eftexar
2013-06-05, 01:07 AM
Tenebrist (3.5)
Class Features
Hit Die: d8
Starting Gold: As Rogue
Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana, the planes, and religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points: 6 + Int mod (x 4 at first level)
{table=head]{colsp=6}the Tenebrist|{colsp=6}
Mysteries per Day|
Fundamentals
Level|BaB|Fort|Refx|Will|Special|1st|2nd|3rd|4th|5 th|6th|
Known
1st|+0|+0|+2|+2|Umbral Vision, Shadowcraft ---|-|-|-|-|-|-|
2
2nd|+1|+0|+3|+3|Jaded|2|-|-|-|-|-|
2
3rd|+2|+1|+3|+3||3|-|-|-|-|-|
3
4th|+3|+1|+4|+4|Resist Nyx's Embrace|3|2|-|-|-|-|
3
5th|+3|+1|+4|+4|Without Rest|3|3|-|-|-|-|
3
6th|+4|+2|+5|+5|Aspect, Tenebrious Strike|3|3|-|-|-|-|
4
7th|+5|+2|+5|+5| |3|3|1|-|-|-|
4
8th|+6/+1|+2|+6|+6|Ephemeral Weapon|3|3|1|-|-|-|
4
9th|+6/+1|+3|+6|+6|Disruption 1/ encounter|3|3|2|-|-|-|
4
10th|+7/+2|+3|+7|+7|Aspect, Without Hunger|3|3|2|0|-|-|
5
11th|+8/+3|+3|+7|+7|Escalating Shadows|3|3|2|1|-|-|
5
12th|+9/+4|+4|+8|+8| |3|3|3|1|-|-|
5
13th|+9/+4|+4|+8|+8|Shadow Discorporation|3|3|3|1|0|-|
5
14th|+10/+5|+4|+9|+9|Aspect|3|3|3|2|1|-|
5
15th|+11/+6/+1|+5|+9|+9|Without Breathe|3|3|3|2|1|-|
6
16th|+12/+7/+2|+5|+10|+10| |3|3|3|2|1|0|
6
17th|+12/+7/+2|+5|+10|+10|Persistence|3|3|3|2|2|1|
6
18th|+13/+8/+3|+6|+11|+11|Aspect, Shadowstriking|3|3|3|2|2|1|
6
19th|+14/+9/+4|+6|+11|+11|Disruption 2/ encounter|3|3|3|2|2|1|
6
20th|+15/+10/+5|+6|+12|+12|Without Mortality|3|3|3|3|2|2|
6
[/table]
Proficiencies: The Tenebrist is proficient with all simple weapons, bolas, hand crossbows, longsword, net, rapier, the sap, spiked armor, short sword, shuriken, and the whip, as well as with light armor, but not with any shields.
Class Abilities
Shadowcasting
The Tenebrist has delved into the power of shadow and learned to invoke strange magical formulae called mysteries.
Even though she doesn't cast spells she counts her total shadowcasting levels towards her caster level. She learns a new mystery at every level of Tenebrist after her first.
Similar to spellcasters she is only able to invoke so many mysteries, as indicated, per day (recovered each dusk), but gains bonus mysteries for a high wisdom, just as detailed for spellcasters.
The Tenebrist qualifies for, and can progress in, arcane casting PrCs with her shadowcasting as if she were an arcane caster. She may not, however, qualify for, or progress shadowcasting, in a PrC requiring specific spells.
She can identify mysteries with a Knowledge (the Planes) check in the same way that spells can normally be identified with Spellcraft. Only someone capable of shadowcasting can identify mysteries.
Invoking Mysteries
Invoking a mystery is, unless noted otherwise, a standard action. These supernatural abilities require concentration, are subject to same stacking rules as spells are, and provoke attacks of opportunity from those that notice their invocation.
In order to notice the Tenebrist invoking a mystery, while she is in shadowy illumination or darker, a creature must succeed on a DC 15, +1/2 her caster level, spot check. This check increases, for distance and distraction, as noted within the skill.
The saving throw for any mystery has a DC of 10 + 1/2 her caster level + her intelligence modifier, though she is immune to the effects of her own mysteries unless they specifically target her or she waves immunity.
