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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default We are the Light that walks in darkness (PrC)

    With great thanks to Jaerom Darkwind, Krimm_Blackleaf also known as Ariath Ska'vhor, and EvilElitest.
    Shadow Knight
    by Duke Malagigi A.K.A. Devil Gnasher

    "We walk in the dark places no others will enter.
    We stand on the bridge, and no one may pass."


    Tierra Morales Ortega, noblewoman and shadow knight extraordinare.

    Darkness, often times this quality is seen as solely the purview of cruelty and malice. Hence the term Forces of Darkness when referring to supernatural Evil. Yet darkness its self is neither Good nor Evil, its morality is determined by the purpose of its use. Because of this some righteous warriors have decided to learn the secrets of darkness, shadow and most obviously, fear.

    Good role models for the shadow knight would include certain but not all versions of Batman and for general personality, devious cunning and dedication, His Grace Duke Samuel Vimes, Commander of the Anhk-Morpork City Watch.

    This Prestige Class is meant for paladin/swordsages, paladin/blade scholars, consecrated knight/swordsages or consecrated knight/blade scholars. It's not designed to work with any other class though you may still try. Besides, freedom also entails the freedom to fail as well.

    HD: d8

    Requirements
    BAB:
    +5
    Skills: Concentration 6 ranks, Intimidate 6 ranks, Hide 6 ranks, Knowledge (Religion) 3 ranks, Knowledge (Local) 3 ranks, Martial Lore 6 ranks
    Feats: Avenging Strike, Diehard
    Special: Aura of Courage, Smite Evil and Lay on Hands.
    Maneuvers: Ability to use 2nd level Shadow Hand maneuvers including at least one stance.
    Alignment: Any good.

    Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nobility and Royalty, Religion, History, Geography, Architecture and Engineering, Tactics (optional) and Local), Martial Lore, Move Silently, Perform, Profession, Ride, Sense Motive, Swim.
    Skill-Points per level: 4+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1st|+1|+2|+0|+0|What evil lurks in the hearts of men|+1 level of paladin or consecrated knight
    2nd|+2|+3|+0|+0|-|+1 level of paladin or consecrated knight
    3rd|+3|+3|+1|+1|-|+1 level of paladin or consecrated knight
    4th|+4|+4|+1|+1|Blessed darkness stance|+1 level of paladin or consecrated knight
    5th|+5|+4|+1|+1|Insightful smite|+1 level of paladin or consecrated knight
    6th|+6|+5|+2|+2|-|+1 level of paladin or consecrated knight
    7th|+7|+5|+2|+2|-|+1 level of paladin or consecrated knight
    8th|+8|+6|+2|+2|Hallowed shadow stance, armored stealth|+1 level of paladin or consecrated knight
    9th|+9|+6|+3|+3|-|+1 level of paladin or consecrated knight
    10th|+10|+7|+3|+3|Guarding dark, dread conviction|+1 level of paladin or consecrated knight
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|0
    2nd|0|0|0
    3rd|1|1|0
    4th|0|0|0
    5th|1|0|1
    6th|0|0|0
    7th|1|0|0
    8th|0|1|0
    9th|1|0|0
    10th|0|0|1
    [/table]

    Weapon and armor proficiencies: Knights of the shadows are proficient with all simple and martial weapons. They gain no additional armor proficiencies.

    Spells per Day/Spells Known: When a new shadow knight level is gained, the character gains new spells per day as if he or she had also gained a level in core paladin or consecrated knight. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that he or she adds the level of shadow knight to his or her paladin or consecrated knight level, then determines spells per day and caster level accordingly. For a consecrated knight, spellcasting is gained when the character’s combined consecrated knight levels and shadow knight levels equal nine or more.

    Maneuvers: (Ex) or (Su) At 1st, 3rd, 5th, 7th and 9th levels, a knight of the shadows gains new maneuvers known from the Devoted Spirit, Diamond Mind or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full shadow knight levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 3rd and 8th level you gain an additional maneuvers readied.

    Lay on Hands: (Su) Shadow knight levels stack with core paladin or consecrated knight levels for Lay on Hands.

    What Evil Lurks in the Hearts of Men: (Su) At first level, a shadow knight can sense evil intent in others at will. This is a full round action and involves some sort of ritual decided upon by the knight. The shadow knight can discern the extent of their suspect's intended evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.

    Smite Evil: (Su) Shadow knight levels stack with core paladin or consecrated knight levels for Smite Evil.

