Amoren
2011-07-27, 07:12 AM
Yeah, I don't have much experience designing classes and material for roleplaying games, so I'm liable to make a lot of mistakes. Still, I've got an image in my head for this class which is what I'm basing this off of. I'm still unsure of stuff (like if it should use at-will abilities like a warlock, or have an inspiration/ki pool it pulls from, refreshed either by day or encounter).
Needless to say, this is a work in process, but any advice/suggestions would be appreciated! ^^;
I'll be there... around every corner... in every empty room... as inevitable as your guilty conscience...
-The Shadow-
Abilities: Dexterity is the most important ability for a Night Blade, as it increases their combat capability and many of their skills. Intelligence increases a Night Blade's skills per level, and also their capacity to control and use many of their abilities. Constitution increases the Night Blade's hit points making them less fragile, while wisdom and charisma is important for some of the Night Blade's skills.
Role: A Night Blade is a skilled melee fighter and skirmisher, while his wide range of skills and large amount of skill points and stealth abilities make it an effective scout. However, a Night Blade lacks the hit points and armor proficiency to be a primary melee, and typically requires a sturdier party member to fight with.
Background: Night Blades come from a myriad of backgrounds, from street urchins, trained assassins, and sometimes even nobles. However, one thing is always a constant among every Night Blade, they have all had some confrontation or experience with the Plane of Shadow that has permanently suffused their soul with its essence. Whether it be through a deliberate dark ritual, prolonged exposure to the Plane of Shadows, or a near death experience at the hands of a dark creature, all Night Blades have lost a portion of their humanity to it.
Whether through training or natural talent, the Night Blade soon learns to draw upon the dark essence inside of them to suffuse and enhance their mortal bodies, and even extend this essence outside of their shadows and bodies in displays of supernatural power.
Organization: There is no official organization among Night Blades, although they tend to congregate in assassin or thief guilds. Such guilds sometimes offer to induct their members into the Night Blades via use of shadow caster rituals, either by purposely infusing their soul with a shard from the Plane of Shadow - or in the more martial guilds, by summoning forth a creature from the plane to fight the inductee one on one.
Alignment: Any. A Night Blade can can come from any walk of life, and thus isn't limited to an alignment. However, certain alignments might prevent someone from becoming a Night Blade in a certain way (for example, a Lawful Good character might not be willing to undergo a shadow caster ritual to infuse his soul with shadowstuff, but he might be the unfortunate victim of planar exposure). Because of this, most Night Blades tend to be chaotic or non-good in alignment.
Races: Any.
Religion: A Night Blade is prone to worship of gods of shadow or deceit due to their use of shadows for their abilities, although the worship of Gods that favor rogues is equally as common.
Other Classes:
Adaption:
Hit Die: D6
Starting Gold: 4d4x10 gp
Class Features
Class Skills: The Night Blade's class skills (and the key ability for each skill) are; 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 (The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: (6 + Intelligence Modifier) x 4
Skill Points Per Level After First: 6 + Intelligence Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|
+0|
+0|
+2|
+2|Child of the Night, Weapon Finesse, Trapfinding, Sneak Attack +1d6
2nd|
+1|
+0|
+3|
+3|Shadow Pocket, Night Blade Mystery (Least)
3rd|
+2|
+1|
+3|
+3|Evasion, Weapon Style (Least)
4th|
+3|
+1|
+4|
+4|Sneak Attack +2d6
5th|
+3|
+1|
+4|
+4|Improved Darkvision, Night Blade Mystery (Least)
6th|
+4|
+2|
+5|
+5|
7th|
+5|
+2|
+5|
+5|Sneak Attack +3d6
8th|
+6/1|
+2|
+6|
+6|Hide In Plain Sight, Night Blade Mystery (Least)
9th|
+6/1|
+3|
+6|
+6|Weapon Style (Least)
10th|
+7/2|
+3|
+7|
+7|Sneak Attack +4d6
11th|
+8/3|
+3|
+7|
+7|Night Blade Mystery (Lesser)
12th|
+9/4|
+4|
+8|
+8|
13th|
+9/4|
+4|
+8|
+8|Sneak Attack +5d6
14th|
+10/5|
+4|
+9|
+9|Night Blade Mystery (Lesser)
15th|
+11/6/1|
+5|
+9|
+9|Weapon Style (Major)
16th|
+12/7/2|
+5|
+10|
+10|Sneak Attack +6d6
17th|
+12/7/2|
+5|
+10|
+5|Night Blade Mystery (Lesser)
18th|
+13/8/3|
+6|
+11|
+6|
19th|
+14/9/4|
+6|
+11|
+11|Sneak Attack +7d6
20th|
+15/10/5|
+6|
+12|
+12|Night Blade Mystery (Major)[/table]
Weapon and Armor Proficiency
Night Blades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Night Blades are proficient with light armor, but not with shields.
