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 The Shadow Murtherer, A divine caster's worst nightmare.
Khallhadras
Posted: Feb 17 2008, 04:49 PM


The Sage Observant


Group: Members
Posts: 105
Member No.: 36
Joined: 24-January 08



Enter the Shadow Murtherer...any comments, suggestions, etc, appreciated. Note that the fey-blooded feat is needed to gain entry into this class. And for a little bit of extra information, I will add this bit--Murtherer is an obselete word for "murderer" as murther is an obsolete word for murder. Enjoy. =)


This is now a Base Class, not a PrC, although there are still requirements.


Shadow Murtherer
user posted image
“Come; be not afraid of the dark. She has many secrets to offer up to those only willing to probe her many folds.”  -Xorin Shadowreave, darkling Shadow Murtherer

Shadow Murtherer’s are the servants of shadow embodied, star-crossed to a terrible fate of being consumed and eventually possessed by the very shadows they seek to so wield. Striking from the night they come in billowy dark clouds that race from horizon to horizon, only to retreat back into the darkling shelter that harbors them so.

Divine casters of all walks have a particular fear of the Shadow Murtherer, as his mere existence is a direct manifestation of profanity against every god thought of as holy to ever be. And with his shadows the Shadow Murtherer brings the bane of these casters, energies ripped from the nether-voids for his own suiting, energy so powerful and volatile in the control of a similarly volatile mind that the likes of the two combined can completely severe the tie of the most pious of worshippers with their gods, and when alone, when in the dark with no aid forthcoming or no god to pray to, then comes the Shadow Murtherer into the open. Behind him trails a smoke of death and preceding him a swell of negative energies.

At that point there is no turning back, at that point the Shadow Murtherer has his prey helplessly defeated, despite the ever-occurring last efforts that the Shadow Murtherer allows to be carried out in all of their pathetic futility before finishing his enemy and offering his pale, dead corpse and recently departed soul to the dark gods the Shadow Murtherer so serves.

Hit Dice:  d6

Abilities:  The Shadow Murtherer relies heavily on stealth and being able to avoid the attacks of other targets, both by supernatural and more down-to-earth means, such as dexterity. Wisdom also plays a pivotal role in the Shadow Murtherer’s arsenal as it is his tool with which he harasses clerics with and also an attribute that many of the Shadow Murtherer’s other abilities depend heavily upon. Closely following Dexterity then Wisdom comes Intelligence, for the skill points, and Charisma, for its obvious beguiling properties.

The Shadow Murtherer isn’t geared towards Constitution nor Strength so you shouldn’t have to worry about either of those stats.

Requirements
To qualify to become a Shadow Murtherer, a character must fulfill all of the following criteria.
Alignment:  Any evil.
Type:b]  Must be of the fey type.

[b]Class Skills

The Shadow Murtherer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level:  6+Int modifier.

Table 1-1: The Shadow Murtherer
CODE
Level BAB          Fort Ref  Will   Special
1st   +0           +0   +2   +2     Swarthy Alteration, Shadow Covenant
2nd   +1           +0   +3   +3     Mercurial Instincts
3rd   +2           +1   +3   +3    
4th   +3           +1   +4   +4     Profane Lamination I, Night’s Refuge 5%
5th   +3           +1   +4   +4     Shadow Harry
6th   +4           +2   +5   +5    
7th   +5           +2   +5   +5    Night’s Refuge 10%, Whispers in the Night
8th   +6/+1        +2   +6   +6     Profane Lamination II, Nebulous Effigy
9th   +6/+1        +3   +6   +6     Pejorative Cry
10th  +7/+2        +3   +7   +7     Night’s Refuge 15%
11th  +8/+3        +3   +7   +7    
12th  +9/+4        +4   +8   +8     Mutherer’s Offering
13th  +9/+4        +4   +8   +8     Night’s Refuge 20%
14th  +10/+5       +4   +9   +9    
15th  +11/+6/+1    +5   +9   +9     Blasphemer’s Tirade, Profane Lamination III
16th  +12/+7/+2    +5   +10  +10    
17th  +12/+7/+2    +5   +10  +10    Night’s Refuge 25%
18th  +13/+8/+3    +6   +11  +11    Severe Divine Tie
19th  +14/+9/+4    +6   +11  +11    
20th  +15/+10/+5   +6   +12  +12    Darkling Metamorphosis




Class Features
Weapon and Armor Proficiencies:  Shadow Murtherer’s are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Shadow Murtherer’s are proficient with light armor, but not with shields.

