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exodus_dragon
2007-09-12, 08:02 AM
I have created a new class for D&D and would like some constructive criticism. some of you have already seen my race the Gemsouls and I got some good feed back, I am looking for that with this race Please let me know. I used the stats from the rogue modified of course, changed some of the abilities and added my own and deleted many of the normal ones. I hope its in a decent format for you to read.

Each color represents each lvl



Shadow Warper:


LVL Base attack Will Save Reflex Fortitude Save Special Ability
1 1 1 1 1 Sneak attack 1d6
2 2 1 2 1 Shadow Crawl
3 3 2 2 2 Shadow Blade 2d6
4 4 2 3 2 Sneak attack 2d6, Hypnotizing sleep
5 4 2 3 2 Silence, Darkness
6 5 3 4 3 Shadow Walk
7 6 3 4 3 Sneak Attack 3d6, Shadow Blade 4d6
8 7/2 3 5 3 Shadow Form, Shadow Sight
9 7/2 4 5 4 Shadow Run, Deeper Darkness
10 8/3 4 6 4 Sneak Attack 4d6, Improved Silence, Shadow Puppet
11 10/5 4 6 4 Shadow Blade 6d6
12 11/6 5 7 5 Shadow Port, Dream Walk
13 11/6 5 7 5 Sneak Attack 5f6
14 12/7 5 8 5
15 13/8/3 6 8 6 Shadow Blade 8d6
16 14/9/4 6 9 6 Sneak Attack 6d6
17 14/9/4 6 9 6
18 15/10/5 7 10 7
19 16/11/6 7 10 7 Shadow Blade 10d6
20 17/12/7 7 11 7






Shadow Craw: Allows the shadow warper to effectively walk through shadows and stay hidden and silent. The shadow warper can only move half his speed. To be seen/heard an enemy must roll a Listen DC of 10+shadow warper’s LVL+1/2 the shadow warper move silent skill/hide skill. If caught the shadow warper must roll a hide/move silently check to disappear back into the shadows. The check must beat the listen/spot check of the enemy by 5 or more to be successful, if not the shadow warper is found or heard. The shadow warper then becomes flatfooted to the enemy that successfully found him for 1d4 rounds. If the shadow warper successfully hides again the enemy must roll a will save of 10+shadow warper’s LVL+Confusion spell effective LVL (lvl 4) or becomes confused. If the enemy succeeds the will save they disregard what just happened and go about its business. Any spell or affect that removes shadows from an area negates this ability. Free action to perform.

Shadow Walk: Same as shadow crawl except the shadow warper can move normal speed. Free Action to perform.

Shadow Run: Same as shadow crawl except the shadow warper can move double its speed. Free action to perform.

Shadow Blade: The shadow warper has become so intoned with the shadows and darkness that it can wield a sword of pure shadow which looks like a bastard sword. The shadow blade does 2d6 DMG at 3rd LVL then every 4th LVL there after it does an additional 2d6 DMG (Max 10d6). The shadow warper blade is his most lethal weapon and favored. As the shadow warper’s skills grow his blade becomes more potent. In order for him to call forth this blade the room/area must have at least 1sq foot of shadow or darkness in the room. Once conjured light spells or effects will not destroy it, nor can it be dispelled, it can not be counter spelled either. If a light source is cast and removes all shadows/ or darkness from the area the ability is broken and the shadow warper can not call upon it until a there is a shadow or darkness in the area again equal to 1 sq foot. It will remain conjured for 3 hours+2 hours for every 4th LVL after the 3rd LVL. If a non-shadow warper class tries to wield the blade they must roll a Will DC of 10+shadow warper’s LVL+ Blades LVL (The blades LVL is 3+3 for every 4th LVL of the shadow warper after LVL 3). If successful the blade does no DMG to them but does half DMG to what ever they strike. They may also wield it for 1d10 rounds minus ½ the blades LVL (if they cannot wield it they must drop it or roll another Will DC with a -2 cumulative penalty stacked with the normal Will DC). Rounds to wield the blade do not start until after the initial round the weapon was equipped. If any Will Save is failed the Non-Shadow warper takes DMG equal to the Blades LVL (2d6 @3rd LVL, 4d6 @ 6th LVL, ETC…. Max 10d6) and must drop the blade. They may no longer try to wield it for 1d4 rounds. Full Round Action to summon the blade.

