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MukkTB
2011-12-30, 03:03 AM
Using 3.5 or 3.P. I'm trying to catch the thematic appeal from Everquest nostalgia.

Bonus points if its power source is somewhat internal. That is it doesn't have to get magic from a patron.
Bonus points if it doesn't have a built in alignment restriction. I would like to play lawful evil but I don't want to lose powers when I pet a puppy. Its kind of hard to fit into normal society so you can work on long term schemes with stupid alignment restrictions.
Bonus points for being tier 3 or 4. Tier 3 preferably. My group plays roughly in that area.

The character would be played from lvl 1 so it would be nice if it came online thematically fairly early.

ShneekeyTheLost
2011-12-30, 03:39 AM
There's two ways to do this...

The first, and most likely, is a NecroGish build...

Paladin of Tyranny or Slaughter 2, then Dread Necro. You start off a tank, then you pick up spells primarily from the Necromancy college. You don't pick up the Hate spell series (because such mechanics don't exist), but I defy them to NOT be pissed at you when you hit him with an Enervation...

After Dread Necro, you can AbChamp it (although you lose most of the class benefits, you still get full BAB and full spellcasting), a dip into Spellsword (again, +1 BAB/+1 spellcasting at 1st level, plus 10% ASF), or just plain Eldritch Knight if you want to be bland.

You spontaneously cast from your spell list, you tank, you cast necromantic spells, including skeletal pet (although not NEARLY as good as a full Dread Necro does, since you aren't hitting Dread Necro 8), and you can Harmtouch (cause x wounds).

The other way is a bit cheezier and doesn't fit it much at lower levels, because it starts off being a Necro and ends up a Gish. Basically, either NaenHoon Persist Divine Power (from Pride domain, obtained through Arcane Devotee), or you use Alternate Spell Source + DMM Persist (since you have all those turn attempts anyways).

Mirakk
2011-12-30, 11:35 AM
Hah, I already did this actually. Here's my interpretation..

Weapon and Armor Proficiency: Shadowknights are proficient with all martial weapons, as well as all armors and shields (except tower shields).

Hit Die: D8

Class Skills (2 + Int modifier per level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (Arcana), Ride, Sense Motive, Spellcraft, Swim.

Spells: You cast arcane spells, which are drawn from the shadowknight spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1–3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook.)


Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Shadowknight spell list. You also know one additional 0-level spell for each point of Intelligence bonus.

Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Shadowknight spell list.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.



Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Shadowknight’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields.

This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.


Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su):
Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.


Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.



Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

Feign Death: Starting at 9th level, the Shadowknight may (as an immediate action) enter a catatonic state in which they appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.

While under the effect of this ability, you are immune to all mind-affecting spells, poison, sleep, paralysis, stunning, disease, ability dreain, negative levels, and death effects. Attempts to revive you with raise dead or reincarnation automatically fail. True Ressurection and Ressurection immediately end your feign death ability.

A character who succeeds on a heal check (DC 15+1/2 your level+Your con modifier) can discern you are actually alive.

You can remain in this state indefinately, though you still require food, water, and air. Emerging from feigned death is a standard action.(


(Spell list to follow)

Mirakk
2011-12-30, 11:37 AM
(You'll notice for the spells here I DM modified off the evil descriptor from a couple, and made an effort to choose ones that were "good" from the necromancy list. This is in an effort to make Necromancy a neutral force, as was needed for my Norrath setting that I'm currently running.

Shadowknight Spells

Level 0

Disrupt Undead
<Necro[ray], VS, 1StdAct, Close-range, no save, SR applies>
– Deals 1d6 Positive Energy damage to one Undead.

Necrosurgery
<Necro[death], VSM(blade), 1StdAct, Touch, Instantaneous, FortNeg, SR applies>
The touched subject receives a +2 bonus on his/her next saving throw to resist a disease he/she has already contracted.

Inflict Minor Wounds
<Necro[touch attack], VS, 1StdAct, Touch, WillNeg, SR applies>
Target takes 1hp of Negative Energy Damage.

