The Witch-King
2007-04-04, 05:54 PM
It's my first prestige class--be gentle.
Thanks!
Nocturne (Prestige Class)
The Nocturne is a religious shadow warrior for one of the numerous cults existing across the land. Unlike Paladins, these holy warriors do what they do by night, in the shadows. Evil Nocturnes are religious assassins, removing the adversaries of their faith in the dark. Good Nocturnes are thieves and investigators, who bring hidden deeds to the attention of the authorities and obtain or destroy objects too dangerous to be left in a rival cult’s hands. The Nocturne is an expert at stealth, infiltration, investigation and close quarters combat. Nocturnes are deadly professionals who believe passionately in the cause they fight for and are very rarely ever captured alive.
Hit Die: d8
Requirements:
To qualify to become a Nocturne, a character must fulfill all the following criteria.
Alignment: Nocturnes may be of any alignment.
Skills: Gather Information 2 ranks, Hide 2 ranks, Knowledge (Religion) 2 ranks, Move Silently 2 ranks.
BAB: +4.
Feats: Combat Reflexes.
Class Skills:
The Nocturne's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Area (Int), Knowledge: Religion (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Level: BAB: Fort Save: Ref Save: Will Save:
1 +1 +0 +2 +0
2 +2 +0 +3 +0
3 +3 +1 +3 +1
4 +4 +1 +4 +1
5 +5 +1 +4 +1
6 +6 +2 +5 +2
7 +7 +2 +5 +2
8 +8 +2 +6 +2
9 +9 +3 +6 +3
10 +10 +3 +7 +3
11 +11 +3 +7 +3
12 +12 +4 +8 +4
13 +13 +4 +8 +4
14 +14 +4 +9 +4
15 +15 +5 +9 +5
Specials:
1 Dodge, Mobility, Investigator, Two Weapon Fighting, Combat Casting
2 Blind Fight, Weapon Finesse, Slashing Blades
3 Run, Evasion
4 Silent Spell
5 Divine Blades
6
7
8 Improved Uncanny Dodge
9
10 Spring Attack
11
12 Acrobatic Charge
13
14 Two Weapon Defense
15 Improved Evasion
Class Features:
Slashing Blades [General]
You can wield scimitars with fluid grace.
Prerequisites: Str 13, Dex 13, Weapon Finesse, proficiency with the scimitar.
Benefit: You treat the scimitar as a light weapon for purposes related to two-weapon fighting and the Weapon Finesse feat.
Normal: Scimitars are one-handed weapons.
Special: A fighter may select this feat as one of his bonus feats.
Divine Blades [Style]
The movements of your blades can channel divine power.
Prerequisites: BAB +3, Combat Casting, TWF, Slashing Blades, ability to cast divine spells.
Benefit: While wielding two scimitars, you can cast spells with somatic components without requiring a free hand. You do not provoke attacks of opportunity for casting a spell while wielding two scimitars in this way.
Improved Uncanny Dodge (Ex): At 8th level, a Nocturne can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Nocturne. The exception to this defense is that a rogue at least four levels higher than the Nocturne can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Acrobatic Charge (Ex): At 12th level, a Nocturne gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex): This ability, gained at 15th level, works like evasion (see above). A Nocturne takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Spells Per Day:
Level:
1
2 +1 level of existing divine spellcasting class
3
4 +1 level of existing divine spellcasting class
5
6 +1 level of existing divine spellcasting class
7
8 +1 level of existing divine spellcasting class
9
10 +1 level of existing divine spellcasting class
11
12 +1 level of existing divine spellcasting class
13
14 +1 level of existing divine spellcasting class
15
16 +1 level of existing divine spellcasting class
A Nocturne can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Weapon and Armor Proficiency: Nocturnes are proficient with the crossbow (hand, light, or heavy), dagger (any type), rapier, scimitar, sap, shortbow (normal and composite), and short sword. Nocturnes are proficient with light armor and medium armor but not with shields.