Silence: Works like the Silence Spell except its self targeting only and has a 5 foot radius from the shadow warper. The shadow warper can use this ability 1/day for every 2nd LVL after 5th LVL. This effect lasts for 2 minutes for every 2nd LVL after the 5th LVL. Can be dispelled, can’t be counter spelled. Free action

Improved Silence: Works like the Silence Spell except. The radius is increased to 10ft from the shadow warper. Can be activated it unlimitedly. If dispelled the shadow warper must wait 1d4 rounds to reactivate the ability. And has no duration to stay activated. The shadow warper may use this ability as a standard action.

Darkness: Works same as the Darkness Spell. Except the effectiveness is 3 Levels lower than the shadow warper’s LVL. Standard Action

Deeper Darkness: Works same as the Deeper Darkness Spell. Except the effectiveness is 2 Levels lower than the shadow warper’s LVL. Standard Action

Shadow Form: Works like the Sanctuary spell except: Also causes the shadow warper to become incorporeal. And grants a +10 to move silently and hide checks. It can not be used with shadow crawl/shadow walk/shadow run. It can be used with shadow port. It cannot be dispelled or counter spelled. It may be used even if no shadows or darkness is present. Light effects and spells do not affect this ability. Standard action to activate. Free action to drop the effect.

Shadow Sight: Allows the shadow warper to see as though they had dark vision. It also allows them to see in and through the darkness and deeper darkness spells and abilities and any other magical darkness spells and abilities as though he could see normally. Also allows them to see other shadow warpers in their shadow crawl/walk/run and form abilities as though they weren’t using there abilities. They may fight them as if they weren’t being affected by those abilities as well. Any sudden flash of light or light affects/spells (except while in darkness and deeper darkness; daylight may affect the shadow warper if It is a more powerful effect than the darkness or deeper darkness ability of the shadow warper.) causes the shadow warper to become temporarily blinded (lasts for 1d4 rounds). When surprised by such affects the shadow warper has a 50% chance to be automatically put into shadow form. If a light source is suddenly taken away the shadow warper again becomes blinded for 1d4 rounds and has 50% chance to be automatically put into shadow form. If the shadow warper is prepared for any of these types of sudden changes in light and darkness they are only blinded for 1 round. Gradual changes in light and darkness do not affect the shadow warper such as sunrise and sunset or walking down the street through street lights at night. Shadow sight is a constant affect and can not be turned off.

Shadow Puppet: Shadow warpers have becomes one with the shadows, thus allowing them to control a target creature/monster/humanoid by jumping into their shadows. The target must roll a successful Fortitude DC of 10+shadow warper’s LVL+ half the targets LVL to prevent the shadow warper from entering its shadow. If failed the shadow warper enters the shadow and the target must roll a successful Will save to prevent the shadow warper from taking control. The Will DC is 10+shadow warper’s LVL+ half the targets LVL. If the will is successful on the targets next turn they may roll a Fortitude save again to try and cast the Shadow warper from its shadow. If the Will save fails the shadow warper takes control of the targets turn making all actions and choices possible for the target even suicide. Also for every failed Will or Fortitude save the DC is increased by +1. Once the target can no longer resist they then become unconscious and can’t come to for 1d6 rounds. The shadow warper then gains total control for that duration. If a any source/effect/spell causes the targets shadow to disappear the shadow warper is cast out violently from the targets shadow ripping it to pieces causing 5d6 DMG to himself and the target. Once the shadow warper is cast from a targets shadow it can no longer attempt to renter the targets shadow for 1d6 rounds. Also the shadow warper takes a -2 on all skill checks, saves AC and Attack against that target. If no shadows are present (meaning a physical shadow cast by a target not just shadows in the room or area) this ability cannot be used. The ability can be used 1/day per LVL no more than 15 times per day. It takes a full round action to perform.