1st-Level Shadowknight Spells

Critical Strike
<Div, V, 1 Swift Action, Personal, 1rnd>
– If the caster succeeds on a melee attack against a foe that is flanked –or– denied his/her Dexterity bonus to AC, the caster gains the following:
a) +1d6 damage (only if the foe is vulnerable to Sneak Attacks);
b) threat range is doubled (does not stack with similar effects); and
c) +4 Insight bonus to confirm critical threat.


Blade of Blood
<Necro[Touch], V, S, 1swftact, No Save, No SR, 1rnd/level or until discharged>
This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).

The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Summon Undead I
<Conj(sum), VSF(bag, candle, humanoid bone)/DF, 1Round, Close-range, 1rnd/lvl>
– Summons one creature from the ‘Summon Undead I’ Table to fight the caster’s enemy. The creature can attack on the caster’s initiative starting its first round. No summoned Undead may have more Hit Dice than (Caster level + 1).

Cause Fear
<Necro[fear][mind], VS, 1StdAct, Close-range, Will½, SR applies>
One living target with up to 5HD is Frightened for 1d4 rounds unless it makes its saving throw.
On a successful save, the target is Shaken for 1 round.
This spell Counters and Dispels Remove Fear.

Inflict Light Wounds
<Necro[touch attack], VS, 1StdAct, Touch, Will½, SR applies>
– Target takes 1d8 + 1/lvl (max +5) Negative Energy Damage.

Chill Touch
<Necro[touch attack], VS, 1StdAct, SR applies>
Touch attack deals 1d6 Negative Energy damage (no save) and 1 Strength Damage (FortNeg), except to Undead, who become Panicked for 1d4 + 1/lvl rounds (WillNeg).
Touch attack may be used 1 time per level.

2nd-Level Shadowknight Spells

Wraithstrike
<Trans, VS, 1 Swift Action, Personal, 1rnd>
The caster’s melee and/or natural weapons become translucent, allowing the caster to make attacks with a melee touch (instead of a normal attack).

Summon Undead II
<Conj(sum), VSF(bag, candle, humanoid bone)/DF, 1Round, Close-range, 1rnd/lvl>
– Summons one or more Undead to fight the caster’s enemies. The Undead can attack on the caster’s initiative starting their first round.
Table #
Summon Undead II 1
Summon Undead I 1d3
No summoned Undead may have more Hit Dice than (Caster level + 1).

Death Armor
<Necro, VSM(50gp ointment), Personal, 1rnd/lvl>
– The caster is surrounded by a black aura that does 1d4 + 1/2 lvls (max +5) damage to any creature that attacks with a non-reach weapon

Darkness
<Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 10min/lvl(D), no SR>
– Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness have Concealment (20% miss chance).
Darkvision cannot see through this spell. The darkness may be blocked by putting the object in a container.

This spell Counters and Dispels spells with the [light] category of equal or lower level.

Inflict Moderate Wounds
<Necro[touch attack], VS, 1StdAct, Touch, Will½, SR applies>
– Target takes 2d8 + 1/lvl (max +10) Negative Energy Damage.

Spectral Hand
<Necro, VS, 1StdAct, Medium-range, 1min/lvl(D)>
Creates a disembodied glowing hand to deliver Touch spells of up to 4th level (as a normal attack). The caster transfers 1d4hp into the hand (which are restored when the spell ends if the hand is not “killed”).

The hand has the following:
a) gets a +2 bonus on melee touch attacks;
b) is Incorporeal;
c) has Improved Evasion;
d) uses its caster’s Base Save Bonuses;
e) has AC 22 + caster’s Intelligence modifier.

Shroud of Undeath
<Necro, VSM(dust from a destroyed undead), 1StdAct, Personal, 10min/lvl(D)>
– The caster is shrouded with an invisible aura of negative energy with the following effects:
a) Undead think the caster is one of their own
b) +5 bonus on Disguise checks to make the caster appear to be Undead.
c) Cure spells harm the caster & Inflict spell heal the caster.
d) Spells that target Undead can target the caster.
e) The caster can be Turned / Rebuked as if he/she were an Undead with the same number of HD. The effect lasts for 10rnds & can be resisted on a Will save.

Action Effect DC to Resist
Turned Panicked 10+Cha mod
Destroyed Stunned 15+Cha mod
Rebuked Cowering 10+Cha mod
Commanded Charmed 15+Cha mod

Attacking an Undead immediately ends this spell.