An ongoing mystery can be dismissed by it's invoker as a free action and functions in any sort of ambient light regardless of how it describes manipulating the user's or another's shadow.
Fundamentals
In addition to her mysteries the Tenebrist learns fundamentals. She learns new fundamentals at each of the indicated levels. They function as her other mysteries, except that they do not have limited uses and may be subject to spell resistance.
Umbral Vision (Ex)
The Tenebrist can see through any darkness, even magical darkness, as easily as within daylight, except vision into magical darkness is in black and white. This ability counts as Darkvision for the purpose of prerequisites.
Shadowcraft (Su)
As a swift action the Tenebrist may reach into nearby shadow and draw out a small, or smaller, object. It may not have moving parts, mimic alchemical or magic processes, or simulate unusual materials. She may not form more shadowcraft objects than 10 lbs, + 5 lbs per 2 Tenebrist levels, in their material counterpart's weight.
These objects have no weight, despite being corporeal, and count as magic for the purpose of overcoming damage reduction. They are automatically masterwork with no extra effort on her part.
She can dismiss these object(s), a free action, even in another's or if no longer on her person. They also, after having left her possession for 3 rounds, dissipate on their own.
Lv2 > Jaded (Ex)
To fully embrace the shadows one must conquer fear. The Tenebrist is immune to all fear and negative morale effects.
Lv4 > Resist Nyx's Embrace (Ex)
Having been exposed to the deepest secrets of darkness the Tenebrist has gained resistance against their pull.
She gains cold and negative energy resistance, equal to 5 x 1/2 her Tenebrist level, and is immune to ability drain, energy drain, and similar effects (such permanent hp loss).
Lv5+ > Without (Ex)
At each of the indicated levels the Tenebrist becomes more shadow than material, granting her the indicated benefits:
5/Rest: She no longer needs to sleep to maintain her health, though she must still rest to gain any of the other benefits that it normally provides.
10/Hunger: She need only eat a single meal per week to maintain her health. The shadows otherwise sustain her.
15/Breath: She no longer need breath, but she can mimic the function if she wishes to. This renders her immune to effects needing inhaled to take affect.
20/Mortality: She no longer ages, losing penalties but still accruing bonuses, and is immune to all ageing effects.
Lv6, 10, 14, 18 > Aspect of Shadow
At each of the indicated levels the Tenebrist may choose a new metashadow feat or an ability from the following list. She must meet meet any prerequisites or conditions either might have.
Dark Reflections (Su)
The Tenebrist gains the Shadow Reflection feat, even if she doesn't meet any of it's prerequisites, for free.
Hide in Plain Sight (Ex)
She can use the Hide skill even while being observed, except while in natural daylight, the area of a daylight spell, or a similar effect.
Improved Finesse (Ex)
She gains Weapon Finesse, as the feat, if she doesn't already have it. She can also benefit from Weapon Finesse with any one-handed weapon, even if it isn't a light weapon, of appropriate size.
Shadow Familiar
The Tenebrist gains the Shadow Familiar feat, even if she doesn't meet any of it's prerequisites, for free. This aspect can be taken again to grant her the Improved Familiar feat.
Shadow Vision (Su)
The Tenebrist gains the Shadow Vision feat, even if she doesn't meet any of it's prerequisites, for free. It has a range of 60ft instead of 20ft.
Sneak Attack (Ex)
She gains +1d6 Sneak Attack, as a Rogue, and counts as a Rogue, of her Tenebrist level, for the purpose of delivering Sneak Attack to another Rogue for flanking them.
This aspect can be taken multiple times. Each time it is taken Sneak Attack increases by +1d6.
Vexing Invoker (Su)
The Tenebrist gains the Shadow Cast feat, even if she doesn't meet any of it's prerequisites, for free. It's effects only apply when she invokes a mystery.
Daunting Presence (Ex)
Prerequisites: Minimum Tenebrist level of 10
Anyone, in 30ft, who attempts to attack the Tenebrist, or knowingly includes her in the area, must succeed on a will save, at a DC of 10 + 1/2 her Tenebrist level + her charisma modifier, or become frightened for the rest of the encounter.
A creature who succeeds on their save is immune to further effects of this ability for the remainder of the encounter.
