the Read Magic spell must still spend the full time (one minute per level of the spell) to attempt to decipher each coded spell. The Nightblade can choose whether or not to use this ability when he enscribes a spell into a spell book.
A Nightblade has a +10 bonus on the Decipher Script check to understand the spells coded with Spell Maverick by other Nightblades.
Trapfinding
Nightblades can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Nightblades can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Nightblade who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Sneak Attack
If a Nightblade can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The Nightblade’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Nightblade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Nightblade levels thereafter. Should the Nightblade score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Nightblade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Nightblade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Nightblade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Nightblade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Subtle Spellcasting (Ex)
At second level, when the Nightblade defensively casts a spell he can choose to make a Sleight of Hand check in place of his Concentration skill check.
At twelfth level, whenever the Nightblade uses his Subtle Spellcasting ability to defensively cast a spell with his Sleight of Hand skill, he can surprise an enemy with the spell. If he beats the DC to defensively cast his spell by 10, any enemy is treated as being flat footed against the spell being cast.
Spell Feint (Ex)
At third level, when a Nightblade casts or activates a spell during his turn which deals damage or imposes a condition or penalty against an enemy within reach of his wielded melee weapon, he can attempt to make a Bluff check to feint the enemy (as per the Feinting In Combat rules under the Bluff skill) as a free action, with a bonus to his Bluff Check equal to the level of the spell used or activated. If the Nightblade's spell affects multipe enemies all within reach of him, he may attempt to feint against all applicable targets - in this case he only rolls once and each enemy rolls against his bluff check. No matter how many targets he feinted, the effect only last until his next melee attack, as per normal.
Evasion (Ex)
At 5th level and higher, a Nightblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Nightblade is wearing light armor or no armor. A helpless Nightblade does not gain the benefit of evasion.
Beguiled Blade (Su)
At sixth level, any bladed weapon the Nightblade wields is treated as a magic weapon for the purposes of overcoming damage reduction, and also deals additional damage equal to the Nightblade's Intelligence modifier.
Cunning Cast (Ex)
At eighth level, whenever the Nightblade casts a spell against an enemy that is denied their dexterity to armor class or is flanked by the Nightblade, he may add his dexterity modifier on his spellcaster level check to overcome the target's Spell Resistance. This ability can only be used with spells that require an attack roll to hit their target.
Concealing Illusion (Ex)
At fourteenth level, whenever the Nightblade is under the effects of or in the area of an illusion spell cast by himself he gains concealment based off of the effect of the illusion. Minor alterations, such as disguising himself as another species of the same body type, or another person of the same species, grants concealment (50% miss chance). An illusion that disguises him as a much different species (for example, a human disugising himself as a dragon with an image spell) or totally conceals or covers his body (such as an invisibility spell or using an illusion to, for example, make the appearance of a tree surrounding where the Nightblade is standing) grants total concealment (50% miss chance).
Twilight Stalker(Su)
By 20th level, a Nightblade has become the master of invisibility spells, the spell being so familiar that it becomes engrained to his very mind. At-will as a swift action, he can gain the effects of an Improved Invisibility spell as if he had cast it himself (thus using his spell level and gaining the effect of his Concealing Illusion special ability). This invisibility lasts so long as the Nightblade continues to use his swift action to maintain the ability. If he does not maintain this ability by using a swift action, he becomes visible at the end of his turn.
Additionally, he becomes so adept at his illusions that he can even conceal his presence from those with truesight, see invisibility, or other spells or vision types that allow one to see invisible creatures (but not alternative vision types that allow one to detect invisible creatures presence, such as touchsight, tremor sense, and etc.). While under the effects of an invisibility spell cast by himself, the Nightblade is treated as having the Hide In Plane Sight (Su) ability, and can use the Hide skill even while being observed. He can even hide himself from view in the open without having anything to actually hide behind.
Change Notes
Clarified that the Nightblade uses the Sorcerer/Wizard spell list with additional spells (so far just Undead Strike and Vine Strike) in the spellcasting and equipment proficiency, and thus removed any mention of “Nightblade Spell List” in favor of “Sorcerer/Wizard Spell List” or “Spells gained from this class”. It's hopefully clear and not cluttered, but if it presents a problem I'll remove the mention of casting in light armor and while both hands are full to a special ability gained at level one and cut down on the rest of it, even though that'll give the Nightblade four special abilities at level one...
