Darth Stabber
2010-05-19, 12:30 PM
Knights of the Shadow pursue the warriors art from a broad perspective. They Study many long hours in their monasteries, trying to better understand how to incorporate their somewhat Disparate arts into a single whole. They're teachings of magic and stealth don't allow for as much time spent on weapon teachings as other traditons, this is partially made up for in the fact that their martial studies are focused on a single weapon to maximize the impact of weapon training. Their magic training is focused on improving their combat prowess, as opposed to flashier direct damage effects, and their skills at stealth and ambush lead to an early advantage, thus synchronizing their efforts. The Martial, magic, and stealth training all work toward the same goal, each dependent on the others to get the job done. Like a three legged stool, all are needed to stand.
Knight of the Shadow
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|Spells Known
1st|
+0|
+2|
+0|
+0|Weapon Mastery(focus) |1|-|-|-|-|2
2nd|
+1|
+3|
+0|
+0|Sneak attack(1d6)|2|-|-|-|-|3
3rd|
+2|
+3|
+1|
+1|Track|3|-|-|-|-|4
4th|
+3|
+4|
+1|
+1|Intelligent Defense(AC)|4|-|-|-|-|4
5th|
+3|
+4|
+1|
+1|Weapon Mastery(Specialization), Sneak Attack(2d6)|4|1|-|-|-|5
6th|
+4|
+5|
+2|
+2|buffer(1)|4|2|-|-|-|6
7th|
+5|
+5|
+2|
+2|Evasion|4|3|-|-|-|7
8th|
+6/+1|
+6|
+2|
+2|Intelligent Defense(saves), Sneak Attack(3d6)|4|4|-|-|-|8
9th|
+6/+1|
+6|
+3|
+3|Weapon Mastery(Critical)|4|4|1|-|-|9
10th|
+7/+2|
+7|
+3|
+3|Buffer(2)|4|4|2|-|-|10
11th|
+8/+3|
+7|
+3|
+3|Sneak Attack(4d6)|4|4|3|-|-|11
12th|
+9/+4|
+8|
+4|
+4|Uncanny dodge|4|4|4|-|-|12
13th|
+9/+4|
+8|
+4|
+4|Weapon Mastery(Greater focus)|4|4|4|0|-|13
14th|
+10/+5|
+9|
+4|
+4|sneak Attack(4d6)|4|4|4|1|-|14
15th|
+11/+6/+1|
+9|
+5|
+5|Buffer(3)|4|4|4|2|-|15
16th|
+12/+7/+2|
+10|
+5|
+5|Mettle|4|4|4|3|-|16
17th|
+12/+7/+2|
+10|
+5|
+5|Weapon Mastery(Greater Specialization), Sneak Attack(5d6)|4|4|4|4|1|17
18th|
+13/+8/+3|
+11|
+6|
+6|Improved Uncanny Dodge|4|4|4|4|2|18
19th|
+14/+9/+4|
+11|
+6|
+6|Hide in plain sight|4|4|4|4|3|19
20th|
+15/+10/+5|
+12|
+6|
+6|Weapon Mastery(Supremacy), Buffer(4), Sneak Attack(6d8)|4|4|4|4|4|20[/table]
Hitdie:d8
Skill Points:6+int(x4 at first level
Class skills:Concentration, Spellcraft, Knowledge(any), Craft(any), UMD, Intimidate, Tumble, Climb, Jump, Swim, Ride, search, hide, move silently, Spot, and survival.
Class features
Proficiencies - Knights of the manifold path are proficient in light armor, small shields, simple weapons, and martial weapons
Spells - Knights of the Shadow learn to cast a limited number or arcane spells. They may cast any spell they know without preparation. They suffer the risk of arcane spell failure if they wear any armor except light armor and small shields, though many choose to fight unarmored. Highest castable spell level, Save DCs and Bonus spells determined by Intelligence.
Sneak Attack - @2nd level and every three levels there after you gain a d6 of sneak attack damage(as per rogue), at lvl20 these dice become d8s
Weapon Mastery - The Shadow encourages learning the intricacies of their favored weapon. When you take your first lvl in this class choose a martial weapon. This weapon is you mastery weapon, and this may not be changed. At 1st, 5th, 9th, 13th, 17th, and 20th lvls you gain the weapon specific bonus feat listed in the following table. You need not meet the prerequisites. In addition your mastery weapon counts as the arcane focus for any KotMP spells that requires one, and if the weapon has a magic bonus you may ignore the material components as well.
