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The Demented One
2008-01-27, 02:11 PM
Umbra Hunter

http://images.elfwood.com/art/a/n/anahut/minn.jpg

The Umbra Hunters are an elite group of assassins, spies, and warriors that practice a powerful combination of shadow magic and martial arts. They have learned how to use the martial techniques of the Shadow Hand discipline in conjunction with mysteries of shadow magic, allowing them great stealth and attacks infused with dark power. The Umbra Hunters are not a centralized hierarchy, but a loose group of agents. Each Umbra Hunter is in effect a freelance agent, pursuing whatever goals he seeks. There is said to be council of high-ranking master Umbra Hunters, the Concordat of Gloom, that gives tasks of high importance to skilled Umbra Hunters, but most never hear of them.

Hit Dice
d8

Requirements
To qualify to become an Umbra Hunter, you must fulfill all the following criteria.
Feats: Shadow Blade
Skills: Hide 9 ranks, Martial Lore 3 ranks, Spellcraft 3 ranks
Maneuvers: Must know at least one 2nd-level maneuver of the Shadow Hand Discipline.
Mysteries: Must be capable of casting apprentice mysteries.

Class Skills
The Umbra Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points per Level
4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers[br]Known|Maneuvers[br]Readied|Stances|Mysteries

1st|
+0|
+0|
+2|
+2|Umbral Augment (Apprentice)|
0|
0|
1|+1 level of casting class

2nd|
+1|
+0|
+3|
+3|Hide in Plain Sight|
1|
0|
1|+1 level of casting class

3rd|
+2|
+1|
+3|
+3|Gloom Razor|
1|
1|
1|+1 level of casting class

4th|
+3|
+1|
+4|
+4|Secrets of Shadow|
2|
1|
1|+1 level of casting class

5th|
+3|
+1|
+4|
+4|Slippery Mind|
2|
1|
2|+1 level of casting class

6th|
+4|
+2|
+5|
+5|Umbral Augment (Initiate)|
3|
1|
2|+1 level of casting class

7th|
+5|
+2|
+5|
+5|
–|
3|
2|
2|+1 level of casting class

8th|
+6|
+2|
+6|
+6|Twilight Shroud Stance|
4|
2|
2|+1 level of casting class

9th|
+6|
+3|
+6|
+6|
–|
4|
2|
2|+1 level of casting class

10th|
+7|
+3|
+7|
+7|Umbral Augment (Master)|
5|
2|
2|+1 level of casting class[/table]

Class Features
All the following are class features of the Umbra Hunter prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Maneuvers
At each even-numbered level, you gain one new maneuver known from the Shadow Hand discipline. You must meet a maneuver’s prerequisites to learn it. You add your full Umbra Hunter level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your Umbra Hunter levels stack with your levels in that class for determining when you may exchange maneuvers. At 3rd and 7th level, you gain an additional maneuver readied each day.

Stances
At 1st level, and again at 5th level, you gain a new martial stance known from the Shadow Hand discipline. You must meet a stance’s prerequisites to learn it.

Mysteries
Whenever you gain an new Umbra Hunter level, you gain new mysteries per day and mysteries known as if you had also gained a level in a mystery-casting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Umbral Augment (Apprentice) (Su)
At 1st level, you can strengthen your martial strikes with shadow magic. Whenever you make an attack roll as part of a Shadow Hand maneuver, you may expend a use of an apprentice mystery to apply one of the following augments to that attack. Each individual augment may be used only once per encounter.

Halting Strike: A creature hit by a halting strike must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or be slowed as the spell slow, for a number of rounds equal to your class level.

Tiring Strike: A creature hit by a tiring strike takes an additional 1d6 nonlethal damage, and must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or become fatigued.

Vampiric Strike: A vampiric strike deals an additional 1d6 damage. In addition, for every 5 points of total damage the attack deals, you are healed 1 hp. If this healing would raise you above your maximum hp, you gain any excess as temporary hp that last for a number of minutes equal to your class level.

