arguskos
2010-06-02, 01:57 PM
Note: This was my entry for the first Base Class Contest, run by Lord Gareth on these here boards. I'm reposting it in its own thread to see what the community at large thinks of it.
The Extinguisher
http://fc08.deviantart.net/fs10/i/2006/141/0/c/Nerulls_Servant_by_Grungefm.jpg
Tell me... are you afraid of the dark?
-Ignacio, Bringer of Twilight
When a parent tells their child to fear the darkness, and to use light to keep it at bay, what they truly fear is the Extinguisher. The shadow in the alley, the nameless fear, the silent killer. These are the Extinguishers, a brotherhood of inscrutable killers, who desire nothing less than the ending of all light, so they may reign supreme over the dark.
Abilities: Dexterity is prime for an Extinguisher, in their role as a scout and assassin.
Role: An Extinguisher is a scout and skirmisher. In a stand-up fight, they're going to get devastated in short order, but given a moment to prepare, they can produce effects and tricks that none can match. Further, their unnatural affinity for the dark let them enter and exit places that no other can find, much less gain entrance to.
Background: It is said Extinguishers are born, not made, and this is partially true. The most skilled in the path are born with the unnatural affinity that marks the class, but it IS possible to learn their skills. The brotherhood of Extinguishers can teach you, but you must find them first, which is nigh-impossible. Should you do so though, they will make you one of them.
Organization: Only one organization counts Extinguishers as a prominent number among them: the unnamed brotherhood that claims to have been founded by the first Extinguisher, a being named Eclipse. Nothing is known of this being, and little more about the brotherhood it founded. When pressed, all Extinguishers will say about the group is, "Eclipse is watching, we can say no more."
Alignment: Extinguishers may, in theory, be of any alignment. In practice, they are never Good, for the powers of the Extinguisher manifest as dark sorcery to the unenlightened, and so they live hard lives, driving many to desperate ends just to survive. Most Extinguishers are Evil, and the vast vast majority of the rest are Neutral. A Good one could exist, but it would be an anomaly, at best.
Races: Any race with affinity for the darkness is a natural source of Extinguishers, though the taint manifests in any and all species. The most feared (and rare) of all Extinguishers though come from the race of the Lumi, a race of beings of pure light from the Positive Energy Plane. Rarely, a black Lumi is born with the taint of Eclipse. If they survive, they invariably become a powerful Extinguisher.
Religion: Extinguishers are a mixed lot when it comes to race. Some believe strongly in the gods of darkness, shadow, and all other such things. Others do not. The one unifying factor is their hatred of the gods of light, such as Pelor.
Other Classes: Most other classes don't care one way or the other about the Extinguisher, save when their paths cross (such as a wizard casting daylight, or a rogue trying to out-sneak the master of the dark). Extinguishers tend towards companions that can keep up with them in the shadows, though they can be found at the side of anyone. Paladins and Extinguishers don't usually get along, but that's due to the tendency for Extinguishers toward Evil, not because of the class itself.
Adaptation: No real need, since the powers of the Extinguisher just assume there are people that don't like light. If your game doesn't HAVE light... uh... you've got bigger issues than a one-paragraph entry on class adaptation could ever hope to solve. :smallwink:
Hit Die: d8. Extinguishers are supernaturally hardy, more than one might think.
Starting Gold: As rogue.
Class Features
Class Skills: The Extinguisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Darkvision 30 ft, Shadow Strike +1d6
2nd|
+1|
+0|
+3|
+0|Light Absorption
3rd|
+2|
+1|
+3|
+1|Darkstalker, Evasion
4th|
+3|
+1|
+4|
+1|Shadow Strike +2d6
5th|
+3|
+1|
+4|
+1|Darkvision 60 ft, darklight
6th|
+4|
+2|
+5|
+2|Light Manipulation
7th|
+5|
+2|
+5|
+2|Shadow Strike +3d6
8th|
+6/1|
+2|
+6|
+2|cloying darkness
9th|
+6/1|
+3|
+6|
+3|Blind Fight
10th|
+7/2|
+3|
+7|
+3|Shadow Strike +4d6, Light Negation
11th|
+8/3|
+3|
+7|
+3|enervating darkness
12th|
+9/4|
+4|
+8|
+4|Body of Shadow
13th|
+9/4|
+4|
+8|
+4|Shadow Strike +5d6, Veil of Darkness
14th|
+10/5|
+4|
+9|
+4|crushing darkness
15th|
+11/6/1|
+5|
+9|
+5|Mind of Shadow
16th|
+12/7/2|
+5|
+10|
+5|Shadow Strike +6d6
17th|
+12/7/2|
+5|
+10|
+5|Lifesense
18th|
+13/8/3|
+6|
+11|
+6|Soul of Shadow
19th|
+14/9/4|
+6|
+11|
+6|Shadow Strike +7d6
20th|
+15/10/5|
+6|
+12|
+6|Brilliant Annihilation, Shadow Apotheosis[/table]
Weapon and Armor Proficiencies: Extinguishers are proficient with simple weapons and light and ranged martial weapons, light and medium armors, and light shields.
