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eftexar
2011-12-21, 10:25 PM
Nightblade (3.5)

Abilities: Charisma is the nightblade's most important ability. It sets the saves for his artes and essences. Strength and dexterity aid melee combat, while constitution aids survival. Intelligence will add a nice boost to your skill points, but wisdom is your dump stat.

Alignment: Nightblades vary in alignment, although lawful or neutral nightblade's are rare.

Religion: If a nightblade worships a deity, he is likely to worship a deity of darkness. A nightblade almost never worships a deity of light or healing.

Background: Unlike most magic users, nightblades don't study magic. Instead it is something they learn naturally or, like a warlock, that they are cursed with.

Races: Gnomes and Humans are the most common practitioners, although any race may become a nightblade. Humans are often attracted to the power it offers, while gnomes have an affinity for the shadows.

Role: The nightblade can double as a fighter and battlefield controller. A common strategy among nightblades is to pepper foes with dark coils to debilitate them (with essences) and then move in for the kill with melee attacks.

Class Features

Hit Die: d6

Starting Gold: As Rogue

Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), 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), and Use Rope (Dex).

Skill Points: 4 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Artes Known | Essences | Fast Movement
1st | +0 | +0 | +2 | +2 | Fast Movement, See in Darkness, Dark Coil (1d6) | 3 | 1 | +10ft
2nd | +1 | +0 | +3 | +3 | Sustaining Shadow (sleep/eat less) | 3 | 2 | +10ft
3rd | +2 | +1 | +3 | +3 | Dark Coil (2d6) | 4 | 2 | +10ft
4th | +3 | +1 | +4 | +4 | Shadowcraft (basic) | 4 | 3 | +20ft
5th | +3 | +1 | +4 | +4 | Dark Coil (3d6) | 5 | 3 | +20ft
6th | +4 | +2 | +5 | +5 | | 5 | 4 | +20ft
7th | +5 | +2 | +5 | +5 | Dark Coil (4d6) | 6 | 4 | +20ft
8th | +6/+1 | +2 | +6 | +6 | Sustaining Shadow (breathless) | 6 | 5 | +20ft
9th | +6/+1 | +3 | +6 | +6 | Shadowcraft (enchanted), Dark Coil (5d6) | 7 | 5 | +30ft
10th | +7/+2 | +3 | +7 | +7 | | 7 | 6 | +30ft
11th | +8/+3 | +3 | +7 | +7 | Dark Coil (6d6) | 8 | 7 | +30ft
12th | +9/+4| +4 | +8 | +8 | Empower Dark Coil | 9 | 7 | +40ft
13th | +9/+4 | +4 | +8 | +8 | Dark Coil (7d6) | 9 | 8 | +40ft
14th | +10/+5 | +4 | +9 | +9 | Sustaining Shadow (immune) | 10 | 8 | +40ft
15th | +11/+6/+1 | +5 | +9 | +9 | Dark Coil (8d6) | 10 | 9 | +40ft
16th | +12/+7/+2 | +5 | +10 | 10 | Coiled Strike | 11 | 9 | +40ft
17th | +12/+7/+2 | +5 | +10 | +10 | Dark Coil (9d6) | 11 | 10 | +50ft
18th | +13/+8/+3 | +6 | +11 | +11 | | 12 | 10 | +50ft
19th | +14/+9/+4 | +6 | +11 | +11 | Dark Coil (10d6) | 12 | 11 | +50ft
20th | +15/+10/+5 | +6 | +12 | +12 | Dual Coil, Sustaining Shadow (immortal) | 13 | 12 | +60ft
[/table]

Weapons and Armor Proficiencies: The nightblade proficient with all simple weapons, but not with armor or shields.