Night’s Covenant:  At level one, upon walking in the night Shadow’s and offering his prayers up to dark gods the Shadow Murtherer has begun his transformation and through better or through worse, bound by the will of higher, more malignant beings, the Shadow Murtherer cannot give recourse to this new path now. With this ability the Shadow Murtherer is able to see in the dark just as he could in regular light.

Should the Shadow Murtherer ever become of good alignment he/she permanently loses all abilities granted from the Shadow Murtherer prestige class and is affected at all times by a -2 to all skill, attack, and damage roll. The dark gods will not will the Shadow Murtherer to go back now, his future is set whether he wills it or no.

Swarthy Alteration (EX):  Upon taking this class the individual’s skin begins to already show physical changes, within a fortnight’s or less passing changing to that of a swarthy pitch black or rich, deep purple. This alteration of skin hue is not merely that, but also the beginnings of something more, something growing deep inside the Shadow Murtherer, something made to manifest in this very act and by thus doing providing the Shadow Murtherer with both advantages in night and setbacks in day.

In natural darkness the Shadow Murtherer gains a +4 bonus to all hide and move silently checks. In natural daylight the Shadow Murtherer takes a -2 penalty on all skill rolls. Also, due to this coloration all can now conspicuously see the Shadow Murtherer’s true nature and most citizens of a normal alignment bent will take fear of him. Indeed, the Shadow Murtherer is now an infamous evil, one of many of his depraved kind, hunted throughout nigh every land. The Shadow Murtherer must remain furtive, keep a low profile. As such the Shadow Murtherer receives a -8 to all disguise rolls but gains a +2 to all intimidate rolls.

Mercurial Instincts (EX):  Shadow Murtherer’s possess a fickle and ever-changing mind, filled with thoughts of mixed paranoia and insecurity in everywhere but the shadows, and even there maintaining a keen vigil.

At level one, through the benefits of this ability, the Shadow Murtherer gains a bonus to his AC equal to his Wisdom modifier, up to a total of ½ his Shadow Murtherer level. The Shadow Murtherer also receives a +2 bonus on all reflex saves.

Profane Lamination I, II, & III (SU):  At reaching level three the Shadow Murtherer can, a number of times per day equal to his Wisdom Modifier, sheath his weapon of choice in a hiatus of space, an opening in the fabric of reality itself from which leaps sparks of crackling dark energies, some of which remain suspended in the atmosphere surrounding the blade like dazzling starbursts of electric purple-black and others of which limn the emptiness where the weapon once was in a flowing pure-black tide. This ability lasts for a number of rounds equal to 2+1d4, but, if the Shadow Murtherer wills it, can be maintained as a swift action by another daily use of this ability. Activating this ability any other way is a free-action.

When his weapon is so ensorcelled by these energies it bypasses all damage reduction susceptible to the evil subtype and deals an extra 1d4+Wisdom modifier amount of damage. On critical hits this damage is not multiplied. Also, any divine caster struck by this blade must make a concentration check equal to 10+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier on any spell he is currently preparing or any spell in the next 1d3 rounds or be unable to manifest his powers and thus waste a spell slot to no effect.

At level 8 when this ability improves the duration is increased to 2+1d6 and the extra damage increases to 1d6+Wisdom modifier. Also, at level 8 when a divine caster is struck by any weapon imbued with this supernatural ability the divine caster must a concentration check equal to 15+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier on any spell he is currently preparing or any spell in the next 1d3 rounds or be unable to manifest his powers and thus waste a spell slot to no effect.