Shadow Pocket (Su)
Prerequisites: Minimum Tenebrist level of 10
The Tenebrist can fit into spaces as if she were one size smaller, than she actually is, which also allows her to squeeze through a space even smaller than normally possible for someone her size.
Other than noted, this doesn't help her escape a grapple or bindings. It provides her Tenebrist level, as a bonus, to all Escape Artist checks however.
Lv6 > Tenebrious Strike
As a standard action the Tenebrist may make a single melee attack and channel a mystery through her weapon. She must select a mystery that can affect her target.
A mystery normally requiring an attack roll hits, without the need for one, if the attack successfully hits. Regardless of the mystery's original area or effect it becomes centered on the target and only affects that target.
Lv8 > Ephemeral Weapon (Su)
Any weapon the Tenebrist creates with Shadowcraft can harm incorporeal, or ethereal, creatures. Likewise, the AC bonus provided by an armor or shield, made this way, applies against touch attacks.
Lv9+ > Disruption (Su)
A limited number of times per day, as indicated, the Tenebrist may jam any spell, spell-like ability, or mystery being cast in 60ft of her. She must be aware of it to use this ability. They may negate this effect with an opposed level check.
Lv11 > Escalating Shadows (Su)
Whenever the Tenebrist successfully disrupts an effect with Disruption, or counters a spell with Shadows Fade, she may restore a spent mystery slot with a level no higher than half the spell level (or, if none, half it's caster level).
Lv13 > Shadow Discorporation (Su)
The Tenebrist, if killed in shadowy illumination or darker ambient lighting, discorporates along with all of her equipment. At any dusk afterwards she may resurrect, as if with True Resurrection, anywhere within 1 mile.
Though she doesn't know exactly what is within the area she would resurrect at, she is alerted if an area isn't safe before she confirms her destination. During the time she is discorporated she doesn't technically exist and can't be targeted.
Lv17 > Persistence (Ex)
When the Tenebrist successfully saves against an ability she becomes immune to any further attempts to affect her with that ability for the rest of the encounter.
Lv18 > Shadowstriking (Su)
Any weapon the Tenebrist makes with Shadowcraft automatically overcomes any Damage Reduction other than DR/-.
Class Features
Hit Die: d8
Starting Gold: As Rogue
Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana, the planes, and religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points: 6 + Int mod (x 4 at first level)
{table=head]{colsp=6}the Tenebrist|{colsp=6}
Mysteries per Day|
Fundamentals
Level|BaB|Fort|Refx|Will|Special|1st|2nd|3rd|4th|5 th|6th|
Known
1st|+0|+0|+2|+2|Umbral Vision, Shadowcraft ---|-|-|-|-|-|-|
2
2nd|+1|+0|+3|+3|Jaded|2|-|-|-|-|-|
2
3rd|+2|+1|+3|+3||3|-|-|-|-|-|
3
4th|+3|+1|+4|+4|Resist Nyx's Embrace|3|2|-|-|-|-|
3
5th|+3|+1|+4|+4|Without Rest|3|3|-|-|-|-|
3
6th|+4|+2|+5|+5|Aspect, Tenebrious Strike|3|3|-|-|-|-|
4
7th|+5|+2|+5|+5| |3|3|1|-|-|-|
4
8th|+6/+1|+2|+6|+6|Ephemeral Weapon|3|3|1|-|-|-|
4
9th|+6/+1|+3|+6|+6|Disruption 1/ encounter|3|3|2|-|-|-|
4
10th|+7/+2|+3|+7|+7|Aspect, Without Hunger|3|3|2|0|-|-|
5
11th|+8/+3|+3|+7|+7|Escalating Shadows|3|3|2|1|-|-|
5
12th|+9/+4|+4|+8|+8| |3|3|3|1|-|-|
5
13th|+9/+4|+4|+8|+8|Shadow Discorporation|3|3|3|1|0|-|
5
14th|+10/+5|+4|+9|+9|Aspect|3|3|3|2|1|-|
5
15th|+11/+6/+1|+5|+9|+9|Without Breathe|3|3|3|2|1|-|
6
16th|+12/+7/+2|+5|+10|+10| |3|3|3|2|1|0|
6
17th|+12/+7/+2|+5|+10|+10|Persistence|3|3|3|2|2|1|
6
18th|+13/+8/+3|+6|+11|+11|Aspect, Shadowstriking|3|3|3|2|2|1|
6
19th|+14/+9/+4|+6|+11|+11|Disruption 2/ encounter|3|3|3|2|2|1|
6
20th|+15/+10/+5|+6|+12|+12|Without Mortality|3|3|3|3|2|2|
6
[/table]
Proficiencies: The Tenebrist is proficient with all simple weapons, bolas, hand crossbows, longsword, net, rapier, the sap, spiked armor, short sword, shuriken, and the whip, as well as with light armor, but not with any shields.