Class Abilities


Artes:
A nightblade learns a number of techniques called artes. These are similar to maneuvers, but have some key differences.
A nightblade learns artes at the indicated levels (see artes known on chart). Artes have a spell level equal to half his nightblade level (to a maximum of ninth) and any saves listed are a DC of 10 + 1/2 hs nightblade level + his charisma modifier. The nightblade may not choose any arte whose prerequisites he does not meet. Artes sometimes have descriptors, but not schools. Some artes may require concentration (use spell rules, but add half your HD to concentration checks in place of spell level), while other require somatic (requiring at least one free hand) or verbal components. Artes may be extraordinary, spell-like, or supernatural abilities, but never allow for spell resistance. A superscript smallscript AoO designates that using the arte provokes an attack of opportunity (otherwise it doesn't).
The nightblades artes known are also his artes readied. Effectively he may use each arte he knows once and all of his artes begin readied. All of his artes are considered ready after he rests (as a spellcaster would). He may choose to learn the same arte twice, in which case it may henceforth be used at will (or in other words it may be used without having to be readied).
Once an arte is used, it is no longer ready. The nightblade may ready a single arte with a full round action.

Essences:
A nightblade gains essences to alter his dark coil at the indicated levels (see essences on chart).
The nightblade may not choose any essence whose prerequisites he does not meet.

Lv1 > Fast Movement (Ex):
The nightblade gains the bonus listed (see table) to his base land speed.

Lv1 > See In Darkness (Ex):
The nightblade can see perfectly fine in any darkness, even that created by magical darkness such as the deeper darkness spell. And may even see color normally.

Lv1 > Dark Coil (Sp):
This ability functions as the eldritch blast ability (see warlock), but does not allow for spell resistance and has the darkness descriptor. Unlike a normal eldritch blast, this ability may not be modified by invocations. Instead it is modified by Essences (see below), which are similar in nature.

Lv2, 8, 14, 20 > Sustaining Shadow (Ex):
As indicated on the table of above the nightblade gains the following benefits:
2 > He only needs to sleep for 1 hour a day and eat once a week. He also becomes gaunt and his body weight decreases by half.
8 > The nightblade no longer needs to breath (which also grants immunity to some effects). In fact he forgets how to. The fact he doesn't breath may be noticed with a DC 15 spot check (free action 1/round).
14 > He becomes immune to poison and disease. When he bleeds, black ichor flows out instead of blood (though it has no mechanical effect this happens even if you don't have a vascular system). This is noticed with casual observation. Additionally he no longer bleeds out or needs to make massive damage saves.
20 > The nightblade no longer needs to eat or sleep.

Lv4 > Shadow Craft [Basic] (Su):
The nightblade can create items from shadow simply by drawing it from nearby shadow as a swift action. It can’t possess moving parts or flexible parts.
He can create 1 or 2 items that weight no more than a number of pounds equal to twice your nightblade level as part of this action. If he exceeds a number of pounds equal to twice his nightblade level, the oldest fades back into shadow.
If he wants to make an item he must make an appropriate craft check DC 15. If the item leaves the nightblade's possession it fades away in 1d4 + 1 rounds (unless it reenters his grip), or he can dismiss any number of shadow craft items as a free action (regardless of distance).
Anyone who attempts to wield a shadowcraft weapon, other than him, takes a -4 penalty to attack rolls with it and may not add their ability modifier to damage.
Although it still applies for the purpose of limitations a shadow object has no actual weight.

Lv9 > Shadow Craft [Enchanted] (Su):
The nightblade may enhance shadow craft items he makes with enhancement bonuses. Doing so increases the craft check needed to do so by twice the enhancement bonus. This enhancement bonus may not exceed five less than half your nightblade level or 5 (whichever is lower, to a minimum of +1). A check that fails but still exceeds the normal craft check creates a normal shadow craft item instead.
He may apply the shadow striking quality to a single object/weapon made with shadow craft (and you do not have to do so on the plane of shadow). Doing so requires he sacrifice 3 points of enhancement bonus (see above).
The nightblade may also choose to apply one or more of the following (sacrificing his enhancement bonus in the same way as for shadow striking) from the DMG:

• Brilliant Energy, except it does not give off light and appears as shadow
• Dancing, except shadow craft does not fade for loss of contact (though the weapon fades after it is done dancing automatically)
• Distance
• Frost
• Ghost Touch
• Keen
• Returning
• Speed
• Throwing

Lv12 > Empower Dark Coil:
He may choose to deal d10s of damage whenever hes use his dark coil ability instead of d6s. If he does so, he takes 1d4 damage per die of damage his dark coil has to himself.

