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    Bugbear in the Playground
     
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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Other Classes

    Racial Paragon Classes

    Vanar Paragon Class

    Spoiler
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    Class Skills: The vanar paragon’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
    Skill Points at First Level: (2 + int modifier) x4
    Skill Points at Subsequent Levels: 2 + int modifier

    Vanar Paragon
    {table=head]Level]|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Powerful jump, improvised weapon mastery
    2|+2|+3|+0|+0|Swift size change
    3|+3|+3|+1|+1|Improved size change[/table]

    Class Features

    Powerful Jump (Ex): A vanar paragon adds twice his class level as a bonus to all Jump checks.
    Improvised Weapon Mastery: A vanar paragon gains Improvised Weapon Mastery as a bonus feat. If he already has this feat, the bonus to damage increases to +4.
    Swift Size Change: At 2nd level, a vanar paragon can use his Change Size ability as a swift action instead of a standard action. Additionally, a vanar barbarian may use his ability while raging.
    Improved Size Change: At 3rd level, a vanar paragon may increase or decrease his size an additional step, becoming huge or tiny. However, each minute spent in this larger or smaller form requires two minutes of the vanar’s use of the ability for the day. For example, a vanar with 10 hit dice could act as if under the effect of Enlarge Person for five minutes per day. If he chooses to increase his size to huge for one minute, he would have three minutes remaining to use for that day.


    Altered Paragon Class

    Spoiler
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    Class Skills: The altered paragon’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis)
    Skill Points at First Level: (4 + int modifier) x4
    Skill Points at Subsequent Levels: 4 + int modifier.

    Altered Paragon
    {table=head]Level]|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+0|Ongoing alteration|+1 level of existing class
    2|+1|+3|+0|+0|Ongoing alteration|+1 level of existing class
    3|+2|+3|+1|+1|Ongoing alteration|+1 level of existing class [/table]

    Class Features

    Ongoing Alteration: Through continued exposure to go-stone, an altered paragon’s physiology continues to change. Roll twice on the positive characteristics chart and gain the indicated benefits, using the standard rules for selecting positive characteristics.
    Spellcasting: At each level, an altered paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of altered paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

    If a character had more than one spellcasting class before he became an altered paragon, he must decide to which class he adds each level of altered paragon. If an altered paragon has no levels in a spellcasting class, this class feature has no effect.


    Regional Substitution Levels
    A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing – you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level.

    To qualify for a regional substitution level, you must be of the proper region. For example, to select a regional substitution level of Genzland druid, you must be from the Genzland region.

    For each class with regional substitution levels, you can select each substitution level only at a specific class level. When you take a substitution level for your class at a given level, you give up the class features gained at that level for the standard class and you gain the substitution level features instead. You cannot go back and gain the class features for the level you swapped out – when you take your next level in the standard class, you gain the next level higher as if you had gained the previous level normally.

    Unless otherwise noted, a character who takes a regional substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if she had taken this level in the standard class.

    A character need not take all the substitution levels provided for a class. For instance, a Genzland druid might decide to take only the regional substitution level at 3rd level, ignoring the other substitution levels. When a substitution level changes the standard class’ Hit Dice or class skill list, the change applies only to that specific substitution level, not to any other class levels.

    Genzland Druid
    Many of the druids of Genzland focus on swift and deadly hunting skills rather than the shapeshifting typical of other druids. They wield spears, staves, and spells with equal skill.

    Spoiler
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    Hit Dice: d8
    Requirements: To take a Genzland druid substitution level, a character must be from Genzland and about to take her 3rd, 8th, or 14th level or druid.
    Skills: Genzland druid substitution levels grant the same class skills and skill points as the standard druid class.

    Genzland Druid
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    3rd|+2|+3|+1|+3|Guarded Spellcasting|As standard druid
    8th|+6/+1|+6|+2|+6|Battlecaster 2/day|As standard druid
    14th|+10/+5|+9|+4|+9|Battlecaster 4/day|As standard druid[/table]

    Class Features:

    Guarded Spellcasting: At 3rd level the Genzland druid learns to weave melee combat and spellcasting together gracefully and seamlessly. She gains a bonus equal to her base attack bonus on Concentration checks made to cast defensively and to avoid losing a spell when damaged while casting. If the weapon she is wielding has an enhancement bonus on attack rolls (magical or otherwise), she also adds the enhancement bonus to her Concentration checks. She only gains this bonus when she is wielding a melee weapon with which she is proficient and that has a significant wooden component.