At level 15, when this ability improves once more, the duration is increased to 2+1d8 as the damage is increased to 1d8+Wisdom modifier. The requisite concentration check for any cleric hit by any weapon endowed by these energies remains the same, albeit any cleric damaged by a weapon under the effects of Profane Lamination must make a second concentration check equal to 15+1/2 Shadow Murtherer’s Shadow Murtherer level+ Shadow Murtherer’s Wisdom modifier.  If the caster fails he looses a self-selected spell of a level equal to the Shadow Murtherer’s Wisdom modifier or lower that the caster has prepared.


Night’s Refuge (EX): The Shadow Murtherer has grown more fond to the dark than he every thought he could before, knowing many of it’s secrets now and being able to employ them in the form of stealth. At level four the Shadow Murtherer is treated as if he possessed a constant concealment equal to 5%, but this ability only functions at true night and has no effect what so ever when it is not nighttime. At level 7, 10, 13, and 17 each the percentile of concealment at night increases by increments of +5% up to a total of 25% at level 17.

Shadow Harry (EX):  As a force of darkness a Shadow Murtherer must be quick and decisive in his tactics, using the darkness to his avail by evanescing into it’s depths and darting out from the least spot the opponent expects, again and again repeating such a haranguing assault until his enemy is slain. At level five, when the Shadow Murtherer catches his opponent flat-footed and he has any percentile of concealment he may make a single attack as a standard action, and by succeeding on a hiding check opposed by the opponent’s spot check the Shadow Murtherer may immediately make a move action to move however many chosen feet away from his target and simultaneously regain his hiding spot/concealment. This ability can only be used if the opponent has lost sight of you, and thus why hiding is needed in addition to the Shadow Murtherer’s natural concealment at nighttime.

Whispers in the Night (SU):  Shadow Murtherer’s take on the natural fluidity, the natural ebb and flow of the night that so surrounds him, at level seven able to express this deceptive quality in the form of sin soft words that belie their true purpose. At level seven, when this ability is added to the Shadow Murtherer’s arsenal, he may cast the spell suggestion a number of times per day equal to his Wisdom modifier. For purposes of this ability the Shadow Murtherer is treated as a caster of his total Shadow Murtherer level+Charisma modifier.

Nebulous Effigy (SU):  The Shadow Murtherer becomes even more acquainted with the darkness he so enjoys, now able to take shape of this darkness itself and go wherever shadows are allowed: through every crevice, crack, cranny, and opening available.

At level 8, when this ability is added to the Shadow Murtherer’s fastly expanding repertoire of legerdemains, he may cast the spell gaseous form a number of times per day equal to his Wisdom modifier. For purposes of this ability the Shadow Murtherer is treated as a caster of his total Shadow Murtherer level+Charisma modifier. While using this spell the Shadow Murtherer retains a relatively humanoid shape instead of loosely scatted gases. The Shadow Murtherer appears as a dark bust of himself, so shadowy and wispy as a thick cloud that no light can penetrate his form that, by the negative energies stirring inside, is held together albeit able to pass through any objects the likes of smoke can infiltrate.

Pejorative Cry (EX):  At level nine the Shadow Murtherer can let loose such an otherworldly cry so as to instill a sense of dread within his foes. All opponents within 30ft. of the Shadow Murtherer when he uses this ability must make a will save against fear equal to 15+1/2 of Shadow Murtherer’s level or be treated as if frightened for a number of rounds equal to 1d4+1. The Shadow Murtherer can only use this ability every 1d6+1 round.