Darkvision 30 ft (Ex): At 1st level, the Extinguisher gains darkvision out to 30 ft. At 5th level, this increases to 60 ft.
Shadow Strike (Su): At 1st level, the Extinguisher learns the first secret of his craft: the shadow strike. This supernatural attack form lets the Extinguisher channel pure darkness into his blade from his surroundings. Anytime that he is in complete darkness (as per pg 79 of the Rules Compendium), he adds the listed amount of damage to all melee attacks or ranged attacks within 30 ft he makes. If he is in even shadowy illumination, he gets no bonus damage. This damage is of the same type as whatever his weapon deals.
Light Absorption (Su): At 2nd level, the Extinguisher learns the primary source of his power. He begins to emanate a field of energy (radius 5 ft/class level) that absorbs ambient light, and draws it into the Extinguisher. This has a set of effects. First, it sets the illumination level in the area of the field to shadowy illumination at best. Second, the Extinguisher may take a standard action to focus the field, reducing the illumination level in the area of the field to total darkness, this darkness lasts for class level rounds. Each time the Extinguisher does this, he gains a shadow disc. He may have up to 1 shadow disc per class level at any given time. A shadow disc is a physical manifestation of the Extinguisher's natural ability to turn light into darkness, and appears in his hand as a 1-inch wide paper thin disc of purest black. A shadow disc has hardness 10 and 10 hp (if someone else tries to break it, the Extinguisher can snap it just by force of will).
The Extinguisher may snap a shadow disc as a standard action to produce a bevy of effects. It may grant the Extinguisher an insight bonus to his attack and damage rolls equal to his class level for 1 round. Further, it can be broken to grant the Extinguisher an insight bonus to his next skill check. A shadow disc weighs 1/2 lb and lasts forever. It cannot be given to anyone else, and if it leaves the Extinguisher's possession, it vaporizes into thin air with no effect. The Extinguisher may only have a number of shadow discs at one time equal to his hit dice.
At level 6, the Extinguisher may use Light Absorption as a move action.
Darkstalker: At 3rd level, the Extinguisher gains the Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker) feat as a bonus feat.
Evasion (Ex): At 3rd level, the Extinguisher gains Evasion, as the rogue class feature.
Darklight (Sp): At 5th level, the Extinguisher learns to use his shadow discs for another purpose. He can use a standard action and break a shadow disc to create a darklight effect. Darklight is described in a spoiler at the bottom of this post. The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Light Manipulation (Su): At 6th level, the Extinguisher's power over darkness grows ever stronger. They gain the ability to break a shadow disc to create illusory objects from the very light around them, simultaneously darkening their environment AND making objects out of solid darkness. This effect permits the Extinguisher to make any object of less than 2 cubic feet/class level. They can only make inanimate matter, nothing that was once a plant or animal. They cannot make magical objects, nor anything with moving parts. For instance, an Extinguisher could make a thin and short bridge, but not a door. The objects made by this ability last for 1 round/class level, and have hardness 10 and 10 hp/class level. This is an Illusion (shadow) effect.
Cloying Darkness (Sp): At 8th level, the Extinguisher gains the ability to use his shadow discs to duplicate the cloying darkness spell (see below). The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Blind Fight: At 9th level, the Extingusher gains Blind-Fight as a bonus feat .