    In addition, the Genzland druid can use the weapon she wields as a focus for the purposes of casting spells with a divine focus component. She can only do so, however, when wielding a weapon as described above.

    Battlecaster: At 8th level the Genzland druid learns to more fully integrate spellcasting and conventional combat. Twice per day, she can cast a druid spell as a swift action. The spell’s original casting time must be a standard action or quicker. Casting in this way while threatened still provokes an attack of opportunity.

    At 14th level the Genzland druid gains two additional daily uses of her battlecaster ability. Additionally, casting in this way while threatened no longer provokes an attack of opportunity.


    Prestige Classes

    Prophet
    The gods have disappeared, wreaking havoc on Stha Lui’s spiritual life. Clerics who used to be able to contact the gods found their spells impossible to cast. Wizards who had the ability to speak with denizens of other planes found themselves unable to establish the necessary arcane connections. It was as if Stha Lui were completely cut off from the rest of the multiverse.

    Soon, however, rumors began to spread of a few individuals who had been blessed with the gift of prophesy. Unlike others, they were able to hear the words of the gods’ servants and spread messages of hope to the world. These prophets, few in number but dispersed throughout the continent, spoke of the possible return of the gods and of an individual or group of individuals who would be instrumental in the return.

    It quickly became clear that the prophets are blessed with unique abilities of foresight and prediction. Their divinations succeed where others failed. They can use their glimpses into the future to aid them in their travels.

    Prophets receive mixed receptions wherever they go. Some revere them and look to them as the hope for the future, the gods’ return and the re-emergence of the halcyon days of the imagined past. Others view them with suspicion, suspecting them of being charlatans and tricksters. Still others actively seek to harm them, looking to prevent the return of the gods.

    Spoiler
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    Hit Dice: d6
    Requirements:
    Skills: Concentration 8 ranks, Knowledge (religion) 13 ranks, Knowledge (history) 5 ranks
    Feats: Spell Focus (divination)
    Spellcasting: Ability to cast 4th level divine spells, including at least three spells of the divination school
    Special: Must have been chosen by a deity to deliver at least one significant prophesy
    Class Skills:
    The prophet’s class skills are Concentration (con), Decipher Script (int), Diplomacy (cha), Heal (wis), Knowledge (history) (int), Knowledge (religion) (int), Knowledge (the planes) (int), Profession (wis), Speak Language and Spellcraft (int)
    Skill Points at Each Level: 4 + int modifier

    The Prophet
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+0|+0|+2|Prophet spells, gift of prophesy, prescient reflexes|+1 level of existing class
    2|+1|+0|+0|+3|Prophetic trance|+1 level of existing class
    3|+1|+1|+1|+3|Prophetic insight +2|+1 level of existing class
    4|+2|+1|+1|+4|Glimpse of the future 1/day|+1 level of existing class
    5|+2|+1|+1|+4|Prophetic insight +4|+1 level of existing class
    6|+3|+2|+2|+5|Improved prophetic trance|+1 level of existing class
    7|+3|+2|+2|+5|Prophetic insight +6|+1 level of existing class
    8|+4|+2|+2|+6|Glimpse of the future 2/day|+1 level of existing class
    9|+4|+3|+3|+6|Prophetic insight +8|+1 level of existing class
    10|+5|+3|+3|+7|Greater prophetic trance|+1 level of existing class[/table]

    Class Features:

    Spellcasting: At each level, a prophet gains new spells per day and spells known as if she had gained a level in a spellcasting class to which she had belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would gain (improved chance of turning or destroying undead, for example). If she had more than one spellcasting class before becoming a prophet, she must decide which class to add each level for the purpose of determining spells per day and spells known.

    Prophet Spells: At first level, a prophet automatically adds Augury, Clairaudience/Clairvoyance, Divination, Scrying, Greater Scrying and Contact Other Plane to her list of spells known. These spells are available to her like any other spells she knows. She cannot cast a spell of higher level than the maximum spell level she can cast. Higher level spells become available to her when she gains access to the appropriate spell level. She can successfully cast these spells, even though castings of them normally fail for other casters. Finally, prophets can successfully lead Commune rituals. They remain unable to contact the deities themselves, interacting with the gods’ servants or other celestial beings instead.

    Gift of Prophesy: At 1st level, a prophet may select two divination spells of second level or lower to learn as spell-like abilities. She can use these abilities a total number of times per day equal to her Wisdom modifier.