Murtherer’s Offering (SU):  At level 12 a Shadow Murtherer can, by lifting up slanders and prayers up to the dark gods, sacrifice the departing soul of his victim in essence for both the Shadow Murtherer’s own health and the favor of the dark gods. When doing so and sacrificing a slain enemy to the dark god’s all that is needed is a fixed concentration over the corpse. In finishing his one minute prayers the Shadow Murtherer regains a number of hit points equal to ½ the dead opponent’s HD+it’s Con modifier. If these hit points cross the threshold of the Shadow Murtherer’s total hit points then the extra hit points are treated as temporary hit points that last for one hour. Also, if the victim was a divine caster, the Shadow Murtherer regains a number of extra hit points equal to his Wisdom modifier and can also steal a spell from the corpse and cast that chosen spell once at a caster level equal to his Shadow Murtherer level+Cha modifier. If the Shadow Murtherer’s caster level for purposes of this ability is not high enough to steal the spell he so chose the Shadow Murtherer must instead choose a different spell that is equal to his caster level for purposes of this spell.

Blasphemer’s Tirade (SU):  At level 15 the Shadow Murtherer’s ability to counteract the power of the divine is fully manifest in his sinister words, a tirade of anathemic speech that chills the bone of all to hear and leaves divine casters terrified in it’s delivery. Once per target per day the Shadow Murtherer can make an intimidate check against any divine caster. For every five points the intimidate check exceeds the caster’s roll the caster is treated as one caster level lower to a minimum caster level of one and for a total number of rounds equal to ½ the Shadow Murtherer’s Shadow Murtherer levels minus the opposed casters Wisdom modifier.

Severe Divine Tie (SU):  As a full round action the Shadow Murtherer may intervene between a single divine caster’s connection, which is manifest in clerical abilities, and his god. By taking no other actions for one whole round and by maintaining concentration on this ability the opposing divine caster must make a will save versus 20+the Shadow Murtherer’s Wisdom modifier or be unable to cast any divine spells for a number of rounds equal to 1d3+2. If the Shadow Murtherer’s concentration is broken or the divine caster otherwise succeeds in his will save the Shadow Murtherer’s sole use of this ability is used up for the day and he may not attempt to cast it again until a new night comes around, the period in which this spell is restored. Uses of this spell do not stack or in any way overlap if not used in the allotted amount of recharge time.

Darkling Metamorphosis (EX):  At level 20 the Shadow Murtherer is now the very epitome of shadows, his soul possessed, corrupted, conceited, and usurped by the very power he sought to control—the shadow and the Shadow Murtherer are now one (Darkling template to come soon. It’ll be worth those two levels of blank character, trust me =) ).




Creature of the Night
Your are a creature of the night, prowling it’s seemingly endless expanses for pleasure.
Prerequisites:  Darkvision
Benefits:  You gain a +2 bonus to all listen, search, and spot checks made in natural darkness.


All has been modified. Feed me more suggestions, please.
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Sig
Posted: Feb 18 2008, 08:08 PM


Fey/Devil extraordinaire


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This is lookin really good. I'll have to fully absorb the functions and abilities in time, though.

The class Special entry requirement made me laugh but that is quite an appropriate line...
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Khallhadras
Posted: Feb 18 2008, 08:17 PM


The Sage Observant


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Yeah, the class entry requirements are pretty stupid and to be quite frank I am well aware they made me look emo--but I guess the requirements are better than claiming to belong to this class without having ever even once walked in the night. Of course, if your smart and have taken this class you won't be caught dead anywhere else but the night.

EDIT: By the way, in case anyone was wondering, the capstone is going to be an applied template known simply as the "Darkling"...any other name suggestions or any suggestions at all before I start typing up that template? It's a +2 LA template, by the way.
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Anets
Posted: Feb 18 2008, 08:33 PM


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Quickie: if you want 20 levels, you would probably do right to make it a base class; if you want it to be a PrC, I'd lower the total levels by at least 5. :0
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Sig
Posted: Feb 19 2008, 03:05 AM


Fey/Devil extraordinaire


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Oh and rather than state "Fey-Blooded' feat, you should require the Fey type.
Having any feat or subtype (granted by a feat) counts the character as Fey anyway.
Requiring exactly the feat limits the class down to... well... characters with the feat.

