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ErrantX
2010-06-23, 11:48 PM
In the Shadows

---

By skill and stealth, do I do my works

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XX

The contest begins with the posting of this thread and will run through midnight of July 28th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of August 10th.

Rules

1) You will be creating an 'original' prestige class. Your class must be a class that focuses on skill, stealth, verve, and determination. It could be an assassin of an ancient order, a necromantic rogue who adopts the powers of the vampire, an adventuring scholar who gets by on his wits, a sly rogue with a silver tongue and gift for the Way of the Unseen, or just a sort of murderous thug. All in all, what I'm looking for is a class that uses skills and a set of extraordinary and supernatural abilities to accomplish goals best left in the dark. I'm looking for rogues, scoundrels, and scallywags, and you may use any tool in the WotC arsenal to do it.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the

deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=142083).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted

work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2010-06-23, 11:49 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

4th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

5th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

6th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

7th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

8th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

9th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level

10th|
+x|
+x|
+x|
+x|Class Ability|+1 existing class level[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Rauthiss
2010-06-24, 12:43 AM
The Improviser

http://fc07.deviantart.net/fs14/f/2007/014/8/9/A_Tribute_to_MacGyver_by_Aderwyn.jpg
(Credit to Aderwyn (http://aderwyn.deviantart.com/) of Deviantart)

"Eh, it’ll have to do." – Gyver, a Human improviser

There often come times when a rogue, for some reason or another, must act without having his weapons openly. Some choose to hide their weapons, but an Improviser would rather use what he can find at the location. Many are daredevils, in the profession for the thrill, but just as many use their talents for assassinations, killing their targets with whatever they can find.

BECOMING AN IMPROVISER
The large majority of improvisers are rogues that have simply chosen to fight with uncommon weapons, or have found themselves in situations where they needed to improvise.

ENTRY REQUIREMENTS
Skills: Sleight of Hand 8 ranks, Craft (Any) 6 ranks
Special: Must have adventured without using “proper” equipment for 24 hours.

Class Skills
The Covert Array's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Improved Improvised Weaponry

2nd|
+1|
+0|
+3|
+0|On The Spot Defense

3rd|
+2|
+1|
+3|
+1|I Don’t Need Those

4th|
+3|
+1|
+4|
+1|I've Got Just The Thing

5th|
+3|
+1|
+4|
+1|Didn't Expect That[/table]

Weapon Proficiencies: The Improviser gains proficiency with all improvised weapons. (This removes the typical -4 penalty. However, improvised weapons are still under DM discretion as to what kind of weapon they are equivalent to. In addition, this does not grant you proficiency with the equivalent of any item you are not normally proficient in.)

Improved Improvised Weapons (Ex): In addition to becoming able to use improvised weapons without penalty, an improviser also learns to wield them more effectively than regular weapons. An improviser gains a +1 competence bonus to attack and damage rolls with all improvised weapons. This bonus increases by 1 every level. In addition, any improvised thrown weapon has a range increment of 30 feet.

On The Spot Defense (Ex): Not content with only being able to whip up an offense in a situation, a second level improviser also learns how to protect himself. He gains the ability to improvise armor in a similar way as improvised weapons.
This follows all normal rules for improvised weapons – the DM decides the rough equivalent of the item. This ability also grants the improviser proficiency with that item, removing nonproficiency penalties. Unlike proficiency with improvised weapons, this also grants the user proficiency with the item’s equivalent for as long as it is improvised – a rogue with this ability could improvise a large shield, and take no nonproficiency penalties, for example.
This ability is typically used with shields, but sometimes used with actual armor – a large curtain wound around the body, for instance, could function as the equivalent of leather armor.

I Don’t Need Those (Ex): An Improviser doesn't depend on tools to be able to do things – one of third level or higher has honed his skills to the point of not needing them at all. He takes no penalties for not having tools needed for specific skill checks. The skills most commonly associated with this ability are Open Lock and Disable Device – The improviser need not carry around a set of thieves’ tools.

I’ve Got Just The Thing (Su): A 4th level improviser tends to collect small items and trinkets that he may find useful in his travels and puts them into a small bag. As long as this bag is on his person, an improviser may pull any mundane, non-weapon, non-armor item from it. This item is made out of improvised materials and, as such, is useful only to the improviser that produced it. The item is completely worthless, in addition The bag is quasimagical; it does not have any magical aura and it is not stopped in an antimagic field, but the bag can hold items that its dimensions would indicate that it normally could not, such as ladders. Many improvisers chalk this effect up to “It works. I’m not going to ask why.”

Didn’t Expect That (Ex): An improviser of level 5 learns to take advantage of his opponent’s unfamiliarity with his weaponry to strike at them to great effect. When an improviser attacks using an improvised weapon for the first time an encounter, he may make a Sleight of Hand check opposed by the target’s spot check. If the improviser succeeds, the attack is a critical threat. In addition, if the critical hit succeeds, the weapon's damage is quadrupled instead of doubled.


PLAYING A COVERT ARRAY
By playing a covert array, you gain the ability to wield things that many normally could not. You can switch weapons on the fly without worrying about not being able to use them, meaning that carrying cold iron horseshoes and silverware will become invaluable against certain foes.

Combat: When using improvised weapons, you will often be better at hitting and damaging people than your allies, as your competence bonus increases. This, along with the versatile armor abilities given by On-The-Spot Defense, lends an improviser to a more melee based combat role than other rogues.

Advancement: As an Improviser levels, he gains the ability to carry less and less items on him. Your stealth abilities will benefit from this, as well as your ability to blend in with normal people.

Resources: Improvisers often show off their abilities, performing stage shows to show their abilities. However, no actual group of them exists.

IMPROVISERS IN THE WORLD
“He stabbed me with a quill! A QUILL!” - Taven Brinn, captain of the royal guard

Improvisers are known by many as nothing more than simple stage magicians and tricksy folks, performing tricks such as opening locks with a few pieces of straw. However, the few that have faced improvisers in combat know that there is nothing more terrifying than a man who can, quite literally, hurt you with anything.

Daily Life: Improvisers are, in many ways, like perfectly normal people. The only unique facet of an improviser's day is his tendency to collect things many find useless.

Notables: One improviser's name is whispered throughout towns and villages in a hushed tone - Gyver. An experienced improviser, Gyver is known for his ability to weasel his way out of any situations his enemies may trap him in. He tends to find himself in espionage work often, offering his services to the highest bidder.

Organizations: The Improviser's guild is spread thinly throughout the land, often with only one or two members at a given town. Many keep in touch through obscure methods known only to the sender and recipient of any messages, improvising the communication methods as well as combat. However, such people are often glad to give fellow improvisers a place to stay, as well as any knickknacks they may need. These guild members are often found as pawn shop owners or bartenders.

NPC Reaction
Many NPCs are intrigued by Improvisers, and there uncommon use of common objects. Many will look on in amazement as an Improviser does things no one would have expected. As such, Improvisers can often provide quick entertainment or distraction, and can nearly always find a way, via doing a small favor, to get a place to stay or a good meal.

IMPROVISERS IN THE GAME
Adding an Improviser will have one large effect on any party including one - as he no longer has any need for weaponry, armor, or mundane items, a larger amount of his wealth will go towards items that grant more uncommon abilities. However, this is not a large change, and is similar to adventuring with a warlock or similar class.

Adaptation: Fittingly enough, Improvisers fit well in any campaign setting, with no pressing need to adapt them in. However, adding a member or two from the Improviser's Guild is an easy way to spice up a bar fight.

Encounters: PCs may encounter Improvisers in nearly any situation, most commonly fighting one in a barfight or finding one making his way through a dungeon in an "endurance run"

Forever Curious
2010-06-24, 03:07 PM
Shade Touched
http://i265.photobucket.com/albums/ii225/purpletulip_2008/anime%20guys/VampireSlayer.jpg

”Tis every thief’s dream: to become the darkness itself!” Limmick, leader of the Blacklight Gang

Those who practice stealth are well acquainted with dark places. However, some of the greatest scoundrels become so fixated with shadows that they literally become one. These "shade touched" are people who have spent countless hours away from the light, so long that their very being becomes tied to the Plane of Shadow. As they develop their connection to this insidious plane, they learn to channel the power of shadow and, eventually, literally become a denizen of the plane.

BECOMING A SHADE TOUCHED
The majority of shade touched are rogues, especially those trained in the art of hiding. Other sneaky classes, such as scouts and ninjas, also find themselves connected to the Plane of Shadow. Even few bards learn to hone this connection, sacrificing spell and song for stranger abilities.

ENTRY REQUIREMENTS
Skills: Hide 10, Move Silently 8
Feats: Darkstalker (Lords of Madness)
special: Must have spent 24 hours in shadowy illumination or darker.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Chilling Touch (1d6), Darkened Perception

2nd|
+1|
+0|
+3|
+0| Channel Shadows (Minor Image)

3rd|
+2|
+1|
+3|
+1|One with the Dark

4th|
+3|
+1|
+4|
+1|Nimble Shroud, Chilling Touch (2d6)

5th|
+3|
+1|
+4|
+1|Channel Shadows (Major Image)

6th|
+4|
+2|
+5|
+2|Frightful Nocturne

7th|
+5|
+2|
+5|
+2|Chilling Touch (3d6), Vexing Gloom

8th|
+6|
+2|
+6|
+2|Channel Shadows (Persistent Image)

9th|
+6|
+3|
+6|
+3|Chilling Touch (5d6), Concealing Shade

10th|
+7|
+3|
+7|
+3|Embrace the True Dark, Chilling Touch (4d6),[/table]

Weapon Proficiencies: A shade touched gains no proficiencies.

Chilling Touch (Su): A shade touched can manifest his connection to the Plane of Shadows in a freezing attack. All weapons wielded by the shade touch deal the indicated amount of bonus cold damage on a successful hit.

Darkened Perception (Su): The shade touched gains low-light vision if he did not already have it; if he does, it's range is doubled. In addition, he gains a bonus to Spot and Listen checks equal to his class level while in shadowy illumination or darker.

Channel Shadows (Sp): A shade touched can call upon the Plane of Shadows to imitate magical abilities. Starting at 2nd level, a shade touch imitate the minor image spell as a spell-like ability. At 5th he can imitate major image, and at 8th he can imitate persistent image. This ability can be used a number of times per day equal to the shade touch's class level. In addition, if this ability is used in shadowy illumination or darker, it does not count against his daily alloted uses.

One with the Dark (Su): A shade touched takes on the form of a denizen of the Plane of Shadow, gaining various abilities. At 3rd level, he gains the Dark Creature template (Tome of Magic, pg. 161) but does not suffer the LA from it.

Nimble Shroud (Su): The darkness grants a shade touched uncanny deftness. He gains a bonus equal to his class level to all Dexterity based skill checks whenever in shadowy illumination or darker.

Frightful Nocturne (Su): Most creatures not of the dark fear it, and for good reason. At 6th level, a shade touched emanates a fear aura whenever he is in shadowy illumination or darker. All enemies within 15 feet of the shade touched must make a Will save (DC = 10 + shade touched’s class levels + shade touched’s Charisma modifier) or become frightened, remaining so until they enter a lit area, whereupon the effect ends immediately. This ability cannot affect creatures already in the light.

Vexing Gloom (Su): The darkness grants a shade touched extra protection against magic. A shade touched gains spell resistance equal to 20 + class level while in shadowy illumination or darker. In addition, whenever someone attempts to cast a spell with the [Light] descriptor within 30 feet of the shade touched, they must succeed on an opposed caster level check or the spell fails. Treat the shade touched’s HD as his caster level for this check. The shade touched gains a +2 bonus on this check while in shadowy illumination and a +5 bonus while in total darkness.

Concealing Shade (Su): A shade touched can manipulate darkness to make him harder to strike. All attacks against him suffer a 50% miss chance while he is in shadowy illumination or darker.

Embrace the True Dark (Su): By level 10, the shade touched has completed his metamorphosis into a true denizen of the Plane of Shadow. His type changes to Outsider. In addition, the shade touched can become a shadow-like creature as a move action once per day and gain the following abilities:

Incorporeal subtype
His body radiates 30 feet of shadowy illumination. All creatues in this area take 1d6 cold damage (no save).
Plane Shift (1/day, only to and from the Plane of Shadow)


A shade touched can remain in this form a number of times equal to twice his Charisma modifier. However, they need not be used consecutively, and a shade touched can resume his normal form as a swift action.

[b]PLAYING A SHADE TOUCHED
Shade touched relish the dark and most of their abilities are contingent on it, so that’s where you should spend most of your time. You gain bonuses on many vital skills, in addition to an array of useful spell-like abilities. Your main place in the party is a scout and skill monkey of course, but at higher levels you can be a back up ranged combatant.
Combat: At early levels, you should take advantage of your high Dexterity score and shoot down opponents with ranged attacks. Your skills at hiding are almost impossible to detect, so sniping is perfectly viable. At later levels your spell-like abilities give you more options to deal damage.
Advancement: There’s no reason not to take this class to the end: you gain powerful defensive and offensive abilities, as well as becoming a shadow creature. As you advance, focus on abilities that increase your stealth. Gaining the sneak attack ability is also a powerful option, as you’ll rarely be seen anyway.
Resources: Shade touched are well respected amongst the criminal underground, and many black market merchants will be willing to grant exorbitant discounts to receive your favor.

[b]SHADE TOUCHED IN THE WORLD
”I never saw a thing.” –Alex Grant, captain of the guard and ‘witness’ to a shade touched’s heist.

Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

cooperflood
2010-06-24, 03:28 PM
Master Thief

http://www.komarckart.com/wl_03.jpg
Image by Michael Komarck

Some people steal to make a buck. Me I stole just to prove I could. -Mince, a retired cat burgler.

There are rogues and then there are Master Thieves. A master thief has perfected his art to such a degree that he becomes something more. His abilities and skills would make him the envy of every cutpurse on the block... if they only knew he existed.

BECOMING A MASTER THIEF
The vast majority of Master thieves start their careers as rogues. Others classes have been know to become master thieves but the path is a difficult one.

ENTRY REQUIREMENTS
Special: Sneak attack +8d6 or skill mastery in 4 skills
Special: Trapfinding class feature
Skills: Disable Device 18 ranks, Hide 18 ranks, Move Silently 18 ranks

Class Skills
Any skills that were previously in-class skills are class skills for a master thief.
Skills Points at Each Level: 10 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Deadly Critical, I'm the Best

2nd|
+1|
+0|
+3|
+0|Combat Speed, Just that Good

3rd|
+2|
+1|
+3|
+1|Meant to do That, Quieter than Death

4th|
+3|
+1|
+4|
+1|First to Act, Not my Destiny

5th|
+3|
+1|
+4|
+1|Backstabbing Paragon, Spontaneous Problem Solver

[/table]

Weapon Proficiencies: Master Thieves gain no proficiency with weapon or armor.

Deadly Critical (Ex): A master thief knows how pierce organs and cut flesh with skill unheard of by lesser mortals. Once per encounter per enemy when a master thief scores a critical hit he may multiply his sneak attack damage by his critical multiplier. Additionally a master thief adds his full sneak dice against foes normally immune to sneak attack when ever he deals sneak attack damage.

I'm the Best (Ex): Master Thieves don't just know how to pick a lock, they can pick a lock so fast you would swear the door was unlocked. Gain a +5 bonus to Disable Device, Hide, Move Silently and any skill which you have skill focus or skill mastery. Additionally a master thief may use any skill trick he knows one additional time per encounter.

Combat Speed (Ex): Some people are fast, while others are quick. Master Thieves on the other hand are always in the right place at the right time. A master thief may spend a swift action to gain a move action. He may use this ability a number of times per day equal to his Dexterity modifier.

Just that Good (Ex): It's not concidered luck when your talented. Five times per day you may reroll any d20 in which you dislike the result. If the rerolled dice's result is less than 10, make it a 10.

Meant to do That (Ex): A master thief never misses the obvious or even the extremely well hidden. As an immediate action a master thief may make a disable device check to disable a trap that was just sprung. This DC to disable the trap is increased by 10. Each additional time per day a master thief uses this ability adds a cumlitave +5 to the DC.

Quieter than Death (Su): A master thief that wants to escape notice is never seen. A Master thief can cast superior invisibity as a swift action 5 times per day with a caster level equal his ranks in hide or move silently, whichever is lower. This ability has a target of personal and a duration of one round.

First to Act (Ex): A master thief is always calm and in control. He is never never surprised by any situation. Once per day after initiative is rolled, but before results are declared a master thief may decide to make his initiative roll the highest. If two or more characters use this ability (or another similar to it) use the standard rules for breaking initiative ties. Additionally a master thief may always take a full round action during a surprise round.

Not my Destiny (Ex): A master thief is completely in control of his own fate, and his fate isn't to be killed by some lucky shot. Once per day a master thief may as an immediate action make any one attack or targeted spell that would have effected him miss and strike an adjacent foe instead if there is a valid target. Additionally as a part of this action the master thief becomes invisible until the beginning of his next turn and can move up to his speed.

Backstabbing Paragon (Ex): A master thief's skill with a knife is a sight to behold. During a surprise round a master thief may maximize all the damage done by his sneak attack class feature. Additionally during all rounds of combat a master thief may add his Dexterity modifier to sneak attack damage.

Spontaneous Problem Solver (Ex): A master thief has experienced and learned every trick under the sun. As a swift action, he may choose any feat and use it for one round. A master thief must meet all prerequisites with the exception of feat prerequisites. He must also meet any non-feat prerequisites of any of the feats in the feat chain required to acquire the feat. A master thief starts each day with one use of this ability, each time he rolls initiative he gains one more additional use.

PLAYING A MASTER THIEF

Combat: A master thieves combat tactics and strategies won’t change much after entering this class. Most of the class abilities will just make you stronger at your preferred tactics. Deadly Critical and Backstabbing Paragon allow you to hit harder and more often than you did before. Foes such as Undead and Oozes that gave you problems before can now be dealt with like other opponents. Combat Speed is a valuable resource that will allow you to get in a flanking position and still do a full round attack. However a Master Thief is definitely not a front line fighter and he should keep that in mind. Don’t be afraid to use Combat Speed and Quieter than Death to avoid taking unnecessary hits.

Advancement: In a standard non-epic game master thief is the last class a character would take.

Resources: Like any good rogue a master thief is going to have a variety of contacts that he can call upon from time to time. Most of these contacts will just provide bits of information, but occasionally you may be able to gain material assistance. However a master thief never gets anything for free, he works strictly on a tit for tat basis.


MASTER THIEVES IN THE WORLD

Adaption: The Master Thief is a generic prestige class that can be adapted into almost any game. It can be used to represent any high level rogue character from a Guild Master to an elite Assassin. You may want to change some of the class features to make it better fit your game. For example a Guild Master may want to lose Combat Speed and gain an ability that improves his leadership related skills.

Sample Encounter: A master thief can serve well as your traditional BBEG, with his resources he can easily serve as the master behind the curtain who pulls all sorts of strings to beguile the players. However a master thief also can serve as a contact or resource the players need to find in order to solve a mystery or locate an ancient relic. In all these cases it’s important to note that the players will probably never realize that they have been in contact with a master thief.

EL 15: Normally a priest of Olidammara is jovial and good company, but today he seems preoccupied with his cup. With only a little prodding he spills his troubles in a hushed tone. It seems that the High Temple has robbed with a number of relics gone missing. Can you imagine the public ridicule if such a secret got out?

Hyooz
2010-06-25, 10:06 PM
GHOST WYRM

http://fc08.deviantart.net/fs19/i/2007/289/4/e/Ghost_dragon_by_Jerhaia_Tsukikitsune.jpg

"Tell me this: What is more dangerous than an enraged dragon? Give up? An enraged dragon you can't see." -

When one considers a dragon, one thinks of the great beast. Its claws. Its wings. Its fangs. Its flames. But this image does a great disservice to the grandest of mortal creatures. While many may choose to make a great show of burning a city to the ground or tearing a great hero to shreds, others are content to simply wait and smile, their designs far too far-reaching for such a show of force to contribute meaningfully. Far too many too quickly forget that the dragon is more than a brute beast of only muscle and flame and thus fall victim to their more subtle schemes.

Those lesser mortals who would make themselves dragons are some of the more common offenders, all too content to spew fire and magic and call themselves 'dragon.' Those with a more careful eye follow after the true paragons of dragonkind that we never see, yet the whole of the world rests in their claws. These are the Ghost Wyrms, turning their knack for draconic mimicry down a more insidious path.

BECOMING A GHOST WYRM
Ghost Wyrms typically begin as Dragonfire Adepts, their reliance on breath weapons and invocations alike making most any other entry, at the very least, very difficult.

Ghost Wyrms are never chosen. They are made. There are no lost secrets of the legendary first Ghost Wyrms or grand organizations of scheming dragons seeking more members to add to their power. There is simply discovering the path by one's self. A Ghost Wyrm is, after all, still a dragon.

And dragons don't share.

ENTRY REQUIREMENTS
Class Feature: Breath Weapon 3d6
Invocations: Walk Unseen
Skills: Bluff 9 ranks, Sense Motive 9 ranks, Diplomacy 9 Ranks

Class Skills
The Ghost Wyrm's class skills are Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device.
Skills Points at Each Level: 6 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Draconic Invocations Known

1st|
+0|
+0|
+2|
+0|Gaseous Breath|1

2nd|
+1|
+0|
+3|
+0|Hidden Dominion, Breath Weapon +1d6|0

3rd|
+1|
+1|
+3|
+1|Truly Unseen|1

4th|
+2|
+1|
+4|
+1|Serpent's Guile, Breath Effect, Breath Weapon +1d6|0

5th|
+2|
+1|
+4|
+1|Draconic Shade|1

6th|
+3|
+2|
+5|
+2|Improved Gaseous Breath, Breath Weapon +1d6|0

7th|
+3|
+2|
+5|
+2|Imperceptible Destruction|1

8th|
+4|
+2|
+6|
+2|Clinging Exhalation,Breath Effect, Breath Weapon +1d6|0

9th|
+4|
+3|
+6|
+3|Draconic Wraith|1

10th|
+5|
+3|
+7|
+3|Ghastly Mastery, Breath Weapon +1d6|0[/table]

Weapon and Armor Proficiencies: A Ghost Wyrm gains no new proficiencies.

Invocations: At first level, and every other level thereafter, the Ghost Wyrm learns a new invocation he qualifies for. Ghost Wyrm levels stack with Dragonfire Adept levels for the purposes of determining what invocations you qualify for as well as your caster level.

Gaseous Breath: The first thing a Ghost Wyrm learns is that sometimes, a standard breath weapon is just a little too blatant. Often, a more subtle approach is called for. A breath weapon can still be useful for this. It just requires a slight alteration. When using this breath effect, your breath weapon takes the form of a billowing cloud of harmful gas. You can choose to apply any one other breath effect that you know to the same breath weapon, as long as it can be applied to a cone-shaped breath weapon.

The breath weapon takes the form of a circular cloud, with a center 25ft away from the Ghost Wyrm. The cloud spreads from its center quickly, totally obscuring vision across a 50-foot spread in 1 round. If the gas is left unrestrained, it billows out another 10 feet per round until it has covered a 100-foot radius. This gas dissipates normally in 10 rounds, a moderate wind disperses the gas in 4 rounds; a strong wind disperses the gas in 1 round.

Creatures within the cloud at the beginning of their turn suffer the effect of the Ghost Wyrm's normal breath weapon but they automatically succeed on any relevant saving throws.

Hidden Dominion (Ex): The second thing a Ghost Wyrm learns is that when a dragon hides, it is not because it fears anything or seeks to avoid confrontation. It is because when a dragon hides, all that do not see him are already wholly his - from the very first breath. A Ghost Wyrm gainst a +2 bonus to his breath weapon's DC against any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not.)

Breath Weapon: At second level and every other level thereafter, the Ghost Wyrm's breath weapon damage increases by 1d6.

Truly Unseen: Dragons are masters of arcane magic, and their followers have a certain aptitude for it as well. As a Ghost Wyrm evolves its own abilities, its magic changes with it. A Ghost Wyrm's Walk Unseen invocation now mimics Greater Invisibility instead of Invisibility.

Serpent's Guile (Su): When a dragon shows itself, one can be sure that their doom is approaching. A Ghost Wyrm follows a similar principle. When they choose to show themselves, it is often to foes already burning. Any time a Ghost Wyrm uses a breath weapon while invisible, he can choose to pass the magic into his breath, becoming visible, but making his breath weapon, and any effects thereof, invisible for its duration. (i.e., if a Ghost Wyrm were to make a fire breath invisible, the breath itself would be unseen, as well as any resultant environmental flames.)

Breath Effect: At fourth and eigth level, the Ghost Wyrm gains an additional breath effect to apply to his breath weapon from the Dragonfire Adept breath effect list. Ghost Wyrm levels stack with Dragonfire Adept levels for the purposes of determining breath effects the Ghost Wyrm qualifies for.

Draconic Shade (Su): When a dragon wants something, there is very little that will keep him from it. A Ghost Wyrm especially is unhindered by mundane obstacles, demonstrating prowess not unlike their namesake. A Ghost Wyrm gains the ability to glide through mundane obstacles, such as doors and walls, effectively making the structure itself the Ghost Wyrm's hiding place. Its passing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of his presence. The Ghost Wyrm cannot move up or down or take any action other than moving while within an object. If he is adjacent to an open square, he can make a spot or listen check DC 20 to see or hear through the wall into the room. At the same time, when the Ghost Wyrm is so close, those within the room may be able to see and/or hear him with a Spot or Listen check opposed by the Ghost Wyrm's Hide or Move Silently check, respectively (assuming, of course, the Ghost Wyrm is trying to hide his presence within the wall). If spotted, foes can attempt to attack the Ghost Wyrm, but being within an object gives him 50% concealment. Any magical effect that moves the wall from around the Ghost Wyrm leaves him stunned for one round unless he succeeds on a Fort save (DC 15 + the spell's level)

Improved Gaseous Breath: A Ghost Wyrm learns to disperse his breath into a finer, thicker mist, making it that much more potent an option. Creatures within the cloud of a Ghost Wyrm's Improved Gaseous Breath breath effect no longer automatically succeed on related saves. The thicker nature of this effect, however, slows the gas's spread to only 5 feet a round, to a maximum of 75 feet.