    Prescient Reflexes (Su): A prophet gains an insight bonus to her Initiative equal to half her class level (rounded down, minimum +1).

    Prophetic Trance (Su): Beginning 2nd level, a prophet gains the ability to enter into a trance-like state in which glimpses of the future heighten their combat prowess, giving them an uncanny ability to avoid blows. A prophet can enter this trance once per day for every 2 class levels, gaining a +2 insight bonus to AC and saves. This trance lasts a number of rounds equal to 3 + the prophet’s Wisdom modifier.

    Prophetic Insight (Ex): Beginning at 3rd level, a prophet’s familiarity with vague and ambiguous prophesies grants her heightened interpretive skills. She gains a +2 insight bonus to Decipher Script, Knowledge (arcana) and Spellcraft checks. This bonus increases to +4 at 5th level, +6 at 7th level and +8 at 9th level.

    Glimpse of the Future (Su): At 4th level, a prophet begins to receive brief glimpses of the immediate future and to see the results of her decisions. Once per day as an immediate action, a prophet can choose to re-do a single standard or move action. Whatever effect her original action had is completely undone. She can use that action again and can choose to use it for a different purpose should she so desire. In effect, the action she chooses to re-do was merely a brief vision of the result of her intentions and never actually happened. She gains an additional daily use of this ability at 8th level.

    Improved Prophetic Trance: At 6th level, the bonuses granted by a prophet’s Prophetic Trance increase to +4.

    Greater Prophetic Trance: At 10th level, the bonuses granted by a prophet’s Prophetic Trance increase to +6.

    Prophets in the Game:
    Being a prophet requires that the character, from time to time (and at the DMs discretion) deliver divinely-inspired prophesies. Indeed, entering the prestige class requires that the character have delivered at least one significant prophesy. For games starting at higher levels, it is easy for players to simply write delivering prophesy into their backstories. However, in low-level games, DMs should work with interested players to weave delivering prophesy into the campaign. Prophesies delivered outside of the character’s class abilities should deal with very significant events but be somewhat vague and open to multiple interpretations. They need not be directly related to the events of the campaign.


    Shard-Touched Priest
    The discovery of go-stone and its myriad uses has transformed the post-Torrent society. Go-stone-powered ships can travel farther and faster than sail- or oar-driven vessels. Go-stone weapons and machinery have made many of the benefits previously reserved to magic more widely available. Certain individuals have used go-stone to unlock latent psionic abilities, allowing their minds to bend the laws of reality in their favor. Interactions with go-stones have even resulted in a new race of people whose bodies and minds were altered by the energy contained within the simple grey rocks.

    Go-stones have even altered the way some clerics cast their divine spells. No one knows how or why, but certain priests who suffer prolonged exposure to go-stone energy learn strange and powerful new spells that mimic the energy-draining nature of go-stone. Some of these clerics are Altered, having been exposed to go-stone before their birth. Others are victims of catastrophic go-stone explosions. Still others have simply worked extensively with go-stone over a long period of time, enduring and healing damage to their life energy in the interest of creating powerful go-stone devices.

    These clerics are shard-touched priests. They are able to use their quasi-spiritual connection to go-stone to enhance their spellcasting and gain access to a unique array of spells.

    Spoiler
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    Hit Dice: d6
    Requirements:
    Skills: Craft (go-stone tech) 5 ranks OR Knowledge (architecture and engineering) 5 ranks
    Spellcasting: Ability to cast 4th level divine spells
    Special: Must have suffered at least 6 points of ability damage as a direct result of exposure to go-stone OR
    Race: Altered
    Class Skills:
    The shard-touched priest’s class skills are Concentration (con), Decipher Script (int), Diplomacy (cha), Heal (wis), Knowledge (history) (int), Knowledge (religion) (int), Knowledge (the planes) (int), Profession (wis), Speak Language and Spellcraft (int)
    Skill Points at Each Level: 6 + int modifier

    The Shard-Touched Priest
    {table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+0|+2|+0|+2|Go-stone fortitude, turn undead|+1 level of existing class
    2|+1|+3|+0|+3|Radiation domain, shard-changed|+1 level of existing class
    3|+1|+3|+1|+3|Shardcasting|+1 level of existing class
    4|+2|+4|+1|+4|Shard-changed|+1 level of existing class
    5|+2|+4|+1|+4|Shard-touched resilience|+1 level of existing class[/table]

    Class Features:

    Spellcasting: At each level, a shard-touched priest gains new spells per day and spells known as if she had gained a level in a spellcasting class to which she had belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would gain (improved chance of turning or destroying undead, for example). If she had more than one spellcasting class before becoming a shard-touched priest, she must decide which class to add each level for the purpose of determining spells per day and spells known.

