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View Full Version : The Nisdaiyu [3.5] [The Lost World of Tareea]



AstralFire
2009-08-07, 09:47 PM
Note: Am borrowing some flavor from my own Eldritch Blade. This is largely because most of that class already fits what I wanna do...

The Nisdaiyu
"You're better than this- stronger than this! You're not the person I knew anymore!"
"...Guilty as charged. And loving it. Stronger than that? Hell, you ain't seen nothin' yet."
- Shona and Raonoios

There are individuals who will do anything to themselves in search of power and perfection. They will even plumb the depths of their own souls, simply to become warriors without parallel. They learn to mold the spirit, to shape it, and to force it to take the form of a primal aspect of the world - and then use it as a weapon. If you are not willing to put your soul on the line, then anything you fight for is meaningless in their eyes.

Warriors beyond parallel, the Nisdaiyu learn the tricks of magicians and enchanters, but their true calling is to the battlefield - and those who face them in the field of battle fear most the sharpened claw of their foe's soul...

Adventures: Nisdaiyu are drawn to adventure inherently, seeking to explore and test the depths of their newfound strength. The artistry of bending one's own soul is something that must be demonstrated to others in order for them to appreciate. Almost all Nisdaiyu were drawn to this path initially in order to gain power - the power to betray, the power to be strong, the power to do what they want and cast off the chains of the seven houses. Those who survive the initial steps of their training return at the forefront of dark armies to their former homes.

Characteristics: Nisdaiyu tend to be resilient of spirit, fearless, and perfectionists. They may orchestrate events around them, turning others into their unwitting pawns, or they may decide that carving up live bodies is the way to get things done. However they go about their business, Nisdaiyu do it with full confidence and heart; doing something halfway is almost as bad as doing nothing at all.

Background: Nisdaiyu are made, not born. It takes an intense dedication to master both the physical rigors of their training as well as the spiritual and mental ones. The powers of the far shadows are offered to all by the dark armies, but only a select few master these gifts.

Races: A soul is a soul is a soul. Any creature which has a soul that can be separated from its physical body is capable of following this path. Rewnethock are the most common members of this class, seeing it as their path to redemption and glory against the Seven Houses that shamed them and broke them. However, power hungry members of all the Seven have been seen among their ranks.

GAME RULE INFORMATION
Nisdaiyu have the following game statistics.
Abilities: A high Strength score is the single most valuable statistic to a Nisdaiyu, increasing her ability to strike and how hard she hits. A high Charisma score makes what few offensive casting abilities she has harder to resist, as well as increasing her proficiency with magic items and ability to dodge hits, while a high Constitution allows her to more easily fight on the frontlines.

Alignment: Any.
Hit Die: d12.
Race: Any which has a soul separate from its body. Typical outsiders or elementals, for example, do not qualify - although a native outsider does.

The Nisdaiyu's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int Modifier)x4
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|
+0|
+2|
+2|
+0|Liberty's Shadow, Dark Apparitions

2nd|
+1|
+3|
+3|
+0|Smell Magic, Strike the Void I

3rd|
+2|
+3|
+3|
+1|Eclipse the Soul

4th|
+3|
+4|
+4|
+1|Penumbra

5th|
+3|
+4|
+4|
+1|Dwell in Darkness, Strike the Void II

6th|
+4|
+5|
+5|
+2|Aura of Shadow, Low-Light Vision

7th|
+5|
+5|
+5|
+2|

8th|
+6/+1|
+6|
+6|
+2|Eclipse II, Strike the Void III

9th|
+6/+1|
+6|
+6|
+3|A Pale Horse

10th|
+7/+2|
+7|
+7|
+3|Aura of Gloom

11th|
+8/+3|
+7|
+7|
+3|Shadow Marionette, Strike the Void IV

12th|
+9/+4|
+8|
+8|
+4|Eclipse III

13th|
+9/+4|
+8|
+8|
+4|Death of Dreams

14th|
+10/+5|
+9|
+9|
+4|Aura of Fear, Strike the Void V

15th|
+11/+6/+1|
+9|
+9|
+5|Darkvision

16th|
+12/+7/+2|
+10|
+10|
+5|Eclipse IV

17th|
+12/+7/+2|
+10|
+10|
+5|Edgewalker, Strike the Void VI

18th|
+13/+8/+3|
+11|
+11|
+6|Aura of Death

19th|
+14/+9/+4|
+11|
+11|
+6|

20th|
+15/+10/+5|
+12|
+12|
+6|Descension, Eclipse V, Strike the Void VII[/table]

Class Features
All of the following are class features of the Nisdaiyu.