Imperceptible Destruction: When your breath weapon is invisible, its Difficulty Class increases by +2.

Clinging Exhalation: Targets of a Ghost Wyrm's breath weapon (that has a duration) that are caught flat-footed or otherwise denied a Dexterity bonus to AC suffer the breath weapon's effect for twice its duration.

Draconic Wraith (Su): The Ghost Wyrm's Draconic Shade ability improves, giving him total domination in enclosed spaces. He can now move freely up and down while within a wall and, once per day, use a breath weapon while adjacent to an open square.

Ghastly Mastery: The Ghost Wyrm has reached the peak of his abilities, and he is truly a creature one does not want to make an enemy of. If you see a Ghost Wyrm of this level of power, begin repenting for your sins, because death is truly nigh. During a single cast of his Walk Unseen invocation, the Ghost Wyrm may make two breath weapons invisible before his own invisibility is lost.

PLAYING A GHOST WYRM
While you have taken your abilities down a more different path than some of your brethren, never forget you are still a dragon. One fight or another may not be a part of your grander plans, but they certainly can be if you make them. When making decisions, consider how one choice or another might further your purposes. This does not mean you are wholly selfish. Your purpose might be to aid the weak all you can, or perhaps to steal a kingdom right from under its ruler. Know your designs, and manipulate every situation you can toward achieving them.
Combat: Own your enemies' movements. Use your abilities to decide when they can engage you. Use your underlings (or friends, as you might prefer to call them) to secure the victory. Maybe you'll flood a hallway with a burning gas, driving your foes into the waiting swords of your party members, or fill a room with a vapor that makes your enemies sluggish and easy to pick off.
Advancement: Your focus on trickery and magics has left you with precious few breath effects to gain. Choose them carefully. Consider how you might combine them with your newfound Gaseous Breath and Serpent's Guile abilities. Also consider how they might interact with your widened array of Invocations. Will you use them as additional sources of torment to your enemies, or simply to bolster your own abilities?
Resources: A Ghost Wraith has no resources or friends to call on save those he makes. Nurture your relationships, for a friend is always preferable to an enemy. Don't forget your social skills and invocations to aid in social matters. You may find yourself needing them someday.

GHOST WYRMS IN THE WORLD
"He's not one you want to make an enemy of. Most people will just come at you and slit your throat. With him... one day you wake up, get out of bed and find it very difficult to move. Then you'll feel your flesh burning, but see no flames. Then you see him. And it's all over." - Jonas Botwan, Captain of the Guard

Most people don't even realize Ghost Wyrms exist, but when they are discovered, they are often met with an initial degree of fear and mistrust by strangers. Most will be careful, however, not to offend them, as one would be with any dragon.
Daily Life: A Ghost Wyrm will spend his day nurturing friendships and connections, unless there is something more pressing to be done. He thrives in an environment where he can influence as much as possible while remaining largely invisible.
Notables: Jervis Tetch is now widely known for being the sole controller of Eidon's trade routes for a period of time theorized to stretch over decades. Some of that time, government officials knew about his hand in some of the dirtier dealings that occurred, but refused to do anything about him, both because his management had bolstered the economies of numerous major cities, and removing him would cause mass chaos.
Organizations: Ghost Wyrms do not typically form organizations for their own, but they are very much at home in thieves' guilds and the like.

NPC Reaction
People understand that dragons are fearsome creatures, and even the lower mortals who imitate them are not to be trifled with. Some amount of trepidation will exist when first meeting or realizing a person as a Ghost Wyrm, but unless they have given him reason to think otherwise, they may find themselves warming up to him very quickly.

GHOST WYRMS IN THE GAME
Ghost Wyrms will largely allow the rest of the party to get the greatest glory in any given encounter, but they will work from the background as powerful support. Don't underestimate the power and versatility of their Draconic Shade ability. They become powerful scouts, and a DM might find his encounters being ambushed more often than ambushing.
Adaptation: Any campaign world where dragons exist will be a comfortable home for the Ghost Wyrm. Even if dragons in your world are merely brutish beasts, their powers can still be channeled in the direction the Ghost Wyrm does, so there is no need for adaptation there. In a world lacking dragons, the Dragonfire Adept base class becomes more difficult to realize in a way that preserves verisimilitude. They may simply not fit in any such world, but consider other creatures that might be revered like dragons, and adapt abilities to fit.
Encounters: Most encounters with Ghost Wyrms will be social, and should a party find themselves in combat with a Ghost Wyrm, it will become a tug of war back and forth, trying to maintain control of the situation, and the momentum needed to keep pressing forward.

Sample Encounter
Lucius Mannun is well known to be the scummy type. He got a little bit of power a long time ago and turned it into something else entirely. He knows people the PCs can't get access to, however, so they are forced to interact with him. The encounter quickly turns against them, though, when he turns out to be less than cooperative.
EL 10: As soon as combat starts, Lucius calls in backup, while filling the tiny room with what appears to be a thick, flaming gas. His cronies are unaffected, being pre-buffed with his Endure Exposure invocation, as well as possessing some amount of blindsight.


Lucius Mannun
Chaotic Neutral/Male/Human/Dragonfire Adept 6/Ghost Wyrm 4
Init +3, Senses: Blindsight 60ft Listen +13, Spot +13,
Languages: Draconic, Common, Undercommon
------------------------------------------------
AC 23, 13 touch , flat-footed (20)
hp 90 ( 10 HD)
Fort +11, Ref +9, Will +6
------------------------------------------------
Speed 30 ft. ( squares)
Melee: +3
Base Atk +3, Grp +3
Atk Options: Breath Weapon 5d6, Melee attack
Combat Gear: Shortsword
Spells Prepared: Invocations - Walk Unseen, Endure Exposure, Beguiling Influence, Chilling Fog
Supernatural Abilities:
-----------------------------------------------
Abilities 8 Str , 16 Dex , 20 Con , 14 Int , 10 Wis , 14 Cha
SQ: Breath Weapon
Feats: Entangling Exhalation, Improved Initiative, Toughness
Skills
Possessions: Dragon Spirit Cinture[/QUOTE]

Glimbur
2010-06-25, 11:01 PM
Dissembler

"See? Nothing in my hands."- Grim Harddock, Dissembler

Warning: This picture might disturb you. Sorry.http://i718.photobucket.com/albums/ww185/Glimbur/CreepyDoll.jpg

A dissembler is a subtle problem solver who knows that you should only bring things on a job that you need...

Becoming A Dissembler
Dissemblers generally stumble in to the class after an unfortunate mishap on a job. Maybe an arm gets cut off, maybe a head. Since you're not bound by the same rules living folk are, you survive and maybe leave the piece behind. But there's still a sympathetic link. Some undead who undergo this decide to study further the merits of falling apart under pressure.

ENTRY REQUIREMENTS
-Corporeal undead
-8 ranks in hide and move silently
-Knowledge:Religion 4 ranks

Class Skills
The Dissembler's class skills (and the key ability for each skill)are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int),Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + Int

LevelBABFortRefWillSpecial
1st+0+0+2+2Leg bone's Connected to the Hip Bone, 5 mile disassembled range, Improvised Weapon
2nd+1+0+3+3Arm bone's Connected to the Shoulder Bone, 20 mile disassembled range, +1d6 sneak attack, Like Calls to Like
3rd+2+1+3+3Head bone's connected to the neck bone, 100 mile disassembled range, Death Attack
4th+3+1+4+4Same plane disassembled range, +2d6 sneak attack, Coming Apart At The Seams
5th+3+1+4+4Trans-Plane disassembled range, Divided Thought


Weapon Proficiencies: A dissembler gains no new weapon or armor proficiencies.

Leg bone's Connected to the Hip Bone(Ex): You may detach one or both of your legs. This is a standard action for each leg. You may also detach tentacles, if you have any. See the sidebar.


Disassembled Range(Ex): If your detached parts move further from your torso than the range indicated on the table, they become inert until they are once again within range of the torso. Intert body parts have the same hit points as they did before, but can take no actions and automatically fail all saving throws they must make. On the plus side, they no longer conduct spells; meaning that casting Slow on an arm which is too far from your torso does not slow all of you.


Improvised Weapon(Su): You may use your detached arm or leg (or wing or tentacle, if you have any) as a club. It has an enhancement bonus equal to your class level and is appropriately sized for you to wield. You are proficient in your own limbs, even if you are not normally proficient in clubs. Attempts to sunder the limb work like sundering any other weapon, the arm has the hp it normally does when detached. It is not affected by effects that target magic items, like a targeted Dispel Magic or a Disjunction.


Arm bone's Connected to the Shoulder Bone(Ex): You may detach one or both of your arms. This is a standard action for each arm. You may also detach your wings if you have any. See the sidebar.


+1d6 sneak attack(Ex): A dissembler gain sneak attack dice at the levels indicated in the chart. These also stack with other sneak attack dice (or sudden strike dice) you may already have.


Like Calls to Like(Ex): A dissembler can sneak attack, skirmish, or sudden strike undead as though they were not immune to precision damage. He still may not critically hit them but may deal other forms of precision damage to them.

Death Attack(Ex): If a dissembler studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (dissembler’s choice). While studying the victim, the dissembler can undertake other actions so long as his attention stays focused on the target and the target does not detect the dissembler or recognize the dissembler as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the dissembler's hit dice + the dissembler’s Cha modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per class level of the dissembler. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the dissembler has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the dissembler does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.


Head bone's connected to the neck bone(Ex): You may detach your head. This is a standard action. See the sidebar.


Coming Apart At The Seams(Ex): You may now remove any number of body parts from yourself as a standard action.


Divided Thought(Su):The divisions in body have led to a division in mind. A fifth level dissembler can, as a free action, enter a state of Divided Thought. In this state, instead of getting one set of actions (standard, move, and swift) per round to share between body parts, each detached body part gets its own set of actions. There is one catch: excessive spellcasting interferes with the already strained necromantic bonds connecting the dissembler, so these extra actions cannot be used to activate extra magic items or cast more spells. It would be allowable, for example, for a leg to use Anklets of Translocation as a swift action and an arm attached to the head to use a wand in the same round, but the other leg could not also use a magic item that takes a swift or standard action to activate. Dividing one's mind in this way is strenuous, for each round of Divided Thought a dissembler uses he/she/it takes two points of charisma damage.


Sidebar: So you've come apart

When a dissembler detaches a limb it creates a separation. The limb can wander off on its own and do things without the rest of the body. It gets its own hit point pool and its armor class is probably different. It has the same skills and ability scores as the dissembler. In some ways, though, it is still connected. A dissembler has one set of actions (standard, move, and swift) to share between all his body parts. For purposes of things besides hit point damage or transportation magic, a detached limb is still part of the dissembler. If someone Bestows a Curse on your arm, the curse affects all of you. If a fireball catches your leg, the leg does not transmit the damage to the rest of your body. If a cleric turns your arm, all of you is considered turned. If a cleric turns your arm and destroys it... you need a Revive Undead because you are all destroyed. You may, however, teleport your arm to that king's castle to... promote the prince to kingship. You could also planeshift your head to Sigil to get some answers. Magic items work similarly to non-hp affecting spells; a Ring of Protection on a detached arm applies to all body parts. Shields and armor are an exception, they only protect the body parts they are actually attached to. Beneficial spells besides those that restore hit points are also carried by the mystic link; an invisibility spell cast on the torso which is with the rest of the party also applies to the arm which is sneaking in to the enemy general's tent.


Legs: A detached leg has hit points equal to one quarter of a dissembler's current hit points and maximum hit points equal to one quarter of a dissembler's maximum hit points. It is two size categories smaller than the dissembler(remember size category modifiers to AC, hide, move silently, etc). Its base land speed is twenty feet faster than the base land speed of the dissembler. It has a slam attack which does 1d6 damage for a medium sized dissembler, or for a effectively tiny leg. It cannot wield weapons. A dissembler can perceive through a leg as though it could see as a normal human does (no low-light vision or darkvision, even if the dissembler has such vision modes) and a leg also has blindsense with a range of 20'. A leg cannot talk, but it can write... crudely. A leg takes a -4 to forgery, disable device, open lock, sleight of hand, and use rope checks and takes twice as long to do these things (except for sleight of hand) due to the unwieldiness of a foot compared to a hand.


Arms: A detached arm has hit points equal to one quarter of a dissembler's current hit points and maximum hit points equal to one quarter of a dissembler's maximum hit points. It is two size categories smaller than the dissembler. Its base land speed is equal to the base land speed of the dissembler. It can wield weapons normally and uses the dissembler's BAB. A dissembler can perceive through an arm as though it could see as a normal human does (no low-light vision or darkvision, even if the dissembler has such vision modes) and an arm also has blindsense with a range of 20'. An arm cannot talk, but it can write and use skills that don't require communication normally.


Head: A detached head has hit points equal to half of a dissembler's current hit points and maximum hit points equal to half of a dissembler's maximum hit points. It is three size categories smaller than the dissembler's base size. Its base land speed is ten feet slower than the base land speed of the dissembler. It has a bite attack which does 1d6 damage for a medium sized dissembler. It has all the vision abilities that the dissembler does. It is also unique in that it is the only piece of the dissembler which can talk. Its presence is therefore necessary to activate wands, cast non-silent spells, etc. It cannot use skills requiring fine manipulation, like disable device, forgery, open lock, sleight of hand, and use rope


Torso: A detached torso has hit points equal to a dissembler's normal hit points. It is one size category smaller than the dissembler. Its base land speed is five feet. It has no attacks, and no ability to manipulate things. It has only limited perceptions: it cannot see or hear but has blindsense with a range of twenty feet.

Other Parts
Tentacles gain a slam attack like legs but are otherwise treated as arms.

Wings retain the fly speed of the creature as well as its land speed. If the creature needs wings to fly and has removed its wings it may no longer fly. They are otherwise treated as legs.

Tails are treated like legs but do not gain a boost to move speed like legs do.

Even if you have more than two arms or legs or more than one head you may remove them independently and have them act independently.

Other body parts may not be removed.


Multiple Pieces: If more than one piece is attached together (for example, if you remove both of your legs leaving your torso with arms and a head), use the largest hit point pool any of the attached pieces has for the hit point pool of the group, and use the the fastest speed of any individual part for the base land speed of the group, unless the torso is included in which case use the normal land speed of the Dissembler. Parts that do not go together in a normal human, for example a leg and an arm, can be attached to each other. If the arm/leg group is damaged and later splits, each has current hit points equal to the current hit points the group had.


Getting Back Together

When a dissembler wishes to reconnect body parts, they must be in adjacent squares or the same square. It takes a full round action to connect any number of parts back together. The dissembler's new hit point total is the highest hit point total any one part had. This will generally be the torso. The new maximum hit points, likewise, is the largest maximum any part had, which will also usually be the torso.

Missing Parts

If a detached part is destroyed by hit point damage, it can be replaced. Replacing it requires a dead body part of the appropriate type (someone's arm if replacing an arm, etc) and an Animate Dead spell with 25 gp of black onyx for each hit die the dissembler has. Count all hit dice, not just class levels in dissembler. A dissembler can also, as a free action, declare a body part as "missing" and have it count as though it were destroyed. It is no longer animate but can be replaced like any other destroyed body part.

Antimagic Fields and You
Separated parts in an antimagic field do not function, only the torso and any parts attached to it work in an antimagic field. Spells and magic items and their effects are suppressed as normal, so if you take off your arm which has a ring of protection outside an AMF and walk in to it, the body does not get the deflection bonus.




Playing A Dissembler
Combat: Disassembling yourself is generally not very helpful in combat. The improvised weapon feature is cute, but prevents two weapon combat. Consider leaving a leg behind so that you can't be fully killed, but this does mean your stuff can be taken.
Advancement: Most dissemblers are sneaky types, but warriors might also be interested in the opportunities presented by sending a leg and an arm in to battle. These divergent paths advance in differing classes. Tome of Battle, Incarnum, Binding, and other alternate power systems are worth considering because they can be multiplied by your capstone.
Resources: Whatever you can beg, borrow, or steal. And you should be able to steal a lot with detachable arms.

Dissemblers in the world
"What's an arm doing here?"-last words of a nameless baron

Daily Life: Undead have different day to day concerns than mortals and being a dissembler does not change this.
Notables: The best dissemblers do not gain fame for their skills, for an unusual ability like theirs is best as a surprise. However, at any summer camp you will surely hear campfire stories about a severed arm that crawled towards someone. These are lies... probably.
Organizations: Dissemblers have no formal organization, it is hard enough being undead without having meetings and such to draw undead slayers.

NPC Reaction
"AAAAAAAAAAAHHHHHHH!"

Dissemblers in the game
This costs a little sneak attack progression and hinders acquisition of rogue special abilities. You might be concerned about the possibility of five sneak attacks a round, but with the small size of limbs reducing their threatened area it takes significant work to set up.
Adaptation: Constructs could plausibly do similar body separation tricks. Or oozes, but... oozes.
Encounters: Put the class on a necropolitan rogue. Steal the party's money. Run.

Demons_eye
2010-06-26, 12:09 AM
The Shadow Eater


http://fc06.deviantart.net/fs50/i/2009/273/f/a/Crona_shadow_by_RasEdd.jpg


The first thing I look for when walking into a place is not for weapons, thugs, or poison in my beer. I check how many shadows each person has.

Shadow Eaters are a strange lot that some say developed out of a mix of spell thieves and rogues, some say they where a mix of shadow mages and sneaks, but all agree that they started on the shadow plane from an evil monster. This monster stole peoples shadows for food and killed many but was brought down by a creature of pure light. The only survivor was a young lad that learned from the Demon.

Shadow Eaters are people that have mastered the art to consume others shadows and use that to power themselves and their abilities.

Becoming a Shadow Eater

Most are taught the style of shadow eating by a Shadow Eater themselves but some stumble along the art when they have close ties to shadow itself. Some become so hungry they try to eat the person on the ground only to find they have eaten their own shadow.


Entry Requirements
Special: Sneak Attack +3d6
Skills: Hide 8 ranks, Move Silently 8 ranks, Knowledge Arcane 8 ranks

Class Skills
The Shadow Eaters class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int


Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Consume Shadows

2nd|
+1|
+1|
+3|
+1|Shadow Abilities

3rd|
+2|
+1|
+3|
+1|Shadow Transformation, Sneak Attack +1d6

4th|
+3|
+1|
+4|
+1|Shadow Travel

5th|
+3|
+2|
+4|
+2|Shadow Abilities

6th|
+4|
+2|
+5|
+2|Shadow Companion, Sneak Attack +2d6

7th|
+5|
+2|
+5|
+2| Greater Shadow Transformation

8th|
+6|
+3|
+6|
+3|Shadow Abilities

9th|
+6|
+3|
+6|
+3|Greater Shadow Travel, Sneak Attack +3d6

10th|
+7|
+3|
+7|
+3| Become Shadow

[/table]

Weapon Proficiencies: Shadow Eaters gain no new weapon proficiencies

Class Features

Consume Shadows: At the first level, as a full round attack action, you can attempt to consume the shadow of an adjacent enemy. You strike at their shadow with what ever weapon you have and drag the shadow to your mouth to feast on. This attack can be strong (dealing normal damage) or a simple tug on the shadow (Dealing no damage). If someone takes no damage from the attack they are no immediately aware that the Shadow Eater is consuming their shadow.

The target must make a will save (DC 10+Shadow Eater level+Charisma modifier) or have their shadow forcibly taken. If the opponent fails his save you consume the shadow and heal hit points equal to your character level. After that you must choose if the you wish to control the shadow or digest it as a swift action.

If you choose to digest it you as if you rested a full nights rest. If you chose to control it, the shadow forms under you like the one you have only it faces a direction of your choice (North, South, East, or West) and never changes. The shadow can be summoned as a full round action to fight for you using the stat block of the creature that you consumed the shadow from. Shadows act on your turn under your command mentally as a free action, they can not leave 100 feet from you.

Shadows are repressed if they hit 0 HP and can not be used again until they are healed to full HP. They can be disabled for an hour if hit with a dispel (your CL is equal to your character level + charisma modifier). Shadows can also be returned willingly if the Shadow Eater chooses to do so. At any given time you can only control six times your Shadow Eater level in Shadow HD.

Your natural shadow does not count for the purpose of any Shadow Eater ability. You can consume part of a shadow of a unattended nonliving object but doing so takes 11 minutes minus class levels (so 10 at the first and 1 at the last). You can not consume the entire shadow of nonliving objects and they return at a rate of 1 day/2 Shadow Eater class levels. Constructs and Undead count as living for consume shadow.

Shadow Abilities: At the second, fifth, and eighth level you can pick an ability from the list below.

Shadow Transformation: Consuming so many shadows have started you on the path of becoming a shadow itself. Your appearance pales as a shadowy veil covers you, and as you become more agile and resilient. At the third level you gain a concealment providing a 20% miss chance. Also you gain +2 to hide and move silently, and cold resistance 10.

Sneak Attack +1d6: At the third level your Sneak attack increases by 1d6 and increases again on the sixth and ninth level.

Shadow Travel: beginning at the fourth level so long as you control one shadow you can travel up to 100 feet per class level. This takes a full round action and you can take up to 100lb per class level with you, you must start and end in a shadow. You need not see the shadow but if there is no shadow where you wish to go you still use the full round action.

Shadow Presence : Your appearance, renown, or sure might brings fear to all around you. You gain the frightful presence ability. Any time you attack, intimidate, or consume as shadow, all foes within 30 feet must make a will save or become frightened or shaken for 1d4 per class level rounds. The will save for this ability is 12+Class level+Charisma modifier.

Greater Shadow Transformation: Your continued consumption of shadows increases your transformation. At the seventh level your concealment is replaced with Incorporeal walk, if you take a full round action to move you gain the Incorporeal subtype for one turn. Your bonus to hide and move silently increase, but do not stack, to +4, your cold resistance increases to 20 and you gain 30 feet to all movement speeds.

Greater Shadow Travel: At the ninth level you can use your shadow travel as a move action.

Become Shadow: Your ability of consumption have finally turned you into what you have eaten. Your bonus to hide and move silently increase, no stacks with, to +8, your cold resistance increases to 30, your movement bonus is doubled unless the the lose of the the previous bonus is higher and applies to all move speeds and last you gain fast healing 10 so long as you are touching shadows other than what you control. Lastly when you consume a shadow you may gain a +10 untyped bonus to your next five skill checks.


Shadow Abilities


Shadow Rest: When you digest a shadow you are healed as if you rested one week instead of one night.

Shadow Memory: When you consume a shadow you gain memories from the person, thing, or animal that you consumed the shadow from. What memories you learn is up to the DM but this technique is commonly used to gather vital information and that should show up more often then common information. You also gain +2 to all charisma based skills on any target so long as you have a shadow with the same type or subtype of the creature you are interacting with. Exp: so long as you have a fire elemental shadow you gain a +2 to all charisma based skills on any fire type creature.

Shadow Melding: You can meld into shadows as the Meld into Stone spell. If the shadow moves you move with it and if the shadow is destroyed you take 5d6 damage and become stunned for two rounds. Shadows are destroyed if a light based spell is cast on the shadow with a spell level equal to your class level.

Shadow Skill: You can use your shadows skill modifier in place of your own for a skill. The max skill modifier you can gain this way is two times your character level.

Shadow Sliver: You can 'taste' someone shadow eating only a little of it to better track them down later. When you consume shadow you can instead control a sliver, a 1 HD shadow, that shows up as a fine sized shadow of the person. When tracking someone you have a sliver of you gain the track feat and gain a bonus to your survival checks equal to your class level.

Shadow Studying: You can learn to better consume shadows by studying your foe. While studying the victim, the Shadow Eater can undertake other actions so long as his attention stays focused on the target and the target does not detect the Shadow Eater or recognize the Shadow Eater as an enemy. For every round you study your shadow consumption DC increase by one to a max of three and for every 2 sneak attack dice damage you forfeit in a consume shadow the DC raise another one.







Playing a Shadow Eater

The only thing that all Shadow Eater's have in common is that they eat shadows. Some focus in using the shadows to hide and strike when the time is right while others zoom into combat and use consumed shadows to fight for them. Some use a mix of shadow abilities to gather information better while others use a mix to assassinate high level targets. The Shadow Eater is only limited by the shadows he consumes.

Combat: Depending on what shadows the Shadow Eater controls combat can be done many ways. If he has a cleric he might start the fight by having the shadow buff people while a Shadow Eater with many beast shadows might run into the middle of combat to strike hard.
Advancement: Shadow Eaters normally advance by gaining powerful shadows. Some focus on finding high powered shadows to fight for them.
Resources: The only thing a Shadow Eater needs is shadows. This brings them life, sustance, and power.

Shadow Eater in the World

I once arrived in a town were everyone had either no shadows or had many. It was a strange place and I found when I left I had no shadow too.

The Shadow Eaters are seen as the ultimate thieves. They can steal everything a person has, wealth, shadow, ability, and even memories. Most stay in the shadows or keep less then three to avoid others noticing. This takes great skill but it is an art in their world. Some brave few walk amongst everyone as some people don't even check their own shadow half the time. It is said the first person that had his shadow stolen never knew it.

Daily Life: Most Shadow Eaters live normal lives hiding their ability even from friends. Others flaunt it, chewing on people's shadows to make a point. Regardless all flee when a mob comes to look for their shadows, as the art is akin to binding, blasphemy.


Notables: A notable Shadow Eater is one that bottled the kings shadow. The king, Kain, called for a better one. The same man that stole Kain's shadow sold him his own shadow back, only to steal it again later. This man is a legend in the Shadow Eater world for the full tale speaks of the pure skill and guile it took to do this.


