Dralnu
2011-09-25, 04:32 PM
HAND OF RHYXALI
"..."
-- A recent victim of a Hand of Rhyxali.
http://img23.imageshack.us/img23/3751/shadow1h.png
Rhyxali, the demon princess of shadow, is one of the most powerful fiends in the Abyss. She controls an entire layer called Shaddonon, a place of perpetual darkness and home to her shadow demon servants. Unlike such princes as Demogorgon, Orcus, and her brother Graz’zt, she maintains a low profile. She doesn't openly wage war with the other demon lords or covet a larger realm. Instead she seeks personal power, and she attains that power with the deadliest weapon of all: knowledge. Her shadow demon spies are her eyes and ears throughout the Lower Planes, and she in turn sells this information to anyone willing to pay, while keeping the best tidbits for herself to exploit. Shaddonon also has the reputation of being the main soul-trading center in the Abyss, which further increases her power.
Rhyxali has recently turned her attention to the Material Plane. For reasons unknown, she now seeks to expand her influence there. To do so, the princess of shadow has begun offering making Pacts of Shadow to exceptional magic-blooded mortals, granting them a taste of her fiendish powers, including her mastery of shadow and assassination. In return, these empowered individuals become become the demon lord's eyes and ears on the Material Plane, letting her see and hear what they do, and every soul of a victim they kill is sent to Shaddonon and placed in her possession.
These individuals that accept the Pact of Shadow are called Hands of Rhyxali. Innately magical beings that have their mystical powers augmented by the fiendish pact, Hands of Rhyxali are not obligated to swear loyalty to the princess of shadow and are free to follow their own path, but will forever more be mortal spies for her and every life they take will bolster her power.
BECOMING A HAND OF RHYXALI
ENTRY REQUIREMENTS
Alignment: Any nongood.
Skills: Hide 4 ranks, Knowledge (Planes) 8 ranks, Move Silently 4 ranks.
Feats: Pact of Shadow (new feat described below)
Invocations: Able to use the Darkness invocation.
Special: Sneak attack +1d6.
CLASS SKILLS
The hand of rhyxali’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), 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). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Hit Dice: d8
HAND OF RHYXALI
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spellcasting
1st|+1|+0|+2|+0|Death Attack, Shadowsight, Shadow Jump|
--
2nd|+2|+0|+3|+0|Poison Use, Shadow Pounce|
+1 level of existing invocation using class
3rd|+3|+1|+3|+1|Empowered Attack, Sneak Attack +1d6|
+1 level of existing invocation using class
4th|+4|+1|+4|+1|Hide In Plain Sight|
+1 level of existing invocation using class
5th|+5|+1|+4|+1|Shadowslip|
+1 level of existing invocation using class
6th|+6|+2|+5|+2|Silencing Attack, Sneak Attack +2d6|
--
7th|+7|+2|+5|+2|Summon Shadow Demon|
+1 level of existing invocation using class
8th|+8|+2|+6|+2|Shadow Discorporation|
+1 level of existing invocation using class
9th|+9|+3|+6|+3|Quickening Attack, Sneak Attack +3d6|
+1 level of existing invocation using class
10th|+10|+3|+7|+3|Bloody Murder|
+1 level of existing invocation using class
[/table]
CLASS FEATURES
Weapon and Armor Proficiency: You gain no proficiency in any weapon or armor.
Invocations: At each level except 1st and 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level (including eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a shadow assassin, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
Death Attack (Ex): As the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack).
Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, you gain a superior form of darkvision with a 60-foot range. You can see through any form of normal or magical darkness without hindrance.
Shadow Jump (Su): You can 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 or darkness. You can jump a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.
Poison Use (Ex): At 2nd level, you gain the ability to use poison safely, as the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#assassinPoisonUse).
Shadow Pounce (Ex): At 2nd level, you learn how to attack swiftly from the shadows. Any time you use an ability, spell, or effect with the teleportation descriptor (for example, your shadow jump ability), you may execute a full attack upon completion of the teleportation. You must have line of sight on your intended target from your original location, and the spot to which you teleport must be a place from which you can launch a melee attack at the intended target with whatever weapon you have in hand at the beginning of your action. You may only perform this act once per round, regardless of how many times you teleport.