Clarified that Nightblade's can change/clear what spells they have prepared after a full night's rest. They can still fill any empty prepared spell slots whenever they want, but now need to rest like any other spellcaster to change that list (either to clear spell slots to fill later in the day, or change to spells he'd need immediately).
Clarified that metamagic is applied spontaneously at casting, not prepared when he selects what spells he has prepared for the day.
Clarified that Nightblades can add spells from other spellbooks to his own in the same manner as wizards.
Fixed a typo in the Subtle Spellcasting entry. Sublte, really? What was I thinking.
Added the clause to the special ability descriptions that they activate at their relative levels (At level six, etc etc etc).
Changed the description of Spell Feint, clarifying that its only activated by a spell which deals damage, imposes a condition, or applies a penalty, and only by a spell cast or 'activated' during his turn. This should mean spells like Cloud of Knives would apply spell feint every time they're 'activated', but something which enchants the Nightblade's weapon to deal additional damage shouldn't. (Or casting a spell which creates a weapon such as Ice Axe).
Changed the name of Shadow Blade to Beguiled Blade – which fits the nature of the class more.
Finished the lore and fluff sections at the start of the post, and also added a quote! Directly ripped the introductary paragraph to Nightblades from the Elder Scrolls wiki due to it being better stated than my own.
Simplified Subtle Spellcasting to just change the Concentration check to a Sleight of Hand check, rather than try to mirror the effects of the skill trick.
Removed the Surprise Casting abilities entirely; they were a bit too spellcasting heavy for the class. In exchange, Subtle Spellcasting was given an additional ability at level 12, and three new abilities were added (at levels 8, 14, and 20).
Cunning Spellcast added to replace the SR penetration of Subtle Spellcasting, and further intermingling dexterity and intelligence for the class to better blend the two features.
Concealing Illusions added, giving Nightblades a bit more utility out of their illusion spells.
New capstone ability added. All in all, the new abilities gained should help the class be less bottom heavy in features, and thus encourage people to take the full 20 levels of the class.
Sample Characters
Gweniffer (CR 6)
Female Gray Elf Nightblade 6
CN Medium humanoid (elf)
Init +4
Senses low-light vision; Listen +1, Spot +10
Languages Common, Elven, Dwarven, Halfling, Gnome
AC 19, Touch 14, Flat-footed 15
(+4 Dex, +5 Armor)
HP 39 (6 HD)
Immune sleep
Fort +2, Ref +9, Will +4 (+6 against enchantments)
Speed 30ft (6 squares)
Melee MW Rapier +9, 1d6+3 (18-20/x2)(Piercing, Magic)
Melee MW Shortsword +9, 1d6+3 (19-20/x2)(Piercing, Magic)
Melee touch +8 (spell)
Ranged MW Longbow +9, 1d8 (x3)(Piercing)
Full-Attack Rapier +7 (1d6+3/18-20), Shortsword +7 (1d6+3/19-20)
Base Atk +4; Grp +4
Atk Options Two-Weapon Fighting, Spell Feint, Sneak Attack +2d6
Combat Gear Wand of Cure Light Wounds, Belt of Healing, Scroll of Shield
Nightblade Spells Known (CL 6th)
2nd (3/day) Alter Self, Glitterdust, Wraithstrike
1st (4/day) Color Spray, Invisibility
0th (3/day) Select from Nightblade spell list.