    Go-Stone Fortitude: The shard-touched priest gains the Go-Stone Fortitude feat as a bonus feat at 1st level.

    Turn Undead: If the shard-touched priest has the ability to turn or rebuke undead from another class, her class levels stack to determine her effective turning level.

    Radiation Domain: The shard-touched priest gains access to the radiation domain in addition to her other domains (if any). She can use the domain’s granted power and automatically adds the domain spells to her list of spells known at the appropriate level.

    Shard-Changed (Ex): Prolonged exposure to go-stone inevitably alters a shard-touched priest’s physiology. At 2nd and 4th levels, she gains one randomly-generated characteristic from the list of positive Altered characteristics.

    Shardcasting: Beginning at 3rd level, the shard-touched priest is able to use go-stone energy directly to enhance her spellcasting. When casting a divine spell, she can spend one or more charges from a piece of go-stone to increase her caster level for the purpose of that spell. For each charge she spends, she increases her caster level for that spell by one, up to a maximum caster level increase equal to her class level. Expending go-stone energy in this way is a free action. The shard-touched priest must be holding the piece of go-stone in her hand in order to use this ability.

    Shard-Touched Resilience (Su): At 5th level, the shard-touched priest’s strange connection to go-stone protects her completely from its damaging effects. The shard-touched priest is immune to ability score penalties, ability damage, ability drain, and energy drain.


    The Strangers in the Dark
    The four prestige classes below exemplify the unique skills of the Strangers in the Dark, a secretive organization of assassins and criminals outlined in chapter 8. Each prestige class focuses on a different specialty, designed to work together in small, deadly groups. They envelop their foes in magical darkness, where they are able to maneuver and fight freely while their opponents blunder around blindly. The Knives in the Dark are unparalleled infiltrators and backstabbers, able to appear out of the darkness and strike with precision and speed. The Screams in the Dark project terrifying images into the darkness, allowing fear and intimidation to wear down their opponents’ defenses. The Swords in the Dark are masters of melee combat, using shadowy illumination to gain tactical advantages and providing much-needed muscle. Finally, the Voices in the Dark are adept at coordinating and assisting their allies, using magical darkness to heal and support.

    Knife in the Dark

    Spoiler
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    Hit Dice: d6
    Requirements:
    Base Attack Bonus: +3
    Skills: Hide 8 ranks, Move Silently 8 ranks, Slight of Hand 6 ranks
    Special: Ability to use Darkness as a spell, spell-like ability or special attack
    Special: Sneak Attack, Skirmish, or Sudden Strike +1d6
    Class Skills:
    The Knife in the Dark’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), 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: 6 + Int modifier

    Knife in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+0|+2|+0|Familiarity
    2|+1|+0|+3|+0|Extra darkness, Trick of the dark
    3|+2|+1|+3|+1|Sneak attack +1d6
    4|+3|+1|+4|+1|
    5|+3|+1|+4|+1|Trick of the dark
    6|+4|+2|+5|+2|Sneak attack +2d6
    7|+5|+2|+5|+2|Trick of the dark
    8|+6|+2|+6|+2|
    9|+6|+3|+6|+3|Sneak attack +3d6
    10|+7|+3|+7|+3|Trick of the dark[/table]

    Class Features:

    Familiarity (Ex): Beginning at 1st level, a Knife in the Dark is unaffected by her own Darkness ability and can attack and maneuver within its radius at no penalty.

    Extra Darkness: Beginning at 2nd level, a Knife in the Dark gains the ability to use her Darkness ability additional times per day equal to half her class level (min +1/day). If the Knife in the Dark casts Darkness as a spell, she gains the ability to use Darkness as a spell-like ability a number of times per day equal to half her class level.

