Innis Cabal
2007-04-17, 04:20 PM
Not that this hasnt been beaten to death or anything....but here I go
He strode into the inn, clad in heavy plate mail, his face obscured by a wolf shaped helmet. The other patron’s shivered as a cold damp air filled the small common room. As the armored figure strode towards the bar, his feet made only the slightest sound and his long night colored cape swayed in an unseen wind. Several men and woman moved out of the figures way, making sure not to make physical contact, least they become an apparent source of punishment. They whole town knew of this man and his ilk, the supposed knights of twilight, a shadowed group of men and woman that patrolled the surrounding land, in search of profit and power while dispassionately taxing the towns and villages with “protection fees” and unpaid bar tabs. Suddenly a squelching sound echoed through the common room as a rotten tomato slid down the impressive cobalt armor of the Knight. The thrower, a young boy dressed in tatters laughed and ran for the door, but before he reached it a thick ray of utter night lanced through the bar, leaving only the wet smell of rain and twilight in the room. The boy lay dead, a fist sized hole in his chest as the only evidence of a scuffle. The Knight turned back to the bar tender, his right hand still giving off silvery smoke, speaking only a single sentence in his gravely low pitched voice “An ale please.”
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Invocations
1st|+1|+2|+0|+0|Hand of Twilight 1d6|0
2nd|+2|+3|+0|+0|Dusk's Grace|0
3rd|+3|+3|+1|+1|Eyes of Dawn |0
4th|+4|+4|+1|+1|Armored Invoker, Invocations(Least)|1
5th|+5|+4|+1|+1|Hand of Twilight 2d6|1
6th|+6/+1|+5|+2|+2|Well of Darkness|1
7th|+7/+2|+5|+2|+2|Special Mount|2
8th|+8/+3|+6|+2|+2|DR 3/Cold Iron|2
9th|+9/+4|+6|+3|+3|Hand of Twilight 3d6, Cloak of Stars|2
10th|+10/+5|+7|+3|+3|New Invocations(Lesser)|3
11th|+11/+6/+1|+7|+3|+3|-|3
12th|+12/+7/+2|+8|+4|+4|Rising East|3
13th|+13/+8/+3|+8|+4|+4|-|3
14th|+14/+9/+4|+9|+4|+4|Hand of Twilight 4d6|4
15th|+15/+10/+5|+9|+5|+5|-|4
16th|+16/+11/+6/+1|+10|+5|+5|-|4
17th|+17/+12/+7/+2|+10|+5|+5|New Invocations(greater)|5
18th|+18/+13/+8/+3|+11|+6|+6|Hand of Twilight 5d6|5
19th|+19/+14/+9/+4|+11|+6|+6|DR 5/Cold Iron|6
20th|+20/+15/+10/+5|+12|+6|+6|Body of Dusk|6|[/table]
CLASS SKILS
Concentration, Craft, Intimidate, Jump, Knowledge (arcane), Knowledge (the planes), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot
Alignment: Any non-good
Hit Die: d10
CLASS FEATURES
Weapons and Armor Proficiencies: Twilight Knights are proficient with all simple and martial weapons. They are proficient with all forms of armor and heavy shields.
Invocations: A Twilight Knight does not prepare or cast spells as other arcane or divine casters do. Instead he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the energy of his night cast soul into the waking world. A Dark Knight may use any invocations he knows at will with the following qualifications.
A Twilight Knight’s invocations save DC is equal to 10+half his equivalent spell level+ the Twilight Knights Charisma modifier. A Dark Knights invocations act in all regards as invocations other then his save DC’s. Unlike warlocks, a Twilight Knight may not switch out invocations at higher levels.
Hand of Twilight(Sp): At 1st level a Twilight Knight may channel his inner power into a beam of eldritch energy as black as the moonless night. This effect is identical to the warlocks eldritch blast ability.
Dusk’s Grace(Su): At 2nd level a Twilight Knight gains a bonus equal to his Charisma modifier to saves.
Eyes of Dawn(Sp): At 3th level a Twilight Knights eyes become black with small pin points of white light. He gains the ability to detect alignments with 3 rounds of study.
Armored Invoker: At 4th level the Twilight Knight and his armor have formed a bond, making it like a second skin. A Twilight Knight can use invocations in any armor he is proficient with so long has he has worn it for 12 hours.
Well of Darkness(Sp): At 6th level a Twilight Knight’s soul has become as dark as the shadows cast by the setting sun and as hungry as the beast’s that stalk the night. The Twilight Knight is immune to disease’s, including supernatural ones, and poisons.
Special Mount(Su): Upon reaching 7th level the Twilight Knight may summon a special mount identical to a paladins save for the following changes. The standard mount for a Twilight Knight is a rhino.
Damage Reduction(Sp): At 8th level the Twilight Knight’s flesh begins to take on a pale tint with midnight blue shading along the jaw and fingertips as a product as his nether soul leeching into his mortal form. He gains DR 3/Cold Iron and this DR improves at 19th level becoming DR 5/Cold Iron.
Cloak of Stars(Sp): At 9th level the Twilight Knight can cover himself with star light blurring and distorting for a time. A Twilight Knight may cast displacement three times per day as a sorcerer equal to his caster level.
Rising East: At 12th level a Twilight Knight has become one with his inner turmoil giving him a faster reaction speed then most. He gains a bonus equal to half his intelligence modifier to initiative
Body of Dusk(Sp): At 20th level the Twilight Knight’s cold soul has finally leaked fully into his body, giving him the ability to harness its power for a certain time. Once per day he may take a full round action to gain several effects. For 1 times his charisma modifier in minute’s the Twilight Knight gains fast healing 4, fire and cold resistance 20, immunity to being flanked, while losing his DR and ability to use invocations.