Abilities Str 11, Dex 18, Con 10, Int 16, Wis 8, Cha 10
SQ Cloaked Casting, Trapfinding, Spell Maverick, Subtle Spellcasting, Evasion, Shadow Blade
Feats Fey-Mystery Initiate, Weapon Finesse, Two-Weapon Fighting
Skills Balance +11, Disable Device +12, Hide +13, Jump +10, Move Silently +13, Search +12, Sleight of Hand +13, Spot +10, Tumble +13, Use Magic Device +9
Possessions MW Rapier, MW Shortsword, MW Longbow, 10 arrows, +1 Mithril Chainshirt, Belt of Healing (MIC), Boots of Agile Leaping (MIC), Wand of Cure Light Wounds, Spellbook
Strategy
Gweniffer is best played to her strengths as an NPC, where by she knows the PCs arrival, and can be best found typically in nature - perhaps guarding a fey commune or as an agent of such. She'll take time to cast spells to increase her strength; usually using her Scroll of Shield as well as Alter Self (typically either into the form of a Skulk or Troglodyte for stealth or combat, or into an ally of the player characters to manipulate them). She'll then approach with Invisibility, particularly towards any that are isolated from the rest of the party. She will then break invisibility with a full attack after casting Wraithstrike. If the target is still alive in her next round, she will use color spray, using it to spell feint for an attack on her third round. If she becomes surrounded (or is in danger of becoming surrounded) she will cast invisibility and try to escape until the party is vulnerable for another attack.
A spell is like a dagger in the proper hands, flexible, adaptable, and capable of sinking into the chinks of an enemies defenses just as subtly.
Zack, A Nightblade working for a thieves guild.
Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances. Nightblades are notorious for being assassins and thieves, they are magical skirmishers adept in the magical arts as well as concealment and mobility. Nightblades are adept at reconnaissance work, as they are skilled in skirmish tactics and mobility, this allowes them to observe from a distance and eliminate sentries quickly and quietly. To remain quick on their feet the Nightblade typically wears light armor and carries small blades, easy to conceal and not burdening to carry.
Adventurers
The most common trait amongst Nightblades is a strong, individualistic stride and self confidence. Even though they may (and frequently do) work together, a Nightblade by its very core is someone who looked to the mighty power of the arcane, or the versatility and practice of skill and wasn't sated with just one. They frequently try to have a plan for any situation they come across, always having an answer whether it be the clever manipulation of a lock or trap with a trained hand, or just the right scroll to strip the enemy archwizard of his protective dweomers. Often times Nightblades might even consider members of their own party or guild as nothing more than additional tools they can draw upon to reach their goal, such is the arrogance of those who wield arcane power as liberally as the Nightblades.
Nightblades tend to adventure for a lot of reasons. Whether it be for greed of wealth or power and knowledge, revenge, loyalty to a commander or higher up, or even just the desire to test his skills and knowledge against the creatures and traps of the adventuring life.
Characteristics
Nightblades are swift and flexible spellcaster-rogues who combine a mixture of rogue combat and skills with a healthy supply of flexible and expansive arcane knowledge to support themselves. Almost all Nightblades invest into the arts of stealth and deception, particularly with the help of the Illusion and Silence spells.
In combat Nightblades move swiftly, shifting from surprise and flanking attacks with wielded weapons, to subtle invocations of arcane power that can be missed by his enemies in the distraction of combat. The Nightblade is thus frequently capable of surprising his foes, pulling out tricks that they weren't expecting, and thus frequently allow the Nightblade to gain and keep the initiative in the fight - especially with the aide of dweomers to protect and enhance his combat prowess.
Alignment
Nightblades, due to their various backgrounds and walks of life, can be of any alignment. However, the nature of their skills and the fact that many Nightblades are thieves and/or assassins tends to lend the class towards the Chaotic Alignment.
Religion
A Nightblade is free to peruse any religion or belief, although they typically favor deities that show favor for arcane practitioners (such as Baccob or Mystra), or those that favor luck and skill (such as Olidammara and Tymora). More evil Nightblades tend to worship deities of secrets, murder, assassination, and other unsavory activities that their magical and cunning skill allows them to excel at.
Background
Nightblades come from all walks of life, from the lowly street urchin who somehow managed to steal arcane scrolls or tomes to study, to the young wizards apprentice who decided to broaden his experiences or even the thief who was taught by a wizard within his guild. Some Nightblades are even taught by older Nightblades, particularly in the case where Nightblades are openly welcomed and treated as an arcane discipline of its own.
Races
Humans and elves make up the majority of Nightblades by far, although gnomes and halflings are quickly on their heals owing to each race's familiarity with the less scrupulous skills and manipulating magic. Elves typically consider Nightblades to be more savory than the other races, viewing them more as trained mage-assassins or scouts to provide a stealthy arm of the college or organization they are apart of, while humans tend to revile Nightblades more as rogue-wizards in it for themselves.