    Trick of the Dark (Su): Beginning at 2nd level, a Knife in the Dark gains her signature ability to alter her Darkness. At 2nd, 5th, 7th, and 10th level, a Knife in the Dark may select one of the following tricks:
    1. Widen Darkness – A Knife in the Dark may use this trick to double the radius of her Darkness ability.
    2. Extend Darkness – A Knife in the Dark may use this trick to double the duration of her Darkness ability.
    3. Deepen Darkness – A Knife in the Dark may use this trick to make her Darkness ability generate an area of total darkness instead of shadowy illumination. If this Darkness interacts with a Daylight spell, the result is an area of shadowy illumination in the radius of the Darkness effect. Prerequisite – ability to use at least one other Trick of the Dark
    4. Darker Vision – A Knife in the Dark may use this trick to gain the ability to see in magical darkness or to give this ability to her allies. She may expend a use of her Darkness ability to gain the ability to see in magical and non-magical darkness at a range of 15 ft for 1 min/level or to bestow this same ability on her allies as a melee touch attack (a standard action).
    5. Cloak of Darkness – A Knife in the Dark may use this trick to wrap herself in a cloak of darkness. This ability expends a use of her Darkness ability and grants the Knife in the Dark concealment (20% miss chance) for 1 min/level. The Knife in the Dark’s vision remains unaffected.
    6. Target Darkness – A Knife in the Dark may use this trick to cloud the vision of a single creature as a ranged touch attack with a range of 60 ft. The target is allowed a Will save (DC 10 + the Knife in the Dark’s class level + her Charisma modifier) to resist the effect. If the target fails the save, she behaves as if in an area of shadowy illumination for the normal duration of the Darkness effect.
    7. Extra Darkness – A Knife in the Dark who selects this trick gains an additional daily use of her Darkness ability or spell.
    8. Silencing Darkness – A Knife in the Dark can use this trick to duplicate the effects of a Silence spell within the radius of her Darkness. The save DC for this effect is 10 + the Knife in the Dark's class level + her Charisma modifier.
    9. Persistent Darkness – A Knife in the Dark may use this trick to prevent her Darkness from being dispelled by Dispel Magic and similar spells. A Knife in the Dark adds her class levels when determining the DC of dispel checks made to dispel her Darkness (thus, the dispel DC for Darkness cast by a Tiefling Rogue 7/ Knife in the Dark 5 is 16). If the Knife in the Dark casts Darkness as a spell, her class levels stack with levels of her casting class for determining dispel DC’s (thus, the dispel DC for Darkness cast by a Human level 3 Cleric/level 5 Rogue/level 5 Knife in the Dark is 11 + Cleric levels + Sword in the Dark levels, or 19 [11+3+5]). Unlike other Tricks of the Dark, a Knife in the Dark can use an additional use of her Darkness ability to create an area of darkness that is affected by Persistent Darkness as well as another Trick.

    Only one Trick of the Dark can be used on any Darkness effect. Thus, a Knife in the Dark could use a use of her Darkness ability to create a Widened Darkness but not a Deepened Widened Darkness.

    Sneak Attack (Ex): This is exactly like the rogue ability of the same name. At 3rd, 6th and 9th level, a Knife in the Dark’s sneak attack damage increases by +1d6. If a Knife in the Dark gets a sneak attack bonus from another source, the bonuses to damage stack.


    Scream in the Dark

    Spoiler
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    Hit Dice: d10
    Requirements:
    Skills: Hide 2 ranks, Intimidate 8 ranks, Move Silently 2 ranks
    BAB: +7
    Spellcasting: Ability to cast Darkness as an arcane spell
    Special: Hexblade’s Curse class feature
    Class Skills:
    The Scream in the Dark’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex) and Spellcraft (Int).
    Skill Points at Each Level: 4 + Int modifier

    Scream in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Hexblade’s Curse, familiarity, afraid of the dark|+1 level of existing class
    2|+2|+0|+0|+3|Shadow curse 2|+1 level of existing class
    3|+3|+1|+1|+3|Extra Darkness |+1 level of existing class
    4|+4|+1|+1|+4|Afraid of the dark|+1 level of existing class
    5|+5|+1|+1|+4|Augment Darkness |+1 level of existing class
    6|+6|+2|+2|+5|Shadow curse 4|+1 level of existing class
    7|+7|+2|+2|+5|Primal Terror|+1 level of existing class
    8|+8|+2|+2|+6|Augment Darkness |+1 level of existing class
    9|+9|+3|+3|+7|Curse of blindness|+1 level of existing class
    10|+10|+3|+3|+7|Shadow curse 6, Shadows in the dark|+1 level of existing class [/table]

    Class Features:

    Hexblade’s Curse: Scream in the Dark class levels count as hexblade levels for the purpose of determining your daily uses of the Hexblade’s Curse class ability and the save DC to resist your curse ability.