Weapon and Armor Proficiency: Nisdaiyu are proficient with all simple and martial weapons; though many of their numbers are drawn from creatures which cannot wield weapons, the tool-using families spend much time honing their skill. Nisdaiyu are proficient with all light and medium armor and all shields (including tower shields).

Liberty's Shadow (Su): Upon taking their first level in this class, a Nisdaiyu breaks her former allegiances. All House-dependent magic (such as Words of Command from her House Lord) fails to affect the Nisdaiyu.

Dark Apparitions (Ex): Some aspect of the Nisdaiyu's appearance is altered in a minor but unmistakable way that is unnatural to her race; a Rewnethock might become snow-white in appearance (Rewnethock albinos are a pale yellow), or a Zeffi might permanently radiate a dark aura that seems to invert the world visually. This is a purely aesthetic alteration with no direct mechanical consequence, but it overcomes any attempt to disguise it, short of drastic mundane measures like wrapping the Nisdaiyu's entire body in opaque cloth. Magical effects like Alter Self simply create a new form that is equally as obviously tainted.


She can attempt to suppress this ability as a full-round action; uniquely, it is harder to manage this the more powerful she becomes. The round after the suppression, and every thirty minutes that she tries to maintain the suppression, she must make a DC 5+(2xClass Level) Will Save to keep from reverting. A Nisdaiyu who has come far in this class is essentially unable to hide her true nature.

Smell Magic (Sp): A Nisdaiyu of second level can use detect magic as the spell at will, as long as she is able to use her nose. Her caster level equals her class level.

Strike the Void: Beginning at second level and every three levels thereafter, the Nisdaiyu is able to edge her weapons with her own soul when she attacks with special martial techniques. Pick a combat ability from the list below each time you gain this ability.


Death Shards (Su): As a standard action, you can rain lethal shards of your inner emptiness upon your foes. Enemies within 10 feet of you must make a Reflex Save (DC 10+½Class Level + Charisma modifier) or take profane damage equal to twice your class level. A successful Reflex Save halves this damage.

Dark Whirlwind (Su): The Nisdaiyu learns to fight with a series of fast, rhythmic strikes in order to catch opponents off-balance and maximize potential openings. As a swift action, you can declare yourself to be in a Dark Whirlwind this round; you may not use this ability while dazzled. Each attack you land this round gives you a stacking +1 bonus to your attack and damage rolls until immediately before your next turn; however, the spinning motions dazzle you for one round afterwards.

Mercurial Strike (Ex): Your fighting style instinctively values offense over defense - you are vulnerable, and you must minimize this vulnerability by minimizing combat time. As a free action, you can take a -2 penalty to your armor class for one round in order to double your threat range. This effect stacks with the Improved Critical feat or a magic enchantment that increases your threat range, although normal rules on critical range stacking apply. (Two doubles is a triple, etc.)

River of Rage (Su): You can unleash your soul as a river of energy against opponents. As a standard action, you can make a melee attack with your weapon against a single opponent within 250 feet, as long as you have line of effect to the target. If you are dual-wielding weapons, you may make one River of Rage attack with each weapon at a -4 penalty to your attack rolls. (-2 if you have the Two-Weapon Fighting feat.) You must have at least 5 levels of Nisdaiyu to learn this Strike the Void ability.

Shatterpoint (Su): You seek to target your opponent's psychological weaknesses and exploit them. Once per encounter, you may choose a single melee attack to be your Shatterpoint attack, adding your Charisma modifier as a bonus to the attack roll. If the attack hits, the target must make a Will Save (DC 10+½ Class Level + Charisma modifier) or be Sickened for 1d4 rounds. This is a mind-affecting ability. You must have at least 5 levels of Nisdaiyu to learn this Strike the Void ability.

Dual Strike (Ex): The Nisdaiyu makes two strikes where a lesser warrior could only succeed at one; if you take this Strike, during most special attack actions such as an Attack of Opportunity, Charge or Spring Attack where you could only make one attack, you can slash out with your offhand weapon with a -2 penalty to both attacks. This does not change any Strike the Void abilities which are not already compatible with Two-Weapon Fighting, nor Tome of Battle maneuvers. You must have at least 5 levels of Nisdaiyu and have the Two-Weapon Fighting feat to learn this Strike the Void ability.
Death Storm (Su): Your Death Shards attack extends out another ten feet and deals damage equal to three times your class level. You must have at least 8 levels of Nisdaiyu and already possess Bladewind to learn this Strike the Void ability.

Greater Dark Whirlwind (Ex): When you land a critical threat while in a Dark Whirlwind - even if the creature is immune to critical strike damage - you gain an additional stacking bonus to your attack and damage rolls equal to your critical multiplier. You must have at least 11 levels of Nisdaiyu and already possess Dark Whirlwind to learn this Strike the Void ability.