Sneak Attack (Ex): This is exactly like the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) of the same name. The extra damage dealt increases by +1d6 at 6th and 9th level. If you get a sneak attack bonus from another source, the bonuses on damage stack.
Empowered Attack (Ex): Starting at 3rd level, when you successfully deal sneak attack damage to an enemy, you gain a bonus +2 to any saving throw DC associated to that attack along with any other ability that you use before the start of your next turn.
Hide In Plain Sight (Su): At 4th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Shadowslip (Su): Starting at 5th level, the shadows on the ground reach up to envelop you. You can become momentarily intangible and slip through barriers. If you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check. If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).
Silencing Attack (Su): Starting at 6th level, when you successfully deal sneak attack damage to an enemy, you may silence the enemy as a free action, as the spell Silence (http://www.d20srd.org/srd/spells/silence.htm), except it only affects the target itself and not also the area around it. You can use this ability once per encounter.
Summon Shadow Demon (Sp): At 7th level, your growing understanding of Rhylaxi's fiendish blessings allows you to command her faithful servants, the shadow demons. You can summon a shadow demon (Book of Vile Darkness p172) once per day. This functions as a summon monster (http://www.d20srd.org/srd/spells/summonMonsterI.htm) spell cast by a spellcaster of your effective character level. Shadow demons summoned this way cannot use any spell-like abilities other than their at-will spell-like abilities.
Shadow Discoporation (Su): At 8th level, you learn how to use your mastery of shadows to cheat death. If you are in shadows or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce you to 0 hit points or below instead has a chance to discorporate you. You attempt a Reflex save (DC 5 + damage dealt); if successful, you simply break apart into dozens of flitting shadows and vanishes, along with anything you are holding or carrying. At the next sunset, you reappear at the spot of your choosing within one mile of the place where you were forced to discorporate. While discorporate, you simply do not exist - you can do nothing, nor can any of yout enemies do anything to you.
Quickening Attack (Su): Starting at 9th level, when you successfully deal sneak attack damage to an enemy, an invocation of "greater" grade or lower that you cast before the end of you next turn is quickened as by the Quicken Spell-like Ability metamagic feat. You do not need to know the Quicken Spell-like Ability feat to use this ability. You can use this ability once per encounter.
Bloody Murder (Ex): At 10th level, you've reached the pinnacle of assassination. You may observe any number of foes simultaneously when setting up a death attack. Whenever you kill or paralyze an opponent with a death attack, you may use shadow jump as a free action and get an immediate, extra melee attack at the end of the teleportation, which can also be a death attack if applicable. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. There is no limit to the number of such bonus attacks you can receive per round.
PLAYING A HAND OF RHYXALI
Like the demon lord that has granted you power, you are a perfect assassin. Darkness itself is your greatest weapon, which you wield with unmatched mastery. Your wiser victims know that wherever there is but a single patch of shadow, they are not safe.
While you've chosen to augment your magics with Rhyxali's powerful blessings, you don't necessarily have to devote yourself to the demon princess of shadow, or even like her. Rhyxali doesn't ask for loyalty or anything that requires actual effort on the recipient's part. You passively spy for the demon lord just by existing. Each life you snuff out is added to her collection, but if you were willing to kill the person anyway, sending the victim's soul straight to Hell could be just a nice bonus. Both loyal fanatics and uncaring individuals are welcomed by Rhylaxi, so long as you have the magic blood required to contain her blessings.
COMBAT
You're most effective when playing towards your stealthy strengths. Striking from the shadows, taking out a target quickly before it can react and then retreating back into the darkness, that is the way of a masterful assassin. Others may call you an honorless coward, demanding you step into the light and face them without trickery. Those people will be dead on the ground a second later, while you haven't even suffered a scratch.
ADVANCEMENT
Accept Rhylaxi's offer of power and you will be granted it. Your magic-infused soul is a vassal for her fiendish blessings. As you grow in power and master your abilities, your soul grows stronger and allows you to contain more of the demon lord's powers as you continue progressing in this class.