    Blessed Darkness Stance: (Su) At 4th level you gain the holy power of the blessed darkness stance. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you invoke a holy shadow to surround you, your allies and your charges but still allow the innocent to still see unobstructed and actually benefit. This functions as a deeper darkness spell as if cast by a sorcerer of the knight's initiator level. Any non-Evil creature of the initiator's choice can see and function normally and receives the benefits of a bless, as if cast by a cleric equal to knight's initiator level. This is effect is retained as long as the initiator can maintain the stance.

    Insightful Smite: (Su) At 5th level you have gained knowledge and control of the Diamond Mind school to such a point that you can combine your righteous fury with cunning and insightful attacks. In game terms you may add your Smite Evil damage to damage from Insightful Strike and Greater Insightful Strike.

    Hallowed Shadow Stance: (Su) At 8th level and above, a shadow knight may lose the benefit of a current stance to bring about a great benevolent darkness to surround himself or herself and others. This functions as Blessed Darkness combined with holy aura. This stance can also be used to subvert darkness effects cast by Evilly aligned spellcaster. Example: George Fredrickson and his allies are battling a vile Cardinal of Asmodeus. During the fight the Cardinal casts damning darkness on George and his companions. Instead of allowing himself and his friends to die, George sacrifices a current stance. In doing so, he converts the damning darkness into a sacred darkness, choosing either to heal those of Good alignment or harm those of Evil alignment. This is effect is retained as long as the initiator can maintain the stance.

    Armored Stealth: (Ex) At 8th level you becomes quite skilled at avoiding detection, even if encumbered by even the heaviest of armors. You reduce your armor check penalty for Hide and Move Silently checks equal to half your shadow knight level.

    The Guarding Dark: (Su) At 10th level a shadow knight may shrug off mental domination or fiendish possession by force of will and determination. As part of a full round action you make a Concentration check verses the enemy's caster level. If you succeed, the possessor is expelled or mental domination effect ends. Non-spellcasting fiends use their Spell-like Ability caster level instead. This only effects mental effects targeting the initiator.

    Dread Conviction: (Su) At this point nothing can stop a shadow knight from carrying out their task at hand, not even death its self. This means that the knight can delay the effects of death magic, paralysis or petrifaction until the knight has completed some short term task through sheer willpower and divine or cosmic gifts. Suitable tasks include holding off an angry mob to allow your friends or other innocents escape. Tracking down and killing a murderer or capturing and taking him or her into custody is also an acceptable use of this power. The shadow knight must know and use the Immortal Fortitude stance to initiate this power. In addition, the shadow knight doesn't benefit from any form of healing while in this state, which lasts for 1 round per shadow knight level. If the shadow knight retreats or prematurely ends his or her task he or she becomes exhausted and suffers any and all harmful effects delayed with in one round. Using Dread Conviction causes the shadow knight 1 point of Constitution damage.

    Code of conduct: See paladin or consecrated knight, but may use poison to incapcitate.

    Ex-shadow knights: See paladin or consecrated knight. Falling causes loss of all class abilities other than maneuvers and Armored Stealth.
    Last edited by Duke Malagigi; 2008-01-28 at 04:46 PM.
    On the issue of killer or sadistic DMs.
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    Quote Originally Posted by Col_Pladoh
    That sort of person is not worthy of being a Game Master of any sort. The GM is there to entertain and bring enjoyment to the player group, thus being entertained and enjoying himself likewise. Soneone that finds pleasure in making others unhappy is a sad case indeed. That kind of GM should be left alone to lurk in online MMP games to ambush newbies' characters as they enter the setting :]

    Cheers,
    Gary

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    Troll in the Playground
     
    Krimm_Blackleaf's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    I like the class, only two things; The insightful smite thing doesn't really fit the whole class, what I would do would be to attach it to either Devoted Spirit or Shadow Hand strikes, though it may need limiting to certain strikes.
    Also, the Friendly Darkness Stance should probably be toned down very slightly, instead of deeper darkness it should be regular darkness. But I myself would boost it to deeper darkness at 9th or 10th level.
    And another thing that's just a grammar thing, for smite evil and lay on hands I would just type "Shadow knight levels stack with paladin or consecrated knight levels when determining how powerful your lay on hands/smite evil class feature is."[/nitpick]
    Otherwise, I dig, a lot. Bravo.
    Last edited by Krimm_Blackleaf; 2008-01-15 at 04:16 AM.
    My Deviantart, Please enjoy it.
    Invincible Maiden Avatar by GryffonDurime.