You could do....
Requirements:
Evil alignment
Fey type
Character level 5 (if PrC, otherwise leave this one out)
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Khallhadras
Posted: Feb 19 2008, 03:44 AM


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Alright, thank you everyone and all of this information was put to good use. I had a complaint that this class was too weak for a 20th level, it wasn't worth the effort and wasted levels, does anyone agree with this? I'm thinking about upping the damage on Profane Lamination. Either that or make the capstone ability a truely desirable template with an la of +3 rather than +2.
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Talisman
  Posted: Feb 21 2008, 08:01 PM


Half-dragon mage


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All right, I finally got a chance to sit down and look this over. Here is my impeccable critique; ignore it at your peril wink.gif

Alignment: I'd change this to "any non-good." I flat-out hate alignment restrictions on classes, and as written, you've excluded this class from the PCs in 75% of D&D campaigns.

Must be fey: Maybe. I deliberately didn't include this restriction for my Bright Blade class, because while I think we should encourage fey PCs, we also need to have some fun stuff for the mortals. I can see a mortal becoming a Bright Blade, and I can see a mortal becoming a Shadow Murther. Just MHO.

Night's Covenant: Should this be darkvision, perhaps with an increasing range? Say, start at 90', +30' every 5 levels.
Is this an Ex ability? It doesn't say.

Also, the section on non-evil SM's...I'd put this at the end of the description, under an "Ex-Shadow Murtherers" header. It seems a bit harsh...take a page from the Paladin: an ex-SM loses all class abilities and cannot gain more levels as a SM unti he atones.

Swarthy Alteration: "You're black! You must be evil!" Drow aside, I don't think I like this much. The mechanical effects are fine, but the "skin turns black"...no. I see this as more of a metaphysical transformation...a SM becomes "dark of spirit" as they come to embody darkness.

How about gaining a bonus on Hide, Intimidate and Move Silently rolls, and a corresponding penalty on Diplomacy and Disguise rolls? Also, I think this bonus/penalty should scale with level...say, +2/-2 at 1st level, with an additional +/-2 at 5th, 9th, 13th, and 17th, for a final total of +/-10.

Mercurial Instincts: On the Wisdom-to-AC, I would specify that this bonus applies only when the SM is wearing light armor or no armor.

Instead of a flat bonus to Reflex saves, allow the SM to either (1) add his Wisdom mod to his Reflex save bonus, or (2) use his Wisdom modifier instead of his Dexterity modifier.

Profane Lamentation: A few suggestions:
  • Activation should be a swift action. The line about maintainng it is pointless; when the effect ends, the SM can spend another daily use to activate it again.
  • Duration should be equal to the SM's Wisdom modifier in rounds. PL2 could up this to 3 + Wis mod, and PL3 could up it to 5 + Wisd mod. Less rolling and bookkeeping.
  • Should bypass DR as magic, as well as evil. PL2 could add the SM's other alignment component (lawful or chaotic), and SM3 could bypass hardness/DR as adamantine...your shadow-shrouded blade tears through stone like so much clay.
  • I'd change the bonus damage to either [SM's Wisd mod] at PL1, [Sm's Wisd mod x2] at PL2, and SM's Wis mod x 3] at PL3, or 1d8/2d8/3d8. Also, why doesn't it multiply on a crit? All damage not expressed as extra dice normally multiplies on a crit.
  • The effect on divine spellcasters should affect all spellcasters. This is a cool class, but "anti-priest" is not enough for a base class. "Anti-spellcaster", OTOH, is...and it's one that WotC hasn't made yet.
  • The spell-busting effect should require a Will save, not a skill check. Also, I recommend that the "interferes with spellcasting" effect last for only 1 round at PL1, 2 rounds at PL2, and 3 rounds at PL3.
  • I'd also throw in an extra efect...if you strike a spellcaster with a PL-enhanced weapon while his spellcasting is impaired from PL, his caster level is reduced by 1 for the duration. Multiple hits stack. This wouldn't affect spells known, but would affect the power of said spells.
Night's Refuge: Does this psuedo-concealment allow the SM to Hide? (normally you need either cover or concealment to hide). Or is it only a miss chance?

