BigRob
2011-05-15, 07:55 PM
http://www.coolest-vampire-art-gallery.com/images/lasombra-vampire-by-jonas-lidstrom.jpg
The Shadow Lord
As a Shadow Lord you tap into the darkness with your own soul, which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by a Shadow Lord is extremely frightening to those unaccustomed to its use. The exact nature of there power is unknown even among its greatest masters, and it has been a subject of religious, philosophical, and metaphysical debate among Shadow lords for millennia. Its greatest scholars are the followers of the Path of Night and practitioners of Abyss Mysticism, which draws on knowledge of the Shadow Lords in its rituals.
Pre Requirements:
Alignment:Any non-good
Skills:
Concentration 8 Ranks
Knowledge (Planes) 8 Ranks
Feats:
Iron Will
Endurance
Special: Must receive training in the art of obtenebration by another Shadow Lord .
The Shadow Lord
Hit Dice: 1d8
Weapon and Armor Proficiencies: A Shadow lord gains no weapon or armor Proficiencies.
Class Skills (4+int) : Concentration, craft, Intimidate , Knowledge (Arcana), Knowledge (Planes), Move Silently, Hide, Profession, Sense motive, Spot.
Shadow Lord
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Shadow Play
2nd|
+1|
+0|
+0|
+3|Tenebrous Form
3rd|
+2|
+1|
+1|
+3|Shroud of Night
4th|
+3|
+1|
+1|
+4|Tenebrous Form
5th|
+3|
+1|
+1|
+4|Arms of The Abyss
6th|
+4|
+2|
+2|
+5|Tenebrous Form
7th|
+5|
+2|
+2|
+5|
8th|
+6/+1|
+2|
+2|
+6|Tenebrous Form
9th|
+6/+1|
+3|
+3|
+6|
10th|
+7/+2|
+3|
+3|
+7|Black Metamorphosis[/table]
Shadow Play: (Su) At first level a number of times per day equal to his Class level a shadow lord can create illusions as a standard action as per the silent imagine spell (with a caster level equal to his character level), but they are constructed out of shadows, always being dark and any colours appearing washed out. As a swift action a number of times per day equal to half is Class level minimum of 1, a shadow lord can coarse one of his illusions to strike out at an enemy . Unless they make a Will save equal to 11+cha mod, they take 1d4+1 Wis damage. Using this attack ends that use of Shadow play. Images cannot be created or sustained in an area of direct sunlight or a day light spell.
Tenebrous Form (su)
At 2nd level you gain 25% fortification when not in direct sunlight,or a day light spell And dark vision 30ft.
At 4th level you gain 50% fortification when not in direct sunlight,or a day light spell And your dark vision Increase to 60ft. You gain immunity to stunning attacks and non lethal damage when not in direct sunlight,or a day light spell
At 6th level you gain total fortification when not in direct sunlight,or a day light spell, And your dark vision function even in magic darkness effects. In addition Tenebrous form helps you fight without penalty when disabled and dieing when not in direct sunlight,or a day light spell.
At 8th level Your tenebrous form grants you immunity to poisons, sleep effects, paralysis disease, death effects, fatigue, and exhaustion, ability damage to your physical scores, ability drain, energy drain and death from massive damage. when not in direct sunlight,or a day light spell.
Shroud of Night (Su): 3+Con Mod per day, a Shadow Lord can create swath of darkness to roll out around her. As per a Darkness spell with Caster level equal to her Class level. As well as this any enemy that ends its turn in the darkness must make a Fort save (DC equal to 13+Cha mod) or take 2d6+Cha Cold damage, Plus 2 points of Con damage .
Arms of The Abyss (Su): As a swift action the Shadow Lord can grow 2 tentacles composed of pure shadow, These are natural attacks that have reach +5ft, and deal 1d10+1 ½ con mod Cold damage. You added your cha mod as a bonus to trip and grapple attempts with them.
And if they are grappling someone you don’t count as being in a grapple But you cant move to somewhere you can't reach the target of your grapple without releasing grapple.
When attacking with these tentacles the Shadow lord counts as having the Improved grapple and Improved trip Feats
Anyone grappled by these tentacles gains 1 negative level per round they are grappled. (The save to remove these negative levels is equal to 15+cha Mod)
Arms of the Abyss lasts for a number of round 3+con mod. A Shadow Lord can use Arms of The Abyss 3+cha Mod per day. when not in direct sunlight,or a day light spell.
Black Metamorphosis (Su)
You can use your Arms of the Abyss at will, and they last until dismissed as a free action. You can use any of your Shadow lord ability’s in daylight as long as you make a concentration check each round equal to the save dc of the light effect (normal daylight is DC 15). Also the darkness you Create with your Shroud of Night is as per the spell deeper darkness and it grants you 40% concealment .