Other Classes
Nightblades tend to work well with members of any class. They particularly mesh better with classes that can stand up front and distract any foe they're facing like a fighter or barbarian, or provide a source of divine magic – as both of these are options are things the Nightblade cannot readily bring to bare himself, while paladins and Nightblades don't tend to get along due to the former's focus on law and honor, while the second tends towards chaotic alignments and relies on sneaky, underhanded tactics. The presence of a wizard or other arcane spellcaster allows a Nightblade to focus more on spells that will enhance his skill or combat prowess rather than to try and cover all the magical options usually entertained by these classes, thus allowing him to excel at his strongest role.
Role
A Nightblade tends to fill either the scout/skill or arcane caster party member role, although they lack the Rogue's larger skill set and special skill related abilities, and are especially lacking to a wizard or sorcerer in arcane might. In exchange, however, the Nightblade is a fluid character, capable of moving from using his skills to spell from action by action. In batle, he is a swift skirmisher, gaining the drop on his enemies to take advantage of his sneak attack class feature, while using his spells to help ensure he and his party has the advantage.
Game Rule Information
Abilities
Intelligence determines which spells the Nightblade can cast and how hard those spells are to resist. Dexterity helps him avoid blows in combat, as well as contributes to many of the skills the Nightblade might invest in. Constitution and Strength may help Nightblades who favor staying in melee for extensive periods of time.
Alignment
Any
Hit Die
D6
Starting Age
As a Bard.
Starting Gold
As a Rogue.
Class Skills
The Nightblade’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points At 1st Level
(6 + Int modifier) x4.
Skill Points At Each Additional Level
6 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+2|Spell Maverick, Trapfinding, Sneak Attack +1d6|2|
2nd|
+1|
+0|
+3|
+3|Subtle Spellcasting|3|0|-
3rd|
+2|
+1|
+3|
+3|Spell Feint|3|1|-|-
4th|
+3|
+1|
+4|
+4|Sneak Attack +2d6|3|2|0|-|-
5th|
+3|
+1|
+4|
+4|Evasion|3|3|1|-|-|-
6th|
+4|
+2|
+5|
+5|Beguiled Blade|3|3|2|-|-|-|-
7th|
+5|
+2|
+5|
+5|Sneak Attack +3d6|3|3|2|0|-|-|-|-
8th|
+6|
+2|
+6|
+6|Cunning Cast|3|3|3|1|-|-|-
9th|
+6|
+3|
+6|
+6| |3|3|3|2|-|-|-
10th|
+7|
+3|
+7|
+7|Sneak Attack +4d6|3|3|3|2|0|-|-
11th|
+8|
+3|
+7|
+7| |3|3|3|3|1|-|-
12th|
+9|
+4|
+8|
+8|Subtle Spellcasting|3|3|3|3|2|-|-
13th|
+9|
+4|
+8|
+8|Sneak Attack +5d6|3|3|3|3|2|0|-
14th|
+10|
+4|
+9|
+9|Concealing Illusion|4|3|3|3|3|1|-
15th|
+11|
+5|
+9|
+9| |4|4|3|3|3|2|-
16th|
+12|
+5|
+10|
+10|Sneak Attack +6d6|4|4|4|3|3|2|0
17th|
+12|
+5|
+10|
+10| |4|4|4|4|3|3|1
18th|
+13|
+6|
+11|
+11| |4|4|4|4|4|3|2
19th|
+14|
+6|
+11|
+11|Sneak Attack +7d6|4|4|4|4|4|4|3
20th|
+15|
+6|
+12|
+12|Twilight Stalker|4|4|4|4|4|4|4[/table]
Prepared Spell Slots By Level
Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|2
2nd|3|1
3rd|3|2
4th|3|2|1
5th|3|2|2
6th|3|2|2
7th|3|2|2|1
8th|3|2|2|2
9th|3|2|2|2
10th|3|2|2|2|1
11th|3|2|2|2|2
12th|3|2|2|2|2
13th|3|2|2|2|2|1
14th|3|2|2|2|2|2
15th|3|2|2|2|2|2
16th|3|3|2|2|2|2|1
17th|3|3|3|2|2|2|2
18th|3|3|3|3|2|2|2
19th|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|2
Class Features
All of the following are class features of the Nightblade.