RESOURCES
Hands of Rhyxali are made from personal pacts with the demon lord herself and there is no formal organization that the Hands congregate in. The individuals have no affiliation with each other because each individual made their pact for their own reasons. In fact, having organized groups would work against Rhyxali's interests, as she'd prefer to have her spies scattered amongst the realms rather than congregate in the same spot. Thus, Hands of Rhylaxi are for the most part self-sufficient.
HANDS OF RHYXALI IN THE WORLD
"Spoiled brats! If being born with magic in your veins wasn't lucky enough, now they're handed stealthy powers like free candy? Ah well. At least I can join the shadowdancers, I guess..."
- Lidda, a disgruntled rogue
Hands of Rhyxali are magic-blooded individuals that been bestowed with shadow powers of fiendish origin. The only common theme between them all is a lust for power without care of its origins. Hands of Rhylaxi are first and foremost assassins, and can be found anywhere an assassin could be found.
ORGANIZATION
There are no known organizations that house Hands of Rhyxali. However, it has been rumored that on rare occasions, a few Hands of Rhyxali that are devoted to the demon lord will gather together in order to accomplish a mission for her.
NPC REACTIONS
To people who do not know much of the Hand of Rhyxali's origins, they are simply stealthy assassins that command shadow magic, and their perception of them reflect their attitudes toward sneaky, deceptive killers that wield sneaky, deceptive magic. So, at the very least, "cautious" would be an appropriate attitude many people harbor towards one.
For those that do know about the source of the Hand of Rhyxali's powers, however, their attitude to them is the same as their attitude to the demon lord. In general, most people in-the-know hate and fear Hands, for the same reasons that they hate cruel, chaotic, thoroughly evil demons.
HAND OF RHYXALI LORE
Characters with ranks in Knowledge (Planes) can research Hands of Rhyxali and learn more about them. When a character makes a skillcheck, paraphrase the following, including the information from lower DCs.
DC 10: I've heard strange tales of assassins that are most dangerous in darkness.
DC 15: These individuals are known as Hands of Rhyxali. They are magic-blooded individuals that have mastery over shadows and assassination techniques.
DC 20: Hands of Rhyxali gain their powers from a pact with a powerful demon lord.
DC 25: Reveals information about Rhyxali and the nature of the Pact of Shadow.
HANDS OF RHYXALI IN THE GAME
Hands of Rhyxali are more often enemies than allies. They may be found under the employment of another NPC to kill an important target, such as the PCs themselves, or any other situation where stealth and assassination is called for.
As a player character, a Hand of Rhyxali appeals to players that like playing sneaky characters that excel at scouting and hit-and-run tactics. Others may enjoy the shadowy theme of the class, or the unique blend of shadow magic with rogueish sensibilities that stand out from other assassin types.
ADAPTION
WIP
SAMPLE ENCOUNTER
http://eretze.wikispaces.com/file/view/Tiefling_Rogue.jpg/243297919/Tiefling_Rogue.jpg
Azazel D'ogun, a Hand of Rhyxali
Azazel D'ogun has never been accepted into society. When he was born, his single mother tried to raise the fiend-touched child in a cabin at the outskirts of a village. But when the villagers found the red-skinned boy with devilish horns and tail, they locked the mother and child in the cabin and lit in on fire, burning the mother alive. Azazel managed to survive due to his fiendish heritage. From that day on, the tiefling has lived on his own, sustaining himself as a thief and later as a mercenary and assassin when his innate magical powers began manifesting.
When Azazel discovered the Pact of Shadow, he immediately jumped at the opportunity to create one. To him, Rhyxali's fiendish blessings are a great boon to his goals and ambitions at no cost to himself. He has no desire to serve the demon lord, but doesn't care if he passively aids her in his regular daily life.