The Shadow Lord
As a Shadow Lord you tap into the darkness with your own soul, which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by a Shadow Lord is extremely frightening to those unaccustomed to its use. The exact nature of there power is unknown even among its greatest masters, and it has been a subject of religious, philosophical, and metaphysical debate among Shadow lords for millennia. Its greatest scholars are the followers of the Path of Night and practitioners of Abyss Mysticism, which draws on knowledge of the Shadow Lords in its rituals.
Pre Requirements:
Alignment:Any non-good
Skills:
Concentration 8 Ranks
Knowledge (Planes) 8 Ranks
Feats:
Iron Will
Endurance
Special: Must receive training in the art of obtenebration by another Shadow Lord .
The Shadow Lord
Hit Dice: 1d8
Weapon and Armor Proficiencies: A Shadow lord gains no weapon or armor Proficiencies.
Class Skills (4+int) : Concentration, craft, Intimidate , Knowledge (Arcana), Knowledge (Planes), Move Silently, Hide, Profession, Sense motive, Spot.
Shadow Lord
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Shadow Play
2nd|
+1|
+0|
+0|
+3|Tenebrous Form
3rd|
+2|
+1|
+1|
+3|Shroud of Night
4th|
+3|
+1|
+1|
+4|Tenebrous Form
5th|
+3|
+1|
+1|
+4|Arms of The Abyss
6th|
+4|
+2|
+2|
+5|Tenebrous Form
7th|
+5|
+2|
+2|
+5|
8th|
+6/+1|
+2|
+2|
+6|Tenebrous Form
9th|
+6/+1|
+3|
+3|
+6|
10th|
+7/+2|
+3|
+3|
+7|Black Metamorphosis[/table]
Shadow Play: (Su) At first level a number of times per day equal to his Class level a shadow lord can create illusions as a standard action as per the silent imagine spell (with a caster level equal to his character level), but they are constructed out of shadows, always being dark and any colours appearing washed out. As a swift action a number of times per day equal to half is Class level minimum of 1, a shadow lord can coarse one of his illusions to strike out at an enemy . Unless they make a Will save equal to 11+cha mod, they take 1d4+1 Wis damage. Using this attack ends that use of Shadow play. Images cannot be created or sustained in an area of direct sunlight or a day light spell.
Tenebrous Form (su)
At 2nd level you gain 25% fortification when not in direct sunlight,or a day light spell And dark vision 30ft.
At 4th level you gain 50% fortification when not in direct sunlight,or a day light spell And your dark vision Increase to 60ft. You gain immunity to stunning attacks and non lethal damage when not in direct sunlight,or a day light spell
At 6th level you gain total fortification when not in direct sunlight,or a day light spell, And your dark vision function even in magic darkness effects. In addition Tenebrous form helps you fight without penalty when disabled and dieing when not in direct sunlight,or a day light spell.
At 8th level Your tenebrous form grants you immunity to poisons, sleep effects, paralysis disease, death effects, fatigue, and exhaustion, ability damage to your physical scores, ability drain, energy drain and death from massive damage. when not in direct sunlight,or a day light spell.
Shroud of Night (Su): 3+Con Mod per day, a Shadow Lord can create swath of darkness to roll out around her. As per a Darkness spell with Caster level equal to her Class level. As well as this any enemy that ends its turn in the darkness must make a Fort save (DC equal to 13+Cha mod) or take 2d6+Cha Cold damage, Plus 2 points of Con damage .
Arms of The Abyss (Su): As a swift action the Shadow Lord can grow 2 tentacles composed of pure shadow, These are natural attacks that have reach +5ft, and deal 1d10+1 ½ con mod Cold damage. You added your cha mod as a bonus to trip and grapple attempts with them.
And if they are grappling someone you don’t count as being in a grapple But you cant move to somewhere you can't reach the target of your grapple without releasing grapple.
When attacking with these tentacles the Shadow lord counts as having the Improved grapple and Improved trip Feats
Anyone grappled by these tentacles gains 1 negative level per round they are grappled. (The save to remove these negative levels is equal to 15+cha Mod)
Arms of the Abyss lasts for a number of round 3+con mod. A Shadow Lord can use Arms of The Abyss 3+cha Mod per day. when not in direct sunlight,or a day light spell.
Black Metamorphosis (Su)
You can use your Arms of the Abyss at will, and they last until dismissed as a free action. You can use any of your Shadow lord ability’s in daylight as long as you make a concentration check each round equal to the save dc of the light effect (normal daylight is DC 15). Also the darkness you Create with your Shroud of Night is as per the spell deeper darkness and it grants you 40% concealment .