Class Abilities
Shadowcasting
The Tenebrist has delved into the power of shadow and learned to invoke strange magical formulae called mysteries.
Even though she doesn't cast spells she counts her total shadowcasting levels towards her caster level. She learns a new mystery at every level of Tenebrist after her first.
Similar to spellcasters she is only able to invoke so many mysteries, as indicated, per day (recovered each dusk), but gains bonus mysteries for a high wisdom, just as detailed for spellcasters.
The Tenebrist qualifies for, and can progress in, arcane casting PrCs with her shadowcasting as if she were an arcane caster. She may not, however, qualify for, or progress shadowcasting, in a PrC requiring specific spells.
She can identify mysteries with a Knowledge (the Planes) check in the same way that spells can normally be identified with Spellcraft. Only someone capable of shadowcasting can identify mysteries.
Invoking Mysteries
Invoking a mystery is, unless noted otherwise, a standard action. These supernatural abilities require concentration, are subject to same stacking rules as spells are, and provoke attacks of opportunity from those that notice their invocation.
In order to notice the Tenebrist invoking a mystery, while she is in shadowy illumination or darker, a creature must succeed on a DC 15, +1/2 her caster level, spot check. This check increases, for distance and distraction, as noted within the skill.
The saving throw for any mystery has a DC of 10 + 1/2 her caster level + her intelligence modifier, though she is immune to the effects of her own mysteries unless they specifically target her or she waves immunity.
An ongoing mystery can be dismissed by it's invoker as a free action and functions in any sort of ambient light regardless of how it describes manipulating the user's or another's shadow.
Fundamentals
In addition to her mysteries the Tenebrist learns fundamentals. She learns new fundamentals at each of the indicated levels. They function as her other mysteries, except that they do not have limited uses and may be subject to spell resistance.
Umbral Vision (Ex)
The Tenebrist can see through any darkness, even magical darkness, as easily as within daylight, except vision into magical darkness is in black and white. This ability counts as Darkvision for the purpose of prerequisites.
Shadowcraft (Su)
As a swift action the Tenebrist may reach into nearby shadow and draw out a small, or smaller, object. It may not have moving parts, mimic alchemical or magic processes, or simulate unusual materials. She may not form more shadowcraft objects than 10 lbs, + 5 lbs per 2 Tenebrist levels, in their material counterpart's weight.
These objects have no weight, despite being corporeal, and count as magic for the purpose of overcoming damage reduction. They are automatically masterwork with no extra effort on her part.
She can dismiss these object(s), a free action, even in another's or if no longer on her person. They also, after having left her possession for 3 rounds, dissipate on their own.
Lv2 > Jaded (Ex)
To fully embrace the shadows one must conquer fear. The Tenebrist is immune to all fear and negative morale effects.
Lv4 > Resist Nyx's Embrace (Ex)
Having been exposed to the deepest secrets of darkness the Tenebrist has gained resistance against their pull.
She gains cold and negative energy resistance, equal to 5 x 1/2 her Tenebrist level, and is immune to ability drain, energy drain, and similar effects (such permanent hp loss).
Lv5+ > Without (Ex)
At each of the indicated levels the Tenebrist becomes more shadow than material, granting her the indicated benefits:
5/Rest: She no longer needs to sleep to maintain her health, though she must still rest to gain any of the other benefits that it normally provides.
10/Hunger: She need only eat a single meal per week to maintain her health. The shadows otherwise sustain her.
15/Breath: She no longer need breath, but she can mimic the function if she wishes to. This renders her immune to effects needing inhaled to take affect.
20/Mortality: She no longer ages, losing penalties but still accruing bonuses, and is immune to all ageing effects.