Child of the Night:
Regardless of whether the Night Blade was willing or not, he has been permanently altered from his exposure to the Plane of Shadow. The physical manifestation of this change is seen in the Night Blade's shadow, which stands out crisp and dark even in low lighting. The benefits and costs of this affliction are listed below.
Darkvision (Ex): The Night Blade gains darkvision out to 60ft.
Superior Low-Light Vision (Ex)
Resistance to Cold (Ex) The Night Blade increases his resistance to cold by 1 per Night Blade level.
Vulnerability to Dismissial (Su) Even if the Night Blade is not an extraplanar creature, the shadowstuff within his being is other planar in nature, rendering him targettable by the spell. If he fails his will save against dismissal, rather than being dismissed from the plane, the Night Blade instead takes 1d6 damage for every two caster levels of the caster, and all of his Night Blade supernatural class abilities are supressed for 1d4 rounds.
Weapon Finesse:
Night Blade's gain Weapon Finesse as a bonus feat at 1st level, regardless of whether he meets the prerequisites or not.
Trap Finding:
Night Blade's can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Night Blade's can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Night Blade who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Sneak Attack:
If a Night Blade can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Night Blade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Night Blade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Night Blade levels thereafter. Should the Night Blade score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Night Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Night Blade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Night Blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Night Blade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Shadow Pocket (Su):
Starting at 2nd level, a Night Blade begins to learn to tap into his shadow essence to start to affect the material world. The Night Blade gains the capacity to store and retrieve items from within his own shadow (or any shadows connected to his person, such as the shadows within a cloak he's wearing). The Night Blade can store 10 pounds of nonliving objects within his shadows per Night Blade class level, this weight doesn't count against the Night Blade’s encumbrance weight limit. While in an anti-magic field, or while his supernatural abilities have been supressed by a dissmissal spell, any stored items remain within the Night Blade's shadow but simply can't be accessed until he leaves the Anti-Magic Field or his supernatural abilities return.
At second level, a Night Blade can retrieve or store an object within his shadows as a move action (or as part of a move action). At level 5 he can retrieve or store items within his shadows as a swift action (This ability counts as Quick Draw for any feat, ability, or skill trick that requires it). And at level 8 he can do so as a free action and doesn’t need to reach into his shadows to retrieve the item - it pops into his hands ready for use (he must still place items within his shadow as a swift action, however).
Night Blade Mysteries (Su)
Starting at second level, the Night Blade can start to learn unique mysteries, similar to those of shadowcasters. He learns one least Night Blade mystery at levels 2, 5, and 8. One Lesser mystery at 11, 14, and 17, and finally one major mystery at level 20.
Evasion:
At 3nd level and higher, a Night Blade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Night Blade is wearing light armor or no armor. A helpless Night Blade does not gain the benefit of evasion.