Lv16 > Coiled Strike:
Whenever the nightblade makes a melee strike with a maneuver arte, he may also deal half his dark coil damage.

Lv20 > Dual Coil:
The nightblade may fire two dark coils as one action. If he does so, they may both be modified by essences separately, but they must not include the same targets.


Design Notes:
I've always liked shadow themed classes. I've already made a couple, but my last one was a pure caster (see disciple of the fade (http://www.giantitp.com/forums/showthread.php?t=205460)) and the one before was a failure (no, no link here).
This time I wanted to make a melee oriented class (though it does have some a few spell like abilities). I decided to take one of my favorite classes (the warlock) and combine it with some ideas from the ToB.

eftexar
2011-12-21, 10:26 PM
Artes
There are 5 types of artes (listed beside activation):

The first type is a Boost. Boosts are always swift actions and their effects last only until the start of your next turn, unless dictated otherwise.

The second type is a Rush. Rushes are always move actions (unless listed as taking a full round action).*
*I think I stole the rush idea from another homebrewer, but can't remember who if I did

The third type is a Maneuver. A manevuer is used as a free action while making a melee or ranged attack (other than your dark coil). Only one maneaver may be activated per round and it may not be part of an attack of opportunity.

The fourth type is a Counter. A counter is initiated in place of an attack of opportunity. There are no limitations to the number of counters, other than you may not use multiple counters on the same foe within the same round and must have attacks of opportunity to sacrifice.

And the final type is a Haze. Hazes vary much more in nature, but are very much like spells.

Unexpected Strike (Ex)
Requirements: Nightblade level 1
Concentration: No
Activation: Maneuver
Make a bluff check to feint against your target before rolling to attack. You gain half your nightblade levels (rounded down) as a bonus. If succesful you gain the benefits of feinting for that attack.

Concealed Strike (Ex)
Requirements: Nightblade level 1
Concentration: No
Activation: Maneuver
If you deal damage against a target you have concealment against, and they don't have concealment against you, you may opt to make a particularly deceptive attack.
You add your dexterity modifier to damage (in addition to strength). And, as a supernatural effect, your target must also make a reflex save (DC of 10 + 1/2 nightblade level) or become entangled for 1 round.

Flicker (Su) [Darkness, Teleportation]
Requirements: Nightblade level 1
Concentration: No
Activation: Rush
Your innate control over shadow allows you to enter the plane of shadow for short periods of time. This ability functions as the mystery flicker. Your distance is set to an amount equal to half your fast movement. Flicker, unlike most teleportation effects, does not end your turn.
If you attempt to teleport somewhere you can not, you may redirect your teleport to anywhere on the line between your desired location and your start location instead.

Far Shadow (Su) [Darkness]
Requirements: Nightblade level 1
Concentration: No
Activation: Maneuver
This arte may only be used with a melee attack. You recieve a +10ft bonus to your reach for that attack.

Shadow Blur (Su) [Darkness]
Requirements: Nightblade level 1
Concentration: No, but see text
Activation: Boost
Shadows whirl and dance around you. You are granted partial concealment, although a weapon with a brilliant something or light-'something' enchantment ignores this ability.
Any partial concealment gained from residing in darkness improves to total concealment (with you effectively becoming hidden).
True seeing or other similar abilities do not negate this ability.
Special: If you spend a swift action to maintain concentration on this ability at the start of each turn, you may maintain this effect for multiple rounds.
If you are dealt damage you must make a concentration check to maintain this (DC of the attack roll, caster level, or HD in that order of importance).

Gloomsight (Su)
Requirements: Nightblade level 1
Concentration: No
Activation: Boost
Your connection with the darkness allows you to extend your senses, feeling whatever is hidden in your dark shadows. You gain the effect of touchsight (as the psionic power; see d20 srd), but only within shadowy illumination or darker within 30ft.