Azazel D'ogun CR 7
Male tiefling rogue 1/ warlock 4/ hand of rhyxali 2
CE Medium outsider (native)
Init +4; Senses darkvision (including magical) 60 ft.; Listen +3, Spot -1
Languages Common, Infernal, Draconic, Elven
-----------------------------------
AC 20, touch 14, flat-footed 16
(+4 Dex, +6 armor)
hp 45 (7 HD); DR 1/cold iron
Immune outsider immunities
Resist cold 5, electricity 5, fire 5
Fort +6, Ref +3, Will +3
-----------------------------------
Speed 30 ft. (6 squares)
Melee 2 eldritch dagger +7 (3d6)
Ranged sickening eldritch blast +9 (3d6 plus sickened)
Base Atk +5; Grp +5
Atk Options death attack (DC 14), sneak attack +1d6, shadow pounce
SA darkness, detect magic, shadow jump
Combat Gear 1 vial of drow poison (unconscious DC 13), 1 vial of large scorpion venom (1d6 Str / 1d6 Str DC 18), 1 vials of giant wasp poison (1d6 Dex / 1d6 Dex DC 18)
Invocations Known (CL 5th):
Least —darkness, eldritch dagger* +9, sickening blast +9 (DC 13)
* New invocation; see below
Spell-Like Abilities (CL 7th):
1/day—darkness
Supernatural Abilities (CL 7th):
1/day— incorporeality (3 rounds)
-----------------------------------
Abilities Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 12 (elite array)
SQ trapfinding, deceive item, shadowsight, poison use, shadow pounce
Feats Two-Weapon Fighting, Pact of Shadow*, Weapon Finesse
* New feat; see below.
Skills Balance +10, Bluff +8, Disable Device +6, Escape Artist +8, Hide +14, Knowledge (arcana) +3, Knowledge (planes) +11, Knowledge (religion) +3, Listen +3, Move Silently +8, Search +6, Spellcraft +3, Tumble +14, Use Magic Device +12
Scrolls 1 comprehend languages, 1 endure elements, 1 hide from animals, 1 hide from undead, 1 protection from good, 1 protection from evil, 1 protection from law, 1 protection from chaos, 1 undetectable alignment, 1 invisibility
Possessions combat gear and scrolls plus +1 mithril breastplate, 115gp
-----------------------------------
Sneak Attack (Ex) +1d6
Trapfinding (Ex) Can use the search skill to detect traps DC higher than 20 and can use Disable Device skill to disable traps.
Sickening Eldritch Blast (Sp) Fire a ray as a melee touch attack with a range of 60 feet. If it hits, the target takes 3d6 damage and must make a fortitude save (DC 13) or be sickened for one minute.
Detect Magic (Sp) Detect magic at will (CL 4).
Damage Reduction (Su) DR 1/cold iron.
Deceive Item (Ex) Can take 10 on UMD checks even when distracted or threatened.
Pact of Shadow (Su) 1/day go incorporeal for up to 3 rounds. Enemies killed must make a Will save DC 17 or have their souls sent to Rhyxali in Shadonnon.
Death Attack (Ex) Can make a sneak attack that can paralyze or kill the target (Fort save DC 14)
Shadowsight (Ex) See through normal or magical darkness 60ft.
Shadow Jump (Su) Teleport between shadows as by dimension door up to 40 feet per day.
Poison Use (Ex) Isn't at risk of poisoning himself when applying poisons.
Shadow Pounce (Ex) Perform a full attack at the end of a spell with the "teleport" descriptor.
Strategies and Tactics
Azazel D'ogun likes being fully prepared before entering combat. If he has time to prepare beforehand, he will use any appropriate scrolls on himself and coat his eldritch daggers with his wasp and scorpion venom. He will keep his Darkness invocation up to give himself concealment.
If possible, Azazel will begin in hiding. If there's nowhere to hide, he will use his scroll of Invisibility to gain concealment. He starts combat by shadow jumping beside a spellcaster and unleashing a shadow pounce death attack, hoping to take out the biggest threat in the surprise round.
If brought below half health, Azazel will retreat, likely using his 1/day incorporeality (3 rounds) from his Pact of Shadow to escape to safety.
Design:
I wanted to make an assassin PrC for invokers. I want it to be low tier 3, roughly comparable to Tome of Battle classes.
The prestige class is an orgy of abilities derived from Assassin, Jade Phoenix Mage, Shadowdancer, and tons of Teflammar Shadowlord.
The prestige class is intended to be roughly balanced with a straight-classed warlock. A warlock taking this class loses 3 levels of caster progression and in return has his BAB upgraded from medium to full and a bunch of stronger, but more specialized assassin/shadow abilities. The result is that the warlock becomes a worse blaster / debuffer but a stronger melee roguish player.