Shadow Harry: This description is confusing and, if I'm understanding it correctly, not terribly useful. it's like a Spirng Attack that requires several conditions and die-rolls. I'd scrap it and throw in Fast Movement or a few dice of Sneak Attack (or even both).

Whispers in the Night: Since this is a Su ability anway, how about making the DC 10 + 1/2 SM'a class level + SM's Cha modifier? This keeps the DC at least somewhat relevant at high levels.
Caster level should equal class level. Why would a 7th-level SM cast as a 10th-level wizard? Makes no sense.

Nebulous Effigy: Ditto regarding the caster level. Otherwise, I really like this.

Pejorative Cry: I'd consider making the are a cone, so the SM doesn't have to constantly worry about catching his allies in the area. Maybe he can choose: a 30'-radius burst centered on the SM, or a 60' cone.
DC should be 10 + 1/2 class level + Cha mod.
Shouldn't this be a Su ability?

Murtherer's Offering: Cool! Very unique and flavorful ability. However, I do have a couple of points.
How many times can this be done? If a SM single-handedly kills, say, six 8th-level human fighters, each with a Con of 16, could he use this ability on all of them, potentially regaining [7 x 6 =] 42 hp?
If the answer is yes, and the SM kills multiple spellcasters, can he steal spells from all of them? What's the maximum? If a SM massacres 20 acolytes, can he carry around 20 cure light wounds spells? How long does he retain them?
Again with the caster-level-higher-than-class-level business.
I'd change the flavor from "offering to evil deities" to "necromantic power." The SM could absorb the residue of the victim's life-force rather than sacrificing his soul. Oh, and can these poor dead fellows be raised? Animated? Does this ability work on undead? Outsiders? Animals? Oozes? Etc.

Blasphemer's Tirade: Looks good...I think this should work against all spellcasters, not just diviniarchs...but you already knew that.

Severe [sic] Divine Tie: (should be "sever," BTW) Looks good.

I'd like to see a couple more SLAs along the lines of Whispers in the Night and Nebulous Effigy...I can think of several spells that would be appropriate just offhand. Also, the SM should get some sort of dispel magic ability, possibly even break enchantment at higher levels.

This guy's a little screwed in the offense department, especially when facing non-spellcasters. His basic weapon is going to deal 1d6 damage, and Profane Lamentation, while cool, doesn't equal sneak attack, rage or smite. I'd throw in a few dice of Sneak Attack - maybe 1d6 every 4 levels - and/or the ability to impose a few conditions, a la my Crow Warrior PrC. Blindness seems particuarly appropriate, as would slowed or dazed.

Once again, the prose could stand to be a little less purple and a little more clinical. I bet you're tired of hearing that.

Overall, this is a kick-ass class that needs a bit of tidying. It fills a unique niche and, while nicely fey, would work equally well in a non-fey-centric campaign.
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draajen
Posted: Mar 17 2008, 03:28 AM


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This is a very awesome class. I'd like to see it's abilities at epic levels.
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Khallhadras
Posted: Mar 19 2008, 10:29 PM


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Ugh. Thanks, but I highly doubt if you'll see that soon, if at all. I've been having a creativity lapse lately and am having problems actually garnering enough desire to even finish the class itself.
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Bigode
Posted: May 16 2008, 11:15 PM


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QUOTE (Khallhadras @ Mar 19 2008, 10:29 PM)
Ugh. Thanks, but I highly doubt if you'll see that soon, if at all. I've been having a creativity lapse lately and am having problems actually garnering enough desire to even finish the class itself.

Do you mind if I rewrite it, then (I think Sig could say some positive stuff about me, in case you need)?
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Khallhadras
Posted: Jul 18 2008, 03:00 AM


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No, no, If you're willing feel free, I would be more than pleased. Don't mind the ryhme. . .
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Bigode
Posted: Jul 25 2008, 12:49 AM


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Both somewhat rough (for now) and extremely "clinical" - that one on purpose; I intend to add flavor over it once mechanics are polished.