Mercurial Smite (Ex): When you activate your Mercurial Strike ability and successfully perform a critical hit, you may immediately perform a trip, disarm, sunder, or bull rush attack on the same target. This extra attack does not provoke an attack of opportunity, and a failed attempt doesn't allow a reactive attempt by the target. You must have at least 11 levels of Nisdaiyu and already possess Mercurial Strike to learn this Strike the Void ability.

Chain of Rage (Su): As a full-round action, you can make a melee attack with your weapon against a single opponent within 250 feet, as long as you have line of effect to the target. If this attack is successful, you can make an additional attack against another opponent within 30 feet and line of sight of the first; if this attack also hits, you may continue to a third, and so on. You can "jump" the chain to one secondary target per five class levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can't target the same creature more than once with the Chain of Rage. If you miss any target in the chain, the Chain of Rage attack ends there. You must have at least 11 levels of Nisdaiyu and possess River of Rage to learn this Strike the Void ability.

Improved Shatterpoint (Ex): You demonstrate to your opponent the crippling vulnerabilities in their attack style, sending them reeling. Your Shatterpoint attack Stuns the victim for 1 round if they fail their Will Save, and leaves them Sickened for the rest of the encounter as long as you successfully manage to hit. You must have at least 11 levels of Nisdaiyu and possess Shatterpoint to learn this Strike the Void ability.
Swift Death (Ex): Your Death Shards attack deals damage equal to four times your class level on a failed save. Once per encounter, you may use that ability as a swift action. You must have at least 14 levels of Nisdaiyu and already possess Death Shards and Death Storm to learn this Strike the Void ability.

Reap the Whirlwind (Ex): Instead of entering a Dark Whirlwind, you may choose to Reap the Whirlwind as a swift action; this provides the standard benefits of Greater Dark Whirlwind, and may be used even while Dazzled. If you successfully hit with four or more attacks in one round on the same target, the target must make a Fortitude Save of DC (10+½Class Level+Charisma Modifier) or immediately drop to -1 hit points if their health is not already equal to or below that number. You recover health equal to the amount lost by the victim. Additional successful attacks beyond the fourth grant an increasing +2 bonus to the save DC. If the victim makes their save or you do not make four or more successful attacks this round, you are dazed the following round. You must have at least 17 levels of Nisdaiyu and already possess Dark Whirlwind and Greater Dark Whirlwind to learn this Strike the Void ability.

Mercurial Torrent (Su): When you activate your Mercurial Strike ability and successfully perform a critical hit, you overwhelm the opponent as your soul becomes a torrent of energy, striking down those who oppose you. The victim must make a Fortitude Save with a DC of (10+½Class Level+Charisma Modifier) or die as raw shadow energy overwhelms them. You must have at least 17 levels of Nisdaiyu and already possess Mercurial Strike and Mercurial Smite to learn this Strike the Void ability.

Arcing Rage (Su): As a full-round action, you can make a melee touch attack with your weapon against a single opponent within 250 feet, as long as you have line of effect to the target. If this attack is successful, you can make an additional attack against another opponent within 30 feet and line of sight of the first; if this attack also hits, you may continue to a third, and so on. You can "jump" the chain to one secondary target per three class levels, so you can strike two additional targets at 6th level, three additional targets at 9th level, and so on. Each new target must be within 30 feet of the previous one, and you can't target the same creature more than once with the Arcing Rage. If you miss any target in the chain, the Arcing Rage attack ends there. You must have at least 20 levels of Nisdaiyu and possess Chain of Rage and River of Rage to learn this Strike the Void ability.


Eclipse the Soul (Su): Beginning at third level, the Nisdaiyu learns how to splinter their soul and reveal her true darkness to her victim, in all of its horrid glory. As a swift action, she assumes a new form based on her original house. This form is dark and shadowy, and it is impossible to get a good look at it; only points of high contrast, such as the open eyes around the beast's body, can be seen.