Organizations: Shadow Eaters are normally a reclusive lot following the rule of two, one master for each student. The Shadow Eaters have two main factions, the Blood Shadows and the NNight Shadows, that are at war with each other. Most do not align with either faction but those who do are normally strong. The Shadow Consul that oversees all of the registered, and most unregistered, Shadow Eaters are a fearsome group of 12 that each have powerful shadows ranging from legendary wizards to ancient dragons.

NPC Reaction
NPCs do not like Shadow Eaters or just do not care, even if most do not cause harm. They see the art as blasphemy, taking what should not be taken. It takes those strong of heart to stand up to or stand for a Shadow Eater but everyone else would not bother to act.

Shadow Eater in the Game
Adaptation: Shadow Eaters can steal peoples souls, essence, or chakra if shadows are to noticeable for your taste.


Sample Encounter
Jack is a wandering card player that uses special cards as weapons. He bets gold against other people's shadow. The PCs might find Jack in a Inn looking for someone's shadow to take, someone strong, maybe the PCs.
EL 7:


Jack Spade
CG/Male/Human/Rogue 4/Sword Sage1/ Shadow Eater 2
Init +5, Senses: Listen +11, Spot +11,
Languages Common, Draconic, Terran,
------------------------------------------------
AC+20 , touch 15, flat-footed (15)
hp 41 (4d6+1d8+2d6)
Fort +1, Ref +9, Will +3
------------------------------------------------
Speed 30ft. ( 6 squares)
Melee
Base Atk +4, Grp +4
Atk Options:
Dagger +10 (1d4+5+1d6 Cold)
Dagger +10 (1d4+5+1d6 Electric)
Combat GearChill and Spark (+1 Frost/Shocking Daggers) +1 Mithral Chain shirt, Deck of cards (52 +1 darts)
Supernatural Abilities
-----------------------------------------------
Abilities Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 10
SQ Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Sneak Attack 2d6, Consume Shadow, Shadow Ability (Shadow Rest).
Feats Two Weapon Fighting, Able Learner, Weapon Finesse, Shadow Blade
Skills Disguise: 10 (10 Ranks) Hide: 14 (10 ranks) Intimidate 10 (10 ranks) Listen 11 (10 ranks) Move silently 14 (10 ranks) Spot 11 (10 ranks) Use Magic Device 10 (10 Ranks)

Second Impression and Nimble Stand Skill tricks.

Samb
2010-06-26, 01:24 PM
Fate's Blessed

http://www.dfwd20.com/photopost/data/522/medium/scoundrel.jpg

Fate is funny like that. You win some, and you win some more.

Some say lady luck only favors the lucky, but Fate's Blessed would disagree. To a Fate's Blessed, luck is a devotion, and view themselves as the top suitors for the lady luck's hand. Luck is, as any noblewomen, a fickle mistress. Push too hard and she feels smothered, give her too much space and she starts to wander. A Fate's Blessed knows the perfect balance of when to ride out his luck, and when to fold his hand.

BECOMING A FATE'S BLESSED
To become a Fate's Blessed, one must be devoted to fate and/or luck. Almost all have levels in lurk, rogue or spellthief due to the requirement of having sneak attack.

ENTRY REQUIREMENTS
Feat: any 2 luck feats
Domains/Mantles: Must have access to one of the following: Luck domain, Fate domain, Fate mantle.
Class features:Sneak attack +2d6
Class Skills
The Fate's Blessed class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (local, nobility, religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Beginner's luck, Easy luck, Bonus luck feat

2nd|
+1|
+0|
+3|
+3|Auspicious strike, Extra Fortune, +1d6 sneak attack

3rd|
+2|
+1|
+3|
+3|Lucky charms, Fate's friend, Bonus luck feat

4th|
+3|
+1|
+4|
+4|Fortune's 500 I, Scoundrel's Luck, +2d6 Sneak Attack

5th|
+3|
+1|
+4|
+4|Lucky Break, Bonus luck feat|
-

6th|
+4|
+2|
+5|
+5|Fortune 500 II, Extra Fortune, +3d6 Sneak Attack

7th|
+5|
+2|
+5|
+5|Hot Streak, Bonus luck feat
[/table]

Weapon Proficiencies: A Fate's Blessed does not gain any additional proficiencies.
Sneak Attack: Same as rogue's class feature (SRD).

Beginner’s Luck (Su): Who needs skill when you have luck? When making a untrained skill check, a Fate’s Blessed gains a luck bonus equal to the number of luck rerolls he has remaining. A Fate's Blessed can attempt skill checks on skills that are “trained only”.

Easy Luck (Ex): Luck comes to you naturally. The swift or immediate action to use a luck feat (complete scoundrel page 72) are considered free actions. However, you still can’t expend a luck reroll more than once per turn to influence the same result.

Extra Fortune (Ex): At level 2 and 6, you gain one extra luck reroll per day. This reroll is in addition to those granted by luck feats.

Bonus luck feat: At every odd level and Fate's Blessed gains an additional luck feat that he qualifies for.

Auspicious strike (Ex): A Fate's Blessed relies on his luck to overcome his less fortunate opponents. At level 2, a Fate's Blessed gains luck bonus to his attack, critical confirmation, and damage rolls. This luck bonus is equal to the number of luck rerolls he has remaining.

Lucky charm (Ex): Others have a lucky charms, but for a Fate's Blessed your charm is your own lucky charm. At level 3, Fate’s Blessed gains extra luck rerolls at the start of every encounter equal to his Chr modifier (to the max allowed based on how many luck feats and extra fortune he has).

Fate’s friend (Su): Your devoted understanding of karma let's you know if luck is even needed to win out. A Fate's Friend always know results (success or failure) of an attack, save, skill check or critical confirmation roll before using a luck reroll or domain/mantle ability. All your luck rerolls also receive a +3 bonus.

Fortune 500 (Ex): By using your own luck to create opportunities for even greater luck you win out even when common sense says it should not be possible. At level 4, as a immediate action, you can use a luck reroll to treat rolls of 1 as if it was a natural 20, and at level 6 you can treat rolls of 2 the same way. This applies to attack, critical confirmation, saving throws and skill checks. Unlike Dumb Luck or Better Lucky Than Good, this can be used more than once a day.

Scoundrel's Luck (Su): Sometimes it seems the stars are lined up just right. At level 4, if a Fate's Blessed has exactly 7 luck rerolls left, he can spend one luck reroll to have his all his Sneak Attack damage deal maximum damage for that round.

Lucky Break (Ex): At level 5, you can use your luck to boost your defenses. You can now receive a +2 luck bonus to all your saves.

Hot Streak (Ex): At level 7, a Fate's Blessed's luck can no longer be considered just "dumb luck". A Fate's Blessed can expend a luck reroll as a immediate action, to duplicate the all the luck reroll results (not rolls) of last turn. The Fate's Blessed may change targets between rounds if he wishes, and the results must be valid for Hot Streak to apply.
Invalid examples are things using survivor's luck to make a save and using hot streak when no save roll is needed, or using Hot streak to duplicate your damage when the attack missed.
This applies only if a luck reroll was used on the previous turn and if the reroll was used to affect attack, critical confirmation, skill checks and/or saving throws.

Example: Pez spends a luck reroll to use Fortuitous Strike to make his attack hit his target. Pez can spend a luck reroll next turn to duplicate the same result (hitting his target). On the subsequent rounds he can again spend another luck reroll to guarantee last turn's results.

Example 2: Pez spends a luck reroll to use Fortune 500 (or Better Lucky Than Good) to make his attack threaten a crit, then spends another reroll on Victor's Luck to confirm it. Pez can spend a luck reroll next turn to duplicate both the threatened crit AND the crit confirmation (since both used rerolls). On the subsequent rounds he can again spend another luck reroll to guarantee last turn's results.

Hot Streak will only duplicate effects that used a reroll. So if Wilton the ardent/fate's blessed, used energy ray on a target in the previous round. He used Fortuitous strike to land the ray, but do not use any rerolls for the power's damage. If he uses Hot streak in this next round, it will only guarantee that his attack will land but not duplicate it's damage.

PLAYING A FATE'S BLESSED
Use a luck reroll or not? That is the central theme in playing Fate's Blessed. The more rerolls a Fate's Blessed has, the more bonuses it gets to his rolls. But with class features like Fortune 500 and Fate's friend, it is hard to not use luck rerolls that could prove decisive. As you use up your luck rerolls, this prestige class will lose much of its sheen, making it important to use Fate's Friend to conserve your luck rolls.
He favors weapons with properties that activate on criticals, such as bodyfeeder, vorpoal, flaming burst since he can use Fortune 500 to treat low rolls as natural 20s. At high levels, a Fate's Blessed will combine this with Hot Streak to duplicate last round's critical hits. Since luck rerolls are such a big part of being a Fate's Blessed, a lucky weapon is very much prized for saving on luck rerolls that could be used on features like Fate's Friend. At mid-levels, a Fate's Blessed will rely on Lucky Charm to eliminate the possibility of entering combat without luck rerolls.
Advancement: Many Fate's Blessed continue on with their base classes after level 10, hoping to supplement their luck with some real skill. Others go in the other extreme and take levels in Fortune's Friend for the extra luck and more luck feats.
Resources: A Fate's Blessed has access to a resource most other classes don't: their luck. For them luck is measurable and controllable (to a degree). The Fate's Blessed is not an organization, but a way of life.

FATE'S BLESSED IN THE WORLD
"Is it still luck when it happens all the time? First he wins the pot at cards, then he trips and knocks out that thug. Now he's walking away with said thug's gorgeous wife."
-jealous onlooker

Daily Life: One day is never the same as the last one. A Fate's Blessed never decries his misfortune. He has been through worse and came out on top, time and time again. One day he could be in the grasp of a illithid slave pen, the next he will be flirting with a nymph. The only constant in a Fate's Blessed's life is their optimism.
Notables: The recent comedy Karold and Humar go to White Keep brought attention to the Fate's Blessed. In the story, two Fate's Blessed are determined to go to White Keep for their famed mini-franks after using copious amounts dreamlily. After run-ins with local town guards, corrupt nobles, and "extreme" gnomes, they not only get to eat their mini-franks but also win the hands of the queen's handmaidens, tame a dire cougar, and go home with a wagon filled with dreamlily and gold.
Organizations: Fate's Blessed is a way of life, you either are or are not. In general, Fate's Blessed live an erratic life and any form of kind of organization amongst themselves.

NPC Reaction
Most people view Fate's Blessed with a high degree of envy. Many feel their good fortunes are undeserved, while others will keep a Fate's Blessed close at hand in hopes that their good luck will rub off on them. Many employers hears of his extraordinary lock, will assign him to difficult or even suicidal missions. A Fate's Blessed usually doesn't pay much heed to the reactions of others, and often (rightfully) views others as haters.

FATE'S BLESSED IN THE GAME
A Fate's Blessed makes for a great survivalist. As PCs, they are very good in fight or at the very least, very adept at running away. This same trait makes them frustrating, if somewhat comical, antagonists. Causing chaos on the battlefield while they have luck rerolls, and running away as soon as his luck runs out.
Adaptation: Any campaign with a god of luck, or fate can easily work in Fate's Blessed. Olidammara in the core setting, Tymora in Faerûn, the Traveler in the world of Eberron.
Encounters: The party has just lost all their gold to a swindler. This is no ordinary swindler, but a Fate's Blessed, if the PCs wish to win back their earnings they will have to complete a few "errands" for this person. Did this con artist push his luck too far manipulating the PCs?
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

DragoonWraith
2010-06-27, 09:09 PM
http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/TheShadowofaMurder.png
"The boundaries which divide Life from Death are at best shadowy and vague.Who shall say where the one ends, and where the other begins?"

_ "The Premature Burial", Edgar Allan Poe

It is the ritual of most assassin clans to induct only those who have proven their dedication to the arts of death by killing one completely innocent and defenseless, for no purpose than to prove their willingness to do so. A great deal of thought and preparation often goes into the processes, means, and target of the ritualistic kill, but less often do the assassins consider what happens afterward.

Witnessing such wanton destruction changes a person. Instills a darkness, a sensitivity to the vagaries of fate, festering within one's soul. Life is followed by death, but not all death is ordained. To those knives in the dark, even greater darkness shadows every step. Some of the assassins have begun to understand, to learn that leaving a corpse behind from their ritual is unwise, for the murder of crows that descend upon it in the morning is an ill omen indeed, for this signifies that their Murder has gained a Shadow.

http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Shadow%20of%20a%20Murder%20Headers/Becomingthe.pnghttp://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Shadow%20of%20a%20Murder%20Headers/ShadowofaMurder.png
The Shadow of a Murder is the response to the ritual killing of the Assassin. Anyone who witnesses it cannot shake the sense of dread that buries itself within their souls. But for some, this dread becomes consuming, and they become one with it, becoming the Shadow of the Murder they witnessed, and their vengeance flies swift on dark wings.

Prerequisites
Feats
Darkstalker (Lords of Madness).
Skills
Disguise 8 ranks.
Gather Information 10 ranks.
Hide 8 ranks.
Listen 10 ranks.
Sense Motive 8 ranks.
Spot 10 ranks.
Special
Must have been the first to come across the body of one murdered for the solely so that the killer could become an assassin. Witnessing the murder would also qualify.

http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Shadow%20of%20a%20Murder%20Headers/ShadowofaMurder.pnghttp://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Shadow%20of%20a%20Murder%20Headers/ClassFeatures.png
Hit Die
d6.

Skills
Class Skills: The class skills of the Shadow of a Murder (and the key ability modifier for each) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility & Royalty) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

Skill Points per Level: 6 + Int.

Table 1: The Shadow of a Murder
{table=head] Level | BAB | Fort | Ref | Will | Special |
SecretAttack | Fund. | Myst. | Appr. | 1st | 2nd | 3rd | Init. | 4th | 5th | 6th
1st | +0 | +0 | +2 | +2 | An Unkindness (1 Swarm), Bird's Eye Viewing, Secret Attack |
+0 |
3 |
2 |
Sp | 1 | - | - |
_\ | - | - | -
2nd | +1 | +0 | +3 | +3 | A Conspiracy (Murders only), Darkvision |
+0 |
3 |
3 |
Sp | 1 | 1 | - |
_\ | - | - | -
3rd | +2 | +1 | +3 | +3 | An Unkindness (Ravens), Apprentice Mysteries (Supernatural) |
+0 |
4 |
4 |
Su | 2 | 2 | - |
_\ | - | - | -
4th | +3 | +1 | +4 | +4 | A Conspiracy (Anything), Shadowy |
+1d6 |
4 |
5 |
Su | 2 | 2 | 2 |
_\ | - | - | -
5th | +3 | +1 | +4 | +4 | An Unkindness (2 Swarms), Unlimited Fundamentals |
+1d6 |
4 |
6 |
Su | 2 | 2 | 2 |
_\ | - | - | -
6th | +4 | +2 | +5 | +5 | Initiate Mysteries (Spell-like), Becoming the Shadow |
+1d6 |
4 |
7 |
Su | 2 | 2 | 2 |
Sp | 1 | - | -
7th | +5 | +2 | +5 | +5 | Apprentice Mysteries (Extraordinary) |
+2d6 |
5 |
8 |
Ex | 3 | 3 | 3 |
Sp | 1 | - | -
8th | +6 | +2 | +6 | +6 | An Unkindness (3 Swarms), A Conspiracy (A View to a Kill) |
+2d6 |
5 |
9 |
Ex | 3 | 3 | 3 |
Sp | 1 | 1 | -
9th | +6 | +3 | +6 | +6 | Initiate Mysteries (Supernatural), Shaded Mind |
+2d6 |
6 |
10 |
Ex | 3 | 3 | 3 |
Su | 2 | 2 | -
10th | +7 | +3 | +7 | +7 | Murder |
+3d6 |
6 |
11 |
Ex | 3 | 3 | 3 |
Su | 2 | 2 | 2[/table]
_\ Armor and Weapon Proficiencies _ The Shadow of a Murder gains no new proficiencies.

_\ Shadow Magic _ The Shadow of a Murder selects his Mysteries, including Fundamentals, from the Shadow of a Murder Paths and Mysteries list.

_\ Fundamentals of Shadow (Su) _ As the Shadow of a Murder, one becomes one with the darkness, and certain basic secrets are known to you. These powers, known as Fundamentals, function as Supernatural abilities, each usable three times per day. A 1st level Shadow of a Murder knows three fundamentals, and gains a bonus Fundamental at 3rd, 7th, and 9th. Beginning at 5th level, each Fundamental may be used at will an unlimited number of times per day. The save DC of any Fundamental is 10 + the Shadow of a Murder's Dexterity modifier.

When the Shadow of a Murder begins to cast Mysteries as Extraordinary abilities (see below), his Fundamentals also become Extraordinary. At this point, their save DC is calculated as 10 + half their Caster Level + his Dexterity modifier.

_\ Paths and Mysteries _ The Shadow of a Murder can inflict his dark vision upon reality through secrets known as Mysteries. Initially, the Shadow of a Murder knows only Apprentice Mysteries, but at 6th level and above he gains knowledge of Initiate Mysteries. Casting a Mystery follows the same rules as that of a Shadowcaster (Tome of Magic, pg. 112-113), with the following exceptions:

AAAA_i/ The Shadow of a Murder knows two Mysteries at 1st level in addition to his three Fundamentals (above), instead
AAAA_i/ of only one as with the Shadowcaster. He learns a new Mystery every level, just as the Shadowcaster, and at
AAAA_i/ every level he may also select any Mystery of a level he can cast, as listed in Table 1, including Fundamentals,
AAAA_i/ again mimicking the Shadowcaster. The Shadow of a Murder does not gain Master Mysteries.

AAAA_i/ In order to select a Mystery of a given level, he must have either a Wisdom score equal to at least
AAAA_i/ 10 + the Mystery's level, unlike the Shadowcaster who must use his Intelligence score to determine his highest
AAAA_i/ level Mysteries.

AAAA_i/ The DC for any saving throw offered by the Shadow of a Murder's Mysteries are based on Dexterity instead of
AAAA_i/ Charisma. The Shadow of a Murder's skill lies in how deftly he can manipulate the shadows, rather than his force
AAAA_i/ of personality.

AAAA_i/ The Shadow of a Murder has a Caster Level equal to his class levels in Shadow Magic classes (including
AAAA_i/ Shadowcaster, the Shadow of a Murder, and any prestige classes that progress his Mysteries), plus half his levels
AAAA_i/ in all other classes.

AAAA_i/ The Shadow of a Murder's Mysteries are always one category "ahead" of a Shadowcaster: they are initially
AAAA_i/ Spell-like Abilities, not Arcane Spells, and then become Supernatural and then Extraordinary. Despite this, their
AAAA_i/ uses per day and what they qualify for are that of a Shadowcaster: Mysteries cast as Spell-like Abilities are
AAAA_i/ 1/day, not 2/day as they would be for a Shadowcaster, and anything that a Shadowcaster could qualify for with
AAAA_i/ Mysteries cast as Spell-like Abilities actually requires Supernatural Mysteries for the Shadow of a Murder.

AAAA_i/ For example, a level 3 Shadow of a Murder has Supernatural Apprentice Mysteries, but they are only castable twice
AAAA_i/ per day, and any requirement that reads "Able to cast Mysteries as Supernatural Abilities" is barred to him; he
AAAA_i/ qualifies only as "Able to cast Mysteries as Spell-like Abilities".

AAAA_i/ The Shadow of a Murder is an agent of fate and a force of nature. Where mere "magic" can be considered
AAAA_i/ tampering with reality, the Shadow of a Murder is the harshest reality of all. At the highest level
AAAA_i/ of skill, his Mysteries become Extraordinary Abilities, as noted above, and are no longer sujbect to petty
AAAA_i/ magics such as Antimagic Field. Mysteries cast as Extraordinary Abilities function in an Antimagic
AAAA_i/ Field and similar effects, but are otherwise identical to Mysteries cast as Supernatural Abilities.

AAAA_i/ The Shadow of a Murder does not get Spell-like Initiate Mysteries at the same time as he gains Supernatural
AAAA_i/ Apprentice Mysteries, or Supernatural Initiate Mysteries when he gains Extraordinary Apprentice Mysteries. See
AAAA_i/ Table 1, above, for details.

AAAA_i/ The Bonus Feats that the Shadow of a Murder gains for his exploration of the Paths of Shadow Magic may also
AAAA_i/ include Ambush feats and the Nocturnal Caster, Shadow Cast, and Shadow Vision feats, along with the regular
AAAA_i/ options (Tome of Magic, pg. 113).

A Shadowcaster who becomes the Shadow of a Murder may treat his Apprentice and Initiate Mysteries from being a Shadowcaster as advancing to the type of casting that the Shadow of a Murder has for those same Mystery categories, gaining additional uses per day as appropriate (starting as 2/day as Spell-like Abilities, then 3/day for Supernatural Mysteries, and finally 4/day when Extraordinary). He does not, however, gain additional Shadowcaster Mysteries from his Shadow of a Murder class levels. These upgrades do not count towards any prerequisites beyond that which the Shadow of a Murder Mysteries would qualify, either.

_\ An Unkindness (Su) _ Though often referred to as a murder of crows or a conspiracy of ravens, flocks of either bird may be known as an "unkindness". This appellation reveals how the dark portents that these birds bear has seeped into the very culture of the world. The Shadow of a Murder is very unkind, indeed.

The Shadow of a Murder becomes tainted by the death he has witnessed, and the darkness within his soul can become manifest, suddenly transforming him into a flock of birds - birds with black feathers, black beaks, black talons. As a Swift action, he may take on the form of an Unkindness, with the following stats:

_i/ [b]Form of an Unkindness
[b]Size and Type _ While in the form of an Unkindness, the Shadow of a Murder's size becomes Tiny and his type becomes Magical Beast (Swarm). Do not recalculate his hit points, base attack bonus, base saving throw bonuses, or skills.
Movement _ An Unkindness has a Fly speed of 40 ft. with Average maneuverability, and a Land speed of 10 ft.
Abilities _ An Unkindness has 1 Strength, but otherwise has the same Abilities as the Shadow of the Murder had before changing.
Items and Equipment _ All of the Shadow of a Murder's items and equipment meld into his new form, and cannot be used.
Attack _ Swarm (1d6)
Space / Reach _ 10 ft. / 0 ft.
Special Attacks _ Blinding, Distraction
Special Qualities _ Half damage from Piercing or Slashing, Low-light Vision, Swarm traits
The Shadow of a Murder may choose who within his space he attacks with his Swarm attack. Swarm attacks occur automatically after a Swarm has moved, and do not require an action.

Unlike many swarms, an Unkindness is hindered in its attacks by its flying maneuverability. An Unkindness must move at least 20 feet each round, it can turn 45 degrees only after moving 5 feet or sacrificing 5 feet of movement, and it cannot turn more than 90 degrees in one place. Abiding by these rules allows an Unkindness to fly in a small circle, always keeping one square of its space covering a single 5-foot square.

The Shadow of a Murder may return to his normal form as a Swift action. In addition, the Shadow of a Murder may, as a Free action, choose to disperse the Swarm. When he does so, he becomes a singular crow or raven from within the Swarm, and may travel as a single bird. However, in order to return to his own form, he must find a group of similar birds, with whom he can form a new Swarm, and then revert to his natural state. While inhabiting the body of a single bird, he only has a maximum of one tenth his usual hit points (minimum 1), but when joining a new Swarm his maximum reverts to its usual value. Any damage taken while a single bird is applied to whatever amount of health he had before dispersing the Swarm.

If the Shadow of a Murder is driven to 0 or fewer HP, but is not yet dead, he immediately and automatically reverts to his normal form if possible. If not, he is treated as performing strenuous actions for as long as he remains in the form of an Unkindness. If killed in this form, the Swarm disperses, each bird carrying with it a fraction of his soul, and a True Resurrection, Miracle, or Wish is required to return him to life.

The Shadow of a Murder may cast Mysteries while in the form of an Unkindness, but only by casting defensively and succeeding on the Concentration check, as organizing the entire flock into warping reality is quite difficult. His Secret Attack (see below) applies to his Swarm attack so long as there is an appropriate target for it within his space.
Transforming into an Unkindness is a Supernatural ability, but remaining in this form is not - the Shadow of a Murder who, as an Unkindness, enters an Antimagic Field, not only does not revert, cannot. When the Shadow of a Murder gains Extraordinary Mysteries, however, even the transformation process can occur within an Antimagic Field.

Until 3rd level, an Unkindness is comprised of crows, which cannot speak. However, at 3rd level, the Unkindness includes ravens as well, and through these the Shadow of a Murder can speak.

Beginning at 5th level, when taking on the form of an Unkindness, the Shadow of a Murder can become two separate Unkindnesses, and at 8th level, this increases to 3 such Swarms.

The Shadow of a Murder who becomes multiple Unkindnesses may, as a move action, move each independently as normal for their speed and maneuverability, and deal damage to targets in their squares as normal, but he may only take his Swift and Standard actions, and any non-movement Move actions, from one of the Swarms. Which Unkindness he acts from may change from round to round.

The Unkindness(es) must begin such that one square of each is where the Shadow of a Murder was before transforming, and any time the Swarms share a space, their Swarm damages do not stack. No matter how many Unkindnesses he becomes, the Shadow of a Murder's HP total is shared between them. If the Shadow of a Murder disperses the Swarm when he has multiple, all of the Swarms disperse at once, and he becomes one of the birds from any of the Unkindnesses.

_\ Bird's Eye Viewing (Su) _ At will, the Shadow of a Murder can call upon any regular crow or raven in his vicinity to aid his powers of observation as a Full-Round Action. (Use the statistics for a raven regardless of the creature’s form.) The Shadow of a Murder has complete control over its actions, and he can see what it sees and hear what it hears.