"..."
-- A recent victim of a Hand of Rhyxali.
http://img23.imageshack.us/img23/3751/shadow1h.png
Rhyxali, the demon princess of shadow, is one of the most powerful fiends in the Abyss. She controls an entire layer called Shaddonon, a place of perpetual darkness and home to her shadow demon servants. Unlike such princes as Demogorgon, Orcus, and her brother Graz’zt, she maintains a low profile. She doesn't openly wage war with the other demon lords or covet a larger realm. Instead she seeks personal power, and she attains that power with the deadliest weapon of all: knowledge. Her shadow demon spies are her eyes and ears throughout the Lower Planes, and she in turn sells this information to anyone willing to pay, while keeping the best tidbits for herself to exploit. Shaddonon also has the reputation of being the main soul-trading center in the Abyss, which further increases her power.
Rhyxali has recently turned her attention to the Material Plane. For reasons unknown, she now seeks to expand her influence there. To do so, the princess of shadow has begun offering making Pacts of Shadow to exceptional magic-blooded mortals, granting them a taste of her fiendish powers, including her mastery of shadow and assassination. In return, these empowered individuals become become the demon lord's eyes and ears on the Material Plane, letting her see and hear what they do, and every soul of a victim they kill is sent to Shaddonon and placed in her possession.
These individuals that accept the Pact of Shadow are called Hands of Rhyxali. Innately magical beings that have their mystical powers augmented by the fiendish pact, Hands of Rhyxali are not obligated to swear loyalty to the princess of shadow and are free to follow their own path, but will forever more be mortal spies for her and every life they take will bolster her power.
BECOMING A HAND OF RHYXALI
ENTRY REQUIREMENTS
Alignment: Any nongood.
Skills: Hide 4 ranks, Knowledge (Planes) 8 ranks, Move Silently 4 ranks.
Feats: Pact of Shadow (new feat described below)
Invocations: Able to use the Darkness invocation.
Special: Sneak attack +1d6.
CLASS SKILLS
The hand of rhyxali’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), 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). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier
Hit Dice: d8
HAND OF RHYXALI
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spellcasting
1st|+1|+0|+2|+0|Death Attack, Shadowsight, Shadow Jump|
--
2nd|+2|+0|+3|+0|Poison Use, Shadow Pounce|
+1 level of existing invocation using class
3rd|+3|+1|+3|+1|Empowered Attack, Sneak Attack +1d6|
+1 level of existing invocation using class
4th|+4|+1|+4|+1|Hide In Plain Sight|
+1 level of existing invocation using class
5th|+5|+1|+4|+1|Shadowslip|
+1 level of existing invocation using class
6th|+6|+2|+5|+2|Silencing Attack, Sneak Attack +2d6|
--
7th|+7|+2|+5|+2|Summon Shadow Demon|
+1 level of existing invocation using class
8th|+8|+2|+6|+2|Shadow Discorporation|
+1 level of existing invocation using class
9th|+9|+3|+6|+3|Quickening Attack, Sneak Attack +3d6|
+1 level of existing invocation using class
10th|+10|+3|+7|+3|Bloody Murder|
+1 level of existing invocation using class
[/table]
CLASS FEATURES
Weapon and Armor Proficiency: You gain no proficiency in any weapon or armor.
Invocations: At each level except 1st and 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level (including eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a shadow assassin, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
Death Attack (Ex): As the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack).
Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, you gain a superior form of darkvision with a 60-foot range. You can see through any form of normal or magical darkness without hindrance.
Shadow Jump (Su): You can 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 or darkness. You can jump a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.
Poison Use (Ex): At 2nd level, you gain the ability to use poison safely, as the assassin ability (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#assassinPoisonUse).
Shadow Pounce (Ex): At 2nd level, you learn how to attack swiftly from the shadows. Any time you use an ability, spell, or effect with the teleportation descriptor (for example, your shadow jump ability), you may execute a full attack upon completion of the teleportation. You must have line of sight on your intended target from your original location, and the spot to which you teleport must be a place from which you can launch a melee attack at the intended target with whatever weapon you have in hand at the beginning of your action. You may only perform this act once per round, regardless of how many times you teleport.