Weapon Style (Least):
At third level, a Night Blade begins to hone himself with a particular category of weapons, taking advantage of the speed and dexterity offered to him by the shadowstuff within his body to pull off remarkable feats with his chosen weapon. He selects one group of weapons from the following list, and gains the benefit of his chosen weapon group below. A weapon which themantically fits with one of these categories may be counted as part of its category, with DM permission. Daggers (Dagger, Kukri, Punching Dagger, Barbed Dagger), Light Blades (Shortswords, Rapiers), Curved Blades (Sickles, Scythes), and Spiked Chains.
Dagger Style, Least (Ex): Add your dexterity modifier to damage rather than your strength modifier (if higher) with weapons of this group. Additionally, you add your full ability modifier to damage with a weapon of this group in your off hand, rather than one-half your ability modifier.
Light Blade Style, Least (Ex): While wielding a weapon from this category with one hand, and not holding anything in your off hand, you add your dexterity modifier to damage with your main hand weapon. Additionally, you add your intelligence modifier as a dodge bonus to AC whenever you're wielding a weapon from this category in your main hand, aren't holding anything in your off hand, and are wearing light or no armor.
Curved Blade Style, Least (Ex): When you deal damage with a weapon from this group, the target takes ongoing bleed damage equal to your dexterity modifier at the start of its turn until it receives a DC 15 heal check or is healed by at least one point of health by magical healing. This damage doesn't stack from multiple hits.
Spiked Chain Style, Least (Ex): You gain proficiency with the spiked chain. When wielding a spiked chain, you can use your dexterity modifier rather than strength modifier for trip, grapple, and disarm attempts. Additionally, you may make grapple attempts with a spiked chain. Doing so does not provoke an attack of opportunity, and you do not have to move into the targets square to maintain the grapple (you only need to be in reach of the target with your spiked chain). Instead of dealing unarmed damage when you manage to maintain a grapple, you instead deal your normal weapon damage as if you had just hit with an attack (minus precision damage such as sneak attack). You cannot pin opponents you grapple with a spiked chain.
Improved Darkvision (Ex):
At 5th level a Night Blade's darkvision improves. He can now see in all darkness, even magical or supernatural darkness.
Hide In Plain Sight (Su):
At 8th level, a Night Blade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, the Night Blade can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Needless to say, this is a work in process, but any advice/suggestions would be appreciated! ^^;
I'll be there... around every corner... in every empty room... as inevitable as your guilty conscience...
-The Shadow-
Abilities: Dexterity is the most important ability for a Night Blade, as it increases their combat capability and many of their skills. Intelligence increases a Night Blade's skills per level, and also their capacity to control and use many of their abilities. Constitution increases the Night Blade's hit points making them less fragile, while wisdom and charisma is important for some of the Night Blade's skills.
Role: A Night Blade is a skilled melee fighter and skirmisher, while his wide range of skills and large amount of skill points and stealth abilities make it an effective scout. However, a Night Blade lacks the hit points and armor proficiency to be a primary melee, and typically requires a sturdier party member to fight with.
Background: Night Blades come from a myriad of backgrounds, from street urchins, trained assassins, and sometimes even nobles. However, one thing is always a constant among every Night Blade, they have all had some confrontation or experience with the Plane of Shadow that has permanently suffused their soul with its essence. Whether it be through a deliberate dark ritual, prolonged exposure to the Plane of Shadows, or a near death experience at the hands of a dark creature, all Night Blades have lost a portion of their humanity to it.
Whether through training or natural talent, the Night Blade soon learns to draw upon the dark essence inside of them to suffuse and enhance their mortal bodies, and even extend this essence outside of their shadows and bodies in displays of supernatural power.
Organization: There is no official organization among Night Blades, although they tend to congregate in assassin or thief guilds. Such guilds sometimes offer to induct their members into the Night Blades via use of shadow caster rituals, either by purposely infusing their soul with a shard from the Plane of Shadow - or in the more martial guilds, by summoning forth a creature from the plane to fight the inductee one on one.