Use the bird’s skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use the Shadow's skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If he has the Trapfinding ability, the Shadow of a Murder can use the bird to find traps so long as doing so doesn’t require it to manipulate an object.

The bird cannot talk. Calling upon the bird is a Supernatural action, but if the bird enters an Antimagic Field the control is only suppressed; as soon as it leaves again, the Shadow of a Murder regains control over it. Once the Shadow of a Murder gains Extraordinary Mysteries, this ability too becomes Extraordinary, and the Shadow of a Murder can control the bird even within an Antimagic Field. The Shadow of a Murder can control only one bird in this fashion at a time, but may do so for as long as they like. Releasing control occurs automatically if the Shadow of a Murder controls a new bird.

_\ Secret Attack (Su) _ Whenever the Shadow of a Murder attacks anyone with Cloaked Casting, Sneak Attack, Sudden Strike, or similar types of abilities that hinge on attacking foes unawares (other forms of precision damage, such as Skirmish or Precise Strike, do not qualify), the Shadow of a Murder may make a Gather Information check equal to 10 + the target's total class levels in classes that grant such damage. If successful, he gains extra damage equal to the extra damage that the target could deal with such features. If they have more than one type of such damage, the damages stack (and so do the class levels for determining the Gather Information DC). For Cloaked Casting and other features that do not actually deal damage, treat the foe as having the Sneak Attack damage of a Rogue equal to their level in the class that grants the ability.

This damage is not precision damage, and functions perfectly well against those with Fortification or immunity to critical hits. When the Shadow of a Murder gains Extraordinary Mysteries, this ability also becomes Extraordinary.

For the purposes of applying Secret Attack damage, any Mystery which negatively affects a target may qualify, such that Mysteries that normally deal no damage gains some. This damage does not qualify the Mystery itself as damage-dealing, for effects that only work with damage-dealing Mysteries. Mysteries that effect an area deal Secret Attack damage to each target in the area as appropriate for each target's ability to deal Sneak Attack or similar damage.

When in Unkindness form, the swarm's Secret Attack damage against all targets is determined by the highest damage of any one of the targets within the swarm.

At 4th level, he may add 1d6 additional damage to his Secret Attacks, in addition to the amount it would normally do against the target. He only deals this extra damage if he could use Secret Attack against the target at all, however. Every three levels thereafter (that is, at 7th and 10th), he adds another 1d6 damage to the total.

Secret Attack may be used to qualify for anything that requires Sneak Attack; the Secret Attack is treated as Sneak Attack of 1d6 more damage than the Secret Attack adds on to its extra damage (so at 4th level, the Shadow of a Murder had a +1d6 Secret Attack, which would qualify as Sneak Attack +2d6 for prerequisites). Secret Attack may be used for Ambush feats, and the Shadow of a Murder may sacrifice damage dice derived from his target's damage bonus if he wishes.

_\ A Conspiracy (Ex) _ Black birds of ill omen flock about the Shadow of a Murder once he has reached 2nd level, and such a grouping is known to some as a "conspiracy" of crows or ravens. These birds do not fly about the Shadow, nor do they stay particularly close or act in any way unusual. It merely seems that any location in which the Shadow of a Murder stays for more than a day or so gradually gains a massive increase in the crow and raven population, and once he has left, so too do the birds, albeit again slowly. Because the birds will be everywhere - all over a town, or throughout a forest - it is very difficult to recognize that they are with the Shadow. They do not move as a group, either, so no tell-tale flock follows the Shadow. They merely begin to arrive when he rests, and gradually accumulate until it seems that there are crows and ravens perched on every available space.

In any location in which his Conspiracy has taken up residence, the Shadow of a Murder is acutely attuned to death. Any time a murder takes place, if a crow or raven witnesses it, the Shadow of a Murder knows that it has happened. He does not know where, nor whom, but nonetheless he knows it has been done. Whether or not there is a raven or crow to witness the event depends on how long the Shadow of a Murder has been in town, and where exactly the murder takes place, but the birds are very observant about such things.

When seeking information about a murder, the Shadow of a Murder gains a bonus on his Knowledge (Local) or Gather Information checks, depending on how long he has been in a location, as indicated in the following table. No matter how long he has been in a location, however, this bonus cannot exceed his class level. So long as he has at least a +1 bonus in his current area, he may use Knowledge (Local) for that area untrained.

_i/ Table 2: Bonuses of a Conspiracy
{table=head]Time | Bonus
1 day | +1
3 days | +2
1 week | +3
3 weeks | +4
1 month | +5
3 months | +6
6 months | +7
9 months | +8
1 year, or longer | +10[/table]In addition to these bonuses, the Shadow of a Murder may use his Wisdom score in place of his Intelligence or Charisma scores for the sake of Gather Information or Knowledge (Local) checks.

Beginning at 4th level, he may gain this bonus on any Knowledge (Local) or Gather Information checks relating to the area he has been, even if it has nothing to do with murder.

Beginning at 8th level, when the Conspiracy witnesses a murder, the Shadow of a Murder sees the moment of the murder as it happens, though it is in black and white and blurred, as if viewed through smoked glass. Recognizing the victim or killer is extremely difficult, requiring a DC 25 Spot check just to see any details like a face. Generally speaking, the glimpse does not last long enough to attempt more than one Spot check. This glimpse can trigger a DC 10 Concentration check if it occurs in the middle of casting a Mystery or similar concentration-intensive task, but generally does not impede the Shadow of a Murder.

_\ Darkvision (Ex) _ Beginning at 2nd level, the Shadow of a Murder gains Darkvision out to 60 ft. If he already has Darkvision, his existing Darkvision improves by 30 ft.

_\ Shadowy (Ex) _ The Shadow of a Murder gradually becomes closer to the darkness he stalks, and at 4th level, takes only half damage from Piercing and Slashing weapons, even when not in the form of an Unkindness.

_\ Becoming the Shadow (Ex) _ As the Shadow of a Murder darkens, his flesh becomes less and less important, ignoring wounds that would kill or cripple another. At 6th level, he becomes immune to Critical Hits.

_\ Unkind Mind (Ex) _ The Shadow of a Murder exists as a conglomeration of creatures, a swarm of fate and dread fortune. As such, he cannot be understood or pinned down, and gains a +4 bonus against mind-affecting or scrying effects. Whenever he makes a save against such an effect, he may make a Gather Information check with a DC of 10 + the Caster Level (or equivalent) of the effect. If successful, he gains a glimpse of the one who targetted him, and for this glimpse he is treated as under the effects of True Seeing.

_\ Murder (Ex) _ Beginning at 10th level, anyone whom the Shadow of a Murder has glimpsed in the middle of a murder, even whom the Shadow does not recognize, is always subject to a Secret Attack, even if they have no ability to cause such damage. The damage of this Secret Attack is equal to that of a Rogue with as many class levels as the target has hit dice, or the actual amount of Sneak Attack or similar damage they are capable of dealing, whichever is higher, plus the +4d6 that the Shadow of a Murder adds to all Secret Attacks.

In the case of a hired killer, assassin, or hit man, the one who hired the killer or ordered the murder is also subject to this damage. If the Shadow of a Murder does not recognize the target, the first time he makes such an attack against the target he knows which murder(s) the target is associated with.

At this point, the Shadow of a Murder has finally become a true force of retribution, and is almost more a part of the world's reality than an individual. The Shadow of a Murder becomes an Outsider considered native both to his home plane, and to the Shadow Plane. He is further immune to banishing and calling effects, and may be raised from the dead without impediment due to his new type. He retains this type even when in the form of an Unkindness; he merely gains the Swarm subtype then.

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You are a force of dark vengeance, born of needless violence; the Shadow of a Murder is not a happy sort. Shadows tend to lose their own identity - they don't forget, but become consumed by their retribution of killers, to the point where some cease to even be people, becoming more like an Inevitable their almost mechanical response to murder. Despite their hatred of murderers, Shadows of Murders are terrible forces of death, and many Shadows are initially conflicted about this. As they become more and more a Shadow, and less whoever they once were, however, such hesitations are often forgotten.

As a player character, you want to avoid this fate. The Shadows of Murders are drawn towards this, and you will feel that, but an identity-less machine of vengeance is barely a character at all, much less a player character. In many situations, this end would be as sure as death, if not worse for lack of redemption, so you will probably struggle to avoid it. As you do so, you may become more haunted, but ultimately if you are successful, you may continue your life as before.

_\ Combat _ Whether or not to take the form of an Unkindness can be a difficult question; the form gives many benefits, but its lack of strength and inability to use items can make things difficult. In addition, the swarm will never attack a target more than once per round, which can be inefficient. Your Mysteries are useful, but ultimately limited, so investing in ways to attack physically is worthwhile; with your high Dexterity, dual wielding can be especially attractive.

_\ Advancement _ Shadowcaster can provide a bonus to your Caster Level, and benefits some from your Shadow of a Murder casting, but ultimately you will not make an especially good Shadowcaster since your progression is separate. Sneaky, skilled classes may fit better, with the Factotum and Swordsage being especially interesting options.

_\ Resources _ Your Conspiracy is an extended information-gathering network, and can provide you with innumerable insights. However, it is also not under your direct control, and so relying on it can be more about luck than anything else, so you'll need to use Bird's Eye Viewing to have a more personal control over the information you gain. Otherwise, though, you are the ultimate loner - sometimes almost closer to a force of nature than an actual person.

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"When we learned what we had done, it was too late. The ritual was complete, and we had gained a Shadow, and it has killed everyone. Everyone but me... Even now, I do not know what to do, but I know it is hunting me, and I suspect our order will soon come to an end with my death."

_ Dram, a Drow Assassin

Shadows of Murders are not well known, at all. The chance occurrence that creates one is rare, and even among those poor souls who have witnessed an assassin murder, or come across the body, most simply live with the darkness that sits in the depths of their souls. Even most orders of assassins have never heard of them, since most that learn of them do so when they gain one, and at that point in time, the order's days are numbered.

_\ Daily Life _ It is generally rare for the Shadow of a Murder to not be hunting down a murderer. Being without a target can make one feel directionless, without meaning. Those Shadows of Murders who have not allowed themselves to become pure shadows, mirroring the killers they hunt, however, often take up some form of morning routine just to keep their minds disciplined, to avoid losing themselves.

_\ Notables _ It is believed by some scholars that the sad story of Kitty Genovese ended with her Murder gaining a Shadow, and some suspect that the Shadow was somehow Kitty herself. This poor soul had cried out for help time and time again, but no person answered her calls. Though many saw, no one so much as called the guard. They all just watched as Kitty was being stabbed to death in broad daylight. They watched as her assailant walked away.

And her murderer went on to kill many more; those were dangerous days, and the streets were filled with violence. But suddenly, the violence started to find the violent. Suddenly, the killers were getting killed. Many theories for these crimes were made then and now, but scholars familiar with the case and with the Shadows of Murders believe this to be the most likely situation: Kitty Genovese, killed as she was, could not rest, her spirit could not find peace. In this way, she witnessed her own murder, and became its Shadow. Soon, she stalked the alleys and the dark forests outside town where gangs took their dirtiest business. And very soon, much to the anxiety of the populous, violent crime was very definitively decreased.

The other notable individual associated with the Shadows of Murders may not be one at all, but the similarities bear mentioning. The Morrigan, a goddess of death and war, often takes the form of a crow, or a murder of crows, and is closely associated with omens and signs. The specific connection between the Crow Goddess and the Shadows of Murders is unclear, but many believe that one exists.

_\ Organizations _ Two Shadows of Murders in a generation is rare; two in the same place has never happened, as far as the records can show. What would happen is a matter of some debate - but not very much. After all, so few know of the Shadows to begin with...

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A player character who becomes the Shadow of a Murder is obviously going to avoid losing his identity - since to do so would mean the character would be almost impossible to play as anything but an NPC - and therefore is going to likely continue as he once did, though he may gain a haunted quality, and begin to refuse to give murderers any mercy, even when it would be for the greater good. The Conspiracy feature in particular is intentionally left up to DM discretion: this feature is intended to be an obvious way to throw plot hooks at the players, or provide atmosphere for a particularly violent city. The DM is advised to allow this ability to function when appropriate, and not otherwise - but remember to have villains perpetrate their crimes somewhere out of sight of the birds, if the Shadow is not to learn of it.

_\ Adaptation _ Ari Marmell, the author of the Shadow Magic section of Tome of Magic, recommends these changes (http://www.enworld.org/forum/general-rpg-discussion/184955-shadowcaster-fixes-mouseferatu.html#post3273239) to the Shadowcaster. If playing with these changes, the Shadow of a Murder's bonus slots should be gained according to their Intelligence or Charisma score, whichever is higher, and they should be able to swap Mysteries at every even level (not waiting until 4th as with a Sorcerer). Finally, the change to save DC calculation for the Shadowcaster's Supernatural Mysteries should be reserved for the Shadow of a Murder's Extraordinary Mysteries. Otherwise, simply incorporate these changes directly into the Shadow of a Murder.

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Shadows of Murders are vigilantes, and this makes them dangerous. They are born of hatred for killers, but in their hatred they become killers themselves. The Shadow of a Murder who embraces this becomes evil, and a dire threat to any location that it haunts. Having the players go on an investigation into a string of murders - always of bad people, but murders nonetheless - could easily lead them to the Shadow of a Murder.

_\ CR 12 _ This Shadow of a Murder has completely lost herself, but has not yet become indiscriminate: she hunts murderers, assassins, and similar scum tirelessly. But the streets are quieter now, and the people fear what will happen with the hunter runs out of prey. Speaking with her may be difficult, but destroying her might be impossible.


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Kitty Genovese (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=39035)
Female Human Ghost LA +5/Factotum 3/Shadowcaster 4/Shadow of a Murder 3
LN Medium Undead (Incorporeal)
Init. _ +4, Senses _ Darkvision 90 ft., Listen +10, Spot +10
Languages _ Common, Undercommon, Elven, Orc
[hr]AC _ 17, touch 17, flat-footed 14 (+4 Dex, +4 Deflection)
HP _ 65 (10 HD)
Fort +8, Ref +13, Will +12
[hr]Speed _ 30 ft. (6 squares) Flying (Perfect)
Melee _ +9 Corrupting Touch (1d4 Ability damage, self-heal 5 hp)
Melee _ +9 Draining Touch (1d4 Ability drain, self-heal 5 hp)
Melee _ +9 +1 Ghost-Touch Kukri (1d4+1)
Full Attack _ +7/+2 +1 Ghost-Touch Kukri (1d4+1), +7 +1 Ghost-Touch Kukri (1d4+1)
Base Atk _ +6/+1, Grp _ +6
Atk Options _ Cunning Insight, Cunning Defense, Secret Attack +1d6
Special Actions _ Corrupting Gaze, Frightful Moan, Horrific Appearance, Malevolence, Arcane Dilletante (1 spell), Extend Mystery, Empower Mystery, Bird's Eye Viewing
The Shadow of a Murder Mysteries Known _ Caster Level 8th
_\ Fundamentals (Su) _ Arrow of Dusk (3/day), Cadaver Removal (3/day), Quiet Entrance (3/day), Sight Obscured (3/day)
_\ Apprentice Mysteries (Su)
AAAA_i/ As the Crow Flies _ A Secret Not to be Told (2nd, 2/day)
AAAA_i/ Never Known _ Secret Magic (1st, 2/day), Hidden Loyalties (2nd, 2/day)
AAAA_i/ Move Unnoticed _ Shadowsound (2nd, 2/day)
Shadowcaster Mysteries Known _ Caster Level 4th
_\ Fundamentals (Su) _ Black Candle (3/day), Liquid Night (3/day), Mystic Reflections (3/day), Umbral Hand (3/day)
_\ Apprentice Mysteries (Su)
AAAA_i/ Dark Terrain _ Carpet of Shadow (1st, 3/day), Dark Fire (2nd, 3/day)
AAAA_i/ Ebon Whispers _ Voice of Shadow (1st, 3/day)
AAAA_i/ Shutters and Clouds _ Shadow Skin (2nd, 3/day)
Supernatural Abilities _ Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moan, Horrific Appearance, Malevolence, Manifestation, Telekinesis, Umbral Sight, An Unkindness
Extraordinary Abilities _ Turn Resistance +4, A Conspiracy, Darkvision
[hr]Abilities _ Str 10, Dex 16, Con -, Int 16, Wis 14, Cha 16
SQ _ Undead Traits, Rejuvenation, Turn Resistance +4, Darkvision 60 ft.
Feats _ Darkstalker, Two-Weapon Fighting, Weapon Finesse, Extend Mystery, Empower Mystery
Skills _ Bluff +8, Concentration +13, Disguise +13, Gather Information +16, Hide +22, Knowledge (Local) +16, Listen +20, Move Silently +11, Search +11, Sense Motive +10, Spot +20, and all skills with Strength or Dexterity as a key ability modifier also add Kitty's Intelligence modifier to their checks (this bonus is included in the above skills).
Possessions _ two +1 Ghost-Touch Kukris
[hr]When in the form of an Unkindness, Kitty has the following altered statistics.
Size / Type _ Tiny Magical Beast (Swarm)
Space / Reach _ 10 ft. / 0 ft.
Abilities _ Str 1
Movement _ Fly 40 ft. (Average), Land 10 ft.
Attack _ Swarm 1d6
SQ _ Swarm traits.
Possessions _ None.

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_\ "The Shadow of a Murder" image adapted from "Murder of Crows" (http://nathanhenry.deviantart.com/art/Murder-90315011) by NathanHenry, © 2008-2010. All credit to him for the image.

_\ "Kitty Genovese" image adapted from "The Morrigan" (http://hideyoshi.deviantart.com/art/The-Morrigan-145615010) by Hideyoshi, © 2009-2010. All credit to him for the image.

DragoonWraith
2010-06-28, 01:00 PM
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The following Mysteries are available to the Shadow of a Murder.

Fundamentals
_\ Arrow of Dusk _ Ray deals 2d4 nonlethal damage with a x3 critical.
_\ Black Wings _ As the spell Feather Fall: objects or creatures fall slowly.
_\ Caul of Shadow _ Shadows grant deflection bonus to AC.
_\ Cadaver Removal _ As the spell Dead End: remove the spoor of one dead creature per level.
_\ Hazards of the Dark _ As the spell Caltrops: conjure a square of caltrops to hinder foes.
_\ Quiet Entrance _ As the spell Silent Portal: a door or window makes no sound.
_\ Raven Eyes _ As the spell Ebon Eyes: see through magical darkness.
_\ Shadow Hood _ Subject takes -1 penalty on attack rolls and Dexterity-based checks.
_\ Sight Obscured _ +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.
_\ Sound of the Shade _ As the spell Ghost Sound: create figment sounds.
_\ Venom Trace _ As the spell Detect Poison: detects poison in one creature or small object.

Apprentice Mysteries
_\ Along Comes a Spider
AAAA_i/ Creepy Crawler (1st) _ As the spell Spider Climb: gain the ability to walk on walls and ceilings.
AAAA_i/ Web of Lies (2nd) _ As the spell Briar Web or Web: create difficult terrain that harms foes, or fill space with sticky webs.
AAAA_i/ Widowbite (3rd) _ As the spell Spider Poison: deals 1d6 Strength damage now, and again a minute later.

_\ As the Crow Flies
AAAA_i/ Ill Omens (1st) _ As the spell Bane: curse gives a -1 penalty to attack rolls and saving throws vs. Fear.
AAAA_i/ A Secret Not to be Told (2nd) _ As the spell Marked Object: gain a bonus to track a specific being.
AAAA_i/ Murder of Crows (3rd) _ As the spell Implacable Pursuer: as long as the prey moves, you know where he is.

_\ Cloak of Shadows
AAAA_i/ Steel Shadows (1st) _ Gain +3 armor bonus and +3 shield bonus to AC.
AAAA_i/ Sight Eclipsed (2nd) _ Hide even when observed.
AAAA_i/ Sharp Shadows (3rd) _ Foes striking you take piercing damage.

_\ Dark Deception
AAAA_i/ Illusion of Being (1st) _ As the spell Disguise Self: illusions change your appearance.
AAAA_i/ Sculting Shadows (2nd) _ As the spell Alter Self: assume form of similar creature.
AAAA_i/ Deception of Sight (3rd) _ As the spell Greater Invisibility: subject becomes invisible, even while attacking.

_\ Eyes of Darkness
AAAA_i/ Bend Perspective (1st) _ Change point of view, as though you were standing elsewhere.
AAAA_i/ Piercing Sight (2nd) _ Gain darkvision 60 ft. and see invisible creatures.
AAAA_i/ Killing Shadows (3rd) _ Gaze attack that deals damage.

_\ Infiltration by Night
AAAA_i/ Instant Infiltrarion (1st) _ As the spell Instant Locksmith or Instant Search:
AAAA_i/ Instant Infiltrarion (1st) _ make Disable Device, Open Lock, or Search check at +2 as a Free action.
AAAA_i/ Concealed Weaponry (2nd) _ As the spell Absorb Weapon: hide a weapon, gain a Bluff check at +4 to feint when drawn.
AAAA_i/ Invite Thyself (3rd) _ As the spell Glibness: gain +30 on Bluff checks made to lie.

_\ Move Unnoticed
AAAA_i/ Shadowstep (1st) _ As the spell Lightfoot or Pass Without Trace: movement does not provoke
AAAA_i/ Shadowstep (1st) _ attacks of opportunity, or your movement cannot be tracked by nonmagical means.
AAAA_i/ Shadowsound (2nd) _ As the spell Iron Silence: armor touched has no armor check penalty
AAAA_i/ Shadowsound (2nd) _ on Hide or Move Silently for 1 hour per level.
AAAA_i/ Shadowshape (3rd) _ As the spell Amorphous Form: subject becomes puddlelike and can slip through cracks easily.

_\ Never Known
AAAA_i/ Secret Magic (1st) _ As the spell Magic Aura or Undetectable Alignment:
AAAA_i/ Secret Magic (1st) _ change or hide magic auras, or make your alignment impossible to discern by magical means.
AAAA_i/ Hidden Loyalties (2nd) _ As the spell Misdirection: mislead divinations about one creature or object.
AAAA_i/ Avoid the Pursuit (3rd) _ As the spell Nondetection, but without the material component: hides subject from divination.

_\ Night's Long Fingers (Urban Magic (http://www.wizards.com/default.asp?x=dnd/we/20070307a))
AAAA_i/ Quicker than the Eye (1st) _ Gain bonus on Sleight of Hand checks; use Sleight of Hand at a distance.
AAAA_i/ Trail of Haze (2nd) _ Touched target emits a trail of mist only you can see.
AAAA_i/ Umbral Fist (3rd) _ Make special attacks at a distance.

_\ Tools of the Trade
AAAA_i/ Ebony Blade (1st) _ As the spell Critical Strike: for 1 round gain +1d6 damage, doubled critical threat range,
AAAA_i/ Ebony Blade (1st) _ and +4 on rolls to confirm critical hits.
AAAA_i/ Wield Fire and Ice (2nd) _ As the spell Fire Shuriken or Ice Knife: create a magical shuriken that deals 3d6 fire damage,
AAAA_i/ Wield Fire and Ice (2nd) _ or a magical shard of ice deals 2d8 Cold damage plus 2 Dex damage,
AAAA_i/ Wield Fire and Ice (2nd) _ or deals 1d8 Cold damage in 10 ft. radius burst.
AAAA_i/ Spiritshard (3rd) _ As the spell Spectral Weapon or Wraithstrike: either a quasi-real weapon can be used to make touch attacks,
AAAA_i/ Spiritshard (3rd) _ or your real weapon can be used to make touch attacks.

_\ Touch of Twilight
AAAA_i/ Life Fades (1st) _ Deal nonlethal damage and cause fatigue.
AAAA_i/ Flesh Fails (2nd) _ Deal minor ability damage.
AAAA_i/ Umbral Touch (3rd) _ Deal damage and Slow with a touch.

_\ Undreamt Danger
AAAA_i/ Awaken Never (1st) _ As the spell Sleep, but puts up to 2 HD worth of creatures per level into a magical slumber.
AAAA_i/ Facing the Nightmare (2nd) _ As the spell Phantom Foe, but without material components:
AAAA_i/ Facing the Nightmare (2nd) _ subject is always flanked by one creature.
AAAA_i/ Impossible Dreams (3rd) _ As the spell Major Image: figment creates visual, sound, smell, and thermal effects.

_\ Way of Shadows
AAAA_i/ Shun the Light (1st) _ As the spell Darkness: creates an area of shadowy illusion.
AAAA_i/ Join the Dark (2nd) _ As the spell Veil of Shadow: darkness grants you concealment.
AAAA_i/ Shadowmeld (3rd) _ As the spell Shadow Phase: subject becomes partially incorporeal.

Initiate Mysteries
_\ Body and Soul
AAAA_i/ Bolster (4th) _ Grant subject temporary hit points.
AAAA_i/ Languor (5th) _ Shadows weigh subject down.
AAAA_i/ Shadow Investiture (6th) _ Grant subject cold resistance 15, Evasion, and Darkvision.

_\ Darkened Alleys (Urban Magic (http://www.wizards.com/default.asp?x=dnd/we/20070307a))
AAAA_i/ Fearful Gloom (4th) _ Area of shadow causes fear in all who enter.
AAAA_i/ Sickening Shadow (5th) _ Area of shadow causes illness in all who enter.
AAAA_i/ Deadly Shade (6th) _ Area of shadow enhances or dampens damage dealt within.

_\ Death Row
AAAA_i/ Steel Curse (4th) _ As the spell Cursed Blade or Heart Ripper: wounds dealt by weapon cannot be healed
AAAA_i/ Steel Curse (4th) _ without Remove Curse, or kills living creature with up your level in HD.
AAAA_i/ Gallows Mist (5th) _ As the spell Doomtide: black mist obscures sight, dazes those inside.
AAAA_i/ Mask of the Executioner (6th) _ As the spell Imperious Glare or Opalescent Glare:
AAAA_i/ Mask of the Executioner (6th) _ cause subjects to cower in fear, or kill creatures with a look.