Light Negation (Su): At 10th level, the Extinguisher learns the secret of negation. When he uses his Light Absorption to lower the light levels to darkness and thus creates a shadow disc, he may create a negation disc instead. A negation disc has only one purpose: to violently nullify light when broken. When a negation disc is broken, it lowers the illumination level in a 60 ft radius around itself to total darkness. For each level of illumination dropped (bright to shadowy, shadowy to dark), the negation disc deals 1d6/class levels damage to everything in the area. Affected creatures get a Fortitude save (DC 15+Wisdom modifier of the Extinguisher that made the disc) for half damage. An Extinguisher may only have one negation disc at any time, and may only use Light Negation to create one negation disc every 24 hours.
Enervating Darkness (Sp): At 11th level, the Extinguisher gains the ability to use his shadow discs to duplicate the enervating darkness spell (see below). The save is DC 16+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Body of Shadow (Ex): At 12th level, the Extinguisher's connection to darkness grows deeper. Their physical form becomes shadowy while in darkness, making them hard to see. They gain total concealment while in anything less than bright conditions.
Veil of Darkness (Ex): At 13th level, the Extinguisher gains the unique ability to detect light sources in an area around him. He can take a full-round action to discern the brightness and area of all light in a 1,000 ft radius of his current position. He doesn't learn what is generating the light source, nor the presence of any creatures or anything else about the location, just how bright it is and where it is.
Crushing Darkness (Sp): At 14th level, the Extinguisher gains the ability to use his shadow discs to duplicate the crushing darkness spell (see below). The save is DC 17+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Mind of Shadow (Ex): At 15th level, the Extinguisher is so in tune with the darkness that his mind resists attempts by others to influence it, as the darkness reinforces him. He gains a mind blank-esque effect which grants him the ability to roll his saves against enchantments twice and select the more favorable result.
Lifesense (Su): At 17th level, the Extinguisher gains the powers of the dread wraiths to sense life. He gains the Lifesense ability of the dread wraith (http://www.d20srd.org/srd/monsters/wraith.htm#dreadWraith).
Soul of Shadow (Ex): At 18th level, the Extinguisher becomes a living shadow, a wisp in the darkness, a terrible thought. He gains the Dark Template (Tome of Magic, page 158), but does not gain any LA from it.
Brilliant Annihilation (Su): At 20th level, the Extinguisher finally learns the most powerful weapon in their arsenal. They learn how to utterly snuff out all light in a vast area permanently. To perform the Brilliant Annihilation ritual costs the Extinguisher 100,000 gp and 10,000 xp, and takes 1 week of dedicated work, 8 hours a day, with no interruptions. At the conclusion of this period, and the expenditure of the xp and gp, the Extinguisher gains a single annihilation disc. This disc can be snapped to cause all light sources within 1 mile/class level to snuff out, and be unable to be re-lit. Further, the area is blanketed in total darkness, which not even the sun can penetrate. This effect is permanent, and can only be dispelled by epic magics or the direct personal intervention of a god of light or darkness. Brilliant Annihilation has crushingly detrimental effects on wildlife, plant life, and civilizations, as no artificial light sources (magical or otherwise) function, and plants rapidly wither and die.
Shadow Apotheosis (Ex): At 20th level, the Extinguisher's connection to the primal darkness of the multiverse is finally at it's zenith. He becomes an Outsider with the Native subtype. He gains Darkvision (indefinite), meaning he can see out to whatever distance his eyes could in normal lighting conditions, but in darkvision. He gains the ability to use Light Absorption as a free action. He can use Light Negation up to 3/day. Lastly, he can summon 1d4 elder shadow elementals (ToM pg 166) at-will. He can have up to 4 such creatures serving him at any one time, and they last for 1 day.
New Spells
Darklight
Evocation [Darkness]
Level: Cleric 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: 20 ft radius
Duration: Instantaneous and 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Darklight creates a blinding field of darkness so black it actually blinds darkvision as well. Any creature in the area of darklight must make a Will save or be blinded. This shuts off darkvision as well. The caster is immune to this effect.
Cloying Darkness
Evocation [Darkness, Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes
Cloying darkness functions as the darkness spell, save as noted above and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 5d6 cold damage. On a successful save, they suffer half damage instead.
Enervating Darkness
Evocation [Darkness]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
Enervating darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or gain 1 negative level.
Crushing Darkness
Evocation [Darkness, Death]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes
Crushing darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 10d6 bludgeoning damage. If they make their save, they take half damage.
The Extinguisher
http://fc08.deviantart.net/fs10/i/2006/141/0/c/Nerulls_Servant_by_Grungefm.jpg
Tell me... are you afraid of the dark?