{table=head]level|feat
1st|Weapon focus
5th|Weapon specialization
9th|Improved Critical
13th|Greater Weapon Focus
17th|Greater Weapon Specialization
20th|Weapon Supremacy[/table]
Track - Gain track as a bonus feat.
Intelligent Defense - At 4th level Knights of the Shadow may add their intelligence modifier to their armor class so long as they are wearing light or no armor, and not using a large or tower shield. At 8th level they may also add their intelligence modifier to their saves.
Buffer - @ 6th level You may cast a spell (as an additional full round action added to the cast time) you know with a duration other than instantanious, and have it's duration suspended until you release the entire buffer (swift action). Spells so buffered have no effect until released, and may only target you. when released they immediately take effect as though they we just cast, and their durations begin. you may have a number of spells stored in your buffer as indicated at each entry on the table. If you have multiple spells stored you must release them all, not by bits and peices. You may swap out a spell in your buffer by casting another to take it's place (losing the first spell). once released spells/powers cannot be returned to the buffer to save some duration for later.
You may have a number of spells stored based on the following chart
{table=head]level|spells
6th|1
10th|2
15th|3
20th|4[/table]
Evasion - as the rogue ability
Uncanny Dodge - as the rogue ability
Mettle - as the hexblade ability**
Improved uncanny dodge - as the rogue ability
Hide in plain sight - as the Ranger ability
Spell List:
1: Blades of Blood*, True Strike, Shield, Magic Weapon, expeditious retreat, endure elements. mage armor, enlarge person, jump, lesser vigor#, darkvision.
2: Bull's Strength, Bear's endurance, Cat's grace, Protection From Arrows, Protection from Alignment, Alter Self, levitate, Blur, Detect alignment, benign transposition*, pyrotechnics, invisiblity.
3: Blink, Haste, Keen Edge, Flame Arrow, Greater Magic Weapon, Displacement, Heroism, nondetection, lesser restoration, fly.
4: Globe of invulnerability, Stone Skin, Dimension Door, freedom of movement, Greater Invisibility.
5: Spell Resistance, Overland Flight, Greater Heroism, Cure Critical Wounds, mislead, teleportation, shadow evocation.
*phb2
#Complete Divine
**Complete Warrior
Thoughts, criticisms, death threats?
Knight of the Shadow
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|Spells Known
1st|
+0|
+2|
+0|
+0|Weapon Mastery(focus) |1|-|-|-|-|2
2nd|
+1|
+3|
+0|
+0|Sneak attack(1d6)|2|-|-|-|-|3
3rd|
+2|
+3|
+1|
+1|Track|3|-|-|-|-|4
4th|
+3|
+4|
+1|
+1|Intelligent Defense(AC)|4|-|-|-|-|4
5th|
+3|
+4|
+1|
+1|Weapon Mastery(Specialization), Sneak Attack(2d6)|4|1|-|-|-|5
6th|
+4|
+5|
+2|
+2|buffer(1)|4|2|-|-|-|6
7th|
+5|
+5|
+2|
+2|Evasion|4|3|-|-|-|7
8th|
+6/+1|
+6|
+2|
+2|Intelligent Defense(saves), Sneak Attack(3d6)|4|4|-|-|-|8
9th|
+6/+1|
+6|
+3|
+3|Weapon Mastery(Critical)|4|4|1|-|-|9
10th|
+7/+2|
+7|
+3|
+3|Buffer(2)|4|4|2|-|-|10
11th|
+8/+3|
+7|
+3|
+3|Sneak Attack(4d6)|4|4|3|-|-|11
12th|
+9/+4|
+8|
+4|
+4|Uncanny dodge|4|4|4|-|-|12
13th|
+9/+4|
+8|
+4|
+4|Weapon Mastery(Greater focus)|4|4|4|0|-|13
14th|
+10/+5|
+9|
+4|
+4|sneak Attack(4d6)|4|4|4|1|-|14
15th|
+11/+6/+1|
+9|
+5|
+5|Buffer(3)|4|4|4|2|-|15
16th|
+12/+7/+2|
+10|
+5|
+5|Mettle|4|4|4|3|-|16
17th|
+12/+7/+2|
+10|
+5|
+5|Weapon Mastery(Greater Specialization), Sneak Attack(5d6)|4|4|4|4|1|17
18th|
+13/+8/+3|
+11|
+6|
+6|Improved Uncanny Dodge|4|4|4|4|2|18
19th|
+14/+9/+4|
+11|
+6|
+6|Hide in plain sight|4|4|4|4|3|19
20th|
+15/+10/+5|
+12|
+6|
+6|Weapon Mastery(Supremacy), Buffer(4), Sneak Attack(6d8)|4|4|4|4|4|20[/table]
Hitdie:d8
Skill Points:6+int(x4 at first level
Class skills:Concentration, Spellcraft, Knowledge(any), Craft(any), UMD, Intimidate, Tumble, Climb, Jump, Swim, Ride, search, hide, move silently, Spot, and survival.
