LordErebus12
2014-12-24, 03:23 PM
The Shade
http://i1073.photobucket.com/albums/w395/TheRoby/47d6d75a-ee62-4e90-9bf9-7bd1400e60f9.jpg
Fluff
Role: The shade is at home in the shadows, blending into the darkness until it attacks, aiming to deal the maximum damage possible before retreating into the darkness. The shade utilizes stealth to stalk his prey and intimidation to paralyze the target with fear.
Alignment: Any. Usually non-good.
Hit Die: d10.
Parent Class: Slayer
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The shade's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
Armor of Darkness, Inner Darkness
2nd
+2
+3
+3
+0
Shade Talent
3rd
+3
+3
+3
+1
Shadow Attack +1d6
4th
+4
+4
+4
+1
Shade Talent, Fear of the Dark
5th
+5
+4
+4
+1
Eyes of Midnight (60 ft.)
6th
+6/+1
+5
+5
+2
Shade Talent, Shadow Attack +2d6
7th
+7/+2
+5
+5
+2
True Darkness
8th
+8/+3
+6
+6
+2
Shade Talent, Shadow Control
9th
+9/+4
+6
+6
+3
Shadow Attack +3d6
10th
+10/+5
+7
+7
+3
Advanced Talents, Eyes of Midnight (120 ft.), Shade Talent
11th
+11/+6/+1
+7
+7
+3
Armor of True Darkness
12th
+12/+7/+2
+8
+8
+4
Shade Talent, Shadow Attack +4d6
13th
+13/+8/+3
+8
+8
+4
Concealing Shadows
14th
+14/+9/+4
+9
+9
+4
Shadow Manipulation, Shade Talent
15th
+15/+10/+5
+9
+9
+5
Eyes of Midnight (See In Darkness), Shadow Attack +5d6
16th
+16/+11/+6/+1
+10
+10
+5
Shade Talent
17th
+17/+12/+7/+2
+10
+10
+5
Resistant Shadows
18th
+18/+13/+8/+3
+11
+11
+6
Shade Talent, Shadow Attack +6d6
19th
+19/+14/+9/+4
+11
+11
+6
Killer Shadows
20th
+20/+15/+10/+5
+12
+12
+6
Master of Shadows, Shade Talent
Class Features
The following are the class features of the shade.
Weapon and Armor Proficiency:
A shade is proficient with all simple and martial weapons, as well as with light armor and shields (except tower shields).
1st – Inner Darkness (Su):
With a dramatic gesture, the shade’s body begins leaking shadows, filling a large area with absolute darkness. As a move action once per round, the shade can conjure a 20 foot cube of darkness or a wall of darkness (40' long, 20' tall, and 10' thick). The cube can be placed in any square nearby, so long as the shade is at least adjacent to the cube of darkness. The cube of darkness lasts a number of rounds equal to 3 + the shade’s cha modifier.
The shade can use this ability a number of times per day equal to 3 plus the shade’s cha modifier. At every level thereafter, the shade can use this ability another time per day.
1st – Armor of Darkness (Su):
The shade gains the ability to transmute a suit forged from the darkness inside his soul. This darkness completely cloaks the shade in protective shadows, which cling to the shade like a second skin.
The shade can form this armor as a swift action at will. When formed, this supernatural suit functions as light armor and grants the shade an armor bonus to his armor class, equal to 4 + 1/2 shade level. However, this shade suffers an armor check penalty equal to -5 plus the shade’s cha modifier (maximum 0) and has a maximum dexterity modifier to armor class equal to +0 plus the shade’s charisma modifier (Maximum +5). Any armor worn as the armor is formed is absorbed by the suit and no longer applies to the shade’s armor class.
3rd – Shadow Strike (Ex):
While inside an area of shadowy illumination, the shade can strike at targets with greater precision.
The shade deals an extra +1d6 points of damage on each successful attack. Both the target and the shade must be in shadowy illumination for the extra damage to be applied. In addition, this damage increases by +1d6 at 6th level and every three levels thereafter (Maximum +6d6).
This ability functions as sneak attack for the purposes of shade talents.