-Ignacio, Bringer of Twilight
When a parent tells their child to fear the darkness, and to use light to keep it at bay, what they truly fear is the Extinguisher. The shadow in the alley, the nameless fear, the silent killer. These are the Extinguishers, a brotherhood of inscrutable killers, who desire nothing less than the ending of all light, so they may reign supreme over the dark.
Abilities: Dexterity is prime for an Extinguisher, in their role as a scout and assassin.
Role: An Extinguisher is a scout and skirmisher. In a stand-up fight, they're going to get devastated in short order, but given a moment to prepare, they can produce effects and tricks that none can match. Further, their unnatural affinity for the dark let them enter and exit places that no other can find, much less gain entrance to.
Background: It is said Extinguishers are born, not made, and this is partially true. The most skilled in the path are born with the unnatural affinity that marks the class, but it IS possible to learn their skills. The brotherhood of Extinguishers can teach you, but you must find them first, which is nigh-impossible. Should you do so though, they will make you one of them.
Organization: Only one organization counts Extinguishers as a prominent number among them: the unnamed brotherhood that claims to have been founded by the first Extinguisher, a being named Eclipse. Nothing is known of this being, and little more about the brotherhood it founded. When pressed, all Extinguishers will say about the group is, "Eclipse is watching, we can say no more."
Alignment: Extinguishers may, in theory, be of any alignment. In practice, they are never Good, for the powers of the Extinguisher manifest as dark sorcery to the unenlightened, and so they live hard lives, driving many to desperate ends just to survive. Most Extinguishers are Evil, and the vast vast majority of the rest are Neutral. A Good one could exist, but it would be an anomaly, at best.
Races: Any race with affinity for the darkness is a natural source of Extinguishers, though the taint manifests in any and all species. The most feared (and rare) of all Extinguishers though come from the race of the Lumi, a race of beings of pure light from the Positive Energy Plane. Rarely, a black Lumi is born with the taint of Eclipse. If they survive, they invariably become a powerful Extinguisher.
Religion: Extinguishers are a mixed lot when it comes to race. Some believe strongly in the gods of darkness, shadow, and all other such things. Others do not. The one unifying factor is their hatred of the gods of light, such as Pelor.
Other Classes: Most other classes don't care one way or the other about the Extinguisher, save when their paths cross (such as a wizard casting daylight, or a rogue trying to out-sneak the master of the dark). Extinguishers tend towards companions that can keep up with them in the shadows, though they can be found at the side of anyone. Paladins and Extinguishers don't usually get along, but that's due to the tendency for Extinguishers toward Evil, not because of the class itself.
Adaptation: No real need, since the powers of the Extinguisher just assume there are people that don't like light. If your game doesn't HAVE light... uh... you've got bigger issues than a one-paragraph entry on class adaptation could ever hope to solve. :smallwink:
Hit Die: d8. Extinguishers are supernaturally hardy, more than one might think.
Starting Gold: As rogue.
Class Features
Class Skills: The Extinguisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Darkvision 30 ft, Shadow Strike +1d6
2nd|
+1|
+0|
+3|
+0|Light Absorption
3rd|
+2|
+1|
+3|
+1|Darkstalker, Evasion
4th|
+3|
+1|
+4|
+1|Shadow Strike +2d6
5th|
+3|
+1|
+4|
+1|Darkvision 60 ft, darklight
6th|
+4|
+2|
+5|
+2|Light Manipulation
7th|
+5|
+2|
+5|
+2|Shadow Strike +3d6
8th|
+6/1|
+2|
+6|
+2|cloying darkness
9th|
+6/1|
+3|
+6|
+3|Blind Fight
10th|
+7/2|
+3|
+7|
+3|Shadow Strike +4d6, Light Negation
11th|
+8/3|
+3|
+7|
+3|enervating darkness
12th|
+9/4|
+4|
+8|
+4|Body of Shadow
13th|
+9/4|
+4|
+8|
+4|Shadow Strike +5d6, Veil of Darkness
14th|
+10/5|
+4|
+9|
+4|crushing darkness
15th|
+11/6/1|
+5|
+9|
+5|Mind of Shadow
16th|
+12/7/2|
+5|
+10|
+5|Shadow Strike +6d6
17th|
+12/7/2|
+5|
+10|
+5|Lifesense
18th|
+13/8/3|
+6|
+11|
+6|Soul of Shadow
19th|
+14/9/4|
+6|
+11|
+6|Shadow Strike +7d6
20th|
+15/10/5|
+6|
+12|
+6|Brilliant Annihilation, Shadow Apotheosis[/table]
Weapon and Armor Proficiencies: Extinguishers are proficient with simple weapons and light and ranged martial weapons, light and medium armors, and light shields.