3rd-Level Shadowknight Spells

Animate Dead
<Necro[evil], VSM(25gp/HD black onyx), 1StdAct, Touch>
Permanently animates skeletons and/or zombies from one or more touched corpses. (2 * Caster level) HD of Undead may be animated in one casting & a caster may only have 4HD/lvl Undead under control (if exceeded, caster chooses which are “freed”).

Undead controlled via Clerical “Rebuke / Control” ability don’t count against this total

Delay Death
<Necro, VS/DF, 1StdAct, Touch, 1rnd/lvl>
The touched living creature cannot die from hit-point loss while this spell is active. If the subject has less than –9 hit-points when the spell ends, the subject die instantly. The subject can still enter a Dying state by being reduced to –1 or less hit-points. This spell does not protect against death from Ability Score Damage, Ability Score Drain, Level Drain, Death Effects, or death due bodily destruction (such as Disintegrate or decapitation by a Vorpal weapon).




Undead Torch
<Necro, Close Range (25+5ft/2lvls), V,S,M. 1 Stdact, One Corporeal undead/level no further than 30ft apart>
The subject creature deals an extra 2d6 points of damage on melee atacks against living creatures. If an attacked creature has spell resistance, the resistance is checked the first time the undead subject attacks it. If your caster level check fails, the creature is unaffected by that casting of the Undead Torch. If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and living creatures taht pass through that area take 2d6 points of damage. If the undead creature assumes a nonphysical state the spell disperses harmlessly.

Material Component: Living or dead Firefly or glowworm

Deeper Darkness
<Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 1day/lvl(D), no SR>
– Touched object radiates shadowy illumination in a 60’ radius. Creatures in the darkness have Concealment (20% miss chance).
Darkvision cannot see through this spell. The darkness may be blocked by putting the object in a container.

This spell Counters and Dispels spells with the [light] category of equal or lower level.

This spell Suppresses Daylight and is suppressed by it, leaving only the natural illumination in the overlapping area.


Inflict Serious Wounds
<Necro[touch attack], VS, 1StdAct, Touch, Will½, SR applies>
Target takes 3d8 + 1/lvl (max +15) Negative Energy Damage.


Summon Undead III
<Conj(sum), VSF(bag, candle, humanoid bone)/DF, 1Round, Close-range, 1rnd/lvl>
Summons one or more Undead to fight the caster’s enemies. The Undead can attack on the caster’s initiative starting their first round.

Table #
Summon Undead III 1
Summon Undead II 1d3
Summon Undead I 1d4+1
No summoned Undead may have more Hit Dice than (Caster level + 1).

Affliction
<Necro[good], VS, 1StdAct, Touch, FortNeg, SR applies>
Infects touched Evil target with chosen Affliction(BoED p34) which takes effect without an incubation period.

Name DC Base Damage
Depraved Decadence 18 1d4 Str
Eternal Torpor 14 1d6 Dex
Raging Desire 15 1d3 Con
Consuming Passion 17 1d4 Int
Haunting Conscience 16 1d4 Wis
Pride in Vain 20 1d6 Cha

The Base Damage has the target’s Charisma modifier added to it.
If it is an Evil Elemental or Evil Undead, it takes +1 damage
If it is an Evil Outsider or an Evil Cleric of an Evil Deity, it takes +2 damage.

Consuming Passion: Consuming passion causes a creature to become covetous and paranoid as the affliction runs its course.
Depraved Decadence: This affliction causes ravenous hunger and causes the victim to grow progressively weaker from hunger.
Eternal Torpor: Creatures afflicted with eternal torpor are constantly drowsy and cannot charge or run
Pride In Vain: Creatures afflicted with pride in vain obsess about their status and appearance, eventually withdrawing to the point of staring incessantly into a mirror.
Raging Desire: This affliction causes insatiable sexual desire while preventing any possible fulfillment of that desire.
Haunting Conscience: This affliction causes a creature to dwell on its evil deeds, becoming guilt-wracked and violently angry.


Healing Touch
<Necro[good], VS, 1StdAct, Touch>
– The touched subject is healed up to 1d6 per two levels (max 10d6) & the caster takes the same amount of damage

Vampiric Touch
<Necro[touch attack], VS, 1StdAct, Touch, no save, SR applies>
Touch attack against a living creature deals 1d6 per two levels (max 10d6). Caster gains damage as Temporary HP, which last up to 1 hour.