    Familiarity (Ex): Beginning at 1st level, a Scream in the Dark is unaffected by her own darkness spell and can attack and maneuver within its radius at no penalty.

    Afraid of the Dark (Su): Beginning at 1st level, a Scream in the Dark gains a circumstance bonus to Intimidate checks equal to her class level as long as either she or the target of her Intimidate check is within an area of shadowy illumination or darkness.

    Shadow Curse (Su): At 2nd level, a Scream in the Dark’s baleful power is enhanced by the magical darkness she creates. The penalties imposed by her Hexblade’s Curse increase by 2 whenever a creature affected by her curse is within an area of magical darkness. The penalty imposed by her curse returns to normal if the creature moves out of the magical darkness and increases again every time the creature moves back in. Additionally, the increase granted by this ability increases to 4 at 6th level and 6 at 10th level.

    Extra Darkness: At 3rd level, a Scream in the Dark gains the ability to use Quickened darkness as a spell-like ability once per day. She gains an additional daily use of this ability at every subsequent odd level.

    Afraid of the Dark (Su): At 4th level, a Scream in the Dark learns to use the power of fear to demoralize and defeat her foes. When she is within an area of magical darkness, all creatures within 30 feet of her who can see her must make a Will save (DC 10 + the Sword in the Dark’s class level + her Charisma modifier) or become shaken for 4d6 rounds, as the Frightful Presence ability. This ability only functions if the Scream in the Dark is within an area of magical darkness, though those affected by the Scream in the Dark’s frightful presence need not be. Creatures the Scream in the Dark considers allies are immune to this ability.

    Augment Darkness (Su): At 5th level, the darkness created by a Scream in the Dark's spells or spell-like ability is considered a 3rd level spell when determining its interaction with light-producing spells. At 8th level, it is considered a 4th level spell for this purpose. If the Scream in the Dark uses a spell to create magical darkness, it still uses a 2nd level spell slot.

    Primal Terror (Su): At 7th level, a Scream in the Dark’s skill at using darkness to inspire fear is legendary. The areas of magical darkness she creates are filled with terrifying images and strange moving shapes that evoke a reaction even from the most hardened foes. She can attempt to affect foes with fear-causing spells, spell-like abilities or Intimidate checks even if they are normally immune to fear effects. The target(s) must be within the radius of an area of magical darkness she created. She must also succeed on a character level check (DC = the target(s) hit dice or character level, whichever is higher). Elementals and constructs, if they are normally immune to fear effects, remain immune.

    Curse of Blindness (Su): At 9th level, a Scream in the Dark learns to pour her baleful power into her opponent’s eyes. Whenever she targets an opponent with her Hexblade’s Curse, she can choose blind them for the duration of the curse instead of the normal penalties. The curse’s target can still make a Will save to negate the effect, as with a normal Hexblade’s Curse.

    Shadow in the Dark (Su): At 10th level, the combination of magical darkness and the Scream in the Dark’s baleful powers is so potent that few can withstand it. All creatures affected by the Scream in the Dark’s frightful presence are paralyzed with fear for 4d6 rounds instead of shaken. Additionally, the Scream in the Dark gains a +4 bonus on level checks to affect fear-immune opponents with her frightful presence.


    Sword in the Dark

    Spoiler
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    Hit Dice: d8
    Requirements:
    Base Attack Bonus: +5
    Skills: Hide 4 ranks, Move Silently 4 ranks
    Feats: Combat Expertise, Improved Disarm, Improved Trip, Weapon Focus (any), Stealthy
    Special: Ability to use Darkness as a spell, spell-like ability or special attack
    Class Skills:
    The Sword in the Dark’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), and Swim (Str)
    Skill Points at Each Level: 4 + int modifier

    Sword in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Familiarity
    2|+2|+0|+0|+3|Extra Darkness, Darkness tactics +2
    3|+3|+1|+1|+3|Trick of the dark
    4|+4|+1|+1|+4|Shadow jump 40 ft
    5|+5|+1|+1|+4|Darkness tactics +4
    6|+6|+2|+2|+5|Trick of the dark
    7|+7|+2|+2|+5|Shadow jump 60 ft
    8|+8|+2|+2|+6|Darkness tactics +6
    9|+9|+3|+3|+7|Trick of the dark
    10|+10|+3|+3|+7|Shadow jump 80 ft[/table]

    Class Features:

    Familiarity (Ex): Beginning at 1st level, a Sword in the Dark is unaffected by her own Darkness ability and can attack and maneuver within its radius at no penalty.