---

SHADOW MURTHERER

Hit Die: d6.
Attack: Average.
Fortitude: Poor.
Reflex: Good.
Will: Good.
Skill Points: 8.
Proficiencies: Simple weapons, hand crossbow, rapier, sap, short sword, shortbow, light armor.
Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (nature, planes, religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope.

1 Night Eyes, Trapfinding
2 Shadow Covenant, Sneak Attack +1d6
3 See Heart, Unknowable Urges
4 Profane Lamination
5 Night’s Refuge
6 Shadow Covenant, Sneak Attack +2d6
7 Nebulous Whisperer
8 Reject Blessings
9 Pejorative Cry
10 Shadow Covenant, Sneak Attack +3d6
11 Shadow Harry
12 Spirit Sting
13 Unravel Fetters
14 Shadow Covenant, Sneak Attack +4d6
15 Blasphemer's Tirade
16 Murtherer’s Offering
17 Reject Directions
18 Shadow Covenant, Sneak Attack +5d6
19 Sever Faith
20 Dark Realization

Night Eyes (Ex): Darkness of any kind never impairs a shadow murtherer's sight.

Trapfinding: Shadow murtherers 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.
Shadow murtherers 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 shadow murtherer 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 their party) without disarming it.

Shadow Covenant (Ex): In shadowy illumination or total darkness, the shadow murtherer gains a +4 bonus to Hide and Move Silently checks. In bright light, the shadow murtherer gains a +4 bonus to Intimidate checks and a +2 bonus to Listen and Spot checks, and suffers a -4 penalty to Disguise checks.
Once every four levels after 2nd, the bonuses to Hide, Move Silently and Intimidate increase by 2, the bonuses to Listen and Spot increase by 1, and the penalty to Disguise worsens by 2.

See Heart (Su): The shadow murtherer may use detect chaos/evil/good/law and detect magic, each a number of times per day equal to their Wisdom modifier, with caster level as per supernatural abilities.

Unknowable Urges (Su): Whenever the shadow murtherer would be subject to an effect reliant on their alignment, they can make a Bluff check; if they succeed, the effect treats the shadow murtherer as if they were of an alignment of their choice. Also, the shadow murtherer gains a +4 bonus to saving throws against effects that might allow access to their thoughts or memories.

Profane Lamination (Su): As a swift action, the shadow murtherer can enhance an attack, as long as it is made in the same round. The attack pierces damage reduction as a magic weapon of whatever alignment might be needed.
Additionally, if a successfully hit target is able to cast divine spells and of a character level no higher than the shadow murtherer's, they must make a Wisdom check (DC 13 + shadow murtherer's Wisdom modifier). Should they fail, all their divine caster levels suffer a -4 penalty (to a minimum of 0) for 1 round; if they fail by 5 or more, they do not notice the loss, and might attempt casting spells of a level too high for their caster level; all costs for such a spell are wasted. This check cannot be forced more than once per round on any given target.

Night’s Refuge (Su): The shadow murtherer always has concealment.

Nebulous Whisperer (Su): The shadow murtherer may use gaseous form and suggestion, each a number of times per day equal to their Wisdom modifier, with caster level and save DC as per supernatural abilities.

Reject Blessings (Su): The shadow murtherer can touch an opponent as a standard action. If the attack hits, and the opponent is of a character level no higher than the shadow murtherer's, they must make a Wisdom check (DC 13 + shadow murtherer's Wisdom modifier). Should they fail, any spells, spell-like or supernatural abilities affecting them that were activated by themselves and have a duration other than permanent have that duration ended (that includes ceasing to affect any other targets).

Pejorative Cry (Su): Once per 1d6+1 rounds, the shadow murtherer may attempt to frighten their foes as a standard action. All oponents within 30 feet of the shadow murtherer must make a Will save or be frightened for a number of rounds equal to the recharge time for a new use of this ability, minus 1.