He strode into the inn, clad in heavy plate mail, his face obscured by a wolf shaped helmet. The other patron’s shivered as a cold damp air filled the small common room. As the armored figure strode towards the bar, his feet made only the slightest sound and his long night colored cape swayed in an unseen wind. Several men and woman moved out of the figures way, making sure not to make physical contact, least they become an apparent source of punishment. They whole town knew of this man and his ilk, the supposed knights of twilight, a shadowed group of men and woman that patrolled the surrounding land, in search of profit and power while dispassionately taxing the towns and villages with “protection fees” and unpaid bar tabs. Suddenly a squelching sound echoed through the common room as a rotten tomato slid down the impressive cobalt armor of the Knight. The thrower, a young boy dressed in tatters laughed and ran for the door, but before he reached it a thick ray of utter night lanced through the bar, leaving only the wet smell of rain and twilight in the room. The boy lay dead, a fist sized hole in his chest as the only evidence of a scuffle. The Knight turned back to the bar tender, his right hand still giving off silvery smoke, speaking only a single sentence in his gravely low pitched voice “An ale please.”
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special|Invocations
1st|+1|+2|+0|+0|Hand of Twilight 1d6|0
2nd|+2|+3|+0|+0|Dusk's Grace|0
3rd|+3|+3|+1|+1|Eyes of Dawn |0
4th|+4|+4|+1|+1|Armored Invoker, Invocations(Least)|1
5th|+5|+4|+1|+1|Hand of Twilight 2d6|1
6th|+6/+1|+5|+2|+2|Well of Darkness|1
7th|+7/+2|+5|+2|+2|Special Mount|2
8th|+8/+3|+6|+2|+2|DR 3/Cold Iron|2
9th|+9/+4|+6|+3|+3|Hand of Twilight 3d6, Cloak of Stars|2
10th|+10/+5|+7|+3|+3|New Invocations(Lesser)|3
11th|+11/+6/+1|+7|+3|+3|-|3
12th|+12/+7/+2|+8|+4|+4|Rising East|3
13th|+13/+8/+3|+8|+4|+4|-|3
14th|+14/+9/+4|+9|+4|+4|Hand of Twilight 4d6|4
15th|+15/+10/+5|+9|+5|+5|-|4
16th|+16/+11/+6/+1|+10|+5|+5|-|4
17th|+17/+12/+7/+2|+10|+5|+5|New Invocations(greater)|5
18th|+18/+13/+8/+3|+11|+6|+6|Hand of Twilight 5d6|5
19th|+19/+14/+9/+4|+11|+6|+6|DR 5/Cold Iron|6
20th|+20/+15/+10/+5|+12|+6|+6|Body of Dusk|6|[/table]
CLASS SKILS
Concentration, Craft, Intimidate, Jump, Knowledge (arcane), Knowledge (the planes), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot
Alignment: Any non-good
Hit Die: d10
CLASS FEATURES
Weapons and Armor Proficiencies: Twilight Knights are proficient with all simple and martial weapons. They are proficient with all forms of armor and heavy shields.
Invocations: A Twilight Knight does not prepare or cast spells as other arcane or divine casters do. Instead he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the energy of his night cast soul into the waking world. A Dark Knight may use any invocations he knows at will with the following qualifications.
A Twilight Knight’s invocations save DC is equal to 10+half his equivalent spell level+ the Twilight Knights Charisma modifier. A Dark Knights invocations act in all regards as invocations other then his save DC’s. Unlike warlocks, a Twilight Knight may not switch out invocations at higher levels.
Hand of Twilight(Sp): At 1st level a Twilight Knight may channel his inner power into a beam of eldritch energy as black as the moonless night. This effect is identical to the warlocks eldritch blast ability.
Dusk’s Grace(Su): At 2nd level a Twilight Knight gains a bonus equal to his Charisma modifier to saves.
Eyes of Dawn(Sp): At 3th level a Twilight Knights eyes become black with small pin points of white light. He gains the ability to detect alignments with 3 rounds of study.
Armored Invoker: At 4th level the Twilight Knight and his armor have formed a bond, making it like a second skin. A Twilight Knight can use invocations in any armor he is proficient with so long has he has worn it for 12 hours.
Well of Darkness(Sp): At 6th level a Twilight Knight’s soul has become as dark as the shadows cast by the setting sun and as hungry as the beast’s that stalk the night. The Twilight Knight is immune to disease’s, including supernatural ones, and poisons.
Special Mount(Su): Upon reaching 7th level the Twilight Knight may summon a special mount identical to a paladins save for the following changes. The standard mount for a Twilight Knight is a rhino.
Damage Reduction(Sp): At 8th level the Twilight Knight’s flesh begins to take on a pale tint with midnight blue shading along the jaw and fingertips as a product as his nether soul leeching into his mortal form. He gains DR 3/Cold Iron and this DR improves at 19th level becoming DR 5/Cold Iron.
Cloak of Stars(Sp): At 9th level the Twilight Knight can cover himself with star light blurring and distorting for a time. A Twilight Knight may cast displacement three times per day as a sorcerer equal to his caster level.
Rising East: At 12th level a Twilight Knight has become one with his inner turmoil giving him a faster reaction speed then most. He gains a bonus equal to half his intelligence modifier to initiative
Body of Dusk(Sp): At 20th level the Twilight Knight’s cold soul has finally leaked fully into his body, giving him the ability to harness its power for a certain time. Once per day he may take a full round action to gain several effects. For 1 times his charisma modifier in minute’s the Twilight Knight gains fast healing 4, fire and cold resistance 20, immunity to being flanked, while losing his DR and ability to use invocations.