4th – Fear of the Dark (Su):
To those unnerved by darkness, the shade is fear incarnate. The shade may use the intimidate skill to cause foes to become frightened, instead of shakened. If the shade succeeds his check by 10 or more, he can choose to make the creature panicked.
5th – Eyes of Midnight (Su):
The shade gains 60 feet of darkvision. This increases to 120 feet at 10th level, and becomes the ‘See in Darkness’ ability at 15th level.
7th – True Darkness (Su):
Any natural or magical shadows that the shade conjures or enters become supernatural in nature. Darkvision no longer penetrates this darkness, although the ‘See in Darkness’ ability still functions normally within the area of darkness.
8th – Shadow Control (Su):
A shade can alter the size of any shadow in contact with the shade's body, causing it to appear to spread out in tendrils of darkness. The shade can cause darkness effects to expand up to double the normal size or shrink up to half the normal size as a swift action. If used in this way, it grants the shade a +5 bonus on intimidate checks against anyone the shadows move towards this round.
11th – Armor of True Darkness (Su):
The shade’s suit of darkness becomes even more protective, healing the shade while in at least shadowy illumination. The armor gains the moderate fortification armor property. When worn, the suit grants the shade fast healing equal to 1 + the shade’s cha modifier (minimum 1).
13th – Concealing Shadows (Su):
While standing in an area of shadowy illumination, the shade gains total concealment, instead of the standard concealment; effectively invisible to those without the ‘See in Darkness’ ability. The shade may choose to reveal himself or hide himself while in the shadows as a free action.
14th – Shadow Manipulation (Sp):
Using a form of shadow control, the shade can manipulate shadows to do various things. This ability functions similar to the telekinesis spell, usable three times per day.
17th – Resistant Shadows (Su):
Any shadow that the shade is in contact with can no longer be countered by light-descriptor spells and effects, or even dispelled.
19th – Killer Shadows (Sp):
The shade can send shadows to kill creatures with terror. This ability functions similar to the phantasmal killer spell, usable three times per day.
20th – Master of Shadows:
The shade can use his ‘Inner Darkness’ ability at will. In addition, the ‘See in Darkness’ ability from no longer can penetrate any shadows that the shade conjures or enters inside, although the shade’s vision does not suffer from this effect.
http://i1073.photobucket.com/albums/w395/TheRoby/47d6d75a-ee62-4e90-9bf9-7bd1400e60f9.jpg
Fluff
Role: The shade is at home in the shadows, blending into the darkness until it attacks, aiming to deal the maximum damage possible before retreating into the darkness. The shade utilizes stealth to stalk his prey and intimidation to paralyze the target with fear.
Alignment: Any. Usually non-good.
Hit Die: d10.
Parent Class: Slayer
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The shade's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
Armor of Darkness, Inner Darkness
2nd
+2
+3
+3
+0
Shade Talent
3rd
+3
+3
+3
+1
Shadow Attack +1d6
4th
+4
+4
+4
+1
Shade Talent, Fear of the Dark
5th
+5
+4
+4
+1
Eyes of Midnight (60 ft.)
6th
+6/+1
+5
+5
+2
Shade Talent, Shadow Attack +2d6
7th
+7/+2
+5
+5
+2
True Darkness
8th
+8/+3
+6
+6
+2
Shade Talent, Shadow Control
9th
+9/+4
+6
+6
+3
Shadow Attack +3d6
10th
+10/+5
+7
+7
+3
Advanced Talents, Eyes of Midnight (120 ft.), Shade Talent
11th
+11/+6/+1
+7
+7
+3
Armor of True Darkness
12th
+12/+7/+2
+8
+8
+4
Shade Talent, Shadow Attack +4d6
13th
+13/+8/+3
+8
+8
+4
Concealing Shadows
14th
+14/+9/+4
+9
+9
+4
Shadow Manipulation, Shade Talent
15th
+15/+10/+5
+9
+9
+5
Eyes of Midnight (See In Darkness), Shadow Attack +5d6
16th
+16/+11/+6/+1
+10
+10
+5
Shade Talent
17th
+17/+12/+7/+2
+10
+10
+5
Resistant Shadows
18th
+18/+13/+8/+3
+11
+11
+6
Shade Talent, Shadow Attack +6d6
19th
+19/+14/+9/+4
+11
+11
+6
Killer Shadows
20th
+20/+15/+10/+5
+12
+12
+6
Master of Shadows, Shade Talent
Class Features
The following are the class features of the shade.