Darkvision 30 ft (Ex): At 1st level, the Extinguisher gains darkvision out to 30 ft. At 5th level, this increases to 60 ft.
Shadow Strike (Su): At 1st level, the Extinguisher learns the first secret of his craft: the shadow strike. This supernatural attack form lets the Extinguisher channel pure darkness into his blade from his surroundings. Anytime that he is in complete darkness (as per pg 79 of the Rules Compendium), he adds the listed amount of damage to all melee attacks or ranged attacks within 30 ft he makes. If he is in even shadowy illumination, he gets no bonus damage. This damage is of the same type as whatever his weapon deals.
Light Absorption (Su): At 2nd level, the Extinguisher learns the primary source of his power. He begins to emanate a field of energy (radius 5 ft/class level) that absorbs ambient light, and draws it into the Extinguisher. This has a set of effects. First, it sets the illumination level in the area of the field to shadowy illumination at best. Second, the Extinguisher may take a standard action to focus the field, reducing the illumination level in the area of the field to total darkness, this darkness lasts for class level rounds. Each time the Extinguisher does this, he gains a shadow disc. He may have up to 1 shadow disc per class level at any given time. A shadow disc is a physical manifestation of the Extinguisher's natural ability to turn light into darkness, and appears in his hand as a 1-inch wide paper thin disc of purest black. A shadow disc has hardness 10 and 10 hp (if someone else tries to break it, the Extinguisher can snap it just by force of will).
The Extinguisher may snap a shadow disc as a standard action to produce a bevy of effects. It may grant the Extinguisher an insight bonus to his attack and damage rolls equal to his class level for 1 round. Further, it can be broken to grant the Extinguisher an insight bonus to his next skill check. A shadow disc weighs 1/2 lb and lasts forever. It cannot be given to anyone else, and if it leaves the Extinguisher's possession, it vaporizes into thin air with no effect. The Extinguisher may only have a number of shadow discs at one time equal to his hit dice.
At level 6, the Extinguisher may use Light Absorption as a move action.
Darkstalker: At 3rd level, the Extinguisher gains the Darkstalker (http://realmshelps.dandello.net/cgi-bin/feats.pl?Darkstalker) feat as a bonus feat.
Evasion (Ex): At 3rd level, the Extinguisher gains Evasion, as the rogue class feature.
Darklight (Sp): At 5th level, the Extinguisher learns to use his shadow discs for another purpose. He can use a standard action and break a shadow disc to create a darklight effect. Darklight is described in a spoiler at the bottom of this post. The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Light Manipulation (Su): At 6th level, the Extinguisher's power over darkness grows ever stronger. They gain the ability to break a shadow disc to create illusory objects from the very light around them, simultaneously darkening their environment AND making objects out of solid darkness. This effect permits the Extinguisher to make any object of less than 2 cubic feet/class level. They can only make inanimate matter, nothing that was once a plant or animal. They cannot make magical objects, nor anything with moving parts. For instance, an Extinguisher could make a thin and short bridge, but not a door. The objects made by this ability last for 1 round/class level, and have hardness 10 and 10 hp/class level. This is an Illusion (shadow) effect.
Cloying Darkness (Sp): At 8th level, the Extinguisher gains the ability to use his shadow discs to duplicate the cloying darkness spell (see below). The save is DC 13+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Blind Fight: At 9th level, the Extingusher gains Blind-Fight as a bonus feat .
Light Negation (Su): At 10th level, the Extinguisher learns the secret of negation. When he uses his Light Absorption to lower the light levels to darkness and thus creates a shadow disc, he may create a negation disc instead. A negation disc has only one purpose: to violently nullify light when broken. When a negation disc is broken, it lowers the illumination level in a 60 ft radius around itself to total darkness. For each level of illumination dropped (bright to shadowy, shadowy to dark), the negation disc deals 1d6/class levels damage to everything in the area. Affected creatures get a Fortitude save (DC 15+Wisdom modifier of the Extinguisher that made the disc) for half damage. An Extinguisher may only have one negation disc at any time, and may only use Light Negation to create one negation disc every 24 hours.