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    Homebrew by Krimm Blackleaf


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    Orc in the Playground
     
    Maldraugedhen's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    Might want to change the name to 'Friendly Darkness Stance', too. You've got this theme of 'ominous/badass' going for the other skill names, then you get to 'Friendly'. Might I suggest Darkshield, or something like that?
    The road goes ever on and on,
    Down from the door where it began,
    Now far ahead the road has gone,
    And I must follow, if I can--
    Pursuing it with eager feet,
    Meeting those who travel on the way,
    Where many paths and errands meet,
    And whither then, I cannot say.
    --J.R.R. Tolkien

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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by Krimm_Blackleaf View Post
    I like the class, only two things; The insightful smite thing doesn't really fit the whole class, what I would do would be to attach it to either Devoted Spirit or Shadow Hand strikes, though it may need limiting to certain strikes.
    Would you please check the maneuver section? Other than that thank you Krimm.
    Last edited by Duke Malagigi; 2008-01-16 at 01:40 AM. Reason: I misspelled the word "thank".

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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    I've decided to give you two examples of shadow knights along with class levels. Any thing else you want to give them is fine by me. And yes I do intend to use these NPC's.

    Captain George Fredrickson. As a captain in his city's watch, Fredrickson is a tough, strong-willed, freedom loving and ultimately just man. He will not allow his personal feelings towards others to cloud his judgment, no matter how much it hurts him. He's impeccably honest unless he has, as he says, "a damn good reason not to be". George joined his city's watch in his mid-teens mostly to provide money for his family without having to resort to theft and to put his talents to good use against muggers, murders and other violent criminals. At a young age, George had a strong devotion to Thelesis, Defender of Agency, which he still maintains to this day. He's currently in his mid 50's with three children and eight grandchildren.
    Classes: Swordsage 7/ Marshal of Liberty (Consecrated Knight) 7/ Shadow Knight 14
    Alignment: Chaotic Good

    Tierra Morales Ortega, daughter of Conde Alejandro Morales Cotto. Being the only daughter of the Conde de Costa Verde, Tierra was provided tutors in the arts, history, finances, and political sciences and at her insistence sword fighting and other forms of combat. Tierra was then instructed to maintain a journal for each stance and maneuver she was taught, which she does with great diligence to retain he skills. She's also very pious and faithful, even at a young age. This spurred her to become a paladin and later a shadow knight. Think of a 22 year-old combination Havelock Vetinari, Joan of Arc and Amélie, without the intense shyness or garden gnome. She also possesses the tactical skills of both Batman (Crazy Prepared) and Julius Caesar. She's rather popular with the commoners.
    Classes: Blade Scholar 5/ Paladin (Consecrated Knight) 5/ Shadow Knight 6
    Alignment: Lawful Good

    If anyone would name both of their cities I'd be very grateful.
    Last edited by Duke Malagigi; 2008-01-16 at 03:03 PM.

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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    Any takers or other comments?

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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    Also I would like it if all feats were listed in the order gained and for skills to use this format, [Skill name]: rank # (bonus +#). Thank you.

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    Barbarian in the Playground
     
    Duke Malagigi's Avatar

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    Default Re: We are the Light that walks in darkness (PrC)

    Okay then I'm almost done with Tierra. I just need to fill out her combat manual and she'll be finished.

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    Default Re: We are the Light that walks in darkness (PrC)

    Tierra Morales Ortega (CR 16)
    Blade Scholar 5/ Paladin (Consecrated Knight) 5/ Shadow Knight 6

    LG Medium Humanoid (Human)
    Init: +3 (+3 Dex); Senses: Listen +7, Spot +7, Search +7
    Aura: Strong Good; Languages: Hemero [Spanish] (Him-airoh), Corquian [goblin: English] (Korkwian), Waener [halfling: Belgian], Kärnfolket [dwarven: Germanic] and Saorise [high elven: Gaelic] (SER-sha).
    Height: 5' 2" Weight: 132 lbs.
    __________________________________________________ ___________

    AC: 27, touch 22, flat-footed 23 (+5 Armor, +4 Dex, +6 Int, +3 Deflection) Armor Check Penalty: -1
    hp: 114 (5d8 (blade scholar) + 5d10 (paladin) + 6d8 (shadow knight) + 16 Con) Wound Threshold: 24
    Immune: fear, disease
    Resist: none
    Weakness: none
    Fort: +12, Ref: +13, Will: +16
    __________________________________________________ ___________