Weapons and Armor Proficiency
Nightblades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Nightblades are proficient with light armor, but not with shields. A Nightblade can cast spells gained from this class (or those gained from prestige or paragon classes which progress Nightblade spellcasting) while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Nightblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Nightblade still incurs the normal arcane spell failure chance for arcane spells received from other classes. Additionally, a Nightblade can cast Sorcerer/Wizard spells gained from this class with somantic or material components while his hands are full, for example when the Nightblade is wielding two weapons (one in each hand).
Spells
A Nightblade casts arcane spells, which are drawn from the Sorcerer/Wizard spell list with the following additions (1st level; Undead Strike, Vine Strike). A Nightblade can cast any spell he has 'prepared' as many times as he wants, assuming he has a spell slot of equal or higher level to the prepared spell he wants to cast. A Nightblade is treated as a spontaneous spellcaster for the purposes of feats, metamagic, and other effects. To learn or cast a spell, a Nightblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Nightblade’s spell is 10 + the spell level + the Nightblade’s Intellgence modifier.
Like other spellcasters, a Nightblade can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. When the table indicates that the Nightblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
A Nightblade has no limit to the number of spells that he knows, so long as the spell is recorded in his spell book, held within a scroll, or other medium which allows a wizard to prepare spells from it. A Nightblade can prepare his spells at any time (assuming he has a prepared spell slot empty) by studying the scroll or tome that holds the spell, an act which takes one minute per level of the spell (30 seconds for cantrips). The Nightblade can only change what spells he has prepared after a full night's rest, at which point he can empty as many prepared spell slots to fill throughout the day as he wishes.
A Nightblade, unlike a wizard, does not prepare a spell for each spell slot he can cast in a day, instead he can prepare a number of spells per day per spell level equal to one-half the number of spells he can cast that level (not including temporary bonuses, such as those from items or spell effects), afterwards he can spontaneously cast any spell he has prepared usng unexpended spell slots of an equal or higher level. A Nightblade does not prepare what spells he can cast for the day with metamagic effects, he may spontaneously apply any metamagic feat he posseses to any spell he has prepared for the day at the time of casting, provided he has an appropriate unexpended spell slot to use.
Spellbook
A Nightblade begins play with a spellbook containing all 0-level Sorcerer/Wizard spells, but unlike a wizard, doesn't start with any 1st-level spells in his spellbook. At each new Nightblade level, he gains one new spell of any spell level or levels that he can cast (based on his new Nightblade level) for his spellbook. At any time, a Nightblade can also add spells found in other wizards’ spellbooks to his own by the same method as wizards.
Spell Maverick
Any spell transcribed into a spellbook by the Nightblade is written in a special coded format unique to him. The Nightblade can quickly read and write in this coded format and takes no penalties or difficulties to transcribe, prepare, or read his spells written in this format. However, other spellcasters attempting to do so from the Nightblade's spellbook must succeed on a Decipher Script roll (difficulty 30 + level of the spell attempting to be read), this cannot be overcome with the Read Magic spell, and readers with the Read Magic spell must still spend the full time (one minute per level of the spell) to attempt to decipher each coded spell. The Nightblade can choose whether or not to use this ability when he enscribes a spell into a spell book.
A Nightblade has a +10 bonus on the Decipher Script check to understand the spells coded with Spell Maverick by other Nightblades.
Trapfinding
Nightblades can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Nightblades can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Nightblade who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Sneak Attack
If a Nightblade can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The Nightblade’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Nightblade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Nightblade levels thereafter. Should the Nightblade score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Nightblade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Nightblade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Nightblade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Nightblade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Subtle Spellcasting (Ex)
At second level, when the Nightblade defensively casts a spell he can choose to make a Sleight of Hand check in place of his Concentration skill check.
At twelfth level, whenever the Nightblade uses his Subtle Spellcasting ability to defensively cast a spell with his Sleight of Hand skill, he can surprise an enemy with the spell. If he beats the DC to defensively cast his spell by 10, any enemy is treated as being flat footed against the spell being cast.