_\ Ebon Roads
AAAA_i/ Step into Shadow (4th) _ Short-range travel through shadow.
AAAA_i/ Pass into Shadow (5th) _ As the spell Plane Shift, but must involve Plane of Shadow.
AAAA_i/ Voyage into Shadow (6th) _ As the spell Shadow Walk, but faster.

_\ Life in the Dark
AAAA_i/ Enter Night (4th) _ As the spell Shadow Form: gain +4 on Hide, Move Silently, and Escape Artist checks,
AAAA_i/ Enter Night (4th) _ and Concealment; with Escape Artist ranks, can move through obstacles.
AAAA_i/ Exit Light (4th) _ As the spell Shadowfade: Opens a portal to the Plane of Shadow.
AAAA_i/ Gripping Darkness (6th) _ As the spell Shadowy Grappler: illusory force grapples with target.

_\ Veil of Shadows
AAAA_i/ Shadow Vision (4th) _ Subject takes penalties on most actions and has 50% miss chance.
AAAA_i/ Curtain of Shadows (5th) _ Block line of sight and deal cold damage.
AAAA_i/ Unveil (6th) _ Remove many adverse conditions.

_\ Was It All a Dream?
AAAA_i/ Memory Manipulation (4th) _ As the spell Modify Memory: changes 5 minutes of subject's memories.
AAAA_i/ Sleepwalker (5th) _ As the spell Dream Sight: in sleep your spirit rises to travel about and observe the world.
AAAA_i/ Dreamcatcher (6th) _ As the spell Dream Casting or Probe Thoughts:
AAAA_i/ Dreamcatcher (6th) _ alter subject's dreams to produce desired results, or read subject's memories, one question per round.

boomwolf
2010-07-01, 10:43 PM
MIMIC


http://culdceptai.com/Creatures_Neutral_files/doppelganger.jpg

Everything you can do, I can do better!
-common Mimic tease.

During one's adventures he will encounter many foes and, considering he has survived, has probably beaten them all.
What is for a man of great skill to fear? what could possibly challenge the master of untold magic? what blade will cut the greatest warrior?
Sometimes, to find what you should fear the most. you only need to look into yourself.

Enter the Mimic. he may not be a great swordsman, nor a great mage. but one he marked you as his victim, be prepared for him not only to appear as you, but he will also use your own fighting skills, each and every one of them, all your tricks and all your aces-being used to kill you.

BECOMING A MIMIC
A mimic always starts his way as an infiltrator of some sort. he may be a spy, a thief, an assassin or pretty much anything that required resembling somebody else.
With time however, many learn a dreaded truth. no disguise, as perfect as it will appear, will work for long if you cannot do what the person you pretend to be can do.
Once they discover this truth, many turn to the path of the Mimic, allowing them to copy not only a person's appearance, behavior and voice, but his abilities as well.

ENTRY REQUIREMENTS
BAB:+3
Skills: Disguise 8 ranks, Bluff 5 ranks,
Feat: Skill Focus (disguise)
Special: Must have spent 24 hours disguised to another person, and interacting with close acquaintances of him without being detected.

Class Skills
The Mimic's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 8 + int

Hit Dice: d8

MIMIC
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Mimic Mark, Spell Mimic|4|2|-|-|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3|Skill Mimic|5|3|0|-|-|-|-|-|-|-

3rd|
+2|
+1|
+1|
+3|Mimic Feat|5|3|1|0|-|-|-|-|-|-

4th|
+3|
+1|
+1|
+4|Mimic Charged Ability|6|3|2|1|0|-|-|-|-|-

5th|
+3|
+1|
+1|
+4|Quick Mimic|6|3|3|2|1|0|-|-|-|-

6th|
+4|
+2|
+2|
+5|Mimic Feat, Dominative Mimicry|6|3|3|3|2|1|0|-|-|-

7th|
+5|
+2|
+2|
+5|Mimic Combat Capability|6|4|3|3|3|2|1|0|-|-

8th|
+6|
+2|
+2|
+6|Mimic Any Ability|6|4|4|3|3|3|2|1|0|-

9th|
+6|
+3|
+3|
+6|Mimic Feat, Reverse Mimicry|6|5|4|4|4|4|3|2|1|0

10th|
+7|
+3|
+3|
+7|True opposition, Rapid Mimicry|6|5|5|4|4|4|4|3|2|1[/table]

Weapon Proficiencies: A mimic gains no new proficiencies, he is however proficient with any weapon and armor his current Mimic Mark is proficient with.

Mimic Mark By studying a person for a round he may set him as his Mimic Mark. While studying the victim, the Mimic can undertake other actions so long as his attention stays focused on the target and the target does not detect the Mimic or recognize the Mimic as an enemy.
While being the Mimic Mark for itself is harmless, it allows the Mimic to use multiple other abilities based on whoever he is mimicking.
Making a new mimic mark make you lose the previous mark and any ability you have learned how to mimic from him.
You gain a bonus of disguise checks to pretend to be your mimic mark equal to twice you Mimic class level.

You can only use Mimic Mark on creatures of your own type.

((note-it is possible to Mimic Mark yourself. and it might be a good idea in some cases.))

Spell Mimic (Su)
The Mimic can cast spells spontaneously from his list of mimic spell known, that list contains any spell he has absolute certainty his current Mimic Mark has.
While using the term "spell", this actually refers to any magic/psionic/material maneuver or the like that is using a level system similar to that of arcane spells.
The caster level/manifester level/initiator level/etc for the mimicked spell (or the like) is equal to twice the Mimic's class level. the save DC is 10+the level of the spell (or the like)+the Mimic's charisma modifier.

Spells you cast against targets who are familiar with the mark yet they believe you to be him (aka, failing to uncover your disguise) are cast with a +2 mimicry bonus to AC.

If the mimic is certain of a certain spell (or the like) but is mistaken/misled and attempts to use one that the Mimic Mark does not have, he looses all spell-casting ability for that day.

Skill Mimic (Ex)
A second level Mimic begins to fake your skills. The Mimic gains a +1 mimicry bonus on a skill for every 3 ranks the mark has in it, rounded down, as long he has witnessed his mark using that skill during the study or afterwards.

Mimic Feat (Ex)
At third, sixth and ninth levels the Mimic gains a Mimic Feat. these feats can are "open" feats that he may change to any feat at any time as a swift action, however if his current Mimic Mark does not have the feat he chooses he suffers a major backlash, and not only he looses his mark, he also suffers 1d4 damage per HD of his lost mark.

In order to mimic a feat you must have all requirements of it, you can use the mimic spell or mimic ability abilities of the mark to qualify.

If you have no Mimic Mark you cannot choose new Mimic Feats, however if the feat is already set to something, it does not change when you change a mark or looses it, and you suffer no backlash from it. (you only suffer a backlash when changing the Mimic Feat to something the current mark does not have.)

((Tip-mimicking a feat of your mark then changing a mark and mimicking one of the new mark's feats allows you to get feat combination that none of your opponents has, possibly providing an edge.))"

Mimic Charged Ability (Ex)
If a Mimic of the forth level knows an ability that has a timed used limit (such as 3/day or every 1d4+1 round) that his mimic mark can use he may attempt use that ability himself, if the ability has any variables that depend on the level of the user use the Mark's own level, but ability modifier variables uses the Mimic's own modifier.
If the Mimic attempts to use this ability more then the limit that the Mark has he loses his mark, and suffers 1d4 damage per hit die of the lost mark. (for example, if a Mimic will have a tenth level paladin as his mark, and the Mimicked has witnessed the Smith ability, an attempt to use it for the forth time this day will cause him to lose his mark and take 10d4 damage.)

Quick Mimic (Ex)
A fifth level Mimic is much faster in his Mimicking, and requires only a move action to change his Mimic Mark.

Dominative Mimicry (Ex)
As long nobody has uncovered your disguise (other then the mark itself) you may attempt to control the mark's actions, using a suggestion as a spell like ability. this ability can only be used once per day on any given mark.

Mimic Combat Capeability (Ex)
/When you learn to act like him, you learn to fight like him. a sixth level Mimic changes his BAB, initiative and touch AC to match these of his Mark, as long the mark's are higher. this ability cannot increase your BAB above your HD, not can it change the BAB, initiative or touch AC by more then the Mimic's class level each. (in case the difference is higher then the Mimics class level, gain a bonus equal to your class level.)
Also, as you can easily predict the movement of your mark, you gain a +2 mimicry bonus on attacks made against him, and a +2 dodge bonus against attacks he makes.

Mimic Any Ability (Ex)
An eight level Mimic becomes truly a master of copying his mark. he is considered to have any ability that does not require an action that his mark has. (such as sneak attack, slow fall, mettle, evasion etc..), is the mark as gained that ability in a level no higher then twice the Mimic class level. (so an 8th level mimic cannot gain an ability his mark learned at level 17)
If the ability has any variables that depend on the level of the user use the Mark's own level, but ability modifier variables uses the Mimic's own modifier, scaling abilities (such as sneak attack or barbarian's DR) are identical to these of the mark, if you have a scaling scaling ability and the mark has it as well they stack.

Reverse Mimicry (Su)
As long you are successfully disguised as your mark and nobody has uncovered your disguise (other then the mark himself), a Mimic of the ninth level may choose the mark to look as if he is the Mimic himself.

Rapid Mimicry (Ex)
A tenth level Mimic has reached to top of the mimicking capability, and as such changing his mark is a swift action for him.

True Opposition (Su)
The most fearsome power of a tenth level mimic, the ability to change into a precise replica of your mark, as if a replica made by a Mirror of Opposition. the negative side is however, is that the Mimic is stuck in that form until he takes a full night's rest, and as a replica of mark you retain none of your own abilities, other then Reveres Mimicry.

[b]PLAYING A MIMIC
Stalk, Mimic, Remove, Repeat. that is your average strategy. with the ability to divide and conquer, removing a person from the area and taking his form allows you to get close to his unsuspecting allies, and using the mark's own abilities just might make them unsure if that is a fake, or their friend under compulsion magic.
Combat: Your best bet is to take the disguise of an opponent and then forcefully remove him from the area, leaving you there without anyone that is sure of your true nature, at higher level you also might want to rapidly change your mimic marks without even pretending to be them just to use all the powerful abilities they own yet capable of using once per day or encounter.
Advancement: Your natural path of advancement is learning new ways to harm unsuspecting foes to greatly increase the lethality of your ability to take the shape of others. you might however choose to advance in a "jack of all blades" style, so when going one-on-one you get as good as your opponent at his own field of expertise, and better at anything else.
Resources: The greatest resource of a Mimic, is ironically his enemies. the more powerful enemies you make the more powerful option you get, however any powerful individual, may it be friend or foe, or even somebody that is completely irrelevant, can be used as a source of getting abilities.

CLASS NAME IN THE WORLD
I cannot afford to lose, especially not to myself!
-last words of too many men.

The Mimics are not preserved in any way by their surrounding, simply because the rest of the world refuses to believe that one can learn to simply copy his opponent, and much rather believe that the mimic they have witnessed is simply a man with many, many skills who just likes to pretend to be his enemy.
Daily Life: At the daily life of a mimic many things may occur. but normally he will just take up the life of an individual he finds interesting, either while he is away or after disposing of said person.
Notables: There is one Mimic who became frightfully known through the ages, although most does not recognize him as such and he is largely considered to be a unique lifeform. known as "The Executioner", this seemingly immortal person wanders the world, and using his telepathic abilities learns the memories of these he wishes to test, then turns himself into a replica of them, and engages in combat. one with the will and the true mastery of his path will prevail and live on, one with not will die. no matter the result The Executioner has always returned later on, even if killed, and goes to test another.
Organizations: Mimics will feel right at home in any origination. if they wont fit in, they simply begin to copy one of the leaders and quickly become a perfect fit.
They will however often favor working as spies for powerful entities, hoping to one day be able to mimic them and take their place.

NPC Reaction
The first reaction of somebody who is witnessing a Mimic in action for the first time is generally "Impossible..." or simply go into shock. nobody expect something like this. a doppelganger is one thing, but someone who copies not only your appearance but your every skill is too hard to believe.

MIMICS IN THE GAME
A Mimic has dangerous potential. as everything you pit against him will be his own tool, and even if there is no enemy he can copy around-his allies still provide a powerful buffer. expect high versatility, but usually he won't steal the show, as whatever is pulls off-somebody else is also capable off.
Adaptation: The Mimic is a highly generic class, and as such he should be suitible for use in any setting without problem.
Encounters: An encounter with a Mimic will probably be very long lasting, as either you will move through the adventure, oblivious to the fact one of your party members have been replaced, or the party will find itself constantly separated and re-jointed, senses blocked and information being held from them, making them highly unsure of who, when or if they should attack at all. (the mimic however, can attack at will as EVERYONE around is his enemy.)

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

zagan
2010-07-03, 12:15 PM
Tiny Thief

http://fc03.deviantart.net/fs23/i/2007/313/6/a/Jack_And_The_Beanstalk_by_cheatingly.jpg
A Tiny Thief trying to get away with a magic harp.

Invisibility bah ! Everyone know to look for that but nobody search behind the ink pot.

-Uind Ters ,Tiny Thief

Since magic have been discovered numerous people have put effort in finding way to use it to sneak into place undetected be it to steal, spy or kill. The most commonly use mean being invisibility of course, but people have begun to adapt to it and lots of way now exist to detect invisible foe.
Tiny Thief are people who take an alternative approach to sneaking, they learned way to reduce their size to be harder to spot and to use smaller opening, this render them immune to most normal mean of detection. Across the year they have create a specific way of fighting to compliment their talent and to protect themselves when discovered.

BECOMING A TINY THIEF
Most Tiny Thief start as rogue either with an ally that regularly change their size or using wand of reduce person but any other stealthy class can become a Tiny thief, a ninja would benefit from the increase in stealth, a spellthief can use is own spell to qualify, a factotum could do the same but few chose this path because it reduce their versatility, lurk’s psionic power also allow them to enter this class, swordsage don’t have any mean to change their size by themselves but they could benefit from being smaller than their foe depending on their maneuvers choice.
Race that go into Tiny Thief are numerous, any race with a focus on stealth could do it but the most common are small sized race such as halfling or kobold because this allow them to become even smaller.

ENTRY REQUIREMENTS
Feats: Weapon Finesse
Skills: Hide 8 ranks, Move silently 8 ranks, Tumble 8 ranks, Spellcraft 4 ranks or Psicraft 4 rank
Special: Must have been under an effect that reduce size at least once per day during a month
Special: Must have been taught the secret of size changing by a Tiny Thief of at least 5th level

Class Skills
The Tiny Thief's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Minimize, Sneak attack +1d6

2nd|
+1|
+0|
+3|
+0|Underfoot Combat

3rd|
+2|
+1|
+3|
+1|Precise strike, Sneak attack +2d6

4th|
+3|
+1|
+4|
+1|Right Perspectives

5th|
+3|
+1|
+4|
+1|Minimize (Two size category), Sneak attack +3d6

6th|
+4|
+2|
+5|
+2|Clinging technique

7th|
+5|
+2|
+5|
+2|Attack from below, Sneak attack +4d6

8th|
+6|
+2|
+6|
+2|Divert attack

9th|
+6|
+3|
+6|
+3|Hide in plain sight, Sneak attack +5d6

10th|
+7|
+3|
+7|
+3|Minimize (Three size category), Strike the flaw
[/table]

Weapon Proficiencies: You gain no proficiency with any weapon or armor.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If you get a sneak attack bonus from another source the bonuses on damage stack.

Minimize (Su):Your long exposure to effect that reduce your size have taught you the trick to do it yourself. Starting at 1st level, as a standard action at will you can become one size category smaller you gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1) and a size bonus to attack and to AC depending on your new size (see table). If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This doesn’t change your speed. The duration of this ability is 24 hour but you can dismiss it’s effect as a free action once per round.
At 5th level you can become two size category smaller you gain a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1) and a size bonus to attack and to AC depending on your new size (see table).
At 10th level you can become three size category smaller you gain a +6 size bonus to Dexterity, a –6 size penalty to Strength (to a minimum effective Strength score of 1) and a size bonus to attack and to AC depending on your new size (see table).

Size modifier reminder:

{table=head]Size|AC/Attack|Grapple|Hide
Fine|+8|-16|+16
Diminutive|+4|-12|+12
Tiny|+2|-8|+8
Small|+1|-4|+4
Medium|+0|-0|+0
[/table]
Note: You take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.
Changing size also change the damage dealt by your weapon consult the DMG p28 for manufactured weapon and the MMI p291 for natural weapon


Underfoot Combat: You learn to exploit your size to gain an advantage against your enemy. You gain Underfoot combatRoW as a bonus feat even if you do not have the normal prerequisites for that feat. If you already have this feat you can select any one other feat you have the prerequisites for.

Precise strike (Ex): You’ve learn that a fast strike is sometimes more effective than a brutal one. You can use your Dexterity modifier instead of your Strength modifier on damage roll when using a weapon that can be used in conjunction with the weapon finesse feat.

Right Perspectives (Ex): You can use the fact that you share a space to ignore some of your foes defense and access their weak point. While you are in a square occupied by a creature at least two size categories larger than you, you can ignore any miss chance currently affecting that creature. This can allow you to deal sneak attack damage as normal. This ability also allow you to deal sneak attack damage to foe no matter their size.

Clinging technique (Ex): While tiny or smaller you gain a climb speed equal to your base land speed. You can use your dexterity modifier instead of your strength modifier on climb check, you always can choose to take 10 even if rushed or threatened while climbing. You also gain a +8 bonus on all climb check. Finally while you are in a square occupied by a creature at least two size categories larger than you, as an immediate action when the creature change square (from simply walking up to teleporting) you can make a climb check opposed by the creature reflex save. If you succeed you move along with the creature until she stop moving at this point you let go and find yourself in the creature square as before.

Attack from below (Ex): When you are in the right position you can strike when your foe can react. While you are in a square occupied by a creature at least two size categories larger than you, this creature lose her dexterity bonus to AC (if any) against your attack. This can allow you do deal sneak-attack damage as normal.

Divert attack (Ex): You’ve learn how to use your foe as cover against attack from their allies. While you are in a square occupied by a creature at least two size categories larger than you, you can as an immediate action when an attack (be it from a weapon, spell or other effect as long as you are the only target) deal damage to you make a reflex save with a DC equal to the attack roll. If you succeed you only take take half damage from the attack and the creature with which you share the square take the other half. If the attack as secondary effect you are both affect and must make any necessary save. For example a Tiny Thief currently diminutive is in a square occupied by an elf he is attacked with a Disintegrate spell dealing 90 damage (15d6) with an attack roll of 28. If he succeed on his reflex save he would take only 45 damage and the elf would also take 45 damage. Both of them must then make the fortitude save required by the spell to only take 5d6 damage.

Hide in plain sight (Ex): At your size you can hide anywhere. While tiny or smaller, you can use the Hide skill even while being observed.

Strike the flaw (Ex):You’ve mastered the secret of the Tiny thief and can now strike your foe with uncanny accuracy right on their weak spot. While you are in a square occupied by a creature at least two size categories larger than you, your melee attack against that creature are considered Touch attack.

PLAYING A TINY THIEF
You are sneaky, you can go nearly anywhere. This can allow you to scout for your ally, to spy on your enemy and to attack your foe from an unexpected angle.
Combat: Your most common attack method is reducing your size, entering into your foe square and using your sneak-attack to damage them.
Advancement: Once you have gain the ability you want from being a Tiny Thief you can either go back to your base class or to another prestige class that benefit being smaller than your target.
Resources: Very often Tiny Thief are member of thief guild, they might also be spy in the employ of some government.

TINY THIEF IN THE WORLD
When I saw him he was at my feet and less than an inch tall an instant later he stab me with his dagger. And that’s how I died.

-Torin Selm to an angel
Those that know about them treat Tiny thief like other rogue-like character mostly with disdain. A few scholar might also be curious about their ability.
Daily Life: Like that of a typical rogue apart from the fact that they spent a lot of their time looking at thing from below.
Notables:
Arena Flos is the most well know Tiny Thief. Two century ago she was in the service of King Theoler II and using her talent she uncover a plot to kill him orchestrate by a neighbooring tyrant. This prevent an invasion an saved countless lives. Of course after that she was forced to retire because she was too well know. It is rumored that she spent the rest of her life teaching her secret to numerous agent in the kingdom.
Trenaz Dorm is also well know but in very different circle. He was an assassin and repute for the ability to enter any place to kill his target no matter the protection. Most notably he kill the famous Archmage Relmer nicknamed the Paranoid who installed numerous magical protection in his tower.
Trenaz simply reduce his size to that of an insect and walk into the tower undetected by all the magical sensor searching for invisible creature.
Organizations: No organizations of Tiny Thief really exist but numerous thieves guild, spy cell or assassin group recruit them and encourage any member that show interest in it.

NPC Reaction
Most people reaction at first is surprise, after all it’s not every day that you encounter someone less than an inch tall trying to steal something from you. After that it’s either fear because after all if they can be smaller maybe they can be bigger too. They’re wrong of course but they don’t know that.
The other reaction is anger, people think it’s another way for those low life too ruin their life.
Those better versed in magic might admire Tiny Thief for finding a clever way to bypass trap and staying hidden.

Tiny Thief Lore
Characters with ranks in Knowledge (Arcana) or who have the Bardic Knowledge ability, can research Tiny Thief and their unique way to change their size. When a character makes a skill check or Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 15: Tiny Thief are scoundrel that have discovered a way to become smaller as a mean better hide and infiltrate protect place. Tiny thief are very often member of underground guild such as Thieves guild.

DC 20: Tiny thief have develop a fighting style using their size as an advantage going into close quarter with one can be very dangerous.

DC 25: In addition to their ability to change their own size Tiny thief can also change to size of object to better steal them and they can hide anywhere.

TINY THIEF IN THE GAME
Most of the time you will be the scout of your group very often going ahead of your group to detect potential enemy or to learn secret that could prove advantageous for future fight. As such its in your best interest to invest in feat or magic item that augment your defense in case of detection or allow you to better avoid detection particularly for foe with unusual sense.
Adaptation: No real adaptation is need the class can fit anywhere but you might want to restrict it to a particular order or guild. In a particularly optimize group you might allow the class to progress spellcasting/manifesting or similar ability at all level except first and last.
Encounters: The most likely place to encounter a Tiny Thief is in an urban environment you might spot one while he his fleeing with an object you were searching for.

Sample Encounter
A series of burglary recently happened in a small town and the mayor ask you to investigate. During your investigation you might encounter Cred Lerna a halfling that have been seen as a number of crime scene.
If you talked to him with a successful diplomacy check you might discover that he his in pursuit of a criminal that recently escape from prison.
If you attack him he will defend himself.
EL 10:

Cred Lerna (while Diminutive)
Male Halfling Rogue 5/ Tiny Thief 5
Lawful Neutral Diminutive Humanoid
Init +8, Senses: Listen +2, Spot +0,
Languages Common, Halfling, Elven
------------------------------------------------
AC 27, touch 22, flat-footed 19 ( +5 armor, +8 dex, +4 size)
hp 60 (10 HD)
Fort +7, Ref +19, Will +5
------------------------------------------------
Speed 20 ft. ( 4 squares)
Melee Rapier +19 (1d2+8/18-20) +6d6 Sneak attack
Base Atk +6, Grp -9
Atk Options Sneak attack +6d6 (include above)
Supernatural Abilities Minimize
-----------------------------------------------
Abilities Str 4, Dex 26, Con 14, Int 12, Wis 10, Cha 12 (28 point buy)
SQ +2 morale bonus on saving throws against fear, Trapfinding, Evasion, Trap sense +1, Uncanny Dodge, Precise strike
Feats 1st:DarkstalkerLoM p179 ;3rd:Weapon Finesse; 6th:Improve ToughnessCW p101 ; 9th::GiantbaneCW p111 ; Underfoot CombatB
Skills Balance 23, Climb -1, Disable Device 9, Gather Information 14, Hide 33, Jump -3, Move silently 21, Open lock 21, Sense motive 13, Spellcraft 5, Tumble 21
Possessions Gloves of Dexterity +4, Rapier +1 of BlurstrikeMiC p29, Mythral Chain shirt +1, Cloak of resistance +2, Handy harvesack, Masterwork Thieves tools
------------------------------------------------
When Tiny, Cred has the following altered statistics:
Init +7
AC 24, touch 19, flat-footed 18 ( +5 armor, +7 dex, +2 size)
Ref +18
Melee Rapier +15 (1d3+7/18-20) +6d6 Sneak attack
Grp -4
Abilities Str 6, Dex 24
Skills Balance 22, Climb +0, Hide 28, Jump -2, Move silently 13, Open lock 13, Tumble 13
------------------------------------------------
When Small, Cred has the following altered statistics:
Init +6
AC 22, touch 17, flat-footed 16 ( +5 armor, +6 dex, +1 size)
Ref +11
Melee Rapier +14 (1d4+6/18-20) +6d6 Sneak attack
Grp +1
Abilities Str 8, Dex 22
Skills Balance 21, Climb +1, Hide 23, Jump -1, Move silently 19, Open lock 19, Tumble 19

Detail on ability:

Minimize (Su)Cred as a standard action at will can become tiny gaining a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1) and a +2 size bonus to attack and to AC or he can become diminutive gaining a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1) and a +4 size bonus to attack and to AC. (in either case this size bonus to attack and AC replace his normal size bonus for being small this is taken into account in the stat block above)
The duration of this ability is 24 hour but he can dismiss it’s effect as a free action once per round.

Precise strike (Ex):Cred can use his Dexterity modifier instead of his Strength modifier when using a weapon that can be used in conjunction with the weapon finesse feat.