    Extra Darkness: Beginning at 2nd level, a Sword in the Dark gains the ability to use her Darkness ability additional times per day equal to half her class level (min +1/day). If the Sword in the Dark casts Darkness as a spell, she gains the ability to use Darkness as a spell-like ability a number of times per day equal to half her class level.

    Darkness Tactics (Ex): Beginning at 2nd level, a Sword in the Dark becomes adept at exploiting the illusive properties of darkness to increase her combat ability. While in an area of shadowy illumination or total darkness and not subject to any miss chance, the Sword in the Dark gains a +2 bonus to opposed checks made to trip, disarm or bull rush an opponent. This bonus increases to +4 at 5th level and +6 at 8th level.

    Trick of the Dark (Su): Beginning at 3rd level, a Sword in the Dark gains the ability to alter any Darkness she creates. Only one Trick of the Dark can be used on any Darkness effect. At 3rd, 6th, and 9th level, a Sword in the Dark may select one of the following tricks:
    1. Widen Darkness – A Sword in the Dark may use this trick to double the radius of her Darkness ability.
    2. Extend Darkness – A Sword in the Dark may use this trick to double the duration of her Darkness ability.
    3. Darker Vision – A Sword in the Dark may use this trick to gain the ability to see in magical darkness or to give this ability to her allies. She may expend a use of her Darkness ability to gain the ability to see in magical and non-magical darkness at a range of 15 ft for 1 min/level,or to bestow this same ability on her allies as a melee touch attack (a standard action).
    4. Ensnaring Darkness – A Sword in the Dark may use this trick to create an area of shadowy illumination that grabs at the bodies of individuals within its area. The area of Darkness created functions as an Entangle spell but is otherwise identical to the Darkness created normally by the Sword in the Dark’s spell or spell-like ability. The save DC for this effect is 10 + the Sword in the Dark's class level + her Charisma modifier.
    5. Solid Darkness – A Sword in the Dark may use this trick to create an area of shadowy illumination that severely impedes movement. The area of Darkness created functions as a Solid Fog spell but is otherwise identical to the Darkness normally created by the Sword in the Dark’s spell or spell-like ability. Prerequisite – ability to use one other Trick of the Dark.
    6. Persistent Darkness – A Sword in the Dark may use this trick to prevent her Darkness from being dispelled by Dispel Magic and similar spells. A Sword in the Dark adds her class levels when determining the DC of dispel checks made to dispel her Darkness (thus, the dispel DC for Darkness cast by a Tiefling level 6 Fighter/level 5 Sword in the Dark is 16). If the Sword in the Dark casts Darkness as a spell, her class levels stack with levels of her casting class for determining dispel DC’s (thus, the dispel DC for Darkness cast by a Human level 3 Cleric/level 3 Fighter/level 5 Sword in the Dark is 11 + Cleric levels + Sword in the Dark levels, or 19 [11+3+5]). Unlike other Tricks of the Dark, a Sword in the Dark can use an additional use of her Darkness ability to create an area of darkness that is affected by Persistent Darkness as well as another Trick.
    7. Revealing Darkness – A Sword in the Dark may use this trick to cause an area of Darkness she generates to duplicate the effect of the Glitterdust spell within its radius. The Glitterdust effect last for 1 round/class level after a creature’s initial exposure, and functions both within the radius of Darkness and outside of it, should a creature move outside the radius. Any creature moving into the radius becomes affected by the Glitterdust effect.
    8. Extra Darkness – A Sword in the Dark who selects this trick gains an additional daily use of her Darkness ability or spell.

    Shadow Jump (Su): Beginning at 4th level, a Sword in the Dark gains the Shadow Jump ability up to a maximum daily distance as shown above. This ability functions identically to the Shadowdancer ability of the same name, with the exception that a Sword in the Dark can only jump between areas of shadowy illumination she has created.


