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  1. - Top - End - #1
    Ogre in the Playground
     
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    Default The Jaguar Knight (Shadow Magic/Rogue PrC, PEACH)

    Jaguar Knight
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    Jaguar Knights are the elite warriors of Tezcatlipoca, a god of the eternal night. These brave warriors are not like conventional knights; they do not put up a direct fight against foes. Instead, they stalk their enemies, picking them off one by one in the darkness.

    According to the religious beliefs of these warriors, jaguars have natural control over the night, so they too try to harness the power of shadows. Their ability to create their own darkness and manipulate it makes them even more dangerous. Few can truthfully say that they were ambushed by a pack of such fearsome foes and survive.

    Although they see nothing wrong with killing, Jaguar Knights also believe that it brings great honor to successfully defeat a foe without killing him. This shows their patron deity that they are his humble servants, willing to let their prey live if it is not yet their turn to be claimed by the night.

    Prerequisites
    To become a Jaguar Knight, a character must meet the following prerequisites:
    Base Attack Bonus: +4
    Deity: Tezcatlipoca
    Skills: Hide 8 ranks, Move Silently 8 ranks
    Special: Sneak Attack, Sudden Strike, or Skirmish +2d6 class feature. Character must have defeated at least four enemies without killing them, and taken them prisoner.

    The Jaguar Warrior

    Skills: Jaguar Knights have the following class skills: Balance (Dex), Bluff (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), and Spot (Wis).

    Weapon and Armor Proficiencies: Jaguar Knights are proficient with all simple and martial weapons. They are proficient in light armor and all shields.

    Class Features
    Jaguar Knights get the following class features.

    Sneak Attack/Sudden Strike/Skirmish Advancement (Ex): For the purposes of determining the amount of precision damage dealt by a character, the character’s levels in Jaguar Knight stack with any levels of their previous class.

    Fundamentals of Shadow (Su): Fundamentals are supernatural abilities resembling spells that are usable 3/day. At 1st level, a Jaguar Knight knows one fundamental, and gains a bonus fundamental at 4th and 8th level. When gaining a new level in Jaguar Knight, you can choose a new fundamental in place of a new mystery (provided that you would gain a new mystery that level). When choosing a new fundamental, you may choose to “relearn” a fundamental you already know, to gain an addition 3 uses a day. See Tome of Magic for a list of available fundamentals. Save DCs for fundamentals are equal to 10 + Charisma modifier.

    Mysteries: Jaguar Knights do not cast conventional spells, but rather invoke mystical secrets called mysteries. He knows one mystery at 1st level, and learn an additional one every other level (to a maximum of five at 9th level). Up to 6th level, a Jaguar Knight may only learn apprentice mysteries. At 7th level, he can learn initiate mysteries. A Jaguar Knight can choose a mystery from any category he has access to. For example, at 9th level, he may choose an apprentice mystery, an initiate mystery, or a fundamental.

    Shadow magic progresses in specific stages; a Jaguar Knight cannot “jump ahead” in a path, but he need not complete a path if he wishes not to. Within a category (apprentice or initiate for a Jaguar Knight), he can only learn spells of a new level if he learns at least two mysteries of the level below it first. A Jaguar Knight must know all previous mysteries from a path to select a mystery from that path. However, he can always select the first mystery of a path of a category he has access to, even if the Jaguar Knight didn’t complete lower category paths.

    Mysteries represent thought patterns and formulas so alien that other spells seem simple in comparison. As Jaguar Knights progress, however, their connection to the Plane of Shadow grows stronger, and their mysteries become more ingrained in their essence. When a Jaguar Knight is capable of casting only apprentice mysteries, he casts them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever a Jaguar Knight casts a mystery as an arcane spell, observers can make a DC 15 Spot check to note that his shadow is making different gestures from the ones he makes when he cast the mystery (see Detecting Mysteries, Tome of Magic page 138).

    At 7th level, when a Jaguar Knight becomes capable of casting initiate mysteries (whether or not he choose to learn any), his apprentice mysteries become so much a part of him that they now function as spell-like abilities, and they no longer require somatic components. His new initiate mysteries (when they are learned) function as arcane spells and follow the rules described above. A Jaguar Knight can learn the same mystery more than once. Doing so allows the Jaguar Knight to use the ability another set of times per day.