Sneak Attack (Ex): This is exactly like the rogue ability (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) of the same name. The extra damage dealt increases by +1d6 at 6th and 9th level. If you get a sneak attack bonus from another source, the bonuses on damage stack.
Empowered Attack (Ex): Starting at 3rd level, when you successfully deal sneak attack damage to an enemy, you gain a bonus +2 to any saving throw DC associated to that attack along with any other ability that you use before the start of your next turn.
Hide In Plain Sight (Su): At 4th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.
Shadowslip (Su): Starting at 5th level, the shadows on the ground reach up to envelop you. You can become momentarily intangible and slip through barriers. If you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check. If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).
Silencing Attack (Su): Starting at 6th level, when you successfully deal sneak attack damage to an enemy, you may silence the enemy as a free action, as the spell Silence (http://www.d20srd.org/srd/spells/silence.htm), except it only affects the target itself and not also the area around it. You can use this ability once per encounter.
Summon Shadow Demon (Sp): At 7th level, your growing understanding of Rhylaxi's fiendish blessings allows you to command her faithful servants, the shadow demons. You can summon a shadow demon (Book of Vile Darkness p172) once per day. This functions as a summon monster (http://www.d20srd.org/srd/spells/summonMonsterI.htm) spell cast by a spellcaster of your effective character level. Shadow demons summoned this way cannot use any spell-like abilities other than their at-will spell-like abilities.
Shadow Discoporation (Su): At 8th level, you learn how to use your mastery of shadows to cheat death. If you are in shadows or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce you to 0 hit points or below instead has a chance to discorporate you. You attempt a Reflex save (DC 5 + damage dealt); if successful, you simply break apart into dozens of flitting shadows and vanishes, along with anything you are holding or carrying. At the next sunset, you reappear at the spot of your choosing within one mile of the place where you were forced to discorporate. While discorporate, you simply do not exist - you can do nothing, nor can any of yout enemies do anything to you.
Quickening Attack (Su): Starting at 9th level, when you successfully deal sneak attack damage to an enemy, an invocation of "greater" grade or lower that you cast before the end of you next turn is quickened as by the Quicken Spell-like Ability metamagic feat. You do not need to know the Quicken Spell-like Ability feat to use this ability. You can use this ability once per encounter.
Bloody Murder (Ex): At 10th level, you've reached the pinnacle of assassination. You may observe any number of foes simultaneously when setting up a death attack. Whenever you kill or paralyze an opponent with a death attack, you may use shadow jump as a free action and get an immediate, extra melee attack at the end of the teleportation, which can also be a death attack if applicable. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. There is no limit to the number of such bonus attacks you can receive per round.
PLAYING A HAND OF RHYXALI
Like the demon lord that has granted you power, you are a perfect assassin. Darkness itself is your greatest weapon, which you wield with unmatched mastery. Your wiser victims know that wherever there is but a single patch of shadow, they are not safe.
While you've chosen to augment your magics with Rhyxali's powerful blessings, you don't necessarily have to devote yourself to the demon princess of shadow, or even like her. Rhyxali doesn't ask for loyalty or anything that requires actual effort on the recipient's part. You passively spy for the demon lord just by existing. Each life you snuff out is added to her collection, but if you were willing to kill the person anyway, sending the victim's soul straight to Hell could be just a nice bonus. Both loyal fanatics and uncaring individuals are welcomed by Rhylaxi, so long as you have the magic blood required to contain her blessings.
COMBAT
You're most effective when playing towards your stealthy strengths. Striking from the shadows, taking out a target quickly before it can react and then retreating back into the darkness, that is the way of a masterful assassin. Others may call you an honorless coward, demanding you step into the light and face them without trickery. Those people will be dead on the ground a second later, while you haven't even suffered a scratch.
ADVANCEMENT
Accept Rhylaxi's offer of power and you will be granted it. Your magic-infused soul is a vassal for her fiendish blessings. As you grow in power and master your abilities, your soul grows stronger and allows you to contain more of the demon lord's powers as you continue progressing in this class.