4th-Level Shadowknight Spells


Iron Bones
<Trans, VSF(tiny skull made from iron), 1StdAct, Touch, 10min/lvl>
– Touched corporeal Undead gains +5 Natural Armor bonus due to a hardened skeleton

Blood of the Martyr
<Necro(heal)[good], VS, 1StdAct, Medium-range>
The caster transfers his/her own hit-points (minimum 20) to a willing or unconscious creature.
The subject is healed as per a Cure Wounds spell, so any excess hp are lost.
The caster looses the hp as if he/her had taken damage.

Inflict Critical Wounds
<Necro[touch attack], VS, 1StdAct, Touch, Will½, SR applies>
Target takes 4d8 + 1/lvl (max +20) Negative Energy Damage.


Poison
<Necro[touch attack], VS/DF, 1StdAct, Touch, Instantaneous, FortNeg, SR applies>
Touch deals 1d10 Constitution damage, repeats in 1 minute. DC is 10 + ½ caster level + caster’s Wisdom modifier.

Fear
<Necro[fear][mind], VSM(feather), 1StdAct, Will½, SR applies>
All living creatures within a 30’ Cone-shaped Burst are Panicked for 1rnd/lvl. On a successful save, a creature is Shaken for 1rnd.


Summon Undead IV
<Conj(sum), VSF(bag, candle, humanoid bone)/DF, 1Round, Close-range, 1rnd/lvl>
Summons one or more Undead to fight the caster’s enemies.
The Undead can attack on the caster’s initiative starting their first round.

Table #
Summon Undead IV 1
Summon Undead III 1d3
Summon Undead II (or lower) 1d4+1
No summoned Undead may have more Hit Dice than (Caster level + 1).

Cursed Blade
<Necro[Touch attack], V, 1StdAct, No Save, 1Minute/Level, No SR>
A weapon affected by this spell deals wounds that can’t be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse).

If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used





5th-Level Shadowknight Spells (7 Spells)



Cloudkill
<Conj(creat), VS, 1StdAct, Medium-range, 1min/lvl, no SR>
Creates a 20’ radius Spread by 20’ high Cloud of yellowish fog that moves 10’ per round away from its caster. Living creatures in the cloud take the following effect each round:

6+ HD: 1d4 Constitution Damage (Fort½)
4-5 HD: Death (Fort save for 1d4 Con dmg)
0-3 HD: Death (no save).

A creature is affected even if holding its breath. The vapors are heavier than air & will sink into an opening in the ground, like an ant hill. The cloud can be dispersed by Moderate Wind in 4 rounds, or by a Strong Wind in 1 round.


Summon Undead V
<Conj(sum), VSF(bag, candle, humanoid bone)/DF, 1Round, Close-range, 1rnd/lvl>
Summons one or more Undead to fight the caster’s enemies.
The Undead can attack on the caster’s initiative starting their first round.

Table #
Summon Undead V 1
Summon Undead IV 1d3
Summon Undead III (or lower) 1d4+1
No summoned Undead may have more Hit Dice than (Caster level + 1).

Beltyn’s Burning Blood
<Necro, VSM(blood, saltpeter), 1StdAct, Medium-range, 1rnd/lvl(D)>
One living target has his/her blood become hot & acidic. Each round, the target must make a Fortitude save or take 1d8 Acid damage, 1d8 Fire damage, & only be able to take a Move-Equivalent action for that round due to pain.


Shadow Guardians
<Ill(shadow), VSM(charcoal), 1StdAct, Medium-range, hour/lvl, WillDisbelief, no SR>
Creates up to one Medium or Small-sized humanoid per level within the area of effect.

Each is a 4HD Construct (18 hp, AC 17, +4 melee 1d8+2 damage).

Each “guardian” follows a set of instructions set at creation time (such as “stand at the gate and yawn every twenty minutes”, etc.), and can include a simple trigger which will cause it to fight (“attack anyone approaching within 30’”, etc.).

The instructions cannot be changed, though each “guardian” may have separate instruction.