Umbral Hand (Sp)AoO [Darkness]
Requirements: Nightblade level 1
Concentration: Yes
Activation: Haze, see text
This functions the same way as the mystery of the same name, except as detailed here: it has a range of 60ft and allows 5 pounds per charisma modifier to be lifted
Special: If you spend a swift action to maintain concentration on this ability at the start of each turn, you may maintain this effect for multiple rounds. If you use multiple umbral hands, you may concentrate on all of them, but the concentration check increases by 5 for each one and you may have a maximum of your charisma modifier worth of hands.
If you are dealt damage you must make a concentration check to maintain this (DC of the attack roll, caster level, or HD in that order of importance).

Bend Perspective (Sp)AoO [Darkness]
Requirements: Nightblade level 1
Concentration: No
Activation: Haze, Partial Action
This functions the same way as the mystery of the same name, except as detailed here. It maximum distance is 20ft, plus 10ft per charisma modifier.

Armored Shadows (Su) [Darkness]
Requirements: Nightblade level 1
Concentration: No
Activation: Boost
Darkness coalesces around you batting away attacks that would harm you.
You are granted a +2 deflection bonus to your AC. This bonus increases by 1 per 5 class levels.

Blurred Strike (Su) [Darkness]
Requirements: Nightblade level 1
Concentration: No
Activation: Counter
If your attack of opportunity successfully hits, you gain the benefits of the blur spell until the end of the round against that opponent.

Rapid Shadows (Su)
Requirements: Nightblade level 4
Concentration: No
Activation: Rush
You may move up to your run speed immediately. You gain the benefits of the blur spell against any attack granted against you because of movement.

Creeping Darkness (Su)
Requirements: Nightblade level 4
Concentration: No
Activation: Maneuver
Make an intimidate check to demoralize your target before rolling to attack. You gain half your nightblade levels (rounded down) as a bonus. If succesful you not only gain the benefits of demorilizing your opponent (as normal), but you may treat that attack as being a touch attack.

Shield of Shadows (Su)AoO [Darkness]
Requirements: Nightblade level 4
Concentration: No
Activation: Boost
You must have a hand free to activate this ability. You emit a 10ft radius of darkness, as the deeper darkness spell; but as a spell level of half your nightblade level (maximum of 9) and caster level of your nightblade level.
Additionally, anytime you are struck by a melee or natural attack, your attacker must make a reflex save (DC of 15 + 1/2 nightblade level + charisma modifier) or be blinded for 1 round.
Special: If you take the total defense option while using this ability you extend its duration (but not the blinding effect) for 1 round. This may be done indefinitely.

Sharp Shadows (Su) [Darkness]
Requirements: Nightblade level 4
Concentration: No
Activation: Boost
Anyone who makes a melee, unarmed, or natural attack against you takes 1d4 + half nightblade level damage. Additionally they must make a reflex save or become entangled for 1 round.

Clinging Darkness (Su) [Darkness]
Requirements: Nightblade level 4
Concentration: No
Activation: Counter
Your target becomes blinded for 1d4 + 1 rounds if they fail a fortitude save. Additionally any ally (of theirs) that they make contact with or that they enter adjacent squares of must also make a save or be blinded for 1 round. Regardless of circumstances, no-one may be targeted twice in one round with this effect. The newest duration stacks.

Dark Nova (Su) [Darkness]
Requirements: Nightblade level 4
Concentration: No
Activation: Haze, Full-Round action
You release a shockwave of dark energy in a 10ft wave. All targets within take damage equal to your shadow coil damage and are knocked prone, unless they make a reflex save to half and to negate the prone effect.

Echo (Su)
Requirements: Nightblade level 4
Concentration: No
Activation: Haze, Full Round
This in use response to a spell, power, maneveur, invocation, etc being used within 30ft of you within the past round. You may use this ability once within the next 12 hours; storing another effect with this ability erases the last one.