Merk
2010-07-07, 03:44 PM
Mindbreak Stalker

http://img408.imageshack.us/img408/28/ysondretheblackpsionicb.jpg
Credit to Aedel on deviantart.com

"Sanity is overrated. Rationality is a crutch for those weak of mind. In order to survive, to be able to stand in the face of unmitigated cosmic horror, you have to discard your mind and your sense of self."

Going insane is a highly subjective matter. The process manifests itself differently in different people. For many, it involves a slow descent into mindlessness, psychosis, or catatonia. But for a unique set of people, insanity takes a more devious form; that of a madness beast that nests itself deep into the psyche of the individual.

A madness beast is a being with a horrific form that has its origins in the Far Realms. Those who develop a madness beast will often lose the battle for the autonomy of their own mind. They try to preserve their own elements of logic and rationality, and are destroyed by the beast's psychic onslaught. But there are those who allow themselves to be devoured by the madness beast, and harness its power. One who has successfully discarded his or her mind in order to live with the madness beast is a mindbreak stalker.

Once he or she has bonded with the madness beast, a mindbreak stalker gains hightened powers of the mind and uses it to survive in situations that even the most powerful of adventurers would find perilous. A mindbreak stalker uses his or her powers in order to infiltrate the deepest, darkest labyrinths where unspeakable horrors lie. While most others would go insane or flee, the mindbreak stalker delves deeper and into realms where reality begins to break down from inside-out.

A mindbreak stalker is most definitely insane, but not in the typical sense. Because of their co-existence with the madness beast, they are able to act autonomously and with the agency of a sane person. However, their eyes are different from a normal person's. They exude an aura that seems altogether... inhuman. Their personalities, the risks they take, the quirks they exhibit all point to an all-devouring madness that engulfs them.

And they thrive in that madness.

BECOMING A MINDBREAK STALKER

The classes most suited to becoming mindbreak stalkers are factotums, psychic rogues, and soulknives; all of whom can easily meet the skill requirements and who benefit most from the mindbreak stalker's enhanced stealth and psionic abilities. Kineticist and egoist psions with training in stealth also sometimes enter this class. Entering this class without stealth skills or psionic skills as class skills is prohibitive, so this isn't suited to most other classes.

ENTRY REQUIREMENTS
Alignment: Any chaotic.
Skills: Autohypnosis 8 ranks, Hide 8 ranks, Move Silently 8 Ranks, Knowledge (psionics) 8 ranks.
Feats: Aberrant Blood*, Darkstalker (Lords of Madness).
Special: Must have 8 ranks in Knowledge (forbidden lore) (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#knowledgeForbiddenLoreNone).
Special: Must have been previously reduced to 0 or less Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#).

*This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).

Class Skills
The mindbreak stalker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

Mindbreak Stalker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mindbreak|Powers Known

1st|
+0|
+0|
+2|
+2|Ravages of the shattered mind|+1d6|-

2nd|
+1|
+0|
+3|
+3|Serenity of the infinite depths|+1d6|+1 level of existing manifesting class

3rd|
+2|
+1|
+3|
+3|Step into disarray (dimension door), alien sneak|+2d6|+1 level of existing manifesting class

4th|
+3|
+1|
+4|
+4|Delusion's gaze (30 ft.)|+2d6|+1 level of existing manifesting class

5th|
+3|
+1|
+4|
+4|-|+3d6|+1 level of existing manifesting class

6th|
+4|
+2|
+5|
+5|Blade from a different dimension|+3d6|-

7th|
+5|
+2|
+5|
+5|Hide in plain sight|+3d6|+1 level of existing manifesting class

8th|
+6/+1|
+2|
+6|
+6|Delusion's gaze (60 ft. + true seeing)|+4d6|+1 level of existing manifesting class

9th|
+6/+1|
+3|
+6|
+6|Step into disarray (plane shift), fractal mindscape|+4d6|+1 level of existing manifesting class

10th|
+7/+2|
+3|
+7|
+7|Pyschopathic phantasmagoria|+4d6|-[/table]

Class Features

Weapon and Armor Proficiency

Mindbreak stalkers gain no proficiency with any weapon or armor.

Powers Known

At every level except 1st, 6th, and 10th, a mindbreak stalker gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of mindbreak stalker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a mindbreak stalker, he must decide to which class he adds the new level of mindbreak stalker for the purpose of determining power points per day, powers known, and manifester level.

Ravages of the Shattered Mind (Ex)

A mindbreak stalker is defined by the madness beast that dwells in the core of his psyche and that renders the mindbreak stalker permanently, irrevocably insane. A mindbreak stalker is immune to sanity damage and effects, and is treated as having a permanent Sanity stat of -10 for any purpose. This does not prevent the character from being controlled by a player.

Having immunity to sanity damage and its ill effects, the mindbreak stalker has no reason not to pursue forbidden lore. He automatically has a number of ranks in forbidden lore equal to his hit dice + 3, but cannot increase the number of ranks in this skill through any means. If the mindbreak stalker already has more ranks in forbidden lore than this limit, those ranks remain, but cannot be increased until his hit dice + 3 again exceeds his current ranks.

Beginning at level 1, the insanity of the mindbreak stalker (and the strength of the madness beast) manifests in his psyche. The mindbreak stalker develops five phobias or obsessions at each of these intervals. Whenever a mindbreak stalker encounters the object of his phobia or obsession, he is subject to a -2 penalty on saves, attacks, and skill checks while in its presence. Consult with your DM for appropriate phobias or obsessions. If you encounter multiple objects of your phobias or obsessions at the same time, the penalties are cumulative.

Some phobias and obsessions that may be appropriate:

Phobias
Acrophobia: You are afraid of heights.
Hydrophoba: You are afraid of water.
Hypnophobia: You are scared of sleep.
Pyrophobia: You are afraid of fire.
Uranophobia: You are afraid of the heavens & divine magic.

Obsessions
You have a drug disorder.
You are a kleptomaniac, and compulsively grab everything you can.
You have an irrational preference for prime numbers.
You spend hours a day cleaning and polishing your equipment.
You cannot look into the eyes of a member of the opposite sex.
You are addicted to the sensation of chewing.
Any sort of music disturbs you.

At each even-numbered class level, the madness beast devours one of the mindbreak stalker's phobias or obsessions, and the mindbreak stalker no longer is subject to a penalty with respect to that phobia or obsession.

Mindbreak (Su)

When a mindbreak stalker attacks an enemy who would be denied their dexterity bonus to AC or if the mindbreak stalker is flanking her target, she may assault her target's mind with an attack. She deals additional dice of damage on her attack and does 1 point of Sanity damage per mindbreak die on each attack. This ability is mind-affecting in nature, and not precision damage, and so affects creatures immune to sneak attacks and critical hits, but does not affect mindless creatures.

Ranged attacks can mindbreak only if the target is within 30 ft.

Serenity of the Infinite Depths (Ex)

At 2nd level, a mindbreak stalker's mind has been warped and fortified by the madness beast. She receives a bonus on saving throws against fear, charm, and compulsion effects equal to half her class level.

Step into Disarray (Ps)

The mindbreak stalker learns to use the Far Realms as a conduit for travel, and even eventually learns how to travel there. Doing so poses no threat to the mindbreak stalker, physically or mentally.

At 3rd level, a mindbreak stalker may teleport as if using Psionic Dimension Door. The mindbreak stalker also adds Psionic Dimension Door to his list of known powers as a bonus power known.

At 9th level, a mindbreak stalker may transport himself, along with up to eight willing allies, to the Far Realms, as if manifesting Psionic Plane Shift. His companions are likewise extended the physical and mental protection afforded to the mindbreak stalker so long as they accompany him in this method. The mindbreak stalker may transport himself and his allies back to whichever plane they came from without spending another using of this ability. The mindbreak stalker also adds Psionic Plane Shift to his list of known powers as a bonus power known.

Using either ability, the mindbreak stalker has an effective manifester level equal to his hit dice, and the powers are automatically augmented when applicable. This ability is usable 3 + int mod times per day (for both abilities, so if a mindbreak stalker has 6 daily uses, he may use the dimension door power four times and the plane shift power twice, or use all six for the dimension door power).

Alien Sneak (Ex)

A mindbreak stalker of 3rd level receives a bonus equal to his class level on hide and move silently checks opposed against any creature with extraordinary or supernatural senses (such as scent or tremorsense) and against any creature who has augmented senses through magic or psionic abilities. Low-light vision and darkvision do not count for the purposes of granting this bonus, unless magically granted.

Delusion's Gaze (Su)

The eyes of the madness beast see with the clarity of unmitigated insanity.

At 4th level, the mindbreak stalker gains blindsense out to 30 feet. At 8th level, the mindbreak stalker's blindsense improves to 60 feet. Also at 8th level, while psionically focused, the mindbreak stalker can see anything within the range of her blindsense as if she had a Psionic True Seeing effect in place.

Blade from a Different Dimension (Su)

A mindbreak stalker learns how to infuse her weapons with the mind-shattering properties of the Far Planes. Her mindbreaking attack is a blade that slices an enemy outside of its perception; it appears to be a blade from an entirely different dimension.

Whenever a mindbreak stalker of 6th level or higher delivers a mindbreak, she also deals wisdom damage equal to the number of mindbreak dice. Furthermore, if she chooses to, a mindbreak stalker may expend her psionic focus when delivering a mindbreak and have her attack automatically bypass any damage reduction or hardness the target may possess.

Hide in Plain Sight (Su)

A mindbreak stalker at 5th level or higher may make hide checks without cover or concealement as long as he is psionically focused.

Fractal Mindscape (Su)

A mindbreak stalker's mindscape is an incomprehensible field of unadulterated horror. Attempting to understand it is a futile exercise for anyone who tries to subvert or manipulate the powers of the mind. The mindbreak stalker can channel the inherent chaos of the madness beast into a sort of protection.

On reaching 9th level, a mindbreak stalker gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the mindbreak stalker can selectively allow powers or spells to affect him). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a mindbreak stalker. This ability is active as long as the mindbreak stalker is psionically focused.

Psychopathic Phantasmagoria (Su)

At 10th level, the mindbreak stalker has fully internalized her insanity, and becomes one with the beast of madness dwelling inside of her.

For up to ten minutes per day (which need not be consecutive minutes, or even rounds), the mindbreaker stalker may assume the form of the beast of madness. In this state, she undergoes the following changes:

Type changes to Aberration, with the chaotic and psionic subtypes. Do not recalculate base attack bonus, hit dice, saves, or skills.
Any items or equipment meld into her new form and cannot be used.
The mindbreak stalker has continuous psionic focus (it is never "expended"; or equivalently, focus is immediately regained after it is spent)
The mindbreak stalker gains power resistance equal to 15 + hit dice.
The mindbreak stalker has an effective manifester equal to her hit dice.
The mindbreak stalker temporarily gains any three [aberrant] feats (Lords of Madness). Feats gained in this manner are lost when the form is dismissed and cannot be used to qualify for other feats or prestige classes; however, the feats can help to qualify for themselves (so the 1st feat can qualify for the 2nd feat, etc.). When taking temporary [aberrant] feats in this manner, it is not necessary for the mindbreak stalker to have the Aberrant Blood feat.

This form may be assumed or dismissed as a move action that does not provoke an attack of opportunity. After dismissing the madness beast form, the mindbreak stalker is exhausted for 1 minute.

Multiclass Note

Levels in mindbreak stalker stack with Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536) levels for determining form points. Psychopathic phantasmagoria treats the mindbreak stalker as an Ozodrin of a level equal to his hit dice for determining form points. (The Ozodrin class is credit to Owrtho).

PLAYING A MINDBREAK STALKER

A mindbreak stalker can be difficult to handle in any party, but their skills are always helpful. You are probably still the person your party relies on to find and disable traps, and otherwise navigate dungeons. However, your abilities allow you to venture into the deepest dungeons where unimaginable horrors lie. You have a good mix of skills and powers to negotiate obstacles in your way.

Combat: Life is hard when you're up against mindless and mindblanked enemies. Although you don't have a full manifesting progression, you do advance your psionic powers, and they can help you when your enemies aren't vulnerable to sneak attack or mindbreak. At 10th level, a good selection of [aberrant] feats can turn you into a formidable threat even when you are denied your usual methods of attack.
Advancement: If you had a manifesting progression coming into the class (for example, from psychic rogue), it's probably a good idea to continue on in that class and acheive as high of a manifester level as possible and access the best powers you can. Other than that, continuing on in classes with a high amount of skill points and many class skills allows you to stay in your role. Advancing in classes which offer sneak attack or similar abilities allows you to make the most of mindbreak attacks.
Resources: Mindbreak stalkers are not the type to communicate with each other. Two mindbreak stalkers who meet may respect each other to a certain degree, but there is rarely if ever a sense of camaraderie.

MINDBREAK STALKERS IN THE WORLD
"That man, he wasn't right in the head, I tell ya. Could see it in his eyes. Something's snapped. Maybe since a long time ago...

Mindbreak stalkers are a rare breed. It takes incredible personal strength to be able to control one's own raving insanity. Mindbreak stalkers often have trouble integrating themselves into society due to their own eccentricities. However, they are respected and feared as powerful and resourceful sneaks and thieves. Because of this, mindbreak stalkers are most at home several hundred meters below ground level, where the darkness calls them.

Daily Life: Mindbreak stalkers often lead capricious and erratic lives due to their eccentricities. It is rare to find a stalker who leads a stable life, although more powerful stalkers are able to at least feign sanity in day-to-day interactions.
Notables: Eons ago, there ruled a wise and noble king known as Teseran the Anointed. A capable leader, Teseran was known for his psychic prowess and cultivated a love of learning in his country. However, after a run-in with incalculable horrors, Teseran was corrupted and driven insane. He abandoned the kingdom to his far less competent brother, Guinot, and disappeared without a trace. Under Guinot's stewardship, the Teseranic Kingdom was conquered within a decade and ruined within half of a century. Adventurers who visit the Teseranic Ruins claim that a malevolent shadow lurks in the area...
Organizations: There is no formal organization for mindbreak stalkers, mostly because the process of becoming one is both personal and gruesome. Mindbreak stalkers are not a particularly close-knit group; however, there exist small cells of stalkers that travel through alien territories together.

NPC Reaction
Mindbreak stalkers are usually feared for their casual insanity, and are seen as much of a threat as the horrors they learn to endure.

MINDBREAK STALKERS IN THE GAME

The mindbreak stalker is unique for having practical immunity to the ill effects of insanity in a game that uses the sanity variant. In such a campaign, the mindbreak stalker actually functions well as a team leader, who "absorbs" the horrors that would traumatize the otherwise unprotected team members.

Adaptation: The mindbreak stalker can be adapted for an arcane flavor instead of a psionic flavor. Switch the Autohypnosis requirement for a Knowledge (the planes) requirement and Knowledge (arcana) for Knowledge (psionics), and have the class advance arcane casting instead of psionic manifesting.

In a campaign that does not use the Sanity variant, change the special requirements to: "Must have been reduced to 0 Wisdom or have been hit by a Confusion or Insanity spell or effect". Ravages of the Shattered Mind grants immunity to wisdom damage, while Mindbreak deals wisdom damage instead of sanity damage, and Blade from a Different Dimension deals additional charisma damage instead of wisdom damage.

Encounters: Good or neutral mindbreak stalkers may serve as guides in areas full of cosmic horrors. Evil mindbreak stalkers are predators and desire to dominate and destroy entire mindscapes.

Sample Encounter

An adventuring party delves into a mysterious descending chamber in the dwarven catacombs. Runes inscribed on the walls tell the adventurers to "turn back". But more fearsome than the monsters that dwell here is the shadow that stalks them...

EL 10: Ophelia, a mindbreak stalker, wanders the ruins of an ancient city that belonged to a once great race of alien beings. She searches for more and more of their secrets, their connections to the Far Realms, and for answers. When foolhardy adventurers stumble upon the city, she preys on them, savoring the horror they experience in battle against her.


Ophelia
CE/Female/Human/Psychic Rogue 5/Mindbreak Stalker 5
Init +4, Senses: Listen +6, Spot +5, blindsight 30 ft.
Languages Abyssal, Common, Undercommon
------------------------------------------------
AC 14, touch 14, flat-footed (10)
hp 47 (10 HD)
Fort +3, Ref +12, Will +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 short sword 1d6+2
Base Atk +6/+1, Grp +6
Atk Options short sword
Combat Gear
PP/Day 29
Supernatural Abilities Mindbreak (+3d6), Delusion's Gaze (30 ft. blindsight)
-----------------------------------------------
Abilities Str 10, Dex 18, Con 13, Int 17, Wis 8, Cha 12
SQ Ravages of the Shattered Mind, Serenity of the Infinite Depths, Alien Sneak
Feats 1st: Darkstalker; Bonus: Aberrant Blood; 3rd: Craven; 6th: Weapon Finesse; 9th: Martial Study (Shadow Blade Technique)
Skills Autohypnosis +12, Balance +17, Disable Device +16, Hide +17, Listen +6, Move Silently +17, Open Lock +17, Search +16, Spot +5, Tumble +17, Use Psionic Device +14
Possessions +2 short sword

ErrantX
2010-07-14, 11:03 AM
Bump.

We've still got some time left here. Let's see some more entries!

-X

Arbitrarious
2010-07-14, 04:23 PM
Shadow Hand Assassin


http://img228.imageshack.us/img228/4973/mythrilgolem1altered.jpg

"I don't have a quarrel with you, but if you insist on interfering I may have to deal with you gratis. I find that... distasteful" - Tulmin Reshak, a Shadow Hand Assassin.

Some people need to die. And for the right price or cause you are more than willing to facilitate that need. While some naive idealists think they can change the world and keep their hands clean, you know better. You see no reason to wage a war with pawns when all you have to do is topple the king. Your pragmatic views are distasteful to some, but there are many who appreciate a swift and decisive solution to their problems.

BECOMING A SHADOW HAND ASSASSIN
All Shadow Hand Assassins require some martial training before entering the class, with sword sage being the most common path. Many choose to multiclass with rogue or ninja to fulfill the sneak attack requirement while broadening their combat options while others prefer Ranger to help hone their hunting skills. Other martial adept classes can enter, but most require several additional feats to meet the maneuver prerequisites.

ENTRY REQUIREMENTS
Feats: Darkstalker, Track
Skills: Disguise 4 ranks, Gather Information 4 ranks, Hide 8 ranks, Move Silently 8 ranks, Survival 4 ranks
Maneuvers: Must be able to initiate martial maneuvers, including 2 from the Shadow Hand discipline one of which must be at least 2nd level
Class features:Sneak attack +2d6 or Assassin's Stance (Stance)

Class Skills
The Shadow Hand Assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Assassin's Mark, Opportunistic Advantage, Sneak Attack +1d6

2nd|
+1|
+0|
+3|
+3|Bonus Feat, Thousand Faces, Uncanny Dodge

3rd|
+2|
+1|
+3|
+3|Cloak of Shadows, Hunter's Mark, Step into Darkness

4th|
+3|
+1|
+4|
+4|Shadow Grace, Sneak Attack +2d6

5th|
+3|
+1|
+4|
+4|Improved Uncanny Dodge, Seeker's Mark, Shadow Hand Style

6th|
+4|
+2|
+5|
+5|Ambusher, Maiming Strikes

7th|
+5|
+2|
+5|
+5|Bonus Feat, Sneak Attack +3d6, Twin Mark

8th|
+6|
+2|
+6|
+6|Hide in Plain Sight, Shadow Walker

9th|
+6|
+3|
+6|
+6|Breach Ward, Mark of Death

10th|
+7|
+3|
+7|
+7|Reap the Souls Shadow, Sneak Attack +4d6
[/table]


Maneuvers
{table=head]Level|Known|Readied|Stances

1st|
1|
0|
1

2nd|
1|
0|
0

3rd|
0|
1|
0

4th|
1|
0|
0

5th|
1|
0|
0

6th|
0|
1|
0

7th|
1|
0|
1

8th|
1|
0|
0

9th|
0|
1|
0

10th|
1|
0|
0[/table]

Proficiencies : A Shadow Hand Assassin gains no additional weapon or armor proficiencies.

Maneuvers: At every level, except 3rd, 6th, and 9th, a Shadow Hand Assassin gains a new maneuver from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Shadow Hand Assassin levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, and 9th levels, you gain additional maneuvers readied (and granted, if applicable) per day.

Stances Known: At 1st level, and again at 7th level, you learn a new martial stance from the Shadow Hand, Setting Sun, Tiger Claw, or Diamond Mind disciplines. You must meet the stances prerequisites to learn it.

Assassin's Mark (Ex): A Shadow Hand Assassin is a methodical fighter that picks apart one enemy before turning to the next. By spending a swift action a Shadow Hand Assassin can declare any creature they can see as a marked target. A Shadow Hand Assassin gains a circumstance bonus equal to ½ their class level (minimum 1) on attack and damage rolls against their marked target. Additionally, certain class features work only against a marked target. You can only have 1 marked target at a time. Any class that has the Favored Enemy class feature stacks with the Shadow Hand Assassin's levels to determine its bonus. Thus, a Ranger 6/Swordsage 1/Shadow Hand Assassin 2 would gain a +4 bonus from against someone effected by the Shadow Hand Assassin's Assassin's Mark.

Sneak Attack : Starting at 1st level a Shadow Hand Assassin gains the ability to strike disadvantaged targets for extra damage. This functions like the rogue ability of the same name. This bonus damage increases at 4th level and every 3 levels after.

Opportunistic Advantage (Ex): A good assassin understands that a single attack, while preferred, isn’t always possible and sometimes it’s better to set your enemy up for a more telling attack later at the expense of immediate damage. Starting at 1st level a Shadow Hand Assassin may sacrifice sneak attack damage to recover expended maneuvers. To use this ability a Shadow Hand Assassin must use a standard action to make sneak attack against a target (targets immune to the extra damage from sneak attack are still susceptible to this ability so long as they meet the other requirements of sneak attack) and declare how many dice of sneak attack he is sacrificing before he makes his attack roll. If the attack hits he recovers one expended maneuver for each sacrificed dice of sneak attack. He cannot initiate any maneuvers on the turn he uses this ability.

Bonus Feat (Ex): At 2nd level and again at 7th, a Shadow Hand Assassin may select a bonus feat from the following list: Ambush Feat (Any), Athletic, Death Blow, Combat Expertise, Craven, Martial Study, Martial Stance, Improved Initiative, Opportunist, Quick Draw, Skill Focus (Any), Staggering Strike, Stealthy, Weapon Finesse, or any other feat with a sneak attack prerequisite.

Thousand Faces (Su): Starting at 2nd level a Shadow Hand Assassin's affinity with shadows allows them to conceal their identity underneath a veil of darkness. They can use Disguise Self as a spell-like ability at will with a caster level equal to twice their class level.

Uncanny Dodge (Ex): Starting at 2nd level, a Shadow Hand Assassin can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Shadow Hand Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Cloak of Shadows (Su): No matter how careful the assassin, how quiet or stealthy, magic ferrets him out easily enough. Not so for Shadow Hand Assassins. They have learned to combine their supernatural prowess and skills of stealth to fool all but the most skilled of casters. Starting at 3rd level whenever a divination effect (detect spells, see invisibility, true seeing, etc.) would reveal information about the Shadow Hand Assassin he can make a special hide check (1d20 + Dex Mod + Hide Ranks) opposed by a caster level check by the source of the divination. The caster may add his Wisdom modifier, if positive, to the caster level check. Success means the divination does not register his presence or reveal any information pertaining to the Shadow Hand Assassin. Failure indicates he is affected as normal. If the Shadow Hand Assassin possess the Stealthy or Skill Focus (Hide) feats he may add the granted bonus to this hide check.

Hunter’s Mark (Ex): Shadow Hand Assassins study their marks carefully learning to exploit every advantage when dealing with them. To that end, the Shadow Hand Assassin gains a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against their marked target equal to their class level. Classes that increase the benefit of Assassin's Mark increase Hunter's Mark as well.

Step into Darkness (Su): A Shadow Hand Assassin has mastered the arts of stealth and infiltration and can become like the darkness itself in the pursuit of his target. Starting at 3rd level a Shadow Hand Assassin may use a free action to forfeit the benefit of any stance he is in to discorporate his body into a misty, shadowy substance. He gains DR 5/-, a fly speed equal to his base land speed, and immunity to poison and critical hits. He has a +20 circumstance bonus on escape artist checks. His altered body can pass through small holes, narrow cracks, and can slip free of most restraints. Dismissing this ability is a free action, but he must take a swift action to regain the benefit of any stance. A Shadow Hand Assassin can spend up to 2 minutes per level per day in this form. This need not be used all at once, but each use counts as at least 1 minute.

Shadow Grace (Su): When a Shadow Hand Assassin of 4th level or higher assumes a Shadow Hand stance their body is suffused and strengthened with the essence of shadow. This grants them a competence bonus on Str and Dex based skills equal to their class level.

Seeker’s Mark (Su): Marks flee. It is an unfortunate fact of life, and in a world where your target can potentially flee hundreds of miles in random direction in seconds it can be a frustrating experience. Thankfully Shadow Hand Assassins of 5th level can stalk the quarry with preternatural ability. At will, Shadow Hand Assassin can sense the direction and distance to their target to within a mile by spending a full-round action. This ability works over any distance but does not cross planar boundaries, though it will reveal what plane the marked target is on. If the marked target is under an effect that would block divinations (Nondetection, Mindblank, etc) the Shadow Hand Assassin must succeed at initiator level check opposed by the caster level check of the effect. Success allows the ability to operate normally while failure revels that the ability was blocked for the effects duration of the blocking effect. Any further attempts to locate the subject while the effect is in place automatically fail. If the source of the effect has a duration longer then 24 hours or is otherwise permanent such as an item, the Shadow Hand Assassin's Seeker's Mark resets every 24hrs allowing them a chance to locate their quarry once per day.