    Speed: 30 ft. (6 squares)
    Melee: Lunia’s Razor, +14/+9/+4 melee (1d8+6+2d6 (holy), speed, wounding, ghost touch, 1 point of Constitution / 12-20 x2) or Moon Blade, +14/+9/+4 (+16/+11/+6 against Evil creatures) (1d10+2(+against Evil creatures) x2 damage to undead and other Negative Energy based creatures / 19-20 x2, 19-20 x3 to undead and other Negative Energy based creatures) and Vindicator*, +10/+5/+0 melee (1d6+4, twice base damage to objects, returning / 19-20 x2)
    Ranged: Vindicator +17 ranged (1d6+6 / 19-20 x2)
    Space: 5 ft.; Reach 5 ft.
    Base Attack: +12; Grapple +14
    Attack Options: Smite Evil +11 3/day, Maneuvers and Avenging Strike
    Special Actions: Turn Undead 7/day
    Combat Gear: Lunia’s Razor, Vindicator and Shadeguard
    __________________________________________________ ___________

    Maneuvers and Stances Known: (IL 13th):
    Book one; Diamond Mind: 1st (Strikes) Sapphire Nightmare Blade (Counters) Moment of Perfect Mind (Stances) Stance of Clarity; 2nd (Strikes) Emerald Razor (Counters) Action Before Thought; 3rd (Strikes) Insightful Strike (Counters) Mind over Body (Stances) Pearl of Black Doubt; 4th (Strikes) Bounding Assault, Mind Strike, Ruby Nightmare Blade; 5th (Strikes) Disrupting Blow (Counters) Rapid Counter (Stances) Hearing the Air; 6th (Strikes) Greater Insightful Strike (Boosts) Moment of Alacrity; 7th (Strikes) Avalanche of Blades (Boosts) Quicksilver Motion
    pages used 88/100.
    Book two; Shadow Hand: 1st (Strikes) Clinging Shadow Strike, Shadow Blade Technique (Stances) Child of Shadow; 2nd (Strikes) Drain Vitality (Boosts) Cloak of Deception (Teleportation) Shadow Jaunt; 3rd (Strikes) Shadow Garrote, Strength Draining Strike (Stances) Assassin’s Stance, Dance of the Spider; 4th (Strikes) Hand of Death, Obscuring Shadow; 5th (Strikes) Bloodletting Strike, Stalker in the Night (Teleportation) Shadow Stride (Stances) Step of the Dancing Moth; 6th (Strikes) Shadow Noose, Ghost Blade; 7th (Strikes) Death in the Dark (Teleportation) Shadow Blink
    pages used 80/100.
    Book three; Devoted Spirit: 1st (Strikes) Crusader’s Strike, Vanguard Strike (Stances) Iron Guard’s Glare, Martial Spirit; 2nd (Strikes) Foehammer (Counters) Shield Block; 3rd (Strikes) Revitalizing Strike (Boosts) Defensive Rebuke (Stances) Thicket of Blades; 4th (Strikes) Divine Surge, Entangling Blade; 5th (Strikes) Daunting Strike, Law Bearer, Radiant Charge; 6th (Strikes) Rallying Strike (Stances) Aura of Perfect Order, Aura of Triumph; 7th (Strikes) Castigating Strike (Counters) Shield Counter
    pages used 75/100.
    Book four; Stone Dragon: 1st (Strikes) Stone Bones, Charging Minotaur (Stances) ; 2nd (Strikes) Mountain Hammer, Stone Vise; 3rd (Strikes) Stone Dragon’s Fury, Bonecrusher (Stances) Crushing Weight of the Mountain, Roots of the Mountain; 4th (Strikes) Bonesplitting Strike, Overwhelming Mountain Strike (Boosts) Boulder Roll; 5th (Strikes) Elder Mountain Hammer, Mountain Avalanche (Stances) Giant’s Stance; 6th (Strikes) Iron Bones, Irresistible Mountain Strike, Crushing Vise; 7th (Strikes) Ancient Mountain Hammer, Colossus Strike
    pages used 79/100.
    Book five; Setting Sun: 1st (Strikes) Mighty Throw (Counters) Counter Charge (Stances) Step of the Wind; 2nd (Strikes) Clever Positioning (Boosts), (Counters) Baffling Defense, (Stances) ; 3rd (Strikes), (Boosts), (Counters) , (Stances) ; 4th (Strikes), (Boosts), (Counters), (Stances); 5th (Strikes), (Boosts), (Counters), (Stances); 6th (Strikes), (Boosts), (Counters), (Stances); 7th (Strikes), (Boosts), (Counters), (Stances)
    pages used 8/100
    Book six; Iron Heart: 1st (Strikes) Steel Wind, Steely Strike (Stances) Punishing Stance; 2nd (Strikes) Disarming Strike (Counters) Wall of Blades; 3rd (Strikes) Exorcism of Steel (Boosts) Iron Heart Surge (Stances) Absolute Steel; 4th (Strikes) Mithral Tornado (Counters) Lightning Recovery; 5th (Strikes) Dazing Strike (Counters) Iron Heart Focus (Stances) Dancing Blade Form; 6th (Boosts) Iron Heart Endurance, (Counters) Manticore Parry (Stances); 7th (Strikes) Finishing Move (Boosts) Scything Blade (Counters)
    pages used 77/100.
    Disciplines: Devoted Spirit, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Iron Heart