    Voice in the Dark

    Spoiler
    Show
    Hit Dice: d6
    Requirements:
    Skills: Perform (any) 8 ranks, Spellcraft 8 ranks, Hide 5 ranks, Move Silently 5 ranks
    Spellcasting: Ability to cast Darkness as an arcane spell
    Special: Bardic Music class ability
    Class Skills:
    The Voice in the Dark’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + int modifier

    Voice in the Dark
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+0|+2|Bardic music, familiarity|--
    2|+2|+0|+0|+3|Extra Darkness|+1 level of existing class
    3|+3|+1|+1|+3|Darkness casting|+1 level of existing class
    4|+4|+1|+1|+4|Augment Darkness|+1 level of existing class
    5|+5|+1|+1|+4|Music of the night|+1 level of existing class
    6|+6|+2|+2|+5|Darkness casting|+1 level of existing class
    7|+7|+2|+2|+5|Darkvision|+1 level of existing class
    8|+8|+2|+2|+6|Augment Darkness|+1 level of existing class
    9|+9|+3|+3|+7|Music of the night|+1 level of existing class
    10|+10|+3|+3|+7|Darkness casting|+1 level of existing class [/table]

    Class Features:

    Bardic Music – Voice in the Dark levels stack with bard levels for the purpose of determining the Voice in the Dark’s daily uses of her Bardic Music abilities, the value of the bonus granted by Inspire Courage (if any) and the number of allies the Voice in the Dark can affect with her Inspire Greatness ability (if any).

    Familiarity (Ex): Beginning at 1st level, a Voice in the Dark is unaffected by her own Darkness spell and can attack and maneuver within its radius at no penalty.

    Spellcasting – At 2nd level, A Voice in the Dark gains new spells per day as if she had also gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Voice in the Dark, she must decide to which class she adds the new level for purposes of determining spells per day. A Voice in the Dark's caster level increases as show on the above table.

    Extra Darkness – Beginning at 2nd level, a Voice in the Dark gains the ability to use Quickened darkness as a spell-like ability a number of times per day equal to half her class level (rounded down).

    Darkness Casting (Su): Beginning at 3rd level, a Voice in the Dark gains improved spellcasting versatility when in an area of magical darkness. At 3rd level, a Voice in the Dark may cast any spell with the “harmless” designation in its saving throw entry as if under the influence of the Enlarge Spell metamagic feat. A Voice in the Dark need not have Enlarge Spell in order to use this ability nor does the use of this ability require an increase in spell-level or casting time.

    At 7th level, a Voice in the Dark may cast any spell with the “harmless” designation and a range of touch at a greater range. This functions exactly like the Reach Spell metamagic feat, except that the Voice in the Dark may target any creature within the same area of magical darkness as the Voice in the Dark. A Voice in the Dark need not have Reach Spell in order to use this ability nor does the use of this ability require an increase in spell-level or casting time.

    At 10th level, a Voice in the Dark become so in tune with magical darkness that she can cast any spell with the “harmless” designation on any creature within an area of magical darkness, even if the Voice in the Dark and the target are in different areas of darkness. This ability allows the Voice in the Dark to affect a number of creatures equal to half her class level, even with spells that only target a single creature. If the spell itself affects more people, this number supersedes the limits placed on this class ability. This ability functions only if the Voice in the Dark and the target are both within the radius of darkness and within 60 feet of each other.

    Augment Darkness – Beginning at 4th level, the darkness created by a Voice in the Dark's spells and spell-like ability is considered a 3rd level spell when determining its interaction with light-producing spells. At 8th level, the darkness is considered a 4th level spell for this purpose. If the Voice in the Dark uses a spell to create magical darkness, it still uses a 2nd level spell slot.

    Music of the Night (Su) – Beginning at 5th level, a Voice in the Dark can influence the very nature of magical darkness and can imbue the darkness with the power of her musical abilities, causing the darkness to resonate with her music. At 5th level, while located in an area of magical darkness, the effects of a Voice in the Dark's music last longer than normal, as if under the influence of the Lingering Song feat. This increase in duration occurs only within areas of magical darkness. If the Voice in the Dark already has the Lingering Song feat, the duration increases a further 2 rounds inside areas of darkness. Additionally, at 9th level, the bonuses granted by a Voice in the Dark's music increase by one while the Voice in the Dark initiates their use in an area of magical darkness. Note that nothing prevents the music from having effects outside of areas of darkness but rather that their effects are magnified by the darkness.

    Darkvision (Ex): Beginning at 7th level, a Voice in the Dark becomes acclimatized to darkness and gains darkvision out to a range of 60 ft. If the Voice in the Dark already has darkvision, this ability has no effect.
    Last edited by Mephibosheth; 2013-03-19 at 09:05 AM.
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