    Jaguar Knights can use each mystery they know a certain number of times per day depending on whether it is cast as a spell (once) or spell-like ability (two times). The allotments per level only apply if they are able to cast mysteries of the level indicated. For example, if a Jaguar Knight chooses breadth over depth and know no 4th-level mysteries as a 7th-level Jaguar Knight, he cannot take advantage of the one use per mystery per day detailed in the table. Unlike spellcasters, Jaguar Knights don’t get bonus mysteries for a high ability score. Although they do not prepare spells, Jaguar Knights must rest for 8 hours and meditate for 15 minutes each day to regain their use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.

    To cast a mystery, a Jaguar Knight must have a Charisma score of 10 + mystery level. The save DCs for mysteries equal 10 + mystery level + Charisma mod. Although not conventional casters, Jaguar Warrior levels are included when determining the overall caster level of a character. See Tome of Magic for a list of mysteries.

    Darkvision: At 2nd level, a Jaguar Knight gains darkvision 30 ft. At 4th level, and every other level afterwards, a Jaguar Knight’s darkvision increases by another 30 ft. (to a maximum of 120 ft. at 8th level).

    Blind-Fight: Jaguar Knights gain blind-fight as a bonus feat at 2nd level.

    Darkwalker (Ex): At 3rd level, Jaguar Knights are so adept at working under the cover of darkness that, when in a darkened or shadowy illuminated area, they gain a +1 morale bonus to attack and damage rolls, saving throws, armor class, and skill checks. At 6th and 9th levels, this bonus increases by an additional +1.

    Pounce (Ex): At 3rd level, Jaguar Knights may make a full attack after charging an opponent.

    Darkness (Sp): At 5th level, a Jaguar Knight may cast Darkness once per day as a sorcerer of equal level could.

    See in Magical Darkness (Su): Jaguar Knights can see in magically created darkness, even deeper darkness, starting at 5th level.

    Jaguar Form (Su): At 10th level, a Jaguar Knight may take on aspects of the jaguar once per day, becoming a humanoid-jaguar hybrid. In this state (which is very similar to a lycanthrope’s hybrid form), a Jaguar Knight gains +6 Strength, +8 Dexterity, +4 Constitution. He gains two claws as a primary attack (1d4) and a secondary bite attack (1d8). A Jaguar Knight can maintain this form for a number of rounds equal to 3 + Charisma modifier (minimum 1). While in this form, Jaguar Knights cannot use Charisma- or Intelligence-based skills, and they cannot cast mysteries.
    Last edited by LOTRfan; 2011-03-23 at 05:57 AM.
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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: The Jaguar Knight (Shadow Magic/Rogue PrC, PEACH)

    I made a minor update to the Jaguar Form ability.
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    RangerGuy

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    Default Re: The Jaguar Knight (Shadow Magic/Rogue PrC, PEACH)

    A few minor things.
    First, it makes it a bit easier for people to understand if the skill prerequisites are based off of skill ranks instead of skill modifier. Otherwise, you could take this class at 2nd level, instead of 6th level like I think you planned. Likewise, most of the time the number of dice for the Sneak Attack, Sudden Strike, or Skirmish abilities are listed, (1d6, 2d6, etc).
    Second, how do these mysteries interact with mysteries gained from another source. Or do they interact at all.
    Third, in Jaguar form, why can you not use Dex based skills? This seems to be a very Dex based character, so why lose those skills for the capstone ability?
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    Ogre in the Playground
     
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    Default Re: The Jaguar Knight (Shadow Magic/Rogue PrC, PEACH)

    Quote Originally Posted by lightningcat View Post
    A few minor things.
    First, it makes it a bit easier for people to understand if the skill prerequisites are based off of skill ranks instead of skill modifier. Otherwise, you could take this class at 2nd level, instead of 6th level like I think you planned. Likewise, most of the time the number of dice for the Sneak Attack, Sudden Strike, or Skirmish abilities are listed, (1d6, 2d6, etc).
    I'll correct that right now.

    Quote Originally Posted by lightningcat View Post
    Second, how do these mysteries interact with mysteries gained from another source. Or do they interact at all.
    If a Jaguar Knight has mysteries/fundamentals from other sources, he gains an addition set of uses of them per day. I thought that was clear when it mentioned you can learn mysteries you already know to use them more often, but I'll make it more clear.

    Quote Originally Posted by lightningcat View Post
    Third, in Jaguar form, why can you not use Dex based skills? This seems to be a very Dex based character, so why lose those skills for the capstone ability?
    That was copy pasta. I shall fix it.

    Thanks.
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