{table=head]House | Form | Special Benefit
Alarus and Rewko | Two-Headed Dragon | You can make a 60 ft. ray breath attack as a standard action. This attack deals 1d4 sonic damage for every level you have in this class. A Fortitude saving throw of DC (10+½Class Level+Charisma Modifier) negates the attack.
Nole and Dius | Thousand Eyed Beast | You gain Blindsight out to 60 feet. You are treated as if you were two sizes larger for the purposes of grapple, disarm, trip, overrun, and bullrush attacks.
Turlis | Bladed Spider | You may decide to take two attacks of opportunity against a single target. If you only have one attack of opportunity remaining for the round, you may still use this ability.
Vhig | Dark Crystal | You gain spell resistance equal to 10+Class Level.
Eunod | Six-Armed Giant | Whenever you make a full attack action, you can take one extra attack with one or both weapons at no penalty.[/table]

This new form is primarily illusory; the Nisdaiyu appears to grow two sizes for the duration of the effect, but does not take up additional space nor gain additional reach. While in this form, she gains a Deflection Bonus to Armor Class equal to her Charisma modifier, and the form appears armored accordingly.

A Nisdaiyu may only use Eclipse the Soul once per encounter. Its effects last for one round, until just before her next turn.

Penumbra (Sp): The eyes are the window to the soul, and the edge of every eye holds darkness and terror. As a standard action cast time, a Nisdaiyu of fourth level or higher can attempt to draw the darkness over the eyes of a foe within 60 feet. The target must make a Fortitude saving throw of DC (10+½ Class Level+Charisma Modifier) or be blinded, struck mute, and quake in fear for the next minute. This is the equivalent of a second level spell, and is immediately negated should the victim's eyes be directly exposed to bright light (a torch next to their face, or a daylight spell in the area), as well as if the victim is attacked. If the minute passes uneventfully aside from the spell, the victim must make a Will saving throw of the same DC or forget that it ever occurred. Immunity to fear or mind-affecting abilities nullifies this attack, as does blindness or natural lack of sight.

Dwell in Darkness (Su): A Nisdaiyu of fifth level or higher may move from shadow to shadow. With a ritual that requires an hour of preparation and 100 GP of materials, she may designate an area of total darkness, such as a cave, or a permanent darkness spell. This becomes her shadow dwelling. When standing within a shadow large enough to contain a creature of Huge size or larger, the Nisdaiyu may step between the threads of reality and return to her shadow dwelling as a swift action. If her shadow dwelling has been destroyed (illuminated, for example) when she tries to use the ability, the ability fails. This is a teleportation effect, and she may use this teleportation effect once a week.

Shadows are not a place for a living creature to dwell; upon returning to her dwelling, her hit points are immediately reduced to 1 (if they were higher) and she takes nonlethal damage equal to her maximum hit points, knocking her unconscious.

Aura of Shadow (Su): A Nisdaiyu of sixth level or higher is cloaked in utter darkness. Non-magical lights immediately die within thirty feet of her; she may suppress or reactivate this ability as a full-round action. Ambient natural light can never rise above 'low-light conditions' within sixty feet of the Nisdaiyu. Magical light with a caster level that is five or more levels below her class level is affected by this aura similarly.

Low-Light Vision (Ex): Through long duration in the darkness, the Nisdaiyu can now see in twilight as she does in light. She can see twice as far as a normal person in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Eclipse II, III, IV, V: At eighth level, the Nisdaiyu can use Eclipse the Soul up to two times an encounter, for a maximum of two rounds an encounter. These rounds can be split up however she wishes; she may use them consecutively, increasing the duration of the effect, or she may use them on separate instances. At twelfth level, and every four levels thereafter, the number of rounds she can use the ability increases by an additional 1.

A Pale Horse: At ninth level, a Nisdaiyu masters a weaker version of her Eclipsed form for travel. As a full-round action, she may access her Eclipsed form and stay in it indefinitely; however, she does not gain its usual benefits, instead getting the following:

{table=head]House | Form | Special Benefit
Alarus and Rewko | Two-Headed Dragon | You gain a flight speed of 240 feet, clumsy maneuverability.
Nole and Dius | Thousand Eyed Beast | You gain Blindsense out to 20 feet, and climb, land, burrow, and swim speeds of 60 feet. Once a minute you can move as if you had three times your speed.
Turlis | Bladed Spider | You turn ethereal (http://www.d20srd.org/srd/specialAbilities.htm#etherealness).
Vhig | Dark Crystal | As a move action, you can teleport between any two shadows within sight of each other, provided they are large enough to contain a Huge creature.
Eunod | Six-Armed Giant | You gain climb and land speeds of 100 feet.[/table]

While in this alternate form, you are unable to make attacks, cast spells, or manifest powers, and exiting the form requires a full-round action.

Aura of Gloom (Su): A Nisdaiyu of tenth level or higher is surrounded by a dark and dreary aura that takes its emotional toll. After ending any kind of encounter with a Nisdaiyu, win or lose, both allied and opposed creatures are fatigued; this ability does not affect other Nisdaiyu who are allied with you, nor allied Cloakmasks. Fatigued creatures are not made exhausted. An hour of rest can remove a fatigued condition caused by this effect, and this ability does not affect opponents with more hit dice than the Nisdaiyu. This is a mind-affecting ability.