Shadow Hand Style (Su): The Shadow Hand discipline emphasizes subtlety and surprise attacks. Shadow Hand Assassins learn to marry the natural strengths of Shadow Hand with their ability to exploit openings in their enemies’ defense. When a Shadow Hand Assassin of 5th level or higher uses a Shadow Hand strike they may add their sneak attack damage to the attack in addition to the normal strike damage. This ability allows them to inflict sneak attack damage against targets who are otherwise immune to precision damage.

Ambusher (Ex): A Shadow Hand Assassin of 6th excels at taking an enemy unaware. If the Shadow Hand Assassin engages in a surprise round he may take a full round’s worth of action as opposed to just a standard. He gains a +4 bonus on attack on damage rolls during the surprise round.

Maiming Strikes (Ex): Enemies who are too difficult to drop quickly need to be tenderized properly first. Any creature hit by a 6th level Shadow Hand Assassin’s sneak attack or Shadow Hand Strike suffers 2 points of damage at the beginning of their turn as the raw essence of shadow eats away at them. Multiple strikes stack this periodic damage. A successful heal check (DC 15, 1 full round action) or Conjuration (Healing) spell that heals at least as many hit points as the targets current periodic damage amount ends the effect. The target can benefit from healing spells normally, but healing spells used to remove the periodic damage do not have their normal effect. Additionally, whenever the Shadow Hand Assassin uses an ability that inflicts ability damage or imposes a penalty to an ability score the amount inflicted is increased by 2.

Twin Marks (Ex): Starting at 7th level a Shadow Hand Assassin has developed the ability to split his focus between two targets. He can now maintain two Assassin's Marks instead of one. When executing a Shadow Hand strike he may affect both marked targets. To do this each marked target must be in range of the strike. Roll and resolve each attack separately.

Improved Uncanny Dodge (Ex): A Shadow Hand Assassin of 7th level or higher can no longer be flanked. This defense denies another character with sneak attack or a similar class features the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels than the target does. If the Shadow Hand Assassin gains Uncanny dodge or Improved Uncanny dodge from another class the levels stack for determining the level needed by the attacker.

Hide in Plain Sight (Su): Shadow Hand Assassins are masters of supernatural stealth and at 8th level they gain the ability to virtually disappear from sight at a moment’s notice. Beginning at 8th level a Shadow Hand Assassin can use the Hide skill without the benefit of concealment, even while being observed. In addition, if the Shadow Hand Assassin uses the Cloak of Deception maneuver the duration is extended to the beginning of his next turn.

Breach Ward (Su): Just as Shadow Hand Assassins learn to avoid the perils of magical detection, so too do they learn to bypass magical defenses designed to hinder their progress. When a Shadow Hand Assassin encounters a magical barrier he may make an initiator level check with a DC equal to 11 + effective caster level of the effect. If he succeeds, he may ignore the effects of the barrier. Failure indicates he is affected as normal. He can attempt to use this ability on the same effect more then once every hour.

Barriers in this case refer to spells that create walls or alter the environment to inhibit movement, abjurations that that effect objects or areas, or effects such as symbols which are triggered by a creature’s presence. Only effects that would be suppressed by an antimagic field are effected (ex. A Shadow Hand Assassin can bypass a Wall of Force but not a Wall of Stone). Such spells and effects simply ignore his presence. Walls remain in place and magical traps remain unsprung which can be an unexpected surprise for rushing pursuers.

Shadow Walker (Su): Upon attaining 8th level a Shadow Hand Assassin's affinity for the shadows increases to the point where they can travel through them more easily. When using a Shadow Hand maneuver with the teleportation descriptor the range is doubled and they no longer need line of sight or line of effect to their destination.

Mark of Death (Su): The pinnacle of the deadly arts is felling an enemy with a single stroke and a 9th level Shadow Hand Assassin is capable of doing just that. If a Shadow Hand Assassin studies his marked target for 3 rounds and then makes an attack with a Shadow Hand strike that successfully deals damage, the attack has the additional effect of possibly either killing the target or knocking them unconscious (assassin’s choice). To complete the study the Shadow Hand Assassin must spend a standard action observing their victim or engage their victim in combat. He can attack his marked target while performing his observation, but he cannot attack other targets, even with attacks of opportunity, while engaging his victim for the purpose of this ability. If the victim of such an attack fails a Fortitude save (DC 10 + the Shadow Hand Assassin’s class level + Dex modifier) against the kill effect, she dies. If the saving throw fails against the unconsciousness effect, the victim is dealt subdual damage equal to twice their normal hit points. If the victim’s saving throw succeeds, the attack is just a normal strike. Once the Shadow Hand Assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the Shadow Hand Assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Reap the Soul’s Shadow (Su): At 10th level, the Shadow Hand Assassin gains knowledge of the most feared ability in their arsenal. Anytime a Shadow Hand Assassin hits a marked target with a Shadow Hand strike he carves out a bit of their essence; replacing it with shadow stuff. This imposes an effective negative level on the target. Negative levels inflicted this way are not caused by negative energy so undead and creatures immune to negative energy effects are still vulnerable to this ability. These negative levels fade at the rate of 1 per hour and have no chance of becoming permanent.

In addition, whenever a Shadow Hand Assassin delivers a killing blow to a marked victim he can choose to steal a small but vital fragment of their essence and bind it to his own soul. While it is in his possession the victim cannot be raised or resurrected by any means. Even wish and miracle fail if used to attempt to bring the victim back to life. This ability can be used on any living creature or intelligent undead.

This stolen fragment has no physical form and becomes part of the Shadow Hand Assassins soul until it expires or he is killed. He can choose to release a stolen fragment as a full round action. If the fragment is not released or the assassin is not killed within a year and a day the fragment withers away and the victim can never be resurrected by mortal magic. Other forms of magic that attempt to draw upon the soul of the victim also fail. This includes speak with dead and any ability that attempts to create an intelligent undead from the victim’s remains. Holding this foreign bit of essence is straining on the soul. A Shadow Hand Assassin’s maximum hit points are reduced by 1 for each stolen soul fragment he holds.

PLAYING A SHADOW HAND ASSASSIN
You are master of infiltration and potent threat in melee combat. Your mastery of the Shadow Hand discipline gives you several ways to disable and weaken your enemies. It also rewards you for catching them off guard. Whether setting up ambushes or rushing an unwitting mark, you possess the tools to do the job.
Combat: Melee is your preferred location though you possess some limited ability for ranged combat. Using your ability to remain unseen you'll move up to your marked target and unleash your assault. Attempt to drop weaker foes with your high damage maneuvers backed up with mark bonuses and sneak attack. More powerful opponents warrant either a flurry of attacks to stack up your Maiming Strikes or maneuvers that will hinder your enemy rather than simply killing them.
Advancement: Many Shadow Hand Assassins choose to supplement their skills with levels in rogue, scout, or other stealthy classes. Returning to their martial adept class is also a popular choice, as is picking up training in another martial adept class to expend the maneuver options open to you. It's not unheard of for Shadow Hand Assassin to dabble in the assassin class to strengthen their death attack ability.
Resources: Since most Shadow Hand Assassins work in small cells the seldom have more than their own wits and equipment to draw upon. Occasionally they can requisition items from their clients to use to take down particularly difficult marks.

SHADOW HAND ASSASSINS IN THE WORLD
"The good thing about those spooks is that you'll never meet one in your lifetime, unfortunately that means if you do meet one your life is already over."
-Habdus Mal, petty thief

Daily Life: While not on assignment most Shadow Hand Assassins make a point to be inconspicuous. Anonymity certainly isn’t a necessary part of the job but makes moving around in cities and other population centers easier and aids in shieling them from possible reprisals. Cultivating a mission persona and finding a good negotiator or handler can also make a world of difference to an intrepid assassin.
Notables: Recent rumors are being spread of a shadow dancer assassin with a strong connection to the shadows. The truth is more complicated. An upstart brigand, Tulmin Reshak, horribly scarred when attempting to steal an artifact from a mage guild. His bitterness and anger regarding his plight drove him to perfect his killing arts in order to dispatch the ones responsible. He has started taking contracts to eliminate casters as practice for his revenge.
Organizations: Shadow Hand Assassins rarely gather in large numbers. Most often an experienced mentor will take on one to two apprentices, though sometimes less experienced practitioners break off to form cells of similarly skilled individuals. Small groups are usually adjuncts to larger organizations working as covert specialists or mercenary squads moving from one employer to the next. Some choose to forgo such bonds altogether, operating independently or joining up with adventuring parties to see the world.

NPC Reaction
People tend to hold negative views of Shadow Hand Assassins even if they also respect and fear them. As such most people try to keep their distance while not being overtly insulting or threating. However, it is not uncommon for a mob to come threaten a known Shadow Hand Assassin if a mysterious death is discovered in the community. Even good intentioned Shadow Hand Assassins have to contend with the stereotype that all assassins are greedy sociopaths.

SHADOW HAND ASSASSINS IN THE GAME
The path of the Shadow Hand Assassin is well suited for a more subtlety minded martial character. The combination of superior stealth and melee ability makes an excellent scout and support fighter. A generous number of skill points also lets them fill in for rogues, bard, scouts, or other skillful characters as needed.
Adaptation:Since Shadow Hand Assassins are usually few in number and work in secret they are easy to adopt in any game that uses martial adepts. Any organization that has agents working on covert projects or assassinations is an excellent place to add a Shadow Hand Assassin.
Encounters: Shadow Hand Assassins make excellent antagonists to PCs. Having a Shadow Hand Assassin with a contract out on a PC can give an edge a level of paranoia to the campaign, as anyone they party meets might be a disguised assassin.


Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


New Feat

Shadow Stitch
Prerequisite: Wis 13, Mage Slayer
Benefit: Your hate for magic reaches the point where it can reach across physical planes. You may a single attack as a standard action that ignores the benefits of incorporealness or etherealness granted by spells. Your attack leaves your opponent unable to use spells or spell-like abilities that allow extradimensional travel such as Dimension Door or Teleport or spells that would render them incorporeal.
Special: Your caster level for all your spells and spell-like abilities is reduced by 4.

Doctor Acula
2010-07-16, 12:44 PM
Shadowpath Trader

http://fc03.deviantart.net/fs5/i/2005/004/8/e/Merchant_by_Keithwormwood.jpg

"Let's see here I've got poisons, scrolls, crossbows, wine, wands and major historical and religious artifacts. What's your fancy?"-Gorrimir Bumbble describing his wares

Money makes the world go round, and noone knows that fact better than a merchant. Whether it's selling pants or selling polearms the people who always come up on top are the people who get the money. And the merchants who get the most money sell things that can't be gotten anywhere else. If that is from goods so far away noone else has them or goods so illegal no one else is willing to sell them.

Shadowpath Traders are a guild dedicated to doing just that. Through the Plane of Shadow they travel great distances, store their goods and hoard their money. A Shadowpath Trader is more than a mere traveling salesman, he is a wanderer, an a appraiser, a curator and most of all he is a very rich man.

BECOMING A SHADOWPATH TRADER
Many rogues or spelltheives become Shadowpath Traders and even more bards join the prestige class, however the Shadowpath Traders have a high number of commoner and expert members. Very few scouts join due to the classes need for charisma.

ENTRY REQUIREMENTS
Skills:Appraise 8 ranks, Diplomacy 8 ranks or Bluff 8 ranks, Knowledge (The Plains) 4 ranks
Special: Must be trained by another Shadowpath Trader for one week on the Plane of Shadow

Class Skills
The Shadowpath Trader's class skills (and the key ability for each skill) are....Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)
Skills Points at Each Level: 6+ int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Shadow Walk, Hidden Chest, Not one to be Cheated

2nd|
+1|
+0|
+2|
+2|Shadow Jump 10 ft., Cunning Appraisal

3rd|
+2|
+0|
+3|
+3|Skirmish(1d6), Armor Appraisal


4th|
+3|
+1|
+4|
+4|Shadow Jump 20 ft., Fast Talk

5th|
+3|
+1|
+4|
+4|Trade Routes

6th|
+4|
+2|
+5|
+5|Shadow Jump 40 ft., Skirmish(2d6)

7th|
+5|
+2|
+5|
+5|Chronicle, Wanderer's Diplomacy

8th|
+6/+1|
+2|
+6|
+6|Shadow Jump 80 ft., Charming Salesman

9th|
+6/+1|
+3|
+6|
+6|Skirmish(3d6), True Appraisal

10th|
+7/+2|
+3|
+7|
+7|Shadow Jump 160 ft., Likable Personality, Shadow Dominion[/table]
Weapon Proficiencies: A Shadowpath Trader gains no proficiencies with any weapons or armor.

Shadow Walk (Sp): As a spell-like ability, a Shadowpath Trader may use the spell Shadow Walk a number of times per day equal to his Shadowpath Trader level. His caster level for this is equal to his Shadowpath Trader level.

Hidden Chest (Sp): All Shadowpath Traders have a chest hidden in the Plane of Shadows. The chest's interior size is one foot by one foot per Shadowpath Trader level regardless of it's actual size. If the Shadowpath Trader is away from her chest she may access it by reaching into any shadow as a standard action.

Living things in the chest eat, sleep, and age normally. They die if they run out of food, air, water, or whatever they need to survive.

If the chest is found by another person they may attempt to open it, however many Shadowpath Traders will use scrolls of snare of fire trap to prevent anyone from robbing them. The lock of the chest may also be upgraded. It is common practice among Shadowpath Traders to bury the chest.

Not One to be Cheated (Ex): Any good trader can spot a liar. From 1st level on, a Shadowpath Trader can use an Appraise skill check instead of any Sense Motive skill check, including opposed ones.

Shadow Jump (Su): At 2nd level, a Shadowpath Trader gains the ability to travel between shadows as if by means of a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow, however this shadow may not be his own. A Shadowpath Trader can jump up to a total of 10 feet each day in this way; this may be a single jump of 10 feet or two jumps of 5 feet each. Every two levels higher than 2th, the distance a Shadowpath Trader can jump each day doubles (20 feet at 4th, 40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 5-foot increment. (A 6th-level Shadowpath Trader who jumps 37 feet cannot jump again until the next day.) This ability is a move action.

Cunning Appraisal (Ex): At 2nd level a Shadowpath Trader can use the Appraise skill to determine a magic item's properties. This use of the Appraise skill requires 1 hour of uninterrupted work. The DC of this Appraise check is 10 + the caster level of the item.

Shadow Skirmish (Ex): A Shadowpath Trader can use his mobility to gain the upper hand on a foe. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves 10ft or more. The extra damage applies only to attacks taken during the Shadowpath Trader’s turn. This extra damage increases by 1d6 for every three levels gained above 3rd (2d6 at 6th and 3d6 at 9th).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Shadowpath Trader must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Shadowpath Traders can apply this extra damage to ranged attacks made while Skirmishing, but only if the target is within 30 feet.


Armor Appraisal(Ex): A Shadowpath Trader may use the Appraise skill to see the flaws in an opponent's armor. As a standard action, the Shadowpath Trader may make an Appraise check with a DC equal to the opponent's Armor Class. If the check succeeds, the Shadowpath Trader ignores the opponent's armor bonus to AC.

Fast Talk (Ex): At 4th level, the Shadowpath Trader knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a –5 penalty.

Trade Routes (Ex): A Shadowpath Trader makes her own special trade routes which allow her to navigate the Plane of Shadow swiftly and accurately. Begining at 5th level, whenever a Shadowpath Trader uses his Shadow Walk spell-like ability he can move at a rate of 100 miles per hour. Furthermore, he can predict exactly where he will end up and isn't shunted in a random direction when the spell ends.

Chronicle(Ex): Beginning at level 7, a Shadowpath Trader may make a DC 20 Appraise check to determine any non-magical item's age. For a magical item the DC is 20+the caster level of the item.

Wanderer's Diplomacy(Ex): At 7th level, a Shadowpath Trader gains the feat Wanderer's Diplomacy as a bonus feat, even if he does not meet the prerequisites.

Charming Salesman(Ex): When selling weapons, magic items, & other adventuring goods, a level 8 or higher Shadowpath Trader gets 75% of list price instead of 50%.

True Appraisal (Su): A Shadowpath Trader knows how to see things the way that they are. From 9th level on, a Shadowpath Trader can make an Appraisal check with a DC of 25 to gain the effects of the spell True Seeing for 1 minute. This ability is a standard action.

Likable Personality (Ex): Beginning at 10th level, a Shadowpath Trader's charm reaches new levels. He projects an aura of friendship 30 ft. around him causing all creatures within the aura to increase their attitudes towards him by one stage. (Unfriendly becomes Indifferent, Indifferent becomes friendly, etc.) However, if he directly threatens or aids in the threatening of the welfare of the creature, this effect is negated.

In addition the Shadowpath Trader gains Charm Person as an at will spell like ability, the DC for this is 14+CHA mod

Shadow Dominion: At 10th level a Shadow Path Trader can bring a little piece of home with him. By expending a use of his Shadow Walk ability he can infuse an area with the essence of the plane of shadow. The terrain within 100ft of the Shadowpath Trader becomes dark and foreboding, gaining the planar traits of the plane of shadow (light is minimized, etc). The area becomes difficult terrain for anyone who doesn't possess the Shadow Jump or similar class feature. While in the area of their Shadow Dominion a Shadow Path trader may freely use their Shadow Jump ability without consuming distance. If they jump out of their dominion the distance used is calculated from the edge of their dominion.

PLAYING A SHADOWPATH TRADER
A Shadowpath trader is a party-face. Who else could sell ice to the Eskimos? They make great fifth party members with their broad skill list and their spell like abilities they can cover holes left in some parties.
Combat: Although a good salesman should never need to resort to violence sometimes, sadly, negotiation fails and that is when combat begins. A Shadowpath Trader will use his Shadow Jump ability to gain the element of surprise on their enemies and then use their shadow skirmish ability.
Advancement: As a character advances in Shadowpath Trader they may not be satisfied with their own combat abilities, many go into rogue or spell theif to increase their combat prowess, while some go into bard to enhance their social capabilities
Resources: The Shadowpath Traders are a independent group, however they share one common goal: money. If you pay another Shadowpath Trader you can get them to lead you through the Plane of Shadow, purchase rare items or rent items which noone else in the world even knew existed
http://fc03.deviantart.net/fs12/i/2006/319/1/c/Riveted_broach_by_TheShannon.jpg
Many Shadowpath Traders carry broaches with the insignia of the organization on it.

SHADOWPATH TRADERS IN THE WORLD
"We've been after this dammed blackmarket for twelve years!!! Everytime we get close they just vanish into thin air."-Captain of the City Guard trying to catch a Shadowpath Market

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: The daily life of a Shadowpath Trader usually starts with them buying new wares usually from adventurers or from a crafter. Then they Shadow Walk to a major city, sell their goods and repeat. Of course that is ideal, the day can be peppered with people trying to cheat the Trader, monsters encountered along the way, buying stolen goods and having the city guard hunt you down for selling illegal goods.
Notables: Notable Shadowpath Traders include Marylin "Coffin" Comanche, who is on the run for kidnapping street children and selling them as slaves. Faurian Moolang is a Kenku Shadowpath Trader dedicated to bringing healing potions to the sick, wherever they are and is currently feeding the hungry, stealing directly from large farms.
Organizations: Shadowpath Traders are an organization all by themselves, however many join other trading guilds that take a more active role in the welfare of its members.

NPC Reaction
NPCs veiw Shadowpath Traders with no particular kindness or malace, some are hesitant to trust them but it's simply good business to mistrust a merchant. What the Trader does with his powers will determine others opinons of him.

SHADOWPATH TRADERS IN THE GAME Shadowpath Traders are charmers, they would rather talk their way away or run away from a fight. If you are in a Hack and Slash game this isn't the class for you.
Adaptation: You can alter the size of the organization, you cal also change their bonf in the plane of shadow too any plane used for transport.
Encounters: PCs may encounter a Shadowpath Trader who rips them off or a Shadowpath Trader may ask the PCs to retrieve certain items and artifacts.

ErrantX
2010-07-20, 11:02 AM
Bump!

Contest ends July 28th folks, little more than a week for finishing entries or last minute ones!

-X

Andion Isurand
2010-07-21, 11:01 PM
Covert Arcanist

http://img827.imageshack.us/img827/434/0covert011.jpg

Without additional consideration and practice, the covert use of magic in the presence of others is a difficult task. When required, the covert arcanist is adept at concealing evidence of his spellcasting activities. Possessing penchants for pervasive insight, self-sufficiency and interpersonal efficacy, the covert arcanist often fills a role in support of a larger cause or entity. While they can certainly kill using methods any arcanist might use, they work well as investigators, saboteurs, spies and thieves.
Hit Die: d4.

ENTRY REQUIREMENTS
To qualify to become an covert arcanist, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Bluff 1 rank, Concentration 4 ranks, Knowledge (arcana) 9 ranks, Knowledge (any four local) 1 rank each, Spellcraft 9 ranks, Sense Motive 1 rank
Feats: Eschew Materials.
Spells: Ability to cast 2nd-level arcane spells.
Proficiencies: Proficiency with at least one martial weapon.

CLASS SKILLS
The covert arcanist's class skills (and the key ability for each skill) are:
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at each Level: 4 + Int modifier

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +2 | +2 | Descry, Skill Focus (Spellcraft) | +1 level of existing arcane spellcasting class
2nd | +1 | +0 | +3 | +3 | Bonus feat | +1 level of existing arcane spellcasting class
3rd | +2 | +0 | +3 | +3 | Subtle Magic, Skill Focus (any one Knowledge) | +1 level of existing arcane spellcasting class
4th | +3 | +1 | +4 | +4 | Bonus feat | +1 level of existing arcane spellcasting class
5th | +3 | +1 | +4 | +4 | Covert Casting | +1 level of existing arcane spellcasting class[/table]

CLASS FEATURES
All the following are class features of the covert arcanist prestige class.
Weapon and Armor Proficiency: Covert arcanist gain no proficiency with any weapon, armor or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to skill checks.
Spellcasting: With each level you gain as a covert arcanist, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a covert arcanist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Descry (Ex): At 1st level, the covert arcanist can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character's covert arcanist level + his Int modifier. If the covert arcanist has another such lore ability from another source (such as bard or loremaster levels), his covert arcanist levels stack with levels of all other classes that grant such an ability for the purpose of Descry checks.
Bonus Feats: At 2nd level, and again at 4th level, the covert arcanist may select any of the following feats as a bonus feat, as long as they meet the prerequisites: Arcane Strike, Enlarge Spell, Extend Spell, Invisible Spell, Mysterious Magic, Silent Spell, Smiting Spell, Somatic Weaponry, Spell Mastery, Still Spell, Sudden Extend Spell, Sudden Enlarge Spell, Sudden Silent Spell or Sudden Still Spell.
Subtle Magic (Ex): The spells you cast often don’t register to divination magic. If a divination is attempted against one of your spells, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC equal to 3 times your covert arcanist class level + your caster level. The subtle magic class feature covers only your spells; the magic items you possess still register normally to detect magic and other spells.
Covert Casting (Ex): At 5th level, if he possesses the corresponding feat (standard or Sudden) and the Ki power class feature, the covert arcanist may spend a daily use of that Ki power while casting a spell to grant it the effect of the Silent Spell or the Still Spell feat without affecting the casting time or spell slot of the spell. He may spend two daily uses of his Ki power while casting a spell to grant it the effect of both feats in the same manner. (see Ninja - Complete Adventurer, pg. 5)

COVERT ARCANISTS IN THE FIELD
Covert Arcanists often make a point of utilizing mundane means of accomplishing every day tasks when traveling about in hostile territory and restrict their spellcasting activities when they are unnecessary. When in combat, they often don masks to prevent their lips from being read and the verbal components of their spells from easily being overheard. They also use cloaks or large sleeves to conceal their arcane gestures. Even if the spells of covert arcanists often don't register to divinations, their components can still be observed and identified if not well concealed. Many simply use metamagic or somatic flourishes of weaponry to further conceal evidence of their spellcasting.
Gathering information on covert arcanists can be difficult, since anyone with the right skill set could be considered both covert and an arcanist. True covert arcanists are those that master and employ the methods of subtle magic and even covert casting. By then, in their quest to obtain this mastery, they have developed a strong set of complimentary skills and techniques. While some covert arcanists never complete the physical or meditative aspects of their training to master the ability of covert casting, they suffer little pregidous for it.
Covert arcanists, when identified, can be found amongst any civilized race and can be of any alignment. Most new covert arcanists learn their craft in the traditional manner of an apprentice, typically selected as such by a veteran or retired covert arcanist. Often secretive, they typically don't teach these methods in a formal institution of any kind, although some form small circles hidden within them.

dyslexicfaser
2010-07-23, 05:52 PM
My apologies to anyone who actually embraces the S&M lifestyle :smallsmile:

KNIGHT OF EROSSUS
http://i384.photobucket.com/albums/oo289/dyslexicfaser/dominicdeegan.jpg
"My favorite part is when they bind your hands." -- citizen of Erossus

The Knights of Erossus have the difficult job of policing the pleasure city Erossus, what some call the sex capital of the world. Its reputation is at least partly in error; Erossus is home to all manner of depravities, not merely sexual ones. Prostitution is, in fact, legal, taxed and regulated. Erossus Prostitutes have access to rights and healing better than their counterparts in almost any city in the world. Gambling, possession and sale of illegal substances, tariff evasion on what drugs and drink are legal and keeping the peace are what the Knights make their business. And in such a den of iniquity, the Knights have become very good at their job to be able to keep any order at all.


BECOMING A KNIGHT OF EROSSUS
The Knights draw from all walks of life. Travelling adventurers who decide stable work suits them better, traditionally-trained swordsmen and guards, and the order also numbers no few former thieves, bootleggers and prostitutes among its ranks.