Flicker (Su) [Darkness, Teleportation]
Requirements: Nightblade level 4
Concentration: No
Activation: Counter
Your innate control over shadow allows you to enter the plane of shadow for short periods of time. This ability functions as the mystery flicker, but is used only in response to an attack. Your distance is set to an amount equal to half your fast movement. Flicker, unlike most teleportation effects, does not end your turn.
If you attempt to teleport somewhere you can not, you may redirect your teleport to anywhere on the line between your desired location and your start location instead.

Chained Strike (Su) [Darkness]
Requirements: Nightblade level 4
Concentration: No
Activation: Maneuver
After dealing the damage from your attack, select another target within 30ft. They take the same effects of your primary targets attack, although reflex save halves damage and negates any other effects.

Entangling Shadows (Su) [Darkness]
Requirements: Nightblade level 10
Concentration: No
Activation: Boost
All squares adjacent to you are considered difficult terrain for enemies, as long as they are in shadowy illumination or darker. Additionally anyone who is within this area and fails the save for shadow coil during its duration is entangled for 1d4 + 1 rounds.
Special: If you take the total defense option while using this ability you extend its duration for 1 round. This may be done indefinitely.

Shadow Bend (Su) [Darkness]
Requirements: Nightblade level 10
Concentration: No
Activation: Counter
If the attack or effect specifically targets the nightblade (even if he is one of many targets (so not aoe's, but multiple creatures)) and misses or has no effect, you may reflect that attack.
The reflected attack retains all of its original properties, except that you may extend the reach or range of any attack by up to 30ft (to strike targets that may have moved).
You must initiate this in response to an attack as normal for counter, however if you do not benefit from it, this arte is not expended.

Warp Magic (Su)AoO [Darkness]
Requirements: Nightblade level 10
Concentration: No
Activation: Boost
You gain SR equal to 10 + 1/2 your nightblade level.
Special: If you take the total defense option while using this ability you extend its duration for 1 round. This may be done indefinitely.

Shadow Discorporation (Su) [Darkness]
Requirements: Nightblade level 10
Concentration: No
Activation: Counter
If you are in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), you may use this in response to be dropped to 0 hit points or being killed by a death effect or ability/level loss. Instead of dying you have a chance to discorporate.
If you make a successfully reflex save (DC of the attack roll, caster level, or HD (in that order of importance)) you break apart into shadow and vanish, along with anything you are holding or carrying.
At the next sunset you reappear at a spot of your choosing within one mile of the place where you were forced to discorporate as if targeted by the true resurrection spell. While discorporated, you do no exist (you may do nothing and nobody may do anything to you).

Friar's Lantern (Su) [Light]
Requirements: Nightblade level 10
Concentration: No, but see text
Activation: Haze, Full Round
You create a floating orb of light at any point within 30ft of you. It lasts only 1 round, but you may maintain it (see special).
Any target looking at light at the start of their turn is fascinated (treat as a gaze attack for this purpose), a target who remains fascinated for 3 rounds must make a fort save or die, this fort save must be made again each round after and DC increases by 1 each additional round.
Creatures immune to soul jar or soul bind are immune to this, but creatures immune to death effects are locked into fascination with no saves for 1d4 + 1 rounds, if they fail fortitude save, instead.
Special: If you spend a swift action to maintain concentration on this ability at the start of each turn, you may maintain this effect for multiple rounds.
If you are dealt damage you must make a concentration check to maintain this (DC of the attack roll, caster level, or HD in that order of importance).

Fear of the Dark (Su) [Darkness]
Requirements: Nightblade level 10
Concentration: No
Activation: Maneuver
Your target must make a will save or be shaken. Additionally anytime they enter complete darkness they become panicked until they leave.
This effect lasts for 2d4 rounds.

eftexar
2011-12-21, 10:27 PM
Essences

Hideous Blow
Requirements: Dark Coil 1d6
This functions as the invocation of the same name.

Eldritch Doom
Requirements: Dark Coil 8d6
This functions as the invocation of the same name.

Beshadowed Blast
Requirements: Dark Coil 6d6
This functions as the invocation of the same name.

Brimstone Blast
Requirements: Dark Coil 3d6
This functions as the invocation of the same name.

Hellrime Blast
Requirements: Dark Coil 3d6
This functions as the invocation of the same name.