Class features
Proficiencies - Knights of the manifold path are proficient in light armor, small shields, simple weapons, and martial weapons
Spells - Knights of the Shadow learn to cast a limited number or arcane spells. They may cast any spell they know without preparation. They suffer the risk of arcane spell failure if they wear any armor except light armor and small shields, though many choose to fight unarmored. Highest castable spell level, Save DCs and Bonus spells determined by Intelligence.
Sneak Attack - @2nd level and every three levels there after you gain a d6 of sneak attack damage(as per rogue), at lvl20 these dice become d8s
Weapon Mastery - The Shadow encourages learning the intricacies of their favored weapon. When you take your first lvl in this class choose a martial weapon. This weapon is you mastery weapon, and this may not be changed. At 1st, 5th, 9th, 13th, 17th, and 20th lvls you gain the weapon specific bonus feat listed in the following table. You need not meet the prerequisites. In addition your mastery weapon counts as the arcane focus for any KotMP spells that requires one, and if the weapon has a magic bonus you may ignore the material components as well.
{table=head]level|feat
1st|Weapon focus
5th|Weapon specialization
9th|Improved Critical
13th|Greater Weapon Focus
17th|Greater Weapon Specialization
20th|Weapon Supremacy[/table]
Track - Gain track as a bonus feat.
Intelligent Defense - At 4th level Knights of the Shadow may add their intelligence modifier to their armor class so long as they are wearing light or no armor, and not using a large or tower shield. At 8th level they may also add their intelligence modifier to their saves.
Buffer - @ 6th level You may cast a spell (as an additional full round action added to the cast time) you know with a duration other than instantanious, and have it's duration suspended until you release the entire buffer (swift action). Spells so buffered have no effect until released, and may only target you. when released they immediately take effect as though they we just cast, and their durations begin. you may have a number of spells stored in your buffer as indicated at each entry on the table. If you have multiple spells stored you must release them all, not by bits and peices. You may swap out a spell in your buffer by casting another to take it's place (losing the first spell). once released spells/powers cannot be returned to the buffer to save some duration for later.
You may have a number of spells stored based on the following chart
{table=head]level|spells
6th|1
10th|2
15th|3
20th|4[/table]
Evasion - as the rogue ability
Uncanny Dodge - as the rogue ability
Mettle - as the hexblade ability**
Improved uncanny dodge - as the rogue ability
Hide in plain sight - as the Ranger ability
Spell List:
1: Blades of Blood*, True Strike, Shield, Magic Weapon, expeditious retreat, endure elements. mage armor, enlarge person, jump, lesser vigor#, darkvision.
2: Bull's Strength, Bear's endurance, Cat's grace, Protection From Arrows, Protection from Alignment, Alter Self, levitate, Blur, Detect alignment, benign transposition*, pyrotechnics, invisiblity.
3: Blink, Haste, Keen Edge, Flame Arrow, Greater Magic Weapon, Displacement, Heroism, nondetection, lesser restoration, fly.
4: Globe of invulnerability, Stone Skin, Dimension Door, freedom of movement, Greater Invisibility.
5: Spell Resistance, Overland Flight, Greater Heroism, Cure Critical Wounds, mislead, teleportation, shadow evocation.
*phb2
#Complete Divine
**Complete Warrior
Thoughts, criticisms, death threats?