    Readied Maneuvers: Tierra bases her readied maneuvers off of advance intelligence and experience. Against golems and other creatures weak against bludgeoning damage she prefers Setting Sun and Stone Dragon maneuvers. When about to face fiends she often times readies her Devoted Spirit maneuvers. That said, Tierra always keeps at least one Shadow Hand and one Diamond Mind maneuver readied.

    Readied Maneuvers: Tierra usually has Assassin's Stance and Aura of Triumph readied plus one other stance.

    Consecrated knight spells per day; 4/3/2
    Typical spells:
    0- light, cure minor wounds, purify food and drink, guidance
    1st- deathwatch (no Evil descriptor), remove fear, calm emotions
    2nd- shield other, align weapon or undetectable alignment
    __________________________________________________ ___________

    Abilities: Str 14, Dex 16, Con 12, Int 23 (18 base, +2 levels, +3 inheirent), Wis 18 (14 base, +1 levels, +3 inheirent), Cha 18 (17, +1 levels)
    SQ: Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Defense for the Repentant, Holy Mount, What Evil Lurks in the Hearts of Men, Blessed Darkness Stance, Insightful Smite
    Feats: Academic Blade Scholar (racial bonus), Scribe Martial Script (class bonus), Avenging Strike (1st level), Blind-Fight (3rd level), Two-Weapon Fighting (class bonus), Endurance (6th level), Diehard (9th level), Advanced Weapon Proficiency: Rapier (12th level), Improved Recovery (15th level)
    Skills: Knowledge (Religion): rank 14 (bonus +20), Knowledge (Local): rank 16 (bonus +22), Knowledge (Nobility and Royalty): rank 14 (bonus +20), Knowledge (History): rank 11 (bonus +21), Knowledge (Geography): rank 12 (bonus +18), Knowledge (Architecture and Engineering): rank 14 (bonus +20), Knowledge (Tactics): rank 16 (bonus +22), Knowledge (Chemistry): rank 14 (bonus +20), Knowledge (Psychology): rank 6 (bonus +12), Martial Lore: rank 19 (bonus +25), Craft (Alchemy): rank 14 (bonus +20), Craft (Weaponsmithing): rank 11 (bonus +16), Craft (Technical Drawing): rank 3 (bonus +9), Search: rank 2 (bonus +8), Concentration: rank 14 (bonus +15), Intimidate: rank 8 (bonus +12), Diplomacy: rank 13 (bonus +16), Perform (Stringed Instruments): rank 5 (bonus +9), Hide: rank 9 (bonus +12, +17 with cloak of the bat), Move Silently: rank 10 (bonus +13), Ride: rank 5 (bonus +8), Heal: rank 8 (bonus +12), Listen: rank 5 (bonus +9), Spot: rank 5 (bonus +9)
    Possessions: Lunia’s Razor, Vindicator, Shadeguard, grapnel gun and other possessions (see below)
    __________________________________________________ __________
    Aura of Good (Ex): The power of Tierra’s aura of good (see the detect good spell) is equal to her consecrated knight level.

    Detect Evil (Sp): At will, Tierra can use detect evil, as the spell, except for some differences. First this takes the form of a full round action and involves some sort of ritual decided upon by Tierra. Unlike the spell Tierra’s Detect Evil can discern the extent of their suspect's evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.