Shadow Marionette: At eleventh level, the Nisdaiyu's alternate form in Eclipse the Soul becomes stronger:

{table=head]House | Form | Special Benefit
Alarus and Rewko | Two-Headed Dragon | You can make a 60 ft. ray breath attack as a standard action. This attack deals 1d6 sonic damage for every level you have in this class and stuns the affected target for one round. A Fortitude saving throw of DC (10+½Class Level+Charisma Modifier) halves the damage and negates the stun.
Nole and Dius | Thousand Eyed Beast | You gain Blindsight out to 60 feet. You are treated as if you were two sizes larger for the purposes of grapple, disarm, trip, overrun, and bullrush attacks. When grappling, you deal 3d6+Strength Modifier constriction damage in addition to your primary damage.
Turlis | Bladed Spider | You may decide to take two attacks of opportunity against a single target. If you only have one attack of opportunity remaining for the round, you may still use this ability. Your successful melee attacks deal 2 points of Constitution damage.
Vhig | Dark Crystal | You gain spell resistance equal to 10+Class Level. If a spell cast at you is resisted, you regain health equal to twice the level of the spell, and the caster is shaken.
Eunod | Six-Armed Giant | When you charge a foe, you may make a full attack rather than a single attack. Whenever you make a full attack action, you can take one extra attack with one or both weapons at no penalty.[/table]

Additionally, while in this form you gain Damage Reduction x/- equal to your Charisma modifier; this stacks with any existing Damage Reduction of the same type which you may already possess.

Death of Dreams (Sp): At thirteenth level, the Nisdaiyu can attempt to use the spell Nightmare (http://www.d20srd.org/srd/spells/nightmare.htm) once per day, as a Sorcerer of her class level. The Nisdaiyu's version of this spell does not prevent regaining spells or power points, though it does interrupt rest and require the recipient to begin sleep anew. Once per week, the Nisdaiyu may choose to teleport as an immediate action to the side of the last victim she successfully used Nightmare on. This effect does not function if the target is on a different plane from the Nisdaiyu at the time of casting.

Aura of Fear (Su): A Nisdaiyu of fourteenth level or higher is surrounded by a dark and dreary aura that takes its emotional toll. While engaged in combat with a Nisdaiyu, enemy creatures within 60 feet are shaken; Auras of Fear from multiple Nisdaiyu do not stack. This ability does not affect opponents with more hit dice than the Nisdaiyu. This is a mind-affecting, fear-based ability.

Darkvision (Ex): Through long duration in the darkness, the Nisdaiyu can now see in shadow as she does in light. She can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and she can function just fine with no light at all.

Edgewalker (Su): A Nisdaiyu of seventeeth level or higher walks the edge between life and death. Once per week, when she would be killed by an effect, she may negate the attack and use an immediate action to immediately appear in the nearest shadow that can cover a creature of Huge size or larger. She cannot use this ability when in an area of bright light, or if the effect killing her has the [light] descriptor. This is a teleportation effect.

Aura of Death (Su): A Nisdaiyu of eighteenth level or higher is surrounded by a dark and dreary aura from which she gains vitality. Once per round, when a creature dies within 60 feet of her, she regains a number of hit points equal to that creature's constitution score. If this would take her hit points over the normal maximum, she gains the remainder as temporary hit points that last for the remainder of the encounter. Multiple sources of temporary hit points do not stack.

Descension (Su): At 20th level, a Nisdaiyu has truly finished her descent into corruption and darkness. She turns incorporeal, made out of shadows, and all of her attacks and abilities gain the ghost touch descriptor; they may act as incorporeal or corporeal, depending on which is more advantageous to her. She gains her Charisma bonus to armor class as a deflection bonus as an incorporeal being. However, she can be forced to full corporeality by a targeted ability with the [light] descriptor, for the duration of the effect or 5 rounds, whichever is longer. The effect must have sufficient caster, manifester or initiator level to overcome her Aura of Shadow if the ability is active. As this is a supernatural ability, she also cannot maintain her incorporeality in any effect that negates magic, such as an anti-magic field.

AstralFire
2009-08-07, 10:30 PM
My first concern in designing this class was its awesome level. Power level may be a tad high and wonky. @.@

Weakened Eclipse the Soul so that it'd be useful at level 3, but not a good dip, put the original powers (slightly beefed) at level 11.

Origomar
2009-08-08, 01:12 AM
I like the class, it kind of gives the anti paladin feel, and has alot of interesting combinations that you can put together so its not just a single purpose class.