Alignment: Any. A Night Blade can can come from any walk of life, and thus isn't limited to an alignment. However, certain alignments might prevent someone from becoming a Night Blade in a certain way (for example, a Lawful Good character might not be willing to undergo a shadow caster ritual to infuse his soul with shadowstuff, but he might be the unfortunate victim of planar exposure). Because of this, most Night Blades tend to be chaotic or non-good in alignment.
Races: Any.
Religion: A Night Blade is prone to worship of gods of shadow or deceit due to their use of shadows for their abilities, although the worship of Gods that favor rogues is equally as common.
Other Classes:
Adaption:
Hit Die: D6
Starting Gold: 4d4x10 gp
Class Features
Class Skills: The Night Blade's class skills (and the key ability for each skill) are; 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 (The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at First Level: (6 + Intelligence Modifier) x 4
Skill Points Per Level After First: 6 + Intelligence Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|
+0|
+0|
+2|
+2|Child of the Night, Weapon Finesse, Trapfinding, Sneak Attack +1d6
2nd|
+1|
+0|
+3|
+3|Shadow Pocket, Night Blade Mystery (Least)
3rd|
+2|
+1|
+3|
+3|Evasion, Weapon Style (Least)
4th|
+3|
+1|
+4|
+4|Sneak Attack +2d6
5th|
+3|
+1|
+4|
+4|Improved Darkvision, Night Blade Mystery (Least)
6th|
+4|
+2|
+5|
+5|
7th|
+5|
+2|
+5|
+5|Sneak Attack +3d6
8th|
+6/1|
+2|
+6|
+6|Hide In Plain Sight, Night Blade Mystery (Least)
9th|
+6/1|
+3|
+6|
+6|Weapon Style (Least)
10th|
+7/2|
+3|
+7|
+7|Sneak Attack +4d6
11th|
+8/3|
+3|
+7|
+7|Night Blade Mystery (Lesser)
12th|
+9/4|
+4|
+8|
+8|
13th|
+9/4|
+4|
+8|
+8|Sneak Attack +5d6
14th|
+10/5|
+4|
+9|
+9|Night Blade Mystery (Lesser)
15th|
+11/6/1|
+5|
+9|
+9|Weapon Style (Major)
16th|
+12/7/2|
+5|
+10|
+10|Sneak Attack +6d6
17th|
+12/7/2|
+5|
+10|
+5|Night Blade Mystery (Lesser)
18th|
+13/8/3|
+6|
+11|
+6|
19th|
+14/9/4|
+6|
+11|
+11|Sneak Attack +7d6
20th|
+15/10/5|
+6|
+12|
+12|Night Blade Mystery (Major)[/table]
Weapon and Armor Proficiency
Night Blades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Night Blades are proficient with light armor, but not with shields.
Child of the Night:
Regardless of whether the Night Blade was willing or not, he has been permanently altered from his exposure to the Plane of Shadow. The physical manifestation of this change is seen in the Night Blade's shadow, which stands out crisp and dark even in low lighting. The benefits and costs of this affliction are listed below.
Darkvision (Ex): The Night Blade gains darkvision out to 60ft.
Superior Low-Light Vision (Ex)
Resistance to Cold (Ex) The Night Blade increases his resistance to cold by 1 per Night Blade level.
Vulnerability to Dismissial (Su) Even if the Night Blade is not an extraplanar creature, the shadowstuff within his being is other planar in nature, rendering him targettable by the spell. If he fails his will save against dismissal, rather than being dismissed from the plane, the Night Blade instead takes 1d6 damage for every two caster levels of the caster, and all of his Night Blade supernatural class abilities are supressed for 1d4 rounds.
Weapon Finesse:
Night Blade's gain Weapon Finesse as a bonus feat at 1st level, regardless of whether he meets the prerequisites or not.