Lv6, 10, 14, 18 > Aspect of Shadow
At each of the indicated levels the Tenebrist may choose a new metashadow feat or an ability from the following list. She must meet meet any prerequisites or conditions either might have.
Dark Reflections (Su)
The Tenebrist gains the Shadow Reflection feat, even if she doesn't meet any of it's prerequisites, for free.
Hide in Plain Sight (Ex)
She can use the Hide skill even while being observed, except while in natural daylight, the area of a daylight spell, or a similar effect.
Improved Finesse (Ex)
She gains Weapon Finesse, as the feat, if she doesn't already have it. She can also benefit from Weapon Finesse with any one-handed weapon, even if it isn't a light weapon, of appropriate size.
Shadow Familiar
The Tenebrist gains the Shadow Familiar feat, even if she doesn't meet any of it's prerequisites, for free. This aspect can be taken again to grant her the Improved Familiar feat.
Shadow Vision (Su)
The Tenebrist gains the Shadow Vision feat, even if she doesn't meet any of it's prerequisites, for free. It has a range of 60ft instead of 20ft.
Sneak Attack (Ex)
She gains +1d6 Sneak Attack, as a Rogue, and counts as a Rogue, of her Tenebrist level, for the purpose of delivering Sneak Attack to another Rogue for flanking them.
This aspect can be taken multiple times. Each time it is taken Sneak Attack increases by +1d6.
Vexing Invoker (Su)
The Tenebrist gains the Shadow Cast feat, even if she doesn't meet any of it's prerequisites, for free. It's effects only apply when she invokes a mystery.
Daunting Presence (Ex)
Prerequisites: Minimum Tenebrist level of 10
Anyone, in 30ft, who attempts to attack the Tenebrist, or knowingly includes her in the area, must succeed on a will save, at a DC of 10 + 1/2 her Tenebrist level + her charisma modifier, or become frightened for the rest of the encounter.
A creature who succeeds on their save is immune to further effects of this ability for the remainder of the encounter.
Shadow Pocket (Su)
Prerequisites: Minimum Tenebrist level of 10
The Tenebrist can fit into spaces as if she were one size smaller, than she actually is, which also allows her to squeeze through a space even smaller than normally possible for someone her size.
Other than noted, this doesn't help her escape a grapple or bindings. It provides her Tenebrist level, as a bonus, to all Escape Artist checks however.
Lv6 > Tenebrious Strike
As a standard action the Tenebrist may make a single melee attack and channel a mystery through her weapon. She must select a mystery that can affect her target.
A mystery normally requiring an attack roll hits, without the need for one, if the attack successfully hits. Regardless of the mystery's original area or effect it becomes centered on the target and only affects that target.
Lv8 > Ephemeral Weapon (Su)
Any weapon the Tenebrist creates with Shadowcraft can harm incorporeal, or ethereal, creatures. Likewise, the AC bonus provided by an armor or shield, made this way, applies against touch attacks.
Lv9+ > Disruption (Su)
A limited number of times per day, as indicated, the Tenebrist may jam any spell, spell-like ability, or mystery being cast in 60ft of her. She must be aware of it to use this ability. They may negate this effect with an opposed level check.
Lv11 > Escalating Shadows (Su)
Whenever the Tenebrist successfully disrupts an effect with Disruption, or counters a spell with Shadows Fade, she may restore a spent mystery slot with a level no higher than half the spell level (or, if none, half it's caster level).
Lv13 > Shadow Discorporation (Su)
The Tenebrist, if killed in shadowy illumination or darker ambient lighting, discorporates along with all of her equipment. At any dusk afterwards she may resurrect, as if with True Resurrection, anywhere within 1 mile.
Though she doesn't know exactly what is within the area she would resurrect at, she is alerted if an area isn't safe before she confirms her destination. During the time she is discorporated she doesn't technically exist and can't be targeted.
Lv17 > Persistence (Ex)
When the Tenebrist successfully saves against an ability she becomes immune to any further attempts to affect her with that ability for the rest of the encounter.
Lv18 > Shadowstriking (Su)
Any weapon the Tenebrist makes with Shadowcraft automatically overcomes any Damage Reduction other than DR/-.