Spell Feint (Ex)
At third level, when a Nightblade casts or activates a spell during his turn which deals damage or imposes a condition or penalty against an enemy within reach of his wielded melee weapon, he can attempt to make a Bluff check to feint the enemy (as per the Feinting In Combat rules under the Bluff skill) as a free action, with a bonus to his Bluff Check equal to the level of the spell used or activated. If the Nightblade's spell affects multipe enemies all within reach of him, he may attempt to feint against all applicable targets - in this case he only rolls once and each enemy rolls against his bluff check. No matter how many targets he feinted, the effect only last until his next melee attack, as per normal.
Evasion (Ex)
At 5th level and higher, a Nightblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Nightblade is wearing light armor or no armor. A helpless Nightblade does not gain the benefit of evasion.
Beguiled Blade (Su)
At sixth level, any bladed weapon the Nightblade wields is treated as a magic weapon for the purposes of overcoming damage reduction, and also deals additional damage equal to the Nightblade's Intelligence modifier.
Cunning Cast (Ex)
At eighth level, whenever the Nightblade casts a spell against an enemy that is denied their dexterity to armor class or is flanked by the Nightblade, he may add his dexterity modifier on his spellcaster level check to overcome the target's Spell Resistance. This ability can only be used with spells that require an attack roll to hit their target.
Concealing Illusion (Ex)
At fourteenth level, whenever the Nightblade is under the effects of or in the area of an illusion spell cast by himself he gains concealment based off of the effect of the illusion. Minor alterations, such as disguising himself as another species of the same body type, or another person of the same species, grants concealment (50% miss chance). An illusion that disguises him as a much different species (for example, a human disugising himself as a dragon with an image spell) or totally conceals or covers his body (such as an invisibility spell or using an illusion to, for example, make the appearance of a tree surrounding where the Nightblade is standing) grants total concealment (50% miss chance).
Twilight Stalker(Su)
By 20th level, a Nightblade has become the master of invisibility spells, the spell being so familiar that it becomes engrained to his very mind. At-will as a swift action, he can gain the effects of an Improved Invisibility spell as if he had cast it himself (thus using his spell level and gaining the effect of his Concealing Illusion special ability). This invisibility lasts so long as the Nightblade continues to use his swift action to maintain the ability. If he does not maintain this ability by using a swift action, he becomes visible at the end of his turn.
Additionally, he becomes so adept at his illusions that he can even conceal his presence from those with truesight, see invisibility, or other spells or vision types that allow one to see invisible creatures (but not alternative vision types that allow one to detect invisible creatures presence, such as touchsight, tremor sense, and etc.). While under the effects of an invisibility spell cast by himself, the Nightblade is treated as having the Hide In Plane Sight (Su) ability, and can use the Hide skill even while being observed. He can even hide himself from view in the open without having anything to actually hide behind.
Change Notes
Clarified that the Nightblade uses the Sorcerer/Wizard spell list with additional spells (so far just Undead Strike and Vine Strike) in the spellcasting and equipment proficiency, and thus removed any mention of “Nightblade Spell List” in favor of “Sorcerer/Wizard Spell List” or “Spells gained from this class”. It's hopefully clear and not cluttered, but if it presents a problem I'll remove the mention of casting in light armor and while both hands are full to a special ability gained at level one and cut down on the rest of it, even though that'll give the Nightblade four special abilities at level one...
Clarified that Nightblade's can change/clear what spells they have prepared after a full night's rest. They can still fill any empty prepared spell slots whenever they want, but now need to rest like any other spellcaster to change that list (either to clear spell slots to fill later in the day, or change to spells he'd need immediately).
Clarified that metamagic is applied spontaneously at casting, not prepared when he selects what spells he has prepared for the day.
Clarified that Nightblades can add spells from other spellbooks to his own in the same manner as wizards.
Fixed a typo in the Subtle Spellcasting entry. Sublte, really? What was I thinking.
Added the clause to the special ability descriptions that they activate at their relative levels (At level six, etc etc etc).