    The Consecrated Knight: Detect Evil
    {table=head]Degree|Source|Sensation
    -1 Neutral with Evil tendencies|
    Bullies, some pick pockets, Bernard Black and common con men.
    |Itching finger tips.
    -2 Evil with Neutral tendencies|
    Muggers and loan sharks.
    |Tiny pinpricks though out fingers.
    -3 Evil|
    Brigands, thugs, murderers, most non-comsic fiends, most Dukes of Hell, Edmund Blackadder and Belkar.
    |Sharp but short-lived pain in the extremities.
    -4 Vile|
    War criminals, Jonathan Teatime and most archfiends.
    |Short but sharp throbbing pain in all extremities.
    -5 Pure Evil|
    The most demented war mongering genocidal tyrants, Carcer, Findthee Swing, the Auditors of Reality and all remaining archfiends.
    |Brief but agonizing full body pain.[/table]

    Smite Evil (Su): Three times per day, Tierra may attempt to smite evil with one normal melee attack. She adds her Charisma bonus of +4 to her attack roll and deals 11 extra points of damage. If she accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
    If the target was Neutral with Evil tendencies and threatened another sentient creature the smite bonus is inflicted as non-lethal damage. If she makes a successful smite use against a target of Vile or worse status the additional damage is 16 instead.

    Divine Grace (Su): Tierra has a +4 bonus due to her Charisma bonus on all saving throws.

    Lay on Hands (Su): As a paladin, Tierra can heal wounds (her own or those of others) by touch. Each day she can heal of hit points 44 of damage. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
    Alternatively, Tierra can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Tierra decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

    Aura of Courage (Su): Tierra is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
    This ability functions while Tierra is conscious, but not if she is unconscious or dead.

    Divine Health (Ex): Tierra has immunity to all diseases, including supernatural and magical diseases.

    Turn Undead (Su): Tierra has the supernatural ability to turn undead. She may use this ability seven times per day. She turns undead as a 2nd level cleric would.

    Defense for the Repentant (Su): Any evil doer who willingly surrenders to Tierra, and truly repents of his or her evil acts is now subject to Tierra’s divine grace as if he or she was a consecrated knight. Tierra also automatically knows when her ward is in danger. However, by the same token she is responsible for her ward's safety. This means that if Tierra allows any harm to befall this person she would lose all consecrated knight powers until she atoned. The protective bond is broken if her ward commits any evil acts under your care or has been moved to safety.

    Holy Mount (Sp): Young Tierra may quest for a highly intelligent animal to serve as a mount. Typically this is a warhorse but other animals are allowed. While the word “quest” is used, a Tierra may simply meet his bonded mount on the way to greater quest or any other memorable event. Any such mount must have hit dice or Challenge Rating (DM's choice) equal to or less than that of her own.
    Appropriate mounts would include awakened animals such as horses, wolves, bears or rhinoceros. This is in addition to such creatures as pegasi, unicorns (with the proper feats), griffons, some dragons (see unicorns) and flumphs.
    Should Tierra’s mount die, she must wait for one whole year to obtain a new mount. If her mount was killed due to incompetence, neglect or cowardice on Tierra’s part, she must wait for ten years instead. If said mount dies because of abuse or deliberate neglect on the Tierra’s part, she can not receive a new mount, ever. In fact this may even cause irrevocable loss of consecrated knight status.

    Maneuvers Readied: Tierra can ready five of her maneuvers known. She readies her maneuvers by studying her combat manual for at least 20 minutes. The maneuvers Tierra choose remain readied until she decides to study her manual again and change them. Tierra need not sleep or rest for any long period of time to ready your maneuvers; any time she spends 20 minutes in study, you can change she readied maneuvers.

    She begins all encounter with all her readied maneuvers unexpended, regardless of how many times Tierra might have already used them since she chose them. When Tierra initiates a maneuver, she expend it for the current encounter, so each of her readied maneuvers can only be used once per encounter (unless she recovers them, as described below).

    Tierra can recover an expended maneuver by using a full-round action to quickly focus her concentration. Doing this does not provoke attacks of opportunity. If Tierra completes her meditation, she can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

    Stances: Unlike any other martial adept, Tierra must ready her stances in advance. She can ready three stances. She readies her stances at the same time she readies her other maneuvers, but unlike maneuvers, stances are not expended when she initiates them. All the stances that Tierra has readied are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

    Combat Manual: She must study her combat manual for at least 20 minutes to ready her maneuvers. She cannot ready any maneuver not recorded in her manual.

    Scribe Martial Script: Tierra has Scribe Martial Script as a bonus feat.

    AC Bonus: Tierra adds her Intelligence modifier of +6 as a bonus to Armor Class, so long as she wears light or no armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when she is flat-footed. However, Tierra loses this bonus when she is immobilized or helpless. This bonus overlaps (does not stack with) the AC bonus granted by the swordsage class.