The Neoclassic
2009-08-08, 08:15 AM
Wow! Really complex and really interesting. It might be slightly overpowered, but the middle BAB means it's at least not too much so.

Since the nisdaiyu learn to search their souls and bend their spirits to help them achieve such nifty combat abilities, I will like a high Will save might fit them better. I know they have good Fort and Ref already, so all three high would probably be too good. I might consider switching them though. However, you of course now what best fits the flavor of the class :smallsmile:


The Nisdaiyu's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Spellcraft, all Knowledge skills, Hide, Bluff, and Use Magic Device all seem like they could be excludeed. I usually like a good, solid skill list for each class, but if you are concerned about balance, I think those skills could be trimmed out and still leave you with a fair skill list. I do see that the class has some later abilities involving Use Magic Device and Spellcraft though, so I understand removing them might not fit with your intended direction of the class.


Liberty's Shadow (Su): Upon taking their first level in this class, a Nisdaiyu breaks her former allegiances. All House-dependent magic (such as Words of Command from her House Lord) fails to affect the Nisdaiyu.

I admit that I haven't read up on your campaign setting, so I'm not certain how common House-dependent magic is. If it's common or the majority (or even a significant minority), then I'd say this is quite overpowered. If it's just a few particular spells in certain circumstances, then I think this is an excellent, flavorful ability.


Additionally, some aspect of the Nisdaiyu's appearance is altered in a minor but unmistakable way that is unnatural to her race; a Rewnethock might become snow-white in appearance (Rewnethock albinos are a pale yellow), or a Zeffi might radiate a dark illumination that seems to invert the world visually. This is a purely aesthetic alteration with no direct mechanical consequence.

I like it! It's still part of the supernatural ability listed above; is there any way that this appearance change can be reversed or suppressed? Can it be hidden/appear-to-be-altered like any other trait with Disguise checks?


Smell Magic (Sp): A Nisdaiyu of second level can use detect magic as the spell at will, as long as she is able to use her nose. Her caster level equals her class level.

I'm curious how you thought of this. I never thought of magic being something that someone could spell (other than obvious things like "Hmm, smells like burnt, but I see nothing odd. I bet there was a fire spell cast around hear lately.") It's pretty neat though.


Aura of Gloom (Su): A Nisdaiyu of tenth level or higher is surrounded by a dark and dreary aura that takes its emotional toll. After ending an encounter with a Nisdaiyu, win or lose, creatures are fatigued.

Does this refer to combat encounters only, or does a diplomatic encounter or merely a conversation with someone on the street count? Does this affect allies as well as enemies?

A lot of the class abilities seem very dark, grim, and draining. Yet the alignment of the class is "Any." I'd love to see how someone would play a good nisdaiyu. :smallbiggrin:

AstralFire
2009-08-08, 09:03 AM
I like the class, it kind of gives the anti paladin feel, and has alot of interesting combinations that you can put together so its not just a single purpose class.

Wasn't my intent... which actually really pleases me, since it means it's an anti-paladin that doesn't just have eeeeeeeeevil versions of Paladin powers. Thanks!


Wow! Really complex and really interesting. It might be slightly overpowered, but the middle BAB means it's at least not too much so.

Since the nisdaiyu learn to search their souls and bend their spirits to help them achieve such nifty combat abilities, I will like a high Will save might fit them better. I know they have good Fort and Ref already, so all three high would probably be too good. I might consider switching them though. However, you of course now what best fits the flavor of the class :smallsmile:

Thanks! I could go either way on this point, personally. I was kind of viewing them as being high Cha, low Wis types, which mentally tends to turn you into a glass cannon, due to the level of distortion they put their minds through. While they're very resilient physically, I wanted that to be a weakness, as the 'heroic' classes of the setting (Swordsage, Crusader, Wilder) all come with strong Will.


Spellcraft, all Knowledge skills, Hide, Bluff, and Use Magic Device all seem like they could be excludeed. I usually like a good, solid skill list for each class, but if you are concerned about balance, I think those skills could be trimmed out and still leave you with a fair skill list. I do see that the class has some later abilities involving Use Magic Device and Spellcraft though, so I understand removing them might not fit with your intended direction of the class.

I actually would want to drop UMD before I drop Hide/Bluff. The class' UMD/Spellcraft abilities are born from its parent class and aren't quite as necessary to fill dead levels now, while I really like the idea of Nisdaiyu assassins - this class is intended to be played with heavy armor and people 1 level dipping Fighter to get it (since they can cast in heavy at level 7) but I wanted to offer options to assassin types. There's a lot they can do with Death of Dreams and Penumbra. I'll think on this a bit.