Trap Finding:
Night Blade's can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Night Blade's can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Night Blade who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Sneak Attack:
If a Night Blade can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Night Blade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Night Blade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Night Blade levels thereafter. Should the Night Blade score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Night Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Night Blade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Night Blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Night Blade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Shadow Pocket (Su):
Starting at 2nd level, a Night Blade begins to learn to tap into his shadow essence to start to affect the material world. The Night Blade gains the capacity to store and retrieve items from within his own shadow (or any shadows connected to his person, such as the shadows within a cloak he's wearing). The Night Blade can store 10 pounds of nonliving objects within his shadows per Night Blade class level, this weight doesn't count against the Night Blade’s encumbrance weight limit. While in an anti-magic field, or while his supernatural abilities have been supressed by a dissmissal spell, any stored items remain within the Night Blade's shadow but simply can't be accessed until he leaves the Anti-Magic Field or his supernatural abilities return.
At second level, a Night Blade can retrieve or store an object within his shadows as a move action (or as part of a move action). At level 5 he can retrieve or store items within his shadows as a swift action (This ability counts as Quick Draw for any feat, ability, or skill trick that requires it). And at level 8 he can do so as a free action and doesn’t need to reach into his shadows to retrieve the item - it pops into his hands ready for use (he must still place items within his shadow as a swift action, however).
Night Blade Mysteries (Su)
Starting at second level, the Night Blade can start to learn unique mysteries, similar to those of shadowcasters. He learns one least Night Blade mystery at levels 2, 5, and 8. One Lesser mystery at 11, 14, and 17, and finally one major mystery at level 20.
Evasion:
At 3nd level and higher, a Night Blade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Night Blade is wearing light armor or no armor. A helpless Night Blade does not gain the benefit of evasion.
Weapon Style (Least):
At third level, a Night Blade begins to hone himself with a particular category of weapons, taking advantage of the speed and dexterity offered to him by the shadowstuff within his body to pull off remarkable feats with his chosen weapon. He selects one group of weapons from the following list, and gains the benefit of his chosen weapon group below. A weapon which themantically fits with one of these categories may be counted as part of its category, with DM permission. Daggers (Dagger, Kukri, Punching Dagger, Barbed Dagger), Light Blades (Shortswords, Rapiers), Curved Blades (Sickles, Scythes), and Spiked Chains.
Dagger Style, Least (Ex): Add your dexterity modifier to damage rather than your strength modifier (if higher) with weapons of this group. Additionally, you add your full ability modifier to damage with a weapon of this group in your off hand, rather than one-half your ability modifier.
Light Blade Style, Least (Ex): While wielding a weapon from this category with one hand, and not holding anything in your off hand, you add your dexterity modifier to damage with your main hand weapon. Additionally, you add your intelligence modifier as a dodge bonus to AC whenever you're wielding a weapon from this category in your main hand, aren't holding anything in your off hand, and are wearing light or no armor.
Curved Blade Style, Least (Ex): When you deal damage with a weapon from this group, the target takes ongoing bleed damage equal to your dexterity modifier at the start of its turn until it receives a DC 15 heal check or is healed by at least one point of health by magical healing. This damage doesn't stack from multiple hits.
Spiked Chain Style, Least (Ex): You gain proficiency with the spiked chain. When wielding a spiked chain, you can use your dexterity modifier rather than strength modifier for trip, grapple, and disarm attempts. Additionally, you may make grapple attempts with a spiked chain. Doing so does not provoke an attack of opportunity, and you do not have to move into the targets square to maintain the grapple (you only need to be in reach of the target with your spiked chain). Instead of dealing unarmed damage when you manage to maintain a grapple, you instead deal your normal weapon damage as if you had just hit with an attack (minus precision damage such as sneak attack). You cannot pin opponents you grapple with a spiked chain.
Improved Darkvision (Ex):
At 5th level a Night Blade's darkvision improves. He can now see in all darkness, even magical or supernatural darkness.
Hide In Plain Sight (Su):
At 8th level, a Night Blade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, the Night Blade can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.