ENTRY REQUIREMENTS
Feats: Deft Hands or Agile feat
Skills: 5 ranks in Use Rope and Escape Artist
BAB: +4

Class Skills
The Class Name's class skills (and the key ability for each skill) are.... Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2|It's Not the Size that Counts, Ties That Bind

2nd|
+2|
+0|
+0|
+2|Undercover, Mastery of Knots

3rd|
+3|
+1|
+1|
+3|Speciality

4th|
+4|
+1|
+1|
+3|Speciality, Supreme Mastery of Knots

5th|
+5|
+2|
+2|
+4|Speciality, Hogtie
[/table]

Weapon Proficiencies: Knights of Erossus are proficient in all armors, and in addition may gain proficiency with two of the following: whips, scourges, dire flails, nets, spiked chains, entangling poles, bolas.

It's Not the Size that Counts: Knights of Erossus wear their armor like they live their lives - dangerously. Those proficient in light and medium armor wear skintight and skimpy black leather and chain. Those wearing heavy armor wear armored bikinis and codpieces. This improves armor check penalty by 2 and maximum Dex bonus by 1, but has no other mechanical effect (on AC, spell failure, etc).

Ties that Bind: A Knight of Erossus gains a bonus on Use Rope and Escape Artist checks equal to her class level.

Undercover: A Knight of Erossus may be called upon to work in the shadows, and so is taught to be intimately familiar with every facet of the City of Pleasure. She gains a +10 to any disguise check to impersonate a resident of Erossus, or to impersonate anyone of the red light districts abroad, from the humble streetwalker to the high-end entertainer.

Mastery of Knots: A Knight of Erossus knows knots, inside and out. She may use the Use Rope skill to tie someone up as a full round action, instead of taking 1 minute. To succeed, the Knight makes a Use Rope check against her opponent's Escape Artist, strength or dexterity check (the opponent may choose which to use). Opponents who fail their checks become Entangled.

Supreme Mastery of Knots: The Knight may now tie someone up as a standard action.

Hogtie: When a 5th level Knight of Erossus binds an opponent as with Mastery of Knots, they become Helpless rather than Entangled.

Specialities: Knights of Erossus each have their own skills or preferred techniques with which they excel.

Slap on the Wrist: When disarming someone, a Knight of Erossus with this specialty may make a single attack as part of the action (as Improved Trip). If attack and disarm attempt both succeed, for every 5 she wins that attack roll by, she may have her disarmed opponent's weapon fly 5ft in any direction. If the flying weapon enters the space of a character, the weapon deals normal weapon damage for a weapon of that size to them and the weapon flies no farther. If the roll is won by 10 or more, she may choose to bury the weapon in the ground, requiring a DC15 str check and a full round action to free it.

Unerotic Asphyxiation: When using a whip, a Knight of Erossus may begin a grapple from 15ft away. If the Knight can hold the grapple for a number of rounds equal to the target's con bonus, the target falls unconscious. If she holds it for an additional 1d4 rounds, the target dies. During this grapple, the target may move (no more than 15ft from the Knight), attack, attempt to Sunder the whip or win a grapple check to escape the hold.

Love the Lash: A Knight with this specialty can make them like it. Anytime she deals lethal damage, he may make it a sadistic strike. A sadistic strike stuns an enemy for 1d4 rounds (Will DC 10+Class level+Cha mod)and may be used a number of times per day equal to the Knight's charisma modifier.

Masomastery: Some Knights find their pleasure in the pain. Whenever they take damage, they gain that damage/5 as a bonus to attack and damage rolls on their next turn.

Bind the Mighty: A Knight with this specialty's knots are not so easy to break. Any strength check to burst her nets or bindings must overcome a DC equal to her skill in Use Rope.

Bind the Soul: A Knight with this specialty can bind even those that don't, technically, exist in this world. Attacks and Use Rope works on incorporeal and ethereal targets.

PLAYING A KNIGHT OF EROSSUS
A Knight of Erossus might be a good fit for a Fighter who wants a wider breadth of skills and tricks to call on, or a Rogue who wants more staying power.
Combat: The Knight specialties offer additional options in Disarming and Grappling, attack and damage bonuses, or a choice of improving the Knight's Use Rope abilities. Beyond that, the Knights are played mostly like the common Fighter.
Advancement: After taking Knight of Erossus, a player could return to finish out their original class, or might consider other PrCs that improve grappling ability.
Resources: The Knights of Erossus are a somewhat underfunded organization

KNGIHTS OF EROSSUS IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Few Knights of Erossus leave on adventures, preferring to focus on Erossus. But some see that their skills can be put to use elsewhere, and that the defense of other cities and countries is also a worthy goal.
Notables: Leo Masoch was the founder of the Knights, drawing order out of the chaos so prevalent in the early years of the Sex City's operation. He grew up in Erossus, and envisioned a cadre of Knights who knew the backways and byways with as much skill as those who strove to break the law. His skill with the whip was legendary.
Organizations: The Knights of Erossus are popular in their hometown, but are underappreciated abroad. They sometimes find they have more in common with rogues and their ilk than other guardsmen and protectors, who often consider them a vulgar substitute for their skills.

Jota
2010-07-25, 03:53 PM
X Factor

http://i29.tinypic.com/23tgq48.jpg

"Now I've got your power!"

For most, the Way is a tool, a means to an end. For some, however, the Way is an end unto itself. The combination of each of the nine facets culminates in a single style, borrowing from various inspirations as they are needed. The practitioners of this art have evolved beyond defining their profession with names, but laymen commonly refer to them as x factors.

BECOMING AN X FACTOR

All x factors are martial adepts at some point prior to their decision to embark on their current path. How extensively an x factor is rooted in utilizing the Sublime Way varies from x factor to x factor. Those who have levels in all three martial adept classes obtain the most benefit from the evolution of their pre-existing knowledge, but their more extensive multi-classing sometimes prevents them from achieving the same feats of skill as more concentrated adepts. Factotums who have gone on to become swordsages or hybrids of two or more martial adept classes are also likely travelers of this path, as are other individuals who have done the same with a base other than factotum.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Adaptive Style, Leap of the HeavensPHBII
Skills: Martial Lore 8 Ranks
Initiating: Must be able to initiate maneuvers from seven different disciplines.

Class Skills
The x factor's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [Arcana] (Int), Knowledge [Dungeoneering] (Int), Knowledge [Local] (Int), Knowledge [Nature] (Int), Knowledge [Psionics] (Int), Knowledge [Religion] (Int), Knowledge [the Planes] (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 8 + Int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+0|Evolution, Copy Technique

2nd|
+1|
+0|
+0|
+0|Dash, Double Soul

3rd|
+2|
+0|
+0|
+0|Punctuated Equilibrium 1/encounter

4th|
+3|
+1|
+1|
+1|Knowledge Spillover, Wall Slide

5th|
+3|
+1|
+1|
+1|Punctuated Equilibrium 2/encounter

6th|
+4|
+1|
+1|
+1|Empower Maneuver, Splash Jump

7th|
+5|
+2|
+2|
+2|Punctuated Equilibrium 3/encounter

8th|
+6|
+2|
+2|
+2|Maximize Maneuver, Wall Jump

9th|
+6|
+2|
+2|
+2|Punctuated Equilibrium 4/encounter

10th|
+7|
+3|
+3|
+3|Alpha, Quantum Evolution[/table]

Class Features

X Factor Score: Aspects of many of the x factor's class features are derived from his x factor score. The value of an x factor score is the x factor's Intelligence, Wisdom, or Charisma modifier, or his x factor class level, whichever is greater.

Weapon Proficiencies: An x factor gains no additional weapon or armor proficiencies. If an x factor attempts to wield a weapon he is not proficient with, he may make a base attack bonus check (1d20 + x factor's base attack bonus) against the weapon's DC (10 for simple weapons, 15 for martial weapons, 20 for exotic weapons). If he succeeds, the x factor may wield that weapon as though he were proficient with it for a number of rounds equal to his x factor score. An x factor may re-try again the next round in the event of a failure, though the DC increases by two every time he fails. The x factor may reset the DC by not attempting this check for one round. An x factor does not begin an encounter with proficiencies acquired in this manner. Making this check consumes a swift action.

Evolution: X factor levels stack with the initiator levels from all other martial adept classes the x factor has. Furthermore, though he gains no additional maneuvers known or readied, nor stances known, an x factor may swap out his known maneuvers for each of his pre-existing martial adept classes when he gains an x factor level as though he had gained a level in each of his pre-existing martial adept classes. Finally, at first level the x factor chooses one saving throw (Fortitude, Reflex, or Will). For his x factor levels, that saving throw now has a good progression (starting at +2, ending at +7) rather than a poor progression (starting at +0, ending at +3).

Copy Technique (Ex): Upon defeating an enemy with an attack, as a free action the x factor may ready a number of levels worth of maneuvers equal to his x factor score. The x factor may also spend a move action to study a target within close range (http://dungeons.wikia.com/wiki/SRD:Range_%28Spell_Descriptor%29#Close), which grants him a number of levels of maneuver equal to his x factor level. The x factor may not study an opponent with concealment or cover, unless he has blindsight or a similar ability. An x factor may only study a particular individual once per encounter. The x factor may also study an individual between encounters, but he may only study once between encounters. He may study an additional time between encounters per four x factor levels he has (twice at level five, thrice at level nine).

The x factor may choose what specific maneuvers he acquires when he gains maneuver levels with this class feature (though he cannot have the same maneuver stored twice at the same time), but the discipline that they must come from is determined based on the nature of the slain or studied opponent (see the chart below). If the target qualifies for multiple disciplines, the x factor may drawn from multiple disciplines in a singular use of copy technique. The x factor uses his highest initiator to determine the highest level maneuver he can learn with this class feature. If the x factor chooses to learn a stance, he may use it for a number of rounds equal to his x factor level minus the stance's level, with a minimum of one round. Rounds of use are counted at the start of the x factor's turn when the stance is active, and these rounds do not have to be consecutive.


"When I fight an opponent, no matter how rudimentary his technique, no matter how undeveloped his style, I see the natural evolution of his skill: how simple maneuvers naturally lead into more advanced and complex counterparts. Thus it is not the skill of my opponent that limits how much I can learn from him, but my ability, or inability, to divine the natural progression of his art." ~ Rho, x factor

The maneuvers gained with this class feature can never be used to qualify for prestige classes or feats. They are tracked separately from all maneuvers provided by initiating classes. The x factor may have a total amount of maneuver levels readied in this manner equal to his class level + Intelligence, Wisdom, or Charisma modifier. If the x factor gains more levels worth of maneuvers than he can retain, he "forgets" levels worth of maneuvers until he is under his cap. If the x factor discards maneuvers from multiple levels, higher levels maneuvers are discarded first. The x factor is healed 1d6 hit points per level of maneuver discarded in this manner.


Copy Technique by Type
{table=head]Type|Discipline

Aberration|
--

Animal|
--

Celestial|
--

Construct|
Stone Dragon

Dragon|
Tiger Claw

Elemental|
--

Fey|
--

Fiend|
--

Giant|
Stone Dragon

Humanoid|
--

Magical Beast|
Tiger Claw

Monstrous Humanoid|
--

Ooze|
--

Outsider|
--

Plant|
--

Undead|
Shadow Hand

Vermin|
--[/table]

Copy Technique by Subtype
{table=head]Type|Discipline

Air|
Desert Wind

Angel|
Devoted Spirit

Aquatic|
--

Archon|
White Raven

Augmented|
--

Chaotic|
Devoted Spirit

Cold|
Desert Wind**

Demon|
Devoted Spirit

Devil|
White Raven

Dwarf|
Setting Sun

Earth|
Stone Dragon

Elf|
--

Extraplanar|
--

Fire|
Desert Wind

Gnome|
Setting Sun

Goblinoid|
Iron Heart

Good|
Devoted Spirit

Halfling|
Shadow Hand

Human|
--

Incorporeal|
Shadow Hand

Lawful|
Devoted Spirit

Native|
--

Orc|
Tiger Claw

Psionic|
Diamond Mind

Reptilian|
--

Shapechanger|
Setting Sun

Swarm|
Setting Sun

Water|
Desert Wind**[/table]

Copy Technique by Class
{table=head]Type|Discipline

Barbarian|
Tiger Claw

Bard|
White Raven

Cleric|
Devoted Spirit

Crusader|
Special*

Druid|
--

Factotum|
Setting Sun

Fighter|
Iron Heart

Monk|
Diamond Mind

Paladin|
White Raven

Psion|
Diamond Mind

Psychic Warrior|
Diamond Mind

Ranger|
Tiger Claw

Rogue|
Shadow Hand

Sorcerer|
--

Soul Knife|
Diamond Mind

Swordsage|
Special*

Warblade|
Special*

Wilder|
--

Wizard|
--
[/table]

*Using Copy Technique on a martial adept allows the x factor to draw directly from that adept's the disciplines that the adept knows maneuvers from. For example, using Copy Technique on a swordsage could potentially let the x factor choose from six different disciplines (Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw), but only if the swordsage he targets knows at least one maneuvers from each of those disciplines.

**The Cold and Water subtypes offer a modified Desert Wind that does cold damage instead of fire damage. If a Desert Wind maneuver normally offers a Reflex save for half damage, it becomes a Fortitude save.


Dash (Ex): An x factor may move up to his base speed (for whichever for of movement form he is currently using) as a swift action. This movement does not prevent an x factor from charging.




If the x factor dashes while he has the Cold subtype, the squares he passes through are covered in ice, as per the grease spell, until the beginning of his next turn.
If the x factor dashes while he has the Fire subtype, he ignites flammable, unattended objects in the squares he passes through, and those squares are on fire until this start of his next turn. Anyone passing through a burning square must make a Reflex save (DC 15 + x factor level) or take 1d6 fire damage for each class level the x factor possesses, to a maximum of 10d6.
If the x factor has both of these subtypes, these effects cancel each other out.



Double Soul (Su): When a second level x factor uses his copy technique class feature, he may also choose to take on his target's subtype (or subtypes), in addition to whatever subtypes he already has. The x factor gains all benefits and drawbacks of having that subtype, and it (the subtype) lasts for a number of rounds equal to his x factor score. An x factor may shed a subtype as a free action (forgetting it entirely), or he may store it (see below) as a move action.

Rather than immediately assuming an opponent's subtype, an x factor may store the subtype in his memory. An x factor may store one subtype for each odd class level he has, and the same subtype cannot be stored more than once. If the x factor already has his maximum amount of subtypes stored, he may choose which stored subtype to discard. Switching to a stored subtype is a full-round action that does not provoke attacks of opportunity. Each stored subtype possesses its own separate countdown for determining how many rounds the x factor may use it for. Rounds are deducted from the countdown at the beginning of the x factor's turn when a subtype is active.

Like the maneuvers gained from his copy technique class feature, the benefits derived from these subtypes cannot be used to qualify for feats or prestige classes.


Miscellanea

If the x factor acquires the Air subtype, he gains a fly speed and a maneuverability equal to the creature he acquired it from when the subtype is active.
If the x factor acquires the Aquatic subtype, he gains a swim speed equal to the creature he acquired it from when the subtype is active. If that creature had the Amphibious quality, the x factor has it as well.
If the x factor acquires the Earth subtype, he gains a burrow speed equal to the creature he acquired it from (provided that creature had a burrow speed) when the subtype is active.
If the x factor acquires the Extraplanar subtype, he is tied to the same plane as the creature he acquired the subtype from.
The Incorporeal subtype costs two rounds of use per round it is active. If an x factor begins his turn in a solid object as the subtype runs out, he is shunted out of the object into the nearest open space and takes 1d6 damage.
Whenever an x factor has the Psionic Subtype active, he has a power point reserve of one (or his regular power point reserve, whichever is greater).
When an x factor has the Shapechanger subtype from his Double Soul class feature, he has a +10 racial bonus to Disguise checks.
An x factor cannot acquire the Swarm subtype.
If the x factor acquires the Water subtype, he gains a swim speed equal to the creature he acquired it from when the subtype is active.



Punctuated Equilibrium (Ex): By expending a use of punctuated equilibrium, an x factor may reduce the time required to perform any action by one step. This ability may only be used per round, even if the x factor has multiple uses of punctuated equilibrium.


Punctuated Equilibrium
{table=head]Old Action|New Action

Full-Round|
Standard

Standard|
Move

Move|
Swift

Swift|
Free

Free|
Immediate[/table]

Knowledge Spillover (Ex): When a fifth level x factor uses his copy technique class feature on a creature, he may also choose to take and use one of its feats, even if he does not meet the pre-requisites for it. Learning a feat in this manner does not negatively impact the targeted creature. An x factor may only know one feat in this manner, and if the x factor chooses to learn a new feat with this class feature the old one is replaced. Feats acquired with Knowledge Spillover cannot be used as prerequisites for other feats or for prestige class qualification.

If the feat has a specification (like Weapon Focus or Improved Critical), the x factor gains it with whatever particular the opponent had it with, even if that particular is a natural weapon the x factor does not have, or something similar.

Wall Slide (Ex): An x factor who falls adjacent to a wall (or other vertical surface) may feather fall, as per the spell, as a non-action. If the distance between the x factor and the surface increases, this effect ends.

Charge Maneuver (Ex): By expending a move action to charge a maneuver before initiating a martial strike, a sixth level x factor may increase all variable, numeric effects of the subsequent martial strike by one-half. Saving throws and opposed rolls are not effected, nor are maneuvers without random variables.

Splash Jump (Ex): By making a Jump check as a swift action, a sixth level x factor may tread on water as though it were solid ground until the start of his next turn. The x factor may treat one square as though it were solid ground per 5 points of his Jump check.

Maximize Maneuver (Ex): By expending a move action to charge a maneuver before initiating a martial strike, an eighth level x factor may maximize all variable, numeric effects of the subsequent martial strike. Saving throws and opposed rolls are not effected, nor are maneuvers without random variables.

Furthermore, upon learning how to maximize a maneuver, an x factor may empower a martial strike by expending a swift action, rather than a move action.

Wall Jump (Ex): Beginning at eighth level, the x factor may make a Jump check as a swift action. The x factor gains a Climb speed equal to the result of this Jump check, rounded down to the nearest 5' interval, until the beginning of his next turn.

Alpha: Upon reaching tenth level, the x factor's ability to study an opponent has been refined to the point that he may study an opponent as a move action or as a swift action.

Quantum Evolution (Ex): At tenth level, once per encounter an x factor may spend two uses of punctuated equilibrium in the same turn, though he may not spend two uses on the same action (i.e. reducing a full-round action to a move action).

PLAYING AN X FACTOR


"No two opponents are wholly alike. Even those who have trained under the same master color their sword strokes with their personas. The hobgoblin's swing is functionally the same as a human's, but at the same time inherently different. Differences in race, class, education -- I discern them all through diligent study." ~ Tau, x factor

Combat: A typical x factor will begin combat with the maneuvers from his other martial adept classes available, so it usually is not imperative that he take time out to analyze his current opponents. In some situations, it may be worthwhile to study an opponent immediately, often when the opponent is of a particular subtype and has aligned or elemental attacks that don't affect creatures of its subtype. Studying his allies is also a viable option for the x factor when particular maneuvers are ideal for a specific situation or enemy.

If he uses his power sparingly, the x factor can rely on his class features from his other classes and his copy technique to heal himself mid-battle, though this healing is not something the x factor should come to depend on. With his greater mobility, the onus to provide flanking benefits for his allies is often placed on the x factor, but his adroitness is also something that can be used take greater advantage of full attacks, thereby conserving resources if necessary.

Advancement: X factors may have the option of returning to their previous martial adept classes once they have reached the pinnacle of their art. Taking other prestige classes that draw on the Sublime Way is also an option, though it is also possible the becoming an x factor will be the last change a character makes, given how other classes can be used as a base to become a more capable martial adept with dissimilar investment. There is a degree of overlap between x factors and masters of nine, though their shared emphasis on fluidity over pure skill makes the combination undesirable for the pure melee specialist, at least in comparison to the option of one over the other.

Resources: Many x factors will know other martial adepts, and perhaps even other x factors, having trained in a wider range of disciplines than many. Otherwise, becoming an x factor is more of a choice for personal advancement than prestige, and so an x factor may have to rely on whatever resources he had before assuming his current vocation, rather than those acquired thereafter.

X FACTORS IN THE WORLD

"She just sat there, comatose. We couldn't get her to eat or drink anything. We tried magic, but... she just kept repeating the same thing over and over until she passed. We can only presume they were the mantra of the attacker: Too many cooks spoil the broth. Too many cooks spoil the broth. Too many cooks spoil the broth... ~ Marius Gherran, describing the sole survivor of an assault on a Desert Wind tribe by a rogue x factor (presumed singular)

Just as the Sublime Way is taught to all who would seek to learn of its mysteries, most x factors serve as a continuation of this philosophy with regard to their own art. Over time, this had led to two distinct categorizations of x factors. The first is the most commonly known, and it is they who do not judge, but instead attempt to learn each new discipline they stumble upon without prejudice. The latter group was formed after a schism in philosophy.

Seeking to bring his art to the highest levels, one x factor felt he was held back certain existing and emergent disciplines, which clung like sycophantic parasites to the rest of the Sublime Way. He secretly converted others to his ideology, and when the opportune moment arrived, they struck. Though the rogue contingent was eventually defeated, their goal was accomplished. Years later, when Reshar would finally unite the disciplines, it was due to the crime of this warrior that Reshar learned but nine disciplines, all practitioners of the so-deemed parasites extinct, the victims of a genocide borne of ambition.

The outlook of an x factor depends greatly based on which side of the line he falls, though there are certainly some who straddle the line or take neither side. It should be noted, however, that those who subscribe to this latter ideology are an extreme and rare minority, even amongst those who would normally be considered evil. As a result of this, the art's dark past is not common knowledge (Martial Lore DC 30), and those who do practice the art are often reluctant to share, fearing persecution in the wake of common knowledge.

Daily Life: A typical x factor likely spends his days practicing both his specific art and the disciplines which compose it. Many x factors are mercenaries on one side of the law or another in order to support themselves while they refine their abilities, but that does not preclude them from serving in more mundane roles to do the same.

Notables: It is said the original genocidal x factor still exists somewhere trapped in the lower planes, fighting every opponent he can conceive inside his mind, playing out the battles step by step in every scenario possible, forever evolving his style even as his musculature decays, unable to die as a result of his Faustian pact.

Those who are prone to fantasy have hypothesized that Reshar, wherever he might have wander off to, would have naturally assumed the way as a result of his studies and travel, though many practitioners, both x factors and otherwise, dismiss these claims.

Organizations: There are two classes of organizations an x factor might belong to.

The first focuses on what he was before becoming an x factor. Those who originally counted themselves as swordsages might find works in the guilds of thieves and assassins. Crusaders may belong to any number of knightly orders or may ally themselves with whatever church they claim fealty to.

The second depends on the x factor's approach to the evolution of his art on a grander scale. Those who see the value in each discipline, no matter how frequently or infrequently it is used, are opposed by those who only see the value in that which advances the art. In their eyes, that which does not only serves as a hindrance, and is eradicated from living memory. X factors are generally split among these two ideologies (though not in proportion), and those who subscribe to opposite doctrines may fight to the death upon the chance of an encounter, depending on the circumstances of their meeting. Some extremists on both sides may form organizations dedicated to the advancement of the cause, but there are also neutrals who are content to allow both sides to fight each other without choosing sides. Radicals on both sides, however, tend to subscribe to an 'our way or death' approach to neutral practitioners, which makes one's ability to remain neutral often a strict result of one's personal power or influence.

It should also be noted that even amongst those who are interested in only the advancement of select disciplines, there are disagreements over which disciplines are of little or no value, which makes organizing the few of these individuals that exist all the more difficult.

NPC Reaction

An x factor who does not utilize his flashier class features can easily be mistaken for a master or nine or another kind of martial adept, which can result in his treatment as such. With the ability to copy both maneuvers and feats, x factors can masquerade as generic multi-class adepts and even some specialized prestige classes, such as bloodclaw masters or bloodstorm blades.

Once the charade is up, assuming there ever was one, the reactions the x factor garners are dependent upon the nature of his audience. Those who do not know of the dark history behind their art (which is the vast majority) are wont to treat the x factor with the respect one might show any skilled combatant, and perhaps even curiosity, assuming they have an interest in the Way. If, however, the truth behind the vocation's past is known, the reaction depends on the specific nature of both the x factor and the NPC.

X factors who would cull the weak to ensure strength are often avoided by those of a more benevolent bent, and any contact they force often results in cowed acquiescence. Those x factors who profess a good alignment may by met with open arms by those who accept their claims, or a wary respect by those who would rather not take a chance.

X FACTORS IN THE GAME

Adaptation: The x factor can become a gish-oriented class that advances spellcasting without an overwhelming conversion effort, assigning particular spell descriptors to opponents in place of disciplines. The abilities could be themed in a more sinister energy drain or enervation-oriented fashion, or even be redefined to allow more spontaneous access to different soulmelds from Magic of Incarnum, rather than disciplines.

Encounters: The odds dictate that PCs will typically encounter tolerant x factors, though their evil counterparts may make for a more compelling adventure. It is unlikely that the PCs would come across an x factor who would actively oppose them, and substantially more likely any run in would happen with the x factor taking the place of a fellow adventurer, wherein the circumstances of their meeting might dictate any interaction between the sides.

Sample Encounter

EL 12: Darien Maslow (Factotum 8/Swordsage 2/X Factor 2) is counted among those few x factors would "break a few eggs to make an omelet." He currently leads a nomadic troupe who stalk the Great Golden Desert, hunting those who would spread the word of the Desert Wind under the guise of being a simple bandit.

ErrantX
2010-07-29, 08:42 AM
Alright, voting thread is up!

RIGHT HERE (http://www.giantitp.com/forums/showthread.php?t=162165)

Get voting!

-X

ErrantX
2010-08-09, 12:47 PM
Last minute voting helps DragoonWraith pull it out in the end with Shadow of a Murder winning narrowly! Honorable mentions to Samb's Fate Blessed and Doctor Acula's Shadowpath Trader!

-X