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NineThePuma
2011-01-25, 07:13 PM
Okay, so I found this awesome class (http://community.wizards.com/go/thread/view/75882/19528250/The_Soulknife_Reforged:_Way_of_the_Dark_Templar) over on another board, and after staring at it for a while finally went "the heck?" and made a bunch of edits, some minor, some major. What's here is the base form shown in that thread, though I'll be adding on the Elemental Scion ACF (which became the main version at some point) in the second post.


The Dark Templar

"Fear not the darkness, but that which lies within it." - Zyradar, Dark Templar Assassin

A general description of your class

Hit Die: d8

Starting Gold: As Soulknife.


Class Features

Class Skills: The [CLASS NAME]'s class skills (and the key ability for each skill) are:

Skill Points at First Level: 6+ Int Modifier
Skill Points at Each Additional Level: (6+ Int modifier) x4
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Reaver, Reinforced Reaver
2nd|
+1|
+0|
+3|
+3|Spectral Reaver; Reaver Enhancements (+1)
3rd|
+2|
+1|
+3|
+3|Soul Strike +1d8
4th|
+3|
+1|
+4|
+4|Intuitive Strike, Reaver Enhancements (+2)
5th|
+3|
+1|
+4|
+4|Fade
6th|
+4|
+2|
+5|
+5|Shadowjump 30', Reaver Enhancements (+3)
7th|
+5|
+2|
+5|
+5|Ghostly Draw, Soul Strike +2d8
8th|
+6|
+2|
+6|
+6|Soul Reaver (x1), Reaver Enhancements (+4)
9th|
+6|
+3|
+6|
+6|Eyes of Twilight
10th|
+7|
+3|
+7|
+7|Spectral Movement, Vanish, Reaver Enhancements (+5)
11th|
+8|
+3|
+7|
+7|Soul Strike +3d8
12th|
+9|
+4|
+8|
+8|Shadow Jump (x2), Reaver Enhancements (+6)
13th|
+9|
+4|
+8|
+8|Weapon Drain
14th|
+10|
+4|
+9|
+9|Nether Reaver, Reaver Enhancements (+7)
15th|
+11|
+5|
+9|
+9|Soulstrike +4d8
16th|
+12|
+5|
+10|
+10|Neather Shift, Reaver Enhancements (+8)
17th|
+12|
+5|
+10|
+10|Shadow Jump (3x)
18th|
+13|
+6|
+11|
+11|Wraith Blade, Reaver Enhancements (+9)
19th|
+14|
+6|
+11|
+11|Soul Strike +5d8
20th|
+15|
+6|
+12|
+12|Scion of Shadow, Reaver Enhancements (+10)[/table]

Weapon and Armor Proficiencies: A dark templar is proficient with all simple weapons, one martial weapon of their choice, and with light and medium armor. They are not proficient with any kind of shields.

Reaver (Su): A dark templar can create a semi-solid weapon of spiritual energy as a move action. The weapon can take on the shape of any melee weapon the dark templar is proficient with. A wearer can reshape this weapon as a standard action. It is identical in all ways (except visually) to a weapon of its type. A Dark Templar can choose his Reaver for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Reaver.

The Reaver is considered magical for the purpose of overcoming damage reduction, and can be affected by a targeted Dispel or Anti-Magic Field. Dispel causes the Soul Reaver to lose all active Enhancements, while an Anti-magic field causes the Soul Reaver to dissipate completely. A successful Will Save vs DC (10 + 1/2 caster's level + caster's spellcasting modifier) negates these effects.

Reinforced Reaver (Su): A Dark Templar can choose to reinforce his Reaver through meditation, allowing it to become more resistant to damaging and dispelling effects. If the Dark Templar goes through 1 hour of uninterrupted meditation, his Reaver gains an accumulative +1 Hardness, +2HP, and a +1 to Will Save vs. Dispel and Anti-Magic effects for each +1 Soul Reaver Enhancement it has. These effects end if the Dark Templar falls asleep, is rendered unconscious, or takes any extended period of rest.