Enervating Darkness (Sp): At 11th level, the Extinguisher gains the ability to use his shadow discs to duplicate the enervating darkness spell (see below). The save is DC 16+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Body of Shadow (Ex): At 12th level, the Extinguisher's connection to darkness grows deeper. Their physical form becomes shadowy while in darkness, making them hard to see. They gain total concealment while in anything less than bright conditions.
Veil of Darkness (Ex): At 13th level, the Extinguisher gains the unique ability to detect light sources in an area around him. He can take a full-round action to discern the brightness and area of all light in a 1,000 ft radius of his current position. He doesn't learn what is generating the light source, nor the presence of any creatures or anything else about the location, just how bright it is and where it is.
Crushing Darkness (Sp): At 14th level, the Extinguisher gains the ability to use his shadow discs to duplicate the crushing darkness spell (see below). The save is DC 17+the Extinguisher's Wisdom modifier, and the Extinguisher's caster level is equal to his class level.
Mind of Shadow (Ex): At 15th level, the Extinguisher is so in tune with the darkness that his mind resists attempts by others to influence it, as the darkness reinforces him. He gains a mind blank-esque effect which grants him the ability to roll his saves against enchantments twice and select the more favorable result.
Lifesense (Su): At 17th level, the Extinguisher gains the powers of the dread wraiths to sense life. He gains the Lifesense ability of the dread wraith (http://www.d20srd.org/srd/monsters/wraith.htm#dreadWraith).
Soul of Shadow (Ex): At 18th level, the Extinguisher becomes a living shadow, a wisp in the darkness, a terrible thought. He gains the Dark Template (Tome of Magic, page 158), but does not gain any LA from it.
Brilliant Annihilation (Su): At 20th level, the Extinguisher finally learns the most powerful weapon in their arsenal. They learn how to utterly snuff out all light in a vast area permanently. To perform the Brilliant Annihilation ritual costs the Extinguisher 100,000 gp and 10,000 xp, and takes 1 week of dedicated work, 8 hours a day, with no interruptions. At the conclusion of this period, and the expenditure of the xp and gp, the Extinguisher gains a single annihilation disc. This disc can be snapped to cause all light sources within 1 mile/class level to snuff out, and be unable to be re-lit. Further, the area is blanketed in total darkness, which not even the sun can penetrate. This effect is permanent, and can only be dispelled by epic magics or the direct personal intervention of a god of light or darkness. Brilliant Annihilation has crushingly detrimental effects on wildlife, plant life, and civilizations, as no artificial light sources (magical or otherwise) function, and plants rapidly wither and die.
Shadow Apotheosis (Ex): At 20th level, the Extinguisher's connection to the primal darkness of the multiverse is finally at it's zenith. He becomes an Outsider with the Native subtype. He gains Darkvision (indefinite), meaning he can see out to whatever distance his eyes could in normal lighting conditions, but in darkvision. He gains the ability to use Light Absorption as a free action. He can use Light Negation up to 3/day. Lastly, he can summon 1d4 elder shadow elementals (ToM pg 166) at-will. He can have up to 4 such creatures serving him at any one time, and they last for 1 day.
New Spells
Darklight
Evocation [Darkness]
Level: Cleric 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: 20 ft radius
Duration: Instantaneous and 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Darklight creates a blinding field of darkness so black it actually blinds darkvision as well. Any creature in the area of darklight must make a Will save or be blinded. This shuts off darkvision as well. The caster is immune to this effect.
Cloying Darkness
Evocation [Darkness, Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes
Cloying darkness functions as the darkness spell, save as noted above and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 5d6 cold damage. On a successful save, they suffer half damage instead.
Enervating Darkness
Evocation [Darkness]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
Enervating darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or gain 1 negative level.
Crushing Darkness
Evocation [Darkness, Death]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 20 ft radius
Duration: 1 round/level
Saving Throw: Fort half
Spell Resistance: Yes
Crushing darkness functions as the darkness spell, save as noted above, and that any creature in the area of the spell must make a Fort save each round they remain in the area or suffer 10d6 bludgeoning damage. If they make their save, they take half damage.