I admit that I haven't read up on your campaign setting, so I'm not certain how common House-dependent magic is. If it's common or the majority (or even a significant minority), then I'd say this is quite overpowered. If it's just a few particular spells in certain circumstances, then I think this is an excellent, flavorful ability.

House Magic is primarily a rarely used effect of what are effectively demigods - a no-save Dominate effect on people within their race, among other things like healing and morale boosts. Without a break, it's usually impossible to directly rebel against the House Lords.


I like it! It's still part of the supernatural ability listed above; is there any way that this appearance change can be reversed or suppressed? Can it be hidden/appear-to-be-altered like any other trait with Disguise checks?

This part should be an (Ex) ability, I'll split them. Thanks!


I'm curious how you thought of this. I never thought of magic being something that someone could spell (other than obvious things like "Hmm, smells like burnt, but I see nothing odd. I bet there was a fire spell cast around hear lately.") It's pretty neat though.

Well, it's a setting where humanoids don't have precedence, meaning that other senses are often necessary, and I've been trying to put myself in a mindset of how a sapient race of psychic six-winged swans would do things differently, for example. So I figured smelling magic would be a good way to emphasize something like that. :D


Does this refer to combat encounters only, or does a diplomatic encounter or merely a conversation with someone on the street count? Does this affect allies as well as enemies?

A lot of the class abilities seem very dark, grim, and draining. Yet the alignment of the class is "Any." I'd love to see how someone would play a good nisdaiyu. :smallbiggrin:

Aura of Gloom affects everyone, while Aura of Fear only targets enemies. I'll do a quick rewrite to clarify this. Thank you for the comments and let me know if you have other thoughts!

AstralFire
2009-08-08, 11:14 AM
Added low light and darkvision, though they're deep into the class. I figured by 6th and 15th level, you should get low-light and darkvision (respectively) if you're in a class that autokills torches when you walk by. :smalltongue:

AstralFire
2009-08-08, 02:17 PM
Removed the Use Magic Device and related features borrowed from the Eldritch Blade and gave it some new, more class specific features - Dwell in Darkness, A Pale Horse, Edgewalker, and Descension. DR buff in Shadow Marionette.

Removed the invocations; the class is picking up enough of its own tricks that I'd like it to stand on its own.

Zuki
2009-08-08, 03:00 PM
I love the way some of the new powers you've added totally enable a reoccurring villain to be able to escape, such that they may return to trouble the party another day.

The fact that powers and abilities with the [Light] keyword are a weakness in several cases is also a fun explicit flavor weakness.

In general, I like the way this class suggests certain styles of play to its users that are also thematic with what it's supposed to represent in the campaign setting.

Owrtho
2009-08-09, 02:31 PM
I was wondering, what house do the cloakmasks fall under (for the sake of their abilities) when they take this class?

Owrtho

AstralFire
2009-08-09, 02:39 PM
I was wondering, what house do the cloakmasks fall under (for the sake of their abilities) when they take this class?

Owrtho

They can't with the current rules. They're true outsiders, not natives, so a normal cloakmask cannot. But there's going to be a feat that lets them change to native - in such a case, they count as Vhig.