    Bonus Feat: Two-Weapon Fighting.

    What Evil Lurks in the Hearts of Men: (Su) Tierra can sense evil intent in others at will. This is a full round action and involves some sort of ritual decided upon by the knight. Tierra can discern the extent of her suspect's intended evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.

    Blessed Darkness Stance: (Su) Tierra has the holy power of the blessed darkness stance. She may lose the benefits of any stance she is currently in to gain the benefits of this one. While in this stance she invokes a holy shadow to surround herself, her allies and her charges, but still allows the innocent to see unobstructed and actually benefit. This functions as a deeper darkness spell as if cast by a 13th level sorcerer. Any non-Evil creature of Tierra’s choice can see and function normally and receives the benefits of a bless, as if cast by a 13th level cleric. This is effect is retained as long as Tierra maintains the stance.

    Insightful Smite: (Su) Tierra has gained knowledge and control of the Diamond Mind school to such a point that she can combine her righteous fury with cunning and insightful attacks. In game terms she may add her Smite Evil damage to damage from Insightful Strike and Greater Insightful Strike.

    Armor and weapons:
    Lunia’s Razor +4 holy, wounding, ghost touch rapier of speed
    Vindicator +2 defending, returning, sundering dagger
    Shadeguard +3 mithril breastplate of etherealness and moderate fortification
    Moon Blade +2 bastard sword. Wielded like a short sword, +4 against Evil creatures, damage times 2 to undead and Negative Energy based creatures, times 3 on a critical to the same creatures. Silvery light instead of golden.

    Grapnel gun: This r-shaped device uses a crossbow like mechanism to fire a 7 inch long metal bolt with a grappling hook on the end. It has a 10-inch long barrel, part of that sits a top the arm, and a 3-inch long handle with a custom pistol grip along with an arm brace. To use the wielder must pass a Use Device check with a DC 15 the first use. Then aim at the building or item (such as a lever or piece of armor) desired making a touch attack against it. The line of Tierra's grapnel gun is treated as having a Strength score of 22 for the purposes of dragging and lifting capacity. The metal bolt is attached to the rest of the gun with a 99-foot (30-meter) long thread of giant spider silk (provided to Tierra by one of her friends). The gun and bolt are made from adamantine. Tierra is currently working on a new prototype using compressed air. As the item's inventor, Tierra strongly cautions against using a grapnel gun as an actual weapon.
    Weight: 1 lbs. Length: Handle: 3 inches Barrel: 10 inches Arm brace: 3 inches
    Price: 3,450 gold pieces Cost to make: 1,150 gold pieces

    Other Possessions:
    alchemist’s lab (at home)
    flasks of acid (9) (inside bag of holding)
    alchemist fire (6) (inside bag of holding)
    antitoxin (60) (inside bag of holding)
    holy water (9) (inside bag of holding)
    smoke sticks (6) (inside bag of holding)
    sunrod (6) (inside bag of holding)
    tanglefoot bags (6) (inside bag of holding)
    military saddle (on horse)
    map case
    paper (25)
    pencil
    erasers (4)
    ink pen
    16 ounces of ink
    signet rings (14, one for her self)
    spyglass
    grappling hook
    50 feet of silk rope (1)
    remove paralysis (potion) (6)
    eagle’s splendor (potion) (6)
    bear’s endurance (potion) (6)
    barkskin +4 (potion) (6)
    protection from arrows 10/magic (potion) (6)
    heroism (potion) (6)
    remove blindness/deafness (potion) (6)
    type I bag of holding
    cloak of the bat
    elixir of hiding (6)
    elixir of sneaking (6)
    elixir of vision (6)
    elixir of truth (6)
    combat manuals (6)
    breastplate barding for her horse
    21,500.9 gold left. Used mostly to outfit and equip her companions.
    Total weight: 51 1/2 lbs., 57 lbs. in bag of holding, 90 1/2 lbs. with Alchemist Lab.


    If used at lower levels: Tierra’s hit points by level should be: 1st; hp 9, 2nd; hp 17, 3rd; hp 26, 4th; hp 32, 5th; hp 38, 6th; hp 42, 7th; hp 51, 8th; hp 60, 9th; hp 71, 10th; hp 78, 11th; hp 85, 12th; hp 89, 13th; hp 95, 14th; hp 100, 15th; hp 109.