Weapon and Armor Proficiency:
A shade is proficient with all simple and martial weapons, as well as with light armor and shields (except tower shields).
1st – Inner Darkness (Su):
With a dramatic gesture, the shade’s body begins leaking shadows, filling a large area with absolute darkness. As a move action once per round, the shade can conjure a 20 foot cube of darkness or a wall of darkness (40' long, 20' tall, and 10' thick). The cube can be placed in any square nearby, so long as the shade is at least adjacent to the cube of darkness. The cube of darkness lasts a number of rounds equal to 3 + the shade’s cha modifier.
The shade can use this ability a number of times per day equal to 3 plus the shade’s cha modifier. At every level thereafter, the shade can use this ability another time per day.
1st – Armor of Darkness (Su):
The shade gains the ability to transmute a suit forged from the darkness inside his soul. This darkness completely cloaks the shade in protective shadows, which cling to the shade like a second skin.
The shade can form this armor as a swift action at will. When formed, this supernatural suit functions as light armor and grants the shade an armor bonus to his armor class, equal to 4 + 1/2 shade level. However, this shade suffers an armor check penalty equal to -5 plus the shade’s cha modifier (maximum 0) and has a maximum dexterity modifier to armor class equal to +0 plus the shade’s charisma modifier (Maximum +5). Any armor worn as the armor is formed is absorbed by the suit and no longer applies to the shade’s armor class.
3rd – Shadow Strike (Ex):
While inside an area of shadowy illumination, the shade can strike at targets with greater precision.
The shade deals an extra +1d6 points of damage on each successful attack. Both the target and the shade must be in shadowy illumination for the extra damage to be applied. In addition, this damage increases by +1d6 at 6th level and every three levels thereafter (Maximum +6d6).
This ability functions as sneak attack for the purposes of shade talents.
4th – Fear of the Dark (Su):
To those unnerved by darkness, the shade is fear incarnate. The shade may use the intimidate skill to cause foes to become frightened, instead of shakened. If the shade succeeds his check by 10 or more, he can choose to make the creature panicked.
5th – Eyes of Midnight (Su):
The shade gains 60 feet of darkvision. This increases to 120 feet at 10th level, and becomes the ‘See in Darkness’ ability at 15th level.
7th – True Darkness (Su):
Any natural or magical shadows that the shade conjures or enters become supernatural in nature. Darkvision no longer penetrates this darkness, although the ‘See in Darkness’ ability still functions normally within the area of darkness.
8th – Shadow Control (Su):
A shade can alter the size of any shadow in contact with the shade's body, causing it to appear to spread out in tendrils of darkness. The shade can cause darkness effects to expand up to double the normal size or shrink up to half the normal size as a swift action. If used in this way, it grants the shade a +5 bonus on intimidate checks against anyone the shadows move towards this round.
11th – Armor of True Darkness (Su):
The shade’s suit of darkness becomes even more protective, healing the shade while in at least shadowy illumination. The armor gains the moderate fortification armor property. When worn, the suit grants the shade fast healing equal to 1 + the shade’s cha modifier (minimum 1).
13th – Concealing Shadows (Su):
While standing in an area of shadowy illumination, the shade gains total concealment, instead of the standard concealment; effectively invisible to those without the ‘See in Darkness’ ability. The shade may choose to reveal himself or hide himself while in the shadows as a free action.
14th – Shadow Manipulation (Sp):
Using a form of shadow control, the shade can manipulate shadows to do various things. This ability functions similar to the telekinesis spell, usable three times per day.
17th – Resistant Shadows (Su):
Any shadow that the shade is in contact with can no longer be countered by light-descriptor spells and effects, or even dispelled.
19th – Killer Shadows (Sp):
The shade can send shadows to kill creatures with terror. This ability functions similar to the phantasmal killer spell, usable three times per day.
20th – Master of Shadows:
The shade can use his ‘Inner Darkness’ ability at will. In addition, the ‘See in Darkness’ ability from no longer can penetrate any shadows that the shade conjures or enters inside, although the shade’s vision does not suffer from this effect.