Owrtho
2009-08-09, 04:16 PM
Just a suggestion, but I think that the class could use the invocations or some similar power. This is mainly due to have looked at it, the class seems rather weak in combat (especially in early levels). To point this out, an explanation of how I arrived at this conclusion:
The class is ¾ BAB, so doesn't have great attacking power that it can rely on. It also lacks such boosts to attack power like a rouges sneak attack.
Liberty's Shadow seems to be of no use except against House Lords (which I'd assume would be rare to encounter). Dark Apparitions marks you as evil so everyone knows to attack you and has no benefit other than looking cool.
Smell Magic is useful, but lacks much of a benefit in combat (unless you want to see if there is magic being used on anything the opponents are using)
Eclipse the Soul, the first ability with possible combat applications, but it can only be used one round per encounter till level 8...
Penumbra, another ability with practical combat application. However it only seems particularly useful for taking an opponent out of combat for a few rounds to allow focus on someone else, as attacking nullifies its effect (though it could allow for 1 attack to get through).
Dwell in Darkness, this ability allows for a quick escape, but little else. Useful, but won't be much use in combat unless your loosing and need to get out of there. Also it says it can only be used once a week, but does that refer to the teleporting or the setting up of the area?
Aura of Shadow and low light vision are rather useful for this class. For one it seems to have some weakness to light. However, the description is not quite clear. Does the ability extinguish only sources of light that enter it, or does it put out any light that attempts to enter it (as in the light itself). Because if it is the former, it will have little use in many settings. In the open the sun will be beyond its reach and will as such nullify the effects, while in large rooms light will likely be on the ceilings or walls and will be able to illuminate the are of the aura. This means it would only be effective in in hallways, small rooms, and maybe at night (depending on what lighting is set up). If the later, it runs into the issue of blinding the Nisdaiyu unless they have dark vision or some similar means to see in total darkness (this could also likely be true in the situations where the former meaning would be effective). That is because the lowlight vision requires some light to be effective (as it states, it lets you see twice as far as you otherwise could, and in the total darkness that Aura of Shadows would make, that would be unable to see any distance).
No new abilities for 7th level.
Eclipse II, now the main offensive ability may finally be used for two rounds per encounter...
A Pale Horse is a good ability for travel, and can be useful in combat, but doesn't have much in the way of offensive capabilities. Also the full round actions to enter and exit the form weaken the combat potential.
Aura of Gloom I can't see being much use to a player. It only come into effect after the encounter is over, and it seems unlikely for a PC to encounter the same creatures they had hostile relations with later the same day. At best, this seems like something that might help them escape as it would cause possible pursuers to become fatigued (I suppose they could also intentionally end an encounter to have this occur and then sneak back around and attack again before the opponents rest but...). On the whole, this seems like it was designed more so to cause trouble for PCs who encounter Nisdaiyu than to help PCs who are Nisdaiyu (not that thats bad and it is a nice ability flavor wise).
Shadow Marionette if good, it powers up what seems the main offensive ability of the class, but at this point can still only be used for 2 rounds per encounter.
Eclipse III, now usable for 3 rounds each encounter...
Death of Dreams is a good ability for out of combat, but given how nightmare works, it doesn't seem to have any in combat use (except maybe the teleporting part as a means of escape).
Aura of Fear is quite good, and likely should be weakened. There is no range to it (the opponent just has to be in combat with the Nisdaiyu), and no saving throw. To avoid being shaken (and possibly worse if there are multiple Nisdaiyu and the effects stack) you must be either immune to fear or have more hit dice than the Nisdaiyu. There should really be at least a will save if not a range limit...
Darkvision is rather useful for this class. Its also useful in combat in the dark. It also takes care of the issues with the Aura of Shadow ability.
Eclipse IV, now usable for 4 rounds each encounter...
Edgewalker is a good ability for combat (though it is defensive). It gives a chance to escape death. However, it is unclear what state they appear in. Are they revived after being killed with some amount of hp, or are they just teleported there before they are hit maintaining they're current state before the would be killing blow?
Aura of Death is also useful in combat. it allows hp to be gained just by killing the opponents. However, this is also defensive, not offensive.
No new abilities at level 19.
Descension is good both offensively and defensively. A very nice ability. Also with Eclipse V you can now use your main ability 5 rounds per encounter...

On the whole, there is very little offensive power in this class. Don't get me wrong though, I really like the class and the idea behind it. Thats mainly why I took the time to do this. It just seems like it could use a little boost in power.

Owrtho

AstralFire
2009-08-09, 06:48 PM
Okay, thanks, that really detailed list helped a lot. I made Penumbra a bit easier to use in combat with a faster cast time, and threw in some clarifications, while also paring down Aura of Fear - I didn't make it a Will Save since I don't like 'aura' saves for potential number of dice, but I did put a range limit in. I adapted my Eldritch Blade's 'secrets of the blade' for this class, to give it some distinct tricks to pull in combat.

Owrtho
2009-08-10, 02:18 AM
Glad I could help. The rewordings help to clarify things, and the Strike the Void abilities help the combat abilities of the class. Only suggestions I have at this point are as follows:
The wording on the Strike the Void ability is a little confusing. I suggest pointing out its "Pick a combat ability from the list below each time you gain this ability".
The way you grouped the Strike the Voids is somewhat odd. I suggest grouping them either by progression or minimum level you can gain them at.
On the Chain of/Arcing Rage, for the targets within 30 feet of the previous one, do you need a direct line between you and them, the previous target and them, or not at all?

Otherwise the class looks good. I'd be rather tempted to try playing it if I ever got the chance. Keep up the good work.

Owrtho

AstralFire
2009-08-10, 09:34 AM
Used your wording on Strike the Void. :smallsmile: They currently are ordered by level progression and 'tiers' - anything in Spoiler 2 needs an ability from Spoiler 1, and so on.

It's line of sight between targets, and I inserted a clause to make that more obvious. Thanks again for all of your help. I figured removing the invocations might weaken the class a little too much, but I prefer it when a heavily homebrew class is able to rely entirely on OGL material rather than making people check a book.