Changed the description of Spell Feint, clarifying that its only activated by a spell which deals damage, imposes a condition, or applies a penalty, and only by a spell cast or 'activated' during his turn. This should mean spells like Cloud of Knives would apply spell feint every time they're 'activated', but something which enchants the Nightblade's weapon to deal additional damage shouldn't. (Or casting a spell which creates a weapon such as Ice Axe).
Changed the name of Shadow Blade to Beguiled Blade – which fits the nature of the class more.
Finished the lore and fluff sections at the start of the post, and also added a quote! Directly ripped the introductary paragraph to Nightblades from the Elder Scrolls wiki due to it being better stated than my own.
Simplified Subtle Spellcasting to just change the Concentration check to a Sleight of Hand check, rather than try to mirror the effects of the skill trick.
Removed the Surprise Casting abilities entirely; they were a bit too spellcasting heavy for the class. In exchange, Subtle Spellcasting was given an additional ability at level 12, and three new abilities were added (at levels 8, 14, and 20).
Cunning Spellcast added to replace the SR penetration of Subtle Spellcasting, and further intermingling dexterity and intelligence for the class to better blend the two features.
Concealing Illusions added, giving Nightblades a bit more utility out of their illusion spells.
New capstone ability added. All in all, the new abilities gained should help the class be less bottom heavy in features, and thus encourage people to take the full 20 levels of the class.
Sample Characters
Gweniffer (CR 6)
Female Gray Elf Nightblade 6
CN Medium humanoid (elf)
Init +4
Senses low-light vision; Listen +1, Spot +10
Languages Common, Elven, Dwarven, Halfling, Gnome
AC 19, Touch 14, Flat-footed 15
(+4 Dex, +5 Armor)
HP 39 (6 HD)
Immune sleep
Fort +2, Ref +9, Will +4 (+6 against enchantments)
Speed 30ft (6 squares)
Melee MW Rapier +9, 1d6+3 (18-20/x2)(Piercing, Magic)
Melee MW Shortsword +9, 1d6+3 (19-20/x2)(Piercing, Magic)
Melee touch +8 (spell)
Ranged MW Longbow +9, 1d8 (x3)(Piercing)
Full-Attack Rapier +7 (1d6+3/18-20), Shortsword +7 (1d6+3/19-20)
Base Atk +4; Grp +4
Atk Options Two-Weapon Fighting, Spell Feint, Sneak Attack +2d6
Combat Gear Wand of Cure Light Wounds, Belt of Healing, Scroll of Shield
Nightblade Spells Known (CL 6th)
2nd (3/day) Alter Self, Glitterdust, Wraithstrike
1st (4/day) Color Spray, Invisibility
0th (3/day) Select from Nightblade spell list.
Abilities Str 11, Dex 18, Con 10, Int 16, Wis 8, Cha 10
SQ Cloaked Casting, Trapfinding, Spell Maverick, Subtle Spellcasting, Evasion, Shadow Blade
Feats Fey-Mystery Initiate, Weapon Finesse, Two-Weapon Fighting
Skills Balance +11, Disable Device +12, Hide +13, Jump +10, Move Silently +13, Search +12, Sleight of Hand +13, Spot +10, Tumble +13, Use Magic Device +9
Possessions MW Rapier, MW Shortsword, MW Longbow, 10 arrows, +1 Mithril Chainshirt, Belt of Healing (MIC), Boots of Agile Leaping (MIC), Wand of Cure Light Wounds, Spellbook
Strategy
Gweniffer is best played to her strengths as an NPC, where by she knows the PCs arrival, and can be best found typically in nature - perhaps guarding a fey commune or as an agent of such. She'll take time to cast spells to increase her strength; usually using her Scroll of Shield as well as Alter Self (typically either into the form of a Skulk or Troglodyte for stealth or combat, or into an ally of the player characters to manipulate them). She'll then approach with Invisibility, particularly towards any that are isolated from the rest of the party. She will then break invisibility with a full attack after casting Wraithstrike. If the target is still alive in her next round, she will use color spray, using it to spell feint for an attack on her third round. If she becomes surrounded (or is in danger of becoming surrounded) she will cast invisibility and try to escape until the party is vulnerable for another attack.