For example, if a level 12 Dark Templar with 24 Wisdom and +7 Enhancements spends an hour of uninterrupted meditation, his Reaver has a total hardness of 17 and a total HP of 34. As well, the Dark Templar gains +15 (will 8 + 7) to any will saving throw against dispel or anti-magic field effects to keep his Reaver active.

Ki Pool: A dark templar can channel her ki to enhance her mobility, defense, and special attacks through a variety of powers. She can use her ki powers a number of times per day equal to half her class level plus her Wisdom bonus (if any). Ki powers can only be used if the dark templar is wearing medium or lighter armor and carries no more than a medium load. As long as a dark templar’s ki pool isn’t empty, she may use all of her supernatural abilities (except Reaver, Reinforced Reaver, and Diamond Soul which are always active). A monk’s ki powers are described under separate entries below.

Spectral Reaver (Su): As a move action, a Dark Templar may charge his Reaver with spectral energy, which allows his next attack to be made as a Touch Attack. Alternatively, she may spend one daily use of her Ki pool to do this as a free action. This charged energy lasts until the Dark Templar makes an attack or releases hold of his Reaver.

Reaver Enhancements (Su): As a Dark Templar improves in level, his Reaver gains more powerful enhancements. At 2nd level, if a Dark Templar spends 10 minutes in uninterrupted meditation, he may choose to imbue his Reaver with magical power, enchanting it. Alternatively, a Dark Templar may imbue his Reaver as a full-round action by making a successful Concentration check vs. DC 25. A Dark Templar gains an Enhancement Bonus progression equal to half his level, and can never have any higher than +5 bonus to each his Magical and Weapon Enhancements.

A Dark Templar may only apply Magical Enhancements selected from the Reaver Enhancements list. These effects end if the Dark Templar falls asleep, is rendered unconscious, or takes any extended period of rest. They can also be forcibly terminated by way of a dispel effect, sundering the weapon, provided that the weapon is actually destroyed in these situations.

Soul Strike (Su): A Dark Templar's Reaver swells with powerful destructive energy, allowing it to deal an additional 1d8 Untyped Energy damage on any Touch Attack. This damage increases by an additional 1d8 every 4th level thereafter (2d8 at 7th, 3d8 at 11th, etc).

Intuitive Strike (Ex): A Dark Templar may add his Wisdom modifier to all attack and damage rolls made by his Reaver.

Fade (Su): A Dark Templar learns how to make himself completely disappear at will. He may spend one daily use of his Ki pool to become invisible as the spell Invisibility, except it lasts a number of rounds equal to his Wisdom modifier.

Shadowjump: A dark templar of sixth level or higher may spend a daily use of her Ki pool to teleport a distance equal to her base land speed as a swift action. At 12th level the distance improves to double her base land speed, while at 17th she may teleport up to three times her base land speed in distance.

Ghostly Draw (Ex): Starting at 7th Level, a Dark Templar's Reaver may be drawn as a swift action. As well, if the Dark Templar draws his Reaver and attacks a flat footed enemy in the same round, he may treat his first attack as a touch attack.

Soul Reaver (Su): At 8th level, a Dark Templar becomes so adept at creating his Reaver that he no longer needs his Reaver Gauntlets to do so, and no longer needs to succeed a will save to draw his Reaver without his Reaver Gauntlets. A Dark Templar also gains Weapon Focus whenever he uses his Reaver Gauntlets to create his Reaver; this feat is not granted if the Dark Templar does not use his Reaver Gauntlets.

As well, a Dark Templar may now shape his Reaver into any martial weapon, as well as any one exotic weapons of choice. Once this exotic weapon shape is selected for Soul Reaver, it cannot be changed. A Dark Templar may now choose to manifest a 1-handed weapon in one hand, with a light weapon in the other.
I'm honestly not sure what goes here, and would like suggestions
Eyes of Twilight (Su): A dark templar of at least 9th level, may expend a use of her daily Ki Pool to gain a form of shadow vision out a 60' cone. While using this sight, he gains Superior Darkvision and may view any incorporeal or invisible creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within any extra-dimensional space. Such creatures include ethereal creatures, invisible creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within any form of extra-dimensional space. This ability lasts a number of rounds equal to the Dark Templar’s Wisdom modifier.