If a creature makes it save against this spell, the “guardians” only do 50% damage.

Phade’s Fearsome Aspect
<Ill(glamer), VS, 1StdAct, Touch, 1min/lvl, WillNeg, SR applies>
The touched creature’s face is covered with an illusionary demonic face. Anyone who physically interacts with the illusion is allowed a save to know it is not real. Neither the caster nor the target are allowed to choose the specifics of the face.
For purposes of masking the target’s appearance, the spell grants a +10 bonus on Disguise checks.
The target gains a +5 bonus on Intimidate checks and may attempt a Demoralize a foe as a Swift Action.


Undead Liutenant
<Necro, V, S, 1 stdAct, Close range. Duration: 24 hours>
Target undead creature must have Intelligence 5 or higher. Undead under you control obey the target undead as if it were you. You can give orders to the Liutenant, supeseding the orders of the subject of this spell. The number of undead you can control is increased by an amount equal to your caster level as long as the undead lieutenant is active. If the target undead creature is destroyed, the spell ends.

Control Undead
<Necro, VSM(bone, meat), 1StdAct, Close-range, 1min/lvl, WillNeg, SR applies>
Up to 2HD of Undead per level in a 30’ area will not attack the caster. If the caster gives the Undead an order, they will obey.


Shadowy Grappler
<Ill(shadow)[mind], VSM(dry squid tentacle), 1StdAct, Medium-range, 1rnd/lvl(D), Will½, SR applies>
– An effect made from shadow attempts to Grapple the target. Its grapple bonus is 10 + Caster level + Primary Stat. If the target made its Will save, this total is halved. If the shadowy grappler successfully grapples, it attempts to pin. If it pins, then it will prevent the target from speaking. The shadowy grappler remains in the same hex as the target, even if he/she moves.

Greenish
2011-12-30, 03:21 PM
Hah, I already did this actually. Here's my interpretation..I could be wrong, but I don't think he meant homebrew.

Anyhow, quite a few of those spells do not fall under OGL, so it might be better just to cite their source instead of copying the rules text.

Gemini Lupus
2011-12-30, 09:20 PM
Personally, I would use the Shadow Knight class from the Everquest RPG Player's Guide, which has it built right in and is 3.0 compatible, so it may need some boosting :smalltongue:

ShneekeyTheLost
2011-12-30, 11:32 PM
Personally, I would use the Shadow Knight class from the Everquest RPG Player's Guide, which has it built right in and is 3.0 compatible, so it may need some boosting :smalltongue:

I'd like to continue pretending that book doesn't exist. It's just... yea, it's better for society as a whole that way.

The other thing to do is Paladin of Tyranny2/Duskblade1/Hexblade4/Suel Archanamach/AbChamp

Full BAB, lots of gishy buffing, twice your charisma to saves, channeling spells through physical attacks, CL = BAB so your buffs are hard to dispel... not a bad option, although not very necromantic.

Greenish
2011-12-30, 11:56 PM
channeling spells through physical attacksIf you mean to get that from the Duskblade, you'll need three levels of it.

ShneekeyTheLost
2011-12-31, 12:04 AM
If you mean to get that from the Duskblade, you'll need three levels of it.

Ahh, right. So Hexblade3/Duskblade3. You still get Mettle that way.

Randomguy
2011-12-31, 12:07 AM
There's a mid tier-4 (possibly low tier 3) prestige class in tome of magic that I think is overlooked too often called shadowsmith. Full BAB and 6+int skill points per level, d8 HD and a few mysteries, too. The class focuses on crafting things, especially weapons and armour, from shadows. Duskblade has the BAB and class skills you need to get into the class, as well as some spells and int synergy. Factotum is a decent entry class, but you can't enter as fast due to slower BAB progression.
Not really that great though, since it's not necromancy themed.

You could play a standard sorcadin and just pick many necromancy spells, or a standard wizard gish build, but focus specialize in necromancy.

You could play duskblade with high wisdom and the arcane disciple feat for the death, undeath or evil domain. At level 5 (take a 1 level dip in a class with bluff as a class skill to meet the requirements), get into the urpriest prestige class. Then, either go full urpriest or go into a divine gish class. Gishing isn't really necessary though, since you can DMM persist divine power, if you want.