RESOURCES
Hands of Rhyxali are made from personal pacts with the demon lord herself and there is no formal organization that the Hands congregate in. The individuals have no affiliation with each other because each individual made their pact for their own reasons. In fact, having organized groups would work against Rhyxali's interests, as she'd prefer to have her spies scattered amongst the realms rather than congregate in the same spot. Thus, Hands of Rhylaxi are for the most part self-sufficient.
HANDS OF RHYXALI IN THE WORLD
"Spoiled brats! If being born with magic in your veins wasn't lucky enough, now they're handed stealthy powers like free candy? Ah well. At least I can join the shadowdancers, I guess..."
- Lidda, a disgruntled rogue
Hands of Rhyxali are magic-blooded individuals that been bestowed with shadow powers of fiendish origin. The only common theme between them all is a lust for power without care of its origins. Hands of Rhylaxi are first and foremost assassins, and can be found anywhere an assassin could be found.
ORGANIZATION
There are no known organizations that house Hands of Rhyxali. However, it has been rumored that on rare occasions, a few Hands of Rhyxali that are devoted to the demon lord will gather together in order to accomplish a mission for her.
NPC REACTIONS
To people who do not know much of the Hand of Rhyxali's origins, they are simply stealthy assassins that command shadow magic, and their perception of them reflect their attitudes toward sneaky, deceptive killers that wield sneaky, deceptive magic. So, at the very least, "cautious" would be an appropriate attitude many people harbor towards one.
For those that do know about the source of the Hand of Rhyxali's powers, however, their attitude to them is the same as their attitude to the demon lord. In general, most people in-the-know hate and fear Hands, for the same reasons that they hate cruel, chaotic, thoroughly evil demons.
HAND OF RHYXALI LORE
Characters with ranks in Knowledge (Planes) can research Hands of Rhyxali and learn more about them. When a character makes a skillcheck, paraphrase the following, including the information from lower DCs.
DC 10: I've heard strange tales of assassins that are most dangerous in darkness.
DC 15: These individuals are known as Hands of Rhyxali. They are magic-blooded individuals that have mastery over shadows and assassination techniques.
DC 20: Hands of Rhyxali gain their powers from a pact with a powerful demon lord.
DC 25: Reveals information about Rhyxali and the nature of the Pact of Shadow.
HANDS OF RHYXALI IN THE GAME
Hands of Rhyxali are more often enemies than allies. They may be found under the employment of another NPC to kill an important target, such as the PCs themselves, or any other situation where stealth and assassination is called for.
As a player character, a Hand of Rhyxali appeals to players that like playing sneaky characters that excel at scouting and hit-and-run tactics. Others may enjoy the shadowy theme of the class, or the unique blend of shadow magic with rogueish sensibilities that stand out from other assassin types.
ADAPTION
WIP
SAMPLE ENCOUNTER
http://eretze.wikispaces.com/file/view/Tiefling_Rogue.jpg/243297919/Tiefling_Rogue.jpg
Azazel D'ogun, a Hand of Rhyxali
Azazel D'ogun has never been accepted into society. When he was born, his single mother tried to raise the fiend-touched child in a cabin at the outskirts of a village. But when the villagers found the red-skinned boy with devilish horns and tail, they locked the mother and child in the cabin and lit in on fire, burning the mother alive. Azazel managed to survive due to his fiendish heritage. From that day on, the tiefling has lived on his own, sustaining himself as a thief and later as a mercenary and assassin when his innate magical powers began manifesting.
When Azazel discovered the Pact of Shadow, he immediately jumped at the opportunity to create one. To him, Rhyxali's fiendish blessings are a great boon to his goals and ambitions at no cost to himself. He has no desire to serve the demon lord, but doesn't care if he passively aids her in his regular daily life.