Frightful Blast
Requirements: Dark Coil 1d6
This functions as the invocation of the same name.

Noxious Blast
Requirements: Dark Coil 6d6
This functions as the invocation of the same name.

Repelling Blast
Requirements: Dark Coil 6d6
This functions as the invocation of the same name.

Utterdark Blast
Requirements: Dark Coil 8d6
This functions as the invocation of the same name.

Billowing Darkness
Requirements: Dark Coil 3d6
You split up your shadow coil striking multiple targets. These attacks are otherwise treated as normal shadow coils, but may only strike targets within 30ft. When splitting your attack up among multiple targets you must split the damage die as evenly between them as possible.

Brimstone Hail (http://www.giantitp.com/forums/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 6d6

Eldritch Missile (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 1d6

Ebon Lightning (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 3d6

Azure Vein (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 3d6
Except the balance check for the grease effect is instead 3 + your nightblade level.

Delayed Blast (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 3d6

Vatic Spirit (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 3d6

Abyssal Geyser (http://www.giantitp.com/forum/showthread.php?t=190423) by Kydell
Requirements: Dark Coil 3d6

Anchoring Blast (http://www.giantitp.com/forums/showthread.php?t=192033) by SPoD
Requirements: Dark Coil 1d6

Hammer Blast
Requirements: Dark Coil 1d6
This functions as the invocation of the same name. See Complete Mage for more details.

Blinding Blast
Requirements: Dark Coil 1d6
This functions as the invocation of the same name. See Complete Mage for more details.

Voracious Dispelling
Requirements: Dark Coil 6d6
This functions as the invocation of the same name, except as detailed here. See Dragon Magic for more details. This effect instead affects a 10ft burst out from the target of your dark coil.

Devour Magic
Requirements: Dark Coil 8d6
This functions as the invocation of the same name, except as detailed here. See Dragon Magic for more details. This effect instead affects a 10ft burst out from the target of your dark coil.



Many of the essences here are borrowed from other homebrewers. Instead of reposting them I have linked directly to their original posts (plus I figured it would be the best/easiest way to credit them).

SamBurke
2011-12-21, 11:20 PM
Looks promising! I'll be watching, and will give a further PEACH when the class is a little bit more complete.

eftexar
2011-12-23, 11:17 PM
*bump*
Anyone have thoughts on balance?
If anybody has ideas for more artes it would be a great help. I've sort of hit a brick wall (writers block, gah).

Kurtmuran
2011-12-26, 04:20 PM
i like it so much this class remember to me another class form wikid&d named shadeblade http://www.dandwiki.com/wiki/Shade_Blade_%283.5e_Class%29

eftexar
2011-12-26, 04:54 PM
Thanks. I'm glade you like it. Actually I just noticed I hadn't quite finished it yet...
Not sure what else to add yet, because I'm still not sure where it lies as far as balance.

GuyFawkes
2011-12-28, 03:09 AM
Hmm. Maybe something to channel your dark coils into your artes or something along those lines?

eftexar
2011-12-28, 05:23 PM
Added fawkes idea, the capstone, and the last of the artes.
Any other thoughts before I call it a wrap?

Knight13
2011-12-29, 01:10 PM
Few things.

First, you might want to either put a "minimum of +1" clause on Shadowcraft [Enchanted] or move it to level 12, because according to the "This enhancement bonus may not exceed five less than half your nightblade level or 5 (whichever is lower)" clause, you can't get even a +1 enhancement bonus until level 12 anyway.

Second, I think you mean Dual Coil on the capstone there, not Duel.

Third, if you also have Sneak Attack, can sneak attack damage stack with the damage from Coiled Strike?

eftexar
2011-12-29, 04:22 PM
Added the minimum clause and fixed dual coil.
As far as sneak attack stacking I'm not sure. I would say if it does with an eldritch blast then yes, but if not then no. I'll have to check up on that.

GuyFawkes
2011-12-30, 01:58 AM
AFAIK if conditions are met for both then you would have sneak attack plus coil damage stacking.