Spectral Movement (Ex): A Dark Templar becomes much lighter on foot, allowing him to move much more like an ethereal creature. At 10th level, A Dark Templar takes no penalty on Hide or Move Silently checks while moving at up to his normal speed, and only takes a –10 penalty on Hide and Move Silently checks when running or charging (instead of the usual –20).

Vanish (Su): At 10th level, a Dark Templar can make himself completely disappear at will. Whenever he uses his Fade class ability, he is considered under the effects of a Greater Invisibility spell.

Weapon Drain (Su): At 13th level, a Dark Templar learns how to "drain" weapons of their magical power. By spending 10 minutes in uninterrupted concentration with any touched weapon, the Dark Templar drains the magical enhancement from it, thereby adding the magical enhancement to his Reaver for 1 hour per level. Alternatively, a Dark Templar may drain the weapon as a full-round action by making a successful Concentration check vs. DC 25. If he spends 8 hours in concentration with the weapon, its enhancement is permanently added to the list of enhancements available to the dark templar.

Once he has successfully drained the weapon, the Dark Templar's Reaver gains the magical properties of that weapon, and may use it freely until the duration ends. When the duration ends, the Dark Templar loses the enhancement from his weapon.

He may not drain a weapon of a Magical Enhancement if that enhancement has a caster level higher than his Dark Templar Level, and he may only drain one weapon at a time. When a weapon is drained, it keeps its enhancement bonus to attack and damage, but is permanently drained of its magical enhancement. The weapon is treated as though it has always been without any special magical properties.

Nether Reaver (Ex): A Dark Templar's Reaver can attack targets lurking in co-existent planes and extra-dimensional spaces. At 14th level, whenever a Dark Templar charges his Reaver with the Spectral Reaver special ability, the Reaver gains the Ghost Touch ability, and may affect creatures on the Plane of Shadows. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, and manifested ghosts. The Dark Templar must be able to perceive a creature to target it with a transdimensional attack.

Nether Shift (Su): A Dark Templar gains the ability to use Ethereal Jaunt and Shadow Walk, as the spells, usable once per day. This effect lasts 10 minutes per level, after which he is forced back to the material plane. He may also choose to end the effects at any time, returning himself to the material plane. He may not bring companions with him to the Ethereal or Shadow Planes as a result of this ability, and must select which plane it is that he wishes to travel to prior to using this ability. A Dark Templar loses the use of this ability if he wears Heavy Armor, or carries a Heavy Load.

Wraith Blade (Ex): The Reaver deals damage as if it were 1 size category larger, has its critical multiplier increased by 1, and its critical threat range increased by 2. This affects any weapon shape that the Soul Reaver takes on. As well, whenever a successful critical hit is made against a target, it must make a Will save (DC 10 + 1/2 Dark Templar Level + Wisdom Modifier) or become Frightened for a number of rounds equal to half the Dark Templar's level. Other abilities that grant an increased critical threat range, such as the Improved Critical feat or the Keen Weapon Enhancement, do not stack with this ability.

Scion of Shadow (Su): A Dark Templar has become so attune with the nether planes that he may change his form into that of shadow and spirit. At 20th level, a Dark Templar gains the ability to transform into a Huge Shadow Elemental (Tome of Magic, page 164). This ability is usable once per day, with a maximum duration of 10 hours.

This ability functions like the Polymorph spell, except as noted here. Changing form (to creature or back) is a standard action and doesn't provoke an attack of opportunity. A Dark Templar loses the ability to speak while in their new form, though he can communicate normaly in methods that are standard for its kind. A Dark Templar in this form gains all the benefits and penalties of being a Shadow Elemental, including its special qualities. A Dark Templar in his Shadow Elemental form may still wield his Soul Reaver normally.