Thanks!
Nocturne (Prestige Class)
The Nocturne is a religious shadow warrior for one of the numerous cults existing across the land. Unlike Paladins, these holy warriors do what they do by night, in the shadows. Evil Nocturnes are religious assassins, removing the adversaries of their faith in the dark. Good Nocturnes are thieves and investigators, who bring hidden deeds to the attention of the authorities and obtain or destroy objects too dangerous to be left in a rival cult’s hands. The Nocturne is an expert at stealth, infiltration, investigation and close quarters combat. Nocturnes are deadly professionals who believe passionately in the cause they fight for and are very rarely ever captured alive.
Hit Die: d8
Requirements:
To qualify to become a Nocturne, a character must fulfill all the following criteria.
Alignment: Nocturnes may be of any alignment.
Skills: Gather Information 2 ranks, Hide 2 ranks, Knowledge (Religion) 2 ranks, Move Silently 2 ranks.
BAB: +4.
Feats: Combat Reflexes.
Class Skills:
The Nocturne's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Area (Int), Knowledge: Religion (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Level: BAB: Fort Save: Ref Save: Will Save:
1 +1 +0 +2 +0
2 +2 +0 +3 +0
3 +3 +1 +3 +1
4 +4 +1 +4 +1
5 +5 +1 +4 +1
6 +6 +2 +5 +2
7 +7 +2 +5 +2
8 +8 +2 +6 +2
9 +9 +3 +6 +3
10 +10 +3 +7 +3
11 +11 +3 +7 +3
12 +12 +4 +8 +4
13 +13 +4 +8 +4
14 +14 +4 +9 +4
15 +15 +5 +9 +5
Specials:
1 Dodge, Mobility, Investigator, Two Weapon Fighting, Combat Casting
2 Blind Fight, Weapon Finesse, Slashing Blades
3 Run, Evasion
4 Silent Spell
5 Divine Blades
6
7
8 Improved Uncanny Dodge
9
10 Spring Attack
11
12 Acrobatic Charge
13
14 Two Weapon Defense
15 Improved Evasion
Class Features:
Slashing Blades [General]
You can wield scimitars with fluid grace.
Prerequisites: Str 13, Dex 13, Weapon Finesse, proficiency with the scimitar.
Benefit: You treat the scimitar as a light weapon for purposes related to two-weapon fighting and the Weapon Finesse feat.
Normal: Scimitars are one-handed weapons.
Special: A fighter may select this feat as one of his bonus feats.
Divine Blades [Style]
The movements of your blades can channel divine power.
Prerequisites: BAB +3, Combat Casting, TWF, Slashing Blades, ability to cast divine spells.
Benefit: While wielding two scimitars, you can cast spells with somatic components without requiring a free hand. You do not provoke attacks of opportunity for casting a spell while wielding two scimitars in this way.
Improved Uncanny Dodge (Ex): At 8th level, a Nocturne can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Nocturne. The exception to this defense is that a rogue at least four levels higher than the Nocturne can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Acrobatic Charge (Ex): At 12th level, a Nocturne gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex): This ability, gained at 15th level, works like evasion (see above). A Nocturne takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Spells Per Day:
Level:
1
2 +1 level of existing divine spellcasting class
3
4 +1 level of existing divine spellcasting class
5
6 +1 level of existing divine spellcasting class
7
8 +1 level of existing divine spellcasting class
9
10 +1 level of existing divine spellcasting class
11
12 +1 level of existing divine spellcasting class
13
14 +1 level of existing divine spellcasting class
15
16 +1 level of existing divine spellcasting class
A Nocturne can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Weapon and Armor Proficiency: Nocturnes are proficient with the crossbow (hand, light, or heavy), dagger (any type), rapier, scimitar, sap, shortbow (normal and composite), and short sword. Nocturnes are proficient with light armor and medium armor but not with shields.