    Tierra’s wisdom score would rise to 15 at 4th level, her Intelligence would rise twice, once at eighth 8th and again at 12th level. At 16th level Tierra’s Charisma would be 18, barring magic. She gained Lunia’s Razor at 6th level and Vindicator at 10th level. Reduce or remove her other items as needed. Tierra also has a +3 inheirent bonus to Wisdom from a Tome of Understanding and a +3 inheirent bonus to Intelligence from a Tome of Clear Thought. The cost for both items are figured into Tierra's wealth.
    Last edited by Duke Malagigi; 2008-01-27 at 02:42 AM.

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    Default Re: We are the Light that walks in darkness (PrC)

    Needs more fluff please, seems cool
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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by EvilElitest View Post
    Needs more fluff please, seems cool
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    I'll get to work on it.

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    Default Re: We are the Light that walks in darkness (PrC)

    Tierra Morales Ortega

    Background: In the year 385 A.E (Age of Enlightenment) Tierra Morales Ortega was born to Adalberto Morales Salazar and Caritina Ortega Vasquez as the last of three children. Being the only daughter of the Conde de Costa Verde, Tierra was provided tutors in the arts, history, finances, and political sciences and at her insistence sword fighting and other forms of combat. Tierra was then instructed to maintain a journal for each stance and maneuver she was taught, which she does with great diligence to retain her skills. She was spurred by her piety her to become a paladin and later a shadow knight.

    Personality: Tierra is known for her compassion, mercy (unless really and truly pushed), restraint and intellect. She’s also known for her skills in political and psychological manipulation as well as her tactical skills. Think of a 22 year-old combination Havelock Vetinari, Joan of Arc and Amélie, without the intense shyness or garden gnome. She also possesses the tactical skills of both Batman (Crazy Prepared) and Julius Caesar. In spite of her criticisms of the excesses of some of her fellow nobles opposistions to their creulty towards the common folk, Tierra has few active enemies. This is mostly because few people are stupid enough or crazy enough to take her on. They value their lives and sanity too much.

    Enemies: About 10% (15 nobles) of her father’s court hates Tierra with a passion, but only 20% of them lack enough sanity to face her. While they all have spies amongst Tierra and her family she's still unworried. Tierra simply feeds these agents false information to confuse and embarrass and manipulate her enemies and or turns them into double agents.

    Allies: The commoners and most merchants of Costa Verde, Tierra’s fifteen friends and closest companions, whom she trained very well, and 40% of her father’s court, 25% of whom are also these same close friends.

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    Default Re: We are the Light that walks in darkness (PrC)

    Nicely evolved leader there
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    Last edited by EvilElitest; 2008-01-25 at 12:48 AM.

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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by EvilElitest View Post
    Nicely devolved villianess
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    What do you mean? She's not a fanatic or abusive.

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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by Duke Malagigi View Post
    What do you mean? She's not a fanatic or abusive.
    Sorry typo, i was writing another paper at the time. I wanted to say Leader, very sorry
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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by EvilElitest View Post
    Sorry typo, i was writing another paper at the time. I wanted to say Leader, very sorry
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    Okay. So what do you think about her spy network? In other words herself, her friends and other people's spies. Also what do you think about the idea of a combat manual? By the way, that was Jaerom Darkwind's idea and not mine.

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    Default Re: We are the Light that walks in darkness (PrC)

    Are there any more comments, ideas or question for me?

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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by Duke Malagigi View Post
    Okay. So what do you think about her spy network? In other words herself, her friends and other people's spies. Also what do you think about the idea of a combat manual? By the way, that was Jaerom Darkwind's idea and not mine.
    Need to work, get back to you
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    Default Re: We are the Light that walks in darkness (PrC)

    I reworked Dread Conviction and posted one sample character. So, does anyone else want to use this Prestige Class?

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    Default Re: We are the Light that walks in darkness (PrC)

    I'd like to see someone with this class fight someone with my crusader of death class. They seem worthy counterparts.
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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by Krimm_Blackleaf View Post
    I'd like to see someone with this class fight someone with my crusader of death class. They seem worthy counterparts.
    Then make up a 16th ECL Crusader of Death using PC wealth by level rules and pit it against Tierra. That or you can wait until I make George Fredrickson and make a 28th ECL Crusader of Death to challenge him.

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    Default Re: We are the Light that walks in darkness (PrC)

    Quote Originally Posted by Duke Malagigi View Post
    Then make up a 16th ECL Crusader of Death using PC wealth by level rules and pit it against Tierra. That or you can wait until I make George Fredrickson and make a 28th ECL Crusader of Death to challenge him.
    I usually have a bit more fun with higher levels, ECL 28 it shall be!
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