NineThePuma
2011-01-25, 07:15 PM
-Reserved for Elemental Scion version-

NineThePuma
2011-01-25, 07:19 PM
-Final version reserved post-

Go ahead and PEACH, please.

Anxe
2011-01-28, 10:51 AM
So it's Starcraft right? I like it! But where are my Dark Archons?

Soulblazer87
2011-01-28, 08:45 PM
Sounds pretty Blood Omen to me really, but Starcraft is prety close to it too; we need more info on what the OP is aiming for. Though, it IS an interesting alternative to the Soulknife, I'm not sure how much more powerfull it is. All things considered though, I like this one if but for the feel of it.

NineThePuma
2011-01-28, 10:41 PM
My goal is to be more true to the Dark Templar of Starcraft, while also removing a bunch of "per encounter" abilities.

draykhar
2011-02-09, 03:28 PM
Man I love this class, I'm actually in the middle of playtesting it, but I'm not entirely certain, why would you want to replace the level 8 ability? What's wrong with it?

NineThePuma
2011-02-09, 03:43 PM
I took out the aspects that made it necessary.

The Mind Blade used to be a magic item that you had to manually upgrade and stuff.

The 8th level ability was rolled into the 1st level ability.

draykhar
2011-02-09, 05:19 PM
Oh you removed the reaver gauntlets, the magical focus for the process. I get it now, sorry.

NineThePuma
2011-02-09, 07:27 PM
Of course, now I'm not sure what to do with the eighth level ability. Ah well.

draykhar
2011-02-10, 12:18 PM
Well maybe something like this

"Soul Reaver (Su): The Dark Templar has grown so accustomed to his weapon he wields it with the same ease, regardless of shape.
The Dark templar gains the ability to shape his reaver into any martial melee weapon, as well as one exotic melee weapon of his choice. Once this weapon is chosen, it cannot be changed. A Dark Templar may now choose to manifest a 1 handed weapon in one hand, and a light weapon in the other"

This way he gets the additional proficiancy without the requirement of the reaver gauntlets.

Anxe
2011-02-11, 09:55 AM
Might want to include any MELEE weapon in your description there.

Soulblazer87
2011-02-11, 01:22 PM
Well, there's one thing that begs the question here; what about feats concerning the weapons? Would you have to take the feats separately? In that case, a level of Warblade is necessary so you don't split up too much. Not to mention getting some maneuvres in the meantime, which may help a bit if properly selected (read; boosts and stances instead of strikes, unless you go that way that is).

Also, know of any ToB/Soulknife (or similar class really) PrC that actually works? I found some but they were made for other base classes, so...

NineThePuma
2011-02-11, 06:05 PM
At level 1, the Dark Templar can turn it into any melee weapon he is proficient with. He can also already select his reaver for things like Weapon Focus.

MageSparrowhawk
2011-02-11, 06:10 PM
What's the "reaver enhancements list"? I saw it in the description of the reaver enhancement ability...but apparently hasn't been provided yet...:smallconfused:

NineThePuma
2011-02-11, 06:16 PM
Neither has the Elemental Scion.

In this case, you'll want to check the original, found in a link VIA my first post.

Siosilvar
2011-02-11, 07:39 PM
Weapon Drain (Su):...When a weapon is drained, it keeps its enhancement bonus to attack and damage, but is permanently drained of its magical enhancement, and is thereafter considered a masterwork mundane weapon.

Could you clarify this? First you state that it keeps its enhancement bonus, but then that it loses all enhancement and becomes masterwork.

NineThePuma
2011-02-11, 07:52 PM
... Hold over fails.

It ends up being a weapon with ONLY its magical enhancement. Sorry. I'll fix that.

draykhar
2011-02-12, 12:36 PM
Oops, yeah probly making it melee was important. haha
What about the Psionic varient? No love for a power point progression?

NineThePuma
2011-02-12, 02:32 PM
There IS no Psionic variant of the class as originally presented. It's on my to-do list.