Hide in Plain Sight (Su)
At 2nd level., you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, except your own, you can hide yourself from view in the open without anything to actually hide behind.

Gloom Razor (Ex)
At 3rd level, you gain Gloom Razor as a bonus feat. You do not need to meet the feat’s requirements.

Secrets of Shadow (Su)
At 4th level, you can use your link to shadow magic to fuel your Shadow Hand maneuvers, allowing you to more easily use its supernatural arts. By expending a mystery, you may initiate any supernatural maneuver of the Shadow Hand discipline, as long as it is not a strike. You do not need to have that maneuver readied in order to use it or even have it as one of your mysteries known, although its level cannot exceed the highest level of mystery you can initiate. The action required is the same as the maneuver’s initiation action. The level of mystery you must expend a use of depends on the level of the maneuver: an apprentice mystery for maneuvers of 2nd level or lower, an initiate mystery for maneuvers of 3rd to 5th level, and a master mystery for maneuvers of 6th to 8th level.

Slippery Mind (Ex)
At 5th level, your training in shadow magic allows you to overcome mental control. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You only gain this one extra chance to succeed on the saving throw.

Umbral Augment (Initiate)
At 6th level, you gain a new suite of abilities you can use with your umbral augment class feature. However, you must expend an initiate mystery to use any of these augments.

Insidious Strike: An insidious strike ignores an amount of damage reduction up twice your class level.

Shade Strike: A shade strike deals an additional 3d6 cold damage and must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or take a -4 penalty to Dexterity for a number of rounds equal to your class level.

Unseen Strike: A creature attacked with an unseen strike does not gain its Dexterity bonus to AC against that attack.

Twilight Shroud Stance (Su)
At 8th level, you gain the ability to use the twilight shroud stance, which allows you to draw on the essence of the Plane of Shadows. While you are in a martial stance of the Shadow Hand discipline, you may, as a swift action, forgo its normal benefit to gain the effects of the twilight shroud stance. You can also end the twilight shroud stance and resume the normal benefit of the stance you were in as a swift action. While in the twilight shroud stance, you gain concealment, with a 20% miss chance, and resistance 20 to cold. You can also gain darkvision out to 120 ft., and can see in magical darkness. In addition, while in an area of darkness, including magical darkness, you gain fast healing 1.

Umbral Augment (Master)
At 10th level, you gain a new suite of abilities you can use with your umbral augment class feature. However, you must expend a master mystery to use any of these augments.

Exhausting Strike: A creature hit by an exhausting strike takes an additional 10d6 nonlethal damage, and must make a Fortitude save, DC 10 + your class level + your Charisma modifier, or become exhausted. Even if it succeeds the save, it is still fatigued.

Nightmare Strike: A creature hit by a nightmare strike must make a Will save, DC 10 + your class level + your Charisma modifier, or take 1d6 Wisdom damage. In addition, if they fail the first save, they must then make a Fortitude save, DC 10 + your class level + your Charisma modifier, or fall to 0 hp.

Pervading Strike: A pervading strike is made as a touch attack, ignoring armor, shield, and natural armor bonuses to AC.

Krimm_Blackleaf
2008-01-27, 04:09 PM
Holy crap, you beat me to making a class again. But other than the fact you're in my head and stealing my thoughts, I like this class. Good job, brainthief.

SilentNight
2008-01-27, 04:16 PM
Where are mystery casters? Tome of Magic? Nice class.

Krimm_Blackleaf
2008-01-27, 05:01 PM
Where are mystery casters? Tome of Magic? Nice class.

Yes, Tome of Magic.

The Demented One
2008-01-27, 05:24 PM
Holy crap, you beat me to making a class again. But other than the fact you're in my head and stealing my thoughts, I like this class. Good job, brainthief.
I'm in your brain, stealing your ideas.