Hypnotizing Sleep: This ability causes a single target to focus on the shadow warper and become hypnotized and fall asleep. To completely negate this effect the target must roll a Will DC of 10+shadow warper’s LVL+ Shadow warper’s wisdom score. If the target fails the fall asleep for 1d6 rounds, any action against the target awakens them. Can be used 1/day for every 2 LVLs past LVL 4. Standard Action

Dream Walk: This ability allows the shadow warper to enter a sleeping victim’s dream. The Victim must roll a Will DC of 10+Shadow warper’s LVL + Shadow warpers Wisdom score, if successful the shadow warper cannot enter the victim’s dream and awakens from any sleep effect weather it be natural sleep/poison sleep/spell affect sleep. If unsuccessful the shadow warper gains entry into the victim’s dream and can alter its dream to the point of the victim actually dying. The victim has a 0-10% chance to die. 11-30% chance to go unconscious. 31-50% gain control of the victim for 1d6 rounds. 51-70% nothing happens. 71-90% to cause the victim to become impaired causing a -3 to all saves, attack bonus, ac and skill checks 91-100% to cause the victim to awaken and alert gaining a +3 on all saves, attack bonus, AC, and Skill checks, initiative. If at any time the victim awakens there is a 50% chance the shadow warper becomes temporarily stuck in the victims head for 1d6 rounds or cast out of the victims mind. If the victim dies while the shadow warper is in its dream the shadow warper must wait for 1d10 rounds to be freed from the mind. Can be used 1/day for every 4 LVLs of the shadow warper no more than 5 times per day. Full round action.

Shadow Port: The shadow warper has learned to harness the power of shadows enough to actually teleport between them. A shadow warper may teleport between any shadows that has at least 1sq foot area. They may teleport up to a distance of 50 feet at a time and max distance to travel total is 200 feet before they must rest and wait 1d4 hours to use it again or 1d4 rounds if in combat, they may also rest 1 hour or 1 round (if in combat) after each 50ft teleport and they will regain that 50ft movement back to rest in combat the shadow warper must not make any actions during the round nor may they hold actions they must. If attacked while resting at any time the shadow warper must restart the rest period. If a shadow warper uses a creatures shadow to teleport then the creature may roll a Will save DC of 10+shadow warper’s LVL+ Shadow warpers Wisdom. If successful the shadow warper is denied entry and his teleportation stops there next to the target and the target gets an Attack of opportunity on the shadow warper if the target beats the shadow warpers Will save (same Save) by 5 or more. If the target fails the will save the shadow warper passes through its shadow fine and unscathed. If a shadow warper is at any time beaten by a targets will save while using this ability by 5 or more the shadow warper takes 2d4 DMG and must wait 2d4 rounds to teleport again or 2d4 hours to teleport again.

The Neoclassic
2007-09-12, 11:30 AM
I'm curious as to why you are not using a standard base attack or save progression (the former for all levels, the latter specifically at lvs 1 and 2). They are an easy way to watch balance since it makes them easier to compare with the standard classes.

Shadow crawl looks interesting, though it might be simpler just to make the DC to be noticed to be Move Silently check (for Listen) or Hide check (for Spot) + Shadow Warper levels - 5. Going in to shadow crawl/walk may be a free action, but it should be specified that he or she cannot do it while being observed (except perhaps at high levels) and that this is a supernatural ability.

All in all, they look cool but possibly overpowered. Perhaps some sort of shadow energy (I'm thinking with points like psionics) would limit the number of these abilities (and the length which they could use them) per day, to balance. Hope some of this helps...

exodus_dragon
2007-09-13, 05:27 AM
that is why most of his abilities rely on shadow being in the area
and it has to be at least 1sq foot of shadow to use his ability.

Chaos Bringer
2007-09-13, 01:52 PM
Very interesting twist on the shadow dancer for the most part. Dream Walk seems slightly overpowered, but just push it back a couple levels and thats fine. Other than that it looks pretty good. I'd play it