Azazel D'ogun CR 7
Male tiefling rogue 1/ warlock 4/ hand of rhyxali 2
CE Medium outsider (native)
Init +4; Senses darkvision (including magical) 60 ft.; Listen +3, Spot -1
Languages Common, Infernal, Draconic, Elven
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AC 20, touch 14, flat-footed 16
(+4 Dex, +6 armor)
hp 45 (7 HD); DR 1/cold iron
Immune outsider immunities
Resist cold 5, electricity 5, fire 5
Fort +6, Ref +3, Will +3
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Speed 30 ft. (6 squares)
Melee 2 eldritch dagger +7 (3d6)
Ranged sickening eldritch blast +9 (3d6 plus sickened)
Base Atk +5; Grp +5
Atk Options death attack (DC 14), sneak attack +1d6, shadow pounce
SA darkness, detect magic, shadow jump
Combat Gear 1 vial of drow poison (unconscious DC 13), 1 vial of large scorpion venom (1d6 Str / 1d6 Str DC 18), 1 vials of giant wasp poison (1d6 Dex / 1d6 Dex DC 18)
Invocations Known (CL 5th):
Least —darkness, eldritch dagger* +9, sickening blast +9 (DC 13)
* New invocation; see below
Spell-Like Abilities (CL 7th):
1/day—darkness
Supernatural Abilities (CL 7th):
1/day— incorporeality (3 rounds)
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Abilities Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 12 (elite array)
SQ trapfinding, deceive item, shadowsight, poison use, shadow pounce
Feats Two-Weapon Fighting, Pact of Shadow*, Weapon Finesse
* New feat; see below.
Skills Balance +10, Bluff +8, Disable Device +6, Escape Artist +8, Hide +14, Knowledge (arcana) +3, Knowledge (planes) +11, Knowledge (religion) +3, Listen +3, Move Silently +8, Search +6, Spellcraft +3, Tumble +14, Use Magic Device +12
Scrolls 1 comprehend languages, 1 endure elements, 1 hide from animals, 1 hide from undead, 1 protection from good, 1 protection from evil, 1 protection from law, 1 protection from chaos, 1 undetectable alignment, 1 invisibility
Possessions combat gear and scrolls plus +1 mithril breastplate, 115gp
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Sneak Attack (Ex) +1d6
Trapfinding (Ex) Can use the search skill to detect traps DC higher than 20 and can use Disable Device skill to disable traps.
Sickening Eldritch Blast (Sp) Fire a ray as a melee touch attack with a range of 60 feet. If it hits, the target takes 3d6 damage and must make a fortitude save (DC 13) or be sickened for one minute.
Detect Magic (Sp) Detect magic at will (CL 4).
Damage Reduction (Su) DR 1/cold iron.
Deceive Item (Ex) Can take 10 on UMD checks even when distracted or threatened.
Pact of Shadow (Su) 1/day go incorporeal for up to 3 rounds. Enemies killed must make a Will save DC 17 or have their souls sent to Rhyxali in Shadonnon.
Death Attack (Ex) Can make a sneak attack that can paralyze or kill the target (Fort save DC 14)
Shadowsight (Ex) See through normal or magical darkness 60ft.
Shadow Jump (Su) Teleport between shadows as by dimension door up to 40 feet per day.
Poison Use (Ex) Isn't at risk of poisoning himself when applying poisons.
Shadow Pounce (Ex) Perform a full attack at the end of a spell with the "teleport" descriptor.
Strategies and Tactics
Azazel D'ogun likes being fully prepared before entering combat. If he has time to prepare beforehand, he will use any appropriate scrolls on himself and coat his eldritch daggers with his wasp and scorpion venom. He will keep his Darkness invocation up to give himself concealment.
If possible, Azazel will begin in hiding. If there's nowhere to hide, he will use his scroll of Invisibility to gain concealment. He starts combat by shadow jumping beside a spellcaster and unleashing a shadow pounce death attack, hoping to take out the biggest threat in the surprise round.
If brought below half health, Azazel will retreat, likely using his 1/day incorporeality (3 rounds) from his Pact of Shadow to escape to safety.
Design:
I wanted to make an assassin PrC for invokers. I want it to be low tier 3, roughly comparable to Tome of Battle classes.
The prestige class is an orgy of abilities derived from Assassin, Jade Phoenix Mage, Shadowdancer, and tons of Teflammar Shadowlord.
The prestige class is intended to be roughly balanced with a straight-classed warlock. A warlock taking this class loses 3 levels of caster progression and in return has his BAB upgraded from medium to full and a bunch of stronger, but more specialized assassin/shadow abilities. The result is that the warlock becomes a worse blaster / debuffer but a stronger melee roguish player.