Shadow Harry (Ex): The shadow murtherer can make a weapon attack against an opponent denied their Dexterity bonus to Armor Class as a standard action. If the attack is successful, and the shadow murtherer has concealment against the target, the target must make a Reflex save (DC 10 + half shadow murtherer's class level + shadow murtherer's Wisdom modifier), or be denied their Dexterity bonus to Armor Class against all attacks for 1 round. Additionally, if the target has not acted yet in the encounter, they are also dazed for 1 round.

Spirit Sting (Ex): The shadow murtherer's successful sneak attacks deal 1 point of Constitution damage apiece. This ability ignores immunity to ability damage gained from the target's type or subtypes, and a target without a Constitution score still suffers penalties for every 2 points of damage dealt with this ability (though the target will not be at risk of death from having their Constitution reduced to 0).
Additionally, when a target's turn starts with damage taken from this ability in the previous round, the target must make a Fortitude save (DC 10 + half shadow murtherer's class level + shadow murtherer's Wisdom modifier); should it fail, all damage taken from this ability in the previous round becomes ability burn. If the target suffered spirit stings from multiple shadow murtherers, damage dealt by each is treated separately.

Unravel Fetters (Su): The shadow murtherer may use break enchantment and greater dispel magic, each a number of times per day equal to their Wisdom modifier, with caster level as per supernatural abilities.

Blasphemer's Tirade (Ex): The shadow murtherer can demoralize an opponent as a swift action, and a demoralized divine spellcaster is frightened instead of shaken. Also, all fear effects employed by the shadow murtherer treat immunity to fear as a mere +4 bonus to checks or rolls to resist such effects.

Murtherer’s Offering (Su): Within one minute of participating in a killing, a shadow murtherer can spend 1 round concentrating, either in the place where it was done or near the corpse, to regain a number of hit points equal to twice the victim's Challenge Rating. Any excess over the shadow murtherer's hit point maximum is stored as temporary hit points that last for 1 hour. This ability only works on targets that can be ressurrected, and once subjected to this, they can only be ressurrected via true ressurrection. No victim can be subjected to this more than once, even by multiple shadow murtherers (except if ressurrected and killed again).
Additionally, if the victim was a divine spellcaster, the shadow murtherer comes to know the victim's prepared or known (if the victim was able to cast that spell spontaneously) spells, and can choose one, to store one copy of it as if it had been prepared by the shadow murtherer. This copy lasts for one day per class level or until it is expended, and does not require a minimum ability score, but requires a minimum class level in place of the usual caster level requirement. The shadow murtherer cannot have more than one such spell stored at once, and that spell, once cast, uses all the parameters it would have if cast by the original caster.

Reject Directions (Su): Whenever the shadow murtherer's movement would be impaired in any way by an effect that could be affected by greater dispel magic, the shadow murtherer can use it on that effect as a nonaction if there are still uses from unravel fetters remaining.

Sever Faith (Su): By concentrating and speaking for 1 round, the shadow murtherer can, against a creature of Intelligence 3 or higher within 30 feet, make a Bluff check opposed by 1d20 + the target's Concentration modifier or the target's character level, whichever is higher. If the check succeeds, the target changes their alignment to any of the shadow murtherer's choice for 1 minute; the target mostly rationalizes their objectives so they are compatible with the new alignment, but might change methods or refrain from some actions depending on the change. This alignment change counts at first as involuntary (and can cause the loss of character traits as appropriate), but the target can be persuaded to willingly make it permanent.

Dark Realization (Su): [something here]
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Khallhadras
Posted: Jul 26 2008, 01:20 AM


The Sage Observant


Group: Members
Posts: 105
Member No.: 36
Joined: 24-January 08



I'm liking this revision so far. Is that capstone ability being as elusive to you as it was to me?
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Guest
Posted: Jul 26 2008, 08:27 PM


Unregistered









Not really. I rushed it because I had to leave at that moment. And will do so again ...
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